2275: A Need for Progression

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Playing some Dungeon Travelers 2 this evening, I found myself pondering exactly why I have, so far, spent 130 hours on this game — the longest I've ever spent on a single-player RPG, I believe — while a short time back, I decided that I really needed to take a break from Final Fantasy XIV, which was previously something of a life and free time-devourer.

On reflection, it comes down to a need for progression; more specifically, a need for a near-constant feeling of progression.

Herein lies the main reason I've set Final Fantasy XIV aside for the time being, and it's by no means an issue exclusive to that game, either — it's a genre-wide thing with all MMOs. And that issue is that once you reach "endgame" level — i.e. you hit the level cap, and progression becomes about acquiring better gear and taking on tougher challenges rather than earning experience points and levelling up — progression stops being constant and instead comes in fits and starts, in extreme cases, with instances of actually improving coming weeks apart from one another.

To put this in some sort of context for those who are unfamiliar with MMO endgames: you have several means of acquiring new gear at the level cap in Final Fantasy XIV. You can loot it from dungeons, which is based on random drops. You can acquire it from the raid dungeon Alexander, but this requires strategically acquiring items from its various floors, because you are limited in what you can acquire each week and different bits of gear require different numbers of items. You can acquire it using Tomestones of Esoterics, which have no limit on how many you can acquire per week. You can acquire it using Tomestones of Lore, of which you're limited to collecting 450 per week. You can take on the lengthy Anima Weapon quest. Or you can acquire it by running the top-tier challenging stuff such as the latest Extreme primal fights or Alexander on Savage difficulty.

Part of the issue here, I guess, is that everyone generally wants to go for the biggest upgrade possible at any given time, and it's these bigger upgrades that you're somehow limited in, meaning progress is artificially constrained. In order to earn a piece of body armour using Tomestones of Lore, for example, which is among the best equipment in the game right now, you need at least two weeks to earn the 825 or so Tomestones required, since you're capped at 450. In that intervening period, all you're doing is grinding for no discernible gain: the actual gain comes only when you've finished the process and you get your shiny new armour. (And then moan about it not having the stats you want, probably.)

Now, this sort of design is a key part of how MMOs generally keep people engaged over a long period — if everyone could get the best possible gear immediately, they'd complain about having "not enough content" more than they do already (which is a lot), and that is obviously undesirable for the development team, who are put under pressure to put out more content more quickly, which inevitably leads to quality suffering. Instead, these moments of progression are significant, but time-consuming: they have a noticeable impact on your character's abilities, but only after a long period of doing the same things over and over again until you've earned enough whatevers to get your doohickey.

That sort of treadmill progression had started to become a little less enjoyable to me than it had been, particularly as the current endgame of Final Fantasy XIV now has a number of different grindathons required to get the best possible gear. And so I put it down for now and instead focused on Dungeon Travelers 2's postgame (actually bigger than the main game) which is also a grindfest, but which is considerably more appealing to me right now for that feeling of constant rather than sporadic progression.

Progression in Dungeon Travelers 2 comes in several forms. The most obvious is in the earning of experience points and levelling up: finishing the main story will get you to about level 50, but the postgame will take you to the cap of 99 by its conclusion. This means that rather than hitting a level cap early and progression slowing by very nature of one of its sources being cut off, there's the constant satisfaction of earning experience points right up until the end of the game. And if you're still hungry for more, a "Level Reset" system allows you to discard those hard-earned levels in favour of some bonuses to the character's base stats if they had reached a high enough level, meaning you can level them up all over again and they'll be marginally better.

That's not the only means of progression, though. Gear is another important aspect of progression in Dungeon Travelers 2, much like other dungeon crawlers. The gear system is very interesting, in fact, since it's based around just a few base items, and then built upon with an enchantment system. What happens is you have a piece of base gear (say, a piece of leather armour) which has a bonus value attached to it (say, +5). The bonus indicates how much better than its base incarnation it is, and the value can keep going up and up and up. In order to make it go up, you have to enchant your gear using the Sealbooks you acquire by defeating sets of 9 of each monster in the game. Each of these Sealbooks has a level, and when you use it to enchant a piece of gear, two things happen: the bonus goes up by the tens value of the Sealbook's level (up to a maximum of 5 for books of level 50 and above) and one or more of the Sealbook's special effects (ranging from bonuses to stats to special effects such as regenerating health and TP each turn) is attached to the piece of gear.

Here's an example. I have a set of Leather Armour+40. I run across the wandering blacksmith in a dungeon, who allows you to enchant your gear. I use a level 50 Sealbook to enchant the armour, which increases its bonus to +45 and attaches a DEF Up and Elemental Resistance Up effect to it, making it considerably more defensive than before. Then I use another level 50 Sealbook of the same type to boost it to +50 and keep the same enchantments. Then I use a different Sealbook of a level higher than 50 (to increase the bonus, the Sealbook must be of a higher level than the bonus' current value) to boost it to +55 and add a Max HP Up effect to my existing DEF Up and Elemental Resistance Up effect, since equipment over +50 can have three, not two, effects attached to it. By this point, I've run out of money for the moment, so I take my leave of the bear blacksmith (yes, really) and proceed on my way, secure in the knowledge that I could upgrade that armour twice more before it becomes "capped" and I'd have to start looking for a stronger base item to progress further gear-wise.

These two systems intertwine so that you're always making one form of progress or the other. Levelling is quite slow in Dungeon Travelers 2 compared to more conventional JRPGs, but it has a noticeable impact, particularly on your characters' maximum HP. In the meantime, you can partly plug the gap for an underleveled character by giving them gear with huge bonuses — there's no level restrictions on equipping items — but you'll need to level them to ensure their survival and their usefulness in most cases.

But that's not all, either. The third means of progression in Dungeon Travelers 2 is simply getting further through the dungeons. Every expedition, you'll manage to get a bit further, perhaps even unlocking a shortcut allowing you to get to the new stuff more quickly next time you head in. Perhaps you'll beat a boss. Perhaps you'll find a nice piece of treasure. Perhaps you'll run into an area that has different enemies to the start of the dungeon. Point is, there's always something to discover, and while you're still wandering around grid-based mazes, swearing at one-way doors and teleporters and fighting battle after battle, at no point are you doing exactly the same thing over and over. You're not running the same dungeon time after time; you're discovering new parts of these sprawling mazes. You're not fighting the same bosses; you're taking on progressively more difficult challenges. And yes, you are grinding, but you're not doing so on a treadmill: you're always moving forwards.

This, I've come to the conclusion, is important to me, and it's why I'm not feeling the MMO thing right now. It's also why I've repeatedly bounced off the Souls series, despite trying to like them several times: those games are so heavily based on learning through repetition that I quickly get frustrated with the lack of forward momentum and tend to put them down after being smacked off a cliff by an armoured douchebag with a hammer for the umpteenth time, only to get smacked off a different cliff by a different armoured douchebag with a hammer on the way to reclaim my hard-earned souls and effectively undo the potential for progression I had before the unfortunate incident.

Nah. Give me a constant feeling of moving forward; that's what I really crave from my RPGs these days. And Dungeon Travelers 2 is very much scratching that particular itch right now.

2259: Back to Solo Play

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I've been back and forth on whether or not I should continue playing Final Fantasy XIV for a while now. I do love the game and all it offers, but the long period of time between the release of expansion pack Heavensward and its first major content patch caused me to get significant burnout, and while I did get temporarily enthused around the start of the patch 3.2 cycle, I'm once again feeling that I don't really want to do the endgame grind, nor do I want to raid.

Those who have been following my blog for a while will know that I've been one of the loudest, most enthusiastic people about Final Fantasy XIV ever since the beta of A Realm Reborn. So why the change of heart? Well, a number of reasons, really.

First up is the aforementioned endgame grind. This has always been present in the game — it is an MMO, after all — but first time around it somehow didn't feel so bad, perhaps because I never got "ahead of the curve" and made content irrelevant by outgearing it within a day or two of it releasing. In other words, taking on challenges was always exciting and there was always something to aim for; that aspect is still there, but if anything, I think there's now too much to grind on for what feels like relatively little reward.

Take the Anima weapons, for example — Heavensward's version of the Relic weapons from A Realm Reborn. The first step of this process either requires you to give up a fully upgraded level 50 relic (which a lot of people had at least one of by this point) or to repeatedly run FATEs around the Heavensward areas until you got Atma-like drops at a very low chance. The second step requires you to run ten dungeons that, at the level you're constructing the Anima weapon at, are completely irrelevant to you unless you're collecting gear for alt classes. The final step requires you to collect 20 each of four different items and then do some other bits and pieces.

The first step either takes seconds or hours of boring FATE grinding, though you can at least attempt to get the items from FATEs while levelling another class. The second step is just plain tedious, though it is presumably there as an attempt to keep older dungeons populated for those who are coming up through the 50s. And the third and final step is an absolutely brutal grind that either takes weeks of daily quests or repeated running of dungeons and/or the first (now largely irrelevant) part of the Alexander raid dungeon. Oddly, the jump in item level and power for this final step is significantly smaller than that for the second step, despite the final step being by far the most significant undertaking.

I currently have 8 out of the 60 items required to upgrade my Relic to its (currently) final form, and the next step of the process is coming soon. I just don't feel any inclination to do this alongside grinding daily quest reputation, Tomestones to purchase gear, XP for classes that haven't reached 60 yet, not to mention crafting and gathering, both of which are one of the few reliable ways to make a decent amount of money in the game.

The trouble, then, is not that there's nothing to do as such — it's that there's too much to do, but that too much is based on doing the same things over and over again for weeks or even months. The worst of both worlds, if you will — for me, anyway. There are plenty of people still playing who seem to be quite happy indulging in this grind. Some are even already working on their second or third Anima weapons.

I don't begrudge anyone how they spend their time, but having been playing a bunch of other stuff recently, I just don't want to commit the amount of time necessary to progress at a meaningful pace in Heavensward, because it means that I won't have time to enjoy other games like Senran Kagura Estival Versus, Dungeon Travelers 2, the upcoming Trillion God of Destruction and the many, many RPGs that are still on my game shelves, as yet unplayed. I've tried finding that magic balance between FFXIV and other games, and it just doesn't really exist for me — I always end up going in an "all or nothing" direction, and right now I'm feeling like I would rather play other things.

I'm not hanging up my Eorzean adventuring shoes completely; I fully intend to continue dropping in on the game to see how the plot develops with each new content patch, but I no longer have any desire to stay "current" with content progression, raids or Extreme-level Primal fights. In a way, I'm a bit sad that I feel this way, as FFXIV has been such a significant part of my life for so long — and my wife now plays more than I do — but ultimately, if you're not happy or having fun doing something that is supposed to be enjoyable, then there's really no point carrying on with it.

Alongside all this is the social matter: our Free Company has become very quiet over the last few months. I'm not entirely sure what's caused this and I don't really want to investigate for fear of dredging up any drama that might be involved. But playing the game isn't the same social activity it once was, with Free Company chat a lively place filled with people having fun, joking around and enjoying themselves. Many of the regular faces are still there, but remain quiet in "public", instead preferring to converse in small, private Linkshells rather than the main guild channel. It's made for an atmosphere that isn't anywhere near as welcoming and fun as it once was.

And alongside this is the matter of the overall game community and how it has declined somewhat over the last few months. MMOs always have a problem with elitism at their top end, but Final Fantasy XIV always used to feel like it was one of the more positive, friendly communities out there. Now, though, it's a place where you get yelled at if you don't speedrun dungeons, where newcomers to fights are sometimes kicked out of groups, and where players bitch about people they perceive to be "inferior" to them both in-game and on social media. The rise in popularity of DPS parsers also means that the particularly elitist players have data to hold over the heads of people they think are underperforming, and rather than offering feedback on how to improve, many of these people think that simply quoting them their DPS figure is enough to make them want to "git gud".

This is a generalisation, of course; I've still had plenty of positive experiences in the game in recent months, and I always made a point to be the change I wanted to see in the community by being friendly and conversational when playing with others, offering advice without berating when necessary. But it's just got to a point where this side of things has become exhausting and even stressful at times, and that's not conducive to having fun.

So I'm stepping away. For how long, I don't know, though as I say, I'm pretty sure I'll be back in for the next patch, at least to see how the main scenario storyline develops. Raiding, though? Nope. Sephirot EX? No thank you. Anima grind? No, thank you.

Now, I'm 86 hours deep in Dungeon Travelers 2 and I have grinding to do… he said, without a trace of irony.

2237: The Insufferable Frame-Rate Obsessives May Have a Point

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I upgraded the processor on my PC yesterday. It was the last bit that needed upgrading to make it decently up-to-date, and I'd been meaning to do it for a while. It was also a good excuse to wipe everything, reinstall Windows and have a nice fresh, clean system that wasn't clogged up with all manner of crap. For a little while, anyway.

PC gaming, for many people, is the relentless pursuit of ever more impressive frame rates, preferably at ever more impressive resolutions. I've never felt particularly strongly about either, given that my PC is hooked up to my TV and thus is limited to a maximum of 60 frames per second at 1920×1080 resolution; in other words, anything above 60 simply wouldn't benefit what was on screen at all, and in fact would often result in unsightly "screen tearing", where different parts of the screen update at different times. Consequently, I habitually play everything with VSync on, which limits the frame rates to 60 and completely eliminates any tearing. It's kind of deliberately hobbling performance to look better.

That said, even with a theoretical maximum frame rate of 60, my old processor couldn't quite keep up with some of the more modern games. I have a decent graphics card, so nothing was actually unplayable, but I knew that I could probably get more out of said graphics card with better base hardware. Final Fantasy XIV, for example, ran perfectly well at anywhere between about 30 and 60 frames per second depending on how much was going on at the time — it would be pretty damn smooth in the relative peace and quiet of instanced dungeons, while the frame rate would drop a fair bit in densely populated areas or busy battle scenes with lots of players. I'm not someone that these frame rate disparities bothered a great deal, but they were noticeable.

So with some degree of curiosity, after assembling the new bits and pieces and putting my computer back together, I fired up Final Fantasy XIV to investigate if the performance was any better. After a little fiddling with settings — previously, it ran better in "borderless windowed" mode, while now it runs better in dedicated full-screen mode — I was very pleased to discover that it was now running at an absolutely rock-solid 60 frames per second, constantly, regardless of what was happening on the screen at the time. It didn't make a massive difference to the visual fidelity of the game, but it was nice.

Then I jumped into a dungeon, and the true nature of the improvements better hardware brought on became apparent. While the graphics had never really struggled much in dungeons — except with the bizarre bug in the old DirectX 9 version of the game where facing certain directions would cause your frame rate to tank, presumably because the game was trying to render more "out of sight" stuff at once — what really became obvious as I was running with my new hardware was how much more responsive everything was. While the background graphics never really struggled much on my old rig, you could occasionally see things like the interface elements juddering a bit, particularly the damage numbers and status messages that scroll up and down the screen during combat, keeping you informed of what's happening.

Now, those messages are just as smooth as the animations and effects. More importantly, the controls are significantly more responsive, because there aren't any "dead frames", for want of a better word, where the game doesn't register a button input for whatever reason. It was a minor issue before; now it's completely absent, which is lovely. I hadn't anticipated quite how lovely it would be, but it really is; knowing that my performance can no longer be hampered by the complexity of the visuals on screen or how much is happening at the same time around me is a thoroughly pleasant feeling, and, surprisingly, makes the game more enjoyable.

So okay, I'll admit it; frame rate does make a difference. Sometimes. I maintain that "cinematic"-style experiences such as adventure games and their ilk don't particularly benefit from 60fps visuals — they can look nice, but if you're going with realistic imagery, 30fps can sometimes look more "natural" as it's closer to the frame rate of film and TV — but in games where precision and split-second timing are important — fighting games, shoot 'em ups, arcade games, MMOs such as Final Fantasy XIV — smoother hardware performance leads to smoother player performance. Which is kinda cool.

Oh, and no, I haven't tried Crysis yet.

2232: Pondering Postgame

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I feel like I've become much more conscious of a lot of single-player games incorporating an almost MMO-like "endgame" these days, though pondering the matter a little further I'm not sure it's as new a concept as I initially thought it was.

My musings on this subject are inspired by my second playthrough of Megadimension Neptunia VII, which is going considerably quicker than my 62-hour first playthrough of it thanks to its myriad of rather lovely New Game Plus features — faster run speed, higher jump height, ability to turn off random encounters and a bunch of other things besides, including the ability to instantly skip story scenes you've seen before — and in which I'm taking aim for the "true" ending and the subsequent postgame, which allows you to continue playing after the credits have rolled to clean up whatever it is you still want to get out of the game.

In the case of Megadimension Neptunia and numerous other games like it — largely JRPGs, with a few exceptions — the postgame is often designed with trophy collecting in mind, with some of the most challenging trophies requiring dedicated effort well above and beyond what the main story of the game demanded. In most cases, you're not actually missing out on any story by pursuing these additional objectives; you're simply expressing a desire to see everything the game has to offer, and to push your knowledge of its mechanics to the limit.

This is where the MMO endgame comparison comes in. Take my particular brand of MMO poison as an example: Final Fantasy XIV has a linear main scenario that takes you from level 1 to level 60 naturally, telling an interesting tale while equipping you with the skills you'll need for high-level play. Once you reach level 60 and beat the main story you have a few choices: you can put the game down, satisfied that you've "finished" it; you can keep playing it to see what the new episodes of the story added in each new content patch add to the overall narrative; or you can delve into the endgame proper, which often relies less on story and more on mechanics and grinding, with the promise of significant increases in your character's power as a reward.

This is exactly the case with modern single-player games that offer postgame content, too. In the case of Megadimension Neptunia VII, there are hidden treasures to hunt down, additional monsters to fight, challenging dungeons to clear and collectibles to… you know. There's no actual obligation for you to take these extra challenges on if you're satisfied with how the main story concluded, but the option is there for those who want to spend a bit more time with the game without having to worry about whether they'll lock themselves out of something by advancing the plot too far.

As I say, I'd got into my head that this was a somewhat recent concept; when I think back to titles that I spent a lot of time with in years gone by, in many cases you had to take care of any and all of your business before you beat the final boss and rolled the credits. Take something like Final Fantasy VII, for example; once you unlock the final dungeon, pretty much the whole world is open to you, and there are a bunch of optional sidequests you can go and complete for some fairly significant rewards if you see fit, though none of them are essential to the plot, and none of them are necessary to beat the final boss. Once you do beat that final boss, though, that's the end of the game — in RPGs of that era, you often didn't even get to save a "clear file" to start a New Game Plus and carry over some of your achievements to a new runthrough.

But when I consider things in a bit more depth, the idea of the postgame — of an ostensibly narrative-based game remaining relevant and interesting to play even after you've seen the story's finale — has been around for quite some time. Konami's PS1 and PS2-era games, for example, often featured a ranking/score screen at the end of the game, challenging you to try it again, but do it faster/better/taking fewer hits. Other games unlocked new difficulty settings, or unlocked alternative (sometimes joke) endings. Capcom's Resident Evil 2 took the ambitious approach of having multiple ways to experience the narrative: you could play it once as Claire, then see what Leon was up to while Claire was doing her thing; then you could play it "for the first time" again as Leon, then see what Claire was up to while Leon was doing his thing. Each of these four playthroughs, while similar, had its own unique content, making the game worth replaying — and once you'd done all that, there were the super-secret paths such as Hunk and Tofu, which mostly acted as a reward for those who had put in enough time and effort to master the game.

MMO players often describe reaching the level cap of their game of choice as "just the beginning" of your experience. And it's very much true; pre-Heavensward Final Fantasy XIV sat at level 50 for a good couple of years, but managed to feel like it was progressing at a regular, steady rate, both in terms of new content and character power levels — and it's doubtless the same with other MMOs that keep adding new stuff to keep level-cap players interested and engaged.

What I find interesting is the idea that a game designed primarily to tell a story — to have a clear end — can have so much beyond that story content, even if it's a single-player game that isn't expanded over time with new content, DLC or the like. It's one of the many things that sets games apart from non-interactive forms of entertainment, and it's an opportunity to enjoy a different side of a game you've taken pleasure in engaging with: having worked your way through the narrative, you're now focusing on mastering the mechanics until you're satisfied you've got everything you're going to out of the game in question.

I never used to do multiple playthroughs of games — except for Final Fantasy VII, which my friends and I were borderline obsessed with in our teens — but these days, I very much enjoy exploring the postgame, trophy hunting and seeing multiple endings. Once I'm done with Megadimension Neptunia VII, I'm particularly looking forward to Dungeon Travelers 2's postgame; from everything I've heard about it, it very much takes the MMO approach of "finishing the story is just the beginning… now prove you really know how to play this game. If, you know, you want to." — and that is something that has come to appeal to me very much over the years, even as many of my peers are getting less and less patient with lengthy, time-consuming games. I wonder what made me go the other way?

Oh well. Time for bed now; tomorrow I will find out if I've actually done all the arbitrary triggers that ensure I will get Megadimension Neptunia VII's "true" ending, or if I need to do the whole bloody thing through for a third time. (That's not actually too bad; to put it in context, while my first playthrough took 62 hours, my second playthrough has probably been no more than 3 hours so far, and I'm just coming into the third and final story arc, which puts me maybe an hour away from the "ending".)

2231: Initial Impressions on Alexander: Midas

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Tonight, we cleared the last area of the new raid dungeon in Final Fantasy XIV… in its "normal" incarnation, anyway. Savage is likely to prove a somewhat stiffer challenge, but regular ol' vanilla had plenty of hurdles to overcome, too.

Now that we've been through all four of the new raids, I thought I'd ponder how I felt about them, and about Alexander as a whole compared to The Binding Coil of Bahamut.

The first thing to note about Alexander is that the overall tone of the whole thing is very different to Coil. Coil represented one of the most serious, dramatic parts of Final Fantasy XIV's story, and over its entirety revealed some very significant background lore about the Allagans and the Meracydians, both of whom we'd seen mentioned (and occasionally explored the relics of) but never encountered, mostly due to them both being long dead.

Alexander, meanwhile, largely concerns the goblins, and much like their Final Fantasy XI counterparts, goblins in Final Fantasy XIV are rather silly, afflicted with distinctive speech patterns and, for the most part, there for comic relief. They're not very threatening, in other words, so for them to be introduced as the main villains of the new raid cycle was… interesting, to say the least.

The overall aesthetic of Alexander is very different to Coil, too. Coil began as an expedition into the bowels of the earth and gradually gave way into a combination of fantastic, otherworldly scenery and pure sci-fi, futuristic environments, many of which were absolutely breathtaking in their scale. Alexander, conversely, has a pretty consistent "steampunk" look throughout its entirety, though Midas does a somewhat better job than Gordias in terms of presenting a bit of variety in the way things look.

This difference in aesthetic extends to the main attraction of the raids, too: the bosses. In Coil, you fought a wide variety of foes, ranging from a giant genetically modified snake to a fearsome dragon god via technologically advanced defence systems, a bioengineered lamia, a robot treant and, of course, the reincarnation of Final Fantasy XIV 1.0's main villain, Nael van Darnus, now going by Nael deus Darnus having apparently changed gender and gone a bit, well, dragonish.

Alexander, conversely, sees you fighting a lot of things in a similar mould: in Gordias, you fight a large steampunk robot thing, followed by a swarm of goblins and large steampunk robot things, followed by a squishy Pepsiman wannabe in what appears to be a sewage outlet, concluding with a battle against The Manipulator, which is a large steampunk robot thing. Midas is a bit better: first you fight a mad scientist goblin who keeps drinking his own concoctions and growing to Hulk-like proportions, then you fight a series of four large steampunk robot things, then you fight the main villain of the plot arc (and his cat), then finally you fight five large steampunk robot things — four of which you fought earlier in the raid — that then combine to make one enormous steampunk robot thing.

While I still like Alexander less than Coil in terms of its aesthetic and enemy designs, Midas is a big step in a better direction. Everything about it is better, from the variety between the four areas to the background plot that is revealed as you progress, which was rather lacking and forgettable in Gordias. It still lacks some of the outright drama that Coil had — the final boss of this particular cycle is an intense fight, but it's more chaotically humorous than terrifying like Twintania, Nael and Bahamut were — but things are improving a lot.

Of particular note is the boss music for the final boss, which I present with some pleasure for you below, in all its '70s anime glory:

Happy with how things have turned out with 3.2. I was getting concerned the game was losing its magic, but it's well and truly back on target.

2229: The Fist of the Son and The Cuff of the Son

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Been taking my time getting through the new Alexander raid (just the normal version) in Final Fantasy XIV over the last couple of evenings, and thought I'd write down a walkthrough for the first two floors, largely to refresh my own memory and perhaps to provide a convenient service to anyone passing by who wants to know such things.

As with Alexander: Gordias, Alexander: Midas is split into four areas, each of which allows you to get one piece of loot per week. These pieces of loot are tokens that can be exchanged for gear in Idyllshire in the same place you turn in Allagan Tomestones of Esoterics and Lore; like the gear from Gordias, you need varying numbers of tokens for different pieces of gear. Accessories require one bolt, so are the easiest to get, but are also often the smallest upgrade.

The Fist of the Son

Available loot: Bolt (1 needed for accessory), chain (1 needed for belt), pedal (2 needed for boots)

Run through the first area, and use the steam vents to jump up to the top of the room. Pass through the doorway and you'll be confronted with not one but two Fausts. They're much easier to handle than the one in The Fist of the Father, though; one tank take each, keep them together, focus down one at a time.

It's not over, though! After the second Faust drops, a pulsing AoE marker will appear on the floor. Get away from it, as Hummelfaust is going to drop down, dealing more damage the closer you are to its drop spot.

One tank should take Hummelfaust, the other should switch to DPSing and simply batter him down as quickly as possible. Much like OG Faust, this is designed as a DPS check to ensure that your group is going to be up to the job of toppling the subsequent bosses.

Once Hummelfaust is down, hop onto the conveyor belt to reach the boss room.

BOSS: Ratfinx Twinkledinks

This fight initially seems utterly bewildering, but it's actually fairly straightforward. You need to pay close attention to what is happening at all times, though; you might find it helpful to Focus Target Ratfinx to help keep an eye on what he's up to in case you need to target something else.

Before you start, mark the back-left corner of the room as A and the front-right corner as B. You'll be tanking Ratfinx at A, while B is set aside as a no-go area for a later mechanic.

Start the fight. Ratfinx will be reluctant to move as the battle begins, so take the opportunity to establish solid aggro if you're a tank. Once he transforms into his giant form, then you can move him over to A.

Ratfinx will proceed to pummel the main tank about the head, inflicting stacks of Headache, which increases damage taken. When Headache reaches 4 stacks, it becomes Concussion, which stuns you completely. When this happens, you'll see Ratfinx wind up for a big punch much like the one Sephirot does; at this point, the off-tank should immediately use Provoke and hit Ratfinx to take aggro from the original tank, and take the imminent big hit, which is slightly less big if you don't have Headache or Concussion.

Throughout the fight, Ratfinx will cast Bomb's Away, which brings one or more large bombs into the arena. When this happens, someone near the centre of the room should stand in the purple circle to activate the machinery, then at least one person should run to the red pool that forms to the side of the arena. Stepping in this turns you into a gorilla with just two abilities, the first of which allows you to punch bombs away with ease, and the second of which allows you to transform back into your normal form. Punch the bombs to B to keep them safely away from everyone, then change back and return to your normal role.

At various points throughout the battle, Ratfinx will mark a player and cast Glubgloop (or something similar). The marked player should get well out of the way of A, B and where the pools form under the syringes; after the AoE marker appears, a persistent puddle of goop will drop on the floor and stick around for a little while, so keep it out of the way, probably in one of the unmarked corners.

From his second giant transformation onwards, Ratfinx will start casting Boost. When he does this, a player needs to activate the machine in the middle and all players (including the tank) need to rush to the purple puddle to turn into a bird. By flying, you avoid his devastating ground-pound attack; once he's finished doing this, you can use Apothecary to change back into your normal form once again.

Repeat the process, with tanks keeping a careful eye out for Concussion and everyone else watching for Bomb's Away and Boost, and it won't be long before he's down. There are a few additional beasties that show up throughout the fight, but the off-tank can pick these up easily and they don't present much of a threat.

The Cuff of the Son

Available loot: Bolt (1 needed for accessory), pedal (2 needed for boots), lens (2 needed for headpiece)

Run forwards and engage the initial group of enemies. To take a bit of pressure off the main tank, the off-tank may want to take one of the two Gobwalkers. Burn down the enemies as quickly as possible and proceed down the corridor, where you'll be accosted by a number of Goblin Gliders. Tank and spank these, then jump down the passageway on the right of the corridor to be flung into the boss room, where you'll fight four bosses in succession. Don't worry; if you take one down, it stays down.

BOSS: Blaster

Blaster has two main attacks. The first is to drop mines in the arena. These will show AoE markers where they drop, and will continue to pulse afterwards. Do not stand on them, as they deal heavy damage and inflict various status effects in an area.

Blaster's second attack is to mark players; after a moment, he'll drop a Mirage version of himself on them, and after another moment or so, these will charge across the arena in the direction they're facing. Don't be in their way.

DPS down Blaster while avoiding these two mechanics and he'll fall easily.

BOSS: Brawler

Brawler has three attacks that don't have cast bars: you have to rely entirely on visual cues. These cues are related to the fists he holds up when he charges himself with energy; after the blue flash of light around both hands you'll see him have either a red fist, a blue fist or both fists, and you'll have a couple of seconds to handle the mechanic appropriately.

If he raises the red fist, a random player is going to get targeted and damaged. Everyone move away from the boss to minimise this damage; it declines with distance.

If he raises the blue fist, the off-tank should use Provoke to take aggro from the main tank, while the main tank gets behind the boss. Shortly after, the new main tank will take a big hit, but not as massive as the one the original tank would have taken with the Vulnerability debuff Brawler applies!

If he raises both fists, the current tank should turn Brawler around to face the rest of the party; he'll fire a massive dual laser whose damage is split between everyone it hits.

Best way to handle this is to have everyone stacked or lined up directly behind Brawler as the main tank tanks him, then move according to the mechanics. After a mechanic is finished, get back into position and continue.

BOSS: Swindler

This is a weird one that requires you to be observant, but it's not that complicated.

The main mechanic here is Swindlers High and Low Mathematicks debuffs that he applies to various players. High Mathematicks is a purple-coloured debuff icon, while Low Mathematicks is a red-coloured debuff icon. When you receive one of these, stand on a floor tile according to your debuff: if you have Low Mathematicks (red), stand on a red, elevated tile; if you have High Mathematicks, stand on a grey, normal tile. Note that the arrangement of the tiles will shift several times during the battle.

The only other mechanic for this fight sees a player marked with a circle around themselves and a number of orbs above their head. A number of people matching the number of orbs need to be in the circle to prevent horrible messy death.

Dance around according to the debuffs and you'll be good for the final battle.

BOSS: Vortexer

Vortexer will inflict a stacking Vulnerability debuff on whoever is tanking it; the off-tank should use Provoke and take aggro when this reaches two stacks.

Circle AoEs indicate that pools of fiery sludge (similar to Bahamut's attack in Turn 13) will be dropping in these places. Stay out of them, and don't run through them, as they debuff you while you're in them. Also make sure you don't have your back to one.

Super Cyclone is a massive knockback on everyone, centred on the boss. Position yourself so you won't get knocked back into a pool of sludge.

When a player gets marked, they'll drop a waterspout after a few moments. Position this somewhere near-ish and behind the boss.

Several players will get Shiva-style blizzard markers on and around them. At least one person needs to drop this with its circle over the waterspout to freeze it into a block of ice. These will leave a patch of Frostbite-inflicting ice on the ground for a short period, but these will dissipate after a few moments.

When Vortexer starts casting Ultra Flash, everyone (including the tank) needs to hide behind the frozen waterspout and break line-of-sight with Vortexer to avoid being instakilled. After this, the ice block will shatter and the process repeats. Once Vortexer is down, you're done!

2226: Sephirot, The Fiend

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Final Fantasy XIV's new patch came out today, bringing with it some new dungeons and a spectacular new boss fight against Sephirot, The Fiend, one of the Warring Triad previously seen in Final Fantasy VI.

Unlike most of the other Trials that have been in the game so far, the Sephirot battle is separate from the main questline, and having a pop at it earlier revealed why: it's surprisingly tough! Once you know what you're doing, though, it's pretty straightforward. As such, I thought I'd share my observations from a couple of goes today in the hope of helping out anyone struggling with it.

Note that this isn't intended to be a particularly comprehensive guide and I can't remember the exact names of many abilities, but given that the Sephirot fight is largely dependent on observing animations and visual cues rather than cast bars, ability names aren't actually terribly helpful here.

So then. Here's how it works. I think.

Phase 1: That's Not Sephiroth

First phase is pretty straightforward. Main tank should pull Sephirot and turn him away from the rest of the group as normal and proceed to wail on him. Apply DoTs and AoE DoTs as appropriate.

Sephirot has a few different attacks in this phase. He has a conal AoE in front of him called Triple Trial, so this is the main reason the tank faces him away from the group. It doesn't do a lot of damage, but you'll want to keep the MT's HP as high as possible. MT should save cooldowns for the moment though.

Next is a jumping attack away from the MT onto a random player, after which he returns to the MT. Again, the damage isn't horrific, but keep on top of things. Priority after the jump should be topping off and shielding the MT for what comes next.

Sephirot will pull his left arm back ready to deliver a powerful punch. (Note that if you are tanking him, his left arm will be on the right of your screen, as you're facing him.) When this happens, MT should blow a suitable defensive cooldown (Shadow Skin or Rampart is enough) and Convalescence if you want to help out your healers a bit. When the animation completes, the big punch Sephirot was winding up for will deliver a powerful tankbuster in the region of 16-17k or so, though this can be reduced with cooldowns and shields.

Other than this, Sephirot has a large AoE that he blasts out towards a non-tank member of the group, which should be healed through.

At around 60%, Sephirot will become untargetable and spawn a bunch of adds. Both tanks should pick them up and pull them all together for DPS to AoE them. Prioritise the larger adds first, as they hit a bit harder and have more HP. As one set gets close to being killed a second set will spawn, so be ready to pick them up and bring them to the group.

When the adds are down, Sephirot will do his ultimate. You have quite a long time to prepare for this, so make the best use of the time. Sephirot will fall backwards off the platform and nothing will happen for a few seconds. Use the time to heal everyone up, then when you see Sephirot's newly giant hand grab the platform to pull himself up, drop Sacred Soil or other suitable defences ready for the incoming damage.

Phase 2: He Got Big

Tanking Sephirot is less important here, since he stays in one place and fires out mechanics at random players rather than whoever has aggro. Tanks should feel free to switch to DPS stance and wail on him as much as possible.

Note that Sephirot's hitbox is huge and you don't need to be standing anywhere near his model to actually hit him. Target him and stand on the edge of the circle on the ground and you'll hit him no problem; this is important for one of his main abilities in the phase.

At intervals throughout Phase 2, Sephirot will drop blue puddles on the ground. After these have sat there for a moment, he'll slam his fist down on the puddle, knocking everyone backwards. To counter this, stand near (not in) the puddle with your back to the side of the arena furthest away from you — think the final boss of Neverreap. He'll do this three times, so run back into position after being knocked back: first one is always directly in front of himself, then on the left, then on the right.

For Sephirot's other attacks, you once again need to watch his animations rather than cast bars. When he lowers himself down so his head is level with the platform, he's preparing to do a huge raid-wide knockback, so stand in front of him with plenty of space behind you to avoid falling off.

Immediately after the knockback, three adds will spawn: two that you've seen before and one tornadoey whirlwind thing. DPS down the tornadoey whirlwind thing as quickly as possible and it will drop a (harmless) tornado marker on the ground: this will be important in a moment. Then kill the other two adds. Shortly after you've done this, a big flashing arrow marker will appear over the tornado marker, so get in it. Sephirot will probably do a small knockback on you while you're getting into position, so make sure you immediately move back into the tornado: the reason you do this is so that the tornado blows you up in the air to avoid Sephirot's devastating arm-sweep attack, which is an instant KO if you get hit by it.

When Sephirot seems to charge energy into his chest, everyone should spread out because people are about to get hit by energy blasts with splash damage. Simple enough to avoid.

When two players are marked with shining silver markers — the same as in Turn 13 if you've done that — these two players should move to the sides of the arena to bait Sephirot's Earthshaker line AoE move away from the rest of the group. (Yes, this is indeed the exact same Earthshaker that Bahamut Prime does.)

When Sephirot holds two orbs out in front of him… I must confess I'm not entirely 100% on what this mechanic does, but it appears to be something similar to the Angra Mainyu fight in World of Darkness in that the arena is split into two different coloured sections, and you need to stand in the correct one. Perhaps someone can clarify in the comments if you have a better idea.

Shortly before or after the two orbs, Sephirot will summon two towers similar to those seen in later stages of Turn 13. Like those towers, you need to stand in them to minimise raid-wide Bad Stuff happening. Only one person needs to stand in each tower.

After that, these mechanics just repeat, though Sephirot will be flinging small circle AoEs around the place while all this is going on too, but these are easy enough to dodge.

Congratulations, you've toppled The Fiend!

2158: Farewell, Eorzea... For Now

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I made a difficult decision today: to quit Final Fantasy XIV. Temporarily, at least.

This is a decision I've been mulling over for quite some time, I must admit, since following the initial excitement over the expansion pack Heavensward, the new content that's shown up since was 1) very, very late indeed and 2) not great. The one thing that had kept me clinging on was the good friends I've made while playing it, but I've come to the conclusion that with the state of endgame as it is now, it's just not fun enough to warrant the endless grind.

Before we go any further, I would like to point out that Final Fantasy XIV is still an excellent game, and its storyline through A Realm Reborn and Heavensward is one of the best Final Fantasies I've had the pleasure of playing over the years. Its battle system is great, its graphics are wonderful, its music is without peer and it has numerous memorable setpieces and boss fights that will doubtless stay with me for years afterwards.

The issue comes with endgame — what you do when you get to level 60, have no more experience points to gain, and hit the ceiling of available content. At this point most people do one of two things: level another class, or get on the gear treadmill to equip their "main" class as well as possible, either simply for the satisfaction of doing it, or with a mind to taking on the game's most challenging content such as raids.

The main trouble with Heavensward endgame as it exists today is that it's not all that different from A Realm Reborn's endgame, only with a fraction of the level cap content that A Realm Reborn had by the end of its cycle of patches. This may be an unfair comparison, but given that most people who played through Heavensward spent months or more at level 50 in A Realm Reborn, the shift back to having a very limited selection of meaningful content to play was somewhat jarring — particularly as people raced through Heavensward's main scenario and initial levelling process to 60 way quicker than they beat A Realm Reborn, despite them being comparable in length.

So what do you do in endgame? As previously mentioned, you gear up. This is primarily accomplished by collecting "tomestones" from running dungeons, daily roulettes and a couple of other sources. There's a weekly cap on one of the types of tomestones — the one that gets you some of the best equipment in the game currently — which means that it unavoidably takes several weeks, even months, to put together a complete armour and weaponry set for just one class, let alone multiple.

There are other means of acquiring gear, of course; the newly added Void Ark raid is designed to get people into better gear without grinding for tomestones by allowing them one piece of gear per week of comparable level to an unupgraded Tomestone piece. And The Diadem, the home to the exploration missions, can drop some seriously good equipment, though in that case it's very much left up to random chance.

Part of the problem with Heavensward's endgame right now is that the high-level raid — the most difficult thing in the game, and source of some of the best equipment — just isn't very interesting. A Realm Reborn's The Binding Coil of Bahamut was spectacular: it told its own story, had unique bosses and music, and was extremely rewarding to play through, particularly once its entire saga was completed and gave you an opportunity to fight A Realm Reborn's "true" final boss.

Alexander, the current level 60 raid, meanwhile, suffers for a number of reasons: firstly, its Normal mode incarnation, designed so those who aren't up to the challenges of raiding could enjoy its story, is far too easy and quite dull. And secondly, said story is not interesting at all, building on one of the more ridiculous side stories from A Realm Reborn rather than the world-shaking drama that Coil offered. For many people, clearing Coil wasn't about gear; it was about seeing a cool story through to its conclusion. And while Alexander has a story, it's not a patch on Coil's.

There's also the fact that Normal mode removes that incentive to progress that Coil had. The only way to see Coil's story was to beat Coil, whether you did that when it was fresh, new and extremely difficult, or when it got considerably nerfed (but was still a stiff challenge) months down the line. With Alexander, you can beat its Normal mode rather easily, even if you have no experience with raiding, and by then you've seen its whole story, meaning its Savage incarnation becomes little more than a more difficult version of exactly the same thing.

This is my main problem, but there's a number of other issues that have been bugging me for a little while too. I was really looking forward to the exploration missions, since they sounded like something new and interesting, but they turned out to be glorified Hunts, and Hunts are rubbish, since all they are is 300 people dogpiling a monster designed to be fought by 8 people, closely followed by at least 150 more people whining in /shout about someone "pulling early". Diadem at least limits the chaos to 72 players at once, but there's no "exploration" going on; within hours of it appearing for the first time, people had already figured out the most "efficient" way of getting the best rewards, which involves standing in one place and fighting the same damage sponge enemies over and over again until some slightly stronger damage sponge enemies show up and hopefully drop some slightly better loot. There was a "loot whore" angle to Diadem that showed promise, but in practice, with the way Final Fantasy XIV is designed in terms of stats, it's not really a concept that works within the game's overall framework.

Perhaps the thing I've found most offputting, though, is the changing attitudes of a lot of the playerbase. I recall complimenting Final Fantasy XIV's community when it first launched for being incredibly friendly and helpful to one another, sharing information and tips with newcomers and cooperating to make the virtual world of Eorzea a better place for everyone. Over time, this appears to have dissipated somewhat, to be replaced with a bevy of whiny players who insult you if you don't speedrun a dungeon, and people who constantly run damage parsers in the background just so they can post screenshots on Twitter and bitch about how awful the Bard they just ran Brayflox with was. The unfortunate elitist attitude of a lot of these players drives off newcomers and makes them afraid to make mistakes, which in turn puts people off trying more difficult content, which ultimately only hurts the high-level players, who can often be found in Party Finder bitching about not having anyone to clear Alexander Savage with.

I'm not sure why this shift in attitude happened, or if it's always been there and I just hadn't been aware of it. I know that a lot of Final Fantasy XIV players that I follow on Twitter seem to have changed for the worse, though, preferring to post screenshots of bad parses and arguments in party chat rather than celebrating their victories.

There's part of the trouble, though, I think; there's not that many victories to celebrate for veteran players any more. Even victory over a floor of Alexander Savage feels somewhat hollow, because everyone doing Savage will have already beaten all those bosses in Normal mode. "I beat The Manipulator" doesn't have the same gravitas to it as "I killed Bahamut!", after all.

With the lack of new victories to celebrate, it's understandable that people might get jaded and want to complain about things. It's understandable that those who want to be challenged with new content would get frustrated and start to take it out on people who haven't been running Savage for several months, or who don't know how to beat Ravana Extreme. It's not particularly okay that these people do this, but it is at least understandable.

And I don't want to be one of those people, continuing to play a game that feels like work and complaining about it endlessly when I could, instead, be doing something more fun — exploring new worlds in other RPGs, or catching up on my backlog, or enjoying some retro classics for the nth time.

Final Fantasy XIV will always be special to me. It's a virtual world that I've spent a good proportion of the last few years in. I made some great friends while playing, all of whom I sincerely hope will continue to be friends outside the game — something I'm confident about, since we all hung out together at PAX and didn't kill each other. And it was the setting for my proposal to my wife. So although my criticisms above may sound harsh, they're entirely personal, and I certainly do not and never will hate the game at all. It's simply time to take a break from it — perhaps indefinitely, or perhaps just temporarily.

Either way, thanks, Eorzea, Square Enix and Yoshi-P; it's been a wild and magical ride for the last few years, and I'm never going to forget it.

2125: Walk a Mile in the Tank's Shoes

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One of the things I really like about Final Fantasy XIV is how easy it is to switch jobs to one of the other classes. Swap out your weapon (and, more than likely, armour) and bam: you're another class, with no need to create a new character.

This system encourages people to try out more than the class they start with, and provides a great opportunity for players to learn about not just the role they choose to "main", but also other types of character they might run into in cooperative content.

It's actually really interesting to run the same thing as each of the three main types of character — tank, healer, DPS — because the experience is often significantly different for each. And it's not always just a case of "tank stands in front of monsters, DPS stand behind, healer makes sure no-one dies" — one of Final Fantasy XIV's biggest strengths is that its encounters are often designed to keep things interesting for everyone in the party, with tanks, healers and DPS alike being expected to deal with mechanics and take care of themselves as much as possible.

Take something like the fourth floor of the Alexander raid, for example. As a tank, your job is relatively straightforward: stand at the front repeatedly hacking away at The Manipulator's legs until it falls over; try and mitigate as much of the incoming damage as possible. Straightforward, that is, unless you're the off-tank, in which case you'll be frequently sucked into a side "Quarantine" room with a DPS and expected to defeat a not-particularly-tough add before being returned to your party. DPS, meanwhile, are expected to pop exploding orbs that appear around the room, try and position themselves so tanks can intercept damage from laser attacks, defeat additional enemies as quickly as possible and, above all, try not to die. And the healers, aside from keeping everyone standing, have to deal with a unique mechanic in the last phase where they need to keep apart from each other and the rest of the party, lest everyone keel over dead.

It's not always this complex, of course, but even so, walking a few miles in each of the three roles' shoes gives you a better overall understanding of how the game as a whole works, and that's really important when playing cooperatively — if only to know exactly what all those buffs the healers are throwing on you mean, and that you shouldn't Stun enemies when the Dark Knight has Blood Price up!

That and it's just kind of fun to see how the different classes play, because even in ostensibly similar classes (Paladin, Dark Knight, Warrior, for example — all are tanks) there's plenty of variation in play style and overall "feel". You might even find yourself liking a new class more than what you originally considered to be your "main" — it's happened to me twice to date!

2122: EXTRA LIFE: 24 Hours in Eorzea - Tonight from 8pm UK Time

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A somewhat different post to usual today in that I'm promoting something I'm doing later rather than just writing about what's been happening today.

I've been meaning to participate in the Extra Life gaming marathon for the past few years, but for various reasons have never quite got around to it. Finding myself with a free 24 hours or so, though, I've decided to spend 24 continuous(ish) hours playing Final Fantasy XIV in an attempt to 1) raise some money for Children's Miracle Network Hospitals and 2) thoroughly explore both the new patch 3.1 content and aspects of the game I haven't delved into too much as yet.

From my Extra Life page, where you can donate:

Hi everyone!

While the world is busy with Fallout 4 and Call of Duty Black Ops III, I continue my life's work of yammering on about Final Fantasy XIV until people give it a try just to shut me up.

This year's Extra Life conveniently falls around the first major content patch for Heavensward, which means there will be lots of exciting new stuff to explore, including the Extreme-level version of the Thordan boss fight, airship exploration missions in the Diadem and much more besides. So I figured why not take the opportunity to show what's new in version 3.1 — or perhaps, for some of you, what's new since you last tried the game, or even what this Final Fantasy XIV malarkey is about in the first place — and hopefully raise some money in the process.

I'll be streaming on Twitch between 8pm UK time on Wednesday November 11 and 8pm on Thursday November 12; there may be brief gaps for food, drinks and whatnot, but otherwise I'm aiming for a full 24 hours in Eorzea. Join me!

ABOUT EXTRA LIFE

Children's Miracle Network Hospitals treat thousands of children each year, regardless of their family's ability to pay. These kids are facing scary stuff like cancer, cystic fibrosis, and injuries from accidents to name just a few.

Extra Life is a huge worldwide celebration of the social impact of gamers of all kinds: from video games to board games and tabletop RPGs! Since 2010, Extra Life has raised more than $14 million to help children's hospitals provide critical treatments and healthcare services, pediatric medical equipment, research and charitible care. It's my sincere hope that you'll find it in your heart to support my efforts with a monthly pledge or one-time gift that will go directly to my hospital.

Your donation is tax-deductible and ALL PROCEEDS go to help kids. Donations to me will be aimed at UCSF Benioff Children's Hospital in Oakland, California, since I don't live in the U.S. but my brother John does, and that was the closest hospital to his home!

I need your help to reach my goal For The Kids.  Please make a safe, easy donation online today.  Click the "Support This Participant" button on this page to get started.  Thank you so much for supporting my efforts!

I was originally intending to start streaming around 5pm UK time, but I've pushed this back a little in order to take care of some business in the early evening. I will be fuelling myself with cheap knockoff energy drinks, pasta pots and anything I can convince my wife to cook up for me, and will be appearing on stream both "in character" and via webcam, all being well, assuming I can get said webcam working adequately.

I'd greatly appreciate it if you popped in and checked out my stream for a bit, and if you're feeling particularly generous, slip a few quid to my campaign page. None of the money goes directly to me; it's being aimed directly at UCSF Benioff Children's Hospital in Oakland, California, one of the Children's Miracle Network Hospitals supported by the Extra Life initiative. I know it's not UK-based (because Extra Life is North American) but a good cause is a good cause, regardless of its geographical location, so I hope you'll consider digging deep and showing your support, both for the kids and for my endurance run!

Thanks in advance for your support.