#oneaday Day 570: Some stuff I've written this year - MoeGamer edition (Part 1)

I've written a lot of stuff this year! I write a lot of stuff every year, much of it absolute nonsense, but I thought with the end of the year coming up, I'd highlight some bits and pieces that you might have missed, and which I was rather pleased with for one reason or another. The following lists will not include anything from this specific blog — you can review the archives yourself, after all — but instead encompass pieces from both my gaming site, MoeGamer, and the official Evercade blog.

In rough chronological order, then, I present a chunk of my MoeGamer output for the year, with more to follow tomorrow. The following are presented as embedded article excerpts; simply click through on them to read the full thing.

Fire Emblem newbie plays Fire Emblem Engage

The excerpt says most of it: I am bad at strategy games, but I've always been interested in Fire Emblem, so I decided to give myself a gentle introduction by playing Fire Emblem Engage on Normal difficulty with permadeath turned off. And I had a lovely time, chronicled in this MoeGamer piece.

Revisiting Xenoblade Chronicles

With Xenoblade Chronicles X: Definitive Edition releasing this year, I decided I wanted to refresh my memory on the very first game in the series, since the last time I played it was on Wii, and I was interested to try out the Switch-based Definitive Edition version. I wrote about my experiences and observations over the course of several pieces on MoeGamer, linked in the following extracts:

Tokyo Xtreme Racer: Single-player arcade racing isn't dead, and should never have been assumed to be

Hopefully self-explanatory. I am looking forward to the eventual full release of this game, as the Early Access version on Steam was delightful. I write a bit about that version in the above piece.

The Excavation of Hob's Barrow: Gothic horror and tragedy done right

I finally got around to playing the well-regarded point-and-click adventure The Excavation of Hob's Barrow this year, and I was very taken with it. I was particularly enamoured with how it is an interactive take on the Gothic literature tradition, and an exploration of Classical tragedy in the video games space.

Tokyo Dark: Remembrance and the bleaker side of Japanese life

Tokyo Dark: Remembrance is a really interesting adventure game developed by a team with a western background that has been living in Japan for some time. As such, it's unmistakably "anime" in style, but also provides the sort of perspective only an outsider to the culture can provide. The story is not only a compelling horror narrative, it's also a scathing takedown of the seedier aspects of Japanese culture and nightlife — but simultaneously respectful to the country's overall culture and sensibilities.

Expelled! – Coming for to carry you home

Inkle's EXPELLED! is an excellent text adventure with beautiful presentation and a spectacular amount of player agency. Casting you in the role of a 1920s schoolgirl, the game challenges you to get out of trouble for a crime you may or may not have actually committed, using a quasi-roguelite structure that enables you to discover more information with each playthrough. Fiercely feminist, intensely thoughtful and immensely amusing throughout, EXPELLED! is one of the best games I played this year, and deserves your respect.

Homebody: the horror in one's own head

One of the most fascinating horror games I've ever played, Homebody is a combat-free, puzzle-centric game that sensitively explores matters of social anxiety, agoraphobia, isolation, obsessive-compulsive tendencies and lingering guilt. I played this as a "filler" game between big releases of the year, but it came out as one of my favourite things I played this year.

Xenoblade Chronicles X: Definitive Edition

I'd been waiting for the return of this underappreciated, wonderful RPG for a very long time, and I was delighted by what the Switch Definitive Edition ended up being. Not only did it refine elements of the original that were a little tricky, it also added a new, more conclusive ending that, while divisive, worked well as a means of wrapping the whole thing up. I wrote several pieces about this game:

The Last Waltz showcases dancesport to educate and inspire

My pal Matt from Digitally Downloaded has been working on a visual novel for some time now, and has ploughed a lot of his own effort and money into making it as good as he wants it to be. I played through a demo version of the game's opening and penned some thoughts on the experience here. (You can wishlist the game on Steam here!)

I, Robot: Minter's still got it

If ever there was going to be someone to reimagine one of Atari's weirdest games, it would have to be Jeff Minter, and the man did us proud.

I'm not sure how I feel about Blue Prince

I wrote this while I was still playing Blue Prince. I don't abandon many games once I've started them, but this ended up being one of them. I am now sure how I feel about Blue Prince: I do not like it at all, for most of the reasons outlined in this piece. (This does not mean I think Blue Prince is bad! I am glad so many people got so much out of it. I just did not enjoy it at all.)

Initial thoughts on Clair Obscur: Expedition 33 from a devoted "JRPG" player

Clair Obscur: Expedition 33 is probably my personal Game of the Year, with the caveat that they get a big ol' slap on the wrist for using generative AI at any point in their creative process. "It was just a placeholder!" Yeah, sure. Long before this little kerfuffle, though, I was skeptical about whether this game that had come out of nowhere was actually a big deal, given that turn-based RPGs have been nowhere near as dead as some people think for quite a long time now.

The Sword of Hope: Adventure and RPG, together again

Nintendo added an obscure Game Boy game to the Nintendo Switch Online lineup this year, and I found it thoroughly interesting. So I wrote about it.

Kathy Rain 2: Soothsayer and the art of pacing an investigative adventure

I really enjoyed the first Kathy Rain, and the second one is even better.

I finally played Undertale

Well, I did. And I enjoyed it!

Arcade Archives 2: Ridge Racer – the new best way to enjoy a classic?

Hamster kicked off its new Arcade Archives 2 range with a port of the arcade version of Ridge Racer, marking the series' first "new"(ish) release for quite some time.

Raiden Nova: it's like the PS2 never left

(Complimentary.)

My thoughts on Switch 2 so far

My thoughts haven't changed a lot from here. 90% of the time, my Switch 2 is a slightly better Switch — but I have enjoyed the exclusives I've played on it this year, including Donkey Kong Bananza, Hyrule Warriors: Age of Imprisonment and Kirby Air Riders. It's perhaps telling that at the end of the system's first year on the market, I only have four physical games, though.

The Death end re;Quest Code Z limited edition is enormous

Well, it is.

The Legend of Zelda: Link's Awakening – a delightful remake of a lovely game

One of my favourite Zelda games got a remake a couple of years back, and it turns out the remake is just as delightful as the original. (Plus it runs great on Switch 2!)


Whew, that's more than I thought it was. Let's pick up where we left off tomorrow — that lot should keep you busy for a while, after all!


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

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#oneaday Day 288: Some interesting links I found this week

I'm trying to do a bit less scrolling through what little social media I still use, and a bit more reading of interesting blogs, articles and what have you. To that end, I've set up Feedbin as an RSS reader (it's pretty good — subscription-based, unfortunately, though that does mean it's nice, clean and ad-free) and am taking a bit of time each day to just read some interesting things. Moreover, if someone happens to share an interesting-looking site, I'm adding it to my Feedbin so I can keep up to date with other posts on those sites, rather than simply forgetting they exist like I have done in the past.

To that end, I'd like to share a few posts I happened to run across this week. Not all of them are recent posts, but I happened to read them this week in my travels around the Internet. You might enjoy them too, so here they are.

The Case Against Gameplay Loops

https://blog.joeyschutz.com/the-case-against-gameplay-loops

This is a nice post that echoes some of my own thoughts on the weird increase there has been in people talking about "gameplay loops" recently. Many games are based on a gameplay loop, for sure, but it's often quite reductive to talk about them that way, and it's certainly not good for talking about games as a creative medium or work of art.

Writer Joey Schutz echoed my own concerns about being conscious of gameplay loops to the detriment of your own enjoyment, which I wrote about here. He cited the example of the game Tactical Breach Wizards, a game which I've heard good things about from people whose opinions I trust.

"[This game] felt fresh and interesting, with good mechanical hooks and nuanced abilities," he wrote. "But at some point along the way, it began to feel stale to me. After beating a boss, the game declared in big, bold letters 'Act 2 out of 5 COMPLETE'. My God… 3 more acts and I'm already tired! So I put it aside and went on with my life."

The fact that this kind of thinking is causing people to fall out of love with games well before finishing them is what concerns me. Schutz quotes some figures about estimated completion rates and, as someone who finishes pretty much every game he starts, this makes me sad.

But anyway. This post was good and you should read it.

Constraints are the Point

https://hey.paris/posts/constraints-are-the-point

This is a nice simple one: a response to all the wild flailing and gesticulating generative AI enthusiasts engage in any time they talk about how generative AI is going to "revolutionise" gaming.

"Imagine being able to walk up to an NPC and ask them anything!" they say.

"Nobody actually wants that!" anyone with any sense says.

I've pretty much spoiled this whole post with the above description, but you should read it anyway, as it's a lot more thoughtful about it than I am.

Why DigitallyDownloaded.net isn't going to review Assassin's Creed Shadows

https://www.digitallydownloaded.net/2025/03/why-were-not-going-to-review-assassins-creed-shadows.html

Matt of Digitally Downloaded is a personal friend of mine, and I 100% support him in his decision here, especially after having seen the harassment he gets after terminally online fanboys look him up via Metacritic if he gives a game an "outlier" score.

I feel for Ubisoft right now — and it's not often I'll say that, I can tell you — because no-one should have to put an anti-harassment support plan in place for releasing something they've worked hard on for a very long time. But the "discourse" around this game is absolute garbage-tier, demonstrating the absolute worst of the disgusting culture war that continues to rage around popular entertainment.

"Poorly analyzed US-centric garbage" – Why do Americans keep ignoring European gaming history?

https://www.timeextension.com/news/2025/03/poorly-analyzed-us-centric-garbage-why-do-americans-keep-ignoring-european-gaming-history

I've pretty much covered this in yesterday's post, but it was interesting to see a Bluesky spat covered on a commercial website. If you didn't catch some of the better responses throughout the day (or you're not on Bluesky), this is a good look at what happened.

The Dying Computer Museum

https://ascii.textfiles.com/archives/5672

From Jason Scott of the Internet Archive and textfiles.com, this is a sobering read about what happened to what appeared to be a thriving computer museum after its main benefactor passed on. I'm sure this isn't the case for all museums, but I sincerely hope that similar efforts to preserve computing history in this country have a suitable plan for what happens after their main curators pass on, because it'd be a terrible shame to see stuff that had been put out for the public to enjoy to end up on the auctioneer's block, doomed to end up in a private collection and never seen again.


Anyway, that's that. I hope you enjoyed those. I don't know if I'm going to do a post like this every week, but I am going to make an effort to bookmark interesting things as I come across them, then share them when I can. So look forward to another post like this in the near future, I guess! I'm going back to Xenoblade Chronicles X now. Ta-ta!


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

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

#oneaday Day 260: Catching up

Did I miss a day? I think I missed a day. With that in mind, I'll attempt to think of two posts' worth of things to say today. Well, even if I didn't write on here yesterday (which I don't think I did), I did at least write something about The Excavation of Hob's Barrow over on MoeGamer, which you can read by clicking on this link. Click it. Go on.

I actually often find myself wondering if it's even worth linking things any more, because I really don't know if people actually click on them any more. I feel like everything I was taught about the Web and supposedly "good" Web design back in the relatively early days has pretty much gone out of the window these days as everyone's collective attention span has declined and the whole Internet, in general, has kind of gone to pot.

I sort of think we've brought that on ourselves to a certain extent, though. I know at the day job I've often been asked to "make things shorter" or suchlike, based on the belief that people won't look at anything that takes more than six picoseconds to digest, and while I don't doubt that people will click away if they're not immediately blasted in the face with some sort of blaring short-form media designed to obliterate their attention span even more than it already has been, I feel like consistently pandering to that perceived audience is just making the problem worse.

When I write, I generally write with my own preferences in mind. When I read something online, I want to feel like I got something out of what I read. It doesn't necessarily have to be learning something completely new to me, but I do need to feel like I got some sort of "value" from the experience. Maybe I got to know the writer a bit better. Maybe I found out a new detail about something I was already familiar with. Maybe I learned to look at something from a new perspective. All of those things are what keeps me reading, not whether or not an article has a bullet-point summary before the text begins so I can decide whether or not to grace this page with the honour that is my attention.

I feel like if you constantly pander to people who have no attention span, all you're going to attract is people with no attention span. I don't think there's anything wrong with someone writing something online — whatever the purpose — and effectively saying "no, fuck you, I have things to say and you are damn well going to sit down and listen to them, or just piss off". This is why I respect writers such as Ed Zitron so much; Ed works with an editor on his blog, but each individual post is still thousands of words long — even longer than the longest posts I've written here or on MoeGamer. Sitting down to an Ed Zitron post is an event, and on no occasion have I come away from the time it takes to read one thinking "I wish I'd spent that time doing something else".

And yet everything about the modern Web seems to be discouraging that kind of in-depth, thoughtful writing. We have websites posting an estimated reading time at the top of their articles, along with the aforementioned bullet-point summaries. We have asides linking to completely different pages after just a couple of paragraphs, before anyone could have possibly read the whole article. We have unrelated videos inserted into the middle of articles, vapid polls whose results aren't used to inform anything whatsoever, and, of course, if you're still foolish to browse the web without ad protection, advertising.

We are constantly bombarded with things vying for our attention and seemingly, at every opportunity, discouraging us from diving deep into things. I was looking up information on a wiki earlier and while I was doing so, a sidebar popped up with "popular posts" that were being pulled from a completely different fucking wiki on a totally different subject.

It takes effort and mental fortitude to resist all this, and honestly I don't blame anyone who just doesn't feel like trying any more. It is a real effort to maintain your focus on something these days, but I would argue it is a worthwhile effort. And to that end, I would encourage everyone who feels like they have ever been struggling to take some time and unplug from the noisiest parts of the Internet — or the Internet altogether — and immerse yourself in something that demands focus. Whether that's a blog you want to catch up on, a book, a TV show you always meant to watch, doesn't matter. What's important is that you pick that thing, then you focus on it to the exclusion of all else. Put your phone down, close all your other browser tabs, just focus.

I can guarantee you'll feel a thousand times more relaxed and about a bajillion times more intelligent after doing this for a bit.


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

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

#oneaday Day 198: MoeGamer year in review, 2024

Hey! You! Reader! Do you read my other site MoeGamer? If not, you're missing out! It's the site where I put a lot more care and attention into things rather than farting something out for daily posts, and it plays host to some of the games writing I've done that has made me most proud over the years.

With that in mind, I thought I'd share some highlights from this year, complete with links so you can go and enjoy them at your leisure. I'm not updating MoeGamer as regularly as I used to — the perils of having a job you actually like, and thus less time to spend writing during the workday! — but I've still written a fair few pieces this year, and I'd like to share some of them with you now.

A Re-Introduction

Click here to read!

In this post, I explained my decision to finally move MoeGamer off WordPress.com and onto self-hosted. This was partly down to my running out of disk space on my WordPress.com account and the absolutely extortionate price they wanted for an expansion, but I'd been thinking about doing so for a while anyway. At the start of this year, I finally took that step.

Famicom Detective Club

Click here to read part 1, The Missing Heir!
Click here to read part 2, The Girl Who Stands Behind!
Click here to read part 3, Emio, The Smiling Man!

Early in the year, I was in the mood for a bit of virtual detective work, so I finally stopped waiting for the physical release of the first two Famicom Detective Club games on Switch that was clearly never coming, and downloaded the double-pack. I absolutely adored them, but felt a bit sad that we probably wouldn't see any more of them. I was proven wrong later in the year with the surprise announcement and release of Emio, The Smiling Man, which took everything good about the first two entries and married it to a brand new story — which takes the honour as probably the darkest, bleakest Nintendo game ever released.

Another Code: Recollection – the way remakes should be

Click here to read!

I'd been thinking about picking up the DS and Wii duology of Another Code games for ages. With the Switch remake of both, I no longer needed to — but I'm glad I finally experienced these stories.

Helldivers II and the Battle Pass Delusion

Click here to read!

Helldivers II made me angry. Not because I begrudged the game's existence — I really enjoyed developer Arrowhead's previous work, such as the vastly underappreciated first Helldivers and its fantasy counterpart Magicka — but because of the amount of apologism for rancid modern business practices that came along with it. Battle Passes are shit, full stop, and a game being not quite as predatory as other games that use them still means it's predatory.

One Piece Mansion: the puzzle of stress management

Click here to read!

A kind YouTube viewer occasionally sends me goodies, one of which was this oft-overlooked PlayStation title from Capcom. I found it thoroughly interesting, so I wrote about it.

Yohane the Parhelion: BLAZE in the DEEPBLUE could have gone deeper

Click here to read!

The headline says most of it: this exploratory platformer from Inti Creates was excellent while it lasted… but the limited amount of time it lasted is also my main criticism of it.

The lost art of "just enjoying something"

Click here to read!

This is a sentiment I've expressed here in the past, too, but I feel it's a problem when people seem incapable of just enjoying something on its own merits. This article was particularly spurred on by the explosion in "modern gaming is DEAD!" videos on YouTube in the last year or two.

The enshittification of the video games press

Click here to read!

The perpetual negativity of people online is, in part, driven by the enshittification of everything — including the games press. In this piece, I talk a bit about my personal experiences, and why seeing so many sites fall down the "endless guides" SEO juice drain is so saddening.

Tokyo Xanadu eX+

Click here to read part 1, Falcom's Forgotten Gem!
Click here to read part 2, musings on the "school RPG"!
Click here to read part 2, on Falcom's best-in-class worldbuilding!

This year I had several bouts of "this game has been on my shelf for literal years, let's actually play it". This was the result of one of those. Shortly after I beat the game, a new localisation (with 100% less "*chortle*" from what I understand) was announced for Switch. I am tempted to buy it again because it really was an excellent game. I am a silly person.

The growing important of media with a positive vibe

Click here to read!

A good pal of mine wrote a review of Atari's Lunar Lander Beyond, and bemoaned how cynical the game's script was. That got me thinking; there's a lot of bleak, dour media out there, making stuff with a positive vibe feeling like an increasing rarity. I decided to ponder why that was important.

The Good Life: SWERY's Lake District holiday

Click here to read!

SWERY makes odd games that often have a lot to say, and The Good Life, an open-world game about being a grumpy American journalist stuck in the Lake District, was absolutely no exception to this.

The Missing: a violent, personal journey

Click here to read!

This game, also by SWERY, was an absolute masterwork in narrative through mechanics, telling a thoroughly compelling story about identity and self-acceptance.

Princess Peach Showtime: a short run on stage, destined to be forgotten

Click here to read!

Princess Peach Showtime! was a good game, but it's testament to the usual quality of Nintendo titles that it just being "good" meant that it was considerably less memorable than many of its stablemates.

Neptunia Game Maker R:Evolution – satire through design?

Click here to read!

Neptunia Game Maker R:Evolution is, I think, the first game in the long-running Neptunia series that I haven't adored. And I got the impression by partway through that this might have actually been intentional.

Disco Elysium: modern-day interactive fiction

Click here to read!

Disco Elysium is amazing and everyone should play it. Here is why.

Sengoku Rance: deep yet accessible empire building

Click here to read!

Sengoku Rance is often held up as the absolute best entry in Alicesoft's storied eroge series, and I can understand why.

A new taxonomy of RPGs

Click here to read!

I decided to expand a shower thought into something more substantial.

Spirit Hunter

Click here to read part 1, Death Mark!
Click here to read part 2, NG!
Click here to read part 3, Death Mark II!

For once, I was between games when October rolled around, so I decided to finally tackle the whole Spirit Hunter series, which had been languishing on my shelf for a while. I came away incredibly impressed.


There's plenty more than just these, but the above are some of my favourite pieces from the year gone by. Stop by MoeGamer and have a browse, or check out the index to see everything I've posted this year.


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

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

This is my 1,000th daily post on this blog

Well, there we are. 1,000 days of non-stop daily blogging. I am the best, I win, etc. Sorry this post is so late, but once you've read it you'll hopefully appreciate that it took a bit of time to put together. I felt I should make the effort, you know. Special occasion and all that.

Of course, I'm well aware that I'm not the first person to reach a thousand days — as I mentioned a few days back, Mr Ian Dransfield got there first due to… well, starting before me. I joined the initial #oneaday crowd a little late, on January 19, 2010, whereas the people who actually started the whole thing off began closer to New Year's Day. As I noted in that post I just linked to, however, I am officially the Last Man Standing and I don't mind admitting that I feel more than a little proud of that fact. Through thick and thin, I've stuck by this self-imposed project with no end and no goal, and I have enjoyed the experience immensely.

And, more importantly, I plan to continue enjoying it from this point onwards. Post number 1,000 — that's this one — is most certainly not a fond farewell and a hanging up of the… whatever implement best exemplifies blogging. (My computer keyboard, I guess.) No; it's a significant milestone, for sure, but I see no reason to stop. There are plenty of things to write about. And while they may not always be the most interesting or universally appealing, as I've noted on this blog a number of times before, the original intention of #oneaday was not to be interesting or universally appealing. It was simply a kick up the bum to get those of us who enjoyed writing to do more writing. Writing for ourselves, rather than for someone else. Writing without limits, without the necessity of sticking to a style (though those of us in it for the long haul naturally developed our own personal styles), without word counts, without anyone deciding whether or not the thing we were writing about was worth writing about. And, of course writing without editing.

Yes, these are the pure, unexpurgated contents of my brain you're reading every day. Unfiltered, uncensored, completely truthful. (Well, okay, regarding the latter, I might omit to mention a few things, but that's not exactly the same as lying.) A couple of people have commented to me over the course of the past thousand days that they're impressed by my ability to just lay my soul bare on the page like that, to confess to things that others might find difficult to talk about. For me, though, it's actually something of a relief to be able to talk about a lot of these things, be it my depression and social anxiety or my enjoyment of visual novels that, in many cases, have bonking in them. This blog has been a good "friend", as it were, providing me with a place to empty my brain of all the thoughts that have been floating around with it over the course of each day, and in the process I have made a few actual friends who have either related to the things I've written or just found them interesting. Which is, you know, nice.

More after the jump — it's a long one. (That's what she said, etc.)

Continue reading "This is my 1,000th daily post on this blog"

#oneaday Day 895: Clip Show, Part 2

20120702-013141.jpg

That's right. Not only am I doing my own personal "clip show" (which actually proved a surprising amount of effort to compile yesterday), I am also making it a two-parter. Oh yes. Today's look back looks at some posts from my first forays into daily posting and beyond.

For the uninitiated, the whole One A Day thing came about towards the beginning of 2010. A number of writers from diverse corners of the Internet decided to try their hand at posting something on their blog every single day. I came to the whole thing a little late — my first post was on January 19 — but have kept it up ever since, which, it has to be said, is more than can be said for the vast majority of participants in the 2010 experiment. (The only other one I'm aware of who is still going is Play Magazine's Ian Dransfield, who remains consistently ahead of me in terms of "number of posts", though has resorted to the "miss a few days and catch up later" strategy a few times.)

Anyhow, the guiding principle of One A Day was very simple: just write. No rules, no minimum length, no set topics, just write. For you. If other people happened to enjoy it, so much the better, but it was primarily an exercise in churning out content on a regular basis and keeping those "writing muscles" well and truly exercised.

It's been an interesting experiment for me, as the things I've talked about on here have grown and changed over time according to my life situation and my own mental state. In the early days, for example, I was very much of the opinion that my career in the teaching profession was probably going to kill me, but I was also excited by the fact that I was going to escape my (temporary) position in time to go to PAX East. PAX East, as it turned out, was an amazing experience and remains, to this day, my Favourite Thing I've Ever Done.

It was around this time that I found myself with a lot of free time on my hands. I'd left my job and didn't have anything else to go to, and I was (foolishly, as it turned out) hoping that I'd be able to support myself with freelance writing and private music teaching. I got a bit of income coming in thanks to the fine folks at Kombo.com (most of whom I now count among my most beloved online friends) but that, unfortunately, didn't last forever.

Neither, to use a hideous segue that I don't particularly like thinking about, did my marriage. I was an absolute fucking wreck as a result of the events which came to a head in May of 2010, though in retrospect it helped me produce some fine, emotional work such as — bear with me — this rather personal ode to a bacon sandwich. It also encouraged me to unscrew my head and put it on a different way just to try and stop myself thinking about Bad Things. Or just to get really, really pissed and then take stock of the disastrous attempts at texting and social media I'd made while inebriated. Let's do itcagsin sometime.

Fortunately, I had Stick-Pete to keep my mind off things. (His first appearance was here.) Stick-Pete was a conscious decision to try and give my blog a distinctive aesthetic, and I make no secret of the fact that my decision to incorporate poorly-drawn visuals rather than the stock photography I'd been using previously was entirely due to my discovery of Allie Brosh's rather wonderful blog Hyperbole and a Half, which I extolled the virtues of here. I was initially worried that people might think I was ripping off Brosh's work, but I developed my own distinctive look over time which has, itself, changed and adapted as time goes on.

Stick-Pete and a series of characters I plucked out of my imagination seemingly at random were excellent ways to clumsily illustrate the things I was writing about, and a number of posts were designed with illustration in mind, such as this guide on How To Laugh on the Internet. Certain characters were, I noticed, making appearances more regularly than others, so I thought it would be an interesting experiment to start drawing a comic to illustrate my posts. Here's the first post in which that appeared. I kept that up for a surprisingly long time, though eventually guilt at not being able to post if I went away for a weekend (my comic-making tools of choice were on my non-portable Mac) got the better of me and I eventually stopped. Now I just feel guilty that Alex, Lucy and Phillipe aren't getting regular outings and opportunities to insult me, so it's entirely possible they may return at some point in the near future. (If you have no idea what I'm talking about, this post from the start of 2011 helpfully reintroduced them all.)

As time went on, the years passed and my life situation started to gradually improve once again, so I tried a couple of things, some of which you'll find linked to in the sidebar. Wasteland Diaries was a 30-day "improvised narrative" experiment, for example, in which I attempted to write a coherent(ish) story over the course of a month, similar to what those NaNoWriMo people do. (I had wanted to participate in NaNoWriMo for a while, but various circumstances had always made it impractical. This was my less-structured, less-disciplined approach — but I saw it through.)

I also cemented my view that writing on this 'ere blog was a good personal outlet. Obviously I don't mean that in the sense that I use it to badmouth people (I don't! You can look back and check!) but rather that it was a good place to get things out of my head and onto "paper" — things that other people might feel somehow "ashamed" to talk about. One such subject was the visual novel Katawa Shoujo which is, for those of you who don't know, a rather wonderful interactive love story set in a Japanese school for the disabled. It was a fascinating, well-written game worthy of some deep analysis and criticism, so not only did the Squadron of Shame take it on for a lengthy podcast, but I also felt inspired to write about it a great deal. It touched me deeply, and the subjects explored therein resonated hugely with me. I'm not disabled, but a lot of the underlying themes in the game's various narrative branches were actually nothing to do with the characters' disabilities, and really got me thinking.

As you can see, I've been busy. And somehow there's been something to write about every day, even if it hasn't been very interesting. (For that I make no apologies. Although I seem to have picked up a small but dedicated readership over time, I'm still writing this primarily for my own benefit.) There's plenty more interesting times in the future — good and bad, no doubt — so I'll look forward to sharing them (or avoiding thinking about them) via this page for a long time to come yet, I hope.

Now, to just resist the temptation not to post tomorrow and make everyone believe I'm dead…

Hah. Just kidding. Writing this blog is so entrenched in my daily routine now that I'm not convinced I could give it up, even if I wanted to. So like it or not, you're stuck with me. (And thanks for sticking around this long. Incidentally, if you want some more links to past material, here's another "clip show"-type post. Enjoy.)

#oneaday, Day 19: Day 365, or: Judgement Day, or: Judgment Day, or: The Best Of 2010 (And A Bit Of 2011)

It's dark. I remember falling through something—a trapdoor? But why would there have been a trapdoor in my house? It doesn't make any sense. But then neither does being in a place so completely devoid of light. There's usually at least a little light to see by, or at the very least, you eyes adjust to the darkness and let you make out the shapes of things in the room.

But here, there's nothing. Just darkness.

Oh wait, and now a pair of glowing red eyes and a supercilious grin.

"Des," I say. "Good to see you."

Des lets out a bellowing laugh that seems to reverberate around this space we're in, even though exactly what "this space" is isn't clear.

"Seriously?" I say. "Evil laugh? There's no need for that, is there?"

"I'm just trying to lend a bit of drama to the occasion," says Des, sounding a little hurt. "Today is a big day, after all."

"You're right," I say. "Though spending some time in a darkened room isn't exactly how I'd have chosen to celebrate 365 entries of non-stop daily blogging. No offence."

"None taken," he says. "I know we haven't always seen eye to eye. But I figured we'd do a bit of a Christmas Carol thing here, and whizz back through some memories. You like memories, right?"

"Hmm," I say. "Depends what they are. If you're referring to the memories of the year just gone, I'm not sure I do."

"Nonsense," Des says, laughing. "You'd be surprised. Let's start from the top, shall we?"

"Must we?" I say. "This is going to be a long story, otherwise."

"Yes," snaps Des, a little more aggressively than he apparently intended, as he says it again, softer. "Yes. From the top."

The blackness shimmers, and fades in to an image of me sitting at a laptop computer at an untidy desk in a classroom. I'm typing at my usual rapid rate of knots, but there's a faintly confused expression on my face. I'm writing nothing in particular. No change there, then.

"Humble beginnings," says Des. "I'm not sure you knew what you wanted to write about."

"No," I said. "I didn't. To be honest, I wasn't sure I'd be able to find something to write about every day for 365 entries. I wasn't terribly happy at the time—no change there, then—but was aiming to take some positive steps to improve life for myself."

"Right, right," says Des. I can't see his hands, but I imagine he'd be stroking his chin if I could. The image fades. "Like going to PAX East?"

"Yes," I say, fondly remembering those awesome few days in March.

"Uh-huh," says Des. "Good times, huh?"

"Right," I say. "Good times. An escape from the unpleasantness that had come before, and the calm before the storm that was to come."

"Overdramatic," says Des. "But probably accurate. It was an interesting time all round, really, wasn't it? What with that leaders' debate, the time you met those Twitter people in town and forged several close friendships as a result and, of course, the day you decided to write all about cock." Images flashed past rapidly as he spoke, ending with a close-up of a penis that I really wished would go away quickly.

"The word 'cock'," I correct him. "Also crudely-drawn ones. Not actual cock."

"Oh," says Des. "Do you have any idea how long it took me to find that perfect image?"

"Approximately 0.19 seconds using Google Images," I say. "Plus maybe a minute's browsing time? I mean, you're the one who was surfing for cock. I don't know how long you spent."

"SHUT UP!" says Des, sounding extremely British. There is an uncomfortable silence for a moment. "You remember the time you picked a fight with Roger Ebert?"

"I wouldn't call it me picking a fight with him," I say. "He started it."

"Oh please," says Des. "What is this, the schoolyard?"

"No," I say. "Fuck him, though, he made a lot of people a bit annoyed with those comments."

"All right, all right," says Des. "Keep your panties on. So, May, huh?"

I grit my teeth. May was not a good time.

"Yes?" I say. "What about May?"

"Well," says Des. "Where to begin? You went dancing. You got really drunk and then analysed the experience in exhaustive and, I have to say, very amusing detail the next day."

"Thanks," I say.

"Welcome," says Des. "You got a reply from Allie Brosh of Hyperbole and a Half. You successfully located some animated GIF images of stickmen shagging that you thought had been lost to the dark days of the Internet gone past."

"Yes," I say. "Thanks for bringing those up. They've been stuck in my top search terms ever since."

"And talking of stickmen," Des says, a flood of light suddenly appearing and a crudely-drawn stickmen dropping to the ground in it, "you introduced Stick-Pete, albeit a somewhat bizarre-looking one."

"He was," I begin, "I was looking worried. Of course his… my face is weird."

"Right," says Des. "Of course, you were under the impression at this point that it wasn't always appropriate to have clumsily-drawn stickmen as part of what were often quite emotionally-draining blog posts."

"Yeah," I say. "I was wondering when that was going to come up."

"I am a personification of your own black cloud of despair," says Des. "Of course it was going to come up. But you know what, people seemed to appreciate the way you dealt with it in writing. You wrote a surprisingly poignant post about bacon sandwiches, which I think no-one was more surprised about the power of than you."

"Uh-huh," I mutter. "Can we talk about something else?"

"I suppose," says Des. "Are you sure you don't want to be miserable for a bit longer?"

"Quite sure," I say. "I can do that every day. Show me something amusing."

The stick-figure Pete is still standing in the beam of light, looking over at the pair of us, squinting into the darkness. I can't tell if he can see us or not.

"Okay," says Des. "How about this, then? Things you thought were true, but aren't. Changed your mind on any of those yet?"

"No," I say. "I still worry about my car exploding when someone throws a fag-end under it. Particularly with the weird noises it makes in cold weather."

"And talking of weird," says Des, sighing at his own pitiful segue, "you explored some of the strangest viral phenomena ever to come out of the Internet in one memorable post, I believe."

There's a sudden burst of sound and a chiptune version of the ALF theme starts playing. Stick-Pete starts dancing with two chicken wings that have inexplicably appeared in his hands. I can't help but smile.

"Haha," I say. "Seriously, what the fuck is that about?"

"I don't know," says Des. "But bear in mind you also prepared an exhaustive and illustrated guide on how to laugh on the Internet the following month, so I'm not sure you're in a position to comment."

The music continues. Stick-Pete continues to dance.

"Can we turn that off?" I say. "It's a little distracting."

"I kind of like it," says Des, his red eyes bobbing around in the dark. "Catchy."

I sigh. "Fair enough."

"You also showed people the ten-step programme of how to go out on your own," says Des. "Though I'm not sure your way of doing it will catch on, to be honest."

"No, perhaps not," I say. "But then, you know what an antisocial git I am. I have time to write a blog every day which includes a comic strip, however crudely drawn it may be. Do you remember when that started?"

"Yes," says Des. "And the first person in it was that blonde bint Lucy. And you."

Stick-Pete stops dancing and the music stops. As amusing as that piece of music is, it's been getting a little tiresome over the last few minutes. A blonde girl stickperson drops down next to Stick-Pete and they smile at each other. Stick-Pete offers her a chicken wing. She accepts.

"While I was taking my work into new and unexplored territory, though," I says, "some other people were deciding that they didn't want to carry on. I chose to honour them in my own individual way."

"And honour them you did," says Des. "Much as you honoured the guys and girls at Kombo when that site went through… changes. And again when The Big Pixels launched. And again when—"

"Yeah, yeah, I get it," I say. "Look, is this going on much longer? Only it's been nearly 1500 words now, and that shit all happened in October."

"All right," says Des. "Let's quickly jump into a few big achievements and leave it at that. I'm sure you have more important things to do. Like writing blogs. Oh wait."

"Shut up," I say. "Celebrate my achievements. I haven't had that many opportunities to do that in the last few months."

"All right, all right," says Des. "How about that time you beat the Couch 2 5K running programme? That was pretty awesome."

"You're right," I say. "That was pretty awesome. Not to mention the fact I'm still going, and aiming for a 10K in May."

"May, huh?"

"Shut up."

"You also did your bit to enhance international understanding," says Des, ignoring me. "And frankly, I'm not sure why you're reviewing the year again right now, because you did just that on New Year's Eve."

"Yes, but—" I begin, not sure where that sentence is going to end. "Never mind. Are we nearly done?"

"I'd say so," says Des. "The recent stuff is… well, recent. People can look back for themselves."

"All right," I say. "Can I go now?"

"In a moment," says Des. "First, you must BEHOLD MY TRUE FORM!!"

There's a flash of light. Stick-Pete and Lucy look on in horror as the darkness swirls around, revealing a huge, slobbering monster with thousands of tentacles, wings, mouths and spider-like legs emanating from it in every direction. I am nonplussed.

"Seriously?" I say. "You're doing the JRPG final boss thing?"

"Oh come on," says Des, his voice now loud and booming. "You love final bosses. You have waxed lyrical at great length on the subject, even long before you started doing this every day."

"Yes," I say, smiling. "But I'm not at the end yet."