1715: Twintania Downed, Again (and Again)

This evening it was my great pleasure to be a part of the inaugural Giant Bomb/Loose Cannons (aka GBomb/LoCo) raid party in Final Fantasy XIV — what I hope will be the first of many joint adventures that take place on a UK timezone-friendly schedule.

Since a couple of members of LoCo hadn't yet cleared The Binding Coil of Bahamut, Turn 5 — something of a "benchmark" for how well groups work together — we had decided that, come hell or high water, we were going to get a group of some description together and attempt it.

We'd tried this once before, filling out the extra spots in the party using Final Fantasy XIV's matchmaking Duty Finder system, but the downside of this is that you never know who you're going to get — even in challenging content like Turn 5, there's always a possibility you'll get someone who is just looking for a quick and easy clear with no fuss, and who might not have patience to deal with people who are hoping to learn the fight and practice it. Indeed, this happened to us; the first time we got to

[Editor's note: At this point, Pete was called away for another hasty attempt at Turn 5, this time with Andie in tow. It was a successful attempt, as was, I'm sure you've already guessed, the one about to be discussed.]

Ahem. Sorry. Anyway. As I was saying, the first time we got to try it together, we were lumbered with one of these people, who got all huffy when someone got hit by Twintania's notorious "divebomb" mechanic — one of the more difficult attacks in the game to dodge and otherwise deal with. Eventually, when Huffy McHuffypants left in a huff, we had to abandon our attempt as, since Turn 5 is fairly old content now, it can sometimes be difficult to get people in there unless you pre-form a group before you start.

But anyway. Tonight we assembled a crack team of GBomb and LoCo types, including a couple who had never cleared it before and a few — including me — who had. Then we jumped in.

Our first attempt went reasonably well. Twintania's companions, the three Scourges of Meracydia, all fell to our onslaught pretty quickly, and we handled Twintania's barrage of fireballs and conflagrations without breaking a sweat, since we were all, by now, pretty familiar with how this part of the fight worked. When Twintania swept off into the inky blackness high above the right hand of Bahamut, we dove into the nearby ditch between the fallen god's fingertips and waited for the angry dragon to show her face again.

Dive, and dodge; dive, and dodge; dive, and dodge; the first set of Divebombs passed without incident, and Twintania's snake-like guardians Hygieia and Asclepius showed up. We dealt some damage to the two Hygieia and then focused our attention on Asclepius again; then it was time for another set of Divebombs.

Dive, and dodge; dive, and dodge; dive, and dodge; the second set passed without worry, and one of our two paladins dragged the annoyed Asclepius and Hygieia across the right hand of Bahamut to join their two companions that had just showed up.

I used the party's collected energy to unleash my Limit Break, calling down a shower of meteors onto the heads of the snakes, killing two of them outright and seriously wounding the rest of them. As the Hygieia died, they increased Asclepius' vulnerability bit by bit, until we were all eventually dealing about twice the normal damage we usually did. It wasn't long before Asclepius fell to that onslaught, at which point we dove into one of Twintania's dropped Neurolinks, the collars that the ancient Allagans had used to control her, and which had gradually been falling from her neck one by one as the fight progressed.

At this point, things fell apart somewhat. Twintania summoned her deadly Dreadknights, and it wasn't long before they ripped through several of our number; the rest fell to her powerful Twisters attack. But not to be deterred, we picked ourselves up and tried again.

Once again, the Scourges fell, and we set to work on Twintania. The fireballs and conflagrations proved little challenge for us, and we deftly avoided the first set of Divebombs. We got a little too enthusiastic on the Hygieia this time around, however; one died before we got out of the ditch and the other was nearly shuffling off the mortal coil as we pulled them together for another Starstorm summoned by my command over black magic.

This time, the furious Twintania didn't faze us. While our lead paladin kept the attention of the giant dragon, the other made sure the Dreadknights didn't reach their destination, battering them repeatedly with their shield while I pelted them with freezing ice, which slowed their movements when they weren't stunned. A Dreadknight would fall, then we would move as one to sidestep Twintania's next Twisters; then another Dreadknight would fall, and we'd once again hop neatly out of the way of Twisters.

Finally, the weakening Twintania resorted to the same attacks her Scourges had used on us at the start of the fight; spitting huge gobs of flaming matter all over the battlefield, creating a Liquid Hell. We'd run to avoid these, but by this point our victory was all but assured; sure enough, not long after that, the beast fell to our relentless assault, and we were triumphant.

I love this fight. It's no longer the most difficult thing in the game, but it's a demanding battle that ensures everyone involved is on their toes and sets expectations appropriately high for the Second Coil of Bahamut (and the Third Coil of Bahamut, which is coming soon). It also bodes well for the group of us who are planning to tackle some of this content on a regular basis; clearing Turn 5 on a second attempt is good going by anyone's standards, and we repeated the situation almost exactly when a few hours later Andie wanted to give it a go with us, too. We seemingly work well as a team — even without using voice chat to coordinate what we were doing — and our own individual skill levels were apparently well up to the challenge Twintania offered.

So what's next? That remains to be seen; all being well, we'll be giving the first Turn of Second Coil a go this week. I've tried this battle once before and it appears to be somewhat demanding in the same way as Turn 5 is; you need to pay close attention to what is going on, and react quickly and calmly to the things that are happening around you. One mistake can leave you lying dead on the floor at a moment's notice — and potentially kill off the entire party. I have faith that we can rise to this challenge, though, and I'm looking forward to giving it a shot.

#oneaday Day 887: Things I Don't Understand

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Herein follows an updated (though not comprehensive) list of Things I Really Don't Get, in no particular order.

  • Football. (Soccer for the Americans.) Those who have known me for a long time will be well-familiar with my aversion to the supposed "beautiful game" by now, and its popularity continues to elude me even as I'm supposed to be feeling patriotic and English while Euro 2012 is going on. I just couldn't give a toss, though. Related: I also don't understand why those who like football complain about ITV's coverage of it and then don't protest about it in a form any stronger than passive-aggressive tweets. Don't watch it if it bothers you that much. Crashing viewing figures would get their attention. (One response I received to this tonight was that they had "no choice" but to watch. This attitude is unfathomable to me when the vehement, often expletive-ridden criticisms of ITV's coverage is taken into account.)
  • Carly Rae Jepsen. Who the fuck is this person and why is their song Call Me Maybe so inexplicably popular at present? I listened to it out of curiosity on Spotify the other day and discovered a bland, predictable if marginally catchy pop song — certainly nothing remarkable to elevate it above similar offerings from other cheeseballs artists such as Ke$ha et al.
  • Rage of Bahamut. Discussed in greater detail here.
  • People who park in the pick-up area at supermarkets. Is your time so valuable to you that you need to park in an area that isn't a parking space, Mr BMW driver? (Because it inevitably is a male driver, usually in an expensive German car) There are free spaces over there. I'm sure it won't hurt you to get out and walk for an additional five seconds.
  • People who comment on brand pages on Facebook. Discussed somewhat here. It seems that for some people, the "like" and "comment" buttons have some sort of irresistible magnetic force that makes these people unable to leave an inane post by a brand alone before they've posted "lol" or some equally asinine comment. I follow J-List on Facebook because (1) I like the pictures (2) I find the posts about Japan interesting
  • Radio 1 giving an on-air guided tour of a festival ground when nothing was happening there. Radio 1 had/are having (I don't care enough to check) some sort of festival, and the other day they devoted a good ten minutes or so to someone walking around the (unoccupied) festival grounds explaining where everything was going to be. The impact was somewhat lost by radio's inherent lack of pictures.
  • Jedward. Come on. Are we not over this supposed "joke" yet?
  • Beauty products. Women must all be fucking scientists to understand all that crap they sell in Boots. I certainly wouldn't know when to buy a "serum" and when to buy "body butter".
  • The enduring popularity of shit TV. I don't think Take Me Out is on at the moment, but the sheer number of otherwise normal-ish people I follow on Twitter who voluntarily subjected themselves to this televisual carcrash is astonishing. Most claim they only did so in order to bitch about it on Twitter, but I can think of far less infuriating ways to spend an evening.
  • Instapaper, Read It Later et al. I've never used one of these services so I don't really understand what they do and can't really fathom out how they work from their descriptions. I'm something of a traditionalist in the way I read stuff on the Internet — I go to the site, I read it. If I don't have Internet access at the time, I don't read it. If you're lucky I'll subscribe to your blog by email but that's about it – I don't use Google Reader or anything either.
  • How you can play the same (non-MMORPG) multiplayer game for over 100 hours and not get bored. I got bored of the one time I tried Call of Duty multiplayer after about two or three hours tops. I got sort of into it for a little while but then realised that I wasn't really having as much fun as I thought I should be having and that I didn't feel like I was getting any better, either, so I stopped. The prospect of playing a multiplayer shooter enough to contemplate voluntarily paying a subscription fee for it is unfathomable to me.
  • How Microsoft Word still doesn't work properly yet. Word first came out in 1983, yet here in 2012 I am still getting frustrated by the fact it occasionally and unpredictably changes fonts for no apparent reason, decides to format my entire document in bullet points when I tell it to undo my last action and is just generally a big buggy mess. Surely it can't be that hard to get right? It's not as if I'm even doing anything advanced; this is basic text editing that still encounters these glaring flaws on a regular (but unpredictable) basis.
  • How it's possible to have a "collector's edition" of a game that is only available via digital download. Special edition, fine. Premium edition, fine. But "collector's edition"? No.
  • Why all car parks don't take cards. I never have any cash on me because I rarely need it, so I can imagine there are plenty of other people who live their lives in a similar fashion. Payment cards are so ubiquitous now; why can't you pay for your parking with a credit or debit card in 95% of British car parks? (I made that statistic up. But it's certainly a lot of them.)
  • Fruit tea. It smells so good; it tastes so much like dirty bath water. Why must Nature be so cruel?
I think that'll do for now. Feel free to share your own Things You Don't Understand in the comments.

#oneaday Day 556: One Direction, Unless It's That One

I have an uncanny sense of direction. I'm quite pleased that I've developed this over the years, because it's an incredibly useful thing to have. It gives me confidence when going to a new place because I know that I can 1) generally find my way around pretty quickly and 2) won't panic if I do happen to get lost. In fact, when visiting a new place, I tend to find getting lost is actually a good thing because it forces you to find your way around, spot landmarks and, occasionally, yell at your navigator. (I've never yelled at my navigator. Largely because my navigator is usually Google Maps, which doesn't respond well — or indeed at all — to constructive criticism)

I'm not entirely sure where this special ability has come from, but I have a sneaking suspicion that it's something to do with video games — particularly, in my formative years, old-school first person shooters and more recently, open-world sandbox games like Grand Theft Auto.

Modern first-person shooters wouldn't help, of course, being mostly linear in nature. If you want to get a good feeling of being lost and having to learn an environment, go play Doom or Duke Nukem 3D and marvel at how useless their 2D maps for 3D-ish environments. If you really want to get lost, have a go at Wolfenstein 3D or Catacomb Abyss, where all the textures fit on a single 1.44MB floppy disk.

The more I think about this, the more I feel it's probably where it came from. If I think of Bully, which I played through recently, I'd happily be able to navigate you around the map without having to refer to, well, the map. Want to go to the carnival? Sure. (Leave the school, turn left, go over the bridge, follow the seafront and go through the tunnel.) Looking for the town hall? Got you covered. (Leave the school, turn right, go over the bridge then keep going straight ahead until the end of the street.) Want to find your way to the mental asylum? No problem! (Leave the school, turn right, over the bridge, turn immediately right, go under the underpass, follow the road around as it bends left, then right, then right again, then around the end of the building, over the bridge, through the docks to the end and through the tunnel.)

The best thing about having a good sense of direction is not having to be a slave to satnav. When driving at night these days, pretty much every car cockpit you see seems to be lit up with some kind of satnav device. I actually very rarely use satnav, despite having a good app on my phone for it (CoPilot Live — cheap and has a sexy voice) and tend to use Google Maps if I need to see where I am.

So, then, if you need someone to guide you home after a big night out? I'm your man. You can drop me down in the middle of an unfamiliar city in the middle of the night (possibly drunk) and I'll get you home. Eventually. And there may be a stop for a kebab on the way. But I'll get you home.

#oneaday, Day 325: Interactive Fiction

There's a lot to be said for interactivity (or at least the illusion of interactivity) in storytelling. It allows things to be done that are simply impossible with non-interactive media such as books, TV and film.

I spent a couple of hours this afternoon playing Digital: A Love Story, a wonderful game set on the desktop of an Amiga "five minutes into the future of 1988". If you haven't played it yet and are intrigued by the premise, I suggest you play it before reading on, because I'm probably going to spoil some things about it. I'll try not to be too explicit.

At the outset of the game, the player is the proud recipient of a brand-new "Amie" computer with a built-in modem. Your benefactor also provides you with a phone number of a BBS that you might want to check out. And so the story begins with the player dialing into the BBS, complete with terrifyingly authentic-sounding dial and modem tones screeching from your computer's speakers. The player quickly gets friendly with a person named Emilia and things develop quickly in a manner that will be immediately familiar to anyone who has ever had an online relationship.

All is not as it seems, however, and the player, through a bit of investigation, discovers that there are strange things at work. The BBS crashes, and there is no way of getting in contact with Emilia. Just prior to the crash, she said she was "leaving home" and "getting out". Thus begins a quest across several BBSes, ARPANet and Sprint's long-distance calling-card system to track down Emilia and discover what happened.

The game is completely linear. Things happen in a set order, right up to the ending, when the player is faced with an inevitable conclusion that there really is no way around. At this point, we reach one of the most powerful things that gaming can do, and ironically one of the least interactive things about narrative games.

Offer the player the opportunity to do two things: do something, or walk away. Walking away is usually not an option, though Heavy Rain managed to convincingly offer this as an alternative at several points throughout its narrative. Digital: A Love Story, however, makes it abundantly clear that there is only one course of action open to you, and it's an unpleasant one. Given the great pains that the game has taken up until this point to make you "feel" for the characters involved, despite being based around screens of text, it is difficult to make that final mouse click.

This is something you just can't do with a book. Stopping halfway down the page and printing "Turn the page to see what happens next" is not an established literary convention, nor should it be. Same with TV and film; with those media, we're just along for the ride. It's the reason very few books save the Fighting Fantasy and Choose Your Own Adventure series are written in second-person perspective.

But with a game, the player has been driving the story all along, even if there is only really ever one thing they can do at a time to advance the plot to the next "event". That illusion of interactivity allows the player to be all the more invested in the story, as if they're part of the game world. This is further aided in titles such as Digital: A Love Story, which don't break "character" for a moment. As far as the player is concerned, they're using an Amiga… sorry, "Amie". They're not playing a game, they've been transported back in time to 1988, a land of 320×200 graphics, questionable multitasking capabilities and scanlines.

The ending of Digital: A Love Story is bittersweet and if you've engaged with the game up until that point in the way it is intended to be engaged with, you'll find it genuinely emotionally affecting. It's always interesting when a title which looks so unassuming can actually end up being more powerful than self-consciously "epic" CG cutscenes and over-the-top orchestral music with people singing in Latin.

So, if you remember 1988, if you ever had an Amiga or you remember the golden age of the BBS, check out Digital: A Love Story. It's free, and well worth your time.

#oneaday, Day 134: Busy Days

Hello everyone! Apologies for the late hour. It's been a genuinely busy day today, despite it being a Bank Holiday (or Memorial Day if you want to be all American about it).

My day started with waking up several times, snoozing my alarm and then waking up again. The last snooze inexplicably went on a lot longer than the other ones so I had a minor panic when I woke up the last time, because I actually needed to get up today.

Why? I hear you ask. Well, today was my first performance in public for ages. What? I hear you ask. For those of you who don't know, I've been playing the piano for quite a long time now. Since the age of five, in fact. Which makes it… a long time that I've been playing. I haven't performed in public for quite a while, though, and my friend Sam assures me that he'd never heard me play in public before. I'm convinced otherwise, but he's very insistent on this matter. I know he certainly didn't see the last piano performance I did at university, which was a duet performance with one of the strangest people I've ever had the curious fortune to encounter in my life that was followed with one of the most memorable and terrifyingly inappropriate pub conversations I've ever experienced. Those who know who I'm talking about also know what the conversation was about. Those who don't… well, I feel it would be improper for me to discuss it here. Unless you really want to know, in which case leave me a comment and I'll tell you there.

So today was my first performance in public for ages. We've established that.

What did you play? I hear you ask. Demanding, aren't we? Perhaps you should stop asking so many questions and let me get on with my story because it's entirely possible I might have been about to tell you what I played. In fact, I'm half-tempted to just not tell you now.

Except that would make this blog entry run rather short and not allow me to include the lovely media that I'm about to. So I'll tell you.

A few years back, I discovered the Final Fantasy Piano Collections and managed to acquire most of them. Some of them I have the actual books of. The older ones I managed to track down some scans from the Internet. More recently, I managed to locate some piano scores for the music from Persona 3 and Persona 4. These respective series have some of my favourite music of all time, so I figured a public performance would be a good opportunity to spread the love and let other people know what they're all about. So that's what I did.

The event itself was part of Southampton's "Keys to the City" event, celebrating local arts and the piano in particular. Today's performance took place in the city's art gallery, tucked away on one side of the Civic Centre near the library. I got the impression not many people know about it. But there's a lovely Steinway piano there which has clearly been crying out to be used for some time, so my friend and ex-colleague Stephen McCleery of Retrograde Recordings helped to organise an event to give it a bit of attention.

Here's three of the pieces I performed. I'll be recording the others over the next few days, so there's a few posts ready to go if I'm short of inspiration!

If you're reading this on an iPhone, don't get pissy about the Flash audio players not working. I've been good enough to supply direct links to the files. Just click on the title. I'm good to you people. Not every blog would do that, you know.

Anyway… enjoy. More to come over the next few days.

Main Theme from Persona 4

Prologue from Final Fantasy

Velvet Room from Persona 3

One A Day, Day 29: Netbook 'em, Danno

I bought a netbook today – specifically, an Asus Eee PC 1005P. Why that one? Well, it seemed to have a number of decent reviews around the Net, was reasonably up-to-date specs wise (though it could possibly do with another gig of RAM) and was reasonably priced.

A while back, I was under the impression that netbooks were particularly pointless. I even remember a number of us fairly mercilessly laying into our buddy Luke for picking one up – though this was largely due to the fact that at the time he bought one, netbooks were very much in their infancy, no-one really understood quite what they were for, no-one really understood Linux (which was all you could get them preinstalled with) and, of course, we all worked for Apple at the time.

Nowadays, they're a different beast to what they were. This machine – which I'm typing on right now, in fact – runs Windows 7 Starter (with the opportunity to upgrade to Home Premium) and seems plenty quick enough to do most things on the Internet. The 10-inch widescreen is a comfortable size – not too small to be illegible, yet compact enough to be endearingly cute. The speakers are on a par with most laptops – i.e. shit – but they're plenty loud enough to be able to hear the soundtrack on a video.

The reason I bought this was so that I actually have my own portable computer to take with me to PAX. My wife has a MacBook but I would only be able to pry that out of her cold, dead fingers – and I don't particularly want to kill her purely for the sake of having something to blog on in Boston. We have several laptops in the house right now – my wife's old ThinkPad (complete with that dumb "nipple" pointing device), a Sony Vaio laptop that switches on if it's in the right mood (which it usually isn't) and the MacBook – and now this.

Every time I buy a new computer, it strikes me how far things have come. This thing that's sitting on my lap right now is about ten times more powerful than the first desktop PC that I owned, yet it's an "entry-level" machine with "limited" use. Hell, I remember being excited the day we upgraded our 386 to a 486 DX2 66MHz – finally we were able to run DOOM in high detail mode.

I'll be intrigued to see how well it handles various tasks. It's certainly more than fine for email and web browsing – I'm going to be seeing if latest Squadron of Shame mission Machinarium will run on it as soon as it's finished downloading. Reports will inevitably follow on Twitter.

One A Day, Day 6: LOADING...

I'm writing this while I'm waiting for BitMob's idiosyncratic blog editing software, MyBlog, to load. The tag database on BitMob is now so big that it takes 2-3 minutes to load the editor now. It was irritating the first time it happened, but I'm sort of used to it now. You quickly get into the habit of doing something else while it loads. And talking of BitMob, if you haven't checked out my "Bayonetta as a text adventure" article over there yet, go take a look. People who have read it seem to dig it, so thank you so much to those of you who have read, commented and retweeted it. There will be more along those lines sometime soon.

Today has been a pleasurably useless day. Got up late, played a bit of Demon's Souls, including beating the second boss first time thanks to the assistance of a phantom I summoned in to assist. That is a fantastic feature – players being able to mark themselves as available for assistance, and other players being able to "borrow" them to help them through tough sections. It's a nice idea, and the fact the other player enters your world as a phantom at least goes some way to justifying the difficulty in voice chatting on the PS3. Sort of.

Then I had lunch and played a bit more of Star Trek Online. The open beta is coming to an end soon, and they've unlocked the other sectors and removed the level cap for now. The intrepid Mike Minotti took an expedition over to Deep Space Nine and immediately suffered an intense nerdgasm. I'm looking forward to seeing it for myself – going to play a little more tonight. Cryptic have done a great job of creating an MMO that's a little bit different from all the me-too WoW clones out there. Ground combat is a little more fast-paced than most MMOs, while space combat is just magnificent, particularly when you're working with other players.

Then I went for a run. For those of you who were asking about the site I mentioned a few days ago, this is it. I've done two of the first week's workouts this week, and need to fit my other one in tomorrow to keep on schedule. Should be eminently doable though. My current "pace" is to run for 60 seconds, walk for 90 seconds, then run again, then walk again, and so on. It works, and I felt like I could have kept going for a little longer than the just-under-30-minutes I did today. It's definitely better to do it like that rather than attempt to keep running, running, running and become completely demoralised when you realise you can't do it, gasping for breath after a few hundred yards. And when I say "you" I, of course, mean "I". Want to see my route? Here. Gotta love the iPhone.

So this evening will be more of the same, I imagine. Planning on hitting up Star Trek Online for a bit more space-based entertainment in a little while, though I have a rough idea for an article on BitMob to fiddle around with first.

Have a fine and pleasant evening, y'all.

Changing Course

Hello everyone and thanks for stopping by, as always!

In an effort to write more on this site, I've decided to change tack a little from past entries. This blog started as a purely personal blog and gradually morphed into mostly games-related stuff. And fair enough, it's a principal hobby of mine. But I have all these unused categories going free at the top of the page so I thought I'd branch out and try to write a bit more on some other topics to give all of you lovely readers the opportunity to get to know me a bit better in some other areas. Plus, you never know, I might even pick up some more readers along the way – this was clearly demonstrated a while back when I reviewed Haunted Stereo live at the Hobbit (cue Pingback on myself… 'cause no-one else ever links to me :)) and I met a whole bunch of fine new folks as a result.

So from this week forwards, this blog will be… a blog, as opposed to a games blog. You'll still find games writing here, of course, but there are plenty of other things I'd like to talk about. My last few video games articles have also been posted over on Bitmob, so do go check me out (and comment!) over there if you like what you see. You'll also see a couple of my articles on Good Old Games, which should be your first destination for picking up… well, good old games. Check out my articles on Rise of the Triad and Simon the Sorcerer.

Right. On to other matters.

My Dan and Charlie project that I discussed in my last post has been proceeding nicely. It's been fun to "roleplay" these two characters and imagine the situations they have been getting into and how they interact. In practice, it has also been an interesting experiment in separating out various facets of my own personality into two separate people. Those who know me well will have already spotted this, but I also think it's a potentially interesting way of telling a story from different perspectives. My research on the subject is admittedly limited, but does anyone know if anything similar has been done before, outside of ARGs such as Perplex City? (Perplex City is, I confess, where I got the idea from in the first place, although those characters' stories were rather less mundane) I'd be intrigued to see how other people have approached it.

That's it for now. Like I say, this change in approach is largely an excuse to get me writing more on a broader variety of different topics, so assuming I have a bit of self-discipline about this I'm sure I can find something interesting to say on a semi-regular basis. I hope I don't disappoint. 🙂