Thursday, December 27, 2007

Information

Information. The Christmas special (or series 4 episode 0) of Doctor Who was on Christmas evening. Information. It didn't look anywhere near as much like an episode of Power Rangers as last time. Information. I was actually rather frightened that the Heavenly Host would be a rework of the Weeping Angels from "Blink", but despite the similar appearance they really weren't anywhere near as good. Information. Getting them to talk like this all the time was all right at first, and was a rather drawn-out setup for what was eventually a funny line, but keeping it going after that was just irritating, as you can see. Information. Russell T Davies seems to be good at doing this to viewers, especially in that frankly stupid Max Headroom Whateverhisnameis death scene. Information. I'd rather like Steven Moffat to write more, because he came up with the Empty Child and Weeping Angels and apparently still hasn't been allowed to use the idea that he really thinks is frightening. Information. He's got three episodes in the coming series, so things might be a bit better. Information. Information. INFORMATION. Who are you? The new number two. Who is number one? You are number six. I am not a number! I am a free man! Bwahahahaha. Bzz, thump.

Wednesday, December 26, 2007

On the first day of Christmas KLM gave to me...

...some luggage that had been sitting in the airport since it arrived on Monday but had had all the tags ripped off it, so nobody thought to give it a second look when it was abandoned in the corner of the courier office and we eventually had to send a party to the airport to get it off their hands. They're getting a bundle of receipts from us to make up for our emergency Tesco clothes shopping. The incompetent idiots. Merry Christmas!

Sunday, December 23, 2007

Flight Into Terror

I hate planes. It's something that I've been realizing over the last couple of years after they started becoming a regular feature and problem in my life - before that I had got over my fear of flying at 16 when we travelled by plane to Germany, and I had had no problem with occasionally flying before then. Not even when I spent ten or eleven hours on them flying to California, because at least that was a special event that didn't happen very often. Now, Whitney and I live three thousand miles away from both our families, exactly in the middle between the West coast of America and the Northeast coast of Scotland, and the only way to see either of them is to endure seven or so hours of airborne unpleasantness.

Our journey this Christmas involved going from Boston Logan to Amsterdam Schipol, and then on to Aberdeen Dyce (-With-Death Every Time You Land Here) from there. We were flying with KLM operated by Northwest Airlines, which I was only informed were known as "Northworst" well after we had to phone them up and convince them to seat us together instead of at opposite ends of the plane. Our first flight was at 7pm, and the trip was eventually to end at what would be 5am for us the next day.

To be fair to it, the longest leg over the Atlantic wasn't bad at all as far as flights go. I had loaded up my laptop with Lucasarts games beforehand, and we spent the time playing Curse of Monkey Island, or at least what I could remember of how to complete it because I'm otherwise useless at point and click adventures. And Ratatouille was on, which I hadn't seen before and completely destroys my idea that 3D animation can never have as much charm and character as traditionally drawn artwork.

After seven or so hours of that, we landed in Schipol, and it was there that I began to break down. After a seven-hour flight in a cramped seat breathing air already breathed in by everyone else and in a timeless vortex suspended between night and day (perhaps this is going a bit far), doing it again for any length of time seems like a worse idea than just swimming the English Channel and taking the train up. And it's made worse by Schipol's bizarre security. Instead of one large secure area with the gates behind it, each gate has its own individual security station that comes complete with a massive queue in front of it. After you've trudged to the scanner and had your belongings inspected like some sort of criminal, you turn the corner only to realize that you're trapped in a glass box with no escape route and more people piling in behind you. After a while, a pair of gates at the other end open, and much like a livestock market, the passengers are herded into a tunnel and down to the plane.

And I sat down, closed my eyes for a moment and suddenly realized that we were in the air. I've never slept through a takeoff before, and I thought that it would be a fairly difficult thing to do, but the exhaustion of the day made me achieve something that I never thought possible. But the disadvantage of letting yourself fall asleep is the awful feeling you get when your sleep is cut short, and I felt mildly to critically ill throughout descent (a feeling that wasn't helped by the captain announcing that the runway was a bit shorter than they'd expected so they'd have to slam on the brakes). After landing in wind and rain and going through customs, the journey was finally at an end.

At least, it would have been if KLM hadn't lost both of our bags. We waited at the luggage carousel for a while, with Whitney getting increasingly worried about the lack of bright red holdalls and suitcases coming round. I said not to worry because of the large group of people still waiting, and it was at that moment that the luggage people turned off the lights and went home. It wasn't just our bags that they'd lost - they'd failed to forward the luggage belonging to everyone with a connecting flight.

Now we're sitting at home watching the Top Gear presenters night, and I'm wearing the pair of jogging trousers that I've had on for thirty-six hours along with a dressing gown and "Thing 2" T-shirt scavenged from the bottom of a drawer. Whitney's been out to Tesco already and has returned with some rather decent inexpensive clothing (something that America has in very short supply, by the way). Also among the missing items are a few Christmas presents that we have to wrap, and rather importantly, my levothyroxine pills. The only effect of missing them for a couple of days will be to make me a little more tired and irritable, but at this point I doubt you'd be able to tell.

Saturday, December 22, 2007

Heavy Metal Christmas

I haven't been terribly good at updating this recently, because work has been increasingly mental as we had to get three separate customizations of our software finished for three different legs of the company that we sort-of-now-work for. And this isn't going to be an informative entry either, because soon we're packing up our bags and going to Scotland.

A couple of years ago (but I honestly thought it was just last year), for a Christmas music special I brought you an offensively manic J-pop version of "Let It Snow". To balance that out, here are some unusual versions of Deck The Halls/Joy to the World and Little Drummer Boy by Matt Smith (ace). Unfortunately his band is called Theocracy and he's from Georgia, which most anyone would agree is a combination that indicates worrying madness.

And if you're not in the mood for Christmas music, you could always listen to Skeletor Goes to Mars instead.

Tuesday, December 18, 2007

Forever

I just genuinely had to check whether I'd fallen asleep for half a year and woken up on the first of April. But I haven't, and it looks like something unthinkable has happened. They might just be... close to... well, finishing it.

The thought is genuinely beyond my comprehension. I have an issue of PC Gamer from 1998 with a "near-finished" preview of that. Tune in tomorrow at noon where we'll discover just how far and wide 3DRealms' server has exploded from the entire world hitting it at once.

Monday, December 17, 2007

MMORPGs in disguise

It had to happen eventually. I had avoided them for so long, but as of last week, thanks to so many people on the Clickteam chatroom playing this, I have finally been bitten by the MMORPG ferret. This caught me by surprise because this is an RPG disguised as something else - it's Nexon Kartrider, which is what I'd politely describe as being "inspired" by Mario Kart (but it's still not quite as much of a ripoff as the blatantly plagiarized Crash Team Racing). So as it's just a racing game, everything's OK.

I should warn you in advance that it's impossibly cutesy and manages to be even more bubbly than Windows XP, but if you can get past that without being sick, it's easy to see that it's clearly an RPG underneath. It starts off in the tutorial mode, where you're shown the basic controls (left turns you left, right turns you right, hooray) along with the difficult-to-master "drifting" technique that you'll waste hours of time on before realizing it's mostly faster to just hold Up. Then you're left to run riot, either going straight into the multiplayer mode or trying to complete certain scenarios first.









The scenarios are well worth doing because they give you a decent amount of cash and "RP" (experience points, or "Race Points", possibly). I say "scenarios", but the game's still in the beta stage and there's only one of them at the moment - it tells, in rather broken English, the story of somebody with a rugby ball for a head called Dao who one day wants to become a championship kart driver by using his weird disembodied eyebrows and habit of ending most sentences with a tilde for some reason. It's played out in a visual style that's frankly worryingly similar to Strong Bad's Japanese cartoon, though the game is actually Korean - it's strange how as a country (or rather two countries) they got into online games so much.

Sooner or later you're nudged in the direction of multiplayer, either through your own choice or through scenario missions that tell you to practice your driving against other players. This is where things start to get interesting. The disadvantage with the game, as with all MMORPGs, is that you're forced to compete with semi-literate American skateboarder types. The advantage, as with all MMORPGs, is that you can beat them. After a while, anyway - you're only allowed on the lower skill level "channels" at first, and have to get a sense of where to be cautious and where to zoom ahead holding both middle fingers up behind you before you start to get significant amounts of experience from finishing in a respectable place. More experience gives you access to the higher-level channels, more driving tutorials for advanced techniques, more scenario missions which reward you with experience, and the whole unstoppable cycle continues until you realize you've been playing it for eight hours and everyone else has gone to bed.

There are several different game modes. You can opt to play individually or in teams - the team mode gives you slightly fewer points overall, but might be more lucrative if you get into a good team even though you're rubbish. More importantly, you can either play Speed mode or Item mode. Speed is a pure race - there's nothing but you and other drivers, and your position in the race is determined by your ability to pick the right spots to slide round corners and use your limited boosts wisely (or, failing that, your ability to swerve in front of other faster players and get them to crash into your cheating backside). Item Mode, just like Mario Kart, gives you the standard array of banana skins, water bombs and various other items of warfare with which to irritate the other players. Most of them have the effect of slowing them down to a halt several different ways so that you can cruise past them while they wave their fists at you Dick Dastardly-style, but there are a couple of more interesting ones like the Magnet which can be used to give you a great advantage if you fire it just at the nanosecond where you can see the race leader ahead of you on a long straight.

You'd think that the monotony of it would be a problem after a while (there are, at a guess, about fifteen tracks, five of which are decent) but it isn't - it's the promise of the ever-closer Level Up and, after a few of those, the next "Glove Colour" to show off to people that come with them that make it addictive. Not to mention that with just a couple more first places you might have enough money to buy the new kart that you've had your eye on. MMORPGs represent a world in which what our parents taught us to ignore now matters the most - material gain and being measured by no more than a number. I'd recommend that you create an account and download it yourself, but obviously you're above that level. Aren't you?

Thursday, December 13, 2007

Unbelievabili-T

This morning, two of the trains on the line I take to work managed to excel themselves beyond all expectations and hit each other. So after taking the Green Line as far as the underground section starts, where we were moved to another train that got two stations before giving up as well, and being redirected to a shuttle bus that eventually weaved its way through traffic to Park Street, I decided to give up and go home. Particularly as there's meant to be a bit of snow this afternoon and they've never been very good at dealing with that either.

And Charlie was looking as optimistic about it as ever.


I'll write about something more interesting than trains soon, honest.

Friday, December 7, 2007

Insani-T

I know that you're going to think I'm a bit sad, but I've been recording the train arrival times at Park Street on my way home from work for the last couple of months, for the benefit of those awful bigheads on the community (and please remind me to edit this bit out before I cross-post this there). Basically, the Green Line is split off into four sections designated by letter, and everyone thinks that their train is always the last to arrive. So I've been putting this together to see what really happens - as you'll be able to see, my travel time back from work is fairly arbitrary, so hopefully this will give a decent impression of train times across the evening. My train is the C-line.






























































































































































































































































































































































































































































































Date Arrived Left At Waiting
26
Sept 2007  
B D E C 19:00 19:08 00:08
x:fmla="=A2+1">27 Sept 2007   D B D D E C 18:45 18:58 00:13
x:fmla="=A3+1">28 Sept 2007   C 19:11 19:12 00:01
01
October 2007  
B D B C 18:56 19:03 00:07
x:fmla="=A5+1">02 October 2007   D C 18:52 18:55 00:03
04
October 2007  
D B C 19:20 19:26 00:06
x:fmla="=A7+1">05 October 2007  
06
October 2007  
B D C 19:07 19:13 00:06
09
October 2007  
C 18:55 18:56 00:01
x:fmla="=A10+1">10 October 2007   E B C 19:10 19:13 00:03
11
October 2007  
B D C 19:22 19:26 00:04
12
October 2007  
15
October 2007  
B E C 19:03 19:05 00:02
16
October 2007  
C 18:59 19:12 00:13
17
October 2007  
E C 19:15 19:18 00:03
18
October 2007  
B D E C 19:25 19:31 00:06
19
October 2007  
B D E B C 19:36 19:42 00:06
22
October 2007  
C 19:06 19:07 00:01
23
October 2007  
D E D B C 18:53 18:58 00:05
24
October 2007  
C 19:08 19:11 00:03
25
October 2007  
D D B C 19:20 19:26 00:06
26
October 2007  
D B E C 20:04 20:12 00:08
29
October 2007  
B C 19:20 19:24 00:04
31
October 2007  
D C 17:24 17:28 00:04
01
November 2007  
B E D C 19:26 19:32 00:06
02
November 2007  
D C 19:22 19:27 00:05
05
November 2007  
C 21:18 21:21 00:03
06
November 2007  
B D B C 19:11 19:18 00:07
07
November 2007  
C 19:05 19:05 00:00
08
November 2007  
C 18:49 18:50 00:01
09
November 2007  
B C 19:33 19:40 00:07
10
November 2007  
B C 19:36 19:38 00:02
13
November 2007  
14
November 2007  
B D B B E D D C 18:49 19:00 00:11
15
November 2007  
D B C 18:15 18:20 00:05
27
November 2007  
C 18:37 18:39 00:02
28
November 2007  
D C 19:19 19:22 00:03
29
November 2007  
E B D B C 19:15 19:22 00:07
30
November 2007  
C 19:02 19:03 00:01
03
December 2007  
C 20:13 20:13 00:00
04
December 2007  
E B C 19:58 20:06 00:08
05
December 2007  
B E C 19:01 19:04 00:03
06
December 2007  
D B E C 19:18 19:21 00:03



I apologize for the utter abominability of the table HTML, but Excel spits it out like that and it's rather difficult to go through and correct. Basically, from this lot, several things are apparent...


  1. The rotation of trains is actually remarkably fair - 32 times out of 40, none of the other trains arrived twice while I was waiting.

  2. Similarly, C arrived first 11 times out of 40. That seems fair enough to me.

  3. Everyone thinks the B train arrives more than the others, and this seems to be right (it arrived first 14 times out of 40) - this is logical because that line has a stop every four inches and it takes hours to get to the other end. It's not a huge difference, though - both C and D are close behind with 11 first arrivals each.

  4. The E-train passengers are the ones who should be annoyed, as their train arrived first only four times so far, and has never arrived twice while I've been waiting.

  5. The longest I've ever been waiting was 13 minutes, during the times when the train is stuffed with people in red shirts going to watch the baseball, and the average wait for me is just under five minutes.




So in conclusion, we've really nothing to complain about. Apart from those three mysterious gaps you see in the table - those are the times when the red line train failed completely and I never got to Park Street at all. (Once because of a small fire in a bin, the second time because of a "police investigation" at Kendall, and the third time because I just couldn't stand it any more.)









But we've now reached winter again, and I'm anticipating the T having as many problems with a millimetre-thick layer of snow on the line and some slight dampness as they did last year. I'll make sure to keep this going and see if there's as much of a difference as I think. Of course, they try to reassure us that everything is all right in their adverts (this one from a billboard a couple of years ago).

It could be just me, but I don't think that they noticed the tone that I get from that advert - doesn't it seem that the model is actually trying to hold back laughter at looking at the claim that the T's winter schedule is in any way reliable? Additionally, the train is on the right hand line, which means that it's actually leaving rather than arriving (something all too common in the mornings when five trains limp past in the wrong direction for you before the first one you saw comes back). The rather large chasm between this and what actually happens was enough to convince people that the MBTA were in fact living in an alternate reali-T.

Monday, December 3, 2007

If you friend this community I'll stop going on about it

There's a new article on that might interest anyone who was as traumatized by Sierra-style adventure games as I was. And still am.

Friday, November 30, 2007

Overdone meme #94

What's in your copy-paste buffer at the moment? Hit Comment, hit Ctrl+V and submit the resulting gibberish to me. Just if you feel like it. I found this on a Google search for myself (shut up) and the results are often entertaining. And probably entirely fabricated.

If you're wondering, mine contains "Darkpaw". I don't know why, either.

Wednesday, November 28, 2007

Are you prepared to fly on a magic carpet?

I think that the recent downtime on FA (three completely separate issues within half an hour of fixing each other at last count) has driven one of the forum admins insane.



Just a theory.

I'll get you, Ben Croshaw

NOTE: The cutscenes in this game are VERY gory and bloody, so this game is not for the squeamish. Alternatively, you could read the walkthrough before you play the game, so you won't be surprised.








I can't begin to describe how little of the mood of the game this shows.


All things considered, I should probably have heeded that warning. I had known about the 5 days a stranger series (or, as it actually seems to be called, the Chzo Mythos) for a while, but when mentioned that they had been created by Ben "Yahtzee" Croshaw of Zero Punctuation (who is very funny in a Marcus Brigstocke kind of way) it got my interest up enough to play it. And I have now been severely traumatized by an innocent-looking point and click adventure game.

The first in the series isn't too bad on the nerves. It's a bit tense at the same "ooh, this is a bit strange" level of most episodes of Doctor Who (i.e. those not written by Steven Moffat) but isn't likely to generate nightmares. You start off as a cat-burglar planning to loot an old mansion. Little does he know, however, that it's actually a DOOM HOUSE that is possessed by the ghost of what will later become known as John DeFoe - who takes the form of people when they touch an idol kept in the living room and gets them to kill others while wearing a welding mask and apron. And the warning on the download is slightly misplaced, as there are a couple of deaths, a body at the bottom of a swimming pool and a small amount of blood, but nothing like the wanton carnage that you're asked to prepare for.








This is a bit more like it.


Then I moved on to 7 Days A Skeptic. Unusually for a direct sequel, this game is set four hundred years after the original and on a spacecraft, which led me to believe that it would be entirely different from the first game. I was wrong. Shortly after the game begins, the crew recover John DeFoe's remains, which were shot into space shortly after the events of 5 Days A Stranger, and roughly the same thing starts happening to them. One of Yahtzee's favourite tactics, it seems, is to show your characters having nightmares. He's done this four times so far in the series, and the annoying thing is that I have not seen a single one of them coming.

The first part that really got me was just after the obligatory section where the hero is accused of the murders and locked up. In the middle of your protests, the possessed body of the captain wanders in behind your captor, breaks her neck and sets you free. Through some frantic clicking, you eventually force the monster into the cell where you were trapped and close it up. And then you wander off to warn the others. Except I went the wrong way, into the maintenance decks by mistake. Realizing my error, I turned around, opened the door and he appeared right in front of me. A scream and a shock cut to my character being strangled, and it was Game Over.

Once Whitney had peeled me off the ceiling, I somewhat foolishly decided that I would be able to continue, after looking up a guide to tell me exactly how to avoid things like that happening. But Yahtzee hits you with three things in a row. After the encounter with the possessed captain, the others decide that it's probably a good idea to escape, and go to sleep while the only available pod is refuelled. (Quite why an emergency escape pod needs a few hours to warm up is never really explained adequately.) In the morning, unsurprisingly, only two of the three remaining crew members turn up. Your character goes down to investigate the doctor's room, and finds what can only be described as a slaughterhouse, with a stitched-together torso abomination on the floor and spare limbs neatly arranged on the bunk bed. You would think that the similar scenes in Silent Hill would have been worse than this, but there's something about the clear pixelled artwork here that disturbs me immensely.

So after seeing that, you grab the key, run out of there as fast as possible, get back to the escape pod, open it up to discover that it is no longer there and are sucked out into space. I died here, and as my last save was before I went into the doctor's room, I decided I'd better stop. Then checked around the flat before going to bed in case anything was just around the corner with a machete.

However, I decided to face my fear and play it again on the way to work today. Passing all those scenes quickly, I got very near to the end, knew exactly what I had to do, approached the door to the captain's room, and the Welder burst out of it and stabbed me to death in much the same way as the captain had earlier. I'm not playing it again.

Monday, November 26, 2007

Recovering from Holiday

I have somehow survived the Thanksgiving week, and I'm now working at home taking a break to get over the holiday. I finally got to see again during the last day we were there, which was just about the only span of more than an hour that I had to myself over the past week and a half, but it was slightly marred by the nagging thought that I would soon have to get on a plane for six hours overnight. Daytime flights seem to waste more time, but there's something about knowing that you won't really be able to sleep with any degree of comfort for at least 24 hours that makes flying at night seem a dreadful idea starting the day before it happens.

So when the time finally came in the evening, we packed the van, climbed in and began reversing out of the driveway, whereupon the car instead shot forwards and demolished the garage door, which was a bit of a surprise. After some attacking it with a hammer and some pliers to get it back into a reasonable shape, it was eventually straight enough to close again and the journey went ahead otherwise as normal. My time waiting for the flight was spent wandering the entire length of the airport in search of Vitamin Water, which was eventually found in the shop opposite where we were sitting in two of its most revolting flavours.

Despite being overnight, the flight back was rather more comfortable than the flight there. This is largely due to my small, yellow and slightly illegal friend Temazepam - with its aid, I was able to go into a hypnotic sleep for about four hours, during which I unfortunately experienced the aural illusion of Dragonforce's entire first album being played in my right ear. I can't describe to you how nice a feeling it is when you wake up from a half-asleep stupor, half your hands numb from lying on them because the only comfortable sleeping position is slumped forwards dead on the tray table, look at the monitor and see your plane landing.

However, I won't be able to experience that in Britain, because temazepam is a class B drug there and I'll have to once again attempt to sleep unaided on the plane in a month. I can't understand why it's one of the most abused prescription drugs, as all it does is send you to sleep, with some unpleasant side effects such as memory loss, motor impairment, headache, muscle weakness and memory loss. The jetlag has hit me in full force today, but strangely, throughout yesterday I found myself perfectly alert, able to play the guitar rather better than I had previously and didn't experience any of the confusing hallucinogenic side effects of temazepam at all. Then I swallowed the television and went to bed.

Saturday, November 24, 2007

On holiday - Part 5

Whitney's family have very strict and unbendable traditions for Thanksgiving (the day that the British give thanks that several boats pushed off and gave the rest of them some more room). It begins with a potato and egg breakfast, followed by a film, then a board game, then a traditional dinner of... seafood stew. Because they're vegetarians, you see.

This year, after altogether far too much debate about the subject because there really weren't any good Thanksgiving films out this year (whatever a good Thanksgiving film is), we went to see Hitman. Now, it's true that I share my dad's taste for really stupid films (Independence Day, Van Helsing, Mortal Kombat, and so on) but I genuinely think that the reviews for this film have been rather harsh. I would actually go so far as to say that it's the best game to film conversion so far, although let's be honest, competition in this field is not fierce. And I haven't played the game for more than about ten minutes over at Craig's when we were in sixth year of school, so I don't really know anything.

I had only been aware of Timothy the Oliphaunt since Die Hard 4, in which he was rubbish. But here he somehow works, because much like Roger Moore he is only capable of one expression - that of mild annoyance - and that translates rather well into being totally emotionless. The plot involves Scottish Bloke, English Bloke and Russian Bloke attempting to find Agent 47 as he performs various hits, but beyond that is not incredibly coherent. And it's not as if he would be very difficult to trace. "Tall. Bald. Barcode on head." It's true that the film is just one gunfight after another, but you couldn't expect any more, really.

The board games came out next, and in a variation on the traditional theme, they were both DVD-video games (something that I hadn't seen since the likes of Atmosfear about fifteen years ago). These were Scene-It and Jeopardy.

On a technical level, I was quite impressed with the Jeopardy game. It uses three infra-red "buzzer" units which communicate via IR to a large battery powered "game unit" that doesn't appear to contain anything at all, which passes on signals to the DVD player via an IR transmitter that is velcroed to the DVD player's IR receiver. Understand that? Keep going, it gets better. I'm not certain of the memory on DVD systems - I had thought that they were just flowchart-style menus with very little room for actual variables, but this keeps score and keeps track of subjects chosen from a six-by-six grid throughout the game.

However, where it falls down is how they've chosen to ask the questions. The only quiz game that did it competently was Trivial Pursuit on the Commodore 64, which was brave enough to rely entirely on the judgement of the other players to decide whether you'd got a question right or not, which was perfect - otherwise you're working with parsing hundreds of multiple possibilities and deciding whether a misspelling is close enough. This goes for having multiple-choice answers - and while that's not disastrous in itself, the possible answers they've chosen make even the difficult questions extremely easy. For example:
This composer wrote Eine Kleine Nachtmusik. What is...
a) Mozart
b) Beans
c) An abdominal muscle

Osiris was the Egyptian god of this.
a) The afterlife
b) Biscuits
c) Hairdos
So the best way to win the game became the "Stab furiously at the buzzer until it recognizes you" tactic, followed by ticking the obvious answer. Although there were a few bombs in it where you were supposed to know the height of a dam in Kazakhstan or the like. The other disadvantage to this game is that when we opened the DVD player drawer it was no longer there, and said player is now out on the table with the disc presumably lodged in its innards until someone can find whatever star-shaped tool is needed to unpick the insane star-shaped screws on the sides.

Scene-It is actually much better - it has a far simpler DVD system than Jeopardy did (and I'm glad I've got that out the way, because it's an incredibly awkward word to spell), relying on just a menu to select different categories from, from which questions are chosen at random. And the correctness of an answer is decided by the other players, with tie-breaker questions also provided. It's a quiz about films, which I don't really know much about (see opinion of Hitman, above) but has enough observation-type questions to make sure that pretty much everyone has a chance.

Then there's the meal in which everyone eats far too much, then bed, followed by tree-hunting the next day. I may write something about that, but seeing as I'll be on another six-hour flight within twelve hours my capacity for writing entertainingly is not fantastic.

Tuesday, November 20, 2007

Back from Los Angeles

By the way, I should probably mention that all the entries I'm going to post over the next couple of days are from the past - I've spent a few days at Whitney's grandmother's house without Internet, and it's amazing how isolated it makes you feel when you normally rely on it so much for communication. So I'm going to get around to answering any emails (which I need to do, at great length) soon.

On holiday - Part 4

Today, I got up (not through choice) at about 6am in worry about the coming car journey. Scavenging the house for food again, I found some fat-free milk and half a decaying sandwich from yesterday. Then, at about half past nine, we set off - six people in the car, Whitney and I relegated to the back seat as something approaching cargo because nobody else can fit there, and four hundred miles ahead of us.

I don't think that I've ever had a car journey that lasted more than about two hours since my family used to drive all the way down Britain to catch the ferry over to Germany, but strangely, it didn't really feel that long. Californian roads have a strange speed limit that is something like the average between the actual posted speed limit and whatever everyone is actually doing, unless an obvious unmarked police car is nearby in which case everyone goes as slow as possible. So, at a more or less constant 80 miles an hour, the distance flew past. This journey is something that Whitney's family do quite regularly, but I wouldn't care to experience it again if I can possibly help it.

This is the route.

Now we're finally at Whitney's parents' house, where they're constantly stressed about their increasingly stupid builders - they're having their bedroom rearranged, and this involves moving a couple of other walls around. Whitney's cupboard has moved across the room and everything is coated in a thick layer of dust that we've just about got through. We'll have about two days with nothing incredibly hectic on the horizon, then a trip to get a Christmas tree, which the brothers are always incredibly picky about (it absolutely must be an inch above arm's length to be the right height for the ceiling) and involves a lot of struggling and falling over. This would be a strong contender for the most stressful holiday ever if my own family hadn't insisted on going down to St Andrews most years when I was in primary school and packing six people into a caravan.

Monday, November 19, 2007

On holiday - Part 3

Good morning grass, good morning coconuts. After some confusion as to the plans last night, Whitney and her parents have run off to Disneyland leaving me and rest of the Geriatrics Club behind (Cameron has twisted his ankle, Drew has a cold, and I am slowly going mad and can't cope with lack of proper Scottish food such as meat, fat and gristle). The trouble is that in a house owned by someone who survives entirely on yoghurt drinks, there isn't really any actual food - I did attempt to scavenge some breakfast from upstairs, but I can't recall quite how many years the Cheerios I found were out of date.

It appears that we're going to spend the day watching the worst television in the world - at the moment Jerry Springer is on and has a lot of people with silly accents standing around forgetting their scripted lines and occasionally hitting each other with chairs, but not quite enough for it to be entertaining. And then there's four straight hours of Home Improvement.

Added at 6pm: In the middle of the Transformers film. Send help.

Sunday, November 18, 2007

Life in the city, living in L.A.

I've just realized several things. I'm in Los Angeles, surrounded by rather obscene wealth. Somehow, this has made me realize even more that nothing is the same as it is in Britain - the Scotch pies I used to like from Fisher and Donaldson are unknown (in fact someone had to ask me what "pie 'n' chips" were the other week - I was unable to begin explaining it to someone who had no idea of the concept). Nobody here understands what cricket is, and I've no idea about the rules of most American sports - American football in particular seems like a large-scale violent version of Backgammon. And I'm constantly lamenting how rubbish American television is compared to what I miss in Britain, particularly now the writer's strike is set to eliminate all the virtually identical police dramas that fight off all the virtually identical vote-off-by-week reality programmes.

In other words, I've become the Sherrif of Huddersfield.

On holiday - Part 2

I think it's fair to say that nobody in the family was particularly enthusiastic to go to a cocktail party for the over-80s, but it wasn't too bad an experience - in particular, it featured the most expensive-looking buffet that I am likely to see in my entire life, and we all stuffed ourselves with the gigantic pile of sashimi.

And today, we went down to an all-you-can-eat brunch buffet, where everyone made themselves ill and then had to suffer the indignity of the Toilet Attendant. This is something I haven't experienced before - he hangs around outside the cubicles, sprays your hands with soap when you approach, hands you some paper towels and then expects a tip for it. I can't describe to you just how incredibly awkward it is.

One of the advantages of Whitney's grandmother's house is having a pool outside, and we swam during the evening, with me discovering that I can now just about manage twice my official badged swimming length - five metres. Never really having learned to swim is quite embarrassing at this stage, seeing as if you fell into the water while dead you would probably float five metres faster that I can swim it.

Tomorrow we were going to go to Disneyland, but nobody feels up to it any more. We might even drive up back to Whitney's parents' house instead. Five and a half hours on the road - you couldn't drive anywhere near that length in Scotland, you'd fall into the sea. And I wouldn't be able to swim.

Saturday, November 17, 2007

On holiday - Part 1

I feel like I've just been transported back in time about three centuries. At the moment I'm sitting in Whitney's grandmother's house, in a room that many years ago used to be her mother's bedroom and still looks like part of the set of Blackadder the Third. We're here for a few days to go to the other grandmother's 80th birthday before we drive up the road to the Bay Area to spend the rest of the week.

The six-hour flight over was undoubtedly not the most horrendous experience of my life, partly because I had prepared myself by putting several tons of British TV onto the iPod I got from them last Christmas. I used not to mind flying that much after getting over a fear of it that lasted until I was about sixteen, but now that I've flown so regularly between various parts of America and Britain I've become aware of just how dull the whole experience always is. My work laptop is now unable to help because its two batteries are almost entirely shot and have a combined capacity of about 11% of what they originally had. So I sat watching Father Ted, while Whitney's brother slowly slumped further and further into the aisle, scaring many small children.

Then something that only happens in films happened - one of the air-hostesses came on the loudspeaker and asked if there were any doctors on board, because we had a passenger with a medical emergency. This was followed by a lot of running about with defibrillators (which no matter how serious their use, is still a ridiculous word that sounds like something out of a Roald Dahl book). His condition undoubtedly helped our flight land faster, because we came in very sharp and there were ambulance crews waiting for our arrival. However, he walked off by himself when they came to get him, so he wasn't as dead as they thought.

Long Beach Airport looks like what could politely be described as a concentration camp. I thought that Aberdeen's airport was small, but this is just a tiny hut surrounded by some planes - even the baggage carousels are relegated to outside the building, next to a tall fence with loops of barbed wire across the top and tannoys mounted on every spiked fence post. After we grabbed our bags I was half-expecting some Daleks to turn up and escort us off, but Whitney's parents picked us up before they could arrive.

And now my internal clock is hopelessly confused, I'm falling asleep in the middle of the day, have no idea what anyone is saying or what's going on - so things are pretty much normal. Time to go to the cocktail party.

Thursday, November 15, 2007

23

I don't know if I ever mentioned this here before, but around the end of school and the end of university, I was convinced that the number 23 was following me around. Several significant dates in my life added up in some way to 23, I had locker number 23 in the Purdie building, I found one morning that someone had stuck a "23p" label to my doorframe, and so on. Yes, exactly like that film, so mentioning this would probably have had a greater impact if I'd mentioned it years ago. I was shocked enough to discover that that was what it was about yesterday. And now I am 23, so either it's going to be very good or utterly terrible.

As it happens, today I was honoured with the entirely new experience of receiving absolutely no presents on my birthday. Work was hectic (and because of the wonder of the Internet, still continues to be hectic, seeing as I'm sitting on the sofa with the laptop and debugging things from home) because catastrophic faults in the system always emerge 24 hours before we send it off to the client, and the weather outside was drearier than Scotland has ever managed, so it was quite hilariously gloomy all round. Still, let's look on the bright side - tomorrow I'll have a six-hour flight, followed by a cocktail party for the over 80s the next day, then a six-hour drive through a featureless barren desert to get to Whitney's parents' house.

Happy birthday, . Happy birthday, Glenn Barry from Kamelot. Happy birthday, Mrs Hill who was my teacher in fifth year of primary school. Happy birthday, me.

Tuesday, November 13, 2007

Eternally fighting, but carried side by side

I'm making steady progress on the guitar after nearly two weeks at it, and can play a significant amount of Iron Maiden's worst song, The Angel and the Gambler (which Steve Harris must have written to make up for some sort of A-chord deficiency). Watcher in the Sky was also quite simple once I realized that I was playing it from the wrong end. In fact, a lot of things that you'd think to be very difficult are actually reasonably easy once you've tied your fingers into the right knot, but currently I'm stuck on attempting the B minor chord, which is like a miniature version of Twister.

I'm also surprised that after however many years of its existence nobody has invented a way to denote rhythm in tablature yet - that's a pretty major deficiency for a musical notation. As it is, most writers of the ones I've downloaded just put a fairly arbitrary amount of spaces in between each note and hope that you've already heard what you're trying to play enough times to emulate it.

I finally created an account at last.fm last week, too, though at the moment I can't recall why. I let it upload my recent playlist just before realizing there were a lot of hideously embarrassing things from DDR on there, and have pieced together a playlist of some favourite bands, but haven't got around to linking my account to anybody else as yet. I've noticed that if something goes wrong with the online radio, you get the information page for a prog/death metal band from Spain called "Undefined" (which could hardly have been a better way of getting recognition if they'd thought it up intentionally). And while looking around the default links from my account's charts, something leapt out at me on the page for the jazz pianist David Newton...



I wrote that. Fair enough, it's got a grand total of one play worldwide, it's there because of the system's inability to differentiate between songwriters with the same name, and is naturally unavailable on the site itself - but I have a song on last.fm!

Wednesday, November 7, 2007

Oh dear

I know that finding yourself laughing at code is a sure sign that you should book yourself into the nearest mental institution as soon as possible, but I had to save this quite frankly incredible offering from the Java forums here. This leaves me in the uncomfortable position of either posting something that will appear as gibberish or having to explain its utter hilarity from my viewpoint, but I'll just hope that people will understand its quite astounding uselessness.

package javaapplication3;
import java.io.*;
public class Main {

public Main() {
}

public static void main(String[] args)throws IOException
{
int count=0;
String w= "today is a short day";
for(int m=0 ; m<w.length()-1 ; m++)
{


count++;
}
System.out.println(count);

}

}

Tuesday, November 6, 2007

One Year

I've now been working here for exactly one year - and it doesn't actually feel anywhere near that long, let me tell you. Maybe it's because I no longer have the handy year-by-year separation that you go through in virtually every other year of your life before finally having to get a real job.

Since arriving on the first day and going straight into C# for the first time on a plugin that someone had half-written and then abandoned, I've been moved up to sitting where the lead consultant used to be, working on the main system that we develop, and being in some way responsible for documents involving complex safety procedures for a rather large petroleum company. (So if half of America disappears under a giant oil slick in the next year - sorry, my fault.)

And even after all this time, I keep on discovering new things buried away in the heart of the system. One of the highlights recently was the comment that read //Probably don't want to do this, but the real question of the day is what on earth a Cacodemon is doing hiding in our install of a set of wiki software under the name "dummy.gif".

Saturday, November 3, 2007

The Continuing Quest for a Decent Korma

Korma became one of my favourite meals in fourth year of university, just in time before I moved to America where it can't be found anywhere. If you haven't heard of it, it's a nicely mild curry made with coconuts and occasionally cashew nuts as well. Indian restaurants in America sometimes have something that they call "Korma" on the menu, but it usually fails to resemble anything that I've previously experienced.

The "Coconut chicken korma" that I ordered tonight sounded promising, but after the Night Owl delivery man had braved the icy winds and storm outside to deliver it, what I found inside the bag was a small tub that contained a tomato-flavoured thermonuclear device. I did attempt to re-engineer the stuff by boiling it up with some cream and a spoonful of coconut sorbet, but I was totally unable to get it to calm down to something I could comfortably cope with, spooned out the chicken pieces, and detonated the rest of the liquid in a controlled environment. I think I'm going to have to accept that Indian restaurants here just haven't got the hang of it.

Additionally, why did no-one inform me that Top Gear was back on again? I've got three whole episodes downloading now and another one about to become available on Sunday.

Friday, November 2, 2007

E A D G B E

This morning I did what no human being in possession of all their faculties of reason has done before, and sent a praising comment to the MBTA. My journey home was interrupted last night by someone who had clearly not watched Robbie (see yesterday) and had distributed themselves over a wide area of the rails near Kent Street, preventing the train's progress until the police and fire crew had finished cleaning/mopping up. And the driver of the train I was on, rather than providing the endless stream of "We will be moving momentarily" that I've experienced before, told us exactly what was going on, what we were waiting for and gave us the option of leaving immediately if we didn't want to wait. Which I did, and walked home, beating the train to Brandon Hall by five seconds.

But what's really exciting is that a couple of days ago, Whitney ceremonially paid for a guitar for me. It's an early birthday present/slightly late Christmas present, and I hope to finally get around to learning how to play more than a few bars of a few songs like I've been saying I will for the last four years - an ambition previously made difficult by my guitar being three thousand miles away. It's a Johnson strat copy, which was recommended to me by Rockin' Bob (which is a fantastic name for a guitar shop, and right across the road from work) as a good cheap starter. So I've been following an online lesson - and along with an increasingly steady performance of the chromatic scale that is slowly driving Whitney mad, I've covered six chords, which already puts me above the ability of Fred Durst. The only disadvantage is that the lessons I'm going through have me playing a significant amount of decidedly pickup-truck-driver music.

I might be starting off at a bit of an advantage, though, because one of the instructions on the fourth lesson of the beginner's tutorial I downloaded reads (and I'm paraphrasing a bit, but I promise you this is what it says): "To hold the guitar correctly, place the body on your leg with the neck parallel to the ground. If there aren't any strings under your right hand, turn the guitar over." Perhaps the lessons are a bit lower-level than I thought.

Thursday, November 1, 2007

Scaring them straight

Some weeks are just difficult, and this is one of them. Here are some horrifying videos that you might recognize if you grew up in the UK at the same time I did.

The community has been sitting dormant in my Friends list for ages. (The name comes from an old preschool TV programme with Fred Harris (or Chocabloke) about... a yellow machine with a weird bass voice, I think, but it's impossible to describe most programmes I watched growing up without sounding as if I've taken a decent quantity of hallucinogenic drugs, so this tangent is stopping here.) I was very pleased that someone finally posted something in it in celebration of Halloween yesterday, but rather horrified to find out what it was.

In the 1970s, the BBC saw fit to create a number of "public information films" to show to pupils to prevent them from doing anything too deadly. They did this by inciting severe trauma unequalled by any horror film that has ever been written, and showing them in schools well into the 80s. Each of them started out with a selection of happy but rather stupid children, who were then killed off in various ways throughout the film as a result of being unable to recognize the dangers of farm equipment, railways, crawling into ovens, holding lit fireworks, and so on. The one behind the link above is "Apaches", which was one I had never actually been shown even though we lived in an area that was surrounded by farmland. I've only watched bits of it, but it seems to be about as grim as I would expect.

The one that I do remember is Robbie, which was responsible for me being terrified of trains for a length of time that lasts pretty much up to "now". This was actually designed as a less graphic alternative to an earlier film called The Finishing Line involving a series of deadly sports-day style games played on a railway track, clearly written by someone with a mind rivalling the Jigsaw Killer. (NB. I have not watched the film behind that link, and if I were you I wouldn't either.) Anyway, Robbie was more traditional and straightforward, involving just crossing a railway line carelessly. There were numerous versions of it, and I'm certain that the one seen by the author of that Wikipedia article had been sanitized somehow, because I distinctly remember having to watch as an oncoming train approached and cut the titular character into about twelve bits.

Building Sites Bite is another one that sounds familiar but I can't actually remember watching, probably because I had my eyes closed throughout its duration. This video's token dimwit was called Ronald, and involved (not surprisingly) killing him off in a building site. Except it had a unique twist - after he died, other characters in the film would resurrect him each time and send him back to experience multiple deaths such as burning, burial, drowning, explosion, incineration, and a whole host of other things. A bit like Dante's eighth circle of hell. And all accompanied by a Knightmare "Life force draining, team" style heartbeat sound whenever it was recommended that people who wanted to keep their sanity should close their eyes.

And in the small amount of investigation I did into the minds behind these films, I found that one of the writers (the man responsible for "Apaches") also starred in a Doctor Who story called "The Reign of Terror". How appropriate.

Tuesday, October 30, 2007

Upset stomach, upsetting Americans

A while ago, I joined a community for people in and around Boston (sensibly titled ) in the hope that it would let me know more about the city in which I have somehow come to live (and to provide more to read on my Friends page when nobody updates). Unfortunately, all it's taught me so far is that everyone here is very loud, very stupid and/or very rude. I've been meaning to take it off for a while, but when it occasionally throws up gems like this it's difficult not to want to see the reaction.

You can get a pretty good idea of the attitudes of most of its members by just looking at the rules: "Snark is okay! This is b0st0n. We are cynical and sarcastic. Deal." Translated out of the bizarrely abbreviated way in which most Americans speak, this seems to say "We're a shower of insufferable bastards and if you don't like it, that's your problem." A take on life that many people may also say applies to the entire country.

As you can probably tell I'm not in a particularly good mood at the moment, because I'm lying in bed off sick from work due to a touch of some sort of stomach flu. In fact "a touch" is something of an understatement - I thought I had had stomachache before, but it had never previously felt like being stabbed in the stomach from both directions while the fattest xenomorph in the world forced its way out of my navel sideways. I hope it's not something that I ate that caused it, because I only had a filled bagel last night, and scrambled-egging myself to death would be one of the most embarrassing ways to go ever.

Monday, October 29, 2007

Crystal Towers 2 - First Boss

Well, I have to say that I'm beginning to regret not buying a whole lot of furniture last Spring. But at least Boston's decisive win against Colorado in the World Series (which doesn't actually invite competition from more than one country) means that there won't be any massive crowds of people in red shirts during my commute home in the next while. It's almost enough to get you to start caring about baseball - I'm only vaguely aware that it's nice that a team that previously seemed to be totally useless have won twice in such quick succession.

For carefully thought out attention-getting reasons, I'm going to stop putting Crystal Towers 2 progress posts exclusively in its own journal and include them here under a tag instead (I'll backdate them when I shovel over the rest). To give the best impression of what the game looks like to date, I have hit a new low and posted a video on YouTube.

This video shows a weekend's work on the first boss of the game, which I finally sat down and wrote after weeks of not doing anything. Most of the graphics are yet to be drawn, but it shows what the general gameplay of it will be like, and I'm rather pleased with the result. Bosses are very difficult things to program, needing a complex attack pattern based on several different states and branches, but I think this is the most competent one that I've done yet. The only bit of this one I'm not totally happy with is the large length of time that it spends just sitting on the ceiling if you destroy all the bouncing bombs quickly, so I might have to think of something to do there.

You can also see two transparent areas on the left and right of the playfield, which restore the magic points you have available. Usually you restore your magic in-game by picking up white vials, but this situation needs something to allow you to rapidly get back to full magic and back to attacking again, but I don't want them to make it too easy (particularly as you can also use magic to heal yourself, and if you have an inexhaustible supply the boss becomes impossible to lose to). I could either disable curative spells or make them affect the boss as well so that there's a disadvantage to using them. I may replace the restoring fields with one "magic field" that floats from left to right, then reduce the hit points of the boss a bit to balance things out.

The eventual goal of the game is to find eight instruments and restore music to the Music Castle (an idea that I only noticed I'd stolen from Zelda well into making the game). The instrument carried by each boss is random, and as luck would have it, on that attempt I got the only one I hadn't drawn. The name of the instrument is chosen at random, too, which explains the strange names that appear at the end of the video.

Thursday, October 25, 2007

I'm an exceedingly large cake

! This.

(NB. To everyone else - This will probably make no sense)

(NB2. To everyone not in Britain - This will probably make even less sense than that)

Actually, additionally - since when has Livejournal had these HTML previews? I'm sure they weren't there when I was at work, so it must have been about an hour at most.

Tuesday, October 16, 2007

Pomposi-T

Dear The MBTA,

Over the past two weeks, my evening commute on the T has taken up to 45 minutes longer than usual. During this time I have been routinely trapped in broken-down trains with the doors locked, either in stations or in darkened tunnels with no means of escape, with no information other than that a "disabled train" is stuck ahead of us and that we will be moving "momentarily". (This use, while I'm on the subject, is wrong - a grammar refresher for your drivers might be in order.) Having seen most of a train's occupants having to force their way out of a train and band together in refugee groups to organize taxis to Park Street, I wouldn't describe your treatment of paying passengers as anything short of appalling. The contempt that you are showing to them by assaulting them with the new tidal wave of advertising that you've dubbed "T Radio" - simultaneously going back on your agreement with the subway performers - is similarly despicable.

I would discontinue my use of your comically inept service, but this isn't an option for me because the Green and Red lines remain my only way of getting from one side of the city to the other (the buses being mostly immobile in Boston traffic even if they somehow manage to stick to the correct route). I can only respectfully request a refund of my subway pass for the month of October, as your trains are only occasionally capable of actual movement and therefore I can no longer consider them a mode of transport.

No regards
DavidN.



Did I let them off too lightly?

Monday, October 15, 2007

Resident Evil 4

We've started playing Resident Evil 4 now. I had never played an RE game before getting it, but and said it was good, so I was confident enough to buy it without any further knowledge of what it was like.

It stars an American agent called Leon, who looks only slightly like he's in Duran Duran. The story so far involves investigating a small village in Spain in connection with the kidnapping of the President's daughter, because the Europeans are up to no good as usual. On arrival with some police officers with outrageous accents, Leon wanders towards the village, goes into a hut and asks the inhabitant for directions. And gets a knife in the face. And seeing as this is Spain and not Glasgow, he realizes that something's not quite right.

This is where the issue of the controls arises. At first, they feel absolutely dreadful - to give you some idea of what it looks like at the start, Leon takes up a large proportion of the front left of the screen, making it feel a bit like a first person shooter with your own head blocking most of the view. He seems to run diagonally forwards meaning you have to aim a bit to the left of where you're expecting to go, and aiming your weapon is a matter of accidentally shooting the sky, then the ground, then eventually hitting where you were intending to shoot.

But after a couple of practice fights (and largely due to a side mission early on which involves finding and shooting some blue medallions scattered around the place) things suddenly and inexplicably seem to work. You get used to where you're pointing, what you can see, and how to aim without taking out a large portion of the floor and ceiling first. When you're not running around and shooting, there are brief set-piece sections that resemble rhythm action games, having to press buttons at the right times to dodge Indiana Jones-style boulders and harpoon an undead version of Moby Dick.

So far, most of the game feels rather like playing a Simon Pegg film. You spend your time getting Leon to commando-roll out of ridiculously high windows or perform superhuman leaps off towers, kicking zombies in the head until they explode or alternatively shotgunning them in the chest while they're carrying lit dynamite, causing them to fall over and then explode. Even though it's said to be "survival horror" I'm not finding it particularly frightening (unlike Silent Hill, which terrifies me to pieces). You've often got more than enough firepower to deal with the hordes of the undead coming your way, with the only exception so far being the man with the sack on his head like the scarecrows out of Doctor Who, who is intent on chainsawing your head off and refuses to die, or re-die, or whatever it is that Spanish zombies do.

Again unlike Silent Hill, the enemies you face drop useful items such as suspicious health-restoring herbs or extra ammunition. Quite a lot of the time, they leave behind little treasure chests, which doesn't make much sense unless they're zombie pirates. I had wondered at first what money would even be used for in a game like this, but that was answered at the beginning of the second stage where a dodgy man with an even dodgier accent turns up with a coatful of lethal weapons that you can buy from him. This eventually becomes central to the game, getting different upgrades and weapons by using your money rather than having a small fixed set of weapons like in Silent Hill, and trying to stuff them all in your attache case Tetris-style.

I should say, finally, that I don't like escort missions in games. In fact, no one in the world likes escort missions - they always involve trying to protect a particularly dim individual or vehicle that trundles along merrily ignoring all the obvious orc/alien/Soviet/chav/Greenpeace ambushes in its way, trying desperately to clear a path ahead of it and then looking back only to realize that it's been squashed by a falling snooker table in your absence. And after the first couple of sections to where we've played so far in RE4, the game seems to be one giant escort mission as you try and get the President's daughter out of the village. But she's intelligent enough to duck out of the way of your gunfire, doesn't go off on ridiculous failed-pathfinding routes around the other side of the map, and you can even tell her to stay behind for a moment while you busily exterminate the zombies and clear a path. Overall, even the escorting seems to work. And that's probably one of the highest compliments that you can give to a game.

Saturday, October 13, 2007

From life's RPG log - Part 2

Well, some people found the first one of these funny. I also plan to make a real entry out of this, because last night was a real adventure (the kind that makes you want to kill people).

> DavidN has arrived in Davis Square Station.
> Waiting...
> Waiting...
> Train arrives.
> Train defends itself with Broken down and going out of service!
> DavidN almost attacks Train.
> DavidN finds Driver instead.
> Driver is found to be clueless.
> Waiting...
> Train begins to move.
> Train is stuck just after the station.
> Another train arrives.
> Another train is stuck just before the station.
> DavidN rolls against Judgement.
> DavidN's Judgement is Really Catastrophically Dreadful.
> DavidN takes train home anyway.
> Train has arrived at Porter Square.
> Train has left Porter Square.
> Train has arrived at Harvard Square.
> Train has left Harvard Square.
> Train has arrived at Central Square.
> Waiting...
> Train has left Central Square.
> Train has actually stopped one carriage away from Central Square.
> Waiting...
> Driver attacks with misuse of the phrase "we will be moving momentarily"!
> Waiting...
> Waiting...
> Waiting...
> Driver attacks with misuse of the phrase "we will be moving momentarily" again!
> DavidN attacks Doors.
> Doors are impervious to damage.
> DavidN moves stealthily down the carriage towards the emergency intercom.
> DavidN is spotted!
> DavidN initiates Passenger Uprising!
> Passengers demand to be let out of their steel prison and get a mode of transport that moves.
> Driver gets permission to back up.
> Train is defeated.
> Doors open.
> The party has moved to Central Square - Above Ground.
> DavidN hails taxi!
> Hail unsuccessful!
> DavidN hails taxi!
> Hail unsuccessful!
> DavidN encounters Seth.
> Seth joins the party.
> Seth hails taxi!
> Hail unsuccessful!
> The party encounters Graeme, Laura and Jen.
> Graeme, Laura and Jen have joined the party.
> The party heads for Kendall on foot.
> Graeme hails taxi!
> Hail successful!
> Laura and Jen have left the party.
> The party has moved via taxi over the Longfellow Bridge.
> Graeme has left the party.
> The party has moved via taxi to Boylston.
> Seth leaves the party.
> DavidN attempts to board train.
> Doors attack!
> DavidN is hit for 50 damage!
> DavidN's normal commute recommences at nine o-fscking-three in the evening.
> MBTA loses ability "Legitimate Mode of Transport".
> DavidN loses ability "Self-Control".
> DavidN finally gets home and orders a decently large pizza.
> DavidN attacks Pizza.
> Pizza is defeated.
> So is DavidN.

Friday, October 12, 2007

You're in trouble if your hit points don't bubble

First of all, are Roysters still around? There's no indication of the above advert line ever having existed and I'm starting to think I just imagined it. And I'm quite looking forward to having meat-flavoured crisps again when I come back to Scotland for Christmas (tickets booked today) - American crisps are very different and come in gigantic bags rather than a large plastic packet with child packets inside them.

You're also in trouble if you go off on that much of a tangent before you even start your point, which is this - after just about a hundred and thirty hours, we have completed Final Fantasy 12. The final boss isn't difficult at all if you've spent any amount of time on the hunting side quest - true, he has three different forms compared to FFX's almost ludicrous anticlimax, but he's nowhere near as difficult as even the low end of the top hunts.

The strangest thing that even after playing it, I'm still not certain if it even had a main character - it's a bit like FF6 in that respect. Apparently they had the characters worked out for a while but switched between who was meant to have the focus, and it shows. Throughout the FF series starting from 7, you had one character that you considered as the "player" and almost always had in your party. However, these characters have got less and less leader-like throughout the series - in FFX the point of the story is that you were clueless about the world you'd suddenly been thrown into along with Tidus. In FFXII, you have Vaan alone in your party for a good portion of the beginning, and he's the one that you control in town areas, but once the plot starts up he never really plays more than a sort of Arthur Dent dragged-along-by-accident role.

The other thing that stands out is the difficulty. Gradually the games have been getting easier over time, with FFX in particular being a bit of a joke. This one isn't as easy as that (you're likely to see the Game Over message in more than two places), and for the most part they've balanced out the lenient way you can swap people in and out of your party at will with enemies to match your abilities. But there are a couple of sticking points. For the optional megabosses (the replacements to the infamous Omega Weapon of FF8 and so on), they've gone for testing not so much your ability as your patience with ridiculous endurance matches against things ranging from eight to fifty million hit points. I didn't bother with the top two of those as I thought by that stage that there were better things I could be doing in the evenings, like catching up with the sleep I lost while fighting all the others.

And to counteract the inflated hit points of the enemies, there's almost too much of a reliance on advantageous spells, after them being almost too underplayed before - in previous games, you had to spend an entire turn for each spell, but in this, you can have them continually cast and ready before you encounter anything. That means that there's no reason not to have them on all the time (Bubble, which doubles your hit points, is particularly vital during the last stages and it feels more something that's a disadvantage when it's off rather than advantageous when it's on).

The ending, though, is as amazing as you'd expect from Square, and genuinely nail-biting at a point where you've spent over a hundred hours with the characters. You genuinely just want it to be over and for them to make it out alive, while there's a tense inappropriately comical air when the token British smeghead Balthier moans about how it's always up to him to save everyone. Although the game wasn't afraid to laugh at itself in several other places - if you talk to one of the people next to the Rabanastre gates quite near the end of the game, he'll start talking to you about all the "spoony bards" coming through. The several days worth of time we spent playing it was definitely worth it even though the series has been going a bit strange.

This is the last post about Final Fantasy 12, I promise. Now on to Resident Evil 4.

Thursday, October 11, 2007

Prisoner of the Red Line

"Attention passengers. This is a test of the public address system. This is only a test."

That message was being looped over the speakers at Park Street with a one minute pause in between, calling us for attention in exactly the same way as it says when a train is about to arrive, but then telling us to pay no attention to the message. Additionally, I've heard that the MBTA are experimenting with piping appalling music into the underground stations in an effort to break the will of their imprisoned passengers and prevent further uprisings. If this is just the beginning, I predict that we'll be seeing several Michael Douglas-type rampages taking place in Boston soon. Most of them by me.

In addition to that, one elderly gentleman sitting next to me noticed my exasperation at the continual non-messages and started reminiscing about the time they'd found a bomb in Alewife station and delayed everything for two hours. Once I replied to that, the same thing that happens when I talk to anyone in this country happened, and soon he was off about his distant relatives in Scotland. The train was arriving at this point, and it seemed rude to wander away to another carriage, so in what was perhaps karma coming back from last week, I found myself stuck with the Boston One-Man Boring People To Death team.

There really was no escape as he bounced from Scotland to immigration to the Iraq War to American history to road-building techniques and back, and his way of shouting over the noise of the train meant that most other passengers in the carriage were watching us as I nodded and "mm'hmm"ed my way through the tidal wave of gibberish that lasted all the way to Davis Square.

Defending against the onslaught wasn't my immediate concern, though. That was the fact that I still had several pages of ZZ Studios up on my computer and had rather been relying on the time on the Red Line to sanitize my Internet history before work. Always plan ahead for this kind of thing.