Jimmy, Start Your Engine

Here’s a photo I took this afternoon especially for Jimmy:

It’s a pity he won’t be around this weekend to make the most of this exciting new addition to our irregular weekly Power Grid face-off.

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Grief (Interactive Fiction)

It’s not as spectacular as Violet, but I’ve just enjoyed playing Grief, another IF Comp 2008 entry. Download the .z8 file (which you can play in Windows Frotz or your favourite Z-Machine).

Play it a few times to see a few of the different endings: if only you could have done things differently… but perhaps things aren’t inevitable. There’s over a half-dozen different endings: wait until you start spotting the pattern, then – if you haven’t found it by yourself – type WALKTHRU to see a list of achievable endings so that you can begin to understand the truth of the matter… and when you do so, remember the first scene…

But if you only play one IF this year, make it Violet. =o)

Violet (Interactive Fiction)

It’s been a long while, but I’ve got some more interactive fiction to recommend: Violet, by Jeremy Freese. It’s got all of the usual things I like in a modern piece of interactive fiction: a believable, detailed world that you can really feel like you’re a part of, and which “carries on” around you; a beginning that doesn’t need to explain itself (you can pick it up as you go along); an enthusiastic thoroughness as far as anticipating what a player might try (many of the “unusual” things you can try to do have been anticipated and have specific flavour text); and a story that’s emotive and clever. So far, so good.

But the way in which it really furthers the genre is in it’s presentation format. The narrator of the story – Violet – is the girlfriend of the protagonist, who – through a series of encouragements and discouragements, as well as ocassional asides and additional commentary – helps lead you through your adventure: it is, if you like, a second-person perspective text-based adventure. But it doesn’t take long to realise that she isn’t actually there at all: all of her dialogue is in your head – it’s what your character thinks she would say in response to everything you’re doing.

I thoroughly explored the game in about an hour, and I highly recommend that you do, too: it’s a fabulous piece of interactive fiction, wrapped around a reasonably good bit of fiction.

Fully expect your feedback on this one, JTA.

Update, 19th October 2008, 14:20: Fixed the link to Windows Frotz (previously pointed at WinFrotz, which – while a fabulous Z-Code interpeter, can’t cope with ZBlorb files like the one this game is packaged in). Sorry, Binky.

Games I Have Been Playing Recently

There’s a couple of computer games I’ve played recently that I thought I’d share with you so that you, too, can go play them and waste all your free time (hopefully you’ve got more free time than I do to be wasted!).

RUCKINGENUR II

Free (as in beer) to download and play – download it here. Windows only (requires the .NET framework), although there’s talk of a Linux port using Mono.

A self-confessed “game for engineers.” If you ever played Uplink and thought “Hmm, this is good, but I’d rather be hacking hardware, not software,” then you really ought to give it a try. Ruckingenur II is a hardware hacking simulator: in it’s four missions you’ll be determining the code of an electronic door lock, reprogramming a thumbprint scanner to accept your print, breaking the code of a (rather trivial) radio scrambling system, and defusing a tamper-proof bomb. It’s all about interpreting the circuitry and analysing signals, rather than simply bridging circuits, as would be so much easier in so many of the missions. Presumably your boss spent all of the money on the universal combined multi-meter/serial port analyser/debugger and didn’t have any budget left to get you a soldering iron and a half-dozen lengths of wire. Ah well.

It’s only short. I got through all four missions in about 20 minutes, and I could probably have done it quicker if I hadn’t kept detonating the bomb at the end: the very first thing I did was to examine the circuit (while the clock is ticking), correctly analyse which wire carried the signal to the expolosive, and send a quick pulse down that line, confirming my suspicions by blowing my face off.

Give it a go and let me know how you get on, fellow geeks.

SPORE

The other game that’s consumed any of my time of late – by which I mean, of course, all of the free time I can find – is Maxis’s hot new title Spore.

In case you’ve been living in a cave for the last few years, Spore is the result of a collaboration between Will Wright (co-founder of Maxis, inventor of SimCity, The Sims, etc.) and Soren Johnson (right-hand man to Sid Meier during the development of Civilization III and Civilization IV), it’s has been described as “the ultimate God game,” and as “SimEverything.”

During the game, you’ll help a species progress from being a tiny plankton-like creature living in a drop of water all the way up to being a galactic empire spanning many star systems. The concept of “evolution” touted in the game isn’t really accurate, though, and what you’re actually doing – tweaking your species a little each generation towards your own goals, rather than having the most successful genetic code reflected in the next generation – is closer to intelligent design than anything that any evolutionist would approve of.

Unfortunately, as its Zero Puncuation review gives away, most of the fun of the game is shunted towards the Space Phase, the last of the five phases of the game (the others being Cell, Creature, Tribal, and Civilization), and it makes the rest of the game seem a little short by comparison (note that I disagree with the statement in the Zero Puncuation review about carnivore-superiority: my first space-faring race had no problem with befriending and converting other creatures, tribes and civilizations all the way). The Space stage, however, really shines.

Spore is an amazing achievement, and it’s continues to be fresh and surprising to play (thanks, in part, to the enormous scope of it’s in-game galaxy, but more thanks to the fact that Spore “swaps” your creatures and other content with other players around the world), so I’d recommend you give it a go if you haven’t already. It’s a real shame that the DRM is so fucked-up, because Maxis have just set themselves up for Spore to be the most-pirated game in history (after all, the pirated copy is now better than the legitimate one). Nonetheless, it’s worth getting hold of a copy by one means or another just so you can see what the fuss is all about.

Oh, and here’s one of my species, a Gliblander, stood next to the species’ interstellar spacecraft, the Dirty Beast.

Enter The Ninja

So, like a handful of others, I’ll be participating in Andy‘s Ninja Burger game tonight. He’s asked us each to throw together a character – or at least to look at character generation – so here’s mine:

Ninja with a Rubix CubeName: Ava Kurosawa
Job Title: Driver
Qualities:

  • Average [+0] Ninja
  • Average [+0] Driver (just because he does it doesn’t mean he’s particularly good at it)
  • Good [+2] at Bojitsu (staff/club fighting)
  • Good [+2] at Problem Solving (years of training in the Zen arts; also one-handed Rubix cube solving)
  • Good [+2] at Reading Minds (a natural instinct for understanding what people want)
  • Poor [-2] at Acting Impulsively (his clan history forbids rash thinking, and this has rubbed off on him, making him indecisive)

Background: Ava is descended from a long history of Ninja drivers. Despite only being an average driver, he seeks to gain the respect and honour of his family through his work with Ninja Burger, and by practicing the calm, collected, enlightened path of his clan. He prefers blunt weapons and particularly the bo staff.

Element: Air
Clan: Mysterious Clan Of The Gazebo Slayers
Matter of Honour: “I will never attack without provocation.”
Honour Score: TBC

If you haven’t put together a character yet because you haven’t seen the rules, there’s a copy here. Just make sure you use the 2nd edition ones!

I gather we’ll be meeting in #ninjaburger on Freenode at 7:30ish. If you’re confused as to how to do that, just use Abnib Chat and ask for help.

Vanilla Sky, A Letter, And A Trip

VANILLA SKY

Perhaps Vanilla Sky wasn’t the best choice of film to finish Troma Night last night on, based on the dream I had:

I dreamt that I was dreaming, and that during that inner dream I became lucid [not so hard, actually, and something I periodically do normally]. In the inner dream, I’d broken my phone while snowboarding, and needed to replace the battery, and so, in a test of dream control, I simply made a new battery materialise and installed it. However aware I was that I was in a dream, however, I didn’t come to realise that I was dreaming that I was dreaming – I was convinced that I was aware of my waking life as the one that I had in the first-level dream – until I “woke up” and, a few minutes later, achieved lucidity again.

Strange, but not really unexpected: mixing my head with films that have themes of altered states of conciousness almost invariably gives these kinds of results.

A LETTER

We’ve got a letter here addressed to Bryn – it came through the letterbox yesterday evening at some point. If you’d like to pick it up, Bryn, we’ll be around all morning and then we’re disappearing (see below).

A TRIP

Claire and I are off to Preston this afternoon to visit my family before moving on to Manchester tomorrow, where we’re seeing Foo Fighters. We’re back late on Monday night/early Tuesday morning. I gather that Geek Night B is taking place at Rory’s tonight, if anybody’s that way inclined, but I’m afraid you can’t have Pandemic, because I’ve promised to play it with my family. Next week!

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Super Munchkin

There’s been quite a lot said recently on abnib about class. JTA opened up the debate; Claire followed up by listing some of her least favourite things about the stereotypes of the middle class, and attracted a lot of debate in her comments; Matt P argued that the class system doesn’t exist (or, at least, isn’t relevant) in the UK any more anyway; and even Beth weighed in with her opinions on the whole thing, although it did take me prodding her with a virtual stick before she did so.

I thought it was about time that I rode in like a knight in slimy armour (wearing my helm of peripheral vision, of course) and closed the argument once and for all:

Who says I can’t be a half-middle-class, half-lower-class half-Elf, half-Orc?

(with insincere apologies to those who don’t play Munchkin)

Incidentally, Geek Night this week will be on Friday at Ele and Penny‘s house.

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The Danville Public Service Announcement

I don’t visit Facebook often. In fact, I usually only log on once or twice a month to clear out the billions of requests to install applications (and block those applications) that people don’t seem to have noticed that I never accept, or to check up on a mis-placed phone number or e-mail address for some infrequently-contacted friend. But in any case, I’m not up-to-date with what’s commonplace on Facebook any more. But this unusual bulge in my list of friends amused me for a moment:

Facebook statuses: Kieran is the Colour of the Wind; Owen smells like teen spirit; Adam is the one and only; Gareth didn't start the fire.

That’s four friends, in a row, who all set their “statuses” to something resembling the lyrics of a well-known song. Kieran may well be the colour of the wind, of course, but he’s still a ginger. I’m not in a position to comment on Owen’s body odour, and I’m doubtful that Adam is the one and only (although it’s genuinely possbile that there’s nobody he’s rather be). And Gareth’s apathy is… well, pretty much standard.

But it doesn’t seem so regular that a block of people adjacent to one another on my seemingly-randomly-sorted (I assume there’s some kind of clever hashing going on at the back-end for speed, or something) would all independently (none of them know one another, to the best of my knowledge) choose to have their statuses inspired by songs. Nobody else on my friends list is demonstrating this.

Perhaps I’m seeing patterns where they don’t exist, like seeing the face of Jesus in a balding dog’s back, or something. Just thought I’d share.

The Ship & Castle (pub)

It’s been a busy week or so. Last Wednesday I went out to the first night of the Ship & Castle‘s real ale festival with Penny and Ele, on account of the fact that (a) Yay! Dozens of cask-conditioned beers! and (b) I hadn’t seen much of either of them for an aeon or two. The pub was completely packed, but that didn’t stop us from sampling a good selection of the beers and ciders on offer. Once one became available, I stole a stool to sit on.

Now it seems that some strange wizard must have enchanted that stool on some previous visit to the pub, with a mysterious spell of popularity, because it suddenly appeared that every fucker in the pub wanted to talk to me. The folks I knew (one or two more turned up), the folks I barely knew (“I’m sorry, but I can’t remember how I’m supposed to know you?” territory)… even strangers seemed to know who I was or, failing that, want to. Two people said “hey, you’re that guy with the blog,” as if that in some way cuts it down in this town (abnib disagrees). One woman waved as if I’d known her for years but I can’t place a name to her face. Another chap – his flirtatiousness outdone only by his drunkeness – almost coerced a blush out of me with a particularly charming compliment. And it just kept on going, and going…

When the pub finally kicked us out (and we’d added Lizzie to our party), we hunted for another pub but without success, and so we scooped up beer and wine and took the party to the living room of The Cottage, where we talked all kinds of bollocks, drinking and listening to music – and joined for awhile by Tom, who came in looking drunk and stained with ash, drank half a bottle of beer, urinated in the back yard, and left again – until it was getting close to 4am and I thought it really ought to be time for bed, considering my planned early start at work the following morning. How Penny survived (she started work even earlier) I haven’t a clue.

A major difference between being in your late twenties and being in your early twenties, in my experience, is not one of having less energy for a late night (or early morning) of drinking, but one of responsibility. As a 27-year-old, I’m quite aware that I can still survive an all-night party (although it’s getting harder!). But when somebody spontaneously suggests something like “Let’s stay up and party and watch the sun rise,” instead of saying “Yeah!” I say, “Hmm… I’ve got work in the morning… maybe…” It’s easy to be made aware of this distinction when you’re in a student town, as I am, and it’s easy to be made to feel even older than I am. On the other hand, it helps to give every opportunity to pretend I’m less aged than I actually am.

So then Thursday was the anticipated long day at work, followed by a quick dinner before a rush up to the Arts Centre to see Steeleye Span, on JTA‘s recommendation. Steeleye Span are a “proper” folk rock band: y’know, they’ve had every single member replaced at some point or another and still keep the same name, like Theseus’s ship, and they’ve written songs that they don’t play any more, but that other folk bands do. That kind of definition. They were pretty good – a reasonable selection of songs from the usual slightly saucy and sometimes unintelligble varieties that they’re known for, and a particularly strong finish to the concert with a rousing sing-along rendition of All Around My Hat (which, I later discovered, they played as an encore the last time my dad saw them, about a decade or more ago – I guess that’s the third characteristic of a “proper” folk rock band: that your parents have seen them perform, too).

By now, I was getting to a point where I was tired enough to not be making much sense any more when I talked (as if I ever do), and I slept well, although not for long, because I had to make an even earlier start at work on Friday morning to make sure I got everything I needed to get done done before travelling up North in the evening.

So yeah: Friday evening we travelled up to Preston and had pizza with my folks, and then on Saturday morning I found myself taking my sister Becky‘s place in the BT Swimathon. She’d been suffering from a lung infection for a week or more, now, and had to pull out, so – despite having barely swum at all for several years – I pulled on my trunks and a swimming cap and contributed 1750m to the team effort. And then dragged my body out of the pool just in time for Claire and I to rush off to Formby for her godmother’s funeral, which is what we’d actually come up to the North-West to do.

Swimathon medal

Oh yeah, and I got a medal, which I’ve been wearing ever since.

I can’t say much about Claire’s godmother’s funeral, because I only met her once, and then only briefly. Her husband – she’d been married for 52 years; they’d been teenage sweethearts – was quite obviously finding her death difficult, yet still managed to deliver a beautiful and moving eulogy for his dear departed wife. Apart from the religosity of the service (not to my taste, but I suppose it wasn’t really there for me anyway) it was very good, and the church building was packed – this was obviously a popular woman.

Her body seems to be going “on tour”: she’s having a second service – the actual funeral – in Norfolk today. I wonder if it’ll be as full. Not many people get two funerals. Perhaps the popularity will wane after the first. On the other hand, you might get groupies… seems to be what Claire’s doing, as she’s down in Norfolk now and presumably went to the second funeral, too.

Later, we found ourselves in Manchester. We’d hoped to go guitar-shopping (Claire’s looking for a new one), but ended up there just barely in time to eat some noodles and go to meet my family, and each of my sister’s boyfriends, at the Odeon IMAX cinema to see Shine A Light, the Rolling Stones concert film/documentary. The film was… better than I would have expected, and the resolution of the IMAX filmstock really showed during long pans and high-detail closeups on the band in concert, although I wasn’t particularly impressed with the editing: too many cuts, too much crossing the line, and (on a huge screen) almost nauseating thanks to the bumps and bounces the cameras made. It was also a little too-much concert and not-enough documentary, perhaps because the band have never really interviewed very well. In one old BBC clip, Keith Richards is asked what has brought the band it’s initial success, and he simply shrugs. In another – in the early 1970s – Mick Jagger‘s only answer about the band’s future is “I think we’ve got at least another year left.”

My mum is the superstar at Mario Party

A few games of Mario Party 8 with my family later (one of which, amazingly, my mum won!), and we were back on the road. Claire dropped me off at Birmingham New Street station so I could catch a train back to Aberystwyth, as I needed to be back at work this morning, and she carried on to Norfolk to visit her dad and to attend the other half of her godmother’s funeral.

My journey back to Aberystywth was pretty horrendous. Trains are cancelled between Shrewsbury and Aber right now, and replaced with a bus service, and I’m not sure I’ve ever been on a less pleasant bus journey in my life. Five-seats wide, I was squished into falling half-off my uncomfortable seat even sat next to somebody as small as Matt P (who I’d happened to bump into on the journey). There was barely any knee-room, and the air conditioning only had two settings, neither of which was particually pleasant but for reasons of completely different extremes.

Hypercube Hop in progress

We finally got back to Aber just in time to join in at Geek Night, where Ruth, Penny, and Rory were just finishing a game of Carcassonne. JTA arrived, too, and the six of us played the largest game of Settlers of Catan I’ve ever played. We also managed to have a couple of games of Hypercube Hop, Ruth’s dad’s first board game published under his new Brane Games label. For those of you that missed it, I’m sure there’ll be an opportunity to give it a go at some future Geek Night.

Then today I posed for topless photos for Ele. But that’s another story and I’ve got to go and eat dinner so I’ll leave it at that.

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Diplomacy, Parcels, and WW2 RTS Games

What have I been up to of late? Well, as you ask…

Diplomacy

Ruth‘s game of Diplomacy got off to a fine start, and the backstabbing began soon afterwards. I’m not so keen on the engine, for reasons I’ll discuss later. Here’s how the map looks right now.

Diplomacy Map 211

I’m the red guys down at the bottom who are getting their arses kicked by the purple and brown guys. Very sweetly, JTA (leader of Russia) sent me an e-mail to apologise a little (and gloat a lot) about his recent pillaging of my lands, and congratulate me on trying to set him and Andy (Germany) against one another. It’s kind-of sweet, as I said, but really un-necessary: breaking alliances is what the game is all about.

Plus, it’s not like I didn’t see it coming. My alliance with Russia as a show from the start, but I didn’t realise that Russia planned to attack me so soon (I’d just issued attack orders against him). My mistake was that I didn’t anticipate that Germany side with Russia and backstab me. Memo to self: assassinate leader of Germany.

Sadly, the Diplomacy engine we’re using – phpDiplomacy – has a few interesting bugs that make it hard to work out who’s actually on your side. Here’s an example situation:

The problem with phpDiplomacy

The screenshot is faked, but the situation is plausible – the engine doesn’t accomodate for this. In this situation, the red player has been successfully attacked by the brown player, displacing their army (according to the message from 10:36pm). It’s not possible that the brown player did this alone, in this situation: they must have had help from at least one of – the green army in Piedmont, the green fleet in Venice, the purple army in Vienna, possibly a purple army from the region above (not shown), or perhaps even from the red fleet in Trieste (an unusual strategy, but not unheard of in some unusual circumstances, is to support the enemy against your own units).

But the engine gives no indication which this is. In this situation, the red player does not know which – green or purple – supported the attack. If the red player had alliances with the two of them, they would not know which one had betrayed them, for example. Whoops!

This could make it an interesting (or a frustrating) game. I’m certain that in the near future we’ll see players strategically helping one another perform attacks, without revealing that it was them that supported it.

A Strange Parcel

A strange parcel from Matt.

This morning, I received a strange parcel from Matt in the Hat, addressed to “Jen, Paul, Dan & Claire”. The contents, as pictured, seem to be two Guinness glasses and three cartons of organic fruit juice. I’m not sure which bits are for whom – or even why we’ve been sent this package at all – but I’m sure Matt will enlighten me soon.

Update: I’ve spoken to Matt on Jabber, and apparently the Guinness glasses box does not contain Guinness glasses. And I’m to make sure that Jen gets one of the cartons of juice.

Basically, Matt’s lost the plot. However, he still managed, through his insanity, to pick a selection of objects who’s size ratios made packing them easy.

Company of Heroes

I’ve been playing a lot of Company of Heroes these last couple of days: it’s a spectacular game. It’s been a long time since a real-time strategy game has amused me so much (since, perhaps Red Alert 2, seven years ago). It’s yet-another-world-war-2 game, as if we haven’t seen enough of them of late, but it’s a battle-level strategic game, rather than a first-person shooter, and it does a wonderful job of what it does.

Tanks roll through deformable terrain. Infantry hide in the craters your artillery has blown out. And the whole thing looks and sounds beautiful, from the hushed descent of paratroopers into a muddy field (reflections and all) to the flashes and blasts of a distant battle (complete with radio chatter, or plain old voices if you’re looking directly at the speaker). You can build sandbag walls and minefields, and blow them down just as easily. Don’t want to risk your men down a long, sniper-infested street? Steal some German artillery pieces and blow your way though the walls, then – the whole map is completely reshapable. The AI’s not to be sniffed at, either (although it’s a bit fiddly when it comes to multi-selecting and moving a group of vehicles together and they all crumple into each other when they reach a chicane, rather than taking turns).

It needs a beefy machine to do it justice, which is why I got it – to push my new gaming rig to the limits – but it’s more than just a graphics-fest: it’s also a very clever and gritty game.

So, who’s for a co-op?

Writing Comedy

And, of course, the other thing that’s been occupying my time has been writing stuff to say on Sunday’s Gorillamania event. But I’ve already said enough about that recently, so I’ll shut up and get on with some work.

Vespers

Some time ago, I recommended Photopia as a great text-based adventure for both beginners and veterans: with a great, sweet story (with a slightly depressing ending) and a short play time, it’s just great to show people why text-based adventures are fun.

Here’s my latest recommendation: Vespers. It’s dark, cold, and disturbing – insanity, bubonic plague, and temptation in the face of heaven and hell… and a cool mix of biblical prophecy and murder mystery in a quarantined monastary.

There’s about 2 hours playtime in it for an experienced adventurer, but it’s got SAVE and RESTORE commands so you don’t have to do it in a single sitting. And of course I’ll be available for hints if you get stuck!

Photopia, Again

I wrote the other day about Photopia, one of the most brilliant and unusual pieces of interactive fiction I’ve ever experienced. Finally, JTA gave it a go, and loved it too – and he and I have been spending the last few days discussing some of the really, really clever bits and putting our own explanations to them. There are so many questions left unanswered, even after having completed the story, and I’m sure we’ll both be going back and playing it again.

Why hasn’t anybody else played yet? Well; it’s possible I just didn’t make it quite accessible enough. So I’ve packaged Photopia into a single-file executable. Just download and run it, and you’ll have it installed on your system. It takes up less than a megabyte of space and it’s brilliant not only as entertainment but also as a work of fiction.

Download Photopia – it’s self-extracting, self-installing. All you have to do it play it. Windows only. Click here and give it a go.

Photopia

Ever played a text-based adventure (interactive fiction) before? If so, this is a must-see. If not, now’s the time to start. I’ve just finished playing a short IF called Photopia, which won two prestigious (in IF circles) XYZZYnews awards back in 1998.

It’s not… great as an adventure game, but it’s amazing as a story. It’s… so amazingly clever and well thought-out. If you’re an experienced text-adventurer, you’ll be able to see it all in under an hour (and there is, of course, a SAVE and LOAD function). Wow. Just… just go play it. Go on.

Two good ways to get it:

  • Option 1: Download photo201.zip, packaged for Windows – download, extract to a folder, run the batch file (“play_the_game”, or something) – do this if you’re not experienced with setting up your IF enviroment.
  • Option 2: Get Photopia 2.01 (Glulx Edition) and a Glulx interpreter for your favourite operating system. You’ll work out the rest.

First Season Of Diplomacy

As I’m sure I’ve said, I’m running an online game of Diplomacy: my web-based adaptation of a classic 1959 board game of strategy and diplomacy. It’s an unusual board game, in that (apart from the random assignment of countries, at the beginning), it involves no luck – the game is based entirely upon your ability to persuade others to help you, lie convincingly, and know when to trust your allies.

In any case – I thought I’d allow those of you who’re not playing (players are Sian and Andy R [Austria], Claire and I [England], Ruth [France], Andy K and Faye [Germany], Jon and Hayley [Italy], JTA [Russia] and Matt [Turkey]) to see what’s going on, as well, soo…

You can now spectate our game of Diplomacy by viewing the turns, maps, and reports as they are made available. And I’ll be providing updates as and when I feel like it here, on my blog.

Spring 1901 Orders in a game of Diplomacy

In the first turn, most of the Great Powers pushed outwards with their forces, as can be seen in the map, above. I’m particularly interested by the position of the new location of Austrian, German, and Russian armies, in Eastern Europe (and very close together), and by the decision of France to push towards Italy with her land armies (leaving only a ship to perhaps later claim the supply centres of Portugal and Spain). Also interesting is the Turkish ship moving into the Black Sea: which claims to pose no threat to Russia, but I’m not so sure…

As JTA says, it’ll be interesting to see how things pan out as a result of the aggressive stance taken by some – particularly the South-East European – nations. It’s a fascinating little game.

Suppose I’d better get some work done.

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Half-Life 2

Half-Life 2. The most immersive first-person shooter I’ve ever played. From it’s “throw you in at the deep end” beginning – chased around the streets of the overpowering City 17 by Combine agents, rushing through apartments as raids go on all around you – to it’s immensely clever, multi-faceted puzzles – how do I get past that guard? I could creep by him: I wonder if he’s paying attention… or throw that can to make a noise… maybe I could knock him in the back of the head before the security camera sees me… can he swim? – it’s a thrilling game. In the Half-Life tradition, very little is given away, and the player is left to make many of their own assumptions about the way the world around them works; I find this a little frustrating (I’d like to hear more back-story), but this is soon taken away when I’m drawn into another firefight. The game is gorgeously detailed – the characters around you frown, smile, wink, raise an eyebrow… and genuinely look relieved, scared, upset, etc. Meanwhile, explosions outside are rendered beautifully, water reacts like it should, and the ‘Havok’ physics engine means that if you can imagine it, you really can build it out of the myriad small items around you.

Despite Paul and my complaints about the Steam distribution system, it’s all seemed very good – owing to it’s modular design, I was able to start playing the game when it was just 69% downloaded (and when I ‘caught up’ with it, I only had to wait a few seconds for more content to be downloaded). Paul may be relieved to hear that once the game is downloaded (or activated, if it’s store-bought) it can be played in “offline mode”, and never accesses the internet without permission, it won’t auto-update unless you let it, and there is an option to back up the version you currently have installed – to CDs, for example – so that you could, if you wished, reformat and reinstall Windows and re-install the game without having to download it again. In addition, the modular design meant that my download was ready sooner than it might otherwise be, as it took advantage of the files I’d already downloaded as part of the demo version. I’m still not sure of any way to install to a different drive, which I’d particularly like to be able to do, but nonetheless I’m more impressed with Steam than I expected to be.

I managed to play Half-Life 2 for four hours… before I began to feel motion sick (I’d recently had a plasma cannon installed on my hovercraft, and driving it [with my left hand] while aiming and firing the weapon [with my right] left my poor eyes sufficiently confused that I’m now taking a quick break). I’ll probably go in again and blast some more Combine scum before I go to Sian and Andy‘s New Year’s Party. Yeah!

Update: Fixed link to Paul’s new blog after he moved it, breaking a universe of links. Old content was at http://www.livejournal.com/users/thepacifist/202607.html