2024 in Videogames

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My life affords me less time for videogames than it used to, and so my tastes have changed accordingly:

  • I appreciate games that I can drop at a moment’s notice and pick up again some other time, without losing lots of progress1.
  • And if the game can remind me what it was I was trying to achieve when I come back… perhaps weeks or months later… that’s a bonus!
  • I’ve a reduced tolerance for dynamically-generated content (oh, you want me to fetch you another five nirnroot do you? – hard pass2): if I might only get to throw 20 hours total at a game, I’d much prefer to spend that time exploring content deliberately and thoughtfully authored by a human.
  • And, y’know, it has to be fun. I rarely buy games on impulse anymore, and usually wait weeks or months after release dates even for titles I’ve been anticipating, to see what the reviewers make of it.

That said, I’ve played three excellent videogames this year that I’d like to recommend to you (no spoilers):


Horizon: Forbidden West

I loved Horizon: Zero Dawn. Even if this review persuades you that you should play its sequel, Forbidden West, you really oughta play Zero Dawn first3. There’s a direct continuation of plot going on there that you’ll appreciate better that way. Also: Zero Dawn stands alone as a great game in its own right.

Aloy, the protagonist of the Horizon games, wearing Mark of Pride face paint and red-stained Quen Deadeye armour, stands at sunset in a jungle environment.
Horizon gives a lot to love, from a rich world and story, immersive environments, near-seamless loading, excellent voice acting, and a rewarding difficulty curve. But perhaps all are second-place to what a kickass character the protagonist is.

The Horizon series tells the story of Aloy from her childhood onwards, growing up an outcast in a tribal society on a future Earth inhabited by robotic reimaginings of creatures familiar to us today (albeit some of them extinct). Once relatively docile, a mysterious event known as the derangement, shortly before Aloy’s birth, made these machines aggressive and dangerous, leading to a hostile world in which Aloy seeks to prove herself a worthy hunter to the tribe that cast her out.

All of which leads to a series of adventures that gradually explain the nature of the world and how it became that way, and provide a path by which Aloy can perhaps provide a brighter future for humankind. It’s well-written and clever and you’ll fight and die over and over as you learn your way around the countless permutations of weapons, tools, traps, and strategies that you’ll employ. But it’s the kind of learning curve that’s more rewarding than frustrating, and there are so many paths to victory that when I watch Ruth play she uses tactics that I’d never even conceived of.

Aloy aims a precision longbow at a Tremortusk, an elephant-like machine, in a sunny desert environment.
Horizon: Forbidden West is like Zero Dawn but… more. More quests, more exploration, more machines, more characters, and more of the same story, answering questions you might have found yourself thinking during the prequel. But it’s not just more-of-the-same.

Forbidden West is in some ways more-of-the-same, but it outgrows the mould of its predecessor, too. Faced with bigger challenges than she can take on by herself, Aloy comes to assemble a team of trusted party members, and when you’re not out fighting giant robots or spelunking underwater caves or exploring the ruins of ancient San Francisco you’re working alongside them, and that’s one of the places the game really shines. Your associates chatter to each other, grow and change, and each brings something special to the story that invites you to care for each of them as individuals.

The musical score – cinematic in its scope – has been revamped too, and shows off its ability to adapt dynamically to different situations. Face off against one of the terrifying new aquatic enemies and you’ll be treated to a nautical theme, for example. And the formulaic quests of the predecessor (get to the place, climb the thing…), which were already fine, are riddled with new quirks and complexities to keep you thinking.

And finally: I love the game’s commitment to demonstrating the diversity of humanity: both speaking and background characters express a rarely-seen mixture of races, genders, and sexualities, and the story sensitively and compassionately touches on issues of disability, neurodiversity, and transgender identity. It’s more presence than representation (“Hey look, it’s Sappho and her friend!”), but it’s still much better than I’m used to seeing in major video game releases.

Thank Goodness You’re Here!

If ever I need to explain to an American colleague why that one time they visited London does not give them an understanding of what life is like in the North of England… this is the videogame I’ll point them at.

Main menu for Thank Goodness You're Here, featuring options "Gu On Then", "Faff", and "Si' Thi", superimposed on a picture of a street in Barnsley, Yorkshire.
Among the many language options available for the game are “English”, as you’d probably expect, and “Dialect”, which imposes a South Yorkshire accent to everything, as illustrated here by the main menu.

A short, somewhat minigame-driven, absurd to the point of Monty Python-ism, wildly British comedy game, Thank Goodness You’re Here! is a gem. It’s not challenging by any stretch of the imagination, but that only serves to turn focus even more on the weird and wonderful game world of Barnsworth (itself clearly inspired by real-world Barnsley).

Playing a salesman sent to the town to meet the lord mayor, the player ends up stuck with nothing to do4, and takes on a couple of dozen odd-jobs for the inhabitants of the town, meeting a mixed bag of stereotypes and tropes as they go along.

Hand-drawn advertisement for Big Ron's Big Pies (Barnsworth's Best since 1904).
Ahm gowin t’shop to gi’ sumof Big Ron’s Big Pies! Y’wanout, buggerlugs? Players without a grounding in Yorkshire English, and especially non-Brits, might benefit from turning the subtitles on.

Presented in a hand-drawn style that’s as distinctive and bizarre as it is an expression of the effort that must’ve gone into it, this game’s clearly a project of passion for Yorkshire-based developers Coal Supper (yes, that’s really what they call themselves). I particularly enjoyed a recurring joke in which the player is performing some chore (mowing grass for the park keeper, chopping spuds at the chippy) when the scene cuts to some typically-inanimate objects having a conversation (flowers, potatoes) while the player’s actions bring them closer and closer in the background. But it’s hard to pick out a very favourite part from this wonderful, crazy, self-aware slice of Northern life in game form.

Tactical Breach Wizards

Finally, I’ve got to sing the praises of Tactical Breach Wizards by Suspicious Developments (who for some reason don’t bother to list it on their website; the closest thing to an official page for the project other than its Steam entry might be this launch announcement!)5, the team behind Gunpoint and Heat Signature.

The game feels like a cross between XCOM/Xenonauts‘ turn-based tactical combat and Rainbow Six‘s special ops theme. Except instead of a squad of gun-toting body-armoured military/police types, your squad is a team of wizards in a world in which magical combat specialists work alongside conventionally-equipped soldiers on missions where their powers make all the difference.

Jen, the Storm Witch, throws a bolt of lightning through three enemies on a moving train carriage.
Jen the Storm Witch primarily uses large static shocks to fling targets around: relatively harmless, unless she and her teammates have arranged for/tricked enemies to be standing next to something they can be thrown into… or near a window they can be flung out of!

By itself, that could be enough: there’s certainly sufficient differences between all of the powers that the magic users exploit that you’ll find all kinds of ways to combine them. How about having your teleport-capable medic blink themselves to a corner so your witch’s multi-step lightning bolt can use them as a channel to get around a corner and zap a target there? Or what about using the time-manipulation powers of your Navy Seer (yes, really) to give your siege cleric enough actions that they can shield-push your opponent within range of the turret you hacked? And so on.

But Tactical Breach Wizards, which stands somewhere between a tactical squad-based shooter and a deterministic positional puzzle game, goes beyond that by virtue of its storytelling. Despite the limitations of the format, the game manages to pack in a lot of background and personality for every one of your team and even many of the NPCs too (Steve Clark, Traffic Warlock is a riot). Oh, and much of the dialogue is laugh-out-loud funny, to boot.

Three spec ops wizards have a conversation about an upcoming assault.
The dialogue between your teammates – most of it right as they’re about to breach a door – reads like lighthearted banter but exposes the underpinning backstory of the setting.

The writing’s great, to the extent that when I got to the epilogue – interactive segments during the credits where you can influence “what happens next” to each of the characters you’ve come to know – I genuinely flip-flopped on a few of them to give some of them a greater opportunity to continue to feature in one another’s lives. Even though the game was clearly over. It’s that compelling.

And puzzling out some of the tougher levels, especially if you’re going for the advanced (“Confidence”) challenges, too, is really fun. But with autosaves every turn, the opportunity to skip and return to levels that are too challenging, and a within-turn “undo” feature that lets you explore different strategies before you commit to one, this is a great game for someone who, like me, doesn’t have much time to dedicate to play.


So yeah: that’s what I’ve been up to in videogaming-time so far this year. Any suggestions for the autumn/winter?

Footnotes

1 If a game loads quickly that’s a bonus. I still play a little of my favourite variant of the Sid Meier’s Civilization series – that is, Civilization V + Vox Populi (alongside a few quality-of-life mods) but I swear I’d play more of it if it didn’t take so long to load. Even after hacking around it to dodge the launcher, logos, and introduction, my 8P+4E-core i7 processor takes ~80 seconds from clicking to launch the game to having loaded my latest save, which if I’m only going to have time to play three turns is frustratingly long! Contrast Horizon: Forbidden West, which I also mention in this post, a game 13 years younger and with much higher hardware requirements, which takes ~17 seconds to achieve the same. Possibly I’m overanalysing this…

2 This isn’t a criticism of the Elder Scrolls games specifically, but of the relatively-lazy writing that goes into some videogames that feel like they’re using Perchance to come up with their quests, in order to stretch the gameplay. I suppose a better example might have been the on-the-whole disappointment that was Starfield, but I figured an Elder Scrolls reference might be easier to identify at-a-glance. Fetch-questing 100 tonnes of Beryllium just doesn’t have the same ring to it.

3 In fact, if you’re trying to consume the Horizon story as thoroughly as possible and strictly in chronological order, you probably should read the graphic novel between one and the other, which covers some of the events that occur between the two.

4 Did you ever see the alternate ending to Far Cry 4, by the way? If you did, you might appreciate that a similar trick can be used to shortcut Thank Goodness You’re Here! too…

5 They’re also missing a trick by using the domain they’ve registered, wizards.cool, only to redirect to Steam.

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ARCC

In the late ’70s, a shadowy group of British technologists concluded that nuclear war was inevitable and secretly started work on a cutting-edge system designed to help rebuild society. And thanks to Matt Round-and-friends at vole.wtf (who I might have mentioned before), the system they created – ARCC – can now be emulated in your browser.

3D rendering of an ARCC system, by HappyToast.

I’ve been playing with it on-and-off all year, and I’ve (finally) managed to finish exploring pretty-much everything the platform currently has to offer, which makes it pretty damn good value for money for the £6.52 I paid for my ticket (the price started at £2.56 and increases by 2p for every ticket sold). But you can get it cheaper than I did if you score 25+ on one of the emulated games.

ARCC system showing a high score table for M1, with DAN50 (score 13012) at the top.
It gives me more pride than it ought to that I hold the high score for a mostly-unheard-of game for an almost-as-unheard-of computer system.

Most of what I just told you is true. Everything… except the premise. There never was a secretive cabal of engineers who made this whackballs computer system. What vole.wtf emulates is an imaginary system, and playing with that system is like stepping into a bizarre alternate timeline or a weird world. Over several separate days of visits you’ll explore more and more of a beautifully-realised fiction that draws from retrocomputing, Cold War fearmongering, early multi-user networks with dumb terminal interfaces, and aesthetics that straddle the tripoint between VHS, Teletext, and BBS systems. Oh yeah, and it’s also a lot like being in a cult.

Needless to say, therefore, it presses all the right buttons for me.

ARCC terminal in which an email is being written to DAN50.
If you make it onto ARCC – or are already there! – drop me a message. My handle is DAN50.

If you enjoy any of those things, maybe you’d like this too. I can’t begin to explain the amount of work that’s gone into it. If you’re looking for anything more-specific in a recommendation, suffice to say: this is a piece of art worth seeing.

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It Takes Two

Lately, Ruth and I have been learning to dance Argentine Tango.

In a church hall, its walls decorated with colourful cloths, Dan and Ruth stand in a large circle of people, watching a man and a woman preparing to demonstrate some tango steps.
Stand with both feet together on the floor? Sure, I can do that one.

Let me tell you everything I know about tango1:

  1. It takes two to tango.
  2. I am not very good at tango.
Dan, wearing a black t-shirt and holding a glass of wine, looks sceptically at the camera as he stands in front of a television screen showing a couple dancing, with the title frame "La Caminata: Introduction to Walking in Tango (Core Steps)".
Our lessons started online, in our own living room, with videos from Tango Stream‘s “Tango Basics” series. It was a really good introduction and I’d recommend it, but it’s no substitute for practice!

This adventure began, in theory at least, on my birthday in January. I’ve long expressed an interest in taking a dance class together, and so when Ruth pitched me a few options for a birthday gift, I jumped on the opportunity to learn tango. My knowledge of the dance was basically limited to what I’d seen in films and television, but it had always looked like such an amazing dance: careful, controlled… synchronised, sexy.

After shopping around for a bit, Ruth decided that the best approach was for us to do a “beginners” video course in the comfort of our living room, and then take a weekend getaway to do an “improvers” class.

After all, we’d definitely have time to complete the beginners’ course and get a lot of practice in before we had to take to the dance floor with a group of other “improvers”, right?2

Dan and Ruth sat on opposite sides of a table on a train, with darkness outside the window behind, raising tumbler glasses full of prosecco and smiling.
By the time we were riding the train up to Edinburgh, we’d watched all the videos in our beginners’ course, and tried all of the steps in isolation… but we’d had barely any opportunity to combine them into an actual dance.

Okay, let me try again to enumerate you everything I actually know about tango3:

  1. Essentials. A leader and follower4 hold one another’s upper torso closely enough that, with practice, each can intuit from body position where the other’s feet are without looking. While learning, you will not manage to do this, and you will tread on one another’s toes.
  2. The embrace. In the embrace, one side – usually the leader’s left – is “open”, with the dancers’ hands held; the other side is “closed”, with the dancers holding one another’s bodies. Generally, you should be looking at one another or towards the open side. But stop looking at your feet: you should know where your own feet are by proprioception, and you know where your partners’ feet are by guesswork and prayer.
  3. The walk. You walk together, (usually) with opposite feet moving in-sync so that you can be close and not tread on one another’s toes, typically forward (from the leader’s perspective) but sometimes sideways or even backwards (though not usually for long, because it increases the already-inevitable chance that you’ll collide embarrassingly with other couples).
  4. Movement. Through magic and telepathy a good connection with one another, the pair will, under the leader’s direction, open opportunities to perform more advanced (but still apparently beginner-level) steps and therefore entirely new ways to mess things up. These steps include:
    • Forward ochos. The follower stepping through a figure-eight (ocho) on the closed side, or possibly the open side, but they probably forget which way they were supposed to turn when they get there, come out on the wrong foot, and treat on the leader’s toes.
    • Backwards ochos. The follower moves from side to side or in reverse through a series of ochos, until the leader gets confused which way they’re supposed to pivot to end the maneuver and both people become completely confused and unstuck.
    • The cross. The leader walks alongside the follower, and when the leader steps back the follower chooses to assume that the leader intended for them to cross their legs, which opens the gateway to many other steps. If the follower guesses incorrectly, they probably fall over during that step. If the follower guesses correctly but forgets which way around their feet ought to be, they probably fall over on the very next step. Either way, the leader gets confused and does the wrong thing next.
    • Giros. One or both partners perform a forwards step, then a sideways step, then a backwards step, then another sideways step, starting on the inside leg and pivoting up to 270° with each step such that the entire move rotates them some portion of a complete circle. In-sync with one another, of course.
    • Sacadas. Because none of the above are hard enough to get right together, you should start putting your leg out between your partner’s leg and try and trip them up as they go. They ought to know you’re going to do this, because they’ve got perfect predictive capabilities about where your feet are going to end, remember? Also remember to use the correct leg, which might not be the one you expect, or you’ll make a mess of the step you’ll be doing in three beats’ time. Good luck!
    • Barridas and mordidas. What, you finished the beginners’ course? Too smart to get tripped up by your partner’s sacada any more? Well now it’s time to start kicking your partner’s feet out from directly underneath them. That’ll show ’em.
  5. Style. All of the above should be done gracefully, elegantly, with perfect synchronicity and in time with the music… oh, and did I mention you should be able to improve the whole thing on the fly, without pre-communication with your partner. 😅
Photograph of a small laminated instruction sheet on a golden tablecloth. Titled "Norteña Tango", it reads: Let's make this an amazing weekend. We are all here to dance, so let's look around us and try to make sure that everyone is dancing. We'd love it if you would follow the lines of dance by moving around the floor steadily, try using the cabeceo, leave space between you and the couple in front, make use of the corners of the dance floor, stay in the same lane where possible, take care when entering the dance floor, clear the floor and change partners during the cortinas. It would be great if you could avoid overtaking other couples on the floor, walking (other than when dancing) on the floor.
Just when you think you’ve worked out the basic rules of tango, you find a leaflet on your table with some rules of the dancefloor to learn, too!

Ultimately, it was entirely our own fault we felt out-of-our-depth up in Edinburgh at the weekend. We tried to run before we could walk, or – to put it another way – to milonga before we could caminar.

A somewhat-rushed video course and a little practice on carpet in your living room is not a substitute for a more-thorough práctica on a proper-sized dance floor, no matter how often you and your partner use any excuse of coming together (in the kitchen, in an elevator, etc.) to embrace and walk a couple of steps! Getting a hang of the fluid connections and movement of tango requires time, and practice, and discipline.

Photograph of paving slabs: a glyph of a walking person, signifying "walk here", has been painted onto the flagstones, but the stones have since been lifted and replaced in slightly different locations, making the person appear "scrambled".
Got the feeling that your body and your feet aren’t moving in the same direction? That’s tango!

But, not least because of our inexperience, we did learn a lot during our weekend’s deep-dive. We got to watch (and, briefly, partner with) some much better dancers and learned some advanced lessons that we’ll doubtless reflect back upon when we’re at the point of being ready for them. Because yes: we are continuing! Our next step is a Zoom-based lesson, and then we’re going to try to find a more-local group.

Also, we enjoyed the benefits of some one-on-one time with Jenny and Ricardo, the amazingly friendly and supportive teachers whose video course got us started and whose in-person event made us feel out of our depth (again: entirely our own fault).

If you’ve any interest whatsoever in learning to dance tango, I can wholeheartedly recommend Ricardo and Jenny Oria as teachers. They run courses in Edinburgh and occasionally elsewhere in the UK as well as providing online resources, and they’re the most amazingly supportive, friendly, and approachable pair imaginable!

Just… learn from my mistake and start with a beginner course if you’re a beginner, okay? 😬

Footnotes

1 I’m exaggerating how little I know for effect. But it might not be as much of an exaggeration as you’d hope.

2 We did not.

3 Still with a hint of sarcasm, though.

4 Tango’s progressive enough that it’s come to reject describing the roles in binary gendered terms, using “leader” and “follower” in place of what was once described as “man” and “woman”, respectively. This is great for improving access to pairs of dancers who don’t consist of a man and a woman, as well as those who simply don’t want to take dance roles imposed by their gender.

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Incredible Doom

I just finished reading Incredible Doom volumes 1 and 2, by Matthew Bogart and Jesse Holden, and man… that was a heartwarming and nostalgic tale!

Softcover bound copies of volumes 1 and 2 of Incredible Doom, on a wooden surface.
Conveniently just-over-A5 sized, each of the two volumes is light enough to read in bed without uncomfortably clonking yourself in the face.

Set in the early-to-mid-1990s world in which the BBS is still alive and kicking, and the Internet’s gaining traction but still lacks the “killer app” that will someday be the Web (which is still new and not widely-available), the story follows a handful of teenagers trying to find their place in the world. Meeting one another in the 90s explosion of cyberspace, they find online communities that provide connections that they’re unable to make out in meatspace.

A "Geek Code Block", printed in a dot-matrix style font, light-blue on black, reads: GU D-- -P+ C+L? U E M+ S-/+ N--- H-- F--(+) !G W++ T R? X?
I loved some of the contemporary nerdy references, like the fact that each chapter page sports the “Geek Code” of the character upon which that chapter focusses.1
So yeah: the whole thing feels like a trip back into the naivety of the online world of the last millenium, where small, disparate (and often local) communities flourished and early netiquette found its feet. Reading Incredible Doom provides the same kind of nostalgia as, say, an afternoon spent on textfiles.com. But it’s got more than that, too.
Partial scan from a page of Incredible Doom, showing a character typing about "needing a solution", with fragments of an IRC chat room visible in background panels.
The user interfaces of IRC, Pine, ASCII-art-laden BBS menus etc. are all produced with a good eye for accuracy, but don’t be fooled: this is a story about humans, not computers. My 9-year-old loved it too, and she’s never even heard of IRC (I hope!).

It touches on experiences of 90s cyberspace that, for many of us, were very definitely real. And while my online “scene” at around the time that the story is set might have been different from that of the protagonists, there’s enough of an overlap that it felt startlingly real and believable. The online world in which I – like the characters in the story – hung out… but which occupied a strange limbo-space: both anonymous and separate from the real world but also interpersonal and authentic; a frontier in which we were still working out the rules but within which we still found common bonds and ideals.

A humorous comic scene from Incredible Doom in which a male character wearing glasses walks with a female character he's recently met and is somewhat intimidated by, playing-out in his mind the possibility that she might be about to stab him. Or kiss him. Or kiss him THEN stab him.
Having had times in the 90s that I met up offline with relative strangers whom I first met online, I can confirm that… yeah, the fear is real!

Anyway, this is all a long-winded way of saying that Incredible Doom is a lot of fun and if it sounds like your cup of tea, you should read it.

Also: shortly after putting the second volume down, I ended up updating my Geek Code for the first time in… ooh, well over a decade. The standards have moved on a little (not entirely in a good way, I feel; also they’ve diverged somewhat), but here’s my attempt:

----- BEGIN GEEK CODE VERSION 6.0 -----
GCS^$/SS^/FS^>AT A++ B+:+:_:+:_ C-(--) D:+ CM+++ MW+++>++
ULD++ MC+ LRu+>++/js+/php+/sql+/bash/go/j/P/py-/!vb PGP++
G:Dan-Q E H+ PS++ PE++ TBG/FF+/RM+ RPG++ BK+>++ K!D/X+ R@ he/him!
----- END GEEK CODE VERSION 6.0 -----

Footnotes

1 I was amazed to discover that I could still remember most of my Geek Code syntax and only had to look up a few components to refresh my memory.

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Tick Tock

Looking for something with an “escape room” vibe for our date night this week, Ruth and I tried Tick Tock: A Tale for Two, a multiplayer simultaneous cooperative play game for two people, produced by Other Tales Interactive. It was amazing and I’d highly recommend it.

Tick Tock screenshot showing a mysterious machine with many buttons. The machine is switched on and the screen shows a wolf's head and the number "-2". The buttons show a bug, an hourglass, a snake, a wolf's head, a keyhole, a cog, a raven, a doll, and a section of railway track.
If you enjoyed the puzzles of Myst but you only want to spend about an hour, not the rest of your life, solving then, this might be the game for you.

The game’s available on a variety of platforms: Windows, Mac, Android, iOS, and Nintendo Switch. We opted for the Android version because, thanks to Google Play Family Library, this meant we only had to buy one copy  (you need it installed on both devices you’re playing it on, although both devices don’t have to be of the same type: you could use an iPhone and a Nintendo Switch for example).

Screenshot from Tick Tock: an old-fashioned wireless radio set produces a scramble of letters in the air.
I can’t read that text. But if I could, it still wouldn’t make much sense without my partner’s input.

The really clever bit from a technical perspective is that the two devices don’t communicate with one another. You could put your devices in flight mode and this game would still work just fine! Instead, the gameplay functions by, at any given time, giving you either (a) a puzzle for which the other person’s device will provide the solution, or (b) a puzzle that you both share, but for which each device only gives you half of the clues you need. By working as a team and communicating effectively (think Keep Talking and Nobody Explodes but without the time pressure), you and your partner will solve the puzzles and progress the plot.

(We’re purists for this kind of puzzle game so we didn’t look at one another’s screens, but I can see how it’d be tempting to “cheat” in this way, especially given that even the guys in the trailer do so!)

Nopepad showing handwritten notes including: "Ticket stub 00067", "Clock shop open 18th", and "Set clock 12".
You could probably play successfully without keeping notes, but we opted to grab a pad and pen at one point.

The puzzles start easy enough, to the extent that we were worried that the entire experience might not be challenging for us. But the second of the three acts proved us wrong and we had to step up our communication and coordination, and the final act had one puzzle that had us scratching our heads for some time! Quite an enjoyable difficulty curve, but still balanced to make sure that we got to a solution, together, in the end. That’s a hard thing to achieve in a game, and deserves praise.

Tick Tock screenshot: among other documents, we examine a schematic for the construction of a mechanical raven's wing.
The art style and user interface is simple and intuitive, leaving you to focus on the puzzles.

The plot is a little abstract at times and it’s hard to work out exactly what role we, the protagonists, play until right at the end. That’s a bit of a shame, but not in itself a reason to reject this wonderful gem of a game. We spent 72 minutes playing it, although that includes a break in the middle to eat a delivery curry.

If you’re looking for something a bit different for a quiet night in with somebody special, it’s well worth a look.

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Review for ProtonMail Encryption Status by Morgan Larosa

This is a repost promoting content originally published elsewhere. See more things Dan's reposted.

⭐⭐⭐⭐⭐
Does what it says on the tin! Short and sweet codebase that’s easy enough to verify personally, and doesn’t ask for any crazy permissions.

I probably needn’t care about this validation: when I wrote a Thunderbird plugin to enhance integration with ProtonMail, I wrote it principally for myself: scratching my own itch. It was nice to see that (at time of writing) a few hundred other people have made use of the extension too, but it wasn’t essential. I’d be maintaining it regardless because I use it every day.

But it still warmed my heart to see a five-star review come in alongside a clearly-expressed justification.

Review of Kidlington Green Gardens

This review of Kidlington Green Gardens originally appeared on Google Maps. See more reviews by Dan.

Basic green space unfortunately bordered on all sides by moderately-busy roads, giving the area the feel of a traffic island. Trees are decorated each Christmas, and cycle racks are available, but no other amenities to speak of. More a passing-through place than anything else.

Review of Gosford Hill [bus stop]

This review of Gosford Hill originally appeared on Google Maps. See more reviews by Dan.

No shelter or seating, but this is principally a “dropping-off” point for passengers coming from Oxford and so that’s fine. Bus stop is in layby to mitigate disruption to other traffic.