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):
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.
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.
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.
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.
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
Okay, let me try again to enumerate you everything I actually know about tango3:
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.
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.
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).
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.
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. 😅
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.
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.
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.
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.
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.
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.
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.
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.
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).
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!)
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.
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.
After 8 or 10 (depending on how you count them) films and hundreds of hours of TV, finally we have reached the end of the whole Star Wars saga. Hooray,…
Exactly my thoughts on the latest Star Wars films, concisely expressed.
When I arrived at this weekend’s IndieWebCamp I still wasn’t sure what it was that I would be
working on. I’d worked recently to better understand the ecosystem surrounding DanQ.me and had a number of half-formed ideas about tightening
it up. But instead, I ended up expanding the reach of my “personal web” considerably by adding reviews as a post type to my site and building
tools to retroactively-reintegrate reviews I’d written on other silos.
Over the years, I’ve written reviews of products using Amazon and Steam and of places using Google Maps and TripAdvisor. These are silos and my
content there is out of my control and could, for example, be deleted at a moment’s notice. This risk was particularly fresh in my mind as my friend Jen‘s Twitter account was suspended this weekend for allegedly violating the platform’s rules
(though Twitter have so far proven unwilling to tell her which rules she’s broken or even when she did so, and she’s been left completely in the dark).
My mission for the weekend was to:
Come up with a mechanism for the (microformat-friendly) display of reviews on this site, and
Reintegrate my reviews from Amazon, Steam, Google Maps and TripAdvisor
I opted not to set up an ongoing POSSE nor PESOS process at this point; I’ll do this manually in the short term (I don’t write reviews on third-party sites often). Also out of
scope were some other sites on which I’ve found that I’ve posted reviews, for example BoardGameGeek. These can both be tasks for a future date.
I used Google Takeout to export my Google Maps reviews, which comprised the largest number of reviews of the sites I targetted and which is the
least screen-scraper friendly. I wrote a bookmarklet-based screen-scraper to get the contents of my reviews on each of the other sites. Meanwhile, I edited by WordPress theme’s functions.php to extended the Post Kinds plugin with an
extra type of post, Review, and designed a content template which wrapped reviews in appropriate microformat markup, using metadata attached to each review post to show e.g. a
rating, embed a h-product (for products) or h-card (for
places). I also leveraged my existing work from last summer’s effort to reintegrate my geo*ing logs to automatically
add a map when I review a “place”. Finally, I threw together a quick WordPress plugin to import the data and create a stack of draft posts for proofing and publication.
So now you can read all of the reviews I’ve ever posted to any of those four sites, right here, alongside any other reviews I subsequently reintegrate and any
I write directly to my blog in the future. The battle to own all of my own content after 25 years of scattering it throughout the Internet isn’t always easy, but it remains worthwhile.
(I haven’t open-sourced my work this time because it’s probably useful only to me and my very-specific set-up, but if anybody wants a copy they can get in
touch.)
I’m a big believer in the idea that the hardware I lay my hands on all day, every day, needs to be the best for its purpose. On my primary desktop, I type on a Das Keyboard 4 Professional (with Cherry MX brown switches) because it looks, feels, and sounds spectacular. I use
the Mac edition of the keyboard because it, coupled with a few tweaks, gives me the best combination of features and compatibility across all of the Windows, MacOS, and Linux (and
occasionally other operating systems) I control with it. These things matter.
I also care about the mouse I use. Mice are, for the most part, for the Web and for gaming and not for use in most other applications (that’s what keyboard shortcuts are for!) but
nonetheless I spend plenty of time holding one and so I want the tool that feels right to me. That’s why I was delighted when, in replacing my four year-old Logitech MX1000 in 2010 with my first Logitech Performance MX, I felt
able to declare it the best mouse in the world. My Performance MX lived for about four years, too – that seems to be how long a mouse can stand the kind of use that I give it –
before it started to fail and I opted to replace it with an identical make and model. I’d found “my” mouse, and I was sticking with it. It’s a great shape (if you’ve got larger hands),
is full of features including highly-configurable buttons, vertical and horizontal scrolling (or whatever you want to map them to), and a cool “flywheel” mouse wheel that can
be locked to regular operation or unlocked for controlled high-speed scrolling at the touch of a button: with practice, you can even use it as a speed control by gently depressing the
switch like it was a brake pedal. Couple all of that with incredible accuracy on virtually any surface, long battery life, and charging “while you use” and you’ve a recipe for success,
in my mind.
My second Performance MX stopped properly charging its battery this week, and it turns out that they don’t make them any more, so I bought its successor, the Logitech MX Master 2S.
The MX Master 2S is… different… from its predecessor. Mostly in good ways, sometimes less-good. Here’s the important differences:
Matte coating: only the buttons are made of smooth plastic; the body of the mouse is now a slightly coarser plastic: you’ll see in the photo above how much less light
it reflects. It feels like it would dissipate heat less-well.
Horizontal wheel replaces rocker wheel: instead of the Performance MX’s “rocker” scroll wheel that can be pushed sideways for horizontal scroll, the MX Master 2S adds
a dedicated horizontal scroll (or whatever you reconfigure it to) wheel in the thumb well. This is a welcome change: the rocker wheel in both my Performance MXes became less-effective
over time and in older mice could even “jam on”, blocking the middle-click function. This seems like a far more-logical design.
New back/forward button shape: to accommodate the horizontal wheel, the “back” and “forward” buttons in the thumb well have been made smaller and pushed closer
together. This is the single biggest failing of the MX Master 2S: it’s clearly a mouse designed for larger hands, and yet these new buttons are slightly, but noticeably, harder to
accurately trigger with a large thumb! It’s tolerable, but slightly annoying.
Bluetooth support: one of my biggest gripes about the Performance MX was its dependence on Unifying, Logitech’s proprietary wireless protocol. The MX Master 2S
supports Unifying but also supports Bluetooth, giving you the best of both worlds.
Digital flywheel: the most-noticable change when using the mouse is the new flywheel and braking mechanism, which is comparable to the change in contemporary cars
from a mechanical to a digital handbrake. The flywheel “lock” switch is now digital, turning on or off the brake in a single stroke and so depriving you of the satisfaction of using
it to gradually “slow down” a long spin-scroll through an enormous log or source code file. But in exchange comes an awesome feature called SmartShift, which dynamically
turns on or off the brake (y’know, like an automatic handbrake!) depending on the speed with which you throw the wheel. That’s clever and intuitive and “just works” far better than
I’d have imagined: I can choose to scroll slowly or quickly, with or without the traditional ratchet “clicks” of a wheel mouse, with nothing more than the way I flick my finger (and
all fully-configurable, of course). And I’ve still got the button to manually “toggle” the brake if I need it. It took some getting used to, but this change is actually really cool!
(I’m yet to get used to the sound of the digital brake kicking in automatically, but that’s true of my car too).
Basic KVM/multi-computing capability: with a button on the underside to toggle between different paired Unifying/Bluetooth transceivers and software support for
seamless edge-of-desktop multi-computer operation, Logitech are clearly trying to target folks who, like me, routinely run multiple computers simultaneously from a single keyboard and
mouse. But it’s a pointless addition in my case because I’ve been quite happy using Synergy to do this for
the last 7+ years, which does it better. Still, it’s a harmless “bonus” feature and it might be of value to others, I suppose.
All in all, the MX Master 2S isn’t such an innovative leap forward over the Performance MX as the Performance MX was over the MX1000, but it’s still great that this spectacular series
of heavyweight workhouse feature-rich mice continues to innovate and, for the most part, improve upon the formula. This mouse isn’t cheap, and it isn’t for everybody, but if you’re a
big-handed power user with a need to fine-tune all your hands-on hardware to get it just right, it’s definitely worth a look.
After The Obsuritory – a blog providing reviews of old and less-well-known video games – published a
review of 1994’s Wolf, they followed-up with this additional review… written for a wolf.
Once upon a time, long before I began selling my face by the acre for features on VICE dot com, I worked other jobs. There was one in particular that really had an impact on me:
writing fake reviews on TripAdvisor. Restaurant owners would pay me £10 and I’d write a positive review of their place, despite never eating there. Over time, I became obsessed with
monitoring the ratings of these businesses. Their fortunes would genuinely turn, and I was the catalyst.
This convinced me that TripAdvisor was a false reality – that the meals never took place; that the reviews were all written by other people like me. However, they’re not, of course –
they’re almost all completely genuine. And there was one other factor that seemed impossible to fake: the restaurants themselves. So I moved on.
And then, one day, sitting in the shed I live in, I had a revelation: within the current climate of misinformation, and society’s willingness to believe absolute bullshit, maybe a
fake restaurant is possible? Maybe it’s exactly the kind of place that could be a hit?
In that moment, it became my mission. With the help of fake reviews, mystique and nonsense, I was going to do it: turn my shed into London’s top-rated restaurant on TripAdvisor.
Of all the products announced today at Google’s massive event, the Daydream View might be the best seller. At only $79, Daydream packs a “Good enough” controller and VR headset into a
single box, allowing anyone with a brand new phone (for now only a brand new Google phone) to experience virtual reality. The Daydream opens up the Gear VR concept to the entire
Android Ecosystem, with future Android devices expected to support the standard…
An interview conducted in the back of a moving car with Sarah, the true talent behind Godzilla Huntley’s Family Vlog. Supplements my review to episodes 15, 16 and 17.
Short version of the review: a few teething problems aside, we all had a wonderful time and we’d certainly consider a Daggerville game for our next murder
mystery party. The characters were, on the whole, wonderful characters well-realised and fully-developed within the constraints of the genre, the twist was clever, there were moments
of great hilarity (such as the point when we realised that there’d been a veritable conga-line of people stealthily following one another around the hotel), and the event built up to
a fun and satisfying conclusion. I’d suggest that you all keep an eye on Daggerville in the future.
As implied earlier this week, this weekend
Ruth, JTA and I had planned to host the latest in a long
series of murder mystery party nights (a handful of which have been reviewed on this
blog). Despite our earlier worries, we eventually filled the “missing” slots in our party with our friends Liz and Dean: exactly the couple we’d planned to fill it with in the first
place, but they’d been painfully slow at RSVPing.
We’ve played a lot of murder mystery games over the years: we could probably be described as connoisseurs of the genre, and that might be worth bearing in mind when you
read what we had to say about this particular event. To enumerate, there’s been:
The entire back catalogue of Paul Lamond‘s Murder a la Carte / Inspector McClue
series
And several murder mystery games that I’ve written: one in a “scripted” style, the rest in an “open” style
That said, this latest party really had the opportunity to cross the board, with Liz and Dean having never been to a murder mystery night before and (other) Liz and Simon having been to only
a few. And to top it all off, we were working with a completely new game from a creator of whom we’d had no experience. What could be more exciting?
You see: I was contacted a little over two months ago, via my web form,
by a Martin from Daggerville Games, a new murder mystery party provider of the “buy-and-download” variety. Upon
visiting their website, I was immediately struck by some of the similarities between their signup form (which asks for player names to be associated with characters, genders to be
chosen for characters whose gender can be selected based on the gender balance among the players, and email addresses to which invitations will be sent) and a prototype one of my own
design, used in the construction of my upcoming games Murder at the Glam Rock Concert and Murder on the Social Network, the first of which we hope to host in
about a year’s time. I mentioned this to Martin, in the hope that they won’t think I’m ripping them off if I eventually put some of my pieces online for the world to play, too.
The Daggerville folks, perhaps anticipating that I would be likely to blog about the event in hindsight and thus provide them with some free publicity, offered me a voucher for a free
game of my choice, which I accepted. After a little discussion, we settled upon The Ambassador’s Notebook, a 7-player murder mystery set in a rural 1920s hotel and revolving around the untimely death of a Mr.
Sullivan, presumably related to a valuable journal that was in his possession.
In order to keep the spoilers at the tail end of this blog post (there’ll be a nice big warning before you get to them, so you can refrain from reading them if you’re planning to
someday play this game yourself), I’ll cut to the chase and first provide a summary of the night as a whole.
We all had a fun time: as usual for these gatherings, there was good wine, great company, and spectacular food (Ruth had, once again, put together a wonderfully thought-out and
thematically-sound menu): honestly, under these conditions we’d be pretty-much guaranteed a good night no matter what. The murder mystery itself was a scripted affair similar to those
you’ll find in any off-the-shelf kit, but with a few quirks. For a start, as hinted above, everybody gets their fragments of the script (along with dialogue entry and exit cues) very
early on: it’s possible, permitted, and even encouraged that players read their script before they arrive for the event. Some of us were concerned that this might result in
“spoilers”, and a few of those of us who did pre-read our scripts said that they regretted doing so, so be aware: it’s a spoiler-risk.
Unlike similar-styled games, though, players aren’t given additional information outside of the script, and we all felt that this made things challenging when it came to
the discussion breaks. All that we had to go on for our deliberations was exactly what we’d all heard, just minutes before, tempered by our own speculation. Sometimes somebody would
ask, or consider asking, a valid question after somebody’s whereabouts, alibi, or history, but no answer was forthcoming because all that we had, collectively, was the script. This
caused additional confusion when, for example, Liz’s character mentioned JTA’s character by his first name, it was a surprise to everybody… even JTA, who had no idea to
begin with that it was supposed to be his name!
None of the problems we experienced “broke” the game, and we found our way to a reasonably-satisfactory conclusion. A majority of us voted correctly, determining the identity of the
murderer, and Ruth even managed to identify an important twist (albeit not based on anything more than speculation: the “flash” was a little subtle for us). There were a few
anachronisms in the script, but they’re of the kind that only nerds like us would notice (the National Theatre is mentioned despite the fact that it won’t be founded for another four
decades or so, and a character makes a reference to a frozen turkey, even though freezing of meat in the West wasn’t yet commonplace, for example). We’d have really liked to have each
had a brief – even just half a page! – to tell us each more about our own characters (their names, for example, as well some of the secrets that they might be concealing and any
established relationships they have with other characters), and if we knew that Daggerville were adding this feature, it’d make us far more-likely to buy their products in future.
The short review would be: a few teething problems aside, we all had a wonderful time and we’d certainly consider a Daggerville game for our next murder mystery
party. The characters were, on the whole, wonderful characters well-realised and fully-developed within the constraints of the genre, the twist was clever, there were moments of great
hilarity (such as the point when we realised that there’d been a veritable conga-line of people stealthily following one another around the hotel), and the event built up to a fun and
satisfying conclusion. I’d suggest that you all keep an eye on Daggerville in the future.
[spb_message color=”alert-warning” width=”1/1″ el_position=”first last”]Spoiler warning: reading beyond here could result in seeing spoilers. Don’t read on if you’re
likely to ever take part in a game of The Ambassador’s Notebook.[/spb_message]
Aside from the lack of character “introductions”, another thing we found difficult in this game were issues in the script. The script for “The Neighbour” ended up one-number out of sync
in the middle of Scene 2, where her ‘line 42’ indicated that a different person should be talking to what the rest of the scripts said. On another occasion, the script for “The
Proprietress” seemed to be missing a line (although other characters had the ‘tail end’ of that line). The character of “The Journalist” can be played by a man or a woman, and although
I selected “male” when I filled in the form, some of the scripts referred to the character as a woman! At first I thought that this might be related to difficulties some of us had had
receiving the emailed scripts (Martin at Daggerville was incredibly helpful at sending out fresh ones, though), but we found at least one instance in which one person flip-flopped
between referring to “The Journalist” as female or male!
(there’s a video I’ve put together of some of the highlights of our evening, but there’s possible spoilers in it)
Personally, though, my favourite moment of the night came right at the start, as we all introduced our characters. One of the Liz’s, an American, had decided to play her
character as an American, and introduced herself as such. “Oh,” said the other Liz, whom she’d just met, “Are you going to do an accent?”