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.
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).
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.
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…
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.
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!
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?”
Those of you who’ve met my family will probably already have an understanding of… what they’re like. Those of you who haven’t are probably about to gain one.
It started on a weekend in April, when my mother and I went to a Pink concert. The support act were a really fun band called Walk the Moon, who finished their energetic set with I Can Lift A Car, with its’ catchy chorus hook “Did you did you… did you know know: I can lift a car up, all by myself?” Over the weeks that followed, perhaps because of its earworm qualities, this song became sort-of an inside Rickroll between my mum and I.
At one point, she sent me a link to this video (also visible below), in which she is seen to lift a (toy) car. My sister Becky (also known as “Godzilla”) was behind the camera (and, according to the credits, everything else), and wrote in the doobly doo: “I think I’m gonna start doing family vlogs.”
She’d experimented with vlogging before, with a short series of make-up tutorials and a “test video post” on her blog, but this represented something new: an effort to show off her family (and guest appearances from her friends) as they really are; perhaps this was an effort to answer the inevitable question asked by people who’ve visited them – “are they always like that?” Perhaps that’s why she chose the name she did for the Family Vlog – “IRL”.
At the time of writing, Becky (on her YouTube channel) has produced eight such videos (one, two, three, four, five, six, seven, eight), reliably rolling out one a week for the last two months. I thought they were pretty good – I thought that was just because they were my family, but I was surprised to find that it’s slowly finding a wider reach, as I end up speaking to friends who mention to me that they “saw the latest family vlog” (sometimes before I’ve had a chance to see it!).
Naturally, then, the only logical thing to do was to start producing my own YouTube series, on my channel, providing reviews of each episode of my sister’s vlog. I’ve managed to get seven out so far (one, two, three, four, five, six, seven), and I’d like to think that they’re actually better than the originals. They’re certainly more-concise, which counts for a lot, because they trim the original vlog down to just the highlights (interrupted only occasionally by my wittering atop them).
The widget above (or this playlist) will let you navigate your way through the entire body of vlogs, and their reviews (or lets you play them all back to back, if you’ve got two and a quarter hours to spare and a pile of brain cells you want killing). But if you’re just looking for a taster, to see if it’s for you, then here are some starting-out points:
The best episode? My favourite is six, but number two has the most views, probably the keywords “lesbian foursome” are popular search terms. Or possibly “girls peeing”. I’m not sure which scares me the most.
Looper is a time travel movie of the “self-healing timeline” mechanic (a-la Back To The Future, although Looper “fixes” itself faster and changes to the time stream can be observed and remembered by everybody affected by them). As a result of this, and a few other issues, it suffers from a handful of plotholes and internal inconsistencies: however, it’s still an enormously fun film that I’d recommend that you see.
Looper is the second-best of all three movies that feature Bruce Willis travelling back in time and encountering a younger version of himself – and now it’s going to bug you until you work out what the other two are.
RBS Group this week rolled out a service to all of its customers, allowing them to withdraw cash from an ATM without using their bank card. The service is based upon the same technologies that’s used to provide emergency access to cash by people who’ve had their cards stolen, but integrates directly into the mobile banking apps of the group’s constituent banks. I decided to give it a go.
The first step is to use the mobile app to request a withdrawal. There’s an icon for this, but it’s a bit of a mystery that it’s there unless you already know what you’re looking for. You can’t make a request from online banking without using the mobile app, which seems to be an oversight (in case you can’t think of a reason that you’d want to do this, read on: there’s one at the end). I opted to withdraw £50.
Next, it’s off to find a cash machine. I struck out, without my wallet, to try to find the nearest Royal Bank of Scotland, NatWest, or Tesco cashpoint. The mobile app features a GPS tool to help you find these, although it didn’t seem to think that my local Tesco cashpoint existed, walking me on to a branch of NatWest.
As instructed by the app, I pressed the Enter key on the keypad of the cash machine. This bypasses the usual “Insert card” prompt and asks, “Do you wish to carry out a Get Cash or Emergency Cash transaction?” I pressed Yes.
The ATM asked for the PIN I’d been given by the mobile app: a 6-digit code. Each code is only valid for a window of 3 hours and can only be used once.
I’m not sure why, but the ATM asks that the PIN is confirmed by being entered a second time. This doesn’t make a lot of sense to me – if it was mistyped, it’d surely fail anyway (unless I happened to guess another valid code, within its window), and I’d simply be able to try again. And if I were an attacker, trying to guess numbers, then there’s no difficulty in typing the same number twice.
It’s possible that this is an attempt at human-tarpitting, but that wouldn’t be the best way to do it. If the aim is to stop a hacker from attempting many codes in quick succession, simply imposing a delay would be far more effective (this is commonplace with cash machines anyway: ever notice that you can’t put a card in right after the last transaction has finished?). Strange.
Finally, the ATM asks what value of cash was agreed to be withdrawn. I haven’t tried putting in an incorrect value, but I assume that it would refuse to dispense any cash if the wrong number was entered – this is presumably a final check that you really are who you claim to be.
It worked. I got my money. The mobile app quickly updated to reflect the change to my balance and invalidated the code: the system was a success.
The banks claim that this will be useful for times that you’ve not got your card with you. Personally, I don’t think I ever take my phone outdoors without also taking my wallet with me, so the chance of that it pretty slim. If my card were stolen, I’d be phoning the bank to cancel the card anyway, so it wouldn’t save me a call, either, if I needed emergency cash. But there are a couple of situations in which I’d consider using this neat little feature:
If I was suspicious of a possible card-skimming device on a cash machine, but I needed to withdraw money and there wasn’t an un-tampered ATM in the vicinity. It’d be nice to know that you can avoid having your card scanned by some kid with a skimmer just by using your phone to do the authentication rather than a valuable piece of plastic.
To send money to somebody else. Using this tool is cheaper than a money order and faster than a bank transfer: it’s an instantaneous way to get small sums of cash directly into the hands of a distant friend. “Sure, I’ll lend you £50: just go to a cash machine and type in this code.” I’m not sure whether or not this is a legitimate use of the service, but I can almost guarantee that it’ll be the most-popular. It’ll probably be reassuring to parents of teenagers, for example, who know that they can help their offspring get a taxi home when they’ve got themselves stranded somewhere.
What do you think? If you’re with RBS, NatWest or Tesco, have you tried this new mobile banking feature? Do you think there’s mileage in it as an idea, or is it a solution in need of a problem?
I’d just like to say a few words of praise for Andy‘s new album, The Signal and the Noise. It’s not the first time I’ve said nice things about him, but it’s the first time since he’s been recording under his full name, rather than as “Pagan Wanderer Lu”.
I can say this for sure, though: The Signal and the Noise has finally dethroned my previous favourite Lu album, Build Library Here (or else!). It’s catchy, it’s quirky, and it’s full of songs that will make you wish that you were cleverer: so far, so good. I think that one of the things that particularly appealed to me in this album were that the lyrical themes touched on so many topics that interest me: religion and superstition, artificial intelligence, the difficulties of overcoming materialism, cold war style espionage, and cryptography/analysis… all wrapped up in fun and relatable human stories, and with better-than average running-themes, links, and connections.
One of the joys of Andy’s (better) music comes from the fact that rather than interpretation, it lends itself far better to being issued with a reading list. To which end, here’s a stack of Wikipedia articles that might help you appreciate this spectacular album a little better, for the benefit of those of you who weren’t lucky enough to have read all of this stuff already:
Oh; backing vocals, you’re too kind! But this is just another chapter in the story of my life.
The Omniscient Narrator
The final track’s a little weaker than the rest (the actual final track, not the “hidden track” bit), and I’m left with a feeling that this was so-close but not quite a concept album (which would have been even more spectacular an achievement), but these are minor niggles in the shadow of an otherwise monumental album.