Reaching for the Implausible

Last Monday night, having just got home from the first of four movies in the local Bill Murray Bonanza (Ghostbusters!), I decided to have a bit of a spring-clean of my Mac. Unsurprisingly, the desire to organise things nice’n’neat soon passed, leaving a half-arsed confusion in its wake, but one thing I did accomplish was the thinning down of open browser tabs… from fifty(!) to a far more manageable twenty.

One of those browser tabs was my Bungie.net Halo: Reach profile page, which I always left open so I could easily check the latest Challenges… just in case I wanted to chase some easy cRedits. Just before the browser tab disappeared, however, I snuck a glimpse at the latest Weekly Challenge – 10,000 cR for an incredibly easy task. “No problems,” I thought, and fired up Reach for the first time in months.

It's-a me... petee-moo.
Hello, I’m petee moobaa… I’ll be your target this evening.

Several hours later I forced myself to go to bed, several Daily Challenges conquered alongside significant progress on the Weekly. But I’d been bitten again; my wandering attention had been grabbed by Reach. And that’s a bit of a problem, because – in terms of List-worthiness – I don’t really know how much Reach will actually placate my OCD niggles. All the Achievements have already been acquired, and there’s three clear indicators of complete-ness: Campaign progress (I’ve still got a co-op run to do on Legendary), Commendations (awarded for accruing in-game events), and Rank.

For those (ha! like anyone reads this) who haven’t encountered Reach, I’ll elaborate a little. Commendations are split into three equally-sized categories, and are typically based around kills – Covenant kills in the Campaign and Firefight categories, your online foe in Multiplayer. There’s Commendations for sprees, using certain weapons, destroying vehicles… that sort of thing. Commendations each have five levels before you max them out – Iron, Bronze, Silver, Gold, and Onyx – and attaining each of these five levels adds a point to your Commendation rating – there’s a maximum of 225 Commendation points, upon which your Commendation percentage is based.

The problem is that the requirements for some of these Commendations are… ummmmm… insane.

Now, don’t get me wrong – most of the Campaign and Firefight Commendations are relatively easy to snaffle. Manipulate the game into giving you a useful Checkpoint, get your kills, restart from Checkpoint… rinse and repeat. Boring, but doable. But when it comes to (say) the Firefight “Grounded” Commendation – “Destroy an enemy-occupied vehicle in Firefight matchmaking” – well, I’ve seen maybe a total of fifty vehicles in all the Firefight I’ve played (and I’ve played a lot – I’ve got a handful of Commendations at Onyx already).

Let me repeat: I’ve seen fifty.

To get an Onyx Grounded Commendation, you need to destroy six thousand.

So that’s, like, pretty daunting.

And to a cack-handed player like myself, inexperienced in the ways of online FPSs, the multiplayer Commendations seem equally as remote.

But let’s also mention Rank: Rank is based solely on the accumulation of cRedits. You glean cRedits for just about every violent act in Reach, with little bonuses being awarded for completing Challenges (tasks assigned by Bungie that range from the simple – “kill 100 enemies in any game mode in Reach” – to the insane – “complete <level>, Legendary, All Skulls On”). There’s a cap on the number of cRedits you can earn each day – currently, that’s 120,000. And the topmost Rank is Inheritor – which requires an accumulation of twenty million cRedits.

Do the math – that requires hitting the cRedit cap every day for 167 days.

To put that into perspective, I got a lot of my early Firefight Commendations playing Gruntpocalypse (on Corvette, natch), which netted me about one thousand cRedits every fifteen minutes or so (including setup time). I’ve never come close to the cRedit cap.

So there’s my dilemma; my OCD says “you really won’t be happy unless you’ve got 100% Commendations and an Inheritor Rank”, but the pragmatist in me knows that my OCD has no firm grasp on the time required to achieve those goals.

So, then – baby steps. It’s nearly been a year since Reach was released, so why don’t I set some sort of reasonable target for the anniversary?

I decided that I’d aim for 50% Commendations, and up to the Rank of Colonel Grade 3. That left me with about 300,000 cR and about a dozen Commendations to acquire in about six weeks; 50,000 cR a week seemed doable.

I started poking around the hive-mind, looking what The Kids were doing for easy cRedits these days; “Firefight Doubles,” asserted one youngster. Off to Firefight Doubles I went for a look.

And, bugger me, it was insanely good fun – twenty minutes of rushing forward, guns blazing, before being mercilessly slain and starting again, the only penalty being precious seconds (of the maximum allowed twenty minutes) wasted. There was no need for communication between my partner and I; occasionally we’d cover each other, but most of the time it was just plasma-coloured mayhem.

And then, during the end-game, the reward – over 3,200 cR.

Holy shit, I thought. Three thousand for twenty minutes of fun. Now we’re talking.

So I started hammering Firefight Doubles; if there was a lull, a moment where a match wasn’t immediately available, I’d leap into the Rumble Pit, a generic Multiplayer playlist. Now, I’m amazingly shit at multiplayer – my kill/death ratio was sitting down around 0.7 – but I figured that any kill would add to the overall tally. Based on previous performance, I expected that I’d manage two-to-three kills a game.

And I pretty much managed to keep that average up.

Saturday morning, though, I noticed a message pop up as I fired up Reach – big cRedit jackpots in Team SWAT! Now, I’d never played Team SWAT (team-based, no shields, rifles & pistols), but I was willing to give it a bash if there was a potential for a “big jackpot”.

I was slaughtered, a true impediment to my team. Two kills per game, if I was lucky.

But after the third game… boomshanka. Twelve thousand cRedits.

Easy! :)

So – I’ve been playing a shitload of Reach, hopping between Firefight and Team SWAT. And bugger me if I haven’t noticed a tangible increase in my skills – most SWAT games I’m now garnering six or seven kills, and my team appears to be winning more often than not. And the feeling that these old eyes, these old hands, are steadily improving is absolutely joyful; maybe not quite as joyful as breaking through that 50% Commendation barrier, or knowing that I’m already within striking distance of Colonel Grade 3, but… hey, this stuff is fun.

But it’s a bloody long road. And I’m not sure I can reasonably manage it. I suspect that, as with most games lately, boredom will set in and I’ll eventually get distracted, leaving Reach behind… only to return with a vengeance for another hit of the cRedit pipe later.

And all week, Suda 51’s latest game, Shadows of the Damned, lay unopened on the couch armrest, begging to be played.

Kamxor 2, and Supporting the Ones You Love

The précis for the past week reads somewhat similarly to last week’s effort: nothing but Kameo and Luxor 2.

I’ll start with the latter: I think I’ve managed to burn myself out on Luxor yet again, pushing through to Stage 12-4 on Normal (and up to the Supervisor of Fledglings rank); whilst I’m getting some jollies from my conservative approach to grinding through the levels, the rewards have started to be outweighed by the relentless pressure of the game. It’s stopped being fun and, though I’m a mere eleven stages away from another rare achievement (and the chance to get my gamerscore modulo five again), I might have to step away… again.

Kameo, though, is finally – after having picked it up on the 360’s launch – off The List. Monday night saw me knock off the two remaining solo Thorn’s Pass Achievements, and a greedy late night attempt at my final Score Attack A-Rank ended in failure when I neglected obscure game traits – like Kameo’s health. But Tuesday morning I woke up nursing a dribbly, muddle-headed cold, and subsequently had two days away from the office… I still had sufficient hand-eye co-ordination to play, however, and a repeat attempt at the final Score Attack was a half-billion-point success. Enabling Kameo‘s inbuilt cheat modes (through Score Attack unlockables) yielded a simple Expert-mode walkthrough, and with that… Kameo was done.

But I still want to write a longer piece on Kameo, so I plunged straight back in and started a whole new game, just to check whether my memories of the game were correct. And it was a blast – my A-Rank skills allowed me to blitz my way through the game, and I almost 100%-ed the game inside a dozen hours, and my level scores nearly all exceeded the A-Rank requirements (except that bloody Forgotten Forest level – grumble). So – the information gathered will now likely gestate for a couple of months before popping out into an experience-piece (as opposed to opinion-piece, or review).

There’s one more thing I’d like to write about this week (having just pissed away a large amount of time watching stuff on YouTube), and that is the battle that I’m facing on an almost daily basis about whether or not I go on a big game-buying frenzy. Now, let’s be quite clear, here: I’m well aware of the need for retail therapy, but what I’m currently feeling isn’t an instance of that; rather, I’m currently being jostled by the desire to Support the Ones I Love conflicting with the need to reduce The List.

One of my many Other Lists is a collection of names that I feel have earned my immediate support – creators that will get my money almost immediately upon release, no questions asked. But that List has been causing me a lot of double-takes lately; whilst Llamasoft seem to have targeted the non-List-impacting iOS, Double Fine have seen fit to release Trenched which, by all accounts (and I admit to not having even tried the demo), is a tower defence game that requires friends for Good Times (a problem for me, since its release in Europe – where most of my XBL friends are – has been caught up in a legal quagmire). And I’m not a fan of tower defence stuff… at all. Platinum Games have delighted with Bayonetta, and then disgusted with a not-returned-to-in-ages MadWorld; the demo for Vanquish didn’t impress me (on either the 360 or the PS3). And after the stunning Killer7 and No More Heroes, I was shattered by the crapulence of Suda 51’s No More Heroes: Desperate Struggle, and am thus wary of grabbing Shadows of the Damned (especially when Suda 51’s next game is slated to be the zombie-filled Lollipop Chainsaw – because I hate the use of zombies in games). If Shadows is shit, that may put Suda 51 in the three-strikes territory for me (as it has for other people).

In short: I want to buy Vanquish to support Platinum. I want to buy Trenched to support Double Fine. I want to buy Shadows of the Damned to support Suda 51 and Grasshopper Manufacture. But I’m scared by the resultant pressure on The List; whilst Shadows looks easy enough, Vanquish most certainly does not, and I’m already struggling with Luxor, another game-style I don’t get on well with, and I doubt Trenched will offer the same opportunities to brute-force progress.

My arm gets twisted when I hear that sales for recent games have been “disappointing”; whilst I have no real idea how accurate the numbers at VGChartz are, Child of Eden is pegged at less than six-figure-sales, and Shadows of the Damned has struggled to sixty thousand sales (split evenly between the 360 and PS3).

And that, frankly, is bullshit.

I went straight out and bought a brand-spankin’-new copy of Shadows. I’ve not played it yet, but at least I’ve put a penny in Grasshopper’s pocket. Vanquish will have to wait – part of the lust behind that was driven by the discovery of a local store selling lenticular copies (on both platforms) for a mere AU$30. But then that’s almost too cheap; I’d actually rather pay AU$50 to buy it on XBLM (or, I assume, PSN) because I believe in digital delivery, and because I figure Platinum would actually get more out of that.

…oh god, what have I done?

Kamxor

Last Sunday night, post-blogging and lacking inspiration, I found myself pottering around aimlessly: looking at everything, settling on nothing. My plan for the month was in disarray, and I didn’t really know where my (legitimate) game-for-the-month was going to come from. I still have a few fall-back games that I can push myself through (you know, the type of backburner game that’s pretty much done, but just needs another weekend’s TLC before being struck off The List) – so a Plan B formed, and Paper Mario and Super Galdelic Hour started meandering to the foreground of my mind…

…in the meantime, though, I figured I’d put some effort into one of my long-term games. Chrono Trigger? No, that’s too long-term. Rez HD? Not while I’m still struggling with Child of Eden (which didn’t any game-time this week). F-Zero GX? I want to play something, not be reminded about how crap I am.

And somehow I found myself playing Luxor 2.

Now, I’ve written before about my love/hate encounters with Luxor 2, and when I loaded it up for the first time since I got on Stage 13-4 I was full of trepidation. But, fully aware of the struggle I was having just finishing the first third of the game, I had no great expectations… other than accepting that I was engaging in match-3 practice.

So imagine my surprise when judicious use of the account-signout “feature” saw me inch my way past my stumbling block… and the next stage. The next night saw another three stages completed; the following night another fell. That left me on the final level of Easy difficulty… when I was whisked away to Perth on work. Any spare moment on that trip, my mind flittered back to Luxor 2; the moment I stepped back into my home, the 360 was booted. Forty-five teeth-gritting minutes later, I’d scrounged my way through the game.

And then I leapt straight back into the Normal difficulty level. Currently at Stage 6-1, with my rank a lowly Cutter of Reeds. And, once again, I find myself curiously thinking that I may be feeling something that approximates fun… I’m unexpectedly eager to push on, anyway.

But, having posted a link to last week’s post on my my TrueAchievements feed, one of my old boosting buddies left a comment on TA suggesting we return to our previous Kameo challenges. Some months ago we’d given up on making further progress on the (zero-gamerscore!) Time Rank achievements after our Water Temple attempts left us bewildered and bemused; however, some enterprising German lads had posted some new video guides online, and they left my mate gibajon champing at the bit. So we started tackling them again… with initially predictable results. We were well off the pace, unable to even finish the level.

But we learned; we worked things out. We acted as a team. Sure, it was a pretty uneven team – with gibajon’s slick skills showing my old-man floundering for what it really is – but we worked out how to cover for each other. We polished each little section of the game, we started getting the feel for the flow of the level. The first time we actually finished the level – with a scant three seconds left on the clock, earning a convincing E-Rank – felt like a triumph. Getting within thirteen seconds of our A-Rank target, we knew we could squeeze the extra seconds from somewhere; but when the breakthrough came, and we finished easily… well, it’s safe to say we were both pretty happy.

Then came the next level… less than a dozen attempts. The next… less than a handful (despite my protestations about the apparent impossibility of the task). The final level, with tight initial timings and requiring a healthy dose of luck early on, was more testing, but eventually it too was conquered.

And suddenly Kameo‘s Time Attacks were out of the way – and a little bit of digging led us to discover our world-wide rankings were a more-than-credible 38, 41, 30, 35, 22, and 25. We got gibajon a few extra hosting Achievements, and then somewhat sadly went our separate ways – the Co-op camaraderie was brilliant fun. But it left me further enamoured with Kameo again: it’s still a lovely game, and – now that I’ve managed to blitz the hardest remaining A-Rank – it’s feeling like it may be off The List sooner, rather than later.

I’m pretty sure it deserves another playthrough, though…

Dirty and Uninspired…

I entered the second half of 2011 with a pretty clear goal of what I wanted to achieve; whilst it looks like my goal of reducing The List down to 50 (as arbitrarily – and optimistically – stated in My 2011 Gaming Resolutions) is out-of-reach, most of my other targets are much closer. I’d actually started mentally steeling myself to tackle six past-gen titles for completion, along with a couple of other current-gen games, and even went so far as to nominate a month in which I wanted them Completed.

Unfortunately, the plans have all gone awry.

My July game was none other than Deus Ex: Invisible War. Fresh off a playthrough on Normal, I figured I could just leap straight back into it on Hard, opting for the opposite choices that I made in the previous run, then return on Realistic for a “breaking” playthrough. However, a little research told me that some of the breaks I was planning can make the Xbox version of the game unstable – “possibly resulting in game save corruption.” And boom – just like that, I’m discouraged to the point where I cannot face those grey, bland textures again… especially after the teeth-gnashing week at work I had (and am likely to be facing this week, too). Coupled with the fact that I know my “seventeen hour” Normal playthrough was actually more like thirty, and I was starting to feel like I would be pushing to squeeze another two runs into July anyway – what with the expectation of work travel and the upcoming AVCon knocking out a weekend.

So I looked at the other titles planned for the rest of the year… and I couldn’t find a morsel of inspiration in any of them. Except for Tempest 2000, but the task of digging the Jaguar out put paid to that idea.

Luckily, a workmate was kind enough to lend me his Kinect while he was away, so I decided to set that up and have a play. I discovered the Kinect Fun Labs series of toys; four free downloadable titles that tinker with the capabilities of the Kinect. And hey – they have Achievements… Free? Gamerscore? Sweet.

So all four of those “games” were acquired and completed in short order – you only need an hour or so (each) to snaffle all the Achievements. The problem is that, despite the glossy production values of the toys, they’re only vaguely entertaining for about five minutes – the rest of the time spent feels like a grind. Still, I pushed myself through it because, I figured, these “games” could count as my Completion(s)-of-the-Month, as well as keeping my new-game-percentage up.

The problem is, even with all four on and off The List within a day, I feel so dirty. It feels so cheap to have even let those things taint my profile; and my temporary leap into the Top 100 of Australia’s Completed Games Leaderboard has sharpened the sour taste.

To cleanse the palate (still not feeling inspired enough to make any real progress), I decided to focus on the main reason I wanted to borrow the Kinect in the first place: Child of Eden. Much has been written about Eden‘s Kinect mode, with many comments suggesting it’s the best use of Kinect to date… and I have to admit, I actually found it easier to play whilst standing and waving my arms. The brain soon compensates for the lag as you sweep your arms around, and releasing Perfect Octo-Locks seems much easier as you throw your hand forward with the beat. But the finicky nature of Kinect also jars, too, with many instances of confused hardware popup spoiling the flow of the gameplay.

But at least Kinect managed to conjure up some interest in Child of Eden – and I consider that a big win for the week. However, I’m now convinced that Eden will be a long-time List-dweller; even with the lax targeting and reduced scoring targets of the Kinect mode, the best I can manage is a four-star completed level. I’m buggered if I know how I’m ever going to gold-star those buggers, especially when the fourth Archive is so severely kicking my arse…

Je Retourne (2011 Edition)

Ummm… hello again.

It’s with my tail firmly wedged between my legs that I return to the game-blogging world; after another massive Fringe (131 “official” shows, another handful of impromptu gigs, and nowhere near enough writing done… I’ve still got 93 shows left to write about!), there was a long period where I couldn’t face the keyboard at all. Which is proving to be a bit of a problem with work, but that’s another story.

That’s not to say that I’ve forgotten about gaming; quite the opposite. In recent years I had experienced a kind of post-Fringe malaise, a separation-anxiety after the hyper-social frivolities of my ultra-arty-month; but that didn’t really seem to be the case this year, and I hurled myself back into gaming with a vengeance. This seemed to be fuelled by the games that were released during my self-enforced gaming exile: Double Fine‘s Stacking was the first cab off the rank, followed closely by Beyond Good & Evil HD.

Double Fine games are an easy sell to me; I love Tim Schafer‘s work. Costume Quest proved that, even with his role reduced to that of an overseeing producer, the rest of the company has more than enough talent to pump out funny and focused games. Stacking proved to be a perfect sibling for Costume Quest – a short, punchy game with a distinct sense of individuality and style, backed up with an elegant sense of humour. A short late-night taster of the game turned into a six-hour session, experimenting with all the different dolls and their special abilities (the flatulent efforts managing to bring an immature smile to my face, whilst managing to somehow remain charming). It didn’t take long to explore the breadth of the game, but there was a short wait until the Lost Hobo King DLC was released in early April, and then it was crossed off The List.

The second of the March releases was Beyond Good & Evil HD. Despite having heard many raves about this game, I knew next to nothing about it – but its age was apparent from the somewhat clumsy opening. It’s a great game, though, and I managed to hammer through a pair of playthroughs in quick time before crossing that one off The List too.

So – with two new purchases quickly wrapped up, I cast my mind back to my Gaming Resolutions for 2011, and decided to tackle a game from one of the previous generations; the Chosen One was Deus Ex: Invisible War (hereafter more conveniently referred to as DX2) on the original Xbox. I adore the original Deus Ex for its wide scope and political intrigue, coupled with a solid FPS with RPG aspects and myriad possibilities. And I recall being ultra-keen on this game when I first saw the leaked opening FMV back in early 2004. And I also remember the disappointment when I first played the game, blasting through it on the easiest difficulty setting in a couple of days… before turning my back on it. A neutered ammo system, the removal of the RPG elements, and an overwhelming feeling of claustrophobic simplification all combined to leave a distasteful memory.

Hence, I returned to the game with trepidation, wary of the experience my memories recalled. And first (re-)impressions were not good; time has not been good to DX2‘s visuals, with dim and grimy textures on the tiny maps and an appalling frame-rate. But, pushing on through a playthrough on Normal (the second of four difficulty levels), I was soon immersed in a storyline that – whilst failing to even approach the sophistication of the original – was still quite satisfying. Tinkering around with biomods encouraged me to tackle levels in a creative manner, yielding enjoyable solutions where my first playthrough had been brute-force and tedious. Indeed, I found myself having fun with this much-maligned game.

I eventually reached the final “level” – a return to the opening location of the first game, where decisions can be made to yield any of the game’s four endings. But the visuals had taken their toll, and I needed a high-definition break… and, wandering through JB Hifi to find a present for my nephew’s birthday, I discovered the perfect antidote: Just Cause 2, which had languished on my “To Buy” List since its release nearly a year ago. A 20%-off sale, a sticker-price on a brand new copy for less than AU$40… sold.

At first, I was a bit perturbed by some of the voice work in Just Cause 2 – Sheldon’s voice actor is the same guy who played the porcine Pey’j in Beyond Good & Evil. Hearing them (almost) back-to-back in two very different character roles was… well, odd. But everything I wrote about the first Just Cause still holds true in the sequel – there’s a massive brand-new open world (the gorgeous island paradise of Panau) to explore, but it’s still filled with cookie-cutter missions that became almost mechanically rote to conquer. The sequel is significantly more polished than the original (aside from some gameplay tweaks that I feel are detrimental), but there’s one are in which it absolutely shines: the numbers game.

I’ve said before that I love a good grind, and Just Cause 2 offers the opportunity to grind oneself raw. 368 369 smaller missions, 75 races, over 5000 (yes – five thousand) collectibles & destructibles, each and every one of them responsible for a little OCD endorphin rush… this is a game that takes ages to complete to satisfaction, even if it’s impossible to 100%. And, sure enough, 120 hours on my Casual playthrough yielded a maximum of 99.95%; my Hardcore playthrough, a more efficient 100 hours, also yielded a 99.95% final statistic – and a plethora of bugs, which I’ll whinge about at a later stage.

I’ve also indulged in a little twin stick shooting – Geometry Wars, Geometry Wars^2, a little bit of Robotron, and a splash of Mutant Storm Reloaded. And I’m still shit at all of them. I returned and finished off my Normal playthrough of DX2 – all four five endings, tiptoeing around the final level before letting loose with barely controlled use of the rocket launcher. There’s another two playthroughs required on that one, though – but, to be honest, I really enjoyed the time I spent with this sequel. It revived interest in the upcoming Deus Ex: Human Revolution, though dissenting opinions about the most recent build of that have dampened my enthusiasm somewhat.

You might have noticed that there was a minor disturbance in the gaming world a few months back when Sony’s PSN account databases were compromised. Now, I’ve frequently been critical of PSN in the past, and I remember heaving a sigh of relief when I realised I’d never entered my credit card details into the system. But the leaked (alleged) details about the naïveté of PSN’s infrastructure certainly gave reason to roll one’s eyes in disgust; plain text passwords, really? Sure, even I’ve done that before – but that was my first project out of Uni (and it certainly wasn’t exposed to the Internet), and I soon learnt pretty quickly why it’s a ferociously dumb idea.

But Sony’s “Welcome Back” package, while a blatant attempt to placate the (rightfully) angry public, was certainly welcome to me – despite my wariness of free games. Still, I picked up inFAMOUS and the (perennially List-bound) WipEout HD, and managed to knock out a quick Platinum trophy on the former. It’s fair to say, now, that the PS3 is beginning to earn its keep in The Moobaarn – the grand total of AU$75 I’ve spent on the system and games so far has just broken into positive value-for-money territory.

The final game I’ll mention in this little roundup of the last five(!) months is a game that both inspired great excitement as well as great trepidation: Child of Eden. I’ve ham-fistedly tried to explain how much I love Rez, but I cannot honestly say that I ever wished for a sequel, or even more content; Rez (and especially Rez HD) is perfect in just about every way. But Miz reckons that Child of Eden is a spiritual successor to Rez, so (despite its release in the middle of the Adelaide Cabaret Festival) it was a day-one purchase.

But, after several attempts to get into the groove, I’m really not feeling it at the moment.

Maybe it’s the twee overtones of the (incredibly polished) production. Maybe it’s the lack of coherency of the visuals. Maybe it’s the lack of the player avatar onscreen (understandably necessary because of the Kinect integration, but its absence is noticeable for those of use wielding traditional controllers). Maybe it’s the fact that the controls don’t feel as familiar to me as I’d like. Maybe it’s the lack of connection with the music; there’s nothing as immediately uplifting as Rez‘s Area 1 tune (Buggie Running Beeps) or Area 4’s pulse-thumping Rock Is Sponge. Or maybe it’s the fact that I’m finding it a little bit difficult.

But I remember that Rez took a while for me to “learn”, too – I certainly recall struggling to finish Area 4 at all, and needing oodles of practise before finally conquering Area 5 – both of which I can breeze through now after a night out at the pub. But the difference is that I was immediately drawn into the world of Rez; I wanted to be there. It feels like Child of Eden is holding me at arms length – a cold pat on the shoulder, when what I really want is a warm hug. Still, I’ll persevere – after all, that’s my lot in life – and maybe I’ll learn to love it… I certainly hope I’ll learn to love it.

And, after five months away, that pretty much brings us up to date. Sorry about this mish-mash of text, but there were words on my fingertips that needed to get out – hopefully there’ll be a few more coherent pieces coming soon. In the meantime, though, there’s more DX2, and more Child of Eden