EnslavedODSTRoboCrack

So… the gaming blog – and, indeed, gaming itself – is slowing down a bit now; I’m pre-occupied with finishing up blog posts from last year’s Fringe on my other blog, in preparation for this year’s artsy sojourn. So I’ve probably only got another week or two of semi-active gaming before I have a hefty break.

Since I last posted, I’ve completed Enslaved. It’s a game that deserves a longer post to itself; but, in the meantime, I’ll say that it is a game of many highlights, and many deep flaws. The Pigsy’s Perfect Ten DLC was, in some ways, better than the main game; but, in other ways, it served to highlight some of those flaws. However, despite all its issues, I’m certainly glad I played it… and, surprisingly, it may have inspired me to play Uncharted (of all things!) again.

Once Enslaved was out of the way, though, the gaming dropped off markedly – save for a little boosting, helping out people with their Robotron and Crackdown Achievements. But, knowing there was limited gaming time before my break, I decided to organise an attempt at the bitchy Endure Achievement in ODST. A couple of old Aussie boosting buddies – gibajon and WithTheDawn – agreed to give it a bash, and a friendly Kiwi – phatal1ty – also volunteered for the fight.

It’s the hardest Achievement in ODST: complete the fourth Set in a Heroic Firefight game. Things didn’t start well on Alpha Site; we lost a couple of lives before the end of the first Set, and they were all probably me. I was paired with phatal1ty on the right side of the map, and kept foolishly running into mêlée battles… and paying the price. Still, after the second set – where a frantic battle saw the Team lose about five lives in less than a minute – I started to tighten up a bit, aware that this was going to be a tough finish.

And tight it was; with the common knowledge that fourteen lives at the beginning of the fourth Set should be sufficient, we began with eleven. The first two Rounds went by quick-as-a-flash; and suddenly, with eight lives in hand, we were entering the last Round.

And it was bedlam.

Halfway through the third Wave, our lines broke; out of ammo, we simply couldn’t cover each other as pairs, and fell back to one side… and the hide-and-seek began. Running out into the open to grab plasma weapons, dancing around the pillars for assassinations (or, as was unfortunately the case with me, a brutish punch in my face). And then the final Wave… two lives left, Hammer Chieftains chewing through ammo, one life left, then came the other Hammer, no lives left, the final wave of jetpack Brutes, phatal1ty dies…

…and then we were through.

The Bonus Round was silly icing on the cake, and the wait for the Achievement to pop was interminable… but pop it did, and I was elated. I don’t think I could possibly express my gratitude to the other chaps for their efforts in covering my sorry arse; my stats say that I wound up comfortably last on points, and second on deaths; in my defense, all I can say is that I spent much of the match stripping shields with plasma, rather than getting kills (197 Assists; the next highest was 68). But we made it… as a team, we got together and Endured.

And it was one of those gaming moments that, like its Achievement namesake, will endure in my memory.

So – what’s next? One last playthrough of ODST on Easy, one last Achievement to snaffle… and then a bit of a break…

HaloHaloGearsQuest

You know, when I get thoroughly sucked into a game, life gets a little one-dimensional. I get a little focussed, a little bit rabid, and pretty much everything else in life takes a back-seat. Anything that’s not involved in the game is simply in the way, an impediment to playing; it dominates my thoughts, and I often find that my fingers will involuntarily exercise themselves in anticipated execution of their functions. Such is the nature of my affliction.

My obsession lately has, of course, been Halo 3: ODST. My Solo Legendary run through the game was smooth as silk – if you ignore the plethora of grisly deaths along the way. But those deaths revealed some wonderful truths about ODST‘s balance; the checkpoints are frequent and sensibly triggered, and when forced back to a checkpoint there always seems to be another way around the problem. Getting mauled when running out of an elevator one way? Try the other! Forced back against the wall in an indefensible position? Push forward to open areas! Swarmed by enemies in the open? Fall back to confined spaces and create a choke-point! So many options are available to the player, and – unlike any other Halo game I’ve tried so far – the Legendary difficulty was an absolute delight.

Of course, that leaves the small matter of the Firefight Achievements; so I found a few like-minded souls and started forming a team of crack Firefighters. Well, “crack” may be too strong a word; one chap had distinctly “good” days (where he appeared to be a Halo ninja) and “bad” days (where he would frequently run into situations we urged him not to… and die). Many of the attempts on some Firefights with only three people ended in abject failure; some attempts died with the network connection (one with the score at 188k of the required 200,000). But, in the end, all the Firefights were done (thanks mainly to a lad in the US whose remoteness lagged the game just enough to allow slightly slowed, but still fluid, action), and even the brilliant Déjà Vu Achievement was earned. All that remains now is Vidmaster Endure… anyone know a team of three ODST ninjas who can carry my fat arse over the finishing line? :}

There was also a bit more Halo: Reach… there will always be more Reach to do. So many Commendations to earn, so many cRedits to whore… This week, however, was a bit special for me: I’ve just attained the rank of Commander. And I’ve just discovered that the “incremental” upgrades are now 50,000 cRedits apiece. Blimey.

The very wonderful Costume Quest got some DLC this weekend – and, aside from the fact that it doesn’t integrate all that cleanly with the game, and a slightly disappointing final boss battle – it’s still very wonderful. So much charm and humour is packed in there; make sure you try out all the new costumes’ battle techniques… the Eyeball is hilarious.

Finally this week, I started work on a massive project… a year-long project, I reckon. It’s name? Gears of War. Yes, I finally decided to start nabbing some of the outstanding Achievements in Gears… including (deep breath) Seriously, for 10,000 ranked online kills. Now, clearly that’s going to involve a hell of a lot of boosting; and my few experiences playing Gears online in the past had led me to expect the worst from the community. However, my first selected boosting session was an absolute blinder; once everyone got settled in, it ran like clockwork, with a comfortable rhythm and plenty of kills for everyone. Just the one Achievement so far, but the bedrock for others to follow… and a mighty mountain to climb. After all, I’m only about 1% of the way there…

HaloHaloHalo (and a little bit of Crackdown)

Just a really quick one this week (or fortnight, as the case may be), because I’ve been doing bugger all for the last five weeks while I’ve been off work but I’m heading into the office again tomorrow and I’m completely unprepared and I’m worried that my sleep pattern is all out of whack and stuff.

With my little writing exercise successfully completed, I thought about giving myself a nice little project for my remaining holidays: visit the folks? Did that. Finish populating The Moobaarn? Well, I did a bit of that. Have a nice relaxing read? Did a tiny bit of that. Resurrect one of my coding projects? Avoided that like the plague.

Play a shitload of Halo games? Oh, alright then.

But first, I wrapped up Crackdown 2 with a sizeable amount of multiplayer. Now, more will be written (hopefully) about Crackdown 2 later on, but the multiplayer components are definitely its strong points. There’s lots of fun to be had, even if it is derived from people who quit a game because their team is losing, then immediately search for another game… and get matchmade with, surprise surprise, the under-manned team they just left. Again and again and again.

So – Crackdown 2 off The List. And I looked at the vast amount of time I had off, and at the remaining multiplayer Achievements I had on the 360… and I thought I might clear a few of them up.

First stop: a Halo 3 boosting session, abandoned by its “host”. I’d already committed to the session, and had created a little spreadsheet of all participants’ required Achievements and cross-referenced them with maps and gametypes. Three hours later, everyone who joined in had every Achievement they required; I cajoled the group where necessary, kept everyone focussed, and reveled in their delight. And when the sole Achievement I required popped… well, I was pretty damn pleased.

But that left one Halo 3 Achievement outstanding: the Vidmaster Annual. Final level, Iron Skull, four players, all finishing on ghosts. My usual crew seems to have disbanded (or, more accurately, gained aspects of life that I’m too immature to indulge in myself), and I’d read a guide on Vidmaster Annual that had mentioned the Spartan I Project, who were “available for hire” (worry not – no items of value change hands).

So – one forum post later, and I’ve got a team, well versed in the art of this Achievement. And, with their guidance, it doesn’t take long before the Achievement pops – and it was a lot of fun, too, whetting my appetite for a Solo Legendary run through Halo 3. Instead, I started a Solo Heroic run, and got about three chapters in (on the road to Voi) before becoming irritated by the lack of friendly checkpoints.

And then the DLC for Halo: Reach was released. Cue a somewhat painful boosting session for that, with one participant continually whining that he wanted another specific Achievement… even after being politely told “no; set up another session for that”. Over and over. Still, Achievements were achieved, and another session wrapped up the last of my Reach Achievements… for now.

Finally came ODST. Now, my memories of ODST were not fond, but I found myself in a Firefight with another Aussie and a couple of Americans that went really quite well. We cleaned up a couple of Firefight Achievements, and then I thought (as with Halo 3 previously) that I might start a Solo Heroic run, just to see what it was like. But I slipped, and accidentally selected Legendary… what the hell, I thought, I’m going to play that eventually anyway.

So I started playing through the levels on Legendary. And bloody hell ODST is good. In fact, I couldn’t stop playing it all weekend – cricket and work-prep be damned! – and I’ve only got the final level to go before it’s done. Boy, knocking ODST off The List would make a pretty nice Christmas present…

Reach for the Twin Sticks…

This is likely to be the first of a month’s worth of short, perfunctory posts. Mainly because there’s not a whole not new happening (or likely to happen) in the gaming corner of the moobaarn in the next four weeks, but also because I want to preserve my typing digits for NaNoWriMo, in which I’m participating for the first time this year (follow my progress here!)

Luckily, there’s no monster stories about Reach left to tell. I’m on the final cRedit grind on my way to Lieutenant Colonel, and trying to ease my progress by taking advantage of the cRedit bumps given when you receive a Commendation upgrade… which, in turn, has led to plenty of Checkpoint restarting and Gruntpocalypse. But I’ve also taken the opportunity to start playing with a number of Reach‘s other gameplay modes, including online Firefights with randoms. These have been, with one exception, a genuine delight: the firefight scenarios, with their infinite-life / infinite-ammo / fixed-time-limit options, lead to some downright silly, thrilling, seat-of-your-pants, explodey goodness.

Of course, the first time I played one of hese online firefights, I netted an Achievement (for scoring 20K in the game). This caused me to reflect on my GamerScore a bit more and, harking back to my stats on TrueAchievements, I realised I was getting close to a milestone: 94% of my possible gamerscore. And, knowing that Crackdown 2 and Halo: Reach DLC is incoming (with more percentage-mangling Achievements), this was my chance to set a new high-water mark.

The Halo: Reach achievement had left me with a mere 21 additional GS to hit the 94% mark; scouring my gamercard, I noticed that Geometry Wars Evolved^2 had a solitary 25 GS Achievement outstanding. If I could snaffle that, then I’d knock a game off The List, and clear 94%. Two birds with one stone.

Brilliant idea, huh? One little problem, though.

I’m shit at Geometry Wars Evolved^2. Bloody rubbish. I gave Smile a good old bash, and got nowhere near comfortable with it. Buggered if I know how I managed to complete Sequence previously.

It’s all so pretty and neon and… overwhelming. So, to hone my skills, I thought I’d drop back to the rustic Robotron 2084. And wouldn’t-you-know-it, I’m shit at that, too.

So – I’m no closer to nailing my 21 GS. I look further afield… Halo 3: ODST. One of the VidMaster Achievements in ODST has long been regarded as pretty straightforward, so I gave it a bash… and in less than thirty minutes, the Achievement popped. 25 GS, piece of piss. Welcome to 94%-land.

Of course, that led to me looking at the firefight score attack Achievements in ODST, but that’s a task for another month. Given it was November 7th today, I did pop in the Halo 3 multiplayer disc from ODST to chance my arm on the 7-on-7 playlist, hoping that the opportunity to snaffle my final Halo 3 multiplayer Achievement would pop up… that’s when I discovered that there’s 301 people still playing Halo 3 online, and they’re all ninja good. I got one kill, and that’s only because someone else softened up my target with multiple rockets.

So: the whoring in Reach goes on. And I’ve just written 500 words on this blog post that could have gone into my novel. There’s the odd oblique reference to gaming in my novel, you know… ;)

Tapering Off…

I should be winding down at the moment; tapering off my gaming a little, in preparation for my regular assault on the Adelaide Fringe (and, since this is an even year, the Adelaide Festival of the Arts). I set myself the task of writing a little something about every show I see and, since I tend to be a little… ummm… greedy with what I choose to see, that equates to a lot of blogging. Which means I often get bogged down and tend to put things off a little. For example, I only finished writing about the last show of 2009 – from 22 March – last weekend.

But that’s something for my other blog – this one’s reserved for gaming. And, as I opened, I should be winding down.

Should be.

Instead, this week a little Achievement-hunting gremlin crawled inside my skull and started wreaking havoc. Not content with wrapping up the remaining goals from Portal, I started hunting for other easy points; Shadow Complex obliged with a couple of easy Achievements, leaving a little bit of grinding for the one remaining cheevo (and an awful lot of practise for the Master Challenges). One of my old gaming chums helped out with a bit of Texas Hold’em whoring (and he still owes me a million dollars or so – right, Spencer? ;)

Another friend was keen to wrap up a few games, so I returned to Burnout Paradise for a quick run around Big Surf Island, and a little bit of cops & robbers. We followed that with a blast through Jetpac Refuelled, followed by some Brütal Legend multiplayer hijinks. All up, he snaffled 270 points – not bad for a couple of hours’ work.

A return to ODST‘s Firefight mode with the old crew yielded a ton of fun… well, fun and panic and swearing, anyway. And no Achievements. But it was a timely reminder that there is much fun left in that title, which seems to have fallen off the radar markedly, what with all the Mass Effects and Modern Warfare 2s and Bayonettas of the world. A bit of a shame, that.

So, as demonstrated above, my “winding down” has proved to be one of the most varied and frenetic weeks in a year or two… and I’ve just got an e-mail from Play-Asia to say that my copy of No More Heroes: Desperate Struggle is on its way. Oh, and I managed to find a copy of the out-of-print Bayonetta Witch of Vigrid coffee-table book (lovely, but overpriced) and the Climax Bible (which, despite the fact that I can’t read a single glyph of anything Japanese, is wonderful – lovely glossy presentation & chock-full of information). And I also pre-ordered Bayonetta and Jeanne figures. Because hey, my mortgage payments are going to be dented by the Fringe anyway, right?

And so I bid you (all four regular readers, anyway) adieu for a month or so. The Festivals wrap on March 14, so expect some sleep-deprived ramblings about the joys of Shinobu and Travis’ return sometime thereafter. Game on!

2009: The Year in Review

2009 was quite a weird one for me; even as I acknowledge my dearth of console gaming knowledge, I’ve never felt more distant from the gaming mainstream. I managed to ignore the miniscule lure of the PS3 for another twelve months, I still don’t do Rock Band, I’ve avoided Borderlands and the Fallout series like they were OCD quicksand, and semi-realist games like Forza 3 and Modern Warfare 2 tick none of my boxes. In fact, the only mainstream toe-dipping I reckon I’ve done this year are with Halo 3: ODST, New Super Mario Brothers Wii and, maybe, Brütal Legend.

Despite that, The List has largely been treading water; throughout the year, I bought sixteen new games, and I completed a total of sixteen games. It didn’t help that a cleanup led me to discover previous purchases, conveniently forgotten, plumpifying The List somewhat; just a lazy 71 games outstanding now, helped along by cheap end-of-year deals on Xbox Live.

But hey! This is supposed to be a flippant, if not light-hearted, awards ceremony blog entry written by an uneducated guy you don’t know, recycling ideas that were never that flash in the first place. On with the show!

Proudest Achievement of the Year: Wrapping up Burnout Paradise. Every collectible, every Achievement, and – most chuffingly – every Challenge :)

Disappointment of the Year: Wii Fit still hasn’t had any impact on my weight (though that could possibly be due to the fact that it hasn’t been played… nor has it’s younger brother, Wii Fit Plus), and the much-anticipated GridRunner Revolution sadly failed to light my fire. But the biggest disappointment of the year was provided by MadWorld – so much potential pissed away in immature monotones.

Surprise Discovery of the Year: We Ski, bought nervously at the same time as MadWorld (with the nervousness instantly replaced by regret as soon as the “Checkout” button was clicked) proved to be stupidly good fun. Sure, it didn’t last long, but that flame burned unexpectedly bright enough to be memorable.

Under-Appreciated Game of the Year: A game that had a release window of about a fortnight over here, that local distributors didn’t want to know about, and wound up being sourced for less than five quid (new!) from Amazon in the UK… Soul Bubbles is a gorgeous little game, completely at home on the DS. Please try to buy a copy! :}

Multiplayer Moment of the Year: Halo 3: ODST takes this one easily. Firefight, all my team-mates dead, being chased around by half-a-dozen Brutes… and I had no ammo. Black Eye skull was on, meaning no health regeneration. And I managed to get the Team through. Fucking magic feeling :)

The “I Love You… Honest” Missive of the Year: A toss-up between all the games I’ve bought, but not played, this year. Shadow Complex, Space Giraffe on the PC, The Maw… but Chrono Trigger takes the gong here.

The “I am the King of the World” Throw-Your-Arms-In-The-Air Trophy: Finally – finally – conquering Level 64 of Tempest 2000. It’s just a pity I’m now stuck on another level only a little farther along.

What Was All The Fuss About? Award: This is going to look like link-bait, but… The Legend of Zelda: Majora’s Mask. I’ve been chewing through a bunch of Zelda games this year (hey, I 100%-ed Ocarina thrice in 2009!), but I’m utterly perplexed by the adulation this game receives. Takes all types, I guess – and I definitely seem to be in the minority. “It was good, but not great…”

The “Go Fuck Yourself” Dismissal: The Grand Theft Auto series, on the basis of Grand Theft Auto: Chinatown Wars. I swore I’d never speak of it again.

The Everything Old Is New Again Award: Sure, PAC-MAN Championship Edition is a wonderful extension of the original game, but Bionic Commando: Rearmed takes the cake for a superb re-imagining of the original, with just a tiny taste of the original Commando rolled in as well. Gorgeous.

Blast From The Past Award: After a straight month and two 100% playthroughs, The Legend of Zelda: The Wind Waker provided some of the year’s gaming highlights, with gloriously solid gameplay.

That’s What Gaming’s All About Award: Easy one, really – New Super Mario Brothers Wii eschews modern gameplay “essentials” and delivers a stunningly fun, taut, and challenging single-player experience.

The “Friendly Tumour” Award: An award for the game that initially hides its charms, but grows on you, Brütal Legend snaffles this with ease. The first playthrough had it odds-on for the Almost-But-Not-Quite Award, but repeat visits opened up the glory that Schafer built.

The “Flow Like A River” Natural Gameplay Award: Well… I had to give something to the most recent Prince of Persia game, because it was a real revelation early in the year. Fast, fluid, and rewarding gameplay, backed up with charm and gorgeous stylised graphics.

AAA-HypeTitle I Missed Award: Again, pretty much all of them… though it was pleasing to see that the gaming public may be becoming a little sceptical of the hype machine (after the rapid deflation of Modern Warfare 2‘s bubble, and a retrospective post-coital “meh” being applied to memories of GTA4).

And BOOM! There goes 2009. Big props to Prince of Persia, most of the Zelda series, New Super Mario Brothers Wii, Bionic Commando: Rearmed, Soul Bubbles, and We Ski… oddly enough, only one of that lot was released in 2009. But let’s start looking forward to 2010, and Bayonetta, lots more No More Heroes, and a return-to-form for Llamasoft on the iPhone.

But now, I’m leaving 2009 pretty much as I started it: banging my head against a brick-wall of an OCD Zelda requirement. Phantom Hourglass is demanding that I find four more ship parts, and I dare not keep her waiting.

Happy New Year!

Five New Games

The List took a real battering this week: five new games. Five. Well, six really, if you take into account the PC version of Space Giraffe that I snaffled… and, since Rez appears on The List three times for three different platforms, it seems only fair that the Giraffe gets another airing.

Oops.

That unplanned acquisition was, of course, due to the superlative double-bundle currently offered by Llamasoft to celebrate the release of GridRunner Revolution. I excitedly downloaded GRR on Friday night, a painful eight hours after its release (after an unexpected day at work), and… well, to say I was underwhelmed is a bit of an understatement. Is it pretty? Oh yes. Does it sound good? Hell yes – no-one does deep chest-thunking sound effects quite like Minter. But the problem was that there was no excitement in the gameplay; I was rarely troubled at all in the first fifty(!) levels I played. No pressure to perform, no seat-of-your-pants thrills. And that made me well and truly glum. After all, it was love-at-first-sight with Space Giraffe: I could tell straight away that she and I had a connection. GRR, on the other hand, was like the doting girlfriend with puppy-dog eyes, willing to conform to your every whim without offering anything in return. No challenge. No personality. No spark. And, dare I say it, a little boring.

Then I start on the third set of levels (the levels are arranged, in order of difficulty, into collections of Korma, Madras, Vindaloo, and Phaal)… and initially, apart from a bit of a speed bump, it seemed like more of the same. But after another twenty levels, the difficulty actually started going up a notch, and there was a bit of a fight going on. Unlocking the final difficulty level has further piqued interest, but my first (and only) bash on Phaal saw me pummel my way through just over half of the fifty levels.

GRR is most similar to GR++, returning to the fluid mouse control. But the SuperZapper smart-bomb – previously triggered by the mouse button – has disappeared, replaced instead by a rotate mechanic that allows you to send a stream of bullets in any direction you choose. The XY Zapper also seems to have been left out, but the new inclusions – a plethora of subtly different gridrunners, barriers that hem your bullets in and, most importantly, black holes and suns that can be used to bend your streams of bullets – are really neat gameplay mechanics.

But here’s the thing: when GR++ introduced the Sheepie Save (a technique where the player could resurrect their life if they could guide their falling carcass onto the sheepie bonus token), it felt astoundingly fresh. That simple mechanic, and the strategies that bloomed around it (do you take the sheepie for the power-up, or leave it as a safety net?), made GR++ a truly unique experience. GRR maintains the Sheepie Save and tries to improve upon it, allowing the player to continue killing adversaries in the hope of triggering a sheepie to Save them; but all this encouraged me to do was scrub the screen as fast as I could after hearing my death; if I managed to trigger another sheepie, then I was fine. If not… well, the levels don’t reset with death, so it’s a war of attrition.

This is awfully hard for me to write, really; I’m a big fan of Minter’s work, and there’s no denying his unique (and ungulated) take on videogaming. But after the well-weighted and sensual success of Space Giraffe I was expecting massive things from GridRunner Revolution, and… well, I don’t think it’s delivered. It’s not that it’s bad, just… it’s not great. Perfectly competent entertainment if you like bright flashy things and not much challenge.

Let’s put it this way: you really should go buy GR++ now. And as for GRR… well, it’s only US$20 (or US$25 with the superlative Space Giraffe), so you’d be mad not to pick up that double bundle – if only to experience the technicolour mind of Minter. After all, I rate Space Giraffe as one of the best shooters this decade, and GRR is awfully pretty.

Blimey! What a lot of words.

“But wait, Pete!” I hear no-one exclaim; “what about all those other games you picked up this week? Surely you can squeeze out a few words on them as well?”

Well, yes I can.

Monday saw the deliver of one of the Wii’s few M-rated games to my door: MadWorld. Previews videos of this game had me salivating in anticipation, with gloriously rendered black-and-white graphics violently splashed with blood in a Smash TV-esque gameshow of brutality. And it certainly delivers in that regard; despite the monochromatic colouring, the graphics are clean and crisp, and the audio is great. But even after just one level, it’s all feeling mighty samey and not all that inspiring, with woolly controls and a nagging feeling that it’s not quite baked. Luckily, it seems to be a short game, so hopefully I’ll be able to churn through it in quick order.

Tuesday, of course, saw the release of Halo 3: ODST. And let me be quite blunt here: I fucking love ODST. I love the storytelling, I love the snippets of action, I love the voice acting, and I love being back in the Halo universe. It really feels like a paean to all that makes Halo memorable; there’s Warthog runs, Scorpion assaults, Banshee raids, and wars of attrition, each a tiny little vignette in the ODST storyline, each an utterly fulfilling experience. And that’s just on Normal!

And then there’s Firefight. Now, I’ve not played Gears of War 2 or its Horde mode, so it may well be the case that Bungie have ripped Epic off mightily in terms of game style. But you know what? I don’t care, because Firefight is bloody amazing. Playing with three Melbourne mates one weeknight, we managed to hold out for five sets of pain, including one where I had to finish the set off solo, with no ammo of any kind, being chased by half-a-dozen Brutes wielding gravity hammers and fuel-rod guns, with the Black Eye skull enabled, dead team-mates watching remote to tell me when a hammer lunge was coming. Such tension I’ve not experienced since trying to no-collision Island Circle R :)

But the week’s not over yet! Also delivered was We Ski… and it’s bloody fantastic. Somehow this cutesy graphics engine, combined with some intuitive motion controls with the Wiimote & nunchuck, manages to create an absolutely convincing sensation of skiing. The first time I found an ice patch on the shady side of a mountain I panicked, flattening my skis in terror; the first time I hit the powder trail I yelped in delight, then started carving trails. It’s simple, it’s bound to be short, and I’m sure there’s some frustration in store – but I’m utterly chuffed that I took a chance and picked this up.

And that’s it! Hopefully this week will yield lots more Firefighting, and maybe a Legendary run… so much to do, so little time.