Story: The Day's a Wash
A short story about how I spent my day with my old friend the broken washing machine. WARNING: Contains lots of swearing and clamping.
- Read the rest -
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Book | - |
Audiobook | - |
Game | - |
Project | Tic80 Game, **Learn Music**, bit of Godot, maybe |
State | HIBERNATION |
A short story about how I spent my day with my old friend the broken washing machine. WARNING: Contains lots of swearing and clamping.
I really like Murderbot. The series was a breath of fresh air when I got into it a couple years ago. The casual scifi, the sarcasm, the characters, the guy they have narrating the audiobooks -- it's all wonderful, honestly, and I've kept coming back for more. The latest entry is System Collapse.
This entry wasn't the best in the series. It's a better entry than Fugitive Telemetry was, and I'm glad they've decided to extend the story instead of whatever they were doing with that book.
All our favourite characters are in this one, and coming back after a year or so I do need to admit that it was a lot of names being thrown around. I could vaguely recall feelings for most of them but it got disorienting at times.
The story was classic Murderbot stuff: the interactions, the corpos, the protecting of one's humans. This round we spend a lot of time with MB worrying about their on state of mind. A LOT. The books always spend a lot of time in inner monologue, but I think the character interactions and overall story suffer a little for it this time around.
I really liked the portion of this one where MB was creating content. Our protagonist that spends so many countless hours consuming media made for humans making media for humans felt like a big character development and in-character. While the rest of the storyline was a little meh, this bit felt somewhat profound.
It also made me realize that Murderbot is to me what Sanctuary Moon is to Murderbot: A comforting soap opera of bots and humans in space. For all my minor quibbles I'll happily consume hundreds of hours of this stuff if Martha Wells keeps pumping them out.
I picked up the second half of the Amber series immediately after finishing the first 5 books, and I'll not be finishing the second half.
The series continues with the first protagonist's son, and while it feels like it did a slightly better job at fleshing out the female characters this time, the new protagonist is insufferable. All the cock and confidence of the first narrator with half the sense and 1/10th the speed. Where the first half of the series would occasionally result in whiplash for going so fast, the second half continuously slows to a crawl.
I found myself zoning out entirely every time I picked it up, and by book 7 just didn't care what happened next.
And so I shall never find out.
I'm really having trouble finding something that sticks this year in terms of games. I've been grapling with my inability to play any legacy JRPGs lately (a genre I dearly love, and of which I have MANY remakes on my to-play list) and looking for other shorter-term solutions to scratch my gaming itch, but nothing seems to do it.
The first shot I took was something on my to-play list for ages: Solatorobo for the DS: a 3rd person action game featuring anthropomorphic animal charatures and mechs with lots of dialogue.
This game shows up on basically every "DS Hidden Gems" list available, and for good reason. It's terribly unique and tries a lot of things -- it feels like a game from the N64 era where everyone was trying new things that may or may not have been a great idea. The combat is definitely one-of-a-kind, and consists mainly of grabbing and throwing your enemies into one another.
There's a lot of charm here -- the characters are distinct and have personality, the story's there, and technically it's quite impressive for the DS.
I got to a spot about 1/4 of the way through, I think, where there was a mario-kart style race, and called it quits after that. While there's plenty to love about the game I figured I'd call it quits while the aftertaste was still pleasant, as the combat was getting annoyingly janky and the sidequests repetative.
The second game I recently put down was Caves of Qud. Suprisingly this one's been in development for 9 years, and despite being an avid Dwarf Fortess and Dungeon Crawl Stone Soup fan in the early-to-mid 2010's I'd never heard of it.
Version 1.0 just dropped so I picked it up to have a go, and wow! It's a great roguelike with way more going on than I expected. It mixes the random world gen with some stable points around which it builds a storyline, and it's got tonnes of options for character builds. I don't think I even got to try all the menus available by the time I hit the 10 hour mark.
The game also ships with RPG and Wanderer modes if perma-death aren't your cup of tea, and it works great (with a few bugs still) on the SteamDeck. I played through a couple characters before giving RPG mode a try before realizing I prefer classic mode, but don't have the time in my life anymore to truly enjoy a roguelike. In the same way that grinding in JRPGs has been grating lately, the idea of wasting my time on a randomly generated dungeon is a little upsetting, and I find myself regretting having lost the weekend to the game.
So I'll put this one down for now, and maybe pick at it in the wee hours of the night if sleep eludes me.
I wanted to switch it up for my next audiobook and tried to delve into some older fantasy. I remembered really enjoying "The Lord of Light" at some point in the last 2 decades, and pivoting off those vague positive memories grabbed the entire Amber series by the same author (Rodger Zelazny).
So far I've gotten through the first 5 books which covers the complete story of one protagonist. I figured I'd write my thoughts this far before continuing as it's a good breaking point.
Books 1-5 were penned in the 70s, and boy do they show it. The main character (Corwin) is written in that stupid hard-boiled-smartass archetype that permeates a lot of detective novels and old-school fantasy/sci-fi. A personality constructed primarily of wise-cracks, cigarettes, and blatant disregard for one's own safety. The kind who attract trouble like they attract fantasy women. Perhaps this was a new innovation in the 70's, but you could see every stupid remark coming from a mile away.
The blatant and frequent misogyny was another great 70's throwback that marred the titles for me. It's just not something you expect nowadays -- least of all from your protagonist. One scene sees him literally slapping his girlfriend for telling him about a dream she had. Then she cries and he goes along his business. This isn't some flaw to overcome or some kind of message from the author; just machismo.
"But these fabled Amber books inspired so many modern fantasy authors; surely there's some treasure to be had here, right?"
Well for one the premise is a bit neat. Here is a fantasy world in which our earth is merely a shadow cast by the "real" city of Amber. A city housing a royal family of cunning, plotting narcissists that can travel through said shadows to find any alternate universe they want -- yet they battle for control of the throne in the one and only true Amber.
Honestly the family politics and "magic" in the series was pretty good. Each of the brothers felt distinct (the sisters had next to zero distinguishing features or depth), and while the author played it pretty fast and loose with magic nothing felt too out of place. Zelazney set up some great reveals and the books move at a breakneck pace. Why write exposition when we can just go from zero-to-faithful-army in three pages?
It's refreshing and light, but can most definitely be disorienting at times. The fast-and-looseness definitely also leads to levels of deus ex machina that should make a modern author blush (by the way I have a magical sword I didn't mention till now). As long as the entire ordeal isn't being taken too seriously it was mostly good fun. Again, blatant 70's sexism aside.
What makes the mess decently good is that it doesn't take itself too seriously. It lets itself be handwavy or silly very frequently, the pacing is all over the place, half the characters are less than one-dimensional, there's plot/world-building holes you could drive a car through -- but much like a slightly drunk one-off D&D session with a very generous GM it's fun and has enough intrigue and random unexpected deep / introspective moments to get into it.
It wasn't great, and I don't know what parts of it were inspiring to the next generation of fantasy authors, but it wasn't terrible. We'll see where things go in the second half.
I recently had a game idea. I have a lot of these, some of which I've been letting fester in my head for years and years, but this one was both a novel idea and realistically achievable with a single person. So of course I had to go and scope-creep the hell out of the idea.
Without making it sound too exciting the premise was a classical RPG that the player had already almost beaten, then left at the final save for many years. The game loads up at level 99 with maxed stats and all the items with a single battle left to go -- however the game has many incomprehensible systems in-and-out of battle that the player "no longer remembers" how any of them work.
The player then traverses through the game world where the story has already played out -- there's no more enemies left, the towns all have people thanking the player, all the chests are empty -- but the player needs to go and find NPCs that drop the classic game hints. "Hold select and mash square to boost" type of stuff. The last battle effectively becomes a puzzle rather than an RPG battle.
Anyways, all I needed to make this game, in theory, was some pixel art asset packs and a few weeks in Godot, but actually making games isn't my jam, I'd rather spend all my time over-complicating things. In this case, I had an itch in my brain telling me "No, you cannot make this a pixel-art game"
"It MUST be PSX-style pre-rendered 3d backgrounds"
So, lately I've been getting into learning music.
This is a big deal for me, as it's kind of the final stat in my attempt at a hobbyist-game-dev build, and I've never point any points into it.
Game dev has kinda been a meta-hobby for me for as long as I can remember. I've never actually developed any games (except this demo), but the drive to make games has been a guiding light that has fostered hobbies and interests intended to build up the skills I would need to accomplish the task; despite never having made games, these interests have very much shaped my whole life:
Aside: I do want to point out that with such a varied set of interests and hobbies, I've never become particularly good at any of these things. Passable, but not good. Such is the curse of the generalist.
Music, however, never saw any progress. Every attempt at beginning an exploration into music failed -- I tried to learn guitar, piano multiple times, cello once, and LSDJ more times than I can count. None of it ever got off the ground.
A few months back I was hearing a lot of praise for Lorelei and the Laser Eyes; I finally grabbed it and finished it in a couple sittings.
The game's basically a long, artsy, self-aware escape room with some psychological/horror elements. It was pretty damn good!
In fact, it may be the best "virtual escape room"-type game I've ever played. While a few puzzles fell into the "way-too-obvious" or "I would have never figured this out without a guide" categories, the vast majority were in the sweet spot (for me). Even the optional book of puzzles to open shortcuts in the game (which amounts to 20ish pages of pure number / pattern puzzles) was super fun. The few horror elements were tense, but never over the top.
The overarching mystery of "what the fuck is going on" was also satisfying to slowly piece together -- while it felt a little too avantgarde at the beginning (which is on purpose and part of the theme) everything clicked together by the end of the game.
Unfortunately the game really sucks at UI. For some reason someone decided to make this a game where you just have directional input, the menu button, and a single action button. No back button. This seems fine on paper until you're manipulating hundreds of documents and interactive puzzles with no "back" button, quick-restart, or "jump to next page" controls. You will need to manually navigate to the close icon literally hundreds of times throughout a playthrough, which adds nothing to the experience but frustration.
That's the only stain on an otherwise great experience, however, and you do kind of get used to it after a few hours.
It's definitely a must play for escape room and puzzle game fans!
As a hobbyist game developer (theoretically, anyways) I have been warned many times "don't idolize one-person indie developers". Most one-person indie titles never make it, and realistically any indie title that does make it ultimately has a production team, a QA team, and all kinds of other people that make "one-person" less true.
I can't help myself, however. There's something about games crafted painstakingly by a single mind that just makes the ones that float to the top special. Early Minecraft, Stardew Valley, Undertale, Cave Story, Iconoclasts -- these are games that execute a vision and they do it so well I can't help but idolize. If not the creators themselves, then the process and the drive.
Animal Well is one such game, created by Billy Basso. Eventually picked up by Bigmode Games which brought it into the spotlight, the game presents an eerie metroidvania world full of puzzles, charming graphics, and horror vibes.
I absolutely loved my time with this game. The bosses were wild, exploration was a blast, and every puzzle was fun. The game elicits a kind of joy I've only experienced playing one-person games. It's full of weirdness that would have been voted out in a team-built game. Everything's connected and lovingly thought out, everything feels coherent. It's like getting to know somebody without ever meeting them.
The game has several "layers" to it, and despite loving the title I tapped out after layer 1 -- beating the final boss and rolling credits. You can continue on to find all the collectibles in the game to unlock more, which usually isn't my cup of tea. I did shoot for getting all the eggs but decided to tap out at 50-something, as I was starting to rely on guides and having less fun.
Does this title belong on the shelf with Undertale and Stardew Valley? I don't think it has the same impact as its peers, each of which generated massive fanbases and countless clones -- yet I'd happily categorize this as another one-person masterpiece and proudly shelf it with the others.
Looking for something a little more fantastical to read after Slaughterhouse-Five, I reached for Piranesi by Susanna Clarke. I read "Johnathan Strange and Mr. Norell 1000 years ago, and while I couldn't tell you a single thing that happens in that book I remember it fondly.
Spoilers after the jump