Tag Archives: Friday

Blood Bowl Blog #2: Up the Irons!

Building on my previous entry in this series, which discussed some of my efforts to paint the little buggers, perhaps it’s now time to introduce my team. Behold: NULN CITY F.C. – the IRONCLADS.

When I have previously explored the world of Games Workshop games, I had always leaned to the more humanoid races (humans, elves, etc.) and “medieval”-type themes, so I knew that I always wanted to field an Imperial Nobility team; even though they are a Tier 2 Blood Bowl team and, as a result, slightly more of a challenge for a newbie. Because I tend to engage better with things when I have some attachment to it, I was keen to embed myself in creating lore for the team and assigning individual players unique personalities; giving me opportunity to role-play things. So, I started doing some research into The Old World’s towns and cities to identify a good match in terms of origin story.

I zeroed in on Wissenland; the industrial workhouse of the Empire and epicentre of Imperial munitions and war machines: obvious themes which are relevant to my interests. I immediately felt an attachment to the description of the Wissenland people:

“At their best, Wissenlanders are stoic, dependable, and willing to endure hardship should it be needful. Known to be a dour lot, they are a hardy people, given to few words and little emotion.” [from the Warhammer Wiki]. 

The capital city-state of Nuln is a bustling metropolis of engineering expertise from Humans and Dwarves, and also the home of the Imperial Gunnery School for the training of recruits for the military. My research highlighted the existence of Iron Companies; a standing guard force which accompany the mobile artillery of the Empire. I settled on a Nuln-based team, then; seeking to draw on the ‘Iron’ aspect and building on that. Lo! The Nuln City Ironclads were born.

I created a team logo based on a random Wissenland badge that I found via Google images, before upscaling the image using an online AI tool then doing some basic editing, recolouring, addition of a new text banner and general touching-up. With this team, I generally wanted a “grittier” version of the Imperial Nobility than are traditionally maintained within the official Games Workshop material, hence the dark (black ‘n purple) colour scheme and a slightly more ‘industrial’ look.

As such, I arrived at the following backstory for the team, which will soon be syndicated within an upcoming issue of SPORK! magazine:

Forged in the fires of Wissenland, the Ironclads are the official football team of the Nuln Ironsides; one of the famed Iron Companies drawn from the Imperial Gunnery School located in the capital city-state of Nuln. Clad primarily in iron breastplates and other plating (as their name suggests), they are typified by grit, determination and a strong whiff of anti-rust lotion.

The team are coached by Hugo Schinkenfaust, who has been tasked by Wissenland Grand Countess Emmanuelle XV von Liebwitz with carrying this inexperienced team through their first ever season of Blood Bowl. Captain of the team is Imperial Thrower Detlef von Sturm (#10); an Ironsides veteran. The team are also deftly assisted in attack by Noble Blitzers Otto Schädelbrecher and Albrecht Panzerblitzen, whilst star player Griff Oberwald is held on a retainer with the team.

The team is known for their “Iron Curtain” formation – a ‘wall’ of bodies lined up on the Line of Scrimmage to nullify opposition movement across the pitch: the frontline of Imperial Retainer Linewomen, around whom this wall is constructed, have already gone down in fan folklore as the “Night Witches”.

Whilst mostly playing by the book, the team have been known to carry pouches of gunpowder to throw in the faces of the enemy or use their iron armour to reflect sunlight and dazzle opponents, so opposing teams had better watch out…

I have a few other snippets of lore that I didn’t have space to fit within the SPORK! article which might also give a bit of a flavour of what I think the team is ‘about’:

  • It’s become a challenge for opposition players to steal feathers from the helmets of the team’s two Noble Blitzers: although, due to the nature of the team’s uniform plume arrangement for different positional players (for which the Blitzers have four feathers, Bodyguards have three and Linemen have two), many an opposition player has been surprised when they had been expecting to encounter a Lineman and, instead, a Blitzer turned up.
  • The team uniquely source their leather (for boots and gloves) from Rhinox skin and solid gold buckles: such equipment has been funded by generous benefactors from among the principal Houses of Wissenland, and whom also help to bankroll the (extortionate) retainer currently held on Griff Oberwald.
  • Captain von Sturm’s victory spoils include the lower jawbone of General Skreech Barbstriker after punching it clean off during a skirmish in the Skaven Assault of Nuln in 2499 IC.
  • They host an annual ‘Best Moustache’ competition, which the “Night Witches” join in with through an array of facial wigs. The incumbent winner is Wilhelm (Willi) Flascher, whose lustrous ginger beard has gained widespread fame on the team’s promotional material.

Anyway, here is the current squad for the Ironclads for Southampton Blood Bowl League (SO:BBL) Season One:

#NamePosition
1Wilhelm (“Willi”) FlascherImperial Retainer Lineman
2Frederika HechtImperial Retainer Linewoman
3Dietrich SauerbuttImperial Retainer Lineman
4Heidi BierflascheImperial Retainer Linewoman
5Greta BusterfliegenImperial Retainer Linewoman
6Günther GüntherssonImperial Retainer Lineman
7Griff OberwaldStar Player
8Albrecht PanzerblitzenNoble Blitzer
9Otto SchädelbrecherNoble Blitzer
10Detlef von Sturm (C)Imperial Thrower
11Hermann GrimevögelImperial Thrower
12Gundolf LichtenfelsBodyguard
13Wolfgang DunkelpoppBodyguard
14Helmut SchleiferBodyguard
15Franz UmlautBodyguard
16Big HelgaOgre

I’ll perhaps save some player backgrounds and further backstories for a later post, but the season kicks off tomorrow (09 Mar 2024), so wish me luck. I’m not massively hopeful for my chances within the league, but I have certainly enjoyed putting together the miniatures and coming up with the narrative behind them so I guess I will satisfy myself with having had A Good Time™ doing that.

Anyway, that’s it from me, so I’ll leave it there for now. Up the Irons!

[Zinar7]

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Blood Bowl Blog #1: Ironclads, Assemble!

Kind of by accident, I’m embarking on a new hobby: Blood Bowl.

Having been curious about the game for a while but never played it, it was a happy coincidence that a friend decided to spin up a league amongst a few friends local to home. I was initially a little apprehensive – having never been hugely into miniatures board games and cautious about the regular commitment to field games – but, having done a little more research about the game, it appealed more and more. I managed to inherit an unbuilt team from a friend (Imperial Nobility), so I bought a few paints and started coming up with team ideas.

At time of writing, I’m yet to actually play a full game of tabletop Blood Bowl, so this first entry will mostly be about my initial (albeit mediocre) efforts to paint the little buggers.

I briefly dallied with the world of miniature painting back in the ‘90s when I first picked up a copy of Warhammer 40,000 but, having been devastated by my inability to paint them with any finesse (the results were very similar to the famous “Duncan’s first mini”), I refused to pick a paintbrush ever again. As such, any grey resin miniatures that have been bundled with any of the board games I have purchased ever since have remained in their unpainted state. But, I am older and wiser (in theory, at least) so it seemed sensible to perhaps give things another try.

It’s been a long while since I painted any miniatures, so I felt it important to practice before letting myself loose on my spangly new team of Blood Bowlers. By happy chance, I managed to pick up a Tyranids: Termagants and Ripper Swarm + Paints Set for free when I was out at GENCON last year, so I cracked this open and started piecing them together. The results were modesty successful so, when I was content enough that I could make a decent stab at painting my Nobility team, I made a start. My general approach to prepping the players was as follows: [all paint colours are from Citadel Colour unless stated otherwise]

  • Two thin primer/base coats of Abaddon Black (thinned with water water) in order to get into all the nooks and crannies
  • One spray of The Army Painter Matt White Colour Primer from above to recreate zenithal priming

Here’s kind of what they looked like at this point:

After that, I proceeded to get base paint on plastic in the following way, with a general flow of starting with the ‘underneath’ stuff (often flesh under helmets, material within fabric pleats, that sort of thing) before basing the features which are more on top (armour, boots, etc.):

  1. Flesh Tones

    Luckily, the Imperial Nobility don’t have a huge amount of flesh on show, so there wasn’t really a lot to do here – most of their bodywork is armour or linen breeches, and many of the male members of the team have rather impressive beards or moustaches. That said, what is on show is hidden under helmets and around those facial hair, so paint application was a little fiddly. I modelled the team with White Caucasian-style tones (even the Ogre) by mixing (roughly 50-50) Bugman’s Glow with either Wraithbone and/or Corax White; although there is a small amount of variation in skin tones amongst the players due to the imprecise nature of the mixing.
  2. Undermaterials

    The colour scheme for my team is mostly purple, black and silver, so I’ve plenty of cases where there is black present in folds and cleats of breeches and undershirts so I delicately applied Abaddon Black onto those areas, as well as pretty everywhere else which shows up as black. The exception to this was where there are adjacent blocks of black colour that could do with breaking up – mostly this was true where players had black socks adjacent to black trousers: here, I mixed things up by colouring the sock base with Corvus Black, which gave a nice metallic sheen to these to make them sparkle a bit.
  3. Gloves and Balls

    The next area I worked on was players’ catching gloves: I wanted these to appear like brown leather gauntlets (with metal spikes and attachments), so I glazed these with Rhinox Hide which seemed to work pretty well as a base. At this point, I didn’t yet make a start on things like the metal clasps, knuckle-dusters and spikes: those would be tasks for when I would later tackle the armour.

    My team’s two throwers (plus star player) are handling a ball, so I had to apply a roughly 50-50 mix of Bugman’s Glow and Mephiston Red to give a orange-red colour (circa #DF684F) to the ball.
  1. Purple Flashing

    With the above areas reasonably well-coloured, I wanted to make a start on the purple flashes that will really characterise my team: these appear on the ruffles of the breeches; on bows, tassels and other piping on the outfit; as well as (often) on the players’ helmets. I applied these trim sections with Naggaroth Night on top of the black primer – with the assumption that I’d apply some layer highlights on top to brighten this all up a bit. 
  1. Armour

    After some further touching-up of the above bits in cases where I had daubed paint over bits I shouldn’t have, I made a start on the team’s armour: pretty much all of the players have solid metal torso plates, shoulder plates and knee pads, so I applied a base layer of Leadbelcher and hoped for the best. I assumed that I would touch this up with some drybrushing, highlights and layering later to cover the fine details. Many of the players have armoured gauntlet plates that I also covered in Leadbelcher, but I left the spiky knuckledusters for now.

    It was at this point where the players actually started to resemble actual humans: it was impressive how finishing the armour really tied the miniatures together and took them from looking 40% complete up to around 80% complete.
  2. Belts and Accessories

    The Imperial Nobility models have a bunch of bits and bobs and accessories on them, so here is where I started filling in the remaining blanks on the model:
    • Belts and straps in Rhinox Hide
    • Clasps and buckles in Retributor Armour
    • Knuckledusters, pins, chains and other metallic elements in Leadbelcher
    • Bows and sashes in Naggaroth Night
  3. Hair

    There isn’t a lot of hair on show with Nobility (see #8 below), but there is a smattering of head and facial hair that need decorating so I pressed ahead. I wanted to replicate typical “Imperial” hairstyles, so there’s no crazy/wacky colour schemes going on; just the below tones that I tended to make by mixing a bunch of base colours:
    • Dark Brown: Corvus Black and Rhinox Hide
    • Grey: Corvus Black and Corax White
    • Blonde: Averland Sunset, plus a tiny touch of either Leadbelcher or Retributor Armour
    • Ginger: Mephiston Red and Retributor Armour
    • Light Brown: Rhinox Hide and Wraithbone
    • Black: Straight-up Corvus Black
  1. Helmet Plumes

    Finally, Pretty much all of the team (minus the Throwers and Ogre) are blessed with fabulous feather-topped helmets, so I was anticipating that a lot of care – and very fiddly painting – would go into preparing their plumes. At present, the team are replete with a thorough coat of Corvus Black over all of their plumes, upon which I have plans to emphasise the detail with highlights of Leadbelcher, Retributor Armour, Wraithbone and Corax White – although that’s a job for the next phase of painting. The metal hilt from which the plumes emerge was daubed in Leadbelcher, for further highlighting later.

So that’s where things currently are – I have eleven match-ready players all covered in a base colour scheme, but the fine-detail, layering and highlighting are all still to-do. Here’s what they currently look like, alongside some unpainted Imperial Retainer Line(wo)men that are still in their naked resin state:

I’m reasonably pleased with my progress – they aren’t the greatest paint jobs ever, but they’re really not that bad for effectively my first attempt at painting minis.

What I have learned from this so far is:

  • I am slow at painting
  • Despite the above, I still make mistakes a lot
  • Painting is fiddly and I should (arguably) have considered painting some appendages whilst they were still on the sprue rather than when assembled
  • The purchase of an LED magnifying glass clamp thing was an excellent decision (I went with this one)
  • I shouldn’t have bothered zenithal priming my minis and just left them with the original Abaddon Black base coats that I’d already given them
  • Games Workshop / Citadel paints and equipment are kind of more expensive than other brands, but they’re really quite nice and just work
  • As a counterpoint to the above bullet, the inside lid of a Quality Street plastic tub makes an excellent paint palette

So that’s that: I have my first preseason friendly match coming up this weekend, so I look forward to seeing the team hit the gridiron; and, presumably, get bashed into oblivion by a superior opponent… wish me luck!

[Zinar7]

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DRAGONBALL 24HR: Lights Out

Tomorrow, I embark on the race of the lifetime. I’ll be attempting to virtually drive non-stop1  around the Le Mans race circuit for 24 hours entirely solo, raising money for Hampshire and Isle of Wight Air Ambulance. I’d be delighted if you could join me.

Earlier this year, I jumped head-first into the hobby of simulation racing [sim racing] by buying my first wheel-and-pedals set; a Logitech G29 Driving Force Racing Wheel. I’ve long been a fan of racing video games and motorsport ever since I was child, but this was my first foray into the heady world of sim racing. I’d love to race in real life, but sadly lack enough of the talent (and money) to go motor racing for real – so this is the closest I can do.

Behold, the rig:

Last weekend (10-11 June 2022) was the 90th edition of the famous 24 Hours of Le Mans: an endurance motor race around the city of Le Mans in the heart of France. I’ve twice attended the race in the past (in 2010 and 2011) as a spectator, and there is such an incredible feeling and ‘buzz’ around the whole event; it is proper electric. I’ve got huge respect for the drivers, who are able to stay on the limit for so long; each sharing two-hour stints with two other drivers in a car over duration of the 24-hour race.

Before rules were introduced which mandated that each car had to be piloted by a three-driver team (for obvious safety reasons), two-driver teams were common – I can only imagine how demanding that must have been to keep alert through day and night for so long. However, only one driver in history ever completed the full 24 Hours of Le Mans entirely solo: Edward (“Eddie”) Ramsden Hall, who undertook the feat during the the race in 1950:

“When asked what provision should be made for the, er, more fundamental of human functions during a 24 hour solo drive, Eddie Hall’s advice was short and succinct: ‘Wear green overalls.’”

Frankel (2017), ‘The One-Man Squad that Took On Le Mans

When I started sim racing earlier this year, I was really intrigued to try to see if I could do the same – race for 24 hours straight, and live to tell the tale. But I didn’t just want to tell the tale – I was keen to put it to good use to raise some awareness about a good cause at the same time. 

I considered a number of charitable causes that I could do this challenge in aid of: however, I wanted to choose one where I thought my contribution/donation would be able to have a direct and noticeable effect – a meaningful impact, rather than being just a drop in the ocean. The answer was somewhere close to home: the Hampshire and Isle of Wight Air Ambulance (HIOWAA).

In the current time (post-pandemic, cost of living crisis, cuts to public services), it feels important to be able to ensure that critical medical services are available to anyone when needed; where urgent medical attention could, quite literally, be a matter of life and death.   

It’s the only facility (and charity) of its type in this local area and so it is one-of-a-kind – every time I hear or see the chopper going overhead, it’s kind of reassuring that there is an air ambulance facility still flying and helping save people’s lives: you never know when it might be you (or someone you love) that needs it.

As a side note: when I was originally designing the car livery for this challenge before I had even settled on HIOWAA as the primary recipient, I chose the car number ‘56’ simply due to its similarity to my initials (“SG”) and a naïve pipe-dream that it would one day grace a race helmet of mine. However, little did I know that the number 56 is the call-sign of the HIOWAA air ambulance (“Helimed56”) – clearly this was, as they say, a sign.

It’s not going to be easy – it might not be a physical challenge in the ‘traditional’ sense (I guess I’ll get a bit of cardio from steering the wheel and putting pedal to metal, but that’s about it), but it will be a challenge to keep up the energy and focus for a full 24 hours; especially as I’ll be live-streaming and potentially engaging with any viewers who drop by.

This is also all going to be pretty “new” to me: so far, the longest I’ve spent racing at a time has been a few hours – this will be quite a different beast. I’ve also never live-streamed before – in the run-up to this challenge, I’ve had to learn how to operate and set up livestreaming software, and practice being on camera whilst talking-and-driving. I think I’m up to the challenge; though I might need a constant supply of coffee to avoid sleeping at the wheel.

The hardest part will be when the Sun goes down – I’ll need to devise strategies to keep the momentum going and avoid drowsiness coming on. I estimate that I’ll complete around 360 laps over the course of the challenge, so I’m going to be seeing the same landmarks (grandstands, trees, road signs, advertising hoarding) over and over so will have to avoid the impulse to switch off completely – hopefully I can get into a rhythm of good lap times to keep me alert.

At the time of publication, we’ve already raised over £700, which is mind-blowing – I’d like to say a huge huge huge “thank you” to everyone who has contributed so far, it is absolutely amazing. The JustGiving campaign has already exceeded my wildest expectations – there has been strong support from family and friends and even some more far-flung supporters, and the green light hasn’t even gone out yet!

Thank you SO SO SO much – your support really makes a difference to the charity and the services provided by the air ambulance team, and I hope that I have even helped to raise more awareness of HIOWAA and their good work – even amongst motorsport fans further afield who may have stumbled across some of my posts or videos on social media. 

Right, we’ll there’s just around 24 hours to go now ’til it’s lights out and away we go – so I’m gonna go get prepared. See you at the end of the race 🏁

[Zinar7]

1 Well, minus the occasional bathroom break. I’m not a monster (!)

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Dragonball 24HR: FAQs

Over the 2nd-3rd July 2022, me and my co-driver David will be attempting to virtually drive non-stop around the Le Mans race circuit for 24 hours in the Project CARS 2 racing simulator to raise money for Hampshire and Isle of Wight Air Ambulance [HIOWAA].

Since this is a frankly barmy idea (and one that we will livestream via YouTube) that will subject both of us to a fair amount of public humiliation regarding our bad driving, it that would be massively appreciated if you can help us make it through this ordeal by sparing a few bob for the fine folksHIOWAA.

You can find more details, including links to donate towards our £1000 target, here: https://www.justgiving.com/fundraising/dragonball24-for-hiowaa

  • Why are you raising money for Hampshire and Isle of Wight Air Ambulance?

The Hampshire and Isle of Wight Air Ambulance (HIOWAA) is an air ambulance service serving the counties of Hampshire and Isle of Wight in Southern England, responding to major trauma injuries and other incidents in need of a fast response/transfer to hospital.

HIOWAA’s Air Ambulance and Critical Care Team Vehicles are operational 7 days a week and attend an average of four incidents per day; many of them life-saving. The Air Ambulance can be anywhere in Hampshire within 15 minutes, and operates from 7am until 2am, 365 days a year. 

To support this work, HIOWAA rely entirely on donations from the community: it costs approximately £15,000 a day to keep their life-saving service operational, and they receive no direct government support.

  • Where does the money go?

All of the money raised from fundraising events (like this!) get funnelled back into keeping the HIOWAA vehicle fleet in the air and on the road, supporting their medical personnel in treating critical incidents across the South Coast. Every £50 donated could help HIOWAA purchase two high-quality thermal blankets, five packs of tourniquets, or replace a complete set of defibrillator pads.

HIOWAA’s Critical Care Teams are made up of Specialist Critical Care Paramedics, HEMS Doctors and Pilots; all equipped with state-of-the-art technology and advanced medication. The Air Ambulance is a twin-engined Airbus H135 helicopter (“Helimed56”): they can be at the scene of an incident within minutes, ready to deliver the same level of care that you would expect from a hospital emergency department.

You can find out more about where your donation goes by clicking: here.

  • Why aren’t you using <INSERT RACE SIMULATOR HERE> ?

It might be a few years old now (2015), but Project CARS 2 still looks fantastic and we wanted to give viewers something pretty to look at; especially the weather and day/night cycle effects.

As racing sims go, it might not be quite the pinnacle of physics realism when compared to something like Assetto Corsa Competizione, but it’s more than enough for a silly challenge like this. Plus, it natively supports multi-class, 24-hour races at Le Mans, so that’s ideal.

  • What race conditions are you using?

We’ll be playing an offline (single-player) race vs 90% AI difficulty. Between us, we have only been sim racing for a few months, so this AI difficulty setting is reasonably well-matched to our current skills.

We’ll be driving for 24 hours of both real and “in-game” time: we can only swap drivers for bathroom, food and rest breaks when the car goes into the pits – much like the real racers at Le Mans – and won’t be permitted to pause the game unless there’s a severe issue.

Weather is on RANDOM and with a realistic day/night cycle for July in the centre of France. We might get rain, we might get clear skies – we’ll leave it up to the RNG Gods.

All damage will be visual-only, i.e. not performance-limiting: we don’t want bad luck (or bad driving, which is much more likely) causing our race to end and ruining the challenge. Likewise, all flags and penalties will be suppressed, so we don’t run the risk of disqualification if one of us accidentally exceeds track limits too many times. The Toyota TS050 Hybrid is fitted with a native Traction Control (TC) and Anti-Lock Braking System (ABS), but otherwise we’ll be using no driving aids.

There’s a grid of 31 other cars on the track, across three classes of car: LMP1-H [the class we’ll be in], LMP2 and GTE. Our starting grid position will be RANDOM, and the race gets underway via a rolling start.

  • When does it start / finish?

It’ll be lights out and away we go at around 0700 UTC on Saturday 02 July 2022 (that’s 08:00 UK time). Unless there’s any technical issues, the finish time will be at 0700 UTC the following day, Sunday 03 July 2022.

  • How will you go to the toilet?

We’ll have to wait until the next time the car comes in for a scheduled pit stop for fuel or tyres, and let the other driver jump into the rig.

  • What happens if the game crashes mid-race?

We’ll just restart in a new race, and drive until we’ve done a full 24 hours of in-game time. Hopefully we get through the whole race without any technical issues this time, but if any pop up then we’ll get back into the game as quickly as possible and continue until we’ve completed the full stretch in the car.

  • What happens if the steering wheel breaks?

If there’s a critical failure of the sim rig, then we’ll switch over to a gamepad to finish the rest of the race; even if that means having to switch to another video game. We ain’t quittin’.

  • What does “Dragonball 24HR” mean?

When me and my friends travelled to France by car & ferry to spectate at the 2010 and 2011 24 Hours of Le Mans, we stickered up our cars like racing cars; pretending that we were entrants in a fictional endurance race called the “Dragonball 24HR” (riffing on the Cannonball Run and the Gumball 3000, but more geeky). We even designed a logo for it, which you can find below on the left:

When choosing to do this challenge, it made sense to resurrect the monicker and pretend that we’re a part of a legendary and lucrative 24-hour race myself, for great justice. You can see the updated logo above, on the right.

So, the short answer is: “it doesn’t mean anything”; but the long answer is: “it means everything.”

  • What race track are you driving on?

This is the Circuit de la Sarthe, the 8.5-mile route around the Southern end of the town of Le Mans in central France. It’s a mix of purpose-built racetrack and public roads (which are closed for the 24 Hours of Le Mans event) and has been supporting motor races for around one hundred years.

  • What car are you driving?

Unfortunately, due to technical issues, it’s not possible to drive the Lola-Aston Martin DR1-2 Le Mans Prototype 1 (LMP1) car which was mocked and stickered up in aid of this challenge (see screenshot below) – instead, we’ll be in a Toyota TS050 Hybrid from the 2016 World Endurance Championship.

The Toyota has a 2.4L twin-turbo petrol engine with an 8 MJ hybrid-electric system, which can be deployed for short bursts via a button on the steering wheel. And it is fast.

  • How far do you expect to get?

Based on my estimates, we’re likely to complete around 12 laps between each pit stop; meaning that we can cover (12 x 8.47 = 101 miles) and fuel back up every 45 minutes.

So, with a fair wind, we should be able to complete around 375 laps in 24 hours; or 3175 miles – that’s about the same distance as London to Boston as the crow flies. However, we’ll be tired and sleepy, and probably crash a lot, so you can’t rule anything out.

  • Do you have any sub-challenges?

We are aiming to:

  • Complete over 360 laps over the course of the race
  • Crash fewer than 24 times (i.e. less than one major inchident per hour)
  • Set a fastest lap better than 03:30.000
  • Not fall asleep at the wheel
  • Finish “not last” in the LMP1 class by the end of the race
  • Raise as much money as we can for HIOWAA

  • What are those logos on the car?

[Fictional]

  • Penistone Oils: A joke from the British version of Top Gear. When you cover up the last eight letters, it sort of spells a rude word… I’ll let you work that one out for yourselves.
  • JLB Credit: This is the fictional loan and credit company that Mark works for in the Channel 4 show, Peep Show. I watch a heck of a lot of Peep Show, so it made sense to include the brand here.
  • Larsen’s Biscuits: Another one from Top Gear – this time, if you cover up the “L” and “N’s” then the remaining letters spell “Arse Biscuits”, which is obviously funny.
  • Racing Sports Network: This is the sports channel that broadcasts motor racing in the Disney-Pixar movie, Cars. It made sense to nick a bunch of the fictional brands from the franchise, hence why you’ll also see Hostile Takeover Bank, Clutch Aid and the Piston Cup logo smattered around the bodywork.
  • Octan: A bit of a retro one here; it’s the fictional gas and oil company from LEGO City playsets from the mid-90s onwards. For some reason, it’s always stuck with me even though it’s not the most recognisable LEGO marque these days.
  • Xero Gas: Another fictional gas and oil company, this one is from the Grand Theft Auto series of video games; particularly GTA V.
  • Mr. Fusion: The Mr. Fusion Home Energy Reactor is the power source used by the Mark II DeLorean Time Machine from Back to the Future. BttF is one of the greatest films ever made, hence it’s appearance here.

[Real]

  • Nurofen: I strongly suspect that, after 24 hours of gaming, my head will be pretty sore and in need of some pain relief.
  • Rich Energy: Well, I couldn’t not include this one, could I? The whole saga is far too long to go into here, but suffice to say that it’s become a bit of a meme in the F1 world. I’m yet to actually track down a can of it but, if I can, then I will attempt to taste-test it during the livestream.
  • Haribo: I like sweets.
  • Michelin: The original Aston Martin DBR1-2 livery was already plastered with Michelin logos given that those were the tyres that it ran, and I was too lazy to photoshop them out. So, yeah.

  • Are you really sponsored by any of those brands?

Haha, no, of course not.

  • What steering wheel are you using?

It’s a Logitech G29 Driving Force wheel (with pedals). It’s towards the budget end of force-feedback steering wheels, but seems to suit me just fine.

FYI: I also have the Logitech G Driving Force Shifter but, since the Toyota TS050 Hybrid has a flappy-paddle system that we can control from the steering wheel, we don’t need to use it for this challenge.

  • What are those gloves that you’re wearing?

They are F33L IT SR2 sim racing gloves. You can buy them for yourself here: https://www.f33l.gg/shop/sr2-sim-racing-gloves-new (they didn’t pay me to say that, either).

Thank you for the donations and support so far – we still have a little way to meet the next target of £1000: if you are able to help us make it through this challenge by sparing a few bob for this fantastic cause, then that would be most excellent 😊❤


You can find more details, including links to donate towards the fundraising target, here: https://www.justgiving.com/fundraising/dragonball24-for-hiowaa

[Zinar7]

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Positively Charged

PositivelyCharged

Being positive all the time is hard, y’know?

Life throws all bunch of challenges at you, and you’re expected to stay positive in outlook through all of it; that old adage: dance like no-one’s watching; love like you’ve never been hurt before.

But thinking – and feeling – positive, even in the face of continuing disappointment and crushed hopes, is kind of difficult. It takes an awful amount of strength to keep picking yourself up and dusting yourself off after every, daily setback or failed enterprise and to keep marching on to claim the dream that you have in your <head/heart>. Each knock to your confidence makes you question: why do things so rarely ever work out?

The most recent months have not, in all honesty, been particularly easy for me: things have rarely conspired to go my way, or to shed an arc of light upon some sort of bright glow at the end of the tunnel indicating that things might not always be like this. I know that I’m not the most unfortunate soul out there, and that there are quite literally billions of poorer, far more deserving people out there than me, but that doesn’t diminish that things – for me – are still what could be described as “less than ideal”.

Yes, I am what I would probably describe as “painfully single”. Beneath my cold, obsidian carapace lies a deeply warm heart, and I wish that there were someone else to share it. Now, I’m not suggesting that I’ve been alone the longest time nor that I’m the only single 30-year old person; but that doesn’t resolve the inward struggle that feels like everyone else is Living the Dream™ while I’m left feeling stagnant and still on the launch pad. Keeping the fire alive that you’ll be taking off soon (and that the perfect co-pilot is out there, somewhere) is tough. My journey through single life has been kind of an uncharted one, full of rocky chasms and perilous rope bridges. It’s been made evermore frustrating given that almost everyone else I know has managed to figure it all out by now and returned home for tea ‘n’ medals, whilst I’m still out in the jungle. Clearly, for probably more reasons than my brain would like to boil it down to, I’ve not found the person that’s right for me and vice versa.

And you know what? That’s not my fault. We are all just particles of chaotic matter; drawn together by mere gravity and our own feelings and desires. There’s no great plan; no right that each of us have to happiness. Having faith that ‘everything will work out in the end’ is like having faith in some watchful deity; a faith that the story that each of us are playing out will conclude with the words “…happily ever after.” In truth, there is no set path through the petrified forest of human existence and all we can do is try to survive the things that are trying to kill us or drag us into the darkness to be consumed. The brief patches of clearing where light chances to shine through are simply a chaotic anomaly that brings temporary respite from the shadows.

The frequency of light for all of us is, of course, random; we have no right to bask in the warm photons of love and affection, but when you’re struggling through the woods feeling cold and shadowed and alone, that’s of little comfort. We are all unique and complex and beautiful: using the perceived “successes” of others (or those portrayed in the Hollywood fairytale machine) as a benchmark for our own quest is not a monstrously constructive method of pushing forward in life, because all it does it is force you to conclude that it’s something personal rather than circumstantial misfortune. Matters of the heart are so complex and difficult because they rely on matters of another person’s heart, too. In many ways, that’s what makes them so special; when the matters lock together and coalesce to pull together as one chemical bond. When such an elemental connection is not forthcoming, though, it’s easy to think that everyone else is part of some elaborate conspiracy; as if they’ve all, purposefully and collectively, conspired to deny you dating or romantic success as part of some world-reaching Grand Plan.

There is no Plan. It’s just bad luck; misfortune, whatever you want to call it. Things just haven’t happened yet, but they will, because that’s how randomness and chaos. You don’t, necessarily, need to have faith that everything “will work out in the end”; you just need to have faith that this won’t last forever. What needs to be borne in mind is that – sooner or later – luck will change; the unpredictable winds of chemistry will blow in the perfect direction to change circumstances for the better. It may sound weird, but I can take comfort from the fact that my own local minimum is because of the nature of chaotic particle motion and not because I’m inherently broken or defective nor because of some joy-obstruction cosmic deity; it’s just that chaos hasn’t yet created the perfect conditions under which my particular story will thrive.

Weirdly, ‘luck’ can act a lot like an attractive, pseudo-magnetic material: once a little bit of it starts clinging to you, then you feel like you’re attracting a whole bunch more of it. Once you start ignoring the fact that there’s no mystical force governing ‘luck’, you start to realise that its chaotic nature is merely governed by how you approach the world. Give the world a bit of a wink ‘n’ smile, and you’re well on the way towards letting some good things happen. It’s the corniest line in the bible of corny lines, but the only way to properly survive the hyper-cyclone of bullshit that Life™ throws at you is to just purse your lips and whistle; that’s the key. In the meantime, the best way to deal with bad luck is to say “fuck you, bad luck”, walk out of the door with your chin up and a smile on your face, and get on with your day.

So yeah, fuck misfortune; I’m approaching the world with a beaming smile and, sooner or later, I’ll stumble upon the right thing. In the words of a great thinker: “The only thing that matters is just following your heart, and eventually you’ll finally get it right.

[Zinar7]

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Crystal Chronicles

CrystalChronicles

I’m going on a quest.

A quest to play through all of the Final Fantasy main series, in order.

All of them. In order.

Why? Well, for a start, I’ve only really, properly played Final Fantasy VII, VIII and X (even if I have dabbled in III and IX along the way). For a person that claims JRPG to be their almost-favourite genre, that’s sort of embarrassing. So yeah, recently, I booted up my copy of Final Fantasy (the PlayStation port of the SNES version) to prepare my four Warriors of Light for my opening assault on the series. I’m calling this quest #FinalOdyssey, which – hopefully – will last longer than my New Year’s resolution to play more point-and-click adventure games (which kind of didn’t really happen, did it?­). Also, it gives me a perfect excuse to listen to a whole bunch of The Black Mages material, which is never a bad thing.

The Final Fantasy series is often seen as one of those untouchable, unquestionable serieseses, but is it entirely justified? It’s certainly not without its flaws, and (perhaps with respect with the most recent iterations of the series) there are far more qualified rivals that populate the JRPG arena these days: the likes of Xenoblade Chronicles, Persona/Shin Megami Tensei and the Tales series leap to mind. In fact, on reflection, I’ve played more Dragon Quest [aka. Dragon Warrior; FF’s long-term rival and now sibling in the Square-Enix catalogue) games than I have actual, proper Final Fantasy games. Final Fantasy VII still remains probably my favourite game of all time, though, and – graphical niggles aside – it still holds up in both storyline and gameplay in spite of its eighteen-year frame.

So, seeing as I’ve only touched the series at certain, key tangents, it makes sense for me to properly appreciate everything Final Fantasy; beginning with the main series, I-XIII. Of course, now that the ‘no sequels’ rule has been well and truly broken, this means that I’ve fourteen (I, II, III, IV, V, VI, VII, VIII, IX, X, X-2, XII, XIII, XIII-2, XIII-3: Lightning Returns) games to play before I die or the world comes to a premature end [whichever arrives first]. Also, there’s also a bunch of the FF spinoffs to look at – the Crystal Chronicles series, in particular, is vastly underrated and (perhaps) deserving of a more favourable appraisal – and, maybe, I’ll get round to them afterwards.

I’m not particularly in a rush to marathon my way through all of the main FF series in a row; more that I’ll play one, take a break, play another, etc.  Fr’instance, I’ve just started hammering through The Bureau: X-Com Declassified in preparation for similar things going on at Watch the Skies! on the weekend (and which I alluded to in last week’s Friday blog), so there’s that. But yeah, games.

XCOM

So, what else have I been playing?

Well, I recently got very, very excited about Sherlock Holmes: Consulting Detective, which is a semi-board game (hey, it’s got a BoardGameGeek listing so it counts) based upon 1-8 people playing as members of the “Baker Street Irregulars” to solve ten fictional cases. It’s more of an interactive novel than a board game, not least because there’s no ‘board’ as such; just a casebook, an address directory and a map of Holmes’ London. And you know what? It’s awesome fun.

Each case begins with an introduction and background to the crime – usually a murder, with some starting information and a few (obvious) leads to chase up. Then, as a group, players follow leads by deciding on a relevant location to investigate or witness to question; look up their location in the directory, and turn to the relevant casebook page to follow up the lead (which may give extra clues, confirm a suspect’s alibi, or provide no information at all). The team continue following leads, gathering data and evidence, until they have enough to report back to Holmes with a ‘confirmed’ suspect and answers to the CHECKSUM question that Holmes will pose.

Of course, at heart, it’s a deductive game; but one that’s unlike any other game I’ve ever played. It’s got more in common with a Choose Your Own Adventure book; except you’re not limited to the options of “Turn to Page 45 / Turn to Page 32” but have almost complete freedom to follow up any lead at any time and to draw your own conclusions (perhaps, in the process, accusing the wrong suspect). To draw video game analogies, where the likes of Choose Your Own… are like on-rails shooters, Consulting Detective is like a fully-3D FPS. It’s most fun with a group of 5-6 participants, and is presented in the form of a ‘story’ – following a lead in the casebook reveals a story that must be read out to the other investigators; which may be helpful, may reveal nothing new, or which may send you on a merry trail yielding nothing revolutionary at the end.

Moriarty

Despite the sheer amount that I’m enjoying it, I am a little apprehensive that there will, at some point, come a time when we run out of cases to play. On that day, I will be a bit sad.

Oh well, not to worry; because someone is already working on a Cthulhu-themed version of Consulting Detective, by the name of Arkham Investigator. And it looks badass. You can get the first two cases as Print-n-Play versions already, but it looks like there might eventually be 8 cases, and also that the game might get a proper, printed release at some point. Either way, go and check it out because why the hell wouldn’t you.

[While we’re on the subject, how awesome would a Commander Vimes: Watch Detective be? Whilst I was poking around the internet for Consulting Detective­-alike games, I stumbled across {mistery.io} and I’m rather tempted to make a few Discworld stories, just for my own amusement.]

Anyway, so yeah; that’s what I’ve been up to. What have you been playing recently?

[Zinar7]

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Grey Matters

GreyMatters In a little over a week’s time, on Saturday 6th June, I’ll be part of a terrifyingly efficient extra-terrestrial mission of <REDACTED> to colonise/diplomatise/annexe/annihilate [*delete as applicable] Earth, on behalf of Alien Conclave One. I’ll be doing this from the comfort of a comfy-ish chair in a mezzanine balcony overlooking a small village hall in South Oxfordshire. Yes, you heard that right. I’ll be participating in a thing called “Little Wooden Houses presents Watch the Skies!”, and Watch The Skies! is what is known as a megagame. WTS_1 Watch the Skies! (hereafter WTS!) is a megagame designed by Megagame Makers, and playable by 50-60 people who’re involved in defending Earth from an invasive alien threat; taking place over the course of ~8 real-time hours, and three in-game years (2020 to 2022). Now, I’m not expecting anyone to really know what that actually means, so I’ll explain: a megagame is part-board game, part- role-playing game, part- live-action role-play event that takes place over the course of the best part of a day, and involves upwards of fifty people engaging together in a gigantic, united struggle and/or storyline with multiple, overlapping game elements and having a good time. For this game, the Little Wooden Houses people are running their own edition of WTS!: on one side, there’ll be 40 or so Human players, divided up into teams of four representing the major nations of Earth (the US, Russia, Great Britain, China, etc.), as well as players representing ‘neutral’ organisations like Earth’s media; all working together to counter the alien threat, while at the same time trying to meet their own, secret national objectives and further their own ends. On the other side, a semi-united Alien front is made up of three Alien teams (“conclaves”) that have their own, mysterious plans for Earth which may involve peace, abduction, obliteration; or all of the above. I’m going to be one of the Aliens perched up in the mezzanine gallery overlooking the main game area in our village hall global conflict-space, and I’m super excited about it. AliensGuy The ‘game’, in essence, is therefore formed of [Human] players role-playing as diplomatic leaders, military strategists and scientific researchers (each team has a Head of State, a Foreign Minister, a Chief of Defence and a Chief of Science) and carrying out their own tasks/agendas whilst, along the way, global strategy is played out a bit like a board game; uncovering the ‘fun’ through Human players work out how to deal with the diplomatic situation of Extra-Terrestrials making contact with Earth. As of last week, players’ roles and nations have all been designated (and their pre-game preparation packs sent out), so it’s encouraged that Human players get into the spirit of the game and dress up as their national stereotypes and fully role-play as their governmental roles. The Human teams must learn about the Alien’s movements, establish communication channels and defend Earth’s airspace if necessary; perhaps, in the process, stealing (or bartering for) Alien technology to sell to big corporations, improve defences or bolster Earth’s offensive capabilities. The Humans will, of course, also need to deal with the standard terrestrial crises and inter-nation conflicts which might get in the way of all of this “Alien” business. Along the way, other national & international crises will be introduced by Game Control (made up of Mac and Charlie; the resident heads of Little Wooden Houses) to make things extra difficult, and the Global News Network will be publishing reports of the ongoing events which may, or may not, be accurate. TrustNoOne Part of the fun of being an Alien is in trying to make the game interesting for the Human players; to follow the general direction set out by Game Control, but also to act like completely non-terrestrial entities that will be utterly non-human in their actions and agenda. How the Alien teams actually work is something that is kept secret from the Human teams and, indeed, even from us until the day of the actual event. Megagame Makers have held two, official UK events for Watch the Skies!; both unique in terms of the participating players and with unique storyline. For Little Wooden Houses’ edition of WTS!, Charlie has tweaked the plot and sequence of events to ensure that there’s no advantage for anyone participating that may have played the game previously or elsewhere. What’s going to be interesting for me being an Alien member (and hence more a part of the game than a “player” of it), is in watching the united Human front to see what they do when we throw a bunch of problems their way:

Will they unite together to effectively null the Aliens’ military power through capture of the primary Alien leaders and theft of key Alien technology? Will they reject the Aliens’ peaceful approaches and unleash their Doomsday weapons to annihilate the orbital craft? Will the United Nations break up over disagreements regarding the Aliens’ true intentions, causing World War III and destruction of the Earth whilst the Aliens merely spectate from orbit without getting involved? Will Aliens infiltrate Earth’s major positions of government and bring into action an international decree to give cats equal rights to humans, eventually leading to the Feline Republic overthrowing the British government and passing a ban on dogs?

We shall see. If this sounds genuinely interesting, I recommend watching the video put together by Shut Up And Sit Down during Watch the Skies!’ debut event (May 2014). Furthermore, The Independent recently did a neat article on the recent Watch the Skies! 2 game  held in London in March 2015. [FYI, Shut Up and Sit Down’s video from Watch the Skies! 2 can be found here: (http://www.shutupandsitdown.com/blog/post/susd-play-watch-skies-2-pt-1/)%5D

Of course, I’m writing about LWH’ WTS! here now, because I fully intend to run a debrief after the event and blog about how it all worked out and what happened (without giving away any information about the motives or operation of the Alien teams). From the perspective of someone that intensely enjoys the prospect of observing how a bunch of my friends will choose to respond to extra-terrestrial contact and/or aggression, I’m well excited. Watch the skies, because they’re watching you. [Zinar7]

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Mind Games

MindGames

I realised recently that I have a habit of, automatically and subconsciously, saying “Have fun!” to someone as we say goodbye or part company. I’m not exactly sure where I picked this up from (it was @tweetjard, quite possibly), but it’s an interesting observation to make about something that I do on an almost daily basis without even noticing.

I kind of say it almost like it’s an order: HAVE FUN ON PAIN OF DEATH OR FEEL WRATH OF EIGHT THOUSAND ORC SPEARS. Or, something along those lines, anyway.

Having fun is genuinely one of the few things that I try to take into every endeavour that I undertake; whether it’s just making everyday tasks (cleaning, cooking) a bit more interesting by introducing mini-games to the process, by making little jokes in my head to force a smile from myself, or by making up little challenges/quests to lighten the mood of menial tasks. Such games might be trying to trying tea bags into the mug from four paces across the kitchen as if I’m playing darts (inspired by the scene from Would I Lie to You?), pretending that my spreadsheet data-entry is actually some sort of secret code-breaking operation and that I only have twelve minutes to fill the sheet before the circular saw kicks into gear to chop the princess into tiny pieces, or treating the car wash like some sort of mechanical Moby Dick into which I must plunge and emerge the other side (presumably out of the blow-hole; I don’t know, I’m not a whale expert).

But yeah, having fun is important.

Maybe it’s this mentality that explains why games and the concept of hold such fascination for me; as if there’s some sort of microchip in my cerebrum that responds to the process of amusement and/or challenge and finds something to do with the 50% of my brain that isn’t occupied by the (menial) task at hand. Just in the procedure of everyday existence, my brain devises cunning challenges or games to subtly (perhaps, imperceptibly) relieve some of the tedium of life’s more mundane facets. I’m just always looking for ways to make light of things, or inject a dose of silliness directly into the veins of humdrum normality; probably to the annoyance of my friends, who’re probably way bored of playing Yellow Car by now.

It’s things like that, though, that make me sort of worry that I’m a bunch more immature and frivolous for someone that is thirty years old and pretending at being a grown-up. It’s true; I can, oftentimes, be immature and childish and with feet fairly firmly planted in the pursuits of empty-headed things, holding a very adolescent sense of humour and what amuses/entertains me. Should I feel guilty that my always-on brain is drawn to geek culture, video games and music rather than a desire to learn about architecture, politics and art? I’m much more at home being sat in front of a games console than a library desk; and I’d be far the most uncomfortable person at a dinner party, were I ever invited to one. Do I cling too much to youth and not growing up?

I dunno, probably.

I’ve always been a bit like this, but the mentality for looking for “fun” in the context of tedium was first planted when I worked in retail before I properly embarked on this whole “academic career” thing. Only when one has had to work in customer services can one truly develop a true contempt and bitterness for the everyday public; where, often, the only way to stop oneself from going truly insane is to occupy the brain with anything that’ll distract from the mind-eroding numbness of dealing with the human hordes. For me, it was dreaming up secret personas and characters for all of the customers that would stop by, or mentally trying out object combinations for point-and-click adventure games in my head to test out when I got back home. [Yes, I know I’m a sad case but, at the time, I thought I was achingly cool so shut up].

Part of my [s]ill[i]ness is also that I just can’t turn my brain off – it’s always running, always thinking; always processing. It’s always computing about how something can be optimised, or light-heartedness placed in a gap where there is none: fr’instance, navigating a busy shopping centre (with people dashing around in different directions at different speeds) causing my psyche to enter ‘Senna Mode’, looking for the “gap” and the quickest way of navigating the imaginary zombie hordes. [Granted, I am usually doing so with the end goal of reaching Forbidden Planet in the shortest possible time, so I guess I have fair incentive to shortcut through the shuffling masses, but that’s not the point.]

What I’m saying is: fun is everywhere. Sometimes it’s presented to you in the form of a neatly-packaged medium that directly provides entertainment or amusement; sometimes, you just need to use your imagination to find a way to inject some silliness into the proceedings.

Godspeed to that.

mad-max_fury-road_poster2

Anyway, speaking of zombies hordes and childish pursuits and more conventional packages of “fun”, I’m pleased to report that I finished my time with MediEvil earlier this week; putting to bed the minor guilt of having it sat on my shelf, unplayed for so many years. Broadly, I had a good time (at least, when the appalling controls and horrifying camera weren’t trying to pitch me into oblivion at every opportunity), but it did remind me how much I enjoy[ed] the kind of 3D action-adventure/platform games of the PlayStation era that have kind of fallen out of favour: there’s an innocent charm in being an skeletal knight, barrelling around a cartoonish, Hallowe’en Town-esque gothic world with blocky textures and atrocious collision detection and terrible voice acting.

I now kind of have a hankering to follow it up with starting Pandemonium! again and hammer the shit out of some baddies by jumping on their heads, because Pandemonium! was pretty much the dictionary definition of “relentless, innocent fun”. I spent many, many hours of my childhood ploughing through the pseudo-3D platforming world of Lyr, bouncing on creatures’ heads and trying not to fall off platforms into pits of endless oblivion. Hopefully, though, I’m better at it than I was eighteen years ago; because, eighteen years ago, I was FUCKING TERRIBLE AT IT.

[tl;dr: Pandemonium! was awesome. You should play Pandemonium!.]   

Anyway, I’ve talked quite a lot here when both of us could totally be doing something way more entertaining than a Friday blog talking about the merits of inventing your own jokes and mini-games, so I’ll move myself on.

HAVE FUN.

[Zinar7]

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Hack / Slash

HackSlash

Just over a week ago, I hit the milestone of Thirty Years Old. Huh.

It’s kind of put me in an odd mental place. I’m supposed to be a grown-up now, right? I’m supposed to gotten to the point in life where I’ve nailed a secure job, become father to a loving family and stopped feeling like I’m still pretty lost in this whole Life™ business.

Oh well.

Perhaps I should be thankful that, instead of the tedium of a straightforward life, my life is still full of twists and turns and the opportunity for adventure. Maybe I should feel heartened that, even at this great age, I’m still a bit of a dreamer; one who still hasn’t given up on the dream of meeting someone new or falling into my ideal career or still having the time and energy to learn and have fun. I’ve never married, never had kids; (relatively) debt-free; still inquisitive, curious and open to new ideas; still just as passionate about the things I love as I ever was.

It’s just a sad twist of fate that, as I pass into my fourth decade on Starship: Earth, I still feel completely in limbo between being a child and being a grown-up. Since I’ve spent so long at University and living in student-type accommodation and hanging around with other University students/postgrads, I still feel very much like an adolescent; still working out where their calling is in life, and who it’s with. Yet, I’m now undeniably a thirtysomething now and that’s supposed to mean mortgage, childcare and family saloon until it’s all pallbearers and headstones. My age clearly denotes that should be a proper adult by now, with responsibility and a role to play in CamBot-5000’s ‘Big Society’; particularly in the light of The Lizard God’s re-election as leader of our great nation. I mean, It’s not like I’m not an actual grown-up (I feed myself, wash myself and clothe myself daily with only a minimal amount of difficulty), but it kind of feels like I’ve still got a lot of growing up still to do and a lot of things to discover about both myself and the world around me.

Because of my complex work and life situation, I’m still trapped (at least, in my head) in the wilderness between adolescence and proper adulthood; a no-man’s land between the two trenches sniping at me from either side. Mentally, this puts me in a tricky position – still feeling a connection to youth and naïvety because my friend group is – generally – slightly younger than me, and because the five or so years that I spent in the throes of PhD kind of sheltered me from the kind of ‘growing up’ that most people of my age have had to endure. I’m also well aware that my hobbies and interests still remain an anchor to ‘youth’; from my passion for gaming (console and tabletop) to my continuing aural commitment to musical genres that are typically seen as being primarily the domain of younger people.

Despite that, I feel proud to be a thirty year-old that still holds such fire for the things they’ve always believed in. I’ve been playing video and computer games for as long as I can remember, and I’ve never had a break from them being my biggest interest in life. Regardless of how I may feel about the state of the popular strand of video games (all Spunk Gargle Wee-Wee and Fee-Fuh), I still retain an intense passion for video gaming. It was, though, a bit of a shock when I realised that the game I’m currently ploughing through (the PlayStation hack ‘n’ slash-type thing set in a light-hearted gothic Hammer Horror-type world, MediEvil) is SEVENTEEN YEARS OLD; despite it feeling like the days of PlayStation action-adventure games were hardly any time ago at all.

Of course, I shouldn’t be too surprised, given that there are now two whole console generations separating the likes of MediEvil and the current PlayStation 4 roster, but perhaps it’s just a reminder at how many gaming years have passed without my brain really realising. I didn’t ever play MediEvil at the time of its release so I’m not drawing on any particular nostalgia shock, but more the fact that my years of hunching over mine and my friend’s PlayStations are still some of the years of gaming that I remember with most clarity. Before the PlayStation, I was predominantly a “PC” gamer – although, technically, I was an “Amiga” gamer since the Amiga-500+ was, technically, not a PC – but the PlayStation was my first proper console and hence there’s a special little patch of nostalgic warmth reserved in my heart for it and everything it brought forth. Either way, I felt like a bit of mindless, retro fun to counter the reality of adulthood and, hence, booted up some PlayStation nostalgia, and hence have recently lost myself in the hacky-slashy world of Gallowmere.

MediEvil is, in actual fact, pretty good. Sure, it’s no The Last of Us and time has hardly been kind to either the graphical fidelity or the game’s control system, but there’s charm enough to ward away the most intense criticism. It’s as close to Hallowe’en Town as one can get without infringing Tim Burton’s copyright on cartoonish, gothic horror; a brightly-coloured, trick-or-treat action-adventure game gone terrifyingly right. In many ways, I feel that MediEvil and ‘me’ share a lot in common: distinctly rough around the edges, difficult to control and bridging the gap between true horror and multi-coloured cartoon. Still, while we both continue to hack and slash away through unclear, blocky graphics with little in the way of instruction or tutorial, I’d like to think that I’ve aged marginally better than a seventeen year-old shiny disc.

[Zinar7]

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friday_012

F012

In my last, mid-week post I detailed a little bit about what my physical music collection looks like in the year MMXV. So, to flesh out the journey of how I got here a little bit, for my regular Friday blog I thought I’d explore a little of why music means so much to me.

I’d always been ‘into’ music, even as kid. Maybe I hadn’t quite figured out at that point which aspect of it was calling me most strongly, but I was always drawn to listening to – and playing – music. I’ve always been a sucker for a beat; something primitive like a rhythm overlaid with a melody. That was always there from birth and never really went away but, to properly engage with the wild, unexplored territories of rock, metal and punk (at least, unexplored by me), I needed some sort of sonic sherpa to pilot me ‘thru the wilderness.

That guide was Mary Anne Hobbs.

I recall, with enormous fondness, staying up every Tuesday night to listen to the BBC Radio 1 Rock Show which started at midnight; listening to it with my headphones until at least 0030, when my tape recorder would kick and record the final hour-and-a-half using a 90-minute cassette tape. Already, on the Wednesday morning at college, we’d discuss what new songs (or old songs) we’d heard on the show before we had to go to bed; before going home after school to immediately pop our recorded tapes into our Walkmans (Walkmen?) to catch up with what we’d missed. There was no iPlayer back in 2001, only whatever (now completely archaic) analogue technology you had to hand. And I fucking loved it.

I can pinpoint the exact moment that I fell in love with rock music: it was a Rock Show sometime in March 2001, and the show opened with Foo Fighters’ ‘This Is A Call’ followed immediately by Tony Iommi’s ‘Goodbye Lament’ (which features Dave Grohl on vocals). From that humble point on, I was a complete acolyte to the distorted guitar.

The Rock Show ushered in introductions to some of my very favourite bands – Amen, Funeral For A Friend, Rammstein, Deftones, The Mad Capsule Markets, Pitchshifter and Rival Schools. I remember first hearing Biffy Clyro’s ‘There’s No Such Thing as a Jaggy Snake’ and having my mind absolutely blown, and Cradle of Filth’s ‘Bitter Suites to Succubi’ alerted my ears to the wondrous delights of black metal. I recall those times being a killer time for UK post-hardcore: Hundred Reasons hooked me for life when I first heard ‘Remmus’, and it was a time when Lostprophets were still very much among the underground and letting loose the likes of ‘Shinobivs.dragonninja’ which still holds up today (even if the legend of Lostprophets has sort of taken a bit of a critical hit in recent years).

Not long afterward I became a discipline to the Church of the Rock Show, I became a Kerrang! devotee. I know that it’s cheesy to have nostalgia for things that used to “good” in the past but are “rubbish now”, but Kerrang! was totally one of those things: it was properly glorious in about 2001-2003; covering the full gamut of rock and metal and punk, and being (relatively) unaffected by the fads or the tastes of the mainstream. Naturally, I suspect that I’m looking through rose-tinted goggles at K!s ‘golden’ years, but I genuinely miss the days when – once every few months – the magazine would be adjoined by a free, mix CD containing new music. Again, before the widespread popularity of digital music and downloads (ha, you try downloading a full album on a 56.6k modem 😛 ), the free K! CDs were the fuel to my fire and ushered in discovery of many of my now-favourite bands.

For mega nostalgia, some awesome person (hint: not me) catalogued all of them over here: Discogs.com/Kerrang Magazine. Without them, I’d never have gotten into Weezer and Jimmy Eat World (‘Knock-Down Drag Out’ and ‘A Praise Chorus on Hot Stuff: The Noise of the Summer); The Distillers (‘Sing Sing Death House’ on The Devil’s Music: Vol. 4); Silverchair and Finch (‘The Greatest View’ and ‘New Beginnings’ on The Best of 2002); and Probot, Murderdolls & Turbonegro (‘Centuries of Sin’, ‘I Take Drugs’ and ‘Sell Your Body [to the Night]’ on Reload). Picking up a copy of Kerrang! nowadays may fill me with disappointment at both the dumbed-down journalism and the downgraded quality of the music being covered, but I still hold massively fond memories of my formative years with the K! brand that I still find it hard to hold a grudge against it. I never found the same sort of charm in other magazines like Metal Hammer or Rock Sound as I did with K! itself; and the walls of my room were sprawled for most of the tail-end of my teenagedom with tiny pictures (and strips of the Pandora comic) cut out of various issues.

But yes; while I may have made my peace with the demise (or deterioration) of my favourite music magazine, I still miss the Radio 1 Rock Show the most. Mary Anne left full-time duties of the show in 2003 or so, and despite both Mike Davies and then Daniel P. Carter being very competent hosts ‘right up ‘til the present day (or so I’m led to believe, when I’ve caught the odd show in the last few years), I was never quite as enthralled by the music as I was when Mary Anne was at the helm. I kind of drifted away from the show around the time that I moved away from home to start University and my time as a weekly Kerrang! subscriber kind of came to an end. If I’m being brutally, brutally honest, then my years of college – absorbed 100% by music and the joy that it brought me to passionately engage with it with my friends around me – are the ones from the past that I look upon with most fondness. Sure, it’s probably fairly common for thirtysomethings (or, in my case, almost thirtysomethings) to go a bit glazey-eyed about their time as a carefree 17/18-year old, but it’s with valid reason.

Of course, you can never go back. But if you could, then if I could be transplanted back into the sixteen year-old me once again then I would fucking love to go back and make of my mistakes again; at least, this time, I’d do it safe in the knowledge that they were some of the best times of my life, accompanied by some of the most life-changing noises that I’d ever hear.

Never forget, never surrender. Keep your heart open to music; always.

[Zinar7]

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