Tag Archives: University

Spectres of the Past: Halo 3

Halo 3 will always remind me of rum. I’d just finished university and moved back home, into the pokey corner bedroom of the house my mother had owned for as long as I’d been alive.

It felt like time had been rewound, as if the last three years had been a wonderful, seemingly infinite dream that I’d nonetheless awoken from and discovered meant nothing.

I’d split up with my long-term girlfriend, both of us agreeing our time together had been fun but ultimately worthless. My friends had drifted off to separate corners of the country. Most of the people I’d known from home had left to pursue careers elsewhere, occasionally emailing me to tell me about the design competitions they’d won or the freelance work they’d secured.

I had no plans. My degree was meaningless, an average grade from a bad university in a course I’d long since lost interest in. None of the jobs I could get I wanted, and the ones I did want required an effort to attain that felt beyond me.

I’d lie in bed in my tiny box room — the “Harry Potter cupboard”, as my sister called it — and stare up at a crack in the plaster by the ceiling, and wait for something to happen.

It was like losing a save file in a favourite game and having to start back from an earlier checkpoint, the thought of clambering over all the hurdles I’d leapt before draining me of energy.

So I gave up. I coasted. I got a job at the supermarket at the bottom of my road, rising at four in the morning to push trolleys down deserted aisles collecting shopping for online customers. I listened to Elliott Smith, read Sylvia Plath, watched interviews with David Foster Wallace. The irony that my heroes had all killed themselves was not lost on me.

The only person I really saw during that time, save my mother and the work colleagues I had nothing in common with, was Taz. We’d attended the same Methodist church playgroup as toddlers, and been close friends since we were eleven.

Taz had stayed behind while the rest of us went to university, and was now working at a mobile phone shop in town. Life was as fucked for him as it was for me.

We’d spend our evenings off together bored and directionless. Sometimes we went to a corner of the park and shared a joint, shivering in our winter coats. Other times we’d sit in the pub by the fire and talk about the traveling we’d done in New Zealand after sixth form, about the smell of the pine trees and the size of the sky, and the one morning we’d awoken in our tent to find it had snowed outside and the world was enchanted.

Mostly, though, we just bought bottles of rum and played videogames.

We drank a lot of rum back then. It felt romantic to me, always reminded me of Hunter S. Thomspon, his early novel The Rum Diary, or in the Las Vegas book how he’d talk about “sticking to rum and hash”. It was a drink to go with wild adventures. For Taz’s part, I think he liked the idea of being a pirate.

Sometimes we bought Havana Club 7 Year Old or OVD or Appleton Estate, if there was an offer on. Usually all we could afford was Captain Morgan. We’d buy a bag of limes and a bottle of Coke and make Cuba Libres, though I learnt later you’re supposed to use white rum. We always mixed the drinks with the same measure of Coke as there was rum. We thought we were pretty cool.

I don’t remember when exactly Taz bought Halo 3, whether it was the day of release or a week or two later. What I do remember is the rum we drank the evening we played through the co-op together. It was a bottle of Havana Club Anejo Especial. Not as good as the 7 Year Old, but still nice.

My day at work had gone the same way all days went. I’d walked to the supermarket through the frosted night, too early for it to be morning. I’d watched the delivery lorries coming in and day-dreamed (too-early-for-morning dreamed) about being on one, about the warmth of the heater and the enclosure of the cab, about the open road beneath my feet.

I’d shaken off my fantasy and headed in to work, logged onto the touch-screen computer of my first trolley, logged off from my brain. I’d watched the drunks stumble in for their cans of special brew, watched the racist bread man filling his shelves. I’d stood in the toilets and breathed slowly and tried really hard not to dissolve.

Hours had passed, empty, cavernous, submerged in a sepulchral blackness.

Then Taz had texted me, and it had read, “Got Halo, need rum.”

Three hours later I was letting myself into the kitchen of Taz’s dad’s house, the Havana Club and limes and Coke in a bag at my side.

Taz was in the backroom with the big TV and the ceramic-topped table, an Xbox controller in his hands, a lot of shooting on the screen. He looked up as I entered.

“Turns out,” he said, “I’m no good at Halo.”

I went back to the kitchen and found glasses and a knife. I chopped the lime on the ceramic table and mixed our drinks. Taz quit out of the single-player and set up a co-op campaign for us.

The co-op was the same as the single-player, except we went through it together. Taz got to be the Master Chief, futuristic cyber-enhanced yada yada yada, while I was a stick-insect alien with a rhino head and a glowing sword.

“I want to be Master Chief,” I said.

“It has to be this way round,” Taz said, “because in real life I’m pretty cool, and you look like a stick insect.”

I stabbed Taz with my glowing sword.

We played for a bit, and it became apparent I was no good at Halo either. I’d lost touch with console games over the PS2/360 years, and my thumbs were rubbish on the dual joysticks. Stumbling across a patrol of aliens in a riverbed I fired wildly into the water, wrenching my sights up in time to see a horde of purple grunts swarming me.

“I think we need to kill the leaders first,” Taz said. “Then the little guys will scatter.”

He shot the larger alien, then punched it to death with the butt of his gun. The purple grunts ran away waving their arms in the air.

We got lost in the woods, then Taz found a path over a log bridge, then a marine dropship crash-landed and we had to find the survivors. We reached a concrete facility and Taz got a grenade launcher, but then an alien with a giant hammer killed him. I ran away waving my arms in the air.

Taz poured us more rum. It was good, and along with the colourful Halo world made me forget the supermarket and all the rest.

Taz shot at the alien with the hammer and I shot at the floor.

“Use your sword,” Taz said.

I’d forgotten I had a sword.

Taz shot the alien more and I stabbed the floor with my sword, and eventually the alien went down and Taz took its hammer.

“STOP,” I shouted.

“What?”

“Hammertime.”

Taz looked at me. I drank more rum.

I started to get drunk. We found the sergeant from the crashed ship and escaped to a military base. Aliens invaded the base and we fought them back.

We drove out of the base in jeeps and we drove down an abandoned freeway and then we were in hoverbikes blowing up anti-air defenses and we were both getting drunk and we didn’t know where to go.

“This way,” I told Taz.

He’s shootier than me but I’m better at exploring. He followed behind me.

“We’re going backwards,” he said.

“I don’t think so.”

“This is the start of the level.”

I looked around. It was the start of the level.

“Well I think it’s this way then.”

I drove my hoverbike off a cliff. It wasn’t that way.

I respawned behind Taz and he got us back on track. We blew up the anti-air guns, then a giant mechanical scorpion appeared and killed us both. Taz rolled a joint and we went out to his patio to smoke.

It was dark. A gentle rain was falling and the flagstones were wet and shining. I was swaying a bit.

“What are we doing?” Taz asked, passing me the joint.

“I think we’re breaching a hole for our fleet to attack an alien artifact. Or we might be defending it. Or it might be a warp-gate. Or a weapon.”

“No, I meant what are we doing … here?” Taz waved his hand vaguely.

“Oh.”

I smoked the joint and tried to think of something to say.

“Remember New Zealand?” Taz asked. “How big the sky was?”

“Yeah.”

We finished the joint and went back inside.

We drank rum. Taz shot the legs of the giant scorpion and it fell over, and I jumped inside and found a glowing thing and shot it and the scorpion blew up.

A spaceship crashed into a city and killer plants came out and turned people into plant zombies, and we shot them. The killer plants crawled under the skins of their victims and mutated them into hosts to spread the parasitic infection. The hosts couldn’t think for themselves and weren’t really alive, they were just bags of juice and gas, coils of slippery guts … Mindless drones, their cells dividing — a self-replicating routine initiated with no purpose other than to maintain the routine, a meaningless plague trudging ever onwards against the endless void, repeating and repeating, until a day the stars would blot out and the sky grow black forever.

It reminded me of my job at the supermarket.

For the past few months I’d been meaning to write this script for a short film. The film would be about one of those human statues who perform on high streets, made up in silver paint, and the central conceit would be that this wasn’t just a job, but the guy’s existence. He could never move when people were looking at him. You’d see him on his lunchbreak trying to eat an iced bun, but a little kid would run up and he’d have to freeze, the bun halfway to his lips.

He’d be lonely as hell, surrounded by throngs of shoppers and tourists yet always silent and alone.

I wanted the story to have a happy ending. I wanted the human statue to meet and fall in love with a mime artist, and she’d recognise his separation and want to be separate with him.

The problem was, I kept not getting round to writing it. I’d think about starting, then I’d get kind of dizzy and unwell, and have to get up and do something else.

Taz had been meaning to apply for this apprenticeship to be an electrician recently, to learn a trade and maybe go traveling again. I imagine every time he thought about that application form, he got kind of dizzy and unwell the same as me.

Back in Halo 3 it was all kicking off. We’d gone to rescue a computer who looked like a woman from the plant zombies, but she’d only been a recording so we’d taken a battle fleet through a blue warp hole and now we were in a desert with sniper rifles. The aliens had energy shields and I kept missing with my sniper rifle and then we were driving round the desert and we had to clear a landing zone and I was dead drunk.

We needed to kill an alien who thought he was god because some rings were going to light up. Or did we want to light the rings so we could be gods? I was a god in this hovertank. I drove my hovertank into a wall and an alien blew me up. I wasn’t a god.

I respawned and didn’t have a tank anymore and ran around and there were aliens with energy shields and they wanted the rings but I wanted the rings and I had a gun and they had shields and I didn’t know where Taz was and I found a rock and hid behind it.

What did this all mean? What was I doing in this godforsaken desert, rum-drunk, stoned, a pink laser gun in my hands. I clamped another ammo pack into the slot and waited.

“Where are you?” Taz asked.

“Here. Where are you?”

Taz was zipping around on a hoverbike.

“Where’s “here”?”

“Let’s have more rum.”

I poured us more rum and missed my glass a bit and some of the rum went on the table. I had to concentrate to hold my glass without dropping it. The Coke was all gone but the rum went down well and didn’t burn.

I couldn’t see that well. Taz got off his hoverbike and came and crouched next to me. There was sand everywhere.

“We should push forwards,” Taz said.

There was sand and a rock and shit universities and laser guns and supermarkets and stories you couldn’t write and parasites that crawled under your skin and sucked the life out of you and turned you into a drone and you just existed and existed and existed. And then there was rum.

“I think we can complete this,” Taz said … but next thing he was skinning up and we were outside and he was saying Fish and I was saying Fish-Fish and we were back on the sofa and we were lying down and the bottle was in my mouth and I was the bottle and Taz had the rum and the rum was drunk and I was drunk and Taz was the lime and everything felt inside out.

Then I had the controller and I was looking at the screen.

“Why’re we in the desert?”

“We’re trapped in the desert.”

The Halo sky was large and expansive above us.

“Hey,” Taz said. “Like New Zealand.”

And it was like New Zealand, like that morning climbing out of the tent, with the snow blanketing the earth and the silence and the pounding of my heart, and the feeling, even then, the weight that is always there, at the bottom of it all, that feeling of pressure, of entombment, the prison that is your own skull, the isolation of existence itself.

We were trapped in the desert. I crouched behind our rock. Dark shapes moved at the edges of my vision, never there when I turned to face them.

Taz was beside me. We were trapped. There was nothing else for it. I took a drink of rum, and waited.

[Screenshot of Master Chief by Jacob Benton, used with permission]

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A Little Story

It’s 2005 and I’m at university. I’m also lying prone in the undergrowth of some godforsaken battlefield, cradling my sniper rifle to my chest, watching an enemy helicopter descend out of the blue sky. There are three men in the chopper; I’m entirely outgunned.

But it’s cool. I have a line on those bad bitches. The three enemy soldiers are my housemates, sat in their rooms beneath me, and I’m listening in on their voice chat server. That’ll teach them for not waiting to make sure we’re all on the same team. Off having fun without me, are you? We’ll see how much fun you have.

I hear them talking and I get a weird frisson of excitement as I become aware of the power I hold over them. It’s fascinating, inferring from their radio chatter the aerial view of the battlefield they posses, then watching the same events on my monitor from an entirely different perspective. This is one of my first incursions into large-scale online multiplayer gaming, and my mind is still being blown a little bit by the possibilities. A shared world of objectivity, with these little threads of subjective first person storytelling being woven through it, crossing now and again, entwining, ricocheting off one another.

“Undefended base,” yells Mark, one of my so-called-friends. “Take us down.” In the nicest possible sense, Mark is the kind of guy who spends his evenings off browsing military databases, memorising the calibers of different guns. He likes war.

“I’ll land the chopper; you two claim the flag,” Robin yells back.

It’s ace in that helicopter, I wish I was with them. Robin, the eldest, has been gaming forever and leads the squad. He has a super-duper, turbo-charged joystick — probably a replica of one they use in real aircraft — and he flies helicopters like they’re an extension of his being. Me, I just power the things up and crash them into the nearest hillsides, but Robin could pilot one up the arsehole of a wasp, though I doubt he’ll ever be called upon to do so.

Off he’ll leap into the cockpit at the start of a game, and you all go barreling towards him, screaming to him not to take off until you’re inside as well. The first two to arrive get to be side gunners, controlling these mounted cannons that spit a thousands bullets a second and make you feel like God on a Bad Day. Everyone else clambers aboard where there’s room, pokes a rifle out, and prepares for the show.

Then you lift off, and it’s great. The ground shrinks below you and the whole level comes into clear focus. You can see all the way to the river winding away down there, and into the valley with the enemy tanks trundling through, and over the rooftops with the little ant-men scurrying across, and your left-brain knows you’re only watching a two-dimensional image made up of pixels of light on a screen, but screw it, it feels so real, and you experience actual giddiness.

At this point, if it’s your first time flying, you start shooting indiscriminately, empty cases zinging off the roof of the chopper and you laughing like a lunatic, lost in the crazed bliss of height and speed and power. “Get some, bitches! GET SOME!”

But the experienced soldier holds back. Relaxes into the groove. Difficult to hit anything at this level, with the chopper banking wildly, and no point wasting ammo. So you pick your target, and you wait, and when the pilot turns and you’re face to face with the enemy, in that one instant you let loose a motherfucking barrage like it’s Judgement Day. And whatever your sandal-wearing, Guardian-reading, left-leaning political tendencies, it always feels good.

At least, that’s what happens if you’ve been allowed on the right team.

Because, otherwise, you jog and crawl and puff your way over mountains and across lakes and through solitary forests, utterly alone since those thirteen-year-old jerk-offs you’ve been teamed up with have decided they’d rather ride away from you in their jeep, honking as they go, than play the damned game properly.

And you end up in some backwater grasslands, miles from the main thrust of the battle, checking your supplies for cyanide tablets and cursing your friends and the game and the world in general.

… And then you see the helicopter.

It’s not fifty yards above me, now. They’re going for the usual plan. The aim of the game is to capture bases, or “flags” — each one gives your team a respawn point for when people die, and helps deplete the enemy’s score. Get their score to zero and you win the match.

So my housemates’ tactic is to commandeer the chopper and fly it around all the out of the way bases, capturing them without encountering resistance, overwhelming the map before the enemy team realise what’s happening. It can be a little dull, winning points by avoiding the thrill of combat, but it certainly works.

The helicopter touches down on the grass in front of me. An expert landing.

“Good landing,” says Mark, over voice chat. Him and Robin take this war seriously.

“U-S-A! U-S-A!” chants Alex, the third housemate. He’s pretty much along for the ride. I think they bribed him with crisps to make up a full squad — although with me on the wrong team it doesn’t much matter — and, yes, if I listen carefully I can even hear the inimitable crunching of Monster Munch in the background.

I’m watching them through the sights of my sniper rifle. I try to gain control of the adrenalin rush making my mouse-hand shake.

“Looks quiet,” says Robin.

“Everyone ready?” asks Mark.

“Chomp, chomp, chomp,” says Alex.

I take a breath in, and hold it.

KAAAAPOW!

The crack of my rifle echoing through the valley is satisfying, but nothing to the sight of Robin slumping forward onto the cockpit of the chopper. There’s a circular hole in the windshield where my bullet has pierced the glass.

“What’s happening?”

“Something is happening!”

“Was that–?”

KAAAAPOW!

Mark’s limp body drops from behind the mounted cannon and onto the soil below.

“I’m down! Get the hell out of here!”

“I’m down, too!”

“Shit.”

Only Alex left. He makes a dash for the lake. We’re best friends; not two hours ago he was in my room listening to Janis Joplin records and watching Dylan Moran clips on Youtube.

KAAAAAAAAPOW!

I shoot him in the back of the head. He falls at the water’s edge, the lapping waves enveloping his lifeless corpse.

“Man,” Robin says. “Where’d they come from?”

“Dunno,” says Mark. “But they’re good.”

If anyone was watching the foliage sprouting beside the concrete bunker, they might see it wavering slightly, as if a figure hidden inside was giggling quietly.

Alex comes stomping up the stairs to my attic bedroom. I Alt+Tab out of the game and pick up a book from my desk.

“Battlefield is so shit,” he says.

“Tell me about it,” I say.

He sits down on my bed and throws me a half-eaten pack of Monster Munch. Pickled Onion, my favourite flavour.

Video games are great sometimes.

Battlefield 2 is an online multiplayer shooter developed by DICE and published by EA. It’s pretty old now and everyone will be better than you if you play it, but you can fly helicopters into hillsides, and that’s still so worth it.

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A Gaming Education: Fessing Up

Confession time. Since starting this blog I’ve been harbouring a secret. A dirty, shameful secret. Deep breath: I’ve hardly played any video games. I’m a fraud, a charlatan, a games journalism Frank Abegnale Jr. — feigning the walk, bluffing the talk, living in constant fear I’ll be unmasked for what I really am: a crude, amateur hack. But the weight of my secret has become too much to bear. I must come clean. Have mercy upon me, friends …

Okay, it’s not that bad. I’ve played a whole bunch of games. I’ve grown up with games, they’re my thing. But I haven’t played enough — not for someone who wants to write about them for a living, that’s fo’ sho’. Ahem. “For sure”.

I was nestled down recently, guzzling coffee and reading the excellent “Games Journalism: What Not To Say” post from wunderkind games freelancer Quintin Smith’s blog. It was going down well. Good solid advice, a little superior in tone perhaps, but hell, he’s one of the best writers in the field, he’s probably earned it. If he says “gameplay” is a god-awful, redundant term, I should listen to him.

Then I get to a bit about playing everything.

Play fan translations, but also untranslated games. Play games you know you wouldn’t like, and play them on Hard. Play German WW2 hex-based strategy games. Play Japanese visual novels. Play existential Russian games where you control a kidney who believes he is a man.

Shit. I get that lurching, sicky feeling in my stomach. I read a few more of his posts. Looks like games journos sacking off exhaustive research is one of Quinn’s personal bugbears — his point being that without eating, sleeping and shitting games — gaining that “guru-level knowledge” — you’re going to lack the breadth of experience that makes for a great writer. You can dress up your words in sparkly frocks and slippers all you want, but without knowing the right steps you’ll never be dancing.

My nausea coalesces into a thought: he’s talking about me. I’m what Quinns reckons is wrong with games journalism. I’m the enemy.

Feelings of worthlessness begin to swirl. The familiar, vinegary taste of inadequacy. Except I’m not going to let that happen today. This is Spaceyear TwentyTen: the year I officially stop fucking up. Whatever it takes. And that’s when it hits me: the Plan …

* * *

I’d always known my dearth of video game experience would be a problem. I was a late convert to the church of gaming. There were no consoles or PCs in my house when I was a kid. My family weren’t exactly technophobes — a more accurate description might be broke. I’d admired games from a distance, sitting transfixed at friends’ houses watching Mario Bros. or Duck Hunt, but the extravagance of my own machine could never be justified. I remember looking longingly upon the SNES package deals in Argos catalogues and formulating plans — “£1.50 a week pocket money, plus £2 per car washed, 50p for doing Mum’s ironing …” — but whichever way I worked out the maths, it never added up.

I did eventually get a Gameboy with Tetris and Wario Land, then a second hand Mega Drive, but my identity as a game groupie had already been forged. I was on the sidelines, cheering my team along. I was a fan.

To redeem myself, I offered up my early teens as a sacrifice to Nintendo; I got an N64 for Christmas and started buying N64 Magazine every month. Finally I had a sense of belonging. I swapped games with friends, poured over reviews in back issues of the mag and stayed up at sleepovers playing Snowboard Kids. I found Yoshi on the roof in Mario 64, got all gold medals on Rogue Leader, memorised cheats for Turok (NTHGTHDGDCRTDTRK). At school I became known as That Guy Who Games. I was on my way.

Except I totally wasn’t. Early teens gave way to awkward mid teens, and I became painfully uncomfortable in my own skin. I didn’t want to be Guy Who Gamed; no one liked him, they made fun of his goofy haircut and his spots and the geeky magazines in his schoolbag. So I started skating. I bought Dookie and Smash and Punk in Drublic. I tried my first joint. I had a lung and puked everywhere and thought I’d died and gone to hell. I put away childish things.

Not that I ever explicitly gave up gaming; rather I drifted away from it, only returning to nibble on the likes of Wind Waker and GTA 3. Games were still special, but they were a hidden special, not to be talked about with the crowd I borrowed Punk-O-Ramas off and practiced kickflips with. Playing a little Tony Hawk’s or Jet Set Radio was acceptable; being interested in text-based adventures or NES emulators was not.

Then, in 2004, with no clear plan or reasoning, I found myself enrolling on a BSc Games Computing degree at the University of Lincoln. The decision was partly down to a vague sense that making games for a living would be, like, pretty cool, but mostly because I already had the UCAS points to get in with my AS Levels alone. My late teens had given me what I would call a terrifying, all encompassing ennui. Others would say I was flat-fucking lazy.

The course was a disaster. I’d pictured a utopia, hundreds of kids bursting with enthusiasm, ready to discuss, play and make the shit-hottest of shit-hot games. There’d be electricity in the air. For the first time in my life I was going to be somewhere I would fit in.

The reality was a lecture theater packed full of evil nerds. No showers on that Games Computing course. Memories of replica axes, smug jokes about Microsoft … a universal lack of talent … utter hopelessness. A vital group meeting wasted listening, in disbelief, as group members argued for an hour about the exact pitch and timbre of explosions in CoD2.

Nerd1: PINAAOOOW!

Nerd2: No, no. BASHAAOOOW!

Nerd3: PAAASHOOOSH!

Nerd2: Umm. BAAASHOOOOM!

And the guns. Jesus, the guns. Personally, the idea of high caliber metal slugs tearing through flesh and viscera leaves me a little cold, but discussing military hardware definitely got these guys wet. They were losers, the downtrodden ones — woeful gimps abused by society one too many times, spitting ugly bile at the outside world now they had strength in numbers. Leetspeak was the lingua franca during classes; perceived weakness was always met with howls of STFU NOOB — the viciousness of attacks mirroring the humiliation tormentors had been subjected to in earlier life. They didn’t read, except for bad steam punk novels; they were calloused about the environment, bragging over how many days they’d left their PCs on for; they hated all games that didn’t allow you to shoot limbs off your victims — the course was a festering, piss-ridden cesspool of gun nuts wallowing in elitist resentment.

… And bearing in mind so far here I’ve only been talking about the lecturers.

I slumped into black depression. If this was the future of the games industry, I wanted no part of it. I washed my hands of the thing.

The next three years were spent loading up bongs, drinking rum and listening to the Velvet Underground. I read Hunter Thompson journalism, watched Richard Linklater films, made great friends and got high with them. The games themselves were still there — endless Mario Kart, endless Goldeneye (Stack/Pistols/License to Kill, natch), Half Life 2, Counter Strike and Battlefield 2 to satiate my meager blood lust, World of Warcraft … well, best if we don’t talk about World of Warcraft.

The games were still there, but the solidarity with the industry was gone. Once through Double Dash’s Special Cup was pre night out ritual (no speed limit on those nights, no cooling it on the curves of Wario Colosseum … Howling through turns on Dino Dino Jungle — Zaaapppp — past Toad in second; listening for the strange music to start on Rainbow Road), but that was for fun. I had none of the fevered passion demanded — and exemplified — by real games writers like Quinns or Kieron Gillen or Leigh Alexander. I was a drifter, along for the ride. And I was going nowhere.

… Fast forward to the present day. We’re not skipping much of interest. It is TwentyTen, and things are changing. I see now how much of my anger at the Games Computing nerds was really anger at myself. I hated them for being different because people had hated me for being different. My desire to rebel against teachers, lecturers and society at large was only a rebelling against myself. The world is a mirror of the self and the self is a mirror of the world.

Meaning: I’m finally okay being who I am. My anger did a disservice to the games industry; in drawing battle lines — as always with anger — I bled a world of wonderful shades out into a deathly tomb of black and white. Of course one of the lowest ranked universities in the country was unlikely to attract many pioneers of the digital age — though there were a few, and I can only apologise to them for not appreciating them sufficiently at the time. The industry is as fresh and bursting with possibility now as it has ever been. For every IGN there is a Rock, Paper Shotgun; for every Cliff Bleszinski there is a Daniel Benmergui.

I’ve had enough of anger. I send the question forth: what do I want to do? The answer returns: this. Here, now, struggling to hold this awkward blog post together, I am content. I’d like to carry on doing this, please — whatever it takes.

My gaming knowledge is weak. I know this. I’ve never played System Shock — or BioShock for that matter. I’ve never played Chrono Trigger or Grim Fandango or Elite. I’ve never completed Super Mario World, or Ico, or any Final Fantasy. I know nothing of the Atari 2600 (or 7800), the 3DO, the Neo Geo, the Atari …

This blog has made me aware of my handicap. Previous posts have seen me casting around, scrambling for intelligent points to make without the experience to inform my opinions. Truth matters to me; jumping to wrong conclusions is a crime. Play everything, Quinns says. But I’m lazy, unmotivated, outside of any community that might enthuse me and spur me on. These are the facts on the table. So how to move forward from here?

… Which is when the Plan hits me. A series of pieces for this blog on classic games: reviews, commentaries, virtual travel writing; experimenting with styles, paying my dues … A Gaming Education — weaving new thread through the frayed patches in the tapestry of my mind, creating examples of my writing, and, most importantly, having fun. That’s what this is about, after all.

To hell with BSc Games Computing — my education starts here. Watch this space.

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