Why I'm Still Sceptical About Virtual Reality
Earlier today I Star Trek: Bridge Crew as it’s currently on sale reduced by 50%. Now you may politely think to yourself “what has that got to do with the price of Brussel Sprouts”? Well, it is a game that has been primarily designed for use with a VR headset. However, the latest patch released yesterday, allows for the game to be played conventionally without a VR headset, using either a controller or keyboard and mouse. If we take a moment to pause and reflect on this change it is quite significant. A VR game just opted to broaden its appeal and accessibility. Does this not tell us something about the current uptake of VR gaming? Is it a case that it is not the industry “game changer” that some predicted? Surely not, I here you say.
Earlier today I Star Trek: Bridge Crew as it’s currently on sale reduced by 50%. Now you may politely think to yourself “what has that got to do with the price of Brussel Sprouts”? Well, it is a game that has been primarily designed for use with a VR headset. However, the latest patch released yesterday, allows for the game to be played conventionally without a VR headset, using either a controller or keyboard and mouse. If we take a moment to pause and reflect on this change it is quite significant. A VR game just opted to broaden its appeal and accessibility. Does this not tell us something about the current uptake of VR gaming? Is it a case that it is not the industry “game changer” that some predicted? Surely not, I here you say.
I consider the subject of virtual reality in gaming to be very akin to that of 3D and 48FPS in cinema. All have a place in specific markets and can potentially enhance certain products. But none of these enhancements are universally required for all future content. For example, I have always thought that 3D works best in key genres and that it's essentially gimmicky nature enhances horror movies and other material of a sensational and exploitative nature. Friday the 13th 3D was the epitome of this. However, a movie such as Glengarry Glen Ross does not require such a cinematic conceit. It really comes down to common sense. And therefore, exactly the same argument is applicable to virtual reality.
Specific genres of games would be enhanced immensely from a fully immersive 3D environment presented via virtual reality. Consider the sort of gaming experience VR could bring to Skyrim, Shadows of War or any of the major MMO? Yet I'm sure we can also think of a wealth of games that do not require such an all-encompassing embellishment such as this? Simplicity and a stripped back GUI are part of the appeal of a game such as Stardew Valley. I don’t think a title such as this would see any sort of improvement through being accessible in VR. Not every product needs to be adapted for this medium. However, can we rely on the gaming industry to be so discerning? Trends are seldom bucked and more often than not are slavishly adhered to.
For me one of the most off-putting aspects about VR is the requirement for a bulky headset to be placed on the head effectively isolating you from your real-world environment. It is one of the reasons why I don't like watching 3D movies for too long. I saw The Last Jedi recently in 3D (out of necessity), and due to its length watching in that format was particularly challenging. Likewise, I suspect a long gaming session with a VR headset would be curtailed once I hit a state of sensory overload. Nausea and motion sickness are already known issues. I hope that adequate research is undertaken regarding any potential long-term health issues. It only a matter of time before there is scaremongering in the tabloids about the perils of VR.
In some respects, VR is yet another example of the gaming industry becoming too enamoured with the technical trappings of its business. The best games ultimately have something far simpler at their core. An engaging concept or mechanic. A strong narrative or easy accessibility. If a game has these qualities, then the front end does not always have to be adorned with bells and whistles. Yet I suspect that only a few companies will have the foresight to realise this or the courage to be sparing with the use of virtual reality. I have a suspicion when an economically viable form of VR is achieved that there may be as much disappointment with them medium as there is joy. As for 2017, so far it has not proven to be the break-out year for VR.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
I have been aware of the online interest around the open world action game Crimson Desert for a while now. One of the things that has intrigued me about it is the scope of the game. The word “hype” has been bandied about by a few gaming websites. However, from what I have observed, developers Pearl Abyss have not been excessively hyperbolic themselves, with regard to the manner in which the game’s systems and mechanics have been marketed. Now that the press embargo has been lifted, the pre-release reviews seem to confirm that everything we’ve seen in promotional videos in the run up to the launch, is in fact present in the game. So far the initial critical response has been very positive and it has been hinted that the game may well be a genre milestone. Perhaps Crimson Desert is just a rare example of a game that has not had a rushed development and isn’t launching prematurely for business reasons.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
I have written in the past about the video games we cannot play. The ones that require a keen understanding of a game’s mechanics, along with a strong degree of manual dexterity and situational awareness. Being 58 years old, I tend to have neither the co-ordination necessary to succeed or the patience to master such complex skill requirements. With this in mind, I recently watched a YouTube video for Chivalry 2 and thought, that looks like fun. The fact that it showed someone picking up a chicken and throwing it at an opponent is neither here nor there. However, after watching a few more videos I realised that combat in the game was complex and that, as usual, the reality of playing such a game would be different from my expectations. Hence, I came very close to not buying Chivalry 2. However, I eventually decided that I would, so I bought it for just under £10 from an online vendor.
I decided to pursue a magic and spellcasting build in the RPG Tainted Grail: The Fall of Avalon after the story prologue. During the opening section of the game, the player is presented with a sufficient range of weapons to determine which type suits them best, although you can change at any time during the game. For me, casting spells feels right and is fun. Plus I have fond memories of the magic system in Two Worlds II and Skyrim. So once I started playing through the first zone, I started putting attribute and skill points into the appropriate trees to bolster my spells strengths and frequency. I also chose gear that would bolster those statistics further. The results have been surprising, as magic and spellcasting is not presented in the usual “glass cannon” style you find in some other RPGs. Here it offers robust DPS output and with the right gear and spell combination, a strong degree of survivability.
I originally bought Warhammer: Dark Omen in the summer of 1998. I played a demo copy via a magazine cover disc, which was a common means of promotion and marketing back then. Although I was at that point, unfamiliar with the Warhammer Universe, I found this game to be an excellent point of entry. The story did an excellent job of introducing players to “The Old World”, the political and power structure and major characters. I instantly liked both the aesthetic and the lore. Warhammer: Dark Omen was also the first real-time tactical wargame that I played and I spent numerous hours playing through the campaign. Overall, the game was a critical success, particularly on PC, but it struggled commercially upon its initial release and didn’t quite find the audience that it deserved. However, it has achieved status as a “cult classic” among gamers, leading to a recent re-release on GOG in late 2025.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
Classic Game Themes: The Lord of the Rings Online
One of the most compelling aspects of The Lord of the Rings Online is its soundtrack. The score, mainly written by Chance Thomas and featuring additional material by Stephen DiGregorio, is comparable to that of any major feature film in its scope, sophistication and musical accomplishment. Chance Thomas favours a leitmotif for each race and culture which then vary as the game’s narrative progress. Stephen DiGregorio focuses more upon thematic or ambient pieces that capture the spirit of an area or region. Despite different styles and approaches, both composers contribute to a vivid score that has become an additional character in the overall game over the last decade. Middle-earth is an immense world with an ever-present sense of history and deep lore. The soundtrack for the game taps into this narrative vein and uses it to create a rich and nuanced audio soundscape.
One of the most compelling aspects of The Lord of the Rings Online is its soundtrack. The score, mainly written by Chance Thomas and featuring additional material by Stephen DiGregorio, is comparable to that of any major feature film in its scope, sophistication and musical accomplishment. Chance Thomas favours a leitmotif for each race and culture which then vary as the game’s narrative progress. Stephen DiGregorio focuses more upon thematic or ambient pieces that capture the spirit of an area or region. Despite different styles and approaches, both composers contribute to a vivid score that has become an additional character in the overall game over the last decade. Middle-earth is an immense world with an ever-present sense of history and deep lore. The soundtrack for the game taps into this narrative vein and uses it to create a rich and nuanced audio soundscape.
Over the past ten years, selected material from the games soundtrack have been available on limited edition CDs and digital download. Sadly, a comprehensive release has never been forthcoming. This year’s tenth anniversary saw a new compilation become available, but it contained only a few unreleased tracks. It is a great shame that a more substantial collection has not been produced as I believe there are plenty of dedicated LOTRO fans who would jump at the opportunity to own a comprehensive CD collection of the games entire soundtrack. At present the only way to access all the music contained within the game is data mine it from the installation files. This is a relatively complex task and produces a substantial directory of files in .ogg format, none of which are named.
Because the majority of music that features in LOTRO is written by Chance Thomas, he often becomes the focus of attention when discussing the games soundtrack. His work is of the highest calibre and he certainly seems to have a strong understanding of the musical needs of the game. As a result, his works sometimes eclipses that of Stephen DiGregorio. Personally, I do not consider Stephen’s work to be inferior. There are several of his tracks that I have great affection for. If I have one complaint it is mainly to do with the arrangement, which at times sounds like it is using the most basic of synthesisers and musical sequencers. However, I have often thought that this has been due to budget. Hiring quality composers is more than likely expensive enough. Performing and recording with a full orchestra in a studio is probably prohibitive financially, hence there is a reliance on more economical solutions.
Because of my personal history with LOTRO (it was the first MMORPG that I played) and my enjoyment of the soundtrack, I thought I would post several tracks that are among my favourites. It’s a difficult choice as there is a decade’s worth of material to choose from spanning numerous updates and expansions. There is also a minor issue regarding track names as they can vary depending on what material you have. For example, on the original Shadow of Angmar soundtrack digital download there is a track called “Let us sing together”. This features again on the 10th anniversary CD under the name of “The House of Tom Bombadil”. It’s a minor complaint but it can cause a degree of confusion. Some of the tracks on the anniversary album are also alternative recordings or edited versions of the cues that feature in the game.
Silent Hope plays as you stand on the threshold of Bag End and look out across Hobbiton. Taken from the Shadows of Angmar soundtrack and composed by Chance Thomas, the track is the very essence of LOTRO. Whenever listening to this particular piece of music I always reflect upon Frodo and Sam embarking upon their momentous journey, yet holding on to their inherent Hobbit common sense and decency. It a sublime music cue.
The Hollin Gate is the first track on the Mines of Moria soundtrack by Chance Thomas. It a beautifully realised track that encapsulates the fading Elven beauty of the region. It also has a vaguely portentous quality to it, hinting at the mystery and adventure that lies ahead.
Triumphant Will is from the Helm’s Deep soundtrack by Stephen DiGregorio and plays during several of the Epic Battles. With its harmonious vocalisation and sequential nature is has a hint of Morricone about. This is a track I would very much like to hear performed by a full orchestra and choir as it would improve it immensely.
Corruption and High Treason features on the Riders of Rohan soundtrack and is by Chance Thomas. It’s a subtle variation of the main Rohan theme for the region. When it plays out at night in Snowbourn, it is wonderfully atmospheric, reflecting the earthy beauty of Rohan and the ongoing intrigue of Saruman in the region.
Finally, the last track I’ve chosen has been extracted direct from the game and therefore I do not know its correct name. It is an ambient piece that plays in and around Minas Tirith prior to the Battle of Pelennor Fields. Composed by Stephen DiGregorio it is a wistful and introspective piece reflecting an ailing Gondor. Again, when I listen to it I here shades of the great Morricone in the lead trumpet. A beautiful piece.
The Planet of the Apes movie franchise took a radical change of course with its third entry in the series. The first two films were set in the future and benefited from high production values to help realise a post apocalyptic earth. However, due to a substantial reduction of budget, Escape from the Planet of the Apes uses a time travel plot device to bring the ape protagonists to present day Los Angeles (1971 in this case). The result is a film with a much smaller narrative scope. However, although it lacks the science fiction spectacle of its predecessors, it features an interesting satirical exploration of celebrity culture and ponders what it is like to be deemed an enemy of the state. As ever, Roddy McDowell and Kim Hunter provide exceptional lead performances as the Chimpanzees Cornelius and Zira. Escape from the Planet of the Apes also captures the pop culture vibe of seventies America.
Ronald Erle Grainer (11 August 1922 – 21 February 1981) was a prolific Australian composer who is best remembered for his work in the United Kingdom during the sixties and seventies. He wrote numerous notable scores and theme music for several iconic television shows such as Doctor Who, Steptoe and Son and Tales of the Unexpected. He also composed the soundtrack for several major motion pictures such as Some People (1962), The Assassination Bureau (1969) and The Omega Man (1971). Grainer relocated to London from Australia in 1952 but it was not until 1960 that he gained critical success after writing the music for the popular TV show Maigret. He subsequently received an Ivor Novello award for “Outstanding Composition for Film, TV or Radio”.
The following is about a cultural change. That is not to say that it’s a value judgement or one of those posts you so frequently read by bloggers of a certain age, that essentially boil down to “things were better in my day”. It is merely an observation and like all observations it is not 100% universal. There will always be exceptions to the rule. I am simply painting with broad strokes a general truism for your consideration. My point being that people listen, experience and enjoy music differently these days compared to how they did three to four decades ago. I’m not talking about the science of hearing or anything complex like that. I am merely highlighting the change in the way we choose to experience music and how that has an impact upon its creation and presentation. So like Anne Elk, presenting her theory on the Brontosaurus, here is the axiom at the heart of this post.
Allonsanfàn (1974) is an Italian historical drama film written and directed by Paolo and Vittorio Taviani. The title of the film derives from the first words of the French Revolutionary anthem La Marseillaise (Allons enfants, IE “Arise, children”). It is also the name of a character in the story. Set against the backdrop of the Italian Unification in early 19th-century Italy, Marcello Mastroianni stars as an ageing revolutionary, Fulvio Imbriani, who becomes disillusioned after the Restoration and endeavours to betray his companions, who are organising an insurrection in Southern Italy. Allonsanfàn is a complex film that is not immediately accessible to those unfamiliar with the intricacies of Italian political history nor the arthouse style of the Taviani brothers. However, it is visually arresting and features a rousing score by Ennio Morricone.
Jerry Goldsmith’s contribution to Star Trek is immense. Yet simply listing the films and TV episodes he wrote music for does not adequately encapsulate the significance of his contribution to the franchise. His majestic, thoughtful and uplifting musical scores provide an emotional foundation that reflects the core ethos of Star Trek. They also create an invaluable sense of continuity that spans multiple shows and movies. Perhaps the most obvious example of this is his iconic title music for Star Trek: The Motion Picture (1979) that was subsequently adopted as the theme tune for Star Trek: The Next Generation. His work was held in such high regard, when Star Trek V: The Final Frontier (1989) ran into production issues, it was thought that a Jerry Goldsmith soundtrack may well elevate the film. Sadly it didn’t but his work on that instalment was outstanding and among his best.
Halloween (1978) is both a genre and cinematic milestone. It made stars of Jamie Lee Curtis and director John Carpenter as well as kickstarting the slasher genre that dominated the box office for the next 15 years. Unlike many of the inferior imitations that followed in its wake, Halloween is not a gorefest but a far more suspenseful and unsettling film. It’s shocks and sinister atmosphere are the result of sumptuous panavision cinematography by Dean Cundey and inventive editing by Tommy Wallace and Charles Bornstein. Another invaluable asset to the film’s effectiveness is John Carpenter minimalistic synth and piano score which perfectly embellishes the film with an air of menace. After 33 years and various re-arrangements in subsequent sequels, the original Halloween Theme is still as effective today as it was when the film was first released.
Tenebrae (1982) is probably Dario Argento’s most accessible “giallo” for mainstream audiences. Although violent, it is not as narratively complex as Deep Red (1975) or as bat shit crazy as Phenomena (1985). The story centres on popular American novelist Peter Neal (Anthony Fanciosa) who is in Rome to promote his latest book. Events take a turn for the worst when a series of murders appear to have been inspired by his work. The plot twists and turns, the director explores themes such as dualism along with sexual aberration and blood is copiously spattered across the white walled interiors of modernist buildings. It is slick, disturbing and has a pounding synth and rock score by former Goblin members, Claudio Simonetti, Fabio Pignatelli, and Massimo Morante.
An American Werewolf in London is a genre milestone and one of the few horror films that successfully manages to balance humour and suspense without mitigating the overall tone of the story. 40 years on from its theatrical release it still holds up well with its bitter sweet love story, tragic themes and ground breaking transformation effects by Rick Baker. Director John Landis never really bettered this concise and effective genre outing. It hits the mark in virtually every part of the production. However, there is one aspect of the film that does suffer as a result of the director’s personal choices. Whether it is to the detriment of the overall film is debatable. The point in question is the film’s soundtrack and the director’s focus upon the song Blue Moon by Richard Rodgers and Lorenz Hart.
Before we start, no I am not writing about Alexander Courage’s classic main theme for the original Star Trek show. I can add nothing further to that particular discussion and it remains iconic and inspiring, even when distilled down to just the initial fanfare. In this post I want to draw your attention to another piece of music from Star Trek that has permeated its way into popular culture. A cue that when heard, if the listener is familiar with its provenance, will instantly conjure up images of flying drop kicks, ear claps and judo chops. A piece of music that can be added to pretty much any video footage and instantly make it more heroic. Yes, I am talking about what has become generically known as Star Trek “fight music”. Or more specifically, the "The Ancient Battle/2nd Kroykah" cue from Amok Time (S02E01) composed by Gerald Fried. The scene during the koon-ut-kal-if-fee ritual in which Spock fights Kirk on the planet Vulcan for complicated “reasons”.
Classical music has often been used to great effect in cinema since the advent of sound. It has certain advantages over bespoke compositions, in that it can imbue a scene with a sense of gravitas and emotionally connect with viewers who may already be familiar with the piece being played. Legendary director Stanley Kubrick famously rejected Alex North’s score for 2001: A space Odyssey after finding the classical tracks he used for the temporary soundtrack complement the visuals perfectly. Over the years, some particular pieces of classical music have proven to be very popular and flexible, thus appearing in a wide variety of films across multiple genres. Hence, I have chosen two well known tracks that demonstrate this. I would also like to highlight contemporary classical music and have also selected one example that I feel demonstrates how the genre sublimely compliments cinema.
If you mention The Pink Panther (1963) I’d hazard a guess that most people will instantly think of Inspector Clouseau (and possibly throw in a quote in faux French about “Minkeys”) or hum or whistle the iconic theme tune. It’s blend of cool sixties Jazz and Lounge is both classy and evocative. Henry Mancini’s contribution to the Pink Panther franchise is commensurate to that of Peter Sellers and Blake Edwards. If you removed his musical scores from any of the films they would be greatly diminished. In fact one can argue that the movies made in the eighties after Sellers’ death are greatly bolstered by Mancini’s intelligent and accomplished musical accompaniment. The franchise may have run out of steam but Mancini never did so.
Back in August 2018, I posted seven of my favourite tracks from various video games that I’ve played over the years. I thought recently that it was high time that I did the same again. So here are a further five musical cues that I especially enjoy. All of which contribute greatly to the respective games that they feature in. Unlike film composers, musicians that write for video games do not always enjoy comparable exposure or attention. Yet often they have a more complex remit, having to write material for dozens of hours of content, rather than just two or three. Furthermore, the complete soundtrack to many video games often remain conspicuously absent, with fans having to data mine the game client to find the tracks that they love. Which is why it is important for those that enjoy video game music to show their support. Perhaps then more publishers will release full and comprehensive game soundtracks for digital download.
It was Friday the 13th yesterday, so I thought it was about time that I added Harry Manfredini’s iconic score to the annals of Classic Movie Themes. The 1980 slasher movie Friday the 13th has become as legendary in the pantheon of cinematic horror history as John Carpenter’s Halloween. Although there are marked differences between these two films, both use minimalist musical scores extremely effectively to punctuate the proceedings and embellish the overall atmosphere. However, Manfedini did not want to provide viewers with obvious audio cues during scenes of building tension. He preferred to focus his score upon the activities of the franchise's iconic killer, Jason Voorhees, and hence have strong musical cues when he was on screen. This approach meant that he had to use a unique musical motif to denote potential tension, without diminishing its effect on the audience by excessive use of obvious and melodramatic cues.
Game of Death was Bruce Lee’s fourth Hong Kong martial arts movie. Due to the success of his previous films he found himself in a position where he could finally write and direct a project himself. Filmed in late 1972 and early 1973, the film was put on hold midway through production when Hollywood offered him a starring role in Enter the Dragon. He died shortly after completing the US backed movie that made him an international star, so Game of Death remained unfinished. Several years later the rights to the raw footage were sold and recycled for a new movie, that kept the name but bore little resemblance to Lee’s original vision. For most of Game of Death, Kim Tai-jong and Yuen Biao double for Bruce Lee and it is only in the final act that audiences actually get to see about 12 minutes of material that he shot himself. The 1978 release of Game of Death, directed by Robert Clouse, is a mess but remains a cinematic curiosity. The scenes which genuinely feature Bruce Lee are outstanding, even in an abridged form.
The Long Good Friday not only launched then career of Bob Hoskins but remains a uniquely British take on the gangster genre. Featuring authentic performances and a credible plot, the screenplay touches upon many of the social and political issues of the time; police corruption, the IRA, urban renewal and the decline of industry, along with EEC membership and the free-market economy. It’s a gritty and unrelenting drama that is still relevant today. Furthermore, the film is filled with quotable dialogue and has several stand out scenes that showcase Bob Hoskins’ smouldering performance. It’s also offers of “who’s who” of British character actors and there is one sequence still has the power to shock even today.
A few years ago, I wrote a post about cult movie soundtracks and how many of these movies are often blessed with a high quality score from an established composer. The subject came up again recently when I was visiting the British Film Institute with friends, and several other examples were discussed. Hence, I thought it would be prudent to write a follow up post with another selection of material, as it continues to amaze me how often the most appalling films can still have outstanding soundtracks. With this idea in mind I've collated five films that are for various reasons are labelled “cult” and have suffered the “slings and arrows of outrageous fortune” over the years. All have scores of interests and note, though for different reasons. I have chosen a track from each soundtrack which I think highlights the musical excellence and integrity of the composers involved. The genres are varied as are the musical styles and nuances of each piece. All clearly demonstrate how a well-conceived score can embellish and enhance a movie, effectively becoming a character in its own right.
Lords of the Fallen is an action role-playing game from 2014, played from a third-person perspective. It is broadly in the same idiom to Darksiders and Dark Souls with the emphasis on complex and challenging combat. And it is for that reason that I didn’t get on with this title when I bought it in a Steam sale a few years ago. I felt that the long, protracted fights were an impediment to the narrative, which I quite enjoyed. However, the game was designed this way to appeal to the combat focused gamer and “git gud” culture. But I think that it’s important to try different genres of games from time to time and to step occasionally out of your comfort zone. I would cite the Hand of Fate series as a positive example of this. Both of those titles are from a genre I wouldn’t usually consider and playing them turned out to be a very positive experience
Alien is a unique genre milestone. It challenged the established aesthetic created by 2001: A Space Odyssey of space travel being pristine, clinical and high tech and replaced it with a grimy, industrial quality. The space tug Nostromo is also a conspicuously “blue collar”, civilian venture, underwritten by a large corporation. As for H. R Giger’s xenomorph, it redefined the depiction of extraterrestrial life in movies. Director Ridley Scott brought visual style and atmosphere to particularly unglamorous and dismal setting. He also scared the hell out of audiences at the time with his slow burn story structure and editing style that hints, rather than shows. Overall, Alien is a text book example of how to make a horror movie and put a new spin on a classic and well-trodden concept.
James Horner was a prolific, yet consistently good composer with a broad range of styles. Consider his score for 48 Hrs with its Jazz under currents and then compare it to his grand swashbuckling approach to Krull. They are radically different soundtracks, but both are extremely effective in embellishing their respective motion pictures. That was James Horner great talent. He knew when to be theatrical and bombastic but could also dial it back and be subtle, gentle and delicate. It made his body of work very diverse and memorable.
James Horner, although possessing a very broad and eclectic musical range, was in many respects a very traditional composer. He was certainly au fait with works of such giants as Miklós Rózsa, Korngold and Bernard Herrmann and it often manifested itself in his music through his use of the leitmotif. Perhaps the reason James Horner was so consistently good and crafted so many outstanding pieces of music, is because he never saw his profession as just a means to an end. As he said in an interview once, “I don’t look at this as just a job. I see music as art”.
Star Trek: Enterprise was the first show in the Star Trek pantheon to have a song performed by an established artist play over the opening credits, rather than a traditional theme tune. Up until 2001, the franchise had maintained a more formal approach, established with the iconic introduction to the original series composed by Alexander Courage. Needless to say, such a radical departure from established practise brought about consternation and debate among fans. In some respects, you can argue that point about the entire show itself, but that as they say, is an entirely different blog post. Needless to say, the dislike and hatred that the song Where My Heart Will Take Me engendered in certain quarters, lead to a petition to have it removed. Needless to say, this movement failed, and the show continued using it for four seasons. Seventeen years on this particular debacle has now died down and the song is often just referenced ironically by fans as an amusing anecdote and piece of Trek trivia.
According to Wikipedia “Hawk the Slayer is a 1980 British sword and sorcery adventure film directed by Terry Marcel and starring John Terry and Jack Palance. The film has developed a cult following”. That doesn’t do the movie justice by any reckoning. Hawk the Slayer is a quirky, low budget, high camp fantasy movie that compensates for its budgetary shortcoming by being so preposterously silly. It is loaded with hard boiled, fantasy steeped dialogue that parodies well known genre tropes. It treads a fine line between utter bilge and stupid fun. It is very much a product of its time and is also filled with British character actors. Some viewers will see nothing more than a cheap and cheerful cash-in on the eighties Sword and Sorcery boom. Others will delight at this inventive, stylised and silly fantasy orientated outing. Such is the nature of cult movies.
Film producer Julian Blaustein had a long-standing desire to make a film that addressed the fears and concerns of the post war Atomic Age. With the backing from Fox Studio Executive Darryl F. Zanuck, he hired screenwriter Edmund North to adapt the short story Farewell to the Master by Harry Bates. The screenplay provided a moral commentary about the ongoing arms race and featured an alien visitor with Christ like qualities who delivers an apocalyptic message. Veteran director Robert Wise was brought in head the project and a fine cast of established characters actors such as Michael Rennie, Patricia Neal Hugh Marlowe and Sam Jaffe was assembled. The finished movie has proven to be one of the greatest science fiction movies ever; it is The Day the Earth Stood Still made in 1951.
King Solomon’s Mines is a 1985 Cannon Films production based on the pulp works of H. Rider Haggard. It was quickly made to cash in on the ongoing success of Indiana Jones franchise, although the finished movie bears little resemblance to the classic original novel. Like most Cannon movies from that boom era, it was a cheap and fast enterprise that superficially sported a good cast, but ultimately didn’t do much with them. Veteran director J. Lee Thompson favoured a light and comic approach to the material, as the film’s budget could hardly sustain any major notable set pieces. Yet, it proved popular enough at the box office to warrant a sequel the following year. Allan Quatermain and the Lost City of Gold proved to be as equally silly but by then the public’s interest had waned.
A ten months ago, I wrote about the LOTRO soundtrack and listed some of my favourite tracks. This time round rather than just limit myself to music from one game, I thought it may be more interesting to broaden the remit. So, I have decided to upload seven of my favourite tracks and music cues from various games I have played over the last two decades. As with cinema, the soundtrack of a game plays a very important role. It can make a substantial impact on the players perceptions and enjoyment. The following tracks are examples that I feel have greatly enhanced a game. They’re also ones that I find particularly enjoyable. They are not in any order of preference.
Paul Verhoeven has seldom made a movie without some semblance of controversy associated with it, and his 1992 neo-noir Basic Instinct was no different. Even before its US release, Basic Instinct courted controversy due over its overt sexuality and graphic depiction of violence. It was strongly opposed by gay rights activists, who criticised the film's depiction of homosexual relationships and the portrayal of a bisexual woman as a homocidal narcissistic psychopath. The opening murder with an icepick is still shocking twenty six years later and is an excellent showcase for makeup FX artists Rob Bottin.
You can write pages on Gerry Anderson's 1968 Supermarionation series Joe 90. There's the morally ambiguous premise of giving an emotionally immature nine-year-old the experiences of an adult. Then the psychological effects of allowing him to kill at will. Then there's the perennial issue of scientists prostituting their skills to the intelligence community. One can also reflect upon the absence of any major female characters in the series and how that may impact upon Joe himself. Finally, when one finally arrives she's a gold-digging bitch who tries to exploit Joe’s Dad, Professor McClaine. Joe 90 is certainly a psychiatrist’s dream subject.
Despite the popularity of the TV show in 1965, the two spinoff Thunderbirds feature films were both box offices failures. This has often been attributed to the indifferently written screenplays that seem to have completely missed the sense of suspense that the fifty-minute episodes achieved. Both feature films feel rather slow and like extended episodes rather than big budget extravaganzas. They fail to do anything different with established characters and apart from showcasing more extensive miniature effects in a widescreen format, don’t really have much more to offer. It’s curious that the winning, character driven formula that worked on television was overlooked for these big screen outings.
I grew up during the seventies when network TV shows still put a lot of thought and effort into such things as their theme tune. It was a decade littered with memorable tracks that captured the essence of the shows they came from. Many have now become integral aspects of popular culture, leading to countless internet memes as well as becoming the ringtones of choice for many a fortysomething. However, things are very different now. You can have a staggeringly good theme for your show, but it can't possibly be longer than thirty seconds. And don’t think for a moment that viewers can listen to it again at the end, as it has now become standard practice to compress the credits into a third of the TV screen and preview what's coming next, while some link announcer spouts inanities. Mercifully, cable and streaming companies tend to treat their TV shows with greater respect. The lack of commercial advertising ensures a longer program duration and hence more focus on a theme tune. However, network TV still commands big audiences, yet hasn’t in recent years produced any TV show themes of note.
Friday the 13th: The Game
Released in May this year, Friday the 13th: The Game was initially met with both cries of delight and howls of derision. The game’s a great idea in principle and is certainly an incredibly faithful homage to the franchise. It looks the part, has a great atmosphere and a superb soundtrack. However, it was buggy and flawed upon release and now six months later, still has a lot of problems. Some of these are performance issues and bog-standard QA matters. Things that the developers can hopefully address. It is fair to say that patches have been forthcoming, and the game has improved but still remains a work in progress. Sadly, there are other problems that may prove harder to fix. These are inherent flaws in the gameplay which can potentially discourage players from actively participating in the game in full. And as ever with any title that is founded upon co-op online gameplay, you have the inevitable problems of trolling, douchebaggery and general assholery. As I found out within minutes of logging into the game for the first time tonight.
Released in May this year, Friday the 13th: The Game was initially met with both cries of delight and howls of derision. The game’s a great idea in principle and is certainly an incredibly faithful homage to the franchise. It looks the part, has a great atmosphere and a superb soundtrack. However, it was buggy and flawed upon release and now six months later, still has a lot of problems. Some of these are performance issues and bog-standard QA matters. Things that the developers can hopefully address. It is fair to say that patches have been forthcoming, and the game has improved but still remains a work in progress. Sadly, there are other problems that may prove harder to fix. These are inherent flaws in the gameplay which can potentially discourage players from actively participating in the game in full. And as ever with any title that is founded upon co-op online gameplay, you have the inevitable problems of trolling, douchebaggery and general assholery. As I found out within minutes of logging into the game for the first time tonight.
I bought Friday the 13th: The Game today because the latest patch finally adds an offline play mode against bots. This presents an invaluable opportunity to try the game out and learn it’s subtleties and foibles at your own pace. Something you can’t always do online. Sadly, the patch was delayed so I found myself having to use the “quick play” facility and rely on a random pick up group. Like many contemporary co-op titles, Friday the 13th: The Game has voice chat enabled by default. Let it suffice to say that on my very first game, I was greeted by a player trolling the rest of the group in the lobby. This pretty much set the tone for the remainder of the game. I spent about two and a half hours playing both on European and North American servers and found that about half of the players I encountered had absolutely no inclination to participate properly. Often, I’d find that the majority of the PUG would focus on unlocking achievements or simply messing about. It is also a common occurrence for players to abandon the game once they become bored or have achieved what they want.
For those who are unfamiliar with this game, it’s an asymmetrical multiplayer, semi-open world, third-person survival horror game. The game maps vary in size but are all variations of the rural summer camps featured in the film franchise. Eight players can group together, with one being randomly assigned as Jason Vorhees. The rest are councillors that have to either escape from the area or hide and wait out the timer. Games tend to be about twenty minutes or so in length. To escape you can either repair a car or a boat and use that as a means to leave, or you can fix the camp phones and call the local police. If you do this, they arrive on the perimeter of the game map and you escape once you reach their patrol vehicles. Different councillors have different abilities. Some are stealthy, others are strong. You can also arm yourself with various items. Jason has several unique abilities, such as heightened senses that allow him to home in on councillors. He can also warp around the map. Naturally, he has multiple kill animations that can be unlocked. On paper, all the elements are present to make this an engaging homage to the eighties movies.
However, potential and reality often differ greatly. The key to success in Friday the 13th: The Game is to play collaboratively, to communicate and to be situationally aware. Sadly, you are highly unlikely to find any of these elements in a PUG. What you get, is either a group of people doing their own thing, or a group of people bellowing at each other all desperately trying to take charge. And of course, you run the risk of the usual trolling and antisocial behaviour that comes with random internet encounters. During my limited gameplay so far, I’ve found that most people have their own standard way of playing. The police where often called quite early on in each game and experienced players then made a swift exit. On one occasion I spent twenty minutes hiding in a tent which allowed me to survive the game but did not make for interesting gameplay. Then there are issues like aggro tagging and players that abandon the game because they’ve become bored. This is not a real issue if they are councillor but if Jason leaves the game it can be a nuisance. Hence, the reality of this game when playing online, is vastly different from one’s expectations. Conversely, if you have friends that own this game, you can organise a private group and have great fun, or so I would imagine.
There is a learning curve to Friday the 13th: The Game, especially when it comes to mastering playing as Jason Vorhees. New players with dreams of racking up a major body count within minutes of logging into the game, are in for a big surprise and not necessarily a good one. I’m hoping that the offline bot option will improve the situation once the patch is released but as it stands at present, this game is flawed, and that flaw is being relaint on other people. At present, I summarise Friday the 13th: The Game as an expensive online version of “hide and seek”. It has a slick and creative veneer that oozes nostalgia, especially with its soundtrack by Henry Manfedini, who scored so many of the feature films. But beyond those trappings it’s a somewhat hollow experience. Your fun and enjoyment are dependent on who you play with and how well you function as a team. Pick up groups are not known for guaranteeing any of these things. Therefore, it may be prudent for those who have a great affection for the franchise, to wait a little longer before buying, to see if future patches and hotfixes improve the game.
Gaming Is More Than Competition
According to one gaming blogger “the whole gaming scene is competition”. Yeah. That’s what I thought to. I’m not going to link back to the article this quote came from because I don’t wish to give this individual the oxygen of publicity. I believe that the prism through which they view the world is cracked, giving them a skewed, spurious and erroneous outlook on pretty much everything they write about. They also appear to lack any ability for self-contemplation and the possibility that they may be wrong. So rather than getting side tracked by them personally, I thought I’d simply focus on their fallacious statement. Competition is simply one of many facets of the gaming scene. For some it is the only thing that counts but there are many other gamers for whom competition never even crosses their mind. Gaming as a pastime offers a wealth of other benefits and opportunities, other than competing against players.
According to one gaming blogger “the whole gaming scene is competition”. Yeah. That’s what I thought to. I’m not going to link back to the article this quote came from because I don’t wish to give this individual the oxygen of publicity. I believe that the prism through which they view the world is cracked, giving them a skewed, spurious and erroneous outlook on pretty much everything they write about. They also appear to lack any ability for self-contemplation and the possibility that they may be wrong. So rather than getting side tracked by them personally, I thought I’d simply focus on their fallacious statement. Competition is simply one of many facets of the gaming scene. For some it is the only thing that counts but there are many other gamers for whom competition never even crosses their mind. Gaming as a pastime offers a wealth of other benefits and opportunities, other than competing against players.
For me, I find setting goals and working towards achievements, are integral to my gaming experience. It is often applicable to multiple genres of games. I can work towards obtaining specific set of gear in Shadow of War or I focus on meeting all the requirements for a specific build in Star Trek Online. Furthermore, I will often pursue such achievements at a pace that suits me. Then there is the prospect of collaboration in multiplayer games which can be very rewarding, be it with friends or strangers. The raids I’ve played through in LOTRO have always been cordial affairs, as the groups have often been mature players who are focused on the experience, not the reward. It is through mutual help and not competition that a lot of knowledge and experience is shared. Often goals and collaboration go hand in hand, as there can be guild related achievements that benefit all. I frequently find that in-game progression based upon mutual trust, rather than competition, fosters a better atmosphere and a superior experience overall.
Then there’s perhaps the most fundamental aspect of gaming culture that our mystery blogger hubristically dismisses out of hand. People play for fun. Yes, you can have fun playing competitively but isn’t that dependent on winning? From what I’ve seen online, I think the concept of “the fun is in taking part” is dead in competitive circles. Putting competition aside, there many players who take their pleasures in the most innocuous aspects of gaming. Exploring an open world, creating a new outfit, collecting and meta deeds. The list goes on and on. Life is difficult and problematic enough as it is. Not everyone wants to jump on yet another acrimonious, pressure driven, competitive treadmill when it comes to their precious leisure time. I find it curious that some people view “fun” as a problem. As if it’s childish and somehow ear marks you as lazy or ineffective. Ask any psychologist and they’ll point out that an absence of it in your life is bad for you. I wonder if there’s any link between the anti-fun brigade and those people who lack a sense of humour?
Things change over time and we live in an era of accelerated change. Back in the eighties, coin-op gaming was based upon competitive behaviour. It’s how the industry financed itself. But to dogmatically cling to this definition nearly forty years on is a mistake, as competition is not the foundation of gaming anymore. And before the usual suspects trot out that tired argument that life is all about competition, there’s a lot of data out there to prove that it is not the only effective model to live by. Many modern businesses have horizontal management structures. Collaboration, mutual delegation and non-hierarchical systems are common place. As for competition in education that too is a highly debated field and a separate post. Competition does have a part to play but it is not the be all and end of things and certainly is not the only way to perceive gaming. Frankly I wonder if this competitive zealotry is simply a way to bolster a fragile ego? Who can say. But like most binary arguments, it lacks nuance and falls wide of the mark.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
I have been aware of the online interest around the open world action game Crimson Desert for a while now. One of the things that has intrigued me about it is the scope of the game. The word “hype” has been bandied about by a few gaming websites. However, from what I have observed, developers Pearl Abyss have not been excessively hyperbolic themselves, with regard to the manner in which the game’s systems and mechanics have been marketed. Now that the press embargo has been lifted, the pre-release reviews seem to confirm that everything we’ve seen in promotional videos in the run up to the launch, is in fact present in the game. So far the initial critical response has been very positive and it has been hinted that the game may well be a genre milestone. Perhaps Crimson Desert is just a rare example of a game that has not had a rushed development and isn’t launching prematurely for business reasons.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
I have written in the past about the video games we cannot play. The ones that require a keen understanding of a game’s mechanics, along with a strong degree of manual dexterity and situational awareness. Being 58 years old, I tend to have neither the co-ordination necessary to succeed or the patience to master such complex skill requirements. With this in mind, I recently watched a YouTube video for Chivalry 2 and thought, that looks like fun. The fact that it showed someone picking up a chicken and throwing it at an opponent is neither here nor there. However, after watching a few more videos I realised that combat in the game was complex and that, as usual, the reality of playing such a game would be different from my expectations. Hence, I came very close to not buying Chivalry 2. However, I eventually decided that I would, so I bought it for just under £10 from an online vendor.
I decided to pursue a magic and spellcasting build in the RPG Tainted Grail: The Fall of Avalon after the story prologue. During the opening section of the game, the player is presented with a sufficient range of weapons to determine which type suits them best, although you can change at any time during the game. For me, casting spells feels right and is fun. Plus I have fond memories of the magic system in Two Worlds II and Skyrim. So once I started playing through the first zone, I started putting attribute and skill points into the appropriate trees to bolster my spells strengths and frequency. I also chose gear that would bolster those statistics further. The results have been surprising, as magic and spellcasting is not presented in the usual “glass cannon” style you find in some other RPGs. Here it offers robust DPS output and with the right gear and spell combination, a strong degree of survivability.
I originally bought Warhammer: Dark Omen in the summer of 1998. I played a demo copy via a magazine cover disc, which was a common means of promotion and marketing back then. Although I was at that point, unfamiliar with the Warhammer Universe, I found this game to be an excellent point of entry. The story did an excellent job of introducing players to “The Old World”, the political and power structure and major characters. I instantly liked both the aesthetic and the lore. Warhammer: Dark Omen was also the first real-time tactical wargame that I played and I spent numerous hours playing through the campaign. Overall, the game was a critical success, particularly on PC, but it struggled commercially upon its initial release and didn’t quite find the audience that it deserved. However, it has achieved status as a “cult classic” among gamers, leading to a recent re-release on GOG in late 2025.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
Behaving Badly
Over recent years, there seems to have been a lot of moral navel gazing regarding the survivalist sub-genre of games. Apparently, The Forest, 7 Days to Die and Rust (to name but a few) are just murder simulators. Some cursory research shows a myriad of similar titles available, that offer comparable game dynamics, driven by equally questionable moral imperatives. Although such titles are a niche market, they seem to be a popular and lucrative offshoot from traditional gaming. The perennial question seems to be do these games facilitate abhorrent behaviour? Are they a haven for sociopaths? Or is it all just a means for lazy games journalist to indulge in cheap hyperbole and gain easy web traffic? My instincts and sceptical nature tend to suspect the latter. However, my curiosity has been piqued and I want to find out first-hand what these games have to offer and what sort of communities exist around them.
Over recent years, there seems to have been a lot of moral navel gazing regarding the survivalist sub-genre of games. Apparently, The Forest, 7 Days to Die and Rust (to name but a few) are just murder simulators. Some cursory research shows a myriad of similar titles available, that offer comparable game dynamics, driven by equally questionable moral imperatives. Although such titles are a niche market, they seem to be a popular and lucrative offshoot from traditional gaming. The perennial question seems to be do these games facilitate abhorrent behaviour? Are they a haven for sociopaths? Or is it all just a means for lazy games journalist to indulge in cheap hyperbole and gain easy web traffic? My instincts and sceptical nature tend to suspect the latter. However, my curiosity has been piqued and I want to find out first-hand what these games have to offer and what sort of communities exist around them.
MMOs are a genre of game that are based on group interaction. By their very nature these games often attract people who like to share, mentor, help and establish communities. The rather trite phrase "care bear" has grown out of this phenomenon. MMOs are often placed on the opposite end of the spectrum to PVP orientated gameplay. However, I do not think that all positive social behaviour in MMOs is due to an inherently righteous mindset. In the past, my collaborative endeavours in many games has often been driven by necessity and not some moral compulsion to be nice to my fellow man. Positive interaction with others is simply a means to an end. A way to achieve the goals. These games do not offer any alternative mechanics that deliver similar results. Therefore, I have to follow a specific course of action although it is not born of altruism.
However, post-apocalyptic survival games offer different means for players to achieve their own personal goals. The “problem” is that these alternative routes are frequently perceived as morally ambiguous. Furthermore, there is often the assertion that behaving abhorrently in a game is somehow a litmus test of a player’s true nature in the real world. Patently, this is flawed thinking and a classic example of complex ideas requiring in-depth research and consideration, being presented as a binary choice. Something that is the norm these days. Now I would be a fool to suggest that the survival genre does not have its share of socially and emotionally maladjusted individuals. It patently does, as has the rest of gaming. But it would be crass to tar all players with the same brush. Survival games offer a challenge both tactically and logistically, once you look beyond their ethics.
Sadly, we live in an age obsessed with value judgements and perceived personal morality. Pigeon holes and labels abound. Thus, this genre has been subject to a great deal of negative publicity and is often an easy target for those seeking the moral high ground. Perhaps that’s why I’m attracted to such games. Just so I can take a contrary view to the self-righteous. Sadly, I have not played any of these aforementioned games so far. Solo play is not the best way to experience them. A nomadic existence in a predatory game is far harder than being part of an organised group. However, this may shortly change as I’ve recent acquired a bundle of games that includes Rust. So, I am contemplating a social experiment. It would be interesting to find a group of players and spend some time exploring the game. Will principles and morals prevail over the law of the Jungle?
I make no bones about the fact that I relish a degree of virtual abhorrent behaviour. I've never really considered myself to be an especially "good" or "bad" person. I exist between the two extremes of moral behaviour like every other human being I know. I also think there is some merit in the concept of catharsis and I wish to see if that is a factor with such games. So, I shall install Rust tomorrow and spend some time researching the basics and familiarising myself with the game. I shall then see if there is a community to join and see if I can become part of an organised group of some kind. At the very least all this will provide a degree of self-contemplation and a blog post (or two). I also think there is the scope to have some fun. Although, exactly what the nature of that "fun" is remains to be seen.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
I have been aware of the online interest around the open world action game Crimson Desert for a while now. One of the things that has intrigued me about it is the scope of the game. The word “hype” has been bandied about by a few gaming websites. However, from what I have observed, developers Pearl Abyss have not been excessively hyperbolic themselves, with regard to the manner in which the game’s systems and mechanics have been marketed. Now that the press embargo has been lifted, the pre-release reviews seem to confirm that everything we’ve seen in promotional videos in the run up to the launch, is in fact present in the game. So far the initial critical response has been very positive and it has been hinted that the game may well be a genre milestone. Perhaps Crimson Desert is just a rare example of a game that has not had a rushed development and isn’t launching prematurely for business reasons.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
I have written in the past about the video games we cannot play. The ones that require a keen understanding of a game’s mechanics, along with a strong degree of manual dexterity and situational awareness. Being 58 years old, I tend to have neither the co-ordination necessary to succeed or the patience to master such complex skill requirements. With this in mind, I recently watched a YouTube video for Chivalry 2 and thought, that looks like fun. The fact that it showed someone picking up a chicken and throwing it at an opponent is neither here nor there. However, after watching a few more videos I realised that combat in the game was complex and that, as usual, the reality of playing such a game would be different from my expectations. Hence, I came very close to not buying Chivalry 2. However, I eventually decided that I would, so I bought it for just under £10 from an online vendor.
I decided to pursue a magic and spellcasting build in the RPG Tainted Grail: The Fall of Avalon after the story prologue. During the opening section of the game, the player is presented with a sufficient range of weapons to determine which type suits them best, although you can change at any time during the game. For me, casting spells feels right and is fun. Plus I have fond memories of the magic system in Two Worlds II and Skyrim. So once I started playing through the first zone, I started putting attribute and skill points into the appropriate trees to bolster my spells strengths and frequency. I also chose gear that would bolster those statistics further. The results have been surprising, as magic and spellcasting is not presented in the usual “glass cannon” style you find in some other RPGs. Here it offers robust DPS output and with the right gear and spell combination, a strong degree of survivability.
I originally bought Warhammer: Dark Omen in the summer of 1998. I played a demo copy via a magazine cover disc, which was a common means of promotion and marketing back then. Although I was at that point, unfamiliar with the Warhammer Universe, I found this game to be an excellent point of entry. The story did an excellent job of introducing players to “The Old World”, the political and power structure and major characters. I instantly liked both the aesthetic and the lore. Warhammer: Dark Omen was also the first real-time tactical wargame that I played and I spent numerous hours playing through the campaign. Overall, the game was a critical success, particularly on PC, but it struggled commercially upon its initial release and didn’t quite find the audience that it deserved. However, it has achieved status as a “cult classic” among gamers, leading to a recent re-release on GOG in late 2025.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
STO and the Humble Bundle Jingle Jam 2017
This month’s Humble Bundle is a collaboration with the Yogscast, featuring a collection of indie games, DLC, game soundtracks and sundry other odds and sods. There are 25 items in the bundle and so far, six have been revealed. As December progresses you’ll find out what other goodies are included. If you can’t wait, there’s a leaked list here. By paying the base price of $35 (about £26.16) you’ll unlock the entire package. Furthermore, lurking within this bundle is the rare TOS Bridge Officer pack for Star Trek Online. This includes holographic versions of iconic Star Trek TOS characters such as Spock, McCoy, Scott, Chekov, Uhura, Sulu, and Rand which you can add to your bridge officer roster and make part of your away team. For fans of both the game and the TV show this is quite a big deal. So far, codes for the rare TOS Bridge Officer pack, are usually only available at convention giveaways or on occasional livestreams. So naturally this is an enticing offer.
This month’s Humble Bundle is a collaboration with the Yogscast, featuring a collection of indie games, DLC, game soundtracks and sundry other odds and sods. There are 25 items in the bundle and so far, six have been revealed. As December progresses you’ll find out what other goodies are included. If you can’t wait, there’s a leaked list here. By paying the base price of $35 (about £26.16) you’ll unlock the entire package. Furthermore, lurking within this bundle is the rare TOS Bridge Officer pack for Star Trek Online. This includes holographic versions of iconic Star Trek TOS characters such as Spock, McCoy, Scott, Chekov, Uhura, Sulu, and Rand which you can add to your bridge officer roster and make part of your away team. For fans of both the game and the TV show this is quite a big deal. So far, codes for the rare TOS Bridge Officer pack, are usually only available at convention giveaways or on occasional livestreams. So naturally this is an enticing offer.
However, £26 plus is still quite a lot of money for an additional game resource, which although fun is not really essential to the MMO. I could for example spend that money on the game Hand of Fate 2 and cogently argue that it is better value for money. But the heart wants what the heart wants and other dubious excuses, leaving me with a minor moral dilemma. I could justify the purchase of the bundle on the grounds that the money is all going to both British and international charities. But then again, I wouldn’t mind playing Hand of Fate 2 at some point over Christmas, once all the guests have pissed off and I’m left mercifully alone and I’ve already donated to some worthy causes. So rather than agonise about this matter on my own, I thought I’d share it with you dear reader(s) and at the same time dress this first world problem up as an informative, news based, blog post. I may have to read through the list of other titles included in the Jingle Jam bundle and see if any of them are worth investing in.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
If you check the Star Trek Online Wiki, you’ll find that there has been a steady stream of new content added to the MMORPG over the last 15 years. However, it doesn’t quite feel that way, mainly because more recent material seems weaker and less memorable. The last two major story arcs in STO have been somewhat lacklustre and demonstrably inferior to those that went before. Both Terran Gambit and Kings & Queens suffer from uninspired, repetitive ideas as well as an infrequent release schedule. Effectively weak stories have been dragged out over too much time. No doubt changes among the STO writing team have had an impact on content but it also seems that some of the newer stories have been tailored around whatever former Star Trek cast members that are available. As a result there has been a somewhat “square pegs in a round holes” aspect to both story arcs, where the pieces just don’t seem to fit together well.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
Star Trek Online is currently running its yearly Klingon Recruitment Event for PC players. Characters created from January 21st to February 11th gain additional rewards and account wide unlocks while levelling. It is a particularly useful way to orientate new and returning players. I created a Klingon Engineer during the 2021 Klingon Recruitment Event which I previously levelled to the current cap. However, I hadn’t taken this character through all the episodic missions, so I thought the current event would be a good time to resume their progress. Therefore today I resumed playing through the Romulan Mystery story arc. It was during the course of the final part of the episode, “Mine Enemy”, that I encountered a curious bug. It amused me sufficiently to prompt this blog post and make a lazy pop culture reference.
I have two monitors on my desk. The first (which is the primary monitor as far as my PC is concerned), is on the left and the second is on the right. The primary monitor is a 24 Dell U2412M, which has a resolution of 1920 x 1200. It therefore has an aspect ratio of 16:10 which adds a little extra desktop real estate, which I prefer when writing. The second monitor is a 24 inch Dell S2421H with a screen resolution of 1920 x 1080. It has an aspect ratio of 16:9 which is standard FHD. My chair is adjacent to the middle of my desk and I can turn according to each monitor I’m using. I tend to use the primary, larger monitor on the left for tasks such as writing via Google Docs and emails. The second monitor on the right is used for YouTube and gaming. This is because of its FHD format. I also have a Nintendo Switch connected to the second monitor for the same reason.
Yesterday the MMORPG Star Trek Online updated Earth Spacedock for the PC version of the game. The console version will be released a little later on. This replacement impacts upon Sol system space, the entire exterior model of ESD and elements of the interior. The outgoing model was somewhat old with several anomalies that linked to aspects of the game that have changed over the years. Perhaps the biggest reason for the change is a canon update to ESD as seen in the third season of Star Trek: Picard. The TV show features a new Earth Spacedock, also known as Probert Station, which boasts a larger superstructure designed to meet the demand of Starfleet in 2401. It would appear that this update is the first substantial release from the developers at DECA Games and may potentially indicate the quality of future content.
Bree Royce, editor-in chief at Massively Overpowered, recently asked the question “what is the most expensive MMORPG right now”. My first thought was to search through my old draft blog posts and track down an MMO cost analysis I wrote circa 2019. It includes data such as subscription rates and the price of current expansions. There was also information on what were the most popular cash shop items at the time. However, I then read some of the comments that had been left on Bree’s post and I quickly realised that this wasn’t just a matter of financial expenditure. Whether or not an MMO is expensive is also determined by one’s disposable income, respective wealth and personal relationship with money. The latter is perhaps the most important, irrespective whether you consider yourself rich or poor.
It is customary for me to write an end of year summary of my gaming activities but I suspect that on this occasion it will be somewhat short. For me, 2024 has really hammered home the notion of the ephemeral nature of video games as well as their commercial ubiquity. The moment a game fails to satisfy for whatever reason, rather than complain or worry about it, I just move on to something else. It’s not as if there’s a shortage of games out there. I have a substantial back catalogue of games that Epic and Amazon prime regularly giveaway. I have bought numerous discounted bundles in the past, in the pious hope that I’ll play one of the games included, at some point in the future. Games may well be enjoyable and engaging but many are also disposable. That’s not to say they’re bad. While playing them you are indeed “entertained”. However, when you’re “done”, it’s amazing how you quickly find another and forget what you were previously playing.
If you’ve ever played an MMORPG, then you have more than likely encountered this problem. Especially if you start playing a game that has been long established. You diligently create your character and spend time and effort customising them to suit your needs. All you’ve got to do next is choose a name, so you type in a pithy and droll title only to find that it has already been taken. So you quickly come up with another and that too is rejected. Next you try the same name but with some “alternative” spelling but the game resolutely tells you that even that permutation is already in use. I have found that even with a list of names that I’ve drawn up prior to playing the game, it can still take anything from 5 to 30 minutes to find one that is available. Naturally, this process is very frustrating, which is hardly the ideal user experience for a new player.
It would appear that one of the reasons potential new players avoid the MMORPG genre is due to the perception that they are all time sinks. I wouldn’t argue against this assumption because the reality is that it’s true. However any game that you enjoy, irrespective of genre, can become a time sink. That being said, the main difference between other genres and MMOs is as follows. A new player can jump straight into a FPS game and within minutes enjoy some multiplayer action, whereas in an MMO, a new player has to play through a tutorial and several hours of a starter zone before they start making headway in the game. This distinction does not have to be a deal breaker. An FPS can provide a quick fix of gaming and as such fulfils a need. MMORPGs can provide long term entertainment which scratches an ongoing gaming itch. Both are valid ways to enjoy gaming.
Cryptic Studios appear to have started a new round of layoffs, following those made last November. Although the developers of Star Trek Online and Neverwinter have not formally commented on the situation, it is more than likely that this is a continuation of their owners, the Embracer Group, ongoing restructuring program. So far, the Swedish company has laid off over 1,500 employees since June 2023, in an attempt to address its ill considered over expansion in recent years. At present development of Star Trek Online and other titles are being transitioned from Cryptic to DECA. The German developers are mainly known for mobile games and have recently positioned themselves as “breathing life into old games”. Their intent is to keep developing content for STO and to maintain a working relationship with the owners of the intellectual property.
If you are a new player, then Star Trek Online has 14 years of content to play through. It is all story driven and is frequently couched in existing lore from the various Star Trek TV shows. It also benefits from many of the original actors reprising their respective roles within the game. This provides an additional air of authenticity to the proceedings as well as being a spectacular fan service. Furthermore, much of that content is faction specific, hence there is a great deal of replay value to be had from this MMO. Apart from The Lord of the Rings Online, I cannot think of another game that manages to successfully tap into the style and idiom of its source intellectual property. Simply put, Star Trek Online looks and feels “very “Star Trek”. Which is why it has a robust and loyal player base and still proves to be a viable financial asset to its owners, DECA Games.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. One of the integral game mechanics of the MMORPG genre is the acquisition of loot. As you travel your virtual world of choice, committing random murder against all forms of flora and fauna, you acquire miscellaneous items by looting the corpses of the slain or stealing from houses and NPCs. Oh it’s a glamorous genre, the MMORPG. These random items can be crafting resources such as hides or ore. They may be food items or healing potions that provide some kind of statistical buff. If you’re fortunate, they may be gear that corresponds with your class or specific build, providing a much needed upgrade. Loot may also be the in-game currency, thus boosting your respective wealth. As you can see, loot comes in all shapes and sizes but how important is it?
Ever since the Borg have been part of the MMORPG Star Trek Online, players have had to equip a Frequency Remodulator. The Borg adapt to damage from beam weapons after a few minutes and so players have to recalibrate their rifles or pistols, accordingly, using a Frequency Remodulator. This takes 5 seconds to perform and so has to be timed carefully to ensure that the player is not vulnerable to attack during this period. An upgraded version called a Fractal Remodulator, has been available from Federation and Klingon vendors in the Base Camp of the Defera Invasion Zone. It can be crafted for 50 Nanopower Capacitors, 50 Fibro-Neural Interface Cabling and 50 Cybernetic Armatures. It is quicker than the standard model, taking 3 seconds to apply new frequencies. Kinetic weapons do not require remodulation and the Borg cannot adapt to them.
Cryptic used the same statement on their recent news release. Except they ended it with an exclamation mark whereas I’ve chosen a question mark instead. Because I really do question the wisdom of expanding the Experimental Ship Upgrade path and the benefits of applying additional tokens to your ships, unlocking further device, console and trait slots. This is a classic example of doing something because you can, as opposed because you should. Do players at level cap who have already upgraded their ship(s) from Tier 6 to Tier 6-X really need to augment it further? Beyond the immediate stats boost, does it offer any significant benefit to the player or the game in the long run? Or does this situation simply boil down to the fact that it’s another cynically contrived excuse for Star Trek Online developers, Cryptic, to sell you something. For the record, Experimental Ship Upgrade tokens are available for sale in the Zen Store (for money) or can be purchased via Phoenix Prize Pack (for dilithium).
All MMORPGs have bugs. It is a certainty in life, just like death and taxes. However, some have more than others. I’m sure we could argue for hours as to which particular game has the most but I’ll leave that discussion to others. Star Trek Online has its share, many of which have persisted for years. But there is one that stands out, due to its longevity and sheer annoyance. To be specific, the “trait bug”. Like many MMO’s STO has a trait system that offers a range of passive or active buffs, skill boosts and statistical tweaks. STO is very much a number game, especially if you are chasing a high DPS output, which lots of players do. The trait bug is the random “unslotting” of some of your characters traits. It can affect any of the seven categories of traits but tends to most often happen to Personal Space Traits and Starship Traits. Unless you regularly check, most players will not immediately know this has happened.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. I was in London recently, idly walking to the Natural History Museum in South Kensington, when a group of tourists started running for no discernable reason. Someone I was with asked “ I wonder why they’re running” and I replied “perhaps they think they’re in an MMO”. The quips fell on deaf ears but that is a cross I often have to bear. This anecdote highlights one of the points of this post. Namely, why do our avatars in the MMORPG genre run by default? I would also like to discuss the manner in which MMOs address the issue of travel around an ever expanding virtual world. Is fast travel lazy? Our mounts a boon or a bane?
Here we are again with another summary of my gaming activities in recent months. Or in this case since last September. It’s been a while but I’ve been on a blogging hiatus until recently. However, I’ve kept myself busy gaming wise and often I find the hunt for news video games, just as entertaining as I do playing them. Perhaps that could be a future blog post. Back to the matter in hand. Gaming wise, pretty much all things related to the MMORPG genre are currently on the back burner. I’ll give specifics later but I am taking a break from these for the present. I am currently looking at trying games outside my usual comfort zone and also trying to test whether you can or cannot teach an old dog new tricks. Fortunately, the answer appears to be yes you can. Enough summation, on to the specifics.
This afternoon Cryptic launched the latest season update, Ascension, for the MMORPG Star Trek Online. Furthermore, I’m sure it will not come as a shock to long term players that it was broken and an emergency patch had to be applied. Oh how we all laughed. Even after being “fixed” players are still experiencing bugs with the new content, especially the ground mission part of the update, but this sadly is just par for the course. Personally speaking, it is not the bugs that I have a problem with as they are just part of the overall gaming experience when playing STO. What I am saddened about is the actual gameplay found in Ascension. The space combat section of the game is simply “more of the same”. Destroy some specific vessels and once the goal has been met, watch the cutscene. But the ground combat is especially uninspired and repetitive, despite its interesting setting.
The Lord of the Rings Online was my first major MMORPG. I started playing in late 2008 and quickly discovered that there was a necessity to become familiar with the game world. Although the game provides quick travel options they were not ubiquitous at that point and often a player would simply travel on foot to travel costs down and to take the most direct route. Back in 2008 you could not own a mount until level 30. Hence I began “learning the maps” in the game and to this day still remember how to travel from one side of Moria, to another. The maps in the base game remain clear in my mind as they were so well trodden. Not so those in the regions. There are far more stables with fast mounts present in the game now and so convenience trumps any requirement to become so familiar with newly added zones. Nowadays Standing Stone Games designs new zones that tend to funnel players through them from quest hub to quest hub.
I’ve been playing Star Trek Online on and off for about 8 years. During that time I read a lot of Wikis and watched a lot of videos on YouTube that explore the game’s various systems and mechanics. I find a lot of the recommendations made by “expert” players to be impractical. The commonest being builds that include traits and consoles that you can only obtain from buying specific ships. Or using resources in quantities that take months of grinding to build up. This is hardly what I’d call handy advice for a new player. So I thought I’d give five tips of my own in no particular order, that I feel are useful. Some are glaringly obvious. Others not so. But hopefully they will prove useful to both new and returning players.
Cryptic are once again running the Temporal Agent Recruitment event in Star Trek Online from Tuesday 6th September 2022. Players who create a TOS (The original series) era character during this time are eligible for bonus dilithium, equipment and special traits as they play through the game. Progression also unlocks rewards for existing alts which can prove very useful. There are also unique tasks associated with Temporal Agents such as finding and unlocking Temporal Probes, which are hidden throughout the game’s story content. Once a player has created a 23rd century Starfleet character, completed the tutorial and received their special Temporal Agent transceiver device, they will gain the title Temporal Agent. The goals and bonus content associated with the event can be completed anytime, even after it ends on October 4th.
The MMO Blogosphere Is Alive and Well
Popular gaming blogger Tobold asked whether the MMO Blogosphere was still alive in a recent post on his site. He stated, “as far as I can see that decline has continued over the last decade, powered both by the general decline of blogging as a form of expression on the internet in favour of tweeting, and by the decline of MMORPGs as a form of gaming in favor of other multiplayer games”. Needless to say, there were numerous comments to the contrary left on the article in question. Furthermore, several gaming bloggers debated the point further on their own platforms. As I have a dog in this fight, to coin a somewhat inappropriate and unsavoury phrase, I thought I’d add my thoughts to the debate. And as ever, the answer is somewhat complex because Tobold’s question is erroneously reductive.
Popular gaming blogger Tobold asked whether the MMO Blogosphere was still alive in a recent post on his site. He stated, “as far as I can see that decline has continued over the last decade, powered both by the general decline of blogging as a form of expression on the internet in favour of tweeting, and by the decline of MMORPGs as a form of gaming in favor of other multiplayer games”. Needless to say, there were numerous comments to the contrary left on the article in question. Furthermore, several gaming bloggers debated the point further on their own platforms. As I have a dog in this fight, to coin a somewhat inappropriate and unsavoury phrase, I thought I’d add my thoughts to the debate. And as ever, the answer is somewhat complex because Tobold’s question is erroneously reductive.
The golden age of the MMORPG is certainly behind us and we shall not see the like of it again. However, there were specific factors linked to the popularity of this particular genre that were contextual and linked to the time. Yet despite these factors the genre remains popular and still commands large player numbers. Furthermore, games of this idiom have been subject to major changes in style and mechanics in recent years. Whether you, me or Tobold like it or not, the very definition of the MMORPG has evolved. Which is why major commercial sites such as Massively Overpowered now cover titles such as Grand Theft Auto Online and Destiny 2. What constitutes an MMO now is arguably different from what it was in the early 2000s. Therefore, Tobold is mistaken to render things down to a “like for like” comparison.
Blogging has also changed and adapted over time. Twitter, You Tube and Streaming have emerged to provide alternative platforms for discussion, fandom and social interaction. All of these mediums have their place and some have become popular because of brevity and convenience that they provide. They also have the advantage of lower barriers to entry. Writing effectively and maintaining an audience requires a degree of skill, a lot of time and stoic dedication. Yet, fans of the MMO genre still actively do these things and I have RSS subscriptions to dozens of active blogs writing such material. There are still guides and resources for classic MMOs such as LOTRO, Guild wars 2 and STO available. The existence of the aforementioned Massively Overpowered website is also evidence of the healthy state of the genre and its associated fandom. Many of those who regularly comment on that site run their own blogs.
Longform writing and analysis of the MMO genre is therefore still a “thing”. In fact, there’s a lot of longform writing about most things available online. It never really went away despite new mediums emerging. With respect to blogging about MMOs, it may well have lost its thunder to You Tube and Twitch TV, but to be honest, it’s a genre that lends itself more to the written word anyway. I also think favouring longform writing is the prerogative of age. The generation of gamers that I am part of, has grown up together and still uses the older mediums such as a blogs, as the means to pursue their passions. So, I am happy to lend my voice to the growing chorus that has politely refuted Tobold’s assertion. The MMO Blogosphere is doing okay because I get up each morning and read multiple new posts about the genre via Feedly.
I have written two blog posts today that I have subsequently abandoned. The first was gaming related but when I was about halfway through writing it, I felt like I was covering old ground and just repeating myself. It was also regarding an issue that can’t really be fixed. Namely, how do you ensure that matchmaking in PVP games is done equitably. As there is no solution to this issue at present, or at least not one that all parties can agree on, I decided to ditch it. Similarly a post I was working on about what becomes of my blog if anything happens to me was curtailed. In light of recent events in our community it seemed inappropriate. However, as a result of binning two blog posts, I new idea occurred to me. Do my fellow bloggers self-edit and curtail what they write about? Is your blog totally unfiltered or do you apply a set of rules that determine what content is deemed acceptable?
It is time for the next Blaugust 2026 Group Project writing prompt. This one comes with two lines of enquiry. The first is an opportunity to “introduce yourself”. Over the years, I have written several introductory posts for previous Blaugust events. Rather than repeat myself I’ll just link to the last one, which was posted in August 2023. I haven’t radically charged since then apart from my hair going whiter. The next part of the prompt poses a far more intriguing question. “If you could have one magical power or super power, what would you choose and what would you use it for?”, which offers much for consideration. Having given this proposition much thought here is my response.
A decade ago I wrote a post about blogrolls and the practical and social issues surrounding them. At the time, the version of Squarespace I was using didn’t easily support such things or at least wasn’t able to do so in a manner I liked, so I didn’t have one. Ten years later Squarespace as a hosting platform has far greater functionality, hence I recently decided to add a blogroll. That was in March this year. However it just wasn’t really fit for purpose. So I decided to revise it a few days ago and rather than just have a traditional list of blogs in a side column, I ended up producing a more comprehensive blog directory, which list two hundred plus sites alpha-numerically. I’ve been tinkering with it on and off and I am now finally happy with it. The latest update reflects the international nature of the Blaugust: Festival of Blogging and the fact that we have many blogs written in their native language. Translating text is now an integral function of web browsers, so I see no reason why these blogs should be excluded.
Today’s post is part of the Blaugust 2026 Group project, which features a series of writing prompts set for specific dates throughout the month. The idea being that everyone who wishes to participate can write about the same subject, riff off each other’s posts and enjoy a shared experience. In many respect having a common writing prompt levels the playing field and provides a sense of common purpose among those who take part. Today’s group project prompt asks the question “tell us all about your very first blog”. An unambiguous and interesting question that will hopefully prove enjoyable to write about and informative to others.
I have been writing online for nearly two decades. I don’t claim to be good or accomplished but what I can say with certainty is that the more often you write, the easier it becomes. For those who are new to writing a blog and the Blaugust Festival of Blogging, possibly the biggest hurdle that you now have to get over, is writing your first post of the month. You spent the lead up to this event sorting out your blog templates, fine tuning the backend and possibly banking some ideas. Or you may have decided to just wing it and make it all up as you go along. Both are perfectly valid approaches. However, there is one thing left to do that cannot be put off, avoided or danced around. Writing. At some point you’ve got to do it. Or bail on the event. The proverbial “shit or get off the pot”.
If you take a cursory look at a calendar you will see that the month of July is fast coming to an end. That means that Blaugust 2026 Festival of Blogging starts in a few days time! If you’re participating, or thinking of doing so, the next few days present a golden opportunity to do some practical organising and basic preparation. You don’t have to if you don’t want to. Feel free to just do things as they come, so to speak, if that’s your approach. However, for most of us, it helps if we have some kind of plan in place and make some arrangements in advance. I personally prefer this approach and like to have some ideas for blog posts in the bank. It is also useful to have “options” if something doesn’t go to plan. For those who are new to Blaugust, here are a few ideas regarding preparation that may be of use to you. As ever, your personal mileage may vary and ultimately you are best off adopting a strategy that suits your writing style and personal schedule.
Prior to last year’s Blaugust: Festival of Blogging, I upgraded Contains Moderate Peril to the latest version of Squarespace. There are still some aspects of the site that need fine tuning but overall, I am happy with the appearance of my blog and its respective functionality. With this year’s writing event fast approach, I decided to tackle over the last few days, some of those finer points that need tweaking. I have wanted a post counter on the site for a long time but unfortunately there is no native Squarespace widget for this basic function. I also felt the need to upgrade the blogroll, as the current one didn’t support RSS feeds from certain sites (e.g. Google Blogger) and was dependent upon a third party service, Elfsight, which wasn’t ideal. Both of these issues have now been addressed and I am pleased with the results. There is now a post counter on the Blog Archive page, which seems a logical place to have it and the Blogroll is now far more comprehensive.
Next month the annual Blaugust: Festival of Blogging begins. Roundabout this time each year, I try to write a promotional post to raise awareness of the event and encourage potential participants. However, as I’ve done this quite a few times before, each year it is becomes increasingly difficult to present the essential facts about Blaugust: Festival of Blogging in an interesting fashion. There’s nothing worse than writing a post and feeling that you’re just covering old ground. So, this year, I thought I’d try something different and present the most important information about this annual event, as if it were a conversation between myself and an interested passer by. Feel free to attribute novelty voices for each party in your own head, while you read this. If it helps, try imagining that this discussion is happening between two celebrities or such like. Both may be wearing exotic hats but I digress. On with the scenario.
I read a blog post by Void recently, about finding a new internet home. He wrote about how he and many others have had to pick up their “digital roots” and migrate multiple times over the years, from one platform to another. It is a position I can sympathise with as I have done likewise. Hence I like the idea of having a place online where I hangout by default. My own blog is an anchor for me but it is not quite the same thing as a platform or online portal where I can find all my friends and colleagues, share content and shoot the breeze. It’s a curious thing, because as I typed that last sentence it struck how such a sentiment may seem alien to others. There may well be people who like to have a finger in multiple pies and who are happy to frequent and flit between various social media apps, Discord servers and subreddits. I prefer to focus my efforts on a single instance. A place that suits my requirements, allows me to put down roots and become part of the furniture. Like a virtual Diogenes Club.
Everyday, once I’m up, I sit at my desk in my office, fire up my PC and log into Feedly. I have various RSS feeds grouped by category, which I slowly trawl through and read anything that catches my eye. I have one curated feed named “Blaugust” named after the yearly festival of blogging event. It has over 250 blogs listed, many of which are former participants. Most of these regularly post. Hence there’s a lot to get through and so I don’t read all of them. However there are a few that I always checkout. Mainly because they’re the personal musings of some of our writing community’s oldest and most prodigious members. The sorts of guys and gals who are part of the furniture. They’ve always been there and it feels like they always will. Posting their thoughts, sharing their enthusiasm and spreading the love, so to speak. One of these blogs, is Tales of the Aggronaut. written by Belghast.
For the last few months I have being using Google Gemini. I subscribed so I could access a wider spectrum of services and evaluate it effectively. I also wanted to dispel some of the hysteria that accompanies any conversation about Large Language Models and Artificial Intelligence. The results were initially interesting and Google Gemini proved useful when researching material for blog posts. It is good at providing summaries about well documented subjects. I wrote a post about food banks recently and it distilled a lot of data into a manageable amount, which was ideal for my article. Google Gemini has also produced some visual basic scripting and simple batch files that have allowed me to automate processes on my PC. Such as changing the default monitor, or screen resolution at the click of an icon. However, I found this AI struggled with in-depth software troubleshooting and that its ability to create images varies greatly depending on the subject.
On Friday 26th June, I had another random spike in internet traffic to Contains Moderate Peril. The statistical package that comes with my Squarespace account recorded over 13k visits in less than 24 hours, which is not typical (although I wish it was). However, all of these visits to my blog arrived via the default homepage and spent between 1 and 2 minutes there. Hence, it was obvious that this was not human traffic, as there was no evidence of any searches being made of content that is available on my site, nor of the “visitors” clicking on any of the links on the top menu and viewing other posts. This was undoubtedly AI traffic arriving at the designated homepage and simply parsing the site. I had a similar spate of this sort of web traffic last November. The only difference on that occasion is that the traffic all came from China. This time round it hailed from the US. I suspect that this is something that will happen more often as companies set their AI loose on the net for what is effectively training.
I recently watched a video on Patreon by someone who I actively support as a “content creator” and whose work I enjoy. I shall provide no more detail regarding their identity because they may not want their work referenced with regard to what I am going to say. During the course of their video they briefly referenced the work put into promoting a podcast they are currently producing and the relatively low audience that it has garnered so far. The comments were an aside and most certainly not said with any sense of self-pity. They were simply a statement of fact. Furthermore, I suspect they are far from unique and similar sentiments have been expressed in one way or another by anyone who has created something the published it online, only for it to be lost among the greater white noise” of the wider internet.
When I first started blogging way back in 2007, I maintained a blogroll of all my colleagues and peers’ websites. At the time this was a common practice and a way to support an expanding community. I considered this such an important aspect of the blogging scene at the time, I created a website to aggregate posts from video game blogs, called The Gaming Blog Nexus. It ran for two years and proved quite useful. However, it was tricky to administer and would frequently break as a lot of the back end widgets and plugins were created and maintained by “gifted amateurs”. I eventually shut it down due to the operating costs. When I moved my own website, Contains Moderate Peril, to Squarespace in 2015 I intended to start maintaining a blogroll once again. However, at that time there was no native support for such a thing on the platform. Hence for the last ten years, I have not had a blogroll on my website, which hasn’t sat well with me.
I was speaking to someone recently about hobbies (fortunately it wasn’t Simon Quinlank) and I mentioned that I have maintained a blog for over a 19 years. When I talked about the ongoing cost they were most surprised, as they had assumed that blogging was something that could be done for free. I guess we’ve become so accustomed to the provision of free online services such as email, that this a reasonable assumption. I pointed out that although it is indeed possible to blog for free using Blogger, it was not the optimal approach, especially if you want to maintain some degree of control over your writing. Naturally, the next question they asked was how much do I spend and I gave them a ballpark figure. All of which reminded me that I wrote a post on this very subject a few years ago. So I’ve decided to revisit the subject and see how much it currently costs to maintain Contains Moderate Peril.
Today I started the slow process of auditing every post that has been published on Contains Moderate Peril since 1st August 2016. The goal is to correct any obvious typos and replace all existing images with larger ones. The Squarespace software upgrade I applied to the website at the end of last year has finally allowed me to establish a standard format that I am happy with. Hence the ongoing audit is the perfect opportunity to apply these style rules to all posts. There are also some technical issues and matters regarding functionality that need to be addressed. I need to determine how to embed YouTube videos in such a way that they automatically scale to fit whatever device is viewing them. Another area which needs improving is the website search facility. This needs refinement so that enquiries can be more specific. Older posts also need to be more accessible, although I am still researching how best to achieve this.
It’s nearly two and half months since the Blaugust: Festival of Blogging event ended. During that time I’ve maintained a fairly regular writing schedule and I post every two days or so. Furthermore, I finally dragged my blog template, kicking and screaming, into the modern era. I tweaked a few pages and updated the content of the “about” page. The next task is to start going through all previous posts and replacing older, low resolution images with larger, more appropriate ones. This process also presents an opportunity to ensure that all posts follow a uniform style. IE Are appropriately categorised, have links to related posts at the bottom and are SEO optimised. This will be a lengthy task so I think the best approach will be to tackle two or three posts a day. Hopefully this will raise the profile of older content, which generates the lion’s hare of traffic to this site.
I use a browser extension called Control Panel for YouTube, which allows me to determine who many videos are displayed on my YouTube homepage and to filter the content that is shown. At present it is configured to display rows of six. Something that I have noticed of late, is the amount of videos with hyperbolic titles and thumbnail images created by AI. Both of which are design choices made to increase engagement. Clickbait titles are contrived to meet current SEO optimisation criteria and as such feature more and more in search results. The fact that they frequently have no relation to the subject I am researching, seems to be neither here nor there. The same issues arise with regard to AI generated images, which again frequently have no bearing on the matter. The fact that more and more content creators do this, infers that it works and is now an essential part of the process you must follow to be seen and featured in search results.
In the last post in this series, I specified the need for a plan with regard to upgrading my blog. Well a plan has emerged, been refined and has now been formally adopted. Rather than migrate Contains Moderate Peril to a new platform and effectively have to rebuild all the content, I am going to upgrade my existing presence on Squarespace. This decision was made for two reasons. Time and money. Migrating to a new platform will take a lot of time and incur additional costs. Upgrading the existing website will take less time and has no cost implications. That is not to say that it will be easy. It has become abundantly clear that the upgrade process will break stuff and that all published posts will have to be manually repaired. Hence my choice boils down to the lesser of two evils.
This year’s Blaugust: Festival of Blogging has reached an end and it would appear that this event has been well received by those who have participated in it. I believe that there were 168 bloggers taking part this year, many of whom have not participated before. Some were new to blogging, where others simply wished to see if they could increase their writing output. As ever there was a wide variety of blog styles and subject matters and it has been most interesting to read new posts every day. I have attempted to leave comments and positive feedback where I can and I hope that some of these new blogs that I’ve discovered continue to write. Well done to everyone who took part. I hope it has been an enjoyable and informative process and that you have learned from it. I know that at least one blogger has determined that writing online is not for them, which is a valuable lesson.
There is currently a group writing prompt available as part of this year’s Blaugust: Festival of Blogging which has piqued my interest. It asks the question “what is the oldest draft post you have” and suggests that it is revived in some manner. I have dozens of draft posts in a folder in my Google Drive. Many are film reviews or film related. The oldest of which dates back to summer 2010. Rather than write a straight forward review of Blake Edwards 1968 comedy The Party, I rather foolishly thought at the time that I’d tackle the issue of whether the film is sufficiently racist to make it beyond the pale. Let it suffice to say that I quickly found myself bogged down in the complexities of the subject and thus never completed the blog post.
I’ve participated in every previous Blaugust: Festival of Blogging event. Prior to that I was involved in the Newbie Blogger Initiative or NBI as it was affectionately known. I have therefore written quite a lot of blogging advice and suggestions over the years. If anyone feels disposed to do so, you can access them all by clicking on the “blogging” option on the top menu of this blog. However, it is important to remember that a lot of the ideas I have advocated and written about over the years are purely subjective. Not all advice or guidance works for everyone. People have different ideas about blogging, different approaches to it and different aspirations. This year has highlighted some quite distinct differences among bloggers which has been most illuminating.
Today is my blogging anniversary. I have been writing online consistently for 18 years. My earliest blogs no longer exist, although they can be found via the Internet Archive Wayback Machine. My first blog was a Lord of the Rings Online fansite called Misadventures in LOTRO. After a while this morphed into a wider gaming website; Misadventures in Gaming. However, I soon discovered that I wanted to write about more than just video games, so I decided to start from scratch and created Contains Moderate Peril in February 2010. This blog endured and has been my main online presence ever since. It has moved several times for various reasons. For a while I had a sponsor, as well as a reasonably sized audience and had dreams of making money from my writing and podcast. But it wasn’t to be and now I just write primarily for my own peace of mind and amusement.
This year’s Blaugust: Festival of Blogging has already raised a very interesting debate. An old one that habitually comes up when discussing blogs. Namely, whether a blog should or should not have “comments” enabled. However this time round there is a different slant on things. Rather than the usual binary choice of having comments enabled or disabled on your site, this time round there is a third option available. Leaving comments via email or a third party service such as Mastodon. Both of these additional options keep comments conspicuously at arms length from your website. Furthermore, the email option makes the comments private, instead of in the public domain. All of which puts a subtly different spin on conventional notions of blog comments and makes this ongoing discussion all the more interesting.
There is currently an interesting discussion on the Blaugust: Festival of Blogging Discord Server about writing every day. It can be quite a polarising subject but the one thing that everyone agrees on is the fact that it is hard to do. A daily schedule requires multiple factors to come together to be sustainable. It is also fair to say that if you go about it unprepared, it will be a very hard learning curve. Ultimately it may not work out and then there is the risk of a bad experience negatively impacting upon your wider writing plans. Hence it is not something I would recommend to new bloggers or those who aren’t keen on a baptism of fire. Some writers like to test their metal and jumping feet first, into daily blogging may be the sort of challenge they seek. For everyone else I would urge them to plan a strategy and consider the following point if you wish to try it.
Last year, prior to Blaugust 2024, I looked at the viability of upgrading or replacing my current blog template. The mobile version of Contains Moderate Peril holds up quite well but the site looks somewhat tired on a desktop PC. I spoke to several design companies that dealt with Squarespace based websites and they all said the same thing. The existing template is a decade old and cannot support a lot of the current functionality available. Hence it needs to be replaced. However, such a change could potentially break the existing formatting of nearly 2,000 posts. This would create a great deal of work. Hence, I decided at the time to postpone such a decision and I simply tinkered with the branding of my website and left the matter be. A year later and the issue has resurfaced. The same problems exist and the hosting costs for Squarespace have increased. I now pay £16 a month.
Oh look, another blogging advice post. What a surprise. I suppose the internet is awash with such information. Furthermore, a lot of that advice comes from a commercial perspective and the assumption that the writer intends to monetise their blog right from the start. The notion of writing for pleasure or fandom sometimes seems to get drowned out in all the online white noise. Anyhow, I’m going to offer up for your consideration, 10 tips of things not to do when you start a blog. I’m sure I’ve mentioned some before or even written a similar post that is now buried somewhere in Contains Moderate Peril. But good advice bears repeating and it is the first day of Blaugust: Festival of Blogging 2025 I think it prudent to make such a post. Please note these are not technical points such as using SEO or alt text etc. This is more about your approach to blogging as well as some practical logistical considerations.
What is the key to writing? It is a question that most new bloggers ponder. It’s also something that older, established bloggers consider on a regular basis. The subject has been dissected, analysed and written about at great length over the years and there is plenty of advice available online. You’ll find millions of websites telling you to consider picking the right niche or subjects, how to find your voice and writing style, as well as establishing a regular publishing schedule. Not all the advice out there is good and not all of it is bad. There certainly isn’t any “one size fits all” solution. There are multiple factors to consider when you start writing and you have to find answers that suit you. All forms of writing are a personal form of self expression and unique to their author. Therefore, one’s approach to writing should be similarly personal and unique.
Destiny 2: Level 20
I bought Destiny 2 on a whim and have so far enjoyed playing through the campaign. My approach to the game has been somewhat casual, so I’ve equipped gear based upon common sense, rather than an in-depth knowledge of the games mechanics. This approach has proven adequate until today, when I finally hit level 20. Now I find moving forward through the game that I feel somewhat under powered and that combat is more taxing. I don’t feel that I’m doing sufficient damage to enemies. That subsequently has an impact upon my enjoyment of the game because I always find that there’s very fine line to tread when it comes to combat. If you can one shot everything then it quickly becomes quite dull. However, if it takes too long to grind down a target the game tips over into becoming a chore. It’s difficult to ascertain exactly where the sweat spot is, and it may vary from gamer to gamer. However, I distinctly feel that I’ve been struggling so today I decided to remedy the problem.
I bought Destiny 2 on a whim and have so far enjoyed playing through the campaign. My approach to the game has been somewhat casual, so I’ve equipped gear based upon common sense, rather than an in-depth knowledge of the games mechanics. This approach has proven adequate until today, when I finally hit level 20. Now I find moving forward through the game that I feel somewhat under powered and that combat is more taxing. I don’t feel that I’m doing sufficient damage to enemies. That subsequently has an impact upon my enjoyment of the game because I always find that there’s very fine line to tread when it comes to combat. If you can one shot everything then it quickly becomes quite dull. However, if it takes too long to grind down a target the game tips over into becoming a chore. It’s difficult to ascertain exactly where the sweat spot is, and it may vary from gamer to gamer. However, I distinctly feel that I’ve been struggling so today I decided to remedy the problem.
It is at this point in the proceedings that the “git gud” brigade will smugly point to the wealth of information there is available for Destiny 2 and “cordially extend an invitation” to read it. So that’s what I’ve been doing this afternoon and this is what I’ve learnt. Destiny 2 is based upon the acquisition of loot. It’s a classic gear grind which is not such a bad thing. There are worse game mechanics. However, getting new gear is based heavily on chance. You may get lucky and pick up a rare blue engram only to find it’s below your current level. Or you may finally get a new legendary purple weapon to find there’s no significant increase in stats. It’s all somewhat of a lottery, yet you have to live with it as it’s the only means to increase your power once you hit level cap. For me this is a minor nuisance. I get that Bungie has to have a carrot on the end of the stick to keep players engaged but I don’t like “luck” based systems. I prefer to know what criteria needs to be met for a specific goal and then work towards it. The chance of getting zero return on my “time investment” does not excite me.
Then there are the benefits associated with being in a clan. Destiny 2 is a social game and there are perks to be gained through these organisations. However, although I have friends playing Destiny 2, many are based in the US or tied to different platforms. So, finding a suitable group is not as easy as it first appears. I tend not to join guilds in any game unless I know at least one member within their ranks. I am too old and impatient to risk finding myself in a toxic community. Also, my casual approach and laissez-faire attitude tends not to endear me to the more dedicated gamer. So, bearing all this in mind, I suspect my progress within the game may now slow. However, if I get lucky with loot drops, perhaps my current under powered status may improve. Depending on how I progress, I may or may not buy the season pass. Fortunately, if things do not work out, I have plenty of alternative games to focus upon. I guess if I write another post about Destiny 2, it will mean things have worked out favourably, which would be nice as I do enjoy what the game fundamentally offers.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
I have been aware of the online interest around the open world action game Crimson Desert for a while now. One of the things that has intrigued me about it is the scope of the game. The word “hype” has been bandied about by a few gaming websites. However, from what I have observed, developers Pearl Abyss have not been excessively hyperbolic themselves, with regard to the manner in which the game’s systems and mechanics have been marketed. Now that the press embargo has been lifted, the pre-release reviews seem to confirm that everything we’ve seen in promotional videos in the run up to the launch, is in fact present in the game. So far the initial critical response has been very positive and it has been hinted that the game may well be a genre milestone. Perhaps Crimson Desert is just a rare example of a game that has not had a rushed development and isn’t launching prematurely for business reasons.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
I have written in the past about the video games we cannot play. The ones that require a keen understanding of a game’s mechanics, along with a strong degree of manual dexterity and situational awareness. Being 58 years old, I tend to have neither the co-ordination necessary to succeed or the patience to master such complex skill requirements. With this in mind, I recently watched a YouTube video for Chivalry 2 and thought, that looks like fun. The fact that it showed someone picking up a chicken and throwing it at an opponent is neither here nor there. However, after watching a few more videos I realised that combat in the game was complex and that, as usual, the reality of playing such a game would be different from my expectations. Hence, I came very close to not buying Chivalry 2. However, I eventually decided that I would, so I bought it for just under £10 from an online vendor.
I decided to pursue a magic and spellcasting build in the RPG Tainted Grail: The Fall of Avalon after the story prologue. During the opening section of the game, the player is presented with a sufficient range of weapons to determine which type suits them best, although you can change at any time during the game. For me, casting spells feels right and is fun. Plus I have fond memories of the magic system in Two Worlds II and Skyrim. So once I started playing through the first zone, I started putting attribute and skill points into the appropriate trees to bolster my spells strengths and frequency. I also chose gear that would bolster those statistics further. The results have been surprising, as magic and spellcasting is not presented in the usual “glass cannon” style you find in some other RPGs. Here it offers robust DPS output and with the right gear and spell combination, a strong degree of survivability.
I originally bought Warhammer: Dark Omen in the summer of 1998. I played a demo copy via a magazine cover disc, which was a common means of promotion and marketing back then. Although I was at that point, unfamiliar with the Warhammer Universe, I found this game to be an excellent point of entry. The story did an excellent job of introducing players to “The Old World”, the political and power structure and major characters. I instantly liked both the aesthetic and the lore. Warhammer: Dark Omen was also the first real-time tactical wargame that I played and I spent numerous hours playing through the campaign. Overall, the game was a critical success, particularly on PC, but it struggled commercially upon its initial release and didn’t quite find the audience that it deserved. However, it has achieved status as a “cult classic” among gamers, leading to a recent re-release on GOG in late 2025.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
Story Driven Gaming
This is a collaborative post debating merits of emergent storytelling vs. static storytelling between myself and TheBro from MMOBro. After reading this, make sure to check out his side of the debate!
As I peruse my Steam library, it becomes very apparent that the titles I’ve spent the most time playing are those with complex and involving traditional, linear narratives. This is hardly surprising as I’ve always liked stories and have a strong affection for books with in-depth lore and complex faux histories. It is one of the reasons I enjoy Professor Tolkien’s work and therefore gravitate towards games that expand upon these intellectual properties. Games such as LOTRO and even Middle-earth: Shadow of War. Both endeavour to explore the mythology of Third Age from an alternative perspective. Through the Elder Scrolls V: Skyrim, I discovered a wealth of lore and entered a living, breathing world. Then of course there is the MMORPG Star Trek Online, that until recently has been the only source of new Star Trek content. All these diverse titles from multiple genres have one thing in common. A strong narrative that underpins each game.
This is a collaborative post debating merits of emergent storytelling vs. static storytelling between myself and TheBro from MMOBro. After reading this, make sure to check out his side of the debate!
As I peruse my Steam library, it becomes very apparent that the titles I’ve spent the most time playing are those with complex and involving traditional, linear narratives. This is hardly surprising as I’ve always liked stories and have a strong affection for books with in-depth lore and complex faux histories. It is one of the reasons I enjoy Professor Tolkien’s work and therefore gravitate towards games that expand upon these intellectual properties. Games such as LOTRO and even Middle-earth: Shadow of War. Both endeavour to explore the mythology of Third Age from an alternative perspective. Through the Elder Scrolls V: Skyrim, I discovered a wealth of lore and entered a living, breathing world. Then of course there is the MMORPG Star Trek Online, that until recently has been the only source of new Star Trek content. All these diverse titles from multiple genres have one thing in common. A strong narrative that underpins each game.
Often when gaming, once the player looks beyond the scope and setting of the title, they will find a set of repeatable tasks, endeavours and targets to achieve. RPGs and especially the MMORPG genre are built upon such systems. If I am to shoot, explore or resource farm within a game, all of which can be quite arbitrary at times, then I do like to have some motivation or narrative explanation as to why I am doing these things. These game mechanics actually become less arduous if I am provided with an interesting enough narrative and a world with its own internal logic. Star Trek Online for example can justify the most innocuous of tasks with a healthy dose of its unique technobabble. The grinding nature of the rebuilding of Hytbold, a major quest line in LOTRO back in 2012, was eased considerably by the well-crafted storyline that accompanied the undertaking.
However, a strong story can achieve more than simply justifying repeatable daily quests or progression grinds. Take an RPG such as The Witcher 3: Wild Hunt. I cannot remember a game that tackled adult themes and socially complex issues, so well. The central characters were very well defined with flaws and common foibles, making them extremely credible and identifiable. As a result, the player becomes thoroughly invested in the characters and has a clear emotional stake in their fate. For me The Witcher 3: Wild Hunt often felt like taking part in an interactive novel. Now such a concept may not be to all gamers liking, however when you consider the cultural significance of the story it is hardly surprising that they are an intrinsic part of gaming. We as a society reflect upon our history, politics and ethics through fictional narrative. I see games with epic linear narratives to be an extension of this concept. Furthermore, as games are not locked into a single outcome, as with a book, there is scope for interaction and to have multiple outcomes.
However, although I am a big advocate for strong stories and complex plots in gaming, I am not dismissing the alternative out of hand. Emergent storylines and player created content is ideal for certain genres and can add a very human element to gameplay, especially in the MMO genre. But emergent content is a very broad term and therefore one has to be careful to make appropriate comparisons. Early MMOs often took a less structured approach in terms of narrative. Ultima Online being a clear example of this. The narrative experience where shaped by the activities of player guilds and their interactions. High profile betrayals and assassinations would alter power struggles. Economic manipulation would also have an impact upon persistent worlds. We still see all these aspects today in EVE Online with its territorial wars, bank heists and political subterfuge.
However, these events and emergent stories have several disadvantages. They are unique and time specific. For those who were present and participated, they may well be exceptionally gripping and entertaining but if you weren’t their then you missed it all. An embedded narrative has no expiry date. Another consideration is that emergent stories and interaction often stem from the players being active in the community beyond the game itself. Guilds socialise, plot and scheme outside of the game via forums and subreddits. Social groups have hierarchies with people playing specific roles. Yet MMOs are filled with “average players” who are not always involved with the wider aspects of a game. For them, emergent stories and events are something that happen to other people, assuming they get to hear about them at all. These more passive players only experience the outcome, rather than shape it. Perhaps it can therefore be argued that player generated content is really only of benefit to the more involved player. The player with the time and inclination to devote a great many hours to a single game.
Another concern I have regarding players shaping the narrative and direction of events in a game such as EVE Online, is that the driving force may not always be a positive or pleasant one. The socio-political dynamic of games of this ilk too often manifests as betrayal, hostile acquisition or economic chaos. Although these are good themes narratively, I tire of the continual race to the bottom that such behaviour encourages. We have enough of this in real life and I do not always wish to find such thing reflected in games, especially MMOs. It is also worth considering that the open world environment that encourages emergent gameplay is an incentive to some and a source of confusion to others. I have spoken to players in both Guild Wars 2 and The Elder Scrolls Online, who are lost without the structure of clear cut quest hubs and mission objective. Choice is not always a good thing and suits all taste. And let us not forget that player generated content in such games as LOTRO. This is often roleplay driven and centred around telling tales, reading poetry and playing in a band. For those of a creative persuasion this is hog heaven. For others it again proves to be a somewhat passive or even exclusionary experience.
Then there are those players who are never going to be interested in a story based narrative of any kind. They are not motivated by plot or characters and will skip all quest explanations and in-game cutscenes. This is the kind of gamer whose pleasure hinges upon achievement, leader boards and the actual process of playing. Competitive games do not need a narrative, although there is a backstory to titles such as Overwatch. Games of this idiom are driven by league tables and success. The reward is pride and bragging rights. In fact, you could strip back the details regarding some games setting and who the various factions are, choosing to present them as simply the red and blue team in arena number three. Because if the gameplay is fun and challenging, then that will suffice for some gamers.
Like novels and movies, a narrative driven game can provide more than just an enjoyable ride. It can focus and raise awareness of complex moral, social and political issues. MMOs and RPGs can inform and make us think about difficult matters. Of course, that is not to everyone liking and some wish games to be entirely free of such elements. But for me, I find narrative games to be the next step in our ongoing evolving relationship with storytelling. Although I am not averse to MMOs and other genres that focus on player generated narratives, I favour the traditional story based approach. Hardly surprising from someone who enjoys writing. However, there are many views on this matter other than my own perspective and ass ever there is no definitive right or wrong answer. For an alternative take on this subject, The Bro over at MMOBro has written an interesting piece favouring emergent storytelling.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
I have been aware of the online interest around the open world action game Crimson Desert for a while now. One of the things that has intrigued me about it is the scope of the game. The word “hype” has been bandied about by a few gaming websites. However, from what I have observed, developers Pearl Abyss have not been excessively hyperbolic themselves, with regard to the manner in which the game’s systems and mechanics have been marketed. Now that the press embargo has been lifted, the pre-release reviews seem to confirm that everything we’ve seen in promotional videos in the run up to the launch, is in fact present in the game. So far the initial critical response has been very positive and it has been hinted that the game may well be a genre milestone. Perhaps Crimson Desert is just a rare example of a game that has not had a rushed development and isn’t launching prematurely for business reasons.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
I have written in the past about the video games we cannot play. The ones that require a keen understanding of a game’s mechanics, along with a strong degree of manual dexterity and situational awareness. Being 58 years old, I tend to have neither the co-ordination necessary to succeed or the patience to master such complex skill requirements. With this in mind, I recently watched a YouTube video for Chivalry 2 and thought, that looks like fun. The fact that it showed someone picking up a chicken and throwing it at an opponent is neither here nor there. However, after watching a few more videos I realised that combat in the game was complex and that, as usual, the reality of playing such a game would be different from my expectations. Hence, I came very close to not buying Chivalry 2. However, I eventually decided that I would, so I bought it for just under £10 from an online vendor.
I decided to pursue a magic and spellcasting build in the RPG Tainted Grail: The Fall of Avalon after the story prologue. During the opening section of the game, the player is presented with a sufficient range of weapons to determine which type suits them best, although you can change at any time during the game. For me, casting spells feels right and is fun. Plus I have fond memories of the magic system in Two Worlds II and Skyrim. So once I started playing through the first zone, I started putting attribute and skill points into the appropriate trees to bolster my spells strengths and frequency. I also chose gear that would bolster those statistics further. The results have been surprising, as magic and spellcasting is not presented in the usual “glass cannon” style you find in some other RPGs. Here it offers robust DPS output and with the right gear and spell combination, a strong degree of survivability.
I originally bought Warhammer: Dark Omen in the summer of 1998. I played a demo copy via a magazine cover disc, which was a common means of promotion and marketing back then. Although I was at that point, unfamiliar with the Warhammer Universe, I found this game to be an excellent point of entry. The story did an excellent job of introducing players to “The Old World”, the political and power structure and major characters. I instantly liked both the aesthetic and the lore. Warhammer: Dark Omen was also the first real-time tactical wargame that I played and I spent numerous hours playing through the campaign. Overall, the game was a critical success, particularly on PC, but it struggled commercially upon its initial release and didn’t quite find the audience that it deserved. However, it has achieved status as a “cult classic” among gamers, leading to a recent re-release on GOG in late 2025.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
Mirror Invasion
The Mirror Invasion, also known as the Terran Empire Incursion, is no stranger to Star Trek Online. This five-man event has appeared six times since its launch in 2104. Despite some minor revisions and different event rewards, the basic premise remains the same. The players must defend Vauthil Station from a Terran Empire assault from the Mirror Universe. Rifts appear and have to be closed before they unleash enemy vessels. There are also four power substations that charge the stations defences, that have to brought online. In the final stage of the event, an enemy Dreadnought and support squadron make a final attack on the station. It’s a fun ten-minute team event and if tackled correctly, is not too challenging. Science vessels can close rifts quicker than other classes and Command ships can initiate the power substations more efficiently. Players are awarded a Multidimensional Transporter for playing this event. By turning in 14 Transporters through the Reputation System, players will receive Dilithium Ore, Reputation Marks and the new Interphasic Instability console.
The Mirror Invasion, also known as the Terran Empire Incursion, is no stranger to Star Trek Online. This five-man event has appeared six times since its launch in 2104. Despite some minor revisions and different event rewards, the basic premise remains the same. The players must defend Vauthil Station from a Terran Empire assault from the Mirror Universe. Rifts appear and have to be closed before they unleash enemy vessels. There are also four power substations that charge the stations defences, that have to brought online. In the final stage of the event, an enemy Dreadnought and support squadron make a final attack on the station. It’s a fun ten-minute team event and if tackled correctly, is not too challenging. Science vessels can close rifts quicker than other classes and Command ships can initiate the power substations more efficiently. Players are awarded a Multidimensional Transporter for playing this event. By turning in 14 Transporters through the Reputation System, players will receive Dilithium Ore, Reputation Marks and the new Interphasic Instability console.
Sadly, there is a problem with the Mirror Invasion. A problem that has been present for a while and one that remains uncorrected by Cryptic. Upon joining this event, either via the PVE queue system which auto groups you with other players or through creating a private encounter, you can simply spawn and go AFK, allowing the event to run without any discernible player interaction. You may get reduced rewards for not passing the all the event challenges but you will receive the Multidimensional Transporter. This is because the Mirror Invasion is driven by it ten-minute duration and it is the passage of time that triggers different stages of the event. You can safely neglect to close the rifts and allow the vessels to swarm the area without any major consequence. If Vauthil Station gets too damaged it simply initiates repair protocols. Eventually the Station fires an anti-tachyon pulse and forces the Mirror Universe forces back to their dimension, clearing the area. The final Dreadnought attack can be similarly ignored until the timer expires.
Some STO players consider this situation an exploit, where others do not. Naturally this is hotly debated but I think that particular discussion is essentially missing the point. This is a significant flaw in the event design and anything that actively encourages players to not engage with the activity erodes the relationship between the player and game. This is not the first time this has happened in STO either. There is a similar defect in the First Contact Day event where you can bypass the scavenger hunt to upgrade your replica Phoenix. It further disheartening to know that both of these problems are known to Cryptic but do not seem to be high on their priority list. Then there is the “social” issue of going AFK in pickup groups. Unless this is something that is mutually agreed by all parties, it does seem somewhat ill-mannered to take a seat while others do all the work. Again, encouraging such behaviour through a correctable flaw is bad for STO and its community. Sadly, Cryptic are not known for being quick off the mark, so I suspect this problem will persist.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
If you check the Star Trek Online Wiki, you’ll find that there has been a steady stream of new content added to the MMORPG over the last 15 years. However, it doesn’t quite feel that way, mainly because more recent material seems weaker and less memorable. The last two major story arcs in STO have been somewhat lacklustre and demonstrably inferior to those that went before. Both Terran Gambit and Kings & Queens suffer from uninspired, repetitive ideas as well as an infrequent release schedule. Effectively weak stories have been dragged out over too much time. No doubt changes among the STO writing team have had an impact on content but it also seems that some of the newer stories have been tailored around whatever former Star Trek cast members that are available. As a result there has been a somewhat “square pegs in a round holes” aspect to both story arcs, where the pieces just don’t seem to fit together well.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
Star Trek Online is currently running its yearly Klingon Recruitment Event for PC players. Characters created from January 21st to February 11th gain additional rewards and account wide unlocks while levelling. It is a particularly useful way to orientate new and returning players. I created a Klingon Engineer during the 2021 Klingon Recruitment Event which I previously levelled to the current cap. However, I hadn’t taken this character through all the episodic missions, so I thought the current event would be a good time to resume their progress. Therefore today I resumed playing through the Romulan Mystery story arc. It was during the course of the final part of the episode, “Mine Enemy”, that I encountered a curious bug. It amused me sufficiently to prompt this blog post and make a lazy pop culture reference.
I have two monitors on my desk. The first (which is the primary monitor as far as my PC is concerned), is on the left and the second is on the right. The primary monitor is a 24 Dell U2412M, which has a resolution of 1920 x 1200. It therefore has an aspect ratio of 16:10 which adds a little extra desktop real estate, which I prefer when writing. The second monitor is a 24 inch Dell S2421H with a screen resolution of 1920 x 1080. It has an aspect ratio of 16:9 which is standard FHD. My chair is adjacent to the middle of my desk and I can turn according to each monitor I’m using. I tend to use the primary, larger monitor on the left for tasks such as writing via Google Docs and emails. The second monitor on the right is used for YouTube and gaming. This is because of its FHD format. I also have a Nintendo Switch connected to the second monitor for the same reason.
Yesterday the MMORPG Star Trek Online updated Earth Spacedock for the PC version of the game. The console version will be released a little later on. This replacement impacts upon Sol system space, the entire exterior model of ESD and elements of the interior. The outgoing model was somewhat old with several anomalies that linked to aspects of the game that have changed over the years. Perhaps the biggest reason for the change is a canon update to ESD as seen in the third season of Star Trek: Picard. The TV show features a new Earth Spacedock, also known as Probert Station, which boasts a larger superstructure designed to meet the demand of Starfleet in 2401. It would appear that this update is the first substantial release from the developers at DECA Games and may potentially indicate the quality of future content.
Bree Royce, editor-in chief at Massively Overpowered, recently asked the question “what is the most expensive MMORPG right now”. My first thought was to search through my old draft blog posts and track down an MMO cost analysis I wrote circa 2019. It includes data such as subscription rates and the price of current expansions. There was also information on what were the most popular cash shop items at the time. However, I then read some of the comments that had been left on Bree’s post and I quickly realised that this wasn’t just a matter of financial expenditure. Whether or not an MMO is expensive is also determined by one’s disposable income, respective wealth and personal relationship with money. The latter is perhaps the most important, irrespective whether you consider yourself rich or poor.
It is customary for me to write an end of year summary of my gaming activities but I suspect that on this occasion it will be somewhat short. For me, 2024 has really hammered home the notion of the ephemeral nature of video games as well as their commercial ubiquity. The moment a game fails to satisfy for whatever reason, rather than complain or worry about it, I just move on to something else. It’s not as if there’s a shortage of games out there. I have a substantial back catalogue of games that Epic and Amazon prime regularly giveaway. I have bought numerous discounted bundles in the past, in the pious hope that I’ll play one of the games included, at some point in the future. Games may well be enjoyable and engaging but many are also disposable. That’s not to say they’re bad. While playing them you are indeed “entertained”. However, when you’re “done”, it’s amazing how you quickly find another and forget what you were previously playing.
If you’ve ever played an MMORPG, then you have more than likely encountered this problem. Especially if you start playing a game that has been long established. You diligently create your character and spend time and effort customising them to suit your needs. All you’ve got to do next is choose a name, so you type in a pithy and droll title only to find that it has already been taken. So you quickly come up with another and that too is rejected. Next you try the same name but with some “alternative” spelling but the game resolutely tells you that even that permutation is already in use. I have found that even with a list of names that I’ve drawn up prior to playing the game, it can still take anything from 5 to 30 minutes to find one that is available. Naturally, this process is very frustrating, which is hardly the ideal user experience for a new player.
It would appear that one of the reasons potential new players avoid the MMORPG genre is due to the perception that they are all time sinks. I wouldn’t argue against this assumption because the reality is that it’s true. However any game that you enjoy, irrespective of genre, can become a time sink. That being said, the main difference between other genres and MMOs is as follows. A new player can jump straight into a FPS game and within minutes enjoy some multiplayer action, whereas in an MMO, a new player has to play through a tutorial and several hours of a starter zone before they start making headway in the game. This distinction does not have to be a deal breaker. An FPS can provide a quick fix of gaming and as such fulfils a need. MMORPGs can provide long term entertainment which scratches an ongoing gaming itch. Both are valid ways to enjoy gaming.
Cryptic Studios appear to have started a new round of layoffs, following those made last November. Although the developers of Star Trek Online and Neverwinter have not formally commented on the situation, it is more than likely that this is a continuation of their owners, the Embracer Group, ongoing restructuring program. So far, the Swedish company has laid off over 1,500 employees since June 2023, in an attempt to address its ill considered over expansion in recent years. At present development of Star Trek Online and other titles are being transitioned from Cryptic to DECA. The German developers are mainly known for mobile games and have recently positioned themselves as “breathing life into old games”. Their intent is to keep developing content for STO and to maintain a working relationship with the owners of the intellectual property.
If you are a new player, then Star Trek Online has 14 years of content to play through. It is all story driven and is frequently couched in existing lore from the various Star Trek TV shows. It also benefits from many of the original actors reprising their respective roles within the game. This provides an additional air of authenticity to the proceedings as well as being a spectacular fan service. Furthermore, much of that content is faction specific, hence there is a great deal of replay value to be had from this MMO. Apart from The Lord of the Rings Online, I cannot think of another game that manages to successfully tap into the style and idiom of its source intellectual property. Simply put, Star Trek Online looks and feels “very “Star Trek”. Which is why it has a robust and loyal player base and still proves to be a viable financial asset to its owners, DECA Games.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. One of the integral game mechanics of the MMORPG genre is the acquisition of loot. As you travel your virtual world of choice, committing random murder against all forms of flora and fauna, you acquire miscellaneous items by looting the corpses of the slain or stealing from houses and NPCs. Oh it’s a glamorous genre, the MMORPG. These random items can be crafting resources such as hides or ore. They may be food items or healing potions that provide some kind of statistical buff. If you’re fortunate, they may be gear that corresponds with your class or specific build, providing a much needed upgrade. Loot may also be the in-game currency, thus boosting your respective wealth. As you can see, loot comes in all shapes and sizes but how important is it?
Ever since the Borg have been part of the MMORPG Star Trek Online, players have had to equip a Frequency Remodulator. The Borg adapt to damage from beam weapons after a few minutes and so players have to recalibrate their rifles or pistols, accordingly, using a Frequency Remodulator. This takes 5 seconds to perform and so has to be timed carefully to ensure that the player is not vulnerable to attack during this period. An upgraded version called a Fractal Remodulator, has been available from Federation and Klingon vendors in the Base Camp of the Defera Invasion Zone. It can be crafted for 50 Nanopower Capacitors, 50 Fibro-Neural Interface Cabling and 50 Cybernetic Armatures. It is quicker than the standard model, taking 3 seconds to apply new frequencies. Kinetic weapons do not require remodulation and the Borg cannot adapt to them.
Cryptic used the same statement on their recent news release. Except they ended it with an exclamation mark whereas I’ve chosen a question mark instead. Because I really do question the wisdom of expanding the Experimental Ship Upgrade path and the benefits of applying additional tokens to your ships, unlocking further device, console and trait slots. This is a classic example of doing something because you can, as opposed because you should. Do players at level cap who have already upgraded their ship(s) from Tier 6 to Tier 6-X really need to augment it further? Beyond the immediate stats boost, does it offer any significant benefit to the player or the game in the long run? Or does this situation simply boil down to the fact that it’s another cynically contrived excuse for Star Trek Online developers, Cryptic, to sell you something. For the record, Experimental Ship Upgrade tokens are available for sale in the Zen Store (for money) or can be purchased via Phoenix Prize Pack (for dilithium).
All MMORPGs have bugs. It is a certainty in life, just like death and taxes. However, some have more than others. I’m sure we could argue for hours as to which particular game has the most but I’ll leave that discussion to others. Star Trek Online has its share, many of which have persisted for years. But there is one that stands out, due to its longevity and sheer annoyance. To be specific, the “trait bug”. Like many MMO’s STO has a trait system that offers a range of passive or active buffs, skill boosts and statistical tweaks. STO is very much a number game, especially if you are chasing a high DPS output, which lots of players do. The trait bug is the random “unslotting” of some of your characters traits. It can affect any of the seven categories of traits but tends to most often happen to Personal Space Traits and Starship Traits. Unless you regularly check, most players will not immediately know this has happened.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. Dying in an Massively Multiplayer Online Role-Playing Game is a clear and unambiguous fail state. A means by which to teach the player that they’re doing something wrong and that they need to rethink their strategy. IE Don’t mess with the foul Marmydons unless you have back up and are wielding the Sword of Kagnazax. Dying is a reminder to not get overconfident and maintain situational awareness. It teaches us to ensure you have the right gear and consumables, to be au fait with the mechanics of any fight you’re about to get into and that winning is not a given. Any enterprise that offers a tangible reward will come with potential risks and consequences. If you’re playing in a group then death provides a timely reminder not to rely on Colin.
“The MMO genre is rife with its own set of tropes; recurring themes and motifs that have become established and ubiquitous. All of which are ideal material for a hastily produced, lazily conceived, recurring blog post”. I was in London recently, idly walking to the Natural History Museum in South Kensington, when a group of tourists started running for no discernable reason. Someone I was with asked “ I wonder why they’re running” and I replied “perhaps they think they’re in an MMO”. The quips fell on deaf ears but that is a cross I often have to bear. This anecdote highlights one of the points of this post. Namely, why do our avatars in the MMORPG genre run by default? I would also like to discuss the manner in which MMOs address the issue of travel around an ever expanding virtual world. Is fast travel lazy? Our mounts a boon or a bane?
Here we are again with another summary of my gaming activities in recent months. Or in this case since last September. It’s been a while but I’ve been on a blogging hiatus until recently. However, I’ve kept myself busy gaming wise and often I find the hunt for news video games, just as entertaining as I do playing them. Perhaps that could be a future blog post. Back to the matter in hand. Gaming wise, pretty much all things related to the MMORPG genre are currently on the back burner. I’ll give specifics later but I am taking a break from these for the present. I am currently looking at trying games outside my usual comfort zone and also trying to test whether you can or cannot teach an old dog new tricks. Fortunately, the answer appears to be yes you can. Enough summation, on to the specifics.
This afternoon Cryptic launched the latest season update, Ascension, for the MMORPG Star Trek Online. Furthermore, I’m sure it will not come as a shock to long term players that it was broken and an emergency patch had to be applied. Oh how we all laughed. Even after being “fixed” players are still experiencing bugs with the new content, especially the ground mission part of the update, but this sadly is just par for the course. Personally speaking, it is not the bugs that I have a problem with as they are just part of the overall gaming experience when playing STO. What I am saddened about is the actual gameplay found in Ascension. The space combat section of the game is simply “more of the same”. Destroy some specific vessels and once the goal has been met, watch the cutscene. But the ground combat is especially uninspired and repetitive, despite its interesting setting.
The Lord of the Rings Online was my first major MMORPG. I started playing in late 2008 and quickly discovered that there was a necessity to become familiar with the game world. Although the game provides quick travel options they were not ubiquitous at that point and often a player would simply travel on foot to travel costs down and to take the most direct route. Back in 2008 you could not own a mount until level 30. Hence I began “learning the maps” in the game and to this day still remember how to travel from one side of Moria, to another. The maps in the base game remain clear in my mind as they were so well trodden. Not so those in the regions. There are far more stables with fast mounts present in the game now and so convenience trumps any requirement to become so familiar with newly added zones. Nowadays Standing Stone Games designs new zones that tend to funnel players through them from quest hub to quest hub.
I’ve been playing Star Trek Online on and off for about 8 years. During that time I read a lot of Wikis and watched a lot of videos on YouTube that explore the game’s various systems and mechanics. I find a lot of the recommendations made by “expert” players to be impractical. The commonest being builds that include traits and consoles that you can only obtain from buying specific ships. Or using resources in quantities that take months of grinding to build up. This is hardly what I’d call handy advice for a new player. So I thought I’d give five tips of my own in no particular order, that I feel are useful. Some are glaringly obvious. Others not so. But hopefully they will prove useful to both new and returning players.
Cryptic are once again running the Temporal Agent Recruitment event in Star Trek Online from Tuesday 6th September 2022. Players who create a TOS (The original series) era character during this time are eligible for bonus dilithium, equipment and special traits as they play through the game. Progression also unlocks rewards for existing alts which can prove very useful. There are also unique tasks associated with Temporal Agents such as finding and unlocking Temporal Probes, which are hidden throughout the game’s story content. Once a player has created a 23rd century Starfleet character, completed the tutorial and received their special Temporal Agent transceiver device, they will gain the title Temporal Agent. The goals and bonus content associated with the event can be completed anytime, even after it ends on October 4th.
The Peril of Leaving Comments
I recently decided to try and comment more on websites and blogs, mainly in a shameless attempt to raise my own writing profile. I live in hope that people will be enamoured with my “puckish epigrams” and follow the breadcrumb trail back here. However, leaving comments takes time because I cannot just post a few succinct words. I always end up typing several paragraphs because brevity often leads to a point being misconstrued. We do after all live in an age where people actively look for offense regardless of whether it’s there or not. However, I digress. What I enjoy about leaving comments on blog posts and website articles, is the chance to exchange ideas and to riff off other people. I also find that by marshalling my thoughts and leaving a comment elsewhere, it can lead to me subsequently expanding on those ideas and developing them into a blog post for Contains Moderate Peril. So overall, I advocate leaving comments and feedback.
I recently decided to try and comment more on websites and blogs, mainly in a shameless attempt to raise my own writing profile. I live in hope that people will be enamoured with my “puckish epigrams” and follow the breadcrumb trail back here. However, leaving comments takes time because I cannot just post a few succinct words. I always end up typing several paragraphs because brevity often leads to a point being misconstrued. We do after all live in an age where people actively look for offense regardless of whether it’s there or not. However, I digress. What I enjoy about leaving comments on blog posts and website articles, is the chance to exchange ideas and to riff off other people. I also find that by marshalling my thoughts and leaving a comment elsewhere, it can lead to me subsequently expanding on those ideas and developing them into a blog post for Contains Moderate Peril. So overall, I advocate leaving comments and feedback.
And of course, as you’ve probably guessed, the previous statement comes with a caveat. Actually, it’s probably not so much of a caveat but more of an element of risk. That being that you have absolutely no control over what happens next. Allow me to give you an example. Earlier in the week, there was a post over at Massively Overpowered regarding how Disney forced EA to temporarily disable the lootboxes in Star Wars Battlefront II. I left a comment to the effect that it was a positive result and that at least we as gamers knew what to do in the future. IE Complain to the licence holder and not just the developer. Use a company’s PR vanity against them. I then ended the comment with a throw away remark about how we needed to figure out exactly what we all wanted. Because there isn’t a “universal dream”. Gamers are a bit like the Judean People’s Front versus the People’s Front of Judea.
What followed next in a way proved my point. Another gamer directly replied with a few ideas regarding the “universal dream”. “Not to be exploited by corrupt and greedy corporations; Not to be physiologically programmed into degenerate gamblers; not to have communist/SJW re-education and propaganda corrupting our games and media. I am sure you can add a few things to this dream list but it’s a start”. Well yes, I do indeed have a few things to add and more importantly, a lot to remove. Like 90% of what they said. The only thing I broadly agree with is there first point, although I wouldn’t couch it in such hyperbolic language. I think EA’s lootbox system is crass and the fact they had the gall to try it, is mildly insulting. However, the rest of the views stated are simply ill conceived and reek of tabloid journalism and the associated mindset. I could have replied but suspected it would lead to on of those circular conversations that achieves nothing other than the raising of blood pressure and an unnecessary expenditure of energy.
This minor event reminded me of a similar situation I had a few years ago while I was waiting for a bus. A random stranger joined me at the bus stop and a brief exchange of words was had regarding the approximate time of the next bus. Then suddenly, out of know where, the guy blurted out a few derogatory comments about a specific ethnic group. It wasn’t a crazy tirade. Just a few sentences, said in a calm and measured way but still overtly racist. I remember at the time thinking, where the hell did that come from and then getting really angry because there was this inherent assumption in his confidence to make such comments, that I too was a bigot. Furthermore, when considering both these anecdotes about random left field statements, I worry that there’s a risk that you can get inadvertently tarred with the “crazy” brush in such situations. Stupidity splash damage is one way to describe it.
Once again, an old adage has proven true. No good deed goes unpunished. Except I’m not sure if I can really define me leaving a comment on a website as a good deed but hey, most analogies don’t stand up to close scrutiny. Guess this is similar to the recent discussion a few of us bloggers had on twitter about how the articles you feel are your best don’t garner the traffic you’d like and that disposable posts can sometimes break big. Similarly, a comment you feel strongly about may only get a reply from some random crazy person and a glib remark can be perceived as being more than the sum of its parts and deeply insightful. I guess both of these first world, social media “dilemmas” are a direct result of daring to interact with other sentient, carbon based life forms. It’s an activity that always comes with an element of risk.
I have written two blog posts today that I have subsequently abandoned. The first was gaming related but when I was about halfway through writing it, I felt like I was covering old ground and just repeating myself. It was also regarding an issue that can’t really be fixed. Namely, how do you ensure that matchmaking in PVP games is done equitably. As there is no solution to this issue at present, or at least not one that all parties can agree on, I decided to ditch it. Similarly a post I was working on about what becomes of my blog if anything happens to me was curtailed. In light of recent events in our community it seemed inappropriate. However, as a result of binning two blog posts, I new idea occurred to me. Do my fellow bloggers self-edit and curtail what they write about? Is your blog totally unfiltered or do you apply a set of rules that determine what content is deemed acceptable?
It is time for the next Blaugust 2026 Group Project writing prompt. This one comes with two lines of enquiry. The first is an opportunity to “introduce yourself”. Over the years, I have written several introductory posts for previous Blaugust events. Rather than repeat myself I’ll just link to the last one, which was posted in August 2023. I haven’t radically charged since then apart from my hair going whiter. The next part of the prompt poses a far more intriguing question. “If you could have one magical power or super power, what would you choose and what would you use it for?”, which offers much for consideration. Having given this proposition much thought here is my response.
A decade ago I wrote a post about blogrolls and the practical and social issues surrounding them. At the time, the version of Squarespace I was using didn’t easily support such things or at least wasn’t able to do so in a manner I liked, so I didn’t have one. Ten years later Squarespace as a hosting platform has far greater functionality, hence I recently decided to add a blogroll. That was in March this year. However it just wasn’t really fit for purpose. So I decided to revise it a few days ago and rather than just have a traditional list of blogs in a side column, I ended up producing a more comprehensive blog directory, which list two hundred plus sites alpha-numerically. I’ve been tinkering with it on and off and I am now finally happy with it. The latest update reflects the international nature of the Blaugust: Festival of Blogging and the fact that we have many blogs written in their native language. Translating text is now an integral function of web browsers, so I see no reason why these blogs should be excluded.
Today’s post is part of the Blaugust 2026 Group project, which features a series of writing prompts set for specific dates throughout the month. The idea being that everyone who wishes to participate can write about the same subject, riff off each other’s posts and enjoy a shared experience. In many respect having a common writing prompt levels the playing field and provides a sense of common purpose among those who take part. Today’s group project prompt asks the question “tell us all about your very first blog”. An unambiguous and interesting question that will hopefully prove enjoyable to write about and informative to others.
I have been writing online for nearly two decades. I don’t claim to be good or accomplished but what I can say with certainty is that the more often you write, the easier it becomes. For those who are new to writing a blog and the Blaugust Festival of Blogging, possibly the biggest hurdle that you now have to get over, is writing your first post of the month. You spent the lead up to this event sorting out your blog templates, fine tuning the backend and possibly banking some ideas. Or you may have decided to just wing it and make it all up as you go along. Both are perfectly valid approaches. However, there is one thing left to do that cannot be put off, avoided or danced around. Writing. At some point you’ve got to do it. Or bail on the event. The proverbial “shit or get off the pot”.
If you take a cursory look at a calendar you will see that the month of July is fast coming to an end. That means that Blaugust 2026 Festival of Blogging starts in a few days time! If you’re participating, or thinking of doing so, the next few days present a golden opportunity to do some practical organising and basic preparation. You don’t have to if you don’t want to. Feel free to just do things as they come, so to speak, if that’s your approach. However, for most of us, it helps if we have some kind of plan in place and make some arrangements in advance. I personally prefer this approach and like to have some ideas for blog posts in the bank. It is also useful to have “options” if something doesn’t go to plan. For those who are new to Blaugust, here are a few ideas regarding preparation that may be of use to you. As ever, your personal mileage may vary and ultimately you are best off adopting a strategy that suits your writing style and personal schedule.
Prior to last year’s Blaugust: Festival of Blogging, I upgraded Contains Moderate Peril to the latest version of Squarespace. There are still some aspects of the site that need fine tuning but overall, I am happy with the appearance of my blog and its respective functionality. With this year’s writing event fast approach, I decided to tackle over the last few days, some of those finer points that need tweaking. I have wanted a post counter on the site for a long time but unfortunately there is no native Squarespace widget for this basic function. I also felt the need to upgrade the blogroll, as the current one didn’t support RSS feeds from certain sites (e.g. Google Blogger) and was dependent upon a third party service, Elfsight, which wasn’t ideal. Both of these issues have now been addressed and I am pleased with the results. There is now a post counter on the Blog Archive page, which seems a logical place to have it and the Blogroll is now far more comprehensive.
Next month the annual Blaugust: Festival of Blogging begins. Roundabout this time each year, I try to write a promotional post to raise awareness of the event and encourage potential participants. However, as I’ve done this quite a few times before, each year it is becomes increasingly difficult to present the essential facts about Blaugust: Festival of Blogging in an interesting fashion. There’s nothing worse than writing a post and feeling that you’re just covering old ground. So, this year, I thought I’d try something different and present the most important information about this annual event, as if it were a conversation between myself and an interested passer by. Feel free to attribute novelty voices for each party in your own head, while you read this. If it helps, try imagining that this discussion is happening between two celebrities or such like. Both may be wearing exotic hats but I digress. On with the scenario.
I read a blog post by Void recently, about finding a new internet home. He wrote about how he and many others have had to pick up their “digital roots” and migrate multiple times over the years, from one platform to another. It is a position I can sympathise with as I have done likewise. Hence I like the idea of having a place online where I hangout by default. My own blog is an anchor for me but it is not quite the same thing as a platform or online portal where I can find all my friends and colleagues, share content and shoot the breeze. It’s a curious thing, because as I typed that last sentence it struck how such a sentiment may seem alien to others. There may well be people who like to have a finger in multiple pies and who are happy to frequent and flit between various social media apps, Discord servers and subreddits. I prefer to focus my efforts on a single instance. A place that suits my requirements, allows me to put down roots and become part of the furniture. Like a virtual Diogenes Club.
Everyday, once I’m up, I sit at my desk in my office, fire up my PC and log into Feedly. I have various RSS feeds grouped by category, which I slowly trawl through and read anything that catches my eye. I have one curated feed named “Blaugust” named after the yearly festival of blogging event. It has over 250 blogs listed, many of which are former participants. Most of these regularly post. Hence there’s a lot to get through and so I don’t read all of them. However there are a few that I always checkout. Mainly because they’re the personal musings of some of our writing community’s oldest and most prodigious members. The sorts of guys and gals who are part of the furniture. They’ve always been there and it feels like they always will. Posting their thoughts, sharing their enthusiasm and spreading the love, so to speak. One of these blogs, is Tales of the Aggronaut. written by Belghast.
For the last few months I have being using Google Gemini. I subscribed so I could access a wider spectrum of services and evaluate it effectively. I also wanted to dispel some of the hysteria that accompanies any conversation about Large Language Models and Artificial Intelligence. The results were initially interesting and Google Gemini proved useful when researching material for blog posts. It is good at providing summaries about well documented subjects. I wrote a post about food banks recently and it distilled a lot of data into a manageable amount, which was ideal for my article. Google Gemini has also produced some visual basic scripting and simple batch files that have allowed me to automate processes on my PC. Such as changing the default monitor, or screen resolution at the click of an icon. However, I found this AI struggled with in-depth software troubleshooting and that its ability to create images varies greatly depending on the subject.
On Friday 26th June, I had another random spike in internet traffic to Contains Moderate Peril. The statistical package that comes with my Squarespace account recorded over 13k visits in less than 24 hours, which is not typical (although I wish it was). However, all of these visits to my blog arrived via the default homepage and spent between 1 and 2 minutes there. Hence, it was obvious that this was not human traffic, as there was no evidence of any searches being made of content that is available on my site, nor of the “visitors” clicking on any of the links on the top menu and viewing other posts. This was undoubtedly AI traffic arriving at the designated homepage and simply parsing the site. I had a similar spate of this sort of web traffic last November. The only difference on that occasion is that the traffic all came from China. This time round it hailed from the US. I suspect that this is something that will happen more often as companies set their AI loose on the net for what is effectively training.
I recently watched a video on Patreon by someone who I actively support as a “content creator” and whose work I enjoy. I shall provide no more detail regarding their identity because they may not want their work referenced with regard to what I am going to say. During the course of their video they briefly referenced the work put into promoting a podcast they are currently producing and the relatively low audience that it has garnered so far. The comments were an aside and most certainly not said with any sense of self-pity. They were simply a statement of fact. Furthermore, I suspect they are far from unique and similar sentiments have been expressed in one way or another by anyone who has created something the published it online, only for it to be lost among the greater white noise” of the wider internet.
When I first started blogging way back in 2007, I maintained a blogroll of all my colleagues and peers’ websites. At the time this was a common practice and a way to support an expanding community. I considered this such an important aspect of the blogging scene at the time, I created a website to aggregate posts from video game blogs, called The Gaming Blog Nexus. It ran for two years and proved quite useful. However, it was tricky to administer and would frequently break as a lot of the back end widgets and plugins were created and maintained by “gifted amateurs”. I eventually shut it down due to the operating costs. When I moved my own website, Contains Moderate Peril, to Squarespace in 2015 I intended to start maintaining a blogroll once again. However, at that time there was no native support for such a thing on the platform. Hence for the last ten years, I have not had a blogroll on my website, which hasn’t sat well with me.
I was speaking to someone recently about hobbies (fortunately it wasn’t Simon Quinlank) and I mentioned that I have maintained a blog for over a 19 years. When I talked about the ongoing cost they were most surprised, as they had assumed that blogging was something that could be done for free. I guess we’ve become so accustomed to the provision of free online services such as email, that this a reasonable assumption. I pointed out that although it is indeed possible to blog for free using Blogger, it was not the optimal approach, especially if you want to maintain some degree of control over your writing. Naturally, the next question they asked was how much do I spend and I gave them a ballpark figure. All of which reminded me that I wrote a post on this very subject a few years ago. So I’ve decided to revisit the subject and see how much it currently costs to maintain Contains Moderate Peril.
Today I started the slow process of auditing every post that has been published on Contains Moderate Peril since 1st August 2016. The goal is to correct any obvious typos and replace all existing images with larger ones. The Squarespace software upgrade I applied to the website at the end of last year has finally allowed me to establish a standard format that I am happy with. Hence the ongoing audit is the perfect opportunity to apply these style rules to all posts. There are also some technical issues and matters regarding functionality that need to be addressed. I need to determine how to embed YouTube videos in such a way that they automatically scale to fit whatever device is viewing them. Another area which needs improving is the website search facility. This needs refinement so that enquiries can be more specific. Older posts also need to be more accessible, although I am still researching how best to achieve this.
It’s nearly two and half months since the Blaugust: Festival of Blogging event ended. During that time I’ve maintained a fairly regular writing schedule and I post every two days or so. Furthermore, I finally dragged my blog template, kicking and screaming, into the modern era. I tweaked a few pages and updated the content of the “about” page. The next task is to start going through all previous posts and replacing older, low resolution images with larger, more appropriate ones. This process also presents an opportunity to ensure that all posts follow a uniform style. IE Are appropriately categorised, have links to related posts at the bottom and are SEO optimised. This will be a lengthy task so I think the best approach will be to tackle two or three posts a day. Hopefully this will raise the profile of older content, which generates the lion’s hare of traffic to this site.
I use a browser extension called Control Panel for YouTube, which allows me to determine who many videos are displayed on my YouTube homepage and to filter the content that is shown. At present it is configured to display rows of six. Something that I have noticed of late, is the amount of videos with hyperbolic titles and thumbnail images created by AI. Both of which are design choices made to increase engagement. Clickbait titles are contrived to meet current SEO optimisation criteria and as such feature more and more in search results. The fact that they frequently have no relation to the subject I am researching, seems to be neither here nor there. The same issues arise with regard to AI generated images, which again frequently have no bearing on the matter. The fact that more and more content creators do this, infers that it works and is now an essential part of the process you must follow to be seen and featured in search results.
In the last post in this series, I specified the need for a plan with regard to upgrading my blog. Well a plan has emerged, been refined and has now been formally adopted. Rather than migrate Contains Moderate Peril to a new platform and effectively have to rebuild all the content, I am going to upgrade my existing presence on Squarespace. This decision was made for two reasons. Time and money. Migrating to a new platform will take a lot of time and incur additional costs. Upgrading the existing website will take less time and has no cost implications. That is not to say that it will be easy. It has become abundantly clear that the upgrade process will break stuff and that all published posts will have to be manually repaired. Hence my choice boils down to the lesser of two evils.
This year’s Blaugust: Festival of Blogging has reached an end and it would appear that this event has been well received by those who have participated in it. I believe that there were 168 bloggers taking part this year, many of whom have not participated before. Some were new to blogging, where others simply wished to see if they could increase their writing output. As ever there was a wide variety of blog styles and subject matters and it has been most interesting to read new posts every day. I have attempted to leave comments and positive feedback where I can and I hope that some of these new blogs that I’ve discovered continue to write. Well done to everyone who took part. I hope it has been an enjoyable and informative process and that you have learned from it. I know that at least one blogger has determined that writing online is not for them, which is a valuable lesson.
There is currently a group writing prompt available as part of this year’s Blaugust: Festival of Blogging which has piqued my interest. It asks the question “what is the oldest draft post you have” and suggests that it is revived in some manner. I have dozens of draft posts in a folder in my Google Drive. Many are film reviews or film related. The oldest of which dates back to summer 2010. Rather than write a straight forward review of Blake Edwards 1968 comedy The Party, I rather foolishly thought at the time that I’d tackle the issue of whether the film is sufficiently racist to make it beyond the pale. Let it suffice to say that I quickly found myself bogged down in the complexities of the subject and thus never completed the blog post.
I’ve participated in every previous Blaugust: Festival of Blogging event. Prior to that I was involved in the Newbie Blogger Initiative or NBI as it was affectionately known. I have therefore written quite a lot of blogging advice and suggestions over the years. If anyone feels disposed to do so, you can access them all by clicking on the “blogging” option on the top menu of this blog. However, it is important to remember that a lot of the ideas I have advocated and written about over the years are purely subjective. Not all advice or guidance works for everyone. People have different ideas about blogging, different approaches to it and different aspirations. This year has highlighted some quite distinct differences among bloggers which has been most illuminating.
Today is my blogging anniversary. I have been writing online consistently for 18 years. My earliest blogs no longer exist, although they can be found via the Internet Archive Wayback Machine. My first blog was a Lord of the Rings Online fansite called Misadventures in LOTRO. After a while this morphed into a wider gaming website; Misadventures in Gaming. However, I soon discovered that I wanted to write about more than just video games, so I decided to start from scratch and created Contains Moderate Peril in February 2010. This blog endured and has been my main online presence ever since. It has moved several times for various reasons. For a while I had a sponsor, as well as a reasonably sized audience and had dreams of making money from my writing and podcast. But it wasn’t to be and now I just write primarily for my own peace of mind and amusement.
This year’s Blaugust: Festival of Blogging has already raised a very interesting debate. An old one that habitually comes up when discussing blogs. Namely, whether a blog should or should not have “comments” enabled. However this time round there is a different slant on things. Rather than the usual binary choice of having comments enabled or disabled on your site, this time round there is a third option available. Leaving comments via email or a third party service such as Mastodon. Both of these additional options keep comments conspicuously at arms length from your website. Furthermore, the email option makes the comments private, instead of in the public domain. All of which puts a subtly different spin on conventional notions of blog comments and makes this ongoing discussion all the more interesting.
There is currently an interesting discussion on the Blaugust: Festival of Blogging Discord Server about writing every day. It can be quite a polarising subject but the one thing that everyone agrees on is the fact that it is hard to do. A daily schedule requires multiple factors to come together to be sustainable. It is also fair to say that if you go about it unprepared, it will be a very hard learning curve. Ultimately it may not work out and then there is the risk of a bad experience negatively impacting upon your wider writing plans. Hence it is not something I would recommend to new bloggers or those who aren’t keen on a baptism of fire. Some writers like to test their metal and jumping feet first, into daily blogging may be the sort of challenge they seek. For everyone else I would urge them to plan a strategy and consider the following point if you wish to try it.
Last year, prior to Blaugust 2024, I looked at the viability of upgrading or replacing my current blog template. The mobile version of Contains Moderate Peril holds up quite well but the site looks somewhat tired on a desktop PC. I spoke to several design companies that dealt with Squarespace based websites and they all said the same thing. The existing template is a decade old and cannot support a lot of the current functionality available. Hence it needs to be replaced. However, such a change could potentially break the existing formatting of nearly 2,000 posts. This would create a great deal of work. Hence, I decided at the time to postpone such a decision and I simply tinkered with the branding of my website and left the matter be. A year later and the issue has resurfaced. The same problems exist and the hosting costs for Squarespace have increased. I now pay £16 a month.
Oh look, another blogging advice post. What a surprise. I suppose the internet is awash with such information. Furthermore, a lot of that advice comes from a commercial perspective and the assumption that the writer intends to monetise their blog right from the start. The notion of writing for pleasure or fandom sometimes seems to get drowned out in all the online white noise. Anyhow, I’m going to offer up for your consideration, 10 tips of things not to do when you start a blog. I’m sure I’ve mentioned some before or even written a similar post that is now buried somewhere in Contains Moderate Peril. But good advice bears repeating and it is the first day of Blaugust: Festival of Blogging 2025 I think it prudent to make such a post. Please note these are not technical points such as using SEO or alt text etc. This is more about your approach to blogging as well as some practical logistical considerations.
What is the key to writing? It is a question that most new bloggers ponder. It’s also something that older, established bloggers consider on a regular basis. The subject has been dissected, analysed and written about at great length over the years and there is plenty of advice available online. You’ll find millions of websites telling you to consider picking the right niche or subjects, how to find your voice and writing style, as well as establishing a regular publishing schedule. Not all the advice out there is good and not all of it is bad. There certainly isn’t any “one size fits all” solution. There are multiple factors to consider when you start writing and you have to find answers that suit you. All forms of writing are a personal form of self expression and unique to their author. Therefore, one’s approach to writing should be similarly personal and unique.
LOTRO: Pilgrims in a Barren Land
I bought the Mordor expansion for LOTRO in August but apart from playing through the prologue, I made no further progress. I was getting somewhat burnt out with MMOs at the time, so I decided to take a break and pursue other games. I was prompted to return to the LOTRO today by the recent Executive Producer’s Letter from Rob Ciccolini and the announcement that Update 22, coming in 2018, takes the story to Northern Mirkwood. Iconic locations such as Thranduil's Court, Dale, Laketown, and Erebor will feature in the epic story. Looking further ahead another future destination is Minas Morgul and a showdown with Shelob, who so far, we’ve only met briefly from a first-person perspective in a cut scene. Naturally I’m interested in where Standing Stone Games takes the story next, so I need to ensure that I have reached level cap by the end of the year, which isn’t that far away. Hence, it’s back to Mordor. Shame I don’t like Mordor.
I bought the Mordor expansion for LOTRO in August but apart from playing through the prologue, I made no further progress. I was getting somewhat burnt out with MMOs at the time, so I decided to take a break and pursue other games. I was prompted to return to the LOTRO today by the recent Executive Producer’s Letter from Rob Ciccolini and the announcement that Update 22, coming in 2018, takes the story to Northern Mirkwood. Iconic locations such as Thranduil's Court, Dale, Laketown, and Erebor will feature in the epic story. Looking further ahead another future destination is Minas Morgul and a showdown with Shelob, who so far, we’ve only met briefly from a first-person perspective in a cut scene. Naturally I’m interested in where Standing Stone Games takes the story next, so I need to ensure that I have reached level cap by the end of the year, which isn’t that far away. Hence, it’s back to Mordor. Shame I don’t like Mordor.
My problem with Mordor is that it’s perpetually dark, extremely convoluted to navigate and filled with a high density of mobs. It certainly looks the part and the various storylines are as creative as ever but it’s a tough grind to slog through. The enemies are difficult to kill and if you’re playing solo, every kill takes twice as long as normal, until you upgrade your gear with that which drops. Now I realise this is a deliberate design choice by SSG to try and encourage group play. However, I don’t like being dependent on others and often play at very late or early hours, thus missing those in my kinship. Let it suffice to say that at present I have to play through Mordor in short burst because otherwise I get bored and frustrated with it. Mercifully, I still have quests to complete in the Drúadan Forest, Beacon Hills and in Ithilien and the Wastes of Dagorlad. These don’t offer such good XP now that I’ve tipped over into level 106, although they do provide a welcome break and an alternative means to reach the current cap. I think tackling some of these Mordor quests above level will ease their difficulty.
It would appear that there is a significant increase in gear stats as you progress through Mordor and of course there is the buff/debuff of the Light of Eärendil versus the Shadow mechanic. All of which offer a “challenge”. If you’re the sort of player who likes to be tested and enjoys MinMaxing then Mordor is certainly a suitable environment for such tastes. I however, like to approach matters in a more pragmatic fashion. I like to be overpowered and to “steam roll” my way through the opposition, in a “shock and awe” manner. To achieve this, I have currently switched to the blue trait line for my Lore-master, relying on my more robust pets to do a lot of tanking and aggro holding. It appears to work so far, although you do have to selectively summon and dismiss your pets to avoid pulling too many mobs and getting swamped. If things really do get out of hand in a combat situation I do use my Landscape Soldier, although this can sometimes cause more problems than it solves. To date Landscape Soldiers are still very difficult to control and have a habit of stationing themselves a little too far away, often straying into place you’d rather they didn’t.
Finally, SSG are currently tinkering with Update 21.3 - Beta #4 on the Bullroarer test server. It looks like they’re looking at reducing the level that Ash of Gorgoroth can be obtained via both the landscape and instances. Ash is required to barter for top tier gear. Let it suffice to say, that it would appear that this change is being made to try and “encourage” players to buy the Gorgoroth Steel-Bound Lootbox, which will be the only other alternative means of obtaining it. Need I mention that this proposed change has not been well received by the community. Given the current debacle regarding lootboxes in Star Wars Battlefront II and the fact that such gaming mechanics are now coming to the attention of the legislature both in the US and Europe, is this really a wise move by SSG? Is the need to push lootboxes an indication that the game is not meeting its revenue projections. This is certainly a subject to watch in the weeks to come, while I grin my way through the barren land of Mordor.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
The MMORPG The Lord of the Rings Online runs on a broad spectrum of PCs. From archaic laptops to high end gaming rigs, although it may require a bit of tweaking. At present, the optimal way to play the MMO is at a resolution of 1920x1080 (FHD) with the graphics setting maxed out. The graphics are sharp and the UI is readable. However, a growing number of gamers are now using 2K and 4K monitors. You can play LOTRO at higher resolutions such as 2560×1440 (QHD) and 3840x2160 (UHD) and the game looks great. However, the UI does not scale and so is very small on 2K and 4K monitors. The skill icons on the quickslots (shortcut bars) and the in-game text become difficult to see at these resolutions, which deters some players from using them. It is a known issue that Standing Stone Games are attempting to address but it is unlikely to be resolved any time soon.
I recently read a post on Massively Overpowered about skills rotation in the MMORPG genre. I found the subsequent discussion in the comments fascinating. Mainly because I have never used a fixed rotation of skills in any of the MMORPGs that I play. I understand the reasoning behind such things and why some players want to optimise their combat performance. Using one’s skills in a specific order to maximise damage and manage their subsequent cooldown has a logical appeal. In Star Trek Online, some players go so far as to create keybinds for their rotations and assign it to a specific hotkey, which is then continuously pressed throughout combat. However, rotations are a blunt tool that lack flexibility, often being geared towards dealing with a single target or using an area of effect skill against a larger group. They may not be the optimal approach to combat when things do not go to plan.
Tolkien enthusiasts may recollect Athlon Games, a subsidiary of Leyou Technologies, announcing that it was developing a new MMORPG, based upon The Lord of the Rings, back in September 2018. The following summer, it was revealed that Amazon Game Studios was the partner developer for the project. In late 2020, Leyou Technologies (a Hong Kong-based company), was acquired by the Chinese conglomerate Tencent. This triggered a contract clause with the license holder, Middle-earth Enterprises, allowing them to terminate the existing arrangement if a new deal could not be met. Amazon and Tencent were unable to agree upon how to proceed with the project, leading Amazon to withdraw from negotiations. The project was subsequently scrapped. No details or images of the MMO have been released.
After a six month migration period, Standing Stone Games formally closed all their legacy 32-bit game servers for the MMORPG, The Lord of the Rings Online, on the 31st August 2025. Despite this planned closure being widely discussed via the game’s official forums, professional video game websites and fan blogs, many LOTRO players were unaware of this deadline. Hence many were unable to migrate their respective alts to the new 64-bit servers. Naturally those affected by these closures were upset, especially those with longstanding characters who didn’t relish the prospect of starting from scratch with a new alt. Thankfully, SSG have been true to their word and as of today, have re-opened these “dark worlds” to character transfers. If you have an alt trapped on one of the older game worlds, then now is the time to use the transfer wizard and move them to a new active game world.
MMORPG announced earlier today and it was subsequently confirmed by Standing Stone games, that the new expansion for The Lord of the Rings Online will be Kingdoms of Harad and that it will launch later in the year. The expansion will see the conclusion of the epic Song of Waves and Wind storyline and the level cap raised from 150 to 160. There will be a new region to explore, Mûr Ghala, comprising four zones. Adagîm, Idagâl, An Shêru and Kighân. The latter contains the main trading hub of Zajâna. Players will travel into the region with Gandalf the White, along with allies of the Kindred of Coins and Mizadi as they seek to counter the regional power struggle brought about by the fall of Sauron. Canonically, this takes place three months after the destruction of the ring, hence King Elessar and Eomer are busy with domestic affairs in their respective kingdoms.
Skirmishes were added to the MMORPG The Lord of the Rings Online, in 2009 with the release of the Siege of Mirkwood expansion. Skirmishes are a repeatable and scalable combat system that allows players to access various instances for solo or group play from anywhere in the in-game world. Players can choose a Skirmish Soldier from a variety of classes to accompany them and provide healing, tank or additional DPS. On paper it’s a great system which is why many other MMOs offer something similar. I recently decided to tinker with my Skirmish Soldier build on my main character to see if I could optimise their performance. As my primary alt is a Lore-master, for the last few years I have had a Warrior as their Skirmish Soldier, to take some of the aggro from attacking mobs. I used the excellent guide by FibroJedi and swapped over a few Training and Personal Traits.
On 2nd August 2025, I was playing the MMORPG The Lord of the Rings Online, on my primary character, a level cap Lore-master. I decided to continue with one of the Allegiance Quest lines, specifically Durin’s Folk. I played through several quests and earned the appropriate tokens that advance the Allegiance system. I then handed these in to the NPC in the Hall Under the Mountain, expecting the next quest in the series “Chapter 3: Gimli’s Request” to be unlocked. An item appeared in my inventory that I then clicked on, which should have bestowed the quest. Unfortunately, nothing happened. Furthermore, the item vanished from my bag and therefore I could not attempt to click it again. I checked the LOTRO Wiki and then looked around the Hall Under the Mountain to see if any NPC had a ring icon above their head. As they did not, I surmised that this was a software glitch and logged a support ticket with Standing Stone Games.
Let’s start with a quote from a classic Walter Hill film, The Warriors. “Can you count, suckers?” says Sirus. The gang leader was referring to the number of Police in New York City at the time. Whereas, for the purpose of this post, I am referencing how many Delving Writs a player needs to acquire 6 pieces of level cap armour in LOTRO. Because, next to the gear you get from endgame instances and raids, Delving gear is a good alternative.. It is marginally better than the items you can get from lootboxes. Hence, Delving armour is a good source of high end gear for the solo player. Through the miracle of mathematics, the number of Delving writs required to acquire a full set of this armour is 9,000. At first glance, that seems like a lot. If you then do some further research to put the number in context, you realise it is indeed a lot and a substantial undertaking.
I am currently enjoying a renewed interest in the MMORPG The Lord of the Rings Online since I migrated all my characters from the old 32-bit servers to the new 64-bit replacements. I’ve created a new High Elf Lore-master on Peregrin server and am currently levelling them in a targeted play through of the Epic Story, supplemented by curated side quests. While playing recently, I realised the game UI on this alt wasn’t as I usually have it laid out. So I checked through the various documents on my PC and found a text file I had created many years ago that had a few hints and tips written down. I’ve added a few more and decided to share them as a blog post. I’m sure veteran players will be familiar with many of them but a lot of them are worth repeating. They may prove useful to those new to LOTRO or returning to the game after a long hiatus.
In mid-March, while the server migration debacle raged, I created a new alt for the MMORPG, The Lord of the Rings Online, on Peregrin server. The idea was to play casually through content focusing on enjoyment, rather than worrying about progression. I was to level at a pace that suited me and had no specific plans to develop my alt in any particular way. I have been playing LOTRO since 2008 and have a primary level-cap character that has been my main focus over the years. Hence I have previously experienced all story content from all the expansions and am therefore very familiar with what the game has to offer. Which is why I thought I’d do things differently this time. So I started my new Lore-master in Mossward in Swanfleet, the new starting area added to the game in 2022.
In massively multiplayer online games (MMOs), alts (short for alternate characters), are new characters created by a player in addition to their primary character (often called the “main”). Alts are often encouraged by developers as a means to keep players engaged with their game(s). Sometimes an MMO will actively reward the creation of alts either with access to exclusive content, or with additional skills or items previously unlocked by primary characters. As the myth that an MMO really begins at endgame still persists in gaming culture, some games sell boosts that will instantly raise the level of an alt to that of the current level cap. Creating alts is such a key aspect of the MMO genre, that some games will sell additional character slots, so that players can create further alts beyond the default amount allowed. There are many reasons why players create alts. Let us consider some.
I wrote a while ago that a lot of kinships from the MMORPG, The Lord of the Rings Online, would probably not survive the recent server migration. MMOs are social endeavours by nature, often with strong emotional ties but a lot of kinships (or guilds) have already fallen into decline, simply due to gaming entropy. Hence the migration has seen players leave existing kinships to move to the superior 64-bit servers, resulting in a lot of people who may be potentially looking for a new home. This is exactly what happened to me. I opted to move to Meriadoc server promptly, at the cost of leaving a kinship I have been a member of since 2009. However, the move presented me with an opportunity to remedy this problem myself. I subsequently set up my own kinship and decided to make it available to others.
The dust appears to have settled for the MMORPG The Lord of the Rings Online, after last month’s server transfer debacle. Despite the technical issues arising and subsequent delays to the migration timetable as well as the procurement of in-game housing, LOTRO seems to be enjoying a minor resurgence. Many former players are returning to the game and moving retired alts to new servers, due to the superior performance. The migration issues have also brought a lot of attention to this 18 year old game and it would appear there are many new players trying this Tolkien themed MMO. I was pleasantly surprised to see that a further two 64-bit servers, Grond (EU) and Sting (US), are to be added to the game to meet demand. As I predicted in my previous posts, LOTRO has a habit of bouncing back due to its unique niche in the gaming ecosystem.
It has not been a good week for the MMORPG, The Lord of the Rings Online and its developer Standing Stone Games. The migration from legacy 32-bit servers to 64-bit servers has not gone smoothly. The transfer queue was overwhelmed by the sheer number of accounts and it has taken far longer than expected to process the backlog of requests. Today has been the fifth day of waiting to see if my 3 main characters from Laurelin server have successfully migrated to their new home on Meriadoc. When I checked this morning, the transfer wizard indicated that my characters were back where they originally came from. I therefore considered repeating the entire process. However, around midday, Community Manager Cordovan indicated that SSG had caught up with transfer requests made around 8:00 AM EST on Sunday 9th March. So I decided to be patient and wait a little longer.
I’ve been busy this weekend, so it wasn’t until late afternoon today that I found time to sit down and attempt to migrate my characters from the old 32-bit server Laurelin, to the new 64-bit server Meriadoc. The “Great Server Migration” has not gone smoothly and the week has been a litany of changing deadlines and unfulfilled expectations. However, developer’s Standing Stone Games, have been “firefighting” issues on a daily basis and communicating regularly with the player base of the MMORPG, The Lord of the Rings Online. Sadly, a lot of players have not responded well to the ongoing technical difficulties and there is subsequently a lot of ill feeling on the official forums. I have chosen to adopt a more pragmatic outlook and to let events run their course.
Standing Stone Games were scheduled to open their new 64-bit servers for the MMORPG, The Lord of the Rings Online, today. However, when the free transfer service went live yesterday, it was quickly overwhelmed by the sheer number of players trying to migrate their alts from the older 32-bit servers to the new ones. Eventually SSG had to disable the transfer facility so that they could process the backlog. Hence today’s launch of the new servers has been postponed till tomorrow. In the meantime, the official LOTRO forum’s have gone into meltdown with irate players berating the developers for handling the migration poorly. True to form, SSG have been somewhat defensive and prickly in response to what they see as unjust criticism. Let it suffice to say that neither party has covered themselves in glory and there is a good chance that the technical problems will persist a while longer.
What Massively Overpowered calls LOTRO’s “Great Server Migration” began today. The MMORPG The Lord of the Rings Online has opened 4 new 64-bit servers in conjunction with the 2 existing 64-bit legendary servers and the long term plan is to migrate all current players over to them. Eventually, the 32-bit legacy servers will be shut down, however that is a long way off at present. As of today, VIP players can select a new server, log into it and create new characters with their desired names. These placeholder characters cannot be played at present but can be used to reserve names. Tomorrow, if all goes well, the new servers formally open and free transfers begin. Players can then delete placeholder characters and rename alts that they have migrated, thus restoring desired names. It should be noted that none of this is mandatory and players can remain on the old servers for the present.
I have many pleasant memories associated with playing the MMORPG The Lord of the Rings Online during its first decade. A lot of them are due to the kinship (guild) that I have been a member of since 2009. I started playing LOTRO in December 2008 and it took me a while to find a suitable kinship but once I did, it made logging into the game a real pleasure. I was at a point in my life where I had sufficient time to play the game regularly and take part in kinship organised raids. It was also an added bonus to be able to spend some time and chat with some like minded people. I’m sure such an experience is not unique to me and that many LOTRO players have enjoyed similar periods of time. The lucky ones may still be enjoying a comparable kinship experience today.
I have two monitors on my desk. The first (which is the primary monitor as far as my PC is concerned), is on the left and the second is on the right. The primary monitor is a 24 Dell U2412M, which has a resolution of 1920 x 1200. It therefore has an aspect ratio of 16:10 which adds a little extra desktop real estate, which I prefer when writing. The second monitor is a 24 inch Dell S2421H with a screen resolution of 1920 x 1080. It has an aspect ratio of 16:9 which is standard FHD. My chair is adjacent to the middle of my desk and I can turn according to each monitor I’m using. I tend to use the primary, larger monitor on the left for tasks such as writing via Google Docs and emails. The second monitor on the right is used for YouTube and gaming. This is because of its FHD format. I also have a Nintendo Switch connected to the second monitor for the same reason.
Is Vanity the Achilles Heel of the Game Industry?
On the eve of the launch of Star Wars Battlefront II last Friday, DICE General Manager Oskar Garbrielson released a statement stating that paid microtransactions were to be disabled in the game for the immediate future. It was a major reverse of policy after several weeks of increasing debate and acrimony about the subject from Star Wars fans and wider gamers. It has now come to light that the decision was due to pressure from the rights holders themselves. Disney Head of Consumer Products and Interactive Media Jimmy Pitaro is apparently the driving force behind this U-turn. Naturally with a major movie release only weeks away and the prospect of huge merchandise sales over the holiday season, no one at Disney wanted to see a media circus that could impact upon their bottom line. What happens in the new year when the controversy has died down and the movie leaves the cinemas, remains to be seen. I suspect we have not seen the back of the loot crate issue but for the meantime the problem has been side-lined.
On the eve of the launch of Star Wars Battlefront II last Friday, DICE General Manager Oskar Garbrielson released a statement stating that paid microtransactions were to be disabled in the game for the immediate future. It was a major reverse of policy after several weeks of increasing debate and acrimony about the subject from Star Wars fans and wider gamers. It has now come to light that the decision was due to pressure from the rights holders themselves. Disney Head of Consumer Products and Interactive Media Jimmy Pitaro is apparently the driving force behind this U-turn. Naturally with a major movie release only weeks away and the prospect of huge merchandise sales over the holiday season, no one at Disney wanted to see a media circus that could impact upon their bottom line. What happens in the new year when the controversy has died down and the movie leaves the cinemas, remains to be seen. I suspect we have not seen the back of the loot crate issue but for the meantime the problem has been side-lined.
This entire matter is emblematic of a wider issue surrounding marketing, branding and PR. One that bleeds through into multiple facets of day to day life. We live in a curious world where politicians, communities and businesses are often very protective of their “image” and “reputation”. These may be hard earned through years of doing the right thing or simply be the product of proactive PR and spin. But the bottom line is no one wants to be negatively labelled these days, even if that label is justified. Hence, we live in a world were racists don’t like to be called such and companies hate to be perceived as “greedy”, although that is the nature of the very system that predicates their existence. Everyone seems to want to act with impunity but still be seen as a good guy and be able to hang out with fans at community events and bask in the warm glow of public adulation. It’s hypocritical and it stinks. Sadly, we allow it.
So, EA and DICE were told to stand down and this whole problem has temporarily been defused because Disney doesn’t want their image tarnished, although a little research will show they’re far from angels. Has this move worked? Well initial sales may be a little slow of Star Wars Battlefront II but it’s early days yet and I don’t see the game bombing any time soon. Fans also have very short memories and are their own worst enemy in so far as making a stand. People like to posture but they seldom care to go without and that is the only way to effect real change. What happens next with this game is still up for grabs. However, it does prove that vanity and “public perception” are the industries Achilles Heel and we should as gaming consumers continue to use this to effect the changes that we want. All we need to do now is figure out exactly what those are, as a cursory glance around the internet shows that gamers do not share a universal “dream”.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
I have been aware of the online interest around the open world action game Crimson Desert for a while now. One of the things that has intrigued me about it is the scope of the game. The word “hype” has been bandied about by a few gaming websites. However, from what I have observed, developers Pearl Abyss have not been excessively hyperbolic themselves, with regard to the manner in which the game’s systems and mechanics have been marketed. Now that the press embargo has been lifted, the pre-release reviews seem to confirm that everything we’ve seen in promotional videos in the run up to the launch, is in fact present in the game. So far the initial critical response has been very positive and it has been hinted that the game may well be a genre milestone. Perhaps Crimson Desert is just a rare example of a game that has not had a rushed development and isn’t launching prematurely for business reasons.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
I have written in the past about the video games we cannot play. The ones that require a keen understanding of a game’s mechanics, along with a strong degree of manual dexterity and situational awareness. Being 58 years old, I tend to have neither the co-ordination necessary to succeed or the patience to master such complex skill requirements. With this in mind, I recently watched a YouTube video for Chivalry 2 and thought, that looks like fun. The fact that it showed someone picking up a chicken and throwing it at an opponent is neither here nor there. However, after watching a few more videos I realised that combat in the game was complex and that, as usual, the reality of playing such a game would be different from my expectations. Hence, I came very close to not buying Chivalry 2. However, I eventually decided that I would, so I bought it for just under £10 from an online vendor.
I decided to pursue a magic and spellcasting build in the RPG Tainted Grail: The Fall of Avalon after the story prologue. During the opening section of the game, the player is presented with a sufficient range of weapons to determine which type suits them best, although you can change at any time during the game. For me, casting spells feels right and is fun. Plus I have fond memories of the magic system in Two Worlds II and Skyrim. So once I started playing through the first zone, I started putting attribute and skill points into the appropriate trees to bolster my spells strengths and frequency. I also chose gear that would bolster those statistics further. The results have been surprising, as magic and spellcasting is not presented in the usual “glass cannon” style you find in some other RPGs. Here it offers robust DPS output and with the right gear and spell combination, a strong degree of survivability.
I originally bought Warhammer: Dark Omen in the summer of 1998. I played a demo copy via a magazine cover disc, which was a common means of promotion and marketing back then. Although I was at that point, unfamiliar with the Warhammer Universe, I found this game to be an excellent point of entry. The story did an excellent job of introducing players to “The Old World”, the political and power structure and major characters. I instantly liked both the aesthetic and the lore. Warhammer: Dark Omen was also the first real-time tactical wargame that I played and I spent numerous hours playing through the campaign. Overall, the game was a critical success, particularly on PC, but it struggled commercially upon its initial release and didn’t quite find the audience that it deserved. However, it has achieved status as a “cult classic” among gamers, leading to a recent re-release on GOG in late 2025.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
Classic Game Themes: Shadow of War
The soundtrack for Middle-earth: Shadow of Mordor by Gary Schyman and Nathan Grigg was a dark and brooding affair, reflecting the tragedy of its central characters. It was a score based upon haunting strings, low vocals and ominous tones. However, both composers have crafted a somewhat different soundscape for the sequel Middle-earth: Shadow of War. It should be noted that if you are an ardent fan of Howard Shores scores for Peter Jackson’s movies, that Gary Schyman and Nathan Grigg’s approach to Middle-earth is quite different, although both are orchestral works. Shores grandiose themes often reflected the enormity and history of Middle-earth. Here the music is more personal, channelling the emotions of those who stories unfold against such momentous events.
The soundtrack for Middle-earth: Shadow of Mordor by Gary Schyman and Nathan Grigg was a dark and brooding affair, reflecting the tragedy of its central characters. It was a score based upon haunting strings, low vocals and ominous tones. However, both composers have crafted a somewhat different soundscape for the sequel Middle-earth: Shadow of War. It should be noted that if you are an ardent fan of Howard Shores scores for Peter Jackson’s movies, that Gary Schyman and Nathan Grigg’s approach to Middle-earth is quite different, although both are orchestral works. Shores grandiose themes often reflected the enormity and history of Middle-earth. Here the music is more personal, channelling the emotions of those who stories unfold against such momentous events.
The first theme we encounter is with the games main menu. It is in fact an instrumental version of the song Fires of War which later plays across the end credits. This time round the music takes a different approach with a more positive and uplifting undercurrent. The stygian darkness of Mordor has been swapped for a more stoical mood and opening theme features swelling staccato strings. The central melody does still feature the high overtone along with the violins that were present in the first game but it feels very different this time, with a more optimistic spin. Talion is no longer seeking revenge but to over throw Sauron himself and this driving passion is reflected in the soundtrack.
Once you start following the narrative of the central story and move beyond Minas Ithil, the soundtrack feels much closer to the tense and portentous ambience of the original title, with choral parts and low register piano interludes. There are not so many leitmotifs used this time round and the score is more of an evolving soundscape. This suits the game play far more appropriately. For the sake of continuity, many of the themes associated with Talion’s specific abilities are used again. This includes the magnificent Caragor Riding with its off-kilter beat, Cello and vocalisation of the Ring Lore. Overall Middle-earth: Shadow of War boasts a very accomplished soundtrack and a worthy successor to its predecessor.
The Planet of the Apes movie franchise took a radical change of course with its third entry in the series. The first two films were set in the future and benefited from high production values to help realise a post apocalyptic earth. However, due to a substantial reduction of budget, Escape from the Planet of the Apes uses a time travel plot device to bring the ape protagonists to present day Los Angeles (1971 in this case). The result is a film with a much smaller narrative scope. However, although it lacks the science fiction spectacle of its predecessors, it features an interesting satirical exploration of celebrity culture and ponders what it is like to be deemed an enemy of the state. As ever, Roddy McDowell and Kim Hunter provide exceptional lead performances as the Chimpanzees Cornelius and Zira. Escape from the Planet of the Apes also captures the pop culture vibe of seventies America.
Ronald Erle Grainer (11 August 1922 – 21 February 1981) was a prolific Australian composer who is best remembered for his work in the United Kingdom during the sixties and seventies. He wrote numerous notable scores and theme music for several iconic television shows such as Doctor Who, Steptoe and Son and Tales of the Unexpected. He also composed the soundtrack for several major motion pictures such as Some People (1962), The Assassination Bureau (1969) and The Omega Man (1971). Grainer relocated to London from Australia in 1952 but it was not until 1960 that he gained critical success after writing the music for the popular TV show Maigret. He subsequently received an Ivor Novello award for “Outstanding Composition for Film, TV or Radio”.
The following is about a cultural change. That is not to say that it’s a value judgement or one of those posts you so frequently read by bloggers of a certain age, that essentially boil down to “things were better in my day”. It is merely an observation and like all observations it is not 100% universal. There will always be exceptions to the rule. I am simply painting with broad strokes a general truism for your consideration. My point being that people listen, experience and enjoy music differently these days compared to how they did three to four decades ago. I’m not talking about the science of hearing or anything complex like that. I am merely highlighting the change in the way we choose to experience music and how that has an impact upon its creation and presentation. So like Anne Elk, presenting her theory on the Brontosaurus, here is the axiom at the heart of this post.
Allonsanfàn (1974) is an Italian historical drama film written and directed by Paolo and Vittorio Taviani. The title of the film derives from the first words of the French Revolutionary anthem La Marseillaise (Allons enfants, IE “Arise, children”). It is also the name of a character in the story. Set against the backdrop of the Italian Unification in early 19th-century Italy, Marcello Mastroianni stars as an ageing revolutionary, Fulvio Imbriani, who becomes disillusioned after the Restoration and endeavours to betray his companions, who are organising an insurrection in Southern Italy. Allonsanfàn is a complex film that is not immediately accessible to those unfamiliar with the intricacies of Italian political history nor the arthouse style of the Taviani brothers. However, it is visually arresting and features a rousing score by Ennio Morricone.
Jerry Goldsmith’s contribution to Star Trek is immense. Yet simply listing the films and TV episodes he wrote music for does not adequately encapsulate the significance of his contribution to the franchise. His majestic, thoughtful and uplifting musical scores provide an emotional foundation that reflects the core ethos of Star Trek. They also create an invaluable sense of continuity that spans multiple shows and movies. Perhaps the most obvious example of this is his iconic title music for Star Trek: The Motion Picture (1979) that was subsequently adopted as the theme tune for Star Trek: The Next Generation. His work was held in such high regard, when Star Trek V: The Final Frontier (1989) ran into production issues, it was thought that a Jerry Goldsmith soundtrack may well elevate the film. Sadly it didn’t but his work on that instalment was outstanding and among his best.
Halloween (1978) is both a genre and cinematic milestone. It made stars of Jamie Lee Curtis and director John Carpenter as well as kickstarting the slasher genre that dominated the box office for the next 15 years. Unlike many of the inferior imitations that followed in its wake, Halloween is not a gorefest but a far more suspenseful and unsettling film. It’s shocks and sinister atmosphere are the result of sumptuous panavision cinematography by Dean Cundey and inventive editing by Tommy Wallace and Charles Bornstein. Another invaluable asset to the film’s effectiveness is John Carpenter minimalistic synth and piano score which perfectly embellishes the film with an air of menace. After 33 years and various re-arrangements in subsequent sequels, the original Halloween Theme is still as effective today as it was when the film was first released.
Tenebrae (1982) is probably Dario Argento’s most accessible “giallo” for mainstream audiences. Although violent, it is not as narratively complex as Deep Red (1975) or as bat shit crazy as Phenomena (1985). The story centres on popular American novelist Peter Neal (Anthony Fanciosa) who is in Rome to promote his latest book. Events take a turn for the worst when a series of murders appear to have been inspired by his work. The plot twists and turns, the director explores themes such as dualism along with sexual aberration and blood is copiously spattered across the white walled interiors of modernist buildings. It is slick, disturbing and has a pounding synth and rock score by former Goblin members, Claudio Simonetti, Fabio Pignatelli, and Massimo Morante.
An American Werewolf in London is a genre milestone and one of the few horror films that successfully manages to balance humour and suspense without mitigating the overall tone of the story. 40 years on from its theatrical release it still holds up well with its bitter sweet love story, tragic themes and ground breaking transformation effects by Rick Baker. Director John Landis never really bettered this concise and effective genre outing. It hits the mark in virtually every part of the production. However, there is one aspect of the film that does suffer as a result of the director’s personal choices. Whether it is to the detriment of the overall film is debatable. The point in question is the film’s soundtrack and the director’s focus upon the song Blue Moon by Richard Rodgers and Lorenz Hart.
Before we start, no I am not writing about Alexander Courage’s classic main theme for the original Star Trek show. I can add nothing further to that particular discussion and it remains iconic and inspiring, even when distilled down to just the initial fanfare. In this post I want to draw your attention to another piece of music from Star Trek that has permeated its way into popular culture. A cue that when heard, if the listener is familiar with its provenance, will instantly conjure up images of flying drop kicks, ear claps and judo chops. A piece of music that can be added to pretty much any video footage and instantly make it more heroic. Yes, I am talking about what has become generically known as Star Trek “fight music”. Or more specifically, the "The Ancient Battle/2nd Kroykah" cue from Amok Time (S02E01) composed by Gerald Fried. The scene during the koon-ut-kal-if-fee ritual in which Spock fights Kirk on the planet Vulcan for complicated “reasons”.
Classical music has often been used to great effect in cinema since the advent of sound. It has certain advantages over bespoke compositions, in that it can imbue a scene with a sense of gravitas and emotionally connect with viewers who may already be familiar with the piece being played. Legendary director Stanley Kubrick famously rejected Alex North’s score for 2001: A space Odyssey after finding the classical tracks he used for the temporary soundtrack complement the visuals perfectly. Over the years, some particular pieces of classical music have proven to be very popular and flexible, thus appearing in a wide variety of films across multiple genres. Hence, I have chosen two well known tracks that demonstrate this. I would also like to highlight contemporary classical music and have also selected one example that I feel demonstrates how the genre sublimely compliments cinema.
If you mention The Pink Panther (1963) I’d hazard a guess that most people will instantly think of Inspector Clouseau (and possibly throw in a quote in faux French about “Minkeys”) or hum or whistle the iconic theme tune. It’s blend of cool sixties Jazz and Lounge is both classy and evocative. Henry Mancini’s contribution to the Pink Panther franchise is commensurate to that of Peter Sellers and Blake Edwards. If you removed his musical scores from any of the films they would be greatly diminished. In fact one can argue that the movies made in the eighties after Sellers’ death are greatly bolstered by Mancini’s intelligent and accomplished musical accompaniment. The franchise may have run out of steam but Mancini never did so.
Back in August 2018, I posted seven of my favourite tracks from various video games that I’ve played over the years. I thought recently that it was high time that I did the same again. So here are a further five musical cues that I especially enjoy. All of which contribute greatly to the respective games that they feature in. Unlike film composers, musicians that write for video games do not always enjoy comparable exposure or attention. Yet often they have a more complex remit, having to write material for dozens of hours of content, rather than just two or three. Furthermore, the complete soundtrack to many video games often remain conspicuously absent, with fans having to data mine the game client to find the tracks that they love. Which is why it is important for those that enjoy video game music to show their support. Perhaps then more publishers will release full and comprehensive game soundtracks for digital download.
It was Friday the 13th yesterday, so I thought it was about time that I added Harry Manfredini’s iconic score to the annals of Classic Movie Themes. The 1980 slasher movie Friday the 13th has become as legendary in the pantheon of cinematic horror history as John Carpenter’s Halloween. Although there are marked differences between these two films, both use minimalist musical scores extremely effectively to punctuate the proceedings and embellish the overall atmosphere. However, Manfedini did not want to provide viewers with obvious audio cues during scenes of building tension. He preferred to focus his score upon the activities of the franchise's iconic killer, Jason Voorhees, and hence have strong musical cues when he was on screen. This approach meant that he had to use a unique musical motif to denote potential tension, without diminishing its effect on the audience by excessive use of obvious and melodramatic cues.
Game of Death was Bruce Lee’s fourth Hong Kong martial arts movie. Due to the success of his previous films he found himself in a position where he could finally write and direct a project himself. Filmed in late 1972 and early 1973, the film was put on hold midway through production when Hollywood offered him a starring role in Enter the Dragon. He died shortly after completing the US backed movie that made him an international star, so Game of Death remained unfinished. Several years later the rights to the raw footage were sold and recycled for a new movie, that kept the name but bore little resemblance to Lee’s original vision. For most of Game of Death, Kim Tai-jong and Yuen Biao double for Bruce Lee and it is only in the final act that audiences actually get to see about 12 minutes of material that he shot himself. The 1978 release of Game of Death, directed by Robert Clouse, is a mess but remains a cinematic curiosity. The scenes which genuinely feature Bruce Lee are outstanding, even in an abridged form.
The Long Good Friday not only launched then career of Bob Hoskins but remains a uniquely British take on the gangster genre. Featuring authentic performances and a credible plot, the screenplay touches upon many of the social and political issues of the time; police corruption, the IRA, urban renewal and the decline of industry, along with EEC membership and the free-market economy. It’s a gritty and unrelenting drama that is still relevant today. Furthermore, the film is filled with quotable dialogue and has several stand out scenes that showcase Bob Hoskins’ smouldering performance. It’s also offers of “who’s who” of British character actors and there is one sequence still has the power to shock even today.
A few years ago, I wrote a post about cult movie soundtracks and how many of these movies are often blessed with a high quality score from an established composer. The subject came up again recently when I was visiting the British Film Institute with friends, and several other examples were discussed. Hence, I thought it would be prudent to write a follow up post with another selection of material, as it continues to amaze me how often the most appalling films can still have outstanding soundtracks. With this idea in mind I've collated five films that are for various reasons are labelled “cult” and have suffered the “slings and arrows of outrageous fortune” over the years. All have scores of interests and note, though for different reasons. I have chosen a track from each soundtrack which I think highlights the musical excellence and integrity of the composers involved. The genres are varied as are the musical styles and nuances of each piece. All clearly demonstrate how a well-conceived score can embellish and enhance a movie, effectively becoming a character in its own right.
Lords of the Fallen is an action role-playing game from 2014, played from a third-person perspective. It is broadly in the same idiom to Darksiders and Dark Souls with the emphasis on complex and challenging combat. And it is for that reason that I didn’t get on with this title when I bought it in a Steam sale a few years ago. I felt that the long, protracted fights were an impediment to the narrative, which I quite enjoyed. However, the game was designed this way to appeal to the combat focused gamer and “git gud” culture. But I think that it’s important to try different genres of games from time to time and to step occasionally out of your comfort zone. I would cite the Hand of Fate series as a positive example of this. Both of those titles are from a genre I wouldn’t usually consider and playing them turned out to be a very positive experience
Alien is a unique genre milestone. It challenged the established aesthetic created by 2001: A Space Odyssey of space travel being pristine, clinical and high tech and replaced it with a grimy, industrial quality. The space tug Nostromo is also a conspicuously “blue collar”, civilian venture, underwritten by a large corporation. As for H. R Giger’s xenomorph, it redefined the depiction of extraterrestrial life in movies. Director Ridley Scott brought visual style and atmosphere to particularly unglamorous and dismal setting. He also scared the hell out of audiences at the time with his slow burn story structure and editing style that hints, rather than shows. Overall, Alien is a text book example of how to make a horror movie and put a new spin on a classic and well-trodden concept.
James Horner was a prolific, yet consistently good composer with a broad range of styles. Consider his score for 48 Hrs with its Jazz under currents and then compare it to his grand swashbuckling approach to Krull. They are radically different soundtracks, but both are extremely effective in embellishing their respective motion pictures. That was James Horner great talent. He knew when to be theatrical and bombastic but could also dial it back and be subtle, gentle and delicate. It made his body of work very diverse and memorable.
James Horner, although possessing a very broad and eclectic musical range, was in many respects a very traditional composer. He was certainly au fait with works of such giants as Miklós Rózsa, Korngold and Bernard Herrmann and it often manifested itself in his music through his use of the leitmotif. Perhaps the reason James Horner was so consistently good and crafted so many outstanding pieces of music, is because he never saw his profession as just a means to an end. As he said in an interview once, “I don’t look at this as just a job. I see music as art”.
Star Trek: Enterprise was the first show in the Star Trek pantheon to have a song performed by an established artist play over the opening credits, rather than a traditional theme tune. Up until 2001, the franchise had maintained a more formal approach, established with the iconic introduction to the original series composed by Alexander Courage. Needless to say, such a radical departure from established practise brought about consternation and debate among fans. In some respects, you can argue that point about the entire show itself, but that as they say, is an entirely different blog post. Needless to say, the dislike and hatred that the song Where My Heart Will Take Me engendered in certain quarters, lead to a petition to have it removed. Needless to say, this movement failed, and the show continued using it for four seasons. Seventeen years on this particular debacle has now died down and the song is often just referenced ironically by fans as an amusing anecdote and piece of Trek trivia.
According to Wikipedia “Hawk the Slayer is a 1980 British sword and sorcery adventure film directed by Terry Marcel and starring John Terry and Jack Palance. The film has developed a cult following”. That doesn’t do the movie justice by any reckoning. Hawk the Slayer is a quirky, low budget, high camp fantasy movie that compensates for its budgetary shortcoming by being so preposterously silly. It is loaded with hard boiled, fantasy steeped dialogue that parodies well known genre tropes. It treads a fine line between utter bilge and stupid fun. It is very much a product of its time and is also filled with British character actors. Some viewers will see nothing more than a cheap and cheerful cash-in on the eighties Sword and Sorcery boom. Others will delight at this inventive, stylised and silly fantasy orientated outing. Such is the nature of cult movies.
Film producer Julian Blaustein had a long-standing desire to make a film that addressed the fears and concerns of the post war Atomic Age. With the backing from Fox Studio Executive Darryl F. Zanuck, he hired screenwriter Edmund North to adapt the short story Farewell to the Master by Harry Bates. The screenplay provided a moral commentary about the ongoing arms race and featured an alien visitor with Christ like qualities who delivers an apocalyptic message. Veteran director Robert Wise was brought in head the project and a fine cast of established characters actors such as Michael Rennie, Patricia Neal Hugh Marlowe and Sam Jaffe was assembled. The finished movie has proven to be one of the greatest science fiction movies ever; it is The Day the Earth Stood Still made in 1951.
King Solomon’s Mines is a 1985 Cannon Films production based on the pulp works of H. Rider Haggard. It was quickly made to cash in on the ongoing success of Indiana Jones franchise, although the finished movie bears little resemblance to the classic original novel. Like most Cannon movies from that boom era, it was a cheap and fast enterprise that superficially sported a good cast, but ultimately didn’t do much with them. Veteran director J. Lee Thompson favoured a light and comic approach to the material, as the film’s budget could hardly sustain any major notable set pieces. Yet, it proved popular enough at the box office to warrant a sequel the following year. Allan Quatermain and the Lost City of Gold proved to be as equally silly but by then the public’s interest had waned.
A ten months ago, I wrote about the LOTRO soundtrack and listed some of my favourite tracks. This time round rather than just limit myself to music from one game, I thought it may be more interesting to broaden the remit. So, I have decided to upload seven of my favourite tracks and music cues from various games I have played over the last two decades. As with cinema, the soundtrack of a game plays a very important role. It can make a substantial impact on the players perceptions and enjoyment. The following tracks are examples that I feel have greatly enhanced a game. They’re also ones that I find particularly enjoyable. They are not in any order of preference.
Paul Verhoeven has seldom made a movie without some semblance of controversy associated with it, and his 1992 neo-noir Basic Instinct was no different. Even before its US release, Basic Instinct courted controversy due over its overt sexuality and graphic depiction of violence. It was strongly opposed by gay rights activists, who criticised the film's depiction of homosexual relationships and the portrayal of a bisexual woman as a homocidal narcissistic psychopath. The opening murder with an icepick is still shocking twenty six years later and is an excellent showcase for makeup FX artists Rob Bottin.
You can write pages on Gerry Anderson's 1968 Supermarionation series Joe 90. There's the morally ambiguous premise of giving an emotionally immature nine-year-old the experiences of an adult. Then the psychological effects of allowing him to kill at will. Then there's the perennial issue of scientists prostituting their skills to the intelligence community. One can also reflect upon the absence of any major female characters in the series and how that may impact upon Joe himself. Finally, when one finally arrives she's a gold-digging bitch who tries to exploit Joe’s Dad, Professor McClaine. Joe 90 is certainly a psychiatrist’s dream subject.
Despite the popularity of the TV show in 1965, the two spinoff Thunderbirds feature films were both box offices failures. This has often been attributed to the indifferently written screenplays that seem to have completely missed the sense of suspense that the fifty-minute episodes achieved. Both feature films feel rather slow and like extended episodes rather than big budget extravaganzas. They fail to do anything different with established characters and apart from showcasing more extensive miniature effects in a widescreen format, don’t really have much more to offer. It’s curious that the winning, character driven formula that worked on television was overlooked for these big screen outings.
I grew up during the seventies when network TV shows still put a lot of thought and effort into such things as their theme tune. It was a decade littered with memorable tracks that captured the essence of the shows they came from. Many have now become integral aspects of popular culture, leading to countless internet memes as well as becoming the ringtones of choice for many a fortysomething. However, things are very different now. You can have a staggeringly good theme for your show, but it can't possibly be longer than thirty seconds. And don’t think for a moment that viewers can listen to it again at the end, as it has now become standard practice to compress the credits into a third of the TV screen and preview what's coming next, while some link announcer spouts inanities. Mercifully, cable and streaming companies tend to treat their TV shows with greater respect. The lack of commercial advertising ensures a longer program duration and hence more focus on a theme tune. However, network TV still commands big audiences, yet hasn’t in recent years produced any TV show themes of note.
Star Wars Battlefront 2: Update
Having completed my ten-hour Play First Trial of Star Wars Battlefront 2, I wanted to elaborate further upon my initial thoughts of the game. It should be noted that the demo that EA offers via Origin Access, comes with several caveats. Only the first three missions of the campaign are available, although these are sufficient to give to the you a good handle on the game’s various combat mechanics. You play as Imperial Special Forces Agent Iden Versio, the leader of Inferno Squad. The story starts during the Battle of Endor and addresses the fate of the Empire, after the Emperor’s demise. Unlike many games from this genre, the single player campaign is well written and engaging. When this part of the demo ended I found myself wanting to play more and see where the narrative went. Out of the ten hours given for the demo, I spent about three on the campaign. The rest of the time I spent in multiplayer, which is the game’s raison d'être.
Having completed my ten-hour Play First Trial of Star Wars Battlefront 2, I wanted to elaborate further upon my initial thoughts of the game. It should be noted that the demo that EA offers via Origin Access, comes with several caveats. Only the first three missions of the campaign are available, although these are sufficient to give to the you a good handle on the game’s various combat mechanics. You play as Imperial Special Forces Agent Iden Versio, the leader of Inferno Squad. The story starts during the Battle of Endor and addresses the fate of the Empire, after the Emperor’s demise. Unlike many games from this genre, the single player campaign is well written and engaging. When this part of the demo ended I found myself wanting to play more and see where the narrative went. Out of the ten hours given for the demo, I spent about three on the campaign. The rest of the time I spent in multiplayer, which is the game’s raison d'être.
I’m not a huge fan of the ground based multiplayer modes. I find that my reactions are too slow for me to make any meaningful progress. However, Galactic Assault features large team orientated, objective based maps and due to the volume of players is more forgiving to the less skilled. I only spent an hour or so with type of combat before moving on to Starfighter Assault mode. Here two teams of up to 24 players, with an additional 40 AI fighters, compete in multi-stage battles between swift starfighters and powerful hero ships. There are also huge capital ships to be dealt with as well as environmental objectives. Space combat, which was conspicuously absent in the last instalment of the game, is the jewel in the crown of Star Wars Battlefront 2. The combat is fast, fluid and immense fun. The ships handle well and each class has its virtues. I was expecting to have to use my Xbox Controller for this stage of the game but I found that a keyboard and mouse works quite well.
I spent six hours playing Starfighter Assault and learning curve wasn’t too hard. As ever situational awareness is the key to success, as well as firing in controlled and measured bursts. Timing is everything. It also pays to stay with your wingmen and provide cover for each other. Out of all the ships, I found the TIE fighter most to my liking. It is a simple and efficient vessel. As for the hero ships, which become available to fly when you’ve amassed sufficient points in combat, I soon learned to avoid them. Although they do provide increased firepower, they’re also prime targets and other players flock to take them down. Again, for those who are not so confident with one on one combat, there are capital ships to destroy. Because progress is based on points and not just kills, even the novice player can make progress. For me the space combat is the selling point of this game. It is enthralling and entertaining.
Sadly, I must now return to the subject of the loot crates and star cards. Although skill, experience and reactions determine a player’s performance, equipping a star card with a suitable modifier makes a significant difference. While initially playing Starfighter Assault, it became apparent that other players had quicker weapons cooldowns, increased armour or it took less time for their missiles to lock on. I found this out because whenever you’re defeated, your foes details display on screen listing their username, ship class and all the modifiers they have equipped. It’s far from a subtle advertisement for loot crates. Furthermore, I when I experimented with modifiers myself, after buying some loot crates with earned currency, I soon got lucky and obtained some beneficial star cards myself. These did improve my performance by enhancing my ships durability. Thus, those players who do not wish to grind for upgrades can simply throw their wallets at the problem. Theoretically, a new player could have a significantly improved starfighter just after a few hours, if they’re prepared to pay.
I’m wont badger readers any further about the iniquities of microtransactions in triple A titles. I will simply say I think it’s bad for gaming in the long term. However, I suspect that EA have taken a calculated gamble on using this franchise as a guinea pig for this form of monetisation. Star Wars Battlefront 2 is a solid and immensely enjoyable game and I’m certain many players are going to put aside their moral objections and buy this title because, hey, it’s Star Wars. I myself was not going to buy the game after the trial on principle but have now been informed that it has already been purchased as a gift for my upcoming birthday. I will however not pay for any loot crates with real money and will simply rely upon grinding. I shall also be keeping my eyes open for news regarding sales of Star Wars Battlefront 2 when it launches officially on 16th November. Then we will find how much of a stumbling block microtransactions are and whether gamers worry about cognitive dissonance.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
I have been aware of the online interest around the open world action game Crimson Desert for a while now. One of the things that has intrigued me about it is the scope of the game. The word “hype” has been bandied about by a few gaming websites. However, from what I have observed, developers Pearl Abyss have not been excessively hyperbolic themselves, with regard to the manner in which the game’s systems and mechanics have been marketed. Now that the press embargo has been lifted, the pre-release reviews seem to confirm that everything we’ve seen in promotional videos in the run up to the launch, is in fact present in the game. So far the initial critical response has been very positive and it has been hinted that the game may well be a genre milestone. Perhaps Crimson Desert is just a rare example of a game that has not had a rushed development and isn’t launching prematurely for business reasons.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
I have written in the past about the video games we cannot play. The ones that require a keen understanding of a game’s mechanics, along with a strong degree of manual dexterity and situational awareness. Being 58 years old, I tend to have neither the co-ordination necessary to succeed or the patience to master such complex skill requirements. With this in mind, I recently watched a YouTube video for Chivalry 2 and thought, that looks like fun. The fact that it showed someone picking up a chicken and throwing it at an opponent is neither here nor there. However, after watching a few more videos I realised that combat in the game was complex and that, as usual, the reality of playing such a game would be different from my expectations. Hence, I came very close to not buying Chivalry 2. However, I eventually decided that I would, so I bought it for just under £10 from an online vendor.
I decided to pursue a magic and spellcasting build in the RPG Tainted Grail: The Fall of Avalon after the story prologue. During the opening section of the game, the player is presented with a sufficient range of weapons to determine which type suits them best, although you can change at any time during the game. For me, casting spells feels right and is fun. Plus I have fond memories of the magic system in Two Worlds II and Skyrim. So once I started playing through the first zone, I started putting attribute and skill points into the appropriate trees to bolster my spells strengths and frequency. I also chose gear that would bolster those statistics further. The results have been surprising, as magic and spellcasting is not presented in the usual “glass cannon” style you find in some other RPGs. Here it offers robust DPS output and with the right gear and spell combination, a strong degree of survivability.
I originally bought Warhammer: Dark Omen in the summer of 1998. I played a demo copy via a magazine cover disc, which was a common means of promotion and marketing back then. Although I was at that point, unfamiliar with the Warhammer Universe, I found this game to be an excellent point of entry. The story did an excellent job of introducing players to “The Old World”, the political and power structure and major characters. I instantly liked both the aesthetic and the lore. Warhammer: Dark Omen was also the first real-time tactical wargame that I played and I spent numerous hours playing through the campaign. Overall, the game was a critical success, particularly on PC, but it struggled commercially upon its initial release and didn’t quite find the audience that it deserved. However, it has achieved status as a “cult classic” among gamers, leading to a recent re-release on GOG in late 2025.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
Star Wars Battlefront II
Star Wars Battlefront II looks superb, even on an ageing PC such as mine. It absolutely exudes Star Wars ambience, with its aesthetics and sound design. If you are looking for a game that show cases the cutting edge of game graphics, then look no further. However, I cannot praise the game play and mechanics in the same ways as its visuals. Star Wars Battlefront II is hobbled by a progression system that is tied and potentially undermined by its loot crate mechanic. Furthermore, I won’t say “this is a real shame” as if it’s something that just happened by accident because it patently isn’t. The game was design this way. EA elected to block player progression and then provide a means to circumnavigate it, through the spending of additional funds.
Star Wars Battlefront II looks superb, even on an ageing PC such as mine. It absolutely exudes Star Wars ambience, with its aesthetics and sound design. If you are looking for a game that show cases the cutting edge of game graphics, then look no further. However, I cannot praise the game play and mechanics in the same ways as its visuals. Star Wars Battlefront II is hobbled by a progression system that is tied and potentially undermined by its loot crate mechanic. Furthermore, I won’t say “this is a real shame” as if it’s something that just happened by accident because it patently isn’t. The game was design this way. EA elected to block player progression and then provide a means to circumnavigate it, through the spending of additional funds.
Weapons and characters in Star Wars Battlefront II can have their base skills upgraded. In most games with a similar mechanic, as you level up you earn skills points that you then spend to unlock modifiers and upgrades. Here they are dependent on star cards which are only available from loot crates. Theoretically you could simply earn everything you need by grinding through the game and earning the necessary currency and depending on chance. However, it would be a tortuously slow process. Naturally, paying for additional loot crates is the solution that EA have seen fit to implement. You can therefore spend additional money over the cost of the base game and gain modifiers that give you a significant advantage.
Even if you set aside for a moment the questionable ethics of this business model, Star Wars Battlefront II has no match making system in place. Thus, a new player will immediately compete against those who have purchased a clear advantage. These manifests themselves as reduced timers for weapon over heating or quicker weapons lock on in space combat. The net result is that the new player will die more frequently. Even those adept at the FPS genre will find that they have to play far harder for less results. Whether the player has the patience to plod through the game until they have unlocked all the necessary skills without paying for them, ultimately come down to their temperament. All I have to add to this sorry state of affairs is that fun and success should not be the prerogative of those who pay extra. This is supposed to be a “game”.
There is a single player campaign with this instalment of the franchise and from what I’ve seen so far, it is not too bad. The voice acting is solid and the story from an imperial perspective is enjoyable. EA have also made it clear that all future maps and DLC for the game will be free but given that your performance through any additional material is dependent on the skills that you’ve unlocked, we are forced to return to the issue of the loot crates and how not using them diminishes your success in the game. The sad reality is that this system gates player performance and therefore player fun. So, I cannot personally recommend Star Wars Battlefront II. It is immensely enjoyable in principle and embodies Star Wars in many respects but is flawed by an unpleasant and egregious business model.
NB. I shall post an update to this post when I've completed by ten hour trial.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
I have been aware of the online interest around the open world action game Crimson Desert for a while now. One of the things that has intrigued me about it is the scope of the game. The word “hype” has been bandied about by a few gaming websites. However, from what I have observed, developers Pearl Abyss have not been excessively hyperbolic themselves, with regard to the manner in which the game’s systems and mechanics have been marketed. Now that the press embargo has been lifted, the pre-release reviews seem to confirm that everything we’ve seen in promotional videos in the run up to the launch, is in fact present in the game. So far the initial critical response has been very positive and it has been hinted that the game may well be a genre milestone. Perhaps Crimson Desert is just a rare example of a game that has not had a rushed development and isn’t launching prematurely for business reasons.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
I have written in the past about the video games we cannot play. The ones that require a keen understanding of a game’s mechanics, along with a strong degree of manual dexterity and situational awareness. Being 58 years old, I tend to have neither the co-ordination necessary to succeed or the patience to master such complex skill requirements. With this in mind, I recently watched a YouTube video for Chivalry 2 and thought, that looks like fun. The fact that it showed someone picking up a chicken and throwing it at an opponent is neither here nor there. However, after watching a few more videos I realised that combat in the game was complex and that, as usual, the reality of playing such a game would be different from my expectations. Hence, I came very close to not buying Chivalry 2. However, I eventually decided that I would, so I bought it for just under £10 from an online vendor.
I decided to pursue a magic and spellcasting build in the RPG Tainted Grail: The Fall of Avalon after the story prologue. During the opening section of the game, the player is presented with a sufficient range of weapons to determine which type suits them best, although you can change at any time during the game. For me, casting spells feels right and is fun. Plus I have fond memories of the magic system in Two Worlds II and Skyrim. So once I started playing through the first zone, I started putting attribute and skill points into the appropriate trees to bolster my spells strengths and frequency. I also chose gear that would bolster those statistics further. The results have been surprising, as magic and spellcasting is not presented in the usual “glass cannon” style you find in some other RPGs. Here it offers robust DPS output and with the right gear and spell combination, a strong degree of survivability.
I originally bought Warhammer: Dark Omen in the summer of 1998. I played a demo copy via a magazine cover disc, which was a common means of promotion and marketing back then. Although I was at that point, unfamiliar with the Warhammer Universe, I found this game to be an excellent point of entry. The story did an excellent job of introducing players to “The Old World”, the political and power structure and major characters. I instantly liked both the aesthetic and the lore. Warhammer: Dark Omen was also the first real-time tactical wargame that I played and I spent numerous hours playing through the campaign. Overall, the game was a critical success, particularly on PC, but it struggled commercially upon its initial release and didn’t quite find the audience that it deserved. However, it has achieved status as a “cult classic” among gamers, leading to a recent re-release on GOG in late 2025.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
Origin Access
I signed up for Origin Access today. For those who do not know, this is a subscription service to the EA Origin platform on the PC. For the nominal sum of £3.99 a monthly subscriber gets to “explore an instant collection of 75+ PC games and play as much as you want. Origin Access members also get to try new EA games before they’re released and save 10% on Origin purchases”. Out of those 75 PC games many are fairly recent titles such as Mass Effect: Andromeda Deluxe Edition, Battlefield 1, Titanfall 2, Unravel and FIFA 17. There are also classic titles such as the Crysis and Dead Space series. However, the reason I decided to sign up to this service is because Origin Access members get trial access Star Wars Battlefront II before the game is released to the wider public. Here is the staggered release schedule for this much awaited title. Subscribers get their hands on the game first, then owners of the Deluxe Edition. Finally, those who bought the base edition get to play. Make of that what you will.
I signed up for Origin Access today. For those who do not know, this is a subscription service to the EA Origin platform on the PC. For the nominal sum of £3.99 a monthly subscriber gets to “explore an instant collection of 75+ PC games and play as much as you want. Origin Access members also get to try new EA games before they’re released and save 10% on Origin purchases”. Out of those 75 PC games many are fairly recent titles such as Mass Effect: Andromeda Deluxe Edition, Battlefield 1, Titanfall 2, Unravel and FIFA 17. There are also classic titles such as the Crysis and Dead Space series. However, the reason I decided to sign up to this service is because Origin Access members get trial access Star Wars Battlefront II before the game is released to the wider public. Here is the staggered release schedule for this much awaited title. Subscribers get their hands on the game first, then owners of the Deluxe Edition. Finally, those who bought the base edition get to play. Make of that what you will.
- STAR WARS™ Battlefront™ II: Play First Trials Release date: November 9, 2017 (time not yet specified)
- STAR WARS™ Battlefront™ II: Elite Trooper Deluxe Edition Release date: November 13, 2017 11:00 PM GMT
- STAR WARS™ Battlefront™ II Release date: November 16, 2017 11:00 PM GMT
Triple A games are becoming increasingly expensive to buy and as far as I’m concerned if I’m going to sink over £60 into a new title I want to be as certain as possible that I’m going to enjoy the experience and also get value for money. Thus spending £3.99 on a subscription that offers me a free trial of Star Wars Battlefront II, seems a better option than spending £69.99 blind on the Deluxe Edition. If I enjoy the game then I can buy it later with a 10% discount, reducing the price to £62.99 which although not huge, is better than a poke in the eye with a pointed stick. Conversely, if the game is overrated, spoilt by the microtransactions or simply not to my liking I can elect not to buy it. Furthermore, if there are no further titles on Origin Access that interest me, I can simply cancel my subscription. At worst, all I’ve spent is £3.99 which is an acceptable gamble.
It should be noted that the Play First Trial as EA refers to them for both Star Wars Battlefront II and other premium titles are limited to ten hours. Some people may think this too little time however I think it will be sufficient for me to make an appropriate judgement about the game. I now simply await Thursday evening when the game client becomes available for me to install. I suspect it will be a substantial download, so I probably won’t actually be able to check out the game until Friday morning. In the meantime, I shall install one of the older titles available on Origin Access and ruminate upon the ongoing transition of gaming from a product driven business, to a service industry.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
I have been aware of the online interest around the open world action game Crimson Desert for a while now. One of the things that has intrigued me about it is the scope of the game. The word “hype” has been bandied about by a few gaming websites. However, from what I have observed, developers Pearl Abyss have not been excessively hyperbolic themselves, with regard to the manner in which the game’s systems and mechanics have been marketed. Now that the press embargo has been lifted, the pre-release reviews seem to confirm that everything we’ve seen in promotional videos in the run up to the launch, is in fact present in the game. So far the initial critical response has been very positive and it has been hinted that the game may well be a genre milestone. Perhaps Crimson Desert is just a rare example of a game that has not had a rushed development and isn’t launching prematurely for business reasons.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
I have written in the past about the video games we cannot play. The ones that require a keen understanding of a game’s mechanics, along with a strong degree of manual dexterity and situational awareness. Being 58 years old, I tend to have neither the co-ordination necessary to succeed or the patience to master such complex skill requirements. With this in mind, I recently watched a YouTube video for Chivalry 2 and thought, that looks like fun. The fact that it showed someone picking up a chicken and throwing it at an opponent is neither here nor there. However, after watching a few more videos I realised that combat in the game was complex and that, as usual, the reality of playing such a game would be different from my expectations. Hence, I came very close to not buying Chivalry 2. However, I eventually decided that I would, so I bought it for just under £10 from an online vendor.
I decided to pursue a magic and spellcasting build in the RPG Tainted Grail: The Fall of Avalon after the story prologue. During the opening section of the game, the player is presented with a sufficient range of weapons to determine which type suits them best, although you can change at any time during the game. For me, casting spells feels right and is fun. Plus I have fond memories of the magic system in Two Worlds II and Skyrim. So once I started playing through the first zone, I started putting attribute and skill points into the appropriate trees to bolster my spells strengths and frequency. I also chose gear that would bolster those statistics further. The results have been surprising, as magic and spellcasting is not presented in the usual “glass cannon” style you find in some other RPGs. Here it offers robust DPS output and with the right gear and spell combination, a strong degree of survivability.
I originally bought Warhammer: Dark Omen in the summer of 1998. I played a demo copy via a magazine cover disc, which was a common means of promotion and marketing back then. Although I was at that point, unfamiliar with the Warhammer Universe, I found this game to be an excellent point of entry. The story did an excellent job of introducing players to “The Old World”, the political and power structure and major characters. I instantly liked both the aesthetic and the lore. Warhammer: Dark Omen was also the first real-time tactical wargame that I played and I spent numerous hours playing through the campaign. Overall, the game was a critical success, particularly on PC, but it struggled commercially upon its initial release and didn’t quite find the audience that it deserved. However, it has achieved status as a “cult classic” among gamers, leading to a recent re-release on GOG in late 2025.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
Fun With The Jackbox Party Pack 3
For me, the best sort of fun is that which occurs organically and spontaneously. I not a big fan of organised fun, predicated on a predetermination that “everyone will enjoy themselves” (whether they want to or not). Therefore, I’m sure that it will come as no surprise to you that I hate institutions such as Holiday Camps and bullshit like Secret Santa in the workplace. However, this is not a post about the psychology of group interactions and humour but simply a slap on the back to Jackbox Games. Specifically, I had a crash course on The Jackbox Party Pack 3 last night, courtesy of Wolfyseyes Twitch Stream. Let it suffice to say that it was immense fun and I cannot remember laughing so much in a long time. It was a good job I wasn’t on Discord. The games themselves were a creative and enjoyable platform for the fun and mirth but the real comedy gold was down to the crowd of people playing.
For me, the best sort of fun is that which occurs organically and spontaneously. I not a big fan of organised fun, predicated on a predetermination that “everyone will enjoy themselves” (whether they want to or not). Therefore, I’m sure that it will come as no surprise to you that I hate institutions such as Holiday Camps and bullshit like Secret Santa in the workplace. However, this is not a post about the psychology of group interactions and humour but simply a slap on the back to Jackbox Games. Specifically, I had a crash course on The Jackbox Party Pack 3 last night, courtesy of Wolfyseyes Twitch Stream. Let it suffice to say that it was immense fun and I cannot remember laughing so much in a long time. It was a good job I wasn’t on Discord. The games themselves were a creative and enjoyable platform for the fun and mirth but the real comedy gold was down to the crowd of people playing.
First off, for those unfamiliar with the concept, here’s succinct summary of The Jackbox Party Pack franchise, taken from Wikipedia. "The Jackbox Party Pack are a series of party video games developed by Jackbox Games for many different platforms on a near-annual release schedule since 2014. Each installation contains five or so games that are designed to played in large groups, including in conjunction with streaming services like Twitch.tv and provide a means for audiences to participate". Last night Wolyseyes hosted the games from his PC and streamed them. Players then joined the game via a webpage using an authorisation code. For some games joining via a tablet or phone was more practical than a computer. To play you watched the live stream and interacted via your mobile device or web browser. It’s simple and very effective means of bringing people together online as well as great fun. The technology works well.
The games themselves are very creative. Guesspionage is based around making educated guesses about questions drawnfrom data gleaned from the internet. For example, one player would have to guess what percentage of US citizens use a car wash. Once they have made a choice, the other players would have to guess whether the answer is in fact higher or lower. The questions themselves are comically trivial in nature but cunningly contrived because they’re the sort of things that once asked, you really want to know what the answer is. Trivia Murder Party is a stylised horror based trivia game. You get to answer questions and amass money but if you get a question wrong then your avatar will be killed. This game includes some very droll banter from the narrator as you play it. Furthermore, once your character is dead you still get to compete and have a chance to win in the final round. Some of the questions are a little US-centric but that’s to be expected from such products.
However, the game that proved the most fun and provoked the most mirth from the participants was Tee K.O. It’s a drawing-based game, in which you have to create several designs for T-shirts along with some pithy phrases and tagline to go with them. Once everyone has completed several of each, the players are randomly assigned a selection of images and phrases combined into completed T-shirts. These then go head to head and the players vote for which one is best. As you can expect the artwork is often bizarre and the mottos are somewhat left field. I made the school boy error of being far too ambitious with my picture, trying to quickly pen a picture of Cthulhu. Left it suffice to say it was paired with the most random of phrases. We played several rounds of Tee K.O. and I was laughing so hard at times I had tears in my eyes.
I won’t bore readers with an excess of examples that have been taken out of context. Much of the humour and banter you share with friends is purely situational and impromptu. But I will happily sing the praise of these games by Jackbox as they are a perfect conduit for bringing people together online. It was nice to spend time with a diverse group of players from around the world and make new friends. As a result of last night, I have joined a new Discord channel as well as started following some new streamers and twitter accounts. Overall it was a great evening and a welcome change to take part in gaming that isn’t based around an excess of competitiveness, shooting stuff in the face and people getting angry. I really look forward to doing it again soon.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
I have been aware of the online interest around the open world action game Crimson Desert for a while now. One of the things that has intrigued me about it is the scope of the game. The word “hype” has been bandied about by a few gaming websites. However, from what I have observed, developers Pearl Abyss have not been excessively hyperbolic themselves, with regard to the manner in which the game’s systems and mechanics have been marketed. Now that the press embargo has been lifted, the pre-release reviews seem to confirm that everything we’ve seen in promotional videos in the run up to the launch, is in fact present in the game. So far the initial critical response has been very positive and it has been hinted that the game may well be a genre milestone. Perhaps Crimson Desert is just a rare example of a game that has not had a rushed development and isn’t launching prematurely for business reasons.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
I have written in the past about the video games we cannot play. The ones that require a keen understanding of a game’s mechanics, along with a strong degree of manual dexterity and situational awareness. Being 58 years old, I tend to have neither the co-ordination necessary to succeed or the patience to master such complex skill requirements. With this in mind, I recently watched a YouTube video for Chivalry 2 and thought, that looks like fun. The fact that it showed someone picking up a chicken and throwing it at an opponent is neither here nor there. However, after watching a few more videos I realised that combat in the game was complex and that, as usual, the reality of playing such a game would be different from my expectations. Hence, I came very close to not buying Chivalry 2. However, I eventually decided that I would, so I bought it for just under £10 from an online vendor.
I decided to pursue a magic and spellcasting build in the RPG Tainted Grail: The Fall of Avalon after the story prologue. During the opening section of the game, the player is presented with a sufficient range of weapons to determine which type suits them best, although you can change at any time during the game. For me, casting spells feels right and is fun. Plus I have fond memories of the magic system in Two Worlds II and Skyrim. So once I started playing through the first zone, I started putting attribute and skill points into the appropriate trees to bolster my spells strengths and frequency. I also chose gear that would bolster those statistics further. The results have been surprising, as magic and spellcasting is not presented in the usual “glass cannon” style you find in some other RPGs. Here it offers robust DPS output and with the right gear and spell combination, a strong degree of survivability.
I originally bought Warhammer: Dark Omen in the summer of 1998. I played a demo copy via a magazine cover disc, which was a common means of promotion and marketing back then. Although I was at that point, unfamiliar with the Warhammer Universe, I found this game to be an excellent point of entry. The story did an excellent job of introducing players to “The Old World”, the political and power structure and major characters. I instantly liked both the aesthetic and the lore. Warhammer: Dark Omen was also the first real-time tactical wargame that I played and I spent numerous hours playing through the campaign. Overall, the game was a critical success, particularly on PC, but it struggled commercially upon its initial release and didn’t quite find the audience that it deserved. However, it has achieved status as a “cult classic” among gamers, leading to a recent re-release on GOG in late 2025.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
Destiny 2
I bought Destiny 2 on a whim this week. I did not play the first instalment but many of my friends and colleagues gave the game positive feedback. They continued to extol the virtues of the franchise with the recent launch of the sequel, so I decided to give it a try. I’ve always enjoyed the FPS genre and the fact that this title is a pseudo MMO, piqued my interest. So, I shopped around as usual and bought the base game for £42.79, which isn’t a bad price. I didn’t commit to the season pass in case the overall game wasn’t to my liking. However, so far things have been both enjoyable and interesting. I’ve only played for about five or six hours, so haven’t got that far into the game but overall Destiny 2 seems to be a wise investment.
I bought Destiny 2 on a whim this week. I did not play the first instalment but many of my friends and colleagues gave the game positive feedback. They continued to extol the virtues of the franchise with the recent launch of the sequel, so I decided to give it a try. I’ve always enjoyed the FPS genre and the fact that this title is a pseudo MMO, piqued my interest. So, I shopped around as usual and bought the base game for £42.79, which isn’t a bad price. I didn’t commit to the season pass in case the overall game wasn’t to my liking. However, so far things have been both enjoyable and interesting. I’ve only played for about five or six hours, so haven’t got that far into the game but overall Destiny 2 seems to be a wise investment.
Before, I start on what I like about the game, let me voice one criticism. At present it is my only one I have. I was expecting Destiny 2 to start with a specific tutorial, as you would find in an MMO. Something that would introduce all the game systems and provide you with an overview of managing my character and their gear. I appreciate that tutorials are not universally loved. Some players hate the way they slow you down, but I feel it would be beneficial to the game. I’d even settle for highlighted tooltips. Yet both options are conspicuously absent. I therefore had to muddle through the best I could initially and when I encountered something I wasn’t sure about, such as replacing gear or seeking a quest log, I had to tab out of the game and Google it. I always feel that it is a fundamental flaw in any game if you have to temporarily leave it to seek information.
However, the tutorial issue aside, there is much that I like about Destiny 2. Firstly, it looks devilishly saucy. I make no bones about the fact that I like my game to be visually attractive and Destiny 2 makes my graphics card “sing”. Then there’s the actual combat itself, which is very fluid and requires a lot of situational awareness. The mobs are not confined to linear movement and therefore you have to fire very selectively if you wish to conserve ammunition and maintain accuracy. I like the fact that combat is not a cakewalk and that you have to understand your enemy, pick the right weapon and fight tactically. I also enjoy the public events, having become a big fan of this game mechanic in Guild Wars 2. The player interaction has been better than I expected so far, with people banding together and broadly supporting each other.
I found out that I won’t be getting a Sparrow until endgame but frankly that’s fine with me. This is an open world game and wondering about is part of the appeal. From what I’ve seen, having transport would certainly cut down the length of the central campaign and possibly afford to much of an opportunity to miss the out on the game’s striking environment. As an intermediate player who doesn’t always ways feel social, I like the way that all the usual voice chat and text options are turned off by default. I may well have had other players cursing me for my ineptitude in the last few days but I haven’t had to listen to such garrulous inanities. Overall, I think that Destiny 2 is going to scratch an itch I’ve had for a while. I won’t be buying Call of Duty: World War II as a result and the only immediate competition this game has at present is the imminent release of Star Wars Battlefront II.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
I have been aware of the online interest around the open world action game Crimson Desert for a while now. One of the things that has intrigued me about it is the scope of the game. The word “hype” has been bandied about by a few gaming websites. However, from what I have observed, developers Pearl Abyss have not been excessively hyperbolic themselves, with regard to the manner in which the game’s systems and mechanics have been marketed. Now that the press embargo has been lifted, the pre-release reviews seem to confirm that everything we’ve seen in promotional videos in the run up to the launch, is in fact present in the game. So far the initial critical response has been very positive and it has been hinted that the game may well be a genre milestone. Perhaps Crimson Desert is just a rare example of a game that has not had a rushed development and isn’t launching prematurely for business reasons.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
I have written in the past about the video games we cannot play. The ones that require a keen understanding of a game’s mechanics, along with a strong degree of manual dexterity and situational awareness. Being 58 years old, I tend to have neither the co-ordination necessary to succeed or the patience to master such complex skill requirements. With this in mind, I recently watched a YouTube video for Chivalry 2 and thought, that looks like fun. The fact that it showed someone picking up a chicken and throwing it at an opponent is neither here nor there. However, after watching a few more videos I realised that combat in the game was complex and that, as usual, the reality of playing such a game would be different from my expectations. Hence, I came very close to not buying Chivalry 2. However, I eventually decided that I would, so I bought it for just under £10 from an online vendor.
I decided to pursue a magic and spellcasting build in the RPG Tainted Grail: The Fall of Avalon after the story prologue. During the opening section of the game, the player is presented with a sufficient range of weapons to determine which type suits them best, although you can change at any time during the game. For me, casting spells feels right and is fun. Plus I have fond memories of the magic system in Two Worlds II and Skyrim. So once I started playing through the first zone, I started putting attribute and skill points into the appropriate trees to bolster my spells strengths and frequency. I also chose gear that would bolster those statistics further. The results have been surprising, as magic and spellcasting is not presented in the usual “glass cannon” style you find in some other RPGs. Here it offers robust DPS output and with the right gear and spell combination, a strong degree of survivability.
I originally bought Warhammer: Dark Omen in the summer of 1998. I played a demo copy via a magazine cover disc, which was a common means of promotion and marketing back then. Although I was at that point, unfamiliar with the Warhammer Universe, I found this game to be an excellent point of entry. The story did an excellent job of introducing players to “The Old World”, the political and power structure and major characters. I instantly liked both the aesthetic and the lore. Warhammer: Dark Omen was also the first real-time tactical wargame that I played and I spent numerous hours playing through the campaign. Overall, the game was a critical success, particularly on PC, but it struggled commercially upon its initial release and didn’t quite find the audience that it deserved. However, it has achieved status as a “cult classic” among gamers, leading to a recent re-release on GOG in late 2025.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
Discord
I’ve been using a TeamSpeak server for nearly a decade and have found it an invaluable tool during that time. It has primarily provided a “home” for myself and my gaming colleagues. We meet up every Wednesday night and chew the proverbial fat while playing various MMOs. However, it has also provided a backup podcasting recording facility and on several occasions hosted impromptu business meetings. Costing $10.80 every quarter, for a ten-user server, TeamSpeak has been great value for money. The hosting company, TypeFrag, have provided good customer service and until recently there’s been no reason to change this business arrangement. Unfortunately, the server has been problematic over the last fortnight, with random disconnects and lengthy outages. Despite following the troubleshooting FAQ, the matter remains unresolved.
I’ve been using a TeamSpeak server for nearly a decade and have found it an invaluable tool during that time. It has primarily provided a “home” for myself and my gaming colleagues. We meet up every Wednesday night and chew the proverbial fat while playing various MMOs. However, it has also provided a backup podcasting recording facility and on several occasions hosted impromptu business meetings. Costing $10.80 every quarter, for a ten-user server, TeamSpeak has been great value for money. The hosting company, TypeFrag, have provided good customer service and until recently there’s been no reason to change this business arrangement. Unfortunately, the server has been problematic over the last fortnight, with random disconnects and lengthy outages. Despite following the troubleshooting FAQ, the matter remains unresolved.
Rather than waste further time trying to fix the issue, I decided to set up a Discord server. For those who may not know, Discord is a proprietary freeware VoIP application designed for gaming communities. Discord runs on Windows, macOS, Android, iOS, Linux, and in a web browser. As of May 2017, Discord has over 45 million users. Let it suffice to, if you are after a third-party chat server that supports not only voice but text as well, then Discord is the go to app. Configuring the server is very easy and inviting users and setting permissions is straight forward. Discord supports the embedding of hyperlinks, video, live streaming and has a wealth of other functionality. It therefore has appeal to more than just gamers. You can host a full online business conference if you see fit.
Although you can use Discord via your web browser, downloading and installing the desktop client offers full functionality. Even with a modest internet connection the audio quality in chat is very good. However, for me the biggest point of interest about Discord is its support for plugins. The client can be extensively customised both visually and in functionality. I made a cursory Google search regarding creating and managing an audio playlist and instantly found two plugins that supported this. It would appear that there is a busy community of programmer associated with Discord and that the quality control is quite high. Overall, there is much to praise and little to criticise with regard to Discord. Furthermore, it has the best price, in so far that its free.
And it is this final point that is the only thing that slightly alarms me. I’m not quite sure exactly how their business model works. There is no end user fee, at present, so I would guess that the company makes their money via licencing. Discord provides seamless integration with services such as Twitch TV, Steam, and Facebook. I would assume this is where revenue is raised. However, the fact that Discord is free does concern me a little and regular readers will be aware of my thoughts on becoming reliant on services with such a business model. Yet for many people, this is not an issue and the immediate practical solution that the service offers cannot be ignored. Therefore in the meantime, I shall start distributing invites to the all new Contains Moderate Peril Discord server, while bidding a fond farewell to TeamSpeak.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
I have been aware of the online interest around the open world action game Crimson Desert for a while now. One of the things that has intrigued me about it is the scope of the game. The word “hype” has been bandied about by a few gaming websites. However, from what I have observed, developers Pearl Abyss have not been excessively hyperbolic themselves, with regard to the manner in which the game’s systems and mechanics have been marketed. Now that the press embargo has been lifted, the pre-release reviews seem to confirm that everything we’ve seen in promotional videos in the run up to the launch, is in fact present in the game. So far the initial critical response has been very positive and it has been hinted that the game may well be a genre milestone. Perhaps Crimson Desert is just a rare example of a game that has not had a rushed development and isn’t launching prematurely for business reasons.
Video games as a genre are extremely poor at explaining themselves. When you buy a new game you’ll often find little or no information regarding the basic systems and mechanics. The industry assumes that their customers are by default familiar with the fundamentals of playing a modern video game. Hence if a game has a tutorial, it is often based around videos rather than detailed verbal instructions. You are are briefly shown a clip of a specific move being successfully undertaken but it is seldom shown in a wider context. The industry also expects the fan community to take on the role of curating and disseminating information about its games. The move away from forums and bespoke websites to Discord highlights this. Discord is a primarily a real time communication tool and not good at maintaining a historical data archive. If you want an answer to a specific gaming question, you’ll more than likely find it on YouTube in a video made by a fellow gamer.
I have written in the past about the video games we cannot play. The ones that require a keen understanding of a game’s mechanics, along with a strong degree of manual dexterity and situational awareness. Being 58 years old, I tend to have neither the co-ordination necessary to succeed or the patience to master such complex skill requirements. With this in mind, I recently watched a YouTube video for Chivalry 2 and thought, that looks like fun. The fact that it showed someone picking up a chicken and throwing it at an opponent is neither here nor there. However, after watching a few more videos I realised that combat in the game was complex and that, as usual, the reality of playing such a game would be different from my expectations. Hence, I came very close to not buying Chivalry 2. However, I eventually decided that I would, so I bought it for just under £10 from an online vendor.
I decided to pursue a magic and spellcasting build in the RPG Tainted Grail: The Fall of Avalon after the story prologue. During the opening section of the game, the player is presented with a sufficient range of weapons to determine which type suits them best, although you can change at any time during the game. For me, casting spells feels right and is fun. Plus I have fond memories of the magic system in Two Worlds II and Skyrim. So once I started playing through the first zone, I started putting attribute and skill points into the appropriate trees to bolster my spells strengths and frequency. I also chose gear that would bolster those statistics further. The results have been surprising, as magic and spellcasting is not presented in the usual “glass cannon” style you find in some other RPGs. Here it offers robust DPS output and with the right gear and spell combination, a strong degree of survivability.
I originally bought Warhammer: Dark Omen in the summer of 1998. I played a demo copy via a magazine cover disc, which was a common means of promotion and marketing back then. Although I was at that point, unfamiliar with the Warhammer Universe, I found this game to be an excellent point of entry. The story did an excellent job of introducing players to “The Old World”, the political and power structure and major characters. I instantly liked both the aesthetic and the lore. Warhammer: Dark Omen was also the first real-time tactical wargame that I played and I spent numerous hours playing through the campaign. Overall, the game was a critical success, particularly on PC, but it struggled commercially upon its initial release and didn’t quite find the audience that it deserved. However, it has achieved status as a “cult classic” among gamers, leading to a recent re-release on GOG in late 2025.
According to the recent “letter to the players”, Standing Stone Games will be adding a new zone to the MMORPG The Lord of the Rings Online in the second quarter of this year. Possibly around May or June. Having spent the last three expansions in the South of Middle-earth exploring the tropical Umbar and the deserts of Harad, I would certainly welcome a change of location. I have gradually warmed to these zones over the last eighteen months but I do find them so incongruous. They are so radically different to the European style content that has been the mainstay of the game for so long. Tolkien’s source text has plenty of detail regarding Eriador and Rhovanion. Information regarding Harad is scarce, hence it has afforded the developers a great deal of artistic freedom. Although exceedingly well realised these tropical zones have taken a while for me to get used to.
I’m not sure exactly when it started but I’ve recently noticed a graphical bug within the MMORPG The Lord of the Rings Online. This problem often occurs within caves or in areas where there are a lot of rocky surfaces. Hence it has become very apparent in the latest two expansions, set in Umbar and Harad. This graphical glitch causes some surface textures to appear to flash from light to dark intermittently. The resulting strobe effect is hard to ignore and very distracting. Fortunately, a quick online search showed that this is not a problem unique to my installation of LOTRO and is a known problem. Furthermore, there is a very simple workaround, which is to go into the Advanced Graphics setting and uncheck “Per Pixel Lighting”, which immediately remedies the problem. I have no idea why this has recently started to happen but at least it can be resolved.
This year is the 60th anniversary of Star Trek. The original TV show was first broadcast in the US on September 8th 1966. If you search online you’ll find details of lots of related events. There are documentaries, conventions, new TV shows and even some video games in development. However, what you won’t find are any details regarding what will be happening with the MMORPG Star Trek Online. So far no road map for 2026 has been posted online by the developers but it is still quite early in the New Year. That being the case, I am not especially optimistic about there being any major plans waiting to be revealed. It is not as if DECA Games have demonstrated or stated any major ambitions for STO beyond keeping the endless events treadmill going and regularly adding content to the in-game store, during their development tenure. The ongoing story arc drags on inexorably and is as dull as ditchwater.
I first played The Elder Scrolls V: Skyrim in June 2013. This was over 18 months after the game’s initial release and the base game and DLC were bundled together in a “Legendary” edition. Although a seasoned gamer at the time, familiar with the RPG genre with such titles as Mass Effect and Grand Theft Auto IV, I had not played a game from this franchise before. It only took a few hours of gameplay to realise that this was a special title. The scope of the story, the art design and the size of the world were immediately notable. Tamriel was immersive in a way I had not experienced with other titles. Often simply traversing the terrain and watching the dawn break while the game soundtrack swelled, was sufficient to hold my attention. I instantly picked up on the voice acting of Christopher Plummer and Max Von Sydow. All of which indicated that this was a gaming landmark.
The latest expansion for the MMORPG The Lord of the Rings Online, Kingdoms of Harad, launched on December 3rd. With this release the level cap was raised from 150 to 160. It should also be noted that the cap for virtue traits was also raised from 96 to 100. Naturally these changes meant that there is a requirement to replace all armour and jewellery once the new cap is reached. Similarly Legendary Items have to be reforged and any traceries upgraded or replaced. If you follow the Epic Story it will lead you from quest hub to quest hub. The main quest rewards, along with those from side quests will provide adequate gear as you slowly progress towards the new level cap. The new raids, instances and missions/delvings then provide a means to acquire higher quality level 160 gear. LOTRO and indeed, many other MMOs are consistent in this methodology.
It is customary in a post such as this to list the various games that I’ve played over the last twelve months and share my thoughts on them. Wider analysis of the video game industry is also de rigeur. Unfortunately, I don’t really feel disposed to do either of those two things. My thoughts on the games I’ve played have already been published and can easily be accessed via the links at the bottom of this post. As for the video game industry, it suffers the same flaws as music, TV and cinema. There is creativity and innovation out there but it is often drowned out by mainstream products which are demonstrably inferior due to their inherent mediocrity. As for the business side of things, we once again clearly see the failings of the corporate management class. Sadly, they do not face the consequences of the mistakes that they make.
Today Standing Stone Games began beta testing Update 46.1 for the MMORPG The Lord of the Rings Online. The current preview on the Bullroarer test server is mainly for the new instance cluster that comes with the Kingdoms of Harad expansion which launched a few weeks ago. However, it would appear that this latest preview has another feature or note. One that should please LOTRO players. Contrary to what a lot of people thought, myself included, SSG have been working on a scaling UI for 2K and 4K monitors and the results are now available for testing from today Monday 15th through to Friday 19th December. Until now the main workaround to the lack of UI scaling has been to use either Nvidia or AMD graphics software to upscale the game from 1920 x 1080, or a third party app such as LosslessScaling. Having an official solution is a far better option.
Kingdoms of Harad, the 13th expansion for the MMORPG The Lord of the Rings Online, was released today. Highlighting developer’s Standing Stone Games continuing commitment to this eighteen year old game. As 2025 draws to a close, I thought it would be prudent to reflect upon the current state of LOTRO and to consider what may come next year. Two words that I associated with this MMO are stable and consistent. The playerbase is loyal and dependable. Player numbers never greatly decline nor do they notably expand. LOTRO fills a very specific gaming niche and one of the reasons it retains its players is that there is no suitable alternative game. Although there is not a great deal of data in the public domain, it is generally accepted that LOTRO has an older player demographic and that many are consummate Tolkien fans.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.