Star Trek, J. J. Abrams, Movies, Science Fiction Roger Edwards Star Trek, J. J. Abrams, Movies, Science Fiction Roger Edwards

Star Trek (2009)

The reinvention of any popular franchise certainly comes with many risks. Twelve years ago, Casino Royale was hailed as a triumph in rebooting the 007 brand. It was hard edged, back to basics movie that made the spy genre relevant to a contemporary audience, without diluting its source material excessively. Yet this process went a step too far with Quantum of Solace, with a film that simply didn't feel Bond enough. Needless to say, the rights holders corrected this error. The success of the BBC's relaunch of Doctor Who hinged on making the formula accessible to modern viewers. Yet the new format of standalone episodes, celebrity guest stars and an emphasis on action over story, can be difficult to maintain and requires the involvement of top writers to keep the momentum going. Then of course there are the fans.

The reinvention of any popular franchise certainly comes with many risks. Twelve years ago, Casino Royale was hailed as a triumph in rebooting the 007 brand. It was hard edged, back to basics movie that made the spy genre relevant to a contemporary audience, without diluting its source material excessively. Yet this process went a step too far with Quantum of Solace, with a film that simply didn't feel Bond enough. Needless to say, the rights holders corrected this error. The success of the BBC's relaunch of Doctor Who hinged on making the formula accessible to modern viewers. Yet the new format of standalone episodes, celebrity guest stars and an emphasis on action over story, can be difficult to maintain and requires the involvement of top writers to keep the momentum going. Then of course there are the fans.

Considering these points, the 2009 reboot of the Star Trek franchise was a substantial risk. Yet a recent third viewing has verified my initial assessment of a job well done. I personally thought that writers Roberto Orci and Alex Kurtzman, were quite inventive in finding a way to circumnavigate the enormous wealth of existing lore and sundry baggage associated with the iconic franchise. The alternative time line concept certainly allows future sequels to wipe the slate clean if they so choose. Yet reinventing the wheel can be a double-edged sword and although purist fans do not determine the box office success of a movie, they can prove to be a very vocal and negative group to deal with. Hence despite a worldwide gross of $385,680,446 and broad mainstream critical approval, Star Trek has a clear group of detractors.

J.J. Abram certainly succeeded in casting actors that do more than just mimic the performances of the original series. The cast find the right balance between homage to the original cast and defining their own roles and making their own mark. This aspect of the production seems the least disputed and has managed to satisfy a lot of fans expectations. I personally felt that Karl Urban's Leornard "Bones"McCoy, was perhaps the most successful performance getting the tone exactly right. Zachary Quinto was a solid match fro Spock and I could not fault his interpretation of the role. However, the late Leonard Nimoy still remains the focus of every scene he is in. I don't know if it because the man and the character have become so interwoven, or because Spock is simply one of the most intriguing, well written and iconic fictional creations of the last forty years. 

One of the outstanding aspects of the previous films in the franchise has been the superb scores, by such great composers as Jerry Goldsmith and James Horner. Michael Giacchino new soundtrack is bold and different but compliments the film exceptionally. He defies the obvious pitfall of utilising Alexander Courage's iconic original theme, too frequently in the movie and chooses to use it at the end. His new main theme is both dignified and portentous.  It reinforces the sense of starting anew.  The audio design for the entire film is very modern, yet veteran sound engineer Ben Burt still managed to ensure that certain aspects maintained a retro quality.

Star Trek is an integral part of popular culture and it its remarkable that the franchise has been revived so successfully, when you consider how much scope there was to get it wrong. However, the frenetic style of modern cinema is quite evident and the there’s predilection towards resolving conflicts by violence, which potentially flies in the face of Gene Roddenberry's original ideology. But the underlying theme of relationships, friendships, discovering ourselves though others and finding our place in the world still remain. I'm sure in the weeks to come the internet will be filled with information, dissections and pondering over the latest entry in the series, currently being developed by Quentin Tarantino. In the meantime, I am very pleased that something I have always enjoyed has so far been treated with respect and has remained thoroughly entertaining.

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Gaming, Player Created Content Roger Edwards Gaming, Player Created Content Roger Edwards

Player Created Content

Seven years ago, Cryptic Studios released the Foundry toolset for players of Star Trek Online. The software is used to create custom missions, which are then submitted to a database for the community to review. Needless to say, over the years hundreds of new bespoke missions have been created. Despite concerns, the overall quality of content has been very high. Popular and notable creations are now showcased by Cryptic. A sensible ruleset has ensured that poor quality, lore-breaking or exploitative material is filtered out or prevented. Broadly this this works and works well, adding a great deal of new content to the game and effectively extending the life cycle of the MMO. The Foundry system can also be found in Cryptic’ other MMO, Neverwinter, where it has met with similar success.

Seven years ago, Cryptic Studios released the Foundry toolset for players of Star Trek Online. The software is used to create custom missions, which are then submitted to a database for the community to review. Needless to say, over the years hundreds of new bespoke missions have been created. Despite concerns, the overall quality of content has been very high. Popular and notable creations are now showcased by Cryptic. A sensible ruleset has ensured that poor quality, lore-breaking or exploitative material is filtered out or prevented. Broadly this this works and works well, adding a great deal of new content to the game and effectively extending the life cycle of the MMO. The Foundry system can also be found in Cryptic’ other MMO, Neverwinter, where it has met with similar success.

This is not a new idea and many games in the past have had the capacity for players to edit and create material themselves. Some of the best content for Unreal Tournament was created by its fans. Superhero MMO City of Heroes had a comparable editor called the Mission Architect. Users apparently created more quests on its launch date, than the development team had in five years. Needless to say, such facilities do have a positive proven track record with certain games. Then there is there are add-ons and UI customisations that many RPGs and MMOs support. The Elder Scrolls Online is quite challenging to play unless the player adds various mods that customise the interface and improve systems management. At the very least, players will often seek to customise the HUD of whatever game they are playing. LUA scripting facilitates this and subsequently, you’ll often see a great variety of UIs when watching Twitch streams of games such as WoW or LOTRO.

Now of course there are some who will argue that this is nothing more than the gaming community doing the game developers job for them. However, when it comes to systems such as The Foundry, who better than gamers themselves to know and produce, exactly the right sort of content that they require? Concerns over quality control have been addressed over the years and what actually makes it to the live game is often very well written and paced. I certainly think that this degree of player involvement can certainly extend the lifespan of a game. Is not the most common complaint levelled at any MMO, the lack of regular new content? Therefore, is not player created content a potential solution?

Sadly, this is not a binary question. The use of player created content has a multitude of consequences. There are issues of copyright, ownership and other legal issues to consider. It is more than likely that these are currently weighted in favour of the developers and publishers at present. Then there is the financial side of things to consider. Allowing players to create content may be beneficial in attracting a new audience but will it generate sufficient revenue? Some may suggest charging for player created content but that has proven a PR disaster in the past. Then of course there are differing types of player created content. For example, LOTRO has a community that regularly organises its own events and social gatherings. It’s a process that runs mainly on goodwill. Yet to try and formalise or monetise such activities would be difficult and potentially disastrous.

With the MMO market becoming extremely competitive and “live services” emerging as the latest industry buzzword, it will be interesting to see if there will be a wider flirtation with player created content. Putting aside morals and ethics and looking at things from a purely business perspective, the idea of players making game content that can then be sold back to them is surely an appealing concept. The only obstacles that logically stand in the way are ones of marketing and PR. Landmark experimented with something of this kind before it was closed, and it would be fascinating to see what the internal memos had to say about the experience. But the games industry is reticent to risk another debacle such as the one caused by Star Wars: Battlefront II. For the meantime, I suspect that player generated content will remain as it is in games such as STO and Neverwinter. But if we have learned anything from contemporary society it is that nothing is truly off the table.

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This is Why We Can't Have Nice Things

"This is why we can't have nice things" is a well-established internet meme. Over time it has been over used and has become a bit of a cliché. Yet under certain conditions it can still be utilised in a pertinent fashion to make a salient point. Recently, something somewhat innocuous and trivial occurred that caused me to recollect this saying. The incident itself is not of any major importance but it resulted in me realising that this sort of thing happens more and more often these days. Allow me to explain myself.  I like many of you frequent a few forums and subreddits. On one particular site, a thread was derailed by someone who decided to just simply name call. Nothing unusual there I hear you say. But for me personally, it was one time too many. Name calling serves no purpose in an adult debate, so I decided to point this out. Eventually, the problem post was removed as there were others that thought that such behaviour was crass. However, the person in question who posted the remark, would not concede the point in any way shape or form. They either did not want to or what was more likely, were totally incapable of comprehending their own transgression. 

"This is why we can't have nice things" is a well-established internet meme. Over time it has been over used and has become a bit of a cliché. Yet under certain conditions it can still be utilised in a pertinent fashion to make a salient point. Recently, something somewhat innocuous and trivial occurred that caused me to recollect this saying. The incident itself is not of any major importance but it resulted in me realising that this sort of thing happens more and more often these days. Allow me to explain myself.  I like many of you frequent a few forums and subreddits. On one particular site, a thread was derailed by someone who decided to just simply name call. Nothing unusual there I hear you say. But for me personally, it was one time too many. Name calling serves no purpose in an adult debate, so I decided to point this out. Eventually, the problem post was removed as there were others that thought that such behaviour was crass. However, the person in question who posted the remark, would not concede the point in any way shape or form. They either did not want to or what was more likely, were totally incapable of comprehending their own transgression. 

Whether they were trolling, or utterly convinced of the certainty of their position remains unknown. As they were only sanctioned and not banned, they will no doubt continue to pursue their "unique style" of social interaction. I am left considering whether I wish to continue to participate in such an environment. Hence my recourse to the titular meme, because this always seems to be the pattern. It appears that any medium that is designed for social interaction is eventually usurped by the lowest common denominator. Furthermore, the problem elements who often cause these problems are sufficiently savvy to keep within the rules (although they are often a moderator’s nightmare), thus remaining relatively unassailable.

Now I'm sure we've all experienced this sort of behaviour in some shape or form, during our excursions online. It’s quite common place. Here are a few examples of the usual sort of tactics that are used to derail or hijack any conversation:

  • Straw man and Ad hominen arguments. Pretty much the oldest two tricks in the book. Argue against something that wasn't said or attack the person to discredit their opinions or position.
  • Gaslighting.
  • Whataboutery.
  • Grammar Nazis. If you can't win an argument then why not criticise someone's spelling. A classic act of misdirection.
  • The Wall of Text. This is often done by minutely dissecting a previous post and is a tool designed to wear an opponent down. If the wall of text is not replied to in kind, a victory is claim by default.
  • "Freedom of speech". This nebulous ideological concept (which so often erroneously interpreted) is the "get out of jail card" of choice for many online malcontents. Allegedly it affords people the right to be racist, sexist, and pretty much any other sort of "ist" that you can name. Sometimes it is seen as a justification to simply be bellicose and ill mannered, affording the individual the option to abdicate from normal social conventions.

For those who would like to explore further examples of these esoteric arts, try the following links. How to Win Online Arguments and The Subtle Art of Trolling. Also checkout Graham's Hierarchy of Disagreement.  It seems that there is little scope for a civilised debate and social interaction anywhere on the internet these days. In researching this post, I picked three random articles that were linked on Twitter and read their respective comments section. All descended into chaos within a short period of time. Furthermore, this seems to be the standard mode of debate in all walks of life these days. TV shows and news channels seem to favour it, as does the press. Politics has fully embraced the Punch and Judy approach to public discourse. It no longer seems to be about having an intelligent debate. Now it's simply about shouting someone down, not blinking while lying through your teeth and revelling in the perceived glory of your victory. All of which is far easier than having a proper discussion based around critical thinking and decorum, because that obviously takes too much effort and more importantly skill.

So, what do people such as you and I do about this problem? Well it would appear the common solution is to simply withdraw. Thus, we see forums and websites become havens for trolls and gain the label "toxic". Just go and look at the small cadre of malcontents on the LBC website. It’s a sad reality of modern life that regular people frequently have to manage their affairs around avoiding problems and conflict, rather than the problems and troublemakers being dealt with. Yet withdrawing is ultimately counterproductive. So what can we do. Well rather than wade in and make a potential slanging match worse, why not simply use the facilities that are in place? Use the moderation procedures that are available to you. If you are unhappy with the way a debate is being conducted, then flag it for moderation and give cogent and succinct reasons as to why you have done so. Encourage other users to do so. However, this doesn’t guarantee results.  Moderation comes with a cost attached and thus often gets neglected. If that’s the case, then escalate matter further up the chain of command. Email the owners, or domain holders. Complain publicly via Twitter. Negative publicity can often attract attention.

If you find yourself in a situation where you write or provide a forum or subreddit, then it is essential to have a clear policy with regard to comments and interaction. I take a fairly liberal approach to policing comments on Contains Moderate Peril and often allow the crass and trolling posts to remain, as their stupidity is often self-evident. Occasionally I will delete a comment if it is simply of no value. As it is my site I reserve the right to determine exactly what the definition of "value" is. I would again encourage others to do the same regardless of what platform they are maintaining. Decide your rules, be clear about them and enforce them rigorously. You are not obliged to have an "off topic" channel on your Discord server if you don’t want one. If you do, then enforce an adherence to standards of behaviour that are commonly held.

It is very difficult to counter the negative effects that alleged internet anonymity generates. Broadly speaking freedom means we have to endure a degree of unpalatable behaviour and that it is the price that we pay for liberty. However, I see no reason not to attempt to re-educate those who troll and rile. We should more often use the existing procedures to sanction problem individuals and re-iterate the fact that there are consequences to certain actions. In some respects, it is similar to the recent debate had in the UK regarding regulation of the press. It was argued that there are sufficient rules in place at present that can deal with transgressions without the need for further legislation. The current rules just need to be enforced. The same is applicable to Twitter. Prosecute those that breech the current laws with regard to threat and libel. As for general bad behaviour, the responsibility lies with you and I to state are displeasure. 

I am very interested at present with the way that some games developers are dealing with this problem. Community decisions on a troll’s punishment, temporary exile of problems players to specific servers and other sanctions do seem to have an impact. It would seem attempted rehabilitation is a more beneficial approach to simply banning. Perhaps this is the future and a way to stop the spread of the rot. Hopefully these methods can be brought to bear on other mediums and platforms. The first step on this road is for regular folk to remain robust, express their displeasure and not to withdraw. I know that’s hard and a big ask. But the only truly effective way to counter bad ideas and ideologies is to tackle them head on. No-platforming simply doesn’t work. Stupidity should be exposed and ridiculed. You don’t have to be like Peter Tatchell and fight every battle. But calling someone out who says something racist or such like, helps reinforce the notion that some behaviour in not acceptable. It’s the weight of all the smaller battles that often eventually tip the scales.

But it takes time for things to change. It’s not going to happen overnight. Technology, human behaviour, and ethics have not kept in step with each other. The law is also lagging behid in some areas. However, if we're persistant, then we will be able to bring about change. During the seventies, there started i the UK, a long campaign against drinking and driving. By the mid-nineties the message finally got traction and the culture begin to shift accordingly. I believe if we take a similar long-term approach with social media can "have nice things" eventually. It may not ever be perfect but hopefully it can be better than it is now. Because the alternative simply doesn’t bear thinking about. Therein lies madness.

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Podcast, Podcast Diary, Podcasting Roger Edwards Podcast, Podcast Diary, Podcasting Roger Edwards

Diary of a Podcaster Part 13

I made a hard decision today. I cancelled my Podbean subscription and have effectively closed the Contains Moderate Peril podcast. Despite relaunching the show last September, I simply haven’t had the time to collate content for discussion or organise recording sessions with co-hosts. Hence, we are now two months into 2018 and a new show has not yet been produced. Furthermore, the listener numbers for the episode posted between September and December last year were disappointing. Upon mature reflection, I have reached the conclusion that the podcast peaked in 2014 when we had a strong and established audience. Rather than chase my own tail trying to recapture something that may well have been a product of circumstance, it seems prudent to finally draw a line under this show. I’m a little sad about this situation, as it does feel like the end of a personal era, but it is time to move on.

I made a hard decision today. I cancelled my Podbean subscription and have effectively closed the Contains Moderate Peril podcast. Despite relaunching the show last September, I simply haven’t had the time to collate content for discussion or organise recording sessions with co-hosts. Hence, we are now two months into 2018 and a new show has not yet been produced. Furthermore, the listener numbers for the episode posted between September and December last year were disappointing. Upon mature reflection, I have reached the conclusion that the podcast peaked in 2014 when we had a strong and established audience. Rather than chase my own tail trying to recapture something that may well have been a product of circumstance, it seems prudent to finally draw a line under this show. I’m a little sad about this situation, as it does feel like the end of a personal era, but it is time to move on.

Although I am done with the Contains Moderate Peril podcast, this doesn’t mean that I’m done with podcasting. It does however present me with a particular conundrum to solve. I am still very keen on participating in a weekly show. I feel that I can contribute on a multitude of subjects and can bring a lot of podcasting experience to any show. The thing is I don’t want to be involved on the production side of things anymore. I’ve been podcasting for over a decade and have always been responsible for the editing and other aspects of post-production during that time. It has often been a labour of love, monopolising hours of time. I now want to just contribute towards a show. Just turn up when required, participate in the recording and then go. So, for the present, I’m actively looking for a regular slot on someone else’s show. Ironically this is how I got into podcasting in the first place. I contacted Brian back in 2009 and effectively invited myself onto his show, Mordor or Bust. Perhaps I can do the same again.

In the meantime, as I’ve cancelled the hosting package I had with Podbean, it’s only a matter of time before all the previously published shows become unavailable. I have a sneaking suspicion that this may happen sooner, rather than later. As I think it’s unprofessional to have a page of dead links, I may republish directly to the blog, some of what I consider to be the best episodes of both Contains Moderate Peril and The Burton & Scrooge Podcast. Although I don’t think there’s a major audience for these, I feel that there should be some representation of what amounts to a decade worth or work. Whether people deem them good or bad, I, Brian and sundry guests put a lot of love into each episode. Plus, if I intend to hawk my services as a podcaster to others, then it is practical to have some proof of credentials.  So, if anyone is looking for a mature and seasoned podcaster to contribute to their show, let me know. I’m looking for a new podcasting home.

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Movie Trivia: The Square Song

Steven Spielberg's Close Encounters of The Third Kind is not only a cinematic landmark in science fiction cinema, but a well-crafted exploration of man's compulsion to solve the mysteries of the universe. It is founded on a very seventies notion that there are concepts, ideals and aspirations that are greater than our individual need and that are worth pursuing regardless of any personal sacrifice required. In this instance the film ends with the lead character, Roy Neary (Richard Dreyfuss) happily abandoning his family and the life he has, for the opportunity to be part of something unique and greater than himself. Hence, at the iconic movies climax we see him board the mothership and leave with the aliens. It is a bold and challenging philosophical stance. One that Spielberg has stated he would not now champion, as a father.

Steven Spielberg's Close Encounters of The Third Kind is not only a cinematic landmark in science fiction cinema, but a well-crafted exploration of man's compulsion to solve the mysteries of the universe. It is founded on a very seventies notion that there are concepts, ideals and aspirations that are greater than our individual need and that are worth pursuing regardless of any personal sacrifice required. In this instance the film ends with the lead character, Roy Neary (Richard Dreyfuss) happily abandoning his family and the life he has, for the opportunity to be part of something unique and greater than himself. Hence, at the iconic movies climax we see him board the mothership and leave with the aliens. It is a bold and challenging philosophical stance. One that Spielberg has stated he would not now champion, as a father.

However, I would like to focus on another aspect of the film that has equal gravitas and thematic relevance but has often been neglected by critics and film historians. The specific sequence occurs when child actor, Cary Guffey, is woken at night when all of his toys mysteriously turn themselves on due to the aliens’ electro-magnetic field. Next to his bed is a record player that starts playing "The Square Song". The inclusion of this children’s’ record is this subtle addition to the unfolding events that adds an element of cognitive dissonance to the proceedings. The song which extols the virtues of rational and logical reasoning is juxtaposed against a series of events that defying such quantification. I’m sure that director Steven Spielberg deliberately added this audio embellishment to the scene to heighten the audiences growing sense of unease. It is most unfortunate for viewers that suffer from both xenophobia and squarephobia.

The song itself is a cover version of an original composition, taken from the children's educational TV show, Seasame Street. The version featured in Close Encounters of The Third Kind is by The Pickwick Children's Chorus and was from the album “Sesame Street & Other Children's Pop Hits!” (1970). Sadly, this album is now out of print and the song also doesn’t appear on any version of the movie soundtrack, which is a gross omission. It’s a shame because the cunning use of what is at first glance, just an inconsequential children’s ditty, is in fact another example of the layers of irony and duality that director Spielberg imbues the film with. It should be noted that outside of the context of the film, "The Square Song" is a very powerful piece of work in its own right. I personally have dramatically improved by identification of squares since first listening to it and am no longer mislead by any damn fool rectangle. So here for both your enjoyment and edification is the song presented in its entirety.

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The Dilemma of Skill Points

This post stems from an issue that came up recently while progressing through The Elder Scrolls Online. However, similar situations have occurred in other MMOs that I’ve played over the years. Most games of this genre have a standard mechanic in which the player is awarded skill points as they level up through the game. These points are subsequently spent unlocking new abilities or improving existing skills. Often there are a finite amount of skill points to earn in the game. Naturally, at some point, even the most casual MMO player will have to consider how they intend to spend their skills points, because they do have an impact upon your build. That is the entire point of the skills point mechanic. You customise your skills according to how you play and what type of build you wish to achieve. More often than not, the new player who is still at a relatively low level, will simply read what abilities can be unlocked and make an intuitive choice. At this stage, putting a few skill points into health, stamina, or increasing your DPS seems a sensible choice.

This post stems from an issue that came up recently while progressing through The Elder Scrolls Online. However, similar situations have occurred in other MMOs that I’ve played over the years. Most games of this genre have a standard mechanic in which the player is awarded skill points as they level up through the game. These points are subsequently spent unlocking new abilities or improving existing skills. Often there are a finite amount of skill points to earn in the game. Naturally, at some point, even the most casual MMO player will have to consider how they intend to spend their skills points, because they do have an impact upon your build. That is the entire point of the skills point mechanic. You customise your skills according to how you play and what type of build you wish to achieve. More often than not, the new player who is still at a relatively low level, will simply read what abilities can be unlocked and make an intuitive choice. At this stage, putting a few skill points into health, stamina, or increasing your DPS seems a sensible choice.

But then there reaches a point in the game, where you find yourself hoarding a lot of skills points and faced with a multitude of options. Suddenly, its no longer simple. Unless you have a very clear idea about how you intend to develop your build, it becomes a very confusing prospect. Do you put points into flower arranging, so you can increase you Lupin attack, or do you go for heavy embroidery? The fear is that you’ll make the wrong choice and gimp yourself, further down the line. Now most MMOs have a system in which you can refund skill points, should you require to change your allocation. However, this often involves a significant expenditure of in-game currency or worse still, a purchase from the cash shop. As a result, this potentially punitive system will often dissuade players from experimenting. This was certainly the case with me recently, while I was levelling through ESO. I also had a similar experience in STO when the revised the skill tree system was introduced. The only MMO that I currently play that allows a greater degree of choice is LOTRO. By default, the game offers three skill point slots, allowing you to create bespoke builds to swap between.

Now, the easiest resolution to this dilemma is to find a specific build online and to slavishly copy it. I have done this myself both with STO and ESO, but I resent it on some level. Yes, it is quick and easy solution, but it is also robbing the player of the opportunity to learn and experiment in the game. And buying gating the ability to reset your skill points behind some sort of financial penalty, the developers are contributing to creating a culture of risk aversion among players. Don’t get me wrong, I’m not advocating turning an MMO into a job and I am not a fan of having to watch hours of videos to discover the esoteric intricacies of a game (yes, I’m looking at you ESO). However, it is beneficial to allow the player to experiment within reason, without imposing a penalty for the luxury of change. Hence, I believe that the LOTRO option of having three skill points slots is an equitable compromise.

Choice is always a good thing but there’s also a wise old adage about having “too much of a good thing”. Games such as MMOs need to encourage the player to try different builds and embrace experimentation. However, I appreciate that this is a fine line to tread. If you offer too much assistance, then it’s only a matter of time before the usual suspects throw their toys out of the pram, claim that everything is being dumbed down and that their life has once again “been ruined”. I think that this “dilemma” as I’ve described, is just a symptom of a wider problem associated with the MMO genre. That of providing optional information, advice and suggestions to the player, so they can get the most out of the game. Few games have adequate tutorials and “tip” systems. However, that is another blog post altogether (insert Airplane gag here). Returning to ESO, I must applaud ZeniMax for including their Skills Advisor system in the last patch. It provides exactly the sort of broad guidance I was looking for. Other MMOs please take note.

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Jason vs. Bots

I returned to Friday the 13th: The Game today, only to find a substantial 3GB patch waiting to be downloaded. I last played in late December when I bought the game in a Steam sale. I stated in a blog post at the time, that the game was flawed and very much a work in progress. The patch has addressed several issues with the game; the most important one being offline play.  You can now play Friday the 13th: The Game offline as Jason Voorhees against seven bot camp counsellors. It should be noted that you cannot play offline as a counsellor against a bot Jason. However, playing as Jason has a more complex learning curve, whereas playing as one of his potential victims is a lot easier to figure out. So I can understand why the developers opted for this arrangement. Hence, I spent a few hours this evening, fooling around offline, slicing and dicing various camp counsellors and trying to master the basics of playing a Jason. It did prove quite useful and I found myself far more prepared for online play as a result.

I returned to Friday the 13th: The Game today, only to find a substantial 3GB patch waiting to be downloaded. I last played in late December when I bought the game in a Steam sale. I stated in a blog post at the time, that the game was flawed and very much a work in progress. The patch has addressed several issues with the game; the most important one being offline play.  You can now play Friday the 13th: The Game offline as Jason Voorhees against seven bot camp counsellors. It should be noted that you cannot play offline as a counsellor against a bot Jason. However, playing as Jason has a more complex learning curve, whereas playing as one of his potential victims is a lot easier to figure out. So I can understand why the developers opted for this arrangement. Hence, I spent a few hours this evening, fooling around offline, slicing and dicing various camp counsellors and trying to master the basics of playing a Jason. It did prove quite useful and I found myself far more prepared for online play as a result.

The bots have three settings, which broadly scale. On easy mode the bot counsellors tend to panic and run around ineptly. They’re often oblivious to Jason until he’s really close. On hard mode the bots are more proactive and will actively defend themselves. However, regardless of the settings, the bots at times can get stuck in loops or simply make incredibly poor decisions. On one occasion a counsellor threw themselves through a window to avoid Jason, only to then exit the hut and run straight back into him. I allowed this cycle to repeat a few times before I dispatched them. At present as I haven’t played much of the game, I only have a few Jason skins unlocked. I’m currently using the Jason from Friday the 13th: Part III. One of the advantages of this skin is that Jason has improved run skills. The bots on easy setting allowed me to experiment with the various grab kills such as Jaw Rip, Crotch Chop, Head Chop and Heart Punch. All were quite satisfying but there was no real challenge at this level. Hard mode facilitated a more credible gameplay experience. Offline play also affords you a great opportunity to learn the maps which is key to being successful in the game.

I was also surprised that offline play counted towards your levelling and progression in the game. You can therefore unlock new counsellors and Jason skins by playing in this mode. But playing with bots does have its limitations. The AI is still somewhat erratic, so you never get a 100% comparable experience to playing with other people. However, Friday the 13th: The Game attracts a lot of pubescent imbeciles which can make online play a little tedious. You find yourself having to mute everyone by default and abandoning games where players are more interested in pursuing their own agenda. Bots offer a welcome alternative to this. I suspect that later this year when this game finds its way into a discount bundle of some kind, the overall player population may be a lot lower. Thus, offline play may well prove to be a god send for those in time zones outside North America and Europe. Hopefully, the developers will expand this functionality further in future patches. It would certainly improve the longevity of a game that is essentially a one-trick pony at present.

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Action, Movies, Ironclad Roger Edwards Action, Movies, Ironclad Roger Edwards

Ironclad (2011)

Upon its release in 2011, reviews of Ironclad were mixed. Criticism mainly focused on a lack of historical accuracy, an excess of violence and some questionable casting decisions. Hasn’t this always been standard operational procedure for countless Hollywood historical epic? For example, El Cid, Cleopatra and more recently Alexander. It seems somewhat counter intuitive to berate a film over the very elements that define its particular sub-genre. Ironclad is an action drama inspired by historical events. It certainly does to claim to be a Starkeyesque depiction of the period. You only have to watch the trailer to see exactly how the film was marketed and the demographic the producers were trying to woo. If you’re looking for quality acting, period detail and a dissection of the geo-politics of the era, then you may want to watch something else like A Man for All Seasons or The Lion in Winter. Ironclad is more hitting people with big swords and chewing the scenery.

Upon its release in 2011, reviews of Ironclad were mixed. Criticism mainly focused on a lack of historical accuracy, an excess of violence and some questionable casting decisions. Hasn’t this always been standard operational procedure for countless Hollywood historical epic? For example, El Cid, Cleopatra and more recently Alexander. It seems somewhat counter intuitive to berate a film over the very elements that define its particular sub-genre. Ironclad is an action drama inspired by historical events. It certainly does to claim to be a Starkeyesque depiction of the period. You only have to watch the trailer to see exactly how the film was marketed and the demographic the producers were trying to woo. If you’re looking for quality acting, period detail and a dissection of the geo-politics of the era, then you may want to watch something else like A Man for All Seasons or The Lion in Winter. Ironclad is more hitting people with big swords and chewing the scenery.

Plot wise, Ironclad explores the events of the siege of Rochester Castle in 1215. The story begins after a three-year war between the barons of England (aided by the Knights Templar), and the tyrannical King John (Paul Giamatti). Having been defeated the King is forced to sign the Magna Carta, a document granting rights to all English freemen. However, King John resents succumbing to the pressure of the barons and being politically outmanoeuvred. He subsequently hires an army of pagan Danish mercenaries, to restore his absolute authority over the kingdom. The author of the Magna Carta, and Baron William d'Aubigny (Brian Cox), along with Archbishop Langton (Charles Dance) and Templar knight Thomas Marshall (James Purefoy) decide that King John must be stopped.The best place to do so is Rochester Castle, the seat of Baron Cornhill (Derek Jacobi) and a strategic stronghold that controls southern England and allows access to London and the rest of the country.

The main shortcoming of Ironclad is the script, which lacks any historical depth or accuracy. Its primary function is to expedite the plot between action scenes. Hence, we have several notable character actors who appear from time to time to provide expositionary dialogue and keep the viewer appraised of events. The screenplay certainly doesn’t give the likes of Brian Cox, Charles Dance or Derek Jacobi, anything more to do, so sadly their presence is somewhat wasted. I suspect that the somewhat incongruous casting of Paul Giamatti, was simply a ploy to improve US exposure and ensure a release. His performance is somewhat formulaic but again this really comes down to the arbitrary nature of the script. The subtleties of the period politics are not explored in any depth; thus, we are left with a King who is evil purely because he does bad things and sneers a lot. It should also be noted that Ironclad has a rather overt digital look and feel, due to the way it was filmed. This rather contemporary style at times seems at odds with the period setting and historical idiom of the story.

Despite being only adequate narratively, Ironclad does spend a lot more time and effort on its set pieces. There are frequent battle scenes which feature bloody injury, as people are killed by blows from swords and axes. The matter of fact manner in which violence and brutality are met out as standard practise, are starkly shown. This is not a film for the faint hearted. Considering the budgetary restrictions, the fight scenes are quite well staged and have a gritty feel to them.  Furthermore, Ironclad depicts castle life well and does not take any major historical liberties in this respect. For practical reasons the filming was not done on location, as Rochester Castle is now a major tourist attraction all year round. Wales doubled for the Medway in South East England and CGI is used judiciously to recreate the 13th century garrison town and port. Overall Ironclad is the sum of its parts and provides two hours of action-based drama set to historic event. It is traditional cinematic high adventure and should not to be confused with a history lesson. If you bear this in mind it will entertain.

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Editorial, Gaming, A Lack of Consensus Roger Edwards Editorial, Gaming, A Lack of Consensus Roger Edwards

A Lack of Consensus

One of the things that stands out about the reader comments over at Massively Overpowered is that there is seldom any sort of consensus. Regardless of the subject it become quickly apparent that views differ greatly and clearly reflect the fact that gamers do not want the same things. The only point that most agree upon in principle is that everyone wants “good” games. However, this is a nebulous term, devoid of a universally agreed definition. What one gamer deems as being a good or an essential mechanic, another will consider a complete anathema, leaving us with a divided player base. In fact, the gaming community seems to reflect a wider trend that manifests itself in politics, religion and other social issues at present. There simply isn’t a prevailing majority consensus. A lot of the assumed sacred cows and alleged shared values associated with all these communities are either waning or have proven to be bogus. Naturally, many would argue that such differences are simply human nature and a foible of the human condition. However, it does present a difficult problem for the games industry.

One of the things that stands out about the reader comments over at Massively Overpowered is that there is seldom any sort of consensus. Regardless of the subject it become quickly apparent that views differ greatly and clearly reflect the fact that gamers do not want the same things. The only point that most agree upon in principle is that everyone wants “good” games. However, this is a nebulous term, devoid of a universally agreed definition. What one gamer deems as being a good or an essential mechanic, another will consider a complete anathema, leaving us with a divided player base. In fact, the gaming community seems to reflect a wider trend that manifests itself in politics, religion and other social issues at present. There simply isn’t a prevailing majority consensus. A lot of the assumed sacred cows and alleged shared values associated with all these communities are either waning or have proven to be bogus. Naturally, many would argue that such differences are simply human nature and a foible of the human condition. However, it does present a difficult problem for the games industry.

Gaming, like the music and film industry, is frequently driven by established formulas and pursuing known quantities that work. Hence, most major triple A developers tend to not stray from the known path when dealing with high budget projects. As a result, the market is subsequently dominated by sequels, remasters and variations on proven themes. Now this approach doesn’t necessarily please everyone, but it undeniably keeps the money rolling in. However, one of the commonest complaints you’ll hear from gamers is a lack of innovation and it is justified to a degree. Theoretically, there should be a big enough market of gamers seeking new experiences to merit some experimentation. Sadly, the big dogs of the industry are not too keen on taking such risks. In the past there have been a few high-profile games that have sought to cater for this gap in the market, but it never seems to be the roaring success that was expected. Thus, like the music and movie business, experimentation and straying from the accepted norm in games development is the prerogative of smaller, independent producers.

It is ironic that as gamers, we find ourselves at this point. Because, as in contemporary politics, there is a broad appetite for something different at present, or at the least a rejection of the status quo. Surely such an atmosphere should be conducive towards change. But history shows us that change is seldom embraced by those with vested interests and only a few ever have the courage or vision seize the day. This is why in gaming (and in politics), the public will gravitate toward that which appears to be different, or superficially wears the trappings of change and innovation. Games like PlayerUnknown's Battlegrounds are currently having their moment in the sun, but sooner or later the player-base will see through its “alternative appeal” and see it for simply a variation on a theme. Again, social ideas and politicians also risk the same fate. Gamers may not know exactly what they want, but they do at times know what they do not. EA is still nursing it wounds after the recent loot crate debacle. They may even lose their license as a result, which will certainly put a dent in their bottom line.

The reality of the situation is that simply wanting something different is not enough. It is not incumbent solely on the games industry to read our minds and come up with the next big thing exclusively on their own. We as gamers need to figure out about what we want and then be realistic as to whether it’s achievable. The latter requires compromise, which is sadly a quality that is absent from most mindsets at the present. If the triple A gaming sector is dragging its heels, or more to the point is opposed to change, then surely this is the time for the independent sector to step up. Where is the video games industries equivalent of Punk Rock? And by that, I mean proper Punk like The Clash and Dead Kennedys (please insert appropriate and equivalent game developers into this metaphor). Or has rampant consumerism and the commodification of all leisure activities extinguished the idea and possibility of organic, real change. Is the next big thing or any new approach, simply another product to be assimilated by market forces to be bought and sold? If that is true, can there be any sort of consensus ever again?

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Horror, Movies, Don't Be Afraid, of the Dark Roger Edwards Horror, Movies, Don't Be Afraid, of the Dark Roger Edwards

Don't Be Afraid of the Dark (2010)

Don’t Be Afraid of the Dark is a remake of the cult television movie from 1973. Directed by comic artist Troy Nixie and written by Guillermo del Toro, this new version is an old school supernatural horror film, with an emphasis on scares rather than shocks and gore. That’s not to say that it doesn’t have its ghoulish moments and it is plain to see why this film didn’t secure the PG-13 rating it initially sought. What is unusual about Don’t Be Afraid of the Dark, is its traditional approach to its subject matter. It is a far cry from the found footage horror movies such as Paranormal Activity that were dominating the box office at the time. In many ways it’s a homage to the halcyon days of studios-based horror from the likes of Amicus, Hammer and American International Pictures. The initial theatrical release of Don’t Be Afraid of the Dark was delayed due to the sale of Miramax pictures in 2010, and the film did not secure a US and UK distribution deals until late 2011. Despite the having Guillermo del Toro associated with the production, the movie didn’t gain the traction it deserved.

Don’t Be Afraid of the Dark is a remake of the cult television movie from 1973. Directed by comic artist Troy Nixie and written by Guillermo del Toro, this new version is an old school supernatural horror film, with an emphasis on scares rather than shocks and gore. That’s not to say that it doesn’t have its ghoulish moments and it is plain to see why this film didn’t secure the PG-13 rating it initially sought. What is unusual about Don’t Be Afraid of the Dark, is its traditional approach to its subject matter. It is a far cry from the found footage horror movies such as Paranormal Activity that were dominating the box office at the time. In many ways it’s a homage to the halcyon days of studios-based horror from the likes of Amicus, Hammer and American International Pictures. The initial theatrical release of Don’t Be Afraid of the Dark was delayed due to the sale of Miramax pictures in 2010, and the film did not secure a US and UK distribution deals until late 2011. Despite the having Guillermo del Toro associated with the production, the movie didn’t gain the traction it deserved.

Interior designers Alex (Guy Pearce) and his girlfriend Kim (Katie Holmes) are busy renovating Blackwood Manor in Rhode Island, the former home of the artist Lord Blackwood. The aristocrat vanished along with his son, under mysterious circumstances years before. Alex’s ex-wife unexpectedly sends their daughter Sally (Bailee Madison) to live with them it which causes problems for both Alex and Kim. Sally does not get on with Kim and feels that her father does not want her living with him. Despondent and alone, Sally finds a hidden basement while exploring the old house. Alex's employee William Harris, who is a descendant of Blackwood, warns Sally to stay away from the basement but Sally is drawn to the room by hushed voices calling to her. After removing the cover of the ash pit strange events begin to occur in the house and grounds. Kim’s clothes are slashed, and Harris is attacked. Sally claims it is the work of the creatures that live in the ash pit, however, Alex and Kim believe that it is only her imagination and that she is traumatised by her parents’ divorce.

Don’t Be Afraid of the Dark is a mainstream horror film which features a quality cast of character actors as well as good production values. The photography and production design are borderline gothic and the characters are unusually well defined by genre standards, thanks to the Guillermo del Toro’s intelligent screenplay. There were some complaints upon release that the story’s weakest element were the two adult leads and their inability to deal with unfolding events. However, I felt the opposite and thought that their inaction just added credibility to the plot. So many career parents are oblivious to their children’s needs these days and seem to think that most problem can be medicated away or dealt with my a few counselling sessions. The CGI beasties are suitably unpleasant and are a good example of computer effects that works well. They remain relatively discrete throughout the film through clever lighting and editing. Some critics balked at what they saw as “emotional and physical torture” of a young girl as entertainment. But I think this is a misjudgement and a failure to understand this nature of the horror genre. The central character of Sally, shows a great deal of courage and resourcefulness in confounding her attackers. Yet the screenplay doesn’t make the mistake of making her invincible. She is after all a child and is therefore restricted by a child’s mindset and abilities.

The central theme of Don’t Be Afraid of the Dark is one that is common to Guillermo del Toro’s other movies; that many legends about supernatural creature such as fairies, sprites, gnomes and other elementals have a credible basis in reality. Furthermore, our romanticised ideas of such beings are frequently wrong and the reality of the situation is far more sinister. Hinting at ancient races and forces that pre-date human civilisation has always been an interesting theme for the horror genre to explore, both in film and literature. Similar ideas can be found in Clive Barker’s much maligned feature film, Nightbreed. There is a nice reference in Don’t Be Afraid of the Dark to a deal that was brokered between the malevolent ancient race and the Catholic Church. This faux history adds an enjoyable facet to the story.

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Don’t Be Afraid of the Dark is not without flaws, though. There are a few logical plot holes (as there often are for the horror genre to work effectively) and certain aspects of the story are not developed sufficiently. As ever the observant viewer will wonder why some characters vanished from the plot or question why a specific course of action wasn’t taken. Yet overall this is a creative and genuinely creepy movie that is a welcome change from many contemporary genre offerings. With its strong screenplay and a traditional quasi-gothic approach, it manages to offer tension, suspense and a few unpleasant jolts. The ending is suitably melancholic as you’d expect from Guillermo del Toro. There is also a very pleasing and atmospheric soundtrack by Marco Beltrami and Buck Sanders. Eight years on, and after only performing adequately at the box office, Don’t Be Afraid of the Dark seems to have already been forgotten which, is a shame. This genre throwback merits a second look as it does have far more to offer than other horror movies.

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The Legend of 1900 (La leggenda del pianista sull'oceano) (1998)

I first watched La Leggenda del pianista sull'oceano (released in US as The Legend of 1900) on the recommendation of a friend who was very enthusiastic about it. I must admit that I was profoundly moved at the time, in that way that only a thoroughly good film can do. I’d almost forgotten how powerful quality cinema can be. I feel justified in my assertion that film may be the greatest art form of the last and current century. Having watched the film again recently, this time on Blu-ray, I was again deeply impressed by the scope of the film and its timeless themes. The high-definition transfer makes the most of the film’s audio-visual excesses. The Legend of 1900 is a beautiful piece of cinema with a striking production design, rich cinematography and a marvellous score by the great Ennio Morricone. Tim Roth is utterly convincing in the lead role and excels in conveying the quirky foibles of the lead character.

I first watched La Leggenda del pianista sull'oceano (released in US as The Legend of 1900) on the recommendation of a friend who was very enthusiastic about it. I must admit that I was profoundly moved at the time, in that way that only a thoroughly good film can do. I’d almost forgotten how powerful quality cinema can be. I feel justified in my assertion that film may be the greatest art form of the last and current century. Having watched the film again recently, this time on Blu-ray, I was again deeply impressed by the scope of the film and its timeless themes. The high-definition transfer makes the most of the film’s audio-visual excesses. The Legend of 1900 is a beautiful piece of cinema with a striking production design, rich cinematography and a marvellous score by the great Ennio Morricone. Tim Roth is utterly convincing in the lead role and excels in conveying the quirky foibles of the lead character.

On the first day of the twentieth century, an abandoned child is discovered in the state room of the luxury liner Virginian. The Stoker (Bill Nunn) who discovers the child, names him 1900 or more accurately Danny Boodmann T.D. Lemon Nineteen-Hundred. Raised within the confines of the ship and never stepping foot on land, 1900 soon develops an ear for music and displays signs of being a child prodigy. It is implied that living among the multi-cultural crew and the rhythm of the engines has somehow shaped his abilities. As 1900 (Tim Roth) reaches adulthood, he becomes an integral part of the ships orchestra, with his sublime talents proving quite a hit with the first-class passengers. But it is with those in steerage that he finds his greatest inspiration. Using his talents to read a person by their look and manner and then to interpret that into music.

Directed by Giuseppe Tornatore (Cinema Paradiso) and based on a dramatic monologue by Italian novelist Alessandro Baricco, The Legend Of 1900 is a beautifully crafted fable and audio-visual metaphor. The sets designs and especially the beautiful cinematography by Lajos Koltai are a delight, reflecting the decadence and excess of sea travel at the time. The film embodies that visual creativity that is so integral to Italian cinema; actors are often cast primarily for the uniqueness of their faces. Polished surfaces reflect the opulent surroundings, yet distort the images, lending a subtle subtext to the dramatic themes. One standout scene sees 1900 playing a Grand Piano with the breaks off, as the ship is tossed in a storm. The instrument glides around the dance floor in the main state room, to the accompanying music. It’s a beautiful vignette and a clever metaphor for the wealthy elites of Europe pursuing their elegant lifestyle, while the sea of politics rages around them as they race headlong towards disaster.

However, visuals aside, it is the films musical score and the way that it is linked to the storyline, which stands out the most. Two of the most powerful scenes centre on how 1900 conveys his emotions through the piano. An apocryphal piano duel between 1900 and the equally legendary Jelly Roll Morton (the self-proclaimed creator of modern Jazz) showcases some incredible musical interpretations combined with innovative camera work. The music played are all genuine period pieces that push technical and artistic performance to its limits. The other scene takes place as 1900 makes his first and only audio recording. While improvising a piece at the piano, he sees a young girl through the porthole. His feelings shape the piece as he creates it, reflecting her beauty, naivety and innocence. This piece, Playing Love, composed by Ennio Morricone is sublime and one of his finest works. The scene is possibly one of the most genuinely moving pieces of cinema committed to film.

The Legend of 1900 suffers slightly through being an Italian film, with an international cast, shot in multiple languages. A lot of the dialogue was subsequently added in post-production by the original actors and voice artists. It was the director’s intention to try and reach a wider audience by not shooting in Italian. Sadly, the dubbing is noticeable at times and a minor distraction. Furthermore, the US distributors as usual failed to see anything beyond the bottom line and subsequently, removed 40 minutes from the films 160-minute running time. This shorter version is inferior to the director’s cut. Also, some of the films digital effects are not quite as polished as they could be, but they do not spoil the overall film. Giuseppe Tornatore also walks a tight rope with the use of sentimentality and dramatic pathos but succeeds where other directors would have failed. The key theme of a man of great talent and ability surrendering his life to the restrictions he has chosen for himself, is very tragic. 1900's world has clearly defined limits that he won’t venture beyond. Land represents for him a place without boundaries, where people can get lost.

“Take the piano. Keys begin, keys end. You know there are 88 of them. Nobody can tell you any different. They are not infinite. You're infinite... And on those keys, the music that you can make... is infinite. I like that. That I can live by. You rolled out in front of me a keyboard of millions of keys, millions and billions of keys that never end. And that's the truth Max, that they never end. That keyboard is infinite... and if that keyboard is infinite, then on that keyboard there is no music you can play. You're sitting on the wrong bench... That is God's piano”.

If you enjoy quality cinema and despair at its absence in the current climate then seek out The Legend Of 1900, especially the full 160-minute Italian version under its original title La Leggenda Del Pianista Sull'oceano. It is a thought provoking piece of cinema, that stays with you long after the film has finished. 1900 himself is an enigma which is never fully explained, although to do so would be to the films detriment. The story focuses on many themes such as loss and regret, but at its heart is the concept that it is ourselves that ultimately define the boundaries of our own life. Change is there, if we choose it, however, it always comes with a price. And if such philosophical themes do not appeal to you, then The Legend Of 1900 has a wealth of outstanding musical performances and set pieces to offer. Although the film ultimately belongs to Roth, whose off-kilter and deliberately vague performance underpins the narrative, just like that of Peter Sellers' in Being There.

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Bullroarer, Gaming, LOTRO, MMORPG, Update 22 Build #2 Roger Edwards Bullroarer, Gaming, LOTRO, MMORPG, Update 22 Build #2 Roger Edwards

LOTRO: Bullroarer Update 22 Build #2

A week on and Standing Stone Games have revised the latest test iteration of Update 22 for LOTRO, on the Bullroarer server. Build #2 now has a proper map that explains exactly where I went last Sunday. It seems that I visited all locations of note apart from Caras Tilion, a deserted Elven stronghold to the South of Eryn Lasgalen, at the foot of the Mountains of Mirkwood. So, I promptly went there tonight and found it inhabited by Fell Spirits and such like. I suspect that this will be the location for a group event as the mobs all seem high level. Like other areas in the test build, the terrain is unstable, and you can find yourself falling through what are supposed to be solid surfaces. Although there are roads marked on the map, trying to find them on the ground and follow them is somewhat harder. However, I suspect that this is meant to reflect the source text of The Hobbit in which the path through Mirkwood was often overgrown and difficult to track, hence the Dwarves got lost.

A week on and Standing Stone Games have revised the latest test iteration of Update 22 for LOTRO, on the Bullroarer server. Build #2 now has a proper map that explains exactly where I went last Sunday. It seems that I visited all locations of note apart from Caras Tilion, a deserted Elven stronghold to the South of Eryn Lasgalen, at the foot of the Mountains of Mirkwood. So, I promptly went there tonight and found it inhabited by Fell Spirits and such like. I suspect that this will be the location for a group event as the mobs all seem high level. Like other areas in the test build, the terrain is unstable, and you can find yourself falling through what are supposed to be solid surfaces. Although there are roads marked on the map, trying to find them on the ground and follow them is somewhat harder. However, I suspect that this is meant to reflect the source text of The Hobbit in which the path through Mirkwood was often overgrown and difficult to track, hence the Dwarves got lost.

I revisited Lake-town and found that there are now more NPCs and sundry embellishments. On the end of some of the piers, you will find locals queuing to use the privies, which I found rather amusing. The only other’s I’ve ever seen in LOTRO are in Rohan and are indirectly involved in a quest. It would also appear that I was broadly correct in my assumptions about the three entrances on the map and where they lead. The eastern door is now clearly marked opening to the Iron Hills and the Forest Gate to the west does lead to Beorning-land. The third entry (or exit point) to the South of Lake-town lead to an area called the Fields of Celduin. Celduin is the Elven name for the Running River, which flow ultimately to the sea of Sea of Rhûn. Perhap SSG have plans to develop Dorwinion as part of LOTRO. Dorwinion, was a land in the vales of the Celduin, northwest of the Sea of Rhûn. It was famous for its great gardens and as the home of the finest wines in all of Middle-earth. Its people were descendants of the Edain, and they had close ties to the Northmen of Dale in genealogy as well as Avari Elves.

Again, I spent my time this evening simply investigating the immediate area in this latest test build and have not undertaken any of the quests in the region. I prefer to wait for the final release of the update, so as not to spoil my enjoyment of it all. My overall opinion of Eryn Lasgalen and the Dale-lands remains the same as I stated in my previous post. This is a well realised and quite striking zone and Lake-town is a stand out location. It certainly is a welcome relief after the dour and oppressive atmosphere of Mordor. I hope that the quests featured in update 22 are as equally creative as the area itself. It just remains to see when SSG intends to release this update. If past events have any bearing on the matter, we may well see a formal release of this area within a few weeks of three or four test builds. Therefore, we may have a live version of this new area by the middle of March.

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Horror, Movies, Insidious: The Last Key, Insidious Roger Edwards Horror, Movies, Insidious: The Last Key, Insidious Roger Edwards

Insidious: The Last Key (2018)

Insidious: The Last Key is the fourth instalment of the franchise, but it’s actually the sequel to a prequel. If you wish to watch these movies in chronological order order then 3, 4, 1, 2 is the correct sequence. However, it is not essential to be au fait with the lore of the series to follow the plot of Insidious: The Last Key, although there are a few in-jokes for fans. The film begins with a prologue that gives us the backstory of Elise (Lin Shaye), our psychic who protagonist. Her childhood is far from happy as she lives next to the state prison where her abusive father is the executioner on death row. Young Elise and her brother encounter several paranormal incidents, the last leaving Elise possessed. Her mother Audrey rescues her but dies in the process. The film then moves on to 2010, where Elise gets a call from a scared man currently living in her old house. Despite reservations, she agrees to meet him and confront the supernatural forces behind the haunting. Her two assistants, Tucker (Angus Sampson) and Specs (Leigh Whannell), accompany her and encounter a growing series of well executed but somewhat formulaic set-pieces.

Insidious: The Last Key is the fourth instalment of the franchise, but it’s actually the sequel to a prequel. If you wish to watch these movies in chronological order order then 3, 4, 1, 2 is the correct sequence. However, it is not essential to be au fait with the lore of the series to follow the plot of Insidious: The Last Key, although there are a few in-jokes for fans. The film begins with a prologue that gives us the backstory of Elise (Lin Shaye), our psychic who protagonist. Her childhood is far from happy as she lives next to the state prison where her abusive father is the executioner on death row. Young Elise and her brother encounter several paranormal incidents, the last leaving Elise possessed. Her mother Audrey rescues her but dies in the process. The film then moves on to 2010, where Elise gets a call from a scared man currently living in her old house. Despite reservations, she agrees to meet him and confront the supernatural forces behind the haunting. Her two assistants, Tucker (Angus Sampson) and Specs (Leigh Whannell), accompany her and encounter a growing series of well executed but somewhat formulaic set-pieces.

Insidious: The Last Key is similar to The Purge: Election Year, in so far as both are examples of a movies in a franchise that don’t move things forward but simply take a step sideways and offer more of the same. With Insidious: The Last Key, we are provided with another extended trip to “the Further” and another demonic being that strives to interfere with human affairs. As ever with this series of films, there has been a lot of thought and effort put into the design of the central demon and Key Face is certainly an innovative design. However, if this franchise has a weakness, it is the fact that the supernatural forces are always given the minimum of explanation. That’s not to say that screenwriter, Leigh Whannell, should spoon feed the audience but it would be interesting to learn a little more about the motivations of the demons and why the manifest the way they do.

There is no major graphic violence and once again, the emphasis is on tension and disquiet. There are the usual jump scares that still seem to be in vogue and the sound design is used to great effect. Where both Lin Shaye and Bruce Davidson (playing her adult, estranged brother Christian) have adequate dialogue and something specific to do with their characters, the rest of the cast are not so lucky. Elise conveniently has two young nieces who are mainly present for “women in peril” duty. Tucker and Specs are again mainly comic foils. However, despite being overall just an adequate entry in the series, Insidious: The Last Key still has Lin Shaye as its trump card. There are not many Hollywood franchises that have at their heart a 74-year-old lady and her character remains endearing and robust. The film also makes a stab at some emotional depth during its climax, when Elise confronts the spirits of her past and the script takes a somewhat compassionate turn.

Overall, I found Insidious: The Last Key to be acceptable and the end of the movie nicely dovetails into the set up for the first Insidious back in 2011. Because of the goodwill that the previous three films have generated, I consider this instalment to be an adequate ending to the series, but I really don’t think that there’s any mileage left for a fifth. I don’t see where else you can go with the character of Elise as her fate is already a known quantity. However, since when have narrative issues and a clearly concluded storyline ever stopped a studio from making more movies in a successful franchise? I have a sneaking suspicion that a Tucker and Specs spin-off is also a possibility, which is far too close to Scooby-Doo territory for my liking. However, irrespective of such speculation, Insidious: The Last Key provides formulaic shocks and a clear conclusion. It will probably play better at home, due to lower expecatations.

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Levelling and Gear Progression in ESO

One of the most trying old adages associated with the MMORPG genre is “endgame is where the real game begins”, or some variation thereof. It’s a stupid dogma that is happily negates all that the player has done while levelling. It usually goes hand in hand with the mindset that the only worthwhile pursuit at level cap is raiding, but I digress. For many MMOs, it’s a real challenge to make the levelling experience feel tangible and relevant, so players don’t get the impression that their just treading water when it comes to gear and skill points. However, some games do manage to get this right. LOTRO has several sets of armour that you can acquire at early stages in the game that are worth holding onto for at least ten levels. The Armour of Fém is a good example. It can be obtained at level 42 in Aughaire and can last the player right into Moria, ten levels later, before it needs to be replaced.  STO proactively negates this problems by allowing gear to be upgraded but again I digress. My point is, much of what we acquire and use as we progress through an MMO is transient, but if the developers have done their job properly, it doesn’t seem that way.

One of the most trying old adages associated with the MMORPG genre is “endgame is where the real game begins”, or some variation thereof. It’s a stupid dogma that is happily negates all that the player has done while levelling. It usually goes hand in hand with the mindset that the only worthwhile pursuit at level cap is raiding, but I digress. For many MMOs, it’s a real challenge to make the levelling experience feel tangible and relevant, so players don’t get the impression that their just treading water when it comes to gear and skill points. However, some games do manage to get this right. LOTRO has several sets of armour that you can acquire at early stages in the game that are worth holding onto for at least ten levels. The Armour of Fém is a good example. It can be obtained at level 42 in Aughaire and can last the player right into Moria, ten levels later, before it needs to be replaced.  STO proactively negates this problems by allowing gear to be upgraded but again I digress. My point is, much of what we acquire and use as we progress through an MMO is transient, but if the developers have done their job properly, it doesn’t seem that way.

Sadly, this is not the case in The Elder Scrolls Online. The game has many virtues and selling points, but the gear grind is clearly an irrelevance until you reach a specific point in the game. Namely level 50 with 160 champion points. Until then, finding adequate gear is very difficult and players are “encouraged” by the prevailing dogma of the game, to just slum it with items from quest drops, irrespective as to whether they’re optimum for your characters build. The alternative is to simply buy armour and jewellery from vendors and to apply glyphs to enchant it to your chosen specifications, but this is an expensive option and the gear itself is of the lowest tier of quality. Of course, there is the option of running delves to find suitable gear, but the task is made more difficult by the fact that your character will frequently be underpowered, due to the lack of quality gear they have equipped. As you can see, it’s a chicken and egg situation. The only other alternative is Dolmen farming but then this is not always the most enjoyable way to play ESO. Plus, if you do it for a few hours at a time, you’ll find you’ve out levelled half of what you’ve acquired.

In other MMOs, there are often several alternative ways of acquiring gear sets, other than depending on standard quest rewards. LOTRO has the skirmish system which provides the player with barter currency to buy specific sets. Furthermore, the sets are available to a variety of levels. The reputation system in STO also allows you to buy a variety of gear sets for your ship. And of course, most games also have an auction house system that allow for the buying and selling of all non-bound items. This is where most players look first to fill the gaps in their build or to buy something passable while levelling. Sadly, there is no server wide auction house system in ESO. Individual guilds buy and sell gear. They have store fronts littered round Tamriel. The range of items they sell is dependent upon the guild size, how prodigiously they craft or farm quests. More often than not, most guild traders only have smattering of items below level 50 with 160 champion points because that’s not where the money and market is. Due to there being multiple outlets, checking stock is time consuming. The only option left therefore is to craft gear yourself. However, like everything else in ESO, this only becomes a viable option at level cap.

Exactly how did ESO arrive at this point? Well the One Tamriel Update removed the level restriction on content, scaling everything according to the player, which obviously didn’t help the gear situation. With delves and story quests scaling to your level, there isn’t the surplus of gear generated by content fixed at a specific level. The lack of a server wide auction system is also a major contributor. Finding specific gear, even with addons to help the search process, is time consuming task that requires you to visit a multitude of outlets. Joining a guild may help and there is the chance that fellow guildmates will help you out with gear acquisition. But ESO strikes me as a game with a substantial player population with alts at level cap. Levelling is not seen as a journey in itself but more of an obstacle to be overcome. It’s a shame. This issue certainly doesn’t mitigate the positive aspects of ESO as an MMO, but it does impact upon the way you play until you approach the level cap. Now that I’ve reached level 50 and have amassed over 100 champion points, I can certainly play more effectively. I can now focus on what gear I would like; something I couldn’t do at the start of the game. Perhaps ZeniMax will address this issue in a future update.

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The Hobbit (1977)

The Hobbit (1977) is a curious beast. It’s a made for television animated film, which despite its budgetary constraints, strives to comprehensively adapted one of the most beloved children’s books of the last century. I remember reading an article about this television adaptation of The Hobbit, in Starburst Magazine during the late seventies. There were rumours that this Rankin/Bass production, which had already premièred on US network television, would gain a European cinema release. This was presumably to cash in on the success of Ralph Bakshi's animated feature film adaptation of The Lord of The Rings. However, this never happened to my knowledge. In fact, The Hobbit was not commercially available in the UK until 2001, when Warner Bros. released it on DVD to capitalise on the success of Peter Jackson’s The Fellowship of the Ring.

The Hobbit (1977) is a curious beast. It’s a made for television animated film, which despite its budgetary constraints, strives to comprehensively adapted one of the most beloved children’s books of the last century. I remember reading an article about this television adaptation of The Hobbit, in Starburst Magazine during the late seventies. There were rumours that this Rankin/Bass production, which had already premièred on US network television, would gain a European cinema release. This was presumably to cash in on the success of Ralph Bakshi's animated feature film adaptation of The Lord of The Rings. However, this never happened to my knowledge. In fact, The Hobbit was not commercially available in the UK until 2001, when Warner Bros. released it on DVD to capitalise on the success of Peter Jackson’s The Fellowship of the Ring.

Rankin/Bass productions had a pedigree in bringing traditional and familiar children's material to the small screen, with such titles as Frosty the Snowman and Rudolph the Red-Nosed Reindeer, so it was not unusual for them to take on such a project. However, a lot of the animation was sub contracted to Japanese studios, which was a standard practise at the time. This subsequently had a major impact on the production design and the aesthetics of the film. Rankin/Bass productions often included songs in their commercial output as it had proven to be a major selling point in the past. Naturally, original Tolkien's work with its abundance of songs and verse, lent itself to this very well. As a result, The Hobbit has a wealth of vocal tracks sung by popular folk singer, Glenn Yarbrough. They’re not to everyone’s taste but they do work, and some do stick quite faithfully to the source text.

The adaptation of the story is very simple. Some of the more complex plot details have been lost, such as the Arkenstone of Thrain, the skin-changer Beorn and the scheming master of Lake Town. Tolkien wrote this story for children and that is the way the film’s screenplay is pitched. The character designs range from the adequate to the bizarre. Gandalf is represented pretty much as you would expect, sticking to the usual old man with a pointy hat trope. Bilbo and the Dwarves reflect a more juvenile friendly interpretation. However, the Trolls and Goblins are not especially scary and lack any real sense of threat. It is in the design of the Elves that this production really fumbles the ball. This race of near perfect creatures with their angelic qualities, are simply ugly and emaciated. Someone definitely failed to understand the source text in this respect. Gollum is also poorly conceived and looks a little like a large Bullfrog. And all I'll say about the dragon Smaug, is that his feline quality is "unusual".

With these shortcomings, are there any positive attributes regarding this production? Well the minimalist water colour backgrounds work well, often drawing on Tolkien’s illustrations themselves. The voice casting has some strong performers, such as John Huston as Gandalf. However, some of the minor characters are played by well-known voice artists Don Messick and John Stephenson. As a result, you do feel that you’re watching an episode of Scooby Doo or The Arabian Nights at times. So where does this leave us? Well it's difficult to be objective, as any adaptation of Professor Tolkien's work tends to be over shadowed by the success of Peter Jackson's two trilogies, which have established an aesthetic standard. Therefore, this older version of The Hobbit suffers as a result, as it flies in the face of this. Overall, it’s a low budget, basic adaptation, with a variety of good and bad animation. It will probably find its most appreciative audience, among children, for whom it was intended.

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Thoughts on Blogging, Part 2, Blogging Roger Edwards Thoughts on Blogging, Part 2, Blogging Roger Edwards

Thoughts on Blogging Part 2

I usually write a post early on in the New Year in which I list the various goals I’m focusing on over the next twelve months. To date I have not done this because I am still trying to work out what I can and cannot accommodate within my current schedule. As a carer I’m kept very busy, but my weekly routine does offers windows of opportunity for writing. However, free time is a finite commodity, so I have to really cut my proverbial coat according to my cloth this year. Therefore, I’ve decided to pursue the following projects. I will continue to regularly post on Contains Moderate Peril as I enjoy having my own platform and certainly feel that I still have a lot to write about. Also, the audience is steadily growing, and I think it would be counter productive to fly in the face of such a development. I was also given the opportunity to write for MMOGames recently and have decided to accept this invitation. Writing to deadlines and deferring to editors, is an invaluable learning experience. Plus, it presents my writing to a wider audience which is great for brand awareness and other awful marketing terms.

I usually write a post early on in the New Year in which I list the various goals I’m focusing on over the next twelve months. To date I have not done this because I am still trying to work out what I can and cannot accommodate within my current schedule. As a carer I’m kept very busy, but my weekly routine does offers windows of opportunity for writing. However, free time is a finite commodity, so I have to really cut my proverbial coat according to my cloth this year. Therefore, I’ve decided to pursue the following projects. I will continue to regularly post on Contains Moderate Peril as I enjoy having my own platform and certainly feel that I still have a lot to write about. Also, the audience is steadily growing, and I think it would be counter productive to fly in the face of such a development. I was also given the opportunity to write for MMOGames recently and have decided to accept this invitation. Writing to deadlines and deferring to editors, is an invaluable learning experience. Plus, it presents my writing to a wider audience which is great for brand awareness and other awful marketing terms.

However, I have several other ideas and potential projects in development at the moment but it’s proving hard to determine which ones I should do. Some would be fun but are mainly driven by my personal preferences. Others are designed with an eye to reader involvement, which would potentially attract traffic. And as I ponder this matter, it has also dawned upon me how my bent for writing is slowly turning from a passion to a job. I’ve had to create a spreadsheet to track the various blog posts I have scheduled and I’m also setting constraints on the length of some posts, simply to ensure they can be turned around promptly. However, it is logical to put systems in place if you wish to manage a situation. For example, if I think it’s likely that I’m going to write about a film that I’m watching, I will always make notes about it. I also use of Pocket to save interesting articles and reviews that appear in my Feedly subscriptions. I also have a white board on the wall for ad-hoc ideas.

It’s a curious situation, trying to determine exactly when you go from being an enthusiastic blogger to a “writer”. In the past some would argue that you had to have something formally published in physical print before you could credibly claim such a title. Nowadays the criteria seem to be a lot different. Some known and established writers have stated that the title is something you just choose to label yourself and that is substantiated by your body of work. It certainly offers food for thought. I would add that getting paid for your work at some point helps. And while we’re on the subject of writing as a formal job, I’d like to point out I’m not a fan of the old adage “do what you love, and you’ll never work another day in your life”. I think it’s hogwash. If you wish to do anything to the best of your ability, it will require effort and dedication. It’s therefore going to be hard and if it doesn’t feel so, then I would suggest you’re doing it wrong. Work can be fun, but it is not play. Furthermore, I always hear this phrase bandied about by people of independent means, which pretty much negates their point. If you don’t have to do something just to get by, is it really a job?

Despite trying to set some time aside, I haven’t managed to sort out a podcast so far this year. I suspect I am going to have a rethink on that issue. Rather than produce my own show, I may have to see if I can find a slot on someone else’s, which is a big ask. I think this issue may be a separate post in itself. I also fear my aspiration to do a light-hearted stream while gaming, is going to have to be shelved. The movie club idea may still happen, as it could provide a regular article for Contains Moderate Peril. However, the main problem is picking a film to discuss, that is available on most video on demand platforms and therefore accessible. While I try to figure all these things out, I need to focus on my current writing, as that’s something I can manage at present if I stick to my schedule. It also occurs to me as I write this post, why so many people consciously decide to give up blogging or writing in general. It isn’t as easy or straight forward as some perceive it to be. Furthermore, we’re often our own worst enemy by being such hard taskmasters.

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Horror, Creature Feature, Movies, Black Sheep Roger Edwards Horror, Creature Feature, Movies, Black Sheep Roger Edwards

Black Sheep (2006)

Black Sheep is a high concept horror comedy from New Zealand. Featuring creative physical effects by Weta Workshop, this tale of genetically modified killer sheep, animal husbandry and environmentalism requires a very broad sense of humour and an abiding love for the “creature feature” sub-genre. It should be noted that the copy I watched was the unrated R1 DVD. This version is stronger in content than the R rated US theatrical release and yet was released at the UK cinemas with only a 15 rating from the BBFC. I suspect that the similarities in humour between the UK and New Zealand contributed to this somewhat low rating. That and the fact that horror comedy often gets a free pass because the humour always tends to mitigate the violence.

Black Sheep is a high concept horror comedy from New Zealand. Featuring creative physical effects by Weta Workshop, this tale of genetically modified killer sheep, animal husbandry and environmentalism requires a very broad sense of humour and an abiding love for the “creature feature” sub-genre. It should be noted that the copy I watched was the unrated R1 DVD. This version is stronger in content than the R rated US theatrical release and yet was released at the UK cinemas with only a 15 rating from the BBFC. I suspect that the similarities in humour between the UK and New Zealand contributed to this somewhat low rating. That and the fact that horror comedy often gets a free pass because the humour always tends to mitigate the violence.

The plot is somewhat rudimentary but appropriate to the genre. Two brothers grow up on a sheep farm. One, Henry Oldfield (Nathan Meister), becomes a sheepophobic (is that a proper word?) after his brother Angus (Peter Feeney) kills his pet and terrorises him with the carcass. Years later Henry discovers that his successful brother is conducting illegal genetic experiments with sheep. An experimental foetus is then accidentally unleashed after environmentalists (Oliver Driver and Danielle Mason) break into the farm. It's not long before those bitten by the monster sheep transform into sheep-human hybrids. Matters get worse as killer flocks rampage through the countryside, seeking human flesh.

Writer and director Jonathan King's debut feature is very matter of fact. You'll either love or hate this film and there is no middle ground. It's gory, crass and obvious. Yet there's some subtle digs at environmentalism, farming and political activism. There are some affectionate homages to the horror genre (one scene is straight out of An American Werewolf in London) and the whole enterprise is refreshingly unpretentious. There is also great cinematography by Richard Bluck and a wonderfully traditional soundtrack by Victoria Kelly which compliments the film greatly. Despite its subject matter and the occasional lapse into that theme we'd hope they wouldn't touch (i.e. sheep loving), Black Sheep is an amusing night's entertainment for those that approach it with the right state of mind. If you are easily offended and gore averse, best give it a miss.

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Gaming, LOTRO, MMORPG, Bullroarer, Update 22 Build #1 Roger Edwards Gaming, LOTRO, MMORPG, Bullroarer, Update 22 Build #1 Roger Edwards

LOTRO: Bullroarer Update 22 Build #1

A beta version of the latest update for LOTRO is currently available on the Bullroarer test server this weekend. Update 22 (Build #1) or Strongholds of the North, features Northern Mirkwood or Eryn Lasgalen as it known since the fall of Sauron and the destruction of Dol Guldur, as well as the Dale-lands. The area includes such iconic locations as The Halls of the Elven King, Lake Town, Dale and Erebor. As this is an early build, players cannot continue the epic story The Black Book of Mordor. At present, the map for the zone is simply a placeholder and serves little navigational purpose. At times the player marker vanishes from the map entirely. However, as Bullroarer is a test server, players can collect a free stipend of Mithril Coins from the Eyes and Guard Tavern and thus use swift travel to all five new stable locations.

A beta version of the latest update for LOTRO is currently available on the Bullroarer test server this weekend. Update 22 (Build #1) or Strongholds of the North, features Northern Mirkwood or Eryn Lasgalen as it known since the fall of Sauron and the destruction of Dol Guldur, as well as the Dale-lands. The area includes such iconic locations as The Halls of the Elven King, Lake Town, Dale and Erebor. As this is an early build, players cannot continue the epic story The Black Book of Mordor. At present, the map for the zone is simply a placeholder and serves little navigational purpose. At times the player marker vanishes from the map entirely. However, as Bullroarer is a test server, players can collect a free stipend of Mithril Coins from the Eyes and Guard Tavern and thus use swift travel to all five new stable locations.

Bearing this all-in mind, I spent a few hours this afternoon exploring the new area. I have not finished the Mordor expansion yet (mainly because I didn’t enjoy the area) so was careful when travelling around as my primary alt is still only level 109. Porting directly from the Eyes and Guard Tavern takes you to Felegoth, the Halls of the Wood Elves. As you would expect, the traditional Elven motif has been maintained in the art design, although there are subtle differences to other Elven enclaves. Because the Halls are mainly underground, the cavernous expanses are filled with stalagmites and stalactites. Yet unlike Dwarven delves, this area is brightly illuminated and has gardens and areas of natural beauty. The keen explorer will also find the dungeon cells where Thorin and his companions were held. There’s also a cellar with a substantial trap door and numerous barrels. One in particular is worth investigating.

Northern Mirkwood itself is a dark and dismal place, similar to its existing Southern counterpart. The light soon vanishes once you travel beyond the Elven King’s territory and the path twists and turns. Luckily, they’re wooden posts marking the trail, but it is important to stay vigilant or you can get lost. Places of interest in the immediate area include an encounter with Radagast and the Elven trading post of Loeglond on the edge of Long Lake. Upon exiting Eyn Ladgalen you enter Dale-land and discover a newly rebuilt and thriving Lake-town. This is very well realised and certainly captures the spirit of Tolkien’s original description from The Hobbit. If you travel downstream you come to the ruins of the old Lake-town and the remains of Smaug. It is a nice embellishment, similar to the remains of the Bridge of Khazad-dûm in the Foundations of Stone.

North of Lake-town the road leads to Dale which is a broader iteration of what already exists in LOTRO in the instance The Bells of Dale. I like the way the town straddle the tributaries of Long Lake and that water and fountains are a major feature of the design and architecture. Beyond Dale to the Northwest lies the guard post of Ravenhill. Within the small Dwarven edifice is Dís, mother of Fíli and Kíli. There is an entrance behind here, which for the present remains closed and suitably enigmatic. But the jewel in the crown in Erebor. It is large, impressive and gloriously Dwarven. Unlike other Dwarven hubs in Middle-earth, this one is quite linear in its layout and easy to navigate. You can also climb to the western spur of Erebor and survey the land below on the other side, although invisible walls hem you in at present.

I always like to explore I LOTRO and make it my business to investigate an area or region as thoroughly as I can. I like to follow the mountain ranges and other topographical features that Standing Stone Games use to funnel players from quest hub to quest hub. What seems to have become a habit in recent years, is that the areas in free updates are often expansive, but not necessarily functional. I got this impression again in parts of Northern Mirkwood and Dale-Land. However, this does not in any way mitigate the time and effort SSG has put into the design of this area. I also found three entrances/exists to the area. One to the South West that may lead to Southern Mirkwood. Another to the North East that may lead to the Iron Hills. I also discovered the Forest Gate which leads from Carrock. All of these “doorways” are currently blocked. Hopefully the next test build will have a more detailed map and will allow for a more accurate appraisal of the area. In the meantime, as ever, I like what I see and it’s reassuring to see the SSG are still maintaining their high standard of world building.

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Punisher: War Zone (2008)

During the seventies, due to the soaring crime rate, failure of national politics and social backlash against the establishment, vigilante films and novels were very popular with the public. Michael Winner's Death Wish captured this sentiment perfectly. Although an exploitation film, it managed to maintain an intelligent and thoughtful edge, which certainly reflected the mood of the New York public of the times. Sadly, these issues where subsequently written out of most future screenplays due to the rise of the Hollywood action blockbuster. Moral subtexts and ethical conundrums were replaced by the sledge hammer ideology of might is right. Heroes were given badges and the official sanction of the establishment and destroyed two dimensional enemies, without any need for ethical reflection or inner introspection.

During the seventies, due to the soaring crime rate, failure of national politics and social backlash against the establishment, vigilante films and novels were very popular with the public. Michael Winner's Death Wish captured this sentiment perfectly. Although an exploitation film, it managed to maintain an intelligent and thoughtful edge, which certainly reflected the mood of the New York public of the times. Sadly, these issues where subsequently written out of most future screenplays due to the rise of the Hollywood action blockbuster. Moral subtexts and ethical conundrums were replaced by the sledge hammer ideology of might is right. Heroes were given badges and the official sanction of the establishment and destroyed two dimensional enemies, without any need for ethical reflection or inner introspection.

The Punisher started life in 1974, as minor character in The Amazing Spiderman comic. He was unique in the fact that he was not a traditional super hero with special powers. He was simply an ex-marine turned vigilante after his family were executed by the Mafia. Due to the mood of the times, he struck a chord with the readers and quickly became a franchise in his own right. Naturally, such a character was deemed to have box office potential and was subsequently adapted for the screen three times. Dolph Lundgren took the lead in Mark Goldblatt's competent 1989 production and Thomas Jane explored the character again in 2004 directed Jonathan Hensleigh's. However, these films strayed somewhat from the central character and tended to focus upon his emotional turmoil. Both make for interesting genre viewing but essentially miss the simplicity and enigma of the central theme.

In Punisher: War Zone, directed by Lexi Alexander, Ray Stevenson takes on the role of Frank Castle. Finally, the character gets the treatment they deserves, in a vehicle that truly captures the original spirit of the comics and graphic novels. Punisher: War Zone is a bleak, extremely violent action film which shows us a man who has lost his soul and functions only to punish the guilty. His work brings him no pleasure, redemption or salvation. It simply provides him with a reason to exist. The religious and philosophical aspects of this are touched on but not explored excessively. This is a film that does not delude itself or the public about what it is about. All the classic protagonists are present. There is a scarred crime boss called Jigsaw (Dominic West) who fills the role of nemesis. Then there is the collaborator and armourer Micro (Wayne Knight) who articulates the justification for our anti-hero. The voice of the establishment and public morality is represented in FBI Agent Paul Budiansky (Colin Salmon).

Despite having a very troubled production (which I won't go in to here), Punisher: War Zone is a professionally made genre picture with some strong action scenes. The cast and script are exactly right for this sort of film. Stevenson is given more to do with the role than you may expect and sells his performance perfectly. West does not attempt to go beyond what is required as Jigsaw. Unlike Heath Ledger's Joker he is not out to score psychological points but simply wants revenge. For the purist action movie fan this is as good as it gets. Shame the US critics didn't see it this way. They made the mistake of looking for more within the material, when more was not required. Perhaps political correct sensibilities demanded some sort of moral sub-text or epiphany. Sorry but you won't find them here. To have pandered to such themes would have totally mitigated the source material and have been an artistic insult.

Punisher: War Zone received a very limited release in the UK due to its poor US box office returns, back in 2008. The emotive nature of the entire subject, is something that often resonates with a good many members of the public. We live in a civilised society that has laws and courts and a process for dealing with crime. We ponder the motives of the guilty and we endeavour to treat them with more humanity than they did their victims. Yet, despite what our heads and moral compass tells us, somewhere in our hearts many off us crave for this kind of hard justice. We know that in reality it would not work, yet the concept of the righter of wrongs who deals in lead, is a potent one that does not go away easily. We live in times where our confidence in the system is sorely tested.

Punisher: War Zone is not for everyone and cannot be considered a mainstream film. It is however, honest enough to be exactly as it should. Why the executives over at Lions Gate picture decided to release this during the Christmas season of 2008 is beyond me. Again, I think this is another example of studio politics and how certain producers still lack confidence in R rated movies, preferring to explore more lucrative options. So, in one respect Punisher: War Zone is a minor milestone is so far as don’t see a picture of this kind too often. Eight years on, Deadpool is the most comparable comparison. As the rights to The Punisher have now returned to Marvel and the franchise has found a home on Netflix, it is highly unlikely we’ll see another cinematic outing again.

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Gaming, Shadow of War, DLC, Blade of Galadriel Roger Edwards Gaming, Shadow of War, DLC, Blade of Galadriel Roger Edwards

Shadow of War: Blade of Galadriel DLC

Warner Bros released a new story expansion for Middle-earth: Shadow of War on Tuesday as well as a patch that expands and “improves” the core game. Blade of Galadriel DLC, follows the adventures of Eltariel, an elite Elven warrior who is sent to Mordor to hunt the Nazgûl. As a playable character Eltariel wields dual blades and the uses the Light of Galadriel instead of a Ring of Power. There are also another eight unique Legendary Orcs added to main story campaign that can be recruited. The Nemesis System has been tweaked, introducing new traits and behaviours to Orc Captains. These include “Tunnel Rat” which lets Orcs burrow into the ground and summon Ghûls, and “Sniper Shot”, which causes archers to fire from great distances with pinpoint accuracy. “Tremor”, makes Ologs concussively hit the ground, staggering nearby foes and damaging structures. The “Gifts of Treasure” offers an alternate way to earn Gems and Mirian.

Warner Bros released a new story expansion for Middle-earth: Shadow of War on Tuesday as well as a patch that expands and “improves” the core game. Blade of Galadriel DLC, follows the adventures of Eltariel, an elite Elven warrior who is sent to Mordor to hunt the Nazgûl. As a playable character Eltariel wields dual blades and the uses the Light of Galadriel instead of a Ring of Power. There are also another eight unique Legendary Orcs added to main story campaign that can be recruited. The Nemesis System has been tweaked, introducing new traits and behaviours to Orc Captains. These include “Tunnel Rat” which lets Orcs burrow into the ground and summon Ghûls, and “Sniper Shot”, which causes archers to fire from great distances with pinpoint accuracy. “Tremor”, makes Ologs concussively hit the ground, staggering nearby foes and damaging structures. The “Gifts of Treasure” offers an alternate way to earn Gems and Mirian.

Photo Mode has also been upgraded, adding new filters, frames, styles, adjustable expressions, and stickers. I always enjoy this facility when it appears in a game and would like to see it available in more titles. Taking screen captures of alts has always been a major part of the fun of any RPG or MMORPG and developers should not overlook this. The latest DLC and patch have also added new Talion or Eltariel player skins for use in the main story campaign. There's also a new stat page, making it easier to keep track of your progress through the game. Plus, a Field of View option has been added which is something that players have regularly asked for. In any game where situational awareness is important, having a broad FOV in invaluable.

I played Middle-earth: Shadow of War heavily when it was released last October. It’s the sort of game that lends itself to intensive play and forging ahead through the storyline. The main selling point is the ridiculous, lore breaking narrative that takes substantial liberties with established canon. Yet if you’re prepared to suspend your sense of disbelief, it is an entertaining game. What becomes very clear after playing the new Blade of Galadriel DLC for about twenty minutes or so, is that apart from a new character skin and a few alternative skills, you’re doing exactly the same as what you did initially with Talion. It’s a classic example of same meat, different gravy which is fine if you can’t get enough of murdering Orcs. However, if you grew tired of this last time round, it’s not going to get any better this time.

Needless to say, as I have other games available at present that I’m more interested in pursuing, I decide to postpone exploring the Blade of Galadriel for the immediate future. Another reason to put it on hold is the simple fact that I’ve already forgotten most of the keyboard combinations for the special attacks and powers. Something that seems to happen a lot these days if I stop playing a game for too long. However, I will give credit where credit is due, because Monolith Studios have certainly provided a substantial amount of new content in this DLC. Furthermore, as a season pass holder there is still more to come later this year. I suspect that I will enjoy this new story at a later date when I want something a little less demanding than the MMOs I am currently involved with.

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