The mask from Phantom of the Opera. Of course, in Love Never Dies it has been reduced to a quarter mask. Maybe if they do another sequel he’ll just wear an eye-patch.

A quick disclaimer before I launch into what will probably read like a bit of a grumble or small rant:  Love Never Dies was not an awful performance.  I generally dislike musicals as I find myself frequently wanting to scream out “Just stop bloody singing and say it!” but that doesn’t mean I hate them and I have a certain fondness for Phantom of the Opera at least.  The performers themselves did a fantastic job with the material given (with the exception of a ten year old boy who might have been a volunteer from the audience or somebody on the crew’s nephew) and despite the fact that the story, setup and most of the songs weren’t very good did not stop me from enjoying my evening.  This could possibly be because of my general disposition for anything shown at the theatre generally being “good until bored to tears” that saved it for me, or it could have been the one or two redeeming moments after the interval, or it could have been the fact that I’d heard it was awful going in and was thus very happy that I wasn’t going to have to grit my teeth and say to people afterwards that I enjoyed it when I didn’t.  I am as of writing this, not gritting my teeth, so I am therefore perfectly happy.

Love Never Dies takes off “ten long years” after the events in the Phantom of the Opera.  Don’t worry if you can’t remember that fact as you will be reminded of it several times throughout the performance in all mediums, including dialogue, song and spinning-newspaper-headline forms.  We have well and truly left the Paris opera theatre burned to the ground and are shown that a couple of the key players from Paris have relocated to Coney Island in America to set up a sideshow under the name of “Phantasma”.  Oh, and the sideshow is owned by the Opera Ghost himself, the Phantom.  We are told that Madame Giry and her daughter Meg helped him set it up and that he’s been running it for “ten long years” and that he has been unable to really write anything for “ten long years” because he has been apart from Christine for “ten long years”.  The plot comes along when Christine and husband Raul with tone-deaf son turn up “ten long years” after the opera house in Paris burned down and are reunited with the Phantom who essentially kidnaps them as they get off the boat.  From there unravels a paper thin plot resulting in a brain dead reveal and a slightly rushed ending.

I will reiterate.  It is not good, but it is not devoid of any enjoyment.  I just want to state again that I didn’t hate this.  This is not a post born out of hate.

On the off chance that anyone reading this considers anything else I say to be spoilers, I will put the rest behind the jump.

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You have seen this box. If you haven't seen this box, you will see this box.

If you play board games for any length of time, you will know about Arkham Horror.  You’ll see it’s box adorning the shelves of your local gaming shop and you will be aware of its existence.  Eventually you will hear rumours of it’s arcane game mechanics; a clunky and intricate aggressive underbelly geared towards devouring fleshy unsuspecting players.  I’ve seen reviews that discourage and recommend the game at the same time for its poor yet simultaneously amazing mechanics.  In short, Arkham Horror is difficult to explain and to define.  With most games you can say “well it’s like Risk, but with terrorists and oil” or “well it’s like Monopoly but my friends still talk to me once we’re finished” but with Arkham Horror, all I can really say is that there are counters, dice and a board.

Arkham Asylum Horror is a board game for 1-8 players set to the theme of the H.P Lovecraft mythos.  It is a co-operative game, and as a group you win by preventing an elder god from awakening from its slumber by sealing enough inter-dimensional portals or by defeating said elder god once it awakens.  The game puts you in the shoes of a selection of investigators and sets you out on the streets of Arkham to search for clues and fight of mind-destroying monsters and abominations.

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The last time I scribbled about Assassin’s Creed, it was with Assassin’s Creed II, whereby I did a post-completion double-take when I realised I had just been manoeuvred into an in-context fist fight with the Pope.

I may have just found my equivalent double-take moment in this follow up title.  As it could be considered spoilery, I’ll hide it behind the jump.

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This is not what the M25 is. Also London is a bit more interesting than this. And it's bigger. And not made of what looks like mutated tetris blocks.

I’m not moving to Mars, but judging by some reactions, I might as well be.

In a few months, I am moving from Camden (just off central London) to Woking (London suburb in Surrey).  This is for all of the reasons one would move from central London to a bit further out, namely more space, less money and a David Hing special: less noise, for I am a delicate flower who likes things nice and quiet.  How I have survived in London for six years I do not know.  I suppose not complaining much helps.

Now, physically, Woking is further away from central London than anywhere inside London.  It is outside of the M25, thus officially not part of the city.  Here is the crucial thing that I am having to remind people:  The M25 has not been turned into a moat.  Woking to Waterloo takes 20-25 minutes by train, making me almost as close to central London time-wise as I am now, despite being much further away.

Another comment I’ve had is that a friend of mine found it odd that my whole group of friends is living a 20s lifestyle in the city and me moving to Woking seems quite a grown up thing to do, as if suddenly I have to be in bed by 10 each night and I need to apply for some kind of visitors permit to come to the bright lights of the city.  Seeing as pubs close well before the last train home and on those now-rather-rare occasions that I’m out any later than closing time I have a small network of wonderful accommodating and hospitable friends whose floors I can pass out on, I don’t foresee a massive change in my nightlife.

I suppose in some ways I am getting a little older and this is a little grown up, but only in the way that I don’t want all of my money to get poured into a black hole of rent and I’m reluctant to live with other people.

I hasten to add that I don’t think I have ever had a bad housemate / flatmate / room-mate.  It’s not that I’m at my wits end or that I’ve become so misanthropic that I need to live in a cave, I’ve just come to the conclusion that I want my space to be my own.  I am attempting to embark on a career path that will eventually lead me to becoming a profeshnul riter so a little solitude and peace and quiet might help that too and give me a little focus.

This is my last post in this run of “Incomplete Works” but I foresee that I will add more in the future when the following happens:

1)  I inevitably start and subsequently run out of steam on a new project.

2) I want to talk about myself again without actually directly talking about myself.

Ego - A pixelated author self insertion character.

Today’s incomplete work is therefore highly relevant as we’re on the theme of talking about myself.  Today is Ego.

Ego is a game that I have been building with the help of Game Maker , a fantastic easy-to-learn deeper-than-you-think game development environment that utilises its own very easy to pick up language and is loved by many many startup indie game developers.  I consider myself to now be a hobbiest indie game developer having made the horrendously difficult and un-enjoyable Pavlov’s Keyboard (I dare you to have fun) and now this little project.

The game is about creativity and how we often create copies of ourselves in our work.  It’s largely a reaction to a lot of my comic work where I have a tendency to draw myself as main characters, or an abstraction of my personality as the main character and it’s a trait that I know others possess as well.  Needless to say, the playable character in Ego is a pixelated version of myself just to drive the point home.

Ego is in an alpha state at present.  The basic gameplay is there, although there are a few occasional glitches that I can’t quite figure out with the sound and occasionally controls, but it’s largely just graphical and doesn’t actually break the game.

In the tradition of some of my favourite indie studios, I thought I’d offer my initial playable build for feedback and potential enjoyment.  One recent victim player got very stuck on one of the levels and started trying to solve it in a rather unusual way and I’d be interested to see if anyone else does the same.

Download Ego – Windows only – .rar file that extracts a single playable .exe

Oh, and just as a quick warning:  It’s very short at the moment.  The equivalent of a comic that has hit the ten-page mark.

Additional Notes:

Indie studio that is taking the novel concept of a completely open alpha phase:  Wolfire Games.  These are the guys behind Lugaru, and more recently the Humble Bundles, which have been an incredibly fresh, interesting and overwhelmingly well received idea.  Their open alpha involves distributing the current alpha build to everyone that has pre-ordered the game, allowing them to see exactly how the game is progressing and offers a remarkably deep insight into how these things are made.  Their site is worth a look and their blog is worth subscribing to, even if the open alpha doesn’t interest you.

I know not everyone uses windows, but really, industry standard and all.  If Steam have only just started offering things on Mac and the only other companies producing for Mac are quirky ones like Blizzard or Maxis, then I feel justified in the excuse of “I am not those stuidos”.  I can barely grasp what’s going on in the programming here and it’s insultingly simple.

Also, I’m not sure I fully comprehend what Linux is.  It sounds like some kind of cat.  Maybe an open source cat.