Ben Hourigan Writer and editor.

28Nov/052

Back online

I got my Powerbook back on Thursday night, just before work.

Having a computer again has its upsides and downsides: while I’m not going crazy for lack of a writing machine and a way to talk to my friends and family in Australia, I’m also back wasting a lot of time surfing the web. Computers have a rhythm that they can tie you to, and since I got mine back I’ve spent a lot of my free time reading news from RSS feeds and putting my data back in order from the horrible mess that attempting to migrate to Linux left it in. It’s easy to just keep working on such things, and I tend to stay up later than I’d planned. While I was without my laptop, in contrast, I managed to read a book an a half, and get in some early nights and the consequent much-needed sleep.

I am, by the way, back on OS X for a good while yet. Ubuntu Linux has matured a little since I last tried it, but it still doesn’t have the polish and usability that OS X has. One day, I hope, Linux will beat all of the proprietary operating systems at desktop usability, and when that day comes I’ll make the switch for good, but for now, again, I’m afraid not.

20Nov/052

HD Failure

My Powerbook’s hard-disk failed. So I’ll be completely offline for a week or more.

I was attempting to migrate to Ubuntu Linux at the time, so I had thought that all the slow boot-ups and IO errors I was experiencing might have been my own fault, the result of me and gparted messing up my partition table together, but it looks like I was wrong. I wasted a good four days last week trying to move all my data into a new system that was never going to work. I’m out of patience, so when I get my Powerbook back, I’ll be sticking with MacOS.

After a HD failure, I’m keen to go back to something that, famously, “just works.” Being alone in a foreign country, where you don’t speak the language, without email access, the web, Skype, and a computer to write on is just too traumatic. No more fiddling, as I promised Annnette a few days ago.

22Apr/058

Extreme pinkness

I switched to my Windows box for a few hours today while I was backing up my Powerbook’s HD, and I noticed…

benhourigan.com looks very pink when viewed on a monitor that hasn’t been calibrated properly. This was not the intention. The background is meant to be a light tan, rather than salmon.

I blame Windows, for having such shoddy colour control. Of course, I never noticed how bad it was until I started using Mac OS X, and Linux is usually just as bad as Windows.

Since the fact that my uncalibrated readers are experiencing extreme pinkness displeases me, I will soon be changing the background colour. Any suggestions? Colour’s name and RGB values, please.

5Feb/050

Prince of Persia: The Sands of Time (review)

Ubisoft Montreal Studios. Prince of Persia: The Sands of Time. 2003. Ubisoft Entertainment. Gamecube, PAL.

This game spent a long time on my “currently reading” pile (okay, so you don’t read a videogame, but there are books on that pile, too), unplayed, and then the latest issue of Edge (#146) published a reminiscence on the game and gave away the ending, in which the hero rewinds time to the game’s beginning in order to avert the death of a lover who will no longer remember him. But Edge has gushed about The Sands of Time for ages, giving it a 9/10 in the review, talking about it ever since, and finally complaining about how the developers turned the Prince from a BBC-accented aristocrat into a trash-talking bad-boy for this game’s ‘edgier’ sequel: Prince of Persia: The Warrior Within, and this reminiscence was no different. How could I fail to be affected? After all, I hadn’t left the game alone because it was bad: I just had other things to do. I didn’t feel like doing any writing yesterday, so I picked it up again.

Now that I think about it, I played it pretty much all day: from about 08:30 to 23:30, when I finished it. There was a small break to play with Ubuntu Hoary, decide to repartition my Powerbook’s HD to get rid of it (see Wiping Linux off my HD), to cook dinner, and talk to my Dad, who stopped by, but for the most part, yesterday was just a big block of videogaming.

I never liked the original Prince of Persia, or Prince of Persia 2, for that matter. They lacked pace, the swordfighting was too difficult for my early-teenaged brain and its mediocre fine-motor skills, and as with many action games of the time, their plots were so thin you could measure their depth in nanometres. When I heard that the series’ IP was being resurrected, I thought the new game was going to be as lame as when Infogrames renamed themselves Atari.

But The Sands of Time is different. Unlike Infogrames, who seem to have forgotten that Atari went down like the Hindenburg in a massive videogame-market crash over 1982-83, The Sands of Time’s developers have noted of the lessons of history. It’s a contemporary game, and it borrows well from some of the finest titles of recent times.

This game, like its eponymous hero, is a bit of a thief, but it is at least a discerning and skilled one. In large part, The Sands of Time is a rip-off of Ico, which is itself sort of an updated version of the original Prince of Persia . The game takes place in a single, if massive and labyrinthine, locale which gives the game most of its charm, and its hero, like Ico’s, has occasionally to protect an only somewhat helpful female companion. The game also steals from the Blood Omen series, adopting its practice of having the hero give often snide voice-overs that indicate how he perceives his world, what he thinks of the people within it, and what he’s currently doing. This last feature is an elegant rebuttal of the implications of Jesper Juul and Markku Eskelinen’s arguments in the first issue of Game Sudies: that interactivity and narration are mutually exclusive. Sure, you can’t rewrite the dialogue, and it doesn’t change as a result of your in-game choices, but this is a narrative game: the hero narrates it while you play, usually without interrupting the action. Fortunately, the narration is witty, subtle, and in the end, touching.

One of the greatest pleasures of videogaming is exploring finely crafted imaginary worlds, and The Sands of Time excels in this area. Pushing on towards the end around 22:30 last night, with the Prince climbing the Tower of Dawn, I really started to remember what it’s like to be awake in the early morning, seeing a sunrise and breathing crisp air while you’re concentrating on something more pressing. Together with the fine narration, and controls that allow the player to execute the Prince’s acrobatics effortlessly, environments such as these (see the screenshot below) make the game feel like a finely crafted work of art.

It is, of course, flawed in parts. Battles can be too long, and the fact that enemies will respawn until you kill a number of them that the game knows, but that you don’t, means that repeated death can leave you without hope that you’ll ever get past a fight sequence. Climbing the Tower of Dawn at the end, without the Dagger of Time that lets you rewind to avoid death, also results in a final platforming sequence in which you are repeatedly sent back to the last save point without any idea how far you were from the next one when you died. I did, however, experience no problems with the famous difficulty spike which occurs early in the game when fighting the Prince’s zombified father, and which reportedly caused many players to give up permanently (well, at least according to Edge).

I’m glad my videogaming prowess is better than it was in the days when I was defeated by the early levels of the original Prince of Persia.

8/10.