Incuna at jQuery UK 2013 - part 2

April 23, 2013, 1:15 p.m. in Web Design

White October cupcake
Amazing cupcakes from White October

This continues on from my first post - Incuna at jQuery UK 2013 - part 1, I wanted to finish up discussing a few of the other talks from the day and what I took away from them. :)

Following on from where I left off, the final talk before lunch was Douglas Neiner talking about Machina.js, a framework for Finite State Machines in Javascript. I’ll be honest, I’d never heard of a “Finite State Machine” before, so at first I was worried it was going to be something over my head. But not at all, and this was one of my favourite talks because of the clear and concise way it was presented. The basic idea was that Machina.js provides a cleaner way to deal with situations where your code may otherwise end up with a nest of if/else statements. I’m quite a visual person, and I think I find it easier to understand certain bits of code or concepts if I can see how they would be applied to a real situation. So, I definitely felt engaged in the talk when Doug provided some interesting, visual, real-world demos, the main example being a router. As well as being a great, simple example of what Machina.js was actually doing and how it can help you manage those different states, it was also a great example of some lovely CSS transitions/animations and attractive front-end work (something I’m a big fan of :) I’m not sure of any exact situations we may want to use this right now at Incuna, but it’s definitely something I’ll remember thanks to the excellent talk and demo.

After lunch (which included the delicious cupcake above!), Garann Means gave a talk on using events to glue full-stack frameworks together. Unfortunately I didn’t have a good view for this talk and couldn’t see the code examples very well and the rest went over my head a little :( Following her talk, my Incunauts and I did take a look at Marionette, the library she was using for Backbone, as we use Backbone in our projects at Incuna. So I’m interested to learn about that a bit more, also because the website is so pretty.. (there I go with the visual stuff again! :)

The next talk was Ilya Grigorik and was entitled “Wait, Chrome Devtools can do that?”. This was probably the most useful of the talks for me in terms of concrete information that I knew I could go away and look into, and hopefully use to improve some of our workflow processes and testing/debugging. The main thing to take from the talk is download Chrome Canary now! I hadn’t realised how far ahead Chrome Canary was in terms of the devtools, so that was useful to know. He also talked about some really useful and interesting features such as:

  • Better use of the timeline, including saving timeline traces as HAR files so others can recreate it, to see where something is loading slowly for example.
  • How frames per second apply to webpages as well as games, and how slow paints or costly CSS effects can affect this and cause (as Chrome puts it) “jank”, and how you can use the devtools to diagnose this.
  • How if you change CSS in devtools, Canary can actually give you a diff of your changes (yay)
  • How you can add custom panels to Devtools, the ones that sounded particularly interesting of these were jQuery Debugger and PageSpeed Insights. One of the coolest things mentioned about PageSpeed Insights was that it would suggest compressing an image for further reduction and at the same time offer you a download of that image at the reduced size! Oooh..

Finally, it was very useful to hear that Canary has remote debugging, for Android at least, with the ability to use all the same DevTools features whilst debugging on the device. Remote debugging is something we sometimes still have issues with at Incuna, so anything we can do to improve this process is great. There was a lot more useful information, you can read it in Ilya’s slides, there’s also a super useful Chrome Devtools course on Code School and it was interesting to hear about a weekly Chrome Youtube show The Breakpoint.

After Ilya, John Bender gave a talk about faster DOM manipulation with category theory, and he had some great slides, but it was admittedly a little maths-heavy for me. So, uh, moving on..!

I enjoyed the final two talks - it was interesting to hear Joe Petterson talking about his experience of still having to develop for older versions of IE, also as it the talk was around a pharmaceutical site, similar to the things we work on at Incuna. He gave some good thoughts on using IE VMs for testing (which we currently do), but also how you might use Selenium or an external service like Saucelabs to be able to test accurately on the VMs. Front-end testing is still something we need to do more of and look into more at Incuna, so this felt pretty relevant to recent work conversations.

Finally Jason Scott from Blackberry talked about building “an experience, not just another framework”. I was interested to hear a talk from this perspective, as ultimately, the reason we’re all writing jQuery, and the end point of all of our sites and apps is the user. He talked about using jQuery Mobile and customising the theme for your user. This was quite familiar to me, having used jQuery Mobile a few times at Incuna when working on Phonegap mobile applications, and I found myself agreeing when he pointed out how it doesn’t make sense to try and replicate all native functionality with things that just don’t work as well in a webview - for example transitions that require a a heavy amount of rendering. He also mentioned Grunt JS as a build tool for minifying and uglifying files. We have scripts for doing this on our projects at Incuna but it still sounds like it could be a useful thing to look into.

Overall, it was a great day with a really interesting range of content and it was nice to meet some new people in the jQuery community. It definitely left me feeling inspired. Yay!

Incuna at jQuery UK 2013 - part 1

April 20, 2013, 4:21 p.m. in Web Design

Incuna front-end
The jabberwocky was meant to be in the photo, oops

Yesterday my fellow front-end Incunauts and I attended the jQuery UK conference in the lovely city of Oxford (where we are lucky enough to work everyday of course!). White October put on a fantastic Alice in Wonderland themed event complete with jabberwocky t-shirts, jam tarts and even white rabbit pawprints to follow to the location of the event.

It was a great day - socialising with the community, listening to some brilliant talks, and enjoying maybe slightly too much of one of my favourite games of all time - Micro Machines! - in the amazing retro gaming area provided by Replay Events (who I’d never heard of before but now I want them for my birthday party :).

I wanted to get down some of my thoughts on the talks - what I took from them personally (as a front-end developer who’s using jQuery but still working on her fundamental/advanced Javascript understanding), and the ways in which the Incunauts might be able to use some of the new knowledge and advice. I’m going to write this in 2 parts since it got pretty long!

The talks started with the creator of Javascript, Brendan Eich discussing some of the upcoming features of ECMAScript 6. For me, being someone who (as I mentioned above), still has a fairly long way to go with Javascript itself, I can’t say I fully understood all of the code examples that Brendan showed and discussed. But nevertheless, it was interesting to get some background on the JS development that is still going on. The highlight of the talk for me was probably the live example of Unreal Engine 3 (the games engine that runs games like Mass Effect and Gears of war) running in the browser using only Javascript and WebGL. Although I’m very much an "armchair gamer" these days it was very cool to see how far these things have come, and that the possibility to have these kind of games running in a browser is there.

Richard Worth, the director of the jQuery foundation then gave us an overview of the recently released jQuery 2.0, which drops support for IE6,7, and 8 but allows a smaller, faster library for environments where the IE support isn’t needed (or where the code jQuery needs to support IE could actually cause problems). At Incuna we still do often need to support IE8 and on occasions 7, and I think some people (myself included) may have initially thought “this is well and good dropping IE support, but my clients still use IE, don’t I get to use 2.0??” However, jQuery are still continuing to release 1.x versions and have promised that the API will be the same as 2.0 - just without the IE support.

So what I took from this, is that jQuery 2.0 is just another option or branch of jQuery for now - a better option for when you’re doing stuff that you know won’t be used on IE. For us at Incuna I think this will be great to use for when we’re doing things like Phonegap/Cordova apps, allowing us to use a more minimal version of the library without all the unrequired code. But for our websites that need to support IE7/8, we can continue to use 1.9 and 1.x as it gets released, as for the foreseeable future jQuery aren’t getting rid of it, and we’ll be able to use the same API.

A little interesting fact from Richard was that over 50% of websites use jQuery - and actually over 90% of websites with Javascript use jQuery! That's pretty awesome and shows that jQuery is pretty much the go-to library for working with the DOM in Javascript.

Remy Sharp’s talk was, interestingly, about why we shouldn’t always use jQuery. At first I was a bit like, “ahh, this is a jQuery conference, why are you saying use less jQuery, write more Javascript??”. But reading his blog post following the talk, I can see that his point was to not just turn to jQuery by default, and throw the library in as soon as you want to add some Javascript. He pointed out that there are indeed a good number of things that can easily be done with Javascript alone, such as getting the value of an element with .value instead of using the jQuery .val, getting attributes from an element, or simply adding a class. He also mentioned querySelectorAll as a way to select elements from the document without needing jQuery.

I can certainly see why he advises not to just “throw in jQuery” when some of these things can be done simply with Javascript and it’s definitely something I would consider more in the future. However I think the requirements of the project still need to be considered a lot - if you need to support older browsers and the inconsistencies that jQuery deals with in this case, and also if using jQuery is going to allow you to, as the tagline goes, “write less” and “do more”. I think that as much as there is no need to look for jQuery equivalents to things that can be done simply in Javascript, there is equally no need to feel like we should need to write tons of extra Javascript for something that jQuery might deal with well and allow us to spend less time on. In some parts of his talk I did almost get the feeling that he was saying “write more, because if you can do it with Javascript, you should”. But perhaps that’s not what he intended to say, more that we should just consider more if we really need to use it.

Richard Worth mentioned earlier that jQuery is modular now, and if you all you need to do is some document manipulation, you can leave out the rest, making the gzipped version just 10k. Considering the size of an average jpg on our website, I don’t think that the size of jQuery in many cases should be a worry if we do want to use it. But again, I think the whole jQuery vs. Javascript should be considered on the requirements for what you’re trying to do at the time, your project and your client. Overall though, for me coming from the "jQuery first" angle, the talk was definitely helpful to be reminded of/introduced to cases where writing Javascript is almost as simple as writing jQuery and might make more sense.

It was interesting that Remy’s talk was followed by Adam Sontag, whose talk was titled “jQuery is a swiss army knife (and that’s ok!)”. I think Adam’s talk was my favourite of the day, for subject but also his speaking style and the way he discussed the subject. As I tweeted yesterday, it was like a “big warm jquery hug” :) He talked about the way in which jQuery is a multitool/swiss army knife, it has all these parts we can use - and they are there to help us build something, as a tool should. We shouldn’t only use it, but also, it’s there to assist us, so there’s really no reason to dismiss it because it’s a library and think we should build a house with our bare hands for some reason. I think he really strongly disputed the criticism of jQuery and how silly a lot of it is - we’re often blaming a tool for what people do with it. Someone could use a knife to craft something amazing or to stab themselves in the eye - either way, it’s not the tool’s fault, there’s always going to be a spectrum of users, and that’s okay.

Maybe somebody doesn’t fully understand Javascript and is using jQuery, and if that helps them to get things done - great! Not everyone may go from that to try or even want to understand the Javascript behind it, but for others it will give them an entry point and maybe inspire them to learn what’s behind that and make programming more fun. For Adam himself, jQuery was his “gateway drug” into Javascript, and I feel very similarly myself. Adam also mentioned this article - jQuery made me a programmer by Oscar Godson - which I found myself relating to a lot. When you’re not from a programming background it can be tough to learn Javascript from text-heavy programming books. jQuery can show what code can do, make it more exciting and easier to get into, which for people who want to learn Javascript can then provide an easier way to understand what’s going on behind it. We should help and encourage people to learn, and not dismiss or make fun of them for using jQuery as their pathway into programming, if that helps and inspires them.

Adam also gave some useful tips on caching jQuery selections and backed up Remy’s point of not wasting time looking for jQuery equivalents for things you can do in JS. But what I really took from Adam’s talk was renewed inspiration for my own Javascript understanding and the feeling that it’s okay to still be learning, and to learn from jQuery. My favourite quote from him was “Relationships that go beyond code improve code”. This is so true. Different things inspire me personally to want to code and improve my coding - they are things like videogames, visual things, cute things, all the little things that inspire me in life - but one of the main things is people and good relationships, particularly the people I work with everyday at Incuna. Our little front-end team, in particular, is pretty close-knit - we get on great, hang out outside of work sometimes, talk on twitter a lot, and most importantly we support each other and learn from each other when it comes to coding. Our team is a big inspiration to me to keep improving and I guess my point is that no matter the code you learn, it’s super important to have those relationships around that support you and help you improve :)

I’ll leave this here for now, but will discuss the other talks a bit in my next entry along with some useful links that I took away from the conference :) Thanks for reading, and feel free to share your thoughts/comments!

Indie Game: The Movie and Videogames as Art

Dec. 1, 2012, 2:36 p.m. in Videogames

Fez
Reality is perception. Perception is subjective. // Fez

A couple of exciting videogame-related things happened this week. One is that I've been raving on about Indie Game: The Movie, which I watched for the second time this week (and for the first time on the big screen!), and the other is that the Museum of Modern Art in New York announced plans to add videogames to their collection. It seemed like a perfect time to write a bit about why I love the movie, and my thoughts on videogames as art and inspiration in general.

Indie Game is a documentary that follows the story of three independent game developers - Edmund Mcmillen and Tommy Refenes, who created Super Meat Boy, Phil Fish who created Fez, and Jonathan Blow who created Braid (all three games are on Xbox Live Arcade, Super Meat Boy and Braid are available on Steam too I believe). It is a brilliant, and pretty emotional insight into the journeys of these game developers, their backgrounds and inspirations, the pressures and rewards of being a one or two person team creating something for millions of people. I don't think you necessarily need to be a videogame fan to enjoy this documentary - if you've ever been inspired, or created something, you'll probably find something here you'll relate to.

One of my very favourite things that the film conveys is the power that videogames have as a medium, to inspire generations. There's some debate going on about whether videogames should be classified as 'art' and be allowed to feature in the museum. Personally, I can't see how it's even a question, as it seems like a no-brainer to me. Granted, 'art' is a fairly wide and subjective term, difficult to define, but most of us would probably agree that a creation such as a painting or illustration is art, that musicians are artists, and even that skilled programmers are good at an 'art'. So, illustration, music, technical skills, and we haven't even started to consider story and writing.

Videogames combine all of these things, and then allow you to not only interact with the creation, but personally become part of it, and affect it through your own actions. Another thing people may say about art is that it should invoke emotion, convey something personal, inspire you. I can definately say that during my life, games have touched me and invoked as much, if not more, emotion in me than any piece of static art I've looked at, or song I've listened to. Of course, not all games are of the same quality, as not all art is, and not all games effect everybody in the same way, again much the same as any other medium.

There's a particularly poorly informed, substance-less, and - in my opinion - fairly laughable review on the Guardian website, whose arguments for games not being art include statements such as "A work of art is one person's reaction to life", "Art may be made with a paintbrush or selected as a ready-made, but it has to be an act of personal imagination.", and "No one "owns" the game, so there is no artist, and therefore no work of art." To me, these statements actually only serve as reasons for why games are art.

Let's take one of the most well known and loved videogame series as an example - The Legend of Zelda. Along with many other Nintendo games, this game series began in one mind, that of Shigeru Miyamoto.

Shigeru Miyamoto
This man is amazing.

"When I was a child," Miyamoto said, "I went hiking and found a lake. It was quite a surprise for me to stumble upon it. When I traveled around the country without a map, trying to find my way, stumbling on amazing things as I went, I realized how it felt to go on an adventure like this."

This was the beginning of Miyamoto's inspiration for The Legend of Zelda, and 26 years after the first game was released, millions of people around the world have fallen in love with and have been inspired by something that came from the childhood memories of one man. That to me, is pretty damn amazing. As for the last quote from that article, that nobody 'owns' the game, and there is no artist, I really have no idea what he is talking about. Miyamoto had an amazing imagination, but no technical skills, and so he worked with technicians and no doubt artists and people of different disclipines to create the games. Yes, many games are created by large teams of people, skilled in different areas, does this mean they are any less art, because there is more than one artist?

Going back to Indie Game, one of the people we learn a lot about is Edmund McMillen, the mind behind Super Meat Boy. Edmund grew up playing videogames like Super Mario Bros, and also being very creative, imagining and drawing monsters/creatures, and things inspired by his personal feelings at the time. Super Meat Boy is a unique game for sure, but is also a self-confessed homage to the games he grew up playing. Indie Game follows the game through development and then we watch its release, as people play the game, write reviews, upload YouTube videos of themselves playing it. Edmund starts to see fanart of Super Meat Boy. Drawings, creations. Why do these exist? Because his videogame inspired people. He comments at the end of the movie, how weird it is for him, growing up doodling Mario and drawing things inspired by games, to then, create a game and have people draw fanart from his game.

I think this was the defining moment of the movie for me, encapsulating the idea of videogames not only being art (created from inspiration, memories, and skill), but going full-circle. Inspiring art and creation that may one day lead to the kids who grew up playing Super Meat Boy becoming the next generation of gamers who create their own game. I believe it is a misconception that videogames are just a passive medium, kids sat in front of the tv, wasting time pressing buttons. Is it a waste of time, if this game challenges them to think in new ways, if it teaches them something, but most of all, if it inspires them, strikes up their imagination. Makes them draw something, want to learn a skill, want to create something themselves?

And of course, not everyone who plays games will go on to make games, or even to create in any form. But not everyone who reads books becomes a writer, not everyone who visits an art gallery starts painting, nor everyone who appreciates music become a musician. Yet for some reason, these mediums are taken for granted as being 'art', or at least to some people, a more 'productive' use of time. Not all games are as personal as others, indeed. Many games are designed to appeal to a mass market, and games like anything else, are trying to make money. Everyone will play games for different reasons. But in written media, as there are novels, there are also trashy gossip magazines. That's not a reason to judge the medium as a whole.

Indie Game shows just how much of a personal creation a videogame can be. In the movie, it's clear that the biggest motivation behind these games is creating something personal, a self-expression. Obviously, the three developers hope that people will enjoy their games, but they are never creating it based on 'what will be popular'. The film gives a really interesting insight into their different reactions when their games are unleashed onto the public.

When Braid was released, it was getting scores of 9 and 10, and it was selling amazingly well. But Jonathan Blow was unhappy about the reviews, because they missed what he felt was special about the game. People were praising it for the platforming or the puzzles, but really only at a surface level, they weren't getting what he wanted them to get. As somebody who likes to create art sometimes, I relate to this in a way, when you create you may hope that a certain bit of it is conveyed, but somebody might see something else. Obviously, it's a pretty normal thing about art that everyone will see something different in it, and I don't think in a way he could have expected everyone to see the game as he did, but I think it's interesting that this mattered to him more than the score it received. Similarly, it was interesting to see Super Meat Boy programmer Tommy, appear incredibly apathetic about how the game was received, even after it started selling so well. He was obviously proud and relieved to have finished the game, for himself, but it was clear it wasn't about the ratings for him. It was, however, a lovely moment, when Edmund showed him videos of people enjoying the game on YouTube, and it feels like this, more than scores and reviews made him feel like the game had succeeded.

Phil Fish, creator of Fez, seemed perhaps the most in need of external praise, he admitted he thrives on and requires feedback for his work, and as a creator myself, that's something I totally relate to. He'd been through a difficult time, with illness in the family, a dispute with a business partner, and a relationship break-up. I think he felt that if his creation could touch people in some way, make them smile, laugh, enjoy it, he would feel like he had achieved something and it gave him purpose. Overall, in many ways, the creations of all three games were clearly very personal, drawn from experience and memories, and I think if you play Braid, Fez and Super Meat Boy after watching this movie, you will likely see something beyond that surface level "it's a fun game".

So, if you're still wondering whether videogames are 'art', or think that they aren't as personal as other mediums, go read about Shigeru Miyamoto, or watch Indie Game, or find out how many things have been created on the back of videogame inspiration. But it's certainly not all about creation, I believe videogames can inspire us - and do, me - to simply live with more reverence and a greater sense of joy and adventure. Can anything else really do that quite as well? :)

3 Videogames I loved playing in 2012

Nov. 17, 2012, 12:20 a.m. in Videogames

It's that time of year again! Or, at least, it was last year, which means it is this year! I don't know why I write about my favourite games in November, not December but I do! Plus it'll be harder to pick if I wait another month, hehe. As with the last entry, this is *not* my 3 favourite videogames that necessarily came out in 2012, though they may have done - I'm always quite behind and have lots to catch up on with awesome games, so when they came out is kinda irrelevant to me - more important is when I discovered them :D

I think most of my gaming in 2012 took part in the second half, including the games I'll write about here. I broke up with my fairly long-term boyfriend this year, which was a pretty weird and tough time for a while, and I didn't really want to do anything, let alone game. However, every cloud has a silver lining, and in the latter half of 2012, I started getting back into games in a BIG way. It feels good to be rediscovering my passion a bit, as well as making some new gaming friends this year :) Anyway! Onwards with the games..

Pokémon HeartGold

Pokemon HeartGold
It's so.. gold! And.. Pokemony!

This year I decided I really needed to get back into a Pokemon game! I've played a few but never got past 2 or 3 gym badges, and I wanted to have a better shot at keeping a game going. I wanted to play one that was fairly classic, so there weren't crazy amounts of new Pokemon, but something on the DS ideally. I often like to have both a handheld and console game on the go, so I have something to play wherever I am ^_^ So I went for Pokemon HeartGold. It's a remake of the original Pokemon Gold, but with improved graphics and some new extras! My favourite, and the cutest addition I think, is having the lead Pokemon in your party follow you around behind you! You can turn around and talk to it, and it does cute little things. My favourite was when I talked to Cyndaquil and he nosed my belly ^_^

Gyarados
I wondered if I could impress the boys with my Gyarados

The game also came with a Pokewalker, a pedometer that you could transfer a Pokemon into and walk with it in real life to level it up! :D I must admit, I kinda forgot to keep taking Pokemon with me after a while, but it's still a really neat idea, and seeing the Pokemon travel from your DS to the walker and back is pretty cute.

The formula of Pokemon is always a pleasure to play, and I love HeartGold because for me it has enough essence of the original games in it to feel nostalgic, but with improvements, and I think it's a great place in the series for someone who just wants to dip in and play an all-round fun Pokemon game. With my team in the 20s, and a Pokedex of around 50, I'm playing slowly as usual, but enjoying it muchly and hoping to be continuing well into next year :D

Costume Quest

Costume Quest
Cute, funny, awesome.. and the game is just like me! :D

Costume Quest on the Xbox Live Arcade was absolutely the surprise favourite game of (my) year. This game made me smile in ways not many games have done since the awesome days of my beloved point-and-click adventures (Monkey Island, Day of the Tentacle, Sam and Max). That's probably no coincidence, since the game is developed by Double Fine, a company founded by Tim Schafer, the guy behind a lot of the amazing writing on Monkey Island and Day of the Tentacle.

Costume Quest is an amazingly adorable, funny, sweet and unique RPG based around trick-or-treating on Halloween. Halloween was obviously the perfect time for me to give the game a try and it definately made it one of the most enjoyable Halloweens I've ever had. Wren and Reynold are twins, you choose which to play as, and after your brother or sister gets kidnapped by monsters, you're on a quest to save them. This quest involves, of course, COSTUMES, and also candy. Looots of candy. :) You do need a sweet tooth for this game, but I certainly have one XD

Trick or treating!
Trick-or-treating was never this much fun (or as pretty) in real life!

What's so awesome about it? Well, I'm glad you asked!

  • The costumes
    The main theme of the game involves finding various costumes to trick-or-treat with. These are not only charming and adorable, but in battles they become SUPER-AWESOME. Every costume has unique abilities in battle, and some out of battle. You can be a robot, a ninja, and many more that you'll have to play to find out! The battles are super-fun thanks to this, they also include little timing interactions to dodge or improve your attacks which keeps them really interesting. I don't think I ever got sick of the battles as there was always some new ability to try and they always just looked so damn cool XD
  • The charm
    The game oozes charm, both appearance-wise and writing-wise. The story and dynamic between Wren and Reynold is very sweet, the graphics and world design is vibrant and lovely. One of the little things that kept making me happy everytime is simply the way the characters run around, and hit things with a candy pail to get candy. It's simple but just controlling them feels.. fun. XD Lots of little things about the game just had me smiling.
  • The humour
    Games that genuinely make you laugh out loud don't come along every day, and I was happy to find that many little moments and lines in the game reminded me of classic Monkey Island moments. There was one moment I kept trying to walk down a dark corridor even though I needed to find a light, and the character quipped "I don't know why I keep trying to walk down this corridor when I still don't have a light". Another great moment was when the characters are launched onto a ferris wheel, and then following a cutscene, they comment on how they are supposed to get down. The screen fades and they are on the ground, and one of them makes a perfect amusing comment along the lines of "well, we got down somehow, let's uhh, just move on.", again an obvious nod to their knowledge of being characters in an adventure game XD

To be honest, the only reason I can really think of to not play this game is IF YOU DON'T LIKE FUN. Haha, but really, it's a pretty short game, I finished it in around 10 hours, and it's not difficult by any stretch. But, I'm always one to play games for the experiences, and this was definately one of the best gaming experiences I've had in a long time. If you want to relive the fun of being a kid trick-or-treating, except with ten times as much awesome, I highly recommend checking it out!

Borderlands 2

Borderlands 2
I actually feel bad killing random hairy creatures, but hey, it's gotta be done..

Wow, I'm playing a game that actually came out this year! :o Borderlands is a role-playing first-person shooter (RPS anyone? :D). I'm not generally a fan of FPS' or at least, RPGs are my preferred genre, but I originally picked up the first game after hearing comparisons to Diablo, and seeing the stylish, unique graphics that set Borderlands apart from dreary brown shooters ;) I had fun with the first one, but got a little bored of it in single player mode, the story was fairly lacking. I decided to check out this sequel, and in the past week I've played more hours on it than I did on the first game in over 6 months XD

As I say, being a big Diablo fan, I mostly play Borderlands for the role-playing elements and the SWEET LOOT. I love levelling up and the interesting skill-trees for character classes (I'm playing Siren). And the loot is just always so good :D I've never been great with guns, so I'm still like "wtf sort of gun is this?" XD and in the original Borderlands I pretty much stuck with a sniper rifle. In Borderlands 2, I'm experimenting with more guns already, and having much fun with them :) I still like to snipe a lot when possible, but yeah. Although Borderlands is known for being an excellent co-op game, I do tend to like to play any games with a story single player, at least first time around, and I feel like this release has a bit more to the story so far to keep it interesting for those who do want to play solo.

Of course, the shooting-and-looting is the most fun thing, but the whole atmosphere of a game really defines whether I'll enjoy that, and Borderlands has a great atmosphere. It's stylish, badass, and yet also pretty damn funny, especially your lovable annoying robot pal Claptrap. I also love how the setting of Borderlands 2 is very wintery, it reminds me of playing Skyrim last Winter, and I dunno, I always feel more immersed in a game when the temperature matches the actual temperature outside XD

Borderlands 2 Siren
I love both being and looking badass :D

The first Borderlands didn't have much in the way of a character customisation, which kinda bothered me, cos I LOVE customisation :) Borderlands 2 luckily knows how to please me then, as it offers tons of new skins and heads for your character, as well as the option to change them pretty much whenever you want. I am the sort of person who would restart a game two hours after starting it because I changed my mind about my character's hairstyle, so ... yeah. This is pretty yay for me :D I feel that having a bit more input into your character really makes you feel a more unique part of the world.

The runners up

Other special game mentions from this year: Professor Layton and the Miracle Mask (best 3d on a 3ds game yet!), Final Fantasy Theatrhythm (much rhythm goodness and FF nostalgia), and Micro Machines on the Megadrive, for playing it with other people for the first time in ages and introducing it to someone who is almost younger than the Megadrive XD (and because it is STILL awesome). Also buying a gold Zelda edition GBA SP - yay.

Next year, I'm looking forward to Animal Crossing 3DS, Luigi's Mansion, The Cave (yay Ron Gilbert), and no doubt many more happy gaming times ^_^ And still waiting for Phoenix Wright vs. Professor Layton.. I'm sure it'll be worth the wait :D

Funk-funk-e pals

Nov. 4, 2012, 1:04 p.m. in Art

Funk-Funk-E Pals

This week I met up with an old friend who I haven't seen in something like 8 years! We were best friends when we were younger, but unlike a lot of friends who you kinda know at school just "because" and drift apart when you're older, we've always had a pretty good connection, and it was great to find out this week that it was still there. :D

We had such a fun day recounting silly memories of schoolgirl crushes, or wandering around with our walkman together listening to Backstreet Boys and Radiohead. Apart from both being pretty similar in terms of being creative and into the same music, one of the biggest things we share is our love for videogames!

And the videogame that pretty much defines our childhood and friendship is without a doubt, Toejam and Earl, which inspired this drawing :) We used to play on the Sega Megadrive a lot together and the wonderful thing about Toejam and Earl was the hilarious co-op mode you could play on both games. The funny comments and quips they would say to each other, and the way you could face each other, crouch and high-five to share your health equally. Despite the fact that the first Toejam and Earl game came out 21 years ago, I still think today that they had one of the best friendships portrayed in a videogame, throughout both games (I'm pretending the third didn't exist *cough*). They shared funny and even touching moments - such as when they both have love interests in the second game - and they always supported each other :)

I always played as Earl (the sorta lazy, sleepy, clumsy one XD) and she Toejam (the sensible one telling him to get a move on!) and we still use the nicknames TJ and Big Earl for each other now XD It makes me really happy that an awesome videogame and an awesome friendship are equally timeless :)