Saturday, November 30, 2013

Troian Beauty (Day 116)

I think one of the most fun things for me to write is dialogue. It's difficult to say whether or not the dialogue I write is natural or flowing, but it definitely does seem to come naturally--so I hope it comes across that way to the reader. The most recent update to the story (which I'm thinking of calling "The Strand") is by far the longest segment I've written in one setting. The bulk of it is made up of dialogue between two new characters. After having spent what seems like an eternity alone in the wilderness with Terakiel and his thoughts, it's a breath of fresh air to break away from that character and explore interactions between others.

I love dialogue and characters. If there's anything I want to really get good at it, it's character development. I love just hearing people talk to each other at length, about anything that might be on their minds. I like to think about how different characters would phrase different ideas. Writing dialogue helps me to get to know these characters better as I am simultaneously fleshing them out as I go along.

A significant amount of research is going to be required before I can feel at all satisfied with what I'm doing here. I've been completely making it up as I go along thus far, with only vague ideas of the kind of things I want to happen. Still, I'm reasonably pleased--even if I've already noticed tons of inconsistencies that must be taken apart and repaired.

It can be so difficult to make a scene feel alive. How do the characters feel, not only emotionally but physically? How can this be expressed in colorful but efficient language? Don't meander too far from the narrative to describe the setting, but make sure that it is known and the reader has an impression. These guidelines don't come from anywhere, but I feel they hold true--and they're what I'm ascribing to.

I described Tombolin very briefly. I think it's okay to leave certain details to the imagination but in this particular instance I want to paint a richer picture for the reader. I'm just not sure how to do that yet. There are large gaps in my knowledge that prevent me from answering pressing questions that enrich Terakiel's backstory.

This character lives in an extremely secluded village, but there are so many details that are unclear. Just how big an area does Tombolin comprise--and is the clearing sparsely populated by trees or was it entirely cleared out by the First Priests? I discuss an underground marketplace which implies a lack of space for a growing population but I don't bother to expound on it. The architecture is described very simple as "stone." Surely I could go into more detail without losing the course of the narrative.

I've also not gone into a lot of detail about Terakiel's past. It is implied at least once that he was never the athletic type--perhaps to the disappointment of his parents? He might enjoy literature, but how do the citizens of Tombolin have access to books? Is the population quite large enough that there are writers with published works of fiction? Perhaps the literature has been passed down through the generations from a vast library brought over by the First Priests.

I need to focus more on lore. Although I am loathe to acknowledge that I'm good at anything, dialogue is probably my strong suit. I am poor at exploring the "big picture" and especially connecting it with a grand overall plot. I would still love to write a fantasy story that is completely character driven without maniacal villains--a story that focuses much more on internal and interpersonal conflicts.

Surprisingly, this has given me a lot to think about it. I should do this more often. Maybe a weekly or biweekly entry talking myself through what's currently going on in Illatha (that's the planet/world/whatever the story takes place in) and where I would like to take it in the future.

Friday, November 29, 2013

Illusionary World (Day 115)

Man, pumpkin pie is delicious. I don't really celebrate Thanksgiving in any official capacity, but my mother brought me a truckload of food today and I have been, er, partaking. Everyone needs a day where they just stuff their face without regard for their health. Or y'know, a week. Or a year.

Anyway, I've mostly been playing League of Legends today because I've been in that kind of mood. I'm still progressing through Persona, but slowly. After finishing the Kama Palace, that horrifying exercise in tedium, I was tasked with backtracking through yet another dungeon--only to find out that the enemies in the new area are around my level. I thought I had overleveled an extreme amount but I guess the devs designed the game with a great deal of grinding in mind.

I'd really like to finish Persona, because I have a feeling that Persona 2 is quite good. My Gaming Code heavily encourages that I play through series in chronological order if at all possible--although let's forget for a moment that I've already completed the third and fourth games. Unfortunately, my attention is beginning to wander and I've already considered other games I could explore on the PSP.

One such option is Final Fantasy IV Complete Collection. It is yet another release of one of my favorite games from the series--except this time it's bundled with The After Years, a sequel or epilogue of sorts. It was released originally on WiiWare in episodic format. I recall playing through an episode or two and really enjoying it. It felt very nostalgic because it used the exact graphical style of the Super Nintendo version of FFIV. This collection bundles all of those episodes together and spices up the 2D graphics to a PSP level of quality. The fact that this is FFIV content that I've never played through is enticing.

I've played through four different versions of the game in the past. Do I really have the fortitude to try another? I think that I might, if I'm being honest. Although I can't call it a masterpiece, it's maudlin, melodramatic take on the epic fantasy genre will always hold a special place in my heart. The characters and settings are quite familiar to me by now and its always a treat to see how different versions put their spin on it.

Final Fantasy IV DS was the only rerelease that was in full 3D. It was developed by the same guys who did the Final Fantasy III rerelease, and honestly, I'm not a fan of the style. I vastly prefer handrawn 2D graphics when the alternative is blocky, cartoony 3D models. It brings to mind the graphics of Final Fantasy VII, which I have gone on record multiple times to say that I intensely dislike. Square-Enix (then Squaresoft) didn't really get 3D right until Final Fantasy VIII if you ask me. Despite that minor gripe, it was an excellent version sporting brutal difficulty and even some new gameplay elements like the ability augments inherited from characters that permanently leave your party.

The Game Boy Advance version was more or less a standard port, but it included a bonus dungeon after the game was completed and also one very important feature that distinguished it from other ports. It allowed you to change the makeup of your party for taking on the final boss of the game. I thought this was quite a novelty at the time because it is traditional that Cecil, Edge, Kain, Rosa, and Rydia descend into the moon to vanquish Zeromus. I thought it was really fun to bring the crotchety old engineer Cid down there with me, ultimate weapon from an optional dungeon in tow.

The other two versions are the "original versions," both the original North American Super Nintendo release and the Japanese Super Famicom release. The North American version was extremely dumbed down and easy--in comparison to the Japanese release which was brutally difficult. I got the opportunity to play that version many years after having played FFIV (initially released as Final Fantasy II for complicated reasons) when I became aware of the emulation scene.

I couldn't tell you off the top of my head when the Japanese version of the game was initially fan translated, but it was early in the years of ROM hacking. Final Fantasy V was the first to get this treatment, but I can't imagine FFIV was long after. The new translation was evidently much more faithful to the game's original script but I recall some cringeworthy American pop culture references shoehorned in that I didn't care for. Regardless, I did prefer the version because of the difficulty level and I even started writing a walkthrough for it to publish on GameFAQs--something that never really panned out.

The emulator I'm using to try out Final Fantasy IV Complete Collection doesn't seem to emulate the game completely perfectly. I have already noticed a few graphical glitches. If that's the only problem, I may just soldier on and try to finish the game one more time. After all, the base game is only about 20 hours long, and I know it like the back of my hand. I'm not sure what new insights I can gain out of a game I've beaten a dozen times or more, but I'm sure I'll find The After Years interesting. It continues the story of those beloved characters I've known for years.

Thursday, November 28, 2013

Kama Palace (Day 114)

The roiling, incomprehensible darkness of the Exod was closing in on the lone figure. It was impossible to determine whether or not progress was being made. At one point it had certainly felt like movement, but now--it was as if time stood still. The wind was now silent but the darkness was as black and foreboding as ever. The cold was--wait. It is not cold. Is it?

Travelers of the Exod will often complain of the terrible cold of that black dimension. However, it is an artificial cold with no lingering effects. Some speculate that the feeling of cold is much more mental than physical but few deny that it exists. For that lone figure, however, the feeling of cold was dissipating. In fact, there was warmth--a tangible, physical warmth, and it was growing.

". . .stop! You must. . ."

It was a male voice, one filled with urgency. Something had definitely gone wrong here. Someone was calling out but the lone figure could not even begin to imagine how to progress forward. The slimy tendrils of the Exod held the figure firmly in place--or so one might imagine.

Stop? Stop what? I can't do anything!

". . .Wake up! You have to. . ."

I'm awake! I just can't--I can't move. And it's--why is it getting so hot. . .?

". . .out of it! I'm burning. . ."

You're right. It's so hot. This is not right. Where are you?!

"I'm coming up! Feel free. . ." 

Up? Up where? 

The lone figure was uncomfortable using the traditional definition of dimensions to describe the Exod. It was like a place that existed in dreams--although it was very real. It was not usually possible to follow someone into the Exod. Everyone ended up on their own path and encountered no other travelers. It was a personal place, perhaps crafted by one's own mind. The exact origins of the dimension were of course unknown.

He's coming to save me because I can't move and it's. . .hot. It's too hot. I hope he makes it out of the tunnel. I had such a hard time. . .

The tunnel. He'd climbed through it only moments earlier in complete darkness. When he'd reached the end, he'd had to blast through a sheet of rock, momentarily sating his hunger. But now. . .he had overindulged. It was taking him over, acting on its own. This was so much like before, when he'd lost control on that terrible day that had started everything.

Father, I'm so sorry. I'm so sorry I killed you. 

If he didn't come to this senses, he'd repeat his mistake. In vel'Sidea he had learned the discipline necessary to exercise control over the stream connecting him to the Strand. What he'd done had been no more than a simple conjuration, requiring only the tiniest trickle of energy to flow through--but he had opened the floodgates. The great river of energy was engulfing his body and it was too much for him to handle without releasing it. This is exactly the kind of thing the Elders had warned him about.

He had to release the energy in a way that would not destroy the entire cavern and bring it crashing down on both of them, not only to protect Aisen, but to protect himself as well. Unfortunately, he had never attempted to channel such a large stream of energy before, and although he was fully cognizant of the dangers, he was at a loss as to how he might release the energy without destroying himself.

Something had to be done, and soon. Even if he wasn't capable of channeling such energy, he had to do something with it. If he were to die in the process. . .then so be it. Aisen would be safe and he seemed to be able to take care of himself. It was no less than he deserved--and perhaps it would be a small way of atoning for what he'd done.

For the first time since he'd attempted to make a connection with the Strand, he moved. Physically, he moved. He twisted his body around and stared into the darkness of the Exod. He stared at the wall of the cavern, past the intensely glowing planar stone that nevertheless failed to radiate its light. He stared at his father, the great mountain of a man, red beard flecked with gray. He stared at the rivulets of blood crisscrossing his bare torso. He stared at the man's expression, locked into a grimace of shock. He stared at his own hands, guilty of the crime.

How had he let such a thing happen? The Elders had taught him how to maintain the channel and how to discern his limitations. All those who had the ability to commune with the Strand were required to undergo such training. Some viewed it as a curse and others a blessing. Although his talent was not inconsiderable, he'd never had an issue with taking on more than he could handle.

No. . . The Elders taught me nothing. I don't know anything about the Strand.

It was true. He'd spent his entire life up until now in the secluded township of Tombolin. As far as he knew, no one had ever heard of "the Strand" or in fact the concept of human beings having access to such incredible and dangerous energies. These were the kinds of things the Lakarans were fabled to have and everyone knew they weren't real. 

The fact remained that he did have access to the Strand. Aisen had confirmed as much--and where he was from, that sort of thing was commonplace. I'm just confused. In that moment, before--I have some of his memories. But I can't let myself drift away.

He focused desperately on the wall of the cavern past the planar stone. The great black backdrop of the Exod evaporated and he could truly see his surroundings for the first time since he'd climbed out of that tunnel. The flickering, pulsating orb of light dancing between his palms looked ready to explode and shower the area with volatile energy. He had to concentrate and focus on funneling that energy into a smaller area, just like he had done to break through the rocks.

His skin was so hot that he felt like it might peel off of his bones in grisly layers. The ball of light wasn't emitting the light. It was his own body. Heart beating rapidly, Terakiel glared at the cavern wall with grim resolve. The river of energy ravaging his body was screaming for release. He was ready to grant its wish.

They let out an unholy scream that reverberated off the walls of the cavern. Suddenly, terrifyingly, the river crashed through his psyche and poured out of his outstretched palms. The orb of light exploded in all directions but was quickly reined in by his focus until it reformed into a blinding white beam that cut through the wall of the cavern with brutal efficiency. For just a moment, the misty morning sky was clearly visible--until a shower of rocks and dust cast the cavern in relative darkness once more. The terrible, sizzling heat began to dissipate now that the torrent of energy had evacuated his system--but, as was so often the case upon discharging such a massive amount of energy, exhaustion overcame him. 

He felt himself drifting away, vainly trying to call out to Aisen. I'm alive. Everything is going to be fine. His mouth could not form the words so only a wordless moan escaped. He was now aware of the chill air on his exposed flesh, could feel it filling his lungs, but everything was becoming hazy. 

"I'm alive. Everything is going to be fine."

There was silence in the tunnel for a moment, but then Aisen's voice drifted up, echoing throughout the cavern. "W-who's there? Who are you?"

"What do you mean, Aisen? I'm fine. I told you. Everything is fine now."

"Can you help me up out of the tunnel?" His voice still seemed unsure. 

"Yes, give me a moment."

Aisen was struggling to pull himself up the last few feet to the mouth of the tunnel, which was almost completely vertical. His pained features were enough to surmise that he was having quite a lot of trouble. Feeling renewed strength after the stress of channeling so much energy from the Strand, they were able to muscle him out of the tunnel with some effort. He clambered out onto the floor of the cavern with a great sigh, although his expression was one of intense confusion.

"I-I'm sorry. I don't know what came over me. I should know better than that."

Aisen stared. It was as if he'd never seen the person before him in his life.

"What's wrong? Are you hurt?"

"N-no, I'm fine. There's a planar stone in here! W-what. . .?"

"Yes, I. . .I think I was being led to it. It can't just be a coincidence."

"No, it certainly can't. However, there is more to the situation than you may realize."

"What do you mean?"

"If you don't mind, take a look behind you."

Before the planar stone, its glow now diminished and a multitude of cracks running up and down its formerly featureless surface. . .was Terakiel. He had passed out after the monumental struggle he had gone through--and for good reason. Of course! That kind of stress would have killed a lesser man, but not one person alive could bear to stand after accomplishing such a feat.

But. . .wait. I'm. . .that's not me. I didn't kill my father. He is alive and well. He doesn't. . .he doesn't look like that. 

"Just who are you?" Aisen demanded. "Surely you must have come through the Exod. I imagine you were transported here in much the same way as I did. . .But more importantly, have you done something to Terakiel? Is he well?"

"I'm. . .I mean, he is fine, I think. I--I'm sorry. This isn't where I'm supposed to be."

"No, of course not! We're in some unnamed mountains deep in the forests of a place called Lakara. I have never heard of it before in my life."

For the first time since he'd began channeling--no, that's not what had happened. The Exod--that's where she'd been. Casnie brought her hands before her eyes. They were pale and small, lighter than Terakiel's lined hands. Nor were they stained with the blood of his poor father. He had done something unforgivable and felt great guilt for it. She couldn't help but feel remorseful for him. In Tombolin there was no such thing as a "discipline" for communing with the Strand. It was. . .so sad.

She ran her fingers through her soft hair. She brought a strand of it before her eyes, taking in the pale brown color and the texture of it. It was difficult to get her bearings and remember who she was as she still felt as if she was the one who had channeled that great river of energy. She couldn't help but feel a pang of relief as she realized that her father, at least, was still alive. 

"He has--he has been through so much," Casnie whispered.

"It is as I thought, "Aisen remarked. "The two of you--for perhaps just a moment, you were one."

"Yes, I--his presence overwhelmed me. I believed I was Terakiel. I think that. . .without my presence, he might have--it might not have been good."

"It is fortunate for him that you have arrived, then, regardless of whatever business you might have been conducting before. I am sorry to inform you that you may not be able to return to your prior destination any time soon. . ."

"Yes, I. . .thought as much. Aisen. May I call you that? I know it is your name, after all."

The blond man laughed before he replied. "Of course. Do you think you might do me the honor of sharing your name in return?"

His accent was very familiar. She'd almost say he was of Sidean decent, but there was an undertone there, a hardness that she couldn't quite define. "My name is Casnie! I hail from vel'Sidea, as you may well know."

"Your way of speaking gave you way almost immediately, "Aisen grinned. "I was born there myself, though I now call Dannath home."

"Oh! Then you traveled quite a ways. I have never been there myself."

"It is not quite so grandiose as vel'Sidea, but--well, it is home. That is about all I can say for it. It is truly a lovely place, no matter what you might have heard."

"I'm sure that's true," agreed Casnie. "vel'Sidea is beautiful, but I couldn't say it's a place for everyone. Most of the people I know who live there are Stranders. Seems the city's built for it."

"True enough," he said, and smiled. Casnie thought she detected a momentary grimace, but it was gone so quickly that she couldn't be sure.

The reality of the situation before her came rushing back to her senses. Here she was chatting with this stranger in a damp, chilly cave in a place she imagined might not have been beheld by men in centuries. There was indeed a planar stone in the cavern but it was damaged beyond all repair--if indeed these mystical stones could be repaired. Kragan would wonder where she was. She wondered that herself.

"I just can't believe this," breathed Casnie. "How far away are we from Sidea?"

"Your guess is as good as mine. At this point, you may know more about the young man than I do. It would appear you--well, you communed with him longer than I did."

"I know that he--he's from a place called Tombolin. It is quite far from here. This is the farthest he's ever been from home and I get the impression--" Casnie paused. "He doesn't know if anyone has ever been this far. What is this Tombolin?"

"I'm not sure," admitted Aisen. "He's obviously quite sheltered. He's a Strander, as you must well know, but he's not been taught anything in the ways of Discipline. I was very scared for a moment there that he'd cook us and bring the whole cave tumbling down. I thought the tunnel itself was terrifying. This has been. . .this has not been a good day for me."

Aisen looked utterly downcast. After having peered down the tunnel, Casnie had to admit that it was imposing. "Where does the tunnel lead? Or rather, where does it come from?"

"It's just another part of the cave," replied Aisen. "It was strange, really. . .We were following a river in the forest when we sighted the cave. Terakiel seemed to believe that it was important in some way. I felt as if I had no choice but to trust his judgment. I'm not--I'm not very experienced with traversing the wilderness."

"So you found this tunnel and just. . .started climbing up it?"

"He ventured in to see if it led anywhere but he wasn't coming back. . .so I felt like I should follow him. I'm not very fond of enclosed spaces, you see. . ."

Casnie giggled. "Oh, no one is. I wouldn't worry about that." 

"Terakiel didn't seem to have much trouble. Well, until he tried to make me a light."

"Right, he was trying to help you get through the tunnel. Are you telling me he climbed all the way through that thing in the dark?

"Yes, it sounded terrifying to me too!" exclaimed Aisen. "I was carrying a light for most of the way through the tunnel, but--I couldn't hold it any longer once the tunnel sloped too far upward. I wish that I had just. . .I feel responsible. I put him in danger."

"You couldn't have known," Casnie reassured him. "Conjuring a ball of light is a relatively simple task--b-but I admit that I'm not familiar with what it's like for those without training. I've been given instructions since I was a little girl. I've never bitten off more than I can chew."

"Of course, that kind of thing is unheard of. But he really put himself in danger there. I really do hope that he's well."

Casnie kept Terakiel's final thoughts to herself. He seemed to believe that what he was doing would destroy him from the inside out. He seemed fine, but. . .

"I think that he just needs some rest," she said. "In the meantime we should discuss the situation."

Aisen nodded, seemingly relieved. "To be quite frank, we've been wandering in a fashion that I would describe as. . .aimless. Terakiel seems to be taking a specific path even if he doesn't know it himself."

"You must be right," Casnie agreed. "It can't be a coincidence that he'd come across two planar stones in such a short period of time. Is it possible that he is drawn to them?"

"I think he is. For what reason, I do not know. What unusual effects undisciplined Stranders must experience are unknown to me."

"Indeed! It just doesn't happen. Surely he must not be the only Strander from Tombolin. It is not so uncommon as that."

"I'm not sure. In Sidea they crop up quite often, but I think the talent must be inherited through families. . .If the spark has not been present in a bloodline for some time then it's not entirely out of the question to imagine it would be quite rare. Weaker Stranders may never experience a materialization. It is clear at this point that this young man has a very potent connection to the Strand."

Casnie hesitated. "How much do you know about Terakiel?"

Aisen shrugged his shoulders, brushing a strand of dusty blonde hair out of his eyes. "I know as much as I've told you. He has not been entirely forthcoming with information. If you were to ask me. . .I believe he is running away, although I know not from what."

She nodded in reply. Aisen was right; Casnie definitely knew a lot more about Terakiel than he did.

"I got the same impression, though I don't know any specifics," lied Casnie. His secret was a terrible one, but having experienced it through his eyes--she thought she could understand what he had done. Having only met Aisen moments before, she was unsure how he would approach it. It was for the best to remain silent on the matter for now.

Before he could inquire further, she changed the subject. "How long have you two been traveling? What supplies do you have?"

"Unfortunately, we are woefully short on supplies. Terakiel did not. . .exactly make plans before departing his home. As for me, I was never planning on taking a journey of this magnitude. All I have is a pouch of akser berries." 

Casnie gagged. Those berries were among the vilest things she'd ever consumed. 

Aisen chuckled. "I can tell they are known to you. They're not enormously palatable, but they do the trick as far as nourishment is concerned. As you may well imagine, I'm not a great hunter. Terakiel seems to have some knowledge in that regard, but--he is hesitant for reasons he has not discussed with me."

"As much as it pains me, I imagine I'll have to cut into your supply if I am to stay with you," she groaned. Although she had little to no experience in the "art of hunting" as her father had always called it, she was willing to learn if it meant not having to eat more berries than she had to. She could easily conjure a cooking fire if Terakiel wasn't willing to--and after witnessing recent events through his eyes, she wasn't sure she wanted him to either.

"I have enough to last the three of us for several more days. There is also fresh water near here, though I have no clue where the path might take us from here. Unless my eyes deceive me, it appears that our friend has made a hole in the side of the cavern. Have you looked to see what's out there?"

"No, but I could see the sky for just a moment. I-I hope we're not too high up."

Once again, Aisen shrugged in his carefree manner. For someone who had been deposited in the middle of nowhere in such a terrifying fashion, he seemed strangely calm. It had more than a slight calming influence on Casnie herself, in fact.

"I'm sure that we'll figure something out. As I said, Terakiel always seems to have the vaguest of ideas of where to go. If he leads us to more planar stones, then all the better. Perhaps next time we should try to ensure that he--" Aisen paused.

"Every time he comes into contact with a stone, he destroys it. Is that right?"

"I suppose so. . ." he trailed off.

Casnie knew what he was thinking. Finding a planar stone meant that he and Casnie could potentially make their ways back to their destinations--but as for Terakiel. . .what of his fate? She recalled her panicked thoughts while seemingly trapped in that black world. Was it true that some individuals were entirely incompatible with the Exod? Was his lack of discipline and his incredible talent so at odds with each other that stepping into that world was impossible?

She cleared her throat. "We'll solve that when we come to it. I'm sure that we'll think of something."

Although she hadn't even spoken with the shirtless man sprawled out before the destroyed stone yet, she felt a connection to him. She understood his thoughts and terrible lot in life. He felt he could never go back to his homeland--and indeed, in a place where the Strand was not understood or even acknowledged to exist, would they comprehend why he had done what he did?

Aisen smiled. "That's the spirit. I'm sorry that you were brought here against your will. I fear it's not something he can control."

"No, he definitely can't. It is not your place to apologize--nor his, I imagine. But--I wonder if perhaps this series of events was fated to happen. Could it be that I'm here for a reason?"

The blond man laughed again, sputtering as he coughed up a bit of dust. "I suppose you could be right! I wonder, though. . ."

"Hmm?"

"It's just--we know that this kind of thing is going to happen if we encounter another planar stone. Should we, in good conscience, prevent it from happening? I can't imagine everyone pulled through the nether would be quite as understanding as we have been. And surely if we can prevent him from tearing others away from their lives. . .we should."

Casnie paused to consider his sentiment. Aisen had a point--it was reasonable to assume that it was going to happen again if what he said was true. 

"Tell me about what happened with you. I have some of his memories, and perhaps--perhaps even some of yours, but they are hazy."

Aisen coughed again. "Well I--I was traveling the Exod, much as I imagine you were, but it felt very different than usual. It is difficult to sense the passage of time in the Exod but after awhile. . .I just--I felt something."

"Go on."

"I felt the feeling of stone on my outstretched hands. It was not that kind of. . .muted sensation that you usually get in the Exod. It was physical. Tangible."

"I know what you mean."

"And my hands were so hot. . .I think that every time he gets near one something like this is going to happen. Everything gets hot. It's like he's draining the stone of its energy."

"I can only imagine how much power a planar stone must possess. I can't even imagine it is possible for one man to take on that much energy, but after what I just--witnessed. He is truly a remarkable man. . ."

"I think that just being near a planar stone is putting him in grave danger," confessed Aisen. "But he is drawn to them. As much as I am loathe to admit it, I fear we have a difficult decision ahead of us."

"I want to help him," said Casnie with some resolve. "I-I trust him. I felt like I was him for a moment so it only feels natural to trust him."

After a moment, Aisen nodded in acknowledgement.

"Maybe we can find a nearby town. . .We may be closer than you imagine."

"It is possible," he conceded. "Believe me, I do not wish for him to come to harm. And in truth. . .if he continues to lead us to these stones then we are more likely to encounter civilization."

"That's true. The city of vel'Sidea was constructed around around a cluster of planar stones. The entire society if based around it!" 

"Yes, Dannath is much the same, though we only have two of them. I am. . .not certain how common a practice this in other areas."

"You've found two already."

"We have. Both of them are completely isolated--this is not encouraging news. Of course, I still have hope."

Casnie sighed. "I wish there was some way to let them know that I am well."

Aisen gave her a sympathetic look. "It is the same for me. My family will wonder why I have not arrived. Don't worry, though. I'm sure we will find a way back."

"We definitely shall. Do you think, perhaps that I--I could teach Terakiel how better to commune with the Strand."

Aisen looked troubled for a moment. "I--I suppose you could. But surely you're not an instructor. You don't look a day over eighteen years of age."

Casnie scoffed. "Nor do you, sir. I'll have you know I'm nineteen years old."

The blond man blinked in surprise. "It is strange, don't you think? All three of us are roughly the same age. Do you think there is something to that?"

"I haven't the faintest idea," she responded honestly. "I imagine we'll have much to talk about once he finally wakes up."

"True enough, though I imagine he'll have less to say than you imagine." 

"Be that as it may, we need to work together now. What shall we do while he rests?"

Aisen finally rose from his seated position. "I say we investigate the hole over there. I don't relish the thought of going back down this tunnel." He grimaced again.

Casnie nodded and turned around to face the hole. It had been covered up by rock fragments but you could still just barely see through the edges. Sunlight was filtering through, just barely illuminating the room. The cavern, before lit by strange ambient light, was now being lit by a definite source. She could only imagine the stone had had something to do with the light beforehand.

She gingerly stepped over Terakiel's prone body and poked at the loose rocks in the hole. There was definitely some give. She gave the rocks a stronger push and felt some of them come loose, so she continued shoving. After only a few moments, the rocks crumbled, some falling into the cavern and others spilling outside. She poked her head through and was treated with a full view of the sky, obscured almost entirely by the morning mist.

"What do you see?" asked Aisen.

It was hard to see much of anything at all, but she could just make out a ledge beyond the hole. She tried to see where might lead, but her efforts were to no avail. 

"This ledge might lead somewhere, but it's difficult to see for sure. Sh-should I climb out?" 

The man furrowed his brow. "Let me take a look."

Casnie rolled her eyes. It was doubtful he'd be able to see anything more, but she acquiesced regardless.

After taking a brief glance through the hole, Aisen spoke up. "This ledge definitely leads down, but it's a bit. . .thin. I think we can step on it, but probably only one at a time. I wish we had a rope of some sort. . ."

"How could you see that?" asked Casnie. "The fog out there is covering everything."

He grinned. "Oh, I just happen to have very good eyesight. I wouldn't worry about it." 

Casnie scoffed once more. "I'm sure you do. Regardless, we'll worry about it once he wakes up. Although I wonder if perhaps it would be better to take that tunnel."

"I should hope we do nothing of the sort!" exclaimed Aisen. "The beginning of that trip would be falling down a long shaft to our deaths. The remainder would involve rolling down the tunnel as a corpse."

"That. . .does sound like a poor idea."

Aisen flashed her a conciliatory look and Casnie sighed deeply, but spoke up after a moment. ". . .Give me one of those berries."

Wednesday, November 27, 2013

Dream of Butterfly (Day 113)

I'm still working on Persona, but man some of the dungeons in this game are incredibly frustrating. This particular dungeon is incredibly difficult to navigate and the random encounters are punishingly difficult. One group of monsters will afflict your entire team with the Charm status. Due to some glaring oversight by the designers, status effects can be stacked so when they cast the same Charm spell on you again, you get. . ."double charmed." Essentially, it adds another turn to the effect's duration, which means you're essentially helpless while your characters slowly kill each other.

I shouldn't be surprised at this kind of thing because the series is infamous for having frustratingly difficult and unfair encounters. I wrote about a roadblock I encountered in Persona 4 probably about two years ago involving enemies encountered frequently in one of the final dungeons capable of killing your entire party with one spell. As in those games, I'm sure I can bully my way past these roadblocks with a healthy amount of grinding and persona fusing, but it's pretty frustrating in the meantime. I'm going to have to abandon my usual tactic of going through games underleveled for extra challenge--it's just not going to work in this case.

The most frustrating aspect of this dungeon is the fact that it took so long to find my way down to the bottom level for what I could only assume was the final encounter. However, the devs thought it would be a great idea to reward your hard work by instantly teleporting you back to the dungeon's entrance after a short conversation. After doing some research on the internet I came to the conclusion that I'm apparently expected to traverse the entire dungeon once more so I can fight the final boss. That's just a dick move, Atlus.

On the bright side, that does mean I've made some progress--and while I've spent my entire morning (and part of my afternoon) wandering aimlessly around this labyrinth I've gained a great deal of experience. I can only hope that the levels I've gained will make things go more smoothly in subsequent dungeons. At this point I desperately want to advance the plot and fuse a ton of new personas. Nanjo and Hidehiko are presently saddled with a heap of unusable or out of date spells.

Tuesday, November 26, 2013

Keep Pressing On (Day 112)

I finally finished Phoenix Wright: Ace Attorney - Dual Destinies today and I was absolutely blown away by the final case. It must go without saying that spoilers follow.


Dual Destinies features fully orchestrated music

It's been five years since Apollo Justice: Ace Attorney came out. I was overjoyed when it released because it was the first new title to come out since I'd started playing the series. After all, the first three games were localizations of Game Boy Advance games originally released starting in 2001. Here in North America we didn't get access to the series until 2005 when we received an enhanced remake of the original title. Even then, I didn't try the series until Trials and Tribulations had been out for some time. Once I'd discovered the series, I devoured the games. I fell in love with the concept.

I never played a lot of adventure games when I was younger--not because I wasn't interested in the concept, mind you. I never had access to them. Most were older PC titles that I wouldn't normally be exposed to. Aside from Blizzard's catalog, I had never been much of a PC gamer. I spent most of my childhood playing Final Fantasy, Chrono Trigger, Earthbound, and other similar games. I was intrigued at the idea of games being about narrative, about character. It was never enough for me just to compete objectives and get points--I wanted to care about the characters I was taking control of. RPGs, although admittedly not featuring amazingly well-crafted storylines, did go far in scratching that itch.

There was never a time when I was younger that I had the opportunity to discover the appeal of adventure games. To this day, I haven't explored the huge variety of games available to me. I absolutely adored The Secret of Monkey Island and The Longest Journey, but these are games I've only discovered in the past couple of years. I find games that focus primarily on storytelling and problem solving pretty fascinating, and I'd love to play more of those classic games--and I will, in time.

So when I played Phoenix Wright: Ace Attorney for the first time, it was like nothing I'd ever seen before. You play as a lawyer and solve cases? I have to admit that at the time it sounded like a very dry and boring concept. I think for most people it's a tough concept to swallow, but as soon as I played through that very first case detailing the exploits of Phoenix's old pal Larry Butz, I was hooked. It felt like such a refreshing concept, even though it was essentially just a modern interpretation of classic adventure games.

A series like Ace Attorney has a way of really making you become attached to its characters. You spend a lot of time with them. The series is very dialogue heavy--and I mean, that's basically all the game is. It's a lot of talking. You spend a great deal of time investigating crime scenes (which is apparently a lawyer's job in Phoenix's backwards world) but the bulk of the game revolves around questioning and cross-examining witnesses. 

The point is that by the time I finished the first three games of the series, I was already a devoted fan. I was hungry for more. Apollo Justice came out and I bought it on release day. And you know what? I enjoyed it, but it's not worth obfuscating that I was disappointed. The character that I'd come to know and love in the last three titles of the series was no longer even a part of the title of the game. He had been relegated to a cameo character--and now we were expected to accustom ourselves to this new guy, Apollo.

My initial impressions of Apollo were not entirely positive. I felt like he was loud and obnoxious. To me, he just didn't have the same charm as Phoenix, whose primary claim to fame was a devout belief in his client and just barely gliding by on the skin of his teeth by bluffing his way through trials. Apollo felt like an inferior copy. However, despite my misgivings I did eventually somewhat warm to the character and I enjoyed the game overall--but not without gripes. Characters from previous titles in the series were nowhere to be seen, aside from Phoenix himself who was now barely recognizable without his classic blue suit.

The new hotshot prosecutor Klavier Gavin just did not pack the same punch that Miles Edgeworth did. Trucy, Phoenix's adopted daughter also felt like an inferior replacement to Maya. Everything just felt out of sorts and it made me kind of sad. Were we never going to return to those classic characters again? I could learn to live with this new cast and I would certainly still play any games that came out, but I longed for a return to form.

For a few years, I kind of forgot about the Ace Attorney series. Due to the extremely linear nature of the game they don't lend themselves well to replaying--so details drifted out of my mind as they so often do. As such, I missed the announcements leading up to the Dual Destinies release and as such only heard about it right before it came out. It was a nice surprise, and I picked it up a few weeks later, my misgivings about Apollo Justice mostly forgotten.

Dual Destinies has absolutely satisfied me as a new entry into the Ace Attorney series. That much is clear. Apollo Justice was a bit of a misstep, but this new entry has somehow made the entire Ace Attorney mythos richer--while continuing to celebrate the existence of Apollo. Phoenix Wright once again takes the helm, but this time in lieu of sidekicks he instead has partners. Apollo and newcomer Athena are just as important to the plot as Phoenix himself, if not in fact moreso. 

Not since Trials and Tribulations has an Ace Attorney game impressed me with the depth and interconnectedness of its cases. Each case is relevant to each other, even if the reasons for which are not initially apparent. Cases 4 and 5 in particular lead into each other in a way that they might as well be one massive case all its own.

Dual Destinies also makes good on its misstep with the bland Klavier from the previous main series title and introduces a new prosecutor by the name of Simon Blackquill, a raven-haired convict with a mysterious past and a fascination for samurai culture. His importance to the overall plot cannot be overstated--and although I am loathe to admit it, he is certainly a worthy successor for the mighty Edgeworth. Speaking of the original Ace Attorney prosecutor, several familiar characters show their faces in this title--a fact that brought a grin to my face that has not since left!

Athena Cykes is my favorite Ace Attorney character in a long time. She takes the primary role herself in several occasions, not only as the primary lawyer, but with her invaluable Mood Matrix program, which analyzes the emotions of witnesses. Her cloudy past and mysterious connection to other new Ace Attorney characters is one of the new title's highlights. I think I prefer her to Maya because as previously stated--she is not just a sidekick.

I've finished the main game but have yet to tackle the DLC episode just yet. I don't imagine it'll have much of an impact on the overall story, but it should be fun to play through. I'll probably write about it at a later time. This entry is getting way too long anyway!

Monday, November 25, 2013

Bloody Destiny (Day 111)

Well, I made good on my word and decided to investigate what options there are for PSP emulation. After some trial and error, I managed to track a serviceable program down and I've been playing an ISO of Shin Megami Tensei: Persona, a remake of the first game of the series. I stopped playing it originally because I lost interest. There were a few things that bothered me about the game--mostly things that it shared in common with other older Shin Megami Tensei titles. First-person dungeon crawling has always seemed confusing and unintuitive to me.

Despite some noticeable flaws, I have a lot of good things to say about this game so far. I've put roughly five hours into it as of this writing, and that was in one continuous session, so it's definitely grabbed my attention. I can't be completely sure, but I think I've already progressed further than the last time I played.

First, let's talk about some of the flaws. This is a remake of a game originally released in 1996, so there are plenty of remnants of dated design choices. As mentioned before, much of the game's exploration takes place in first person. You spend a lot of time walking through corridors and turning around corners, backtracking where appropriate. Helpfully, the minimap informs you where you've already been so it's easier to avoid getting lost. I've never been a big fan of this kind of exploration but I think it really comes down to more of a personal gripe than anything. It was a very common feature in older western RPGs. I'm starting to get used to it.

The artwork is a little inconsistent. In Persona 3 and Persona 4, just about every character is illustrated beautifully regardless of their importance. In Persona, character art tends to be a little rough around the edges, and occasionally just plain goofy. 

I like her hair.

When inside rooms, the perspective is isometric and you are limited to moving in the four cardinal directions. This was confusing to me at first because sometimes it seems when you press up you're actually moving to the left or right--but you get used to it. 

In combat, things proceed in traditional turn-based fashion. Unfortunately, the system present in later Persona titles in which exploiting weaknesses allows you to get an extra turn on your opponent is missing. I believe this feature wasn't introduced to Shin Megami Tensei until SMT: Nocturne, released quite a few years later on the PS2. However, there are still a huge variety of elemental spells that can be used to exploit weaknesses--but only for increased damage.

Animations in combat are very sluggish and the sound effects are laughably compressed. I can only assume they were imported from the original title, because the sound quality of the music is very high. 

You can have five characters in combat at a time and each can equip three personas!

It struck me as strange that the sound effects were such low quality when the music sounded so great. It seems fair to guess that the soundtrack was entirely remastered and possibly even redone. The style is very similar to the soundtracks of the later Persona titles--and that's absolutely a good thing. Shoji Meguro makes some of the most unique and stylistic soundtracks I've heard. Most tracks feature vocals and are downright danceable. So far I would definitely rate this soundtrack on a similar level as those games.

Persona fusion is a hallmark feature of this series. It is essentially a system in which you fuse demons to create new demons--not unlike Pokemon breeding in a way, except that you generally end up with an entirely different creature than anything you started with. In Persona 3 and 4 you get the chance to automatically acquire new personas after random encounters. In Persona, however, it's a little different and has more in common with legacy Shin Megami Tensei titles.

Every demon that you fight in encounters--that is, anything that isn't human or a boss--can be negotiated with. Using the Contact feature, your characters can talk it out with these demons and obtain a variety of results. Making it angry will cause it to punish you or grow more powerful. Making it sad will cause it to flee. Making it happy may motivate it to give you a gift. However, the most important thing to do with these demons is to max out their Eagerness. If this is done properly, the demon in question will reward you with their Spell Card--allowing you to fuse it with other personas. As far as I can tell, this is the primary way to obtain new personas for each and every one of your playable characters.

This is a really interesting system that has its pros and cons. Every character has a unique set of commands ta their disposal when dealing with these demons. Maki can Lie or Plead. The main character can Sing and Invite. These commands have varying effects on different demons. The player is expected to discover through trial and error which commands work best against which demons--and to extrapolate based on a series of characteristics assigned to them, such as Foolish, Snappish, or Wise. However, it often seems that there is no surefire way to manipulate some demons, even if certain methods have worked in the past.

It can be really interesting to see what each character says to manipulate these demons and how they reply in turn, but it can also be a little tedious to go through this process repeatedly to obtain spell cards. After you've acquired a few of the cards, you can experiment in the Velvet Room with fusing them together. You'll be shown the potential results of your fusion before you actually go through with it--and what compatibility the demons have with your characters.

Shin Megami Tensei: Persona certainly seems like a solid title. I'm going to do my best to actually finish it this time--and then, Persona 2 awaits. 

Shoji Meguro - "Bloody Destiny" (from Shin Megami Tensei: Persona)



Sunday, November 24, 2013

Run for Word (Day 110)

I am deep in the midst of Ace Attorney case 4 and desperately hoping that there'll be a case 5. I refuse to investigate to find out in fear I be disappointed!

I did hear today that Persona 5 was officially announced, but it'll be at least a year or two before we see it here. I'm still really looking forward to it because the series is amazing. Both Persona 3 and Persona 4 are incredible games that I'd probably put in my top ten. I have the first game on PSP and I'd really like to finish it, but my PSP charger is broken! I think I might make a point of finding a way to play through that game and the two iterations of Persona 2 before the new title in the series comes out.

That actually sounds like a really good idea now that I'm thinking of it. I've made many a plan in the past about video games I'd like to play but I have historically been tremendously unfaithful to these plans. Just a few months back I had grand plans of completing just about every Infinity Engine title. Unfortunately, I stalled out right as I wish starting up Baldur's Gate II: Throne of Bhaal, although I did manage to complete the original and its expanion as well as the entirety of Shadows of Amn, including just about every sidequest in the game.

I'm really not sure why I didn't continue it, because I was really enjoying myself. I think I just tend to get burned out on certain types of games if I play them too frequently. I'm hoping that I'll be able to get back to it soon, but that possibility really does hinge on my mood at the time.

Despite any plans I make, I tend to complete games relatively infrequently. I recently completed Pokemon Y and enoyed it a lot, and I'll soon be done with Ace Attorney. There's never been a game in that series that I've left sitting to be completed. Every time I pick up a title, I always finish it within a few weeks. This is even true of the second Ace Attorney game, which, although good, was definitely the weakest of the series--and the script was riddled with typos, too!

I think I'm going to investigate the viability of PSP emulation. There are a few titles I'd like to try that I never got the chance to when mine was still working. Are both halves of Persona 2 available on PSP? This is something I'm going to look into and maybe report back tomorrow.

Saturday, November 23, 2013

Hym (Day 109)

I just played the new League of Legends champion on the public test server. His name is Yasuo and he is an awesome samurai. I look forward to playing him on live in the future, though I don't imagine I'll get the chance to play him much in the initial few weeks of his release since he will most definitely be in every game.

My initial impressions are quite positive. Although I've not been able to play him against human opponents just yet, I do like the way his kit flows. It feels very smooth and responsive. Frail melee champions have traditionally fared poorly in the metagame, but I think Yasuo might just find a niche as a jungler or midlaner. His damage output in the early game is low, but it ramps up quickly as you buy items.

Like other melee damage dealers, Yasuo scales pretty strongly with attack speed and critical strike chance. His passive ability doubles his crit chance, which is pretty insane considering that his Q ability (Steel Tempest) can critically strike. The ability functions as if it were an auto attack in just about every way. It's affected by lifesteal and even attack speed. The cooldown and cast animation are both reduced by stacking the stat.

Steel Tempest is a pretty basic ability. It is short range and essentially amounts to a simple sword thrust. However, when cast while using his E ability (Sweeping Blade), Steel Tempest is cast in a circular motion around Yasuo. Sweeping Blade is a gap closing attack with a very short cooldown--although there is an internal cooldown when cast on the same target. At later ranks, Sweeping Blade can be used to jump from minion to minion in unpredictable patterns. I can see pro players pulling off some tricky plays with these mechanics.

Steel Tempest is not as simple as that, though. Each time you strike an enemy with the ability (minions or champions), you gain a stack of an effect called Gathering Storm. Upon acquiring two stacks, your next Steel Tempest will summon forth a whirlwind that knocks up everything in its path over a fairly long area. In the early game it can be difficult to acquire enough stacks to cause this effect, but once you have enough attack speed and Steel Tempest has a much lower cooldown, it becomes very simple.

The whirlwind effect is cool enough on its own, but its intended use is to combo with his ultimate ability. Last Breath is only usable when an opponent is knocked into the air. When activated, Yasuo dashes to the opponent and holds them in the air for an additional second and deals damage. When chained optimally, the two abilites amount to an approximate 1.5 seconds of knockup time. Yasuo also gains 50% bonus armor penetration for the following 15 seconds. This secondary effect is much more effective on tanks and bruisers who stack armor and will have no noticeable effect on frailer champions (which he won't have a hard time taking out anyway.)

Even without taking into account the other effect of his passive and his W ability (both of which I haven't discussed yet), it's clear that Yasuo is an astoundingly mobile champion with multiple ways to outplay opponents. However, perhaps the most unique ability in his arsenal is his W, Wind Wall. This ability is unlike anything else in the game right now and is really cool. Although it has a high cooldown and relies on twitch reflexes, Wind Wall can be used to block any projectiles flying Yasuo's way for the span of 3.75 seconds.

This ability is another part of why I'm excited to see pro players pick this champion up. With Wind Wall, Yasuo can block Lux bindings, Nami ultimates, Ashe arrows, and just about any other projectile you can think of. The only things it can't block are champions (Malphite and Nocturne ultimates) and turret shots. It's undoubtedly a very powerful and thematically interesting ability.

Finally, there's his passive. I've already described one part of it and that is that he passively doubles his crit chance. However, there's more to it. As he moves, Yasuo fills his "Flow" bar. Once the bar is filled, a portion of the damage from the next attack will be shielded for the total amount of the Flow bar. The value of this shield scales with Yasuo's level. This is an interesting passive ability for his kit because of just how much the champion moves around not only in the laning phase but in teamfights as well. It also makes Statikk Shiv an incredibly synergistic pick on him.

Yasuo seems like an incredibly fun champion to play with numerous tools to survive an unforgiving laning phase. Does his kit have too much raw power? It's definitely possible, but only time will tell. I wouldn't mind him losing some of his raw power as long as he keeps his insane mobility and play making potential.

Friday, November 22, 2013

Nobody's Here (Day 108)

--

Aisen had overcome his fears while scrabbling madly through that tunnel--but this! This was worse than the fear of the walls closing in on him.The white light flooding the tunnel was absolutely blinding. He could just barely make out the jagged hole at the end straight above him. As much as he wanted to pull himself out of that awful tunnel, it was currently the least of his worries.

Sweat was beading on his forehead and the fiery heat intensified. He should have pleaded with Terakiel not to make the attempt to conjure another light. He'd been too cavalier about the nature of his powers before. He was so unfamiliar with the concept of Stranders with absolutely no training that he'd underestimated the danger that he might be in.

"Please! Snap out of it! I'm burning up down here!"

There was no response. It was as if the poor man had gone comatose, overwhelmed by the enormity of his power. He hadn't been trying to do anything especially taxing--and although he'd not been around to see him conjure the last fire it seemed as if he hadn't had much trouble with it. What was different this time? Was he in some sort of heightened emotional state?

If his discomfort for enclosed spaces was anywhere approaching that of Aisen's, he could understand why he might be upset. Was it possible that Terakiel's lack of discipline and distress were responsible for this outburst of energy? How can I reach out to him?

It was clear that yelling up to him from the tunnel was doing no good for either of them. That was it, then. He had to climb the rest of the way, and fast. The heat was quickly becoming oppressive. He shuddered to think what might happen if he didn't stop him.

"I'm coming up! Feel free to come to your senses without my help, however!"

Lacking confidence in his own words, Aisen struggled to lift himself further. The strain of climbing through the tunnel had certainly taken its toll, but it was urgent that he make it out quickly. His muscles tensed as he gripped the rock formations ringing the tunnel and scrabbled steadily upward.

Thursday, November 21, 2013

Culture for Dollars (Day 107)

I'm actually considering going back and replaying the first four Phoenix Wright/Ace Attorney games--though it's unclear at this point whether or not that'll actually happen. It seems odd to replay games centered around solving mysteries since there'll be no difficulty the next time around but in my case I have a really terrible memory. There's a good chance that I'll have just as many issues solving cases as I did the first time around. They're worth replaying for the characters and the story regardless.

I'm at the tail end of the third case in Dual Destinies and I'm really hoping that there'll be two more cases The first case was really short (as is usually the case) and the second case was a relatively medium length. I'm not done with case 3, but it's shaping up to be another medium length case. I imagine the fourth case will be a long one, but I have to admit I'd be disappointed if it ended up being the last one. I haven't looked up anything about these games online prior to playing, so it'll continue to be a mystery to me--though I have heard some rumblings of DLC that I'll definitely have to investigate.

I want to discuss the merits of the game in more detail, but I think I'm going to wait until I'm completely finished. My impression of the game is incomplete right now--and I feel like these games can't be properly judged without considering the whole package. Trials and Tribulations in particular was much greater than the sum of its parts and I'm hoping the same proves to be true for Dual Destinies. 

One thing that's been bothering me is the fact that the game received a Mature rating, seemingly out of the blue. None of the previous games in the series have had such a rating, and so far I can't tell you what could have warranted it. There are murders, of course, but nothing particularly graphic has been shown in the animated sequences or still images. I'm not done with the game yet, so I guess it's premature to speculate on their reasoning.

Regardless, I'm enjoying this new game. I thought Apollo Justice was a bit of a low point in the series, but this entry is making me like the character of Apollo a lot more. The new character Athena is wonderful too, and the feature that came with her--the Mood Matrix--is interesting. It's definitely a good game, but only time will tell how it ranks in the series.

Wednesday, November 20, 2013

Midnight in a Perfect World (Day 106)

--

Just how commonplace might these stones be? Furthermore, for what reason would there be stones in not only a secluded forest clearing, but a blocked off cavern as well? According to Aisen, entire civilizations were built around these stones--but in the case of these stones, there was not even the slightest hint that was ever the case. As he surveyed the dimly lit cavern, he could not make out anything remarkable whatsoever outside of the stone itself.

Despite his best efforts, Terakiel could not sense where the slight draft in the air was coming from, nor could he discern the source of the ambient lighting. In fact, the lighting seemed to come from everywhere. It was equally distributed throughout the cavern in an eerie, otherworldly way. The stone itself did not appear to be glowing, but he had little doubt in his mind that it was responsible.

Is this a dead end? 

He couldn't imagine climbing back down the tunnel. Even with a light source it was likely a very difficult task--and unless Aisen made it through, he wouldn't have a source of light anytime soon. Although. . .that wasn't necessarily true, was it? All he had to do was conjure another--another fire.

Terakiel felt his stomach clench. How had he gotten himself into this? There was little he wanted more than to make it on his own--without resorting to using vile forces he couldn't even begin to understand. Aisen seemed to think they were essentially harmless, but where he came from, people were taught some form of discipline. Terakiel had never had such training--and the danger inherent in that was painfully clear.

When he was pressed against the wall with no other options available to him. . .What could he do? He's decided long ago that he wasn't going to lie down and die. He was going to do what was necessary to progress--not just for his sake. Aisen had been spirited away from whatever normal life he'd had. He'd likely been happy. Maybe he'd had a family that he saw on a regular basis. Perhaps he too had a brother. Certainly he had friends as well? It was important that he get the opportunity to see them again.

Terakiel hadn't the faintest idea how he might make that happen but he would not give up.

"Terakiel!"

Aisen's voice, frantic almost to the point of delirium, drifted up out of the tunnel. Alarmed, Terakiel rolled over on his stomach and peered down into the hole, immediately catching the ghostly glint of the fire he'd conjured earlier. "Aisen! Can you pull yourself up? I made a hole!"

"I--I think I can make it. I can just b-barely see what's ahead. I must be close!"

"Have you been calling for long? This is the first I've heard you!"

"For some time, yes! I-I think I may need to discard the light if I w-want to hold on." His voice was quivering with fear.

Terakiel considered for a moment what might happen if Aisen were to fall. It would be his fault. More blood would be on his hands. He had to make sure his new companion made it through.

"Y-you shouldn't have much issue climbing the rest of the way," lied Terakiel. "Listen, I can light the way for you. Don't worry about the light. I-I'll make another."

There was a pause. Terakiel got the impression that Aisen comprehended the enormity of what he'd just said. "I could throw it to you! Don't worry about conjuring another!"

Terakiel shook his head, even though he knew Aisen couldn't see him. "No. You need to maintain a grip on the rock formations. I just climbed through there. I can do this."

There was more confidence in his voice now. He almost believed that he could do it. It wasn't a big deal to. . .to grasp the twisting energies in the deepest recesses of his mind. It was something that had to be done. There was no reason not to use the resources available to him.

Once more he felt himself slipping into the darkness. The air grew colder and his blood froze to ice. Before he could think about what he was doing, his outstretched palms glowed blindingly white, flooding the entire chamber with vivid light. He squeezed his eyes shut tightly as the temperature rose considerably. The air was warm on his exposed flesh now, and he was dimly aware of Aisen's wail echoing off the tunnel's walls.

"That's much brighter than I expected!" excaimed Aisen. "Perhaps you might tone it down a bit!"

The light rushed through him. It was hot in the chamber now, uncomfortably so. He felt his mind floating in a starless world and subsequently began to loose the sensation in his limbs. He was still only vaguely aware of his surroundings, of the fiery heat licking at his flesh.

"Terakiel, stop! You must stop!"

His blood was lava now, sloshing through his body and destroying him from inside out. He felt himself crumble into dust and blow away in the wind.

"Snap out of it! Wake up! You have to wake up!"

He was on his knees. He felt himself twisting around--though he was unsure whether or not he actually had control over his actions. The planar stone--that perfectly featureless surface, uniform in every way. It was glowing.

Tuesday, November 19, 2013

Owlwood (Day 105)

--

No, this can't be right. This feels. . . different. This isn't how it usually is.

That awful blackness was as oppressive as ever, but the path was--it was confusing. The usual destination, before so clearly visible, was now indistinct, out of focus. It became more difficult to adhere to the usual path. It was like trying to trudge through waist deep mud. And the cold--was that the howling wind? There was always a chill in this place, but never like this.

No, something had gone wrong. There was a moment of bubbling panic. What would happen to those lost in the Exod? What terrible fate would befall them? Would they be doomed to wander forever? No, of course not! I just need to keep moving, as usual!

Moving was not as easy as one might hope. In denial, the lone figure struggled forward as if beset by terrible winds. But despite that wind's mournful call, it exerted no pressure. Something else was happening--something else was exerting force on that mysterious black world. Surely this was simply the inexperience of that dark silhouette. Planar travel was as safe and commonplace as traveling by horse--provided you took the proper precautions.

I've done something wrong. Can I go back? How long have I even been here?! 

The Exod distorts one's perception of time. It is as of yet unknown whether perception is the only factor at play. For observers on both ends of planar travel, it would appear that those traveling the Exod reach their destination instantly--or close enough to it, at any rate. However, these travelers sometimes spin tales of walking the black world for hours at a time, while others will profess that it was merely a stroll of a few minutes or less. 

Planar travelers describe their journeys in varying ways. It is not often that two different individuals will have the same experience. As such, it has been historically difficult to ascribe hard and fast rules to the practice. It is something one must experience for oneself. The lone figure, mired in invisible molasses, thought perhaps that some individuals could simply be incompatible with the Exod. A thousand horror stories regarding planar travel sprung to mind in an instant.

A man arriving at his destination liberated from his limbs in grisly fashion. A child who emerged newly mute. A woman whose memories had been completely wiped clean. These were tales that had been circulating for as long as that lone figure could remember--but were they really true? As terrifying as those possibilities might be, the most unsettling of all were the stories of the Lost Ones. Banished forever to the Exod--a realm the properties of which are large unknown--ostensibly never to be seen again. If you somehow manage to wander off the path that has been set to you, how would you ever find your way?

It was so dark. That was one thing that was impossible to reconcile. No stars hung in the sky nor moon to light the way--but somehow, inconceivably, the figure could see (or sense) which way to go. Or at least that's how it usually worked. The path was now indistinct in a way that was impossible to put into words. Vision was the wrong word for it--but no words existed to describe that feeling. 

It was like touching the Strand--that cold, sickly feeling before abandoning instinct and allowing it to flow through your veins. The Strand always seemed to show the way--but not now. There was only the cold now. No warmth ready to suffuse the body and tell you that everything was now right. Just the cold sickness and the feeling of uncertainty.

--

Aisen was positively scrabbling up that awful tunnel. It was a necessity that he make his way through--Terakiel might be in danger, after all! But he didn't have to like it, and he was certainly ready for it to be over sooner rather than later.

The flickering flame in his outstretched hand lit the way ahead well enough, but it hindered his progress more than he'd like. Still, he wasn't about to drop the thing. He was terrified enough of the walls crushing him in their vile embrace--he couldn't begin to contemplate the enormity of his fear if he were stripped of his light source. 

Though his elbows and limbs were now covered with invisible scrapes and his garments sported several new rips and tears, he did not slow his pace. The tunnel was sloping steadily upward, though he still could not begin to make out what might be at the end. Terakiel must have crawled quite a ways--far enough in, in fact, to eliminate the possibility of returning. Aisen had faith that he would have done so if at all possible. He wondered for a moment if his faith was misplaced--but there was something about the young man. Despite what he must clearly be hiding, he seemed trustworthy enough.

Terakiel seemed genuinely regretful that he'd ripped Aisen from the Exod. Granted, his reasons could have more to do with not desiring company than a feeling of responsibility, but Aisen preferred to believe his reasons were altruistic. The young Strander had done nothing thus far that would lead anyone to believe his intentions were unjust--at least not that Aisen knew of.

Thinking about the Exod made him recall why he'd been there in the first place. Sidea. . .how long had it been since he'd been there? So many years--and as soon as he'd decided to visit once again, poof--whisked away to a mysterious forest in the middle of nowhere. What kind of luck is that? Aisen didn't believe in fate or any other such nonsense like that but he had to admit the timing was extremely peculiar. And why was he of all people summoned in particular? There had to be dozens and dozens of people traveling the Exod at any given time. Could this not have happened to any of them?

There was so much they did not know. Terakiel's lack of control over his powers made him very unpredictable and dangerous. Despite his trust in Terakiel's intentions, Aisen fully recognized the potential danger of his situation. There was little he could do to coach the poor man; his limited knowledge would not be of much use. For the time being, however, they had to stick together--and Aisen was determined to help in whatever way he could.

Monday, November 18, 2013

4 Connection (So Close) (Day 104)

I've really missed the Ace Attorney series. I have a lot of memories of playing the games when I worked at Walmart. I remember when I first purchased Apollo Justice, the first title in the series I played upon release. I played it for the first time when I was on my lunch break while uncharacteristically eating at McDonald's.

I'm only on the second case of Dual Destinies, but I'm really enjoying it so far. Athena Cykes is a fun character that I almost certainly prefer to Trucy. The first case was short but sweet with no investigative phase. I imagine it will set up events that occur further on down the line, but we'll just have to see. Here's hoping that some classic Phoenix Wright characters show up in cameo roles.

In spite of my better judgment, I've also taken up World of Warcraft again. The news about Warlords of Draenor circulating around the internet right now made me want to start playing the game again, at least for a little while. I'll be playing Alliance this time since I haven't done so in awhile. I missed being able to play dwarves so I went ahead and started up a dwarf monk. I imagine I'll be switching specs every few levels as I always do when I level up new characters. I've played monk before, but only got to around level 34--which I've already passed up by now.

I purchased a 60-day time card and there's a good possibility I won't be playing for any longer than that--at least not until the new expansion comes out, which could be quite some time from now. My goal is to get the monk to level 90 and possibly work on another class. I already have a level 87 warrior, but it's on horde side. I'll definitely be revisiting the little goblin at some point, but maybe not during this time period.

I've never found the endgame in WoW to be super captivating, unless your primary intent is to PVP. Unfortunately I've never played classes that are very strong in PVP and I also happen to not be that great at it. The alternative is to repeatedly raid (preferably with the assistance of a guild). I always thought it would be interesting to be in a guild that tackled content as soon as it came out and relied on teamwork and communication to complete it. I've never had the motivation or dedication to be involved in such a process.

So, I'll probably level a class to 90 and be done with it for awhile.

Sunday, November 17, 2013

Come on! Feel the Illinoise! (Day 103)

I was awakened suddenly by someone banging on my door and now I can't get back to sleep, so it's time for a phoned in entry.

  • Day 27: Aesop Rock - "None Shall Pass"
Maybe my favorite overall Aesop track with the most listens overall. I know the lyrics by heart but I couldn't even begin to tell you what they mean. Does that make me a bad music fan? I don't know, but I still love this song.
  • Day 28: Long Distance Calling - "Welcome Change"
Long Distance Calling is usually almost entirely instrumental (with one guest vocalist per album) but their latest release is a different story. A little over half the tracks on the album feature vocals and for the most part it works quite well! This track features guest vocals from someone I don't recognize but its quite catchy and a definite highlight.
  • Day 29: Damascus - "Want for Nothing"
Damascus is an instrumental heavy post-rock group that I stumbled upon on Bandcamp. I liked what I heard so I purchased their album. It's really solid stuff.
  • Day 30: Damascus - "Come to Light"
The opening track of Heights features a pretty piano entry that gives way to rolling drums and heavy guitars.

--

I'm on case 2 of the new Ace Attorney and quite enjoying it! It's great to see Phoenix Wright returning. Hopefully I will have a more substantial entry for tomorrow.

Saturday, November 16, 2013

Ghost Key (Day 102)

Sometimes you'll just have those days where you wake up and you're incredibly tired and you can't figure out why. Today is one of those days. I have an inkling that I may have slept for too long--and glancing at the time, I can see that my inkling is correct. I couldn't tell you exactly what time I fell asleep but I know with some level of certainty that it was well over 12 hours ago. So, there you have it, I slept for well over 12 hours.

Logically, it would seem a longer period of sleep would leave you feeling more relaxed and refreshed. Unfortunately, this almost never seems to be the case. I don't necessarily feel like going back to sleep, but "refreshed" is far from the first word I'd used to describe how I'm feeling right now. I feel drained, strung out, and. . . my eyes hurt. I also have a bit of a headache. AND I'm hungry! Complaints!

When I first woke up I had no idea what time it might be. My ISP recently came in and replaced my ancient modem--which is great! However, the old box served a dual purpose of being a modem and also a cable box and as such included the current time. The new modem is a standard, tiny thing and does not include a digital readout of the time. Reflexively, I've glanced over to my left to see what time it is when I wake up, but I no longer have that luxury. I woke up surly and confused, completely in the dark--figuratively, because I forgot to turn the light off--and utterly unwilling to get out of bed.

It seems like the longer I stay in bed the more reluctant I am to leave. It doesn't matter how uncomfortable I feel; my brain tries to trick me into believing that all my ills will be solved if I refuse to get up. My brain is responsible for all sorts of vile tricks that prevent me from having satisfaction. Similarly, I always dread showers because--I don't know, I hate being wet? Somehow I forget that I always feel better afterwards when I am clean and not emitting foul odors.

I'm going to take the initiative on the trick my brain is currently trying to play. It's telling me that I should make this blog entry longer and more exhaustive instead of inserting food into my mouth. I'm going to go ahead and insert food into my mouth instead.

Friday, November 15, 2013

Art House Director (Day 101)

I'm going to buy the new Ace Attorney game later today so I'll definitely have some things to say about that soon! But for now, I'm going to continue discussing song titles.


  • Day 16: Devin Townsend - "Truth"
I went through kind of a Devin Townsend phase around this time. I'm trying to figure out what prompted it but I can't remember exactly what it was. My best explanation is that something of his came up on random shuffle by chance and I remembered just how much I liked his music. Townsend approaches his music with a combination of musical chops and a good sense of humor--and in the case of his Strapping Young Lad material, unbridled aggression. This particular track showcases his beautiful melodic singing voice--and he was only 20 years old when he recorded it. The entire album has a lovely wall of sound kind of production style that I really like.
  • Day 17: Strapping Young Lad - "All Hail the New Flesh"
Although this song was penned by the same man as "Truth," it couldn't be more different in tone or style. Strapping Young Lad was a project he launched as a way to work through his numerous frustrations. As a result, the music is loud, aggressive, and fast. Still, there is a quality to it that separates it from other extreme metal--likely the emphasis on unique production. Devin Townsend is famed for his ridiculous vocal versatility and he proves that to be true here with a variety of peculiar shrieks and growls.
  • Day 18: The Devin Townsend Band - "Vampira"
Although this song could loosely be described as metal, this track is much more lighthearted and fun than anything you'd find in the Strapping Young Lad catalog. It's also absurdly catchy--and the music video, which features Townsend prancing around in a red devil costume, is hilarious as well.
  • Day 19: Devin Townsend - "Earth Day"
Devin Townsend's first album Infinity was bombastic. Terria, which features this track, dials it back and slows it down a little bit in favor of longer and more deliberate pieces of music. "Earth Day" is probably the album's highlight.
  • Day 20: Frank Zappa - "Peaches en Regalia"
Frank Zappa is most widely known as a musician that penned a lot of funny "novelty" tracks like "Don't Eat the Yellow Snow" and "Bobby Brown," but he was also responsible for a ton of amazing instrumental tracks like this one. This is probably the most concise and catchiest of those songs in his repertoire, those his catalog is absolutely packed with classics--and yeah, even the "novelty" songs are really good.
  • Day 21: Godspeed You! Black Emperor - "Sleep"
For several years now, I've been a huge fan of post-rock. It's a fairly modern genre that emerged out of 1990s artists like Slint and Tortoise. It is essentially ambient and/or atmospheric music that is often instrumental but uses mostly traditional rock instrumentation. GY!BE is one of the genre's more ambitious outfits, with tracks that frequently top twenty minutes in length. "Sleep" may just be the pinnacle of their career with eons of buildup that intensify into triumphant crescendos. The recorded monologue that begins the track recalls the beaches at Coney Island through the eyes of an old man--and it'll always stick with me.
  • Day 22: Devin Townsend - "Deep Peace"
Another Devin Townsend track from Terria that wanders through pretty, entrancing guitar leads. 
  • Day 23: Enslaved - "Ethica Odini"
Enslaved is one of the few extreme metal acts that I still listen to these days. Every album they've released in the past ten years or so has been stunningly consistent--but none sound particularly similar to another. Despite releasing music with heavy guitars and black metal shrieking, their albums are more often than not loaded with unique textures that always keep me coming back.
  • Day 24: Aesop Rock - "Daylight"
Aesop Rock is probably my favorite rapper and has been for years. There's not an album of his that I don't like (barring perhaps his debut) and this song is in my top 5 favorites. Like most of his material, his verses are deluged with impenetrable metaphors--but one of the most famous lines is "Life's not a bitch/Life's a beautiful woman/You only call her a bitch 'cause she won't let you get that pussy."
  • Day 25: Murs - "What Do You Know?"
The End of the Beginning is still the only Murs album I have and I have no idea why--possibly because I'm still not tired of it. This might be the song on that album that has gotten the most listens.
  • Day 26: Aesop Rock - "1,000 Deaths"
I hadn't heard of this song for quite some time as it was released on a relatively obscure EP before the albums that made him popular. I was surprised at just how good it was. For some reason, the line "Maybe I'll stroke my billygoat beard and rethink the time that angels appeared... maybe I won't" always cracked me up. I guess you had to be there.

Thursday, November 14, 2013

20 Minutes / 40 Years (Day 100)

Every blog entry I've written since Day 3 has been the title of a song I was listening to around that time. I thought it might be a fun idea to look back at the titles of these previous entries and write a really short blurb about each song and how I feel about it! Revisiting 100~ songs in one entry seems like it might be a tad overkill, however, so I'll only tackle a few at a time.

  • Day 3: Yes - "Heart of the Sunrise"
When I first started this blogging exercise, I was revisiting a lot of 1970s progressive rock. Several years ago it was just about the only thing I would listen to--and I even delved into a lot of really obscure artists. Eventually I felt like I grew out of it and started listening to more and more minimalist and instrumental music--but to be honest, I still love the grandiosity of prog rock, and Yes is no exception. This particular track is a great cut from Fragile clocking in at over eleven minutes!
  • Day 4: My Bloody Valentine - "Sometimes"
Even though MBV isn't instrumental, I feel like they were an important influence on my developing music taste. Their usage of dynamics and the importance of the sound of every instrument in the mix really appealed to me--and it's something I look for in music to this day. I'm really into layered, textured music that sort of washes over you.
  • Day 5: Murs - "Done Deal"
Murs is an underground rapper that I don't hear a lot about. I hear people talking about Sage Francis, Aesop Rock, and Atmosphere, but I had to dig to find Murs. I found out about him from a project called Felt--on which Murs collaborated with Slug from Atmosphere. Those albums were really straightforward but solid pieces of work, but I personally prefer Murs' solo work, at least on this album. I couldn't tell you exactly what makes Murs stand out, but there's something about his tone and cadence that really appeals to me.
  • Day 6: Yes - "Close to the Edge"
Probably my favorite overall Yes track--and this one clocks in at around twenty-three minutes. You could argue that these classic prog tracks are self-indulgent, but they're just so fun to listen to. Yes tracks never seem to drag, either--there's always a palpable sense of momentum.
  • Day 7: Yes - "Wonderous Stories"
I was definitely listening to a lot of Yes at the time. This is one of their more radio-friendly tracks, but it's still very solid. The misspelling in the title was evidently a mistake by the lead singer, Jon Anderson.
  • Day 8: Jethro Tull - "Thick as a Brick"
Now this is this the quintessential prog track. At 40+ minutes, it spans the length of an entire album chronicling a poem written by a young man. It was apparently composed as a parody of the self indulgence of the prog rock genre, but it ended up becoming quite popular in its own right. The genre has some absolutely great music to listen to if you don't take it too seriously.
  • Day 9: Omega Massif - "Aura"
This was a new album for me at the time--and honestly, I haven't listened to it much sense. It's very slow, atmospheric metal which is generally right up my alley. I found it enjoyable but it didn't stand out much compared to similar acts.
  • Day 10: Yes - "Yours Is No Disgrace"
Another classic Yes track you might have heard on the radio before. Like Rush, Yes had plenty of very listenable radio tracks--but also a lot of more challenging, intricate pieces.
  • Day 11: Rush - "Vital Signs"
Moving Pictures is a classic great album from start to finish. Although you'll hear "Tom Sawyer" and "Limelight" more than anything else, it would be criminal to overlook the album's closing track--not to mention "YYZ." 
  • Day 12: Jethro Tull - "Journeyman"
Although Jethro Tull is mostly recognized for the album Aqualung (and especially its title track), their catalog is packed full of great releases. Songs from the Wood and Heavy Horses were too flamboyant folk albums that didn't get a lot of attention but I like a lot. Ian Anderson's voice had already started to degrade by the time these albums released in the late 1970s, but the music and compositions were as good as ever.
  • Day 13: Magma - "Ima Suri Dondai"
Magma is definitely one of the more oddball progressive rock groups. In fact, they spawned their own subgenre called Zeuhl--which utilizes a fictional language devised by Magma mastermind Christian Vander. The musical style is heavily rooted in hypnotic repetition and strange choral vocal stylings. You'd have to listen to it to get a good idea because words absolutely do not do it justice.
  • Day 14: Boards of Canada - "White Cyclosa"
Boards of Canada is probably my favorite electronic group--but admittedly I don't know a lot about the scene. Their musical style could best be described as ambient, but every one of their albums sounds distinctly different from one another. If I had to cite a unifying theme in their work it would be their tendency toward abstract rhythmic soundscapes. This particular track is from their most recent release Tomorrow's Harvest, which to be honest I still haven't listened to a lot. I need to get on that.
  • Day 15: Mastodon - "The Last Baron"
I don't listen to Mastodon a lot these days, but I still greatly enjoy their dirty, grungy take on metal, even if I didn't like their most recent release. Remission, Leviathan, Blood Mountain, and Crack the Skye (which this particular track comes from) all have unique approaches that I really enjoy. I recall reading in some old interviews that each album tackled a different classical element and I always kind of liked that. From simple and unpretentious aggression to Southern-infllected stoner metal to grandiose conceptual anthems--Mastodon penned a lot of great tracks. And then they released a really mediocre modern metal album--but we won't talk about that.