Friday, September 19, 2008

Chickadee


August was good and the sun was high and bright for the long days. It only rained once in Edmonton. The trip South was on Highway 22, the Cowboy Trail. You can see the mountains from 22 about 160km South of the Yellowhead Trail, West of Edmonton. The Rockies, coming in from Alberta, are sentinels. The vast golden plains give way to awkward crags and hills where the wind bends the trees on the hills and the distant mountains loom until suddenly you are upon them, immense. Driving was hypnotic, which posed little threat, as the road was flat and straight and there were no cars to be seen in either direction; only the Rockies on the skyline. I drove like that with my windows rolled down so I could smell the sweetgrass and horses and hear the birds. Especially the birds. Sometimes I would pull into the entrance of a ranch field, park the truck and just listen. For four summers I had not heard a Chickadee even once. It was strange to realize that.




Sunday, April 13, 2008

I deserved it

Kismet. Destiny. Inescapable fate, whether it's the thread of aViking's life as spun by the blind Norns, the store of a man's days as set down in the Book of Life... or the operational lifespan of a piece of electronics as determined by its warranty period. Hidden actuaries project these things out, and their voodoo math makes reality: a warranty is a death-spell, a terminator gene like the time-bomb killswitch coded into Blade Runner replicants...



... except, unlike Rutger Hauer, my iBook didn't get to have a dove flutter heavy-handedly skyward as it took its fatal plunge to the tile floor, less than a week after its AppleCare period elapsed. It's time was up; the power of warranty expiration basically shoved it out of my hands and into eternity.



And so. You know what happens now. Out of retirement, out of necessity, comes the old war-horse, the beaten-down ThinkPad that'd been put out to pasture (i.e. coffined in a banker's box and shoved in a closet) so many years ago. You pick it up, and... you know the feeling of exquiste delicacy you get when you pick up a really old cat? That's what it's like to handle my laptop.



A creaking, crashy bit-rotten install of goddamn Windows ME, the system restore discs long since lost in a seires of moves; no wi-fi capacity; a single functional i/o port (USB) and an unhinged monitor; some kind of deep, deep trouble that makes opening any web browser impossible so I have to type URLs directly into the address bar of an empty folder, force the desktop itself out onto a Web that's ten years beyond its comprehension... every minor hang, hiccup or crashlet requiring rebooting.



You've got to be a silver-lining type in these situations, channel a little Pollyanna for the sake of your own sanity. A half-dead, unreliable, breeze-fragile laptop from the Clinton years? Well, its lack of now-basic functionality will actually enhance my productivity! All my online time-wasters are dead to me -- even a whiff of an embedded YouTube video sends it to crashland, only the cleanest, simplest of sites come close to functioning properly,and the six-versions-ago Flash player eliminates the possibility of playing any of the browser games that've been eating up five or so hours out of evey day. The only thing on this machine that actually works realiably is WordPad, the stripped-down text editing program. There's nothing to do here but write, right?



You'd think so. But the truly dedicated -- maybe pathological? -- procrastinator, work-shirker and gaming addict will always find a way. And so, a way was found.



One of the cool/interesting things about pulling a years-ago machine out of closetbound dotage is that, if you're like me and didn't do any housekeeping before shoving it into the darkness, is that it's kind of like a time capsule. There's the last things you were working on, the last photos you uploaded, the last sites you visited. Memories, nostalgia... maybe a little bit of heartbreak. In my case, just past the old reviews (I'd forgotten how much I hated the Minority Report game) and sunny pics of distant girlfriends was an old, familiar doom: when last I used this machine, I still hadn't worn away the novelty of NES emulation.



So, there was the emulator -- NESter.exe, public beta 2, (c)2000 -- but... where were the ROMs? For some reason -- maybe in the poorly-thought-out disc-space-clearing frenzy that originally destroyed my web-browsing capacity -- I'd ditched my library of ripped Nintendo classics, the Bionic Commandos and Little Nemo the Dream Masters, and left myself with exactly two titles: Snake, Rattle and Roll and Phantom Fighter.



Now, these are both more-or-less terrible games. Phantom Fighter is a frustrating, repetetive, side-scrolling kung-fu adventure that's only interesting for its weird ancient-Chinese-vampire-hunter premise; Snake, Rattle and Roll is a mechanically interesting isometric action game rendered nearly unplayable by some of the most aggressively, purposely, sadistically aggravating music I've ever heard. But I took what getaway I could get: midnight of my first day of enforced "nothing to do but write" found me with my dust-crusted old gamepad in hand, grimly kicking the digital shit out of vampire after pink, hopping vampire.



Destiny... kismet. There are some things that simply must be; they're part of the Math of the Universe. A service plan expires, and a laptop must die. His laptop dead, the true vidiot (this term must make a comeback!) finds a way, any way, to snatch empty entertainment from the jaws of productivity.


The circle will not be broken.

Friday, April 04, 2008

Firday Freakout: The Price

It's Brian Adams on the phone it's Brian Adams on the phone it's Brian Adams on the phone it's Brian Adams on the phone it's Brian Adams on the phone it's Brian Adams

Dwarf Fortress, pt 2


Sweet southern springtime, the last late skiff of snow evaporated, the lawns lousy with more robins than a Teen Titans cosplay convention. I really ought not to be spending these golden-crisp sweaterweather days indoors, quasimodoed over a laptop, but… other worlds have other seasons and their attendant responsibilities. Besides, I’m parked here by the picture window, plenty of Vitamin D flooding in; I even get a bit of a social life, when I make eye contact with passers-by.

Maybe I should have shaved.

Or taken a shower.

Or at least changed out of my pajamas.

“I can smell you from here,” my lady calls from an adjoining room, and I know she’s not exaggerating. I can feel it on me, familiar as favorite socks: old-time Gamer Sweat, sour scent of The Zone, pheromone cloud biologically calculated to attract… who? Not the female of the species, for sure. Maybe it’s a primitive, cellular matchmaking service, XBox Life: caveman nerds would catch a whiff across the glaciers and know someone nearby was up for a few rounds of StoneThrow 10KBC

I’m still playing Dwarf Fortress, you see, and though you all come here for only the freshest videogame coverage I’m going to take a Mulligan on last week’s column – time, tide and deadlines forced me into it too early: I’d only logged twenty or so hours, and most of that in a series of pathetically stillborn Fortresses. I’ve since sunk another twenty into this most intricately geeky world-simulator and managed to see one noble outpost through two whole game years without collapse… and I’m still Holy Shitting every half hour or so, at the crazy crap that emerges from the simulation’s natural chaos.

But even with a whole workweek’s worth of time dropped into DF, I’m still scrambling up the lower slopes of the game’s craggy learning curve, the rest of the mountain rising before me. Dwarf Fortress is a pain in the ass to play, DOS-shell-style menus on top of submenus on top of sub-sub-menus detailing everything from, for example, the attributes of each individual morsel of food, to where each individual Dwarf sits at dinner, to how that Dwarf feels about her seating assignment and how those feelings affect the healing of her sprained wrist. And it’s all displayed via an indecipherable textlike GUI that looks like somebody’s dog ate the Rosetta Stone and barfed it up all over the Matrix.

Some tips for prospective Dwarven castellans. After grabbing the zip from Bay 12 Games, go immediately to the Dwarf Fortress wiki, devour as much of the newb material (esp. “Your first Fortress”) as possible -- and plan on keeping that window open for a week or so, even though DF’s omniscient God-brain snarls at sharing process time with other programs. And even with your hand held minute-to-minute by these thoughtful tutorials and walkthroughs you’re going to be frustrated – and, let’s be honest, kind of bored -- to the point of Fuck It and beyond… the only way to endure through this is to have a source of hope, a vision of what your manky, poorly-sited, starving cavern of losers could become, of what wonders Dwarf Fortress can offer the stalwart.

I personally recommend the Saga of Boatmurdered, a “succession game” in which multiple players guided (or tried, mostly in vain, to guide) the fortunes of the titular citadel, handing off the controls at the end of each game year and recording the events of their turns in-character. The writing is spotty as you’d expect from an ad-hoc rota of geeks, ranging from workmanlike to comedy gold, but without the example provided by their tale – complete with marauding elephants, genocidal lava traps, grand achievements, hubristic vanity projects and eventual mass insanity – I’d never have had the will to force my head into DF’s maddening depths.

So now I’ve finally got a thriving little outpost going, known to the Dwarves as Thikutostuk: “Booksneak”. Irrigation’s all figured out (only a single puppy drowned in the flooding, this time!), I’m mining a tidy little ore vein, got some lukewarm trade links established, and hopeful immigrants are filling out the population, bringing with them much-needed expertise – or, at least, strong backs and an Old World work ethic (also alcoholism). And speaking of filling out the population, I note that my engineer, Ilral Knifemachine, has been dallying with foredwarf Logem Relicsalves… might the pitter-patter of tiny (yet sturdy) feet soon echo through the halls of Booksneak?

Time – hours of precious, precious time – will tell, and damn me but I’m willing to put in those hours… because I’m more involved in Boooksneak than I have been in any videogame character in a long while. That’s the terrible secret of Dwarf Fortress: behind the savage wall of user-unfriendliness lies a world-simulator of constantly surprising complexity, and the extreme abstraction of the world’s presentation requires reactivation of imaginative capacity long lulled by the advance of graphics technology. More than any other sim game, Dwarf Fortress really lives, and lives inside you...

...which makes it pathetically tough to live outside it.

Dwarf Fortress, pt 1


From the journals of Solon Playfulcastle, Bossdwarf:

Arrived at fortress site early Month Granite. Mood best described as ‘hopefully wary’—the very defensible box canyon location is unfortunately too far above the treeline for anything to grow. The only available timber is from a meager stand of scraggly pine a few miles down the mountain, and from our own dismantled wagons.

There are no game animals around, and on the sterile schist of the canyon only an inedible lichen thrives. With luck, we’ll manage to get the brook dammed and a farm cavern dug and irrigated before we starve to death, or run out of booze.

Oh, and the oracle at the Dwarven Mining Co-op chose the name “Bustmystery” for this enterprise. Great.

A Mac OS port of Dwarf Fortress was recently released, an exciting piece of news; since the middle of 2006, I’d watched longingly through the glass as the various tribes of indie game geeks, hardcore roguelike mavens and other gaming masochists sung the praises and cursed the cruelty of Bay 12 Games’ fantasy base-building sim. At last, I’d have the chance to find out for myself how my fellow nerds were finding tragedy and triumph in those impenetrable screensful of multicolored letters, numbers and punctuation.

On the PlayThis Thing! blog, Greg Costikyan described Dwarf Fortress best when he called it a game from a parallel universe, a universe whose computers are just as powerful as ours but where the revolutions in graphics and user-interface design never happened, where games are powerful simulators displayed in ASCII text and controlled through cludgy shell menus and an arcane repertoire of hotkeys.

To someone from our world, where the wand-waving magic of the Wii is getting senior citizens addicted to virtual bowling and the fastest-growing sector of the games market is in “casual” games that require one mouseclick and two brain cells to play, Dwarf Fortress seems beyond daunting. But on the other side of the insane – sadistic, really – learning curve lies one of the most intricate, involving, entertaining and flat-out satisfying simulation games ever devised…
From the journals of Solon Playfulcastle, Bossdwarf:

Bad idea to schedule the construction of the whisky still and the bunkhouse before excavating the farm. I thought it would help morale, but nothing’s getting done; the big plan now is to give up on gem-mining and just export organic lichen liquor.

Hang on; I think I hear the head mason hauling himself out of bed. As much as I hate to get all hierarchical – this is supposed to be a progressive, collaborative enterprise – I think I’m going to have to lean on him to finish building those irrigation floodgates. The food situation is getting worse.

Dwarf Fortress amazes with is its ambition; developed by a single programmer, Tarn Adams (with design assist from his brother, Zach), the game is a world simulator on every level from the planetary – the world is built fractally, according to rules of geology, hydrology, biology and meteorology – to the visceral: the dwarves working on a Moria of their very own are resolved physically down to individual limbs and organs, and psychosocially to the level of fundamental needs and preferences.

The result is all the wonder of a living world, a game whose challenge and entertainment arise from the barely-predictable chaotic interaction of systems: accidentally digging into an underground aquifer floods a cavern, which kills a dog, which depresses its owner, who stops working, which holds up a fortification project, which means the goblins get in… ad infinitum, on every level, constantly. Eventually, the effects of countless butterfly wings push the whole system over one brink or another and the fortress fails spectacularly.

The Dwarf Fortress motto: “Losing is fun.” Not only is it fun to watch your little ant-farm world of dwarves finally succumb to goblinish or demonic invaders – or to depression, madness and mass murder/suicide – but there’s a whole other Adventure Mode to play, a straight-up roguelike dungeon crawler through which you can explore the ruins of your fortress, discovering its treasures and records, experiencing its rise and fall though the lens of dungeon archaeology.

While the industry encrusts itself into formal genres, cranking out trivial variations like a tavern Blues band barfing up cover after 12-bar cover, Dwarf Fortress comes on like underground punk rock: revolutionary, independent, free, uncompromising… and more than a little terrifying.
From the journals of Solon Playfulcastle, Bossdwarf:

We’re going home. Nothing will grow here, the irrigation system is fucked, we’re dismantling empty ale barrels (there are lots of them) for scrap lumber because nobody can go logging without getting mauled by bears… and now our chief engineer is possessed, or something.

Farewell, Bustmystery. And fuck you.

Friday, February 29, 2008

Manufacturing Badassery


Devil May Cry 4 and the Asskicking Arms Race

In the hack-and-slash action genre, market success depends on establishing a game’s protagonist as a grade-A badass… and there's an arms race going on. Run-of-the-mill Navy SEALS, ex-Green Berets, veteran Marines and hardboiled cops might as well be tree surgeons. Even the go-to Asiatic badasses, samurai, ninja and kung-fu masters need much more than bushido, ninjustsu and the Mantis Fist to turn heads. Gimmick after grim gimmick piles up, and last year’s over-the-top asskicker looks this season like a 19th-century gentleman pugilist.

Ninja Gaiden’s “super ninja”, Ryu Hyabusa, can absorb enemy essences and unleash Ultimate Techniques? Well, maybe he can get a job hassling skateboarders down at the mall now that God of War’s hate-driven, deicidal maniac Kratos has made the scene with his pair of demonic, whirling chain-daggers. And who’s going to relegate Kratos himself to appearances on game shows and faded-celebrity reality series?

Devil May Cry 4 developer Capcom would dearly love their new series lead, Nero, to be that Kratos-killer. The former star of the Devil May Cry games, Dante, once the Crown Prince of all stylish slaughter-artists, was getting a bit long in the tooth; sure, he’s a half-demon, but who isn’t these days? His ridiculously outsized sword, legendary though it may be, is still a sword, and even juiced with magic power his twin .45s are still recognizable as something akin to real-world guns. Old, and, for the purposes of vicarious videogame violence in a novelty-driven market, busted.

The new hotness: Nero, an update on the Dante model. The series-trademark overcoat is still there (no badass is complete without swirly outerwear, unless they wear sci-fi armor or go shirtless) but as a younger dude Nero’s hip-hopped it up a bit: now he wears it with a hoodie vest. On the gun side of things, at first glance it seems the kid’s gone old-school with a Dirty Harry-style revolver, but even the “most powerful handgun in the world” isn’t badass enough for the 21st Century; look closer, and you’ll see Nero’s massive handcannon is actually double-barreled, one above the other. Badasssss!

Nothing says “totally awesome” like having one of your arms replaced by something other than your own flesh and blood -- Capcom’s own Bionic Commando was a pioneer in this area, with his extending cyber-arm. A part-demon like his predecessor, Nero has opted for his requisite arm-replacement to take the form of a spooky, glowing, Geigeresque demon limb called the “Devil Bringer” which, as the name suggests, serves to bring devils closer, via telekinesis, so Nero can smash them into the floor, throw them around or, preferably, chop them up with his sword.

The sword, now, that’s the piece de resistance. I can just imagine the brainstorming session that came up with Nero’s blade. Nero needs a sword, and it needs to be outlandishly big – that’s a given. But Dante already brought a seven-foot blade into the series; where do we go from there? A demon sword? Nah; we blew our demonic quotient on that totally rad arm, and demon swords are a little played out besides. A fire sword, maybe? Pfft; yeah, my grandmother loves flaming swords…she read about them in the Bible.

Well, what, then? Our boy will get slaughtered in the marketplace with some manky off-the-shelf hunk of steel, no matter how baroque we dress it up. What do we do with the sword? With what do we gimmick it? What’s the most badass thing?

How about… how about motorcycles? Motorcycles are still pretty badass, right?

Oh, my darling readers; in that moment, badass history was made. In the asskickin’ arms race, Nero’s sword is the hydrogen bomb. Of course it’s enormous; without demon blood or whatever you’d need a forklift to move it. Adding to its mass is, I guess, some kind of internal engine; the sword’s hilt is a replica of a motorcycle handlebar – complete with brake lever forming the handguard – and before he gets into tough fights, Nero actually revs it up like you would a bike -- RUNNN-nunnunnunn-RUNNNN-nunnunnunn-RUNNNNNNNUNNNUNNNNUNNNRRRRR! – and it starts flaming and smoking and vibrating and does a ton of extra motorbike-based damage to whatever hapless hellspawn happens to get in the way. “Kawasaki Ninja” has a whole new meaning.

Where will this mad rush to ever badder badassery lead us? Thanks to the bloody-minded quest for total awesomeness, the world’s videogame characters between them have the capability to kick the asses of every human being on the planet ten times over. And there’s no end in sight – the fact Nero is Japanese will only motivate North American developers to redouble their efforts, and it’s anyone’s guess what abominations lie beyond the sword-that’s-also-a-motorbike barrier.

For the sake of the children, I urge restraint. In Montreal, in Vancouver, in Boston and Seattle and Dublin and Paris, I beg all game developers: walk away from the zero-sum game of badass one-upmanship. Disarm. Return our gameworlds to the core values they were based on, where a simple ex-Special Forces commando who witnesses his family mercilessly slaughtered by the mob could wreak honest vengeance with a good, solid M-16. Where a young ninja, armed only with the volcano-forged, blood-quenched blade that belonged to his betrayed father, could hope to one day earn himself an international marketing deal. Where just ripping a dude’s head off was a treat, and we were happy to have it.

Monday, February 25, 2008

Sunday, December 23, 2007

Year in Preview: 2008


It’s that time of year, again… time for columnists to look back at the hefty bastard of a year that was, look forward to the terrifying vortex of the year ahead, manufacture quickie best/worst lists padded out with cheap jokes. Vacation time, wine-numbed… money for nothing, cheques for free…

So let’s do this timeslip-style, next things first. With which electronic diversions are we going to be desperately digitally anaesthetizing ourselves as the Historical Inevitability of 2008 force-marches the world toward another Republican American presidency?

I actually said the following in a phone conversation last week: “I don’t know… I can’t think of anything I’m really looking forward to next year, other than maybe LittleBigPlanet.”

Long-distance silence from the other end, then: “Um… dude? Aren’t you forgetting something?”

Oh, right! Grand Theft Auto IV. Sure! Yeah! I’m super hot in the pants for the next installment in my all-time favorite series of sandbox urban – and sometimes rural; nothing like taking out competing thugs combine-style – gangland mayhem! Some Eastern European flava this time, too, all ex-KGB and Russian Mafia, sleazy tracksuits in unlicensed NYC backroom clubs with no name and armored front doors, flippin’ souped-up Maserati-analogues off suspension bridges in hi-def, ragdoll rocket-launchering everything in sight…

… by myself.

The heartbreak of the small-town gamer who is not also a high-school student! What the hell good is a GTA game to me without a cackling couchful of Stoney Drinkichuks passing the controller around, entertaining each other (endlessly!) with exciting new feats of virtual erring-do? Screwdriver rampage! Three-tanker freeway explosion pileup! Helicopter decapitation! Ha-HAAA-hahahahaHa-ha…haaahhhhh… It’s not going to be the same. I’m thinking of putting a GAME BUDDIES WANTED poster up on the tavern bulletin board alongside the ads for horse trailers, mobile homes and tax revolt. Or, you know, just kicking it online…

… with the foulmouthed, trash-talking, callow, suburban idiot hordes of the “gamer community.” No, thanks. Is it any wonder I let time and chemistry rinse dreams of a new GTA i.v. from my forebrain, replacing them with fuzzy fantasies of little burlap munchkins cavorting cooperatively in a user-created Smurfland of whimsical soft-sculpted challenges? LittleBigPlanet looks like etsy.com meets Super Mario Bros. by way of The Lost Vikings; if any online scene is going to be free of OMG LOL NOOB FAGGOT BITCH, might it be this one? I could see myself trading Murder Simulation for hours of caring and sharing, taking out Frowny Freddies with my cuddlethrower, hug grenades and full-auto OK-47.

Another option: Culdcept Saga, the newest in a (relatively) obscure Japanese series of Monopoly-meets-Magic: The Gathering games. This is seriously crunchy-nerd territory, The Eye of Judgment without the bonus humiliation of having to go out and buy physical trading cards. Playing Culdcept might be – as most of my journeys into online Fantasy are – a sort of desperate replacement for the kind of tabletop social gaming I’m half a lifetime away from, in this case maybe taking the place of all-time-fave daywaster Talisman. Did you all see that Talisman’s back in print?! To think I almost dropped $US 250 for a used copy on eBay…

Oh, wait… check it out! How did I forget about this? Talisman’s coming to XBox Live and the PS Network. Sorry, Culdcept Saga, false alarm. Nevermind.

Also in 2008, we’re going to see Fable 2. Am I looking forward to this? Only in the literal sense that, if I’m looking at it at all, “forward” is the direction I must face – because, looking back, I only see how pissed off I got playing the first Fable three years ago. Not that it was a bad game in absolute terms, but in the vicious context of over-promise/under-deliver it was an astounding kick in the balls. Somewhere in the haze of development, this epic, genre-changing, cradle-to-grave, boy-to-man, living-world, moral-choice fantasy masterpiece became a two-sitting, genre-confirming, over-beautified, trivial action RPG. But, check it out! in Fable 2, you have a dog! Awesome! My math here is simple: low expectations = pleasant surprises.

Actually, that’s a pretty good New Year equation in any case; is it too late to get it made up in to one of these festive banners made up of glittery metallic letters, something I can string up over the punchbowl? Bionic Commando, Too Human, Iron Man, No More Heroes… LO.EX=PS.

But Spore? Super Smash Bros. Brawl? Fallout 3? Those will all be fantastic, right? Right?? Right; because with some games there’s a (high) threshold below which expectations cannot be pushed without sacrificing one’s humanity.

Saturday, December 22, 2007

Firday Freakout: "Park my bricks"

...posted a day late, appropriately.



Ten years in development, folks.

Wednesday, December 19, 2007

Undergrad Gaming


It’s an idyllic winter’s night in a gaming household. I’m sitting at my grandfather’s desk with a mug of hot tea and a jar of peanuts, killing time – that is to say, doing research – with a series of minimalist Japanese point-and-click browser adventures (“The plane broke down. Escape from uninhabited island”) while from the next room comes that sweetest of holiday sounds: the crunchy shatter of virtual targets, the BLING of points being racked up, the occasional exultations of victory, the more frequent curses of defeat.

I’d underestimated Link’s Crossbow Training, and the futuristic Wii Zapper gun-conversion doohickey it’s bundled with, in the first assessment. To even a medium/soft-core gamer, it’s a pretty slight experience: ten three-stage levels’ worth of shooting galleries, each stage clocking out at sixty seconds, with the Zapper as cute but inessential novelty. I played it with my nongamer fiancée, burning through the whole thing in less than two hours, and when we sort of shrugged and put the Wii away I figured that was that.

The next afternoon she pokes her head into my office, a strange glint in her eye. “You know what I think would really reduce some stress?” she asks, rhetorically. “Shooting some goblins.” She mimes cradling the Zapper, and I recognize the glint: she’s got The Fever. Link’s Crossbow Training may be slight and light, but that’s what you look for in a gateway drug.

The meh reviews the package received illustrate a problem with absolute numerical game ratings; comparing the LCT/Zapper combo to a fully realized game is like comparing “Essential Japanese for Travelers” to The Tale of Genji. More than just a trivially diverting virtual popgun experience, Link’s Crossbow Training is nothing less than a grammar of videogames.

Gamers seldom consider the mass of convention and idiom that supports modern gameplay – we don’t have to consider it, because it’s second nature. We don’t have to puzzle out how an onscreen radar works, for example; we don’t have to relearn each time the fundamentals of moving through virtual space, let alone relearn the trick of perceiving the onscreen image as space. But for complete newcomers – they’re rare, but they’re out there – these fundamentals of the medium are baffling as hell, rapid-fire babble in an unfamiliar language. LCT offers a way for these poor souls to at least get up to the level of “Hello, my name is…” and “Where is the train station?”

Gaming 101 is simple target shooting, the first stage of each level. Point the aimer, pull the trigger. Concepts introduced: what an aimer is; what a trigger is; basic menu navigation; scoring and score multipliers; target evaluation and selection. Importantly, the shooting-gallery stages introduce that most basic of videogame drug-rushes: beating your own high score, knowing you can do even better, and being offered the chance to try.

Gaming 140, comprising the “Defender” levels, builds on that. These stages are basically rail shooters; Link’s position is fixed but the player can and must look around the game space to find targets. Here, benign bullseyes are replaced with fearsome enemies. They’re all one and the same to us stone-cold virtual killaz, but for an absolute newbie that first experience of a skeleton coming right at you while a warning klaxon blares can be terrifying. Concepts introduced: looking around; awareness of offscreen game elements; basic radar use; sangfroid in the face of marauding undead.

At the 200 level, the “Ranger” stages take the student through their first full-on FPS experience, giving them control over Link’s movement through the space. Here are introduced the final concepts needed for basic interaction with the modern games medium: perception of three dimensions in virtual space; use of a control stick in moving a character through that space; basic gunfight tactics; advanced radar use; exploration of the environment. Upon completion of the course, advanced students may attempt their first-ever Boss fight for extra credit.

Thanks to Link’s Crossbow Training and the Zapper doohickey – technically unnecessary, the physicality of clutching a gun can’t be overestimated as a teaching aid – I’ve watched my girl go, in a few short hours, from “What? What the fuck? I don’t get it!” to happily striving for Gold and Platinum rankings and trading high-scoring tips over morning coffee, from flailing miserably to navigating the game’s combat courses with a confidence and precision that’d get her though Halo multiplayer without embarrassment. I’m really quite proud.

Of course, like any good school, LCT offers students plenty of opportunity to experience – and learn to cope with -- those intangible challenges of the gaming experience that can’t be taught in a classroom: the remorse over blowing hours of time chasing meaningless medals, the clammy feeling of gamesweat, the first twinges of carpal tunnel syndrome, the perceptual vertigo of returning to the real world.

I just pray she doesn’t get The Dreams.