The Infinite Zenith

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Category Archives: General Gaming

Girls und Panzer: Dream Tank Match – A Review and Reflection, Über-Micro Meets Panzerfahren and Celebrating Ten Years of Girls und Panzer On The First Day of Spring

“Clear your mind of all things…focus on the micro.” –teh_masterer, Pure Pwnage

After Miho and Ooarai manage to beat the All-Stars University Team to save their school a second time, they invite Alice and All-Stars University Team’s commanders over to help recall the events of their match, so that Anzu and the Student Council can shoot a new promotional video that’s more current. To encourage the other school’s attendance, an Appreciation Festival is organised, allowing the students from the different schools to mingle and share their Panzerfahren strategies with one another. Miho opens the festival with a presentation on their first exhibition match, where Ooarai and Chi-Ha Tan had squared off against Pravda and St. Glorianna. When Miho reaches the larger match against the All-Stars University team, Alice arrives and helps Miho to walk through what had happened. The festival ends on a high note, and Alice thanks Miho for the invitation, promising that they’ll one day face off against one another in Panzerfahren. This is Girls und Panzer: Dream Tank Match (Dream Tank Match from here on out for brevity), a game that was originally released in 2018 for the PlayStation 4 and subsequently ported to the Nintendo Switch a year later, which featured all of the expansion content for Dream Tank Match. Dream Tank Match was the realisation of a chance to engage in Panzerfahren in a video game setting, and beyond the campaign that retells Der Film‘s events, the game also includes additional scenarios, a “Festival” mode which allows for players to participate in outrageous scenarios, and a five-on-five multiplayer mode. On paper, Dream Tank match is the perfect chance for fans of Girls und Panzer to finally try their hand at operating the same tanks Miho and her friends do – built as a dedicated Girls und Panzer game, Dream Tank Match allows players to re-live iconic moments from the film and see how their favourite tanks and crew perform, complete with voice lines from the series’ original voice actresses to create an unparalleled, authentic Panzerfahren experience that, until 2018, players could only faintly mimic via Wargaming.net’s World of Tanks. In practise, although Dream Tank Match is a fun game, mechanics in the campaign interrupt the flow, resulting in a rather odd experience where players will drop into a match, and then the game yanks control from the player as the characters share dialogue. In other chapters where the goal is to survive a for certain duration, one cannot prematurely force the segment to conclude by hammering all opposing tanks into scrap metal. Beyond this, Dream Tank Match‘s campaigned proved to be a gentle return to Der Film‘s storyline and Girls und Panzer‘s not-so-subtle reminder to players that the series’ themes of sportsmanship are unshakable; even after the upset victory, Alice and her classmates regard Miho with respect rather than contempt, speaking to the spirit of Panzerfahren as a sport for discipline and respect.

Having finished Dream Tank Match‘s campaign, I’ve now finished something I didn’t think would be possible: at the time of writing, there is no port for PC, but fortunately, Dream Tank Match does have an English-translated version that can be purchased quite readily. Upon completion, it becomes clear that Dream Tank Match is the superior choice for folks looking to experience Girls und Panzer and drive the tanks for themselves – unlike World of Tanks, whose list of shortcomings is so extensive I’ll need a separate post to address all of them, Dream Tank Match provides players with all of the characters and tanks of Girls und Panzer for Panzerfahren. Losses do not punish players excessively (the only thing one takes is a slightly bruised ego), and players cannot pay to gain a massive advantage over their opponents. However, Dream Tank Match remains a lesser choice compared to Battlefield V, which still offers the most immersive and authentic World War Two armoured combat experience. The only challenge about Battlefield V is that the combined arms environment means players have more to worry about than other tanks – infantry have access to dynamite and Panzerfausts, allowing them to harass tanks, while pilots armed with bombs can take one out of a fight instantly. The gap in armoured warfare between Battlefield V and Dream Tank Match speaks to fundamental differences in how Japanese and Western studios approach games: Japanese games have a much larger emphasis on characters, requiring players to listen to the game and give thought to how they wish to approach a problem, while Western games favour individual skill. In the present day, games have blurred the boundary between the two philosophies, combining story-telling with high-skill mechanics to produce an experience that compels players to simultaneously to pay the story mind and master the mechanics. In the case of Dream Tank Match, armed with the skills from Battlefield, the campaign proved to be trivially easy to complete. It became clear that in the face of overwhelming über-micro, it matters little as to whether or not I was playing as the All-Star Team or as Ooarai: all foes were felled without effort.

Screenshots and Commentary

  • Dream Tank Match is a love letter to fans of Girls und Panzer: it provides a nuanced retelling of Der Film and provides players a chance to experience different Panzerfahren scenarios. Returning to Ooarai Golf Course, where Miho and her allies have seemingly pinned down a number of St. Glorianna tanks, brought back vivid memories of the summer some seven years earlier, when I’d just about wrapped up my graduate thesis paper. Back then, I was dividing my time between looking after the lab’s new summer students and getting things off the ground at my first start-up.

  • Der Film had been a very enjoyable experience, even if from a narrative standpoint, it’d been quite unnecessary: from a practical standpoint, it wasn’t improbable that MEXT could go ahead with reneging on their promise and proceed with closing Ooarai anyways despite their winning the Panzerfahren championship if no signed documents ever existed, but Ooarai’s closure was simply a conflict to drive Miho forward. Girls und Panzer had wrapped up Miho’s story to a satisfactory extent, so from a narrative perspective, the film doesn’t add anything new to her growth as a person.

  • On the other hand, from an enjoyment perspective, Der Film absolutely delivered. Dream Tank Match allows players to now drive the tanks, and although the campaign does hold the players’ hands, as well as limits the scale and scope of each engagement, there is still enough freedom for players to approach a problem in their own manner of choosing. It becomes clear that, with the right mindset and skills, Panzerfahren is something that isn’t quite as dramatic or stressful as Girls und Panzer had presented it: any player with the right map and weapon knowledge, coupled with a modicum of decision-making prowess and reflexes, will be able to make short work of things in Dream Tank Match.

  • I colloquially refer to this combination of skills as “über-micro”. Urban Dictionary mistakenly defines über-micro as the ability to use a keyboard with “great speed and accuracy” in an RTS game to control multiple units at once, but Pure Pwnage describes über-micro as having enough mastery of skill, reflexes and discipline to excel such that one has an almost supernatural control of their equipment. In this 2004 mockumentary, Pure Pwnage follows the life of Jeremy, a pro-gamer as he navigates the real world for a project his younger brother, Kyle, is working on for school.

  • Pure Pwnage is responsible for several of the greatest jokes available on the internet, including FPS_Doug’s iconic BOOM, HEADSHOT! catchphrase, but in addition to creating a rich portrayal of classic gamer culture, Pure Pwnage also proved surprisingly meaningful, cleverly presenting life lessons through gaming metaphors. I myself was introduced to Pure Pwnage through friends, and a decade earlier, I found myself returning to Pure Pwnage as my thesis ramped up. In fact, on this day ten years ago, I was on the cusp of finishing my undergraduate thesis paper.

  • By this point in the semester, I had found myself doing reasonably well: besides my thesis project, I also was enrolled in databases, software engineering fundamentals and introductory statistics. Although this term was more difficult and involved than my first term, I managed to balance my time well. Since I had already finished most of my thesis project’s implementation by January, this left me with enough time to work on my paper, and in doing so, I had plenty of time left to ensure I could do well in my other courses. Databases came intuitively enough to me, and I managed to keep up with assignments and exams for statistics reasonably well.

  • Looking back, software engineering was probably the toughest course, but even then, recalling the models and practises was sufficient for me to score fairly well in that course. By late March, I’d felt that my undergraduate degree was practically in the bag, and having made an effort to ensure I was caught up in my coursework, I was able to finish my thesis paper with time to spare. It was with great satisfaction that I submitted my thesis paper ahead of the deadline; this represented the culmination of four year’s worth of discovery and learning.

  • After sending my paper in, I retired for the evening and awaited the release of Girls und Panzer‘s final episode, which would release a few days after the paper deadline. A decade earlier, the massive delay in Girls und Panzer‘s production had meant the final two episodes would release in March, three months after the tenth episode had concluded, and the combination of Girls und Panzer‘s excellent writing, coupled with where the tenth episode had stopped, resulted in some of the most tangible anticipation I’d seen in the anime community.

  • I myself ended up watching the finale after making a beeline home once the day’s lectures ended, and fortuitously, I’d put myself in a solid position, so one evening of not studying or tending to coursework wasn’t going to be too detrimental. The finale had been everything I’d hoped it would be, and I was left with an immensely satisfying conclusion to Girls und Panzer. In the present, however, I do feel that a few minor adjustments could be made to Girls und Panzer‘s original run to address an issue that became apparent as soon as Das Finale began airing.

  • This will be left as an exercise for the near future, and I’ll return my focus to Dream Tank Match: from a mechanical standpoint, Dream Tank Match is rudimentary and polished. Tank operation is simple, and players are given a few options to drift their tanks for more daring manoeuvres. Further to this, aiming and firing is intuitive and simple, entailing lining up one’s crosshairs with a target and then pulling the trigger to fire. Reloading entails a mini-game of sorts, similar to Gears of War‘s active reload system, where if one manages to reload at the right time, a speed reload is executed.

  • When one becomes familiar with the active reload system in Dream Tank Match, they can greatly increase their tank’s firing rate. There are some comparatively strange mechanics in Dream Tank Match, and here, during a survival round, I found that All-Stars University’s commander couldn’t be harmed: even after getting behind their tank and hitting what would be a weak spot, the game only registered a glancing hit. I ended up deciding that, if the round only required my survival, I could easily camp out of range and simply wait for the timer to run out.

  • I’ve found that Japanese games make much greater use of max-min optimisation elements in that, for best results, if one plays a certain way, the outcome with be guaranteed to go a certain way. In Dream Tank Match, for instance, I could have tried to engage All-Stars University and destroy all of their tanks. In any other game, the opposing team would be expected to retreat after some biting remarks about unexpected enemy strength, and the round would end. However, by preventing this outcome through use of unseen mechanics, Dream Tank Match forces players to last the whole five minutes.

  • This was most visible when Dream Tank Match returns to the open field, and I selected Darjeeling’s Churchchill VII. With nothing to do beyond hang outside of the All-Star University team’s Pershings and their effective firing range, I took my time in aiming down sights, blasted their treads to slow them down and methodically picked off each tank until only their commander was left. Since the commander wasn’t taking any damage, I simply kept firing to occupy myself until the timer expired. While this does make for some tedium, I also remark that the mechanic was likely deliberate: the campaign is a re-telling of Der Film‘s events, so each chapter has constraints to ensure the story still plays out in a manner that is faithful to the original movie’s outcomes.

  • One aspect of Dream Tank Match that I found distracting was the directional indicator, which is supposed to give players an idea of where their rounds are going. However, a part of the skill component in a given game, especially where projectile drop is simulated, is learning how to compensate for gravity; in early games, weapons were hit-scan, but as physics engines became more sophisticated, developers began treating projectiles as physics objects. This adds additional depth in the game, and landing a shot at range becomes a satisfying accomplishment.

  • On the other hand, Dream Tank Match does simulate limited tank damage: tanks are weaker at the sides and from the rear, and angling one’s armour allows for some shots to be shrugged off. Similarly, aiming for the treads brings about a partial mobility kill – until repairs are conducted, any tank hit in the treads is rendered immobile for a period of time. Thus, one viable strategy is to aim for the treads where possible, and then get into a position where one can hammer a foe into oblivion. During the segment where I played as Mika, her BT-42’s mobility allowed me to take out three All-Star University Tanks with relative ease.

  • Battlefield V‘s implementation of the Tiger I tank remains my favourite owing to the level detail, but in Dream Tank Match, it is the case that Girls und Panzer was not too far behind when it came to getting the details right. One element in Dream Tank Match that is completely absent is tank customisation: in Battlefield V, levelling up a tank gave access to specialisations that allowed the tank to perform in different ways, and while these specialisations were straight upgrades (as opposed to being side-grades with distinct pros and cons), they did push a tank to excel in specific roles. Battlefield 2042 sees the Tiger I and M4 Sherman return, but there’s no options for customisations at all.

  • I would very much have preferred to engage my foes at long ranges, but in Dream Tank Match, the game is such that most matches force players into close quarters. Here, careful aim goes out the window, and speed becomes king: a tank with high manoeuvrability and a quick turret traversal matters more than higher damage per shot. In my Battlefield V days, I remember making extensive use of the Valentine Archer, whose initial high ammunition capacity allowed me to fell thirty enemy before I was destroyed. While DICE would reduce the maximum amount of shells the Valentine Archer could carry, the tank remains one of my favourites to use.

  • Faster tanks allow for a more aggressive play-style, and this is what motivated my decision to prefer medium tanks in Battlefield V. In Dream Tank Match, tank damage models aren’t explicitly clear, and during the campaign, I found that both Ooarai and Chi-Ha Tan’s medium tanks were more than capable of dealing with heavy tanks. Observant readers will have noted that here, the M3 Lee Rabbit team is operating has two targetting lines, reflective of the fact that the tank had two main guns.

  • Aside from its M2/M3 75 mm cannon, the M3 Lee also sported a M5/M6 37 mm cannon: the former was a sponson-mounted gun intended for taking on fortified positions and artillery, while the latter was intended to deal with other tanks. Although Germans considered the M3 Lee to be more than a match for the Panzer IV Ausf D. variants, Americans were dissatisfied with the tank, and it was eventually phased out by the venerable M4 in the European theatre.

  • For my play-though of Dream Tank Match‘s campaign, since I played the M3 Lee in a segment whose objective was to reach an objective, I never got the chance to fire the weapons. These missions place a large number of tanks in one’s path, and while it can be fun to stop and engage, given the objective, it is more logical to press forwards to the goal: one can always return later and see if they can approach the same mission differently if they wish, and in most chapters, one can replay as different characters to see things from another side of the coin.

  • The Crusader is infamous in Dream Tank Match for having extremely loose handling, to the point where it’s almost impossible to control for novice players. Being the most similar to the Valentine Archer, I decided to go with this tank for kicks. This mission was unusual in that there are waypoints one must hit in order for enemy spawns to happen, and while I get that this was to simulate the events of Der Film and prevent players from being annihilated, it also takes away from the challenge – any gamer with über-micro will have no trouble soloing anything.

  • While Dream Tank Match has its limitations, and I certainly would’ve preferred more customisation options (like Battlefield V‘s specialisation), what the game does, it does well. On the topic of Battlefield, I’ve heard unverified rumours that Battlefield 2042 may be getting a second year of support and content. If true, this is exciting news, since it would represent a chance to really bring Battlefield 2042 up to standard with older games in terms of maps and weapons. While it’s been more than a year since the game launched, and no new Portal content has been added, I remain hopeful that more iconic maps, weapons and vehicles from Battlefield 3Bad Company 2 and Battlefield 1942 are added.

  • Here, Miho and Anzu engage the All-Star University Team amidst the narrow confines of a maze in a manner reminiscent of Namco’s 1980 top-down shooter, Tank Battalion, which pitted players against twenty enemy tanks, each of which sought to destroy the player’s base. The player’s goal was to eliminate the enemy tanks before this could happen, and the a top-down perspective made a maze layout appropriate. The game was praised the ability for players to destroy the bricks, allowing them to reach combat areas faster at the risk of giving enemy tanks a quicker route to their base.

  • Tank Battalion was later remade as Battle City for the GameBoy, which featured additional elements like power-ups and enemy tanks with different properties. Tank games have (largely) come a long way from humble origins, and I’m certainly glad to have played Dream Tank Match – ever since the game was announced back in 2017 and released in 2018, I’ve longed to play this game. Back in 2013, World of Tanks had been the only viable option for players wanting a Girls und Panzer experience, but I found the game to be asinine for its mechanics.

  • My criticisms of World of Tanks are based purely around the premium accounts and damage system, which have a profoundly negative impact on one’s experience. I’d previously noted that my grievances about World of Tanks would fill a small book, but that would be out-of-scope for this talk, and I’ll return in the future to share my thoughts on World of Tanks after ten years. It speaks poorly about Wargaming.net that they’ve not manage to fix the game sufficiently to impress me despite having such a timeframe.

  • Of all the campaign missions, my favourite came when the game put me in Alice’s shoes, and I got behind the wheel of the Centurion. This British tank is widely considered to be the first Main Battle Tank, featuring the mobility of a light tank, the firepower and armour of a heavy tank and the profile of a medium tank. Chi-Ha Tan’s tanks stand no chance at all, and I slaughtered my foes in a matter of minutes. Experiences like these reinforce my belief that against undisciplined tankers, like members of AnimeSuki’s Mädchen und Panzer clan, I’d have no problem with taking them to school if I were permitted a MBT to even out the numbers.

  • To reflect on the outcome of the battle’s final stages, Dream Tank Match allows one to drive the M26 Pershing as the All-Star University team mounts a comeback. Designed as a counter to the Tiger I, the Pershing was counted as being more than a match for German armour, save the Tiger II, and some variants of the Pershing were equipped with the T15E1 74 caliber cannon, giving it comparable firepower to the Tiger II. In a direct confrontation, Miho’s forces stand absolutely no chance against the Pershing, and I allowed myself to enjoy the moment. The resulting battle had been even more entertaining than when I’d used Battlefield: Portal to create a hypothetical engagement between a single M1A2 and nine Tiger Is.

  • With my skill, any confrontation between myself and Mädchen und Panzer would result in what people call a roflstomp: if I have an appropriate tank, I’ll win after a thrilling match, and if I were given a tank with even the slightest advantage, it’ll turn into a one-sided slaughter. I remark here that because Girls und Panzer is a decade old, because general interest in World of Tanks has waned, and because Mädchen und Panzer similarly dissolved from lack of community, any engagement with one of World of Tanks‘ most notorious clans will permanently be a hypothetical one. I’ll therefore satisfy myself with the next best equivalent, which is something that Dream Tank Match offers.

  • In this way, ten years after Girls und Panzer, I’ve finally had the chance to experience something I certainly wouldn’t have thought possible: Dream Tank Match is the definitive interactive Girls und Panzer experience, and while it’s no Battlefield V, the game plays well enough to give one a satisfactory chance to see the world that Miho and her friends see. With this post in the books, I’ll be returning in a few days to write about Girls und Panzer after a decade: the series is still engaging in the present, and the animation still holds up very well.

  • I’ll wrap up with a screenshot of me engaging Alice in a two-on-one. Whereas Der Film had Miho using fire from Maho to accelerate her Panzer IV into a position where she could slide behind Alice’s Centurion for a killing shot, my attempt simply had me blasting Alice’s tracks off, leaving her immobilised, and then subsequently hammering the Centurion until health ran out. I’ve now completed the campaign mode and unlocked several tanks in a relatively short timeframe, but there is still a few more things to explore before I’ve had a complete Dream Tank Match experience. While I do have a tendency to procrastinate, here, I wager that I could play Dream Tank Match to completion before Das Finale‘s fourth part becomes available: by my original estimates, with a gap of 22 months, the fourth part was supposed to release back in January, and then a nine month gap between theatrical screenings and home release means overseas viewers like myself would get to see things by October. We’re now three months in 2023, and there’s still been no news of Das Finale‘s fourth act.

As enjoyable as Dream Tank Match is, the game is primarily intended for Girls und Panzer fans looking to further their enjoyment of the series: the art of Panzerfahren is admittedly less gripping than combined-arms warfare of the sort that Battlefield offers, and a focus on pure armoured combat means that the mind is not focused in other aspects that tankers must be mindful of. In addition, Dream Tank Match also highlights a limitation in current technologies for implementing a complete Panzerfahren experience. In Girls und Panzer, Miho is so successful against her foes because she has near limitless control over how she wishes for her teammates to operate. On the other hand, Dream Tank Match‘s AI will go off and act according to a decision tree of sorts, resulting in more limited behaviours. There is no way to issue orders, and no way to direct allied tanks to certain positions or act in certain ways. Similarly, while one does have human allies in the multiplayer, matches are limited to five-on-five, a fifth of the twenty-on-twenty action seen in Girls und Panzer‘s largest-scale battles. As a result, even with Dream Tank Match‘s release, there’s still no way to fully test the limitations of the Nishizumi Style (or the vaunted strategies that AnimeSuki’s Mädchen und Panzer clan claim as being infallible) against the might of flexible, fluid approaches styled after Sun Tzu’s Art of War and executed with the skill and precision of über-micro. With this being said, Dream Tank Match is unlikely to displace Battlefield V as the definitive World War Two armoured warfare experience: the latter completely outclasses it in terms of detail, immersion and skill. However, as a game that adds to one’s appreciation of Girls und Panzer, Dream Tank Match is still a worthwhile game to play for fans of the series, providing players with a chance to revisit Der Film‘s battles on their own terms and fight in a variety of scenarios to see how they might fare against various schools’ commanders and crew on the battlefield. The chance to step into the commander’s copula and participate in Panzerfahren to any extent is something that the me of a decade earlier certainly hadn’t been expecting to ever try out – when Girls und Panzer‘s finale released almost ten years ago, I’d been on the verge of finishing my undergraduate thesis paper, and with some time available to me, I suddenly found myself longing to play a game with tanks in it. No suitable candidate ever turned up, but Dream Tank Match winds up being the perfect way to see how the strategies and tactics I wrote of ultimately fared against what the anime community of the time posited, and to nobody’s surprise, irrespective of the chaotic and adaptive style Miho uses, the precision and skill Alice brings to the table or the brute force Black Forest employs, there is no foe that stands a chance against practitioners of über-micro.

Boundary: Killtaculars During Another SteamFest Demo and Reflections on a Year of Progress

“仰觀宇宙之大,俯察品類之盛,所以遊目騁懷,足以極視聽之娛,信可樂也。” –王羲之

A year ago, news of a highly innovative first person shooter reached my ears through SteamFest: this news was regarding Studio Surgical Scalpels’ Boundary, a tactical shooter set in the final frontier of outer space. In the demo, I found a remarkably engaging title that made full use of its environment to provide a novel experience, one in which players must be mindful of, and capitalise upon, a full six degrees of freedom in their movement to flank foes and complete objectives. Amongst the complex structures, and occasional wreckage of semi-futuristic space stations, players duke it out in an environment unbound by gravity. Ultimately, I found Boundary to be a remarkably unique experience; the game mechanics are polished, with movement handling in a fashion consistent with what one would expect from a space shooter, and moreover, the aesthetics in Boundary are on point: if the world had suddenly invested vastly into space exploration and defensive forces in space, the installations and technologies seen in Boundary appear feasible within a few decades’ worth of progress. In particular, the weapons look amazing and feel like contemporary firearms adapted for use in space. From a gameplay and art design standpoint, Boundary is very playable – in fact, the game had been quite ready for launch since last year. However, Studio Surgical Scalpel has instead taken the past year to ensure that the game is at its absolute best when it does launch, and the most noticeable changes in the game have been the redesigns to the maps. Although their fundamental layouts remain the same, some of the maps have been given overhauls and sport a very different look. The planets in the skyboxes are no longer barren-looking Neptune-class planets, but instead, they are now Earth-like worlds with well-defined surfaces. While Boundary still doesn’t have a story yet, it’s not difficult to imagine different factions struggling for control of precious resources as they strive to keep their operations going, or mercenaries fighting on behalf of corporations.

Beyond the cosmetic adjustments to the maps, Boundary‘s other changes include significant improvements to the UI and UX. Menus are now easier to navigate than they had been previously, being intuitively laid out. Players have easier access to their progression, and this makes one’s next unlocks far clearer than things had been in older builds. The in-game HUD has also been improved: player velocity and status are now denoted as a part of the compass, reducing visual clutter without reducing the amount of information available. Moreover, a radar is now present, giving players a rough sense of where nearby foes are. Certain actions, like engaging one’s thrusters or firing one’s weapons, will increase one’s presence, and one can automatically spot enemies by firing in their vicinity or using special ordnance, putting them on the radar. The addition of a radar provides players with improved spatial awareness, and further encourages tactical play – it is not always feasible to leave one’s thrusters and jet across the map, and similarly, certain classes may employ gadgets to decrease their visibility on the radar, or even remain impossible to spot altogether. The inclusion of a radar alters gameplay, forcing players to make split-second decisions: during a match, one might ask themselves of whether or not risking being spotted while rushing across the open to reach a capture point is better than equipping a class that can sneak around at the expense of survivability, and act accordingly. Threat indicators have also been improved, no longer taking up a large portion of the screen. While Boundary has seen considerable changes that bolster quality of life and makes gameplay smoother, there remain a handful of issues. Boundary is generally smooth, but there have been a few moments where the game stutters, and connectivity has occasionally been spotty – I’ve been forcibly dropped from a match on a handful of occasions, and the earliest symptom of this is seen when friendly and opposing players both suddenly freeze in place. Beyond this, Boundary is in an excellent state – if the game launches with enough content (namely, weapon, map and mode variety), it could end up quite successful. So far, we’ve seen a fair selection of weapons, reasonably varied maps and only a handful of game modes; if Boundary could improve on map settings (asteroid bases hold a lot of promise, for instance) and add a few high-stakes modes (like bomb defusal, survival or extraction), there could be enough to keep players entertained.

Screenshots and Commentary

  • The last time I played Boundary, it was last year’s SteamFest, and I vividly recall it being an especially busy time because I’d been in the process of moving house. Workdays were actually the more relaxing times of week for me because those days were relatively structured, and in evenings, I was always guaranteed time to unwind. On the other hand, weekends were very busy: I would spend afternoons driving over personal effects, books and the like to the new place, as well as doing some preliminary cleaning. While it had been quite hectic, it was also a good experience overall; moving was something I ended up looking forward to.

  • At around this time last year, I was in the process of getting my internet services set up, as well. We’re a year into the term now, and I’ve been very satisfied with the service, which has been, admittedly, a little more powerful than I actually need. A gigabit fibre connection is spectacularly fast, and my ISP has excellent upload speeds, as well: the theoretical maximum data transfer rate is 120 MB/s. In practise, however, I’ve found that most services only reach 30 MB/s with any consistency, and while I’ve seen EA’s servers push 90 MB/s, for the most part, I actually don’t need a connection that powerful.

  • In about eleven months, I’ll need to decide whether or not it’s a good idea to step down to the 300 Mbps plan. I’m not sure if Boundary will be fully released by then; the game was originally scheduled for a 2022 release, but a year following my trial of it in SteamFest, the game remained in “coming soon”. This isn’t to say the developers shouldn’t take their time with it – Boundary has received some incredible updates in the past year. The UI/UX is especially improved, and I have noticed that the quality of life has also gone up.

  • From a gameplay perspective, reduced muzzle flash and improved reticules make it far easier to keep track of a target. On-screen, the status of a player’s space suit is now denoted to the left, and velocity and state is given on the right. Players also gain access to a radar that gives a rough indication of where foes are, as well as how easy it is to spot them. An actively moving or firing player will emit a signal, while stationary players have a reduced presence. Firing at a player with a high presence will 3D spot them for a brief period of time.

  • This aspect of Boundary addresses a problem the game’s 2022 build had; because Boundary chooses to render sound realistically, players can only hear their own weapon fire, any impacts to their suit and their own thrusters. Players of first person shooters typically use sound to help them track a foe, and whether it be the report of gunfire or footsteps, sound is an integral part of spatial awareness. By eliminating sound to fit the environment, players have one fewer tool they can use. Although the players’ space suit will emit a sonar-like pulse for detecting nearby enemies, this feature does not give any information on where one’s foes are precisely.

  • Thus, the inclusion of a radar means that players now have one additional tool to help with locating foes. This is especially useful in close quarters environments, especially when one is capturing a point. In the domination game mode, capture points are located inside a space station, and the narrow confines of a space station’s interiors mean that depending on one’s loadout, one must be careful in how they approach things. Boundary‘s latest demo gives players access to three classes: assault, sniper and close-quarters.

  • Armed with the GSW-PSR or GSW-DMR, longer-range weapons, for instance, I would not feel comfortable rushing into a control point and capturing it, at least, not without knowing if anyone were present. On the other hand, a long-range rifle is ideally suited for picking off foes from across the map. A well-placed headshot is a one-hit kill, and here in Boundary‘s latest build, the emergency inflatable capsules that deploy when a player is downed have been removed from most modes. Players reported that these capsules looked a little strange. While from a world-building perspective, they make sense (a suit that suffers enough damage will deploy these until a friendly player can repair the suit, equivalent to reviving a teammate), modes that don’t have revive mechanics don’t technically need this visual element.

  • During this year’s Boundary trial period, I’ve been scoring multi-kills with a nontrivial frequency. A year ago, I managed the occasional double kill, and owing to how medals are displayed in Boundary, I only showcased one of these moments in my post. In this post, I’ve got numerous double kills, and a handful of triple kills, as well. While difficulty in capturing screenshots resulted in a similar situation, I was doing well enough in matches so that there were more moments to try and capture screenshots from. Here, I managed to score my second triple kill (the first of this post) using the GSW-SG, a shotgun that excels at close quarters combat.

  • Overall, I believe that my experience in Boundary now is a consequence of my returning to PvP after almost two and a half years of stepping away. Since Battlefield V‘s final update, I drifted away from playing PvP games and, during the lockdowns accompanying the global health crisis, I focused primarily on single player experiences. The reason for this was primarily because after that update, I migrated over to playing The Division 2 and began The Warlords of New York. By the time I’d finished the Faye Lau hunt, I picked up DOOM Eternal and also had spun up my own private World of Warcraft: Wrath of the Litch King server. By the time Battlefield 2042 released, I’d been quite removed from the multiplayer scene, and had little incentive to return simply because by then, it had become clear that I wasn’t going to get playable frame rates in a PvP environment from my previous desktop.

  • Even The Division 2 was giving my old machine some trouble; I found myself frequently crashing because I was running out of RAM. My machine was simply not able to keep up. However, in the month before my move, I decided that, especially in response to rising tensions in Eastern Europe and an increase in NAND memory prices after a manufacturing mishap, it was probably a better idea to build a new PC there and then, versus waiting for better hardware. I believe my decision was a fair one: between inflation and other factors, building a computer in the present is costlier than it’d been a year ago, even though there have been improvements in the hardware, and moreover, building a new computer last year meant that I’ve already gotten a year’s worth of mileage out of my current build, versus struggling with decade-old parts for another year

  • The differences are night and day – my gaming experiences have been much improved and I’m not dropping frames. This had been the biggest problem I previously faced: low frame rates makes it significantly to track what’s happening in game and respond accordingly. In Battlefield 2042, choppy movement meant I was seemingly dying to nothing, and firing on what my client thought was an enemy player gave the impression I was doing no damage whereas in reality, I was shooting air. Having said this, when I played Boundary a year ago, I was running the GTX 1060, and the game was reasonably smooth, but the additional frames the RTX 3060 Ti was noticeable, enough for me to score multi-kills with a much greater frequency.

  • Between better framerates and a renewed mindset for playing PvP, I found myself performing much better than I did during the last SteamFest. Although I’m fond of saying how a skillful operator will beat out someone with superior hardware, I admit that having better hardware makes a considerable difference. With this in mind, there were a few moments in Boundary where I landed in matches that had me on the ass end of an ass-kicking, and I found myself wondering if those players had a hardware advantage over me: 1080p is still a decent resolution in the present, but I’m running monitors with a refresh rate of 60 Hz, meaning that the maximum frame rate I effectively have is 60 FPS.

  • Monitors with a higher refresh rate can give an advantage by displaying things more precisely, and similarly, 1440p and 4K monitors provide a shade more detail than their 1080p counterparts. Folks with sufficiently powerful hardware see noticeable gains with more expensive monitors – higher resolutions and refresh rates provide more detail, and in a game like Boundary, this could be helpful because the astronauts blend into the wreckage. A 1080p monitor may render a distant astronaut as a couple of blurry pixels, indistinguishable from the scaffolding of a space station, but at 1440p, that same distant astronaut may stand out just enough for one to determine it’s time to aim down sights and fire a few rounds off.

  • Before going any further, I’ll explain the page quote: it’s a poem from the Chinese calligrapher and writer, Wang Xizhi, and in English, it reads “Looking up, I see the immensity of the cosmos; bowing my head, I look at the multitude of the world. The gaze flies, the heart expands, the joy of the senses can reach its peak, and indeed, this is true happiness”. For most matches I played, Boundary did inspire happiness: I had fun more often than I experienced frustration. Overall, Boundary is in an excellent state, and it does feel like the only things that really need to be addressed is server connectivity and the occasional bit of stuttering. Beyond this, the core of Boundary‘s mechanics are solid, and this allows the developers to focus on adding new content and modes.

  • During SteamFest, Boundary offers players with a sizeable collection of maps, featuring different space stations over different planets. There is a decent amount of map variety even though all of the existing maps have been set around the concept of a single space station, but there is a lot of potential for exciting new maps. Following in the footsteps of Shattered Horizon, there could be maps set on a single, large hollowed-out asteroid that’s home to a mining facility and complex tunnel systems, or a cluster of smaller asteroids with communication outposts. Orbital elevators could provide opportunity for vertical gameplay, forcing players to think in new ways as engagements occur on the unorthodox z-axis. Ships parked in a large orbital dockyard, whether it be a space terminal or construction site, can be used for symmetrical game modes, and some maps could even be set in the cavernous interiors of large ships under construction.

  • The possibilities are actually quite varied, and with the right creativity, Boundary‘s maps could be revolutionary. Similarly, one other thing I’d love to see are more creative environments. A binary or multiple star system could create a scene with interesting lighting effects, and fighting for dominance in orbit over a gas giant, or in orbit surrounding a planet with a ring system creates atmospherics that are quite unlike what we are familiar with. In conjunction with a greater variety of maps, there’s no real limit on what’s possible; a good art team could easily bring these environments to life, and good map selection alone would make Boundary enticing as a long-term experience.

  • On weapon variety, Boundary‘s demo has proven quite promising. So far, there’s two clear families of weapons: firearms inspired by Soviet Bloc designs that have been adapted for use in space, and the more futuristic-looking GSW line. Both the Soviet Bloc and GSW weapons are fun to use and reliable. Here, I’ve unlocked the GSW-PDW for Spike, a speedy class intended for close quarter combat. The shotgun was a fun weapon to use, but overall, I prefer having an automatic weapon for medium range engagements.

  • Although I’ve gotten a triple kill with the shotgun (its stopping power at close ranges is undeniable), and the sniper rifles are similarly viable, during my play-through of the demo, I found that the GSW-AR, an alternate assault rifle for the assault class, proved to be an incredibly versatile weapon: even with just the iron sights, I was able to consistently hit distant targets with confidence, and the GSW-AR’s hipfire was quite reliable. During one match, I spawned in with the aim of testing this out, and quickly found myself stomping the server. While hovering around the central module, I scored a triple kill. However, moments later, I achieved I’d thought to be impossible for a player as unskilled as myself.

  • This is the coveted “Quadra Kill” medal, awarded for the equivalent of a quad kill, or in classic Halo terms, a killtacular. After the demo last year, the only instance I’ve seen of anyone getting a killtacular was in a demo video of someone who’d been using a weapon resembling the AMHR, which I’ve never unlocked. To put things in perspective, even YouTube players like LevelCap and JackFrags were not shown getting anything higher than a triple kill in their videos. Granted, it is much tougher to get a multi-kill in the other modes, and TDM’s inclusion in Boundary means a larger number of players are in closer proximity on some maps.

  • An interesting element in Boundary‘s 2023 demo was the fact that players now have a maximum of twenty available slots in their loadout, and different items occupy a certain number of slots. In this way, one can equip a range of equipment and weapons to fit their play-styles, but otherwise, cannot just fill all of their slots with the best weapons available. This forces players to be mindful of what they pick. For instance, if I chose to equip two primary weapons, this prevents me from carrying a second piece of equipment. On the other hand, if I equip a sidearm, I can run with both a smoke launcher and EMP charges.

  • The choice of what to bring into a match thus matters: depending on the game mode and map, certain setups might be more viable than others. In the domination and invasion modes, equipping the explosive launcher or EMP would be a good idea, since it allows one to soften up capture points before closing in and capturing it. Conversely, in elimination and TDM, smoke or a decent primary weapon in one’s second slot would be a better choice. The slow weapon switch times mean that this act is actually one that requires a bit of caution, but on the flipside, being able to carry a marksman rifle alongside an assault rifle can prove handy.

  • The space M53 Mosin-Nagant was one of the most iconic weapons of Boundary during its demo last year, and it was quickly unlocked for players to use. This bolt-action rifle is modelled after its real life counterpart, which was originally developed in 1882 and entered service in 1891. Becoming one of the most widely-produced rifles in history, the Mosin-Nagant is still in use today despite being superseded the AK and SKS rifles. Boundary‘s M53 doesn’t hit quite as hard as the GSW-SR and its muzzle velocity is slower, but it has better handling and a higher rate of fire, making it a suitable choice for maps where there are more close range engagements.

  • Over the course of the demo, I also ended up unlocking the SVD, a space-ready variant of the Russian Dragunov rifle. As a marksman rifle, the SVD is an excellent medium range weapon, and shortly after unlocking it, I scored a double kill with it. While I made fair progress with the classes in Boundary during this demo period, I was unable to unlock the GSW-AMR, a powerful anti-materiel rifle that was featured in the previous demo. Also absent was a light machine gun that the support class had access to. These weapons were quite entertaining to use, but at the same time, they’re also more situational; the available weapons in this demo period were more versatile.

  • It should be clear that in a year, Boundary has seen some impressive updates, and I would imagine that the developers have also accrued a year’s worth of experience, allowing them to improve the game further. In software development terms, a year is a considerable amount of time for making progress – over the past year, I learnt how to do voice recognition and synthesis using AVFoundation, and it was in the past month that I got over my apprehension about using Core Data, Apple’s persistence framework. Although I’d previously used it, Core Data has always given me the willies because the NSFetchedResultsController can be a bit temperamental – if one tries to update a table view without synchronising the table view to the managed object context, the app will crash.

  • Learning to write a table view that correctly uses the NSFetchedResultsController without damaging an existing app’s function was a nontrivial task, and with this done, things have lightened up a little for me, enough for me to capitalise on the warmer, sunny weather to go grab a Flamethrower Grill Burger from the local DQ. DQ’s burgers have a distinct char-broiled taste about them, and the Flamethrower’s sauce gives the burger a pleasant kick. I’ve not had one of these burgers in quite some time, and eating one of these was a trip down memory lane: the flavours remind me of that hot summer day nearly a decade back, when I stepped out for a burger on Canada Day after spending the morning working my summer project for the lab to take my mind off the Great Flood. I recall playing Vindictus during that afternoon; I’d finished my work, but I still found myself wishing I could go out to the mountains despite the knowledge that the bridges had been washed out.

  • This time around, things were decidedly more relaxed, and I found contentment in enjoying lunch under perfectly blue skies. On the topic of the Great Flood of 2013, it is not lost on me that we are approaching the ten-year mark to the day that things in Calgary, and there are some thoughts I’ll be looking to share as we approach June. Back in Boundary, the double kills I got on this map here are one of the most cinematic: I absolutely love the play of light on the golden solar panels and the sun illuminating the planet below. The scene has a distinctly Gravity-like vibe to it. In the double kill above, I equipped a holographic sight on the GSW-AR, while here, I decided to have another go at using the SVD.

  • The SVD handles similarly to the GSW-DMR – these weapons have a longer range than the assault rifles, but don’t have the same muzzle velocity or damage as the sniper rifles. They’re excellent options for the assault class, although as a sniper, I find that equipping a sniper rifle and becoming comfortable with the sidearm is the best option. During the course of my time in the Boundary demo, I came across a number of interestingly-named opponents, and while rolling with the SVD, I encountered one player that had an uncanny ability to continually reach my team’s spawn points despite only mere seconds having elapsed since I took them out.

  • I will yield that Boundary‘s demo for this year’s SteamFest does offer several mobility-enhancing aids, including a grappling hook and afterburner, allowing players to accelerate across the maps on very short order. I didn’t make extensive use of these abilities, but players with greater familiarity for these tools could capitalise on them to move swiftly around the maps. I respect the highly mobile play-style, since it represents a willingness to play for the team’s sake, but admittedly, there is also some merit to the practise of camping in a tactical first person shooter: if one is already holding a capture point, it makes more sense to stick around and defend it. In Boundary, camping on an objective can be countered with the explosive or EMP grenades.

  • Towards the end of my time in this year’s SteamFest Boundary demo, I ended up playing one final game of TDM. By this point in time, I had a decent set of sights for the GSW-AR, and this match, I completely shredded, going 28-18 and ending the round as the MVP. Throughout this match, I continuously slaughtered a player by the name of “Octavia Melody”, which helped with my performance. During the course of my time in the Boundary demo, I didn’t run into anyone that was a streamer, unlike last time. It does feel as though interest in Boundary during this SteamFest was diminished, resulting in a quieter experience all around.

  • I’ll conclude this revisit of Boundary with my second killtacular, which I scored after shooting Octavia Melody in the helmet and reflect on the suddenness of this year’s SteamFest. Like last year, the window to give Boundary a whirl came up unexpectedly: I had originally planned to publish a post today on Lycoris Recoil, which I’d just finished. My thoughts on this series, a contender for best anime of 2022 (but a claim I disagree with), will be published at a later date. My original plans to write about Kokoro Connect remain unchanged, and I aim to complete this post just in time for Valentine’s Day. In the meantime, I do believe that now, when one does a search for Boundary and what the elusive Quadra Kill medal looks like, one shan’t be disappointed.

The biggest question on my mind at present is whether or not Boundary is something that enters my library. On one hand, the game has proven very enjoyable and shows great promise: it represents a step into an environment I’ve always wanted to try ever since seeing 2009’s Shattered Horizon, and moreover, represents an instance of zero-G combat done well. While there are minor inaccuracies with movement to ensure the game is enjoyable, the aesthetic and general attention to detail means that Boundary feels immersive. The gameplay itself is consistent and compelling, and every match is filled with the thrill of uncertainty. On paper, Boundary should be an easy decision, and the developers absolutely deserve the support. However, there is one main factor that precludes my immediate decision to pick things up: as with all of the games I look at, how things handle post-launch is usually what impacts my choices. If a game has a solid launch, with a good balance between quality of gameplay and variety in its content, then it is worth picking up. In the case of Boundary, the demo is known to have consistent and engaging mechanics, so all that’s left is to iron out the minor performance issues. The other factor is variety in content: the demo has already shown that there’s a fairly extensive progression system, and while we’ve only seen space station maps, the space environment offers plenty of potential. If the full game brings out asteroid bases, orbital elevators and shipyards, there’d be enough content to keep experiences novel and exciting. After launch, I’ll have a chance to see how Boundary‘s handles, and provided the game both handles well and has a good selection of content, I see myself picking up Boundary. With this being said, thought SteamFest, I’ve been fortunate to be able to try Boundary out not once, but on two separate occasions: Boundary‘s gameplay is engaging and innovative, providing an alternate experience to the more conventional first person shooters I current play. I will require a bit more information about this game before I can make my decision, but this time around, armed with a combination of renewed familiarity with PvP and better hardware, I was able to focus on improving my game, as well. I like to think I’ve fared a little better this year – in a title where the setup pits five players against one another, and as someone who’s still rusty with PvP, earning a pair of killtaculars (quad kills, or here in Boundary, Quadra Kill) isn’t bad by any stretch.

Portal With RTX: A Reflection on A More Reflective Portal Experience

“Just because something doesn’t do what you planned it to do, doesn’t mean it’s useless.” –Thomas Edison

Back in September, NVIDIA’s announcement of Portal With RTX generated a bit of buzz: the original Portal is now fifteen years old. To showcase their new line of Lovelace GPUs and RTX Remix, NVIDIA also determined that Portal was worth reimagining. Using machine learning, RTX Remix dynamically computes how lighting should behave, allowing it to interact with objects in a 3D space in real-time. RTX Remix uses path-tracing, which uses a comparatively simple algorithm to render high-quality images at the expense of performance; as lighting becomes more sophisticated, path-tracing becomes more demanding, and typically, games utilise more efficient variants of path-tracing that may not be quite as visually impressive. Here in Portal With RTX, NVIDIA Remix’s use of path-tracing means that the end-result is a highly advanced showcase of what lighting effects are possible: because everything is done using ray-tracing, illuminations, shadows, reflections and even refractive effects are especially impressive, breathing new life into an iconic game. There is, however, a trade-off: because of how computationally expensive path-tracing is, Portal With RTX demands the most powerful hardware in order to run at maximum quality and resolution. In order to play Portal With RTX at 4K and 60 FPS, with everything set to ultra, NVIDIA’s RTX 4080 is recommended. On the other hand, while the minimum GPU suggested is the RTX 3060, folks have reported that they’re struggling to run Portal With RTX, even though they’re running video cards that are more powerful than the RTX 3060. The variability in performance and experience demonstrate that, as exciting as ray-tracing techniques are, and as exciting as the prospect of having real-time ray-tracing hardware become mainstream is, the technology still has a way to go before it can become widespread. For the present, real-time ray-tracing remains more of a curiosity, but when judiciously applied, the lighting and visuals can act as a fantastic showcase for what is possible.

The extreme requirements in Portal With RTX has meant that getting the game to run has been a toss-of-the-coin. On my RTX 3060 Ti, which is about 30 percent more powerful than the RTX 3060, I’ve managed to get Portal With RTX running at manageable frame rates, with reasonable quality. Although the RTX 3060 Ti is far outstripped by the RTX 4090, the fact that this mid-range card is able to run Portal With RTX without any major issues speaks volumes to the build I put together back in March. In this way, I was able to revisit an old experience given a fresh coat of paint. Initial impressions of Portal With RTX had been met with skepticism: video games journalist Ben Sledge writes that the highly reflective, clean surfaces of the remaster defeats the visual impact of the original game, where there had previously been dull, lifeless walls, and as a result, the soul of Portal had been “ripped out”. As a result, the remaster was unnecessary, and hardly any justification for playing Portal With RTX. In practise, this is untrue; although Portal With RTX has new, high-resolution textures to showcase just how sophisticated the RTX Remix lighting is, the overall aesthetic in Portal With RTX remains respectful to the visuals of the original. NVIDIA had chosen to showcase segments of the game where the differences were especially profound, but for folks playing through Portal With RTX, the visuals actually aren’t too dramatically changed: after marvelling at the reflections from the Heavy Duty Super-Colliding Super Button, emissive effects from the high-energy pellets and dynamic shadows (all computed in real time), it’s time to focus on the puzzles themselves. Moving through the test chambers, it is apparent that, rather than depriving Portal of its character, the updated visuals actually speak to an Aperture Science that is at its prime. Clean, polished surfaces show an institute that was, at one point, a serious competitor to Black Mesa. The new visuals in Portal With RTX serve to both bring life to an old classics, as well as tell a different story about Aperture Sciences, and in this way, one can make a clear case that Portal With RTX is anything but soulless. Of course, if one wished to experience the original, that option continues to remain viable: the old game isn’t going anywhere, and upon returning to it after completing Portal With RTX, it is apparent that the original still holds up extremely well.

Screenshots and Commentary

  • For me, Portal With RTX represents a test of my hardware’s capabilities. I’d already played through and wrote about Portal previously, having greatly enjoyed the game’s innovative mechanics and sense of humour. On this particular play-through, I completed the entire game in the space of an hour and a half, having already gone through the game and therefore, had a full knowledge of all of the nuances to how each puzzle was to be solved. Instead, a part of this experience was to see just how detailed everything looked now that real-time ray-tracing was implemented.

  • To put things simply, Portal With RTX looks amazing. This is most noticeable in the Heavy Duty Super-Colliding Super Buttons on the floor. Whereas they’d been made of a dull metal previously, they’re now reimagined as glass or ceramic buttons and reflect their environments in detail. To show that off, I’ve stacked a pair of Weighted Storage Cubes here, and positioned myself so I could see the wall lights and portal reflected on the buttons’ surfaces. Ray-tracing effects have previously been implemented in first person shooters like Metro: Exodus and DOOM: Eternal, but with how high-paced they are, there’s little time to appreciate the visuals.

  • On the other hand, Portal is the perfect place to showcase what ray-tracing can do. The high energy pellets, for instance, now emit their own light and act as a mobile point light. While this is nothing impressive, the fact that everything in this scene is ray-traced shows what’s possible with the technique. One detail I did particularly like was the fact that the toxic liquid in Portal With RTX, a dull, greenish-brown sludge in the original, is now more reflective, and thanks to ray-tracing, any changes in the environment are now visible on the liquid’s surface, too.

  • For me, I have DLSS on and set to “Quality”. I’m using a custom graphic preset with everything turned up, except the maximum number of light bounces is set to four. With these settings, the game runs at around 45 FPS, and I didn’t experience any crashes during my time in Portal With RTX. Although quite a ways lower than the baseline of 60 FPS for smoothness on my monitors, the game remained very playable, and I was able to complete it without any difficulties from a hardware standpoint. With this being said, it is clear that for me, Portal With RTX was not being rendered at native resolution, and instead, was likely being upscaled using DLSS.

  • DLSS (Deep Learning Super Sampling) refers to NVIDIA’s upscaling and inference technology which renders images at lower resolutions and then upscales the images so performance is increased. This translates to better frame rates for players, allowing lower-end GPUs to still keep up. The technology was introduced with the Turing Series, and with Lovelace, DLSS 3 was brought in: DLSS 3 is exclusive to the Lovelace series, but even the older DLSS 2 (which is available on the Ampere GPUs) offers performance gains. For most of the games I play, I have more than enough hardware to render everything at native resolution.

  • In the case of Portal With RTX, the image quality is a little less crisp than if everything were rendered natively. With DLSS off, I average around 15-20 FPS, so in order to have a playable frame rate, even at 1080p, I needed DLSS to be enabled, although even at the “quality” mode, I was able to maintain about 40-45 FPS. I estimate that folks running an RTX 2080 Super or RTX 2080 Ti should also be able to play Portal With RTX without too much problem after adjusting some of the settings, but anything below an RTX 3060 is unlikely to be able to run the game.

  • The requirements for Portal With RTX are surprisingly steep because RTX Remix is, simply put, expecting the Lovelace series of GPUs to brute force things. When optimised, real-time ray-tracing can be quite performant, but here, Portal With RTX is meant as more of a demonstration of the technology. As such, as incredible as Portal With RTX looks, it’s also one of those games that can’t be recommended to Portal fans unless they already have the hardware or are intending to upgrade their hardware and utilising it fully: it should go without saying that spending 2200 CAD for an RTX 4090, or 1650 CAD for an RTX 4080 (neither of which are in stock at my local computer store) just so one can play Portal is not a good use of money.

  • Having said this, if one has a legitimate use case for a Lovelace GPU, then Portal With RTX becomes a novel experience. Here, I will share a laugh with readers at the expense of Tango-Victor-Tango’s John “Fighteer” Aldrich, who had posted to the forums shortly after Portal With RTX‘s announcement, wondering if his GTX 1060 would be able to run the game and concluded he should be okay since the GTX 1060 was capable of ray-tracing. Although the 6 GB model of the GTX 1060 can enable DXR and do some ray tracing, performance leaves much to be desired – if memory serves, in games with basic ray tracing, the GTX 1060 drops to around 15 FPS with DXR enabled. Seeing Fighteer’s misplaced optimism that the GTX 1060 (while a fantastic card) could run Portal With RTX is laughable and typifies the behaviour of Tango-Victor-Tango’s userbase’s tendency to not completely research their topics before speaking out.

  • Shortly after Portal With RTX released, Fighteer found himself eating crow and commented on how he now had an incentive to upgrade in the future, and I return to my previous statement – if one is planning an upgrade to an RTX 4080 or 4090 purely so they can play Portal With RTX, it is likely an unwise expenditure. For content creators who stream Triple-A titles, a top-tier GPU like the 4090 makes sense, and similarly, someone doing AI research will find the 4090 a suitable investment. However, for a vast majority of gamers, the RTX 4090, and even the 4080, is overkill. Having a video card like these for 1440p gaming as a hobby is akin to having a supercar, and then only using it as one’s commuter vehicle.

  • Because of the financial aspect, I do not expect Fighteer to spring on an RTX 4080 or 4090: in fact, I comment that it’d be more prudent now to wait for the mid-end Lovelace cards before making a decision. For me, I’ve settled into a pattern now: after I buy a GPU, I try to make it last at least three generations before upgrading again, and whether I upgrade depends on whether or not my current GPU can still run the games I am interested in on high settings while maintaining 60 FPS at 1080p. If my GPU cannot do this, then I will look at seeing whether or not the current mid-range GPUs can keep up with the upper-range GPUs of the previous generation.

  • For instance, when I upgraded to the GTX 1060 from the GTX 660, one of the selling points about the 1060 was the fact that it offered near-980 levels of performance for a much lower price and a lower power draw. One of the reasons why the RTX 3060 Ti was so enticing, then, was the fact that it actually edged out the RTX 2080 SC. In fact, the 3060 Ti is ten to fifteen percent weaker than the older 2080 Ti, but at the same time, costs significantly less and has a lower power draw. For me, I don’t need the additional power the 2080 Ti offers because I’m still playing at 1080p, so the lower cost made the 3060 Ti the obvious choice.

  • Since I made the call to grab a 3060 Ti, this left me in a position to try Portal With RTX out, and this is why I’ve been lucky enough to give things a go and see for myself what the technology could do. However, Portal With RTX is not a game worth upgrading a GPU for in this moment, but down the line, when more Lovelace GPUs (or the new generation) become available, more people will be able to give Portal With RTX a try. Surprisingly, most of Tango-Victor-Tango’s forums have been remarkable quiet about Portal With RTX, and most of the complaints about the game’s steep requirements are found at Reddit.

  • My response to Portal With RTX and its requirements are that, I’m glad my desktop was able to handle it reasonably well (40-45 FPS at 1080p with things cranked up to ultra is nothing to sneeze at, considering that the recommended GPU is an RTX 3080), and moreover, even if the humble 3060 Ti could not run the game as well as it did, it’s not as though the release of Portal With RTX would take away from the fact that Portal still runs extremely well and is the original experience. As such, it makes little sense to gripe about Portal With RTX‘s changed aesthetics and steep requirements because there’s nothing stopping players from grabbing the original and having a good time with it.

  • As I made further progress into Portal With RTX, I began recalling old memories of playing through the game for the first time. The puzzles came back to me relatively quickly, and I don’t mind admitting that I only had a minor bit of trouble with Test Chamber 15, but even then, after giving things some thought, all of the puzzles proved quite straightforward to complete. This was what allowed me to go through the whole of Portal With RTX with relative ease. On my original run of Portal a decade earlier, I had taken a total of three hours to complete the game since everything was new to me, but for my troubles, had a wonderful experience.

  • I ended up replaying the whole of Portal two years earlier, during the height of the global health crisis. Replaying Portal brought back memories of a simpler time, and here, I pick up the iconic Companion Cube, which became an instant favourite with players. Its first utility is to act as a shield of sorts, protecting players from the high-energy pellets while they travel down the hallways. Here, the ray-tracing has a chance to really shine: the high energy pellets emit light and glow brightly, causing a unique visual effect in the metal-lined corridor that was simply absent in the original.

  • The Companion Cube creates an interesting problem-solving scenario, since players must use their single resource in order to complete the objective, and for Portal With RTX, the updated visuals are especially impressive in Test Chamber 17 because there’s an opportunity to again showcase the lighting. Here, light from the Heavy Duty Super-Colliding Super Buttons illuminates the Companion Cube, and reflections of this lighting can be seen on the wall to the right. The slower pace of Portal is naturally conducive towards admiring the lighting effects.

  • It suddenly hits me that we’re now hurtling through December at a breakneck pace: it only seems like yesterday that the month has started, but we’re now less than two weeks to Christmas itself. Yesterday evening, I was able to enjoy the first Christmas gathering with extended family in three years, and it was a pleasant evening of conversation and excellent food (prime rib with au jus, roasted prawns, skewered pork, mahi-mahi, carrots and Brussels sprouts with bacon and potato gratin). I’ve got another Christmas party lined up on Thursday with the office, but beyond this, I am looking forwards to a quieter Christmas Day with immediate family.

  • 2022’s been an eventful year, especially with the big move and building of a new desktop back in March, but things settled down reasonably quickly, so I am able to look forward to some well-earned downtime at the end of the year. I am glad that I was able to get my desktop set up when I did: the ongoing microprocessor shortage has meant that new parts will continue to be hard to come by, and Intel forecasts that said shortage could last into 2024 because of a lack of manufacturing equipment. As a result, prices are unlikely to see any drops, and this has been most visible with the Lovelace series GPUs, whose flagship model costs more than an entire PC.

  • The extreme price of hardware is what led my alma mater to remove their gaming PCs from the main library. When the new library had opened a decade earlier, the gaming computers were something students marvelled at and featured hardware comparable to my previous desktop. They received upgrades back in 2016, but when campus was undergoing a reconstruction project in 2019, the machines were decommissioned: some students have noted that their hardware was increasingly outdated, and beginning to fail, so the university decided to shelve these machines.

  • As of 2022, campus has not purchased new machines to replace the old ones, and for good reason: picking up eight brand-new custom-built PCs wouldn’t be a good use of the university’s funding, especially when considering that a high-end laptop now can have comparable performance. On the topic of higher-end laptops, my best friend recently picked up a new laptop to replace an aging machine that’d been giving him no shortage of trouble. This laptop, the MSI Katana, is armed with an i7 12700H and an RTX 3070 Ti, which puts his machine as having 90 percent the performance of my desktop.

  • With this, I am looking forwards to playing Modern Warfare II spec ops with him in the near future, and in the meantime, the both of us can gloat about being able to enjoy games while Fighteer is stuck moderating pointless debates at Tango-Victor-Tango because aging hardware precludes his spending time doing more enjoyable and productive things, such as checking out the real-time reflections in Portal With RTX. Admittedly, the visuals here are such that it would be easier to show the effects in a video, rather than through screenshots, but one hopes that the stills I’ve got still convey the advances in lighting effects.

  • Back in Portal With RTX, after solving this puzzle, GLaDOS promises that there’d be cake, but for longtime players, what awaits is a hilarious outcome that also sends Portal into its second act. By this point in time, the sum of all of one’s experiences means that players should be able to quickly identify where portals should be placed in order to solve a given puzzle. In Portal 2, test chambers actually limited the amount of surfaces a portal could be placed on, which in turn would give not-so-subtle clues as to how things could be beaten.

  • However, in Portal, even though test chambers are largely portal-friendly, the game still gives some clues as to where portals can be placed. High-energy pellets, for instance, will leave scorch marks on surfaces they interact with, and the receptacles for these pellets similarly illuminate a path so one has an idea of where to aim things. Portal is one of those games where the puzzles, while sometimes challenging, aren’t impossible: it feels rewarding to work something out, but it won’t take one an entire afternoon to figure out one test chamber.

  • Portal is broken cleanly into two acts: the first is the test chambers, and the second is everything after players escape and do what they can to survive. From here on out, the game requires that players keep an eye on their environment and make full use of their creativity and ingenuity to survive. Along the way, scribbles on the walls will serve to guide one to their final destination, a one-on-one confrontation with GLaDOS. I found that Portal With RTX‘s second half was not quite as visually impressive as the first, but even here, the lighting effects are impressive, with things like the catwalks being rendered with reflections to give them a greasy, slippery sense.

  • Pressing through the bowels of Aperture Science with ray-tracing, it becomes clear that while Portal With RTX had refreshed the original test chambers, the back corridors of Aperture remain mostly untouched, and this creates an even stronger juxtaposition between the game’s first and second acts. In these corridors and maintenance ways, the effects from real-time ray-tracing are still noticeable (fans cast shadows in real time, and metallic surfaces interact realistically with light), but for me, the most impressive addition is volumetric lighting, which gives the entire space a musty, dusty character.

  • Owing to the volumetric lighting, spaces that were formerly dark are now much brighter than they’d previously been, and this brought to mind the changes that were made to Halo: Anniversary, where iconic spots on Installation 04 were rendered as being more detailed and bright than in the original. Fans were displeased with the changes, since the darkness had added to the aesthetics and unease those levels conveyed. By the time of Halo 2: Anniversary, 343 Industries took a much more respectful approach to things, and the game ends up being faithful to the original’s tone while at the same time, sporting much more detail.

  • Portal With RTX is more similar to Halo 2: Anniversary, or perhaps Half-Life 2: Update, which touched up the visuals without dramatically altering the game’s style. This speaks volumes to how things like RTX Remix can be used to add new life to classic games, and while I would very much prefer a proper remaster, the fact that the technology exist means that, at least in theory, it’d be possible to run something like Half-Life 2 though RTX Remix and get real-time ray-tracing working. Of course, in a first person shooter, where frame rates do matter, I’m not confident the technology would produce the best experience, even if it does showcase how the potential for giving games new lighting exists.

  • The sky bridge leading into GLaDOS’ chamber in Portal With RTX looks much as it did in Portal, although better lighting means more details are visible. Here, I will note that in the time since I’ve graduated, many parts of my alma mater have undergone dramatic renovations and changes, so some of the features that were present when I were a student are now gone, and the professional building is among the places that have changed. The office perched beside an atrium is gone, but this is actually one of the smaller changes; because it’s been six years since I was a student, the library tower and student services buildings have been completely replaced, and even the iconic “Prairie Chicken” statue was removed for a few years while construction was going on.

  • Although lower frame rates are technically okay (anything north of 30 FPS is playable in the test chambers and while escaping), 45 FPS is more than enough to beat GLaDOS, and I had no trouble completing the final fight. Having said this, it is here, during the final fight, that frame rates do matter: beating GLaDOS, even though it is a relatively relaxed task, still demands some degree of precision and coordination, and a janky experience can prevent one from timing their jumps well enough to grab some of GLaDOS’ personality cores.

  • Ninety minutes later, I had completed the whole of Portal With RTX and was treated to the final cut scene, wherein the infamous black forest cake is rendered using real-time ray-tracing. I found myself vaguely filled with a desire to enjoy some cake, and while the local grocery store sells black forest cakes for 16 CAD, the fact that we’re so close to the holidays means that other Christmas classics will soon dominate the menu (including my personal festive favourite, the chocolate Yule Log).

While ray-tracing has only really taken off with NVIDIA’s Turing series of GPUs, the techniques have been proposed since 1986 by James Kajiya, and during my second year as an undergraduate student, I put together my own ray-tracing method for dynamically computing fluid flow in complex paths for physics objects. The object of this project had been to see if I could solve the problem of the in-house game engine being constrained to linear models of fluid flow. As the lab was trying to simulate more complex paths, the only solution was to approximate these paths by placing what we called “flow fields” into vessels. This was a painstaking task, and the concept of ray-tracing had been a promising way to simplify things. I was asked to explore an algorithm that each physical agent in the model could use to computer its path, and over the course of a summer, fine-tuned it so that it could convincingly “nudge” objects flowing to follow a path for visualisation. While the method had similarly been computationally demanding, it demonstrated that it was possible to push physical agents through any arbitrarily-shaped vessels without manually defining the paths. At the time, hardware meant that doing this for a few hundred objects and maintaining 30 frames per second was an accomplishment, but as more agents were added, performance correspondingly took a hit. Through this summer project, I felt that ray-tracing was a fantastic way of simplifying some tasks at the expense of performance, and while hardware today has improved, the trade off between convenience for the developers, and an end user’s experience, is one that real-time ray-tracing continues to face. In the case of Portal With RTX, using an AI to remaster lighting in a game is an exciting new development, and while it may not produce an optimised product for retail, evolving technology and hardware means that such methods simply open up more possibilities: rather than remain disappointed about how Portal With RTX cannot run on all hardware, one can instead look to the technology as simply another sign that things will never stagnate and continue to advance in new directions: although at present, path-tracing as RTX Remix implements it remains something that needs to be brute-forced, over time, improving software techniques will make things more efficient, and players will be glad that the technology had a starting point from somewhere iconic and reasonable.

Among Trees: Reflections on Introspective Survival and Thoughts About Returning Home at Journey’s End

“Going away won’t change anything if you’re running from yourself.” –Joyce Rachelle

An adventurer begins a new life in a pristine forest somewhere over the horizon. After bringing a derelict cabin back to running order, the adventurer explores the surroundings and locates the materials to craft an axe. As the days pass, the adventurer begins learning the different plants and mushrooms in the forest, identifies several landmarks and gathers the materials for expanding the cabin. Over time, the cabin becomes outfitted with a crafting room, kitchen, storage room, sewing room and even a brewing room, allowing the adventurer to cook delicious meals and build the materials needed to further explore the forest. Meanwhile, the adventurer has learnt to fish and successfully evades bears that patrol certain parts of the forest. As the days turn to weeks, the adventurer begins travelling further into the forest, befriends a fox and encounters rare materials required for crafting a new coat and backpack. Eventually, there is no corner of the forest that has remain untravelled, and the adventurer is now thriving, having mastered the art of fishing and cooking wild edibles into delicious meals. The fox becomes an old friend, faithfully accompanying the adventurer on their adventures into the furthest reaches in the forest. With a fulfilling adventure under their belt, the adventurer crafts a hiking pack for returning back to civilisation and home, where others are awaiting them. This is Among Trees, a highly relaxing and cathartic survival simulator developed and published by FJRD Interactive. Released in November 2021, Among Trees is a vibrant and colourful experience that represents a departure from conventional survival games in that, beyond the existence of a pair of bears on the map, and the risk of potentially freezing to death if one were out too late exploring the forest, there are no tangible threats to the players. While the game is polarising owing to its lack of content, it represents a wonderful portrayal of the universal fantasy of packing it up and escaping one’s obligations – in a temperate forest by the summer, there’s no distractions from the hustle associated with living among people. One spends their days gathering wild edibles and materials to better their existence, and one is enveloped in infinite solitude. However, there is a gap in starting out on this new journey: in the very beginning, it is immensely difficult to know what one’s next move should be, and without any a priori knowledge, making it on one’s own in a completely new environment can feel intimidating, even overwhelming. However, the feeling of discomfort begins lessening after one puts their home together, and has a place to consistently return to. In the beginning, Among Trees gives very little indicator as to what exactly players must do to survive, and leaves said player to work out what their biggest priority should be.

Among Trees conveys the feelings associated with starting out extremely well – in the beginning, things can seem quite difficult because people are hardwired to operate within routine, and worry about the outcomes of one’s actions, as well as the route it takes to reach said outcome, can make a journey feel insurmountable. Once one takes the plunge and overcomes the initial hurdle of starting, things become significantly easier. Armed with my own knowledge of Survivorman, I approached Among Trees as Les Stroud might: having the right items in my kit would doubtlessly have been helpful, and so, I set my sights on putting an axe and lockpick together with the materials scattered around points of interests. Now that I had access to enough resources to begin crafting, my ability to survive opened up considerably. In this case, the combination of having some idea of what to do, coupled with the knowledge that things do get easier after one can get past the beginning, allowed me to make headway into Among Trees. In this way, Among Trees acts as a very visceral representation of why things always seem to become more straightforward the longer one is in the game – as one becomes more experienced with how things work, one can make increasingly better decisions to improve survival. There are obvious analogues in reality, grounded in the fact that with experience, one is able to see patterns and optimise their solutions for things. For instance, six years ago, I struggled to understand how information from one view controller could be sent to another in an iOS app. In the present day, I would immediately suggest using delegates. In Among Trees, once players survive the toughest first few days of the game and gain access to the three most essential tools (the axe, lockpick and map), the game really opens up. A water canteen allows one to wander the drier parts of the map without worrying about dehydration, and a tent lets one overnight outside. The storage attic lets one hang onto a much larger amount of materials for crafting, and the kitchen allows one to turn even poisonous or low-nutrition foods into a delicious meal. Fishing becomes a reliable and enjoyable way of acquiring protein, which sates hunger effectively and even heals the player to some extent. As players become more familiar with the resources available to them and how far they can travel, a new routine forms. Gradually, the mystery of living in a tranquil forest is replaced by effective survival – food is no longer a concern, there’s always a supply of fresh water, and knowledge of where resources are allows one to craft the game’s more effective gear, extending travel range and eventually allowing players to fully explore the world and discover every bit of flora available to them. Having now survived, and thrived in such a location, there hardly seems any new experiences to be had, and so, Among Trees offers players one final note: it’s time to head back to civilisation, where one’s loved ones and responsibilities await.

In its portrayal of an ending, Among Trees provides a very meaningful and unexpected message to players; no matter the sort of adventure one goes on, one will eventually need to return home, back to their loved ones, and back to their responsibilities and obligations. As enjoyable as living in an idyllic forest is, and how calming it is to foraging for wild edibles and enjoying a campfire under a setting sun in the great outdoors might be, one cannot escape society and other people forever. There comes a point where every journey, no matter how grand, must draw to a close, and a major part of making this palatable is knowing that there is a home for one to return to when they leave. In Among Trees, there’s a sort of finality after the hiking kit appears; one knows they’ve know become sufficiently versed in the game such that they can easily craft all of the resources needed to prepare for a trip back home, and that their time in the forest is finite. Folks who take this route will end the game and learn that while a break from routine is pleasant, if such excursions were to be for the long-term, then a new routine would inevitably form. This speaks cleverly to the idea that the novel soon becomes the familiar if experienced with sufficient frequency, and the charm wears off. In Among Trees, for instance, it is initially a thrill to catch one’s first-ever Perch, but as one becomes comfortable with fishing, one will soon acquire a stockpile of trout. Exciting first experiences, like camping outdoors for the first time, or creating the first Wormwood brew, similarly become routine with enough time. Going home is a part of the journey, as well, and this is what makes things like travel and vacations worthwhile. Given this message, it stands to reason that Among Trees also vindicates one of my own thoughts – some of the folks I know who’ve become expatriates haven’t done so out of a genuine desire to broaden their horizons and find the sort of fulfilment that their home nation could not provide. Instead, they became expatriates to escape something that had hurt them, hoping that being in a new country would help them to rediscover themselves and dull the pain of past failures. However, in the long term, this isn’t viable because the weight of one’s problems will always follow one around. In short, it is impossible to run away from oneself because no matter where one goes, their self will always be present. Becoming an expatriate might be helpful in the short term, allowing one to gain perspective, but there comes a point where one must return home and deal with what was troubling them. In Among Trees, the game gives players a chance to take this route: whether it was to try something novel for two months or escape a problem, spending time among trees helps the player to understand that, as relaxing such an existence might be, the same kind of fortitude and courage to have started such an adventure is also what one needs to face their problems. This is an encouraging thought, and Among Trees suggests a route of moderation: when faced with adversity in life, taking some time off to regroup and reassess things is helpful, and it is among nature one can accelerate this process.

Screenshots and Commentary

  • When players start Among Trees for the first time, they’ll be met with a derelict cabin. Scattered around the cabin are a large number of sticks and fir planks. Once gathered, they can be used towards bringing the cabin into a livable state. The cabin acts as the player’s home base: the game can only be saved here, and for the first while, is the only place one can sleep.

  • Among Trees offers players with no instructions beyond restoring the cabin, and so, one is left with the freedom of choosing what their first priority is. I ended up playing Among Trees using the knowledge I picked up by watching Survivorman, so with shelter taken care of, I decided that the next order of business was to deal with water and food. There’s a stream just north of the cabin that provides unlimited, fresh and clean drinking water. Conversely, food must be gathered. It is scattered throughout the world, and range from mushrooms to berries and root vegetables.

  • The button mushroom was the first bit of food I found, and while the game indicates that cooking the mushrooms will make them more nutritious, eating them raw will refill one’s hunger meter on short order. Among Trees doesn’t have the best resource management system in that hunger meter depletes significantly faster than it should: players must eat with the same frequency that they drink water, whereas in reality, one could go for upwards of three weeks without food, but dehydration sets in within three days. I would’ve preferred to have seen the hunger meter drop at about half the rate of the thirst meter.

  • The health meter needs no explanation: if it drops to zero, the player dies. The sleep meter will deplete consistently and reach zero after every day, so in the beginning, it isn’t possible to stay up long periods into the night. Similarly, after night falls, the temperatures begin dropping, and the coat one is equipped with is unable to handle the cold effectively. This forces players back to the cabin, and early in Among Trees, it does feel as though one is tethered to their cabin, foraging for mushrooms and berries by day, as well as topping off on water.

  • Survival in Among Trees during those first few days is tricky for this reason – one lacks the ability to explore, and it feels like the act of keeping one’s hunger, thirst, warmth and sleep attended to can consume all of one’s efforts. As such, the initial priority in Among Trees is to get familiar with the area around the cabin first and get a feel for how long it takes to get somewhere and back. Once this is done, the next step is to get the crafting wing going. The rationale for this is inspired by Survivorman: the cabin has a kitchen as well, but the raw mushrooms and berries do a satisfactory job of keeping hunger at bay, and can be found in reasonable abundance.

  • Since Les Stroud always mentions the importance of a good kit, especially of having a good, sharp hatchet or axe as a tool for crafting survival items, I reasoned that being able to craft items would be helpful. To this end, I ended up travelling to nearby points of interest, marked by the presence of large, collapsed warden’s towers. At these locations, wooden crates, locked boxes and piles of raw materials lay strewn about. Things like steel wire, nails, bolts, rags and rope are survival essentials, but in order to get to these materials, one must have an axe or lockpick.

  • It therefore makes sense that the first item one should craft is the axe, and if there are enough materials on hand, the lockpick should immediately follow. Having access to these tools allows one to collect all of the raw materials to craft other items, and the axe also provides one powerful new capability – one can now chop down trees for wood. Larger trees yield three fir planks and three sticks, while smaller trees yield two sticks each. It takes a single stroke to fell a small tree, and large trees will take eight strokes to cut down. Wooden planks and sticks stop being a problem now, allowing one to quickly gather the materials needed to build other wings of their cabin.

  • Once the axe and lockpick are crafted, the next step is to begin visiting the other points of interest. Blueprints begin appearing, and these provide access to various items, including a tent, campfire, watering can, map, canteen and compass. Some of these items are more useful than others at the onset: the map is the biggest asset, allowing one to keep track of where they are in the world at all times. Initially, the map is covered in a fog of war, but as one explores, landmarks and locations become identified.

  • Having access to the map makes it easier to locate areas with specific resources: larch resin and limestone is only found in certain places. However, the map also has one additional advantage in making it easier to keep track of all of the spots one has visited, including especially scenic areas. Among Trees is a visually impressive game, and every part of the forest is gorgeous to behold. Here, I pass through a field of tall grass en route to my next destination.

  • The trickiest of the blueprints to acquire is probably the tent, which allows one to overnight outdoors for up to three evenings. It is found near a bear – there are no other threats in Among Trees, but bears are hostile by default and can kill players in two swipes of a paw. One can evade bears by crouching in the tall grass and sneaking around: when crouched in grass, players become nearly invisible to bears and can access valuable resources without being spotted. I took the same approach, but at the same time, crafted a first-aid kit in the event stealth failed. In this way, I managed to find all but one of the blueprints in the game.

  • Ten days into Among Trees, I’d become more familiar with survival, and I was surprised to find a fox in front of my cabin. Upon petting him, the fox became a pet of sorts. The fox only takes bleak fillets as food, so at this point, it became important that I master the art of fishing as quickly as I could. In exchange for fish, the fox will faithfully accompany players to the furthest reaches of the map and can even hunt down elusive loot for players. Of course, the biggest advantage about having the fox around is having company: my favourite act is to pet the fox.

  • As I began expanding out the cabin, Among Trees pushed me to explore more of the map, and in this way, I came upon some of the most scenic places in the whole of the game, including the larch grove. There’s a certain tranquility about Among Trees I’ve not found anywhere else, and how I came upon Among Trees is actually quite a touching story – I’d added the game to my Steam wishlist some time ago, and one of my friends, whom I’ve long lost contact with, suddenly appeared and gifted me the game as thanks for having been there with them through some tough times during our university days.

  • Said friend disappeared as quickly as they appeared – they dropped off social media and didn’t reply to my thanks for having gifted me a free title. Curiously enough, I was wondering how they were doing after getting back into Jetpack Joyride; after the move, I hadn’t set up my desktop and spent that evening play Jetpack Joyride, which I first learnt of after watching said friend playing it while we were waiting for Otafest Aurora to start many years ago. Jetpack Joyride still reminds me of the university’s downtown campus, and playing the game was a trip down memory lane. Here, I arrive at the larch groves; the trees are positively radiant, with a warm, golden glow.

  • Les Stroud has commented time and time again on the importance of having a good fishing tackle, so as soon as I was able, I crafted myself a fishing rod. While fishing initially was difficult, once I figured out that I could use mouse movements to control for tension, I was successful on all of my fishing trips. I now had no shortage of protein energy for myself, and I was assured of a food supply for my fox. Eating fish raw in Among Trees has no deleterious effects (the game abstracts out parasites and other pathogens), although cooking the fish greatly bolsters its nutritional value.

  • As I became familiar with the game, and survival became more routine, I was able to really appreciate the graphics of Among Trees. The game looks its best during the sunset hours, and despite its simple visuals, Among Trees actually has steep hardware requirements – an i7-4770 CPU and GTX 970 is recommended. My GTX 1060 and old i5 3570k would’ve handled this game without, but on my current build, things have been very smooth with respect to framerates and visuals.

  • Among Trees became the first Steam game I’ve had where I was able to unlock every achievement after a single play-through – most of the achievements are pretty straightforward and come with exploration, while others require playing a certain way. Most tricky of all are the achievements to complete every bit of exploration the game offers, and surviving fifty days – it is easy enough to find all of the landmarks and build every cabin wing, but some plants can be quite elusive to find. I spent several sessions looking for the Black Void Mushroom. Similarly, surviving for fifty days is a challenge for players because after one learns to fish, survival becomes significantly easier, and most do not feel any inclination to continue playing.

  • I ended up focusing my attention on sewing a new coat and backpack to pass the time. The base backpack only has 12 inventory slots, and this fills up very quickly, especially if one’s carrying many equipment items with them. Similarly, the base coat offers no protection against the element and is only moderately comfortable. A better coat actually increases stamina and running speed on top of improving cold resistance. Once I had a better coat, I could run to locations for longer periods, and this increased my range to the point where I was now reaching places that previously would’ve demanded an overnight stay.

  • Because Among Trees‘ premise is such that players are treated to a purely cathartic game, and the only real challenge is the pair of bears that roam small areas of the map, some folks consider Among Trees to be a bit of a disappointment – traditional survival games are much more intense in that there’s a much wider range of threats that can prematurely end the game, and this creates an incredible amount of tension, driving the stakes up. The difference in aesthetic notwithstanding, most players are more concerned by FJRD Interactive’s original promise of adding more content to the game, only to rescind this promise when a new project came up.

  • While Among Trees might not have the best reception, I’ve not found any indicator as to what precisely people want out of the game – all discussions seems to be focused on how the developers were being unfaithful to the players, et cetera. Upon finishing the game, I found that Among Trees actually does a satisfactory job of creating a relaxed survival experience with the content already available: there’s a satisfactory gameplay loop, and the idea of the game becoming “boring” actually stems from the fact that, once the player has enough to survive comfortably, things do become more routine.

  • However, a creative player will find ways of making the most of their time, and in this way, one isn’t just surviving; they’ll thrive. Here, I throw a tent up as night falls – the tent is limited to three uses, and there’s an achievement that requires players spend three nights in the tent. I originally made use of the tent to explore the furthest corners of the map for chicory, a rare flower that only spawns occasionally. While a large number of guides out there suggest that chicory only spawns at dusk and by night, in specific part of the map, all of the chicory I’ve found were found during the mornings and day. Moreover, I found them in random areas of the map.

  • Attesting to how rare chicory is, I only ever found five during my entire play-through of Among Trees. While it can be cooked and eaten, it has a much more useful purpose: four are needed to craft the game’s largest backpack, which has a total of sixteen slots. There is an intermediate backpack with fourteen slots, and while two slots doesn’t seem like much, being able to hang onto two more types of material can make the difference between being able to bring back the resources one needs to craft something, or being forced to turn back around and leave resources behind.

  • As such, a backpack with four more slots than the base backpack would extend one’s range further. I decided to save my resources for the larger backpack. By this point in the game, I’d also began working on the brewing room. Although it seemed a bonus addition to the cabin, some of the elixirs that can be crafted are downright useful: the wormwood brew acts like a strong coffee and allows one to stay out for longer. This is a lifesaver, allowing me to travel far without needing to bring a tent. On some occasions, I’ve run into elk in the forest, although the elk are harmless and immediately take off upon spotting the player.

  • The feather larch outfit would become my preferred coat – offering some stamina increase, its biggest attributes are greatly increasing one’s resilience to cold, and boosting movement speed. These two properties make it possible to cover great distances quickly, and now, I was able to sprint across the map and reach a spot before the sun had fully risen where previously, it would take me a half-day to reach the same point. Coupled with the elixirs, there suddenly was less of a need to bring a tent with me on resource-gathering runs.

  • Upon completing the best backpack and coat for my play-style, I felt that Among Trees had reached a point where I was now able to not just survive, but thrive. At the cabin, I had a large stockpile of mushrooms, beets, radishes and fish. Thanks to the storage attic, I filled my other bins with wooden planks, bolts, nails, wire and pipes. With all of the essentials crafted, I had resources left over to begin really sprucing up my cabin – the game allows players to create decorative elements around their cabin, and in the beginning, such items feel extraneous.

  • As one begins to build the essentials and get the basics taken care of, they can turn their attention to creativity. Among Trees doesn’t provide these instructions to players by default, but the order in which one should get things done is reasonably easy to figure out. I have seen some guides suggest that the kitchen be built first so one can greatly boost the nutritional value of the food they find, but for me, the best order is the crafting room, followed by the storage attic. The brewing room and greenhouse should be the last elements constructed.

  • The further I got into Among Trees, the more the game’s message became apparent to me – things are always difficult at the beginning, but as one finds their flow and becomes familiar with routine, they become increasingly efficient. Things become easier, and over time, the unfamiliar becomes comfortable. Of course, the problem with this is that all experiences eventually stop being novel. Along this brand of logic, even travelling can become routine and unremarkable. This is what leads me to draw the conclusion that I do: some folks value creating memories and seeing the world, while others would prefer to establish their career and developing financial stability. The choice of choosing one or the other is a hotly-debated subject amongst millennials, and countless articles defending one side over the other have been written on the topic over the years.

  • I believe that early on, one should focus on their career and finances first – life is a game of momentum, and if one doesn’t get in the habit of conducting themselves with discipline, it can be tricky to do so later down the line. If one has a steady career and a game plan for the future, then with a bit of planning, one can still fit in windows with which to see the world with: one doesn’t need to spend a full year in a foreign nation to appreciate another culture. A lot of the proponents of travelling while one’s young suggest that one will have plenty of time later on to catch up, but many professional skills are analogous to lifting weights. Much as one needs to train consistently in order to make appreciable gains, one must constantly hone their craft in order to remain effective in their field.

  • However, in moderation, travel is indeed a form of catharsis, a means of broadening one’s horizons, and a pleasant way of breaking up the routine. When done appropriately, travelling and taking breaks leaves one better prepared to handle things. I note here that this is approach is what works for me: what I do may not work for everyone, and I do not presume to say that any one method is superior to another. I get that people tend to be quite vocal about their positions because their choices, and the path that it led them on, is very much a part of their identity. Ultimately, I maintain that, if one accepts responsibility for the outcome of their decisions, I will not challenge their choices or identity.

  • Back in Among Trees, I’ve finally reached the northeastern edge of the map. Here, a vast lake creates a natural boundary. Some guides call it the ocean, but mountains can be seen on the other side, and moreover, platers can drink out of this lake, indicating that it’s fresh water – drinking salt water is deleterious, with the high salt content accelerating dehydration to a dangerous extent. Conversely, since Among Trees lets players walk up to the water and drink it, it stands to reason this is fresh water. Here, I’ve set up a campfire and cooking kit along with my tent, creating a moment that is quintessential camping.

  • The eagle-eyed reader will have noticed that I’ve written two posts today; this time of year stands as my favourite, consisting of warm days spent enjoying the outdoors and savouring foods that are associated with the summer. This past long weekend, I took advantage of the Monday off to cook a Swiss-and-mushroom melt burger with a side of thick-cut fries (washed down with a tall glass of Ginger Ale and chased by freshly-picked cherries) for lunch. The day had been very hot, bringing back memories of the past two Heritage Day long weekends in previous years. However, since the move, I’ve been rather spoiled by the fact that the new place has air conditioning.

  • This prevents me from forwarding the ports my private server needs to run properly. This means that, in the foreseeable future, I won’t be able to revisit Stormwind by nightfall, or return to the Stonetalon Mountains. Having said this, there are many other experiences I’ve got on my plate. Back in Among Trees, I’ve thrown my tent up beside a pond as night sets in: after checking out the lake, I head back into the forest in search of the remaining plants that have eluded me, including the Death Cap and Black Void mushrooms.

  • To help with navigation, I’ve finally crafted a compass. While a map is superbly useful, having a compass allows me to travel in a direction with greater certainty, and here, I pass through a more heavily wooded area of the forest. It was quite amusing to know that, armed with the axe, food to replenish one’s energy and plenty of patience, one could hypothetically try to chop down the entire forest. However, in between sessions, trees regenerate, and some items respawn. The only exception are the crates and lockboxes at points of interest: if one visits and opens them, but leave the materials in place, they will disappear later on.

  • Towards the end of my time in Among Trees, I returned to the lake one last time while on the hunt for the elusive Black Void mushroom. I ended up finding my target on this run, and in the process, also caught a glimpse of an elk along the shore. With the Black Void mushroom, I’d found all of the plants in the game, explored every landmark and built every extension to my cabin. Among Trees awarded me an achievement for my troubles and alerted me to the fact I could now craft the hiking kit. This was the remaining item I was missing from my crafting library, and as it turns out, this is the last item one can assemble, being meant as an item that brings Among Trees to an end.

  • The Black Void, Death Cap, Dotty and Angel mushrooms are poisonous – consuming them raw runs the risk of poisoning the player, but cooking them renders them safe to eat in Among Trees. Real life, unfortunately, doesn’t work this way, and even the high temperatures of cooking aren’t enough to denature the proteins. It goes without saying that Among Trees is not to be considered as being a resource for outdoor survival. I tended to avoid picking these mushrooms in-game, knowing that the other mushrooms and berries can be eaten raw (making them more valuable for situations where I was not near my cabin or had a cooking kit on my person).

  • Armed with the best jacket possible, plus brews for bolstering body temperature and ward of drowsiness, I am finally able to explore the forest by night. For my troubles, I am rewarded with the light of a crescent moon. One thing I noticed in Among Trees is that weather patterns are quite limited, and cosmetic in nature. It’s either sunny or rainy, and rainfall does little to impact the player. In reality, rain and wind can lock people down, making it difficult to travel great distances. Additional weather patterns in Among Trees would add to the depth of this game, but I imagine it would also represent challenges from an implementation standpoint.

  • Towards the endgame, I’ve fully made use of every facility available to my cabin. The cook stove allows me to cook highly nutritious and delicious meals. Sticks are needed to fuel the stove, but they can be easily acquired by chopping down trees. The resulting meals can fill the hunger bar to a hundred percent, and I made it a point to eat breakfast every morning before setting out, and then along the way, I would top off with the various mushrooms, berries and roots I find.

  • Observant readers will have noticed that I’ve now got potted plants, sculptures and other artworks around the cabin. Once most of the essentials are crafted, any metal one finds no longer has any use, so it is perfectly okay to turn them into art for sprucing up the cabin interior. I spent most of the game travelling around, hunting for resources, but at the endgame, I stayed at the cabin to craft things, and also to tend to my greenhouse. Having now collected seeds from the points of interest, I planted them and waited a few days for the turnips and radishes to grow, all the while watering them periodically.

  • The greenhouse is the most photogenic part of the cabin, and when all of the visual effects are cranked to maximum, it is gorgeous in here. Among Trees only allows players to plant radishes and turnips, and upon harvesting them, they occasionally drop seeds that allow one to have access to more vegetables. These roots do take some effort to cook, and radishes can only be eaten cooked, but having vegetables means not being reliant on the mushrooms and berries that spawn throughout the world.

  • All adventures must come to an end, and after fifty days of surviving in the forest, I finally put my hiking pack to use – in real-time, I’ve spent about thirteen hours over the course of a month in Among Trees, and I feel that the game has proven to be a remarkable experience, both from a gameplay perspective and from a thematic perspective. The thematic piece proved to be quite unexpected, a consequence of my own experiences feeding into how I approached the game, and I would imagine that a different individual playing this very game would likely come out with a completely different set of thoughts.

Among Trees is able to tell a compelling story that speaks to the values I hold despite being a sandbox experience that never quite reached completion; I’ve heard that FJRD Interactive originally had plans to improve the game’s complexity and depth, but shortly after, abandoned development in favour of other projects despite wishes from the community to wrap the game up. As enjoyable as Among Trees is, there are numerous elements that appear that the game wished to add, including more options for backpacks and coats. A more complex system would allow one to choose their gear more carefully (e.g. a higher-capacity backpack might reduce one’s movement speed). The game does not allow one to pick clams off the beach from the forest’s northeastern corner, or lay down crab pots. Similarly, while one can spot rabbits and elk in the game, there is no option to fashion traps and snares to catch smaller critters for meat, or perhaps hunt larger game with a bow. The greenhouse only allows players to grow beets and radishes, but it would be nice to let players farm their own berries and mushrooms. Besides expanding the crafting and clothing system, as well as adding a hunting system, Among Trees also would benefit from providing players with a variety of terrains to survive in. The game currently sets players in a warm, temperate forest during the summer, when temperatures are comfortable, and wild edibles are in good supply. It would be enjoyable to see the game use its temperature, food and hydration meters more effectively by providing players with a tropical island, desert and arctic tundra map to mix up what one should prioritise in a different region of the world. In the arctic, hydration may deplete more slowly, but temperature will always deplete quickly. A desert setting may cause the sleep and hydration meters to wear out more quickly. This would force players to look more closely at different goals, and add considerably to the game’s depth. However, as previously mentioned, it appears that FJRD Interactive has ceased development on Among Trees, and as such, the items on my wishlist are unlikely to be realised. Although Among Trees has an incredible potential to become a sort of Survivorman experience set in beautifully crafted and highly cathartic settings, lack of future work means the game’s current state is likely all players will get for the present. In spite of this, it isn’t all doom and gloom – the game does have an excellent message for players, and for me, a single play-through from front to back, wholly exploring every corner of the map, collecting every plant and fungi I could, and building my cabin to completion, took a total of thirteen hours. Consequently, Among Trees is a worthwhile experience when it’s discounted; although steep at full price, it is a fun game that is quite unlike anything I’d played previously, and having now taken a break from my usual shooters, it’s time to return to my favourite genre with a fresh set of eyes.

Routine Feat: Remarks on the Importance of Structure as a Route to Success and A Calgary Rodeo Reflection

Late night, come home
Work sucks, I know
She left me roses by the stairs
Surprises let me know she cares

–blink-128, All The Small Things

Developed by Alexandre Ignatov, who had previously published ШХД: ЗИМА / IT’S WINTER, Routine Feat was actually written before IT’S WINTER, but the assets were reused to create a very moody and contemplative experience. However, unlike IT’S WINTER, Routine Feat has additional depth to it – it puts players in the shoes of an office worker who appears stuck in a routine of monotony: day in and day out, the office worker heads to a dreary job where, in his office, he’s scrawled onto a piece of paper “My work does not bring joy and is not so important for me and the people around me, but I cannot quit it. Otherwise, what will I eat?” Between his duties, the office worker toils away on his own novel, occasionally struggling to come up with ideas, but over time, his perseverance pays off: on a sunny, peaceful morning, the office worker submits his finished manuscript and heads to work. Coming home, the office worker spots a letter and a pile of cash in his mailbox – the publishers love his book and have already placed an order for a hundred thousand copies, saying that such a book will move millions. At first glance, Routine Feat appears to follow in the footsteps of IT’S WINTER in conveying a sense of melancholy and longing. Note scattered around the office worker’s home and workspace suggests someone who’s living day-to-day, seemingly without purpose or motivation. However, the office worker’s novel is the one ray of light in his life, and by investing time into this project in between his work, while at the same time, doing his best in a daily routine despite his boredom and melancholy, the office worker is able to create something of worth and find new value in his life. Among the monotony of routine comes new joy, and in this area, Routine Feat shows that there is nothing wrong with routine. While social media glamourises spontaneity and travel, and relationship guides claim (without evidence) that dating spontaneous people is the singular key to happiness, experts universally agree that routine is vital in maintaining one’s mental health, reduces anxiety and increases resilience against adversity. People who follow a consistent routine sleep more soundly, and may also enjoy improved physical health on top of mental wellness. Having a routine creates familiarity which allows one to do more – knowing one’s always going to have an hour in the morning means being able to lift weights before starting one’s workday, and being assured of an hour of rest before turning in means I’m confident that I could get some writing or gaming done that day.

The melancholy and monotony that is seen in Routine Feat contrasts sharply with the beautiful summer weather – when players open Routine Feat, they are met with the same apartment complex seen in IT’S WINTER. However, this time, sunlight fills the rooms with the warm golden glow of a mid-summer’s morning, and the sky is a pale azure. The landscape is verdant and lush with vegetation. Even though there isn’t another soul around (I’m the only person around), and it feels as though the weather is mocking me, it’s clear that Routine Feat is not trying to convey the same sense of hopelessness that only a bitterly cold winter’s night could. The change of seasons is what sets Routine Feat apart from its predecessor – long days filled with sunshine instills a sense of hope, and having light out increases the incentive to stop to take a breath and live in the moment. Although it might not be a life-changing journey to Japan, there is a certain joy about being able to feel the warmth of sunshine while waiting for the bus. Similarly, more sunshine means after coming home from work, it’s still light enough to enjoy the last rays of sun before returning one’s attention to their pursuits. It is therefore appropriate that here in Routine Feat, looking beyond what superficially appears to be a dull and dreary life, one finds a world filled with nuance and excitement. It is unsurprising that the office worker is able to write a book under such conditions – no longer trapped by the winter, one is really able to stretch their feet and allow the long days of summer to provide inspiration. The combination of routine in Routine Feat has its basis in reality; I am reminded of spending endless days during the summer of a decade earlier indoors with MCAT preparations while the world around me enjoyed everything the summer had to offer. However, even though I was not engaged in activities associated with the summer, the warm weather and beautiful skies gave me a sense of comfort and reassurance. This sense of well-being, coupled with the fact that I’d settled into a fairly consistent routine, of studying, lifting weights and unwinding, meant that what had appeared to be an insurmountable foe would suddenly look more manageable. On this day ten years ago, it had been a gorgeous morning, and while the family had stepped out to enjoy the Calgary Stampede, I remained behind to brush up on verbal reasoning. It had been a particularly fine day, and after hitting my quota for the morning, I walked out to the local sandwich shop for a pork rib sandwich. I was struck with a thought: appreciating small things in life is what makes things worthwhile. Routine Feat makes it a point to convey this, and while the game might initially seem repetitive and pointless, once players take the time to slow down and figure things out, there’s an unexpectedly uplifting and optimistic message about how, in the throes of routine, people can optimise their schedules and come to do great things with the time that is available to them. I managed to have what was, in retrospect, a pretty enjoyable summer ten years ago despite having spent so much of it on the MCAT (I would later go on to travel and even put out a journal publication). The office worker in Routine Feat may live a routine life, but in growing familiar with his day-to-day patterns, manages to optimise things and find the time to pursue his own interests, chipping away tirelessly until things finally come to a head, and his efforts are rewarded.

Screenshots and Commentary

  • I became intrigued with Routine Feat after playing IT’S WINTER and discovered the game was free to download from Ignatov’s website. However, when the game became available on Steam back in May, I decided to pick it up to support Ignatov: both Routine Feat and IT’S WINTER speak to some of my own experiences with loneliness, of being trapped during both winters and summers during my time as a university student. In 2013, I earned my Bachelor of Health Science degree, but between all of my friends heading off to pursue their careers, and a one-in-a-century flood knocking out my summer plans (which entailed a kokuhaku), I fell into a mild depression.

  • As that summer drew to a close, I began dreading the imminent arrival of winter; the individual I had wished to deliver my kokuhaku to had left for an exchange programme in Japan, and I was left to pursue open studies while awaiting the results of my second shot at getting into medical school. In the depths of winter, my applications fell through, and I got a sneaking suspicion the person I was hoping to ask out would not wait for me. However, it was not the end; upon hearing about my applications’ outcomes, my supervisor immediately extended to me an offer of admissions into graduate school, as well as a position on what would become the Giant Walkthrough Brain project. Spotting an opportunity to walk a different path, and to immerse myself in something that took my mind off things, I accepted immediately.

  • This proved to be a pivotal moment for me, and I attribute my recovery to this turn of events – keeping busy with a project that would contribute to scientific communication in the community took my mind off the hurt of what had amounted to a rejection, and I thus focused my entire effort towards learning Unity. While I would slowly find my way again and ended up becoming an iOS developer as a result of my experiences in graduate school, I remained quite hostile towards winter for some time after. However, even this dislike wouldn’t last forever; I would come to take stock in the fact that, no matter how cold winters got, summers would always return, and until summers did come back, I had somewhere warm to return to every day.

  • IT’S WINTER spoke to me about this fact: while the game is supposed to convey an overwhelming sense of isolation and sadness, I found that the game actually captured something quite unexpected. To be able to wander outside in a bitterly cold winter’s night, and then returning to the warmth and comfort of the player’s apartment was quite reassuring: no matter how far my wanderings took me, I could always go back to somewhere with light, heat and food. It was with this mindset that I approached Routine Feat, which was similarly written to be a game that speaks to depression and melancholy associated with an unremarkable life.

  • When players start Routine Feat for the first time, they are met with blue skies and the light of a summer’s morning. I remember numerous such mornings in all of my summers, especially during the year I took the MCAT. Like the office worker of Routine Feat, I would board the bus and head for campus to either attend my preparation course or lift weights, before hitting the books and returning home. Buses to the university are practically empty in the summer, adding to my sense of isolation. However, while my MCAT year should have been lonely, I found that having a routine helped me to focus effectively.

  • The reason for this is simple: knowing what to expect on a given day creates confidence in having control. Having structure in one’s day provides certainty and reassurance, allowing one to know that they’ve got time blocked out to get certain things done. This is why, when the global health crisis hit some two-and-a-half years earlier, I was able to cope with things. I woke up early in the mornings, ate breakfast and got to work. Every day at 1030, I would stop for a yogurt break, and then I’d resume work until 1200, during which I’d break for lunch.

  • Lunch breaks would last precisely an hour, and then I would work until 1500. Here, I’d stop to enjoy the refreshing tang of a mandarin orange. Once this break was over, it was a straight shot until the end of the day. After work, I would either do light exercise in the basement or, if the weather allowed me to, go for a stroll around the block. Between my routine, I found enough time to game, blog and chat with friends. While I greatly missed being able to go to restaurants and my favourite places in town, knowing my days were well-organised, and that I was still getting things done, gave me some reassurance.

  • In this way, when restrictions began rolling back, I would come to look forwards to grabbing takeout from the local Cantonese restaurant, or spending some time in the nearby parks on weekends. This new routine has worked well for me: despite beginning a new position last April and moving house this year, old habits died hard; I ended up following the same work and life patterns I previously did, with the main exception that I’m doing more housework now. Curiously enough, doing housework is when I’m most at ease, as it gives my mind a chance to wander and unwind.

  • Having now moved for a shade over three months, I’ve formed a new routine by merging old habits with nuances of the new place, and this has in turn allowed me to acclimatise to life in a new part of town; there is enough time in a day for me to work, look after the new place, exercise, sleep well and on top of all this, continue to keep this blog going. Back in Routine Feat, I will note that the game gives players full freedom to do whatever they choose to. In mornings, a bus will appear at regular intervals, and boarding will take players to work.

  • One can choose to deliberately miss the bus without penalty: buses will keep coming ad infinitum, and the game will only advance if one boards, so one could spend as much time as they wish to explore the environment. Unlike IT’S WINTER, where there’s a soft boundary that will transport players back to the heart of the map, Routine Feat features hard boundaries at the map’s edges to prevent them from going further. The map is actually a ways bigger than it was in IT’S WINTER, and one can thoroughly explore the woods surrounding the office worker’s apartment block.

  • The lack of deadlines means Routine Feat is free to give players full agency over their decisions. This is especially important, since many things in the game can be interacted with. One can choose to cook a scrumptious breakfast with the ingredients in their refrigerator as a way to start the day, or go for a stroll in the woods surrounding the apartment. Reading the notes on one’s desk will also lead one to realise that the office worker is an aspiring author, and while he may occasionally struggle to come up with ideas, for the most part, the office worker can find inspiration to write.

  • One thing that I didn’t notice was that, in order to make any progress on the novel, one must type on the typewriter, and then when a page is done, it must be manually inserted into an envelope on the office worker’s desk at home. Every morning and evening, the office worker will produce two to four pages before calling it quits, and so, to finish Routine Feat quickly, one must make it a habit of writing every day, before heading for work, and then before turning in. However, there’s no obligation to move at such a breakneck pace: Routine Feat won’t punish players for finishing slowly, nor will it reward players further for finishing quickly.

  • Observant players will have noticed that in Routine Feat, mornings will look slightly different when a new day starts, and similarly, players arrive home from work at varying times of day. Sometimes, the sun is just setting when one gets off the bus, and at other times, it’s fully nighttime, with a full moon in the sky. On one of my mornings in Routine Feat, the sky was overcast and brought back memories of last year, when extensive forest fires a province over devastated entire towns and filled the skies with smoke.

  • This year, the weather’s been quite the opposite – we’ve been fortunate that no heat dome settled over British Columbia, keeping the forest fires at bay, and moreover, near-normal precipitation and temperatures have made for both green surroundings and comfortable days. July and August are the times of year best suited for summer adventures, and unlike the previous two years, this year, I am hoping to slowly ease back into planning out excursions on weekends to take advantage of the long and warm days that I’ve long expressed fondness for.

  • It suddenly strikes me that I’ve not yet shown a screenshot of the office worker’s bedroom. Although the quarters are spartan, especially for folks who’ve grown accustomed to living in a detached home of at least 1200 square feet, looking around the office worker’s apartment still gives a very inviting sense. Everything is reasonably clean and well-kept, and while there’s no living room, the bedroom is very large. Were I to live here, the only adjustment I’d make is to move the bed over to the right, closer to the heater by the window, and then put the TV stand underneath the tapestry.

  • Because of variability in the weather, on some mornings in Routine Feat, I wake up to sunlight filling the bedroom. This is how bright my room gets in the morning during the summers – it’s gotten to the point where I don’t need an alarm clock to wake up on days where it’s sunny, and I’m always filled with a feeling of peace whenever it looks like this. I’ve noticed that sleep is never really a problem in Routine Feat; inconsistent sleep is often associated with depression, as depression can create feelings of regret, sadness and longing that result in thoughts that wholly occupy the mind.

  • Players have no trouble sleeping in Routine Feat, and falling asleep is as easy as looking at the bed and pressing “E”. Once asleep, Routine Feat treats players to fantastical dreamscapes. According to Ignatov, the dreams themselves don’t have any deep or specific meanings, being meant to represent spaces that are quite different than the office worker’s home and day-to-day life. I’ve always been fond of creators who step up to clarify things and remind folks to take it easy: it’s not lost on me that, perhaps as a result of North American literature courses, people are taught to pick works apart and focus on nuances like symbolism and literary devices over the overarching themes and character experiences.

  • As it turns out, the approach of analysing every last element in a work is known as the reader-response criticism theory, in which practitioners can interpret a work independently of the author’s intentions, and in this way, produce any end conclusion because the reader’s interpretation is treated as the main authority on things. A handful of anime blogs out there subscribed to this approach and at their height, took things one step further by asserting that works can be analysed independently of cultural and individual influences to produce an “objective” interpretation. Behind the Nihon was fond of this, but I found their methodology flawed on the grounds that it produces a very narrow and limited view of the work, since Behind the Nihon Review’s writers still brought their own subjective tastes and backgrounds to the table.

  • Conversely, I always strive to pay attention to what the author attempted to convey, since how they present and execute a work is influenced by how they perceive their experiences. Reconciling the differences between what I experience, and what the author’s intentions are, produces the richest understanding of things. Routine Feat, for instance, is a game that conveys sadness and melancholy from routine, but because the game chooses to give the player an end-goal (of writing a book) that they do succeed in, the game also shows the nuances of following a routine. This is Ignatov’s intention: “if you stop and take a breath of air, then you might like [Routine Feat]“.

  • On a quiet morning with blue skies, I managed to get all twenty pages of the book written out, and submitted the manuscript to the publisher. What awaits the player is another day at work, but this time around, there’s a faint sense of excitement this time around. Routine Feat doesn’t have a large number of goals, but the office worker’s act of writing a book does advance the story. However, it is worth noting here that Routine Feat does not have any save points, and as such, one must play through several days in order to write all twenty of the requisite pages: leaving the game at any time will reset one’s progress.

  • Earlier today, I had awoken to gorgeous skies and a forecasted high of 26°C. However, it was no typical day: I was set to attend the Calgary Stampede with the company, and to ensure I arrived in time for lunch to begin, I left earlier. Today marked the beginning of the Greatest Outdoor Show on Earth, and this event traditionally kicks off with a large parade downtown. The light rail line runs right through the downtown core and intersects with the parade route, so the wisdom of leaving early became apparent. After arriving, I made my way to the Rotary House, which had been marked as closed for a private function (i.e. ours).

  • Once lunch ended, we moseyed on over to the Grandstand for my first-ever rodeo show, which featured Saddle Bronc, Barrel Racing, Tie-Down Roping, Steer Wrestling, Bareback and most exhilarating of all to watch, Bull Riding. The afternoon had begun with the entire grandstand bathed in sunlight, but a cool shadow stole over the venue as the afternoon wore on. While I’ve attended the Calgary Stampede in previous years, I’ve only ever checked out the midway and exhibitions, but otherwise, had never actually seen any rodeo events, so it was quite a unique and memorable experience to watch the events that are at the heart of the Stampede.

  • After enjoying the Unagi Sushi Taco, I ventured into the exhibition halls to see what arts were being displayed. This year, the BMO Centre is undergoing some dramatic changes: like the University of Calgary, which has seen massive construction projects, the Stampede Grounds are being upgraded. They had begun demolishing the Stampede Corral in 2020 after an assessment in 2016 found it was no longer viable to bring the building up to code. At present, the framework to the new structure is up, and it is expected that construction will conclude next summer. Fortunately, the exhibitor hall and Western Oasis art displays were still present, and I cooled off in here with a root beer before heading back home.

  • With today’s events, I’m reminded of why Calgary’s workforce jokingly remark that for 10 days of July, all work grinds to a halt as workers from all occupations take time off, whether it’s personal time or company events, to visit the Stampede. Today was quite far removed from my usual routine: I am usually found sitting at my desk and churning away at my IDE, or else pacing around whilst conceptualising solutions. This Stampede visit was a nice break from routine, and I’m left ready to relax this weekend before returning on Monday to continue with my current assignment.

  • Back in Routine Feat, I was pleasantly surprised to find a letter from the publisher and a pile of money in my mailbox after submitting the book. Players receive a small amount of money in their day job in Routine Feat, so to see this kind of money come in would probably be a shock. All of a sudden, melancholy and loneliness turns to joy. In reality, things would happen over a longer timeframe, but the outcomes are undeniable; hard work and perseverance is what brings about success, and having a routine allows one to be able to achieve their goals. Routine Feat works in a meta-gaming perspective: once players figure out the routine, they can easily advance the story and see the office worker realise his dreams.

  • I ended up taking the letter back into my room to read it, and it was a remarkably pleasant feeling: the office worker’s novel turns out to be a smash hit. The publishers have already ordered a hundred thousand copies and expect the book to sell very well. I did notice some HTML tags in the publisher’s letter, and in a few areas in Routine Feat, there are spelling mistakes, but these are comparatively minor, especially considering the rest of the game works smoothly. It felt fantastic to see the office worker succeed in his dreams, and the epilogue suggests that the office worker is able to pursue his own dreams freely now.

  • As a means of celebration, I gathered some of the items from the fridge and made the office worker a very nice meal: the usual eggs on toast was accompanied with sausage, cheese, tomato and cucumber, and then I decided to have an apple and banana, washed down with a glass of milk. Routine Feat automatically restocks the player’s refrigerator every time the player returns home or wakes up, so there’s always sufficient provisions. This aspect of Routine Feat was one I particularly liked, since it showed how while the office worker’s days might be monotonous, he’s still able to support himself well enough to pursue his own interests.

  • To wrap things up, I’ve climbed to the rooftop to get a look at the neighbourhood. There’s a bunch of beers up here, and after successfully publishing a book, it felt appropriate to crack open a beer and enjoy the summer evening. Routine Feat might be simple, but there is no denying that the game is successful with its messages. Further to this, aside from a few rough spots here and there, the game is polished. I’m impressed with how much fun I had in Routine Feat: while the game is not “fun” in a traditional sense, it was very instructive. I relate quite well to the environment and themes that Ignatov sought to convey, and so, Routine Feat became quite refreshing to play through.

Ignatov has expressed that the minimalism in Routine Feat and IT’S WINTER is deliberate: the game’s Steam Store description indicates that the theme is “overwhelming loneliness” that arises in a world dominated by isolation and abandonment. However, even on beautiful summer days with no one else around, Ignatov writes that one may find a sense of peace in taking the time to stop and smell the roses: the game was written with this in mind, and Ignatov has mentioned in an interview that the aim was to create a world that players could get lost in. Interactivity lies at the forefront of things in Routine Feat, and like IT’S WINTER, one can also deliberately choose not to hop on the bus and go to work. Instead, one could whip up a fantastic breakfast with the ingredients in their refrigerator, reorganinise their apartment and clear up the trash strewn about, or even go for a walk around the apartment block and take in the calm melancholy of a gentle morning. While Routine Feat offers this freedom to players, choosing to follow one’s routine by going to work, and then spending a little more time on the office worker’s novel, is where the game’s true genius shines: Routine Feat suggests that although one might seemingly be bound to monotony in their everyday lives, life is also what one chooses to make of things, and the familiarity offered by routine is what makes excitement so remarkable. This is why my own Calgary Stampede experience this year is particularly memorable: it was my first time attending the rodeo show as a part of a company-wide event, and after a lunch at the Rotary House, a rustic event venue, we watched the afternoon’s performances at the grandstand. I never imagined that, a decade after the morning I’d made the call to stay home and press forwards with MCAT revisions, I would have the opportunity to experience the Calgary Stampede in the most traditional way possible. On most days, my routine entails sitting down at my desk, reading through my day’s assignments and then opening an IDE to begin chipping away at my work. To be able to take a break of this sort was especially refreshing, although here, I note that things like the Calgary Stampede are so enjoyable precisely because they represent a break from routine.