Aburden: The Last Goodbye

I couldn’t remember what this sounded like.
Had a quick listen of a few seconds and remembered why this review is not exactly of the praising variety.

To be fair, the review is not of the good quality variety either.

Most of my interview and review work now appears on Culture Eater.
My colleague and I set up a Patreon to further develop Culture Eater as a source of good quality arts coverage from both ourselves and our contributors.

We’re looking at what we can give to supporters as we don’t want to set up a one way relationship, so suggestions are welcome. Podcast Eater is one of the things we’ve got going and (aside from the next few weeks) new episodes are available through there first.

Please consider supporting, or at least sharing the Patreon page with others. Please also check out what our wonderful contributors are contributing.

I hope you enjoy.

Aburden are a band that hails from Melbourne.
Something about building a fan base over time and hard work, leading to the release of their new EP. The EP’s name is The Last Goodbye.

There are a few issues with the EP.

Firstly, too much of the vocals have effects blatantly applied to them to the point where it just dampens what impact that they have. The screams are usually strong enough to get through this, but the clean vocals suffer the most.

The lyrics embrace melodrama. The sense of relation is there. However, in conjunction with the delivery, the emotions end up overly emphasised. They don’t reach inside; instead they just touch the surface.

Almost every moment hits maximum. Even the softer parts. It’s good that the group have energy and enthusiasm, but there’s no subtlety. Nor is there a sense of dynamics beyond surface level. Along with the words, the band dives into the melodrama with their playing and it serves to harm The Last Goodbye.

The excessive reverb (among other effects) leads to The Last Goodbye sounding flat. This is usually a little more restrained than everything else, but it’s still a prominent, and at times distracting issue. Combined with the above issues, as well as the unrelenting loudness and the flatness ends up exacerbated. The emotion of the music suffers as it exists in a superficial manner due to a seeming lack of restraint.

“My Old Friend”, the closing track on The Last Goodbye, is a good example of this.
The piano progression suggests soft playing, but the playing sounds highly forceful. The reverb makes the vocals sound like the vocalist is in a long hallway screaming, leading to the words being muddied. They also sound like the vocalist is trying to sound really sad whilst screaming as hard as possible. It is likely that “My Old Friend” is a counter-point to “My Best Friend”, but it misses the mark.

To be fair, the piano of “My Old Friend” is interesting. There’s a tenderness and fragility that comes through the playing. The piano also doesn’t follow a strictly conventional melodic progression. It works well as an atmospheric piece on a conceptual level. However, the piano ends up mired by the approach.

It’s not all bad for Aburden, however. There is a fair bit of talent and the group show a lot of potential. They know how sections should connect with each other, and there is a drive and passion that does come through.

Some of the effects work to the advantage of the songs. There’s appropriate ambient use as well as application for subtle emphasis. These work well as they build upon the foundations of the songs rather than overtake.

Whilst going too hard into drama, each member does commit themselves quite well. Aburden have a good sense of flow which shows in the songs’ lengths. The songs don’t feel like they drag and thus Aburden are free to move through the songs without tiring. Each member locks in to each other really well and thus the songs do sound like the members are unified. There is a lot of promise for the group. It just feels as though they wouldn’t reign things in and were too willing to let themselves stick into some pretty strict templates.

That is to say that The Last Goodbye is an energetic record that shows significant promise for Aburden. It is also a record that shows that Aburden could easily veer into stagnation by doing the exact same thing that so many before have done and so many will do. The EP needed restraint, a drier recording and less loudness. It would have gained so much. However, the EP does showcase strong song structure, as well as a band that plays well together.

The Last Goodbye is available to hear here.

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Another Mooring Bollard

This was seen during a recent wandering.

I’m not sure as to why I shot it at this particular angle. I think it may have been due to how much of it was visible.

I hope you enjoy.

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Sydney CBD Waking Up

This was taken around the same time as this photo.

I like the sense of waking that came through in this one, but I don’t think I chose the best spot to get the shot. I feel as though the close vegetation takes a little away from the scene, but it’s difficult to crop them without making some of the boats become distracting.

Anyway, I hope you enjoy.

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Bright Buildings at the Bay

Here is a photo of some buildings as seen at a certain time of day with a certain amount of cloud cover, and also a certain amount of stillness on the water’s surface. This was taken around the same time as these photos.

I very much like the reflection’s clarity. There is some smearing but the reflection captures the buildings with a fair bit of clarity. I think I may have said this about one of the photos of this spot that I’ve shared, but I also like how this looks like an audio waveform. Maybe a part that’s getting quiet, or fading out. Not sure.

The overcast sky helps to keep focus on the buildings, though that also has a bit to do with the sunlight.

This is my submission into the one hundred-and-ninety-third Lens-Artists Photo Challenge.

The theme for this one is “They Say it’s Your Birthday…

I generally don’t do much for my birthday. It happens, it’s a thing but I usually treat it like any other day. As such, it often involves photography. This photo was taken around my birthday last year, hence my using it as my submission.

The host of the Lens-Artists challenges cycles weekly between the following people:

Week 1 – Patti

Week 2 – Ann-Christine aka Leya

Week 3 – Amy

Week 4 – Tina

This year three people are joining the Lens-Artists team:

John Steiner of Journeys with Johnbo

Sofia Alves of  Photographias

Anne Sandler of Slow Shutter Speed

As such the above hosting order is likely to change.

This one is curated by John. The next one is curated by Sofia.

I recommend participating in the challenges. They’re enjoyable and allow room for interpretation of the theme without straying too far. If you don’t participate, then I recommend that you at least check out what others of the Lens-Artists community are submitting.

I hope you enjoy.

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Big Dead: Bellbird

One listen for this one.

I was trying to go for something. I think I was trying to get across the feel and flow of the song more than anything else, but I don’t think either came across too well.

Big Dead’s “Bellbird” is from Bone White Branches.

I hope you enjoy.

A sound stretches and contracts whilst something faint softly moves along lines. Vocals come in, gentle, soft. Guitar lowers itself in whilst saxophone gently fills its place as a wisp.

The guitar becomes a littler fuller, the saxophone returns, more as a gentle breeze. Other sounds come in and respond, and they all paint a scene of melancholy. Slowly a sense of tribute; of honouring comes forward.

Percussion and bass come in, joining in creating image; Slowly all weave together as a journey toward something. The vocals return and once more they follow their flow through the sounds, and all is beautiful. It is sad, weighty, but beautiful.

The bass pulls away, as do most of the sounds, leaving the percussion and synth. They ride out the breeze for a little longer; the percussion halts, the synth echoes away and the song ends.

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Vertical Colour Streaks

Another photo of this wind eroded cave.

I really liked being at this cave as it had a fair bit of variation in its surface.
This image in particular I find interesting due to the vertical layering of colour.

This is my submission into the one hundred-and-ninety-second Lens-Artists Photo Challenge.

The theme for this one is “Earth Story“.

The host of the Lens-Artists challenges cycles weekly between the following people:

Week 1 – Patti

Week 2 – Ann-Christine aka Leya

Week 3 – Amy

Week 4 – Tina

This year three people are joining the Lens-Artists team:

John Steiner of Journeys with Johnbo

Sofia Alves of  Photographias

Anne Sandler of Slow Shutter Speed

As such the above hosting order is likely to change.

This one is curated by Amy. The next one is curated by John and its theme is related to the following:

“For next challenge, be thinking about what is special to you regarding birthdays or anniversaries.”

I recommend participating in the challenges. They’re enjoyable and allow room for interpretation of the theme without straying too far. If you don’t participate, then I recommend that you at least check out what others of the Lens-Artists community are submitting.

I hope you enjoy.

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Final Fantasy II Pixel Remaster

This is another review that took far too long to finish. I wrote the majority of it a while ago and then sat on it since. Did some more writing a few days ago, then spent somewhere close to seven hours editing it today as I needed to finish it off. It’s not a great editing job, but it’s done and so I can do other stuff now.

Most of my interview and review work now appears on Culture Eater.
My colleague and I set up a Patreon to further develop Culture Eater as a source of good quality arts coverage from both ourselves and our contributors.

We’re looking at what we can give to supporters as we don’t want to set up a one way relationship, so suggestions are welcome. Podcast Eater is one of the things we’ve got going and (aside from the next few weeks) new episodes are available through there first.

Please consider supporting, or at least sharing the Patreon page with others. Please also check out what our wonderful contributors are contributing.

I hope you enjoy.

Often considered the second of the mainline Final Fantasy games, Final Fantasy II exists. It also exists as the second of six in the pixel remaster re-releases; a series that focuses on nostalgia, but not without some updates. It also has been a somewhat controversial title in the Final Fantasy series due to how it approached certain aspects of gameplay.

The plot is thus: Forsooth! The Emperor of Palamecia is conquering the world. Your plucky heroes join THE REBELLION as they want to stop The Emperor. From there you cycle through furthering plot, traveling to locations, a bit of dungeoneering and some other stuff.

After starting a new game the first thing you do is lose a fight whilst you’re trying to run away from The Palamecian Empire. At this point an unwinnable fight is not the rarest of things in RPGs, but its implementation here works well as it establishes The Empire as a conquering and overwhelming force. This then extends into the following scenes establish the characters’ will to fight back against said force, despite the odds being against them. It’s not exactly deep or complex stuff, but it feeds well into the narrative.

Final Fantasy II makes use of a keyword system. Its a system where you can learn, then “say” certain words in certain conversations to certain characters. It gets you more information about a current situation, but outside of assisting in the plot it often has little use. The keywords often become irrelevant as you progress past their need which feels like a wasted opportunity. It would’ve been nice to see previous words remain useful as the game progressed.

The world’s design is fairly open for the most part; Once you leave the first town you can freely explore, but the story always progresses in a specific order. Exploring might see you encounter enemies much stronger than your party; it can also get you access to some powerful stuff early on. The layout of the world facilitates this well; part of it loops around the map and it’s easy enough to get around either via walking or paid transport. There’s also the series’ first appearance of chocobos but the location is of out of the way seldom convenient, but I digress.

Whilst the layout facilitates exploration, it doesn’t always work in service of plot convenience. Due to how the plot progresses you regularly return to the starting town. As transport options are not always convenient, you can end up doing a fair bit of walking to return. Combined with the encounter rate, you can end up spending what feels like a lot of time going back to the starting town.

Speaking of towns, they exist and service the usual functions of having shops to stock up on stuff, a place to recover hp / mp and characters to move the plot along. There’s not much to say here. They look nice enough and are easy to get around. How inns work, however, bears mentioning. Their price is based on the amount of recovery required. Early on they’re usually pretty cheap, but depending on how you handle fights they on they can get pretty expensive later on. That said, at a certain point it may become more cost effective to stock up on cottages since they do the same thing as inns but at a set price and are usable anywhere on the world map.

Dungeons often feel sizeable, with the later ones taking a bit of time to get through. There aren’t any puzzles to solve; their main challenge comes from fighting battles whilst finding the right way forward. Final Fantasy II‘s dungeons have many empty rooms. Unless you’ve played the game before (or are using a guide), you’re unlikely to know which doors lead to these rooms; the mini-map cannot help you with this. When you enter these rooms you appear in the middle of them for some reason.

In earlier versions of the game these were annoying as usually you’d encounter monsters on your way out.  It’s still possible here, but the encounter rate seems lower whilst in them. Whilst they are annoying, due to the game auto-saving when you enter a new area they can function as checkpoints. It helps a small bit as the encounter rate and general layout can make getting through dungeons tiring later on. Being able to stop somewhere in a dungeon without having to restart it is a relief.

Combat is combat and it progresses in the way that combat does. The goal is to defeat the enemies before they defeat you. You can attack, cast spells, use items, run, etc etc. When a battle ends you get gold and sometimes items, and some of your stats may increase. Some fights are tougher than others, and some boss fights feel more challenging than on prior versions.

As Final Fantasy II uses mp instead of a magic charges, ethers are less powerful than in Final Fantasy. They’re quite useful and easy enough to buy, but if you’re going heavy with magic you’ll need to manage your use of them for a good chunk of the game. It’s appreciable as they remain useful without making a mechanic negligible.

Auto-battle is back and once more it can exacerbate how tedious battles can become. This is more of an issue with the frequency of battles than it is with auto-battle itself, but it’s still an issue. That said, it also can help quite a lot with grinding stats.

In Final Fantasy II HP goes up at regular intervals, and other stats increase based on what actions occur in battle. Weapons and magic also increase with use, with the result being them becoming more powerful. Aside from buffing and healing, how fast these level up are based on the rank of what you’re fighting. Fighting enemies of lower rank will see slower increases than fighting enemies of equal or higher rank.

Whilst offering some flexibility, Final Fantasy II expects you to commit to either magic. To reinforce this, some equipment comes with penalties to your magic power. Unfortunately the game won’t tell you how heavy those penalties are, so unless you’re into testing each bit of gear you’ll have to look them up. Whilst it encourages thinking about your combat roles, you can get around this easily enough. Even so, not knowing the penalties at a glance discourages using most magic and so it’s easy to leave it underused. It still has purposes as some enemies take more damage from magic than physical attacks. Even so, it’s a whole mechanic that that is easy to ignore due to a bad design choice.

Due to the nature of the leveling system it’s easy to get strong after a short amount of grinding. That said, you likely won’t need to spend much time grinding. When you go to a new area enemies will be tougher, and eventually you’ll overpower them. Some enemy configurations will remain tough longer than others though, which is appreciable. Your fourth character is likely to remain underpowered, however.

Your fourth character slot rotates between a few people as the plot demands, which is fine. The issue is that often they’ll be in a much less developed state than your main three characters. As the slot rotates between characters regularly, it means that if you want to get them to where your other characters are, it’s a lot of grinding for someone to do well for a short period. It’s not the worst problem and they can start catching up after a bit of regular play. However, there’s little point in actively working on them until near the end as by then there won’t be more party changes.

The graphics are fine enough. You know what you’re doing, everything looks crisp and the animations are good; especially when it comes to the spells. The enemies look good, the environments look good, and all is easy on the eyes. As with Final Fantasy the sun shines on the world map’s ocean in a way that it shouldn’t, but there are worse issues out there.

The redone music fits the setting and look really well. The instruments work better with each other and often they help set tone effectively. The soundtrack’s mood and tension often adds to the world’s atmosphere, becomes understated when required, dramatic when required… you get the idea. Some new additions sound like they belong more in the Dragon Quest series, but overall the music effectively helps get across that this is a world dealing with a powerful threat.

Final Fantasy II Pixel Remaster is probably the most refined version of Final Fantasy II. The leveling system is more straightforward, the graphics and music work well for the setting, and the overall gameplay is smoother. Due to changes some new issues appear (don’t try to use life on undead enemies; it can freeze the game), some of which make the game feel more tedious in places. However, overall this is an improved form of a game that showed a series trying to develop its own identity. Not all of what Final Fantasy II does hits the mark but, regardless of whether the nostalgic aesthetic appeals to you or not, the pixel remaster is a game worth playing.

Final Fantasy Pixel Remaster is available on Steam and various app stores.

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Train Crosses

This is a photo I took some time in the second half of last year.

There’s not much to say about this photo. I probably should’ve shot at a faster speed, but I didn’t and so not everything is crisp, but then not everything has to be crisp.

This is my submission into Leanne Cole‘s “Monochrome Madness” for this week.
I suggest checking out Leanne’s photography, as well as checking out what other people submit.

A lot of what people are submitting will likely end up here.

I hope you enjoy.

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Five-Hundred Word Challenge 1090: Regular Day Rambling

Well, it is one of those days that is a day that is not like the other days, but you know how it all goes.

This is going to be a bit of an unwinding post as I need to unwind so I can wind back up and spring off into the next thing that I need to get done before the day’s end. There are a few things and now that I’m on a role, I don’t want to stop. I want to keep on going.

This is a bit like a steam train of sorts. Maybe. It’s like something, but I digress.

Birds make their sounds and some machinery is heard, but otherwise it is a quiet day outside. There is little out there that is loud (that I am currently aware of as being nearby) and that’s nice. It is nice to be able to hear sounds all of the time, but sometimes it is nice to hear some sounds some of the time.

That is a sentence with poor phrasing.

Anyway, sitting here, twiddling my thumbs, trying to relax but am not. Trying to unwind but cannot unwind and so I remain wound up and ready to spring out and possibly poke out an eye by accident. That’s not something that I want to do, however, so I am going to do my best to avoid doing such a thing. It seems very unnecessary.

There are things that I want to do but I’ve gone down that path far too many times and so I am not going to discuss that as there are other things to discuss that will not be discussed as there are other, other things to discuss and the order must be maintained, or something. Of course there is no order and I’m just rambling, but that’s the way things go sometimes.

I think that sometimes a day wasted is a good day, but you should not waste too much of your time. There needs to be a balance and it is good to be productive, but sometimes you just need to switch off. If you don’t then there’s a greater chance of overloading, though some people don’t and… well, ultimately you need to do what works for you. Still, it is good to unwind and let a day be a lazy one rather than a productive one.

I don’t know where I was going with all of this, but I think I can now wrap all of this up with the confidence that suggests that this was written and it was kind of crap, but I am okay with that as it is a day that is and a day that will become was, and that’s okay, but I don’t know where I’m going with this so instead of anything interesting you’re getting a lengthy sentence, which I guess is okay, but also not as it’s probably really annoying to read so I’ll just stop it somewhere around this particular point.

The time it took to write five-hundred words: 06:15:08

I wrote this more out of a sense of obligation than a desire to write and I should’ve just canned the whole thing, but I didn’t and so this is the result.

Written at home.

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One Thousand Word Challenge 175: Leaving the House

The rain fell for what seemed like a relentless period stretched over time. It first started with minutes which gave way to hours. Days soon gave way to weeks, which then gave way to months. It kept on falling and it would not stop. Seemingly light, though often heavy it blanketed that particular area.

They looked out of the bedroom window and watched it all fall. They watched it continue, unrelenting and ever-present. It did not stop and it seemed to have no end; nor did it seem to have a beginning. After a while people seemed to forget what the place without rain looked like. The rain was all that ever was and it was all that would be.

They stared out and saw how the streets would not flood, though remain in a constant state of wetness. They would watch cars drive along their often quiet street and notice how some would go slower and most would often either not slow down or go faster than what was considered safe, almost as though the drivers were concerned about their cars getting wet in the ongoing downpour.

Much like everyone else they had gotten used to the rain as a presence. There was some confusion early on which gave way to a series of emotions until eventually it led to some sort of detachment when the rain was not noticed. It eventually became background; its sounds dulled and almost forgotten as they were occurring. When they were noticed something would creep in, but there was a sense that, as they were trapped in the house by the unrelenting rain, there would be no escape. There would be no getting away.

They were able to get what they needed sent to their house, but they were unable to leave. The front and backyards grew and were not able to be maintained and the house eventually developed damp areas, but little could be done.

They would sometimes stare outside and forget that it was raining. They would forget about their existing in the house and seemingly step outside and away from themselves. They felt as though they were a spectator to themselves experiencing  the life around them more than they were part of that life.

Eventually they felt no longer able to tolerate this and so decided to act, for the days were being lost to long stretches of entrapment and they had to take a chance to get away from this.

After preparing they went to their front door. They turned the door knob with ease, but it appeared that the door would not budge. Due to the increased moisture in the air it had expanded and become stuck against the frame. They felt that this was not something they’d allow themselves to be stopped by and so worked at it. They pulled for ages and the door moved a little, but it was not enough.

They went and grabbed tools to try and wedge between the door and the frame and that was something they were able to do, but it was not far enough to get the door open. They then alternated between forcing the tools further in whilst pulling and eventually they succeeded. However, the door was unable to be closed, not that they cared much at this point.

They opened their umbrella and proceeded outside, and the rain increased in its intensity. It fell hard and loud and reduced all visibility. However, they were not willing to go back inside, for they had spent enough time there and needed to get away, and so they stepped out into the rain.

The rain continued increasing in its intensity and before they could get to the footpath along the street the rain was coming through their umbrella. Still, they kept on walking.

Winds picked up and whipped the rain around. They knew not which way to go and the rain hitting them was quickly becoming unbearable, and yet they persisted. They needed to wherever they could to get away and be outside. Their desire to get away from the rain was greater. Unfortunately it was not to last, however, and whilst they were able to get to the end of their street, the lack of visibility and the overwhelming nature of what they were experiencing wore them down and so they turned around and walked back.

When they reached home and stepped inside the rain died down. It remained continuous, but it became gentle; at least, in relation to what they experienced before. It seemed as though they had no chance of escape and so they returned to watching the rain from inside and becoming numb to it, for it was now a constant and its begin a constant did not allow for getting away.

Minutes turned to hours and hours turned to days, and days into weeks. They continued on with their life and stared out the window when there was nothing to do. One day they saw others walking through the rain. They knew not where those people were going, but their seeing others walk through the rain brought something forward. It brought out a desire to get away from the house once more. It brought forward the desire to no longer accept staying inside and instead get away from the rain.

They moved the crate keeping the front door shut, grabbed their umbrella and stepped outside. Once more the rain whipped up as they stepped out but they stepped out without hesitation. This brought forward a desire to step back and go inside, and it brought forward fear, but they stepped forward and continued on. They continued on to the footpath along the street and they walked forward. They pushed through the fear and anxiety, and the rain continued, unrelenting, but they too continued on and refused to turn back.

They reached the street’s end and followed a new one and continued onward until  eventually the rain finally relented. They had begun to break free.

The time it took to write one thousand words: 24:12:29

I went into this with an idea of sorts and I wanted to get that idea to work.
However, I stretched it out far more than I should have. It’s still there, but it is heavily diluted. It’s also really clunky in its getting across.

I think that going in with the idea I had made it harder to quickly write as I was thinking far too much about getting it across.

Written at home.

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