Another long day, so here’s a photo of a shadow along sand dunes.
I hope you enjoy.
On the first day of this year my partner and I got up early in the morning to drive to the sand dunes we were at the evening prior. We had a picnic at sunrise, and then I went wandering across some of them. Saw this.
I think there’s something striking about this. It’s almost quiet, and still, and there’s something almost barren about it too. The sand is disturbed, but it feels like the only thing disturbing it is this bit of wood which I believe is the remnant of a tree. At least I think it is a remnant. But the thing is sand dunes are full of life, even when it’s not obvious.
I hope you enjoy.
Last day of being on break. Am struggling, but mostly due to lack of sleep than anything else. Such is life, I suppose, or something, or so they say.
Sitting here, drinking my TEA. Trying to get words down but I need to sweep and clean. This week and next are very large ones. Going to be getting a lot done, whether I want to or not. But they’ll be good weeks. I hope they’ll be good weeks, at least.
So I sit here and I sweat. There’s a storm coming, and I am really looking forward to it. Looking forward to the relief it’ll provide, but I need it here now and not later. Later still is useful, but it’d be more useful here now.
I haven’t done as much as I’d have liked during this break. That’s the way things go. It could be far worse. I could’ve done much less. I did relax, and that was important. Relaxation was desperately needed, and so is a lot more. To be honest, I don’t know how much longer I can keep on working. Too much of my life already spent doing it, and I’m in a good environment, but those prior years might be catching up so I’ve just got to keep on pushing on. But I don’t know how much longer I can.
So today is the last day of being on break and I need more rest, and nothing changes whilst everything changes. I’m sitting here, sweating and I’ll be doing some housework shortly. Right now I’m not but I’m also trying to make sure I won’t be doing stuff until late in the evening, because I can’t be doing that anymore. I can’t be sitting here with my thoughts failing due to heavy fatigue until the last minute. This year is going to be a big year, but it only will be if I get moving on things. If I don’t do anything, then nothing will happen. Nothing will change.
Essentially I’m gonna have to push through all the fatigue. I’m going to have to keep going through the exhaustion, but it’s years of buildup. I was somewhat non-functional at the start of this break, and I’m slightly less so now.
So really the first thing I need to do is start taking better care of myself, and then start saving, and then win the lottery so I can really rest and take it easy for a good long while. Just a lengthy, massive break from everything, be more nomadic because part of the reason why I’m so tired and drained is that I do better when I’ve more room to move, and that is something I’m highly lacking at the moment, and it’s not great. But looking after myself and getting healthy will, naturally, have to come first.
The days trickle away and I need more rest. Don’t know how much longer I can keep working, but I have to keep going, until I can’t.
The time it took to write five-hundred words: 07:15:22
This was more dour than I was hoping what I wrote would be. Way it goes and all that.
Written at home.
This is my favourite photo of 2024. It’s also the best photo I took in 2024, and it was taken within the last four hours of the year.
My partner and I went on our first holiday in six years. It was short, but it was pleasant. On the first day we drove to where we were staying (with a detour before we arrived at the motel), had a little rest. Went out for dinner, then soon after drove to this sand dune to watch the sunset.
I took a good few photos, and at one point turned around to my partner and saw her sitting as she is in the photo. I asked her to hold it, took a few shots and this is the best of those.
I think the photo captures how fatigued and in pain she was feeling, even though she was looking at and appreciating the colours in the sky and on the sand. It was a long year and we both were feeling it, but she was feeling it quite a lot. That said, I think she also looks comfortable, or at least like she’s trying to get comfortable. Trying to find a moment to relax.
This is my submission into the three hundred-and-thirtieth Lens-Artists Photo Challenge. The theme for this one is “Favourite Images of 2024“.
The host of the Lens-Artists challenges cycles weekly between the following people:
This one is curated by everyone. The next one is curated by Anne.
I recommend joining the community and participating in the challenges. They’re pretty straightforward, allow room for interpretation, and provide a good way to think about photography in general. If not, however, then at the very least you should check out what others submit to the challenges.
I hope you enjoy.
This took way, way too long. I started playing through Final Fantasy VI Pixel Remaster shortly after finishing Final Fantasy V Pixel Remaster, and I hit a point where I sort of burned out and put it down. Picked it up again last year, put it down again and picked it up again a few months later. Finished at the end of August.
I already had some notes, but I didn’t feel right about finishing off a review unless I’d finished the game. Sometimes it’s okay to do so, but I don’t feel that it’s a good idea to cover something unless you’ve gone through it all.
So I finished the game, wrote a lengthy and rambling rough draft, and very slowly chipped away at it to turn it into something readable. But it was slow progress, with a lot of gaps between looking at what I’d written.
During this break I’ve had I sat down and finally dug away, and got to a point where I felt I was done. Decided to publish it the following day as it was a lot of hours sunk in and I wanted to rest. Then I sat on it, thought about it and realised there was a little more I wanted to add.
Then I spent most of the last thirteen, fourteen hours doing more editing. It was, overall, a slog, and I’m glad it’s done.
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.
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Of the first six games of the Final Fantasy series, Final Fantasy VI is the third. And the sixth. Pixel Remaster series goooooo! And now (or rather, almost three years ago) VI got its remaster treatment as part of the Pixel Remaster Final Fantasy Higgledy-Piggledy and so on and so forth.
The plot is thus: Malfeasance! The heinous power of the greed of man rises and engulfs all. The encroaching reach of an empire unchecked strikes at those that would dare resist. In this growing damnation, the rediscovery of power better left forgotten becomes a portent for what is yet to come. However, a chance meeting between a mysterious mech pilot and a wealth reliever leads to a journey that might just turn things around.
Final Fantasy VI is something of a culmination for the Final Fantasy series up to that point, but it’s more than just another step. Its tone is noticeably darker than most of the prior mainline games, though it still has room for silly moments, and gradually-increasing optimism. The narrative, character development and aesthetic design are more detailed and complex. There’s greater breadth and depth in the music. Characters are now two characters tall.
The general loop remains somewhere near the same as what came before. Usually world map > “safe area” > dungeon. It worked before and it works now, but, partly from design of the world, it’s less apparent. The world map, whilst still guiding, is more expansive and less rigid in appearance; towns are fleshed out, and dungeons are better cemented as part of the environment.
In line with its tone, VI has a sombre and at times bleak atmosphere, though with some beautiful scenery. Being a remaster, the Pixel Remaster version still looks that way, but in places the colour palette feels more saturated. Saturation in a dark game can work, but VI‘s comparatively dulled colouring fed into its atmosphere. In the PR version it feels more in conflict as, when it’s obvious, it can come off as excessive. That said, there are places where the saturation works quite well, helping to get across a beneficial lavishness and intensity. There are also places where this version takes advantage of an expanded colour spectrum to its benefit.
Once more towns are towns. They’re more structured than in prior games, and there’s some detail variance making use of one aesthetic. They’re often their own places, but it’s clear that they belong to the same world. The impact of the main antagonistic forces is usually felt too, either by their presence or from NPC dialogue, among other factors. Essentially the towns feel like places where people live rather than just places.
Dungeons are quite linear, but they’re also varied, and that’s nice. Some have tricky bits, but generally they’re all pretty straightforward. There’s enough challenge on offer throughout them, but seldom anything frustrating, and they’re not too time-consuming. Where they stand out is how they fit in the world. A forest isn’t just a forest, but a dewy, cool forest. Mountains have winding clifftop paths connecting to internal spaces, and feel massive from how much of them you don’t see. Urban dungeons feel like extensions of the areas they’re in. You get the idea. There’s a lot of detail and care in how they look and fit, which helps them belong to the setting.
When talking about Final Fantasy VI it’s easy to talk about the protagonists as the game goes a long way to push them… to a point. You’ve a party of varied, broken people, and the game dedicates time to explore each one. They’re expressive, they’ve personality and they’ve development. However, most aren’t fighting for the spotlight. Square was ambitious in including as many playable characters as they did, and it’s nice that they have individual personality. It’s nice that they see resolution in their personal stories too. It’s easy to buy into the main cast’s various turmoils as they’re carefully considered, well-developed characters. It would’ve been better had most not fallen by the wayside once their stories resolved.
Battles are battles are battles. You fight to survive and the enemy must fall by dint of your strikes. Combat feels… not slow, but usually at the right pace. Sometimes they feel like they could be faster, but generally they move at an appropriate speed. In general a lot of the fighting is straightforward, but occasionally you have one that requires some thinking. Perhaps not enough to give it depth, but just enough to prevent total monotony.
Each character has their own ability; One character can throw items; another, absorb spells. One character can dance, and another can use various tools. Generally the abilities are useful throughout, with some easier to use in the PR version due to tweaks in how they work. However, a number of them will fall off in use as you work on improving your characters.
At a certain point in the game you get access to espers, which are your summons and how you learn magic. Each esper has a set of spells and different rates of learning for said spells. Each character can equip one at a time. The limit does increase the grind, but at the same time it helps reinforce thinking about how to develop who you’ll use.
Some espers also provide stat boosts upon level up. Based on initial stats, VI hints at which way to build which characters, but there’s nothing stopping you from building them how you want. It pairs well with strategising for magic use, but it’s easy enough to make your characters able to do almost anything. However, you cannot undo changes. You can’t unlearn spells and you can’t undo stat boosts from espers. You can also “waste” levels by not making use of stat boosts.
Now to be fair, you can get through the game with the initial stats for each character. HP and MP will go up every level regardless, and there are enough ways to handle combat. It’s also fine to make mistakes as in the long run you’ll either work with them or course correct. However, taking advantage of effective stat boosts goes a long way, and doing so runs the risk of funneling into a min/maxing mindset when that might not be what you want to do.
The music’s much the same as it was in the previous re-releases: some of the tracks are better than on prior releases, some are roughly on par and some are worse. Generally the more natural-sounding instrumentation does work in some places, but not everywhere, and the reverb tends to separate the music from the setting.
The song for Narshe – the first area you have control in – straddles the line. It retains its jazzy feel and whilst the reverb is a little much, but it feels fitting when in the cave segments of the area. Most notably, sticking to the sparseness of the original whilst making use of fitting orchestral-based sounds emphasizes the tense atmosphere well. It’s a great translation, and the additional section added flows on without affecting the overall feel all that much. That said, the added saxophone takes a lot away by being abrasively present. I’m not sure what the sound it’s replacing was originally emulating, but it didn’t have the same kind of harshness and instead added to the overall dreariness.
The soundtrack overall feels flatter than it should, and a little too smoothed out and smeared. The introductory track with its sudden horror worked in the original version of VI due to how the sounds worked. The synthetic organ it featured cut through everything to strike precisely when needed, and didn’t linger. Now it shares more space with a voice than it did originally, smothering the piece’s inherent drama.
These are two pieces in a varied selection of music, but there are plenty of others with issues. As said before, some tracks are better, but I think it is safe to argue that the approach for most of the PR versions of these tracks and those for the five prior PR games is not in alignment with the approach for the original releases. Naturally, sticking too close to the original pieces won’t necessarily work in all instances. However, I can’t confidently say that the approach to updating the soundtrack led to an overall improvement for the games.
That all said, it could be a lot worse. The updated music still fits for the most part, and it does make for a decent listening experience. Also, there’s a menu option to use the original tracks if you’d prefer hearing them, which is a nice inclusion.
As a brief digression, the updated version of VI‘s chocobo theme contains a reference to Yellow Magic Orchestra’s “Technopolis”. The only reason I picked up on it was I’d heard the song for the first time a few weeks prior to my starting writing about the game. When I realised it made me wonder what references I’ve been unaware of due to not unfamiliarity with the referenced material. The “Technopolis” reference is neat, but awkward. However, with enough distance from the referenced material, it becomes just another thing in the game that can come off as awkward. Other references might just slide by without sticking out in any way.
I think it’s worth considering the nostalgia angle Square Enix went with for part of advertising series. It’s something that they seemed willing to apply to the games as they saw fit; the music being a prime example and VI‘s opera scenario being another.
The redone opera scenario is, arguably, against nostalgia. Clear (and admittedly fitting) vocals add a clarity to the scene whilst taking away the imagination the original version’s vocal abstraction allowed. Button prompts to progress some of it replacing direct control makes it more “cinematic” and “modern”. The changes probably speak to an idea of remembering how it was, but part of the opera scenario’s appeal was the abstraction and interactivity. Even though the outcome is binary, originally there still was a sense of agency. It worked because it felt like you were taking part and were more able to “hear” the words. Whilst the button prompts are fine and the scenario becomes more universally dramatic, there’s a detachment from the experience and it now feels more like spectating.
Further to that, I don’t understand is why Square Enix were willing to change the opera scenario, but not add characterisation in VI‘s second half as by that point most characters may as well not be there once their stories conclude. I imagine that, due to how the second half operates, time and space limitations made universal dialogue a necessity for the original version. Accounting for who is and is not present in a given scenario would have taken a while. Fair enough. Maybe Square Enix thought about adding and decided not to for whatever reason. Admittedly the opera scenario already has a firm base to work from. It’s an important scene too, for what they were doing as a developer, for the game’s plot, and for the fanbase.
Considering the benefit of additional space, however, not adding characterisation where it was needed seems like a missed opportunity. It especially seems so when a scenario was given changes that it didn’t need. Both are against nostalgia, but one offers an improvement to the game, whereas the other arguably doesn’t.
Across the six PR games there were some things that needed reconsideration, such as the large amount of empty space in battle scenes, odd character positioning and, both in and out of battles, text size. The map features are nice for finding treasure in the various areas, though they make it too easy to disengage. It also would’ve been nice to see auto-battling rethought in terms of how it operates, though doing so would run the risk of increasing tedium.
However, the eventual addition of adjustable modifiers for things such as EXP and encounter rate was a worthwhile change. They go against the design of the games, but giving the player more flexibility in how challenging these particular ones are for them is a good thing.
It’s nice that Square Enix were willing to update the first six mainline Final Fantasy games. Some are easier to recommend over others, but the effort remains appreciable. That said, the main reason why I recommend the Pixel Remaster versions is that they’re the easiest ones to access. They’re good enough remasters and they do come with some appreciable improvements. They also don’t promise anything than a core experience, but if there were more versions available (3D versions of III and IV aside), I don’t know how strong a recommendation I’d be offering.
But ultimately, if people like them, then does it matter how recommendable they are?
Final Fantasy VI feels different to the prior mainline FF games. At the same time, it’s resolutely familiar. You can see the foundations and building blocks, and how the development team used them to further their art. It’s the culmination of a lot of hard work and it paid off. It’s a game that means a lot to Square and the people drawn in by it. Whilst it has flaws, much like the prior mainline games, VI‘s strengths outweigh them. The game offers an expressive and affective an experience, and you still get that with the PR version.
This sculpture was made by Villeroy and Boch and sits in Centennial Parklands.
I wanted to get a photo that got some sort of drama across, and I think I succeeded with this one. Should’ve taken it at sunset, but this was during the day and so I didn’t. Perhaps another time.
I hope you enjoy.
A photo of part of Ri Hyun Kim‘s Daydream, as seen at last year’s Sculpture by the Sea.
A rather moody photo, perhaps stark, with detail clear and lost.
This is my submission into Leanne Cole‘s “Monochrome Madness” for this week.
This one is themed, with the theme being “The best from your year“. I don’t know why I didn’t share this one sooner, as it’s by far one of the better photos I took in 2024.
This challenge is open to all, and I recommend joining in. If want to, check out more information about it here, and include the tag “monochrome-madness” when you share your photo. If you’d prefer not to join in, then at the least check out Leanne’s photography, and what other people submit.
I hope you enjoy.
At some point earlier today I was at a beach, and it was nice. It had been a while since I was last at one getting smashed by waves, and this one did little to change that, but that was fine. I’m pretty sure I wasn’t feeling much like getting knocked about, but I still wanted some strong waves. Didn’t quite get those, and instead had something that was a bit lower in energy. Not exactly calm – there were plenty of waves and they were pleasing enough – but not exactly violent, or rather outwardly so.
I was standing there and I tried to bodysurf some of the waves and it didn’t quite work out, but the sound of those waves hitting the beach was pleasant, and a lot of people were out and it was all nice. Could see the water being displaced as energy moved through them, but maybe it wasn’t enough. I had a good time, but I found myself thinking about going to the beach after redundancy in 2015.
For a few weeks, maybe a month or a little more than, Ewe and I were going to the beach quite a lot. I’d also resumed studying but was only doing a summer course, and taking it relatively easy. We’d get up and leave our places some time between five and five-thirty, walk to the bus stop, head to Bondi Beach whilst it was still quiet and, so long as the surf was strong and it mostly was, get smashed by waves, bodysurf, all those things for a good forty-five minutes to an hour.
It was usually cold in the morning, but also relatively quiet and so we’d have a lot of the flag space to ourselves. Waves would crash against us if we didn’t go under or try to catch them, and when a good wave came and one of us got it, we’d go a good distance back to the shoreline.
The sound of waves breaking filled the open space, but occasionally there’d be a sense of a quiet that came from a stillness. The loudness of the waves crashing had a certain peace to it, and so did this. It was all relieving in a sense, and it was a great time to be going and experiencing it, because we’d be tired and going there, and floating around was a great way to shake off the tiredness for a few hours.
So we’d head to the change rooms when we were done, and once we got changed we’d head off to a café near the beach. There was one time we were on our way and we heard someone say something along the lines of “Not in the car” and we looked over. There was a car near us and the rear passenger window closest to us was open, and this guy was sticking his head out and he looked like a koala, and he started vomiting but it was dribbling down the side of the car rather than launching out and away.
We’d get to the café and I’d order bruschetta for breakfast, and I’d pronounce it the way it’s meant to be pronounced and they’d always say it back the incorrect way, and Ewe would laugh about it, and sometimes say it incorrectly to antagonise me, but the food was always good.
Usually we’d hop on a bus home after and if Ewe had work that day he’d hop off in the city, and sometimes I’d come along and walk home from there. Sometimes we’d go by UNSW instead as I’d have class that day.
There was this one time when we hopped on to go by UNSW, and I don’t think we noticed it at first, but there was this person having a conversation with someone on the phone, and they repeatedly “Robbie”. The way they’d say the name was spaced out, and seemingly exasperated or worried – it was hard to tell – and they said it a lot. As in, after we noticed, almost for the entirety of the time they were on the bus, and it was too much. It just kept going, and since then It’s been a bit of a joke for Ewe and I, and it’s been easier to deal with as the distance has increased.
The beach today was warm and it was pleasant, but Bondi Beach early morning had cold sand, but it made it all the more better for jumping into the waves. Today was fine, but it made me think about those days at the end of 2015 and the start of 2016, where things were a different kind of intense, and perhaps much more enjoyable because of it.
Last year I wrote that I was going to be dropping a number of things. Instead I took on more. Was doing so a good idea? Probably not.
The biggest thing was getting a new job by far, and that has dominated a lot of this year, and perhaps that’s the way it should be. I’ve also done a bit of traveling to places familiar, and I think I’ve shot more gigs than I normally do. Done more hiking and grown more plants. However, I’ve done less work on music and far less writing than I would have liked, and I’m a bit backlogged in terms of publishing. Not great.
It has been a tough year, but a good year. Still dealing with stuff from the previous job, dealing with health stuff too, but gradually I’m getting into a better position in life, and that’s nice. But I need to work out how to get back on track with everything else, and how to balance it all.
Photography, whilst busier than prior years… I’ve soured quite a lot on it, but I’m giving it another however long and I’ll see how it goes. But I’m done with the ego and the one-way networking. I’m done with the carrot dangling, and I’m not feeling it much anymore. Hardly touched the camera since getting it back from servicing, haven’t missed using it, and that’s fine. Do have it with me at the moment though.
I’m currently sitting in a motel outside of Sydney. Cicadas and birds are making their sounds, and in this small and likely old room everything is easy. My partner is getting ready for us to head out. Nothing fancy; just something easy to eat. We’re going to also watch the sunset, go to sleep early and get up early for a picnic under the stars. Nice easy things. Tomorrow is a new year, but it’s also just another day, but it’ll be nice to do something pleasant, and hopefully the rest of it is filled with more pleasant stuff than stressful.
2025? Bring it on.