Showing posts with label opinion. Show all posts
Showing posts with label opinion. Show all posts

Sunday, 26 October 2014

Gaming Review:- Star Trek Attack Wing OP "The Collective" - Month 3, plus overall thoughts.

Ahhhh, after nearly four months since it started (Feels longer) The final step in the "Collective" campaign is upon me/us.





As per the usual format for STAW OP events, the days play consists of 3 rounds.
This month, the battle is themed around the Battle of Sector 001, as featured in "Star Trek: First Contact", as well as the other Battle for Sector 001 that featured in "Best of Both Worlds - Part 2" (nice going WizKids, way to show you understand the source material).


The Fleet Build.

According to the scenario pack, the "90+30" fleet build should be the done thing, however, due to some sort of complete fuck up by the UK distributor of STAW products, there were no bricks of random booster packs left, so therefore for this event we went with a simple "120 point fleet" build.

Once again, I played my tried and tested Federation "torpedo spam" fleet.

The Scenario.

Following on from Month #2, the Cube has managed to reach Earth, and the allied fleets of both players meet it as it makes its final attack run on the home of the United Federation of Planets.

In a similar play style to Month #2, players are expected to work together to stop the Cube from leaving the play area by battering it for as much damage as it they possibly can before either both players fleets get junked, or before time runs out.
However, in a twist to last months immobile "pillbox" Cube, this months Cube moves and can deliver devastating attacks on both players fleets, however, this time round the Cube can be destroyed, simply by inflicting 25 damage points on it.
The Game does not end there though, because when that final point of damage is scored, the Cube shoots out a hidden Sphere, which moves in a straight line as fast as it can towards the farthest table edge, and also, should this Sphere exit the play area before the players manage to inflict 15 damage to it, both players automatically lose the game.

One final point...as both the Cube AND the Sphere take damage, they become even more difficult to destroy, as their evade number increases by 2 for each 5 damage they take.

The scenario winner is decided by who inflicted the final point of damage to both the cube and the sphere.

Opinion.

The 3 rounds i played were as follows:-

Federation & Independent/Borg/Klingon Mashup (Loss by Campaign points - See later)
Federation & Borg/Dominion/Romulan Mashup (Loss by Tiebreaker - See later)
Federation & Federation (Win)




Final place - 4th (of 7)
Overall place in campaign - 5th (of 9)

Ok, first and foremost I will say this...Mashups should not be allowed...it makes no sense in the Star Trek universe to have Admiral Kirk supporting Khan in a Borg Soong type ship backed up by Kronos One, Or captain Picard in charge of a Borg scout ship whilst Weyoun and some romulans back him up in a Borg tactical Cube.
A "second edition" rulebook really needs to get STAW back on track as a miniatures game that has a Star Trek feel to it, instead of an exersize in "Mix & Match".
Some of the combos I saw today were quite intriguing and very well thought out, but it made the game feel less "Star Trek" and more "Warhammer 40k 2nd Edition". (As in, it was combinations of overpowered mix & match "wargear", which were never intended to be used together, that decided the game, rather than skill and good tactics)

That said, the game itself was quite enjoyable. At various points during all three games did the action become somewhat intense as the Cube began to resist damage, and then the frantic chase and attacking that followed once it ejected the Sphere.
It was good that finally a game in this campaign seemed to properly encourage teamwork. Month #2 did this to some degree but not as much as this month, as both players had to actively co-ordinate their fleets to ensure that maximum damage got done once the Cube/Sphere started moving.

One of the first things that became apparent was that there really was no need whatsoever to do the usual "secret" movement, being as both players were working together, it made no sense at all to hide your fleet manoeuvres from each other, in addition, although it was well within everyones power to use crew/equipment to disable/stun your opponents ships, this would have been completely detrimental on the whole, the thought of doing so never even entered my mind when I built my fleet, and seemingly everyone else was thinking along the same lines, good.

The fatal flaw in this scenario did not come from the gameplay restrictions, but instead from the victory point award system....

Game #1 was a total military victory for me, as I destroyed the cube, however, in the end I lost, because even though I destroyed the Cube, inflicted heavy damage on the Sphere and ended the game with my fleet completely intact, I lost because I had a lower campaign score against an opponent who had placed in the top 2 for the previous 2 months....Thats bollocks!, especially as he had lost one ship from his fleet.



Game #2 ended in a draw, I destroyed the Cube (again) and my opponent destroyed the Sphere, with both of us having not lost any ships and both of us tied for campaign points, we ended up settling the match via rolling for "Battlestations"...I got 1, they got 2....That is no way to decide a tournament game, may as well have just saved time and rolled for battlestations at the start and saved ourselves the bother of playing.


Game #3 was a decisive victory for me, as I destroyed both the Cube and the Sphere.

It would have been a much better idea to have tracked which player had inflicted the most damage on the Cube/Sphere and then used that as a reference for deciding win/draw/loss, rather than by external campaign points or via random chance, as far as I am concerned, I won all 3 games fair and square, but once again due to STAW grey area rules, I was cheated, although not as badly as I was during month #1.


Overall Thoughts on "The Collective".

Not good I'm afraid, with 2 out of 3 "chapters" being horrendously unbalanced, coupled with rules problems stemming from the fact that the basic rulebook included in the box game set is in sore need of updating, as newer ships/cards are "tacking on" new game rules which don't fully mesh with the "standard" rules, and then finally a points based campaign system which is totally unforgiving, "The Collective" was a good idea but very very poorly executed.

Final score - 4/10

The follow up campaign, called "Resistance is Futile" makes up the remaining 3 months of the 6 month "Borg" themed Storyline/Sales promotion.
I have as yet to decide if I am going to bother with it.




Sunday, 12 October 2014

Gaming Review:- Star Trek Attack Wing OP "The Collective" - Month 2

So, after a few hiccups concerning getting the wrong OP kit sent, thus delaying the event for 2 weeks...finally, just as most places are running month #3 do we get round to doing month #2.





Again, as is the standard format for STAW organised play events, this is a three round tournament based on the infamous "Battle of Wolf-359", as shown in the ST:TNG episode "Best of both Worlds (parts 1&2)" and mentioned numerous times throughout TNG, DS9 and Voyager, as well as the Star Trek movies.


The Fleet Build.

As per the previous month, the fleet points available for this month are the same, 90 points of whatever you want, plus 30 points to be constructed from whatever you find in your random booster pack.
The booster pack ships are identical to last month , with all the major factions being represented in some way, except for the Borg themselves.

The Scenario

Unlike Month #1, this scenario is designed as a co-op type game, as players cannot attack each other, but may attack a single Borg cube, which spends the entire game stationary on one side of the play area, while both players ships deploy on the opposite edge.
Before deployment, both players deploy 3 "debris" tokens (although I spent all day calling them scrap tokens) anywhere on the board so long as they are not within range 1 of the cube or the edge of the deployment area. Players then deploy their ships in ascending command value order.

The objective of this scenario is to inflict as much damage by any means to the Cube (the cube itself cannot be destroyed or affected by any adverse game effects), whilst at the same time ensuring your own ships do not get blown up when the Borg decide to swat you down like flies.
Play continues as normal, however at the end of each turn, the Cube will make a series of attacks, which increase in severity as the number of ships on the board decrease until one hour has passed, or all ships in play are destroyed, whichever happens first.

The scenario winner is decided by which player has inflicted the most damage after the game ends.

Opinion

As the tournament is a co-op scenario, the normal 1v1 type play does not apply, so in the course of three rounds I played the following:-

Round 1 - Federation (me) & "Rogue" Borg/Klingon
Round 2 - Federation & Federation/Romulan
Round 3 - Federation & "Rogue" Borg/Maquis

Final placing - 3rd.

I was quite lucky that my blind booster contained another Sabre class ship, this allowed me to play a "pure" Federation fleet and thus get priority for movement and combat, although it is a shame that the Sabre class ship has numerous flaws in its game impact, such as only having a forward fire arc, and the "vanilla" ship not benefiting from the USS Yeagers awesome ability to continuously fire its photon torpedoes without having to disable them. As this ship is meant to fill the niche in the Federation fleet for a "missile cruiser" it seems odd that Wizkids would hamstring it by requiring you to spend your ships action for the turn on either attaining the target lock you need to fire, or reactivating your torpedoes...an errata for this ship is sorely needed.

Anyways, this months scenario was much more enjoyable, being as that it was not hideously unbalanced in favour of grey area exploiting combos, made worse by having items and crew members nicked off your ships.
The name of the game this month was to bring as much firepower to bear as possible, which anyone can do without the need for owning an extensive number of prize/rare ships and prize/promo crew and equipment cards.

I was rather surprised not to see some Klingon fleets, being as they can usually be counted on to carry some big guns, but alas it seemed that their place had been taken by the Borg tactical cube, with its high firepower and ability to shrug off damage, but at a high cost the Borg players tended to only field a single well equipped cube or a cheap cube with backup from a sphere.

Final Thoughts

A much better scenario all round that allowed for a decent and less frustrating level of play.
The prize for winning (the USS Raven) is a little lackluster but has some decent equipment cards.
The participation freebie in the form of the fleet captain resource is pretty sweet, and certainly has numerous possibilities open to its use.

Monday, 1 September 2014

Gaming Review:- Star Trek Attack Wing OP "The Collective" - Month 1

So, finally got round to playing the Star Trek Attack Wing Organised Play event "The Collective - Month 1", somewhat later than what everybody else has.





In what is a 3 part organised play event, similar to last years "Dominion War" event, which I missed due to not playing the game at the time, the idea, other than to sell the recently released Borg related products, is that the Borg have suddenly appeared in the Star Trek Universe and are up to all sorts of shennanigans etc.

The Fleet Build

Each player constructs a fleet up to 90 squadron points, within the limitations of the ships/personnel selected. In addition, players each receive a "blind" boost pack, containing one of the following ships:-

  • Federation Saber class ship /U.S.S Yeager
  • Klingon D7 battle cruiser/IKS B'Moth
  • Romulan Bird of Prey/IRW Vorta Vor
  • Independent Maquis Raider/Gavroche
  • Dominion Jem'Hadar Attack ship/ 3rd wing attack ship.
Players will then use the contents of this booster to make a unit to the value of 30 SP and use it as part of their fleet.


The Scenario

Players set up along opposite edges, facing each other, then the Borg cube token is placed in the middle of the play area. the turn proceeds as normal (players may NOT attack the Cube at any time, even if able) however at the end of the turn, three ships within range 2 of the cube run the risk of having upgrades "assimilated" by it.
During the turn, players may spend a ships action to add a "resist" token, which allows them to either ignore or choose the upgrade (crew member, weapon or item) which the Borg take, by rolling an attack dice and the outcome decided by what is rolled. Otherwise, upgrades are taken by means of "random" selection (it is left up to players to decide how this is done, personally, I put my upgrade cards in deck protectors, shuffled them and then allowed my opponent to choose a face down card, I found this worked better than the "roll a dice" method that some people were using).
Once a ship has exhausted all of its available upgrades, the Captain card is taken, and once that has gone, the Cube instead makes an attack on the captainless ship with 8 attack dice.

After the Cube has "assimilated", it then moves towards the players fleets, in a direction randomly determined based on whether there are any ships to move towards, or whether its movement would take it "off-board" (the cube will not move in a direction where there are no ships, and cannot move in a direction which will end with its movement taking it out of the play area).

The game ends when one or both players have no ships remaining on the board.

Opinion

As per tournament dictats, I played 3 games over the course of the day:-

Round 1 - Federation (me) V Dominion/Klingon (loss)
Round 2 - Federation (me) V Borg/Dominion (win)
Round 3 - Federation (me) V Federation/Klingon (loss)

Final placing - 6th.

Although the idea must have seemed like a cool one when the scenario was being devised, basically as a homage to the TNG episode "Q Who", it quickly becomes apparent that this scenario has several extremely big flaws.

1. The cube is either irrelevant to play, or dominates play.


The inability of players to attack or incapacitate the Cube whenever it comes near them seriously hampers the objective of basically annihilating each other. Although players may "resist" their upgrades being taken, the effectiveness of the ability to resist is negligible.
The Cubes random movement can also end with a Cube "following" a player around the board, rather unfairly picking on them, especially so when it crashes into ships as its movement makes it land on top of them and forces them to take damage.

2. The 30 point ships are basically worthless.
The best tactic I worked out (I tried 3 different strategies over the course of the day) was to use the 30 point ship as a lure, splitting it off from the "main" fleet so that when the Cube made its "random" movement, there was a chance it would go off in the direction of that ship and not attack the main fleet. Of course, this opened up the possibility that your main fleet would be at a disadvantage due to being one ship down, however with the attack values of the smaller ships being quite low, they were little more than fire support anyway.
When building the 30 point "special" fleet you were pretty much limited to choosing either the "named" captain and maybe one or two upgrades, or choosing the "unnamed captain" and upgrades that would compliment each other. the definite winner of the "Blind Booster" ship category goes to the Klingon ship, which when taken as unnamed with the named captain, allowed for a ship that had a decent level of firepower, a cloaking device and a named captain that allowed you to disable enemy crew members.

3. "Prize" items offer horrendously unbalanced advantages for this scenario.
The ability to boost firepower and take free actions makes or breaks this scenario, and being as that most of these boosts come courtesy of tournament prize items, if you don't have them, or don't have the money to purchase them from Ebay, you're fucked.
To be honest, this is something that seems to be a common problem in any STAW game, as the "general" release ships and cards, as well as participation freebies, offer very little by way of advantage over "Prize" items, to the point at which sometimes it basically boils down to "if you weren't playing this game 18 months ago, its not worth bothering with organised play".

Overall Thoughts
The 90 point fleet restriction, plus having limited access to being able to buy stuff, really hampered my ability to make a coherent and competitive fleet, especially against prize item using opponents. Although I was quite pleased that I got the Saber class ship as my blind, the point and build restriction on that meant that I couldn't use it to its full potential as a torpedo boat.
The added frustration of the invincible Cube interfering with play and not being able to do much about it pretty much meant that I was fucked before I had even bothered rolling any dice, so in essence, the game boiled down to "whoever has spent the most money wins".
The participation freebie is quite good though, with the counter attack dice allowing you to substitute one defence dice for it, and possibly inflict damage on your opponent when they attack you.
In short though, this scenario sucked, and wasn't the slightest bit enjoyable to participate in whatsoever.



Tuesday, 13 November 2012

"Civvies" (1992 BBC TV Serial)

Civvies was a six part TV series which was made and aired on BBC 1 in 1992.
Written by author and screenwriter Lynda la Plante, the series tells the story of a group of ex paratroopers as they struggle to adapt to life on "Civvy street".

The series attracted a lot of complaints at the time, mainly revolving around the level of violence shown on screen (even though the program was shown post 9pm on a Sunday night), as well as the sometimes unfavourable depiction of former servicemen, and as such, the series itself has never been repeated, and has never officially been released on video or DVD.

The series proper is set in 1992 (the year it was aired) and follows several interwoven plot lines, making heavy use use of flashback sequences, which presumably are set some time during the mid 1980s (judging by some of the dialogue which occurs between the main characters when they refer to past events) and are set against the backdrop of 1PARA doing a tour in Northern Ireland during "The Troubles".

The series has a "main" story arc, but each episode generally centres around the life events of one of the main characters, helping to fill in their background and round out their part in the overall main plot arc.

The background music for the series makes heavy use of the song "Brothers in arms" by Dire Straits, as well as the song "Go and be brave", sung by series actor Lennie James (Series Intro here) with it serving ans the series' intro theme and playing during any dramatic or emotional scenes, with the sombre lyrics really helping the viewer to empathise with the predicaments that the main characters find themselves in.

As the series has never been released officially for home viewing, I have recently watched it "by other means", as i had been looking for the series for years having watched it when it originally aired, but wanting to watch the series again as memories of it still linger, but at the time when i first saw it, I did not understand many of the more intricate plot details (hey, I was 11), and thus was quite pleased to find it online.

As i said, each episode deals with one of the individuals, as well as forming part of the overall story arc, so what follows is a fairly detailed synopsis of each episode, with the character focus given in parenthesis..


Episode #1 ("Frank")

Some time after narrowly avoiding being killed by an IRA bomb in a pub while serving in Northern Ireland, Sgt Frank Dillon (Jason Isaacs in an early TV role) decides after 15 years of service in the British Army that he has had enough, as he wants to see his two boys grow up. He is cashiered to the value of £5000 and leaves the Parachute Regiment barracks for the last time.
 On his way home, he meets up with Jimmy (Edward O'Connell), "Taffy" (John Francis), Wally (Gareth Marks), Cliff (Lennie James) and Harry (Seamus O'Neill), all former members of his unit, in the pub for a quick drink. As they go to leave to indulge in some "Paddy bashing" (Jimmy receives a phone call to say that a group of Irish men are in a local snooker club, implying that they make a habit out of unprovoked attacks against Irish nationals in Britain), Frank finds another former member of the unit, Steve (Peter Howitt), passed out drunk in the corner. Jimmy tells Frank to leave him where he is, as Steve is now a penniless alcoholic after receiving a medical discharge from the army after a sniper shot him in the throat while they were in Ireland, but Frank insists on taking Steve with them, as, like in the army, they are supposed to help each other.
After the resulting fight with the "paddys", Frank allows Steve to stay at his house, as Steve appears to be homeless, much to the chagrin of his wife Susie. As it turns out, Steve was given £100,000 on his discharge from the army, but managed to be swindled out of £25,000 of it by a con man after he used much of the remainder to set up a nightclub business, which subsequently failed due to Steve's descent into alcoholism.
A combination of his alcoholism, coupled with the fact that Steve cannot speak clearly due to his permanent tracheotomy (the end result of his throat wound) means that Steve finds it extremely difficult to form any kind of interpersonal relationships, and thus has fell into a deep depression, Frank sees this and takes Steve under his wing, trying his best to get his life back on track by reintroducing him to some military discipline.
While Frank and Steve do some basic PT exercises outside his house, Jimmy arrives and introduces Frank to Mr. Newman (Peter O'Toole), a "legitimate businessman" whom Jimmy has close ties to and has done work for in the four years he has been out of the army. Mr. Newman has the utmost respect for the former servicemen, Frank especially, as Frank was his son Billy's Sergeant while they were in Ireland (Billy was one of the new recruits killed in the pub bombing). He offers Frank a job, cash in hand, working alongside Jimmy, but Frank turns the offer down, as he wants to remain "legit", knowing full well that any job Newman offers him will not be above board.  Frank goes to the jobcentre to sign on, but is humiliated by the jobcentre staff who fail to appreciate his experience in the army. Him and Steve manage to find jobs as labourers on a building site, but after again being humiliated by the smart arse builders, him and Steve dramatically leave the site by climbing the scaffolding and leaping off site.
Desperate for money, Frank accepts Newman's offer of work, and he and Jimmy find themselves transporting a bag of smuggled diamonds to an unspecified location in London, receiving instructions for the drop off on route by phone. They collect the cash for the diamonds and go to the place where they are supposed to be picked up, but their ride never comes, and they find themselves being followed by someone. They try to lose him, but the man gives chase so in the end they manage to lure the man into an alleyway and beat him up, Jimmy checks the mans wallet, and find out he was a plain clothes policeman, they quickly leave the scene and manage to return home.
Susie warns Frank that they are behind with the bills and the rent on the house, Frank angrilly rebuffs her and reveals that he didn't leave the army for her or the kids as she believed, but because he had become aware that the army would not allow him to advance any further than the rank of Sergeant due to his perception of the army's policy of wanting well educated, privileged candidates in command positions. he then goes on to have a rant about how being in the Falklands was the best time of his life as they were basically given free reign to do as they pleased (it is heavilly implied that the real reason behind Franks lack of promotion came due to his instability caused by post traumatic stress disorder) . Susie offers to get a job to help bring some money into the house, but Frank says that no wife of his will have to work, he then spends the rest of the night sat getting drunk with Steve and reminiscing about their army days. 

Episode #2 ("Taffy")

 The episode begins with a flashback to the pub bombing, showing Taffy and Harry stumbling from the burning building carrying wounded survivors. The scene moves forward to present day, and Taffy is having trouble with his next door neighbours who continually play loud music, thus meaning that Taffy, who has also been suffering from flashbacks, has been unable to get a nights sleep for quite some time and it is starting to affect his sanity, as is his inability to get a job. He calls Frank and tells him his woes, but Frank seems vacant and uncaring, so Taffy hangs up the phone and returns home to find bailiffs clearing out his house, a situation which he doesn't help by threatening them and then smashing things up so they cant take them.  
Frank and Steve meet with Cliff, who has organised some work for them as chauffeur/body guards to two foreign businessmen (who turn out to be arms dealers), but it is left up to them to organise their own limo, which Steve says he can cover, but the promised car fails to materialise, which causes Franks patience with Steve to start becoming stretched. Frank talks to Jimmy, who says he can sort a limo out for them. Taffy once again rings Frank to tell him his woes, which annoys him as he has his own problems. An argument ensues between Frank and Suzie, in which she states that she is sick of Franks unexplained mood swings, which Frank wont admit that the flashbacks he is having are causing him to become irritable. Frank has also begun gambling heavily, taking every available penny to the betting shop and mostly losing.
Taffy once again returns home to hear next door once again making a racket, which he mostly ignores as he, by rote, systematically cleans and lays out his old army kit on the bed, all while his children look on dejectedly. He eventually notices them, and rather bizarrely, gathers up some soft toys and throws them at their feet, before going back to polishing his boots.
Frank and Steve dress in their chauffeurs uniforms and begin their new job, and all seems well, as Frank comes home in good spirits for the first time since he left the army, where he apologises for his earlier behaviour and him and Suzie seemingly put the problems they have been having behind them.
Meanwhile, Taffy, who has been constantly polishing his boots, has another flashback to Ireland, in which the song "Great balls of fire" by Jerry Lee Lewis plays over a scene of the group enjoying a drink in the pub before the bomb went off, he then dresses in his army uniform, goes next door and smashes up the neighbours stereo, drum kit and all his records before threatening the young man whose house it is, before he marches off at the double, telling his wife that he is going for a drink down the pub. She later rings Frank to tell him what has happened but once again, Frank has problems of his own so isn't particularly interested as he and Steve are out working.
Taffy sits alone in the pub when the young man from next door enters with two friends and begins threatening Taffy with a knife, In short order, Taffy finishes his pint, disarms the youth and then slits his throat, before threatening his friends into running away, he then picks up his pack and calmly walks away.
Frank and Steve have noticed that they are being followed, their passengers do not recognise the car following them so Steve begins driving evasively in an effort to lose them, but it fails so as a last ditch effort, they run the other car off the road, only to find the two men in the other car are police officers, so they are all arrested. After spending a night in the cells, Frank finds out that the chauffeuring job was not as legit as he had been led to believe, as the security firm that Cliff had said they were working for says they have no record of employing them, and as it turns out, Steve is also banned from driving and thus has no licence or insurance, and so facing a hefty bill for damage to the car, Frank and Steve are released without charge.
Frank comes home to find that Taffys wife has been calling his house all day. Jimmy arrives in a foul mood and tells them that the car is a complete write off, and Mr. Newman isn't happy with them, Frank angrily replies they wouldnt have used it if he had known that the car belonged to Newman.
Taffy has clearly gone insane, as he breaks into the Parachute regiments barracks and begins obssessively running around the assault course, trying to beat the new recruits, which he does. Frank, Cliff, Steve and Jimmy arrive on the scene to find the MPs and police searching the barracks for him, but Frank spots Taffy hiding and goes to talk to him.
Taffy breaks down crying when Frank tells him the youth has died, and says he is ready to give himself up, but not before putting Frank onto a job working in Scotland as gamekeepers at a salmon farm which has been having problems with a group of very well organised poachers.
Frank marches Taffy to the MPs, where he gives himself up without incident and is escorted away by the police, as Frank, Steve, Jimmy and Cliff salute him as he is led away.

Episode #3 ("Steve")

Frank, Jimmy, Steve and Cliff travel up to Scotland where they meet up with Harry, who introduces them to Don (John Hannah), another ex paratrooper who is the estate they will be working on's assistant gamekeeper. Harry is upset at seeing Steve among the group, labeling him as a "drunken prat", a moniker which he manages to live up to as he more or less immediately gets drunk in the hotel bar. While there, the hotel owner regails them with a tale of how a handsome bounty of £3000 will be paid to anyone who shoots it, meanwhile, both Frank and Steve take a shine to Sissy, the estates attractive restaurant manager.
Back at home, Suzie has gone against Franks wishes and got herself a job as a dispatcher for Mr Marway, a very generous Indian taxi firm owner, whom also offers to teach her how to drive.
The boys begin their first day on the job, and Frank finds out that Tony Malone, another former para whom he blames for the pub bomb not being detected before it went off (a flashback shows that it was Malones duty to search the pub for bombs etc before the paras had their party there, which he did and found nothing. After the bomb went off, Malone fled the scene in terror instead of trying to help the wounded) 
The estate manager, Mr. Griffiths, gives them a tour of the fish farm, and explains that the poachers have become better equipped and better organised recently, and the previous year cleared the entire farm out in one swoop as they came equipped with equipment for storing and freezing the fish, if the same happens this year the estate will go bankrupt. Jimmy spots the stag that was mentioned earlier, and begins hatching a plan to shoot it and collect the bounty, but is warned off by Don, as the Stag is worth much more to the estate in stud, Frank then reveals he has found out that the bounty is actually £5000, and not £3000 as they were told.
As Steve goes back to the hotel to get supplies, Sissy approaches him and tells him that two local boys are planning on going after the stag, which will lead them on to the estate, where they could be mistaken for poachers and possibly killed, instead of returning to give the message to Frank, Steve instead gets drunk.
After nightfall, the group has set up a hidden camp, along with a series of traps intended to warn them if anyone crosses the fence surrounding the farm. Steve drunkenly staggers back to the camp, and accidentally sets off one of the traps, which causes him to panic and hit the deck. Don quickly arrives and finds him, but the distraction has allowed the two local boys, as well as another man on a motorbike to sneak in in the confusion. Cliff, Harry and Malone ambush the two boys and tie them up, but Malone takes it too far by viciously beating the prisoners with the butt of his shotgun , Frank steps in to stop him but by then he has already administered a vicious beating.
The next morning, both Cliff and Harry complain to Frank about Steves drunken behaviour, Frank says he will sort it out, but then Malone delivers the news that Mr. Griffiths has ordered that all the groups firearms be taken back to the estate to be locked away, as the two local boys reported the beating Malone gave them to the police. Jimmy reveals that he has noticed that £1000 out of the groups equipment budget has gone missing, and as he gave it to Malone to buy equipment with, he must have stolen it.
While checking in their weapons with Mr. Griffiths, Frank strikes a deal with him, if Frank and his lads sort out the poaching situation, he will sack Malone and give his job to Don, as well as a big cash in hand bonus payment to everyone else in the group, as he too is sick of Malones antics and overall poor performance.
Frank once again finds that Steve has spent all day drinking in the hotel bar and has to put him to bed with some assistance from Sissy, this job done, Frank and Sissy slip into one of the other vacant rooms to have sex. Steve wakes up and staggers drunkenly out of his room, and walks in on them, before then staggering away angry. after Frank has left, Steve bursts into Sissys room and attempts to rape her, but in his inebriated state only manages to punch her in the face before collapsing drunkenly on the bed crying
Sometime later that day, Steve is staggering back to camp along an open road when a large truck speeds past him, he follows the truck to a makeshift camp, where he sees the poachers loading motorbikes and equipment onto the vehicle. He manages to get back to camp and deliver the warning, and Frank quickly comes up with a plan. The poachers come after dark, and easily break through the fence, setting off the hidden flare traps that warn of their coming, but they quickly make their way to the fish pens, where Don tries to attack them with his guard dogs, but finds that the poachers all have guns, so he surrenders. Steve tires to attack the men on motor bikes, but fails utterly, Malone also has a crack at the bikers, thinking that the shotgun he has will scare them off, but he finds himself quickly outwitted and disarmed, so he runs for it, back to the estate. Don sits and watches as the poachers clean out the fish pens and pack the fish in ice before triumphantly driving away with their loot, however as they drive down one of the dark country lanes, the see a police car blocking the road. the policeman approaches them and asks for assistance as his car has broken down, the poachers in the cab jump out to help, but it is only then that the policeman turns out to be Frank in disguise, having borrowed a police uniform and car from the police officers who were in the area to investigate the complaint the two local boys made. In short order, Harry, Cliff and Jimmy burst out of the bushes and overwhelm the poachers, before handing them over to the police.
The morning after, Malone reports to Mr. Griffiths that Frank and his group have failed, and all the fish have been stolen, only for him to have to eat his words as Frank drives up in the truck which is laden with already frozen and packed fish, ready to be sold. Frank then calls Malone out, demanding that he return the £1000 he stole from them, or make it double or quits if he wants to fight him. Malone attacks Frank, but after a drawn out fight, Frank defeats him.
The group returns to the hotel, where Jimmy hands out the groups wages plus bonus for a successfully completed job, and informs them that Malone has been sacked and Don is now the head gamekeeper. Jimmy also suggests getting the stag as well for the bounty, but Frank tells him to leave it, as he respects the stags freedom. Malone comes and hands over £2000 as he promised, and tells Frank that he is sorry for what happened in Ireland, but it really wasn't his fault, Frank coldly thanks him for the money.
Frank goes to say his final goodbye to Sissy, and is appauled to learn what Steve did to her. He embarks on an impassioned speech about the feeling of freedom andjust carrying on as though nothing happened, before he finally says goodbye and heads outside to where Jimmy and the gang wait in Jimmys jeep. He silently grabs Steves duffel bag and pulls him to the side, he then gives him his cut of the payout and tells him he is on his own. Jimmy tearfully watches the others drive away, knowing that Franks patience in him has now gone.
Steve is then shown living rough out in the countryside, where he stands staring vacantly out onto a loch while wearing his red para beret. He spots the stag on a nearby hillside, and picks up a hunting rifle and aims at it, a shot rings out, but the stag is shown running away unharmed, instead, Steve lays dead in the grass, having shot himself in the head.

 Episode #4 ("Jimmy")

 Frank and Jimmy clear Steves stuff out of Franks spare room, which amounts to little more than a single bin bag, which amounts to little more than a few items of clothing and a lot of empty bottles. Frank muses over whether he did the right thing by abandoning him, but Jimmy points out that Steve was bound to die sooner or later, if not from the suicide then he would have drunk himself to death, or someone else would have killed him. Jimmy muses that the club that Steve had could have been a good earner, if Steve hadn't spent all his time getting drunk, Frank points out that Jimmy helped him set the club up, and Jimmy says he did, as well as finding the premises for Franks new business venture, a security firm called "Stag Security", which has been financed with the money they got from doing the Scotland job.
The premises turn out to be a dilapidated office in a seedy part of town, with a brothel on the next floor up, although Frank pays particular attention to the betting shop across the road.
The offices are quickly set up, although Frank is a bit pissed off that they end up being painted pink as Harry managed to get a deal on some cheap paint, but all they had was pink. Jimmy helps out by getting hold of some office equipment on the cheap, as well as assisting with bypassing the electricity and telephone lines so they get phone and power for free, Frank isn't happy about this because he wants everything to be above board, but as Harry points out, they don't even have a security van or any cars yet, and with very little money left over from their initial kitty, every penny counts. Jimmy once again manages to sort out an armoured van and a limo on a "no questions asked" basis, and it finally seems like things are starting to look up, however after a few days, the new company still doesn't have any work.
Mr. Marway tells Frank and Jimmy that if they employ more than six people, they will become eligible for a government business loan, and offers to help them get one by acting as a guarantor.
Jimmy says that Mr. Newman will give them £2500 cash if they pick up some stuff form a customs warehouse for him, and Frank reluctantly agrees, so they go and pick up several crates containing wooden elephants from India, which Jimmy assures Frank are legit as Newman is planning to sell them on market stalls. After they have made the pickup, Mr. Newman comes personally to thank them for their help, and hands over the payment in cash to Harry, but Frank still suspects that something is not quite right, but once again, Jimmy reassures him that Newman can be trusted. Cliff announces that he is getting married to his long term girlfriend, so Mr. Newman gives him one of the elephants as a gift.
Again, work dries up so they end up doing another pick up for Newman, but as they are bringing the crates into the office for storage, Harry drops one and breaks the elephant inside, Cliff says he will swap the one he has for the broken one and no one will be any the wiser, but his girlfriend Shirley notes that the one they had had red eyes, while the replacement one has green eyes, she isn't best pleased but doesn't press the issue.

Frank and Susie end up arguing again, as Frank says he does not want her working for a "paki", but she points out that her job was the only income they had while Frank was away in Scotland, he later goes round to Mr. Marways' taxi firm and demands that Suzie quit, but after Mr. Marway sits and talks to him and gives him some business advice, the two strike an uneasy friendship. Franks flashbacks begin to get more often and intense, as he explains to Suzie he is worried about Jimmys continued involvement in the company, due to his strong connections with Newman.
Harry, who is currently homeless and sleeping at the Stag security offices, is woken in the middle of the night by two burglars, who attack him but he easily subdues them. When Frank, Cliff and Jimmy arrive the next morning, Jimmy recognises the two burglars as some of Newmans' goons, one of whom tells them that they came looking for the elephant that Cliff broke and switched with his own. Frank and Harry go round to Cliffs house to examine the elephant, but find that it isn't hollow, so it can be full of drugs or anything like that, so they are unsure as to what value it has to Newman. Jimmy visits Newman, who tells him that he wants the elephant back immediately, and to hammer home the point, he arranges for his goons to pick Franks kids up from school before Suzie can get there.
Jimmy keeps trying to make off with the elephant which Frank now has at his house, but is stopped at every attempt, the phone rings and Frank finds out who has his kids, and arranges a meeting to pick them up, where he tells the goons that he will deliver the elephant to Newman personally.
Frank tells Jimmy to tell him what he knows about what is going on, as he swears that if anything happens to his family in any way over this, he will take revenge. Jimmy again says that all Newman wants is the elephant, Frank picks it up to examine it once again, and notices that the green beads that are the elephants eyes are not glass beads, but cut emeralds, a fact further confirmed when Harry hits one with a hammer and it escapes unscathed, but destroys the desk in the process.
Frank goes to see Newman, and hands him the elephant, which is now missing its eyes as well as a few other decorations, he then produces a plastic bag containing the gems, as well as what appears to be pearls and silver. He says he knows what Newman is up to, and will give him the stuff back and keep his mouth shut so long as Newman leaves him and his business alone, as well as providing him with a legitimate lease on the building they occupy (which Newman owns) as well as some improvements to the facilities, Newman gladly agrees, but during the course of the meeting, it becomes clear that Jimmy has been lying to them about his level of involvement with Newman, and once the meeting is concluded, Frank tells Jimmy that things are over between them, and that he never wants to see or speak to him again.
Soon after, things start to pick up, the companies business loan is approved, and the company starts to get regular work, Frank finally is content with his lot, but on his way home to deliver the good news to Suzie, he finds a semi drunken Jimmy waiting for him.
Jimmy pleads with Frank to forgive him, but Frank berates him for not understanding that success can only be achieved through hard work and dedication, as there is no such thing as easy money. Jimmy angrily tells Frank that if that is the case then he is going to leave completely, and embarks on an passionate ramble about how much Frank and his family mean to him, ending with him kissing Frank (thus implying that Jimmy is in fact homosexual and likes Frank) Frank angrily rebuffs the advance, and walks away after punching him. Frank has another flashback to the night of the bombing, where he sees Jimmy returning inside the burning building several times to bring out the wounded, he snaps out of it and realises the mistake he has made in alienating him, but as he calls after him, Jimmy simply drives away, never to be seen nor heard from again.

Episode #5 ("Harry")

Some time has passed since the end of the last episode , and Stag Security is enjoying a bit of a boom period, so much so that Frank throws a party with the duel intention of celebrating their success, and recruiting more ex servicemen to work for them. All is going well, until Cliff puts "Great balls of fire" on the record player (the song that was playing when the bomb exploded), which causes Frank to have a horrendous and graphic flashback to the night of the bombing, this time he sees images of the dead and dying laying amongst the burning rubble. He begins angrily demanding to know who put it on, and Harry realises there is something wrong and drags him outside to get some fresh air. He confesses to Harry that the flashbacks are getting worse and more intense, before saying that Wally has told him that he suspects that the two men who were responsible for the bombing are living somewhere in London. Harry dismisses the suggestion, and says that they should concentrate on the business, Frank agrees. One of their neighbours complains about the noise, and the fact that people are pissing and throwing bottles over the railing of the flat block on to the street below, Frank, who is by now extremely drunk, apologises, but after the neighbour says that she is going to ring the police, it causes Frank to have another flashback. this time round, he remembers a time when he and his unit were guarding a checkpoint, and he and Jimmy gleefully victimised a woman and her son, subjecting them to a torrent of physical and verbal abuse. Jimmy searches the pickup truck they were in, but after he pulls back a tarpaulin covering the flatbed, he opens fire with his submachine gun. The woman screams at him because he has just shot their dog, Jimmy makes a half arsed apology and says it startled him, so Frank tells him to finish it off, which he gleefully does. Frank makes a joke about the Irish having cannibal stew for dinner that night, as all of them are animals, they then walk away, leaving the woman sobbing in anguish, being comforted by her son..Frank back in present day, slumps drunkenly against a wall, the womans cries echoing through his ears.
Suzie finds him and tells him that their kids are upset because people keep walking into their bedroom while they are trying to sleep. Frank comforts the boys, and offers to sit with them while they go back to sleep, this causes him to muse over another incident in his past.
Frank and his unit, in cooperation with the RUC raid a house in the early hours of the morning, finding only a woman and her 7 children in the house. After the ground floor is trashed and nothing is found, Frank heads upstairs, where he bursts into the kids bedroom where all 7 kids are sleeping and begins trashing the place. the kids are understandably terrified, even more so when one of the other soldiers there begins threatening the eldest ones with his rifle. Frank shouts downstairs that he thinks he has found something in the babies crib, jimmy drags the mother upstairs by her hair and orders her to take the baby out of the crib, as well as hurling insults at her. Frank searches the crib but finds nothing hidden in it, nonetheless, the mother is dragged outside and arrested, she calls Frank and his men animals, and he responds by threatening her kids, a priest approaches him and asks why they did this, and Frank for a brief second has a look of remorse on his face.
Harry enters the room and snaps him out of it, and tells him that he intends to check out the tip off that Wally gave him, Frank simply nods in agreement, then Harry reminds him of the pact they made to get revenge on the men who planted the bomb. Frank remember the night of the bombing once again, this time in greater detail. He recalls seeing two strange men in the pub, who left shortly after the Paras arrived, and he sees Billy Newman leave to go to the toilet. Frank himself goes to the toilet, just as Billy returns and sits down. Under Billys seat is a carrier bag containing the bomb, which explodes just as Frank is coming back. He enters the room to see bodies strewn around, with the survivors either making for the exits, or trying to help the wounded. He finds Billy, who is barely alive but badly burned.

The next day as Harry is driving around in the companies limo, he spots a man he recognises as one of the bombers, he isn't sure though, but takes a picture of him to show to Frank.
Cliff is at home ill, and Shirley tells him she is pregnant, Cliff doesn't take the news very well.
Harry catches up with Frank, who is in the betting shop over the road from the office, he tells him he thinks he has seen one of the men they're looking for, but Frank is more interested in his gambling.
Later, Frank tries to make things up with Suzie by presenting her with a series of gifts, bought with gambling winnings and money from the companies business loan, but the attempt to placate her soon devolves into an argument, ending when Suzie accidentally falls down the stairs, breaking her arm.
Harry has begun obsessively stalking the man he saw, and compares pictures he has taken with mugshots taken from army files of the suspects, the man he has seen indeed resembles one of the mugshots. Harry then begins assembling a silenced sniper rifle he has aquired from his black market contacts.

As Frank proudly announces the company is finally in profit, Harry presents his evidence to him, and he finds it convincing enough to agree to go with Harry to visit the house where the man is living.
They break in late at night and begin searching the house, there is evidence there that the man is not alone there, as Frank sees several sleeping bags in an upstairs room, as well as several dirty plates on the kitchen dining table. The occupier of the house suddenly becomes aware that something is amiss and comes out of the front room to investigate, Harry kills him with a single shot from his rifle. When they examine the body, the man isn't who they were looking for, which means they have just committed murder. Frank hurriedly leaves, while Harry sets fire to the house by tipping over an electric fire and pouring whisky around, to make it look like an accident. 

Frank and Harry return and stay the night at the Stag office, where Harry once again tries to get Frank to support him in his search for the bombers, but Frank says hes had enough of thinking about the past, and to just let it go, Harry says he can't, but Frank says if that's what he wants to do he doesn't want anything to do with him any more, Harry reluctantly agrees.

Episode #6 ("Cliff")

Cliff and Harry arrive to pick up the payroll from a laundry, completely unaware that their movements are being watched by a man across the street. Frank worriedly checks the local newspaper to see if there are any reports about the murder he and Harry committed in the last episode, there is nothing. He also asks Arnie, the man who owns the garage where they get their cars fixed if he can lend him some money, Arnie refuses as Frank already owes him a fair bit.
As Cliff and Harry drive along the motorway, their van is run off on to a slip road by a truck filled with masked thugs, one of whom waves a gun at them through the window, and in the ensuing robbery their security van is trashed after the robbers blow the back doors off and shoot out the tyres. As the robbers make to leave, Harry leaps from the van and tackles one of the thugs, disarming him, but eventually is overcome when the thug kicks him in the groin and runs away. Cliff picks up the thugs shotgun and fires a few shots at the robbers retreating van, but they get away with the money regardless. Harry recovers and uses the shotgun to further damage the van, to make it look like the robbery was more violent than it was, he then decides to keep the shotgun for himself, as Cliff tells him he recognised one of the robbers as being one of Newmans goons.
Frank isn't very happy that the van was robbed, but as Harry has notified the police, he soon calms down a bit, but says that as their van was only insured for 3rd party, they wont be able to recoup the cost of replacing it through insurance.
Cliff and Harry go to visit Wally and Johnny (Johnny mentions that he is finding it difficult to find work, and is later seen working for Newman), who are doing some work for them as doormen outside a nightclub, and while they are talking Cliff notices the truck used by the robbers drive past, They go see Frank who at first insists that they leave it to the police, but when Cliff tells him that one of the robbers was one of Newmans goons. Frank, remembering his promise to Newman that if he interfered in their business he would get him becomes angry, and using some of the night ops gear that Jimmy had left behind, they go to Newmans warehouse and break in.
While searching the property for evidence of the robbery, they blow open the safe and find the laundry's payroll still in in the pay packets, as well as a box of precious gems and a silenced pistol. Harry makes to steal the pistol and the gems, but Frank stops him, saying that they are only looking for evidence to take to the police, but then Newman and his men come back unexpectedly, to they have to make a hasty escape.
Newman knows it was Frank who broke in, because as well as seeing his car parked on the street, Frank shouts a challenge to him from the roof top as they escape. He orders his men to tidy the warehouse up and remove all evidence there was a break in, before giving the box of gems to one of his head goons and telling him to take it to Spain to hide out for a while, he also instructs the other head goon to make a phone call to the police.
Back at the office, Frank tells the others it is his intention to take the recovered wage packets and the shotgun to the police, but is interrupted by Suzie, who now works full time at the security office, demanding to know why Arnie has said he intends to keep the car (which had been damaged by Newmans goons) until Frank pays him back the money he owes him. She also states that she knows that Frank has been lying to her about his gambling habit, having run up a massive bill at the betting shop, as well as not making any repayments on the business loan that Mr. Marway arranged for them. Before Frank has a chance to make any kind of reply, the office is raided by the police, who after a search finds the pay packets and the gun used in the robbery, they are all arrested on suspicion of carrying out the robbery themselves.
Frank, Harry and Cliff are questioned, but are uncooperative, as Frank says he will not divulge what they know about the true robbers until they promise police protection for their families. While Frank and Harry are resolute, the Inspector in charge notices that Cliff is very shaky, and tells his subordinates to concentrate on him. In an interview with his solicitor, Frank learns that the shotgun they had was also used in several other robberies recently, and as such, the police suspect that they carried them out themselves, this, along with the pay packets found on the premises, plus the fact that the night ops gear they were wearing matches the description of the clothing worn by the robbers at previous robberies, and the fact that the company is in financial trouble, means that things are looking very grim indeed, and unless Frank talks soon, they could all very well end up going down for several counts of robbery.
Cliff is pressured into naming Newman as the mastermind behind the robberies, but when the Inspector visits him, he lies and says that he has had little to no contact with Frank, and as the Inspector can clearly see, his business premises have not been broken into (it is also implied that the police Inspector is somehow associated with Newman, as when Frank is being taken away to prison, he sees the Inspector talking with Newman). Newman also explains that he had had nothing but respect for Frank and his friends, as they had looked after his son while in Ireland, but as Frank has rebuffed and insulted him on numerous occasions, that respect had long since dried up.

Shirley, now heavily pregnant, visits Cliff in prison, where he breaks down crying as he professes his innocence to her. Suzie also visits Frank, who finally confesses to her that his flashbacks to the night of the bombing have been the cause of his instability, and have led him to make some silly choices recently.
In court, Cliff, Harry and Frank are convicted of armed robbery, getting 9, 11 and 12 years respectively. As sentence is passed, Frank muses ironically on the earlier incident when he told Harry not to take the law into his own hands.
The Inspector telephones Newman and tells him that he will not be called as a witness, Newman smiles to himself as we see Frank sitting alone in his prison cell, where he has one final flashback to the night of the bombing.

















Sunday, 11 November 2012

Fallout 3 - My thoughts/opinion and so on.

So, as i said in my musings on FarCry 2 , I also bought Fallout 3 at the same time.

I generally dont go in for role playing games, as I find the repetitive tediousness of having to level up and stuff quite, quite boring, but, as my friend Kaz raved about it, I thought Id give it a go..it being cheapo also had a lot to do with it :)

Having never played any of the Fallout games before, I wasnt familiar with the game universes fluff, but as I began playing, I found the post apocalyptic alternate universe storyline fascinating, as well as the fact that the games open environment and half decent third/first person combat system wasn't clunky unlike some of the games I've played in the past. I also quite enjoyed the puzzle solving elements that cropped up from time to time, such as the lock picking and word game based computer hacking mini games that cropped up depending on the situation.

The nice open environment of the "Capital wasteland" is beautifully rendered, and contains everything you'd expect to see in a post nuclear wasteland, and is inhabited by a lot of interesting characters, many of whom help or hinder you along the way by giving you side missions to complete and such, in addition to you following the "main" storyline.

For those who don't know the plot, the game starts with your birth in the year 2258, at which time you get to create what your characters appearance will be in game. as you are born, with your father delivering you, your mother dies.
One year passes and your infant self is living with your father in "Vault 101", a nuclear fallout shelter built some time before the great war of 2077 (this bit comprises the basic control training)
Nine more years pass and at your 10th birthday party other people living in the vault are introduced, and conversations with them help you to understand that everyone there was born in the vault and have always lived there.
Six more years pass and you take the G.O.A.T ( Generalized Occupational Aptitude Test), which provides you with the first opportunity to assign yourself skills points which determine how good your character will be at doing certain tasks.
Three more years pass and and the main storyline begins proper, when your father, acting against the vault overseers orders, breaks the seals on the vaults door and exits the vault. You, by associtation, end up becoming a fugitive from the vaults security forces, and have no choice but to follow your father to get answers.

From that point on, what you do is up to you, there are many ways to go about completing the game and many possible ways to interpret your character while doing so, you can be saintly good, you can be a right bastard, or you can be somewhere in between, the choices you make determine how others see you and what side quests you get offered.
All in all, there are 31 "official" quests and 36 "unofficial" quests, many of which can be repeated to gain extra money, XP, Karma and loot.


Now, all in all, it took me about 3 weeks to completely work through the game, I hadn't completed all of the side quests but was looking forward to going back and doing them after I'd finished the main quest, but then suddenly my interest vanished when  I completed the main storyline only to find that without having any of the DLC "add-on" packs installed (and paid for) the story ends abruptly there, and lets just say the ending, no matter what you do, ends up being depressing as fuck.

I'm sorry but that's bullshit, and i can now understand why Mass Effect 3 players got so pissed off when that game came out and they were greeted after hours of play with a depressing ending. It then came to my attention that the "Game of the year" edition comes with all the add-on packs on a second disc, but, to be honest, by that time I had completely lost interest in paying for another copy of the game just for the privilege of turning a big let down into another possible let down.

I'm still pissed off about it now (you cant tell can you?), and my plans to get the next game in the Fallout series, Fallout- New Vegas, have been shelved for the foreseeable future, unless I can get hold of a copy of the "ultimate" edition of that for under £20, which I've been informed is unlikely for some time, so, I doubt that ill be doing much Fallout related tomfoolery again.

What otherwise would have been a good game is let down by the ending, and the fact that additional DLC is required to properly get some sort of closure to the otherwise enjoyable and fascinating storyline.







 


Universal Jobmatch... Big Brothers latest unwelcome intrusion that you know nothing about.

On the 8th of August 2012, the DWP very quietly announced its intention to launch a scheme it called the "Universal Jobmatch".
This scheme, they stated, was intended to "streamline" (alarm bells always ring in my head whenever I hear that word) the current job search system, making it easier for bother prospective employees and employers to access available positions and jobseekers by visiting a single place.

The first I heard about this was on the afternoon of the 8th of November, when I went to sign on at the Jobcentre, or, more specifically, only when I asked what "UJ account approved" meant on a form that I had slid across the desk to me, which, due to the fact that the form requested personal information irrelevant to my claim for JSA (for example, asking for NINOs, addresses and DOBs of relatives) I left mostly blank, and refused to provide the information verbally either.

The explanation went along the lines of this:-

"Its a new scheme that was announced in parliament during the summer. Basically its going to replace jobseeker direct and the job points here"

When I pressed the issue further (which made the guy whom I was talking to uncomfortable) I was told:-

"After the 19th of November we will send you a text to let you know the scheme has gone live. Everyone claiming JSA will have to go to the Direct.gov site and make an account on there, giving your skills, qualifications and experience, from there your skills and stuff will be given a score out of five, then the system will show you what jobs are available in your area that match your score so you can apply for them. Then, whenever you come to sign on, we can quickly see what you have applied for and follow up on them."

This in itself doesn't sound too bad,  but when I asked again about the reasons behind them wanting my relatives personal info, my question was rebuffed, leading me to be highly dubious of their motives, so I did a little digging around to see just what this "Universal jobmatch" thing was all about.

The first thing a Google search throws up is THIS , which is the "official" (and rather worryingly brief) statement of affairs from the DWP website, along with a link to an FAQ document. reading through these two items, again, everything seems fairly above board, however, looking at the other Google hits tells a slightly different story.

The first one to come to my attention was THIS blog post, which describes how originally, the universal jobmatch scheme was intended to simply be an additional tool for job seekers to use in their jobsearch, but then was changed to become a mandatory part of the job seekers agreement, a fact which has been hurriedly covered up by a recent, and unannounced, change to the DWPs FAQ document.

In addition, reading further it seems that this universal jobmatch scheme is being operated without consideration for personal privacy laws and regulations, and in addition to this, the scheme is to be overseen by US based "Monster Worldwide", a company which also runs the US version of jobmatch through the website www.usajobs.gov . It should be noted here that while running the USAjobs website, Hackers managed to steal the personal information of 4.5 million registered users due to poor site security, fills you with confidence huh?

So, in addition to concerns about personal info being lost or stolen, which as we all know has never happened before *rolleyes*, what does this mean to the ordinary joe who is just looking for work?, well, unfortunately, CONSEQUENCES WILL NEVER BE THE SAME AGAIN!!1!!!!one!1!11!!.

As I have stated, the implementation of the UJ scheme is a mandatory part of the job seekers agreement (or at least will be after 19/11/2012) so thus all job seekers will be expected to use the website, which is fine and dandy so long as you have Internet access (this is addressed and neatly sidestepped in the DWPs FAQ document, question #3 to be precise), however, as it is expected/assumed that you will be able to find something to apply for on there, it does not take into account other jobsearch websites, such as jobsite.co.uk, indeed.co.uk and many others.

What does this mean?, well, lets say that in one 2 week period, you apply for only one position through the UJ system, but then apply for a dozen other vacancies through an external job search website, or directly with an employer through their website, your job centre advisor will only be able to see a single application, as the general rule of thumb is that job seekers should be applying for at least 4 jobs in the two week period, this will mean that "proof" of job search has not been adequately shown on their system (and remember folks, the system is never wrong !!!!!), the advisor has more than enough reason to use you as a means to hit their target for slapping you with "sanctions" , because as we all know these days, its all about hitting those targets, regardless of whether its lawful or not.

Personally, i do think that the IDEA of the UJ scheme is sound, but as past experience has taught us, the DWPs target driven environment, coupled with poor training of staff as well as the DWPs poor understanding of the job market will mean that the scheme will probably end up worse for job seekers than the current work program gravy train, in which the DWP is managing to fiddle the unemployment figures by saying that people are being sent on non-existant "training courses" presided over organisations such a A4E, Serco and many others....then of course you have the whole situation regarding the victimisation of those unable to work by ATOS, but that's another story....



Monday, 5 November 2012

FarCry 2 - My thoughts/opinion/review/nibbi nib nib nib

So, the other week I decided to get a couple of chepoish games as I'd gotten a little bored of playing Fall of Cybertron. Yeah, yeah I know, heretic and all that, but hey, I've completed it and have got as far as I can with multiplayer, so it has gotten a little stale.

As most high street video games stores tend to have these days, Grainger games (http://www.graingergames.co.uk/ - everybody gets one freebie) have a range of pre owned games at fairly good prices, some of which are multibuy offers, but unlike some shops, the multibuy games they have are generally decent games that you've heard of, so I picked up Fallout 3 (more on that some time later) and FarCry 2.

As I enjoyed the original FarCry on PC, I thought id give this entry a go as the science fantasy setting of the original worked well  for me and I still do a play through from time to time.

So, the games story is that in an unnamed central African republic a civil war has broken out after the collapse of the countries government. The war itself has been largely ignored by the outside world as the pseudo socialist "United front for liberation and labour" (UFLL) and the "Alliance for popular resistance" (APR) square off against each other in a massive pissing contest that gets nowhere fast and just proves that both sides are as bad as the other.  
If that were all there was to worry about, the war itself would be of no consequence, but the arrival of the enigmatic international arms dealer known only as "The Jackal" accompanied by containers filled to the brim with AK-47s and other former soviet bloc weapons complicates matters somewhat, especially so when he starts selling them at knockdown prices to both sides.

Enter the mercenary -YOU- hired by a group with business interests in the region with a single mission goal, to hunt down and execute the Jackal as soon as possible, as his meddling in international conflicts has caused a lot of headaches for those looking to make a quick buck off the back of someone elses misery.
It seems like an easy enough contract, but as your your first day on mission begins you begin to suffer debilitating malaria symptoms and pass out just as your taxi reaches you hotel. You awake to find the Jackal gloating over your supine form, and although he has the opportunity to kill you there and then, for some reason he does not, and simply leaves after providing you with a pistol and a machete, just as the UFLL and APR begin open fighting in the town. You manage to find some medication which relieves your symptoms, but not before you again lapse into unconsciousness and are saved by a UFLL lieutenant, who immediately demands that you repay him by performing some tasks on his behalf. These tasks complete, you are free to begin your search for the Jackal himself......and you're gonna need some help.

The first thing I noticed about this game is that, unlike the original FarCry (and its pseudo sequels in the form of FarCry Instincts et al), FarCry 2 has completely abandoned the sci-fi elements which made it stand out from its contempories, in addition, where the previous FarCry titles were semi linear in their game play, FarCry 2 is a "sandbox" type game, with approximately 50 square kilometers of simulated environment to explore, and a non linear plot which consists of the player actively deciding which missions you will take, which are gained from visiting either the UFLL or APR headquarters, taking side missions from any available buddies, arms dealers or underground members, or by taking assassination missions by intercepting signals from mobile phone transmitters.

A thing of particular note is the amount of realism that has been included in the game, but not too much realism that the game becomes a tedious book keeping exersize, after all, this game is a first person shooter, and not a role playing game.
The first noticeable element of this is the way in which your weapons behave. Unlike many other FPS type games, simply "spraying" bullets at enemies doesn't really get you anywhere fast, instead, the game encourages you to aim down the sights and make short controlled bursts. in addition to this, weapons degrade when over used, thus the game encourages you to not only switch weapons every so often, but also to return to one of your safe houses or an arms dealer so that you can save your game and re-equip yourself.
there are two types of weapon to be found in game, "bought" weapons (ie, purchased from the arms dealer) and "looted" weapons (picked up from the corpses of fallen enemies). Looted weapons are almost always in poor condition when you find them, and thus tend to malfunction quite often, even exploding in your face if they are pushed too much, but weapons bought from an arms dealer (you only have to buy them once, after that, whatever weapons you have purchased will be available to you whenever you visit an armoury or safe house) are in 100% perfect condition, and you can then purchase instruction manuals for them which upgrades their efficiency and accuracy, in addition to purchasing general upgrades such as ammo pouches, body armour and vehicle upgrades.

Speaking of purchases, in game you are warned right at the beginning not to accept local currency from anyone, as it is completely worthless, instead, whenever the player completes either one of the main missions or an assassination mission, they are paid in uncut African war diamonds, which are generally considered to be adequate tender in any shop you visit. Completing missions for arms dealers will unlock new weapon purchase options, and completing missions for the underground movement will provide you with anti malaria drugs, which you need to take one pill approximately every 30 minutes of real time or your character will succumb to the illness and die. Completing missions alongside one of your in game "buddies" will grant you upgrades to your safe houses, allowing you to restock with more ammo, medical supplies and grenades.
In addition to earning money from doing missions, you can also find diamonds that have been "lost" and hidden in places by homing in on the tracking signal emitted by their carry cases by using your GPS unit and map.

Your in game buddies prove invaluable at times, as depending on who you are friends with, and if they are still alive, can open up alternative options for completing main missions which generally make doing them easier, but as a consequence they end up taking longer, and usually end with you having to rescue your buddy who almost always nearly ends up getting over run by hordes of rampaging bad guys. One of your buddies, generally you "second best" buddy, can be asked to watch your back, thus if you are almost fatally wounded, they will run in and rescue you, but they will only do this once per save, if they have rescued you you will need to save your game before they will help you again. In either case, your buddies can be killed by the enemy, and if you do not have any available medical supplies, you will either be forced to put them out of their misery, or simply leave them to die.

Another element of realism with regards to your weapons comes in the form of you only being able to use weapons which you would expect to be generally available in a third world country, for example, this game does not feature any FN SCAR rifles and other such trappings of modern warfare, instead, the player only has access to relics such as the venerable and ubiquitous AK-47, the H&K G3 and FN FAL rifles, the Uzi and MAC-10 sub machine guns and the RPG-7 rocket launcher. Vehicles do feature in the game but these are mainly old cars or jeeps of some kind, including some "technicals". and the occasional boat of some description if you decide to travel somewhere by water. As with the games weapons, the games vehicles also degrade over time, although they can be repaired, each subsequent repair degrades the vehicle to the point at which it simply will not work, or will just explode spectacularly if it takes any damage form enemy fire.
The other method of travel around the game world (besides walking) is by bus. At several points in the game world are bus stops, which allow you to travel to the corresponding bus station almost instantaneously (and also allowing you a chance to save your game), although these bus stops can quite often be a long way form your objective, and will require you to find a vehicle locally if you don't wish to foot slog your way there, and possibly leave yourself open to a random encounter with an enemy patrol.

The final element of realism is the fact that the game has a fully functioning day/night cycle, which you can use to your tactical advantage as a night or dawn/dusk attack on somewhere can make things easier on you because any guards will not be able to see you if you approach on foot, but on the flip side traveling at night can be difficult as the unlit jungle trails can often lead to you getting lost, crashing your vehicle or falling off a cliff that you couldn't see.


So, now that I'm over explaining about the good stuff, lets do the bad stuff...

As I have said, the game attempts to be as realistic as possible and as such, the games A.I is very challenging at times, with groups of enemies actively and intelligently working together  to overcome you in a firefight, this is great, but when you are traveling from one place to another you will almost always end up getting tangle up in a random encounter, which usually takes the form of a couple of bad guys in a jeep or a car attacking you seemingly from out of nowhere. as you can only either drive or operate the vehicles machine gun (if it has one) it can get a bit tedious when you're on a long drive and have to keep stopping every couple of minutes to fight off a randomly spawned enemy patrol that appears behind you, and in most cases, it ends up with both your vehicles getting destroyed and thus leaving you stuck in the middle of nowhere without a means of travel other than walking. You do not particularly get anything from killing enemies, other than any ammo they may drop, provided its compatible with whatever weapons you are carrying at the time, so more often than not, the enemy encounters end up being a time and ammo wasting annoyance.

Your in game buddies are a useful tool on occasion, as they will assist you in completing missions (usually, the alternate path they suggest fulfills something in their own personal agenda), but in the aftermath of a successfully completed mission they ALWAYS end up needing you to come to their rescue, and if they are killed, you have the choice of either carrying on without them, or going back to an earlier save and trying again. For some reason, the games A.I does not apply the same intelligence to your buddies as it does to the enemy, so more often than not, you will find your buddy standing in the open and randomly firing at enemies, before then stopping to reload and leaving themselves open to attack. They also have a tendency to wander into your field of fire, or wander a bit too close to where you have just thrown a grenade, thus requiring you to rush in and administer first aid if you have any spare medkits, which when you're under fire can lead to either you getting killed yourself, or to them dying before you get to them.

Also, your character, although portrayed in their individual bio (there are 7 to choose from) to be a rock hard invincible commando ninja mercenary bastard doesn't seem to be very athletic or sure footed, as quite often your dude will not be able to simply step over low obstacles such as rubble or tree roots, much less jump over any wall higher than waist height. This makes finding hidden diamonds and/or interview tapes difficult in the extreme on some occasions, and don't get me started about how when you're trying to run and hide from a horde of rampaging enemy punk ass bitches while struggling to unjam your gun your guy suddenly stops and begins running on the spot because you have got stuck on a tree root that is sticking up a mere two inches from the ground. What usually follows that is a swift death and lots of swearing.

So, all in all, FarCry 2 is very different to the original, so much so that they might as well have not bothered calling it "FarCry", instead, they should have called it something like "Banana Republic" or something along those lines, but even with its bizarre A.I and character capability failings, its not a bad game, its not a good one either as it cant seem to decide whether it wants to be an FPS or an RPG, but for a cheapo bit of intelligent machine gun blasting its not a bad option.








Friday, 19 October 2012

My take on the whole "Jimmy Savile" thing

Unless you've been in a coma these past two months you will have undoubtedly heard of the numerous allegations surrounding the (now deceased) Sir Jimmy Savile relating to his alleged "misconduct" in regards to his relationships with children, stemming right back from the mid 1950's right up until sometime in 2006.

All of the media furore stems from the program "The other side of Jimmy Savile", broadcast on the 3rd of October 2012 as part of ITVs "Exposure" series of documentaries.

The program itself garnered infamy even before its broadcast simply because unlike the other programs shown thus far in the series (with subjects including mistreatment of the dead and bereaved by funeral directors, unethical payments made by British businesses to foreign governments etc) , it was heavily promoted both on TV and in the newspapers.

In the program, many women who were in their teens during the 1970s recount their stories of how during various encounters with Savile (in the course of his TV or charity work) they were physically or sexually molested, including further allegations naming other famous faces who have at some point been associated with either the BBC or with Savile himself.

The broadcast of the program was followed the next day by an absolute media circus in which nearly all the tabloid newspapers began printing further accusations made by both participants in the program as well as new people who have "come forward" to tell their stories.
as a result, many other accusations have "come to light", such as Saviles alleged molestation of young boys as well as girls, and Savilles alleged molestation of corpses while working as a volunteer at various hospitals, finally culminating in a statement released by the NSPCC today (19/10/2012) in which they state that based on the current evidence, Jimmy Savile could possibly be the most prolific child sex offender in British history.

But lets take a step back here, as thus far, the only evidence that is available has been statements made by people about events that may or may not have happened over a quarter of a century ago, coupled with a lot of hearsay and gossip from both current and former employees of the BBC who were around in some way during Saviles time working on programs such as "Clunk-Click", "Top of the pops" and "Jim'll fix it". None of this evidence can be easilly corroborated, simply due to the amount of time that has passed, and the fact that Savile, as well as many other people involved in what is believed to be a massive BBC "cover up" have in fact died in the mean time.
The furore is so big that the BBC has had to launch its own internal inquiry into whether a cover up does indeed exist and who exactly was involved in it, which has been "helped along" by testimonies from people like Esther Rantzen, who also appeared on the ITV Exposure program stating that she knew that soemthing was going off due to "rumours" that were apparently rife within the BBC, but said there was "no-one whom she could voice her concerns to".

Lets sort this one out now, Esther Rantzens assertion that there was no-one she could talk to about it is rendered questionable due to the fact that from 1969 until they were married in 1977, Rantzen had an eight year affair with Desmond Wilcox, who from 1972 until 1980 was the BBCs head of General features, and thus was in a position to have followed up the allegations back then, but yet for whatever reason, didn't. This also ignores the fact that at any time the suspicions could have been reported anonymously to the police (who always take a dim view of any allegations of child molestation) for them to have investigated, but no, Esther decided to remain quiet until after Savile was dead, despite her huge amount of work on setting up the "Childline" charity in the mid 1980s and generally being an active campaigner for the protection of children and children's rights.

What we are seeing thus far is nothing more than what has become known in recent times as "Trial by media", which very rarely ends in justice for anyone involved but it always helps to sell a few thousand newspapers, it is also helped along in this case by the fact that a bizarre quirk in British law means that anyone wishing to make allegations against someone who is no longer alive can do so completely free from the worry that they may face criminal prosecution if they are found to have lied or distorted the truth.
Although thus far the bulk of allegations have been made against Savile himself, there have been one or two other names crop up in connection with him, for example the former pop star turned convicted paedophile Paul Francis Gadd (aka Gary Glitter) and comedian Frederick Leslie Fowell (aka Freddie Starr).

In relation to the accusations made against Freddie Starr, Karin Ward, the same person whom is also making accusations against both Savile and Gary Glitter,  states that at the age of 14, she was invited to London to attend the recording of an edition of Saviles "Clunk-Click" program after which she was invited to a party in Glitters dressing room. She states that while attending this party she "saw Glitter having sex with an underage girl while Savile watched", and she was then later "groped by Starr, who then humilated her by calling her a titless wonder (referring to her small breasts) when she rebuffed his advances".
Starr himself originally denied having been on the Clunk-Click program, but then was later found to be wrong as a short video excerpt from the show came to light showing Starr and Karin Ward on the program which was originally transmitted in 1974.
Starr countered this by stating that he had simply forgotten he had appeared on the program, as he has been rather prolific on TV and radio since the early 1970s, and simply couldn't remember a single appearance on a show made nearly 38 years ago. In an interview on ITVs "This Morning" program, he requested that the police contact him in order for him to answer any questions they have, and pointed out the fact that Karin Ward had made several contradictory, and in some cases, untrue statements about him in the interim period, such as changing the story concerning their meeting, and also stating that Starr "reeked of booze", despite being teetotal, this was later changed to state that he "reeked of the same cologne that [Wards] stepfather wore, and she hated her stepfather. He also highlighted how easy it was for people who work in TV to forget people they had met briefly by pointing out to presenter Phillip Schofield how he himself had famously denied ever having met racing driver James Hunt, but then was found to have met him during the course of his career.

So anyways, as Savile died in October 2011, it is hardly likely that any kind of inquiry into his alleged escapades will ever find out what really went off, due to the fact that he cant be questioned due to him being dead and buried for nearly a year, it is my belief that yes, there is something in the allegations of child molestation, but the majority of them may not be true, for example, he is alleged to have molested teenage girls in his various visits to the Duncroft Approved School for girls (basically, a kind of prison for "wayward" teenage girls, in the same way as troubled males were sent to a "Borstal"), and at the Haut de la Garenne childrens home in Guernsey during the 1970s, but yet after investigations carried out by both Surrey police (in 2007) and Guernsey police (in 2008) he was released without charge under the grounds of insufficient evidence.
Police are currently following over 300 lines of enquiry and state that there is a potential for there to be over 200 associated victims, but on a daily basis more and more people are "coming forward" with stories linked to Savile AND others.

The majority of the accusations against him have this bizarre feeling of untruth, and seem mainly to be based on peoples opinion of him as being rather "creepy" or "weird" in some way. This is certainly understandable, for example, by the time he began presenting "Top of the pops" in 1964, he was already 38 years old, but yet dressed and behaved a lot "younger", its akin to the embarrassing feeling of having your dad turn up at a party and then attempting to dance and talk with your friends.
Throughout the 70's and 80's he was regularly ridiculed by both the general populace and the press for wearing tracksuits during the majority of his appearances (which one of his current accusers states he did so that he could quickly drop his trousers in order to facilitate sexual encounters, and not because he was generally associated with advocating exersize and a healthy lifestyle, as well as the fact that he had stated he wore them because he found them comfortable) , as well as having his eccentricisms mocked by impressionists, comedians and satirists, and yet while all this was going on, he was still one of the most respected TV personalities in Britain, and remained so until after his death, despite the fact that over the years people made various accusations about him in one way or another.

Another thing I note is that, as I stated earlier, anyone with concerns could report them anonymously to the police, It seems rather odd that all of a sudden people are "giving up their right to anonymity" and coming out of the woodwork to say things, all of them no doubt receiving generous fees from the various newspapers, TV news companies and documentary makers for their various appearances.
The other questions that need to be asked of them are "why now?" and "what do you hope to get out of it?", although I'd wager that deep down, the answer probably lies in the millions of pounds sat in the bank accounts of the various charities associated with Savile, which recently received a boon thanks to the sale of many of Saviles personal possessions at a widely publicised charity auction, which raised an additional £320,000 for their coffers. I mean, after all, no legal action can be taken against Savile himself, on the account of him being deceased, so if money isn't the object, what use will smearing the name of a dead man have?, other than to discredit the various charities associated with him.
Sure, it'd be nice if the truth, if it even exists, comes out, but along the way, I'm sure there will be many cheques and envelopes filled with cash change hands, and if it turns out there was no cover up, or indeed anything for Savile to be held accountable for, at least the newspapers will have no reason to worry about any impending legal action, well, unless that is they continue publishing names of people who are still alive and end up having to explain it away in court.