Wednesday, September 08, 2004
When is a Button Knot a Button?
This is probably nothing new, but I stumbled across it the other night when I was working on the hat. I had picked up 6 stitches at the top of the crown to do a bit of I-cord for a top-knot. When I had what I thought was enough length, I bound off the cord and tied it in an overhand knot, sliding the knot down to the surface of the hat before I tightened it up. All that went well except that the remaining tail was way longer than I wanted it. Let’s face it, a top knot is a bit goofy - but it’s fun goofy - cute and whimsical (hopefully). This was just goofy goofy.
While I was fiddling with that end, wondering if I should just take the knot out and unravel the i-cord a bit, something happened - something really simple.
Hat button
All this is, is the long end wound around and tucked up into the bottom of the knot. But it looks cute out of all proportion to its simplicity. At least it looks cute to me :) And it occurred to me that if it were made separately, it could be used as a regular button. At six stitches, it would be a biggish button, but you can make the i-cord as big or little as you like.
I-cord
This is done over 6 stitches and worked to a length of about 4 inches before ending off. When you’re ready to end the cord, cut your yarn, leaving yourself 6 or 7 inches and thread that end through a tapestry needle.
Ending the I-cord
Move your stitches from the knitting needle to the tapestry needle and draw the yarn through all the stitches. Take the tapestry needle around and go through the stitches again. Now, pull tightly to gather them together.
Tying the knot
Take the I-cord and tie a regular knot in it, slipping the knot down as close to one end as you can before tightening it up. You don’t want the knot too tight - just tight enough to hold.
Knot button
Now take the long end of the i-cord and wrap it around to the back side of the knot. You want the part where the cord crosses over itself to be the top of the button. Now you can tack the ends of the cord together firmly on the back and there you have it.
Not a world-changing discovery - but fun and, hopefully useful :)
Tuesday, September 07, 2004
The Someone-Stole-the-Fingers-from-my-Gloves Gloves
The Someone-Stole-the-Fingers-off-my-Gloves Gloves
Knit Version
Still life with Mitts and Pumpkin
These came about because I was looking for something to help keep my hands warm indoors. The thing that came the closest was Knitty’s Voodoo designed by Bonne Marie Burns. However, the idea of plain ribbing didn’t thrill me and I couldn’t really tell what weight of yarn the pattern recommended: DK? Worsted?
So I struck out with the yarn I wanted to use and this is what happened :)
Gauge: About 6 stitches per inch over unstretched cable rib.
Finished measurements 9” long and 6.75” around.
Materials:
About 150-180 yards of worsted/aran weight yarn. (The yarn I used was Classic Elite Follies which describes itself as an aran weight but which I feel is more like a worsted weight. Unfortunately, it has been discontinued).
Set of double point needles, size 5 (US)
1 Cable needle
Note:
C4F - Place next two stitches on a cable needle and hold in front of the work. Knit the next two stitches off the left-hand needle. Then, knit the two stitches off the cable needle.
Cable close-up
Cast on 48 stitches for an average to large hand. For a smaller hand, cast on 42 sts.
Round 1 *K4, P2*; repeat around.
Round 2 *K4, P2*; repeat around.
Round 3 *C4F, P2*; repeat around.
Round 4 *K4, P2*; repeat around.
Repeat these four rows until the arm/cuff is as long as you’d like it to be.
Thumb Hole
Turn and work back. Continue to work back and forth until thumb hole is the size you need. This sounds nutty on DPNs, I know, but it works fine. Just turn your work inside out for the wrong-side rows - trust me, it’ll be much easier to manage - and then turn it right-side out again for right-side rows. Also, when you hit a cable row on the wrong side, work the cable exactly as you would on the right side of the work (see above note for C4F) - except purl the stitches instead of knitting them.
When the thumb hole pleases you, re-join the work and continue in the round for another inch or so - whatever suits you and your hand. Try it on from time to time to see where things fall and how you like the way things are progressing.
Cast off in pattern and enjoy your nice warm mitts!
The Someone-Stole-the-Fingers-off-my-Gloves Gloves
Crocheted version
The “Somebody Stole the Fingers off my Gloves” glove…
Crochet style!
This couldn’t be simpler. Basically, using worsted weight yarn and a size G hook, make a chain that’s just a little longer than you want the length of your mitt to be. Then hdc back and forth until the piece is wide enough to go around your hand and forearm and sew up the side seam.
Note: I did consider making this in the round to eliminate the seam, but I liked the look of the chains going up the length of the mitt. So that’s the way I made it. Experimenting with doing it in rounds though, might be interesting… Hmmm....
This is a technique I played with a long time ago. I haven’t seen it anywhere else, but I certainly don’t think I’m the only one to have figured it out. It isn’t difficult at all. What it does is give the finished material a very gentle elasticity and it creates the long, vertical lines of chains.
Because I don’t trust my ability to explain this clearly, I enlisted the aid of Myria’s excellent camera and photographic skills to help me out.
Top edge of the crocheted piece
O-kay. Just to get the idea, grab some worsted weight yarn and a “G” hook and chain 12. Hdc in 4th chain from hook and in each chain across - 10 sts. Chain 3 and turn.
Turn your work so you’re looking down at the top edge of it. See that line of chains? We’re going to displace it so that it runs up the length of our work. Since these chains are normally the stitches into which we would work the next row, we’re going to have to do something different.
Back view of stitches
The circle in the picture above highlights the hdc as it appears after you’ve turned you work. The horizontal thread at the top is one side of our chain stitch. See those two diagonal threads just below? That’s where we’re aiming - we’re going to crochet into the top diagonal thread.
Making the first stitch
That’s exactly all there is to it. Instead of crocheting into the front or back (or both) loops of the top of the stitch, you’re crocheting into the diagonal thread just beneath it. Keep your tension relaxed and just continue to do that on both sides of the work until the piece is the size you want. Simple, eh?
Back and front alike...
This makes a reversible fabric. The chains are offset one row from one another on the front and reverse sides, but if you’re careful with sewing up and weaving in yarn ends, you can make reversible mitts :)
So for the mitt as I made it:
Materials
Worsted weight yarn (I used Red Heart Super Saver in “Art Print")
“G” crochet hook
Tapestry needle for sewing seam
Methods
Chain 38.
Hdc in 3rd chain from hook and in each chain across - 36 sts. Chain 2, turn.
Hdc in the diagonal thread just below the 2nd stitch (in other words, the “chain 3” counts as the first hdc) and continue this way across the work; 1 hdc in turning chain - 36 sts.
Repeat row 2 until work is as wide as you’d like.
Sew seam up to where you want your thumb hole to be. Run your thread under a few stitches (for length of thumbhole) and finish stitching on the other side. And enjoy!
Goblin Commander: Unleash the Horde
Goblin Commander : Unleash the horde (available on XBox/PS2/GC, XBox version reviewed):
RTS (Real Time Strategy) games are popular on PCs, but relatively unknown on consoles—the last console RTS I recall seeing was a port of Command and Conquer on the PS1 and N64. The RTS format just doesn’t translate all that well to consoles, primarily because of the controller. There are many types of games for which console-style controllers are well suited, thus the proliferation of PC controllers that are basically rip-offs of the Dualshock or Controller-S, but RTSs are not one of them. An RTS cries out for a mouse and keyboard.
Unless, of course, you happen to be commanding goblins…
Goblin Commander is an RTS of sorts, but anyone expecting this to be Starcraft is going to be very disappointed. The designers of Goblin Commander have taken the essence of an RTS and molded it to fit well into the console format.
The story goes that a wizard had created five clans of goblins to help him build a “Great Machine” that would make both he and they wise and powerful. The goblin clans worked diligently towards this goal and their creator was much beloved. Then one day, in the presence of the leader of the StoneKrusher clan, something goes wrong. There is a cave-in and “The Master” comes out injured, saying only “broth… er” when asked who did this to him. The other clans believe the StoneKrushers responsible for the death of their beloved Master and refuse to listen to anything the leader of the StoneKrushers has to say. The leader of the StoneKrushers knows that neither he nor his clan is responsible and he wants to find out who is. If none of the other clans will listen to him willingly, he’ll make them listen unwillingly—mostly by bopping them upside the head a few times until they get the point.
Each of the five clans in Goblin Commander is quite different from the others, each has its particular strengths and weaknesses and each is particularly strong against one other clan and particularly weak against another. Each is made up of four different kinds of fighter units, one kind of support unit, one kind of titan, and one kind of turret. Any given clan can have a maximum of ten standard units (any combination of the four), one titan unit, and three turrets, and at any given time you can be in control of up to three different clans. As far as upgrades, each support unit can be upgraded three times and the fighter units can get three offensive and three defensive upgrades.
Translated, the number of units you have available at any given time is relatively small by RTS standards and the research tree is more of a research bush, and a rather stunted one at that. Resources are likewise somewhat simplified, with the resources you’ll need for buying units and upgrades being Gold and Souls. Gold you get mostly by busting things up. Buildings, ruins, boulders, just about anything is bust-upable and in most instances you’ll get at least a little gold for doing so. Souls can be gotten by defeating enemies and by taking possession of soul fountains that will provide a steady stream of souls (at least for a while) and can be found around the countryside. The way you take control of a soul fountain, or much of anything else in the game, is to eliminate any enemy units near it and keep some of your units near it for a little while. It’ll then be yours, but keep in mind that the enemy can take it back just by parking some of their units next to it if you don’t happen to be around.
With all this simplification going on you’d think things would be boring, kind of an RTS-lite, but you’d be wrong. Goblin Commander plays very differently from a lot of RTSs—it’s much more direct and “hands-on”—but a lot of the basics are exactly as you’d expect. On most levels you start out with not a whole lot and have to defend your clanshrine (turrets are your friend! Unless they’re enemy turrets, of course...) while collecting resources and building up a viable army(ies) with which to thump some heads.
What really makes Goblin Commander work is the control interface, Goblin Commander sports one of the most elegant control interfaces to grace a console in quite some time. Almost every available button and control is used, but controls are arranged such that it makes everything seem quite natural and easily learned. Three of the face buttons represent each of the three clans that can be under your control, the fourth face button is context-sensitive. The D-pad is used to pull up objectives, context-sensitive help, and lets you jump to way-points and ‘pings’. The left trigger allows you to lay down multiple way-points (including loops for goblin patrols) and issue follow commands. The right trigger blows up the mini-map for more detail. The left thumbstick either moves your control cursor, or, if you’re in direct control of a unit or units, moves them. The right thumbstick controls the camera zoom and rotation (the latter only if you’re in direct control of a unit or units). The black and white buttons are used to fire off runes or moonstones (single-shot powers of various kinds that can be found or purchased). Context-sensitive indicators on-screen help the player keep everything straight.
Gameplay in Goblin Commander tends to be rather fast and furious, the AI seems to enjoy harassing you and enemy units respawn at a prodigious rate. Fortunately your own goblins spawn just as quickly (assuming you have the souls and gold to pay for them), buildings are relatively cheap to repair or even rebuild, and once your army is fully upgraded the enemy is generally in deep doggy do-do.
The graphics in Goblin Commander are nothing to particularly write home about—big shock, it’s not like RTSs are exactly known for their awesome graphics—but aren’t bad, either. The various kinds of goblins are all detailed and quite distinct and the various landscapes are well done. The audio is likewise passable, with one minor annoyance. In the (numerous) cutscenes the goblins all speak in goblinese with an English subtitle, the goblinese gets a little annoying after a while and I wish they’d just recorded it in English instead. Goblin Commander does have a two-player mode, but it’s split-screen with no system-link or online option available. This seems rather a silly decision by the game studio, this is a game practically crying out for an XBox Live Option, my guess is that as a multi-platform game they just didn’t want to get into anything platform specific. Too bad, really, an online-enabled console-based RTS might just re-invigorate the genre.
Overall Goblin Commander is an excellent console RTS and a very enjoyable game. It would be an excellent introduction to RTSs for anyone who’s had some interest but been put off by the extreme complexity of many of the PC RTSs. It would also be a good choice for any RTS lovers who would like to have a nice distraction on their consoles. What it would not be good for is anyone foolish enough to be expecting to be playing AOE-II on their television.
Monday, September 06, 2004
Labors of Love and Wool
I went into the kitchen a few nights ago to find Jade sitting on the windowsill by the table and Goldie sitting on the table. They were only about a foot apart and they weren’t snarling or glaring at each other. While Jade did seem a little excited, her focus was on the window - not on the other cat, so I sidled closer to see what was going on.
It was a moth - a veritable Mothra! It was sitting on the ledge between the top and bottom window panes and it had the cats’ undivided attention. It started fluttering around the screen and I got a look at how big it really was - at least a 3” wingspan. The head end of the body was about 1/2” wide. I realize this isn’t record-breaking or anything, but it was bigger than any moth I had ever seen before (with the exception of a beautiful Luna moth seen in broad daylight some years ago) so I was impressed - as were Goldie and Jade - they so wanted to invite him in to play.
Mostly done hat
I have to do the garter stitch band and the top-knot for the hat, but it is otherwise finished. I have done this pattern so often that I barely need to refer to the instructions any more and have them available, more or less, as a formality :) It’s interesting to me to notice that I haven’t gotten bored with this as is almost always the case once I’ve figured something out. Now if I can just figure out what that means :)
Poncho Progress
I got some work done on the poncho as well and am pleased to have gotten to the point where I now know I’m going to have enough yarn - more than enough in fact. I’m trying to decide if I should put the extra into length. The poncho will be plenty long enough as designed, but a little extra length wouldn’t hurt anything. On the other hand, there might just be enough left over to make a hood and that would be cool too :) I love hoods! Something to mull over while I’m working on the body, I guess.
Possible afghan square
Isn’t this a gorgeous design? It’s Priscilla Hewitt’s Circle of Friends. As given, the pattern makes an 8” square so you wouldn’t need a ton of them to make a nice throw or even a decently sized afghan. The “pearls” are created with an interesting technique and they look really nice and add a lovely texture to the piece without the annoyance of crocheting bobbles or popcorns. I’ll probably go through a few other designs before I settle on anything - including knitted designs. I really did have my heart set on knitting an afghan, but then I ran across this - which is so pretty - and...well...I guess I’ll have to think about it some more :)
Tomorrow, instead of the usual “blank” Tuesday, I will post another of Myria’s game reviews.
I do hope you all are having lovely Labor Days - and I’ll see you on Wednesday!
Friday, September 03, 2004
Cables, Charts and Reviews
Sorry about yesterday - my server was sulking and, as I had a morning appointment, I never got around to posting.
I worked out the chart for the cable on the pinwheel hat. I really love that cable and wanted a quick and easy way to use it without having to go through the pattern each time just looking for the cable bit.
Braided Cable chart
I’ve also added this to the Pinwheel Hat pattern (on the sidebar under “Patterns") though it’s probably just easier to follow the pattern as it’s written out.
I did start the scarf yesterday, after much plotting and mathematics. I’ve only about an inch done so far, but I’m hopeful it will work out; it’ll need a bit more length before I can really tell - but at least I got the right number of stitches cast on! At least, I think I did :)
I’m introducing a new feature today - or perhaps re-introducing an old one. As some of you already know, Myria writes game reviews. They are going to be showing up here on a semi-regular basis. I’m posting two today: Drakan and Harry Potter and the Chamber of Secrets. I’ll post another one on Tuesday next week and we’ll see how things go from there.
Hope you all have splendid, holiday weekends!
Drakan: The Ancients’ Gates (PS2):
Centuries ago the world was protected by an alliance between ‘The Elder Breed’ of dragons and their human riders. Bonded pairs of humans and dragons enforced the law and kept the peace. Somehow some of those bonded pairs went bad and war came. Eventually the evil dragons and dragon riders were defeated, but the good were also nearly so. Called by their leader, the dragon mother, they slept.
One of the greatest of those good Dragons, Arokh, was awakened after six centuries by a young woman named Rynn. Arokh and Rynn become bonded and together they’ll try to bring back The Elder Breed and restore peace and order to the world of Drakan…
I can’t say as I expected a whole lot out of Drakan, I picked it up primarily because it was cheap (Drakangard had just come out and Best Buy had Drakan for $9.99 as a loss-leader), had a female protagonist (tall, long-legged, and with long auburn hair, no less, all traits I can relate to), and had dragons—I love dragons. Honestly, though, I expected Drakan to be something along the lines of Pirates: The Legend of Black Kat—id est, decent enough, but not anything at risk of being called a great game and likely something you’ll barely remember having played in a year. While Drakan was certainly no Ico, it was a lot better than Black Kat and a lot better than I was expecting it to be.
Depending on the situation, you may find yourself controlling Rynn alone (generally on dungeon crawls), controlling Arokh while Rynn rides, or controlling Rynn while Arokh hovers above and toasts anything remotely threatening that gets near her.
Rynn tends to control quite well, though she does make this odd little squeak when she jumps and in cutscenes she tends to sound (and, for that matter, look) like last month’s flavor of eurotrash supermodel. As for weapons, well she can carry a fair variety, though just not too much of anything at once. Swords, both mundane and magical, pikes, hammers, staffs, you name the melee weapon and it’s here. There’s also a wide variety of bows, again both mundane and magical, Rynn can use as well as a variety of magic spells. As far as the weapons, bows, and spells, whether she can use any particular item depends on its level and hers. Every so many heads she bashes, Rynn goes up a level and this gives you one skill point that you can put into your weapon, bow, or magic level—as far as I could tell the only thing putting a skill point into a skill did was to effect what weapons/bows/spells you could use, it does not seem to effect how good you are at using them otherwise (in other words, none of this Morrowind-style low skill levels can’t hit a barn even when it’s right in front of them stuff). As far as magic is concerned, with the exception of two spells you’ll get as rewards for completing certain missions, you’ll have to buy all your spell upgrades from this weird gypsy woman with a bustline that’d make Laura Croft blush. For swords, bows, and armor, there are armorers in most major areas (and the armorer in the central town is absolutely hilarious), but in the main you can find better weapons and bows than you can buy. The one important thing you’ll need an armorer for (besides selling the junk you don’t want) is repairing your equipment. Pretty much everything takes wear and tear at a rapid rate and once its durability is used up then it’s useless to you. Items can be repaired for a cost, but any time an item is repaired it will lose some of its durability until basically it’s useless. Besides the gypsy chick and the amusingly bloodthirsty armorer, there’s also an alchemist who can sell you potions to restore your health or mana—in most areas armorers also sell these. Besides the health and mana potions (the latter of which I never used, Rynn’s mana regenerates relatively quickly), you’ll also come across invisibility and invulnerability potions. Both work for only a short time and they’re not common, but there are enough of them in the game to get you past most of the tough spots if you save them for when you reallyreallyreally need them.
For all that Rynn has the option between spells, bows, or weapons, she’s mostly a melee fighter, with the right sword she can wade through bad guys like dragon’s breath through ice. Bows come in extremely handy for taking out bad guys at a distance, the game’s AI can be very stupid (not a lot of ‘I’ in that ‘AI’...) about letting enemies get turned into pincushions if they can’t fully see Rynn. Magic comes in extremely handy for a couple of defensive spells that can, especially towards the end of the game, make the difference between life and death—a spell that slows down time, a spell that creates a fake Rynn and makes the real Rynn invulnerable for a short time, and a spell that makes the bad guys cower particularly come in handy. So basically on most of the dungeon crawls Rynn hauls out the bow to take out a couple of enemies too stupid to come after her, swaps to magic for a quick defensive spell, then hauls out the pig sticker to wade through the waves of bad-nasty-jump-jumps that think (wrongly) that they’re going to ruin her day.
When Rynn isn’t on a dungeon crawl she’s most often riding Arokh’s back to some new godforsaken location. Arokh controls beautifully, once you learn to use both joysticks you’ll have him dancing on air in no time. As far as his offensive capabilities, pretty much anything on the ground is toast, literally. Things in the air, well that’s a different story. In the course of your adventures you’ll come across a variety of feral dragons, gryphons, and some of Arokh’s old enemies from the war (at one point, after yet another set of old enemies decides they’re going to try and trash Rynn and Arokh, Rynn asks “Didn’t you have any friends back then?"). In general Arokh is more than a match for any one airborne enemy, the problem is that they tend to gang up on him. That, and in the later areas some of the enemies can kill you with two shots. The other problem is that it is rather difficult (and often fatal) to try and use health potions whilst flying. When you’re controlling Rynn you can cycle through and bring up a variety of items, including health potions, on-the-fly—it’s not the most elegant system, but it works. But while you’re riding Arokh you have no such ability, you have to pull up the menu, pick the item, and hit the key to use it, all whilst the bad guys are still blasting away at you—not a good situation. Airborne battles become a matter of picking the best weapon/breath (Arokh gets new weapon/breath abilities as the game progresses) and trying to pick the bad guys off one or two at a time. Rinse, repeat as needed, and, for god’s sake, save early and save often!
Saving the game is one of Drakan’s downsides. Each save file is 1.5mb, which is huge for a PS2 save game. If your card (Drakan can only read/save to slot one) is mostly empty, no biggie, but if you’ve got a lot of stuff on there it could be an issue and you could be stuck with only enough space for one savegame. This would definitely not be a Good Thing(tm). Why? Well, two reasons. The first is that there are several areas that once you’ve completed the primary objectives for them and left you can never go back. This is very annoying if you don’t know about this beforehand as there are often secondary quests you can fulfill that will get you good stuff cheap. So you finish the main quests, decide to go back to town to heal and repair, thinking you’ll just come right back and finish those two side quests, and you find out you can’t go back in that area ever. Annoying, I hate it when a game closes off an area, especially when there’s no real reason for it. The other potential issue is that it’s possible to “break” the game by losing Arokh. There are any number of times when you go through tunnels or whatnot with just Rynn, this becomes commonplace very early in the game. But there are some tunnels, and it’s not clear to you at first which ones, that you have to go through riding Arokh or the game will break. A serious design flaw, whether it was ever fixed or not is unclear but, just to be safe, it’s best to have a couple of savegames going at any given time so you can go back if something like that were to happen.
Other than that little problem, I’ve few issues with the game. In the main I did find the bosses a bit anticlimactic, but that might be my fault. The first problem was that I kept looking for some kind of weakness or what have you, there often being some special technique or weapon or whatever that should be used on a boss. In this case, with the exception of one boss, it’s just a matter of wailing away as fast as you can and not letting the boss pulverize you. That was the other issue, the bosses are often so big and, many of them, capable of insta-kills, that I saved up my inviso-potions or invulnerability and used those to easily defeat the big honkin’ killer boss (*yawn*). The other problem is that the ending kinda sucks blue iguana eggs. Basically you defeat the big bad and get to watch a cut scene of a book—Oh, the excitement!—as a narrator tells you what happened.
Show, don’t tell, anyone?
Really these complaints—with the exception of the losing Arokh problem that’s easily avoided if you know about it—are relatively minor. The game is very well paced, a little silly but with a good sense of humor, the relationship between Arokh and Rynn plays well, and there’s a wide variety of things to do and places to do them.
Besides, who doesn’t want to be a tall, long-legged long-haired redheaded eurotrash supermodel with a sharp pig sticker and a dragon for a best friend?
Harry Potter and the Chamber of Secrets (available on PS2/XBox/GC, PS2 version reviewed):
Drakan showed how to make an enjoyable adventure game with magic and flying elements. Harry Potter shows how to make an adventure game with magic and flying elements that’s heavy on frustration and light on fun.
A confession—I’m not a Harry Potter fan, anything but, but I watched Robbyn play some of the PC HP:CoS game and it looked pretty fun. Silly me, I figured the PS2 version would probably be roughly the same thing and figured I’d have a go. How dumb could I be? The PC version looked like it was based on the Unreal engine, the PS2 version like it was based on the Wolfenstein engine (and I don’t mean the recent “Return to” or ancient PC versions, I’m talkin’ the original Apple II game, circa 1982 or so—ach-freakin’-tung, baby). The PC version had interesting spell challenges and some reasonably (sometimes overly) challenging enemies, the PS2 version had mindlessly simplistic spell challenges and the most annoying and challenge-free enemies ever put to disk. The PC version looked good and looked fun, the PS2 version looked like rat-poop and was one of, perhaps THE, worst console game it’s ever been my displeasure to play.
HP:CoS is meant to follow the basic storyline from the book and movies, which it basically paraphrases by giving you the first line of every other chapter. Rather large chunks of the story are left out entirely and what story elements are included are most often tossed in with all the subtlety and charm of a thermonuclear detonation. Literally the only way you’ll have any idea what’s going on is if you already know the story which, fortunately for the inept dipsticks that made this game, is nearly universally the case.
The graphics aren’t quite as bad as I indicated above, but it’s a close thing. The character models are certainly nothing to write home about, they look vaguely as you’d expect them to but are decidedly low on the polygon count even for the PS2 (I’m spoiled by the Xbox, it’s a sad, sad situation). Hogwarts actually looks pretty good, as long as you don’t look too close and try and ignore that the vast majority of it is inaccessible window dressing. There are a lot of clipping issues with the engine and a lot of objects look decidedly 2D—in some scenes it’s like you’ve suddenly been teleported back to the N64 days. If you get close to a wall the wall itself will look paper-thin and you can often see what (if anything) is on the other side. Running along a wall or through a tunnel looks decidedly weird.
The audio is passable enough but very few of the characters sound anything like what you’d expect. The music is decent enough, if fairly scant, with one major exception. Later on in the game you get a broom that you can ride whenever you want (as long as it’s not at night or indoors or… Okay, not exactly whenever you want...), whenever you get on the broom this grand orchestral score starts up suddenly and ends immediately when you get off. To put it mildly, this sounds bizarre.
(Note that I would complain about the lack of 5.1 audio, but, well, this is the PS2)
While neither the storytelling, graphics, nor audio impresses, it is the gameplay that really kills things. HP:CoS has one of the worst cameras I’ve ever seen in a 3D game (which is saying something) and has by far the worst lock-on system I have ever seen. The combination of the bad camera and the horrid lock-on system make controlling Harry a nightmare. In a game with enemies that posed a serious threat these two elements would kill things, but in HP:CoS the enemies aren’t a serious threat, they’re just annoying as all hell. At night (and sometimes during the day) books fly at you seemingly at random, generally there’s nothing you can do about them. In some situations you’ll run into ghosts that scream, hit you, and steal your beans (money). Again, nothing you can do about the ghosts. There are gnomes that are as annoying as mosquitoes (and nearly as common) and bugs that fart fire at you (I kid you not). You can knock either over with a spell but generally there’s little point unless you’re doing gnome tossing, something you’ll be doing a lot of, because they get back up a few seconds later. There are these ghost dogs that, aside from one early sequence, you can easily avoid and will likely never have to deal with again. That’s really about it. Not many enemies and what of them there are will quickly prove themselves annoying—little white yappy bastard dogs when what you really need for interest’s sake is Fluffy.
Aside from a few opening sequences (a brief sequence at the Weasley’s, another at Diagon Alley, and a sequence by the whomping willow) the game plays out in a fairly simple episodic manner. You get up in the morning and either Ron or Hermione will tell you what class you’ve got for the day. Go to class and the professor will make you go on a challenge to get a particular spell (apparently Harry is the only one in the school who has to work for it). The challenges are generally a couple of rooms with some enemies and a couple of simplistic puzzles that require the spell you’re getting in order to solve. Finish the challenge (which shan’t take long at
all) and the professor will give you some house points.
Next up will generally be a Quidditch match. The flying mechanic whilst playing Quidditch actually works pretty well. Harry isn’t what you’d call aerodynamic, but then one wouldn’t expect a boy on a broom to be an SR-71 so the flying comes across as about right. The same can be said of the races (more on them in a moment), which play out essentially identically to Quidditch matches, but what’s odd is the flying mechanic when you’re not playing Quidditch or racing absolutely sux. I have no idea why that might be and it makes zero sense, but there you go. In any event, in Quidditch you fly along behind the snitch and try and catch it. The snitch leaves behind a trail of gold rings that you can fly through, these both give you a slight speed boost and, once you’ve gone through a sufficient number of them, allow you a kind of “hyper-boost”. It generally takes a couple of “hyper-boosts” to get close to the snitch, once you do the scene switches to a front view of Harry chasing the snitch and you’re supposed to hit ‘X’ when the snitch is on Harry’s right side.
After the Quidditch match, which you’ll almost certainly win easily, there’s usually a short cutscene and everyone decides to go to bed. This comes across very oddly as it’s still full daylight out (and they’re usually telling you they’re going to bed while you’re all standing in the field in front of the Quidditch pitch) and one would expect a full school day to be made up of more than one short class and one shorter sports [bleh] event. After your friends go to bed you can wander around doing side quests or simply go to bed yourself.
If you think you’re sleeping in, though, you’re wrong. There’s a reason everyone goes to bed at one in the afternoon and that reason is that they’re up all bloody night. Sometime in the middle of the night Ron or Hermione will wake you up, generally so you can go fetch something or other for Hermione (that girl seriously needs to start running some of her own damn errands). These fetch quests are complicated by a generally increased annoying-enemy-you-can-do-nothing-about count at night and the fact that a good half the places you’ll need to go into or through will be crawling with prefects—apparently no one sleeps in this place save the professors. Prefects can be avoided and/or distracted in a number of ways, but if a prefect sees you they’ll yell, thus bringing all of the other prefects down on your head, and start tossing spells at you. If they hit you they’ll take house points and you’ll have to start again. Since learning their patterns and how to avoid them rapidly gets boring (or annoying, depending on your disposition and frustration level), you’ll soon discover that there’s little point. In most situations you’ll find that with the right timing you can just run right past them. They’ll yell and toss a spell or three, but Harry is faster than they are and if you reach the door you’re safe. Why bother with stealth when running through the room screaming at the top of your lungs will do?
The prefects did highlight one other problem with the game for me (as if the mediocre graphics and audio combined with crappy gameplay weren’t enough). See, I’m a completist and perfectionist and I’m not bloody-well about to accept some snot-nosed prefect taking five bloody house points from my boy Potter when I can just reload the game. I did this many a time—stealth elements of just about any game being mostly trial and error at best—before discovering that you could just have Harry run like a bunny through the room. Reloading the game more than twice was almost enough to make even me wonder if losing five points isn’t an acceptable cost. Load times in this game are absolutely glacial. Loading a savegame can take literally minutes, scene transitions can take almost as long to load, even swapping which spell is hot-keyed gives you a thirty-odd second load screen (why, since nothing should be being loaded, I have no idea). Almost any time you go through a door—and there are a lot of doors in Hogwarts—you will be faced with a load screen from here to eternity. Going from the entrance hall to the grounds outside, well you may as well plan on tea and crumpets. The load times get to be so long and so frequent that I kept a pillow handy for quick naps. Unlike many reviewers, I’m not overly bothered by a load time here or there, you’ve gotta kinda expect them. But, good god, HP:CoS pushed even my patience level out over the edge.
In any event, in between boring classes, Quidditch, and fetching the occasional eye-of-newt for Hermione in the middle of the night, there’s collecting things and side quests to perform. Collection boils down to beans, which act as currency (though there are really only a couple of things to buy and most of those don’t matter to the game), and famous witches and wizard’s cards. Every ten cards your health bar goes up a little (not that it much matters, you’ll almost never be at any serious risk from anything but poor game design) and if you collect all one hundred you get one more “special one” (Can you say “anticlimactic”? Knew ya’ could...) from Professor Dumbledore. Side quests generally get you cards, though there are a few that get you other things, and they boil down to fetch quests, gnome tossing, and races. The fetch quests are particularly asinine as 90% of the time they tell you what to look for but there’s no clue as to where. Combine that with the fact that the fetch items only show up when you’re on that particular fetch quest—in other words, there’s no risk you’ll happen to run into fetch items as you go along—and you have a recipe for extreme frustration. That, or you have a good incentive to go to gamefaqs.com
and find an FAQ that will list the locations for you. Gnome tossing shows up several different times and involves everything from tossing gnomes at piles of hay to tossing them into lakes to tossing them through rings in the air
-- apparently someone really hates gnomes. To toss them you basically zap the annoying little buggers, walk up and pick them up, then hit a button to spin around—ah, the excitement of it all. Races play out pretty much the same as Quidditch, only without the “hyper-boost” mechanic, each race gets progressively harder and by the end the AI isn’t even pretending to play fair. Not that it’ll matter much, none of the races are overly difficult to win.
After a few days of doing the class/Quidditch/side-quest/late-night-fetch
thing—the school year literally takes less than a week—you’ll rather abruptly find yourself in the Chamber of Secrets (by the way, only Nick and Hermione get petrified, apparently they couldn’t afford the special effects for anyone else… Not that, come to think of it, you ever see Hermione once she’s petrified, Ron just tells you about it...) and fighting a big-assed snake. As with the rest of the game, this is rather anticlimactic and the snake dies surprisingly easily. Once that’s said and done, the game gives you a chance to run around and finish any side-quests you might not yet have done before going in for the final scene. A brief scene with Dumbledore awarding the house cup (Gee, I wonder who will win this year?) and then there’s a final scene where Harry “explains” (it’s not much of an
explanation) everything to Dumbledore, Ron, Hermione, Ginny, and Mrs. Weasely—no Dobby (who isn’t in the game) or Lucius Malfoy (who shows up twice early on) present.
And, well, that’s it—crap, crap, and more crap. In case you were wondering, I didn’t think much of this game and wouldn’t recommend you play it. No… No, that’s not strong enough. I don’t just think you shouldn’t play it, I think everyone who has played it, including myself, should be lobotomized as part of a needed effort to wipe out any trace or memory of it ever having existed. Yeah, that’s the ticket. First take every copy of the game ever made, melt them down to their component quarks, collect those up and shoot them in the general direction of the nearest supermassive black hole, then lobotomize anyone who has ever even heard of this game… Yeah, that’ll work!
HP:CoS? More like HP:PoS. Avoid it as you would the black plague.
Wednesday, September 01, 2004
How Pink is a White Buffalo?
Guess what came in late Monday afternoon?
A pink White Buffalo
This stuff is awesome! There are 6 strands to it and you give them a bit of a twist when you start. The twist will continue as you knit from the cake. I immediately tried it out on my biggest needles (11s) but found that it really wanted something even larger than that - 13s or 15s maybe? I really didn’t want to go haring off after bigger needles so I decided to pull the yarn into 2 3-strand components and wind that into balls.
Buffalo balls
This worked beautifully! Now a size 10 needle worked just perfectly. Because the yarn is a bit rough (definitely outerwear stuff), and a bit fragile, I didn’t want it rolling around on the floor while I was trying to work. I found that putting a ball into a deep soup bowl (Corelle, if you’re curious) worked perfectly - keeps the yarn contained but doesn’t create any friction so the ball rolls and the yarn comes off easily.
This was next:
Swatch me, baby...
I know it’s hard to believe, but I did actually swatch this stuff. Don’t spread it around though, will you? I have a reputation to maintain (snicker). On the size 10s, I got 3 stitches and 4 rows to the inch. This gave me the information I needed to move on to the next step which was doing the math for the poncho - or possible poncho. Once I had that figured out, I moved into the next phase.
The beginning of a beautiful friendship
Basically the poncho will consist of two rectangles, joined at the tops - with enough room to go over the head. The rectangles will have all-around seed stitch borders and within that, an all around border (about 1") of the deep pink Waterspun (double strand). I had to find out how to wind the yarn “butterflies” as I don’t have bobbins, and that was easy - thank goodness. Knitter’s Review is your friend :)
And off I went. This circular is just going to be long enough but I do have to remember to cap the ends when I’m not working on the poncho. The yarn isn’t really stiff, but it does have considerable body so between that and the 115 stitches, things get a little crowded. It’s really not bad though.
I do have come concerns about having enough yarn, but I guess I’ll cross that bridge when I get there. No reason to get het up about it just yet…
The White Buffalo yarn is nice stuff - a bit fragile as unspun wool is bound to be, but not to delicate to work with by any means. I had no problems with it yesterday afternoon - either knitting, unraveling or winding. I should think frogging would have to handled carefully. The wool also has (to me) a wonderful smell - lanolin, predominantly (I recognize the scent because Myria was using a lanolin ointment one winter). I kept stopping at various stages and burying my nose in the wool just to inhale that wonderful, sheepy aroma.
Oddly enough, neither cat was very interested. They both approached at various times to see what was going on because this was new stuff - but neither one of them showed any interest in the strong scent. Shrug - probably better all the way around if the cats aren’t interested in my yarn :)
HP Scarves - finished!
And I finished the second Harry Potter scarf last night. Now I just have to wash them and tidy the fringes and they can go off to their new homes to keep two little boys warm :)
And I’ve probably wasted enough of your Wednesday :)


