
Hiatus.
Fucking awful puns aside, I just wanted to drop in and take a little heat for the two month gap between this post and the last. I could carry on about this burden or that, laying any number of semi-legitimate excuses at your feet as I cast myself prostrate before you, begging forgiveness.
But then I catch myself and remember that I’ve chosen the internet as my amphitheatre, and ultimately… no one gives a shit.
I love the idea of this unique, 21st century affliction of blog neglect. The internet age has bred a modern, mewling mob, with horrors crawling in a thick patina across the little good that’s there for the taking. I mean, I know it’s nothing new, human self ruin is this glorious, sprawling evergreen, and whatever there might be to say about it has been said a dozen, dozen times over, and by people a dozen, dozen times more talented than I. Probably on their blogs too…
But I dig the image, y’know? If only because how else could we live with ourselves? The kaleidoscope shifts from sepia washed pride to this swimming, confetti nightmare. But you roll with it, and find the art in it. I’m sure there’s an astute metaphor for gaming culture in there somewhere. Sigh.
So anyways here I am, blog weak and atrophied, little in the way of excuses to offer. To be totally straight with you, my grown up life has sort of cast itself upwards in this new, terrifying way, and I’ve had to prioritise my efforts to save it all from a torturous capsizing.
I’ve a few things in the works that should hopefully see things at the Mariner take a turn for the better. The ultimate plan is to turn it towards a format that will not only suit the style of commentary we’re aiming for here, but also gel with the more mundane happenings that fund my ability to play with, and bullshit about games as a whole. Hopefully I’ll have more on that in the very near future.
In the meantime, I’ll revisit you as best I can. It’ll be a little more frequent than every two months, but most likely with an irregularity that I won’t be very proud of.
As the smallest of gestures, spy here below a few passing thoughts; languid flotsam set about the watery ruin.

• I pre-ordered Machinarium, the upcoming Point and Click Adventure title from indie Czech developer, Amanita Design. After being solidly brain-washed by the near criminal charm of the recent trailer, there was little I could do to resist clicking that Pay-Pal link. The way I hear it, even Blogger BFF celluloid tongue. fell afoul it’s whirring, robotic wiles…
Machinarium is set for release in October on both PC and Mac, and if you pre-order, Amanita will hook you up with some nice hi-res screens and 5 mp3s from the game’s soundtrack. At only $20 Australian, I’m happy to take a chance on some adorable robots.

• Battlefield: 1943 has been imposing a heavy draft on the little spare time I’ve managed to set aside for proper gaming. I’d been fortunate to avoid most of the rocky server issues during its early weeks, and after 50 odd matches I’m still entranced with how effective the DICE’s original format proves to be.
There’s a real romance in its simplicity, and even with this reboot’s reduced class roster and limited map range, I don’t yet feel the game itself is in want for content.
Each round seems to flow with a near balletic grace, so much so that you’re square in the moment from start to finish. It really speaks to the purity of the overarching gameplay, laid down in the 2002 original. Better still is the fine tuning apparent in this latest entry. The core objective of flag capture feels so smartly balanced, that you won’t find yourself on either side of a landslide defeat. Battles stay tense enough that the hope of victory is ever present, making for an incredibly well paced experience.
Battlefield has in many ways become my new Peggle, being the go to game for when I’ve 20 minutes to kill between this or that. I’m super keen to see what kind of support for the title DICE may have on the cards, further down the road. Beyond that, returning to the Battlefield series on such a positive note has all but guaranteed my pre-order for Bad Company 2.

• As I might of mentioned, before I was a ‘video gamer’, I rocked my joie de dork at embarrassingly fierce levels, cutting my teeth with the more analog tabletop strategy games.
Like so many would-be, Gen Y asthmatics, HeroQuest was my gateway drug into the time and wallet hating world of Games Workshop. So there I found myself, many years, and at least one failed attempt to release a MMO later, GW announced their partnership with Mythic (soon to be EA Mythic).
I was suspicious, and already knee deep in both Guild Wars and City of Heroes. I told myself in harsh words that I couldn’t warrant the time. But who was I to stand against the rushing tide of my own sense of nostalgia? I’m a weak, weak man in my strongest moments, and when they hiked up their skirts with those early concept designs, and rolled their bare shoulders with that teaser trailer… there was little hope left for me.
And so came the closed and then public Betas. I dove in head first, my White Lion of Chrace, Finuvael, carving sweeping arcs of ruin through the ranks of his Druchii cousins, his stoic pangs of regret growing with each ageless, bitter life he found himself forced to take. Needless to say, things were pretty great.
Launch was even better, and in those first beautiful, brief few weeks, the world thrived. My background with the game’s meta-fiction made the world so much richer, as each faceless minion I would be tasked with dispatching harboured an elaborate back-story I was already versed in. I joined groups at will, free of the anxiety that plies the majority of my interactions with online gamers, and for the most part, my encounters were empowering. It was a Golden Age.
And then came the Lich King.
Mere months after a strong and relatively woe-free launch that silenced (for a short-while at least) even the meanest critics, the endless planet eater that is Blizzard birthed their latest magic, refilling wallet into the world. Wrath of the Lich King entered the game, and the game all but ended.
WAR-side, servers thinned and then emptied, sweeping warbands withered rank by rank, leaving scattered, disorganised parties to defend the growing number ghost-town outposts. The exodus was keenly felt.
As with so many, post-WoW MMOs, the measure of their success is marked by their strengths as runner-ups. Can they last throughout that first year or so, and still be a viable source of income to justify the maintenance they demand? The reality of the business can be rough, but for a time, Warhammer: Age of Reckoning looked as though it might have broken that curse.
There’s still life there, and EA Mythic have been transparent in their will to support the title into the future. Alec Meer from Eurogamer recently revisited The Warhammer World to take in the lay of the land, and turned in a wonderful, if bittersweet re-review of the MMO that promised things would be different. I’m on board with a lot of his sentiments.
Additionally, the always informative folks at the Escapist have a brilliant, though somewhat chilling behind the scenes look at the rise and fall of Warhammer Online. Check it out
Enough from me. I’ll see you very soon guys. I promise.
















