A Candle Shapes the Memory

We used to have a beautiful leather suitcase full of family photographs. When I think of photographs – the printed 4*6″ photographs you’d collect in a paper envelope with the negatives included in a pocket inside – I always think of that leather suitcase. How the colour was faded with wear and age. The metal fasteners.

I can remember a few times getting photographs printed, and receiving them in those same paper envelopes – but these are rare occurrences, and they were printed from the digital camera output.

The last (and only) time I remember getting photographs printed from what was quite probably a film camera, was from when I was 16 in 1998. I’d taken a series of photographs of me in my bedroom, wearing my long leather jacket. I also had them put the photographs onto a CD for me. I wish I knew where it was.

I recently gave my dad my albums of old family photos, as he has been digitising our collective photographic histories. Many of the photographs ended up distributed between siblings. I wonder how many have been lost over the years. From one roll of film, highlights will have been picked from the 24 (36?) to go into albums. Some will not have made the grade. Yet for every 24 moments we’ll have committed to posterity on a film camera, we’d probably now snap 240 or more on a digital camera.

Years would go by during which I wouldn’t look at a single old photograph, from the albums or from the brown suitcase. And yet so many of my memories are shaped by the images held by those old photographs. So many times I remember simply because there is a photograph of it. So many which I’ve forgotten because there isn’t.

Artist Diane Meyer takes old photographs, and obscures faces and other elements using cross stitch like an anonymising pixel blur.

These include old family snaps, old school class photographs, urban cityscapes, all sorts.

It’s beautiful.

I always love how magic happens when different artforms collide. Paint and collage. Stitching and photography. Anything which takes something old and repurposes it – altered books, sculptures using broken pottery, found poetry, vintage clothing Frankenstein stitched into something new.

I wonder if anyone finds themselves at one of her exhibitions, or flicking through a book, and recognises themselves in an obscured photograph. I wonder what memories might suddenly resurface upon seeing the forgotten image again.

The title I’ve given this post, “A candle shapes the memory,” comes from a Carol Ann Duffy poem called Where We Came In. Featured in Standing Female Nude.

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SOLUTION: Can’t see selections in Microsoft Excel

Selection highlight missing in Excel. No Active cell highlight in Excel.

Normally, whenever you select a cell in Microsoft Excel (whether by clicking on it, or navigating to it with arrow keys, or by some other means) you can easily tell which cell is selected / active due to the box around it. Shown here, around cell C5:

For some reason, I’ve recently been having a recurring problem whereby the visible cue to show the selected/active cell is just missing. Even if you drag to select a range of cells – you just can’t tell by looking where the selection starts and ends.

I found a few similar issues reported in the Microsoft Answers forum, but I can only assume the respondents hadn’t quite understood the question, since the answer was invariably along the lines of repair or reinstall.

Maybe that would work, maybe it wouldn’t, but it seemed overkill.

I’ve since discovered a way to fix it though. I absolutely don’t understand WHY it happens in the first place, or WHY this solution fixes it. But it does.

1. Whilst in the offending spreadsheet, press F8.
2. Click on a cell.
3. Click on another cell.
4. Press ESC.

That’s it. Try it. If it doesn’t work, try it again.

Good luck!

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The death of the Lent 2013 Steam Game Back Catalogue Challenge

My Lent 2013 Steam Game Back Catalogue Challenge managed twelve days out of forty. That is… not cracking really, but the reason I stopped was because suddenly first trimester absolutely shatteredness hit, and I spent all my spare time sleeping instead of playing games. Pregnancy does that to you.

It was good fun though, and I discovered some great games that I’d neglected. Of course, I only finished two (Dear Esther and Botanicula) but I also particularly loved Aquaria and will be going back to The Blackwell Legacy too.

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SGBCC Day twelve – Eets

This is day twelve of my Lent 2013 Steam Game Back Catalogue Challenge.

Eets is billed as Lemmings-esque gameplay, but I just couldn’t get into it. Maybe I just haven’t given it enough time. Maybe I was expecting something else. Maybe I just can’t get myself into the right mindset any more. Maybe I just didn’t get far enough into the game to let it shine – I have to admit I didn’t make it to an hour of this one before getting really, really bored.

See, Lemmings always let you feel like a genius for solving some of the levels. You got the feeling that there were several solutions, and you found one of them, or a new one. Eets, from what I have seen, seems to have one, rigid solution. And it just wasn’t as charming as Lemmings always was.

Maybe I’ll search out some gameplay videos on YouTube and hope they inspire me to have another go. But this one didn’t gel with me at all I’m afraid.

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SGBCC Day eleven – Dustforce

This is day eleven of my Lent 2013 Steam Game Back Catalogue Challenge.

This is clearly becoming a bit of a theme. Sadly I was unable to play Dustforce as it just resulted in error messages. Perhaps I’ll be able to fix them at some point. On that note, I managed to sort out Chantelise, so have managed to write a bit about that instead.

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SGBCC Day ten – Dungeons of Dredmor

This is day ten of my Lent 2013 Steam Game Back Catalogue Challenge.

Dungeons of Dredmor is the kind of game that I will never be any good at. In fact, I will probably never even be mediocre at it – however I will definitely be able to have fun with it.

Roguelikes are good for me, because I’d otherwise get to a point where I’d feel so demoralised about repeating the same bit over and over again dying in new and pathetic ways that I’d quit and never start it up again. But through the twin virtues of random levels and snarky comedy, I’ll keep coming back for more.

I have played for about an hour, including the tutorials (there are several). I think I managed four games within that time, only once getting further than level one. That time (the second game I played) I got as far as level three – I suspect through sheer luck more than anything else.

It may be some time before I manage that feat again – I earned the dubious honour bestowed by the achievement reserved for those who somehow meet their death during the tutorials – such is the level of my skill.

It’s worth noting however, that I did the tutorials last. At that point I learned all sorts of things that would have helped me survive. Oh well! Next time, eh?

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SGBCC Day Nine – Dear Esther

This is day nine of my Lent 2013 Steam Game Back Catalogue Challenge.

I knew that I’d like Dear Esther but I was worried about pacing. About getting lost. About hours of wandering, having missed the right turning, not spotted a cave, getting bored.

I needn’t have worried. Steam tells me I just played this for 92 minutes – which will have inevitably included at least a few toilet breaks, snack stops, and checking on Polly, and there were only a couple of moments where I felt I was back tracking. It is, in retrospect, actually very linear – that, or it’s signposted perfectly.

There are, now, lots of screenshots. I’m going to attempt to hide them beneath the fold in case you are spoiler-averse – though these can’t really spoil anything. I took care not to include any text. But if you want the locations to be completely new to you, maybe you don’t want to look. I’m pretty certain it won’t hurt much though.

Continue reading

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SGBCC Day eight – Chantelise

This is day eight of my Lent 2013 Steam Game Back Catalogue Challenge.

Today’s game was Chantelise – A Tale of Two Sisters, an ARPG. I was really looking forward to this because I don’t really play many games like this, so it would be an interesting change.

However, this happened:

chantelise

Sad times.

EDIT – I got this working a couple of days ago and had a go.

This game is several things. Charming, hard, and impossible to control. They keyboard controls are a pig, and to be honest it’s not much better on a controller – though that does at least make it marginally easier to control the camera. It does make you realise how spoiled we often are with intelligent camera angles in games. No such luck here – it’s a camera that points at you from a fixed distance at a fixed angle, no matter how much you turn, unless you manually move the camera yourself. This means you are often attempting to fight things off screen with no idea of what or where they are until you can spin the camera.

I seem to recall Recettear being similar, though I don’t remember it being quite this bad. Perhaps I didn’t get as far with the combat in Recettear, since there were other things to be doing – perhaps that diluted the annoyance somewhat. There’s not really much else going on here – no twist like in Recettear – but the magic gems is a neat idea. Enemies drop different coloured gems when defeated, which you can collect and combine to perform magic spells in combat.

The difficulty level pretty much requires several playthroughs and reattempts at each area – a desire that’s increased by the hidden chests of treasure in each area. They are unlocked through all sorts of mechanisms – destroying all the torches, hitting particular boulders, ignoring all enemies and killing the last one first – all sorts of odd little mysteries.

So, there is incremental replayability here (which is probably quite essential as I suspect I’m nowhere near good enough to get to the end!) – I’m just not sure if the difficulty will be too much of a barrier to me playing this much, since it’s more than likely to be weeks between my attempts.

I shall give it a go though.

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SGBCC Day seven – Cargo! – The quest for gravity

This is day seven of my Lent 2013 Steam Game Back Catalogue Challenge.

Today’s game was Cargo! The Quest for Gravity which I remember being quite excited about – perhaps because the weirdy little people and the island setting made me think of Black and White which fired off the nostalgia.

However, this happened:

cargo

Sad times.

EDIT – I fixed it on the 21st February. And had a play. This is the most absolutely bonkers thing I have ever played. You know, I’m not even sure what’s going on.

You play as quite a strange character – the engineer Flawkes, who is constantly put down as useless. Here she is:

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She looks really moody. I don’t think I’ve ever seen her without that bemused yet also apathetic expression on her face.

The game is all about FUN. That is, a resource generated by these weird little naked guys:

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These guys generate FUN by, well, having fun. Which they do by singing songs, catching a ride on your vehicles as you ride them, and, erm, being kicked. Obviously.

There appears to be all sorts of peril for the little lemming-esque dudes – such as walking into propellers, and being squashed by penguins:

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And for some reason, when they start having lots of fun, things fall from the sky – like this ice cream cart which knocked me out:

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I continue to be utterly confused about what is going on.

I suspect, going forward, that a large part of the game will be vehicle construction. You are, after all, an engineer, and can construct vehicles from all sorts of bits that you find lying around or can purchase from the guardians of the island. However thus far I seem to be incapable of putting two pieces together without a blueprint to help me.

I do think I will play the game again, beyond the slightly more than an hour I put into it tonight, but it is so completely weird I’m not even sure what I’ve done so far. I just sort of… bumbled, collected, kicked, build, drove, raced, and caused some terrible disasters. And I seem to be rapidly running out of buddies.

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SGBCC Day six – Botanicula

This is day six of my Lent 2013 Steam Game Back Catalogue Challenge.

Botanicula is lovely. It is very recognisably Amanita Design’s handiwork, visually, audibly, and whimsically. It is actually difficult to describe it without simply saying “lovely” over and over again.

I’m fairly certain I played it for more than the allotted hour today, but it’s so utterly pleasant and imaginative and – well, lovely – that it felt beyond relaxing. I spent the majority of the time sat with a wistful smile, occasionally punctuated by a wry grin.

There are plenty of little hidden joys – creatures that you discover through exploration, interactions and charming animations that keep you interested. It’s a simple point-and-click adventure, but it never feels like a chore. Even the bits that you’d normally consider mindless clicking somehow felt more mindful. There were several moments where I honestly thought I was clicking on things just for the joy of clicking them and seeing what happened, then something occurred to help my bunch of tree creatures on their quest. It feels serendipitous rather than convoluted.

I suspect you may get more out of the game if you understand Czech – the creature’s names (Soukac, Brouk, Tykvovec, Hrouda, Zavod and Tocnak amongst many others) sound like they may or may not mean something or allude to something. I don’t really feel like I’m missing out but it would be interesting to know if this adds another layer of whimsy for those in the know.

I could quite happily play this all night, but I’d better not.

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