Until Dawn: community choice stream

Playing Until Dawn with the help of those watching was a highlight of our GameBlast19 stream in February. We decided to schedule another stream for Halloween after receiving requests from blogger-friends to continue our playthrough – and that spooky time is now here.

If you don’t fancy trick-or-treating and the thought of playing a horror game on your own leaves the hairs on the back of your neck standing on end, why not head over to Twitch and join us from 20:00 GMT for a couple of hours. We’ll be streaming Until Dawn each evening through to Sunday and we need your help in making the ‘best’ decisions to keep our characters alive. Who will be the first to meet their doom? Will the Wendigos take them all down? Will I pass the controller to Pete while I hide behind a cushion? Let’s find out.

We’ll then be tackling Supermassive Games’ next title The Dark Pictures: Man of Medan for GameBlast20 if we’re brave enough after thus experience. Our challenge will see us playing video games for at least an hour each day for 50 days straight from Sunday, 05 January 2020, before ending that period with a 24-hour marathon session from Saturday, 22 February 2020. Further details will be coming next week, and in the meantime you can check out the link to our dedicated GameBlast20 page in the menu at the top of the screen.

To all you ghouls, ghosts, spooks and spectres, we wish you a very happy Halloween.   👻



Editorial: October 2019

Welcome to October’s editorial post, a monthly progress report which rounds-up all the happenings here at Later Levels along with the games we’ve been playing. With Halloween tomorrow and plenty of horror games to play, let’s take a look at recent events.


Statistics:

Followers:

  • WordPress: 1,204
  • Twitter: 544
  • Facebook: 61
  • Instagram: 176
  • Twitch: 77
  • Posts:

  • Published: 15 posts
  • Most viewed: Turn-based? Turn-off!
  • Most liked: EGX 2019: the trouble with creators
  • Most commented on: Wishlist wonders: games I’m looking forward to
  • My favourite: Scary-not-scary gaming moments
  • Games played:

  • Beyond a Steel Sky (preview)
  • Flotsam (video / preview)
  • Observer (videos)
  • Old Man’s Journey (video)
  • Röki (preview)
  • SNOW (preview)
  • Telling Lies (videos)
  • The Outer Worlds
  • The Turing Test (videos)
  • Blogger highlights:

  • 2019 in Gaming by TheRoyalFamily from Dating Sims on the Holodeck
  • Fighting Games are F@$#ing Hard by Frostilyte from Frostilyte’s Blog
  • Games That Feel Like Work by Luke from Hundstrasse
  • Spooky, Silly Sonnets by cary from Recollections of Play
  • Did Fortnite Save Anything for the Swim Back? by Rendermonkee
  • Blog life:

    After meeting the awesome Quietschisto from RNG last month and realising our shared adoration for the adventure genre, we put our heads together and have been working on a collaboration we were sure point-and-click fans would love. We’d like to welcome Sebastian from The Platformer on board and are looking forward to reading his post on Friday! If you fancy helping us decide for once and for all which are the best and worst puzzles we’ve ever seen, take a look at this post and get in touch as soon as possible.

    I received a letter in early October that revealed some unexpected news: I’ve been called for jury service next month. As is usually the case for such things, the dates chosen are the worst possible days and it has been necessary to reschedule a whole bunch of personal commitments to make them work. Unfortunately, it means I won’t be available or active online for two weeks towards the end of November; but I’m going to try and get posts written and scheduled for the period so the blog doesn’t stop. The Later Levels show must go on!

    Real life:

    In September’s editorial I mentioned how world events had been gnawing away at my mental health recently. The hijinks of politicians throughout October hasn’t done much to help but I’ve found something that’s a release. Training for next year’s ASICS London 10k is well underway and I’m really looking forward to running for SpecialEffect. I’m surprised at how much I’m enjoying hitting the road before work or in the evenings, and how focusing on your pace clears your mind; hopefully I can keep up the motivation through the colder weather.

    Putting adult responsibilities to one side for some good nights out was a stress-reliever too. My other-half and I were gifted a tasting menu at Core in London as a wedding present earlier this year and after months spent on the waiting list, managed to get a table in October. I’ve never eaten food that looked so perfect before – and one of the desserts was quite possibly the best I’ve ever had. We then ‘slummed it’ at a local tapas bar with friends a couple of weeks later. While the food wasn’t as stylish, I’m sure me singing Show Me Love at the top of my lungs on the dancefloor was.

    Gaming life:

    I’m sad to report that EGX was lacklustre this year: a lot of titles were repeats from previous shows or already available for purchase, and the atmosphere felt more ‘self-promotional’. I did however come across a few gems that were quickly added to my wishlist. Beyond a Steal Sky is the follow-up to Revolution Games’ Beneath a Steel Sky that we’ve been waiting 25 years for. Playing the demo of Polygon Treehouse’s Röki completely changed my mind about it; and it was great to see Jonathan Nielssen back with new studio Loeding and the beautiful-looking SNOW.

    Last weekend I had the opportunity to volunteer for SpecialEffect at MCM Comic Con again. The experience has made me even more hyped for GameBlast20 and I can’t wait for our 50-day challenge to start – more news about that next week. After playing Until Dawn during our last GameBlast19 marathon in February, we received a few requests to complete the story and our Halloween stream is kicking off tomorrow. Although I can’t confirm the times just yet, we’ll be playing the game over the next few evenings on Twitch and need your help making the best (read: worst) decisions.

    Coming up:

    Events:

  • 01-03 November: Until Dawn: community choice
  • 01-31 November: Point-and-Click Puzzle Pinnacle
  • 02 November: In Third Person’s Extra Life 2019
  • 02-03 November: AdventureX
  • 03 November: London Gaming Market
  • 12-18 November: JDRF Game2Give
  • 13 November: World Kindness Day
  • 14-16 November: Xbox X019
  • 16 November: Twitch London Meetup
  • Take a look at the Side-quests page for more
  • New posts:

  • A round-up from AdventureX
  • Pairing wine with video games
  • The kindness of bloggers
  • Do you feel pressure to get the best game endings?
  • Big series I’ve given a miss
  • And now over to you guys: what have you been up to lately, and what have you got planned for the coming month? Is there anything the community can help with or get involved in? Let everybody know in the comments below so we can show our support. Thanks for reading!

    Scary-not-scary gaming moments

    It’s Halloween on Thursday and we all know what the majority of gamers will be doing: turning off the lights and picking up the controller for a jump-scare-filled horror title. I like to mix things up a bit here though. For example, last October I made my other-half watch trailers for the worst entries in the genre according to Steam – and we’re still scarred from the experience.

    For this Halloween, I’m once again offering something a little different. Forget about those horror games considered to be the most frightening: this year I’m looking at releases outside of the genre that still manage to spook the pants off of us, yet weren’t actually designed to be scary. Several of my blogging friends were willing to get in on the action and reveal their gaming weaknesses, so here are the titles that got the hair standing up on the back of their necks.

    If you haven’t yet played any of the following games and intend to do so, I’d recommend navigating away from this post now and coming back later. There are some spoilers in the following paragraphs.

    Far Cry 3 – submitted by Will from Geek Sleep Rinse Repeat

    “In Far Cry 3, just like other Far Cry games, you’d need to ‘collect’ animal skins in order to be able to upgrade things like pouch storage. One of the better upgrades required you to kill sharks. Most of the time you could see the sharks from land so you’d know if they were out there waiting for you. What I used to do was stand in the shallows and shoot arrows at them until they were dead, then I’d wade in to the water and quickly claim my prize. I specifically remember one occasion where I’d been shooting at a shark and I finally saw it go limp and start to sink, I quickly swam out to grab and noticed that I was in an area that was actually pretty deep, and the shark was sinking fast. Utter panic came across me as I scrambled to grab it (I wasn’t letting it get away, I’d worked too hard), but it was just sinking and sinking in to the dark murky depths and I bottled it, I quickly turned around and swam as fast as I could back to the shore all whilst feeling terrified that there was a shark following me about to bite my behind (there wasn’t). It was at that moment I decided I didn’t need any upgrades that required shark skin.”

    Freddi Fish 2: The Case of the Haunted Schoolhouse – submitted by Jonez from NekoJonez’s Gaming Blog

    “Honestly, I have a hard time coming up with an example. I think perhaps due to me playing so many horror games and me being a reviewer, I can always detach myself and look at it from a gameplay standpoint or design decision. I totally didn’t get scared of the ghost in Freddi Fish 2 when I was younger, naaaaahhhh…”

    Gone Home – submitted by Kim from Later Levels

    “The opening of Gone Home has all the makings of a horror situation: a thunderstorm, an abandoned house, rooms shrouded in darkness and many niggling questions. As a 1990s teenager who used to watch The X-Files and mess around with ghost stories, the scene in the living room with the flickering television felt all too familiar. And that moment when you have to go down into the basement – I was sure something would be waiting there for me. There’s nothing scary within the game but it makes me feel as though I’m being followed.”

    Grand Theft Auto V – submitted by Chris from OverThinker Y

    “My other-half cannot deal with being chased. By anything. Auto-scrolling levels in Mario, the mosquito thing in Rayman, anything that pressures you to move quickly is just immediately terrifying to her. She leapt out of her skin the other day in Grand Theft Auto V when she was hiding from the cops and one just suddenly showed up right behind her!”

    Yakuza Kiwami – submitted by Brandon from That Green Dude

    Yakuza Kiwami has a system called Majima Everywhere. After a certain point in the story, Goro Majima will will roam the streets looking for you so he can fight. There are times when he will just pop up out of nowhere like a inside bin or from a manhole cover. You can get a detector that gives out a noise when Majima is near by. Whilst this is helpful, the noise fills me with dread everytime it goes off because it doesn’t tell me exactly where he is. So now I know he’s near but where he is exactly I don’t, which is terrifying.”

    Night in the Woods – submitted by Michelle from A Geek Girl’s Guide

    Night in the Woods has a few moments like that. The least spoilery one is when Bea runs away from a college party and Mae has to chase her down the dark alleys. It’s kind of intense for an otherwise not intense game.”

    Red Dead Redemption 2 – submitted by Niki from TriformTrinity

    “At some point in Red Dead Redemption 2 you will end up in the Bayou Nwa, not far from the esteemed city of Saint Denis (reminiscent of real life New Orleans in Louisiana). Here at one point I was doing some simple hunting for a perfect alligator pelt to upgrade my camp, where around early evening with some heavy fog coming in from the North on the road I suddenly see the sad visage of a person hanging from a tree. What’s weird about this is that while the person is clearly gone from this world, he has some strange carvings on his body. Being the curious adventurer I am, I jump of my horse Roach (yes, all my rides are called Roach in games, thank The Witcher) and walk up to investigate.

    “As I look closer to at the body, the camera being close enough I don’t think much else other than how weird it is out here in the Bayou. Turning around is when the scare hits me. With no sound whatsoever, three men had walked up behind me all wearing torn, tattered clothes and a mixture of mud with white paint. Machetes in hands, they still without saying a word begin walking towards me clearly showing what their intentions are. I quickly drew my volcanic pistol and with the use of Dead Eye, shot all three before running off to Roach, riding out of the swamp faster than the wind could carry me.

    “The Night Folk are a scary group and I do not look forward to meeting them again. As they are looking to maybe be practitioners of Voodoo that can have dire consequences of the ones they aim it at.”

    Dragon Age II – submitted by Ellen from Livid Lightning

    Dragon Age II has one of the most horrifying events I’ve stumbled across in a non-horror game… Basically, a Blood Mage serial killer decides he wants to get his dead wife back. To do this, he kills off a bunch of women and combines their body parts into a Frankenstein-like creation. The final piece? Leandra’s (Hawke’s mom) head. Hawke at least gets a few parting words with what’s left of her (or his) poor mom, after murdering that twisted freak.”

    Ecco the Dolphin – submitted by Luke from Hundstrasse

    “One moment that always gives me shivers is in the otherwise nature-tastic bizzare-fest Ecco the Dolphin for the Sega Mega Drive. I guess it’s just one of those sections that freaked me out as a child and for some reason stuck around into adulthood. For those not familiar with Ecco, it’s a game that’s filled with plenty of ‘scary’ elements; sharks, spider crabs, octopi. But nothing makes me want to get in and get out as much as the moment when you meet ‘Big Blue’: a huge blue whale swimming deep under the polar ice-cap in the Cold Water stage. Weirdly though ol’ Blue himself is a friendly character that Ecco has travelled the ocean to see, but something about that huge whale sprite floating there under the ice makes me shudder every time. Unlike the rest of the stage, the scale of Ol’ Blue-features really gives the impression that the plain blue background isn’t just a colour, but rather an expanse of water devoid of features stretching on and on. It’s like stepping in to a really big room and suddenly being aware of how much space there is around you… *shudders* I’m going to stop talking about it now.”

    Rayman Origins – submitted by Dan from nowisgames.com

    “Thinking about the scariest game I’ve played which shouldn’t be scary, my choice feels like a strange one. The fear was real, the tension, the screaming. Five seconds into a YouTube video, to remind myself of what I was writing about, this was all it took to bring it all back. ‘Wanna play Rayman?’ I would ask the wife. ‘NO, NO I DON’T’ would be the reply.

    Rayman Origins shouldn’t be scary, but it was. In fact it still is, we can’t go back, even after eight years. My wife and I enjoyed this game on the PS3 when it released, right up until we started trying to complete the Treasure Chase challenges, which are peppered throughout. These involve running at high speed, dodging all sorts of obstacles, just catch up with a treasure chest and claim the treasure. Simple, right?

    “Small children are supposed to be able to do this!” I would scream as we got so close to the end of the levels, on more than one occasion. If it wasn’t me plunging to my doom, it was the wife. We were also frequently responsible for the others demise! So confident was she that I was to blame for our suffering, she tried to do them on her own and still failed, screaming all the way, as I looked on aghast! I recently set up her dust coated Wii in the living room. Curious about the Rayman games she owned before we met, I asked her to play Raving Rabbids for me. I will never forget the look in her eyes at the mere mention of Rayman.”

    So is this post a celebration of how many effort developers put into the atmosphere and feelings of their games, or our cowardice? You decide! And if you’re in the mood for more scary-not-scary gaming moments, then check out this great post by Athena over at AmbiGaming. Whatever you do for Halloween this week, I hope you have a spooky time – and tell us about your own freaky gaming moments in the comments below.

    EGX 2019: the trouble with creators

    So many people want to be creators. Whether that involves publishing videos on YouTube, hosting streams on Twitch or making the next ‘indie darling’ video game, they want to pursue such a career path and even see it leading to them becoming an online celebrity.

    It can be done. If you’re in the right place at the right time, own an idea or personality that captures the imagination of viewers and players, and have a sprinkling of luck on your side, you can make it big. We’ve heard stories this year of streamers restyling themselves and being paid undisclosed amounts (and therefore obviously huge) to jump from one platform to another; and game developers hitting the limelight with their first game when their only previous experience was creating hacks back in high-school.

    It’s a difficult career to get into though. Online platforms nowadays are so oversaturated with creators of all types who want to be noticed, that it’s hard to be exactly that. You can spend every day making new content, putting your heart and soul into every piece of work, and still not attract a following after years of graft. It’s easy to understand how people in this line of work feel it’s important to take every single opportunity to promote yourself and make your voice heard, although that sentiment isn’t something I necessarily agree with.

    While at EGX last week, my other-half and I were waiting at a stand to try a demo that had caught his attention in the Rezzed zone. Someone approached and began to talk to the developer – a normal occurrence at this expo, as one of the great things about it is having the chance to speak to them about their work in person. However, this guy wasn’t interested in hearing about the project or playing the demo for himself; all he wanted to do was hand over his business card and talk about his own game before walking off.

    It came across as rude. It made me feel as though little respect was given to this developer who’d put effort into getting his game ready for the show, paid the money for a stand, made the journey to the ExCeL centre in London and then was prepared to be on his feet for four days straight. While the guy could be given a few points for having the confidence to approach and talk about himself, the way in which it was done left a sour taste in my mouth – and a confused look on the developer’s face.

    I’m sorry to say this wasn’t the only example of such behaviour we saw last week. There was the YouTuber and his group who made a loud entrance at the Leftfield Collection because he wanted everyone to know he was filming a new video. There was the influencer who was scheduled to talk about gaming culture and what we can do to make it a more welcoming community, who seemed more interested in promoting her business and hinting she should be paid for her time. And there were others too, more than enough to dedicate a post to.

    EGX should be a place where everyone with a love of gaming can come together to not only find out about upcoming releases, but also to celebrate the creativity of developers. In previous years, one of the highlights of the event was the atmosphere and the buzz of knowing you were sounded by thousands of other with the same interests as you. Sure, there was always a certain level of see-and-be-seen behaviour but it was less direct and came from a minority: most attendees simply wanted to play the demos on display and talk to the people behind them.

    I’m not sure when it became acceptable to disregard the product in front of you, the product of someone else’s hard work, in favour of your own project. Or ignore the shared interests of the fellow attendees around you because you see your personal brand as more exciting; or push your merchandise to a crowd who actually thought you were going to share your expertise on a subject. The atmosphere at EGX is changing from being one of shared interests to self-promotion, and there’s a danger of it losing what made it special.

    Perhaps such behaviour is caused by creators setting themselves the wrong goals or losing sight of what’s important. Create because you love making something and want to share your content with the world; not because it’s a career that will bring you attention along with the potential of money and fame. Once you lose your interest in the work of others and the curiosity which drives you to find out where there ideas came from and what makes them tick, your own work will lose its heart.

    What does this mean for next year’s Rezzed? It will certainly be interesting to see whether the same behaviour spills over into this sister-expo and if its atmosphere changes as a result. The best piece of advice I can offer any creator due to event is this: stay curious, be respectful of others’ work and interests, and don’t be a dick.

    EGX 2019: SNOW

    One of my highlights at EGX 2017 was Falling Sky. In development by Jonathan Nielssen and a small team, this narrative title was the result of eight months’ hard work of students of the MA Games Design and Development Course at the National Film and Television School (NFTS).

    The games coming out of the School at the time were all interesting but a little ‘rough around the edges’ – in no way a criticism when you consider they were being created by people just starting out on their career. Falling Sky was different though. The demo I played back then was remarkable and perhaps the most technically- and visually-impressive NFTS project I’d ever had the opportunity of experiencing; The Guardian even included it in their 12 favourite games from EGX that year.

    It was clear Nielssen had talent. The were a few bugs in the demo but if you overlooked these it was obvious Falling Sky was going to be something special. The atmosphere and visuals reminded me of releases such as The Vanishing of Ethan Carter and Heavy Rain, and the music and voice-acting were far superior to what you’d expect from a student creation. Sadly though, news about the game seemed to disappear after the expo and I didn’t hear anything else about it.

    When I received a promotional email about SNOW shortly before this year’s event, I was sure I recognised the developer’s name. A quick internet search revealed that Nielssen was back with a new project and so I added it to my EGX schedule immediately; if this new title was anywhere near as good as Falling Sky it would be well worth checking out. After trying out Beyond and Steel Sky and Röki on the first day, my other-half and I made our way over to the Loeding stand to find out what was going on.

    Although SNOW looks as though its set in the present day, it takes place in a remote town in Norway in 2050. The developer told us that this is because its inhabitants shun technology and want to preserve a life without any outside influences. He also shared that special forces are on the hunt for a powerful artificial intelligence (AI) that has escaped; and 12-year old Oskar’s mother thinks her adopted son may be wrapped in up in the mystery somehow. Players will solve puzzles and piece together the truth about the boy’s origins.

    The start of the demo had us navigating an ASCII maze to pick up glowing symbols and strengthen the AI’s connection to Oskar. What followed was on of the best transition scenes I’ve ever seen. When we told the AI we wanted to see our home, the screen turned into a mass of sparkling ASCII which then took on colour to reveal a forest. We could see the boy’s white silhouette which we guided through the trees towards a light, as the symbols grew smaller and eventually turned into a more photo-realistic scene. It’s hard to describe but it was amazing.

    We then found ourselves in bed being woken by our mother, after she’d had a mysterious telephone call with someone who was trying to persuade her to get Oskar some help for his nightmares. The character models look so good thanks to a collaboration with FBFX and Centroid3D, two industry leaders in the field of photogrammetry and motion capture, and a video being played on Loeding’s stand showed the actors being scanned for their roles at Pinewood.

    The next part of the demo was more an ‘experience’ than a game because there were no characters to talk to or puzzles to solve at the present time, but it did give us an opportunity to explore the town of Barvik and get a real sense of what SNOW’s atmosphere is going to be like. Environmental artist Gustav Morstad told us they first built the setting to include nothing but snow before adding buildings and other objects, because it was so complicated to get the lighting for it right; and this is one of the reasons for the game’s name.

    When we told Nielssen we’d played the Falling Sky demo, he hinted at issues regarding rights when taking a student into private sector. We didn’t pursue this line of conversation out of respect but got the impression that we may not see his original game in its final form. At first I was a little disappointed by this because I remember it being so impressive; but after getting my hands on the start of SNOW, it looks as if we’re in for something that’s going to be even more special.

    Morstad told us the title won’t be ready for another two years though so we’ve got a while to wait. But I stand by my statement from 2017 ago: Nielssen has talent and is going to be a developer to keep an eye on. And as I said two years ago, if there’s ever a Kickstarter campaign in the future then the Loeding team have got themselves their first backer already.

    EGX 2019: Röki

    The first time I heard about Röki was in a post over on Rendermonkee in January. We’d had several conversations about the adventure genre previously and he clearly had great taste in video games, so I took note when he published a list of upcoming indie titles to look out for.

    However, I wasn’t entirely sure about the point-and-click at first despite adoring such releases. The premise seemed interesting enough but was perhaps a bit too cutesy for my taste: “A game of adventure, courage and folklore. It’s a game about monsters that shouldn’t exist, but do. Join Tove on a fantastical journey to save her family, and discover who she really is.” It ended up being a recommendation I filed away in my head for future reference but not one immediately added to my wishlist.

    I was reminded of Rendermonkee’s post when it was announced that Röki was due to appear at EGX this year, and the event seemed the perfect opportunity to find out whether Polygon Treehouse’s project was something that could hold my attention. We headed over to the stand after trying the Beyond a Steel Sky demo at the Revolution Games’ booth on the first day at the expo and despite every seat being filled, I managed to get a spot in front of a screen fairly quickly. It was time to begin Tove’s adventure.

    The game is inspired by Scandinavian folklore and is being advertised as a dark, contemporary fairy-tale. Our heroine is on a quest to save her family, with a journey ahead which will take her deep into a long-forgotten world full of strange locations and even stranger creatures. The ancient wilderness holds many secrets and players will need to seek out long-forgotten items to aid them along the way. Can you unlock hidden pathways and solve the riddles of the ancients?

    The demo began with Tove finding hundreds of eyes staring at her from within the follow of a tree. Several conversations with them revealed she was searching for her missing brother and it was intriguing to hear their voice tell her that this situation had happened many times before. There was a way to stop the cycle however: she would need to find her way to Jötun (I may have spelt that incorrectly so my apologies to the developer for any mistakes!).

    I then encountered a friendly troll underneath a bridge after heading out into the snow. She needed help removing a thorn from her shoulder, but unfortunately Tove was too short to reach so the next task was find a way to get rid of that spike. Searching a nearby nest uncovered a broach with a sharp pin, which allowed me to unpick the lock on a gate and find some rope; which I was then able to combine with a bear-trap picked up in an abandoned house to create a makeshift ‘troll squeezer’.

    While working my way through this puzzle, a kind member of the Polygon Treehouse team approached to let me know I could press B on the controller to make Tove run faster and press down on the left thumbstick to reveal all the hotspots in an area. This aligns to the developer’s vision of creating an accessible title for all gamers; as explained on their website: “The game is designed to uniquely pose a challenge but to offer a helping hand when adventurers need it, meaning it can be enjoyed by all.”

    I have to say though, I didn’t find I needed to use these assistive mechanics during the Röki demo. The puzzles I came across were logical, and it was a joy to watch Tove’s reaction when she realised she’d found a solution. Although it was still a work in progress during my time with the game, I could see an icon flash up in the bottom right-hand corner to let me know that the protagonist had added an entry to her trusty journal. This is where players are going to be able to delve deeper into Scandinavian folklore and earn ‘wilderness explorer’ badges.

    So what was it that ultimately won me over and persuaded me to finally add Röki to my wishlist? Firstly, it was fact the title isn’t as cutesy as it initially seems: as with a lot of fairy-tales, there’s a dark undertone that I’m looking to digging into. Secondly, the artwork is impressive. It has a similar style to other narrative-driven titles I’ve really enjoyed such as The Gardens Between, and I love the way there’s a real sense of light and shadow in the environments despite there being no shading.

    Although the release date is only showing as ‘2020’ right now, the Steam page for Röki has recently been made available so you can add it to your own wishlist. You can also follow Polygon Treehouse on Twitter to keep up to date on the latest news. I’m so pleased I made the effort to try the demo at EGX and let it change my mind – that Rendermonkee really does have great taste in adventures.