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Why Reading Fantasy is Important

Discover the importance of fantasy books and how they transport us to new worlds, ignite imagination, and teach valuable life lessons. Explore the power of escapism and empathy. Dive into the magic of fantasy literature!

Fantasy books have been captivating readers for centuries, transporting us to magical worlds and introducing us to memorable characters.

But fantasy literature is more than just entertainment—it serves a vital role in our lives.

In this blog post, I want to share ten reasons why fantasy books are important.

1. Fantasy fiction allows us to explore new worlds and imagine new possibilities. Never stop dreaming and reading.

2. ‘In a world of reality, fantasy reminds us to embrace our imagination and think outside the box.

3. Fantasy transports us to places where anything is possible and remind us to never give up on our own dreams.

4. Fantasy helps us understand and cope with the real world by giving us a glimpse into different perspectives.

5. Reading fantasy books is a great way to escape from reality and explore new cultures and ways of thinking.

6. Fantasy fiction is not just about dragons and magic, but also teaches valuable life lessons and morals.

7. Fantasy offers a unique opportunity to explore the human experience in new and exciting ways.

8. Fantasy allows us to explore different placess and cultures, broadening our understanding of the world around us.

9. Reading fantasy helps us develop empathy, as it allows us to experience different perspectives and emotions.

10. Fantasy fiction is a powerful tool for self-discovery and understanding the world, it allows us to be whoever we want to be.

What do you think?

The Lines Between Real and Unreal in Fictional Worlds

Explore the blurred lines between reality and imagination in fiction. Dive into haunting narratives and discover the truth behind famous fantasy series like Harry Potter. What’s real and what’s not? Let’s unravel the mystery.

I’ve been interested in the idea of what’s real and not real inside a fictional world.

There are some stories where the main character has dissociative identity disorder—books like Fight Club or Piranesi—where the lines between real and unreal are blurred.

As readers, we don’t know what is ‘real’ within the world, and what is a figment of the fictional narrator’s imagination.

In these titles, the narrator lives within a world constructed by their own mind, with only hints at the reality beneath.

Stories like this are often haunting and disturbing. And it’s satisfying as a reader when the penny drops and you understand what’s ‘really’ going on.

And a monumental penny has just dropped for me…

This may have been the case in one of the most famous fantasy series around.

I’m now convinced that within the fictional world of Harry Potter, Harry never left his abusive aunt and uncle.

Instead, he remained imprisoned under the stairs, his mind constructing a reality as a way to cope with the trauma.

There was no magic, no Hogwarts, no Voldermort.

It’s a tale of a traumatised boy with dissociative identity disorder.

Does this make sense? Am I off the mark here? Let me know what you think.

The Dark Side of the Future: 10 Dystopian Novels to Keep You Up at Night

Explore the dark side of the future with these 10 dystopian novels. From government control to the dangers of technology, these chilling stories will keep you up at night. Discover thought-provoking tales of a world gone wrong.

Dystopian literature offers a glimpse into a future society where things have gone horribly wrong.

These novels explore themes such as government control, censorship, and the dangers of technology, giving readers a thought-provoking and often chilling look at the world we could become.

If you’re a fan of dystopian literature, or just looking for a new type of story to read, here are ten essential dystopian novels that you absolutely must check out.

1. “Brave New World” by Aldous Huxley.

This classic novel is set in a future society where people are genetically engineered to be happy and content with their lives, but at the cost of their freedom and individuality. It is a thought-provoking exploration of the dangers of science and technology in a world where people have given up their humanity.

2. “1984” by George Orwell.

This classic dystopian novel is set in a totalitarian society where the government controls every aspect of people’s lives. It is a chilling exploration of the dangers of a surveillance state and the consequences of giving too much power to a single entity.

3. “Fahrenheit 451” by Ray Bradbury.

This classic novel is set in a future society where books are banned and firemen are responsible for burning any that are found. It is a powerful exploration of censorship and the dangers of a society that has given up on critical thinking.

4. “A Clockwork Orange” by Anthony Burgess.

This classic novel is set in a violent, future society where a young man is rehabilitated to be “good” against his will. It explores the themes of free will and the dangers of a society where the government controls the behaviour of its citizens.

5. “The Hunger Games” by Suzanne Collins.

This best-selling young adult novel takes place in a dystopian society where children are forced to fight to the death in a brutal annual event. It is a gripping story of survival and rebellion.

6. “The Handmaid’s Tale” by Margaret Atwood.

This classic novel is set in a totalitarian society where women are stripped of their rights and used for reproductive purposes. It is a deep exploration of gender and power in a dystopian world.

7. “The Giver” by Lois Lowry.

This classic young adult novel is set in a society where people are assigned their jobs and are not allowed to have emotions. It’s a story of one boy’s discovery of the truth about his society, and the cost of individuality.

8. “The Children of Men” by P.D. James.

This novel takes place in a world where human fertility has come to an end. It is a gripping story of a man who must confront the implications of a humanity on the brink of extinction.

9. “The Road to Nowhere” by Meg Elison.

Set in a post-apocalyptic world where most of the population has been wiped out by a plague, this novel follows the journey of a young woman as she navigates a new world and fights to survive.

10. “The Year of the Flood” by Margaret Atwood.

This novel takes place in a society where genetic engineering and climate change has caused irreversible calamity. It is a thought-provoking and gripping story of survival and resistance.

From the Ashes: The 10 Must-See Post-Apocalyptic Movies

Discover the top 10 must-see post-apocalyptic movies that explore the collapse of society, survival struggles, and the resilience of the human spirit. From classics to recent hits, these films will take you on a thrilling journey into a world on the brink of destruction.

The end of the world as we know it, the collapse of society, the struggle for survival.

These are the themes that post-apocalyptic movies explore, and they have been a staple of the film industry for decades.

From classics like “Mad Max” to more recent films like “The Road,” these movies offer a glimpse into a world where humanity is pushed to its limits.

They raise important questions about the fragility of our civilisation, the resilience of the human spirit, and the dangers of apathy.

In this blog post, you’ll find my ten favourite post-apocalyptic movies.

1. “The Road” (2009)

A heart-wrenching portrayal of a father and son trying to survive in a world ravaged by an unspecified disaster.

2. “Dawn of the Dead” (1978)

George A. Romero’s classic film explores the breakdown of society as a group of survivors take refuge in a shopping mall during a zombie outbreak.

3 “Mad Max: Fury Road” (2015)

George Miller’s action-packed and visually stunning film follows a group of survivors in a desert wasteland as they attempt to outrun a tyrannical leader.

4. “The Book of Eli” (2010)

Denzel Washington stars as a lone warrior who must protect a mysterious book that holds the key to humanity’s survival.

5. “28 Days Later” (2002)

Danny Boyle’s intense film explores the aftermath of a viral outbreak that turns most of the population into rage-filled zombies.

6. “I Am Legend” (2007)

Will Smith stars as the last surviving human in a world overrun by vampires.

7. “Children of Men” (2006)

A world where women are infertile, and the last child was born 18 years ago, the story follows a government bureaucrat who becomes the protector of the last pregnant woman on earth.

8. “The Terminator” (1984)

James Cameron’s classic film explores a future where machines have taken over the world and a lone human must battle to save the future of mankind.

9. “The Day AfterTomorrow” (2004)

A global catastrophic event caused by climate change causes the world to be submerged in ice, and the survivors must fight to survive the freezing temperatures and harsh conditions.

10. “Planet of the Apes” (1968)

The classic film explores a world where intelligent apes rule over human survivors in a post-apocalyptic world.

Navigating the Apocalypse: 10 Essential Tips for Surviving in a Post-Apocalyptic Novel

Discover essential tips for surviving in a post-apocalyptic novel. From weapons and mutant alliances to spotting love triangles and brewing alcohol, navigate the chaos with expert advice.

Welcome to the end of the world, where the only thing more uncertain than tomorrow is whether or not you’ll have your skull bashed in by a mutant.

This post will guide you through this barren and desolate realm.

Here are ten tips to surviving a post-apocalyptic novel:.

1. Always carry a weapon, preferably one that’s also a musical instrument. In a post-apocalyptic novel, you never know when you’ll need to bash in a mutant’s skull or play a rousing rendition of “Eye of the Tiger” to pump up your fellow survivors.

2. Learn to speak “zombie.” The ability to grunt and moan like the undead can come in handy when trying to blend in or avoid them.

3. Learn to brew your own alcohol. Not only will it help you forget the horrors of the world, but it can also be used as a currency or a bargaining tool.

4. Learn to spot the signs of a love triangle. Love triangles can be as common as radiation sickness, and knowing how to spot the signs can save you from getting caught in the crossfire.

5. Learn to make friends with the mutants. Not all mutants are bad, and having an ally can mean the difference between life and death.

6. Trust no one, especially not the government officials. They’re probably the ones who caused the apocalypse in the first place.

7. Learn to survive in extreme environments, like super-markets and abandoned theme parks. It’s important to be prepared.

8. Learn to spot the signs of a bad guy pretending to be a good guy. Bad guys often disguise themselves as good guys to gain trust, so it’s important to know how to spot them. Look out for facial scars, an eye patch, or a train of people following them in shackles.

9. Keep a journal, but don’t write anything important in it. If it falls into the wrong hands, it could be used against you.

10. Learn to laugh at yourself. In a post-apocalyptic world, things can get pretty grim, so it’s important to find humour in the absurdity of it all.

Welcome to the End Times: 10 Signs You’re Trapped in a Post-Apocalyptic Novel

Explore the signs of a post-apocalyptic world with these 10 telltale indicators. From mutants to scarce resources, navigate the treacherous terrain of a barren realm. Welcome to the end times.

Welcome to the end of the world, where the only thing more uncertain than tomorrow is the air quality.

But don’t fret, because this post is here to guide you through the treacherous terrain of this barren and desolate realm.

Here are ten ways to know you’re in a post-apocalyptic novel.

1. The only clothing available is made from duct tape and old tyres.

2. The only way to tell the difference between a human and a mutant is that the mutants are slightly less human.

3. The local super-market only sells irradiated food and water from questionable sources.

4. The only form of transportation is a shopping trolly with a “borrowed” engine.

5. The only thing more dangerous than the mutants are the other survivors.

6. The only thing more scarce than food and water is toilet paper.

7. Every conversation starts with “I can’t believe this is happening” and ends with “We’re all gonna die.”

8. The only form of entertainment is staring into the abyss, also known as the “great outdoors.”

9. The only jobs available are “scavenger,” “raider,” or “cannibal.”

10. The only way to win is to not play (or to have a really good bunker).

Mayhem in Monsterland: The Commodore 64’s Last Hoorah!

There were few Commodore 64 games that pushed the system to its limits like Mayhem in Monsterland.

Back in the day, this game was awarded a 100% rating by Commodore Format magazine. In the months leading up to its release, the magazine chronicled the game’s production from its initial sketches to its completion.

On the front cover of each issue they would give away a cassette featuring a few games demos. I must have played the demo of Mayhem in Monsterland dozens of times. The game was only available by mail order, mainly because at the time of its release in 1993 the Commodore 64 was a redundant machine with most games stockists having long-stopped selling C64 games, with only occasional shops having a bargain-bin full of dusty cracked cassettes.

I saved up enough pocket money to buy the game, and I wasn’t disappointed. I remember thinking: ‘this game is awesome!’

Mayhem in Monsterland was produced by Apex Productions, a company that had already gained a reputation for creating innovative and bizarre games. Amongst their back catalogue is the fantastic and underrated Creatures, as well as its equally impressive sequel, Creatures 2: Torture Time. Both games boasted a wicked sense of humour, which was replaced in Mayhem in Monsterland by a sense of wonder.

In the game, you control Mayhem, a super-fast, super-cute yellow triceratops who happens to play and look a little bit like Sonic the Hedgehog. The narrative is simple: it is your mission to make the world a happy place by getting rid of all the monsters (note that yellow speed-freak dinosaurs are not considered to be monsters). Looking back at the game, it now seems like a generic platformer with clear nods towards Sonic the Hedgehog and Super Mario Brothers (even the title screen looks as though it was directly lifted from Super Mario World).

At the start of each stage, you are given a quota of Magic Dust and Stars to collect.If you don’t fulfil your quota, you are forced to re-explore the level in order to find the remaining collectables – this gives the game a free and open feel that later games would eventually capitalise on.

Magic Dust could be found each time you killed a monster in the usual platform fashion of jumping on their heads. Once you collected enough Magic Dust, the level becomes ‘happy’ and you are then able to find the Magic Stars. The Magic Stars are a little trickier to find, and feel important due to the musical fanfare that played each time you collect one.

Mayhem in Monsterland was a game that rewarded players who, for whatever reasons, had stuck with their trusty C64s. I did, and I loved it: the game looked fantastic; its colour-pallet and stylistic design were excellent, making the best out of the C64’s limited graphics.

Visually, it looked as though the designers had looked at the Green Hill Zone in Sonic the Hedgehog and imagined what it would look like with some of the green pipes from Super Mario Brothers added in.

What made Mayhem in Monsterland stand out though was the game’s speed: this game was fast, and not only that, it was smooth to play and had great level design.

Though most Commodore 64 games were played using the keyboard or a joystick, to add to the console feel of the game, I tried out my Sega Master System pad (they had the same socket as the joystick port), and, lo and behold, it worked! There was something about playing such an advanced game (for the C64 at least) with a control pad that added to the experience.

A few years back, I had a drunken conversation with a guy who went into great detail about the little tricks and work-arounds that the designers utilised to make Mayhem in Monsterland play and look like a console game. I didn’t really understand what he was talking about, but it sounded impressive.

Games are released all the time today with countless bugs and glitches in them which are later ‘patched up’ by the game’s creators by downloading and updating the games. When Mayhem in Monsterland was released, I was surprised to find a sheet of paper in the box that required you to enter a few lines of code in BASIC before running the game in order to fix a bug in the game that made your life meter go all glitchy every time you earned an extra life.

1993 was probably the last gasp of the C64: the Megadrive and SNES had established themselves firmly as the home systems of choice, with almost instant access to the games (no ten minutes sat around waiting for the games to load (or not as was often the case)), with gameplay and graphics that made C64 games look tired and dated. Indeed, just over a year later, the Sony Playstation would come along and blast all of these systems out of the water with its arcade-quality graphics, awesome sound and its genre defining games like Final Fantasy VII, Metal Gear Solid and Tony Hawk’s Pro Skateboarder.

In its context, this game as the C64’s last hoorah. It may not rate as one of the greatest games of all time, but it certainly has a special place in gaming history. Though it played beautifully, there was nothing particularly groundbreaking about the game-play, but its legacy is secured due to the sheer technical wizardry that the game’s designers employed in creating this title. The 100% awarded for the game seems laughable today, but we have to take this number in its context and ask ourselves: could the Commodore 64 do anything to surpass this? The answer is probably not.

In Praise of Neuromancer: Why Everyone Should Read William Gibson’s Cyberpunk Classic

There are few books that have been published in my lifetime that have had such a profound influence on not only literature, but on the world at large as William Gibson’s 1984 novel, Neuromancer.

 At its core, Neuromancer is a detective noir story set in a dystopian future. But this isn’t a novel that can be accounted for in simple terms.

Neuromancer is told from the perspective of our narrator, Henry Dorsett Case. Case is the novel’s reluctant anti-hero: a suicidal, drug-addled ex-hacker residing without work in Chiba City, Japan. Almost from the outset, we see Case as a world-weary cynic who bums around in bars trying not to let his past catch up with him. The last time he was caught, his captors destroyed his nervous system, making it impossible for Case to access Cyberspace, – a term coined by Gibson that has become part of our common lexicon:

“Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts… A graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding.”

Though Gibson saw this through dystopian eyes, the word and the concept of Cyberspace is now an inescapable part of modern life. I’m not sure how true this is, but author Jack Womack argued that Gibson’s conception of Cyberspace inspired the structure of the World Wide Web, asking “what if the act of writing it down, in fact, brought it about?” If there is even a shred of truth to this assertion, then this alone surely secures Gibson’s legacy as one of the most important creative imaginations of the last century, and I say this without exaggeration.

The drama of the story begins when Case is tracked down by Molly, a “street samurai” who works as a mercenary for an ex-army officer who goes by the name of Armitage. Through Case’s drug-fuelled paranoia, he convinces himself that Molly works for his ex-employer; he outruns her through the sprawl of neon lined streets, only to be accosted by her in his hotel room, which is barely larger than a coffin. Molly had modified her body with all manner of cybernetic enhancements: a tweaked nervous system; retractable four-centimetre long razors that are hidden beneath her fingernails; and lenses implanted into her eye sockets which give her enhanced sight and allow her to be fed information about what she is looking at.

Prior to being a razor girl, Molly worked as a prostitute. Of course, this is the dystopian future, so she wasn’t your usual prostitute. Sex workers were given neural implants that turned off their memories and limited their ability to control and reason their actions. Thus prostitutes were nothing more than hired meat-puppets who acted upon the whims of their employers – no matter how dark or depraved. It was only when Molly began to experience and remember what she otherwise couldn’t that she was able to get out of prostitution by blackmailing a sadistic senator with a penchant for murdering women. The idea of women being turned into sex zombies I found very disturbing, mainly because it isn’t that far from the realms of possibility.

Molly takes Case to Armitage and a deal is struck: Case’s services in exchange for his neural problems to be fixed. Suffice to say, Case jumps at the opportunity. Armitage is an incredibly complex and ambiguous character: his identity, both physically and metaphorically, is merely of his own creation. Indeed, it seems as though the more Case gets to know Armitage, the more detached Armitage seems from, not only reality, but his own personality. It is never made clear whether Armitage is the main man running the operation, or whether he is acting as another middleman (there are subtle suggestions of both possibilities throughout the book, but they are always in the guise of speculation and conjecture).

Beyond the techno-fetishism and the cybernetic-dystopia of Neuromancer, there is also oodles of charm and humour. Neuromancer is not a funny book: it takes itself quite seriously, but with this seriousness, the wit and personality of some of its characters can’t help but add an extra dimension to the proceedings. For example, when Armitage arranges for the repair of Case’s nervous system he says, “You needed a new pancreas. The one we bought for you frees you from a dangerous dependency.” To which Case responds, “Thanks, but I was enjoying that dependency.”

Though the novel is set in the future, there are many points in the story that give a direct nod to popular culture of the early-1980s. Indeed, the concept of cyberspace is simply Gibson’s speculative extrapolation of early videogames. But it’s not just technology and science that Gibson draws on in his vision of the future. With the proliferation of Rastafarianism in the late-1970s, it is perhaps of little wonder that a band of Rastafarian outlaws are key to the development of Neuromancer’s narrative. Gibson draws on the imagery of the dreadlocked, dub-loving pot-smoker adorned with bright colours, and combines it with a space ship (called Zion, no less).

Case spends much of the latter part of the novel hooked up to the Matrix (sound familiar?). Sometimes he experiences the real-world, but from the perspective of Molly’s cybernetic lenses, at others, he’s interacting with Artificial Intelligence constructs, that end up forming a key part of the plot. One such construct is Wintermute, who spends much of the novel attempting to break its programme and develop a personality. It’s difficult to outline Wintermute without spoiling some key elements of the plot, but all I’ll say is that Wintermute adds a great sense of mystery and intrigue to the novel. Indeed, the inclusion of Wintermute (and other AI constructs) has a similar uncanny effect that Asimov and Dick capture, in that it raises questions about the nature of consciousness, intelligences, determinism and freewill – essentially, you empathise with Wintermute.

The novel is full of incredibly vivid descriptions that manage to capture a real sense of the world and its characters with a few well-chosen turns of phrase. “The sky above the port was the colour of television, tuned to a dead channel”, as an opening line couldn’t be more perfect in conveying a feeling of the world. Or the description of a speed-freak’s eyes as “eggs of unstable crystal, vibrating with a frequency whose name was rain and the sound of trains, suddenly sprouting a humming forest of hair-fine glass spines.”

The importance and influence of Neuromancer cannot be underestimated, even if we dismiss completely the idea that Gibson’s creative imagination was the catalyst for the invention of the World Wide Web. The term Cyberpunk was coined by a critic in reaction to this novel. The imagery, ideas and concepts associated with Cyberpunk have become a frequently visited well for creative people from fashion designers to TV writers, from game designers to musicians. I am in absolute awe that the residue of one creative mind has left such indelible marks on our world. It is a humble man, indeed, who can create such an important work of literature, and resist the urge to shout arrogantly from the rooftops: “I created this!”

Welcome to the Wasteland: Why I Still Love Fallout 3

With the news cycle’s barrage of death and destruction, one would be forgiven for thinking that the apocalypse has already passed without so much as a murmur. 

The apocalyptic wasteland of Fallout 3 is one that has embedded itself in my imagination since I first played the game around Christmas 2008.

Fallout 3 is set in the Capital Wasteland: the ruins of Washington DC and surrounding areas. The story begins in 2277 after a war between America and China has left America a desolate wasteland where the earth is scorched and dead trees remain, blackened and twisted. The game begins at your birth, the blurred and confused images and the immediate death of your mother in childbirth set the scene for what follows. Your character is raised in Vault 101, a radiation-proof vault (somewhat reminiscent of a Dhama station in Lost, retro computers and all) which was built before the war and is the permanent home of a number of families who have been told that nothing survives beyond the vault.

Over the next hour of gameplay you are taken through a series of key events in your characters development, including your tenth birthday (where you receive your first gun), and your exams (which help define your character’s key attributes), to the climactic scene where your father James (voiced by Liam Neeson) leaves the vault and you decide to find him. The first hour seamlessly blends character creation and tutorial aspects with storyline. The way in which you conduct yourself, how you communicate with other vault-dwellers and choices you make on your exam all have direct consequences upon the development of your character.

After you leave Vault 101 you realise that the world is a big and dangerous place. Everyday is a fight for survival for you and its inhabitants, who are as varied and intriguing as the Wasteland itself. The Wasteland’s residents have made improvised homes and communities out of what remained after the nuclear war. Communities are found across the Wasteland: from shacks built on ruined highways to old subway stations and the town of Megaton. Megaton is a community of shacks built from old aeroplane parts and surrounds an unexploded (and still active) atomic bomb.

I spoke to some of Megaton’s residents, enquiring about the town’s history, and discovered that the town was initially set up by a religious sect called The Children of the Atom who worship the bomb and see the war as a positive and cleansing event for humanity. As my investigations deepened, I discovered that, far from being a cleansing symbol, the bomb was actually leaking radiation and polluting the town’s water supply. I spoke to the town’s sheriff, who commissioned me to deactivate the bomb. I agreed and went searching for information on how to deactivate the bomb and was offered 500 caps (‘Nuka-Cola’ bottles caps have replaced money as the currency of post-apocalyptia) to activate the bomb – I declined the offer and deactivated the bomb. This is what is so great about Fallout 3, you are given a number of moral choices, many of them not as clear-cut as this first one.

The core of Fallout 3’s gameplay involves exploration and dialogue, coupled with brutal violence and adrenaline-fueled action. You can charm, smarm, or lie your way through life, or you can try and be intelligent, helpful or funny – the choice is yours and you have to live with consequences. Fallout 3 evolves the moral causality of Fable (Xbox/PC), with its clearly defined ‘good’ and ‘bad’ actions having a direct impact upon the world around you being replaced in Fallout 3 by a more subtle and ambiguous ‘karma’ level, which has a direct baring on your reputation: opening up or closing dialogue options, information and available quests.

One such dilemma occurred at the small settlement of Arefu. What began as a simple delivery task developed into a complex storyline involving a town under attack by a vampire cult called The Family (they are not real vampires, just people who think they are vampires – visit a goth club and you will probably meet a few examples of these in the real world.) After a number of Arefu residents had been murdered by The Family and one of the settlement’s teenagers had gone missing I went to investigate.

Finding their hideout in a disused subway station, I quickly learned that The Family were not as evil or brutal as they initially appeared. They offered a place for outsiders and the misunderstood, living under a strict moral code which revealed that they had not actually committed the murders in question, but the murderer was actually the boy who had gone missing (and wanted to join the family). This being said, they still drank human blood. So you can see the dilemma that emerged: do I leave the whole thing alone, allowing The Family to continue striking fear and terror into Arefu’s residents or do I blow them to bits? But, of course, I want to do the right thing. Drinking blood is bad, but then again The Family do provide a home for the disenfranchised…

I ended up negotiating between the residents of Arefu that the residents would provide blood packs to The Family in exchange for their protection. Looking back, I’m not sure whether I made the right truth, perhaps a bit of shotgun diplomacy would have worked better, who knows? And who knows what consequences this had for the development of the game?

Fallout 3 is a game which has a very consistent and bizarre mythology. The game is set over 250 years into the future, but creates the sensation of ‘retro’: with large whirring computers, green-screen monitors and a graphic style which screams 1940s. One gets the impression that the game is somehow playing with the notion of an alternative history with its reality diverging from our in some time during World War II. The 1940s feel is reinforced by the game’s soundtrack which comprises of oddly sentimental Big Band tunes and vocal groups with songs by Billie Holiday, Ella Fitzgerald, and the Ink Spots.

 The music is played on one of the Wasteland’s many radio stations, Galaxy News Radio, presented by ‘Three Dog’ a tireless DJ ‘fighting the good fight’ to ‘bring you the truth, no matter how bad it hurts’. Three Dog reminds me of Super Soul, the blind DJ from the achingly underrated existential road movie Vanishing Point (1979), who’s role, as is Super Soul’s in Vanishing Point is to act as narrator and commentator on the development of the story, both adding to the mythology of the narrative and celebrating the protagonist’s achievements. Galaxy News Radio isn’t the only radio station in the Wasteland, occasionally you will stumble across localised talk radio stations, distress signals and the sinister Enclave Radio, which broadcasts a mixture of reactionary patriotic talk-radio voiced by the ‘president’ John Henry Eden (voiced by Malcolm McDowell) and American anthems such as Hail to the Chief, the Star Spangled Banner, and Yankee Doodle. All of these stations create a real sense of emersion in the gameworld which very few games can do (BioShock and GTA IV being two other examples).

If the action, narrative and mythology were not enough to secure Fallout 3’s legacy, then it is the vastness of its beautifully rendered landscape should do so. Visually, Fallout 3 is stunning. At one point in the game you are asked by Three Dog to help increase Galaxy News Radio’s signal to broadcast across the Wasteland. After scavenging a satellite dish from a lunar lander in the ruins of the Museum of Technology, you make your way up to the top of the Washington Monument. At the top you can survey the Wasteland in its panoramic vastness.

Bethseda Softworks created a game which perfectly fuses the elements of some the best RPGs on the market with the action and intensity of a first-person shooter and fluctuates between cheery hopefulness and a bleak sense of existential crisis. With its open gameplay, non-linear structure and a multitude of choices which directly influence the progression of narrative, Fallout 3 will stand as a defining moment in videogame history for years to come.

Bust-a-Groove: Was this the Best Rhythm Game Ever?

Forget your dance mats and plastic guitars, the best ever dance game was on the Playstation and it had aliens, robots and school girls to jive with…

Released in 1998 on the PS1, Bust-a-Groove is a game where you tap predetermined buttons in time with the soundtrack. However simplistic this sounds, it piles on so much fun and charm that it ranks as one of my favourite games of all time.

From its opening moments the presentation screams ’90s popular culture, scratch-mixed samples and quick video cuts transporting you back to a time when MTV wasn’t clogged up with reality shows about dopey teenage girls.

To begin, you have the option of choosing one of ten characters: the fat break-dancing burger-freak Hamm; a creepy, sexy-adult-baby called Kelly; the Capoeira Twins – a pair of dancing aliens lifted straight from the X Files; a 200ft high voguing robot – Robo Z; a school girl called Shorty who dances with her pet mouse, and many others. Each character is unique, with their own bizarre costumes, individual dance routines, and songs that echo the character’s personality.

After tweaking your fully-editable move set, it’s time to play through the game. Whereas modern rhythm games have a tendency to licence songs from existing artists, or provide a substandard cover version of a famous song with the moniker “as made famous by…”, Bust-a-Groove had its own original soundtrack.

The songs spanned the genres: from Funk to Hip-Hop; Disco to House. Each tune was infectious and memorable. And if you made a mistake, you weren’t punished for it in the way that you are on later games where you get hit in the ears by a horrible guitar crunch, or are simply kicked off for your ineptitude. Instead, your character shakes themselves off like a wet dog, and tries to get back into the rhythm – this feature made the game incredibly accessible. Indeed, the difficulty of the button combos performed can be chosen during play as you are given the choice of two options with each line of the song, meaning that a player has control over exactly how difficult they want their experience to be, without having to leave the round to tweak the game’s difficulty settings.

Though the game is entertaining in single-player mode, Bust-a-Groove really comes into its own in the multiplayer mode. The accessibility of the game balances perfectly with its depth. I first came across Bust-a-Groove through a mate of mine who owned a chipped Playstation. He brought it round my house and we played the Japanese version of the game non-stop for about a week. Ironically, the guy owned the biggest collection of pirated games I think I’ve ever seen, and now works as a Trading Standards officer – I wonder if he ever mentioned his games collection at work?

After stripping the skin off my thumbs on the game, I sought an English version and played it relentlessly, figuring out all the tricks and hidden dance moves and attacks that can be utilised in multi-player mode.

The rest of my family hadn’t mastered the game like I had, but we could all sit around in my sister’s bedroom and play the game. I always won of course, but it didn’t matter because we all had fun playing it and it was neither here nor there who was the better player (but I was).

There are very few multiplayer games that transcend the generations and allow even the weakest players to have fun and play each level right to the end. Even family favourites like Mario Kart kick the losing players off the game before everyone has finished the course. Bust-a-Groove rewards competent players once the round is finished by the inclusion of Fever Time. Fever Time doesn’t activate if you simply beat your opponent, it comes into effect when you hit most of the beats in the song. Fever Time allows you to watch as your character flips and dances across the screen in celebration – it’s very satisfying to watch.

Two decades later, I still find myself occasionally humming the tune to Shorty and the EZ Mouse.