Saturday, March 18, 2017

What I Did On My (Southern Hemisphere) Summer Vacation

I rarely post about travel on my blog, partly because I rarely travel and also because, when I do, I tend to just annotate a photo album as a retrospective. However, my recent excursion to New Zealand had enough planning and non-photographed elements that I thought it merited at least some narration. I am still doing the albums, which are at the bottom of this post and contain the bulk of coverage of my trip; the post body is more about logistics and stuff that didn’t make the captions.

So! Starting off, planning. I booked everything back in October of last year for this trip from late February through mid-March. The Milford Track (called “the greatest walk in the world” and accordingly popular) was already fully booked, but everything else was available. I actually moved my vacation dates to accommodate this, as my initial mid-to-late-February window had several filled dates on the Routeburn Track. Apart from the Great Walks, everything seemed to have enough availability, although accommodations in Queenstown looked a bit tight, and some of the best AirBNBs in Wanaka were taken during the week I was planning (although I was still very happy with where I ended up in both spots).

For packing, my checklist was a hybrid of my personal California backpacking checklist and the invaluable Young Adventuress blog post on tramping in NZ. Her list is gold and I enthusiastically recommend it. A few items in particular that I wouldn’t have brought otherwise:
  • Merino. Merino is great, and layered merino is kind of magical. I would often start the day snug in two layers, both zipped up like turtlenecks; open both when the day heated up in order to stay cool; and continue to adjust necklines and sleeves as I moved in and out of alpine elevations, All without ever donning or doffing another garment! It’s a nice upgrade over my previous layered approach, and I’ll probably be using it for other longer hikes going forwards.
  • Ear plugs and a sleep mask. I haven’t slept in a communal room in AGES, and these really helped me quickly go to sleep in the tramping huts. They don’t block out everything, but soften all the distractions, which, combined with the natural exhaustion of a full day of walking, did the trick.

Here was my high-level itinerary:
Day 1: Arrived in Queenstown. Dropped off my bags at my lodging, spent the day wandering the city and acclimating. Vehicular and pedestrian traffic moves on the left. Jetlag helps me go to sleep early.
Day 2: Pick up my rental car, drive to Te Anau, pick up my Kepler Track hut passes from the Department of Conservation in Fiordland National Park Visitors Center, eat lunch by the lake, drive to the Lake Te Anau Control Gates Car Park, walk to the Luxmore Hut.
Day 3: Walk from the Luxmore Hut to Iris Burn Hut.
Day 4: Walk from the Iris Burn Hut to Moturau Hut.
Day 5: Finish the Kepler Track, drive to Tuatapere. Check in to my lodgings, shower, eat some nice meals, pick up the Hump Ridge Track pass, scenic drive to Riverton.
Day 6: Drive to the Rarakau Car Park, walk to Okaka Lodge.
Day 7: Walk from Okaka Lodge to Port Craig Lodge.
Day 8: Finish the Hump Ridge Track, drive back to Te Anau, check into my AirBNB, pick up the Routeburn Track hut passes from the DOC at the Visitors Center, pick up my Easyhike car relocation lockbox, shower, have a nice meal, do laundry.
Day 9: Drive up to Milford Sound, stopping at a few scenic spots along the way. Cruise in the Milford Sound. Drive back down to The Divide Car Park, walk to Lake Mackenzie Hut.
Day 10: Walk from Lake Mackenzie Hut to Routeburn Falls Hut.
Day 11: Finish the Routeburn Track at the Routeburn Shelter. Retrieve my relocated car, visit Glenorchy, drop off the lockbox, eat a nice meal, drive to Wanaka, check in to my AirBNB, shower, visit the farmers' market.
Day 12: Walk to Roys Peak and Mount Alpha. (If I’d had one more day, I would have tried to squeeze in Rob Roy Glacier or some other Mount Aspiring hike here.)
Day 13: Have a massage, relax, read.
Day 14: Drive back to Queenstown airport, depart.

I was super-happy with how everything worked out and don’t have any major regrets. Logistically, it might have made more sense to do Hump Ridge -> Kepler -> Routeburn to minimize driving, but there wasn’t that much overhead, the scenery was nice, and it was kind of a treat to have the Hump Ridge’s more comfortable accommodations at the midpoint of my trip.

I do kind of wish I’d spent more time investigating rental-car alternatives. Apart from airfare, the car was my single biggest expense of the trip, which seems dumb since it spent most of the time sitting in car parks while I was off backpacking. I did really appreciate the flexibility of arriving and departing when I wanted without needing to worry about shuttle schedules. But, if I were to do this again, I’d look a bit more to see if there are any other options available, like private car service to/from the trailheads or something.

I didn’t meet many other Americans during the trip (except while on the Milford Sound cruise). On the Great Walks, I’d estimate that roughly 1/3 of the walkers were Kiwis, 1/3 were Australians, and 1/3 from the rest of the world, with France and Germany particularly well-represented. I’d felt like two full weeks on vacation was a bit of a splurge, but everyone else reacted with horror after asking how long I was visiting for. “That’s much too short!” they would all exclaim. Most people I spoke with who visited from Europe had come for six weeks, and some were as part of even longer trips. Which is a very long and round-about way of saying that I probably would have planned and executed the trip differently if I’d been there for so long. Spending a single day managing shuttle busses at the end of a one-way hike wouldn’t be as big of a deal in a month-plus vacation as it would be in a two-week vacation. I’m probably reading too much into this, but it’s tempting to generalize: Americans, with higher productivity but lower vacation time, are happier to spend more money to maximize their leisure time, while Europeans are content to simply take more time.

One nice aspect of the driving, though, was prolonged exposure to even more beautiful parts of New Zealand. My routes were incredibly scenic, often driving through long narrow valleys, alongside rolling fields and small farms, with occasional flocks of sheep grazing in the near distance, while mountains dramatically rise just beyond them. I do regret not taking photos during this time (I was too busy driving!), but it was a definite highlight. This video gives a pretty good idea of what the terrain looks like:

Prior to the trip, I was mildly worried about driving, having never operated a vehicle on a left-side road before. It ended up working out really well, for a variety of reasons. I was glad to have included a buffer day between getting off an airplane and hopping behind the wheel of an automobile. The roads in New Zealand are very well maintained, with smooth asphalt and no potholes that I encountered. They’re also a lot simpler than the roads I’m used to… this might be different in larger cities, but even in Queenstown, the busiest street was only two lanes wide (total), and I encountered almost no stop lights (only two in Queenstown). After leaving town, traffic grows even sparser, and it wasn’t unusual for me to drive fifteen minutes or more without encountering a single vehicle in either direction. There aren’t any passing lanes, but, again, traffic is so light that it wasn’t a problem: just wait for a clear stretch of road and then pass on the right. (There are also occasional pullouts for slower traffic in twistier / more mountainous areas, and people are pretty good about using them.) It felt a bit weird to adjust to sitting on the right side of a car, and early on I tended to overcompensate by driving too close to the left edge of the road, but after a day or two I had pretty much subconsciously adjusted my understanding of the car’s footprint under me.

There were a few unique challenges to handle. New Zealand’s roads are very narrow, without any breakdown lanes, and outside of town not even a shoulder, giving even less margin of error for uncertain drivers. Also, several of the specific trailheads I drove to were at the end of longish unsealed roads, so a fair amount of driving was over gravel. This probably isn’t a novelty for folks who grew up in more rural areas, but for a city-driver like me, it was a little nerve-wracking at first.

Again, though, the fact that traffic is so light alleviates all these issues. Even some of the “problems” end up being kind of fun. For example: sometimes roads (even highways) will just close down while ranchers herd their stock across in order to graze on another pasture. The thought of doing this in California seems INSANE to me, but was kind of delightful when I encountered it here: even at the end of the closure, I’d be one of just one or two waiting vehicles, so it isn’t like things get madly backed up.

I won’t recap any of the commonly-available info about visiting New Zealand, but here are a few random logistical things I had wondered about ahead of time and confirmed after arrival:

I’d been planning on picking up a SIM card for my stay, but it turns out that my T-Mobile plan worked there. After landing in Auckland and turning on my phone, I got a text message from T-Mobile welcoming me to New Zealand and stating that my plan would give me free unlimited texts, free unlimited 2G data (with an option to purchase faster data), and phone calls at 20 cents per minute. In practice, I was always roaming (with Vodafone) and never had access to data, but that was fine… the whole point of this trip was to unplug! I had my phone turned off for most of the trip, but on the few times I turned it on in town (Queenstown, Te Anau, Tuatapere, Wanaka), I always had coverage.

I splurged on Air New Zealand business class seats, and was super-happy with them. I was able to sleep, which I’ve never been able to do on an airplane before. (You can learn more about this and other tips in my upcoming new book, “Privilege: Life Gets Easier With More Money”.) The crew was friendly and attentive, food and drink excellent. The seat comes with a little comfort bag; on the way over, it included lip balm, skin moisturizer, a small sleep mask, and a toothbrush (but no toothpaste). On the return flight, it swapped out the toothbrush for an ink pen. Business class tickets grant entry to the Air New Zealand lounges. I didn’t use these on my flight over, but did on the return. Surprisingly tasty and generous food and libations in there, along with fast wifi.

One thing I’d been a bit unclear on was the whole card/chip/pin situation. My ATM/Debit card just has a stripe, not a chip, but I was able to use it in an airport ATM without any issues. I took out 200 (New Zealand) dollars, which ended up being way too much… I think there was only one place I went that didn’t accept credit cards (their reader was down), and other than that would have just wanted some coinage for laundry and donation boxes. If I were to do it again, I would have just taken out 50 and broken it early on; as it was, I made an effort to do all my purchases in cash near the end of the trip, and still had a good amount left over for American-style tipping.

Both of my credit cards have chips but not PINs. Almost everyone used the same model of reader to take cards, and it was really straightforward: I would insert the card, press the button that says “CRD” (usually the third option). It would print out a receipt, which the merchant would have me sign. Boom, done! I’m really looking forward to the US converting to the whole chip-plus-PIN system, but in the meantime, it looks like the cards are interfacing fairly smoothly.

A lot of New Zealand operates on the honor system, which is really sweet to see. One small example: while walking down the street of Te Anau, I passed a box lying on the lawn next to the sidewalk. I casually looked in, wondering whether someone had left out some rubbish, and kept on walking. A few seconds later, a delayed message bubbled up in my brain. “Are… are they selling fruit?!” I reversed course and peered into the box. Yup - there was a nice little handwritten sign and neatly-written prices on a variety of jars and ziplock bags. $5 for homemade plum jam, $2 for a good-sized bag of fresh plums. Feeling almost guilty (that was a crazy good price!), I dropped in some gold coins and picked up a bag. They were DELICIOUS, possibly the best fruit I had on the trip, and lasted me for much of my final week: smallish, but wonderfully sweet, with a very slightly tart aftertaste. I was still amazed that the owner would have just left out a box filled with money all day long on a decently-well-traveled street… but I guess the culture there is secure enough to not need to worry overmuch about theft!

The Great Walks huts that I stayed in were all booked in advance, but, as I learned from my last hut warden on the trip, there are a LOT more huts in the country, the vast majority of which are first-come, first-served. The normal process is that people will purchase Hut Tickets in advance, then put them in the “honesty box” at the front of the hut when they arrive. Most huts don’t have wardens, so it’s largely up to the walkers to police each other. As he told it, though, other New Zealanders were the most likely to try and skip on paying for their hut stays… and Australians are the best at calling them out on it. I dunno, I found that amusing.

So, yeah. There were a ton of highlights on the trip, but one unexpected highlight were the nightly chats with the wardens. Everyone who was staying in a hut would gather in the eating area after supper, and, around 7:30-8-ish, the warden would address the group. There were a couple of constants: they would always discuss fire safety and and give an update on the following day’s weather forecast and track conditions. But what impressed me most was just how different each of the talks were. They varied tremendously in length and topic and style, each one very obviously reflecting the passions of the speaker. A quick recap of my experiences:

My very first stay, at the Luxmore Hut, may have been the best overall talk. Our warden was Peter Jackson (!!), a terrific older gentleman who reminded me a little of John Muir. He gave a long and discursive talk that included information on identifying various local birds (with impressive reproductions of their birdsongs with his flute); environmental challenges in the area; human history, and so on. He used a surprising number of props and was very funny, but not at all zany: he had a wonderfully dry, understated sense of humor.

The skies that evening were perfectly clear, and he offered to lead a stargazing session with his laser pointer later that night, which I eagerly joined. Viewing the Southern Hemisphere constellations had been a secondary but still important goal of my trip. As we waited for dusk to fall, I wandered around outside the hut and spotted Peter further up the hill, playing his flute as the sun set. Odd and beautiful. Around ten o’clock, a dozen or so of us laid out on the ground and stared up into the sky as Peter used his laser pointer to indicate areas of interest: constellations, galaxies, nebulae, more. It was cool to finally see the Southern Cross (it looks different than I’d imagined!), and I was surprised to realize that constellations are reversed below the equator - we had a good view of Orion, but he was standing on his head. This talk was also very interesting as well, with commentary about the distance of various bodies, how long it took light from those stars to reach us, and any significance they had held for early navigators or other humans. The eventual, gentle thesis he laid out was that, while the universe is a beautiful place, Earth is really the only planet that we have access to. We need to take care of it, because we can’t just leave and find a home on another star.

The next night, at the Iris Burn hut, our warden was Robbie, a very friendly if slightly harried man who was leading a desperate defense against an onslaught of kea. Every single ranger we met obviously loved birds, but Robbie might have been the most passionate, and the bulk of his talk was describing the specific birds that lived near the hut. (Not particular bird SPECIES - individual, named birds). I grew to really love the rootedness and sense of place with these huts… Peter has been a hut warden at Luxmore for 25 years, and Robbie at Iris Burn for 15, so they don’t just know the areas well, but can also speak to the history of changes in the area.

Robbie’s most compelling anecdotes revolved around those entertaining, exasperating kea. These are alpine parrots, the only ones in the world and only found on the South Island in New Zealand. They are endangered, but are also extremely clever and have totally figured out humans. They have learned how to operate zippers on backpacks, so people who leave their packs unattended might return to discover that they’ve been robbed. Robbie told us about one tramper who was sitting down eating a snack when he saw a kea just a little ways ahead of him. He got out his camera and approached. Kea have figured out that people like taking pictures of them, and this particular one hopped back just a short distance. The man followed, hoping for a better shot, just to have the kea move slightly further out of range. Then, after determining that the man had been led far enough away, the kea flew up and over his head, snatched his bag of nuts, and flew away.

Another time, two people were sitting on a bench near Iris Burn, eating their lunch when they saw a kea doing a little dance for them. They were so enchanted by the jig that they failed to notice the kea’s accomplice sneaking up behind them, stealing their food while they were distracted by its friend.

Kea aren’t just hungry: they’re also mischievous, and will mess with things just for fun. Robbie’s current struggle was a nightly invasion from kea, who would pick up the boots that trampers are required to leave outside the huts and tear them apart, leaving people to walk out in their stockinged feet or sandals the next day. So, we all needed to tie our bootlaces together and hang them from coat hooks on the outside walls. This was apparently effective in thwarting the kea, although the relief might be short-lived: Robbie was distressed to have heard that, on the Milford Track, kea have even learned how to get boots down from those hooks.

I didn’t make this connection at the time, but in retrospect, hearing this ongoing saga of escalating wildlife encounters reminded me of the similar struggle with bears in Yosemite and other California parks. Like kea, bears have learned to view humans as a source of food; for our part, we’ve eventually learned that we need to adapt human behaviors rather than try to control bear behaviors, and have gone through a series of preventative measures (locked containers, suspending food between trees) that bears have eventually overcome (smashing, sending cubs through the canopy), before eventually landing on a solution that seems to work (bear cans). Obviously, bears and parrots are physically very different, but black bears and kea both have intelligence roughly equivalent to a three-year-old human child, which can be quite a lot when they want something you have.

I never did see a kiwi bird on this trip, but greatly enjoyed Robbie’s description of the kiwi who live in the vicinity of the hut. One of them, who he calls “Grandma”, has lived there for many years; she used to have a partner, but, Robbie theorizes, he might have run off with a younger woman. There are also two younger males who live further from the hut but occasionally hunt in the area at night.

The third night at the Moturau hut we heard from Headley. His talk was shorter, since we had all heard the safety spiels from the previous two nights, but it was still really interesting: it focused on Lake Manapouri, the beautiful lake near the hut, which was the flashpoint for massive protests back in the early 1970s. As part of a hydroelectric power scheme, there was a proposal to raise the level of the lake by some thirty meters, which would have covered much of the land we had traveled through. This sparked a significant environmental movement, protesting against the proposal and other perceived threats to New Zealand’s natural beauty. Headley told us that many of the “old-timers” in the Department of Conversation got started as activists back then.

Eventually, a compromise was reached: the lake level still rose, but only by about two meters instead of the proposed ten. The hydroelectric station was built and still provides (clean, renewable) power to much of the country. A lot of the activists became rangers and hut wardens, safeguarding the environment from within the government rather than fighting for its defense from without.

It was an interesting story, and felt particularly resonant to me in light of the blooming protest movement in the US. One thing that occurred to me is that there really hasn’t been any indication of acceptable compromise from either side: both on the policy-making and the protesting side, the situation is always framed in extremely stark terms that don’t allow for the possibility of mutual agreement. I’m not saying that they necessarily SHOULD - I personally don’t feel like women’s rights or freedom of religion are the sort of things that should be negotiated away - but it still struck me as a big difference between the two situations. It did make me wonder whether this is primarily a reflection of the difference between American and Kiwi culture, or a sign of the increasingly polarized global times, or something else. Or nothing else!

The Hump Ridge track was interesting: it’s technically run by a private charitable trust, and not by the Department of Conservation, but mostly lies within Fiordland National Park. Trampers stay at lodges instead of huts, and the lodges were noticeably more comfortable: they even provide pots and pans and other cookware, along with comfy couches and seats in the common areas. There wasn’t an equivalent of the “hut talks” here, but I had much more interaction with the lodge managers than with the hut wardens: they would hang out in the common area for much of the time, chatting with the trampers and answering any questions we had.

At the Lake Mackenzie Hut, Evan gave a great talk, which was also probably the longest of the trip (which he announced in advance, giving people permission to leave after covering the essential safety information). He described himself as the “oldest apprentice” in the park service: he’s been the hut warden at Lake Mackenzie for fifteen years, but his counterpart has served for twenty-five and shows no sign of retiring. Like all the other wardens, Evan was passionate about birds, but he was also spearheading an effort to help save them. He comprehensively described the immense damage that invasive mammalian species have posed to native birds: we’d heard bits of this before, but Evan was particularly detailed and vivid in his description of the threat. He contrasted Captain Cook’s historic description of the symphony of birdsong heard in New Zealand hundreds of years ago with the almost total silence one hears today. After being posted on the Routeburn Track, Evan fought for the introduction of more traps to capture and kill predators: thanks to generous donations from trampers like me, he has been able to expand the program, creating a defensive ring of traps from the treeline down to the river, and has been delighted to notice a small but gradual increase in birdsong in recent years as the population slowly recovers.

It was really cool to hear such a passionate first-person account. I was reminded of a New Yorker article that I’d read years before about New Zealand’s passion for eliminating mammals from their lands. At the time it had put me in mind of the “Whacking Day” episode of The Simpsons. Actually being in New Zealand gave me a newfound appreciation for the immensity of the task, and the benefit it would bring.

The last day, at the Routeburn Falls hut, we had a relatively green hut warden - I don’t remember his name, but he was from Tasmania (officially part of Australia, although he said he felt a greater affinity with New Zealand). He gave a shorter talk that was more focused on the services offered by the DOC and the specific duties of hut wardens (including distressing tasks like retrieving items improperly flushed down the toilet and pumping out waste for extraction and disposal).

The hut facilities themselves were nice and made for a notably different experience compared to the California backpacking that I’ve done previously. The biggest change is just bringing less gear along: you still bring a sleeping bag (and probably a pillow), but can skip the tent, pad, and ground cover. They also have gas burners, so you don’t need to bring a stove, but honestly this didn’t make that big of a difference… modern stoves and isobutane fuel is really compact and lightweight. I actually found the gas burners a bit confusing and frustrating to operate, until some kindly trampers demonstrated the proper technique to me after a few days. There are written instructions in the kitchen, but I thought they were underwritten, so here’s my version.
  1. Follow the propane pipe from the back of the burner to the wall. Most stoves will include levers here to control the flow of fuel. If there is one, ensure it is turned parallel so it points in the direction of the pipe. When you’re done, you can rotate it 90 degrees to cut off the flow.
  2. Press in on the knob. Important: Continue holding down the knob through all of the following steps!
  3. Light your lighter or strike your match.
  4. Rotate the knob 90 degrees so the dot is pointing left. This puts fuel at the maximum output level. You may or may not hear a slight hissing at this point.
  5. Move your lighter near the burner so the flame is a couple of inches from the output.
  6. Wait a few seconds.
  7. The stove should ignite. Remove the lighter and extinguish it if you want, but do not let go of the knob yet!
  8. Continue holding in the knob. 10 seconds seems like a good interval.
  9. Release the knob. Hopefully the flame will remain. If it goes out, restart from step 2, but keep holding it in even longer.
  10. If you continue having problems, just move to another burner - some don’t seem to work as well.
  11. Adjust the intensity of the flame by making minute adjustments to the knob. The flame will go out well before you turn it all the way down, so be careful. I think the ideal is to adjust the flame radius so it’s just slightly smaller than the base of the pot you’re using.
  12. (Etiquette): Once you’re done, check if there’s anyone else in the vicinity who seems like they might be preparing to cook, and offer to transfer your lit burner to them - this is always appreciated! Also, if you’ve been boiling water and don’t need all of it, you can offer it to neighbors. Otherwise, turn off the flame by turning the knob back up to the 12 o’clock position, and optionally cut off the fuel by turning the lever.

The above instructions are for the most common type of burner I encountered. A few huts will have some newer burners, with larger knobs on the side of the range instead of at the front. These are self-lighting! You can turn the knob all the way to the end, which will start audibly clicking as it tries to light (almost exactly like lighting the burner on a gas stove). I really like these burners and used them whenever available; the one slight problem is that it isn’t very clear which knob corresponds with which burner, but it’s easy enough to move a pot.

One hut had larger and more old-fashioned-looking burners, with dark black ridges to support pots instead of the more common aluminum grills. These have larger knobs below the burners. These mostly work like the standard gas burners, but will actually produce two “rings” of flame. When lighting, you want to ignite the “outer” ring, closer to the edge of the burner; if you only ignite the inner ring, near the center, it will go out after releasing the knob, no longer how long it burns.

Okay! That was a ridiculous number of words to spend on “how to make food hot”, but if it helps even one tramper fill their belly with a nourishing meal at the end of a long day of walking, I’ll consider it worthwhile.

As long as I'm covering boring hut stuff, though: this is probably old news to people who have spent a lot of time in hostels or backpacker cabins before, but since it was a new experience for me, I quickly developed and refined an unpacking and packing system. The goal was to minimize annoyance to fellow travelers and optimize the ease of getting to sleep at night and up in the morning. Here's the system that I ended up with:
  1. Claim a bunk as soon as you arrive. You don't need to sign up right away, just dump something on it to show that you've taken it. But in practice, I usually go ahead and set everything up right away, so I won't need to worry about it later.
  2. Dump everything out of my pack. This is essential, since my sleeping bag is on the bottom. I usually found it easiest to dump everything onto the mattress, but when sleeping on the top bunk with limited overhead space, it might be more convenient to do it on the floor in front of the bed.
  3. Roll out the sleeping bag onto the mattress. I would also fashion my pillow, which I do with a lightweight pillowcase and various items like dirty clothes and a bunched-up camp towel.
  4. Sort all items into three sections: items for tonight, items for the morning, and everything else.
  5. Things in the "everything else" category can just go straight back into the back. They'll need to be dumped out again in the morning (because of putting the sleeping bag back in the bottom), so I don't spend any time or thought in their position.
  6. My personal "Tonight" gear includes a mouth guard, sleep mask, and earplugs. I started off with these in a plastic bag, but later transferred them to a drawstring bag since it was a lot quieter to open and close. I also lay out my toiletries, which I keep in a ziplock bag that includes toothbrush, toothpaste, and deodorant.
  7. When I get the opportunity, I'll swap out my hiking briefs for sleeping boxers and my hiking long-sleeve for a sleeping short-sleeve. Even the colder huts get very warm when 30+ people are sleeping inside, so lightweight is good. I would typically change right in the room - people are super-relaxed about changing, even in a coed sleeping situation. I'll continue wearing my hiking pants and possibly my fleece, but this way I can easily just strip off those outer garments and crawl right into my sleeping bag at any time.
  8. Food supplies deserve a special mention. Most of the Great Huts kitchens have a significant amount of shelf space available (often under the burners); if so, I preferred keeping my pots and food in there. That didn't just save me from carrying things back and forth, but also prevented the inevitable clanking of pots when fumbling around at night or in the morning while others are trying to sleep. In a few huts, there was little enough space in the kitchen that I didn't want to take it up, in which case I would lay out the dining gear below my bunk.
  9. "Morning" items include the next day's clothes (underwear, shirt). Possibly also oatmeal (if I'm not storing that in the kitchen).
  10. All of the above are sorted in a place where I can easily remember and locate them in the dark. For example, evening might be under the bunk near my pillow and morning midway down the bunk. The pack can go anywhere.
  11. That's it! It will now take just about 5-10 seconds to get into bed at night, and about 30 seconds to get up in the morning, without any peering through items or rustling around. By the time I've finished breakfast and my morning ablutions, enough other people will have stirred that I can commence repacking.
  12. Repacking is, well, just the same as how you packed in the first place. Again, I find it helpful to dump everything on the mattress and put everything in the pack, building up from the bottom to the top.

This was an awesome trip, and I still can’t claim to “know” New Zealand. I basically spent the entire vacation inside or near two national parks (Fiordland and Mount Aspiring), really just seeing the southwest corner of the South Island. And during that time I mostly encountered other tourists, with just a few native Kiwis encountered. That said, I did really enjoy getting to know folks and getting a better ear for their outlook and language. They use many of the Britishisms with which I am familiar, but I also picked up on a couple of phrases that seem fairly unique to them.
Right Around (“Right ‘round”): Frequently used while giving directions, describing a movement from Point A to Point B. Often but does not always includes a turn.
Friendly (“Frindly”): Same meaning as in American English, but heard much more frequently. Always used in a positive sense.

And FINALLY, here are the pictures! As long as this post is, the photos are the real heart of the trip documentation, covering the best elements of my journey. Quite a few have captions, but even more stand securely on their own.

Queenstown

Te Anau Part 1

Kepler Track, Day One (Control Gates to Luxmore Hut)

* Kepler Track, Day Two (Luxmore Hut to Iris Burn Hut)

Kepler Track, Day Three (Iris Burn Hut to Moturau Hut)

Kepler Track, Day Four (Moturau Hut to the Control Gates)


South Coast (Riverton and points west)

Hump Ridge Track, Day One (Rarakau to Okaka Lodge)

* Hump Ridge Track, Day Two (Okaka Lodge to Port Craig Lodge)

Hump Ridge Track, Day Three (Port Craig Lodge to Rarakau)

Te Anau Part 2

* Milford Road 

* Milford Sound

* Routeburn Track, Day One (The Divide to Lake Mackenzie Hut)


* Routeburn Track, Day Two (Lake Mackenzie Hut to Routeburn Falls Hut)

Routeburn Track, Day Three (Routeburn Falls Hut to Routeburn Shelter)

Glenorchy
Wanaka

Roys Peak and Mount Alpha















Asterisks indicate my favorite sections. I think they're all good, but I'm biased!

Bonus: A couple of videos for true 360 views from two of my favorite peaks.

Conical Hill on the Routeburn Track. WARNING: Mute your sound before playing! It was very windy up there, which apparently drove my camera microphone insane!


Mount Alpha near Wanaka.

Friday, March 17, 2017

Hamilton

This is the first of two non-video-game-related posts. But the new Mass Effect comes out next week, so expect a return to form shortly!

I was fortunate enough to catch a preview performance of Hamilton’s national tour, shortly before the official opening in San Francisco. I’ve been fairly obsessed with this show since the cast recording was first released, listening to it a frankly ridiculous number of times. This was my first time actually seeing a staged production, although I’ve devoured tons of info from the original broadway cast including all promotional clips, award show appearances, #Ham4Ham shows, talk show appearances, etc.

While this was officially a preview, it seems to be running really well already. (Which makes sense - I know this cast has been rehearsing for quite a while.) I think there was one point where Burr’s microphone was just a fraction of a second slow in getting turned on. Stuff like that just reinforces to me how crazily tight and intricate this show is - it’s incredibly dense, and while it doesn’t call attention to its technical underpinnings, it’s a huge feat to just keep everything in sync: the sound, choreography, cues, chairs, lights.

Bottom line up front: I loved the show! I couldn’t help comparing it to the OBC, and much of the below post will be my reflections on this. It’s definitely a different beast: the actual lyrics and (from what I can tell) set and staging are identical, but each of the principal characters are owning and remaking their roles anew, which can significantly shift not only the feel but the underlying message of the show.

The most obvious change is definitely the title role. Michael Luwoye is a totally different take on Hamilton from either Miranda or Muñoz. He is INTENSE, raw ambition: he displays a strong hunger to be recognized, to leave a mark on the world. Miranda is a bit like a puppy dog, awed at what he discovers and eager to make friends. Muñoz is the “sexy Hamilton,” charming and gliding his way upward. Luwoye is focused, driven.

One side-effect of this is that the romantic relationships seem paler. I didn’t sense a whole lot of chemistry between him and the various women he encounters. The strongest tie is with Angelica, and you get the sense that that’s driven very much by her wit and prospects, not so much her (substantial) beauty. The encounter with Maria Reynolds is still powerful, but he seems stunned by what’s happening rather than lost or drawn astray. And the Laurens tie seems to have been dropped altogether (which, to be fair, isn’t really present in the script and relies on direction and actors anyways).

On the other hand, I much more strongly felt Hamilton’s tie to Philip here. There’s genuine fondness, and I also think it makes sense if you think of this Hamilton as being primarily obsessed with his legacy: Philip literally is that legacy, the part of him that will continue into the future. Likewise, Hamilton’s tie with Washington felt particularly important here.

Isaiah Johnson as Washington was INCREDIBLE. I enjoyed his first entrance during “Right Hand Man” (which might be my personal favorite song of the show). My initial reaction was, “Huh, he sure has a different voice from Chris Jackson. He’s more raw and powerful, not as polished and smooth as Jackson. It’s still a great voice, just doing something different.” And then, once “History Has Its Eyes On You” started and buttery notes began emerging from his throat, I realized: “Oh! He can sing any way he wants to!” It was really fantastic, and one of the parts that elevated this above the OBC for me - don’t get me wrong, I love Chris, but this was such a cool dramatic tool and journey. When we first meet Washington, he’s desperately trying to keep the country alive and bound together with his pure strength of will and presence, so of course he has a rougher and more commanding voice. Later, as he transitions from soldier to president, he exchanges his military skills for political skills, growing smoother and sweeter. It gets better and better throughout the show, reaching an apotheosis in a jaw-dropping performance of “One Last Time”. I found myself desperately wishing that there was more Washington in the show - for as important as he is in the story, he isn’t actually on stage all that much, and I loved his charisma and voice whenever he appeared.

Another principal who may have elevated the original was Emmy Raver-Lampman. She was an ensemble member in the original cast, and is now the touring Angelica. Keep in mind that Renee was probably my favorite member of the OBC (along with Daveed), so it means a lot when I say that Emmy might be even better than her. Satisfied was… transcendent. I got chills. She nailed her own, new notes, ending in a crescendo that left the whole audience amazed.

One fun part of actually SEEING the musical is coming to realize just how involved everyone is throughout the show. Cast members who do not sing are still present in many scenes: the Schuyler Sisters observe Hamilton and his crew as they gallivant about New York City, and Washington has his eye on Hamilton as he starts agitating against the British. Angelica continues to observe events from across the ocean, and even King George takes note of the Election of 1800.

The one role that felt like a step down from the OBC was Lafayette/Jefferson. There's nothing wrong with the new guy - he's probably a better technical singer than Daveed, and was able to pull off all the raps, including the crazy bars in "Guns and Ships" and "Washington On Your Side." I think Daveed is just a remarkably original charisma, and it'll be really hard to find anyone who compares to that.

I should probably stop comparing everyone one-by-one... in general, I thought everyone was fantastic, trying to do something different and creating something good. Rubén Carbajal was shockingly sweet and believable as little boy Philip. Joshua Henry as Burr and Solea Pfeiffer as Eliza both seemed more introverted than their originators: they both come across as reserved and somewhat unknowable early on, which makes their eventual emotional outbursts all the more striking. Amber Iman was a GREAT Peggy, and also a terrific new Maria; this interpretation is much more clearly a woman in trouble who needs help, not a seductress (which, again, is a much more powerful figure for this version of Hamilton, so much more concerned about his impact on the world than his personal happiness). Mathenee Treco was FANTASTIC, another member who I thought might have elevated the original: his Mulligan is still really funny, but also a lot more slick and charming; his Madison seems more of an equal with Jefferson (albeit still sickly) instead of being a toady. Oh, and I thought Rory was fantastic as King George III - I'd heard some mixed things after he joined the Broadway cast, but he OWNED this role, reliably cracking up the audience and pulling off really funny moves in each appearance.

So: One major aspect of this production, as I keep noting, is how each of the principals were clearly doing their own thing and not just imitating the OBC. This includes their physical appearance: not just body shape and complexion, but also hairstyles; the iconic ponytails from Broadway are nowhere to be found. Given this, I was slightly surprised to see that, within the ensemble, they seemed to be recreating the looks of specific individuals from the original company. You could see clear doppelgangers for Carleigh Bettiol, Betsy Struxness, Thayne Jasperson, and other OG dancers. Same body shapes, costumes, haircuts, etc. Even Emmy, who is now a principal, had her own mini-Emmy. I'm definitely not complaining, just thought that was interesting.

The audience was terrific: rapt during the show, giving enthusiastic applause at the appropriate times but not, like, singing along or anything uncouth like that. (One other small semi-technical thing: I'm pretty sure that they cut out the record scratch after "Immigrants: We get the job done!", or else maybe people were a bit slow in reacting, but the audience response definitely stepped over the next bar or two of lyrics.)

I hung around the stage door after the show. More than half of the principal cast came out, led by Rory. Everyone was very generous, making a real connection with people, answering questions, and gracefully joining in selfies when asked. I was a little disappointed that Emmy didn't make the rounds, since she was the person I most wanted to meet, but still: I got to spend a few seconds with Hamilton and Washington and Peggy and Eliza and George and Philip and a few folks from the ensemble, hooray! (I think one of them was Jennifer Geller, but can't quite make out the signature - whoever she was, she was a particularly great dancer!) There weren't too many people hanging around for autographs; I'm curious if that's just not as much of a thing in SF as in Broadway. Personally, I haven't ever done it before, but was really glad to have stayed and met the actors... it's a different thing, but I think I've been somewhat prepared by my attendance at author signing events, so I now prepare a nice, short, specific compliment for each person. (I was NOT prepared enough to bring a Sharpie, though - fortunately most actors have their own, and other people in the crowd were happy to share theirs.)


So, yeah! This show is awesome. I'll be seeing it at least once more, and expect to pick up on even more the next time around - I'm still struck by just how dense it is, not only lyrically but in staging. Tickets are, of course, ridiculously expensive, but I've been really encouraged to see that they're continuing the tradition of putting on shows for public-school students and also reserving the best seats in the house for $10 lottery winners. I'll be entering daily!

Sunday, February 19, 2017

Murder in the Last

As previously noted, I've been playing through games that are increasingly-tangentially related to Life Is Strange, my favorite game of last year. One of the last items on that list is "Murdered: Soul Suspect." This is a very unusual and intriguing game: it's a mystery-adventure game, with quite a few mechanics that I've never seen done before. More relevantly to my interests, it also features the debut voice-acting appearance of Hannah Telle, who played Max Caulfield in Life Is Strange and a supporting character in this game.


M:SS is one of the most noir-y video games I've played. I found myself oddly reminded of Discworld Noir, another mystery-adventure hybrid; the earlier game was heavier on the adventure side, and more focused on comedy, but both combine supernatural elements with noir conventions in a surprisingly effective stew.

Between the two, I think M:SS does a better job at actually playing like a mystery game, rather than using the mystery as flavor for a different type of game. The other recent example I thought of was Telltale Games' The Wolf Among Us, which has a super-noir-y storyline, but the same interface that Telltale uses for horror games, focused on dialog (interrogation) and exploration (investigation).

In contrast, M:SS not only has you searching for clues, but also drawing inferences and deducing outcomes. The clues you assemble form a constellation of possibilities, and after acquiring as much knowledge as you can, you'll then need to filter them down and find what's actually significant.


This felt really fresh, although it often made me think that the protagonist Ronan was a bit thick. You, the player, will often figure out what's happening early on, and will see multiple flashbacks describing what has happened, and only after it's crystal clear will Ronan finally go, "Oh, now I understand!" and re-play everything again, just to make it as obvious as possible. Conversely, you'll occasionally encounter a puzzle that's just obtuse and requires guesswork to solve.

For better or worse, M:SS isn't a hard game. There really isn't any penalty for failure: you can just keep guessing and trying until you come to the right solution. In an ordinary game, this would bother me, but this isn't an ordinary game. The story and mechanics are so different from what we're used to, and I really appreciate the novelty; best of all, the gameplay is nicely aligned with the plot. It doesn't feel artificially easy, it feels like it's easy because of the capabilities Ronan has.

MINI SPOILERS

The big hook, which reveals itself near the start of the game, is that Ronan is dead, the titular "Murdered" of the title. You're a ghost, with all the abilities that entails. You can walk through walls! Teleport to distant locations! Read the minds of people around you! Make televisions turn all staticky!


The one threat you face is demons, who are creepy and can "kill" you. I mean, you're already dead, but they can suck out your soul and devour you, so, uh, keep your distance. This is yet another aspect where this game feels unique, since the "combat" against demons is unlike anything I've encountered in other games. You "possess" "ghost residue" to camouflage your location, activate spectral ravens to distract them, sneak up in their blind spots and destroy them with a semi-unique three-keypress combination. I can't say it's a particularly challenging or deep form of combat; but, again, the fact that it's unlike anything else I've played makes me inclined to enjoy it. And, again, it really isn't hard. Despite the unfamiliarity, you can pick it up quickly and get through those challenges with minimal fuss.


Other than those demons and the bubbling pits of torment from whence they come, though, there really aren't any obstacles in the game. It was really fun to re-program my brain and get used to doing all the things you can't ordinarily do in video games. At the top of that list is walking through walls. This feels profoundly liberating the first few times you do it. However, I was noticing that I would get a bit disoriented and nauseous (in real life) after spending time in-game recklessly pouring through apartments. I eventually conquered that by restricting myself to only going through (closed) doors: I knew I had the freedom to pass through any wall, but my mind apparently had trouble coping with those transitions.

Let's talk characters! I kind of groaned during the opening flashback where we learn about Ronan's dead wife Julia; I am massively over with video games about middle-aged male protagonists who are Dark and Gritty and Tormented because of their dead wives. That said, over the course of the story I found myself softening on it quite a bit. I actually like that Julia's death was so random and pointless; Ronan isn't driven by revenge, just by sadness. And Julia gains some depth too, not being some pure angel who saved the troubled Ronan, but having issues of her own that Ronan had helped her through.


The most important character, though, even more than Ronan, is Joy. I really liked her portrayal in this game, fierce and independent and talented without seeming annoying. I've been struck lately by how much better video games seem to be at depicting child allies than movies are: in examples like Elle in The Last of Us and Joy in this one, they seem brave and helpful and immensely likeable; in contrast, children like Anakin in The Phantom Menace and John Connor in Terminator 2 drive me absolutely nuts. Anyways, I really appreciated Joy's arc: she doesn't immediately buddy up with Ronan, and seems to have a lot more agency than sidekicks typically do, but that never felt frustrating, just a believable element of her character.


Hannah's characters show up closer to the end of the game. She actually voices twins, Iris and Rose Campbell. Her performance is great, quite possibly the most challenging of the game: she has to sound simultaneously insane and sympathetic as Iris, and as an eternally-burning-and-vengeful ghost as Rose. The flashback scene where she's murdered has the most heartbreaking, agonizing voice acting in the game. I was a little surprised that we didn't get to see more of those characters since they were so compelling; Rose in particular didn't get to do a whole lot. Still, I was really grateful for the scenes they do get in the game.

END SPOILERS

Those performances might have been the reason I picked up the game in the first place, but fortunately they weren't the only good thing about it! In addition to the great acting and unique gameplay, M:SS does a fantastic job at depicting a slightly sinister yet immensely likeable vision of Salem, Massachusetts. There's an immense amount of detail in the environment, immersing you in the modern setting that feels like it could be happening right now.


The stuff you can interact with is great, but I almost prefer all the things you can't affect. After a while, you realize that the vast majority of the people in the world have nothing to do with your story. And yet, they're all there, each existing, with their own concerns and lives. You can eavesdrop on them, hear what funny or tragic things are occurring to them: they don't affect your own problems, but reinforce the idea that this is a big, complex world, and you're just seeing a small part of it.

That's even more strongly reinforced by one of the most disconcerting visual elements of the game: ghostly figures, often standing stiffly with a 19th-century pose, staring at you from the middle-distance. As you approach, they shudder and fade, vanishing from sight. You'll never get to know them or their stories. There are so many of them! You gradually come to feel that Salem is filled with ghosts, with uneasy departed spirits. You hope to solve one mystery by the end of the game, but countless others are waiting, staring, filling up the world.


Sadly, those mysteries will almost certainly never get answered. Airtight Games, who developed this game, went out of business just a few weeks after it was released. Which is a shame... they were doing some really unusual, innovative stuff in this title, and I wish we lived in a world where such innovation was rewarded rather than punished. Still, they left behind a lovely little artifact in this game, and I've greatly enjoyed my time exploring it.

Hey, here are some albums! Spoilers within each section, although I try to avoid referencing future events.
Part 1
Part 2
Part 3
Part 4
Part 5

BOO! (That, uh, was an interjection, not a review.)

Tuesday, February 07, 2017

Hacking Games, Ranked

My previous post got me thinking about the long and mostly miserable track record of hacking depictions within video games. Here are all the ones I can remember, sorted from best to worst.

Criteria: It has to actually be a "game" with some mechanics, distinct from the meatspace portion of the game.

  1. Dex
  2. Shadowun Returns / Dragonfall
  3. Shadowrun Hong Kong
  4. Fallout 3 / New Vegas
  5. Shadowrun (Genesis)
  6. Deus Ex Human Revolution
  7. Shadowrun (SNES)
  8. BioShock 1 
  9. System Shock 2
  10. GTA V
  11. Mass Effect 1
  12. Mass Effect 2

CHA 18

I’m surprised that the game Dex managed to fly under my radar. It checks so many boxes for me: Female protagonist! (With blue hair!) Cyberpunk! Choice-and-consequences story! Strong stealth mechanics! Viable non-violent solutions! Kickstarted!


It’s a low-budget indie game, with a simplistic side-scrolling 2D design. That said, it looks TERRIFIC, and I was surprised at just how good the game felt. Mash-ups of action games and RPGs often end up disappointing me, but Dex genuinely worked, with each element feeling natural.

THE GOOD


Aesthetic. It’s a traditional cyberpunk setting, so you have your typical neon, but it also has a gently retro feel to it. It uses strong sprites instead of the blocky pixels you see in 8-bit games; at the same time, it is a fully modern engine, and has terrific-looking effects (smoke, flame, camera distortion) that help it feel great without distracting from the simple core.


2D design. Actual navigation is pretty straightforward: mostly left and right, and occasionally up and down. However, it doesn’t FEEL flat, thanks to the use of multiple planes in the Z-axis. There’s intuitive navigation between different elements, such as transitioning from a floor to a stair, or jumping up to a ledge. Design-wise, there’s a strong feeling of depth, particularly in the bustling city scenes: you might be walking along the sidewalk, but there’s also traffic rumbling past in front of you, and crowds bustling behind you.

Hacking mechanics. I think this might have the best hacking game-within-a-game that I’ve ever played! I’ll throw together a list for another blog post to see how it stacks up, but the bottom line is that it’s really strong. It isn’t just a mini-game, but a fully-designed and thought-through alternate game mode, with its own mechanics and strategies. It looks great, and the hacking nodes are nicely varied: you don’t just repeat the same moves over and over, but get a very different feel depending on the type of infiltration, and will adjust accordingly. Some feel like mazes, others like puzzles, others like Galaga, but they’re all built on the same mechanics and skill sets.


Hacking impact. Most games either use hacking as a different type of lock to optionally pick (Mass Effect), or as a mandatory gate to pass (Shadowrun). Hacking is omnipresent in Dex in the same way that it is in System Shock, but also with the same degree of depth that you get in Shadowrun. One big reason for this is “AR”: besides the pre-built computer levels to hack, you can also drop into the AR view at any time, freezing time and bringing up a display of all nearby hackable elements. This can be used just for surveillance, but also to hack cameras and turrets, or even to temporarily disable nearby foes. This mode is simpler than full hacking, but still uses the exact same items and enemies, so the skills you develop in one will apply to the other. And the full hacking levels feel even more useful: they’ll sometimes provide non-lethal solutions to quests, or allow you to secure a better outcome. I should mention that, unlike some games, hacking is REQUIRED to beat Dex; I personally enjoyed it, but that might be a turn-off for some people.

Skill tree. It’s simple but good, with eight tracks to choose from and either 2 or 6 ranks in each track. Every upgrade gives a distinct and significant improvement, not a smooth curve. My favorite aspect might be the shortened trees for the soft skills of Charisma and Bargaining. It’s really smart to allow players to max out useful-but-rarely-used skills like this with fewer points than are required to max out commonly-used skills like Melee, and I’m kind of surprised that more games haven’t done this. The skill point economy is good, too: you’ll get a fair number of points by the end of the game, but not enough to max out everything, so it’s important to think through and prioritize your build.

Story. I was a little underwhelmed at first, since it starts off seeming like a very typical cyberpunk tale, but it got more impressive towards the end and I ended up enjoying it quite a lot.


Decisions. There aren’t as many as in, say, the HBS Shadowrun games, but they are there and do have impacts. Different choices may have different mechanical outcomes (granting more or less XP or money or different items), and also can affect the resolution of individual plot lines. There are some places where choices chain together nicely, with the outcome of one plot carrying forward and optionally affecting a future plot, which is always cool to see.


Stealth. I was surprised by just how good it ended up feeling. It’s a simple system, driven entirely by distance and line-of-sight. If an enemy can see you from far off, they’ll get curious and walk closer to investigate. Once they get close enough, they’ll detect you, turn hostile, and start shooting. However, you can run away, or take cover in a convenient hiding space, and they’ll eventually determine that everything is fine and return to their previous position or route. If you walk up behind them, you can perform a one-button takedown that instantly eliminates them. This is really fun! A few enemies are immune, and occasionally you won’t be able to sneak up on someone, but for the most part I had a blast figuring out how to clear levels by choking out bad guys. Refreshingly, there isn’t a one-size-fits-all strategy to this. Sometimes you need to be patient and wait; but other times you need to sprint forward at the start of a level to snatch someone. You might be able to jump up into an air duct and drop down in someone’s blind spot. Or distract one foe, then circle around and take out their partner while the first one is investigating. I was also impressed by how well the different systems interact here. In a fairly common example, you might have a human guard, a camera, and a turret. You could hack the camera and the turret, and then take out the guard. Or you could hack the camera and take out the guard: the turret will still be hostile, but without anyone to sound the alarm it’s harmless. Or just take out the guard and the turret: the camera will sound the alarm, but it won’t matter since nobody’s around to respond.

THE MEDIOCRE


Music. It definitely isn’t bad, but isn’t as memorable as other games in this genre.


City navigation. The city is big, which is good, and has quick travel, which is also good. But, there are a LOT of shops, and it took me most of the game to memorize which district each was in. So I ended up spending a lot of time sprinting the length and breadth of the city trying to find, say, the drugstore or the “other” weapon shop. It would have been really nice to have map markers or something to show where stuff was located.

Economy. It’s fine, and better than a lot of other games, but still exhibits the same plague that affects most RPGs: there’s too little money early on in the game, and way too much near the end.


Voice acting. The individual voices are usually quite nice, but I found myself often skipping past them after quickly reading their lines instead. As with Wasteland 2, I’m increasingly skeptical of combining text with full voicing:  it’s occupying an awkward middle ground between the lightly-voiced Baldur’s Gate games with fully-voiced Dragon Age, and the verbose literariness of the former clashes with the cinematic thrust of the latter. Dex herself was particularly strange: she’s a voiceless protagonist for virtually the entire game, similar to the Warden in DA:O, where everyone else’s dialogue was fully voiced but you only read her lines. BUT, she does voice the intro and ending cinematics, which felt a bit jarring: I had gone for over a dozen hours without hearing her voice, and had kind of created a new voice for her inside my head, which didn’t at all match her actual voice near the end. All that said, some of the particular characters like AJ have fantastic voices, and I wouldn’t necessarily want to get rid of that.

Roleplaying. I was a little surprised at how rarely Dex has multiple response options available, especially considering that her lines aren’t voiced and the NPCs usually have the same reply anyways. There are a couple of points where you can select between a sympathetic and an aggressive response, but the roleplaying is pretty lightweight and there isn’t very much of it.


Romance. Dex in many ways echoes back to retro 90s game art and design, and to some degree that is reflected in an unfortunate echo of a juvenile view of relationships. To put it bluntly: you can pay for sex, but not develop meaningful romantic relationships. There are several appealing NPCs with whom you can flirt, but nothing ever really develops there. (On the plus side, though, both men and women are available for physical and emotional connections, so it’s nice to have that level of agency available.)

Difficulty curve. The flip-side of having non-scaling enemies: the hardest parts of the game come early on, while you're underdeveloped. Near the end, you'll have ridiculous amounts of consumables and extremely high skills; the mechanics are still fun, but it's much less of a challenge.

THE BAD


In-game explanation of mechanics. I think they cover most stuff in-game, but it kind of flies by and is easy to overlook and forget. I had to search outside the game to figure out things like how to equip and draw a gun, or how Energy is different from Focus, or what the second rank of Charisma actually does. Most comically, it wasn’t until after I finished the game that I belatedly discovered how to fire my secondary hacking attack and single-shot consumables. For future reference: the best way to find this stuff out is probably through the in-game Options / Controls, which shows the keybindings for everything. The Help menu is fine for some other stuff, although it isn’t comprehensive.


The name itself. I mean, “Dex” is an awesome name, but makes it almost impossible to Google information about the game. Searching for “Dex builds” will bring up pages of results about other RPGs that use dexterity as a stat.

THAT’S IT!


Like I noted above, I’m really impressed by the character customization available, and how the different game systems interact with one another. In my game, I almost never used firearms; but there are a bunch available, with their own unique mechanics and strategies available, so it would be interesting to re-play sometime with that flavor of build. In my own game, here was my general approach to leveling:
  • Took the first rank in Charisma early to open <Convince> dialog options.
  • Grabbed both ranks of Lockpicking to unlock every lockpickable door.
  • Took a few early ranks in Endurance to get more augmentation slots.
  • Leveled AR up to 2. The increase in hack speed might not sound like much, but in practice makes a huge difference in practice.
  • Leveled Hacking up to 4. I thought this was plenty for almost every computer, and if I had understood how to use my secondary attack, even those would probably have been fine.
  • Took a couple of Melee ranks.
  • Maxed out Endurance.
  • Maxed out Melee.
  • I had enough points left over by the end of the game to buy a couple of ranks in Ranged, though not enough to reach level 4 and the better weapon unlocks.

I was pretty happy with this progression. After the intro, most of the game is pretty wide-open, and you can get a lot of levels just from focusing on exploration and persuasion quests within the city, so you don’t feel handicapped by postponing combat-related skills. But, again, that’s all optional - if you wanted to, you could start building out your fighting skills early by taking those quests, and buy the soft skills later after you’re happy with your fighting build.

The overall length of the game felt pretty perfect to me. The pacing is a little… fuzzy in the middle, and it felt a tad like an Elder Scrolls game in the way that side-quests significantly outnumbered the main quest. But, each individual quest was relatively short and memorable, with its own small emotional story and something interesting to do. At this point in my life, I have exhausted my tolerance for grinding, and it’s a relief to not churn through tasks like “kill 5 sewer rats”.


On a related note: there’s a limited amount of experience in the game. You can earn a fair amount from defeating enemies, and enemies do not respawn, making for a soft cap. Quests can have a very variable amount of experience that honestly felt a little random. One cool touch is that you can also find or buy a variety of items that will grant more XP or full skill points; I think it makes sense to invest in these early on, since a few points can make a more significant difference early in the game. As far as I can tell, enemies do not scale based on your level. I ended up around level 15 by the end of the game; it looks like levels 1-5 grant 1 skill point on level-up, 6-10 (or maybe 12?) grant 2, and beyond that you get 3. Which is nice, since you’ll always be able to upgrade at least one skill on each level-up.

Hm… I was going to chat about the plot, but I’ve already covered that in my album captions, so I don’t have much to retread here. No spoilers for once, wowzer!

Album sections:
Intro (mini spoilers)
Quests (mini spoilers)
Climax (mega spoilers)
Endgame and Credits (mega spoilers)
Alternate Endings (mega spoilers)


On the whole, I really liked Dex. It uses a genre and theme that I’m predisposed to enjoy, and I had a blast, despite having very little recent experience with this sort of side-scrolling action-oriented game. It’s surprisingly deep for how simple it looks, and surprisingly accessible considering the wide variety of mechanics. Especially considering how cheap it is, I’d highly recommend it to anyone who digs cyberpunk or action/RPGs. (And a quick gentle note: if you buy from Steam, be sure to "buy" and install the free Extra Outfits DLC. It's best if you install this before you start the game, so you can acquire the outfits over the course of playing the game.)