Archive | 2012

The Benny Ling 2012 Photographic Year in Review: By the Numbers, An Introduction to Film, and Just Taking Photos

One of my favourite photos of the year was of this pink bike. Not this particular photo, but one of them.

2012 marks the first year I’ve taken photography seriously. I’ve always been interested in photography, but haven’t really gotten as involved with it as I did this year. It probably had a lot to do with the acquisition of my own DSLR kit late last year, and even more to do with doing my own photography — the shots I’ve seen other people take but have always wanted to apply my own spin or interpretation of, combined with the creative control a “serious” camera like a DSLR allows.

By the numbers

Lightroom says I’ve taken 7343 images with my 60D this year Of those:

  • 3493 were taken with the Sigma 30 1.4
  • 2105 were taken with the Canon 17-55 2.8
  • 662 were taken with the Canon 18-135 3.5-5.6
  • 632 were taken with the Canon 24-85 3.5-4.5
  • 200 were taken with the Canon 50 1.8
  • 251 were taken with a Samyang(?) 6.5mm fisheye

The Sigma’s high numbers are pretty easy to explain: it’s the lens that got busted out at my first ever wedding reception, and it’s usually the one that’s attached to my camera the most often. It’s usually the lens that I take when I’m going to an event at youth, and of course, being the fastest lens I own means it gets used quite a lot. Overall, I quite enjoy the Sigma — it’s a great piece of glass when you consider the price. Fast, with a great focal length for a crop sensor.

The 17-55 is easily the most expensive piece of glass that I own, and in a few respects it’s a better lens than the Sigma. Its numbers are lower than the Sigma on a pure photos-taken basis mainly because I don’t use it as much. I’m not sure why, because it can produce some truly great photos. It’s the lens I took with me to Melbourne that one time, the one I used at the Relay for Life, and what I do most of my landscapes with. But I seldom use it at youth events, purely because it looks (and feels) intimidating; people tend to shy away from it. It may produce some excellent photos, but it’s not exactly subtle. It’s heavy, too — almost a full kilo. In an ideal world I’d like this lens to be the one permanently attached to my 60D, but such is the advantage of an interchangeable camera system.

The rest of the numbers aren’t exactly special: the 18-135 was the first lens I owned, along with the 50 1.8, the latter of which doesn’t get much use due to the slightly longer focal length and the fact that I have the much better (sharper, faster) Sigma to use instead. Maybe when I go full-frame I’ll use it more, but that’s definitely for another time.

An introduction to film

Around April, I bought an old film camera, and experienced film photography for myself. Our family had an old film point and shoot before the days of digital, of course, but I rarely used personally. But the Yashica Lynx 14 I bought off an OCAU forum member made me realise that maybe there was more to this photography thing than just pressing shutter buttons. Perhaps it was the fully-mechanical nature of the camera, or maybe it was having to wait to see if my photos were any good, but film photography made me start enjoying photography all over again.

I ended up loving that Yashica Lynx — non-operational/slightly temperamental light meter and all — so much that it ended up with a stuck shutter, which was the end of that particular camera.

But by that stage I couldn’t give up rangefinder photography, which has more advantages than just looking the part with a fancy film camera. Long story short, I ended up buying a Voigtländer Bessa R2A camera, paired with a Voightlander Nokton 40 1.4 to replace the old (like, late 1960s-era old) Yashica Lynx.

The story continues…

Zero Escape: Virtue’s Last Reward

I’m not sure why they call Zero Escape: Virtue’s Last Reward the “spiritual successor” to the original 999: Nine Hours, Nine Persons, Nine Doors game. The events of the previous game are spelled out for you during the course of Virtue’s Last Reward and referenced throughout the game, so we can just drop the whole “spiritual” thing and just call Virtue’s Last Reward the sequel to the original game — and it’s for this reason I highly, highly recommend playing though the original game for yourself before playing the sequel.

The first thing you have to know about Virtue’s Last Reward is that it’s the sequel to one of the best games I played this year, 999. This alone made it a must play for myself, seeing as I was this close to giving 999 the prestigious game of the year crown (stopped only by the fact it wasn’t released this year).

The second thing you have to know about Virtue’s Last Reward is that it is every bit as good as the original, which follows that if you enjoyed the original, then Virtue’s Last Reward will be right up your alley.

And that’s pretty much all you need to know about Virtue’s Last Reward; it’s a spiritual successor to one of the best games I’ve ever played, and it’s every bit as good as the original. Now, normally this is when I’d launch into my usual spiel of what the game is about, how you play the game, and just how damn good the game actually is (and why), and I’ll do that in just a second, but I also want to explore the characters themselves — there’s lots to say about each of the characters, and maybe it’ll mean a different review than you might normally read.

Virtue’s Last Reward is similar to the original 999. Very similar, in fact. They’re both story-driven games interspersed with puzzles/escape sequences, and they’re both better described as visual novels than typical games. They’re similar to The Walking Dead, in ways; there’s lots of dialogue, quite a number of cutscenes, and they’re both pretty light on actual gameplay.

But you shouldn’t shy away from either 999, Virtue’s Last Reward, or even The Walking Dead because of how story-driven they are. These three games are perhaps the most powerful games I’ve played, and all because of how damn good the stories they tell are — it’s like watching a movie, only because you have some part in how things play out, you feel all the more immersed. It’s an intense feeling you can’t get from reading a book, and it’s all the more real because you have some part in what happens.

There are quite a number of similarities between 999 and Virtue’s Last Reward. Both games prominently feature the number nine; nine main characters, a door with the number nine, and all with the number nine bearing a kind of symbolism that’s echoed throughout the game. Both games follow similar a gameplay style, too: novel sequences interspersed with escape sequences where you have to solve puzzles and find your way out of a room.

Like you did in 999, you’ll make choices in Virtue’s Last Reward that affect the story. In fact, Virtue’s Last Reward introduces a new gameplay mechanic that means there are even more possibilities than there were in 999. The introduction of the Ambidex Edition of the Nonary Game means you’ll be making more choices than ever before. There are stages of the game where you’ll choose to “ally” or “betray” your partner — without giving too much away, it’s this alliance or betrayal that determines how the game plays out.

It’s also this same alliance and betrayal game mechanic that also means that Virtue’s Last Reward is a slightly different game. 999 featured multiple endings, and Virtue’s Last Reward does as well: but in 999, the endings felt much more final. Besides the icons on the save screen, you weren’t really given any indication of how you were progressing towards the multiple endings, all to get to the one true ending. 999 made you play through the game in its entirety every time you wanted a different ending — I lost count of how many times I played through the first escape sequence, or how many times the characters were introduced to each other. Fast-forwarding dialogue was a welcome addition, but there was still a lot of extraneous gameplay.

Virtue’s Last Reward is different in that you’re given a “map” from the start that outlines all the possible paths the game can take. You have no idea how things will actually play out, but this map and your newfound ability to jump between different paths means you’ll spend a lot less time playing through parts of the game you’ve already played, as you can just jump straight to the point where you made a choice, make a different choice to the one you already made, and play a different path. It might sound confusing at first, but it makes perfect sense when you’re playing the game.

And that’s one of the best things about Virtue’s Last Reward: there’s a lot of complexity buried within the game itself, but it shouldn’t take you long to see through it all and see the truth. I know that might sound a little ho-hum, but it’s true: you might not realise what’s going on as you go about your business and solve puzzles, but it’s all there. All you have to do is play the game, and join the dots.

You haven’t finished this playthrough. There’s more after the jump.

Back in the Saddle

There’s a gap in my Lightroom library.

It encompasses the period from October to November this year, and represents a two month period where very few photos were taken.

Why? I’m not sure myself, actually. It could have been any number of things: the iPhone 5 was released during that period, Uni exams were during that period, I got into the Twilight series, and many more reasons (some even more ridiculous than the ones I’ve already posted) besides. Maybe it rained a lot. Or maybe I didn’t leave the house because I was too busy studying for exams and/or re-re-re-watching the Twilight series.

Whatever the reason, there’s a gap in my Lightroom library.

And it’s such a stupid thing to get hung up on, but it’s more than just a time where I didn’t take photos, film nor digital. Perhaps that gap represents something entirely different other than just “a period where very few photos were taken”. For example, perhaps that gap points to a period where I was felt so uninspired that taking photos felt like the worst possible thing to be doing at that time. Perhaps I just didn’t feel like competing with others when it came to taking photos.

Or maybe — and I suspect this is closer to the real reason than any any excuse I’ve offered up this far — the gap represents a time where I was questioning my own photography compared to the photography of others. By this I mean: what sets my own photography apart from those taking photos with iPhones? Or with their Polaroids? What makes my photography special? Why should I bring my camera out to events when someone else can document it just as well with their iPhone, and share it instantaneously with others?

And, you know, it’s great that we live in a world that can be documented and shared instantly with others. It’s great that iPhones now approach the capabilities of the more advanced point and shoot cameras, and it’s even better that they have the advantage of being able to share their photos instantly via the ever-connected web.

But then I think about things like Instagram, and realise that as much as things change, the more they stay the same. Cute girls post pictures of themselves on their social network of choice garner more likes than should be possible in the blink of an eye, and the more popular individuals on one social network will be equally as popular on others. Haters gonna hate, and so on, and so forth.

I’m not sure why there’s a gap in my Lightroom library. Whatever the reason, I’m glad there is — otherwise I might not be taking pictures now, and maybe, just maybe, my photos wouldn’t be nearly as good as a result1.


  1. Both photos you see in this post are from September. Bonus points if you can name the place where the second one was taken. 

Hitman: Absolution

47 pointing his silenced pistol at someone threateningly

Agent 47 can point a gun like the best of them.

Confession time, once again: I have spent precious little time in any of the Hitman titles. Before Absolution, my knowledge of the Hitman series was limited to something about a professional contract killer with a barcode on the back of his head that read 47, with various ways of eliminating targets via use of disguises, varied weaponry and accident kills.

Going into Hitman Absolution, I was excited to play the latest Hitman title. Maybe this would be the one that sucked me right into the Hitman universe, prompting me to go back and play some of the older games in the series, just to see where Hitman Absolution got its roots from.

And as I played through Absolution, it did give me that feeling that I needed to play the previous titles — but for all the wrong reasons. As it stands, I’m not entirely sure whether I liked Absolution or not. You can have fun, but it’s few and far between, and even then, you have to look pretty hard for it.

47 holding a silenced pistol in front of a woman in the shower

The story starts here.

Which is a great shame, as Absolution has a great start: as a player, you’re quickly caught up with what happened in the previous game(s), and learn that your former handler from the Agency has gone rogue and taken a valuable Agency asset with her. As an Agent, you’re tasked with eliminating your former handler and recovering the asset, which is what I assume to be pretty standard fare for Hitman games thus far. But things take a turn just when you’re pulling the trigger on your former handler: you begin to question why she went rogue in the first place. Quite convenient, really, and it’s all very cinematic, very tense, and plays out quite well. After hearing her side of the story, you decide to go rogue yourself — you acquire the asset, who turns out to be this (let’s face it, somewhat attractive) young girl, and go into hiding — from the Agency, who now have a serious problem on their hands.

What follows next, story-wise, is a competent, if slightly bland, story based on Agent 47 finding out why this agency asset is so valuable; you taking back the Agency asset from those that have taken her, and finally, you eliminating the main villians (and, of course, anyone else that gets in your way). If you follow along with the story the whole way though, you’ll realise that it’s a little shallow; the game revolves around this agency asset a little too much in my opinion, and doesn’t spend enough time exploring the Agency side of things, or any other side stories. And maybe that’s just my perspective, given Absolution is the first Hitman game I’ve played, but the fact that the story itself is a little ho-hum is okay, because I wasn’t really expecting anything spectacular from what was supposed to be a gameplay-focused game, a game that truly excelled in the gameplay.

Which is disappointing on so many levels, because Absolution falls flat on its face in the gameplay stakes.

Continue Reading →

Bleak is an understatement

When we were five, they asked us what we wanted to be when we grew up. Our answers were things like: astronaut, president, or in my case, a princess.

When we were ten, they asked again: we answered rockstar, cowboy, or in my case, a gold medallist.

But now that we’ve grown up, they want a serious answer. Well, how about this: who the hell knows.

This isn’t the time to make hard and fast decisions, this is the time to make mistakes.

Take the wrong train and get stuck somewhere.

Fall in love. A lot.

Major in philosophy, because there’s no way to make a career out of that.

Change your mind, and change it again, because nothing’s permanent.

So make as many mistakes as you can, that way someday when they ask what we want to be, we won’t have to guess.

We’ll know.

You know, this is exactly the reason I don’t post about personal stuff all that often. It’s way too easy to get sucked into some kind of depression-vortex, where the only way is down and no matter how you try, you just can’t seem to see the sun.

That said, every once in a while you have to think about it. At least a little, to try and work things out a little more. Not necessarily dwelling on it for any lengthy period of time — because that leads to a road we’ve all been down — but just thinking about things for a bit, to try and get some kind of better understanding of what’s what.

So instead of burdening you with my lengthy and not-insubstantial woes about the future, you get a quote from my favourite Twilight movie, Eclipse.1

Seems like a fair trade to me.


  1. Which reminds me, I have to watch the final Twilight movie sometime. 

Dishonored

I’m somewhat ashamed to admit I never played Thief. The first time I saw it being played was so long ago I can’t even remember the year, but it was a friend’s house, on his original-generation Xbox. I didn’t see a lot of gameplay, but what I did was enough to intrigue me.

Dishonored has been described as the spiritual successor to Thief, and it’s easy to see why: both are stealth based games, both revolve around assassinations of prominent characters, and both are set in some kind of steampunk-slash-industrialised England. Like I said — I’ve never played any of the Thief series myself, but Dishonored looked good enough that I decided to pick it up the other day.

And I’m glad I did, because Dishonored is my game of the year. More on this in a bit.

There’s a lot to like about Dishonored, wrong spelling of its title aside. You play the part of Corvo, a bodyguard of sorts who fails to protect his primary within the first few minutes of the prologue. What happens next is the story of how you escape from prison, meet up with some mysterious friends and benefactors, and begin exacting revenge upon those who wronged  you in the opening scene.

The story itself is all very cloak-and-dagger, and it plays out like any good conspiracy should: the bad guys all have ulterior motives, and you soon begin to start unravelling the real sequence of events that led up to your wrongful incarceration. There’s a bigger picture here, one that you might not fully understand unless you’re reading the myriad of letters and notes left carelessly on desks, or securely locked away in safes. The basic premise of the story is based around the tried-and-true concept of “someone did some wrong to me, now it’s my turn to find out what happened and/or slit the throat of everyone who was involved”, with perhaps a few non-optional side quests here and there. It’s all quite well done, to be honest.

But as good as the story aspect of Dishonored is, where it really shines is the gameplay. The combination of stealth and the option of non-leathal and lethal takedowns at all times gives you lots of choice — there’s always multiple ways to the objective to suit your gameplay style. Do you walk in the front door  with pistol in hand and sword in the other, ready to execute whomever you come across? Or do you use the side entry, tagging the guard with a sleeping dart before scaling the wall to get access to the roof, dropping onto a guard from the railing and taking him out like you’re Batman? There’s lots of choice in Dishonored, enough to suit whatever your playstyle might be.

The stealth aspect is particularly interesting. It’s been a while since I last played a good stealth game, and I think the last title that did this the whole “stealth combined with multiple access routes” was Deus Ex: Human Revolution. That game had similar choices when approaching objectives, meaning that you could either walk in and blow stuff up, or you could take the stealthy route, silently taking out guards and managing to do the most amount of damage without any alarms being rung. And say what you will about the Splinter Cell series turning to crap after whatever the last title was, but Splinter Cell Conviction was enjoyable because it employed stealth in a way that worked well: its excellent use of colour (or more specifically, the lack thereof) to tell you when you were hidden from enemies was a brilliant, brilliant move. Continue Reading →