Tuesday, December 2, 2008

Fallout 3 and the Illusion of Open Level Design

http://xspblog.files.wordpress.com/2008/08/fallout-3-1010.jpgI've been playing Fallout 3 for the past month and I'm very pleased with it overall. However, after playing for sometime I decided to explore the edges of the map and when it appeared that I could continue onward I was met with an invisible wall along with text stating that I could not continue any further. Now, this is not necessarily a bad thing. In fact, I recall that Oblivion had almost the same message when reaching the edge of the map. Does this break the illusion of the vast open world that Fallout boasts of? Well, maybe just a little.

This is not a problem that is not particular to Fallout however and it urged me to think about how level designers are always forced to impose physical limits on the player. The ability to poke and prod the player into the right direction, while keeping them on track is a related problem, but here I want to specifically discuss how to limit the player to remain in a finite space with the illusion that they are actually part of a much bigger world. Specifically, the only games effected by this are those in which the player is an active participant in an ever-changing world, so any open-world type of game will do. It is specifically within these styles of game that it is ever important to maintain this illusion of a large, unconstrained world.

So what are some of the strategies that have been or could be used to confine players within this type of game environment? Here are a few:

  • Invisible Walls - This is probably one of the least imaginative ways to let players know that they have reached the boundaries of the game world. This is the design that was chosen for Fallout 3 and Oblivion and simply tells the player they must turn around.
  • Geography - A more natural limitation is to design the world geography in such a way that it is physically impossible to continue. This could be the addition of mountain ranges or an island setting with an endless ocean (Morrowind,GTA) that is impossible for the player to traverse.
  • Design Enforced - This is similar to geography in that it places barriers that the player cannot physically cross, but which are in line with the theme of the game. For instance in Assassin's Creed, the player's screen is garbled at the edges of the map in accordance with the virtual reality theme of that game. This could also includes a death barrier, such as a radiation field that kills the player if he continue past the boundaries, thus making it impossible to continue. I would also include architecture based limitations as well, such as the ruined cities in games such as Gears of War.
In most types of games, it's a given that the world is finite, but it is up to the game designer to at least provide the illusion that the world is larger than it seems. While it may not completely invalidate the game experience if a poor decision is made when placing barriers around the game world, it can be a jarring moment for the player when they come across something that is out of place or blatantly obvious. I'm definitely going to be keeping my eye out for other ways that games attempt to do this as play in the future.

Saturday, October 25, 2008

Tabula Rasa - More MMO Playing

Tabula Rasa NTSC-U (North America) front boxshotSo, after several months of tinkering with Sword of the New World, I decided to finally take the plunge into Richard Garriot's Tabula Rasa. I don't really like to write full-on reviews of MMOs, so I'll just do my usual list of likes and dislikes. After having spent almost 30 hours in the game, I'm actually feeling very positive about the experience, so here goes....



Likes:

1. Combat that is actually a little more than target-lock, hit number keys, rinse and repeat. I like the fact that cover, range and direction are implemented into the combat system. This provides a very action-like experience. Some of the larger battles I faced in instances such as Devil's Den or Torcastra Prison were actually exciting.

2. Solo play seems like a viable option in this game, at least at this point for my level 25 Ranger. While it's fun to run some instances with a squad, sometime I just want to jump in, play for a bit and be out and not have to deal with managing people or looking for a group. With most of the other MMORPG's that I've played, I felt pushed into grouping with others if I wanted to continue to see new content which doesn't seem to be the case with Tabula Rasa.

3. Theme. Sci-Fi trumps Fantasy any day of the week in my book. That's part of the reason I was so attracted to EVE Online. Hopefully Tabula Rasa's gameplay won't betray me in the same way.

4. Character Tree, rather than a set class. I'm not sure why I like this so much, but it really feels like a good incentive to continue to level my character if I know an entirely new class expereience is waiting for me in a few levels. However, the stretch from level 15 to 30 is a long one indeed.

Dislikes:

1. Bland World. While the setting and story seem to depend on this, the world seems to be very bland with a lot of the same structures popping up around the place and the world looking very similar all-around. This seems to be an issue in the instances as well.

2. Low variety of enemies. This is actually a problem inherent to the RPG genre (electronic variety at least), but I must mention it. I don't know how many times I've fought a member of the Thrax Infantry that was only different in the last area by name and stats.

3. Finding a squad is not that easy. Locating a squad seems to be a little iffy at times. It seems most people don't use the advertising system, but rather just advertise in the General chat window. Not a big deal, but still something that could be better.

So, there are my current impressions of Tabula Rasa. Hopefully this will be the MMO that can maintain my interest for a longer period of time than the others, either due to gameplay or time issues.

Monday, October 13, 2008

Alone In The Dark - Inventory System Gone Bad


So this weekend, I decided to finally pick up the new Alone In The Dark game for Xbox 360. I was intrigued by the preview videos as it appeared the game was doing some interesting things with the inventory system as well as the way the character interacted with the environment. It has probably not been since I first played Fatal Frame for the PS2 that I truly seen a somewhat different approach to the survival horror genre. I was not surprised, however, that after playing the game lived up to the negative press it was receiving.
There are two points regarding this game that I thought were detrimental to its fun factor: the inventory system and an overly clunky attempt at immersion. In this article, I only wish to talk about the inventory system as I think it is rare that I even notice an inventory system, much less find one that throws the game for me.
In Alone In The Dark, the inventory is represented by pockets inside the player character's jacket. When it is accessed, the player actually opens up his jacket and peers down at his body to reveal the items stashed away. The inventory system provided is limited space with stacking, real-time and gameplay blocking. This basically means we only have so much space to store things of differing types, any attempt at access does not stop the game and the game screen is completely obstructed by the inventory system when activated. Normally this would not be an issue if the implementation was sound, however, what we have next is a combination of:

1. An awkward inventory access system - On the Xbox 360 the inventory is accessed via the control pad. Within the inventory, items are individually selected either by rotating the thumbstick to slide through the items or individually with the control pad. In essence, this means that the player must take their thumb off of the control stick in order to fiddle with their items and since the game screen is blocked by the inventory when active this essentially means the player must come to a stop to poke around in their inventory. This is a not a fun situation to be in during some of the combat heavy scenes. To be fair, there are "hotkeys" into certain inventory items and combinations of items, but these are selected via a combination of the control pad and one of the four face buttons. Not much better really.

2. An overabundance of items as well as the ability to combine items into yet more items - There are a lot of items in this game. A knife, a lighter, a gun, ammo, various types of bottles (empty, water, brandy), tape, bandages, first-aid spray, and mosquito spray all make of the types of items that can be placed in the player's inventory. Along with these base items, some can be combined into sticky bombs, Molotov cocktails, fire bullets (pouring liquor onto bullets??!), etc. Combining items again was awkward by first selecting one item and then selecting the other and pressing X. Once again, there was an awkward "hotkeys" that was the same as above to instantly create combinations.

So in essence, I spent the vast majority of my time in the game dying due to fumbling with items in my inventory. So how could this have been better? Well, I think for starters just pausing the game when inventory was accessed would have saved a lot of headaches. It may be that the inventory was meant to induce a sense of anxiety in the player as they were involved in certain high-adrenaline scenes, but I don't think any player finds it fun to lose to a system that is bogged down in awkward controls and a rigid attempt at realism. While I applaud the designers for at least thinking in a different direction, my experience was not positive of the way it was implemented in the game.


Sunday, September 7, 2008

Psychonauts (Not Quite) Finished



There are some games that I play simply due to my love of games in generally and not for any love for the genre. Some games achieve such a cult following that they practically compel me to experience them and subsequently love them as much as every other cultured gamer on the planet. Psychonauts definitely fits into both of these categories and I am here to proclaim that this game has defeated me.

Of course, this is a modern platformer, so it would not be fair to mention the numerous collections that you are given in the game. There are a ludicrous amount of item types that you are constantly scavenging for in order to upgrade your psychic powers. There is also a wonderful psychic theme in which the main character is constantly being thrust into the minds of others with often hilarious results (this game actually was laugh out loud funny at times.)

Rarely, is there a game that I do not finish, but the increasing difficulty of this game forces me to stop for its own safety. I just wish that game designers could create a challenging game that rewards the player when needed and punishes in such a way that does not include repetition and/or memorization. Come on, I know there has to be a better way....

Thursday, August 28, 2008

Games Demystified: Super Mario Galaxy

It seems that most of my updates previously have either been review or rant types, so I thought it might be a nice change to track some of my favorite technical articles regarding games.

Games Demystified: Super Mario Galaxy

This article is the first in a recent series of articles by Jeremy Alessi that goes under the hood of some techniques utilized in recent popular games. Here, Jeremy describes how Nintendo developers basically fudged realistic gravity using the surface normals of the polygons that make up the planet's surface.

Wednesday, August 27, 2008

Braid


So I thought I'd throw my two cents in regarding Braid, the recent Xbox Live Arcade title that is receiving consistently positive praise from critics and fans alike.

I have to admit that when first reading about the game, it did not interest me that much. However, when I booted it up and was not even treated to a title screen or introduction, I knew I was in for a different experience. Transitioning to the game, I was pleased with how well, I was introduced to the mechanics of the game without any prompting by the game itself. Just a few graphics hidden among the terrain of the first level to make sure you knew which buttons to press and the rest is left to experimentation by the player.

As far as game mechanics go, the idea of each level presenting a different time-manipulating element keeps things interesting and the puzzles are appropriately difficult and experimentation is well rewarded.

Thematically and artistically, this game was likewise excellent. The abstract story had a very thoughtful conclusion. Gamer karma maybe? I loved it...

Tuesday, August 12, 2008

Planescape Torment Complete!

So, I've finished Planescape:Torment and as with the other Black Isle/Bioware games, I was impressed. This one seemed a lot more story driven than the Baldur's Gate and Icewind Dale games, but depending on your character class there was lots of beatings to put forth if one so wished.

I definitely like the way you were able to easily switch back and forth between fighter, mage and thief character classes. I suppose they had to allow this as you were not allowed to customize your character beyond his stats and beginning class as the story was heavily dependent on the main character looking and acting a certain way for the most part.

Regarding combat, I found this game slightly more tedious than the Baldur's Gate games, perhaps it's my faulty memory at play, but there seemed to be something off. I did notice that there was not a lot of options for character weapons and armor, which again goes to show the story-driven nature of the game. I do admit it was nice not to have to continually futz with character inventory before every battle.

Well, now it's on to Tron 2.0. I heard this was an interesting FPS with some slightly different play-mechanics and a storyline that is actually worthy of the Tron name.

Monday, August 4, 2008

Game Queue

I have been very busy between school and work, but somehow I've still managed to have a full game queue at the same time. Here's what I've been playing lately with a very short comment on each game:


1. Planescape: Torment
- When I first bought this game back in '99, I think I was burnt out on the Bioware/Black Isle RPGs, so it went unplayed for many years. Now that I've picked it up, I realize what a great experience it is! Really great story and lots of moral choices for the player. However, there seems to be something lacking in the combat...maybe more later...

2. Ghost Recon: Advanced Warfighter - An early Xbox 360 game that I'm finally getting around to playing. It's your typical tactical FPS, that I personally think was surpassed with the Rainbow Six: Vegas game. Story and script are hokey and remind me of any number of mid-90s war/action films (This is not a bad thing for me, as Nicole and I had a hoot laughing at some of the dialogue during the cut scenes).

3. Command & Conquer 3: Tiberium Wars - I picked this one up mainly because I was interested in how the control scheme would translate from PC to the Xbox 360 and I must admit that it is mostly successful, unfortunately, I don't pick this one up often enough, so I'm constantly having to peek back at the controller map to remember how to play the darn thing (i.e. controls are not intuitive...yet).

4. Psychonauts - A PS2 "cult" classic 3D platformer. I really like the theme of this one, but I can tell why it was a commercial flop as from first appearances it looks like a kid's game. Even though it follows the typical collection/scavenger hunt game play of most 3D platformers since Mario 64, a quirky cast of characters and a goofy sense of humor keep me coming back to this one.

Tuesday, July 15, 2008

Board Games / Card Games

I have lately been putting some time into playing some board and card games. Here are a few of the titles I have picked up lately:

1. Fluxx - Awesome card game where the rules are constantly changing. This is good coffe-shop game since it can last anywhere from 1-30 min.
2. Carcassone - This is a classic strategy game where players attempt to score points based on placing followers on a tile-board.
3. Blockus - This is an abstract game where players attempt to place all their pieces on the board. The catch is that the pieces can only be played with same colors touching at the corners.

Wednesday, June 18, 2008

EVE Online - Update 2

So, it appears that the MMO curse has struck me again as I have almost lost total interest in EVE Online (though I actually extended my trial account to a subscription...). I was enjoying playing a little each day, but since Nicole and I just got a new puppy, I've been exceptionally busy between him and work and school with little time to devote. However, I do not feel the desire to play at all. Nothing has captured me to the point to where I want to sit back down and continue with the game. In fact, the last time I played I was completing Agent missions and I even got the exact same mission TWICE which is a big turn-off to me...

oh well, I'll probably be canceling my subscription after this month runs out. I do hear that the new Conan MMO is interesting though....hmmm.....

Thursday, June 12, 2008

Interview: CCP's Richardsson On The State Of EVE Online

Interesting article from Gamasutra with EVE Online Executive Producer, Nathan Richardsson:

What is it that makes EVE Online specifically different from your average MMO?

Nathan Richardsson: We believe that EVE has some fundamental foundations that differentiate it from other games. First and foremost is the single-shard world where everyone is part of the same universe. This enables a player-driven economy because we achieve the world scale required to make it effective.

In turn, the economy is the foundation for all interaction -- well, mostly for conflict -- but let’s call it interaction. You need players to gather and defend resources, to process them and manufacture ships and weapons out of them which are in high demand on the market since it’s so costly to defend the resources.

With such a large world, very large player organizations can flourish -- EVE has as many as 3,000 pilots in some organizations working towards common goals against other organizations of the same scale.

There's an intense political atmosphere and social networks are an important part of the game -- EVE is free-form, you set your own goals and it’s “class”-less too.


Full Story

Monday, June 9, 2008

EVE Online - Update

So I've been playing for about 7 days of my 14-day trial of EVE Online and I thought I would go ahead and post some likes and dislikes regarding the game so far.

Like:

1. Theme - I absolutely love the theme of this game. The Sci-Fi gameplay is more appealing to me than the typical fantasy setting. The artwork, sound, music, etc. are all top notch in setting the stage for the oppressive universe in which the game is set.

2. Skill Training - I love how your skills are trained even when you are not playing. At least I can feel like I'm progressing in the game even when I don't have a lot of time to sink into it.

Dislike:

1. Learning Curve - I found the learning curve to this game to be immense. The interface and just the sheer number of options available to the player can be overwhelming at the beginning. While this is not necessarily a bad thing for the game, it is for someone who does not have a lot of time to sink into the game.

2. Pace - EVE Online is definitely not a game for the impatient. Travel between galaxies, mining and other such activities eat up a significant amount of game time. Fortunately, the game runs well in windowed-mode so web surfing and doing other work is possible while your autopilot directs your ship to its next destination.

At this point, I'm unsure if I will be continuing past the free trial, but I have to admit even though the game is slow paced, there is some measure of fun in really being given an open-world to explore with no real limits even at the beginning of the game....

Wednesday, June 4, 2008

EVE Online


So after my recent post regarding my opinion on MMORPGs, I have decided to give them another shot and see if there are any out there that can capture my interest. The teacher and another student were discussing EVE Online in my design class this week so I have decided to give that one a shot.

Normally, I focus on fantasy, but this is a sci-fi theme that feels a lot like Trade Wars via Privateer. Also, the client is available free online at http://www.eve-online.com/ with a 14-day trial, so it's definitely a no-risk situation to try out the game.

Anyone else playing or have played EVE Online? How does its mechanics differ from other MMORPGs?

Friday, May 30, 2008

Hate the Game, Not the Player

I have a confession to make and I hope that the world forgives me for what I am about to say (or type, rather).

I do not like MMORPGs.

Wow, it sure feels good to get that off my chest. It's something that I've long felt, but have constantly denied. Looking back, I realize that I've always had a dysfunctional relationship with multi-player RPGs, stretching from early MUDs to their eventual transformation into the MMORPGs of today. I must have started trial accounts for dozens of MMORPGs only to become bored before a charge ever hit my credit card (most in less than 14 days). Even MMORPGs derived from old single-player favorites such as Ultima Online failed to keep my interest, much less convince me to pay a monthly fee.
It's obvious that my love of RPGs pulls me towards these games, but what is it that drives me away? Well, I think it's probably based on a few different problems concerning the design of the games and the way that I relate to games and gaming in general.

1. Where's the Story? - One of the major draws for me in a game is a strong dramatic arc. I love heavy-handed storytelling, interesting characters and player decisions that open up that next level of immersion. I have not found an MMORPG that could provide this for me. I hoped that Lord of the Rings Online could have fulfilled that due to the source material it was based on, but the main storyline seemed to dissolve after the first few hours.

2. Fetch me a Canoe - Interesting tasks and quests are always a plus in any RPG, but I will be the first to admit that many tasks are reduced to the much maligned "fetch" quest. The "Bring me x and I'll give you y" type. However in MMORPGs, the fetch quest is rampant. I can't tell you how many times I have been sent to collect x number of some y just for a few measly experience points and maybe some gold. Which leads me to the next point...

3. The Daily Grind - Character grinding, or the constant repetition of fighting enemies for experience points in order to level up characters is also rampant in MMORPGs. The storyline definitely takes a backseat to leveling up characters and collecting rare items. For some reason, a strong character with really awesome equipment is not a motivator for me to continue playing a game.

4. Do I Really Need Two Jobs? - In order to be successful at an MMORPG you will need to put in the time required. Joining guilds , groups, raiding parties or whatever all require some amount of time commitment. Meeting up with regular members requires players to schedule to be on during certain times. I am a very inconsistent gamer and the last thing I need after a 8-10 hour workday is another activity that feels like work to me.

So, I guess it really boils down to the type of gamer that I am and the experience that I want while playing a game. I definitely feel that I am a dying breed when it comes to gaming, as my interest is almost exclusively in single-player games. I even play first-person shooters for the story and barely even spend any time with the multi-player aspect. However, I do wonder what that MMORPG might be like that can capture my desire for a rich, fully realized story with game play mechanics that can hold my interest for more than a few days...who knows, maybe it's already out there.

Any recommendations?

Tuesday, May 13, 2008

Coolest Shirt Ever....

Wednesday, April 30, 2008

Two Worlds: The Temptation or How do Bad Games Get Sequels?

I know this is probably old news to most folks, but I just found out that Two Worlds (one of the worst RPGs for Xbox 360) will have a sequel. Understandably, the original game could use some (a lot) of improvement, but I'm still curious as to how these things happen. I'm sure the original game did well on the bottom line considering the massive amount of hype it received, most likely suckering those of us craving any type of RPG experience on the 360, but still do the publishers not read the reviews? Do they not listen to all of the players who constantly pan this game for its shoddy voice acting, horrible controls, last-gen graphics, and just about every other aspect of the game?


While I'm all for giving the developers a second chance at improving and hopefully creating something that is top-notch what I just don't understand is how they can hope to capture the audience with a sequel when the first game failed so miserably. Why not just start over with a concept that is already labeled as crap in their mind?



Am I completely wrong about this? Does Two Worlds really have legions of adoring fans clamoring for more? Oh, did I mention that their are two downloadable expansions coming to Xbox Live for the original game?

Official Two Worlds Website


Friday, April 11, 2008

Why I Don't Play With my Wii


I have owned a Wii for a little over a year now and at the moment the layer of dust on the thing is so thick it could spawn a legion of dust bunnies. In fact, it was difficult for me to even remember the last time I (or my wife) had actually powered on the poor thing.

So, I've decided to search deep within myself and pull out the painful reasons why my Wii is now pitifully neglected.

1. Last Gen?

Unfortunately, as much as Nintendo and others may like to tote the Wii as a "next-gen" console, it certainly does not act like one. With graphics that are only slightly better than the Gamecube and a virtually non-existent online offering, playing this thing is like a flashback to 2003.

2. Quality of games

I also own an Xbox 360 and when I am faced with the choice of purchasing a new game, I find that this system always seems to have something new and exciting that peaks my interest. Apart from the first-party Nintendo games, the Wii is severely lacking in compelling, game experiences. Which brings me to my next point...

3. Shovelware

Even though the Wii has been on the shelf for less time than then Xbox 360, the shelves at my local Big Box store are overflowing with Wii titles. Unfortunately, most of them are complete and utter drivel. Don't believe me...check out some of these awesome titles: Jenga, Sonic Riders Zero Gravity

4. Online Experience

The online experience with the Wii is virtually non-existent. Sure they have a store, but if I want to play a game with someone online I have to deal with unwieldy "friend" codes. I don't think so.

Unfortunately, I see the Wii following the same trend as the Gamecue: lots of great first-party titles and very few great third-party titles. In essence, whenever I'm looking for a new and compelling game experience, I believe that my Xbox 360 can give that to me, while the Wii sits largely unused until something I'm really excited about comes along.

And now, some FAQs for all of the questions I'm sure to get from my legions of adoring fans!

1. But what about the Virtual Console, you say?

Yes, it's a good idea, but I have a NES and Genesis sitting right next to my Wii in my entertainment center. Why would I want to pay AGAIN for games that I already own and play on original hardware?

2. But, my grandmother loves it!

Well, I'm not your grandmother and I don't feel like the Wii provides a great overall experience for someone who practically breathes video games.

3. The Xbox360/PS3/PS2/etc. has bad games too!

Yes, but even the quality of the mediocre games on Xbox 360 are a better experience than those on the Wii. When Wii games are bad, they are REALLY BAD.

4. But the control scheme is so innovative and ground-breaking!

Maybe, but that doesn't mean it can make fun games. There are some games that do well with the controls, but there are loads that completely miss the point.

Wednesday, April 2, 2008

Eternal Sonata - Quick Review



After finishing up one of my favorite games on the Xbox 360, Mass Effect, I still had an RPG itch to scratch. So, basically at this point, I had three choices: Blue Dragon, Lost Odyssey, and Eternal Sonata. I decided on Eternal Sonata due to its creative sounding story and its bright, cartoon-like artwork, which was sure to be a good contrast after the dark, brooding atmosphere of Mass Effect.

While Eternal Sonata does have a light-hearted nature about it, it also tells one hell of a confusing tale. Basically, the storyline takes place in the dream-world of Frederic Chopin in his final hours as he lays dying. The dream world introduces a large cast of characters who become caught between two nations on the brink of war, all the while waxing philosophic on the nature of reality and what it means to truly exist. Also, there are several historical interludes on Chopin and his life that break up the story.

Visually and sonically, everything is beautiful. The music is excellent, featuring original compositions as wells as showcasing the work of Chopin. The battle system is a lot of fun as well, featuring a more action oriented turn-based style that allows characters to move around the battlefield and attacks are based on button-mashing rather than a single button press.

Unfortunately, these positive points cannot save the game in my mind. The story was absolutely terrible in my opinion with no satisying conclusion. Cut scenes in the game could last as long as 30 minutes, with very little action or substance. Initially, I was captured by the story, but about mid-way I realized the story was going nowhere and that I did not care a single lick about any of the characters in the game. I'm certain there are underlying meanings to the story in this game, but it does not seem worth the effort to wade through the stodgy dialogue to glean what meaning may be there. Also, the game is extremely linear and short (about 20 hours), which would not have been a problem if the story had been worth the effort. A second play through is required if you want all of the achievements, though I could not imagine ever playing through this game again, no matter how fun the battle system might be.

Well, I'm gonna end this here. In short, I was not entirely impressed with Eternal Sonata, so now I think I'll turn my attention towards Lost Odyssey and report back.

Update:

After posting this, I decided it would be helpful to outline some of the items that I think could make this game better:

- Include a higher number of monster designs. For any given area you constantly fight the same 2-3 monster types over and over again.
- Develop a more cohesive storyline. This thing is all over the place and the ending was almost incomprehensible.
- Allow more than 340 achievement points to be collected in the first play through. Why attempt to lengthen the game by forcing a second play for those who would like to see as much as the game has to offer?

Wednesday, February 20, 2008

The Road

So we're another mile further down this blacktop highway. We're gonna reach the end before too long, maybe it's time to take a detour. Quick, take a left here....yeah, on the dirt road. Watch it! Almost hit that critter fleeing across the road like Death himself was gnawing at its heels. Where does this road go? I'm not real sure, but it can't be any worse then where we WERE headed. Dust is thick behind us, we're not gonna be able to go back, I think. Oh, just ignore that "Bridge Out" sign, it's a lie, it's all a lie. Doesn't matter anyway, if the road ends, it ends. It's how we got there that counts. What do I think is at the end of the road? Hell, I couldn't tell you, but it's here quicker than you think. Oh it doesn't matter which way you go, you'll always get there. Like I said, it's how you get there that counts. Don't worry kid, we're in this together, just relax, hang loose...don't be afraid to let it ride every once in awhile...

Let it ride...