Tag: egx

EGX 2021 – You Absolute spanner:

As an introvert who lives alone, is not in a committed relationship, works a programming job and whose hobbies are mostly online or solitary, I do not get out much. Sure, I will go for a walk on days that I need to clear my head. When I need something from town, I will grab my keys and head out the door with relative ease. This solitary nature has led to a running joke in my family about my tendency to melt if I step into the sunlight, or how the fresh air is actually poison to my lungs. However, there are always events that I push through the social anxiety to go to – EGX being one of them.

We have talked about the gaming convention EGX and its smaller counterpart EGX Rezzed on the site before. It was after Rezzed 2019 that Mind Games came into existence. Through the gaming community and the various fandoms that I have been a part of all these years, conventions like EGX have given me an opportunity to meet people who’ve I have only heard through voice chat and to experience the joys of gaming with those I care about, rather than by myself in a university dorm late at night. Despite a global pandemic and lockdown, last year I still got to take part in EGX – through EGX Digital and the brilliant panelists who joined me to talk about mental health representation in gaming.

Considering the pandemic is not yet over (because diseases do not go away overnight, what a surprise), I was unsure of whether this year’s in-person convention would even happen. Originally, I decided not to go, not wanting to spend money on hotels and travel when I am in the middle of sorting a new place to live. However, I struggled massively with FOMO (Fear of Missing Out), especially as I realised just how many of my friends were going to make an appearance. As the closing date for press applications grew nearer, I decided to take a chance. I applied, allowing the acceptance or denial of my application to make the choice for me. Then I got one.

I was immensely surprised. I am well aware of the chaotic period of infrequent content that Mind Games has gone through over the last eighteen months. Between a pandemic, a dissertation, a new job, housing issues, mental health declines and the chaos of adopting two cats – I have not been able to focus on the site as much as I have wanted to. Apart from my Dungeons and Dragons campaign, there have not been frequent posts on the site. Yet, I still received a press pass.

So, on the 7th of October 2021, I stood outside the Excel center once more, ready to face four days of games, socialization, crowds, and joyful chaos. I never regret going to these conventions, they are some of my fondest memories and forge bonds that will linger long after the words on this post have filtered through your mind. The last EGX I went to, I was accompanied by my good friend Rob (RupertLitterBin/RupertRamblings) who brought my coffee/breakfast with him. Thank God for that, I would have died otherwise. In 2021, I decided to take advantage of my paying job and get a hotel so I would not have to commute three hours each way just to attend the convention.

During the previous EGX, I had the pleasure of meeting and chatting with my now good friend Matt – @TheMattAttackUK, who runs multiple podcasts over on Visionaries Global Media (a podcasting network). A few months later, he approached me to ask about whether I would take part in a Dungeons and Dragons campaign he was running. I agreed and well, now I am part of the Dungeons and Junkiez crew, who play every Tuesday night. It is definitely one of the best things in my life at the moment. Through Matt, I met Kerry, Alex, and Chad – who have all become good friends. Honestly, I have missed having a group that I see regularly and spend time with. Years at a boarding school and three years of university featuring lots of theatre productions, means that I have grown accustomed to having those periods of socialization, I did not realise that I needed it until it was absent from my life.

Although Chad could not be there (something about an ocean being between the USA and the UK), to see the rest of the group in person and to spend time with them in three dimensions, was invigorating. Big social events are extremely draining to my mental health, but to be honest, I needed this. COVID-19 has drastically changed the last 18 months of our lives and for some people, such as me, this pandemic has clashed with milestones in our lives – tainting those memories. I have not had a formal graduation ceremony or gone out for drinks/coffee with my new work colleagues. So, to see people outside of my immediate family, my housemate and a few select friends, has brought a great deal of relief.

As terrified as I am, and always will be, of these big events, there is a sense of normality to them that I dearly miss. Having a few days to wander around a convention center, sharing inside jokes, trying new games, and making new memories, it brings a human connection that I think we all have been deprived of for a while now.

Now, given that we are still in the midst of a pandemic, there were concerns that EGX would struggle to provide a safe event. Others, especially those online, complained that the convention was not good enough as it lacked representation from the AAA game companies – giving more of a focus to the tabletop and indie communities. Personally, I prefer the smaller, indie developer focused event that is Rezzed, but I can understand where people are coming from. However, walking around in my facemask, watching developers wipe down controllers and surfaces between play testers, handing over my proof of vaccination to the venue security team, I could tell that they were doing all they could. Part of my fear of attending EGX was whether I would inadvertently pass my germs onto someone who is less able at fighting them off.

Part of the writer’s block that I have been experiencing since lockdown began, has been due to lack of enthusiasm for games. Since I have not been going round to friend’s houses after lectures to play Uncharted or forwarding upcoming release trailers to those that I know would love it, a lot of my passion for writing articles has fizzled away. Not because I do not enjoy the games or that I do not want to write about them. It is more that I have lost that sense of community, that joint excitement for new experiences. I can say with confidence that EGX has brought that back. Walking around the retro zone, being terrible at rhythm games, conquering most of Russia in a board game, chatting to developers about their inspirations, it has brought it all back to me. I play games on my own but the communities and excitement surrounding them are what makes it all worth it for me.

So, what can you conclude from this rambling mess of an article that has no real structure to it? Well, I have my love of writing back again. Even if it is only here for a few weeks, I am going to try and take advantage of it and start producing content for you all again. To wet your beaks a bit, here is a list of things that are coming your way:

  • A Juggler’s Tale – A game about puppets. Yes. Puppets.
  • More D&D – Woo the D&D train never ends, even more for my players to suffer
  • A big rebrand of the site, including the launch of my tabletop games as an actual entity – Blades In The Dark, D&D 5e and hopefully a lot, lot more!
  • More articles about board games!
  • More bits about mental health/conditions that impact people in the community
  • Requests?

It’s good to be back. I would love to hear from you all again, so send me your suggestions, feedback and ideas! Heck, even just how you’ve been doing these past few months 🙂

Take care,

CaitlinRC

Speed Limit V2 – High Speed Boogaloo:

Back when we were not in the grips of a global pandemic, which honestly feels like a decade ago – I went to EGX in London. Thankfully, I was lucky enough to receive a press pass and I got the chance to talk to some awesome developers about their games. My longest interview with developers were with the crew from Gamechuck, which lasted over an hour! We ended up talking about the various projects they were working on, the origins of those ideas, future plans and what they wanted to get across to their players in the long-term. We have stayed in contact since then and the crew has been great at keeping me aware of their upcoming releases and demos, which we have covered before on the site.

If you cast your mind back to early March of 2020, you will remember that I released an article about Speed Limit – the high-paced arcade inspired game that reminds us what travelling on the Tube could be like if acted upon the internal rage we all feel at people’s behavior on public transport. Well, this week the full game is being released across all platforms and I was lucky enough to receive a review code for this awesome game! Honestly, I was made so happy that I was offered a review code, first time in the history of Mind Games that I have been offered one rather than applying through a system. It is the little things that make us smile.

Two totally not shifty people sat on a train.

Of course, a lot has changed since the demo of the game was released last year but feel free to go read my piece on that and come back to this when you are done. Totally not trying to encourage people to read more of my articles. Wink wink, nudge nudge, guilt guilt. Anyways, lets talk about Speed Limit and my time with the game, as well as some interesting things that I highly encourage you to check out for yourself.

The core gameplay of Speed Limit can be summed up with one sentence – keep pushing on, regardless of what is close behind you. Regardless of agents with grenades, bikers with a death wish, aggressive jets or the various railway signs waiting to decapitate you, your goal is simply to keep moving. Your main weapon is your trusty pistol, which has infinite ammo (thank god) and can take down your standard enemies in one shot, like a gun would actually do in the real world, come at me video games. And no, you cannot just stand there and shoot the conga line of death following you along the train until they are all dead, trust me, I tried. They are infinite. They are inevitable. You stay in one place for too long, you are dead.

…remember to duck

Where Speed Limit really shines is in its timing. Every time you die, you learn more about the level that you are playing. You discover the number of guards in a train carriage, the location of barriers that you could crash into on the road, the movement pattern of enemy helicopters. The more you play Speed Limit, the calmer you are. It is an intriguing experience to say the least, especially since during my first playthrough, I panicked and screamed a lot as I sprinted down the train carriage, with like twenty knife wielding men chasing me. Now, when I play that level, I move almost rhythmically, dodging and weaving like I am Neo from the Matrix.

GET AWAY FROM ME

Gamechuck have taken all the good points from the arcade games of old, such as a kickass soundtrack and unique mechanics that do not get overused to the point where they are not fun anymore, and turned it into a high-paced, action packed romp through childhood nostalgia but without the dodgy control schemes and constant drainage of our loose change. Even the transitions between levels feel smooth and badass, as you ramp your motorbike into a helicopter or hurl yourself from the roof of a moving train into a passing car. Honestly, I felt cool and I am sat writing this article in a hoodie with my weekly dungeons and dragons’ session in about an hour.

VROOM VROOM NERDS

The more runs of Speed Limit that you play, the more detail you notice. Suddenly you think to yourself, why is that helicopter crashed over there? Why is there a hole in the roof of this train? Why are all these government people trying to kill me? Why do they have throwing knives? Why are the battleships on some mundane river near the city? Who was that person at the beginning? Now, I am not going to spoil it for you. I feel that it is something that you need to witness yourself, after all, it took me by surprise. There are not many games that I can outright say that you should play instead of watching footage, but Speed Limit feels like one of them. From time trials to achievements, there is so much to this little indie game that there is no way that I could get through it all in an article. Plus, there is an achievement for ruining the paint job on an enemy’s vehicle in a particular stage and that genuinely made me laugh when I received it.

Look at that sunset water. So pretty. Goddamit.

You have boss fights, kickass music, cool level transitions, intriguing story clues, unique level mechanics and a beautiful art style inspired by the arcade games that a lot of us grew up with. What more could you want?

I want to say a massive, massive thank you to the whole crew at Gamechuck for being so awesome throughout all our conversations and interactions, as well as sorting out a switch review code for me amidst the chaos of the world. They are an amazing indie company that deserve all the love they can get, and I guarantee they are worth every penny you might spend on their games.

Have a good week all,

CaitlinRC.

Röki – Walking In A Winter Wonderland (With a troll):

Back in October, which seems like it happened a decade ago, I was at EGX in London. After being lucky enough to get a Press Pass for the event, I spent quite a few hours scrolling through my emails, searching for games that I found interesting or ones that I thought deserved a little more love in the indie section. One such game was Röki, an adventure game that follows a young girl named Tove, who is trying to rescue her brother from the claws of the monster that kidnapped him.

In the short demo that I got to play, I was immediately immersed in a fairy-tale world. So, when the full version of the game was released on Steam a few days ago, I immediately threw myself into it. Over the course of a weekend, I completed each chapter of the story, trying my hardest to appreciate and discover every corner of my surroundings. Though I will say that spider is horrifying, I nearly threw my laptop across the room when I first saw it and the NOISES IT MADE WERE TERRIFYING OK.

Look at these gorgeous woods, it reminds me of the woods near where I was born.

Point and click adventures tend to be an experience of trial and error. For games with less well-thought out puzzles, it becomes a rage game, where you try combining anything and everything in a desperate attempt to progress the story. Röki, thankfully, has managed to avoid the puzzle pitfall. The puzzles were instinctive, cleverly interwoven into your interactions with the world. It didn’t feel like the plot was being held hostage until you finished collecting several shiny stones; it instead feels like a genuine obstacle standing between Tove and her brother.

From a technical standpoint, Röki is a masterpiece. Upon opening the game, you are greeted with sweeping vistas of a snowy mountain range. The forest stands out on the snowy background, managing to seem inviting and ominous at the same time. You’re greeted with icy lakes, towering trees, and crumbling castles – the likes of which we associate to the stories that we read to our kids at bedtime. These gorgeous landscapes are enhanced by the lighting engine that Röki implements. When you’re working with the sheer white snow of a mountain landscape like that of Tove’s home, it can be hard to make each explorable area unique enough to interest the player. In fact, arctic explorers must contend with a type of mirage, in which the snow makes it look like there is land on the horizon.

A lovely idyllic house, perfect for a fairy tale to take a dark turn.

Every aspect of Röki has an incredible amount of thought put into it, from the character designs, to the ambient sounds of the forest that you are exploring. The world of Röki is a living, breathing organism that deserves your utmost respect and from my time with the game, I am more than willing to give it that. Footprints will trail behind you in the snow, the wind blows through the trees, ravens will spook if you get too close. The birds sing and the trolls grumble as you walk past. It feels alive and bustling, yet you feel alone. Tove is on her own, in a world that she has only experienced in bed-time stories. Whenever I closed my eyes in Röki, every sound cue and background noise painted an elaborate picture of the world around Tove, a beautiful canvas forged through song.

Although beautiful, Röki is a remarkably dark game when you start to look below the surface. Littered across the forest are trolls that have been petrified by the sun, left frozen and alone until the end of time. A nearby church is filled with gravestones, that on closer inspection are those of children, taken at a young age and never recovered. A tortured soul who drowned in a lake now dwells there, dragging unfortunate souls to meet the same fate. Tove’s journey is not an easy one, it is more than a simple adventure to rescue her brother. It is about forgiveness, empathy, and hope where sometimes we find none.

LOOK AT THOSE MOUNTAINS AND FORESTS. SERIOUSLY. ITS SO PRETTY. SO SO PRETTY.

Personally, the plot hit close to home. It is a layered tale of loss and redemption, told through the eyes of a young girl who has been forced to grow up too quickly. Through exploring a magical forest, filled with whacky and wonderful creatures (plus a few of the more… deadly variety), you begin to uncover the story of a family in distress, whose dispute has had serious ramifications for the forest’s ecosystem and wellbeing. In her quest to rescue her brother and reunite with her father, Tove manages to piece back together the broken shards of a family of powerful beings – the Guardians of the forest.

If you don’t want any spoilers from the main story, then I’d recommend stepping away from this article now, purchasing the game on Steam, playing it through, eating a large amount of chocolate to recover emotionally and then come back to continue reading! I’m going to talk about a big spoiler from later in the game, because I feel it’s well worth talking about.

God I love mythology. And their gods. Ehehe.

So, SPOILERS AHEAD:

At the start of the game, your brother Lars, is taken by a monster through magic portal. Your father was last seen under a pile of rubble and wooden beams, begging you to take your brother and run.  Although not explicitly stated at the start of the game, its clear that Tove’s mother has died – as well as that the loss is recent. Since the loss of her mother, Tove has had to take on the role of caregiver in her household. From caring for her little brother, to stoking the fire, to cooking for the family, this little girl can do it all. Yet, she shouldn’t have to. Her father is deep in grief over the loss of his beloved wife, leaving Tove alone in her own grief and pain.

As the game progresses, you are tasked with waking the three guardians of the forest – the wolf, the stag, and the bear. You learn that there was a fourth guardian, the raven, but she was outcast into another dimension with her son, a result of her falling in love with a human. Each of the guardians were responsible for a season in the year, as well as working with one another to keep the forest in balance. When the family fell apart, so did the forest they protected. Now the raven, seeks her revenge.

Get thee back satan, THIS IS MY BEDROOM. MINE.

With each of the guardians you wake, Tove is forced to walk through memories that she tried so hard to suppress. These memories are about her mother – key days that they spent together and the days that followed her loss. Facing the past, is an incredibly difficult thing to do. Whenever I think back on the people that I’ve lost, the memories that I’ve desperately tried to forget, it brings a tightness to my chest and a pain to my heart that is hard to describe. So, for Tove to face those memories, to battle through them, all to save her little brother from a mythical creature that is most definitely beyond her abilities to win a fight against, is incredible.

This becomes prominent in the climax of the game, where Tove faces off against the creature that took her brother. It turns out that Röki is the son of the raven guardian, who is desperate to have her son accepted by the world that cast them out. She is merely a mother that wants her son to have a normal life, though she really needs to work on her methods because child sacrifice through dark magic is not the best approach. In our eyes, she is the villain of this piece but from where she stands, she’s doing what she must. To her, a random human child’s life is nothing in comparison to the happiness of her own offspring.

Aw sweetheart. Back when you thought it would all be ok.

It is in the finale that one of the most emotional sequences in gaming makes its appearance. I’ve spoken before about games like What Remains of Edith Finch and Drawn to Life, with their powerful plots. However, Röki rockets to the top of that list in my minds eye, because it feels so heartfully genuine and real, that it is remarkably similar to some of the nightmares that I have had due to my ongoing battle with PTS. Tove is forced to relive the day of her mother’s death, which depressingly, is also her baby brother’s birthday. You sprint around a forest, desperately trying to track down the ringing phone that could bring medical help to save your mother. Yet every time that you have it in your grasp, you are teleported back to your parents’ side who beg you to do something, that only you can save her. It’s a harrowing but powerful moment.

Anyways, this review has gone on much longer than normal. If you haven’t played Röki, please do check it out, the folks at Polygon Treehouse are talented and extremely lovely. Have a good week everyone, remember to wash your hands and wear a mask. Remember to follow the site, follow my twitter @OurMindGames and like/comment!

CaitlinRC.

Speed Limit – The Underground Just Got Interesting:

If you’ve been following my site for a while, you’ll have noticed the frequent mention of a company called Gamechuck. I had the chance to meet a few of their team at EGX in October and have been consistently impressed with the high-quality games and hardware that they produce on a regular basis. We’ve talked about some of their older works such as Vape Escape before and recently I got to look at a preview of their newest creation – Trip the Ark Fantastic.

I’m always excited to see something new from the Gamechuck crew, so when I spotted an email in my inbox last week from them, I was excited. Their letter of love to the era of arcade games, called Speed Limit, released its trailer and demo as of today! (March 12th). It’s a high-paced, run-and-gun, action filled arcade game demo, available on Steam for you all to enjoy – click here for that – https://store.steampowered.com/app/1058280/Speed_Limit/

Watch the trailer here!

I got a little sneak view at Speed Limit when at EGX. I was terrible at it, but I enjoyed it immensely. For those of you who have no idea what I’m talking about, let me explain:

A daily train commute gone wrong: Speed Limit is a one take, non-stop arcade experience that never slows down. An old-school shooter boiled down to its core elements: Hard. Fast. Addictive.”

Have you ever been on the London Underground and been ambushed by dozens of soldiers dressed in full SWAT gear? Me neither. Though I probably wouldn’t be that surprised if it did happen. The Tube is known for it’s weird and whacky events after all – such as a goth and his surfboard, a satanic doll and people bringing various …adult art pieces onto the train. Seriously, I don’t know what it is about public transportation that inspires commuters to try weird and whacky things. Then again, the Internet wouldn’t be the same without it.

Check out the making of video here!

Simplistic, fast-paced and addictive gameplay is what makes Speed Limit so intriguing to me. You will die, a lot. Not as often as Dark Souls or Cuphead but Speed Limit is very much trial and error experience. You’ll become a professional in the first few sections of a level, charging through train carriages, shooting bad guys and dodging bullets like you’re in the matrix, then suddenly faceplanting off the roof and being crushed the wheels of the train. You know, just normal things.

Speed Limit isn’t about learning a mechanic and just charging through every level as quickly as possible. It’s about adapting to what is front of you. As soon as you get used to one level style, it’ll throw you into another – forcing you to start that learning curve all over again. It takes everything that was brilliant about arcade games and adds that modern zeal to it.

James Bond eat your heart out.

Every frame is hand-drawn by the phenomenally talented artists at Gamechuck, with such detail that it boggles the mind. The one thing that it doesn’t take from the arcade era, is the tendency to steal all your money. If you die, you start the level over from the last checkpoint. You don’t have to put in additional coins or run to find more tokens before the timer ticks down and you lose all your progress.

I’m not going to reveal too much about the game itself as I believe that it is well-worth playing yourself, even if just for the banging soundtrack. It’s a hard balance to nail – creating a soundtrack that doesn’t frustrate you after listening to it on loop for ten minutes. They’re talented folks, what can I say.

Subtle agent reading newspaper is subtle.

If you’re curious about how Speed Limit was created, the Gamechuck crew are releasing a three-part documentary series talking about the whole process, so it’s worth looking at! Especially if you’re interested in game design.

Anyways, apologies for the shorter piece this week – partly not wanting to spoil the demo experience for anyone and partly because I’m running a production this week, so I’m sat writing this whilst waiting for some set pieces to dry!

Till next time,

CaitlinRC

EGX 2019 – Too many games, too little time

If anyone had told me six months ago, when I published my first article on the site, that I’d be attending EGX in London with a press pass – I’d probably have fallen over in a weird combination of anxiety and disbelief. Throughout our lives, we have always had it hammered into our heads that we are representatives of our schools, of our clubs, of our generation. If we misbehave or act out, it is deemed a black mark against that group, rather than just against the offender. So, stepping into a 4-day gaming convention, with my silver wristband and my notebook, was a tad terrifying. At that moment, I wasn’t just Caitlin who loves to play video games – I was Caitlin, owner of Mind Games. My site, my articles, my online presence and those who support me, all would be judged as a result of my actions. No pressure.

For those roughly curious about how the whole process of a “press pass” works, I’ll give a quick rundown. You fill out a simple form, explaining what site/organisation you represent, what your focus is and why you’d like to talk to the developers at EGX, as well as any potentially statistics or figures that you feel might benefit your application. I was lucky enough to receive a press pass, which is essentially a “super-pass” – giving access to all four days of the convention and the chance to organise meetings with various developers to talk about their games! The pass itself is given as a free ticket, which as a student I was incredibly grateful for!

Dramatic silver press pass is dramatic

Up until last week, the biggest convention I had been to on my own, was Rezzed, the sister convention of EGX, held in the Tobacco Dock. This smaller location worked well for me, reducing my feelings of anxiety caused by large groups of strangers. If needed, the exit was relatively easy to find, and some areas were a lot quieter than others. I have nothing but fond memories of Rezzed and if my studies allow it, I’ll be there in March. EGX, however, is held in the ExCel Centre. It’s so much bigger, with over 80,000 attendees at the convention each year, more than 250 games available to try out and countless exhibitors eager to show off their work.

For someone with mental health issues, a convention can be our worst nightmare. No matter how much preparation you do, it can’t truly prepare you for the chaotic environment of a convention hall, filled with thousands of excited game fans all chatting about different things. As someone who gets easily overwhelmed, it’s the main part of the experience that I dread. Especially on the busier days, you can go from enjoying yourself immensely, to trying desperately to find somewhere quiet enough that you can calm yourself down in peace. It’s kind of eerie really, feeling so isolated and overwhelmed, whilst being surrounded by thousands of likeminded people.

PRESS TO HONK!

Thankfully, conventions have cottoned on to this and have begun to provide quiet zones, safe spaces and accessibility options so that everyone can enjoy themselves, not just the most outgoing individuals. This is key, especially in industries like gaming, where a lot of individuals use the media as a form of escapism. Playing games is a coping mechanism for many, so tainting that experience for someone with a bad day at a convention, is something that all convention runners should avoid like the plague. A good example of this is the charity CheckPoint, who provide mental health resources for gamers and quiet zones at conventions, where you can go to decompress, calm yourself down and chat to someone if you wish to.

I don’t think there is anything that can truly prepare you for a convention. It’s a completely unique atmosphere, that you don’t find anywhere else. Heck, the atmosphere changes from year to year! Part of that, I believe, is due to the ever-changing nature of the gaming industry. As much as there are the few specific gaming companies that seem to have existed to the dawn of time and will outlast us all, these events are about trying new things. Be that a new piece of hardware, a new instalment in a long-running series or dipping your toe into a genre that you’ve never tried before, there is something for everyone. For example, I spent most of my time flitting between the indie games section and the board games area, as those were the two main bits that I cared about – both as a gamer and for any press meetings I had. Meanwhile a couple of my friends, made a beeline for the Doom Eternal area, as they were very keen to punch some demons in the face.

Convention too busy? Play some board games 😀

The highlight of the convention for me, was getting to chat to the developers of the games that were available to play. I think something that a lot of us forget, is that there are so many talented and unique individuals behind the games we take such joy in. Each of these creators has walked their own path in life to get to that moment, faced their demons and tackled events that none of us will really understand. They pour all those experiences into their creations, so being able to talk to them in depth about their work and their lives, gives you just an inkling of their potential as creators in the gaming industry.

Although I’ll go into more detail about the conversations I had whilst at EGX in other articles, I wanted to say something that floored me. Every person I spoke to, whether they had their own mental health issues or not, completely agreed that video games and mental health had a strong link. From escapism, to tackling delicate issues with care, each member of a development team has a duty to ensure that their game will make a positive impact on their audience members. From accessibility options for the colour blind, to telling a story about loss through symbolism, each decision made in the process of designing a game is key. It’s about building a community with your players.

This was too comfy a spot not to take a photo in – at the PHOGS stand 🙂

This idea of community also extends to the convention, since these events can be a massive boost to those looking for likeminded people to talk about their love of gaming with. I speak from experience, that conventions are a massive opportunity to meet those online friends that you’ve been chatting with for months and just mess around together as if you’ve known one another for years. From someone killing your character in space by stealing their oxygen, to working together to combat a horde of monsters, these events foster a sense of companionship and loyalty to one another, even if you’ve only been talking to someone for a few minutes.

If you can afford to go to these kinds of events, do it. Don’t let fear or anxiety stop you because the friends you make, the experiences you will have and the joyful memories will stay with you forever, whilst those negative thoughts will be gone before you know it. Some of my best memories of the last decade are from conventions and the amazing friends that I have made through the gaming community. We all deserve happiness and who knows, maybe through a convention like EGX, you’ll find yours.

Till next time,

CaitlinRC.