GeoGuessr is a geography game which takes you on a journey around the world and challenges your ability to recognize your surroundings.
Wow. Play this immediately.
I just had an experience where I was on some gorgeous seaside road, and I finally found a small village. I was stumped (no language anywhere) until finally I found a car, and that car had a steering wheel on the right side. So I must be in England!
False. I was in New Zealand. New Zealanders drive on the left side of the road, too.
Things that Quantum Conundrum has in common with Portal
You begin in an empty building with a disembodied voice giving you instructions and making jokes, all the while kind of showing you contempt.
Early puzzles introduce the main mechanic of the game by having a third party operate it on a timer. Then, after a couple puzzles, you finally get to control the mechanic yourself.
You’re putting cubes on floor switches to open doors, and pushing red buttons to make items fall out of machines.
Puzzle conditions reset as soon as you exit a puzzle room.
Lead puzzle designer Kim Swift
I’m about 30 minutes into the game and I like Quantum Conundrum just fine, I think. I went into the game very familiar with Portal, so maybe I’m just getting impatient before the game starts throwing difficult challenges my way.
I’m not sure how these similarities have to do with Kim Swift being involved, and I guess there are really only so many ways to open a door. Floor switch, wall switch, button.
Either way, it’s weird going into a new game and immediately feeling very familiar with what’s about to happen. I look forward to getting really frustrated at a difficult puzzle, only to suddenly get it, then smack my forehead and call myself an idiot for not solving it sooner.
I just noticed that in that last post, I described GTA Vice City in the past tense, and Saints Row 3 and GTA IV in the present tense. That wasn’t a conscious decision at first; I wrote them, then went back and noticed the difference, then kept them the way they were because that’s still what made the most sense.
I think this has a lot to do with whether I expect people to be playing these games anymore. I know that novels are generally described in the present tense, right? They’re narratives to be read whenever, making the present tense appropriate. They’re timeless.
But games often reach a point where they’re just not easy to play anymore. Grand Theft Auto IV and Saints Row 3 are on current-gen consoles, and they run great on a modern PC. In the back of my head, I think I consider them to be more “alive.” You can still play them; those worlds are more “awake.” I expect people to still be experiencing those stories right now.
But GTA: Vice City? It’s a classic - quite possibly my favorite of the PS2 GTAs - and it came out on the PC just like the games I just mentioned, but it’s certainly not something I expect anyone I know to be playing right now. It hasn’t seen a major rerelease, and people generally talk about it when comparing it to modern games. It’s the “old game”, the Empire Strikes Back of GTA games. It’s something to be remembered and celebrated, and it just feels weird to talk about it like it’s still happening.
Just wrapped up a Grand Theft Auto IV mission in which I robbed a bank with a few other people. I feel like I’ve robbed banks in a few games. It’s weird that I have bank heist expectations now, but I guess that’ll happen with experience.
Grand Theft Auto: Vice City had a bank heist. Tommy Vercetti was the most power-hungry of all GTA protagonists, and you spend a few missions assembling your team. There wasn’t too much of a twist. Two members of your team get killed - including your driver - leaving you to drive everyone to freedom. I don’t think I ever finished this mission. I kept thinking I was supposed to hop in a car and drive away from the SWAT team outside the bank. They shot up my car and I’d explode before I could drive away. Then I quit because it took about 10 minutes to get to that one moment where I had 20 seconds to figure out what I was supposed to do. I figured I could get escape the police barricade if my cab could jump. (You unlock jumping cabs after doing a huge amount of cab missions.) I got an hour or two into boring cab labor and then quit the game altogether. I’d already finished the main story and done everything else I’d wanted to, and this last task reduced the game to a dull grind.
Saints Row 3 has a bank heist, too. It’s the tutorial level, actually, and it’s pretty brilliant. Everyone in your group is wearing masks, including yourself, so the game can start with a bang rather than drag you through a character creation process. The twist is that you’re robbing a bank run by a powerful organization you’ve never heard of, and the situation gets over-the-top ridiculous. But it’s a tutorial level, so it never gets stressful; the level just establishes that this Saints Row game is going to be just as bonkers as previous entries in the series.
The bank heist in Grand Theft Auto IV is more business-as-usual than the other two. It’s not the culmination of any particular plot line, and nothing completely unexpected happens. Your team consists of 3 Irish guys, and they bicker until one of them gets shot by a civilian playing the hero. You flee on foot, escaping into the subway and running down the tracks, then finally stealing a car and driving home.
GTA IV’s bank heist does a good job avoiding the usual sequence of you committing a crime, where you do something illegal and then have to drive away from the cops. Running and gunning your way through the streets and then into a subway, then finally driving home is fun and straightforward. It’s also refreshing for your teammates to make all the plans and prove competent in combat. There’s nothing worse than finding yourself in a dangerous situation with idiot partners who can’t shoot and tend to die.
A bank heist mission always seems to say one thing: “Shit’s about to get real.” You know you’re going to have a ton of cops on you by the end, and at least one person on your team is probably going to die. It’s a familiar mission format in the open-world crime genre, and I’m not really sick of them yet.
Is it weird that I don’t really care about what’s at stake, though? What do I really get out of a bank heist? Game money? Saints Row’s bank heist is so early in the game I don’t really have a sense of money yet. I’m not greedy for game money yet. And GTA IV doesn’t really have anything you can spend your money on. Your main character keeps saying he wants money, but why? Why does this asshole keep doing everything for money, when you can’t buy safe houses or own cars or expand an empire? He’s greedy, but you’re not.
GTA Vice City’s bank heist made more sense to me at the time, because that game had safe houses you could purchase for a lot of money. Unfortunately, this bank heist comes at the end of the game, after you’ve finished the main story. (At least, it did for me.) So again, I didn’t really care. Great, more game money. Can’t wait to not spend it.
Anyway, the bank heist is a fun crime game trope, and I like going into those missions anticipating what’s going to go wrong and how I’m going to escape. Here’s hoping future bank heists get me to care about all the stupid money.
I’m finally playing through Grand Theft Auto IV. I got a few hours in on the Xbox, then quit after some difficult mission kept killing me and I had to repeat the same bullshit every time.
But I’ve gotten over that. The PC version’s very pretty, and I’ve made my own radio station by dropping some mp3s into a folder. I can record little video clips very easily. I’m using my Xbox controller and everything’s going smoothly.
I’ve come to accept the game’s weird no-checkpoint policy on missions, and instead I do my best to enjoy driving through the best fake city I’ve ever visited. I’ve taken to buying armor before big missions, and preparing a little more carefully. It was a process that I first experienced in Monster Hunter Tri on the Wii; carefully readying myself before the hunt was part of the experience, and that made the extra prep time required become a little less tedious.
Oh, and when I got back to that mission that was giving me so much trouble, I beat it first try. I’ve realized the game will let you take your time in shooting segments. Someone may appear to be fleeing on foot, but the game will generally let you take your time shooting through dudes. There’s usually health hidden through the level, too. It’s GTA IV’s way of saying “listen, we didn’t use checkpoints, but we did hide health all over the goddamn place, so we’re sorry, and I hope this helps.” And when you actually see the fucking health, it works fine.
Whenever a game has one of those "shoot the guy holding your friend hostage" moments
It’s basically saying “Don’t fuck up this one shot, dummy, or you’ll have to start all over.”
Grand Theft Auto IV just gave me a moment like that. I was rescuing Niko’s cousin Roman from a warehouse full of dudes when it all came down to one shot that’d determine whether I’d finish the mission or angrily repeat the last 20 minutes of the game. I mean, it worked out fine, because I’m awesome, but holy shit, that raised the stakes.
It’s supposed to raise the stakes, right? “It all comes down to this,” is what that situation is saying. And they’re right; I was anxious, and when it was over, I felt good. But I was also really mad. Grand Theft Auto IV doesn’t use checkpoints, so I’d be repeating every-goddamn-thing I’d done before I got to that moment had I messed up.
And let’s say GTA IV did use checkpoints. Then I’d probably just start over to, say, a short time before the hostage moment. Then it wouldn’t really matter. If I shoot the wrong guy, I immediately try again. No more tension, not as much satisfaction when it’s over.
I guess what I’ve learned from this is that if you’re going to have everything come down to one shot, the game should put the odds in my favor but not tell me about it. Let there be some negative consequence to me messing up so I still feel good when it’s over, but don’t tell me the game’s rigged in my favor. Finishing challenges like that always makes me go, “wow, that was fun, but if I’d have screwed up, I’d hate this.”
Hell, maybe that scene was rigged in my favor and this is just something that games have always done, and I’ve just cracked the code without knowing it. And since not knowing is one of my conditions for success, I guess I’ll never find out, because I don’t want to.
Also, what’s up with a warehouse full of dudes being totally cool with me killing all of them? Why don’t people run away after 10 of their friends have been taken down by one guy? After I’d killed about half the dudes, they started taunting me. “This was all a trap! We got you!” I thought that was clever, letting me in on the secret once I was in too deep to get out, but if it was such a goddamn trap all along, why did I just kill over a dozen dudes? Shouldn’t it have been a better trap? Why are you idiots so cocky despite me shooting a bunch of people in the head?
I guess you can’t have half the bad guys fleeing halfway into every encounter. “Welp, he’s going to kill us again. I’m outta here!” That doesn’t work in a game where challenges often lie in killing a large amount of enemies instead of, say, one really tough enemy. It’s like the bad guys have to be cocky despite me having shot 3 of the guys next to them in the fucking face, because this isn’t a totally serious game, and you can’t have every major conflict get cut short with the other side running away in tears.
Welcome to Skyrim. Here's a dude getting his head chopped off.
Skyrim begins with you riding into town as a prisoner sentenced to death. The other prisoners riding in that wagon make small talk, then you all get out, and you create your character during prisoner roll call. Sounds boring, right?
BUT THEN A DUDE’S HEAD GETS CHOPPED OFF. WELCOME TO SKYRIM, MOTHERFUCKER.
It’s a cheap narrative trick, but holy crap does that raise the stakes. Yeah, yeah, you’re a prisoner and your name is whatever and you’re with some other dudes you don’t know and there’s a war or something. BUT THEN ONE DUDE GETS DECAPITATED. WHO’S BORED NOW? Not you, new guy! Shit just got real.
how did you get thonnir to stop fighting you ??? i can't get him to stop. -__________-
You can try running away from him. Enter a new room without him, and when he rejoins you, he may no longer attack you. At least, that’s what I observed when he traveled with me.
That, or you can just kill the vampire and get stupid Thonnir to leave you alone once and for all. I found that I was able to shoot arrows at the master vampire from theupper walkway as he sat at the dinner table. He was too stupid to find me for a while, so I got a few good shots at him before he caught on. Just wandered around his home while arrows hit him in the face and chest.
I think I’m going to start storing all my brooms in Thonnir’s house. I don’t care if he’s just polygons and AI. He deserves to have his house turned into a broom dumpster.
I was forced to drag him along with me after he decided that the two of us were going to kill a master vampire. Thonnir wanted to kill that master vampire because he helped turn most of Thonnir’s village into vampires. Thonnir’s dumb wife got bitten by a vampire then burned down a house and killed another dude’s wife and kid. Then his dumb wife tried to kill me, and since you can’t stop and talk things out with a vampire, I bonked her over the head with my mace and killed her. Then I took all her stuff, ‘cause hey, this dead vampire’s got stuff on her! Thanks for the new robe, ya vampire!
Anyway, Thonnir insisted we travel together, so my normal companion, Lydia, went home to wherever the hell she goes, and I quickly found out that Thonnir is the shittiest companion to ever exist. We went into that master vampire’s lair and I kept getting my ass kicked, and Thonnir could only take a few hits before he got on one knee and started crying like a little baby, so I ran away to try other quests and get stronger.
I figured when I fled the vampire’s lair that Thonnir would just stay outside it and wait for me to come back, right? I could go and get Lydia back, level up, then come back later and kill that vampire with stupid Thonnir. Only he didn’t stay at that lair. Thonnir was my new travel buddy, and there was no way to tell him to go away forever. And it got worse.
Here’s how a normal companion behaves:
Your companion can carry your extra stuff.
You can issue instructions to your companion (e.g. “Wait here,” “Attack that person,” etc.).
You can hurt your companion and they won’t attack you back.
Your companion will only die if you deliver the killing blow.
Your companion will always find you eventually, even if you lose them.
Turns out, Thonnir’s not a full companion. His partnership with you follows a similar format, but he’s more of a throwaway character, so I’m assuming the game developers just didn’t give him the same rules.
Here’s how Thonnir the Stupid Asshole behaved:
Thonnir wouldn’t carry my extra stuff.
Thonnir would start attacking me if I accidentally hit him.
Accidentally attacking Thonnir would also put a bounty on my head, so the next time I went to his hometown, I’d be chased by guards.
Thonnir could never die. If he attacked me and I attacked him until his health hit zero, he’d fall to one knee until his health came back, then he’d start attacking me again.
Once Thonnir decided he wanted to kill me, the only way to get him to stop was to ditch him. He’d come back eventually just like other companions would, and when he returned his aggression would be gone. Maybe it’s because he’d had time to think about how stupid he is.
Thonnir would never go away. I could injure him and leave him for dead, but he’d just come right back.
Over the next few quests, we’d be okay for a while, but then I’d hit an enemy with a fireball and he’d be close enough to take a little splash damage, then suddenly that big doofus would start swinging at me instead of the bad guys and I’d have to take him down. Then I’d move on without him while his health recharged, then a few seconds later he’d come right back and try to kill me. He was the the Robin to my Batman, if Robin was an immortal, aggressive moron with an axe and Batman hated him.
Most NPCs (non-player characters, to those of you non-nerds) tend to say a few pre-set things every once in a while. “How ‘bout this war we’re having?” “I like/dislike my village.” “I am a farmer.” And so on. It’s a way to keep the most minor characters at least somewhat lifelike. It makes sense. If you’re designing an expansive virtual world, you don’t want to fill it with a bunch of mute laborers.
So, being a minor NPC himself, Thonnir had a few canned phrases he’d repeat at random intervals. You know what his favorite topic for idle chitchat was? His dead wife. Specifically, how hard it was going to be to raise his son without her. What a fun guy! We’d be sneaking through a fortress of bandits together, and I’d be watching for enemies or traps when he’d blurt out, “MY WIFE IS DEAD.”
To make matters worse, I killed his wife, which just makes him a passive-aggressive jerk. I get it, dude! You don’t have a wife anymore! Maybe she ran away and became a vampire because you’re whiny and you suck at fighting? You’re the worst.
Eventually we went back to that vampire’s lair and finished the job that bound us. We killed that jerk vampire at his own dinner table, actually. It was awkward. And why’d he have a dinner table? Doesn’t he eat blood to survive? Why’d he have so much cheese? I hope he was actually a vampire and not just a pale guy in a bathrobe.
Anyway, after we killed the master vampire (and/or possible computer programmer) Thonnir thanked me and went home. I reunited with Lydia, my non-shitty companion from before. I haven’t seen Thonnir since, but one time I was in his town for whatever reason and I walked past his house. I was tempted to steal everything he had and then fill his house with brooms and other garbage. He’d just be this stupid video game character with a house filled with brooms, and I’d hate him.
I’ve joined the Thieves Guild in Skyrim. Before I became a full member, a representative told me, “Come see me to get your initiation test. We’re down that dark alley everyone’s always talking about. Good luck finding us." Which is a really shitty thing for your future boss to say. That’s like the manager at some potential new job saying, "You sound like a promising candidate. Let’s sit down for an interview as soon as you’re available. Our company’s in an office building downtown. Fuck off.”
Anyway, I went down this dark alleyway (“The Ratway”) and looked for the Thieves Guild. I found a few thugs down there and they tried to kill me, but I set them on fire and bludgeoned them to death with an enchanted mace. Business as usual, really. But as I picked over their lifeless bodies, I noticed something that actually disturbed me: they had names.
Normally bad guys have generic job titles that give you an idea of how they attack and how dangerous they are. “Master Assassin.” “Bandit Thug.” One guy had some equipment on him that improved his unarmed combat abilities, and he had an actual name. (I forgot what it was, so let’s just call him “Punchin’ Steve.”)
So, maybe Punchin’ Steve was only called Punchin’ Steve because he had special punchin’ equipment on him. Or maybe - and this is what I feared most - he was one of “the gang” and I’d just murdered him. Maybe the Thieves Guild boss put him in that alleyway to prank me on my way to meet everybody, and instead of getting pantsed by Punchin’ Steve when I turned a corner, I got into a real fight with him and beat him to death.
I was afraid I’d walk into the Thieves Guild and all the thieves would say, “Surprise!” and there’d be streamers and someone would be holding a cake and then the boss would say, “Did you meet Punchin’ Steve on your way here? He’s a real cut-up!” And then I’d tell them that I’d just killed Punchin’ Steve and picked his special punchin’ gloves from his corpse, and then Punchin’ Steve’s wife would burst into tears and someone else would throw the cake and all the plastic flatware in the garbage.
"This is the thieves guild, not the murderers guild,” the boss would say as he kicked me out of their special thieves clubhouse forever. “You shouldn’t have killed him,” he’d say, shaking his head. “He had a name, you dick.”
Last night in Skyrim, I’d just gotten done selling some junk to the shopkeeper in Riverwood when a frost dragon attacked. I love the random dragon attacks; I think they promote a general sense of uneasiness in the world while giving you an exciting chance to take home some sweet loot. An otherwise boring day in Skyrim becomes an unscripted, thrilling event
Anyway, this frost dragon swopped in and lands on the roof of a building, and the guards got out their bows and and start yelling about the dragon the way they always do. I shot some fire at it, and eventually it got weak enough to where it landed on the ground and I could club it to death with my mace.
Only, the thing is, the dragon landed in front of the town inn. There were multiple guards nearby, all of whom began attacking the dragon with swords, and I think that’s usually where a chicken and a dog hang out. It was a crowded fight.
The dragon’s health was low, so I went in there with my mace and started swinging it as fast as possible to take out that dragon, but I guess in the big mess of people and animals around the dragon, I killed a townsperson’s cow. Immediately, everyone in town turned on me, and by the time I landed the finishing blow on that dragon seconds later, the guards had stabbed me to death.
Nobody kills a cow in Riverwood, apparently. Not even the guy saving everyone from the big scary dragon. Assholes.
Very early into Skyrim, I found a cabin in the woods. A sweet old woman named Anise greeted me outside the cabin and said how nice it was to have visitors. Also, she was sweeping, which seems like a weird thing to do when your front yard is a forest, but whatever. Sweep the forest, lady. Sure.
So, I went inside her house to see what her deal was. She had some food in barrels, and some clothes in a drawer. I didn’t take anything, partly because I didn’t want to piss her off, and partly because she didn’t have anything worth stealing. I am a very judgmental thief.
But then I found a floor grate next to her bed. A locked floor grate. So, I made sure she couldn’t see me (she was still outside, sweeping god knows what), and I picked that lock and descended into her secret basement.
She had tables for alchemy and enchanting. I’d never seen either before, so that was pretty cool to see for the first time. She also had some alchemy ingredients and a couple skulls, but I told myself those skulls were probably just decorative. It’s your secret basement. May as well put some skulls around, right? Like cool movie posters in your man cave, right? Right?
I was excited to find out she was secretly into magical stuff, though. Maybe she could teach me some things. We could be magic buddies! Just me and this lonely old woman, doing magic in the woods! I thought about what she’d say to me as I came out of her secret basement. I expected maybe some sort of confession, then an offer to teach me.
Instead, she yelled something like, “Now you know my secret! You must die!” and started attacking me with magic. “No!” I thought as I got out my axe and chopped her to death. “It didn’t have to be this way!”
Now I use her vacant cabin for enchanting. Whenever I look at any of her old stuff, I’m prompted to “steal” it (as opposed to blamelessly “taking” it) and I’m reminded of the stupid old witch who’d rather fight me than be my friend.
After much deliberation I finally created my character in Skyrim. He’s a Breton, which basically means he’s a magical human. I found a pretty good pre-made face with a roguish smirk to it, so I went with that. For some reason it was important to convey that my character has a sense of humor even though this game is about killing dragons and not telling hilarious jokes to people.
I didn’t plan on playing a male character. I thought about playing a lady mage, but then I thought about how later on you can marry another character in the game and get bonuses from that, and how I’d eventually want to marry a lady character because I like ladies, and how I’d feel bad if my future video game wife found out I was really a dude pretending to be a lesbian, and how I’d just feel like I was cheapening my video game marriage by lying to a fake woman so I should probably just play a guy. My god, that is the most neurotic sentence I have ever written.
Oh, and I named my dude Gary Burritos. “Gary” because Gary is a fun name for a hero in a fantasy world, and “Burritos” because I really like burritos. This was, of course, after googling “fantasy name generator” and looking at list after list of silly names for 10 minutes before finally exclaiming, “FUCK IT! HE’S GARY BURRITOS. WE’RE DONE HERE.” to no one in particular.
Last night I was playing Beat Hazard in an attempt to unlock achievements for playing Survival Mode and listening to Christmas radio stations. I picked a Christmas Rock station and started my game.
Now, as I’ve mentionedbefore, Beat Hazard is visually noisy. Your own bullets are multicolored and shiny, enemies are numerous, and enemy bullets don’t get the visual priority they deserve. So, it’s easy to die and feel cheated about it. Did I hit an enemy? Was there a bullet I missed? You die, and you don’t always understand why, and that’s infuriating.
So, I found myself swearing. Not loud or anything, just muttering swears under my breath whenever my ship exploded in a mess of bullets and debris. While fun Christmas music piped through my headphones.
This is a steal. I’ve written about Just Cause 2 before, and it’s one of my favorite action games of all time. It’s just a big open world where you can zip around and blow things up. Once I figured out how to get around, the game just sort of clicks for me, and it became one of the funnest games I’ve ever played.
I’m now 31% through Saints Row: The Third. I got to put a few hours into the game last night, and I’m still loving it. Here are some more impressions:
I’m still greedy about upgrades. Every time I have money, I look at all my options and choose carefully. The fact that I’m getting a sum of money every in-game hour helps take the pressure off choosing, though, because I know I’ll eventually just make more money, even if I’m just messing around.
The plot’s moving faster than I expected. I guess I planned on playing the main missions forever, but no, a couple of major bad guys have already died, and each story mission seems like a significant step toward an eventual conclusion. I s’pose this means that I should spend more time with side missions to stretch out my time with the game.
I love that you start missions from your phone (i.e. the pause screen). So many missions in open world games have you driving to someone’s house to start a mission, and then the first damn thing you do is drive someplace else. When you start the mission on your phone, you only have to drive to where the action is. There’s less narrative fluff and less monotonous driving, and I think the game’s much better for it.
The soundtrack’s got a few surprises in it. I’ve heard a few tracks I’ve really enjoyed. “Animal" by Miike Snow, "Neckbrace" by Ratatat. The theme songs from Aqua Teen Hunger Force and The Venture Brothers(!?). Several hours in and I’m still digging it.
It looks like every time you wrap up a major story arc, you’ll have to make a one-time, irreversible decision, with the in-game benefits spelled out underneath, e.g. “Save thing (+10% Respect bonus) or Kill thing (+10% money bonus).” I found myself choosing based more on the in-game benefit, but for future choices I may choose because of the story. The main villain right now is turning out to be a real dick, and perks be damned, I may want to see him get his comeuppance when the time comes.
I downloaded Saints Row: The Third on Steam last night. I’m about 90 minutes in. Here are my impressions:
The opening mission was clever. It was a bank heist, but it functioned as a tutorial. There were a few “whoa” moments, like when you’re hanging onto a bank vault suspended in the air by a helicopter, and the vault crashes into the side of a building and it caves. It felt exciting, even if it was really just a tutorial.
You, the main character, are in your heist costume for that first mission. After that mission’s finished, your character takes the costume off, and that’s when you play with the character creation tool. This is great, because creating a character can be a slow process, and this way you could just jump into the game.
I love exploring the city. Hopping through a windshield to hijack a car is ridiculous but satisfying. The cars handle well, too.
The upgrade system seems great. I’m actually excited to earn money and upgrade my weapons, gang members, health, and cars. This is the first time I can remember actually caring about money in an open-world game. And this time around, leveling up your Respect rating leads to more upgrades, too, and I think that’s great.
Special enemies are fun but may get annoying. The Tron-themed gang members have a lady who zips around and shoots you. When she does, she drops a huge hammer that destroys everything in a small radius. They did a good job offsetting the annoyance of a difficult enemy by making her drop a fun weapon I can’t just buy at the store.
Exploring a new in-game city is always pretty exciting, and this time is no exception. I go into each new area giddy with the possibility of finding a new stronghold, hidden item, shop, or mission.
The PC version of Saints Row 3 looks great. I had 3 crashes last night, which is a little disappointing, but the game’s constant auto-saving meant I only lost my current location; everything else (money, respect, weapons) was saved. So, that’s a bug they may fix later, but I’m enjoying the game so much right now I’m only mildly annoyed.