Utö / Park Victory – Wrecks, Fortifications and Toads

August 24, 2009 · Posted in Diving, Geocaching, Urban Exploration · 2 Comments 

Last weekend I and a number of people from our diving club went for a two day trip to Utö to check out the Park Victory shipwreck. Utö is the southernmost inhabited island in Finland, it has some military presence and a population of 50 or so. The island has been inhabited from the 16th century and in addition to a lighthouse, a radar station and a military watchtower there are some old fortifications in the southern tip of the place.

(The Full Flickr Photoset)

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The main event of the trip was to go diving on Park Victory, a massive steam ship that sank in 1947. It’s the largest wreck in the Finnish national waters and a popular, although challenging dive location weatherwise. Additional challenge is provided by the fact that the ship is in military waters, so you need a permission for every person who dives there.

The history of the Park Victory’s sinking is quite a melancholy one. On the Christmas Eve of 1947 the 9000 ton ship was approaching Finland in a severe snowstorm. The ship’s crew had skipped the Christmas party, because the captain Zepp had arranged a money collection amongst the crew, and the money was to be used to buy socks filled with candy for twenty Finnish children (this was after the war and times were very lean). The children and their parents were expected to board the ship when it docked and join the crew for a Christmas dinner.

The winds were high, so the ship docked to wait for the weather to calm down. The anchors didn’t hold, and quarter to one in the night the ship drifted to underwater rocks. The crew managed to free it using the ship’s engines, but it drifted back on the rocks at 2:15 and got caught on the midship. The structure didn’t hold, so the ship broke in half and sank in twenty minutes. The rescue ships got on location in the morning, when out of the 48 crew members 10 had died.

For more information in Finnish, check out Hylyt.net.

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As it happened, on Saturday the wind was too high to even think of diving. The waves were over two meters high and the wind was calming down, but not fast enough. I hadn’t been feeling that well during the morning and the day, so I went to sleep off the achy feelings. After we met at the boat in the late afternoon to decide that an evening dive was out of the question too, I went to explore the island.

All in all Utö is ridiculously idyllic. There are small red and white houses, boathouses all along the waterline, an old lighthouse and so on. In addition to that you have a couple of military structures, which break up the idyll a bit.

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I had a fun afternoon jumping from boulder to boulder and photographing stuff. Of course my camera battery started running out right when I found the abandoned fortifications on the southern end of the island, and I didn’t have my flashlight with me. After a dinner and a sauna I simply had to go back properly equipped.

Yes. A stormy dark night on an island with an history of shipwrecks and drowned people, me alone exploring abandoned fortifications with the sea pounding the rocky shore nearby. No, I have never seen a horror movie, why?

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On the next morning we got up before six and by the time the sun was rising, we were already on top of Park Victory wreck. The waves were still quite high and the only sensible way to get to the buyoy and the rope leading down to the wreck was to pull ourselves there with an another rope – swimming was too difficult. I almost fucked up and forgot to set my dive computer for nitrox (again). Luckily I caught the error when me and my two dive buddies were only five meters deep, so I could come back up to fix the situation. Unfortunately trying to set the computer with the waves rolling over me and my brain still foggy from too little sleep was too difficult, so I had to drag myself to the stern of the ship and back again, before diving down. How’s that for a morning exercise.

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We did three dives around the wreck that day and it was worth every dime. The visibility was 10-15 meters, which was excellent because the sheer size of the ship is one of the attractions of the place. Lying on the sea floor, looking up at the bow of the ship you could only imagine the racket it made when it slid down the rock wall. You can still see the gouges it made.

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All in all, an excellent weekend. There was good food, sea air, sauna, geocaching, light urban exploration and obviously diving. Right now that makes up at least 3/4 of my favourite activities in one weekend, so not bad at all!

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(The Full Flickr Photoset)

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Geonewts, Particle Accelerators and Boat Squats

August 16, 2009 · Posted in Geocaching · Comment 

Last week I spent two more or less beautiful summer evenings looking for geocaches and just enjoying cycling around the Helsinki area. It was nice to notice the five hours straight cycling on both streets and off road, climbing trees and clambering up cliffsides didn’t make me terribly tired in the end. Apparently the plan of “exercise by accident by diving and caching” is starting to work.

I took a bunch of photos, which can be found in my Flickr gallery, but here’s a couple of examples.
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On the first day I went looking for a geocache next to a particle accelerator lab in a thunderstorm. Yeah, no superpowers and not even a small tear in the fabric of time and space – what a disappointment. My plan of getting superpowers by hanging around particle accelerator seems not to work. This is the second time I tried something like this. The first time was me getting a splinter of wood in my finger in the radioactive material storage room of another particle accelerator.

The photos is taken with iPhone camera, which tries to process the photos somehow on the fly. If you move the camera while taking the pics, funky results ensue. When I SMS’d my pals about what I was doing Ville asked me for photos of the last moments in this reality. This is what he got.

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Didn’t find the cache. Found a newt instead.

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The next day, which was sunny. The Kulosaari church area is ridiculously beautiful, especially on a clear weather like that.

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The weird houseboat I found last year.

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A detail on the wharf.

(The full Flickr photoset)

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How to Irritate an Adventure Game Fan – Case: Secret Files: Tunguska

August 11, 2009 · Posted in Gaming · Comment 

For the last couple of years one of my top choices of entertainment for my lunch hours have been point and click adventures for DS. My stash was running low and recently I asked for recommendations, but after receiving zero (0) hints I just picked up a batch of games pretty much at random, after a peek at their reviews. Now I’ve finished the first of that batch, Secret Files: Tunguska.

The first four fifts of the game was pretty enjoyable, but the last fifth and the ending left me feeling god damn violated. Why? Well, this has to do with a few pet peeves I have with adventure games in general nowadays (spoilers ahead):

1) If you have to make the puzzles ridiculously convoluted, at least give the player a clear goal why he should do all that illogical shit. If you really, positively HAVE to make a puzzle where the character has to thaw a hole in the ice using some salt (which is from a freight elevator that was brought down with a wad of linen soaked in whale oil) and then use a zippo as a bait for a fishing pole, so you can catch a fish and give it to the penguin and get the alien artifact it’s hatching, give the player some goddamn clear goal why he has to jump through all these hoops (oh, the alien artifact can somehow be used to repair the heating and water system of the base if you happen to try it – how utterly logical!). Better yet, make puzzles that make some goddamn sense and fit the storyline. Surreal and convoluted shit: ok for Sam & Max and Wallace & Gromit, not so much for a game with a halfway serious plotline.

2) Rein in the humor. Are you making a comedy? No? A conspiracy thriller, you say? Then can the fucking bad wit on every goddamn line of internal dialogue the character has. Especially can the fucking toilet humour in game where the plot is trying to be even a bit dark and atmospheric.

3) Enough with the tacked on romances. It’s surprising, but there isn’t an actual law that says the sassy female protagonist (with a ponytail) has to fall in love with the slightly nerdy but outgoing male character, out of the blue.

For anyone agrees with the previous three points, Secret Files: Tunguska is a bit of a painful experience. It starts pretty all right, though, and most of the truly horrendous crap is in the end of the game. Tunguska has the most convoluted and illogical puzzles I’ve ever seen in an adventure game, which is saying a lot.

For the most part there is a kind of a weird point to what you are doing. Maybe I’m weird, but if I’m facing a problem where I’ll have to eavesdrop on someone, taping a cell phone on to his cat feels like an option that’s worth trying. The further the plot advances, the less clear the goals seem to get, until at the Antarctic base everything goes out of the window. At that point I gave up on even trying to figure out what to do and just started clicking every item on every hot spot, until something happened. Yay. Fucking fun.

This takes us to the humor. The attempted wit of the main characters’ dialogues was hit and miss (mostly a pretty harmless miss) but the ending of the game was a real farce. I mean, what the hell – did the developers fall into the gaping plot holes, hit their head and then figure out that a fucking blooper reel and embarassingly bad “what happened to the characters next” comedy feature would be a GREAT FUCKING WAY to end a conspiracy thriller. Very little of the game’s atmosphere survived the idiotic puzzles of the Antarctic and the ending really shat on their remains. It was like Doom – The Movie bad.

Then, the forced romance. Ho hum. Just ho hum.

I wouldn’t be this ranty unless the game had been halfway good for the most part. Although the genre is again on the rise, there still aren’t that many point and click adventures out there, especially on DS. Seeing the few we have get fucked up with really basic level game design mistakes really pisses me off.

In the storytelling side, the thing that irritates me the most is the “witty” humour. The adventures games seem to suffer from the same problem as scifi TV series: you have to have humor, or at least certain light heartedness in all of them. That’s why Battlestar Galactica was such a refreshing breath of fresh air in the genre: no humor and writing that’s feels like it’s aimed for adults. Pretty much the same vibe I got from the first Still Life and The Moment of Silence.

I have Still Life 2 on the laptop waiting for a suitably rainy cabin visit and right now I’m going through Unsolved Crimes on DS. I wonder if I should check out Secret Files 2?

For example, one early dilemma involves reading an inscription on the bottom of a child’s kart. To do this, you must attach a roller skate to the bottom of the kart (it’s missing one of its wheel, you see), roll it over a skylight in the floor, clean said portal with a makeshift mop you’ve created out of several completely unrelated odds-and-ends and then view the text from the deck below.

During this entire jaunt you have to conveniently ignore the fact that common sense would suggest it would be a damn sight easier to merely flip the kart over and read the inscription.
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…yeah.

PS. An another local view on the game, this time on Wii. Some of the same gripes, but a rather more positive outlook on the game.

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