Ever since I played Dear Esther I’ve been on a quest to figure out why it rubbed me the wrong way. It’s not like I don’t enjoy exploration games, indeed I’ve played numerous since then and typically found them to be quite entertaining, and you don’t have to look far to figure out that I’d favour a good story over game play. Dear Esther then should’ve been right up my alley but something about it just made me hate it in a way that I haven’t felt for many other games. Playing through Journal though revealed where my frustrations came from: the deliberately vague and abstruse way the story was delivered. Where Dear Esther frustrated though Journal used to great effect, although not without some initial frustration.
You wake up one morning to find your journal, the precious record of all your thoughts and experiences, mysteriously blank. Venting your frustrations to your mother seems to lead to no where and as far as you can tell everything else seems to be going on as normal. However it becomes clear that more things are happening outside the world that’s being presented to you, things that are having a big impact on everyone around you. It doesn’t seem to be changing you however something which seems to be equal parts weird and strangely welcoming.
Journal’s art is interesting as it feels like you’re playing through a cartoon of someone’s drawings in their diary. I can’t say that it’s hugely impressive, especially with the rudimentary animation and effects employed, but that’s not the kind of thing you’d expect from a game of this nature. The small circus sections serve as a visual break between sections, a good inclusion that heaps alleviate the fact that Journal heavily reuses nearly all the scenes throughout the entire game.
Mechanically Journal is a puzzler, requiring you to figure out who needs to be talked to, what needs to be said and which outcome you’re looking to achieve. In this respect it’s pretty simple as all you have to do is figure out who you haven’t talked to yet and go through the motions with them. Indeed even if you manage to forget exactly what it is you were supposed to be doing one of the characters will likely turn you around in the right direction which makes the pacing of Journal much more steady than other games in the genre. You’re also given a wide selection of dialog options to choose from which will shape what the story ultimately becomes.
Unfortunately Journal feels a little awkward mechanically as the main ways of interacting with it are always a little off. Things like the inclusion of a jump mechanic, which seems to have no other function but to give you something to do between scenes, make you think there are more puzzle elements than there actually are. Additionally the dialog options are hidden by summaries that are way too short to predict how your character is going to react and you’ll often find yourself wondering how the option you chose lead to the things your character said. This might be intentional (as I’ll talk about in a bit) but it still feels like this is a known anti-pattern in game design, one that needs to avoided at all costs.
From the onset it’s clear that the game isn’t telling you everything as there’s references to things that have happened or are in the process of happening that you don’t see. This is fine when it doesn’t involve your character, you can’t be there for every little plot detail, however since the whole story is centred on you this means the initial parts of the story are thoroughly confusing. Indeed even whilst you’re given control over how all the conversations play out it’s quite clear that one of the options is the “true and correct” one while the others lead to situations that just don’t quite to fit with reality. This also leads to your character being almost completely unrelatable for the majority of the game only coming together right at the end.
POTENTIAL PLOT SPOILERS BELOW
It’s obvious after the first couple days that this is a fantasy world, one that’s being recreated to fit an idealistic world created by the main protagonist, but the lack of critical information means that the majority of the initial story is just plain confusing. Whilst I was able to relate to the character’s struggles after the big reveal I could in no way do that before I knew what could lead someone to act in such random and unpredictable ways. To be fair it does represent the struggle that teenagers face, dealing with adult emotions yet not having the tools to both express and understand them completely, however that doesn’t mean it makes for good story telling. The pay off somewhat makes up for this but that doesn’t stop the majority of the game from feeling like a chore.
PLOT SPOILERS OVER
Journal is an incredibly personal story that reflects upon life’s greater themes through the eyes of someone who is not yet equipped to deal with them. The concepts are great however the game falls short of delivering a good experience with the main character obliterating any sense of relatability early on and the story remaining utterly confusing until the very end. Journal is a game that I want to like a lot more than I do but it’s incredibly hard to look past the faults even if the story will strike a chord with many of us. I bought Journal on the back that it was made by the man behind Kairo and, honestly, I can only recommend you do the same if you are also a fan.
Journal is available on PC right now for $9.99. Total play time was 1.7 hours with 60% of the achievements unlocked.
I loved Sonic the Hedgehog as a kid mostly because I could simply point myself in a single direction, mash the spin button and then watch as he flitted from one side of the screen to the other at breakneck speed. Whilst the physics of that particular game aren’t rooted in reality some of the principles were namely the forces of momentum, inertia and, most importantly centripetal force. That last one is the force responsible for keeping objects pinned down when going through loop the loops although you usually only see it in action on roller coasters or special stunt vehicles. I honestly didn’t think it’d be possible for a human to accomplish what our speedy blue friend did but it seems that, like many other things, I was wrong.
I was surprised to learn that the required speed to get around the loop safely was so low, well within the reach of anyone with a modicum of fitness. The real key here though is the technique as the way we humans generate force is vastly different to that of more traditional vehicles that can accomplish this feat. You see the force we generate isn’t in line with the surface we’re on, it’s at something of a 45 degree angle, which means that as you get to the higher parts of the loop you’ll actually be pushing yourself off it with your face heading directly towards the floor.
This becomes evident when you see the initial trial runs where he has to flip himself over at the peak of the loop. In the final, successful run you can see that when his foot hits the peak he doesn’t actually use that to generate any force. Instead he’s doing something like an upside down split kick with one foot travelling from one side of the loop to the other. It’s incredibly impressive to say the least and just goes to show that given enough practice, persistence and good old fashioned science the impossible can be achieved.
There seems to be two major camps of thought when it comes to levelling in MMORPGs. The first are those who like to take their time with it, soaking in the experience of the vast world presented to them and diving deep into the story elements. The others are fiercely focused on the end goal: get to max level and begin attacking end game content to create the most powerful characters possible. Both are legitimate forms of play and indeed a good MMORPG caters to both players but no matter which camp a player belongs to they will all ask the same question of a new game before they dive into it.
How long does it take to get to max level?
The reasons for asking the question differ significantly between both camps. For those who enjoy the levelling experience (I count myself as being primarily in this camp, although a little more on that later) the time to max level is a signifier of how much content they can expect to see before their preferred experience comes to an end. Heavily story based MMORPGs like Star Wars: The Old Republic the answer comes back as varied range depending on how far you want to dive into a particular story arc. End game raiders typically want to know the minimum amount of time required, often shortcutting past story elements and less efficient levelling zones, as the game for them doesn’t really start until they reach max level.
After you’ve done the levelling once though it’s often not the same when you go through and level again. Whilst many recent MMORPGs have made significant inroads to delivering unique experiences to different character classes, factions and whatever delineations they might have it’s almost inevitable that there will be some overlap between them. Thus levelling another character, referred to as an alt (alternate), can often be seen as something as a chore. Indeed for my first alt in World of Warcraft the game played out almost identically with the only difference being how combat evolved and my place in the various dungeons. It’s quite different now though and indeed the time taken to reach max level has been drastically reduced so when an item like the above shows up, allowing you to reach max level instantly for a price, the reaction has been somewhat mixed although I feel it’s overwhelmingly a positive thing.
I’ve been the proud owner of at least one max level character (usually 2) in every World of Warcraft expansion that’s come out. Whilst I’ve thoroughly enjoyed the levelling process on every occasion I rarely want to go through it again. Indeed nearly every time I’ve come back to World of Warcraft there’s been some kind of incentive program that made my levelling life a whole lot easier and the thought of having to redo it, for real this time, often doesn’t appeal enough. Something like this which would allow me to try out a character class which I’d otherwise have to slog through for countless hours for seems like a good deal to me, even if I feel the asking price is maybe a smidge above what I’d be willing to pay. I think that’s the point though and the next expansion comes with a free level up anyway.
I would put one caveat on it, if I could, and that would be that you would need at least 1 max level character before being able to purchase additional ones. This is something that the World of Warcraft forums have long debated over, often wanting the ability to boost their alts up to a certain level once they have a single character at max. I think the idea has merit as those who truly enjoy the levelling experience will do it regardless and those who are seeking end game content, the ones who usually spend the most time with the game by far, will always have at least a single max level character before they seek out another.
For me though things like this present a chance to reinvent myself every time a new expansion comes out. Whilst I’ve been an on again, off again player for the better part of 10 years now there are still classes I’ve yet to play in any meaningful sense and the allure of starting completely fresh in a new world is always enticing. I may never purchase one of these level boosts but I’m glad they exist as they would give me the opportunity to play with others who don’t have the time to invest in levelling.
Back in 1996 one of the incoming Howard government’s core promises was to reduce their expenditure dramatically, specifically with regards to their IT. The resulting policy was dubbed the IT Initiative and promised to find some $1 billion dollars in savings in the following years primarily through outsourcing many functions to the private sector. It was thought that the private sector, which was well versed in projects of the government’s scale and beyond, would be able to perform the same function at a far reduced cost to that of permanent public servants. The next decade saw many companies rush in to acquire these lucrative IT outsourcing arrangements but the results, both in terms of services delivered and apparent savings, never matched that which was promised.
For many the reasons behind the apparent failure were a mystery. Many of the organisations involved in providing IT services to the government weren’t fly by night operations, indeed many of them were large multi-national companies with proven track records, but they just didn’t achieve the same outcomes when it came to the government contracts. After nearly a decade of attempting to make outsourcing work many departments began insourcing their IT departments again and relied on a large contractor workforce to bring in the skills required to keep their projects functioning. Of course costs were still above what many had expected them to be, result in the Gershon Report that recommended heavy cuts to said contractor workforce.
This all stems from the one glaring failure that the government has still yet to realise: it can’t negotiate contracts.
I used to work for a large outsourcer in the Canberra region, swept up while I was still fresh out of university into a job that paid me a salary many took years to attain. The outsourcer had won this contract away from the incumbent to provide desktop and infrastructure services whilst the numerous other outsourcers involved in the contract retained ownership of their respective systems. After spending about 6 months as a system admin my boss approached me about moving into the project management space, something I had mentioned that I was keen on pursuing. It was in this position that I found out just how horrible the Australian government was at contract negotiation and how these service providers were the only winners in their arrangements.
My section was dedicated to “new business”, essentially work that we’d be responsible for implementing that wasn’t in scope as part of the broader outsourcing contract. Typically these would be small engagements, most not requiring tender level documentation, and in all honesty would have been considered by any reasonable individual to fall under the original contract. Of course many of the users who I came back to with a bill detailing how much it would cost to do the work they needed often responded with much surprise and often would simply drop the request than try to seek approval for the cost.
The issue still exists today primarily because many of the positions that handle contract negotiations don’t require specific skills or training. This means whilst the regulations in place stop most government agencies from entering into catastrophically bad arrangements the more subtle ones often slip through the cracks and it’s only after everything is said and done that oversights are found. All of the large outsourcers in Canberra know this and it’s why there’s been no force working to correct the problem for the better part of 2 decades. It’s why Canberra exists as a strange microcosm of IT expertise, with salaries that you won’t see anywhere else in Australia.
The solution is to simply start hiring contract negotiators away from the private sector and get them working for the Australian government. Get contract law experts to review large IT outsourcing arrangements and start putting the screws to those outsourcers to deliver more for the same amount of money. It’s not an easy road to tread and it won’t likely win the government any friends but unless they start doing something outsourcing is always going to be seen as a boondoggle, only for those with too much cash and not enough sense.
It will likely come as a shock to many to find out that Australia leads the world in terms of 4G speeds, edging out many other countries by a very healthy margin. As someone who’s a regular user of 4G for both business and pleasure I can attest to the fact that the speeds are phenomenal with many of the CBD areas around Australia giving me 10~20Mbps on a regular basis. However the speeds have notably degenerated over time as back in the early days it wasn’t unheard of to get double those speeds, even if you were on the fringes of reception. The primary factor in this is an increased user base and thus as the network becomes more loaded the bandwidth available to everyone starts to turn south.
There’s 2 factors at work here, both of which influence the amount of bandwidth that a device will be able to use. The primary one is the size of the backhaul pipe on the tower as that is the hard limit on how much traffic can pass through a particular end point. The second, and arguably just as important, factor is the number of devices vs the number of antennas on the base station as this will determine how much of the backhaul speed can be delivered to a specific device. This is what I believe has been mostly responsible for the reduction in 4G speeds I’ve experienced but according to the engineers at Artemis, a new communications start up founded by Steve Perlman (the guy behind the now defuct OnLive), that might not be the case forever.
Artemis new system hopes to solve the latter part of the equation not by eliminating signal interference, that’s by definition impossible, but instead wants to utilize it in order to create pCells (personal cells) that are unique to each and every device that’s present on their network. According to Perlman this would allow an unlimited number of devices to coexist in the same area and yet still receive the same amount of signal and bandwidth as if they were on it all by themselves. Whilst he hasn’t divulged exactly how this is done yet he has revealed enough for us to get a good idea about how it functions and I have to say it’s quite impressive.
So the base stations you see in the above picture are only a small part of the equation, indeed from what I’ve read they’re not much different to a traditional base station under the hood. The magic comes in the form of the calculations that are done prior to the signal being sent out as instead of blindly broadcasting (like current cell towers do) they instead use your, and everyone else who is connected to the local pCell network, location to determine how the signals be sent out. This then manifests as a signal that’s coherent only at the location of your handset giving you the full amount of signal bandwidth regardless of how many other devices are nearby.
I did enough communications and signal processing at university to know something like this is possible (indeed it’s a similar kind of technology that powers “sound lasers”) and could well work in practice. The challenges facing this technology are many but from a technical standpoint there are 2 major ones I can see. Firstly it doesn’t solve the backhaul bandwidth issue meaning that there’s still an upper limit on how much data can be passed through a tower, regardless of how good the signal is. For a place like Australia this would be easily solved by implementing a full fibre network which, unfortunately, seems to be off the cards currently. The second problem is more nuanced and has to do with the calculations required and the potential impacts that might have on the network.
Creating these kinds of signals, ones that are only coherent at a specific location, requires a fair bit of back end calculations to occur prior to being able to send the signal out. The more devices you have in any particular area the more challenging this becomes and the longer that this will take to calculate before the signal can be generated. This has the potential to introduce signal lag into the network, something that might be somewhat tolerable from a data perspective but is intolerable when it comes to voice transmission. To their credit Artemis acknowledges this challenge and has stated that their system can do up to 100 devices currently so it will be very interesting to see if it can scale out like they believe it can.
Of course this all hinges on the incumbent cellular providers getting on board with this technology, something which a few have already said their aware of but haven’t gone much further than that. If it works as advertised then it’s definitely a disruptive technology, one that I believe should be adopted everywhere, but large companies tend to shy away from things like this which could strongly hamper adoption. Still this tech could have wide reaching applications outside the mobile arena as things like municpal wireless could also use it to their advantage. Whether it will see application there, or anywhere for that matter, will be something to watch out for.
I developed a love for fighting games early on in my gaming life with my brother and I playing through the tournaments and then facing off against each other and our friends in endless bouts. However I never really spent as much time with a fighting game as I did with Soul Calibur, a game that managed to capture not only my attention but that of good chunk of my friends. We’d play for hours on end with the crown of being the best player routinely passed on to someone new every week. Those days might be behind us now however the love of a solid fighting game still burns strongly within me and I think that’s why I find Nidhogg so rewarding.
Thrown into the ring with only a sword to defend yourself with you will face off against another opponent with the same. The aim is simple: to fight your way past your endlessly respawning foe to make it to the final, glorious section where you will be soundly applauded before the Nidhogg will devour you whole. Do not shy away from your fate, it is an honour to best your enemies and then be consumed by this giant worm and you will do it for as long as you deem necessary.
Nidhogg is visually simplistic even for pixelart games, with the majority of the world being solid colours that are utterly devoid of texture and lighting. This is done deliberately, of course, as whilst it would be nice to have some lush, hand drawn backgrounds it would only serve as a distraction from what you should be focusing on: you and the enemy you’re poised to defeat. Most of the levels work well however there was one which was a little bit irritating as it made your character and sword very hard to distinguish from the background. In a game where positioning is king this meant that fast became my most hated level but thankfully it’s only like that for a single screen.
When I was first thinking about how to describe Nidhogg I struggled to place it in a specific genre. From a technical standpoint its a sidescroller however it lacks the usual horde of enemies and instead pits you against a single respawning foe. Indeed the fact that Nidhogg supports “local multiplayer” (I.E. 2 people use the same keyboard to play against each other) makes it feel even more like the sidescrollers of old. However the actual game mechanics are much more in line with old school fighters, albeit with only a single character to choose from that has the same moves as anyone else. So if I had to describe Nidhogg I’d call it a sidescroller fighting game, one that has an incredible amount of technical depth for such simple mechanics.
You have a sword and you can place it in one of three heights and should your sword collide with your opponent’s you’ll bounce off each other harmlessly. You can also make a short gab towards them however should they move their sword down or up to block they’ll disarm you in the process. After that it’s down to fistcuffs for you which can still be surprisingly effective as it seems you become slightly more nimble without a sword to encumber you. Typically at this point you’ll be attempting to dive kick or trip your opponent so you can either grab their sword or snap their neck while they’re down or simply try to force them back enough so you don’t lose too much ground.
After the initial bout whoever won must then make their way across the map in their specified direction. The maps are symmetrical, so there’s no advantage to being on either side, and at predetermined points along the way from one side to the next your opponent will respawn, triggering the fight all over again. Should they defeat you then it’s their turn to start running to the other side, undoing your progress while furthering theirs. So sometimes you’ll breeze past your enemies, defeating them with a single blow (or, if you’re like me, jumping over them and sprinting) only to have it all come undone in much the same fashion.
Once you’re familiar with the levels and the sword/no sword mechanics the game evolves from a button spammer to one that has a good amount of strategy behind it. If you’re playing the single player the enemies all have a very distinctive style, forcing you to adapt your current play style in order to be able to defeat them. This is what prepares you for the challenges of multiplayer as there are numerous tactics you can use to unseat your opponent. Even with the best tactics however you can still be undone by the twitch reactions of your opponent, something that all good fighting games rely on.
Nidhogg is a deeply tactical fighting game that’s been distilled down to its very core. The simple graphics, distilled game mechanics and ultimately satisfying battles makes Nidhogg simple to pick up but incredibly difficult to master. The single player is a great introduction to the various tactics that you (and other players) can use, preparing you for the ultimate showdown with your opponent sitting right beside you. It might not draw me in as much as Soul Calibur did but it’s a great fix for someone who’s been aching for a decent fighter for a while.
Nidhogg is available on PC right now for $14.99. Total game time was approximately 1.5 hours with 33% of the achievements unlocked.
Most aircraft capable of Short Take -Offs and Landings (STOL) are usually small and nimble kinds of planes, usually being either designed for use in adverse conditions or, more famously, fighter jets that find their homes on aircraft carriers. The reasons for this are pretty simple: the larger you the make the aircraft the more power you require to shorten its take off and past a certain point regular old jet engines simply aren’t going to cut it any more. However there have been a few notable examples of large aircraft using JATO rockets to drastically shorten their take off profile and the most notable of which is the Blue Angels’ C-130 dubbed Fat Albert:
If you’ve ever seen one of these beasts take off in person (or even say, an Airbus A380 which is a monster by comparison) then you’ll know that they seem to take forever to get off the ground. Strapping 8 JATOs that produce 1000lbs of thrust to the back of them makes a C-130 look a fighter jet when its taking off, gaining altitude at a rate that just seems out of this world. Of course this then begs the question of why you’d want to do something like this as it’s not often that a C-130 or any of its brethren find themselves in a situation where taking off that quickly would be necessary.
In truth it isn’t as the missions that these large craft fly are typically built around their requirements for a long runway. There have been some notable examples though with the most recent being the Iranian Host Crisis that occurred over 30 years ago. After the failure of a first rescue attempt the Pentagon set about creating another mission in order to rescue the hostages. The previous mission failure was largely blamed on the use of a large number of heavy lift helicopters, many of which didn’t arrive in operational condition. The thinking was to replace those helicopters with a single C-130 that was modified to land in a nearby sports stadium for evacuation of the extraction teams and the hostages.
The mission was called Operation Credible Sport and was tasked with modifying 2 C-130 craft to be capable of landing in a tight space. They accomplished this by the use of no less than 30 JATO rockets: 8 facing backward (for take off), 8 facing forward (for breaking on landing), 8 pointed downwards (to slow the descent), 4 on the wings and 2 on the tail. The initial flight test showed that the newly modified C-130 was capable of performing the take-off in the required space however on landing the 8 downward facing rockets failed to fire and, in combination with one of the pilots accidentally triggering the breaking rockets early, the craft met its tragic demise thankfully without out injury to any of the crew.
Even Fat Albert doesn’t do JATO runs any more as a shortage of the required rocketry spelled an end to it in 2009. It’s a bit of a shame as it’s a pretty incredible display but considering it had no practical use whatsoever I can see why they discontinued it. Still the videos of it are impressive enough, at least for me anyway.
Whilst Mars might not be the most lively planet around, with any tectonic activity ceased since its core cooled and its atmosphere stripped by our sun, it’s by no means a dead planet. We’ve bore witness to many things that we didn’t initially expect to see like dust devils flitting across Mars’ vast plains to massive avalanches that sent plumes of dust billowing up into the martian atmosphere. Still these events aren’t particularly common and the rovers we’ve sent to explore our red sister don’t usually see drastic changes in their surrounding landscape. That was until very recently when a strange looking rock seemingly appeared out of no where, causing rampant speculation and excitement about its origins.
The rock itself is fairly interesting, being around 4cm wide and having what many have called a “jelly doughnut” like appearance thanks to its white crust containing a red centre. Further analysis just deepened the mystery as Pinnacle Island (as it was then dubbed) contained levels of sulphur and manganese far above that of any other rock formation previously analysed from Mars. Such composition suggests that this rock formed in the presence of water, adding fuel to the theory that Mars was once not unlike Earth, but its uniqueness didn’t help in identifying where it had come from and thus the theories began rolling in.
Many initially postulated that it was an ejecta from a nearby asteroid strike, something that would be very likely to dig up unusual specimens like this and land them at our feet. Unfortunately since this was the only potential piece of ejecta found anywhere nearby this was unlikely as something like that would have created much more debris than just a single rock. Most of the other explanations devolved into conspiracy theories and crazy talk although I will admit that it was entertaining to think that aliens would mess with us by placing single rocks in front of our rovers. Now, after many months of speculation, NASA has announced the source of the mysterious rock and it’s as intriguing as it is mundane.
In short Opportunity created it.
The before and after pictures that made the rounds on the Internet are actually from 2 different cameras. The first is from the high resolution, typically forward facing, camera responsible for most of the beautiful images we see beamed back. The after picture is from a reward facing camera which was taken a couple days after Opportunity had passed by that particular location. Between those two pictures Opportunity actually ran over a small rock, crushing it into pieces and sending this one fragment rolling down the hill it was climbing up. This gave rise to Pinnacle Island and it’s former compatriot Stuart Island both of which can bee seen a mere 3 feet from each other.
This was always going to be the most plausible explanation (anything else would’ve been a little too fantastical) but it was great to see the wider world captivated by this scientific mystery, even if the speculation got a little bit crazy at times. Whilst it won’t lead to any major scientific revelations or brilliant insights into Mars it did serve as a good exercise in figuring out the origin of strange happenings, even if the origin turns out to be us.
We’re a country of polluters, there’s no question about that. In terms of world ranking we seem to hover around 11th in per capita pollution, beating other big polluters like China, India and even the United States. Whilst we can lay the blame for a good chunk of that on our resources sector it doesn’t mean that we, as a country, aren’t responsible for it and are obligated to do as much as we can to reduce the amount of carbon and other pollutants that enter our atmosphere. The previous government made some headways into this however our current representatives seem intent on undoing the small amount of good they managed to get through, even if it makes absolutely no sense to do so.
Yesterday it was announced that the Renewable Energy Target (RET), which was revised under the previous government to a larger figure, was going to be reviewed. Now typically this wouldn’t be something to fret about, especially considering that reviews like this are supposed to be carried out by the Climate Change Commission, but since Abbott disbanded them it’s now being led by Dick Warburton a confessed anthropogenic climate change denier. To make matters worse it’s also going to be done in the context of an apparent oversupply of electricity in Australia, something which the current rhetoric from the Abbott government seems to pin wholly on the rapid uptake in renewables.
Are you fucking kidding me.
The Small Scale Renewable Energy Scheme (SRES) and the Large Scale Renewable Target (LRET) schemes have been responsible for a massive increase in the amount of grid connected renewable energy in Australia. Indeed it’s been so successful that we’ve even had some regions revise their own targets above what they initially planned, meaning a very healthy percentage of Australia’s energy now comes from renewable resources. The argument being made now is that the incentives provided to those renewables is costing Australia too much and is leading to a glut of energy production, driving prices lower. Whilst I’d argue that the cost of the program (~$1.6 billion according to Warburton) is worth it I can’t understand the thought process behind people complaining about lower electricity costs.
The source of this rhetoric is somewhat understandable; it’s because Warburton doesn’t believe that we’re responsible for the climate change. Thus, when you take that view, renewables get an unfair amount of treatment with their subsidies and feed in tariffs. However if you take the rational scientific view where we are responsible then the picture becomes far more clear and the paltry price we pay to have such a large percentage of renewable energy is a sound investment. Indeed should we lose both the carbon tax and the RET there’s no telling how much further up the global polluter ranks we’ll climb and I don’t think any rational Australian wants that.
We’re seeing the results of electing a government that is packed with representatives who are running with an agenda that clearly runs opposite to the facts. Whilst I’d love to believe that a review of the RET would show that everything should continue as planned I’m afraid I lost all trust in reviews commissioned in this manner after the total farce that was the NBN strategic review. With Warburton at the helm it’s guaranteed that we’ll see cuts to the RET which will have a strong, negative impact on the state of renewable energy in Australia. Unfortunately that will just be the first hit to soften us up before the real hit comes: the abolishment of the carbon price.
Growing up in a rural area meant that my Internet experience was always going to be below that of my city living counterparts. This wasn’t much of an issue for a while as dial-up was pretty much all you could hope for anywhere in Australia however the advent of broadband changed this significantly. From then on the disparity in Internet accessibility was pretty clear and the gap only grew as time went on. This didn’t seem to change much after I moved into the city either, always seeming to luck out with places that connected at speeds far below the advertised maximum that our current gen ADSL lines were capable of. Worst still they almost always seemed to be at the mercy of the weather with adverse conditions dropping speeds or disconnecting us from the Internet completely.
My current place of residence never got great speeds, topping out at 6Mbps and only managing to sustain that connection for a couple hours before falling over. I can expect to get a pretty stable 4Mbps connection most of the time however the last few days have seen Canberra get a nice amount of rain and the speeds I was able to get barely tickled 1Mbps no matter how many times I reconnected, reset my modem or shouted incoherently at the sky. It was obvious then that my situation was caused by the incumbent weather, filling my local Telstra pit with water which sent the signal to noise ratio into the ground. Usually this is something I’d just take on the chin but this situation was meant to be improved by now if it wasn’t for the current government.
Prior to the election my area was scheduled to start construction in October last year however it became one of the areas that disappeared off NBNco’s deployment map shortly after the Abbot government came into power. This meant I would then come under their revised plan to bring in FTTN through VDSL which has the unfortunate consequence of leaving me on the known-bad infrastructure in my street. So my speeds might improve but it’d be unlikely that I’d get “at least” 20Mbps and I could guarantee that every time it rained I’d be in for another bout of tragic Internet speeds, if I could connect to it at all.
The big issue with the Liberal’s NBN plan is that my situation is by no means unique and indeed quite typical thanks to the aging infrastructure that is commonplace throughout much of Australia. Indeed the only place that I know gets speeds as advertised for their cable run are my parents who still live in a rural area. The reason for this is because the copper is new out there and is quite capable of carrying the higher speeds. My infrastructure on the other hand, in a place where you’d expect it to be regularly maintained, doesn’t hold a candle to theirs and will continue to suffer from issues after we get “upgraded”.
A full FTTP NBN on the other hand would eliminate these issues providing ubiquitous access that’s, above all, dependable and reliable. The copper mile last run that the majority of Australia will end up using as part of the Liberal’s NBN just can’t provide that, not without significant remediation which neither Telstra nor the government has any interest in doing. Hopefully the Liberal government wakes up and realises this before we get too far down the FTTN hole as it’s been shown that the majority of Australian’s want the FTTP NBN and they’re more than willing to pay for it.