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Dad has never been afraid to bargain. The day I bought my car, I saw a master at work
Dad has never been afraid to bargain. The day I bought my car, I saw a master at work

The Guardian

time15-07-2025

  • Automotive
  • The Guardian

Dad has never been afraid to bargain. The day I bought my car, I saw a master at work

I was nine when Dad first gave me the advice that would be a golden thread, a parable of wisdom conveying all his hard-earned knowledge in a few words. He had just finished a long week at the mixed business we owned in the city, and we were at Menai Marketplace in Sydney's south for a very special purchase. I was desperate for a PlayStation 1. I pointed at the Big W price tag and asked: 'Dad, is this expensive?' He said that nothing was expensive for us, as long as I got good marks in my tests. We went to the counter. The saleswoman was a blond middle-aged lady. 'Now, tell me, my dear,' he began. 'Is this your best price?' I went outside to let Dad work the trade. On the way home, PlayStation in tow, I asked him why he always did that. He told me that I should never be afraid to bargain: 'If you don't ask, you don't get!' Dad has been putting this maxim to the test every day of his life. In theory, it might sound like some lofty invocation to be courageous, to tackle every challenge boldly. In practice, it's the more banal reality of him asking the guy at the Aldi counter if there are any further reductions on liquorice bullets. In 2022, more than 20 years after the release of the PlayStation 1, I follow Dad into a Volkswagen dealership. Now hunched with sciatica, he still has a purposeful confidence and a rugged but wearied charisma about him. He wants me to feel satisfied with a purchase that will make me proud for a long time after I drive away. He also thinks I'm stupid with salespeople, liable to say and pay too much. There is only one car we're really interested in, and it's not even a Volkswagen. Dad says European cars are too hard to maintain. I give the game away almost immediately, spotting the 2004 Kia Cerato, which Dad discovered after extensive digging online, parked outside with all the other pre-owned vehicles. I tell him it looks like it's in good shape. Dad pulls me aside abruptly and tells me, in Arabic, not to let the dealers know I like the car. Inside the dealership, Dad begins his predatory shark game. His face is grave: vague curiosity, little expression. He circles the gleaming, air-conditioned lot. With his walking stick, he hits a hub cap here and strikes a bonnet there. He is declaring his presence. In his home city – El-Qantara el-Sharqîya, a small town on the Suez canal – fishermen would throw their lines into the canal and wait for hours for fish to take the bait. Today, Dad is also baiting his catch, deliberately provoking the sales staff – standard issue white guys in navy blue polyester suits. Who is the hungriest fish? I follow him from afar, swallowing my frustration and preparing myself for a drawn out pursuit. After about 10 minutes, someone approaches. Dad asks the skinny salesman what he thinks of the Kia. The salesman says it doesn't matter what he thinks, what matters is what Dad thinks. With this, he opens the Cerato's door and gestures for us to sit down. Dad lumbers laboriously into the front seat. He examines the freshly detailed interior. The steering wheel, the rear-view mirror, the glove compartment. He glances at the logbook. Nothing escapes his gaze or his barrage of questions about the previous owners, registration dates and thoroughness of the last service. Dad pulls the car on to the street. I'm in the passenger seat and the salesman is in the back. The salesman reminds us of the 50km/h speed limit. Dad puts his loafer down hard on the accelerator. 'Acceleration a bit slow,' Dad says as he charges down a shopping strip, causing a small woman to jump back from the pedestrian crossing and knock over her fabric wheelie trolley. We arrive back at the dealership. The salesman's composure is intact and Dad's face is like a slate of old granite in the Valley of the Kings. I'm anxious about the possibility that I will not take this car home today, because Dad won't like the price. The salesman says the car is in great condition, and asks if we would like to drive home with it today. Dad mumbles some protestations about the condition of the car. That's when our salesman surprises me. He tells us there are plenty of other buyers interested in the car, and that he won't waste our time if we won't waste his. He is made of firmer stuff than he looks. We learn later that he's from Donnybrook, about 200km from Perth, which, like Dad's home town near Port Said, is the lesser town to a more famous city. My father and the salesman have some things in common. Both men are hungry, both appreciate the value of a dollar and both have nothing else on today. Dad says we're interested, we just need a fair deal. He starts listing extenuating circumstances that might sway this austere salesman to our favour. They include me having a perfect driving record and being able to pay in cash today. I was suspended for speeding twice and the only thing in my wallet is an expired Medicare card. The salesman looks unconvinced. That's when Dad reveals his juiciest bait. We also have a good car for trade-in, he announces and offers the salesman a key. The salesman, eyebrows raised, takes the key and trudges outside to look at my sister's 1999 Toyota Yaris, which I've been driving for five years. A few minutes later, he returns with his manager. Dad leans over to me with a warning, that he's going to say some bullshit about what's wrong with the car. Sure enough, we're told about a 'thumping noise' emitted by the gearbox, scratches to the exterior and the age of the vehicle. They can only offer a deduction of $2,000 on the asking price. Dad scoffs and says they must be joking. The manager – a man of quieter gravity than his protege – speaks up. He tells Dad that he can see how serious we are about making a purchase, but that with all these liabilities in mind and the state of the market, he can't go any lower without losing money for the dealership. My heart drops. I turn to my father, my eyes pleading. I'm on the verge of tears. 'I'm afraid $14,500 is the best I can do, Mr Nour,' the manager says. Dad tells him that for $14,000, I will shake his hand today. This is all too much. My head feels light and there's a catch in my throat. I need a break. I go to make a cup of coffee at the courtesy De'Longhi espresso machine. When I come back, I find the salesman grinning and Dad chuckling softly. Something has changed between these two men – game recognises game. The real arbitration, however, is between Dad and the manager. The manager wearily says he can't budge further. 'It's $14,200 or nothing.' Dad turns to me seriously, with his eyes wide in a questioning stare. He has fixed the contest, but mine is the deciding vote. Will I accept the terms? I reach forward to shake the manager's hand. After a half-hour session of contract-signing and payment transactions, Dad stops on the way out, looking to see if I will say anything else. I surprise myself and ask if they can throw anything else in to sweeten the deal. Dad laughs. I drive off that day with a new car, two branded umbrellas and a feeling that I have just scored the freshest gaming console on the market and finished all my homework. This is an edited extract from How to Dodge Flying Sandals and Other Advice for Life ($29.99; Affirm Press)

Is this the new golden age of video games?
Is this the new golden age of video games?

RTÉ News​

time27-06-2025

  • Entertainment
  • RTÉ News​

Is this the new golden age of video games?

Gamers are nostalgic people. Often, if you get chatting with someone about their favourites, you'll time-travel ten or twenty years in a single conversation, back to an era of cartridges, discs and dial-up internet. I'm no stranger to this. The very sight of a pixelated Pokémon sprite, and I can hear the S.S. Anne's theme ringing in my ears. When I see the modern Lara Croft, I'm transported back to the 90s, when you'd pass a PlayStation 1 controller between friends and take turns trying to keep the polygonal heroine alive in a death-trap tomb. I remember those massive raids in the original World of Warcraft on snail-speed internet, or how, even though I replayed Final Fantasy VII hundreds of times, I was always hunting for something new in a playthrough. My point is that when we think of the best games and experiences, we're often looking backwards. Rarely do we look around. Over time, you tend to assume that modern games are merely a flashier repeat of a successful formula. Especially as we're just moving on from a long-winded period of remakes and remasters, you convince yourself that we'll never return to those all-important watercooler moments. And yet, recent games are changing the script in a big way. As we approach the halfway point of 2025, with record-breaking sales, widespread critical acclaim, several spin-offs and adaptations in the works, and soundtracks charting across the world, is it safe to say we are witnessing the birth of a new age of creative glory with video games? Absolutely. A new wave of reinvention – narrative-rich games go from strength to strength Video games are now unmistakably at the epicentre of art and culture. That is a brave statement to make, but a true one at that. Without even needing to go near a console, they are everywhere. And you don't have to be a gamer to be influenced (and entertained) by them, either. Think about it. Turn on your TV, and there's no escaping the latest adaptation dominating the most-watched lists. The biggest blockbuster hits in recent memory? Most are, you guessed it, based on games. Musicians now pen chart-topping songs inspired by games, while orchestras recreate our favourite soundtracks inside packed arenas. World-class writers craft engrossing characters and worlds, while artists, designers and developers bring them to life in untold, magical ways in our homes. It's one of the few entertainment industries that draws on a rich array of extremely talented people under one mission. And this is why I believe we're on the cusp of a new golden era in gaming. The titles you are playing now are most likely going to be the movies, TV shows, novels, and concerts you and your family will enjoy in the next few years. Except for gamers, we don't have to wait for Hollywood to catch up. We can enjoy them now. This year. A prime example of this is Clair Obscur Expedition 33. Released under relative obscurity back in April, it is now ranked as one of the most critically acclaimed games ever made. Selling over 3.3 million copies in 3 months, it's already been greenlit for a movie adaptation, to the surprise of no one. Set in a Belle Époque-inspired fantasy world, the game tells the heartbreaking story of a team of young adults journeying into the unknown to try and defy their fate. Enchanting French music, powerhouse performances, and blending traditional gameplay mechanics with a modern flair were all the ingredients needed for critical acclaim and the title of a masterpiece. The game quickly won the hearts of millions of fans, including French President Emmanuel Macron, who posted on social media that the game was "a shining example of French audacity and creativity." Months later, the game continues to inspire the world through its story. And this is just one example from this year alone. Kingdom Come Deliverance 2 was one of the first major releases of the year and has enjoyed equal acclaim and love from gamers. It sold over 2 million copies in just two weeks, capitalising on the world's thirst for all things historical fiction. Set in the 15th century, you play as Henry of Skalitz, whose journey from a humble blacksmith forge to the court of Kings is one of the most transformative and immersive experiences you can get. And if you're looking to get absolutely lost in an open world, you'll find a home here. No one can deny the sheer freedom this game allows you. With an estimated script of over 2.2 million words (most likely more), it's safe to say that a strong narrative is at the core of this Medieval adventure's success. The idea that the gaming industry has run out of stories to tell, or things to say, is simply untrue. The best interactive medium in the world One of the most exciting things about video games is how they tell their stories. The gameplay that takes you from A to B, keeps you guessing, keeps you immersed, and takes advantage of the rapid speed at which technology is evolving. With the right design, even the simplest idea can take on a completely new life. How the environment is presented or the colours used, how the music plays (and when), and who you get to play it with all contribute to games making a lasting impression. In March of this year, Split Fiction was released to universal acclaim, selling over 4 million copies to date. It's an action-adventure cooperative game that sees you and a friend assume the roles of aspiring writers, Mio and Zoe, who become trapped in life-like simulations of their stories. As well as a gripping story that covers everything from love and joy to grief and loneliness, the true magic of the game lies in how you play it and with whom. Together with a friend online, you'll explore this game in split-screen, and every couple of minutes, a brand new mechanic is introduced to keep both of you transfixed. In one instance, you're parkouring across a Medieval city of ogres; the next, you're trying to escape an exploding sci-fi world on motorbikes. And then, in a flash, you're raising dragons in a fantasy realm before transforming into magical pigs to solve puzzles. Several times, I was rendered speechless from sheer laughter at what the game allowed (and expected) me to do. Pigs fly when Split Fiction launches on PS5 March 6 🌈 Hands-on report dives into the imaginative co-op adventure: — PlayStation (@PlayStation) February 14, 2025 It's modern experiences like these that hark back to those golden-era, nostalgic vibes of passing the controller around the room so everyone has a turn. Of linking your Game Boy together with a cable in person just to trade something. Now? Now, you can jump online with friends thousands of miles away and experience something magical together in real-time. Modern games break down distance and barriers in a truly unique way, something I think we often take for granted. Backwards compatibility also means that the games we grew up loving can be re-experienced in new ways on modern systems. So, whether it's through cooperative gameplay, a multiplayer mode, VR technology, or some new technology yet to be unveiled, games will always find new ways to entertain and bring us all together. The challenges that lie ahead Video games are not without their challenges. And we can't look at all the recent magic and success of the year through rose-tinted glasses. Widespread layoffs across the sector (including over 14,000 in 2024 alone) are still a major threat to the safety, security and well-being of the industry, which has no doubt robbed us of some amazing projects and creatives. Failed games like Suicide Squad or Concord from last year continue to haunt the airwaves, causing a ripple effect that sinks other promising projects still stranded in development. The rising cost of development, along with concerns over microtransactions and the reliance on live-service platforms, could also be seen as crippling creativity. Listen: Today With Cliare Byrne Show on Sony's gaming flop Concord But then, we can return to the games of 2025, and there's some silver lining. Clair Obscur Expedition 33, for example, is an indie title developed in a fraction of the time its peers took, and with a significantly smaller team to boot. Or Split Fiction, whose generous friend's pass means an owner can invite a friend to play across any platform for free, halving its sales potential but doubling the fun we can all expect from it. While the future remains uncertain, the present is clear: great games continue to be made. And great studios are finding ways to tell their stories, defying the odds and limitations. I'm confident that there will be waves of future gamers looking back on this decade (and this year), with the fondest of memories. And we've still six months left to enjoy! Who knows what the next new games of 2025 will have in store for us? But one thing is for sure - you no longer need to look back in time to experience a masterpiece.

Watch: Legendary skateboarder Tony Hawk filmed skating in Mallow
Watch: Legendary skateboarder Tony Hawk filmed skating in Mallow

Irish Examiner

time17-06-2025

  • Entertainment
  • Irish Examiner

Watch: Legendary skateboarder Tony Hawk filmed skating in Mallow

He may have officially retired two decades ago, but that didn't stop the world's most recognisable skateboarder from hitting up a skatepark in Co Cork earlier this week. On Monday, 57-year-old Tony Hawk, widely regarded as one of — if not the most — influential skateboarder of all time, shared a video of himself and his family skating in Mallow Skatepark. In videos posted to his official Instagram and Reddit accounts, Hawk revealed they had the run of the park for more than two hours. "While on vacation in Ireland, our kids wanted to skate at least once. Who am I to deny them?" he wrote. "In these situations, my role is strictly facilitative: finding a decent park, providing transportation and on-demand follow-cam." After his family, who are all excellent skateboarders in their own right, had filmed their clips, Hawk asked his son Miles to film him putting a run of tricks together. "We had the whole place to ourselves for nearly two hours btw. 10/10 would skate again," Hawk added. In his discipline of vert skating, that is skating and performing tricks on a vert ramp, he is a trailblazer and pioneer. In a professional career spanning 25 years, the Californian competed in and won events the world over, inventing more than 100 tricks along the way. His most legendary feat is, perhaps, the "900" — a trick involving the completion of two-and-a-half mid-air revolutions on the board above a vert ramp. Until Hawk completed the trick in 1999, after more than a decade worth of attempts, it was thought the trick was so technically demanding it would be practically impossible. If the 900 made Hawk an extreme sports star in the US, it was the video game that bears his name that turned him into a household name, and his sport into a global phenomenon. The Tony Hawk's video game series has sold more than 1.4 billion units, pulling in over $2bn in sales since the release of the first instalment, Tony Hawk's Pro Skater for PlayStation 1 in 1999. The most recent instalment, Tony Hawk's Pro Skater 1 + 2, a remake of the first two titles in the series, sold more than a million copies within the first two weeks of its release. The next instalment in the series, Tony Hawk's Pro Skater 3 + 4, a remake of the third and fourth games of the series, is set for release next month. Read More Cork adventure company Zipit opens fourth location in latest expansion

Konami, Bloober Team announce remake of original 'Silent Hill'
Konami, Bloober Team announce remake of original 'Silent Hill'

Yahoo

time12-06-2025

  • Entertainment
  • Yahoo

Konami, Bloober Team announce remake of original 'Silent Hill'

June 12 (UPI) -- Konami and developer Bloober Team announced on Thursday that a remake of the original Silent Hill video game from 1999 is in development. "The dense fog returns!" Bloober Team said on X alongside a short video featuring the game's logo and signature music. "We are thrilled to announced that a Silent Hill remake project is in the works at Bloober Team, developed in close cooperation with our friends from Konami!" the developer continued. Silent Hill is a survival horror game that was originally released for the PlayStation 1. The game launched the horror franchise that continues to this day. Players took control of protagonist Harry Mason as he searches for his missing adopted daughter Cheryl in the creepy town of Silent Hill. Bloober Team previously developed a critically-acclaimed remake of Silent Hill 2 that was released for PlayStation 5 and PC in October 2024. Konami will next be releasing a new entry in the series titled Silent Hill F, which is coming to PlayStation 5, Xbox Series X and S and PC on Sept. 25. Silent Hill F follows new protagonist Hinako Shimizu, a high school student who must navigate a haunted version of 1960s Japan. The dense fog returns! We are thrilled to announce that a #SILENTHILL remake project is in the works at Bloober Team, developed in close cooperation with our friends from @Konami!#KONAMI #BlooberTeam Bloober Team (@BlooberTeam) June 12, 2025

IIE-Vega Durban students get creative at Ludum Dare
IIE-Vega Durban students get creative at Ludum Dare

The Citizen

time18-05-2025

  • Entertainment
  • The Citizen

IIE-Vega Durban students get creative at Ludum Dare

IIE-VEGA Durban Bachelor of Computer and Information Sciences in Game Design and Development students were a force to be reckoned with at this year's Ludum Dare – an international game jam where participants have 48 to 72 hours to create a game from scratch. The first, second and third year students worked individually and in teams to create their game, with lecturers on hand to guide and support them during the process. This year's event was held under the theme 'Depths', and formed part of the second and third year students' academic assessment – offering real world experience in teamwork, creativity, time pressure and problem solving. First year student and solo entrant, Asher Gray, who created Animalia Memories, a PlayStation 1 style horror and walking simulator, said he enjoyed the challenge. 'I've been making game demos since I was 11 years old. This is my first game jam and my first completed game project ever. Being a one man band meant I had to do everything – animation, modelling, texturing, coding, programming. It was intense, but fun,' said Gray. Aso Read: Students make a colourful impact His excitement was shared by third year IIE-Vega Durban students Daniel Dennison, Rebecca Goodall, Raees Amla and Njabulo Zikhali, who created 'Rock Bottom' – a fast-paced adventure about a dwarf fighting his way down a mineshaft to retrieve his lost pickaxe. Using their experience from previous entry to game jam, the group went for something 'simple' and innovative. 'We've done game jams before, so we've learnt to go for something short, sweet and simple because of the time limit. We included humour because it always goes down well and increases game play. We almost broke into the top 100 entries in the humour category. Ludum Dare participants rate each other's games out of five stars in the categories: fun, innovation, theme, graphics, mood and humour,' said Dennison. Ludum Dare is one of the world's largest and longest running game development events. It has two formats: the Compo (a 48-hour solo challenge) and the Jam (a 72-hour team event). Participants retain full rights to their creations, and after the event they rate each other's games over three weeks to determine the winners. The winners do not receive actual prizes. For more from Berea Mail, follow us on Facebook, X and Instagram. You can also check out our videos on our YouTube channel or follow us on TikTok. Click to subscribe to our newsletter – here At Caxton, we employ humans to generate daily fresh news, not AI intervention. Happy reading!

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