L3CiCS Reflective Diary – 22nd May 2020

Ethics in counselling are very important. I will be using the BACP’s Ethical Framework as contextual guidance to explore these hypothetical Ethical dilemmas. A client has been in counselling for a year and has made great progress. She brings in an expensive gift for you. She knows that this is something that you would like, and she knows that you…

L3CiCS Reflective Diary – 15th May 2020

This week we are looking at ethics in counselling, in particular, how to apply an understanding of an ethical framework to counselling practise sessions. This combines the two aspects of counselling that I feel are my weak areas: ethics and skills practises. Seeing as we are still in lockdown due to the coronavirus pandemic, we cannot actually do skills practise,…

L3CiCS Learning Log – 13th December 2019

The origins of Psychodynamic Counselling can be traced back to Sigmund Freud in the late 1800’s and early 1900’s, and the psychodynamic theory has been continually developed, modified and refined over time. It is based around the philosophy that people are driven by unconscious patterns of behaviour and desires which are shaped by their past experiences. Some examples of things…
L2CiCS: Reflective Diary – 2nd May 2018

L2CiCS: Reflective Diary – 2nd May 2018

This week we were exploring the features of safe practise. My own personal definitions of the four terms we were asked to define are as follows: Ethical – Ethics are personal values that define how a person lives and behaves. In relation to counselling, I see ethics as a matrix for enabling a counsellor to make difficult choices in the…
L2CiCS: Learning Log – 2nd May 2018

L2CiCS: Learning Log – 2nd May 2018

This week we were exploring the features of safe practise, using the BACP’s Ethical Framework for the Counselling Professions. The BACP’s Ethical framework is necessary to maintain the integrity of the counselling and psychotherapy professions. Everything in the framework protects the entirety of both the client and practitioner, and allows the provision of a safe working environment in which the…
Dark Souls = mature Zelda

Dark Souls = mature Zelda

This was originally posted on the now-defunct Random Fury! videogame blog.

While the credits were rolling in the last of my Dark Souls videos, I mentioned that Dark Souls was like a mature Zelda. I did have a whole host of other things to talk about related to that topic, but as I was not expecting that video to be the final one, I was not prepared. Well, I am prepared now, so start reading.

When you are a child, life is black and white. It’s the good guys versus the bad guys. It’s full of definites and absolutes. As you get older, more mature, life becomes grey. Several shades of grey. Definites become maybes. Absolutes become wishy-washy possibilities. And this is how I see Dark Souls in relation to the Legend of Zelda series. It is not just the obvious visual elements that I observe as being more mature in Dark Souls. Sure, the visuals are more child-like and cartoony in Zelda, and they are more visceral and realistic in Dark Souls, but it goes deeper than that.

It all stemmed from an observation I made when trying to battle my way through skeletons in a graveyard, an area which is a mere stones throw from the starting area in the game. Well, here’s the first analogy, actually. In life, when you are young you do as you are told, you follow the path. Similarly, in Zelda you tackle areas in the order prescribed by the developers. As an adult you have choices. In Dark Souls you have choices. You can take the easy road, up towards the castle-like structure with relatively easy enemies to fight and bumper rewards, or go into the graveyard and fight unforgivingly fast skeletons who don’t take turns in attacking you, and give up next to nothing when killed. Or even better/harder, go down into the dank, dark and flooded ruins of an old city, with slippery, narrow walkways and full of ghostly enemies that under normal circumstances you can’t even hit. Choices.

So these skeletons were tough, and not rewarding me much upon their death. But I persevered, and went deeper, into The Catacombs. Now, down here the skeletons don’t perish once you’ve hacked their health bars to zero – if the necromancer that controls them is still alive, then they re-animate. You could, in theory, soldier on through the seemingly infinite skeleton hordes and kill the necromancers (you do, of course, have choices), and eventually succeed. Or, you could find a certain ember (which is a magical artefact that blacksmiths in this world use to create powerful weapons), which adds a Holy attribute to a weapon of your choice. What does this Holy attribute do? Well, it stops necromancers from reviving their skeletons. You can see why that helps.