Month: April 2019

Home / Month: April 2019

Coffee is to be banned at all South Korean schools, even for teachers, as part of a government campaign to promote healthier living. 

The country’s Ministry of Food and Drug Safety announced the new curb this week, saying it would kick in at primary, middle and high schools from September 14, reported the Korea Times

The ministry said the move aimed to tackle the side-effects of consuming too much caffeine including dizziness, a rapid heartbeat, sleep disorders or nervousness. It warned that continuous caffeine consumption could harm a young child’s physical and mental health.

"The revision aims to create healthy eating habits among children and teenagers," a ministry official was quoted as saying. "We will make sure coffee is banned at schools without fail."

Under the current law, products high in calories or caffeine, or low in nutrition are already restricted or banned on school premises, including coffee milk products.

The secret to making the perfect 
cup of coffee:
 a pro’s guide

However, coffee has been classified as an adult beverage and has been sold in school vending machines which are readily accessible to students. 

There are fears that students may be taking coffee to help them cope with long hours of study and stress.  South Korean school pupils traditionally face huge pressures in the fierce competition to get accepted for one of the country’s top universities. 

According to the Berkeley Political Review, South Korea has the highest suicide rate in the world for children aged ten to 19. 

Most of these suicides are reportedly caused by stress relating to education, with children often spending more than 16 hours a day at school and in after-school programmes, and the school year lasting for 11 months. 

Over 26 billion cups of coffee were served to South Koreans in 2017, meaning an average of 512 cups of coffee were consumed per person.

But coffee consumption still remains much lower on average compared with the US, UK and much of Europe. 

A note from the editor: Jelly Deals is a deals site launched by our parent company, Gamer Network, with a mission to find the best bargains out there. Look out for the Jelly Deals roundup of reduced-price games and kit every Saturday on Eurogamer.

As it has a tendency to do most days, Humble is hosting a wealth of discounts on some of the finest indie games available for PC this week.

The Indie Mega Week sale features ‘up to 80% off’ some of the previous year’s highlights, as well as some older gems. In amongst the rabble, you’ll find Cuphead with 15% off, Hellblade with 25% off, Heat Signature with 20% off, Undertale at half price and more.

At the time of writing, you can also grab a free copy of Layers of Fear along with the game’s soundtrack. That’s 100% off if you’re not keeping track.

Here are some highlights:

  • Stardew Valley for ?7.25 / $9.89
  • Slime Rancher for ?10.04 / $13.39
  • Undertale for ?3.74 / $4.99
  • Heat Signature for ?9.19 / $11.99
  • A Hat in Time for ?20.69 / $26.99
  • Hellblade: Senua’s Sacrifice for ?18.74 / $22.49
  • Cuphead for ?12.74 / $16.99
  • Hollow Knight for ?7.25 / $9.89
  • No Man’s Sky for ?15.99 / $23.99
  • Gang Beasts for ?11.99 / $15.99
  • The Witness for ?14.99 / $19.99
  • Crypt of the NecroDancer for ?2.19 / $2.99
  • Owlboy for ?11.39 / $14.99
  • Axiom Verge for ?7.49 / $9.99
  • Hyper Light Drifter for ?7.49 / $9.99
  • Duck Game for ?3.99 / $5.19

Indie Mega Week Sale from Humble Store

In addition to that, you can still pick up this month’s Humble Monthly for ?10 / $12, which will get you access to Dawn of War 3, Quantum Break and The Long Dark along with a stack of other Steam keys once the month is over.

If you’d like to grab a last minute gift, we’ve got our own Christmas gifts for gamers guide as well, with some last minute ideas.

Three men accused of torturing and killing kangaroos are being hunted by police in Australia, just days after a man was arrested for intentionally mowing down emus in another high-profile animal cruelty case.

Police in Western Australia on Wednesday released images of the men wanted for questioning over separate incidents in June and May during which "two kangaroos were tortured and killed".

A man was seen brandishing knuckle-dusters in one of the pictures, alongside another suspect with his face pixelated and wearing a similar weapon on his hand.

The hunt for the alleged kangaroo killers comes on the heels of an arrest made after sickening footage of a driver running over emus in the outback sparked a social media storm.

The video, described as "horrific cruelty" by animal welfare groups, showed a man ploughing into at least a dozen of the ostrich-like birds in his four-wheel drive, counting and laughing loudly each time he hit one.

A 20-year-old man was arrested in Victoria late Friday over the incident and was expected to face a raft of charges related to animal cruelty.

Assassin’s Creed Oranges owners will notice a 3GB update being piped to their consoles and/or PC today. It contains a selection of handy updates and changes.

First up, for folk who’ve noticed the game has struggled loading textures at a distance (we’re looking at you, 2D trees), there are various fixes on the way to hopefully make things prettier.

Among the detailed patch notes are points including “Improved texture streaming selection to allow for more high-resolution texture”, “Fixed loading grid setups for tall palm tree fields to improve their view distance” and various improvements specific to certain in-game locations (Siwa, Alexandria, and more).

Xbox One X owners get further improvements, as Ubisoft increases the “texture and terrain memory budgets”.

As previously announced, today’s patch brings with it Ubisoft’s free Horde mode addition, a fresh Nightmare difficulty, and the option to scale easier enemies up to your level.

(Side note: we’re expecting the Chocobo horse update next week.)

Other handy improvements I spotted in today’s patch notes include the ability to filter via “uncompleted locations”, which will help if you’re trying to nail down that final achievement/trophy, and the ability to hide more elements of HUD.

A third-person action-RPG with XP loss on death, bonfire mechanics and a taste for the grotesque, Code Vein has been billed as Bandai Namco’s in-house alternative to the Souls series, trading Bloodborne’s fetid strain of European Gothic for a world of anime vampires. Witness the marketing tagline, “prepare to dine”. So it’s a slight shock to find that the new game breaks one of From Software’s unwritten core principles straight out the gate. Integral to every Souls game is the experience of loneliness, that sense that you are the only moving object in a cyclopean expanse of dead architecture and stagnant myths. True, you can summon allies to aid you, but these are presented as fleeting, ethereal interactions, and you never feel like you have “companions”, exactly. It’s more a question of being haunted by kindred spirits as you set out through the wasteland alone.

Code Vein also deals in wastelands, but you’ll have plenty of more persistent and straightforward company throughout, for better and possibly worse. The game is set in a shattered semi-urban environment where amnesiac Revenants search for the Blood Tear fruits they need to subsist without feeding on humans, battling hordes of misshapen Lost vampires who have been consumed by their own bloodlust. Each Revenant you meet in the eponymous Vein has different capabilities and is on a quest of their own, often involving their missing memories. You’ll be able to recruit some of them as co-op buddies, and as I discovered, these buddies are a little on the chatty side.

During my demo I was paired with Mia, a baby-faced predator with a powerful rifle. She kept up a running commentary as we explored, responding to everything from lower player health through collecting items to opening the inventory screen. Her remarks were always brief and to the point, in fairness, and the script has a certain, pleasing self-awareness to it: at one stage, the character praised me for swinging at a corpse to ensure that it was genuinely dead, one of the more time-honoured Souls player traditions. Still, it’s easy to imagine that trickle of small-talk becoming an annoyance as you push deeper into each dungeon. This kind of thing makes sense in an Uncharted game, but when I’m probing the ghastly secrets of post-apocalyptic catacombs, the last thing I need is background patter.

You can always travel without a buddy, but if you do that, you’ll miss out on some fun mechanics. Mia is an effective support providing you keep her out of the mincer, casting buffs on you as monsters approach and doing her best to draw away a little aggro or interrupt attacks as you barge into the throng. Even better, she’s a walking bloodbag, sharing her health pool with you when you’re about to cop it, providing she won’t kill herself in the process. You can return the favour if you have the means, which leads to some great split-second decision-making when the heat is on. Is it worth having Mia around to overclock your attacks and run interference, or should you conserve that precious health and try to muscle through the last third of a boss battle by yourself?

You’ll probably need a hand more often than not, because Code Vein is every bit as arduous and arcane as a Souls game, happy to dump you back at a Mistral checkpoint without all your XP if you take its many combat variables for granted. Attacks and dodging burn stamina quickly, and running out will leave you winded, obliging a careful balance of aggression and evasion. Enemies have pronounced trigger zones, and it’s usually wise to rile them one by one, picking off archers and grunts before you tangle with anything big and scary. There’s a lot going on beneath the surface – weapon power scales with certain character stats, and the customisation screen is a gristly stew of resistances, weight caps and impact types.

Buried in amongst the Soulsy elements are bursts of original thinking that lean on the vampire premise. You can perform a variety of flamboyant charge attacks to drain enemies of Ichor, which allows you to replenish your payload of spells (ranging from flame blasts to elemental weapon buffs) beyond the starting maximum. Still, this is a travel-worn recipe on the whole, and before long, the sense of over-familiarity begins to tell. Ambushes, for instance, are frequent yet never all that surprising. Any veteran of Cainhurst Castle or the Tomb of the Giants will know exactly what to look out for: enemies with their backs turned toward you oh so invitingly, innocent-looking treasure chests near piles of corpses, and grotty slime creatures that drop from the ceiling.

Talkative companions and that slightly slavish adherence to formula aside, Code Vein’s aesthetic has its ups and downs. Reminiscent of Bandai Namco’s old God Eater series, it’s a strange mix of extravagant and murky, spiking concrete grey and oily blackness with puddles of electric blue and orange. Some of the enemy designs are wondrous – my favourite so far is the Queen’s Knight, a boss character composed of thorns and chitin with a distressingly long reach – but the weapons (especially the larger double-handed swords) and outfits are occasionally busy to the point of distracting, like they’ve been thrashed out in isolation from the rest of the art direction. I’m hoping that later environments will introduce a bit more brightness and clarity, though the possibilities are obviously hindered by the choice of a vampire as protagonist.

Code Vein is a game I’m confident I’ll enjoy, and one I’d so far recommend to Souls fans and newcomers alike, but I’m not sure I’ll ever be captivated by it. The combat has plenty of teeth, and the partner system could be rewarding if the other Revenant buddies are as robustly designed as Mia, but those diminishing returns do take their toll, and what I’ve experienced of the narrative and world leaves me scratching my head. The greatness of Souls and Bloodborne is that every component feels like the expression of a single, abiding enigma, some vast metaphysical truth that informs everything, and which you piece together at a largely subconscious level as you roam, fight and die. For all the elaborateness of the art and talk of recovering lost memories, I don’t yet get that sense from this game. There’s plenty of blood pumping through Code Vein, but I’m still searching for its heart.

As the death toll rises along the tsunami-battered coastline of Sulawesi, it may have been the devastating earthquake, rather than the huge waves, that caused many of the casualties. 

Balaroa and Petobo were two villages that escaped the wall of water that engulfed much of Palu and Donggala. But the sheer force of the magnitude 7.5 earthquake turned the earth temporarily to mush, causing whole neighbourhoods to be sucked into the ground.  

Both were turned into mass graves by the terrifying phenomenon called liquefaction, where saturated sand and silt take on the characteristics of a liquid during the intense shaking of an earthquake.

It takes place when a quake has increased water pressure in…

How do you follow a game like Knights of the Old Republic, the most famous original Star Wars tale a video game has ever told? Forget about Obsidian’s sequel for a moment and imagine it was BioWare staring at a piece of paper wondering how to follow a twist like Revan’s. Because once upon a time BioWare was – and it came up with an idea.

Yoda. Not the actual Yoda, because canonically he’s untouchable, but someone a bit like him; we know so little about Yoda’s almost nonexistent species even someone in his likeness would have the same effect: trust. “We felt like Yoda was the ultimate – everyone trusts Yoda,” James Ohlen tells me, lead designer of Star Wars: Knights of the Old Republic.

James Ohlen was also lead designer of Baldur’s Gate 1 and 2, Neverwinter Nights and Dragon Age: Origins, and director of Star Wars: The Old Republic, the online game. These days he’s creative director of BioWare Austin, and he’s working on Anthem. He’s BioWare through and through.

Yes, Yoda would have been the perfect tool for deceiving you.

“The initial twist in the first two-page concept we had for Knights of the Old Republic 2 was you were going to be trained by a Yoda-like figure,” Ohlen says, “someone from the Yoda race. That character was going to train you in the first part of the game but then you were going to discover this Yoda figure was actually not the good Yoda you expected…

:: The best Micro SD cards for Nintendo Switch available now

“He was training you to essentially be his enforcer, a Dark Lord to conquer the universe, and he was going to become the main villain.” Dun dun duunnn!

But this KOTOR 2 concept never made it any further. BioWare bosses Ray Muzyka and Greg Zeschuk called it off. “It was a very smart decision on their part,” Ohlen says. “In order for a company to be successful and control its own destiny you need to own your own IP, and we didn’t own Dungeons & Dragons or Star Wars. Mass Effect was something we decided we had to do instead of another Star Wars game.”

Everyone from the core KOTOR team moved onto Mass Effect except James Ohlen. He had another crusade to pursue. “I was the only person who left to eventually start concepting on the Dragon Age universe and game,” he says. “I was like, ‘We need to make a Baldur’s Gate! We can’t give up on it – we need to make something inspired by the Baldur’s Gate franchise!'”

From the death of BioWare’s Knights of the Old Republic 2, Mass Effect and Dragon Age were born.

Originally, Star Wars was only one of a few licenses BioWare was considering. It was the year 2000, the turn of the Millennium, and BioWare was trying to figure out what else it could do.

“Strangely enough, before we picked Star Wars, I remember Ray [Muzyka] coming into my office and throwing a couple of books on my desk and telling me to read them because we were negotiating with the authors,” Ohlen recalls. “And one of them was the book A Game of Thrones by George R. R. Martin.

“That never went anywhere,” he adds, “but that’s how I started reading it – after the first book I was like ‘holy s***!’ and ran downstairs to the bookshop.”

(Coincidentally, Obsidian also seriously considered A Game of Thrones a few years later.)

BioWare settled on Star Wars because it was, and probably is, the world’s most well known fantasy. Publishers know it, banks know it and shoppers know it. “And,” Ohlen says, “we were all enormous Star Wars fans.”

The game LucasArts signed up for, however, was quite different. “When we first signed the deal, all that was known was it was going to be a Star Wars role-playing game done by BioWare,” he says. “What LucasArts had initially expected was us to do a paintover of Baldur’s Gate, and it was going to be a 2D, side-scrolling Star Wars game.”

Kylo Ren’s Lightsaber

Is Knights of the Old Republic part of official Star Wars canon? It’s a question with enormous implications, not least because of how precious LucasFilm appears to be about any Expanded Universe fiction getting near the films.

KOTOR, however, has a tiny, tenuous claim at being canon, and it’s all to do with the design of Kylo Ren’s iconic crossguard Lightsaber. Long story short: if the KOTOR series didn’t exist, the planet the Lightsaber’s design comes from wouldn’t exist either.

“That might actually be the case,” Ohlen says.

“The way LucasArts has put it to us when we asked the question ‘Is Knights of the Old Republic part of the canon?’ is: they don’t say that it’s not, they don’t say that it is.

“What I think their plan is, is to introduce the cool things from the previous canon into the new canon as they need to. I feel like, because Knights of the Old Republic is so beloved, parts of it will make it into the new canon as it comes up or is worth doing. I know that there’s a lot of love for Knights of the Old Republic at LucasArts as well.”

You’ve seen another KOTOR creation actually in a Star Wars film, too.

“One of the cool things someone pointed out to me was – and the first time I watched Rogue One I didn’t notice it – you know the hammerhead ship that pushes the Imperial Cruiser into the other Imperial Cruiser?” he says. “That’s inspired by Clone Wars, but actually Dave Filoni [Clone Wars creator] got the hammerhead from our game, The Old Republic. That was one of the coolest things, seeing a starship inspired by our games in a movie.”

But to BioWare, Star Wars meant movies. “It wouldn’t feel true to Star Wars if it wasn’t cinematic.” It meant bringing the camera down behind the player and showing a full 3D world. It meant cutscenes and fully voiced characters. More than any other BioWare game, Star Wars: Knights of the Old Republic paved the way for the cinematic style we know BioWare for today.

The Star Wars movies also presented a problem. “We wanted to be able to tell an epic story,” he says, “because that was always something we fought for. Even during the Baldur’s Gate days we were being pushed to do a very down to earth, non-epic story, and we were like, ‘No! You’re going to be the son of the God of Murder and it’s going to be epic.’ We feel like with escapism, you want it to be larger than life.

“But with Star Wars it’s harder to tell a larger than life story during the movie era because all of the big events – Luke Skywalker, Darth Vader – happen in the movies.”

The solution came from a Dark Horse comic series called Star Wars: Tales of the Jedi, set thousands of years before – and well out of the way of – the Star Wars films, in an era known as the Old Republic. All BioWare had to do was bump the timeline forward a bit in order to implement technology more familiar to the films – “the comic books had Lightsabers with cables attached to a power belt, and starships with sails” – and hey presto! it had a perfect setting for its own story about a ragtag group taking on an empire.

The next thing BioWare needed was a twist. This was of utmost importance. Of all the moments in the Star Wars films, Ohlen’s favourite is Darth Vader telling Luke Skywalker he’s his father at the end of The Empire Strikes Back. “It feels like Star Wars, an episodic movie series, needs cliffhangers and twists,” he says, “so we wanted a twist from the start.”

There were a lot of boxes a twist needed to tick. “We needed a twist that was incredibly epic in scope, that when it happened it was like, ‘Whoa! that is going to have a big effect on the galaxy’; we wanted a twist that was personal and meant a great deal to the player; and we wanted a twist that made you feel better about things, a twist that made you cooler.”

What if…? Eventually someone hit the nail on the head. “The initial idea of the player as the villain came from Cam.” That’s Cameron Tofer, who was going to be the executive producer on the game, but who left BioWare to co-found a small studio called Beamdog nearby (a studio which enhances some of BioWare’s old games). If Tofer hadn’t left, Casey Hudson wouldn’t have stepped in to fill his executive producer shoes, and if Hudson hadn’t stepped in then he might never have gone on to spearhead the Mass Effect series in the way he did. It might never have happened!

Tofer’s initial idea was fleshed out by Hudson and lead writer Drew Karpyshyn, “and the twist,” Ohlen says, “was in the very first two-page Word document for the game”. Revan, however, wasn’t. He might be gaming’s most famous Sith Lord but the twist, unequivocally, came first.

The games Obsidian never got to make

Rummaging through the pitch drawers.

BioWare didn’t spend much time on Revan at all. “Darth Revan was less of a character because he was going to be the player, so we didn’t actually want to develop him too much,” Ohlen says. “Darth Malak was the one we spent more time giving a character arc to and a background to and a personality to.” And no prizes for guessing which wheezy movie Dark Lord he’s modelled on with his large stature and robotic jaw, albeit with splashes of red instead of all black.

Revan’s name took all of about three seconds to conjure. “The funny thing is, people on message boards will try and guess at the incredible depth we went to name the characters,” Ohlen says. Could Revan be an old English spelling of ‘raven’, and mean a dark-haired and thievish person? Could Revan come from the noun “Revanchism”, which means “a policy of seeking to retaliate, especially to recover lost territory”?

“What they don’t realise…” Ohlen adds with a chuckle. “Maybe I shouldn’t be revealing this because it wrecks the mystery!

“I think I flipped through a book and there’s a villain in one of my D&D campaigns – a lot of the names came from my old Star Wars campaign I ran as a teenager – called Revanac, and I was like, ‘That’s not very good, I’ll just lop off the last part.’ Revan, boom, done.”

There was one Star Wars movie character BioWare knew Knights of the Old Republic couldn’t do without – and one whose inclusion would have a far reaching effect on both the Mass Effect and Dragon Age series.

“One of the cores to Star Wars is the Millennium Falcon,” Ohlen says. “The Millennium Falcon is as important a character as some of the main characters like Han Solo and C-3PO and all the rest. We wanted to have the Ebon Hawk be your own Millennium Falcon, we wanted it to be a core of the game. It was, essentially, your home base.”

Being in the Ebon Hawk made you feel like you were flying around space, but you weren’t, it was an illusion – you only ever saw cinematics of the Ebon Hawk flying down onto planets or away from them. It was also an area you could have, as Ohlen says, “more intimate conversations and character moments”.

“It worked out really well for us,” he says. “It was a good place for you to roleplay with your companions and to make the world feel bigger than it actually was.” The idea stuck and BioWare would use it again and again. “The Normandy [in Mass Effect] was modelled after the Ebon Hawk; even your travelling campsite in Dragon Age: Origins was modelled after the Ebon Hawk.”

But not everything worked out well. “We had to cut an entire planet,” he says. “We were going to have a planet called Sleheyron,” which was also from his old D&D campaign, “and we actually did the content and built one of the levels for it. It was going to be a gladiator world run by the Hutts. But we were forced to cut that world.

“We also had more endings,” he adds, “but the endings were expensive so we had to get them down. We were going to have multiple endings based on all these different choices you were going to make,” a bit like at the end of Dragon Age: Origins, “but it just didn’t make sense. The ending had to be a big, epic cinematic moment with space battles and all the rest, so we cut it down to two.”

The dice-rolling D&D mechanics weren’t a great fit for a cinematic Star Wars experience either. “Some of the things were forced on us by circumstance,” he says. “Knights of the Republic would have been a better game with a better combat system, but I don’t think we would have been able to finish the game if we hadn’t been able to leverage so much stuff from Neverwinter Nights.”

Obsidian’s idea for Knights of the Old Republic 3

‘If they could shape entire planets or galaxies…’

Star Wars: Knights of the Old Republic was released in 2003, made by fewer than 100 people. “It was actually one of the more enjoyable development experiences,” Ohlen says. “When we started we were like, ‘We want to make the greatest Star Wars game ever made!’ BioWare, we’re very competitive, so at the beginning of any of our projects it’s always ‘we need to just blow it up!’ But by the time we got to the end, we were all exhausted.”

They’d ask themselves: “Did we even make a good game?” But they were too close. “I had played it through it too many times, like 200 times,” Ohlen says. “When you say a word over and over again it ceases to have meaning – it was almost like that for me.”

Kieron Gillen, now a comic book writer, reviewed Star Wars: Knights of the Old Republic for Eurogamer – and he didn’t mince his words. Had BioWare made a good game? “Knights of the Old Republic is the best Star Wars game since X-Wing and/or Tie Fighter, if not ever,” he wrote. “Got that? Great. Now get this.”

Obsidian, a friend of BioWare’s, would make Knights of the Old Republic 2, and independently managed to come up with a strikingly similar story idea. “I’ve learned that there’s only so many ideas in the world,” Ohlen says with a shrug. (BioWare’s Jade Empire recycled the traitorous Yoda idea, too.)

BioWare returned to the Old Republic era years later with huge online game Star Wars: The Old Republic, which promised to contain several games’ worth of stories. But it never quite scratched the KOTOR itch (recent expansions Knights of the Fallen Empire, and Knights of the Eternal Throne, came closest). Perhaps it’s why the hunger for a new Knights of the Old Republic is still so strong – why a chorus of “We want KOTOR 3!” erupts at every mention of ‘Star Wars’ and ‘game’ and ‘story’. EA closing Visceral Games and “pivoting” the single-player Star Wars game in development there hasn’t helped.

But how likely is BioWare to ever return to Knights of the Old Republic in a proper single-player way? Where is there any room alongside the all-encompassing development of Anthem, a multiplayer game of the scale and ambition of Destiny? It doesn’t look hopeful, yet Ohlen doesn’t snuff out my hopes like I thought he would.

“Given a chance to work on Star Wars in the future, I would definitely enjoy that,” he says.

“What I would do is empower other people to tell their Star Wars stories, be the mentor who helps them bring their vision of the ultimate Star Wars story to life. KOTOR was very much a passion project, a love letter, in my mind, to the original Star Wars trilogy and particularly to The Empire Strikes Back. That’s something I don’t think I’d do again, but there’s other people’s love letters to Star Wars that could be quite amazing.

“Could BioWare do another Star Wars game?” He thinks for a moment. “That would be really awesome. The entire industry would love to see that, so hopefully it happens.”

Four officers from the Taiwanese military will drape the flag of the Republic of China over the coffin of a British officer who has died in Leeds, 77 years after Nationalist Chinese troops came to the aid of his beleaguered unit in Burma. 

Gerald Fitzpatrick, who served as a captain in the King’s Own Yorkshire Light Infantry, died on August 27 at the age of 99. His funeral is due to be held in Leeds on Thursday. 

Mr Fitzpatrick wrote two books detailing his wartime experiences in the Far East – “Ditched Burma: No Mandalay, No Maymyo, 79 Survive” and “Chinese Save Brits – In Burma” – and had repeatedly expressed his desire to have his coffin draped in the flag of the Republic of China – the official name for Taiwan – at his funeral, the Taipei-based Central News Agency reported. 

Mr Fitzpatrick joined the British Army in October 1939, at the age of 20 and was initially trained as a sapper in the Royal Engineers.

In his memoirs, Mr Fitzpatrick recalled while training at Folkestone seeing massed German bombers approaching London in the summer of 1940 and being engaged by RAF fighter aircraft. 

Posted to Burma in November 1941, Mr Fitzpatrick endured the demoralising British retreat from south-east Asia in the face of determined attacks by troops of the Imperial Japanese Army – and wrote that he lost one-third of his body weight in the space of 11 weeks. 

By April 1942, some 7,000 British troops had been cut off in the oil fields of Yenangyaung, in central Burma, and were surrounded by Japanese units.

Senior British officers appealed to Nationalist Chinese forces for assistance and Major General Liu Fang-wu was ordered to lead a relief mission at the head of the 113th Regiment of the Chinese Expeditionary Force. 

After two days of intense fighting, the Nationalist forces broke through the Japanese lines and helped to evacuate the surviving British troops. 

During a visit to Taiwan in 2013, Mr Fitzpatrick told local media of his gratitude for the intervention of the Nationalist Chinese units and remained in contact with officers from the Ministry of National Defence for the rest of his life. 

After hearing of Mr Fitzpatrick’s death, Defence Minister Yen De-fa asked Taiwanese military officers presently studying in Britain to pass on his condolences to the family and sent a Republic of China flag to Mr Fitzpatrick’s wife, Patricia. 

Four of the officers are due to attend the funeral and will drape the flag over the coffin, CNA reported. 

The Republic of China has been the official name for Taiwan since the nationalist Kuomintang (KMT) government fled there from the mainland Communist regime immediately after WW2.

The current flag bears the nationalist KMT logo and is controversial in some quarters as other national flags have historically been flown on the island democracy. 

South Africa’s top court ruled Tuesday that private, personal cannabis use was legal in a landmark case that pit law enforcement agencies against marijuana advocates and the judiciary.

Deputy Chief Justice Raymond Zondo, delivering the Johannesburg-based Constitutional Court’s unanimous verdict, declared the law banning marijuana use in private by adults "unconstitutional and therefore invalid".

"It will not be a criminal offence for an adult person to use or be in possession of cannabis in private for his or her personal consumption," he said, reading the ruling to cheers from the public gallery.

The court also ordered parliament to draft new laws within 24 months to reflect the order.

Outside, pro-cannabis campaigners lit pipes and rolled joints to celebrate the news, filling the air with the distinctive scent of marijuana.

"I’m happy I won’t be getting any more criminal records for possession," Ruaan Wilson, a 29-year-old wearing shorts and sunglasses, told AFP before pausing for a puff.

"Now we can get police to focus on real drugs and thugs," he added.

A court in the Western Cape had ruled in March 2017 that a ban on cannabis use by adults at home was unconstitutional, a move that effectively decriminalised it in the province, which includes Cape Town.

But the ministers of justice, police, health and trade challenged that finding, arguing that there was "objective proof of the harmful effects of cannabis."

Tuesday’s ruling will not decriminalise the use of the drug in public nor the offences of supplying or dealing – but cultivation for personal, private use will no longer be illegal for adults.

Square Enix has announced “a new Tomb Raider game”, by which it probably means Shadow of the Tomb Raider, but it sounds like it won’t feature tonight at The Game Awards or tomorrow at PlayStation Experience.

“Square Enix is excited to share some big news with you next year,” a statement read. “Honestly, we wish we could share it with you right now but we’re taking a new approach this time.

“A new Tomb Raider game is coming.

“Driven by our goal of putting our fans first, we want you to know that it won’t be very long between the official reveal and when you can play.

“Our journey together will begin with a major event in 2018. We simply can’t wait to take you on Lara Croft’s defining adventure.”

A message to our fans! pic.twitter.com/HlDYsUtZMs

— Tomb Raider (@tombraider) December 7, 2017

The “major event” the statement references will presumably be E3 next summer. And Square Enix saying “it won’t be very long” between the reveal and release suggests it may arrive next autumn.

Shadow of the Tomb Raider was leaked this time last year when someone on a train noticed someone else on a train writing a marketing report for the game. Whoops! Apparently Shadow won’t be made by Crystal Dynamics, the regular studio behind Tomb Raider, but rather Eidos Montreal.