Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Monday, August 21, 2017

Quick Update! - What I've been doing lately!

Lots of Summer Fun!

Howdy folks!  It's been a while since I did a proper post.  That's because I've been focusing on making YouTube videos of myself playing some fun games I've gotten over the summer.  So I wanted to update people on what I have planned for future content on my blog AND my YouTube Channel (which you can find HERE!) All plans subject to change.  "The best-laid plans of mice and men oft go awry." - Robert Burns, 'To a Mouse'

So my plans moving forward are:
  • A return to a weekly blog post.  
    • I have plenty of things going on so I should be able to write about most of them
    • One of them is a 'survivor's log' that will go along with a game I'm playing.
    • Game reviews?  All kinds, not just video games.  Send suggestions of things I should play!
  • Weekly/Bi-Weekly Livestream on my YouTube Channel.
    • I have two survival-type games I really like streaming right now, 'Subnuatica' and 'FortNite.'  Subnautica my wife enjoys, so I want to do Wednesday evening 'Wive Streams' where I play and my wife comments.  FortNite is a more arcade style 3rd person shooter with zombie-survival elements that is just fun.  FortNite Fridays may become a thing.
  • At least 1 recorded video a week.
    • I have Diablo III, FortNite, a Subnautica 'Survivor's Log', and even a Kerbal video series I want to continue, so I hope to post at least one of these videos a week.
    • Also game reviews.  I keep buying Early Access to games I intend to review.  I should review them!
  • Write more book!
    • I'm Draconic Author for a reason, right?  Write?  WRITE!
  • Catch up on the backlog of blog posts I wanted to right, started, but never finished.
    • Of mice and men, folks...  Am I right?
Also, serious question for readers I'd love you to answer in comments:
What else should I write about/video blog about?  Never done a video blog, but that would be fun.  It would be super awkward at first since I don't have a good camera, and since I've never done video blogging before.  But I'd love feedback/suggestions.  

So I hope I'm back!  Need to keep this creative inertia!  Thanks for reading!

**Edit: Forgot to add some of my plans to the list

Saturday, April 29, 2017

Unity RPG Q&A with Project Director Anson!

Q&A with the man behind the Unity Tabletop RPG


As you might know, last October I backed a Kickstarter to fund the development of a new tabletop role-playing game system called Unity being created by Zensara Studios.  As a writer and lover of high fantasy worlds, I asked the head of the project, Anson Tran, if he would like to answer some questions.  The following is the Q&A that follow, which was conducted via email.

Unity:  Four Factions.  One Destiny

Draconic Author:  So tell me about yourself. Who is Anson and what inspired you to create your own tabletop role-playing game?
Anson Tran: These questions are always hard. I’m a working professional in the IT industry who’s always had a love for stories and games. I was introduced to tabletop gaming a little over 13 years ago and I fell head over heels in love with it as a hobby because it combined my two favorite things when it comes to entertainment. Before tabletop gaming, I had been an avid fan of video games since I was a child. I was blown away by the freedom and openness that tabletop roleplaying afforded me while still giving me the same feelings I get as I sink my teeth into a good video game. Growing up, I always had this burning desire to create my own game but it was very daunting when the only medium I was familiar with were video games. I would ruminate a lot on game design ideas and it was a nice escape for me from the real world. This was done with the caution and understanding that I’ll probably never get to design a video game. Stepping into the tabletop gaming world blew the doors wide open on what was possible and made design and creation a very real thing – I feel the very act of GMing games acts like an educational institution for design.  Certain unfortunate life events (that might have been a blessing in disguise) coupled with my burning desire to create something and fulfill a dream I’ve had since I was a kid pushed me over that edge of “this would be a cool idea” to “oh my god I’m doing it!” I was afforded a small reprieve from work and I started creating Unity and testing it with my local groups of players. The feedback was positive and it spurred me to continue down the path that I am currently on.

DA:  That's a great feeling to have, and anytime I share my own work with people it encourages me work on it even more.  Now. I’ve been a fan of Dungeons & Dragons (D&D) and role-playing games (RPGs) since I first got Baldur’s Gate on the computer almost 16 years ago. Things have changed a lot since then, especially how people play. What was important for you to make part of your game that you enjoyed over years of gaming?
AT: Baldur’s Gate! Many, many a good hours were lost over that game and its sequel for me.  I think for me, gaming and how we game may have evolved significantly over the years but the feelings remain the same. It was important for me to understand those feelings and really drill down to get to the heart of them and what were the triggers that made them possible. I believe it’s subjective so I can only speak from my own experiences, but some of the best gaming moments I’ve had were shared with friends. There are some amazing single player experiences out there and I’m a huge fan of the single player experience, but for me, working together with a buddy or two to accomplish goals and sharing in the adventure as we reach those goals was paramount and the reason that I kept playing. When designing Unity, I focused a lot on teamwork, synergy, and gently prodding players into a dialogue with each other and rewarding them for it. Those were the most fulfilling moments for me when playing games over the years, video or tabletop. Something that ties in with this was also remembering the frustrating moments in my gaming career where there were barriers or obstacles that made it difficult to achieve those fulfilling moments I previously mentioned. It helps to keep me cognizant of designing rules that might impede the central concept of Unity.

DA: You mention in your Kickstarter Project video that your professional career makes you a good candidate to trust with completing your goals for Unity. What exactly do you do and how does it make your project one that Backers can take comfort knowing their money will be used as they intend: to complete the project and provide them with a product?
AT:  As mentioned earlier, I work within the IT industry and have held roles as a project manager and analyst. The stakes are higher in my industry as it’s focused on healthcare IT but the general challenges are the same when it comes to the majority of project work. Doing the Kickstarter and entering a new industry (tabletop gaming) has been an incredible learning experience and part of that has been translating the skills and knowledge from previous IT projects and finding a way to fit them to some of the more specific/unique challenges that have cropped up with designing a tabletop RPG.
Planning is so critical to project work and even more so when you are dealing with systems that save lives. Being immersed in the industry for 5+ years really drills this into your head and I’ve done my best to let this rigor spill over into everything I do for Unity. As it’s a new industry for me with its own unique challenges, I tried to install as many safety nets as possible to provide my backers with confidence that completion and delivery are inevitable conclusions. One of these would be the fact that I invested a large portion of the money, time, and effort upfront to have something substantial to show the world that I was dead serious about delivering a quality product. Another would be having contingencies – backup printers, backup artists, back up fulfillment etc.

DA:  If you could have included something into Unity that didn’t make the cut and wasn’t revealed as a stretch goal, what might it be?
AT:  I would have loved to include an additional bestiary, a separate supplement just filled with monsters and foes to fight.

DA:  You released your Kickstarter under Zensara Studios. Where does the name come from and who makes up the studio besides yourself?
AT:  I’ve always been a pretty spiritual person and that’s reflected in the name. Zensara came from Zen and the “sara” is from Samsara (which alludes to the infinite cycle of life and death). Zensara Studios is largely myself with my contractors for artwork and things that will take me far too long to learn (like animating videos). I have a business partner who is hands-off creatively but helped me get the company going initially. As the Core Rulebook nears completion, we’ll be looking to expand the company a bit by bringing in additional writers to help with the stretch goals.

DA:  How far do you see this project going? Dreams of a phone call from Hasbro/Wizards of the Coast? Paizo Publishing? How high is the ceiling for Zensara Studios?
AT:  Honestly Shane, if people are enjoying Unity and want more then I’d love to deliver more. One thing I’ve learned from this whole experience is that it can be a balancing act to make sure you don’t burn out on the thing that you love and you don’t slowly turn the thing that you love into a chore. Because I own all the creative aspects of my game, I’ve found the balancing act achievable and it sometimes makes me wonder if I could maintain this level of passion if I was making someone else’s game. Because of this, I haven’t really been spending my daydreaming hours thinking about a call from the big dogs.  Thought it would be better spent trying to see how I could fit more lizardmen into Unity because I know that makes certain people giddy.

Giddy is an understatement.  Have you seen my page banner?  


DA:  Just from your Kickstarter page, any veteran D&D player would recognize the page style used in your samples, but your book looks to be much more colorful than the standard D&D handbook. What considerations did you put into your design style? Do you think the benefit of having a full-color book outweighs the added costs of production?
AT:  Unity has been a passion project since the beginning. I knew I would probably lose money but I’ve been enamoured with the idea of a little guy like myself releasing a high quality product, not just content wise but production values as well. When you ask if I think the benefit of a full-colour book outweighs the added costs of production, the answer would be that it depends on the creator’s goals. My goal as mentioned just now, is just to have the kind of game book that I would be salivating for myself, that I would feel really good to hold in my hands and flip through, that I would be super excited to bring and show my friends and try to rope them into trying the game with me. In that sense, yeah it’s worth it.

DA:  I’m a huge fan of what Wizards/Hasbro did with the Fourth Edition of Dungeons & Dragons, especially coming from 3.5. Before 4th, melee characters were limited in most combat situations to just swinging their weapon, even with the horde of supplementary content, both official and home-brewed, while the casters had a plethora of effects and options. 4th gave everyone a ‘spell book’ of sorts to choose from, each with effects that could help allies and hinder enemies while adding flavor and appeal to combat.What was it about the Power Card system that you liked so much, and in what ways do you think you improved it?
AT:  The Power Card system gave me that video game feel and as an avid gamer all my life, it was incredibly comforting tucking into that when 4th first came out. It also spoke to video gamer sensibilities about ‘balance’ in that you didn’t have caster types having all the fun, and martial types had variety and depth beyond “I swing my sword.” as well. I’ve always been a huge proponent of every type of class having depth and variety. I felt pigeonholed into playing a caster in earlier editions of D&D and some other tabletop RPGs because they actually had a bunch of different things they could do (fun!) even though sometimes I really wanted to play a warrior type.
One thing that became apparent as we played 4th more that didn’t jive too well with my groups was that there were a lot of fiddly bits and coupled with an individual turn/initiative system for all units on the battlefield, combat began to feel incredibly long and tedious. I understand a lot of folks don’t mind this and embrace the long combats inherent to 4th but it wasn’t our cup of tea even though we loved the variety of powers and the tactical nuance that was afforded by them. I’m always loathe to say “we tried to make X better by…” because tabletop gaming is so largely subjective to individual tastes but for us streamlining the powers on top of a system that supported simultaneous turns made combat feel smoother and faster while still remaining a fulfilling and thrilling experience that rewarded smart and creative thinking.

DA:  We had our problems with combat taking forever too.  Fourth Edition also made role-playing feel secondary to combat. With so many combat choices, role-playing (in my experience playing) could feel stunted by confusing skill categories and ‘Skill Challenges’ which made the game more about ‘roll playing’ than role playing. That said, a good Game Master/Dungeon Master (GM/DM) can make any system better with effort. Did you have similar experiences? Was and is making role playing a key foundation in Unity as important as making players feel powerful?
AT:  Absolutely. Unity is this abomination child (said with all the love a father can muster) that has both parts roleplaying and gaming tweaked to the tastes of myself and the groups I play with. You have the combat and the powers that are rigidly defined with rules and conditions, and then you have something like Core Paths which are open, free-flowing, and a bit nebulous. I tried to make the game in a way where I could have my cake and eat it too. Roleplaying is hugely important to me and speaks to that side that loves hearing and telling stories. I like being taken on a rollercoaster of emotions and I’m always trying to find ways for players to buy tickets to that very ride. Things like Core Paths, Spark Points, and Failing Forward are my way of saying this isn’t just a game but also a story that you’re all writing together.

DA:  While reading through the Early Access Packet I saw an interesting side-bar titled “Shades of Grey” describing Unity as a game of heroes and cooperation. The most important aspect of an RPG is the role playing. While I always play some form of Good Sword-Wielder, I know people who love to play the villain who is out for himself and more than willing to leave the ‘meat shields’ behind. What made you point this out in your game? Why did you feel it necessary to tell players that the game isn’t meant to be played as an evil character? Could you have worded that differently?
AT:  I pointed it out specifically because I wanted to inform the reader in a nice way that I did not put a single thought into making the game support evil campaigns. In fact the name of the game itself is about cooperation and working together. I actually am unsure how Unity would play if someone decided to make an evil character. Could be a fun experiment. I also might have something tucked away in the corner of my mind about another game where you are encouraged to make evil characters.



DA:  Okay, last question for now.  The idea of Synergistic Combat Solutions (to paraphrase my favorite nonsensical Cards Against Humanity card) is one of the reasons I Backed this project. The scene in The Avengers when Captain America deflects Iron Man’s repulsor blasts around a corner is visually appealing, and to be able to create combos between players is a first in my tabletop experience. Sure, casting Magic Weapon on an ally's weapon is a neat buff, but throwing the barbarian over a wall so his ground slam attack inflicts more damage is usually something done at the DM’s discretion, not built into the rules. What gave you this idea, and what sort of crazy combos did you build into the game? Do you expect players to find new ways to synergize powers that may be ‘broken’ or overpowered? What (if any) is one that you didn’t add that sounded like a good idea in theory but didn’t work out when the rules were applied?
AT:  What you describe about throwing the barbarian over the wall so he can land with grand aplomb and send his foes scattering through the air while possibly caving in some ogre’s skull with his hammer from the force of his landing is pretty much what gave me the idea for this “Synergistic Combat Solutions” :P We found over the years, we were doing a lot of these GM discretion moments when we gamed and almost every time, it would be AWESOME. It made us look voraciously around for a game that had this built into the rules and supported it but we came up pretty short of what we envisioned.
There are a lot of combos that come to mind and many more still to be discovered. One thing that surprised me in a session was watching my players utilize a 3 person combo to land some significant damage on a monster. The Primalist class has an ability called Aspect of the Rhino that encourages the Primalist to move before they attack as every range band they cover adds a chunk of damage on top of their normal attack damage. The 3 players tried to create and cover as much distance as possible between the monster and the Primalist. The Dreadnought in the group used a power to swat the monster back a range band further and the Sentinel crouched down low with her shield braced to launch the Primalist another 2 extra range bands, who was charging across the battlefield with Aspect of the Rhino up. The resulting hit was massive and instantly killed the monster. Having players discover these combos is an incredible feeling.
I absolutely expect folks to discover some broken combos out there. The nature of this type of system creates many different possibilities. As you add more powers or more classes etc, things begin to multiply. But now that the Early Access Packet (EAP) is out and folks are playing, we’re getting a lot of good feedback and will hopefully catch some of these overpowered combos. With regards to your question about something that I wanted to add but didn’t, to be honest, I didn’t have this struggle BUT you might notice the Overdrive power Prismatic Shard for the Primalist in the Early Access Packet. It’s an idea that I’m fond of but I’m unsure if its execution and rule set are easily understood by the player/GM. I deliberately left it in there to see how folks with fresh eyes will utilize it (if they can) and I’m watching the feedback on that power closely. I’m hoping it makes sense and people see what I’m trying to do there but it could very well end up removed/replaced and that would be my answer to your question.

Thank you, Anson, for your time and for answering these questions for me.  I look forward to more meaty updates to test and possibly another -more punctually delivered- round of questions with you.  For those who want to learn more about the Unity RPG, please visit the links below.

Monday, April 3, 2017

Kerbal Space Center - To Boldy Go! Part 1





Shane, the Draconic Author, takes command of the Kerbal Space Program.  Some one get this man a pilot's license.  Suggest scenarios and mods in comments!



Produced with CyberLink PowerDirector 15

Kerbal Space Program Copyright © 2011-2017 Squad. All Rights Reserved.

Monday, February 20, 2017

New YouTube Channel & Other Updates

Making Videos for Fun!

Hello again!  It's been a while since I posted last and before you ask, yes, I know I have a half a dozen other posts to finish.  My attention is so scattered I'm proud of myself just for finishing this one.  That said, I've got all kinds of news!

First off, I've finally started making YouTube videos.  I got my computer to cooperate and have posted around 6 videos where I play either Fractured Space, a space MOBA with big ships and lots of explosions, or Crypt of the NecroDancer, a fun and addictive Rhythm/Rogue-Like where you move to the beat to slay monsters and advance the simple but compelling story, rescuing people!  Check out one of my runs below, using the character of Bard who doesn't have to move to the music.

Seriously, what?  Not like there are monsters down h-

Secondly, yes, I'm still finishing the "Story in Parts."  That was largely derailed by January being hectic and then my 'taking a break' through most of February.  It has not been forgotten or stopped, simply delayed.  That said, many other delayed and pending pages are still being worked on.  Motivation and focus have been premiums and I spent them on YouTube most of this month because I wanted to incorporate video into my blog.  Now that the ground work for that has been laid, I will try to share my creative impulses between both mediums.

Thirdly, this weekend is NerdCon: Nerdfighteria!  I will be attending and plan to record as much as I can, take pictures, and post blogs day of from my hotel room.  Wish me luck!  If you happen to be going to please comment!  Would love to say hi!

Lastly, what I plan to do in the near future,  A Review of a recently opened Early Access (Alpha) game Conan Exiles will be coming soon.  Exiles is a survival game similar to Ark in a lot of ways (though I haven't played it) minus dinosaurs.  It's based on Robert E. Howard's many short stories about Conan, a barbarian adventurer he wrote about in the late 1920's and early '30s which have subsequently made into three movies (two of which star Arnold Schwarzenegger and the third Jason Momoa) and a few earlier video games.  More on that in the full review.  I'm also planning to review the LEGO Batman movie, and if I can, John Wick: Chapter 2.

Until all this stuff happens: Best Wishes and Don't Forget To Be Awesome!

Sunday, January 1, 2017

New Year's Day Video Game Review! Two Science Fiction Titles that couldn't be more different

Starting the New Year off Right!

Happy New Year Everyone!  Starting off with a review of two games I got after Christmas, Astroneer and Project Genom, both in their Alpha stages and both fun as they are so far.

Astroneer: Space Minecraft without the blocks


Astroneer is a survival-lite planetary exploration game.  So far, the premise is you are an astronaut who is sent down to a vibrantly colored world to explore the planet, expand your base of operations, exploit the resources around you, and exterminate the threats that you can.  "But Shane, this isn't like Masters of Orion or Sins of a Solar Empire, right?"  Right!  This is not a classic 4X strategy game, and (so far) there are no hostile aliens roaming around coming to kill you.  After landing, you are left with your capsule (called a habitat) and your own ingenuity to survive the new world.  Your astroneer (Astro-pioneer?) is equipped with a backpack that serves as your most basic battery and oxygen supply.  These two resources are key to getting anything done, as you expend oxygen by moving around away from things you can tether to like your base.  Tethering is automatic with proximity and allows for refilling oxygen as well as power if your base has one of many types of generators running.  Away from tethers, you can find supplies of raw oxygen and power buried or embedded in the various minable surfaces of the planet (meaning the entire planet).

Let me take a moment to explain how the game plays.  The only other thing your astroneer starts with is a multi-tool which doubles as both a vacuum mining device, sucking up both land and resources, and an extruder, spewing out 'land' to build bridges and walls, and also fill in holes and smooth out the terrain.  Doing so uses power, which must be managed as your backpack recharges slowly.

Now, the game has many resources for you to collect in order to improve your situation.  Very quickly, you will find the first two which are Compound and Resin, which will help you build the beginnings of your base, which is usually a Research system and a Smelter.  The first turns Research pods you find into either new tech to build or a random resource, while the smelter allows you to refine certain materials into metals needed for construction of more advanced tech, like vehicles, generators, and additional base systems.  The first you will end up building is likely a tiny solar dish and a wind turbine to power your backpack, and then your base.



From the ten hours I've put into it (the first 5 all in one sitting) I've managed to build a giant segmented truck covered in storage containers and power plants that allows me to go on huge mining trips and collect as much as possible.  I also have a lunar lander style vehicle that I can use to hop from one area to another, though I have not explored the possibilities with the lander because I don't have enough hydrazine to fuel it.

So instead I take my solar- and wind-powered truck across the surface and down into caves to get hopelessly stuck and then have to tunnel my way back out.

The developers have created an interesting feature where the terrain is all voxels and polygons, and when you use your tool, you can bore straight through any surface you come across.  This allows your to make tunnels through mountains, or if you find yourself stuck in a pit, to make a ramp to get where you want to go.  You can also build up the terrain to make bridges over chasms, or up to areas that are currently inaccessible.  I have not done much building, and have concentrated on digging in my current playthrough.  But digging can get dangerous!  You never know if you'll dig into a huge void and suddenly have to change direction to avoid falling to your death!

Speaking of death, I did mention this is a survival game, correct?  Well, death in this game is annoying, as anything you were carrying when you died is lost and left at your corpse, while your 'respawn' back at base.  You get to keep any generators stuck to the sides of your backpack (which has a limit of 2) but if you just hit a jackpot of titanium, or had exited a vehicle, you have to hoof it back to recover whatever you lost.  The game kindly leaves a marker to help you find your corpse, though, as well as vehicles, bases, or beacons you leave near points of interest.  

Beyond that, the game offers multiplayer for cooperative exploration.  My truck currently has three seats, but I lack any friends to ride with, currently.  The game is addictively fun, though, so I hope to attract some fellow astroneers when the game gets further into development.  I'll make updates about any features I find especially noteworthy.  As it is, the game is fun and provides constant reasons to play just 5 more minutes with the promise of achieving some goal or finding that one mineral deposit you needed to finish building your giant drilling rig!  It is currently available on Steam Early Access and is totally worth the $19.99 USD.  If you pick it up, I'm CDR Shiff D on Steam.  Come play with me!

Project Genom: A Russian Sci-Fi MMO highlighting customization and crafting


You wake from cryosleep, trapped your stasis pod.  In a panic, you fumble for the emergency release and feel relieved as the hiss of the hydraulics releasing fills your ears.  You push up the lid, still shivering from the cryo-stasis gel, and step out into a dimly lit hall in nothing but the boxers they froze you in.  You immediately realize something isn't right.  Electrical wires snap and spark above you.  Parts of the ceiling struts have crashed into a neighboring pod.  Numerous other pods sit empty, but a trail of blood leads you to one of your former cohorts.  He lies slumped against a wall, his hands covered in luminescent blue goo, a strange red shrimp-like creature at his feet.  The puddle of red upon which he sits indicates he at least killed his killer.  You thank him without words, else the creature may have claimed you as well.  Looking around, you find some pants you recognize as basic security leggings.  The tough fabric will keep your legs warm, and hopefully, repel the claws of any more critters that may be around.

Your attention is suddenly drawn to a camera fixated above the door to your cryo-storage vault.  "Hey!  You're alive!  We had to seal the vault when the Diggers broke in, and then you all started thawing!  Some managed to escape but you are the only one left that isn't still a block of ice.  There should be a laser cutter in a box nearby.  Use it to get out!  You're lucky this door isn't the main bulkhead.  Cut the locking clamps and you should be free.  But be careful, the diggers are everywhere!  If you make it to the elevator, I can turn them on to get you out.  Good luck!"  

The snap of the electrical connection being cut makes this one way call a short one.  You search for the laser cutter and tune it to sever the clamps, and after a few moments, you slice through the steel and the door automatically opens.  Stepping cautiously into the waiting chamber, you see all manner of scientific equipment scattered around.  Vials of strange liquid, barrels leaking other fluids, hypo-injectors, surgical equipment, and you realize that in the panic of the last few moments, you don't remember why you were in that cryo-pod.  It matters little when you see the red carapace of a Digger crawl around a corner and stop.  It looks at you as you level your weapon, and then emits a screech, answered by the clatter of a dozen more bug-legs.  You unload your charges at the bugs, and the last falls dead at your feet a minute later as it tried to lunge for you.  Shaken by the encounter you grab as many extra power packs as you find in the crate and stuff the into the waist strap of your leggings, and continue on.


Project Genom Trailer (Note: Some features not yet implemented)

This is your introduction to Project Genom.  Feels like Fallout 4, right?  Well, that's where the similarities end, as you work your way through to the Ark, the remains of a colony ship sent to a far off world called Avalon.  As you poke around and get your bearings in this game which lacks a clear path at first, considering it's Pre-Alpha in development.  You eventually catch wind of what's been going on, and that your rude awakening is the result of these Diggers chewing their way into your cryo-unit and waking you all up before the colony was ready for you.  Exploration will reveal a series of scavenger hunt styled quests which will earn you some context as well as some starting equipment, though make sure you explored enough in the tutorial to find a better starting gun.  Eventually, you leave the colony to explore the planet and the game quickly becomes your normal questing and killing and searching MMO style of gameplay.

Where PG sets itself apart is the systems in place for advancing your character, only some of which are active.  The main one is how you advance your skills.  So far, the only two sets of skills I've noticed online are the armor and weapon skills, with the weapon skills limited to using pistols and automatic rifles.  The game has 6 classes of armor (Only three are available currently: Tactical, Saboteur/Commando, and Assault) and 6 classes of weapons (Pistols, Shotguns, Sniper Rifles, Automatic Rifles, Blades, and Glaives).  So far, advancing these skills involves using the associated weapon or armor, which involves either killing appropriate level enemies or getting him by them.  Each subsection of skill has various bonuses that can be unlocked like extra ammo, damage, critical hit chance, or special actions like hitting your enemy with the butt of the rifle.  Some of these things have not been implemented yet, such as mech suits, flying wing-gliders, pets and placeables like turrets and shield, and once you choose to unlock a skill or new tier of item level, you can not (as of yet) undo you choices or redistribute them.  Whether this will carry over to the final product is as of yet undetermined, and with none of the other advancement systems unlocked as of yet, we will have to see where this all ends up.  So far, though, it's fun to run around killing bugs and realizing you have a bunch of points to spend unlocking new tiers of gear.  I did not know what I was doing at first, however, so now I have points spent in things I'd rather not use.  But such is the life of a Pre-Alpha game tester.

Project Genom is also available on Steam Early Access for $13.99 USD, currently 30% off (Normally $19.99).  You can also buy some DLC packs to help further fund the game which will provide you with some bonus stuff once the game systems come online.  They are slightly less exclusive versions of crowdfunding packages they offered several months ago (I can't find the specifics currently).  Are they worth it?  Not presently, since you won't get anything out of them.  Is the $13.99 worth it?  So far, yes.  It's fun and has interesting features and could be quite entertaining if the team can accomplish the goals they have set for it.  Right now, it's an unfinished game with enough polish and content to keep you entertained, and with enough options that starting over once you hit the content wall is worthwhile.  I will definitely keep people posted on any interesting developments.  If you want to check out their website, click here!

Tuesday, October 25, 2016

It's been a Year!

Happy (Belated) Anniversary!



So a little over a year ago, I started writing in this blog.  It began as a flood of content and quickly became a slow drip, but it's here and I'm glad I started this.

Lately, my two jobs have left me unmotivated to write much, as it has turned into a chore.  I have stared at my screen wanting to review movies and felt very uninspired.  I've tried to work on my novel and just felt unable to think of anything I'd want to read.  I know that drafts aren't meant to be readable but I can't even get myself to write out a scene that I literally blocked out in bullet points.  

That said, I haven't been completely unproductive, you guys just haven't been able to see any of it.  I'm trying to get myself set up to record myself playing video games (the one activity I am motivated to do these days) so I can review them or show off fun things and so on.  I have this idea to play XCOM 2 with all my soldiers being made in the likeness of friends, or by recreating notable SPARTANs from the Halo universe as XCOM soldiers, because fighting a superior force of aliens is what they do (and because mods make anything possible).  The problem with this is that my desktop does not have the power supply to run the game and render the video at the same time, and so the PC just crashes less than a minute into the recording.  So for the moment this project is on the shelf until I can shell out the dough for the parts I need.  I'm also going to get another hard drive to store the videos on and at the same time get some parts to repair my laptop (it needs a new hard drive as well).  Once that is settled, I'll be recording and posting here and on Youtube.

So ta-ta for now.  NaNoWriMo is coming up and I do want to get some writing done.  It got me going last year so hopefully I can write more this time around.  I may not be writing a brand new book in a month, but it's a great time to find motivation to write.  See ya next time.

Wednesday, September 21, 2016

Unity Kickstarter Update!

UPDATE!  


The Pledge manager for Unity is up!  For a limited time, you can pledge for the Core Rule Book and select bonuses like the World Map and GM Screen.  Follow this link!  Don't miss your chance to be one of the first to play this exciting new system from Zensara Studios.



Sunday, September 18, 2016

Game Review: Unity Table-Top RPG (In Development)

 A look at an In-Development Tabletop RPG that focuses on story

Back at the beginning of August, I found an intriguing link on Facebook about a tabletop role-playing game in development that was raising funds on Kickstarter.  Curious, as I am about any new RPG, I clicked to see what it was about.  Going by the title Unity, the game is an interesting blend of the fantasy, Steampunk, and post-apocalypse genres.  Set in the titular world, Unity is a realm devastated by the very deity who so lovingly created it.  Once a paradise among the stars for the Children of the Skyfather and Ivory Queen, the deities who created it, it is now a shattered world where the material world and the spiritual world are open to one another in devastating ways.  Now four factions must find a way to unite once again to save their world.

The game sets you in this world to do as you will.  As either Human, Afflicted, Furian, or Valla, you must chase destiny and make your way in the world.  But what will you do in a world of murky morals where surviving outweighs compassion? Do you seek to make the world whole again and heal the wounds of the past?  Do you seek to amass your own small empire to live in luxury as the world burns?  Unity leaves these choices up to the Game Master and his players, and with a focus on story more than strict rules, the game is designed to reward players for being actively engaged in the storytelling, and not just rolling the dice, and where even failure can mean moving both combat and the story forward.

The themes of Unity are part of what makes me want to delve into it.  The first is Murky Morales, which I mentioned above.  Unity throws you into the world where the worst has and is happening, and being 'good' isn't always as important or even as desired as simply surviving.  Then there is the Culture Clash of four (or more) different cultures that are forced to work together even when they'd rather kill each other.  Another is finding the surviving Technological Wonders of Unity's Golden Age, when the world was indeed united in common purpose and rose to challenge their creators.  And of course Discovery and Exploration plays an important part of this game world, as many mysterious, treasures, and safe places await those daring enough to search for them.

The Kickstarter

As the Kickstarter progressed, and more money was raised, I become more and more interested in what the final product would be.  The team at Zensara Studios provided a preview of their core rule book, and after reading through it, I was sold.  Their philosophy of design looks to resolve many of the issues I've always had with the typical D&D style games that reward shrewd character creation over inventiveness and experimentation.  While I have yet to get the playtest for Unity (which should be available in November) the system offers a surprising amount of options for each of the game's nine original classes.  Some of these design choices are similar to what D&D 4th Edition tried to do by offering different tiers of powers that had different effects as well as catch names to make using them feel more empowering than just, "I swing my +2 Sword of Shocking."  Some, though, were different than what I've experienced, such as these same powers having synergy with certain others.  Have a power that stuns enemies, and your friend has one that does extra damage to stunned enemies?  What about a charge power with limited range, but your friend can throw you farther so you can reach your target AND have added momentum (damage) when you land?  You can do things like that.

From Left to Right: Driftwalker, Berserker, Phantom, Sentinel, Primalist, Priest, Fell Hunter, Mystic, Judge

My favorite aspect of their system is how instead of a strict and either limited or far too comprehensive list of skills that your character can use (for instance, just how many things count as Acrobatics?) your character instead gets Core Paths.  As an example, you may have three core paths, one worth 3 points and two worth 1 point each.  These paths each cover some aspect of your character.  Continuing the example, if your 3 point Path is called A Warrior's Heart, it might cover any skill a warrior might have, from running long distances to climbing to breaking down a door.  So, if your character wants to do any of those things and get the full 3 point bonus, the player would tell an anecdote about how that aspect of their life resulted in them being able to bust down that door, or climb that wall, etc.  The DM would then decide how well it applies, and also if the story telling deserves the bonus.  For a better idea of the total character creation process, as well as the team's more succinct explanation of Core Paths, check out their video at the break.


Unity's Character Creation Demo Video

Since this system focuses on the story a good deal, one of the other interesting aspects of this system is how the Game Master (GM), or the person managing the game for the group of players, can do so without having to rely on the constant rolling of dice to determine outcomes.  While most of the specifics of the rules have not been released yet, the idea is that the system will have structures in place to allow the GM to make decisions on the fly so as to keep the narrative going and not interrupting it with mechanics.  One such structure was the Core Paths mentioned before, which allows players to relate their characters experiences to things they are attempting to achieve in order to gain a bonus.  Another will be Honor Points.  These points are rewarded for describing what your character is doing in an interesting or highly detailed way.  The idea is to encourage people to say more than, "I hit the goblin with my sword," and instead embellish their role-playing with, "I draw my katana, waiting for the monster to raise his club.  Then, in one swift stroke, I slice the beast across its abdomen."  Combined with the descriptions given to the Powers available to characters, players will have springboards from which to give great descriptions of their actions.  These points can then be used to receive bonuses to actions to create those epic moments players of such games play for.  And to prevent this system from unfairly punishing the less imaginative or creative, the points can be used by any player in the group, promoting cooperation.

I wish I had the foresight to get a blog post out there before their campaign ended on August 14.  That said, the managed to raise $70,736 CAD which not only funded their base product but unlocked this list of extras which will be developed after the original goal of releasing their core rulebook is met.

So close to getting the Monk!

One of the stretch goals, Unity Extended: Allies, introduces a new playable race, the Sarathi.  When I realized they were lizard people, I was sold.  While originally one of the antagonistic NPC races originally designed for the base game, this stretch goal (which unlocked after I had already pledged) made this project so much more meaningful to me, considering my own goal of publishing.  

For those interested in the game, please check out Unity-RPG.com or their Kickstarter Page for more previews of classes and creatures.  As of this posting, their post-campaign pledge manager is not finished yet.  Anyone interested in picking up either the book and/or any other extras they make available should sign up for their mailing list here.

WIP Shot of the cover of the Core Rule Book

I will be writing further on this game, so check back here in the future for more news about the Unity RPG.  I encourage anyone looking for a more story focused version of some of the classic table top RPG games to try Unity!

9/21 UPDATE!  The Pledge manager for Unity is up!  For a limited time, you can pledge for the Core Rule Book and select bonuses like the World Map and GM Screen.  Follow this link!

Tuesday, March 1, 2016

New Goal! Write Chapters 8,9, & 10

Then buy X-COM 2

Because motivation is key

Just a quick post!  So I've got a plan to write chapters 8-10 ASAP so I can get XCOM 2!  Is it irony that compels me to write so that I can buy another distraction to keep me from writing?  Who cares!  If it makes me write three chapters, I'll take it!  Besides, I've been thinking so much about XCOM that it's already distracting me, so if I scratch the itch, maybe I'll write even more!

Now in a previous post, I mentioned Homeworld: Deserts of Kharak would be my next distraction but with so many people streaming XCOM online (and not streaming Deserts) it's hard not to want to play one more than the other.  So hopefully I'll have XCOM soon.  Planning on making my team based on the SPARTANs and ODSTs of the HALO universe.  Because XCOM doesn't have the monopoly on aliens vs. human warfare.  And besides.  Trying to keep all my favorite characters from HALO alive in the relentlessly unforgiving universe of XCOM will be glorious.  Will John-117 survive to see the aliens defeated, or will another have to rise in his place to save mankind?

Find out when/if I get XCOM 2!  Might even start documenting my successes and failures somewhere.  

For now, enjoy the trailer!

Friday, December 11, 2015

A Long Time Ago. . .

In a galaxy far, far away...


7 Days from the exact moment this hits the blogosphere, I will see "Star Wars - Episode VII: The Force Awakens," and I'm not sure if I should be excited or terrified.  With so much at stake with the original cast members being involved and George Lucas selling Star Wars to Disney, not to mention the last attempt at Star Wars movies being very divisive (and even destructive) among the fanbase, the possibility for disappointment is immense.  And yet, I will go and see it with baited breath and possibly a Lightsaber.

That being said, I have been playing "Star Wars: The Old Republic" frantically to feed my Star Wars fix before the movie comes out, and before I drive my fiancee crazy humming the Star Wars themes.  The game has been out for a while, but in October, Bioware, the makers of SWTOR, released what is literally the best expansion for the game since launch, and quite literally it is better than the original story (which was pretty damn good.)  Called KoFE by fans, Knights of the Fallen Empire turns the MMO into a Single Player Campaign, focusing a story around your character and how he affects the events of the plot completely independant of other players, allowing you to simultaneously play with your friends, while making all the important choices yourself (while your friends are making their own choices in their own continuity).  I have not played the expansions new content myself yet, but several of the game play mechanics have changed with the release.  I like all of them.  SWTOR has been a game that I put on the shelf, waiting for something good to come of it for a while, and I'm glad to be back into it.  The original content remains for players new and old to enjoy, while promising a reportedly amazing experience once you reach the newest content.  And what makes it even better is that Bioware is continuing to add to the expansions story, so there is even more to look forward to.  Bioware, who makes games like Mass Effect and Dragon Age, has always made story telling the best aspect of their games, and they (finally) delivered an expansion that lives up to their past successes.

So, if you want to find me on SWTOR, leave a comment with a character name and I'll instead come find you!  That is, if you're on the Jedi Covenant server.  Otherwise, well...  Too bad.  

May the Force be with you.

Tuesday, November 10, 2015

"Halo 5: Guardians" Single Player Review

YOU HAVE BEEN WARNED!



Halo 5: Guardians is the tenth game in the signature XBox gaming console series that spans 3 generations of consoles and the PC.  (Halo: Wars, Halo 3: ODST, Halo: Reach, Halo: Spartan Assault, and Halo: Spartan Strike are unnumbered editions).  This year, on October 27, the game was released following a seven hour live stream.  I was very excited about this game, having preordered the special edition XBox One to play it on.  After getting home from work, I tapped the XBox One and was greeted by the futuristic power up sound, and sat down to dive into the game.

Halo 5: Guardians Limited Edition XBox One

Blue Team: Linda-058, Frederick-104, John-117, Kelly-087

Halo 5 introduced a lot of new features to the game.  One drastically changed the way the game is enjoyed from the way almost every other Halo game was played.  This was that the developers removed the classic split-screen cooperative mode, sometimes referred to as 'couch co-op.'  Instead, the developers choose to integrate a co-op system which forced players to connect over XBox Live, and giving players the choice of controlling one of four characters in each level.  This system led to a change in the style of play the game had, because even when playing the campaign alone, like I did, the four characters were in each level.  Instead of being a one man army fighting the hordes of aliens as Master Chief Petty Officer John-117, the levels had either Fireteam Osiris, a team of four newly introduced SPARTAN super soldiers, or as Blue Team, some of the original SPARTANs led by John-117, making the game more of a squad based tactical FPS.  However, your squad members become little more than bullet sponges that are passively useful as they chase after you shooting at enemies with far less sophistication than most of the artificially-intelligent enemies they encounter, leaving you to do not just the heavy lifting, but babysitting them to keep them going.  This squad system also introduces a new 'death' mechanic.  Instead of having to respawn after being taken down by enemy fire, like in every other Halo game, instead you can 'save' your fallen teammates, and they can save you, keeping you from having to endlessly replay the same tough segments and offering you a chance to keep progressing if you and your team can keep you standing.  (If the AI teammates die, they respawn with no adverse affect on your progress, but player teammates must be saved.)  The problem is that when playing alone, your teammates will charge directly to you in order to save you, sometimes getting themselves killed themselves, and resulting in you respawning from a previous checkpoint.






Fireteam Osiris:  Tanaka, Locke, Vale, Buck
As for the campaign itself, you start off playing as SPARTAN Jameson Locke (Mike Colter), a former Office of Naval Intelligence (ONI) acquisitions agent, and his SPARTAN Fireteam Osiris, featuring Halo 3: ODST star Edward Buck (Nathan Fillion).  They are sent to recover Dr. Catherine Halsey, who was kidnapped by the Covenant Remnant in Halo 4's Spartan Ops side story.  After killing the leader of the Covenant Remnant, Locke & Co discover that Halsey has found that someone is raising the Forerunner constructs known as Guardians.  These Guardians are the focus of the campaign, as where they're coming from become, what their purpose is, and who is controlling them is the big reveal of this game.  

Now, the second mission has Blue Team investigating a missing ONI ship, which you find out was researching biological weapons to use against what's left of the Covenant.  The ship, however, is overrun with Covenant forces trying to steal technology.  Master Chief and his Team are forced to destroy the vessel.  While in the process, Master Chief is knocked unconsious, and the game starts to take a turn toward the a mystery:  Cortana beckons John to the planet Meridian, saying "the Reclamation is at hand."  Since Cortana was reported lost at the end of Halo 4, you wonder if John is just hallucinating, but John is convinced he has to follow her call.  At the end of the mission, he learns Osiris is on their way to investigate, and John decides he has to get their first.

I'll stop the spoilers here.  The above summarized the first two missions.  That said, I found the rest of the game somewhere between awesome and good.  The story is intriguing, but at parts it feels like it could have been so much better.  Having the two groups of characters makes the game feel too different from the Halo games you love.  In Halo 4, the death of Cortana set up a great story arc that could have been used to develop the Master Chief, the generally 'personality'-less protagonist meant to allow the player to feel like they're the hero, instead of just playing a hero.  Instead, they spring seven new and vaguely interesting characters, and you barely play as the series chief hero, pun intended.  Instead, the game ultimately comes off as just a huge ad for Halo 6, the inevitable sequel, where the feeling of wanting what's to come is greater than the satisfaction you should feel from a well experienced story.  Halo 4 leaves you heart-broken for Chief after watching him lose what could be called his "True Love" (because lets face it, Chief and Cortana had a thing despite one being a inside of a machine, and the other being an Artificial Intelligence) Do you see what I did there?  Halo 5 just leaves you going "Man why couldn't we play THAT game now?"  The plot twist is rather surprising, and I actually saw part of it coming after learning about the Composer and how the Forerunners tech worked in Halo 4, so it's worth while, but it's not done well enough to be a real shocker by the time you get to it.  (Bioshock's plot twist was epic in its reveal and how it made you feel)  Instead you're just like, "Okay that makes sense," and ready to move on.  The 'best' part of it is sadly at the very end, and by then you want so badly for a certain outcome that is clearly not going to happen.

Ultimately, I'd give the game about a 7.5 out of 10.  I don't like the changes to game-play, as despite the rescue mechanic saving you some time, it ultimately makes you wait even longer when you severely screw up for a chance to try something else.  Also, many of the levels play the same way, and instead of facing a variety of opponents with tactics that adapt to your playing, like in previous games, you either fight the same enemies fighting the same ways, or huge hordes of enemies you have to wade through and hope your AI partners can pick up some of the slack.  The game is probably awesome with friends, as the squad mechanics would allow for actual tactics to be used, and the banter between the characters is enjoyable, but nothing matches Sergeant Johnson's gung ho Marine chatter or Cortana's sharp sarcastic wit.  All we really have left from the original three games is Chief, and he's an observer in his own story.

Saturday, November 7, 2015

A Few of my favorite things: Role Playing Games

Yesterday's Post Today!

Despite all the kinds of games out there, Role Playing Games (RPGs) are my favorite.  They allow a player to take on the role of a character or cast of characters as they pursue a goal.  Those goals can be noble, such as saving the world/kingdom/town/self from something, or something sinister, like stealing cars and kill people (or taking over/destroying the world).  Different games offer this range of moralities with their own justifications.  The Grand Theft Auto series has always been about being a criminal, and while they sometimes offer some kind of justification for the murders and thefts and destruction you will no doubt cause over the course of the game, most people who play them do so to experience that thrill of being 'evil' without the real life consequences.  On the same token, games like Dragon Age: Inquisition offers the player a spectrum of options to choose from in pursuing the goal of stopping monsters from overrunning the world, and some are more noble than others.  And then you have Zelda, where you're always the good guy, and the worst thing you can do is murder a chicken and smash peoples pots.

The games I just mentioned are video games, but RPGs also come as table top games.  By table top I mean a game you play similarly to a board game, on a table with other people, and usually involves dice and a set of rules for how to use those dice to play the game.  The game is also usually one by a player whose job it is to tell the story and take the role as the antagonists. These players are generally called Game Masters (GM), since they also enforce the rules.  Because of the nature of the game players have virtually unlimited choice of how they want to proceed, tempered by the consequences and results determined by the GM.  So unlike a video game, which has a goal in mind and certain limits as to how you can accomplish them, a table top game's only limit is the imagination, with the GM and the results of dice rolls the only thing that holds you back.  A good GM will generally take what you come up with in mind, but if you're trying to kill 100 orcs with one arrow by bouncing it off rocks, you are asking to fail.  There are still levels of success based on game rules, and some times things are just too ridiculous to work.

For instance, Dungeons & Dragons, one of the most popular table top RPGs in the world, uses a system of tiers call Levels (something many games both digital and physical use) to determine a characters abilities, powers, skills, and more.  At level one, killing a single orc with an arrow can be hard,but not impossible.  A lucky shot can take an orc out in one hit, or just make it angry and come after you.  By level ten, however, one-shotting an orc should be easy, and you begin to be able to do feats such as making an arrow go through one orc and hit another standing behind him.  By level twenty, you might even shoot four arrows at once, have them all punch through the orcs, hit the ones behind them, and maybe make the arrows explode for even more carnage.  But the trickier the shot, the better your skills and dice rolls need to be.  And by level twenty the orcs may just run at the sight of you.  The dragon on the other hand...

The thing I like most about table top games, though, is the story.  I've played noble paladins fighting for the honor of their deity while slaying the undead that plague the world.  I've played warriors who seek to amend a disgraceful past and die gloriously in battle in the name of their ancestors.  I've played a selfish, short sighted rogue who thought her (yes, I play female characters sometimes) way was the only way, and hurt both friends and enemies on her personal quest for justice.  Table top games allow you to make your own history and goals for your characters, instead of having to follow the script of a video game.  I enjoy Skyrim and Dragon Age as much as the next gamer, but even they limit your choices, and your goals.  In the table top realms that come either ready to go from the publisher, or you make one up with your friends from scratch, you can do anything in them (GM and dice permitting).  Want to be a sorcerer who comes from a cursed family seeking to enslave the very demon lord that cursed your ancestors?  Go for it!  Want to be a barbarian chieftain set on claiming the civilized world for your people so they no longer need to fear the night?  Go for it!  Want to help resurrect the God of Murder and watch the world bathe in blood for his glory?  Umm, okay, sure.

Your goals don't even need to fit the fantasy genre, which D&D and many other games inspired by Tolkien focus on.  There are games that take place in a world of Gothic Horror inspired by authors like H.P. Lovecraft.  There are games based on Star Wars, Star Trek, even video game franchises like Warcraft and Dragon Age.  You can be a Werewolf, a Vampyre, a Mummy, in the White Wolf "World of Darkness" setting.  You can be a super hero, a super villain, a pirate, the options are as endless as the imaginations of players.  You can even take a rule set you like and make your own setting where dragons with lasers fight pirates in flying space ships and people drink potions to gain super powers if you wanted.

In every way, an RPG is like getting to actively engage in writing a book in a manner that's unique.  You don't have to think about how a battle will turn out, you roll the dice, and fate decides it.  And that's what makes it so thrilling.  I remember a game where I played a Half-orc samurai-esque warrior just beginning to uncover a plot to turn a peaceful valley into a gateway to Hell.  Facing long odds and enemies several steps ahead of he and his allies, he remained determined to stop the evil plot, even at the cost of his life.  Though the story ended up left unfinished due to the unfairness of real life not allowing people's schedules to mesh, I always imagined his end to be found stemming the tide of the demons, alone with no hope of victory, as his allies raced to close the bridge between realms, giving them as much time as possible before joining his God, Kord, on the battlefields of eternity.

Some day...

In a time where writing my novel was a chore, table tops gave me a creative outlet that I could use to try out tropes and ideas in unrelated settings, and seeing how a character might develop in a more natural way (as opposed to an author forcing things to happen, which might be described as artificial).  That is why I write, and that is why I game.