Tuesday, November 13, 2012

Natural Selection 2- The best of two worlds


Natural Selection 2 is available on Steam for $24.99 for the standard edition and $39.99 for the deluxe edition. It was released on October 30th, 2013. A review copy was provided for review purposes. 



As what could be best described as a labor of love, Natural Selection 2 is upon us. What? You didn’t play Natural Selection? Ten years ago you might have seen this game as a Half-Life mod. It blended first-person shooter and real-time strategy into one fairly nice package. But Charlie Cleveland, it’s creator desired to take it further.

Natural Selection 2 is what happens when fans and designer rally around something and bring it to fruition. Unknown Worlds Entertainment completed NS2 recently and the love oozes out of every pour. Six years in development and ten years since the original, Natural Selection 2 crosses the borders (again) of two time-honored genres and create a haven for competitive gamers, FPS and RTS alike. Pouring hard earned funding and abundant creativity and precision, Natural Selection 2 delights far more than it bites.

DISCLAIMER: I am no great fan of FPS competitive multiplayer. I have poor reaction time and often become obsessed with non-essential aspects of the game. Left 4 Dead took the fight out of me, and I really have not gone back since a very demoralizing lesson in a tournament years ago.

RTS Flavored FPS? Two scoops please.
 The Great:

The RTS Element:

Having a commander on either side truly gives significant and genuine direction and intention to a sometimes-muddled genre(s). The Commander controls the RTS aspect of the game for either side. Providing upgrades and designating defensive points and construction fall into the list of responsibilities of this team leader.  This focus on having a player be able to control the board with the aid of real soldiers, whether human or alien, allows for an instant need to have a task and to want to succeed. A desire to want to be a part of the team is not only one of the greatest parts of the game, but it is necessary in survival.

Appointing tasks and being appointed tasks quickly creates camaraderie. You want to eradicate the aliens because they want to annihilate you. The commander sets the pace and gives you the tools you need to do this. A good commander is the deciding factor in a given battle and either adeptly places notices on the battlefield or gives commands over voice chat.

Earning resources either through player kills or harvesting of resources via structures built by the commander changes the field of play from session to session. The creativity and ability of the commander and the RTS portion of the game can dictate how any given battle can play out. Defending the makeshift or expanded base points creates a rhythmic cycle, and when your team is in the rhythm you feel it. The resources start to flow, upgrades pour over the field of battle and the other side is kept on its toes.

These things describe what seemed to be the best part of the game, focused teamwork.


Battles are quick, but clever tactics can turn the tide. 
 The Good:

The Community:

For the newly initiated it can be sometimes be daunting finding matches where you can cut your teeth on the game. Fortunately Natural Selection 2 allows matches to be tagged with “Rookie Friendly,” allowing for the new blood to be shown the ropes by patient veterans. The game has quirks and tactics that you simply must play to learn and in the hours (upon hours) of playing, I seldom encountered attitude issues towards people with varying skill levels.

A good community engenders a healthy player base and in turn can help an indie title like Natural Selection 2 sell copies of the game. This is good for all involved. Be the good that you want to see in Natural Selection 2 (that’s how the saying goes, right?)

There are always folks who want to strut, and they can have their virtual moment. I am all for some smack talk. But for the entirety smack talking I endured in Natural Selection 2, it was also balanced by constructive criticism and encouragement.

The Bad:

The Commander Learning Curve:

It is the deciding factor in winning. You must have a remotely competent Commander and the only way you get better is by playing. That may mean, that if you are a more casual player, that you will be subject to this learning curve. Be prepared to lose some matches if you have an inconsistent or non-communicative Commander.

Stepping into the role is intimidating. It is true resource management, one of which is the time of others playing. You are partially responsible as how your fellow player can enjoy their time in NS2, which puts a player in a tough spot. The Commander is a necessary role and though tutorials are available, it just pales to experience. Thankfully, if you require assistance there plenty of players who are happy to give their assistance (you will also garner unsolicited assistance, sometimes more than you know what to do with).

When biting humans, the direct approach is not recommended.
 The Horrible:

The Alien Connection:

This is being nitpicky, because I believe that NS2 does so much right with the blending of genres. But there should always be room for improvement.

The Humans have it easy; the majority of their weapons are ranged. The feel of blasting the enemy is familiar. The same cannot be said about the Aliens. The personal and visceral feel of chomping and bashing your foe lacks weight. It was obvious that damage was being dealt (damage numbers floating above the enemy), but the contact of bite to Human leg, groin and arm needed something tangible. The equivalence of the satisfaction of dispatching a foe with a shotgun or grenade needs to exist for the Aliens.
------------------------------------------------------------------------------------------------------------
The Final Word: BUY IT!

Natural Selection 2 is just a great time all around. It’s fun when you are winning. It’s not a terrible time when you are losing, and the option for creative tactics are countless. If you are looking for a break from your Call of Duties or Halo, Natural Selection 2 has plenty new for you’re to sink your teeth into.

*Not reviewed, but worth mentioning is the Level/Game Editor available in the Steam Workshop. It has the potential add even more value to an already value-laden title. 

Looking for someone with whom to play this and other games? Head on over to Pregamelobby!

Saturday, October 13, 2012

How an unlikely music game saved my Vita

We cleaned out our closet a couple of weekends ago. This meant bagging up all of my Rock Band gear to make room for a makeshift home studio (the wife is starting a voice over career, don't you know). It sadly sat in a sack with its plastic frets protruding, drumsticks akimbo. Though it resided in a trash bag soon to to be stored, I took a moment to ponder on fond memories.

The first night I brought it home we played until 2am, when our neighbor finally came over, pounding on the door.

"The drums, man. I can't take it."

We played often and with passion. We gained sore shoulders and forearms from strumming and thwacking false instruments. And now, nothing. The instruments now reside in our garage, and it saddens me a little. Gathering folks together to play Rock Band was the last bastion of non-gamer gaming. It was considerably more inclusive than Dance Central or Just Dance. Not that I won't play those games, I do play those games. I am just less likely to play those games with friends who will ridicule me for my hot dance moves. And they are so hot. Like lava.

But something happened several weeks ago that made me reconsider the definition of a music game. At a point where I was considering ditching my PS Vita, I decided to give an indie game a shot, a last effort to redeem the doldrums of Sony's new handheld. That game was Sound Shapes. This game has brought a new definition to music games and music in games. It moved me emotionally, and while it never was particularly challenging, I enjoyed every bit of the journey.

Sound Shapes is odd, and explaining the game accurately has proven a challenge. Not because I can't merely say, " It is a platformer where you are a blob who collects stuff." How it affected me is wholly different. The blob-like avatar does collect stuff, but this stuff makes you an affective participant in the music of the game. You could  avoid collecting the floating orbs that hang in the attractive and creative scenes, but you are compelled to create music. You are the instrument of creativity. Once I finished the game, I made sure to look at the level creator, sketching levels on notepads during meetings at work. Playing out beats and themes in my head as I walked around downtown. Music became more visceral for me again, and it was through the medium of video games.

Sound Shapes saved my Vita boredom


Suffice to say I am back on track with my PS Vita. Though not every game is going to have a profound effect on me, it has been nice to use this fine piece of hardware. In fact I recently took up a news writing gig at PSNFans.com, writing primarily about the Vita. Keep an eye out for my articles.

Sunday, September 16, 2012

Torchlight 2, ridculously delicious


It would be safe to say I was a fan of Torchlight. But what could possibly give one that idea? Maybe it was the hours upon hours played. Or perhaps my fleeting attempt at some Torchlight fan fiction? Or perhaps, the fact that I own the game on Steam and Xbox Live Arcade? When Torchlight 2 was announced I watched the news feed daily, only to see the promise of a release date be teased and pushed back to the brink of frustration, and stop just short. Now with its release imminent, my little gaming heart swells with joy. Is this just an old-fashioned love song for Runic Games, the creators of Torchlight and its sequel Torchlight 2? You bet. Let me break it down in three-part harmony.
 
PART 1:
Dagner and Delaney discuss dungeon etiquette.
I started my journey in Torchlight 2 as an Engineer. After clicking the random appearance button several times, settled on the monocle wearing, white haired warrior and a goggle-donning ferret as a companion pet. Though the options for customization are limited, they exist where there were none in Torchlight. The world of Torchlight is not photo-realistic, but it drips with a strong, comic book style. Dagner, my Engineer, looks as though he would sip on a cup of tea just before braining monsters with his over-sized wrench.
 
The style denotes your character’s background; it allows a player to create the moment before. It is rarely necessary to commit the time to generate a motivation for your hero, it is usually done for you or it is so basic that the particulars fall to the side. But the mood of Runic’s sequel is driven by a tone moved by story and music (music crafted by Matt Uelmen, known for the music behind Diablo I, II and Starcraft). Its music fills in the bright colors, fresh art and animation with mystery and even anxiety. Torchlight 2’s music helps in telling us another story, that the need for a hero is desperate; the heroes of the first game have failed. You may have thought you succeeded in destroying that evil, keeping it deep in the mines of the town of Torchlight. But you would be wrong. This is the story of my hero, there may be other heroes, but Dagner, and his trusty ferret Delaney are my heroes. With Torchlight destroyed, I carry on.

PART 2:
A steampunk-esque knight, the Engineer offers three distinct skill trees. I decided to focus on the “Blitz” skill tree, concentrating on smashing baddies to bits with two-handed weapons. After some much enjoyable thwacking I decide to stay with several specific skills to aid in my wrench hefting and smiting. Much like it’s predecessor, Torchlight 2 offers skill trees that open up new abilities or that aid in a passive manner. You can spread you points out and be a jack-of-all-trades within your class or stay the narrow course and focus on one skill tree. You can also decide how your character grows in strength, dexterity, focus and vitality. This adds another layer customization. You can grow your magic wielding Engineer or your fist weapon toting Embermage, it is up to you. You also can adjust how your pet companion engages in battle; feeding him fish can augment and transform it into a fearsome ally. The options for varied play are considerable.

General Grell tastes some wrench smacking goodness.
 Carrying out punishment on your enemies consists of pointing and clicking, and assuming you are close enough and strong enough your foe explodes or at least collapses in crumpled heap. Then bad guys drop loot, you pick it up, rinse and repeat. At first it would seem this formula would grow tiresome, but Runic knows the hooks. You level up, you distribute points you loot, you realize you need another level to use that awesome axe, you smash more monsters, you loot more stuff, you level, you look at your loot, you distribute points, you just spent an hour staring at the screen. You log off, right? No. You turn in that quest item, sell your loot, buy new loot, go out to try it out on the enemy and it starts all over again. The formula is terribly precise and addictive. 

 This may sound familiar for those who played the first Torchlight, but each step that seems familiar explodes with depth, care and thought. One particular step that was needed in Torchlight was multiplayer. Torchlight 2 addresses this with simple grace. A familiar pre-game lobby negotiates open games. Once I decided to hop online and join in a pick-up game, I found myself paired with another Engineer, using sword and shield and protective spells. We scurried about the land, kicking up sand in the faces of warbeasts, ratlins and skeletons. As easily as it was to join we parted ways. Heroes are everywhere, but sometimes they need to wake the baby up from his nap and fix lunch.  

 PART 3:
Dagner confirms that the Guardian has been protected.
I have read many reviews of many games and one thing I never read about is how the game affects you when you are not playing it. This to me is perhaps the most important part of a game. Does it have a life outside of playtime? For Torchlight 2 it is a resounding, YES. After only a first brief play through I longed to smash the evil denizens of the land, to take their loot and drool over it like some crazed fiend. I calculated level up skill points and how I was going to distribute it them. I wanted to hear the music and sounds of the world of Torchlight 2. I want to carry these things in my day-to-day life when I am not playing games as much as I would carry characters from a book or movie. Torchlight 2 has painted such a simple yet beautiful balance of story, art, music and game play that I will be coming back for more. Furthermore it is astonishing that this game sells for $19.99. The return on investment is ridiculous. Pick it up, pick two up and bring a friend, it’s time for some adventure. I hope to see you all in game.

Torchlight 2 is released on 9/20/2012 from Runic Games.

Friday, March 9, 2012

The Fin is for Fun

It never dawned on Jermaine to not bowl. Being a bowler, and a part of the bowling league had always been his life long dream. Thursday nights could not come quick enough as he edged through the harshly boring week. The hum of the flourescent lights in his office would send him into a hypnotic dream. A dream where his sea green 12 pound ball would glide across the lane, disintegrating  the pins that would evaporate into clouds shaped like obese winged fairies, with breasts that would undulate as their tiny wings flapped.

But Jermaine would have to wait for bowling. It was only Tuesday.

Lawrence sat across from him. Lawrence was on a call. His fleshy lips always flapping, never ceasing. The call ended. Jermaine would listen to Lawrence have the rest of the conversation, played out in voices that Lawerence thought were different, they weren't. He would gesticulate with his meaty, hairy hands and snort out of his bulbous nose. Jermaine also thought it grossly inappropriate to make fun of the blind, people can be cruel. Dolphins are different than people, Jermaine put his coffee cup down on his desk. His pectoral fins careful not to spill the steaming liquid on the pristine pillings of paperwork. Lawrence continued his imaginary dialog as Jermaine stared through him. Stared through his thoughtless rants on guide-dogs and canes.

Jermaine's mind wandered to last Saturday morning. He lay in bed with Marsha. She was a human who was more like a dolphin, more so than any human he had ever met. She held him, spooning him perfectly. He was thankful for this grace given to his race, to be able to be spooned like no other species. To be held, and never to be able to hold was an evolutionary crime, because with fins, you can never embrace.

Wednesday, December 28, 2011

Okamiden or the well intentioned house guest that stayed a bit too long

You get the call. {EAV:845042aad297d746}


"Dude, it's Mike, Bob's little bro. I'm in town for a few and was wondering if could crash at your place?"


You think, sure, why not? Bob is great. Mike has to be as cool as Bob, right?


"Sure Mike. Come on over."


And that's how it starts, you let this guy you only half sort of know into your house to stay for a "few."

You see Mike is Okamiden, the plucky Nintendo DS sequelish of Bob, the beloved PS2 (and the slightly less beloved Wii) title Okami. You with me? Good.

____________________________________________________________________________
   *SPOILERS*


 Okamiden has plenty to live up to when being compared to Okami. But it seems to be up to the task from the start. The touch screen and stylus work better than the Wii remote could ever hope in Okami. The PS2 controls work well for Okamiden's predecessor, though it seemed to be fully realized as you portray the deity doggie in pocket form. There is a sense of satisfaction that I felt as the unspoken consciousness of the sun goddess's progeny, striking foes with a celestial brush. It just makes sense. It is almost as if the original game should have been on the DS had it the ability to capture the truly beautiful visuals.

Okami won me over with this key premise. That art can be used as a tool to make sense of the world. It can make it beautiful and frightening. It can be dangerous and renewing.

Okamiden also honors Okami by maintaining a semblance of its vivid visuals and sounds. It looks similar to Okami and plays similar than Okami, but there is something hiding beneath the surface. It just takes a while for it to rear its head.

____________________________________________________________________________

 You let Mike sleep on the couch. The first night is actually a lot of fun. He ponies up for pizza and beer. You hang out, share some stories, tell a few jokes. Bob's little brother is pretty cool. How long can a house guest stay? Right? A day or two and he'll be on his way. 

____________________________________________________________________________

So now begins your venture into Nippon. As the diminutive child god-dog of the heroine of the previous iteration you befriend other child heroes and travel across the land kicking up the sand.

Is it because this is a handheld game that the heroes have to be children? I moved forward, seeking out new powers for your god brush and helping the hapless as one does in adventure games.

But seriously. The adults in this game allow a puppy and children of the age of no more than eight years to help them. Fetch you your pottery old man? Whilst slaying all of these demons, you want me to also look for your earthenware? Okay. Fine. You better pray real hard if I find your bowl.

Ahem. Sorry. I did enjoy cleaning up the land. I loved helping the characters with there task mostly because the damn game is so cute. Draw a circle around a tree and blossoms appear, boom. Draw a circle around a patch of evil looking turf, bam. I am cleaning up Nippon. I feel pretty good.


___________________________________________________________________________

You head out to work the next day and Mike assures you he will look after place while you're at your place of employ. You head home expecting to say adieu to Bob's little bro, but he has ordered pizza and bought some more beer. Great. 


Another evening of similar jokes, stories and forced brouhaha. There were worse ways you could imagine spending the evening, but it feels a little disingenuous to keep laughing at the same jokes. He keeps referring to last night. 

"Remember how funny that was when I said that thing, last night?"


"Yes, Mike. That was funny."


It's fine. He'll be gone tomorrow, right?

____________________________________________________________________________

I make no qualms with sequels using what works in what defined the previous game. That wasn't even an issue. Out of nowhere this game about mysticism and magic, nature and faith, the truly charming stuff about the universe of the game, is dumped on. By the sloppy writing of one character. One character brings this admirable title to it knees.

 Like most of the characters in Okamiden, this character is  roughly a miniature version of a similar character in Okami (see Waka). But the Moon Tribe character Kurow annoys me. He took me completely out of the game. And the character isn't even a a kid. Its a doll.

This game is about an evil little Pinocchio. It was about a son of a goddess helping the land of Nippon, but now it is about a selfish little doll who jeopardizes everything because he is lonely. This is what happens when you try to write a story in a universe that was aptly conceived by someone else.

Hideki Kamiya has some chops. Great big chops. He is writer and director of Okami, he also directed Resident Evil 2, Devil May Cry and Viewtiful Joe.

Yukinori Kitajima wrote Okamiden. I can find nothing else that he has done. I am sure he is a fine individual. But he has no chops as far as I can tell. Why was this chop-less person allowed to write Okamiden? Why!?! <shakes fist>

I can see not investing time and effort into a DS title. I can see it not being worth their time over there at Capcom. But the lack of effort shows. I will say what I heard from all of my teachers in grade school. "He would do so much better if he would just put forth the effort."

Okamiden, you could have been something grand. You just needed a little polish. 
____________________________________________________________________________

You come home from work and the house is empty, but something is not right. You can hear the toilet running and water pooling outside the bathroom door. Mike took a monster dump and destroyed the toilet. He left your house like this. 


Bob would be so disappointed.
____________________________________________________________________________
 Well fine. Okamiden isn't really like someone took a dump in your toilet and let it over flow. It does have a lot of the charm of its predecessor. But not its weight. Not its beauty. It neglects the narrative of a deity that is trying to save the world through reviving nature. It is a thrifty version of its original title, but it didn't have to be.

Final thoughts: Okamiden is a valiant effort and emulates glimpses of the original's heart, however like boy puppet in the game who wants to be loved, it dies an empty death. Being forced to have compassion for a character so selfish, is trite. I wish I had a celestial brush to be able to erase this portion of the game, getting it closer to the majesty of the original.


Friday, December 16, 2011

Analog to Digital Gaming Just Got Interesting

I can't tell you how many hours I have spent plodding out new characters for Dungeons & Dragons. It is a constant obsession. For the past 15 years I have been playing with the same group of friends. It has been on again off again for that time, but we have always come back to the table. Some of us enjoy it more than others. Some of my fellow gamers enjoy Xbox Live multiplayer over the table top gaming world, but to each their own. Give me long, tactical battles that can be swayed by chance. Give me a chance to play a character that will cause eyes to roll or generate a laugh. At anytime we can stop the game, look at each other and recall a story from the week prior, order pizza, have a smoke or stop to watch the latest game preview.

Those benefits aside, let's talk about the shared storytelling or the interactive fiction involved with a tabletop role-playing game. As a group we have generated an incredible amount to content through this ritual. These stories are valuable. We can remember whose character unleashed the wrath of an ancient god or role-played out of a scripted fight. We did this communally.

I was hopeful when the massively multiplayer online roleplaying game appeared. I was so excited to share this experience in the realm of video games. I remember creating my first character in Everquest, he was an old befuddled High Elf Enchanter who liked to fish. I would play the game and interact with others as this character. But it seems I was doing it wrong, not to many people caught on and I couldn't level up as a "roleplayer." Countless mmorpgs have graced my pc, none have replicated the exhiliration I get when gaming with my friends around the table with pen and paper. They have generated new addictions and obsessions (thanks for those by the way) but it is not the same.

But now these guys come along:



If you are still not clear on this you should check out their Kickstarter donation page. It is simply amazing and ambitious and just god-damned clever. Go ahead, Ill wait for you to come back...

I hope these guys can make it happen. In fact, anyone who can, chip in $5 to this Kickstarter. Consider it my Christmas present.

I will be one the first ones to start the story rolling, who wants to be the hero?

Follow these ambitious fellows on the Twitter, @WrittenWorldHQ

Sunday, December 4, 2011

Dusting it off...

It is no great surprise that I have been absent from this post. The boy is bustling with 8 months of energy and what little time I have is spent in Skyrim or lamenting not playing  Skyrim.

I did try the hardcore fan fiction thing with Torchlight, I honestly did. But my endeavor to play until I died lasted only so long. It happened like this:

I was adventuring through the depths of mines of Torchlight when suddenly...The baby cries. I look over to make he is okay, he is, I look back. I am dead. And the sad thing is I tried to start over, several times. Even though it wasn't within the preset, self-imposed rules, I started over. The baby cries, I look, he is fine, I look back and on Torchlight, dead.

Alas, this the life of gamer dad with an infant son.

Though the game of trying figure out my boy is by far the most challenging. He is constantly evolving puzzle that offers little clues to its solution. But the rewards are amazing. Right now he has figured out how to zombie crawl, down right cute, especially when he is terrorizing the dog.

Anyhow, I struggle to eek out sometime to play Skyrim. My elder Orc Shaman type has just felled his second dragon. The game is simply amazing. Yay, Bethesda.

Saturday, July 16, 2011

Now with more fire!


Fwoosh!! The crackling ball of flame sizzled as it struck the slime, leaving quivering molten mess. Fwoosh!!! The crackling ball of flame scorched the narrow mine walls as the light of flaming death was reflected in the eyes of the batlike varkolyn. Fwoosh!!! The crackling ball of flame singed the ratlin fur, softening it for the Vanquisher’s arrows.

Renza began to see the benefit of teaching Chevron his new trick. Though his new found enthusiasm was getting a little exhausting, Renza appreciated the extra firepower from her four legged companion.  They had scoured the third level looking for Brink to avail. Chevron looked disappointedly at the last of the smoldering corpses before him, then up to Renza. ‘More,’ he thought.

Then the sound of battle echoed once more just further down the tunnel. Chevron bolted as soon as Renza moved, summoning the arcane fire with a growl that would turn into a bark. The narrow tunnel led into a larger chamber with a rope railing, guarding against accidental falls. Lower levels could be seen faintly glowing by lantern light in the the depths beneath Torchlight. The square-jawed Brink clanked his blade against a very unhappy stone troll. The troll brought a powerful fist down the mercenary’s shield. The force of the blow buckled Brink’s legs from under him. Renza volleyed a hail of arrows into the monster. The troll roared in pain, pulling the arrows from its thick hide. Chevron let loose with his fireball, causing the stone troll to flinch. Brink gathered himself and slashed at the troll’s hamstring, dropping it to its knees. 

Renza landed several shots in the troll’s neck as Brink finished the beast off with powerful swing to the back of its head.

Brink looked at the fallen troll then at Renza. “ Did Syl send you after me? She must have thought I was in over my head again. Well she’s right, these monsters are getting stronger and I could use your help. I’m going after the fiend that was attacking Syl on the bridge, will you join me?”

Renza grinned and said not without innuendo, “For the right price, my bow is yours.”

Chevron rolled his eyes.


Thursday, July 7, 2011

Fire it up, fire it up!


Dankness assaulted Renza before anything else in when she entered the mine. The clickety-clack of the mine elevator echoed down the shaft. As the elevator shuttered to a halt Chevron gave a quick whimper. It was going to be a long time before he would breathe clean air.

Renza could see several miners in the low lantern light.  In spite of the onslaught of ratlins and rock trolls, the miners continued their work. That was is the power of Ember. Without Ember, the town of Torchlight would be less than marginalized; it would cease to exist.

The Vanquisher and her companion moved cautiously through the mine. ratlins skulked in the darkness but were sniffed out by Chevron. Renza’s arrows found their mark, but the she could hear many more were the came from. She continued further in the mine and came upon group of ratlins who had a miner cornered. The burly but exhausted miner swung his pick ax clobbering one of the rat creatures, but the creatures continued to press the miner with attacks from their crudely sharpened weapons. The Vanquisher took a second to measure her opening shot. The arrow pierced the throat of the first ratlin, then bounced off the now gurgling creature into his unsuspecting neighbor. Not quite dead, the ratlin turned to face Renza, only to find Chevron at his throat. The miner smashed another ratlin as another ricocheted shot dropped the rest of the small gang of rat men.

The miner thanked Renza. He said he saw a crazed man chase a group of creatures down to the lower levels just moments ago. Renza took a second to look over the corpses of the ratlins. A bit of gold, a potion and a scroll were among the spoils. Renza disliked magic. While she understood its usefulness, she preferred her bow. Though Chevron could not speak, he was attuned to magic. It was not unheard of for such companions to be able to learn a magic spell or two. Renza looked at the scroll then at her dog, then at the scroll. The rough parchment had an ornate drawing of ball of flame in the midst of the magic mumbo jumbo.  Against her better judgment, she gave the scroll to Chevron.

Chevron’s eyes scanned the scroll, and the images on the parchment vanished.

‘Now I can set them on fire? Most excellent.’

Thursday, June 30, 2011

Miners not minors...

The story of Renza continues...

“Taste arrow death!” shouted Renza as she charged into Torchlight. But no one was there to sample her offering of pointed demise. The town was relatively vacant save for the few merchants who began to peek out from behind their stalls. An elderly man dusted off his cap, glancing up to see the Vanquisher’s puzzled face. He arched his brow and pointed to the other end of town.  

Renza dashed off with Chevron at her heels, fresh corpses of villagers and beasties littered the streets. The Vanquisher followed the now clear sounds of battle. The mouth the mine could be seen and two humans battling a mess of furry faced Ratlins. A square-jawed man bashed the whiskered  face of a red eyed rat-man with his shield. The dazed creature was then made a pin cushion by Renza's arrows, dropping it in dead heap.  The other human was magically blocking the bridge that led into town from the mine with ball of crackling force. Chevron took off and began snap his jaws at a cave troll as Renza continued her volley,  quickly launching several arrows into mix dropping two of the small  rat creatures in the rear of the mob. The melee ended, but the man chased after the retreating monsters. The dark haired woman quickly introduced herself as Syl. She pleaded with Renza to follow her friend into the mines. She went on about her Master or some such, but all Renza heard was the part where she said,  

"I can pay you well. Please catch up with Brink before he gets himself killed." 

Renza chased after Brink into the Orden Mines in Torchlight, grinning. 'Shortest. Interview. Ever.'

Wednesday, June 22, 2011

Can you tell me how to get, how to get to...Torchlight?

As I recently stated on the podcast (Lobbycast ep. 121) I am attempting a fun little self-imposed writing assignment. I have started yet another playthrough of Torchlight on hard AND hardcore (permanent death). I will be writing a sort of character journal, a bit of the ol' roleplaying if you will. So pull up a chair and welcome to Lou's Storytime Lunch Break-
________________________________________________________________________
The Vanquisher
Meet Renza the Vanquisher
Renza had to pee. She really, really had to pee. The floodgates were being knocked with each footstep. Torchlight was just up the road so she didn’t want a denizen of the boomtown to catch her with skirt down. ‘I am a Vanquisher. I am the Baroness of Bows, Radiant Countess of Revolvers. I can snipe a ratlin’s wart from across a field. Now please let me finish my tinkle,’ was something she didn’t want to deal with so early in her prospective employment. The Vanquishers had standards, and public urination was not among them, at least not chiefly.
Her short-legged companion trotted alongside her obediently. His fur was matted and his breathe wreaked of dog, but he was an excellent co-worker. He was always ready for his shift, carried his (and Renza’s) load and worked for table scraps. She called him Chevron, for he was like an insignia of honor and loyalty. He called her Jiggly. He was bred to be an adventurer’s pet infused with hyper intelligence. Hyper intelligent for a dog is still not that far from the cognitive capacities of a 12 year old boy. And she did wear a leather corset very well. Give the dog a break.
 It’s not like he could talk, but Renza felt that her scruffy companion did occasionally eye her too intently to be comfortable. She would just distract him by saying, “you wanna get the ball? Get the ball Chevron, get the ball,” only to throw the classic invisible object. Magically enhanced mutt or not, dogs love balls.
The lovely Vanquisher squirmed the last few paces until she saw Torchlight; the town where the Ember flows like water. Ember, that magic and rare ore that can be used to imbue crafted items with great power or corrupt the most pious heart. However things did not seem well in Torchlight the day that Renza first arrived and it didn’t look like it was going to get any better any time soon. The town was under attack.
Renza looked down at Chevron and said, “Pee first, then, we battle!”

Thursday, June 9, 2011

A return to simpler times

You hit the spot Torchlight, and for that I love you



In the midst of E3 with Nintendo putting their lot in with Sony and Microsoft, I look towards a more, dare I say it, casual experience. I long to throw myself into harsh and frightening new Tomb Raider. It created the perfect emotional response, making me have actual concern for Lara Croft (who looks considerably better with her redesign, nicely done Crystal Dynamics). I cannot wait to delve into the depths of Skyrim, but the prospect of the time involved is intimidating. Though my question is, when will be able to immerse myself in this world  when so many other worlds, virtual and real also call my name. Can I casually play these games? I don't think so. I recently tried my hand at Fallout New Vegas, and the looming size of the game sent me scampering. I suppose it's not so much that I want to play casual games, that I need to play games casually.


It was a thirty minute delve into Torchlight last night that I realized that I have become a different kind of gamer. I am simply enamored with Torchlight. It is honest, simple but tasty. I have managed to get towards the end of Dragon Age: Awakenings, though at a handicap. As in previous posts, I have had to dial down the difficulty I play on. So I can enjoy my gaming experience. I have forsaken multi-player, so I can enjoy my gaming experience, and I now I regress to my want of accessible, enjoyable gaming, in lieu of harsh, hardcore experience. Maybe not regress, it feels more like a side-stepping of the blitz of the Modern Warfares, Battlefields, Halos and Gears of Wars. They are awesome achievements of storytelling and gaming, but not for me.


You may be a little too much for me Skyrim, gosh I hope not....
I think it's like this; I have been helping myself to bowls and bowls of ice cream for years, now I just want a scoop. I want to remember why I like games. I have a SNES that sits under the entertainment center that peeks out at me, hearkening back  to those days when I could feel the game in the pit of my stomach. I am sure there will be a time when I can spend more time playing games, but until then, I will opt for the bite sized experiences without feeling bad for not playing more.


I may be calling upon you someday old friend

Saturday, May 14, 2011

I think I just lost gamer street cred

Not that I ever had it, but seriously, ever since the little one arrived I have to do what I have never done. I have to play games on easy. Yes. I said it. It is freaking embarrassing. But you just don't understand. I would not be able to make any progress on any game if I played above the most elementary of difficulty.


Is this some sort of noob-again experience? I am not sure. All I know is I thoroughly enjoy my gaming time now that I have so LITTLE of it. I tried trudging through Dragon Age: Awakenings on the normal difficulty setting, but it just wasn't happening. I looked around, over my shoulder, then adjusted the difficulty mid-battle.

I hope my son never finds out, it's downright shameful.

Wednesday, April 27, 2011

New game to play...GO TO SLEEP BABY!!!! Now for the Kinect!

Seriously, why not? I know that I would buy this game! Heck you could base it off this totally awesome bedtime book. I find it insane that this 8 pound creature can eat for AN HOUR AN FUCKING HALF and not pass out! Then when he is playing drowsy my wife and I glow, in awe of our adorable creation. Until his eyes shoot open as if to blast us with baby lasers. But I digress.

Imagine it's late at night, you are bored to tears from trying to get the little bugger to sleep. Just turn on the Xbox and use the Kinect to sway, swing, bounce, plead and pray for respite. Achievements could be, Restrain Your Primal Scream, DON'T SHAKE THE BABY!, or Sing-Nonsense Words In Hopes Of Hypnotizing The Child And Finally Get Some God Damn Rest.

Kinect Rock-a-Baby, in stores soon!

Parenthood is grand.

Monday, April 18, 2011

Forsooth, it's Forsaken

A little review written by me for a F2P mmo, enjoy!


Forsaken World you are a tricky vixen. I truly wanted to despise you. To begin, the character race and class choices would be familiar to any who have played a fantasy mmorpg within the last 10 years. Relatively uninspired and borrowed models and themes hinder customizing your character looks. After selecting an effeminate male elf (though nearly all of the male choices are effeminate) and choosing the bard class (what can I say, love destroying my enemies with power of song) I started my journey. Not before I choose a birth date for my toon, which would come into play later I assumed.

At the initial launch I was surprised and disappointed that the graphics settings were already at the highest settings. Visually Forsaken World is dated. The characters glide over the terrain not planted in their virtual existence. After accepting several standard fare quests I pushed past the lack luster presentation into the combat mechanics. Not being terribly different from its competitors, Forsaken World’s combat mechanics plays it safe for the most part. However, while playing the bard a set of musical scales and treble cleft is floating on the left hand side of your screen. Using certain abilities in succession acts as notes being played and those notes can then activate a song, which imbues a temporary buff. For that I gave points for being interesting at least. The particle effects of the spells are actually quite nice, and gave me pause to really look at the concept of the art for the game. After destroying several miscreant treants, I eased up on the graphics a bit.

The aforementioned birth date is tied in with the game’s storyline and prayer function. Depending on the in game date your character may be affected by celestial events, providing in game benefits. You can also say a little prayer to gain items and experience several times a session. Though I could not tell if being under the affect of particular sign truly benefited my play it added something a little different to already typical experience.

The npc enemy designs are fairly typical and re-spawn incredibly soon after being defeated. Huge fields filled with bloodthirsty beasts, just waiting for you to destroy ten of them. Though vicious they may seem, standing in their midst did not incur their wrath, even as I slaughtered their brethren. It was after slaying a handful of creatures I was nearly ready to turn off the game. I checked the quest book to see who to turn the quest into and noticed that the npc’s name was hyperlinked. I clicked on it and my character started moving towards the npc, across the zone. The game had me at that point for some reason, call it hand holding or putting the game on rails, whatever, I liked it. I think some may argue that this can discourage some players from exploring, but it kept me playing for a little longer than I planned for some reason. Maybe it saved me the time of searching for the npc in huge city or that it cycled me from one quest, regardless, it’s a nice function for those who tend to get lost or easily distracted.

Through the auto-routing option I leveled my bard to level 10, acquired my trade skills and several pets. I would find other aspects of the game as my elf ran from place to place, exploring menu options and such. I discovered a calendar of events and planner that suggest appropriate activities based on the amount of time you have for that session’s play. 
 
There is something charming about this game. It is not polished, groundbreaking or breathtaking. It probably won’t win any awards or be a fan favorite, but it has a thin veil of charisma. In a sea of F2P options, a little charm can go a long way.

Bottom Line: If you have run to the bottom of the well of mmorpg choices, you could do worse than Forsaken World.            

Sunday, April 10, 2011

Add son, subtract gaming?

Hello all! It has finally happened. On 03/27/2011 my son was born! It is an amazing, profound shift in how you view your priorities. I am not surprised that I am generally more interested in baby TV than I am my Xbox, though I have put some hours in over the past couple of weeks while the little guy naps on my chest or his bouncy chair. I know I have become much more sensitive to the type of game I play, even though he isn't aware of it, I am. I guess I am editing myself for content from here on out, no easy task to say the least.

I did take advantage of a discount sale on XBLA last week for Costume Quest. I am a huge Double Fine/Schaeffer fan, I mean I actually liked Brutal Legend. Costume Quest had a flavor of Earthbound for the SNES, great fun, funny dialog and great concept.

I have a challenge for you all, and it is a timely one!

Do something nice for a 1st time parent-

These past weeks have been made easier by friends and family dropping off dinner every night to help us make an adjustment. I really don't know what I would be eating if weren't for these folks. 

Or.

Walk their dog or take out the recycling or some such chore. It makes a difference.

So while its not a "major" charity, it does help your immediate community. Do it!

Thursday, March 24, 2011

Child of the Wild, from the land of ice, of snow

A meager child was I, barely worth the spit of the great mammoth that was the totem spirit of our tribe. My parents wanted much for me to be the heroic hunter, to chase the snow cats away with wild spear shaking and screams of manic fury! But alas, I was not this child. I had one desire, deep in my primitive heart, a simple dream really. I wanted to DANCE!

Wednesday, March 23, 2011

Time to show your support!

I am joining the bandwagon and reposting a blog from Cat @ N4G.com. Totally inline with what I believe here at HBC!

From Cat:

You can read my original blog post here, but in the interest of not being a big giant advert, the content is:

Hey, N4Gers! A rather serious post for you here, though one I think we can all tackle with vigor. The devastation in Japan is difficult for most of us to imagine, but what we have seen and heard makes us want to help however we can. For most of us, so far from the disaster, we won't ever feel like we can do enough.

Below you will find a list of organizations that are active in Japan disaster relief. We aren't advocating any of these charities over another, but have sought to provide you with a respectable list - please do your own research so you can give responsibly!

We, N4G, have donated $3000 to MSF (Medicins Sans Frontieres/Doctors Without Borders) on behalf of the N4G community. MSF currently has several teams in Northern Japan, with more teams on the way. Their doctors, nurses and support staff work alongside the Japanese disaster authorities to provide aid in the wake of the earthquakes and tsunami.

Thank you to all of you for being a part of N4G, we're grateful for this opportunity to give with you.

Medicins Sans Frontieres/Doctors Without Borders) http://www.msf.org/msf/donations/donations_home.cfm

Japanese Red Cross Society JAPANESE RED CROSS SOCIETY?ENGLISH

UNICEF Help Children :: Humanitarian Aid & Emergency Relief :: U.S. Fund for UNICEF - UNICEF USA

Save the Children Official Site - Save the Children

International Medical Corps International Medical Corps - International Medical Corps

Direct Relief International Direct Relief International

AmeriCare AmeriCares Disaster Relief and Humanitarian Aid Organization

World Vision Sponsor a Child < Home | World Vision - Child Sponsorship

Convoy of Hope Convoy of Hope, a driving passion to feed the world. &mdash; Convoy of Hope

International Rescue Committee International Rescue Committee | The International Rescue Committee goes to crisis zones to rescue and rebuild. We lead refugees from harm to home.

Thursday, March 17, 2011

Dog Juan de Barko

This is the name that my wife used to describe our dog the other night. The short legged Aussie/Corgi mix is a romancer, a citadel of mystery and lover of anyone who glances in his direction. He IS Dog Juan de Barko. If you are not careful he will skillfully plant a kiss in your open mouth. Like a viper he will strike, distracting you with his blue-blue eyes. He toys with you as he lay at your feet and exposes his belly, inviting you to give him a scratch. However if you do so, you enter a dangerous tango.

He will pierce with his eyes from across  the room, summoning you to the couch where he can inflict his de Barko powers upon you.

He is Dog Juan de Barko, and you have been warned.

Friday, March 4, 2011

Nintendo, I can't quit you...

Though I know I should. I mean, yes, Mario and Luigi, you are my people. Swarthy, hairy, obnoxious Italians. But is that a reason to keep this up? My apprehension in continuing this relationship is not because you guys are blue collar, the Mushroom Kingdom was built on the backs of the blue collar worker.

It's not Donkey Kong, I mean he is a classy gorilla. He wears a tie. Yes he IS guilty of kidnapping, but who isn't?

Link you are just a sweet guy, and Zelda has no idea what kind of guy she has. If heart containers were gold, Link could save us from this recession.

Ah Samus. You. You really got me going. I mean a girl like you, giving it to the big brain like that. Sister is doin' it for herself. Pkew, Pkew, you exo-suit wearing beauty.

Kirby. You will put anything in your mouth. ANYTHING. That is trait to cherish in a friend.

You all were so patient when I went away and spent all that time with Master Chief. You were so patient with all the time I spent in Azeroth, Norrath and Middle-Earth. You were just there, never changing.

Maybe that's the problem, you haven't changed. I mean, its silly for me to expect you to, right? I mean you do have Motion Plus, and now 3D, so I should be happy right?

I mean it might help if I didn't have to deal with WaLuigi. Or that f@#*king Squirtle, I hate that guy.

So in short. I will probably buy a 3DS. You've got me, for better or worse.

Probably worse.