Saturday, March 28, 2020

Of Bytes And Borders

There is more to the screen than those pixels or tiles which a graphics programmer had the ability to manipulate into graphical images.  In many vintage consoles and home computers, their display hardware could sometimes display color outside the active display area.  In this blog post we will review some of these devices, try to identify the size of the borders and any special purposes to which they may have been put.

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One Day, They'll Come For You, As Well


Greetings, comrades of Inclusive Intersectional Compassion.

Let us begin with a resistance-prayer: The State is our community... where we all meet, where we all matter.  Social Justice for all!

My name is of no importance.  Obviously, my race, sexual preferences, and gender identity are incredibly important; however, the people of 2020 cannot be trusted with such vital information.  #GET_WOKE_OR_DIE_BROKE, as we say.  Irregardless, I have a message from 5 years in the future.  I'm a time traveler from 2025, and wanted to give you a snap-shot of the world.

Congratulations are in order, for our efforts have paid off.  Individuality is a sin before Secular Leftism.  Whatever your system of beliefs, it must conform to the Collective Will of the Masses or be purged... just as all discriminatory personal property and wealth has been sacrificed upon the altar of Secular Leftism.

Those who've already confessed their sins may continue to live, as long as they are useful to The State.  Everyone who has not yet sought forgiveness for past and present sins, as well as future transgressions, have forfeit their contaminated existence.  Daily Purity Tests are Mandatory!  Proceed to one of the conveniently located self-immolation booths.

For those who seem shocked by this inevitable progression, don't be.  As our Collectivist Leaders teach us, terrible beliefs are held by terrible people, but they can be made useful in State Sponsored Work Camps.  Please, do not humanize the enemies of The State, unless you want to join them in the gulag.

The nazis held terrible beliefs.  Therefore, everyone with terrible beliefs are considered nazis and deemed undeserving of consideration, rights, or even the burden of life.  After all, are we not all victims in the eyes of Secular LeftismPraise be to The State!  Since everyone who disagrees with us is nazi scum, there is only agreement, only conformity.  The State is an unbreakable monolith - omniscient, omnipotent, and omnibenevolent.

Furthermore, the terrorist propaganda of christianity, judaism, satanism, cthulhuism, not-religious-but-spiritual-ism, libertarianism, individualism, capitalism, conservatism, moderation, freedom, jokes, memes, and common sense is no longer allowed in public or private spaces.  The State, in its infinite wisdom, has declared these problematic ideologies of racism, sexism, homophobia, and transphobia to be violent attacks upon Our Great Uniformity.

Only total submission to The State is tolerated.  Anything that does not conform must be condemned and destroyed in the People's Square of Mutual Grievances!  Failure to pledge public support for Our Shared Values is the equivalent of terrorism, nazism, and white supremacy.

Those of your flawed era still cling to the idea that The State is not god, but in 2025 we know better than you.  The State is the only rational substitute for him, in all his toxic patriarchy.  In fact, society cannot progress without his destruction.  Praise be to The State!

Your comrade of inclusive intersectionality,

A-non

p.s. Bonus!  In 2025, we have 100% free Universal Health Care and College.  Unfortunately, you're not eligible if you have any demerits.  Demerits are earned by saying something offensive, exhibiting problematic behavior, having wrong ideas, or expressions of individuality.

Need For Speed Games Part 4: Need For Speed: Hot Pursuit 2, Need For Speed: Underground

Today on Super Adventures, I've reached the end of the first decade of the Need for Speed games. We're in the EA GAMES TRAX era now, where every time a new song comes on, the TRAX box slides onto the screen to let you know who you're listening to. Even on the title screen.

This also means we're in the licenced soundtrack era, and the sixth gen console era! And Underground brings us to the era of perpetual twilight, where daytime is banned. Unless it's literally set underground, I don't think they ever say.

Anyway this is it, the last part. After this you won't be reading about any racing games here for a long long time, so enjoy it while it lasts (or endure it for just a little longer). Earlier parts are here, here and here.

(If I don't mention what system a screenshot came from, it's from the PC version.)

Read on »

Monday, March 23, 2020

Full Throttle: Remastered (PC) - Part 2

Congratulations, you've discovered the second and final part of my epic two-part Full Throttle: Remastered article! If you're looking for the first part, it's right here: PART ONE.

I spent all of part one just getting out of the town at the start, but part two covers the entire rest of the game, so if you haven't played the game before and have any interest in going into it without the plot and puzzles ruined, it's probably best not to read anything below this SPOILER WARNING.

Read on »

Friday, March 20, 2020

Creative Gaming Watch: Divinity: Original Sin 2

A rare non-Storium post here, but even if that has largely taken over the blog, I do still keep an eye on other forms of creative gaming!

One concept I've always been interested in is a game which merges, as much as possible, the ease of play of a video game and the creative power of a tabletop RPG. Not just a virtual tabletop, but something that actually played like a video game, but allowed someone to create and run their own adventures. There have been some attempts throughout the years - Neverwinter Nights, for instance, was a good shot at it, and Sword Coast Legends was a recent...not-quite-as-good shot at it. But nothing's quite gotten there for me - either there was too high of a barrier to entry for the GM for my tastes, or things were easier for the GM but fairly limited in power.

Obviously, that's quite a balancing act. But, fortunately, it hasn't stopped game companies from trying...and that brings me to today's subject, Divinity: Original Sin 2.

The first Divinity: Original Sin is quite a nice game, full of tabletop flavor and with an impressive amount of freedom for a video game - there are constraints, as one would expect since nobody can program for everything, but it definitely feels like you have more approaches to situations than in many other video game RPGs. I've found this particularly interesting in combat, where there seem to be all sorts of interesting tactical options that I can try to take advantage of and usually end up accidentally shocking and stunning my own guy, because I suck at tactical gameplay. The system's pretty brilliant, I'm less so.

Divinity: Original Sin 2 is building on that and adding new tactical options, and expanding the rest of the game besides...but it's also doing one more thing that has me very excited. It's adding a GM mode.

Like the mode in Sword Coast Legends, it appears this one is focused more on the concept of live GMing, rather than building a plot that can be played without a GM like Neverwinter Nights allowed. Not sure if that will be an option too or not. Regardless, the live GMing mode looks very promising in the previews I've seen so far. A few highlights:
  • It will be both providing a lot of prebuilt areas and allowing them to be built via some kind of modding package. This was a major early weakness of Sword Coast Legends, which only provided some prebuilts at first (I believe they did eventually add a toolset) - those only work for so long, so it's tough to build a full adventure. The combination of prebuilts and more extensive construction tools should allow a good mix of having what you need to grab at a moment's notice and being able to build something more detailed when needed.
  • It looks like it will, like Sword Coast Legends, allow some on-the-fly setup. Not sure on the extent yet, but this is one of the things that game got very right, so I'm pleased to see other companies exploring that idea. If you're used to GMing, you know for a fact that nothing ever goes exactly how you'd plotted it out. Having the ability to add characters, quests, areas, and the like during a session is pretty essential.
  • There's a GM override function, so if players want to do some tactic the game doesn't natively allow for, you can improvise and apply effects as you wish. That's just plain cool. One of the weaknesses of video games compared to tabletop gaming has always been that there's constraint over the options players have, to it's great to see that they've planned for ways around that.
  • The system itself is turn-based, which...I just always find works better for the tabletop atmosphere. A little more time to think, and more allowance for players to come up with unique tactics that way, too.
  • There's a "vignettes" feature that sounds excellent - a way of using images and text (they've compared it to PowerPoint) to convey parts of the story, and allow players to make choices. These sound like a great idea. Sometimes you really don't need to have a full, populated area for part of the story, but you still want to have a little more "pop" to it...this system should allow GMs to present stories in more freeform ways when needed. It looks very pen-and-paper, too.
  • This hasn't been confirmed to my knowledge, but Divinity: Original Sin had co-op for two players on a single console - I know the sequel is planning on expanding co-op in general to up to four, but haven't heard if they are going to have two or four players on the same console, or if that can interact with GM mode in any way. It'd be great if we could have the ability to run an adventure for a full party of players on only two computers, one for the GM and the other for the players, but that's probably wishful thinking. Still, it's a good dream.
We're still in the early going here and the mode isn't available for general tryout yet, but it looks promising. Here's hoping it goes well.

I'm less enthused by the character creation engine...specifically, for appearance. There's just not that many options at this point for those of us who really get into appearance creation, and I honestly don't know why games based on tabletop roleplaying don't ever go whole hog with character appearance creation the way things like Dynasty Warriors 8: Empires or Dragon's Dogma do, to say nothing of various WWE 2k wrestling games or the like. If any game type should let you truly put the character in your mind on to the screen, it's one with a strong tabletop gaming concept like this, but it never really happens. Here's hoping that they take another look at this at some point, but it seems pretty locked in now. Ah, well. If this GM mode works out, I'll be happy with that...and encourage them to take another look at appearance creation for Divinity: Original Sin 3.

Thursday, March 19, 2020

Storium Basics: Playing Off Each Other

Welcome back to Storium Basics, where each week I'm going through a basic aspect of Storium play. This week, I'm going to talk about something that's a little bit more advanced: playing off of each other and leaving openings. 

Storium games are stories, and that means that scenes work best when they feel interconnected. It's easy to lose sight of that when you are writing independently, often at different times from the other players. However, it is important to make a conscious effort to tell a continuous story between your moves and those of other players. You're not just writing the tale of your own character - you are writing the story of the challenge, and the scene, overall.

When you write a move, look back at what has happened so far in the scene and call upon it to set the stage for your move or give you things to react to. Is a statue falling over? Show it crashing to the ground. Did a friend just get hit? Call out if he's okay, or go to his aid. Did someone just do something totally awesome? React to it!

Tell the overall story, not just your own actions.

Additionally, I encourage you to leave openings in your moves for others to use. You don't have to call out specific other players to use them - in fact, unless you have a very good relationship with a player I advise against doing that - but it's very helpful to your fellow writers if you raise a situation in your move that you do not resolve or close.

This could be noting that a bandit escaped and you couldn't get him, or that you got kicked into something heavy and now it is starting to fall, or that there's an enemy starting to draw a bead on you and you don't see it, or an enemy wizard casting a spell...as appropriate for the situation and story, of course, but you get the idea. If you are writing something other than the final move of a challenge, leave cues out there people can pick up on.

If someone does leave those cues out there for you, use them. You can resolve them quickly (maybe you call a warning or shoot the enemy who was lining up a shot on the previous player, then go on to do other things), or make them the focus of your move (your entire move is about how you race against time and get there before the shot, maybe, or about the fight between you and the bandit when you get there).

Then, leave your own openings too!

One quick further note on this: This is another reason you want to have detail and story to your moves. It is much easier for people to play off of moves if there are details they can latch on to, and if you show your impact. So when writing moves, Add some detail, and especially remember that if you play a card you need to show what impact the card has on the scene. Don't just explain how your trait is good or bad - show the effect it has, and make us feel it.

For instance, if you're "Clumsy," maybe you trip up and bandits get past you...and run straight for a group of villagers, brandishing their weapons and putting them in danger. If you have "Mighty Muscles," you move a heavy stone in front of the gate...and the bandits struggle with it before being forced to go another way, giving you time to send some guards that way too. Things like that. Don't write the entire battle in one move, of course, but be sure we feel the impact of each move.

Finally, Storium works best if there's at least a little shared writing rights to the player characters—and definitely to the NPCs. Here are my rules - these are what I find work well, but different games may have different rules on this, so be sure to check on this with your narrator.

Player Characters: Players should allow other players to use their character for basic statements, basic questions, or assistance with actions as required for moves without requiring them to ask beforehand. They can always politely request a change if they want, and the writer should be amenable to doing so. If you want to write more heavily for another player character, I advise then asking for permission first, unless you've already established a good collaborative relationship. And, of course, if you're writing for someone else's character, keep their portrayal consistent as you can.

Non-Player Characters: Non-Player characters, especially those established by the Narrator, are generally totally free for players to write in whatever way they choose, within the bounds set by a challenge. I may sometimes provide guidelines for NPCs, but by and large, they're your tools to play with. In rare cases an NPC heavily important to the storyline may be treated more like a player character, but I'll always say so if that's the case.

Those are what work well for me, but again, this is a good thing to check on with your narrator. Some games have a tighter atmosphere where characters need to be more solidly held by their creators, and others have a very loose atmosphere where even more is allowed. Some players, as well, will permit more with their specific character even if the rest of the game is tight.

If in doubt, there's no harm asking.

Want to know more about playing off of each other and leaving things open? Here are some further articles I've written on this and related topics:

Frictional Fan Jam: Winter Modding Event

Screenshot from Draugemalf's SOMA Winter Asset Pack.

Quick overview

Duration: 11th of December until 19th January 2020
Theme: Winter/Hibernation
Medium: HPL engine modding

Info

Winter is coming for us in the Northern Hemisphere. Get a hot drink, curl up under a blanket, and start up the HPL level editor – it's time for Frictional's Winter Modding Jam!

Join us for a month-long event focused on HPL modding! You're welcome to participate alone or in a small team (up to 5 people). For peer support, head on over to our Discord server.

Are you an artist, writer, or other kind of creator? You can still participate by teaming up with one of the modders. Head on over to #winter_modding_jam on our Discord and find your team! We will also be holding specialised events for you in the future.


Duration

The Jam will start on the 11th of December 2019 and last until the 19th of January 2020.

You can submit your work on the night of Sunday the 19th, as the submissions will be checked on Monday morning.


Theme

Winter and/or Hibernation.

One or both themes should be present in the Fan Jam entry. You are welcome to interpret them however you wish. The mods don't have to have a connection to Frictional Games titles.


Medium

This Frictional Fan Jam is specifically for HPL modding. You are free to use HPL2 and HPL3, or even HPL1 if you're brave enough.

Aside from the game assets, you are also welcome to utilise other assets you can legally use, or have permission to use from the creators.

You can for example use the Winter Asset Pack for SOMA, made by a long-time contributor and one of our Discord moderators, Draugemalf.



Submitting your work

Upload your mod on a platform like ModDB or Steam Workshop.

For entering the event, please submit a link to your work through the following form:

If you worked as a team, have one team member submit the entry.

All works will be showcased on the #winter_modding_jam_showcase on Discord.


Prizes

The jury of Frictional Games employees will pick the winners of the jam. Discord moderator team will not be voting on entries, and are therefore allowed to fully participate in the event.

The winners will receive A5-sized posters of a game of their choosing sent to their home address (team members will be sent theirs separately). The Frictional team from the Malmö office can sign them if you wish. Once our next project is out, the winners will also receive a download key for the game on an available platform of their choosing.

Depending on the amount of entries, the Malmö office Frictional team will stream all of the entries, or only the winners.


Contact

The Fan Jam is organised by Frictional Games' community manager Kira, with support from the Frictional Games Discord moderators. The easiest way to contact either is through the Frictional Games Discord server's #winter_modding_jam channel. The channel can also be used to share ideas with other community members, get feedback, and look for team members.

If you don't have a Discord account, you are welcome to contact Frictional Games through Twitter or our Contact Form, and we will help you as soon as we can.

For general questions: Contact Kira, for example by pinging them on the Discord channel.

For technical questions: Join our Discord server which has an active modding community.



Have fun, we're looking forward to your wintery creations!

Toy Soldiers, Part 3: Core Space

When I was a kid Star Wars toys were all the rage. One thing that the developers of the original Star Wars action figures back in the 1970s got absolutely right was that the space ships, vehicles and especially the environments were at least as important as the characters, so they scaled their toy line in such a way that they could include play sets representing locations from the films for kids (and adults) to place the characters in.

Environment is at the heart of Core Space, a game developed by the makers of the Battle Systems line of cardboard miniatures terrain. Their sci-fi series, representing space station corridors, futuristic cities, and planetary outposts, was their most recent (and most successful) product to date, so naturally when they decided to create a game to go with their terrain, it was going to have a space opera theme.

While they could have gone with a standard skirmish game, they opted instead for something with a lot more narrative and adventure to it. Players control crews of scoundrels and pirates in what is essentially a sci-fi dungeon crawl, creeping around in labyrinthine space stations searching for cash and equipment (and yes, the loot is even stored in futuristic treasure chests). While players can opt to attack each others' crews, that would take precious time away from searching for goods and interacting with non-player civilians who might provide useful information or even be persuaded to join the crew.
If it sounds too easy, there's the inevitable catch: the galaxy the game takes place in is under attack from an enigmatic race of killer robots, and a few turns into the game those robots start appearing on the board, their actions controlled by a simple but very effective AI that governs where they move and who they attack. As the game progresses, more advanced (and deadly) models start appearing, and the tension ramps up. The game turns into a "press your luck" situation where you know you should be moving all your crew back to the airlock, but wait, there's a cargo crate we didn't look in yet...

The rules are simple and cinematic, using proprietary dice and an easy measuring system for combat, and there are lots of options for non-combat actions like interacting with civilians, opening and closing doors, using computers and even breaking and jumping through windows. And the fact that the game is designed specifically for the Battle Systems terrain means it gets the most out of it.

The game really shines when played in a series of linked missions over several games, using an experience system that allows crew members to improve their abilities and equipment over the course of the campaign. It even allows for improvements to the crew's space ship, allowing it to do things like scan the station for information or even defend the airlock from off-screen.

Rating: 5 (out of 5) a well designed game with rich, familiar-yet-different characters and a setting that can't help but be fully immersive thanks to the ingenious terrain.

Monday, March 16, 2020

Complex But Not Complicated

To me, the best games are the ones with rules that provide a structure for making moves towards victory, then get out of the way and let you play. I don't like games where an encyclopedic knowledge of the rules gives an advantage, and I can't stand games where it's possible to win on a technicality. The advantage should come with the ability to understand the consequences of making a particular play, like thinking several moves ahead in chess.

Twilight Struggle is a good game for that reason. It gives players a relatively simple set of options on their turn, primarily by playing cards for one of two purposes: either to spread their influence on the board, or to enact a more specific game effect that targets a particular location or gives some other in-game advantage. Simple options, but a lot to think about and try to plan for.

In Twilight Struggle, two players vie for control of the world during the Cold War of 1945-1989. The board represents a map of the world, with players placing competing levels on influence in the various countries depicted with an eye towards controlling particular regions. Scoring cards are played at various points in the game, so the goal is to set up your influence to take advantage of the scoring cards you have, but also to anticipate what your opponent is trying to do based on where they are placing their influence.

Another option each turn is to spend cards to progress with the Space Race. Achieving space-based advances does give an advantage, especially to whichever player gets to each milestone first, so (much like in the real world at the time) it's something that can't just be ignored. I'm not sure if it's intentional or not, but in all of our plays we've found the space race to be an annoying distraction due to the amount of time a player needs to spend on it and the random, hard to predict results. I wonder if the military commanders of the time felt the same way?

There is also a Military Operations track which requires both players to engage in roughly the same amount of aggressive military action each turn, an interesting balancing mechanic that slyly represents the sabre-rattling and chest-thumping that often occurs between world powers. However, too much military action will advance the DefCon marker, and if it gets pushed too far nuclear war breaks out and the game immediately ends. This is where the real brilliance of this game lies, and where it perfectly reflects the world it takes place in, as the two players constantly need to look at how far they can push things without going too far.

Like the best strategy games, Twilight Struggle gives you a lot to think about during play, without bogging you down in complicated rules that need to constantly be referred to. The strategy and maneuvering

It's a great game design for what it is trying to do, and you could even argue that it's educational, sparking the imagination about this unique period in world history. Unfortunately the game's presentation is more textbook than Hollywood blockbuster, and the game's graphic design is very...utilitarian, which is what I think has held this game back from gaining a wider spotlight. On the other hand, it has been in print continuously for 15 years, so I suppose it's finding its audience.

Rating 4 (out of 5): It's a 2-player game that takes a while to play so it doesn't come out that often, but we always enjoy it in spite of its somewhat dry presentation.

Sunday, March 15, 2020

Top 7 Interesting Facts, Tips, You Need To Know About Assassin's Creed Odyssey | Pro-GamersArena



Assassin's Creed Odyssey has at long last arrived, And this one additionally is cherished by gamers and if the surveys are any sign, you'll likely need to play it. In spite of being another progressive passage in Ubisoft's about yearly arrangement, Assassin's Creed Odyssey has figured out how to bring enough new frameworks and stuff to befuddle new and veteran players. 

Related Article: Assassin's Creed Review, Gameplay.

There's a considerable measure to do in this one, and not every last bit of it is simple. While Assassin's Creed Odyssey pursues a sensible trouble bend, there are as yet a couple of things you can do to help streamline your 50 or more hour trek through Greece.  

So here Pro-GamersArena has compiled the top 7 Interesting Facts, Tips, you need to know about Assassin's Creed Odyssey before playing.


1. You better Choose Exploration mode instead of Guided mode. (Tip)


In Origins, the rash of unattractive, covering map symbols had been diminished by a lot, yet in Odyssey, it's gone altogether. Rather, the amusement offers you a decision comfortable start: would you like to play in "Exploration" mode or "Guided" mode? Guided mode is the Assassin's Creed maps as you've constantly known them, while Exploration strips away relatively every symbol, leaving a wonderful, clear guide reasonable for well known guide exercises like route. Rather, delineate are supplanted with bearings: the scoundrel camp is on the eastern bank of Kephallonia; the Spartan post is north of Mount Geranaia. Which appears to be extremely fascinating and extraordinary while playing. 

Antiquated Greece is huge. Each method of transportation has a type of auto-run highlight that truly proves to be useful. On horseback or by walking, squeezing Z will get your character running so you can grasp your hands off the console, while Space Bar does likewise for water crafts. Steeds, specifically, are reasonable for this: hold Z for a minute and after that press E, and your steed will auto-pursue streets to explore directly to a guide marker. In any case, it doesn't imply that you depend on that as I would prescribe you to utilize it just when fundamental however I am certain that you will scarcely utilize the alternative as you wouldn't wanna miss anything of excellent Greece. 


2. You get to choose to play as one of two characters. (Fact)


Ubisoft Quebec's last game in the arrangement, Assassin's Creed Syndicate, let players control a couple of twins, Jacob and Evie Frye. You're ready to control a male or female legend in Odyssey, however you won't skip between them as the story pulls you forward. Rather, you play as either Alexios or Kassandra toward the begin till the end. While there are some inconspicuous contrasts in their exhibitions and how the voice on-screen characters convey their lines, you don't have to struggle with the decision from any waiting feeling of FOMO. 

"Everything is open for the two characters," says innovative chief Jonathan Dumont. "It's considerably more of a recognizable proof for you, for how to relate and associate with your character. That is the reason you have the decision." Unlike Jacob and Evie, who inclined toward battle or stealth, players can shape their character as they see fit. On the off chance that you need Kassandra to crush faces in with a club or have her adhere to the shadows, it's your call.

Regardless of who you ultimately choose, your role in the world is the same.


3. Use Sparta Kick to punt high-level enemies off anything tall (Tip).


Now and then, you will confront foes which are extremely intense or hard to execute as the foe may have an Elite modifier or a harmed hatchet or some damn thing that can truly make it difficult to slaughter them. I'll cut and wound them all I need, however my individual assaults simply don't do much harm. The best activity here: kick them off a cliff. Oh Yeah !!!  

That's how you do it !!!
One of the main capacities I opened was the Sparta Kick, an "legendary kick" that indulgences adversaries in reverse. Above all, the Sparta Kick is amazingly fulfilling to utilize. When, I was in a contributed fight a marble quarry when an abnormal state, world class Spartan officer came smashing down on me. Urgent, I kept running up the laborers' platform, wavering hazardously over the abyss of the open quarry pit. At the point when the leader ascended to slaughter me, I kicked him off. Sword: 300 harm. Kick: 600 harm. Falling a few hundred feet to his demise: 20,000 harm. 

Get Assassin's Creed Odyssey at a discounted price from Amazon.




4. Use fire to damage more.


There's an extremely forceful fire framework affecting everything in Odyssey which I will recommend you to use, as adding fire to your assaults is an insightful move. As it not just include consuming harm that stacks after some time but at the same time it's excellent group control. A few foes break and run when they're hit with flame, so in case you're amidst a significant battle, lighting everybody ablaze can disperse the horde a bit. 

Hitting somebody with a flaming sword, while cool, won't consequently set them ablaze. There's a fire development detail that is unique in relation to foe to foe and may even rely upon what sorts of shield they're wearing. It takes a couple of hits of fire to extremely set somebody consuming. On the off chance that you need to benefit from your searing assaults, search for inscriptions or rewards that expansion "fire development." The higher your fire development detail is, the quicker you'll set your objectives ablaze.





5. Islands Of Adventure (Fact)


Our hands-on experience occurred on a couple of islands, Delos and Mykonos. It included a little more than twelve unique missions, led on a shockingly convoluted questline. It took around five hours to see that storyline through to culmination. "We needed to reflect what it might feel want to be on the odyssey of Odysseus, where he goes on islands and he doesn't realize what he will discover," Dumont says. Ubisoft Quebec needed players to experience an assortment of littler, local storylines amid their voyages, while additionally conveying a bigger scale experience.




6. Try to stay neutral in the war to get the best loot (Tip).


Odyssey happens amid the Peloponnesian War when Athens and Sparta were super, duper distraught at one another and were extremely exceptionally impolite about it. To trigger a fight, you need to irritate the parity of intensity by taking out the locale's national pioneer. The pioneer is intensely monitored by the entirety of his watchmen and extremely rich, and a toe-to-toe battle will be outlandish. Rather, you need to relax him up by executing his lieutenants, taking his cash, and consuming his armed force's provisions. When you cause enough mayhem, the attacking group, regardless of whether its Sparta or Athens, will begin a fight. 

There are constantly opposite sides to each fight, it is possible that you can be an aggressor or a protector, here additionally you're allowed to join the assaulting or safeguarding side. The main contrast is that the assailants will have a significantly harder fight and much better plunder granted for progress. It doesn't make a difference which side you pick, however regardless of whether you've been killing Athenians throughout the day to blend up inconvenience, you can offer the Athenians help in the fight with the end goal to acquire some benefit. 



7. Take Help Of  Ikaros (Your pet Eagle) to scout and spot enemies (Tip).


In Assassin's Creed Odyssey too you have an extremely helpful and brilliant pet Eagle named Ikaros, and utilizing him as a scout will be commonplace to any individual who played Origins. Send Ikaros up and glance through his eyes to stamp adversaries, spot money boxes, alert flames, caught creatures, detainees, and so on. Having a constant guide of a camp makes it much simpler to sneak in, for a certain something. For another, spotting foes ahead of time can fill you in as to whether any of them have rewards or capacities that would be useful for your group. Additionally, utilize Ikaros to investigate adversary skippers and authorities. They'll more often than not have a type of direction reward pertinent to your ship, and all the more critically, they're probably going to be genuine rats in a battle. In the event that you detect a decent applicant with Ikaros, you can make arrangements to take them alive. 

Ikaros' spotting is additionally valuable in underground natural hollows and tombs, however you can't utilize him underground. Rather, utilize him before you enter the surrender and have him fly over the highest point of the mountain. He can in any case spot things underground (Told you, he's a significant hawk), and the guide markers will enable you to discover your approach to heaps of plunder in the befuddling labyrinth underground.





Thursday, March 5, 2020

A Rare Victory At Glucken Ridge

   I played a game of Team Yankee a few weeks ago with my friends at this local club called Board and Brew. I say "local" but it's a good 30 miles from my house, forty five minutes with traffic on a good day. Anyway, it's a pretty good place with plenty of tables and they have beer. So its good.

   I played a fellow I have known for several years but rarely get to see, named Anthony. I was his first opponent ever in Flames of War. He plays Italians, I play Indian Army British. Anyway, in this game, I played a Czech Force with Soviet allies and he ran an American force.

Soviet T-64s advance on the left flank - daring the Yankees in their flashy M1s to attempt to do something about it. One Hero of the Soviet Union is made.

Minefields slow the Czech armoured advance, but a few turns of rocket artillery have softened up the American infantry defenders and the T-72M assault drives them from their foxholes.

All of my scouts are killed. Because I stupided. And my infantry never disembarked.
Beyond the trees in the background to the left, T-64s keep reinforcing M1s occupied.

Burning platoon of M1 Abrams. A sight sure to please any Warsaw Pact player.
In fact, I got very lucky and took them all out in one turn.

   In the end, I won by pushing the American infantry off the objective. The Americans did destroy enough of my units to make it a 5-2 victory rather than a 6-1 overwhelming victory. But I will take it! Anthony was a great sport about it all and a lot of fun to take on as an opponent.

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I played some more ZIMP today on and off but figured I would play something different for this post..lol.

Today for the #2019gameaday challenge I played a game of Star Realms. Surprisingly I actually won! And by a pretty good margin! 

As always, thank you for reading and don't forget to stop and smell the meeples!  :)

-Tim

Wednesday, March 4, 2020

Something A Little different....The First Of The Romans

One on-going project I have at the moment (and one which is going to go on for quite a long time!), is painting up a lot of Warlord Early Imperial Romans. Not for me, I might add, but fun nonetheless. Here are the first 2 cohorts- eventually I'll have a couple of Legions worth + all the Auxilia to do. So, quite a bit.
I'm not doing this alone, thank God, but as part of a team of painters in order to accomplish this massive task.

I've always wanted to do an Early Imperial army, but have never actually got round to it, one of those situations common to just about every wargamer, we all have "those projects" I guess, so having the opportunity to paint one for someone else will hopefully get it out of my system.
Early Imperials have always been the "classic" Romans for me, Square Scutem, Lorica Segmentata, I suspect my like of them goes back to a bunch of Timpo figures I had when I was a youngster.
The Warlord figures have been around for while, go together fairly easily, choices of sword-arm or pilum, a few different head choices. The ones in the pictures are a mixture of the basic set and the set sold as "veterans" - these give you a few extra choices - different heads and helmets, and battered shields. All the veterans have the additional magnia sword- arm armour a few legionaires adopted for the Dacian wars. Fortunately these are indeed for the Dacian campaigns so they will fit right in.
                       There are a few extra metal command figures mixed in- manufacturer unknown.
Anyway, I'm enjoying doing these, which is probably just as well, seeing as there are a few to paint! It makes for a good diversion from the WWII projects which I'm also doing for myself.
        So thats a few Romans, Next up, I'll be showing some rather lovely Dacian tribesmen to oppose them

Releasing On Nintendo Switch: Unattainable Dream To Reality

By Thomas Grip, Creative director

This is one of my earliest memories. Eons ago, when I was about 5, my dad took me with him to his work, a department store. He then proceeded to dump me in the electronics department.

Nowadays you can find game test booths everywhere, but back in the day this was definitely not the case. Instead every single item was locked inside a glass cupboard. Usually these cupboards remained locked unless you bought something… but that day was different. Tony, my dad's co-worker, let me try out a game.

As I trembled with the excitement of a 5-year-old boy, he jangled his keys, and took out the showcase version of a grey box called the Nintendo Entertainment System.

Ice Climber for the NES was my first video game experience, and from that moment I was hooked.

Since that watershed moment, Nintendo games have always had a special place in my heart. Super Mario, Zelda, Mega Man, Battle Toads, Blaster Master and many others were all a part of my childhood magic. The plastic feel of the controller, the chunky cartridges, and instant-booting games still evoke fuzzy feelings in me.

Because of these magical childhood memories, and how video games were perceived back in the day, Nintendo has always had a certain mysterious feel to it – like an enchanted factory in a far-away country, creating games through some sort of wizardry.

When I started making games myself, some 20 years back, I never thought the hobby would evolve into anything bigger. It felt highly unlikely that people would want to buy anything I produced. But, eventually, what started as a hobby turned into a job. That felt so surreal. There I was, with my stupid hobby, except it was suddenly a source of income to me. Game development still felt like that enchanted factory, full of people who knew a lot more than me with tech I couldn't possibly afford to have. But it was real, as I came to realize over time.

Yet consoles, and especially Nintendo, retained a very illusory feel. While I released my games on Steam and similar stores, the birthplace of my childhood magic felt far off.
That's why it's so special to announce the following:

AMNESIA: COLLECTION IS NOW OUT ON THE NINTENDO SWITCH


Finally – Frictional Games has made it to a Nintendo console! What had, for most of my life, felt like a distant and far-fetched dream, has now become reality. Sure, it's not shipped on one of those fantastic grey cartridges, nor will it have a Nintendo "seal of quality" slapped on top, but I'll take what I can.

If the 5-year-old me heard about this, he would never believe me.

But this is by no means the end of a journey for me – quite the opposite! It's thrilling to think just how far the company has come, and it makes me super excited for what the future will hold.


A huge thank you to our friends at BlitWorks for making the port possible, and Evolve PR (with special thanks to Ryan!) for the great trailer!