Saturday, 28 March 2020

The Division 2 Review (PS4)

Written by Anthony L. Cuaycong


TitleThe Division 2
Developer: Massive Entertainment
Publisher: Ubisoft
Genre: Action, Adventure, RPG
Price: $59.99
Also Available On: Steam, XB1



The launch of Tom Clancy's The Division in 2016 was met with great expectations. As an online role-playing game, it bore the expertise of developer Massive Entertainment, whose previous work in seeing Assassin's Creed: Revelations and Far Cry 3 through gave it the confidence to pledge the setting of new standards in multiplayer engagement. Needless to say, the assistance that it received from other Ubisoft subsidiaries, particularly Red Storm Entertainment, Ubisoft Reflections, and Ubisoft Annecy enabled it to meet its objectives, albeit not without growing pains.




The cutting-edge visuals, outstanding combat mechanics, and immersive setting of Tom Clancy's The Division shone from the outset, but Massive Entertainment still needed to scramble after it hit store shelves in order to address the glaring lack of content, frustrating capacity of enemies to absorb damage, paper-thin storyline, and significant technical glitches that all detracted from the overall experience. That said, it bore such promise, and met said promise soon enough, that it went on to become Ubisoft's best-selling title of all time, generating revenues north of $300 million worldwide and, in the process, ensuring the release of a sequel.

Parenthetically, Tom Clancy's The Division 2 picks up from where its predecessor left off, following the narrative seven months after events showing the devastation the release of Green Poison, a reengineered strain of smallpox, wreaked upon New York. This time, however, Washington serves as the backdrop for its progression, with the White House used by the Joint Task Force as base of operations. Gamers assume the role of an agent of the Strategic Homeland Division and help keep as much order as possible within the chaos created by a de facto civil war.




Outside of the plot, which remains paper thin, Tom Clancy's The Division 2 proves superior to its predecessor in all aspects. It certainly hits the ground running, presenting the District of Columbia as a near-perfect facsimile of its real-life representation and providing gamers with open-world choices within rewarding mission structures. Combat is straightforward, if challenging; stealth and precision marked by care are keys to survival, whether going solo or as part of groups, and regardless of the type of factions to which enemies of the moment belong. And, yes, the degrees of difficulty fluctuate, but, unlike the first offering, stay eminently fair. Thusly, a commitment to persevere prevails; failure is inevitable, but frustration does not set in because insight borne of experience does pay dividends.

In this regard, Tom Clancy's The Division 2 encourages the proper planning of skill upgrades, and in the context of group excursions. Meanwhile, skirmishes yield loot drops that expand equipment and weaponry. Side activities are offered in abundance, but invariably within the context of enriching story perspectives and stakes. For the more adventurous, there is the Dark Zone, where other gamers can and will be enemies — sometimes under the guise of collaboration. Within this area, a separate leveling regime is in place, and going rogue offers the opportunity to appreciate the challenges from the other side. In any case, the interactions underscore the sharpness with which player-versus-player scenarios are laid out.




Significantly, Tom Clancy's The Division 2 continues to receive programming support. A recent patch, for instance, enables loot targeting; map updates occur every day and show specific locations for specific gear. Moreover, it gives relevance to brand loyalty; in-game equipment makers now have items for all customizable slots, thus enabling access to bonuses. If nothing else, Ubisoft's commitment to keep tweaking the title long after release signifies sensitivity to feedback and dedication to process improvement. Future content updates promise map expansions, talent customization, and further understanding of the overarching narrative.




All told, Tom Clancy's The Division 2 keeps gamers going for more. If there's one thing developers have known to be harder than generating interest in their products, it's keeping said interest over time. Clearly, Massive Entertainment is bent on continually cultivating the interest, a decided boon in this day and age of infinite entertainment choices. Consumers are intrinsically fickle, and the sheer number of options available to them taps into this nature. Ubisoft is betting that quality breeds allegiance — and winning.



THE GOOD:
  • Superior to predecessor in all aspects
  • Combat is challenging but fair
  • Continued support encourages long-term commitment
  • Near-perfect representation of Washington, D.C.

THE BAD:
  • Paper-thin plot
  • Absence of a narrative hook
  • Still subject to loot fatigue


RATING: 8.5/10

Movie Reviews: Mission Impossible: Fallout, Ant-Man And The Wasp, Jurassic World: Fallen Kingdom, The Incredibles 2, Breathe, Midnight Sun

See all of my movie reviews.

Mission Impossible: Fallout - A very good, but not great, entry in this franchise.

MI's plots are generally unimportant: a bunch of people want to kill a bunch of people, MI agents are the only ones who can stop them, but there are traitors in the CIA who are secretly working against them together with the bad guys. Lots of tropes: cool gadgets, deceptively getting suspects to talk, impersonating bad guys using fake masks, plans gone awry, Tom Cruise dangling off of something high, and last second triumphs.

This movie has a few things going for it that its competition franchises (MCU, DCU, James Bond, Fast and Furious, Transformers, Jurassic Park) don't. One is Tom Cruise, who is a great actor and action hero ONLY when he isn't carrying the entire movie. MI has a nice cast of characters that provide relief from endless shots of Tom running, dangling, and jumping. Another is that they manage to keep coming up with tense situations and action sequences that are at least plausible and thus captivating. And that Tom  does his own stunts and the CGI is minimal, which makes the action sequences more engaging and less like watching cool effects on a computer. Tom doing things while skydiving is really Tom Cruise skydiving, which is pretty cool. Mostly, it's that they take some time to give Tom, at least, some real personality, so that he makes different choices based on conflicting targets of loyalty.

The last one is important, and while MI:F includes this, it doesn't include it nearly enough. They keep trying to muscle in more action sequences and less character time. This may make Marvel fans happy but only makes the movie less engaging and more exhausting. The movie too often jumped from action sequence to action sequence without a breath, which left me just a bit numb. I'm sure there are people who like this; who would complain, in fact, if there were more character sequences. So it's just my opinion. These people also tend to overlook little problems, like how certain people deceive other people when these deceivers are under careful, continuous observation, how certain people could possibly know to be in certain places at certain times to meet certain other people when these other people are doing things purely randomly, and and how certain people would surely have to go through a number of checks before getting to where they got to. I guess I am not supposed to notice those things.

Anyway, I enjoyed it. Not as much as 1 or 4, but more then 5 (I didn't see 2 or 3).

Ant-Man and the Wasp - Marvel, yippee. I never actually made it through Ant-Man because it was formulaic and boring. Perhaps the only thing going for it was that at least the fate of the universe wasn't at stake, which was a nice change.

I'm kind of at a loss as to why I found this one more enjoyable. Not exactly a good movie, but better. The ending was poorly executed, and really the science doesn't make any sense. I'm happy that the fate of the world isn't at stake - just one woman. And I'm happy that the main "bad guy" is someone who has a compelling motivation and who isn't bad at all, just trying to survive.

I guess dispensing with a lot of the back-story helped, as did allowing us to see all of the many ways that shrinking/expanding can be used in a fight. Its lack of ambition made it feel less pretentious and thus easier to accept. It felt like a pretty good television episode. So it was okay.

Jurassic World: Fallen Kingdom - The first one (Jurassic Park) was a classic; the last one (Jurassic World) was okay, but the characters were so flat as to make it feel like a Marvel movie. This one is about the same as the last one, but the plot is dumber and even less original. They need to either let the dinosaurs die or rescue them to some other island, and by the way, someone wants to steal some of the dinosaurs and by the way, someone wants to sell them as military weapons (somehow). It sounds familiar because it is.

Same kinds of bad guys doing the same kinds of bad things; yadda yadda. The characters from the last movie are a little different, but just as flat. It's hard to care.

The Incredibles 2 - The first was a great movie, marrying Disney with superheroes with some actual adult themes that didn't talk down to kids. This one is even more so. It starts exactly where the last one left off, only they have to deal with the consequences of the damage caused to the city after they stop the first bad guy (exactly like Captain America: Civil War). In order to solve their PR problem, they decide that Elastigirl (rather than the less PR-worthy Mr Incredible) be sent out to do some careful superhero work, which leaves Mr Incredible alone at home with the kids and their new baby of wildly unknown superpowers.

Cue a little male resentment and a touch of 1950s role reversal comedy, but really not too much. Elastigirl really is a superhero as well as a mom, and she does it well, and Mr Incredible proves that every stay-at-home parent is a superhero in his or her own way. Of course, eventually everything has to come to a head.

The plot is good and thought-provoking, but still full of humor and great action. Of course, it's beautifully rendered and well voiced. A worthy sequel to the original.

Breathe - The true story of a British flyboy who becomes paralyzed by polio while in Kenya in the 1950s. He is ready to die, but his wife won't let him and he goes on to travel home, leave the hospital (which never happened back then) and eventually design the first wheelchair with a respirator. His work (and his good friend the engineer) went on to improve the life of thousands of people in similar condition.

It's wrapped up in beautiful scenery and costuming and a true-life love story. It was interesting to watch, although I guess they glossed over some of the less palatable parts of taking care of a paralyzed person. Meanwhile, some parts of the movie went on longer than they should have, such as the entire last half hour where he decides he has finally lived long enough; these parts could have been shorter. I loved and was even surprised by, the scenes in Spain.

Worth watching, although I wouldn't go out of my way to see it.

Midnight Sun - This is a pretty terrible movie from nearly every perspective. It is about a girl with xeroderma pigmentosum.

In real life, this is a non-curable condition whose sufferers tend to sunburn or blister after small exposures to sunlight and who are therefore extremely vulnerable to skin cancer. People with this condition are visibly distinguishable as such, having typically found out about their condition the hard way. They may have special glass in their house windows, but they can go out in daylight with a lot of clothing and extra caution.

In movie life, the girl has movie-perfect skin and never goes outside during daylight. Furthermore, the moment she is exposed to a few seconds of sunlight she develops a brain condition that begins causing her death.

If that wasn't enough of a problem, just let the anemic characters and the predictable, manipulative, and poorly scripted and acted plot do the rest. And, of course, she is going to "hide" her condition from the first (and last) boy she goes out with, because we never get enough of that kind of thing from sitcoms.

"Alien" Ninja Turtles Had Some Potential




DISCLAIMER:
Copyrighted material that may appear on this blog is for the usage of further commentary, criticism, or teaching within the standards of "fair use" in Section 107 of the Copyright Act. All video, music, text, or images shown, all belong to their respective creators or companies. Teenage Mutant Ninja Turtles is the property of Nickelodeon.

WARNING:
Possible spoilers!



Image by Museum Of Hartlepool. Source: https://www.flickr.com/


Michael Bay is getting a bit too much credit for this Ninja Turtles project.

Sure, he's producing it, and as a producer, he can affect the shape of these films, but that can only go so far. Especially when you consider that he's surrounded by a variety of other producers. This includes Bradley Fuller, who's elegant repertoire has given us the The Nightmare On Elm Street and Friday The 13th remakes (reboots?) (IMDb). The silver lining, though, is Ian Bryce, who produced Return of the Jedi and Field Of Dreams, but also Transformers 2 and Howard The Duck (IMDb). Yikes.


Bay isn't directing the film, either. That distinction goes to Jonathan Liebesman. His great directing credits scored terribly on Rotten Tomatoes, like Battle: Los Angeles (35%), Wrath Of The Titans (25%), and the unforgettable Texas Chainsaw Massacre: The Beginning (12%). Damn. At least Michael Bay had The Rock (66%).

And Bay certainly isn't writing the screenplay. For this film, three musketeers were selected to delicately craft the script. The first is Josh Appelbaum, who wrote for the acclaimed show Alias, and the also acclaimed Mission Impossible 4 (IMDb). Nice. The second is Andre Nemec, who also wrote for Alias and Mission Impossible 4 (IMDb). Uh, double nice. Okay, so here is where the other shoe drops. The third is Evan Daugherty, who wrote for Snow White and the Huntsman and that Hunger Games look-a-like Divergent (IMDb). Both are adaptations like this film. Maybe he'll do a good job.

All of these factors will certainly make the film an interesting one to watch, but if it goes wrong, all of the blame should not fall on Bay. It would be like blaming Spielberg for the failures of Transformers 3 and The Legend Of Zorro (IMDb). Yes, he did actually invest time into producing those films. 

But when hearsay of the very idea that these turtles might be aliens, the fans went into an uproar, and they blamed Bay. Crystal Bell of The Huffington Post writes,

 "Needless to say, the fans are not too pleased with Bay for changing the origins of the beloved "Ninja Turtles."

"So will they be changing the title?," asked one Reddit user. "I mean, 'TMNT' doesn't really apply anymore ... Maybe they could be Teenage Alien Interstellar Ninja Turtles?" 

However, another Reddit user pointed out that if the Turtles were in fact aliens -- and not nuchuck-wielding ninjas -- perhaps they would have developed more sophisticated weaponry:

"If they're aliens then why would they be ninjas!?!? They would have laser guns and lightsabers and junk! They wouldn't need to be ninjas! Michael Bay is the destroyer of worlds!" 

Even Michaelangelo voice actor Robbie Rist had some, uh, constructive words for Bay on his open letter on Facebook,

"Dear Michael Bay.

You probably don't know me but I did some voice work on the first set of movies that you are starting to talk about sodomizing.

Look man, I think you have some pretty nifty action ideas (of course on the other side, the minute ANYONE in your movies starts using actual dialog I seem to catch myself nodding off), but seriously, Teenage ALIEN Ninja Turtles?

I know believing in mutated talking turtles is kinda silly to begin with but am I supposed to be led to believe there are ninjas from another planet?

You know that ninjas are a certain kind of cultural charact....

Oh what the hell am I talking to you for?

The rape of our childhood memories continues....."

His words seem a bit harsh to me (I liked what he had to say about Bay's dialog, though), but I can't help but think that his anger describes a lot of the sentiment that fans initially had at this film. To Robbie's credit, however, he later told TMZ that, "Everything I have said here could be off base and wrong ... He has made WAY more money at this than I have."

First of all, we now know that the whole "aliens" idea was a bunch of bunk, as Micheal Bay later confirmed to Moviefone, "There was that quote saying that we were making (the Ninja Turtles as) aliens. We're not! It's the ooze!" Second, even if they were aliens, we don't know if Bay had even developed the idea. It could have been from the writers, the director, or any of the other producers. He certainly approved it, which makes him culpable, but that doesn't make him the source. Third, I would hardly call Michael Bay the "destroyer of worlds" for doing such a move (he's destroyed a lot of buildings, though). Or even a raper of childhoods (if such a thing is even possible). Bay simply wanted to take the series in a different paradigm, and frankly, it could have done some neat things. Before all of that, though, let's get one thing out of the way. The Teenage Mutant Ninja Turtles are really kind of silly.

Really, though. Think about the whole premise of this franchise. 

Ordinary turtles become mutated into anthropomorphic creatures by a radioactive ooze and are taught to become ninjas by anthropomorphic rat called Splinter in the sewers of New York City. The turtles, now teenagers, are named after Renaissance painters, eat pizza, fight a samurai named Shredder, and rescue reporters in yellow jumpsuits.

Original, yes, but very laughable. In fact, TMNT creators Kevin Eastman and Peter Laird joked about conceiving the idea in The Week, "We were just pissing our pants that night, to be honest. 'This is the dumbest thing ever.'" (Farago).

I haven't read the comics, so I can't speak for them, but they sounded pretty gritty. Nor have I seen the 1980's cartoon that helped propel the turtles into the mainstream. I tried watching two episodes a while ago, and I was a bit bored by it. The turtles also looked a bit too cutesy for me. Sorry Gen X. I've seen the1990 film, which, as a straight up Ninja Turtles movie, was actually very entertaining. You really can't fault the movie for giving audiences at the time exactly what they wanted: the four pizza loving turtles fighting crime. That said, the Jim Henson Creature Shop did a good job of designing the costumes, the action scenes are well paced and impressive considering the heavy suits, and the editing and cinematography have a stylized MTV look. This shouldn't be too surprising, since the film was directed by Steve Barron, who also directed the music video for Michael Jackson's "Billie Jean" and A-ha's "Take On Me" (IMDb). The second and third films, I hear, weren't much better, although the second film had Vanilla Ice, and who wouldn't love that?

The turtles I grew up on were from the late 90's series The Next Mutation. It was a live action show that featured the turtles in uglier costumes than were used in the movies, along with a female turtle named Venus and a crossover episode with Power Rangers In Space. That 80's cartoon looked a lot better by comparison. The turtles did, in my opinion, hit a high note with the 2003 cartoon which had some stylish animation and enjoyable writing. This led to the 2007 film which was kind of dull and confusing, but had a cool fight between Raphael and Leonardo. There's a new TMNT show on Nickelodeon, but I'd rather watch Legend of Korra instead.

The reason why I've reiterated so much turtles history is to show that this series have been reworked again, again, and again. Now in spite of whichever TMNT incarnation you happen to prefer, it is clear that all of these stories always return to square one. Four feature films, three cartoons, a crossover with the Power Rangers and the tale still starts in the sewers of New York City. It's almost like an infinite time loop. Aren't fans tired of this set-up? Would it be so radical to demand a slightly different background? Are we so hopelessly blinded by our nostalgia that the most infinitesimally small divergence from the established canon is an act of heresy?

Come on, guys.Would a little openness with the franchise be so hard? When it came to rebooting this franchise, the production team could have gone one of two ways. They could reboot it as an animated film aimed at a younger demographic, or go for the gritty Nolanesque reboot that would appeal to older teenagers. Making an animated film would be redundant, since we just had an animated film and we already have a new cartoon on TV. So, gritty reboot it is.

When one does a gritty reboot, a certain sense of realism is to be expected. As with the Nolan-Batman films. This doesn't work when you have too much absurdity to overplay the grittiness. Take the implausible tornado sequence from Man of Steel or the horrific "Deep Wang" moments from Transformers 3. Both films featured extraordinary scenarios with aliens. In one, aliens can disguise themselves as cars, and in the other, they can fly and shoot lasers out of their eyes. Both films asked us to take them seriously, Man of Steel much more so, but Transformers 3 also had the destruction of a city, which, I would hope, demands a degree of realism. (By the way, the Autobots were far more negligent about civilian casualties than Superman supposedly was). So while the new TMNT may not be as violent as Man of Steel or as idiotic as Transformers 3, it will have to balance its extraordinary premise with the realism of a live action movie.

Here's where the aliens come in.

Now if the turtles were simply aliens, it would do away with a lot of wasteful exposition dealing with the turtle's origins. Considering that we have yet to see any real aliens, though they may certainly exist, the concept of anthropomorphic turtles does not seem quite as absurd by comparison. We know, scientifically, that even the most extreme of mutations would not produce a love of pizza and surfer lingo in turtles, but we don't know anything about aliens. So anything's up for grabs. Again, an alien origin would better fit the demands of realism that many viewers are used to in a live action film. So why does this idea have potential? I'll tell you why, because it won't be set in NYC. No, it would be set on the turtle's alien planet.

You see, a terrible thing in writing a plot is limitations. This is why prequels are so hard to do without a retcon, the blatant rewriting of previously established canon. If you don't know what I'm talking about, think Zeist from Highlander 2. A prequel can only get so far before running into an established plot point. So freeing up the premise as much as possible to allow for more movement with characters and such is a must. This is the trouble that comes with adaptations. The filmmakers have to balance between honoring the source material and creating their own movie. The problem with the the latter Harry Potter films is that they became too much of a supplement to the books as opposed to being independent works. You see this problem even reverberate in reboots, where the new films didn't differ enough from the originals. Compare, for example, 2012's Spider-Man with 2002's.

Setting TMNT on an alien planet would offer so many possibilities. Bebop, Rocksteady, Krang, and Usagi Yojimbo could all pop in at any time without any real need for prior explanation. We would simply assume aliens on an alien planet. Anything goes. The planet doesn't have to be futuristic either. Why should it be? The turtles are ninjas aren't they? So why not create a world where those ninja skills and weaponry would hold the advantage? How about a planet based off of feudal Japan, or even a Pandora-like environment? It could bring the turtles to a level they've simply never been at before. Does this mean that Shredder, Karai, April, and Casey can still be humans in an alien planet? Of course. Its an alien planet remember? Anything goes.

Just think of all the conventions this film could avoid simply by being set on its own planet. No need to hide their identities in public, no need to appeal to the police or military of not being a danger, no need to worry about how humans should react upon seeing them, and if you do go futuristic, no need to explain how you acquired said technology in the modern age. Best of all, not having to set another summer blockbuster in New York City.

That's some potential with the turtles as aliens, but I doubt if it would ever have been exploited. In fact, I doubt the turtles were ever in any real danger of being radically changed. If there's one thing Hollywood loves, it's formulas. One such formula is to be familiar. People tend to lean towards what they already know. Alien Turtles would be far too alienating (no pun intended) for today's profitable demographics and no doubt divide, if not scare off the entire fanbase. The turtles have spent too much time in our cultural consciousness to be so utterly transformed. Yeah, they're bigger and a bit more slimy, but honestly, how much have they really changed. As far as I can infer from the trailers, they still live in the sewers of New York, but we'll have to wait for the film's release to really find out.

Well, however bad this new TMNT may be, at least the Turtles won't be interviewed by Oprah again.


Bibliography

"Andre Nemec." IMDb. Web. http://www.imdb.com/name/nm0625858/?ref_=fn_al_nm_1

Bay, Michael. "Michael Bay, 'Pain & Gain' Director, on 'Transformers 4' and the New 'Ninja Turtles' Movie." Interview by Billy Donnely. Moviefone. April 26, 2013. Web. http://news.moviefone.com/2013/04/26/michael-bay-pain-and-gain-interview/

Bell, Crystal. "Michael Bay: Ninja Turtles Movie Will Make 'TMNT' Aliens, Fans Cry Foul." The Huffington Post. March 19, 2012. Web. http://www.huffingtonpost.com/2012/03/19/michael-bay-ninja-turtles-movie-aliens_n_1364828.html 

"Bradley Fuller." IMDb. Web. http://www.imdb.com/name/nm0298181/?ref_=fn_al_nm_1

"Evan Daugherty." IMDb. Web. http://www.imdb.com/name/nm2489193/?ref_=nv_sr_1

Farago, Andrew. "The fascinating origin story of the Teenage Mutant Ninja Turtles." The Week. June 10, 2014. Web. http://theweek.com/article/index/262738/the-fascinating-origin-story-of-the-teenage-mutant-ninja-turtles

"Ian Bryce." IMDb. Web. http://www.imdb.com/name/nm0117290/

"Jonathan Liebesman." Rotten Tomatoes. Web. http://www.rottentomatoes.com/celebrity/162674974/?search=jonathan%20li

"Josh Appelbaum." IMDb. Web. http://www.imdb.com/name/nm0032227/?ref_=nv_sr_1

"Michael Bay." Rotten Tomatoes. Web. http://www.rottentomatoes.com/celebrity/162652380/?search=michae;%20bay

Rist, Robbie. Facebook. March 19, 2012. Web. https://www.facebook.com/robbie.rist/posts/10150753394410645

"Steve Barron." IMDb. Web. http://www.imdb.com/name/nm0006625/

"Steven Spielberg." IMDb. Web. http://www.imdb.com/name/nm0000229/?ref_=nv_sr_3

TMZ Staff. "Ex-Ninja Turtles Actor--Michael Bay is 'Sodomizing' the TMNT Legacy." TMZ. March 20, 2012. Web. http://www.tmz.com/2012/03/20/teenage-mutant-ninja-turtles-michael-bay-michaelangelo-sodomizing/#ixzz38cJnSWlu

Monday, 23 March 2020

God I Love Subquark Games!

Whats going  on everyone!?


Today for the #2019gameaday challenge I grabbed one of my favorite GOTG games, Mint Tin Pirates from one of my all time favorite game publishers, Subquark Games!


Of course my lovely wife won the game but that doesn't make this game any less enjoyable. 


I can honestly say that I have grown to expect to have their line of games with me wherever I go. By far my favorite games for travel and nearly a must!


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

-Tim

Friday, 20 March 2020

Psychic Detective (MS-DOS) - Guest Post

This week on Super Adventures, I've dragged mecha-neko back to talk about... whatever this is. Looks a bit like a game, maybe? Or perhaps a direct to video movie? Either way, I hope you enjoy reading about it at least twice as much as he enjoyed playing it.

My next game was going to be a cutesy platformer on the Amiga, but after unsuccessfully fighting my way through VectorMan, I thought we could all do with a change.

Psychic Detective title screen DOS
Developer:Colossal Pictures,
Electronic Arts Studios
|Release Date:30th November 1995|Systems:MS-DOS, 3DO, PlayStation

So instead, I've gone back in time and found a full motion video interactive movie, just for you. You can tell it's an interactive movie! Look, it's got a strip of film! And a CD-ROM!

Okay, you can stop looking now. Seriously, stop. That mess can't be good for your eyes.
Read on »

Thursday, 19 March 2020

Kickstarter Ending Soon - Dreamforge Games Grav-StuG Tank


Take me to the Kickstarter...


What does this project include?


The project was created to fund the tooling and production of a polystyrene plastic model kit. The Eisenken Grav StuG.




We also offer 3d printable building terrain sets, modular, stackable and and loaded with details.


The icing on the cake... Two lucky backers will receive an extra free kit, painted by the extremely talented David Woods! Each StuG you back will provide an entry into the raffle!


Good luck to all of you! now lets get this Kickstarter across the finish line!


Suzy Cube Update: April 13, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
Sorry, everybody, but this week's update is pretty tiny.
Read more »

UCLan Games Student Enters Rookies Competition 2019

Peter Dimitrov has entered two 3D environments into the @TheRookiesCO competition. One depicts feudal Japan, the other one is a cyberpunk theme. Check out the work and give it a high five!

















You can see more of Peter's work here:
















We are also proud to announce that Peter has had his 3D environment work included in Epic Games Unreal Engine Student Showcase Reel 2019! Congratulations Peter.

Not only that but Peter is also our winner of the LancsArtFestival 2019 Degree Show Award for Games Design!































Monday, 16 March 2020

Podcast Episode 31 - Playing The Ultima CRPG Setting In OD&D


In this episode, I take a break from AD&D and talk about a different gaming love - how I combined OD&D and the Ultima CRPG setting from the early 80s into a great homebrew RPG game!


Anchor Episode link: https://anchor.fm/the-dungeon-masters-handb/episodes/Podcast-Episode-31---Playing-the-Ultima-CRPG-setting-in-ODD-ebdm03

Show Notes

Links to my Ultima/OD&D Game "Siege Perilous"
Players Rulebook: https://drive.google.com/open?id=0BwiMsojGKI2KUldjYjRGRXhNWjg
Game Referee's Guide: https://drive.google.com/open?id=0BwiMsojGKI2KT29LTWdWdms4TW8

Inspirations and Sources
Swords & Wizardry White Box (this page has links to all free PDF versions of Swords & Wizardry): http://snw.smolderingwizard.com/viewtopic.php?f=14&t=4
Skathros's Swords & Wizardry Companion: http://swcompanion.wikidot.com/
Minimal Space Combat by Timothy Swenson: http://www.oocities.org/svenqhj/MSCbook.pdf
Ultima Codex Wiki: http://wiki.ultimacodex.com/wiki/Main_Page

What do you think?! 

Leave me a voice message and let me know what you think or ask questions if you have them! (312) 625-8281‬ (US/Canada) You can also leave a message on Anchor: anchor.fm/the-dungeon-masters-handbook/message  or email me at chgowiz@gmail.com.

Find episode posts and other D&D content on my blog: chgowiz-games.blogspot.com 

Credits

Intro music: Dragonaut by Bradley The Buyer (bit.ly/2ASpAlF)
Outro music: Dream by Wild Shores (bit.ly/2jbJehK)
All music used with permission.

Sunday, 15 March 2020

Overkill's The Walking Dead - Review


overkill's the walking dead, overkill's the walking dead review, overkill's the walking dead ps4, overkill's the walking dead




Overkill's The Walking Dead - Review

Overkill's The Walking Dead is a sincere endeavor to convey a helpful adventure set in the notable Walking Dead universe, yet that effort feels somewhat like it's very little past the point of no return, as Overkill's The Walking Dead frequently doesn't feel like a shooter by any stretch of the imagination. It takes the rules built up by Robert Kirkman's comic series and its consequent TV adaption to heart in the wrong ways, forcing uneven decides on its missions that intensely restrict how you're able to play. Combined with a confounding combination of survival mechanics covered in unintuitive menus, useless customization choices, and non-existent incentives to enhance your gear, The Walking Dead feels foul and unfocused. 


Quick Facts:


  • Initial release date: 6 November 2018
  • Engine: Unreal Engine
  • Developer: Overkill Software
  • Genre: First-person shooter
  • Platforms: PlayStation 4, Xbox One, Microsoft Windows



 Overkill's The Walking Dead is a game about apparently thoughtless butcher with not very many plot strings drawing an obvious conclusion. There is no drama, there are no characters created crosswise over missions, and there is no nuance to for what reason you're killing people as promptly as you do the walkers. It has next to no to do with what makes The Walking Dead so incredible.


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Overkill's the walking dead: Gameplay

The biggest enemy in The Walking Dead—besides, you know, the walking dead—is noise. Nothing floods the roads with zombies quicker than a noisy blast or a jukebox firing up a Queen track. most of the missions in The Walking Dead is a stealth mission. Basically, this makes the game fundamentally the same as Overkill's past co-op shooters, Payday and Payday 2. In those games, heists start out calmly until the point that an alarm gets activated and the best way to get out alive is to go loud.

Missions are diluted into more stealthy issues therefore, which can be somewhat engaging when you're working closely with teammates. As a major aspect of an efficient group you can keep noise to a minimum and dodge enemies completely, yet it generally just takes one player not sticking to the script to ruin a run. making the situation worse, there's no help for voice chat in-game nor some other approaches to communicate besides text talk, which is a huge bummer.

Check out this amazing gameplay from Polygon





Killing a couple of scattered zombies with baseball bats and blades is simple enough, however, in the end, somebody will make a noise calling for backup. Regardless of whether it's a gunshot, a blast, or a car alarm. If your group is messy, in the end the group will get too thick to battle at all, and the only wise thing left to do is run.

Even though fighting zombies is pretty simple, but you don't wanna get too close to them as they will grab you and will drain your health to a good amount as it takes some time to shove them off.

It's too awful that slaughtering zombies with melee weapons is so essential, though, because these weapons aren't much fun to use. There are machetes, baseball bats, and pickaxes, but they all feel clunky, and pretty much the same. And also fighting off thick crowds of zombies, again and again, becomes boring, but what satisfies me the most is the wooden tunk sound I get from smacking a zombie right in the skull.


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Overkill's The Walking Dead: Characters



In Overkill's The Walking Dead, you take control of one of four new characters, each with their own uninvolved weapon specializations and one of a kind aptitudes. For instance, Maya is the medic and her unique ability is tossing down a med bag that can heal up anybody in your group. Aiden, on the other hand, gets streak blasts that can daze human enemies and distract zombie crowds.

Each character is fun in their own particular manner and, in spite of their strengths, anybody can utilize any weapon you discover, giving them a helpful adaptability. The distinction, however, is that they won't have the capacity to apply any of their skill upgrades or passive rewards to upgrade a weapon outside their wheelhouse.


But beyond that, the difference between the characters are for the most part detail driven other than a solitary unique skill. 





From its restrictive mission structures, unbalanced difficulty and baffling methods of progression, The Walking Dead struggles to justify the time it requires from you. It's a collection gameplay diagrams stacked upon each other without insightful thought on how they may durably cooperate, wrapped with a dull presentation and ordinary combat that once in a while energizes. The Walking Dead is a wreck of scattered thoughts and an absence of direction, and there's no reason to make sense of it all.


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The Verdict:


It's fun when you cooperate with friends and escape the horde of zombies by sneaky ways. But, it's all wrapped with a package of various disappointments: Technical issues, unavoidable repetition, and dull shooting experience.





Thursday, 5 March 2020

DE: Miserable Meat Mountain

Get. Cleaved. Hard.

Today is a special day.  Why?  Because I'm posting about a hypothetical competitive list that I've been working on that features Coven.  The idea of this list came from friends of mine in the competitive 40K circuit that has been actively discussing the validity of Coven.  Personally, I think that Prophets have some of the strongest units in all of the Dark Eldar book.  The 4++ across the entire army is absolutely insane considering all the buffs you can stack.

What you have here is a list that's capable of outputting a dramatic amount of firepower on top of having a huge amount of resilient, melee pressure that can move surprisingly quick across the battlefield.  All Haemonculus units move 7" (Wyches move 8") across the battlefield where Talos can move a surprising 8".  When you consider the fact that Talos can now Fly, you really to question all these massive, resilient meaty things are being thrown into your face in the most ridiculous way possible.

Here's the list, I'll go into detail below:

Miserable Meat Mountain
1993 // 9-11 CP

Black Heart Bat +5 CP

HQ:
Archon, Agonizer, Blaster = 91
Cunning, Living Muse

Archon, Agonizer, Blaster = 91

TROOP:
5x Warriors, Blaster = 47
10x Warriors, 2x Blaster, SC = 104
10x Warriors, 2x Blaster, SC = 104
10x Warriors, 2x Blaster, SC = 104

PARTY BOATS:
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85

HEAVY:
Ravager, 3x Dissies = 125
Ravager, 3x Dissies = 125
Ravager, 3x Dissies = 125

+++

Prophets Spear +1 CP

HQ:
Urien = 90
Diabolical Soothsayer

ELITE:
10x Grotesques = 350

HEAVY:
Talos, 2x Macro, 2x Haywire = 99
Talos, 2x Macro, 2x Haywire = 99
Talos, 2x Macro, 2x Haywire = 99

>>>

So what you do here is take Alliance of Agony to enable the Diabolic Soothsayer on Urien.  This automatically pays for itself and you can possibly get 2 more CP depending on what you roll.  All in all, this makes your CP count 9-11 depending on hot your dice are on this roll.

Urien himself is pretty amazing.  For 90 points, which is 15 points or so more than a regular Haemonculus, you get +1S and Ld. on top of the +1T for all units within 6" of him.  He's fast enough to keep up with the rest of your army, is T6 because his aura also works on himself, and is incredibly difficult to kill because he halves damage coming into him.  However, what makes him work is the rest of the units he brings along with him as part of your army.  With his +1S/T aura, he makes all the Grotesques shielding him T6, 4++, 4W with FNP.  Each of those beasts has 5 S6 AP-2 1D WS3+ attacks and that's going to do some serious damage to whatever they touch.  The Talos is even more deadly because they are now T7, 4++, 7W with FNP with 6 S8 AP-2 2D WS3+ attacks each with an additional 2D3 Haywire Blaster shots.  Sure, these hit on 4s, but it's still nothing to sneeze at, especially if you're a vehicle.

I can see a deployment strategy for these guys as Grots in front, Urien in the middle, Talos all around Urien.  This gives him a Spear of Meat that he can drive directly into the heart of the enemy, making them shit their pants while your Kabal units do their thing.  What makes a list like this work is that you cannot really ignore the cascading mountain of meat running into your lines.  Sooner or later you'll have to deal with them and they're an absolute pain to deal with.  If 10 Grots get into combat, they're going to throw out 50 high-strength attacks that are going to murder pretty much anything they touch.  They're incredibly difficult to kill and they will beat out most things in combat easily due to sheer attrition and unit preservation.  Unlike most fatty units, Grots don't die easily and so the overall damage of the unit will stay intact much longer.

In short, your opponents are left reeling from the damage that your firebase of Living Muse Ravagers and Raiders are inflicting, but they're too distracted to deal with them because of all the Coven units closing in.  If they focus on the vehicles (and you should play the range-game here at first), they're also making a mistake.  Hopefully, you've played smart enough to reduce as much damage as possible and watch your Coven units smash into his lines untarnished.  This is Tough Decisions 101 and Dark Eldar plays this game much better than most.  When it comes to pure pressure, I think Prophets is the way to go if you want to bring a melee force that can threaten anything from MEQ to Imperial Knights

Yes, I'm going to call this list experimentation Miserable Meat Mountain after the competitive Warmahordes Trolls list.  It's a Black Heart Bat and Prophets Spear, so it's relatively easy to construct.  Now, help me out with this grand experiment and field this list if you're capable of fielding this!