Thursday, 23 May 2019

Panzerjager And APC Back In Stock!

Helllooooo Ladies...
 
 
We received a restock on our OOS Panzerjรคger and Kielerkopf APC kits!
 
 
 

Now through April 30th we are also offering a 35% off sale on select kits...

 
 
We are waiting on some packaging to arrive to fill in other OOS products such as 15mm Leviathan arms.
 

We will be releasing two new kits shortly, 15mm scale capacitor coolers and a large scale Valkir Assault Trooper for all you painters and collectors out there. Stay toned for more info....

 
 
 
 
 
 
 

Populous (Amiga)

Populous Amiga title screen
Developer:Bullfrog|Release Date:1989|Systems:It's been on a few

This week on Super Adventures, I'm playing the legendary god game genre pioneer Populous, by equally legendary developers Bullfrog!

It's one of Bullfrog's earliest games, only the third one they made, which you can tell from that old school frog logo in the bottom left. I don't remember ever seeing that before, but I've played this game so I must have. Unless it was Powermonger that I played... they're pretty similar looking and it's been a while.

One thing I'm sure about is that whatever it is I played, I couldn't figure out how to play it and I turned it off after 10 minutes of frustration. I guess I was too busy not seeing the cute little frog logo that I didn't notice that big 'Tutorial' button over on the right either. This time though things are going to be very different! I'm going to stick with it for at least 20 minutes before giving up in frustration.

Populous started out as an Amiga game and I've always assumed it didn't stray much further, as it seems like the kind of game that would be considered too mouse driven and weird to make it onto consoles. But nope, Populous was ported to absolutely bloody everything. Well, the Acorn Archimedes, Apple Mac, Atari ST, FM Towns, PC-98, MS-DOS PC, IBM PCjr, Sharp X68000, Master System, Mega Drive, SNES, Turbografx-16, Nintendo DS and Game Boy anyway. Makes me wonder what the NES did to be left out.

Just listing all those systems took long enough so please don't expect screenshots of each of them. Or screenshots showing off any actual gameplay either. I can promise you only a title screen and shots of all my little dudes getting wiped out for reasons I can't even comprehend.

Read on »

Download Cyber Hunter APK + OBB V0.100.130

Cyber Hunter APK + OBB v0.100.130



===============================================

How To Install Cyber Hunter APK + OBB v0.100.130 without Errors and Problems




===============================================

๐Ÿ”ถ๐Ÿ”ด๐Ÿ”ถ๐Ÿ”ถ๐Ÿ”ด๐Ÿ”ถ DOWNLOAD HERE ๐Ÿ”ถ๐Ÿ”ด๐Ÿ”ถ๐Ÿ”ถ๐Ÿ”ด๐Ÿ”ถ

๐ŸŒน Please use IDM (Internet Download Manager) to download the files without any error.

===============================================
๐Ÿ’˜ To Download Latest Movies In 720P & 1080P Visit My Other Site :- https://www.worldfree4utechno.ml/

Cyber Hunter APK+OBB v0.100.130 :-

Download

===============================================

Please Install "7-zip and WINRAR" to extract the files.

๐Ÿ’˜ Download Winrar :-
๐ŸŒน  (32bit PC)
๐ŸŒน  (64bit PC)

๐Ÿ’˜ Visual C++ Redistributable 2012 :-
๐ŸŒน Download

If your PC has no net framework then, you can
download net framework from here :-

๐Ÿ’˜ net framework 4.6
๐ŸŒน Download

๐Ÿ’˜ IMPORTANT ๐Ÿ’˜:-
๐ŸŒน ALWAYS DISABLE YOUR ANTIVIRUS BEFORE EXTRACTING THE FILES.
----------------------------------------------

Thank You For Watching My Video.....

We Are Thank Full To You...

And Don't Forget To Subscribe To My Channel...

And Keep Visiting Our Channel, Keep Supporting Our Channel, And Keep Loving Our Channel ...

Thank You So Much................
----------------------------------------------------------------------
THANK YOU SOO MUCH FOR VISITING OUR SITE.

Crackdown 3 Review (XB1)

Written by Anthony L. Cuaycong


Title: Crackdown 3
Developer: Reagent Games, Sumo Digital, Cloudgine
Publisher: Microsoft Studios
Genre: Action, Adventure
Price: $59.99
Also Available On: Windows (Xbox Play Anywhere Title)



Crackdown was released with much fanfare in 2007. It wasn't merely that Microsoft Game Studios bundled launch copies with multiplayer beta access to hotly anticipated Halo 3. More importantly, it was because the involvement of developer David Jones (the force behind sandbox giant Grand Theft Auto) heightened interest in the open-world action title. And he wasn't attached just because he so happened to be head of Realtime Worlds; he conceived it and helped shepherd it through a five-year turnaround process that included shifting programming focus from the Xbox to the next-generation Xbox 360.




The result was a critical and commercial success that, simply put, had legs. Despite being on store shelves early in the year, Crackdown became — and, more importantly, stayed — top of mind for reviewers and gamers alike, making "Best of 2007" lists and garnering industry awards for its capacity to push the envelope in terms of gameplay and presentation. It was, as Jones envisioned, Grand Theft Auto, but better. And, as he also envisioned, the positive response led to the green-lighting of a sequel. Unfortunately, Realtime Worlds by then had other commitments, compelling Microsoft, which held its intellectual property rights, to commission another developer for the project.

When Crackdown 2 hit store shelves in mid-2010, it was met with a more modest reception relative to that of its predecessor. Perhaps because of the participation of former Realtime Worlds staff in its progression, it retained many of the elements that made Crackdown a hit. And perhaps because of the absence of Jones from the Ruffian Games team behind it, it likewise presented design changes that not a few quarters viewed in a less favorable light. Still, it was deemed good enough — and, of course, profitable enough — to keep the franchise going. That said, Microsoft figured he needed to be overseeing the next release from the get-go.




As things turned out, Jones did get on board for Crackdown 3 via Cloudgine and Reagent Games, companies he formed following his departure from Realtime Worlds. Announced at the Electronic Entertainment Expo 2014, it was envisioned to harness the potential of cloud computing to generate in-game models and environments. At the time, Sumo Digital was likewise tasked with providing the game's campaign mode. Following delay after delay, however, the latter took over principal development, and, after a year at the helm, finally managed to bring it to fruition.

For gamers, the good news is that Crackdown 3 continues the series narrative. Picking up a decade from where Crackdown 2 left off, it has the Agency — the organization previously tasked with keeping order in Pacific City through the deployment of artificially enhanced soldiers — stepping in to stop terroristic Terra Nova from establishing a new world order. To do so, agents are deployed to New Providence, the stronghold of the supposedly humanitarian outfit, carrying out with the aid of Echo, the established local rebel group, missions aimed at eradicating the threat.




Just as crucially, Crackdown 3 displays all the core elements that have enabled the franchise to claim a loyal following. Of particular note, back is the "Skills for Kills" Campaign mode mechanic that increases the motivation of gamers to complete missions with a horde of weapons at their disposal, traveling around extremely expansive New Providence using any and all means of transportation they find. The more deaths they cause, the more they are able to level up their attributes and, in turn, gain access to new equipment.

Parenthetically, freedom of choice is the biggest draw to Crackdown 3; how objectives are met, as well as in what order they are met, depend entirely on player predilections. In this regard, it builds, and delivers on, its premise and promise of an open-world setting where anything can — and everything does — happen. As an aside, it amps up the independence factor in its Wrecking Zone multiplayer options; whether in the Agent Hunt or in the Territories milieu, gamers in teams of five obliterate enemies and, in the process, destroy everything in sight. Mindless fun? Sure, with the operative word being "fun," dialed up to a rip-roaring 11.




If there's any demerit to Crackdown 3, it's in an apparent inability of the series to improve in look. For all the time between releases and notwithstanding pledges of maximizing the cloud-computing facilities of the Xbox One, it feels, well, dated. No doubt, the long gestation period and the late transfer of reins to Sumo Digital didn't help. In any case, the latest saga of the Agency features not inconsiderable softness and lack of visual detail, giving the impression — no doubt unfair in the face of its myriad pluses — that those behind it left a lot of the console's graphical power untapped.

On the flipside, Crackdown 3 does keep the action moving with nary a slowdown in play; frame drops are nonexistent even when the screen exhibits instances of frenetic mayhem. Whether or not the tradeoff should exist is subject to discussion. That said, there can be no discounting its capacity to deliver an excellent gaming experience. To this end, it's aided in no small measure by a properly modulated audio mix. Sound effects are bombastic and expectedly over the top, and the music evokes the appropriate ambience. And precisely because the voice acting is first rate, the dearth of cutscenes and somewhat brief appearances of Terry Crews as the main character represent missed opportunities.




At any rate, Crackdown 3 ultimately manages to pay homage to its source material. It makes no pretensions on its roots and does well to preserve the legacy of the franchise. It doesn't reinvent the wheel, but, then again, it didn't promise to. Even as it seems to want to attract the more mature set with its treatment of its content, its immersive gameplay figures to reel in a wide swath of the gaming demographics. Bottom line, it deserves a place in the library of longtime fans of the series and newcomers alike.



THE GOOD
  • Continues the series narrative
  • Retains core gameplay mechanics of previous releases
  • Excellent sound mix
  • Ramped-up fun factor

THE BAD
  • Visuals lacking sharpness and detail
  • Story on the thin side, coming off as a missed opportunity
  • Absence of innovation


RATING: 8/10


Tuesday, 2 April 2019

Stuff On The Table

   I have prepped a bunch of stuff for the table, if you follow that listing on here. Much of it is 15mm Deutsches Afrika Korp (DAK) for Flames of War v. 4. Of course, the same minis can be used for earlier versions as well, though possibly in different numbers per unit.

   I will soon have a decent DAK selection for North African warfare. That would include a small infantry company, two platoons of Panzer IIIs, a platoon of Panzer IVs, a battery of Lorraine Schlepper 15cm guns, a Panzer II OP, and a pair of the dreaded Flak 36 8.8cm guns. I want to add a pair of Stukas, enlarge my infantry sections, and build a second pair of Flak 36s. I may go ahead and get a pair of Tiger IEs from Schwere Panzerabteilung 501, too, but I am wavering on that. There were only like a dozen in all of Africa, after all. I own a fair number of unpainted halftrack transports, and a Kradschutzen motorcycle platoon for version 3.0, but I don't think they have rules for them in version 4. Maybe upgrade cards?

   I also took a look at what I already have for my British 8th Army forces to oppose the Huns. My infantry is solid - I have Indian troops. I have a section of India Pattern recon vehicles, too. For heavy stuff, there is a battery of 4x 25-pounders, a Honey OP tank, some Grants, some Crusaders, and a pair of Hurricanes. I have some 2-pdr and 6-pdr portees, but I have to look at how the game treats those in 4th Edition. I think there is an upgrade card for it, just like there is one for Indian infantry.

   Other than Flames of War stuff, I have a variety pack of 28mm stuff. That's basically stuff that has been sitting about, and I can use them as relaxation from the eyestrain of painting 15mm. That's getting harder these days.

Game Masters Exhibition With Ian!

In this special episode, I talk with my nephew Ian about our trip to the Game Masters Exhibition at the Franklin Institute in Philadelphia. The exhibition is only there until September 3rd, so if you want to go, please hurry! Thank you for listening.

Game Masters at Franklin Institute
Game Masters Wikipedia page
Botanicula by Jaromรญr Plachรฝ
Child of Eden by Tetsuya Mizuguchi

Monday, 1 April 2019

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.