martes, 2 de abril de 2019

The Rising Popularity Of Board Games (LTUE – Panels 4 Of 4)


Tabletop—board, card, dice, roleplaying—games are more popular now than any time I can remember. I know people who only a few years ago wouldn't play a board game who now have a regular night each month, or week, when they get together with friends and play them. The games they are playing cover all types. They might play a favorite they know well or try a new game they hope will become a new favorite.

It's hard to pin down why people are playing more games than they used to. Everyone has their own reason for sitting down at a game table. Even though a thousand people will have a thousand different reasons, there are some generalizations to be drawn.

Socializing

Getting together has been a favorite past time for generations. In the past the reason may have been a different type of social event—helping neighbors in the garden or with the animals. My mom talks about how her family would get together to bottle up fruits and vegetables at harvest time. People still have dinner parties where family and friends get together. But now they might have dinner and a murder mystery to solve.

Games provide a focal point during social events. I grew up with my parents having friends over to play Pinochle or poker. I would get with my siblings and we would play Risk, Aggravation, Feudal, or two-handed solitaire. I know I'm not alone in this upbringing. Even sporting events are people getting together for a game, either to play or watch.

Times now are no different—people like to get together and socialize. What has changed are the types of games available and general attitude about games.

Rise of Game Diversity

Games used to be quite basic. I remember three main types of games that were available when I was a kid. There were race games, winner take all games, and party games. Some even combined the two, you race around the board buying property and raising rent until you forced others into bankruptcy and out of the game. That style of games, and many of those games, are still around. And they have their place on a game shelf. I keep some around. In collecting some older games, I've found there were other games that were harder to come by. Games that expanded on the basic concepts and used new ones to define what made a game. Now those games that were pushed to the side are what people are looking for.

A lot of games now allow everyone to play to the end. These games are called Eurogames by many people. Instead of working to see who gets to the end of the race first or who gets knocked out first, everyone is playing until a victory condition is met. Some of these are set for the person who reached to requirement to be declared the winner. Others hit the end game and then everyone counts their score to see who won. This style reminds me of many of the card games we played when I was a kid. No one is defeated out of the game who then waits for everyone else to finish before they can join in on a new start. Everyone is involved, something people growing up in youth sports have heard the past forty years.

There are also more mechanics used in how to play games. We still have card drawing and dice throwing. We also have deck building, drafting, role-playing games, cooperative games, and more. Each style brings new challenges to how a game is played and new ways for players to think. Not all games are for everyone. I know people who don't like heavy strategy games, others who don't like deck building. You name a style and you will find someone who doesn't like it. The flip side is also true. Each style will have its champion. A friend of mine has a daughter who is a worker placement guru. She very seldom loses when playing one.

The rise in diversity of game design allows access to those who didn't want to just play a game to become the ruler of the world.

Stories

There have been games based around storylines, but many new games have richer stories that carry through the game instead of just creating a setting. Even those using a backstory before play begins have a stronger sense of place. People collect specific settings. I know a person who has a hard time turning away from any game that includes zombies.

The development of story in games provides a stronger connection to the game. No longer are people just pushing their pawns around the board, they are taking on the role of the space settlers fighting against other alien races to create an outpost on a distant planet. This draws people in.

Games create a draw that can be found in both books and movies. You have a story to start with, but with more activity than just reading. They contain similar elements to movies, something that really comes out with games that are based on people playing a personality as part of the game.


Designers and Artists

Designers and artists are gaining followers. Many enthusiasts follow creators of games they enjoy and look for other ones they designed. Artists are also making names for themselves by creating works for games. I heard a conversation of Magic the Gathering players that was focused on the artists who created the art used on specific cards, other cards they had done, and how some of the cards are collectible purely for the depiction on it.

Some follow a good author or director who has already produced something enjoyable. There isn't really any difference

This ties in with the increasing number of independent developers. I looked at some of the older games in my collection and many don't list who the designer was, just the company making it. Independent publishing allows smaller game companies and individuals to create and produce their games without having to first get approval of a larger company.

Final Thoughts

When you combine these four features, there are strong reasons why games are on the rise. You have the opportunity of sharing an experience with friends of a story you create based on what others have started without having to spend new money once it's on your shelf.

If you are already part of the hobby, you understand the attraction. If you are new to it, you will probably be surprised at what is out there. One convention I attend is a combination of electronic and tabletop gaming. Every time there is a group of people who arrived for the electronic games and ended up playing tabletop games.

Fellow Panelists (information from program guide)

Ryan Decaria is host of the Meeple Nation Board Game podcast, where he covers the hot new games, news, and kickstarters, and discusses the board game world. Ryan is also author of Devil in the Microscope, a YA mad-science fiction novel, and a sequel arriving later this year. madsciencefiction.com, meeplenation.com

Natasha Ence cut her teeth on Dungeons & Dragons before moving on to other rules systems like Mutants & Masterminds. Table-top gaming and a voracious love of stories lead her to study literature, teaching, and creative writing at university; this gave her the solid foundation she needed to become a full-time professional game master. talesoffthetable.weebly.com

New York Times bestselling author Dan Wells is best known for his horror series I Am Not A Serial Killer. His other novels include two young adult science fiction series. Dan has written for the television series Extinct. He cohosts the Hugo-winning podcast Writing Excuses. He also writes short fiction and game fiction and edited the anthology Altered Perceptions to help raise funds for and [increase] awareness of mental illness. Dan lives in northern Utah with his wife, six children, and more than four hundred board games. thedanwells.com

Aaron Lee Yeager has worn a lot of hats. Author, radio DJ, pilot, newspaper editor, space education flight instructor, teacher, game show host, actor, ambassador, stage hand, playwright, set builder, salesman, director, and stand-up comic. But of all the hats he has worn, the two that mean the most to him are husband and father.

Daniel Yocom runs Guild Master Gaming, which has supported tabletop gaming and other things geek. It includes reviews of games, books, and movies. Articles also appear on other websites. He has short stories published and is working on his first novel. guildmastergaming.blogspot.com.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).


lunes, 1 de abril de 2019

Meanwhile, Somewhere In Rosmark

I found myself at loose ends this afternoon............

So there we were, MacDuff, Prince August, Thomas and I, so of course, the table was soon set and a game underway.

viernes, 29 de marzo de 2019

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Analisis De Shantae

Hola a todos. En esta ocasión hablaré del primer título de una serie de juegos que, si bien tienen merecida reputación actualmente, en sus inicios pasó desapercibido.
El título al que hago referencia es: Shantae

Shantae es un videojuego de plataformas creado en el año 2002 por Matt Bozon para el sistema Game Boy Color. Fue producido por WayForward Technologies y distribuido por la compañía Capcom. A pesar de ser un título sólido, no recibió las ventas que merecía, al haber salido un año después del estreno de la Game Boy Advance.
La historia trata de Shantae, una chica mitad genio, quien un día ve como su aldea es atacada por Risky Boots, una pirata que se autoproclama reina de los 7 mares. Risky está buscando materiales para construir una máquina de destrucción, y será deber de Shantae impedirlo, superando las pruebas de las mazmorras donde dichos materiales se encuentran, antes de que Risky los encuentre primero.


Jugabilidad
Para hacer frente a los peligros en su aventura, Shantae puede atacar a sus enemigos usando su cabello como látigo, y aprovechando distintos objetos que se pueden conseguir en las tiendas, que pueden ser pociones para recuperar corazones, objetos que puedes lanzar para dañar a los enemigos, o equipamiento para desbloquear habilidades nuevas, que si bien no es obligatorio tenerlos para llegar al final, pueden resultar útiles.
shantae-game-boy-color-nintendo-3ds_189457
Otra habilidad de Shantae, que además es una de las características principales del título, es que Shantae puede realizar distintas danzas que, según como la realices, le permite transformarse en animales con habilidades propias, como una monita que puede escalar paredes, un elefante que puede derribar ciertos muros, entre otros efectos que irás descubriendo a medida que avanzas en la aventura.
Un pequeño GIF
Durante la aventura, Shantae puede recorrer libremente la isla, pero algunas zonas son inalcanzables hasta conseguir ciertas habilidades. Durante los viajes, también pasarás por algunas aldeas, en las cuales se puede guardar la partida, recuperar corazones, ir a las tiendas y jugar minijuegos para conseguir dinero mas fácilmente.
El título incentiva a la exploración, ya que a lo largo de los escenarios, hay esparcidos diversos coleccionables esperando ser encontrados, como urnas que aumentan el límite de corazones de Shantae, objetos que otorgan un nuevo movimiento a sus transformaciones, unos calamares en las mazmorras, los cuales por cada cuatro que entregues a la madre calamar que hay en  cada pueblo, te enseñará una danza con la cual teletransportarte al mismo, o luciérnagas que solo podrás conseguir por la noche (Ya explico esto último mas adelante).
shantae-spot2
Gráficos
Como podrás notar a primera vista, Shantae presenta unos gráficos bastante trabajados para ser un título de Gameboy Color. Y es que algo interesante de este título, es que al haber salido en los últimos días de vida de la Gameboy Color, se pudo explotar las capacidades técnicas que ofrecía una consola como la Game Boy Color, mostrando gráficos y animaciones que poco y nada tiene que envidiar a la Gameboy Advance, presentando fondos detallados y coloridos, y animaciones muy fluidas y detalladas, especialmente las de Shantae. Cabe mencionar que el juego presenta un ciclo día/noche, por lo que puede anochecer o amanecer a mitad de la partida, siendo en la noche donde los enemigos son mas peligrosos, pero es el único momento donde las luciérnagas son visibles, y por ende, son recolectables para aprender una nueva danza.
Si bien, a nivel gráfico resalta sobre otros juegos de la Game Boy Color, cabe destacar que dicha potencia es posible al limitar los elementos visibles en pantalla para presentar sprites mas grandes y detallados. Esto, considerando que la pantalla de la portátil es pequeña, dificultad el poder anticipar los peligros de los escenarios, por lo que es mas que probable que tu personaje sufra daño por no haber tenido el suficiente tiempo de reacción para esquivar a ese monstruo que salió de la nada. Es más un problema de diseño de niveles que de los gráficos en si, ya que este inconvenientes es común en los escenarios exteriores, al ser muy grandes, pero rara vez ocurre en las mazmorras, las cuales son la mejor parte del título.
Sonido
En el apartado sonoro, nos encontramos con melodías con un toque que nos recuerda al medio oriente, bastante agradables al oído. Sin embargo, algunas melodías se repiten en algunas zonas, haciendo que lleguen a cansar pasado un tiempo. Los efectos de sonido no resaltan de forma especial, probablemente por priorizar la calidad de las melodías ante la de los efectos sonoros. Y ya que tocamos el tema, un problema al intentar explotar el sonido de la Game Boy Color, es que pueden ocurrir errores de sonido en algunas melodías, debido a una alta acumulación de elementos generadores de sonido al mismo tiempo, lo cual ocurre especialmente en las mazmorras.
Conclusión
Shantae es un juego de plataformas que aprovecha las posibilidades de la Game Boy Color para traernos una aventura divertida, con gráficos de lo mas llamativos para una Game Boy Color, que si bien puede frustrar en varias zonas, sigue siendo un título sólido que presenta las bases que harían grandes los siguientes títulos de la chica mitad genio.
Como dato curioso, el juego presenta algunos extras al jugarlo en una Game Boy Advance, como colores mas brillantes, y la posibilidad de conseguir una danza secreta para la mejor transformación de Shantae, la cual no voy a revelar porque es mejor si la descubren por su cuenta.

July Scrum Rnd2 - Madrak2 Vs. Baldur1


Last night I got my round two of the July Scrum league in vs. Jordan and he was kind enough to allow me to pause the clock between rounds to take a picture to write a detailed report.  I am extremely excited to be writing this match up because it was one of the best kinds of game: it swung wildly back and forth, with the game ending on Turn 7 with me at 40 seconds and Jordan at 30 seconds.  I'm very grateful to Jordan for the match and look forward to other matches in the future.

Jordan's Lists

Baldur1 Bones of Orboros
-Megalith
-Wold Guardian
-Woldwarden
-Woldwatcher
-Woldwyrd
-Woldwyrd

Stoneshaper
Stoneshaper
Stoneshaper
Blackclad Wayfarer
Sentry Stone & Mannikin
Shifting Stones
Celestial Fulcrum

Kaya2 - No Theme
-Laris
-Feral
-Gnarlhorn
-Warpwolf Stalker
-Argus
-Druid Wilder
Feralgeist
Lord fo the Feast
Reeves of Orboros (min)
Shifting Stones + Stone Keeper
Tharn Ravagers (min) + Chieftain

Matchup Analysis

So it's a Bones list and Kaya2 out of theme, my initial thoughts are "look at the stones on this guy!".  Trolls have always been a bit of a bad matchup for Circle in the game and it seems immediately obvious my drop is going to be Madrak2 and Jordan will be forced into Baldur1.  Simply put both of my lists can run over Kaya's list without breaking a sweat, particularly Grim2.  Conversely out of the two I'm probably better off with Madrak into Baldur.  This is exactly what happened, Jordan didn't even bring his Kaya list with him when he arrived to play our game.

For reference my Madrak2 list is:

Trollblood - Madrak2 Toughallo

Theme: Band of Heroes
3 / 3 Free Cards     74 / 75 Army

Madrak Ironhide, World Ender - WB: +28
-    Trollkin Runebearer - PC: 0
-    Dire Troll Mauler - PC: 15 (Battlegroup Points Used: 15)
-    Dire Troll Bomber - PC: 19 (Battlegroup Points Used: 13)

Fell Caller Hero - PC: 0
Fell Caller Hero - PC: 0
Eilish Garrity, the Occultist - PC: 5

Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9
-    Stone Scribe Elder - PC: 3
Trollkin Long Riders - Leader & 4 Grunts: 20
Trollkin Long Riders - Leader & 4 Grunts: 20
Kriel Warriors - Leader & 9 Grunts: 11

Our Scenario was The Pit 2.

Deployment


I wont the roll off to go first and Jordan picked his table side. Since we both had an extra 2" of deployment we were starting off really close to each other.

My Turn 1


I respected the output of the Woldwyrds to murder Longriders with Blood Fury on them, so I simply dump all my Fury onto the stone and run forward, keeping everything except one Long Rider under the aura and sing for no continuous effects.

Jordan Turn 1



Since I had zero chill, Jordan was forced to feat turn 1.  This sees him kill a Longrider from my left flank with a Woldwyrd, Fulcrum, and Woldwatcher finally finishing it off and creating a forest out of its corpse. On the right flank Jordan takes some Geomancy shots at my Longriders doing minimal damage, but he makes a mistake by running the Manikins to jam before taking his shots with the Woldwyrd.  He misses my Longrider and kills his Manikin furthest to my right.

Of note - I forgot to deploy Eilish and Jordan was kind enough to allow me to put him at the back of my lines, so I had him hide in a trench.

My Turn 2


After some careful measurements, I am able to get one Longrider over the wall and into the Woldwyrd on my right flank and one Longrider can engage it over the wall - all without entering Baldur's control area.  Madrak puts Bloodfury on the right most Longriders and then fills the stone, sitting on 1 after a Harmonious Exaltation. I was careful to stay more than 2" from the forest, respecting Baldur's assassination.

The Fellcaller gets puppet master from Eilish and then activates (after the stone!) and sprays off one of the Manikins to clear my charge lane, and then sings Pathfinder on the Longriders (they were out of Baldurs feat). Luckily I do no damage to my Longrider.

I'm able to kill the right Woldwyrd with the Long Riders and while I am able to get a single rider to the Sentry stone, it leaves it on one box.

On the left flank I call pathfinder to allow the Longriders to shift left and I'm able to just toe my Bomber into Baldur's forest to see through to the other side to kill a Shifting stone. Jordan shield guards the first shot, but the second shot is able to kill a stone and take teleportation off the table.

Jordan's Turn 2


Jordan decided that murdering Trolls was his fucking job and it was time to go to work. The left Woldwyrd shifts right and shoots two Longriders off the table thanks to them having an upkeep on them. The Blackclad gets hunters mark on the unit and then Megalith and a Woldwarden decide to kill the other riders, with more than enough fury to Earth Spikes and knock down the right Fell Caller, then kill my Runbearer, with his crit knocking down Madrak, my left Fell Caller, and a Kriel Warrior.

Jordan uses his still alive Sentry Stone to make a Manikin who then sprays down part of my Krielstone. He then runs and Jams up my stuff with shifting stones and the Woldguardian has the +2STR/ARM spell on it (which I forget about).

To top it off he's also able to kill two more Longriders from my left flank with his Fulcrum and the Watcher, scoring 1 point.

Overall, I'm astonished I'm still able to sit comfortably as I write this after the ass beating Jordan laid down here. Suffice it to say I didn't at all expect to lose nearly that much. On the plus side, Jordan was not able to kill my objective and score more than 1 VP.

My Turn 3


My initial plan was to have the Longriders and Fell Caller kill the Woldwarden, the Mauler kills Megalith, and then the Bomber kills the Woldguardian. Simple, right? Turns out this was less simple and more of a "I'll try to do too much and as a result accomplish nothing for $500, Alex."

Since my Runebearer was dead, I should have noticed my plan was utterly doomed to failure since I couldn't upkeep Blood Fury and so would need to cast it and then two Rage's to properly achieve my goals. I similarly couldn't actually charge the Woldguardian and so would need Madrak's feat to et into him, burning 1 attack off the Bomber. I also forgot the Guardian had the +2 ARM spell.

Madrak stupidly goes first, sacrificed movement to stand, feats, then throws his axe to kill the Manikin in the Longriders way.  I put Bloodfury on the riders, and then Rage on the Bomber.

My left Fell Caller sacrificed action to stand and then walks 5" and calls to stand up the other Fell Caller.  Eilish gives that Fell Caller puppet master (another mistake, it should have gone on the Mauler). The Stone activates for +1 STR, and then the right Fell Caller charges into the Warden, doing decent damage and not even needing the Puppet Master.

The Longriders charge and impact attack and I kill it between two impact attacks and one charge attack, they Reposition out of the Maulers way.

The Mauler is dice off 2 from Megalith since he didn't have Rage and I decide the extra attacks are better.  I charge in, missing my second initial and losing the chain attack. I proceed to roll a bunch of 5's for damage and leave all of Megaliths systems up.  The Bomber similarly fails to do too much to the Woldguardian, though he kills two Stones for my trouble due to Feat.

On the bright side my Kriel Warriors with near zero buffs on them decide to charge in and utterly annihilate the Woldwatcher.

If I wasn't hell bent on making mistakes I would have Jammed up the Woldguardian with 2-3 Kriel Warriors and used the Bomber to possibly kill the objective and if I had enough Kriel Warriors left maybe I score a point by killing the Woldwatcher anyway.  Rage and Puppet Master goes on the Mauler who would then murder Megalith and then I'm way ahead on the piece trade and at least tying scenario.

Jordan Turn 3


If you remember Turn 2, you'll know that Fucking Murdering Trolls is Jordan's job description.  Megalith gets +2 STR from a Stonekeeper and walks to be able to kill the Mauler and hopefully kill the Objective.  Luckily for me he has to focus everything on killing the Mauler and isn't able to kill the Objective.  I pulled the 5 Fury off the Mauler when it dies.

The Sentry Stone spawns a new Manikin who then kills my right Fell Caller. The Woldguardian gets an additional +2 STR from another Stonekeeper and trivially murders my Bomber.

The Woldwyrd starts gunning down Longriders, but isn't able to kill them all. In fact he's only able to force a Tough on one rider, who gets charged and killed by a Blackclad who then Battle Wizards to kill some more of my Kriel Stone.

The only area where Jordan didn't completely meet his Troll Murder Quota was with the Fulcrum who only killed a few Kriel Warriors.  The other bit of good news is that no one scores anything on Scenario this turn, so I'm only down 0-1.

My Turn 4


This turn I finally decided that Sticks and Stones have broken enough of my bones and the best way to make them never hurt me again is to annihilate them.

Madrak upkeeps Bloodfury on the single Longrider.  The Fell Caller activates and puts +2 MAT on the Krielstone unit.  The Stone spends a fury for +1 STR and then declares a Charge/Run to kill the goddamn Blackclad who sprayed them down.

The Longrider has similarly had enough of the shit out of the Woldwyrd and Sentry Stone. I charge the Woldwyrd and am able to get impact attacks on both the Woldwyrd and the Sentry Stone. The Sentry Stone dies and I miss the Woldwyrd with my impact.  I roll like goddamn FIRE on the charge attack and leave it on like two boxes. Madrak activates, casts Blood Fury on the Kriel Warriors.

The Kriel Warriors decide to continue to be bosses, two charge the Stonkeeper and CMA to get a hit and kill him.  The others charge into the Woldguardian, and then rip it to shreds. I'm able to redirect a charge attack into the Woldwyrd, I hit, and then take the last points off.  As such I score the center zone.  Score is now tied, 1-1.

Jordan's Turn 4


Here is where things start going bad for Jordan.  He's only able to kill a few of the Kriel Warriors, notably failing to clear the left zone and score due to dice keeping one contesting Warrior alive.

He is able to kill my objective and clear the right zone, scoring two VP's here. He also sacrifices a Stonekeeper to prevent me from scoring the center.  Score is now 3-1 for Jordan.

My Turn 5


Madrak gets his two free Fury from the dead beasts and upkeeps Blood Fury on the Kriel Warriors.  The Stone activates and sings for +1 STR and I move the one model to contest the left zone. He misses the Stone Shaper.

Eilish gives Madrak Puppet Master.  Madrak activates, aims, and boosts to hit the Shaper, killing him and clearing the center zone.  The Kriel Warriors charge into the Fulcrum and carve off damage. The Fell Caller charges in, and fails to kill. The Long Rider has to charge in and is finally able to kill the Fulcrum.  I made a mistake in forgetting to reposition the Long Rider and turn him to face Jordan's models coming into the center zone.

Clock is getting low. Score is now 3-2, sill in favor of Jordan.

Jordan Turn 5

I forgot to take a picture here, though what occurred should be apparent in the next picture.

Megalith moves up and kills the contesting Stone model in melee, then Geomancies and kills my Stone Scribe Elder and the last grunt in the Stone unit, leaving only the Bearer itself. Jordan puts a forest up to block LOS to Megalith who is now contesting the center zone.  Jordan scores my left zone and the score is now 4-2 in favor of Jordan.

My Turn 6


Madrak gets his two fury and upkeeps Blood Fury on the Kriel Warriors.  The Warriors and Fell Caller charge the objective and kill it, with the two Kriel Warriors who couldn't get in taking position to contest the center zone. Madrak and the Stone run to the right zone and I make a critical error, I leave Madrak within 2" of the forest, forgetting about Baldur's threat.

I position the Fell Caller just outside of Megalith's 9" threat.

Eilish decides to sacrifice himself for the cause and contests the left zone. 

I score two points, tying the game 4-4.

Jordan's Turn 6


Jordan decides to go for the assassination I dutifully gave him.  Megalith moves up and then misses Madrak with his Geomancy.  Baldur doesn't upkeep the forest, casts it on himself, then teleports to within 2" of Madrak.  He's got 4 Fury.

He boosts to hit Madrak (3 Fury left) and hits, but I sacrifice it to the Stone, who suffers the Weight of Stone effect, and then decides to pass his Tough check. Baldur buy's the attack on the stone and kills it (2 Fury left).  He buys on Madrak again (1 Fury left), misses, and then he decides to camp his last Fury.

I score on Jordan's turn, bringing the game 5-4 in favor of me.

My Turn 7


Given that I'm under two minutes on clock, I decided to avoid the assassination and just play it safe. Fell Caller gives +2 MAT to the Kriel Warriors who charge into Baldur, one hits doing 8 damage. More importantly they get within 3" of Madrak who runs away from Baldur, taking the free strike and then killing the Kriel Warrior because Grim Salvation lets you sacrifice even free strikes.  I run to the other corner of the zone thinking there's no way Baldur can get to me and that's game.

What I should have realized was that he could teleport to me again and that to cement the game I could just surround Madrak with Kriel Warriors to really make sure I can't die, but I just try to put them in the way.

Still, I score yet another VP for the left zone and bring the score to 6-4, thinking I've won the game. I clock back to Jordan with only 40 seconds left on my clock. I didn't even activate the Longrider.

Jordan's Turn 7


Jordan decides to pull yet another Surprise Motherfucker! He teleports Baldur to Madrak and I think I've lost the game. Baldur is down to 4 Fury for this assassination run.

He boosts to hit Madrak and hits (3 Fury left). He rolls a 5 for damage, Madrak takes 2.  Jordan proceeds to buy his next three attacks and after everything is said and done his damage rolls are so poor that Madrak is left with 10 health when Baldur is out of fury and only 30 seconds left on his clock.  Jordan does run to contest, leaving the score 6-4 and I win by scenario at the end of turn 7.

Conclusions

This game was insane! I managed to survive two assassination runs, and while that's normally not very surprising with Madrak2, in these situations it is very surprising.  Dice saved my ass when I made two mistakes that gave Jordan two assassination runs I didn't have to give him.  I also was able to recover from a critical set of mistakes on Turn 3 on my part and the late game idea of weapon master Kriel Warriors really came through.


Clock was extremely tight and was definitely forcing us to move very quickly so that's definitely a factor towards the end of the game where possibly better decisions could have been made. Still, I won this game through a series of critical dice rolls: Jordan failing to kill a contesting Kriel Warrior on Turn 4 was massive, and then my passing the tough check on my Stonebearer on  his Turn 6 assassination run ate through enough of his fury to keep me alive.

Overall it was an incredible game, the kind that really makes you appreciate Warmachine.  I look forward to playing Jordan again.

My conclusions going forward is to take notice of exactly how fucking good higher model count lists are in scenario. I remember that from the last Scrum in 2017 and it seems just as true today.  Looking forward and knowing that I want to play Convergence, primarily in Destruction Initiative, I'm going to start having the kinds of large attrition swings in my games if I can't mitigate my opponents.  The model count and unit buff on the late game Kriel Warriors really saved me here.  I'm going to need to keep that in mind as I move forward.

Review - DRAGON QUEST XI: Echoes Of An Elusive Age - The Best JRPG Ever Made Is Here.

Dragon Quest XI - Echoes of an Elusive Age - Eleven running in Heliodor - Daytime
Dragon Quest XI - Echoes of an Elusive Age - Logo


 Eternal rival of Final Fantasy, which tries to renew itself every year, Dragon Quest has always made the safe and intelligent choice to remain true to itself over three decades, culminating in this new release called "Dragon Quest XI: Echoes of an Elusive Age", improving on the perfectly refined old-school open-world turn-based RPG gameplay, which we already enjoyed immensely in Dragon Quest VIII.

 Get ready to play Square Enix's latest masterpiece, Dragon Quest XI, like a fine aging wine in a bottle made of gold with a diamond cork.

jueves, 28 de marzo de 2019

Like A Book Made To Play: The Immersive Experience Of “Here They Lie”

Here They Lie is a Playstation 4 game signed by Tangentlemen and Santa Monica Studio. The game transports you to a terrifying parallel world from which you cannot escape. Inside this bizarre place, it's necessary to explore a nightmarish city inhabited by malevolent creatures. In this experience, the point of view is first-person and you can only use an old flashlight as a weapon.



In the whole gaming narrative you must wrestle with life or death moral choices to uncover the mystery of the woman in yellow (a kind of Ariadne that guides you through the city maze and corridors inside buildings). There are two ways to play Here They Lie: classic version or using VR glasses (which enhances the immersion in the story). Check the mysterious trailer below:



Despite the beautiful graphics and soundtrack, Here They Lie caught my attention through the perfect balance between narrative and gameplay. You only run from the monsters; inside this dark dimension, you are only a voyeur, observing a scenario of pain and blasphemous acts. The only thing you really do is walking around the huge city capturing hints to discover what is happening. Where's the fun in it? I think Here They Lie is the kind of experience that brings literature features to play.

For me, having played Here They Lie from the beginning to the end was like reading a book written with a Kafkanian and Lovecraftian touch. The situation is too absurd but, with the suspension of disbelief, you can accept that this strange world makes sense. The story grabs your attention and curiosity leads you to find the answer for some questions like: How did I get here? Who is the woman in the golden dress? What are the creatures with animal heads? Why did it happen to me?



Games like this one lead us to the multiple possibilities that we can experience today in the gaming market. We still have "triple A" first-person shooters with zombies but on the other hand, a huge universe to explore fantasy in a different way. We are leaving a privileged ambient of ludic possibilities. To play different games like this one is to create a richer repertoire for classes, gaming projects or gaming discussions.

Let's play!

#GoGamers