The problem with so many modern RPGs, post Snes era RPGSs is that whilst many of the great titles pushed the boundaries in graphics, gameplay, FMVs etc, in the characterization and storyline we find made major concessions to dodgy philosophies and false values.
How many of then however strayed into typical "enlighten the deluded masses that need to be rescued from their perverse religion"?
(That is no bad thing in one sense as most religions are false. There is only one true religion the Catholic Faith and all the rest are evil in some way or another- Islam, Hinduism, Judaism, Buddhism, Calvinism, Pentecostalism, Anglicanism- they are false religions.)
But even worse, and even more toxic, how many of them essentially preach the doctrine of existentialism.
Man comes to realise that he does not have an essence- his essence is simply his existence- he makes who he is. Man is. There are no laws he must obey, no standards he is called to and no way of life that makes sense of the world.
This is problematic. Deeply problematic.
The challenge of the Christian RPG is to promote essentialism- you have a nature, you have a destiny, you have an end point, you are charged with a mission, you have inbuilt rules, you inhabit a world in which you have a place even if you don't know it yet, religion can help you discover who you are, your essence, your vocation, the meaning written into every fibre of your being.
This can be exciting too. In fact it can be far far more exciting that having a revelation that you are nobody and that your life is in fact empty of meaning.
We all find joy and experience a sense of expansion even in discovering some weird fact about a biological relative, say a grandfather. Imagine tomorrow you discovered your great great great grandfather was a prince who had been exiled from some small European state 150 years ago. Wow! And you are in fact the heir to that kingdom! Wow!
The joy of discovering your true place in the story of the world is awesome and the amazing thing is- God does have a place for you in this story.
Freedom means you can deviate and reject this role,
in eternity you will discover it, you will see your essence, who God had intended and designed you to be.
Unfortunately the vast majority of souls will gaze upon this essence in rage, amidst the fires of hell, for only those who conform themselves to this image, this vocation, this essence will make it to purgatory and through purgatory to heaven.
Domine ut videam.
Lord help me to see who I am, who you have made me, help me to live according to your design for me, to flourish and to lead others to this fulfillment that solely comes through relationship with you- in and through the one church you founded.
Thursday, May 23, 2019
People Of Frictional: Alex Camilleri
WHO AM I
Hi, my name is Alex and I am one of those people on this planet who make games for a living. I joined Frictional Games almost a year ago as a gameplay programmer & designer, and I am currently working on [REDACTED].
Despite my warm Sicilian blood, I ended up living in this beautiful yet terribly cold place called Sweden, where I obviously work from.
BACKGROUND
I got exposed to videogames as a kid, watching my dad playing Lucas adventures (that Indiana Jones and the Fate of Atlantis intro sequence will forever be impressed in my memory) and – like most people these days – I just spent a lot of my free time playing games.
I remember that when I was really really young I would draw labyrinths on paper and let my best friend play them as I was adding moving traps and enemies on the go. It was a complete nonsense but I think it's the earliest somewhat-interactive thing I've ever made. It was pretty fun.
During my teenage years it was really clear to me that I wanted to work with games, so I started doing game journalism and with two friends of mine I would spend nights playing games but also making terrible prototypes, studying some programming in our spare time. My first playable game was obviously an extremely generic shoot-em-up with horrible graphics and some keygen music slapped on top.
I eventually decided to move to the Netherlands to study and get my bachelor's degree in Game Design and Production. Living there was a great fun and allowed me to be part of an active gamedev community. I went to gamedev events, met many developers, expanded my network and opened my one-man-company called Kalopsia (hi Josh Homme!). I also joined a lot of game jams, one of which landed me an internship at Guerrilla Cambridge doing some level design on RIGS: Mechanized Combat League for PSVR (at the time the Morpheus prototype was just a bunch of lenses and cables put together with tape).
I ultimately started my own small but very personal project called Memoir En Code: Reissue, which I eventually released on Steam/Humble/GOG (totally not a plug). I worked solo on that project for quite some time, and after the release I felt the need to change gears and work in a team again. A friend of mine told me there was an opening at Frictional Games, and how could I not apply to the company that made SOMA?
Fun fact: after I submitted the work test I travelled to San Francisco for GDC17, and Thomas and Fredrik were there as well. We did not meet in person though, and I ended up spending most of the conference thinking about the test; it was actually a bit stressful and distracting! I found a partner for a new solo project that I was planning to make in case stuff didn't work out, but I got a positive response from Frictional and I obviously agreed to join the team.
I'm not crazy after all.
WHAT I DO
During the first weeks at Frictional I spent my time learning the tools and the overall work pipeline. This resulted in me creating a short psychedelic game where you put out fires by peeing on them, while Slayer music plays in the background. It's probably the best thing I have made to this date.
At the beginning there was a lot of stuff to learn and take in. But to be honest that was the entire point why I pushed myself into a new environment; you can't really become a better developer if you don't expose yourself to new stuff.
After I was done with the intro tasks I quickly jumped into production, working with Aaron (we are officially called the A-Team). He works from the UK, but we have a very clear line of communication; we are fairly independent, but we are always in sync, which is working out very well for us.
I spend most of my days scripting events, moving a door 0.25 units to the left to improve visibility and making that sound play with 0.5s delay because it just feels a bit better. The rest of the day is spent drinking tea with my desk-buddy Max and mostly hoping that nothing breaks. I have also spent some time making small changes to the debug tools we use, just to make the pipeline a bit smoother or a bit more comfortable. I juggle between working from the office and from home, depending on the amount of isolation my brain needs. Being able to do that is a big privilege that has a very positive creative impact on me.
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| Figure 2: my workstation at home. I have the same desk at the office and the same type of chaos ruling over it. |
STUFF THAT I LIKE
Since designing games is a complete dream-job, I try to keep myself busy by doing other creative things on the side. I spend quite some time doing photography, which I enjoy quite a lot. When I travel I always bring my a7ii with me, practicing and slowly improving over time. Aside from that, I also very much enjoy making music. Some months ago I got a Teenage Engineering OP-1 which I am having tons of fun with, and I am now playing a bit of ukulele.
I guess I won't be happy if I don't mention my biggest love. I have a deep (and almost unhealthy) love for anything Kojima makes. Over the years my love for his games went a bit overboard (I am the person behind the Metal Gear Timeline which you should totally check out if you are new to the saga) and now I ended up with a corner of my apartment being completely dedicated to his work. I keep adding stuff to the cabinet and now I probably need a new one after I got some new loot from my recent trip to Hong Kong. I fill my existential void with Metal Gear stuff, I need a doctor.
Oh, and you can find me on Twitter as @AlexKalopsia!
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| Figure 3: My babies. |
Wanna see who else works at Frictional? Check out the rest of the People of Frictional posts!
ASOIAF: 40Pt Boltons With Ramsay
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| You know it's real when everyone else is in armor and you're naked. |
I've been dying to write this piece. Beknownst to some, while Tywin is my favorite character of all time, I also really like Roose Bolton. I think of him as the Tywin of the North because they're so alike in a lot of ways. In fact, when you dig down a little deeper into the origins of House Bolton, you will find many disturbing and interesting things about them. Mechanically, I think they play very close to their book representation and that means a lot of death and terror. For now, I think Boltons' are the strongest when paired with House Lannister because of a lot of their tactics cards and toolkits synergizes with Lannister control elements.
Let's jump straight into a list that I've been messing with lately. Since I'm going to turn this into a 2-part show, let me start with something that I've had quite a bit of success with. To say it's pretty freaking brutal is an understatement.
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| I mean, lol, look at this guy. |
Faction: House Lannister
Commander: Ramsay Snow – The Bastard of Bolton
Points: 40 (20 Neutral)
Combat Units:
• House Clegane Mountain Men (6)
with Ramsay Snow – The Bastard of Bolton (0)
and Theon Greyjoy – Reek (0)
• House Clegane Mountain Men (6)
with Dreadfort Captain (1)
• Bolton Cutthroats (5)
with Assault Veteran (1)
• The Flayed Men (10)
with Gregor Clegane – Mounted Behemoth (3)
Non-Combat Units:
• Tywin Lannister – The Great Lion (4)
• Lord Varys – The Spider (4)
Made with ASOIAFBuilder.com
Just so you guys know, I absolutely hated Ramsay in the show. I still can't decide who I actually hated more, him or Joffrey, and that's an achievement in itself. To make things short and sweet, Ramsay's a battlefield commander through and through. He likes to get in there and chop people to bits to spread fear directly. When he pops his Order to Flay Them All! after a unit fails a Panic test, another unit within Long Range has to take a Panic test. This is a great mechanic to have in a unit of MM because of the Vicious inflicting a -2 modifier. The affiliation to House Bolton is something we will talk about once we take a look at his Tactics Cards. Before we forget, let's talk about poor Theon who Ramsay brings along with him. Having Theon dragged around with you basically allows Ramsay to auto-panic an opponents' unit every turn, but the downside there is that if you roll a 5+, Theon dies. Boohoo, I guess.
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| Everything is made for killing. |
The biggest weakness to this list is the low activations and deploys, but outwitting the opponent isn't something I'm going after. I'm looking to get in there and murder the enemy in every way possible. When you look at cards like Our Blades are Sharp, you will see that's one of the most damaging tactics cards in the entire game. If you attack a Panicked enemy, your attack gains +1 to hit and +2 dice on the attack. If you're a House Bolton unit, the defender also becomes Vulnerable. This is why I have 2 real House Bolton units in the game and a MM with the House Bolton affiliation. Make no mistake: This one card absolutely sky-rockets your units ability to deal damage. With a plentiful amount of Critical Blows, Vicious, and 3s to hit across the entire army, you will have plenty of chances to inflict maximum hurt on the enemy. Cruel Methods is activation cheating, simple as that. You play this card at the start of the round, regardless of whose turn it is and you get an out-of-turn free attack action. Sure, there are downsides to this card if you don't manage to destroy the enemy unit, but with 3 House Bolton units on the field using max dice and re-rolling misses, you better do some work. An amazing target for this is your Bolton Cutthroats with Assault Veteran. If you pop this on them and that unit is already engaged with something, you will be rolling 10 dice, hitting on 2s with re-rolls, making the Vulnerable, and they have to test Panic with Vicious. If it's going to be your unit activation, you can just cap the Combat zone with Varys and go again if that unit is somehow still alive and your guys are still around. I'm telling you, it's bananas. Lastly, we have Sadistic Games, where at the start of a friendly turn, your opponent has to pick either to have 2 of his units to be Panicked or suffer D3+2 automatic hits. If he understands Ramsay at all, he'll go for the extra hits because at least he has a chance to save them. Having 2 units being Panicked just sets them up to be abused later by Our Blades are Sharp.
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| Madness. Madness and Stupidity. |
Let's talk about the unit selection super quick: Mountain's Men should be pretty straight forward. You have Critical Blows and Vicious who works great with Ramsay's tactics cards. Bolton Cutthroats with Assault Veteran is a match made in heaven, and having a Dreadfort Captain on the MMs help spread Panic whenever the opponent fails their Panic test (which should be often due to Vicious). The giant elephant in the room is the fat-stack of The Mountain + Flayed Men. Let's get one thing straight here: This is 32.5% of your army and in most cases, can be considered a deathstar. Now, I normally don't like to do this kind of thing, but I think Ser G + Flayed Men are one of the strongest units in the entire game by far, especially when you have them in damage amplifying list like this one. For me, the best way to get value out of these guys is to take them in a list that will almost guarantee they make their points back. If you think about in terms of points: A 13-point unit better kill at least 13+ points to break even or be considered a unit well-spent. This is, after all, 2 more units of Mountain's Men or even close to 3 units of Cutthroats or Lannister Guardsman. It's a huge investment and I need people to realize that they do have weaknesses, that you can play around them quite easily, that mission objectives do matter, and there are plenty of tactics cards and combos out there that can stifle their damage or end them entirely. I do not consider them over-performing at all, but they are nasty.
So why did I bring them? Well, for one, Gregor applies free Panic that unlocks Our Blades are Sharp automatically and also automatically deal D3 wounds. The fact that you can play Our Blades are Sharp on this unit is something out of this world, because now, on the charge you have 10 attack dice, hitting on 2s and re-rolling, Critical Blows + Vicious, Panic + Spread Fear, you make the unit Vulnerable, and you deal D3 extra wounds from The Mountain just because you can. If that doesn't roll over many people, it will reduce them to almost combat ineffectiveness status and they will then try to retaliate against a unit with 2+ save. If you wipe them out or start the round with Cruel Methods, you can then Overrun into another unit with a free Charge action to start the chaos all over again. I don't know what to say, this unit with Ramsay is absolutely absurd considering how many extra, free combat rounds you can get from it, all the while spreading Panic tokens around because of Spread Fear and Vicious.
Yes, the unit above is ridiculously strong and I would say almost designed for Ramsay to take advantage of. However, it's hugely expensive and that's why a unit like that doesn't perform well in objective-based game modes. With only 4 combat units, one of which is a 13-point unit from hell, you can't possibly dedicate it to capturing points. What you need to do if you're piloting this list is to use that unit to smash everything in its way to smithereens. However, this will require you to have the right cards in hand which is something you should never build your strategy around. Before I forget, that unit, as mighty as it is, has one giant flaw that needs to be called out: It is hugely weak against anything that can blunt the initial assault. A lot of the damage comes from the Abilities that the unit has attached to it so if you take those abilities *cough, Martial Supremacy, cough*, it's pretty much a declawed cat. You can then trap the unit by engaging it from multiple sides (such as Grey Wind) and apply Greataxes to face.
Finally, I'd like to mention that Tywin as an NCU is still amazing. In fact, I think he has one of the best once-a-game abilities in the game because it completely makes an enemy unit worthless for a round. Funny enough, Tywin is also probably one of the best counters to something like the Gregor Flayed Train of Death.
Movie And TV Reviews: Lady Bird, The Post, Molly's Game, Goodbye Christopher Robin, Westworld, The Marvelous Mrs. Maisel
See all of my movie reviews.
Lady Bird: Greta Gerwig's first outing as a director is a smashing success. I have complicated feelings about Greta, in that I admire her intentions in writing and playing in quirky comedies, such as Frances Ha. However, I felt that her movies were not quite there yet, not quite jelled. The characters were too unrelatable, and the plots too chaotic and off-putting. This is the first one she really gets right.
Christine is a teenager who calls herself "Lady Bird" for no discernible reason. The movie is basically an arc in the life of Christine and her relationship with her mother as she navigates the last year of high school in Sacramento. She makes and loses friends, fights, makes up, and fights with her mother, and tries to get into a college on the East Coast that will get her far away from her family.
I have been a big fan of Saoirse Ronan, from Atonement to Hanna to Brooklyn. She and Laurie Metcalf, as well as the rest of the cast, give perfect performances. If there is any flaw to the movie it is that it could have been more: more sweeping, maybe have another deep relationship arc in addition to the main one. But that's hardly a flaw. Worth watching.
The Post: Hanks, Streep, and Spielberg give us another newspaper drama, this one about the publishing of the Pentagon Papers that broke the story about how a series of US presidents and higher ups were all lying about the Vietnam War, pretending that the US was fighting to liberate South Vietnam when they knew all along that the war could not be won and the real aim was to broadly fight China.
It's a good movie, if not a great one. Roughly on par with other newspaper movies I've seen, including Spotlight and All the President's Men., but with a narrower aim. The main conflicts are a) publish or not? and b) can Streep's female character assert authority at the paper without making a major blunder? Streep plays the owner of the Washington Post, a position she inherited from her late husband, and a woman bullied by her all male board. She is seemingly willing to let them bully her until she finally takes a stand. Hanks plays the chief editor who is pushing to report a story while the government wants to sue them for espionage.
If you happen to draw a parallel between the historic ideals of freedom of press versus a tyrannical, corrupt president and anything happening today it's because we once trumpeted these ideals very clearly. Reality has a bias toward the truth, which any amount of modern obfuscation cannot truly suppress. And it is good not to lose sight of the ideals for which we stand.
Molly's Game: If it's been a while since you've seen a Sorkin picture, you'll find it is like riding a bicycle. You will immediately be expecting to see Josh Lyman or Sam Seaborne walk in from some corner of the screen.
This is the story of a woman who uses some incredible insight, people skills, and brass balls to end up running a high stakes poker game for important celebrities and executives, first on the West Coast and then on the East. The enterprise lasts until the feds and the mafia move in on her. The story is told from a series of flashbacks interspersed with her finding a lawyer and navigating her legal case. It is based on a true story.
Jessica Chastain does a fine job in the lead role. Everyone else does fine, except Kevin Costner who seems out of place as her often distant but high pressuring father. Regardless, it is a Sorkin story, which means witty, clever, entertaining dialog and characters who are ten times brighter and more accomplished than most people you will ever meet. Well crafted with great cinematography.
Goodbye Christopher Robin: The story of A.A. Milne, his wife, and his son Christopher Robin, how the Winnie the Pooh books came to be, and the effect they had on their lives. Spoiler: on the one hand the books are the most successful children's books of all time. On the other hand, they destroyed the life of Christopher Robin and his relationship with his parents. The movie actually gives us a slightly happier ending than the real life events.
Milne's wife is shown to be a bit of a shrew, with just enough redeeming moments to make her two-dimensional, but not really likable. Alan Milne is more sympathetic, although he blatantly and blindly uses his son poorly without much thought. It's all pretty tragic.
It's a decent movie for what it aims to be, somewhere on the same level as Becoming Jane or Miss Potter. It is well acted and lovingly directed and filmed. It tells its story well enough. But it's not a very important story or movie, for all that, and only the falsified, slightly happier ending gives the viewer any kind of comfort.
Westworld (season one): I saw a few episodes of Humans and couldn't get into it. I was a little concerned about the level of violence I heard about in this series (I won't watch Game of Thrones). Somehow, the fact that the violence happens to robots makes it easier to take, although the question remains exactly whether the robots are or are not conscious, so you have to decide that for yourself if the violence is watchable or not.
I am a huge fan of Evan Rachel Wood; she and everyone else do fine jobs. Unlike Humans, the stories are quite captivating, with a number of whodunits and what's going to happen nexts that got me hooked. The stories take place in the facility that creates and maintains the robots, as well as in the play world of Westworld, and they include scenes that occur as flashbacks from the robots' perspective, despite the fact that the robots are not supposed to have memories.
There is nudity, but respectfully done and never gratuitous. The sex scenes are all pretty unsexy.
The Marvelous Mrs. Maisel (season one): The next series from Amy Sherman Palladino (Gilmore Girls, Bunheads), this one succeeds better than Bunheads did. Bunheads had a few great scenes, but it was too unrestrained in ridiculous plot and ridiculous dialog, which made it hard to relate to. This series only has one Bunheads-style conversation that set my teeth on edge in episode two. Thankfully that was the only one.
Midge is a perfect 1950s Jewish housewife who is supported by her husband and who in turn supports his occasional forays into standup comedy. He's not good at it, and one day he decides that she is not supportive enough of him and he leaves her. She then discovers, albeit reluctantly, that SHE is good at comedy. Cue a lot of denial, drinking binges, and attempts to make a go at standup comedy, all the while continuing to navigate her 1950s Jewish family, neighbors, friends, children, and still husband, all of whom remain blissfully unaware of her secret life as a comedienne.
It's not as good as Gilmore Girls, which had the great triple relationships between the three women, as well as their suitors, husbands, and the funky Connecticut town Stars Hollow as color. The supporting characters here are not as fun, there is no funky community background. But we have a few great scenes with a young Lenny Bruce. The best scenes are the ones where she does her Lenny Bruce style-standup, something which could not really have happened in the time period of the show, and so represents a kind of wish fulfillment on the part of Amy and for the viewers.
Amy's dialog is distinctive, and it's fun to hear. I just wish the show also had a teenage daughter.
Lady Bird: Greta Gerwig's first outing as a director is a smashing success. I have complicated feelings about Greta, in that I admire her intentions in writing and playing in quirky comedies, such as Frances Ha. However, I felt that her movies were not quite there yet, not quite jelled. The characters were too unrelatable, and the plots too chaotic and off-putting. This is the first one she really gets right.
Christine is a teenager who calls herself "Lady Bird" for no discernible reason. The movie is basically an arc in the life of Christine and her relationship with her mother as she navigates the last year of high school in Sacramento. She makes and loses friends, fights, makes up, and fights with her mother, and tries to get into a college on the East Coast that will get her far away from her family.
I have been a big fan of Saoirse Ronan, from Atonement to Hanna to Brooklyn. She and Laurie Metcalf, as well as the rest of the cast, give perfect performances. If there is any flaw to the movie it is that it could have been more: more sweeping, maybe have another deep relationship arc in addition to the main one. But that's hardly a flaw. Worth watching.
The Post: Hanks, Streep, and Spielberg give us another newspaper drama, this one about the publishing of the Pentagon Papers that broke the story about how a series of US presidents and higher ups were all lying about the Vietnam War, pretending that the US was fighting to liberate South Vietnam when they knew all along that the war could not be won and the real aim was to broadly fight China.
It's a good movie, if not a great one. Roughly on par with other newspaper movies I've seen, including Spotlight and All the President's Men., but with a narrower aim. The main conflicts are a) publish or not? and b) can Streep's female character assert authority at the paper without making a major blunder? Streep plays the owner of the Washington Post, a position she inherited from her late husband, and a woman bullied by her all male board. She is seemingly willing to let them bully her until she finally takes a stand. Hanks plays the chief editor who is pushing to report a story while the government wants to sue them for espionage.
If you happen to draw a parallel between the historic ideals of freedom of press versus a tyrannical, corrupt president and anything happening today it's because we once trumpeted these ideals very clearly. Reality has a bias toward the truth, which any amount of modern obfuscation cannot truly suppress. And it is good not to lose sight of the ideals for which we stand.
Molly's Game: If it's been a while since you've seen a Sorkin picture, you'll find it is like riding a bicycle. You will immediately be expecting to see Josh Lyman or Sam Seaborne walk in from some corner of the screen.
This is the story of a woman who uses some incredible insight, people skills, and brass balls to end up running a high stakes poker game for important celebrities and executives, first on the West Coast and then on the East. The enterprise lasts until the feds and the mafia move in on her. The story is told from a series of flashbacks interspersed with her finding a lawyer and navigating her legal case. It is based on a true story.
Jessica Chastain does a fine job in the lead role. Everyone else does fine, except Kevin Costner who seems out of place as her often distant but high pressuring father. Regardless, it is a Sorkin story, which means witty, clever, entertaining dialog and characters who are ten times brighter and more accomplished than most people you will ever meet. Well crafted with great cinematography.
Goodbye Christopher Robin: The story of A.A. Milne, his wife, and his son Christopher Robin, how the Winnie the Pooh books came to be, and the effect they had on their lives. Spoiler: on the one hand the books are the most successful children's books of all time. On the other hand, they destroyed the life of Christopher Robin and his relationship with his parents. The movie actually gives us a slightly happier ending than the real life events.
Milne's wife is shown to be a bit of a shrew, with just enough redeeming moments to make her two-dimensional, but not really likable. Alan Milne is more sympathetic, although he blatantly and blindly uses his son poorly without much thought. It's all pretty tragic.
It's a decent movie for what it aims to be, somewhere on the same level as Becoming Jane or Miss Potter. It is well acted and lovingly directed and filmed. It tells its story well enough. But it's not a very important story or movie, for all that, and only the falsified, slightly happier ending gives the viewer any kind of comfort.
Westworld (season one): I saw a few episodes of Humans and couldn't get into it. I was a little concerned about the level of violence I heard about in this series (I won't watch Game of Thrones). Somehow, the fact that the violence happens to robots makes it easier to take, although the question remains exactly whether the robots are or are not conscious, so you have to decide that for yourself if the violence is watchable or not.
I am a huge fan of Evan Rachel Wood; she and everyone else do fine jobs. Unlike Humans, the stories are quite captivating, with a number of whodunits and what's going to happen nexts that got me hooked. The stories take place in the facility that creates and maintains the robots, as well as in the play world of Westworld, and they include scenes that occur as flashbacks from the robots' perspective, despite the fact that the robots are not supposed to have memories.
There is nudity, but respectfully done and never gratuitous. The sex scenes are all pretty unsexy.
The Marvelous Mrs. Maisel (season one): The next series from Amy Sherman Palladino (Gilmore Girls, Bunheads), this one succeeds better than Bunheads did. Bunheads had a few great scenes, but it was too unrestrained in ridiculous plot and ridiculous dialog, which made it hard to relate to. This series only has one Bunheads-style conversation that set my teeth on edge in episode two. Thankfully that was the only one.
Midge is a perfect 1950s Jewish housewife who is supported by her husband and who in turn supports his occasional forays into standup comedy. He's not good at it, and one day he decides that she is not supportive enough of him and he leaves her. She then discovers, albeit reluctantly, that SHE is good at comedy. Cue a lot of denial, drinking binges, and attempts to make a go at standup comedy, all the while continuing to navigate her 1950s Jewish family, neighbors, friends, children, and still husband, all of whom remain blissfully unaware of her secret life as a comedienne.
It's not as good as Gilmore Girls, which had the great triple relationships between the three women, as well as their suitors, husbands, and the funky Connecticut town Stars Hollow as color. The supporting characters here are not as fun, there is no funky community background. But we have a few great scenes with a young Lenny Bruce. The best scenes are the ones where she does her Lenny Bruce style-standup, something which could not really have happened in the time period of the show, and so represents a kind of wish fulfillment on the part of Amy and for the viewers.
Amy's dialog is distinctive, and it's fun to hear. I just wish the show also had a teenage daughter.
Best Open Source Top-Down Space Shooter : Super Space Invader
Lasers, rockets, shields, health regeneration, pixels. You know. The good stuff. Just nicely packaged with levels of just the right duration and hardness, persistent upgrades, shaders, reverb...
Two buttons are enough to play, since that was one of the themes of Ludum Dare #34, in which the game came #74 among 1638 jam entries.
Supser Space Invader was made with LÖVE (v0.9) and thus runs on Linux, OS X, Windows.
The source is available on GitHub under zlib/libpng.
This post was retrieved from freegamer.blogspot.com.
DE: Updated List And BFG:A2
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| Still my favorite meme. |
Hell, it has been a busy year for me. Still enjoying playing my Dark Eldar whenever I can, but too busy to attend any events which has been a big bummer for me. Well, where do we begin? Drukhari are still doing good, but dropped off the top tables once people knew how to to deal with them. Should this be a surprise to anyone? Not really. People just need time to adapt and even the Meat Mountain lists have been taking a backseat because Imperial Knights and other shenanigans have been setting the meta. This is what happens with every new book and that's that people will take time to adapt, figure out the counters and then actively employ them in mass depending on what the meta is. Either way, I've been getting in a few casual games with my local playgroup when I can but have been primarily out of the competitive circuit this year because of real life.
Don't worry though, I'm still getting my fill of active competitive Dark Eldar players whispering all the good stuff in my ear. It's one thing to stay active in the meta and the other to keep updated. The only thing that dulls over time is experience, but active play can always pick that back up. If there's one piece of advice I can give you folks is to stay updated, even if you can't play so when you do jump back into the fray, you're not behind and know what to look out for.
With that said, my other minor update is to let you guys know that I'll be playing our faction on Battlefleet Gothic Armada 2 and streaming it! Yes, lol, I also stream. I was a big player back in the original BFGA1 days but balance kind of ruined it for me. Thankfully, balance will be a big focus in the second game (hell it better be, all 12 factions!) and the game looks primed for MP success. Well, success in the sense that it's still a pretty niche market, but it looks to be much more polished overall. I'll be playing all 3 Eldar factions but you guys know which one I'll be flexing first!
Oh yes, and here's my pure Kabal list that's been doing well, even against some of the new Knights. I haven't really played against the new Orks though, and from what I hear, that might be rough.
Kabal of the Black Rose
1999 // 10 CP
Obsidian Rose Bat +5 CP
HQ:
Archon, Blaster, PGL = 92
Archon, Blaster, PGL = 92
TROOP:
10x Warriors, 2x Blasters = 94
10x Warriors, 2x Blasters = 94
5x Warriors, Blaster = 47
5x Warriors, Blaster = 47
5x Warriors, Blaster = 47
5x Warriors, Blaster = 47
+++
Black Heart Spear +1 CP
HQ:
Archon, Blaster = 89
Cunning, Living Muse
CHEERLEADERS:
5x Warriors = 30
5x Warriors = 30
PARTY BUSES:
Raider, Dissies = 80
Raider, Dissies = 80
Raider, Dissies = 80
Raider, Dissies = 80
Raider, Dissies = 80
Raider, Dissies = 80
HEAVY:
Ravager, Dissies = 125
Ravager, Dissies = 125
Ravager, Dissies = 125
+++
Flayed Skull Wing +1 CP
FLYER:
Razorwing, Lances = 145
Razorwing, Lances = 145
Razorwing, Lances = 145
>>>
Firepower Analysis:
15 Dissies at BS3+
6 Dark Lances at BS3+
8 Blasters at BS3+
3 Blasters at BS2+
3 Razorwing Missiles at BS3+
48 Splinters at BS3+
I changed the Razorwings to Flayed Skull just to try them and so far they've been pretty decent. They normally fly as Black Heart, but I really like their Strategem and the Ignore Cover is pretty big. With the upcoming changes to Prepared Positions and rumors about more Cover systems, I'm going to be looking at Flayed Skull much more closely.
Journey: Won! (With Summary And Rating)
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| The winning screen you've been desperately anticipating for 8 years. |
Journey
United States
Infocom (developer and publisher)
Released in 1989 for DOS, Amiga, Apple II, and Macintosh
Date Started: 20 March 2011
Date Finished: 21 May 2019
Total Hours: 23 (including 9 in 2011)
Difficulty: Hard (4/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
Difficulty: Hard (4/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
Yeah, this one requires some explanation.
I was sitting around the other night trying to decide what game to play with the couple hours I had available. I had made some progress with Kingdom of Syree but wasn't loving it (it's another Ultima clone), and I was holding out hope I could dispense with it in a single entry. The self-imposed deadline for my next entry was looming and it didn't look like I'd be able to win that fast. At the same time, I wasn't keen to start on a complicated game like Darklands. So I did a quick scan of all the games I'd skipped and abandoned over the years to see if I could find a quick win. House of Usher (1980) looked promising, then The Amulet (1983), but both ended up as "NP" (and on my "Missing and Mysterious" list) when I couldn't get them to emulate.
My eyes then fell on Journey, an adventure game that I blogged about in 2011. By the time I was a few hours into it, I realized it wasn't even really an RPG (and MobyGames has since removed that designation). But I'd numbered and rated it anyway, so its loss was counting against my statistics. I began to wonder what the problem was. How hard is it to win a freaking adventure game? Why would I have abandoned it? Was I too proud to get a hint? How long could it possibly take to turn this loss around? That last question was particularly important because, as often happens, at this point I had spent longer trying to find a "quick win" than it would have taken me to just play a regular game.
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| Infocom called this a "role-play chronicle." What does that even mean? |
I read my first and second entries from 2011 and began to remember the title, as well as the core problem: you have to reach the endgame with a sufficient number of reagents still in your possession, or you can't cast the final spells necessary to win. Since there are a fixed number of reagents to find during the game and plenty of opportunities to use them, you can put yourself in a "walking dead" situation as early as the first 5 minutes and not know until you reach the end, two or three hours later. I was apparently so disgusted with that prospect that I refused to re-start and took the loss. I was more willing to do that in 2011 than I am now.
So I restarted Journey with a willingness to play it through a couple of times if necessary, and it wasn't long before my "quick win" had taken over not just my few allotted hours but rather the entire afternoon, evening, and night until about 03:00. During this time, I restarted not once or twice but about 30 times, filled pages with notes about cause and effect, broke down and consulted two walkthroughs and still couldn't win because the walkthroughs were wrong, and finally--14 hours after I started--ended up with the set of actions necessary to get a party from the beginning to the end. And make no mistake--there really is only one.
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| In case you forgot, Journey is the game that canonically establishes that orcs and grues are the same thing. |
By the end, I had a much clearer picture of the game than I did in 2011, and I reached an obvious conclusion that I'm surprised I missed back then: this is the worst adventure game ever made.
Journey hides this fact with nice graphics and typical Infocom-quality prose, but the game's approach is all wrong--fundamentally an insult to anyone who cut his teeth on both text adventures like Zork and graphical adventures like King's Quest. Every option it suggests is a complete sham, every hint of an RPG influence a complete farce. And its story isn't even that original--so much is lifted from Tolkien that he ought to have a co-author credit.
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| I feel like I've seen this somewhere before . . . |
Journey (whose subtitle of The Quest Begins exists only on the box, not the game screens) tells the story of a ragtag band of village peasants who set off on a quest to determine why their crops have failed and their water has gone foul. A better-equipped, better-qualified band, led by the village blacksmith, Garlimon, left the same village the previous year and was never heard from again. This new effort is headed by the village carpenter, Bergon, and includes a wizard named Praxix, a physician named Esher, and a young apprentice food merchant named Tag. The game is mostly told from Tag's perspective, and the game lets you rename him in its one nod to RPG-like "character creation."
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| The party later finds Garlimon insane and living as a hermit. |
The title differs from previous Infocom outings in that you do not type any of the commands. Instead, you select them with the arrow keys from an interface that distinguishes between high-level party commands (most of which move you to a new place or situation) and micro-level individual commands, aspected to the skills and abilities of each character. Thus, the party leader, Bergon, can almost always "Ask for Advice." Praxix has a perpetual "Cast" option, and Tag has most of the inventory options. I find the interface inoffensive, but not as revolutionary as the developers were clearly intending.
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| Some of the options in dealing with a party of orcs. |
The party's initial quest is simply to find their way to a powerful wizard named Astrix who lives on Sunrise Mountain. Once they arrive, Astrix explains that the land is being threatened by the return of the Dread Lord, and he gives the party a quest to find seven magical stones. They must first find four (Nymph, Wizard, Dwarf, and Elf), which will lead them two others, which will lead to the final one, called the Anvil. Astrix believes that the stones are the key to defeating the Dread Lord. In their quest to find them, the party has to negotiate with dwarves, befriend elves, defeat bands of orcs, and explore ancient tombs. In these adventures, they make use of the special skills of several NPCs that swap in and out of the party.
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| Astrix gives the party its final quest. |
If they recover the first six stones, Astrix tells them to seek the Anvil on the Misty Isle. The party must travel to the port city of Zan, dodge agents of the Dread Lord, and convince a captain to take them to the Misty Isle. Praxix has to cast some spells to help the ship navigate. Eventually, the ship crashes on the island and the Dread Lord attacks. Praxix is knocked unconscious, and Tag must figure out how to mix the right reagents to call a lightning bolt and smite the Dread Lord.
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| Tag saves the party in the final combat. |
Just about every episode has some Tolkien source, though mercifully not in the same order as The Hobbit or Lord of the Rings. There's a dwarven mine that recalls Moria and an escape that not only feels but also looks like the bridge at Khazad-dûm. Another moment recalls the discovery of Balin's tomb. A ranger named Minar joins the party early on in an Aragornesque episode. There are echoes of Gandalf in Astrix and of Bilbo in the initially-hapless but ultimately-competent Tag. There's an episode that mirrors the Fellowship hiding from evil crows, and a tense episode in a tavern at the end that recalls the hobbits in the inn at Bree (the solution even involves turning one of them invisible). There's a Tom Bombadil-like figure named Umber whose nature remains a mystery until the end. The Dread Lord is, of course, an exact analogue of Sauron, and the stones are the game's equivalent of rings.
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| Crebain from Dunland! |
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| Tag, just like Frodo, freaks out when he sees some suspicious characters in the Prancing Pony. If they stay at the inn tonight, the party will be killed. |
The whole thing is reasonably well-written and would make a serviceable young adult novel, but as a game, it's nothing but endless frustration. Here is a small list of its sins:
1. It is completely linear. The one saving grace of difficult adventure games is that they are rarely linear. Usually, you can move back and forth between locations and solve puzzles in a variety of orders, taking the time to figure out what must be done in each place. Journey subverts this tradition entirely. You have to choose the right options the first time you arrive in a new location or you cannot return. For instance, there's one castle where you have the option to go to a left room or a right room. If you go to the right room, you see a chest full of jewels. If you're not exactly sure what to do there and leave the room, you can never enter it again. This happens repeatedly throughout the game.
The second screen invites you to enter a tavern or "Proceed" down the street. In any other adventure game you've ever played, if you proceed down the street, you can later turn around and go back to the tavern. Not here. Hit "Proceed," and you're out of town and on your way. It's pretty easy to hit some of these options accidentally, by the way; one too many ENTERs while scrolling through text will accidentally activate the default option on the next screen. An "undo" option could have helped a lot.
2. A "Back" option doesn't really take you "back." Most screens have a "back" option, and sometimes this returns you to a previous screen so you can choose a different direction. But much of the time, it serves as simply another way to go, usually one-way.
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| A simple choice to go left or right has enormous consequences for the rest of the game. |
3. You're almost always walking dead. As I previously mentioned, if you don't reach the end of the game with the right number of spell reagents, you can't win. It is very easy to miss some of the reagents that you might otherwise pick up along the way, and also very easy to accidentally burn too many reagents casting spells. One of the options that burns too many reagents, by the way, is asking the wizard to "Tell the Legends" of magic. Usually, the "Tell Legends" option produces some useful lore about the game world, but if you ask him about magic, he does a little magic demonstration as part of his tale, which wastes necessary reagents.
The reagents are the most egregious example, but there are plenty of others. Fail to purchase a map early in the game--a map that the shopkeeper himself encourages you not to purchase--and you can't find your way to Astrix. Fail to ask a dwarf companion about some elf legends at the right time, and you don't have the right words to speak to an elf woman and thus miss your chance to get the Elf Stone. Fail to do a number of things just right in an early encounter with a nymph and you miss the Nymph Stone. Fail to accept a suspicious character into the party early in the game, and you miss later encounters because you don't have his scouting skill.
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| The shopkeeper tells you that a required inventory item won't help you. |
Not only does the game give you no warning when something like this happens, but lots of other things happen that seem like they might be mistakes. In particular, party members disappear, get lost, get wounded, and even die on occasion, and you feel like you need to reload--only to discover, 20 turns later, that you can find or heal them in a different location.
4. Some of the walking dead criteria make no sense. Except in a single place where the dwarf Hurth has to "die" (or seem to die) only to be found alive again later, no character can die in a successful game, even if that character is no longer needed. This particularly bit me towards the end, in the city of Zan. If you don't do the exact sequence of events correctly in several locations, the Dread Lord's thugs are able to find your party and kill Hurth before the rest of the party members can escape. Even though Hurth's skills are no longer needed for the rest of the game, his death prevents you from winning.
5. Not only do you get no notifications of walking dead situations, a lot of text is wasted in such situations. It feels like fully half of the game's text would never be seen by a party destined to win because such text only appears when the party is already walking dead. There are entire areas of the game that, if you enter and experience any of the adventures to be had there, you've already gone the wrong way and cannot win.
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| A lot of text and programming--not to mention the graphics--went into a battle you're not even supposed to fight. You're meant to take a different path. |
6. A lot of the options are completely nonsensical. Basically, on every screen, at every option, and at every encounter, you have to try every potential option and note the result--keeping in mind that its implications might not be fully realized for several scenes--and then try to assemble the "best" list of options in the right order. Some of the "successful" options you'd never hit upon by logic alone. Most involve the use of spells. For instance, Praxix encounters a stump on the ground in his explorations. If he casts "Tremor," the stump splits and reveals a passage into the Earth. It's both nonsensical to assume (without any other evidence) that such a passage would be revealed, and that "Tremor" would be the spell to reveal it. Later, you have to use the "Wind" spell in a random cave to reveal a hidden rune. Other encounters force you to discern at the outset whether you can cast a regular spell or need the extra "oomph" that comes from mixing the regular spell with grey powder, only the game has given you no gauge to determine the normal strength of spells.
7. The game randomizes some variables. Even if you can make an exhaustive list of the "right" options in the "right" orders, you'll still lose the game because each new session randomizes some of the variables. The most obvious is early in the game, when you're trying to navigate the paths to get to Asterix's tower. There are six choices of left or right, or 64 possible total paths, and you don't know if you've chosen right or wrong until you arrive. Each new game generates a different combination of correct paths. Now, technically you can bypass this navigation by casting a "Glow" spell on the map you hopefully purchased in the first town, but after a few sessions of this game, you're so paranoid about conserving reagents that you're more likely to sigh and start working your way through all 64 possible combinations.
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| The name of the boat captain you need to ask for at the end of the game is also randomized. |
One of the things that the game randomizes is the color of the reagents that correspond with the different "essences": wind, fire, water, earth, and so forth. At the end of the game, Tag has to figure out what reagents to mix, and only a throw-away line in an earlier scene about brushing some color of powder from his hands keeps him from, again, having to reload multiple times and work through dozens of possibilities.
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| Failing to note the "fine orange residue" early in the game makes it nearly impossible to cast the final spell. |
The one nod the game makes to its own difficulty is by letting you view Tag's "musings" once you've lost the game. This screen lets you go one-by-one through all the things you did wrong, but only those things that led to your particular demise, and even then it's maddeningly vague with advice like "conserve reagents," not "you used reagents when you didn't have to in this specific place."
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| Tag muses on the many things the party did wrong. |
Given all I've described, I have to highlight this particular paragraph from the game manual:
Your Journey will provide you with many hours of enjoyment and many hundreds of difficult decisions. But unlike other games you may have played, there are virtually no dead ends. Any action you take will advance the story toward one of its many endings. But there is only one ending that is the best.
I've never read such a blatant lie in a game manual before. There are no "alternate" endings--every single ending except the victory screen above has the main character reflecting on the literal destruction of the world. And the only way it can say that "there are virtually no dead ends" is because the damned game lets you keep on playing as long as possible even when you're in an unwinnable situation. That's not a virtue!
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| "Not a dead end." |
These various failings are why it took me ultimately 23 hours to win a game that only lasts about 1 hour if you hit all the right options. And that's with using walkthroughs to help in some areas. With Journey, what you basically have is a cruel Choose Your Own Adventure book that you have to read 25 times, each time getting maybe an extra paragraph. It's barely a "computer" game, and of course certainly not an RPG. It has no character development, hardly any inventory, and the combats are all scripted.
The most frustrating part is, I'm the only one who sees how bad this is! In the June 1989 Computer Gaming World, Roe Adams--Roe &@&$*# Adams!--practically wets himself, calling it "the best effort to date of any game designer struggling to find a new way for the game to interface with the player," although he does caution about the use of reagents and mentions some of the more illogical puzzles. He seems to have been seduced by the interface--which is innovative but not all that great--and the plenitude of the graphics. European Amiga magazines gave it in the 80s and 90s.
Only more modern reviewers have failed to be lured in by its promises. In 1998, All Game Guide rated it a 40, called it "shallow," rejected its RPG credentials, and said that "it fails to take advantage of what a reactive computer can do that a non-reactive book cannot."
When I got done typing all of this and started searching for other modern takes on the game, I was delighted to see that Jimmy Maher ("The Digital Antiquarian") had covered it in 2016. As I read his piece, he at first scared the bejesus out of me by calling his initial reactions "a unique and very pleasant experience." But his opinion evolves as he plays, and eventually we get to the good stuff:
[T]here inevitably comes a point when you realize that everything Infocom has been saying about their game and everything the game has been implying about itself is a lie. Far from being the more easy-going sort of text adventure that it's purported to be, Journey is a minefield of the very dead ends it decries, a cruel betrayal of everything it supposedly stands for. It turns out that there is exactly one correct path through the dozens of significant choices you make in playing the game to completion. Make one wrong choice and it's all over. Worse--far worse--more often than not you are given no clue about the irrecoverable blunder you've just made. You might play on for hours before being brought up short.
When I rated it in 2011, I gave it a 23 without even bothering to explain the GIMLET. I don't know what I was thinking with some of the ratings. I gave it 2 points for "character creation and development" when it deserves 0 and 4 points for "magic and combat" when it deserves maybe 2 (some of the uses of magic to solve puzzles are at least well-described). A revision brings the score down to 17. It does best in the "game world" (3) despite being derivative, and in the graphics, which are credited to Donald Langosy. I agree with Adams that they're well-composed, and the game didn't skimp on them: practically every scene has a different set.
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| Evocative graphics are one of the game's few positives. |
The most surprising thing about Journey is that it was written by Infocom-founder Marc Blank, author of the original Zork series as well as the Enchanter series and several other Infocom titles. It certainly has his quality of prose, but it's hard to believe that he didn't understand why the basic approach was so much worse than the open-world games for which he was famous. Maher's account of the game's development suggests that the developers were in love with the interface: "an experiment to find out whether you could play an interactive story without having to type." There's nothing wrong with that, but it doesn't explain why the interface had to so relentlessly drive the player forward, to punish him so severely for minor mistakes, and to waste so much of his time in unwinnable scenarios. Fortunately, it didn't begin a trend. I like to think that Blank himself was dissatisfied with the result, which is why we saw no more games in the "Golden Age Trilogy," as the secondary title screen has it.
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| I like to think that the next two would have been Destination and Return. |
So there it is. In an attempt to get a "quick win," I managed to waste a lot of time and get myself highly frustrated on a non-RPG, for no benefit except to increase my "win" percentage by 0.31%. This does not bode well for an eventual return visit to, say, Wizardry IV, but we'll see.
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