(from prior post)
Saturday, March 28, 2020
Beat The Price Increase
(from prior post)
Article: The Strategic Use Of Smartphone Features To Create A Gaming Experience Of Mystery: The Mind Alone Case
#GoGamers
Meanwhile, On The Table Top....
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The heroes of the day: two companies of the Victoria Rifles which were posted in a wood were attacked by three Rebel companies and saw them off by the skin of their teeth. |
So, just a quick, simple, encounter over randomly generated terrain. Looked like a walk over until near the end when the Rebel General woke up and it became close.
Back to painting on Saturday.
Monday, March 23, 2020
Contra Rogue Corps CODEX Free Download
Contra Rogue Corps CODEX Free Download
Contra Rogue Corps CODEX PC Game 2019 Overview
Featuring action packed battles, customisable gear, gigantic bosses and explosive multiplayer action.
o Local and Online CO-OP action for up to 4 players
o 4 outrageous characters, each with their own weird style and colourful attitude
o Build over 100 weapons and augment your character with bionic body parts earned in-mission
o Character progression, weapon development and customisation ensure extensive replayability
o Crazy new heroes and big bosses join the Contra universe.
Pre-order to get two T-Shirt skins for Hungry Beast. One featuring the iconic duo Bill and Lance, the other featuring the classic Contra logo.
– Player can also shoot another player. This can be done during a multiplayer match. Human opponent collapses to the ground when life bar is depleted. Player can then pick them up and throw them into the saw machine.
– Enemy corpse is blown upwards onto the players screen during an explosion.
Technical Specifications of This Release.
- Game Version :
- Interface Language: English
- Audio Language : English
- Uploader / Re packer Group:
- Game File Name : Contra_Rogue_Corps_CODEX.iso
- Game Download Size : 8.53GB
- MD5SUM : 53f8a6303f2cc85b155a138bddf48219
* OS: Windows 7 / 8.1 / 10 (64 bit) (64 bit OS required)
* Processor: Intel Core i5-4460 (3.20GHz)
* Memory: 4 GB RAM
* Graphics: NVIDIA GeForce GTX 650 (2GB) or better (DirectX 11 card Required)
* DirectX: Version 11
* Storage: 14 GB available space
* Additional Notes: Controller required to play
* OS: Windows 10 – 64bit (64 bit OS required)
* Processor: Intel Core i7-4790 (3.60GHz)
* Memory: 8 GB RAM
* Graphics: NVIDIA GeForce GTX960 (2GB)
* DirectX: Version 11
* Storage: 14 GB available space
* Additional Notes: Controller required to play
Contra Rogue Corps CODEX Free Download
Friday, March 20, 2020
Wizarding Dayz Review
More fans of fantasy are finding Wizarding Dayz is the convention to attend. When Wizarding Dayz started, it was seen as the premier event for the world of Harry Potter created by J. K. Rowling. The latest convention was a festival of the diversity of fantasy for all ages.
Creating potions |
Mermaids of the Great Salt Lake |
Evermore and guests |
New Wands |
Some work from Wasatch Forge |
Thursday, March 19, 2020
Need For Speed Games Part 3: Need For Speed: Porsche 2000 (Aka Porsche Unleashed)
Speaking of which, today I'm writing about Need for Speed: Porsche 2000, also known as Porsche Unleashed, or sometimes just Porsche. Once again the US version has the better name, as I don't think a game has any business having '2000' in its title when it actually came out during the year 2000. FIFA 2000 coming out in 1999, that's fine. Death Race 2000 coming out in 1975, that's cool too. But this I don't like.
This is the third part of four. If you want to go back to an earlier part you can find them here and here.
(If I don't mention what system a screenshot came from, it's from the PC version.)
Read on »
Recent Playtesting: Apotheosis (FKA Worker Learning)
Apotheosis
Since I last posted about it, I've had the opportunity to play Apotheosis (the current title for my Worker Learning game) about a dozen times. We've quickly iterated on a couple of different aspects, going from 8 starting workers (one level 1 and one level 2 of each type) to 4 (one of each type, some level 1, some level 2, depending on turn order), adding a space to recruit more workers (I'm torn on this), adding a space to pay a chunk of resources for steps on the victory tracks, and tweaking the resolution of the Recall turns and the requirements and rewards for adventures.The current version looks something like this:
You start with a Fighter, a Cleric, a Mage, and a Thief, 0/1/2/2 of them are level 2 at the beginning if you are player 1/2/3/4 (the ones that start leveled up are dealt to you randomly, and no two players will have the same combination of upgraded starting workers).
You take turns either placing a worker and gaining the benefit of that space (your worker must be at least tied for the highest level in that area), or recalling your workers and sending them on an adventure. Most spaces are better if you are higher level, or the right class. You can gain resources, train (level up), claim adventures (so nobody can do them out from under you), buy progress on the victory tracks, turn resources into blessings, which are like wild resources, visit the Throne Room to earn royal favors, or visit the tavern to recruit more workers.
When you place a worker, you have the opportunity to play a Side Quest card for either of 2 effects (one cares about what type of worker you are placing that turn, the other doesn't). When you recall workers, you earn steps on the three victory tracks, and if you qualify, you may do an adventure to earn more steps. The adventures have 3 tiers, and the higher the tier you do, the better the rewards. After returning from an adventure, your workers level up, becoming better at their jobs.
When you do certain Side Quests, or tier 3 adventures, you get a special resource called Spoils. You can visit the throne room to turn those Spoils into Royal Favors, which you can use at certain points on the victory tracks to take a "shortcut" as well as earn a Boon (reusable power card).
Design concerns
I'm noticing a real tightness in the design -- a difficulty creating adventures that are both doable by a player who has not recruited any new workers, but also doable by a player who has. The current level cap is 6, and so I wanted the adventures to require max 6 levels of any one class. If you hire a worker, then place it, and recall once, then you have 2 workers who's levels total 4 or 5 -- that's almost maxed out already! I am considering making the level cap 8 instead of 6, but d6s are easier to use in the prototype. Doing so would allow for more variety and more texture in the adventure requirements. It's also possible that not every adventure needs to be doable without recruiting another worker.
With just 4 types of worker, many of the tier 2 adventures require 3 of the 4 types. So you basically need to train up all of your workers if you wan to use them at all, there's not really such a things as choosing a class and neglecting it. I'm considering adding a 5th worker type to help with this -- it would allow the adventure requirements to be much more diverse.
Another thought is to add Split and/or Prestige classes:
Split classes would be like regular workers, that count as either one or the other of two types (like a Fighter/Thief would count as either a Fighter or a Thief.
Prestige classes would be like super workers that count as BOTH of two different types (Paladin = Fighter AND Cleric). For these you would probably have to discard your previous worker, therefore they BECOME a dual class worker.
Brainstorming possible solutions
Split/Prestige class workers would be pretty cool. but that sounds like expansion content to me. However adding a 5th (maybe even a 6th?) class to make the adventures more different from each other sounds reasonable. But that idea comes with its own challenges...
In the current game, each worker type is associated with 1 resource, and 3 of them are associated with one of the victory tracks. When you recall a fighter, you advance on the Crown Imperial track, and adventures that require fighters advance you further on that track. Thieves are associated with the Prince of Thieves track, and Mages are associated with the Mastermind track. Clerics are great supporting characters -- they aren't associated with any particular track, but instead give you Blessings, which are sort of like a wild resource that can be used in various different ways.
So if another worker type is added, do we need another resource? That might be a pain, but would be doable. Another victory track? I don't necessarily think that's a good idea (though I suppose it could work). What is another iconic adventurer class anyway?
One possibility is to make this 5th class a sort of Split/Prestige class like I mentioned above. Like a Paladin, which could act as either (or both) of a fighter or a cleric. But that would simply overload the fighter related stuff. So maybe better if whatever the new class is, it doesn't advance any of the tracks, but is otherwise "better" than a normal worker (counts as all types when placing?). Or perhaps it advances the track of your choice, and has some other drawback (doesn't count as any type when placing?).
As for the level caps, one way to fix that situation is to not use dice as workers (even though it's super convenient for prototypes). Instead, perhaps a mini or standee, with a base that has a little pointer, then a dial could be attached to the bottom such that the pointer points to the number on the tile corresponding to the current level. This is a user friendly way to not have to use dice, and therefore not be as limited in their value. The level cap could easily be 8, or even 9!
Another, different possible solution to the over-leveling issue is to limit the level-ups to only 1 per recall turn. This would slow things down considerably, and it would probably matter quite a bit which one you choose to gain levels and which ones you don't. It might also make a much bigger difference between playing 1-2 workers then recalling vs playing 3 or 4 before recalling. I'd be afraid this is TOO slow, but it ought to be easy enough to test. If it works, then that would make a level cap of 6 potentially viable after all.
About Hyper Casual Games
We have many casual games in different platforms today, but there's a new idea rising strongly: the hyper casual games concept. These categories of games, according to Johannes Heinze are "games that are lightweight and instantly playable". Note the difference: the hyper casual are instantly playable; this makes a big difference in today's gaming context.
Companies like Voodoo and Ketchapp Games (both French) are two good examples of how to explore business models using hyper casual games. They are creating very simple and addicting games. You play them and, if you like them, there's a possibility to buy a premium version of the game without ads, or you can play it and watch the ads.
One good example of this kind of game is the awesome Helix Jump (one of my favorites). Check the gameplay trailer below:
Here in Brazil, companies like Sioux are investing in this gaming category. They launched a very interesting title named Overjump. Do the exercise: watch the video and notice that in the first 8 seconds you already understand the mechanics.
The most important point of this discussion is the rising of hyper casual games parallel to a big triple A titles showing us that we are living a great moment in the gaming industry: a moment full of opportunities.
#GoGamers
Monday, March 16, 2020
Sticking With Star Realms!
Today for the #2019gameaday challenge I decided to redownload the Star Realms app and give it a shot since it's been a year or so since I last played it.
Even after so long away from the app. I'm reminded of the beginning versions that were in my opinion, superior to the newer version.
The reason being that while the now version looks nice and has some awesome features, I felt that they could have left the background normal and not tried to make it require so much memory to run the game.
But anyway, I dont want to stray too far off path here, lol. The game is as amazing as the first time I played it and man do I love it!
Surprisingly even after so much time away I was able to jump right back in and even scored a win for myself!
As always, thank you for reading and don't forget to stop and smell the meeples! :)
Sunday, March 15, 2020
Austro-Hungarian Vindow Vasher
Thursday, March 5, 2020
Got Beat Again
Today for the #2019gameaday challenge I played a solo game of Carcassonne and although I didnt place last I didn't place first. You know what our good friend Ricky Bobby says about that. ;)
It was a close game until the last 3rd of the game I would say. But that doesn't stop it from being any less fun!
I don't know if I'll ever be sick of this game or not but I can assure you that it will not be any time in the foreseeable future, lol.
As always, thank you for reading and don't forget to stop and smell the meeples! :)
-Tim
Student Hero Nomination For James Moorby
Uclan Games Design final year student, James Moorby, is short- listed for Grads in Games 'Student Hero Award.'
See more in the following link:
CONGRATULATIONS to James!
Checkout Celestial A game by final year student James Moorby.
James has also created a game called Roller Blades for his final year portfolio.
A split-screen roller skating game.
Ween : The Prophecy - Alternative Paths And Final Rating
Before submitting WEEN to the PISSED rating, we need to study the alternative paths that you can take through the game. I counted two (but I might also have missed something), one using the fish amulet to breathe underwater, and the other attainable by choosing the second door when you exit the temple, just before the ant garden.
The first hint about an alternative path comes from our friend URM |
Restarting the game, I scan once more every screen to see what I could have missed but don't find anything before the lake itself (I still don't know if I can do anything with the bolt I found on OHKRAM's balcony by the way). Turns out that on the first venom/pollen puzzle, there is a very tiny leave hidden in the corner of the screen.
Obvious isn't it? |
More strawberries!!! |
Do fishermen dream of electric fish? |
Hey there little buddy, I thought I would only kick your ass much later in the game… |
Gross |
Underwater massacre |
Not for the marine life around here, that's for sure. |
So all in all, this path allows me to avoid the goblin-looking statue with its sword and the Orivor puzzle. I kinda prefer the underwater path as I think the puzzles are more fun. However, I'll probably never go in a lake again in my life now that I've seen what's in it…
Second alternative path : Laser-eye petrifying dinosaurs
After getting the three grains of sand and exiting the temple (and before the two dimwits lost my haversack), I was presented with two doors. The door on the right, that I chose, brought me to the ant garden puzzle where I had to mix a digitalis meal for the ant queen. Selecting the door on the left brings me to another garden, where some kind of huge laser-eyes dinosaur petrifies URM the second we get in!
We hold the winner in the Coktel Vision teeth contest |
A grill? Maybe I'll be able to barbecue the wealth of the tide… |
You know? For kids! |
Pretty sure that's not how lightning works. |
Ungrateful fruit-eating bastard |
FINAL RATING
Finally, the moment we've all been waiting for. I tend to be a bit afraid of the PISSED rating because I know this game is fondly remembered by many, but I'll try my best to give it a fair trial.
Puzzles and Solvability
The puzzles are pretty fun overall. The game is a nice suite of inventory-based puzzles and there are a lot of them. However, the game is a bit on the easy side and a few of the puzzles are repetitive without enough differences between them. The room with the fireflies comes to mind where you're supposed to repeat the same tedious steps five times. The other problem is that you stumble a bit too often on the solution instead of wanting to do something and successfully do it. That's usually the issue with games with a single "action" button (as opposed to a list of verbs or a parser), in my humble opinion, but in this kind of games where things happen because "magic", I think that clicking on random things and see what happens is a big part of the fun, like a less chaotic version of Gobliins 2.
When the game avoids being too easy, however, it tends to fall pretty quickly in the "obscure" territory. The dragon battle, for example comes to mind, or the potion mixing.
Never forget the mighty battle of the cat and the beagle. |
Having two branching paths (even if it's for a short period of time) is great though, and adds replayability, which is still rare enough in adventure games to be underlined.
Final Score : 6. Overall, the puzzle design is solid, pleasant and there are a lot of things to do. A few roadblocks are difficult enough without being unsolvable. The fact that you are too often stumbling in the dark is what prevents it to get a 7, but just quite.
Interface and Inventory
As was noted by Ilmari in his playthrough of Gobliins 2, the interface shares some similarities, which is a novelty for a Coktel Vision game. It's probably because it works. You can combine inventory items, use items on yourself, etc. I think the guys at Coktel were working on something that would be used in all of their games at the time if only because they left the "fast movement" icon in the menu without using it once in the game. It was Coktel's take on something similar to the SCUMM engine, even if not as brilliant.
There is even a notepad to keep track of whatever seems important (like potion recipes) |
There are other issues as well. Using the glue on the firefly works but not the other way around. Granted, it makes more sense in this order but when you're trying to find the solution to an obscure puzzle, you don't necessarily try the two sides of an item interaction. There is also a little "slugginess" to the whole game (like a few milliseconds too long) that makes the whole thing a little too slow for my taste. But it might also be the emulator I used so I won't take it into account.
The integrated joker system is a nice touch. In a time before the internet, it was always a solution to make some progress in the game if you're completely stuck. I tried it here and there after my playthrough, though, and it could beneficiate from a little subtlety by guiding you on the right path instead of telling the solutions outright. But still, it's always better than throwing the game disks against a wall in frustration.
Final Score : 4. Functional, but a few issues tarnish the whole experience here and there.
Story and Setting
Well… this one is tricky. I'm pretty sure the story as a whole made some kind of sense to someone at Coktel Vision (or they were under a lot of drugs), but after having completed the game, I still have little clues about exactly who is OPALE, what the REVUSS is, what the BORGOL is, why the two stupid twins change their height every five seconds, etc… The whole story comes out as quite a mess, and it's not a translation issue as I've tried the french version and it's more or less the same thing.
I still want someone to explain to me why my haversack was an owl the whole time… |
The same can be said about the places you're exploring. Once you exit the cave complex from underneath OHKRAM's house, you spend your time going in and out of caves and gardens with little coherence. It's not a big deal in itself, as most of the puzzles are self-contained to one screen, but it doesn't make you feel like you're making any progress, more like you're being lugged around random places.
Final score : 3. The story is serviceable, nothing else. You solve puzzles and sometimes, someone talks to you spouting nonsense.
Sound and Graphics
In the visual department, the game suffers from a strange dichotomy. The places you explore are mostly pretty and nicely detailed. The catacombs and temples are creepy enough and the whole "sunsets and moonlight" ambiance suits the magical atmosphere overall. However, I found the monster and creature design to be quite hideous, to be honest. The dragon, the orivors, the mosquitos… I guess a monster is supposed to be ugly, and it's also a matter of taste, but I frankly disliked the overall creature design.
The horror… the horror… |
On the sound department, the whole ambiance is great and the music is pretty nice (even if it could have benefited from a little more tracks because it tends to repeat itself pretty quickly). The sound effects have nice swishes and swooshes that add to the magical theme and all of this is of pretty good quality overall.
Final Score : 5. Pretty good overall but a few hits and misses in the design department. Good music though.
Environment and Atmosphere
Despite the odd design choices and a few elements that I could easily have done without (UKI, ORBI and your little dance, I'm looking at you), if there is something that you can't reproach Ween : The Prophecy for, is its atmosphere. The whole game is full of magic, weird things and every new screen is an invitation to explore and find what new kinds of surprises the game holds for you. The mysterious statues that are found everywhere, the magical beings you're encountering… Add to that the whole sunset/moonlight feeling that you have for most of the game and you have the feeling of a magical world ending.
When the sun in the sky looks like this, it's time to go to the nearest shelter |
However (because we always need a however), once again, a few choices go against the whole thing. There is sometimes goofiness that would be more in its place in a Gobliiins game, sometimes alternating immediately with something more mysterious. I think the developers were trying to alternate between mysterious and funny, but it sometimes doesn't work. Managing a "hot and cold" ambiance (like, let's say, the early movies of Tim Burton, for example) is something that's really hard to achieve and I can't help but feel like the developers should have chosen a direction and stick with it instead of trying to alternate between serious and goofy.
Final Score : 6. Great magical atmosphere, marred sometimes by odd goofy moments.
Dialog and Acting
Like I've said earlier, a lot of the exposition text and dialog is pretty nonsensical. Sometimes, the ORACLE or the BORGOL (whatever the latter is) appear and tell you a lot of things, much of it not making a lot of sense… Some other times, OHKRAM appears and tells you you've gained a grain of sand even if you weren't really trying to do so… Most of the interactions with the animals and sentient beings you cross path with are nice without being really noteworthy.
The exception to this rule is URM, your vampire buddy, which is the most competently written character. His lines are sometimes funny, especially when you call him for no reason. He's helping and mocking in equal measures and is a pretty good sidekick.
And he really seems to enjoy doing evil deeds, which is a good thing in my book |
The acting in itself is mainly digitized people in Halloween masks waving and doing over the top gestures to make their point, so it's nothing to write home about. At least, the final animation of KRAAL apparently trying to peel his face off is satisfactory enough.
Final Score : 4. Apart for URM, nothing really stands out, and the twins are consistently cringeworthy.
Final Score
So without further ado, the final score equals (6+4+3+5+6+4/0.6) = 47! I'll add one discretionary point for the fact that, despite all its quirks and errors, the whole experience was overall pretty pleasant and I think it'll stick with me as a good memory. And I realize now that doing so gives it the exact same score of the first Gobliiins and five points above The Legend of Djel, so kudos to Coktel for upping their game since Bargon Attack and Emmanuelle!
Congrats on your score guess, Lugh, you earn CAPs!
CAP Distribution
- Blogger Award - 100 CAPs - for playing through Ween for everyone's enjoyment
- Vohaul Award - 5 CAPs - for letting us know that Infamous Adventures have just released a new version of Space Quest II
- Festive Blogger Award - 60 CAPs - for blogging through A Christmas Adventure with a bonus interlude for everyone's enjoyment
- Classic Blogger Award - 50 CAPs - for blogging through Crash Dive for everyone's enjoyment
- Djel Historian Award - 5 CAPs - For giving us worrying details about DJEL and AZEULISSE real relationship
- Classic Blogger Award - 50 CAPs - for blogging through Growing Pains of Adrian Mole for everyone's enjoyment
- Classic Blogger Award - 50 CAPs - for blogging through The Price of Magik for everyone's enjoyment
- Classic Blogger Award - 50 CAPs - for blogging through The Institute for everyone's enjoyment
- Intermission Award - 20 CAPs - for a 1981 Summary of Med Systems Software
- True Companion Award - 20 CAPs - for playing along
- Alternative Award - 6 CAPs - for giving hints about the alternative paths
- The Ball and the Cauldron Award - 5 CAPs - for agreeing with my rambling about the copper ball transformation and alerting me about the potion mixing nightmare.
- Psychic Prediction Award - 10 CAPs - for being the closest guesser to the Price of Magic PISSED rating
- Psychic Prediction Award - 10 CAPs - for correctly guessing The Institute's PISSED rating
- True Companion Award - 20 CAPs - for playing along.
- Back Of His Hand Award - 5 CAPs - for sharing his interesting insight on a game that he knows very well
- Djel and Azeulisse Award - 5 CAPs - for guessing that Djel and Azeulisse were probably deadbeat parents
- Alternative Award - 6 CAPs - for giving hints about the alternative paths
- Size Does Matter Award - 5 CAPs - for engaging in a discussion about the two stupid twins real size
- Lost Bet Award (Unaward?) - -10 CAPs - For betting against me that I wouldn't find the answer to the snake puzzle
- Ho Ho Oh... Award - 1 CAP - for remembering a Christmas game we could play... but not knowing we'd already played it
- What's Your Story Award - 20 CAPs - for submitting his answers to our What's Your Story questions
- Psychic Prediction Award - 10 CAPs - for correctly predicting the PISSED rating
- Gene and Dean Award - 5 CAPs - for telling us about the Ween band that might have (or not) something to do with the title change
- 33 and 1/3 Award - 5 CAPs - for the surprising news that games have actually been distributed on vinyl records
- Do Androids Dream of Kindle Paperwhites Award - 5 CAPs - for knowing how reading in dreams works
- Minotaur Award - 5 CAPs - for actually programming a labyrinth while studying
- Do Androids Dream of Kindle Paperwhites Award - 5 CAPs - for knowing how reading in dreams works
- The Doctor Is In Award - 5 CAPs - for giving us chilling details about the digitalis and its effect on rats
- Cold As Balls Award - 5 CAPs - for letting Ilmari know the likely background to the brass monkey puzzle in Price of Magik
- Alchemist Award - 5 CAPs - for finally explaining to me why people bite gold
- Pixel Filtering Award - 5 CAPs - for alerting me that my emulation software was filtering pixels
- Wario Ware Award - 5 CAPs - for appreciating that sometimes you need to pick the nose of a demon dog
- Rutabaga Award - 5 CAPs - for answering Will's question, and adding more historical context to a character from The Institute
- The Shape of Watercraft Award - 5 CAPs - for pointing out that all submarines are long, thin and full of seamen