Category: Gaming (page 28 of 73)

Gamer’s Block

Courtesy Guardian Force

To help out a friend, I wrote the following late last year. You can check out its original appearance in The Guardian Force here.


Here’s where I don my old-man hat and shake my cane at you whipper-snappers. When I was growing up, I had two types of toy at my disposal that had nothing to do with my sisters’ Barbie dolls. One was my small selection of Transformers. I miss them to this day. The other was my plastic bin of LEGO bricks. Blacktrons were the highlight of my young constructive life, as I built all sorts of spacecraft and launched them into adventures. Sure, I’d follow the instructions of a given set at least once, but after that all the bricks went into the bin and, later, I’d cobble together whatever I wanted.

It’s to this impulse towards free-form construction with basic materials that a pair of indie games appeal. One is Minecraft, the wunderkind title of Mojang which has captured the hearts and minds of nerds around the world with an efficiency and completeness that make the propoganda machines of the most nefarious of information spinners green with envy. The other calls itself Terraria, and is a side-scroller from ReLogic that at once speaks to simpler days of graphics and music with bits numbering 16 or less while boasting an expansive world with objectives, oddball items to construct and bosses that will consume your soul the way games like this eat up your free time and idle brain functions.

Despite similarities in premise and foundation, the two games are actually very different. I mean, yes, both games generate the player’s world procedurally & spontaneously rather than giving you the same map every time. And both have engines that account for gravity, the flow of fluids like water and lava and the arcs of projectiles like arrows. Oh yeah, and both have zombies, skeletons and other creatures that go bump in the night. So other than their different viewpoints, what makes these games different? Both are, in essence, bins of building blocks provided for the edification of player creativity.

The divergence comes in terms of guidance and goals. Minecraft, for better or worse, is essentialy a free-form construction tool. It is flexible and accomodating for players of all stripes. It’s the kind of sandbox-type environment where you can realistically envision a scale recreation of the wizard tower Orthanc from Lord of the Rings in obsidian, if it weren’t for the explosive and suicidal Creepers bent on wrecking all you’ve built. However, in-game information can be difficult to come by. You’re pretty much dumped into this brave new world with nothing but the clothes on your back and only the vaguest of ideas on how to begin. It’s not unlike opening your bin of LEGOs to find you’ve misplaced all of the instructions. There’s nothing wrong with this sort of freedom, of course, but it does mean in-game objectives are few and far between.

On the other hand, Terraria comes pre-packaged with tiers of involvement. You may be comfortable just building yourself a house to ward off the nightly zombie hordes, or you can deal with what you encounter as you explore. What’s this? Corrupt ground rife with Lovecraftian horrors? Going to need some equipment to handle that, and at the very least a helpful guide has followed you into this new world to tell you how to use those resources you’re digging up with the pickaxe in your starting inventory. There’s clearly some direction the world and your progression through it, which lends itself to more of an adventure/RPG feel. Being more user-friendly, however, belies the challenges that await. And considering there are at least two bosses that only emerge due to players enacting specific items within the game world, you’ve only yourself to blame when your body parts start flying off.

The two games are quite similar yet appeal to different mindsets. Purely creative-minded gamers will lean more towards Minecraft, where the intricate use of in-game resources can replicate complex circuits to the point of simple computers existing within the virtual world. Those with an eye towards an ever-growing progression of gear and powers aimed at overcoming complex monster encounters will be most interested in mincing into Terraria. These two groups do overlap somewhat, and it’s entirely possible to enjoy both games equally. Which is “best” is purely a subjective matter.

However, both games allow for nearly limitless creativity, both present challenges that reward said creativity and both are extremely immersive and time-consuming. Whichever you choose, you’re going to lose hours there. Given the nature of the games in question, it’s entirely possible you will lose all sort of productivity to a serious case of gamer’s block.

Commander 2012

Courtesy Wizards of the Coast

Playing the Commander/EDH format of Magic: the Gathering is always interesting, to me. It’s also somewhat frustrating whenever I run into one of those infinite mana combos, but that’s a personal preference sort of thing. I mean, I used to run a deck built around [mtg_card]Arcanis, the Omnipotent[/mtg_card] combined with [mtg_card]Mind over Matter[/mtg_card] and [mtg_card]Psychosis Crawler[/mtg_card] so I know the smug satisfaction that can come with getting the combo going, but it’s simply not worth the wrath of my fellow players. I play to have fun. While winning is nice, I can count a loss as a good game if I enjoyed myself, felt truly challenged, or both.

To that end I’ve been re-examining my decks and working on some new ones. To keep things a bit more organized I’ve taken to naming them similar to the planetary names in Homestuck. …Yeah, I’m that much of a nerd.

Jaya’s Deck of Mountains and Flame

Not wanting to be excluded from future fun when my family goes for mono-colored decks, I decided to play against type a bit. I tend to lean towards decks that exert control of the game in some way, shape, or form, rather than going for the jugular in terms of direct damage. As much as I don’t usually play this way, though, I can see Jaya’s deck being a great deal of fun.

[mtg_card]Jaya Ballard, Task Mage[/mtg_card] has a ton of great abilities on her, and pairing her with something like [mtg_card]Magebane Armor[/mtg_card] or [mtg_card]Darksteel Plate[/mtg_card] means she won’t be accidentally removing herself. [mtg_card]Blood Moon[/mtg_card] combined with [mtg_card]Koth of the Hammer[/mtg_card] and [mtg_card]Doubling Cube[/mtg_card] or [mtg_card]Mana Flare[/mtg_card] will provide plenty of fuel for things like [mtg_card]Comet Storm[/mtg_card], [mtg_card]Banefire[/mtg_card] and [mtg_card]Disintegrate[/mtg_card]. I’m looking forward to trying this one out.

Sharuum’s Deck of Machines and Cunning

Little has changed with this deck, but it’s been a while since I’ve played it. Sadly, I’ve decided to bench [mtg_card]Zedruu the Greathearted[/mtg_card]. The deck she commands is simply too slow and passive. There also isn’t much in it I can give away to take advantage of her abilities. I may revisit it later, but I’ll feel more confident having a reliable standby ready. [mtg_card]Sharuum the Hegemon[/mtg_card] is always interesting and fun to play, and while she too can be a bit on the slow-to-start side, it only takes her a couple turns to stabilize and start cranking out Myrs, damage, and extra turns. I’ve considered adding a [mtg_card]Lux Cannon[/mtg_card] to her arsenal, as it’s another artifact that can take advantage of the [mtg_card]Bloodletter Quill[/mtg_card]/[mtg_card]Power Conduit[/mtg_card] combo.

Karthus’ Deck of Jaws and Marshes

This deck is getting some mana acceleration. Considering things like [mtg_card]Dragonstorm[/mtg_card], the Tyrant of Jund needs all the mana he can get. It’s given me cause to pick up my first [mtg_card]Primeval Titan[/mtg_card] along with [mtg_card]Mana Reflection[/mtg_card], [mtg_card]Rites of Flourishing[/mtg_card] and [mtg_card]Mana Flare[/mtg_card]. I’m hoping this will speed the deck up significantly and make it a heavy hitter instead of a Johnny-come-lately to large multiplayer games.

Sedris’ Deck of Blood and Knowledge

This deck will be getting a major re-tooling in the months to come. As I move away from a vampire tribal deck in Standard, it occurs to me there’s plenty for the bloodsucking fiends in previous sets. I also feel that blue and black together can lend the deck to some pretty significant card advantage if constructed right. To that end, [mtg_card]Sedris, the Traitor King[/mtg_card] will no longer be commander of a legion of zombies, but instead shall be working with the likes of [mtg_card]Olivia Voldaren[/mtg_card], [mtg_card]Kalitas, Bloodchief of Ghet[/mtg_card], the [mtg_card]Malakir Bloodwitch[/mtg_card], and of course [mtg_card]Sorin Markov[/mtg_card].

Ghave’s Deck of Forests and Legions

Speaking of Sorin, my main Standard deck is likely to become a token-based affair (more on that next week). At some point, though, it will on longer be viable for one reason or another, and I will have [mtg_card]Sorin, Lord of Innistrad[/mtg_card], [mtg_card]Elspeth Tirel[/mtg_card], and various other cards of token generation looking for a home. It will be time at last for [mtg_card]Ghave, Guru of Spores[/mtg_card] to come back from retirement. Some additional tutors and counter management may be required to make the most of the deck, but I still think it’ll be a bit more potent than previously once those resources are freed up.

Jhoira’s Deck of Wands and Clockwork

I’d love to pontificate on this upcoming deck, as mucking about with time may just be my favorite thing to consider in any form of magic, but my future self came back in time to tell me it’ll be a few months before it really starts to come together, and I shouldn’t get ahead of myself.

Restoring Avacyn

Courtesy Wizards of the Coast

When it comes to Magic: the Gathering, my primary hangouts in terms of color are blue and white. Blue, because the mind is a powerful tool in general and usually pretty flexible in the game & its planes in particular; and white, because I’m one of those incurable optimists who believes light can triumph over darkness. One of my favorite creatures back when I first played the game in the early 90s was the Serra Angel, one of the first examples of the Vigilance mechanic back before it had that name and a flying creature outshone (at the time) only by the Shivan Dragon.

The Innistrad block, for me, has been an interesting change of pace. I started out with a blue and red deck for Standard, but never quite found the right balance or tempo with it. For a while I kicked around an idea for a spirits deck, with my personal favorite planeswalker [mtg_card]Venser, the Sojourner[/mtg_card] at its heart, but most of the necessary rares elude me to this day. When Dark Ascension hit and I cracked open my box, the playset of [mtg_card]Markov Blademaster[/mtg_card] appealed to my inclination towards elegant yet vicious vampires, and before I knew it [mtg_card]Sorin, Lord of Innistrad[/mtg_card] and I were allies in battle. I continue to tweak that deck, and hopefully I can play it a bit before Friday’s Avacyn Restored pre-release event.

I sometimes forget just how powerful planeswalkers can be. The fact that Sorin created the archangel Avacyn is somewhat mind-boggling, and makes me intensely curious from a lore standpoint. How did he go about this process? Was she summoned from the aether, or was a worthy mortal imbued with divine power? Who is Avacyn, and who was she before? Does she know she serves a creature that drinks the blood of the living and has lived as a planeswalking vagabond for centuries? In addition to all of these questions, there was one other unrelated to lore that prodded my mind: How can I get this righteous minx into a deck?

Avacyn Restored is all about humans fighting back against the forces of darkness. Dawn is breaking all over Innistrad, and as much as my vampires will be pleased that their investments are receiving more protection, it is clear that the common man (and some uncommon men and women as well) are taking back what they’ve lost since [mtg_card]Liliana of the Veil[/mtg_card] and the other malevolent forces of the plane began pushing their boundaries. New champions are emerging, the angels are returning, and the townsfolk are bolder than ever.

Into all of this I intend to introduce [mtg_card]Elspeth Tirel[/mtg_card], Venser’s erstwhile traveling companion and another planeswalker I really like. A warrior maiden of the highest order, she seems to draw inspiration from other ladies of war such as Eowyn of Lord of the Rings, Joan of Arc, and Brienne of Tarth. The deck I’m working on covers two of the three colors associated with her native plane shard of Bant, white and green. To be honest, green is probably the color I use the least, and facing it is always a challenge for me. A savvy green player can ramp up mana very quickly, making it difficult for players in other colors to keep up. This, combined with effects that dump commonplace humans onto the battlefield and emboldening or empowering them, should create the basis for a formidable army, one to which I will introduce one or more of the angels restored along with Avacyn, if not the Angel of Hope herself.

Provided, of course, I actually see her when I start opening packs.

Game Review: Tribes: Ascend

You may recall that precisely 104 days ago, I talked a bit about a first-person shooter called Section 8: Prejudice. While I still stand by what I said in that first impressions piece, especially when it comes to those who say the genre is ‘stagnating’ due to FPS games, I must also say I’ve stopped playing the game. Part of this is due to the growing realization that, as much as the loadouts lend themselves to customization coupled with the tantalizing promise of unlockable weapons, the visual style of the player avatars leaves one with the impression that every player is basically a Spartan from Halo in all but name and ability to jetpack around the map. There’s also the fact that in just about every way, the free-to-play title Tribes: Ascend leaves it completely in the dust.

Courtesy Hi-Rez Studios
Soldier on Katabatic

As a newcomer to the Tribes franchise I cannot speak to the backstory or experience of previous games. The lore and fluff of the universe is intimidatingly huge, and I will relate what I’ve managed to glean so far. In the semi-distant future a variety of human colonies have seceded from the human Empire and formed what are called Tribes in the void beyond Imperial borders, also called ‘Wildspace’ or ‘the Wilderzone’. There was, from what I understand, a truce between two of the largest tribes: Blood Eagle, descendants of Imperial Knights sent to beat the tribes into line with the Legate; and Diamond Sword, warrior-philosophers who petitioned the Emperor to enter the Wilderzone in order to defend the Empire from some unknown future threat. Something happened to that truce; I’m unclear as to what it was, being nothing more than a soldier, but now the Eagles are called ‘butchers’ by the Diamond Sword, while they are in turn called ‘betrayers’ or ‘sandrakers’, a derogatory reference by Blood Eagle to the Diamond Sword practice of maintaining Zen gardens.

The most important things about Tribes: Ascend are its speed and its weapons. Like Section 8, everybody has a jetpack. However, there also is a universal piece of equipment, strapped to the back of your shins, that basically cancels your friction on a surface and allows you to ‘ski’ across terrain, maintaining whatever momentum you’ve built up. This means that games of Tribes: Ascend often happen on the move and at a much faster pace than your traditional FPS. It’s one thing to sprint a bit across part of a relatively small map. It’s quite another to zip along at 130 kilometers per hour (on average) across maps with genuine terrain and frankly astounding skyboxes.

Courtesy Hi-Rez Studios
Pathfinder on Raindance

The other thing about Tribes: Ascend worth noting is that with three exceptions, none of the weapons are ‘hitscan’. In normal shooting games, your bullet goes right where your reticule is aiming instantly. “Point-and-click” you might say. Tribes weapons are projectile-based, and those projectiles obey the sames laws of physics you do. They inherit your speed, drop-off, arc when fired in the air, and so on. This leads to players needing to be a bit more skilled to pull off proper kills in some of the trickier classes, and makes getting awards like “Blue Plate Special,” given to those who blast an opponent out of the air with a spinfusor, extremely satisfying.

Ah, yes, the spinfusor. It wouldn’t be a Tribes game without one. The spinfusor is a weapon that fires a magnetically-accelerated disc at extremely high speed, which explodes on impact. They come in a variety of shapes and sizes, but when you start up the game for the first time, you may notice most of the variations on the crafty death-dealing device are locked. You are also, at first, somewhat limited in your choices for perks and other goodies, and you start with only three classes. This is the unfortunate drawback to Tribes: Ascend being free to play. You must unlock the other classes and weapons with either XP (earned by playing the game) or Tribes gold (for which you pay cash money).

Courtesy Hi-Rez Studios
Brute on Katabatic

Let me do a quick run-down of the classes themselves before I rake up any more muck. There are three light classes, most of whom look like they’ve strapped their jetpack and anti-grav boots on over your basic military fatigues. I really like this; not only does it make them visually distinct, it speaks to practicality in design. Anyway, you start with the Pathfinder, a speedy class best suited for grabbing flags, chasing down other light classes, or doing general harassment. You can unlock the Sentinel, a defensive sniping class, and Infiltrator, a sneaky S.O.B. with equipment to disrupt enemy defenses, destroy base assets like generators and turrets, and assassinate defenders. For the medium types you begin with the Soldier, a jack-of-all-trades that curiously starts with the lackluster assault rifle unlocked instead of the fun and more effective spinfusor. Anyway, the other two mediums are the Technician, which deploys turrets and makes repairs extremely quickly, and the Raider, a grenade-tossing offensive class dedicated to enemy base harassment and destruction. Last but not least, there are three heavy types, starting with the Juggernaut, which bombards the enemy with mortars and missile launchers. The Doombringer, a chain-gun toting defensive class, and the Brute, a hard-hitting indoors engine of destruction, can be unlocked. The classes offer a great deal of variety even within their weight classes, mean that there’s something for everyone, provided you stick with the basics long enough to unlock what you might like the most.

There are some reservations I have towards Tribes both as a current player and as someone singing its praises. I am looking forward to private servers quite a bit, as public servers can be hit-and-miss in terms of the quality and attitude of players. For the most part, it’s certainly more welcoming and less caustic an experience to play Tribes than anything on X-Box Live, but there’s still the occasional jerk or that string of games with a team that just can’t get its act together. The system for unlocks and the rate of XP feels relatively balanced, but as new weapons and skins are added, I can see this becoming a victim of Team Fortress 2 syndrome. I hope Hi-Rez Studios does not augment one class at a time. The first update, Cloak and Dagger, only updated the Infiltrator, and guess what was played almost exclusively for the next couple weeks. Finally, the learning curve for the skiing and projectiles can be a little steep for new players. It doesn’t handle quite the same as any other FPS and that can lead to a lot of initial deaths, even accidental ones when you misjudge where you’re putting a spinfusor disc or a grenade.

Courtesy Hi-Rez Studios
Juggernaut on Sunstar

All that said, however, once you get the hang of the momentum of the game, it’s an absolute blast to play. There are Arena, Team Deathmatch, Capture the Flag, and Capture and Hold modes. Again, you’re bound to find something to suit your playstyle and your needs. I’ve definitely found it worth my time and more than fun enough to justify picking up some Tribes gold, which also incidentally gives you an XP boost and VIP status. If you’re interested in playing, click here, and I’ll see you in the Wilderzone.

Doing Bad Things at FNM

Courtesy Wizards of the Coast
Haters, etc.

I haven’t been playing a great deal of Magic lately, due to various reasons, but I recently returned to Friday Night Magic armed with a new deck. As much as my previous FNM decks seemed interesting to me, neither of them had a great deal of oomph. It was difficult for them to be consistent. And then, at the Dark Ascension release, I acquired a playset of not only the [mtg_card]Stromkirk Captain[/mtg_card], but also the lovely [mtg_card]Markov Blademaster[/mtg_card].

Not only is it decent art and a double-striking, self-pumping vampire for 3 mana, there is a way to get her on the field on turn 1. I’m not usually one for odd or janky combos, but I had to try this one out. And it worked, some of the time.

You see, I felt the biggest problem with Memento Mori was a lack of consistency. It also was limited in terms of how it could deal with certain threats. And my vampires faced the same problem. Individual threats I could deal with using [mtg_card]Tragic Slip[/mtg_card] or [mtg_card]Go For The Throat[/mtg_card], but quickly-appearing groups of tokens proved problematic. I knew I needed more consistent performance rather than flashy shenanigans, which meant turn 1 actions other than waiting for something to Slip or wondering where my combo was. I also needed more reliable vampires.

I needed [mtg_card]Stromkirk Nobles[/mtg_card].

Fortunately I made out well at the last FNM. Not in terms of playing, my nascent vampire deck went 1 and 3 in the brackets. I did, however, swing a pretty good trade. I parted with my pair of [mtg_card]Snapcaster Mage[/mtg_card]s for an entire playset of the swaggering nobles, a foil [mtg_card]Bloodlord of Vaasgoth[/mtg_card], the [mtg_card]Falkenrath Aristocrat[/mtg_card] that partially inspired this flash fiction piece…

…and my very first [mtg_card]Sorin, Lord of Innistrad[/mtg_card].

I know three colors is very difficult to curve properly, and I may be setting myself up for failure. But the notion of adding white to the red/black vampire deck means I can include something else I need: an answer to token swarms in the form of [mtg_card]Day of Judgment[/mtg_card]. I need two or so, another Sorin and some of the lands required to pull this all off. Once I get them, the deck should look something like this:

[mtg_deck title=”House of Markov”]
Creatures
4 Markov Blademaster
4 Stromkirk Captain
4 Stromkirk Noble
1 Bloodlord of Vaasgoth
1 Olivia Voldaren

Spells
4 Faithless Looting
4 Tragic Slip
3 Go for the Throat
1 Curse of Stalked Prey
2 Day of Judgment
1 Fireball
1 Diabolic Tutor
2 Trepanation Blade
2 Sorin, Lord of Innistrad

Land
4 Dragonskull Summit
4 Clifftop Retreat
10 Mountain
6 Swamp
2 Isolated Chapel

Sideboard
3 Doom Blade
3 Bump in the Night
2 Fires of Undeath
3 Ancient Grudge
1 Grafdigger’s Cage
1 Curse of Misfortunes
1 Curse of Bloodletting
1 Falkenrath Aristocrat
[/mtg_deck]

We’ll see how it does, if I can acquire the necessary cards, at my next FNM.

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