Category: Gaming (page 32 of 73)

An Aborted Dark Heresy Experiment

Artist unknown, will happily credit

My original plan for what follows was to get people at conventions around a table at night for a little Dark Heresy. It’s been a while since I’ve been to a convention and I’ll probably be far too busy at PAX East to run a role-playing game. Still, I thought some of you might find the following take on pre-generated character dossiers interesting. The following tidbits of data are meant to help a player choose a character, without imposing things like looks or gender upon them and allowing them to fill in a few blanks while giving them a general structure to work with.

][ +++++++++ INQUISITOR'S EYES ONLY +++++++++ ][
][ ++++ INTERCEPTION PUNISHABLE BY DEATH ++++ ][

AUTHOR: Brother Ignatius, Comptroller, Office of Inquisitorial Logistics & Tabulation, Calixis Sector
RECIPIENT: Inquisitor Tyburn Graves, Ordo Hereticus, Calixis Sector
SUBJECT: Dossiers – I through III

SALUTATION: To my most esteemed lord, Tyburn Graves, your most humble servant Ignatius extends greetings.

INTRODUCTION: Per your instructions I have begun parsing the observational reports from various sources to determine the candidates most likely to accept an invitation to become an Acolyte in your service.

DOSSIER I: The Adept
LOCATION: Office of Calixian Conclave High Council, Lucid Palace, Hive Sibellus, Scintilla, Calixis Sector
CURRENT POSITION: Archivist
HISTORY: Native to Scintilla. Not born to nobility or wealth. Lack of physical prowess precluded subject from inclusion in Imperial Guard. Natural ability for languages and literacy caused invitation to Calixian Conclave High Council Archives.
CURRICULUM VITAE: Noted for meticulous record-keeping, concise reports and ability to meet deadlines. No indication of career advancement efforts at this time. Has research several Inquisitorial visits and functions taking place in and around Lucid Palace, Hive Sibellus, Scintilla. Knowledgable in various languages and studies of history and local lore.
PSYCHOLOGICAL PROFILE: Introverted and disinclined to engage in major social activity. Keeps quarters within Lucid Palace well-appointed and clean. Curious in pursuit of knowledge and new languages.
RECOMMENDATION: Extend invitation through official channels of Conclave High Council, with incentives including hazard pay, recommendations to superiors and access to Inquisitorial records (lowest levels, monitored usage).

DOSSIER II: The Psyker
LOCATION: Void Vessel Oculus Obscurum, last seen orbiting Grangold, Calixis Sector
CURRENT POSITION: Sanctionite
HISTORY: Born on spacefaring vessel later destroyed by xenos (ref: Dark Eldar raids on Calixis Sector). Transfered to Black Ships upon discovery of psyker potential. Passed sanctioning test and shipped back to Calixis Sector for tutelage of scholars aboard Oculus Obscurum.
CURRICULUM VITAE: Shows potential in disciplines of telepathy and telekinesis. Has caused no accidental deaths of other Sanctionites. Consistently clear of taint from daemons, the Warp or insidious thought of any kind.
PSYCHOLOGICAL PROFILE: Curious about life planetside. Unused to non-psyker interactions. Optimistic, confident in abilities, views Emperor and Imperial servants as trusted shepherds and holy folk.
RECOMMENDATION: Provide temporary lodgings on Scintilla once communication with Oculus Obscurum established, offer payment and training under Inquisitorial psykers.

DOSSIER III: The Tech-Priest
LOCATION: Ambulatory Sub-Structures, Ambulon, Scintilla, Calixis Sector
CURRENT POSITION: Technographer
HISTORY: Descended from long line of servants to the Guild Peripatetica, Ambulon, Scintilla, Calixis Sector. Raised to assist in maintenance of city.
CURRICULUM VITAE: Has used knowledge of machine workings to cut off portions of the city as arbitrators have pursued criminals. Known for inspection of outside technology to compare with works from Ambulon. Has applied for work aboard land trains to Gunmetal City or Sibellus several times (all denied).
PSYCHOLOGICAL PROFILE: Thirsts for further knowledge of new machines. Devoted to worship of Machine God and believes all machines related and none are insurmountable. Supremely focused on work and technology, somewhat terse with biological life forms.
RECOMMENDATION: Approve work aboard land train to Sibellus and continue making transfers until aboard vessel of choice.

][ ++++++++++ THOUGHT FOR THE DAY: ++++++++++ ][
Educate men without faith and you but make them clever devils.
][ ++++++++++++ END TRANSMISSION ++++++++++++ ][

Words of the Dovahkiin, I: Throat of the World

Courtesy Bethesda Softworks

Disclaimer: I do not own anything related to The Elder Scrolls V: Skyrim and apologize in advance for what may turn out to be only passable fan fiction as I write down stuff that goes through my head as I play this game.


9th Evening Star, 201 4E

Standing here looking down upon Skyrim I wonder if this all could have been averted.

All of it. After talking with Paarthurnax, I think back on the dragons I’ve slain since I came here. I was coming to Skyrim to study magic, not to learn the way of the sword and certainly not to speak with dragons. Even in Breton we take it as read that dragons are things of the past, not filling the skies of today.

Yet they do, and so I did.

The price on my head that dragged me here is all but forgotten, along with much else of that seemingly distant and easy life. Now I stand here, taking in the breadth of Skyrim from the peak of the Throat of the World, and I wonder. Was every dragon I’ve slain driven to that end, or was it chosen by them?

I search my soul, or rather the souls I’ve taken into myself, and find no answers. Yet in my heart of hearts I hear their chant. They urge me on. To conquer. To dominate. I look upon the land beneath my feet, and the thought lingers in the back of my mind: “Mine.”

I was a scholar before. I still am. I’ve never had the desire to rule, not before coming to Skyrim, not before seeing the Imperials and the Stormcloaks squabble amongst themselves even as Alduin and his ilk burn the holds down around them. I’d much rather retreat into the seclusion of Winterhold and continue the study of magic, or have further talks with Adrienne about different styles and types of smithing. Yet if I do not venture into the chilling wastes, channeling these unfamiliar and disturbingly attractive urges into the defeat of rampaging dragons, there will be no more books to study, no more anvils to strike, no more people to meet.

I can’t let that happen. I was born for this and didn’t know it until Alduin first appeared. Knowledge once gained cannot be denied. What went before helped shaped me but remains in my past.

I am dovahkiin.

This world is my charge, and I shall not see it fall while I yet can draw breath to shout.

Drilling Fundamentals

Courtesy Riot Games

You hear this sort of thing all the time in regular sports. “We have to work on our fundamentals.” For the most part, this refers to striking, catching or otherwise working with a ball. Things like overarching strategy and specific on-field composition will matter, sure, but they matter a lot less if you’re not getting the ball to its intended target.

I’ve had to implement a similar policy in StarCraft 2. Once again I found myself overthinking my gameplay and tactics and letting such things distract me from the fact that I need to work on my most basic competitive skills. I’ve started keeping things at their most basic, and lo and behold I’ve started winning again.

League of Legends also finds me drilling on the fundamentals. Specifically, staying alive in the early game is something I’m finding difficult. I can be greedy, chasing the enemy far more often than I should. I’m working with a champion named Vladimir, who becomes very strong in the mid to late game but is squishy early on. If I can learn through him to stay alive more, and apply those lessons to carry-type heroes and the likes of Garen, I’ll be even more successful.

It’s highly likely the same goes for my writing.

Pursuant to yesterday’s post I find myself wondering if, in the process of thinking about rewrites, edits, pitches and projects, I’ve lost sight of some of the fundamentals of what I want to do. Hopefully making time to write the short due by the end of the week will help me recapture some of that, but I’m still reluctant to (as I see it) abandon my works in progress. I guess it all depends on how many irons I want in the fire at any given time.

What do you do when you need to drill fundamentals?

First Impressions of Section 8: Prejudice

Courtesy TimeGate Studios

Most of the Steam sale madness has finally died down now that the holiday season is behind us. I’ll probably be writing full reviews of several titles I picked up recently, but for the moment I want to give my first impressions of a game I bought at the behest of His Majesty TotalBiscuit, Ye Olde King of the Web. The game is called Section 8: Prejudice.

It comes to us from a little studio called TimeGate, proving that if you can get your hands on the Unreal engine, you can actually do something new with a genre as storied as the first-person shooter. There will be people who say this particular type of gaming is either stagnant or dragging down all of gaming as a whole, with the behavior of kiddies on X-Box Live and the proliferation of chest-high walls, regenerating health and brownish-gray environments featuring brownish-gray player avatars. To those people, in addition to just about anything Valve does, I’d point to Section 8 as evidence that their argument is full of shit.

The basic premise is that the titular Section 8 is a division of what amounts to the Mobile Infantry as Heinlein envisioned it: dudes in powered armor dropped from orbit into global hotspots to dispense death at range. The antagonists are the similarly-equipped Arm of Orion and as to why they’re fighting, I can’t say. There’s a single-player campaign, but I’ve only played about five minutes of it at time of writing. I wanted to drop right into the multi-player.

And drop I did. You see, instead of having a specific spawn point, you begin by looking at an overhead map of the battlefield. You can see your control points, mission objectives and even movements of your teammates and opponents. Clicking on the map selects a drop point, and you begin the round by hurtling from your dropship onto the battlefield below. It’s probably the most involving respawn timer I’ve seen in a game like this for a very long time.

There are some superficial similarities to Halo what with gents in powered armor only carrying two ranged weapons at a time, but the gameplay couldn’t be more different. The sprint/overdrive mechanic and the jetpack built into your suit gives you incredible mobility, which you better be taking advantage of. Each control point, once hacked & secured, can give you access to your different loadouts on the fly. You have a lock-on feature with a cooldown period you can use to quickly shoot down an enemy. And yes, go back two lines – you have a jetpack. Just watch out for AA turrets.

As you work to support your team and seize objectives, you’ll earn points and cash. Points contribute towards your level and unlocking new ammo variants and other goodies. Cash can be used in-game to purchase equipment like the aforementioned turrets, tanks, speeders and mech suits. I’ve tried a couple different bits of equipment and the vehicle handling seems all right. It definitely adds even more variety to an already involving and exciting game. The maps themselves also add diversity through Dynamic Combat Missions, or DCMs, which range from securing intel to escorting a VIP across the battlefield. The more of these you complete, the more points your team earns and the more goodies you can unlock. It’s a lot more interesting than just camping a point.

Suffice it to say I’m glad I picked this up during the Steam sale and I’ll probably be playing more of it in the days to come. You can see more gameplay in the video below, and if you’re interested, I’d highly recommend picking it up. Be aware that it does use Games for Windows Live as it’s also available on the X-Box 360, but I say don’t let that stop you.

Expansions in the Force

Courtesy LucasArts

Let’s face an honest truth. The universe George Lucas created back in 1977 is a better place than he originally imagined. With the exception of Empire Strikes Back, which was written & directed by guys that weren’t Lucas, the original trilogy established his galaxy far, far away and populated it with strange aliens, turbulent politics and an ancient battle between good and evil held in balance by a mysterious omnipresent energy field dubbed the Force. Have you noticed I haven’t said anything about the characters? That’s because they’re pretty standard adventure fare.

Think about it. Luke’s arc is so Campbellian in A New Hope one might think a copy of Hero With A Thousand Faces was stashed in Lucas’ trailer. The other characters are iconic, sure, but only because they’ve been in stories we’ve been telling for centuries. There’s nothing wrong with this, mind you, and I’d be the first to say that old stories are still worth telling as long as they’re told well.

That last bit’s the catch, isn’t it? We can look at the six feature films of Star Wars (and no I am NOT counting that CGI stuff) and see with clarity that while Lucas can dream up really neat settings, the population of those settings can get a bit dodgy at times. Hence fan fascination with the likes of Wedge Antilles.

Oh, you know Wedge. He was in all three movies. Blew up both Death Stars? Escaped Hoth? First Luke’s wingman and then Lando’s? That’s gotta ring a few bells.

It was after the first three movies were finished back in the 80s that people started looking to fill in some of the missing pieces of the Star Wars universe themselves, and Wedge was one of the characters that stood out. He was reliable, loyal, an ace pilot and cool under fire. So people started writing about him. To this day, the novels and comics featuring Wedge and Rogue Squadron are some of the highly regarded works of the so-called Expanded Universe.

What made Wedge worth writing about was the fact that he was a blank slate. Any writer could have filled that slate with him as a traditional adventurous hero, but he was depicted as a more rounded, seasoned warrior, a man who’d seen the far side of the galaxy and came back knowing he was fighting for the right cause. In a universe where characters with realistic emotions and concrete motivations could be few and far between, where some technology and concepts can best be described as ‘magic in space’, Wedge thrived.

The Expanded Universe came to include calculating and ruthless military foes like Grand Admiral Thrawn, questionably motivated fringe operators like Mara Jade and the Black Sun criminal empire, Rebel-affiliated black ops commandos like Kyle Katarn… they even fished Boba Fett out of the guts of a desert monster (explosives are apparently a good expectorate). But it was still all within the confines of Lucas’ original vision. The good guys won, the bad guys lost. The only shades of grey could exist between and after the films. And even then, you only had a handful of the iconic warrior-wizards with glowing laser swords to set Star Wars apart from a plethora of other sci-fi settings.

Enter the Old Republic.

Courtesy LucasArts & Dark Horse Comics

This is Ulic Qel-Droma. He’s one of the first characters introduced in the graphic novels that set the scene 4,000 years before the Battle of Yavin. Instead of following a Campbellian arc, however, Ulic is shown to be a headstrong and powerful warrior who’s heart tends to be in the right place but also leaps before he looks more often than not. His tale of pursuing justice only to fall to the Dark Side makes him, in essence, the Darth Vader of his time, and in my humble opinion is everything the six feature films should have been in terms of the development of such a character.

It’s pretty telling that when it comes to Star Wars gaming, the Old Republic time period has yielded some of the best storytelling thanks to a pair of RPGs produced by BioWare and Obsidian. Knights of the Old Republic and its sequel have become standards by which the likes of Mass Effect and Dragon Age are measured. People have been waiting to get their hands on a third game in the series, and instead BioWare has produced an MMO, which I’ve experienced a bit of first-hand.

While I still consider its gameplay safe and not terribly innovative, I keep thinking about the story. How do they keep things interesting? How does it change when more people are in the mix? And what role, exactly, are we playing in the unfolding events in the galaxy? Are we destined to be a teeming mass of Luke Skywalkers and Ulic Qel-Dromas all claiming to have stopped the same galactic threat? Or will players be more like Wedge Antilles, settling at a cantina and simply saying “Yes, I was there. I saw it happen” in the manner of a grizzled, battle-worn veteran?

I’d like to think it’ll be the latter. With so many MMOs giving no thought to the ramifications of millions of people killing the same NPC repeatedly, The Old Republic seems to be taking extreme care to make an individual player’s story a personal experience, rather than the same one everybody else is having. It gives context and meaning for the typically asinine goings-on in such a game in a way that belies the “been there, done that” feel of its mechanics. It gets away from some of the weaknesses of previous MMOs while polishing some of its mainstay aspects to a shine, just as the Old Republic setting does away with a lot of Lucas’ bullshit while maintaining the feel of his galaxy’s atmosphere, mood and themes, much as Wedge’s novels or earlier games did.

I can see why The Old Republic may not be for everybody. But the more I think about it, the more I may need to give it another shot.

Older posts Newer posts

© 2024 Blue Ink Alchemy

Theme by Anders NorenUp ↑