He worked the bellows, breathing more life into the forge’s fires. Any moment the flames would be hot enough for him to begin beating the iron into the appropriate shapes. He wondered if any of the early morning passers-by in Whiterun found it odd that their thane was spending his time thusly, and at the smithy run by a woman, no less.
It was a passing curiosity. He really didn’t care what people thought. He deeply respected Adrianne for building her own future, both with these tools and her shop. Apparently she was married to the oaf behind the counter inside. He shrugged. He wasn’t one to pry.
He took the length of iron, drew it from the fire and laid it on the anvil. He raised his smithing hammer high.
“Hey.”
He stopped, looking around. Where had the disembodied voice come from? Were the Greybeards summoning him again?
“Hey!”
I turn and look at my wife. Her eyebrows are raised in that incredulous way.
“I thought you were going to bed ten minutes ago.”
“I was.” I feel a bit sheepish, but unashamed. “I got distracted by smithing.”
“God, it hasn’t been this bad since World of Warcraft. Go to bed!”
What can I say about The Elder Scrolls V: Skyrim that hasn’t already been said? Read any review and you’ll know what it’s like mechanically. Read this blog and you’ll get a sense of its wide-reaching adventure. Read forums and tweets and people will tell you about some hilarious bugs. The bug I’ve found, however, is the one I’ve caught.
I knew Skyrim would be the same sort of open-world RPG as the previous games in this series, as well as Fallout 3. What I didn’t know was how quickly and completely it would suck me in. Not long after the first scripted sequence, I was wandering around the world, just exploring points of interest because they were on my compass rather than for any specific objective. I found myself wanting to mine up my own ore to more cheaply raise my smithing skill. I look at my map and find myself prioritizing visits to the college and other holds over main quest objectives.
I have also encountered the random things others have mentioned. Adrianne, the aforementioned lady smith, ran up to me and handed me a book as a gift. I thought it might have meant more, but then discovered she’s married. I’ve been jumped by an assassin of the Dark Brotherhood, accosted by a wandering Khajiit soothsayer and gotten my heartstrings tugged by the ghost of a little girl burned to death in a house fire. And all of this was from nothing more than walking around with my eyes open. The main quest is pretty good, too.
It really has been a while since a game has drawn me in this completely. It’s built in such a way that any means of playing it is rewarding. You can stick with just using the quest objectives as goals, or come up with your own. Fling magic, loose arrows, swing swords or any combination of the above. Deal fairly with folk or break into their houses to nick their stuff. Skyrim isn’t just a part of Tamriel created for this game – it’s your world, and it becomes what you make of it.
I think that’s why I’ve caught the Skyrim bug. “Here’s a new part of this world,” the game says, “and here are all the tools to build your own story out of the game. We have one to tell, sure, but if you want to tell one too, go right ahead.”
The time has come, (the Alchemist said)
To talk of many things:
Of busses — and cards — and handmade-crafts
Of children and of kings.
Once a year they gather there,
A fanciful base on the moon –
(Granted, we know it’s actually Canada,
but don’t spoil it so soon!)
They sit upon their bean-bags and couches,
Displayed for all of us,
For that great and humble event we love,
The one called Desert Bus.
From Tuscon to Las Vegas is their digitized route,
Displayed on Sega CD.
Since Penn & Teller decided (for the lulz)
To make a non-violent game, you see:
There are no bullets, no cars, no rockets,
No prostitutes or pimps.
Just drive and drive and drive some more,
Until you weep like simps.
“What purpose?” you ask? “What’s wrong with them?
“Why do they do these vids?”
The answer’s as simple as it is heart-warming:
They do it for the kids.
As long as donations and auctions abound,
The crew will play the game.
Could be for days or weeks or more,
To them it’s all the same.
They’ll sell hand-stitched crafts of all kinds,
Things mythic and beyond,
They’ll laugh, they’ll cry, they’ll drink Red Bull,
And with us they will bond.
Watch and donate, for the children,
for the auctions and the fun.
Brave as they are, they can’t do it alone,
That crew from Loading Ready Run.
Here it comes now! I hope you’re ready!
There’s room for all of us.
Join us, won’t you? The time has come
to ride the Desert Bus.
It’s been made known that I’m something of a casual gamer. I’ve stopped playing StarCraft 2 on a regular basis in favor of League of Legends for reasons that include a lower stress level. And for a while I thought I’d be content only playing the Commander/EDH variant of Magic: the Gathering, at least until I started picking up Innistrad. The interest I have in this set plus a desire to support my local gaming store had me picking up an intro pack to form the backbone of a deck, tossing in my solitary [mtg_card]Snapcaster Mage[/mtg_card] and seeing if I could win any games with it.
I ended up winning 2 games and losing 2, and had a surprising amount of fun doing it.
I picked up another pack, and lo and behold, another Snapcaster was looking back at me. After I got home I looked over some of my cards from both Innistrad and the previous expansion block. The result is a deck that, while similar to the Eldritch Onslaught starter, has a bit more bite to it.
Sideboard
2 Cellar Door
2 Ancient Grudge
2 Ghoulcaller's Bell
2 Into the Maw of Hell
2 Curse of the Bloody Tome
2 Brimstone Volley
1 Isolation Cell
1 Desperate Ravings
1 Delver of Secrets
[/mtg_deck]
The inclusion of more instants and sorceries means my mages will have more targets when they reach my hand, and I have essentially twice as many options for dealing with threats. The Flash mechanic on the Snapcasters combined with the huge pile of Flashback will mean I’ll need to work on my timing.
Another idea that occurred to me, perhaps inspired by a recent viewing of the extended edition of Gladiator, was that there are a lot of Human warriors in Innistrad, and the Scars of Mirrodin block was not shy on them either. I’d been toying with the idea of [mtg_card]Jor Kadeen, the Prevailer[/mtg_card] at the head of a Commander deck, but the more rares I see from Innistrad, the more I feel he’s got a place for now in the Type 2 gameplay arena.
This deck needs work, in terms of more cleavers, inquisitors and champions. I may pick up the Hold The Line event deck to bolster the ranks. But the berzerkers with metalcraft immediately equipped with a cleaver while Jor’s on the field? That’s 12 points of lifelinked damage in one shot. Think about it.
Any thoughts on these decks? Anything to look out for in the current Type 2 meta?
She’s like a miniature Tank Girl. Moreso than Strongbad, she is ‘tiny Heavy’.
I’ve had an interest in strategy games for many a year, from the tabletop war simulations like Squad Leader and Risk to 4X computer games in the style of Civilization and Master of Orion. I’ve made a series of entries on StarCraft 2. But like Master of Orion taking the 4X formula into SPACE, there was a precursor of the original StarCraft that shook up the standard RTS setup.
It’s a custom map for Warcraft III called Defense of the Ancients.
Often abbreviated “DotA”, the game does not focus on base construction or unit composition, but instead casts each player on the opposing teams as a single hero unit, supporting the automatically-generated waves of disposable peons called ‘creeps’ as they attack the enemy base. Each hero or ‘champion’ has a set of unique powers that they “level up” RPG-style and can also purchase items to bolster their abilities. This heady mix of RPG gameplay and RTS rhythm and competition has come to be known as either DotA-type, Multiplayer Online Battle Arena (MOBA) games or Action RTS – ARTS.
I missed out on the initial DotA stuff, and actually had to dig out my old collector’s edition disk of Blizzard’s seminal RTS. Unfortunately I also require the expansion, The Frozen Throne, and while I have some copies of the disc I don’t know if such copies will be recognized for legitimate online play, even on a custom map. I don’t need Blizzard’s secret police knocking down my door. So while I wait for my next paycheck, I’ve been getting to know this variation on the game a bit more through Riot Games’ free-to-play take on the genre called League of Legends.
From what I understand thanks to some help from the fine gents and ladies of Team Liquid, there are some fundamental differences between League of Legends and the original DotA. The overall impression is that Riot’s entry into the ARTS is ‘easy mode’ as champions do not need to worry about getting in final hits, proper use of town portal scrolls and the mechanics of the more limited eengine. DotA sounds more unforgiving and, by extension, more rewarding than LoL. I’m looking forward to trying it out.
What makes games like League of Legends appealing is something I’ve alluded to previously. While you can get into team matches in StarCraft 2 they are not the crux of the game’s multiplayer scene. This may be the perspective of an admittedly casual gamer, but when it comes to extended sessions of games keyed for multiple players, going solo against a single opponent can get very lonely. I’ve had a few good experiences so far in LoL teaming up with others. I’ve had some bad ones, too, but I chalk that up to some of my fellow players being quick to blame newcomers like myself instead of examining their own shortcomings. Because that’s hard!
Anyway, League of Legends is at least helping me grasp the basics of this ARTS genre. Steam is working on a direct sequel to DotA itself, while Blizzard revealed that they are creating their own proprietary version with characters culled from their various IPs. I don’t feel pressed for time by either of these, and I do plan on firing up the original DotA once I’ve acquired a fresh, legit copy of Frozen Throne. For the most part this will strictly be for enjoyment, rather than some attempt to develop competitive skills.
I know I may never break into any level of professional gaming, nor do I want gaming to turn into a job to the point that I cease enjoying it. After all, if I had to focus entirely on one game for hours on end, things like League of Legends might pass me by completely. I’m entertaining the notion of starting an adventure in Terraria with a couple others, I plan on coaching a friend in Magic the Gathering and there will always be new single-player games to explore. However I spend my leisure time when firing up Steam or a console, the goal will not necessarily to be a top-level pro or boast the highest APM, but simply to have fun.
Yesterday I promised I would go over the pending changes in StarCraft 2: Heart of the Swarm in detail, and I do try to be a man of my word. Without further ado, here’s my take on the changes coming for the Terran, Zerg and Protoss races.
Terran
The core gameplay of the Terrans looks to be remaining unchanged. You can still create “bioballs” of Marines, Marauders and Medivacs and try to roll your way to victory. The standard mirror match composition of Marines, Siege Tanks and Vikings also looks to be viable in the expansion. But with the unit changes coming, I for one would like to see some variations in Terran strategy.
I’ll admit, as someone who once looked up to Optimus Prime, there’s a part of me that’s all for declaring “Hellions, transform and roll out!” every now and again. And combining the two transforming units, Hellions and Vikings, into a single force for highly mobile scouting, harassment and map control appeals to me. I can’t shake the feeling that part of the reason the Hellion attack changes from a line to a cone in walker mode is because people kept whining about how much they miss the Firebat, but given how slow Hellions in battle mode are compared to how Firebats worked, I see them filling different roles.
The Firebat and the Goliath both made cameo appearances in the Wings of Liberty campaign, and fans of the original game have been clamoring for them to come back. Instead of the Goliath, however, Blizzard introduced the Warhound, a medium-cost walking mech unit with decent anti-mech ground attacks and rapid anti-air. The Thor has been bumped up to the “hero” tier once occupied by the Protoss Mothership – more on that in a moment. The nice thing about the Warhound from where I sit is that it fills a necessary niche in mech-heavy armies but isn’t the sort of thing you can just spam for the win. It must be part of a balanced force with a specific focus, and I really dig that. It’s the reason I liked the Aspect Warriors of the Eldar in Warhammer 40k, but let’s stick with one nerdy strategy game at a time. The thing that really bothers me is how it looks. It feels too… delicate for Terran. Terran units tend to have a bulky, armored look to them, balanced by the sweeping curves of the Protoss and the spiky bits of the Zerg. The Warhound seems a bit spindly.
Finally we were introduced to the Shredder at BlizzCon. Yet another Factory-produced unit, this tiny robot gives Terrans some new options for controlling their opponents. I’m assuming it’s going to be less costly than the Siege Tank, as that tends to be the go-to example for Terran static board control. It sets up a radiation field that does damage over time to any unit standing in or passing through it, as long as the unit is not friendly. This mechanic, again, points to developers wanting Terrans to put a little more thought into map placement and unit control, instead of just holding down a button or two to coast to victory.
Other Terran changes include a speed boost on cooldown for Battlecruisers, Reapers regenerating outside of combat but losing their demo charges, Ghost cloaking getting tweaked and of course Thor changing to a one-at-a-time “hero” unit. Overall, I think the changes are going to shake things up a bit for Terrans, and this is a good thing, as no race in StarCraft should be pigeonholed into a single strategic line of thinking.
Zerg
So the Zerg are at the core of the upcoming expansion, with the storyline of Kerrigan continuing and all sort of variations on Zerg broods being introduced. But the focus of much of the buzz was on the multiplayer units. Zerg is a macro-intensive, reactionary race, and there was speculation as to what changes Blizzard would make to help the gameplay remain vital in the expansion.
Enter the Viper. Currently, Zerg players need to evolve an Overlord into an Overseer to have mobile detection capabilities. The Viper will be able to inject other Zerg units with a parasite that turns them into detectors, eliminating this somewhat superfluous evolution. The Viper also coughs up a noxious cloud that obscures vision of ranged units, reducing their effectiveness. Finally, you’ll soon hear Zerg players bellowing “GET OVER HERE!” as the Viper has an ability in the style of Scorpion from Mortal Kombat, pulling high-priority units usually relegated to the backs of groups to the forefront for easy elimination. Put these elements together and you have a diverse, airborne caster unit that speaks to the versatility, adaptability and overall scariness of the Zerg. I think it’s going to add a lot to Zerg play.
The only other brand-new unit the Zerg seem to be getting for ladder matches is the Swarm Host, described as an artillery unit. When burrowed, this prolific little Zerg produces tiny creatures called Locusts, that rush to their rally point to devour whatever’s in front of them. An individual Locust has, at this point, about 90 HP and a basic melee attack, but if there’s a line of Hosts outside the enemy base, each producing two Locusts every 15 seconds, and suddenly your opponent is being starved out of their base and you have another entire host waiting for them to storm out. It allows a Zerg player to exert more control on the enemy and gives them some breathing room to expand, tech, or build forces.
Ultralisks have often been ignored by Zerg players, but with the burrowing charge ability they’re getting, I expect we’re going to see a lot more. When a Zerg player evolves to Hive technology, Hydralisks will be able to move much faster and Banelings, the adorable kamikaze bombers of the swarm, will gain the ability to move while burrowed. Did I mention burrowed units are essentially cloaked? It’s a frightening prospect, which might be why I like it so much.
Protoss
I can’t speak to the Protoss situation any more than I can the Zerg, as I’m still struggling to get out of Bronze League focusing on Terran, and the new season is likely to be no different. However, I have noticed that a lot of Protoss players seem to either go for all-or-nothing early attacks or build up a huge ball of death for the assault. Very little raiding goes on.
The Oracle will seek to change that. This flying unit, designated as support, does some very interesting things in the early game. Its two main abilities lock down structures’ production and prevent minerals from being harvested. Without attacking workers, they deliver a one-two punch that can cripple the enemy economy, allowing the Protoss to dash ahead to bigger and better units.
The Replicant is a robotic unit that uses nanotechnology to clone an existing enemy unit. Rather than adding another body to the core army of the Protoss, the Replicant is meant to allow Protoss players more flexibility in responding to enemy pressure and tactics. Photon cannons take a while to set up, while a Replicant can pop a Siege Tank or Shredder into existence for some impromptu map control. Likewise, a Replicant can become an Infestor or Banshee for quick harassment while the death-ball gains mass. I can see where Blizzard is going with this, but I have to admit, my initial reaction was that they were taking the piss.
The Protoss will boast a new capital ship in Heart of the Swarm called the Tempest. Its primary attack is an area of effect anti-air pulse designed to clear the skies of light air units such as the Viking and Mutalisks, long the bane of many a Protoss fleet. It also has an air-to-ground attack to supplement the other units in said fleet, and from what I understand, it dominates the skies with its crescent shape. It appears to be more efficient at what it does than the Phoenix, but in light of an unseen cost I can understand Protoss players railing against it.
That unseen cost is the loss of the Carrier. A quintessential Protoss unit, the Carrier is being nixed because of its size, build time and the fact that few pros are using it. Same for the Mothership. Instead of this massive, expensive unit that is almost always the primary target of the opponent’s entire army, the Protoss will get a recall ability on their Nexus that works similarly to the Mass Recall ability of the Mothership, but has more flexibility. The Nexus will also acquire a defensive ability that should deter mineral line harassment.
Conclusion
Overall, I think Blizzard is doing the right thing in tweaking certain aspects of the playstyles they’re seeing in Wings of Liberty. I can’t speak to the viability of the new units or how the changes will affect the games to come, as I neither got a hands-on experience with them nor do I play all three races. However, hopefully there will be a public beta period where I can give these new units and tactics a try, and will expand on my thoughts then.