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Game Review: Hearthstone

One of the things Blizzard Entertainment does very well is presentation. World of Warcraft‘s visual style has aged rather gracefully, StarCraft 2 has remained consistent in its high-quality art and sound assets (if not necessarily the stories it is telling), and the technical alpha for Heroes of the Storm looks and sounds impressive, from everything I’ve seen. I will write more about that when I actually get into the game. My point is that, when I first discussed Hearthstone: Heroes of Warcraft, it already looked good and sounded good. It is now in wide release, and is even available on iPad, so now seems the right time to give it a full review.

Courtesy Blizzard Entertainment

Hearthstone is a game that plays a great deal like Magic: the Gathering, and is both simple and free to play. In fact, there are characters within World of Warcraft that can be seen playing the game. In essence, it’s a pub or party game played by the denizens of Azeroth, either as a break from or a substitution for grander adventures. All sorts of Warcraft staples are present, from angry chickens to towering giants, and some legendary figures represent the player while others stride across the playing field. Or charge, in the case of some minions like Leeroy Jenkins.

In terms of development, little has changed between the production edition of Hearthstone and its closed beta. Some graphical glitches have been either addressed or smoothed over, cards work the way they’re intended more often than not, and Blizzard’s visual panache is as strong as ever. Its familiar characters, strong tactile design, and business model all make the game consistently appealing, and easy to pick up and play.

Courtesy Blizzard Entertainment
The game presents constant strategic and tactical questions. Provided your draw is at least half-decent.

“Pick up and play” is even more apt now that the game is available on iPad mobile devices. The app is free to download, of course, and controls with the touch screen instead of a mouse. The translation of some functionality, such as dragging the mouse to a target, is replicated or replaced rather well, making the transition from the computer to the tablet very easy. The game does lag a bit here and there, though, so the implementation could probably use a few tweaks. Still, it makes it even easier to enter the game, say if you’re on a flight path in World of Warcraft or waiting in one of Blizzard’s many multiplayer queues.

Recently, “free to play” games have come under a great deal of scrutiny. Often, such games are powered financially by business models that often lend themselves to the description of “pay to win.” In essence, such games are presented in such a way that if one pays enough money, they can get clear advantages over other players and basically pay their way to the victory within the game. In spite of accusations of one class or another being overpowered, Hearthstone avoids the “pay to win” trap by being quite well balanced. It is entirely possible to go into Ranked play with a deck using only the cards one gets for joining the game the first time, without spending a single cent, and rise to the Legendary ranks of the game. Decks with Legendary cards might be more efficient or flashier in what they do, but you don’t have to spend any real money to be successful in Hearthstone, which is definitely a feather in its cap.

Courtesy Blizzard Entertainment
Life totals aren’t everything. Warlocks know this better than most.

Hearthstone is a game I return to on an almost daily basis. It scratches the itch left by card games like Magic: the Gathering and Netrunner, does what it does with panache, and doesn’t take up a great deal of storage space on one’s shelf. It continues to be challenging months after my first game, delivers fantastic moments of fascinating turnarounds and snatching victory from the jaws of defeat, and seems to only be getting better. A new adventure mode has been announced, and the first ‘dungeon’ we’ll be facing to gain new cards is the necromantic stronghold of Naxxramas. I’m very curious to see what will happen next in this game, and if you are too, there’s never been a better time to check it out.

The Momentum of Spring

Good Luck

Unless something truly freaky happens in the very near future, spring has finally arrived on the eastern seaboard of the United States. The slight sunburn on my right side is evidence that the sun is shining out as strong as ever. So now that we’re all shaking off the effects of hibernation and getting to feel the soil under our feet again except for snow – what’s next?

I’m not a small person in terms of how tall I am and how much I weigh. Large objects can be difficult to get moving, but once motion has begun it’s just as hard to stop. So it feels in my life currently. I have activities I want to pick up or resume, but I’m finding it difficult, especially first thing in the morning, to get myself moving. On the other hand, things are in motion that I am either unable or disinclined to stop. I won’t go into laborious detail at this time – personal stuff is what I have a Tumblr for, and some things simply need to be kept under wraps. But I do feel like I have some good forward momentum going, for the first time in a long time.

Change is never easy. We get comfortable. We nestle ourselves into a place that feels like we belong, It feels good to have stability, predictability, safety – to know that tomorrow will, in most ways, be a continuation of today.

The paradoxical thing is, change is healthy. We all go through it, sometimes from one day to the next, and it helps us grow. Change is always happening, whether we want it to or not, Adapting to change is a necessary life skill, and making change happen is one of the most empowering things we can do.

There’s a lot more I’d like to say on the subject. I simply can’t. In some cases, I don’t want to put carts before horses; in others, there’s too much uncertainty to weigh in. The bottom line is, there is momentum happening, and with spring arriving, it’s only going to increase.

Personally, I can’t wait.

Flash Fiction: A Hard Bargain

My response to the Terribleminds Flash Fiction Challenge, Pick An Opening Line And Go.


I closed my mouth, opened the door, and left.

I got about three steps down the street before my phone buzzed.

“Let’s… Let’s rethink this.”

I looked up at the buildings above me. “You do all the thinking you want. I’m done.”

“You made a good point about the heat. My associate misspoke.”

I paused just long enough to make them sweat. “If he misspeaks again, I will not answer this phone when I walk away.”

“I understand. Shall we continue?”

“Not yet. What’s the magic word?”

“Seriously?”

I smiled at a gentleman passing me on the street. “I’m waiting.”

There was an audible sigh. “Please come back inside.”

I turned and walked into the storefront again, removing my sunglasses. The steamer trunk remained where it was, between the patch of worn carpet I’d been standing on and the bare floorboards where the two men behind this mess now stood. The shorter man was putting his phone away while the taller one glared at me. I’m sure others found that look intimidating. From my perspective, it was keeping me from wrapping this up and grabbing lunch.

The interior of the antique shop was dark. It hadn’t been open for business in years. It wasn’t boarded up, though, so nobody took notice. It was just one of those city street curiosities folks walked by every day on their way to somewhere more important or interesting.

“Where were we?” The short man wiped his brow. The pleasant weather outside combined with drawn shades and poor circulation made the interior rather toasty.

“Your friend was just apologizing for calling me – what was it? – a ‘smarmy cunt’.”

“I’m not apologizing for shit, you-!”

The short man glared at his companion. “Just do it.”

The tall one said nothing. I crossed my arms. The suitcase held in my right hand rested against my hips.

Finally, he shook his head. “If it’ll move this along, fine. Sorry.”

“That doesn’t sound sincere.”

For a second, I thought the tall one was going to suffer some sort of aneurysm. He turned a fascinating shade of red. The short one shook his head, his pudgy hands raised.

“I honestly think that’s as good as you’re going to get. We’re not going to be here all day, are we?”

I made a show of rolling my eyes. “Fine.”

“Thank you. Now, can we please see the money?”

I lowered myself into a squat, something you have to do carefully in a skirt cut this way, and laid the case on the trunk. I opened the clasp and lifted the lid. The two men looked at the contents.

“Count it,” the short one said.

“Why am I counting it?” The tall one looked down at his partner as I stood.

“Because A, you’re the one who nearly fucked this up, and B, I fucking say so!”

“Ugh.” The tall one bent towards his task. “Still not sure why Escobar put you in charge.”

“Maybe because he trusts me to not do stupid shit like insult a buyer.”

I reached towards the bookshelf next to me, and one of the few books not covered in dust. The tall one shrugged.

“I call ’em like I see ’em, you know that.”

“Yeah, well usually they’re not standing right-”

The false book fell into my hands and opened, revealing the .32 Welrod inside. I took hold of the weapon and raised it, letting the book fall, aiming at the tall one first. The only sound the gun made was the firing pin hitting the primer, and that was nearly lost in a well-timed honking fit out in the street.

A shudder went through the tall man’s entire body when my bullet hit his skull and burrowed inside. The short man, mid-sentence, caught his breath and swung his eyes from his partner to me. My left hand worked the pistol’s bolt as he reached into his jacket for his sidearm. I fired again, the bullet shattering the short man’s knee. As he dropped, I worked the bolt a third time and, pressing the muzzle of the silenced antique to his suit jacket, destroyed his shoulder. I know he wanted to scream, but I stepped over the steamer and put the gun in his mouth.

“I’m going to ask you a question, and I want an honest answer. Do you understand?”

His eyes were wide. He nodded. I removed the gun, cocking the bolt.

“Where’s Escobar?”

“…Who?”

I shook my head and put a bullet in his kidney, again filling his mouth with gun before he could scream. He tried anyway.

“I thought you understood.” He squirmed under me, bleeding onto the dusty floorboards. “You said his name in front of me two minutes ago. Now, tell me where he is.”

“I don’t know. He has a yacht. Usually he keeps it at the marina but when there’s sales going on he takes it out to sea.”

“What it’s name?”

Libertador. I think it’s registered in Malta or something.”

“Thank you.” I worked the pistol’s bolt one more time. “I’m going to kill you now.”

He started to beg. He pissed himself. Neither one stopped me.

I dropped the pistol into the case, closed it, and set it aside. I opened the steamer trunk, feeling relief wash over me when I saw the contents.

“Come on, sis,” I told the girl inside the trunk. “Let’s get you out of here.”

She was malnourished and probably dehydrated, but she grabbed my arm and let me pull her out. She leaned on me as I picked up the case and aimed us at the door.

“How… how did you find me?” Her voice was quiet and felt broken, like she hadn’t used it in a long time.

“I made friends with an FBI agent. Soon as we get you to a hospital, I’m calling him about the boat. Escobar will pay for what he’s done.”

My sister shook her head. “He knows people.”

I smiled. “Well, he doesn’t know me.”

500 Words On Bigby Wolf

Courtesy Telltale Games

When it comes to game design, I understand that it’s difficult to craft an experience that’s unique to every player. If all goes well, your game is going to be played by more people than you can imagine. When it comes to video games, you’re likely to have a protagonist and, if they’re not silent, they’ll have a personality. The challenge comes in when you cast that personality in such a way that it can be altered by things the player chooses to have the say or do. What motivates these choices? How do other characters react? And what impact will these choices have on the future?

Case in point: Bigby Wolf, from Telltale’s Fables adaptation, The Wolf Among Us. I just finished my first play of Episode 3, “A Crooked Mile”, and while this definitely feels like both a more substantial episode than the previous one and the right sort of complication the tale needed to maintain steam, something is bothering me. Bigby, as given in the beginning, is a somewhat gruff character. He’s not given to social graces for the most part, is viewed with either fear or distrust by most, and has a reputation of letting his temper get the best of him. I like this as a backstory, but not necessarily as a rule. Bigby now lives in a world of skyscrapers and concrete, a very different forest than that of his past. Would he really be so obstinate as to not change?

For my part, I think he would not only need to change, but he’d want to. Wolves are territorial, and Fabletown is Bigby’s beat. He’s been through enough to understand that he can’t just huff and puff his way through his situations. He has people he admires and others he wants to make amends towards, to ensure the past does not repeat himself. This guides the choices I make throughout the game.

What bothers me is that these choices do not feel entirely significant.

While the messages that tell me certain characters will remember things I say or do remain effective, it still feels like certain conclusions are foregone, if not inevitable. As much as I am allowed to choose my path both through the game’s branches and as dialog continues, all roads tend to converge in the same way. The story being told is by no means bad, but my impact upon it, both as a player and as Bigby, has yet to feel truly substantial, save for one or two fairly big decisions.

I still dig The Wolf Among Us enough to see it through to the end. The art direction, music, voice acting, and overall storytelling remains exemplary. The Bigby I am playing, however, does not feel terribly distinct from how he might be played by another individual. This is a complex character with deep emotions and individual, variable motivations. He can, and should, have modes of behavior and operation other than just huffing, and puffing, and blowing your house down.

Not Quite A Disconnect

Since returning from Boston, things at home have been dicey, at least as far as my connection to the Internet is concerned. This has made quite a few things problematic. I’m still trying to get all of that resolved, while getting rest and trying to minimize the amount of stress I’m inflicting on myself. I’m only being partially successful.

Hopefully things will return to normal by next week. I will try to get this week’s Friday 500 up on time. I don’t like letting things lag behind, not even something as ultimately inconsequential as this blog.

As always, though, thanks for reading it.

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