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Rabu, 23 September 2020
Tiny Epic Disappointment
I've enjoyed most of the games I've played in the Tiny Epic series, with Tiny Epic Western being my favorite (go figure) and Tiny Epic Galaxies coming in a close second. Not all of the Tiny Epics have appealed to me, however: their core line of fantasy games has a cartoony style that doesn't appeal to me, and Tiny Epic Zombies, while a decent game, fell victim to the general burnout that makes me hyper-critical of any and all zombie games.
Having grown up with Battletech as my first combat/skirmish game, I had high hopes for Tiny Epic Mechs, so I backed the Kickstarter campaign for it without really looking at it in too much detail. I was seduced by the publisher's ITEMeeple system that features little plastic weapons and armor that attach to an otherwise standard-looking meeple, a set-up that they've used in some of their other games to varying effect.
Alas, backing a Kickstarter game without knowing anything about the game play is usually a recipe for disappointment. It turns out that Tiny Epic Mechs is definitely not the arena combat game I was hoping for, but rather a programmed movement game similar to Robo Rally or Colt Express, although its small scale makes it much less chaotic than either of those games. Unfortunately, in this case "less chaotic" also means "less interesting."
The game is played in a series of six rounds. Each round, players secretly program 4 moves from their hand of eight cards, and right away this is problematic and awkward. Each move card has an arrow that needs to be pointing in the direction you want your playing piece to move, which means the orientation at which the cards are placed is critical. You ca't just play your secret moves face down, as turning them over might change the orientation of the card. Cards need to be played with another card covering them, which makes planning your four moves awkward an difficult unless you're playing solo (which the game does support).
Resources and points are gained by controlling areas, which means the mech combat in this supposed mech combat is secondary. You will often find yourself needing to run around taking control of tiles in order to catch up on points and gain the resources you need to upgrade your weapons and armor, and a few well-placed moves by your opponents can lock you out of being able to do anything effective.
Your playing piece starts out unarmored, with a single weapon. Over the course of the game you need to "power up" into armor and upgrade to better weapons, and this is where the ITEMeeple plastic bits come in. Each weapon you equip slots into your meeple, which in turn fits into a clever little suit of power armor, showing exactly what your warrior is armed with, which should be really clever. However, the game also uses cards to represent your weapons and armor, even down to the placement of the cards showing where the weapons are equipped, which renders the plastic bits superfluous and unnecessary as anything other than decoration. The whole thing seems really gimmicky.
Lastly we come to the actual combat system, for those rare occasions when two mechs actually fight each other. The game uses a variation of rock-paper-scissors, where if you follow an opponent's attack with one that "counters" it, your attack will be more effective. It sounds neat in theory, but the rules use some counter intuitive verbiage that makes it difficult to teach, and it's a little to fiddly for a game this simple.
At the end of the day, Tiny Epic Mechs is a programmed movement game that wants to be an arena combat game, and it ends up being mediocre at both.
Rating: 2 (out of 5) A disappointing entry in the Tiny Epic series that manages to feel over-engineered and too simple at the same time.
- Tiny Epic Mechs official website
- Tiny Epic Mechs on BoardGameGeek
Selasa, 22 September 2020
Twelve Years Later...
Twelve years ago, I rediscovered the joy of simple, old school gaming through a rules-light d20 clone called "microlight20".
A gent by the name of Greywulf was very active in this space and he'd started the old site microlite20.net. It had a blogging feature and my very first oldschool related post was on May 12th:
https://web.archive.org/web/20100611221707/http://microlite20.net/blog?page=5
Howdy!Submitted by chgowiz on Mon, 05/12/2008 - 13:26Oh, another blog. Yay! :)Heh. Even back then, if a programming or hacking challenge raised its ugly head, I would jump in feet first. That's how I got involved in the One Page Dungeon Template thing...
My "old" blog is at http://chgowiz.livejournal.com - it's full of other 'stuff', not related to gaming and D20 or m20.
Coming soon to this site, however... the m20 character generator! A basic 'core' version was scratched out this weekend, but now I'm working on a 'better' version that will include Macropedia rulesets.
More to come as Greywulf gets this site up and running...
Links
Anyway, my search for a fun D&D game to play had rekindled in late 2007, early 2008 when I sat down with a borrowed copy of the D&D 3.5 rules and tried to scratch out a campaign for Ultima. After needing spreadsheets and a writeup that felt like a movie script, I realized that I wanted to go back to the days of when D&D (to me) was simple and fun. Thus, I wound a crazy road through microlite20, then through Swords & Wizardry and OSRIC, finally coming back to just playing the originals now that they were commercially available again.
What a fun journey.
Participating in an RPG does something to the brain, I think. There's an imprint that happens.
If you've read Dragonriders of Pern, (spoilers for those who haven't), I think of it similar to how someone imprints on a dragon during Hatching. You discover the game that speaks to you, and it's a match that will never ever quite go away. It's a first love. With all the ignoring of the warts and issues. The first time of escaping your life and living vicariously through the life of a made up character - or as a deity of a made up world. It something that I think has a profound effect on us, especially when we encounter the concept and play as a child. Impression.
For me, that impression was with Holmes (which was, IMO, OD&D levels 1 - 3) and AD&D. I've played other games, I can appreciate other games, but I will always be imprinted with those originals.
I made a list of the things I've written, been involved in or contributed to during these past twelve years and it's told me one thing... I'm part of a special group of players who imprinted much like I did. We're a raucous bunch, opinionated and crotchety about our games, but at the core, I suspect there's a feeling of wonder and joy, much like that first time we picked up those dice and stepped into another world. We love to create, to share and to experience the game again and again.
Happy Anniversary, y'all. I'm really glad I discovered our niche of a niche. I'm here to stay.
Rabu, 16 September 2020
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Ahad, 13 September 2020
Independent. Experimental.
It is March 2020. The whole world is fighting a silence war against Coronavirus. Most part of Earth's population is confined inside their houses. Different forms of entertainment take a special role in this moment to help people pass the time and fight boredom: streaming services, internet, pornography, books, e-books, and – of course – games.
Many people from my social circle are searching for games to play on consoles, PC and mobile media in this terrible moment. Many friends of mine are spending hours and hours in "Animal Crossing" (a big launching in this crisis times). Me? I'm searching for indie and experimental games. I'm using these times to analyze strange ludic experiments and new ways to explore gaming mechanics. The inspiration for this? Jesper Juul's last book "Handmade Pixels: Independent Video Games and the Quest for Authenticity"; a deep discussion and a deep dive into the world of independent and experimental games.
In the last ten years indie games reached a special place with a big audience inside the huge gaming industry. The category "indie gamer" appeared in the gaming ecosystem and, today, people like me are preferring the experimental and independent gaming experiences instead of big and complex AAA games. According to Juul (2019, position 101) "independent games are new video games inspired by independent cinema and independent music, creating new experiences in new settings in new ways".
Juul (2019, position 105, 114) also says that
What do I like about experimental and independent games? The strangeness that some titles can offer me. In "The artist is present" you must stay in the line to attend a performance made by Marina Abramovic; in "That dragon cancer" you follow the real story of a couple struggling with childhood cancer; in "Rainy day" you are invited to understand the felling of being depressed together with the main character.
I also like to shooting some zombies or try to reach a deep level in "Enter the GUNgeon" but I must confess that every time I play something very strange in a game interface I become happy that games are reaching a new level within the scope of message transmission.
Reference:
JUUL, Jesper. Handmade Pixels: Independent Video Games and the Quest for Authenticity. Cambridge: The MIT Press, 2019. (kindle version)
Many people from my social circle are searching for games to play on consoles, PC and mobile media in this terrible moment. Many friends of mine are spending hours and hours in "Animal Crossing" (a big launching in this crisis times). Me? I'm searching for indie and experimental games. I'm using these times to analyze strange ludic experiments and new ways to explore gaming mechanics. The inspiration for this? Jesper Juul's last book "Handmade Pixels: Independent Video Games and the Quest for Authenticity"; a deep discussion and a deep dive into the world of independent and experimental games.
In the last ten years indie games reached a special place with a big audience inside the huge gaming industry. The category "indie gamer" appeared in the gaming ecosystem and, today, people like me are preferring the experimental and independent gaming experiences instead of big and complex AAA games. According to Juul (2019, position 101) "independent games are new video games inspired by independent cinema and independent music, creating new experiences in new settings in new ways".
Juul (2019, position 105, 114) also says that
"Video games fundamentally involve doing something. Not just watching something or thinking about something, but physically making something happen on a screen, or outside the screen, something for which we generally feel responsible. The difference between different games is what they make us do, how they make us do it, and how they present what we are doing. Independent and experimental games contain a fundamental newness: they are about playing in new ways, solving new problems, solving old problems for new reasons, being free to ignore something we used to have to do, or framing video games in a new way – no longer as products, but as cultural works created by people. Independent videogames look in ways we never thought a video game would look and are often made by people who did not use to make games (or whose video games had not been reconized)".
What do I like about experimental and independent games? The strangeness that some titles can offer me. In "The artist is present" you must stay in the line to attend a performance made by Marina Abramovic; in "That dragon cancer" you follow the real story of a couple struggling with childhood cancer; in "Rainy day" you are invited to understand the felling of being depressed together with the main character.
I also like to shooting some zombies or try to reach a deep level in "Enter the GUNgeon" but I must confess that every time I play something very strange in a game interface I become happy that games are reaching a new level within the scope of message transmission.
Reference:
JUUL, Jesper. Handmade Pixels: Independent Video Games and the Quest for Authenticity. Cambridge: The MIT Press, 2019. (kindle version)
WWE 2K20 Originals CODEX Free Download
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Jumaat, 11 September 2020
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Troops On Parade - Kingdom Of Jerusalem
The joy of finishing a Project, even a small mini Project within a larger Project never lessens. Regular readers will have seen this group of Kingdom of Jerusalem figures grow from 0 to 98 over the last few months.
There is a video run through above if you have time, all new Subscribers to Yarkshire TV are welcomed with a good brew and a Eeh Up 😁
This will end up being probably a quarter of my Christian Crusades Force 1 x 12 Mounted Knights, 1 x 12 Mounted Sergeants, 1 x 24 Foot Knights, 1 x 24 Melee Weapon Foot Sgts, 1 x 24 Crossbow Sgts and a 2 x fig command base.
All the figures are from Fireforge Games, Decals from Battle Flag and Flags from Flags of War. I just put them together, painted and based them.
The nit pickers and rivet counters were out of their cage a bit on my last Crusades post so just to make it perfectly clear this is my interpretation of a Kingdom of Jerusalem force, it's a bit too uniform, it's a bit "hollywood" as someone called it. I like it, quite a lot actually.
Individual unit shots next, 1st the 24 man Crossbow unit, all bases are 60mm x 50mm (except command) with the 60mm as frontage on the foot and 50mm the frontage on the horse (I.e. 50mm x 60mm) the extra depth on the mounted stuff.
Next up the 24 Foot Sergeants with Melee weapons.
The 24 Foot Knights.
The 12 Mounted Sergeants lurking in the background, these are on the 50mm frontage two to a base. Mostly to protect the figures but the extra depth allows for a more "dynamic" placing of the figures to get a better feel of motion.
The final unit is the strike force of 12 mounted Knights in all their finery.
The final piece is this command stand, both individual figures from Fireforge, their wonderful King Baldwin IV model with his silver mask and gloves. The standard bearer is a French knight model, I simply binned the shield and used a spare one from my Knights box to give him the same livery as the others.
So there you have it, my Kingdom of Jerusalem force complete and shoved in a box waiting for the call to arms.
Langgan:
Catatan (Atom)