Friday, February 28, 2014

"Here's How You Can Play That Game Better."

I've heard this for a while and it crops up every now and then: "If you don't build your character a certain way, you won't have a chance at beating the game" or "To get the most out of Game X, make sure to do this when creating a character."  I can't really be more specific than that as I always avoid reading these articles as I do not agree with them.  I would like to think/believe that a game can be enjoyed and beaten without the need to follow an unofficial ruleset.

I of course say all this after my failed attempt at Final Fantasy: 4 Heroes of Light and I gave advice as to how to not fail as bad as I had done.

Does this make me a hypocrite?  Sure, why not!?

I bring this up now because I am playing (or at least started back in January) The Elder Scrolls IV: Oblivion and someone I was talking to (either in the real world or at work) asked if I was careful in how I created my character, because apparently if you do not do it correctly, you can ruin your chances of being able to finish the game.

I first heard about this "phenomenon" from a former housemate who told me about how to build a mage that wouldn't suck in Diablo II.  This roommate, whom we will call The Sauce, suggested that I build an Ice Mage and put my all of skill points into Ice Magic.  He followed this advice up with recounting how he had known people who had ruined their characters by accidentally putting skill points in the "wrong" skill tree and had to discard high level characters.  This idea that you could ruin a character on accident and have to start over from the beginning frightened me.  I should also point out that this was only 3 years ago.  I'm sure the same could be said for Torchlight I or II and I'm positive that there are at least a couple (hundred?) people would tell me that I have not created my Mage in Torchlight II correctly as I have my skill points spread out between a number Ice spells, a Fire spell and some passive buffing abilities.

I also read a similar article/post over on this internet thing regarding Breath of Death VII.  I was looking for hints about how to defeat a particular boss and two separate posts I read stated that if you put leveling attributes for particular characters in "the wrong" areas, that you would have a very hard time with the game.  And I am currently having a very hard time against a particular boss four hours in.

I do not like this.  Not one bit.  How is the normal gamer supposed to find this out on their own?  I think that's my feelings towards beating video games in general, that there should not be one specific way to beat a game.  To kill Boss A, you shouldn't need to perform specific attacks and defenses in a specific order otherwise you're not playing the game correctly.

I think this is one of the reasons why I could never beat Advance Wars: World of Ruin.  I just became stuck with a certain series of battles and had to resort to Gamefaqs to make my way through them.  It is frustrating to me that a written document could tell me how to beat a multi-faceted enemy, that there is a preordained order that the computer performs its actions so that a victory can be achieved over and over again.  Eventually I gave up because I had reached a stalemate about 20 minutes into a battle and didn't want to go through reading an article and having my hand held through the remainder of the battle.  Additionally, if I had to have my hand held through the last number of battles, I would most likely need to be directed through the rest of the game as it would only prove to be more-and-more difficult.

So that's my two bits about games where people feel that you need to create characters in a certain/specific way in order for the game to be enjoyed (i.e.: beaten).  I'll play the game however the damn hell I please.


~JWfW/JDub/Jaconian
You Can't Change Fate, But Don't Feel So Bad


P.S.  In a similar, but not related train of thought, this idea about following an obscure plan in order to get something from a game happened to me in Final Fantasy XII when I first heard about the Zodiac Spear.  The article I read said that you could not have opened any of the treasure chests in a couple of specific areas  and that the Zodiac Spear could be in one of two chests in a particular dungeon.  I say "could" because even if you did open one of the chests you weren't supposed to open, it could still be there, but there would be something like a 90% chance that it wouldn't.  Now how in the hell is the regular player supposed to figure this out if there was nothing in the game that hinted about this?  

Wednesday, February 26, 2014

Feb to March Update

Thanks to my camera-phone for this washed-out picture of the Grand 'Ol Canyon.  It's much more colorful than this.
Hello One and All,  It's time for a random slice of life posting from my favorite blogger: Yours Truly.  I actually did a couple things this last month.  I went to Arizona, that was cool.  Saw the Grand Canyon, which was awesome.  Grand Canyon is big, and it begs to be explored.  But if you're not careful, it will kill you.  

They say that every year people die at the Grand Canyon.  They go too far, they don't bring enough water, they get lost, and they die of thirst.  I understand why this is.  There is a sense of beckoning which I could not shake.  Even having been warned, I was tempted at every turn to travel deeper, knowing that the road out would be uphill and in the sun, twice as challenging as the road in.

The Gravity of the Grand Canyon is twofold strong:  there is the attraction of the canyon's great beauty, deep and complex.  There is the enormity of the canyon, a mile deep, stretching far and wide as if to swallow the sky.  The Grand Canyon is like an inverted mountain.  You can see everything, but there is so much to see, and such immense detail, that you've just got to take a closer look.  And because it is inverted, every step is heading downward, with gravity;  it's so easy to take another step, and another.  

I was alone, and ill-prepared, my trip to the canyon part of a last-minute trip to Arizona.  For these reasons, I did not go more than a thousand feet down.  That's 1/5 the depth of the canyon, for those keeping score.  But I very much want to return, and when I do, I will go down to the Colorado River, which flows at the center of the Canyon.  But I know it as a scraping from a skyblue colored pencil against the Canyon's many-layered backdrop.


The most adorable book on desert living you're likely to find

Tucson:
Hell yeah. Grand Canyon.  After a six-hour bus ride, I ended up in Tucson, visiting a writer friend of mine.  Tucson is a cool town.  I liked it's vibe.  She described it as 'artful and populist.'  Tucson has a pub theater similar to Austin's Alamo Drafthouse.  The Tucson theater is called 'The Loft Cinema' and is totally cool.  Lots of special events, current movies, classic movies, campy movies.

Random Game Rant:  
Flora and Fauna of Arizona are very different because it is a desert.  I wonder about video games and different climate regions.  Are there any games that go into detail?  Because RPGs frequently have an entire globes worth of regions, I imagine theres an RPG or two that goes to a deeper level with it.  MMORPGS most likely.

The ways in which I know RPGs do things that respect regional flora and fauna:  Different monsters, material harvesting, sometimes the landscape will change your ability to move - poison swamps, hills in Dragon Warrior slowing movement.   In general, my experience has been that the settings and climates of RPGs are mostly window dressing.  I just know it can go deeper.

The Train:
Oh, did I mention I too the train back?  30 hours on the train, from Tucson to Sacramento.  It was pretty cool.  I took the Texas Eagle from Tucson at 8:30pm, and was able to sleep pretty well, given that I had two seats to myself, and was able to spread myself out effectively.  Then, the next day I took the Coast Starlight from LA to Sacramento.  The Coast Starlight is very famous for its views of the ocean and coastal hills.  It runs from LA to Seattle, and I've taken it most of that distance, though always heading north.  I'd like to ride the length of it south, and who knows, maybe I'll get my chance, because...

Amtrak has an awesome plan to give free rides to writers!  Granted, I'm not sure I qualify, but I do have a blog and an English Degree!  Whatever the case may be, I think this is totally awesome, and a dream come true for writers/train lovers.  


Okay, that's all the news that's fit to print.  Talk at you later!

-D'vid


Saguaro Cactus.  These cartoon cacti only grow in the Sonoran desert.

Monday, February 24, 2014

First Impressions: Deadlight (PC)


Deadlight is a game that I bought last December during Steam's Winter non-denomination-take-all-my-money-Sale partly because it was on sale but mainly because I liked what the trailer was promising.  True, I am a sucker for a good zombie/post-apocalyptic video game and even though the title conjures up images of spiders attacking elementary school kids, but what is contained within is something far more enjoyable and beautiful.

Deadlight is currently the only game developed by Tequila Works and was originally available over the Xbox Live Arcade back in 2012 and, surprise-surprise, I had not heard about it until I saw it on Steam during their aforementioned December Sale.  So one night last week, I decided that I wanted to play a game that contained zombies since I had just watched Zombieland earlier in the evening.

Okay, so Deadlight is, in it's purest form a platformer.  There are puzzle elements, such as how to get from point A to point B with a mass of writhing live wires separating you from point C.  And there are zombies, called "Shadows" here, frequently chasing after you or lurking in the background and approaching the foreground.  The game is presented in 2D, with elements in the distance that you cannot interact with, but frequently you will see Shadows "wake up" and walk towards you and then become interactable once they reach your position in the foreground.  How is that description not confusing?

With the game being a platformer, I would recommend using a controller to play.  The game is set up for both controller or keyboard, but I do not think that keyboards are the best especially when it comes to running, jumping and semi-precise movements in a 2D side scrolling level.  To note, I have not tried using the keyboard so I am just making the assumption that the game would be rather difficult and frustrating, but that's just my unscientific opinion.

The setting for the game is something else that piqued my interest.  First, it takes place in Seattle, WA, which I am able to relate to regionally.  Secondly, the game takes place in 1986.  That's right, 28 years ago.  I have yet to find out if the year is an integral part to the storyline or if it was simply chosen because it is an unconventional thing for a zombie apocalypse game created in the two-aught-tens.  During the first chapter, there is nothing that screams Reaganomics in the same way that Gone Home screamed TGIF, The X-Files and jr. high for me.

The voice acting is pretty decent in that some lines are delivered well while others sound like they are being read straight off of the page.  The music is pretty atmospheric and provides the perfect amount of creepiness while not trying to overpower the player with themes, at least that I have noticed.  There are times when the music becomes more dramatic, but to me that is just good composing as it is appropriate for what is happening in the game.

Lastly, I really like the different art styles used througout game.  For in-game, you have beautiful scenes of desolation as you run horizontally through the ruins of Seattle.  Occasionally you are treated to a flashback where the bleak "present" is contrasted with the colorful green and living world of the past.  Then for the interspersed cut scenes, you are treated to still images that look like they could have been taken out of a minimally colored issue of The Walking Dead.

After playing Deadlight for roughly two hours, I am really enjoying everything about the game.  The platforming action is just enough that while I sometimes die, I can usually figure out what it is that I am supposed to do.  In one section I had to look up what to do on youtube because I was an idiot and forgot that I could jump over traps (yes, there are traps, but their existence in the game world makes sense).  The challenge is the perfect level that the game remains to be a lot of fun while not being so easy that I feel that there is no challenge.

I do not see this game lasting more than 10 hours, even with copious amounts of dying and restarting from checkpoints and that would be the perfect amount of time that I would want to spend in this world.  Of course I say that now, but come the end of the game, I may just want to return for a second round to collect slips of paper, trinkets from the past and other story elements that I may have missed the first time through.


~JWfW/JDub/Jaconian

Sunday, February 23, 2014

A tendancy toward the Mundane

Image courtesy of   http://www.improvisedlife.com/2009/09/17/cherish-the-mundane/   -  and definition of Mundane courtesy of google

This is a ramble I wrote probably more than a year ago, but follows a theme that I have been exploring since we started this blog, and am still exploring:  my own interest in the mundane when it comes to video games.

It must be a product of growing older - that's the only thing I can chalk it up to - but my interest in action and adventure has severely declined, and my interest in the mundane has increased.  On this blog I've talked about  Bike Riding, Flying like a Bird and Riding the Train. I notice a similar trend in my preferred comics;  American Splendor, Harvey Pekar's slice of life comic book;  Love and Rockets, Dykes to Watch Out For - even Larry Gonick's Cartoon Guide to History (of the universe).  These works aren't terribly exciting, but I really enjoy them.  

The non-game game is a big phenomenon right now, and it's my favorite.   Proteus, To the Moon, Gone Home, Dear Esther are all big standouts from the last two or three years.  Come to think of it, Animal Crossing is still huge, and it's a highly Mundane game.  And then there's Nintendogs, The Sims, Civilization; Mundane games are nothing new, yet are still making headlines.

Let's take a look at the definition of Mundane, shall we?

mun·dane
  [muhn-deynmuhn-deyn]  Show IPA
adjective1.of or pertaining to this world or earth as contrasted with heaven; worldly; earthly: mundane affairs.2.common; ordinary; banal; unimaginative.3.of or pertaining to the world, universe, or earth.
Origin: 
1425–75;  < Latin mundānus,  equivalent to mund us world + -ānus -anereplacing late Middle Englishmondeyne  < Middle French mondain  < Latin,  as above
Word Origin & History
mundane 
late 15c., from M.Fr. mondain (12c.), from L. mundanus "belonging to the world" (as distinct from theChurch), from mundus "universe, world," lit. "clean, elegant"; used as a transl. of Gk. khosmos (seecosmosin its Pythagorean sense of "the physical universe" 

[Isn't this interesting?  The second definition is the one with which I am more familiar.  However, the first is not one I'd heard before.  I rather like it.  Earthly, yeah, that works for me.  Heaven is a place on earth, after all.]




James Portnow, writer for Extra Credits, is fond of saying:  'when you're making a game, you're crafting experiences'  This comes to mind for me whenever a game idea pops into my head.  A common feeling I have is that I would like to 'reverse engineer' an experience and see what happens.  Like I had a goofy idea that it would be fun to remake mario bros 1 but give him a cell phone and have the player get calls and texts while playing the game.  Just to play with the feeling of interruption I usually have when I get those calls and text.  It would be like a social media simulator mashup with a platformer.

I've noticed lately I have a tendency toward the Mundane when I come up with game ideas.  Like, for example,  I ride the Amtrak between Sacramento and Davis every work day.  And I spend most of these days staring out the window and watching the scenery go by.  I love it.  It's relaxing.  It's beautiful.  And it occurs to me that I want to simulate this experience with a game.  How boring eh?  And yet...

When the weather was better, I rode my bike to the train station on the American River Bike Trail.  And I had similar feelings.  I love the scenery I love the way the foliage surrounds me and I sometimes feel like I'm going through a tunnel of greenery.  And I want to make this into a game setting.  I don't really care.  Probably an RPG.  I just want to simulate the experience in game format.  I guess I'm just oriented toward games, mostly 8 and 16-bit RPGs.  Probably FF VI more than any other.

There's a theme with these two ideas:  they're both travel-based.  What I enjoy is the relaxed pace of moving forward, and the great scenery.  Essentially my idea is for an 'on-rails' kind of a game.
As an aside:  I've heard people say  more than once that the Hobbit and the Lord of the Rings are essentially travel novels.  That works for me.  Makes sense.  I like it.  While the LOTR movies had hours and hours of extended action sequences, the feedback I tend to notice regarding the books was 'Tolkien sure likes to spend a lot of time describing things.'  The man appreciated the little details, and lately I find that mundane details are what I'm looking for in games, rather than roller-coaster excitement.


-D


PS:  I never played Pokemon Snap, but I wonder if it fits in with this idea.  Originally, when I heard about that game, I remember thinking "what a stupid game.  I'll never play that"  "bo-ring" and other, admittedly, immature thoughts.  Granted, I hadn't played any Pokemon games at the time, so I didn't really have interest. I didn't even know how badass squirtle was yet.  Perhaps I will have to watch out for it to pop up on  half.com.

Yep, there it is, five bucks.  Once called 'the best game ever' by my friend Orangeleecy.  One of these days, I'm going to check it out.


Friday, February 21, 2014

Full Review: The Plan (PC)


The Plan, a "game" of sorts developed by Krillbite Studio, the same people who are developing the first person survival horroresque game where you play as a two year old, probably does not require it's own full article, but you know what, it's going to happen because I enjoyed it that much.  I've played through three times and I think I enjoyed it more the second and third times around.

Krillbite describes the game as an "atmospheric videogame, exploring the issues of death and meaning."  I feel that The Plan, while it does allow the player to explore those issues, I feel that they happen after the game has finished.  And by finished, I mean that it will take you between 5 - 10 minutes to complete.  And believe it or not, the game comes with it's own achievement that is really more of an Easter egg than anything else.

So what exactly then is The Plan?  You begin the game as a fly with the camera very close up on you, almost uncomfortably close, especially if you are not personally fond of flies.  You then progress through the game/stage and slowly the camera pulls back and back, all the while the music in the background (from 19th century Norwegian composer Edvard Grieg) becomes more-and-more pronounced and powerful, but not obnoxiously so.

The game is very simplistic and very calming for the most part, considering that you are controlling something that most people tend to kill on site and cats for some reason like to eat.  I would say that it would be better to go into this game without any expectations although I did tell The Kid that she would "either like it or think it's absolute shit."  And really, that is all I feel you need to tell people, that the game is a small file (~120MB) that takes less than 10 minutes to play and if you don't like it, then you only lost maybe 20 minutes tops.

I just find that The Plan is a nifty little experiment from a video game studio that, from what I have seen from them, is true to their development philosophy, not to put words in their brains.  I highly recommend downloading this free game if for no other reason than to give your opinion about it and what defines a "video game" in todays market.


~JWfW/JDub/Jaconian

Monday, February 17, 2014

My Time With The Elder Scrolls Online Beta Testing (PC)

Now that Bethesda and Zenimax have officially lifted the Non-Disclosure Agreement, I am now able to babble to my hearts content.  Keep in mind though that this will end up being a longer post than usual as I will be blabbing about experiences from three different beta tests going back to November of 2013.

With that in mind, I present to you:
The first of many loading screens, since updated.


First off, I am not exactly sure how many beta tests Bethesda/Zenimax have run, but I was able to take part in the last three (November 2013, January & February 2014).  The current word is that there will be one last beta test before the game is released on April 4th of this year.  My experience that I will relate to you in frustratingly bad detail will be from only those three beta tests.

Secondly, before November 2013, I had never played an MMO of any kind.  I never played World of Warcraft at any point even though I loved Warcraft I and II (still sad that I never played III).  I never played Final Fantasy XI despite my general love of the Final Fantasy franchise, although that love began to wain with Final Fantasy's VII, VIII and X, so it's no surprise that I didn't do anything with XI.  With all of this in mind, it will be pretty obvious that I am not hep with all of the lingo and understanding of acronyms and verbiage.  During the post play survey, I had to look up what LFG meant and I am still not 100% on what "aggro" means in the context of a battle and how it works.  Maybe I do know but I don't know it.  Even though I find it hilarious, this rant that I first saw as a flash back in 2006 doesn't mean a whole lot to me.

Thirdly, with the exception of the last beta test, each session was over a weekend that I had to work. At least two of the days of the test.  In November, I didn't work the first day, but the test did not start until 12pm PST, but as to be expected during a stress test, the server was overloaded at many stages.  The above picture I took after I had logged on.  The progress bar got about as far as the circular band before if froze and I had to restart.  Three hours in I was finally able to make it to the character generation portion, but I was booted out a handful of times before I could create my character:
Bosmer Nightblade, part of the Aldmeri Dominion (November)
In the forums (where the majority of people were very cool with not everyone coming from an MMO background), a lot of people were coming up with names that would be based on the race of character they were playing while I chose a name that people might recognize me by as opposed to a name that would blend in with the world.  So, I chose to be a male Bosmer (Wood Elf) and I was immediately excited that the heights of the races was restored to something more similar to their respective heights in Morrowind; that Orsimer (Orcs) are larger than Humans who are larger than Dunmer (Dark Elves) who are larger than Bosmer, et cetera.  While I am usually not a fan of tattooing my characters, I early on decided that I would give all of my characters the same tattoo pattern, just because.

Because I am lame, I didn't take any pictures during the character creation process, but I will say that it is somewhat similar to the process in Skyrim, but different in other ways.  For instance, you are able to change the general shape/look of the body to be muscular, large or thin and the face to be soft, heroic or angular.  The video put out by Zenimax Online does a good quick job of describing the process.

Moving onto the beta test.  While playing each time, I always had the fact in the back of my mind that what I was playing was not a finished product.  There were going to be errors, which was the whole point of the beta existing.  We were there to find bugs, problems, glitches and whatnot with the game so that it would be as bug-free as possible come launch day.  

My first time though, I initially felt that the controls (keyboard & mouse) felt very loose, almost as if I wasn't totally in control of my character.  Granted I was coming from playing Morrowind which has somewhat sluggish controls and your player does run pretty slowly, even when sprinting, but after a while, I became used to how the character moved/ran/interacted with the environment.

Battles/Fighting in the game is something that I have not noticed any changes to since November.  The fighting has seemed, for lack of a better adjective, weak.  Yes, when you swing your weapon and it comes into contact with an enemy damage is done, except that the contact part does not feel real.  I know that is an odd sentence but I cannot find an easier way to explain what it is that I am trying to say.  Here's another go: when your sword (or your weapon of choice) comes into contact with an enemy, the weapon passes through them as if they were not there, but damage is still done, but the feeling that you have inflicted damage is not there.

My first playthrough, I encountered a number of animation glitches while trying to draw my bow back.  I don't have any pictures or a capture card, but my character would draw the arrow and then begin to rotate very rapidly in a 90 degree arc.  When I released the arrow I would hit my mark, but the character was still wigging out.  In the last beta test, the main animation glitch was that my character would use a long range attack and the animation would stick at the end with the last bit of sound effect that accompanied so the effect sounded like buzzing tin foil.

The most frequent bug that I came across was that while exiting out of a conversation with an NPC, the dialogue options would be gone (as they were supposed to be), but I would be stuck in the same frame, unable to move, re-establish dialogue.  My only option at that point was to submit a bug report (by typing /bug in the chat window) and then killing myself (/stuck) so that I could respawn at a "wayshrine."  A random bug/glitch/error that I encountered and that I actually took a picture of was during the January beta test.  I was playing as a Breton Templar (Cleric) and running around part of the island and came across a missing graphic:
Just in case one "Missing" didn't get the point across.
Mainly because this didn't turn out to be the Dwarven Part that I was searching for, I thought this was pretty funny.

The last bug that I encountered with my Breton Templar, which was a game killing bug, was that I accidentally did a quest in a closed off area out of order and as a result, I was unable to leave the area or proceed with the quest line.
How many Orsimer does it take to kill an invisible prisoner?
What is going on here, is that you are in a memory.  The Orc with the arrow above his head should be standing next to a prisoner.  Upon talking to the Orc he states the prisoners crimes and you decide if they should live or die.  Being an Orc (in the memory I was an Orc), I felt that the prisoners should die, so I found four prisoners and had them all killed.  Only after the fact did I talk to the person who gave me the quest for the area.  The arrows above the specific Orcs appeared but the prisoners remained dead.  I was unable to reload the quest and even after I killed myself (/stuck) I was permanently stuck.  I submitted my /bug report but I was unable to use this character for the remainder of the beta test.

Over the course of the three beta tests, I did see some changes.  First there was a sound effect of coins dropping after purchasing or selling an item that was not present in the November test.  The second was the inclusion of two enemies that greatly expanded the first tutorial area, but I won't say anymore to prevent spoilers, of which I am trying to be somewhat vigilant.

The music!  I just realized I haven't said anything about the music.  From what I can tell, based on the music in the menus and in game music, Jeremy Soule is still the composer for the Elder Scrolls Online, although that is not confirmed.  The credits in the game consists of "Credits Text 1" through "Credits Text 3."  After listening to the music, I do believe that Jeremy Soule is still the composer.  At some point between the January and February beta tests, a lot of the menu music changed and while it does sound less dark than the previous versions, there is a lot more use of a choir, which in my book is very rarely a bad thing.  

And while we are on the topic of sound, Bethesda and Zenimax have gathered quite a cast to handle some of the voice acting.  The "only" voices that I came across, due to my inability to reach Level 10, was that of Michael Gambon and John Cleese.  Again, I will not say in what capacity they offered their vocal talents, but I will say that they were used very well.  I am told that this cast also includes Bill Nighy, Kate Beckinsale, Alfred Molina, Malcolm McDowell and Lynda Carter.  Not that just because the vocal cast is notable will make the writing any good, but the vocal notables do do a great job with the material that they have been given.

That being said, there was not as much reading material as one might have found in any of the previous Elder Scrolls games.  Books were few and far between and when you were able to read a book, it most likely came from a bookshelf full of books rather than a single volume.  This is something that saddened me greatly during all of the beta tests.    Because The Elder Scrolls Online takes place in an era that has, as of yet, been unplayable (ie the Second Era), I never really felt that I was playing roughly 700 years before the events in The Elder Scrolls: The Arena begin or nearly 900 years before the events in Skyrim.  Reading books is what helped me solidify my immersion in the Elder Scrolls games so I was a little sad to find out that, at least, as of the February test, literature would be somewhat scarce.  Or, maybe I am just not looking hard enough, which is always a possibility.

There is a lot that I have not touched on that is present in The Elder Scrolls Online.  There is a crafting system where you can create items related to your specific ethnicity and learn those of other groups as well.  I did not do anything in the way of crafting as I tried to spend the majority of my time doing story and side quests to raise levels.  There are group dungeons that you can only explore with three other people.  I am sure that voice chat is a thing, but I never looked into it as I primarily played by myself and didn't bother with anyone else.  And finally, there is the whole of the mass battles in the PvP area of Cyrodiil.  As briefly stated somewhere up there in all those words, I said that I never made it to level 10 (to note, level 17 was the goal and max for the last three beta tests) which is the minimum level required to enter Cyrodiil and the massive PvP areas.  I did not.  I also do not know about controller support for the PC as I only played with keyboard & mouse.  It would seem like controller support of PC should be a thing as there are plenty of people who simply prefer this way of playing a video game.  I guess these will all just be wait and see.

In closing (because it's late for me and I still need to sleep, as of the writing of this), I will say that I have (so far) enjoyed my time with the Elder Scrolls Online beta tests.  There have been a number of bugs/glitches that have hampered progress and some occurred frequently enough to make me turn the game off because of having to kill myself to become "unstuck."  The beginning areas, which act as tutorials were very linear, almost annoyingly so when compared to other games in the series, but I figure that they are simply that, tutorial areas, for you to become used to your character and to build their levels and abilities up a bit before putting you out in the big bad scary world of people yelling over the internet.

To date, I have had a very fun time playing, despite all the bugs/glitches that I would expect to be present in a beta test and I know that both Conklederp and myself are looking forward to the end of March when the game will launch for pre-orders and April for the rest of the PC market.


~JWfW/JDub/Jaconian
People Running 'round, It's Five O'Clock


P.S.
I wanted to share some of the other pictures I took during the three beta sessions.  Sadly though, I did not take many pictures of bugs that occurred during game play as most were either based around animations that would not translate to pictures or because the glitch would not have looked interesting in picture form.  So here are some others which you may or may not be interested in.
Breton Templar, part of the Daggerfall Covenant (January)

Dunmer Kightblade (Theif) as part of the Ebonheart Pact (February)

Mudcrabs feasting on a washed up corpse of an NPC.
It's never a good thing to see and/or be near a portal that leads to Oblivion.

Saturday, February 15, 2014

Book Review: A Wind in the Door




I was inspired to read this book when my friend Abazaba expressed interest in re-reading the full 'Wrinkle in Time' series by Madeline Le'Engel.  We had both read the first book when we were young, and were curious about the series following.  I found both the first book and 'A Wind in The Door,'  the second book, at Beers Books, our local used bookstore.  At one dollar apiece, I could not pass them up.  So I gave my friend the first while I read this one.   

In brief synopsis, the Wrinkle In Time series follows young teenager Meg Murry, her little brother Charles Wallace and the rest of her family as they go through a series of adventures with magical beingsThe stories always begin at their home in the north eastern United States, but span across the length and breadth of the universe.  The first book focuses on folding space to cross great distances, and A Wind in the Door focuses on the unification of all creatures great and small, from the sub-microscopic to the galactic.

This book contains some really cool science fiction ideas.  Le'Engel discusses concepts of scale in a really intriguing way.  When talking about scale in terms of Astronomy and Chemistry, the sizes involved are beyond basic human comprehension.  We have to think long and hard to really understand that we are just a speck of dust in a sunbeam.  

Le'Engel tries to connect the tiniest of the tiny - a cell within a cell within a cell, with the largest of the large:  A solar system within a galaxy within a universe.  She pulls this off masterfully, through a bit of metaphysics and storytelling that tickles the mind and the soul.  The notion that a human can be a universe to a mitochondrion, which is a solar system for Farandolae  is fantastic, and she even tries to work together the idea of communication between these massively different bodies.  She uses metaphysical 'kything' to bridge this gap, which is akin to telepathy, and reminds me a bit of 'Groking' (Stranger in a Strange land, Heinlein). 

As a reader, I am already prepared to accept these concepts and imagine them, so I'm not sure of how good a job Le'Engle does of describing them to a layperson.  In fact, there are portions of the book that I think are pretty well ham-fisted.  I suppose this is due in part to this being a children's book, where things are best presented in a simple way, and in short-run.  But it's not the science fiction or the metaphysics that is troubling to me, it's the storytelling.

There are unbelievable and frightening characters, whom the children of the story are compelled to just 'trust' instantly because of some sort of spiritual energy coming from them.  This is a problematic issue for me.  On the one hand, I love the innocence of it, the cleverness of the character design, and the guts to make a sympathetic character have a frightening appearance.  But on the other hand, as a reader, I do not immediately trust the characters, and I'm essentially forced to do so because the narrator insists on it.  I don't really like that.  This is what I mean by ham fisted.  Perhaps with a bit more time to flesh the world out, I may have synced up with the characters.

I think it's awesome that Le'Engel was inspired by Mitochondria.  And I do find comfort in her unified theory of love.  The respectful synthesis of science and spirituality is a lovely thing.  I think I would enjoy these concepts adapted to an older audience, with more elegant storytelling.  I recommend a Wind In the Door to anyone who likes science fiction.  I think it is the best in a very original series.

-D

Wednesday, February 12, 2014

Frog Fractions





Frog Fractions
http://twinbeard.com/frog-fractions

I would like to invite you to play frog fractions, a surprisingly deep game about fractions.  This is a free flash game, played in browser with the mouse and keyboard.  Now, I know I've recommended flash games to you before, but I typically include several in a post.  Frog Fractions is a game of quality, which I hold highly enough to warrant its own post.  It's a pretty special game.  So go give it a shot, I think you'll be pleased.

Oh, there's a bit of a learning curve, but stick with it, and don't be afraid to explore.

-D

Monday, February 10, 2014

The Elder Scrolls IV: Oblivion ~ New Character Story

A while back, I had considered restarting Morrowind with a new character because I had felt that using a Nord of the Skyrim Province who was supposed to be a reincarnate of a heralded Dunmer (Dark Elf) hero was a bit far fetched.  I thought that playing a Dunmer would be more appropriate.  After I had thought about that decision and slept on it, I continued with my Nord, just to see what would happen and if the main quest line would make any more sense with an "Outlander," believing that Bethesda knew what they were doing, otherwise when beginning the game, you would have only been able to choose to be a Dunmer.  In the end, I am very glad that I continued as that decision gave rise to my new character for The Elder Scrolls IV: Oblivion, the Dunmer Ashlander, Talaq Ashburnab (same-ish name as the other Tal'aq, but different alltogehter.  I just like the sound of the name).

First off, how Valgrin of Markarth, the incarnate Nerevarine of Indoril Nerevar, a Dunmer General from the 1st Era influenced the events that take place in Oblivion.  

Emperor Uriel Septim VII sees that in the future he will be assassinated, his death is already foretold.  In this vision a prisoner helps him seal the gates of Oblivion which his assassination have brought about.  This is the in-game plot for Oblivion.  In the game Morrowind, Uriel Septim VII sends a prisoner who is born under a specific star sign, whom he believes will fulfill the Nerevarine Prophesy and release Morrowind and those living in Vvardenfell from the blight brought about by Dagoth Ur, who is residing at the heart of Red Mountain, in the center of Vvardenfell.  This is the in-game plot of Morrowind.

In Morrowind, I chose to be a Nord because it seemed like a good idea, having just played 150+ hours in Skyrim and I knew that I wanted to play a tank-like character.  Thus, Valgrin of Markarth was brought into being.  During the main quest, your character comes upon many different factions of Dunmer throughout Vvardenfell.  One of these is a tribe of Ashlanders, the Urshilaku, who are the group that sets your character ahead on his quest to fulfill the Nerevarine Prophecy and the first group/clan/tribe to recognize him as such.  I decided that this is where Talaq would originate from.

So Talaq was influenced by an Outlander being the Nerevarine.  This opened up his view of other races and began to deteriorate his prejudices of other races that were not Dunmer.  Knowing that the Nerevarine was a Nord (using my game from Morrowind as a canon storyline), Talaq wished to visit this land that the Nerevarine came from.  Being an Ashlander, a relatively poor nomadic tribe of Dunmer, Talaq had very little in the way of way of payment to find travel into Skyrim.  In the village of Khull, the Khajiit shipmaster S'virr tells Talaq that he can give him free passage to Skyrim by way of Solstheim after picking up/dropping off a shipment.  Free passage is dependent on Talaq transporting goods to both Fort Frostmoth and to the port in Windhelm.  Talaq agrees to this.

Unbeknownst to Talaq, S'virr fell in with the Nord smuggler Brurid and is smuggling Skooma and Moon Sugar.  While disembarking, members of the East Empire Company call attention to S'virr's boat and Imperial soldiers begin searching the cargo and find the contraband.  The imperial guards begin questioning Talaq on the docks.  A group of Dunmer witness the Imperial's verbal and physical abuse of Talaq and rush to his unasked-for aid.  During the skirmish, one Imperial is killed along with the two Dunmer who attempted to help.  Talaq was imprisoned as he was believed to be connected with the two dead Dunmer.  Because Imperial soldiers were killed, Talaq was taken to Cyrodiil and imprisoned under the charge of "an assault on the Emperor's men, is the same as an assault on the Emperor".  

While being processed, Talaq chose the surname "Ashurnab," after the Daedra shrine Assurnabitashipi to the west of the Urshilaku Camp.  Talaq did not wish to disgrace his family, yet chose and slightly altered a word/name that he already knew.  Coincidentally, in reality and in-game, the Assurnabitashipi shrine is dedicated to Mehrunes Dagon, the instigator of the Oblivion Crisis.

The way that I see this story unfolding, is that Uriel Septim saw an Ashlander at the time of his death and his visions regarding the Nerevarine Prophecy came to him, he saw a way of bringing an Ashlander, a group not normally seen outside of Morrowind, to Cyrodiil.  Uriel, however did not know anything about the Ashlander that he saw in his visions, only that by perhaps helping to fulfill the Nerevarine Prophecy, would this Ashlander somehow end up in Cyrodiil.

And now, I present to you Talaq Ashurnab, freshly released/escaped from prison:

Without a helmet on, Talaq sports the traditional Dunmer top knot.  I do wish that I could have figured out a way to make his cheeks a little more gaunt, similar to the way that the Dunmer look in Skyrim, or you know, Danny Trejo.  I didn't have a specific age for Talaq, hence not bringing up the year of his birth in relation to the storylines of Morrowind and Oblivion, and really, it's probably not that important.

I see Talaq as someone who, having seen the power and influence of an Outlander Nerevarine believes that helping people, to a certain extent can be beneficial.  As with other Ashlanders, he will not question the decision to kill someone who insults or threatens him.  And as with most/all Dunmer, he has a strong dislike/disgust for necromancers (which is how I justified diverging from the main quest so early on and routed a keep full of necromancers and their ilk.

He is still pretty naive though, because he is still pseudo-young so he's bound to do some stupid things.  Sure, why not.

So that's my character that I've created to play, at least through the main questline, in Oblivion.  


~JWfW/JDub/Jaconian
Instrumental