Jumat, 21 Februari 2020

Games Designer And UCLan Alumni, Steven Thornton In MCV Interview.

Lead games designer at 'Sperasoft' Steven Thornton, who worked on Assassin's Creed Odyssey, Rainbow Six Siege and over ten Lego games, explains how QA is still a route to games design and what he looks for in applicants.




























See the interview with Steven at the following link:























Steven has extensive experience in Games Design having worked as Games Director and Lead Level Designer at TTFusion in Wilmslow, prior to moving to his current role as Lead Games Designer at Sperasoft in Russia.

We're very proud of Steven's achievements as we're pleased to say that Steven completed both his MA and BA at Uclan Games Design with First class distinction.


















Kamis, 20 Februari 2020

StarTropics (NES)

StarTropics title screen
Developer:Locomotive, Nintendo R&D3|Release Date:1992 (1990 in NA)|Systems:NES

This week on Super Adventures, I'm thinking about how much StarTropics' title screen reminds me of the title screen of Metroid. They've got the same 'text floating in front of a twinkling starfield' look. Though Metroid has fewer palm trees.

StarTropics is fairly well known among people who aren't me, but I never played it myself. In fact I thought it was a SNES game until I looked it up. I'm still not sure how it plays, but if I had to guess I'd say it was probably going to be a little like that Secret of Evermore game I wrote about in January. The two games definitely share one thing in common: their titles both start with the letter 'S'. Also they were both developed with a Western audience in mind and never got a release in Japan. They even left it off the Nintendo Classic Mini Family Computer (aka the Famicom Mini) despite it being one of the 30 games that came with the NES Classic in other regions.

It was produced and written by a Japanese game designer though, Genyo Takeda, who was apparently also responsible for a: putting battery backed-up save RAM in the cartridge version of The Legend of Zelda and making that a thing, b: sticking an analogue thumbstick on the N64 controller and inspiring Sega and Sony to do it too, and c: holding the Wii back so that it was a generation behind the Xbox 360 and PS3. He became the manager of Nintendo's hardware development division in 1980 and didn't retire until 2017, so he was a fairly influential guy during the entire history of video games. Plus he produced Punch-Out.

Read on »

20Mm Big CoC At The WHC Gavrus: Part 1


 I've been badgering Mark Freeth about CoC for about a year now, first of all to do it in 20mm, then of course its turned into 28mm. Meanwhile, The group of lads from Huntingdon who do an annual game to remember their sadly missed old friend Carlo were coming to Basingstoke.
Now I knew they had played CoC, and I also recall Carlo being partial to the game, so I thought it ideal to use them as guinea pigs for trying out Big CoC! They were more than happy to go along with it, so a format was put together. As the 28mm stuff is still being painted (nearly done though!) this weekend would have to be in 20mm
I thought that for 8 players, a Big CoC campaign of 4 games over the weekend from Friday night through to Sunday afternoon would work fine. I allowed for an extra scenario just in case things went a bit quick.
What to do?
An obvious choice was Normandy, I had all the kit required, and of course, Mark has his amazing collection of Mick Sewell buildings which were aching for a run out.
I only needed a reinforced company for both British and Germans, plus various AFV options, all of which we had.
 The scenario was to be the action at Gavrus on 29/30th June 1944, when the 2nd battalion Argyll and Sutherland Highlanders came under ferocious attack by the 10th SS 'Frundsberg' division.
The battle is reasonably well documented, particularly in Iain Dalglish's book "Operation Epsom: Over the Battlefield" which includes some fantastic aerial photographs of the area taken just days after the battle, these would substitute perfectly for maps.
I came up with 4/5 scenarios with games running into each other to replicate the fighting:
The first was a bit of a "what if" with infantry companies from each side recce-ing the village of Bougy about a mile South of Gavrus, the Germans supported by an armoured infantry platoon in half-tracks and the jocks by their carrier platoon. Both sides did recce Bougy, but I doubt they did it in such strength or necessarily at the same time, but I thought it would give a good introduction for the players, and set the tone for the weekend.
This was to be a fairly standard Patrol scenario as per the CoC rules, with each side receiving an additional 8 points of support to be drawn from a fairly limited selection
                                                           Main road at Gavrus


                                                          The British briefing:      
                                                        
                                                   Scenario 1:  BOUGY- BRITISH
This depicts the action between The 2nd Argylls and the 10th SS Frundsberg Division early in the morning of 29thJune 1944, around the village of Bougy. This is a patrol action as per the main CoC rules. National characteristics as per the main rules.
7 Patrol Markers will be placed along the respective baselines, resulting in 6 Jump off Points. Vehicles will enter via the Gavrus road.
The adjutant may either: Act as an off table senior leader for 1 platoon. OR for the entire company, in which case he will just add +1 to their deployment rolls
Casualties from scenario 1 will carry over to scenario 2.
British Infantry: 3 platoons, C Company 2nd Argylls, Regular, 5 command dice
 Each as follows:
HQ:
Lieutenant: Senior Leader armed with a pistol. 
Platoon Sargent: Senior Leader armed with SMG
PIAT Team: 2 men
2" Mortar Team: 2 men.
Sections 1 to 3:
Corporal: Junior Leader armed with SMG 
Bren Team: Bren LMG 3 crew
Rifle Team: 6 riflemen
SUPPORT OPTIONS:
List 1:  Medic, Adjutant(max 1),,
List 2:  PIAT Team: 2 men, 2" Mortar Team: 2 men.
List 3:  Sniper Team, Universal carrier Bren Team with Junior Leader.

List 4:  6 pdr Anti-tank gun with 5 crew and Junior Leader (max 1)

ELEMENTS, CARRIER PLATOON, 2ND ARGYLLS: , Regular, 5 command dice.
1 x Universal Carrier with driver, 2 man Bren team, and Senior Leader with pistol
Section 1:
1 x Universal Carrier with driver, 2 man Bren team, and Junior Leader with SMG
1 x Universal Carrier with driver, 2 man 2" mortar team, and 1 rifleman
Section 2:
1 x Universal Carrier with driver, 2 man Bren team, and Junior Leader with SMG
1 x Universal Carrier with driver, 2 man PIAT team, and 1 rifleman
Section 3:
1 x Universal Carrier with driver, 2 man Bren team, and Junior Leader with SMG
1 x Universal Carrier with driver, 2 man 2" mortar team, and 1 rifleman, OR 2 man PIAT team, and 1 rifleman
No Support may be allocated to the Carrier Platoon
Total support points.8
Each asset picked must be allocated to a specific platoon for the duration of scenario 1
                                                  Recce half-tracks move up( die-cast vehicles, AB crew)

                                                        The German briefing:


                                                   Scenario 1:  BOUGY -GERMAN
This depicts the action between The 2nd Argylls and The 10th SS Frundsberg Division early in the morning of 29thJune 1944, around the village of Bougy.  This is a patrol action as per the main CoC rules. National characteristics as per the main rules.
7 Patrol Markers will be placed along the respective baselines, resulting in 6 Jump off Points.
Vehicles will enter via the western road
The adjutant may either: Act as an off table senior leader for 1 platoon. OR for the entire company, in which case he will just add +1 to their deployment rolls.
Senior Leaders must be allocated to a specific platoon
Casualties from scenario 1 will carry over to scenario 2,
German Infantry: 3 platoons of the 1st Company 22nd Pzrgrenadier Regt, Regular, 5 command dice
 Each as follows:
HQ:
Obersharfurher: Senior Leader armed with a SMG. 
3 Panzerfaust 30.
Sections 1 to 3:
Scarfurher: Junior Leader armed with SMG 
M42 Team: MG42 LMG 3 crew, 1 Rifleman
M42 Team: MG42 LMG 3 crew, 1 Rifleman
SUPPORT OPTIONS:
List 1:  Medic, Adjutant (max 1), Panzerfaust 30
List 2: Senior Leader armed with a SMG.  Panzerschreck team with 2 crew
List 3:  Sniper Team, Panzergrenadier team: Junior Leader armed with SMG, 5 riflemen.
List 4:  Mg 42 MMG team and 5 crew
List 5: Sdkfz 250/8 with junior leader, 250/9 with junior leader


3rd Kompanie, 10thSS Panzer  Aufklarungs-Abteilung:  Superior Regular *, 5 command dice
1 x Sdkfz 251/10 + Obersharfurher: Senior Leader armed with a SMG.
 Panzerschreck team with 2 crew
3 x Infantry sectionseach:
1 x Sdkfz 251/1 Scarfurher: Junior Leader armed with SMG
M42 Team: MG42 LMG 3 crew, 1 Rifleman
M42 Team: MG42 LMG 3 crew, 1 Rifleman
*Superior regulars treat a single 6 on their command dice as a 5. Other rolls are unchanged.
No Support may be allocated to the Recce platoon
Total support points.8
 Each asset picked must be allocated to a specific platoon for the duration of scenario 1




                                             Cautious grenadiers (Elhiem and Adler figures)

Gobliins 2 - Final Rating

By Ilmari

I am a bit torn about Gobliins 2. I began playing it with great expectations. The second game in the Gobliins-series showed clear improvements over its predecessor, being easier to play and fairer, while still retaining the wackiness of the first game. The more I played, the more irritated I became, when the game wouldn't just stop. I felt that the producers had tried to cram a bit too much into the game, that there was too much of a repetition of similar themes and puzzles and that the whole would have just improved from cutting away some of the material. I feel the need to balance my rating carefully in order to accommodate both of these aspects.


Giant's face says it all

Puzzles and Solvability

Puzzlewise, Gobliins 2 has quite a different feel from Gobliiins. The main reason for this is the move to a more traditional adventure game style, where the player has access to many different screens, instead of being forced to go through a series of discrete levels. Mind you, the game still consists of a linear series of areas, which could even be called levels, but at least these usually contain more than just one screen. This does get rid of the crudest problems of motivation in the first game, where the goal of one screen was not yet clear and became apparent only in light of a later screen.


I have to admit that especially with later parts of Gobliins 2, the goal was often
a bit hazy; for instance, here I had no indication I should be creating this portal.

Another big difference lies in the way the goblins are used in the puzzle solving. In the first game, the goblins had clearly distinct roles, for instance, only one of them could pick up and use items. Here, the roles of the goblins are more similar, neither of them having any particular skills the other wouldn't have. They still do interact with the environment in different manners, but these different manners seem often to be based just on the whim of the producers. They do try to justify these different actions by the different attitudes of the goblins, Winkle being more whimsical than Fingus, but this difference is not very strict - we do see, e.g. Fingus playing a trick on the cook of the castle.


Or trying to draw something on a picture

It's difficult to say whether the essentially similar skill set of the two goblins is a positive or a negative thing. On the one hand, in the first game it was usually the inventory person who had the most interesting things to do, the actions of the wizard being way too random and the actions of the strong guy too simplistic and often just pushing switches. In the second game, none of the goblins had a more important role than the other. Indeed, even more so than in the first game, the puzzles often relied on cooperation, when one of the goblin did something and the other had to do something else in the small window of time when the first one was doing it.This was at times even frustrating, especially if the action of the second goblin required precise pixel hunting and/or missing the window meant beginning a long puzzle sequence from the very beginning.

I've already spoken of the repetition that hindered my enjoyment of the later parts of the game, and this repetition can be seen especially with puzzles. Many of the puzzles seem like Rube Goldberg machines with an Escherian twist, in that a series of complex and sometimes even geometrically absurd steps (e.g.put goblin's hand here and see it come out in a completely different place) are required for some seemingly easy task, like getting a goblin on top of a shelf. The problem is that many of the steps used - like the just mentioned hand trick, or the one where a goblin is placed on something that is used to slingshot him - are introduced quite early in the game and then used over and over again.

Looking back at what I've written I might sound overtly negative in my opinion on the puzzles. Even with all their flaws, I do still prefer the idea of freer puzzle combinations in Gobliins 2 to the level-based style of Gobliiins. If only the puzzles would have been more varied and less in need of precise timing and positioning.

Score: 3.

Interface and Inventory

The producers have improved upon the first game and got rid of the ridiculous health bar that was nothing but painful. They even added hotspots, thus avoiding most of the pixel hunting (it still is a bit of a trouble in the timed sequences, where the hotspot exists for a fraction of a second).


Hotspots even tell you the name of the characters

If I do have to say something critical, the game mechanism of changing inventory objects between two goblins seems somewhat superfluous, since most of the time the two goblins have an identical inventory. And speaking of inventory, it is still very bland.

Score: 5

Story and Setting

The story of the game is less complex than in the first Gobliiins. For the most part, there's basically only one motivation for PCs: rescue Prince and get him home. The final twist of the game, with the Prince being possessed by a demon, comes out of nowhere and feels like it was made just to lengthen the game. Setting, on the other hand, is rich and colourful. Sometimes many of the elements don't make any sense - why is there a basketball player on a tree village? - but this just goes with the general silly tone of the game.


The dream sequences were especially delightful

Score: 5.

Sounds and Graphics

I am pretty sure the producers took the easy route and merely used all the same music as in the previous game - it still sounds good, but this is a bit lazy. Graphically the game is on par with its predecessor with images reflecting the wacky tone. All in all,since the game looks and sounds like the first one, a similar score is definitely in order.

Score: 6.

Environment and Atmosphere

I applauded the first game for its wealth of silly animated gags. The sequel also delivers on this front. Lot of the charm of the game is trying different variations in interacting with different objects and seeing if the outcome changes. Since the threat of death has been lifted, the players are free to tinker.

Score: 8.


 It was not at first apparent that goblins could be used like bowling pins.

No, let's think about this again! The final stages of the game lost the momentum, and all the wackiness just couldn't help with my growing irritation. Thus, I'll deduct a few points from this category - but not too much, since I still adore the beginning.

Score: 6.

Dialogue and Acting

Based on the two games I've played, Goblins-series is so heavily focused on clever animations that the producers have mostly ignored text and dialogue. The second game was perhaps a bit more literate than the first, but this isn't saying much.

The voices speaking the various lines sound more like overeager theater enthusiasts than true professionals. The actor in the role of Fingus is particularly lacking in talent, sounding like a second-rate imitation of Walt Disney voicing Mickey Mouse.

Score: 2.

(3 + 5 + 5 + 6 + 6 + 2)/0.6 = 27/0.6 = 45. If the game would have ended a lot earlier, this would have been a fine score, but since it now continued longer than was necessary and became more than a bit of a chore in its last moments, I'll deduct one more point. 44 it is then, making the second game a bit less to my liking than the first game. Will Moczarski wins this round!



CAP Distribution

100 CAPs for Ilmari
  • Blogger Award - 100 CAPs - For moving from great enthusiasm to utter boredom in the process of playing and blogging through this game for our enjoyment
38 CAPs for MorpheusKitami
  • True Companion Award - 30 CAPs - For playing along Gobliins 2 almost to the end and proving ample commentary
  • The Cult of Teeth Award - 5 CAPs - For taking part in the teeth appreciation comments
  • Colonel Mustard - 3 CAPs - For research on the linguistics of mayonnaise
15 CAPs for Demon Throne
  • Teeth Award - 15 CAPs - For the best set of teeth in the game
10 CAPs for Will Moczarski
  • Psychic Prediction Award - 10 CAPs - For guessing the exact score of Gobliins 2
9 CAPs for ShaddamIVth
  • The Cult of Teeth Award - 5 CAPs - For taking part in the teeth appreciation comments
  • Where No Adventure Game Has Gone Before Award - 4 CAPs - For finding out the secret of the cosmic whereabouts of TAG headquarters
8 CAPs for MisterKerr
  • It's a Good Game Award -8 CAPs - For sharing interesting analysis and memories on Gobliins 2
5 CAPs for Mayhaym
  • The Cult of Teeth Award - 5 CAPs - For taking part in the teeth appreciation comments
3 CAPs for Agrivar 
  • Mythology 101 Award - 3 CAPs - For a creative explanation of mermaid queen's missing eyes
3 CAPs for Lisa H.
  • Cooking 101 Award - 3 CAPs - For explaining how to make mayonnaise

Rabu, 19 Februari 2020

Ep 32: The Year Is Dead. Long Live The Year Is Live!

Ep 32: The year is dead. Long live the year.

https://soundcloud.com/user-989538417/episode-32-the-year-is-dead-long-live-the-year

Chris Arnold and I talk about the year that was and the year that is to be.

Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer

Try Audible for your free audiobook credit by going to http://audibletrial.com/tvwg

Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.

ASOIAF: Rodrik Cassel 40Pt Army

Let's get down to business.

Winter has come.  While there are some people out there that prefer to go maneuver-heavy with Robb or face-smashy with Greatjon Umber, I like going Rodrik Cassel.  The reason why is because his tactics cards are absolutely bonkers and making units Vulnerable just makes a smashy faction even smashier.

First, let's take a look at Rodrik Cassel and see what he offers to our army:

A true soldier.

As you can see, Rodrik is a soldier who has an Order to make the opponent's unit Vulnerable after Attack dice are rolled.  The timing for this is exceptionally important because it's what Sworn Sword Captains have as well and it's considered one of the best 1-point attachments in the game.  Vulnerable is huge for someone like Rodrik because it unlocks his Tactics cards and skyrockets the damage potential of all your units.  Having Vulnerable on something after you charge it would mean you re-roll all hits and your opponent has to essentially re-roll all their successful saves.  It pretty much means the Stark army will obliterate units that have low saves or punch through tougher targets that can normally deflect their blows.  Peeling ranks off enemy units will also keep your units around longer as the enemies' damage potential will decrease.

Let's take a look at Rodrik's tactics cards:

All that martial goodness!

Martial Superiority is one of the best defensive tactics cards in the game.  It triggers off when the enemy unit attacks and that dice rolls less dice AND loses all abilities until the end of the turn.  Now, it isn't as powerful as some of the silences we've been before where it lasts until the end of the round, but this card doesn't need any conditionals like expending condition tokens or anything else.  You cast it, boom, and most of the opponent's plans are foiled.  This card is amazing at stopping something like Gregor + Flayed Men from rolling a unit while you set up for a counter-attack.  To make things even more interesting, if you're going after Rodrik's unit, good luck.  Having Weakened on top of this card pretty much means Rodrik's units going to stay around.  Combat Prowess is a great follow-up card when used with Rodrik's unit or with any unit under the influence of Vulnerable.  What if your opponent rolls poorly and you don't need to spend the Vulnerable token?  Guess like he's being silenced and unable to respond with any defensive tactics cards.  It's really fierce when used on the charge as there are fewer things in the game that interacts with that timing window than when a friendly unit attacks.  Lastly, we have Press the Advantage.  This is another one of those cards that trigger off the attack so you can't use a Sworn Sword Captain's Orders and then play this card because it escapes the window.  What this card does is kick your opponents when they're already down because of the Critical Blows on an already Vulnerable target.  That's why I have taken a unit of Tully Sworn Shields with Rodrik because it makes them one of the tankiest units in the game while giving them the opportunity to do bigger damage than their stats suggest.

Here's the list:

Faction: House Stark
Commander: Rodrik Cassel – Master–at–Arms
Points: 40 (4 Neutral)

Combat Units:
• Stark Sworn Swords (5)
  with Sworn Sword Captain (1)
• House Umber Greataxes (7)
  with Robb Stark – The Young Wolf (3)
• Grey Wind (0)
• House Tully Sworn Shields (7)
  with Rodrik Cassel – Master–at–Arms (0)
• Stark Outriders (7)
  with Brynden Tully – Vanguard Infiltrator (3)

Non-Combat Units:
• Sansa Stark – Little Bird (3)
• Petyr Baelish – Littlefinger (4)

Made with ASOIAFBuilder.com

Let me try and explain some of these choices super quick.  The Stark Sword Swords are simply one of the best offensive units in the game for the cost.  With Stark Fury and 8 dice on a 5-point unit and the ability to make someone Vulnerable, the damage potential for this unit is huge.  Great Axes deal a huge amount of damage and can definitely wreck heavy cavalry if they're already engaged with them.  Robb Stark as an attachment makes them regular infantry speed and gives you the ability to launch yourself out there on a Maneuver trigger on the tactics board.  This makes two units that can do it in the army and that will surprise your opponents a lot!  The fact that Robb (and Bran) come with their Dire Wolves is one of the best things about Starks.  These free wolves not only come with great abilities, but they're a free activation and deploy to be used in battle.  Grey Wind is especially good because he is able to apply Vulnerable onto a unit if already used, or apply it beforehand so it can be consumed using Rodrik's own ability or tactics cards.

I already explained a little bit about the Tully Sworn Shields above, but with Rodrik's tactics cards, this unit becomes a very jack-of-all-trades unit.  It's already super defensive with Shield Wall and 3+ save, but cards like Martial Superiority just takes it over the edge.  While the defensive stats normally lower damage expectations, Press the Advantage and Vulnerable tokens in general greatly increases its damage potential.  As for Stark Outriders, I think they're a great, solid unit at 7 points.  With Brynden Tully however, they can be one of the most annoying units in the game thanks for their great flanking ability and healing on retreat.  A lot of the Stark tactics cards play incredibly well with Outriders as well thanks to their unpredictable damage potential.  Just remember that with 7-point units, you can also decide to trade out the Sworn Shields for a unit of Berserkers if you want some more face-smash.

"And yet you betrayed me.."

As for NCUs, I really like Sansa Stark with Rodrik because of her ability to recycle or tutor for exactly what is needed right then and there.  While we all try and anticipate everything that is going to happen in a game, Sansa offers us extra insurance that if an opponent rolls a 6 for a long ass charge you didn't anticipate and is rolling in with crazy Tactics cards in support, you always have a way to Martial Superiority him into the ground.  For my next NCU, believe it or not, I think Littlefinger is a solid choice for the Starks.  It's just comical that I'm taking both Sansa and Littlefinger in the same list, but his ability to claim Combat/Maneuver that unlocks the secondary capabilities for your Stark tactics cards while still reaping the benefit of other unclaimed zones is amazing.

Try out the list and let me know how you fair!

Kamis, 13 Februari 2020

Brave Browser voted the best privacy-focused product of 2019



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

Earn Basic Attention Token (BAT) with Brave Web Browser

Try Brave Browser

Get $5 in free BAT to donate to the websites of your choice.