jdodson1

Joined 01/23/2012

I'm an Engineer and built the video game community Cheerful Ghost and text based mini-MMO Tale of the White Wyvern.

2753 Posts

The next entrant in the Cheerful Ghost Community Interview series I have been doing is Will Owens. Will is the creator of Backlog Killer, a blog dedicated to completing his large pile of awesome games.

jdodson: You are playing through Ultima Underworld right now. How is that going?

Will Owens: Slowly but surely. Ultima Underworld is actually one of the two or three games that motivated me to begin writing the Backlog Killer blog last year. The problem of too little time and too much to play remains, but I now have a system that allows me to focus and not be distracted by other games that may be laying around, too. I usually only have the opportunity to play games three to four hours during the week and having the goal of blogging my experience really cuts down on any anxiety that may spring up about deciding what to play during this limited time. I wish I had more time to write and play because content output is important for a blog's survival, but I'm doing the best I can.

As for the game itself, I am having a complete blast. I have only logged about five or six hours and just completed the first level of the dungeon, but I am anxious to play more. The game plays surprisingly well for being twenty years old and also makes me feel super old knowing it came out while I was in elementary school. It has grabbed me more than many modern games I have played because of its complexity and unclear nature. That's not to say I don't enjoy any modern games, but I am always drawn to experiences that don't do much hand holding and let me do whatever I want so that I can discover the mechanics and systems all on my own. This can be taken to the extreme if things get too complex, but I have always preferred to be left alone rather than artificially stifled and forced to learn things in a ham-fisted tutorial. Having ironed out most of the problems and getting used to the interface of Ultima Underworld, I hope to complete about one level each week. Who knows, if I get some extra time I may be able to do even more!

jdodson: I remember playing Out of This World and loving every second of its cinematic creativity. Recently I read this and was transported back to how awesome that game was. http://magicalgametime.com/post/40111290173/line-work-from-my-five-page-tribute-to-another Have you played anything that time-warped you back to this kind of experience recently?

Will Owens: Dark Souls and Demon's Souls were huge for me in that they reminded me of older gaming experiences I had as a kid rather than any singular game. Because I played so many older games in my youth, I am very sensitive to many influences that have continued into modern games and have become semi-obsessed with finding ones that recapture these feelings. I always remember being dropped in the middle of games with little to no instructions regarding what I should be doing. I guess some older examples are Wizardry, System Shock, and Ultima. Even though you are given an idea of what the goal is, there is no indicator telling you where to go or what to do. This usually led to exploration that made the world seem bigger and more interesting. Dark Souls did the same thing by dropping me into the game with minimal instructions and left to my own devices.

Another example of its influences are overpowered enemies placed just outside of the starting area to tell the player "don't go here!" without actually telling the player with a narrator or physical gate. Wizardry and Might and Magic did the exact same thing and is a much more satisfying deterrent than an artificial barrier because you can come back and whip those same monsters later. I hope more games will trust players to invest at least a little effort into enjoying the game rather than sticking with the current hand holding trend. I think this philosophy of game design has gotten a little out of hand.

jdodson: Is there any game you can think of that doesn't get as much attention as it should?

Will Owens: This is a tough question, but I would probably say the original System Shock. I remember playing the demo of the game with friends late into the night and being impressed at how many innovative things it did. What kills me is that many modern games get regaled for doing things that System Shock did almost twenty years ago such as implied story telling from the environment, plot twists, immersive environments to explore, and deep story lines. It is a little difficult to get into now because the controls and user interface were being developed when 3D action/RPG/adventures were just being sussed out, but it is still worth playing. Its combination of puzzles, action, and story presentation via audio logs was brand new and deserves to be experienced by everyone. Especially since blockbusters like Bioshock and Skyrim would not exist without it and owe a lot to the mechanics and storytelling methods it introduced.

jdodson: What was the last film you saw? What did you think about it?

Will Owens: The last movie I saw in the theater was Skyfall. I thought it was pretty good and seemed to push the idea that you need a strong hero to take care of things instead of bureaucracy. It was slickly shot and kept me engaged, but I don't think I enjoyed it as much as others. The last movie I watched in general was the original Django. I've seen it many times but wanted to see it again before seeing Django Unchained since it doesn't come out here until January 17th. Although it has many of the tropes of spaghetti westerns, it is uncharacteristically nihilistic taking place in a town that looks like hell on earth with a sense that literally nothing exists outside of it. It's violent, powerful, and one of my favorite westerns of all time.

jdodson: I have http://www.backlogkiller.com in my feed reader and enjoy your writings about games you are going through. I wonder where the idea for the site came from? Will there be a point where your backlog will be killed?

Will Owens: I was motivated to begin the blog when I realized I had bought far too many games while going through some difficult times a few years ago. Many of these were overly complex and time consuming games that I used to lose myself in, but they eventually became a pile of shame that seemed insurmountable. I would always get analysis paralysis when deciding what game to play and ended up doing nothing and feeling worse about it. Writing a blog was a good system to organize my playing and has served me well since I started.

The inspiration for the project came from several sources. The most direct inspiration is from the CRPG Addict (crpgaddict.blogspot.com) who is attempting the HUGE task of playing every RPG developed for the PC. I didn't want to go that far, but his success in generating discussions and thinking about game mechanics was interesting and I wanted to use the blog to discuss how the games relate to me and see how others felt. When a game really touches something deep in me I get very inspired and just spitball tons of ideas that stick. It's great therapy. When the game doesn't inspire these thoughts I still enjoy talking about its mechanics and what they mean to games and the experience. The voice of the blog is always changing but is mostly inspired by some humor I enjoy (although I restrain myself a lot for the blog) and the openness of other producers like Gary Butterfield, who is also a friend of Cheerful Ghost and hosts several notable podcasts, also influenced me. I figured if he can be open about his life to strangers, why can't I? It has really helped me feel better about myself and dig deeper into what games can be.

As for actually finishing the backlog? I don't know. I still buy games fairly regularly and add them to the list. I will probably keep writing as long as I am enjoying it because the key is to have fun and get over the anxiety of all these unplayed games. I can't see it finishing for a long time.

jdodson: Are you playing any other games alongside Ultima right now?

Will Owens: I don't have much time to spend playing games; I only get a few hours on an average week. To manage this time, I usually have two games going at once. One would be the game for the blog I play when I have lots of time in a block (Braid was an exception) and a second I play when I have ten or fifteen minutes to kill. Right now I am filling those shorter times with The Binding of Isaac which I am enjoying a lot. It covers many of the bases I love such as high difficulty, unique vision, and player autonomy to discover mechanics. I have also been playing Spec Ops: The Line after lots of recommendation about its commentary on games, but I must not have made it to that part yet because I'm still just shooting dudes. I will admit, I have been cheating a little on my longer play times by going back to Dark Souls… but you can chalk this up to "research", maybe.

jdodson: Your posts on http://www.backlogkiller.com are really in-depth, I wonder about how long does it take you from concept to post?

Will Owens: When I first started the blog, I took assiduous notes and quickly saw it was not sustainable. I generally come up with the concept for the next post while I am playing and run with it from there. I never outline or have a rigid structure. My process has never worked that way and I feel much better about my work when format and content crystallize from a single core idea I want to get across. Posts are usually completed all at once and generally take less than an hour to write. I'll do proofreading and editing a few times and try to include reference links while posting, so the whole process usually involves about two hours of work for each post which isn't too bad. Finding the time to actually do it is what is tough. Many times I will complete it during my lunch hour at work.

jdodson: Nintendo needs an idea for a new game and they have no ideas. You have full creative control and they need an idea, what game do you lead them to make?

Will Owens: This is the hardest question and one that I wouldn't feel comfortable answering since I'm not a game designer, but if I were forced to design the game it would have to feature motion mechanics that illustrate AND solidify the main idea or plot of the game. I feel like those two elements need to come together to form a game that feels complete in some way.

jdodson: If you could add or change one thing about Cheerful Ghost what would it be?

Will Owens: I like the format of the site and think it is easy to navigate. I guess the only thing I can think of would be if by some miracle you could connect the game auto-update feature to GoG. I have so many games on there I don't even want to think about starting to add them to my profile's list. Otherwise, I think it's simple and efficient.

jdodson: I will see if that possible, I like that suggestion thanks.

jdodson: Do you think its possible you could be able to pull off a Binding of Issac run as well as Gary? I watch his runs and its like watching Magic Johnson play basketball, I can dream but it seems so far away from where I am right now with the game.

Will Owens: I think it's possible for anyone to become an expert at almost any game with enough practice. Games that require hand eye coordination and fast reactions have a higher skill level threshold that may fall outside of some players' abilities, but enough experience can produce a player with expert knowledge. I do think games with more twitch requirements (Quake 3, Unreal Tournament, etc.) do require something extra to be a truly transcendent player, though.

Games with severe leanings toward strategy, thinking, and planning can be mastered by anyone with enough practice. In my opinion, games like Dark Souls, Nethack, and simulations can be conquered by almost any player. It just depends on how much you want to dedicate yourself to the game to learn all the ins and outs so that every situation is covered. That can be a huge hurdle and I understand if people give up and say "it's not worth it". It's probably not if you don't care about it, but, from personal experience, practice will always lead to success and I don't consider myself to be any better than an average player.

My first winning run of Isaac felt pretty close to Gary's videos, but he has far and away more knowledge about the game than me. I just got lucky with items and rooms. Watching his videos is actually what got me through the wall by inspiring me to think differently about the game's mechanics. Just like other roguelikes, once you are aware of all the rules and can bend them to the breaking point, it becomes very easy to win most of the time. Winning every time will always be impossible, though.

jdodson: Any video game music stand out to you above the rest? Anything you have heard from a modern game you loved?

Will Owens: I've always loved music produced in trackers that sound a lot like music in older video games, so I do find myself listening to it from time to time. Even though I was never particularly a fan of the series, I liked many of the old songs from the Mega Man series (especially Dr. Cossack Stage 2 from Mega Man 4). Ninja Gaiden also had some of my favorite songs with its emphasis on drum patterns and bass lines.

My favorite modern game soundtrack has always been Arcanum and I can't see that changing for a long time. It is scored with four piece chamber music that is melancholy and beautiful. It evokes the feeling of the game expertly and stands by itself as some of my favorite music to listen to while relaxing. It is also freely available with the blessing of the composer, Ben Houge. 'Tarant' is my favorite piece from the game.

jdodson: If you could put together your ultimate Humble Bundle what games would you pick? Limit it to five games. You can add three if people pay over the average for good measure.

Will Owens: A very tough question. I would probably put out a must play of older or classic games that epitomize or changed a genre. I would probably include the Zork series, Doom, System Shock (1 or 2), Baldur's Gate 2, and Myst. For extra games I may include good games that have taken those ideas to the extreme like Bioshock, Morrowind, and the original Modern Warfare. Even though there may be better games that exemplify certain genres, these would be my picks… I feel bad about leaving out Quest for Glory, though.

jdodson: I have heard that Avatar 2 will take place in the oceans of Pandora. For that matter Cameron plans to do another 3 Avatar films and has stated that's all he will be working on for the rest of his career. I am not sure this is a question.

Will Owens: I thought Avatar was a bad to average movie that looked gorgeous, much like Crysis as a game.

jdodson: I want to thank Will for taking time to do the interview.

http://www.backlogkiller.com/
http://cheerfulghost.com/Will_Owens/


Recently I watched Dungeon Siege: In the Name of the King on Netflix. I know many would immediately dismiss this film as a terrible Uwe Boll film but in a fit of interest I decided to watch it. First off the film is not great but I reject the notion that its as bad as people make it out to be.

As I was watching the film I was wondering if it was intentionally funny because this film is very campy. Truth be told, I love camp as I consider films like Time Cop and Soldier to be really fun movies. How could the film not be knowingly campy casting Burt Reynolds as the King? When I first saw him on the screen I laughed, it just seemed such an odd choice.

That said, this movie did do a few things right. At times some of the shots in this film look quite good. Seriously, some of the shots are really pretty. The final battle between the protagonist and Ray Liotta was fun. At one point the protagonist and his compatriots are in the forest and meet up with some women that travel entirely by swinging on vines. Its really comical as the vine travel is so entirely unrealistic they might have well just not removed the stunt cranes they were hanging on from the shot.

Jason Statham takes the lead role in this film and provides one of the better performances. I only had a few problems with his character and it really just involved some poor dialog choices and that his name was "Farmer." The reason for that is that you start as a farmer in the original Dungeon Siege game. The film attempts to explain this by stating that Jason Statham calls himself Farmer because that's who he wanted to be.

So how does this film stack up to the Dungeon Siege game? Since I loved the original game so much, it was interesting to watch the movie and stack it up to the game. The movie is loosely related to the video game in a few ways. First Jason Statham starts out as a farmer, like in the game. Second off his village is ransacked by The Krug right away which again, fits with the game. But as the movie gains some steam it starts going off in a different direction. The Krug really only serve to provide the protagonists things to kill but you know, that's really what they were in the game too. In the end I would say for what little story the original Dungeon Siege game did have, the movie keeps tabs on it reasonably well.

If you wore out your VHS Tapes of Street Fighter starring Jean-Claude Van Damme then you should give this movie a shot. It isn't perfect but it has its moments and some of them are actually pretty fun. Oh right, its available to watch entirely on YouTube and is linked above, for the Kingdom of Ebb!

http://en.wikipedia.org/wiki/In_the_Name_of_the_King:_A_Dungeon_Siege_Tale

http://en.wikipedia.org/wiki/Timecop
http://en.wikipedia.org/wiki/Soldier_%281998_American_film%29


Found an interesting YouTube series called Game Chasers. It is a reality TV style show of a couple of dudes that hunt down awesome Retro Styled games and systems.

Let me know what you think of it, I find these kinds of video game shows really interesting.


http://i.imgur.com/stI45.jpg
If you had a problem with The Humble Bundle costing money now there is a solution in The Free Bundle. Right now The Free Bundle is collecting a few interesting Indie games such as Nitronic Rush, Ascension, Celestial Mechanica, Imscared & Abobo Big's Adventure.

http://www.thefreebundle.com/

This week in GoG, a weekly YouTube short showcases what was released and other GoG awesomery. This episode features Cultures 1+2 release, Kings Bounty Crosswords GoTY & more.

http://www.youtube.com/watch?v=GXfP9VJl0BQ

To showcase what is possible with the new HTML5 Cavas technology some enterprising souls wired up Doom 3 and Gangnam Style. The Demons dancing does seem quite natural as if they were meant to do this all along...

http://apps.playcanvas.com/will/doom3/gangnamstyle

Baldur's Gate Enhanced Edition is now on Steam. Good a time as any to check out this classic and moreso as it includes some new content!

http://store.steampowered.com/app/228280/


For quite some time I have enjoyed the Starcrafts series of animation shorts. I was able to reach out to CarbotAnimations, the creators of Starcrafts and they agreed to do an interview. Right now CarbotAnimations consists of Jon Burton with contributions from his brother. Its pretty amazing to consider how awesome it is to go from zero to a few million views in such a short amount of time. I imagine the fact that the videos are awesome has much to do with it.

This was a really fun interview to do and I want to thank Jon Burton for taking the time to talk to me.

jdodson: The characters of Starcrafts have very distinct personalities. The Zerglings, Zealots & Colossus specifically come to mind. I wonder what process you went through to give each character a specific personality?

Jon Burton: I try my best to portray thought and personality into each character as well as make them not the same but different from each other. Most character personalities are mostly my mockup interpretation of the starcraft units. For example the Zealot, is very much a zealous warrior in starcrafts. The comical part about his personality is that it contrasts the cartoon world, he is serious and over zealous where as the rest of the world is taken lightly and is playful and relaxed. For something like the colossus a bit more creative freedom is required.

jdodson: I heard about Starcrafts from the official Blizzard Starcraft blog. Do you have a relationship with Blizzard or are in contact with them in some fashion? Will there be some kind of Starcrafts episode in conjunction with Blizzard for Heart of the Swarm? If nothing with Blizzard specifically are you planning something special for the release of Heart of the Swarm?

Jon Burton: I actually had no connections with blizzard prior to making StarCrafts, but Blizzard has warmed up to me very much since the day I released episode 2. When I first got the email stating they wanted to feature my cartoons I couldn't even reply until hours later because I didn't know how to say "yes!" it was a pretty crazy day, I couldnt believe it. As for HOTS, there will definately be Vipers, Swarmhosts, Oracles, Widowmines and all the other units that come with it in StarCrafts. How exactly Im not entirely sure at the moment, but itll happen.

jdodson: Have any other companies reached out to you in response to Starcrafts?

Jon Burton: Nothing too crazy, but smaller networks and work opportunity doors have opened.

jdodson: How would it impact Carbot Animations if, while you were in your bathroom hanging a picture you slipped and hit your head on the toilet seat. When you came to you had a revelation, a picture, a vision in your head... You had in your mind a vision of how to build a flux capacitor.

Jon Burton: I would probably start animating at 88 miles per hour

jdodson: Right now the total views on your YouTube Channel sits at 9.3 million. Its a really impressive number considering you released your first video only 3 months ago. When did you realize that Starcrafts found an audience and you had created something that people could relate to?

Jon Burton: My orignal goal for my first month was to have 1000 subscribers. I never dreamed I would actually get 25,000 subscribers. My end year goal of 2012 (4 months into YT) was 5000 subscribers originally but in reality it came to i think above 80,000 subscribers. I say this not to brag, but humbly. I had no idea it would have taken off so well and I have every single fan to thank for their support. I realized StarCrafts potential the first month, but try to not think about it and just do the work. Even now I cant believe it, it is still a dream to me.

jdodson: What are you looking forward to most with the release of Heart of the Swarm?

Jon Burton: Im a protoss player, and I like to play creatively and unorthodox The new protoss units give so much more flexibility to the race it is exciting. Im also looking forward to the campaign units and Blizzard All Star whenever that will come out.

jdodson: What tools do you use to create the episodes of Starcrafts from story board to finished video?

Jon Burton: I use Adobe Flash 5.5 then export it as a png sequence to Adobe premier. I dont storyboard every episode, I should but I dont. Ive been trying to do that more regularly. But when I do storyboard its on paper.

jdodson: Do you have plans to bring in any of the specific Starcraft characters like Kerrigan, Raynor or Zeratul?

Jon Burton: No plans to bring them in the StarCrafts episode series, however there was an idea of doing a separate series on specifically the campaign, but that has kind of been thrown on the back burner for now.

jdodson: What is your immediate and visceral response to this very important thing I just found on the Internet:http://www.youtube.com/watch?v=n3fO4zEO10A

Jon Burton: I have to say I love this interview, lol. Thats goat to be the best video i have seen in a while ;)

Okok, thats not the most clever joke, I hope you let it slide.

jdodson: How long does it take to complete an episode of Starcrafts?

Jon Burton: Very much depends on how many characters are in each scene at once and how long it is. Generally though its about 15-20 hours, everything included.

jdodson: If you could change one aspect of game culture what would it be?

Jon Burton: Starcraft can be a frustrating game, sometimes we forget about the good courtesy. But I think for the most part the Starcraft community is pretty good compared to other game communities.

jdodson: How did you come up with the concept for Starcrafts and when during this process did you figure out the races distinct feel?

Jon Burton: I cant remember if it was me or my brother or my wife who thought of the name, but the design took me a couple months to decide on. I would work on it casually now and again, but I wanted to get the right feel. frame by frame parody animation can become very strong if done right. After looking at some great examples and redrawing of character concepts I had finally settled. But even now some characters have changed, for example the Zealot from episode 2, look at him again in episode 10. The designs have evolved a bit. Its subtle but its there.

jdodson: On your website there is a section that says "Coming Soon" in the style of the original Nintendo Enterainment System logo. I wonder if there are some hints you can drop for us about this new project? I promise to only share it with the entire interwebs.

Jon Burton: That was in reference to some work my brother is doing on the side. They are featured on my channel now actually. Depending on how things go, this may turn into a series.

jdodson: Does Carbot Animations have plans to expand out to be more than a one person studio?

Jon Burton: As i mentioned in the previous question, my brother is an animator as well. But he doesnt have as much time as I do (hes married with kids) At the moment we arent sure whether to combine our channels or keep them separate. Either way we work together and give feedback on eachothers work. He actually animated episode 15.

jdodson: Blizzard fans can be very vocal about things they like and moreso about dislikes. I wonder how you have viewed the Starcraft Communities response to your animations?

Jon Burton: The community has been very good to me. I dont even know how to thank them. I guess I will thank them with more starcrafts episodes :)

jdodson: What games have you been playing recently?

Jon Burton: I commute to school and am married, so games are pretty low on the priority list. When I do get time, I play StarCraft. Sometimes I have my needs for CounterStrike or other games.

jdodson: !!THIS QUESTION CONTAINS SPOILERS FOR THE FILM THE DARK KNIGHT RISES!! In the film The Dark Knight Rises at the end Batman nabs the bomb with the Batwing and sails out over the ocean away from Gotham. The bomb explodes and the implication is Batman dies YET it is later shown as a trick as in the final few shots he is seen as alive and well. Are we to believe that somehow he bailed out of the Batwing, swam to shore with a gnarly stab wound during a nuclear blast? HOW IS THAT POSSIBLE?

Jon Burton: Hey batman can do what he wants when he wants.

jdodson: Thanks you very much for taking the time to answer my questions! Before we wrap up, is there anything else you want to let us know about?

Jon Burton: Sure thing. One thing that I am very mindful of is dulling a series by becoming repetitious. I love animating StarCrafts so keeping it fresh is something I strive to do. We also are waiting on plushie prototypes! Itll be a little bit though before they are available, but just wanted to give an update. And again I would like to thank everyone for their constant support to Carbot Animations.

http://www.carbotanimations.com/


Since we have a few Podcasters on Cheerful Ghost I decided to spend a bit working on support embedding Podcasts into posts. Basically for any browser that supports HTML5 you can put the URL to your podcast mp3 and it will embed right in the post now. Most browsers support it and for the ones that don't we have the "Download podcast" fallback link.

Should work on Safari, Chrome, iPhone, iPad, Android & IE9. Let me know if you run into any quirks.

The linked podcast is Watch out For Fireballs Episode 25: EarthBound (Part 1).

http://duckfeed.tv/woff/25


Recently I watched a neat documentary called "Minecraft: The Story of Mojang." Essentially its a documentary that follows the rise of Minecraft and chronicles the journey. Notch, the owner/original developer of Minecraft is featured heavily as are other employees as they join Mojang. The documentary features other notable gaming luminaries musings about Minecraft such as Peter Molyneux and Tim Schafer.

The documentary is tonally similar to Indie Game: The Movie in how its shot. I was completely engrossed in the film start to finish and to me the movie didn't suffer from any pacing problems.

The creators of the film are employing a pretty interesting distribution model. You can head over the to site and pay $8 to download or watch the film DRM free. They also setup a Pirate Bay tracker you can use to download the film. I opted for the Pirate Bay link and noticed a scroller at the bottom reminding me to purchase the film. I think this is a really great option and it didn't get in the way of the movie and I noticed it each time it scrolled on by.

Its awesome to see break out success stories in games such as Minecraft even if they are rare. Its doubly awesome because the people involved are pretty cool people. If you dig documentaries you should check this out!

http://redux.com/minecraft-movie
https://thepiratebay.se/torrent/7946763/Minecraft__The_Story_of_Mojang



http://i.imgur.com/SEzgX.png
I love Minecraft. So when I saw Minecraft on phones and tablets I snapped it up in a second with dreams of endless farming every second of the day. I will give Mojang a hand for making Minecraft on the phone, it works just about as you would expect. That said, something about playing it on my phone I don't love. The game feels cramped and its not easy to do things the desktop game makes easy. That said, its a fine port but I don't play it much. No mobile farming for this guy.

Occasionally I troll through the top apps on the iTunes store and I recently noticed a new game called The Blockheads. It is a side scroller similar in style to Terraria but built for mobile. The game is also unique in that it uses a home portal to warp in certain items like your crafting bench.

The game is a typical freemium game in that things take time and you can pay a bit to speed things up. I don't find waiting a few seconds for your character to craft or mine something so the freemium aspect isn't evil.

If you are looking for a fun building game for your iPhone I really recommend you download The Blockheads. Plus with a price tag of free, its a no brainer.


http://i.imgur.com/4IRYW.jpg
I finally beat The Scorchers. Its not the longest bit of DLC ever but its fun as hell. Its also pretty as anything I have seen in a game so far. I took a ton of screen shots of the jaw dropping visuals and will link to the really impressive ones in this post.

I would say that each level in The Scorchers is different in visual and stylistic tone. You go from a cave level, to a new epic Mutant Bash TV level to a killer Warehouse level to the last series of sewers to the final Scorcher end base that is a kind of Pyramid/Mayan themed area. The Scorchers ends with an epic boss battle and it wasn't entirely obvious to me how to win at first so I will help you out a bit, if it glows blue, rocket that shit.

After The Scorchers was over I wanted more Rage. Its so pretty and The Scorchers does what iD does best, gives you some bad-ass shooter mayhem. After you have completed the final Scorcher boss you get a trophy room in Wellspring. Its pretty cool as certain events and secrets unlock certain trophies you can look at and it gives Rage a bit more depth to it.

I like the addition of the new Casino even though I am not the luckiest Rage casino patron. The Scorchers also gives you the option to buy a few new Rage Frenzy cards but I haven't tried them out in a game yet.

Overall, The Scorchers was extremely satisfying and left me wanting more. I hope iD pulls out a few more packs just like this.

A few screenshots:


Update:
We are having a Rage: The Scorchers giveaway contest, more on that here:
http://cheerfulghost.com/panickedthumb/posts/907