"Delve deeper into the world of Destiny with the Bungie team to discover more ways to become legend on this new adventure."
Destiny looks beautiful and this documentary shows off how much time and polish Bungie has been spending on it. I am interested to see how the on the fly co-op works in the game as well as experience the lush visuals first hand.
"Delve deeper into the world of Destiny with the Bungie team to discover more ways to become legend on this new adventure."
Destiny looks beautiful and this documentary shows off how much time and polish Bungie has been spending on it. I am interested to see how the on the fly co-op works in the game as well as experience the lush visuals first hand.
In a world of impossibly difficult rogue-likes FTL ups the challenge but dares to be fun and unique. One large element in the mixture of FTL's awesomery is the score. From the opening track of Ben Prunty's "Space Cruise" to the more etherial "Engi," the score is important to building the overall feel of an open and lonely universe. I picked up an FTL bundle on Steam that included the score and was impressed with Ben's work.
I contacted Ben and he was kind enough to answer some questions I had about FTL and the other stuff he is up to right now. He just launched a pre-order for his new album "Curious Merchandise" and has two preview tracks "Fractal Wheel" and "Swamp... Read All
In a world of impossibly difficult rogue-likes FTL ups the challenge but dares to be fun and unique. One large element in the mixture of FTL's awesomery is the score. From the opening track of Ben Prunty's "Space Cruise" to the more etherial "Engi," the score is important to building the overall feel of an open and lonely universe. I picked up an FTL bundle on Steam that included the score and was impressed with Ben's work.
I contacted Ben and he was kind enough to answer some questions I had about FTL and the other stuff he is up to right now. He just launched a pre-order for his new album "Curious Merchandise" and has two preview tracks "Fractal Wheel" and "Swamp Witch" available to stream on Bandcamp.
jdodson: When you look back at your work on FTL now, what comes to mind? Anything you might approach differently?
Ben Prunty: I might not have had so many hi-hats in all the battle tracks. Seriously, they're everywhere! Other than that, I'm pretty satisfied with how it came out.
CapnCurry: The first time I played FTL, I noticed the title music was kind of lonely and maybe a little regretful. I was intrigued, because I was expecting more of a hero's-fanfare, never-tell-me-the-odds kind of overture. Having played through FTL a few (hundred) times, I have to say the music is strikingly appropriate to the tone of the game itself -- when I start a new game, the title music is almost a reminder that I'm almost definitely going to die alone in space. Can you tell us a little about how you came to select that musical direction for the title music?
Ben Prunty: I was asked to have something at least vaguely chiptune-esque and not overly dramatic. I'm a fan of space horror more than space opera, and there's already plenty of bombastic sci-fi music out there. I decided right from the start that FTL would sound cinematic but without an orchestra. I thought this would help make it distinctive. Space is creepy and lonely, and there's nothing particularly bombastic about suffocating to death on your own ship. So I really tried to convey that. I think you can hear that most in Void, Deepspace, Debris, Wasteland, and Engi.
jdodson: The FTL score clocks in at 1.5 hours. When you were talking with Matthew and Justin did they give you an outline of how much music they wanted? Did you get any other cues to work off for the game in terms of direction they wanted you to take?
Ben Prunty: The amount of music needed was more a mutual decision after a lot of discussion. The only other direction I got from them was "We really like the music from Battlestar Galactica."
jdodson: What other composers do you look at as doing great work? Any video game composers come to mind?
Ben Prunty: My favorite game soundtrack is from EarthBound, written by Keiichi Suzuki. For FTL I was listening to funk music, Gustav Holst, and chiptunes. Right now I'm obsessed with Empire of the Sun's new(ish) album and John Williams music for the Indiana Jones movies. He weaves so many different themes together, which is similar to what I tried to do with FTL.
CapnCurry: Did you play the finished game before you wrote the score, or did you have less-complete materials to work with?
Ben Prunty: I had the great privilege of playing a build of the game that was very far along before I had to write anything. I joined the project about a year into its development.
jdodson: One of the unique aspects of the FTL score for me is the battle music. Most battle music is somewhat jarring and fierce. The FTL score battle queues donât follow this tradition and instead focus more on darker tones and occasionally quicker tempos. When you were creating the battle queues I wonder what your plan was?
Ben Prunty: I just wanted battles to sound exciting. Something to get your pulse going. An extreme generalization would be that the Battle versions of tracks are simply the Explore track with percussion added. The most basic example is Colonial: same track but with drums. On the other end of the spectrum, Cosmos Battle is pretty much an entirely different track from Cosmos Explore. And then throughout the soundtrack there are many shades of difference in between. Try arranging arranging a playlist where the Battle tracks come right after their respective Explore tracks and you'll get a good idea of how it works.
Jarring and fierce works for a 2-hour movie but not for a game that you'll be playing for 30 hours or more.
jdodson: What would you suggest to people that want to break into scoring video game music?
Ben Prunty: Keep making music constantly and go out and meet people! Find where game developers are and where they gather and crash those parties! Also be ready for this to take a long time. I started making music in 2000, when I was 17. Since then it's been 13 years of practice and work and many canceled projects. I made almost no money from my music during that time. It's discouraging when you find that no one cares about your music, but you just need to keep at it.
jdodson: What projects are you working on right now?
Ben Prunty: Here are some soundtracks I'm working on, with links! Gravity Ghost with Erin Robinson. Scale with Steve Swink. A secret project with Robot Invader. Another super secret thing that I can't tell you about. I just put up a new album for pre-order called Curious Merchandise. It's similar to Chromatic T-Rex. Unlike T-Rex though, it has many tracks written specifically for the album.
jdodson: I just checked out the preview track from Fractal Wheel from Curious Merchandise, I really like it. How did you approach this album and how do you consider it in terms of your other video game scores?
Ben Prunty: Thanks! I had been wanting to make another compilation album like Chromatic T-Rex, but I didn't quite have enough material to make one. I had this other album in mind that didn't quite get off the ground. The individual tracks sounded great, but they weren't forming the cohesive whole that I had in mind when I started. Ghost Jazz, Fractal Wheel, Gleaming Copper, One Lifetime, Canister Perplexing and Tribal Crisis were all reconstituted from this unfinished album and made to fit with the rest of the random stuff I put together for Curious Merchandise. The result, I think, works pretty well.
jdodson: Do the songs Curious Merchandise follow any particular themes or concept?
Ben Prunty: One of my favorite albums of all time is William Orbit's Strange Cargo. In fact, the whole Strange Cargo series is fantastic. They really influenced my style. Those albums are a real eclectic mix of electronic and acoustic instrumentals and ambiances. Every track in each album feels like it is part of something much larger, like it's part of a soundtrack to some forgotten movie. I tried to recreate that feel with Curious Merchandise, and even the title is a reference to Strange Cargo. The title of each track was carefully chosen to evoke imagery and help drive home that feeling of belonging to something big and mysterious. That's why the album cover is a creepy pawnshop. Shout out to Beau Blyth (teknopants.com) for the fantastic art.
jdodson: What was the first album you ever owned?
Ben Prunty: I think that would've been Weird Al's In 3D. On cassette tape. But let's get a little more pertinent. I think the first thing I bought was a 2-disc compilation album of really mediocre German trance called "World of Trance Vol. 2". I loved it and would listen to it every night for 2 or 3 hours before going to sleep. I was probably 14 at the time. It's long out of print now, but if you're really curious, I believe the record label was called ZYX. I also used to hold up a tape recorder to the TV's or PC's speakers and record game music to listen to later. Listening to game music is so much easier now than it was 20 years ago.
jdodson: As video has moved from VHS to DVD to High Definition with BluRay and makes its way to ultra HD 4k I wonder why we donât see the same movement in music audio? For the most part it seems that music has peaked at CD quality Stereo with the rare album release on 5.1 on DVD or BluRay. There has also been a kind of resurgence in vinyl as a music format as some prefer its analog nature to more modern digital formats. Why do you think video keeps reaching at the higher quality formats while audio seems to have stagnated or regressed somewhat?
Ben Prunty: I honestly don't care much about sound quality, and I don't think I'm alone. CD quality is pretty great. If the music sounds great to you, why should the format matter? Chuck Berry's old recordings are going to sound the same coming from a CD or a Blu-Ray, and so is FTL. The FTL soundtrack on Steam is only available as 256kbps mp3s. I've sold thousands of copies and not one person has complained about it being on an "inferior" format.
jdodson: I honestly can't tell the difference between a 256k mp3 rip myself either and it seems music quality is "good enough." I don't mean that in a negative way, things really do sound great. That said, I do prefer to buy a CD now and then and am curious if you have considered a physical release of your music?
Ben Prunty: I've considered it, but really there's just not enough demand to justify the cost of printing the discs, which would have to come out of my pocket. I've had maybe 5 or 6 requests for a physical copy total. I thought there'd be more, but there you have it. If I could give people a really good reason to buy the physical copy over digital, like extra tracks and cool artwork, then I might do it.
jdodson: When you sit down to score how do you have an idea of the kinds of themes you want to create or is it a somewhat emergent process?
Ben Prunty: For FTL and Gravity Ghost it was definitely an emergent process, but now that I've done more than a few complete soundtracks, I'm pretty good at coming up with at least one theme right from the start, and then working towards adding a second or third later. So I guess that's a combination of directed and emergent.
jdodson: For the new game projects you are working on now how different are they in terms of direction and style?
Ben Prunty: The secret project with Robot Invader is a completely different style. Not a chiptune in sight. It's been really fun and liberating. Scale is actually still really early and I'm not sure how it's going to turn out. And I still don't know how to classify Gravity Ghost.
jdodson: I appreciate you taking the time to talk with me today, is there anything you want to save before we finish up?
Ben Prunty: I want to thank FTL fans for changing my life. I live in financial comfort now thanks to them. You guys are the best!
CapnCurry Supporter
wrote on 08/22/2013 at 04:39am
"There's nothing particularly bombastic about suffocating to death on your own ship." It's really too bad that there's no FTL multiplayer; I really want to work that line into my smack talk somewhere. :) Great interview!
jdodson Admin Post Author
wrote on 08/22/2013 at 03:44pm
Yeah, that would be a pretty cool zinger.
Next time you are playing Call of Duty you should say that to a newb you pwn.
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How long could peace in Sanctuary last after Diablo III? Apparently not too long as it turns out. Interested in a new D3 expansion but I am somewhat put off by some of the cinematic. To keep this post spoiler free i'll put my thoughts on it in the comments.
UPDATE: I am collecting all the news bits of the expansion in the comments section and so far have collected some really interesting information about the new Crusader Class and the new "loot run" game mode. This expansion is starting to shape up to be very interesting.
How long could peace in Sanctuary last after Diablo III? Apparently not too long as it turns out. Interested in a new D3 expansion but I am somewhat put off by some of the cinematic. To keep this post spoiler free i'll put my thoughts on it in the comments.
UPDATE: I am collecting all the news bits of the expansion in the comments section and so far have collected some really interesting information about the new Crusader Class and the new "loot run" game mode. This expansion is starting to shape up to be very interesting.
So new Act V, new class, "increased level cap" (wonder if that's base levels and how that interacts with the Paragon levels)... Sounds like a $20 add-on, not a ton of new stuff, and they still haven't shipped all the stuff they promised in base D3 :)
It's on base levels, new cap is 70. Paragon levels are now unlimited, account-based rather than character-based, and let you pick increases across all your characters. Like badass rank in Diablo 3.
jdodson Admin Post Author
wrote on 08/21/2013 at 11:55pm
Dig an idea for a new class. Its kind of a Barb but not a Barb. Interested to see how that plays out.
I hope Act V is big because if its about as long as act I I am not sure if adding one class and an Act means they deserve the $60 price. Not to say if the charged it I wouldn't buy it, but I am just not sure its a $60 expansion for what we know now which isn't much.
That said I have a beef with the trailer. Ok so there is a new kid on the block, the Reaper of Souls. Awesome, totally down, yay Death. I am so ready to send Death to his grave.
But Diablo's soulstone is still around? Diablo is still around? WTF? WHYYY? Ugh. Seriously. Didn't we kick that fucker into the dirt a zillion times? Then again, if he was really dead they'd have to call the game "Reaper of Souls III: The Reaper of Souls."
Minor gripe but yeah, I wonder if we will still be killing Diablo when we are 60?
jdodson Admin Post Author
wrote on 08/22/2013 at 02:04am
"Crusaders wield shields and flails, and are described as âmid-range meleeâ warriors, specialising in shield bashing and smiting. Diablo 2â˛s Fist of the Heavens holy lightning strike returns and Crusaders can follow up with Falling Sword, a teleporting drop attack that turns the Paladinâs heavily armoured body into an artillery strike. Paladins were all about support, Crusaders have replaced their benevolent auras with AOE zones that help co-op partners and injure enemies at the same time."
AND
"Blizzard are rebalancing loot drops in a big way to try and make more drops relevant to your character. There will be fewer common (white) drops, and they can be melted down into a new crafting reagent to stop them being completely useless past level 10. Rare drops will be reduced but thereâs a high chance of a âsmart drop.â These items will feature stats tuned to your character. More legendary items will drop, and theyâll come with new interesting new effects. Blizzardâs examples included a weapon that spawned an instant treasure goblin when equipped, and a staff that adds a chance to spawn hydras from dead bodies.
Theyâre also adding a new artisan: The Mystic. She can transmogrify items, letting you transfer desirable stats onto items you like the look of, preserving your warriorâs sense of style. They can also enchant items, which lets you re-roll one affix for an item you own. Enchant your Barbarianâs sword and thereâs a chance that pointless +100 intelligence stat will flip into a +100 strength stat, for example. Itâs another system designed to give players a way to make powerful but unusable items relevant."
jdodson Admin Post Author
wrote on 08/22/2013 at 02:09am
AND HOLY SHIT THE COOLEST FEATURE FROM THAT PC GAMER ARTICLE:
"Finally, Reaper of Souls will add a new game mode called Loot Run. This lets you and a few friends run an completely randomised 15-20 minute dungeon. Assets, layout, lighting, weather, monsters, loot and the end boss are all randomised. Itâs designed to offer a fresh and profitable dose of Diablo 3 in a manageable chunk of time."
I had intended on writing up a post on all this last night, but I worked til 11PM. You've covered it all and yeah, I'm super excited about all of this. I can't freakin' wait.
Yeah, loot run is killer... I spent a ridiculous amount of time with the Diablo 1 demo and a trainer that some group made which just respawned random dungeons with random monsters or a mix you picked. It was crazy having 50 Butchers yelling "Fresh Meat" at once and swarming you...
jdodson Admin Post Author
wrote on 08/22/2013 at 08:50pm
Hahaha, yeah that would be awesome. Hopefully they put some rad stuff at the end of each run.
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Plants vs. Zombies 2 is what I have been playing since it was launched last week. It's free to play and available on iPhone and iPad and I seriously recommend you play it.
this game is challenging
One of my biggest complaints with the original Plants vs. Zombies was that it was a bit too easy. If you figured out a pretty good build you could use that all the way to the end without much change required. You would get new plants and often it made sense to chose a new one over an old one, but often times you could use the same build all the way to end.
PvZ 2 is much more challenging and I love it. I've lost a few matches already and have had to adapt my strategy to win.... Read All
Plants vs. Zombies 2 is what I have been playing since it was launched last week. It's free to play and available on iPhone and iPad and I seriously recommend you play it.
this game is challenging
One of my biggest complaints with the original Plants vs. Zombies was that it was a bit too easy. If you figured out a pretty good build you could use that all the way to the end without much change required. You would get new plants and often it made sense to chose a new one over an old one, but often times you could use the same build all the way to end.
PvZ 2 is much more challenging and I love it. I've lost a few matches already and have had to adapt my strategy to win. Certain missions have you accomplish certain tasks, like protect a particular plant, only play with a certain plant build or start the game with a fixed amount of sun and stand your ground. I love the new play modes and how hard they are and have spent all my time unlocking each level and beating it one at a time.
free to play isn't annoying or hamfisted
One of the elements of Plants vs. Zombies 2 I was very nervous about was the free to play element. I was worried EA would dump out a stupid Facebook game or game very similar to the mobile free to play crapware. So far, my fears are entirely unfounded as the free to play element is present but not required to win or have fun. If you want, you can buy gold to toss on power ups or boosts and unlock plants. Or you could just go through each mission and unlock them yourself.
crazy dave and time machine are fun
I really like that they brought back Crazy Dave from the first game. They introduced a new character in a sentient time machine that not only serves to take you back in time but also a sort of NPC that propels you through the stories and levels. For some reason the time periods you go back to have Zombie infestations and they game doesn't quite explain why but it doesn't matter, the Zombies need killin'.
I am really interested to how this game evolves over time. It seems EA set up PvZ 2 as a game that can be updated with new levels after launch and I hope this gives PvZ a long life. I happily paid for the original Plants vs. Zombies on my PC and later my iPhone because it was so much fun. I kind of feel bad that I am getting so much enjoyment from PvZ 2 and it hasn't cost me a dime yet. If I make it to the end of the game and haven't purchased anything I may just do it to sort of vote for the game with my wallet.
All that said, Plants vs. Zombies 2 is well worth your time and available for the ridiculously low price of free.
I have been wanting to try Guild Wars 2 for some time and this weekend i'll get my chance. Guild Wars 2 will be free this weekend starting this coming Friday @ 12:01 AM and ending at 11:59 PM PDT on Sunday.
If you are thinking of checking the game out, let me know and we can try and create characters on the same server. I created an event for people to join so if you are thinking about checking it out, join the event and add it to your calendar!
http://cheerfulghost.com/jdodson/events/38
I have been wanting to try Guild Wars 2 for some time and this weekend i'll get my chance. Guild Wars 2 will be free this weekend starting this coming Friday @ 12:01 AM and ending at 11:59 PM PDT on Sunday.
If you are thinking of checking the game out, let me know and we can try and create characters on the same server. I created an event for people to join so if you are thinking about checking it out, join the event and add it to your calendar!
For me Awesomenauts is the perfect MOBA. It's accessible, easy to pick up and fun. It takes the MOBA formula, strips it back to its best elements, tosses in humor and some great art to make a seriously addicting game. After picking it up as part of the Humble Bundle 8 I couldn't put it down. As such I wanted to talk to Ronimo about the game and know a bit more about it from behind the scenes.
As luck would have it Ronimo also just announced a new Kickstarter for the new Awesomenauts: Starstorm. The expansion looks to add 3 new classes, spectator mode, global chat, twin-stick controller support & some new music. The backer levels are pretty intense so if you are an... Read All
For me Awesomenauts is the perfect MOBA. It's accessible, easy to pick up and fun. It takes the MOBA formula, strips it back to its best elements, tosses in humor and some great art to make a seriously addicting game. After picking it up as part of the Humble Bundle 8 I couldn't put it down. As such I wanted to talk to Ronimo about the game and know a bit more about it from behind the scenes.
As luck would have it Ronimo also just announced a new Kickstarter for the new Awesomenauts: Starstorm. The expansion looks to add 3 new classes, spectator mode, global chat, twin-stick controller support & some new music. The backer levels are pretty intense so if you are an Awesomenauts fan you need to check this out.
As follows is my q & a with Robin Meijer, a producer at Ronimo Games.
jdodson: Awesomenauts has been released for about a year now and has been received well and has a great community behind it. What does the future look like for Awesomenauts and what we can look forward to in regard to it?
Robin Meijer: The future for Awesomenauts is quite open right now â we have no shortage of cool character ideas or wishes for additional features, but how far we take all this really depends on how well the game continues to do. We have also announced a version of Awesomenauts for the Playstation 4 recently, and we definitely hope that that will grow to become a community as a large and vibrant as our current Steam community.
For now, we're just working on Admiral Swiggins, the character that was chosen by our community in our âDesign-your-Awesomenautsâ competition a couple of months back. There is also something else that will be making its appearance soon enough, but I really can't tell you about that right now. You'll just have to wait and see, but I think it's going to be pretty awesome!
jdodson: Awesomenauts started out on the PSN and XBox Arcade and was later ported to PC, Mac and Linux. I wonder what the tech is behind Awesomenauts that you used to port it to so many systems and how did the porting process go?
Robin Meijer: We used our in-house engine for Awesomenauts, and that allows us to be quite flexible when porting our game to other platforms. Still, it was a lot of work to get the game running smoothly on all platforms, and it was definitely a lot harder than we anticipated in advance. We developed the Playstation 3, Xbox 360, PC, and Mac versions of the game in-house. The Linux version was ported by a third party, and the Playstation 4 version is in development at another studio as well.
jdodson: You were recently part of one of the coolest recent games bundles with The Humble Bundle 8. How was it for you in terms of getting new fans for the game and more exposure? Â Would you do it again with another Ronimo game?
Robin Meijer: Being part of Humble Bundle 8 was quite amazing â I think more than 400,000 copies of the bundle were distributed and a lot of those people have logged into game. Many of them probably just played the tutorial or a practice match and never ventured online, but we still did see an increase in the number of active players in the longer term. Growing our community was the most important reason for participating in the Bundle, so I'm pretty happy we succeeded in that regard.
jdodson: Many MOBA games are free to play or at some point after launch switched to that model. Is this something you have considered for Awesomenauts?
Robin Meijer: We did consider it, but we felt like Awesomenauts in its current form just makes a lot of sense as a $9.99 purchase, and it wouldn't make any sense to have the game available as a free-to-play title on PC if it was sold as a $10 purchase on Xbox Live Arcade and Playstation Network. Switching to Free-to-play further down the life cycle could always be an option I guess, but we have absolutely no intention of doing that right now â the game is doing great as it is.
jdodson: Do you think Gnaw could eat an entire planet if he were motivated to do it? Would covering the planet in BBQ sauce help? Along that note but somewhat unrelated, Skroggle are Omnivores but I am curious if they could be Vegan?
Robin Meijer: A Skroggle could be vegan if all there was to eat were plants, but normally they really eat pretty much anything. The question of whether something was once part of a living being doesn't really come into the equation.
Gnaw would probably be able to eat an entire planet if given enough time, but as he regularly points out during the game: âGnaw needs to poop.â Eating an entire planet would leave a planet-sized pile of poop, so that technically doesn't remove the planet. Covering the planet in BBQ sauce first just means you end up with a slightly more gooey digested planet.
jdodson: Recently patch 1.21 dropped and it seems to be well received by players. Are there any areas of character or map balance that you are looking at now that people have been asking for?
Robin Meijer: Update 1.21 was an update that didn't include any new characters, so we had a lot of time to really look at where the game stood at that point and make some changes to steer it in a better direction. The next update will bring Admiral Swiggins, so we're focused on getting the balance right for him.
jdodson: Who would win the following matchups and why?
Lonestar VS Lone Wolf McQuade?
Robin Meijer: That one would probably go to Lone Wolf McQuade. Even though Lonestar is a genetically engineered cowboy that wrangled an entire race of Bovinians, Lone Wolf McQuade is still in fact Chuck Norris. So yeah, McQuade wins.
The Terminator (Model 101) VS Gnaw?
Robin Meijer: Gnaw would win that one hands down. The Terminator is built to kill human resistance members, while the Skroggles pretty much just eat everything that moves. The fact that the Terminator is made of metal beneath his layer of skin does mean that Gnaw has to chew a bit more to eat him, but he'll get the job done eventually. Then he'll eat the humans that the Terminator was hunting.
Voltar VS Krang?
Robin Meijer: This would be a really interesting match-up, and could go either way. The two of them can't really do anything to each other without help from their machines, and if those come into play then Krang would probably win if he gets a good hit in. Voltar is quite fast though and he can float around, while his droids fire away at Krang. It really could go either way, but I'd put my money on Voltar... he is the brain of the operation, after all.
jdodson: I have recently seen a few Ronimo developers mention super secret projects in the works and I am wondering if you can give us a bit of taste of what some of this may be? Awesomenauts 2 perhaps?
Robin Meijer: I'm afraid that I can't give you any details about what our super secret project is, but that'll become apparent soon enough. It's not a sequel to Awesomenauts though â we still have way too much stuff that we want to do with the current version before we start thinking about a sequel.
jdodson: I want to thank you for taking the time to talk with me today, is there anything youâd like to say before we wrap things up?
Robin Meijer: No problem, and if there's anything I'd like to add is that it's that Admiral Swiggins, a character that has been thought up and designed by our community, will probably be launching some time next week. We're still working on balancing him and fixing a couple of bugs, but things are looking good and I think we'll be ready next week. Of course, just like all the other characters that we've released until now, Admiral Swiggins will be available for free once he launches!
No too long after the release of Age of Empires II HD we are getting a new official Age of Empires II expansion called "The Forgotten." You might remember a Age of Empires II fan expansion that was released called "Forgotten Empires." Apparently the team that made that is partnering up with SkyBox Labs and Microsoft to incorporate much of that content into the new expansion.
Not only will they be adding 5 civilizations such as the Italians, Indians, Slavs, Magyars & Incas. The expansions will also include new technologies and 4 new in game campaigns as well as integrated Twitch.tv support and multi-player observer mode.
Awesome.
... Read All
No too long after the release of Age of Empires II HD we are getting a new official Age of Empires II expansion called "The Forgotten." You might remember a Age of Empires II fan expansion that was released called "Forgotten Empires." Apparently the team that made that is partnering up with SkyBox Labs and Microsoft to incorporate much of that content into the new expansion.
Not only will they be adding 5 civilizations such as the Italians, Indians, Slavs, Magyars & Incas. The expansions will also include new technologies and 4 new in game campaigns as well as integrated Twitch.tv support and multi-player observer mode.
Yes, you heard correctly. Some seriously dedicated fans to the Earthbound/Mother series have taken it upon themselves to create Mother 4. Oh, and it looks awesome too.
"Mother 4 is a traditional RPG set in an idealized vintage America, following the adventures of a young boy and the leader of a biker gang, who get caught up in the whirlwind events surrounding a group calling themselves the Modern Men."
Travis, Meryl, Leo & Floyd are the new characters Mother 4 brings to the forefront and each one has a different backstory. The art style is fresh, yet very reminiscent of the Mother series. They recently launched the above linked trailer and set the release date for... Read All
Yes, you heard correctly. Some seriously dedicated fans to the Earthbound/Mother series have taken it upon themselves to create Mother 4. Oh, and it looks awesome too.
"Mother 4 is a traditional RPG set in an idealized vintage America, following the adventures of a young boy and the leader of a biker gang, who get caught up in the whirlwind events surrounding a group calling themselves the Modern Men."
Travis, Meryl, Leo & Floyd are the new characters Mother 4 brings to the forefront and each one has a different backstory. The art style is fresh, yet very reminiscent of the Mother series. They recently launched the above linked trailer and set the release date for Winter of 2014.
So, I've been beating the Cardhunter drum for a while now, and I thought I'd take a few moments to explain why it's been absorbing 95% of my gaming hours.
First up, it's a genre-bender. We've got a grid-based playing field and turn-based play flow, like many strategy wargames. We also have a deck-and-card element ala Magic: The Gathering, and we have characters, classes, and levels like any classic RPG.
When your characters start out at level 1, they have a few equipment slots - a warrior, for example, will have slots for two weapons, and one pair of boots. Each piece of equipment represents a number of cards in your deck, and when you place a piece of equipment into a... Read All
So, I've been beating the Cardhunter drum for a while now, and I thought I'd take a few moments to explain why it's been absorbing 95% of my gaming hours.
First up, it's a genre-bender. We've got a grid-based playing field and turn-based play flow, like many strategy wargames. We also have a deck-and-card element ala Magic: The Gathering, and we have characters, classes, and levels like any classic RPG.
When your characters start out at level 1, they have a few equipment slots - a warrior, for example, will have slots for two weapons, and one pair of boots. Each piece of equipment represents a number of cards in your deck, and when you place a piece of equipment into a slot, you get the cards that come with the equipment - a dagger, for example, might have a few low-damage armor piercing cards on it, while a hammer would be more about bludgeoning and bashing cards.
Also, more powerful items require "power orbs" to equip - you earn power orbs as you go up in levels, and they come in two flavors (blue, and the more powerful gold). But, you can never earn enough power orbs to slot everything on your character - about half of your orb slots will go unfilled, and therefore you'll be wearing at least some equipment that has a less powerful set of cards.
Already, this is a pretty neat concept - in just about any other deck-building game, when you find a great card, you put the maximum number of copies in your deck. The next time you find another copy of that card, it's useless - so the only way to keep collecting treasure you care about is to keep having cards that go up in power. This is a self-escalating problem that requires incredible game system management or will certainly implode. Cardhunter elegantly eliminates that problem by making every equipment decision a tradeoff. Weapon A has a single powerful attack card and a bunch of wimpy hits, Weapon B has no killer card but just a bunch of solid hits, Weapon C has some good offense and some blocking / defensive cards, Weapon D has some really neat attacks but needs two power orbs... I could go on at length. It really makes deck building fun in a way I've never seen before.
Character generation, likewise, is pretty slick - you get three characters, and you get to select a race and class for each. Each race has a different "default move" card (a mechanism that ensures you can move each character at least once a turn, but also allows for multiple moves), with elves being faster and dwarves being slower than humans. Each race also gets a special racial skill slot (humans are more about battlefield control, elves are about moving / scouting, dwarves are about holding positions). Classes are well-done, too; primary responsibilities are informed by equipment selections - fighters get weapons that have strong, close-range hits, while wizards get staves that have weaker, longer-range hits, and so forth. I've played through the campaign about six times now, each time with a different party makeup and each time the game is interestingly different.
Every time I play the game, I'm struck by the expertly thought-out system. Most of what happens is very intuitive, and the few areas where things get complex it's easy for me to see why the game decisions were made the way they were. I guess I'm saying that this is not your typical "hey, dudes, we should totally make a game" kind of arrangement - the folks who put this one together know what they're doing and it shows.
The last thing I want to touch on is the freemium model. Now, I've played a handful of freemium games, and i've seen myself how and why they quickly turn from actual games into money-spending competitions. I'm gonna come right out and say it - Cardhunter got it right. Here's the scoop: your "premium currency" (i.e., real dollars) can be spent on a couple things. You can buy gold, but gold isn't a great way to get equipment (you might use it to buy the One Neat Thing you want for your deck, but it's prohibitively expensive and the shops are randomized - you don't get to buy just whatever you want.) The second is that you can buy special "treasure hunt" maps, which are additional playable levels that guarantee at least one rare item as a reward for finishing... the first time you finish. After that, they're just regular campaign levels.
Finally, there's the membership, which is where I expect their bread and butter comes from. Membership is fairly inexpensive (at the time of this writing, somewhere in the neighborhood of $6 a month), and it improves your treasure hunting in a remarkably fair way: it's one more of the best category of treasure in a chest. That is, if a member opens a treasure chest that has three random items, and one guaranteed to be uncommon or better, their membership bonus is one more item uncommon or better. It's enough to be totally worth the membership, but it doesn't give me a serious advantage over the next player in line - and it doesn't give me access to anything exclusive.
I've been playing the game as a beta for about two months now. I'd have expected myself to get burned out on it by now, but so far, I'm still going strong. There have been a couple game balance tweaks and so forth, and it seems to me that Blue Manchu (the authoring studio) is really investing the time to get as much right as they can. I'm not going to put them on a pedestal or anything, but in an age of studios cheerfully belching out churnware, Cardhunter has a downright artisanal quality to it.
So, come join me in the beta! I can't remember the last time I was this enthusiastically happy with a game, and I'd like to hear the thoughts of my fellow gamers.
I've been making it a point lately to play things I wouldn't otherwise play. You may have noticed my "Is it really that bad?" series, which is far from over, but in addition to playing games that were widely panned I wanted to push my boundaries and play genres I don't normally like (or at least, don't think I like).
For years I've just cast aside the military shooter genre. I've seen them covered to death all over the web, commercials, magazines, etc, but they never really interested me.
A week or so ago, I saw a deal for Call Of Duty 4: Modern Warfare for $7, and I realized that I already had a free copy of Battlefield 3 from some Origin promotion months ago, so I... Read All
I've been making it a point lately to play things I wouldn't otherwise play. You may have noticed my "Is it really that bad?" series, which is far from over, but in addition to playing games that were widely panned I wanted to push my boundaries and play genres I don't normally like (or at least, don't think I like).
For years I've just cast aside the military shooter genre. I've seen them covered to death all over the web, commercials, magazines, etc, but they never really interested me.
A week or so ago, I saw a deal for Call Of Duty 4: Modern Warfare for $7, and I realized that I already had a free copy of Battlefield 3 from some Origin promotion months ago, so I paid that $7 and got both games downloading. I was going to see if I was right about this once and for all.
Going into things, I had some preconceived notions about the two series, and the genre in general. It seems every winter we get a new Call of Duty game, and everyone who doesn't play every single one (and some who do) make fun of the constant releases. The Battlefield series is much more varied. It has about as many titles, but nowhere near as many in the main series (three so far) and things like the Bad Company series change the gameplay significantly. Mostly, I just figured it was more of the same either way you went. Just bro-games that wouldn't appeal to me.
COD4 has an interesting premise, taking you through many different POV characters as you flesh out the story. The graphics for the time were amazing, and the voice work is good convincing, but not memorable. You can definitely "feel" the weight of the guns, and the mechanics are smooth and definitely praiseworthy, but sometimes they just aren't intuitive. Nothing major, but it's there. One thing I loved is that in your first real mission, you're going through a training course with cardboard cutouts and plywood walls, and based on your performance it recommends a difficulty level. I love in-canon explanations for menu options. I played some single-player until I felt I'd gotten way past the point of getting my bearings, and then popped into multiplayer for a bit where I was kindly handed my own ass, over and over. I switched servers and was doing much better for a while, then a couple more people joined and I was getting creamed again. It seemed impossible. I'm not sure what the servers are like these days, but I suspected some kind of botting/hacking was going on.
Battlefield 3 has a much more focused story, told through Sgt. Blackburn while he's getting interrogated. The gameplay is damn good here. It has a few years on COD4, so I realize it isn't exactly a fair comparison, but I was in love with the mechanics. The graphics are stellar, and the voice acting is memorably good. The sound design in general is worth mentioning. I was impressed with how well it affected the setting. The foley seemed realistic to me, but I've only shot a gun a handful of times, and never military-grade rifles. Again, I popped into multiplayer for a bit, and while I wasn't doing well, it at least seemed like what was happening to me was possible for a human to do.
So all told, I don't think I was fair with my preconceptions. In COD4, the elements were all there, but it just didn't grab me. Again, I'm judging a game that has had 5 games to improve since, so I'm perfectly willing to be convinced to try it if any of you have experience with them (I'm looking at you, scrypt). I don't like how Activision milks the series, but that's kinda what they do. The oversaturation of Guitar Hero kinda killed the whole genre.
Battlefield 3, on the other hand, actually pulled me in, for a lot of reasons. The story seemed far more compelling to me, the controls didn't seem to get in my way as much and seemed tighter overall, the pacing was perfect, and I actually feel compelled to keep playing. And EA seems to be a bit more reasonable with releases, not milking it for all it's worth. Battlefield 3 came out in 2011, and they've been supporting it well ever since. DICE, the development studio behind the series, is also responsible for Mirror's Edge (and the upcoming sequel, which I can't wait for), as well as the new Star Wars: Battlefront games coming our way soon. Having seen what they can do with assault rifles, I can't wait to see what they can do with blasters.
So yeah, if you've felt like I did, give it a shot. The Humble Origin Bundle is still going, and you can get BF3 along with a slew of other games for really cheap.
My experience with most FPSs is limited to the Xbox 360, and have only in the past year or so made the transition to PC. I'm finding it difficult to get the same precision with mouse/keyboard due to the years I've put into the controller mechanics, so if a game offers controller support (which I believe these do?), I take advantage.
Of the two series, I pulled away from COD and started to favor BF sometime after COD:MW2 came out. I loved the first Modern Warfare (I think I only Prestiged twice, maybe three times), but the design of the later games went too frenetic for my taste. The difference between COD and BF is similar to the difference between the Tony Hawk games and the Skate series. One is more of an arcade, fast action experience, and the other is more realistic. Nothing wrong with either, but my taste at the time was bringing me to Battlefield. I was really interested in the Black Ops series, though. With what little I played at a friends house, I was tempted to jump back over, as I'd caught a glimmer of that original Modern Warfare feel, but I never jumped. Instead, I abandoned the military shooters altogether in favor of what was going on with Halo. These days I'm on my PC more, and can't get enough of games like Blacklight: Retribution, and Planetside 2. Planetside 2, especially, has an amazing community, partly because the game reinforces that by emphasizing and rewarding coordinated attacks as a team, which is all I really want out of a good shooter.
Really cool that you are revisiting these, Travis! Now that you have COD4 on PC, you might be interested in the Star Wars mod that is out there, called Galactic Warfare ( http://www.moddb.com/mods/star-wars-mod-galactic-warfare ). It's a complete re-skin and rebuild of maps and characters, sounds and everything. It's pretty amazing!
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