Concrete recycling is an increasingly common method of recycling unwanted concrete that normally is trucked to landfills for disposal. The concrete industry culture prevents the process from going full circle. We recycle demolished or renovated concrete structures, utilizing the rubble as the dry aggregate for brand new concrete. Taking the recycling process full cycle drastically lowers costs by allowing flexibility with scheduling, and lowering material cost.
Saturday, March 28, 2020
Unspoken Tags
I was putting together a short adventure for a Roll20 game using the ever-changing Crimson Dragon Slayer D20 rule-set (final version will be uploaded sometime in the next couple days), and it hit me that I often have these unconscious, unspoken tags in my mind as I write and then proceed to run a scenario.
Knowing the effect you want to achieve is key to crafting adventures like a fucking boss! One-shots especially are not unlike short stories. As Edgar Allen Poe said about that particular art form, it should create a singular effect and every element of that short story needs to carry its own weight, driving it home.
As I was writing this latest one, I had the following emblazoned in the back of my mind: desperate, exploring the unknown, weird location-based scenario, and Lovecraftian.
Depending on my mood, I might have a different set of tags, such as: cat and mouse, whimsical, gonzo, introspective.
I don't know how many GMs do this and are also acutely aware of it, but just thought I'd mention it. Is this part of your process? If so, does it help? Is this something you'd try using? Have you ever run an adventure that someone else wrote, using a completely different set of tags? What was that like?
VS
p.s. This new adventure will eventually show up in my upcoming book Cha'alt: Fuchsia Malaise. Still haven't gotten your hardcover Cha'alt? Now's your chance!
Download IGI 2 Covert Strike Highly Compressed For Pc
Download IGI 2 Covert Strike Highly Compressed For Pc
IGI 2 Covert Strike Full Review
Screenshot
IGI 2 Covert Strike System Requirements
Following are the minimum system requirements of IGI 2.
- Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
- CPU: Pentium 4 1.4GHz
- RAM: 512 MB
- Hard Disk Space: 2 GB
The Black Gate: The C.S.I. Effect
The Fellowship has managed to infiltrate Britannia with the closest thing this world has ever had to a church. |
For a game that gets really good, Ultima VII does not start promising. Particularly disappointing was the character creation process. This is the first Ultima since II not to allow any importing of characters. Character creation had of course reached its peak in Ultima IV, where the gypsy's questions sorted you into one of eight classes and determined your starting attributes. Ultima V and VI lowered the number of classes to functionally three (fighter, bard, and mage, with the "Avatar" class a kind of synthesis of the three) but still let you go through the gypsy exercise, the specifics of which were retconned in VI. You could choose a female Avatar for the first time, and select from about half a dozen portraits whether male or female.
Ultima VII offers the fewest options of any of the games in the series. You can only type your name and select your sex, and there's only one character portrait for each sex. And they're both horrible--although the male Avatar does fit with the canonical portrait ORIGIN has been pushing on players since VI, including the two Worlds of Ultima spin-offs.
I briefly considered playing a female character, which I never do for the Ultima series, but I didn't feel like looking at her portrait for dozens of hours, either. Why did ORIGIN reduce character customization? Was it just a matter of not wanting to spend the programming time to vary the portrait that shows up in dialogue? That's a lazy approach for a company that did such a meticulous job with everything else.
The female Avatar has Evil Resting Face. |
I sighed and chose the male portrait, naming him "Gideon"--my official alter-ego for any character I'm really invested in.
The opening moments beyond character creation are as chaotic as anything, especially for a new player. We start with a street scene in what turns out to be Trinsic. Two characters, one of them white-haired, are standing outside a stable and trading laments over some horrid event. Suddenly, the red moongate appears and spits the Avatar onto a paved (or at least cobblestoned) street with gas lamps--the first sign that Britannia isn't the same Dark Age kingdom we last saw.
Where were moongates that open inside the city in the last couple of games?! |
The white-haired, bearded man turns out to be Iolo, who immediately recognizes the Avatar despite not having seen him in--as he quickly reveals--200 years. Iolo and Dupre and Lord British are still alive because they originally came from Earth. No explanation is given for the longevity of the rest of the Avatar's companions. The time jump isn't really necessary at all, except perhaps to explain why Britannia looks more Colonial than Medieval. I don't buy the rapidity at which the Avatar returns to his friendship with people who haven't seen him in two centuries. I had some good friends when I was in my 20s, but I doubt I'd recognize them if I lived to be 220, nor would I attach a lot of significance to our friendship given all the other people I would have met, and all the other things I would have done, in that intervening time.
I soon learn that "something ghastly" has happened in the stables. The other person is introduced as a stablehand named Petre. I am encouraged to go and look in the stables for myself, which sounds fine to me. All I really want to do at this point is turn off the damned music. But I don't have time to do even that, let alone enter the stables, because there's a sudden earthquake. Iolo pipes up and suggests that Lord British might know the reason behind it. The tremor, we later find out, is caused by the events of the Forge of Virtue expansion. But, damn--did it have to happen immediately? This is like modern Elder Scrolls and Fallout games where you buy the expansions and you get 8 pop-up messages the moment the game starts telling you where to go to start the DLC missions. Could they maybe be spaced out a little?
Recovering from that, I'm about to move when suddenly the mayor of Trinsic comes hustling in from stage left. Iolo introduces him as Finnigan. Finnigan is doubtful that I'm the Avatar at first, but he ultimately relents and asks me to solve the murder that has just occurred. At this point, all my Avatar wants is a quite room and an Advil, but he gamely accepts the quest, which immediately prompts a dialogue with Petre. When can I finally turn off the @#$&ing music!? Not only do I find it repetitive and annoying, I suspect it's responsible for the fact that the dialogue keeps freezing.
It's a choice, but "no" just gets you trapped in town. |
It becomes clear that in fact two people have been murdered: someone named Christopher and a gargoyle named Inamo. After some more dialogue that I miss because the game froze and implemented all my clicks when it un-froze, I finally have control. I turn off the music and save the game, and immediately things start to improve. The first thing I notice is that, with the music gone, there are background noises. I'm a big fan of games that use sound effectively to create a sense of immersion, and ambient sounds are a big part of that. We have a couple of different types of birds chirping in the distance and waves crashing on the shore to the east (Trinsic is a coastal city).
As we discussed last time, the interface has gone almost all-mouse, something I find maddening given that Ultima pioneered the efficient use of the keyboard. You right-click and hold to walk, with walking speed increasing the further you get from the Avatar. You left-click to do almost anything else. Single-left-clicking looks; double-left-clicking talks and uses; clicking and dragging moves and picks up.
The Avatar's attributes. |
There are still a couple of useful keyboard shortcuts: "I" to open inventories, "C" to enter and exit combat mode, "S" to save and load, ESC to close windows, and the venerable "Z" to bring up character statistics. It's here that I found my Avatar has 18 in strength, dexterity, and intelligence. There's a "combat" statistics for the first time, and I've started the game at Level 3 with the ability to train 3 attributes. Iolo is also Level 3 and has about the same statistics.
The inventory has been much discussed. You get an image of your character with lines pointing to slots for left and right hands, legs, armor, boots, gauntlets, rings, helm, neck, missile weapon, cape, and backpack. Ultima VII: Part Two will turn this into a proper "paper doll" screen where the character image itself changes to reflect what's equipped. For now, you click and drag things in and out of those slots. The Avatar has started with leather boots, leather leggings, leather armor, a dagger, and a backpack.
The Avatar's inventory and pack. |
It's the backpack where things get crazy. You can stuff a lot of things into it (as well as bags and other containers), and the little icons freely overlap. Finding a small object like a key in a backpack full of torches, reagents, documents, and other objects is at least as hard as it would be to find a real key in a real stuffed backpack. Even though it's been almost 15 years, I remember that the last time I played, I organized items strictly by character--the Avatar has all the quest items; Iolo has all the food, and so forth--so I wouldn't go crazy.
So far, it's not so bad. The Avatar has started with a map, three lockpicks, a torch, 10 gold pieces, a cup, an apple, a bottle of wine, and a bread roll. I don't think the cup serves any use at all; although a lot of items can be used together in this game, pouring the wine into the cup doesn't seem to be one of the options.
All right. Time to explore dialogue. I double-click on Iolo and get six options: NAME, JOB, TRINSIC, STABLES, LEAVE, and BYE. These still aren't really "dialogue options"; they're just keywords. And I frankly preferred it when I had to type them myself, then watch for the response to see what other keywords I might use. Now, the keywords just spawn automatically in response to the dialogue. When Iolo tells me that his JOB is adventuring with the Avatar, I get AVATAR as an option. Clicking my way through them all, I learn that Shamino has a girlfriend who works at the Royal Theater in Britain and Dupre, who was recently knighted, is probably in Jhelom. (Have I been knighted? If not, why the hell not?!) Britain has grown to encompass Paws and the castle and dominates the east coast. Lord British will probably want to see me.
Dialogue options with Iolo. |
Petre has wandered off somewhere, so I finally enter the stable. This is accomplished via a "remove the roof" interface that I believe was pioneered by Charles Dougherty in either Questron II or Legacy of the Ancients. (I wonder if ORIGIN licensed the "look and feel" of this game element from Dougherty.) The interesting thing about Ultima VII's approach is that entering one building removes the roofs of all buildings, so you can see items and people inside adjacent structures even when there's realistically no way your characters would see into those locations.
Inside the stables is perhaps the most gruesome scene in any RPG so far in my chronology. (Well, no. I forgot about the two Elvira games.) The aforementioned Christopher is lying spread-eagle on the floor, each limb tied to an unspecified "light source," his body hacked beyond recognition. A nearby bucket is filled with his blood. The gargoyle Inamo is in a back room, pinned to the wall with a pitchfork.
It's cool that we've reached the point that such complex scenes can be graphically depicted. |
Several tools are strewn around the stables, including a rake, a shovel, another pitchfork, and a pair of tongs. A key lies next to Christopher's body, and near Inamo is a sack with some bread, a torch, and a few gold pieces. Footprints are all over the dirt floor and head out the rear door. As my character investigates, I'm conscious of how much authentic role-playing I'm now doing. I mean, I already know basically where the plot is going, but I still take the time to go over everything in the stables. I move objects to makes sure nothing is underneath them. I click on things I'm not sure about to get their names. I investigate, realizing as I do so that this is one of the few RPGs up until this point to offer a level of graphical complexity and object interactivity detailed enough to make such an "investigation" possible. This is the future of role-playing in RPGs, I think. Sure, it's not bad to have dialogue and encounter "options" that let you maintain a consistent characterization or morality, but when the very interface of the game allows you to make decisions consistent with your character, you have something special. Unfortunately, Ultima VII will not only be one of the first games to support this kind of gameplay but also one of the last.
Petre the stablehand wanders in said rear door. He says he's the one who discovered the bodies. Inamo was apparently his assistant, and lived in the little back room. (Wingless gargoyles, I recall, are less intelligent than their winged brethren and used mostly for manual labor.) Christopher was a blacksmith who made shoes for the horses. Petre assumes the murderer was after Christopher (a logical guess given that his body was the one posed) and that Inamo was just in the wrong place at the wrong time.
We follow the footsteps out back and around the corner, where we soon come to the city gate. The gate is down and a guard patrols the room with the winch. His name is Johnson, and he says when he arrived for his shift, he found the previous guard, Gilberto, unconscious on the ground. This suggests the murderer made his escape through this gate, knocking out poor Gilberto on the way. I'd like to leave the same way and scout the outskirts, but apparently I need a password to leave the city (the manual alludes to this) and I don't have it. He suggests I ask Finnigan. I do climb up to the city walls and see the docks just beyond the gate. I have to wonder if the murderer didn't flee via boat or ship.
No clues this way. |
Finnigan has taken off, so I settle in for a systematic exploration of Trinsic's streets, starting by heading right out of the stables. I note that double-clicking on the street signs gives me street names, and I'm pleased to find that I can still read the runic writing without a guide. The stable is on Strand. Slightly to the west, we come to (in non-runic writing) the Avenue of the Fellowship and, right in front of us, the Fellowship hall. Might as well get it out of the way. I take a deep breath and enter.
I'm a little concerned, on a role-playing level, that the Avatar technically hasn't been exposed to the Book of the Fellowship and thus has no reason to be cautious in his exploration of their hall. This concern is lifted when I find a Book of the Fellowship on a table right in the entryway. I imagine the Avatar reading it, asking Iolo, "What the hell?", and getting a shrug.
The only person in the hall is a woman named Ellen, who says she runs the branch with her husband, Klog. She goes through the Fellowship philosophy and suggests that I see Batlin at the Fellowship headquarters in Britain to join. She claims to know nothing of the murder, having been home with Klog all night. I resist the urge to ransack the Fellowship hall and move on.
Hand-feeding my characters out of the backpack. |
The Avatar complains about being hungry as we leave, so I feed him some bread. This is one of the legendary annoyances of the game. Characters have to be hand-fed throughout the game even though it's trivially easy to find food--one of several examples of a game element created for want of a true purpose.
Up the road is the shipwright, Gargan, who offers deeds and sextants, neither of which I can afford. The notepad comes out and the "to do" list begins. Gargan has nothing to offer on the murder.
I was going to object to the name of the ship, but apparently some eels have scales. |
I note that his house is filled with chests and containers. This is going to be true of a lot of houses in the game. Ultima VI was the first game in which the Avatar had an incentive to steal liberally from such containers, but this game is the first with no karma consequences. Instead of waiting until I have 80 gold pieces to buy a sextant, I can just remove one--and a gold bar besides!--from the pack in Gargan's bedroom. You can steal things right in front of the occupants--clean out entire stores while the owners stand mute in the center of the room--with no consequences. Well--almost none. Eventually, Iolo starts making some alarmed remarks.
Stop complaining about how hungry you are, and I won't have to steal a roast. |
Heck, even the damned Guardian has something to say about it:
Really? Burglary is where you draw the line? |
And I think maybe Iolo and your other companions leave you if you steal enough. The neat thing is that there's a real incentive to steal. You start the game broke, and the nature of your mission doesn't leave a lot of time for extensive wealth-gathering. But I'm going to stick to my tradition of taking my role as the Avatar seriously. I'll do it the hard way. The sextant and gold bar stay in Gargan's case.
I think you get the idea, so we'll speed things up from here:
- A young woman named Caroline is on the streets recruiting for the Fellowship. She says that they have their meetings at 21:00. It turns out that Christopher was a Fellowship member.
- There's a two-story house on the west side of town with a parrot on the first floor. No one tells me that it's Christopher's house, but the key we found with his body opens a locked chest on the second floor. The chest has a Fellowship medallion, 100 gold pieces, and a terse note that says, "Thou hast received payment. Make the delivery tonight." I take the gold and note.
- Markus the trainer runs a store south of Christopher's house. He offers to train in combat skill. I decline, not having enough money, and forgetting how training works in this game. I'll revisit it later.
- A guy named Dell runs an armory in the southwest part of town. We do find a secret lever that opens a back room stuffed with weapons and armor, but again I decline to steal. I spend 50 gold pieces on a sword to replace my dagger.
- In the far southwest part of town, we find the healer. Gilberto is lurking around his shop with a bandage on his head. He didn't see his attacker, but he did note that The Crown Jewel was at the dock at the beginning of his shift and gone when he woke up from his concussion. He believes it was sailing for Britain.
Everything seems to be channeling me towards Britain. |
- The healer has a copy of The Apothecary's Desk Reference, which reminds me of the standard Ultima potion colors. Black is invisibility, blue is sleep, orange awakens, purple conveys magic protection, white is light, yellow heals, green poisons, and red cures poison. I think I already had that memorized.
Visitors from the NetHack universe are suspicious. |
- The pub and inn is called the Honorable Hound. The owner and server, Apollonia, openly flirts with me. I buy a bunch of loaves of bread. The inn's register shows that four people have stayed there recently: Walter of Britain, Jaffe of Yew, Jaana, and Atans of Serpent's Hold. I suppose the murderers probably didn't register, but you never know. We spend a night in the inn at the end of all of this.
There are so few role-playing moments in which "murder" and "flirt" are equally valid dialogue options. |
- I find Finnigan at City Hall in the center of town. He relates that he's been mayor for three years. The Rune of Honor, which used to sit on a pedestal in the center of town, was stolen years ago by someone claiming to be the Avatar. It somehow found its way to the Royal Museum in Britain. Finnigan thinks this is symbolic somehow. The most important information from Finnigan is that he was present in Britain four years ago for a ritualistic murder with similar characteristics.
- Finnigan's office is hidden behind a couple of secret doors. I find them but don't find anything incriminating in the office.
This game is a bit odd in that it doesn't hide secret areas; it just hides the means to access them. |
At 21:00, I peek in on the Fellowship meeting. It consists of Klug shouting the elements of the Triad of Inner Strength while the members shout things like "I believe!" and "I am worthy!" In between, Klug runs around lighting candles and occasionally genuflecting to the Fellowship icon behind the lectern.
Spark is unmoved by the testimony of Fellowship members. |
The Guardian's face appears to taunt me as I enter Christopher's workshop on the south end of town. A boy named Spark--Christopher's son, which no one bothered to mention--is clutching a sling and running around frantically. He's supposedly fourteen, but his portrait makes him look about six. Spark tell us that his mother died a long time ago, so now he's an orphan. The Fellowship had been harassing his father lately, and a week ago Christopher and Klog had gotten into an argument. Christopher had been making something for the Fellowship--something probably stored somewhere in the smithy. Either Christopher was a bit disorganized, or someone has recently tossed the smithy.
Dick. |
Now that I know Christopher had a son, I feel bad about looting the gold. But Spark offers to give it to me for investigating his father's murder. He says that he woke up from a nightmare the previous night and went looking for his father, and saw a wingless gargoyle (not Inamo) and a man with a hook for a hand hanging around the stables. He begs to join the party, and I agree. He comes with leather armor and a sling. Honestly, how were the first words out of Iolo's or Petre's mouths not, "Christopher has a kid. We'd better go see if he's okay"?
I don't know when Iolo started calling me "milord," but I confess I don't hate it. |
Where Christopher is dead and his son is part of the party, I don't mind taking things from the smithy. We loot about a dozen gold pieces and some clothing items. I try to make a sword by putting a sword blank on the firepit and operating the bellows, but I can't get the sequence right. I think it's possible. I don't find whatever Christopher was making for the Fellowship, unless it was pants or sword blanks.
Spark, you must have seen your dad do this before. |
My time in Trinsic closes with a return visit to Finnigan, who questions me on all I've learned and pays me 100 gold for what I've uncovered so far. He puts me through a copy protection exercise before giving me the password to the gates of Trinsic: BLACKBIRD. All signs point to visiting Britain next. We head outside. I find nothing at the docks except the fact (which I'd forgotten) that the developers managed to animate waves crashing on the shore for the first time in an RPG.
Another first for the Ultima series. |
Continuing a theme started in Ultima V, the developers do a good job making Trinsic feel like a real place. Each resident keeps a schedule, including going to work in the morning, eating or stopping by the Honorable Hound for an evening meal, going to the Fellowship meeting (if a member), and tucking into bed at night. Every NPC has a house with personal belongings. When it gets dark, they light candles in their houses. During the day, they open shutters with comments to themselves like "Too nice a day for these to be closed!" They have brief conversations when they encounter each other. A dog and a cat roam the streets.
This is all admirable, but the problem of course is that this simulation has come so far that we can no longer regard the NPCs and buildings we see as a representative sample of the real number of NPCs in town. They're clearly the entire population. The fabled city of Trinsic houses 10 people. By modeling daily life in such a realistic way, the developers call attention to the lack of realism inherent in population size. We notice the same problem even in modern games.
Finnigan won't let me leave town until I relate what I've learned. |
I'm hard-wired to create typologies out of everything, and this is something that needs a typology. Very few games in the 2000s adopt the "old school" model of towns-as-abstractions, which is most obvious in "menu towns" but also exists in games like Ultima II, where the geography of each city is just the broadest lines with the most important places (e.g., shops but no houses). BioWare has adopted what we might call the "matte background" model where the parts of the game that you can explore are just the most important parts, but the graphics suggest unending blocks of additional houses and buildings in the background. They populate the streets with a dozen generic NPCs to every important NPC, cleverly annotating the difference with sharpness of color and other indicators.
Another model for which we need a name is the Assassin's Creed/Grand Theft Auto approach where there is a realistic number of buildings throughout the geography, including houses. You just can't go into most of them; it would take far too much programming time to give them all interiors. The streets are also teeming with generic NPCs with basic AI. It's far more realistic than, say, one of the cities in Skyrim, but also a little disappointing when there are so many doors you can't open.
The Elder Scrolls follows the Ultima VII model. The developers' philosophy is that you should not only be able to enter every building that you see but also find clothes in the closets and forks on the table. This comes with Ultima VII's drawbacks. Which model do you prefer, and can you think of a better approach (or one I didn't mention at all)?
Time so far: 3 hours
*****
Potential bad news on Planet's Edge. I'm running into a bug where if I try to beam down to Rana Prime, the game not only freezes but somehow corrupts the files so that I have to fully reinstall the game, start it, create a new save, and then load an old saved game to get my former party back. But then it corrupts again the moment I try to visit Rana Prime. No one else seems to be reporting the same issue, so I'm not sure what to make of it. Rana Prime does seem necessary to finish the game. I'll keep playing with it; ideas appreciated.
Monday, March 23, 2020
Suzy Cube Update: April 20, 2018
#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames
Finishing touches were the name of the game this week. As we begin to firm up dates internally, it's time to start locking things down. As such, this week was my last chance to fix niggling issues in levels.
Read more »Louard's game design sounding board and home of the Pro's and Con's reviews.
Friday, March 20, 2020
Mobile Suit Gundam Extreme Vs. Maxiboost On Officially Gears Up For Victory In Southeast Asia
Leading anime video game developer and publisher BANDAI NAMCO Entertainment Asia. today announced that MOBILE SUIT GUNDAM EXTREME VS. MAXIBOOST ON will officially be coming to Southeast Asia
for the first time on the PlayStation 4 computer entertainment system. The 2-on-2 EXTREME VS fighting game was originally released exclusively for Japanese arcades in 2010.
Set in the globally iconic GUNDAM universe, MOBILE SUIT GUNDAM EXTREME VS. MAXIBOOST ON enables players to take 2-on-2 PVP combat to the next level with Mobile Suits spanning the entire breadth of the franchise's history. In total, MOBILE SUIT GUNDAM EXTREME VS. MAXIBOOST ON features 183 playable units from 36 different GUNDAM iterations, each with unique abilities designed to match any fan's personal playstyle. Players can choose between three different EX BURST Systems—FIGHTING BURST, EXTEND BURST and SHOOTING BURST—to coordinate with allies and lay waste to all that stand—or fly—in their way!
MOBILE SUIT GUNDAM EXTREME VS. MAXIBOOST ON offers 1–4 player online co-op and PVP play. The title will feature Japanese voiceover with English subtitles.
Thursday, March 19, 2020
Thinking About Game Design
I found this excellent graph in @joebaxterwebb's site. It's a synthetic and great game design lesson to think before gaming development. You can read the complete article HERE.
Sure I'll use in my game designing classes next semester. =)
Thanks, Joe for this great content.
#GoGamers
Sure I'll use in my game designing classes next semester. =)
Thanks, Joe for this great content.
#GoGamers
Gonzo Flavored Ice Cream
A friend came to me with a question the other day, "How would you adjust using [generic fantasy adventure or campaign] with Cha'alt?
My advice was thus...
If you're interested in mixing vanilla fantasy with Cha'alt, I'd suggest separating the two. There's the "normal" D&D world, and then there's Cha'alt. Just like Alice tumbling into Wonderland, Dorothy being swept into Oz, or Neo leaving the matrix. There needs to be a dividing line.
Mixing the two would be like mixing vanilla ice cream with raspberry, pineapple, and lime sorbet with a banana split and double-chocolate mint rocky road. The vanilla would get utterly lost in the wild flavor extravaganza. Mix any generic fantasy setting with Cha'alt and you get Cha'alt. It dominates, and rightfully so... my eldritch, gonzo, science-fantasy, post-apocalyptic campaign setting and megadungeon kicks fucking ass!
Ok, so what about introducing the PCs to Cha'alt?
Instead of Ravenloft mists, I'd suggest fuchsia and chartreuse slime. It creeps up on the adventurers, rises up over their heads, and then SPLASHDOWN on the hapless PCs! Consumed but not devoured, they're transported to the weird world of Cha'alt.
FYI, I've got less than 250 hardcover books in stock. They're going fast! These signed, limited edition, luxurious books are going for $60 (USA shipping included) or $85 outside the USA. I take paypal. My email address is: Venger.Satanis@yahoo.com
Thanks,
VS
[Hackaday] Homemade N95 Masks In A Time Of Shortage
Monday, March 16, 2020
Willy Jetman: Astromonkey’s Revenge Review (NSW)
Written by Patrick Orquia
Title: Willy Jetman: Astromonkey's Revenge
Developer: BLG Publishing
Publisher: BLG Publishing
Genre: platformer, action adventure, arcade shooter
Number of Players: 1
Platform: Nintendo Switch
Release Date: 31 January 2020
Price: $14.99
Also Available On: PS4, Steam
When I first heard about Willy Jetman: Astromonkey's Revenge, I thought it was just one of those cheap, forgettable indie games that, we must admit, are quite abundant on the eShop. But oh no, this game, to put it simply, is amazingly and surprisingly good. I'm not much of a tea drinker, but this my cup of tea.
In this game, you play as the titular Willy Jetman, who lands on planet Gravos along with his trusty AI companion Gladys, and has to go through an epic adventure across different biomes to pick up garbage and debris from a crash-landed space ship scattered on the surface, all while having to battle against hostile alien creatures. Aside from these creatures, he also has to solve a much bigger mystery involving the space recycling company that employs him and Astromonkey, whom Willy thinks is involved in the catastrophe.
There is really nothing much groundbreaking about the story and it is there to keep things going, with some cutscenes shown when Willy gets to talk to NPCs that have new information on what to do and where to go next. Most of these NPC interactions contain humorous dialogues that reference pop culture and other media, such as anime, internet memes, etc. which makes them worth your while to go through.
The game is presented in a very clean-looking 16-bit aesthetics, with lots of colors and details both in the foreground and in the background. The colors are crisp and blend together well. The soundtrack is also brilliant, comprised of catchy 16-bit chiptunes. It is really like playing a game from the 90s.
As Willy goes through the different biomes of the game, you get to see how the color schemes change as you traverse the levels, which transition from the regular forest-type biome to a lava-rich one and so on. Within each biome await many different types of creatures that are mostly hostile, with some that will actively hunt you down. These creatures give XP when killed, of course, and also drop crystals, which give you credits, the main form of currency in the game. Some also drop HP, which are not much most of the time but may quite save you if you are low on health and the next save point is nowhere yet in sight. Some of these enemies hit hard, and if you are not careful, you will end up dying.
When you die, you respawn at a save point. There are at least two save points in each level, and they are far from each other so you better be careful not to die before reaching the next one, or else you lose all progress and credits. This could be very frustrating, but it is also a good way to grind for XP and crystals, as saving respawns not only you but also all of the enemies in the level. If you think you are not leveled up enough, go kill the enemies in the area, get killed, and go killing again. Rinse and repeat.
Most of the time, wherever there is a save point, there is also a merchant for Crush 'n Go, a store that sells upgrades and let you equip weapons and other gears. These weapons can be found and unlocked across the levels. Once unlocked, visit Crush 'n Go to equip them, and if you have enough cash, upgrade them, too, so that they can get higher firepower. These weapons vary in type of projectiles and power. You can equip up to two weapons at a time, one mapped to Y button and the other to the A button. Usually, you equip your main weapon on the Y button and the special or more damaging ones, like the rocket launchers, on A. By the way, you can get damaged by your own explosives, so be very careful not to get hit by them. As you progress, the types of enemies you encounter get more and more powerful, so it's good to upgrade your favorite weapons whenever you can.
Aside from the wide selection of weapons, Willy's main gear is his trusty jetpack, which allows him to freely fly around and navigate in all directions for as long as there is fuel in the tank. To refill the fuel, simply land and wait until the tank is fill, then off you go again. Using the jetpack can be tricky at the beginning, but the more you upgrade and use it, you will be able to master it. Pretty handy when battling against airborne enemies and reaching cliffs and ledges. There are also some sections in the game that rely heavily on your ability to maneuver in the air in the most efficient way possible.
The more you kill enemies, the more XP you get. Earn enough XP and you will level up. Each time you level up, your HP meter increase by 5 and your jetpack power increase by 5 seconds. Also scattered across the levels are permanent upgrades to your XP, HP, and jetpack power meters so it's good to always explore. There are also hidden areas in some levels containing either any of these power-ups, large chunks of crystals, strong enemies (that drop lots of XP and crystals), and Champion Idols, which can be used to unlock new weapons and power-ups once you reach a certain area in the game. There are a total of 20 of such golden statues, with some hidden quite well. Thorough exploration of each the levels is the key to finding them all.
The game is divided into worlds, and each world into levels, where the goal is to reach the entrance to the next one. As you progress into the game, the levels become harder and harder to traverse, as new enemy types await you. You have to earn enough credits to upgrade your weapons and gears. Aside from the enemies readily seen in the levels, there are also some caverns within these levels that you can explore to fight tougher enemies to obtain new useful items. Most of these are optional, but go and explore them anyway as they are very much part of the fun.
Overall, Willy Jetman: Astromonkey's Revenge is another indie gem that is very easy to recommend. It's really fun to play from start to finish. Some areas can be a bit frustrating, but if ever you get killed, you'll just have to learn from your mistakes and give it another go. How can you say no to awesome retro-inspired visuals and soundtrack? This game is priced quite nicely at $14.99, and you'll get a solid 10-15 hours out of it on your first playthrough. The game also has an achievement system, so you can go for another playthrough if you want to get them all. That is good bang for your buck right there. So strap in and let your inner space explorer in you roam the skies in this excellent game.
Replay Value: High
PROS
CONS
- Excellent retro-inspired visuals and soundtrack
- Wide selection of weapons and gears to equip
- Upgrading equipment is quite expensive but worth it, and it thus encourages you to explore and shoot down enemies more
- Dialogues between Willy and NPCs are often hilarious, with references to pop culture
- Good variety of enemies
- Navigating using the jetpack is fun!
- Very good use of HD Rumble
- Solid frame rate almost throughout the game, with some negligible slow downs when there are lots of enemies on the screen at a time
- Ideal for playing on handheld mode
CONS
- Some questionable level design on some sections of the game, especially on those timed labyrinths: if you are unable to reach the end before the time expires, there is no way to go back to the beginning without dying
- Boss battles lack variety, and most of them can one-hit kill you, making the battles a bit frustrating
- You cannot heal outside of saving, which refill your HP meter; this can be a source of much frustration as save points are often far from one another
RATING: 4.5/5 Jetpacks and Shuriken Guns
Sunday, March 15, 2020
Moto G Stylus Vs Samsung Galaxy Note 10 Vs LG Stylo 5: The Stylus Phone Showdown - TechRadar
Thursday, March 5, 2020
Cha'alt: Fuchsia Malaise Kickstarter
Yes, the creative batteries have been recharged and I'm ready to scribble my little eldritch-green heart out!
Right over here is the Kickstarter campaign. Yesterday was a soft opening... today is the full-scale launch. And it's already nearly funded.
I'm excited and encouraged by the projected numbers. Several individuals whose opinion I trust believe this will top out around $28,000.
Numbers like that mean we can go all-out with the book, just like our gorgeous Cha'alt hardcover! I intend to add as much value as I possibly can. Backers are like family to me - better, actually, because I don't want to kick backers out of my house an hour after the Thanksgiving meal.
Have any questions? Please ask. Have suggestions? Yes, indeed. Want to share this KS on social media? May you live to be a thousand years old, and the seven purple moons of Cha'alt shine their shadowy tentacles upon the fabulous wealth of your intrepid adventuring party!
Thanks for your support,
VS
p.s. I'll be making frequent updates to the KS. Additionally, keep an eye on those stretch goals. Regardless of how far we get, the list will grow. ;)
JUMANJI The Video Game CODEX Free Download
JUMANJI The Video Game CODEX Free Download
JUMANJI The Video Game CODEX Free Download PC Game setup in single direct link for Windows. It is an amazing action and adventure game.
JUMANJI The Video Game CODEX PC Game 2019 Overview
Unite in adventure and laughter in the action-packed game of Jumanji, as you try to survive the ultimate challenge for those seeking to leave their world behind!
Only you and three teammates can recover the JEWELS and save Jumanji. So get online, gather friends for split-screen play, or go alone with AI companions. There's an army of evil marauders to take on, deadly beasts and traps to dodge, and cool customizations to unlock. And with heroes Dr. Bravestone, Ruby, Mouse, and Prof. Oberon as your avatars, you know you've got the unique abilities – and hilarious failings – to save the day!
Key Features:
• RETURN TO THE JUNGLE – Play as movie heroes Dr. Bravestone, Ruby, Mouse, and Prof. Shelly in a hilarious new 3D action adventure
• TEAM UP – In online or split-screen modes, work together with up to three friends or AI teammates to defeat enemies, survive deadly traps, and save the world
• DANGEROUS LOCATIONS – The world of Jumanji gets bigger with beautiful but deadly new mountain, city and jungle environments
• ENDLESS ADVENTURE – As you hone your skills and strategies, and unlock new outfits and weapon styles, no two rounds of Jumanji are ever the same!
Technical Specifications of This Release.
- Game Version : Initial Release
- Interface Language: English
- Audio Language : English
- Uploader / Re packer Group: Codex
- Game File Name : JUMANJI_The_Video_Game_CODEX.iso
- Game Download Size : 2.17 GB
- MD5SUM : ad15f8e37a9db1ffbcf0c8f9adbfea09
System Requirements of JUMANJI The Video Game CODEX
Before you start JUMANJI The Video Game CODEX Free Download make sure your PC meets minimum system requirements.
Minimum:
* Requires a 64-bit processor and operating system
* OS: 7 / 8 / 10
* Processor: Intel Core 2 Quad Q6600 (2.4 GHz) or AMD equivalent
* Memory: 4 GB RAM
* Graphics: GeForce GT 430 (1024 MB)/ Radeon HD 6850 (1024 MB)
* DirectX: Version 9.0
* Storage: 3 GB available space
* Sound Card: DirectX compatible
* OS: 7 / 8 / 10
* Processor: Intel Core 2 Quad Q6600 (2.4 GHz) or AMD equivalent
* Memory: 4 GB RAM
* Graphics: GeForce GT 430 (1024 MB)/ Radeon HD 6850 (1024 MB)
* DirectX: Version 9.0
* Storage: 3 GB available space
* Sound Card: DirectX compatible
Recommended:
* Requires a 64-bit processor and operating system
* OS: 10
* Processor: Intel i5, 4 x 2.6 GHz or AMD equivalent
* Memory: 4 GB RAM
* DirectX: Version 11
* Storage: 5 GB available space
* Sound Card: DirectX compatible
* OS: 10
* Processor: Intel i5, 4 x 2.6 GHz or AMD equivalent
* Memory: 4 GB RAM
* DirectX: Version 11
* Storage: 5 GB available space
* Sound Card: DirectX compatible
JUMANJI The Video Game CODEX Free Download
Click on the below button to start JUMANJI The Video Game CODEX. It is full and complete game. Just download and start playing it. We have provided direct link full setup of the game.
Size:2.17 GB
Price:Free
Virus status: scanned by Avast security
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