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Tuesday 22 September 2020

Episode 27: From Sea To Shining Sea Is Live!

Episode 27: From sea to shining sea is live!
I talk with Sam Mustafa about the state of the miniatures wargame hobby and rules and miniature development in the US.


The Veteran Wargamer is brought to you by Kings Hobbies and Games
https://www.facebook.com/Special-Artizan-Service-Miniatures-1791793644366746/

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

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Other companies we mentioned:

The Episode we reference:





Northstar Military FIgures - http://www.northstarfigures.com/

Flames of War - Battlefront - https://www.flamesofwar.com/


Saga - Studio Tomahawk - http://www.studio-tomahawk.com/en/



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

Monday 21 September 2020

Project Warlock Review (NSW)

Written by Patrick Orquia


Title: Project Warlock
Developer: Buckshot Software
Publisher: Crunching Koalas
Genre: FPS, RPG, Arcade
Number of Players: 1
Platform: Nintendo Switch
Release Date: June 05, 2020
Price: $14.99
Also Available On: PS4, Steam, XB1



Project Warlock is a first person shooter with retro-inspired pixel art style. I'm not a big FPS fan, but this game really caught my eye. The game is heavily-inspired old school shooters like Doom and Wolfenstein (the ones from the 90s), and this game pretty much play like those games, albeit with more modern flare as you can adjust how retro it can look by activating filters, adjusting color settings, activating motion blur, etc.




In this game, you play as a gun-wielding warlock out to get rid the world of evil. Clichéd story, yes, but games of this genre are not really known for their story. Anyway, you will get to travel through 5 worlds, consisting of different biomes each with unique sets of enemies and style. There are 5 levels per world, with varying number of stages, with the fifth being a boss fight. Each of these stages will have you navigate your way within a maze-like corridors, rooms, and open spaces while battling hordes upon hordes of enemies. These enemies vary greatly in design and attack styles, so you will surely be on your toes at any given time. Your goal for each level (except for the boss fights) is to reach the exit. The levels have multiple sections that get gradually opened up by getting unlocked with keys that you have to find. These keys are of different colors and will unlock doors of the same color. The rooms that they open usually have monsters waiting to ambush you.

Speaking of monsters, the most fun part of the game is the gameplay, and the bulk of the gameplay for this game is to kill all the monsters that get in your way without you getting killed first. And to do so, you have to get the most out of your weapons. Each weapon that you discover within levels, given that you end up not dying after doing so, gets permanently included to your arsenal. You can swap weapons on the fly by pressing either the L or R shoulder buttons. Unfortunately, instead of instantly switching to the next weapon, you are first presented with a weapons wheel where you have to then choose the weapon that you want to use. This weapon wheel is a bit awkward and a hassle to use since it just slows you down and when you try to switch to another weapon, the game doesn't pause. It slows down a bit, but some enemies are fast enough to either shoot at you from a distance or clobber you up close while you are busy swapping weapons. You have to know when and where to do it, or else you die. Most definitely you will have a favorite, but there will be a time when you will run out of ammo for that particular weapon and you will have to choose another, so you have to at least know how to use all of your available weapons and know which one is the most effective to the enemies that are trying to kill you to maximize your ammo. 




Defeated enemies would usually drop items, like money, ammo, or mana/health (healing) items. These items are also scattered throughout the levels, but you have to be careful because enemies usually lurk around and will readily attack you at first sight, especially within newly-opened rooms. Aside from the loot drops, you also get to collect Upgrade Points, which is signified with a star token either just placed on the floor or found within secret rooms. Yes, there are secret rooms within levels, and they are easy to spot if you know where and what to look at. If you see a portion of the wall that looks a bit off or colored differently or cracked, press A while facing it and voila, you discover a secret room. The number of such rooms are indicated per level, and it's up to you to find them all, or just ignore them. If you want to find all items or you need more ammo or healing items, the secret rooms are there to the rescue.

After beating a level (meaning beating all the stages within the level), you end up in the Workshop, where you get to spend your acquired Upgrade, Stat, and Perk Points. Upgrade Points are used to upgrade weapons and buy new spells. Stat Points are used to upgrade your strength (melee attack), health, spirit (mana), or capacity (ammo). Every time you level up in the game, you get one Stat Point, and every 5 levels you reach, you get one Perk Point, which you can use to unlock additional perks, or skill modifiers, like being able to sprint faster, get more out of healing items, etc. Once you're all done upgrading, you get to play the next level, so on and so forth. 




Since I don't have much experience with FPS games, I didn't feel much nostalgia while playing the game. I didn't get to play Doom and games similar to that much. In fact, I kind of struggled while playing my first 2 hours of the game. Not the first two hours of the game, but I got stuck at the beginning, for more than 2 hours. I just couldn't quite understand what I needed to do to finish the level, and I thought that the enemy placements were unfair. But I eventually get past the first stage, was able to level up, and I was able to manage beating the succeeding levels. The levels got really challenging, especially the last few ones. And also the boss fights, those are extra tough, because not only the bosses themselves are tough to beat, an almost endless barrage of enemies join the fray and I had to constantly move and fight them off. I really enjoyed blasting through the many enemies, and the more I play, the more I get used to using the various weapons and watch those enemies get ripped to shreds with bullets and flame. I didn't use spells much, but they were there when I needed them. There is also melee attack in this game, but for me, after the first few levels, I rarely used it anymore.




Overall, Project Warlock is one good game. The developers really made good use of the game elements from the old school FPS games that inspire them. The game really does look and feel like an old school game, and if you didn't know that it was first released in 2019, you wouldn't know it. It plays well on Switch, both docked and undocked. It runs at 60fps most of the time, though it would frequently slow down when there are lots of action happening on screen, but it is really not game-breaking. Also, the soundtrack is top-notch, with varying style that match the different worlds in the game. So, if you are a fan of the genre, make sure to play this game, and enjoy shooting your way past enemies with your favorite weapons. Blast them all to hell!



REPLAY VALUE: High



PROS
  • Excellent retro-inspired pixel art style
  • Excellent soundtrack consisting of different styles that match the different worlds of the game
  • High degree of customization options for the visuals, like filters, motion blur, color saturation, etc.
  • Challenging even on casual mode, but not unfair
  • Wide range of weapons to use
  • Wide variety of enemy types
  • Very good use of HD Rumble
  • Ideal for handheld gaming
  • Good price point

CONS
  • Bland story
  • No multiplayer mode
  • No big map available
  • No gyro aiming (good thing the Y-axis for aiming can be locked, making aiming simpler)
  • The weapon wheel is awkward to use
  • Melee is almost useless after the first few levels
  • Levels cannot be replayed
  • Frame rate drops when there are lots of action and enemies on screen 

RATING: 4/5 Guns and monsters

Saturday 12 September 2020

The Wy’rded World: Cyclopaedia Zyathica Volume 1, 5E Sourcebook Review




You stand within sight of The Ebon Spire. Your comrades are standing behind you, waiting for you. That Ethernic ruin is the guiding point you need to get your group through the dreaded area. A marking of times long past and the destruction that was brought upon Zyathé. Even at this distance you see the wyvern that make The Spire their home, and from all accounts they will likely be the least of the dangers you and your friends will face. Without words, you walk back a ways and start making camp. This will be the last good night of sleep for probably the next week. And, you know, you will need to keep your wits to guide everyone across this land.

-----

The Wy'rded World: Cyclopaedia Zyathica Volume 1 is a 5e fantasy setting of the world of Zyathé. The setting uses the core rulebooks and provides a rich, detailed world for players and game masters (GMs) to use in providing a new location for creating memorable stories players will share for a long time to come.

The Wy'rded World: Cyclopaedia Zyathica Volume 1 was written by Alphinious Goo, AJ Martin, Jeremy Harding, Cody Martinm and Mike Shugart and published by Gooey Cube (website). I received a copy of the tome at Saltcon 2020 (website) for review purposes.

The Ebon Spire
The Ebon Spire

The Cyclopaedia's General Structure

This 200+ sourcebook is divided into 8 chapters and appendices. It's good to note this is not just the Wy'rded World (Zyathé), but an entire cosmology for the world. There's depth to the information with ample room to allow every GM the ability to make Zyathé a place to accommodate their personal style of game and the desires of their players.

The Wy'rded World provides you information to be able to utilize the world of Zyathé as a place to create your adventures. There is a rich history of events leading up to the current age. Those events have left numerous ruins—plenty of places for adventuring heroes to test themselves. Along with the historic sites, there is great description for how it is unique from more well-known fantasy game settings.

Players desiring to explore new characters have races particular to Zyathé to choose from. There are similarities to the standard races depicted in the core books. However, there are aspects in each race of Zyathé that make them genuinely different. Each race entry includes racial histories and general traits.

The information provided for GMs and players allows for creating character combinations to provide new insights into personalities and interpersonal interactions. This goes beyond the general history and characters. There is a complete section for the deities ruling above the world and descriptions of the lands comprising it.

Style

The Wy'rded World is written with a strong storytelling aspect (after meeting Alphinous Goo I would expect no less). Beginning with the history that reads like the legends and fables we are used to reading and hearing. I enjoyed just reading the history of the world and allowing it to unfold in my imagination. There is enough information to move you through the times without bogging the reading down with too many details. This leaves creativity for the GM to make this a personal world. Within the framework presented, there is plenty of space to add the decorations you and your party desire.

The artwork has an interesting juxtaposition. Some of the art is detailed while other is open to interpretation. The parts left for the further clarity are the maps of the lands. These areas can be filled out through future publications or by the imagination of the players using the setting.

A view of the races

Overall

I've played roleplaying games and many different settings for over 40 years. Some were presented in sourcebooks, designed to expanding the possibilities for a particular game. Others were specific settings for the mechanics of the game to be used in new and interesting ways. Still others were created from the imagination of the GMs for the group they were gaming with. The Wy'rded World is one of the better fantasy settings I've come across.

I played in the world of Zyathé at Saltcon 2020 (website). The adventure was run by a professional game master, Dax Levine of Dungeon Master Direct (website). Dax was able to prepare several hours of gaming in under 24 hours of being introduced to the adventure (review of session). This attests to how easily this setting can be used. The adventure we played was the first part of The Darkest Dream: Chapter One of the Red Star Rising Campaign. I will be reviewing this material.

The Wy'rded World: Cyclopaedia Zyathica Volume 1 provides a solid base for anyone looking for a new setting to explore in your fantasy 5e roleplaying. Opposite the disclaimer you hear so many times, I say, "Try this at home."

-----

The past eight days were grueling. Everyone in the party was close to death at one time or another, several more than once. It was only through your joint strength and bonds of friendship that everyone made it through alive. But, none were left unscathed. Now, you can look beyond the area surrounding the Ebon Spire. There will be time for respite and a chance to restock what was used and lost. This past week will be something to talk about in later times—times when you are all sitting comfortably by a fireplace with warm food and good drink.

 

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The Summoning: A Laden Swagman

 
As if I needed another reason to think of Osama bin Laden yesterday.
         
As you scurry around pushing levers and balls, testing teleporters, fighting enemies, filling and drinking healing potions, and filling in the map, The Summoning gives you lots of time to think. And what I thought about during my most recent sessions was a typology for how games structure their worlds. This is what I came up with:

1. The open world. We tend to think of open-world games as recent, but they really go all the way back to the first Ultima (1981). In this model, the player has a fairly large space in which to operate, and that space is seeded with both safe and dangerous places--cities and dungeons, usually. The player may pick a particular city as a "home base" (and modern games encourage this by literally letting him buy a house), but he doesn't have to use a particular place. Excepting some episodes, he has full control over how long he stays in each area, and he can transition between them at will, using any number of locations to regroup, by and sell equipment, level up, and rest and heal. Phantasie, Curse of the Azure Bonds, Baldur's Gate, Ultimas IV-VII, and The Elder Scrolls IV: Oblivion all follow this model.

2. The hub-and-spoke, also known as the "expedition-and-return." In this model, there's one safe place, often at the center of the kingdom, and the player does all of his adventuring from it. Each mission takes him to a new place, and he often has no control over how long he spends there, but when it's over, he returns (often automatically) to the safety and resources of the hub. Examples would be Starflight, Quest for Glory, Planet's Edge, and the two Buck Rogers games.
           
Here's a shot of an NPC named Khamillia warning me about gazers. You'll see why in a bit.
          
3. The airline dive. In this approach, you have a safe surface location, from which you repeatedly depart to explore the depths of a dungeon, keeping a constant tether back to your base. A key aspect of the game is how far and long you're willing to risk exploration before following your lifeline home; judge it poorly and you run out of oxygen. Almost all of the PLATO games fit this model, as does Wizardry and the Dunjonquest series. The goal is ultimately to get strong and skilled enough so that you can reach the farthest location, where you usually find the endgame.
     
4. The highway. The game is linear and one-way, with set "rest stops" (cities, leveling, healing, shops) at set intervals along the way. You don't always know how long it's going to be before the next stop, but you know it will come eventually. The Final Fantasy Legend and The Lord of the Rings fall here, although both allowed some limited backtracking. Icewind Dale II is another.
    
5. The "Waltzing Matilda." There are no "safe spaces," except perhaps the occasional dark corner after you've cleared an area of enemies. You have no "hub." All of your resources are in your tucker bag. You level up on the road and heal when you find a potion. It doesn't really matter if the game world is open or linear because you still have to travel the whole thing, and there are no rest stops. This is most roguelikes, Dungeon Master and its derivatives, and The Summoning
             
A partly-completed level.
          
Some of the most tense moments I have playing games is when I don't yet know which model a game is going to adopt. Games often begin with a constrained sequence, and until it's over, you don't know if the game is going to automatically move you to the next area or "open up." Then, if it does open up, you don't know until you start exploring if you're going to be returning to the starting point frequently or if there will be numerous potential hubs as you explore the world. It takes a few hours into Fallout 3 before you realize it's fundamentally a hub-and-spoke game (a player could approach it differently, but most use Megaton as a base of operations); when Fallout 4 began, I thought it would be the same, but it's much more of an open world. Often, a game surprises you by switching to another model for a particular sequence or expansion. Baldur's Gate II is a hub-and-spoke that becomes a highway in Throne of Bhaal. The Lonesome Road expansion to Fallout: New Vegas is a Waltzing Matilda tacked on to an open world.

Games also occasionally create tension and release by subverting their own designs. A common practice in airline dive games is to make you lose the line via teleporters or one-way doors. Hub-and-spoke games often defy predictability by sending you on a mission that turns into a Waltzing Matilda, straining your inventory space, exhausting resources that are normally renewable in town, and making you long for a place to rest or train. When you're finally able to break out and return, the sense of relief is magnified. 
    
I would have to say that the "Waltzing Matilda" is my least-favorite approach, partly because it's the hardest to pick up again when you haven't been able to play for a while. When you finally restore after an absent week, you're in the middle of a dungeon somewhere, with equipment you can't remember the reason for carrying, unsure if you were working on any puzzles and, if so, what they were. Meanwhile, the lack of a central depository means you have to anticipate what you'll need down the road. This is particularly difficult in a game like The Summoning, where numerous readers have warned me not to throw away any pearls or any spell scrolls (despite not needing them mechanically), and having been given the relatively useless advice to try to keep hold of at least one of everything because you never know what is going to be needed to solve a puzzle.
        
The reason for the game's name becomes clear.
       
I originally wrote, "The Summoning is taking long enough that I frankly wouldn't mind a 'walking-dead' excuse to wrap it up with a rating." The problem with that sentence is that it isn't taking that long--at least, not yet. I'm only into it for about 14 hours. It just feels very long because the nature of its construction is to never give you a break. I think this has less to do with its "Waltzing Matilda" approach (what seemed like a cute name is losing its charm as I keep typing it) and more because of its Dungeon Master paternity. Other games feature long corridors and large rooms just to fill in their grids, but games of the Dungeon Master line use all of their available space for puzzles. The Summoning is no exception. Any relief that you feel at finally getting a locked door opened almost immediately withers in the face of another locked door. It doesn't really make a difference that most of the puzzles are easy--which they are, far more so than DarkSpyre--but that they're endless.
     
My most recent sessions with the game involved the completion of a section of levels each named "Broken Seal." There were six of them, but a few of them had large basements, so it seemed like more. The ultimate goal was to find six wedges of a broken seal and assemble them to open the way to the next section of levels, which all seem to begin with the name "Elemental Barrier." A linear description of the levels would be boring and hard to relate given my fractured approach to playing and me recursive approach to exploration (more below), so I'll just cover the highlights:
         
  • Broken Seal Three had a puzzle that required me to rescue a man named Duncan from a prison. His friend Tristan rewarded me with a bunch of runes for the task, but more important, Duncan told me that Shadow Weaver intends to use the Staff of Summoning to bring the God of Magic back to the world, defeat him in combat, become the new God of Magic, and remake the world.
  • On Broken Seal Two, I found a woman dying of poisoning. The game strewed apple cores around her room, suggesting that she'd been keeping herself alive with Apples of Vigor, which was a cute touch. To cure her, I had to find a special antidote in Broken Seal One. As a reward, she gave me a magic mirror that protected me from the attacks of "gazers" (nothing like the Ultima enemies, but rather zombies holding decapitated heads that turn you to stone), which I encountered later in Broken Seal One.
    
The game brought up a little cinematic window as I administered the potion. It does that occasionally, which is a nice addition.
          
  • Later, I learned the hard way that you have to actually equip the mirror when you meet the gazers.
       
Another cinematic shows Jera turning to stone.
            
  • New spells found were "Poison," "Cure Poison," "Restore," "Fire Shield," and "Fireball." I also found additional scrolls for spells I already knew; it's nice that the game offers backups in case you miss the originals. The "Restore" spell is supposed to restore endurance; I've also found a couple of potions that do that, but so far nothing in the game has affected my endurance. Come to think of it, the manual suggests an entire "fatigue" system that if it actually exists hasn't been perceptible in gameplay.
              
This, alas, just shoots a small ball of fire.
     
  • The game is very fond of closed doors that you need the "Kano" spell to open. Some of them are very hard to see as doors. I assume they're walls until I later see them on the automap.
  • A common puzzle has been to need to push a rolling ball onto a pressure plate by using the temporary "Create Wall" spell to stop the ball when it gets to the pressure plate.
     
Like so.
           
  • An exit from Broken Seal Two went back to the Antechamber at the beginning of the game. This is where I would have appeared if I hadn't gone through the "beginner" levels. A woman near this exit talked about the importance of speaking to magic mouths, which would have been odd advice this late in the game but timely advice for some cocky player who decided to skip the beginners' area.
  • Gebo, Raido, and Thurisaz runes teleport the character to the associated "rune floor space on the level in which the rune was invoked." I've found a ton of them. I've been trying to remember to test them on each level in the even that I don't otherwise find those runes on the floors. I'm not sure I've gotten all of them, though.
          
Arriving in a secret Raido area.
       
  • Towards the end of the Broken Seal levels were a couple of puzzles that required me to use knowledge of the game's lore. Each had one skull that asked a question (e.g., "Chesschantra's offspring") and three skulls that provided different answers, each with a portal behind it. The problem was that the "answer" skulls were arranged so close to each other that it was often unclear which one was speaking. Since the wrong portals dumped me into an exitless room, I had to reload a couple of times when I knew the answer but chose the wrong skull's portal. My favorite of these puzzles is when the "riddle" skull said "what you want" and the answers were "world peace," "glory," and, practically, "to complete this part of the maze."
          
One skill gives the answer as I face and am closest to a different one.
        
The automap does a good job, but it's annoying to consult. You have to remove whatever you have equipped in one hand, equip the "palimpsest" instead, use it, and then re-equip the previous item. So I've mostly been approaching each level by following the right wall, bypassing doors I can't open or puzzles I can't yet solve. If I've made three loops through the level and still haven't opened some doors (or found the exit), that's when it's time to sit up straight and start taking notice of things.
 
The problem with most of the game's puzzles (or perhaps I should say "challenge," as it's probably intentional) is that the game deliberately obscures their complexity. To illustrate what I mean, assume you walk into a room with four pressure plates, one lever, and a door in every cardinal direction. The "puzzle" could be as simple as the lever activates the pressure plates, and then the pressure plates open the doors in front of them as soon as you step on them. Or it could be as complex as the lever opens a portal to another section of the maze, where you have to solve four sub-puzzles to find four boulders to bring back to the main room to weigh down the pressure plates, which open the doors on the opposite sides of the room, and only one door can be opened at a time.
       
This one is pretty straightforward.
         
I've found that the best way to approach the game is to assume simplicity and to not start going crazy with the mechanics until it's clear that simple isn't working. You have to be goal-oriented in the game. If a room has three levers and one door, and somehow you get the door open without touching any of the levers, it's best not to worry about what they're for. There are plenty of times in which I've left an area suspecting perhaps there was more to find, but happy enough that I found my way to the next level.

New enemies on these levels included centaurs and the aforementioned gazers. Combats have been so easy that they're mostly incidental. I usually welcome them because the game generally uses combats in lieu of puzzles, so a room with mercenaries or skeletons is probably not going to have a lot of lever-and-pit nonsense. Most enemies die in a few hits, and if they manage to wound me direly, I just need to cast "Freeze," run a safe distance, and use "Liquify" to fill and chug Jera potions until I'm healed. Since I found the spell sequence for "Cure Poison," I don't even have to worry about that. The only enemies that have been problems were some ghouls, which none of my weapons and spells would damage. I'm just realizing now as I type this that I never fully "solved" that area, so I must have missed something. Whatever it was, it wasn't necessary to get through the Broken Seal levels.
          
Fighting a couple of centaurs.

           
By far, the biggest issue with the game has been over-encumbrance. You don't want to exceed your weight limit because it significantly slows down movement, including combat. But between runes, gems, potions, wands, coins, extra weapons, extra shields, and quest items, there's a lot in this game that seems pretty essential. At one point shortly after the end of the last session, I took a hard look at what I was carrying, made some tough choices, dropped a bunch of stuff, and was five pounds under-weight. It felt great for about five minutes, until I entered another room and found it loaded with stuff that seems essential. In most games with equipment breakage systems, you spend the game hoping that your items won't break. In The Summoning, you spend the game praying that they will, so that you can shed 8 pounds and swap in the next item.
 
I finally gave up. My character's maximum weight is about 85 pounds, but I'm lugging around close to 115. As we enter a new area, I drop enough chests to get below the threshold, explore for a while, then return and pick them up. (This is similar to Tygr's solution of using the first room of each level as a "warehouse.") Although the system basically works, I keep hoping that I'll eventually use or break enough stuff to get back under the threshold, but that goal gets more distant with every item that I find.
    
A decent part of my encumbrance (in space, if not weight) is made up of gold coins. So far, the only place that I've found to spend them is at NPCs who offer to heal you for a donation. Normally, I'd welcome these NPCs, but self-healing is so easy that I can't imagine ever having to use them. I wonder if there's any other purpose to the game's "economy."

One of Shadow Weaver's warriors, encountered I think on Broken Seal Three, gave me a preview of the rest of the dungeon. He said that Shadow Weaver opens all the seals every six months to allow the horde to come and go from its campaigning, but between those times you have to really work at it to pass through the various areas of the fortress. Beyond Broken Seal are three Elemental Barrier levels, then a series of levels "controlled by the five ruling knights." Each has a medallion, and all five are needed to actually enter the citadel, which I assume also has multiple levels. 
          
Well, this is depressing.
         
As I entered the Elemental Barrier levels, I ran into an NPC named Duncan--a different Duncan than the one I rescued from prison. He said that to open the "elemental barriers," I would need to bring him three spheres, which he would then somehow "activate." (Shadow Weaver drops the barriers whenever the horde marches to and from war, but that only happens every six months or so.) I don't know why spheres are such a big part of every game I play lately. Anyway, he said that in the years since "Balthazar" had placed Duncan in his position, no one had ever brought him a sphere, so he wonders if his job wasn't meant as a joke.
    
Anyway, that suggests that I still have a lot of game to go, which makes sense given the slowdown in leveling. Jera has reached "Adept" in edged weapons (7/10), "Skilled" in clubs and hacking weapons (5/10), "Average" in pole-arms (4/10), and remains a "Beginner" in missile weapons (1/10) because I haven't had any reason to use them. She is "Adept" in healing magic (7/10) and "Skilled" (5/10) in the rest. Her overall level is "Cavalier" (8/12). These all represent gains of only a level since the last session. 
    
I've given the impression of a game that I don't like, but it would be more accurate to say that it doesn't fit well with the available time I have this month. My enjoyment improves in long sessions when I can build a certain rhythm. I'd shelve it for a month except that strategy never really works. Even if it's a game I like (e.g., The Magic Candle III), I still somehow find myself loathe to pick it up again. So I'm going to power through with The Summoning even if it means I can't post about it that often. Next up, we'll probably have a BRIEF on Projekt Ikarus because I can't make heads or tails of it.
    
Time so far: 14 hours

Friday 4 September 2020

Games Design Graduate Lands Job In UCLan's Innovation Lab.

Congratulations to our Games Design graduate, and Alumni, Jakob MacDonald who just started his new job at UCLan in the Innovation Lab where he gets to explore lots of new technology and work with a talented team led by Danny Livingstone, with some great clients!

In his own words he's doing,

'Games Design and XR development now! Basically playing around with VR and Hololens, literally anything from 3D architectural simulations to Augmented medical procedures.'

Well done Jakob !