Tuesday, 22 September 2020
Episode 27: From Sea To Shining Sea Is Live!
Monday, 21 September 2020
Project Warlock Review (NSW)
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
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.
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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 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."
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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
- 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.
- 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. |
Well, this is depressing. |
Friday, 4 September 2020
Games Design Graduate Lands Job In UCLan's Innovation Lab.
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 !