Saturday 28 March 2020

CX 2692, Moon Patrol!

This episode is all about the Irem arcade game Moon Patrol, ported by Atari via GCC. Thanks for your patience regarding the release of this episode. I had a bit of an emotional setback in January and I'm trying to fight my way out of it. M.A.D. by US Games will be the next game I'm covering, so if you have any feedback for the game please send it to me at 2600gamebygame@gmail.com by end of day 23 February. Thank you for listening!

Moon Patrol on Random Terrain
Moon Patrol on KLOV
Moon Patrol on Atari Protos
The Zorfon Mystery by Rob Wanenchak
Mark Ackerman's web site
Atari Age Moon Patrol title screen glitch
Get Matt's Repro Freeway patch on eBay

Pillars Of Eternity II: Deadfire - Ultimate Edition Available Now On PlayStation 4 And Xbox One



Independent games publisher Versus Evil and developer Obsidian Entertainment today announced that Pillars of Eternity II: Deadfire - Ultimate Edition is now available on Xbox One and PlayStation 4, with a Nintendo Switch version following later in the year. Originally released for PC and Mac, Deadfire received universal critical acclaim and picked up numerous awards.




Priced at $59.99, Pillars of Eternity II: Deadfire - Ultimate Edition features all the major updates and expansions available for the PC version made up of Beast of Winter, Seeker, Slayer, Survivor and Forgotten Sanctum.

With an enormous open world to explore and comprehensive cast of characters, Pillars of Eternity II: Deadfire - Ultimate Edition builds on the foundation of classic tabletop gameplay more than ever before, providing players with a deeper single player RPG game experience with either Turn-Based Mode or Classic Real-Time with Pause.




Players on PlayStation 4 and Xbox One can now experience and craft their very own sprawling RPG adventure and explore the infinite possibilities that await them from detailed character customization to the individual meaningful choices they make in-game.

"Console gamers can fully immerse themselves in an RPG adventure of exploration and discovery in what will be one of the definitive tabletop role-playing experiences available in 2020," said Steve Escalante, General Manager of Versus Evil.




Consumers can digitally purchase the Pillars of Eternity II: Deadfire Ultimate Edition through the Microsoft Store and PlayStation Store fronts today. Deadfire is also available as a physical release from today in the form of a Standard Edition and the Ultimate Collector's Edition courtesy of THQ Nordic for Xbox One and PlayStation 4 at an SRP of €59.99 | $59.99 | £49.99 and €129.99 | $129.99 | £119.99, respectively. The Ultimate Collector's Edition will contain the following items.
  • Pillars of Eternity 2: Deadfire [including the 5.0 PC patch], and all DLCs: Beast of Winter, The Forgotten Sanctum, Seeker, Slayer, Survivor
  • 10"/25cm Od Nua Statue
  • Spacepig Keychain
  • Metal-optic 3D Sticker
  • Premium Box


PUBG Mobile Added To All MSSA's Student Championships.

North West University is an active participant in MSSA events.
Mind Sports South Africa (MSSA) is the only body in South Africa that currently runs official esports championships for students.

It should be noted that International Esports Federation (IESF), the only global esports body in the world is in partnership with International University Sports Federation (FISU) in order to have esports recognized as a true sport at university level.


Thus while MSSA also has awards for students at all of its Premier Provincial and National Championships, MSSA also runs additional championships for students which allows MSSA to host those esports titles that are only for mature audiences.

Since most students at tertiary education level are of the age of majority, students in these dedicated championships are able to play esports titles which would, otherwise, require additional logistics.

It should be noted that persons who are under age, by law, are not allowed to even watch titles which are not appropriate.


The championships shall allow players not only to earn medals, but also enable students to earn student provincial colours.

The colours shall be based upon residency, so even if a Registered Player is originally from Louis Trichardt, but is studying at Stellenbosch as a boarder, such player may earn Western Cape student provincial colours.

Thus, it is at MSSA's Student Championships that students are able to play esports titles which have 18 age restrictions.

A huge change has been made to the line-up of game titles with the introduction of PUBG Mobile which will open the award of provincial colours to a whole new group of esports athletes.

The titles to be played at all MSSA student specific championships are as follows:



Period/genreTitlePlatformAge restrictionPlayers
Shooter
CS GOPC,165 v 5
Call of Duty – Modern WarfarePS4185 v 5
PaladinsPC/console125 v 5
PUBG MobileMobile13Battleground
Sport
FIFA '20PC31 v 1
PES 2020PC31 v 1
MOBA
Clash RoyaleMobile121 v 1
Dota 2PC125 v 5
League of LegendsPC125 v 5
FightingTekken 7Console161 v 1

Also read:

    Monday 23 March 2020

    A Fear Of Flying They Call It


    Image in Public Domain.



    Being the easily impressionable student that I am, I decided to take on the collegiate tradition of studying abroad. It's a common cliche to hear alumni gush about how studying abroad changed their life, and will change yours, too. The salesmen sure know how to pitch, but I can't say I was completely sold.



    I study Spanish, by the way. No, it didn't come out of a great passion for the language, or anything noble like that. In my freshman year of high school I had to select two electives. I chose Spanish and Wood Shop, since they seemed to be the easiest grades. Sure enough, they were. I intended to stay for only two years in Spanish, but stayed longer for the fiestas. Yes, I'm sleazy.

    A few scholarships later, I found myself at the airport, ready to go. Well, not so ready. My proficiency in Spanish was crap. I'd only taken a cursory glance at the map, so I getting lost was inevitable. My destination was Santander, Spain. A city I'd never heard of before.

    The luxurious plane trip did well to calm my nerves. I have always been pensive about flying, having heard the stories of cramped seats, crowded bathrooms, and crappy airplane food. I didn't worry too much about airsickness (since I'm not prone to vomiting), but I grasped my sick bag should Pazuzu suddenly feel the urge to possess me. I expected lifting off to be like riding on a roller coaster (did I forget mention I don't like those?) yet flying through the air hardly felt any different that riding in a car. Better even. My fears about airplanes were assuaged halfway between the in-flight movie and risotto. This was the Blackjack of Setzer Gabbani. Yet, alas, no flight lasts forever.

    In the book of Exodus, Moses names his first son with Zipporah, "Gershon", while in exile from Egyptian royalty. In Hebrew, "Gershon" means "stranger in a strange land." In Spain, I thought my name was "Gershon", but in Spain, my name was "mud."

    My problems started as soon as I landed in the Madrid airport. The place was a labyrinth and with no David Bowie to guide me, either. After studiously running around in circles for about two and a half hours, I finally found my plane...just about to take off! The flight crew had to stop the departure for me to get on. I scrambled into my seat, sweaty, delirious, and paranoid.

    I took a taxi to my host mother's apartment, knowing my habit for getting lost. The Spanish was mostly basic, "Hola", "¿Que tal?", "Estoy bien", etc. I think those cheap formalities would've sufficed, but I overreached my hand and chewed off more than I could swallow. She gave me a slightly confused look. To this day, I wonder what it was that I said. A cat named Rita also lived there. Cats speak the same language in Spain.

    I soon had to meet up with my classmates at "Ayuntamiento" which is Spanish for "town hall." I stepped into the streets nervously, my hands jammed into my pockets for fear of thieves. I tried desperately not to look a tourist, but that veneer faded as soon as I brought out my map of the city. I was lost for two hours. A fat lot of good the map did. At the end of my struggle, I gave in and searched out a taxi, but the cab driver nearly laughed me out the vehicle. It turns out that Ayuntamiento was only a few minutes away.

    The next day was hardly any better. Classes began at 8:30, so I woke up at 6:00, knowing that there would be a long walk ahead of me. The school was somewhere on the other side of the city, and I had no idea what it looked like. I figured at the time that a university would be easy to spot. Well, you know what they say about assumptions.

    The trek was tiring, to say the least. It often had me going uphill through the various neighborhoods and alleyways. I recalled watching The Flash on the plane. How I would've loved to have had Barry Allen's super-speed at the time. Though if I did, I might've missed out on many of the aesthetics. The shops and dwellings of Santander were melded to fit into the rising landscape. Laundry hung on clotheslines outside of the windows, while pigeons scurried on the grounds, pecking for bread crumbs. By the orange hues of sunrise, it all looked at times as if I had wandered into a painting. Though I doubt if a late student would get extra credit for cultural appreciation.

    La Universidad de Cantabria was far smaller than I had anticipated, though I suppose that was for the best. If it had been any larger, I'd probably get lost there, too. The university, small though it was, would become something of a second home for me. The think with relish on the countless hours I would spend outside of the cafeteria, listening to quirky stories NPR, memorizing Spanish vocabulary, or eating what was left of my pig liver sandwich.

    Perhaps it was the Sea of Cantabria that kept me (relatively) sane throughout all of that initial madness. My host mother had an apartment near the sea, so it sort of functioned as my North Star. I need only know where the sea is, and I'd (eventually) find my way home. It was a great, wide blue that glittered in the sunlight, its waves licking the shore.

    I suppose there's something poetic in the sea, though I can't tell you exactly what it is.




    Friday 20 March 2020

    Q&A With Frictional Writer Ian Thomas

    On the last day of the cold January Will from Extra Credits sat down to stream SOMA, and for the first few hours of the game he was joined by his friend and Frictional employee Ian Thomas. Ian worked on scripting, coding, and level design for SOMA, and is now the Story Lead on one of Frictional's two upcoming projects. During the stream he answered some questions from the viewers, ranging from what type of pizza he thinks Simon had in his fridge, to ways of minimising dissonance between the player and the character in a narrative game.

    In this blog we've compiled the best questions and answers into an easily readable form. So go get a beverage of your choice and dive into the everyday life at Frictional, narrative game design and tips on networking in the industry! Or, if you're not the reading type, you can also watch the whole video on Twitch.

    Have some other questions? Hit us up on Twitter and we will try to answer the best we can!

    (Picture commentary from your favourite community manager/editor of this blog, Kira.)



    Q: Does the Frictional team scare each other at the office?

    We didn't have an office until recently, and even now most people are still remote, so not really!

    The thing about being behind the scenes in horror is that it's very difficult to scare yourself, and each other, because you know what's going on. We do play each others' levels every other week, and it's always brilliant to get a decent scare out of a coworker.

    Otherwise we don't hide in the office cupboards or anything like that… regularly.


    Q: Is it true that developers don't actually play their games?

    No - we play our games thousands of times, and most developers do!

    It does depend on where you sit in the development chain. If you work for a very big company and only do something like facial models, you might rarely play the game until it's close to completion. But in a team the size of Frictional everyone plays the game all the time. That's how we get our primary feedback and develop our levels before the game goes anywhere near alpha testers.


    Q: How about after they're released?

    Probably not that often. For me personally there are two reasons, which both have to do with time. Firstly, I'm probably already working on a new thing. Secondly, during the short downtime after a release I'm trying to catch up on games I had to put aside during development. But it depends: for example, when I worked on LEGO games I would later play them with friends, because they're so much fun to sit down and co-op play.

    For a couple of years after the release you might be fed up with your game and not want to see it, but then you might come back to it fresh. With SOMA I sometimes tune into livestreams, especially if I'm feeling down. That's one of the kicks you get out of this stuff – knowing which parts of the game people are going to react to, and getting to watch those reactions! That's the best payoff.


    Q: Did the existential dread of SOMA ever get to the team?

    It's a little different for the dev team, as the horror is a slow burn of months and months, whereas for the players it comes in a short burst. The philosophical questions affected people in different ways, but I don't think we broke anyone. As far as I know we're all fine, but given that a lot of us work remotely, it could well be that one of us is deep in Northern Sweden inscribing magical circles in his front room and we just don't know...


    Q: Why did SOMA get a Safe Mode?

    SOMA was originally released with monsters that could kill you, and that put off some people that were attracted to the themes, the sci-fi and the philosophy, because they saw the game as too scary or too difficult. Thomas and Jens had discussed a possible safe mode early on, but weren't sure it would work. However, after the game came out, someone in the community released the Wuss Mod that removed the monsters, and that and the general interest in the themes of the game made us rethink. So now we've released the official Safe Mode, where the monsters still attack you, but only if you provoke them – and even then they won't kill you.

    You can now avoid one of these three death screens!

    The concept of death in games is a strange one. All it really means is that you go back to a checkpoint, or reload, and all the tension that's built up goes away. The fact is that game death is pretty dull. It becomes much more interesting when it's a part of a mechanic or of the story. We at Frictional have talked about it internally for a while, but it's something we've never really gotten a satisfactory answer to.

    So, all in all, even if you turn on Safe Mode, it's not that much different from playing the game normally.


    Q: What type of pizza does Simon have in his fridge?

    Meat lovers', definitely.

    Schrödinger's pizza! And a Mexicana. Unless they mixed it up at the factory. In which case it's also a Schrödinger's pizza.


    Q: What was the funniest or hardest bug to fix in SOMA?

    There were so many! You can find some of the stuff in the supersecret.rar file that comes with the installation.

    I spent a lot of time fixing David Munshi. His animation really didn't behave and he kept leaping around the place. He was so problematic, especially in this sequence where he was supposed to sit down in a chair and type away at the keyboard. We had so much trouble with that - what if the player had moved the chair? We couldn't lock it in place, because we want the player to be able to mess with these things. We went around trying to come up with an answer for ages.

    And then someone on the team went: "Standing desk!". Problem solved! It's silly little things like this which tie up your time.

    For all you thirsty Munshi lovers out there. You know who you are.

    Another similar element was the Omnitool. It was a fairly major design thing that we came up with to connect the game characters, and to gate scenarios. We were struggling trying to tie these things together, and then it was just one of those days when someone came up with one single idea that solved so many problems. It was a massive design triumph – even if we realised later that the name was a bit Mass Effect!


    Q: Why does using items and elements in Frictional's games mimic real movements?

    This is one of Thomas's core design principles: making actions like opening doors and turning cranks feel like physical actions. It binds you more closely into the game and the character, on an unconscious level. We've spent an awful lot of time thinking about ways to collapse the player and the character into one and make the player feel like a part of the world. It's a subtle way of feedback that you don't really think about, but it makes you feel like you're "there".

    There's an interesting difference between horror games and horror films in this sense. You would think that horror movies are scarier because you're dragged into the action that moves on rails and there's nothing you can do about it. But for me that kind of horror is actually less scary than the kind in games, where you have to be the person to push the stick forward.

    We try to implement this feedback loop in other elements of the game too, like the sound design. When a character is scared it makes their heartbeat go up, which makes the player scared, which makes their heartbeat go up in turn, and so on.


    Q: Why didn't SOMA reuse enemies?

    It obviously would have been much cheaper to reuse the monsters. But in SOMA it was a clear design point, since each of the enemies in SOMA was trying to advance the plot, get across a particular point in the story, or raise a philosophical question. Thus, the enemies were appropriate to a particular space or a piece of plot and it didn't make sense to reuse them.


    Q: Did SOMA start with a finished story, or did it change during development?

    The story changed massively over the years. I came on to the game a couple of years into development, and at that time there were lots of fixed points and a general path, but still a lot changed around that.  As the game developed, things got cut, they got reorganized, locations changed purpose, and some things just didn't work out.

    Building a narrative game is an ever-changing process. With something like a platformer you can build one level, test the mechanics, then build a hundred more similar levels iterating on and expanding those core mechanics. Whereas in a game like this you might build one level in isolation, but that means you don't know what the character is feeling based on what they've previously experienced.

    You don't really know if the story is going to work until you put several chapters together. That's why it's also very difficult to test until most of it is in place. Then it might suddenly not work, so you have to change, drop and add things. There's quite a lot of reworking in narrative games, just to make sure you get the feel right and that the story makes sense. You've probably heard the term "kill your darlings" – and that's exactly what we had to do.

    A lot of the things were taken out before they were anywhere near complete – they were works in progress that were never polished. Thus these elements are not really "cut content", just rough concepts.


    Q: The term "cut content" comes from film, and building a game is closer to architecture or sculpting. Would there be a better name for it?

    A pile of leftover bricks in the corner!


    Q: How do you construct narrative horror?

    Thomas is constantly writing about how the player isn't playing the actual game, but a mental model they have constructed in their head. A lot of our work goes into trying to create that model in their head and not to break it.

    A central idea in our storytelling is that there's more going on than the player is seeing. As a writer you need to leave gaps and leave out pieces, and let the player make their own mind up about what connects it all together.

    You'll meet a tall, dark stranger...

    From a horror point of view there's danger in over-specifying. Firstly having too many details makes the story too difficult to maintain. And secondly it makes the game lose a lot of its mystery. The more you show things like your monsters, the less scary they become. A classic example of this is the difference between Alien and Aliens. In Alien you just see flashes of the creatures and it freaks you out. In Aliens you see more of them, and it becomes less about fear and more about shooting.
    It's best to sketch things out and leave it up to the player's imagination to fill in the blanks – because the player's imagination is the best graphics card we have!

    There are a lot of references that the superfans have been able to put together. But there are one or two questions that even we as a team don't necessarily know the answers to.


    Q: How do you keep track of all the story elements?

    During the production of SOMA there was an awful lot of timeline stuff going on. Here we have to thank our Mikael Hedberg, Mike, who was the main writer. He was the one to make sure that all of the pieces of content were held together and consistent across the game. A lot of the things got rewritten because major historical timelines changed too, but Mike kept it together.

    During the development we had this weird narrative element we call the double apocalypse. At one point in writing most of the Earth was dead already because of a nuclear war, and then an asteroid hit and destroyed what was left. We went back and forth on that and it became clear that a double apocalypse would be way over the top and coincidental. So we edited the script to what it is now, but this has resulted in the internal term 'that sounds like a double apocalypse', which is when our scripts have become just a bit too unbelievable or coincidental.


    Q: How do you convey backstories, lore, and world-building?

    Obviously there are clichés like audio logs and walls of text, but there is a trend to do something different with them, or explaining the universe in a different way. But the fundamental problem is relaying a bunch of information to the player, and the further the world is from your everyday 21st century setting, the more you have to explain and the harder it is. So it's understandable that a lot of games do it in the obvious way. The best way I've seen exposition done is by working it into the environment and art, making it part of the world so that the player can discover it rather than shoving it into the player's face.


    Q: How do you hook someone who disagrees with the character?

    It's hard to get the character to say and feel the same things as what the player is feeling. If you do it wrong it breaks the connection between the player and the character, and makes it far less intense. Ideally, if the player is thinking something, you want the character to be able to echo it. We spend a lot of time taking lines out so the character doesn't say something out of place or contrary to what the player feels.

    With philosophical questions there are fixed messages you can make and things you can say about the world, but that will put off a part of the audience. The big thing when setting moral questions or decisions is that you should ask the question instead of giving the answer. If you offer the players a grey area to explore, they might even change their minds about the issue at hand.

    To murder or not to murder, that is the question.


    Q: How do you write for people who are not scared of a particular monster or setting?

    In my experience the trick is to pack as many different types of fear in the game as you can, and picking the phobias that will affect the most people. If there's only one type of horror, it's not going to catch a wide enough audience. Also, if you only put in, say, snakes, anyone who isn't afraid of snakes is going to find it dull.

    We probably peaked in our first game. What's worse than spiders? (Not representative of the company's opinion.)


    Q: What's the main thing you want to get across in games?

    The key thing is that the players have something they will remember when they walk away from the game, or when they talk about it with other people. It's different for different games, and as a developer you decide on the effect and how you want to deliver it. In games like Left 4 Dead delivery might be more about the mechanical design. In other games it's a particular story moment or question.

    In SOMA the goal was not to just scare the players as they're looking at the screen, it was about the horror that they would think about after they put the mouse or controller down and were laid in bed thinking about what they'd seen. It was about hitting deeper themes. Sure, we wrapped it in horror, but the real horror was, in a way, outside the game.


    Q: What does SOMA stand for?

    It has many interpretations, but I think the one Thomas and Mike were going for was the Greek word for body. The game is all about the physicality of the body and its interaction with what could be called the spirit, mind, or soul – the embodiment of you.

    The funniest coincidence was when we went to GDC to show the game off to journalists before the official announcement. We hadn't realised there is a district in San Francisco called Soma, so we were sitting in a bar called Soma, in the Soma district, about to announce Soma!

    As to why it's spelled in all caps – it happened to look better when David designed the logo!


    Q: Does this broken glass look like a monster face on purpose?

    I'm pretty sure it's not on purpose – it's just because humans are programmed to see faces all over the place, like socket plugs. It's called pareidolia. But it's something you can exploit - you can trick people into thinking they've seen a monster!

    This window is out to get you!


    Q: What is the best way to network with the industry people?

    Go to industry events, and the bar hangouts afterwards!

    It's critical, though, not to treat it as "networking". Let's just call it talking to people, in a room full of people who like the same stuff as you. It's not about throwing your business cards at each other, it's about talking to them and finding common interests. Then maybe a year or two down the line, if you got on, they might remember you and your special skills or interests and contact you. Me being on Will's stream started with us just chatting. And conversations I had in bars five years ago have turned into projects this year.

    You have to be good at what you do, but like in most industries, it's really about the people you know. I'm a bit of an introvert myself, so I know it's scary. But once you realise that everybody in the room is probably as scared as you, and that you're all geeks who like the same stuff, it gets easier.
    Another good way to make connections is attending game jams. If you haven't taken part in one, go find the nearest one! Go out, help your team, and if you're any good at what you do, people will be working with you soon.


    Q: Can you give us some fun facts?

    Sure!

    - You can blame the "Massive Recoil" DVD in Simon's room on our artist, David. A lot of the things in Simon's apartment are actually real things David has.

    - We try to be authentic with our games, but out Finnish sound guy Tapio Liukkonen takes it really far. We have sequences of him diving into a frozen lake with a computer keyboard to get authentic underwater keyboard noises. It's ridiculous.



    - Explaining SOMA to the voice actors was challenging – especially to this 65-year-old British thespian, clearly a theatre guy. Watching Mike explain the story to him made me think that the whole situation was silly and the guy wasn't getting the story at all. And then he went into the studio and completely nailed the role.

    - There's a lot of game development in Scandinavia, particularly in Sweden and Norway, because it's dark and cold all the time so people just stay indoors and make games. Just kidding… or am I?

    Thursday 19 March 2020

    Suzy Cube Update: June 22, 2018

    #SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
    Well, Suzy Cube has been in the wild for four days now and wild it has been! Events, streams, let's plays and reviews! It'll be nice to take a step back after all this!
    Read more »

    WIP: Lancers

    September has been a fairly hopeless month in terms of gaming, painting, and blogging I'm afraid. So, just in case you thought I'd jacked it all in I'll put up some pics of the Austrian lancers I don't seem to be able to finish. 
    Elite figures and horses with a few mounts from elsewhere (Connoisseur, Alban, Firing Line). 
    Bases obviously not done yet, still awaiting painting, brushing and grass bits. So far I've just done 32 out of what will be a massive 48 man regt - 8 squadrons of 6 figures. I picked the the third regt as I liked the red Czapka, plus the trumpeters apparently wore white ( though I've had trouble confirming this). Plenty of conversions and head twists, plus a few replacement heads from Firing Line. Lance pennons by GMB. There will be a standard bearer, although I'm not sure if Austrian light cavalry actually carried them in action. All the lances were soldered, and the officers sabres replaced. I also played about with some of the horses, teasing out manes and tails with the soldering iron to give them more movement. In the end, however, I decided life was too short. I might do this again for officers and the odd special, but otherwise.No. 
    I hope to get these finished this week, I guess I've had a bit of mid-project blues with the old Austrians. It will pass.
    I have also decided to give these chaps their own staff officer - seeing as they are such a big unit. I found a lovely Bicorne Uhlan officer, and I've tweaked him a bit- changed his sword arm, added a steel sabre and soldered a "flying" scabard onto him, again to impart a little movement. I'll post him when he is done. 
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    Improving Hexagon Map Storage Diagram

    Last week, I decided to improve the map storage section of the hexagon guide. This section had a diagram that suggested the use of a 2D array, but then it presented formulas that didn't look like what was shown. Reader feedback made me realize this section was confusing. I was mixing two separate steps here.

    1. Store the map in a 2D array.
    2. Slide the rows to the left to save space.
    Hexagon map storage: grid, and also slide left

    The diagram showed step 1 but not step 2. The formula under the visualization showed step 2. Mismatch!

    I think it's worth having two separate diagrams here. I couldn't figure out where to place the second diagram in the page layout, so I decided to instead make the one diagram animate between the two different approaches.

    Hexagon map storage: slide and resize rows

    One of the advantages of writing text over making videos is that I can treat it as a "living document" that improves over time. The improvements are less frequent the longer the document has been around, but I am still updating the pages I wrote in the 1990s, and I intend to continue improving the new ones too.

    Monday 16 March 2020

    A10 Cruiser Tanks For The Desert


    I have been really slack this year when it comes to fresh gaming output. I had the big burst of Italian Wars at the start of the year which burnt me out a little, so with this year's Analogue Hobbies Winter Paint Challenge about to start I needed to get back in the saddle, warm up the Pro Arte Sable and start to splash the Vallejo again.


    This year I have decided to have a tank theme and try and crack through the huge backlog of 28mm Early War desert vehicles I have lying around in the to do box (I say box I mean small garage). First thing was to get a bit of pre season training in with a couple of A10 Tanks I needed for our next Op Compass Campaign Game.


    The vehicles are from Warlord Games and will join another 3 A10s that I already own. The vehicles are painted in the early war Caunter Scheme as most of my vehicles are, I've gone for a very pale blue grey for my third colour on these. I have given up debating Caunter Colours and stick to my own interpretation, I have vehicles in the official colours (the earliest) and then others with various shades representing my interpretation of the colour change / fade for the third colour.


    There is also a (shock, horror !) conversion on one of the vehicles, it sounds big and clever but all I have done is taken a 3" CS barrel from a Rubicon Models Crusader it (cheers Steve 👍) and replaced the two pounder barrel on the original model to get a Close Support version, which is required for the game mentioned above.


    It's nice to get a couple of new vehicles finished and hopefully this will get me in the mood for the challenge. After all looking at the pic below I have 11 Honeys, 4 A13s, 7 Crusaders, a Matilda, 5 Panzer III, 2 Panzer IV, an 8 rad, 3 Sdkfz 222, a Panzer II, 3 Mark VI Light Tanks, 3 Italian M13/40 tanks and 6 M11/39 tanks to be going on with.


    The plan past year during the Challenge was to complete a small unit of 6 Cavalry each week to keep me driving forward, it worked a treat. This year I plan a minimum of 3 vehicles each week, so there are more than enough in these boxes to keep me going.


    I only started playing around with weathering of vehicles a year or so ago so I'm quite new to it, there are some washes, some chipping and a bit of streaking on these, I don't want to go too far with it (some models are all weathering and no paint) but I'm happy with my progress.


    The vehicles are due in action straight away so will have the opportunity to perform dreadfully (as all new units must) pretty soon.


    So the wing table will be mostly empty for the next couple of weeks whilst I get this lot cleaned up, washed, dried, built and primed ready for the start of the challenge on the 21st December. See you at the start line.


    Sunday 15 March 2020

    Retro-Stupid Is The New Purple


    Before the featured video, I'd like to share this blog post from Jeff's Gameblog.  It's his three-fold model of RPGs.  Essentially, there are only 3 categories - retro, pretentious, and stupid.  And he's right, of course. 

    Coincidentally, purple is the stupidest (veering towards retro) color in Jeff's model.  ;)

    Without further ado, here's the RPG Pundit reviewing Cha'alt...



    If you enjoyed that, there's my current Kickstarter campaign to fund Cha'alt: Fuchsia Malaise

    If you want to order the fancy hardcover Cha'alt direct from me, this link has details.

    VS

    Thursday 5 March 2020

    Age Of Empires 2: HD Edition Free Download

    Age of Empires 2: HD Edition - is a real-time strategy game developed by Ensemble Studios and published by Microsoft. Released in 1999 for Microsoft Windows and Macintosh, it is the second game in the game series.


    In Age of Empires II: HD Edition, fans of the original game and new players alike will fall in love with the classic Age of Empires II experience. Explore all the original single player campaigns from both Age of Kings and The Conquerors expansion, choose from 18 civilizations spanning over a thousand years of history, and head online to challenge other Steam players in your quest for world domination throughout the ages. Originally developed by Ensemble Studios and re-imagined in high definition by Hidden Path Entertainment and more.
    1. FEATURES OF THE GAME

    In this Video game: Graphics are a Nice improvement, But most important is that everything Seems more in scale.
    • Featuring new unit associated with the different civilisation allow you to quickly change the character of the game.
    Microsoft does it Better than other makers of entertainment Software. You can Assign numbers to groups of units.
    Part of the learning: there are Definite advantages to some civilisation and diplomacy can be extremely important.
    Extensive and Most welcome are settings allowing you to Take Maximum advantage of very high performance PC.

    Game is updated to latest version

    Included Content

    ▪ Age of Empires 2: HD Edition - The Forgotten
    ▪ Age of Empires 2: HD Edition - Rise of the Rajas
    ▪ Age of Empires 2: HD Edition - The African Kingdoms

    2. GAMEPLAY AND SCREENSHOTS
    3. DOWNLOAD GAME:

    ♢ Click or choose only one button below to download this game.
    ♢ View detailed instructions for downloading and installing the game here.
    ♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

    AGE OF EMPIRES 2: HD EDITION DOWNLOAD LINKS
    http://pasted.co/af29b5ae      
    PASSWORD FOR THE GAME
    Unlock with password: pcgamesrealm

    4. INSTRUCTIONS FOR THIS GAME
    ➤ Download the game by clicking on the button link provided above.
    ➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
    ➤ Once the download has been finished or completed, locate or go to that file.
    ➤ To open .iso file, use PowerISO and run the setup as admin then install the game on your PC.
    ➤ Once the installation process is complete, run the game's exe as admin and you can now play the game.
    ➤ Congratulations! You can now play this game for free on your PC.
    ➤ Note: If you like this video game, please buy it and support the developers of this game.
    Temporarily disable your Antivirus or Windows Defender to avoid file corruption & false positive detections.







    5. SYSTEM REQUIREMENTS:
    (Your PC must at least have the equivalent or higher specs in order to run this game.)
    Operating System: Microsoft Windows 10 | Windows 8.1 | Windows 8 | Windows 7
    Processor: 1.2GHz Processor or any faster processor for better gaming experience
    Memory: at least 1GB System RAM
    Hard Disk Space: 2GB free HDD Space
    Video Card: Direct X 9.0c Capable GPU or any faster video card for better performance
    Supported Language: English, French, Italian, German, Spanish, Portuguese-Brazil, Dutch, Russian, Korean, Simplified Chinese and Japanese language are available and supported for this video game.
    If you have any questions or encountered broken links, please do not hesitate to comment below. :D