jeriendhal: (Muppets)
Okay, quick first impression of No Man's Sky. After some stumbling I've more or less figured out the crafting and resource gathering system. Plotwise there isn't one, beyond "Head to the center of the galaxy." This is a game that takes a lot of pride in not providing more than a few vague breadcrumbs on how to reach that goal however.

Aesthetically it does achieve its primary goal of being really, REALLY pretty, though the impression is more of "70's Concept Album" rather than "70's Science Fiction Novel".

Overall it seems fun so far. We'll see if it holds up as I continue playing. I'll see if I cant livestream a bit as I continue to play
jeriendhal: (Grumpy)
Author and game designer Aaron Allston collapsed and died of a massive heart attack, February 27th

While most of Allson's recent fame was in his series of Star Wars novels, I knew him best as one of the most prolific contributors to SJG's Car Wars automobile combat board game. Back in the 80's he was Steve Jackson Games to me, more so than Evil Stevie.

His loss takes away another fond creator of worlds from my childhood, along with John M. Ford several years ago.
jeriendhal: (Wazagan)
Because I've never actually grown up...


Movies (blu-ray)

1. Much Ado About Nothing (2013)
2. 2001: A Space Odyssey
3. Things to Come (Criterion Collection)
4. Death Race 2000

DVD’s

1. Max Headroom, the Complete Series
2. Walt Disney Treasures: On the Front Lines.

Video Games (PS3)

1. LEGO Marvel Superheroes
2. LEGO Star Wars III, The Clone Wars
3. The Sly Collection
4. Sly Cooper, Thieves in Time

Books

1. Spheres of Influence, Ryk E. Spoor
2. Black Dogs, Ursula Vernon

Board/Card Games

1. Elder Sign
2. Last Night on Earth, The Zombie Game
3. Castle Panic
4. Star Fluxx
5. Memoir ‘44
6. Betrayal at the House on the Hill

LEGOS

1. LEGO City Cargo Train 7939
2. LEGO City Satellite Launch Pad 3366


Practical Things

1. Long sleeve work shirts, preferable heavy rugby shirts. (Size: Large)
2. Winter gloves.
3. Mustache/nose hair trimmer.
4. Toaster oven.
jeriendhal: (Wazagan)
The game assembly process for Steve Jackson Games' massive Ogre Designers Edition project. There was a lot more hand labor in the process than I'd originally imagined. It's especially fascinating for me because if we hadn't adopted Georgia, she might have eventually ended up working in a similar place.

jeriendhal: (Wazagan)
Going to make these shorter since I don't want to blow half the day writing them up.

Spoilers )
jeriendhal: (Mayhem)
Who would have thought thirty years ago, when I was fourteen and playing Tank! on my family’s Atari 2600, that today I’d be playing a game about gangsters and carjackings that starts with a man complaining to his shrink about his mid-life crisis?

Yes, I bought the game yesterday. Which was completely silly, considering I’m only going to be able to play it for an hour or two each evening after the kids have gone to bed, but it was worth it I think. I’ll try to post every day or so to give my impressions on the game and the missions. Nothing organized here, just a running commentary of my impressions.

Yo, spoilers Homie )
jeriendhal: (Wazagan)
Glory to Arstroska!

Papers Please is one of those odd little indie games (its development "team" had exactly one person on it) that is very compelling despite the subject matter and deliberately primitive 16 bit graphics.

The year is 1982, and in the game you are a newly appointed border control agent in the Eastern European nation of Arstroska. It's your job to examine the passports of both foreigners and Arstroskan citizens to determine if their papers are correct so as to approve or deny their entry. You get paid ten Arstroskan dollars for every correctly processed customer during your 12 hour shift, which goes towards paying for rent, food and heat in your crappy class 8 apartment that you share with your extended family.

That's it.

Except that isn't it, because the entry requirements and paperwork you have to examine change on an almost daily basis, bomb throwing terrorists sometimes slip through to make things even more difficult as security ramps up, and oh, what are you going to do for that woman who's husband just came through but who doesn't have the correctly dated visa slip? (Never mind the guy who tries to slip through using a passport written in crayon.) The result is a tense game where you must balance comparing several different pieces of information to make sure they all match while doing it all quickly to earn enough money to survive.

Recommended.
jeriendhal: (WTF)
The Good: Gran Turismo 6 is going to be released this year, for the Playstation 3, giving the console one last hurrah before the PS4 takes over the market.

The Bad: They're releasing December 31st. Does it make any sense at all to release a highly anticipated driving sim six days after Christmas?
jeriendhal: (Mayhem)
In which I talk about Steve Jackson Games' classic wargame and beg for a little money.

jeriendhal: (Wazagan)
One fun (for certain values of fun) aspect of having a learning disabled child is their ability to lock on a subject like a pit bull on a man's wrist and never let it go. Take for example my son's interest in the classic ST:TNG pinball machine, fueled by an original table that my sister owns for the rec room down in her family's basement. He absolutely loves that thing, and when we make our annual visit around the holidays, he'd happily play it for hours rather than do something boring like open presents.

So recently a DLC video game called "Pinball Madness" became available, which translates classic tables into a hyper-accurate video game format. Including the ST:TNG table as an add-on. Which we recently bought for our PS3, since Thomas had been watching YouTube videos about the ST:TNG game and was obsessing about it again. Needless to say he's been overjoyed.

And I just realized that I have a pinball obsessed, autistic child named "Tommy." Facepalm
jeriendhal: (Marty Greycoat)
Never heard of him? It's not surprising if you didn't play wargames in the mid to late 20th century. Even if you did, you might not have seen the credits on a little game called Diplomacy. It was wargame, of sorts, with units and borders but no dice, where up to seven people wheedled and lied to try and control pre-WWI Europe, and was one of Avalon Hill's classics.

On the basis of the game he was hired by Sylvania do work in operations research, but eventually he ended up as a simple mail carrier, where he worked until retiring in the 90's. Though he licensed the game to Avalon Hill, he never made much money off it.
jeriendhal: (Mayhem)
"Some nut calling himself Commander Straker has been all over the news talking about 'SHADO agents'."
-The X-Com development team shows they know their roots.



Summary: In this remake of the classic 90's era turn-based tactical game, only the multi-national forces of X-Com are able to match the threat and try to thwart the evil schemes of a group of mysterious aliens bent on spreading terror across the globe.

Review: When it was announced last year that the venerable X-Com (originally released as UFO: Enemy Unknownin the UK) franchise would be revived by 2K Games and Irrational Games, fans rejoiced. They were considerably less joyful when it was revealed that the original near-future setting would be dumped for a retro-50's and 60's era setting, and worse, be made as a 1st person shooter.

In response, Fireaxis was called in to create a turn-based, 3/4 perspective tactical game, similar to the original franchise. This had every chance to be a cheap throw-together to settle the unpleaseable fanbase, but it turned out to be far better than anyone could expect, and is well on its way to earning several Game of the Year awards.

Essentially, everything that made the game fun originally, from building up your base, to shooting down UFO's, to making tight tactical decisions to keep your team alive while under fire, has been kept and streamlined down to their essentials, while dumping all the cruft.

Instead of building several bases around the globe, you get one, with the option to watch over other continents with satellite and interceptor coverage. Instead of a team of twelve or more individuals, you max out at six, but they're a damned well-equipped six, and slightly less vulnerable to the infuriating one-shot, one-kill madness of the original. You still have to build up your tech tree to match the UFO threat, but you don't have to worry quite as much about gathering salvage to equip your units. In particular, once you research a weapon you can build it immediately, and in combat your ammo is essentially unlimited (though you do have to reload periodically).

The complex AP system of the original tactical combat has also been simplified to a move/move, move/shoot system, with additional tactical options opening up as your soldiers gain experience. The most important change however, is the new emphasis on finding cover. A soldier out in the open, as in real life, is pretty much dead meat. Under cover though, he's got a chance to survive even if he isn't wearing the beset armor. Fortunately, the wide variety of maps in the game offer a lot of cover.

Down points in the game are few. Despite the world wide setting, urban areas are very Western looking (at least they had euro license plates in the Hamburg tutorial). Likewise, the voice actors sound universally American in the tactical segments, though a scientist with zee bad German aczent is around for the cut scenes at base. But if you can live with that, you've got a damned fine tactical combat game to play, the likes of which are rare to find these days.

Highly recommended.
jeriendhal: (Grumpy)
Summary: M.C.A. Hogarth AKA [livejournal.com profile] haikujaguar, an independent artist and self-published author is being hit with a trademark infringement claim by GW over her script-novel Spots the Space Marine: Defense of the Fiddler, under the idea that GW has exclusive copyright to the phrase "Space Marine".

Mrs. Hogarth disagrees, pointing out the relative trademark covers, quote:

IC 028. US 022. G & S: board games, parlor games, war games, hobby games, toy models and miniatures of buildings, scenery, figures, automobiles, vehicles, planes, trains and card games and paint, sold therewith.

Note that fiction is not included there, and further the cover art of the book, especially the design of the armor (what you can see of it), in no way resembles GW's house style for their 40k universe, nor does the any of the history presented in the book. [1]

I'm trying to stay reasonably non-inflammatory about this. If someone self-published a book about science-fiction tank warfare with the word "Ogre" anywhere on the cover, I'm sure Steve Jackson Games would have Words with them. On the other hand the term "Space Marine" has been in fiction since at least the days of Doc Smith, and it seems grossly unfair that GW would come down on Hogarth, who probably hasn't made even $5k off the book and likely a lot less.

Unfortunately he with the biggest legal fund usually wins, and it doesn't look like Hogarth has much of a chance here.

Anybody know any good IP lawyers who work cheap?

[1] They're near-future USMC for the record.
jeriendhal: (Default)
24 inches by 21 inches, by nine inches deep and weighing twenty-five pounds! Please bear in mind that the original version of the game, Ogre, GEV and all supplements, was something I could fit in my lunchbox.

Yeah. even at $150 I'm getting my money's worth.

Because the thing also comes with a shoulder bag to carry it in...

jeriendhal: (Default)
Games Magazine, a staple of my life when I was much younger, is still in print.

Too bad their website looks like it was designed in 1995...
jeriendhal: (Default)
Now if I only went to conventions so I'd have an excuse to buy it.

jeriendhal: (Default)
Last May I caved, with my wife's encouragement, and invested $150 into SJGame's Ogre Kickstarter Project which gave me the game and a metric buttload of extras, including the game itself, a bunch of exclusive counters, PDF's of the original Ogre Miniatures, a copy of the revised pocket edition, a huge canvas bag to carry the box around it (final weight of the damned thing is over 20 pounds!), ect. It was my Father's Day/Christmas present to myself (since the game itself won't ship until December at the earliest).

The next day the company I work for announced mandatory furlough days totaling nine through the summer, wiping out almost $800 of pay I couldn't afford to lose..

Now the exclusive counter sheets that high-level sponsors of Ogre Kickstarter have made in concert with SJGames are starting to become available for purchase, beginning with Fire Mountain Game's offering Nightfall for just $20, and the Nihon AMerican Empire sheets from a different company for $7 a pop. Cheap purchases.

I saw them today.

Today I also got a $125 speeding ticket in the mail from a D.C. automated traffic camera (61 in a 50mph zone).

Headdesk.
jeriendhal: (Mayhem)
Thirty-five years ago, Steve Jackson worked for a now defunct company called Metagaming, which produced the first "Pocket Box" games. One of his first projects was a little thing called Ogre, a five dollar game, with counters you had to cut out yourself, that featured the unique concept of science fictional equivalents to standard wargame units on one side, and a single unit on the other side, the titular Ogre, a gigantic cybertank that had to be ground down rather than just destroyed in one shot.

When Metagaming went out of business, Steve bought the rights to Ogre and made one of the first products his own company, Steve Jackson Games, produced. Now in 2012, he's reviving the game, this time in a tremendous $100 deluxe edition with stand up counters and a buttload of other goodies available for preorder. He wasn't sure about the demand for the game, so he started a kickstarter campaign to pay for the swag and gauge buyer interest.

The number of Kickstarter donations so far is nearing $750,000.

I cannot justify the expense of paying $150 for the boxed set and all the swag that comes with it. But damn, I wish I could.

jeriendhal: (Default)
Summary: After the Great King of the Cosmos gets clonked on the head while destroyed a black star headed on a collision course with the Earth, he falls into a comfy nap deep coma. With his dad out of the picture, the diminutive Prince of the Cosmos and his numerous cousins build a Robo-King to rule things in his father's absence.

This works about as well as can be expected.

In the wake of the universe being destroyed again, the beleaguered Prince must once more roll up Earth's random scattered crap in order to rebuild the cosmos under the orders of the Robo-King and also rattle around his dad's head to restore his memories.


Review: While sharing the same nonsensical humor of the previous Playstation releases, Katamari Damacy and Katamari Forever, this game unfortunately also shares the same levels. Basically, aside from a couple of the final stages and one seriously irritating new level that's on par with the firewood gathering stage and the infamous "cow level" from the original game, every single stage is just a re-skinning of the original levels with new graphics filters. Even that doesn't count as an enhancement, since the King's Memories stages all start in black and white, making it harder to see what you're doing as you roll around and restore the colors with each object you roll up.

Unfortunately, this is the only version of Katamari available for the PS3, so if you want to play it's your only option. Just be prepared for a lot of nostalgia, whether you want it or not.

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