Activision wants to breed a new generation of microtransactions

Some gaming news to pass along here. It seems Activision(EA 2.0) wants the permission to do something so heinous, so sinister, that of course is receiving copious amounts of backlash from the gaming community.
And that is a new breed of microtransaction, that if allowed to brood, will try its damnest to get you (the consumer) to buy goods like a sword or a gun. One such tactic is pitting you against a person who already has bought something and is delightfully mopping the floor with your corpse.
Then you get a popup, trying to feel sorry for you and say “here, you can get this for only 33% off! Now YOU can pwn this asshole! :D” And yes, this is using real life currency.

Basically, Activision wants their microtransactions to make consumers more than happy to buy their goods (and remove any sign of buyer’s remorse)..even though it’s clearly wrong. What’s really disturbing about this, is they even wrote what they wanna do and sent it off to a company, asking them “hey, can we get more money by tricking players they need X or Z? PLEASE?!”
And my opinion about this..well,. one thing I can say is, what’s next, huh? Skeletons in Minecraft having bows that can one-shot you (or a single Creeper that’s just like a large nuke and blow up not just your base but your save), and then getting a popup that says “Having trouble? Don’t fret! Get X for only $19.99(tax not included)!!”

What’s FUCKING NEXT WITH THIS BULLSHIT?! This is going to KILL video gaming if it comes to fruition, mark my words. And that’s really all I can say…except, please people. DON’T give in to this bullshit! Say NO, with your wallets, that this is NOT OK!
TAKE A STAND, as gamers!! Show them that we won’t be tricked by this!
Please, I beg all of you. Listen to these words, and don’t give in. Let’s make Activision (and these other companies who are more than happy with taking all of your money) suffer!

That’s all I can say to this. And I doubt this will be the end.

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Prepping for the Exo Impalong / A somber visit to ex-OR

With the Exodus Impalong starting this Friday, I did what I typically do when preparing for an impalong; making lamps to be imped (instead of offering my services and helping). Fortunately for me, I only had to make one lamp (as 9 lamps I made last year didn’t get imped due to my own stupidity).
Also had to get prem. This time I chose the 1 month & 1s option (instead of the typical 1 month & 5s option, as money is pretty tight right now). The silver lining being that I still had 7s in the token. So I’m not hurting (right now).
As for the lamp, I tried to imp it as high as possible (to make it look like I had this lamp for awhile and effort was put in to make it work), until it required a whetstone. 17.79QL was the result.. meh.
Tomorrow evening, is when I’ll set sail for Magranon’s Rest. And of course I’ll have B2 with me. Though I still need to work out how I’m going to go about doing that. But I think it would just be as simple as both of us in my Knarr. I don’t -have- to get home, so I should be good.
The only problem is, B2 would have to be the one carrying all the lamps. Unless I bring a regular cart (as I won’t have access to horses). Might work. Plus I can bring anything else I feel needs imped (other than lamps).

With that out of the way, and Sol still high in the sky, I decided to hop in my Knarr and check out what was OR (and see if anyone has decided to move into it). I’ve been meaning to do it for some time (though I was going to wait ’till near the Inde Impalong). Also had to head back home thinking I forgot my combat gear (which was already on my person), though I also grabbed my water skin.
By the time I got there, it was dark (as I had a few things to do IRL). And, the only beings that had ‘moved in’.. were the mobs. My guard tower was still standing, and I used it to ‘remove the freeloaders’.
Which consisted of a crocodile, a scorp, a wolf, a lava spider, and a hellhound (all killable without a horse). With them dead, I went up the main ramp. I started getting worried with the deed gone, that the main ramp gates would no longer see me as the owner. Thankfully they did open.
Where the inner deed was, is a spider and a bear hanging out there. Ended their lives for not paying their ‘property taxes’ (as I did with the others).
It felt like that song that goes by “Back OFF, I’ll take you ONNN! Headstrong, I’ll take on anyone!!”

Now all the mobs are dead (and realizing I left my lantern at home), I used this time of quiet to think of what has lead all the way up to this point (plus wondering if moving was the right thing to do). And I have to say…yes, yes it was a good idea to move. I know no one likes me in Cele, but looking to the north..all I can see is that dragon I tried to protect last year. That’s the main reason right there why I had to move.
Yet, when looking over the NW side of the old deed, and seeing ‘dat view. That view, I feel I can never get with DTH. Yet that view is also the deed’s Achilles’ Heel (having to go up and down ramps to reach the deed).
I’m honestly not surprised no one wants the deed. Inde’s northern sector is dying a slow death, with its southern side blossoming (due to its easy connection to Deli).

After finding a lamp I forgot to grab, it was time to leave and head back home. One thing I forgot to mention, is the deed to the ESE of my deed has really developed since I’ve been away from the game. Infact the southern canal now has an unofficial name; called ‘Sunset Canal’, with a wide slate bridge crossing it. Hopefully that means it’ll be an official thing of the Cele Community Map.

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RiME completed… thoughts

So, we’re here again. Another game done, this one on the same day as I got my review out. And you might say to that: “short game, then”.
Well it’s short’ish; there’s five levels. But before I get any further, let’s talk about the art style and the level design.
First the art style. I found it quite charming. It doesn’t have to be photorealistic to have a nice-looking game (just had a Borderlands-like feel to it, without looking overly gritty). The creatures look great.
As for the level design, this is where the game shines to me..well, except for a few areas where it seems they are trolling the player by having a ledge off to the side with the player thinking it’s a secret..and it turns out to be not. Everything else feels like it has a purpose.
Though another complaint is how confusing some levels are (mainly the second level). Having the player die a lot shouldn’t be a “I shouldn’t be here” way. This game might feel open world, but it’s not. It has a linear path. And I feel the fox should pop out more often to make sure the player is following the right path.

With that out of the way, let’s talk about the levels themselves; but mainly their meaning. Each level is themed, as pretty much most games nowadays (that use a level based system). However, and I didn’t really notice this until after I had beaten it…the level names are named after the five stages of grief (and ordered correctly).
To know more, would of course reveal spoilers. So here are said spoilers for anyone curious (or has completed the game themselves). Once again I’m not responsible if this ruined your gameplay experience (don’t click the spoiler link, it’s not that hard).

RiME Endgame Spoilers & Theories

Going from the top of the list and to the last level, these are the names after the five stages of grief (and my thinking of why they’re named like this);
Denial: The boy is alive and everything is sunshine and happiness. The boy meets the fox who helps him with some navigation.
Anger: The ‘dragon-bird thing’ shows up, steals a time-controlling orb making it eternal day, then proceeds to hunt the player in some ruins. My guess is this is the father’s anger trying to pull the boy back to him.
Bargaining: Well..you got me here. I don’t see how infinite looping rooms and ridiculously-long hallways, strange shadows and ‘orb striders’ have anything to do with pleading to God (or Satan) that the boy comes home.
Depression: Clearly the rain represents pain and sorrow. The shadows seem to also feel the boy’s pain for losing not just his orb strider, but the fox dying in the boy’s arms. The boy turning into a shadow represents being overcome with grief.
Acceptance: The boy can’t stand living anymore. His world is literally turned upside down, and commits suicide. Then you play as the father back at home, who eventually lets go of what’s left of the boy. Yet also for some odd reason, the boy is also glowing with energy.
And then..the credits roll. And I was in tears, even crying. I could feel the pain, and that’s when I know….this is a very good game.

So now comes the theories, of the meaning of the entire game (and its ending).
First, I can only assume, that this island exists in the father’s mind as a way to cope with the boy’s loss. I also think I know what the fox represents. Though the orb strider, the shadows, and especially the red-hooded figure are unknown to me.
I think the fox represents the bond between the father and the boy, which might explain why in the Depression level of why the fox is sadly howling at the statues that look like the boy. It also could be possible that the fox is the boy’s pet (for after it howls, it lays down near the statue as possibly representing of waiting for the boy to return).
Yet… that also cannot be true, as it doesn’t explain why the boy tries to get the fox to like him in the Denial level.

As for the other two, I’m still at a loss of what the orb striders and the shadows fully represent. It could be ‘people’ or what I originally thought to be the main beings that live on the island. It also doesn’t make sense why the shadows and these striders seem to be at war with eachother. Perhaps the shadows are the father’s way of bargaining to the devil in hopes of bringing back his son, and the striders are trying to tell the father to let go.
I dunno. I’m lost here. If you folks have any ideas, please let me know.

And then, finally, there’s the mysterious red-hooded figure. …And this still has no clear answer of who the figure really is. Most people have said it’s the father watching over the boy. The problem is the game flip-flops the identity between the Bargaining and Depression levels, and the Depression and Acceptance levels.
Maybe the first represents the kid thinking of who the figure is (as it doesn’t show its face). But the second time shows the boy as the figure (possibly the devs showing this being canon).
Could it be possible, that the red-hooded figure is the boy’s spirit? This theory could be possible, as one scene in the Denial level of seeing the fox standing near the figure (like it remembers who the figure is).
I don’t think it’s the boy, because the player is playing as the boy. So I say it’s possibly the spirit of the boy (showing him the way to heaven). The spire in the middle of the island could be the stairway to heaven. And the orb striders could be the caretakers.

I mean, think about it. Why would the fox be trying to get the boy to go towards the spire? Because the boy is in limbo, detached from its soul. And its soul cannot go to heaven without the boy.
I dunno. Maybe it’s a dumb theory. But it could explain why the screen goes black and the boy gets teleported back up to safety. As for why things activate when the boy yells at them, I have no idea.

[collapse]

And that’s all I can say to this. Except, good game. It really moved me. However, I don’t think it’s worth $40. I would say at least $25-$30 for the amount of content it gives.

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Age of Engineering is more grindy than challenging

When I’m not doing reviews or playing other games, I’m playing a Modded Minecraft pack that’s not like your usual pack. It has a progression system, based on (what I believe) of the actual era of stone tools to automated machinery IRL.
With that said, there has been a lot of changes to a lot of recipes to make them more expensive. And certain mods can only be used on a certain age.
Here are some examples;
-You cannot ore double ’till you make a Macerator. It’s not possible to smelt ores with a furnace. And the Smeltry from Tinkerers’ Construct also cannot ore double.
-You’re required to make a nuclear reactor from IC2 in order to get Basalt, before you can go to the Deep Dark.
-Bee and Tree Breeding (Dire’s favorite things) is a requirement before being able to use EnderIO.
-The Macerator from IC2 requires 8 diamonds.
-Creative flying isn’t allowed ’till the final age (where by then it’s kind of pointless as you’ll be done with the pack).
-You actually have to make steel in order to have Steel & Flint to get to the Nether.
-Age 11 seems to be the most interesting age, with Advanced Rocketry being the focus.
-If you thought making Greenhouse glass from Actually Additions was hard before, you’re now required to make a Peat Bog Farm from Forestry.
-Some recipes of the Empowerer from Actually Additions require upwards of 12M RF/T in order to craft that item.
-The modpack has a ‘Mining World’ which can be crafted and accessed on the first age. It’s a flatworld that’s eternally day. It’s recommended to set up your base in it.
-Instead of getting 15 Transfer Pipes from a single craft (from Extra Utilities), you only get 1 per craft.

IMO, the pack is more grindy than it is challenging, as it’s manual mining-centered. Right now, fuel is the main concern. I keep running out of tiny coal(yes, tiny coal is a thing) having to use furnaces to smelt processed ore from the Macerator.
Its fuel is all Coal Coke (as it burns longer), leaving regular coal for the furnaces (which is lessening the coal coke fuel I’m able to produce).
Luckily I can make something like a Batbox to act as a buffer, where I won’t need as much fuel being burned.

I have a feeling that I would likely quit before I complete the pack. I don’t know when, but I do know that there’s no shame in doing so.

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Horizon Zero Dawn completed… thoughts

I told myself “I’m going to beat this game” even when I was early in the game. That was before it started getting progressively harder with enemies that can fly and dodge my attacks, and enemies that come rushing at me before I have time to line up a shot.
But I’ve done it…and with the OP armor. Yes, you can get the armor before the final battle! Even though when you’re told you reached the point of no return, it isn’t the actual point. There are two PoNR points; “Deep Secrets of the Earth” and the end of “The Looming Shadow”.
Once you get the ‘Heart of the Nora’ quest and survive the battles, the gate is opened and you can get the power core. And before (or even after) completing ‘The Mountain That Fell’, you’ll have access to all five power cells, and be able to obtain the armor.
So it’s not true that you have to complete the game. Infact, you can’t complete it anyway. Because when you do and sit through 20+ minutes of watching endgame credits, it tells you that it has rewinded time to before doing ‘The Looming Shadow’, even going as far as telling me to do the quest again (which makes me feel “Uhh..so my victory was for nothing?”).
Not gonna lie, all of that “I need to complete everything I can before I even step foot in Meridian!” heck I went though (getting all the collectables, clearing all corruption sites, etc..), felt like it was for nothing. Quite disappointed.

Speaking of which, it’s that time again that I have to talk about spoilers about the endgame. Remember not to click “Endgame Spoilers” if you don’t wish to be spoiled.

Endgame Spoilers

The story of Horizon Zero Dawn, as I said once, was the thing that kept myself playing. Trying to piece together (just as Aloy and Sylens were learning) what caused ‘the Derangement’ and the fall of the human race. And I have to say, it’s pretty bone-chilling– hearing people talking about the extinction of everything on Earth. The fear on those people’s faces, knowing there was nothing they could do but wait ’till ‘The Swarm’ kills everything. That’s just like knowing a meteor (or the Supervolcano) is coming to wipe out all life on Earth. Except The Swarm was different, because they were consuming everything (plants, people, animals.. water) and killing the biosphere, making the planet unbreathable.
THAT, is some scary shit. Though I doubt this’ll ever happen in my lifetime (as it happened in the 2060’s, which I would likely be dead by then..so if it does happen, at least I won’t be around to see it).
Yet there’s one piece of the story puzzle that seems to not be able to fit right, no matter how hard it’s jammed in. And that is the cause of the ‘Fero Virus’ that lead to a total extinction event.
The second coming of the virus (aka HADES taking over GAIA’s subroutines) was clarified (aka ‘the Derangement’: the machines turning hostile and making foot travel quite dangerous), but the main reason (from what I’ve struggled to make out) never came to me when I was exploring the ruins of the Fero Automated Solutions building. The only thing I know (from listening to the PDAs) is Fero tried his best to stop his “Peacekeepers”(aka the “killer robots” which started ‘The Swarm’), but they wouldn’t respond to his shutdown commands.
This couldn’t be HADES’ doing, as Project: Zero Dawn wasn’t even a thing back then. So what could had caused it? Did the robots simply get sick and tired of being slaves?

Another thing, and this is on my part, when reaching the top floor and seeing this conversation of Fero having to sign this document, to make his company not liable for the damages (I think it was, please correct me if I’m wrong), then later on when the joint chiefs of staff guy is telling the woman that looks like Aloy, that there’s a “Decommissioned Rocket Site”. My initial thought, that she was going to drop a nuke to kill the robots with this ‘Project: Zero Dawn’.
The name ‘Zero Dawn’ just sounds like a codemane for an “end all” way to stop the swarm. And the fact it’s been several decades since those dark days, that would’ve given more than enough time for the nuclear fallout to clear (which felt was backing up my theory).
Yet, where’s the crater? And also, if it was a nuke, we would’ve had a Fallout-like universe of mutated creatures (and hardly any vegetation). So..not a nuke.
Instead, Project: Zero Dawn turns into a way to bring humanity back from the brink of extinction (which was also supposed to give the future human race the full knowledge of our own history).

Instead, Fero wipes everything from APOLLO(which contained the data), claiming to “prevent the sickness” (and then suffocates all the Alpha candidates of the project).
If this was a way to prevent history from repeating, apparently it didn’t work (as Sylens is the one that turned the gears that allowed HADES to take over).
He’s a bastard, and doesn’t deserve pity (and he damn well knows it, and isn’t ashamed of what he did..even saying he would do it all over again). He used Aloy to learn more secrets of what happened to ‘the Old Ones'(aka us). This is even proven in the end, when he manages to capture HADES’ being, only to use him again to get more knowledge. He has learned NOTHING about preventing this from happening again. He doesn’t give a fuck of how he gets the knowledge, and this is going to be his downfall.
This screams “Horizon Zero Dawn 2” to me, with Sylens being the main bad guy (and using his ‘dark knowledge’ against the player). Or at least a proper DLC.

But at the end, I don’t get why Aloy walked away with her spear still in HADES, allowing it to escape. She was all “you know, FUCK this! I’m DONE killing machines!”
Well good riddance. If I have to hear her pain sounds again, it’ll be too soon.

[collapse]

I’m curious what the game would look like by replaying it in ‘Story Mode’, being possibly 7/8 cinematics and maybe an 8th of gameplay. But, it’s time to send it back to Gamefly.
It’s a cool game. Felt it had the right amount of challenge (though a bit too many cinematics in Easy difficulty). But I still recommend it to anyone thinking of trying it out. It’s definitely worth a playthrough…even with all the bad things I said about the game in my last post.
Hell, I’ll excuse a few of them for allowing me to get the armor before ‘completing’ the game.

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Things I wish I knew before renting Horizon Zero Dawn

There’s been a lot of these “Things I wish I knew before I started Horizon Zero Dawn” articles that have been floating around the internet, and how they involve ‘hints’ and tips that the game never taught newcomers to the genre. Yet none of these guides show the problems with the game. So, I decided to do my own list, of (in my opinion) the true nature these articles should be about.
And so it’s time for Mr. Negativity to come out of the shadows and strike one again.
Though, he has a few messages to say. First, a reverse for what he’s known for; actual praise for the game. The biomes, the scenery, the day/night transitions, the realism of the machines (how they walk, sound, and act like their animal counterparts of flesh and bone), and finally that smooth as butter framerate (even in heavy combat settings)! 😀
And the second message, Mr. Negativity wishes to inform you folks that this post will have adult-oriented language (aka swearing like a sailor). If you are offended by these ‘choice words’, then please leave the blog post right now. Just note that if you decide to bravely tread into unknown waters, these words do not attack individual people or their families. These words are directed at the sole company that made this game.

And with that out of the way, it’s time for Mr. Negativity to go to work. We’ll be discussing these topics;
-The “How to kill [machine name here]” videos, and their misleading titles.
-The lack of a push to get the player to try new weapons.
-The thrill of the grind (of increasing the item capacity (& the Fast Travel Pack)).
-A lack of a way to reduce the cooldown time of Concentration.
-OP armor that requires more than effort to unlock.

So let’s start with the first (and also the second) topic of discussion (as both tie into eachother). Horizon Zero Dawn, with its amazing vistas and music, can be a pretty dangerous place if you’re not well-armed (and understand the mechanics of the Focus, of pinpointing machine weak points(and know which weapon will affect that particular point)).
Thankfully, there are videos explaining how to defeat a hard machine. However, notice these videos might not be using the same weapons you’re using? Not only that, they might have different modifications. Which makes me feel these are quite misleading, and should say “How I kill [machine name here]. Your DPS may vary”.
There’s so many different weapon modification configurations, the complexity is mindboggling. And most people actually enjoy this. I do not (if you can’t tell by now). The fact modifications cannot be crafted(all RNG all the time), just annoys myself even more.
To say the game “punishes” for not using the correct weapons, that really depends on who’s playing (as for all games). It’s a game of trial and error (with lots and lots of errors).

Oh, but let’s not forget, half of these “helpful” videos don’t even explain their setups (and where to get these weapons/modifications in order to efficiently kill the problem machine). The game doesn’t even tell me “Hey, you should get X, because it’s important”. Is it bad for a game to force me to think? No, not when it’s done right. The only thing that told me was as I was loading the game, it was showing the elemental damage. If you’re not paying attention, you’ll lose this critical info.
So, I don’t know how to phrase this thought I have about the developers feel that no hand-holding in this genre (that maybe not everyone fully understands) is good. I disagree.
Showing ‘Weapon X does Y and Z” isn’t helpful when you’re not getting the player a reason to purchase the weapon. Instead, they’re forced to use Youtube or another 3rd party website in order to know. And I can’t say if this is lazy (or good). It really depends on the one playing the game, and if they’re familiar or not with this style of gameplay.

The thrill of the grind (of increasing the item capacity (& the Fast Travel Pack))
Some have said about people who feel they have to grind, that it’s not necessary. Yet, these are the same people who say to kill every animal the player finds. Now I would agree with this, if it didn’t feel like a grind (which it does).
Let me lay it out for you folks. Unlike the Far Cry series where animal locations are marked on the map, there’s machines now. So that means the player has to be looking, and looking, and looking through their Focus hoping to see that one animal they need.
Need potions? You have to kill animals. Need to upgrade your arrow and modification capacity bags? You have to kill animals.
Out of those useful Fast Travel Packs and need to make more? …You guessed it, you have to kill animals. But what’s this I hear? You think you can just buy your way out of this problem through merchants? AHAHA!! RIGHT! No fun allowed, pal. All RNG, all the time.
So I hope you love farming… because brother, you’re going to be doing a lot of it.

A lack of a way to reduce the cooldown time of Concentration
Ahh, Concentration (aka slowing down time in order to line up that shot at a weak point on a rampaging Thunderjaw). Not only that, but it can also zoom in for a more accurate shot. On a console game that involves shooting things until they die, anything to help my bad aiming is welcomed.
The problem with this is there seems to be a multiplayer aspect of waiting for the cooldown to finish before using the ability again. Seeing this is a singleplayer game, I don’t see how this is needed. But whatever, there’s got to be a way to shorten the duration..wait, there’s no option in any of the skill trees? What the HELL?!
There are games that have done this right (Dragon Quest Builders is an example, allowing the player to do another power move even as the bar is recharging).
The multiple feelings of hate to this company, over something so trivial as adding an option to shorten the cooldown (or at least allow the player to use it even as it’s recharging). It’s such an easy fix.
Ugh.

OP armor that requires more than effort to unlock
And finally, the most powerful armor in the game (the ‘Shield-Weaver’ Armor), which makes the player virtually invincible to all forms of attack. This armor requires 5 power cells in order to access it (which are in five ruins).
So surely, the devs realize this is a singleplayer game and don’t mind if the player cannot be killed, right? …Wrong. Because the player is required to complete the entire campaign before being allowed to unlock it. Yet, they have no trouble tying the armor to a string and pulling it away from the player (as soon as they discover the bunker early in the game), with a troll face, saying “how bad you want this…? :D”
I really have nothing nice to say to the ones that made this decision in the game. Perhaps they’re ‘true gamers’ at heart of enjoying working hard for something. But to troll like this? That’s very low and frowned upon. It’s just as bad as offering this armor through a hefty microtransaction. But hell, if they did that, less people would be playing the game.
But seriously, this is supposed to be a SINGLE player game. You know, devs? S-I-N-G-L-E! Numero Uno! If the player wants to burn through your campaign with OP armor? Allow it. Don’t troll it and expect the player to not be pissed and confused.
Ontop of that, a few months after the game was released, the devs did possibly the most boneheaded move I’ve heard(since this). The second power cell, which is in a ruin in the early parts of the game, this thing is easy to miss, and if you try to get it again, the gates are blocked.
There used to be a way to bypass the locked door that kept the player from being able to go back and get it. Now it’s been patched, and there’s an invisible wall blocking any attempt of being able to get back. The way it was blocked, feels even more troll tactics.

.
And that concludes my complaints of this game. Now at the Point of No Return of the main questline, I’m debating if it’s even worth completing it (when I can’t get my hands on that armor). I feel I will die, again and again to the same boss. I also hear that you have to fight a large robot with no weapons (and something about you also forever lose your Focus)… WTF?!?
Here I was thinking of buying the game. Not after this. I did my best to put up with these other annoyances, but this is the last straw. Hell, I swear it’s the devs talking to me through the Focus, telling me to “stop whining” (certain part in the questline when this starts to happen. Won’t say to hide spoilers).

However, I’ve decided I’ll keep playing ’till the end. Not for the armor, but for the story. It has me very intrigued. So, here’s to hoping I can beat the game without dying 20 times to the same creature.

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An early Impalong? Yes. But this one’s in Exodus

Reading the Wurm Forum, I noticed a new post in the Town Square stating there will be an Impalong, going from October 20th to the 23rd(though it could go further), called the ‘Fire and Sand Impalong’.
From what I see, it’ll be just like an Impalong that happens around Christmastime (except this is before Halloween).

Of course I’ll be going (though that depends on RL factors). I’ll also bring my arsenal of lamps to be imped..except this year (which I should’ve done last year) I’ll put in one lamp at a time in order to have respect for the impers.
Plus, going to an Impalong on another server, will be interesting. But the coolest part…is this one’s in a climate controlled environment (aka underground). Closest ‘cave house’ I’ve seen is in Deli, but this is a cave mansion, with multiple floors.

.
Xanadu will also be doing an Impalong, located around Glasshollow Market on Xan’s NW coast. It’ll be going on between Christmas and New Years Eve. This’ll give me something to do after the ‘Shrimpalong’ is over in Indy.

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Wurm’s facelift – New launcher, soft shadows, and more!

When attempting to wait 5 or so months ’till I’m able to afford new hardware.. because god damn I didn’t know a Ryzen 5 was that much (all in one go), boredom sets in and I start to seek older games. Wurm.. well, I’m starting to slowly gain interest, but not enough to come back (just to grind skills).
Instead, I came back to check up on what Saint’s been up to with his ‘second home’ in Xanadu.
Immediately after launching the game, I began to notice changes (such as the new launcher design). I assume they did the top bar to be the same as their website.

And so, here’s a list of changes I’ve seen (and my opinions of them);
Good…
-The settings section has also been polished and cleaned up, and looks much better and easier to understand.
-More realistic, softer shadows being casted by trees, that reflect on structures, boats, and even the trees themselves. Best of all, NO framerate loss! It feels quite optimized.
-There’s a new ‘max dynamic lights limiter’ in Advanced Graphics. I pray this means towns with a lot of crazy lighting (like the Impalong) will now be tolerable with my computer. …Though I doubt this’ll help if the town has a fuckton of boats.
-Smoke is white instead of gray.

Bad…
-Either a new water color, or it’s somehow reflecting the colors of its surroundings. When out at sea, it looks blueish. But when inland, it’s an emerald green color.
The emerald green color..ugh, no. Not infront of (and in) my deed. Please, let me switch back to the more realistic original.

Neutral…
-Jackal has somehow managed to take Haven from Sol, and the tiny blue planet is now orbiting around the moon. Not sure why this became a thing. Haven too has a dark side shadow.
-Moons show their dark sides. I find this somewhat cool, but it also doesn’t feel realistic. Wurm’s atmosphere would keep you from seeing this.
-Sol’s visible axis’ is.. weird. In the afternoon, the star’s axis is horizontal.
-Sol’s been recolored to be yellow-white instead of blue-white. Now it seems even more “how in the hell is Wurm not melting being this close to its star?”

I still remember when I first joined Wurm. Everything looked so basic (graphics wise). But the views were still pretty amazing. And with this update, the game possibly looks the best it ever has (especially with the shadows). The art team did a superb job, and also (hopefully) this means optimizations for weak CPUs such as mine. And honestly, when I went to the spot, I wasn’t seeing any studdering (compared to the last time I was there).
Of course, animations still look stiff, but this is the limitations of Java.

Now if only they could make the core of the game, more fun and enjoyable (instead of a grind). But, I’ve already discussed that ’till I was blue in the face.

.
EDIT: Been informed (after posting my opinion on the water color), from one of the art team that this is “still being tweaked and will possibly be changed” in the next update. A workaround was also posted, of simply lowering the water detail.

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The Black Mesa disaster in realtime: three games, one video

Imagine, a normal day working as a scientist at the Black Mesa Research Facility, in New Mexico. You kiss your kids goodbye and go to work saying you’ll be back to celebrate your oldest’s birthday. You expect a normal, hum-drum day of doing science for the benefit of mankind (and also trying to make Black Mesa look better than Aperture Science in Michigan) as you take the tram into the facility, heading for Sector E. Leaving the tram in Sector E, you meet your colleagues who are talking about equations and all of those other things science.
You’re hungry, and head to the Central Transit Hall to get a bite to eat. As you prepare to step out of the tram, suddenly the lights flicker and klaxon alarms start going off alerting “Warning, high energy detonation detected in Materials Lab”. The ground shakes, and strange creatures begin teleporting in, and start killing your colleagues (or turning them into zombies).
You try to run, being helped by security guards. The alarms continue mentioning about ‘unauthorized biological forms’ being detected throughout the facility. Most of the elevators are out, even though you’re told to get topside.
You get to an area with no way out, and you see the strange creatures approaching you. You managed to grab a pipe to defend yourself…only for your head to be latched onto by a sneaky headcrab from behind. You struggle as hard as you can to pull the parasite off your head, only for it to knock you out, where your corpse slowly begins to turn into a zombie.

This is the horror that happened, on that ill-fated day starting in the Anomalous Materials Lab in Sector C. And Youtuber ‘OWRING’ has a video going (what they feel) is the entire timeline from the start of Half-Life: Blue Shift, though Opposing Force(the two non-canon games), and ending with Half-Life 1(of Gordon being in Zen, which isn’t shown).
Here is that video. It shows the exact time that Gordon pushed the sample into the analysis port, and when all hell broke loose in the facility as the ‘unauthorized biological forms’ from Zen began emerging into our world.

Now, a lot of people have stated Opposing Force started much earlier in the timeline, and I personally agree with this. Though however, one theorizes that the scene of the player coming out of the pipe in Surface Tension, and seeing the two jets screaming past, these were sent in to help the V-TOLs (like the one Shepard was in) which were brought down.

Anyway, this is really cool and I wanted to share it with you guys. It shows the casualty count of scientists and security guards killed, and saved in all three games.
A lot of people lost their lives on that day, and it’s only going to get worse.

Posted in Other, PC | Comments Off on The Black Mesa disaster in realtime: three games, one video

September 2017’s PS+ lineup for the PS4 announced

A bit early, I must say.. since I won’t be able to grab these ’till the 5th of September. Nevertheless, they are so happy to give us the two IPs for a free download next month (for PS+ subscribers).

And they are…
InFAMOUS Second Son
Strike Vector EX (Europeans will get ‘Child of Light’ instead of this)

First game, is quite cool. I think it was the second month since I subscribed to PS+ after I got my PS4 in 2015 (which was InFAMOUS First Light). And now I’m getting this one. So yay to shooting even more neon out of my fucking hands!
And the 2nd game, I’ve never heard of. Says it has Single and Multiplayer, with Singleplayer having a campaign.

Well, soon as I download and finally take the time to sit down and review them, they’ll be of course showing up in the new Video Game Reviews Blog (instead of here).

Posted in PS4 | Comments Off on September 2017’s PS+ lineup for the PS4 announced