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More memes for Toxic (the points slut)
Hello all, especially to my new followers, welcome and enjoy your stay! No pretty pictures to post today, I'm still in Darwin for the next 10 or so days. In lieu of any pictures I thought I'd update you on how things are traveling with my Malifaux project. Sly Vixen has let me know my Zoraida crew box has arrived safe and sound which is pleasing, I hate sacrificing things to the postal service! I spent a good 2 hours on my day off last week researching the perfect bases to use, I ended up choosing some from Solid Ground in the UK, so they are on their way too. My plan for this project is to focus on painting up a gorgeous, thematic crew. That's not to say I won't be trying my hardest to win against the alliesindex crews(plus the other ring ins like me), I'll be bringing all my bad juju voodoo to the table! But I want to my sure the Swamp Hag's crew look good doing it! Anyway, that's all for now, stay tuned and once I get home there's going to a lot more posts!
Franchise or Fine Tune?
We're all familiar with the series that line the shelves of stores and pages of sites, year after year churning out familiar tweaked titles with new covers and a flashy new sales pitch. A game is good, so it's followed by additions to the franchise. They add more and more new content (eg Sims) or whack a new number on the box (eg Call of Duty) But where are the glorious fine tuned oldies? Is new always better or can resurrecting an old title be just as rewarding?
One game which seems to have taken this route, to a warm welcome by many Playstation users, is Abe's Oddysee. They have taken the original, infuriating but endearing title from the days of the original grey brick of Playstation - but buffed it with the innovations of the last 10+ years. The result is much loved original game, in stunning HD with every entertaining little noise crystal clear and ready to hit you with tonnes of nostalgia. While currently only available on it's original Playstation home via PS4 (cross buy available) it is pegged to be released on PC this year and I will certainly be downloading it as soon as it's available.
For now, there are a fair few Youtube videos on it which only adds to the childlike feelings of "gimmie gimmie gimmie" ("NerdCubed FTW - Oddworld: New 'n' Tasty" Video)
While features have been added, such as easier modes (Hard most resembles the original game's difficulty), a pan camera system as opposed to the old "scenes" and quick save/load, the essence of the original 1997 title still appears firmly rooted in the experience. Admittedly, with more evil audio work - not that many would complain about that.
But now is not the time for a full review, expect to see that post PC-release. That is, if I can put it down long enough to write a semi-coherent piece.
The point of this article was on if expanding a franchise is always the best course of action, or whether fine tuning previous titles can be more successful if done right.
To my knowledge, a fine tuning and re-release of a past title like this, has not been done successfully. The reason for this is unclear, but I personally feel it seems a bit like dev/publisher laziness. Publishers keep strict deadlines and push their whole teams to meet them. As a result, by the time most titles are complete, the devs etc are burnt out and unlikely to have the passion to touch it again. Once a title is complete, a publisher is often reluctant to invest further in the title for a re-release when (to them) it's likely seen as more profitable to add an additional title to the franchise with some new spin. In short, it's easier to repackage an old game and call it something new, than back a re-release which will be held to higher standards and require more people backing than financial.
This could be why Indie titles have become so successful. The games often rely on the passionate backing and personal investment of the developers as opposed to a big cheque. The heart and soul put into the product shows through and endears customers to it. It's a personal connection rather than a marketing campaign that drives sales.
An addition to an existing franchise can bring in new customers, but also grow resentment between fans of different titles. Those who remember earlier releases can feel like newer players are inferior. But a re-release is likely to hold it's original fans, as well as drawing in new fans in such a way that divides don't surface - especially when done as well as Abe's Oddysee, where newer players can ease into playing an updated version of the old game, while old players can jump straight into a shined version of their ol' favourite, all within the same game.
Re-releases could see new life breathed into the gaming community, it could bridge gaps between generations and genres. But it requires the industry to break out of it's status quo - it requires personal passion and publishers willing to pay for developers who are not only skilled but passionate about the original game. It requires staffing from a range of generations and the time to be done properly.
It requires big labels to think like the indie labels they started as. It means changing the mindset that additions can fix cracks in the industry, instead of going back to strength the cores. It means the big players realise it's not shameful to pick up a past success and see how it can be improved or buffed up some more - a title is not finished and 100% complete when it goes to sale, it could always be better.
There is money to be made with quality re-releases that are truly updated, not just labelled as such (eg Dungeon Keeper). Even if it's the minority of their work, there is market space for quality re-releases as well as franchise additions as well as opportunities for both to boost profits for the other. The games industry doesn't always have to be a race, sometimes it's better for the seller and the consumer to treat it like a marathon.
- CrashBangPoppet
Anyone want a small game of warhammer fantasy? - Your knee deep in goblins Vegan Wargamer
Calling All Indie Devs
Would you like some extra publicity of your game? Maybe it's a title very much in development and you'd appreciate some outside feedback with a little hype.
You're in luck! I want YOU to be a part of a new series of Indie dev title reviews. All reviews will be fair and based on title's current stage of development as well as potential. There will be no formal scoring system but titles will earn "badges" based on value for money, replay value, personal recommended etc. They will be published via AlliesIndex.com (600+ followers), CrashBangPoppet.com (100+ average views per article) and my personal tumblr - so plenty of chance for exposure.
To get in contact/plug your game/ask questions, please drop me a message via any of the methods here.
- CrashBangPoppet
Gaming for the masses
Original article on CrashBangPoppet.com
Gaming is far from the hobby of introverted and isolated individuals. It has become a object of enjoyment for the masses - but not through the classic shoehorning of a multiplayer mode.
The age of the indie is flourishing and all it takes is a glance at the games, which have been a surprise success, to see why.
Goat Simulator and Octodad are two that spring to mind fairly quickly, with Tabletop Simulator looking incredibly likely to join them soon.
Indie games rely much more heavily on community than AAA games. A solid following can make or break an indie release and often the game is highly shaped by the players - making for a much more enjoyable experience, generally speaking.
Though, there seems to be a common trend. More relaxed games, not afraid to be goofy or immature. Graphics are not the be all and end all, nor are extensive story lines or bundles of extra (but usually mostly useless) features. More Indie titles are throwing caution to the wind with short, fun and budget friendly games - favouring many of these as opposed to sinking large amounts of time and money into bigger products. The result is fun games, shaped by the players and titles which stick as fond memories.
There are also ample Youtube channels devoted to the subject. Shows such as Geek & Sundry's "Spellslingers" (set to return this summer) turn Magic the Gathering from a competitive game among friends to an entertaining show which appeals to new and veteran players alike. For those uninterested in the gaming side, it also makes hilarious viewing.
Gaming personalities, such as Jesse Cox (pictured above in his guest appearance for SpellSlingers) also highlight another way that gaming is becoming more of a hobby for the masses. His play through videos of such games as Far Cry 3 and Bioshock Infinite highlight the way publishers are thinking wider than just the player when it comes to their products.
Polished game play and achievable prices, appeal to the individual - but there is much more that feels designed for a wider audience.
Rarely are games devoid of action, lore or exploration at points - meaning that there is a reduced chance for the attention of viewers via Youtube/Twitch.tv to become bored. Well thought out story lines with gripping character lore, mean games almost resemble mini movies for those watching the player. games are being designed with the wider audience in mind.
Take a look at the number of Esports and publishers with Twitch.tv channels to really get a feel for how much gaming is moving to an inclusive hobby rather than something enjoyed alone. Videos and broadcasts of game play, open the door for non-gamers to enjoy the story lines and perhaps try it themselves - as well as also helping chronic illness gamers to still enjoy their favourite past time even when brain fog or energy doesn't allow them to play it themselves.
The move to inclusion has seen a welcome positive in the wake of fewer places renting out games. You can almost try before you by.
With more publishers allowing big names in Twitch.tv/Youtube to trial their games, there is often more content available at launch to make an informed choice on the actual game vs the hype. Especially with PC games, there is also an increased amount of free Betas - allowing developers to iron out bugs while players get a chance to sample the game.
Will constantly updated apps, it also allows those with slow internet connections or those on the go - to access these by mobile and enjoy something they perhaps may have not been able to themselves.
While some may not see the point of watching other folk play a game, or bemoan the influx of crowd funding pages for indie games - there are certainly too many positive aspects to over look.
I for one, am welcoming this more accessible gaming future. Fingers crossed the gaming community follows suit, with less barriers put up against women and the disabled in gaming as well as the gamer-on-a-budget and those with slower (not online mutiplayer friendly) internet connections.
VirtuixOmni - Future or Fad?
Original Article
This is going to be a review from the perspective of a consumer, a consumer who is neither space nor money rich. I think a pretty high percentage of consumers, especially other Brits, are in a similar position so I hope this is of some use.
I will not be examining this from a press perspective, practicality in regards to potential will be taking a front seat in this piece.
On the face of it, it seems like this is an advancement in gaming technology, worth popping champagne over. Another step towards a truly immersive gaming experience and an influential part of next generation consoles as well as games development.
At a glance it seems like an innovation that will join the likes of the Kinect and movement based "controllers" before it.
Once you do a little more reading, this isn't strictly the case. Among all the demos and trailers online, it seems the VirtuixOmni alone is showcased in the minority. The majority, have it demonstrated along side other (expensive) hardware such as the Oculus Rift, the Kinect and additional genre based peripherals (such as the guns used in showing it's potential for games like Battlefield)
While for the entire package, a complete set up for the immersive gameplay, the RRP of $499 pre-order seems like a steal. However, that price is just for the treadmill and shoes. The headset is something you source yourself, as are things such as gun controllers - all needing to be compatable with your PC. There is mention of their own movement software/hardware, claims you will not need the Kinect or similar add-on device for motion capture. However, how taxing will this be on the PC?
It may end up that not only do you need the $499 for the Virtuix Omni, you would also need the funds to have a PC which could handle a intensive game plus the Virtuix software and the software for any other peripherals.
This next point is based on their estimated costs for delivery of the treadmill itself, additional items will increase costs.
I'm also none too happy with the shipping differences. Just within the UK, there is a difference of up to $100. Wales is not listed, but assuming that Ireland and Scotland are listed under Western Europe it is likely to also be included.
Those in England can expect to pay $100-$150 for shipping. But those in Scotland, Ireland and potentially Wales can expect a bill more in the region of $150-$200.
I could excuse this if it looked as those countries with popular shipping ports were cheaper as they were closer to the point of entry. However, France (with the well used shipping port of Calais) is included with Scotland - yet it would be expected to be included with England (with it's shipping port of Dover) and Germany (with it's northern ports).
Now that I've said my piece on the price, lets tackle space. PC set ups generally take up more room than console gaming, especially when it comes to those of us who favour multiple monitors when gaming. Add to this that, from what I can gather, the Virtuix only folds flat - could pose an issue with space. The base itself is quite large, likely to stick out if you attempt to sit it on it's side next to your PC set up. That is, of course, if you have a gap wide enough to fit the depth of the base.
On the subject of space, the touchy subject of neighbors is quite connected.
How much of your weight impacts the base? Are you suspended by the waist harness so the shoes glide on the treadmill, or is the same force landing as if you were running without it? Unless there is some serious soundproofing and shock absorbing going on in that base, or the harness is syspending you to a degree - that puts it out the running for a lot of gamers who live in multi-story buildings. They are often not the highest grade when it comes to sound proofing anyway, with most translating a lot of noise to those below if you're a heavy walker - I don't imagine someone running and jumping in the same spot for hours on end, is likely to go over too well.
They liken the noise level to that of a treadmill, but even a treadmill would gain a fair few complaints in some of the buildings that are popular, especially here.
Lastly, a point close to my heart, is accessibility. Yet another advancement that relies heavily on gamers being able bodied.
While it's obvious those with little to no function in their legs, or those who spend the majority of their time in a wheelchair, are likely to have issues - those who appear well may also encounter the same roadblocks.
For example, due to my chronic illnesses, I have issues with pain in my limbs. While gaming with a controller or with a keyboard and mouse is often limited in time and can be painful, the use of something which requires a lot more movement of the entire body is likely to be something I could use maybe once a month - if at all.
So, unless you're fit and healthy, are you really getting your money's worth with it?
Those who have read this far, may paint this as a negative and critical view of the Virtuix Omni - so allow me to provide some balance.
In concept, I do believe that there are great strides to be made in gaming through the Virtuix Omni. The basic idea provides a very good spring board for further development.
Do I think that the Virtuix Omni, as it stands, is this advancement? No.
Do I feel that it contributes to the advancement of gaming technology and immersive gaming? Yes.
There have been many advancements in gaming which have either led the field or been a crucial step in the development. Virtuix Omni (and to an extent, the Oculus Rift) feel more like a step than the leader. Neither is perfect, but I feel both will be something that is developed further rather than a standard that others try to imitate.
Tabletop Simulator - Quick Review
Original article
Tabletop Simulator, a gem currently selling on Steam for £8.79 (for one copy or snap up four for £23.99) is a physics based simulator from some indie developers known as Berserk Games. Please be aware, this game is still very much in development - this will be looking at potential, not just current gameplay. It is highly likely there will be a follow up review when it is closer to beta/gold status.
Steam store page and Berserk Games website
Initially, I thought it would end up playing like a board game version of Gary’s Mod or be restricted to something best enjoyed via LAN. It took a quick skim of the information to show I was entirely off the mark.
If the bargain price of the current deals didn’t win me over, the concept surely did.With the appeal of Minecraft’s sandbox game play and freedom for the player’s creativity, in it’s most basic form it proved appealing to play board games with family who don’t live locally. Given how much of my social circles are spread across the globe, it seemed to be a straight forward solution to bringing a cozy winter board game night to everyone - no matter where they were.
It didn’t take long to see the array of custom created games that already exist for this base - with many more potentially appearing after the implementation of Steam workshop support. Currently, additions and mods can be created and found via Nexus Mods - a user friendly site with support available and clear navigation.
But, before we get too bogged down in information - lets get to the important bit. The player experience.
With two helpful friends, we decided to take a couple of games for a test drive.
Our shortlist for this midnight gaming session consisted of the community created versions of Cards Against Humanity - a game so addicting we didn’t get any further through our list.
Based in a physics simulator, the core game boasts a pleasant mix between silly freedom and practical additions. For example, you can throw cards at your opponent, either to be a bother or distract them from their game. These will sail off the table into the abyss below. But they will drop onto a random point on the table a few moments later so they can be returned to play.
You can also flip the table in a rage - but this feature has been confined to a menu button to avoid accidental flippage mid-game.
This proved useful when testing the game with a family member with a less-than-buffed-up laptop. It was erratic to load and at a couple of points we witnessed her mad flailing of a misbehaving cursor when the game froze up. Without the button-to-flip feature, it’s likely we wouldn’t have gotten more than a few turns into the game before the cards were soaring over the background scenery.
All and all, it’s a cheap and cheerful base game which looks set to become a popular favourite in the same vain as such games as Garys Mod, Team Fortress and Trials. It also looks set to be a cheaper alternative for curious gamers - giving a budget friendly potential way for people to try such tabletop games as Warhammer, D&D and MTG. I would recommend it to anyone and urge you to consider the perks of the multi-copy packs to save a few pounds and ensure you can enjoy this with company.