Senin, 30 November 2015

Rainbow Dash Brawl Mod Trailer & Beta



So, I know you guys like Super Smash Bros. Brawl built around ponies - how about ponies inserted into Brawl? Spearheaded by turbobear, this project currently includes several skins for Rainbow Dash (including Scootaloo and WonderBolt) and a variety of moves. While it's far from finished, you can download the current build here.

The project is currently in growth mode: the team is looking for an animator, a modeler, and an additional code monkey to finish up Dash and begin work on the rest of the Mane 6. If you're interested, or just want to follow the project, the official thread can be found here. Have fun!

Minggu, 29 November 2015

Horse Game Update 2

Horse Game

 Even if the Horse Game is pretty much a proof of concept demo, it's still rather fun, especially now that the developers have added bots and made some improvements to its innovative spell-crafting system, among other things. It may be nowhere near ready for a review yet, sure, but the project is rather promising and I'd advise that you folks keep an eye on it for the near future, and maybe even volunteer to help out if you have any coding or 3D modelling skills.

Interested in giving this fabulous update a spin? Then download the Horse Game at http://horsegame.ca/.



 Meanwhile, Ponykart's C++ translation chugs along. I should put up a full post for these guys sometime.

(You can check out the Ponykart revival Google Group at https://groups.google.com/forum/#!forum/ponykart, and the project website at http://ponykart.org/)

Elemental Reaction

A gameplay screenshot of Elemental Reaction.
Elemental Reaction

 Puzzle games centred around chain reactions can be rather fun and Elemental Reaction is fun when you first start it, but after a while this one gets kinda dull. Then again, it could just be that this cold/headache is adversely affecting my enjoyment of this game, so maybe I'll have to give it a shot later when I'm not coughing up mucus every so often. Can't really think of much more to write about it, so...yeah.

Enjoy your day.

Sabtu, 28 November 2015

Ye Old Time Foal Slapping Simulator


Ahhh, it's good to be back!

While I was off hunting Wompas in the hinterland, Sparklepeep over on DeviantArt released the next season 3 minigame. Nothing fancy: just whack Babs Seed to keep her in the air, and try to launch her as high as possible! For the first half of last Saturday's episode, I was ready to smack her myself.

So, how does the whole minigame-an-episode concept sit with you? Do current pony games in small doses hit the spot, or do they waste your time? Tell us in the comments.

Bonus: find the season opener minigame here.

Minty Fresh Adventure II Preview


 I have many fond memories of Mark Sprague's Pony Platforming Project series, and the first game in the series happens to be the subject of my very first review on Equestria Gaming.  However it has been over half a year since the third game was released, and I had somehow nearly forgotten about the series when Mark sent me a couple emails saying that the wonderful folks over at The Brony Show had played a demo of the unreleased fourth game and gave us permission to put the entire series up on the Arcade (yay!). He also let me try out the tech demo and while I'm not allowed to share it with you folks I can tell you a little bit about the game and show you a couple screenshots. Of course you could always watch episode 76 of The Brony Show and skip ahead 32 minutes for the interview/gameplay footage, but in case you don't want to sit through all that you can head on below the break and see what we've got.



ERMAHGERD WHARTER

 Minty Fresh Adventure II takes place after A Canterlot Wedding pt. 2 in which the brainwashed bridesmaids Colgate, Lyra, and Twinkleshine are distracted by the thrown bouquet and throw themselves into the depths of the cave to find it. Being disposable background ponies nopony sends out a searching party for them, so they'll have to make their way out of another cave filled with monsters who probably like nothing more then the taste of canned unicorn meat. As to what else the story consists of I have no idea, but given that an unfinished Cerberus was exhibited I'm guessing that Tartarus might be visited or referenced ingame.

This could really use some more hypnopony.


 In its current state the demo lacks enemies and just features a couple locations that you can walk around in, but it already has all three characters working and some really sweet tilesets. I'd definitely say that Mark has gotten better at properly utilizing parallax scrolling since the last entry, and it makes the environments feel less static then before. New to the series is a spellcasting system, with which each character can use their special abilities by pressing the C key to open up a menu. Most of the spells aren't usable just yet such as Lyra's telekinetic hand, but an OoT-style harp is usable and lets the player play songs that will effect the gameplay to a certain degree. Opening the pause menu also reveals that RPG-style equipment and levels are planned to be implemented, which should add a rather interesting dynamic to the series.


 Well, there's not really much more that I can say about the game except that I am very impressed with it and I'm looking forward to reviewing the final product. If you want to ask Mark questions about his game or chat with fellow players you can visit the game's PonyChan thread over at http://www.ponychan.net/chan/collab/res/36324.html. In the meantime have some Lyra on her hind legs!


Jumat, 27 November 2015

Curse of the Lost Kingdom: Old Demo

 If you were here back in July of '12, you might remember us posting about a promising RPG known as The Lost Kingdom, along with an assurance that a demo for the game was "almost complete". However, as time went on that demo became increasingly out of date when compared to the actual game, and Super Writer forgot about it entirely...until two days ago, when he decided to put it online for all to enjoy, as an extremely pleasant surprise. It may be old and nowhere nearly as polished as the game is in its current state, but it's still a fun diversion that should be well worth a playthrough or two.

Also, some players (myself included) are unable to run the game without first installing RPG Maker 2003, which you can conveniently find on the demo's download page.

B.G. at the G.B. Board Games at the Green Bean - December 7th

The Windsor Gaming Resource returns to the Green Bean Coffee Co. on Friday December 7th.

The Green Bean is an independent coffee shop that provides a wide variety of coffees, teas, lattes and more. They have a full menu that includes fresh made soup, paninis and some really tempting deserts. There's the option for a bottomless cup of coffee and they have free WiFi. For us gamers they have a wide variety of tables and a well lit stage.

This is an open non-competitive gaming event that anyone is welcome to
attend. Any form of games are welcome, board, card, rpg, miniatures, whatever you want to bring we are willing to have you. We aren't rule lawyers. You are welcome to bring your own games or share in some of ours. Everything we bring we are willing to teach and no experience is necessary. The goal is to get as many local gamers out as possible to enjoy some good food, some good company and some good games!

Games we've played at events like this in the past include: Settlers of Catan, Dominion, Scrabble, Ca$h and Gun$, Bohnanzha, Magic The Gathering, Carcasonne, Race for the Galaxy, Puerto Rico, Agricola, Chess and more.

An important note: we are not a private club. Anyone and everyone is welcome to come out and join in the games. If you see someone playing a game and it looks interesting, ask about it. If you see a game on a table and you want to try it out, ask around and see if someone will teach it.

The Green Bean is located near the University of Windsor at:
2320 Wyandotte St. W (Lower). Windsor, ON.
It's in the basement of the Church with the big sign that says "God Loves Students" on the side of it, next to Harvey's



Note: The Windsor Gaming Resource has no political or religious ties to the Green Bean or the Church it is located in. It just happens to be an awesome place to play some games and meet other gamers.

You can find them on facebook here:
https://www.facebook.com/greenbeancoffee

You can find them on the web here:
http://www.greenbeancoffee.info/

The Windsor Gaming Resource on Facebook:

Rabu, 25 November 2015

Vine Slicer

Vine Slicer

 Oh, looks like futzi01 made another quickie game, this one being a clone of Fruit Ninja. You drag your mouse cursor around to chop up vines, all the while avoiding ponies and wishing Fighting is Magic wasn't cancelled so you could play it instead. Pretty basic, I know, but still fun for the most part.

As to why this isn't on the Arcade...let's just say that futzi01 has grown really fond of exporting his Flash games at rather high resolutions.


And on a somewhat fangame-related note, Donitz released some odd "Neuropony" experiment which happens to be worth taking a look at and can be found here.

24 Hour RPG 2012 contest results


The official results are in for this years 24 hour RPG contest over on rpggeek.com.

Congratulations goes out to everyone who entered. I now know just how hard, and how much fun entering one of these is. Special props to the winners. Lowell Francis Todd Sanders and Steffen O'Sullivan.

It is difficult to split the results down in great detail due to the nature of the single transferable voting system, but here are the top few positions that are at least partially discernible (with the proviso that these results are not directly meaningful, but rather a rough guide):

1st - Arclight Revelation Tianmar
2nd - Our Dust Earth
3rd - The Wind in the Willows RPG
4th - Men of Romance
5th - Eaten Away
6th - Breathless
7th - The Diminutive RPG
8th - One Night Only
9th= - Debrief / Noah's Mark
11th= - The Oathbreakers / We are all Star Stuff
13th= - Farmtopia / Holiday Heroes

Here's the official post on rpggeek:
http://rpggeek.com/thread/889328/2015-rpg-geek-24-hour-contest-results

Temno Moves to Unity

TEMNO

 Multimedia Fusion 2 gets kind of a bad rap, and after spending over a year developing Temno with it Lexo Astonov grew sick of its quirks and decided he was just going to switch over to Unity. This provides several benefits, such as support for higher resolutions and native OS X/Linux binaries, along with the possibility of an Android app. Temno is also no longer a solo project; it is now being developed by a Czechoslovakian indie team currently known as Little Bit Interactive, which should help speed up development a tad (even if the game only features original characters now, to protect it from receiving a Cease & Desist order).

I'm still not sure what to think about OC-only fangames, to be honest, especially since the last one I encountered wasn't free.



Oh yeah, and some girl decided to draw an OC for me, although she hasn't coloured it yet or uploaded a high-rez picture. You folks like it?

Cards & Coffee at Hugin & Munin on December 7th


December 7th we return to long time FLGS Hugin & Munin for a night of cards and caffeine. The event will run from 5pm until 11pm. Through the entirety of the event all Tassimo coffee will be half off.

This event has proved to be very popular so you may want to show up a bit early as the place gets packed and we run out of chairs quickly. To help alleviate this problem Ian will be putting up a table for us to store our games on so that there's more room to actually play.

Yeah it's called Cards & Coffee and yes some people dig playing Dominion or Magic or Munchkin but you don't need to stick to card games. It's just an excuse to spend a Saturday night playing some games, any games.

This is an all ages event that is open to anyone and everyone. Bring your favourite game or play one of ours. No XP needed, we'll teach you what we have.

Hugin & Munin is located at 1664 Tecumseh RD. E. in Windsor Ontario. Parking in back or on side roads and free out front after 6pm.

Senin, 23 November 2015

Review: Megapony

A MegaPony gameplay screenshot
MegaPony

 A strange trend noted by several people in the community is that whenever a pony fangame comes out and is at least partially based off of another game, it almost always ends up being more difficult than the original. Oddly enough, this usually seems to be entirely unintentional on the developer's part, and it is often debatable as to whether or not the increased difficulty is really a good thing. MegaPony is already an infamous example of this, sure, but is the game's quality negatively affected by this?

The answer, along with the rest of the review, can be found beneath the break.


 Your average gamer's first few hours with MegaPony will inevitably be filled with frustration and rage as they get used to the overly sensitive controls, the odd level designs and the titular protagonist's rather large hitbox. Most won't even manage to complete a single stage, but MegaPony is not for the faint of heart and for those that do press on, something magical happens. Levels that stumped them for hours on end will suddenly become a breeze as the player learns to master them, and with enough endurance one can overcome incredible odds. For a while it may seem somewhat repetitive, sure, but the exhilarating sensation one receives upon finally completing that one level and defeating that which earlier brought you to your knees makes it all worthwhile for those who persevere.

Another MegaPony gameplay screenshot.
Contrary to popular belief, unicorns can climb ladders too.
 Despite its overall difficulty, MegaPony's gameplay is quite simple. The player runs around as a chubby robot and shoots stuff, all the while dodging bullets and jumping over bottomless pits. Upon completing a stage and beating its boss our hero is awarded a brand new weapon, which also happens to be the weakness for another boss. After defeating the brainwashed Mane Six, he unlocks the final stage along with itsboss, Discord. He can also access Zecora's shop to buy items and upgrades to improve his odds of victory, although purists might want to stay clear of the place (aside from a certain upgrade that adjusts the protagonist's hitbox to be closer to that of the blue bomber).

 Stages tend to have a surprising amount of variety, with little in terms of repetition when it comes to visuals and room layouts. Several of them also introduce new gameplay elements, such as the teleporters in MagicMare's lair and the fishing rod in GenerousMare's stage, the latter of which transforms the game into a weird autoscrolling shooter. Thankfully each level's gimmick is used in moderation, so for the most part they don't end up feeling overused or tiresome.

There's a distinct lack of flashback potions here.
 Aside from several areas (such as Applejack's stage), the game does quite well at staying within the NES' colour limits and still manages to look good in the process. Unfortunately the screen scaling options seem to be a bit off, as using them blurs the game's crisp pixel art, making it harder to fully appreciate the detail put into it. It also forced me to take screencaps with the default screen size and manually upscale them in Gimp, which kind of sucked. The music was pretty nice too: a fitting blend of Megaman themes and My Little Pony chiptune remixes, although to be honest the music gets old after being stuck on a stage for long periods of time.


 To be honest, I don't really have much to criticize MegaPony for. Sure, the main character vaguely resembles one of Clarence's hippopotamuses and there are still a few bugs/imperfections to be ironed out, but most of the possible changes would lower the game's difficulty and thus arguably reduce the game's main draw (aside from its containing ponies, of course). I wouldn't say this is anywhere near the best pony fangame yet, true, but those of you who are looking for a real challenge should ultimately find MegaPony to be quite rewarding.

8/10 Spitfire Grade

 It remains to see how Megamare X will compare to this, although I doubt it'll even come close to this one's difficulty.

Tim Kask shares more Gygax info on Dragonsfoot

Dragonsfoot is probably the most well known online gaming forum dedicated to the old school. It's definitely one of the biggest and most respected. It makes sense that Tim Kask would choose that forum to share quite a bit more info about the upcoming Gygax Magazine.

"The last couple of days have been more fun than I have had in a long time. I refer, of course, to the leaking of the news that a new magazine called Gygax Magazine is coming out next month. Just monitoring several FB threads yesterday took a lot of time.

Because this community has been very kind to me, I will share with you in what detail I can before the release. So, here are some snippets of the advertising packet or quotes from replies I wrote yesterday:

Gygax Magazine will be released next month, December 2012.
* The magazine will be available in both print and digital formats.
* The name Gygax Magazine refers to Ernie and Luke.
* We registered the TSR trademark in 2011, but we are a new company, and not associated with the original TSR or Wizards of the Coast.
Gygax Magazine will cover a wide variety of RPGs and strategy games, focusing on the games of today while preserving the traditions and history of the industry.
* We'd prefer to talk more about the contents of the first issue when it's available, but we hope people will love it.

>>>>>>>>>>>>>>>>>>>>>>>>>>

"Gygax Magazine is myself, Ernie Gygax, Luke Gygax, Tim Kask, James Carpio, and Jim Wampler. Our first issue is out in December; since it's not finished yet, we've been pretty quiet about things until it's ready.

Just to address some of the questions, I thought it was best that I leave a reply. We do own the trademark for TSR, and have since December of 2011. We are a new company, not the old TSR, as they were purchased by Wizards in the '90s. The trademark was abandoned about nine years ago, and we registered it in 2011. 

We decided the best thing to release first as TSR was a gaming magazine, because we wanted a way to bridge the traditions of the old guard with the awesome new games that are out today. " - Jayson Elliot

>>>>>>>>>>>>>>>>>>>>>>>>>>.

When I googled Gygax Magazine earlier this evening, I was taken aback by the number of hits. Some of the stuff I read was nasty and suspicious, even a bit mean-spirited; the speculations ran the gamut of possibilities; most of the buzz is very positive.

I was approached by Jayson nearly a year ago and asked if I might be interested in allowing him and his incipient staff to pick my brain regarding putting together a crackerjack new gaming magazine. Jayson produced his bonafides in the form of a very classy music ‘zine he had produced. I enthusiastically agreed to come on board as a consultant, and am glad to say that they always listened to both my answers and my suggestions, and I shared my publishing philosophy with them, still pretty much the same as when I started Dragon, Little Wars and Adventure Gaming. Jayson has assembled a very impressive, small and tight staff. My position with the mag is merely Consulting Editor; additionally, I will produce a regular bully-pulpit column each issue and the occasional game article. (My first feature article will be in #2, an in-depth look at a game called Samurai Battles that is part minis, part board and has overtones that are remarkably similar to the currents running through minis at the dawn of role-playing.)

Our initial publicity has been a bit misleading and incomplete—this will not be a one-trick-pony magazine. We want this to have the same zest for capital G gaming as the early days of The Dragon andLittle Wars, and a philosophy I followed with Adventure Gaming. That means that we will spend our time showcasing what we think are great games regardless of who makes it. We want to have a little something for everyone in every issue. I proved that it could be done with the success of the aforementioned magazines.

I was asked if the new TSR planned to produce “the next great rpg”. Good gawd, NO! In an interview I did with a blog, I pointed out that we at EE were asked the same thing. My reply was that there was no way that the four of us could possibly agree on a set of rules; we had no plans to even try.

We have an absolutely stellar Table of Contents in this first issue, crammed with names of talented writers and designers, both old and new. We have some eye-popping art by some big names and names that we expect to be big soon. Our first cover is outstanding: our second will blow you away. We plan to have pieces about all sorts of games, some rules/brand-specific and others not. We are considering a regular figure feature, and perhaps one on painting them. By the same token, we might steer you to a great card game (though pretty probably not CCG’s). We have so many approaches to our beloved hobby that we can take; we plan to take a variety each issue.

We are in no way legally connected to any company in existence before 2011. Gary’s widow owns all of his IP and has already shown by her overt hostility that it is not worth going there.

Our intent is to celebrate gaming in its myriad forms. Gary’s two oldest sons are not going to do anything cheap or tawdry to diminish their father or his legacy; he raised them better than that."

You can find the original post as well as follow up conversations here: http://www.dragonsfoot.org/forums/viewtopic.php?f=11&t=23223&p=1301822#p1301822

Update: in addition to this it looks like Luke Gygax has done an interview over on Loremaster:
http://loremaster.org/content.php?282-Loremaster-Interview-with-Luke-Gygax


Classic WGR Review - Dominion

Photo by boardgamegeek.com user: Mike "makehulsebus" Hulsebus
My next classic WGR Forum review brings up another top ranked, one that seems to be extremely popular with the local gamers and one that has single handedly change the landscape of boardgaming with the introduction of the concept of "deck building". This one isn't nearly as old as the last two and comes from January 10th, 2010. My current thoughts on the game will be after the classic review.

Original WGR review:

Quickly - excellent draft based card game.

Summary:
Dominion makes me think that the designer used to be (or maybe still is) a Magic The Gathering player who thought the best part of a Magic Tournament was the draft. He had so much fun drafting cards that he decided he would make a game based on drafting. That's what Dominion is.

In this odd game you select a subset of cards and place piles of them out on the table. These become the cards that all players create their decks from. In addition to the cards on the tables the players get initial decks with some victory point cards and some money. The goal of the game is to construct the deck with the most victory points in it by the time the game ends. The game ends with 3 of the various stacks of cards hit bottom or when the stack of the highest victory point card runs out.

First and foremost this is an exception based game (like most of the CCG's it's based on). This means that the basic rules are very simple but that each card modify these rules in some way and it's the interaction of the various cards that makes the game fun interesting and strategic. The cards laid out on the table consist of Action Cards, Money Cards and Victory Point Cards. Each turn players work to build their deck by drawing 5 cards from their deck and then playing up to one Action card. After playing an action card the players then get to buy one card from the table. After this buy is done the players discard their hand. If their deck runs out they reshuffle it (which happens very often). That's basically it for the core rules.

What makes things fun are those action cards. Every action card lets the player do something that changes those basic rules. Most cards either give a player more actions, let them draw more cards, give them more money to buy cards and/or give them additional chances to buy cards. Many other 'card abilities' are also present ranging from attack cards that can cause the opponent to discard, to cards that let you upgrade the cards you have in your deck. I'm not going to take the time to describe what all the possibilities are. After playing one action card (and then possibly more if you play cards that add more actions) you then get to buy. You do this buy paying money cards from your hand. Each card on the table has a cost. Here the player decides if they want more action cards to give them more options in future turns, more money with which to buy better cards or if they should start adding victory points to their deck. What makes this most interesting is the fact that Victory point cards are useless during play so just take up room in your deck until you need them at the end.

That's basically it. The designers, brilliantly included 25 different Action cards in the base game. Each game you only play with 10 of these, so this leads to a great variety of possible combination adding a great deal of replay value. In addition to this there are a variety of expansions out that add one or more cards to the mix (heck even Boardgamegeek has their own Action card for Dominion).

The Good:
What a great an interesting concept. I would have never guessed I would be playing a game where building my deck was the game itself. The game is extremely easy to learn and is probably the easiest to explain game I have in my collection (which is nice compared to some stuff like Race for the Galaxy). The exception based rules are perfectly done and makes for an easy to learn and hard to master game. The card interactions are very well balanced and well organized. The fact that all players are drawing from the same resources reduce the random factor significantly which raises the strategic level. This is also a nice short game. I get tired of epic games that take me all afternoon to play and I enjoy being able to get in multiple games in one sitting and Dominion is perfect for that. One last note on packaging. This game has some of the best packaging I have seen. The box has an insert that has a spot for every single card in the game. They are designed in such a way that everything has a place and amazingly everything stays in that place even when the box is stored vertically.

The Bad:
I have very few complaints about this game at all. The only thing that irks me at all about it really is the price vs. what you are actually getting. Due to the fact that the game is made up of stacks of cards that are all identical, all you are really getting in the box is maybe 30 different cards. When I think of how little that would be to produce it's hard to justify the cost of this game. The company making it must have a huge return on investment on this one. Now the fact that this is one of the best games I have played recently does make up for it though. For the amount of fun I am going to have with this vs. what I spent it will definitely make up for the cost. It's just the thought of it when I look at the box contents vs. cost that makes me cringe a bit.

The Ugly:
First off I had a hard time coming up with something Ugly about this one. The only thing that really comes to mind is the fact that this game has the most 'plastered on' theme I can remember seeing. There is no reason at all that this needs to be an 'empire building medieval game'. This could have been a space game about colonizing planets just as easily as it could have been a game about collecting animals. Now of course this is just a theme issue and has no impact on gameplay or how fun the game is, so really not much of a complaint. I actually wouldn't be surprised to see a re-themed version of this in the future.

Overall:
Overall this is definitely a top of the line excellent game, worthy of it's current spot in the top 10 on boardgamegeek. It's great to see something totally new and totally fun. Due to the ease in explanation, the replay value provided by the mix of 25 different action cards to choose from and the speed of gameplay I expect this one to get quite a bit of use, especially at things like Games and Grub events where I like to get in a wide variety of different games. Even though you are paying a lot for what you get this is a great game and one I strongly recommend.

My thoughts now a couple years later:

Wow what's there to be said about a game that totally changed the landscape of boardgaming. Dominion introduced "Deck Building" and from that have spawned at least a hundred different games and variations. It seems like every new game has some variation on this new mechanic. It's definitely still the hot thing even two years later. Actually reading my review where I note this is some odd new mechanic I find that this just sounds funny now as deck building is such a common term now. Some games have done a great job of taking this simple system and running with it, others haven't done so well. But how does the original still stand up? Very well in my opinion. The main problem with Dominion is the main problem I've found with Catan. People have played it so much that they are sick of it. I also find Dominion suffers from a bit of a bloat. Far too many expansions came out far too quickly and now it's quite a beast. To me the core game is still the best, most balanced and fun version. I know not everyone agrees. 

D&D Encounters: The War of Everlasting Darkness - Session 3 and 4

Due to an unexpected schedule change I had to cancel one session of Encounters. So this week I ended up trying to squeeze two official sessions, 3 and 4 into one night. Sadly it didn't quite work out. When I arrived at the store I found I only had two players. So we killed fifteen minutes hoping at least one of the other regulars showed up. While killing time I overheard a young couple talking to the store owner about 4e D&D. It seems they had only recently gotten into the game and were trying to figure out what books would be most useful for their new campaign. I pounced. Withing about 15 more minutes I now had two more players. This is one of the things I love about public play.

So while grabbing some old Pre-Gen characters from past seasons of encounters and doing a quick upgrade to bring them up to 3rd level, our tardy Vampire player showed up. So now I had a group of five and I was ready to go. Sadly this was an hour into our planned playtime.

Session 3:

This session bumped the timeline a bit. I had one of the players re-cap last session and then I broke out the map and covered all of what had gone before, mostly for the sake of the two new players but also to refresh everyone's memories of key thing they may have forgotten. Basically some funky magic was making the world dark, this was Drow caused, the Drow have allied with the local orcs and war was choking the land in battle. The goal this session was to get to Mithral Hall, a Dwarven steadfast and meet with the king, passing on news that the Orcs who have allied themselves with the Drow were acting against the King of the Many Arrow Tribe.

The unused map. I really thought we would have a fight here.
When the group came upon Mithral Hall they found it under siege. After watching the Orc movements for a while the Dwarf in the group suggested that such fortifications always had secret entrances and that Mithral Hall should be no exception. I ran this as an impromptu skill challenge since the group decided to skip past the obvious hook of a big war horn that was controlling troop movements. There was much planning, sneaking, bursts of running and guard avoiding to be had before an entrance was found. The entrance led the group to The Maze.

The Maze was a rather well written skill challenge in which each character had to do something to help the group progress each hour. Success or failure determined how long the group was 'lost' in the maze as well as serving to reduce some resources. I took this as an opportunity to play with the rules mainly for the sake of the players who didn't have much 4e experience.  At first I just let people riff off each other and my rather vague descriptions not noting that any type of system was governing this. I let whoever wanted to try something do it and kept track of successes. I then presented the group with obstacles they failed to watch for (which happened to be "watching for enemies" so we had a quick fight vs. some Orc Minions. Now that the group had a feel for what was going on, I told them the actual mechanics of the challenge and let them decide who would do what. So the group split the tasks up, the Rogue Searched for Traps, the Fighter fought through obstacles, the Dwarf Cleric navigated, the Dragonborn watched for enemies. The vampire was left with "other" in which he came up with a pretty cool use for Arcana. For the last section of The Maze I twisted things around on the players. This time I let each of them narrate an obstacle that the group faced and how they planned to get past it and let them determine their own rolls to make. This proved fun and entertaining though it was obvious some of the players were not used to such narrative control. I like pushing people out of their gaming comfort zone though and I think this was a great experience for those players. Now the Maze should have gone on for at least one more round (probably two due to a few failed rolls) but I was short on time so I moved on.

After the maze we got to play out our first big 4th edition battle, on a grid with miniatures and full rules.  Up until this point we've done most combats either Theater of the Mind or very loosely on a grid. In addition most foes were there as minor obstacles meant to be taken out quickly. Here we had a big fight with baddies not going down in one hit. It proved to be very interesting and quite a bit of fun. We had markers out (I use a bunch of different Litko tokens to keep track of things like who's bloodied, and area of effect boundaries , we had miniatures, I even brought my invisible character tokens. People were pulled, there were opportunity attacks, flanking. All the stuff that makes Fourth edition a great tactical skirmish game. It was a good fight. The cleric ended up having to use all of his healing (see he's sometimes good at Cleric things Sean) two characters ended up bloodied and the Dragonborn had a real brush with death.

After the big fight, I did a quick wrap up. I would have loved to get into more roleplaying with the Dwarven King but we were already running out of time to fit in session 4, so I just passed on the needed info, gave the characters thanks and passed out a bit of treasure.  Then the group got a very odd letter from a very odd friend they hadn't yet met. This was a great moment and I enjoyed role playing the words of Axelcrantz

Session 4:

At this point we had less than an hour left before the store closed so I tried to run though things quickly while still hitting all the important beats. Three months game time had gone by since the last episode and I really wanted to do a "so what did your character do for the last three months" round table but we just didn't have time. We jumped right into the plot instead. Which had the characters at another Dwarven Fortress all the way on the other side of the map looking to talk to another Dwarven King (what's with all the meetings with Kings this season)? There was some roleplay, the group met the excentric Axelcrantz in person, there was more hilarious roleplay, the group met the King. Lots of roleplaying and poorly rolled Diplomacy and Bluff checks later the group found their way to a Haunted section of the Underdark looking for an old fortress that they needed to re-take from Duergar.

Along the way the group spent far too much time checking out some bones they had found that seemed to be from a dissolved dwarf. Not sure what I could have done differently but they just didn't want to give up and wanted to roll for every skill on their sheet to figure this out. Eventually I said something to the extent of "so you miss a minor clue, maybe you will figure it out later" to get things moving.
Dungeon Tile layout made up for one of the encounters.

There was an amusing bluff moment when the group pretended to be a patrol returning late, that quickly broke into a fight. This was another fun 4e fight for which I actually broke out the Dungeon tiles. Now I didn't expect the group to attack the Dark Dwarves and really neither did the published adventure, but hey, that's how things go some time. Thankfully I had this map prepared for a later encounter to it all worked out. So after a couple of rounds of combat the Duergar gave up. They were already demoralized and a group of adventurers busting in was just too much for them. After some questioning the group found out that the Duergar believed they were being haunted by a ghost, a ghost that had killed most of their band leaving just a pile of sticky gooey bones.

After ridding the rest of the fortress of dark Dwarves the group explored for a bit. Some clues were found but no sign of the wand they were here to find. There was the breaking of a hidden compartment in a desk and the brilliant plan to recover the item they broke inside it. Then there was the searching. Which ended with the Vampire shoving his hands into a Mimic who happened to be hiding as the tattered rug on the first floor. So that's what had been eating the Duergar and leaving sticky bones all over the place.

Fight time. Quick fight time. Store was closing in 8 minutes. This meant tossing the full 4e rules out the window. It was only one monster anyway so that wasn't an issue. This was a quick fight by necessity. Thinking back I probably should have ended the session on the cliffhanger of the Vampire getting stuck since I already knew I wasn't going to fit in everything needed for the session anyway. Oh well, what should have been a dramatic fight against a monster twice their level was a quick beat and bash. We still had fun.

Now were were completely out of time. The store was closed and we needed to get out, so I called it a night. As it stands the group still hasn't quite completed encounter number 4, but we got very close. I tossed the map and mini down for the final encounter as a sort of foreshadowing for next week. I spent a few moments inviting our two new players to join us next week or any future week, asked everyone to please have a level five version of their characters ready for next week and called it a night.

Overall we had good session, though it started an hour later than I had hoped. I tried my best to fit everything into our two hour window but it just wasn't meant to be. This I think is a good indication for how much more meat there is in each chapter this season of Encounters. I remember playing past seasons where we were done in half an hour. I also have to admit that I'm still amazed by how much we did get done. We ended up with only two hours to play and just read everything we were able to get done.

Looking forward to next week.

2014 Windsor Gaming Resource Holiday Boardgame Bash - Friday December 12th


Join us at the Green Bean Windsor Star News Cafe at 6pm on Friday December 12th for our second annual Holiday Boardgame Bash!

What better way to celebrate the holidays than by playing some games with friends? This is a free, all ages, open gaming event. It's an excuse to get together one more time before all the holiday craziness starts. It's a chance to try out some new games and find stuff to add to your wish list. It's a great chance to discover the perfect gift for the gamer that has everything.

Door Prizes

We can't have a holiday party without some presents. So in addition to the usual open gaming we will have some cool gaming related door prizes. All you need to do to have a chance to win one of these is show up and play at least one game. I've also got a Mammoth for the first 30 people who show up.

Hidden Gaming Gift Exchange

Bring a gaming related gift to join in the Gaming Gift Exchange. This is completely optional but it's a lot of fun so I recommend everyone take part.

Here's how it's going to work:

Everyone who wants to participate brings a wrapped gaming related gift. These will all be put out on display at the Cafe. The exchange will take place at around 8pm (we'll let people in the middle of games finish up if possible). At that time everyone will receive a random playing card. Then we will draw one card and the first person will pick one of the gifts and open it. Going forward every subsequent person will have an option: open a new gift or "steal" one of the gifts already opened. If your gift is stolen you then get the same choice, open a new gift or "steal" one that's already opened (but no stealing back what was just taken from you). Finally, the player who goes first is at a disadvantage as they have no steal option at the start. To offset that. If no one ever steals from the start player, at the end of the game they can swap their gift with any other person.

Location

The Green Bean Windsor Star Cafe is located at:
300 Ouellette Ave - 3rd floor
Windsor, ON N9A 7B4

6pm - 11pm on Friday December 12th

Game: Unicorn Training


 Adventures in Equica: Unicorn Training is a top-down shooter/RPG hybrid game developed by Yotes Games for mobile phones and tablets, which takes inspiration from the FiM universe but apparently manages to be distinct enough to get away with being a paid game. The game centers around a young unicorn named Clover, apprentice to Totally Not Starswirl the Bearded, as she trains in the ways of magical combat. While we posted about the project in its earlier days, when it was known as Unicorn Quest, the game finally released over the weekend for Android devices. The full version, which costs 99 cents, contains nine dungeons to explore, though only the first is available in the demo.

 While the game shows promise, my play session with the demo was disappointing; poor touch screen controls combined with tedious, monotonous fights and a dungeon that went on for too long to create an unsatisfying experience. Various bugs in movement and the interface served only to further dampen the fun. In addition, the boss at the end of the demo's dungeon simply vanished when I attempted to reload a save file, leaving me no other option but to exit without seeing whatever proper ending may have been there. An extra coat of polish and some more effort on dungeon design would greatly benefit this game; right now, I can't recommend much more than trying the demo out for a play session or two.

Minggu, 22 November 2015

Gravity Pony


Happy U.S. Thanksgiving, everypony! Regardless of where you live, November's as good a time as any to eat good food and play pony video games. Because that's what this holiday is for... right?

Anyhow, Zilven Sparkle's whipped up a gravity-based pony minigame to keep you occupied. Help Twilight master gravity spells, and try to avoid falling to your doom for as long as possible. The game appears to use the same animation as the upcoming Super Smash Ponies, and looks great in practice. If you've got .exe download problems, the HTML5 version can be found here, although lag and graphical issues are to be expected.

Classic WGR Review - Cities and Knights of Catan

So for today's classic Windsor Gaming Resource Forum review I've chosen one of the very popular Catan games, Catan Cities & Knights. Well actually it's not a stand alone game but rather an expansion for Settlers of Catan. Like Shadows over Camelot I originally reviewed this game over six years ago, on Feb 6th 2006. I may not be bringing this one out as often as Shadows but I still enjoy a good game Cities & Nights.

Classic WGR review:

Quickly: great game, highly addictive, feels very different from normal Settlers of Catan.

Summary: 
Take you normal Catan game with your island, roads, cities, settlements etc, and add city walls, knights  barbarians, progress, science and politics. This expansion takes Catan to the next level. Besides trying to just build cities and settlements you must also collect commodities (Coins, Paper and Cloth) which you get when you have a city on the proper resource (Ore, Wood, Sheep). Use these commodities to upgrade your cities. Upgraded cities earn you development cards from three different decks. These cards give huge advantages like free road building, trading at 2:1, moving roads, taxing other players and more. While all this is going on barbarians slowly move towards Catan. This leads to the second big addition: the knights. Players can build/feed and upgrade a set of knights. These can be used to scare away the robber, hold good intersections on the board, break up longest roads and a bit more. The main time they come in to play though is defending the land. When the barbarians arrive you compare the number of cities on the map (the barbarians strength) to the number of activated (fed) knights. If the knight number is higher, the barbarians are defeated and the player who contributed the most knights gets a victory point "You are the Defender of Catan!". If the barbarians win, the players contributing the least knights loose a city. This adds a great new level of strategy to the game and also makes it a bit more competitive.

The good: 
As usual for a Catan game the bits are great. Well made wood pieces (though I hear the new edition has plastic), nice flip books for developments and a great border for the entire island that really helps for an 'Earth Quake of Catan". The level of strategy added is great. There are a lot more things to think about now, and it will keep you much busier then the standard game. Works well with 3-4 players and even better with 5-6 (which requires an additional expansion). The barbarians add a great element of suspense to the game when they are getting close and no one has or has activated any knights. The development cards are great with tons of sneaky and useful cards you can get to mess with other players and advance your own plans.

The Bad: 
This isn't always a bad thing, and it depends who you ask but the games take quite a bit longer then a standard Catan game. Even trying to play quickly a game will probably take at least an hour and a half, with some games going much later. There is still a high random factor in this as in the rest of the Catan series, even more so in this one with the extra die (that determines if the barbarians advance or if players can generate progress cards). Personally I don't find this an issue, but anyone that prefers pure strategy may not like this. Lastly, it doesn't 'feel' like Catan. Sure you generate resources, build cities, etc, but it just feels different, like a different game. Whereas Seafarers just added to the basic game, this added so much it 'feels' different. I don't know how else to explain it.

The Ugly: 
Really this is a great game, I don't have much bad to say and I am really having to think about it. The only ugly I can think of is the way the players may get. This has more backstabbing  sneaking and ganging up then the other Catan game so if your group has low sportsmanship there could be an issue (of course I know some groups that love this version of Catan just for that reason). Just play The Spy, Followed by The Bishop  then A trade Monopoly and see if your opponent is still smiling, or grabbing a knife ;)

Overall: 
A great game, truly  This builds onto Catan in many great and interesting ways. It doesn't feel like the basic Catan game which could be a good or a bad thing. Well worth picking up as the added strategy and the drama of the approaching barbarians will likely bring you back to the table again and again.

How I feel about it six years later:

I've still got a soft spot for this game. I will admit I don't break out any of the Catan games often. I just played them so much back when they were new to me. I've probably played more games of Catan and it's expansions than any other games in my collection. Cities and Knights still remains my favorite way to play Settlers though. Since this was written all of the Catan games have been re-released. They all of the nice wooden bits have been replaced by plastic (boo) but the frame that was so cool in Cities and Knights now comes with every edition (yeah). The gameplay and rules haven't changed though and this is still a solid choice, especially if you are still enjoying Catan but getting tired of just worrying about who has wood for sheep.

Sabtu, 21 November 2015

Review: Adventure Ponies 2

A gameplay screenshot of Adventure Ponies 2.
Adventure Ponies 2

 Somehow this review ended up getting delayed for nearly three weeks, partially due to a nasty headache on the day it was supposed to be written that caused it to be pushed back further and further until now; so as I sat at my desk and waited for everyone else to wake up, it seemed prudent to finally get this out of the way so I can get on to reviewing other stuff (such as the final version of MegaPony). Fair enough?

Following standard procedure, the review can be found after the break.


 For the most part it's fair to assume that when a video game sequel comes out, it will contain at least some improvements over the original. In this case, however, you'd be wrong. Adventure Ponies 2 is basically a buggier re-skinning of the first game with secondary characters instead of the Mane 6, terrible new levels, and really boring bosses. I almost wish I didn't have to stretch this out to fill an entire review, but since that's what you folks expect of me, here it goes...

 Somewhere along the line, somebody in the Hub's game development team fell in love with the colour brown and married it, not knowing that he was entering a polygamous relationship with the vast majority of generic "real is brown" shooters. He then proceeded to proclaim his love for his new wife by creating a game about her, and slapped ponies onto it so everybody would see it. Gone are the colourful backgrounds of Adventure Ponies, so you'd better get used to wading through stage after stage of boring brown badness. The only "upside" to this is that the objects on the stages stand out against the bland backgrounds, but that doesn't really help things.

Another gameplay screenshot.
Spikes and balloons are not a good combination.
 Meanwhile, the game is glitchier than ever, to the point where many people have been either completely unable to start it up or ended up with a screen displaying assets (??). Occasionally I've managed to get ponies frozen on the spikes and unable to get off, resulting in their death aside from one notable incident where I somehow managed to clip through the floor after hitting a spike. There was also an incident where a teleporter refused to work, and one of our most frequent commenters has mentioned that perfecting a bonus room can result in the camera getting stuck. I haven't been able to test that one out to see if it has been fixed or not, but regardless you should still be prepared for almost anything while playing.


 So are there any improvements over the original? Well...yes, there is at least one that I can think of. The controls, while still rather weird, aren't nearly as aggravatingly slippery as they used to be, resulting in fewer cheap deaths overall. Thing is, the rest of the game is so dull that you probably won't even notice or care that much. Since there are much better fangames out there already, I'd advise that you leave this one alone and play MegaPony or something.

3/10 Gilda Grade

...I was going to write a large paragraph on how the decrease in quality from Adventure Ponies 1 to 2 paralleled that of My Little Pony: Friendship is Magic over the same period of time, but I won't bother for now.

Classic WGR Review - Shadows Over Camelot

Shadows over Camelot is one of the games I will be bringing to the Boardgames Are Really Fun event this coming Friday, so I thought this would make another good classic review to bring back to life from the Windsor Gaming Resource Forum. This review was originally written back on February 14th 2006. As I did last time, I will include my current thoughts on the game after the classic review.

Original WGR review:

Quickly: great game, best co-op game I have played.

Summary: 
Players each take the role of a Knight of the Round table and embark on various Arthurian quests. Players work together to complete these quests in an effort to beat 'the game' itself. Quests vary from Jousting the Black Knight, Battling an insane Lancelot, Finding Excalibur, Defeating a Dragon, the Wars with the Picts and Saxons, and of course The Quest for the Holy Grail. Play is simple with a ton of strategy. Each turn you must advance the cause of evil and then complete a heroic action. Advancing evil is done by drawing a black card (which generally makes one of the various quests harder to complete, or something special and evil happens) or by taking 1 point of damage, or by adding a catapult around Camelot. If the field around Camelot fills the game is over. Heroic actions include moving to a new quest, fighting catapults, playing special cards or doing a quest related event. The quest related events vary by quest. In Camelot you get 2 cards, against the black night you must play 2 pairs of white cards, against the Picts or Saxons you must play a straights of white cards, etc. Each knight also has a special ability (examples include, moving from Camelot for free, drawing extra cards, or getting to peek at the top black card. There is one final twist, there is a chance (a good one if playing multiple players) that one of the knights is actually a traitor and they are working against you. Rules exist for accusing this traitor and the way they influence the game for the side of evil. The game ends when Camelot is surrounded, all knights are dead or 12 swords are on Camelot. Swords are gained when quests are completed, black swords if the quest was failed and white if it was won. The greatest colour of swords at the end determines the winner.

The Good: 
This was a great game and a ton of fun. It is by far the best 'team up' game I have played. The components were beautiful, I haven't seen a game this nice looking in a long time. The game play is very quick once you get into it. The game has a great feel of tension once it gets moving as you feel you are fighting a battle on multiple fronts (Picts and Saxons to the left and right, an almost full field of catapults and Lancelot looking too tough to defeat all at once for example). There is a 'table talk' rule that is awesome. Basically you can discuss what you want as long as your don't give away the value of the cards you hold. This basically turns the game into a roleplaying session as all players are saying things like "I will need assistance in the final hour in my war with the Picts" (generally meaning the player doesn't have the final card for a straight). This element really made the game. It would have still been a good game, but this rule and the resulting roleplay pushed this one up a few notches. The card mechanic made things random enough that each game we played felt very different. One game getting just overrun by evil and the next being a closer fight. Advanced rules and variants exist for when you master the main game to add more longevity to it.

The Bad: 
The plastic the figures of the knights were made of was odd. It was a bit rubbery. This probably makes them more durable, but I wouldn't consider painting them due to this consistency  The game is confusing at first, and takes a few goes before you even understand what is going on. It's really very different from anything out there. It's not a pick up and play type of game at first. Really I can't think of much else.

The Ugly: 
This game is HARD! I guess you have to expect that for a co-op game, but man is it hard to even come close to victory. I would say this probably give the game longevity though. I don't think our group will be using the variants that make the game harder any time soon.

Overall: 
A great game, the best co-op game I have ever played. The roleplaying aspect due to the 'table talk' rule really pushes this to the next level. The game is very different from anything else and will take a bit to learn due to that. Don't expect to win this one the first time out (or the second or third time)

My thoughts now, six years later:

Well I think the fact that I'm bringing this game out to an event this coming weekend more than six years after writing this initial review speaks to how much I still enjoy it and the games longevity. This is still one of the best games I own and I still think it's the best co-op game out there. Yes to me it's even better than fan favourite Pandemic. As to the review itself, most of what I said six years ago still stands. My worry about the soft minis was unfounded, these miniatures are actually firmer than many on the market like those in Battlelore or Reaper Bones and I now own painted versions of the Knights. I still love the way this game mixes a traditional card based board game with roleplaying elements and I fully expect that I'll still be bringing this one out to events six years from now.