
A Fae Illusionist with a dark heart, but a good soul.
The original spelk, but Sugar free!
The online game is pressing a lot of the right buttons for me. Its a deliberately measured team battle that requires good team communication above all else. Admittedly if your team members have a flair for building decent mechs then that helps, but even your average Joe who throws together something reasonable can shine in battle, if the Commander plays the strategy right, and the team forsake personal glory for the win. I'm fond of mechs, especially big stomping ones. Ones that just exude a massive heavy presence. You can really feel the weight of them. The slow pace of their movement only adds to the charm of the game, plus it gives you a strategic breathing space in the online game. You can think about how to react. You have that time. That's not to say the action isn't intense, it certainly is, once you're in the thick of battle, but theres the build up, the pursuit, the capturing of the vital COMBAS towers (COMmunication BASes - I think) that allow you to communicate with your teammates and your commander to spot enemy movement on the map.
The battles themselves are quite involved. You assemble your squad in your clan lobby, a place where you can watch the war progress and chat with teammates, or do some shopping and then tinker with your mech, and your Commander will either join or host a skirmish and the squad mates will then select a squad rendezvous in the Neroimus War, and everyone will join the mission lobby, where you can look over the map, put the final touches to your mech, chat about tactics and select a base (you normally have 2 or 3 locations where you can set up your headquarters, so the enemy never quite know where your base is, even on these maps with known terrain). Once your squad is ready for battle, everyone flags themselves up as 'ready' and then the enemy squad is notified of this. There is a 15 minute time limit on mission lobby duties, which allows for enough time to assemble and brief your squad, but if both squads are ready, the battle begins immediately. If one of the squads pulls out, you then have the option of playing the mission against AI opponents, but the rewards for victory are considerably less. Once in the battle, you're free to roam, capture towers, defend bases, snipe from hillsides, whatever your Commander wants. Certain tactics seem to have become popular for quick wins. One of which is annoying as hell, if you are not prepared for it. It involves fast scouts mounted with only melee weapons. Big pneumatic spikes that can do considerable damage to a mech, or more importantly a base. So you've got your well balanced squad, you're all capturing towers and providing cover, whilst keeping your eyes peeled for the enemy. Four fast enemy scouts zip round the periphery of the map, land at your base, and before your Heavy Gunner can turn his turret, they've all stuck their arrays of six pneumatic spikes into your base and 'bingo', its Game Over. The number of battles where this has happened is on the increase. It seems players will always gravitate towards cheap wins like this. Still, after a couple of spike beastings you start to evolve your defensive line, with mines, and defenders. Last night I was on as my Heavy Gunner with a pair of kick arse Morskoj Howitzers mounted for bombardment, and my double front loaded Cannon, and we had a team playing 'spikers', Commander shouts out fast moving enemy inbound, luckily across my path, so I turn and ready my cannon, in he comes, fast as you like, so fast have trouble keeping my turret turn on him, he was speeding to the base... however, he clocked me, a slow Heavy Gunner, usually easy meat for speedy spikers, they outspin you and stab you hard in the back. So, he altered course, thought he could rack up a kill on the way. What he didn't anticipate was my turret turning system board installed in my cockpit, nor did he suspect that I'd get my howizters pointed low at him as he made a close charge. Boom! Spiker covered in flames, I'd also taken some splash damage from all the incendiary flying about, he was stunned, he attempted another run, keeping close in on my very slow frame, I was back peddling, and laying down Howitzer damage like it was going out of fashion. He was surprisingly well armoured for a scout. Still, time to jam my twin cannons up his arse and Wallop! As I backed away I noticed my Cannon cam was out, in fact my Cannons were but a twisted wreck, but the spiker had stalled, and his cockpit was flaming, and it was only a matter of time before 'bingo!' he went up in a cloud of satisfyingly black smoke and flames. My legs were damaged quite badly so speed was even more hindered, my main twin cannons were out, but I was still around, and he wasn't taking the base anytime soon. After that glowing incident, I managed to struggle my way up to the top of a snow capped mountain, following my Commander very carefully through a bed of mines. He was chain gunning the floor to try and clear the majority of them. To support him in a full frontal attack on a very heavily armoured defender. Broken but not down yet, I unloaded the remaining Howitzer rounds into this defender at point blank range almost, 6 or 7 blasts later and he was almost down. Unfortunately he'd peppered me with rockets too many times and I was down and out. Kicked out of your mech and doomed to run around the map as a very small, very slow, very fragile infantryman. Still, you can keep an eye out for the action and even still participate in some recon as such, its just you're very vulnerable to being stomped on, or taking splash damage. It's good stuff though. We won that battle, and I'd manage to quash a scout spiker. A proud moment for me.
It's a worthy attempt at a beautified Diablo II clone with a Greek mythology at its heart rather than the darker material of D2. Seems to perform well, apart from some chuntering when going from outdoor environments to indoor dungeons. Still a clickfest, with pretty much the same UI as D2. A primary and secondary set of skills to customise your character with. Although you seem to use your levelling skill points to not only buy the skills, but also buy the tier of skills. So you have 3 or 4 skill points every level, and the tiers of skills require 4 skill points, then 6 more (so level 10) skill points to open them. You also gain points to increase your basic stats. Theres the usual enhancements that can be made to your equipment, which drop in the form of relics, that can then be applied. Theres portals, and map jumping mechanisms, and a quest log, and a nice map, the usual stuff you expect from a D2 clone.
Red Orchestra, a total conversion mod for Unreal, is now available on the Unreal 2.0 engine and is packaged as a standalone game. More importantly it a bargain at about £13 bought and downloaded over Steam. This is close to the game I've always wanted. A World War II FPS game that holds more weight as a 'war simulation' than a 'war game'.
The armoured vehicles are authentic, and you cannot drive one unless you have the appropriate qualifications. At the start of a round, there are a list of troop types you can pick from, and a number of these are tank orientated, tank commanders, gunners and drivers. Pick one of these and you can enter the tanks available. To successfully use a tank in combat you need at least a driver/commander and a gunner. Its tricky to solo a heavy tank driving and then switching into the gun position. There are vehicles such as half track transports and jeeps that your average rifleman or machine gunner can drive, usually with a gun position attached, so you can wait at the spawn point and take a few troops in with you. The views from inside the vehicles tend to be very restrictive and its difficult to land specific kills because you just can't see much from within, you end up laying down mostly suppressing fire. A brief not no suppressing fire, which is worth a mention here, is that whilst a troop is pinned by suppressing fire, his view becomes blurred, and shaken, and its quite tricky to make an accurate target. Another feature that emphasizes the games attention to detail and realism. Driving the vehicles isn't like the arcade pursuits of games like Battlefield, instant turning circles, fast reverse out of trouble, the vehicles in RO require gear management almost. They feel sluggish, and they take a while to master.
Take one bucket of iced Buds, a suitably sauced mate or two, a copy of Guitar Hero complete with Gibson controller and you have a recipe for a night of dreams, aspirations and dextrous dabblings in the world of the Rock Star!
It's not overly easy. Kids will take a bit of aclimatising to the co-ordination required to fret and strum at the appropriate places. However even on easy mode, it tests your "metal" during those early songs. I like the fact that there is replayability built into the game, easy mode has you spanning only 3 of the coloured frets and you can plough through the songs gaining some confidence, learning the patterns associated with the chorus, verse and obligatory guitar solo. Step it up to medium mode, and you add another fret into play, along with almost a total redesign of the tracks patterns to play out, more frets, more power chords (where you have to span two or more frets). The speed of the approach of the song has changed, you now have more notes to hit per bar. Essentially you have to learn the same song over again, with a major change of most aspects of the track from the previous difficulty level. And there are 4 difficulty levels. So as you can see, the more you become adept at a particular level, the more the game will allow you to go one step further and take the same song, and tax you to a new level of skill. Nice replayability there.
So, if you like rock, and you like the idea of rhythm guitar being able to knock out lead guitar licks, then Guitar Hero is for you. It panders to those who love guitar music, and fancy waving an "axe" around in the air, whilst enjoying the euphoria of being a part of creating some of your favourite tracks. I like the fact that some of the tracks available are personal favourites of mine, something I didn't expect in a gimmick game marketed for the general public. The White Zombie track, Ziggy Stardust, No One Knows, Killer Queen and of course.. Iron Man. It mixes it up nicely, with classics and fringe tracks and new bands getting a look in. Looking forward to an expansion disk.

Amongst the excitement, I was able to 'have a go' with the sidelined gun games, shooting an RPG at tanks and bunkers, or taking in some target practice with a Bren machine gun or a Lee Enfield rifle. Ashamed at my poor accuracy on the Bren (a gun my Grandfather once wielded in WWII), I redeemed my self esteem on the Lee Enfield rifle, pulling out a marksman score. A highlight of the whole tour. The guns were suitably rigged up with compressed air mechanisms to simulate recoil in the stock, and being modified originals gave you an accurate impression of the weight. At 1 pound sterling a go, it was a small price to pay for a few moments of immersion.
My current obsession being combat in the gulf, inspired by the release of Battlefield 2: Modern Combat on the 360, and further inflated by the DVD season set of the series 'Over There', has landed me deep in the pages of the book 'Generation Kill' by Evan Wright. Where a reporter is embedded in a First Recon company, and he gives a vivid and honest account of the Marines and the situations they are faced with.
Rasping her tongue against the bow string, to slightly whet the nocking point, Fayde's keen eye could sense approaching humans. The air shimmered liked a still rock pool that had just been defiled by rampant pond skaters. Human odour also betrayed their stealthy tricks and tactics. She could visualise the airplay of their bulky forms writhing back and forth, attempting to remain in the shadows. Before her next thought, an arrow whipped from the arched weapon, almost singing as it clipped the shimmer just above his elbow. This winged ruffian dropped his crude dagger to the floor in surprise, and as the pain registered on his face, realised his stealth play was over.
Scooping his iron blade from the floor with his other hand, he made a charge at Fayde. No time for another arrow. Fayde whipped her bow updwards and slapped the horned tip against the brigands face, it carved a small trough across his already maddened features. She slammed her elbow into the bridge of his nose, sounding a satisfying 'crack', upon which she performed a tumble into the corner of the room and leaped from a crouching position up onto a high stack of crates. In desperation the brigand threw his dagger at her, it lodged moments away from her in the wooden wall behind her. A quick lick of the hair string, and she nocked another arrow. Stumbling forward spraying the floor with facial blood, the hairy rogue managed to claw at her feet before she loosed the feathered stake. He yanked both of her feet suddenly and she fell backwards, hitting her head against the wall and dropping her bow to her side. She kicked one foot free, and tried to pry him off her. But with every movement she made in this prone position, brought him closer to her as he climbed her body like a lizard on an ivy encrusted tree. Fayde struggled for her Rapier, but it was splayed out to the side, and she had most of her weight on the scabbard. His hands curled around her neck as his heavy blood saturated body entombed her arms in a heavyweight hold. Gasping for air, as his grip tightened, she spat in his broken face. A last act of defiance. Before the encroaching darkness took her away to peaceful eternal sleep.
He smiled visciously, his teeth jagged with half broken crowns. Blood endlessly gurgling from his mouth and his fat purple nostrils. He was almost laughing at her demise. As his head came cleanly off. A shining gauntlet grasped the twitching neck stump and yanked the decapitated carcass off her. A rather regal gentleman stood before her clad in the most noble suits of armour she had ever seen. "Caldovan, at your service my lady". He winked. And smiled. And turned to swing his sword and cull another of these rogues in the process of silently creeping up on him.
Fayde grabbed at her bow to steady herself. She used it as a crutch to heave her gasping body back up onto the crate. A burst of flame spouted from the left, she only just caught it in her peripheral vision. She crouched instinctively to avoid being singed. "Saphina, at your service sister". A small halfling sorceress grinned at her momentarily, before focussing on controlling more flames exuding from her slight but nimble fingers. Fayde felt she was amongst friends, ones who could protect her, so she smiled inwardly, and licked her bow string before letting loose a hail of arrows.
Each quest is a crafted storied instance, with varying lengths (short, medium and long) and difficulties (normal, hard and elite). Nothing in the game allows "free form" hunting, theres no experience gained from killing more or less monsters. Finishing the quest is where you reap your rewards. The emphasis is heavily placed onto the goal and sub-goals of the current dungeon, rather than falling back on the xp grind of slaying endless spawns. Even in the dungeon instance, the quantity of kills is irrelevant to your rewards. Loot is rarely dropped from kills made in the dungeon, the little that is dropped is usually a collectable 'turn in' item, that equates to very little worth really. The majority of your questing loot will be gained from treasure chests, usually found after a quest goal has been acheived, or rewarded to you by the quest giver.
The game does seem to promote the need for a slow and methodical way to exploring and questing in the dungeon. Take your time, conserve your skills, use the right person for the job, look after each other, and get the job done. I like this. As I said above, it reminds me very much of my time playing on a Neverwinter Nights Persistant World Server. The 3rd edition D&D ruleset sits perfectly with my idea of how dungeon exploring should go. The more I play this game, the more I seem to fall in love with it.
The Accretian starting zone is very much more impressive, a large nexus that is not a million miles away from having been styled by the people who did the interiors for Phantasy Star Online. Only better. The Accretian robot style is very much japanese killing machine, think 'cool as fook'. The character models are very well done, so much effort going into the detail on them. However, they are all very similar, apart from a few slight modifications to the starting armour, every Accretian looks like every other Accretian out there. So you're more of a soldier pawn in a massive android army, than a deadly unique armour plated assassin.', 'Out you go from the nexus, the Accretian HQ, with your standard issue training gun and a couple of clips of ammo. Your first quest is to kill some cute dinosaurs (that could have starred in several episodes of Barney) with the laughably named the 'Flem' and in addition to frazzle some flying baubel guns known as the 'Wing'. The control mechanism is typically awkward. Holding down the Left mouse button, runs/walks you forward. The Right Mouse button and mouse movement turns you left and right. Forget using WSAD here, but fortunately you can couple directional movement with the cursor keys and rotational movement with the mouse. The interface is minimal and basic, like most other Korean MMO's. You have skills associated with your chosen profession, they seem to be set in stone, and have experience bars by the side of them. So you can choose which skills out of your skill set you want to use and level up. I dragged the fast shot ranged skill onto the quick bar, along with the aiming boost skill. You can start combat by double clicking on the target, or by selecting the target with a left click and then performing a skill on it. You can toggle auto combat on and off.
There were some high level (named 'Ace') monsters kicking around even in the newbie yard, and you had to be careful not to draw their aggro. They would sometimes notice you attacking a newbie dino, and join in, pursuing you quite a way. This pursuit also meant it was easy enough for someone to train the nasty onto you. The chat channels were thick with people shouting about kill stealing. That went on all night. The game doesn't protect you from Kill stealing whatsoever. In fact with the servers and kill areas chock full of players, you had to ensure you'd do enough damage on a monster as you grabbed its attention, or someone would swoop in and hit it hard and then the kill credit would go to them. As I levelled towards 12, there was an area that was so full of players you'd end up getting one in five of the kills you'd started. That was a bit ridiculous. But I put it down to the gamut of beta players levelling at approximately the same pace as me, and hitting a monster bottleneck.