Guest Poster: Hax Monster revisits an old favourite Killer7

Posted by: Jason Silverain / Category: , ,



In spite of the fact that you probably never have heard of it, I am not exaggerating in the slightest when I say that, for me, Killer7 is the best game ever made. Better than anything ever designed before and after. To illustrate how highly I think about Killer7 it deserves mentioning that my former best game ever was The Elder Scrolls V: Skyrim. Amazing as that game still is, it’s outstanding quality seems mere child’s play when compared to the rollercoaster of an experience that Killer7 provided me with.



However, the game has slipped by the majority of gamers unnoticed. It came out in 2005 on the Gamecube and was later ported to Playstation 2. Developed by Grasshopper and published by Capcom, Killer7’s directors were Shinji Mikami, who had already made a name for himself with Resident Evil and Devil May Cry, and Goichi Suda, who later became a well-known game auteur known as Suda 51. Suda’s fans will know Killer7 as the game with which he genuinely made his reputation, especially in Europe and the US and although back in 2005 Shinji Mikami was the only one mentioned on the back of the box, it would forever be remembered as Suda’s personal masterpiece. And although I had little idea what I was in for when I bought it, the term ‘masterpiece’ quickly seemed an understatement.

Although Killer7 earns almost all it’s stripes in the story department, I won’t get into that until the end of this review as this is a highly spoiler-sensitive game. As understanding the plot largely hinges on player interpretation, it is very well possible that basic elements of the plot are only understood at the end, so even saying what the plot is about can ruin the experience for you. Therefore, I will first talk you through the gameplay. Killer7 is at heart a railshooter with puzzles. However, the term ‘railshooter’ shouldn’t go unqualified here. You can only move along rails and you shoot from a first-person perspective, like you would in other railshooters, but you are able to freely move your character up and down this rail at any time. The camera normally is in third-person mode, but if you hold the button to aim your gun you switch to first-person mode. You hold another button to move forward and press a third one to turn. You can also decide which way to go at some intersections, where you move your analog stick to select a path to take. It is always clear when enemies are around, as they are announced by the sound of laughter. During the game you can switch between a maximum of seven very different characters, all with their own weapons and special abilities. All of these characters can be upgraded with a basic upgrade system. Upgrades and puzzle hints are purchased with so-called ‘thin blood’. There is also ‘thick blood’ which can heal your characters and can power some character’s special powers. Both are acquired by killing enemies. Beyond on-rails shooting there are the aforementioned puzzles, which are quite unusual in their appearance but which generally are not too challenging. Often they require you to get a key-like item from elsewhere in the level, or they require you to simply use a certain character’s special ability. These special abilities are all aimed towards making the way on through the level accessible and using them for puzzles is usually no more complicated than recognising which character’s ability is required, selecting that character, and pressing the ‘special ability’ button.

Levels usually follow a pretty similar structure. You can move about freely from the word go and can backtrack as far as you want at any time. There are multiple puzzles scattered across the level and inbetween them you will find constantly respawning groups of enemies: origami-like invisible exploding giggling monsters named ‘heaven smile’ which only become visible when you press a button. The central idea for each level is that you collect all so-called ‘soul shells’, which are often found at the end of puzzles. Then, at the end of the level, you need to pay those shells to be granted access to a kind of sub-bossfight with a special enemy. Once you enter this fight, you can’t return. Once you are victorious you may continue to the last part of the level where usually the biggest plot-relevant things happen after which there is usually a bossfight. Sometimes the game takes two connected stages, both structured like this, and calls it one level. Mind that I am leaving a few details on this level structure out, because mentioning some things can already be seen as a spoiler.



Realize that Killer7’s gameplay is almost always easy as hell. Like I mentioned, enemies are always announced by laughter, so you will never be surprised by them. You also are provided with auto-lock on, which is especially overpowered when you upgrade the lock-on so much that it targets enemies’ critical spots which give you an instant-kill when hit. Although, on the Gamecube version, auto-lock is less of a luxury and more a necessity as the Gamecube’s analog stick is a complete nightmare if you need to do precise aiming and some bossfights certainly demand spot-on accuracy. This, beside the fact that the game was amazing in general, is a reason why a PC-port would still be a good idea. But generally, aiming is a piece of cake. And the other pillar that gameplay rests on, puzzling, is no problem either. You can always use thick blood to buy the solution to a puzzle and you are always given a free hint if you want. But often a hint isn’t needed because you only need the aforementioned key to a door or the right character and their special ability.

But difficulty-wise, the story more than makes up for the gameplay. Besides being completely vague and abstract in general, the game is extremely scarce with explanation. Beyond some cutscenes most background information comes from characters, usually ghosts of the deceased, that you can talk to for information. Those ghosts are basically like audio logs in Bioshock in that they provide a lot of background information on what’s going on. However, I don’t think it would have been possible to have them talk more cryptic if all of them had been talking Arabic because they all seem to have turned whatever message they had for the player into some vague poetic text in which it is up to you to interpret their message. Cutscenes aren’t much clearer, because there is little exposition and people constantly throw complex and unclear terms around such as ‘Yakumo’. Nothing is ever explained and to have some grasp of what’s going on you have to digest every character’s words five times and remember everything that ever happened in the story with great detail. That is quite challenging, shown by the fact that there are plot explanations out there for Killer7 that are the size of small novels. But in a way there’s a certain beauty to that all. Let me compare it to London’s tower bridge. For touristic purposes an elevator was built in the towers. A tower bridge with an elevator is like a game that explains all of it’s plot explicitly so that players stay engaged. After all, a developer wants his plot to be understood so that his game will appeal to a wide audience, just like how an elevator makes a monument more accessible, ensuring that more people will visit it. However, this elevator is no part of the monument and in that way slightly tampers with it’s purity, so to speak. Killer7 is more like a tower bridge without an elevator. There is only plot and nothing that is meant to make the story more easily understood is in the way of the plot’s inherent beauty. That also shows how little financial motives there were for creating Killer7. This is not everyone’s kind of game and, thank goodness, no-one at Capcom or Grasshopper tried to turn this into an everyman’s game just to increase the target audience to make profit.

I just want to tell you some more about the story’s actual content and as telling you even a little bit about the story is immediately an immense spoiler, this entire paragraph contains enormous spoilers. Essentially, one might divide events in Killer7 up into three levels: a divine level, a worldly level and an individual level. Events on every level have consequences for the levels below it. The ‘highest’ level is the divine level, where a battle between the devil of the east, Kun Lan, and the god of the west, Harman Smith, takes place.
Their battle has been going on for all of eternity and is fought through their direct actions on earth or the actions of their agents on earth. This battle can be extended to the events on the worldly level of Killer7, which focuses on a Japanese conspiracy to control the US and the US’s battle against the Heaven Smile, which have become the main terrorist threat in the alternate-history universe of Killer7. As Harman Smith is the god of the west and as Kun lan is in control of Japan and is the creator of the Heaven smile, these events are the earthly manifestations of their eternal struggle. Then there is the personal level, which revolves around a man named Harman Smith, who is not the god of the west of the same name, but an assassin in service of the US who can manifest himself as seven different assassins which are also the playable characters in the game. These seven are all quite different, but share their knowledge and act as one. There is Garcian Smith, a afro-American in a white suit who is a ‘cleaner’. He can revive the other assassins by collecting their bodies and is the only one who can directly talk to Harman Smith, his boss. Then there’s Dan Smith, an American, young, somewhat loud-mouthed assassin armed with a revolver. His special ability allows him to destroy monster spawners that block the way. Con smith is a young blind boy who can hear what others can’t and shoots with two pistols. Coyote smith is a south-American thief who can pick locks and jump over or onto obstacles. Mask de smith is a Mexican ex-wrestler who can move heavy obstacles out of the way and uses grenade launchers, that can also destroy weak walls. KAEDE smith, the only woman, can shoot blood out of her wrist to summon a demon that can make magical barriers disappear, a power that I for some reason don’t envy. Her pistol has a large scope which is never really a definite must but which you’ll really want to use for those accurate bossfights. Finally, there’s Kevin Smith, an albino that throws knives and can turn invisible to avoid security lasers. On all three levels of the plot the story deals with the relation between the east and the west, or, more specifically, Japan and the US.

You really don’t have to stop considering playing Killer7 when I say that the plot is complicated and sometimes completely incomprehensible, because the game has such a great atmosphere that simply being inside the Killer7 universe feels unique. The atmosphere is as great and mysterious as the game’s story and really brings across the exact feeling intended. A key way the atmosphere is brought across is in the graphics. Killer7 came out in 2005 and therefore had little processing power at it’s disposal. Luckily the game used this limitation to it’s advantage and chose a textureless, somewhat cartoony, sterile artstyle that is still nice to look at today but which could be handled by the consoles back in the day. Considering that the story is abstract and surreal, these abstract surreal graphics are really fitting. The dialog is amazing as well. Those dialog lines which were as comprehensible as listening to Arabic might not always be easy to follow, but they are certainly nice to listen to. Then there is the masterful soundtrack. Music-wise it’s nice to see that the developers grasped that you don’t use loud, exciting music for exciting cutscenes. On the contrary, you should use calm music because of that juxtaposing the intensity of a moment with non-intense music makes a way stronger impression. The voice acting in this game is seriously out of this world. Never have I seen more emotion in dialog lines than here. That’s all the more impressive considering that this was a low-profile release and not the kind of thing you’d hire million-dollar voice actors for. All of the above leads to a never-before seen level of immersion which you still get if the story makes no sense.

Although I still spend every waking moment praying that this game will be launched again on PC, I’m pretty sure my hope is in vain as Killer7 slipped a lot of people by unnoticed and wasn’t the kind of money-making machine the mainstream industry seems to love so much these days. Then again, back in 2005 there were almost no possibilities to launch a game besides consoles and the money one had to invest to make a console game meant that you did have to make something that appealed to a wide audience as you had a lot of money to make back. Now, however, with the rise of the indie-games market and the internet, there is a place for unusual games for smaller audiences and Killer7 would exactly fit that bill. Therefore, one would say that conditions for this masterpiece would be ideal today. The day I see Killer7 on the Steam sale page is the day I will download a million copies of it just to ensure Capcom will turn a profit on it, but until that day, I will at least still have a reason to pick up my Gamecube controller.

Want to see more of Hax Monsters work? Then check out his Youtube Channel.


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Chapter Master Update: Interstellar Army Simulator 2015 seeks a new Champion as Duke Retires from his works.

Posted by: Jason Silverain / Category: , ,



To say I wasn't expecting would be a lie but after the announcement of Interstellar Army Simulator 2015 I wasn't expecting it to come so soon. Duke has decided to retire from his work on Chapter Master/ Interstellar Army Simulator 2015 after 2 years, in his wake he has left us all the source code to his works as a base to continue them.

Here is the final message from the man himself explaining his reasons.


Greetings mortals,
 
This post will explain the future of Chapter Master, and how it will be returning to its roots.  First, context.
 
Making games has always been an avid hobby of mine.  Since the age of eight, or nine, I'd been press-ganging other students into testing games I had made.  The first one I can recall was back in elementary school, where the idea was to draw a not-Pokemon on a sheet of paper and then assign HEALTH and DAMAGE attributes.  You would then totally battle these two sheets of paper back-and-forth with the power of imagination.  There was tons of arguing involved.  Over the years I've homebrewed slightly more complex games, ranging from one of a thousand pen-and-paper RPG's to my more recent programming projects.
 
Three years back I'd been plugging away at a BroQuest demo- first a shoddy, primitive one, and then later a slightly more functional one that the original developers asked me not to post online.  I wanted something big to tackle to keep myself engaged.  Making things is one of my ways to keep sane, and since that turned out a dead end, I figured 'Why not Chapter Master?'.
 
Around this point I was still not a very good programmer (something I still believe), but had all the time in the world.  Right off the bat I loaded up the design document of the former Chapter Master project (a big old thing like 50 pages long), and began to take notes on what I would want to include from that.  Cue about ten months of piddling away at the keyboard and the alpha was more or less ready.  Releasing it was a blast- hundreds upon hundreds of posts of nothing but screams, panic, and stroking my ego.  Overall it was very amusing.  To this day, when I am bored, I will still go re-read old threads.  This same amusement is what kept me working on the project, and putting out updates, for many months.  Each major content patch I released would offer a new surge of activity, which would then continue to amuse me.  Hearing other's thoughts and suggestions also excited me, since many of them were way better than anything I could ever come up with myself.
 
To this day I've spent a little over two years working on the game.  Development was much faster at first, make no mistake- I was excited about releasing it, fueled by the amusement of others, and had few responsibilities.  As time went on my own enthusiasm waned, which meant less major updates, and then less people talking about or playing the game.  No longer was I gaining any amusement out of the project, or at least very little.  Getting donations for all of my games helped, but not too long after that development felt more like a chore than something awesome to waste my time on.  School and my part-time work hasn't helped at all.
 
Twice now I've taken a break from development, for several weeks at a time.  This was necessary to cool off and get a breather before resuming the trudge once more.  The final nail in the coffin, that killed any enjoyment I had left, was the recent scare.  I won't go into details on that, but I'd already been very burned out and needing a third break when it occurred.  This lead to me crunching on Chapter Master for two weeks straight, forgoing any contact outside of work or school to keep the game going- without it I'd have had to stop school, again, and focus on my other work.  That would not have been fun.
 
So here we are today.  I am going to be taking a moderate risk, but it's for the sake of my sanity.  Starting October I will no longer be developing Chapter Master.  In return, I will be open sourcing the project- all X lines of spaghetti code.  I only ask that you be aware that my programming skills have improved over time, and much of the abomination that is the games code is not an indication of my current ability (with GMS, at least).  I have enough funds saved up to go to school for a while, including financial aid, so I will continue perusing my dream of working on social/domestic robots.
 
It's worth mentioning I still enjoy making games way too much.  Chapter Master is not the last one you will see.  About half a year back I assembled a team of similar minded people to begin construction on Towergirls the vidya.  In a short while we should have a demo ready, and then we will begin accepting community writing for dialogue and plot.  This is a very, very nice change of pace and I hopefully won't get sued over it.
 
That sums up about everything.  Here are some links.
 
 
Interstellar Army Simulator 2015: Source Code
 
Chapter Master 0.6555: Source Code
 
Original Design Document (former project)
 
Original Original (I accidentally changed the permissions on the below link, it's not owned by me, I thought it was)
 
Features That Were Planned
 
 
It's been two monotonous but fun years that I wouldn't trade for anything.  The hopes and dreams for Chapter Master can live on in the community, where it started, and where it belongs.  With the source code any of you can continue development, or begin to pick it apart and move worthy bits on over to an actual programming language.  I hope this is the case- I'd love to see the game become the abomination that everyone wanted.
 
I will still be lurking and you should expect to see me when Towergirls the Demo goes live.
 
Until then, remember- you are all special snowflakes on the Emperor's front steps.
 

 -Duke

While some of you may feel disappointed I honestly think that Dukes reasons are fair and he has helped keep the spark alive of this project and its been somewhat inspirational, now we wait for another to take up the sword and who knows it could be any of you reading this now.  

Already others are moving, claims of those hiring programmers have appeared cleaning up the code and to someday add new features. Perhaps rather than a single Chapter Master a flurry of small projects will appear some succeeding, some failing, others combining together each taking us closer to the game we desire.

To play my own part I'm hosting backups of Dukes links and files which you can obtain below:

Interstellar Army Simulator 2015: Source Code: Link
Chapter Master 0.6555: Source Code: Link
Original Design Document (former project): Link
Features That Were Planned: Link

Don't know What Chapter Master is? The original review is here.
Just want to play the game? Then Interstellar Army Simulator and the mod and be downloaded here.


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Guest Post: Pokemon Cards Online Deck Rallying Cry Covered in depth by our local Pokemon Trainer, the Lovely Lady of Buzy Bobbins

Posted by: Jason Silverain / Category: , , , , , ,





If you have read the post about our trip to EXG last month you may of seen that one of the free codes available was for a Pokemon Trading Cards Online deck, if you haven't read it yet I would recommend it but here is the code that was posted: 49H3-J2S8-VX21

This code unlocks the Rallying Cry theme deck which is a Pokemon Trading Cards Online exclusive and is not available as a physical pack.





This code is for use only once per account this will give you a copy of the deck and all cards within. It uses the standard card back and a red Arceus coin so doesn't add anything new for visual customisations.

This deck is comprised of water and normal type Pokemon and also contains a selection of Trainer cards which are generally useful for your own deck building, such as Cheren which allows you to draw extra cards and the Switch card which allows the player to switch out their active Pokemon freely.


The main aim when playing with this deck to to build up the bench with Pokemon who have the Round attack. The unique thing about this attack is that it gets more powerful with each Pokemon in play with it.
For example Wigglytuff does 20 damage times the number of Pokemon with Round in play.
The Exploud in this deck does 50 damage per Pokemon in play with the round attack while this maxes out at an impressive 250 damage enough to neutralise any Pokemon card your opponent may have. However only having two Pokemon on the bench with Round this Pokemon can still output 150 damage per attack which deals with almost everything apart from strong legendary Pokemon/ Pokemon EX cards.




A decent strategy with this deck is to use kangaskhan and its call for family attack to start filling the bench quickly while using its high hit points to absorb damage. Alternately Chatot can be used to stall the opponent by causing confusion with its Tone deaf attack.

This should leave you with enough time to build up the bench full of Pokemon with Round. However if you are unable to do this the Wigglytuff also has Hypnoblast which deals 60 damage and has a chance of causing sleep. This attack really has helped to to neutralise some fairly serious threats with a little luck on the coin flips to make or keep the enemy asleep.





The one downside of this deck is that there is no single card able to deal high damage by itself so without the set up of other Pokemon on your bench the match may become difficult. Particularly if your opponent has a strategy which damages the benched Pokemon making it difficult to get them out to evolve. At this point my only resort is to use Chatot, Wiggytuff or Jigglypuff to hopefully get a status effect on the opponents active Pokemon to lower its threat if its not possible to deal the damage to take it out quick enough.

Finally once you have been playing with this deck in versus battles for a while you may want to change a few of the cards to customise it. There isn't too many substitutions that can be made without changing the focus of the deck away from building up the bench for the round attacks from Loudred and Wigglytuff.

An easy substitution is to change the Meowth/Chatot in the deck for a stronger basic Pokemon card. The purpose of the Meowth/Chatot in this deck is to help stall for time while you add energy/ evolution cards to your bench. 
However it is possible to get basic Pokemon with more HP and attacks which aid stalling.

For example:
Bouffalant From the Dragons Exalted expansion
This can be found in the Basic Green deck obtained from the trainer challenge so the easiest to get.
With 100 HP and the Bouffler special ability reducing incoming damage this card is really effective at stalling.
Alternatively you could use this as an opportunity to use a water type Pokemon Ex for this purpose or if you have an Articuno/ Kyogre the high HP will help stall and they can deal high damage on their own if the rest of the deck is not yet set up.

Trainer card substitutions

For a deck which needs the bench to be set up with evolved Pokemon it is surprising that there are only two cards (Level ball) which allow searching for Pokemon. A worthy addition to this deck would be the Wally supporter card makes it easier to get to the first and second stage Pokemon which have the Round ability particularly after using kangaskhan to fill the bench with Basic Pokemon.

Personally I would trade out the two Ether Trainer cards. The Ether card attaches an energy card to a Pokemon in play only if the top card on your deck is a basic energy card. Without any ability to stack the top of the deck this approach is down to luck at best. Perhaps other players have much better luck with this than I do but I find the use of this card rarely if ever works out for me and isn't to be relied on.

Finally if a single Rallying Cry is not enough for you and you would like to obtain more copies of the cards for deck building you can find more codes on the Bulbapedia page here.
 If you'd like to see more Pokemon themed posts various craft posts are available over at Buzy Bobbins which this month is creating Pokemon baubles.


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First Impressions: Ice Water Game moment of peace and quiet Viridi

Posted by: Jason Silverain / Category: , , ,



Continuing my delving into the available free games advertised on Steam I encountered Viridi a small simulation game created by Ice Water Games and released August 2015. This is Ice Water Games second game on Steam, the other been Eidolon which has mixed reviews and was released the previous year.

Using the term loosely the goal of Viridi is to grow a number of succulents plants  however the true aim of the game seems to as a relaxation aid with calming music and cute cell shaded visuals.
Thinking this might be a fun little distraction I decided to give it a try and recorded my first impressions which you watch below: 




Feeling that my initial impressions may of been possibly somewhat harsh I decided to look through the steam community to see if I was justified in my frustrations. With permission I have posted the review of [GC]SpiritWolf below who describes very well the mixed feelings that many users have about Viridi



Once again I feel like I require a mixed recommendation, because while I feel that this is a really quaint little thing, certain details just make it a mild annoyance for me personally. Viridi is also quite difficult to write about due to the very little content it possesses.

Basic Overview: There isn't much to the core of the game, it's basically just a plant simulator where you nurture a small pot of succulents that grow in real time. You water them, sing to them (also the snail) and watch them grow. Released by Ice Water games as their latest creation.

You're launched into the game with nothing more than a start button, you then choose the decorative pot, the first few starting succulents and name it whatever you wish, after this.. You simply watch plants grow.

Pros: Cute,, minimalistic, relaxing, quaint, easy to have in the background and to just check on it every so often, cute snail. It's nice to de-stress for a brief period of time
 
Cons: There's not tutorial, no restart if you do something wrong, any additional seeds are micro-transactions within the game (Or you wait a week to get a free seedling from the nursery), the click box for selection of the plants is right next to a delete button which in turn leads to many accidental killing of plants - Even plants brought with real money and finally the erratic camera controls that flick you from one side of the pot to the other when something is selected.

Final conclusion: Honestly, you have nothing to lose by trying it except a few minutes of your time and very minimal hard drive space. I praise the effort and ideas that have obviously gone into it and have a mild whine about the little things that could easily be improved to make this far more enjoyable. It is however exactly what it claims to be; A relaxing oasis to run in the background or a quiet space when you need something simple to get your mind off things.

I hope you've all found this post informative and very much recommend having a browse through [GS]SpiritWolf's other reviews which are all concise and informative.   


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Double Date At EGX 2015

Posted by: Jason Silverain / Category: , , , , , ,




If your unfamiliar EGX  it is the UK's largest video game convention, a colossal mixtures of merchandise stalls, the chance to play both Indie and AAA title video games and hardware months or on occasion years before release, take part in betas, view presentations by game designers from world renowned studios, various areas dedicated to esports, have the opportunity to meet and chat with game creators, take part in cosplay and loads more.

 A small part of NEC on a quiet day

I hadn't expected to attend EGX but it turned out my housemate had bought several extra tickets on a offer earlier this year so I was pleasantly surprised when I was offered a chance to go, this was made even better when my girlfriend also managed to book a day off from work and able to join us also.
With the EGX been held at NEC in Birmingham it was quite the trip with us getting up at 6:30am and leaving by 7:20am to arrive on time (we had intended to leave by 7am but our drive overslept) but we arrive around 10am.


We arrived to a throng of people but the queues moved quickly and we were able to acquire our wristbands in no time at all but we were stuck waiting for the doors to open and the event to begin for general ticket holders.
As soon as the doors opened the horde that we were now part of were funnelled into the entrance of the massive hall, unlike similar events I attended there was no intentional pushing or shoving and everyone was pretty well mannered. I wish I could claimed to have rushed straight to the lines for games such as Star Wars Battlefront but the car journey had left me rather queasy so myself (and several others I noticed) rushed to toilets first though on the way I ran into Teams 17 mascot.


Unfortunately as I write this I am unable to access the dropbox folder of all the pictures that we took over the day, instead I am going to briefly go over the highlights of the day and make sure you guys don't miss out.
So to begin here is a scan of the event map and a link to the event page  just so you can see just how much was occurring on the day.



Now I didn't want to spend half the day queuing for several hours to play a game for 15 minutes and I've always enjoyed watching other people play games so made my way through the convention I tended to observe the AAA titles and play the smaller Indie games but even so there was so much going on there was no way to see everything, so I really advise if you get to go yourself to see if you can get a ticket for several days.

So here is my break down of my most memorable moments of EGX:

Prison Architect: These guys had an amazing stand designed to look like several cells, had photo opportunities in the electric chair and line up and finally were giving out various emote headbands.


If your curious what the big announcement they had to make at the EGX you can watch the video here starting at 8:35.



Monsters and Monocles: This little game was a blast to play and scores highly on my local coop rating, additional bonus for having some of the nicest badges and brilliant artwork. Tally Ho pass me my tea and crumpet cannon Monocle bot.



Mayan Death Robots: Having grown a little tired of Worms Mayan Death Robots is a fresh action packed entry into the artillery genre with the focus been on destroying your opponents power core rather than their robot. Turns are taken simultaneously with shots fired once the timer ticks down, I managed to rack up an impressive win streak against my fellow players as the god of lightning.



Black and White Bushido: This is a curious mix of stealth and brawler catch my eye with its thematic music and art style and kept my attention through its game play. While I do believe it needs online multiplayer to really fill its potential I see this been a hit on console stores and would love to see it on the Ouya. Also Hats off to having a awesome logo for the game and I imagine it will be popping up as several peoples user avatars in the future.



Warhammer: The End Times: Vermintide: Left For Dead meets Games Workshops now discontinued Warhammer Fantasy Setting. With Games Workshops new Age of Sigmar been a pile of rubbish and a money grab its good to see that at least the video games are amazing (With the possible exception of Blood Bowl 2 which is a good game but also a despicable money grab with basic teams been DLC). Vermintide is much more of a challenge than Left for Dead and will really require good team work, I just hope that when bots are implemented they have decent intelligence.

TotalBiscuit has a good overview of the current beta in video below.

Shadow Hand: A visual novel set in England 1770 where a noblewoman Lady Darkmoor must masquerade as notorious highway thief, ShadowHand to retrieve an incriminating family jewel and safeguard a woman she holds dear. It differers from the usual visual novel by introducing various card games that must be completed to progress. 

Sol Trader: Currently in Kickstarter but I recommend trying the demo and I believe this could be a great little game with some work.



VA-11_Hall_A: A game about been a bartender in a cyberpunk setting, I absolutely love the mechanics and artwork for this game. I highly recommend  trying the demo and grabbing this game early for just £5


Want to hear more about the big games at EGX then pop over to Euro Gamer.

There are so many more Indie games I could go into here but for now I'll leave this here and move onto the real reason your all still reading this.

EGX loot time:

Fatshark is celebrating the upcoming release of Vermintide and are offering a free copy of Bloodsports TV. 

React games is offering a prize draw for one of 100 steam keys for Super Dungeon Bros if you register for the SDB newsletter at www.superdungeonbros.com

Total War Arena, Steam codes:

Beta Keys: 
6mew3-fgk85-h3b8n
z5y74-7zgbd-ebr0p
wr5ex-eynj6-q6fm0
pn3qm-xkqq5-l5cql
t97fp-3chdm-i2eia
8q22j-pjjk6-dpvvx
cne5x-w4gta-yev2p

20,000 gold and Greek Myrmidon Unit
apya39-4ddx-queg6
3upex3-ey2d-3txfx
2trq7h-ayaw-r7pap
7eqga6-7gup-rpg7y
r7qy9f-4q7f-74dpe
69wfah-darr-dq9at
9g74r3-erhf-eufh6

Total War Battles: Kingdoms Steam Codes:

500 gold
3gned2psy1
8sdnlgw1n4
a5n36uy8xr
v29fbq82x7
ahh2w3pe57
jxjrrbnrq6

Free deck for Pokemon Cards Online
This code is usable once per user account so you guys don't have to worry about it been used already.
49h3-j2s8-vx21

If you grab a code please be kind and make a note in the comments.


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Thoughts on Lincoln Comic Con: A success of sorts.

Posted by: Jason Silverain / Category: ,




After hearing about it the week before I decided to attend the "GEEKS Comic-Con" in Lincoln on the 20th of this month. I was initially wary about the amount of attendance since 3000 people on the Facebook stated they would come it was located in the Lincolnshire Showroom which is a little bit out of the way, lacks any real facilities nearby and whilst it claims it can hold over 1000 people this requires the whole building which is often not available.



With no ability to purchase tickets before hand myself and the delightful lady from Buzy Bobbins arrived shortly after the opening time at 10:30am and already the queue was circling around the building. Thankfully this gave me time to admire some of the amazing costumes (I recommend checking the Facebook page) and the queue moved very quickly, I was also able to get the general mood of the crowd and get comparisons to other events people had attended it it was all rather educational.

Paying the reasonable fee of £3 I moved inside and was not disappointed by the amount of stalls that were offering all kinds of merchandise and fun raffles, in fact my only gripe would be the lack of Fate Stay Night items and that several of the stalls were pretty much identical.

 
With my lovely companion signing up to the costume contest which was at 3:15pm we spent our time wandering around the stalls and had pretty much seen everything by 12:25pm, I wasn't really impressed by the guests who were charging £15+ even for an autograph and there were no other events planned during the day. More frustratingly we were informed that if we left the building we would have to queue to re-enter even though we had paid. Thankfully the cafe within the Showroom was still open and we managed to grab some seating and watch people in costume attempt to play pool and table tennis which was amusing.

The costume contest itself was bluntly a shambles, first of all  the rules surronding the contest were just bad with Shop bought costumes and homemade entries would be judged together which just seemed unfair.
Then due to the lack of space it was forced to be held in the car park, rather than separating the contestants into the two age categories and showing each in turn instead the names on the entry form were read out in order which lead to some confusion as people arriving thought they had missed the child entries and there was a lot of trouble hearing the announcer who had no microphone assistance.
Finally the judging seemed rather biased and more aimed towards awarding the prizes to suitable entries rather than costume quality the most telling moment been when (again been completely honest) a rather lackluster zombie costume somehow won third place in the children category.
The whole affair left an air of disappointment and was somewhat of a poor end to the day, however I hope that if there is another con next year these issues will be addressed.

On the bright side even the local paper which has a tendency to be narrow minded about such events (though less so in recent years with the growing popularity of Steampunk) seemed to give a fair review of the day and interviewed several people.   
      


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Chapter Master: Interstellar Army Simulator 2015 and 40k Mod First Release

Posted by: Jason Silverain / Category: , , ,




On the first of this month I mentioned Chapter Master the Space Marine Chapter simulator created by Duke was been re-released and having all copyrighted material removed, The key reason for this was to avoid a possible future Cease and Desist lawsuit from Games Workshop and I predicted that any further Warhammer 40k theme would be produce via mods for the core game.
What I could not predict however was how fast Duke and the Chapter Master community would do this and already both the first builds of Interstellar Army Simulator 2015 and the mods have been released.
That said this initial release of  Interstellar Army Simulator 2015 is still rather buggy and experimental (especially with Windows 10) as Duke Explains in his post:

Interstellar Army Simulator 2015 v0.70 Published Sep 2, 2015
It's been a very, very monotonous two weeks but I've finally got a working initial release of Interstellar Army Simulator 2015.  I'm going to have to ask for your patience, as it will likely be a few days before replacement images and text are provided in mod format.  I am likewise searching for free use images to serve as default ones, but this could take a million billion years so let's not even worry about that for now.

Note that the game will most likely be unstable for another patch or two.  All of the bug reports I have received since then have been saved, and will be the focus of further patches.  These upcoming patches will also be focused on hitting any text/images that were not changed.  Still, give Interstellar Army Simulator 2015 a crack and check for bugs/old text/crashes.  While you are at it you may wish to play around with the image and text modification.

Interstellar Army Simulator 2015 v0.70 is available to download here.

The Chapter Master Mod should be easy to install by simply dragging and dropping its contents into a mod folder and is available to download here.

Want to support Duke> Check out his Patron.
Further information on the mod is available over at the Bay12 Forums
Having problems with Interstellar Army Simulator and the mod? Get the last build of Chapter Master here.
Don't know What Chapter Master is? The original review is here.
Also folks please remember to check the Archives for other posted updates.


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