Tag: Gaming

Tony Hawk’s Project 8: A Child’s-Eye-View of Skateboarding?

Recently I spent a few days on Tony Hawk’s Project 8 for the Xbox 360. At first I wasn’t sure how I felt about it. Although many reviews described Project 8 as a realistic return to form for the Tony Hawk series, I perceived it as strangely unrealistic; busier, sillier, and closer to the Jackass-inspired THUG2 than I recalled*. However, I couldn’t describe why I felt this way- something about the level design and gameplay just seemed “odd”.

While thinking about this, I remembered a video I watched months ago. The video, from the channel Errant Signal, discussed why the author found Burnout Paradise more appealing than other racing games.To the author, Burnout Paradise represented the childlike aspects of enjoying cars: rather than being a serious reproduction of aesthetically pleasing supercars, it instead felt like the world of a child playing with their toy cars.

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Yu-Gi-Oh! | Deckbuilding + Selling

When it comes to selling Yu-Gi-Oh! online, selling decks is more complicated than selling singles and playsets. This is because an eBay listing for a deck can mean at least three different things:

1) A high-end competitive deck for tournament play.  These decks will have every card needed for advanced combos and strategies used in the archetype and may include “tournament-staple” expensive cards such as Pot of Desires (currently $60 for one). Many are advertised as OTK- (one-turn-kill) decks.

2) A low-end beginner deck for those just starting the game. These range in quality and utility- some may be made solely from cards in the archetype, regardless of how useful those cards are or what other cards could improve it. Some may contain only the archetype’s most common monsters, alongside other generic monsters and spells/traps. As a result, a poor beginner’s deck can lack playability because it may not have the cards necessary to understand the archetype’s key mechanic or it may have only parts of important combos.

3) An awkward middle ground which may sometimes be called “budget competitive”. Decks here can occupy any potential point between 1 and 2. Lower-end ones will be playable, just nowhere near competitive standard. Higher-end ones may have all the commonly-used monsters of an archetype, and one or two copies of higher-priced monsters, without having the Pot of Desires-style overkill cards. They should contain the key mechanic and combo of the deck, but they will probably lack advanced-level setups.

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Yu-Gi-Oh! | Maximum Crisis release

The newest YGO set, Maximum Crisis (MACR), came out recently and, as expected, it’s got more powerful monsters than previous sets. After seeing just how game-breaking this set’s boss monster is,  I feel like “Maximum Crisis” also describes Konami’s strategy right now.

MACR seems like the pinnacle of current-format YGO- “peak Yu-Gi-Oh”, if you will. But there’s still two more sets to go before the first Link-format booster box and I have no idea how anything could possibly compete with, let alone defeat, the MACR boss monster.

I obtained one copy of the boss- Supreme King Z-Arc – from a MACR box, so let’s have a look at him.

The first thing I noticed was the unique (for now) purple and green colour combination, which makes Z-Arc both a Fusion and a Pendulum monster. As Synchro-Pendulum and XYZ-Pendulum hybrids were introduced in previous sets from the current series, Fusion-Pendulum wasn’t too surprising.

The numbers are where things start to get interesting, as a base ATK and DEF of 4000 puts Z-Arc comfortably in the strongest 1% of released cards. In theory, Z-Arc can take down a monster-less opponent in two turns.

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Anti-Deskbot Deck Construction #2

Following on from the first post, here’s my attempt to build a deck that can hold its own against Deskbots.

Strategies

Given the high ATK values of Deskbots, attacking them head-on is almost guaranteed to go badly. Therefore the best approach seems to be a mixture of;

  • cards which can attack directly to avoid confronting Deskbot 003.
  • cards which can do damage outside of the battle phase to avoid Deskbot 009’s effect-negation.
  • cards which can prevent other cards from being destroyed by battle.
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Anti-Deskbot Deck Construction #1

After losing countless matches to my friend’s Deskbot deck thanks to his ability to reach 15,000 ATK by turn 5, the idea of building an anti-Deskbot deck has been tempting me recently.

However, I’ve never built a counter- or anti- deck before, let alone one for an archetype this strong. Because of this, my first step needed to be figuring out the components of a Deskbot deck, in order to find what type of cards and effects may be useful against their traits.

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No Man’s Sky – Who was to blame?

Just like the rest of the internet, I’m going to talk about No Man’s Sky...

More specifically, about the 1.1 update announced today.

1.1, known as the Foundation update, will add two new modes (Creative and Survival) to the main game and will introduce a Base Building feature, while adding features to existing mechanics like farming. Foundation also promises to improve multiple parts of the resource management side of the game, by making resources easier to store, automate and use. The patch list is one of the longest I’ve ever seen.

A recap for anyone who needs it: the pre-release material for No Man’s Sky set 2016’s largest hype-cycle in motion. Every showcased aspect – from its spectacular graphics, to its appearance of a living and shareable world, to the interviews and quotes from Hello Games which never gave specific information about what would or wouldn’t be part of the game – converged to give the impression that NMS would be “all games to all people”. It created a sort of excited vagueness which allowed consumers to expect NMS be amazing while not knowing exactly what it would consist of; a recipe for disappointment.

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Overwatch #2 – Learning Curves

In case the last post didn’t say it loud enough, I’m a fan of Overwatch. Being able to feel myself learning new things while playing is a powerful motivator to keep going and play better, unlike the Russian Roulette gameplay of COD, where simply spawning in the wrong place can get you killed instantly. So, here’s what I’ve been learning so far.

Role Variety

As I’m not much of a PC gamer, and have never played any MOBA-type games before, I’m not very familiar with character types. While I knew that characters can generally be split into the roles of DPS (damage output), Tanks (taking a lot of damage), and Support (healing or buffing the team), I didn’t really know anything beyond that.

I expected Overwatch to follow that three-type structure, so finding that it actually has 4 main roles, as well as characters which overlap aspects of multiple roles, made it interesting for me. However, it also meant I played some characters really badly at first!

The most obvious difference for me was trying to play as Winston; at first, I assumed from his size that he was purely a tank character. However, trying to play him as a tank failed- trying to jump into a fight just meant I died very quickly, and even my Ultimate ability didn’t seem to help. However, talking to one of my friends about which characters we liked showed me how wrong I was. Firstly, figuring out that Winston wasn’t purely as a tank, but intended to be a disruptor – a role I never knew existed in character ensembles- helped me understand how his moves worked. This helped me figure out how to do better in Control and how to use his shield and his Ultimate; this meant my next game with Winston set my personal best for eliminations.

Another example is support-of-all-trades character Lucio. While I like playing as dedicated healer Mercy in short bursts, she’s at her best when she’s invisible, flying around the edges of the battlefield like a counter-Tracer. Being Lucio, on the other hand, means I get to both be part of the action and help my teammates out with extra healing and shields.

The same logic applies to a number of other characters, a common example being Tracer. FPS logic dictates that you charge in and make kills, but playing Tracer that way will just get you killed. Rather than straightforward attacking, she’s a disruptive, evasive attacker, hovering around the edges of a fight chipping away at everyone in turn.

Team Focus

Unlike in standard FPSs, and even like Battleborn where the objectives can often be ignored, Overwatch relies on playing to the objective. This means learning how characters work as part of the team is essential. For me, that learning curve has mostly been from my favourite character, Mei.

Playing Mei as a beginner, especially with groups of random players, meant running around putting walls in places that made sense to me, but not the rest of the team. Initially, she seems like a defender whose job might be to hide in a control point repeatedly blocking its entry points. However, that approach isn’t the strongest, and also gets pretty boring.

After a few matches of practice, it’s easy to have fun making cheap shots such as blocking the enemies running towards the team . However, as this blocks the team from attacking those enemies, an impulsive Mei player (like me) could easily end up making enemies of their own team.

Now that I’ve played as her more, and watched other people play her, her ability to help the team is much easier to see. For one thing, her walls aren’t just for blocking routes, but for accessing them too. They can act as temporary platforms, letting Mei and other less-mobile characters jump to alternate entry points usually reserved for more agile characters like Widowmaker and Lucio. (I discovered one use of this approach by accident, when I misplaced a wall;instead of blocking the enemy exit door, I instead pushed the friend stood in front of the door upwards which let him jump into the ledge above the door. So we’re going to test that in a future game, with him using Torbjorn or Bastion to create an early disruption.)

I’ve also found, through YouTube guides, many more ways to play Mei as a defender of other teammates rather than focusing on self-defense. In one video, the Mei player had quick enough reactions to put a wall in between a character hooked by Roadhog and Roadhog himself, which blocked the friendly characters path and prevented them from being stunned by Roadhog.

While Mei and Lucio are gentle introductions to team tactics, playing Mercy means being thrown in at the deep end. Even though the team may be able to scrape together some healing in Mercy’s absence, Mercy’s ability to escape danger relies upon seeing another teammate. Playing as Mercy, if you wander off, you’re target practice.

Character Combinations

While I doubt I’ll have the reaction times for blocking Roadhog’s hook, I’ve had some success using Mei’s walls to deliberately block off a friendly Bastion, giving him the 3 uninterrupted seconds he needed to self-heal. With friends, we’ve found “our” characters, so working out which combinations of preferred characters are strongest together will be our next step. At the moment, we often play Winston/Winston/Tracer when we’re on Attack or Control (although this can be risky) while favouring Mei/Roadhog/Bastion during Defence matches.

Looking for ways I can combine the effects of different characters is part of the game I’m finding very interesting, although having only played as 5 of the characters so far means I have little to go on for many of the others. So the best thing I can do to learn more about the game now is to try playing as everyone else. Well, that should be easy.

Overwatch #1 – First Impressions

It may be a bit early to say Game of the Year, but if Overwatch isn’t my favourite game this year I’ll be surprised.

I wasn’t expecting to like the game quite as much as I do- I was expecting to get bored fairly quickly after hearing there was no campaign. Yet I’ve had more fun on Overwatch than I have on games promising more content and variety.  A major part of the fun is precisely because Overwatch contains “less”.

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The Year of (Less) Gaming…

Follow-up to this post.

The previous post was at the end of last year, and my end of year reflection post kind of build on what I was already thinking in that post. In the last few months, where gaming was and where it should be is something I’ve been continuing to think about.

The main catalyst beyond the posts was in January. I had a conversation happen that was very much not what I’d hoped, and made me doubt everything, and feel pretty bad. This was right in the middle of January, while a few of my assignments were due.  I let feeling bad about it take over, and dealt with everything by isolating myself from people and gaming instead of doing my uni work.  For one of my essays, I didn’t put anywhere near as much effort into it as I could have, and ended up submitting it late. That meant the highest mark I could possibly get was the minimum pass mark- made more annoying by finding out later that it would have received a Merit.

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The Year of Gaming…

Yesterday, Xbox sent out round-up emails with stats about our year in Xbox. Usually, I’m interested in that kind of thing, but reading these stats was uncomfortable.

I’m in the top 5% for amount played, at about 1500 hours in 2015. I honestly didn’t expect to be that high a percentile, more like 15/20%. That number annoys me- at least 1/3 of those hours happened as deliberate escapism or inertia. What could I have done with them instead?

The first argument I’m using to justify it is “I don’t play as much as my friends do”. This is kind of true as amongst my group I had the lowest hours, and some had double the hours I did. However, the gap between my time and theirs is smaller than I expect. I’ve been the last person online at night quite a lot, even on nights where I was intending to do something else.

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