Saturday, March 28, 2020

Planet's Edge: Two Seasons

The Moonbase commander congratulates us on retrieving one of the eight artifacts.
           
As several commenters have noted, Planet's Edge has shaped up to have a real Star Trek feel, with the quest titles obvious analogues for episode titles. In fact, it's safe to say that without budget constraints for things like costumes and special effects, Planet's Edge's scenarios are considerably more imaginative and innovative than the typical Star Trek episode (particularly the Original Series). Like their counterparts on Starflight II, the authors here clearly don't believe in convergent evolution. We've seen aliens based on birds and plants and lizards, some with no mouths, some with multiple arms, although all exhibiting fairly human-like personalities and flaws. I just wish the game had given us more portraits for these creatures; there's only so much you can tell from the icons.

I remarked last time that their stories were "a bit silly and trite," and I'll back off a bit now. At the time, I was thinking primarily of the princess looking to escape her arranged marriage, but the subsequent stories have been a little more interesting.

But while I concede that this game could be fun and interesting, I still don't like it. There's nothing in it that I particularly like about RPGs. A certain quality of narrative and variety of quests are important to me, yes, but only when accompanied by meaningful character development or tactical combat. Still, I think the thing that bothers me most about Planet's Edge is not what it lacks but rather a particular quick unique to me: I don't like to know exactly how long something is going to last, or exactly how much time I have left. When I have to do a long, boring chore, I typically find a way to hide the amount of work I have to do or how much time I have remaining. For instance, when I decide to walk on the treadmill for two hours, I put a magazine over the display so I never know exactly how much time I have left. If I have to clean 200 data records, I'll write a process that feeds them to me one at a time without showing me my overall count. I prefer the unknown even when making it unknown makes a task longer or require more effort. If I have to drive somewhere, I'll often take a longer route with an unknown time rather than stick to the empirically shortest route. Yes, I know I have issues. Irene tells me all the time.
             
Planet Edge's sin was telling me that I had to recover exactly eight pieces, then giving me a map that shows the galaxy divided into eight roughly-equal sectors with similar numbers of stars, so that I know each part is going to require about the same amount of time--and that means a 40-hour game at least. I want to know I'm facing a 40-hour game at Hour 37, not Hour 10. This is why I always insists that quests that are about assembling n parts of something always vary the length and difficulty of finding each part. Some you should just be able to walk up and grab. Ultima VI did that particularly well.
           
I had to get rid of all my weapons just to get six cargo units on board.
         
My final complaint, though, is that I don't particularly enjoy blogging plot-heavy games. It's a bit exhausting. If I ran The Adventure Gamer, I probably would have given up already. There's always a question of how much I should include and how much I should summarize. Challenge of the Five Realms was a recent challenge; in blogging that game, I erred on the side of describing nearly every plot point. Other times, I've tried to summarize large sections of plot. My readers don't seem to have a strong preference either way. I'll try to take a middle path here.
               
When I left off last time, my crew was in Sector Algieba, where we managed to get ourselves appointed as emissaries from the Magin to President Ishtao. The president was on Ishtao station, orbiting Algieba, and I couldn't even scan the planet until I'd paid 6 cargo units to the orbiting platform. I had to go back to Moonbase, remove all weapons from my ship, and load up with cargo.

Upon my return, I donated the units and the crew was able to beam down to an episode titled "Inauguration Day."
          
On television, this would have been a two0-parter.
        
It was the best scenario so far. The Algiebians are a reptilian race fond of extra-long "s" sounds in their speech, which would normally make them evil, but they don't seem to be here. They were in the midst of a celebration for the second inauguration of their president, Ishtao. The festivities had been infiltrated by the Geal A'nai, the Algiebian faction that had also tried to kill the princess in my previous session. They also plotted to cripple Ishtao's space yacht and drive it into the sun, killing all of the visitors to the inauguration, and using a body double of Ishtao to give the order. It was a complicated plot. There were signs that the Geal A'nai may not in fact be the "bad guys" of the scenario, and that Ishtao had been mercilessly persecuting them, but it wasn't fully explored.
          
I ended up on the yacht almost immediately after entering the palace, owing to my order of exploration, but I think the events could have been done in any order. The inhabitants of the yacht were obsessed with a card game called, probably, "Chasqua." I say "probably" because the natural speech of the Algiebians put a variable number of letters "a" and "s" in the name. It involves a group of five cards, each aspected to a particular color, which must be inserted into a number of slots in a defined order--specifically, red, yellow, green, orange, and blue. The problem is that there's no objective way of telling which card goes with which color. They all look the same to humans, I guess. You have to show the cards to other denizens in the station and get their opinions. They look at them and say things like, "I'm pretty sure this #2 card is blue," but they give no indication how they're coming up with that information. In any event, they're often wrong, so you have to take notes to whittle it down and go with the highest probability.
          
I'm going to get a second opinion.
         
In the midst of this exploration, a bomb went off on the ship, crippling the engines and the electrical system. The engineer explained that to fix the doors and teleporters, he needed a "gravity bar," which happens to be the prize for winning Chasqua. President Ishtao's doppelganger came over the P.A. and announced that he had ordered the yacht to plunge into the sun so that the Geal A'nai saboteurs would die, trusting everyone else would be willing to sacrifice themselves for such a noble end. The ship's captain, shaking his head at such an out-of-character moment for Ishtao, begged us to get the ship's engines back online and return with the command code so he could override the order. Meanwhile, the fake president demanded the command code for himself.

In due order, I figured out the Chasqua sequence, gave the gravity bar to the engineer, used the now-functioning teleporters to move around the otherwise-inaccessible parts of the yacht, and got the engines back online. Re-starting the engines involved inserting Chasqua cards in a particular sequence; one of the NPCs remarked that the game had been "designed by engineers as a mnemonic for complicated tasks."
       
Although a bit more of an adventure game than an RPG, at least Planet's Edge doesn't put you in a lot of "walking dead" moments. There's a lot of backtracking, sure, but I've found that if I simply stick to an exploration pattern, talk to everyone, and search everything, I'll eventually get what I need.
      
There were several battles with Geal A'nai during the exploration, and combat isn't any more exciting than it was last time. A lot depends on luck. So far, I haven't found a battle that wasn't easy enough to win by reloading. I've found a few weapon and armor upgrades, which I've been distributing according to skill. It also makes sense to keep a couple of different types of armor on you because certain armors defend better against certain weapons. Each item comes with a detailed item description, incidentally, which is something that few RPGs have done thusfar in my chronology.
          
A description of Reflec Armor.
          
Once I had the command codes, I tried both potential endings. If I gave them to the fake president, he continued the ship's course into the sun, rejoicing that, "News will soon reach Algieba IV that a ship full of innocents were killed and they will believe that Ishtao was responsible!" Giving the codes to the commander saved the ship. Either way, my party was allowed to escape in a pod. I decided to go with the "good" outcome (save the ship) because it's my natural tendency, but it occurred to me while writing this entry that 90% of players probably do that. Since I'm not really that excited about the game anyway, why not spice things up by taking the evil path? Maybe you'll see that reflected in the next entries.
           
The party gets the command codes after inserting more cards in those slots.
           
Anyway, the Geal A'nai weren't done. They had also infiltrated the kitchen staff and other key positions in the presidential palace and had plotted to kill Ishtao through a mechanism I completely didn't understand. It somehow just involved pulling a lever. I found a Geal A'nai in a prison cell, and when I showed him one of the amulets I'd looted from a corpse, he thought we were part of his faction and told us where we could find the "sixth key" in a crate in the kitchen. Using it on the lever somehow resulted in the president's death--which I tried, then reloaded.
            
The causal mechanism escapes me here.
          
The "good" path involved getting to see Ishtao by pretending to be reporters (one of his minions assumed we were and gave us a press pass). He wanted proof that the Geal A'nai had infiltrated the palace, which we provided in the form of the amulet. He then wanted us to find the sixth key, which apparently isn't just a key, but the "holiest of relics from the ages of darkness!" Fortunately, we already had that. He rewarded us with an amulet that would grant us passage to the depository on Koo-She Prime.
           
The party enables the president's self-destructive war.
        
I had originally thought I would finally find the sector's quest item--Algiebian Crystals--at Koo-She Prime, but they actually turned up as the result of an innocuous side quest in the presidential palace. One of the rooms housed a museum of Algiebian history--each of the exhibits making that history sound all the more brutal. The curator hinted that she was thirsty, so we bribed her with a bottle of wine we'd received from a bartender. She wandered away from her post, allowing us to throw the switch that controlled the force fields over the exhibits. By now accustomed to searching everything, I searched each exhibit and serendipitously found the crystals in one of them. To solve this quest if you already knew where the crystals were, you'd just need to beam down, get into the palace, and kill the curator.
             
Search everything, kids.
              
Koo-She Prime kicked off an episode called "Solitaire." Shortly after we arrived--and got in with the presidential amulet--we tripped a trap that caused three of the party members to get beamed away and held in stasis. William had to solve the area by himself, some of which required referring to clues from random NPCs back on Algieba. There were a lot of traps, hostile beasts, and reloading. After puzzling his way through a series of caves, he arrived in a science facility, where he had to switch bodies with a four-armed creature to operate four levers at once. Ultimately, he released his friends and found some technical plans that allowed for better weapons and ship parts back at home.
   
Back at Moonbase, Commander Polk congratulated us for getting the Algiebian Crystals and suggested we explore Sector Kornephoros next. I was unhappy with being told where to go, so after I scrapped the Ulysses for an upgraded ship--which the game named Calypso--I headed for Sector Caroli for no other reason that it was clockwise from Algieba.
              
Outfitting my second ship.
          
Caroli had a lot more stars than Algieba, most with absolutely nothing to do, not even elements for my higher-capacity starship. One planet--Zavijava Prime--had an orbital platform occupied by those goons again, and it was here that I fought and (badly) lost my only attempt at ship combat this session.
          
I stumbled on the sector's quest at Alula IV, in an episode called "Desolation." It soon transpired that Alula IV was the agricultural planet of a species called the Eldarini. I never found a description of them, but the species apparently goes into hibernation for long periods of time and then awakens ravenous, killing and eating anything nearby if there's no other obvious source of food. Alula IV and its "Iozam" grain was supposed to be that food, but both the harvester and the transport ship had broken down. The place was also swarming with hostile carnivores that we had to kill.
             
The alien explains what's going on with his species.
        
We had to get the local boss, Agricol, to take us on as field hands before we could explore the place. This involved a puzzle where he put us in a room with seven items and said they could all easily fit into a pack, but I should select the one that he wouldn't want to take with him. They were an industrial badge, a levitator, a stone, an assault laser, a gold wire, ceramic armor, and a rifle. I chose the stone because it was the only item that had no real utility, and it turned out I was right. I'm just not sure I was right for that reason. As he welcomed us aboard, he gave us tickets for the "life gallery" on Merak I.
     
Solving the quest required us to go to two other planets--Denebola IV and TK--for the parts for both the vehicles. Denebola IV was the Eldarin homeworld, and its episode was titled "Forsake the Wind." Exploring the area, we had to be careful not to brush against sleeping Eldarins, or they would wake up and try to kill us. The surface of the planet was filled with hostile sandworms erupting from pools of lava. They occasioned enough reloading that we were definitely here a bit too early. Still, I pushed through.
          
These worms were no fun at all.
        
We had to solve a variety of navigation puzzles not worth recounting to get the part for the harvester. Returning to Alula IV, we fixed the harvester, which promptly went out of control when we turned it on and bashed through a fence. This allowed us access to a new area and ultimately the station commander, who gave us the requisition form to take to Oortizam Labs on Cor-Caroli Prime.
          
The next episode.
         
Cor-Caroli Prime's episode was "A Small Matter." The core part of it involved the party being shrunk to microscopic size and having to navigate our way through the circuit board of some computer while battling hostile nannites. I either missed or didn't record the encounter text or NPC conversation that explained why or how this happened. We had to switch a couple of computer chips and pull a lever to get out. When we did, one of the items enlarged along with the party was the Gravitic Compressor, needed for the Centauri Device.
         
Navigating the circuit maze.
           
Eventually, we were able to get the requisition form notarized, at which point an engineer gave us the "ComNav" needed for the ship on Alula IV. We returned, got that ship repaired (thus saving the Eldarins from famine), and were given a note to give to the supervisor on Denebola IV. He in turn allowed us access to the "rare treasures room" and suggested he'd look the other way if anything went missing. The room held two more sets of technical plans.
           
Good. My newly-evil party is going to need better weapons.
          
Overall, Sector Caroli's quests were the first that didn't seem to have any "evil" or otherwise alternate options, except I suppose just killing everyone instead of actually solving the quests.
         
Before I ended this session, I was interested in checking out this "life gallery" on Merak I, also in the Caroli sector. But when I visited, I found it guarded by hostile blue aliens who killed me when I resisted, so we went back to Moonbase with our tail between our legs.
             
His assessment of our capabilities was, alas, accurate.
          
Expect a change in tone in future entries as my party loses patience with this increasingly hostile and irrational universe.
           
Time so far: 15 hours
 


        

A10 Cruiser Tanks For The Desert


I have been really slack this year when it comes to fresh gaming output. I had the big burst of Italian Wars at the start of the year which burnt me out a little, so with this year's Analogue Hobbies Winter Paint Challenge about to start I needed to get back in the saddle, warm up the Pro Arte Sable and start to splash the Vallejo again.


This year I have decided to have a tank theme and try and crack through the huge backlog of 28mm Early War desert vehicles I have lying around in the to do box (I say box I mean small garage). First thing was to get a bit of pre season training in with a couple of A10 Tanks I needed for our next Op Compass Campaign Game.


The vehicles are from Warlord Games and will join another 3 A10s that I already own. The vehicles are painted in the early war Caunter Scheme as most of my vehicles are, I've gone for a very pale blue grey for my third colour on these. I have given up debating Caunter Colours and stick to my own interpretation, I have vehicles in the official colours (the earliest) and then others with various shades representing my interpretation of the colour change / fade for the third colour.


There is also a (shock, horror !) conversion on one of the vehicles, it sounds big and clever but all I have done is taken a 3" CS barrel from a Rubicon Models Crusader it (cheers Steve 👍) and replaced the two pounder barrel on the original model to get a Close Support version, which is required for the game mentioned above.


It's nice to get a couple of new vehicles finished and hopefully this will get me in the mood for the challenge. After all looking at the pic below I have 11 Honeys, 4 A13s, 7 Crusaders, a Matilda, 5 Panzer III, 2 Panzer IV, an 8 rad, 3 Sdkfz 222, a Panzer II, 3 Mark VI Light Tanks, 3 Italian M13/40 tanks and 6 M11/39 tanks to be going on with.


The plan past year during the Challenge was to complete a small unit of 6 Cavalry each week to keep me driving forward, it worked a treat. This year I plan a minimum of 3 vehicles each week, so there are more than enough in these boxes to keep me going.


I only started playing around with weathering of vehicles a year or so ago so I'm quite new to it, there are some washes, some chipping and a bit of streaking on these, I don't want to go too far with it (some models are all weathering and no paint) but I'm happy with my progress.


The vehicles are due in action straight away so will have the opportunity to perform dreadfully (as all new units must) pretty soon.


So the wing table will be mostly empty for the next couple of weeks whilst I get this lot cleaned up, washed, dried, built and primed ready for the start of the challenge on the 21st December. See you at the start line.


(270 MB) Download Hitman 4 Blood Money Highly Compressed For Pc

(270 MB) Download Hitman 4 Blood Money Highly Compressed For Pc


Screenshot



Hitman 4 Blood Money System Requirements

Following are the minimum system requirements of Hitman 4 Blood Money.
  1. Operating  system: Windows XP, Vista, Windows 7, Windows 8 and 8.1
  2. Processor: Core 2 Duo
  3. Setup Size: 270 MB
  4. Ram: 1GB
  5. Hard disk space: 5 GB







Monday, March 23, 2020

The Experience

I once spent nine days as a guest at a Taiwanese Buddhist nunnery. Their hospitality was incredible and what stuck in my mind was the most amazing food I've ever eaten. They made Chinese meat dishes out of plant protein, most likely because the nuns were brought up on a traditional, Chinese omnivorous diet, and this food met their vegetarian religious restrictions without compromise. It was so good, I questioned it's meatlessness, being a vegetarian at the time.

After a week of this amazing food, I mentioned on the way back from our conference, that I could really go for a pizza, especially because there was a Pizza Hut next to the nunnery in busy downtown Taipei. No matter how good something is, you often long for the tastes of home. You know you'll get that consistent experience, even if it's not great. Consistent beats great sometimes. An older scholar overheard me and slammed me for being so disrespectful as to want pizza when our hosts had been so gracious with their amazing food. When we returned to the nunnery for dinner, awaiting us was glorious Pizza Hut pizza. The heart wants what it wants.

When it comes to hobby game stores, consistency of experience is wickedly hard. You can train your staff to greet customers, provide stellar customer service, create intricate systems to maintain product and service, but in the back room it's another story. In our Game Center, your consistency of experience is kind of in your own hands.

I could pay employees to run games of a particular style and quality, but the games they run would be limited to the customer desire to pay for that experience. Other than convention fees, which they seem to have no problem with, nobody wants to pay $10 cash money for me to run Dungeons & Dragons. $10, times six players, is $60 for a 4-hour session paying someone $15/hour. That's just their labor, not profit or materials, or prep time. This is a traditionally free experience that can cross over into "nominal" fee territory, but a real fee will never really capture the value being provided.  That may change with the mainstreamization of gaming, and someone will certainly point out the "professional" dungeon masters, but it's rare.

So we run the Event Center a bit like a concert hall in which we attempt to host high quality concerts, but with no guarantee the experience will be great. We are concert hall people, not the performers. I've been to great concerts and I've been to concerts where the performers were drunk off their asses, but in neither case did I credit or blame the venue. But in the game trade that's exactly what happens. Sexist comment? Bad DM? Poor hygiene? It will all be a black mark against the store, even though there's not a whole lot we can do about it, other than craft policies, brief organizers, and strictly enforce rules. We are facilitators. We use volunteers. The only other option is the thing doesn't happen.

This chaos is also our strength, our protective armor. The inability to provide a consistent experience, but to only provide a neutral venue is unacceptable to anyone with deep pockets who wants in on this. What happens if something really terrible (actionable by law) occurs? How do we make sure the D&D session doesn't have something inappropriate? How do we actually monetize this space that costs us $6,000 a month? Really, that's what we pay. About $50 a seat per month.

The reality of most D&D sessions is there are a lot of slightly boring ones and then one amazing one, which you tend to remember without remembering the boring ones. D&D especially is a constant playtest, as most people don't run the same adventure twice. Imagine sitting through a bunch of boring movies to get to the great one. That's how it tended to be before the Internet, but people want blockbusters every time nowadays, and they can get them by picking and choosing. All of this inconsistency is why there are no national chains of game stores. Managing the managers and the organizers would be like herding cats. You would have to have a whole department called Program Development to plan and test event structures. Publishers can't even pull this off well with their one game. Plus, as mentioned, the customers would never pay, at least not so far.

Anyway, this is something that keeps me up at night. Labor, as minimum wage here approaches $15 an hour, can no longer be the solution to bespoke experiences. We are fast approaching hard limits that are testing the demands of customers with the reality of what is possible in small business. It may just be the little store, with the passionate owner working for close to zero dollars, will be the one providing the consistently amazing experiences that big stores could only dream of. The rest of us are wondering if we should get a liquor license or hire some circus performers.

Friday, March 20, 2020

Buds, Blooms, And Thorns Review Of Wooly Whammoth By Smirk & Dagger Games

Buds, Blooms, and Thorns Review of Wooly Whammoth by Smirk & Dagger Games
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Title: Wooly Whammoth
Designed by: Nicholas Cravotta, Rebecca Bleau
Publisher: Smirk & Dagger Games
Year Published: 2019
MSRP: $40
2-4p | 20-30 min | 8+

Introduction:
If you were a member of a prehistoric tribe, you'd need to eat.  And what better to eat than big, yummy, mammoths?  They're big though, so hunting them is difficult... Unless you can drive them off a cliff and let gravity do the work for you!  The problem is, mammoths are often unpredictable and dangerous.  Sometimes they'll charge, sometimes they'll even take you off the cliff with them!

In Wooly Whammoth all players are controlling their own tribe, trying to drive a mammoth off a cliff in order to feed their tribe.  Simultaneously, everyone will play a card that says what will happen that round, either movement cards or charge cards.  The catch is that everyone's cards are combined to decide what happens!  So if too many people play movement cards you may end up running off the cliff with the mammoth!  Or if someone plays a Charge card you may end up getting trampled!  Whoever manages to collect enough food at the end of the game, without losing their entire tribe, is the winner!

Blooms:
Blooms are the game's highlights and features.  Elements that are exceptional.
  • Excellent components!  The artwork is fun and whimsical, the double layered, sliding tracks for each player are nice and thick, and all the tokens and cards are top notch quality.
Buds:
Buds are interesting parts of the game I would like to explore more. 
  • This needs to be played with the right group of people.  If everyone plays conservatively it'll be a boring game, but when people take chances it can cause some crazy fun.
  • Light, quick play and a whimsical theme make for a good filler.
Thorns:
Thorns are a game's shortcomings and any issues I feel are noteworthy.
  • Gameplay is very light and casual.  It feels like a mismatch with the $40 price tag.
  • If you don't play with people that like a little chaos the game will be pretty boring.  In my first game I played with a group that was very calculating (they mostly play euro strategy games).  Because of this everyone calculated what the best moves would be and everyone ended up in pretty much the same place for much of the game.  You really need either a completely random element, or someone who loves instigating chaos to make the game exciting.
  • This is a game that really focuses on take-that mechanics.  There is bluffing and a bit of deduction, but it all revolves around trying to get your opponents to either fall off the cliff or get trampled.  If you aren't into a game built around this goal, as most of my game group isn't, then this game isn't for you.
Final Thoughts:
This is a game that I thought would be more fun than it was.  Part of that is because it's not the right game for my gaming group though.  Wooly Whammoth is really all about trying to see if you can get your opponents to destroy themselves.  A lot of Smirk & Dagger games have strong take-that elements to them and Wooly Whammoth is no exception.

There are some interesting bluffing opportunities and mechanic interactions in the game though.  You do have to think about, and then second guess, what you think your opponents are going to play in order to keep yourself both on the cliff and avoid being trampled.  Each tribe has a unique ability that can help them in the game, and there are some cards that let you do things other than move that add some interesting options.  However, after all was said and done, I didn't feel like much really happened in the game.  There were no overly exciting moments, no sense of danger or thrill of the hunt.  I'd love to see more "last minute" save types of occasions in the game to bring forward the sense of hunting a dangerous prey.  I think part of the issue is that cards are resolved sequentially rather than simultaneously.  So you are able to move and drive a mammoth off the cliff before a Charge card takes effect.  If you've already driven your mammoth off the cliff it can't charge.  Because of this, we felt that the Charge cards were less effective than we'd have liked.  They were potentially mean, but in actuality, didn't seem mean enough.  Simultaneously charging and moving would probably result in more casualties in the game, so tribes may have to be bigger, but I think it would also add more excitement.

Wooly Whammoth reminded me a lot of Get Bit, but much less elegant.  The experience in Get Bit is very similar - players are trying to avoid getting eaten by a shark by playing numerical cards that determine their sequence in line, but it's also simpler.  I think Get Bit works much better for the experience the games are trying to instill, plus Get Bit is a fraction of the cost.

Anyway, I gave Wooly Whammoth a Thorn rating because it really wasn't right for my group, and I think it fell short of the experience it tried to present.  If you like simple bluffing and take-that games you may get more mileage from the game.  Thematically it's wonderful and would make a great family game, but mechanically I felt it left a bit to be desired.

Buds, Blooms, and Thorns Rating:
Thorn!  I can't quite recommend this game,
although you may enjoy it if you like games
like this.  I feel this game has some flaws and
there are areas that it could improve in the
experience it provides.

Pictures:






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GJJ Games Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends.  Some of these games I own, some are owned by friends, some are borrowed, and some were provided by a publisher or designer for my honest feedback and evaluation.  I make every attempt to be both honest and constructively critical in my reviews, and they are all my opinions.  There are four types of reviews on GJJ Games: Full Reviews feature critical reviews based on a rubric and games receive a rating from 0 to 100.  Quick Reviews and Kickstarter Previews are either shorter reviews of published games or detailed preview reviews of crowdfunding games that will receive a rating from 0 to 10 based on my impressions of the game.  Buds, Blooms,and Thorns reviews are shorter reviews of either published or upcoming games that highlight three aspects of a game: Buds are parts of a game I look forward to exploring more, Blooms are outstanding features of a game, and Thorns are shortcomings of a game.  Each BBT review game will receive an overall rating of Thorn, Bud, or Bloom.

Thursday, March 19, 2020

Star Wars Jedi Fallen Order Free Download

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A galaxy-spanning adventure awaits in Star Wars Jedi: Fallen Order, a new third-person action-adventure title from Respawn Entertainment. This narratively driven, single-player game puts you in the role of a Jedi Padawan who narrowly escaped the purge of Order 66 following the events of Episode 3: Revenge of the Sith. On a quest to rebuild the Jedi Order, you must pick up the pieces of your shattered past to complete your training, develop new powerful Force abilities and master the art of the iconic lightsaber – all while staying one step ahead of the Empire and its deadly Inquisitors.

While mastering your abilities, players will engage in cinematically charged lightsaber and Force combat designed to deliver the kind of intense Star Wars lightsaber battles as seen in the films. Players will need to approach enemies strategically, sizing up strengths and weaknesses while cleverly utilizing your Jedi training to overcome your opponents and solve the mysteries that lay in your path.

Star Wars fans will recognize iconic locations, weapons, gear and enemies while also meeting a roster of fresh characters, locations, creatures, droids and adversaries new to Star Wars. As part of this authentic Star Wars story, fans will delve into a galaxy recently seized by the Empire. As a Jedi hero-turned-fugitive, players will need to fight for survival while exploring the mysteries of a long-extinct civilization all in an effort to rebuild the remnants of the Jedi Order as the Empire seeks to erase the Jedi completely.

GAMEPLAY AND SCREENSHOTS :

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DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
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♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

Star Wars Jedi Fallen Order Free Download
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➤ Download the game by clicking on the button link provided above.
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➤ To open .iso file, use PowerISO and run the setup as admin then install the game on your PC.
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➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.

SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)


Minimum:
• Requires a 64-bit processor and operating system
• OS: 64-bit Windows 7/8.1/10
• Processor: AMD FX-6100/Intel i3-3220 or Equivalent
• Memory: 8 GB RAM
• Graphics: AMD Radeon HD 7750, NVIDIA GeForce GTX 650 or Equivalent
• DirectX: Version 11
• Storage: 55 GB available space

Recommended:
• Requires a 64-bit processor and operating system
• OS: 64-bit Windows 7/8.1/10
• Processor: AMD Ryzen 7 1700/Intel i7-6700K or Equivalent
• Memory: 16 GB RAM
• Graphics: AMD RX Vega 56, Nvidia GTX 1070/GTX1660Ti or Equivalent
• DirectX: Version 11
• Storage: 55 GB available space
Supported Language: English, French, Italian, German, Spanish language are available.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

Valfaris Review (PS4)

Written by Anthony L. Cuaycong

Title: Valfaris
Developer: Steel Mantis
Publisher: Big Sugar
Genre: Action
Price: $24.99
Also Available On: Switch, Steam, XB1



Touted as a spiritual successor to the underrated Slain: Back from Hell also developed by the two-man Steel Mantis Games, Valfaris packs the heavy in heavy metal and thrives as a two-dimensional action platformer. It's a classic side scroller packed with contemporary goodness; the soundtrack successfully serves to pump up the adrenaline and helps gamers prep for swath after swath of enemies. Appropriately diverse, the latter keep coming, and their onslaught is interrupted only by the appearances of mid- and end-level bosses; they're fodder for mayhem, and provide benefits for even more mayhem by way of their loot drops.




Valfaris sets up the proceedings with a paper-thin narrative about the titular planet, whose disappearance from galactic charts and reappearance to orbit a decaying star sends lead character Therion on an adventure to find and defeat Vroll, the ruler with evil machinations who also happens to be his father. Steel Mantis Games deserves props for continually feeding the story via bits and pieces of interactions between the principal protagonist and his enemies, inhabitants of the planet, and, for the most part, Hekate, his trusty artificial-intelligence assistant.

Make no mistake, though. Valfaris' biggest come-on is its gameplay. Certainly, it makes no pretensions on its primary — okay, singular — intent. Which, creditably, it manages to deliver well. It gives gamers the standard three weapon types to use in encounters: one with infinite ammunition, but whose refresh rate leaves much to be desired; one for melee, which, for every sword swing, likewise serves to replenish an energy meter; and one that cuts through the hordes the best, but requiring, and quickly depleting, said meter to use. A shield at hand can turn defense into offense; activation shortly before an enemy projectile's impact allows for deflection and redirection.




In Valfaris, all the tools of combat are upgradable through Blood Metal, in-game currency found around the planet and gifted by downed enemies. Meanwhile, Resurrection Idols enable gamers to make use of — or, to be more precise, pay for — checkpoints or, when collected and kept, increase health and energy levels. Implicitly, the alternatives encourage rational thought and strategy to get through platforms with efficiency and purpose. Any deliberate assessment is a challenge at best in light of the sheer number of enemies to down, and made even more challenging by the absence of evasive commands.

Valfaris makes no pretensions. In fact, it proudly wears its intense difficulty in its sleeve. That said, it's no Dark Souls, and it does strive to stay fair throughout its 15-hour-or-so runtime. For good measure, Steel Mantis Games has released a patch that adds Full Metal Mode, essentially a "new game plus" option that gives gamers the pleasure of carrying over all weapons and items collected throughout a completed campaign. In other words, they're fully equipped from the get-go should they decide to relive their experience.




Admittedly, Valfaris isn't perfect, and frustration can set in. For instance, its eight-direction aiming occasionally feels inadequate, leading to crucial misses. And while constant respawns aren't new to the genre, they can make for sudden unexpected battles that render immaterial even the best-laid plans. Even boss fights aren't immune to the odds being stacked too high for comfort; a few have final, at-the-point-of-death attacks that prove the folly of close combat, not to mention minions that take attention away from the most important task at hand.

That said, Valfaris is well worth its $29.99 sticker price. Featuring retro pixel-art visuals and booming sounds that add a sense of urgency to Therion's exploits, it comes off as a polished blend of aesthetics and action designed to kee gamers coming back for more. Highly recommended.



THE GOOD:
  • Complementary audio-visual elements
  • High on variety
  • Tons of options on offer
  • Extremely challenging but fair
  • Full Metal Mode

THE BAD:
  • Occasionally inadequate aiming
  • Random respawns can lead to unexpected battles
  • Cheap deaths courtesy of a few bosses with sneaky parting gifts


RATING: 8.5/10