Category Archives: GAMING

D&D 1st Edition Revisited!

Having play tested the newest version of D&D Next aka 5th Edition, I can firmly say that I’m pretty excited to see where things are going in the game. Playing the newer version invoked a lot of nostalgia for the older versions for a lot of us in my gaming group, and luckily for us Wizards Of The Coast saw it fit to reprint premium editions of the old 1st Edition rulebooks. Being curious of how far things have changed from this edition to what we know now, I decided to pick up the 1st Edition Players Handbook and Monster Manual, and our resident GM picked up the Dungeon Master’s Guide. Since we were all mostly familiar with either 2nd, 3rd, or 4th edition, this was almost an entirely different game for all of us, and it was readily apparent the moment we cracked open the players guide.

The Players Handbook.

What we encountered was a trip back into a far more difficult, older mechanics we weren’t used too, and definitely not familiar with. Sure, everything we knew was there, but it was in a rawer, more rudimentary form. Some things like hit dice, character requirements, or especially Armor Class worked entirely differently from how we were used to them. I’ll still have difficulty trying to understand THAC0 in it’s entirety, but on a turn to turn basis I got it eventually. The books themselves were filled with lots of tables, charts, and long descriptive bunches of text for differing rules systems. It’s the sort of game that is definitely not meant for novice Tabletop RPGers. When I think about people in the 70’s having to learn this game from scratch, with no prior knowledge or conceptualization of what this game is supposed to be, I’m very impressed that it ever even took off. It’s a testament to the game itself though, that it held onto public interest despite such a daunting and intimidating ruleset.

However, after a few hours of brushing up, group clarification, and basic training on the way combat works, we decided to go for it, and started the first step of every tabletop RPG: Character Building.

Now, normally I’m the kind of player who plays the tank. Need a Dwarven Fighter in your party? I’m your guy. I like to swing a big axe, do lots of damage, break things, and eat and drink everything I can in the vicinity. In fact, in my gaming circle I’m a bit notorious for doing this, as I once played a Barbarian Half-Orc named Grakk Hornsblood who violently tortured a Kobold for information, boiled a big pot of water, dunked him into it, then let him brew in there until I had made a giant pot of Kobold tea. After drinking it my character became violently ill, and known locally as a psychopath, but I digress. The point is that I like playing the heavy hitter. So to buck trends and try something different, I decided to try building a new type of character I’ve never really tried before. So I decided to make a wizard,which any D&D player will be familiar with, is almost the complete opposite of a heavy hitting rabble rouser. In fact, they’re traditionally pretty squishy, and have to stay in the sidelines, or preferably in the back, casting spells from a safe distance.

This is the kind of guy I love to play as. Normally, I’d have a necklace made of all the ears from my fallen enemies.

So it was with great shock that I realized I only would start with 1d4 of health points. For the uninitiated, this means I would roll a 4 sided die, and whatever came up was the amount of health points my character would start with. When most level 1 monsters in the game do 1d4 of damage, this means you’re particularly vulnerable. Furthermore, when I was making my character, due to some technical reason that I’m now fuzzy on, my 1d4 HP role was actually subject to a -1 penalty. At best I could roll a character with 3 HP max. I gave it my best try, which is to say of course it ended up terribly, and I rolled a 1.

1-1= 0. Zero health points. I had rolled a dead character.

Only you know, I was already rolling him up.

After laughing about this for a solid 5 minutes, we found a rule that clarified that you cannot start with less than 1 HP no matter how badly you roll. It set the tone for the bizarre and terrible adventure my wizard would have, with his near instantly killable status in the game. My group and I decided that our characters would all already know each other, and were a band of traveling male strippers who went from town to town entertaining the local womenfolk for coin. Dutifully, I named my character Magic Mike, and set about queuing up “My Pony” By Ginuwine on my phone for every role playing segment in which we had to perform.

C-Tates would be proud.

Our adventure started out at a local club we had been hired to perform, where a bunch of elven, human, and orcish women were cheering us on. We took different checks to determine how effective our dance routines were, with one player doing particularly well and getting nearly 6 gold in tips alone. If it wasn’t apparent already, I’ll remind you that the games of D&D I play, are almost never typical games of D&D in any way, shape or form. From here on out, things only got stranger. The Dwarven bouncer had to kick out a rowdy male Half-Orc, who seemed a little too interested in my character, and shortly after wrapping up our dance routine we were called in the back room by our boss for payment.

Our boss then old us that along with payment, we were sent a scroll from somebody, and it seemed to address us all. I read it aloud to our group, and it was more or less a summons for known adventurers, travelers, merchants, and minsters to a distant town, to locate an old artifact. The scroll itself wasn’t signed by whoever sent it, but it did sound promising. Our boss then paid us half of what were we promised for our performance that night, and told us that was all we had. Since we were all lawful good players, we accepted his word. The scroll mentioned that anyone who successfully retrieved the artifact, would be paid handsomely, and being that our party was currently dead broke, this venture seemed opportune.

It was then, that suddenly a portion of the wall started to collapse, and a hole cracked open. From it a giant badger appeared, snarling it’s teeth, ready to kill us all. After laughing about a giant badger appearing out of nowhere, we proceeded to attempt to kill it in combat. Unfortunately this is where I forgot what kind of character I was playing, and ran up to it, and attempted to cast my spell of the day on it. Earlier that morning, my character had taken the time to recite and memorize a spell from my spell book. In 1st Edition, you get to memorize one spell each day, and once you use it, that’s it. That morning I had memorized “Enlarge” because I figured it would be useful for our show that night. However, I had forgotten to use it, and perhaps that’s why my character wasn’t tipped very well. Thinking quickly I thought I could simply enlarge the already giant badger, and his girth would fill the hole, blocking it and keeping him from escaping whilst simultaneously keeping any other badgers from entering to attack us further. I began casting my spell, which takes 3 turns. After I began, it was the badgers turn, and he attacked me, doing 4 points of damage, which was of course, 4x the amount of damage I could take, and thusly my spell was interrupted and I fell unconscious.

If It wasn’t for the Dwarven bouncer, we would have all died, as he was the only one who could take more than 2 hits before dying a horrible death by badger claws. After slaying it, the rest of the characters took notice that I had somehow been poisoned, and was now either dead, or in a coma. Having no knowledge of healing, nor money to pay a local cleric, they left me to stay in my death/coma, vowing to retrieve the artifact, gather the money themselves, and come back with a healer who could fix me up. At least, that’s what I’d like to think.

After spending a few weeks in a coma, my character awoke to a strange woman performing a healing ritual on me. After asking her about who she was, where I was, and where my friends were, she informed me that they had left without me. She dodged most of the questions about who she was, or why she had healed me, but gained my trust simply by virtue of saving my life. After telling me where my friends went, she gave me a magical scroll, that could teach me a new spell. The spell was Magic Missile, a old standard for wizards, and one I had not yet learned. I took it thankfully, and headed off to find my friends, ending the first session of our 1st Edition game of D&D.

If there was anything we all took notice of immediately, it was just how VERY HARD this game was. Nearly everything can and will kill you, and healing, resurrection, and day to day maintenance was either extremely difficult, expensive, or both. While we all had fun playing the game, the fight mechanics seemed a bit more extensive and difficult for our DM to keep track of, in relation to newer versions. He did a great job at it, but I could see myself getting a big headache trying to calculate all the damage being taken and done by and for each character in the game. It’s the kind of game where you’d need an experienced, knowledgeable, and most of all patient DM in order to make things fun. Thankfully ours was all of those things.

He’s a good guy DM.

While our adventure certainly didn’t end there, we eventually stopped playing and went back to other tabletop games instead. The novelty of trying 1st Edition had worn off a bit, and its clunkier, harder, and overall less fluid mechanics slowed down our games, and seemed to wear down the will of our GM to keep going from week to week. It was fun to try out however, and the games we played ended up having many memorable moments, including a character’s hand getting injected with poison after testing a trap, and my immediate gut reaction was to command our Dwarven player to chop his hand off, so the poison wouldn’t spread and kill his character. It turned out to not actually be poison, and his hand was needlessly chopped off, but how was I supposed to know that? Regardless of life or loss of limb, we enjoyed it for what it was. After playing it was easy to see how the game could capture the imagination of all those who first started playing back in the 70’s, and made it a bit easier to imagine how it was truly different from everything else at the time.

Even if the game wasn’t fun and challenging, the reprinted versions of these 1st Edition D&D books are quite beautiful, and flipping through them casually is a hoot. It’s fun to look at the older drawings of monsters in the Monster Manual, and see how the progression of a classic monster like The Beholder, or even a skeleton, has advanced through the years. D&D has been around for a long time, and playing the 1st Edition was a good reminder that no matter how complex a game can be, it’s the magic of storytelling, roleplaying, imagination and creativity that make a game fun. While 1st Edition may not be everyone’s cup of tea, the newer editions are far more accessible to the average gamer. If reading this has made you at all curious to play a tabletop RPG, go out there and try one with a group of friends. You may be surprised at how much fun you’ll have.

New GTA 5 Trailer Hits the Internet!

Grand Theft Auto is on a very short list of franchises that can make headlines by releasing a trailer for a video game, though developer Rockstar Games has always made these short previews worth your time  if you’re willing to dig deep. Aside from the showy explosions and crime-ridden tableaus the teasers are known for, Rockstar always makes sure to sprinkle some core details in their carefully selected clips, and fans are known to pick the bones clean of each new reveal. The new trailer for Grand Theft Auto V, which released just today, keeps to the same tradition and showcases some big moments and equally important subtleties.

http://youtu.be/Vzue74y7A84

The first thing to note from the trailer, as with the initial announcement teaser before it, is the variation in Los Santos’s environment. Aside from the sprawling cityscape (which looks pretty varied in itself), you’ll also have mountains, deserts, suburbs, and even, if certain rumors are to be believed, underwater depths to explore. All this geography is a part of a map ‘3.5 times bigger than Red Dead Redemption’, and according to IGN “you could fit the Red DeadGTA IV and GTA: San Andreas maps into the GTA V map and have room to spare.”

That is no small feat; San Andreas itself boasted a map so large that not that many sandbox games have outdone it in the 7 years since its release. To dump two other open world games in there is nearly ludicrous. I also suspect that Rockstar is no longer satisfied with a huge-but-sparse landscape. If GTA IV is any indication, they want their worlds to feel more lived in than previous titles, which means much less sprinting across empty fields with narry a landmark to please the eye.

The next thing to take into account is the focus on characters. For the first time since its early days in top-down camera mayhem, Grand Theft Auto V will have you playing as more than one characterThis implementation is more than just changing up the player skins however; Rockstar has made this element the focus of the game so far. Everything from narrative to gameplay to basic traversal are affected by transitioning between characters in GTA 5. New systems in place will allow you to jump between protagonists during some missions:

[box_light]“GTA V is going to pack solo missions, tag team missions and then big three-man escapades. When this happens, you’re going to either be given the choice of who to control (Don’t want to fly the helicopter? Be the guy shooting out the back of it or vice versa.) or be funneled [sic] to specific characters like Franklin sniping from across the map.”[/box_light]

However you’ll also be able to jump from one character to another whenever you want outside of missions, as well.

[box_light]“When you’re just feeling like roaming the streets of Los Santos, you can switch to whatever character you want – you’ll even take control of them as they’re out living their lives.”[/box_light]

Lastly, there are some gameplay features that are alluded to during all the action in the trailer. Planes will make a return as usable vehicles after their sorely missed absence in GTA IV, and all signs point to racing and the usual smorgasbord of criminal activity maintaining their place in the Grand Theft Auto universe. Gangs become an important focus this time around, as do heists, which look to be the driving focus of the story.

[box_light] “GTA V has a goal. You’re not just trying to make ends meet however you can. You and your crew are trying to pull off five to six heists to bankroll as much money as possible and get on with life. The missions you have in the game are all about setting up these heists, these Ocean’s Eleven/Heat moments. There’s a driving force for your actions[.]”[/box_light]

This is the most appealing feature of all that I’ve heard about Grand Theft Auto V. As much as I love the free-wheeling openness of the previous games, the goofy characters and the snarky parody of the American lifestyle that seems to be threaded throughout the franchise’s history, I’ve never felt much like I was experiencing a momentous narrative. For the first time it looks like a GTA game’s endpoint is more focused than “amass an unspendable fortune and then buy everything in sight”. With the way Rockstar treated storytelling in Red Dead Redemption and the continuing innovations Rockstar makes to their gameplay, this could be the best trip to the criminal underworld yet.

Also thiiiiiiiisssss

What do you think of the Grand Theft Auto V trailer? Sound off in the comments section below!

Halo 4 Review: You’ve Left an Impression of Sorts on Me

Once upon a time, or more like ten years ago, this female gamer decided to buy her very first Xbox because she played Halo at a friend’s house and fell in love.  Ever since then, a passionate love affair has existed between her and subsequent Halo games, so of course you could expect her to highly anticipate Halo 4.

But as with most love affairs, there are ups and downs, sacrifices to be made, and compromises to be had.  Halo 4 is like a compromise, but one that’s growing into a hopeful up.  After playing through the entire campaign, all of the Spartan Ops, as well as many hours of multiplayer, here are my initial thoughts and reactions to the game.

*WARNING: SPOILERS AHEAD.  DO NOT READ IF YOU’RE A HALO 4 VIRGIN.*

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CAMPAIGN/SPARTAN OPS

Story – The plot surrounding Master Chief and Cortana’s survival and of course the continuing salvation of the human race has little issues and runs very fluidly from one level to the next (and oh, man, is Cortana’s rampancy excruciating to watch).  Many fans were wary of how the relationship between Master Chief and Cortana would play out considering the fact that neither is actually romantically tied to the other, but 343 Industries stayed true to that status, keeping the couple’s relationship based 100% on mutual trust, dedication, and shared experiences.  How this will play out in future games, though, will be interesting not only because of the apparent loss of Cortana, but also because Master Chief suddenly has to deal with the fact that he has emotions that she slowly pulled out of him, and that he is more human than he’d like to believe.

My only concern with the campaign was that outside of the immediate Chief/Cortana storyline, there are threads of stories that tie in to theirs that are never truly explained or satisfied.  For example, Halo 4 starts 4 years after Chief disappeared, and suddenly humans are fighting the Covenant again, a fact which is never explained.  The game also starts with an officer questioning Dr. Halsey about her involvement with Cortana and Master Chief; the only valuable information we get out of this is that the leaders-that-be consider Chief to be dead and they want to replace him.

However, after finishing the first five Spartan Ops, my husband and I watched the video that was released to us for completion, which clarified one of my concerns about the story.  I must say that if 343 Industries planned to leave these threads in the campaign unanswered simply to be filled in by the Spartan Ops videos and other supplementary material, all I can say is that they made a genius marketing decision.  I’ll want to make sure I can download every single video to get the entire story, and I’m sure many other players will be hooked on this method of storytelling, too.

Gameplay – A blast.  I only experienced one glitch total, and the rest of the time gameplay was tight, fast-paced, and purposeful (there never seemed to be a ridiculous  number of enemy waves or useless confrontations of any sort).  Many new weapons are introduced and though I could get into the benefits and drawbacks of all of them, I think in general that the Promethean/Forerunner weapons are not impressive and tend to be lesser versions of both human and Covenant alternatives (this is especially true in multiplayer).  Personally, though, I am glad to see the beam rifle back, which was my favorite sniper weapon for quite a while (yes, even above the human sniper) even though I’m not that good at sniping.  However, the binary rifle is quickly becoming my top favorite because of its smooth, quiet functioning.

The new Promethean enemies were fun to figure out considering they are purely digital constructs, a concept that may be hard to grasp at first for some Halo players because we’ve never fought enemies of this sort before.  Specifically, I love that the Knights are able to teleport closer to you and swipe their swords right across your face.  The experience was different from previous games, which made it a challenge and forced me to stay alert and interested in the game the first time through.

Music – I have to throw this in here because I simply fawn over all the previous Halo soundtracks, even ODST.  At the initial load screen of Halo 4, a haunting, single female voice starts chanting in the style of ancient Celts or even Egyptians, reminiscent of the original Halo theme of a monk-like, a capella chorus.  I was excited to hear the rest of the score as I continued play.

However, there were several instances throughout the campaign where I felt that something was amiss, and I finally pinpointed the issue ¾ of the way through the game: the composers brought in too many horns for my taste.  The horns overpower the strings on a fairly regular basis, which is frustrating because Halo music became famous because of its ability to combine what normally doesn’t get put together (strings, guitar riffs, drums, and chorus) in an epic, powerful wave of sound.

On the credits list, I couldn’t find either Martin O’Donnell or Michael Salvatori, composers for all previous Halo games, which would explain why the score for Halo 4 sounded different.  The new composers seemed to be going for the traditional heroic sound with triumphant horn crescendos, but I prefer the old-school Halo strings and monk singers any day.

MULTIPLAYER

Gameplay – In general, 343 Industries has some work to do on multiplayer.  Almost every game that I played (that loads properly) had some sort of glitch or situation where, even if I wasn’t doing that well, should have turned out a bit more in my favor.  Then again, I’m sure many players right now feel this way.

Multiplayer feels like a throwback to Halo 3, where reactions seem slightly lagging and less tight than what Halo: Reach achieved this last year.  I know many disagree with me, but this is what I have experienced thus far.  Melee has a split-second pause from when you pummel to when the enemy dies, or vice versa.  Sometimes the Spartan abilities don’t load at all, which makes sense then that you can’t always call in ordnance properly, either.  Grenades are pretty bouncy and may or may not go off where you’d like them to, and let’s not even get started on how unbalanced the weapons are.

Weapons/Vehicles – No, actually, let’s talk about that.  As I mentioned earlier in the Campaign section, I felt that the Forerunner weapons were crappy versions of human and Covenant weapons.  The bolt shot, for example, is a less powerful version of a human pistol, and the suppressor is good for what its name implies, but little else.

The only two Forerunner guns I prefer are the rail gun and binary rifle; otherwise, I avoid all else in favor of traditional Covenant and human weapons.  This could be because I am used to these, but I truly feel that the Forerunner weapons have good uses in the campaign, but are hard to work with in multiplayer.

In regards to vehicles, I think that the Mantis, though a great new addition as a vehicle, is overpowered and will probably have its damage infliction reduced in future updates.  It’s a bit much to have a Warthog, Mantis, AND Banshee coming at you in some of the maps, and nearly impossible for the team not in control of these machines to have a balanced and fair game.  Fortunately, though, the Banshee and Warthog have all remained in similar states to what they were in the past, and haven’t received any game-altering updates.

Maps – We need some diversity.  Right now, most maps are medium-sized spaces that really don’t allow for proper one-on-one combat nor long-range options.  There’s no such thing as a massive Sidewinder version nor lots of compact maps like Blood Gulch.

My other problem with the Halo 4 maps is that they involve lots of little environment details that unfortunately only hang you up as a player.  My husband and I have had several instances already where we get caught on a branch while we’re backing up, or where the Warthog wouldn’t drive over a rock.  That seems really inconsistent when you’re a freaking Spartan warrior and can supposedly flip over a Warthog all on your own; I’m not sure why you wouldn’t be able to crack a branch under your foot.

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So there you have it.  As a Halo fan since the original game, I am disappointed in the multiplayer experience this week, and yes, I do realize that 343 Industries is most likely receiving constant feedback and planning to implement patches on a regular basis.  However, since 343 kept their promise to stay mostly true to the Halo universe in regards to the Campaign and Spartan Ops missions, this is why I am calling Halo 4 a compromise in my love affair with the entire franchise, a compromise that will hopefully grow into a more positive experience over time.

Mass Effect Trilogy Trailer

Bioware and Electronic Arts have come together once again to release the epic Mass Effect series, collected as a trilogy. For those who missed it the first time, get the full experience from beginning to end and learn what the hype has been about for the last 5 years.

As one of the biggest fans of the sci-fi epic that is Mass Effect, I personally have very mixed emotions about this. I’m one of the ones who’s been invested in the game since 2007 and held my breath, carrying my character – and every painful decision, sacrifice, and choice through each edition of the game. I’m one of the ones who managed to keep his crew alive ALL through the first two and in the third only lost characters because it was truly for the greater good (I refuse to spoil any of it, even now). And now, the collected edition is here, and it is ALMOST ENOUGH to make me go through it all again and relive the ridiculousness and insanity and pure awesome that was Mass Effect.

If you haven’t gone through the Mass Effect experience and you’re any kind of a fan of science fiction or phenomenal storytelling, you owe it to yourself to get the FULL experience, from beginning to end, and really learn just how invested you can be in that universe of Mass Effect. And, don’t let the people who’ve lost their minds over the endings spoil it for you, the experience alone is FAR worth the trip.

Mass Effect Trilogy is due November 6, 2012.

Guy Ritchie’s “Black Ops II” Live Action Trailer. Featuring Robert Downey Jr.

All that’s missing are Jägerbombs and misogyny. Guy Ritchie became the favorite filmmaker of fratboys everywhere when he made Lock Stock and Snatch. Between pounding shots and subjugating women, 20 year old collegiate males the world over high-fived over Brad Pitt’s unintelligble accent and then played some rounds of Call of Duty, the record-shattering military shooter that single-handedly gobbled up the profits of an entire industry in 2010. It’s only natural, given the matching demographic, that Treyarch would bring on the man to direct a live-action trailer for the second iteration in the Black Ops franchise, but to cap it all off, you’ll spot RDJ in the mix as well:

The trailer is only a minute long but manages to squeeze in a lot of information if you’re paying attention. In a simulated single shot, the camera bounces from one recognizable face to another (YouTube stars iJustine and FPSrussia make appearances too) but the trailer tries to focus the insane arsenal of gadgets at your disposal in Cod Blops 2. The trailer closes on a swarm of zombies, hinting at the added emphasize to the secondary zombie mode that became an instant fan favorite in World at War, and was expanded even further in the last game.

The first Black Ops crammed so much content onto disc that it was nearly impossible to argue against its value. A globe-trotting popcorn movie campaign, the most popular multiplayer platform in console gaming and extras and minigames pouring out of every nook and cranny made it a tantalizing offer. Blops 2 looks to be offering a similar experience this time around, but they’ve rebuilt the multiplayer from ground up, promised a much beefier single-player experience and a much much bigger zombie mode than ever before. The new features of Black Ops 2 are all explored in Game Trailers’ latest episodes of Bonus Round, if you haven’t heard about them yet.

‘Halo 4’ Trailer: It’ll Pump You Up

For fans of the Halo universe, these past few weeks have been nothing less than a conglomeration of anticipation and teasing. The Forward Unto Dawn series released its first full-length episode instead of the short vignettes we’d received before, and NewEgg.com ran an incredible sale of $15 off the pre-order (if you missed out, sucks to be you).

Now the live-action trailer for Halo 4 is out, and like the previous live-action trailers before, it does not fail to grip the viewer with its intensity even in such a short amount of time.  The trailer, entitled “Scanned,” features a captured Master Chief being tortured in some way by the new enemy gamers will face in Halo 4:

The trailer was produced by David Fincher, that guy who made those awesome films like Fight ClubSe7en, and The Girl With the Dragon Tattoo.  Tim Miller directed the trailer, pairing with Fincher as he had previously worked on special effects for Fincher’s Tattoo.  The two delivered Halo fans an impressive piece of artistry here that again only makes us more anxious for the game’s release.

Though we love these live-action trailers, the question amongst gamers still remains; will this new “ancient enemy” be a worthy foe like the Covenant have been for the past 10 years, or will they just be something to roll our eyes at?  The enemy leader in this trailer appears to be quite threatening (anyone who can capture Master Chief definitely shouldn’t be underrated).  Hopefully, the game creators have integrated the race deftly into the timeline, canon, and framework of preceding Halo lore.

Live-action Halo 4 trailer shot of creepy villain
Creepy, dude.

We’ll find out how everything is presented in only two weeks.  If you haven’t already, make sure to ask off work for November 6, when the regular and limited editions of Halo 4 will be released so you can game the day away.