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Infographic: Visual Guide to all the Superhero Movies up Until 2020

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With a smorgasbord of superhero movies being announced in the last couple of weeks it’s all getting a little dizzying, so many titles coming in the short space of just 5 years, it’s easy to lose track. Handily for us geeks, the folks over at Comics Alliance have put all this information in the form of a handy infographic. It includes all the known films coming from all the studios placed on a timeline plus those that don’t have a date as yet. It is a whooping 40 films.

It is safe to say now is the time of the superhero movie, but start saving folks. Taking the average cinema UK & US ticket prices, to see all these films as the should be view, in glorious big screen, it’s going to cost you about £270/ $320

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George Romero and son crowdfund Night of the Living Dead prequel “Origins”

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Origins

Pretty much anyone who hasn’t been living an extraordinarily sheltered life for the last few decades has heard of Night of the Living Dead: George Romero‘s progenitor for zombie films as we know them today.

The original film was made in 1968 for a budget of $114,000 and went on to earn $30 million scaring the hell out of audiences everywhere in the process. The film was notable for its social commentary along with its scares, something which would feature in some of the five Living Dead films which followed it.

The film also lead to numerous imitators and without Romero’s film chances are Robert Kirkman would never have written The Walking Dead, with the writer stating “I wanted a zombie movie that never ends” way back in 2005.

Now Romero’s son G. Cameron Romero an indie director in his own right after working on the story over the years is wanting to tell the origin of that story, what happens before that infamous moment where a shambling stranger stumbles through a graveyard and attacks Judith O’Dea‘s Barbra , and is looking to partially fund it via crowdfunding with the director stating;

I want to take back the Zombie Genre in the name of the Legacy that my father created almost 50 years ago. I want to tell the Origin story of the modern zombie, in a way that my father wasn’t able to do so back in 1968. I feel this is something that I HAVE to do.  Not only to reclaim the genre in the name of my family and not only to tell the story that my dad couldn’t tell in the 60s… but also because I… like all of you… was raised on my dad’s creation….

The story set in 1962 will revolve around scientist Dr. Ryan Cartwright 1962, a man searching to find a way for humanity to survive in the event of M.A.D (Mutual Assured Destruction), a major prospect brought to light by the Cuban Missile Crisis.

The film will be produced by George Romero and Darrin Reed with Reed stating,

The origin story deserves to be told by someone who passionately loves and has a unique insight into the original movie and nobody has that more than George’s own son

Whilst many may be suffering zombie fatigue it’s worth noting that many of those films, games, TV series etc wouldn’t exist without Romero’s landmark film so if any zombie film deserves to be made it’s this one.

Various rewards are offered from mini posters to being featured as a zombie victim killed on screen. One of the more intriguing rewards is being part of the “Brain” trust where backers will be polled on various decisions in the film-making process.

The IndieGoGo campaign is set to end on 15 November 2014, so get your pledges in quickly!

For more details go to helptelltheorigin.com

Warner Bros. Finally Announce 10 DC Movies Including Wonder Woman & The Flash

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We knew it was coming, with whispers here and there we finally have official confirmation from Warner Bros of their line up for the next 10 movies based on the works of DC Comics. Announced by studio head Kevin Tsujihara, there are some very exciting titles.

The run down goes as like so…

  • 2015 Batman v Superman: Dawn of Justice
  • 2016 Suicide Squad – directed by David Ayer and featuring a team of imprisoned villains running government endorsed black op missions.
  • 2017 Wonder Woman starring Gal Gadot, regular readers will know just how much this pleases me, it’s about time, am I right?
  • 2017 Justice League Part One which suggests it will include everyone, the only officially announced appearance is that of Amy Adams.
  • 2018 The Flash starring Ezra Miller, seemingly confirming that the Arrow/Flash TV universe shall not be meeting with the DC cinematic universe.
ezra-miller_
Ezra Miller…which version of the Flash will he portray?
  • 2018 Aquaman starring Jason Momoa.
  • 2019 Shazam starring Dwanye Johnson as Black Adam and being produced by New Line, a subsidiary company of Warner Bros.
  • 2019 Justice League Part Two directed by Zack Snyder.
  • 2020 Cyborg starring relative newcomer Ray Fisher

fisher_cyborg

  • 2020 brings Green Lantern said to be a reboot a full nine years after Ryan Reynolds portrayal disappointed us all. Fingers crossed for a John Stewart version.

It is assumed that the likes of Flash, Aquaman and Cyborg will be making their first appearance in Justice League Part One before their solo outings. I could have added Wonder Woman to this assumption but if Wonder Woman did not appear in a Justice League film, it has no right to call itself a Justice League film. On top of these 10 films Warner Bros. have also confirmed there will be two solo outgoings, one Batman one Superman.

Well that’s a hell of a lot of superhero films, especially when you add in the stack of Marvel movies we’re expecting. Some speculate that it is getting a bit silly now, but for a comic geek like myself, this is the era I have been waiting a long time for. How do people feel? Is it all getting to get old quickly? Are there any characters you were hoping would get a solo outing and haven’t? Let us know in the comments below.

Destructive Creations Announce Hatred, but who is the Target?

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Experienced Polish indie developer Destructive Creations announced today the reveal of their debut game Hatred, a brutal, uncompromising isometric shooter where the goal is to kill everyone, and “take no prisoners”. Powered as much by controversy as the fourth iteration of the Unreal Engine, and sporting a somewhat familiar logo style, Hatred has the player take the role of a “cold blooded antagonist”, travelling through various non-linear locales and killing absolutely everybody in various dark and gory ways. To quote their press release “It’s a horror, but here YOU are the villain.” and given the pretty brutal ways in which your trench-coat wearing protagonist eliminates people in the reveal trailer, it’s rather hard to argue that.

Hatred_Car

The game has found itself to be pretty immediately controversial, given its subject matter of playing a disturbed mass murderer in a video game. In discussing the somewhat controversial nature of the subject matter, Destructive Creations describe themselves as a team which “in times where a lot of games are heading to be polite, colorful[sic], politically correct and trying to be some kind of higher art, rather than just an entertainment, wanted to create something against trends. Something different, something that could give the player a pure gaming pleasure. This is how the idea of Hatred – the team’s first game, was born.”

Hatred_Outside

The intent, much like Postal and Postal 2 explicitly claimed and other free roaming sandbox games such as GTA have been accused of, seems to be to provide a dark, violent cathartic game where players can take the role and in effect try to understand the mentality of a man who thinks this: “I just fu*kin’ hate this world. And the human worms feasting on its corpus. My whole life is just cold, bitter hatred. And I always wanted to die violently. This is the time of vengeance and no life is worth saving. And I will put in the grave as many as I can. It’s time for me to kill. And it’s time for me to die. My genocide crusade begins here.” The “here” of which he describes is seven free form locations that include suburban neighbourhoods, supermarkets, police stations and the like, all painted in a haunting smattering of smoky greys and blacks.

Hatred_Massacre

The issue, and this may well simply be a problem of a lack of context in the press release and trailer, is that this doesn’t quite appear to be a satire. It might well be a case of incredibly black comedy, but there does seem to be a degree of seriousness in which it is taking the subject matter, as opposed to a deconstruction of game violence such as Spec Ops the Line or the outright comic parodies of Postal, GTA and the Saint’s Row games. There is the chance that, despite their claim that they are aiming for “pure gaming pleasure” this will in fact turn into a deconstruction, but the issue is that ultraviolence without some kind of distancing aspect ends up not being terribly fun, in spite of what look like very fun gameplay aspects bolted to a very good engine. Time will tell if the theme and message of the game end up more elucidated, but one thing is already clear: Hatred is certainly not a game for the weak of stomach.

Hatred is scheduled to be released Q2 2015 for the PC.

http://youtu.be/RrX7G-1xPLs

GEEK PRIDE QUESTION TIME EPs# 3 – SNEAKY ZEBRA

In this weeks GPQT, Matt talks to, two of the finest Youtubers this Country has produced; Sneaky Zebra.

Subscribe to Sneaky Zebras channel here:

https://www.youtube.com/user/sneakyzebra

 

 

 

Middle-Earth: Shadow Of Mordor

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Imagine a party. Dishonoured and Assassins’s Creed came together and, during the course of a night of fun, they decide to try something new and a little naughty with the Arkham games. When they all woke up the next morning in the house of J.R.R Tolkien they found that they had created the glorious being that is Middle-Earth: Shadow Of Mordor. My word, it is a thing of beauty.

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Just take a moment to look at that. This is a game that can only be described as gorgeous. The visuals are sumptuous throughout and that screenshot there isn’t even from the prettiest section of the game. Upon arriving in Nurn, my eyes pretty much gave up on ever seeing anything better. You move through a world that, despite the inherent ugliness of the hellish land that is Mordor, comes off as a true work of art. Every part of SoM is beautiful in its aesthetic, from the landscape to the characters.

And those characters are truly epic. Let’s start with your main guy, Talion. I’m going to keep the identity of your wraith partner a secret I’m afraid as it’s not only a pleasant surprise but an interesting section of the story when you get to work through the discovery. Talion, though is fully fleshed out and just awesome. First of all, he’s voiced by Troy Baker so, you know, top notch stuff straight off the bat. Baker is one of my favourite voice actors out there and he does sterling work as Talion. He’s not the only high profile voice to appear as Nolan North also plays certain roles but it as the game’s central character that Troy Baker, to no surprise, really stands out.

It’s an understated character in certain respects, without the overwhelming emotions of previous roles such as The Last Of Us’s Joel and the intensity of Arkham: Origin’s Joker. That’s not to say that Talion is wooden or lacking in emotion, have no fear that he goes through plenty of personal hell himself, it’s just that he’s incredibly stoic and the game tends to focus on revealing the character through action than heavy exposition. There are plenty of cinematics where we get to see Talion explored but it is in the sheer fury you get to reign down on the armies of Sauron and the playstyle you bring to the game that you really get to shape the character.

In this freedom is an interesting aspect of the game as well in that it’s a sort of semi-RPG. Though not a true role-playing game, SoM is definitely more suited to the action-adventure genre, it employs certain RPG elements in the creation of the world and its systems. The open world, containing several areas which you will traverse as you progress through the story, is heavily populated with side quests, collectibles and challenges. It’s actually almost a problem how much time you can spend hunting down Uruk captains to prevent them gaining power. 5 hours into my playthrough I’d hardly touched the campaign. This is a tricky point in so much as you are not compelled to take part in this side aspect of the game in terms of it isn’t entirely necessary but if you have any OCD at all, those symbols on the map are going to annoy the hell out of you. That said, the missions are always fun to do and represent a good variety, across both the main and side quests. And the Nemesis system adds a whole new dimension to your conflict with the mini-bosses that are the Uruk captains.

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Those are the real big bads  there, the Black Captains. But they’re not the ones who are going to cause you endless pain throughout your playthrough. It’s the Uruk captains, specifically the Uruk captains that will persistently return, more pissed off than ever thanks to the Nemesis system. Essentially what this system does is expand your interaction with the captains so if you ever have to fight them more than once they’ll remember you. Most of the time you’ll maybe do a captain twice at most. Not so with Luga. Luga the Warmonger is the bane of my Shadow Of Mordor playthrough.

I have fought this guy six or seven times now. Every time I kill him, he comes back angrier and more messed up. Thanks to the Wraith ability that allows you to interrogate captains, he is now burned to the extent that he’s wearing a Scarecrow-like sack mask. And the bastard can only be hurt by fire. Each captain has various weaknesses and strengths and invulnerabilities. These combat quirks allow you to plan out your fight with them. Luga is invulnerable to Stealth, Ranged and Combat finishers. Literally the only thing I can do is lure him to a fire, explode it onto him and then, when he flees due to his Fear Of Burning, interrogate kill him.As impressive and interesting as the Nemesis system is with the way it evolves your enemies and makes you adapt to fight them, the fact that I have to keep dealing with Luga over and over again is just frustrating. And damn he is ugly.

That aside though, I generally love going up against the captains. Especially as I’m pretty sure one of them made a Rocky Horror Picture Show at one point. An Uruk saying how he’s “tingling with antici…pation” is a joyous thing to behold. And then I killed him. It was brutal and I loved it. You see, Shadow Of Mordor is completely unashamed of its influences and the comparisons being drawn to them. So yes, the freeflow combat does resemble Batman and the stealth kills are reminiscent of Assassin’s Creed. And that blue glow, magic killer thing that has the name Dishonoured on the tip of your tongue? All of those are borne proudly aloft as parts of what make a superb whole. When I’m dancing my way through a Mordor camp, leaving a trail of the dead in my wake, I’m not bitching about how they just copied the style from Batman, I’m yelling about how I just cut that one dude’s head off then used my wraith powers to teleport to another where I then blocked his attack as my wraith blocked one from behind. I USED SOMETHING CALLED A CARAGOR TO DISEMBOWEL A GUY. This game is awesome.

The aforementioned Caragor
The aforementioned Caragor

But here’s the important thing about the combat. The stylistic of it can send you gracefully leaping between Uruks as you sever heads and limbs left and right but it’s never a sure bet. Using the side quests to level your skills can make certain fights almost laughably easy but combat manages to retain a certain level of challenge throughout, the moment when you find yourself surrounded by fifty Uruks and facing off against three captains, all with different invulnerabilities, certainly makes for some interesting gameplay. And those wraith powers I mentioned before? Yeah they may be a somewhat limited resource but their is a gleeful balancing of the scales when you start slow-mo headshotting people with your wraith bow. Teleporting, wraith punching, beast control, all these abilities and more are yours to use and abuse as the mood takes you.

Behind all of this aesthetic awesomeness is also a pretty solid and dark story if you go in for that kind of thing. You get all the classics of heroism and revenge and so on in a way that is relatable and engaging to go along with, while avoiding the pitfall of turning the entire game into a multiple hour therapy session for Talion. It delivers on intrigue and emotion and good drama but also keeps it toned down enough to let you really get stuck into killing every last Orc in Mordor.

Gently rub the scalp for best results...
Gently rub the scalp for best results…

I should at this point, probably mention that the game isn’t perfect. Shocking I know. I touched on it before but here I will fully explain. It is very very easy to get distracted from the main campaign. This occurs in the form of Nemesis events. Each captain has a power rating which they can increase through completing these events. What this means is that they’ll be harder for you to beat later on. The problem with this is that these events are popping up pretty much constantly and even when you wipe out the captains almost completely, they’re ranks and fairly quickly replenished. While it doesn’t ruin the game by any means, it does cause somewhat of a loss of focus and an extent of game fatigue.

And now I have dealt with the single issue represented by this game. So let me just reiterate that this is the way Lord Of The Rings was meant to be played. I haven’t even finished the game yet. I’m 11 hours in and just transitioned to Nurn, the second area. It took me 11 hours to drag myself away from Udun. There have been plenty of good games bearing the LOTR banner. But with Shadow Of Mordor, developers Behaviour Interactive and Monolith Productions have birthed unto the world a game truly deserving of the legacy that accompanies it. I urge you, step into the shoes of the Dark Ranger. It is not a journey you will soon regret, if for no other reason than to look at how goddamn pretty it is.

And lo, it was damn fine
And lo, it was damn fine

6 Ways Destiny Could’ve Been Amazing

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Destiny promised a lot, but just like real life, it squandered its potential.

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Destiny looks beautiful, has the beginnings of an interesting setting and, at a whopping $500 million, was produced with the largest budget of any game ever. Unfortunately, the final product seemed more like an introduction to a series rather than a full game in and of itself; it is as if it started life as one FPS project with story and multiple modes of play that then got all elements sliced down into a MMORPG to make it more expansion and cash-creation friendly.

As this post on reddit showed, in practice, the results appeared an awful lot like Phantasy Star Online.

Not that PSO was necessarily a bad game, but for the most expensive game ever that should’ve had the best constituent parts of all games ever, what went wrong? Well, it looks an awful lot like they had one project that overran and then was spun into a jack-of-all-trades-master-of-none mishmash that was put out before it had finished cooking so we, as foolish consumers, would be forced to buy further expansions to play half of the stuff they’d originally planned.

Oh, and they want you to sign up on their website to make clans and find out anything about the story.

So, here’s a list of stuff that ground my gears when playing, things that more time and the clarity of directorial oversight might have produced.

1) Spaceships

You'll be seeing a lot of loading screens, by the way, so at least they're pretty.
You’ll be seeing a lot of loading screens, by the way, so at least they’re pretty.

What’s the issue?

Destiny has spaceships. What do they do? They slightly modify the loading screens between locations. That’s it. Spending money on the different ships has no in-game effects whatsoever.

How could it be better?

Idea 1: Provide a load screen mini-game:

I’m not going to moan about the long loading times in themselves, as I assume they could not have been brought down without some significant loss to game content. But, if you have spaceships with apparent guns on them, why not utilise these assets in a minigame for the loading screen? Each loading section could have some sort of simple shooting game (as the space between the planets is bound to be full of satellites and hostile aliens).

This could be a simple way of earning small amounts of glimmer and offer a whole new tech tree of upgrades and customisation.

Idea 2: FPS game buffs and supers:

Ships could also be integrated into the FPS game by giving your fireteam a group buff that you earn by getting above a certain score in the load screen minigames. There could be a dynamic where you’d be under attack upon landing on a planet, but getting above a certain score in the minigame allows your ships to bombard the surface before you get there, thinning the alien ranks or maybe showering the area with ammo and rare items. Rare items that you find in the depths of dungeons could offer new ship weapons or attributes.

Another option could’ve been orbital bombardment as a super attack for a class or for it to be utilised at the end of one of the missions (e.g. an endless assault countdown to a shield being lowered, then you see your ships emerge from the clouds and teleport you in while they bomb the crap out of the aliens).

Idea 3: Spaceflight and Space Fights:

Ratchet and Clank (2002) and Unreal Tournament 2004 (UT4) both have space missions as well as the surface-side third and first person shooters respectively. Ratchet and Clank also had minigames seamlessly inserts, and UT’s assault mode even had competitive multiplayer space fighter missions, and this was 12 and 10 years ago. There’s no real reason that the main storyline or the Crucible couldn’t include such a mode for the story campaign, deathmatches, team deathmatches or assault-equivalent levels.

Spacebattles in an FPS, 10 years ago.
Spacebattles in UT, 10 years ago.

Idea 4: Customisation:

An option to customise the ships on a par with cars in Forza, GT or GTAs of years past would’ve been cool. Colours, guns and witty messages written on the side would all be good options for customisation that next-gen consoles should be able to deal with. A “garage” mode where you can admire your possessions and tinker with them would’ve also been nice.

2) Locations

What’s the Issue?

Destiny has nice looking levels and events. Interaction with elements of these levels is, however, minimal at best, the levels are few in number and not massively diverse. They follow the general trend of industrial urban ruins in all locations, evocative of some sort of backstory. Ruined industrial complex in Russian grasslands, ruined alien tech-base on the Moon, ruined industrial bases in Jungles on Venus, ruined industrial bases in deserts on Mars. The Tower is a futuristic industrial spaceport Darnassus lobby area.

How could it be better?

Idea 1: Have more than five levels

Well, it would be easy to say “have more than five levels”, but, well, yeah, there should be more than five levels. There’s no interaction with them, few destructible elements and where there is space, it is under-utilised. Compare this to 2011’s Battlefield 3 (BF3) and Skyrim, or 2010’s Left 4 Dead 2 (L4D2).

BF3 has sprawling maps where the vehicles serve actual purpose, as well as destructible areas. Skyrim has an even larger global map with many areas you’re welcome to explore at your own convenience. L4D2 has intense and linear levels that tell a wider story with character interactions that you can pay attention to at your own will.

Idea 2: Have (more) destructible environments, exploration and more varied play locations

Imagine fusion rifles taking out chunks of wall, heavy machine gun fire through crates. The open areas could have areas and dungeons you only discover through patrols, rather than be an empty location peppered with enemies that you have to farm for rep. The “story mode” should have each chapter tell an actual story with the level’s elements like L4D2. This should mean more plot-based interactivity than putting your pocket Tyrion to work on a Fallen fridge or killing a boss monster again. It could also utilise different styles of play, like stealth, Prey-style varying physics (2006), flight, group puzzles or vehicle use.

Idea 3: Have outer space environments

An example of potential lost would include the Reef area; the game’s longest attempt at story is in an area with no actual explorable content. The FPS section for this location might have been interesting; it could take inspiration from Dead Space and had a variable gravity location where you could use the jump mechanic to navigate between large, rotating asteroids and space junk. An example use of this environment could involve deactivating bombs to help your ship get past (perhaps helmed by an ally or AI) while under attack from tomb ships and other space-dwelling enemies, as well as multiplayer usage of the same terrain.

But any such location has been relegated to the expansions at best. Even locations that are apparently in the disc content already, though how finished they are is anyone’s guess, it still feels like a joke when you finish Mars and you get Bill Nighy telling you how amazing you are for going to five different locations and churning up the enemies in turn.

Idea 4: Have more countries on each planet

These are supposed to be planets; they should have different areas with different climates, wildly different architecture and, where possible, different styles of play. Ideally, each could have some wider outdoor “war” areas with vehicles that could perhaps have some cumulative (perhaps even unpredictable) effects on Tower events. I imagine in the expansions they’ll branch out to other planets and star systems, but ending on a high note of exploration into the cosmos would have been far superior to “kill Mars then abruptly end”.

3) The Tower, the Economy, the Quests

What’s the issue?

I can’t see what the purpose of the Tower location really is, to the point that I now think there’s genuinely no need for it that I can tell. It doesn’t look terrible, but it’s nothing to write home about either. The location has seemingly no logic to it, with long, tedious strips of nothing but corridors and cleaning robots between vendors for items and currencies that have not been properly introduced to the player. There’s no map function, no guards to ask where certain vendors are, like in WoW, and a whole load of missing detail that would be helpful in similar ways.

Also, and this is a personal hatred of mine, the Xander Postmaster or whatever it’s called, has paper with information on it that, for some reason, you, some sort of badass cyber warrior from the future can’t carry if you’ve already got six bounties on the go. So the damned thing gives you a radar notification to check him until you’ve finished what you already have and take his damned note. This adds literally nothing but annoyance.

The quests themselves are much of a muchness; throw the Tyrion-cube at it, kill things.

How could it be better?

Idea 1: Minigames, spaceships and Sparrow races

If you want a lobby area, that’s fine, but it would’ve been more fun if it had, say, a psychedelic Sparrow wipeout race feature, spaceship races that weave in and out of the area a collection of competitive and cooperative minigames that encourage social interaction and variation in play.

Idea 2: Tower events

There could also be weekly events where the Tower would come under attack by a hostile faction and you could take part in that for rep, involving FPS, turrets and space games as outlined above.

Not just some balls.

We've all seen enough body bags and ball sacks.
We’ve all seen enough body bags and ball sacks.

4) Characters

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What’s the issue?

Character creation has no impact whatsoever on the rest of the game.

How could it be better?

Idea 1: No helmets

Let me hold my hands up and say that the “doll simulator” character creation parts are actually one of my favourite aspects of coming to a new game. I like the customisation and the art styles and hair and all of that. So what does Destiny do with it? You can see it in the lobby and that’s it; a simple way to deal with this would be option to play without helmets.

Idea 2: Customisable voices

A sad missing option was the Saints Row/UT/Soul Calibur selection of voices and Mass Effect’s personality creation, all of could’ve combined for some interesting (and hilarious) interactions between people’s characters over the course of multiplayer action. Left 4 Dead had some great (and variable) character interactions and jokes in the course of a linear experience, like Zoey admitting to farting in the lift in the No Mercy collection of levels. This would’ve been one way to get some life into the setting and reveal little bits of the story.

Idea 3: Customisable personalities

A cool way of using the previous feature would be having two personality types that typically hate each other and having them increase personal rep with each other the more they play together and save each other. So what may start out as speciesist, insulting characters, could grow over the course of playing together. Mass Effect’s system of personality creation would be fine.

5) The Story

I haven't looked at a single one of these
I haven’t looked at a single one of these.

What’s the issue?

The story has clearly been eviscerated, reduced to online fluff that I’ll never read. There is only one threadbare story you can actually play with zero character impact. It’s a rushed mess, it doesn’t really use the multiplayer mechanic at all and nothing is clear or especially important to what you’re doing?

How could it be better?

Idea 1: Narrative mode character interactions on the first time through

For me, L4D was the best for a linear game where the story was effectively optional and readable from the levels and the course of the action. Characters drive story, and the closest thing Destiny has to such is the Tyrion-cube. However, the player characters could, on the first play through anyway, drop bigger hints at what happened, and after these narrative statements are done, only pick speech from a more relaxed “interaction list” described above.

The story as it stands is essentially, “player character is resurrected, player character then goes through five areas fighting an undefined “darkness”, meeting a queen who does…something, and has a brother that appears treacherous but nothing ever comes of it, player kills a few giant versions of baddies, is then celebrated as a hero by Bill Nighy.”

Idea 2: Abandon grimoire cards for a more intuitive storytelling system

I’m not sure how this could be fixed beyond reams of extra missions that actually do show you stuff about the enemies and their motivations rather than telling you it through “grimoire cards”. If you had to preserve the current gameplay, put the grimoire in a journal system comparable to Tobin’s Spirit Guide in the Ghostbusters game.

An option to make the story feel more interactive would be the dynamic warzones I mentioned in the location section, events, and plot choices that affect how other characters would refer to you in multiplayer. Like do you save a group of your own people or one of the other species, or kill some ally AIs of a given species to achieve some wider goal.

6) Gameplay

What’s the issue?

The gameplay is mostly pretty good. It’s obvious that they focused most on getting this polished and enjoyable, and it shows. That said, fireteams are too small, the enemy AI is stupid, and the bosses are just giant versions of normal enemies with masses of HP and higher damage guns.

How could it be better?

Idea 1: Bigger fireteams, more mission dials

I think larger fireteams should be an option for any mission. Several times a degree of social ostracism has to occur because the teams are limited to three. Diablo II had this command called “players 8” in which the enemies got amped or neutered in their number and toughness by an algorithm according to the number of players in the game (in that case, 8). The number and toughness of the enemies could dialled as if there were that many players for players who wanted more of a challenge (similar to the difficulty choice within Destiny).

A default average level of the players and gear in the game could be an option for dictating the difficulty or number of enemies. As it is, I think the balancing so higher levels can still potentially be damaged be enough lower level enemies is pretty good, but I think it should be more dynamic and reactive depending on your party’s make-up and population to offer a better all-round experience after you finish the main story and start helping your friends.

Idea 2: Kill the currencies

I would cut down the number of currencies, they are not remotely intuitive and you don’t want people to have to use the dreadful fluff system you were forced to use to craft the story. One currency is really all you should need, and rep with one house lowers your rep with another and the specific gear sets you get for them tailor the way your character will be able to play. One currency would probably be fine, but if you were pressed for another, why not make it possible to exchange XP for currency?

Idea 3: Kill the vendors and quest limits

I think that I’d also kill off the majority of the vendors and the silly limits on quests. When you go into a dungeon, you should simply get the offer to do all the quests of that dungeon that you’re appropriate for. I would not have an artificial limit on quests; any and all appropriate for your class or level should come automatically and your desire for a clean quest log is your main concern, accessible through your Tyrion-cube or comms aboard your ship. All quests and items could be automatically given in on the fly, abandoning the tower as its current function as a time sink.

Idea 4: Sort out the AI, add Valve’s director (not Gabe)

The AI is really nothing to write home about. It is perfunctory, though the teleportation and shielding elements offer a degree of a challenge, the majority of the time it’s the exact same fight over and over. A director-like system like that in L4D could amp up the variation in enemy events, like a sudden incursion of Fallen or Vex when you’ve been fighting the Hive, an unexpected mini-boss and the like. Give designers their favourite levels and missions and write in alternate scenarios for it that get triggered randomly.

The bosses follow the old formula of bullet-sponge and insta-kill weapons on larger-than-normal enemies. They’re cheap. Mixing it up a bit with optional puzzles and artefacts (or minibosses at locations like the ones in Alterac Valley) during the dungeon would make it more dynamic and interesting. As it is, the strategy for every boss is essentially the same: hide behind things, shoot at critical area, kill adds, repeat until it is dead.

And that is not what the world’s most expensive game should be about.

Do you have any other ideas? Share them with us.

Golem Arcana – The Future of War gaming?

Last year, Harebrained Schemes joined with a design team that included Jordan Weisman (of FASA (Battletech) and Wizkids fame) to bring something very special to the world via Kickstarter. With over half a million dollars in pledges and nearly 2200 backers, Golem Arcana made a lot of promises. A year on, has HBS delivered?

Golem app
The Bluetooth stylus and the Golem Arcana app in action

First, a bit of background. Golem Arcana is a war game based in a fantasy world where knights ride artificial constructs called Golems, forged using magic. What made GA stand out however was the use of a Bluetooth enabled stylus to link the physical product to an app. The game system is relatively simple: units have movement and attacks that use Action Points and a percentage to hit. This is altered by the types of terrain moved into, the target’s Dodge, the amount of armour they’re wearing and so on. In addition, units suffer Cooldown meaning continuous use of the same unit gets more and more expensive in Action Points.

While the maths is fairly simple, the constant admin required to keep tabs on everything would rapidly become wearying. The app however takes care of all this number crunching; all the physical products in GA are covered in a series of microdots so with just a few taps you can find out how many Movement Points are needed to reach the light terrain, or how likely it is your ranged attack will connect, and even how much damage it will do. The relative clunkiness of the gameplay system is therefore mitigated by using the app and stylus.

Golem Bones
Golems of the Urugal clan, formed of the bones of the dead on one of the stunning terrain tiles

I was lucky enough to receive my copy of the KS version of the base game for Golem Arcana a few weeks ago. Unfortunately, this was after a lengthy delay for the EU backers, due to some SNAFU linked to the distributers HBS were using out of Holland. The result was the rest of the world, including retailers in the EU, receiving their copies before the EU backers. Not a great start, especially as information was poorly given by the HBS representative in the comments on the KS page, forcing users to wade through pages and pages of posts before finding what they needed to know.

In spite of this, I was still very excited when the box finally arrived (maybe more so; my appetite was heavily whetted by all the internet chatter!). So first impressions? Well, I’m not too ashamed to admit I may have geek-gasmed. The figures, the board, even the box are gorgeously rendered with top quality artwork and solid materials. Each figure comes already painted to a decent level, ideal for work-shy people like me!

Golem branch
Golems of the Zikia clan, woven from branches and trees

But enough of how it looks, how does it play?! Unfortunately I can’t say too much on this right now, as most of the units aren’t yet available. That said, I did have the opportunity to play through the Tutorials built into the app and so far it works beautifully. Is it the future of war gaming? Tough to say at this stage, but from my few games thus far with my limited number of figures, the use of a stylus and app may in fact create a bottleneck in play. This would create a limit to how many miniatures could be used in a game before it becomes too cumbersome, making GA only really suitable for skirmish type war gaming. Hopefully I’ll be able to do a full review and get back to you good people.

So what do you think? A clever and innovative meshing of digital and physical gaming, or a gimmick that will fail to become anything more than a novelty? As always, Geek Pride would love to hear what you think!

For more information, visit the website at http://golemarcana.com/

Tusk gets a UK release date as odd as the film itself

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If you are not an avid listener to Kevin Smith (director of Clerks, Dogma, etc.) and his Smodcast podcasts, then you may not be aware of a little film called Tusk. Born of a Gumtree post now sadly confirmed as fake, it is the tale of a young reporter/podcaster who goes to Canada to meet an interesting man who wants to turn someone into a walrus. And, if the podcast is anything to go off, it’s supposed to get worse from there…

Now, the film is not likely to be most people’s cups of tea – at least, the reviews so far have confirmed that – but it does look to be aiming for a cult status of sorts. Think along the lines of the Phantasm, or perhaps the great Evil Dead. As such, many people are looking forward to it, particularly outside of the U.S. where it was released a few weeks ago.

https://www.youtube.com/watch?v=60EUG-CDC_k

Which is why it’s surprising that the UK general release date has been confirmed as December 5th. One would think the natural place for a fucked-up movie like Tusk would be in and around the Halloween period. Indeed, many other countries seem to be getting this release. But for us, it seems like we’ll be going into Tusk with mince pies and a general sense of merriness.

Are the UK distributors a little spooked by the relatively-poor showing the film had in the U.S.? Or is this a stroke of mad genius to compare with the film itself, with the Brits desperate for some messed-up films in the Most Wonderful Time of the Year? Let’s see, shall we?