Category: Uncategorized


Oh happy day!

Very short one today, mostly just so I can squee over how amazing Planetside 2 is shaping up to be. How amazing, you might ask? Well, besides looking at Totalbiscuit’s videos, we finally got to see something I’ve been very interested in. Care to guess what it is? I’ll give you a hint.

For those of you who don’t feel like clicking a link, let me just show you why today is one of those rare days where I get to be in a good mood:

NC Female

Looks good, right? It gets better.

TR Female

Really? Really? She looks like shes outfitted in military gear! You know, what the TR are famous for. Oh man, I’m so excited for this… wait, what about the Vanu?

VS Female

Nope, nope. I can’t stand it anymore. I have to have this game. Keep in mind this is only the Light Assault armor. There are more armor models for Infiltrators, Heavy Assault, etc. But with everything looking this good already? SOE, you stole my heart. I can’t stand not playing this game now! Very eagerly awaiting beta.

Updates

Hey guys, just wanted to give a quick update, just on a couple things for this week. First thing is the lack of posting you may have seen here. Fallen a bit behind in a couple classes, so I’ve been working on catching up. If it was possible to use java to murder things, I’d probably have made a game and written about that by now. Good news though, I’m working on a post for Modern Warfare 3 multiplayer. Haven’t really touched single player, but I’ll be getting into that as well. Mostly a look on multiplayer as a whole, and what MW3 does right and wrong. Plenty of that all around.

Second is, I am actually playing Skyrim. Not on 360 mind you. And no, I didn’t pirate it. After going back to the store to just get credit for my next purchase, the guy offered to trade my copy over to a PC one, one the basis of fan mods and quicker patch time that’d make it at least more worth my while since a complete refund wouldn’t really be in the question. So, thanks Gamestop Guy, I appreciate the favor. To those wondering, quit a few of the bugs have been fixed. I can actually play the game now. It is actually fairly fun, but I haven’t really seen what makes this game oh-my-god-amazing that other people see. Great game? No, not yet. I’d peg it as above-average, just because of the weird design decisions and 360 menu that really doesn’t work on PC. I’ll probably come back to Skyrim if/when I beat it and have another go, though if anyone cares I can give a revised first opinion on the game next too.

Here's a screenshot.

So that’s the quick review of things going on this week. Hoping to see you guys tomorrow for MW3, and maybe for a little more of a look into Skyrim. It does have some things  going for it. Like being pretty! Again! So in closing, since today was the annual TERA Twitter event, I give you… crabs.!

SEE YOU NEXT TIME *crush*

Art of the Blade

Despite that title up there, I’m not going to be talking about art style today. No no, we’re going to be looking at combat and how it affects the players, using various games. The art of combat is a delicate one; if the combat is too samey, then no one will want to play because of a grind. If it’s too different, you run the risk of alienating people because of the overall systems are just too unfamiliar. Now, there are more than a few ways around this problem…

World of Warcraft has a combat system driven entirely by numbers. No matter what, there are just somethings you can not affect in combat, and player skill required drops. Dodges and traps become harder to do because of it, but by giving a massive variety of skills, you can simulate a more real-time combat system. Player skill required starts sliding back up because of the niche use of skills in PvP and PvE, giving the combat a bit more life. The original problem remains though, that there will always be a mathematically superior way, and for some of those classes it will just involved mashing a couple of buttons forever.

On the other side of the spectrum we find games like Monster Hunter, where combat is almost entirely driven by player skill rather than numbers of ‘hit chance’ or gear benefits. Weapons have a set amount of moves that the player can do, and it becomes the players job to learn the most effective way to chain those skills on whatever monster they happen to be facing to maximize damage. Downside is, without the ability to ever do more, some players can become bored. Monster Hunter mitigates this by having every weapon be different forcing players to adapt and change styles once switching over.
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Updates!

So, I’m back and not dead. Or undead, sadly. Either makes a terrifying contribution to the world. Anyways, this weekend was the annual Anime Weekend Atlanta convention that my friend and I always go to. The plan was, leave early Thursday and enjoy all three days of the weekend at the con, while I write up a nice little intro to TERA Online on Thursday night.

As you probably noticed, there was no post Thursday.

Turns out, my friend forgot to get us a room with wifi.

So yeah… sorry about that one. Without it we couldn’t really do much (besides write an article so poorly written I’d have to start over again and double-fact-check), and the con kept us going until we came back to the hotel and passed out day after day. So, this week I’m hoping to get into TERA finally. If you don’t know what it is, you’re about to find out. If you do, goody, you know whats coming. Until then, I think I’m going to crash and burn for a short while, letting me regain a little of what the con took from me. As a trade, I bring ponies back for you.

 

(Warning: Language)

Concerning “armour”

Hey people! DDdreamer back again! This time I’m gonna rant a little about one aspect of game design that keeps nagging me: the outright stupid armour designs that seems to plague every game with even the slightest hint of fantasy in it. Don’t know what I’m talking about? Well, feast your eyes on this:

Armour made to unprotect. How counterintuitive is that?

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So this is super late.

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In Space: Everyone Hears Chainswords

First off, I’d like to apologize for the lack of content over the past few weeks. School sucks. Going to take the entire weekend and try to catch up in everything, and maybe if lucky get a little ahead so I can get back on to a normalish schedule. Again, I apologize and thank you for sticking with me. Now, on to the gore!

Today we’ll be talking about something I’ve been wanting to discuss for a while, an upcoming game by the name of Warhammer 40,000: Space Marine. Yes, you play a Space Marine. Sorry, I should have spoiler tagged that. Anyways, you and your power armored buddies are sent off to something called a Forge World to go murder everything in the universe. You think I’m kidding, just wait. Once there, things quickly go bad, the stakes are raised, and it’s up to you to save the day. Note I’ve basically boiled away everything and just left a bare-bones plot there, it’s better than that, but not what we’re here to talk about. No, today we’re going to talk about player power, and how establishing power levels in context is important.
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A brand new Skyrim

So, if you’re a gamer that has lived anywhere but under a rock these past six months, you know of the latest addition to the ever-popular Elder Scrolls series: Elder Scrolls V: Skyrim. With Skyrim, Bethesda made some changes to the main mechanics from Oblivion, removing some things, combining some things, changing some things…all in the name of ”streamlining”.

Now, streamlining is mostly a good thing since it involves getting rid of unecessary extras. However, many Elder Scroll fans have
expressed disappointment at the Skyrim mechanics, saying that Bethesda’s streamlining went too far. So now I’m gonna have a look at the new stuff and share my opinions on them.

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Updating!

Yes, I know there hasn’t been anything this week. I am very, very sorry. Mostly there has been a bunch of annoying family stuff, not the least of which is a wedding in about a day (Not mine, promise) so updates have been slow. I’m going to try to have something up by Saturday if I can get internet in my hotel room at a reasonable cost, but if not, I have some big things planned for next week. It’ll be a week long three part segment on community mods and ideas, and just to give you a little teasing glimpse…

 

Item Creation: Tuesday’s article, dealing with what items you can have in your game. Everything from weapons in a first-person shooter to potions in a role-playing game, I’ll set some guidelines for making the best items you could possibly have for a blooming game, along with a few balance examples. All in all, it should be the least complicated article, and I hope a fun one to read.

Balance: Yes, you read that right. I’m going to be assaulting the biggest problem in content around, the tenuous art of balance. This one will be more in-depth, and will mostly focus on things like spells and abilities for various games, and how balance is very, very rarely a cut-and-dry problem developers face. Terminology may be a little thick, but I’ll stick to spelling out acronyms whenever possible. This one I’m also hoping to inspire a little discussion or thought by example, and maybe we could add to the article about specifics that some enjoy.

Map Creation: On of the hardest things to create, maps are the life-blood of any multiplayer game. Without enough variety, a community can slowly deplete until the game can no long support players. This is where fan-made maps come in, and we’ll be looking at a few of the pitfalls common to both fan made maps and dev-maps, like total bias and an unbalanced map. But you’ll have to wait until next week to see everything.

Anyways, that is my update and my future plans. I really regret not bringing you guys any content so far this week, and will be pushing to have something fun to read Saturday if I’m able. I hope you will be looking forward to next weeks segment, and can forgive a poor, lowly game critic a couple days of rest before going back to the grindstone. See you all very soon!

Resurrection

I could be long winded about things, going on about how my time (and money) for games stopped, or how I had somethings come up, but really, there isn’t any excuse. I left when things started bearing down and eventually forgot about my own little piece of the internet I’d carved out. Now I’m playing more and more games again, I’ve set my life moderately back in order.

It’s time, I think, to get back into the swing of things. To share ideas and criticisms, hopes and dreams in an atempt to start up some conversations about gaming. I thought for a long time about if I should just start over, but I’ve decided to keep what I have. The blog is under a new name now, but the heart still beats with lunacy. Everything under the sun should be here, and maybe, just maybe, I can get a laugh from my readers, along with the thought, “that’s a good point..”

Improving gaming for all starts with a little bit of dreams and a rambling post. I’m Kana Kuroko, and welcome back to Scarlet Gaming.

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