domingo, 29 de marzo de 2020

Hitman 2 | Review, Trailer, Gameplay & Everything Else You Need To Know.


hitman 2 review, hitman 2 ps4, hitman 2 trailer, hitman 2 gameplay, hitman 2 release date, hitman 2 2018


Hitman 2 | Preview, Trailer, Gameplay & Everything else you need to know.


Hitman 2 is the most recent passage in IO Interactive's magnificent stealth arrangement, accumulating a choice of stages instead of the main game's verbose excursion. You will by and by play as Agent 47 as he ventures to every part of the globe looking for targets he should kill by any and all conceivable means (Which he do with some cool methods). With improvement having as of late gone gold, it won't be long before we can play it ourselves.


So Here Pro-GamersArena has tried to compile everything related to Hitman 2 which you need to know including the latest news, trailer, gameplay, release date and more...



Quick Facts :



  • Initial release date: 13 November 2018
  • Developer: IO Interactive
  • Genre: Stealth game
  • Platforms: PlayStation 4, Xbox One, Microsoft Windows
  • Modes: Single-player video game, Multiplayer video game


Hitman 2 News : Development has officially gone gold !!




For those new to this, this implies advancement has found some conclusion and the diversion is playable from beginning to end. It's additionally entered creation, implying that plates are being printed and retail downloads are being accumulated. 

This was joined by another trailer displaying the Colombia level, which takes our Agent 47 into thick, suspicious wildernesses with plentiful open doors for inventive homicide. You can look at it beneath:









What is Hitman 2? What is it about?

Hitman 2 is a wholly fledged continuation of the 2016 reboot, despite the fact that it won't pursue the verbose model used by its forerunner. Rather, it will discharge in full with numerous levels at dispatch. Agent 47 will wander from sun-splashed boulevards to dull, moist rainforests looking for new targets which he have to assissinate at any rate (in unbelievably imaginative ways). We'd love to see the driven story developed, as well.

Hitman 2 release date – when is it coming out?


IO Interactive has affirmed that Hitman 2 is coming to PS4, Xbox One and PC on November 13, 2018. The individuals who wanna play the game somewhat prior then they have to buy gold and authority's release which gives at that point access to play the game four days sooner. 


Hitman 2 Gameplay Preview

The demo happens amid a race end of the week, where the assignment is to execute a driver amid the race itself. As any individual who plays Hitman knows, the horde ways that any mission can be finished, and the measure of concentrate that should be done to find these can take hours. For this E3 2018 demo, there were just a bunch of ways this murder can be accomplished, and fortunately, there was somebody close by to walk me through them in a smart mold. Here's the gameplay on the off chance that you wanna watch : 



The two focuses here are Robert and Sierra Knox, two previous individuals from Providence that have since abandoned. You start in a giant party zone of the celebration, out the back of the race itself. There's many individuals, a ton of clamor, and the primary errand is to make it into the VIP region. Instinct Mode is back, and by and by it features the key individuals of intrigue. It still reliably features the objective, or focuses, and also any individuals of intrigue, be them potential clueless unfortunate casualties to-be on the grounds that they have an outfit that will get us into the following room or a security protect to maintain a strategic distance from. 



There's additionally a stunning mechanics that features all the more abnormal state individuals to stay away from. Individuals with a white hover over their head will probably speculate you sooner, thus Agent 47 must remove additional consideration to remain from those. For instance, whenever dressed as a security protect, you should be more aware of chancing upon the head of security, as they'll know the names and faces of each individual from their staff. It's a super cool repairman that truly plays into the possibility of this being a reasoning individual's amusement which feels so genuine. 

And if you wanna know how he completes the mission then there's the gameplay above, there you can watch it, You will get the feel far better by watching it rather than reading it.



Hitman 2 Trailer : How does it look?

The uncover trailer for Hitman 2 is preposterously upscale. Described via Sean Bean, it highlights Agent 47 as he takes out a motorsport driver in an assortment of ruthlessly splendid ways.



sábado, 28 de marzo de 2020

Ultimate Epic Battle Simulator Free Download

Ultimate Epic Battle Simulator - is a battlefield simulation game from the year 2017. Here is a sandbox like no other. Create massive battles with absolutely no limits. Want to see 10,000 chickens fight an army of Romans?


Featuring: There are simply no limits to the carnage you can achieve in Epic Battle Simulator. Mess around with a massive variety of units. Everything from, Roman Centurions, Medieval soldiers, Knights, Orcs, Trolls, and yes, chickens! The main focus in this game is giving the player no restrictions to what he can do and that is why we decided not to limit the amount of units in battle. Want to see what a battle of 100,000 units looks like? Plus we don't recommend going past 10,000 for most machines but its your CPU, do what you want.
1. FEATURES OF THE GAME

• Play as any one of the units in the Game and getting up close plus, Personal to help change the tides of a battle.
Unfortunately, there aren't many engines that you can chuck 10,000 characters in and Expect good performance.
Each individual in this video game decides his own path plus, navigates or react in Massively open environments.
Plus some multiple troops are available to choose from and more to come it is totally up to you to build your army.
• Mess around with variety of units. Everything from, Roman Centurions, Medieval soldiers, Knights, orcs and trolls.

Game is updated to latest version

Important Notes

▪ Proper crack by Codex or Reloaded + game fix by viciomnia.

2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

ULTIMATE EPIC BATTLE SIMULATOR DOWNLOAD LINKS
http://pasted.co/af29b5ae      
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run 'setup.exe' as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ 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.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.










5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
Operating System: Windows 7, Windows Vista, Windows 8, Windows 10 | requires 64-bit
Processor: Intel Core i5 4590 or AMD FX 8320 or any kind of higher processor
Memory: at least 8GB System RAM
Hard Disk Space: 5GB free HDD Space
Video Card: AMD Radeon HD 5770 1024MB, NVIDIA GTS 450 1024MB or higher graphics
Supported Language: English and Simplified Chinese language are available and supported for this game.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

Is Gaming A Sin? Response To An E-Mail.




Hello xxxxx,

Thank you so much for your e-mail, and may God bless you in your studies and in the pursuit of your vocation.

I am pretty much the only writer on this blog now and I don't contribute to it enough either, I think I started helping on it when I was about 24 and now I'm 32. I was a seminarian when I started and now I have been a priest 3 years.

I take the view that video games are a medium, just like film, music and literature. There are books that Catholics should not read, there are music types Catholics should not listen to, there are films Catholics should not watch, but this does not mean a catholic should not read any books, not listen to any music, not watch any films.

I also take the view that games are a kind of sport/ leisure activity a way of re-creating, of "playing" which according to St. Thomas Aquinas, is a necessary element in being a flourishing human being.

So with those points put together we get-

1) everyone needs to play, to recreate themselves,
2) video games are a medium, a type of entertainment and like any medium in itself it is morally neutral. The particular message or content that comes from the game will define its morality. I am quite strict with myself on this- games with swearing, impurities, or games where you summon demons, I avoid those- sometimes I have bought them and stopped playing them- like 'the last of us' which i thought was too vulgar language. So you're right GTA is going to be something to avoid. But there are plenty of games that are perfectly fine, just as there are films and books and music.

Obviously, for play to fulfill its job as recreation it will, by definition, be in moderation, because pay is there is help us re-create, to de-stress, it should be to let off steam and not a central part of our life. I probably only play maybe 2-3 hours a week.

I think priests who oppose video games are weird and inconsistent. ... do they have a problem with someone playing a sport? of course not! Do they have a problem with someone reading a decent novel? no.

Video games therefore are fine so long as they are morally neutral games (like for example Pac Man, or Candy Crush, or Mario Kart or a spots game or a platform game), or even, on the rare occasion morally positive (where you have an RPG with an inspiring and christian themed message) and always only as a distraction, a small amount of play or diversion to provide recreation which we all need in order to flourish.
In Christ,

with the Immaculate Virgin Mary.

Fr Higgins

martes, 24 de marzo de 2020

Wild Speculation: Convergence Dev Chat Edition!



I hopped back on CoC for an Oblivion Campaign with a friend of mine partially in anticipation of the new Convergence CID and partially because the Void Archon should be here next week. It's honestly been a lot of fun with some good back and forth thus far. We're officially half way through the campaign and I'm looking forward to every time we get to play.

Much to my surprise, the CoC CID is going to start in less than a week (Nov 4th), and yesterday we were treated to an extended Dev Chat where they showed off artwork and gave some rules previews.

You can watch the video on YouTube here.




I posted a summary of the Dev Chat on the Convergence Facebook group you can check out here, but honestly watch the video those guys are great.

Because I'm not a patient man and because wild speculation is fun as hell I wanted to write about what possibilities have me the most excited and the few places where I'm a bit worried.

The Tesselator 
"SHOTS! SHOTS! SHOTS!" – Lil Jon


Two Guns, Range 10, POW 12, Volume Fire (+1 Hit and Damage vs. Med Base, +2 for Large/Huge bases), Reload 1 on each gun. Flight.

Can you imagine Orion's feat turn with a swarm of these? It will simply gun down entire units worth of models, including things like Satyxis Raiders. Oh and vs. huge bases it's easy to get this thing to POW16.

The only weakness is that it's not a spray, so range limiting abilities will apply to it, making it as sad into Kruger2, Old Witch2/3 and a few other bits. Still, if it's fast then this can be mitigated.

We don't know it's points cost yet, which will be a big deal on what this model can really do.

Asphyxious 4
"The Most Interesting Robot in the World"



Do you like taking damage buffs and/or a melee beater in ranged focused lists? Because Gaspy4 will do that for you!

Gaspy is in Convergence and he brings Dark Shroud to everything in his battlegroup. He can take Cryx(!), Merc, or CoC jacks.  He also has his Iron Litch stats with DEF 15, ARM 17, and 18 Boxes with 5 focus, with the ability to claim souls to get even more focus.

Many casters in Convergence can bring a +2 damage buff for jacks, and Gaspy probably brings a more reliable Dark Shroud application than taking a Void Archon. As such it seems almost trivial to swing +4 damage on a target.

What's better is that he gives Bloodthirsty to all construct models in his command range, extending the threat of jacks and infantry alike vs. living models. So he brings a conditional speed up and a damage buff to Convergence, plus whatever the other two spells are on his card (it's revealed he has Caustic Mist clouds).

Gaspy has always had MAT 6 and RAT 3 and my guess is that will stay to keep him reasonable and to not make an obvious melee addition able to effectively run ranged vectors.
While he is being added to Clockwork Legions and the new Strange Bedfellows themes he's the only Mercenary unit Convergence can take, so he's easily available in Destruction Initiative without sacrificing your Merc solo option. He will be expensive at 14 points PLUS taking a jack, but honestly 1 or 2 Stalkers with him seems like the de-facto standard, though there definitely seems to be a case for taking some other Cryx heavies or even Merc Heavies that can do ranged roles if you want them.

Stalkers just to apply Dark Shroud reliably from a million miles away just seem incredibly obvious and it's not hard to get them up to PS16 with Blessed and Grievous Wounds, and they have extended control, meaning they can be up to 20" from Gaspy.

Imagine Orion with a bunch of the Tesselators and other jacks, with Gaspy providing Stalkers for applying Dark Shroud when the melee gets joined, or to apply Dark Shroud to a huge base, further buffing our ranged output. Heck if you want to go the Assimilator route, you can apply the +2 damage to any target.

Still, Gaspy4 with just a single Stalker would cost 22 points, likely 30 points with two stalkers. That's not a cheap package, but it seems like it could seriously add a ton of value.

Nemo4 
"Look at what they've done to my boy" - Hungerford



We know a bit less on the specifics of Nemo4 beyond the fact that he's a Protoss Looking Battle Engine with 30 damage boxes, a good gun, and the ability to take Cygnar, Merc, and CoC jacks.

So why am I excited? Well Nemo1, 2, and -1 (the alt CoC caster) were all MAT 5 RAT 5, Nemo3 was MAT 5 RAT 6. I'm guessing Nemo4 will probably be MAT 5 and RAT 5, making him very likely to focus on bringing ranged jacks to CoC lists that don't want to take ranged heavies in the Battlegroup because the caster has a low RAT: Axis and Lucant, I'm looking at you.

That's not all he's good for, there are certainly some other jacks that may be interesting from Cygnar that immediately come to mind: A Centurion in a Lucant list seems really rough to deal with on Feat turn, and then there are all the ranged lights in Cygnar.

Nemo will have limited applications because he will only be in Destruction Initiative and Strange Bedfellows with no ability to get him into Clockwork Legions.

Still, I can see applications for wanting to take him in an Axis DI list where he'd support some TEP's, putting out serious firepower and not being able to be charged.

Negator
"Well Damn"



6 Points, two Initials, flight and "fast", and POW 11 with Flank: Negator 

Um, yes please. This thing can easily get itself up to POW 15 or 16. Taking a literal swarm with the new Syntherion setup seems like it could be utterly devastating. I'm having a hard time identifying what caster  wouldn't be strong with this. Flank on jacks gets silly and this thing is 6 points. That's two for Requisition options in Clockwork Legions after you take a Corollary, and then you start filling up jack points. I do want to see the rest of the rules but this just seems incredibly powerful based on what we know.

Debbie Downer Time

I have some mild concerns that there will be a few Legacy models left behind in the CID, though I hope that bringing this up will have a few simple changes be addressed:

No Pathfinder out for our Infantry

CoC has two casters that can actually solve Pathfinder issues for our infantry: Aurora 1 and Axis. Neither of them really help protect the rather expensive Enigma Foundry package we need to keep our infantry running.  I'm hoping that the Transverse Enumerator will get Pathfinder as an option to give out turn to turn. They are FA:3 so they limit the ability to spam it everywhere, and it gives a reason to take the UA that largely gets ignored a lot these days.

Primarily this just lets us play infantry in a variety of casters that would otherwise get ignored and it requires a tax to take it. It's an easy way to open up new options in list design for a limited faction that doesn't appear to really break anything by allowing up to 3 units to be able to pay for the ability to get Pathfinder.

Modulator Guns

Most of the new electric guns are coming in at POW12 base, which means the Conflux can up the damage to POW14 with some hoops and well, a 33 point conflux. The Modulator being taken up to POW12 base would be a real quality of life improvement, especially since the new Tesselator starts at that and brings more shots at only 1" shorter range. We still don't know point costs for the Tesselator so this could just be moot, but I'd love to see the Modulator get a bit of a boost while keeping it's value at 10 points.

Conclusions

Monday is going to be awesome, I can't wait to see all the new rules. I intend to get playtest games in as well as post at least the Pathfinder concern above in the general feedback group Overall I'm stoked to see what can be done and I'm trusting the process to get us what looks like will be awesome releases.

sábado, 21 de marzo de 2020

DJMAX RESPECT V Officially Launches On Steam



NEOWIZ is proud to announce DJMAX RESPECT V has officially launched on Steam, and is on sale now, 20% off, for $39.99 USD. Accompanying the launch, a new Missions system, Ladder Match mode, and numerous Steam Achievements are now available.




Developed by Rocky Studio, and published by NEOWIZ, DJMAX RESPECT V, the PC edition of 2018's hit rhythm game and PlayStation 4 exclusive, is a culmination of every past DJMAX release. The base game includes 161 unique tracks in total, including an original opening track as well as nine newly licensed songs exclusive to DJMAX RESPECT V, with dozens more due to be released as DLC in the coming months.

For the first time since DJMAX Online, originally released in 2004, competitive online play features prominently in DJMAX RESPECT V. Supporting up to seven players simultaneously in online matches, as well as head-to-head ranked ladder matches, players can again challenge one another and climb the leaderboards.




"The future is bright for DJMAX!" says Ji Soo Moon, CEO of NEOWIZ. "The positive response to our Early Access period has been overwhelming, and we cannot wait to introduce more content for players in the months following today's launch."

DJMAX RESPECT V available now, 20% off, for $39.99 USD through March 19. All available DLC, including the game's digital soundtracks will also be on sale for 20% off through March 19.







viernes, 20 de marzo de 2020

Small Things Come In Good Packages

I was drawn to the Kickstarter campaign for Deadwood 1876 by its terrific artwork and simple, elegant graphic design, so let's talk about that first.

It is a great looking game. It comes packaged (like all of the games in the "dark city" series from Facade Games) in a box designed to look like an old leather bound book with a magnetic lid. All the game components other than the cards are made of wood (no plastic) and beautifully designed, especially the three engraved discs that represent the locations in the game. The artwork on the cards is very well-rendered, in a style that is just cartoony enough to be expressive but without looking silly.

The game's design is also very minimal, which appeals to me as a respite from the current trend towards overproduced Kickstarter games with hundreds of plastic miniatures and overdone, hard to read boards and rulebooks. Finally something simple and (hopefully) easy to play.

Or is it?

The rules and mechanics of the game are simple enough. The game consists of Safe cards, Deadwood cards, and three locations at the center of the table. Each player starts with two face down safe cards in front of them, and there is a stack of three more in the center; Safe cards consist mainly of gold in various denominations, with a few guns and other items sprinkled in.

Players also start with a hand of Deadwood cards that represent items used to perform actions: guns for fighting, horses for movement, and various bits of leatherwork such as hats and holsters for manipulating the cards in various ways. Player pawns are randomly distributed among the three locations (more on this in a moment).

The goal of the game is to be in the location whose occupants collectively have the most gold (depicted on their face down Safe cards) at the end of the game. Once the winning location has been determined, the occupants of that location use their remaining weapon cards to fight it out to see who the final winner is.

Play consists of each player playing one Deadwood card from their hand. A card can be played as a weapon to attack another player, in order to either take one of their safes, or to switch places with another player's pawn or force them to leave your location. Weapons have variable strengths but use dice to determine the outcome of combat, so a lower card isn't necessarily a lost cause. Or, it can be played for another effect such as moving between locations (if there's room, each location is limited to a certain number of player pawns), peeking at face down Safe cards, or drawing extra Deadwood cards from the deck.

After each player has had a turn to play a card, there is a heist round, where players use weapon cards to fight it out for one of the safes in the middle of the table. Then another round of play begins, and so on, until all the safes in the center have been claimed. At that point there is one final round, and then the winning location is determined and the final showdown happens.

It sounds like there's a lot going on, and there is, but there is one critical problem. A key strategy to the game is figuring out who has the high value safes, so you can either steal them or make sure you're at the location with the most gold at the end. It's supposed to be a "game of shifting alliances" where you side with the others in your location to make sure you collectively have the most gold, and then backstab them in the final showdown. The problem is that with only four turns per player before the final showdown, you just don't have enough time for the amount of social deduction or level of strategy that the game calls for.

Because of the amount of bluffing and secret information involved, the game relies on all the players having a roughly equal understanding of the rules and especially the strategy, which makes it very difficult to teach. This is a major problem for a game that, like any "shifting alliances" game, needs a large number of players to be interesting.

On the other hand, I think there is a fun game here somewhere, and the gorgeous design and components make me want to keep trying to make it work.

Rating: 3 (out of 5) Too much social deduction for a board game, or perhaps too much structure for a social deduction game, but the game is beautiful to look at.

People Of Frictional: Miguel Nogueira

Hi. My name is Miguel Nogueira and I am a concept artist and designer at Frictional Games. My job is to create art for concepts that we might or might not add to the game. The point of concept art and design is planting creative seeds in others through the means of art, to spark debate on the suggestions, and to bring the concepts to life from sketch to product.

I love horror and fiction, so when the opportunity to join Frictional as a freelancer game in August of 2017, I was too flattered to say anything but yes. And in October of 2018, I joined the company as a full member.




As a video games maker, I naturally played a lot of games when I was younger – almost to an unhealthy point. As a 7-year-old kid, this box that I could play on without going outside, or without touching physical toys, was like black magic or voodoo to me. The first game I played was the very first Wolfenstein 3D, released back in 1992.

I wanted to reverse engineer the game. While trying to do so, I broke the computer and got grounded so many times that it wasn't even funny. Fixing a computer or operating system error was not only hard in the early 90's, it was also expensive… But I was fascinated by it. The 7-year-old me had a plan to one day master video games.

Besides that, like any true 90's kid, I owned many cheap consoles that ran Super Mario, Bomberman, Duck Hunt and all that other fun stuff. But they weren't that inspirational – I thought of them as merely a hobby or a fun way to pass time. It was only when I got back into computer games that the immersion really kicked in. Eventually, I got the desire to be a part of the vanguardist front of the current game making age.

While in college, I was still playing a lot of games. I was studying graphic design and multimedia arts, so video games actually inspired me to come up with shapes, colors and designs. Around that time Dark Messiah and the Metal Gear Solid series were what glued me to the screen. There was something about Dark Messiah specifically, its environments, ambience and designs, that was so magical, but at the same time so haunting. It really drew me into the tales of primordial myth – the ones that make you ask what if?

I got into horror way late. I was just looking for ways to relax with films or, so didn't get the hype of media that would scare me or stress me out instead. But later on, I realized that there was also good horror out there, like there is in any other genre, full of mystery that unveils slowly. And then there's, you know, the cheap stuff.



Getting into concept art

Ever since I was that 7-year-old, a part of me had subconsciously wanted to break into the creative field of concept art. I first found out about it when I was 15, and it was thanks to DeviantArt. Back then, around 2005, the site was at its prime, and the only good place to discover and share art. All the art there was mind-blowing, but there was something about concept art that I really loved.

Then in and after college I experimented a lot with fine art, graphic design, graffiti, typography, and other design fields. But it wasn't until I saw some robot designs by Darren Bartley and Nivanh Chanthara that I stopped and thought: "This is what I want. These people look like they're having a lot of fun doing those. I want in."

College itself was tricky for me. When people ask me if it helped me to get a career in games, I'm still on the fence. There was a love-hate relationship going on. On one hand, college provided me with inspirations that I will keep my whole life. It taught me about the European vanguardist artists and how their approach changed the art world, about the importance of the industrial revolution in arts and crafts. I learned about how public installation artists draw attention to their work, and so on. There were classes on graffiti and expression, typography, fine art… and those lessons are priceless. They were a nudge in the right direction. Without someone to teach me about them, I would not have found out about these topics for years.

On the other hand, to get any jobs, I had to lock myself in a room and put hours upon hours into practicing art. It's something you just have to do to get to the next level of art, and it's something college just doesn't quite nurture.

So I cannot give a definitive answer on college. I was either fascinated by the subjects presented at classes or hated myself for being there instead of sitting at home and practicing drawing.



After college, I took a year off to work on and perfect my craft: drawing, painting, designing… After that I took on whatever freelance job I could find, then found work at indie studios, and gradually ended up at more known studios. This was a turning point in my career, because I realized I was playing in the big league now. One day you're someone's groupie and the next day you're working with them.

Every time I connect with a studio or professional I've respected for a long time, my energy meter is filled for a long time. I feel the burst of stamina and will to work out of nowhere, like an energy blast. It's my muse, really. It is the reason I'm fortunate to say that every day may turn out better than yesterday.

And then one day Frictional contacted me because of an email I had sent a long time ago, saying they wanted me for a work test. I passed, and so the journey in Secret Project #1 began. I didn't know it yet, but it was about to be a wild ride!



My life at Frictional

I started at Frictional as a full-time concept artist. All the briefings were cool, interesting and creatively demanding. Working full-time meant I could work on what I liked all day. There was never a day where I thought gee, I wish I could work on something else instead. Soon I was working on props for pretty much all the levels on the project, then moved to characters, then environments – and now I do pretty much anything that comes my way.




When it comes to my work, I try to bring my sense of graphic design into the aesthetics and my experiences into storytelling. I also like to think in analogies, metaphors and jokes, which I like to sneak into the designs. I feel like every concept has capacity to be something more than just itself or what it looks like at first glance. So I try to add some substance, work on aspects of what the concepts stand for, and make sure they're not too literal or easy.

Besides that, I love studying and getting all into different subjects, as there is more chance of finding valuable things the deeper you dive. I draw diagrams, study anomalies of human DNA that can be used in monster designs, consume culture and subculture, capture accidents to use in a different context, experiment and drift, love my experiments as I would an ugly child, delay criticism and judgement.



I do a lot of work where I'm focused on details and injecting story elements into the props, environments and other bits of the world. While working, I have recalled some of my memories related to Dark Messiah. In the game there was a statue in a haunted necropolis that you could choose to interact with. It read something like: "Here likes cursed so and so. For his crimes against the king, let his torment be eternal." It is a really trivial detail and I am probably among the 1% of players that noticed it, but it just added a lot of believability to the world.

A lot of these romantic ideas and memories I have about games are blurry at best and inaccurate at worst. But they are something I gravitate towards when making my art. I study what other games have done well, find out why these things work, then adapt the formula to my own work.

I could go on about my favorite comics, films and games. But to be honest, every time I pick up a new book, game or film, there is a possibility that it will leave me with a long-lasting memory. And for me, that is very exciting.



Like most people at Frictional, I work from home – and in my case it happens to be the sunny Porto in Portugal. Here I have my work sanctuary, aka my office, where all the art making process happens.

My desk and setup are something I'm proud of. It's just tech, but because I built it myself, there's another level of affection I have for the tools. It must be a nerdy thing. Besides the obvious hardware my setup sometimes has a book or a magazine on graphic design, a ball or a fidget spinner to play with while I'm analyzing references or trying to focus mid-brainstorming. Simply reading a couple of paragraphs between drawings or throwing the ball at a wall for a few minutes is enough to get all the parts of my brain working again.

Which leads me to my last point: I want to close this with advice to aspiring video game artists. Sometimes us industry people are too serious and forget to have fun. We forget we're making games. A lot of times artists tend to copy what is popular in the industry, which is fine, but there is also a whole world out there to get influence from. Following in line with the entertainment industry will only get you so far. I find that the art that I actually stop to look at for more than three seconds is the kind of art where the artist is communicating something unique to them, something only they can say – not a copy of a copy of a copy.

The bandwidth of the world is much broader than what you can get through your internet connection or TV set. Get some inspiration from unlikely places: graffiti, typography, furniture design and fashion, nature, travel… Everything has the power to amplify what knowledge you already have and show you entirely new avenues of exploration.

That's it! Thanks for reading!

If you're interested in following my work, you can find me here:

insta: https://www.instagram.com/miguelnogueira.art/
twitter: https://twitter.com/ignitionchemist
site: www.miguel-nogueira.com
artstation: https://www.artstation.com/migno

jueves, 19 de marzo de 2020

Buds, Blooms, And Thorns Review Of Dawn: Rise Of The Occulites By Eagle-Gryphon Games

Buds, Blooms, and Thorns Review of Dawn: Rise of the Occulites by Eagle-Gryphon Games
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Vitals:
Title: Dawn: Rise of the Occulites (with three tribe expansions - Floris, Ignis, Nimbus)
Designed by: Ben Boersma
Publisher: Eagle-Gryphon Games
Year Published: 2014
MSRP: $275 painted, $175 unpainted
2-4p | 60 min | 10+

Introduction:
Deep in the Australian Outback a tiny new species has been discovered by a young boy named Darwin.  These Occulites aren't of Earth, and they're very primitive.  However, Darwin discovers that they are intelligent and have begun to form tribes.  Dawn: Rise of the Occulites is the first in a series of games that follows these minute creatures as they develop a civilization, from the beginnings of the earliest tribes to their technological future.  As of this writing, this is the only published game from the series.  A second title was on Kickstarter in 2018 but was unsuccessful in its funding attempt.

Dawn: Rise of the Occulites is a 2-4 player skirmish game that comes with a bunch of different scenarios.  Most of the scenarios are for two players, but a handful are for more.  The stories in each scenario range from competitive combat, to area control, and even to cooperative adventures.  Each scenario ranges in length, with most being about 60 minutes.  The first scenario is a multiplayer tutorial that teaches the core mechanics, but leaves out a ton of features.  As you learn more about the game you can progress through the scenarios, adding complexity.

Blooms:
Blooms are the game's highlights and features.  Elements that are exceptional.
  • Incredible components!
  • Innovative use of cards for multiple different uses.  
  • Probably the best dice based combat system I've ever played.
Buds:
Buds are interesting parts of the game I would like to explore more. 
  • A wealth of scenarios can be played individually or as part of a campaign.  When played as part of a campaign, your tribe improves in its stats over the course of multiple games.
  • The initial scenarios are just the basic mechanics, but as you play more a ton of features get added, resulting in a very deep, strategically complex skirmish game.
  • The backstory is very deep and the scenarios reveal more of this rich, imaginative world as you play more.  
Thorns:
Thorns are a game's shortcomings and any issues I feel are noteworthy.
  • Very high price tag.
  • Very unique theme paired with the combat genre results in a very niche audience.
  • The tutorial scenario is too long and doesn't introduce the game in as positive a manner as it should.
Final Thoughts:
Wow, this is a gorgeous game.  The cards, tiles, board, tokens, and all the other bits are phenomenal.  The game board is gigantic!  The artwork is fun and interesting, though a bit bizarre and very stylized.  Some may like it, others may hate it.  Even the storage is incredible, as I've found that all Eagle-Gryphon games have.  However, the miniatures are the most amazing component.  Whether you get the pre-painted minis or unpainted, the detail is incredible, and I guarantee you won't find another miniatures game with characters quite like the Occulites and Luftles.

I really like almost everything about the game.  The depth to the more complex scenarios is something to look forward to and helps repeated plays remain interesting for a very long time.  I love the multi-use cards.  Each card represents a selection of possible uses, including activating figures, determining attack dice, defense dice, special abilities, and even combat boosts.  Cards are used for one of these features, making you really choose which card to play and when.

The innovative dice combat system is a fresh way to use dice in combat without feeling at the complete whim of the dice.  I think out of all dice based combat systems I've played, this is my favorite.  Playing cards determines the number of dice you roll for attacking or defending.  Then each faction's attack or defense strength determines what values on the dice count as a hit or block.  Once the dice are rolled, then a combat chart determines which side loses health.  So if I'm attacking, and my card has an attack value of 5, that means I roll 5 dice.  If my tribe's attack strength is 4 that means every die that is a 4 or less is a hit.  The defense will do the same thing, but using their card's defense value to determine the number of dice to roll and their tribe's defense strength to derminccessful blocks.  So let's say I play a card with an attack value of 5, plus a boost card of 2.  That means I'll roll 7 dice.  4 of those have a value of 4 or less.  The defender plays a defense card of 4, but has a defense strength of 5.  Of the 4 dice rolled, 3 have a value of 5 or less.  That means there was one successful hit.  Consulting the combat resolution chart, that means the defender would lose one health.  Had I rolled 6 hits or the defender had only rolled 2 blocks then the defender would have lost 2 health because my number of hits would have been double the number of blocks.  It sounds complex, but once you've played it a bit it makes sense and adds a lot of depth to the decisions and strategy without feeling like you're a slave to dice results.

This game is very, very close to a Bloom game, however I think there are a few things that hold it back.  

The price tag is going to be a huge turn off for most people.  There are a lot of miniatures games, combat games, and other similar games available at a fraction of the cost.  This game is great for what it is, but I'm not sure if the price is justified for anyone but the most serious gamers interested in this type of game.  That said, I'm not sure there are a whole lot of people that are interested in this type of game.  While the theme, mechanics, and experience all blend together very well, I think the theme is probably a mismatch for the game's intended audience.  I think most people interested in this type of combat, skirmish, campaign game are either looking for military or Tolkienesque fantasy themes.  The Occulites are interesting, but probably for a more niche audience.

I also wasn't happy with the tutorial scenario.  It's a big hill to climb.  Not so much because of any complexity; the tutorial does a great job of just introducing the core mechanics and other scenarios gradually add more complexity.  However, the tutorial scenario ends up being a very long game.  I played the initial scenario twice with different people and both times it took well over 2 hours.  Part of that was for learning, but that should be expected in a tutorial scenario.  I'd expect the initial scenario to be much faster than the other scenarios, not more than twice as long.  Because of this, I've had a hard time getting this back to the table.  I'm not interested in investing another 2-3 hours playing the tutorial again and those that I did play it with aren't interested in playing again because the tutorial overstayed its welcome.

Overall, Dawn: Rise of the Occulites is an amazingly ambitious game project.  It's apparent in everything about the project that it's a labor of love from designer Ben Boersma and his partners at Eagle-Gryphon Games.  Unfortunately the great mechanics, deep lore, and immersive scenarios are held back by a very small target audience and high price tag.  I think if this were re-released and rethemed as generic military or standard fantasy it would be blowing up the Kickstarter hype train.  A more streamlined tutorial that can be played in 30-45 minutes is a necessity, too.  For now though, Dawn: Rise of the Occulites is an underrated gem.  If any of this has piqued your interest, and the price doesn't scare you off, you won't be disappointed in the game.  It won't be leaving my collection, even though I can't get it to the table as often as I'd like.

Buds, Blooms, and Thorns Rating:
Bud!  This game definitely has some
great moments.  It's good for several plays
and should appeal to most gamers, especially
if you enjoy other games like this.

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.