Long WHC Weekend (Part1)

The view back over the French centre and right flank. Dom looks thoughtful, Gerry, errr...doesn't.
Last thursday saw me making the familar trip up to Scarborough to the WHC, this was to be a long weekend with 2 games on offer. The plan was to get there for about 2.00pm for a Corunna(ish) scenario which was to play until Friday afternoon, then once a few more people had arrived,  change over for a fictitious 1813 bash which could accomodate more players. As it was, the Peninsular game still had 10 players, so the players each had relatively small commands and the game played quite quickly and smoothly.  
I played on the French left and was tasked with taking one of 2 villages which dominated the road network which the British needed in order to get to the waiting arms of the RN.
This probably proved easier than it should have done, my opponent had racked up 8 or 9 battalions behind the village, including some fairly choice kit, a couple of guards batallions and 2 big Scots units. As it was he would have been better off spreading out a bit more. What transpired was that both myself and Eric on my right flanked the village rather than assault it directly. Due to the lack of troops on the flanks we were able to easily penetrate the defences which on my flank consisted mainly of a solitary highland btn. A punchy unit, and if it had had a couple of mates quite capable of putting up a stiff fight. On its own however, it was easily brushed aside. The end result was that the British behind the village were caught in a crossfire from myself and Eric, with units being continually pinned by retreating units in front of them.
Rule number 1 in ITGM:
Space Management!
Part of my division attempts to outflank "my" village, which is out of shot to the right of the picture 
In the end, it was a fairly comfortable and total French Victory (contrary to Noel's verdict  here:  http://garagegamer.blogspot.com/ ) Although his perspective might be coloured because he was on the extreme flank of the British with the Light Division, which he handled with considerable expertise. Unfortunately I think his troops would have been the only part of the British army to get away. The rest were cut off.
"My" village in the background, successfully outflanked. The British driven out, and are now being pushed back to the left of the picture. 
None-the less, it was great start to the weekend (I don't recall talking to my dice AT ALL...I think I am being horribly misrepresented!), and got everyone in the mood for the main event which was a larger 1813 game; Goerlitz. We started the game on friday afternoon and got a few turns in without getting into serious contact before packing up for the day. After a couple of extra arrivals (and a night in the casino), and we were ready to go on saturday morning....to be continued   

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If I Could Impose On A Moment Of Your Time?

As you all know DreamForge is embarking on a new path, new releases in a new format.

Although the Kickstarter platform has a lot of advantages, it only makes sense to put your best foot forward and provide your customers with the items they desire.




To that end, I have created a very short survey to get all of your feedback, not just about the StuG and Shadokesh, but about DreamForge and the general direction you would like to see.

Please... Take a moment and let your voice be heard.

SURVEY LINK

Thank you so very much for your time!

For The Glory Of... Austro-Hungary?

I picked up some Austro-Hungarian Aeronef cheap at the start of the year on eBay. My buddy Matt and I intend on playing some games with them. He has, in fact, procured the age old enemies of the Austro-Hungarians, the Japanese. We're likely going to bash a few rule sets together into something that's quick and fun.

Austro-Hungarian Aeronef Lussin class Rocket Patrol Nef

I've got a few more things left to build (battleships, fixed wings and a carrier) but this is the lion's share of them. Just a simple base, wash and drybrush. I've got a few details left to do but I don't think I'm going to go full orange Eldar on these.

God I Love Subquark Games!

Whats going  on everyone!?


Today for the #2019gameaday challenge I grabbed one of my favorite GOTG games, Mint Tin Pirates from one of my all time favorite game publishers, Subquark Games!


Of course my lovely wife won the game but that doesn't make this game any less enjoyable. 


I can honestly say that I have grown to expect to have their line of games with me wherever I go. By far my favorite games for travel and nearly a must!


As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

Monster Hunter World: Iceborne Review (PC/PS4)

Written by Alexander O. Cuaycong and Anthony L. Cuaycong


Title: Monster Hunter World: Iceborne
Developer: Capcom
Publisher: Capcom
Genre: Action, RPG
Price: $39.99
Also Available On: Steam, XB1



Capcom's Monster Hunter series has stayed strong throughout its lifetime, and there's no real wonder as to why. While not the most thought-provoking out in the market, it knows its strengths and is second to none in its unabashedly heavy focus on adventure and exploration. There's simply no other franchise that can emulate the mystery its forests and jungles bring, or come close to approximating the dread, say, a Rathalos provides as it comes bearing down with fangs and claws extended. Even as it requires grinding to the point of excess, it invariably delivers on its promises of grandeur, riches, and glory that can only be the stuff of dreams.




Titles in the Monster Hunter series have aimed high, and Monster Hunter World is no exception. True to its origins, Monster Hunter World thrusts gamers into a land ravaged by monsters, and tasks them to overcome these majestic dragon- and dinosaur-like beings. While trying to bring down foes many times larger, faster, and stronger may appear foolish, it scoffs at the notion and instead puts forward another that banks on the use of proper tools to accomplish the seemingly impossible. Weapons, traps, and gear, with a mix of cunning, strategy, and skill, are pitted against ruthless animal ferocity.

Parenthetically, Monster Hunter World is a feast for the senses. It thrives in the uniqueness of its presentation; from its dense jungles to its blasted wastelands, it lays out vast exploration options that constantly supply interest. And the pull of the atmosphere cannot be denied: Nature seems to be hiding secrets from the curious eyes of denizens, who are likewise presented with flair. All that said, the monsters are the stars, and, amid its lush visuals, they are paraded with pride. They certainly fuel the gameplay, which pegs them as targets and obstacles with singular properties requiring no small measure of resolve to overcome.




Like all other entries to the series, Monster Hunter World has gamers gathering material, forging items, and hunting monsters from the mighty Nergigante to the humble Anteka. And they can engage in these expeditions — alone, with friends, or with computer-controlled feline companions — to their heart's delight. They face off against particularly dangerous monsters, but success brings with it plenty of loot, money, and crafting materials for better items. They then rinse and repeat the process until satisfied. Which, in a nutshell, means it uses the same formula its predecessors did.

Monster Hunter World: Iceborne's gameplay is no different. Offered as downloadable content to the base game, it feels more like an actual expansion, fleshing out an entirely new region to explore, and adding in plenty of new monsters to beat. With these new monsters comes the prospect of new mechanics to learn, new gear to craft, and new challenges to face. It even adds a new difficulty level for gamers to pursue: the Master Rank ups both the risk and the ante, and, thusly, makes clear its purpose as a natural progression for more experienced gamers.




Indeed, Monster Hunter World: Iceborne widens the series' horizon. As the title suggests, it has gamers dealing with extremely low temperatures and cold-weather terrains. On the flipside, it provides new equipment and upgrade trees, leveling the playing field. At the same time, it allows for faster completion of the core game and transition to it. Even the difficulty scaling has been adjusted to account for party size midstream; the fluidity of online hunts, for instance, has been considered such that the challenges become easier when members leave while in combat, and harder when they join.

Tellingly, Monster Hunter World: Iceborne does not offer cross-play functionality. In other words, gamers on the PlayStation 4 will not be able to interact with those on the personal computer. Which is just too bad, because it forces them to choose. The series has been around longer on consoles, giving it a much bigger installed base on Sony's eighth-generation hardware. And, make no mistake, the difference is apparent as soon as a party goes on a hunt. True, the PC will catch up at some point in the future — and likely in the near future. Given Capcom's newfound support for the generally superior platform, the takeup will be high. For now, though, it's clear where the better experience can be had.




In any case, the pull of Monster Hunter World: Iceborne is clear. It presents a constant challenge to improve, to clear what seem to be ridiculously high hurdles. It represents a continual struggle to exceed potential, to beat the ostensibly unbeatable, to triumph against the odds. Admittedly, it can be frustrating, even mindless, at times, but to those who have the patience and the will to see it through, it promises myriad returns to hundreds upon hundreds of hours of investing in an action role-playing game well worth its $39.99 price tag.



THE GOOD
  • Outstanding visual design
  • Fun and engaging gameplay that relies on good planning and skill
  • Has good coop features to play with other friends online

THE BAD
  • Still a fairly grindy experience
  • At times, can feel a bit repetitive
  • No cross-play functionality


RATING: 9/10

Procedurally Generated Annotations

Imagine exploring this dungeon:

Dungeon map
Procedurally generated dungeon map

But that's not what watabou's One Page Dungeon generator produced. It produced that dungeon with a title, Underground Lair of the Cursed Lich: For several centuries the lair of the Cursed Lich was considered lost, until recently was rediscovered by a gang of gnolls, and also with text annotations on some of the rooms:

Dungeon map with annotations
Procedurally annotated dungeon map

Big difference! The text sparks curiosity and imagination in a way that the map by itself does not. Is that bard good or evil? Did the bard and cleric know each other? How did seals kill the gnoll?! What does the magic gem do? This type of text is missing from many procedural generation projects, including mine. I love what watabou did here.

Let's look a map from Azgaar's Fantasy Map Generator:

Continent map
Procedurally generated continent map

But that's not all Azgaar generates. He also generates country names, borders, icons, and other annotations:

Continent map with annotations
Procedurally generated everything

Look at how much more interesting that is!

Zoomed in, the map looks nice, with regions, rivers, and bays:

Region map
Procedurally generated region map

But look how much more interesting it is with town names, roads, and trade routes:

Region map with annotations
Procedurally generated everything

It doesn't take much annotation to make the magic! Just a small amount triggers our curiosity and imagination. Our minds see patterns easily, even when they aren't really there ("apophenia"). This is something I'd like to explore the next time I'm making a procedural map generator.

(Note: this is an expanded version of what I posted on twitter)

Holiday Sale, Android Out Now!

Fellow adventures! It is almost time for Holidays and New Year 2017 and what would be a better way to celebrate than to bring new players to the party! Oceanhorn just released on Android platform so it is time to recommend the game for your cousins and cool uncles!

Happy Holidays from Cornfox & Bros.

The game is free to download with a single IAP purchase that unlocks the rest of the game after the introductory island. Just relax and enjoy your time on Hermit's Island and when you're ready, just unlock the whole adventure and start to explore the whole world of Arcadia! No ads, no nonsense - just a single purchase.

"Time to recommend Oceanhorn for your
cousins and cool uncles!"

We are also having a Special Holiday Sale across many platforms, iOS and Apple TV version for example will be $4.99 at the moment! So which ever version of Oceanhorn you prefer – it might be a good time to buy it for yourself or as a gift for your friends!

Oh boy 2017 will be interesting...

Game 360: Quest For Power (1981)

Problem #1: Nothing Arthur or Galahad did was done "for power."
         
Quest for Power
United States
Crystalware (developer and original publisher); Epyx (later publisher)
Released in 1981 for Atari 800 and Apple II. Rereleased in 1982 as King Arthur's Heir
Date Started: 5 March 2020
Date Finished: 5 March 2020
Total Hours: 1
Difficulty: Very Easy (1/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
           
Quest for Power is another insulting game from Crystalware, a company that was either knowingly scamming its customers or so clueless about what made a good game that they must have never played one. I admit that their titles at least sound interesting--I was sucked in by the backstory of House of Usher (1980), for instance--but if anything they've gotten progressively worse as time passed, losing core elements that made them, if not "good," at least memorable. A commenter named Tronix recently posted some background on the company, and while we can't take an anonymous Internet comment as gospel, what he says makes sense given the quality of the games. I'm particularly disturbed about the part where they "skipped town" while still owing money to a lot of developers. I hope the developer of this game, Marc Benioff, managed to recover.

There isn't much to say about Quest for Power. Like the other Benioff/Crystalware collaboration, The Forgotten Island (1981), it's a short adventure with a few light RPG elements, recalling in structure the old Adventure for the Atari 2600 (1979). It takes about as long to play and win the game as to read the manual, and the lengths that Epyx went through to puff up the manual for the re-release (as King Arthur's Heir) are particularly absurd given the paucity of actual gameplay. 
           
You have to have several artifacts before you enter Canterbury.
           
The backstory casts you as Sir Galahad, son of Arthur's "good friend" Lancelot, who Arthur designates as his heir to the English throne if he can find and return the Scroll of Truth, which Merlin has hidden somewhere on the island. Good lord, that sentence alone manages to mangle the Arthurian legends in about a dozen different ways. The whole point of Galahad's story--in the few sources where he actually appears--is that he's too pure for the mortal world, and he is taken bodily into heaven at the end of the Grail Quest. Arthur and Lancelot are hardly "friends" by the end of Arthur's reign; Merlin should be long gone; and the realm wouldn't be known as "England" for over 400 years.
              
There are several places to buy necessities. This particular list makes it look like I'm about to murder someone and then dump the body off-shore.
            
Your little icon sets out from Camelot to explore the land, which I guess is roughly shaped like Britain except that for some reason it's surrounded by a wall. Your journey will take you to the Caves of Somerset, Hastings Mountain, Sunderland, Essex, the Castle of Skenfrith, the Black Forest, the Eagle Stone, Canterbury, Hillsborough by the Sea, and Leeds. (Of these, only Canterbury has any authentic Arthurian history. "Hastings Mountain" doesn't even exist.) The manual makes it sound like these are all exotic and interesting places to explore, but really they're just names written across the screen with maybe one NPC and a treasure item.
           
This would have made World War II a lot easier.
        
To win the game, you have to defeat a series of enemies (The Devil of Skenfrith Castle, the Black Wizard, Gogmagog--none of them appear in actual Arthuriana) and acquire a series of treasures. For instance, you explore the Caves of Somerset to find the key to Essex, where you find Moses's Rod (where's Kenny when you need him?), and so forth. The enemies named in those parentheses, plus a couple of dragons, are the only fights in the game.
             
Canonically, Galahad could probably do this.
          
Combat is a matter of random rolls. Each round, each fighter does 1-9 points of base damage against the enemy but each round, one of the two combatants gets 10 added to his roll. For instance, you might take 7 damage while doing 19 in the first round, but in the second the Black Wizard gets the bonus and does 15 damage to you versus your 3 damage to him.
                
Looks like I got lucky this round.
              
As you start off with only 3 hit points, the first combat--whoever you fight it with--is a risk. But if you can win, you'll gain enough power and extra hit points that further combats become much easier. After your second or third combat, you're basically invincible.
         
In battle against Gogmagog.
        
Gold chests pop up randomly as you explore, and there are a few places where you can spend your gold on an axe, a rope, and a boat. There are three NPCs (Ambrosius, Amadas, and some random guy in Essex Castle) who give you spectacularly unnecessary hints, and one of them must be bribed over 1,000 gold for his. 
    
I'm sure I would have found it on my own anyway.
      
Once you've found enough artifacts and have built up enough power from killing enemies, the guard Oberion (facepalm) will let you into Canterbury. There, you find the Ark of the Covenant. If you open it without the three major artifacts (Anselm's Staff, Solomon's Ring, and Moses's Rod), you'll be melted in the manner of the Nazis in Raiders of the Lost Ark. With the three artifacts, you find the Scroll of Truth.

Completing my quest.

Granted, I had the emulator speed cranked up to 250%, but it still only took me about 20 minutes to run around the map and do what I needed to do. The game minimizes its control scheme; the manual actually brags about this. All action is mapped to the joystick except for the (T)rade command. If you have certain items (torch, boat, rope), you're assumed to use them when the situation calls for it.

Returning the Scroll of Truth to Camelot wins the game. You get a picture of the throne room at Camelot and your score is displayed.
            
You can tell it's Camelot by the "C" on the banners.
           
But of course it doesn't end there. As with half of Crystalware's titles, there's supposedly a Great Mystery lurking beneath the surface, with players encouraged to solve it and send their solutions to the company, with promises of a $250 cash prize. (The Epyx re-release removes any mention of such a puzzle.) As usual, I not only didn't solve it, I don't even know what they're talking about. Is it something you're supposed to find in the game? A hidden message? Is it simply winning the game? 
                
Can anyone identify the source of the image Crystalware used? Reverse image searches were no help.
       
The manual says that to solve the mystery, you must a) read the entire manual, b) "go to each of the magical places and talk to all of the magical people." "It is then," the manual says, "you may understand the very neurotic mystery." Did the author not know what "neurotic" means, or is that a clue?
              
I wonder if they paid anyone.
          
The only three people to talk with in the game are Ambrosius, Amadas, and the guy at Essex. Amadas, at Hastings Mountain, says that "you must have Solomon's Ring and Anselm's Staff and Gogmagog to make it past Oberion!" (Once you defeat Gogmagog, his power "fuses" with you or something.)  Ambrosius is hanging out by something called the Eagle Stone, and he says, "Ah, son of Arthur [???], the staff is in the caves." Essex says, "The Ring of Solomon is in the Skenfrith Castle." I've looked for anagrams, initialisms, and other wordplay and can't find anything. Thus, I'll give a reward of $50 to whoever can solve the mystery, which is five times the value of the GIMLET I gave to Quest for Power. It's the first game so far with 1s straight across the board.

*****

Let's talk about how we got so far down the list:
     
1. I'm having trouble with Planet's Edge (1991). The introductory application starts up okay, but every time I hit ESC to move on, DOSBox crashes with a "corrupt MCB chain" error. I've tried multiple versions. I've tried running INSTALL and configuring video and sound different ways. I've tried running it with LOADFIX. I have not tried another computer with a different configuration of DOSBox, which I will next week after I move.

2. Minotaur: Labyrinths of Crete (1992) turns out to be a two-player game. (You're supposed to connect over AppleTalk.) There's a "single-player mode," but it just lets you explore the dungeon, pick up items, and test them, not play in any meaningful way. It moves to the rejection list.
            
Wandering the Minotaur dungeon.
             
3. I thought I had a working copy of OrbQuest from reader Lance M., but I lost it or never downloaded it or something. I had to ask him for it again. He came through, but I had already half-drafted this entry by then. It'll be soon.

4. I'm moving this week, so I didn't have time to approach a game as complicated as Ultima VII.
     
Anyway, this means I need two more games to add to the "upcoming" list, replacing both Quest for Power and Minotaur. The earliest game on my list that I haven't played is Sands of Mars (1981), another Crystalware title. We have three more, in fact, and I think I'm going to try to cover them all in one entry, but we'll leave it as Sands of Mars for now. After that comes a random roll! It lands on Moraff's Dungeons of the Unforgiven (1993). For those worried that I'm going to get too far away from 1992 before playing Might and Magic IV/V, don't worry--we're going to have a discussion next week about designating "landmark" games that I should prioritize in a given year.

Sega Genesis - Compatibility Issues Across Models

When you buy a console, you might expect every game to work perfectly on it.  In most instances you are covered, but some consoles tend to be a little picky about the games they can play for obscure, rather than obvious, reasons.  Here let's look at the Sega Mega Drive and Genesis and see what kind of compatibility issues you can encounter when playing games on them.


Read more »

WHERE TO GO FROM HERE?


When we last lest off on this rather rambling discussion, we had addressed the issues regarding manufacturing plastic miniatures, the costs involved and some of the challenges a small manufacturer faces, regarding time to market, the supply chain, the customer base and profit margins. 

You can view the other conversations here:



This is part 4: Where to go from here.

This is the last in that series of rather frank discussions. This conversation will be about the direction DreamForge will take and how I would like to handle new releases and how to keep the train rolling as much as possible while limiting delays as much as possible.

Where have I been since my last post? Working on prints, testing a few theories about mold manufacturing with an eye to efficiency, repeatability and quality.

Where to go from here…. Well, that is a rather large question with some fairly complicated moving parts. I love doing what I am doing but at the end of the day, this is a business and all paths forward must be manageable, efficient and profitable. With the other conversations behind us I can address my path forward.


  •  Production will be moved in house, for cost, quality control and to allow for ease of movement from one product to the next. Should one flop, the investment will be minimal, and the next release more easily moved into, as I will be controlling the manufacturing aspects and it facilitates a far more inventory on hand friendly option. Manufacturing just what you need when you need it keeps 'dead stock' issues to a minimum. The obvious down side is that this does impact my design time as I am elbow deep in the manufacturing process.

  • I will be releasing product in waves, making enough for the anticipated first product push and not returning to that product until there is a production slot open to deal with the extra run. This may cause issues where the supply does not meet the demand, but it is a necessary evil. Every kit setting on a shelf, is money tied up, money that could and should be used for the next release.

  •   New kits and re-issues of older kits will be in resin, the costs to tool and run the product are far more manageable and I went over in the previous paragraphs, it allows me far more financial freedom and the ability to tailor my production and keep a more fluid release schedule on hand. Having a 500 unit minimum and a 4-6 month lead on restocks simply does not work for a company my size.)       The plastic kits are limited to stock on hand, if you want them, you might want to pick them up   while they are available, once they are gone, they are gone. They will be replaced by the resin versions in the future. The infantry will not be discounted as the supply is very limited. Any kit in stock that has too much excess inventory will see some great sales until the stock levels reach a minimal level.

  • I know some of you may not have had stellar results from resin kits, I will do my best to control quality and have been experimenting with a few techniques to minimize the gate and vent size down to 1/16" (about 1mm) to help get rid of the issues with massive cleanup and destroyed details due to overly large pour gates. This process does have some drawbacks. The resin I use cannot be fast setting, which means a mold may not see more than two casts per day. To address this issue, I have worked out a means to make many copies of the same molds, quickly and efficiently. There is simply no way to match the production speed of injected plastic but considering its tooling costs and the lead time needed, it is not an option within this niche market where the 'new shiny', it what sells.  I much prefer being able to continually release great products than hope a kit has staying power to pay for the initial investment.


Would I ever consider a plastic release? Yes, given the right kit, it is still a better means of production. Having the experience, I have gained so far, I have a good feel of what will and what will not survive a long release, the only questions is whether the community will have moved on to the next game/product in the meantime.

 So, now you know the direction… What's next?

Hover StuG!
I will be doing a bit more mold testing and refining of process and then the initial run of the StuG can begin. The initial run will be 200-300 kits 

Here you can see a pre-production test!






Shadokesh!
Ferals and troopers, really cool kits, fun as hell to model these, but without a game or other driving force to push sales and no obvious 'counts as' the sales on these may be a little soft. I will keep my initial run fairly small while keeping an eye on my customers reactions.

The Ferals are shown here with all five poses, the Shadokesh trooper is one of the five, just working on the prints for the other four.





Re-Release 
Panzerjager!
These have been OOS for some time and will be the first re-release, followed closely by other infantry lines. The re-releases will be roughly in the same format, separate arms and chests, etc, but I may join up some components that were split to ease manufacturing, assembly and part count issues.

After that? The Protectorate! Honestly not doing these in plastic is a blessing and a curse. I know they would sell with enough initial volume but the freedom of not needing to respect the 'direction of pull' of a hard too means I can start to really flex some modeling muscle and make them as cool as possible.
And after that? Buildings, terrain, other vehicles, races, etc.…..

My intent is to get far more interactive with the community regarding those future releases, asking for feedback and taking critiques to make every kit the best I can. The re-releases, StuG and Shadokesh are basically done from the modeling aspect, so, they are what they are…. But I look forward to flexing the old grey matter with all of you for the future lines. Its going to be fun, its going to be cool and I hope to see many of you helping to shape the products you want!