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Long WHC Weekend (Part1)
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If I Could Impose On A Moment Of Your Time?
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.
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!
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)
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
Procedurally Generated Annotations
Imagine exploring this dungeon:
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:
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:
But that's not all Azgaar generates. He also generates country names, borders, icons, and other annotations:
Look at how much more interesting that is!
Zoomed in, the map looks nice, with regions, rivers, and bays:
But look how much more interesting it is with town names, roads, and trade routes:
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!
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| 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." |
| You have to have several artifacts before you enter Canterbury. |
| 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. |
| This would have made World War II a lot easier. |
| Canonically, Galahad could probably do this. |
| Looks like I got lucky this round. |
| In battle against Gogmagog. |
| I'm sure I would have found it on my own anyway. |
| You can tell it's Camelot by the "C" on the banners. |
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| Can anyone identify the source of the image Crystalware used? Reverse image searches were no help. |
| I wonder if they paid anyone. |
Sega Genesis - Compatibility Issues Across Models
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WHERE TO GO FROM HERE?
- 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.










