Showing posts with label Half Elf. Show all posts
Showing posts with label Half Elf. Show all posts

Monday, 16 October 2017

Last Week's Games: ZombiU and Greyhawk


Because of my usual problems with time allowance, this blog will be more of a review of ZombiU. I started it last week and, continuing on this week, I’m finding it tough to play – sadly not for the right reasons.
I’ve been spoiled over the last ten years or so by Autosave, where I expect a game to save itself every so often so that I don’t have to do the last half an hour again if I lose during the game. ZombiU works differently to this. When your survivor dies, you carry on from the same point in the progress of the game with a different survivor; functionally identical but a different person. The problem is that the game doesn’t save when this happens. To save the game you have to sleep in the safe house. I didn’t know this, and lost all the progress I’d made on Monday through forgetting to save the game.
A cricket bat. Could it be more British? Good for conserving
 ammo but it takes a lot of hits to drop a Zombie...
“No problem,” thought I, “I wasn’t doing very well, let’s start again.” I got to the point early on in the game where you have to go to the supermarket and hack the security camera junction boxes. I died a number of times – usually as I’d managed to traverse to a different area. When I’d finally finished what I was supposed to be doing, I headed back to the safe house, to find that the game had glitched and hadn’t registered that I’d made it to the supermarket. This was a requirement to end the mission, and because it hadn’t registered, the game would never progress beyond that point. I could have started again, but I was tired and went to bed instead.
The game itself plays OK. The handling’s a bit off but I’m choosing to believe that it better represents the relative skill of the ‘everyman’ survivors you’re controlling. The best – and simultaneously the worst – bits are where there were more zombies in the area than you were expecting, or you trigger a trap, and you have to make a quick blind decision as to where to go next. You can barely see, you’re panicking and the chances that you’ll get it right are slim indeed. You’ll probably die at these points, and it can feel quite cheap. On the other hand if I was caught up in a Zombie Apocalypse that’s probably what would happen to me!
The WiiU game pad works better in some situations than others. It’s good for inventory management; touch screens are ideal for those situations. I also liked it’s utilisation for things like opening sewer drains, or setting and removing barricades; that’s representative of at least some of the physical effort required by your character to do those things. It reminded me of Resident Evil: Deadly Silence for the Nintendo DS, essentially the first Resident Evil game that included some added bits of touch screen functionality.
Less welcome are those times where you have to use it to aim the heavy machine gun near the safe house; you have to aim in first person using the gyro and the screen on the pad. Those guns should be a challenge to use. But you hold the pad flat to play the game, and hold it up to your face in order to aim on the screen with the full range of movement. The trouble is if the aiming begins while your pad’s still flat, you’ll hold it up and will be looking straight at the floor. Even though I later found that you could use the right analogue stick to correct this, it disrupts the flow of the game!
ZombiU’s OK, but that’s all. I might not through to the end before moving on!
I expect Simeon looks a bit like this...
At the Roleplaying group we’ve changed games for this rotation; we’re continuing a Dungeons and Dragons: Greyhawk campaign started a while back. It’s not a deliberately funny setting, but I’m playing a half-elf fighter called Simeon D’sai who has a Wisdom score of 6 with a -2 modifier. This has created very fun situations where my character is easily fooled, both in the adventure and my colleagues who take advantage of it! It’s been fun so far, and it should continue to be.


Saturday, 3 November 2012

Scales of War part 2: Descent into Rivenroar 24/10/2012


Session Log 24/10/2012

The heroes met at the Northern Bridge. The battle was long since over, but the heroes guessed there was more to the attack than met the eye and were determined to investigate. At a loss for somewhere to go, they ended up in the Moondust Temple, a small place on the South West corner of Brindol devoted to Sehanine. There they met with a Priestess called Lia, who suggested that they talk to the Town Councillor Eoffram Troyas. Realising there was nothing they could do for the town that night, the heroes found lodgings in the Avandrian Hostel and settled down for the night, at a discounted rate since the battle with the Ogre that afternoon…

A new day dawned and had nearly reached its peak when the heroes met with Councillor Troyas. Troyas explained that 7 of the town’s citizens had gone missing and were suspected to be abducted by the Hobgoblins; he was looking for help to find them. He did not offer the commission lightly, but after Grambur impressed him with his physical prowess and Lucian made some insightful remarks about proving themselves to the town council, Troyas was forced to reconsider. The deal was sealed when Oro told the councillor that the heroes had no intention of letting history repeat itself and was determined to stop the Red Hand. Troyas was satisfied that these were the people he was looking for, explained who was missing and also that some treasure had gone missing as well; certain items of little material value but of huge social value to the township.

After a visit to the Hall of Great Valour to inspect the treasure that had gone missing, the heroes learned of a hobgoblin taken prisoner. They went to investigate, and after some less-than-gentle persuasion found out some useful information: The leader of the Hobgoblins was called Sinruth, a determined young Hobgoblin looking to raise an army and start his own Fiefdom in the Elsir Vale. For now, he was calling the abandoned Castle Rivenroar home, and had most likely taken the prisoners back there to feed to the ‘Undead Horrors’ that shared the catacombs with the goblins…

The heroes headed north, and though the going was hard for the Elves, they made it to the castle surprisingly without incident. All that changed when they marched into the catacombs beneath the castle. They appeared to be in the entrance to a crypt, and two Goblinoids were standing guard. One of them triggered a curious trick; the braziers either side of the room moved along the walls and shot fire at each other; it singed Grambur’s beard. The goblins were quickly and easily dispatched, whereupon the heroes had 3 choices: Do they head for the crypt of Von Urstadt, Von Jallach, or go through the doors that apparently lead to the crypt of the Rivenroar family?

Electing to head for the Rivenroar crypt, the heroes proceeded with a lot more caution. They headed down a long set of stairs, and the only sound was their feet echoing off the flagstones. Just when they were wondering if the stairs would ever end, they came upon a door. Lucian pricked up his Elven ears and heard that… something… was asleep in the next room…

Stealth seemed the best course of action and the heroes slunk through into a room filled with Mushrooms. It came as no surprise to Veteran Treasure Hunter Grambur that the mushrooms could potentially be dangerous if they were tampered with, and Oro knew enough about them to be able to say what they were: A combination of Brown Cloudspore, White Shriekers, Grey Doomspores and Red Slumberspores. The snoring that Lucian heard came from a Rage Drake asleep guarding the only visible way out of the room, and given the Dwarf’s rarely-welcome penchant for noise, the heroes decided matters would be a lot simpler if they took advantage of it’s sleepiness and killed it. Grambur rushed the creature and between them the heroes did a lot of damage before the drake had a chance to react. However, Grambur’s relentless attack pushed the drake into a cluster of mushrooms and he set off a Slumberspore, it had little effect on the Drake but did knock Grambur out cold. Not even a mauling from the Drake could wake him up. Lucian and Oro tried to help their fallen companion by firing shot after shot at the Drake and it seemed to work as with a bloodthirsty roar it charged for the Elves. Little did it realise the path would take him across more mushrooms; whereupon he set off a Shrieker and another Slumberspore. This time, it knocked him straight out, and Lucian finished it off with a knife to the heart.

With shafts leading to the floor above, and a door leading off into another room, the adventure has only just started…

Experience: 575 each.