Showing posts with label Humans. Show all posts
Showing posts with label Humans. Show all posts

Wednesday, 1 July 2015

Backlog Beatdown: Bringing the Chaos to Blood Bowl


Yesterday I beat Blood Bowl for the first time after about three years of owning the game. I made it a game I ran alongside playing through another game, as it is best enjoyed in small bursts and the fact that it is saved on my hard drive meant that it was a quick dirty game I could just play without having to be arsed to change the disc.
I can only assume this screenshot was taken from a
version I don't have, because at no point did the
game EVER look this good...
 

So I tried covering Blood Bowl for a while during No Game New Year, and I felt the need to make a note of who scored what etc so that the narrative developed in the blog. There were two main problems with this approach:
1.      It was a lot more busy-work than fun, and
2.      I chose Humans.
Not that there’s anything particularly wrong with Humans, you understand, but I always missed playing the Chaos team.
So for this playthrough, I chose a Chaos team and named them Children of the Gor. It was supposed to be Children of the Gore, but I ran out of space before I did the ‘e’, and since Gor relates to Beastmen anyway it wasn’t a huge loss. Their tactics, unsurprisingly, consist of the following two steps:
·        Find something,
·        Kill it.
Or to put it another way, rely on your blocks to utterly destroy the opposing team. A very unsubtle way of playing Blood Bowl, but one that worked very well after a while with the right combination of upgrades. It tends to work best against Humans, Goblins, Dark Elves and Orcs, funnily enough. Against Wood Elves and Skaven it would either work or it wouldn’t, and it tended to depend on whether I could take enough of them out the game before they scored too many points. With Dwarves the tactic itself didn’t work well, but as long as you can keep them to one side of the pitch or the other you could usually find a gap and take the win. Lizardmen were a pain in the bum because they had the combination of small fast skinks and Saurus warriors who were easily a match for most of my Beastmen.
For the first time, however, I actually planned how my team was going to develop. In any game with a Dice mechanic, there is one rule you should never forget: If you can get screwed by the dice, you will get screwed by the dice. So I chose to take the upgrades that would present the dice with as few opportunities as possible to screw me. Beastmen come with Horns by default (+1 Strength with a Blitz action,) so wherever possible I gave them Block, Tackle and if I rolled it Dodge. Once they had an outside possibility of remaining upright for more than a couple of turns, I then proceeded to look at Damage Output. Chaos can always take a Strength and Mutation upgrades so I chose Mighty Blow and Claw if I could; that did a lot to take at least some of the opposing players out of the game. The only exception to the plan was when my level-up roll allowed me to take a stat increase; it is almost always worth doing this.
Let's have some better commentary next time, eh?
If I hear that quip about Margoth Doomgrin one more time...
I took the team right the way through the 15 competitions in the campaign mode, winning all but 2 of them and having them on top of the rankings. It was a nice feeling to finally win the Blood Bowl after all this time!
Now I know what you’re thinking: “But Blood Bowl’s crap! All the reviews say so.” Well, yeah. But do you know what? I love it. It’s one of the few games I own on the 360 that I’ve always been happy to come back to whenever I feel like it. Yes, by the standards of most of the games of that period, it is absolutely appalling – no variety in the gameplay, very little customisation and the multiplayer is non-existent. But I’ve always enjoyed the game. I’ll hang on to it because there are still some achievement points for me to get, (none that relate to multiplayer for obvious reasons,) and it’ll be there ready to come back to when I want to.

Sunday, 26 January 2014

No Game New Year part 4: Progress with GTAV, an awful Blood Bowl competition and temptation...

Todays post may come across as a little negative but if it does it's not because of any ill feeling towards the challenge or anything like that, it's just that the balance of things that have happened this week won't necessarily come across too well when written down.

Temptation 1: Dust: Elysian Tail

So this week I had my first real temptation to jack it all in and buy a new game. You see, I've recently become a fan of TotalBiscuit, and in my quest to try and watch every single video the man has ever made (or at least, all of his WTF is... series,) I occasionally come across a game I want to try. This doesn't happen very often as TB is a PC gamer first and foremost, and I don't own a PC that even comes to within a country mile of being powerful enough to run most modern games, but sometimes he covers games that have come out on the Xbox360 as well, and depending on what he's said about the game, sometimes I feel compelled to give it a go.

The video I watched in this case was the one where he covers Dust: Elysian Tail. The game looked really good and I'd love to have a go with it. One of the great things about TotalBiscuit is that he often covers indie games. I love it when reviewers do this because there's tonnes of the things out there and I can't be bothered to trawl through all of them to find one that's any good. Don't get me wrong, I'd love to support indie developers. I think a lot of the time you get Triple-A games that have had huge development teams, massive production companies backing them and a large potential audience, and somewhere between the initial idea for the game and it's fourth or fifth iteration (I'm looking at you, Tony Hawks Pro Skater) they lose sight of what the game was trying to achieve in the first place. So if the indie developers have a small enough gig going on that they can maintain their vision for the game, AND make enough money to support themselves, I'm very happy to support them - if they come up with good games. If they don't, then I don't want to buy them, simple as that, so I'd like to thank TB and anybody else who covers indie games for being a part of the process of sorting out the good games from the bad ones.

By the way, just so we all know, I bought Brothers: A Tale of Two Sons on Total Biscuit's recommendation back in November, and Rad Raygun on the Happy Videogame Nerd's recommendation late last summer. I've finished both games so they probably won't come up again in this series. In the spirit of the challenge, I did not buy Dust: Elysian Tail, and I saved myself £9.99 (about $15). But I'll put that on the list of games I might buy next year, and see how it all looks then!

Grand Theft Auto Five

There isn't much I've got to say about this game in the rather major terms of storytelling and game mechanics that I've been talking about up until now, simply because I haven't had that much time with the game so there's not really all that much to say. The plot, as they say, is thickening, and I'm getting a lot more missions now that are conducive to the metaplot of the whole game now rather than 'filler.' It's a great, compelling story, but to be honest I'm at the point now where I'm looking forward to playing another game, and wondering what the next one is going to be. But I'm choosing to be hopeful that my victory over GTAV will be all the more sweeter for all of this.

That being said, there are still some aspects of the game that are fantastic and worth commenting on:
  • For the longest time I didn't realise that you could reply to some of the emails that you are sent! I've already commented on how much Michaels issues resonate with me, and seeing the emails between Michael and his daughter Tracey were quite poignant for me because it reminds me that Michael's issues with his family aren't going away just because you're playing a game.
  • I did, for the first time in a long time in any game, a bit of exploration that wasn't on the map, by which I mean there's no towns, missions, any reason for me to go there. I was, in fact, on my way to somewhere on the North side of the map (I forget the name of the town) and I tried to see if I could do it by driving an all-terrain vehicle up the mountain range blocking the most direct route. I didn't manage it in the end, but I'm determined to come back at some point and try again on a dirt bike. There's not many games in which I find entertainment by trying to traverse a difficult piece of ground! 
  • Having now done several missions in a plane and/or helicopter, I have to say the flight mechanics of this game are superb and the best I've seen in any game in a long time. I don't really play air combat games anymore so this isn't saying much, but given that the controls for them the last time I tried (early 00's, at the latest) were either naff or overly complicated, it's nice to see that they're finally getting it right.
I don't remember playing much multiplayer, but the one time I did, I'm going to have to call out the douchebag who, on the Saving Ryan's Privates level, took it upon himself to climb into a tank, and destroy all the vehicles on the level so that nobody else could use them. Thanks for that, it was re-he-hearly good fun playing with you. Ass.

Blood Bowl

Oh dear Lord I've had a bad run of games this week. I took part in The Aerial Cup, and managed to lose every single game I played. This was partly due to my lack of tactical acumen, partly due to the fact that in any game where you can get screwed by the dice, you WILL get screwed by the dice, but mostly because the other teams were just better than me. Here's how it all went down:

I began by managing my team. The catcher Detlef Doolist went up to Level 3, and I gave him Diving Catch, which allows him to attempt a catch from both his square and all surrounding squares. Given how poorly this can turn out in games of Blood Bowl, I wanted to make sure he had as easy a time of this as possible. I also levelled up my other catcher, Dagonet Hupper, and gave him Sure Feet which allows him to re-roll Go For It rolls.

*Go For It: The last two possible squares of movement for any player are Go For It squares, where the player is expending a little more energy and taking a risk in making the manoeuvre. You have to make and pass a 'go for it' roll, or he will fall flat on his face and the turn will be over. I usually ignore it but twice last competition it was the difference between winning and losing so if I'm going to rely on it, I might as well give them a little something extra!*

Given that I rated my catchers and blitzers but didn't think much of my linemen, I signed a new player: Griswold the Angry. He was a Level 5 beast with Strip Ball (if you push the ball carrier he will drop the ball, whatever else happens) +1 armour and +1 strength, and sure hands. I also sacked Arnul the Beloved, as I had yet to use him and he wasn't doing me much good on the sidelines.

So, on to the games:
  • Game 1 vs The gur'klash Murderers (Chaos) We got off to a promising start with my blitzer, Arnulf Ottman, benefitting from training and gaining +1 Strength for the match, but they had a Star Player, Grashnik Blackhoof (I think. My handwriting is bad to the point where even I can't read what I've written...) After a huge fight including several KOs from both sides and my other blitzer, Viscount Lutolf, suffering a  gouged eye, Chaos scored a well-deserved try. In the second half, the team busted through my appallingly leaky defence to score a second try. A good passing play from Arnulf Ottman to Detlef Doolist got the Nihilists a try, but it wasn't enough to save the game. No-Team Nihilists Lose, 1-2.
  • Game 2 vs Da Spitgob Dribblerz (Goblins) There were no trys in the first half of the game, partly due to a scrappy set of passes from the goblins, and partly due to my linemen's complete inability to pick up a ball. In the second half, the goblins scored a point right before the end, we didn't manage to respond and Nihilists Lose, 1-0.
  • Game 3 vs Noxious Nibblers (Skaven) Unfortunately for us, our training failed and the recently levelled-up Dagonet couldn't play. And if that wasn't bad enough, a pitch invasion knackered most of my team before the starting whistle had blown. The gutter runners got an early point - Christ, the Skaven are fast! We tried for a point near the end of the first half but the blitzer failed his Go For It roll. In the second half, the Skaven scored another easy, slippery try. Serange the Storyteller got in a late point, but it was purely to improve his stats as it was too little too late for his team. Nihilists lose, 2-1. Serange and Jek the Anti levelled up, and Block was given as a skill to both of them as this would in theory sort out a lot of what was going wrong with the dice.
Because of the way the competitions at this level work, we weren't out of the runnings yet, though our sponsors were not going to be happy:
  • Playoffs: Noxious Nibblers This game got off to an absolutely appalling start when my throwers shoved a gutter runner into a clear path to the goal! They snuck another one in towards the end due to a mis-placed tackled. After one of my linemen narrowly escaped death, the gutter runners scored again. Enan the Applauder got one in after a huge fight, but with Skaven scoring again in the dying moments, we never had a chance. Nihilists Lose, 4-1.
However, Arne Rolf, one of my throwers, did win Best Passer of the game, so it can't be all that bad, can it? Well, let's hope it gets better for next time...

Sunday, 19 January 2014

No Game New Year part 3: GTA 5 and a new Blood Bowl Season!

Hi there! A couple of things to talk about this week:

GTA 5

OK so I've been playing Grand Theft Auto 5 again for most of this week. It is as huge game and, as predicted, it is taking me a while! I'm around 55% of the way through the main game, and I'm up to level 6 in GTA Online.

From my previous write-ups, you might have picked up on the fact that I'm in two minds about a lot of the missions; wondering whether or not they were any good given that a lot of them are based around storytelling rather than free choice of how they are handled. Having now played through a lot of the game, there is one other factor that occurs to me, and that is variety.

Even though there is often only one way to complete a mission, every mission is different in some way to the one that you played previously. In fact, sometimes they are substantially different. It is quite rare in a game that I find myself saying "well I really should go to bed now, but I want to see what this next mission is; I'll just do one more." The variety of activities on offer here really makes for a much better game and as most of them can be wrapped up in 5-20 minutes of game time, you never really feel like you're stuck in a long section doing the same thing over and over again with no opportunity to take a break. So well done to Rockstar for that.

The cut-scenes, as I have described previously, are well done and actually capable of conveying some quite raw emotion. Often it's things that are to do with Trevor, as some of what he gets himself in to really makes you think "Whoa, I shouldn't be doing this..."

*SPOILER ALERT*

*One part that really made me quite sad was the mission where Michael and Trevor have to kill a guy on a plane, and pick up some files from the plane. You have to use a gun in a van to shoot down the plane as Michael, and then follow the plane on it's way down across half of the map with Trevor on a dirt bike. The thing is, when you're following the plane, the game patches you in to the radio chatter between air traffic control and the pilot of the plane you've just shot down. For about a minute and a half, you're speeding across the desert on a dirt bike, listening to the pilot as he's desperately trying to land the plane. You get the initial shock of being shot and subsequent recovery, the professional desperation as he tries to guide the plane to a landing strip, and the resignation in his voice when he realises there's no way he's going to make it and has no choice but to attempt an emergency landing in a field. This done, you approach the plane, kill the guy you were supposed to kill then board the plane to find the files. It then cuts to a scene where Trevor searches the cockpit to find the pilot - modelled as an older guy at least in his late 40s - dead from the impact of the crash. In typical Trevor style, he doesn't give the pilot a second thought, and this adds to the feeling of "the poor guy!" It's a rare game that can make me feel something like that about, well, not even a minor character really, more of a 'bit player.'*

This, combined with some of the other scenes where there characters have to look at the consequences of their actions, makes for quite an immersive experience. This is certainly more the case than pretty much any RPG I've played on the Xbox360 has done so far. I think it suggests that if it is possible to bridge the gap between video games and movies, GTA 5 is coming close to doing so.

Another few points:
  • Great to hear Queen on the soundtrack! This should happen far more often.
  • Thank heavens for the 'Quick Save' feature on the phone; it would have been incompetence of the highest order had saving been restricted to visiting your safe house (which can often trigger a mission.)
  • I would love to say the stock markets are a nice feature in the game, but honestly I'm really not sure what I'm supposed to be doing with it.
Blood Bowl

Blood Bowl is a game I've owned for a while now, and by the standards of the Xbox360, it is very poor indeed. The graphics resemble a PS2/Xbox game, the gameplay could (and in fact does) work every bit as well on a hand-held console, the coding is poor (not that I would know about such things; it's something I've heard TotalBiscuit say,) and the dice mechanics take a lot of the skill out of the game.

The above comments are the bare-bones elements of the game, and sadly for the most part, Cyanide seemed content to leave it at that. For those of you who don't know, Blood Bowl is a strategy-sports board game originally published by Games Workshop, loosely based on their Warhammer mythos. You buy the game which includes the board, dice and a couple of 'teams,' you paint them yourself and build them however you want by buying new models for them - or build a different team entirely. Or at least, that was the case, though GW have now discontinued the so-called 'specialist' product line. Given all that, you would expect to see some customisation in how your team appears, or at least some variation in the colours, but there isn't. Your team either plays in red or blue. That's it. You don't even choose which colour. There is an online mode, but the asinine way in which it was handled means that there is no longer an online community to play it. Apart from the obligatory ranking system, there were no tournaments, no leagues, nothing to give the players anything more than they would have got it they'd have found some friends, bought the game, painted all the models and sorted the tournaments out for themselves. I understand that later versions were released on the PC and are now doing a little better, but I don't play games on the PC. I am therefore stuck with the 360 version - which had 1 DLC pack to add Dark Elves to the line-up and that was it - which is a substandard game to the point where it barely feels complete.

And do you know what? I absolutely love it.

I've been a fan of Warhammer and 40K for over half of my life, and sadly Blood Bowl had been and gone by the time I got in to it. The video game was therefore the only opportunity I was ever going to get to play it, and while it took me a while to get my head around it, soon I was winning matches, picking abilities for my players and really having some good fun with it. The campaign mode is basically a selection of competitions that you can enter, which as far as I can see is always a round-robin league followed by a knockout tournament. You have to have a certain number of points before some of the competitions can be accessed, and you have to go through the smaller tournaments before you can access the bigger ones. What is interesting is the way your team develops along the way, gaining Star Player Points (basically experience points,) new abilities, and even better attributes. And while the dice are used for this as well, the fact that you never really know what you're going to get until you've got it forces you to work with what you've got, rather than deliberately building an unstoppable set of abilities. Your players can grow old and have to retire, be injured which can reduce their attributes or give some other penalty, or get killed during the match and need to be replaced! Even without the potential level of customisation that game could have had, the storytelling potential of this game far outweighs any of the core mechanics and it is for that reason that even though I have owned the game for a year and a half, somehow I always seem to find time to go back to it.

I've never got to the end of the campaign though. This is largely because there isn't an end, but if I set a goal of participating and winning all the tournaments, I haven't done that yet. So, in the spirit of No Game New Year, now seems a good time to give it a go. This is likely to be an ongoing thing - I'll probably not do all of this at once, as the game can get a bit 'samey' watching the same thing happen over and over again. I might play through a competition once every couple of weeks, and see how it develops from there.

For a start, I should probably explain the block dice: Blood Bowl uses, for the most part, 6-sided dice, and this includes the dice to show what happens when you block (i.e. tackle another player.) If you choose to block a player, in most cases you roll 1 block dice and get 1 of the following results:
  • Attacker Down - your player goes down which also forces a turnover (your turn ends.)
  • Both down - both your player and your opponent's player goes down unless the Block skill is used. If your player goes down, it also forces a turnover.
  • Pushed - the defending player gets pushed back by the attacking player
  • Defender Stumbles - The defending player goes down unless he uses the Dodge skill
  • Defender Down - The defending player goes down. This is the one you're usually looking for.
Some of the effects I will be describing here require you to understand the effects of the block dice, so I'll probably re-post this part whenever I talk about Blood Bowl.

So, here we go:

The Team

For the team I picked Humans. I would normally choose Chaos, as I love the style of beating everybody up with the score being a secondary consideration, but I play Chaos pretty much every time so I decided to go for Humans instead. In honour of the Challenge, I named the team The No-Game Nihilists. They consist of the following players:

Linemen: Ardtrui the Boss-eyed, Enan the Applauder, Seragne the Storyteller, Griswold the Punisher, Jek the Anti, Hector the Weeper, Arwod the Beloved and Woros the Mad.

Catchers: Dagonet Huppert, Detlef Doolist

Throwers: Arne Rolf, Gawain Rosulver

Blitzers: Viscount Lutolf, Arnulf Ottman

Ogre: Dur Head-Wrencher

The Clean Cup

This is always the first competition you enter. It is between four teams. The teams do a round robin league (every team plays every other team once) and then all of the teams are entered into the knockout stages at the end. The four teams were:
  • No-Game Nihilists (Human, and also my team, so yay)
  • Da Severed 'Eads (Orc)
  • Noxious Nibblers (Skaven)
  • Friends of the Wood (Wood Elves)
Once I had bought my team, I had no money left so I negotiated a sponsorship deal of 80% victories, 2 rankings and increasing my team value to 1150 (from 1000) by the end of the competition, for a further 21,000gp. I used this to buy a cheerleader and a 'fan factor' point.

Here were the results:
  • Game 1 vs Da Severed 'Eads (Orc): An early try from Dagonet Huppert gave me the lead, but after this, the first half turned into a fight with neither side gaining the upper hand. The second half looked much the same way but the Orcs broke through and scored a try. It would have ended as a draw, but for a late try from a plucky lineman Griswold the Punisher, breaking through the Orc lines! Win for the Nihilists, 2-1. However, Thrower Gawain Rosulver picked up a smashed knee in the carnage, which will add +1 to any future injury rolls. Also, Orge Dur Head-Wrencher of all people levelled up, which was surprising as I don't remember using him very much in the game. I gave him Guard as a new ability, which allows him to assist other player's blocks even if there is another player in his tackle zone.
  • Game 2 vs Noxious Nibblers (Skaven) Viscount Lutolf scored early on, and again after a brutal fight, meaning the Nihilists were 2-0 up going into the half. However, the second half was a stalemate, and neither side managed to score. Win for the Nihilists, 2-0, and incidentally the only point during the competition where the team managed to keep a clean sheet. Viscount Lutolf levelled up, and I gave him Tackle as his new ability, which effectively shuts down Dodge. I also bought an Apothecary, lest I get any more injuries...
  • Game 3 vs Friends of the Wood (Wood Elves) You'd think, with such a rubbish team name, that this team wouldn't be any good. I've played Blood Bowl far too often to take Wood Elves lightly, but that didn't prepare me for the absolute pounding I got here. They scored quickly in the first half, and early in the second, and the only way I had a hope of pulling it back was to get 2 trys in about 6 turns. However, thanks to some appalling passing from my own team, it wasn't to be, and a final try from the Wood Elves sealed the deal with their only win of the competition. Nihilists Lose 0-3.
Still, it was enough to qualify, so:
  • Playoff: vs Noxious Nibblers: This one didn't get off to a good start, as bribery had reduced the Movement Allowance of 2 of my players by 1 (down to 5.) However, we soon fought back, and Hector the Weeper got the first try. In the second half we looked to capitalise on our lead, but in doing so left the defence wide open and the Skaven scored. The game ended a draw, but in this round, it needed a winner. In an overtime that actually lasted longer than either half, and after most of the Skaven players were brutalised out of the game, Jek the Anti scored the final try - and he was one of the players who'd got bribed! This meant the game carried on a little longer (overtime goes on for a number of turns in a multiple of 4, and Jek scored at the beginning of the 25th turn so it had to run on to 28 before the game could end) but the Nihilists Won: 2-1. Detlef Doolist levelled up, which was a strange thing to happen as I don't actually remember him playing in the match. I gave him +1 movement; an ability would have been nice but the opportunity to increase an attribute is very rare and should not be ignored lightly!
  • Final vs Da Severed 'Eads: This one started off well with an early try from Detlef Doolist, but after a massive srap, the Orcs scored just before the half. They pulled another one through early in the second half, and it all looked like it was going to the Orcs. Then, right at the last moment, a very risky pass play gave a Lineman the chance they needed to break through and score a try, forcing overtime. In the dying moments of this, Detlef scored another try and won the game for us. Nihilists win the match, 3-2 and are the winners of the Clean Cup.
We finished in the top position of the competition and are now 47/64 in the rankings. A good result, but one that will need some management if it is to be repeated. As you can tell from the scores, my defence was appallingly leaky, and it would be worth investing in some blocking skills for my Blitzers and Throwers (as they would usually play in the backfield.) Even my Linemen could benefit from this, as they are usually what has to be challenged in order to break through. But none of them are even close to levelling up yet, so we'll have to see what happens...