Sunday, 9 February 2014

No Game New Year: Finished GTA 5, Cheating and a Week Off

Ado guys, here with my weekly update.

Week Off

First thing's first: Don't expect to hear from me next week or the week after, or if you do, it will be significantly shorter than usual. Reason is my girlfriend's going to be staying with me for all of the week after next so I won't have time to write my blog.

Now, when I put it like that, it makes the relationship seem a lot more arbitrary/under the thumb than it actually is, so for the benefit of the No Game New Year guys who probably don't know this, I think I'd better explain the situation:

First, yes, she is the girl in the photo. Amy is her name. We got together three and a half years ago, and for most of that time have lived 90 miles apart. This means that we don't get to see one another anywhere near as often as we would like; at the moment we see each other once every two weekends. Amy is not a 'gamer' in the usual sense; she'll play some games now and again if she's in to the intellectual property (any of the Lego games, and Lord of the Rings!) but she wouldn't do what I do and sit down with a game for hours trying to finish it. As we see so little of each other, I don't want to take up too much of the time we do get to spend together writing blogs into which she can't have any input. The reason she'll be staying with me all week next week (beginning Feb 17th) is because we both work in schools; we're not usually allowed to take time off during term, but in the UK we get 3 'half term' breaks every 6 or 7 weeks and we generally stay with one another during that week. We might play some games, in which case I'll write about it at the end of the week after - but it won't be anything major.

Cheating (sort of:) Open R.A.

So I've downloaded a new game onto my laptop, Open R.A. which stands for Open Red Alert. I've come across some Open games and they're basically remakes and free downloads of so-called 'Abandonware' - games that you can no longer buy from the publishers. I've also got Open T.T.D, which is Transport Tycoon Deluxe, which I downloaded several years ago and hope to tackle again during the challenge. I downloaded Open R.A. under recommendation from TotalBiscuit, who did a video of it last week. I've really wanted to have a go at Command and Conquer again so this seemed an ideal way to do it.

Now, in the spirit of the No Game New Year challenge, I probably shouldn't have done this, but I think I can get away with it for the following reasons:
  1. It was a free download so I didn't spend any money on the game, and I've been downloading games off Xbox Live from my Gold membership since September so it's about as legal as that;
  2. I actually already own Command and Conquer: Red Alert, so I guess you could look at it as replacing a game I already owned. Why does it need replacing? Well, the version I've got was designed for Windows 95, so I really can't see it working on Windows 7. It also comes with mods to play Tiberian Dawn and Dune 2000, and I never owned either so perhaps this doesn't count - but again, I didn't play any money for them.
  3. I'm really not sure for how long you're going to be able to download this. Correct me if I'm wrong here, but I thought the rule for Abandonware is that had to no longer be possible to buy the original game for it to count. You can still buy all the Command and Conquer games from the Command and Conquer website, so Red Alert is not abandonware, therefor I'm not entirely sure that an Open version of the game is legal. I may have only had a very limited window of opportunity to get the game, so I took it.
I haven't played the game yet so I haven't got a clue how it works; that will wait for a future video.

Finished GTA 5. Finally!

I think last Tuesday I finally got to the end of Grand Theft Auto V. Or at least, I completed all the main story missions. Didn't quite manage all the Strangers and Freaks missions, and the game reckons I've still only finished 79% of it. Some of it I found impossible; Trevor's missions where he has to locate various people based on segments of the map that are shown in photo-form on his phone are horribly difficult simply because I don't know what part of the form it refers to. But as the plot thickened towards the end, I found myself wanting to play the story missions more and more to see where it was going.

*SPOILER ALERT*

I have conflicting opinions about the last few missions of the game. After being put in a significant amount of danger from the story's main antagonist, the three characters Michael, Trevor and Franklin decided to deal with him once and for all - and also, three other characters that have antagonised them along the way. Interestingly, they decide to kill the characters that have antagonised not themselves, but one of the others, to keep suspicion off each other. So, Michael kills Franklin's antagonist, Franklin kills Trevor's, and Trevor kills Michael's. They then capture the main antagonist and kill him

This was interesting enough given that the three assassinations required different approaches - Trevor has to be uncharacteristically careful, while Franklin has to do his from a vehicle - but given the scale of what the characters get themselves into earlier on in the game, the whole thing seemed a bit anti-climax. The earlier Heist missions, and even the shootout at the foundry that lead to the situation, were bigger in scope and a lot of fun to play out, and given some of the things you can do in Multiplayer mode - air combat, for one thing - it's a bit disappointing to never get to do those things in the main game.

That having been said, story-wise it was the best possible ending for all concerned and the scenes that followed were brilliant; the story could pretty much end there and I'd be happy.

*SPOILER OVER*

So, do I keep it or move it on? Well I'm going to keep it. For one thing, it would be nice to 100% it - however long it takes me. There's quite a bit of mileage left in the multiplayer mode as well and I would be very interested to see how it's developed in the future, I'm up to level 18 now. And I've still only got about a quarter of all possible achievement points, so I could look for some of those if I so wish - I could very well return to GTA V again.

But not now. It's time to move on. To what, I don't know - it's been a long game and I might look for something a bit light-hearted to play next!

See you all soon!

Matt

Wednesday, 5 February 2014

Dnd Next: Is it any good? Part 5

This week, my blog focusses less on the actual rules, most of which have been covered, and more on the way some of those rules can apply.

Before we kicked off last week's session, one of my players who's playing the Human Fighter asked if we could come up with a way of using a rope as a lasso. The concept was that she'd spent some downtime between adventures on a ranch, and learned how to do it. There is no specific rule yet that covers this sort of thing, but thankfully I found that the rules were flexible enough to make it work:

What I decided to do is to run it as a modified grapple attack. Usually this would work with a contest between the Attacker's Strength and his target's Strength or Dexterity, whichever was higher. I decided to do the same except that the attack was ranged (didn't decide on a maximum range but I reckon half the length of the rope ought to do it) so the contest would start from the attacker's Dexterity. So, in effect, using the rope in this way is a ranged grapple. This gives my player less chance at success - his DEX is lower than his STR - but he can attempt to do it at a range.

I also said at the time that if the target's Dexterity bonus was higher or lower than the player's, then I'd apply an advantage or disadvantage either way. On reflection I don't think I'll be doing this as the advantage caused by the different attributes would be represented by the contest.

And that's about all I've got to say on that subject this week! Short, I know, but not much else came up as it wasn't a particularly combat-heavy session.

See you next week!

Matt

Sunday, 2 February 2014

No Game New Year part 5: GTA Online and a better Blood Bowl competition...

Hi there!

GTA Online

So, with GTA 5 being the huge game it is, I'm still going through the story - roughly 80% of the way through it now - and I find myself with very little to say about it that I haven't already covered in previous blogs.

I have, however, been enjoying GTA Online a lot more as I've been looking to break out of the story mode from time to time. I've played quite a few multiplayer modes on the various games that I own and I'm really finding a lot of fun in this one now that I've got a better idea of what I'm doing. I'm still not all the way there and I'm constantly learning but hopefully I'll get some more hours out of it while I finish the story. After that I probably won't bother too much about it. My copy of the game is physical, so it runs off the disk, which means if I've got anything else in there it's not like I can go on the Xbox Dashboard and boot it up for a few death matches. I'd have to put the game in again, and while I write this, I am astonished at how lazy I'm getting with it!

So, two main things I like about GTA Online:

I think my favourite thing about the game is the variety of activities on offer that you can do at pretty much any time. Most games that have multiplayer has various modes that offer a different take on the core mechanic of the game. Gears of War, for example, is all team-based, and most of the variation in the multiplayer mode depends on who and how you kill. Whereas with GTA Online, you can go from a Deathmatch, Team Deathmatch, Last Man Standing, Racing, Parachute Jumping, Air Combat, Bike Racing, Tennis - and all of those games work really really well. It's actually hard to get bored doing any of those things because even if you do, you can go ahead and play somewhere else. And you can even just drive around the city if you prefer.

I also like the Level Up system. This is something I've come across in a number of games and most of the time it only serves to show how long various people have played the game. There are ways to level up more quickly but if all I did for a week were to play Far Cry Two online I'd be level 30 pretty much by default and it would make no difference to how I play. I'd still be rubbish. In GTA Online, it really does make a difference because certain missions, or 'jobs,' weapons and I think cars as well only become available when you go level up. For example, I'm currently at Level 12, and the game has only just decided I'm ready to use a SMG (Sub-machine gun.) Up until now my best weapon was a Micro-SMG. So I'm looking forward to seeing where I go in the future and what weapons will become available to me.

You can also increase your character stats but the only way I've found to do it is to run around all over the gaff until your stamina increases. That being said, bearing in mind it's got to take you all the way up to Level 100, perhaps the stats weren't increasing as quickly as I was expecting. But I see players who aren't much higher than me with significantly higher stats, almost maxed out in some situations.

Some highlights:
  • Interrupting a fierce gun battle in a 4-player Death Match and taking both guys out before they realised what was happening,
  • A 'you're a dick' moment where a guy pretty much let me win a race for 5 out of the 6 laps then rammed me off the road,
  • A well-matched game of tennis that really could have gone either way but I managed to win.
Blood Bowl

Hoping for a better competition than last time, I entered the No-Game Nihilists into the Orc Toof cup. I levelled Hector the Weeper up and gave him Block. I also levelled up Dur Head-Wrencher the Ogre and gave him Grab, which allows him to move his opponents to pretty much any square he likes after a tackle except the one directly behind him. It was not until I tried to use this that I realised just how useful this would be...
  • Game 1 vs Dwarf Anvils (Dwarf) Detlef Doolist got us off to a good start with a score after a fight, but then got injured in the following turn. Dagonet Huppert got another one in during the early part of the 2nd half thanks to a sweeping passing play from the two throwers. A counter-attack from the backline resulted in another pass from Gawain Rosluver and another point from Dagonet. Nihilists Win 3-0, and Woras the Mad levelled up; I gave him Block as ever.
  • Game 2 vs Warpstone Wanderers (Skaven) The Skaven team started with a LOT of mercenaries. After a massive fight across the whole pitch and most of the first half, Skaven got one in just before halftime. Dagonet got a goal in halfway through the second half after a handoff from a lineman, but the Skaven team got another try from a pass play. We tried a desperate play to pull it back and force a draw, but for some reason our ball carrier was struck by lightning. Nihilists Lose, 2-1. Griswold the Punisher levelled up and was given Block, but Serange the Storyteller suffered a broken neck.
  • Game 3: The Witches Fury (Dark Elves) After a long and bitter fight, the Nihilists scored at the end of the first half. A handoff between the two Catchers resulted in another try for us in the second, giving the Nihilists a Win 2-0. More remarkable was the ferocity with which we managed it; we achieved 4 Knockouts and 4 Casualties! Ardtrai the Boss-Eyed levelled up and was given Block, and the Thrower Arne Rolf levelled up as well; I gave him Accurate, hoping to improve my passing game for future competitions.
This was enough to get us into the playoffs, where for some reason there was only a final match between us and the Warpstone Wanderers...
  • As this was the only team we lost against in the first round, we approached this with some trepidation. However, after forcing their ball carrier into the sidelines, Viscount Lutolf picked the throw-in up to score. After a gruelling battle, Skaven got a try, but Arnulf Ottman ran the ball up the wing and scored in the last moments of the match. No-Game Nihilists win 2-1, and that also meant that we won the Orc Toof Trophy!
See you next week...

Monday, 27 January 2014

DnD Next: Is it any good? Part 4

This week's entry focuses on the rules that relate to what happens at 2nd level, as this is what came up the most often during our session.

Wizard Feat: Sculpt Spells

This one caused some confusion amongst our Wizards, but once we'd worked it out we thought it was a pretty good rule. How it works is this:

"When you cast a spell that affects other creatures, you can choose a number of creatures equal to the spell’s level + 1. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage from the spell."

Nice function but we struggled to find its application, since the whole point of casting spells that affect creatures is to do damage. Then we figured out that it's actually so that you can cast an Area-Of-Effect spell into a combat and avoid damaging your allies. This is a tactic I have seen employed in some coverage of video RPGs, where the player puts the Fighter forward to take on a horde of low-level monsters, and the Wizard casts an area-of-effect spell on the Fighter - who can take it - and kills the monsters surrounding him. It's not one I've ever seen put to use in a pen-and-paper RPG, and I've never been tempted to do it myself. I'm used to Warhammer and 40K where you can't usually deliberately target an attack of any kind at your own units, so it's never even occurred to me to try. Suddenly I'm now aware that it's a legitimate tactic to deliberately damage one of your allies for the greater good of further damaging the monsters surrounding him, and with this new rule Sculpt Spells, we might avoid even that. It's looking pretty good for Wizards!

Fighter Feat: Action Surge

I think this might have been a 4th Edition Feat at some point, where a fighter would get a bonus for burning an action point. As Action Points no longer exist in this edition of DnD, I guess Wizards had to come up with some way of making Fighters both interesting to play and having a reasonably large effect on Combat. I don't know about you, but when I've played Fighters in the past, they've rarely been the powerhouse of the party, instead taking the rather spongey role of soaking up as much damage as possible and keeping the heat of the Wizards and Rogues.

This new version of the feat Action Surge allows the players to take an additional action in one turn. There are a number of potential applications for this, not the least of them the notion that fighters can now attack twice in one turn. They can also use Hustle to close the distance between the enemies and follow it up with an attack, plus they can disengage if need be. I'm looking forward to seeing some creative use of this rule in future sessions!

Levelling up and Customisation

One problem that I have run into is that the beta rules as published don't allow for much customisation when it comes to levelling up. The players are on a track of feats and class features that they automatically get when levelling up, and there's no room for things like multiclassing and copying spell books (both were suggested to me during the session.)

I think this is more to do with the way the Ghosts of Dragonspear Castle adventure and rules were designed, rather than a flaw with the game, as I'm hoping the full game will allow you to do both of those things and much more. The problem is that this adventure was designed to be run at GenCon over a weekend, not an 8-week rotation at a roleplaying club. In terms of character design, taking a linear track in any kind of mid-long term environment is not going to entertain people for long.

It seems to me that what a lot of people are looking forward to seeing are the rules for character generation and the level-up progression. As they almost always take up the better part of just about every RPG rulebook I've ever read, I wasn't the slightest bit surprised to find that the part of the PDF that relates to the actual rules is about 10 pages long. What comes out of this remains to be seen but I can't imagine there won't be at least some space for customisation, given that this is what most people find the most interesting about their games - creating their own characters...

See you next time!

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...

Monday, 20 January 2014

Thunderstone at Titan Games, 20/1/2014

It has been a long, long time since I've played this game. Usually when I play games with Dave, we try playing things that run a little faster than this. But it's also the game I have that supports up to five players, and one I thought would be good to play in a shop environment so I bought it to Titan games and played a game against Steve Hinnett.

It's been a while since I've posted about this so to summarise how it works: It's basically dungeon-bashing with cards. You attack monsters in a 'dungeon,' with penalties based on how deep into the dungeon you're going, with your cards that grant a certain amount of attack power. You can also visit the 'village' and spend the gold your cards give you to get more heroes, spells and items to improve your performance. The idea of the game is to get to the Thunderstone, and as soon as one player obtains it, the game is over - and the person with the most victory points wins.

I got off to a good start by drawing some hands powerful enough to overcome some low-level monsters at the start of the game, however we quite quickly became stuck at a Sphinx and a couple of Oozes. They both had a relatively large amount of hit points and the Sphinx can only be harmed by magic. Getting bogged down like this is nothing unusual in Thunderstone, and we had to spend a while building up our decks to the point where we could at least take out some of the Oozes. At this point I had two options: Build up a magical attack to take on the Sphinx myself, or wait for Steve to do it and build up a party of fighter-type heroes to follow up with some of the smaller monsters. The trouble is I never really decided which of these I wanted to do, with the result that I never really built up a powerful-enough attack to be much of a threat to the other monsters, and my magic was taking far too long to build up. Steve killed the Sphinx in the end and took a whopping 7 victory points from it.

We had to call time on the game because the shop was closing, so we took stock of what we had achieved up to that point. Steve had beaten me 19-14, largely due to the Sphinx, so well done to him for coming up with a game plan and sticking to it. Could I have pulled it back had the game gone on? Well, it's a possibility, but Steve had a huge amount of damage coming out by then, so the race would have been on.

Either way, we had a lot of fun playing it. It is a refreshing change from Magic The Gathering, where games are often won and lost on deck construction before you've even started playing. It is a balanced set of rules and cards, at least with two players, but one thing we've not been able to determine yet is how the game would play with more players. I suspect a larger level of resource-rush, because you'd have 3-5 people all going after the same resources which would be a lot more limiting, and of course there is always the possibility that this could de-rail the whole game, but we'd really like to check it out and see what happens.

Lets hope we can, in the not-too-distant future!

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...