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Nioh: Dark Samurai Fantasy

Nioh: Dark Samurai Fantasy

Nioh monster top-small

To the far east lies the land of Zipangu a land brimming with golden palaces and sparkling jewels. Kublai Khan, ruler of the mongol empire, sent a large army there, but the warriors of Zipangu used “miraculou” stones” to put up a strong defense.

The Travels of Marco Polo, Chapter 6 , 174-175

Nioh is a 3rd person Action RPG created by Team Ninja, the famed creators of Ninja Gaiden and the Dead Or Alive series. In Nioh, players are faced with little direction on how to proceed in the game, open areas filled with difficult enemies and bosses, and collectibles that affect the player in many different ways.

On the surface, Nioh seems to borrow some elements from the Dark Souls series of games. Dark foreboding areas populated with enemies waiting to ambush you. Enemies that vary from humans to monsters. Enemies that have varied attacks that you must defend from and counter, forcing you to learn their patterns of attacks.

Even with those similarities, Nioh differs from Dark Souls in many ways. Nioh‘s story adopts Japanese mythology, folklore, and settings as its core. Samurai, Yokai, and many other giant monsters are set in your path. Many are unique, terrifying, and absolutely fun to battle through the use of an interesting fighting mechanic.

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Wargaming with my Twelve-Year-Old

Wargaming with my Twelve-Year-Old

Outpost Gamma-small Outpost Gamma-back-small

It may be turning into an annual tradition here at the McLachlan-Alonso household–beating the Madrid heat by playing tabletop wargames. I first introduced my son to the concept of wargames with Soldiers 1918, an old Strategy & Tactics game.

This summer it was Outpost Gamma, an old Dwarfstar Games science fiction wargame available free online. Just download it, take it to your local printshop to get the board and chits on suitable card stock, and bingo! Old school fun.

This is a simple game, perfect for a kid who hasn’t done many wargames. The rules are clear and straightforward, and the game is pretty fast moving. Game time took about an hour.

Earthers have placed mining colonies on a distant planet ravaged by electrical storms. The native species isn’t too happy about it and decides to kick the miners and the space marines out. What results is basically a colonial warfare game, with a few heavily armed soldiers trying to beat off a superior force of poorly armed natives.

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Lock and Load with Starfinder Armory … And Beyond

Lock and Load with Starfinder Armory … And Beyond

StarfinderArmoryOne of my favorite games over the last year has been Starfinder, the “Dungeons & Dragons in space” game from the makers of the Pathfinder RPG. I’ve covered this game since its initial announcement, and was thrilled to begin playing it when it was initially released at Gen Con 2017.

Pathfinder typically releases a torrent of rulebooks and supplements over the course of the year, at least two softcover supplements a month plus an adventure module, but by comparison Starfinder was much more modest in its approach. As a new game, for one thing, they really had no idea exactly what kind of demand there would be. Since the release of the Starfinder Core Rulebook, there was  a quick release of the Starfinder Alien Archive and then the Starfinder Pact Worlds setting book, both welcome additions. And they’ve released their bi-monthly Dead Suns Adventure Path over the course of the first year, providing an extended adventure campaign, setting information, equipment, and adversaries.

While the array of equipment originally offered in the Core Rulebook was impressive, a science fantasy game of flying between worlds in spaceships calls out for cool gadgets and robots and weapons and power armor, not to mention magical items. Some have been dropped here and there among the creatures and setting information, but Gen Con 2018 saw the release of the Starfinder Armory (Amazon, Paizo), which provides ample options for anyone who felt that their character’s inventory was lacking.

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The Games of Gen Con 2018

The Games of Gen Con 2018

PathfinderPlaytest

As you walk through the convention hall at Gen Con, moving from demo to demo and panel to panel, you can’t help but be overwhelmed by the advertisements everywhere, trying to catch your attention for the latest big game. Usually, there are one or two big new games that just seem to overwhelm the convention, often tied into big properties.

This year, the big new game at Gen Con wasn’t new. Not really. Pathfinder has long had a strong, even overwhelming, presence at Gen Con, so the promotion of the release of the Pathfinder Playtest this year felt pretty natural. Next year, we can anticipate the big release to be the Pathfinder Second Edition RPG, but for now the playtesting has begun.

I’ll cover the details of the Pathfinder Playtest in more depth in the upcoming weeks and months. I played two Pathfinder Society sessions of the playtest, at levels 1 and 5, so got a fair idea of how the bones of the new system operates. Fortunately, you don’t have to, because the Pathfinder Playtest Rulebook along with all other materials needed for play are available for free download at the Paizo website.

These downloads include the Doomsday Dawn campaign, a series of 7 adventures ranging from levels 1 to 17. These adventures aren’t all played with the same group of characters, although the core group of characters created for the level 1 adventure are re-used every couple of adventures at higher levels, so they’re really the “heroes” of the campaign. There are also three Pathfinder Society scenarios built for the playtest, to teach and test various elements of the game. And, of course, the Rulebook contains everything that a Gamemaster needs to create an original homebrew adventure or campaign for their group, to test out the rules in ways of their own devising.

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Modular: Pathfinder Planar Adventures

Modular: Pathfinder Planar Adventures

Planar_AdventuresFor as long as it has existed, Dungeons & Dragons (and its spin-off game, Pathfinder) have not been about a single world, but a multiverse of different worlds and dimensions. The entities that exist within these realms can be good or evil, or sometimes merely strange and exotic. But regardless of their precise nature, they are distinctly other than us, because these different realms and dimensions are governed by rules different than event he fantasy rules that govern the main adventuring worlds.

As Pathfinder First Edition begins slowing down its cycle of new rules releases, paving the way for the upcoming Pathfinder Playtest starting at GenCon and, ultimately, the release of Pathfinder Second Edition at GenCon 2019, it’s good to see that their final First Edition hardcover rulebook release, Planar Adventures  (PaizoAmazon), provides a mix of setting material that will be broadly applicable to any game set within the multiverse that contains the Pathfinder world of Golarion.

Following a general tradition within Pathfinder rulebooks, the first chapter focuses on characters. There are a dozen new planar-related archetypes, such as the Azatariel (Swashbuckler champions of Elysium), the Gloomblade (a Shadow Plane-influenced Fighter), and Progenitors (Druids with powerful bonds to the First World of the fey). Character options include new feats, spells, and magical items related to travel throughout the planes.

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Birthday Reviews: Gary Gygax’s “At Midnight Blackcat Comes”

Birthday Reviews: Gary Gygax’s “At Midnight Blackcat Comes”

Cover by Dennis Kauth
Cover by Dennis Kauth

Gary Gygax was born Ernest Gary Gygax on July 28, 1938. He died on March 4, 2008. Although Gygax tried his hand writing fiction, he was best known as one of the creators of Dungeons and Dragons.

Gygax was inducted into the Origins Award Hall of Fame in 1980. In addition to Dungeons and Dragons (and Advanced Dungeons and Dragons) and various modules and accessories, Gygax also had a hand in creating the role playing games Boot Hill, Cyborg Commando, Dangerous Journeys, and Lejendary Adventure.

Gygax wrote “At Moonset Blackcat Comes” as an introduction to the character Gord the Rogue, about whom he had already written the novel Saga of the Old City, which would be published later. The story appeared first in the 100th issue of Dragon, edited by Kim Mohan. Accompanying the story were the rules to the game Dragonchess, described in the story. Although Gygax published a series of five Gord the Rogue novels, plus the short story collection Night Arrant, “At Moonset Blackcat Comes” was not included in the collection and has not been reprinted elsewhere.

The story introduces the main character and his barbarian companion while also trying to give the reader a feel for the way the City of Greyhawk, alluded to in many of Gygax’s AD&D articles and modules, is set up. Rather than exploring the city, however, Gygax quickly separates Gord from his companion and the city, setting the action, such as it is, in a sporting house, with Chert the barbarian going off to find female companionship while Gord settles in with Rexfelis to learn to play a chess alternative.

While Gygax is clearly trying to make Gord a likable character who is extremely competent and sure of himself, he comes across as arrogant, placing his own amusement and desires above those, like Chert, with whom he has surrounded himself. Although Gord is on guard against being taken in the game of Dragonchess, it is clear that Rexfelis had been playing Gord throughout the evening with the eventual end of using Gord to rob Rigello the arch-mage, a task Gord readily accepts.

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Conjure Puberty: The Sword and The Sorcerer (1982)

Conjure Puberty: The Sword and The Sorcerer (1982)

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The Sword and The Sorcerer (1982)
Dir. Albert Pyun
Starring: Lee Horsely, Kathleen Beller, Simon McCorkindale, et al.

In case it needs to be said — spoilers.

Okay. Let’s go…

The Sword and the Sorcerer is the cinematic equivalent of the first homebrew table-top gaming campaign run by a 13 year old.

I know this because I turned 13 in 1982. I also know this because I likely ran my first homebrew table-top game that year. The step from 12 to 13 seems like nothing to an adult; we forget the power these thresholds hold for children. At 12 you are a child. At 13 you are a teenager. There is, I believe, a biblical injunction that calls for us to put away childish things as we leave childhood — but that never really worked for me.

When he was interviewed before his tragic death, the late, great herpetologist/artist/song stylist/adventurer and man of mystery Dean Ripa was asked to explain happiness. I’m paraphrasing, but his answer was something like “Everything I loved doing at 10 years old, I just kept doing.”

I can get behind that thought. What I loved as child I have kept. What you love is an act of self-creation. What you love reveals part of who you are — at least I believe that. Among the things that I loved enough to bring forward were books. Specifically, fantasy books — and more specifically — sword and sorcery books. Another thing I brought forward was a love of table-top gaming. Both of these things were so central to my childhood that I have carried them with me for the four decades since in one way or another. So as you might imagine, in 1982 I was completely stoked for the release of one movie over all others.

That movie was not The Sword and the Sorcerer.

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E3 2018: Xbox Press Conference

E3 2018: Xbox Press Conference

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Every year, in early summer, the Electronics Entertainment Expo (E3) showcases the industry’s upcoming games, gaming tech, and gaming culture. Studios from around the world vie to create a buzz for their brands by announcing new games, new content for existing games, and upcoming new hardware.

The largest Studios, such as Xbox, Bethesda, Playstation, etc. hold live, large press conferences that can be viewed in person, streamed live, or be watched later on the internet. These press conferences are fairly long events, often lasting over an hour. Typical content for these events are live game demos, prerecorded demos, and short video teasers for games not far in development. These presentations sometimes include celebrities and often include developer commentary.

This year, the first press conference was held by Xbox.

As I have mentioned in the past, Xbox has been losing the “console war” to Playstation. With the Playstation 4 outselling the Xbox, the Microsoft brand had a lot riding on this years E3 conference.

In order to convince consumers that their consoles are the place to play the best games, Xbox needed to double down on compelling exclusive games, timed released games, and DLC. They would need to create games and content that they can get nowhere else.

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A First Look At Elysium Flare (A Fate Space Opera RPG): #1 Fate Variant Ruleset

A First Look At Elysium Flare (A Fate Space Opera RPG): #1 Fate Variant Ruleset

Elysium Flare: Unashamedly SciFi Space Opera, with a strong sense of galactic geography
Elysium Flare: Unashamedly SciFi Space Opera, with a strong sense of galactic geography

I know I shouldn’t have, but on impulse bought a new tabletop roleplaying game. Listen!

The Gulfs between the Arms are nearly empty of stars and difficult to navigate. In these places there are few civilizations but there are other things. In the Gulfs horrors lurk, sleeping for slow millennia until the fast bright minds of the civilizations come too close. As with the Rim, there are inhabitants of the Hub that believe these horrors can be harnessed or at least aimed and unleashed. This almost always ends badly. But if they can be tamed or at least directed, the power one might wield over the Hub worlds would be unstoppable.

Imagine a roleplaying game that put boots on the ground — or was it flippers? — in a the kind of wide-angle galaxy depicted by strategy games like Stellaris or Eclipse, or perhaps Twilight Imperium? Or Valerian and the City of a Thousand Planets, only good.

That’s what Elysium Flare promises to do.

Elysium Flare unapologetically emulates sweeping Sci-Fi Space Opera, cheerfully mixing magic (sort of) and science. In tone, it’s more Guardians of the Galaxy or Thor: Ragnarok than Rogue One. However, it’s not actually Starfinder‘s leaner more narrativist cousin; it has much stronger sense of galactic geography, which offers a quite different aesthetic.

Perhaps best of all for overstretched middle aged players like me, it seems to do it in a way that’s both “lite” and structured using an elegantly hacked-down Fate variant that’s narrativist — of course! — but still offers playable peril.

It’s also a delightful read — tellingly, I’m not the only person to use that term. It’s nicely illustrated without going over the top, presented in well-written and readable form, has an Index (ARE YOU READING THIS MONGOOSE???). I counted about three minor typos and I don’t know what the softback is like because it hasn’t arrived yet. It’s missing blank character sheets, but I believe these are on their way. So it’s pretty much what you’d expect from a mature “indy” games publisher

It comes from VSCA, the same team that made Diaspora, meaning mostly Brad J Murray and his mates on Google+. Though this is very different in both setting and complexity, the strengths have definitely carried over from one to the other.

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