Treece heads out into the jungle in search of the dangerous beast he must slay in order to prove his worth to the Keeper of the Nest, even though he can’t remember what she is called. Along the way he explains why he is using a useless weapon, slaughters a large number of jungle critters and somehow winds up with an alien weapon that shoots spiders. Obviously, another session of Precursors!
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Let’s Play! – Precursors – Parts 9 & 10
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Sunset
Sunset was almost over when the first of the planes flew overhead. A chill had set into the air and a number of the abnormally large number of guests that had set the staff of the small cafe scrambling throughout the day had gone inside, but they came rushing back into the flagstoned courtyard at the sound of the engines. Three V-formations of large bombers passed overhead, their support fighters flanking around them like remoras pacing a shark. Many of the watchers whispered excitedly to each other, pointing towards the skies. Others shouted angrily and one cheered wildly until he was silenced by others of his group. But most simply watched silently. A few wept. I had been here often enough that I no longer looked at the planes. Instead, I watched the crowd of tourists. What drew them here, I wondered, to this place. To this event. I had first come here many years ago, for me anyway, because it seemed to be an out of the way place. While many came to visit Paris, or Normandy, or Berlin or even Auschwitz, very few came to Le Fleur de la Mer, this small cafe on the northern coast of Belgium. Most were now engrossed in watching the next wave pass overhead, though a few others watched the crowd as I did. We glanced at each other, nodded slightly in recognition, then returned to our observations of the others. The staff has been struggling to handle the unexpected number of
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Schizm: Mysterious Journey
A walkthrough of the game Schizm: Mysterious Journey
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Sentinel: Descendants in Time (aka “Realms of Illusion”)
A walkthrough of the game Sentinel: Descendants in Time
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Ain’t Got Time to Grind
So it’s been awhile since I posted anything; I have the real world to blame. In my non-gaming life I’m a senior developer for an international airline and am currently working with a database used for revenue decision support. We completed a major upgrade to the system recently and installed it into production about a week and a half ago. Things actually went somewhat smoothly, or as smoothly as anything can with a 50 billion row, 4.5 terabyte database used by around 150 people. So, I’ve been a bit busy. It looks like I may clock in at under 60 hours this week, which is an improvement over the 70-80 I’ve been logging for the past two weeks. At any rate, the other night I had a bit of a break and decided to burn off some stress by logging into World of Warcraft and killing a few innocent snapjaws to collect their scales for my master leatherworking quest. So I wound up on a beach in Tanaris, killing snapjaws and half-watching the latest Torchwood off the TiVo while waiting for the next set to spawn. Then, when the show was over, I not only turned off the TV, I logged off of WoW as well. I just wasn’t having that much fun. And that started me thinking about MMOs, grinding and what makes a game fun. No one likes grinding; I think everyone agrees with that. Unfortunately, that makes up the vast majority of most MMOs. Most of your
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Return to Mysterious Island
A walkthrough of the game Return to Mysterious Island
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Boldly Going Where No (Digital) Explorer Has Gone Before
So I’m still making my way through the various bits of the Half-Life 2 saga and, somewhere in the middle of Episode 1, it suddenly struck that despite having what seemed at first glance to be a huge, complex world, the game really consisted of a single long corridor with lots of bends in it for things to hide behind and shoot at you. Think about it. All through the game you really only have one way to go at any given moment. Sure, you can sometimes go into a side room that has a second door that opens a bit further down the corridor but that really doesn’t make that much of a difference. It’s well hidden because your path is constantly turning left, right, back, forth, up, down, over, under and around itself but the fact remains that the game could consist of a single long corridor and not really be that different. This bothers me because the environments in the game look interesting and I want to go out, explore and see what I can find but you really can’t get to most of it. Sure, you may be able to eventually get to the other side of that fence but to do so you will have to climb an elevator shaft, jump across the roof, shoot your way through five levels of offices and finally crawl out of a ventilator shaft to get there. There’s no other way to do it. Which leads me to the concept of
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Syberia
A walkthrough of the game Syberia
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Foundations
I woke up in a cleared field. Somehow I wasn’t surprised. The three of them were there, watching as I sat up from the bed in which I found myself. The three of them sat around a banquet table which was loaded with food and drink. There was a fourth chair at the table, waiting. I walked over and sat down; there really was no reason not to. We all knew why I was there. “A fascinating device.” Blue spoke first, holding up a dunderschlag. “Immediately obvious as to its use and obviously useful.” He pointed it at me and I briefly flinched but he seemed more impressed with it than threatening. “We don’t care about that!” snapped Green. She took the device from Blue and pointed it at me herself. This time I didn’t flinch. I suspected half her anger was due to the fact that she couldn’t use it and knew it. None of them. That would certainly anger her. “What we want to know is how you acquired it.” I shrugged. “I made it.” “We are aware of that.” said Red. “As we are of everything. But we are not aware of this.” It pointed at the dunderschlag which Green still held in a firm grip. “It has no source. No template. So where did you get it.” I shrugged again, dismissively. “Not everything has a template. You know that. We make new templates all the time.” “Yes you do.” Blue spoke again. He seemed almost genuinely
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Dark Fall II: Lights Out
A walkthrough of the game Dark Fall II: Lights Out
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