Monday, December 24, 2012

Mycosynth Lattice Deck



I love building decks around cards that affect everyone.  Mycosynth Lattice makes all permanents artifacts.    Some of these cards are a little pricy, so it'll take a while to gather them all together.  Also, Hellkite Tyrant isn't printed yet, it's due to be released as part of Gatecrash in February.

Hellkite Tyrant is:  Card Type: Creature

Creature Type: Dragon

Power/Toughness: 6/5

Casting Cost: 4RR

Card Text: Flying, trample
Whenever Hellkite Tyrant deals combat damage to a player, gain control of all artifacts that player controls.
At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
It's a pretty simple combo deck.

Mycosynth Lattice
60-Card Format
Blue, Red

4 Mycosynth Lattice
4 Fabricate
1 Tinker
1 Arcum Dagson
2 Goblin Welder

4 Hellkite Tyrant
4 Hurkyl's Recall
4 Copy Artifact

3 Unwinding Clock
3 Kill Switch

4 Iron Myr
4 Silver Myr
2 Vedalken Engineer


LANDS

1 Tolarian Academy
4 Seat of the Synod
4 Great Furnace
2 Buried Ruin
9 Multicolor Lands

Friday, December 7, 2012

A Few Games in Brief



These are a few games that I've played recently, but don't feel they merit a full-length review.

Alice: Madness Returns

This action platformer sequel was released about ten years after the first game. Alice is still nuts, and again battles her way through a demented Wonderland. There's really more jumping than battling, but whatever. Madness Returns keeps the same look as the first, but with a graphical facelift (Unreal Engine 3 instead of id Tech 3).

Madness Returns addressed pretty much all of my complaints of the first by looking better and having a more enjoyable combat system. That being said, it's overall an average game. My game snagged on a glitch after I'd played for about five hours, and I couldn't play it anymore without starting from scratch and/or screwing with the game's ini files. Bleck.


Just Cause and Just Cause 2

These games portray themselves as action platformers, where a lone CIA operative is dropped on an island with a mission to overthrow the government. In truth, these are Grand Theft Auto clones. I don't care for GTA, so I didn't play this for very long. It didn't really make sense that I was taking out hits, peddling drugs, and stealing cars, “For the Revolution!”

I bought both Just Cause games at the same time. Just Cause 2 does not support Windows XP, so I can't play it without upgrading.   

Saturday, December 1, 2012

Mass Effect 2 Review



Game:  Mass Effect 2
Year (s):  2010
Company:  dev.  BioWare
pub.  EA
Engine:  Unreal Engine 3
Type:  Shooter, RPG
Viewpoint:  Third-Person
Metacritic Score: 94
My Score:  Satisfying gameplay with zero plot calories!

Price (as of November 27, 2012)

Regular price on Steam:  $19.99
Buy-It-Now on eBay (new, with shipping):  $10

Game Time: 30 hours

Obligatory Trailer:  http://www.youtube.com/watch?v=lCpK2XnIaeI

See Also


Mass Effect Review:  http://fpsandmtg.blogspot.com/2011/01/mass-effect-review.html

Plot

Mass Effect focused on fighting the robotic Geth and their overlords, The Reapers.  Mass Effect 2 begins with the main character dying and then brought back to life two years later.  Mass Effect 2 has no Reapers, almost no Geth, and a irrelevant story mostly about finding a new crew to save the day.

Can I play the game already?

At about fiteen gigs, this take a while to download.  Then, there's the usual DirectX and C++/Visual Basic minor install.  Then, the game had to convert files to a newer format, which took about forty-five minutes.  Then, I had to sign up for EA Online.  I bought the delluxe edition, which has three product keys.  Steam will normally allow users to copy and paste a product key, but with three, this isn't an option.  I manually entered the key code.  Annoying.

I spent about ten mintures trying to unlock the digital deluxe edition content.  Having just signied up for a EA Online, I was not at all interested in signing up for additional crap (Bioware fan club and Mass Effect 2 social network).

I then spent a bit of time (unsuccessfully) attempting to marry my ending Mass Effect save files with the beginning Mass Effect 2 files.  The idea that decisions made early effect the entire trilogy is a huge selling point, and the failure of this aspect is sloppy and piss-poor example of design.

To sum things up, I downloaded a massive game, and got jerked around for an hour afterwards.  I never accessed the DIgital Deulxe content, or my previous save files, and the experience tainted my ongoing gaming experience..  

Save System

Manual Save?  Yes (when not in combat)
Quck Save?  No
Auto Save?  Yes
     Details: Area Load, Checkpoint


Combat/Gameplay

It's still you and two sidekicks, shooting and using powers.  Mass Effect 2 makes greater use of cover, and has streamlined the combat system.  Looting is no longer a thing.

Pretty much everything from hacking and dialogue options to "karma" and mining have returned.  There are some changes laying around, some I liked, some I didn't.  All in all, as enjoyable as the first from a gameplay persepctive.


Expansions / DLC / Sequels

The edition I purchased had minor DLC (a few additonal armor and such) that weren't worth the hassle of unlocking).  Mass Effect 3 came out the summer of 2012.  Mass Effect 3 requires a user to install EA Origin (another thing to sign up for) which will not run concurrent with Steam.  Origin has had a lot of complaints, such as having one's account hacked.


Final Thoughts

I feel like this game could have been left out of the triology.  For a variety of reasons touched on already, I have zero interest in Mass Effect 3.  I think of Mass Effect 2 as, "that crappy song by that awesome band ."  OK, but not great.  I recommend the first, but not this one.

Sunday, November 18, 2012

Games I Liked: 2012




Games I Enjoyed in 2012

This is the third annual installment of games (new or old) that I first played in the last year and would recommend.  In alphabetical order: 

Bulletstorm

Bulletstorm is absurdly profane, overly violent, and that's the joy of it.  While the usual length for the genre, the ludicrous humor and interactive combat keep the player entertained.

Dear Esther

There's really nothing else like this one.  It's not a shooter.  Plot-driven, combat-free, and, in the end, just plain mysterious.  Dear Esther is an exceptionally well made experience, with small changes each play.  Beautiful to look at, a solid score, and a wonderfully haunting quality.

RAGE

A lot of people criticized this one.  The graphics aren't Crysis 2.  There isn't a plot.  This is'nt Fallout 3.  Who cares>  Between the AI variety, racing, and weapon choices, RAGE has a lot to offer.  I have had more fun with the RAGE combat system than most other shooters in recent years.  The 2-player co-op mini-campaigns, and up to four-player racing, combine with the single player mode to make the game two to three times the length of the twelve hour standard   This game also has one of my favorite opening cinema tics.

Sanctum

This one is on the fence.  The single-player mode is not done very well, due to a lack of story and a horrible tutorial.  For a single player, it's not good.  And while all my friends don't agree, I think Sanctum is a nice, alternative, casual game to play with others.  

Serious Sam 3: BFE

Take Duke Nukem 3D, remove the sex, and multiply the number of enemies by 10.  Alone, the game is an incredibly challenging old school shooter, with some memorable funny lines.  With friends, the game offers a variety of co-op and versus game types for up to sixteen players.  


Sunday, November 11, 2012

Killing Floor Review



Game:  Killing Floor
Year (s):  2009
Company:  dev. Tripwire Interactive
pub.  Tripwire Interactive
Engine:  Unreal Engine 2.5 (modified)
Type:  Survival Horror, Shooter, Multiplayer oriented
Viewpoint:  First-Person
Metacritic Score: 72
My Score:  Mindless killing spree on easy!  Too hard to survive on harder modes.

Price (as of November 11, 2012)

Regular price on Steam:  $19.99
Lowest Buy-It-Now on eBay (new, with shipping):  $15


Obligatory Trailer:  http://www.youtube.com/watch?v=gKUb8KSZVPY


Plot

Zombies (known in this as specimens) are running amok.  Kill 'em all.  There is no campaign mode, no real dialogue, and no story here.


Save System

Manual Save?  No
Quck Save?  No
Auto Save?  No
Checkpoint Save?  No

Either you survive all the waves on a level, or you die and go back to the level selection screen.


Combat/Gameplay

There are a handful of character classes, each with their preferred weapon class.  While you can use any weapons you like, if you focus on one you can gain permanent perks that make you better at that class.  Anyone can weld doors shut or heal teammates, but engineers and medics weld and heal the best, respectively.  

While difficulty and number of waves can be adjusted, there is only one game type.  Survive a wave, try to get to the store for better gear (you have only a short time to reach it), and then repeat.  

With 200 achievements, Killing Floor could fill a lot of time for completionist gamers.


Expansions / DLC / Sequels

There are a number of DLC that add maps and character skins.  If you like the base game, everything Killing Floor goes on sale fairly regularly.


Final Thoughts

I figured this would be a knock-off of Left 4 Dead, but it's not great.  The perk system is really interesting, but no story and only one game type is tedious.  Easy mode lives up to its name, while anything else is impossible for an un-perked solo play.  This may be one of those games that flops alone but shines with others, but I'm not enough impressed to recommend it.

Monday, November 5, 2012

The Thing About Red



I haven't written anything about magic in a while, for various reasons.  Figured it was about time to do so.


Red has strong early game and can dominate in many two-player formats.  Unlike other colors, red has few options later in the game and a lack of consistency in multiplayer.  

As far as tribal decks, Goblins are strong early but weak afterward, and can't compete well against multiple targets.  The mountainwalk ability of Goblin King is arguably the worst tribal ability, as red has no way to change land type.  Soldiers, Slivers, Merfolk, and others have an edge over goblins in games with several players.

As to abilities, Red's favorite is haste.  Haste is unique compared to other static abilities.  Haste is potentially useful once per creature, while other abilities can give an ongoing advantage.

Red has decent weenies, but not the best.  Red has big flying dragons, but, except for green, every color has big flyers.  I have had success with dragon-themed decks, when I had mana to cast them.

Red has some neat global enchantments, and I have had fun using Manabarbs, Confusion in the Ranks, Power Surge, Smoke, and Mudslide (often paired with global artifact abilities).  These decks were fun but unreliable.  These types of utility global enchantements aren't seen in red much now.

Red occasionally has a presence in mass destruction.  These usually cost a great deal of mana, and are rarely competitive against alternatives.  While red makes a show of land destruction, black's Sinkhole and white's Armageddon have lower mana costs.

There are a few sets that seemed to specifically shaft red.  The Mirage block gave every color except red a tutor for one mana.  Years later Urza's Saga finally gave red a one-mana tutor (Gamble) requiring a random discard afterward.  Ouch.

Urza's Saga had a legendary land for each color.  Three could generate huge amounts of mana, and are still popular in type one.  The lands for red, and black, were crap by comparison.

I conclude.  Red is good at two things: being fast and dealing direct damage.  Chaos is mostly a thing of the past.  This focus really limits my options for reliably successful mono-red decks in 3-4 free-for-alls, and I wish there was more variety in the color.  As it stands, I almost always pair red with other colors (most often with blue) to build the kind of decks that work for me.

Tuesday, October 9, 2012

Tom Clancy's Splinter Cell: Chaos Theory


Game:  Tom Clancy's Slinter Cell: Chaos Theory
Year (s):  2005
Company:  dev.  Ubisoft
pub.  Ubisoft
Engine:  Modifired Unreal Engine 2.5
Type:  Third-Person Stealth Shooter
Metacritic Score: 94
My Score:  Not my cup of tea.

Price (as of October 9, 2012)

Regular price on Steam:  $9.99
Lowest Buy-It-Now on eBay (new, with shipping):  $8.50


Obligatory Trailer:  http://www.youtube.com/watch?v=UVRs8xezo1Y


Plot

You are Sam Fisher, black-ops agent.  Infiltrate hostile premises, recover intel, and eliminate bad guys.


Engine

This one uses a modified Unreal Engine 2.5, so it looks more or less like UT 2K4.  Maybe a little bit better.


Combat/Gameplay

This is of the stealth genre.  Nightvision, infrared vision, binoculars, and EMF goggles help greatly to locate hostiles while you crawl around in the dark.  Limited ammunition makes things more difficult.

I have done some sneaky fighting in games, mostly in the RPGs.  Chaos Theory had some design choices that caused me to lose interest almost immediately.  First, you can't run.  You can crawl, or you can walk (the speed difference between the two is negligible).  If you're gun in in your hand, you are immobile.  While that may make some sense as far as aiming, it also makes the player an easy target, and it's not very fun.


Expansions / DLC / Sequels

"In 1996 Clancy co-founded the video game developer Red Storm Entertainment..." (Wikipedia).  Red Storm was later acquired by Ubisoft.  Dozens of games have the Tom Clancy name attached, and that's why I bought this one on a sale.  If I liked it, there was a lot more where that came from.


Final Thoughts

There are people that like stealth games, and I'm not one of them.  For me the game was ten minutes of mission briefing, ten minutes of walking obnoxiously slow, using all my bullets to kill a few guys, then mashing buttons trying to change weapons while being riddled with bullets.  I'm glad I didn't pay much for it.