Tuesday, 14 May 2013

A Sign of Things to Come?


Just a quick note to say, that I am very happy with how the 5th Generation of Pokemon is coming along. I was bitterly disappointed with the majority of conceptual designs for the 4th Generation of Pokemon, particularly the monsters themselves... So, having liked all but the two Legendaries of 5Gen so far, I am very please indeed!


Let's hope GameFreak can keep it up!

Something creepy (crawly) this way comes... Well, no, not really. Just Goblins.

One of my favourite pieces of Forest Gobbo artwork ever.
So, with this being my last week working where I currently do, and them having no realistic expectations of me during my remaining tenure of post, I have found myself with copious amounts of time to devote to the more theoretical and fluffy part of my hobby...

And so, I've been thinking about my Night Goblin army quite a bit. I decided almost a year ago that I wanted two or three armies that were regularly playable, and would function as my "gaming armies". It is no secret that I have an obsession for collecting ridiculously large armies, upwards of 10,000pts. And, whilst this hasn't changed, they are rarely usable in a game, and are often a working progress as they span several editions of their respective army books and the BRB itself.

In an effort to sort this out, I bought myself a Chaos Dwarf army to be my power house gaming army (of which I have ceaselessly whittered on about), a Night Goblin army to be my entertainment factor army (to which this post is dedicated) and finally will be assembling a High Elf army using their latest army book (as somewhat of a mainstream, relatively competitive army).

The Night Goblin models have always made me smile, and that is what this army will be all about. Goodbye to the competitive, WAAC style lists I have always aimed for. Hello regular losses and hilarious mishaps! My army is set to be The "Frothing Madcap" Tribe, hailing from The Caustic Caverns, located in The Vaults mountain range (kudos to anyone who can spot the inspiration for the name!)

It'll be a 3,000 point army (small by my standards), with the option to run a 3k and 2.5k gaming list. The constituent units will be included because I like them from either an aesthetic or fluff perspective, and not for power-gaming reasons (which I'm not sure is achievable with an all-Goblin army anyway!)...

I will be sinking a lot of time into this army in the foreseeable future, as it is has captured my imagination a lot more than the Chaos Dwarves - who have, in truth, become a little stale already.

Monday, 13 May 2013

Another weekend passes me by...


Well, another weekend passes me by, and very little progress has been made on the sprue mountain amassing under my bed... Talking of which, in the following photos, please excuse the rather feminine choice of bed spread. I have to manage the expectations of myself and my partner.

Anyway, I say I made no hobby progress over the weekend, which isn't entirely true. I managed to devote an hour or two Sunday night to it, and managed to knock out the following... I managed to convert up the Standard Bearer for my second unit of Infernal Guard, wanting it to be different from the first.



But, that is the sum of my efforts on then Chaos Dwarves over the weekend, because I decided to push in with my Night Goblin army, which I have bought but never worked on. Due to loving both Night Goblins and Forest Goblins, the army will be a hybrid of the two, aesthetically at least.

I managed to secure the crew sprues from the Arachnarok set, for a very tidy trade, and have pressed it into good use. I have managed to get the following...

Which will be either a counts as Rock Lobber or Doom Diver Catapult...

And its lone crewman...

A huge unit filler for my Archer unit, which sits at 60 Gobbos now. This accounts for a quarter of that :)

This guy will be another Shaman, bringing my total to 7...


And another archer, and four spear armed Gobbos :) Not bad from one sprue... Anyway, that's my weekend summed up in hobby terms. Until next time, peace!

JJ

Eisenkern Stormtroopers. An answer to all my IG prayers?




Dreamforge Games Miniatures Review: Eisenkern Stormtroopers

I have to say, I was really excited for these. I did come across them entirely by accident, but instantly recognised in them, a cheap and quick way to expand my Imperial Guard army. Either as a cheap alternative to Troop choice squads (at £2.25 cheaper per ten), or preferably a lot cheaper alternative to Elite choice squads (at £9 cheaper per ten). Whilst my army is composed of squads drawn from various worlds and regiments (Valhalla, Cadia, Vostroya etc), but the majority is made up of Death Korps of Krieg. These guys suit that theme perfectly, and would make a great squad of Grenadiers for said regiment, which means they are £18 cheaper per ten! So, picking up my first box just to test the waters, before diving head first into buying the numbers I actually need (maybe another 5 or 6 boxes), I went straight to putting them together.



I have heard great things about the quality of the models made by Dreamforge Games, and so I must say I was immediately disappointed by the box they come in. It looks cheap and tatty, with the printed artwork and general finish looking amateur and on the whole as though it had been quickly printed off on someone’s home printer. Not a big deal in the grand scheme of things, but when I buy a product, I expect every aspect to be of a decent standard, and totally congruous across the whole thing. Taking the sprues out of the box however, and my opinion was completely reversed; the components have been densely and concisely packed on to two sprues, which is great considering you get 10 multi-part models in the box. The sprues stack gorgeously, thanks to some forward-thinking on the designer’s part, utilising a clever peg and hole system; meaning the sprues take up next to no space, unlike some of the more ungainly GW ones…

The scale of the models look quite out by comparison to GW, when looking at them on the sprue, but once assembled actually make beautiful proxy for the purposes I had in mind. The design is fantastic, and the detail really is spectacular. They knock spots off of their GW counterpart, second only to the FW DKK.

At the initial assembly stage of model number one, I was delighted to see they had very little by means of mold lines. You have no idea how much I loathe mold lines… At times, I contemplate giving up the hobby entirely, due to my lack of patience when dealing with them. If a manufacturer is notorious for mold lines, I will not buy their products, simple as that. Having a very long-standing history with production molding, I know that it isn’t altogether very hard to avoid them. Not to say you can actually perfect the process so that you never get them, but there are steps that can be taken to reduce them significantly. DFG seem to have managed that perfectly, as every component I clipped off the sprue was practically mold line free!

However, this was where the good points on the assembly side ended. The few mold lines they did have were a nightmare to remove! The plastic is a very poor grade, and a lot softer than most plastics of other manufacturers, meaning scraping and slicing the lines away often results in deep gouges of the model also being taken away. This made the models extremely frustrating to put together, coupled with the horrendous design of the way in which the arms and gun were designed to couple.

I like the extremely multi-part nature of their composition, with each model having circa 10 constituent components. It meant uniqueness and poseability were at a high, and it was easy to customise your squad. Not only were there a lot of ways to put the models together, but the number of components never once compromised the ease of which you could assemble the models; with all the pieces going together very simply (except those pesky arms!).



Overall, they are good looking and cheap alternatives to act as stand-ins for your Imperial guard army, looking totally at home alongside GW models, and for only a fraction of the price. However, be prepared to take twice as long when putting them together, and don’t expect premiums when it comes to packaging; it just won’t happen. 

Score: 7/10

Wednesday, 8 May 2013

Looking to the future. The glossy, glossy future.


The 5 things I am most looking forward to right now.


5.       The Hobbit: Desolation of Smaug (or Part 2 as I refer to it) – Whilst I cannot really verbalise how much I loathed this film – and in this, I hope I am not alone – it hasn’t done much to dent my hopes and expectations for the next instalment. If anything, it has done the total reverse; driving me to wish even more, for something better than the steaming pile we were given last December. I maintain that The Hobbit was the more enjoyable book, when compared to the Lord of the Rings, and I had high hopes for the film. Hopefully, Desolation of Smaug can deliver where An Unexpected Journey didn’t. With Benedict Cumberbatch playing the antagonist, I wait with baited breath.


4.       Playstation 4 – Whilst I have in no way tired of my PS3, and I genuinely don’t believe I ever will, I cannot deny my excitement for the new flagship system from Sony. It will cost the Earth, and it will be battered by the ever-Xbox-bias critics, but I really don’t care. It is going to be a powerhouse of a gaming console, and the fully integrated compatability with the slightly maligned PS Vita have really got me excited. See, I bought myself a Vita Q4 last year, and so far has been a little underwhelming. Once the PS4 is out, all of that will change. Playing my favourite PS4 releases on the go? Yes please! Using the Vita as a spare, more interactive controller? Most definitely!

3.       Samsung Galaxy Note 3 – It really is no secret that I am a huge Samsung fanboy. I live and breath Samsung. All but one of the component devices of my home media/entertainment set-up is made my Samsung. So, it is very little surprise that I am so excited for the Note 3, that words don’t really do it justice. I have owned the last two iterations of this beast of a handset, and both have been successively the best phone I have ever had the pleasure of owning and using. With the likelihood of an Octo-core processor, eye-blistering processing speed, retina-caressing 4K screen, metal alloy frame (we can dream!) and running the latest version of Android (hello Key Lime Pie!), the Note 3 will literally wipe the floor with any alternatives.


2.       Bioshock: Infinite DLC – This really was a close call for first place, but it was the sheer geekery of the actual first place that won it. I enjoyed B:I more than I have enjoyed any game for going on for 4 years now. It really was amazing, and anything that adds more content for me to greedily devour, cannot be a bad thing. I only completed the game three days ago, and I am already impatient for them to add DLC. Come on Irrational, get your finger out!


1.       Google Glass – Words cannot express the excitement and anticipation I have felt for these since the very early days of their leak – back when they were simply “Project Glass”. I cannot really identify reasons for my excitement, beyond the future-is-now geekery that wearing omniscient glasses will bestow upon the wearer. Well, don’t get me wrong, the tech behind them is truly out of this universe, with the induction audio alone enough to make me quiver. But, it really is the cool factor that having an eye-mounted HUD brings to the party. January 2014 cannot come quick enough.

Tuesday, 7 May 2013

Bioshock: Infinite. Do you believe the hype?




Bioshock: Infinite

I guess I should say, straight off the bat, that I am a new-comer to the Bioshock franchise; having never even heard that much about it before, let alone having come close to playing the games. So, I came into this gaming experience completely expectation-free, with no hangover of preconceptions from its predecessors.

There is no grand and sweeping statement I can use to summarily define the gaming experience I had when playing through Bioshock, without using the worn and clichéd term “perfect”. I don’t believe I have ever played a game with such a well-rounded and fleshed out skill set; from concept to graphics, gameplay to storyline.

The golden glow you are met with, upon first setting foot in Columbia,
sets the perfect tone for what is to come.
The first thing that struck me, almost immediately, was the quality of the graphics. I still maintain that the Playstation 3 is the powerhouse of modern generation gaming graphics, but it is starting to lag behind the ambition of the game design industry, which becomes ever more evident with each new release. However this was a moot point when it came to B:I which – from the very off – caressed your retinas with a rich palette of colours, and beautifully designed surroundings (and characters, but I will come to them later!). Without spoiling too much, you’re initial introduction to the City in the Sky is truly glorious, bathing you in a golden glow. Honestly, it is something truly breath-taking, and something I have never experienced from a game.

Columbia is the perfect blend of history and fantasy.
The surroundings are mostly – if not, arguably, exclusively – the city of Columbia, a turn-of-the-century City, lavished with historically accurate detail. You are instantly instilled with the faith that the game designers and artists have done a fair amount of research behind their concepts, and then artfully blended it with a really steampunky style, creating something vaguely believable for the proposed time period. My first half hour or so in Columbia was spent wandering the streets, not really paying much heed to the storyline or the directions the game was tugging you to follow. I was just enthralled by the buildings, their architecture, and the faithful recreation of a period city, so vibrant and bursting with detail. You could most definitely play this game purely for the treat on your eyes, but trust me when I say that there a plenty more reasons to give it all of your time.

Kicking the habit of the usual "steampunk" pitfall.
This leads me nicely on to the conceptual design, which was out of this world. I remember seeing the artwork pre-release, and I wasn’t overly enamoured. Not necessarily as a reflection of its quality, but more as a sigh of disappointment and unoriginality… How many times have we seen a pseudo-futuristic/historical hybrid? Oh no, not more steampunk!? But how wrong was I? Irrational Games and 2K have done a beautiful job of adding life to an overdone “genre”, and have done it so much better than anyone has managed before. I fell in love with the clothing, behaviour and general aesthetic of the people, in a way that no game has ever swooned me to do before… The vehicles and weaponry are of the ilk you’d find in more recent hits (I am looking at you Borderlands!), but have been rendered in a way that they are aesthetically and logically congruous with the setting.

I expected to be fully conversant with the gameplay and controls, having a long and healthy pedigree in the genre of First Person Shooters, and a little bored if I was totally honest. That said, whilst never truly out of my depth, I did find the controls ever so slightly alien to what I am used to, and a breath of fresh air. The guys at Irrational have added new (at least by comparison to most FPS games) concepts and fundamental twists to a genre grown stale by its inherent nature. The setting is probably the most subtle way of “spicing up” your usual shoot-and-sprint, with a city perched amongst the clouds adding a lot of tactical variety to your shoot-outs. With a battleground being over several levels, with height and distance being variable, connected by walkways, stairwells and a novelty in the form of the Skylines, a gunfight is never just a gunfight. Flying through the air at an alarming speed, only to kamikaze into an enemy, smashing his face asunder with your grappling hook, is something I really found to never tire of. Trust me.

The full range of Vigors available to us.
The most glaringly obvious change to the uniform gun-slinging, is the addition of Vigors; a carry-over from the Bioshock annals, with a little reinvention. In the form of 8 (seemingly) supernatural powers, Vigors play as big a part of the combat system as the guns themselves. A FPS at heart, the game has a variety of weapons at your disposal – from pistols and sniper rifles, through to handcannons and carbine rifles – but you will struggle immensely to play through the game, without using the Vigors to compliment your shooting. Whether you favour sending a murderous swarm of Crows after people, flinging fireballs everywhere, or projecting a bulletproof shield, you are given a little something to suit all tastes.

Tears form one of the main premises of the game, I promise.
The last tool at your disposal, whilst fighting for your life in Columbia, is the use of tears – literally tears in the very fabric of time and space; doorways into alternative realities of the universe you are currently gaming through. This starts out as a little jarring, seeming as though it isn’t overly grounded in relevancy to the main story, and is tacked on for laughs. Once the story begins to enrich itself however, you start to understand the logic and reasoning behind it all. In pure gaming terms, they are really quite great. Sometimes they manifest themselves in the form of allied turrets and sentries which lend you some – albeit frail – much needed firepower, whilst other times you can find yourself being gifted with a stack of health and gun stocks, or a conveniently placed wall to find cover behind.

The game controls are fairly standardised, and pretty easy to get a handle on. You have your load, action and shoot buttons, as well as melee attack, usual movement functions, jumping and crouching. The only real difference is the use of the spare buttons, in this case used for the utilisation of the Vigors system. Pretty simple stuff, and keeps the gameplay slick and dynamic.

The last aspect of the gameplay I really thought worth a mention was the “loot” pick up system. I don’t really have the history to comment on whether this is new, better or worse than in previous Bioshock titles, but I have played past “shoot and loot” titles (looking at you again Borderlands!) and found the loot system on this game immensely fun, and very useful. The world is chock full of items to be found, and almost every cadaver you come across – whether you inflicted their current state of unliving upon them or not – there’s a good chance they’ll be holding something valuable, whether it is a healthy dose of Salts (the stuff that powers up your Vigors), much needed ammo (Oh, how quickly you deplete your stocks) or some health boost. I wouldn’t say the frequency of item encounters goes any way to making the game a cake walk, far from it (the number of times I found Salts when needing Health, and vice versa…), but they just make the game a little more interesting.

Z.H. Comstock. You'll learn to hate him, trust me.
The character design is really quite something in this game. Sometimes, especially with games that lavish their settings in such glossy detail, designers forget or wilfully neglect their NPC’s, and those that do try oft leave a lot to be desired. But not Irrational. Oh no! Whether you are listening to the wittering banter of the Lutece’s, the zealous propaganda of Z.H Comstock, or the inane rambling of Jeremiah Fink, the characters have been captured with such realism and vivacity. You can connect to them on a strange level, in that they are so historically removed, yet there is something so familiar about their motivations and drive. The character animation is second to none, and there were times when I found my jaw dropping at the sheer technical brilliance of the facial expressions, and physical interaction between characters.

Elizabeth. We love her.
I think that the real Coup de Grâce in Irrational’s character conceptualisation however, is Elizabeth. The whole game seems to revolve around her, from the storyline and gameplay all the way through to the marketing. Nowhere is this better shown and repaid than in her design and programming. I am not alone in my admiration of her – yes, she has taken the top spot for my favourite female character of all time, sorry Moxxi! – and it isn’t hard to see why. From the first moment we meet her, I was captivated by her beauty. Yes, I understand that she is only young, but she is just something to behold. Not just aesthetically enrapturing, but her personality – and the way it develops through the course of the game – is really hard to not become emotionally invested in. The game designers have clearly put a lot of effort into making the majority of the audience feel exactly the same about her… From her lithe figure and Disney princess beauty, through to her gritty determination and raw emotions. They are invested in making us understand that she is supposed to be empathetic and sympathetic. That we are supposed to love her in exactly the same conflicted way as Booker. They have even gone to the effort of painstakingly recreating the felt effect on her jacket for God sake! Don’t believe me? Check it for yourself.

As far as storyline goes, it really wouldn’t be dramatic to say that it has a narrative better than most movies, let alone taking into account that is actually a computer game. Very few – in fact, none come to mind – games I have played have ever come near to the quality and strength of story told by Bioshock: Infinite. I don’t really want to mention much, for fear of being one of those dreadful souls who drop spoilers like they are nothing, but it really is a spectacularly woven tale of intrigue, twists and good old fashioned action. You want realistic themes of religion and racism? It’s got it in bundles. You want real world liberation and the fight for freedom? Sure, have a bucket load. I really should have seen the ending coming, but it really knocked me for six. I finished it three days ago, and I am still reeling a little from the shock of it all. You know a story is good, when it has that sort of impact on you.

Probably the weakest part of the game – although not actually a reflection of the music’s quality, but something has to be weakest, even in a game of such quality – the soundtrack isn’t the greatest I have heard. It really is quite good, and captures the mood perfectly almost every time, but it just isn’t “Prince of Persia” quality. The late 1800’s/early 1900’s fairground music (as I like to refer to it), is great and goes a long way in making us feel at home in the history of it all, but there are moments when it just feels a little tinny and hollow. The creepier moments, where the music is eerie and a little more forlorn don’t do much for keeping your nerve, which is exactly what you want from a game; I hear this is a common theme across the Bioshock franchise.

Lastly, the games mechanics – in terms of frame rate, load screens and so forth – are really quite impressive. I played the game solidly for two days, and noticed two or three blips in total, all of which were the game lagging at moments of intense action. That said, my PS3 is getting rather venerable these days, and there is as much a chance that my system decided to have an off moment, than the game itself. The load screens were relatively short, and made recent releases look silly with their rather lengthy wait times, when changing an in-game location, which is something I have grown to loathe over the years.

All in all, I must say that I was both shocked and amazed by Bioshock: Infinite. As a total newbie to the franchise, I wasn’t sure what to expect, but I was not disappointed. It not only made for an enjoyable way to pass the best part of two days, but I would go as far as to say it is in the top two or three games I have ever played. From its glorious, retina-caressing graphics to its mind-blowing storyline, this game genuinely has it all. I am struggling to find adjectives to make it sound less emphatically good, or at least to sound more objective, but it really is impossible. Everyone should feel bad, if they haven’t played this game before they die.

Final Score: 10/10