Mafia II: Driving Miss Daisy, Sociopath Edition

Taken from SteamPowered.com

Mafia II? Didn’t that game come out in 2010? That’s more than three years ago, why are you reviewing an old game?

I’m writing this review not to inform the audience on a nearly three year old game, much less a AAA title most have heard of, but as a means of practice for review writing in general. To get my writing style and early trade mistakes out of the way on a game that many already know and probably have played or watched videos of at some point. With that being said let’s dive into Driving Miss Daisy, Sociopath Edition II, eherm, I mean, Mafia II!

Flash back to America in 1945, World War II is in full swing, and back home the airwaves are filled with Nationalist propaganda, “Support our troops or you support Hitler!” A time of new inventions and a new way of life for the American people. “Support our boys! Give the Nazi’s hell!” It is truly a time where being an American is something to be proud of.

Taken from pcgameshardware.com

Enter Vito Scaletta, a handsome Italian sociopath from Sicily, who’s only defining characteristic is his inability to say no, not matter how many times he’s been screwed over. After a failed gem story robbery with his childhood pal Joe Barbaro, Vito is caught by the police and given an ultimatum. He can either serve his country and wipe away his debt, or he can rot in a cell. Off to the war it is! Here Vito learns the tools and skills that will later propel him to the top of the Italian mob in Empire Bay….or something like that.

That’s about as much of the plot I’d like to focus on illustrating, I’ll point out certain memorable moments when relevant, but honestly there isn’t much else to say that the player or this case the reader can’t really predict from the cliche cinema mob life of a man working his way to the top of a criminal family. This also happens to be my first complaint on the game, it’s 100% predictable. I pretty much knew what the outcome of the game was going to be the second the intro started to run, and after beating the game my hypothesis wasn’t skewed that much other than a few minor things here and there that in all reality meant very little to the overarching plot and were nothing more than transitional material for when the game became too stale. Which it does very quickly.

Speaking of the word stale, man are the characters like bread that’s been left outside all day. None of them have a standout personality that separates them from the others. Even worse, the main character, the focal point of this story, the reason we are here, is the most boring, dried out, cookie cutter of a  mobster I’ve ever seen! I hate Vito Sceletta! If Vito showed up to a party everyone would leave! There is absolutely zero flavor to what is supposed to be the main dish of the game. Throughout the entire game Vito never learns from his mistakes, is everyone’s yes man, never thinks for himself and only does what he’s told, and then runs around and talks like he’s some big shot! At certain points in the game you get to a montage of events narrated by Vito, in these cut scenes he talk about how him and Joe have hit it big and are a force to be reckoned with, yet never in the game does the player feel any sort of worth.

The other characters are just as plain and dry, cut from the same mold. We get it, we know that mobsters are tough, foul mouthed, bad asses who wear designer suits, but for the love of godfather, please give them some personality. Often times throughout the game I found myself forgetting key characters because they all blended into one blob of clicheness.

But Rambling Giant, I simply don’t care about a game’s story, in fact I skip most cut scenes because all I want to do is walk around with a Tommy Gun and bast any rival mobster or cop that gets in between me and my money. Fair enough, I’ll respect the honesty, and lucky for you Mafia II defiantly provides the type of game you’re looking for. Walking into a room, barrel drum Tommy at your hip, watching the blood paint the walls is a great deal of fun and this game will give that feeling to you. With once catch. Not nearly enough of it.

In a game that takes roughly ten hours to beat depending on how you play it and assuming you don’t skip cut scenes, only about a quarter (maybe even less) of that time is spent actually in combat. The rest is spent driving from set mission to set mission, with each mission being strategically placed on the exact opposite side of the map as the one you just completed. This is done to make Mafia II small map seem much larger than it actually is. After about an hour into the game you will have explored a nice chunk of what the map has to offer. Factor in that the game has little to no side quest/missions to complete and only a handful of activities to earn money. These include pawning stolen cars, selling lesser value cars to a chop shop, and robbing burger joints. That’s essentially all there is to do outside of the main story, with one of them being cut off after story progression. Now by itself this isn’t a game ending problem, it just takes away from the replay-ability of the game and the amount of hours that will be sunk into it and certainly not every game has to have lots of replay-ability to be good, just look at Tomb Raider, after beating that I uninstalled the game but was left with a satisfied feeling that my purchase was worth it.

Couple all of those flaws with terrible pacing of the game, and you’re left with something that at times feels mundane. At one point in the game, you’re arrested for stealing gas stamps and sent to prison for six years. While is prison the player is shuffled from fist fight to fist fight as you try and survive the brutal life style. You are then brought into the secret prison fight club, where you get to, you guessed it, fight some more. This wouldn’t be a terrible problem if the game made fist fighting fun, but it’s just not. It consist of holding the A button (I played the PC port but used a controller) and then timing a B button to counter your opponents. While you’re blocking, you dodge every swing and can’t be knocked down, so there is no real point in doing anything other than waiting to counter. I’m not holding the plain fighting mechanics against Mafia II, other games like GTA and Saints row that are similar have boring fighting mechanics, but they don’t force the player into an hour and a half scripted, nothing but fist fight scene. That’s the problem I have with the game in this regards.

Mafia II did not leave me with that feeling in the slightest. True to it’s criminal theme, it left me feeling empty and robbed. The poor character development, lack of side quest, and cliche plot just made the game not fun. 90% of the time a person could walk in the room while I was playing the game and they’d find me behind the wheel of a car, not because I liked driving in the game, far from it, the driving is one of the worst parts (more later). I was often found in a car because I had to be. I was nothing more than a chauffeur with an itchy trigger finger. The game felt like nothing more than a series of check points followed by a few minutes relief in the form of a quick gun fight then back behind the wheel. And before you jump down my throat, I understand that a mob on mob fight isn’t the same as the gun play in a military shooter, but this was the game’s saving grace and it was too quick and too far and in between.

As I stated before, the game’s map is very small for the Grand Theft Auto type game it’s attempting to be, and the developers made up for this by placing every mission on opposite sides of the map. This forces the player behind the wheel in nearly every situation since non the the NPCs with you know how to drive yet insist that you take their car. And let me tell you, the games driving mechanics are rubbish. Some of the worst I’ve ever seen. The “traffic AI” in the game is nothing more than set script pieces with drivers who’s licenses should have been revoked years ago. Mafia II attempts to set it’s self apart by having most games of the genre don’t, traffic laws. However the variability in which the laws are enforced are constantly making the players question whats allowed at whats not (much like real life, I guess. Well played 2K). One time you can go flashing by 4 cop cars going 80mph over the limit and nothing will happen, you can turn your vehicle into a weapon of pain and mount the sidewalk and the cops wont bat an eye. But don’t you fucking dare, and I mean it you piece of crap, you better not get rear ended by another driver who’s car you can’t control or see coming, because in Empire Bay the police are authorized to use lethal force on your dumb ass.

Taken from gamer.no

This variation in what the cops do led me to some frustrating game play. I simply wanted to drive my shitty beat up car that can’t steer for shit to the next mission so I can’t finally shoot someone in the dome with my magnum pistol. Que random person that pulls into an intersection on a red light and T-Bones me, suddenly I’m wanted by the cops for a hit and run, followed by a shotgun shell to the chest. Back to the last checkpoint. If you’re going to add mechanics like this into the game, you better make sure they work to immerse the player, not make them actually rather go and study because they simply don’t want to put up with the game’s crap any longer.

Now with all that being said, I would still recommend the game but under very, very, and I mean strict circumstances.

  • The game is on sale for less $6 (This is what I picked it up at and I would say I can justify the cost but anything more would have felt like a loss to me).
  • You know what kind of game your buying. A cliche mobster game, with your only intention being to blast a few heads in and blow off the minute trace of a plot that is there.
  • You have a weekend to kill, say you’re sick or it’s a weekend off and all you want to do is sit on the couch and play a game you haven’t played before. That was the case for, finals had just ended and I wanted nothing more than to just sit my but down and beat a game. (I beat two in the time, the other being Bio Shock Infinite, much better game).

If you really understand that what you’re buying isn’t going to become your new favorite game, or even one that you talk about next week, and you find the opportunity to pick it for cheap, go for it. But if you can’t find it cheap or can’t justify buying a game with a lack luster plot, boring characters, and annoying game mechanics I wouldn’t say you’re wrong for thinking that way. Mafia II falls into a very strange category of games as in it’s not great but not the worst thing you could spend time and money on. Making it a weird game to talk about negatively yet still recommend.

That’s my Ramble, what’s yours?


Semester Wrap Up

Back in August I was given the assignment to create and maintain a blog, with various mini-assignments that were related to how to successfully manage a blog.

I’ve learned a lot in this short time, but I’d like to share the three more important things I’ve learned since I’ve created this place to ramble.

  • Write Every Day- everyone says this and the reason they say it is because its the most important part of maintaining a successful blog. The days I didn’t write turned into the week I didn’t write. Once a funk was created, getting out of it was the hardest part. Like with anything that requires practice, it is must easier and sometimes more appealing to slack off and play the “Tomorrow Game”. However, the content I created many days into a writing spree would only get better. I may not publish everything, but the article I’m most proud of, my Contagion review, was the result of many days of just sitting down and writing . So write every day, multiple times a day.
  • Write that thought down, now- you may think that you’ll remember that great idea that you just had once you get home tonight, but I can tell you that you won’t. You’ll get distracted, your favorite show will be having a marathon night, or any number of other things. The second you are able to write that million dollar idea down, do it. Not only does it keep track of your thoughts, it can also be used to get you out of a writing slump. Having a personal data base of ideas to pull from the create full post is something every blogger should start creating. Then go back and review each idea at a later date, removing what is bloat and adding relevant content.
  • Share you work- Don’t be too prideful to not share your work on sites like facebook, reddit, ect. In today’s world there is so much muck floating around on the internet that any new comer will automatically be pushed to the bottom of the pile. This climb to having a dedicated audience is the hardest part of putting yourself out there. When your page has zero new visitors a month, it can cause you to lose motivation in your work and skip a day of writing, after time and this build up, it can cause you to quit altogether. But before you look to hard at yourself as the failure here, have you shown people that you actually exist? Viewership is like a snowball, all it takes is a few people and the right push to eventually set off the landslid. And once the formation starts, it increases exponentially.  Back when I used to run a YouTube channel, I had zero views a video 8 videos deep into the channel. Steadily I began to gain subscribers, a comment here, a like or share there. The people that did somehow find my content always liked it, or at least they said they did, but my subscribers were still in the single digits. 3 months in, I broke 100 subscribers with about half being truly active in my content, 50 views a video. One year in and a few videos that did well I had around 1,100 subscribers, with about 3/4 being active, I had one video that went viral in the gaming community with over 400,000 views and 120,000 likes, this video got me to around 2,500 subscribers. Then it happened, I created one video on a Minecraft mod I liked and how to install it. Overnight I had 6,000 subscribers, more than double what I had when I went to bed that night. I made another video, and another video, each getting over 100,000 views consistently. Within a week I had broken 10,000 subscribers, what some consider the threshold to becoming a star channel. Disaster struck, a begrudged server admin of our minecraft server in order to get back at us for banning him for harassing players, deleted the channel and the server before we were able to change the passwords. But this past experience makes me hopeful for my next adventure that is this blog and one day becoming a respected video game critic and community builder. I know that all it takes is a few people who enjoy your work and that final push of one knockout article, video, or what ever your do to set off the snowball.

I’ve really enjoyed this assignment and I plan to continue posting to this blog more so now than ever.


Contagion is Getting Survival Horror Right.

Taken from the Monochrome-games.com website.

Contagion by Monochrome

I recently picked up the now in early beta, Contagion by Monochrome. Contagion is a co-op survival horror game, much like the Valve Left 4 Dead series, but with stark differences. Monochrome is doing a lot of things right. Very right. Polish the game up and give it a tweak or two, and we may just have a game that tops the legend that is Valve.

In Contagion there are currently 3 game modes on 3 maps (you can learn more about the maps on the contagion wiki), with my favorite being the Roanoke prison escape level. On this level you’re trapped in a prison over run by zombies, the power is out and all you have to light the way are the few candles, trash can fires and your ever trusty flashlight. The atmosphere built on this level is what I imagine a true zombie apocalypse to be like.  Mass panic as humanity scraped to survive and the chaos this calamity brought, leaving the world in a state of brokenness. This is the world that is built in this game, it truly makes you feel the weight of every choice you make and the consequences that any wrong step can bring.

The prison is deathly quiet, you hear the sparks of cables, torn from the walls, the soft hum of the vending machine, the flicker of florescent lights as they struggle to stay lit in the darkness. Or the grunts of a horde of zombies on the other side of a thin plywood, polyester coated door. Panicked, praying to a god you might or might not even believe in that they didn’t hear the sound of you reloading your gun, because you know more zombies stand on the other side of that door than you have bullets left.

Each shot in this game is a game altering choice. One shot too many and you’ve alerted the horde, and one shot too few that you couldn’t kill that zombie before it ate your face. The eeriness of the silence in this game makes that choice even harder with each shot. As you progress through the level, you wind up in the cell blocks, made of cinder block. Each time your finger pulls that trigger the walls shake with the sound of your bullet. Did you wake the beast? Were you sure the path behind you was clear in the need of a retreat? Are you sure about that?

The atmosphere of this game is perfect for the genre. Ammo is scarce, guns are hard to find, you’re lucky if you can find a healing gun more than once a level with levels being up to 40 minutes long with no check point. All of these factors add up to what a horror game is about. Especially one with zombies, which is so overdone now a days that it takes a truly exceptional game to stand out. Levels in this game can and are long, and if you die, that’s it (unless on multiplayer in which you become a zombie and attack the remaining survivors. More later). Veto. You’re done. This enhances the weight on each choice you make because you’ve already sunk 30 minutes of your time into this one level and if you die you go right back to square one.  A developer not making a game that holds your hand the entire way through is such a breath of fresh air. Too often mainstream games place the player in a god type character with little to no real challenge. I’m thankful for the fact that Monochrome took the risk and kicked the players ass. Now I think the zombie AI needs some improvement and the difficultly could be higher, but it is only in beta and these are all things that can and will be improved. What brings relief to me is that I see the framework and from what I can tell the developers are headed in the direction that I believe is going to make a great game. A game that if given the right community and mod support, will be played for years with user created maps and new weapons, enemy types, ect. Monochrome, you have a great thing going here don’t screw it up.

Since the game is only just now in an open public beta, I don’t expect it to be anywhere near perfect, but I do have some flaws that I would like to point out that I believe are very correctable and would take this game from great concept to a truly timeless game. I believe in you Monochrome!

First is the level of difficulty involved with the Zombie AI. The traditional approach to difficultly in zombie games is “make em take more bullets and make more of em”. While there is nothing necessarily wrong with this approach, it leads to stagnate game play with no real sense of horror because after a few play throughs you know what comes from where and how many it will be. Make the zombies more than mindless brain eating drones. If I walk into a room that has multiple entrances, have the zombies move around to flank me and trap me in the room. Have one go to block the only exit on the stairwell while the other tries to pin me in a corner. If the threat of the unknown is there every time you play, the game will always feels new to you and you won’t grow tired of the same set pieces playing out on each level. If you never really know what to expect with a game you’ve logged 50+ hours into, then you have found yourself a truly exceptional game.

Second is more of a mechanical issue with the way the game handles, if you will. The controls can be a bit clunky at times, and while this can add to the excitement of the game, they feel a bit too clunky to the point of mild frustration. This is even more so in the multiplayer when playing as a zombie. This is the most dreadful part of the game, and maybe they designed it that way as an extra incentive to not die, but damn is it not fun. Zombie die easily, move slow, do little damage, and are very limited in their options. Breaking down a plywood office door takes well over two minutes and 40+ attacks, even longer with metal doors. Well just go around them? Often times you can’t as you are spawned into a room with only a single exit and are forced to break down multiple doors to be able to get to the remaining players. Now the zombies do have some cool features such as the ability to see in the dark, call a mini horde and then blend into that horde, but the pure lack of fun playing a zombie trumps all these and tends to lend to many players simply leaving a game upon death. Not a good design feature. Address these issues and make the zombie mode fun to play and you’ve got a good multiplayer mode in the works.

My last little nit pick about the game, besides the obvious issues that are just because a game is in beta is how hard it is to get a private match going. Setting up a server is impossible without the prior knowledge of port forwarding and server hosting. I’d love to be able to set up a small private match for my friends and I through in game means, and I hope the final version has some form of this. Even better if we get it in beta.

Monochrome, you’ve got a diamond in the rough here, please for my selfish pleasures get this right. Because if you do, I and many, many others will surely be sinking hundreds of hours into it. I highly recommend grabbing this game, I have a gut feeling its going to be a good one.

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You can pick up Contagion on steam and is currently 50% off.

Follow me on Twitter @ https://twitter.com/Rambling_Giant


Saving Albion! Fable the Lost Chapters Play through.

Fable is a game that means a lot to me, as corny as that may sound. It was a cornerstone of what came to be one my greatest passions. Video gaming.

Fable did so many things right. Not just mechanically, but with their narrative as well.  I wanted a way to fully express my love for this game and the franchise it spawned (regardless of the fact the games that followed fell short of expectation), and I felt that the best way I could do this was by showing and not telling.

With that being said, here is the first part of my, hopefully very long, Fable the Lost Chapters play through.


An Orc and His Armadillo | Part 2

Here is Part 1.

Taken from Wizards.com

Orc

I’m going to try writing this in a different style than the last, please let me know which method you prefer.

Picking up from where we left off, the group heads back to the town, Orc and green Dwarf in tow. Against his protest, the group brings Ghurn into the town. Huge mistake. The town guard immediately surrounds the group and escorts them at spear tip to the small court room. We arrive in the court room and we are all forced into a cell room with the bars facing the court and the mayor who is positioned in the judges seat, not looking too happy.

The mayor is furious at the group for bringing an Orc back to the town, fuming even. He explains that a small Orc band has killed nearly 75 of his towns people and he feels insulted that the group would bring back an Orc and ask for hospitality for it. Our Rogue, Kitzunumi, tries to talk his way out of the situation, but fumbles on his words, so badly I might add that the mayor places a death curse on him and gives the group 20 days to bring back the towns dead and as many Orc ears as the can. Also, Ghurn is to never set foot near this town again. The mayors assistant mumbles a few words and WHOOSH the entire group is teleported to a field a few miles from the town. Against all odds, Floybn did not make it to the teleport location, the group has no idea where he landed.

(The player who played the green dwarf, Floybn from the previous adventure asked the DM to change characters, so this is the last we hear of Floybn).

A large hissing sound engulfs the small woods near where the group landed, and a surprisingly unattractive female elf brandishing a rapier walks out to greet the group. We have a small chat and find her name to be Saffrin, she says she knows the woods well and would be honored to help rid the area of orc infestation.

We take a days hike to the nearest town and purchase four oxen and two wagons, get some food and other needed supplies that may come in handy and head off to the last place the orcs were sighted. After a few days of nothing eventful happening, the out of the ordinary druid of the group finds some wagon trails that have been haste-fully brushed over. We decide that Ghurn should go ahead with Saffrin close by while the rest wait in ambush. They figure that if Ghurn approaches the orc band alone, they could be lead back to the ambush.

Ghurn walks about a mile, with Saffrin never letting him out of her sight, until he arrives at a large cave opening. He can see that a fire still smolders and it smells of burnt flesh and shit. He slowly pokes his head inside and like any stupid orc, decides to shout to anyone in the cave. Lucky for him, no one answers. Ghurn walks inside and makes sure the cave is empty before heading back to grab the group.

The group arrives at at the cave and wishes to continue with the plan. They will hold back and set traps, while Ghurn continues to follow the wagon trails out of the cave to find the orcs and trick them into running back to the cave. We bloody Ghurn up as best we can without hurting him, the paladin gives him his knife and one of the totems to Gruumsh in hopes they will help bolster his story.

While the group is busy going to work, Ghurn makes off down the trail until he finds a lone orc scout. Double checking his disguise and working up a bit of a quick sweat, our orc druid sprints at the lone scout screaming, “They have your treasure brother!” Naturally the orc is a bit shocked, and after he sees the dagger and the totem, figures maybe the chief should handle this.

Ghurn is introduced to the chief of the tribe. A not so large female cleric of Gruumsh. Immediately she doesn’t believe Ghurn (it doesn’t help that I rolled a 2 on my bluff check and she rolled an 18). I try talking my way out of it, but the cleric isn’t having it. She takes a small wand out of a pouch and Ghurn figures this is his last breath, but before he can reach for his falchion, his body is locked up and he falls to the ground.

He awakes bound in chains, weapons removed. He is being prodded in the back by a sword and told to march to the cave.

Saffrin is the first to notice that the plan didn’t go over too well and that if lead in that cave, Ghurn won’t be coming out. She takes aim at the orc holding Ghurn’s chains and with a stroke of luck, blast the creatures head off (rolled 3 natural 20’s in a row, never have I seen this). Ghurn takes the hint and shatters his chains. What the group will quickly learn though is that these are no ordinary orcs.

The paladin and cleric go to work fighting back 2 orc barbarians and a fighter. Rosco, a halfling barbarian goes into rage and charges the nearest orc and lands a whopping 16 points of damage that hardly seemed to phase the orc but takes a few nasty hits and is dropped to 4hp. Kitzunumi and Saffrin go to work with their bows, trying to keep the enemy cleric from casting any spells.

During this time, Ghurn has dropped an entangle on the enemies, something that saved our asses big time. Now he still has no weapon but he has the chains around his arms, sadly he just can’t seem to hit with them, but suffers two nasty hits. The first for 17 points of damage and the second for 12, lucky for Ghurn he had a pouch of good berries that he shoved into his mouth and saved his ass.

With 3 HP left, Ghurn rages and charges the orc closest to him, manages to avoid the attack of opportunity and uses his overwhelming strength to grapple the orc.

The paladin and cleric are able to drop 2 of the 3 their facing and the halfling is moving onto his second victim. The two bowmen of the group are still taking pop shots when they can but their main focus is keeping that cleric from casting.

Ghurn takes the orc he has grappled and launches him at the orc Rosco is now fighting, killing the target and allowing Rosco to smash the skull in of the newly christened orc missile.

Now all that is left is the enemy cleric and her last body guard. We make quick work of her lackey and move in on her. She puts up a hell of a fight, buffing herself and getting her AC to a damn 27. It looks as if she will soon win since botch Rosco and Ghurn have only 1 round of rage left, the cleric has burnt her healing spells, and the paladin isn’t looking to good either. Then like a miracle, Rosco lands a critical on her and lays on 30 points of damage. We thought this would be enough to drop her since both arches had been doing small amounts of damage to her the entire fight, but we couldn’t have been more wrong.

As a last ditch effort on her part, she self destructs and knocks out Rosco, Ghurn, and Saffrin. But the fight is won, and Dale is safe.


“Is that Dwarf painted GREEN?!”

Inside the tavern of a town, so small to not appear on any maps, an extremely disgruntled paladin vents his frustrations out to a warm and listening dwarf cleric. She nods silently as the paladin lets it be known he is fed up with his holy career, “All I do is retrieve holy artifacts for church’s that seem all too good at losing them, risk my life, and them I’m expected to live off the gratitude of the church? Gratitude and thanks don’t fill my belly” he finishes with a long grunt, followed by a longer chug of ale.

Across the room at the bar, a lavish and handsome rouge sits, lightly sipping a foamy mug. Chatting up every lady he can find in the joint. Brandishing a smile so large, it seems to light up the entire room, and a laugh so boisterous, the next town over can hear. As the rouge slides his way over to yet another of his targets, the tavern door explodes open, inviting the chill of the autumn night. In rushes a half elf, dressed in lavish robes, gray hair pulled neatly into a ponytail, gray beard neatly trimmed, not a hair out of place.

“Attention! I require your attention, everyone if will please, silence your conversations!” Those who lived in the town immediately went quite, and were quick to shush the traveling adventurers. “For those who do not know me, I am the mayor of this small town. My scouts have spotted a small Orc band stealing from and harassing the nearby farmers. I have not the men required to fight a band of Orcs and have enough left to defend the city, so I come to the tavern in search of traveling adventurers who will, for a reward of course, eliminate these orc scum from my doorstep. Food and transportation for the journey will be provided, and upon a successful return, each person will be able to commission one item from the towns wizard. Are there any takers?”

The bar immediately erupts into gossip. The towns people panicked at the thought of an Orc tribe so close to home. Eyes quickly dart around the room, trying to find someone who will be the first to volunteer for this dangerous mission.

After was seemed a lifetime, a grouchy voice speaks up, “As I paladin, I guess I should be one of the people to go, so sign me up, you with me dwarf?” his voice getting more irritated with each word, he grunted and fell back to his seat.

A slight nod is all the cleric gave to the paladin, not much for words, uncommon for a dwarf.

“Fantastic!” shouted the mayor, “Are there anymore takers?”

“Why the hell not? Been a while since I’ve killed an Orc, might be time I polished up the skill” said the rouge, wielding his smile as always.

“I am most humbled, great adventurers. Please rest in our inn, free of charge, and tomorrow at noon a wagon with your previsions will be waiting for you. I will see y’all out of the city tomorrow, for now, rest well” the half elf spun on his heels and walked out of the tavern into the night.

The next day the two rested hero’s and a very hungover rouge were met at the city gate by the mayor who was standing next to a large covered wagon, tethered to two horses. “What a splendid morning it is for killing Orcs is it not? The wagon has been packed with enough food, water, and camping supplies for a full tendays journey, not that we expect you to be gone for that long, but still. Now, down the business, the Orcs were last spotted about a half days ride south from here. In order for you to claim your full reward, I will need proof of the Orcs death, bring me back a few ears and that will be more than enough. I thank you again brave heros and wish the best. I must be off now to tend to other important matters, my squire here will fill you in on any needed information.” He gave a slight bow, and was off.

 The three loaded up into the wagon. Cleric at the stirrup, paladin riding next to the dwarf, and the rouge made use of the covered wagon to sleep off his hangover. The afternoon went by  smoothly and night quickly fell. A small fire was made, guard shifts were given and the party rested. Morning soon came and they were off again. After about two hours of ridding, the paladin spotted a large green figure in the distance.

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“‘or the last time ya buffoon, that rat you have there is no god! An armadillo ain’t a right form ‘or a god!”

“Dale god, that final.” The much larger Orc said glaringly at the oddly small and bearded Orc.

“Bah! Moradin be the true god, ain’t no rat a god! I’ve been telling ye this, but ye don’t listen! I’ll skin yer god and make me a nice pair o boots!”

“NO TOUCH DALE!” screamed Ghurn, spit flying out of his mouth. “Dale god, tell me so. Mor-a-dn no god.”

“That does it! Give me that rat!”

As the curious Orc chased the armadillo named dale across the field, Ghurn let out a loud chuckle, knowing Dale could easily out run him.

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“We come in good faith and offer food and water to you if you lay down your weapons Orc! I swear as a Paladin of Bahamut that no harm will come to you.”

“No, I keep weapon, you leave food”

Seeing this argument was getting him nowhere, the Paladin laid down his sword, picked up two medium sized sacks of food and began walking towards the very surprised Orc. As he came within twenty or so feet of him, he spotted a Dwarf, painted green, running full speed after an armadillo, who was scurrying in a path towards him. He dropped the sacks of food and moved to intercept the creature. Bending down he scooped up Dale, the Dwarf stopping dead in his tracks, a look of pure panic on his face. “Drop the damn rat! He screamed. It was not what he said that perplexed the paladin, but the way he said it. It almost seemed as if he was more worried about the paladin’s safety than his own.

“NO TOUCH DALE!” was the last thing he remembered hearing as the ground around him began trying to entangle himself and his party. He looked up in just enough time to watch as this monstrous, raging, Orc barbarian crushed his breast plate with a single swing of his falchion. Dropping the holy warrior to his knees.

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Floyben the green painted dwarf quickly drew his wooden shield and hammer, shoved the paladin behind himself and screamed in Orcish, “I command you to yield!” but it fell on deaf ears Ghurn raised his sword once more.

Meanwhile, the party rouge, stumbled out of the wagon to see what all the commotion was about and was stunned by what he witnessed. Always the quick thinker, the rouge knew this enraged Orc would make quick work of the remaining cleric and himself, so combat was not an option. Instead he thought to gain the Orc’s favor. Clearly the Orc was fond of that armadillo he named as Dale. A peace offering to Dale might be enough to save his life, as foolish as that may sound. The rouge searched the wagon and pulled out a bushel of grapes, and so nimbly tossed them in front of the small creature, who began to sniff them, then lightly nibble on them. Never once breaking eye contact with the rouge.

The second orc, the one who was previously conversing with the now injured paladin ran behind Ghurn in an attempt to grapple and restrain the massive Orc, “Stop brother! They have food!” What the Orc didn’t notice was that the rock he thought he kicked on his sprint over, was in fact, Dale.

Ghurn only hear the small whimper, the rest of the world was silent. Dropping his weapon, Ghurn threw his elbows back to break the grapple of his kin, unknowingly shattering its rib cage and killing it. Ghurn sprinted at the injured animal, screaming in Orcish, weeping visibly. He cradled the creature in his arms, more delicately than any Orc would ever be. Opening a pouch, he pulled out a few goodberries and squeezed the juice into Dales mouth. The armadillo opened its tiny eyes and gave out a small whimper, licking Ghurn’s hand. The Orc gave a relieved sigh and placed his god into a small cloth satchel for it to rest.

“Damn ye, ye blasted fool! Ye almost killed an innocent paladin! What I been training ye for ye damned Orc! Ye killed the other one, over what? That damned rat! I ought to skin ye!” Shouted Floyben in harsh Orcis. He turned to the bewildered strangers, sheathing his weapons, and laying his hands on the paladin. A quick prayer to his god and the green dwarf cleric had the paladin standing again.

“Y’all have any ale in that wagon o yers?”

The group stood wide eyed, sights never leaving the Orc who only a few seconds tried to take their heads off.

“Ah don’t ye worry about that one, he ain’t no trouble any more, if ye got ale, I got answers to them questions ye be thinking.”

 

To be continued.

 


WIP: Smartphone App!

I’ve been working on a Smartphone app for my site, here are some photos of what I’ve been working on!

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As you can see, I’ve gone with the tile design similar to a windows phone for the home screen of the app. Each tile will take you to a different page on the site.

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This is what a typical blog post will look like displayed on the app. Ass you can see, I’ve left it very simple and plain. I chose to do this because I know how difficult and straining it can be on your eyes to try and read large amounts of text on a small screen. Also, all text will be displayed in the center of the screen and not require you to swipe side to side while reading.

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Just a view of another page, this one is the contact page. Like the website, buttons and links still work. The twitter button will close the app and open the twitter app (or the appstore to download the twitter app if you don’t have the app) when clicked. Links will open inside the app.

Let me know what y’all think, all criticism is welcome!


Thoughts: Twilight Assault

Scarlet and her band of Aetherblades are up to no good again. This time they have taken over the Twilight Arbor dungeon and a new level 80 explorable path has been added with new puzzles, mobs, and boss mechanics that will put your groups skills to the test.

The guild I am a part of took on this new dungeon tonight and were able to beat it thanks to some great players and even better leadership.

A lot of great things came out of this dungeon and it really shows Arena Net moving in the right direction with this game. Combined with the recent Tequatl update, I have high hopes for the future of Guild Wars 2. One of the most noticeable changes was the added boss mechanics. Before bosses were just giant meat bags that required very little coordination with the party and had everyone spamming DPS the majority of the fight. Now there were a few exceptions to this style, but those were far and few between. The Twilight Assault dungeon brings in mechanics that we have not seen before in the game and combines old ones in new ways. A great example of this is the Sparki and Slick fight, where one boss lays down oil fields, and the other ignites them. Add on top of that, a hard hitting ooze that will aggro on a player who randomly gets a pheromone buff, who’s job it is to lure the ooze into the oil fields to suck them up like a sponge. I don’t want to spoil any more of the new boss mechanics, so I’ll leave the rest a surprise (unless you’re using a guide), because the added unknown factor is one thing that really made this dungeon stick out to me.

Another key difference is the puzzles they implemented into the dungeon. These require a great deal of coordination, and while this may be a problem for pug groups, it is a great thing for guild parties. Having to work together not only makes you rely on your guild mates and build stronger understanding of how they play, it also allows for a single leader to shine. And man did our group have a good leader, he knew his stuff and knew it well. Not only that, but he was able to communicate effectively what we did right and what went wrong when we wiped. The game needs more of this, desperately. For nearly a year the game has been a zerg/dps fest with little thought going into anything but spamming your attack buttons. The last two updates have destroyed that mentality and are bringing Guild Wars back to its roots of team play above all.

All of this combined for a great experience and really opens up Guild Wars 2 to a whole new level of depth and game play that previously felt lost. I can honestly say that I haven’t enjoyed getting wiped as a party that much in a very long time. Not because the boss fights were too much to handle, but because they implemented a level of difficulty that was previously unknown to Guild Wars 2, and that made the rewards that much sweeter. This is an area that the game has been lacking in for some time now, with hardcore MMO players able to easily complete content that provides no real challenge. One thing I noticed during this dungeon was that I actually had four pieces of damaged armor. The last time I had four pieces of damaged armor was during the beta weekend three when my friends and I were doing AC catacombs for the first time.

This update sets Guild Wars up for a long life as an MMO if they can continue this standard of content. I want something that is going to kick my ass the first, second, hell even the third time I attempt it. I am a MMO player, and like many other MMO players, we like a challenge, we find excitement in  having to regroup for a fourth time because a boss cleaned the floor with us. It allows us as players to exercise our tactical brains and work together to accomplish a new goal, it strengthens the bonds of guilds and parties that previously had to have little to no coordination because all you had to do was burst through your DPS skill chain and bam, the fight was over.

All in all, great job Arena Net, I look forward to the next update and hope it kicks my ass even harder.

You can read the full patch report here.


Build Guide: Rambling Giant’s Healing Elementalist

Click here for Into The Mist Guide

Here is the build that I’ve been running/tweaking since the launch of the game. A little back story to get you familiar with the play style associated with this build.

In Guild Wars 1 my two main play styles were that of a Tank and a Monk (Healer), with the healer being my favorite. I wanted a way to incorporate this play style into Guild Wars 2 which is known for doing away with The Holy Trinity, being Tanking, DPS, and Healing. Guild Wars 2’s system is based off Damage and Support. This provides a problem to those of us who enjoy the healing aspect of an MMO, but fear not, with this build I’ll show you just how to be an effective team supporter by using what is available to our advantage. This build also gives the user extremely great survivability, making you even more effective.

I’ll be breaking this build down into 5 different parts:

  • Gear
  • Traits
  • Utility/Healing/Elite Skills
  • Skill/Attunement  Rotation
  • Final Thoughts/Words of Advice

Gear

With all the gear, the base stats are what is important, the skin of the item is up to you.

Weapons-

Going against common instinct, this build will be taking advantage of the powerful skills of  Dagger/Dagger, allowing us to get into the middle of the action where we can be most useful in helping our allies with condition removal and burst healing.

We’ll be using the Cleric’s Daggers which each give us a +90 to healing power. Each dagger will have a Superior Sigil of Life which gives us an additional +10 healing power per kill up to 25 stacks for a total of +250 healing power. Another perk of this is, because we are using the same sigil on both weapons, only 13 kills are required to get the full +250 healing power.

Armor-

Like with the weapons, we will be going with the Cleric’s base stats for armor, again the skin you choose is up to you, we’re only concerned with the base stats. All of these will have Superior Runes of Dwayna on them. This will allow for some added healing power as well as some great passives.

Accessories-

If you’re smart and notice a trend, we want accessories that have the Cleric’s base stat lines, get the cheapest ones you can find, but I do recommend working towards the ascended pieces. Currently I’m running with Prayer to Otter and Healing Signet but ascended are not required for this build to be effective they just add to it.

The main thing with your gear is the Cleric’s base stats, these are the best for healing builds that I’ve found and offer the maximum healing power, which is what we need.

Traits

Our Traits will be 0-10-0-30-30, meaning we will be putting:

0 Points into Fire Magic

10 Points into Air Magic- Trait III (Quick Glyphs)

0 Points into Earth Magic

30 Points into Water Magic- Trait I (Aquamancer’s Alacrity) / Trait V (Cleansing Wave) / Trait XI (Cleansing Water)

30 Points into Arcana- Trait I (Arcane Mastery) / Trait V (Elemental Attunement) / Trait XI (Evasive Arcana)

Rambling Healing Build

 Okay, break down time. We put 10 points into Air Magic to give us a  10% increase to speed while attuned to air and we chose Trait III to add a 20% decrease to Glyph cool down time.

Water should be obvious, it adds to our healing power and vitality, but our traits are key here. Trait V removes a condition from you and nearby allies every time you switch to water attunement, which we will be doing often. Trait I gives us 20% reduced cool down on our water skills, the main focus of this build. Lastly Trait XI adds an additional condition removal when applying regeneration to yourself or an ally, which is constantly happening.

Arcana is the hidden backbone of this build, it allows the other traits and skills to become highly more effective. It reduces the cool down on our attunements to 8 seconds, allowing us to take full advantage of the perks we get for switching. Trait V applies regeneration on switch to water attunement, triggering Trait XI from water magic. The bonus Lingering Elements gives us an additional 5 seconds of attunement bonuses which is great for our regeneration bonus from water magic for our allies. Trait I reduces arcane skills cool downs by 20%, which we utilize for the Arcane Wave attack, a powerful blast finisher. Finally we have Trait XI, this allows a bonus for every time we dodge based off what we are attuned to with a recharge of 10 seconds. We will mostly be using this ability while attuned to water, as it gives us an additional cleansing wave similar to skill slot five.

All of this combines to a lot of condition removal, burst healing, and health regeneration without having to use a single skill. This is the great thing about this build is that it allows for a ton of passive and semi-passive healing abilities simply by doing what any elementalist would.

Skill Slots

Healing Slot- Glyph of Elemental Harmony

Utility Slot 1- Signet of Water (Optional)

Utility Slot 2- Arcane Wave

Utility Slot 3- Cleansing Fire

Elite- Glyph of Elementals (Optional)

Glyph of Harmony is by far the best healing slot skill because of the amount of healing it provides as well as the bonuses it gives.

I choose to run Signet of Water for the extra condition removal every 10 seconds, but honestly we have so many ways of condition removal it is not necessary, and the chill on activate it provides is a nice little bonus.

Arcane wave is a must, its an extremely powerful blast finisher on a relatively low cool down.

Cleansing fire is your “Oh shit” button. If you ever get into a situation where you are pounded by conditions, just hit this and 3 will be removed plus it sets nearby foes on fire for 3 seconds.

Let’s be honest, the elite skills are basically useless. I choose to run Glyph of Elementals for boss fights and use it while attuned to water for the AoE heals it provides or attuned to air for the stun it provides. You can choose what you want here as you won’t be using it most of the time.

Skill/Attunement Rotation

I’m very much against a rigid skill rotation and feel that builds and players should be adaptable to the situation. I will however, give you a basic outline of how I play in order for you to develop a sense of how the build works and adjust it to your play style.

The biggest thing here is to ALWAYS be switching attunements, and water should be your priority. When ever it is off cool down, switch to water, drop some cleansing and heals, then switch to another. My basic rotation is.

Water Attunement->Cleansing Wave->Cone of Cold->Frost Aura->Frozen Burst->Earth Attunement->Earthquake->Ring of Earth->Fire Attunement->Ring of Fire->Arcane Wave->Water Attunement.

As I said, this is a basic outline of my rotation, with the most important thing being to always be switching attunements to take advantage of our trait perks. If you notice that your team’s and your health is stable, spend a little while in fire or earth and add some burning and bleeding to the foes, no need to be healing what doesn’t need to be healed when you can contribute to the DPS of the group. Other than using Air Attunement when out of combat to move around, the only really useful skill here is Updraft, which knocks back your enemy and grants you swiftness (be careful, there is a backwards dodge involved with this skill).

Use Cleansing Fire as needed and Signet of Water to chill enemies when you feel it is needed.

Closing Thoughts

The most important thing to remember with this build is to always be switching attunements. This allows for the maximum amount of healing through our traits. If you are stuck in one attunement, you are not doing your job.

Keep an eye on your teammates health and the amount of conditions on them as well as your own. When everyone is doing well on health, don’t waste the time healing them, focus on DPS with fire or earth skills.

Make sure you dodge, not only will it keep you alive, but with the Arcana trait XI, you get some great bonuses from dodging.

Combine this build with a Shout Warrior or Boon Guardian and your team will be damn near invincible.


Tequatl Has Risen from the Deep!

A new, more powerful Tequatl has awoken from his slumber. And he’s pissed. Does your server have what it takes to beat this new threat back into the hole it crawled out of?

Key Patch Note Items (09/17/13)

  • A looking for group tool will be released allowing players to search for and post groups for content. The days of waiting 30 minutes for a dungeon group are over!
  • Ruins of Power added to World vs. World. Each borderland will have five Ruins of power. When captured, your server earns Bloodlust boost.
  • World bosses have received a revamp. Each now has time limits it must be killed or the event is failed.
  • Ram Mastery ability added for WvW.
  • New animated back item, Wings of the Sunless.

    Taken from the official Guild Wars 2 website.

     

  • New items added to the Gemstore. Tequatl Mini, Vigil Megalaser finisher, World 2 Super Boom Box.

For full length path notes, click here.

Video of Tequatl Fight coming Soon!