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Hot Heart

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Everything posted by Hot Heart

  1. Logan It really is rather good. It's not a superhero film, of course, but a western; being that it so strongly evokes Shane. I've been disappointed in most of the X-Men films, since they never really fulfilled their potential and while this isn't "an X-Men film" it pretty much nails its tone and story. It's got some touching moments mixed in with gratuitous violence (more on that in spoilers in a sec) and a strong ending. Which brings me to a side point... Funnily enough, I'd always felt like Fox to Marvel Studios was like Guitar Hero to Rock Band. The latter was busy trying to build a cohesive whole that connects and builds on the previous while the former seems more content with churning out "greatest hits" before saturation point. Rock Band wants to give you a continuous, vast library of songs; Guitar Hero wants to give you GH: Aerosmith. Of course, the MCU stuff has paid off in spades whereas Fox's haphazard approach to X-Men films has created some fucked up, almost unsalvagable continuity... but, hey, at least they got a Days of Future Past film and an Apocalypse one! Anyway, for once I'm actually glad, because this is exactly the sort of thing you wouldn't get to see in the MCU (not for decades at least?). It's a very strong almost singular character focus and it lays the theme on real thick On the performances, the young girl is really, surprisingly good, Stewart is superb as always and Jackman really gives it his all. Merchant is, well, he's alright, I suppose. I expected the character to be far creeper or nervous or skittish and Merchant is almost bland. The only other real downsides, I could see...
  2. Mythotopia Not sure how often I'll get to play this, since it's max 4-player, but it was £13, brand new. Jumped on it because it's a Martin Wallace thing, so they're not always in abundance (e.g. A Study In Emerald, First Edition or London), and I really like his designs. This is a deckbuilder mixed with area control game, a bit like aforementioned ASiE mixed with Onward to Venus, but way less complex. Like ASiE, your control over regions gives you that province card, which will have different symbols. With those you buy towns, cities, castles, build roads, invade other provinces, launch ships across the sea areas and purchase "improvement cards" to suit the style of your deck. Within that you'll need to focus on what scoring categories you'll be chasing because there are variable VP awarding condition cards (dealt from a deck at the start) that hold a set amount of VP tokens, which you take each time you meet that criterion. Once enough of these VP token piles have been depleted, players will be able to take an action to "end the game" if they're ahead in scoring (after ongoing wars have been settled).
  3. This from PAX East was really good. I've noticed some more videos of gameplay popping up from there. It sounds like they're also trying to sidestep some of the colonialism stuff by having the main antagonists, the Kett, as invaders rather than natives also.
  4. I remember the writer, Max Landis, sort of boasting about it because it was some multi-million dollar package that he "sold" and he wanted to make sure he got Ayer to direct it. Of course, that was before the world saw Ayer's Suicide Squad.
  5. Hooray. They're bring all the raids up to current light level. Definitely feel we should try and get a forum Raid group sorted some weekend.
  6. As the person here who has probably spent the most time with the game, I actually don't mind them wiping the slate clean on some stuff. As in, being tied down too much by old weapons, gear and things like that. While keeping things like WoW expansions might've been neat, it definitely feels like the whole thing could use a bit of a refresh. I'm really hoping they've expanded the classes a bit so it is more MMO/RPG-like... and made it 4-person fireteams, you fuckers. However, yeah, it is bad not to carry forward emotes, emblems and shaders. That said, maybe they're just switching to a free RGB selection thing and allowing more customisation than with shaders. And maybe you can build/design your own emblems? I think something needs to be done for the emotes though.
  7. I don't think there was much new information but it is a good overview and criticism. Despite all the negative points, seeing the game just really makes me want to play it again.
  8. Hmm, I like the sound of it. I recalled that stuff from seeing it the second time it comes up and after finishing the video, so I'm not too worried there.
  9. Some of this might sound a bit "well, duh" but it seems there's some solid non-spoilery advice here:
  10. Some more details here than in the vid. I like the sound of the augmentation stuff.
  11. This stuff has me p excited. Might appeal to people who had some hopes for No Man's Sky too? IGN also has the first 13 minutes of the game but it's not that interesting on its own like that, really. You get your first peek at Natalie Dormer's character in action, I like the look and sound of Cora, and you see the new dialogue system... which uses symbols for short-hand. I thought it would be confusing but it will probably become second nature. Heart = emotional, Cog = logical, Loose spiral = casual, Angular spiral = professional. I think it has a great deal of potential since you can really adjust how you respond to separate people and no more good/bad dichotomy.
  12. I don't think he gave the best demonstration of what's possible but it shows promise.
  13. This is very weird in a NSFW way. This is wonderful.
  14. That poor cat was just hoping for an end to its suffering.
  15. Well, the last bit of this video was a lot more promising. It shows you can order them to move to positions and attack certain targets and while you can't specify what powers to use, they seem to have some system where they know how to combo either by priming or detonating.
  16. Weird that you can't control squadmates' power usage since biotic explosions were THE BOMB (and like many things, it's not as fun creating them by yourself), but I know that you can direct who/what they attack since the last combat preview showed that was taking place (the bit with the mech where Ryder hits their head while jetpacking).
  17. I'd be interested to hear what you think. Harmonix were always much better at "charting" songs anyway, where they managed to merge authenticity and fun while NeverSoft (or whoever was doing later GH games) went for challenge more than anything. I've actually got my PS3 still set up because I played RB3 again a while back but I tend to drum so I don't think the neighbours would appreciate it if I play too often.
  18. Did the same Dean Double-Bill... LEGO Batman I liked it. It's mostly pretty funny but bogs itself down with obvious/tedious story stuff at some points (kids film, I know) which isn't bad as such, it just kinda ruins the pacing. Sometimes the action feels too busy and frenetic too. Overall, good but not great. I also found it funny that Ralph Fiennes voiced Alfred but Eddie Izzard voiced Voldemort. And that Voldemort's is one of the few faces where they show he actually has a sort of nose. Good not great also being my opinion of John Wick 2. I was never quite on board with the hype surrounding the first one and, again, I'm not feeling it here either. It's a perfectly functional action film with cool imagery and some tense moments but something always feels off about it. The "lore" of these assassins is actually very shallow and it doesn't feel like much was built on since the first. Also it seems weird that he's "the ghost" or "the boogeyman" when everyone in that world knows who he is, always seem to eager to mess with him, and he's constantly having the shit beat out of him. Maybe it's just because it sounds more appropriate for Batman, who is presented as "untouchable". Having said all that... the third film should be interesting.
  19. Nightcrawler Jake Gyllenhaal is very good and it's got some nice night-time imagery. The sort of film that you'd like but also be disgusted or creeped out by. Feels a bit like There Will Be Blood.
  20. Good news is that the designer is working on full co-op to be included with the next big expansion.
  21. http://i.imgur.com/MFyN6aM.gifv
  22. On the plus side, it wasn't the "best" ending. Also, they altered it with the Extended Cut DLC so there was no need to play MP.
  23. Some new things from the past few weeks. Arboretum I'm not sure where to begin with explaining this one. The rules aren't exactly tricky but it also keeps a constant tension of what cards you're keeping and what you're playing. On your turn you take 2 cards, which can be drawn blindly from the main deck or from any player's discard pile; each has their own separate one and you must take the top (you can take two from the same). You then add 1 card to your own arboretum and discard 1 from your hand (these don't have to be the ones you've just drawn). The aim is to build various chains/sets of coloured trees in ascending order (there are cards 1-8 in ten different colours). The trick is that a chain can go in any orthogonal direction and starts and ends with the same colour. There are bonuses for starting with a 1 or ending with an 8 or whatever, and possibly a double bonus for all in the same colour (I forget). The twist is that you'll only score for the chains if, at the end of the game, your unused hand contains the highest value of remaining cards of that colour. The other twist is that if anyone is holding a 1 it makes an 8 that someone else is holding worth 0 or 1 (also forgotten that). It means that all throughout the game you're trying to deduce which chains people might feel confident in or maybe you can trick them by discarding stuff they want or maybe DID HE JUST DISCARD A MOTHERFUCKING PURPLE 5 I WANT THAT Our first game probably went as expected with us fumbling our way through. Long story, short, I held onto some 8s and 1s in a couple of colours just to fuck over the guy who bought it and the guy who was enjoying it, and then lost by a few points to the third player. So. Worth. It. Oath of the Brotherhood My regular gaming group fucking LOVES worker placement games. Which is fair enough, but I've always craved something with more of a twist on the basic mechanics (Argent, Dogs of War). Something a bit mroe involved, with a bit more interaction. Oath of the Brotherhood actually brings some of that but it feels a little lacklustre in other areas. You take on the role of pirates vying for a place in the prestigious brotherhood which is mainly done via completing quests, which involves placing your dudes down on spaces and collecting things to later turn in. The interesting twist is that you have these player boards on which you store this stuff that confer certain benefits. Get an equipment token (hook hand) and you could put it on the Pistol space which means that if anyone tries to place a dude next to yours in a space, you can rob them instead of it costing them toughness (needed for entering the same space as an opponent)... unless they put an equipment token on the sword and use their main captain pawn. There's all sorts of wrinkles with being able to get some "double-actions" with your captain pawn or shadowing another dude, or gaining a quick boost in toughness. My particular favourite, however, was the gunpowder which allows you to clear out a space on the board (you know, for when some fuckers take the spaces you wanted). The trick is that many of these powerful little abilities requires discarding the token, which obviously sets you back if you needed them for quests. You have a bit of management of long-term goals and short-term gains. I think if people became familiar with the game there might be more jostling and use of even the passive abilities. There are issues in that some of the way things work feels a little odd. Available missions reset each round so you can't really plan around anything unless you snatch up a bunch early on; the tavern where you can recruit followers never refills between rounds and some feel very circumstantial anyway; exploring and adding new spaces doesn't really benefit the player who performs this action beyond taking the first player token (unlike, say, building things in Lords of Waterdeep) and, if anything, makes it much easier for people to avoid conflict over other spaces altogether. For example, in Lords of Waterdeep it might still be tense trying to get 4 of one thing across 2 rounds in order to squeak out one final quest, but here I had about 4 spaces to get what I wanted and could even plan for 1 extra so I had a back-up plan of bombing the fuck out of any dudes who took my space. It's still enjoyable enough though. Teenage Mutant Ninja Turtles: Shadows of the Past I'd been waiting for this game for so long (originally supposed to be a retail release in Jan '16, actually launched as a Kickstarter in Feb '16 and finally delivered to the UK in Jan '17) but it was definitely worth it. TMNT usually disappoints when it comes to licensed games. The publisher wants to cash in on the new cartoon or the latest film or whatever so you end up with a rushed product (the last two video games showed a lot of promise but the lack of polish showed). Anyway, this is a different story. Since the TMNT property got sold to Nickelodeon, IDW had been licensing it to create a really cool new comic series (I highly recommend it). A veteran game designer who had worked with their games division and was obviously a fan, approached them and said something along the lines of, "Get me the licence to make a TMNT board game and I'll give you a masterpiece". This designer was Kevin Wilson, who worked at Fantasy Flight Games for a long time in its heyday and created the DOOM board game as well as the first edition of Descent (along with many other things any board gamer would be familiar with). So, if you've played either of those dungeon-crawl type games you might have an idea of what to expect... except you're not quite there. Rather than taking that framework and just statting out ninja turtles so Raphael is the fighter, Michelangelo is the rogue, etc. he has created a much more dynamic system that is highly accessible and incredibly engaging. Each turtle has their own stats, special moves and unique action dice that give them certain specialities -- Donatello has strong defence, Michelangelo is quick, etc.-- and they each roll their 3 action dice at the start of the round (Raphael actually has 6, but I'll get to that). The icons on these dice govern their actions for the round. Katana are used for melee strikes, shuriken for ranged ones, skateboards for movement and shells for boosted defence; there's also a Chi icon for regaining Focus and health then selecting any other side you want. The really cool twist is that the turtles then line up these action dice so that they are sharing the leftmost and rightmost dice with the turtles on their left and right, so effectively each will actually have 5 dice available on their turn. Why does Raphael have 6 though? Well, that is what demonstrates an appreciation of the property and some cool thematic game design. Anyone who's seen the old TMNT film (or most other incarnation) knows that Raphael is the surly loner. In the IDW comics version he was actually separated from the others for a year, surviving on his own. So he has 6 action dice and doesn't share others' because he learned to rely solely on himself, while they can share his since they can count on him. There's another neat twist in that the only way Raphael can benefit from other turtles' dice is by Leonardo using his Leader ability to swap the placement of any two dice for the round, i.e. Leo reins in his hothead brother. What this dice-sharing system means is that the heroes are always coordinating what they do and trying to make sure people get the icons they need. You can also split up/combine your icons however you wish. So you might have three katana icons which actually gives you multiple options of how to attack. The way melee/ranged work is that you spend these icons and then add your attack stat, which is usually 1 but Raph actually has 2 (which is actually major), so you roll that many battle dice. So with three icons you could combine it all into a 4-dice attack (3 icons + 1 attack), make three 2-dice attacks or a 3-dice attack and a 2-dice attack. You might vary how you spend them because you could have a bunch of weak minions all around or you could have one big tough guy. This system also makes things so much more varied and kinetic than the usual dungeon-crawl affair. Normally, it's the old staple of "two actions" and then you move/attack, move/move or attack/attack. Here you can fucking throw a shuriken at a dude from across a rooftop, jump off a building into a dumpster and run into a group of guys before taking a couple out with a multi-attack special move. ... which reminds me. My influence got one of the special move cards renamed. Basically, when the Kickstarter first began I facetiously posted in the designer's thread on the BoardGameGeek forums, "If Leonardo doesn't have a move called Slice & Dice then I'm cancelling my pledge!" Little did I know, this perfect pun had actually slipped right past the designer; I saw the photos of the moves posted by playtesters and there was no one named as such there. Cut to many months later when US backers started to get their copies and I noticed something. So I went on the Facebook group where the designer and IDW participate and jokingly mentioned it... Woop! Anyway, back to the game itself. It's fucking awesome. As a turtles fan is everything I'd want it to be. There are so many great thematic elements and the action begins on turn one as the fight puts masses of thugs and ninja against the turtles (there are 21 standard Foot Ninja miniatures in the game). Everything about the rules is designed for elegance without sacrificing depth. The setup for the scenarios is usually very simple as it's more skirmish than true dungeon-crawl but the adaptability comes from the terrain (grinding along rails, flinging manhole covers, avoiding security cameras). And you have scenario books where things branch and conditions change based on whether the heroes or villain win. There's a cool-sounding one, called "Cat & Mouse", set in the sewer. Here, the villain is trying to KO the heroes while they have to KO minions out of the line-of-sight of other minions (like sneaky ninja!) or knock them into a whirlpool, in order to remove them from the villain's pool of respawning enemies. Even the villain role (which I am probably stuck with) is a load of fun as they don't use action dice but a deck of cards that activate certain figures, giving them the same sorts of icons and temporary defence boosts. So you get leaders like Shredder as well as tons of minions. And I haven't even mentioned how much better the KO/awakening system is compared to the old methods (it puts an emphasis on getting your allies nearby or to clear out enemies, while sharing shell icons). The only real downsides are on the production side. The artwork and graphic design is generally superb but the actual map tiles look a little too "realistic" for want of a better word and there are all sorts of copy-paste errors in the scenario books. The miniatures are generally quite good (speaking as someone who's not a fussy miniature gamer) but there are some definite scale issues with some of the models. It doesn't bother me too much, but I can understand some people's gripes when looking at the price tag for the game. Although, I believe the standard retail edition comes in at a lower price point than similar products (the aforementioned Descent, or Star Wars: Imperial Assault) and still has a bunch of content. All in all, I'm really pleased with it and can't wait to play more.
  24. I think MP was a bit of a money-earner for them, because it had that skinner box-type unlock thing (I never spent a single penny) for characters/classes and weapons, upgrades, mods, etc. I don't think it drew resources away from SP because there are probably bottlenecks somewhere. The main guys just painted themselves into a corner with the story and everything and then it was released, what, just two years after the second game? A lot got cut from ME3 because it was rushed. It was just a great mode to jump in and get straight to combat and there were so many various things to try. A batarian with some sweet close-up melee "blast", a Cerberus vanguard with powerful whips, a speedy biotic who relied on turning themselves into a sort of biotic explosion barrel, an asari adept, a krogan with a hammer, a massive geth unit. And they introduced Collectors too. Plus, there was this really cool snipery type shotgun, a sticky grenade type gun, the carnifex, etc. Now I really want to play again... Oh, and there was definitely no real balance or finesse in the MP mode. Gold difficulty was just a clusterfuck of enemies, and objectives were random anyway.
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