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Month: September 2011

The Roaring Thunder – A Space Marine perspective

I’m a fan of the genre.  First Person Shooters, that is.  I don’t play them all of course, that would be crazy.  But like fans of cars, they don’t drive them all but they appreciate the technology and labor of love in each one.

So it is with FPS games I feel.  Since launch I’ve been devouring the thunderous glee in it’s elegantly decorated spaces.  Everything I read about the world, all the lore and information and characters I’d come to know from study painted me a picture I can now see in this game.

You play as a named marine, one man of three leading your Brothers across a ruined and wartorn Forgeworld.  That is, a planet that builds things.  Large things, small things.  All it does is build, it’s population the builders.  Among these ruins you shoot orks, greenskins, Xenos.  And you shoot a lot of them.  Unless… yes, unless you prefer the weapon always and easily at your disposal.  I right-click and it swings, I keep clicking and a path of blood is painted before me, my enemy cut down.

I lost myself in the first chapter.  I cut nearly everything.  It was the obligatory map segments where snipers took shots that I deviated and pulled out my own powerful gun.  And it boomed.  Bolter-fire is a glorious thing.  The characters are modeled well, the animations are superb.  The colours are as I would imagine them to be.  Nothing about this makes me utter a negative word.

Though.. at one point I did look up.  I’m -sorry- it was quiet and I got distracted.   The sky was a simple matte painting of some swashed colours.  I could have asked for a bit more, but with so much of your action happening within tall walls and narrow passages, i’m not surprised they cut that corner.  I think I would have too.

The story campaign is brief, as is expected.  It’s a brutal violent game that rewards violence with more violence.  When all is said and done the campaign takes something in the order of 8 hours to complete.  I’m comfortable with that, most FPS games deliver a solid multiplayer to balance a light single-player and Space Marine delivers.

Supposedly in October there’ll be a co-op “You against the horde” option.  I’m eagerly awaiting it, nothing makes a game more fun than a few good friends.  For now, it’s me, this bolter and an excellently engineered multiplayer.

http://www.spacemarine.com/

 

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Into the Darkness: A Minecraft commentary

I’m an adventurer at heart.  A seeker of hidden glories, of lost temples.  And so I plundered the depths not once, not twice but seven or eight times since picking up Minecraft a year ago.  I’m not a builder, but I respect their ilk.  I’m not a designer, but I salute them.  I’m a searcher, a finder and explorer.  When what’s beneath the surface loses my interest, I rove the lands seeking new inlets to the subterranean wonders.

Minecraft is a simple game of block’s, crafting and mining.  A game made more enjoyable when you play with others.

And so it happened, on Thursday evening as I fired up MC for a little dig and build.  My gf’s brother asked about it and seemed interested and so I let him have it.  Guiding his hand and instructing him on the tenets of Minecraft.

1) Never dig straight up

2) Never dig straight down

While this is happening something changed in my gf.  Once of the “Trees don’t fall, that’s stupid, I’ll never play” faction, she defected to “I wanna play too” team and soon joined us as we all three sat around playing MC for several hours.  It didn’t take long for me to find the server code and start a multiplayer game.

And so our first night was spent running from monsters and waiting for the morning.  The second night was much more productive.

In this experience I learned two important rules.

1) All things are more fun with people.

2) Creepers still suck.

And with that I leave you to ponder my words and perhaps explore a little mining of your own.

www.minecraft.net

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