I typically do not cry at all when it comes to movies. (My boyfriend totally does..)
However the one i'll admit to getting emotional is Pixar's Up. Hell if you arn't in tears within the first 15 min you arn't watching the movie. Soo good.
I know where you're coming from. That was sad in the beginning. I've noticed that Pixar WANTS you to be emotional. But I think they noticed they were doing the 'teary-eyed' bit at the end of the second act every time, so they tried to make the SAD part come at the beginning so you could get the rest happily without a complaint by the critics.
South of High street, kinda close to the Hospital.
I graduated from Upper Merion and have been trecking west ever since..
Oh, nice. I went to Owen J. and promptly relocated afterward. I miss the sort of small town charm that the area has sometimes, though, and I definitely miss the price of movies at the Coventry mall.
Time for a review on a fairly recent Steam release: Space Pirates and Zombies.
SPAZ, as it calls itself, is a rather simple game idea. Combine top-down shooting with a level-up system, a squad-based combat system, and a space-trader-esque explore the galaxy system that allows you to purchase new techs.
Basically, you control your ship in a flat field. Think Asteroids, and it keeps the inertia system for the most part. Shoot towards your mouse. Shoot incoming enemies.
Now add the ability to go to your hangar at any time and change the weapons and utilities on various hard points on your given ship. Or, if you've collected enough data, use a different ship style.
Now add the ability to get OTHER ships to work with you, controlled by the AI but able to be controlled through a tactical screen (which pauses the game temporarily) or by direct control.
Then, add a level-up system where you increase the efficiency of your weapons, armor, and other minor abilities by killing enemies and researching their tech by means of simple power-up collection.
Season with a 'select materia' option as you collect upgradable 'specialists'.
And then let you jump from star to star in a procedurally generated galaxy, where each star has factions to fight, missions to run, and bits of tech that you can use is spread liberally throughout the galaxy.
I'm going to start with Story this time. SPAZ is not bad with it. There's a decent backstory that gives reason for the space travel, a decent reasoning for your actions. There's a twist, or a few. I'm still working on beating it, so I'll get back to you on what the ending looks like. Overall, though, the story is more an excuse to do something than a story itself.
Controls are simply. Basically a one-click interface on most every screen. Right click is all but unused outside of battle, and it's simply click and click for most everything. The menus are done well, though I do wish some things were a little better labeled. The 'hold over this to show more information' feature is quite helpful. As for in battle, it's simply a WASD movement with mouse to aim and both mouse buttons to fire. Space is used to pull up your main menu, tactical or otherwise. The control scheme is very simple.
The sound itself is... Unremarkable at best. The music isn't particularly enjoyable, and basically fits 'zombie', if you think of anyh zombie game. Somewhat thriller, somewhat futuristic. Nothing amazing. The sounds of lasers and the like feel okay. Maybe even stock. The sound isn't unique. The voice of the narrator is okay and fits, but that's about it. There are no other voiceovers, no really catchy music that you'll think about later.
Graphically, the game's pretty decent for what it is. The backdrops for each level look wonderful, and the game does use layers to make them move in reaction to your movements. There's funny signs floating in space to read, there are lensflares that moving planets will cover, things like that. The actual ships don't have as much detail as I'd like, but that ends up being fine. You don't end up looking close at them anyways. They look like spaceships, they fit their descriptions, and there's a decent variety. The graphics simply fit the game, nothing stellar.
I would like to add 'performance' here. The game does slow down in its framerate from time to time. Yes, there's a lot of stuff going on at once. Floating particles, drops, explosions, lasers, many ships. But I have a pretty good rig here, so dropping framerate seems very odd.
What's the game selling for? 14.99. What's it worth? 14.99. It should be noted that the game was made by two people. No more, no less. And that's acceptable. For two people, they did very well. But the game doesn't feel worth more. I don't know how much replayability it'll actually have.
I'm adding another qualifier to my review now:
The Hamburger Rating. A friend of mine, who is not particularly affluent, told me something. He told me that he can get a hamburger at McDonalds for $1. And that'll give him happiness for an hour, since he gets to eat it and feel full for a while. If a game doesn't give him enjoyable gameplay for an hour per dollar he spends, it's not worth it.
So, does SPAZ succeed in the Hamburger Rating? Yes. I've done 30 hours, so 2:1, so far. And if you're a completionist, you'll get your money's worth.
And of course the well placed arm is well placed. Can't give furries something to get off to, after all.
I typically do not cry at all when it comes to movies. (My boyfriend totally does..)
However the one i'll admit to getting emotional is Pixar's Up. Hell if you arn't in tears within the first 15 min you arn't watching the movie. Soo good.
Everyone at work couldn't be arsed doing anything today, so we just chilled in the board room with popcorn and Pepsi and watched some movie. It was about Adam Sandler babysitting some kids and when they told bedtime stories, they came true. Does anyone know what it's called?
Hey, speaking of crying at media...I totally cried watching Big Brother last night, Roja. They just made me sooooo mad!!
Why'd they make you mad?
All I know of the American one is that Porsche won the HOH comp, opened pandora's box, they're all back in teams of 2, Rachel and Jordan went on the block, Rachel won the veto and took herself and Jordan off the block which means adam and shelly go up and probably shelly goes home. Are you talking about Thursday's episode or maybe a different BB?
My first thought after seeing the double-faced cards was 'OMG, Magic is dead as a dodo'. But then I saw that there are only 20 of those cards and there is checklist card for the library. But I still doubt that I ever include something of that in my pauper or EDH decks.
These are my thoughts on Innistrad. I like the enemy color lands. Those will see use in Standard, Modern, and maybe beyond. I hate the Transform mechanic. They really should have just used the Flip mechanic from Kamigawa. People will forget to check their checklist card before putting it into their decks. Or they will check the wrong card. Or check it unclearly (possibly on purpose). As for people like me who bring their own lands and sleeves to draft, I am annoyed that I will have to unsleeve my card during play to use it. It's just hopelessly annoying and awkward in execution. Very bad design, in my opinion. I'm beginning to think that Innistrad is going to be the next Kamigawa - a flavor rich, but poorly executed set with low power level printed immediately after a power heavy Mirrodin block. Which is a shame, because I have been extremely excited about Innistrad until this point. But I am highly disappointed so far by the lack of Illusion support, the Transform mechanic, and the Werewolf tribe's Transform requirements. I'm hoping future previews will change my mind back soon.
My first thought after seeing the double-faced cards was 'OMG, Magic is dead as a dodo'. But then I saw that there are only 20 of those cards and there is checklist card for the library. But I still doubt that I ever include something of that in my pauper or EDH decks.
I admire the idea's simplicity but it seems to create so many problems that require strange/inelegant/annoying solutions that I really kinda despise it. However, I was absolutely mortified at the return of poison (I even wrote an article about why it's fundamentally a terrible mechanic) but I gave it a chance and it actually plays really well. So I'm going to reserve judgment and see how transform plays before calling it terrible.
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I thought transform cards were like fire//ice? And the checklist was used to keep track of whether it was transformed as it moved between zones? If a transform card requires two physical cards, that is the worst design ever.
The transform cards have no card back, requiring the checklist if you have a deck that's not sleeved. Also it is pretty much impossible to conceal a double-sided card pick during draft.
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The Golden Rule of forums: If you're going to be rude, be right. If you might be wrong, be polite.
@Innistrad: Double-faced cards are awesome, but the execution is wrong. You should be able to play with whatever cards you want without requiring another card.
@life: Found an adorable bisexual guy at work. We're flirting, everything's good... He tells me that he has a girlfriend. Apparently she's fine with him being involved with men.
Sounds like someone is having this thing I like to call FUN.
Glad to hear things are going well for ya.
Thanks, Roja
It actually ended up being kind of a dud, like there was no chemistry there. It's really weird because usually guys I have that much in common with I hit it off really well. Maybe I'm just not used to actually seeing a guy in person without knowing them for half a year+ online o_O Oh well doesn't bother me any.
@life: Found an adorable bisexual guy at work. We're flirting, everything's good... He tells me that he has a girlfriend. Apparently she's fine with him being involved with men.
There's always a catch, eh? Makes me want to... wait for it...
(╯ಠ益ಠ)╯︵ ┻━┻
^My new favorite text thing ever: Rage and throw tables!
Re: Innistrad:
As a mostly Legacy and Commander player, I'm not too concerned about the double-faced cards because chances are, while something like the Werewolf transformation mechanic would easily be set off in one turn, it could also be triggered and re-transformed in just the next turn, so I have to question how much use I'll find in these based on what I've seen so far.
From what I read there's only 20 double-faced cards in the entirety of Innistrad, and one per pack of cards. If there's only 20 in Innistrad then we can expect half as much or less in the two smaller sets of the block. With that in mind, Wizards limited the exposure of these cards to draft and sealed events in doing so, and that makes the presence of these cards alright with me. I think what irked me after reading MaRo's article regarding the creative development process was they at one point they were considering the option of cornering players into playing with opaque sleeves as a reason why this was alright. Granted we have the checklist card now, but the idea of using that card feels cumbersome to me. I still can't pretend to not be a bit taken aback by the fact that they actually messed with the back of Magic cards, though. Through the 8th Edition card face change, to the various rules changes and many other things over the years I've been pretty supportive and only laughed at people's knee-jerk reactions. But, the back of the card, I do feel, should have never been touched.
However, with all that said, the flavor and theme of Innistrad is right up my alley and I'm really, really looking forward to seeing the rest of this set. As a dark mage in all things fantasy that require spell casting, the Morbid mechanic works well for me and the return of Flashback gives me hope that we might see Madness return, too (which would be met with open arms as Madness in Legacy could use some help). I'm hoping I'll be able to make it to the pre-release for this one now that I might have some money to do so
Chaotix - I would also like to see Madness return. It's an interesting mechanic that requires creativity in deckbuilding and playing to use to full potential. I used to have a UG Madness deck, but it just couldn't compete with the other decks in my metagame so I scrapped it. I kinda miss it.
My parents and I haven't had the 'talk' yet, but I'm quite certain they know. My mom has been making annoying comments about girls to me that heavily implies that she knows and that she wants me to date women...... x_x
I know where you're coming from. That was sad in the beginning. I've noticed that Pixar WANTS you to be emotional. But I think they noticed they were doing the 'teary-eyed' bit at the end of the second act every time, so they tried to make the SAD part come at the beginning so you could get the rest happily without a complaint by the critics.
My helpdesk should you need me.
Some (lots) drama stopped me from writing my SPAZ review last night. I'll do it when I wake up.
My helpdesk should you need me.
South of High street, kinda close to the Hospital.
I graduated from Upper Merion and have been trecking west ever since..
Oh, nice. I went to Owen J. and promptly relocated afterward. I miss the sort of small town charm that the area has sometimes, though, and I definitely miss the price of movies at the Coventry mall.
Older Magic as a Board Game: Panglacial Wurm , Mill
SPAZ, as it calls itself, is a rather simple game idea. Combine top-down shooting with a level-up system, a squad-based combat system, and a space-trader-esque explore the galaxy system that allows you to purchase new techs.
Basically, you control your ship in a flat field. Think Asteroids, and it keeps the inertia system for the most part. Shoot towards your mouse. Shoot incoming enemies.
Now add the ability to go to your hangar at any time and change the weapons and utilities on various hard points on your given ship. Or, if you've collected enough data, use a different ship style.
Now add the ability to get OTHER ships to work with you, controlled by the AI but able to be controlled through a tactical screen (which pauses the game temporarily) or by direct control.
Then, add a level-up system where you increase the efficiency of your weapons, armor, and other minor abilities by killing enemies and researching their tech by means of simple power-up collection.
Season with a 'select materia' option as you collect upgradable 'specialists'.
And then let you jump from star to star in a procedurally generated galaxy, where each star has factions to fight, missions to run, and bits of tech that you can use is spread liberally throughout the galaxy.
I'm going to start with Story this time. SPAZ is not bad with it. There's a decent backstory that gives reason for the space travel, a decent reasoning for your actions. There's a twist, or a few. I'm still working on beating it, so I'll get back to you on what the ending looks like. Overall, though, the story is more an excuse to do something than a story itself.
Controls are simply. Basically a one-click interface on most every screen. Right click is all but unused outside of battle, and it's simply click and click for most everything. The menus are done well, though I do wish some things were a little better labeled. The 'hold over this to show more information' feature is quite helpful. As for in battle, it's simply a WASD movement with mouse to aim and both mouse buttons to fire. Space is used to pull up your main menu, tactical or otherwise. The control scheme is very simple.
The sound itself is... Unremarkable at best. The music isn't particularly enjoyable, and basically fits 'zombie', if you think of anyh zombie game. Somewhat thriller, somewhat futuristic. Nothing amazing. The sounds of lasers and the like feel okay. Maybe even stock. The sound isn't unique. The voice of the narrator is okay and fits, but that's about it. There are no other voiceovers, no really catchy music that you'll think about later.
Graphically, the game's pretty decent for what it is. The backdrops for each level look wonderful, and the game does use layers to make them move in reaction to your movements. There's funny signs floating in space to read, there are lensflares that moving planets will cover, things like that. The actual ships don't have as much detail as I'd like, but that ends up being fine. You don't end up looking close at them anyways. They look like spaceships, they fit their descriptions, and there's a decent variety. The graphics simply fit the game, nothing stellar.
I would like to add 'performance' here. The game does slow down in its framerate from time to time. Yes, there's a lot of stuff going on at once. Floating particles, drops, explosions, lasers, many ships. But I have a pretty good rig here, so dropping framerate seems very odd.
What's the game selling for? 14.99. What's it worth? 14.99. It should be noted that the game was made by two people. No more, no less. And that's acceptable. For two people, they did very well. But the game doesn't feel worth more. I don't know how much replayability it'll actually have.
I'm adding another qualifier to my review now:
The Hamburger Rating. A friend of mine, who is not particularly affluent, told me something. He told me that he can get a hamburger at McDonalds for $1. And that'll give him happiness for an hour, since he gets to eat it and feel full for a while. If a game doesn't give him enjoyable gameplay for an hour per dollar he spends, it's not worth it.
So, does SPAZ succeed in the Hamburger Rating? Yes. I've done 30 hours, so 2:1, so far. And if you're a completionist, you'll get your money's worth.
And of course the well placed arm is well placed. Can't give furries something to get off to, after all.
My helpdesk should you need me.
Yesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyesyes.
Everyone at work couldn't be arsed doing anything today, so we just chilled in the board room with popcorn and Pepsi and watched some movie. It was about Adam Sandler babysitting some kids and when they told bedtime stories, they came true. Does anyone know what it's called?
I had thought it came out recently. Apparently, 2008.
My helpdesk should you need me.
Oh, hey, guys!! Sorry I've been so MIA.
Hey, speaking of crying at media...I totally cried watching Big Brother last night, Roja. They just made me sooooo mad!!
Tired of corporate corruption ruining your favorite MtG site?
Come join ours!!
We even have Mafia!!
(╯ಠ益ಠ)╯︵ ┻━┻
...make me feel like throwing things.
Excited to start work on Monday.
I think I'll make spaghetti tonight.
I have no idea about these day/night cars.
(Also known as Xenphire)
Have you tried turning it off and on again?
Are you definitely sure it's plugged in?
~
Sorry, I finished The IT Crowd last night.
Why'd they make you mad?
All I know of the American one is that Porsche won the HOH comp, opened pandora's box, they're all back in teams of 2, Rachel and Jordan went on the block, Rachel won the veto and took herself and Jordan off the block which means adam and shelly go up and probably shelly goes home. Are you talking about Thursday's episode or maybe a different BB?
I just realized that I can use this:
Woof.
Older Magic as a Board Game: Panglacial Wurm , Mill
Which part the first part or the second part.
I was upset with part 1. But thrilled with part 2. And something I saw on TMZ apparently Shelly's family is getting death threats..
(Also known as Xenphire)
Sounds like someone is having this thing I like to call FUN.
Glad to hear things are going well for ya.
These are my thoughts on Innistrad. I like the enemy color lands. Those will see use in Standard, Modern, and maybe beyond. I hate the Transform mechanic. They really should have just used the Flip mechanic from Kamigawa. People will forget to check their checklist card before putting it into their decks. Or they will check the wrong card. Or check it unclearly (possibly on purpose). As for people like me who bring their own lands and sleeves to draft, I am annoyed that I will have to unsleeve my card during play to use it. It's just hopelessly annoying and awkward in execution. Very bad design, in my opinion. I'm beginning to think that Innistrad is going to be the next Kamigawa - a flavor rich, but poorly executed set with low power level printed immediately after a power heavy Mirrodin block. Which is a shame, because I have been extremely excited about Innistrad until this point. But I am highly disappointed so far by the lack of Illusion support, the Transform mechanic, and the Werewolf tribe's Transform requirements. I'm hoping future previews will change my mind back soon.
formely known as Wolf_Cub82
my altered cards on Facebook my altered cards on Tumblr
BurnR(Legacy)
ReanimatorUB(Legacy)
Ghave, Guru of SporesWGB(Commander)
HumansRW(Standard)
I admire the idea's simplicity but it seems to create so many problems that require strange/inelegant/annoying solutions that I really kinda despise it. However, I was absolutely mortified at the return of poison (I even wrote an article about why it's fundamentally a terrible mechanic) but I gave it a chance and it actually plays really well. So I'm going to reserve judgment and see how transform plays before calling it terrible.
Current New Favorite Person™: Mallory Archer
She knows why.
:LEGACY:
XLEDed DredgeX
BTraitor's GateB
:EDH:
GMolimo, Maro-SorcererG
WRTrias, The Betrayer (Gisela)RW
BRWKaalia, of the VastWRB
Thanks to SushiOtter of Hakai Studios for the awesome banner, and Argetlam of Hakai Studios for the equally awesome avvie!
Generation 2556677: The first time you see this, add it to your sig, but add 1 to the number. Call it a social experiment.
Current New Favorite Person™: Mallory Archer
She knows why.
@life: Found an adorable bisexual guy at work. We're flirting, everything's good... He tells me that he has a girlfriend. Apparently she's fine with him being involved with men.
Thanks, Roja
It actually ended up being kind of a dud, like there was no chemistry there. It's really weird because usually guys I have that much in common with I hit it off really well. Maybe I'm just not used to actually seeing a guy in person without knowing them for half a year+ online o_O Oh well doesn't bother me any.
There's always a catch, eh? Makes me want to... wait for it...
(╯ಠ益ಠ)╯︵ ┻━┻
^My new favorite text thing ever: Rage and throw tables!
Re: Innistrad:
As a mostly Legacy and Commander player, I'm not too concerned about the double-faced cards because chances are, while something like the Werewolf transformation mechanic would easily be set off in one turn, it could also be triggered and re-transformed in just the next turn, so I have to question how much use I'll find in these based on what I've seen so far.
From what I read there's only 20 double-faced cards in the entirety of Innistrad, and one per pack of cards. If there's only 20 in Innistrad then we can expect half as much or less in the two smaller sets of the block. With that in mind, Wizards limited the exposure of these cards to draft and sealed events in doing so, and that makes the presence of these cards alright with me. I think what irked me after reading MaRo's article regarding the creative development process was they at one point they were considering the option of cornering players into playing with opaque sleeves as a reason why this was alright. Granted we have the checklist card now, but the idea of using that card feels cumbersome to me. I still can't pretend to not be a bit taken aback by the fact that they actually messed with the back of Magic cards, though. Through the 8th Edition card face change, to the various rules changes and many other things over the years I've been pretty supportive and only laughed at people's knee-jerk reactions. But, the back of the card, I do feel, should have never been touched.
However, with all that said, the flavor and theme of Innistrad is right up my alley and I'm really, really looking forward to seeing the rest of this set. As a dark mage in all things fantasy that require spell casting, the Morbid mechanic works well for me and the return of Flashback gives me hope that we might see Madness return, too (which would be met with open arms as Madness in Legacy could use some help). I'm hoping I'll be able to make it to the pre-release for this one now that I might have some money to do so
(Also known as Xenphire)
formely known as Wolf_Cub82
my altered cards on Facebook my altered cards on Tumblr
BurnR(Legacy)
ReanimatorUB(Legacy)
Ghave, Guru of SporesWGB(Commander)
HumansRW(Standard)
Congratulations! I'm happy to hear that. It seems there has been a flood of good news in this thread lately. I hope it continues.
:LEGACY:
XLEDed DredgeX
BTraitor's GateB
:EDH:
GMolimo, Maro-SorcererG
WRTrias, The Betrayer (Gisela)RW
BRWKaalia, of the VastWRB
Thanks to SushiOtter of Hakai Studios for the awesome banner, and Argetlam of Hakai Studios for the equally awesome avvie!
Generation 2556677: The first time you see this, add it to your sig, but add 1 to the number. Call it a social experiment.
Older Magic as a Board Game: Panglacial Wurm , Mill