Thursday, May 23, 2019

Oceanhorn 2 In Development!




I can't believe it has been five years since we announced the development of the first Oceanhorn game on this blog. Now the time has come for another major announcement.

We are proud and excited to reveal the next installment of the Oceanhorn franchise, Oceanhorn 2: Knights of the Lost Realm. Here's how it looks!

Oceanhorn 2 has been in development for little over a year

The boy has grown up? That's right! But he is a different boy altogether! Oceanhorn 2: Knights of the Lost Realm is set in another time period on the Oceanhorn timeline. The game has a new Hero, a boy who has been trained to become a Knight of Arcadia.

Oceanhorn 2 will be built upon the same elements that were the heart and soul of the first Oceanhorn game: exploring a colorful world, a deep backstory with secrets and twists, amazing music, and most importantly – classic Action RPG gameplay with items, puzzles, battles, and badass bosses!

The Caster is a magical weapon that only Knights carry

The game is played from a third person camera angle that will take players right into the heat of action and allows them to explore even the smallest details of Arcadia. Our battle system consists of sword fighting, utilizing powerful spells and finding creative ways to use various items that Hero discovers on his travels.

One of the key items in the game is the Caster, a gun that shoots magical projectiles! It will have many uses on the player's adventure, from puzzle solving to luring enemies and casting directed spells.

The game will feature a traversable world map

Oceanhorn 2 will also feature a traversable and vast world map that consists of fields, forests, mountains, and water. It works as a hub between levels, dungeons and towns, much like in many of the classic JRPGs.

"For us, Oceanhorn 2 is the fulfillment of a JRPG dream."

Oceanhorn 2 is an opportunity to create something new from the strong background that we established with our previous game. In Oceanhorn 2, we want to emphasize the elements that people loved and create something new and brave on that foundation.

The world of Oceanhorn has grown and so has our team. The core team working on Oceanhorn 2 is now a team of five!

Heikki Repo, Creator and Lead Artist
Jukka Viljamaa, Lead Programmer
Antti Viljamaa, Lead Programmer
Kalle Hämäläinen, Graphics Programmer
Miko Kiuru, Game Artist

Also, Kalle Ylitalo will return to compose soundtrack for Oceanhorn 2 and the famed sound designer and foley artist Tapio Liukkonen will be in charge of the audio experience.

For us, Oceanhorn 2 is the fulfillment of a JRPG dream. It is a dream of running down green fields with the warmth of the sun on your face. It is a dream of learning the secrets of ancient ruins despite the danger. It is also a dream of finding yourself looking at beautiful mountains on the horizon and imagining what's beyond them. It will be an amazing journey ahead of us and we hope that you will join us on that journey!

In the upcoming months, we will have many things to show to you and many secrets to unveil regarding Oceanhorn 2: Knights of the Lost Realm. This is a dream project for us, but even more importantly, we are making this game for you to enjoy and experience. So, please feel free to share your thoughts and ideas on Twitter and Facebook!

And make sure to check out Oceanhorn: Monster of Uncharted Seas on PS4 and Xbox One this fall!

Just Cause 4 Review (PS4)

Written by Anthony L. Cuaycong


Developer: Avalanche Studios
Publisher: Square Enix, BANDAI NAMCO Entertainment Asia Pte Ltd.
Genre: Action, Adventure
Price: $59.99
Also Available On: Steam, XB1



When Just Cause 4 was announced at E3 2018, Square Enix foresaw a quick turnaround time. In fact, Avalanche Studios was tasked to oversee a June-December affair, no mean feat given the weight of expectations accompanying the projected release of be latest title in the action-adventure franchise. Still, confidence accompanied the development, spurred in no small measure by upgrades to the Apex game engine; most significantly, the souped-up version of the software environment figured to enable the in-game portrayal of extreme weather effects. Needless to say, the feature was right in line with the over-the-top predilections of the decade-old series.




To be sure, foremost among the creative minds at Avalanche Studios was the need to minimize, if not altogether eliminate, the technical issues that prevented Just Cause 3 from being a critical hit. Shiny new playthings were all good, but improvements to the old had to be addressed as well. And so they went to work, pledging, among other things, to get rid of long load times, to tweak interactions with non-playable characters, and to enhance freedom of movement — all crucial to making Just Cause 4 not just bigger, but better.

Fast forward to the holiday season, and Square Enix found itself reaping the benefits of its latest release. For all intents and purposes, Just Cause 4 represents all the best of the franchise. Positive reviews accompanied red-hot gamer reception, and with reason. It wasn't that Avalanche Studios managed to reinvent the wheel; it was that edges got smoothened to ensure complete and efficient delivery of promise. Gorgeous visuals are the norm rather than the exception, with images jumping off the screen even — and, perhaps, especially — during frenetic action and frame rates staying constant throughout. Track modulation is an option, but, really, at full blast is the only way to appreciate the superb sound mix; no distortion is evident even during spectacular sequences featuring explosion after explosion after explosion.




And then there is the gameplay. Just Cause 4 widely sticks to script, getting familiar do-it-all protagonist Rico Rodriguez to go up against yet another dictator, albeit with a twist. As the series shifts to the wide expanse of fictional Solis in South America, it takes on a more personal turn; he endeavors to learn more about Project Illapa, tasked with creating weather cores capable of controlling nature, because Miguel, his father, appears to have had a hand in it. En route, he is given free rein in an open-world setting, able to commandeer any vehicle and wreak havoc on all that stand between him and his purpose.

Needless to say, Just Cause 4 proves true to its roots, unleashing hell in creatively destructive ways. Concomitantly, Rodriguez is near to invincible as he redefines the depth and breadth of his capacity to cause chaos, but within the story structure. The narrative moves forward through missions he must undertake and fulfill, with every completed task unlocking another part of the map that serves as a guide to his father's home country. And side quests aren't merely game fillers aimed at creating the impression of heft; they add variety and value, with vehicle and weapon bonuses awaiting gamers upon their completion.




Parenthetically, Just Cause 4 is propped up by the sheer size of Solis. It isn't just sweeping and spacious, as Just Cause 3's playing field of Medici was ultimately exposed to be. Rather, it's very cleverly designed to avoid any impression of repetition. For all the freedom Rodriguez is given, and for all the work he needs to do, no area seems similar or glossed over. And while not all goals require destruction and debris, there can be no downplaying the sense of satisfaction derived from finishing a mission and getting to explore another part of the map — not to mention acquiring new toys to use on it — as a result.

Admittedly, Just Cause 4 panders to its target audience. From the outset, Avalanche Studios was determined not to mess with the formula that made the franchise's previous releases fly off store shelves. And so, in polishing the series' latest offering, they highlighted factors that made it unique, if seemingly devoid of challenging mechanics. They retained Rodriguez's virtually indestructible persona; he's still quick to the draw, able to heal quickly and often, and armed with a do-it-all tethering device that maximizes mobility and turns enemy equipment into personal playthings. And in their belief that success is defined by the journey and not the destination, they made sure to accentuate the fun factor through the inevitable completion of a given mission.




All things considered, Just Cause 4 can be termed a retread of Just Cause 3, but justly developed, and with cause. It's bigger and badder, and, in the final analysis, better — precisely what Avalanche Studios envisioned it to be. It lives up to billing, fulfilling its promise to diehards of devilish demolitions presented in ways only the Just Cause franchise can. Finishing it is a foregone conclusion, but the thrill of the ride en route is its real purpose, and, to this end, it delivers. The series lives on.



THE GOOD
  • The best in the series to date
  • Improved Apex game engine amps up visual effects
  • Over-the-top action
  • Addresses technical issues of previous release
  • Map is expansive and not repetitive
THE BAD
  • Principal protagonist close to indestructible
  • Completion of missions inevitable
  • Improves but not innovates on gameplay


RATING: 8/10

AP 2006, Infiltrate!

In this episode I will be looking at (and also talking about) the Apollo game Infiltrate, which is kind of like a dumbed down Elevator Action for our Atari 2600. I don't have an exact date for the next game yet, but it will be tron Deadly Discs by M Network and will come out in January. If you have any Christmas memories that you would like to submit to the 6th annual Christmas show, please send them to me by the end of the day on December 16th. Also, I will be announcing a date and time for when Sarah and I will do a livestream of all the games I covered this year. If you are feeling charitable, please consider donating to my or my friends' Extra Life campaign. You can donate until the end of the year, every little bit will help kids who are sick. Please check the links below to donate. Thank you all so much for listening!

Please donate to my Extra Life campaign!
Sean's Extra Life page
Andrew's Extra Life page
Rick's Extra Life page
Bryce's Extra Life page
Marc's Extra Life page
Infiltrate on Random Terrain
Ed Salvo interview by Scott Stilphen
Infiltrate (Blue) on Atarimania
No Swear Gamer 492 - Infiltrate 

Wednesday, May 15, 2019

Google, Inc: GOOGLE: Put Palestine On Your Maps!

Hey,

I just signed the petition "Google, Inc: GOOGLE: Put Palestine On Your Maps!" and wanted to see if you could help by adding your name.

Our goal is to reach 500,000 signatures and we need more support. You can read more and sign the petition here:

http://chng.it/CqgL9RSVfT

Thanks!
amir

Tuesday, April 2, 2019

Some Recent Additions


IR 30 Prinz de Ligne
July draws to a close amid a frenzy of wargame activity. Despite being the busiest month of the year I've kept the painting up, finishing the above unit. I MIGHT, just might, get a second batallion done as well, which would be fantastic - I've just got the last 13 figures to finish so it's quite likely. Ordinarily, I'd say no problem seeing as there are still 11 days to go in this month, but this coming extended weekend will see me nipping off up to Scarboro' for a couple of Napoleonic games- looking forwards to it immensely. I think we are doing Corunna (never done that before) plus some made up 1813 bash. I can't wait.
Front Rank artillery adjutant and some random Rupert 
Apart from the prospect of 4 days gaming with some like-minded folk, I'm hoping to make a couple of purchases, as Mike is selling a few units and I've asked him to reserve a couple of favourites of mine. I'm afraid I'm going to be a total tease and not say what they are, so you'll just have to tune in next week and I'll post a few pics.
The Sash and Sabre samples were a crippling disapointment, little stumpy-sub-Foundry things...no use to me at all.
Some Front Rank Grenzers shield the Elite column
A far more interesting set of samples came from Alban miniatures, I got some of their Austrian hussars and horses. First, the horses, which are very nice. The hussars only look good on the light horses, although the heavies are lovely sculpts as well and will come in handy elsewhere. The hussars are really lovely figures with true, un-exagerated detail. A bit like Stadden's best effort. No buttons like wheel-nuts or gurning faces. They all come with a seperate sword arm which I rather like. The only problem is they are a little small (or perhaps not as big) compared to the my Elite masses. They may work ok on their own, I'm not sure yet. I think I'll have to paint up a few and do a comparison.

Must. Have. Wifi! (02/25/19)

What's going on everyone!?


Today as many others before have been filled with packing our belongings and moving to our new place. It's not glamorous mind you, and it's about 3 sizes too small but it will actually be OURS. Which is something I thought we would never be able to say.


So with that being said, we're spending our first night here tonight and don't have phone and internet yet or even cell service way out here. Therefore this post and I'm sure a few others are going to be messed up as far as the date goes so I will have the date in the title to solve this for the time being. :)


Today for the #2019gameaday challenge I was going to play a game of Ticket to Ride but just couldn't keep my eyes open long enough to. 


So I opted for another game of Zombie in my pocket! As with most games it seemed to be going well but in the end I failed...

 But the worst part is it was within the last TURN! When I should have succeeded it robbed me (rightfully, I admit) of my win!

As always, thank you for reading and don't forget to stop and smell the meeples!  :)

-Tim


Monday, April 1, 2019

Battle Of Albuera 1811 - AAR


A big Napoleonic Game with bags of figures on an unfeasibly cramped table was the beginning of my gaming journey nearly 40 years ago and I am so glad to have that back in my locker.

A few months ago I posted a Scenario post for the battle, a combination of my holidays, shift work and illness meant that it took ages to finish, but with a permanent set up and a Yarkshire outlook, there's no need to rush lad.

https://yarkshiregamer.blogspot.com/2018/09/battle-of-albuera-1811-set-up.html


It was also the first real test of my Quarrie version of GdeB and it was a very positive experience, everyone got it straight away. After the game we all agreed they were the way forward and other than a couple of tweeks (some of which were rule based rather than National Characteristics (NC) based).

There were some anti NC comments on the previous post however I find them the most flexible way of representing troop types, for some reason some people can't get past the base stat line, it's a guide, if a particular regiment performed well increase the stats, if it's a Marie Louise battalion reduce them. A link to the original rules post is below.

https://yarkshiregamer.blogspot.com/2018/10/quarrie-to-general-de-brigade.html


Back to the battle itself, things started as you would expect with this battle with a French assault on the Alled right, specifically on the Spanish troops lining a number of hills. As per the scenario the French had 6 moves to "get on with it"

Vistula Legion Lancers make a hole in the Spanish Line
The French Cavalry didn't muck about and went straight at the Spanish Cavalry on the flank, it was no match and it wasn't long before the Spanish Brigade broke, first spoils to the French.

Godinots Brigade advance
In the meantime whilst the British and Portuguese were waiting for the signal to move out the French had redeployed Godinots Brigade to attack the Spanish above Albuera. The remaining French Infantry and Cavalry poured towards the hill line in one seemingly unstoppable wave.

Spanish Infantry open up on the approaching French
With the British troops only just waking up the first Infantry attack fell on the Spanish troops lining the hill. Ripples of musket fire went up and down the line as the French columns came on.

Recule
As you can see from the photo above and the abundance of Falter and Retreat markers the first blood fell to the Spanish who with a combination of steady fire power and poor French die rolling, saw off the initial assault of Godinots Brigade.



The troops of Gazan and Girand where coming into action whilst the French Cavalry continued to cause havoc on the allied right, The Vistula Legion Lancers tried to break the square of the Spanish Irlanda Regt, it was a close run thing but the square held.


After a brief lull the French renewed their attack on the Spanish, with the elite French Grenadier Battalion heading the charge the Spanish finally started to give way after a long hard fight. Brigades began to break and the resistance crumbled.


Coles Division had formed a defensive line with the Fusilier Battalions facing the oncoming French, this was fine whilst the Spanish held but as they left the field the flank of the Fusiliers was exposed. The Allied generals failed to deal with the position and left the flank exposed, leaving the British Cavalry unused on the hill at the rear of Albuera. This would prove their downfall.


Meanwhile the French and British Battalions clashed around the town, a couple of French units made gains but there wasn't enough support to push the advantage home.


The game ended when the French Grenadiers pushed home an attack on the flank of the Fusiliers, poor dice rolling saw the impacted battalion break and then a double 1 on the Brigade morale saw the flank collapse.

There were plenty of untouched British and Portuguese troops to allow an orderly withdrawal from the field but the day and the honours went to the French.

Below is a list of the casualties in our game, if a unit is not mentioned it suffered no losses, these casualties do not include routing troops.

French Casualties

Godinots Brigade
1/16 Legere 13 out of 28 figures = 260 men or 46%
2/16 Legere 16 out of 28 figures = 320 men or 57%
3/16 Legere 6 out of 28 figures = 120 men or 21%
1/51 Ligne 12 out of 36 figures = 240 men or 33%
2/51 Ligne 17 out of 36 figures = 340 men or 47%
3/51 Ligne 5 out of 36 figures = 100 men or 14% Routed
Grenadier Battalion 10 out of 48 figures = 200 men or 21%

Briche Cavalry
10th Hussars 7 out of 20 figures = 140 men or 35% Routed
21st Chasseur 4 out of 20 figures = 80 men or 20%


Brons Cavalry - No Casualties

Bouvier des Èclaits Cavalry
14th Dragoons 1 out of 16 figures = 20 men or 6%
17th Dragoons 1 out of 16 figures = 20 men or 6%

Unattached Cavalry
Vistula Legion Lancers 6 out of 28 figures = 120 men or 21%
27th Chasseur 1 out of 22 figures = 20 men or 5%

Girards Division
2/34 Ligne 3 out of 24 figures = 60 men or 12%
3/34 Ligne 1 out of 24 figures = 20 men or 4%
1/40 Ligne 4 out of 20 figures = 80 men or 20%
2/40 Ligne 1 out of 20 figures = 20 men or 5%

Gazans Division
2/21 Legere 13 out of 20 figures = 260 men or 65%

Werles Division
2/12 Legere 8 figures out of 36 figures = 160 men or 22%
3/12 Legere 4 figures out of 36 figures = 80 men or 11%
3/55 Ligne 2 figures out of 30 figures = 40 men or 7%

Total Casualties 2,700


Allied Casualties 

Colbornes Brigade
2/31st Foot 7 figures out of 21 = 140 men or 33%
2/48th Foot 1 figure out of 23 = 20 men or 4%
2/66th Foot 6 figures out of 22 = 120 men or 27%

Houghtons Brigade
29th Foot 6 figures out of 25 = 120 men or 24%
1/57th Foot 1 figure out of 32 = 20 men or 3%

Abercrombie Brigade
2/28th Foot 4 figures out of 26 = 80 men or 15%

Myers Brigade Broken Brigade
1/7 Fus 14 figures out of 36 = 280 men or 39% Routed 
2/7 Fus 1 figure out of 28 = 20 men or 4%
1/23 Fus 5 figures out of 37 = 100 men or 13%

Harvey's Portuguese Brigade
1/11 Line 1 figure out of 29 = 20 men or 3%
1/23 Line 1 figure out of 28 = 20 men or 4%


Hamilton's Portuguese Brigade
1/2 Line 3 figures out of 30 = 60 men or 10%
1/14 Line 1 figure out of 30 = 20 men or 3%

Blake's Spanish

Lardizabal Brigade
Canaris Foot 1 figure out of 24 = 20 men or 4%
2nd Leon Foot 4 figures out of 24 = 80 men or 17%

Ballasteros Brigade Broken Brigade 
Catalonia Foot 8 figures out of 20 = 160men or 40% Routed 
Pavia Foot 4 figures out of 20 = 80 men or 20%
Lena Foot 7 figures out of 20 = 140 men or 35% Routed 
Castropol Foot 8 figures out of 20 = 160 men or 40 % Routed
Inifiesto Foot 4 figures out of 20 = 80 men or 20%

Zayas Brigade Broken Brigade 
Spanish Guard 12 figures out of 30 = 240 men or 40%
Irlanda Foot 13 figures out of 30 = 260 men or 43% Routed 
Patria Foot 3 figures out of 30 = 60 men or 10%
Toledo Foot 1 figure out of 30 = 20 men or 3%
Esteramdura Foot 3 figures out of 30 = 60 men or 10%
Spanish Artillery 12 figures out of 12 = 240 men or 100%

Loys Spanish Cavalry Brigade Broken Brigade 
Castillo Hussar 5 figures out of 20 = 100 men or 25% Routed 
Granaberos Horse 6 figures out of 20 = 120 men or 30% Routed 

Penne Villemuir Spanish Cavalry Brigade Broken Brigade 
Reina Horse 7 figures out of 20 = 140 men or 35% Routed 

Total Casualties 2980 men

An excellent game, closely balanced and a good challenge for both sides, highly recommended, I will be looking at getting another big Napoleonic Game in soon but this time trying out the rule mods in a 1813 situation.