Author: rosaliarambles

  • Magic the Gathering: Commander

    (NB: Originally posted on https://geekoutuk.com/2018/09/14/magic-the-gathering-commander/)

    What is Commander?

    Commander is one of the most popular formats for Magic the Gathering and, like most good things in Magic, it started because of bored judges.

    That’s not entirely correct, but it’s an amusing thought.

    Commander – or Elder Dragon Highlander, named after the early ‘Commanders’ being creatures with the “Elder Dragon” type – is a format thought up of within the Magic community. It quickly spread to being played by judges after officiating a Grand Prix or Pro Tour, which soon spread to staff at Wizards of the Coast (WotC) themselves.

    Despite this popularity, official Commander pre-built products weren’t created until 2011, and it wasn’t until 2013 where these pre-built decks became an annual fixture in the release schedule.

    2018’s selection of Commander decks

    How is Commander played?

    Commander follows specific deck building rules compared to regular constructed play:

    • Your deck must have a Commander/General, which has to be a Legendary Creature (2 Legendary Creatures if both cards have the “Partner” ability) or a Planeswalker containing the specific line of text “*this Planeswalker* can be your commander”
    • All the cards in your deck must be within the colour identity of the Commander (colour identity is determined by the colours in the card’s mana cost and rules text)
    • The deck can only have one copy of each card (besides basic lands)
    • The deck must be 100 cards total, which includes your Commander card(s)
    • The only non-specific rule is that cards from all of Magic’s history can be used, aside from the ban list
    A powerful, versatile, and bloody expensive commander

    Commander is traditionally a multiplayer format, with games between 3-4 people, though 1v1 Commander is popular in some circles. Players start on 40 life (30 for 1v1 games) and if a player is dealt 21 damage by a single commander, they lose automatically.

    The commander card(s) themselves are kept in a separate zone of play called the “command zone”, which can be cast anytime you could cast a creature. Each time a commander is cast from this zone, the next time it is cast from the command zone it costs 2 colourless mana more (an effect often referred to as “commander tax”.)

    Why do I like Commander?

    I started playing Magic seriously about a year ago, but never started playing constructed formats until the start of this year, where Rivals of Ixalan ignited my passion for Standard Merfolk and Commander Dinosaurs. Due to time and motivation the Commander deck didn’t get taken out that much and was eventually de-sleeved.

    However, a few months passed. I had grown tired of Standard and had more cards at my disposal with which to build a deck (thanks past Rosalia!). So I invested in some Eclipse sleeves with which to start this project, and my Dinosaur deck was revived alongside a completely new creation, taking after my Standard deck: the Axolotl Paradox (named after a card which I didn’t have at time of construction (and is also now banned)).

    Playing with these decks with friends and at my Local Game Shop (LGS) managed to revitalise my spirit for playing Magic, as well as igniting my spark for wanting to build for Commander more often. I have kept a full list of deck ideas hidden amongst .txt files on my laptop and my brain seeing cards thinking “That could work really well in Muldrotha/Asmadi/Shu Yun”

    I will admit as well…

    I kinda like playing politics in Commander?

    A large aspect of a multiplayer format, like Commander, is being able to make deals/pacts with people in exchange for immunity from effects, or attacks. This can sometimes draw scathing looks from the rest of table if you side with someone already in a good position.

    Personally, I like making a deal with someone not to attack them… and then just cast burn spells and removal on them! Because that’s not attacking them, I never said anything about casting stuff.

    How easy is it to get into Commander?

    Incredibly so!

    As mentioned in the intro paragraph, WoTC offer pre-constructed commander decks on a yearly basis. Debates about quality aside, these are the easiest way to get into the format. Just unbox, sleeve, shuffle and you’re ready to go.

    If you’re a pre-existing Magic player, it’s likely you already have the components to build a pretty good deck, so you could go down the pre-built route, or you could make your own custom creation.

    Struggling to make choices? EDHREC has your back. In my opinion this is the best resource for anything relating to Commander, from card choices to theme ideas and in some cases finding out about cards you never realised existed, but would be perfect for your deck.

    If your LGS has singles for sale and a Commander community, go pay a visit. Not only will you be doing an important service by supporting the store, you’re also going to find out more about potential deck ideas, possibly from someone who plays a similar deck to your concept.

  • Gaming Genres: Roguelikes

    What is a roguelike?

    Well, it’s a game like Rogue. (Obviously).

    Rogue in action

    Redundancy aside, Rogue was a game developed in 1980 by Glenn Wichman and Michael Toy, with assistance from Ken Arnold later down the line. Two of Rouge’s main gameplay elements were procedurally generated dungeons to explore and permadeath, the idea of a save being valid up until death, at which point it is deleted.

    These two elements are the ones most commonly associated with the word “roguelike”, but several more gameplay features and layers of complexity have been added as the genre developed.

    A great example of a modern roguelike

    Sometimes more modern games with roguelike elements will be referred to as “roguelike-like” or “roguelite”, as they aren’t true dungeon crawling games, but take a lot of influence from previous games in the genre.

    Modern roguelike titles have introduced additional elements to the genre to define it. These often include some reliance on luck for item or equipment generation, multiple playthroughs rewarding the player and of course… Soul-crushing difficulty…

    … And this is why I absolutely love playing them.

    Having recently bought the Afterbirth+ expansion for The Binding of Isaac: Rebirth, the dive back into the completionist grind began once more. Now with even more bosses!

    Fighting Delirium with Lilith in Binding of Isaac

    Isaac functions closer to a roguelike than other recent titles. You go through a set number of floors, all procedurally generated, with death being the end of one run, forcing you to start another.

    Luck does play some role in runs, but the game design is done in such a way that doesn’t promote rerolling a run because of one bad item, combos can be pulled off with the most obscure of items. Even Bob’s Brain can be useful under the right circumstances. (Present Rosalia update: Don’t believe the old me, she speaks only in lies)

    But all the luck in the world doesn’t mean anything when facing the brutal challenge of playing as The Lost. A one hit point wonder, with the benefit of flight and obstacle-piercing projectiles (and a once-per-room shield after some game progression) tests your movement skill to the limit.

    It… takes a while.

    However, roguelikes don’t necessarily have to be in dark, dank dungeons.

    FTL puts less of a focus on luck and more on resource management. Keeping track of fuel, missiles and scrap (currency) is the ideal method to go forward.

    Do I have enough fuel to make X amount of jumps? Should I use missiles to disable the shields or save them for a potentially more dangerous ship? Is it worth buying the weapon and weapon system power, or should I upgrade my shields?

    As expected, permadeath is involved, once your ship has been blown to pieces or all crew ejected out the airlock in despair, you start back again at the beginning of the galaxy, with a fresh crew.

    Defeating the final boss, The Rebel Flagship, is a task of insane proportions which with an adequate run with smart management can be done. Of course, you could always blow it up at the same time as you die.

    Victory I guess?

    Of course, you can always go to a game which holds roguelike elements to its core, offering the experience of a dungeon dive, all the loot that goes with it and difficulty to match.

    It even has an appropriately titled difficulty level!

    Dungeons of Dredmor is the closest example to a traditional roguelike in this article, and it serves as a brilliant introduction to the genre, with an easy-to-understand interface and quality of life updates to make the dungeon experience more accessible for everyone.

    Descending through ten to fifteen floors of procedurally generated mazes, the objective is simple: defeat Lord Dredmor. Throughout your journey you will be aided by your skills, equipment, lutefisk and Krong (the most fickle of all gods), paired with an amazingly self-aware sense of humour in both the surroundings and enemy dialogue.

    You’re going to need all of the above, as this game does not let up with enemy difficulty, even on the first floor. It’s possible to go down to the thirteenth floor and be swarmed by a monster zoo…

    Ahh… teasing my editor

    …or be killed by a simple Blobby on the first floor.

    So, that’s been my summary on the elements of three roguelike games that make me love the genre so much, even as I recoil back in anger as I failed to defeat the boss once more, taking a moment to pause over how such a good run could’ve gone so wrong.

    Then clicking to start another one; There’s no stopping me.

  • Ratchet and Clank Original Trilogy Retrospective Part 3

    (NB: Originally posted to https://geekoutuk.com/2019/09/15/ratchet-and-clank-original-trilogy-retrospective-part-3/)

    Ratchet and Clank 3: Up Your Arsenal – or just Ratchet and Clank 3 in other places – was released in 2004 on the PlayStation 2, once again one year after the game before it. The game opens with Ratchet and Clank enjoying life in the Bogon Galaxy, before revealing that Clank is now a Holovid star playing “Secret Agent Clank”, a news story plays showing Ratchet’s home planet of Veldin being invaded by Tyhrranoids under the command of Doctor Nefarious…

    He pulls this face at squishy sympathisers – don’t feel bad

    … Who I will now spend a paragraph gushing about, because, Nefarious is probably one of the best aspects of the game. He is over-the-top, ridiculous, delusional, psychopathic, sadistic, and can randomly pick up transmissions of a soap opera during moments of great anger. These factors alone put him into contention for being an awesome villain, add in his long-suffering robotic butler, Lawrence, to bring a deadpan angle to affairs and the interactions between these two can get downright slapstick.

    Anyway, Ratchet returns to his home planet to aid the Galactic Rangers in taking the planet back, leading them to meeting the Galactic President who asks them to follow a lead on someone who knows where Captain Qwark may be. Or as it turns out, actually is Captain QWAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRKKKKKKKKKKKKKKKKKKKKKKK!!

    *Coughs* Sorry.

    Once Qwark is retrieved and made to realise he is not a monkey, the adventure speeds up into tracking down where Nefarious may be and what he may be planning, with devastating consequences for the rest of the galaxy.

    The bond between the two heroes remains strong, with a consistent cast of supporting characters this time around, along with a dedicated writer, the story feels like a co-ordinated effort against a much larger threat.

    Weapons

    A slightly reduced weapon count is featured in this instalment, going down to 20, with 5 weapons returning from the previous game (free if you have a save that owns said weapon). 14 are original to this game (with a 10% discount if you have a save from the first game) and 1 weapon returning with some tweaks and upgrades from the first game. The weapons from the second game thankfully retain most of their power, allowing them to be perfectly viable choices in any scenario.

    You start the game with nothing but your wrench, though within the first few minutes of gameplay you are given two weapons to use, the Shock Cannon (a shotgun type weapon that can later be charged) and the Nitro Launcher (a standard Area of Effect weapon), with the designs once again going for a mix of conventional and unique.

    From the first full planet you gain the ability to buy the Plasma Whip. Admittedly, I don’t have the most positive view of this weapon, I think it’s a bit weak in the face of early game enemies. However, give it some time and upgrades and it can become incredibly potent, especially since the whip can be thrown like your wrench for a devastating wide area attack.

    Only a short while after this point does the Spitting Hydra become available for purchase. At 40,000 bolts it is a massive investment this early on, but the return is incredibly worth it. The weapon is electricity-based, requiring the player to charge each shot. As the shots charge, the weapon locks onto nearby enemies and upon releasing the fire button the shot is released, dealing massive damage to any enemies that had been locked onto and any poor sap who happened to be in the cone at the time. As the weapon upgrades it becomes more powerful and can lock onto more enemies at once.

    A fact I have alluded to but not covered in detail is each game having a weapon that turns enemies into a type of animal, and the Qwack-O-Ray is the best one to show. Starting off fairly simple by just turning your enemies into harmless ducks, upgrading the weapon adds in the ducks laying exploding eggs, then going onto to making the ducks explode themselves. These upgrades culminate in the weapon allowing for an eldritch-duck-phoenix to be created, that will seek out enemies and turn them into exploding ducks.

    With another game comes another R.Y.N.O. This time under the guise of the RY3NO (that’s short for “Rip Ya 3 New Ones”), initially assuming the guise of your standard supercharged rocket launcher before upgrades turn it into a more energy based weapon, before finally upgrading into the RYNOCIRATOR, which turns it into a screen-clearing monster… with admittedly poor potential for taking out bosses, which means that the crown of “turning the whole game into a cakewalk” cannot go to this iteration.

    Gameplay

    New to the series progression is the addition of a hub area for the game, in the form of the Starship Phoenix. Whilst you are still going through a mostly linear series of planets to advance the plot; quite often you will see yourself returning to the Phoenix to get a new gadget, further the plot, or just check in.

    Once again a series of 40 collectible special bolts are found throughout the game, now titled Titanium Bolts. Keeping in tradition with them being rewarded for exploration and gadget use, they now serve a purely cosmetic purpose of purchasing skins in the Extras menu, which can be changed at any time from this menu.

    A new collectible appears alongside these bolts. Trophies are a collectible that can be obtained through two means: character trophies placed in and around regular levels, and trophies earned for completing a certain goal such as maxing out your nanotech or fully upgrading all weapons. Once all trophies have been found the player can access this game’s version of the Insomniac Museum.

    Skill points also return, still in a set of 30 and rewarded for completing challenges within levels. They continue to be used for cosmetic cheats.

    About cheats though, there is one non-cosmetic cheat in the game. Hidden on the opening screen is the ability to access a demo for Sly Cooper 2: Band of Thieves, completing this demo provides the player with access to a cheat code (o □ o □ ↑ ↓ ← ← whilst paused, if anyone never knew this) which turns the Omniwrench into a dual bladed laser sword with greater reach.

    Presentation remains consistent with the rest of the series, the game runs at 60fps and the level palettes and themes are amazing. However… I do need to break off here to talk about the levels.

    In the entries before this one, levels were designed as open to exploration with multiple routes to go down, with each rewarding the player differently. With the more action-oriented direction this game took, the level designs suffered a fair bit. Gone are a good mix of platforming challenges and enemy encounters, in some levels aside from a few swingshot points you won’t be doing any platforming at all, just going through a linear corridor of enemies. To some this streamlines the game and lets them get right into it, to others (including me), this removes a core part of what the series built up.

    The RPG elements introduced in the previous game are slightly expanded upon. Health still upgrades by 1 unit at a time through experience gains, but weapons can now go up multiple levels to 5, with each level now offering additional damage, ammo capacity and, for a good majority of weapons, a lock-on system.

    Upgradeable armour makes a return from the sequel and sticks to 4 distinct upgrades, all of which offer increasing levels of damage reduction.

    Gadget diversity from the last game has decreased, though newcomers, returning, and re-imagined gadgets fill the roster:

    • The Dynamo from the previous game is combined with the Swingshot to create the Hypershot, capable of swinging from targets and activating platforms
    • Both Charge Boots and Gravity Boots return in mechanically identical forms
    • The Holo-Guise from the first game is re-imagined as the Tyhrra-Guise; allowing the player to assume the form of a Tyhrranoid and play a rhythm minigame to communicate with Tyhrranoids
    • The Refractor is new to the game, letting players redirect lasers to activate doors and solve puzzles
    • The Warp Pad is also new but is used for two whole segments on one planet (which can be cheesed with the Charge Boots if so desired)

    Finally, this game’s entry gadget, the Hacker. Keeping with the more reaction focused vision of the Infiltrator you now play a mini-game which has you absorbing green code snippets and destroying red defence programs to open doors. Once again, none of the compulsory challenges are massively difficult, and even in my research for this I learnt they have adaptive difficulty if a player is struggling. Nice!

    A slight gripe with how gadgets are used in this game is that, well, they aren’t. Aside from the Hacker and Hypershot there’s very few chances to use these gadgets, the Refractor has slight combat potential, but will be used for it’s introduction segment then once or twice afterwards, the Tyhrra-Guise is used twice with the two instances being very far apart, and as mentioned the Warp Pad is used twice on the same planet and is then never revisited.

    Clank levels return for the game, now with a new mechanic in the form of the Banana Guided Autonomous Monkey Device (BGAMD for short). For this gadget, you are provided with a monkey who can be used to solve puzzles and distract enemies. Just shoot a banana in the place you want the monkey to go and he will follow. Aside from this they remain the same, using Gadgebots to solve puzzles and progress.

    Giant Clank also returns, but he only appears once in a non-repeatable boss fight. The boss fight itself is also admittedly disappointing, with no real stake or circumstance behind it. This may be down to it being thematically a staged fight for an episode of Secret Agent Clank, but even then, if a fight against Giant Robot Ninjas doesn’t evoke anything in a player, something must be wrong.

    Finally, there are still plenty of side mechanics in the game for players to explore.

    Arena combat returns from the previous game, now centralised to a single planet which has no other features aside from this arena. The usual challenges of waves of enemies, boss fights, weapon-specific and timed events are featured, but new to the game are 8 “gauntlet” levels, run-and-gun stages which have some platforming elements intermixed into the combat. The bolt rewards seem better this time around and the arena remains a great place to level weapons up.

    Another way to earn bolts is by doing missions with the Galactic Rangers. These are interspersed in both the main story and on the side as optional objectives. These missions take a more objective based approach and take place on a set battlefield. Objectives can range from pushing forward to a specific point, taking control of a vehicle to defend a squad of Rangers, or eliminating enemies of a specific type.

    Gathering a specific collectible in exchange for bolts makes a return, now on a single planet this time round. Unlike the levels from the previous game; this one can’t be completed in one sitting, as the Gravity Boots are required to fully explore the sewers. (The collectibles are now at least marked on the map for easier revisiting)

    Throughout the game’s normal progression, five “Captain Qwark Vid-Comics” are earned. These are short 2D side-scrolling levels that are played for both progression and earning bolts, skill points and titanium bolts. Each level has 100 Qwark tokens which will be converted to bolts upon completion, collecting all 100 earns a titanium bolt and a skill point is rewarded for completing the level in a frankly ridiculous time limit. (Haven’t done it myself, it requires the nerves of a speed-runner which I do not have)

    And to culminate, probably the biggest feature added into this game, but one I do not have much experience with: multiplayer. This takes the form of standard action shooter multiplayer modes of the time such as Capture the Flag, Team & Solo Deathmatch, and Base Defence. 4 players can play on a PlayStation 2 and, back when the servers were online, up to 8 players were able to connect together to play.

    Controls

    For this installment I can elaborate a fair bit on the controls, since Insomniac now provides players with three different control methods to pick from.

    There’s the standard “Third Person” controls I’ve been talking about for the last two articles. Nothing massively new here aside from the camera finally being in a state where I feel good controlling it and it doesn’t get as stuck in tight spaces, such as the sewer level.

    Expanded upon from the previous game is “Third Person” controls, making the game function like a standard first-person shooter. Whilst this is a fairly solid control system; it has a sort of “ascended gimmick” vibe to it, being put in both to expand on how it worked in the previous game and to provide a control system to those coming into the franchise from the now-popularised FPS games on other consoles.

    Finally, we have a sort of combination of the two systems in the “Lock-Strafe” controls. This is a third person control system with a few adjustments:

    • Whilst holding a weapon, Ratchet now strafes without needing to hold L2 or R2, these buttons now being rebound for precise aiming and crouching
    • The camera moves closer to Ratchet, acting as an over-the-shoulder camera and rotating with him, rather than around him

    This makes it more suited to combat sections than platforming sections, but these changes make arena combat and boss fights go so more smoothly than previous entries, to the point that it’s able to use this games sniper rifle as a weapon for regular encounters (a tactic I have used a fair bit myself)

    Within Galactic Ranger missions two vehicles have been added in; the Turbo Slider and the Hovership.

    The Slider appears in two levels and is used primarily as a method to get between points. To this end it has good handling and decent acceleration, there was never any point where I felt like I was veering towards an edge. Reversing is a bit clunky to use; in many cases it’s easier to stop and change trajectory before speeding off. It does have limited offensive capabilities in the form of a turret but, as someone who used it mainly as transport, it never really came in handy.

    On the other hand, the Hovership is a perfectly capable offensive vehicle. With heavy firepower, precise aiming and incredibly tight controls the Hovership feels great for both laying waste to enemies on the ground and partaking in dogfights against Tyrrhanoid dropships.

    Finishing it today, and final thoughts

    Despite some parts of this article reading more… negatively than I have been in past entries, I genuinely did enjoy my time playing through this game again. This game was the whole reason why I wanted to go through the franchise again and why I decided to write this series of articles. Playing in reverse-order, then writing about them in sequence, let me appreciate how much this game built on the control system and bolt economy.

    Grievances with level design aside, there was enough in this game that I was hooked enough to be able to do a full playthrough in a couple of days, doing my best to sweep up any and all collectibles. I still maintain that I think 2 is the best of the trilogy, as it epitomises the perfect blend of platforming and action gameplay I see in the series, but 3 remains a perfectly solid game on its own and in comparison to the rest.

    So, what happened after this? The more action oriented gameplay got expanded into Ratchet: Deadlocked before the series got a continuity restart with the “Future” line of games, and in 2016 we had both the re-imagined first game and a film to go alongside it (the latter being a topic for another day), which is the last we’ve heard of the series.

    If you’ve followed each article from start to finish, thank you. I’ve joked to friends that with the amount I’ve written on these three games I’ve essentially done the word count of a dissertation, which I’m perfectly fine with. This series is one I’ve grown up with and still enjoy playing today, and I’m glad to have shared that love online.

    I’ll leave off with a link to a YouTube channel, uselesspodcasts. It features videos from Mike Stout and Tony Garcia, two of the developers of these games, talking about their experiences at Insomniac, the techniques they used to get the game running on a PS2 and life as developers in general. If any of those interest you, take a look.

  • Ratchet and Clank Original Trilogy Retrospective Part 2

    (NB: Originally posted to https://geekoutuk.com/2019/09/02/ratchet-and-clank-original-trilogy-retrospective-part-2/)

    Ratchet & Clank 2: Locked and Loaded, (or Going Commando in parts of the world where innuendo can be in game titles), was released in 2003 on the PS2, one year after the first game. The game begins with the duo appearing on an interview, lamenting the fact that no one needs a hero nowadays.

    An individual in another galaxy sees this broadcast and teleports them to a ship, introducing themselves as Abercrombie Fizzwidget, CEO of Megacorp. Recently an experiment was stolen from Megacorp by a masked thief and he wants Ratchet to reclaim it, whilst offering Clank a high-ranking administration position at Megacorp.

    The thief evades Ratchet and escapes with the experiment, kidnapping Clank shortly afterwards as a warning to Ratchet. The two are reunited shortly afterwards and the adventure restarts in earnest.

    Unlike the first game where it carried themes of “two opposites working together”, this time the focus is more on the bond the two have developed. They are shown interacting as friends, with Ratchet not hesitating to jump to Clank’s defence and Clank doing what he can to assist Ratchet.

    Weapons

    A total of 24 weapons are in the game this time round, 19 original to the game and 5 returning from the first. The 5 returning weapons are free if you have a save from the game on your memory card, but, don’t expect to be using them much. Combined with enemy buffs and the weapons themselves being nerfed; they’re not going to carry you like they did in the past, especially since the new weapons can be upgraded. There’ll be more on that in gameplay.

    You start out with the Lancer and the Gravity Bomb, standard single-target and crowd-control weapons respectively. The more ridiculous weapon concepts have been toned down in favour of doing interesting things with conventional technology, with a few out-there weapons thrown in.

    An early game weapon I tend to rush for is the Blitz Gun. The games equivalent of a shotgun, it’s able to deal massive amount of damage within a cone, sometimes clearing through crowds of tough enemies up until the mid-game. Combine this with a high ammo capacity and you get a weapon that can easily last until the third act.

    Close to the start of the second act the Bouncer becomes available for purchase, at 100,000 bolts it’s a steep purchase at this point in the game, but if you’re willing to grind, it’ll become a mainstay in your arsenal. It fires out a large spherical projectile that will explode on contact or after coming to a complete stop, releasing lots of small bouncing explosives that gently home towards enemies, creating a weapon to handle crowds and bosses.

    For an endgame weapon that will handle both of those with a bit more accuracy and power, look no further than the Plasma Coil. The Coil will fire out a large bolt of charged plasma which will inflict heavy damage upon the intended target and arc out lightning to any nearby enemies, softening them up for another shot chain.

    Continuing with series tradition, the R.Y.N.O returns in the form of the R.Y.N.O II. Instead of being a multi-rocket launcher it now takes on the form of an 8-barrel gatling rocket launcher. The missiles retain their individual strength and homing ability but are now fired much more rapidly, with a 100% increase in ammo capacity from the first iteration the R.Y.N.O II. Much like its predecessor, it turns the game into cakewalk.

    Gameplay

    Progression remains unchanged from the first game; you go through a linear series of planets which usually have 2-3 paths for the player to explore. These routes will usually include one that will advance the plot and another that will provide access to a gadget. As usual returning to a world with newly acquired equipment can provide access to new areas.

    Returning from the first game are a series of 40 collectibles, this time called Platinum Bolts. Once again these normally require clever use of a gadget or searching all the hidden areas on a map, unlike the first game however they can be used earlier on.

    At a few points during the game, you can find a button that calls Slim Cognito down to modify your weapons in exchange for Platinum Bolts. Most weapons will have access to a Lock-On mod that makes it easier to move & shoot, and most will have either a Shock or Acid mod for additional damage.

    Skill Points make their return: 30 skill-based challenges ranging from fast completion times to destroying all breakables in a level. Earning skill points are now used for earning ship customisation options and unlocking toggle-controlled cheats, ranging from Big Head Mode to Mirrored Levels.

    The main feature of a level being presented to you through a set camera continues. With how much larger some of these levels are, it really gives an idea of the scale Insomniac could work with in the sequel. The game is still running at 60fps with some occasional slowdown when a lot of enemies or projectiles are on-screen.

    Bolts return as the primary currency, and the economy is so much better. Both enemies and crates drop a reasonable number of bolts in line with the game’s progression, which allow for buying new equipment at a steady pace. To aid this, other methods of earning bolts have been introduced, these will be covered in detail in a bit, but hover bike races, gladiator battles, crystals and space combat sections all reward bolts.

    The game has now introduced slight RPG elements. As mentioned earlier, weapons can now be upgraded through use. As enemies are defeated weapons will gain experience and once they have gained enough experience, they will upgrade. A weapon upgrade can grant a higher ammo capacity, increased damage, additional mechanics or all the above. Health can now be upgraded the same way, rather than a set number of units in the previous game.

    Because of this change to health; players can now upgrade their armour as well. A new suit becomes available for purchase at 4 different points in the game, and each new set will give better damage reduction, up to 90% for the best suit.

    Gadgets to aid in mobility and progression remain a feature. Returning from the first game are the Swingshot and Grind Boots, the latter remains mechanically identical whilst the former now gains the ability to pull objects towards you.

    New to the game are:

    • The Dynamo, which can be used to activate machinery to generate platforms or open doors.
    • The Gravity Boots are modified Magneboots, which now allow Ratchet to jump during these segments.
    • The Tractor Beam is used to move around platforms to block forcefields (actually managed to softlock the game once doing that), open the way or move bombs into positions.
    • The Thermanator which is used to freeze water or thaw ice to create paths through levels.
    • The Electrolyzer which allows you to play a reaction based minigame to complete a circuit,
    • And finally, near the end of the game you get the Hypnomatic which allows you to hijack robots to play through small shooter segments.

    I’ll also break off for a moment to focus on one particular gadget, the Charge Boots. With a double tap of R1 Ratchet is propelled forward with a continuous burst of kinetic energy that won’t stop until R1 is released, an object is collided into or, as has happened to me, falling off the edge of the world. These come midway into the game and make backtracking so much easier. (they’re also pretty stylish)

    There are also two gadgets used for traversing long distances at set points. First is the Levitator, an activated backpack for Clank, which uses a set amount of fuel but allows for unlimited flight during it. Second is the Momentum Glider, which I’ll talk about more in Controls.

    The gadget diversity is strong, but once again there is a gadget that allows you to open doors. This time it is called the Infiltrator and presents the puzzle in the form of a sphere with an incomplete circuit. Your goal is to move around the sphere completing the circuit, with dead ends thrown in to impede your progress. This version of the entry gadget as a timer on it too, meaning you must exercise both your logic of where you’ve just been and how fast you can figure out where to go next. Aside from the puzzles to find optional collectibles, which are intentionally more difficult; none of the compulsory sections will stump a player for long.

    Both Clank and Giant Clank return for the game. The latter is no different, he has missiles, bombs and his fists (though those do a lot more damage this time round). One segment is compulsory, one is for an optional item. The former has some changes with Gadgebots making their return but three types of unique bots appearing. A Bridge Bot for traversing gaps, a Hammer Bot for smashing obstacles and operating catapults, and a Lifter Bot which is used for one whole obstacle and is never seen again.

    As mentioned when discussing bolts, a lot of things now give bolts as a reward, and they form the side mechanics of this game.

    A change from the first game is that now Ratchet rides on a hoverbike, rather than a hoverboard. Small change I know but I much prefer this to the somewhat mediocre races of the previous iteration. Bikes are faster, weapons bring much needed diversity and the courses are well-designed. Once again one is compulsory for progression and another earns you the Charge Boots, with additional races afterwards to earn bolts.

    Two planets in the game play host to gladiator arenas. These are specific spots where all you will do is fight rounds of enemies to win bolts, allowing you to grind experience for weapons at the same time. Both arenas will present unique challenges to play through, such as using only one fully loaded weapon to defeat all enemies, defeating all enemies within the time limit, or clearing the challenge without taking damage. These arenas can be surprisingly addictive with a good pay-off to match.

    On two other planets, once the main objective is achieved, there is a wide open space to traverse filled with crystals, which can be retrieved and brought to someone who will give you bolts in exchange for them. Collecting all crystals on a planet earning you a skill point.

    Finally, the small ship combat sections from the first game have been expanded upon greatly. There’s now 3 dedicated areas which are exclusively ship combat, with the first mission being a straightforward “eliminate all the targets” and required for story progression. The subsequent missions being elimination missions or taking more of an objective focus. The last mission is always a checkpoint race through the level.

    During these segments, a collectible called “Raritanium” can be dropped by ships. This can be taken to Slim Cognito’s Ship Shack for various ship upgrades such as better lasers, new secondary weapons or upgraded engines. This is also where the unlockable ship paint jobs can be purchased.

    Controls

    Ratchet controls similarly to the first game, small tweaks to make platforming tighter and Clank’s Thruster and Heli pack upgrades are now mechanically identical with no new moves added, the choice now being just for player preference (Thruster Pack all the way).

    Ratchet can now strafe right out of the gate. This makes combat so much easier as you can now sidestep around enemies whilst targeting them properly, now able to jump if a large projectile is coming your way.

    The camera still feels off though, it gets stuck on things less but in tight areas it’s still awkward to angle right due to the rotation speed. It continues to be the perfectly workable camera for a 3D platformer, but it’s not until this game’s sequel that we’ll see the camera done right. (An aside, beating this game once unlocks a toggle-controlled first person mode, which is a full control method explored in the sequel)

    And my issues with controls don’t stop here sadly, as when I was talking about gadgets, I briefly mentioned the Momentum Glider. It is used a grand total of three times in the game, two of which are for compulsory segments, with one of these segments holding one of the most awkwardly placed collectibles in the game. These three segments are not enough to get used to how the glider controls, with the controls being inverted even if you turn off camera inversion and the camera being right up Ratchet’s arse makes long sweeping turns difficult as you can’t see what’s around you.

    This ties into the awkwardly placed collectible. It’s placed in such a way that it’s impossible to pick up without doing one of two things. Either turning around at the end of the course in a long sweeping turn and travel all the way back to the start, or intentionally stalling the glider close to the start, quick turning around and then attempting to get it.

    Why am I bringing this up?

    Because it took me until this playthrough, 16 years after first playing the game, to finally get that collectible, through multiple playthroughs and years of attempts I finally did it.

    Finishing it today

    I did a perfectly fresh and clean playthrough this time round, and it turned out to be one of my best. I had so much fun using every single new weapon, getting to explore all the new worlds which still felt fresh and fun to me. I grabbed collectibles that have eluded me for 16 years and played through missions that were impossible to a younger me.

    I know it feels early to say with an article still to go, but this is the best game in the original trilogy for me. The worlds are diverse with so much content to explore, all the new weapons are incredibly well designed with utility up until the end game, and the replay value is insane, to the point one of the saves on my memory card which belongs to my dad has 11 playthroughs on it.

    This is also the game that introduced the “Insomniac Museum”, a side level dedicated to the game’s development and letting players mess around with the systems they developed for the game and showing off cut content from both this game and the previous game. To both a regular player and to the more technically minded this is a fascinating addition to the game.

    And as we move forward to Up Your Arsenal, more changes happen… though some are not for the best.

  • Ratchet & Clank Original Trilogy Retrospective: Part 1

    (NB: Originally posted on https://geekoutuk.com/2019/08/25/ratchet-clank-original-trilogy-retrospective-part-1/)

    Ratchet & Clank is a series of 3D platformer/action games developed by Insomniac Games, then known for developing Spyro the Dragon and known nowadays for developing Sunset Overdrive and Marvel’s Spider-Man.

    In this series of articles, I’m going to talk about the original 3 games, covering off their major features, plot, equipment, control, and how it felt finishing them today. I’m going to be upfront, these games were some of the first I played; I still adore them today 15/16/17 years later, so gushing may occur.

    With that out of the way, let’s get started.

    Introduction and Plot

    Ratchet & Clank was released in 2002 on the PlayStation 2. The game starts with Ratchet working on a ship he’s built from scratch, with the last step being a “Robotic Ignition System”, which he has no idea how to get.

    Meanwhile, on a production line of robots, the machine suddenly freaks out and out pops Clank; who as a defective model – who also just saw some very sensitive information on an Infobot – is targeted for destruction. He escapes, but in pursuit is shot down over Ratchet’s world of Veldin.

    The lombax (Ratchet’s race, admittedly not brought up much in the trilogy aside from a few mentions) goes to investigate the crash site and retrieves Clank, who after waking up shows the Infobot to Ratchet.

    Chairman Drek of the Blarg is building a new home world for his people after the previous one was polluted. How is he doing this? By finding other planets in the galaxy and removing the best chunks from them to add to his own. To try and stop this, Clank wishes to track down the greatest superhero the galaxy has ever known…

    CAPTAIN QWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRKKKKKK!!!

    *Ahem* Sorry.

    Ratchet agrees to this, as Clank is also able to act as the aforementioned Robotic Ignition System, which allows him to start his ship. This begins the duos adventure across the galaxy, taking them to unique planets with different problems to solve. As it progresses the plot almost seems to take on a “buddy film” kind of vibe, with these two very different personalities able to work together well, eventually forming a tight friendship.

    Weapons

    Starting out, you only get Ratchet’s Omniwrench and a Bomb Glove to use for fighting enemies. As the game progresses, each new location gives a new weapon for the player to purchase, for a total of 14 – These weapons range from the conventional, the powerful, and the somewhat ridiculous.

    Personal favourites of mine include the Pyrocitor; On the surface it’s a bog-standard flamethrower for a decent Area-of-Effect attack. The refresh rate was changed in the PAL version, which makes it deal more damage per-frame. The joys of unintentional bugs.

    Another is the Tesla Claw, one of the more expensive weapons in the game and only unlocked at the third-to-last planet. This is a high ammo claw with shoots out a homing bolt of electricity, prioritising enemies closer to Rachet.

    Finally, we have the Visibomb Gun. A sniper rifle weapon only becomes a series mainstay in the sequel but the Visibomb does all the work and more. It’s a remote-controlled rocket launcher in which you see the Point of View of the rocket, and it will detonate on contact with a surface or can be remotely detonated to deal with a group of enemies.

    Although, I cannot write a Ratchet and Clank article without bringing mention to the R.Y.N.O (Rip You a New One). This weapon is not available in conventional vendors and must be brought from the Shady Salesman for a whopping 150,000 bolts (the in-game currency). Once purchased the game becomes a cakewalk, with a massive 50 ammo capacity and each shot having the potential to launch 9 heavy damage rockets, single targets and groups fall within seconds.

    Gameplay

    The game has linear progression through the plot. You go to a planet, solve the problem presented in the cutscene or by an individual you meet on landing, watch another cutscene and go to another planet.

    However, the levels themselves are designed in a very non-linear way, with most planets have 2-3 routes to traverse through, each giving a different reward – the only time this differs is for plot-centric planets, where the game will direct you through. There are also instances where a planet needs a revisit when new equipment has been acquired, leading to new areas being available for exploration.

    Hidden within levels are Gold Bolts, 40 of them total are scattered across the planets. Either hidden in hard to reach places, or behind longer platforming challenges, these collectibles only begin to serve their purpose after reaching the Gemlik Base level or finishing the game, as this allows you access to purchase Gold Weapons which are mechanically upgraded versions of 10 weapons in the game.

    The game, like previous Spyro the Dragon titles, hosts a Skill Point system. Achievements before achievements in a way, these rewarded the player with a point for performing a specific task, such as completing a platforming segment without touching the floor or beating a level with only one type of weapon. 15 points will earn you a Sketchbook full of concept art, and the full 30 points will earn you a “where are they now”-style Epilogue.

    Level presentation holds up insanely well after all these years. Each level begins with the camera being set to a specific angle to show the player what is ahead as the music swells. The soundtrack in this game is fantastic, with all the tracks matching the atmosphere of the level perfectly. The game running at 60fps is also a plus.

    Gemlik Base is probably the most atmospheric level in the game, and looks gorgeous even today

    As mentioned in Weapons, the primary currency of the game is bolts, acquired from destroying enemies or breaking crates. These are primarily used for weapons and ammo but are sometimes used to advance the plot.

    However, the game is terrible at giving players access to these bolts. It’s likely to take a few planets worth of grinding to be able to buy a single weapon, which is also only supplied to you at half ammo. Unless you put in a lot of time grinding, it’s likely to take repeat playthroughs to buy the R.Y.N.O. Repeat playthroughs go some way to fixing this issue, as all bolt drops are increased by an unspecified multiplier, making each planet more valuable to run through.

    Various gadgets become available to the player throughout the game’s progression, used for either advancing through a plot-mandatory route, or for accessing hidden secrets. A lot of them are used for mobility, Grind Boots for grinding rails, Swingshot for swinging on targets, Magneboots for magnetising yourself onto surfaces and a Hydrodisplacer to create areas to swim in.

    I’ll give particular focus to the Trespasser though. Each game in the trilogy has a gadget that lets you play a minigame to open a lock, and the Trespasser is this game’s version. It’s an untimed challenge which has you directing 3 rings of lasers into various ports by rotating them by set angles, focusing more on logic of how the lasers interact and block each other rather than reaction times.

    Scattered around the game are a few mechanics used for a handful of gameplay segments.

    At two points during the game you can enter a hoverboard race, one of these is optional for a side mission, the other is mandatory to get a gadget for progression. They function well enough, but they don’t really have any reason to replaying them, other than for bolts and an arbitrary score.

    There’s also points where, after obtaining a pilot’s helmet, Ratchet gets to pilot a fighter jet to secure the path, get a new item, and even a late game boss fight.

    Finally, the game features a two-name title, so you get to play as Clank every so often. His levels are more focused on slow platforming and using Gadgebots to handle your combat and puzzle solving, although that doesn’t mean he can’t see action. In two segments, Clank can become Giant Clank, a building-sized behemoth equipped with missiles, energy bombs and fists that can shred through enemies, these may be short segments compared to the rest of the game but my god, they are fantastic.

    Controls

    As a 3D platformer, Ratchet controls pretty good. His jumps have weight and the sound of the double jump still feels satisfying to me. His turning circle does feel a bit wide in sections, but he is able to change directions on a flick of the analogue stick incredibly well.

    To aid in platforming – and later swimming – segments, Clank obtains three backpack upgrades. The first of these is the Heli-Pack which opens the possibilities of slowing your descent in a glide, a high jump and a long jump.

    Later, you earn the Thruster Pack (my personal favourite to use going forward) which has mostly similar functions with faster movement due to the rocket propulsion. Two new moves unlocked are a power slam allowing you to break metal crates and operate switches, and a rudimentary strafe (more on that in a bit).

    This culminates in the Hydro Pack, a backpack that is automatically equipped when underwater. With a click of the R1 button it activates, automatically propelling Ratchet through the water, where you only need to control depth and direction. This is needed to access some hidden areas for both Gold Bolts and upgrade items, as the normal swimming speed is nowhere near fast enough.

    However, there are two main areas where I have criticisms, one of them is a product of its time and the other was rectified in the sequel.

    The former is the third-person camera, it’s workable and won’t cause many problems during gameplay but it suffers from the sins of early 2000s game design, as it got stuck in scenery in tight spaces. Even on its fastest setting, the camera doesn’t rotate fast enough to face an enemy behind you, combined with a patchy-at-best targeting system, this can result in a fair bit of damage.

    After playing through the game, the main conclusion I came to is that the camera is a perfectly good camera for a 3D platformer. It is what you’d expect from the people who made Spyro, but it would take a few years before it became good for a 3D action shooter.

    The other issue is the ability to strafe (moving in cardinal directions to aim/avoid attacks). This is mostly unimplemented in the game, with the only option being the Thruster Pack which only allows for better aiming as you cannot jump in this strafing mode. It does make later combat segments easier to navigate due to this refined movement but the lack of a flip for quick dodging leads to more enemy attacks connecting than they should.

    Finishing it today

    Despite my grievances with how the bolt economy works and some of my issues with the controls, I still really enjoyed getting to experience this game again. Slight confession here, I did my full playthrough of the game for this article on a second playthrough. I briefly attempted a normal run, but the bolt problems just got a bit much.

    Having the unspecified multiplier and the bolt pickup range upgrade brought the gameplay more in line with a first playthrough of either of the sequels, which built on the underlying gameplay in each instalment. This made the grind towards Gold Weapons and the R.Y.N.O not feel like a slog.

    This game started off a franchise that lasts to even today, when this game was re-imagined in 2016 alongside a feature film. However, that’s a topic for another day.

    And the franchise is only going to grow in the sequel, Going Commando.

  • Card Game Review: Star Realms

    Overview

    Publisher:White Wizard Games
    Game type:Deck builder
    Average game length:15-20 minutes
    Price:£18.00 (Amazon Link)
    Free (paid full version + expansions) (Steam Version)
    Free (paid full version + expansions) (Android Version)
    Free (paid full version + expansions) (iOS Version)

    Gameplay

    For anyone familiar with deck building games like Dominion or Shadowrun: Crossfire, the base gameplay of Star Realms will instantly recognisable. You have a starting deck of basic cards which you bulk up with better cards throughout the game whilst trying to get rid of all the chaff cards out of your deck. After you’ve exhausted your deck, your discard pile is reshuffled and is recycled as your new deck.

    Everything about Star Realms’ gameplay is designed to be as simple as possible. Players only need to manage two quantities throughout their turn (Trade and Combat) with the former quantity being used to buy new ships from the Trade Row, a constantly refreshing selection of five cards, and the latter being used to reduce the Authority of the opposing player.
    Cards in the game are divided between two categories and four factions. The categories of card don’t affect the game drastically, Ships are discarded at the end of a turn but Bases will remain in play until destroyed or scrapped.

    The factions are where gameplay starts to get affected and where massive combos can start to snowball. There is a choice between Blob (Green), Trade Federation (Blue), Star Empire (Yellow) and Machine Cult (Red). Each faction has 20 cards each and if two cards of the same faction are in play; they will have a secondary ability that can be activated, this ability normally falls in line with a theme for said faction.

    These faction themes can range from disrupting an opponent’s hand to being able to permanently remove a card from your deck, two things that can completely change the tide in a deck builder.

    Art

    The art style of the cards varies between the factions and works incredibly well with building up an unspoken backstory for any of the cards. Going from bright and illustrious for the Trade Federation, to dark and foreboding to the Blob, jumping to the powerful and dominating Star Empire and ending with the cold and efficient Machine Cult.

    Through simple stylistic choices, the art team has excelled in creating an atmosphere for such a simple game.

    Conclusion

    All in all, Star Realms is an easy-to-learn and relatively easy-to-master deck builder that’s good for short games to pass time and even better for longer play sessions.

    As a final point to round everything off, there’s a free digital version of the game available on SteamAndroid and iOS as well. There isn’t much difference in terms of gameplay, but it does include online multiplayer and a single-player campaign mode, with surprisingly well designed missions and great challenge conditions, allowing for plenty of replayability.

  • Rosalia’s Favourite Pokemon – Water/Grass/Fire Edition

    Introduction

    So, whilst this is semi-obvious, some of the Pokémon listed in the graphic above are not going to be my absolute favourites, for some types it was hard to pick one representative that communicates my love and affection for what that type embodies. And conversely, for some of choices I have made, they are my favourite, no questions asked. Why I have made certain choices will be explained in the respective section for each Pokémon.

    With that small disclaimer out of the way, let us move onto covering the trio of types that encompass the starter Pokémon.

    Water – Mudkip, #258

    I am a girl who practically always goes for the Water-type starter (more on that in the next section), from Squirtle to Sobble, each generation’s offering has managed to capture my heart in unique ways. So what elevates Mudkip to standing out amongst the rest?

    First off, the design. Whilst it is more possible that the design was inspired more by mudpuppies and mudskippers; there are also some hints of axolotl within there, with the gills on the side of its cheeks mimicking an axolotl’s gills. This instantly elevates my opinion of Mudkip, as axolotls are my personal favourite amphibians with their charming smile and docile personalities. This is not to say that Mudkip is not cute on its own, sharing the common trait amongst all starter Pokémon of looking incredibly huggable.

    With this being the first Pokémon in an evolutionary line (the only such entry on my list), discussing what Mudkip evolves into seems appropriate.

    At Level 16 it evolves into Marshtomp, gaining Ground-type as a secondary type, this eliminate its weakness to Electric-type, but that comes with the caveat of a four-times weakness to Grass-type. Whilst quad weaknesses can be perceived as liabilities to some trainers; I consider them almost a point of charm, since additional types can also bring additional resistances.

    At Level 36, it evolves into the final form of the line, Swampert.

    The two defining stats of Swampert are their HP (100) and Attack (110), leaving them as a bulky physical attacker, with the very powerful advantage of gaining Same Type Attack Bonus (STAB) on Earthquake, probably the best move in their arsenal. Physical Water-type moves are a bit lacking for a physical Water-type attacker, but with a Sp. Attack base of 85, having a move like Muddy Water or Surf would not go amiss.

    Also, try sort out an Ice-type move ASAP, Grass-type is the only weakness here so having the type coverage to deal with them would be valuable.

    Swampert is also the first of several Pokémon on this list to have a Mega Evolution. Introduced in Generation 6 as a way to try spice up battles; Mega Evolution allows certain Pokémon holding Mega Stones (or knowing a certain move, in one broken case) to unlock a pseudo-evolution in the middle of a battle, changing their form, stats, and abilities. This was only allowed once per battle.

    Mega Swampert has clearly been hitting the gym, with those massive arms providing a huge boost in Attack to 150, with minor buffs to both Defense stats and Sp. Attack. Speed only goes up by 10 points, but in the right hands this should be no issue, as this Mega Evolution gains the ability “Swift Swim”, doubling speed when the weather condition of the battle is rain.

    Mudkip was my choice when Ruby and Sapphire first released, and when Omega Ruby and Alpha Sapphire came around, the choice continued to be a no-brainer.

    Grass – Torterra, #389

    So… about what I said about being someone who always took Water-type starters…

    Yeah, there has been one exception on a first playthrough of any main series game, and that is the Turtwig line.

    And even today, I consider this quite a break away from what I’ve always known, especially considering Generation 4 is when the Water-type starter line was designed after penguins, one of my all-time favourite animals. But… something about this cute, grassy tortoise spoke to me.

    Since I’m specifically saying that Torterra is my favourite here, I’ll give some condensed thoughts:

    • Turtwig Cute
    • Grotle Meh

    Now, onto the main show, the tortoise carrying a world on their back.

    Meaning of course The Great A’Tuin.

    Nah, we’re still talking about Torterra here, but A’Tuin is admittedly one of the nicknames I’ve used in the past for this Pokémon, along with various ground-based puns, and when I first got Pokémon Diamond at the age of 8…

    “Tree King”

    I wasn’t wrong, they do have a pretty formidable tree growing out of them. Formidable is also pretty accurate word to describe the offensive capabilities of Torterra, carrying a base Attack stat of 109 and learning the powerful STAB Ground-type move of Earthquake upon evolution at Level 32, with the ever-versatile move of Crunch being learned at Level 45 providing valuable type coverage in a reliable way, and, with a Move Reminder, Wood Hammer unlocks true STAB Grass-type potential at the cost of some recoil damage.

    However, the recoil doesn’t necessarily have to be an issue, as the utility moveset of Torterra allows for limited recoil mitigation in the form of Synthesis, potentially combining with a Sunny Day user to fully maximise recovery, or Leech Seed to give more gradual recovery across multiple turns whilst maintaining damage output.

    And like Swampert beforehand, a favourite Pokémon of mine has a four-times weakness, this time in the form of Ice-type moves. And again, this just adds to the charm for me, especially with the raw amount of power Torterra is able to put out.

    Fire – Marowak (Alolan), #105

    Of all the new experimental designs to come out of The Pokémon Company in recent years, the idea of regions having specific forms of different Pokémon has to rank highly for me, as it’s a way of creating diversity within a region whilst utilizing existing designs in creative ways (though admittedly, Galar does this better than Alola did).

    Out of all the Alolan forms added in Generation 7, one stands out to me, the ghostly fire dancer form of Marowak.

    Fire dancing is a worldwide spectacle at this stage, but it is theorised that Alolan Marowak draws inspiration from multiple Pacific civilisations, with the Samoan fire dancers inspiring the bone club with flames on each end, mimicking the design of a fire staff. The second half of the typing (Ghost) potentially has routes in the Polynesian culture with the concept of “mana”.

    Mana is a wide-ranging term, but it usually comes down to the concept of people possessing different forms of spiritual energy that exists in people, places, and objects. Ancient Hawaiian culture teaches that in nature, everything has a counterpart, and so both positive and negative possessions of mana are possible. If we compare this to Alolan Marowak’s Pokédex entries, it can be theorised that the mana possessed by this Pokémon is one of sorrow, regret, and vengeance, manifesting as the fire imbued within them.

    Brief culture lesson over and wild theories postulated, let’s get into the finer details of why I love this alternate form.

    I had made up my mind pretty early on that I wanted one of these on my Pokémon Sun team, as when I saw it in previews I almost instantly fell in love with the design and typing and, with the knowledge I’d be choosing Popplio as my starter, gave diversity to my team composition.

    When using the Thick Club (the only correct item for any sort of Marowak in my opinion), an aggressive moveset is ideal, and the Fire/Ghost typing of Alolan Marowak opens many possible avenues for powerful STAB and type coverage moves:

    • Flare Blitz, when combined with the Hidden Ability of Rock Head (nullify recoil damage from moves), is a 120 power, 100% accuracy STAB Fire-type move with no downside whatsoever. Use. It.
    • Shadow Bone, the signature move of Alolan Marowak, a good power STAB Ghost-type move with the added benefit of potentially reducing the target’s Defense stat
    • Brick Break, learnt via TM, gives utility to remove Light Screen and Reflect effects, whilst also granting type coverage to deal with the new weakness to Dark-types
    • And finally, depending on your preferences, you can either go for Swords Dance to make sure attacks sweep foes away, or you can go with the unintentional theme of this article, and teach it Earthquake to round out the moveset more

    Part 1: Completed

    So ends the Water/Grass/Fire edition of my favourite Pokémon, it’d be nice to hear what you think of my choices in specific types, or what your favourites are within the types of the edition. Next time, I’ll be covering the Normal, Electric, and Psychic entries of my list.

  • Marieya’s Lessons

    Compared to the leg of the journey that came before it; Skogarholm was a relatively uneventful stop for myself and my new friends. Whilst the weight of Vantar’s demise weighed heavily on us all (Honesty especially), we went about our own tasks in the city. Fauna and Jørgen departed for a temple of Wotan, which I initially wanted to tag along with to seem respectful… but the mention of candles meant there would be a lot of fire nearby…

    …though thinking back, sweating profusely near some candles may have been preferable to what Honesty and I went through.

    We decided to go to a tavern called “The Roach”, recommended to us by our captain, where I paid for the drinks to try help Honesty through the grief of losing his closest friend. And this is where I made my first social slip up of the day, because I didn’t realise how loud I was speaking when I was speaking low of the ale on offer, leading to being dragged out by the kobold before anything bad happened.

    I got somewhat of an earful once we had got far enough away from the tavern, with Honesty saying, “I know you come from a cult but that could’ve easily gone wrong!”, which, I know I’m an unwilling initiate to the dragons, but Segottan is not a cult following, and whilst I certainly think some of their techniques are cult-esque, the Mharoti Empire is most definitely not a cult (as dangerous as one though, in my opinion).

    What followed was probably one of the most embarrassing sequences of my entire life… getting social interaction lessons from a kobold…

    “Alright, so, let’s start with a greeting” Honesty said, adjusting his coat as he looked at his shadow fey companion, who herself was looking like she would rather be anywhere else

    “Uhm… H-hi…” Marieya said, the usual hesitation present in her voice “I’m Marieya Ebontide… it’s nice to meet you, I guess?”

    The kobold rubbed his brow in exasperation “Are you confused about if it’s nice to meet someone or if your name is actually Marieya?”

    There was a pause. “…both?” Marieya made a noise of discomfort “Do we really have to do this?”

    “Look, I’d rather not die because you’ve accidentally pissed off the wrong barkeep” Honesty said, adopting a mixed tone, communicating his frustrations but trying to convey concern for Marieya “So, now try greet me with a bit more gusto!”

    The shadow fey sighed, thinking to how nice it would have been to just sit silently in a temple, not bothering anyway. “Hi… my name is Marieya Ebontibe, it’s nice to meet you.” She attempted a smile but ended up adopting a nervous expression instead.

    “Good start, I suppose” Honesty leaned up to inspect the face of his companion “Try not to look so nervous, and now, give me that intro again, be confident!”

    “Segottan, please” Marieya thought to herself, almost as if starting a prayer “Give me the strength to not place a geyser under this geezer” before taking a deep breath and putting on her best confident expression “Hi! My is Marieya Ebontide, it’s very nice to meet you!”

    Honesty gave a slow clap, oozing with sarcasm, but the slight smile on his face slightly betrayed his true feelings “It’s a good start, I suppose.”

    After this was another awkward encounter, as we somehow managed to barge into a homeless shelter thinking it was a front for something else. This was pretty bad on it’s own, but through talking to her familiar we called Fauna over to give us backup… which we didn’t need, so she had wild shaped for nothing (I never knew wolves could glare until today). She dragged us back to the temple of Wotan where we waited patiently for Jørgen to finish adding to his spellbook.

    With the day I had, staying silent was an absolute treat.

    “Now how about we head to The Roach for the night!” Jørgen said.

    …well, time to see if that lesson pays off.

    Inspiration

    I’ll start this off by showing you the “Flaws” section of Marieya’s character sheet.

    From this alone, you can kind of tell that she is a walking disaster waiting to happen. Admittedly I play a lot of her regular interactions by drawing on my own issues with anxiety in the past, and how it wasn’t really until late on in my life that I actually started to develop a semblance of a social life, due to issues with anxiety and generally being a bit socially awkward.

    In universe there is a reason why her social skills never really developed, and it’s part of her background with being an emissary to the Mharoti Empire. I haven’t fully explored why this is in sessions yet, so I’ll just leave it open ended for now.

    This specific bit of fiction is a recreation/dramatization of something that happened in the last session, where Marieya talked about the quality of the ale she was drinking, saying she’s used to bad ales, which inadvertently annoyed the barkeep, after which my friend Brett (the player behind Honesty) used the moment to do some frankly excellent roleplay with me about improving Marieya’s social skills, which, whilst hitting a bit close to reality for my liking, was extremely enjoyable.

    With this campaign being my first proper experience of D&D, it’s almost somewhat expected that I’m going to make mistakes and slip ups when it comes to playing my character, but the sessions I’ve had so far have been immensely enjoyable and I’m looking forward to where I can take my walking disaster of a Cleric next.

  • Melody’s Escape

    (NB: Originally posted to https://geekoutuk.com/2019/09/22/melodys-escape/)

    Throughout my life, I haven’t been the best at rhythm games. I’m able to make a pretty good run at them when I’m in the right frame of mind but even then, my reactions to the on-screen prompts can be a bit off. Which, considering one of my favourite games of all time (The Binding of Isaac) has the potential to train lightning-fast reflexes into you, is a bit odd.

    Nonetheless, given a flash sale and some Steam Wallet funds laying around – Thanks Joel – I decided to pick up a game that had caught my eye on visuals alone: Melody’s Escape.

    The premise is simple. You play as a girl called Melody, with your goal being to avoid obstacles along a side-scrolling track. The obstacles and speed at which Melody travels is determined by the song playing in the background.

    Melody herself is customisable in one of the game’s menus. You can change her colour palette, her outfit and her hairstyle to create an avatar that reflects your personality. Of course, me being me I gave her a cute black dress and long anime-style twintails.

    What are you escaping? Well, nothing. There’s no monster chasing after you, no wall of infinitely approaching death behind you, just running along this course. Melody puts her headphones on before the start of each track, so she is listening along to the music you are playing.

    Perhaps, the music is an escape for her as much as the game is an escape for you.

    I’ll let the store page on Steam preface the gameplay:

    Very accurate and fast music analysis: Melody’s Escape features extremely accurate beat-matching algorithms and is optimized to analyse a song in its entirety within a few seconds.

    The game comes with 6 preloaded songs, which are obviously what the algorithm has been optimised towards. On these songs, note detection is spot-on perfect with held notes syncing perfectly to the audio. Obstacles appear in the form of slopes to grind down, walls to kick down, tunnels to duck/slide under and when songs get faster, Melody will make great leaps or, if she’s flying, glide through areas.

    There are various difficulty modes, allowing players to choose how they want to enjoy the game.

    • “Relaxing” features minimal obstacles and orbs, with only a single direction needing to be pressed per intensity level
    • “Medium” has all 4 directions for prompts but both orbs and obstacles can be collected with either WASD/arrow keys for keyboard or D-pad/face buttons for controller
    • “Intense” is the true rhythm game experience. Orbs are more frequent and closer together requiring precise button presses and orb collection is now unpaired from obstacle traversal
    • “Overload” will act as a true challenge. Even more orbs and obstacles now require both buttons to be traversed successfully
    • “Autoplay” can be used to see how a song is going to play in terms of intensity, or if you just want to appreciate the game’s visuals to your favourite music
    I super dig the minimalist art style in this game, it’s gorgeous

    Speaking of favourite music, I did a fair few courses using some of the music I have on my PC. Both to experience the game with the music I enjoy listening to, and to test how well the algorithm handles different genres of music.

    As advertised the algorithm can analyse a song incredibly quickly and accurately determine the tempo and intensity of sections. Only a few songs out of the ones played before writing this article had the prompt “no stable 4/4 tempo detected”, but the course still played perfectly fine.

    There are moments where the game’s input will be slightly off with how the song is actually going, but in my opinion it’s not massively noticeable. The game has a standard audio/video latency calibration system, so you can adjust inputs as you grow used to the game.

    Black dress? Pink twintails? This is just a style I’d wear normally!

    To conclude, Melody’s Escape is incredibly addictive and tonnes of fun. I’d have loaded up the game to check a fact I’d written down in the article and go “one song won’t hurt”, then I’d play more songs after that one to see how I could do on them.

    The game is cheap on Steam at £6.99 (or local equivalent price) and when I bought it on sale it was 50% off making it even more value for money. Those who are into rhythm games will enjoy the harder difficulties as it quickly becomes a Dance Dance Revolution sidescroller, and those who are enthralled by the visuals will find Medium and Relaxing both their speed but with a good amount of challenge.

  • Personal Blog: Something to believe in

    “Find something to believe in. And find it for yourself. And when you do, pass it on to the future.

    Solid Snake, Metal Gear Solid 2: Sons of Liberty

    I rediscovered this quote recently, and it ended up resonating with me quite heavily. For all the different issues that can be found in the Metal Gear franchise; a lot of the underlying themes tend to be ageless in their relevancy to modern issues. Whilst the above quote is not exactly commentary on nuclear war, mass surveillance or modern society in general, it provided me with a moment of reflection.

    For a bit of context, I currently consider myself to be in a somewhat formative period of my life, and whilst life itself is a journey in which learning is one of the few constants, there are definitely key events that are coming together all at once:

    • Recently finished a three-year degree course, with an official graduation just under a month away
    • Preparing to live the rest of my life as a transgender woman, and all the issues & connotations that come with it
    • Embarking on a job search whilst simultaneously trying to discover what I want to get out of a career
    • And this website itself, dedicated to forming a personal and professional identity through my works of writing

    How do these relate to the quote?

    University was not the easiest journey for me. There is no denying that I have come out of it a more well-developed individual, having grown in multiple ways since my first day of induction and having learned valuable skills relating to an area of interest along with developing transferable skills useful for my future career.

    But there was also a fair bit of myself that went on the back burner, a case of “I’ll resolve this later”, and as more work piled up and deadlines loomed, my psyche saw this as a way of being able to push these issues further down because “You don’t have the time to think about these now”.

    This is both insanely unhealthy generally and considering the world of good seeing a counsellor did for me in my final days at uni, the complete wrong approach to take in hindsight.

    So, we jump back to now, where the structure of university has departed my life, and whilst the more unpleasant memories have gone with it, all the issues I pushed down now have nothing holding them back, like flood defences that have weathered their final storm. The driving force of finishing my degree is not here anymore.

    And whilst I have an amazing support network behind me in the form of my friendship groups, I know I cannot, and should not, allow them to choose what direction my life takes next. Can I rely on them for advice? Of course. Can I ask them for support if things hit a rough patch? Yeah. Can I ask them to make any of my decisions for me? Nope.

    I like to consider myself independent… to an extent. Whilst there are some practical skills I’ve picked up over the years that will assist me in my adult life, there are also some that have never really developed. The most frustrating one I am lacking in is the ability to swiftly reach a firm decision on things, often spending time dawdling on the details until something comes along that lights a fire under my feet.

    Though… I do take refuge in the fact that there is practically always a way to recover your stride in life. Going off the beaten path can prove difficult, but that path will eventually lead back to a smoother road to travel along. There is also no shame or stigma that should come with needing to start anew, taking stock of what once was and using that to plot a new trajectory in life.

    Which does bring me nicely to the second half of the quote that inspired this personal post:

    “Believe in what?” – Raiden

    “That’s your problem.” – Snake

    I know I will eventually find something to properly believe in, something that will act as my guiding life in light, and maybe, someday, act as inspiration for someone to follow the path my shadow creates.

    I just cannot expect it to come from someone else, because it does, then I didn’t really find it for myself.