Saturday 28 March 2020

Kanto Underground

During my visit with Poké Maniac Bill, he mentioned a Pokémon tournament that was being hosted in Vermilion City. He had been invited to attend, but his illness was currently preventing him from traveling. He'd given his tickets to some other trainers, but assured me that if I made it in time they would consider me a contender with two gym badges. So after acquiring the Cascade Badge from Misty, I decided my next destination in Kanto would be Vermilion City. The tournament was held aboard a luxury cruise ship named the S.S. Anne where it was being hosted to entertain passengers with displays of Kanto Pokémon and its trainers. Local trainers were organized into tiers and allowed to battle the crew, interested passengers, and each other for various prizes. Key among the prizes was a Hidden Machine, a secret technical machine, that allowed certain Pokémon the ability to learn useful skills that they wouldn't otherwise have access to. This one in particular was owned by the captain of the S.S. Anne and was able to teach lucky Pokémon how to adeptly cut through overgrowth. I was interested to say the least.
Just south of Cerulean City lived a kind old man in a secluded homestead offering a Pokémon Daycare service. This kind of small business is a lot more widespread nowadays, but back then it was a bit of a novelty. He allowed any trainer registered within the Indigo League of Kanto to leave one Pokémon in his care for a nominal fee. I had never heard of anything like this at the time, but after our brief conversation, I used Bill's transfer system to bring Charlie out of storage and into the old man's care. At the daycare, he would get lots of exercise and activity and be allowed to play and train with other Pokémon instead of just waiting in storage. It seemed like a really good way to get him some extra training in case anything unspeakable ever happened to Kiwi. The old man assured me that he'd been doing this for a long time now and Charlie was in good hands.
I was attacked by some wild Pidgey on Route 5, but I decided to save my Pokéballs for better options since I had Kiwi and Charlie as members of Team Fox. It didn't seem prudent to waste the resources on a third fighting Pidgey. It was during this time between Cerulean and Vermilion that I was starting to think about the future battles. I had to be careful with upcoming Gym Leaders and at the Indigo Plateau and I had to plan accordingly. After passing on acquiring a new Pidgey on Route 5, I made an effort to avoid more wild encounters in the future unless I was ready to add a potential candidate to my team. The way I was training my Pokémon meant that every new capture had to be strategic going forward. An army of Pidgey weren't going to win me the rest of my battles.

I was pretty oblivious to this at the time, but the region of Kanto was in a bit of upheaval the first time I was there. As I mentioned, I wasn't really aware of Team Rocket much before my unfortunate encounter with them at Mount Moon. I didn't realize what a hold they had on the region. I also didn't realize that things were changing rapidly since their operation at Mount Moon crumbled. For a long time the organization moved in the shadows, acquiring Pokémon and using them for illegal activities without drawing much attention to themselves, but things were now changing since two local trainers had them riled up. I mention it now because typically moving south from Cerulean, you would end up in Saffron City before heading to Vermilion City, but Saffron was under a bit of a lock-down thanks to Team Rocket activities. Police sentries were posted on all sides of the city and were not allowing anyone in or out of the city. They tried to explain the situation to me the best they could, but I really didn't understand the gravity of it and they got impatient trying to explain to me why I needed to get to Vermilion another way.
This other way was an underground passage originally intended to be developed into a subway system to and from Saffron City. It's development had been abandoned due to escalating economic tension between the local government and Team Rocket. It now served as a convenient, although shady, underpass between Cerulean and Vermilion, as well as Lavender Town and Celadon City. You could bypass Saffron City entirely this way. The path was reasonably lit and maintained by local volunteers. Pokémon battles were prohibited and efforts were made to repel Pokémon from infiltrating the path as long as it was needed. Apparently Saffron had been cut off from the world for some time in order for this to have been as well established as it was, but again I was ignorant of the state of affairs in Kanto at that time. I merely enjoyed an uninterupted stroll underground, picking up various shiny objects I happened upon.

I arrived in Vermilion City sometime in the evening. I managed to secure a place to sleep for a few nights and then set out to learn what I could about the local Pokémon scene. I could see the S.S. Anne to the south all lit up like an angry Electrode. Tomorrow I would have to find a way to get into the tournament aboard and hopefully earn my access to that Hidden Machine, but I did have a few other concerns. The gym leader in Vermilion was not a push-over and he favored electric attacks above all else. It earned him his nickname as Lt. Surge. As it stood, my team consisted mostly of flying Pokémon who would easily be burst out of the sky by a well placed thunderbolt. Kiwi, Lucky, Vesper and Shakespear were all going to be huge liabilities in the Vermilion Gym. Arnold had recently evolved on his way south through Route 5 and 6, but I wasn't sure that my powerful Gloom could stand up to the kind of voltage Lt. Surge was known to put out. It seemed clear that Arnold and Rascal Jr. Simply weren't going to be enough to ensure a victory here in Vermilion. If I were going to get a new Pokémon, then the battles aboard the S.S. Anne would be a great training ground for them, so I set out that evening to add one more friend to my roster.
Vermilion City is the busiest port in the Kanto region and naturally surrounded mostly by water. Water-based Pokémon weren't going to stand a chance against Lt. Surge when I went to face him, so I had to look somewhere else. I had overheard that just beyond the city limits was a small rock tunnel the locals called Diglett's Cave, because it had been dug out by a large colony of Diglett and Dugtrio. Though it was a bit unsettling to crawl into their nest, I knew a Diglett or a Dugtrio would be the perfect addition to the team and the perfect counter to Lt. Surge. Their ground affinity would make them immune to any electric attacks Lt. Surge could throw at them. So despite my apprehension and the apparent dangers of crawling into a Diglett tunnel at night, I felt I had no choice.

Almost instantly I was assaulted by a Diglett who did not like me mucking around in his home. He was a quick! It was tricky to pin him down with my team. Lucky was able to put him to sleep with the powder off his wings, and it took a few balls to snag him without causing him to faint. Fortunately, we captured Douglas before any reinforcements could arrive and we made a hastey retreat from Diglett's Cave. Douglas replaced Shakespear on my team since official Pokémon League rules only allowed a trainer to carry a maximum of 6 Pokémon. Shakespear would rest comfortably in Bill's Storage System while Douglas stayed with me to train up for the Vermilion Gym. I slept easy that night knowing that Douglas would secure my victory against Lt. Surge and all I had to do now was get aboard the S.S. Anne to do some intensive training - and get my hands on that Hidden Machine.

Current Team:
Attacks in Blue are recently learned.



Bill's Storage: Shakespear (Spearow)

Old Man Daycare: Charlie (Pidgey)

Christmas 2019!

Happy Holidays to you all, thank you once again for your patience and for listening.

Music from https://filmmusic.io
"We Wish you a Merry Christmas" by Kevin MacLeod (https://incompetech.com)
License: CC BY (http://creativecommons.org/licenses/by/4.0/)

"Jingle Bells" by Kevin MacLeod (https://incompetech.com)

License: CC BY (http://creativecommons.org/licenses/by/4.0/)

"Wish Background" by Kevin MacLeod (https://incompetech.com)

License: CC BY (http://creativecommons.org/licenses/by/4.0/)

"Deck the Halls B" by Kevin MacLeod (https://incompetech.com)

License: CC BY (http://creativecommons.org/licenses/by/4.0/)

"Oh Holy Night" by Kevin MacLeod (https://incompetech.com)

License: CC BY (http://creativecommons.org/licenses/by/4.0/)

"Angels We Have Heard on High" by Kevin MacLeod (https://incompetech.com)

License: CC BY (http://creativecommons.org/licenses/by/4.0/)

"The Terminal " by Luca Fraula (http://www.lucafraula.it/)

License: CC BY (http://creativecommons.org/licenses/by/4.0/)

Other music from the Free Music Archive by

Borrtex
Dee Yan-Key
Kai Engel
Podington Bear
Squire Tuck
TRG Banks


Ornament photo from Dreamstime

The Division 2 Review (PS4)

Written by Anthony L. Cuaycong


TitleThe Division 2
Developer: Massive Entertainment
Publisher: Ubisoft
Genre: Action, Adventure, RPG
Price: $59.99
Also Available On: Steam, XB1



The launch of Tom Clancy's The Division in 2016 was met with great expectations. As an online role-playing game, it bore the expertise of developer Massive Entertainment, whose previous work in seeing Assassin's Creed: Revelations and Far Cry 3 through gave it the confidence to pledge the setting of new standards in multiplayer engagement. Needless to say, the assistance that it received from other Ubisoft subsidiaries, particularly Red Storm Entertainment, Ubisoft Reflections, and Ubisoft Annecy enabled it to meet its objectives, albeit not without growing pains.




The cutting-edge visuals, outstanding combat mechanics, and immersive setting of Tom Clancy's The Division shone from the outset, but Massive Entertainment still needed to scramble after it hit store shelves in order to address the glaring lack of content, frustrating capacity of enemies to absorb damage, paper-thin storyline, and significant technical glitches that all detracted from the overall experience. That said, it bore such promise, and met said promise soon enough, that it went on to become Ubisoft's best-selling title of all time, generating revenues north of $300 million worldwide and, in the process, ensuring the release of a sequel.

Parenthetically, Tom Clancy's The Division 2 picks up from where its predecessor left off, following the narrative seven months after events showing the devastation the release of Green Poison, a reengineered strain of smallpox, wreaked upon New York. This time, however, Washington serves as the backdrop for its progression, with the White House used by the Joint Task Force as base of operations. Gamers assume the role of an agent of the Strategic Homeland Division and help keep as much order as possible within the chaos created by a de facto civil war.




Outside of the plot, which remains paper thin, Tom Clancy's The Division 2 proves superior to its predecessor in all aspects. It certainly hits the ground running, presenting the District of Columbia as a near-perfect facsimile of its real-life representation and providing gamers with open-world choices within rewarding mission structures. Combat is straightforward, if challenging; stealth and precision marked by care are keys to survival, whether going solo or as part of groups, and regardless of the type of factions to which enemies of the moment belong. And, yes, the degrees of difficulty fluctuate, but, unlike the first offering, stay eminently fair. Thusly, a commitment to persevere prevails; failure is inevitable, but frustration does not set in because insight borne of experience does pay dividends.

In this regard, Tom Clancy's The Division 2 encourages the proper planning of skill upgrades, and in the context of group excursions. Meanwhile, skirmishes yield loot drops that expand equipment and weaponry. Side activities are offered in abundance, but invariably within the context of enriching story perspectives and stakes. For the more adventurous, there is the Dark Zone, where other gamers can and will be enemies — sometimes under the guise of collaboration. Within this area, a separate leveling regime is in place, and going rogue offers the opportunity to appreciate the challenges from the other side. In any case, the interactions underscore the sharpness with which player-versus-player scenarios are laid out.




Significantly, Tom Clancy's The Division 2 continues to receive programming support. A recent patch, for instance, enables loot targeting; map updates occur every day and show specific locations for specific gear. Moreover, it gives relevance to brand loyalty; in-game equipment makers now have items for all customizable slots, thus enabling access to bonuses. If nothing else, Ubisoft's commitment to keep tweaking the title long after release signifies sensitivity to feedback and dedication to process improvement. Future content updates promise map expansions, talent customization, and further understanding of the overarching narrative.




All told, Tom Clancy's The Division 2 keeps gamers going for more. If there's one thing developers have known to be harder than generating interest in their products, it's keeping said interest over time. Clearly, Massive Entertainment is bent on continually cultivating the interest, a decided boon in this day and age of infinite entertainment choices. Consumers are intrinsically fickle, and the sheer number of options available to them taps into this nature. Ubisoft is betting that quality breeds allegiance — and winning.



THE GOOD:
  • Superior to predecessor in all aspects
  • Combat is challenging but fair
  • Continued support encourages long-term commitment
  • Near-perfect representation of Washington, D.C.

THE BAD:
  • Paper-thin plot
  • Absence of a narrative hook
  • Still subject to loot fatigue


RATING: 8.5/10

Monday 23 March 2020

Ep 26: Big Fun With Little Figures Is Live!

Ep 26: Big Fun with Little Figures
I talk with Howard Whitehouse about Mad Dogs With Guns, his gangster game from Osprey Games. In a separate segment, I talk with Peter Berry of Baccus 6mm to talk about the seeming monopoly of 28mm figures and games in the glossy gaming magazines.

https://soundcloud.com/user-989538417/episode-26-big-fun-with-little-figures

The Veteran Wargamer is brought to you by Kings Hobbies and Games
http://www.Kingshobbiesandgames.com
https://www.facebook.com/Special-Artizan-Service-Miniatures-1791793644366746/

Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer

Segment 1
Follow Howard on Facebook
https://www.facebook.com/Howard.Whitehouse.Writer/?ref=br_rs
https://www.facebook.com/Pulp-Action-Library-283960595046814/

Buy Mad Dogs With Guns:
Mad Dogs With Guns - Howard Whitehouse https://ospreypublishing.com/mad-dogs-with-guns
Pulp Action Library - http://www.pulpactionlibrary.com/

Other companies we mentioned:
Copplestone Castings http://www.copplestonecastings.co.uk/list.php?cat=7
Pulp Figures https://pulpfigures.com/products/category/11
Brigade Games http://brigadegames.3dcartstores.com/

Paddy Whacked - T.J. English https://www.amazon.com/Paddy-Whacked-Untold-American-Gangster/dp/0060590033
The Outfit - Gus Russo https://www.amazon.com/Outfit-Gus-Russo/dp/1582342792/
True Detective - Nathan Heller Series - Max Allen Collins https://www.amazon.com/True-Detective-Nathan-Heller-Novels/

Segment 2
Follow Baccus6mm on Facebook - https://www.facebook.com/Baccus6mm/
Joy of Six - https://www.facebook.com/TheJoyofSix/

Peter's Opinion piece - https://www.baccus6mm.com/news/20-09-2017/Historicalgaming-'Thetimestheyareachanging'/

Other companies we mentioned:
Warlord - https://us-store.warlordgames.com/
Perry Miniatures - https://www.perry-miniatures.com/
Games Workshop - https://www.games-workshop.com/en-US/Home
Wargames, Soldiers and Strategy - https://www.karwansaraypublishers.com/wss-mag

Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.

Friday 20 March 2020

SaltCon 2020 Preview


SaltCon 2020 is almost here and the lineup of activities is impressive. This is Utah's largest tabletop gaming event with four days of all types of tabletop games, contests, panels, and ways to expand and adjust your own game library. And SaltCon is a great place to meet up with over a thousand other tabletop gaming enthusiasts.

Games to Play

With a game library containing thousands of games you will be able to find something to play. You can find everything from an old favorite to something you've never heard anything about. The library games are free to check out and if you aren't sure how to play something you can grab a "Teacher Wanted" sign and there is almost always someone who has played it before and willing to share their knowledge of the game.

Don't worry if you don't have enough players for the game you want to play. You can also pick up a "Players Wanted" sign and invite new friends to the table. If the sign is up on the table, you can check it out and see if it is something you can join in on. You can find new games for your home group or find a new group of players for after the convention.

Along with the Game Library there are the games that are listed as the "Hot Games" and "Play to Win" areas. Hot Games are newer games being talked about. You can sit in on a game and see what the chatter is all about. The Play to Win games are just that. Play one of the games and you are entered into drawing to win the game. Just like the Game Library, there is no additional cost to play these games.


For those looking for the newest games coming, there is Prototype Alley. Here is where game developers are showing what they are working on. These games are in all stages of development. You get to sit in and learn games and participate in giving the designers your critique on what you like and how they can make their game even better.

There are also near non-stop role-playing taking place in the RPG room. You can jump in with the Adventurers' League and play some DnD. And there are a number of other games scheduled. A quick look at the schedule showed dozens of systems being played with around 100 scheduled games already taking signups. You can find something you like or try something new. Don't worry about having a character or dice, there are always plenty of them around to use (or you can pick up some new dice in the vendor hall).

Tournaments and Contests

This year is lined up with a lot of tournaments to go along with the Ion Game Design Contest and the Figure Painting Contest. Right now there are 30 tournament slots listed. You can challenge your skills against other players to see how you compare. I know in years past, some of the tournaments at SaltCon have been qualifiers for national events. I didn't look deeply into that, but this could be your chance to make your mark.


Live Action Events

Artemis will be there. If you are not familiar with the name, it is a Star Fleet simulator. Yes you can be a part of the bridge crew of a Star Fleet vessel. New experiences are available to be out among the stars.

There is also some live Action Role Playing on the schedule. Not only do you get to decide what your character does, you get to become your character.

Vendors, Sponsors, and More

There is more to see and do at SaltCon. There are going to be around 50 vendors in attendance with games, gaming supplies, art, and usually there are a few surprises mixed in. The vendors provide a lot to the experience, so check out what they are doing. Many of the Play to Win games and Door Prizes given away throughout the event are given by these great people who understand our enthusiasm and addiction to playing games, having the right miniature, or the newest dice.

For those interested in developing games, there is more than just competing in the Ions (of course the submission date for this year's judging has come and gone), there are panels scheduled about designing crowdsourcing. Even if all you have is an idea, you can start into the next level of gaming by learning how to create your own.

There is a lot of room in the SaltCon gaming area, so you don't have to sit on other people to play your game. But when you want some quiet time to play, there is also a quiet gaming room. A relaxing place to slip away to and still get your gaming on.

 

The Math Trade is already in motion for this year, but don't miss out on the Flea Market and Game Swap. You might have a game you just don't play anymore and want to give it a new life with another group and this is a place to give it that chance to live again. Or, you might just find that game you have been looking for to slip into your personal library. New and old games can be found at these events.

SaltCon 2020 looks like another great event is in the making. I will be there all 4 days Thursday, March 5 through Sunday March 8, 2020. Come on up and say hello. I enjoy meeting new friends and being able to put faces with the names of people who have written me.

To find out more about the schedule of events and many other things going on this year, check out SaltCon's website (link).

I'm working at keeping my material free of subscription charges by supplementing costs by being an Amazon Associate and having advertising appear. I earn a fee when people make purchases of qualified products from Amazon when they enter the site from a link on Guild Master Gaming and when people click on an ad. If you do either, thank you.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

I have articles being published by others and you can find most of them on Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).

 

Thursday 19 March 2020

Podcast Episode 25 - AD&D Combat Demystified - Initiative For Spellcasting, Charging


I'm challenging conventional wisdom that AD&D by-the-book combat is too difficult! In this episode, I visit initiative one more time to talk about melee with a spell-caster, and then I cover charging.



Anchor Episode link: https://anchor.fm/the-dungeon-masters-handbook/episodes/Episode-25---ADD-Combat-Demystified---Initiative-for-Spellcasting--Charging-eaaja5

Leave me a voice message and let me know what you think! (312) 625-8281‬ (US/Canada)

Leave a message on Anchor: anchor.fm/the-dungeon-masters-handbook/message


Links from episode:

My AD&D Combat Cheat Sheet: https://drive.google.com/open?id=1buc4Iubou-bH7V1Ud-h_4SkHm9wfm64a


Intro music: Dragonaut by Bradley The Buyer (bit.ly/2ASpAlF)
Outro music: Dream by Wild Shores (bit.ly/2jbJehK)

A Triumph Of Persistence Over Good Sense?

Maybe. 

What I have been searching for, for some years now, is essentially a game that has the simplicity, ease and speed of play of a stand=a unit games such as Morschauser, Volley & Bayonet, DBA, and the Portable Wargame but with just a little bit more tactical colour to feed the narrative (since I play at lower scales of game and am not terribly imaginative at interpreting game mechanisms into narrative).  I wasn't sure if or how reverting to one-stand-is-a-unit basing would help but once done it didn't take long to start remembering such games from early this century that I had enjoyed before first losing the simplicity by a return to the old multi-element unit and then becoming  fascinated by and converted to grids. (Both still useful and attractive options btw.)

The Bodyguard took a chance and got lucky, routing a unit of Grey infantry while the charge of the Mounted Rifles was repulsed by a dose of cannister.

Up until a few days ago, I wasn't really thinking about going off grid for this but my current Medieval/Fantasy rules were designed that way for compatibility with a friend and with our 16thC rules which are also  one stand units, no grid, rules.    So, when I set up the game that is currently on the table, I planned to use the grid but suddenly decided to do a new set of one page, off-grid, rules. The first go was OK but still without that colour, especially around charges while having too much unimportant detail that I had felt maybe ought to be shown.

The apparently Crack Grey gunners silenced a challenging Red battery and then continued to pound Red's cavalry. The opposing cavalry decided to play it safe and dismount for fire action until all of both armies was deployed. Red's infantry had started their assault with discouraging results.

I had recently taken another look at Neil Thomas and some of his rules philosophy. It suddenly seemed that maybe I needed to let go of a few of my habits, get drastic, and came up with something at a little bit different than what I've been doing for the last while but still familiar.

The firefight was loud and bloody for both sides but Grey's last reinforcement had arrived and the sun was sinking. It was time to gamble or go home. 

The end result was a fast paced game with the sorts of decisions I wanted to make and a minimum of fussy stuff, but with some brisk action that could have made a good story and a nail biter of an ending where a gamble against the odds paid off with a last minute do or die cavalry charge by Red sweeping away the shaken enemy while a desperate Blue infantry charge against a battered Red unit resulted in a routed unit of Blue's Zouaves and a wounded Brigadier, all in just over an action packed hour. A full size game with double the number of units should be easily handled in an afternoon without tedium.

Red's infantry had fought their way into the town and Grey's losses amongst his lead brigades had been heavy. He decided to pull back his nearly exhausted battery and sent in the newly arrived Zouave Brigade to retake the town and drive the enemy back.

I've sort of run out of names and this isn't really a direct development from any of my other games but since the Model Major General never gelled,  I've given myself permission to reuse the name.

NOW or NEVER! Red's army was nearing its breaking point but Blue looked to be even closer to breaking. There was not enough daylight left to be sure of breaking the enemy's morale  by fire alone. Red decided to gamble and ordered his infantry to hold in the village on against every counter attack and ordered the Bodyguard and Hussars to mount up and CHARGE!  This time, Fortune favoured the Brave. 

Here's the 2 sides of a page version as played in the illustrations.
___________________

Model Major General (2020 ed)
Wargame Rules QRS
2 Feb 2020 1st Draft


Turn Sequence. Determine Initiative
A Moves and declares charges, then B moves and declare charges 
B Fires then A Fires, 
A charges home or retreats then B charges home or retreats, resolve all charges.
Orders. Roll 1d=number of orders. -1 if General lost. (In large games roll by Division)
1 order needed to move a unit or a formed Brigade. (Brigadier+ a group of touching units. They do not need to stay touching.)


Moves:
Infantry: 9" + 3" if in Brigade column 
Irregulars: 12"
Arty: 12" -6" to limber/unlimber
Cavalry: 18" mounted, -9" dismounted


Facing: Units may move any direction and face direction as desired unless charging.
Bkn gnd. (Fenced fields, open woods etc)  Cav, Arty, 1/2 speed.
Difficult Terrain. (Dense woods etc) Infantry and Pack animals only at 1/2 speed
Towns. Move by road only. 1/2 move for Inf or Dismounted cav to occupy buildings.
Road: Negates terrain.
Charges. Units may not move close than 1" to enemy during movement. A unit that declares a charge and moves to within 1" pins the target unit in place until the charge is resolved. A unit may only charge an enemy which is to its front when the charge is declared. A Pinned unit may choose to shoot during the fire phase OR hold fire until the Charge resolution phase OR if mounted cavalry or spearmen may countercharge
Interpenetration: Units may interpenetrate friends if they may clear them.


Shooting: Tgt must be in arc (45 degrees either side of ahead) and range with a clear line of fire.
Unit Dice Hit On Range
Inf  2 5,6 12"
Shpstr 1 4,5,6 18"
Dis Cav 2 5,6 9" 
Gatling 3 5,6 18"
Arty 2 4,5,6 36"
Difficult Target:  Suffer 1/2 casualties rounding up if artillery, cavalry, sharpshooters or in cover.


Charge Resolution.
4d per unit if charging or holding fire.
5,6 hits
+1 if Shock troops 
Inflict 1/2 casualties if charging enemy defending fortified position or cavalry charging over obstacle or into broken ground etc

Remove any Broken units. If still in contact infantry that charged may back up 1" or a full move. Mounted Cavalry will retreat a full move. If the target of a charge is eliminated the charging unit must occupy the ground and if cavalry may advance 3" and charge again with no response. There is no second pursuit.


Morale.
Units take 4 hits +1 Vet/Elite, -1 Militia or Irregular
Commander Rally. Once per turn, at any point a unit takes hits, a Commander may join a unit within 3" and roll 1d6: 5,6 cancels 1 hit, 1=cdr is a casualty.
Hospital.  1d per turn, 5,6 = 1 unit recovers 1 hit
Army Morale = If 1/2 units broken must concede. Objectives may count as units for this.
 
______________
Now to reset the table, prep a few more units and try a different scenario.     

[IACR] ePrint Report: Gimli Encryption In 715.9 Psec

ePrint Report: Gimli Encryption in 715.9 psec

Sunday 15 March 2020

Ween : The Prophecy - Alternative Paths And Final Rating

Written by Alfred n the Fettuc

Before submitting WEEN to the PISSED rating, we need to study the alternative paths that you can take through the game. I counted two (but I might also have missed something), one using the fish amulet to breathe underwater, and the other attainable by choosing the second door when you exit the temple, just before the ant garden.

The first hint about an alternative path comes from our friend URM

First alternative path : Sea monsters eating each others.

Restarting the game, I scan once more every screen to see what I could have missed but don't find anything before the lake itself (I still don't know if I can do anything with the bolt I found on OHKRAM's balcony by the way). Turns out that on the first venom/pollen puzzle, there is a very tiny leave hidden in the corner of the screen.

Obvious isn't it?

Considering all the pixel-hunting I had to do in order to progress later in the game, I'm really surprised I didn't spot the leaves on my first play-through. I think at this point of the game, I didn't really need to search every nook and cranny of every place I went. Anyway, I make the monster appear on the bridge, get the feather, use it to make the venom and pollen appear in the chest, and mix a potion of growth out of the two reagents. And what do you know…

More strawberries!!!

I call URM and give him the strawberries. Joyful, he drops a small ingot of gold that fits perfectly with the half-statue to make a complete fish amulet. Guess it means that URM had the amulet since the very beginning and just didn't give it to me because I didn't have enough strawberries in my pocket… stupid greedy bat. Using the amulet on the water allows me to enter it and breathe underwater. URM comes back afterwards and get back the Elixir from me, so the hint of an alternative path works whatever path you choose. Nice touch.

Do fishermen dream of electric fish?

Just before arriving on this screen, I witness a little cutscene with a big barracuda-like fish eating some kind of metal pole. When I click on the seaweeds on the left of the screen, a little fish appears and get eaten by the same barracuda-like fish, that WEEN describes as a wurk, a greedy fish that could eat anything. I'm starting to suspect that we'll have to make him eat the electric fish one way or another. Clicking on the staircase sets a trap where iron bars appear from the wall to stop me from going up. Messing with the electric fish gets me zapped. I spend some time looking around until a little bug appears… it's our friend the useless mosquito sent by KRAAL!

Hey there little buddy, I thought I would only kick your ass much later in the game…

I catch it pretty easily and feed it to the electric fish… Just when I was wondering if it meant that taking this alternative path would make the mosquito disappear from the rest of the game, another one quietly arrives and lands at the exact same place. I'm guessing KRAAL has an infinite army of mosquitos underlings for some reason. Knowing that the electric fish seems to love mosquitos, I get the other insect and drop it near the hole where the wurk is hidden. It exits and eats the fish, resulting in death by electrocution. I grab the glass piece on the ground and cuts the wurk open.

Gross

I use the steel bar found into the belly of the beast in the small hole near the door, making it bigger. Clicking on the hole now makes another marine monstrosity appear as a moray eel tries to catch me. Messing with the seaweeds on the left make another innocent fish wander around and gets eaten by the moray eel.

Underwater massacre

Inside the fish I find a harpoon point (what do they eat in that lake?) that I combine with my metal bar to make a perfectly fine harpoon. Trying to use it in the moray eel hiding place doesn't work though. Looking in the seaweed to find another fish, I catch it with my harpoon before it gets eaten and then feed it to the moray eel, hoping it would choke on my harpoon, but no. It just eats the fish and spits back my harpoon. What a nice monstrosity. Pixel-hunting the place once more, I discover a crack on the side of the barred staircase. Destroying a part of the wall with my harpoon, and trying to climb the staircase once again breaks the trap. However, the iron bars are now stuck in the stone.

Not for the marine life around here, that's for sure.

Using my trusty harpoon, I catch another fish from the seaweed and put it between the iron bars. It works! The moray eel catch the harpoon point and forces the iron bars open with its voracity. Now that's what I call one hungry fish! Finally, I'm able to exit this horrible place and get to the entrance of the dragon temple with the wasp trap and the snake.

So all in all, this path allows me to avoid the goblin-looking statue with its sword and the Orivor puzzle. I kinda prefer the underwater path as I think the puzzles are more fun. However, I'll probably never go in a lake again in my life now that I've seen what's in it…

Second alternative path : Laser-eye petrifying dinosaurs

After getting the three grains of sand and exiting the temple (and before the two dimwits lost my haversack), I was presented with two doors. The door on the right, that I chose, brought me to the ant garden puzzle where I had to mix a digitalis meal for the ant queen. Selecting the door on the left brings me to another garden, where some kind of huge laser-eyes dinosaur petrifies URM the second we get in!

We hold the winner in the Coktel Vision teeth contest

PETROY appears and tells me that KOR, the deity that's pictured on the left, can help URM, but I need to give him offerings. Namingly, the power of thunder, the star of light and the wealth of the tide… Just that. I grab what appears to be a net (probably in order to get the wealth of the tide. I knew I should have brought another dead fish from the underwater segment). Trying to operate the well tells me that I need a handle to work the pulley. The right of the screen allows me to exit to another part of the garden.

A grill? Maybe I'll be able to barbecue the wealth of the tide…

Getting the grill allows a huge orange crab to exit the trap. I grab a fish from the river with my net. Clicking a second time on the river makes the fairy of the river appear! She tells me that in her river lives a crab with sharp pincers (doh!), and that great riches can be found in the water. Trying to use the grill as a sieve doesn't work though. Not finding anything else, I go back to the statue of KOR in order to offer him the fish I just caught. No reaction. So I guess the wealth of the tide refers to actual wealth. Pixel-hunting the first screen, I find that I can remove the hoop from the barrel.

You know? For kids!

Using the grill in the hoop, I make an actual sieve. Using it on the river allows me to get a few gold nuggets. Going back to the statue, I can put the nuggets at the feet of the statue but nothing happens. I guess he wants the three elements before doing anything. I realize I still have a fish in my inventory and go back to the river. Putting the fish in the trap next to it makes the big orange crab come back in order to devour this meal. I catch the crab (with my bare hands… WEEN is clearly braver than me). Not finding anything to do with it, I try using my other inventory items everywhere. Putting the sword in the hand of the statue, it attracts lightning! After hitting the sword, the lightning falls on the ground and I can grab it in my hands.

Pretty sure that's not how lightning works.

Trying to put the lightning on the pedestal to offer KOR the "power of thunder", WEEN tells me that he's got far better things to do with this object for the moment… So first, thank you, protagonist, for this hint but could you please do as you're told? Secondly, ok, what else can I do with a solidified lightning? Use it as a handle for the well of course! I pull up something that looks like a chest from the bottom of the well and I can put the lightning on the pedestal afterwards. Thank you, WEEN! The chest is locked by a heavy metal chain that I use my crab to cut. It still doesn't open, though, so I get my sword back and use it as a lever to open the chest (swords used as levers during the game : 4). Inside the chest is a key that I use to open the lock under the beast statue. In it I find a sun effigy, which is sure to be "the star of light". I put it on the pedestal and KOR reanimates URM, who doesn't take long to be his normal self again!

Ungrateful fruit-eating bastard

And then I arrive at the garden with the view on Volcano Island, the worm and the giant mushrooms. I tend to prefer this path also to the one with the ant queen, if only because I spent way too much time on the ant queen screen turning my copper ball into a pipe and a cauldron and vice-versa…


FINAL RATING

Finally, the moment we've all been waiting for. I tend to be a bit afraid of the PISSED rating because I know this game is fondly remembered by many, but I'll try my best to give it a fair trial.

Puzzles and Solvability

The puzzles are pretty fun overall. The game is a nice suite of inventory-based puzzles and there are a lot of them. However, the game is a bit on the easy side and a few of the puzzles are repetitive without enough differences between them. The room with the fireflies comes to mind where you're supposed to repeat the same tedious steps five times. The other problem is that you stumble a bit too often on the solution instead of wanting to do something and successfully do it. That's usually the issue with games with a single "action" button (as opposed to a list of verbs or a parser), in my humble opinion, but in this kind of games where things happen because "magic", I think that clicking on random things and see what happens is a big part of the fun, like a less chaotic version of Gobliins 2.

When the game avoids being too easy, however, it tends to fall pretty quickly in the "obscure" territory. The dragon battle, for example comes to mind, or the potion mixing.

Never forget the mighty battle of the cat and the beagle.

Thorough pixel-hunting is a huge part of the game as well and it can be infuriating at times, especially when you think you have the good solution and can't make it work. Globally, the game could do with a little more hints, even subtle ones. Too often was I stumbling in the dark just trying to make something happen with no clear objective of my goal.

Having two branching paths (even if it's for a short period of time) is great though, and adds replayability, which is still rare enough in adventure games to be underlined.

Final Score : 6. Overall, the puzzle design is solid, pleasant and there are a lot of things to do. A few roadblocks are difficult enough without being unsolvable. The fact that you are too often stumbling in the dark is what prevents it to get a 7, but just quite.

Interface and Inventory

As was noted by Ilmari in his playthrough of Gobliins 2, the interface shares some similarities, which is a novelty for a Coktel Vision game. It's probably because it works. You can combine inventory items, use items on yourself, etc. I think the guys at Coktel were working on something that would be used in all of their games at the time if only because they left the "fast movement" icon in the menu without using it once in the game. It was Coktel's take on something similar to the SCUMM engine, even if not as brilliant.

There is even a notepad to keep track of whatever seems important (like potion recipes)

The interface is overall pretty functional, but it has a few flaws that really get irritating in the long run. I've rambled enough on the transformations of the copper ball/sword/pipe/cauldron. It's because you do that ALL THE TIME. And what is a charming little animation in the beginning of the game are excruciating when you do that fifteen times in a row because you're trying to solve a puzzle and don't know which tool to use. The fact that you have to go through the copper ball transformation every time you want to change the sword into a cauldron is more irritating than it has any right to be.

There are other issues as well. Using the glue on the firefly works but not the other way around. Granted, it makes more sense in this order but when you're trying to find the solution to an obscure puzzle, you don't necessarily try the two sides of an item interaction. There is also a little "slugginess" to the whole game (like a few milliseconds too long) that makes the whole thing a little too slow for my taste. But it might also be the emulator I used so I won't take it into account.

The integrated joker system is a nice touch. In a time before the internet, it was always a solution to make some progress in the game if you're completely stuck. I tried it here and there after my playthrough, though, and it could beneficiate from a little subtlety by guiding you on the right path instead of telling the solutions outright. But still, it's always better than throwing the game disks against a wall in frustration.

Final Score : 4. Functional, but a few issues tarnish the whole experience here and there.

Story and Setting

Well… this one is tricky. I'm pretty sure the story as a whole made some kind of sense to someone at Coktel Vision (or they were under a lot of drugs), but after having completed the game, I still have little clues about exactly who is OPALE, what the REVUSS is, what the BORGOL is, why the two stupid twins change their height every five seconds, etc… The whole story comes out as quite a mess, and it's not a translation issue as I've tried the french version and it's more or less the same thing.

I still want someone to explain to me why my haversack was an owl the whole time…

Then again, the whole "it's magic" works with this universe and the sense of mystery permeates everything, but that's something that enters in another category. As a story in and by itself, it doesn't make a lot of sense. I'd also love to have some kind of confrontation with KRAAL at the end instead of an over-complicated Bond villain scheme to foil. It's like if at the end of Legend of Kyrandia, you just had to disarm a trap instead of confronting Malcolm while you've spent the whole game chasing him.

The same can be said about the places you're exploring. Once you exit the cave complex from underneath OHKRAM's house, you spend your time going in and out of caves and gardens with little coherence. It's not a big deal in itself, as most of the puzzles are self-contained to one screen, but it doesn't make you feel like you're making any progress, more like you're being lugged around random places.

Final score : 3. The story is serviceable, nothing else. You solve puzzles and sometimes, someone talks to you spouting nonsense.

Sound and Graphics

In the visual department, the game suffers from a strange dichotomy. The places you explore are mostly pretty and nicely detailed. The catacombs and temples are creepy enough and the whole "sunsets and moonlight" ambiance suits the magical atmosphere overall. However, I found the monster and creature design to be quite hideous, to be honest. The dragon, the orivors, the mosquitos… I guess a monster is supposed to be ugly, and it's also a matter of taste, but I frankly disliked the overall creature design.

The horror… the horror…

And then there are digitized actors in Halloween masks integrated in all this. If you remove UBI and ORBI little dance, all of them are mostly shot in close-ups and there is a little "cheap" feeling about all this, like a bad short-feature horror film. On the other hand, it's nice enough to have integrated digitized actors in the first place in this day and age.

On the sound department, the whole ambiance is great and the music is pretty nice (even if it could have benefited from a little more tracks because it tends to repeat itself pretty quickly). The sound effects have nice swishes and swooshes that add to the magical theme and all of this is of pretty good quality overall.

Final Score : 5. Pretty good overall but a few hits and misses in the design department. Good music though.

Environment and Atmosphere

Despite the odd design choices and a few elements that I could easily have done without (UKI, ORBI and your little dance, I'm looking at you), if there is something that you can't reproach Ween : The Prophecy for, is its atmosphere. The whole game is full of magic, weird things and every new screen is an invitation to explore and find what new kinds of surprises the game holds for you. The mysterious statues that are found everywhere, the magical beings you're encountering… Add to that the whole sunset/moonlight feeling that you have for most of the game and you have the feeling of a magical world ending.

When the sun in the sky looks like this, it's time to go to the nearest shelter

The use of colors is also to be commended. The whole game is painted in dominant colors (mainly orange and purple) and it really adds to the atmosphere (despite a few clashes here and there).

However (because we always need a however), once again, a few choices go against the whole thing. There is sometimes goofiness that would be more in its place in a Gobliiins game, sometimes alternating immediately with something more mysterious. I think the developers were trying to alternate between mysterious and funny, but it sometimes doesn't work. Managing a "hot and cold" ambiance (like, let's say, the early movies of Tim Burton, for example) is something that's really hard to achieve and I can't help but feel like the developers should have chosen a direction and stick with it instead of trying to alternate between serious and goofy.

Final Score : 6. Great magical atmosphere, marred sometimes by odd goofy moments.

Dialog and Acting

Like I've said earlier, a lot of the exposition text and dialog is pretty nonsensical. Sometimes, the ORACLE or the BORGOL (whatever the latter is) appear and tell you a lot of things, much of it not making a lot of sense… Some other times, OHKRAM appears and tells you you've gained a grain of sand even if you weren't really trying to do so… Most of the interactions with the animals and sentient beings you cross path with are nice without being really noteworthy.

The exception to this rule is URM, your vampire buddy, which is the most competently written character. His lines are sometimes funny, especially when you call him for no reason. He's helping and mocking in equal measures and is a pretty good sidekick.

And he really seems to enjoy doing evil deeds, which is a good thing in my book

The rest of the sidekicks are not that great. PETROY spends most of the time telling you "he can't tell you anything about that" when you ask him for help, but sometimes, he drops a clue that's mandatory to understand the puzzles. And I think I've rambled enough on UKI and ORBI, but let's say that every time their ugly mugs appear, you know you're here for what appears like full minutes listening to their stupid dances and songs. And the fact that you can't speed up the dialog doesn't help, especially if you reload to earlier stages of the game you've already suffered through.

The acting in itself is mainly digitized people in Halloween masks waving and doing over the top gestures to make their point, so it's nothing to write home about. At least, the final animation of KRAAL apparently trying to peel his face off is satisfactory enough.

Final Score : 4. Apart for URM, nothing really stands out, and the twins are consistently cringeworthy.

Final Score

So without further ado, the final score equals (6+4+3+5+6+4/0.6) = 47! I'll add one discretionary point for the fact that, despite all its quirks and errors, the whole experience was overall pretty pleasant and I think it'll stick with me as a good memory. And I realize now that doing so gives it the exact same score of the first Gobliiins and five points above The Legend of Djel, so kudos to Coktel for upping their game since Bargon Attack and Emmanuelle!

Congrats on your score guess, Lugh, you earn CAPs!


I'm glad I was able to finally play through this game. I had memories of it for a long time ago and being able to make some real progress on it instead of being stuck on the second screen like the stupid kid I was made me feel like an achievement! See you around and thank you all for your attention and your comments!

CAP Distribution

100 CAPs to Alfred n the Fettuc
  • Blogger Award - 100 CAPs - for playing through Ween for everyone's enjoyment
115 CAPs to Joe Pranevich
  • Vohaul Award - 5 CAPs - for letting us know that Infamous Adventures have just released a new version of Space Quest II
  • Festive Blogger Award - 60 CAPs - for blogging through A Christmas Adventure with a bonus interlude for everyone's enjoyment
  • Classic Blogger Award - 50 CAPs - for blogging through Crash Dive for everyone's enjoyment
105 CAPs to Ilmari Jauhiainen
  • Djel Historian Award - 5 CAPs - For giving us worrying details about DJEL and AZEULISSE real relationship
  • Classic Blogger Award - 50 CAPs - for blogging through Growing Pains of Adrian Mole for everyone's enjoyment
  • Classic Blogger Award - 50 CAPs - for blogging through The Price of Magik for everyone's enjoyment
70 CAPs to Will Moczarski
  • Classic Blogger Award - 50 CAPs - for blogging through The Institute for everyone's enjoyment
  • Intermission Award - 20 CAPs - for a 1981 Summary of Med Systems Software
51 CAPs to Vetinari
  • True Companion Award - 20 CAPs - for playing along
  • Alternative Award - 6 CAPs - for giving hints about the alternative paths
  • The Ball and the Cauldron Award - 5 CAPs - for agreeing with my rambling about the copper ball transformation and alerting me about the potion mixing nightmare.
  • Psychic Prediction Award - 10 CAPs - for  being the closest guesser to the Price of Magic PISSED rating
  • Psychic Prediction Award - 10 CAPs - for correctly guessing The Institute's PISSED rating
32 CAPs to MorpheusKitami
  • True Companion Award - 20 CAPs - for playing along.
  • Back Of His Hand Award - 5 CAPs - for sharing his interesting insight on a game that he knows very well
  • Djel and Azeulisse Award - 5 CAPs - for guessing that Djel and Azeulisse were probably deadbeat parents
  • Alternative Award - 6 CAPs - for giving hints about the alternative paths
  • Size Does Matter Award - 5 CAPs - for engaging in a discussion about the two stupid twins real size
  • Lost Bet Award (Unaward?) - -10 CAPs - For betting against me that I wouldn't find the answer to the snake puzzle
  • Ho Ho Oh... Award - 1 CAP - for remembering a Christmas game we could play... but not knowing we'd already played it
20 CAPs to Mr. Sack
  • What's Your Story Award - 20 CAPs - for submitting his answers to our What's Your Story questions
15 CAPs to Lugh
  • Psychic Prediction Award - 10 CAPs - for correctly predicting the PISSED rating
  • Gene and Dean Award - 5 CAPs - for telling us about the Ween band that might have (or not) something to do with the title change
10 CAPs to Rowan Lipkovits
  • 33 and 1/3 Award - 5 CAPs - for the surprising news that games have actually been distributed on vinyl records
  • Do Androids Dream of Kindle Paperwhites Award - 5 CAPs - for knowing how reading in dreams works
10 CAPs to ShaddamnIVth
  • Minotaur Award - 5 CAPs - for actually programming a labyrinth while studying
  • Do Androids Dream of Kindle Paperwhites Award - 5 CAPs - for knowing how reading in dreams works
5 CAPs to Jonathan
  • The Doctor Is In Award - 5 CAPs - for giving us chilling details about the digitalis and its effect on rats
5 CAPs to Deano
  • Cold As Balls Award - 5 CAPs - for letting Ilmari know the likely background to the brass monkey puzzle in Price of Magik
    5 CAPs to Andy_Panthro
    • Alchemist Award - 5 CAPs - for finally explaining to me why people bite gold
    5 CAPs to Laukku
    • Pixel Filtering Award - 5 CAPs - for alerting me that my emulation software was filtering pixels
    5 CAPs to Mayhaym
    • Wario Ware Award - 5 CAPs - for appreciating that sometimes you need to pick the nose of a demon dog
    5 CAPs to Corey Cole
    • Rutabaga Award - 5 CAPs - for answering Will's question, and adding more historical context to a character from The Institute
    5 CAPs to Lisa H.
    • The Shape of Watercraft Award - 5 CAPs - for pointing out that all submarines are long, thin and full of seamen