Showing posts with label computer games. Show all posts
Showing posts with label computer games. Show all posts

20130411

Cyberpunk 2077 - Looking excellent.

Two months ago, CD Projekt Red dropped a teaser trailer for Cyberpunk 2077. With moving and life and all I haven't gotten to speaking on it until now.


It's a complete nerd-gasm. Chock full of references to the the pen-and-paper game (Network 54, Alt, Hammerman etc.). I am truly looking forward to this game, and the quality of the trailer leaves me very okay with waiting another two years.Cyberpunk is in good hands.

Speaking of hands... Maximum Mike (Pondsmith) was also featured in a CD Projekt Red video explaining Cyberpunk. It's also fantastic, a must watch.


I've read that Maximum Mike is working on developing a 4th edition of Cyberpunk to coincide with 2077. I truly hope this is true. Cyberpunk 203X (3rd ed.) was something of a misstep, not as bad as most make it out to be, but also not really worthy of succeeding CP2020. I truly hope that 4th edition is in the pipe, and that it is as excellent as 2077 promises to be.

20120918

Alarm für Anton Zwölf

It's been a busy month - not much gaming or painting in September.  Getting ready for a big move and a promotion at work.  I did pick up an XBox 360 and a couple games this week though, and I've been playing Autobahn Polizei a lot.

I'm thinking that it would make a fun table top game, and would go well with all of the Siku and Majorette cars I have collected over the years - not to mention the Need For Speed Mega Bloks.  The game is based on Alarm für Cobra 11, a comedy/action/drama from German TV network RTL. Essentially it is equal parts Starsky & Hutch, CHiPs, and CSI combined with the kind of explosive car chases you might find in a Michael Bay movie. It's not particularly complicated: Two autobahn police detectives (yes highway patrol "detectives") chase and investigate the crimes of bad guys intent on causing great harm, resulting in gratuitous automotive destruction.  In a recent episode terrorists stole a truckload of Botox in order to poison the city's water supply (Botox is derived from botulism), and the main characters alone went through three cars in stopping the plot.


Car action is a genre that I particularly am drawn to.  But one that is a bit hard to do on the table top.  Speed Rally is a great game for Speed Racer type races, but lacks the RPG aspects needed for a crime-fighting campaign.  A few years back I did do some Death Race-type highway combat based on Savage Worlds chase rules. I think it would make a good start point, but that means I need some vehicle stats - and for this genre, generic vehicle types just won't do.

20120214

Victory Force Miniatures: Spacefarers

Inspired by the lack of player interest in my Cthulhu and Wierd West games, finding Where No Man Has Gone Before, the release of Trek ships from Heroclix, and more than a bit of playing Star Trek Online, I converted half of my Victory Force Miniatures to look more Star Trek-ish.
The Victory Force Miniatures were always on my list for Star Trek proxies, but recent events lead me to order two packs to try them out.  Only a couple days after placing the order they arrived from the midwest.
As is the minis make decent proxies – just paint and play.  There are differences, the yoke doesn’t extend over the deltoids on the sleeves, and there isn’t a communicator.  When I ordered I planned to convert them with ProCreate to extend the yoke onto the sleeves, at a combadge and convert the pants to cover the boot tops.  But that’s a lot of work – maybe I’d just paint them up as is afterall…
Enter Star Trek Online.  The wife got a new laptop last week – which is Windows (I run Ubuntu)… which means it can run DC Universe and Star Trek Online.  Suffice it so say It has run quite a bit of both… a scant couple days later Eddie Kataishi is a lieutenant commander (level 16).  He’s based on an old pen and paper character made a decade and a half ago when we played the then new Last Unicorn Star Trek: Next Generation RPG.  The nice thing about all of the aborted Star Trek campaigns I’ve run is a plethora of character and ship names to use on STO. My first ship was Oberon, and my current is Singularity.  Mirsh Aldin is the name of my Andorian Engineer… its like a reunion.
DCU gets played too – but not as much… Foxy Vengeance and The Green Lantern Corpse probably feel a little neglected.
Anyway… I’ve long liked the look of the Sierra 1 Starfleet uniforms from STO.  It’s the one that you see in all the promo art and a version was worn by Captain Data in the Abrams’ “Star Trek” (don’t get me started on that crap) comic prelude.  I use the Sierra 1 as my crew uniform.  My tunic scheme is a black lower, charcoal under-yoke/collar whith the yoke padding done in department color (TNG/VOY/DS9 system not TOS).   Lowers are a pair of black trousers or an optional skirt of black with a department color panel down the left thigh.  This is the scheme I plan on using for my VMF Spacefarers.
Yesterday I sat down with some ProCreate and set to converting the VMF minis.  I added deltoid caps to the yokes, a plain arrowhead combadge, and a rank panel under the yoke on the mini’s right chest.  The underyoke (if done) will be represented by paint rather than modeling.  Overall they came out really well… I knocked one deltoid cap cleaning up the dried ProCreate but it will superglue back on well.
I finished 5 of the 10 last night, will try to do the other half tonight. Wednesday is painting night so I have my project planned.
After that I have some not-Gorn, not-Klingon, not-Romulan, and not-Jem Hadar minis to order. I’ve also dug out my old DS9 Runabout by Playmates, it is remarkably close to 28mm…

20120211

Star Trek Online

Been playing a lot of Star Trek Online the last few days.  Here’s the crew of my ship, the Nova-class U.S.S. Singularity, NCC-93516.


Captain Edward “Eddie” Kataishi
Commanding Officer

Human male
Height: 186cm     Weight: 79kg
Hair: Black     Eyes: Brown
Born: Kelly City, Mars – SD 20059.9
Valedictorian, Starfleet Academy class of 2365

As a lieutenant commander in 2370, he refused to follow a direct order to pursue a Cardassian vessel into the Demilitarized Zone resulting in his conviction of insubordination by General Courts Martial.  Released from New Zealand Penal Settlement and reinstated as ensign during the Dominion War (2373-2375).


Commander Nylla Ensereph
Executive Officer

Andorian female
Height: 180cm     Weight: 69kg
Hair: White     Eyes: Medium blue
Born: Lor’Tan, Andoria – SD 56181.5
Starfleet Academy class of 2401, graduated with distinction.

Nylla served as a combat team leader before attending Advanced Tactical Training and joining the crew of Singularity.  She advanced to the position of XO following the demise of the previous XO during an away team mission.


Commander Mirsh Aldin Vyhr
Chief Engineering Officer

Andorian male
Height: 194cm     Weight: 92kg
Hair: Off-white     Eyes: Light blue
Born: Lok’nar, Andoria – 54074.4
Starfleet Academy Class of 2399

Mirsh is named for his grandfather, famed starship captain M’rsh Aldin commanding officer of the ill-fated USS KaohsiungSingularity is Mirsh’s first posting as Chief Engineer.


Lieutenant Commander Jolid Rhee
Chief Science Officer

Trill female
Height: 183cm     Weight: 72kg
Hair: Dark brown     Eyes: Green
Born: Starbase 39-Sierra – SD 62074.1
Starfleet Academy class of 2407.

A joined Trill, Jolid is notable for being the first host for the Rhee symbiont.  As such, she does not benefit from the wealth of life-experience typical of other joined Trill, but in exchange her strong personality is not muted by the memories of past hosts.


Lieutenant Commander Mara Qu’vaj
Chief Medical Officer

Klingon female
Height: 197cm     Weight: 90kg
Hair: Brown     Eyes: Grey
Born: Port Emily, Sherman’s Planet – SD 57089.5
Starfleet Academy class of 2405, with honors
Salutatorian, Starfleet Medical Academy class of 2409

Mara’s family was killed during the Borg Invasion of 2381.  She and her older brother Tu’Mach were evacuated to Nimbus III, where they were raised by human friends of the family.  In 2399, when relations between the Federation and the Klingon Empire soured, Tu’Mach sided with his Klingon heritage, Mara maintained loyalty to her foster parents’ culture.


Additional crew compliment:

5 ensigns
4 NCOs
29 crewmen
2 civilians
44 total
Breakdown:
56.8% male (25)
43.2% female (19)
54.5% Human (24)
13.6% Andorian (6)
11.4% Tellarite (5)
6.8% Vulcan (3)
4.5% Betazoid (2)
2.3% Deltan (1)
2.3% Klingon (1)
2.3% Rigelian (1)
2.3% Trill (1)

20110507

The PATH to Freedom

Back in October I had my first game of The Price of Freedom (TPoF) with my group.  Present were Eric, Ryan, Geis and myself.  We decided to use the pre-generated characters and play the adventure as written (in NYC), putting off the avatar campaign until we are comfortable with the rules.  Actually we ended up playing a number of Savage Worlds powered games in the months that followed.
Anyway this is what happened back in October 2010:
Characters were chosen as follows:

Eric – Moishe Cohen
Ryan – Billy Bartsow
Geis – Jordan “Jordo” Miller

The initial adventure, “The Path of Freedom,” began with three PCs meeting in the apartment of Moische Cohen – 72 year-old former Polish freedom-fighter.  They discussed the imminent arrival of the Soviet occupation forces and quickly decided to get the hell out of the city.  On the way out they heard sobs from the next door apartment.  Moishe expressed sympathy for the widow within – a fine lady who had also escaped from behind the Iron Curtain – but he did not stop to comfort her.  As they piled into Billy’s pick-up, Moishe asked if they wouldn’t mind stopping by the 14th Street Armory to see if his friend, Westtree, was there, and if he would join them.  With the agreement of the others they started south on 7th Avenue, amid the looters in a city in panic.
South of 19th they came across a makeshift roadblock.  Four street gang members had blocked the road with burned out cars and other debris.  The gangers stopped beating the kid they had jumped and pulled firearms on the truck.  From behind, a gang-painted Cadillac blocked the avenue of retreat and gun muzzles protruded from its windows.  Boxed in, Billy decided to ram the weakest looking part of the barricade, while Moishe and Jordo fired on the gangers.  Between Jordo’s Uzi and Moishe’s pistol, two gangers were killed and another wounded.  The gangers shot the truck up pretty good – blowing out both tires on the passenger’s side – before scattering to find less dangerous prey.  Moishe grabbed the gangers victim and pushed him in the truck.  Then the vehicle moved slowly, on bare rims, toward the Armory.
14th Street Armory
Outside of the Armory was a military roadblock, errected by the loyalist National Guard soldiers.  The sergeant (a reversely-racist Hispanic NCO with stereotypically poor grammar) manning the barricade refused to recognize Jordo’s credentials or admit him.  Miller (as played by Geis) was much less of an ass than written to be so, when faced with Sgt. Morales and his insubordination, he called over the next highest ranking soldier and calmly relieved the sergeant of duty.
Inside the Armory the trio met Colonel Samadi, the unit’s commanding officer.  Rather than lay down arms, the Colonel has decided to shanghai weapons and light vehicles through the Port Authority Trans-Hudson tunnel beneath the Armory out to New Jersey.  From there, the men will disperse throughout rural PA and NY to attack the Soviets, guerrilla-style.  Our trio volunteers to help and is given a pair of CUCVs to repaint and load with weapons.  Stolen civilian plates are screwed on the bumpers and the vehicles are made ready.
The convoy rolls down a makeshift ramp, through passages dynamited by the engineers, into the subway and then the PATH tunnel.  The trip is slow and dark as they move under the river and under Jersey City.  Then a collision up front brings the column to a halt.  As the passage is cleared, word comes back that one of the NG saboteur teams failed to blow the “Communipaw Bridge” (aka Lincoln Highway Bridge), between Jersey City and Newark.  Miller, who has demolitions experience from his days in Vietam, is tapped to take out the bridge.  Doing so will hamper the movement of Soviet forces and buy time for the NG teams to escape and disperse.
The trio of men commandeer a vehicle from the front of the column and load it with the required supplies.  They then move out of the tunnel and through bumper-to-bumper traffic toward the Communipaw Bridge.  Once there they quickly set the charges and take up positions in a factory warehouse on the Jersey City side of the river.  The bridge is jammed with civilian traffic as panicked people try to escape the city.  Unwilling to harm the civilians the team decides to wait for the arrival of the first Soviet troops.  It is hoped that they will clear the bridge for their own uses, and once that is done – the destruction of the bridge will include a squad or two of Soviet forces.
“Communipaw” aka Lincoln Highway Bridge
The Soviets arrive in commandeered vehicles and begin sweeping the bridge.  However they begin to examine the bridge before it is completely free of civilian traffic.  In order to divert attention from demolition charges and expedite the evacuation of the civilians, Barstow snipes at the Soviet officer on the Newark side of the bridge.  He hits and wounds the man.  Most of the Soviets panic and are pinned, while their comrades search for the source of the fire.  In this way Barstow is able to loose a few more shots before taking any fire.  As the Soviet soldiers move to the edge of the bridge over the outlet, Jordo sprays them with AR fire, wounding several.  Barstow kills another before taking a wound that could have been very serious (hero point used to reduce wound to light).  As the last of the civilians clear the bridge – increasingly intense fire hits the factory building.  Moishe pushes the detonator and the bridge and 15 Soviet troops go into the water.
With the objective achieved the trio hightail it back to the Path tunnel, retrieve their vehicles, snag a few more goodies from a grateful Colonel, and disperse to continue the fight against the Soviets.
In all a great game.  Combat works well, with a believable level of lethality, and a smooth game mechanic.  The only thing we disliked was the widespread panic of the opposition.  Soviets must roll for nerve every round, which makes them a bunch of pussies.  The Soviet Union was a highly militarized society, with all children receiving weapons training.  While conscription was for two years, it was based on this preformed military knowledge.  Indeed the photos of back-flipping shovel throwing soldiers doesn’t jibe with the Keystone Cop feeling engendered by the panic rules.  They will have to be adjusted.
In all, we want to play the game as we envisioned it – a Red Dawn RPG.  The background provided in the game books is patently ridiculous, and sometimes offensive.  Soviet invasion of the US is a pretty far stretch to begin with, but I believe Red Dawn‘s chain of events is eminently more believable – or my own idea of a Soviet move to decapitate and secure America’s nuclear arsenal before it can be used against Russia (a preemptive defensive invasion ala Iraq 2003) – or the setup presented in the Freedom Fighters video game (it even allows for cool modern Russian toys!).  We intended to play a few more games with the pregen characters, in order to get comfortable with the rules before starting an Avatar campaign in one of those two settings – but real life and other games took over.