Contador nichichanilimonada

miércoles, 3 de abril de 2019

Battle Of The Blogs: Aurora Vs. Skarre3



After a two week hiatus in table top gaming, I was able to get out last Tuesday night and put some CoC on the table again. 

EDIT: There's a rules error on my part of this game where I thought Aurora had Reposition 3 all the time, like Clockwork Angels. This is false, so my movement on Turn 3 was illegal. After talking with Kevin there is a possible way I could have achieved the same thing without having to have cheated (Apparition up to get LOS, cast the spray spell, then move away), but the mistake was still mine. I've apologized to Kevin and I want readers to know the error was made!

I ended up having a 'Blog Off' with Kevin who runs the Shoulda Boosted blog.  We're coordinating our posts, so you can go read this battle report from the other side of the table here! Kevin had only brought his competitive pair for the next Scrum and a few big tournaments coming up, and I was dead set on playing some jank.  I've really been wanting to try Clockwork Legions and Aurora out.  My goal is to play each caster in Convergence at least once and the only two I have left are Aurora and Iron Mother.   As a pair for Aurora I wanted to stay in a Champions restriction and had a Lucant double TEP list as my second list.  Kevin was running Skarre3 and Denny2.  After some discussion about how I'm just trying to learn my lists and Kevin is trying to practice, Kevin was kind enough to offer to play Skarre3 so that I could play Aurora. 

Lists:

[Skarre 3] Skarre, Admiral of the Black Fleet [+27] - Slaughter Fleet Raiders
 - Kraken [36]
 - Satyxis Blood Priestess [0(4)]
Axiara Wraithblade [0(6)]
General Gerlak Slaughterborn [0(6)]
Ragman [4]
Black Ogrun Ironmongers [6]
Blighted Trollkin Marauders (max) [15]
Bloodgorgers (max) [15]
 - Jussika Bloodtongue [5]
Bloodgorgers (max) [15]
Scharde Dirge Seers [6]

Aurora
-Corollary
-Prime Axiom
Obstructors
Obstructors
Obstructors
Optifex Directive
Clockwork Angels
Clockwork Angels
Clockwork Angels
Enigma Foundry
Enigma Foundry
Enigma Foundry
Enigma Foundry

So my initial thought on running Aurora in CL was that she offers speed and not much else. Given the recursion package I figured I'd need my heavies to do some hard hitting and decided that I really wanted a Prime Axiom in a Clockwork Legion list.  First, it hits hard and can drag in heavies, but more importantly it's a Scenario Cheat Piece.

What's a Scenario Cheat Piece? It makes a solo, for free, every turn. This lets me contest every turn the Prime Axiom is alive or score a flag regardless of whether or not my opponent kills my scoring solos.  The goal of the list is to focus on scenario, possibly swing to an attrition play if my opponent can't deal with my model count + recursion and still finish the colossal at the end.

Matchup Analysis

So my plan for a Lucant DI + Aurora CL pair gets put in a bad spot by Kevin's pair.  Denny2 makes me unable to play CL at all, and so Kevin can pick whichever list he feels is stronger into my pairing. This seems like it'd be true for any CoC pairing that includes an Obstructor-based CL list which I think is probably the most efficient CL build.

Talking it through with Kevin, he was nice enough to play Skarre so I can give Aurora her test game, and we started the game thinking it was roughly even. We were playing the Mirage scenario, so it was exceptionally live.

Deployment (After Advanced Move)


Not much to discuss here. Kevin had a unit of Bloodgorgers on either flank, with the Marauders dead center. Kraken was set to go around the building towards my right flank opposite of my axiom. I had won the roll to go first. 

My deployment was all the Obstructors up front and everything else behind.

My Turn 1


The plan was to take as much table space as possible, so Aurora casts Aerogenesis and Arcane Might and everything flies forward as fast as possible while trying to space well enough to avoid AOE's mulching everything up too hard.  I remembered to spawn my servitor with the Axiom as well, which is hard to remember every turn. 

Kevin's Turn 1 


Kevin knows he can't avoid getting punched in the face first melee wise, so he simply advances up the field to take as much space as possible while also using spacing and base size from preventing me from getting too much. 

Skarre shoots through a decent amount of my center Obstructor unit and the Kraken takes a pot shot at my right most Enigma Foundry and does about 6 damage. That hurt, but it wasn't so much that I couldn't replenish all of the losses. 

 My Turn 2


Not seeing a better time to feat, I go all in with Aurora first this turn. I had the idea to use her Bladed Gale SP8 spell to try and clear some of the Marauders out who were bunched up nicely, but tough checks and deceleration only netted me two casualties.  Auora then repostioned back behind the building.

I burned a TON of clock here, and I spent an excess of attacks and resources just to kill Jussika.  It was my first time playing with this much infantry especially while trying to use the feat to reposition in awkward spots while similarly preventing his Bloodgorgers from chewing through all my stuff. 

My center Obstructors did some work, but at the same time the recursion guys simply jammed in to prevent the Marauders from getting shots off.  I was actually pretty pleased with spacing here, preventing a lot of meaningful attacks and sacrificing about 3 models to go behind the left 'gorgers to keep Gerlak from getting up into the forward part of my unit.  I did a significant amount of work on the right unit of 'gorgers, and in hindsight now I probably should have just focused on killing more of the left unit rather than killing Jussika, though vengence really will screw my list over pretty hard.


I spawned my servitor again and kept it on the center flag nestled behind the building and moved the first servitor spawned to my friendly flag and Aurora kept in the zone. Scenario play was going to be my main win condition here and I needed to be in place to start forcing it. 

Kevin's Turn 2


So the first thing you'll notice in this picture is exactly how few of my models are left. While I was quite good with my positioning here to prevent the blighted trolls from berserking through all my troops, the relatively low CMD of my units required my buffered back lines to be pretty well bunched up.  This let Skarre absolutely decimate my troops from guns alone. I believe by the time Skarre was done shooting, I had filled up all my Enigma Foundries on the left flank and then the units started activating.  What's worse is that Kevin killed the entire center unit of Obstructors, meaning I couldn't return any of them to play.  I need to remember to space properly with hiding/protecting a unit member all the way in my back lines to keep a unit going.

Kevin had feated this turn and reinforced the Marauder unit, with them contesting the center flag through the building. 

Poor spacing on my part on my right flank with the Angels allowed one Bloodgorger to chomp his way through to getting within 4" of my flag to prevent me from scoring. This ended up being a huge deal as we'll see later. Kevin still didn't have enough to get through my entire right unit, and so I prevented his scoring on his own turn. He did get a model onto his flag, but couldn't contest my zone so this turn ends with the score 1-1.

My Turn 3


The attrition, it is going badly. As such I try to make as hard a play on scenario as I can. 

Aurora doesn't cast Aerogenesis this turn (I don't need any distance), and uses Bladed Gale to start clearing out Marauders from contesting the center, she shoots her gun and repositions back behind the building again, keeping some focus on her for Arcane might. (See the edit at the top of the page, Aurora does NOT have Reposition 3 like the Clockwork Angels, this was a mistake on my part!).

I replenish as best I can on the red unit of Obstructors and they go in clearing out more contesting trolls and doing what work I can. Unfortunately I didn't really learn my lesson about spacing till after the game, so the same problem I had earlier with the blue unit is coming up on this turn. It's going to go poorly. 

On the right flank I send some of my Obstructors charging into the objective and I do minimal damage. I do clear out the contesting Bloodgorger and get in the zone.  The Axiom moves too close to the objective and starts pumping shots into it.  I nearly fail to kill it completely after multiple double 1 to hit and damage rolls (including on the tow cables!) after leaving it on one box.  That said, on my final shot on unboosted damage kills it before my spawned elimination servitor had to be relied on to kill it. 

All in all, I contest all of Kevin's pieces and score 4 points on my turn (my zone, two flags, and objective kill), ending the turn 5-1!

Kevin's Turn 3


Can you say swift kick to the dick? Cause that's what happened here. 


Kevin wipes out all of my Obstructor units and through a combination of flank with a reinforced Marauder, death field from Ragman, and Draconic Blessing, the Kraken takes advantage of my poor placement of the Axiom for its shots into the objective to one round the Axiom. It was...bad times.  

I had one hope going through the turn, the way I had placed my Obstructors to jam Kevin up, it was taking all of his activation's to clear them out and they were preventing anything from really getting to my flag. This hope died when Kevin took his kill shot off the Axiom, he shot at the servitor I had on my friendly flag - he missed, but the deviation stayed on the servitor and he rolled the 7 to kill it with blast damage.  Kevin also runs Axiara into my zone to prevent my scoring it and puts Gerlak on his flag, scoring two points to my nothing, bringing the score to 5-3.

As it turns out, killing the servitor was the key damage roll, since if that servitor had lived I would have scored a point on Kevin's turn, meaning I would only need to score 2 points on my turn to win which would have been easily doable on my flag and then clearing out Axiara with Aurora and the last two angels I had alive.  Hindsight says I should have moved my Enigma Foundry to sit on the flag and that could have won me the game.

But since he did kill the servitor and there was no way I was scoring 3 points on my next turn, and there was zero way I was going to run this game to turn 7, I conceded here.

Conclusions

Man what a fun game and it was a trove to learn from on how to play this kind of list as well as what I like and don't like about Clockwork Legions and Aurora specifically.

Kevin was great to play against as always and he was very kind to kick my ass with a list I could at least play into.

That said, man there are so many things to draw from this game.

Clockwork Angels are Terrible

The original version of this list had points moved around so that I was running a unit of Reciprocators rather than the Angels. I swapped them out so that I could have Angels to use as Flank Triggers for Aurora.  This was a bad idea.  The Angels are pretty terrible on their own: MAT6 PS12 on the charge just isn't very impressive.  Similarly their guns just aren't that good to warrant their use.  They did very little for me this game and I'm not sure what they'd bring to other matchups. More bodies, specifically Reciprocators would have been way stronger in this match. What's worse is that the Angels don't have parry natively so they can't fly into position to allow Aurora to try and feat + assassinate an enemy caster (not that she was killing Skarre3 by any means).  They can get parry from her feat, but that requires Aurora to go before the angels can get in position to trigger flank, and so the entire thing just doesn't work.  It really is a shame since I happen to like the models a lot, and so does my daughter.

Play Better Noob

I've always wanted to play a recursion list and it was one of the things that had intrigued me about playing CoC, but man is there a learning curve to playing this kind of list. There must always be a grunt hiding in the back so as to be promoted and keep the unit alive to be replenished. That's a big deal and it will take a lot of playtime to get myself into playing that correctly.   I want to experiment with a medium based focused CL list, especially with Aurora and Lucant, but truthfully an Obstructor based list is really where Clockwork Legions is at its most efficient and so I need to get better with placement.

The Axiom is Limiting

So my theory about the Axiom contesting and making scenario cheat pieces is valid, but it didn't pay off in this list. It also didn't help that I had zero good drag targets in the matchup and so the real value in the Axiom got kinda wasted here.  That said, fitting the Axiom into a MK3 Clockwork Legions list really limits the amount of stuff you can take in a list where you want to maximize the amount of units you're bringing. It's also really a waste with Aurora who grants Apparition to her battlegroup.  Double Cipher or Cipher/Conservator may be the better vector load out (besides the mandatory Corollary).  It's definitely going to take some testing to see how I want to go forward with CL builds, as it is, I'm not sure which way I want to go with them yet.

The Clockwork Legion is an Enigma

As I said how to build a Clockwork Legion list is puzzling to me. In terms of Convergence the only two casters who can play CL and give the units Pathfinder are Aurora with flight and Axis where he gives it on the charge. In every other case terrain is going to be a major issue.  I can see trying CL with Lucant and going for attrition, but it's going to be a MUCH slower list. Aurora is possibly our worst caster but she does bring a ton of speed. I think in other matches this list could do very well, but it was going to be uphill into Kevin's Skarre3 list.  Another lesson is that while Obstructors are cheap, they are really not that strong damage output wise. They really need something to buff them up, and while Aurora brings speed, she doesn't do anything much for accuracy and damage, not consistently. Lucant is the most consistent in this area turn after turn, but again he lacks pathfinder for them.

I really do want to experiment with the theme however, since the amount of recursion that can be brought to bear is really something I think people might not be able to deal with in a number of matchups.  I just wish that we had more casters that could support it more directly.

martes, 2 de abril de 2019

Addicted!

What's going on everyone!?


Today was spent the same as usual lately by loading up the truck so I can get some more stuff moved to our new place.

All day I couldn't stay away from the Zombies in my pocket app and played 15+ games of it today losing most and winning few but having a blast playing 

I seem to be heavily addicted to the game in my free time like I used to be long ago, lol. 

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

-Tim

lunes, 1 de abril de 2019

Warlord Blitzkrieg Infantry

                                             Warlord Pioneers romping through the bunny fur


viernes, 29 de marzo de 2019

10 Best URL Shortener to Earn Money 2019

  1. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  2. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  3. BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  4. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  5. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  6. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  7. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  8. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  9. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  10. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

GTA V Oblivion Drones Script Mod


This mod brings new life to the drone vehicle models by SkylineGTRFreak. It add HUD, sounds and FX to the drone model when in remote control mode, it also allows you to spawn drones as ally, enemy or killer.



Download

Don't forget to install the drone vehicle model by SkylineGTRFreak

***
If you want share or make videos of this mod, please use the following link as reference in description: http://gtaxscripting.blogspot.com/2017/05/gta-v-oblivion-drones-script-mod.html

Thanks
***

Installation:  Check this post

You NEED UPDATED ScripthookVDotNet installed and working to run my mods ;)



Hotkeys

Ctrl+N - Show mods menu
WASD - Move drone forward/backward/Strafe left/right (XBox control: Left stick)
Shift/Control - Move drone up/down (XBox control: Left/right shoulder)
Hold E - Hack targeted Ally drone for remote control (XBox control: Y)
E - Turn off remote control of actual hacked drone (XBox control: Y)
Left mouse button - Shoot with hacked drone (XBox control: Right trigger)
Hold/press Right mouse button - Toggle current target (yellow target) as victim for vaporize attack (XBox control: Left trigger)
Left mouse button with vaporize targets set - Massive shoot and vaporize targets (XBox control: Right trigger)
Mouse movement - Aim and set flight direction of hacked drone (XBox control: Right stick)
V - Change camera mode when controlling the drone (XBox control: Normal vehicle behavior)
1 - Perform scan of the target (just FX for cool effect :) ) (XBox control: B)

You can change the hotkey in the self-generated .ini file

Controller
Hold left and right shoulders (in vehicles hold right and left triggers and press DPad Right) to show mods menu




Features

-HUD
-Sounds
-FX for engine, attacks and damage received
-Simple machine gun shot
-Burst shot that vaporizes the selected targets
-AI feature with ally, enemy and killer mode


Credits

JulioNIB
ASI Loader + ScripthookV by Alexander blade
ScriptHookVDotNet by Crosire

Screens








Unearthed: Trail Of Ibn Battuta


The Short

Pros
- For a game made on the Unity engine, it actually looks ok
- For a phone/android game, it also looks ok
- Shooting is somehow more precise than the Uncharted series
- The dialogue is so bad it borders on genius
- Has multiplayer...for some reason
- Only five bucks for "Episode 1"

Cons
- Everything else
- Also, it's only an hour long.

For a phone game, this isn't half bad. 
The Long

Have you heard of Asylum Films? I'm actually a pretty big fan. They basically look at what is popular (like Transformers) and quickly ham out a direct-to-dvd garbagefest that exists solely to confuse grandma when birthdays roll around (Transmorphers). They also made the Sharknado films. Despite their China-level disregard for copyright laws, I kind of find Asylum endearing, as their films have kind of a hilarious badness to them, and when put alongside the original films they're genuinely funny.

This, unfortunately, does not translate into games.

I could say a lot about Unearthed: Trail of Ibn Battuta. I could say how it uses both a Tomb Raider and Uncharted joke in the first cutscene. I could point out that the main character is a direct ripoff of Nathan Drake, down to the facial structure, except his "witty" one-liners are so atrocious they make Nathan look like a linguist. I could point out that the hour-long "episode 1" has more different types of guns then it has enemy types. I could shed a single tear at the 5 minute "walk slowly around town listening to expository dialogue" scene, and the absolutely incredible "drive through a looping cityscape avoiding randomly spawning cop cars for five to ten minutes until the game decides you've done it for long enough."

But I'll just say this: Unearthed is such an incredible, glorious failure, I kind of love it. But not enough to ever, ever play it again.

Nathan Drake, meet Drathan Nrake, your long lost twin. 

When you first boot up Unearthed, you are rewarded with an opening movie that looks like it was made in Apple Movie Maker. Stock photos fly across the screen as text breaks down the backstory, screenshots from the game accompanied by character names zooming by until it cuts to the plageristic looking title screen. It's something you have to see to believe.

You are then introduced to our main character, Faris, and his obnoxious sister Dania. Well, to be fair, they're both obnoxious, but she comes off as particularly grating. Though if I had a brother like Faris, I might feel the same way.

Wait, somehow I forgot the actual opening scene. Which is important, because it constitutes roughly 1/4 of this entire games length.

You start out in some sort of military bunker. The game gives you a brief tutorial on how to shoot (read: it's a third person, cover based shooter) and oddly enough the guns are punchy and enemies aren't bullet sponges. You hear that, Uncharted? People actually go down without having to use two full clips in this game. Unearthed: 1, Uncharted: 0.

It then cuts to a "three weeks ago" flashback, starting the longest panorama alongside the pyramids I've ever seen, and finally resting on our two heroes, giving us a good five minutes of ungodly bad banter. My favorite line was when Faris, who has clearly been travelling for days to reach this location, asks his sister "What is here, exactly?" As if somehow when he was spending all the money, doing all the travel time, and driving up this mountain next to the pyramids, he never bothered to ask why he was doing it. I love expository dialogue without context.

Hope you like this temple, because is the only real place you get to explore in "Episode 1"
Anyway, you get into the temple, solve some puzzles, drive an RC car around, and get some treasure. Then, a rival gang of treasure hunters shows up. Now, I always bashed Uncharted because Nathan Drake was a murdering psychokiller, but Faris makes him look like Ghandi. You'll be gunning down these random guys who just showed up without remorse, until at last you make your way out. After that, Faris and his sister escape on an ATV, gunning down anybody who follows them and even shooting down a helicopter with a machine gun. Badass.

The rest of the game is considerably more boring. Some random guy calls up Faris and invites him to Morocoo. There he tells him of the Trail of Ibn Battuta (roll credits!) and how it's not at all like the Trail of Marco Polo from Uncharted, and how he should go find it. But oh no, the map is stolen from the dude's house! Luckily Faris can leap from roof to roof and grab the thief, but not before a sniper decides to shoot captured thief instead of just shooting Faris. Then it's a thrilling car chase around the city (more on that then) followed by an amazing FMV ending movie (yes, seriously. With Papyrus font explaining everything. I love this) and the game is over. Total playtime? 45 minutes.

Ocean's 11 got nothin on this
Let me say this: for how absolutely atrocious the story is, and how painfully awful the dialogue is (especially when it's trying to have "witty comebacks"), something about this whole thing is oddly charming. The broken English, awful sentence pacing, random pauses, and just straight up stupid things everybody says are cringe worthy but still worth laughing at. If the game had just been that for an hour, maybe I'd have liked it better. Unfortunately, you have to actually play Unearthed.

The game is all over the place in terms of stuff you do, but it's segmented very distinctly so that each section feels like an entirely different game. It starts out with just straight shooting in it's prologue, then moves you to more Uncharted/Tomb Raider style exploration. It's worth pointing out there aren't any actual puzzles; you just find the objects you need in the environment (either by climbing up to them or just...walking over to them) and move on. You do get to drive an RC car (which is pretty funny), but even that I wouldn't call a "puzzle" just like I wouldn't call the Legend of Zelda series "action games."

Following that you have to get out of the temple while gunning down dudes. This is fairly standard cover based third person shooting. I will point out that the shooting feels better than the Uncharted games. Yes, lynch me now, but Uncharted's gunplay is kind of garbage. Unearthed enemies at least go down when you shoot them in the head.

The driving segments are my "favorite" parts. 
Upon exiting the tomb, you're treated to what is essentially a turret scene, with you sitting on the back of an ATV shooting guys that try to chase you down. It's absurdly easy, but ends in you taking down a helicopter with a machine gun, so it ain't all bad.

Then you have my favorite part in the whole game: five minutes of you walking slow, following a guy and your sister, while he spots expository dialogue. The best part is you get to where you are going and hit a cutscene, and you think the game is going to kick up again, and it puts you into another slow walking expository dialogue scene. I love it.

Then you have a "rooftop chase," which is extremely simple and lasts less than a minute. I forgot the mention the game also has a "fistfighting" system, which is completely awful. Blocking is worthless, kicking is worthless, mashing buttons is all you need. After beating up the dude you're supposed to "dodge the cops," but in my playthrough I just accidentally fell off the side of the building and the game triggered that I'd escaped. So good.

Then you have the final scene, the best scene, the scene that will go down in history. You're supposed to dodge the cops in a car. Your sister points out that you have to "avoid them for some time." So what does that mean? It means you drive through a cycling city block over and over again, while police cars randomly spawn in (usually far out of the way so they have no hope of catching you), while you drive through this same area over and over and over until the game decides you've had enough. There's no indicator, no challenge, the car doesn't even go very fast, and even getting tagged by the cops just causes you to lose a tiny amount of life. It's so good.

Such lifelike posture. 

After that, the game is over. You get a final FMV scene and it tells you to wait for Episode 2. Which is not out. And I don't think will ever come out. For this whole freaking game you don't even start on the "Trail of Ibn Battuta." And I keep reading it as the "Trail of IGN Battuta." Maybe they were trying to suck up for a better review score. I have no clue.

What the crap else can I say about this game? It looks ok, at least the environments do. The characters look awful and move really janky, with tons of glitchy animations throughout. Controls are ok for the most part but not really polished (I can't imagine playing this on an touch screen phone) and the sound design ranges from "dull" to "grating." The voice acting is so, so bad that I have to actually rank it up for atrociousness, and paired with the abysmal script just makes things extra hamball.

Oh yeah, there's multiplayer. It's a wave based survival mode. Against zombies. Don't play it.

I see them rollin, I'm hatin...

Ok, let me just be straight with you here: yes, Unearthed is kind of garbage. YouTubers ripped into it fairly viciously, game websites that even bothered to review it shredded it, and the game became kind of a joke because of it. But if I'm being totally honest here...it isn't that bad. I'd more say it's misguided. The exploring portions aren't horrendous, the shooting is ok, and for being made by a small team the game looks good and has good setpieces. The endless driving and slow walking parts are a total miss, I'll give it that, but the awful dialogue is so charming I kind of want to forgive it's shortcomings and recommend it.

But then I remember it's 45 minutes long, which means I could have beaten the entire game in the time it took me to write this review. And they're charging $5. Eeehh...

Maybe if they actually finish the whole series and then sell that for $5, it might be worth a shot just for a laugh. But if I'm being totally honest here, this game is really pretty bad. I started off loving it (for the wrong reasons, but whatever), and then it wore me down until I just couldn't stand it anymore. If anything, the game is at least entertaining to just watch, so you can save yourself $5 and just head on over to YouTube in that case.

The fact this game made it on the PS3 is a laugh riot. Better luck next time, guys. I think you have promise, this just...falls flat.

One out of five stars. 


Or you could, you know, watch me play it. If you want. That could be fun. 

People Of Frictional: Gregor Panič

WHO AM I?


Hi there! I'm Gregor and I'm a designer and programmer at Frictional, which means I'm responsible for all the fun events in our levels. Okay, maybe they're fun just for us.

It's me! And the sign on our door, printed on an A4 and a little crumpled...

I'm a more recent recruit, having joined around September 2016. My job description, gameplay programmer / designer, is purposefully vague. While I mainly work on level scripting, I also spend time on AI, gameplay systems and level design. I also worked on our collaboration with the Tobii Eye Tracker, which I will talk about later. The great part about this is that my work never gets stale and almost none of my days feel the same.

I'm originally from a little known country called Slovenia, but I've recently moved to the land of the vikings to become one myself. Or, in other words: I moved to Malmö around two months ago and now work from our fairly new office.

My setup at work - right next to the fanart wall! No deskmate yet, though. :'(
I absolutely adore our office and go there pretty much every day to socialize with and get inspired by my co-workers. I'm also the one who nags everyone with occasional movie and gaming nights, where we usually grab some snacks, relax and watch a horror movie (obviously), or games like FIFA and Jackbox Party Pack!

BACKGROUND


I can't really remember the time when I first started playing games. I do know that around the late 90s my dad brought home an Intel 80186 PC one day, thinking he would use it for work. He was wrong. After he showed me a couple of MS-DOS games and I realized I could make things move by pressing buttons, I became glued to that PC. My parents didn't manage to pry me from it, so I've been playing games ever since. Not on the same machine, obviously.

I played a lot of games, but didn't touch the horror genre for the longest time. I still remember having vivid nightmares and being unable to sleep whenever I saw something remotely scary on television. When I was older, however, a friend of mine bought me Amnesia as a "gift". It was a dare, of course, but because I didn't want to disappoint my friend, I played through it. It was just as scary as everyone was telling me, perhaps even more so.

But while I was playing it I also realized that it was about more than just scaring the living hell out of me. It managed to fully immerse me in its world and story, which I had not experienced to this degree before. This is how I got introduced to the horror genre, and to Frictional, which would later impact my life more than I could have possibly imagined.

Making games has been my dream ever since I can remember. Given how much fun I had playing them, I thought it would be great if I could make my own – which is why I always liked messing around with settings, seeing what I could do with cheat codes, and figuring out damage formulas so I could get an advantage. It wasn't until I got sucked into a game called Jedi Knight: Jedi Academy, however, that I actually made my first array into creating my own content. I made lightsaber hilts, maps, and even modified some scripts to make the game play like I wanted to.

Unfortunately, growing up in Slovenia there was no real game dev scene there, so I forgot about my dream. It simply never occured to me that I could make games for a living. However, since I was already using my computer so much, I thought it would be fun to work in IT. So I learned some basic C++ programming in high school, then went to a computer science university where I learned a lot more about programming and software in general.

For a long time I resigned myself to becoming a web developer, taking some summer jobs and part-time work in that field. The job became more and more mundane and boring, until I finally realized that I couldn't do it long term, and that I had to find something more fulfilling. That is when I remembered my dream of making games, how much fun they brought me and how great it would be to be able to help someone else have the same experience. I already had a lot of programming experience, so I became determined to join the games industry.

I immediately quit my part-time job and started working on my first small game. I wanted to do everything on my own so that I would learn all the intricacies of game development. A year or so of studying and work amounted to Welkin Road, a little puzzle platformer with grappling hooks.

In Welkin Road you use your two grappling hooks to solve movement-based puzzles.

While I was in the process of finishing Welkin Road, I started looking at potential studios I could join. That's when I saw a tweet from Frictional, mentioning that they were looking for a designer / programmer. I didn't think I was ready, but I figured this was my only chance to work with the company, so I sent my resume in anyway.

To my big surprise they offered me a work test, to see whether I was suitable for the role. I gave it my best, but after I sent in my project I tried to prepare myself for the inevitable let-down. Instead I got a positive reply and an invitation to an interview. The final decision came a couple of weeks later.

Spoiler alert: I got the job.

Given that I was a big fan of Amnesia and SOMA, the decision to accept was a no-brainer. However, it took me quite a while to properly register that I had fulfilled my lifelong dream. A year and a half later I realize how lucky I am to be one of the few people who can wake up on Mondays with a smile on their face.

After joining, I immediately started working on my introductory tasks aimed at learning the new tools. I joined at the same time as Max, so we bonded over struggling to understand all the new stuff. When those tasks were done, I started working on my first real project: designing and implementing eye tracking features in SOMA, which I will talk about in more detail in the next section.

A while after I was brought on, the company started looking to set up a studio in Malmö. I already knew that if I wanted to make games, I would most likely have to move, so the decision to move to Malmö didn't take me long to make. Finding a place to stay took a while, but I eventually managed to find a nice apartment and settle in, in no small part thanks to my incredibly kind and welcoming co-workers.

The setup in my new home in Malmö!


FIRING LASERS (more commonly known as Eye Tracking)


As promised, I will now spend some time talking about my adventures in eye tracking. After receiving a unit from Tobii, I first tested it with a bunch of games that already had eye tracking support. Deus Ex: Mankind Divided was a particularly useful use case study, since it had a robust implementation and used the eye tracker in interesting ways. I was initially very surprised at how well the eye tracker worked in that game, and how seamless and intuitive it was to use without putting any strain on my eyes. This gave me the confidence that we could use this to enhance SOMA.

Once I got a feel for what the technology was capable of, I read through Tobii's SDK documentation and code samples to figure out how it all worked. In simple terms, the Tobii eye tracker provides a continuous data stream of screen coordinates that represent the location on the screen the user is looking at. Think of it as firing 60+ laser beams per second from your eyes to your monitor. Bring it on, Cyclops!

After I was done feeling like a superhero, I looked into how we could use this in our own engine, HPL3. Since Tobii's SDK was easy to use, integrating it into HPL3 wasn't too difficult, especially with the help of our engine programmer Peter.

With the technical aspects more or less dealt with, I started thinking about the design of our eye tracking features, and how we could best make use of this technology to enhance the game. This included brainstorming sessions, quick prototyping and a lot of feedback from the rest of the team.

It quickly became clear that while controlling and moving stuff around on the screen with your eyes is fun, it becomes tiring and uncomfortable really fast. For a good experience, the player must never be actively thinking about using their eyes. Instead, the game should react to the player's natural eye movements and try to enhance the experience. A negative side effect of this design principle is that unfortunately quite a lot of features become very subtle and hard for the player to notice consciously, despite having an overall positive effect.

The white circle is where the player is looking.

Another interesting aspect of designing these features was how eye tracking could be used in a very immersive first person horror game. Horror games often rely on where the player is looking to trigger certain events, which always means a certain level of uncertainty about whether the player actually registered what was happening on the screen or not. With eye tracking, this uncertainty became very minimal, which meant that the timing of a lot of the events in SOMA naturally improved.

In the end, we ended up with a number of eye tracking features we were happy with. The most noticeable ones are extended view, which makes the viewport pan towards where the player is looking, and the ability to control the flashlight with your eyes. A number of enemies also react to the player's gaze, such as the flesher monster becoming aggressive when looked at and teleporting when the player blinks, or the deep sea diver stopping when the player maintains eye contact.

Other features are much more subtle and designed to enhance immersion and mood. For example, staring at creepy and gory scenes zooms the screen slightly, giving the impression that Simon is in a trance or shock-like state and can't look away. When the player looks at enemies, the screen distortion effect intensifies to further discourage players from looking at them.

Additionally there are some really secret ones, such as Ross' distorted computer messages appearing exactly when the player blinks, to further reinforce how Ross is inside Simon's head. My personal favorite, however, is a subtle reaction from K8, the incredibly friendly and helpful swimbot, which gives the player a small opportunity to communicate with it.

The developer showcase of eye tracking features.


In summary, working on eye tracking has been an incredibly fun and rewarding experience both because of the challenge, knowledge gained and the creative freedom. Besides, who doesn't enjoy firing lasers with their eyes? The end result hopefully enhances the SOMA experience, even if just a tiny little bit. So if you have the PC version on Windows and a Tobii eye tracker, consider giving an even more immersive version of SOMA a go!

The official trailer for eye tracking in SOMA.

Eye tracking is just a small part of my work at Frictional though, as I'm currently working on one of our next projects. I'm already really proud of what we're creating and I'm happier than ever with my choice to follow my dream of making games. We're all really excited to be able to share more of what we're doing, but until then we'll just keep doing our best. This also reminds me it is time for another gaming night, to keep our spirits up!

Quality Frictional Humour™ from a recent Jackbox Party night.


Wanna see who else works at Frictional? Check out the rest of the People of Frictional posts!