Monday, May 27, 2019
A Work In Progress But Time Is Running Out
Two weeks from today I leave for Huzzah!.
While I could pack up and go tomorrow, there is still a lot I'd like to do to get ready and it looks like the next week at least will be ideal for much needed yardwork and gardening. Two expected down days have been compromised by unexpected domestic duties. There has been some time to work on honing my 54mm rules but not enough time to get play more than a turn or two.
I really like the way the game is heading though with a blend of old and new ideas but soon I need to haul my mind away from matters toy soldier and back to preparing terrain and figures for Huzzah.
Having gotten the scale monster our of my head for a bit, I've settled on a 4 figure "company" as the basic unit. (Essentially what fits in a 4" square.) This may be independent or be grouped into "battalions" of 2-4 companies. A couple of these plus a Brigadier make a Brigade. How it all works is mostly still in my head but the on line rules have been kept up to date as new ideas get added, tested and rejected or expanded.
If I get at it early maybe I can finish the actual playing Friday morning before its warm enough to get back to work outside.
While I could pack up and go tomorrow, there is still a lot I'd like to do to get ready and it looks like the next week at least will be ideal for much needed yardwork and gardening. Two expected down days have been compromised by unexpected domestic duties. There has been some time to work on honing my 54mm rules but not enough time to get play more than a turn or two.
I really like the way the game is heading though with a blend of old and new ideas but soon I need to haul my mind away from matters toy soldier and back to preparing terrain and figures for Huzzah.
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Don't be fooled by the absence of a grid, this game is intended to be able to played either on or off grid. |
Having gotten the scale monster our of my head for a bit, I've settled on a 4 figure "company" as the basic unit. (Essentially what fits in a 4" square.) This may be independent or be grouped into "battalions" of 2-4 companies. A couple of these plus a Brigadier make a Brigade. How it all works is mostly still in my head but the on line rules have been kept up to date as new ideas get added, tested and rejected or expanded.
If I get at it early maybe I can finish the actual playing Friday morning before its warm enough to get back to work outside.
Sunday, May 26, 2019
Friday, May 24, 2019
What's The Opposite Of Humble?
I had intended to stay quiet about everything I know, but this post here on Tenkar's Tavern was, I suppose, the straw that broke the camel's back.
Or maybe because it's almost St. Paddy's Day and the Irish in me just won't let it go.
As much as anything, this blog post is a warning against centralized power, its corrupting nature, cults of personality, and the slippery slope of authoritarianism (yet I hope to keep this apolitical).
Now that I re-read this, it's really long, but I wanted to provide as much as possible so people wouldn't respond with "But, but sour grapes and stuff..." Yes, some of my interactions left me with bitter feelings, but this is not retaliation for a few slights. Rather, I want to shine a light on a very public figure before he becomes "too big to fail." This is to open discussion while it's still feasible to critique the Tenkar Empire without disastrous reprisal.
A little backstory, I've known Erik Tenkar for years, since I started blogging and writing OSR stuff back in 2014. He was a prolific and well known blogger in those days and his power and recognition has steadily grown since then.
For awhile, Erik and I didn't get along. But then we kind of got over that and became the kind of friends that's really more like online acquaintances. He helped me out with promoting various projects, and I tried to show him the same consideration and loyalty (like defending him against Facebook attacks from Stacey and company).
There were isolated moments, like when someone would mention Erik's name in a g+ thread, saying it would be nice if he'd blog about whatever they were kickstarting or selling, but didn't tag him, and he'd find out about it and angrily blog about people who think they're owed.
Looking back, that kind of thing was a trademark of Zak S. You'd mention his name in passing, and if it was anything but a glowing endorsement, he'd find out about it and criticize you or defend himself by clutching his "tavern keeper beyond reproach" pearls.
Or when I commented on his blog post with less than complimentary remarks, like Frog God Games virtually giving their old Pathfinder compatible stock away at a convention... those comments either never made their way to his blog or were deleted without comment.
Not too long ago, I asked if I could guest post on his blog, which he regularly encouraged. He said sure, but when I sent him the content, there was zero response and it never appeared. That I can sort of understand, because it was a little risque, having to do with Alpha Blue and legalized brothels in Nevada. Nevertheless, an email saying, "Sorry, that's too much." would have been nice.
And then there's the proposed OSR answer to the ENnies. Erik brought me into discussion and even asked me to be one of three judges. It was going to be Erik, one of the Spahn guys (I think) and myself. The OSR was going to have its own annual award. After several back and forth emails, it was suddenly dropped. I have no idea why. I asked, and got no reply. I assume it was because several OSR products were actually up for an ENnie award that year and a separate OSR award would seem redundant, but I'm still in the dark about those details.
As many of you know, Erik expanded his empire from blogging to podcasting and becoming a Discord fan. He and his helper, Pex, asked me to join. They created a channel or sub-section or whatever for Kort'thalis Publishing even before I could say yes. That kind of reminded me of the whole U2 and itunes debacle, but I didn't want to make a fuss. Ok, fine, I said.
Pex in particular would gently remind me on a regular basis to keep posting into the Discord void, so I did, even though it seemed no one was listening and I just didn't like the Discord format. In fact, I was so impressed with Pex's constant encouragement (eventually, it probably would have seemed like nagging, but maybe that's because I've been married for 7 years), that I asked if he'd be interested in working for Kort'thalis Publishing. He said yes after we negotiated compensation.
A short while later, I released my transhumanist blog post. It was a day or two before I could respond to anything because of my usual busy family life.
Basically, I was booted from Tenkar's Discord machine and Pex told me he wanted nothing more to do with me.
I received an email from Tenkar. The subject line was "Man did you step in it." In the email he states that he wasn't sure what my intent was, but that "flames were spreading" and there was a decision made to remove my publisher's channel."
Despite a few people coming to my defense and calling Erik "transphobic," I attempted to inform Erik on what was going on, why I posted it, etc.
He derisively responded with "Thanks for your concern. If I have something to say, You know where to read it".
I mentioned what had been happening on Twitter, and again one of Erik's spies reported the news back to him where he passive-aggressively responded in an email the following...
Twice on Twitter you claimed you were "kicked off" or expelled from The Tavern's Discord Server. Both times you were incorrect. Your Publisher's Channel was removed (as you were informed of) but you were still a member of the server. Since you desire to be removed from the server (based upon your own claims) we have now removed your membership from the server as you have indirectly requested.
Sincerely,
Erik Tenkar
I responded by asking why I'd want to stay somewhere I was clearly unwelcome? And that he was effectively exiling me from the Tenkar Empire. I haven't spoken to him since (but seeing him at GaryCon might be awkward).
Before the whole transhuman blog post, Tenkar had mentioned his support of my upcoming Cha'alt project. Said that he looked forward to seeing more and talking about it on the various places where he discusses RPG matters.
I never bothered to ask for his support when the kickstarter went live, weeks after the za'akier post. Partly because I was confident he'd refuse, but also because I didn't want the backing of someone like that, someone who turns his back on a friend because of some ruffled internet feathers, someone who purports to be an ivory pillar of virtue and integrity, but when it really comes down to it is no better or worse than the rest of us.
Erik, if you had taken money in exchange for mentioning products, that would be a lot less shady than what I've seen from you thus far.
At least I admit that I'm just an old school smut-peddler who's just as easy to corrupt as the next guy. Sure, I can be a dick sometimes. I also like to poke fun at sacred cows. Hell, that's why I've taken Satanis as part of my name. I'm down here in the dirt - below the dirt, actually; where the dungeons are... bedrock. Hell itself! I don't fire back at gamers with "How dare you, sir? I'm a humble bartender and have the utmost reputation!" pretentious twaddle.
Erik, get over yourself. The majority of people who've claimed that you have harassed them, most likely deserve it (deadbeat KS people, Stacey, etc.). But also know that you're presence is intimidating to regular folks, too. I, myself, hesitated before writing this because of who you are (OSR Emperor, Frog God representative, ex-cop, etc.), but I wouldn't be able to sleep at night if I stayed silent.
To Erik's audience, I say this: Be careful of idolatry. The neutral ground of today may become the golden calf of tomorrow...
VS
p.s. If anyone wants to get something off their chest or get sensitive information into the right hands, feel free to email me. If you'd prefer to remain off the record, I have no problem quoting you anonymously.
17 Best URL Shortener to Earn Money 2019
Cut-win
Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
- Minimum payout-$1
- Referral commission-22%
- Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
- Payment time-daily
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
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
Oke.io
Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
Fas.li
Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.Al.ly
Al.ly is another very popular URL Shortening Service for earning money on short links without investing any single $. Al.ly will pay from $1 to $10 per 1000 views depending upon the different regions. Minimum withdrawal is only $1, and it pays through PayPal, Payoneer, or Payza. So, you have to earn only $1.00 to become eligible to get paid using Al.ly URL Shortening Service.
Besides the short links, Al.ly also runs a referral program wherein you can earn 20% commission on referrals for a lifetime. The referral program is one of the best ways to earn even more money with your short links. Al.ly offers three different account subscriptions, including free option as well as premium options with advanced features.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
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
Bc.vc
Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.- The payout for 1000 views-$10
- Minimum payout -$10
- Referral commission-10%
- Payment method -Paypal
- Payment time-daily
Linkrex.net
Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
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
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
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.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.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
Shrinkearn.com
Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
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
Star Control II: Summary And Rating
Star Control II: The Ur-Quan Masters
United States
Toys for Bob (developer); Accolade (publisher)
Released in 1992 for DOS, 1994 for the 3DO console; later fan ports to other platforms
Date Started: 23 March 2019
Date Finished: 14 May 2019
Total Hours: 47
Difficulty: Moderate (3/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
Difficulty: Moderate (3/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
Summary:
Star Control II takes the ship-by-ship action combat of the original Star Control and places it solidly within an adventure game of epic proportions. In a galaxy of more than 500 stars and 3,000 planets, a captain must build alliances, find artifacts, mine minerals, and coerce information from alien races so that he can ultimately throw off the yoke of the Ur-Quan Hierarchy and free Earth and its allies from slavery. Gameplay comes with a lot of lore and plot-twists, but every so often it reveals its origins and requires the player to defeat enemy ships with selections from his own armada, each with their own strengths, weaknesses, and special abilities. Although the sense of an open world and a nonlinear plot both end up being somewhat illusory, the game is still fun and memorable.
****
In the comments for my winning entry, several readers have offered descriptions and text that occurs when you try some of the game's alternate strategies, such as surrendering to the Ur-Quan, provoking the Orz, or selling your own crewmembers to the Druuge. Most of them are either dead-ends or offer such harsh consequences that you'd best not do them in the first place.
One thing I was curious to check out is what happens if you wait out the game's time limit. The Melnorme originally told me that the Earth would be destroyed in January or February of 2159, but my actions in the game managed to delay the apocalypse by almost two years. As I sat in hyperspace and watched, nothing much happened until November 2159, when the Supox and Utwig returned to their original systems, much diminished.
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No one remains but the Ur-Quan. |
Around the end of 2159, the Kohr-Ah won the civil war and started to circle the galaxy, destroying each sentient race in turn. Some of their ships reached Earth in April, but they weren't here to destroy Earth just yet. I fought a few dreadnoughts and the horde moved on. The Arilou, Umgah, and Zoq-Fot-Pik were all gone by June 2160, the Supox and Utwig a month later. By October 2160, the Ur-Quan fleet had reached the "southern" end of the galaxy and destroyed the Yehat. Finally, in November, I received a broadcast from the Ur-Quan notifying me of Earth's destruction, and the game was over. My ship was parked right next to Earth at the time, and I was hoping I'd see a bunch of dreadnoughts approaching it, but alas, it wasn't quite that detailed.
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The "bad" ending, unless you're a big Ur-Quan fan. |
If I hadn't cheated a bit during the game by reloading when an expedition proved a waste of time, I probably would have run into issues with the time limit. Watching the slow destruction of every race, along with the intelligence that they possessed, would have been mildly horrifying. But apparently you can still win the game at any time during this process, with nothing altered in the endgame sequence.
I confess that the last bit bothers me a little because it's indicative of the approach taken by the game as a whole. When I started playing Star Control II, it gave the impression of an open-world game with multiple narrative possibilities. But it turns out you have to follow a few paths in a relatively specific order, and most of the choices turn out to be illusory. Oh, it certainly does better than the typical RPG of the period, I hasten to add. It was just a bit disappointing to find that open exploration isn't really rewarded. If you're lucky enough to stumble upon a key location amidst all the planets in the vast galaxy, you probably won't be able to do anything because you haven't bought an important piece of information from the Melnorme first.
I have similarly mixed feelings about the game's approach to the alien races and racial characterizations. On the one hand, I enjoyed the variety. When you're making a game (as opposed to shooting a film or television show), you have the freedom to make some interesting races without worrying about the CGI budget. I appreciated that there were no "bumpy forehead" aliens except perhaps for the Syreen.
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I could have done with less of this. |
I also don't fault the game for broad characterizations. It's a longstanding trope of science fiction and fantasy to paint races with a broad brush: the wise elves, the logical Vulcans, the proud Klingons, the evil orcs, and so forth. You rarely have time to explore the detailed characteristics of an entire culture. It's perfectly acceptable that Star Control II decided to highlight one major attribute of each race, such as cowardice, depression, loneliness, and greed. When it did go into more detail, such as in the case of the Ur-Quan and the Syreen, the detail was generally good, and it was rewarding to unlock those stories. I also appreciated the consistency of characterization. The Spathi locking themselves under their own slave shield amused me to no end because it was perfectly in keeping with the Spathi personality--and, in hindsight, 100% foreseeable.
But I also felt there were too many moments of outright goofiness and parody among the racial interactions. The Orz, the Pkunk, the VUX, the Umgah, and the Utwig mostly just exhausted my patience. I couldn't help but think how the same races with similar characteristics might be handled with less silliness. We don't have to look very far to find an example. Starflight and Starflight II had some of the same broad racial characterizations, but rarely crossed the line into outright slapstick. I felt the stories and plot twists of those games were much better, too.
Nonetheless, I understand why Star Control II is regarded as the better game: it's all about the combat. I wasn't any good at it, but I can see why people like it. Until I played it, I wouldn't have thought that a single choice--what ship to pilot--could have so many tactical implications. There are 14 ships that can join the New Alliance and 13 potential enemy ships, resulting in 182 potential battle combinations, and each has completely different tactical considerations. (With the Super Melee application, you can fight any of the ships against any of the others, for 625 possible combinations.) Slowly mastering the strengths of your ships and learning the weaknesses of the enemy ships is a huge and rewarding part of gameplay. Later in the game, when you have to fight multiple ships in a row, there are strategic implications for what ships you send into combat first and which you reserve for later in the battle.
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The typical outcome of my combats. |
Still, the nature of combat, plus the lack of "character development," really makes this a non-RPG, which means it might not do so well on the GIMLET as an RPG. I played it as an exception. I don't want to hear any future comments along the lines of, "Well, you played Star Control II, so to be consistent, you should also play This Game." The point of exceptions is that I don't have to be consistent with them.
As to the GIMLET:
1. Game World. Star Control II manages to check most of the boxes in this category. It has a rich, detailed backstory, an open world, a clear place for the character and his quest, and an evolving game state that responds to the player's actions. (I particularly like how the starmap continually updates to show the dispositions of the various races.) The plot and its twists are original and interesting. The only fault I can find is that there isn't much to see or do in the open universe. I wish the creators had seeded more planets with optional encounters and finds, perhaps replacing the system by which you purchase all your technology upgrades from the Melnorme. Score: 8.
2. Character Creation and Development. Alas, there is none of either except for the ability to name your own captain. Even if you regard the ship as a "character," it doesn't get innately better so much as it gains better equipment. Score: 0.
3. NPC Interaction. Another strong point. I've given my thoughts about the NPC personalities, but I should add that even goofy personalities are better than we get from the typical RPG of the period, which is no personality (or even NPCs) at all. I wish there had been more honest variety in dialogue options instead of one that's obvious, two that are stupid, and one that's evil. The Starflight games did a better job giving the player real "options" when talking to different alien races even though they came in the form of "stances" rather than specific dialogue choices.
I should also note that most NPCs aren't individuals but rather representatives of their races who somehow know the previous conversations the player has had with other representatives. But the game otherwise hits most of the criteria for a high score here, including a plot that advances based on NPC interaction. Score: 7.
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My thoughts exactly. |
4. Encounters and Foes. The game has an original slate of foes (ships) that require you to learn their individual strengths and weaknesses. There are otherwise no real "encounters" in the game that aren't also NPC dialogues. Score: 6.
5. Magic and Combat. I can't give a high score here because my scale is about RPG-style combat and the various tactics and strategies that draw from attributes, skills, and the player's intelligence rather than his dexterity. Still, as I discussed above, the choice of ship and the way you plot long combats create some important tactical and strategic decisions. I just wish combat had only been about ship versus ship. The planets, which show up suddenly as you switch screens, were unwelcome guests. Score: 3.
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The asteroids, on the other hand, I didn't mind so much. |
6. Equipment. All of the "equipment" in the game is ship-related rather than character-related, and it all applies to the flagship, which a good player arguably does not rely on. I wish there had been opportunities to upgrade the other ships in the fleet. It would have been tough to offer meaningful options with so many of them, but even just generic attack or defense improvements would have been nice. Beyond that, it's fun to figure out how to best make use of the limited modular space on the flagship, particularly as new options come along regularly. Score: 3.
7. Economy. There are really two economies in the game: the "resource unit" economy that lets you build a fleet and equip your flagship, and the Melnorme "information" economy that depends on bio data and Rainbow World identifications. I found both rewarding enough for about two-thirds of the game. Score: 7.
8. Quests. The game has one main quest with a few options (though, as I mentioned before, a lot of the options are illusory) and side-quests. There's only one ending. Score: 4.
9. Graphics, Sound, and Inputs. I don't have many complaints in this category. The graphics are perfectly fine for the scope and nature of the game; the sound effects are fun and evocative throughout; and it's hard to complain about the interface of a game that supports both joystick and keyboard inputs and lets you customize the keyboard. I had problems in combat despite these advantages, but I don't think I can blame the game.
I do have one major issue, or several related issues, that fits into this category. The dialogue is delivered one line at a time in a huge font. You can hit the SPACE bar after each bit of dialogue to see a transcription in a smaller font that you can barely read. Either way, if you don't make your own transcriptions or screen shots (which must have been tough for an era player), the dialogue is lost once you leave the screen. In most cases, you can't prompt the NPC to speak the same lines again, and there's no databank in which to retrieve it as there was in Starflight II. Thankfully, I took copious screenshots, but they're a cumbersome way to review previous dialogue and I think the game should have offered a better system. Score: 6.
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This text is better than nothing, but it's still not very easy to read. |
10. Gameplay. I give half-credit for non-linearity. The game is more linear than it seems when you start, but you still have a lot of choices about the order of your activities. I also give half-credit for replayability. As I mentioned earlier, many of the "options" seem illusory, and a replaying player might find himself swiftly on familiar paths, but there is at least some variety for a replay. The hourly total is just about right for this content, and while I had difficulty in combat, I still managed to win with an acceptable number of reloads, so I can't fault the difficulty. Score: 7.
That gives us a final score of 51, surprisingly close to the 53 I gave both Starflight and Starflight II, which had actual characters and character development. But reviewing those games, I'm reminded how awful combat was, and how many issues I had with the interface. I'm thus comfortable with the rating.
The ad makes it seem like the game's enemies are the Umgah. |
There are plenty of players, however, who would consider a 51 an insult. Star Control II still continues to make "best games ever" lists compiled by various publications. In a March 1993 preview in Computer Gaming World, Stanley Trevena liked the game enough to put it on his "top ten list of all time." "It is not often," he says, "that such a perfect balance is struck between role-playing, adventure, and action/arcade." In the November 1993 issue, they gave it "Game of the Year" in the adventure category (or, at least, it tied with Eric the Unready). Dragon gave it 5 out of 5 stars. It's rare to find an English review out of the 90s, though for some reason European reviews tended to put it lower, in the 70s.
The 3DO version from 1994 has some significant differences from the DOS version. It has an animated, narrated introduction and cut scenes plus voiced dialogue for the conversations. (My understanding is that the open-source Ur-Quan Masters would use some of this voiced dialogue but re-record others.) Some readers encouraged me to play this version specifically because of the voices. I'm not sure I would have liked it better. There's really just too much dialogue overall. Some of the voices are good: I appreciate the Vaderesque bass of the Ur-Quan, the lispy enthusiasm of the Pik, and the weird Scottish accent the creators gave to the Yehat. For some reason, they decided the Shofixti was a bad English translator of a 1970s Japanese kung-fu movie; the Orz, Spathi, and Utwig are just annoying; and the Umgah is the stuff of nightmares. The Talking Pet is the worst, with some ridiculous southern "Joe Sixpack" accent. I was also disappointed by the Syreen, who sounds like Doris Day rather than . . . well, honestly, I'm not sure what would have done justice to the Syreen. How do you blend a fierce Amazonian and a seductive vixen in a single voice?
Star Control II left a satisfying number of mysteries, such as the fate of the Precursors and why they seemed (to the Slylandro) to be nervously searching for something. We never learned about the Rainbow Worlds or why they (apparently) form an arrow pointing to the "northeast" of the galaxy. We never learned what the Orz did to the Androsynth, what the Orz really are, and how they relate to the Arilou. I was disappointed that we never found out why the Ur-Quan destroyed historical structures of humanity, including some places we weren't even aware of. I was disappointed to find that most of these questions are unanswered in Star Control 3 (1996), although we do apparently learn that the Precursors genetically modified themselves so they would have the intelligence of cows, thus protecting themselves from a race that periodically harvests the energies of sentient races. I think the creators missed an opportunity by not making the Precursors actual cows. There could have been a Gary Larson tie-in and everything.
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The creepy cover to the game's sequel. |
The direction of Star Control 3 reveals some of the background drama between developer Toys for Bob (authors Paul Reiche III and Fred Ford) and publisher Accolade. According to Reiche and Ford, Accolade gave the developer such a limited budget that they had to essentially work for free for half a year to create a quality game. Accolade would not increase the budget for the sequel, so the original creators refused to develop it, and the job went to Legend Entertainment instead.
In 2002, authors Paul Reiche III and Fred Ford made the source code available for free, and some fans used it to create The Ur-Quan Masters for Windows, with multiple releases starting in 2005. It has since been ported to multiple additional platforms. The effort also led to the creation of the Ultronomicon, a Star Control II wiki.
The Star Control trademark passed to Infogrames when it purchased Accolade in 1999; Infogrames soon rebranded itself as Atari. When Atari filed for bankruptcy in 2013, its assets were sold. Stardock Corporation managed to acquire the Star Control license and produce Star Control: Origins (2018). Set 26 years before the original Star Control, the game would seem to retcon when Earth first encountered alien life. During development, Stardock claimed to be in contact with Reiche and Ford, and were developing the game along their vision, although they couldn't technically participate because of their Activision contract. If this relationship was ever friendly and cooperative, it soon became otherwise when Reiche and Ford announced they would be creating Ghosts of the Precursors and Stardock started selling the first three Star Control games on Steam. Both parties counter-sued each other for copyright and intellectual property violations, and Steam removed the Star Control titles (including Origins, at least temporarily) after receiving DCMA takedown notices from Reiche and Ford. As far as I can tell, the litigation is still ongoing.
Combat in Origins has improved graphics but seems to adhere to original principles. |
Toys for Bob still lives as a subsidiary of Activision, and Reiche and Ford still continue to direct the development of its games. I don't think we'll see them again, however, as none of their titles are RPGs. (For more on Reiche and Ford, see Jimmy Maher's excellent coverage of Star Control II from this past December. My favorite part is when Reiche gets fired from TSR for questioning the purchase of a Porsche as an executive's company car.)
I am often dismissive of calls for remakes, usually considering them to be the products of dull, dilettante gamers who can't handle any graphics more than 5 years old. But I would like to see, if not a remake, a modern game that has the basic approach of Star Control II (and, for that matter, Starflight)--perhaps even one that realizes it better by offering truly alternate plot paths. We have plenty of games (although, in my opinion, not enough) that allow us to explore open worlds; have any so far allowed us to explore an open universe? Perhaps that's what we'll get from Bethesda's forthcoming Starfield.
The Tattooist By Michael Wong, Short Movie Review

In his second directorship of a narrative short film, The Tattooist, Michael Wong established in less than two minutes a setting and feeling of unease and creepiness that many longer movies are unable to wrap themselves around. This is his first move into the fuller aspects of production and writing. His background in advertising shows he is able to capture his audience in short notice.
After watching The Tattooist I found myself looking for the link so I could screen the entire movie. I was hooked. The premise presented and the manner in which it is presented shows a craftsmanship of tapping directly into deeper emotions that strikes at what horror is about. There was promise of deeper story and of a conflict that was sure to rise to heightened stakes.
I give The Tattooist5 out of 5.
There is more to this story that I look forward to seeing.
The Tattooist can be found on Vimeo. Here is the link where you can watch it for free.
Here is also the page on IMDb (link).
About the Writer Director (partial from IMDb)
Michael Wong is currently working as an independent film director, after having spent 16 years as an ad agency art director and creative director. In the late 90s, he left his native Malaysia and arrived in China, where he's worked at such leading agencies as Ogilvy, BBDO, TBWA, Grey and Saatchi & Saatchi.
After more than a decade and having won over 50 creative awards, Michael decided to move onto the filmmaking scene as a writer/director with his directorial debut for Lenovo; a viral video campaign that was to be used in such markets as India, Russia, the Middle East, Eastern Europe, Turkey, South Africa, South East Asia, Hong Kong and Taiwan.
(Complete Bio can be found on IMDb.)
If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.
Blackvoxel, An Ambitious Minecraft/Factorio Mix?
Check out this interesting (somewhat recently GPLv3 re-licensed) game Blackvoxel:
As you can see it has some interesting mechanic which they call "Molecular Voxel Interaction Engine". As seen in the trailer above, it basically allows you to automate crafting, resulting in interesting "programmable" factory setups.
Of course this might sound a bit too much like actual work and not fun... but given the big fan scene for the closed source game Factorio, I would say it can be more fun that it looks at first ;)
Blackvoxel itself probably needs to be a bit more of a game instead of "just" a sandbox, but there is big promise in the overall concept, so give it a try :)
As you can see it has some interesting mechanic which they call "Molecular Voxel Interaction Engine". As seen in the trailer above, it basically allows you to automate crafting, resulting in interesting "programmable" factory setups.
Of course this might sound a bit too much like actual work and not fun... but given the big fan scene for the closed source game Factorio, I would say it can be more fun that it looks at first ;)
Blackvoxel itself probably needs to be a bit more of a game instead of "just" a sandbox, but there is big promise in the overall concept, so give it a try :)
This post was retrieved from freegamer.blogspot.com.
Thursday, May 23, 2019
Anyone Want To Go To GDC???
So you're a student with limited funds, your University can't send you, or you just want to lend a hand. Whatever the reason, you may still be able to attend this premiere event by becoming a Conference Associate. Are you willing to earn your attendance (and a little extra money) by doing about 25 hours of on-site work? Apply to be a Conference Associate (CA)!
Click here for more information about becoming a GDC CA!
If you still have questions after visiting that link, you can contact our CA Manager, Ian MacKenzie, at camanager@calounge.com.
(106 MB) Download Hitman 3 Contracts Game Highly Compressed For Pc
Download Hitman 3 Contracts Game Highly Compressed For Pc
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System Requirements of Hitman Contracts PC Game
Before you start Hitman Contracts Free Download make sure your PC meets minimum system requirements
- Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
- CPU:Pentium 4 1.6 GHz
- RAM: 256 MB
- Setup Size: 106 MB
Wednesday, April 3, 2019
Immersing Deeply In Gameplay Through Sound
From time to time, I like to replay games so I can have new points of view and (re) discover aspects and elements of game design, gameplay, narrative or creative process. Last weekend, checking my Apple Cloud to verify some old downloads, I found this very unique game: Dark Echo.
Created by RAC7 Studio the game offers an experience to "explore a mysterious world through sound". And "sound" is the core and keyword of this game. Using only a black interface with minimal white sound waves ricocheting around the scenario, the player is invited to explore a kind of a dungeon filled with monsters. Check the gameplay:
It operates by touching the screen to walk and generate the sound waves. The important detail is the fact that the sounds of your steps will attract terrible "monsters" (again, you will only hear the creatures' grunts) and sometimes you need to run into the darkness. Anxiety is an important game design component in this example. The whole game is based in it, and all fear/horror/terror reactions derive from it.
Sound is strategically built in this case, the perfect blend between the minimal interface and the sounding experience. This is a great example of how we can construct a game using few elements to create big impact.
#GoGamers

Created by RAC7 Studio the game offers an experience to "explore a mysterious world through sound". And "sound" is the core and keyword of this game. Using only a black interface with minimal white sound waves ricocheting around the scenario, the player is invited to explore a kind of a dungeon filled with monsters. Check the gameplay:
It operates by touching the screen to walk and generate the sound waves. The important detail is the fact that the sounds of your steps will attract terrible "monsters" (again, you will only hear the creatures' grunts) and sometimes you need to run into the darkness. Anxiety is an important game design component in this example. The whole game is based in it, and all fear/horror/terror reactions derive from it.
Sound is strategically built in this case, the perfect blend between the minimal interface and the sounding experience. This is a great example of how we can construct a game using few elements to create big impact.
#GoGamers
Tuesday, April 2, 2019
Download Cop Mod For Gta_Sandesas Free
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