Saturday, November 30, 2019

The Numbers Game | A Poem By Brad Carver

Below you will find my latest poem. One that I think we all can relate to. One that speaks of the numbers game. The very thing that people use to measure fortune, and fame. I hope you enjoy it, and that it speaks to your soul. Never, ever get lost to the numbers, and never think that those numbers reflect someone's worth. For it's in what we do, and not the attention we get that speaks volumes on our behalf.

Friday, November 29, 2019

My First Fortnite Battle Pass Grind ... Impressions

When it comes to Fortnite I mostly avoided the first chapter, and all of it's seasons. I might have logged on a couple of times to try it out, but my early impressions weren't good. I played mostly solo during chapter one, and the matchmaking was nothing like it is now. It felt like I had no chance at all, and that I was up against the sweatiest of pro players. I couldn't make it to the top 10 no matter how hard I tried. In chapter two the matchmaking seemed to take a turn for the better though, and I actually got two first place victory royales in solo with no building. Before I decided to actually pay up for the battle pass in chapter two I had progressed through half of the battle pass unlocks. Seeing as the matchmaking was more skill based, and I was actually doing well in-game I was willing to give it a chance. Admittedly at first chapter two was fun, and for once I was really into it. I spent a good amount of time fine tuning my approach, and settings to a serious extent. I also learned about the different game modes, and nearly 100% completed the battle pass missions. Currently I'm missing only the special variations for the legendary battle pass skin, and the secret skin that you unlock for completing the series of event missions. I have stopped for the moment, and kind of feel a disconnect after having witnessed a shift in the skill based matchmaking, as well as Epic Games' choice to turn my report option red signifying they are basically ignoring my player reports.

Monday, November 18, 2019

Pinball FX 3 - William's Pinball: Universal Monster Set

The guys, and gals at Zen Studios know pinball. This fact is continuously made evident with each new table set they bring to their pinball platforms. If you haven't followed them in a while you might not know that they've actually begun creating tribute tables of the William's variety as a sort of set extension to their main brand. Each pack which costs roughly around ten dollars for two to three tables comes complete with a table history via textual intro facts, and the usual embellishments that come with the Zen Studios line of original table creations. That as well as the original artistic design. For example with the 'Universal Monster Set' you get a sort of dual design option that keeps the original design in mind as well as an enhanced version complete with the added video game flair Zen Studios is more known for. Point pop-ups, animatronics, holograms, 3D models, and a side dot matrix display where table events unfold in real time along with your achieved high score. Such things as that. With a single pressing of  'CIRCLE' you can effectively switch on, and off visual enhancements as you play. Similar to the way you change the table views, but with a different button. In a way this dual branding gifts the player two different versions of the two included tables. Allowing said players to experience in a more historically accurate way or in the Zen Studios way.

Tuesday, November 12, 2019

Mononoke Slashdown | Simple Yet Complex Hack & Slash Ninja Action

FK Digital's "Mononoke Slashdown" is a game with a plot somewhat lost in translation. Through roughly translated English text, and an equally confusing intro we find that Kagemaru is our ninja hero, and that he's out to end some evil. That evil comes in the form of Mononoke, or demons. Through several chapters filled with several stages each Kagemaru is designated to take out the demonic armies with a sword, kunai, and a certain set of skills. It is through ninja like reflexes, and the tools of the trade that Kagemaru will either prevail or fail the challenges at hand. Given your guidance or lack thereof.

Citadel: Forged With Fire | A Verdict Rewritten

I like to be upfront, and honest when I've made an unfair judgment, or shared something that does not hold true. My recent verdict for Citadel falls in line with that very situation. I had disclosed that the grind on the servers were unfairly balanced according to resources made available, and the pace at which your character levels up. While my claim holds true on some servers there exists other custom servers that allow for fast tracking leveling, and material harvesting. Each server comes labeled accordingly, and through menu toggles you can sort through the various custom lobbies within the listing. Both on the PVE, and PvP side of things. I recently got into a PVE server for my area, and leveling was quickly done as was the harvesting of needed materials. Making it an experience on par with the singleplayer I absolutely adore, but with other online players accounted for. The stress on the servers wasn't bad either though there still exists some lag, and frame rate drops.

Monday, November 11, 2019

Citadel: Forged With Fire | PVP, PVE & A Final Verdict

I've spent some serious time in all three of Citadel's modes of play. I've tried out the easy grind, and the slow and methodical grind. Both offline, and online. For the most part it's the same experience throughout. All modes incorporate the same base crafting, and building mechanics while featuring the same maps filled with the same quests, looting opportunities, and boss/creature battles. Singleplayer itself can be played alone with the tedious grind settings in check or with advanced mods turned on that will allow you to enjoy the game without the hassle of needing to really farm or grind for anything. The opposite goes for multiplayer server play where PvP, and PVE demands the tedious grind in order for you to build your created character up to a point that he/she can engage in the endgame activities. One thing holds true any way you choose to play though, and that is the fact that character leveling does not reset upon death. This allows for picking up where you left off with the ability to craft everything you've unlocked through experience gained as well as your equipped gear still intact. It goes without saying that backtracking to pick up lost loot will be required if you want to regain all you've collected.

Sunday, November 10, 2019

Are Fortnite Cosmetics Really Cosmetics Only???

I've noticed something concerning about damage dealt in Fortnite recently. Some players get the standard whole number damage levels according to shield, and health remaining while others have decimal points or fractions of point damage taken away when shot. At first I thought this was a player hack or a glitch, but the more I watched the instances where it happened the more I noticed that the higher ranked skins were used by the offending players. Possibly meaning that Epic Games has not been forthcoming about the nature of the cosmetics. While I'd like to give them the benefit of the doubt I've yet to see a player get banned for being reported for it in the live feed. They are more than welcome to prove it otherwise via a comment here, or a public statement elsewhere, but whatever the case may be it's not looking good. Either players are hacking shield and health or Epic Games is knowingly selling game changing cosmetics in the guise of cosmetic only microtransactions.

Thursday, November 7, 2019

Citadel: Forged With Fire | Mechanics & Impressions Update

I've spent some more time tinkering around with Citadel's singleplayer mode, and I've noticed some things that I did not notice before including a whole other menu of options that further simplifies the crafting system, and character progression. If you startup singleplayer after having created your character, and played around a bit you will find an 'Advanced' option at the main menu continue point that has a series of sliders, and toggles that will allow you to tweak things like player points earned, whether or not you need to farm for materials, and other useful things tied to the character, and crafting mechanics. It's basically a mod menu of sorts that allows you to enjoy the game without having to slowly grind to a point that you can craft the things you need in order to fortify your long term existence in the various locations that you can begin in. The spawn areas, or beginning locations number three initially, and will open up more as you travel outward into Citadel's world visiting quest givers, and facing boss fights among other things. The game also offers the option to fast travel via portals that bring up a map with marked points of interest. A map that shows various icons, or points of interest that you can go to, to engage in various MMO oriented tasks. The very map that can also be brought up by pressing down on the DPad in-game.

Wednesday, November 6, 2019

Citadel: Forged With Fire | Impressions Thus Far ...

Citadel is a game I need to spend more time on than usual to gain a proper perspective of what it has to offer on a full scale. That having been said I have played it to a point I'm getting a proper feel for the type of grind, and crafting it entails. For those of you who don't know "Citadel: Forged With Fire" is an MMORPG sandbox type of game that can be played in singleplayer or on PVE, and PvP servers. It's about a magical world of wizards borne from flame who can fly around on broomsticks, and dragons. Wizards that can engage in combat, and build fortified castles beyond imagination. The world itself is brought to life in a beautiful, and colorful rendering done on the Unreal 4 engine. It pushes the PS4 to it's limits, but looks quite impressive for the console port that it is. As far as gameplay is concerned you'll find that in singleplayer it is smooth. There is no game breaking lag, or frame rate issues that really hinder the gameplay. For now I can't say the same for PVE or PvP, because I've yet to play on the provided servers.

From your character's creation at the main menu startup to their birth from a fiery pit in-game, and the grind that follows you'll be able to level up, and grow your character's set of abilities. It is ultimately through experience earned, skill points applied, and learned crafting skills that you'll be able to establish your sustained existence as your created character in the world of Citadel. The Touchpad menu from which everything is done in regards to this, outside of character control, houses six different themed diamonds for each interactive sub-menu that will give you quick access to everything that can be done. This includes the equipment loadout, the crafting, the crafting skills, the spells, creature taming, and your House or clan setup. It's a quick access hub for all you can do with your character, and the world around you. Much more streamlined than other games of the same genre.

Tuesday, November 5, 2019

Rebranded Review: Disgaea 4 Complete+ | Formerly Disgaea 4: A Promise Revisited

This is probably something unheard of among gaming journalists, but there happens to exist a complete version of Disgaea 4 for the PS Vita that mirrors the new complete version for consoles. I think while it harbors similarities it's worth reviving my initial review of the game for those of you interested, or curious about the new complete version for the PS4. I went all in with the former review, and I'd basically be repeating what I said if I were to review it again, and I think sometimes reviews that are already telling enough are telling enough. I hope this rebranded review gives you the insight necessary to decide whether or not Disgaea 4 Complete+ is something worth your time, and money.

Monday, November 4, 2019

AGONY | Abandon All Hope Those Who Enter Here

Dismal, bleak, and dark is this Nintendo Switch port of Agony. A hopeless endeavor for those hoping it to be otherwise. Taking with it all the controversial material including full-on nudity, and hellish gore from MadMind Studios' original PS4, and PC debut this abysmal tale of a tormented soul cast into the fiery pits of Hell makes it's second coming appearance on the Switch more broken than it was before. The first-person survival horror that it is comes to life, or rather the afterlife in a laggy, and muddied presentation of visuals that do no favors for the creator's intended vision. Through puzzle solving, platforming, and mild combat you'll face the story of a tormented soul known as Amraphel whose pact with the devil in life served as his damnation, and beckoning call to the Red Queen. A succubus who holds the secrets to the only way of escape from the torture Amraphel faces. You'll be forced to trek through miles upon miles of blood, guts, and gore as you meet other damned souls, and make your way to the Red Queen in hopes for some semblance of relief, and remembrance. Along the way enhancing your skills, and abilities as you face the puzzles of the Labyrinth of the Mind, and other key locales.