Anna Phuong blog: 2012

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Tuesday, December 18, 2012

The Hobbit - LotR minis game?

LotR, anyone a fan?

Alright guys, now that most of you have seen The Hobbit, I think it's time to talk about the Strategy Battle Game.  It's been a long time since I did anything with LotR (last game I worked on was Battle for Middle-Earth II).

I haven't bought the rulebook yet, but I'm thinking about picking it up and checking out the rules.  I'm fairly convinced I'm going to play either the Galadhrim and Rivendell Elves.  Maybe even some units of the High Elves, I'm not really sure.  Whatever the case is, I'm looking at Elves although Gondor and Dwarves look pretty nice as well.

Does anyone own the rulebook and/or play LotR the Strategy Battle Game?  If so, can you tell me some stuff about the game?

I don't think I'm going to get into War of the Ring because my big fantasy game is reserved for WHFB.  However, a small skirmish-style GW game with my favorite LotR stuff sounds pretty kick ass.

Monday, December 10, 2012

Game Design Series - High Elves and ASF

There's no way my HE looks like this.

Hey guys, it's been a long time.

I've been pretty busy over the last couple of weeks and it hasn't been minis related.  First it was work, then it was thanksgiving.. I've been traveling a lot and I just came back from a friend's wedding over the weekend.  I'll also be AWOL in the next couple of weeks due to Christmas break.

This is going to be the first article in a new series of articles I plan on writing.  It might not be the first of its kind, or similar to some of the other ones you've seen around the web, but it will be something special.  I'm calling this particular series, the Game Design Series.  It's basically a series that'll touch upon the finer points of gaming; breaking down the facets of why certain things are the way they are, who thought of them, or why did it originate in the first place.  I'm a huge fan of game design, most notably in the field of balance design, and I make a big deal when something just doesn't work.  I love the idea of originality and creativity, but not at the expense of game imbalance.  However, there are times where something works so wonderfully that I have to talk about it.  This is one of those times.

We'll kick this series off with why I think ASF - Always Strike First, is the best thing to happen to High Elves faction design, ever.

I've been playing High Elves since the end of their 6th Ed. book in 7th Ed.  I played with their current book (the ASF book) in all of 7th, and now in 8th.  Before you ask why High Elves getting army-wide ASF is a good idea, you have to understand who the High Elves really are.  I'm not talking about the fairy-looking aesthetics, I'm talking about their faction design to the core.

High Elves are meant to be elite.  This is represented with slightly inflated WS, BS and I, but most importantly, this is represented by the average cost per model in the entire book.  Games Workshop has specifically said that High Elves are supposed to be the most elite force/army/faction.  They do this by making all these T3 elves more expensive than anyone would like to pay.  This brings us to our next point:  Why in god's name would you make lightly armored, T3 Elves so expensive?  Expensive costs per model means less model per unit, less opportunity to beef up your existing battalions, and thus having less units on the table.  From an aesthetic and ambient point of view (very important in game design), this is perfection 101.  How do you best capture the elite feeling of being outnumbered (numerically) in every game and against every faction?  You make them so expensive that no matter what you do, the end result will always be the same.  With one, little gesture, Adam Troke and the rest of the GW design team made High Elves the army they always wanted to be.

Now that we have an army of "overpriced", lightly-armored, T3 elves, what do we do now?  This is where you analyze the nature of the army and envision the actual "how" are they supposed to fight.  Well, by the lore given to them, they're supposed to be so highly-trained that they can knock a rider from his mount before the lance hits home.  Before we go any further, you have to understand that the current High Elves book was written in 7th Ed.  This means that the actual design for the High Elves have to work hand-in-hand with the core structure of the rules in 7th.  If anyone remembers this, the first thing they would tell you is how High Elves killed guys in the front row before they even get to strike.  Yes, this is absolutely true.  However, what they forget to tell you, is that after they killed those models in the front rank, the amount of attacks coming back at the High Elves were dramatically reduced.  This is how it was in 7th Ed, not 8th.

The High Elves faction, from a game design perspective, was given army-wide ASF for one reason and one reason only:  To deal enough damage to the enemy before they can do sufficient damage back.  The entire philosophy behind the faction, as I mentioned earlier, was to be elite.  They were purposely given a lower model count so that each unit, given the stats and weapons that they were given, was somehow able to make it work.  To make the solution even more appealing, army-wide ASF is dead simple:  You Always Strike First regardless of the weapon you're carrying.  Clean, precise and straight to the point - You can't really ask for a better rule (especially one that's already in the rules).  That's the primary justification why 15pt Sword Masters, with their T3 and 5+ save was able to make their points back.  They still make their points back, but they do it in a way that wasn't intended by GW.  With the onset of 8th Ed., ASF now turns HE units into blenders, but robs them from their original identity of unit preservation through first strike.  We now have Identity Lost, and this is a problem.

So next year, there's rumors of a new High Elves book.  I, for one, am very skeptical on what they're going to do with High Elves.  If you do a radical points decrease, High Elves will no longer be considered elite by the sheer amount of units on the field.  It won't "look" right, and for GW and most game developers, that is very important.  In my opinion, army-wide ASF was the perfect solution to the problem of:  How do you convey "eliteness" in actual gameplay with respects to how much you're spending per High Elf model?  They sure the hell can't keep what they have now.  ASF right now is all about offense; offering nothing defensively (both visual and practical); and doesn't work with the whole High Elf aesthetic.  I would shit a giant monkey if they kept Speed of Asuryan in the game in its current state.  But hey, this isn't the first time GW did something ridiculous.

Wednesday, December 5, 2012

Wheelman - PC Game


Wheelman

  • Developer: Midway Studios -- Newcastle Tigon
  • Publisher: Ubisoft
  • Genre: Action
  • Release Date: March 24, 2009 (US)

About Wheelman

Combining spectacular Hollywood-style stunts with a gripping storyline, Wheelman provides an adrenaline-fueled, cinematic thrill ride guaranteed to leave you breathless. Vin Diesel stars as an undercover agent and highly skilled driver who must infiltrate the Barcelona underworld to gather intelligence surrounding a covert heist. Posing as a driver-for-hire, he ends up caught in a crossfire of corruption and chaos while trying to stay one step ahead of local law enforcement and rival gangs.

Minimum System Requirements

  • OS: Windows XP/Vista
  • Processor: Intel Core 2 Duo @ 2.0 GHz / AMD Athlon 64 X2 4000+
  • Memory: 2 Gb
  • Hard Drive: 9 Gb free
  • Video Memory: 256 Mb
  • Video Card: nVidia GeForce 7800 / ATI Radeon X1800
  • Sound Card: DirectX Compatible
  • DirectX: 9.0c
  • Keyboard
  • Mouse
  • DVD Rom Drive

Recommended System Requirements

  • OS: Windows XP/Vista
  • Processor: Intel Core 2 Duo @ 2.8 GHz / AMD Athlon 64 X2 6000+
  • Memory: 3 Gb
  • Hard Drive: 15 Gb free
  • Video Memory: 512 Mb
  • Video Card: nVidia GeForce 8800 / ATI Radeon HD 2600
  • Sound Card: DirectX Compatible
  • DirectX: 9.0c
  • Keyboard
  • Mouse
  • DVD Rom Drive







Download Wheelman - Direct Links

Part 1 – 700 MB

Part 2 – 700 MB

Part 3 – 700 MB

Part 4 – 700 MB

Part 5 – 700 MB

Part 6 – 700 MB

Part 7 – 700 MB

Part 8 – 700 MB

Part 9 – 700 MB

Part 10 – 700 MB

Part 11 – 536MB

Crack

www.elj-games.blogspot.com

Thursday, November 29, 2012

Assassin's Creed: Revelations


Assassin's Creed: Revelations

  • Developer: Ubisoft Montreal Ubisoft Annecy
  • Publisher: Ubisoft
  • Genre: Action, Adventure
  • Release Date: November 11, 2011

About Assassin's Creed: Revelations

Assassin's Creed Revelations presents the most immersive experience available in the series to date and the culmination of Ezio's adventure. In Assassin’s Creed Revelations, master assassin Ezio Auditore walks in the footsteps of his legendary mentor, Altaïr, on a journey of discovery and revelation. It is a perilous path – one that will take Ezio to Constantinople, the heart of the Ottoman Empire, where a growing army of Templars threatens to destabilize the region.

Minimum System Requirements

  • OS: Windows XP/Vista/7
  • Processor: Intel Core 2 Duo @ 1.8 Ghz / AMD Athlon 64 X2 4200+
  • Memory: 1.5 Gb
  • Hard Drive: 12 Gb free
  • Video Memory: 256 Mb
  • Video Card: nVidia GeForce 8600 / ATI Radeon HD 2600
  • Sound Card: DirectX Compatible
  • Network: Broadband Internet Connection for Online Multiplayer
  • DirectX: 9.0c
  • Keyboard
  • Mouse
  • DVD Rom Drive

Recommended System Requirements

  • OS: Windows XP/Vista/7
  • Processor: Intel Core 2 Duo @ 3.0 GHz / AMD Athlon 64 X2 6000+
  • Memory: 4 Gb
  • Hard Drive: 12 Gb free
  • Video Memory: 512 Mb
  • Video Card: nVidia GeForce GTX 480 / ATI Radeon HD 6990
  • Sound Card: DirectX Compatible
  • Network: Broadband Internet Connection for Online Multiplayer
  • DirectX: 9.0c
  • Keyboard
  • Mouse
  • DVD Rom Drive
 
 
 
 

Saturday, November 10, 2012

Peter Jackson's King Kong

Peter Jackson's King Kong

  • Publisher: Ubisoft
  • Developer: Ubisoft
  • Release Date: November 22, 2005
  • Genre: Action

    About Peter Jackson's King Kong

    Working very closely with Peter Jackson and Wingnut Films, Ubisoft's Montpellier studio (Beyond Good & Evil), its Montreal studio (Splinter Cell), and game director Michel Ancel have created a game reflecting the visual interpretation, character dynamics and dramatic narrative of Jackson's epic take on the classic King Kong story.

    In this epic adventure, you will experience the fateful legend of Kong from the perspective of both man and beast. Survive Skull Island as unwitting hero Jack Driscoll in first-person shooting action, and unleash the staggering power of the 25-foot-tall King Kong in third-person action sequences. Use everything in the jungle to your advantage, exploiting the natural food chain of the prehistoric predators and grabbing objects from the environment to kill those hunting you.

    Minimum System Requirements

    • OS: Windows 98/ME/2000/XP
    • Processor: Pentium 3 @ 1 GHz
    • Memory: 256 MB
    • Hard Drive: 1.5 GB Free
    • Video Memory: 64 MB
    • Sound Card: DirectX Compatible
    • DirectX: 8.1
    • Keyboard & Mouse
    • CD/DVD Rom Drive

    Peter Jackson's King Kong (1)

    Peter Jackson's King Kong (2)

    Peter Jackson's King Kong (3)

    Peter Jackson's King Kong (4)

    Peter Jackson's King Kong (5)

    Download Peter Jackson's King Kong - Direct Links

    Part 1 – 600 MB

    Part 2 – 600 MB

    Part 3 – 198 MB

    Crack

    www.elj-games.blogspot.com

    Thursday, November 8, 2012

    Avatar: The Game

    Avatar: The Game

    • Developer: Ubisoft
    • Publisher: Ubisoft
    • Genre: Action
    • Release Date: December 1, 2009 (US)

    About Avatar: The Game

    James Cameron's Avatar: The Game is the official videogame based on the highly anticipated film James Cameron's Avatar. The videogame will take you deep into the heart of Pandora, an alien planet that is beyond imagination. Gamers will encounter the Na'vi, Pandora's indigenous people and discover other life forms the likes of which have never been seen in the world of video games before. When conflict erupts between the RDA Corporation, a space-faring consortium in search of valuable resources, and the Na'vi, gamers will find themselves thrust into a fight for the heart of a planet and the fate of a civilization.

    Minimum System Requirements

    • OS: Windows XP/Vista/7
    • Processor: Pentium D @ 2.66 GHz / AMD Athlon 64 3500+
    • Memory: 1 Gb
    • Hard Drive: 4 Gb free
    • Video Memory: 256 Mb
    • Video Card: Shader Model 3.0
    • Sound Card: DirectX Compatible
    • Network: 128 kbps Broadband connection
    • DirectX: 9.0c
    • Keyboard
    • Mouse
    • DVD Rom Drive

    Recommended System Requirements

    • OS: Windows XP/Vista/7
    • Processor: Intel Core 2 DUO @ 2.5 GHz / AMD Athlon 64 X2 5200+
    • Memory: 2 Gb
    • Hard Drive: 4 Gb free
    • Video Memory: 512 Mb
    • Video Card: Shader Model 3.0
    • Sound Card: DirectX Compatible
    • Network: 256 kbps Broadband connection
    • DirectX: 9.0c
    • Keyboard
    • Mouse
    • DVD Rom Drive

    Download Avatar: The Game – Direct Links

    Part 1 – 700 MB

    Part 2 – 700 MB

    Part 3 – 700 MB

    Part 4 – 700 MB

    Part 5 – 700 MB

    Part 6 – 32 MB

    Crack

    www.elj-games.blogspot.com

    Friday, November 2, 2012

    Blur - PC Game

    Blur

    • Developer: Bizarre Creations
    • Publisher: Activision
    • Genre: Racing
    • Release Date: May 25, 2010 (US)

    About Blur

    Made by the masters behind Project Gotham Racing and Metropolis Street Racer, Blur is a racing project by Bizarre Creations that aims to take arcade-style action and realistic driving physics to a whole new level. The game drops players into heart-pumping, electrified racing action with 20 cars on a track all targeting the finish line and battling each other as they trade paint and collect intense power-ups, including the ability to blast other cars out of the way with huge bursts of energy, boost their speed, and more.

    Minimum System Requirements

    • OS: Windows XP/Vista/7
    • Processor: Intel Pentium 4 @ 3.4 Ghz
    • Memory: 1 Gb
    • Hard Drive: 7.8 Gb free
    • Video Memory: 256 Mb
    • Video Card: nVidia GeForce 6600GT / ATI Radeon 1600XT
    • Sound Card: DirectX Compatible
    • Network: Broadband Internet Connection for Online Multiplayer
    • DirectX: 9.0c
    • Keyboard
    • Mouse
    • DVD Rom Drive

    Recommended System Requirements

    • OS: Windows XP/Vista/7
    • Processor: Intel Core 2 DUO @ 2.2 GHz
    • Memory: 2 Gb
    • Hard Drive: 15 Gb free
    • Video Memory: 256 Mb
    • Video Card: nVidia GeForce 7800GT / ATI Radeon 1800XT
    • Sound Card: DirectX Compatible
    • Network: Broadband Internet Connection for Online Multiplayer
    • DirectX: 9.0c
    • Keyboard
    • Mouse
    • DVD Rom Drive

    Download Blur – Direct Links

    Part 1 – 700 MB

    Part 2 – 700 MB

    Part 3 – 700 MB

    Part 4 – 700 MB

    Part 5 – 700 MB

    Part 6 – 700 MB

    Part 7 – 700 MB

    Part 8 – 402 MB

    Crack

    www.elj-games.blogspot.com