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Archives for 2018

The Operational Art of War IV (Steam Release), Review of

November 1, 2018 by Nick Leave a Comment

Operational Warfare could be considered the median level of wargaming. In terms of scope, one could place it in between grand strategy and tactical. The scope of operational wargames is broad enough that you can command one or more armies of 10-of-thousands, while small enough that you are still concerned with the topography and tactical positioning of these groups. It is objective-based gameplay that can have a limitless variety of flavor and scenarios.

This variety is what The Operational Art of War 4 seeks to make available to the player. It utilizes an engine with an insane amount of customization and parameter-setting along with a unique, though conceptually challenging, time management system so that the power is in the community’s hands to create dozens upon dozens of historically sensitive scenarios in addition to the dozens upon dozens of scenarios that are included with the game. And now that TOAW4 is available on Steam, and therefore to potential newcomers with access to Steam Workshop, the way is open for TOAW4 to blitzkrieg its way to becoming a fixed presence in the wargaming universe.

Starting Conditions for Plei Mei, 1965

The scope of TOAW4 is what exactly gives the game its variety of settings, and it is this variety of settings that the game does so well. The strategic concern is not all-out victory of an all-out war; the scenarios instead focus on specific battles. Specific battles equates to specific dates at specific places with specific armies utilizing specific technologies to achieve specific objectives. And with a range of pre-WWI to modern day conflicts, there is no shortage of stuff to do…

One scenario puts you on the isle of Crete in 1941, pitting axis against allies – pick whichever side you want to play as (or play both!) – elite paratroopers vs. entrenched defenders. Another scenario has you flushing out guerrilla militants out of afghan mountainsides. TOAW4 even has a hypothetical directory where the player can fly off the rails of history by asking ‘what if…’.

Each scenario differs from the others in terms of size, complexity, turn length, and game length. But the creators also provide plenty of optional documentation to pore through which orients the player in historical context and the initiatives of both sides. Hindsight being 20/20, many scenarios also have scripted events that can dramatically alter the course of attaining your victory conditions.

TOAW4 is not just a matter of scope, where the ‘focus’ is dialed into on the zoom. It is also about time management. TOAW4 uses a unique turn-based system that is essentially a layered turn-based approach. These sub-rounds are slices of time, so to speak, of that particular conflict in that particular hex. Time Stamp values are then assigned to hexes in an effort to reduce gamey exploits of the turn-based system that was present in TOAW3. For example, if a fresh chit with maximum round-count enters a hex where an engagement has already occurred it suffers a penalty in rounds because it has thus entered that slice of time where the passage of time has already progressed X amount of rounds, thus, potentially postponing the attack until next turn. This, in turn, promotes logistical planning on the part of the player, considering all the factors (for there are many) that have and will contribute to a chit’s efficacy and its place in the overall war machine.

Sevastopol, 1942

Time stamps, temporal shift penalties, rounds within rounds. If it sounds menacing and engaging and god-awfully clunky, that’s because it is. Many aspects of TOAW4 require some diligence not only to learn ‘how’ but to eventually determine ‘what’.

The game’s UI isn’t exactly the most pleasing to look at and use, thus getting in the player’s way of learning the ins and outs of the complexities and inner workings. The main menus are abysmally sluggish – not exactly creating a stellar first impression to newcomers. Many of the scenario descriptions and in-game battle reports tend to be nothing more than walls of text. But, those who persist and take one’s time will learn where everything is and will learn what information and commands are important to his decision-making…

Yes. After a while I began to see the game in a whole new way. The chits display more than just stats; they become a representation of a living mass of soldiers and specialists dedicated to the cause. The topography revealed more than just movement penalties; it tells the story of the place, the hardships and sacrifice that happened there. The END TURN command is the passage of time in this particular orb of history, and with it, events and situations that can alter not just the way you play toward the objectives but to also take a step back and consider the real-life historical implications.

Indeed. TOAW4 is an incredibly nuanced and historically-detailed game. No matter the scenario, no matter the objectives, no matter which side you choose, the same flexible game systems are in place. Even more remarkable is how the Scenario Editor puts these machinations into the player’s hands. Less remarkable though is that TOAW4’s Steam Workshop integration is not yet operational; you’ll have to dig through the Matrix/Slitherine forums for user-scenarios. The game also offers a universe of customization and advanced rule-setting – catnip for all you tweakers out there.

These gripes – the clunky,unhelpful UI, the uglyass appearance, zero Workshop integration – are merely that: Short-term, fussy complaints about QOL matters that will be ironed-out over time. What is solid – what does matter – is that TOAW4 has an operational wargame-generating system in place, which is now available to a much wider audience. The game will pistol whip any player without the patience to learn and will reward engaging, exciting, detailed and varied gameplay to those who are willing to jump into the muck and get his hands dirty.

Filed Under: Reviews Tagged With: matrix, slitherine, TOAW4, wargaming

Diablo 3 on the Switch

October 31, 2018 by Tony Leave a Comment

I’m still working through the next monitor research post, but I just wanted to complete a quick side-quest to say how pleasantly surprising it is to read that Diablo 3 on the Switch is actually pretty good. I am proud of that little Switch machine and I get a little defensive when its horsepower is questioned but I’m also a realist — I know it has limitations. I am currently playing through Season 15 on PC as a zoo keeper Necro and it sure seems like the game would suffer on the Switch, but apparently that doesn’t seem to be the case. A smattering of reviews:

IGN calls it “amazing” and gives it a 9/10:

And though we tried like hell to bring Diablo 3’s 60fps framerate to its knees on the Switch, it not only didn’t break, it didn’t even flinch. With four players setting off crazy special attacks amidst dozens of monsters onscreen, Diablo 3 on Switch stayed buttery smooth.

Polygon gives it high marks:

Being able to run through rifts at your desk, sitting on the couch while watching a movie or while traveling is great. Unless you’re really trying to push the limits of your current character, Diablo 3 is about as chill as it gets, and having it detached from big screen and ready to play whenever you are is reason enough to pick up the Switch port.

God is a Geek comes in with an 8.5/10 score and reports that couch co-op isn’t all that bad:

The Switch version offers 4-player couch-co-op (if you have enough controllers), which is incredibly fun but can be frustrating when you’re all trying to micromanage your character’s gear and the menu screen blocks everyone else’s game, forcing them to sit and wait until you’re done. Played online it’s easier, but of course you lose the undeniable magic of playing together on the same screen.

While I don’t think Diablo 3 on the Switch is in my future, it’s nice to see it’s continuing the streak of great games on the Switch.

Filed Under: Gaming Tagged With: Diablo 3, Nintendo Switch

Paradox Interactive Halloween Sale – Through Nov 1

October 25, 2018 by Nick Leave a Comment

Paradox Interactive is hosting a Halloween sale today through November 1st. The digital storefront displays a few of the ‘ghastly gems’ whose price tags are hack n’ slashed for the week. Most notably is the bevy of expansions for city sim Cities: Skylines, having recently released its latest addon ‘Cities: Skylines – Industries’. Also present are recent expansions for the other usual Paradox titles: Stellaris, Europa Universalis 4, and BATTLETECH.

Digging a little deeper into the sale we see the other usual titles ala Crusader Kings, Hearts of Iron 4, Tyranny and all of their expansions and cosmetic DLCs. Mixed in with these are more, older expansions for Cities: Skylines and Stellaris, a handfull of portrait packs, a music pack for HoI4, and lesser-known, older titles like Knights of Pen & Paper and Majesty and Ancient Space and Warlock II, and I guess Paradox has the rights to the Shadowrun games, now?

Cool… I think?

Paradox games have largely shaped who I am as a gamer, and I am still of the opinion that Crusader Kings 2 is one of the best games conceptually and the most fun to play ever in the history of histories…

…But (did you sense a ‘but’ coming?), when I take a step back and look at this sale catalog, it simply doesn’t blow my skirt up like it used to; it’s just the usual base games drowning in a sea of DLC banners mingled with newer games that, as a publisher, Paradox is putting some weight behind but simply have not taken off.

When considered singly, I do not fully bemoan all these excessive DLC titles for their games, and am not complaining that their online storefront is no more organised than a clearance bin at Walmart. It all just looks washed out and it makes me feel just as jaded towards expanding my own Paradox library.

Click the banner, and you do you.

Filed Under: News Tagged With: Holiday Sale, paradox, Sale

Monitor Refresh Rate – Let’s Figure it Out

October 23, 2018 by Tony 1 Comment

(I am in the process of doing the research before building a new PC. As I work through this research, I’m going to post some of the more useful/interesting tidbits I find along the way. This is the first of a series of quick posts.)

The plan is to build a moderately beefy computer. I’m not going the budget route, but I’m also not going the all-out, 4k-capable, 100fps ultra-settings PC, either. I think I’ll use the monitor as a starting point to build the system around. I’m selecting a 1440p monitor and will select components that will give me the flexibility to upgrade to the 4k realm if I so desire down the road. For now, I think 2560×1440 will be plenty of pixels.

It’s been a long time since I’ve bought a new monitor (I am still rocking this solid but definitely long-in-the-tooth Lenovo ThinkVision 24″ beauty pictured above) so I haven’t done any serious monitor research in over eight years. As you can see, the refresh rate on my ThinkVision is 60Hz. Back when I got it, no one fretted over refresh rates. It was all about resolution, and I specifically chose that model for its 1920x1200 resolution. Those extra 180 pixels turned me into a resolution snob. Oh you play at 1080p? That’s cute. My monitor eats 1080p’s for breakfast.

So since I’m not going for those ultra-high 4k settings, I’m going to look for a solid 2560×1440 monitor with a good refresh rate.

In simple terms, the refresh rate is how many times per second the monitor is able to change each pixel on the screen. While it is not tied to frames per second (that’s how many graphical images [frames] your graphics card can pump out), you need a monitor that can at least keep up with the power of your graphics card. If your graphics card is easily humming along at 100 fps, that old 60 Hz monitor isn’t going to keep up and you’re losing graphical “quality”. Having a monitor’s refresh rate be as close to the frames per second being pumped out by the GPU is essential to making the most of your system’s power. How fast you need is really a personal preference. This article I found at Digital Trends sums up what the majority of my research has shown:

In short, if you’re a gamer, we’d argue that you would see a greater, more obvious benefit from switching to a high-refresh rate monitor than you would in upgrading to 4K — as doing both can get inordinately expensive and taxing on your hardware. 120Hz or 144Hz displays make for smoother, tear-free gaming with less input lag.

The way it looks is this: the jump from 60Hz (where I’m currently at) to anything over 100Hz is going to be markedly improved. The sweet spot seems to be around 144Hz. There are newer screens coming out that top out at 240Hz, but now we’re in the realm of diminishing returns. The difference going from 60 to 120Hz is drastic. The difference from 120 to 240 is only going to be perceptible to the trained eye (that means not me).

So we’re looking for a monitor with a 144 Hz refresh rate, but that’s not all. There’s still things like response rate, sync’ing, and if curvature is all it’s cracked up to be.

Filed Under: Features Tagged With: Building a PC, Monitors, PC, Refresh Rate

October Releases

October 2, 2018 by Tony Leave a Comment

This is the moment Red Deadheads have been waiting YEARS for (I’m one of them). All other publishers are playing with fire by releasing anything the week of the 22nd, but here we are. Throw in a new Assassin’s Creed, Forza Horizon, Black Ops, and Mega Man and this month is chocka-block full of solid titles, something for everyone.

On to this month’s releases:

Microsoft Xbox One

Week of October 1st

Week of October 8th

Chronus Arc

Week of October 15th

Week of October 22nd

Week of October 29th


Nintendo Switch

Week of October 1st

Splash Blast Panic
Soulblight
Revenant Dogma
oOo: Ascension
Valthirian Arc: Hero School Story

Week of October 8th

The World Ends with You: Final Remix
Child of Light Ultimate Edition
Mark of the Ninja: Remastered

Week of October 15th

Starlink: Battle For Atlas
SINNER: Sacrifice for Redemption
DARK SOULS: REMASTERED

Week of October 22nd

Week of October 29th

Transistor


Nintendo 3DS

Week of October 8th


PC

Week of October 1st
Mega Man 11

Week of October 8th
Mark of the Ninja: Remastered
WWE 2K19

Week of October 15th
SOULCALIBUR VI
The Jackbox Party Pack 5
NBA 2K Playgrounds 2
LEGO DC Super-Villains
WARRIORS OROCHI 4

Week of October 22nd
Disgaea 5 Complete
Eternum EX

Week of October 29th
Call of Cthulhu
Project Hospital


Sony Playstation 4

Week of October 1st

Week of October 8th

Week of October 15th

Week of October 22nd

Week of October 29th


Sony Playstation Vita

Week of October 1st

Week of October 29th


What are you picking up this month?

(Note: As always, all Amazon.com links have our affiliate code embedded in them. If you purchase something through our link, we get a little commission. It’s appreciated.)

Filed Under: Gaming

Of course I would play Tecmo Bowl first

September 18, 2018 by Tony Leave a Comment

I wish 43 year-old me could tell 12 year-old me I still got it #NES #NintendoSwitch #TecmoBowl pic.twitter.com/LFH6Xm2kF6

— Tony (@i_aint_yer_pa) September 19, 2018

Filed Under: Gaming

Come on Nintendo, don’t screw this up

September 13, 2018 by Tony Leave a Comment

Nintendo’s online service goes live next week, and I have mixed feelings. It’s not groundbreaking to declare Nintendo has struggled with “online”. On their part, it’s not for lack of trying. I’ve been playing Nintendo games online since Metroid Prime Hunters. That was TWELVE years ago. The game worked but the experience was painful. Friend codes has always been the hard mode of online infrastructure. Nintendo has had moments of online success (Animal Crossing: Wild World worked surprisingly well) but it’s been mostly sputtering. You would have thought they would have figured it out by now. I’m not convinced they have.

As soon as I had a Switch in my hands I had dreams of a fully functional Virtual Console. What we are getting is a pitiful facsimile. So forgive me if I’m not super pumped about “play[ing] classic NES games anytime, anywhere”. It’s an undisputed fact that the SNES is the greatest console of all time and the fact that I won’t be playing Super Mario World, A Link to the Past, Actraiser or Super Metroid on my Switch come September 18th is nothing short of a travesty.

The voice chat/party system (that Microsoft more or less perfected) on offer from Nintendo is kind of sad. A phone app? That’s the best we’re going to do, Nintendo? Nintendo’s reluctance for an all-encompassing online service has been partly due to a promise to keep kids safe. I’ve seen my kids interact with the online troglodytes and I respect Nintendo’s intentions. I assume the decision to create a phone app was made to self-select their audience, thinking most kids wouldn’t have a cell phone. In 2018 that is becoming less and less likely. I will give them credit for having a headset jack on the Switch that works with a microphone, but they have some work to do to develop any kind of online community. Maybe they aren’t even trying to.

Look, I’ll be signing up for this day one. Goes without saying. And I will have my eyes glued to the screen during nintendo direct today, just begging for more details on what will hopefully become a robust online service but more importantly, a virtual console with a giant library.

Filed Under: Gaming

September Releases

September 4, 2018 by Tony Leave a Comment

September brings a serious haul of new games with some tent pole franchises and a bunch of new indie titles (especially on the Switch). I normally grab the releases lists from Amazon but it’s becoming more and more clear that traditional physical copies are on their way out (if they aren’t already). The number of digital offerings on all the major platforms are starting to outnumber physical offerings (especially on the Switch). There isn’t anything I’m specifically focusing on this month, but there are plenty of options.

On to this month’s releases:

Microsoft Xbox One

Week of September 3rd

Dead Age
Elea – Episode 1
FullBlast
Ninjin: Clash of Carrots
Dimension Drive

Week of September 10th

Nefarious
Neonwall
Revenant Dogma
ADIOS Amigos

Week of September 17th
Transference
Hover
Anodyne

Week of September 24th


Nintendo Switch

Week of September 3rd

Super Inefficient Golf
Sigi – A Fart for Melusina
FullBlast
SNK HEROINES ~Tag Team Frenzy~
Shikhondo – Soul Eater
Lifeless Planet: Premiere Edition
Hyper Light Drifter – Special Edition
Gone Home
Broforce
Ninjin: Clash of Carrots
Moonfall Ultimate
GOD WARS The Complete Legend

Week of September 10th

Wasteland 2: Director’s Cut
Super Dungeon Tactics
STAY
Old School Musical
Nefarious
Defunct
Bastion
Time Carnage
Dust: An Elysian Tail

Week of September 17th

The Gardens Between
Hover
A Case of Distrust
Undertale
Sword of the Guardian
Labyrinth of Refrain: Coven of Dusk

Week of September 24th

Valkyria Chronicles 4
Monster Loves You
TowerFall


Nintendo 3DS

Week of September 24th


PC

Week of September 3rd
DRAGON QUEST XI: Echoes of an Elusive Age – Digital Edition of Light
Claws of Furry
Another Sight
Immortal: Unchained
NASCAR Heat 3

Week of September 10th
NBA 2K19
Chiaro and the Elixir of Life
COLINA: Legacy
RUSH: A Disney • PIXAR Adventure
ReCore: Definitive Edition
Axis Football 2018
Shadow of the Tomb Raider
Grimshade

Week of September 17th
Siberian Dawn
Gene Rain

Week of September 24th
Creed: Rise to Glory
V-Rally 4
Pathfinder: Kingmaker
Valkyria Chronicles 4
Life is Strange 2


Sony Playstation 4

Week of September 3rd

Planet Alpha
Overload

Week of September 10th

Week of September 17th

The Gardens Between
Splody
Anodyne

Week of September 24th


Sony Playstation Vita

Week of September 17th
Pato Box

Week of September 24th


What are you picking up this month?

(Note: As always, all Amazon.com links have our affiliate code embedded in them. If you purchase something through our link, we get a little commission. It’s appreciated.)

Filed Under: Gaming

Is it Fall Yet? Weekend Gaming

August 31, 2018 by Tony Leave a Comment

My gaming frequency increases as the weather outside feels less and less conducive to spending time outdoors. It’s not quite fall yet, but as the calendar flips over to September and College Football is in the air, I can feel the pull toward gaming more and more.

While the boys in the house are firmly consumed by the Fortnite tidal wave, I have been wandering here and there, looking for something to stick. I have a handful of games that have been abandoned (but not forgotten) but nothing has gripped my attention completely. In the spirit of posting semi-interesting content after a stream of monthly releases, I am going to take a new look at my gaming threads and pick up one or two this weekend to make some progress. Here is where some of those hanging threads are at:

Zelda: Breath of the Wild: I am actually SUPER close to finishing BotW. I have found the Master Sword, discovered all but the last memory and done enough shrines that my health and stamina keep me alive for quite some time. I really should close up that chapter and move on to something else on the Switch.

Super Mario Odyssey: I grabbed Odyssey the day it came out, played it for a few hours (loved it!) and then moved on. After I finish up BotW, I think I will restart SMO.

Pillars of Eternity: I recently restarted my PoE campaign. I have made it past Lord Raedrick and now that the game has opened up, I’m really starting to get into the flow of things. I imagine I will make some progress in Pillars this weekend.

Tokyo 42: I picked a handful of games in the Summer Steam Sale but haven’t even downloaded yet. I was super excited when information about Tokyo 42 starting trickling out and I pulled the trigger recently but still haven’t touched it. I may give Tokyo 42 a go this weekend.

This is just a smattering of the games that I’ve touched in the past few months. I have limited gaming time which forces me focus my gaming on one or two games (which lately has just been Dota 2, but that’s another story).

So for this weekend, I think it will be Pillars and Breath of the Wild.

What are you playing this weekend?

Filed Under: Weekend Gaming Tagged With: Pillars of Eternity, Super Mario Odyssey, The Legend of Zelda: Breath of the Wild, Tokyo 42

August Releases

August 7, 2018 by Tony 2 Comments

August is usually reserved for one title: Madden. Most publishers don’t release much of note the week of Madden and not much else the rest of the month, but this month looks to be an exception. Some very solid titles, including Dead Cells, Overcooked 2 and Divinity Original Sin 2 on consoles. On to this month’s releases:

Microsoft Xbox One

Week of August 6th

Dead Cells

Week of August 13th
Fernz Gate
Hero Defense
State of Mind
Airheart – Tales of broken Wings

Week of August 20th

Treadnauts

Week of August 27th


Nintendo Switch

Week of August 6th

Unexplored
In Between

Week of August 13th

Manual Samuel
Johnny Turbo’s Arcade: Nitro Ball
Cosmic Star Heroine

Week of August 20th

Shio

Week of August 27th

Victor Vran Overkill Edition


Nintendo 3DS

Week of August 20th


PC

Week of August 6th
Gem Rush
Overcooked! 2
City of the Shroud
MONSTER HUNTER: WORLD

Week of August 13th
DEATHGARDEN
Phantom Doctrine
The Walking Dead: The Final Season

Week of August 20th
Shenmue I & II
Silence in Space – Season One
Guacamelee! 2

Week of August 27th
Strange Brigade
Shadows: Awakening
Gene Rain
Two Point Hospital


Sony Playstation 4

Week of August 6th

Week of August 13th

Week of August 20th

Week of August 27th


Sony Playstation Vita

No new releases.


What are you picking up this month?

(Note: As always, all Amazon.com links have our affiliate code embedded in them. If you purchase something through our link, we get a little commission. It’s appreciated.)

Filed Under: Gaming

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