Giant Robots and Elder Things

Yesterday I was made aware of not one, but two Kickstarters that are entirely relevant to my interests. They're already both funded, but since stretch goals are a thing and in one case a stretch goal is the thing I really want, I'm sharing them with you. Do with this information as you will.

Do you want to drive an Atlas?

First up is BattleTech. The guys who made Shadowrun Returns want to make a turn-based BattleTech game for the PC. Do I really need to say more? BattleTech is the granddaddy of tabletop giant mech warfare, and it's an IP that's been missing from video games for years. We get some Mechwarrior stuff sometimes, but BattleTech is about the mechs, not the pilots. This one's a little weird as the base goal is just to create a skirmish game. A single-player storyline is unlocked as a stretch goal at $1,000,000 and PvP is the $2,500,000 stretch goal. The Kickstarter is only about $20,000 short of that first goal as I write this, so I think it's safe to assume it'll be reached. As for PvP, meh, I don't need it to be happy. $25 gets you super awesome mech combat from a team who have shown that they can do amazing things with classic gaming IPs.

Do you want to lose your mind?

Second, we have Delta Green: The Role-Playing Game. If you already know Call of Cthulhu there's a good chance that you know what Delta Green is, but for those not in the know Delta Green is a tabletop RPG that basically lets you do Majestic 12 for the Mythos. Where Call of Cthulhu investigators tend to be a rag tag bunch working on their own a Delta Green group will consist of federal agents, government backed scientists and the like. We're not just talking FBI, CIA and the like either. My first (and favorite) Delta Green character was a US Fish and Wildlife agent who encountered some really weird wildlife.

Delta Green originated as a Call of Cthulhu setting; this Kickstarter is to publish a stand alone Delta Green rulebook. $20 gets you an electronic version; $50 gets you the hardcover. I feel pretty safe kicking in to this one since it's the original creators of Delta Green running it, and they have plenty of experience with crowdfunding.

These are the sorts of Kickstarters that make me happiest; proven teams resurrecting games and gaming systems from years past. Now I just need Paul Reiche III and Fred Ford to get on that Star Control Kickstarter I've been desperately hoping for. That would be amazing.

Final Thoughts on Tron 2.0

The most recent episode of Aggrochat was our discussion of Tron 2.0, which I had picked as our Game Club game for September. As it turned out, only Kodra and I finished the game, but everybody at least played far enough to form reasoned opinions and we had a good discussion about the game and about the evolution of the FPS genre over the past decade.

Overall I feel like my memories of Tron 2.0 weren't terribly inaccurate. There was a definitely a bit of nostalgia coloring them, but the annoyances I ran into were mostly things that I remembered from playing it when it was new. I do feel like playing Tron 2.0 and Wolfenstein: The New Order back to back highlighted a number of the changes that have taken place over the years in the genre.

Final Thoughts on Tron 2.0
Programs can get bored and fidgety too.

There were little things like using the scroll wheel for weapon zoom instead of the right mouse button, but also things that were still common in FPSs a decade ago that no longer are, such as jumping puzzles. There really weren't that many of them, but it's telling that jumping puzzles where what ended up making a couple of the others call it quits. Jumping accurately when you can't see your feet isn't easy. There's a reason you don't see it come up as much in modern games (Portal being the main exception that comes to mind).

I still think the mechanic of memory for your subroutines (weapons, armor, and general power ups) which changes when you enter a new system is pretty clever, especially combined with the ability to upgrade subroutines to both make them more powerful and make them take up less memory space. It's a little disappointing though that you don't get access to some subroutines until it's too late to reasonably upgrade them and use them properly.

Overall, I feel like Tron 2.0 remains a game worth playing both because it's fun and has an entertaining story, and for a look back at the kinds of experimentation that were being done in the FPS genre 12 years ago. I only wish it had a gotten a sequel that could have really polished the systems and made them all fit together just right.

Final Thoughts on Tron 2.0

The most recent episode of Aggrochat was our discussion of Tron 2.0, which I had picked as our Game Club game for September. As it turned out, only Kodra and I finished the game, but everybody at least played far enough to form reasoned opinions and we had a good discussion about the game and about the evolution of the FPS genre over the past decade.

Overall I feel like my memories of Tron 2.0 weren't terribly inaccurate. There was a definitely a bit of nostalgia coloring them, but the annoyances I ran into were mostly things that I remembered from playing it when it was new. I do feel like playing Tron 2.0 and Wolfenstein: The New Order back to back highlighted a number of the changes that have taken place over the years in the genre.

Programs can get bored and fidgety too.

There were little things like using the scroll wheel for weapon zoom instead of the right mouse button, but also things that were still common in FPSs a decade ago that no longer are, such as jumping puzzles. There really weren't that many of them, but it's telling that jumping puzzles where what ended up making a couple of the others call it quits. Jumping accurately when you can't see your feet isn't easy. There's a reason you don't see it come up as much in modern games (Portal being the main exception that comes to mind).

I still think the mechanic of memory for your subroutines (weapons, armor, and general power ups) which changes when you enter a new system is pretty clever, especially combined with the ability to upgrade subroutines to both make them more powerful and make them take up less memory space. It's a little disappointing though that you don't get access to some subroutines until it's too late to reasonably upgrade them and use them properly.

Overall, I feel like Tron 2.0 remains a game worth playing both because it's fun and has an entertaining story, and for a look back at the kinds of experimentation that were being done in the FPS genre 12 years ago. I only wish it had a gotten a sequel that could have really polished the systems and made them all fit together just right.

RELOADED

RELOADED

Fancy Bug Mount

Last night I dutifully logged into the WildStar stream to join in the fun and hype in the last hours before launch. My plan was to hang out until the cinematic was revealed, then head to bed. Yes, it is kinda sad, but being an adult is often sad. However, one of the giveaways on the stream turned out to be a chance to access the game an hour early. I and 999 other folks from the Twitch chat were able to log in and beat the rush.

I ended up using that hour mostly to claim all the goodies I had unlocked, and to get all my rune tokens out of the mail. Not the most exciting thing, but it needed to be done. Plus I got to run around in the crawler mount pictured above an hour early. Totally worth it.

RELOADED

Disco snail gets me

Instead of going to bed like an adult, I ended up playing not just for my bonus hour, but another whole hour after the actual launch time. There were definitely some rocky patches to this launch. Once the servers were truly opened the lag got quite bad at times. While expected, that was still disappointing. Worse though, was the bug that caused some guilds to completely disappear. Folks who logged in planning to chat with friends and guildies all night found themselves suddenly alone. That was being addressed in an emergency maintenance as I was getting ready to leave this morning, so no WildStar for me until I get home from work!

Hopefully they get all the bugs sorted. The WildStar hype is real right now and I want it to translate into tons of new players, not internet rants about a rough launch. I know I’ll be eager to hop back in after work. Hopefully coffee and excitement can compensate for my lack of sleep until then!


RELOADED