|
What is the "Good Stuff?" What is the catch? The good stuff I am talking about is those FREEBIES, SAMPLES, QUIZZES, SURVEYS, AND COUPONS! No catch just pick your samples! Some of the pages WILL require you to either 1) sign up or 2) fill out some information. If you don't like email, set up a different account, you'll get tons! It doesn't bother me. Also some will want you to include your phone number, if you don't want to add your number most will accept 000-000-0000.
Monday, March 30, 2020
Dare to Offer Visa to Mars?
Saturday, March 28, 2020
PUBG Mobile Leads The Charge In Esports’ Increasing Relevance In The Education And Economic Sectors In Africa
It's difficult to say if the players of Pong (1972) ever saw where this humble beginning would take player vs. player video games in the five decades that have followed. In 2020, competitive gaming has reached new heights, leaving the bat and ball behind in favour of high-octane games with crisp graphics and split-second decisions that cost or win players prizes that some traditional professional sports players won't see from earnings for years.
Case in point, each of the five winners in a major esports tournament last year walked away with more than the total prize pool of the Tour de France.
'Esports is a newly-burgeoning industry, but there isn't an aspect of the world's economy that isn't touched by it. It's not just as a professional esports athlete in which careers can be forged, but in direct services as well such as coaching, medical support, and administration. Opportunities also lie in all the auxiliary service, such as media, events, travel, education,' writes Colin Webster, of the South African esports association Mind Sports SA.
In 2018, South African esports players made over R3.78mil in winnings alone, not including sponsorships, and in 2019, the biggest local player, Aran Groesbeek, took home over R180 000 during the course of the year. Although a small portion of the $1billion global esports industry, South Africa's economy is sure to see an uptake thanks to local efforts within the gaming scene.
PUBG Mobile's Tramayne Monaghan says, 'Until now the South African gaming economy is still nascent. But PUBG Mobile is here and proving that the gaming economy, across a variety of verticals, can add to the economy. Our hope as Tencent Africa is that the success of this game breeds a new and strong gaming economy for developers, influencers, casters and referees.'
Crucial to a country in need of a solution to high-end esports gaming rigs that can rack up into the tens of thousands, mobile gaming is on the rise.
Sam 'Tech Girl' Wright, esports host and presenter writes, 'Mobile gaming has grown so much in the past few years on the global stage. Locally mobile esports are more accessible to a diverse range of gamers and allows someone to get involved in competitive gaming without the financial outlay for a big rig to play on. PUBG and Tencent's investment in the mobile competitive scene globally for PUBG Mobile has been a huge push towards even more growth, and I think South Africa will feel that impact soon.'
PUBG Mobile's focus on esports at tertiary-level is part of a greater campaign to boost the South African esports scene.
'We know that in order to have a healthy esports community it's imperative to have a thriving casual community. Our focus is to grow our base in order for this to feed into the esports arena. We will do our bit in making sure that we grow the SA and African base inorder to support them on the global stage,' says Tramayne Monaghan, Head of PUBG Mobile in Africa.
PUBG Mobile is currently undertaking a 'Play It Forward' project that will see students at participating tertiary institutions battling in-game to win one of two student bursaries of R25 000 each.
On the campaign, Monaghan has called the initiative 'part of our broader plan of making sure that gaming is more accessible, that gaming supports higher education, and - most exciting - that gaming supports positive community involvement. Making a positive impact in the lives of students is big on our agenda. We know that educational fees can be a huge burden for our players, and we want to do our bit in supporting them with things that really matter in their world. That's what "playing it forward" means to us.'
Interviews with Tramayne Monaghan are available on request. For further information on the 'Play It Forward' campaign, please contact Alez Odendaal at Tencent Games.
Email: alez@tencent.co.za
Cell: +2771 597 2897
About #PlayItFoward from PUBG Mobile
The PUBGM #PlayItForward campaign will see big red loot crates dropped around a university or college near you soon. The loot drop will unlock over R50, 000 worth of prizes which includes two bursaries, and loads of spot giveaways like PUBGM merch and Chicken Dinners for students and their friends.
The crates will be dropped at whichever university or college garners the most support from its PUBGM ambassadors. Students can sign up to be ambassadors through the PUBGM website. Each institution will have a unique code, and the more students that download the game with their given code, the more likely it is that they'll soon be seeing a loot drop on campus. Loot crates will arrive at the two universities or colleges that get the most downloads.
A R25 000 bursary at each institution will be given to the winner of a Single Classic game where the sole survivor takes all. For PUBGM ambassadors at those two universities or colleges, another R25 000 bursary is up for grabs in an ambassador-exclusive game.
Social Media
Twitter: https://twitter.com/PUBGMOBILE_AF
Facebook: https://www.facebook.com/PUBGMOBILE.AFRICA.OFFICIAL
Instagram: https://www.instagram.com/pubgmobile_af/
Don't have PUBG Mobile yet?
It's available to download for free on the App Store and Google Play.
App Store: https://apps.apple.com/app/id1330123889
Google Play: https://play.google.com/store/apps/details?id=com.tencent.ig&hl=en_ZA
About PUBG Mobile
PUBG MOBILE is based on PLAYERUNKNOWN'S BATTLEGROUNDS, the phenomenon that took the world of interactive entertainment by storm in 2017. Up to 100 players parachute onto a remote island to battle in a winner-takes-all showdown. Players must locate and scavenge their own weapons, vehicles, and supplies, and defeat every player in a visually and tactically rich battleground that forces players into a shrinking play zone.
Also read:
Buds, Blooms, And Thorns Review Of Dawn: Rise Of The Occulites By Eagle-Gryphon Games
Buds, Blooms, and Thorns Review of Dawn: Rise of the Occulites by Eagle-Gryphon Games
DisclaimerSupport me on Patreon!
Vitals:
Title: Dawn: Rise of the Occulites (with three tribe expansions - Floris, Ignis, Nimbus)
Designed by: Ben Boersma
Publisher: Eagle-Gryphon Games
Year Published: 2014
MSRP: $275 painted, $175 unpainted
2-4p | 60 min | 10+
Introduction:
DisclaimerSupport me on Patreon!
Vitals:
Title: Dawn: Rise of the Occulites (with three tribe expansions - Floris, Ignis, Nimbus)
Designed by: Ben Boersma
Publisher: Eagle-Gryphon Games
Year Published: 2014
MSRP: $275 painted, $175 unpainted
2-4p | 60 min | 10+
Introduction:
Deep in the Australian Outback a tiny new species has been discovered by a young boy named Darwin. These Occulites aren't of Earth, and they're very primitive. However, Darwin discovers that they are intelligent and have begun to form tribes. Dawn: Rise of the Occulites is the first in a series of games that follows these minute creatures as they develop a civilization, from the beginnings of the earliest tribes to their technological future. As of this writing, this is the only published game from the series. A second title was on Kickstarter in 2018 but was unsuccessful in its funding attempt.
Dawn: Rise of the Occulites is a 2-4 player skirmish game that comes with a bunch of different scenarios. Most of the scenarios are for two players, but a handful are for more. The stories in each scenario range from competitive combat, to area control, and even to cooperative adventures. Each scenario ranges in length, with most being about 60 minutes. The first scenario is a multiplayer tutorial that teaches the core mechanics, but leaves out a ton of features. As you learn more about the game you can progress through the scenarios, adding complexity.
Blooms:
Blooms are the game's highlights and features. Elements that are exceptional.
Buds are interesting parts of the game I would like to explore more.
Thorns are a game's shortcomings and any issues I feel are noteworthy.
Buds, Blooms, and Thorns Rating:
Dawn: Rise of the Occulites is a 2-4 player skirmish game that comes with a bunch of different scenarios. Most of the scenarios are for two players, but a handful are for more. The stories in each scenario range from competitive combat, to area control, and even to cooperative adventures. Each scenario ranges in length, with most being about 60 minutes. The first scenario is a multiplayer tutorial that teaches the core mechanics, but leaves out a ton of features. As you learn more about the game you can progress through the scenarios, adding complexity.
Blooms:
Blooms are the game's highlights and features. Elements that are exceptional.
- Incredible components!
- Innovative use of cards for multiple different uses.
- Probably the best dice based combat system I've ever played.
Buds are interesting parts of the game I would like to explore more.
- A wealth of scenarios can be played individually or as part of a campaign. When played as part of a campaign, your tribe improves in its stats over the course of multiple games.
- The initial scenarios are just the basic mechanics, but as you play more a ton of features get added, resulting in a very deep, strategically complex skirmish game.
- The backstory is very deep and the scenarios reveal more of this rich, imaginative world as you play more.
Thorns are a game's shortcomings and any issues I feel are noteworthy.
- Very high price tag.
- Very unique theme paired with the combat genre results in a very niche audience.
- The tutorial scenario is too long and doesn't introduce the game in as positive a manner as it should.
Wow, this is a gorgeous game. The cards, tiles, board, tokens, and all the other bits are phenomenal. The game board is gigantic! The artwork is fun and interesting, though a bit bizarre and very stylized. Some may like it, others may hate it. Even the storage is incredible, as I've found that all Eagle-Gryphon games have. However, the miniatures are the most amazing component. Whether you get the pre-painted minis or unpainted, the detail is incredible, and I guarantee you won't find another miniatures game with characters quite like the Occulites and Luftles.
I really like almost everything about the game. The depth to the more complex scenarios is something to look forward to and helps repeated plays remain interesting for a very long time. I love the multi-use cards. Each card represents a selection of possible uses, including activating figures, determining attack dice, defense dice, special abilities, and even combat boosts. Cards are used for one of these features, making you really choose which card to play and when.
The innovative dice combat system is a fresh way to use dice in combat without feeling at the complete whim of the dice. I think out of all dice based combat systems I've played, this is my favorite. Playing cards determines the number of dice you roll for attacking or defending. Then each faction's attack or defense strength determines what values on the dice count as a hit or block. Once the dice are rolled, then a combat chart determines which side loses health. So if I'm attacking, and my card has an attack value of 5, that means I roll 5 dice. If my tribe's attack strength is 4 that means every die that is a 4 or less is a hit. The defense will do the same thing, but using their card's defense value to determine the number of dice to roll and their tribe's defense strength to derminccessful blocks. So let's say I play a card with an attack value of 5, plus a boost card of 2. That means I'll roll 7 dice. 4 of those have a value of 4 or less. The defender plays a defense card of 4, but has a defense strength of 5. Of the 4 dice rolled, 3 have a value of 5 or less. That means there was one successful hit. Consulting the combat resolution chart, that means the defender would lose one health. Had I rolled 6 hits or the defender had only rolled 2 blocks then the defender would have lost 2 health because my number of hits would have been double the number of blocks. It sounds complex, but once you've played it a bit it makes sense and adds a lot of depth to the decisions and strategy without feeling like you're a slave to dice results.
I really like almost everything about the game. The depth to the more complex scenarios is something to look forward to and helps repeated plays remain interesting for a very long time. I love the multi-use cards. Each card represents a selection of possible uses, including activating figures, determining attack dice, defense dice, special abilities, and even combat boosts. Cards are used for one of these features, making you really choose which card to play and when.
The innovative dice combat system is a fresh way to use dice in combat without feeling at the complete whim of the dice. I think out of all dice based combat systems I've played, this is my favorite. Playing cards determines the number of dice you roll for attacking or defending. Then each faction's attack or defense strength determines what values on the dice count as a hit or block. Once the dice are rolled, then a combat chart determines which side loses health. So if I'm attacking, and my card has an attack value of 5, that means I roll 5 dice. If my tribe's attack strength is 4 that means every die that is a 4 or less is a hit. The defense will do the same thing, but using their card's defense value to determine the number of dice to roll and their tribe's defense strength to derminccessful blocks. So let's say I play a card with an attack value of 5, plus a boost card of 2. That means I'll roll 7 dice. 4 of those have a value of 4 or less. The defender plays a defense card of 4, but has a defense strength of 5. Of the 4 dice rolled, 3 have a value of 5 or less. That means there was one successful hit. Consulting the combat resolution chart, that means the defender would lose one health. Had I rolled 6 hits or the defender had only rolled 2 blocks then the defender would have lost 2 health because my number of hits would have been double the number of blocks. It sounds complex, but once you've played it a bit it makes sense and adds a lot of depth to the decisions and strategy without feeling like you're a slave to dice results.
This game is very, very close to a Bloom game, however I think there are a few things that hold it back.
The price tag is going to be a huge turn off for most people. There are a lot of miniatures games, combat games, and other similar games available at a fraction of the cost. This game is great for what it is, but I'm not sure if the price is justified for anyone but the most serious gamers interested in this type of game. That said, I'm not sure there are a whole lot of people that are interested in this type of game. While the theme, mechanics, and experience all blend together very well, I think the theme is probably a mismatch for the game's intended audience. I think most people interested in this type of combat, skirmish, campaign game are either looking for military or Tolkienesque fantasy themes. The Occulites are interesting, but probably for a more niche audience.
I also wasn't happy with the tutorial scenario. It's a big hill to climb. Not so much because of any complexity; the tutorial does a great job of just introducing the core mechanics and other scenarios gradually add more complexity. However, the tutorial scenario ends up being a very long game. I played the initial scenario twice with different people and both times it took well over 2 hours. Part of that was for learning, but that should be expected in a tutorial scenario. I'd expect the initial scenario to be much faster than the other scenarios, not more than twice as long. Because of this, I've had a hard time getting this back to the table. I'm not interested in investing another 2-3 hours playing the tutorial again and those that I did play it with aren't interested in playing again because the tutorial overstayed its welcome.
Overall, Dawn: Rise of the Occulites is an amazingly ambitious game project. It's apparent in everything about the project that it's a labor of love from designer Ben Boersma and his partners at Eagle-Gryphon Games. Unfortunately the great mechanics, deep lore, and immersive scenarios are held back by a very small target audience and high price tag. I think if this were re-released and rethemed as generic military or standard fantasy it would be blowing up the Kickstarter hype train. A more streamlined tutorial that can be played in 30-45 minutes is a necessity, too. For now though, Dawn: Rise of the Occulites is an underrated gem. If any of this has piqued your interest, and the price doesn't scare you off, you won't be disappointed in the game. It won't be leaving my collection, even though I can't get it to the table as often as I'd like.
Did you like this review? Show your support: Support me on Patreon!Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter . And be sure to check out my games on Tabletop Generation.
GJJ Games Reviews are independent, unpaid reviews of games I, George Jaros, have played with my family and friends. Some of these games I own, some are owned by friends, some are borrowed, and some were provided by a publisher or designer for my honest feedback and evaluation. I make every attempt to be both honest and constructively critical in my reviews, and they are all my opinions. There are four types of reviews on GJJ Games: Full Reviews feature critical reviews based on a rubric and games receive a rating from 0 to 100. Quick Reviews and Kickstarter Previews are either shorter reviews of published games or detailed preview reviews of crowdfunding games that will receive a rating from 0 to 10 based on my impressions of the game. Buds, Blooms,and Thorns reviews are shorter reviews of either published or upcoming games that highlight three aspects of a game: Buds are parts of a game I look forward to exploring more, Blooms are outstanding features of a game, and Thorns are shortcomings of a game. Each BBT review game will receive an overall rating of Thorn, Bud, or Bloom.
Monday, March 23, 2020
Kriegsspiel: Big Trouble In Little Lardas
Two weeks ago, I participated in a week-long online Kriegsspiel run by Nick Skinner and Richard Clarke of Too Fat Lardies fame. With a total of 13 participants, two umpires and one observer, it was quite an undertaking. Set within a fictional "Imaginations" campaign of the "Lard War II," the players commanded either the forces of the Kingdom of Blue or the Red Republic. As Nick explained in the game:
We confirmed that our organization and equipment was vaguely British. That meant I had three battalions of infantry, each with four companies of four platoons plus a support company. I was also assigned an ambulance company. This seemed a bad omen.
Early in the plans process, I chose to land my initial assault gliders directly on the forts. I figured my best chance was to take the enemy completely by surprise and jump right on top, like at Eben Emael. I had limited resources to get my brigade on the ground. It would take three lifts over the course of two days to get my complete brigade into the battle area. Given my resources at hand, on the initial landings, I would have 20 platoons out of 48 on the ground. Not great odds, I thought. But I had to risk it. Who dares, wins, right?
Plans were set, then changed and changed again as the brigade commanders weighed options and made their cases with the CG and COS for why they should get resources. A feature of Discord that we found handy are voice chat rooms where members can talk via VOIP for planning, rock drills, etc. Blue had two conferences and we found them very beneficial. By the time we had our first conference, we had our plan largely in place and were discussing some of the finer points. The final conference was to make sure everybody had their plans finalized and ask final questions.
The day of battle arrived. As time drew closer for us to climb in our imaginary planes and gliders, top level rooms were locked up and player-to-player communications stopped. We sat at our computers waiting for H-Hour. I received a message that I was on the ground at LZ Baker and could see paras taking heavy fire about a kilometer to the northeast. I could also see and here vicious combat in Fort 2, aka OBJ Grumpy. Then the various communication nets started going live in the form of restricted chat rooms in Discord.
My brigade net room was where I spoke with umpires to get reports from my battalions and request info from them. There was an "on the ground" room for commanders that were up on the division net. Finally there was a division HQ room for those who had established comms with the outside world. Receiving information, parsing it, confirming our own assumptions and then assessing it before putting it up in both the "on the ground" room and Division room was a significant challenge. Luckily, the game was set to last only three hours.
During the game, we were mostly interacting with the umpires and relying on them for information. Issuing orders and requests for information from my imaginary subordinates. I then had to process that info and relay it to my in-game superiors. But only once our in-game communication nets were established! One of the para commanders didn't have comms because his radios got shot up on the DZ. He had to "walk" to where I was and then we could talk to each other and the had to use my "radios" to talk to higher.
Fort 1, OBJ Bashful was taken almost immediately with 30% casualties. Fort 2, OBJ Grumpy, fell only after receiving help from a platoon that had landed on Bashful. Fort 3, OBJ Dopey, was a see-saw battle and I tried mustering forces from Bashful and Grumpy to push it over the edge. Fort 4, OBJ Sleepy, only reported in once their ammo was all expended and the last holdouts were cornered in a bunker and calling "God save the King."
Enemy armored infantry and self-propelled guns had been spotted in the vicinity of Sleepy, so I called for air strikes on the fort with machine gun and cannon only, then follow up with bombs and rockets on the enemy vehicles. Imagine my surprise when I received the report that Sleepy had been destroyed from the air.
In the meantime, I was still trying to get enough forces scratched together to make a difference at Dopey to find it had fallen and was being evacuated, my troops being led away by the enemy. When I asked for clarification if it was Sleepy or Dopey, i was told, "No, it's Dopey, dopey!" Thanks, Rich.
Then the game ended. Luckily, our troops were wholly imaginary and our decisions didn't result in any real casualties. It was an exhilarating, exhausting, madcap, sobering, nervous, mind-blowing experience. I'm planning a podcast with Nick, Richard and the two force commanders. Stay tuned.
I will definitely be looking to do one of these for my J3 group and possibly for my fellow OCS instructors in the near future. Stay tuned for that, as well.
Blue has invaded Red and achieved a breakthrough in the central South. Blue's armies are now pushing Northwards towards the crucial line of the NEMUNAS river and the strategically important city of LARDAS that stands at the confluence of two rivers. If they can push on, they will be threatening the capital city of REDBURG. Red forces though are well organised and aware of the danger. What will happen next?
For the participants, the planning portion was the meat and potatoes of the game. We started out by signing into a website and associated app called Discord. Nick set up a server and we joined it. We were immediately assigned to either the Blue or Red force rooms. From there we received our unit assignments and awaited orders.
The Blue forces, of which I was a member, consisted of an airborne division. We had as players the commanding general, chief of staff, two para brigade commanders, a special reconnaissance squadron commander, a divisional artillery battalion commander and me. I was assigned as the commander of a brigade of glider troops.
The Blue forces, of which I was a member, consisted of an airborne division. We had as players the commanding general, chief of staff, two para brigade commanders, a special reconnaissance squadron commander, a divisional artillery battalion commander and me. I was assigned as the commander of a brigade of glider troops.
Speaking of gliders. This film and the real events it represents may have provided may have provided some inspiration. |
In the background, Nick was briefing the division commanding general and chief of staff with the division mission. A day or so later, after the CG and COS had some time to digest the mission, we received our unit missions. My mission in particular was to neutralize four forts that protect the southern flank of the city and conduct a follow on mission of clearing the two main routes to the city.
Early in the plans process, I chose to land my initial assault gliders directly on the forts. I figured my best chance was to take the enemy completely by surprise and jump right on top, like at Eben Emael. I had limited resources to get my brigade on the ground. It would take three lifts over the course of two days to get my complete brigade into the battle area. Given my resources at hand, on the initial landings, I would have 20 platoons out of 48 on the ground. Not great odds, I thought. But I had to risk it. Who dares, wins, right?
Plans were set, then changed and changed again as the brigade commanders weighed options and made their cases with the CG and COS for why they should get resources. A feature of Discord that we found handy are voice chat rooms where members can talk via VOIP for planning, rock drills, etc. Blue had two conferences and we found them very beneficial. By the time we had our first conference, we had our plan largely in place and were discussing some of the finer points. The final conference was to make sure everybody had their plans finalized and ask final questions.
The day of battle arrived. As time drew closer for us to climb in our imaginary planes and gliders, top level rooms were locked up and player-to-player communications stopped. We sat at our computers waiting for H-Hour. I received a message that I was on the ground at LZ Baker and could see paras taking heavy fire about a kilometer to the northeast. I could also see and here vicious combat in Fort 2, aka OBJ Grumpy. Then the various communication nets started going live in the form of restricted chat rooms in Discord.
My brigade net room was where I spoke with umpires to get reports from my battalions and request info from them. There was an "on the ground" room for commanders that were up on the division net. Finally there was a division HQ room for those who had established comms with the outside world. Receiving information, parsing it, confirming our own assumptions and then assessing it before putting it up in both the "on the ground" room and Division room was a significant challenge. Luckily, the game was set to last only three hours.
During the game, we were mostly interacting with the umpires and relying on them for information. Issuing orders and requests for information from my imaginary subordinates. I then had to process that info and relay it to my in-game superiors. But only once our in-game communication nets were established! One of the para commanders didn't have comms because his radios got shot up on the DZ. He had to "walk" to where I was and then we could talk to each other and the had to use my "radios" to talk to higher.
Fort 1, OBJ Bashful was taken almost immediately with 30% casualties. Fort 2, OBJ Grumpy, fell only after receiving help from a platoon that had landed on Bashful. Fort 3, OBJ Dopey, was a see-saw battle and I tried mustering forces from Bashful and Grumpy to push it over the edge. Fort 4, OBJ Sleepy, only reported in once their ammo was all expended and the last holdouts were cornered in a bunker and calling "God save the King."
Enemy armored infantry and self-propelled guns had been spotted in the vicinity of Sleepy, so I called for air strikes on the fort with machine gun and cannon only, then follow up with bombs and rockets on the enemy vehicles. Imagine my surprise when I received the report that Sleepy had been destroyed from the air.
In the meantime, I was still trying to get enough forces scratched together to make a difference at Dopey to find it had fallen and was being evacuated, my troops being led away by the enemy. When I asked for clarification if it was Sleepy or Dopey, i was told, "No, it's Dopey, dopey!" Thanks, Rich.
Then the game ended. Luckily, our troops were wholly imaginary and our decisions didn't result in any real casualties. It was an exhilarating, exhausting, madcap, sobering, nervous, mind-blowing experience. I'm planning a podcast with Nick, Richard and the two force commanders. Stay tuned.
I will definitely be looking to do one of these for my J3 group and possibly for my fellow OCS instructors in the near future. Stay tuned for that, as well.
Friday, March 20, 2020
Hitman 2 | Review, Trailer, Gameplay & Everything Else You Need To Know.
Hitman 2 | Preview, Trailer, Gameplay & Everything else you need to know.
Hitman 2 is the most recent passage in IO Interactive's magnificent stealth arrangement, accumulating a choice of stages instead of the main game's verbose excursion. You will by and by play as Agent 47 as he ventures to every part of the globe looking for targets he should kill by any and all conceivable means (Which he do with some cool methods). With improvement having as of late gone gold, it won't be long before we can play it ourselves.
So Here Pro-GamersArena has tried to compile everything related to Hitman 2 which you need to know including the latest news, trailer, gameplay, release date and more...
Quick Facts :
- Initial release date: 13 November 2018
- Developer: IO Interactive
- Genre: Stealth game
- Platforms: PlayStation 4, Xbox One, Microsoft Windows
- Modes: Single-player video game, Multiplayer video game
Hitman 2 News : Development has officially gone gold !!
For those new to this, this implies advancement has found some conclusion and the diversion is playable from beginning to end. It's additionally entered creation, implying that plates are being printed and retail downloads are being accumulated.
This was joined by another trailer displaying the Colombia level, which takes our Agent 47 into thick, suspicious wildernesses with plentiful open doors for inventive homicide. You can look at it beneath:
This was joined by another trailer displaying the Colombia level, which takes our Agent 47 into thick, suspicious wildernesses with plentiful open doors for inventive homicide. You can look at it beneath:
What is Hitman 2? What is it about?
Hitman 2 is a wholly fledged continuation of the 2016 reboot, despite the fact that it won't pursue the verbose model used by its forerunner. Rather, it will discharge in full with numerous levels at dispatch. Agent 47 will wander from sun-splashed boulevards to dull, moist rainforests looking for new targets which he have to assissinate at any rate (in unbelievably imaginative ways). We'd love to see the driven story developed, as well.
Hitman 2 release date – when is it coming out?
IO Interactive has affirmed that Hitman 2 is coming to PS4, Xbox One and PC on November 13, 2018. The individuals who wanna play the game somewhat prior then they have to buy gold and authority's release which gives at that point access to play the game four days sooner.
Hitman 2 Gameplay Preview
The demo happens amid a race end of the week, where the assignment is to execute a driver amid the race itself. As any individual who plays Hitman knows, the horde ways that any mission can be finished, and the measure of concentrate that should be done to find these can take hours. For this E3 2018 demo, there were just a bunch of ways this murder can be accomplished, and fortunately, there was somebody close by to walk me through them in a smart mold. Here's the gameplay on the off chance that you wanna watch :
The two focuses here are Robert and Sierra Knox, two previous individuals from Providence that have since abandoned. You start in a giant party zone of the celebration, out the back of the race itself. There's many individuals, a ton of clamor, and the primary errand is to make it into the VIP region. Instinct Mode is back, and by and by it features the key individuals of intrigue. It still reliably features the objective, or focuses, and also any individuals of intrigue, be them potential clueless unfortunate casualties to-be on the grounds that they have an outfit that will get us into the following room or a security protect to maintain a strategic distance from.
There's additionally a stunning mechanics that features all the more abnormal state individuals to stay away from. Individuals with a white hover over their head will probably speculate you sooner, thus Agent 47 must remove additional consideration to remain from those. For instance, whenever dressed as a security protect, you should be more aware of chancing upon the head of security, as they'll know the names and faces of each individual from their staff. It's a super cool repairman that truly plays into the possibility of this being a reasoning individual's amusement which feels so genuine.
And if you wanna know how he completes the mission then there's the gameplay above, there you can watch it, You will get the feel far better by watching it rather than reading it.
Hitman 2 Trailer : How does it look?
The uncover trailer for Hitman 2 is preposterously upscale. Described via Sean Bean, it highlights Agent 47 as he takes out a motorsport driver in an assortment of ruthlessly splendid ways.
Thursday, March 19, 2020
Ep 30: Talking History Is Live!
Ep 30: Talking history
This episode is being released on December 7th, 2017. On this date, 76 years ago, naval aviators of the Imperial Japanese Navy attacked United States forces stationed in Hawaii. This led to the US's involvement in the second world war. Please join me in a moment of silence in remembrance of those who died during the war, as well as those who survived the war and have since passed.
This episode is being released on December 7th, 2017. On this date, 76 years ago, naval aviators of the Imperial Japanese Navy attacked United States forces stationed in Hawaii. This led to the US's involvement in the second world war. Please join me in a moment of silence in remembrance of those who died during the war, as well as those who survived the war and have since passed.
Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer
Try Audible for your free audiobook credit by going to http://audibletrial.com/tvwg
Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.
Today's Troop Review
My initial goal was six units per side, one per month since last May but although behind schedule by the time February arrived, my goal is now eight units or more per side by the end of April.
British and Emigre Forces: 1 Gun, 2 Infantry units. (plus a Brunswick infantry unit in old fashioned hats standing by if needed)
Republican French: General, 1 gun, 1 Light Cavalry, 1 Sharpshooter, 2 Infantry.
British and Emigre Forces: 1 Gun, 2 Infantry units. (plus a Brunswick infantry unit in old fashioned hats standing by if needed)
Republican French: General, 1 gun, 1 Light Cavalry, 1 Sharpshooter, 2 Infantry.
One unit a week will get me there but I'm shooting to do two a week as long as I can to allow a safety margin.
Here's a closer look at the now finished unit featured in the last post.
Space Tourists
Space Park is the type of game that tends to appeal to me right away: great looking illustration and graphic design, at a low enough price point that I can afford to take a chance and buy the game on impulse. These impulse purchases can be a mixed bag, sometimes resulting in great looking games whose novelty wears off quickly (Grimslingers), or games that sounded more interesting than they actually are (Deadline), but every once in a while we end up with an entertaining game that, while simple, bears out repeated plays and earns a place in our collection.
First let's talk about the artwork. The game board is made up of a series of large tiles, each intended to look like a tourism advertisement for a location in outer space. The illustrations are gorgeous: any one of them would look great at poster size, framed on a wall somewhere. The rest of the game's printed components use snippets from these pieces of artwork along with some considered and sophisticated typography and graphic design.
Okay, so the game is pretty, but is it any fun to play? Yes it is. Space Park is an interesting marriage of familiar game mechanics with a few unusual ideas. At its core it's a resource collection game: players move around on a board made up of the aforementioned tiles, each representing a location where various different resources can be picked up, exchanged, or spent in various combinations to purchase victory points and game advantages.
What sets the game apart is the way players move around the board. Regardless of the number of players, there are three silver rocket ships, each starting at a different location. On a player's turn, they perform the action at a location where there is a ship (usually collecting a resource), then move that ship to the next empty location. This is interesting for several reasons, the most obvious being that each player doesn't have their own playing piece, they always have a choice of three pieces to move. More strategically, it means that every time a player takes their turn, they need to think about where the piece will be moving and what advantage they're giving the next player by moving it there.
It's one of those rare games with simple rules but a lot to think about that's great for when you want a lighter game with a reasonable amount of strategic depth. And it's very pretty to look at.
Rating: 4 (out of 5) Not necessarily an immersive "play all day" type game, but excellent for what it is: lightweight and fun.
- Space Park official website
- Space Park on Boardgamegeek
Subscribe to:
Posts (Atom)