Articles

On-Demand Gaming: E3’s New Market

EA brought in some interesting concepts during their E3 conference this year. Among others: Origin Access Premier, a streaming, on-demand gaming. The glimpse EA showed during their press conference gave us some hints at what we could expect from an on-demand service.

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Thundercats Roar and Appealing to its Audience

Thundercats Roar was announced on May 18th, 2018, with an official announcement trailer breaking down what it’s going to be about. This announcement isn’t just a brief trailer, it’s a 3-minute preview of the creative direction of the show, with the official intro of the show at the very end.

D&D 5E Homebrew: Monk Subclass: Way of Body

The Lifecast’s Dungeon Master shares another one of his homebrews. This time the Strength Focused monk path. The Way of Body!

Cover Image by Lord-Of-The-Guns.

Dream Daddy: The Most Disappointing Game of 2017

The title of being my most disappointing game of the year is a special title reserved not always for games that are irredeemably awful (though usually, they aren’t good either) but games that had every reason in the world to be great yet they’re just…not. This can mean games that failed especially hard living up to their hype, games that severely lack the same quality as other games made by the devs or other games in their series, games that had incredible ideas that failed in execution, but above all, it means games that simply weren’t able to live up to the expectations they’d set forth. In 2016, I gave this unique title to an adventure game called Oxenfree.
And for 2017, I think there is no game more deserving of this title than Vernon Shaw and Leighton Gray’s own Dream Daddy.

I wrestled hard with the idea of Marvel vs Capcom Infinite getting this title instead until I remembered the first time images for Infinite were released it was immediately clear this game wouldn’t be good, so going into its release my expectations were already pretty low.Plus, when it comes to fighting games, I’m more of a Skullgirls/Guilty Gear/Street Fighter/Smash fan anyways. Doki Doki Literature Club was in a similar position–it was certainly a game that disappointed me tremendously, but I also went into it with absolutely no expectations for it. Dream Daddy, on the other hand, I was excited about. The trailer was great, the marketing was fun, the Game Grumps were involved in it. Moreover, it’s a dating sim and I, for one, have been nothing if not transparent in my love of visual novels and dating sims. Only a year ago, the highly anticipated Asagao Academy had been released and that dating sim turned out to be incredible–it must be a sign that YouTuber backed dating sims have a lot of potential. Surely Dream Daddy, which had been funded and advertised by the Game Grumps (note: I’m not saying made because it wasn’t made by the Grumps. It was made by Vernon Shaw and Leighton Gray. Apparently, a lot of people struggle to remember this) would be no different, right?

I reviewed this game on EliteGamer shortly after it came out, so if you want to hear my thoughts on it at length, you can read the article. To sum it up, my dislike for Dream Daddy stems from 3 things:
1. It lacks so many core visual novel traits (EX: branching paths, bad/different endings, character routes that feel like more than just a prologue or a teaser for their actual story) that it simply feels like a horrifically incomplete game in general.

2. Visibly more effort was put into writing the (admittedly wonderful) characters than the story itself, and the story suffers greatly for that.

3.It’s always having an identity crisis–it’s a game that can never seem to choose between being a joke dating sim or a serious narrative. It can never commit to being one or the other, and it meshes the two in such a polarizing and messy way that it makes the whole game feel tonally awkward.

Ultimately, I scored it a 6/10 on the basis that at least the characters were good (after all, characters are equally important as story in a dating sim), the art was certainly great, it’s a game that clearly means well, it’s technically sound for the most part, the idea of a dad dating sim is completely unique and very original, and mostly because it’s hysterical in the fleeting moments that it decides to be a joke dating sim before inevitably trying (failing) to be serious 30 seconds later. Dream Daddy wasn’t an awful game to me, despite what this article might make you think. It was just a game that had overwhelming potential that could’ve been realized if the game were only longer and/or felt more like a real visual novel with branching paths and bad endings that were not only actually bad, but weren’t literally the same ending copy/pasted just with a different dad each time (which, by the way, only furthered my calling this game incomplete). Dream Daddy was so close to being fantastic. It could’ve easily been fantastic. But because there seemed to be more focus on getting this game out soon as opposed to getting it out well, all that potential it was overflowing with became lost.

Nothing bugs me more than when a game is within a hair’s width of easily obtainable greatness that it just seems to blatantly ignore, and such is the case with Dream Daddy. Dream Daddy could be much better if only the branching paths felt more distinct and then were either longer or had better closure. Dream Daddy could be much better if it only had endings that weren’t just satisfying, but weren’t all literally the exact same thing word-for-word just with a different love interest each time. Dream Daddy could be much better if it would just make up its mind whether it wants to be a joke dating sim or a serious narrative and then commit to that tone. But alas, it didn’t. That’s the other main reason why Dream Daddy, to me, is leagues more disappointing than the likes of Marvel vs Capcom Infinite and Doki Doki Literature Club: Because Dream Daddy was so close to being great, but it squandered every single one of the countless opportunities it had. It’s really frustrating (for me, at least) to play a game and notice it just barely making all the wrong decisions over and over again. It’s distracting. It’s irritating. But more than anything, it’s disappointing.

Dream Daddy may not be the train wreck Marvel vs Capcom Infinite and Doki Doki Literature Club were, but the waves of disappointment it brought me from its insistence on making countless bad decisions are second to none from this year. Although Dream Daddy won’t be my go-to choice for worst game–or even worst visual novel–from 2017, it’ll be far, far away from my bests as well. It’s not a dating sim I’d readily recommend in general unless you’re just looking for unique concepts or something that’ll make you laugh from time to time–and even if you were looking for such dating sims, I can still think of plenty more titles I’d sooner recommend (Hatoful Boyfriend, Sweet Fuse, Asagao Academy, and Katawa Shoujo to name a few). Dream Daddy had so much potential to be great–it could’ve been one of the best visual novels or even best indie games in general to come out of the juggernaut of amazing game releases that’s been 2017. Alas, ultimately that same overflowing potential ended up more wasted than Robert. That’s why Dream Daddy is my choice for the most disappointing game of 2017.

Have Yourself, a Merry Little Switchmas: Why you should pick up a Switch if you haven’t yet

The other day I was in Target with my dad buying Christmas lights as we started prepping for the holiday season. At 21 I’d gotten used to gambit of “What do you want for Christmas?”  over the years my selection grew more mature and sophisticated (I think I actually wrote Roche Brother’s gift cards so I could get groceries), but I don’t feel that way this year. This year, I’m hopped on the band wagon and told my dad I liked the Nintendo Switch and thought it was a really cool system– he scoffed at me and brushed it off, saying he preferred the PS4 to, “just another Mario system.”

While he’s not wrong about that, I felt hurt that he brushed it off so callously. Not a sort of, that’s nice or you can buy that with your own money, but an answer filled with… almost disgust. I know it’s silly to get all worked up about something so trivial, but when I backed up my case, saying a ton of my friends play the Switch, he again just gave me rude remarks.

I’ve played bits and pieces of the Switch library thanks to some friends:

Mario Odyssey is incredibly fun and the worlds are gorgeous. The base game isn’t too long, but with 999 moons to collect, you’ll be busy for a while.

Snipperclips is silly and cute. That’s really all I’ve got. As the younger sibling, my childhood was filled with backseat-gaming and begging for co-op modes. Snipperclips delivers in a cute little package.

Stardew Valley is on the Switch. Let me say that again Stardew Valley is on the Switch. It’s similar to Harvest Moon apparently (I never played Harvest Moon), but I’ll take people’s word for it. Anyways… farming? Mining? Romancing? Building friendship? Betraying your loved ones for corporate greed? Any of that sound interesting?? Get it!

Just Dance 2017 made me want to get up and move for the first time in years. It’s not a secret, I’m a little tubby, but the only exercise I ever really enjoyed was dancing, problem is, it’s incredibly hard to get over that anxiety hurdle and actually do it. Now you’re saying there’s a game that only gently judges you AND has choreography already made? Sign me up!

And finally, Zelda.

I don’t like Zelda. We didn’t really click much when I was growing up.

As stated above, my dad really isn’t fond of Nintendo so while everyone else grew up on the Gamecube and Wii, I had the Playstation 1/2/3 and Xbox (360)… I should confess I did own a Wii and a Wii U, but had no one to really play with.

So I never really had a chance to play Zelda. It was always daunting and massive and I frustrating. I attempted Ocarina of Time and after sinking 10 hours into the game (9.5 of which were accompanied with a walkthrough), I gave up.

I did enjoy A Link Between Worlds, but from what I gather, it’s hard to dislike that game. Now, back to Zelda.

Breath of the Wild is a fantastic game. It’s still hard and frustrating and massive (oh boy is it massive), but if you’re stuck you’re not locked into a certain area. I personally struggled with the Zora guardian so just said fuck it and went to the Rivali. Now I can make air shafts under where I stand and it’s pretty incredible.

I would love to have a Switch if only for Zelda. I only got my one guardian freed, but my experiences up until that point solidified it as one of my games of the year.

Without getting too in-depth about that, because maybe you’ll hear from me again on the subject (MAYBE), I leave you all with this. As someone who doesn’t own a Switch… it’s worth it. It made me like games I didn’t before, gave me an opportunity to play cooperatively, and made me want to get up and move. And let’s not forget that Pokemon will be phased out of 3DS in the next generation, finding its new home on the Switch. Fire Emblem game coming soon? Access to more triple A titles and (N)indies galore.

Original Art by: Cuteosphere

If you can, buy a Switch. Take it from someone who doesn’t have one.

Animal Crossing: Pocket Camp – This One’s Good.

Animal Crossing: Pocket Camp is one of many things to me. Animal Crossing has always been a healthy channel for my anxiety. Up until now, I’ve found that toting a 3DS everywhere is a bit unwieldy, and you get some looks when you’re not in a group of people who already know what the thing is. Phones are inconspicuous. People expect you to have games on your phone. And this is one that’s really worthwhile.

D&D 5E Homebrew: Terramancer Sorcerous Origin

The Lifecast’s Dungeon Master shares another one of his homebrews. This time the Earth elemental focused sorcerer. The Terramancer!

Cover Image by Nargyle.

Vinyl Highlights #4 – The Uncanny Valley

To close out this miniseries, we come to my most favored record: The Uncanny Valley. It’s not video game related at all (unless you consider the artist’s cameo in Hotline Miami) but I think it’s great nonetheless. It’s probably my favorite atmospheric album, if not my favorite album of all time. But after all, who would I be if I didn’t at least collect records that aren’t video game related? Maybe a more niche collector, but that’s not the point. The point is that this one’s my favorite. It’s also the only deluxe edition I own. How I obtained it is irrelevant.

Uncharted: Drake’s Fortune – The 10th Anniversary

Without question, one of Sony’s most popular, and bankable, video game franchises is Uncharted. Nathan Drake’s pulpy-blockbuster film styled adventures have wowed gamers with its simplistic, yet tightly refined, gameplay, impressive action sequences, and overall consistently great stories.

The four main games in the series have won a variety of awards including a few Game of the Year awards.

Now, the series has reached another milestone: it’s now officially an age where people can create retrospectives on it!

While an entire series retrospective would be great (and potentially something later on…) we’re taking a look at the first game as a curiosity. What made Uncharted: Drake’s Fortune so appealing? Or better yet, how did it become a franchise?

Uncharted: Drake's Fortune Screenshot

“Greatness from small beginnings…” Uncharted: Drake’s Fortune development

After Jak 3 wrapped up, Naughty Dog decided to create a brand new IP. The new series was a drastic overhaul in terms of art and design, as up to this point their games were cartoonish and stylized. This time around, Naughty Dog wanted to create real people. They also wanted to make an action game that was less videogame-like and far more cinematic. Amy Hennig, who served as the creative director and writer of the first three games, took cues from old-school adventure films from the 40s, as well as colorful summer blockbusters of today. Thus, the core concept behind Uncharted was born

How is Uncharted: Drake’s Fortune?

Uncharted: Drake's Fortune Box Front

Uncharted: Drake’s Fortune tells the story of Nathan Drake, a supposed descendant of Sir Francis Drake, who is on the trail to find the lost city of El Dorado (cue recently-praised-for-some-reason-reference to The Road to El Dorado). Drake is accompanied by his grizzled, wisecracking mentor Victor “Sully” Sullivan and television host Elena Fisher. Along the way, some old enemies of Drake and Sully come back to take the gold… The adventure involves an ancient curse, old Nazi U-boats, and more than several gunfights.

Uncharted: Drake's Fortune PlayStation 4 Shoot the fuel barrels on the pirate boats to blow them up

From the moment you boot up the PS3, you’ll notice something that was missing from games circa 2007: color and personality. The opening cutscenes still hold up in terms of how well animated and acted they are. Nathan Drake is almost immediately likable as a rougish everyman when he and Elena encounter some pirates. From there, all the characters fit right in place with the game and all exhibit real chemistry with one another. Nate and Elena aren’t immediately love interests, but rather work together throughout and Elena even holds her own in the action.

Not to go off on a sort-of tangent, it’s nice to see a legitimately interesting female lead who is well-rounded and doesn’t seem like she’s just there. As the series progresses, Elena becomes one of the franchises most likable characters.

Uncharted: Drake's Fortune PlayStation 4 There goes our ride

Throughout the game, the story will keep you hooked. It feels like an old-school film serial, as plot points have the melodramatic “Okay, and now what?” motif. For example, Drake is searching through an old German submarine, fights off bizarre creatures and then finds the bad guys right there. Another point of the game has a huge fake-out that gets revealed 3/4ths in and then transitions into another plot point involving an underground city!

Uncharted: Drake's Fortune PlayStation 4 AK-47 is a good way to engage multiple enemy targets

At its core, Uncharted: Drake’s Fortune is a cover-based, third-person shooter. In terms of new features, for those familiar with Gears of War, the shooting will make you feel at home. But something about it feels smoothed out. Same goes for the platforming, as it is always fun to jump from ledge to ledge or swing across the ocean on some ancient temple.

Uncharted: Drake's Fortune PlayStation 4 Climbing the fortress

The game’s level design ranges from linear, but fun, platforming to wide-open gunfights that transition into one another with ease.

One thing that keeps Drake’s Fortune from being boring is the fact Naughty Dog changes things up. From one minute you’re in a jungle with ancient ruins, and then you’re in an old Nazi compound, and then you’re in an ancient church. Every environment is gorgeous to look at and just oozes with color. The jungles and water effects are two standouts in the graphics department. Naughty Dog tends to set their platformers in tropical, outdoor environments and this is no different.

Uncharted: Drake's Fortune PlayStation 4 Hints and points of interest are prompted with the upper button

In conclusion…

Uncharted: Drake’s Fortune, and the rest of the series as a whole, embodies Naughty Dog’s spirit of consistency. Many of their games have an underlying development theme of  “not doing anything new, but rather doing everything right.” In the same way, Indiana Jones was a celebration of adventure film serials and tropes, Uncharted: Drake’s Fortune celebrates the same tropes but within action video games. The game does not do anything truly new or revolutionary, but rather sets out to entertain the player till the end.

Uncharted: Drake's Fortune PlayStation 3 Looks like Roman found what he was searching for

And in that regard, Uncharted: Drake’s Fortune succeeds in nearly every category.

Uncharted as a franchise has stood on its own based on these merits, with each game just looking to be more entertaining than the last.

Vinyl Highlights #3 – Furi

By having so many different artists with different styles on one soundtrack, The Game Bakers gave each and every boss a personality that the player gets to know through their music.

D&D 5E Homebrew: Level 20 Druid Features

The Paladin’s have a unique feature where their level 20 class feature is based on their class archetype. (sub-class) These are far and beyond my favorite as it makes it so you could have two paladins in your party and yet they would feel completely different from one another. So I’ve always liked to think about what archetype based level 20 class features I would make for each class. So I’d like to share my homebrew for the guardian of nature,  the Druid. I’m going to have one for each of the subclasses except Moon since Archdruid is already a perfect fit.

Circle of the Land:

Archdruid being the Level 20th ability always bothered me. The Moon Circle gets significantly more out of unlimited beast shapes. So it only seems right that I correct that here tonight.

One With The Land:

At 20th level, when you are located in an environment similar to the land where you became a druid you can cast a 9th level spell without expending a spell slot. Adding an additional 1 hour to the casting time.

You can use this again after finishing a long rest.


I like the idea of the Land itself granting the Druid power, almost like Goku’s spirit bomb. Like the land itself is rewarding the Druid for their devotion and protection.

This feature focuses on the land specifically unlike many of the other features. The Druid will have to understand their landscape to make the most out of this feature.

Circle of Dreams:

Decided to continue and add 20th Level Features for the new Subclasses in “Xanathar’s Guide to Everything.” First off here’s the Circle of Dreams a subclass that focuses on using the good parts of the Feywild to heal and support their allies.

Dreaming Chronomancy:

At 20th level, when you take a short rest you maniputed and warp the flow of time around you. You can all other creatures within 120ft gain the benefits of a long rest during the duration of a short rest.


One of my favorite aspects of the Feywild is how time there is convoluted. So it made sense to me that a Druid of this strength might be able to utilize that power. Being able to turn all Short rests into Long Rests is an insanely strong ability, and one deserving of a 20th Level skill.

I wasn’t specific about how much time was saved as I’d like the ability to be compatible with variant rules on Rest Time.

Circle of the Shepard:

Arch-Summoner:

At 20th level, whenever you cast a spell that summons/conjures a creature, it is not considered a concentration spell for you. If there is a downside to losing concentration on the spell the downside is ignored. The creature remains loyal to you.

However you can still only have one instance of that particular spell active at one point.


I dig this ability because it it cements this subclasses’ role as the summoner. Since the spells are no longer concentration spells it means you can have multiple summons of different types up at once.

This is potentially dangerous as it could clog up initiative but with the right DM /player relationship it can work out.


Alright that’s it. Lemme know what you think in the comments or @TLCStageHazard. If you’re interested in other homebrews here’s one that turns The Legend of Zelda’s Link into a 5e Ranger.

Cover Image by Takeda11.

Dan’s Deck Tech — Budget Black/Red Aggro

My favorite part about Magic: The Gathering is absolutely how varied and interesting deck building is. With 25 years worth of cards and mechanics, pretty much anything is possible. As of late, I’ve been updating a few of my decks, and I decided that I want to share some of them. Today I’ll be talking about one of the first good decks I’ve ever used, a budget black/red (Rakdos) aggro deck that I affectionately call Super Weenie Hut Jr.

And when I say budget, I mean REALLY budget. It’s composed of nothing but commons and uncommons, but I’ve been able to make it see a good amount of success over the years. This is the most recently updated version of this deck.

The Decklist:

Creatures:

x4 Rakdos Cackler

x4 Tormented Soul

x4 Rakdos Shred Freak

x4 Spike Jester

x4 Minotaur Skullcleaver

x4 Mogis’s Marauder

Instants:

x4 Lightning Bolt

x4 Go For The Throat

Enchantments:

x4 Untamed Hunger

x4 Madcap Skills

Lands:

x4 Dragonskull Summit

x9 Swamp

x7 Mountain

Pretty straight forward strategy here. Play good value, low cost cards throughout the game and swing in with them as consistently as you can. Eventually use one of the menace-giving auras to make creatures harder to block and/or play Mogis’s Marauder and win the game. Let’s get into the meat of it, starting with the one-drops: Rakdos Cackler and Tormented Soul.

This deck wants to attack a lot, so these two offer some really good advantages. Rakdos Cackler is a super versatile card. Early game, you can Unleash and get a 2/2 on the board on turn 1, or later in the game, it’s still a solid card to play quite simply because it adds to your field of weenies and is mana efficient. The fact it loses its ability to block if unleashed doesn’t really bother this deck because it’s not going to do much blocking to begin with, plus if you ever have to be cautious, you can just not unleash it. That said if you’re playing defensively with this deck, you’ve probably already lost. The reasoning for Tormented Soul is the same. The fact that it can’t block is made up for by the fact that this deck doesn’t block much, and being an unblockable 1/1 that we can pump later with our auras is super good for how aggressive we’re trying to be here, especially since this card can help us get past threats that are simply too big for this deck to handle otherwise.

For our two-drops, we have Rakdos Shred Freak and Spike Jester.

Again, reasoning here is quite simple. Rakdos Shred Freak is a 2/1 with haste, and Spike Jester is a 3/1 with haste. Fast, easy damage. But let’s take a look at the board for a minute here. Let’s say turn 1 you play Rakdos Cackler and unleash it. That means if you play Spike Jester the following turn, you’re swinging for 5 damage on turn 2. Between the 1 and 2-drops in this deck, you pretty much never run out of ammo to throw at someone.

Finally, our 3-drop creatures: Minotaur Skullcleaver and Mogis’s Marauder.

These two are quite honestly some of my favorite cards ever printed. Minotaur Skullcleaver is a hyper-aggressive monster, coming onto the field as a 4/2 with haste. Skullcleaver is scary because it’s not only 4 damage raw the turn you play it, but the turn it’s played, it can deal with threats the deck otherwise couldn’t handle. Those threats being literally anything with 4+ toughness. He’s hard to block, super cheap and efficient. Mogis’s Marauder is this deck’s win condition for when you’re facing a deck that either doesn’t run red or black, or runs them but isn’t swarmy. That is, if you haven’t already won from repeatedly bashing your opponent’s face in. When Mogis’s Marauder comes into play, it gives X creatures haste and intimidate until end of turn where X is your devotion to black. Notice something about the cards in this deck? The only permanents that don’t count towards devotion to black are Minotaur Skullcleaver and Madcap Skills. Chances are when you play this, you’ve got enough devotion to black to pretty much give your whole side of the board intimidate, which you use to swing in and win the game. So long as your opponent isn’t running black. Generally speaking, if you’ve been playing well and drop Mogis’s Marauder on turn 4, you can probably win the game. If you’ve been playing well and drop him on turn 5, you definitely win the game.

Now as for instants, it’s quite simple. This deck is running two instants: Lightning Bolt and Go For The Throat.

So uh, what is there to explain? Lightning Bolt is an amazing card that can help keep your tempo going or just smack your opponent in the face for 3 damage. Go for the Throat is amazing removal for every threat that isn’t an artifact. Creatures in this deck don’t really go past 4 power, so if any really big threats show up, Go for the Throat can generally handle them.

As for enchantments, this is where the deck becomes really mean. Fun, but mean. We’re running 4 copies of both Madcap Skills and Untamed Hunger.

Menace has always been a really cool ability, in my opinion. It doesn’t make your creatures unblockable by any means, but it makes them incredible frustrating to deal with. being forced to double block is always something players dread, and when you’re being as aggressive as this deck, it makes it even more frustrating. Madcap Skills gives a creature +3/+0 and menace, and Untamed Hunger gives a creature +2/+1 and menace. By the time you end up playing these auras chances are you’ll have built up a solid board state of 3-4 creatures. Putting menace on any of them will make them terrifying, and force your opponent to deal with your offensive pressure in ways they probably didn’t want to. Generally speaking, Madcap Skills is preferred on cards like Rakdos Cackler and Minotaur Skullcleaver and Untamed Hunger is preferred on Spike Jester and Rakdos Shred Freak. But any combination of aura and creature work. Tormented Soul makes menace not important, but a 4/1 or 3/2 unblockable is still scary. Untamed Hunger also helps with Mogis’s Marauder by adding to your devotion to black. Menace also helps in conjunction with Mogis’s Marauder. If your opponent has a way to get through intimidate, you can still mess with their blockers by having a menace or two on the board.

Our mana base is quite simple, with 9 Swamps, 7 Mountains, and 4 Dragonskull Summits. Really basic setup because quite frankly, this is all you need. You could replace the check lands with better ones like, say, shock lands, but then this deck wouldn’t be as cost-effective.

For a super budget version, you could run only basic lands and still have the deck function well, cutting the price of the deck down to about $30 USD. Just replace the 4 Dragonskull Summits with 2 swamps and 2 mountains. Roughy 1/3 of your creatures are hybrid mana, so getting mana stuck generally isn’t an issue.

Total price of this deck is just under $40 USD, $30 USD for the super budget version, and for that price, you get a fun, aggressive deck with interesting abilities.