Gaiscioch Magazine - Issue 9

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Gaiscioch Magazine Issue 9, 2016

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s we kick off year 3 of publishing Gaiscioch Magazine, we thought this would be a great time to share with how we as a community decide where to go, the processes behind exploring futures. In this issue we share the full process that the Gaiscioch Community goes through when evaluating new games for chapter consideration.

Benjamin Foley

Founder & Managing Editor Gaiscioch Magazine foghladha@gaiscioch.com

Follow the Gaiscioch Magazine Online at: http://gsch.info/mag Learn more about the Gaiscioch Family at: http://gsch.info/ GameVox: http://gsch.info/voice Facebook: http://gsch.info/facebook Twitter: http://gsch.info/twitter Google+: http://gsch.info/google YouTube: http://gsch.info/youtube Twitch.tv: http://gsch.info/twitch Beam.pro: http://gsch.info/beam 2

In addition we’ve had some remarkable opportunities to interview several phenomenal companies like Stoic the makers of the Banner Saga series and Visionary Realms who are working on bringing us the evolution of the group combat in Pantheon: Rise of the Fallen. This issue we have a wealth of content available ranging from an interview with Warwitch, the professional livestreamer, to several game previews and reviews. We also take a deep look at the crowdfunding revolution and feature several up and coming kickstarted titles along with a look at why many game developers are turning to Kickstarter to fund their dreams. As an added treat we have included one of my favorite Irish legends, which was available via public domain for publishing. The story of Oisin and Niamh is a classic tale that is shared to children and young adults of Irish families. We want to thank you for being a part of our continued success and do hope that you enjoy our magazine. Feel free to send comments and feedback to magazine@gaiscioch.com or visit us at http://gsch.info/mag to read our latest game news & articles. Slán go fóill!

Magazine Staff Gaiscioch Magazine is a quarterly, volunteer driven, no-profit, digital magazine for game developers and enthusiasts alike. Managing Editor & Layout Benjamin “Foghladha” Foley <foghladha@gaiscioch.com>

Senior Editors: Althea “Briseadh” Damgaard <briseadh@gaiscioch.com> Beth “Jae Onasi” Carlock <jaeonasi@gaiscioch.com> Robert “Jairone” J. Mann <jairone@gaiscioch.com> Susan “Lakshmi” Warren <lakshmi@gaiscioch.com>

Editors / Columnists: Amanda “Soren” Carr <soren@gaiscioch.com> Nichole “Twilah” Quillen <twilah@gaiscioch.com> Bill “SwordandKeyboard” Owens <swordandkeyboard@gaiscioch.com> Donald “Donaliam” Rush <donaliam@gaiscioch.com> Ed “Screenager” Orr <screenager@gaiscioch.com> Eiahn Matthews <eiahn@gaiscioch.com> Esther “GmaFog” Foley <humblemisty@gaiscioch.com> Herb “OldGoat” Townsend <oldgoat@gaiscioch.com> Kimberly “Izmina” Perdue <izmina@gaiscioch.com> Michael “Smitty” Smith <smitty@gaiscioch.com> Joe Kwan “Tide” Yap <tide@gaiscioch.com> Shavonne “Ckemikal” Chouinard <ckemikal@gaiscioch.com> Shea Fort <shae@gaiscioch.com>

Join the Gaiscioch Magazine volunteer team by visiting: http://magazine.Gaiscioch.com/ Send guest articles, art, requests, comments and feedback to: magazine@gaiscioch.com Please Note: All correspondences from Gaiscioch will be from an email address on the “@gaiscioch.com” domain ONLY.


A Special Thank You to Our Supporters

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e would like to take a moment to thank all of our readers for their continued support and encouragement. Without your support we would not be able to keep this magazine going. In addition we would like to thank the following companies who have our undying gratitude for their support of the Gaiscioch Magazine & Livestreams productions. These companies have shown their support by providing interview opportunities, special access to their games, and social media exposure for our publication.

Without the support of our readers and the contributions from gaming studios we could not make this magazine so successful. We are happy to report that Gaiscioch Magazine has been read more than 100,000 times by over 17,000 unique readers to date. This is a huge accomplishment for a team that is staffed entirely by volunteers and we thank all of you for your continued support. Thank You!

Issue 9 Magazine Supporters

Supporters

Livestream Supporters

Please Note: Gaiscioch Magazine & Livestreams does not bias it’s reviews, previews or livestream content. We do however only show games that we think you will enjoy. We do not believe in bashing game titles therefor we will only publish & stream games we think our audience will enjoy. If you would like us to review your title, and think our audience may enjoy it, please send an email to: magazine@gaiscioch.com for further review. If we think your game is right for our audience we’ll stream it or publish it.

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COVER STORY:

Exploring Futures

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The Banner Saga 2: Capturing the Spirit of Leadership

30 Behind the Scenes Look At The Gaiscioch Chapter Selection Process

FEATURES

Contents

22 Pantheon: Making Group Combat Relevant Again 68

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Twitch Spotlight: 10 Questions with Warwitch

EGX Rezzed 2016 Coverage

49

Playstation VR

50

The Black Death

54 Robocraft

57

City of the Shroud

60 Strength of the Sword: Ultimate Edition

48

70

50 4

62

Oh My Godheads

64

Tokyo Dark

66

VA-11 HALL-A

CROWDFUNDING

70

Why Kickstart?

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Chronicles of Elyria

76 Gibbous

78

Masquerada: Songs and Shadows

80

The Wild Eight

82

City of the Shroud

84

Ghost Theory

86

Fear Effect Sedna


GUILD WARS 2

90

106 The New Tyrian Foods of Excellence

ELDER SCROLLS ONLINE

112 First Look: The Dark Brotherhood

120 Maw of Lorkhaj Guide

128 Master Thief

Black Desert ONLINE

132 Losing Myself in Black Desert

136 Node Management Guide

Previews

142 Orcs Must Die! Unchained

REVIEWS

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148 The Division

152 Tree of Savior

156 Thea: Return of the Giants DLC

FICTION

160 Legends of Ireland: Oisin’s Story

167 The Adventures of Jolee Bindo

GAISCIOCH LIFE

172 Player-vs-Player for First Timers

176 The Server Maintenance Strike Force 2016

179 My Most Important Daily

183 Deeper Thinking

184 Quick Meals: Speedy Philly Sandwiches

185 ClubGaiscioch New Music

186 Worth Playing: Top 5

188 Livestreams

190 Gaiscioch Community Corner

How Misty and Cookie Got Cookin

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112

The Banner Saga 2 142

Contents

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148

152

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About the Gaiscioch Family

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he Gaiscíoch (pronounced Gosh-Kia) began on November 11th 2001 in the industry pioneering MMORPG “Dark Age of Camelot”. They began on the Nimue roleplaying server with a focus on creating a fun and enjoyable community for players of all ages and skill levels.

their members to play how they want, when they want, as long as they want and do not constrict them with quotas or requirements. The overall focus of the Gaiscioch is to support the server communities and real world communities they are part of. They accomplish this by hosting public community events, participating and hosting community forums, interacting with game developers, and providing new players information through our in-game advisers and out-of-game guides, maps, and videos.

The Gaiscíoch takes it’s name from an Irish legend found within the “Lebor Gabála Érenn” and “Cath Maige Tuired” which chronicle the first people of Ireland, the Tuatha de Danann. Specifically the First Battle of Moyturna where the Tuatha de Danann hand picked the most honorable and loyal warriors to fight alongside the Celtic Gods in With a strong focus on community our endgame a battle against the Fir Bolg. These warriors were goal is to create memories, friendships, and known as the Gaiscíoch. participate in the overall success of the community. It is through gaming, athletic competition, and The Gaiscioch are a social gaming community with social interaction that we forge new friendships a relaxed approach toward gaming. They allow and relationships.

Gaiscioch Spring 2016 Demographics

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Capturing the Spirit of Leadership By: Benjamin “Foghladha” Foley

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Interview

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little more than a year ago, I purchased the Banner Saga on GOG.com during one of their many fire sales. Originally I was drawn by it’s Secret of the Kells look and Norse themed mythos. What I discovered was something else entirely. I would end up buying it again on my PS4 and again on Steam. This game put its hooks in me, and sent me on a truly emotional journey that gave that player a real taste of leadership. Decisions were rarely easy, they were almost always painful, and you were forced to live with the consequences.

jumped at it. What would happen in the second part of this trilogy. Would my people be saved? Without spoiling the first game or the second, I can tell you that your story resumes right where it left off. Within the first hour of playing I could see that things have been refined into a science and the same Oregon Trail feel that the first game gave me, the second one brought out in droves. Often lives hang in the balance by your actions and the fate of your people and the people who come in contact with you are held in the palm of your hand.

Even if geeking out on the second game wasn’t rewarding enough, I am fortunate enough to speak When the opportunity to review and stream the with the team and get an insider look at what went second chapter of the Banner Saga arrived, I into bringing the Banner Saga to market.

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Interview

The original Banner Saga is one of the most successful graduates of Kickstarter bringing in $723,886 of your $100,000 goal. It took all of one day to meet your goal. What was running through your mind when you saw this outpouring of support? I think aside from the obvious huge relief it was that we’d tapped into something that had a lot of appeal and had the legs to turn into the project we wanted to make. We were also really humbled by the support, it’s not every day you get to pitch an idea that you love and want to create that could be so overwhelmingly supported by a large community of people, that’s pretty rare but we’ve

never forgotten it. One of our friends actually convinced us into running a Kickstarter and to smash the budget goal was just amazing because we’d already decided that the majority of that funding was going directly into the game, by that I mean it wasn’t going to inflate salaries and perks it was going into music, art, animation and the core ingredients of making a quality game. To smash our Kickstarter goal like that just meant we had more opportunities to drive quality with more animations, the music and content which was awesome.

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Interview I imagine this raised the bar a bit higher than you anticipated. What challenges did the team face due to the new found overwhelming support? Well for starters when you have that kind of backing you obviously take a lot more onto your shoulders because you now have a level of expectation that has to go up a few notches above your own. We consciously kept the team small, I think it would be easy to assume we just ramped up to a huge team to get the work done but far from it - John, Drew (writer) and I made up the core team. John

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and I had both done extensive stints with bigger devs so it just became a much bigger project for a small team. The cash from the Kickstarter doesn’t just suddenly arrive on your desk. We were all still scraping by, I was still going through my savings at that time too, I’d maxed out a couple of credit cards, borrowed money from my father just to get to that point. Funding is one of the hardest aspects to manage, despite Kickstarter success and the funds we’d acquired you’d be surprised how fast you go through it. A lot of it is relative as well, more money means more quality = more expense.


Interview

After the huge success of The Banner Saga, and knowing you’ve committed to 3 in the series, what toll did this take on the team? What changes had to be made to see to it that Banner Saga 2 lived up to the first games success? The first game was a great learning curve in every sense of the word since it was our first Kickstarter, we were a lot more prepared this time round and knew where the bottlenecks in the dev cycle would be. Testing for example can eat up so much of your time but having publisher Versus Evil really helped out a lot for the sequel as it did in the first game. The development on Banner Saga 2 still meant late nights and you work solid on retaining that build quality since it is a sequel and an evolving brand.

to the combat so that it’s more ingrained to the game flow, we also introduced the new race, the horse-born and we tweaked the amount of items you could carry as well as improved other areas of the game in line with feedback we got from the players. The feedback we got was basically that players loved the first game but just wanted more of everything. With the first two chapters of the Banner Saga now behind you, what lessons have you learned moving forward into the final chapter of the Saga?

I think for me personally it’s time, you can never have enough of it as a developer even when you’re working all hours, the clock is your enemy. Having We made it a point to look at all the feedback, both resources where we couldn’t do certain things critically and from the community from the first ourselves was crucial. Testing, PR and marketing game and both John and I were keen to add more are essential, primarily because the marketplace content into the sequel anyway. For example, is a lot more competitive than it was when we Banner Saga 2 has more scripted storytelling launched the first game. 13


Interview From the first game to the current game how much has your team at Stoic grown?

and sacrifices that affect our emotional state is something we all experience on a personal level. We also wanted the game to have characters that you could invest in emotionally, so that making those To be brutally honest it hasn’t, we’ve always leadership decisions became a process that would traditionally been a small team, even with the have real consequences. The role of responsibility Kickstarter funding we kept staffing to a minimum and consequence affect us all at some stage in our based on what the project requirements were. lives, where the decisions we make aren’t always We do hire external resources when we need to, the right ones. Making a game you can be proud merely to help with the workflow and address of is hugely rewarding but to create that level of aspects of development that would be far too time discussion where people are tormented by the consuming for John and I to do ourselves. decisions they made and the characters they lost in the course of playing the game elevates us to I’d like to talk about Leadership know that we really tapped into the emotionally for a moment. Never before have I charged storytelling we set out to create. seen a game so emotionally charged that it actually captures the very Can you share any hints as to what spirit of leadership. Can you tell us we can expect to see within the a little about the motivation and third chapter in the series? inspiration behind this core aspect of this game? What do you hope We’ve always wanted to release the trilogy as one players take away from this game? full set, We want it to be that seamless feel so we’d We never went into Banner Saga with the desire to make lots of money as our core motivation for making it, we just wanted to make a really, really great game. We wanted to make a game that people would talk about and making difficult decisions 14

love to have some boxset collector’s edition that looks like Tolkien’s masterpieces so you should be able to load it and play first to third. Banner Saga 2 takes you deeper into the story so completing the character arcs and crafting the end game as part of


the game trilogy is a nice legacy.

I think just being able to create the game we always wanted to do, to craft something you want to put out there for others to enjoy but knowing you did it your way. Taking the leap and seeing the fan reaction has been very humbling for us. As one of a few development teams that has braved development on multiple platforms including Windows, OS X, Android, iOS, Linux, Playstation 4 & Vita, and Xbox One, can you tell us about what tools made this transition easier? For a small team, the key to being on multiple platforms is a little bit of planning. We targeted PC and Mac first, but at every step during the process we engaged in the mental exercise of making sure every game system and user interface would

Interview

Looking back at the birth of Stoic, the kickstarter, and the development of the second game, what would you say your most memorable moment in Stoic history has been?

work on mobile, and on console. For mobile that means ensuring that the touch ‘hit’ areas are large enough, and that you can envision a way to make the hover tooltips work on a touchscreen. For console it means to think about how the gamepad interface will work. You don’t have to implement the solution right away, but you do need to ensure that you can devise a solution mentally. Sorting out all the various first party requirements can be a bit tedious, especially on console. It was an immense help to have our publisher, Versus Evil, running point on those tasks. That allowed us to focus on the technical side of porting, where our expertise is more closely aligned. What technologies were critical to the cross platform development and your ability to bring it to pretty much every platform? Our engine is built on top of Adobe AIR, a technology that allows you to natively target Windows, Mac, iOS, and Android. Adobe AIR is problematic in many ways, but it made the conversion to mobile much smoother than it might have otherwise been. For console, it is much

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Interview

more difficult. Although Adobe AIR does natively support gamepad controller input, it hasn’t followed the suit of the other major technology players, and hasn’t provided native runtimes for PS4, Xbox One, Linux, or any other platforms. So for these we had to take a different approach. Prior to starting Stoic, we had extensive experience working with ScaleForm, a 3rd party clean-room implementation of the flash runtime. ScaleForm is commonly used in GUI implementations in Triple-A game studios. In fact, we used it at both Sony Online Entertainment, and at Bioware/ EA. After some investigation, we determined that it would be possible to wrap our entire game in ScaleForm. Since we are using ScaleForm in a way that really pushes the boundaries of its capabilities, we’ve encountered substantial challenges. Performance in particular has been a major area of focus, but in the end, the strategy has worked. As a result, we have a common engine that works on all the platforms mentioned, and we can port Banner Saga 2 much more quickly than

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the first one. Any plans for a Banner Saga movie? *NerdyGrin* We’re open to offers! Do you have any final thoughts you’d like to share with our readers? Only that we’d just like to say thank you to all the fans and backers who’ve stuck with us and enjoyed the Banner Saga journey as much as we have to date and that we hope that it’s been worth the wait. Lastly, where can curious players learn more about the Banner Saga? http://stoicstudio.com/ http://www.bannersaga2.com/


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Review

Returning to Stoic’s Story Driven Caravan By: Edward “Screenag3r” Orr

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t began as a glorious morning. Commuters on the early train busily checked emails and chatted to their neighbours as the sun streamed in through the windows. I, on the other hand, just experienced one of the most brutally uncomfortable commutes I have had in memory. This is how I opened my review of Stoic’s newest title, The Banner Saga 2.

and sticks to a well-worn path. Stoic continues to deliver their narrative driven RPG, intersected with gorgeous animated scenes, and turn-based combat.

The Banner Saga 2 takes much of its direction from the original. From dialogue to decision making, as well as combat, much of the game will be familiar to veterans of the first game. It continues to Set in a vast mythical world, The Banner Saga 2 is possess the same distinctive visual appeal as its the second installment of Stoic’s trilogy. Beautiful predecessor. Taking clear visual cues from classic and bleak in equal measure, The Banner Saga 2 Disney animations, such as Sleeping Beauty, it continues the journey that many players began incorporates the same stunningly hand drawn during the opening installment of the Banner Saga, characters, backgrounds, and animations as many

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Review

of these films. The look and feel of The Banner Saga 2 almost manages to disguise the harsh realities of the world it represents. The Banner Saga 2’s score is equally beautiful and sombre. Brought together by Austin Wintory, who also created pieces for The Banner Saga, Journey, and Assassin’s Creed: Syndicate, this soundtrack meshes strings, percussion, and the engrossing vocals of Árstíðir to create an accompaniment that builds upon the fabulous score of the first game. The artistic effort

in The Banner Saga 2, in my eyes, improves on the BAFTA award winning original. Players lucky enough to have heard Austin Wintory’s original score and experienced The Banner Saga will already have survived the harsh realities of Stoic’s world, allowing them to incorporate their existing choices into this installment. Importing a saved game carries over character stats and, most importantly, the consequences of past decisions.

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Review

The decision to carry over save files should create a sense of continuity and really succeeds in investing players that have managed to complete the first game. However, new entrants to the series may find stepping into the world of The Banner Saga 2 a little confusing.

Less experienced players will, however, find combat much clearer. The original’s turn based combat is maintained, with some added features. Players jumping into the fray will find several new additions to the battlefield. New races, units, and environmental hazards attempt to keep combat interesting. This largely works. Poets add new strategies to the established battlefield and the Horseborn, a brand new race, introduce further variety to the existing combat system.

Set almost directly after the defeat of Bellower at the end of the previous installment, the story throws players right into the action. Opening scenes are not filled with the cries of triumphant heroes, however. Major characters are dead or The training tent gives players a safe space to injured, rumours run rampant that the world is train, test their skill, and appreciate the subtleties breaking, and your caravan of refugees continues of Stoic’s enhanced combat system. For veterans, to flee through a world where the Dredge push further south. New entrants to the franchise may find this bothersome as Human, Varl, and Dredge are tossed together amidst the fallout of the first game, leaving new players to catch up. Factions, relationships, and lore are not explicitly explained, and the narrative makes little concession for the uninitiated.

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it also has a wealth of additional achievements and tackles one of the original game’s problems in adequately communicating the capabilities of characters during skirmishes. In fact, my only real complaint regarding this iteration of combat is that environmental hazards felt underwhelming and did not really reward strategic acumen.


Less satisfying is the trilogy’s struggle with its middle section. The game reminded me of The Two Towers. A classic tale, it also featured a hefty amount of walking and talking throughout. The Banner Saga 2 can also feel like it tosses between the monotony of the journey and preparation for the third act. Thankfully, The Banner Saga 2 has a wealth of characters and an exceptional team of writers to draw on. The interaction between these characters is one of the highlights of the game, and Stoic has succeeded in creating dialogue that perfectly fits the characters and their world. In the end, The Banner Saga 2 kept me hooked and utterly invested in the personal outcomes of every

The Banner Saga 2 reminds players repeatedly that sometimes there are no good choices and no moral resolutions. This is especially true during Rook or Alette’s journey, and can be a difficult experience. The relentlessly grave decisions do, however, mean that when the game steps into shoes of less reputable characters, the respite feels deeply satisfying.

member of my caravan. If you have not raised your banner yet, pick up the first installment of The Banner Saga and prepare for a few tough choices as you experience Stoic’s masterpiece.

Review

Combat in The Banner Saga 2 acts as an interlude to the ongoing narrative as players trek through the wilderness, trying to keep everyone alive. Whether choosing to let a caravan starve to train fighters or take the long road round, The Banner Saga 2 forces some difficult compromises on players. This predicament epitomizes some of The Banner Saga 2’s difficulties. Choices do have a decisive impact on the narrative. Austin Wintory had to record entirely separate musical cues to reflect this diversity. However, the choices that are available can, at times, feel largely pragmatic. While the first Banner Saga presented players with decisions that were fraught with moral complexity,

The Banner Saga 2 is published by Versus Evil and is out on PC in all major outlets.

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Interview

Making Parties Relevant Again By: Benjamin “Foghladha” Foley A few years ago, a fellow Gaiscioch member pointed out Brad McQuaid’s (Everquest) new title called Pantheon. At first glance, it looked like just another MMORPG. Later, I started to dig deeper and look beyond the prealpha graphics and inspect the actual mechanics and design of the game.

trying to reintroduce the concept of group content and social gaming into the MMO scene. For too long MMO’s have drifted away from the concept that made them great. People don’t play MMO’s to play alone. They seek companionship, they seek to be a part of a team, and hold their own among the warriors in the realm. They realize the single most sought after thing that all humans look for from the time they’re born to the time they die… Acceptance.

What Brad and the team at Visionary Realms are trying to achieve is very admirable and often overlooked. In today’s instant gratification, self reliant world, Visionary Realms is Pantheon: Rise of the Fallen is,

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from the ground up, a group experience. Your group, your guild, and your server will all come into play to overcome challenges that no one player can do alone. The Trinity is back in full force in this game and regardless of your class you will be reliant on others to complete the task at hand. As luck would have it, I had a chance to sit down with the Visionary Realms team and discuss some of the finer points of Pantheon Rise of the Fallen.


management team. Overall, it is a great, holistic company culture.

What tools and software packages have been essential to the development of My name is Chris Perkins and Pantheon? Has there I am the Creative Director been anything new you’ve at Visionary Realms, Inc. worked with that really As Creative Director, I am improved your ability to responsible for leading the perform your job? Any ongoing, high quality production new technology you’ve of every aspect of game seen for the first time? design, audio, art, and content development for VR’s upcoming Firstly, we have loved working MMORPG - Pantheon: Rise of with the Unity game engine to build Pantheon. The Unity the Fallen. team have been supportive and Pantheon is quite an responsive, and the engine has ambitious project. How allowed us to make great strides long has the game been very quickly in development. We in development and lean heavily on Maya, Substance how large is the team Designer/Painter and World working on it? Machine. We have also just recently started working with Visionary Realms is a new the Gaia system for Unity to help studio, founded in 2013. We in certain aspects of our terrain currently have 16 people - a and scene production. Overall prime combination of veteran though, the greatest asset we game developers and young, have is the skill and ingenuity of energetic, creative talent. We our designers, programmers and also have a disciplined business artists.

Ok let’s dig in here, What’s the general setting behind Pantheon? Where does our story begin?

Interview

Thank you for meeting with me today. I would like to start off by asking you to tell us a little about yourself and your role at Visionary Realms.

The world of Terminus has been formed from the ‘shipwrecked’ fragments of many different realms and worlds, bringing their unique civilizations and Celestial deities with them. It is into the current age, the Frail Age, of this wonderful and mysterious world that players will step foot for the first time. “The Age of Chaos has ended, the horrors of the Deicide Wars are now fading memories in the minds of those who live on. The megalithic Sanctums still stand, dormant reminders of the great war. A tenuous peace now exists in this Frail Age as the races of Terminus seek to rebuild what was lost. The vast scale of the conflict left much of the world forever changed; once well-known lands now marred and unrecognizable or lost altogether.”

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Interview There

is

great

depth

to

not trying to discourage soloing

But at its heart, Pantheon is a

or the ability to enjoy yourself if you need to spend a game session flying solo (or step away from the computer). We love emergent gameplay, when you get to see players figuring out ways of playing the game that you never intended or It’s clear from the could foresee, and often that website, news stories comes in the form of classes and videos that you’re figuring out ways to do some doing everything you amazing things by themselves. can to encourage group play. Will there still be areas of the game you

group-centric game - that is and will always be our main focus.

Pantheon’s story and setting, and I dare not spoil it here. I would encourage anyone interested to visit the official site (www. pantheonmmo.com) and begin reading through Pantheon’s Lore.

can do alone, say in the event you’re taking care of a child while playing and have to go AFK for long periods of time? Or will you be limited to only being able to play with a group? Absolutely - while we are certainly encouraging and focused on group play, we’re

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What is the standard group size? Is there a larger group variant like a raid group or army? The standard group size is slated to be 6 players. We will certainly have Raid content that will involve larger numbers of people combined into a sizeable raiding


Interview

group or party, but we aren’t

and the classic sense of “social

attempt to deliver meaningful

ready to release that number yet.

contracts” we are wanting to see in MMORPGs again.

quest and story content to the player that is fundamentally nonlinear and accords with an open world design.

What kind of group finder tools are planned?

I’ve read that you will have a more dynamic approach toward questing. Can you walk us through an example of how the world reacts to actions of players to create exciting events throughout the world?

Though we’re not ready to say much about this yet, we are designing a specific system that will allow us to help players connect with other players, facilitate grouping and social gameplay, without compromising meaningful travel, exploration Our Perception System is an

Another way to put it would be: We want the environment to tell the story in Pantheon. Players should be paying attention to their surroundings... movement, sounds and flavor text. As an off the cuff example, let’s say I stumble upon a peculiar house standing alone in the middle of some woods. I spend some time snooping around outside but don’t find anything interesting. When I circle back around to the front door, I get some flavor text - “An odd sound from inside…” I walk through the door and see a disheveled looking man standing in the room. He whispers to me as I walk in the room, encouraging me to have a look around the 25


Interview place. It seems there is something

and textually suggest and guide

in here he wants me to find... players along. This is a quick and basic example, but it is hopefully enough to impart the sense of what we’re trying to accomplish. No symbols above NPC heads, no flashing lights or blinking arrows. Instead, the people, places and things that make up the environment will be designed to visually, sonically

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excited you are about guild info, we’re not ready to release any specifics just yet.

I’d like to talk about my favorite topic, Guilds! Can guilds take What role will guilds ownership of territory play in the world? or property? As a challenging, group-centric and socially driven game, Guilds will play a massively iconic role in our player culture and gameplay experience. And though it pains me, especially because of how

This is a longer-term goal for Pantheon. Not something you will likely see at launch, but an integral part of the overall plan. Will there be offline


Interview

invites / requests? Such that a user that plays at night can invite a player that plays in the day without having to be online at the same time? We will work hard to ensure Guild development and recruitment functionality is as accessible and convenient as possible, including addressing issues like you describe here.

Will there be any large scale objectives for players to rally their server/alliance to take down?

could affect multiple zones of

Yes, absolutely. We have just recently been discussing “grandscale content” and some very exciting ideas are starting to crystallize. I can’t go into specifics yet, but the world of Terminus and its Lore are ripe for events on a grand scale which

At the end of the day, what do you hope players take away from Pantheon?

players at once, or even the entire planet itself - you can expect to see several types of grand-scale content in Pantheon.

This is a huge question and I could answer it exhaustively here, but I will focus on three things:

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Interview

1) Rewarding Challenge - we’re committed to making Pantheon an enjoyably challenging game. We want players to walk away from each gameplay session, or look back after 5 years of play and be full of memories, rushes of excitement, gasps of disbelief and heartfelt celebrations--all produced by content that makes you earn what you get, and like what you get.

3) Social Bonds - perhaps most of all, we want Pantheon to be a highly social experience, where true friends can be made, player reputations are known and regarded, and class interdependence is embraced. We want to encourage the deisolation of MMO players, where they might move from tolerating, to enjoying a huge open world alongside thousands of other players.

Thank you so much for taking the time to speak with me today. Is there anything you’d like to say to our readers who are highly anticipating the release of this game?

The support and excitement from fans that are eagerly awaiting Pantheon’s release is felt and deeply appreciated by everyone on the team. We constantly look up from our work and 2) Genuine Immersion remember how important it is we take story very seriously in Where can players learn to so many to have an MMORPG our game, and we are working more about Pantheon? like this again. We are more hard on our Perception System A great place to start is the determined than ever to deliver to ensure that our Lore reveals official website: that experience in Pantheon. On itself to players through highly behalf of the entire Pantheon immersive means. We would http://www.pantheonmmo.com team - we look forward to seeing be delighted to hear players you in Terminus! saying something like, “Why Also, feel free to visit our don’t more MMORPGs do Facebook page and follow us on quests and story like that?” Twitter!

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Exploring Futures

Behind the Scenes of the Gaiscioch Chapter Selection Process By: Benjamin “Foghladha” Foley

A

long time ago, in a game far far away, a community was born. With bows at the ready, swords craving violence, and battle spells manifesting the Gaiscioch Social Gaming Community was born. Created out of necessity, as a home for those cast out by other guilds and clans. A home for the underdogs, the left behind, and the forgotten. It began as a simple idea. A means of sharing childhood stories with a roleplay community in the land of Hibernia. From our humble beginnings in Dark Age of Camelot we sprung to life and grew rapidly. Today we look back at 15 years of history and see a long road of lessons learned, adventures shared, and life long friendships made. 30

The Early Days Originally our community was focused on roleplay and realm vs realm warfare. For nearly 5 of our 15 years we rocked the battlefield in Dark Age of Camelot. Our Realm vs Realm tradition continued as we launched into Warhammer Online. Choosing a battlefield was easy in the beginning. A: Did the game have RvR? B: Was the game fun? Done. Simple. Only one demographic to worry about. Only a handful of games available on the market. Being small and focused had it’s advantages. It made the path in which we travel clear.


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The New Generation

widely. The loss of player contact with leadership, the feeling of being “the bastard stepchild”, the After Warhammer Online we moved to RIFT after management tasks that constantly pull you away the lure of new frontiers and PvP combat. With the from playing the game. This was not the life I promise of a Realm vs Realm system we jumped in wanted, and not the way I wanted Gaiscioch to go. the pool before it went live. The Realm vs Realm mechanic was pulled right as it entered into open Instead I chose a focused approach. Where we beta and we were left wondering if the choice was focused our efforts toward one or two “Chapters” of right. Did we jump to hastily? our Gaiscioch Story. We came up with a guideline for chapters both designed to outline the types of It turned out a good decision in the end and we games that I personally can be passionate about ended up exploring a whole new kind of content. and games that provide the most opportunity for We forged friendships with developers and made success of our community as a whole. I know one the best of it for the next 2 years. This game gave thing is certain. If I’m not passionate about the us an endless guild roster, which we tested with games we play, the community at large suffers. leaps and bounds. Twice we managed to break the The amount of time and dedication it takes to guild system. Our numbers at one point exceeded constructing tools for our website, requires that I 5,000 characters in the roster. enjoy the journey. Otherwise, play becomes work and is no longer something I do for fun.

Analyzing the Road Forward

By the time RIFT started to falter, we knew we had to come up with a system for chapter selection. I looked at some of the other large scale communities like The Syndicate and Acolytes and saw just what negative effects that come with diversifying too

I sat down with the elders at the time and compiled a list of things that we would like to see in our “perfect” home. We polled the community for what they thought was important and we compiled them into groups.

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Cover Story Now let me be clear. No game is perfect. Every game has shortcomings. It is because of this I have decided to reveal our Chapter Compatibility Matrix so that other communities, Game Developers and Producers can see what we as a community think is important in a game. Our matrix is broken into sections and each section is broken into importance level ranging from we think this feature is cool, to features that are essential.

The Gaiscioch Chapter Compatibility Matrix This list is continuously changing as we experience new features or different ways of doing things. Some items have been removed in the past because after using them we saw the disadvantages outweigh the advantages. Just as games will never be perfect, neither will we and what we think is what we want. There are however, rock solid factors, that will make or break our ability to succeed in a game.

future with fact and not the hype that typically comes with a game. A good marketing team can convince you anything is good idea. It turns your process into a simple yes or no. For us we require a score of 60% against our compatibility matrix to just consider the title. Then it comes down to how responsive devs are, pricing models, and most importantly of all player satisfaction. But before we even compare it against our Compatibility Matrix we run it against a series of essential features that are required in all games we play. Let’s take a look at these features and I will explain why they are so important. These are referred to as the Core Requirements for Chapter Consideration.

Core Eligibility Requirements

Before we even run a game across our full matrix, I think it’s important for every guild, clan, or we run it across our Core Eligibility Requirements community to look at their own community and to see if it contains the required ingredients. define their Ideal game. What would be part of Without these items present in the game, not just your perfect game? This will allow you to view the in idea but in practice, we will not consider the 32


players driving forward and gives the community goals to work towards. ● Dungeons (5-10 Players) - Entertains PvE Players and keeps them interested in the game. ● Epic Open World Events / Bosses - Allows us to organize and host public community events. ● Multi-Group UI - Allows us better control over groups when we host large scale community events.

Heritage. We were born of siege warfare and we will die of siege warfare. ● Zone Limit (300 Players per Zone) - We need a canvas large enough to paint an epic community event. Our events typically are upwards of 150 people in attendance. We have been known to exceed 700 people at a single event. ● Responsive Developers - This is critical. When running a large community you get a whole lot of feedback and having a

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● Fantasy Based (Swords & Shields) Keeping true to our roots and mythos. ● Guild Size Limit 500+ Players - Need to have room for our community to play together. ● Cross Guild Communication (Alliance System or Custom Chat System) - Need to have a way to communicate with each other in the event we must split into multiple guilds. ● Progressive Gearing System - Keeps

● Need / Greed Loot or Individual Based Rewards - Prevents disgruntled party members. ● RvR Casual Friendly (Drop in / Drop out 24/7) - No forced scheduled timeframes for Siege Warfare. ● RvR Zone Cap Over 500 - Large Battles leave epic memories. The larger the battle the more memorable the experience. ● RvR Gameplay Accessible at 90% of levels - For the players that live and die by siege warfare. ● Siege/Territory Warfare (Rams, Castles, Trebs) - A staple in the Gaiscioch

game for chapter selection. Each of these items is worth 25 points on our scorecard.

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developer contact you can usually get this in front of them rapidly. Silent developers tend not to listen and change is rarely seen. Successful MMO’s are a collaboration between Developers and Players. ● Community Forums - Unofficial forums traditionally become vile wastelands where help is a far fetched idea. Official forums are heavily moderated and have places where players can find solutions to technical problems. ● Loggable Recipes - Allows us to record crafting recipes for our Marketplace system (Work Orders and Requisitions). Also

Able To Complete In Under An Hour. ● Emotes - Everyone needs sweet dance moves. Emotes are a wordless language and are useful in a lot of situations. ● Local Chat Channels (say) - Being able to talk to people nearby is a core roleplayer mechanic. Using zone wide chats will usually result in trolling and harassment. A short range local chat allows roleplayers to hold events with a lessened fear of grieving and trolls. ● Backstory Available out of Game - This is critically important to our roleplayers. Having a back story and lore allows

allows us to create crafting guides. 5 or More Crafting Professions Crafting is a huge part of our community and having options is highly desirable. Tradable Crafted Items - Being able to craft an item for a new player or fellow guild member goes a long way to building a social relationship with others. For years Gaiscioch has helped new players by giving them useful items to get started. Years later, players still remember that gesture and associate it with our community. Customizable Items (Visual) - Let’s face it, players like to look unique. Make their characters their own. This is crucial to the longevity of the game. Drop In/Drop Out Content - Objectives

roleplayers to create exciting stories based on the lore of the game. ● Opt-In PvP - Griefing is a serious problem in games and can cause significant drops in player population. We will only play games that protect users from griefers and allow people to Opt-in to PvP content rather than force it upon them. ● Leveling through PvP - Our PvP players don’t want to be forced to PvE to get gear and levels. ● International Friendly - No Region Lock - Our community is international and if we can’t play together we won’t play in title. There is nothing worse than watching your friends have fun and share adventures you’re not invited to.

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for the community as a whole.

information to other players without having to spam chat channels. ● Offline Guild Invites / Requests - As a global community this is essential. If we can’t invite people while their offline, it requires people to play at times they normally don’t to connect with the community. ● Guild Branding - Having a brand helps build your name within a server community. It can be seen from afar and recognized. It also allows players to have pride in their community by showing their colors. It adds a personal connection to the community. ● Last Login Date - With guild size caps, we must have a way to purge player that are no longer playing. This allows us to purge based on the length of time someone has been away.

Each of these areas are given a compatibility score from 1 to 100%. Line items have been collected over the years from the favorite features players who enjoy that playstyle have enjoyed. Each line item is given an importance rating such as:

The Bigger Picture Once a game has passed our initial Core Eligibility Requirements, we then run it across our full Chapter Compatibility Matrix. The main portion of our matrix is divided into various categories. These categories are how we view the potential for success for each of our player demographics, and

● ● ● ● ● ● ● ● ● ● ●

Guild System Social Systems - Grouping & Communication PvE & Raiding Siege Warfare (RvR) Structured PvP Community Events Potential Crafting & Gathering Casual Friendliness Exploration & Cartography Roleplay Game System

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● No Casual Punishment (Mandatory Play) - Activities that punish players for not logging in daily. We don’t support games that force people to commit long periods of time to be successful. Most of our community is over 35 and have children, jobs, and families and can’t devote the kind of time they could when they were younger. All games must have things to do to advance on smaller timeframes. ● Nameplates w/ Guild Name - It is impossible to recruit new members by action if they don’t know who you are. Guild Names in name plates help relay this

● Required: worth 25 points - These are critical and we will not open a chapter in a game that does not possess these. ● Important: worth 10 points - These are crucial to our communities success. The lack of these features will hinder our success in the title. ● Needed: worth 5 points - These are items that help us thrive in a game world. They aren’t required but when there their our community can make magic happen. ● Useful: worth 2 points - These are features that we’ve encountered that have made life easier and more enjoyable. While not necessary they are nice to have. ● Added Bonus: worth 1 point - While these are not the most important features, they do add a certain flair to the game and keep players playing.

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Guild System This is the single most important part of any game. It can make or break the game no matter how good the content is. A good guild system will allow us to grow and entertain the masses. A bad system will begin ripping us apart from the inside out, right out of the gate. The falloff is rapid, the pains of maintenance are high, and everyone feels left out. This is also the largest growing epidemic in the MMO space right now. So many newer titles are reducing guild sizes, removing communication channels, and hiding guild names making it impossible for communities like ours to even exist let alone thrive. Things that were a staple of 36

games like Dark Age of Camelot, Required: ● Guild Size Limit of 500 Everquest, Lineage, Star Wars Accounts or more. Galaxies and World of Warcraft ● Nameplates w/ Guild Name are now being removed. Why ● Offline Guild Invites / Requests we are unsure. Where are the ● Guild Branding Alliances in games? Why is ● Last Login Date every new game limiting rosters to 100 people? Why are custom chat channels absent in new games? The very core staples of the classics have long since been forgotten. We’re left with a barrage of games that are from the ground up antisocial, pushing players to be self reliant, and punishing communities for being successful. Let’s take a look to the many features that we see as important for the Guild System in any game.


Important:

Needed: ● ● ● ● ●

10 or More Guild Ranks Macroable Promotions (/commands) Guild Quests / Activities Guild Achievements Guild Branded Items

Useful: ● ● ● ●

Web Viewable Guild Page & Roster Guild Housing Guild Reputation Score Guild Calendar

Added Bonus: ● Multi-Guild ● Guild Calendar Exportable via ical or xml ● Guild Calendar Importable / syncable from ical or xml ● Emblem Importable from PNG ● Guild Rankings

Going the Extra Mile Rewards for Intraguild Participation One thing I would love to see in a game is a participation system that rewards players for participating with the guild. The more they team up with other members the more they are rewarded for their efforts.

for opting out of loot rolls, helping new players, and generally encouraging behavior that we’d like to see more of in games. Being helpful instead of selfish, being friendly instead of rude, being a guardian rather than a bully.

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● Claimable Objectives ● Guild Progression - Levels ● Bridge Between Game and Fan Site (XML, JSON or other Data Feed) ● Slash Commands (/ginvite, /gpromote, /gkick) for macroing routine tasks automatically. ● Guild Storefront - Ability for your guild to sell goods to others. ● Guild Banks/Storage ● Guild Finder System ● Sortable Guild Roster ● Customizable Guild Permissions By Rank ● Account Based Guild Membership

Guilds Taking Ownership of New Player Quest hubs I would be ecstatic if there were systems in place where Guilds could claim a starter town that they could upgrade to provide new players quests, merchants, additional goods and bonuses at a cost of a hourly rent charge. While most guilds would avoid claiming such places communities like ours who go out of our way to take care of new players would be able to help offer guidance and services to new players and leave a memorable first encounter in their minds. Perhaps even add a Stockpile that Guild Crafters and Collectors could toss items into that would randomly be distributed to players hunting in the area. Shared Knowledge Base It would be wonderful for a player to be able to learn a rare ability or crafting recipe and be able to teach the guild how to do it. Then anyone in the guild would have access to that skill or recipe so long as their part of the guild. If they leave, they will no longer be able to use that skill or recipe and will have to learn it on their own. The general tone in player behavior has changed over the years and with a little help from the game mechanic guilds can both be a rewarding experience for players in guild and out.

Rewards for Taking Care of Others It would be awesome for a game to reward players 37


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Social Systems (Grouping & Communication) This is the second most important category for Needed: ● Mail System: Reply Button us as without the ability to communicate and ● Travel to Player Function participate the whole experience falls apart. ● Alliance Player Roster Having a great social system that draws people ● Alliance Wide Bonuses / Perks ● Alliance Wide Achievement Messaging together and provides an inclusive experience ● Karma System - Helpful Players get Rewards, will keep players engaged and active within the Malicious Players get Punished community. Social Systems are the ties that bind a community together. Useful: Required: ● Cross Guild Communication (Alliance System or Custom Chat Channels)

Important: ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●

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10+ Guild Alliance Limit Alliance Chat Alliance Guild List Account Based Friendslist Public / Private Group Declaration Looking for Group Tool Quick Join Grouping Options Social Event Announcements (World Bosses) Local Matchmaker (Nearby Open Group Joining) Alliance Only Storefront Ignore / Block Functionality Friends List Report Spam / Anti-Gold Seller Mechanic Mail System Mail System: Attachments Mail System: Includes Account Names

● ● ● ●

Mail System: Right Click Mail To Alliance Wide Messaging - Alerts Alliance Rankings (Web Viewable) Instancing based on Friend/Ignore List (Keep you with your friends and away from trolls)

Added Bonus: ● ● ● ● ● ● ● ● ● ●

Alliance Colored Nameplates Alliance Branding Alliance Points / Score (Chasing the Unicorn) Alliance Event Calendar Alliance Achievements & Awards Web Viewable Alliance Page Alliance Player Roster Exportable Multi-Alliance Capable Alliance Territories (Faction Control) Alliance Quests


Since our expansion into RIFT we have developed a core of players who prefer PvE over PvP. Nearly 60% of all activities logged within our community are based in PvE. Just as sPvP is the the Elite Competition for the PvP players, Raiding is the Elite Competition of PvE Players. Both of these facets are essential to our communities success. Without a successful PvE core, the majority of our community will not stay interested and likely bypass the game. Required: ● ● ● ● ● ●

Progressive Gearing Dungeons (5-10) Multi-Group UI Organizable Multi-Group UI Need / Greed Loot or Individual Based Rewards Epic Open World Events / Bosses

Important: ● ● ● ● ● ● ● ● ● ●

Hard Mode Content Downlevel / Mentoring / content scaling Dungeon Finder / Matchmaker Group Assistant Ability to Mark Targets (Number or Icon) Public Dungeons Private Dungeons Medium Raid Dungeons (20-50) Small Raid Dungeons (10-20) Group Questing

● ● ● ●

Living Story / Live Events Daily Quests Random Spawn Events Mob Sharing - Everyone Gets Credit

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PvE & Raiding

Needed: ● ● ● ● ● ● ● ● ● ● ● ●

Gear Scoring Unique Weapons & Armor From Rare Mobs Personal Story Large Raid Dungeons (50+) Ready Check Master Loot Combat Logs Assisting / Call Target Class Tutorial Leaderboards Cinematic Events Group Leader Rating - Rate group leader when degrouping.

Useful: ● ● ● ● ● ●

Group Kick Vote Exportable Combat Logs Rare Named Mobs 3 or More Creature Difficulty Levels First on the Server Achievements First in the World Achievements

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Siege Warfare (RvR) At the very essence of our family, you will find RvR. As deep as our roots go we are forever rooted in siege combat. Siege Warfare offers dynamic content that never remains the same. Every battle different, every situation a canvas for a memory. While fighting opponents the battles are unscripted and change from opponent to opponent. This style of gameplay is for the quick thinker, the psychological player, and the strategist. If done right this area alone will keep our community active and healthy over the test of time. It is however the most prone to game breaking changes. So far in our history, 2 of our 5 games have released game breaking patches which caused mass exiles from the game. It is crucial that developers get this right and heed caution when messing with a winning formula. Required: ● ● ● ●

Casual Friendly (Drop in / Drop out 24/7) Warzone Cap over 700 Accessible at 90% of levels Siege Gameplay (Rams, Castles, Trebs)

Important: ● ● ● ● ●

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Average Open Field Engagement (30 Sec) Average Open Field Engagement (1+ Minute) Bolstering or Tiered Battlefields Claimable objectives Large Objectives (50+ People)

● ● ● ● ● ● ● ● ● ● ● ● ● ●

Medium Objective (20+ People) Small Objectives (5+ People) 2 or More Realms 3 or More Realms NPCs Defending Objective (Anti Ninja) 5+ Minutes To Capture Large Objectives Ambushing Friendly (No Radar) Collision Siege Tutorial Quick Join GUI Large Group GUI (20+ People) Realm/Squad Leader Icon on Map Realm/Squad Chat No God Mode Player Builds (1v2 Possible, 1v10+ Not Possible) ● Outmanned Bolster System

Needed: ● ● ● ● ● ● ● ● ●

Realm/Squad Leader Based Rating System RvR Achievements Upgradeable Objectives Massive Objectives (100+ People Coordinated) RvR Titles RvR Progression RvR Skills RvR Rewards Threat Notifications (Broadcast Notifications) Notifies you when your keep is under attack

Useful: ● ● ● ●

Status Updates in Chat Live RvR Map Available by Web RvR API Live RvR Status on Mobile Devices


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Structured PvP Just as some like Raiding, some PvP players like the competitive vein of PvP in the form of small scale scenarios. These are timed matches where there are 2 teams that compete against one another scoring points for completing objectives or racking up the kills. The most skilled PvP players enter in tournaments and seek glory on the sPvP Battlefield. Having a sPvP outlet for the competitive allows for a longer commitment from PvP players.

Important: ● ● ● ●

Tournament PvP Instanced PvP (Scenarios, Warfronts) Progressive PvP Gear PvP Ranks

Useful: ● PvP Leaderboards ● Configurable Private Arena’s ● Achievements & Accolades

Added Bonus: ● Dueling

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Community Events Potential At the very core of Gaiscioch, we are entertainers. From the day we were created our community, we have been focused on hosting public community events open for everyone on our server. These events have ranged from scheduled RvR battles to journeys across the in game landscapes, to hunting the largest bosses the game has to offer. These events are how we as a community grow, how we are noticed, and how we give back to the community that supports us. It is critical that whatever game we go into, has the ability for us to create enjoyable large scale community events.

Required: ● Zone Limit (200+ Players per Zone) ● Responsive Developers ● Community Forums ● Large Epic Fights (50+ people)

Important: ● Desirable Tradeable Loot (For Giveaways) ● Public Chat Channels ● Developers willing to interact with community.

Needed: ● Ability to mark the map for large group ● Newsletters with Player Driven Events

Useful: ● Incentives for Grouping (Bonuses) ● Social Media Support for Event Announcements

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Crafting is one of the more vital pieces of a MMORPG. While some people enjoy questing, exploring, and fighting there are those rare few who love the crafting and gathering side of a game. It is important that these people feel useful, needed and rewarded for their efforts. Allowing them to gain levels and contribute to the community as a whole is critical. This is also one area of a game that every developer should build around the idea of players making wikis and guides. Randomized values make it difficult to index and properly give real data. Games should also think about how they will distribute their data to make quick work of putting up accurate information. Required: ● Loggable Recipes ● Crafting Professions ● Customizable Items (Visual)

Important: ● EXP for Crafting & Gathering ● Crafting Quests ● Public Storefront / Auction

Things to Think About Kindness is Contagious A long time ago in DAOC, a lad by the name of ROAC helped me out by crafting my first set of gear to get me started. He even gave me a decorative cloak. On the items, it said “Crafted by ROAC”. This gave me a single point of reference to contact him if I ever had any questions. Today 15 years later I still remember that kind gesture and have made it a point to continue it. In RIFT I crafted bags for new players and let them know they can contact me at any time if they have questions. All of the bags I sent had my name on them so it was easy for them to find me and message me.

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Crafting & Gathering

Just as if you smile at someone, 9 times out of 10 you’ll get a smile in return, kindness is the same. A random act of kindness can change the tone of someone’s day and encourage further actions of kindness by them as well. The more a developer can do to encourage random acts of kindness and reward them the closer and more friendly their player community will become.

Needed: ● Individual Based Crafting Nodes. ● Crafting Tutorial

Useful: ● Recipes as Loot ● Teachable Recipes (Master & Apprentice System) ● Personalized Crafted Items (Crafted by)

Added Bonus: ● Rare High Value Resources ● Recipe Data Feed (XML, JSON, CSV) ● Discoverable Crafting

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Casual Friendliness Everquest, Dark Age of Camelot, and Ultima Online raised a generation of MMO savvy players. At the time, those games were largely populated with teenagers and young adults. Now nearly 2 decades later, those teenagers are in their late 30’s and early 40’s. Time is not as plentiful as it once was and many have families, careers and obligations. These players are the ones that subscribed to games, committed to games, and had longevity in their dedication. We waited hours for bosses to spawn, were severely punished for dying and we still came back day after day to play.

also have shorter attention span than those that committed years out of their life to the same game. It’s important that you retain the classic gamers and ensure that they are able to enjoy your game in bite sized adventures that fit their busy schedules. Required: ● Drop In/Drop Out Content ● Able To Complete In Under An Hour. ● No Casual Punishment (mandatory play)

Important: ● Looking For Group Tool ● Method of Fast Travel ● Port to a Friend

Today’s modern MMO players can’t stick with the same game more than a month, want everything Needed: ● Individual Storyline for free, and care more about instant gratification than they do about the journey. Sure the younger crowd might have more time to play, but they

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In every guild there is a Marco Polo, a Magellan, a Leif Erikson. For players like myself, Earth has been explored, everything has nearly been discovered, there isn’t much left for a young adventurer to find in our world outside the digital space. So we look to virtual worlds to fill that need to explore and discover places unseen. We also live in a social media generation where every discovery is posted on Instagram, Twitter, Facebook, and YouTube. Explorers take pictures, we make movies, we capture our discoveries. These can be used both as promotion for the game and as memorable moments in gaming. Creating far off hidden reaches, landmarks, and beautiful scenic places can captivate explorers and create a shareable adventure with others. Rewarding players for seeking out these hidden treasures can help encourage players to see the world around them. Give them a reason to look

into every corner of a cave. There’s nothing more exhilarating than jumping down a well to find a hidden area filled with adventure and loot.

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Exploration & Cartography Important: ● ● ● ● ●

X/Y Coordinates Static Location Based Rewards. Discoverable Treasure Chests Linkable Map Locations Hidden locations only accessible by solving puzzles and riddles.

Needed: ● ● ● ●

Static Crafting Nodes Map Completion Bonuses Landmarks to aid in navigation First in the World / Server Achievements for discoveries.

Useful: ● Map sharing - The ability to share your discoveries with others.

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Roleplay While this group has shrunk over the years and roleplayers are harder to find than not, we still hold true to our roots and encourage roleplay among friends. Just as many of us began sitting around a table with a dice in hand, roleplay still is alive and well among those who cherish it. It’s important that these people are not forgotten and continue to have the tools needed to thrive in game worlds. Required: ● Emotes ● Local Chat Channels (say) ● Backstory Available out of Game

Important: ● Custom Chat Channels

● In depth guide to the lore ● Roleplay Servers / Flags

Needed: ● ● ● ●

Usable objects Published Books Available Housing Costumes & Town Clothes

Added Bonus: ● Joint Emotes - Linking 2 players together in an Emote. Example: /dance while targeting a player prompts the target player if they would like to dance. If they click yes the two characters interlock and dance together, if no the emote is canceled. For extra cookies, add funny reactions like / slap or /avoid to make some hilarious response interactions.

Game System The Game System is a base set of core mechanics Needed: ● Loyalty Rewards we look for. Our criteria is unique to our ● Player Achievements community and every guild, clan or community ● First Person/Screenshot View Available should look at their own requirements based on ● Ability to Hide UI their demographic and interest. Useful: Required: ● ● ● ●

Fantasy Based (Swords & Shields) Opt-In PvP (No Ganking, No Forced PvP) Leveling through PvP International Friendly (No Region Locking)

Important: ● ● ● ● ● ● ● ● 46

Hotfixes Aggressive Patch Schedule (2 per month min) Regular Patch Schedule (1 per month min) Additionally Available for Mac and/or Linux Subtitles Available (Hard of Hearing) Ability to modify chat size (Hard of Sight) Celtic / Elven / Norse Themed Mobile App Connectivity

● ● ● ● ●

Fully voiced dialogs Modifiable UI Addons / LUA Based Web Based Leaderboard / Rankings Free/Buy To Play

Added Bonus: ● ● ● ● ●

Social Integration (Facebook, Twitter, YouTube) Custom Chat Colors Custom Nameplate Colors API Available Fan Site Kit Available


The Next Step

While the game is in closed testing, our Gaiscioch Pioneers will investigate the game, provide feedback, find game breaking features, and provide valuable feedback to the developer team building a closer bond. In all 5 of our chapters, our players were part of early testing and helped developers find critical bugs and roadblocks. In any chapter we consider, we want to be a part in it’s success, whether that’s through helping test the game, promoting the game, or lead media worthy events within the game, we do all we can to ensure the longevity of the game and our chapter. A lot of time and money is invested in every chapter opened and it is crucial that we ensure the most enjoyable experience for everyone to make the endeavor worth it.

Planting the Seed Once a potential chapter has been selected a seed is planted. This is a 3 month trial that monitors population and the success potential of a game. In our past, we’ve jumped into chapters pre-launch only to have the final days of beta introduce game breaking features that decimate player populations. In an effort to avoid this in the future we came up with the idea of building seeds. These are trial chapters that if successful will be turned into full chapters and gain all of the features of a full fledged chapter including full website support and community events.

Cover Story

Once we have found a game that scores a 60% or higher, we then consider it for chapter selection. A new chapter is only opened if one of our two chapters is below the minimum of 300 active players and the new title has more than 300 active players interested. Without the interest of the community a game will not become a full chapter.

If after 3 months the seed is not better off than it began, we will turn the seed into a Social Adventure and appoint members to be the guardians of the adventure. Only a seed that rises above where it began will become a full chapter. This is to ensure that we don’t commit to games too hastily and waste time building systems that will never be used.

Building a Relationship In every game we look towards as a chapter we make a solid effort to get involved in testing, promotion, and building relationships with game developers. When we commit to a game, we commit 110%. We stream it on our livestreams, we publish it in our magazine, we write guides for it and we promote it through our social channels. Just as we want to flourish in the game, we have to ensure the game flourishes as well. This can be done by working closely with developers to ensure messaging is relayed correctly and it also allows developers to bounce ideas off us for supportive and non-biased feedback. Our longevity depends on the survival of the game. Thus it is a vested interest for us to ensure that we relay any useful information we can to help ensure it succeeds.

Closing Thoughts As you can see, opening a Gaiscioch Chapter is quite a process and not one we take lightly. With each chapter, I end up spending hundreds of hours building tools and systems to integrate with the game. This in turn raises the enjoyment of the community and helps keep us driving forward. That said, even the most engaging systems outside the game can not keep people playing a game that they don’t enjoy. At the end of the day, population always tells us where we need to be.

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EGX Rezzed Roundup By: Edward “Screenag3r” Orr EGX Rezzed is the UK’s premier indie game event, returning, this year, to London’s Tobacco Docks. Rezzed showcases the best of the year’s smaller games from a wide range of developers as well as a few other interesting oddities. In contrast to PAX, EGX and Gamescom shows, Rezzed is a gentle ray of sunshine in a forecast clouded over by AAAs. In comparison to other shows, Rezzed almost shuns

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massive titles and the throbbing crowds that surge across the recent PAX show floors, spurred on by the ever increasing din of simulated excitement, are nowhere to be seen. Here we round up a few of the hidden treasures spotted amongst the catacombs of Tobacco Docks when I attended Rezzed 2016.


PSVR is Sony’s foray into the world of Virtual Reality. It was one of the few AAAs at Rezzed and the snaking queue that formed in the Dock’s basement reflected the excitement for this new kit. Coming in at £349.99, this headset is amongst the first wave of VR devices available to consumers and finds itself up against the might of the Oculus Rift and the HTC Vive. Primarily a console bound device, the PSVR pairs with existing PS4 consoles, cameras, and move controllers to envelop users in their gaming experience. After strapping on a PSVR headset, I was handed two standard move controllers and a brief introduction to PS World’s London Heist encounter. A chaotic ride across the highways of London ensues as players attempt to escape a host of pursuing bandits, swatting them with automatic

gun fire as their motorbikes buzz across your path. It is a consuming experience that eventually led me to end up leaning perilously over the edge of my seat, completely unaware that I could just stand up and walk up to my opponents. This complements my previous turn in EvE Valkyrie, watching massive battles play out in an awe inspiring clash of galactic proportions. Overall, the PSVR continues to convince as the best placed consumer VR device. Whether it is making a daring escape or watching battle cruisers blow lumps out of each other. The PSVR is just fantastic fun, and while it may not reach the level of finesse that the Vive or Oculus presents it is comparable at a significantly lower entry cost. If you have a PS4 already then this is the VR experience you want to watch out for.

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The Black Death an Infectiously Fun Survival Game By Ed “Screenager” Orr As gamers eagerly explored the catacombs of London’s Tobacco Docks at this year’s EGX Rezzed, the atmosphere in one particular corner of the packed convention was utterly infectious. While it could have easily been con flu I suspect it was excitement surrounding The Black Death. The Black Death is a Massive Multiplayer Online Survival game, brought to EGX by publisher Greenman Loaded and already in early access.

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Developed by Syrin Studios and Small Impact Games using the Unreal 4 engine, the Black Death is far more than just a menacing name. It is an incredible achievement for a team of seven developers, who have already managed to bring a healthy change to a genre plagued by postapocalyptic zombie shooters. Set in Western Europe during the 14th century, The Black Death crams up to one hundred players into a grim world


that is fraught with challenge and encourages players to make choices that will noticeably impact their experience. Many survival games rarely present players with any decisions of consequence. Choices can seem frivolous when players have the ability to do everything they need to be entirely selfsustaining. Permanent death, which exists in The Black Death, can make investment seem futile and the only decisive action becomes the choice to run or gun. Taking a nuanced approach, that borrows from RPGs, The Black Death allows players to start with a choice of profession. Each profession is uniquely qualified and suits a specific role. Peasants, for example, excel at farming and gathering, Merchants can trade, and Militia are especially ferocious warriors. Servers overflowing with Militia are unlikely to become fearsome warriors without procuring weapons, while Peasants will be ill equipped to defend themselves without the help of friendly

Militia. The limitations of each profession and their dependencies support a far more varied set of interactions than simple flight or fight. Combat is not, however, the deadliest threat in The Black Death. Starvation and Infection are just as likely to fell a player as any injury. Drawing inspiration from the game’s namesake, Disease is rife in The Black Death and is passed between people unchallenged. If a character is unable to eat or avoid infected elements of the population, then death is almost certain. Careful management can prevent, but not cure, this infection from taking hold. This creates an interesting quandary for adventurers. Social engagements are driven by deliberate dependencies between professions and despite this, infection makes human contact the riskiest of choices. During my hands on with The Black Death, hunger and infection indicators hung at the top of the screen, a reminder of my character’s fragile

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condition. After a trip to one of the many villages that peppered the eight square kilometres of landscape, I successfully acquired provisions but could have just as easily faced crime, disease or even another player defending their house as I decided to roam the back alleys of a major town. Combat as a Peasant consists of a pointy stick, wielded using The Black Death’s own stance system.

events due in future updates, The Black Death might just leave the rest of the survival genre dead and buried.

From combat to trading, to hunting the local wildlife, every action in The Black Death is calculated risk, with a multitude of potential outcomes. Should you meet a gruesome end at the hands of an oversized splinter, all is not lost. The Black Death incorporates an inheritance and account progression system to ease the burden, as well as the opportunity to loot your own corpse. With a myriad of systems that I could barely explore, as well as clans, social systems, and PvE

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Check out the Video Interview at: http://gsch.info/a/144830


OUT NOW 53


Building a blockbusting game By: Edward “Screenager” Orr Mechanoids in video games are generally good for one thing and invariably that is carving a path of destruction through the local population. While the team at Freejam Games understand this well, they have found a slightly more constructive use for our chrome plated overlords. Freejam Games brought their new title, Robocraft to EGX Rezzed recently and Gaiscioch was lucky enough to get a hands on. At first glance, Robocraft is a decidedly straightforward idea. As an area brawler, Robocraft straps players into a robot and lets them blow blocks out of each other. It takes a rather unique approach to robotic rampage by allowing competitors to design, build, and blow up their own creations. Like Minecraft with enormous laser cannons, Robocraft can only be described as the result of a mind weaned on copious doses 54

of Meccano and Gundam, brought to life for a modern age. Player creations are constructed in the game’s own build garage which appears to be the logical starting point for users in Robocraft. This design space starts as an unassuming and thoroughly empty grey cube. Players can select a number of basic shapes, wheels, and attachments to throw


into this, building their instrument of destruction. Actually getting this far can, however, prove somewhat challenging. Controls for these starting systems are not intuitive at this time. After a remedial masterclass, however, I was throwing a satisfying selection of shapes all over the screen. Freejam has already confirmed that this is an issue that they are addressing, and tutorials, as well as several early game improvements, are on the way.

astonishing. It puts many traditional character creators to shame with around twenty variations on propulsion parts alone and permutations that are not worth counting after the millions. One of the hardest parts of the game may actually be getting out of the Robot Factory in the first place.

Despite the ridiculous number of possible permutations, Freejam gates access to many of these components via in game currency. This gating During robot construction, everything started creates a soft learning curve that inevitably leads to to fall into place and a torrent of blocks, shapes, a better understanding of basic robot construction guns, cannons, lasers, wheels, jet engines, and and the game’s physics engine. As a free-to-play mech legs were thrown in. The number of possible title, Robocraft does include monetisation options. constituent parts available in the factory is It is gratifying, however, to find that this only seems to allow players to expediting their access to a wider variety of robot customizations and does not undermine balancing systems and resource management. This all ensures that robots remain reasonable and do not get entirely out of hand. Taking a robot into the battlefield is an experience I have yet to replicate in many games. Robocraft already presents deathmatch, free for all, ranked, and challenge mode games to go robot vs robot. The 55


incredibly polished physics engine is a fantastic addition and fights felt like a haze of adrenaline, panic, and utter confusion as I tried to find which way was up and point my lasers. Combat is manic and extremely satisfying. It is however the game’s only play style at this time.

While the scope of activities in Robocraft are relatively narrow at present, new game modes, tutorials, and social systems are incoming to address this. Freejam already has a fantastic game that is a massive hit in Japan. The robot construction is deep and slightly addictive while bombing mech warrior clones into rubble in your As a primarily competitive game, Robocraft own flying rainbow shark bomber is a thrillingly appeals to a very disparate set of players. It allows unique experience. If you had your Legos taken players to create amazing works of robot but, for away for playing too rough then you might want to those more interested in just shooting something, try Robocraft, which is in early access now. the Community Robot Factory provides access to pre-assembled designs. It is the Robocraft Check out our exclusive interview equivalent of build templates and acknowledges with the team at: that the game needs to be fully accessible to all its http://gsch.info/a/145658 players.

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A Return to Tactical RPG By: Edward “Screenager” Orr During EGX Rezzed, I found strategic RPG City of the Shroud sandwiched between Blind and The Breakfast Club, in the Indie Games room. This odd set of accompaniments was an appropriate fit for a game that manages to mix very unusual ingredients and serve up some surprisingly engaging action. City of the Shroud finds players trapped in the city of Iskendrun. A once great city, it has fallen into disrepair, left desolate by outside aggression and a rotting corruption. Now it is enclosed by a mysterious shroud, the weathered streets and back alleys hold intrigue, danger, and hordes of monstrous creatures. City of the Shroud follows the journey of players as they search to uncover the reason behind the city’s incarceration.

during his time and action gaming clearly has had a significant influence on the title introduced at EGX Rezzed. City of the Shroud incorporates a series of decisions that break with the expected norms of tactical RPGs. While turn based strategies can lead to a lethargic combat experience, City of the Shroud has chosen to overcome this by embracing principles that might be more at home in Street Fighter or the Tales of Series. A series of inventive systems drag

City of the Shroud is the work of Abyssal Arts, founded by Keaton White after leaving a prominent role at Capcom Japan and heading to the UK. White worked on a number of influential titles 57


combat into real time, allowing players to spend accumulated action points as soon as they are ready. Both movement and skills consume action points which can be chained together, using the game’s combat wheel interface, to form a series of devastating combos. The wheel UI is surprisingly intuitive to use and the variety of magic and melee combos feels like a natural complement to City of the Shroud’s action. Fights end up feeling fluid, concise, and are engaging enough that I find myself re-launching the online demo again and again.

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The Abyssal Arts team has promised to bring even more to engagements with a stat system, counters, and dodging already on the board. Despite the limited content on show at EGX Rezzed, it is clear that the team at Abyssal Arts are playing to their strengths and have created a game that brings real depth and diversity to each and every fight. Aesthetically, City of the Shroud shows reverence to classic games, such as Final Fantasy Tactics. It takes an isometric view of the world which should


prove welcoming to fans familiar with this genre, while the crisply detailed characters and colourful cel shading keep the game looking current.

this decision to incorporate player actions into a living storyline. Despite this, Moira Katson should be more than capable of rising to this challenge. Moira’s fantasy work has surfaced in the Amazon Constructing an innovate combo system and a download charts repeatedly in the last few years beautiful environment could be considered more and should satisfy players as Iskendrun spills its than enough for many aspiring indie studios but secrets. Although time was against me at Rezzed, it seems that Abyssal Arts are not done yet. City what was on show demonstrated some sharp, if of the Shroud is notable as one of the few indie brief, writing that filled out a little of the game’s games at EGX Rezzed that I saw with a full online pretext. multiplayer mode. Players in Iskendrun will be able to pit their skills against opponents from It appears that Abyssal Arts decided to tread a across the globe as well as friends which suggests challenging path when creating City of the Shroud. that we may even see social systems added. By working player’s actions into a living narrative, taking an interesting approach to combat, and When players are not busy skirmishing with branching into online multiplayer modes they friends, story is paramount. Great writing and have clearly built a game that they would wish characterisation can propel players through the to play. The concepts that underpin City of the world, even changing the way we see ourselves. Shroud might not be wholly original but they are Moira Katson will shoulder this burden and helms weaved together to create a fresh, new canvas that the writing duties for City of the Shroud. She will creates a new type of RPG. Abyssal Art’s, City of craft four episodes for City of the Shroud with each the Shroud Kickstarter campaign runs until 6th consecutive part influenced by player actions in the May and I, for one, will be peering behind the predeceasing episodes. The team at Abyssal Arts shroud and into Iskendrun. continue to forego conventional precedent with 59


Strength of the Sword: Ultimate Edition Tucked away in a corner of the Playstation enclave was Strength of the Sword: Ultimate Edition. One of a few indie titles squeezed into the Playstation presentation, Strength of the Sword is an ultimately endearing brawler. Developed by Ivent Games and published by Team 17, this infuriatingly old school lesson in game design looks charming. It incorporates a series of angular lines and warm palettes that disguise the brutality that lies at the core of this machine. Cast as a magically powered war golem, players face a series of increasingly difficult boss battles in an attempt to defend a non descript village from annihilation. How these agitators ended up in town or why they want to lay waste to it is not initially clear, and it makes no real difference to

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the overall experience. Like the best games of old, Strength of the Sword delivers a straightforward premise and a demanding game that does not pull any of its massive mechanized punches. Two core classes of war golem were available at Rezzed. The warrior class, which is designed to hack its way through hordes of enemies, and the gunner, which allows players to pepper their targets with hot lead. I found both these were initially uncomplicated, giving the game a low barrier to entry. The final version of Strength of the Sword will, however, give enhanced class flexibility using a loadout system and progression options. This should give classes a great deal more depth than I experienced during my brief time battling the hordes, at Rezzed. Responsive controls ensure that


the game feels fun and responsive during battles, with the Gunner feeling especially satisfying when the frantic action slows down to a dynamic bullet time mode. Bullet time also seems to lend one of the few moments of calm during boss encounters before thrusting players right back into a storm of axes, swords, and other pointy objects being thrust towards them.

While the game is frustrating, it is also incredibly fun. The team at Ivent have clearly focused on replay ability, and leaping around the town, blowing holes in nameless invaders has a definite appeal. There is a certain satisfaction in coming back for more each time the game’s increasingly unforgiving enemies destroy you. In addition to the PvE mode on display at Rezzed, Ivent Games will bring PvP, cooperative, survival, and a Dark After just a few minutes of this chaos, I felt Mode to the game, just to ensure you do not get distinctly average against the enemy AI. Opponents too complacent with winning. If you are unable in Strength of the Sword counter and react to to admit defeat in the face of overwhelming odds, strategies in proactive manner that take a far more Strength of the Sword Ultimate edition is worth considered approach than just tweaking HP and your time. damage output. Enemies also work together to keep you off your feet, and few concessions are made for player ineptitude. One approach to combat is not sufficient to beat Strength of the Sword, and you will need to utilize the game’s combo systems to help neutralize incoming threats. The description ‘not as easy as you think’ is entirely appropriate for those first encounters.

Learn more about the game at https://www.team17.com/games/strength-of-the-sword/

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Oh My Godheads Going head to head with the rest of the games on show was an array of games brought to Rezzed by the Square Enix Collective. Oh My Godheads was one of these, and is an utterly eccentric game of capture the flag with a mind blowing twist. Developed by a small Spanish team called Titutitech and already greenlit on Steam (http://steamcommunity.com/sharedfiles/ filedetails/?id=567709780 ), Oh My Godheads challenges up to four players to capture the head.

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Following a fairly traditional premise, Oh My Godheads, initially, sounds uncomplicated. Players enter an arena, capture an objective, return it to base, and score points. The outlandish element is apparent immediately when you realize you need to capture a giant floating head. Borrowing a number of cultural references, these heads represent archaic deities from across the globe. For example, what appears to be an angry


The unique behaviour of these heads adds to the charm surrounding Oh My Godheads which should maintain plenty of variety even within maps. Far from a history lesson, Oh My godhead has Oh My Godheads is a local co-operative for up its tongue firmly in its disembodied cheek. The to four players, and while it is some way from Inca map that I saw was full of angular polygons, completion yet, exploding pies, fully rendered oversized props, and bright colours that reflect the beards, attack penguins, and giant exploding designer’s intent. Tiny men, women, and penguins heads are simply too fun to pass up. Inca sun god is rooted firmly in front the steps of an Inca temple.

scurry across the map hacking each other to pieces all the while trying not to lose their head. God heads are one of the stand out elements of this title. Once collected they have a tendency to exhibit distinct behavioural properties. These could be good, bad, or they could simply explode.

You can keep up to date with Oh My Godheads at the official Oh My Godheads website. http://www.ohmygodheads.com/

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Tokyo Dark Tokyo Dark was also brought to Rezzed by the Square Enix Collective, and it presents an interesting approach to the more traditional visual novel. Tokyo Dark has already had a hugely successful kickstarter, and is a modern horror mystery that incorporates elements of visual novels, as well as point and click adventures. Developed by Cherrymochi, an indie outfit from Tokyo, Tokyo Dark places players in the shoes of Detective Ayami Ito as she investigates the sudden disappearance of her partner. This leads our protagonist into the world of the paranormal as she uncovers the horrors that lie beneath the

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streets of Tokyo. Tokyo Dark is loosely inspired by the Shinjuku station legend and draws on urban legend for further inspiration. The overall narrative in Tokyo Dark is consistent with a more eastern approach to horror. Do not expect Tokyo Dark to be full of pop out zombies or quiet, quiet, BANG moments. Do expect to be unnerved by the game. Beyond the horror aspects of Tokyo Dark, this side scrolling mystery adds elements that elevate it beyond a mundane visual novel. Principally, Ayami Ito has a number of character stats that fluctuate depending on your decisions. Choose to


play with your cat and your paranoia index will fall, for example. This makes choices feel more meaningful. If it does end up driving players towards particular actions then it could, literally, be a game changing component of Tokyo Dark. Tokyo dark also purports to have eleven different endings, providing a number of paths to solving the game’s mysteries.

Animations are crisp and could easily have come from a much larger studio. The character dialogue was well thought out and, alongside an excellent soundtrack, managed to draw me past a relatively slow start. While the team at Cherrymochi have a game that draws inspiration from several genres it never falls into a clichĂŠs. If you want to delve deeper into Tokyo Dark, check out the official website: http://tokyodark.com/ .

When I finally got hands on with Tokyo Dark, I found a game that is slick and well-constructed.

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VA-11 HALL-A: Cyberpunk Bartender Action VA-11 HALL-A is another title that takes an inventive approach to the traditional visual novel. Describing itself as a booze em’ up about waifus, technology, and post-dystopia life, it throws players into a dystopian future, where corporations reign, and the downtrodden masses are kept in check by malevolent forces. However, this is no Deus-Ex.

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Governments will not fall, and futures will not be changed. You will be too busy mixing a Bad Touch. VA-11 HALL-A focuses on the activities of the Valhalla bar, telling stories through its colorful clientele. Androids, cat people, and internet celebrities are just some of the customers you can expect at the bar. As a dystopian bartender, it is


your job to keep your customers well lubricated using the game’s own bartending mechanic. Cyberpunk concoctions are mixed using a fairly straightforward drag and drop system that creates the very drinks that impact the course of your

uniquely sharp and the adventures of Streamingchan were a highlight of my hands on.

story.

Fantastic writing and a fresh approach to this visual novel make it worth a visit.

VA-11 HALL-A is a colorful, irreverent take on a somber genre that defied my initial expectations.

While conventional visual novels use dialogue to influence narrative flow, VA-11 HALL-A dispenses You can find out more about this title, developed with this and characters react to the drinks you by Sukeban games, at the official website. prepare for them. The bartending system is an interesting replacement for character dialogue http://waifubartending.com/ and seems to fit the offbeat nature of the game extremely well. Writing in VA-11 HALL-A is

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Interview

Twitch Spotlight:

10 Questions with Warwitch By: Bill “Sword & Keyboard” Owens @swordndnkeyboard the chat interaction with the host, center stage, and people love it. Definitely shows in the chat box as the box scrolls with icon pictures and conversation, almost the feeling of a sporting event with the game tied up in the last minutes.

Welcome to ‘’Twitch Spotlight: 10 questions’’ My guest is WarwitchTV. (http://www. twitch.tv/warwitchtv) As of April 2016 Warwitch has over 24,353 followers and about 604,116 views and climbing as word gets out about his channel.

Thank you for taking time to do this Warwitch. I found your channel one night through the Viking_Barune’s twitch channel and thrown into a revved up excited chat channel ...

Thanks for taking the time to I find it hard to describe the raw visit my stream! I really enjoy emotion of Warwitch’s twitch meeting new people. show into words. It really is an interesting show, first night I 1. Channel Description viewed I was really intrigued in Warwitch’s words? how he could get people worked up without much game play, Many people describe me as a but through music and words. hype streamer. I’m all about Really difficult to figure out how putting on a fun show for my viewers to enjoy. I showcase to convey that in this article. energy, music, excitement and My best explanation: It is a gameplay. I always focus on show on twitch that feeds on providing a positive experience. I’d like to think WarwitchTV is 68

a very strange and fun alternate reality. 2. As a child, Involved with acting or sports? I was always a bit reclusive as a child. I never really did get into sports or traditional acting, however I did spend a lot of time playing games like Dungeons and Dragons. For many years I was a Gamemaster for Warhammer Fantasy Roleplay. I attribute that experience in helping me develop the persona I use ON AIR. 3. Any hobbies outside of gaming? pets, fishing, camping, cooking? I’ve always loved movies to the point that I’ve built a replica movie theater in my house. I also enjoy reading and working out to stay fit. 4. What is your hobby of star wars roleplay? How did it start and explain?


I’ve been a DJ and broadcaster for many years. I began DJing (spinning music) in nightclubs when I was 15. I began exploring Star Wars changed my entire life video game broadcasting in 1999 when I first saw it in theaters in costumes and dance around. and was one of the first people 1977. Ever since I was a little kid She’s very supportive of what I to ever broadcast Esports on the I wanted to be a Stormtrooper do. My super awesome stepson internet. and now I am. I am an active (he calls himself Natewitch) member of the 501st Legion, a likes to join the hype on stream 9. What do you love Star Wars charity organization too! He’s a great entertainer. about life? whose main purpose is to bring happiness and joy to children 7. My personal favorite I love creating things for others and their families. and myself to enjoy. I also love charity is Hospice, Do 5. How long have you been gaming ? Has it always been on the PC? My entire life! I remember when the first video games ever appeared in the small town I lived. I’d spend hours playing Asteroids, Pong and PacMan. I had a Commodore Vic-20 at a very early age and I’d spend days programming my own games. 6. Does your family take any role in production of your stream? and how so? My amazing wife, Fraulein Natalia, appears from time to time to help me celebrate big events. She’ll dress up in fun

you incorporate any charity into your online presence? I do all of my charity work through the 501st Legion and Star Wars costuming. It’s very rewarding! 8. How do you feel about your channels viewers?

Interview

8. Did you have professional training, college or broadcast school?

making people smile and laugh. Life can be amazing with the right mindset. I try to always see the good around me. 10 . If you were a tree what kind of tree would you be? Something elvish I think. Maybe a Mallorn?

Without the people who spend time in my channel, my stream would be a shadow. I feed off the energy and enthusiasm of those who choose to spend time with me. The entire show is really a reflection of those around me and how we interact together. I’m very grateful to have such an outstanding community. 69


Crowdfunding

Why Kickstart?

The psychology of hitting Pledge By: Edward “Screenag3r” Orr After languishing in the pockets of massive studios for decades, the Internet’s disruptive influence has changed the modern video games industry in an incalculable number of ways. Digital distribution platforms such as Steam and GoG have blossomed in an extraordinary manner, bypassing the high street and allowing a range of developers to take their products directly to the public (Orr, 2016). New media, such as YouTube and Twitch, have largely replaced traditional content streams and social media’s influence has mushroomed (Staff, 2010). Thanks to this disruptive effect, even funding a video game has changed. Recently the team at Harmonix launched a crowdfunding initiative to bring the hugely successful Rock Band 4 to PC. In a move that might strike casual observers as 70

unusual, the devs behind the Rock Band franchise took to crowdfunding site Fig (https://www.fig. co/about) in an effort to raise $1.5 million needed to let keyboard warrior put together awesome riffs. Interestingly, Fig’s Rock Band campaign allowed backers to choose how they support the project. With the option to support as an investor and gain fairly lucrative returns, why would anybody choose to pledge to a campaign for physical rewards? A result of increasing connectivity and the encroaching prevalence of the Internet, Kickstarter has fueled a step change in the way video games are funded and leads the charge for pledging. With over 10 million unique backers on Kickstarter alone, crowdfunding’s subversive influence reaches far beyond the realm of video games. From fancy footwear to Zack Danger’s infamous potato salad


drone, capable of capturing action from any angle, completely independent of its subject. It ended in unmitigated disaster. Rather than delivering the hi tech Go Pro of the future that had been demonstrated, the final production Zano turned out to be a listless contraption, scarcely numbering in the hundreds, that could barely fly and frequently crashed. Around $3.5 million of backers funds was lost, the company behind the Zano filed for liquidation, and the failure was damaging enough for Kickstarter to publish an investigation (Harris, 2016).

Crowdfunding

(Brown, 2014), crowdfunded projects can reward backers with a variety of physical goods, business equity, financial returns or the warm feeling that goodwill brings. In order to reach their goals, financial crowdfunding sites such as Crowdcube and Fig provide an option for more traditional investors to back a project with the promise of equity or monetary gains. Although equity and debt can provide an understandable enticement for financial investors, the psychology behind backing in Kickstarter is less clear. The motivation for Crowdcube’s investors more closely follows established financial theory without entirely discounting concepts such as choice, bias, and loss aversion. Kickstarter’s own model expressly forbids certain types of equity and debt funding, focusing on tangible rewards for its backers. This places Kickstarter in a unique position.

With studies citing figures of 1 in 11 kick-started projects failing to deliver, a fear of loss is natural. Khaneman and Tversky’s Prospect Theory quantified the concept of loss aversion in the late 1970s (Kahneman & Tversky, 1979). It explains Backers of Kickstarter projects can expect anything human reaction to decision making, risk, and from a simple acknowledgment to prototypes of the potential gains. When faced with risky decisions, latest tech. This emphasis on tangible has parallels such as the potential that a Kickstarter could with more traditional consumer behaviour, yet collapse under an avalanche of backer expectation pledging doesn’t necessarily guarantee prizes. An and an inability to properly budget, people tend element of altruism exists on Kickstarter, yet it to prefer avoiding losses above potential rewards. still maintains much of the inherent speculative This is especially pertinent with Kickstarter structures of other crowdfunding platforms. projects which still fail to deliver more than 25% Elements of behavioural finance, consumerism, of projects on time, if at all (Pi, 2012) (Mollick, and social psychology all crash together in a 2015). veritable mess of emotions, which influence our decision to finally click “Back This Project”. Gambling on the possibility that a particular object of desire will be delivered seems, at best, illogical Uncertainty is one of the decisive factors of any and counterintuitive to the consumer relationship investment and the Kickstarter model has launched that already exists between the public and games several high profile catastrophes that highlighted retailers. Generally, consumer behaviour can be the risks in this particular area of the market . described as processes involved when individuals By the opening of 2015, the Zanos Kickstarter or groups select, purchase, use or dispose of project appeared on Kickstarter and proceeded to products, services, ideas or experiences to satisfy take millions in pledges from a feverish torrent of needs and desires (Michael Solomon, 2012). backers. It promised a fully autonomous camera 71


Crowdfunding

Kickstarter not only conforms to this description but could be considered as a monopoly, being the only point of sale for the unique rewards on show. Tangible rewards make Kickstarter unusual, allowing campaigns to leverage our own desire for consumption in the same way many retail outlets do. It is well established that retail consumers will make decisions based on their concept of self. This is influenced by a number of factors from self-affirmation, identification with a set of ideas, and affiliation, more commonly termed branding (Escalas, 2013) (Rani, 2014).

(Dawe, n.d.) (Agius, 2014). In short, if your friends are backing a Kickstarter, you are more likely to do so and Kickstarter knows it. While social media busily coerces itself into a crescendo of excitement over any particular Kickstarter phenomenon, the chance to buy into a piece of the latest success story diminishes. Limited reward tiers, tight deadlines and funding goals place an undue emphasis on backers to pledge before time runs out. This fear can make Kickstarter rewards seem even more enticing and in many cases, helps to offset a natural fear of loss.

Personal affiliations, sub-cultures and the eventual buzz of a herd of fevered Internet fans can all arguably be influenced by one critical factor, social media. The power of social marketing is undeniable and an increasingly influential component of selling video games. Influence marketing is a firmly established technique that seeks to maximize the effective brand reach of a product by tapping into the myriad of social forces that a few, critical people can bring to bear (Henneberry, 2012). It uses their extended networks of contacts, high levels of engagement, personal investment, and association to create a brand awareness that can have a much deeper personal resonance than any commercial (Norman Booth, 2010).

Despite the inherent, well publicized, risks of Kickstarting and natural human aversion to loss, the Kickstarter platform continues to go from strength to strength. Over $2.3 billion has been pledged to projects since Kickstarter’s initial launch and a constant stream of pledges continues to flow in (Statista.com, 2016). Unique and innovate games are developed with the help of crowdsourcing and innovate projects have changed the way we play video games. From the Oculus rift to the phenomenally successful Elite Dangerous, Kickstarter has brought us a multitude of projects we would never have otherwise seen.

Kickstarter is not as straightforward as other Kickstarter is uniquely placed to observe the direct crowdfunding sites. Investment is not driven by impact of social media on investment decisions. financial returns and the decision to back a project Kickstarter founders with more than one thousand is emotionally complex. Instead, Kickstarter relies Facebook friends have been shown to possess on the pledger’s desire to invest in a cultural a staggering forty percent chance of meeting identity and the tangible rewards that come their goals, yet this falls into single figures when from it. In this respect, Kickstarter arguably sits compared to more concentrated social networks somewhere between the curation platform of sites (Pi, 2012). Statistically, successful Kickstarter like Indiegogo and a traditional retail shopfront. campaigns appear to make use of social influence In many ways, Kickstarter has become the riskiest and the prevalence of social media on Kickstarter and most rewarding purveyor of pre-orders. guides suggests that this has not gone unnoticed 72


• Agius, A. (2014, Septemaber 14). Content-Marketing Lessons From 4 Successful Kickstarter Campaigns. Retrieved from Entrepreneur.com: http://www.entrepreneur.com/article/237501

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Works Cited

• Brown, Z. (2014, July). Potato Salad. Retrieved from Kickstarter: https://www.kickstarter.com/projects/zackdangerbrown/potato-salad

• Dawe, G. (n.d.). 100 Crowdfunding Influencers to Boost your Campaign. Retrieved from Linkedin: https://www.linkedin.com/pulse/100-crowdfunding-influencers-boost-your-campaign-giles-dawe

• Escalas, J. (2013). Self-Identity and Consumer Behavior. Journal of Consumer Research, xv-xviii. • Harris, M. (2016, Jan 16). How Zano Raised Millions on Kickstarter and Left Most Backers with • Nothing. Retrieved from Medium.com:

https://medium.com/kickstarter/how-zano-raised-millions-on-kickstarter-and-left-backers-with-nearly-nothing85c0abe4a6cb#.ph0uw9jaf

• Henneberry, R. (2012, October 17). Industry Influencers. Retrieved from Social Media Examiner: http://www.socialmediaexaminer.com/industry-influencers/

• Kahneman, D., & Tversky, A. (1979). Prospect Theory: An Analysis of Decision under Risk. Econometrica, 263-292. • Michael Solomon, R. R.-B. (2012). Consumer Behaviour. Pearson. • Mollick, E. R. (2015). Delivery rates on Kickstarter. 24: December. • Norman Booth, J. A. (2010). Mapping and Leveraging Influencers in Social Media to Shape Corporate • Perceptions. Conference on Corporate Communication, (p. 16). Wroxton. • Orr, E. (2016). Gaiscioch Magazine. Retrieved from Gaiscioch Magazine: http://magazine.gaiscioch.com/downloads/2016-8.pdf

• Pi, J. (2012, July). The Untold Story Behind Kickstarter Stats. Retrieved from AppsBlogger: http://www.appsblogger.com/behind-kickstarter-crowdfunding-stats/

• Rani, P. (2014). Factors influencing consumer behaviour. International Journal of Current Research and Academic Review, 52-61. • Staff, P. R. (2010, May). New media, Old Media. Retrieved from Pew Research Centre: http://www.journalism.org/2010/05/23/new-media-old-media/

• Statista.com. (2016). Total Kickstarterr Funding. Retrieved from Statista: http://statista.com/statistics/310218/total-kickstarter-funding

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Best of Crowdfunding

Chronicles of Elyria Soulbound Studios $1,361,435 (151% Goal) In this issue’s Best of Crowdfunding, Chronicles of Elyria shows its power with a massive outpouring of support. Soulbound Studios set out to raise a whopping $900,000 in their 30-Day Kickstarter campaign. They hit the 25% mark in the first 10 hours. By the end of their campaign they earned $1,361,435.

Chronicles of Elyria is an innovative new title whose simulating real life into a video game. Your characters will be born, grow, learn, and eventually die. How long your lifespan is determined by what you do in life. If you live safe and help others you’ll live longer. Meanwhile, if you decide to be an outlaw and murder people, your life will be cut short. Alternately, if you choose a profession of power such a king or queen, your life expectancy will be drastically shorter. When one life ends, a user must purchase a Spark of Life (roughly $30 USD) to continue on to the 74

next life. You resume in the form of either an Orphan or a descendant of your original character. But that’s not the only link to humanity that this game has. In a remarkably beautiful concept, Soulbound Studios has portrayed the in between or Astral Plane where fallen players can find their way back to their body. This process is easier if the friends and family of the fallen player are near the body. The lifeline leads you back to your body and it becomes stronger as your loved ones are near. This game aims to be a fantasy medieval life simulator that takes a different look at life and death in video games. It naturally has a built in punishment system for bad behavior and reward system in place for good behavior. It will be an interesting game to see grow into maturity. Learn More At: https://chroniclesofelyria.com/


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Crowdfunding

Gibbous Stuck In Attic 53,862 FR (137% Goal) Were you a fan of those old Lucasarts adventure games like Grim Fandango and The Secret of Monkey Island? Gibbous is an ambitious new Kickstarter graduate out of Transylvania, Romania. It’s development studio, Stuck In Attic, has set out to make a Cthulhu Adventure that is filled with suspense, humor, and a rich story. The entire game has been rendered in traditional frame by frame animation. Its detailed hand painted background art sets the stage for this point and click adventure.

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Stuck In Attic set out to raise Fr 39,270, and over their 30 day campaign raised Fr 53,862. Curious gamers can download their demo directly off their Kickstarter page. Gibbous will be available on Windows, Mac, and Linux platforms. Learn more at: http://gibbousgame.com/


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Crowdfunding

Masquerada: Songs and Shadows Witching Hour Studios 60,162 (134% Goal) Masquerada is a stylish new tactical action RPG by Witching Hour Studios out of Singapore. Set in a Venetian-inspired city on the brink of civil war, Masquerada is a grim song masked in deception. Its cast includes the vocal talents of Jennifer Hale, Dave Fennoy, Felicia Day and many more. The Kickstarter launched on April 21st 2016 and

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within less than a day it had earned 10,000 of its 45,000 goal. By the close of its 14-day short campaign it brought in 60,162. Masquerada has a demo available now on Steam that can be played for a quick look at this new beautiful title. Learn More At: http://www.masquerada.com/


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Crowdfunding

The Wild Eight 8 Points $59,644 (119% Goal) Survival games have been popping up a lot lately. They are widely popular and it seems that people enjoy being placed in random situations where life and death hangs in the balance. Development studio 8 Points is counting on this with The Wild Eight. This plot driven co-op survival game tells the story of 8 people whose lives are changed forever as they are the survivors of a terrible plane crash deep within the wilderness of Alaska. Nowhere near civilization you and your 7 companions are tasked with surviving the harsh environment, the wildlife, sickness, and all of the horrors the wilderness has in store for the unprepared adventurer.

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The Wild Eight features a full fledge crafting system along with 8 player cooperative gameplay. It has a planned December 2016 release on Steam with a full release on Windows, Linux, Mac, Xbox One, and PlayStation 4 to follow. 8 Points set out to raise $50,000 to bring this product to market and managed to raise $59,644. If you’d like to learn more head over to: http://thewildeight.com


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Crowdfunding

City of the Shroud Abyssal Arts $16,239 (115% Goal) Meanwhile in Denver, Colorado, an energetic and passionate team at Abyssal Arts has successfully reached their goal to Kickstart City of the Shroud, a new tactical RPG in the vein of Final Fantasy Tactics, and Fire Emblem. Their goal was $14,000 which they obtained in just over one week. Over the course of their full 30 day campaign they managed to raise $16,239 and also get City of the Shroud greenlit on Steam in 3 weeks.

written by the successful independent author Moira Katson. It runs on both Windows and Mac.

City of the Shroud features a combo-based battle system, a living episodic campaign, online PVP

Learn More At: https://www.abyssalarts.com/shroud

Multiplayer, and mod support. The story was

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Gaiscioch Magazine’s Ed “Screenag3r” Orr was fortunate enough to score an interview with the team behind City of the Shroud at EGX Rezzed. Be sure to check out his interview at: http://gsch.info/i/cityoftheshroud


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Crowdfunding

Ghost Theory Dreadlocks 56,931 (pounds) (113%) From the developer Dreadlocks out of Prague, Czech Republic, comes a serious take on paranormal research. Ghost Theory places you on a secret university research team tasked with unraveling the mysteries of the afterlife. It features ghost hunting and research with a dramatic storyline set in some of the world’s most famed haunted places. It is planned for launch on PC, Mac, Linux, PlayStation 4, and Xbox One.

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In their second attempt at a Kickstarter campaign, Dreadlocks nailed it by achieving their goal over the course of their 30-Day campaign. They managed to raise 56,931 of their 50,000 goal. If you would like to get involved crowdfunding packages are still available directly off their website. Learn More At: http://en.dreadlocks.cz/games/ghost-theory/


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Crowdfunding

Fear Effect Sedna Sushee â‚Ź107,285 (107% Goal) For those of you familiar with the PlayStation classic Fear Effect & the prequel Fear Effect 2: Retro Helix, Fear Effect Sedna takes place four years after the events in the original Fear Effect. The series was very well received back in 2000. After over a decade SquareEnix has allowed indie developer Sushee to revisit this classic series. Join Hana and Rain in an all new adventure filled with story, a new world and culture to explore, infiltrate mysterious organizations, puzzles to solve, and fight against human and non-human enemies. Fear Effect Sedna is sticking true to the classic tactical combat style with a bit of refining and will feature fully voiced cutscenes to further

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immerse players into the storyline. If you’re a fan of story based games you can be certain to find enjoyment with the Fear Effect series. Sushee set out to raise 100,000 Euros in their 30-day campaign and managed to squeak by with 107,285. It will be interesting to see this game come to PS4, Xbox One, and PC. Many of us in our mid to late 30s are certainly going to have a reminiscing moment picking this title up. Learn More At: https://www.kickstarter.com/projects/sushee/ fear-effect-sedna


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Contents How Misty and Cookie Got Cookin’ The New Tyrian Foods of Excellence

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Fiction

How Misty and Cookie Got Cookin’ By David “Cookie La BoomBoom” and Esther “Humble Misty” Foley

Cookie’s Story

about it. He was constantly experimenting to find unique Cookie La BoomBoom started ways of making a bigger or out as a rather precocious youth more spectacular boom. Not raised in Divinity’s Reach. His particularly large of stature, parents named him Terence even as a human, he basked William La BoomBoom, a in the glow of his somewhat rather unfortunate combination intimidating nickname. that was quickly shortened to Terry Bill La BoomBoom, or One day Terry-Bill rather when he was about his normal suddenly decided to venture shenanigans, Terrible La out to make his reputation in BoomBoom. With a name like the world. This was due to an that he could hardly choose any experiment in his little home profession other than Engineer. lab getting a bit out of control Although he wouldn’t admit it and installing an unplanned except to his closest friends, he skylight...in the cellar...of their really did enjoy making things two story house. Terry couldn’t go Boom even if he was chided hear what Dad was saying over 90

the ringing in his ears, but the visual cues were pretty obvious. It was time for a hasty departure. Alas, the world does not particularly respect a name. Although he was relatively adept with pistols and explosives, his diminutive stature among Norn and Charr and even many Humans made it tough to live up to the image his name painted. He got more laughs than respect. He ended up wandering alone or with small groups of companions from place to place trying to find his niche in the world. It was in this way that he ended up in the fine Village of Butcher’s Block


giant paw impacting the back of Terry’s skull with enough force to nearly pop his eyeballs out of their sockets.

tattoo that signified he was now a member of the warband (although a junior member to be It was an honest mistake, really. sure) and that he was enlisted There was a bit of trouble with in Iron Legion for the next two Separatists and the Fireworks When he awoke the next morning years. Most of his pay, it seemed, launchers set up for the with the mother of all headaches, would be going to the former celebration. A bit of damage whether from the multiple mugs Cook, (now referred to as “Old was sustained by the launchers of beer or the crack on the head Rat-Tail” with much chuckling) (although not nearly as much being unimportant at the time, to compensate for “Pain and as sustained by the Separatists. Terry had a new name, a new Indignity” suffered in the line of After all, who in their right mind occupation, and a new tattoo. duty. messes with a bunch of drunken And a few close friends. Very Charr in the middle of a Meat possessive close friends. And the One problem occurred to feast?) and Terrible was asked to assist in repairs. Already being a few Charr-sized mugs of ale into the festivities, it seemed a good idea at the time. It also seemed a good idea to snitch one of the firework charges “just in case” it might come in handy later. Another couple of mugs, and it seemed that it might be a good idea to chuck the firework into the cooking fire where the Chef was busily tending slabs of meat on the grate over brightly glowing coals. It seemed like it would be funny. Who knew Charr tail fur was so flammable? The charge blew cooking meat, the grates, and hot embers everywhere for yards around, and the Chef began making light-speed laps of the compound hollering for water and pursued by his own flaming tail. It seemed hilarious until the lights suddenly went out under the influence of another Charr’s

whole world was bobbing up and “Cookie” as the fog in his head down in a most uncomfortable began to clear. He had no idea way. how to cook, for Charr or anyone else. He had blown up a cow It turned out the Charr with the once (that’s another story) but flaming tail had been the Cook had no idea of what to do to for a warband about to depart make it edible. Cookie pointed from Butcher’s Block for an this out to “Snarl”, the only extended patrol. His injuries name he had for his huge Charr would take time to heal, and his companion of very few words. dignity perhaps a bit longer, and Snarl responded by tossing him it was determined that he could a rucksack with the tools of his not depart with the band. It only new trade; a large, leather bound seemed fair that the miscreant volume labeled “Charr Cuisine” responsible should take his and an apron that fit Cookie like place. That’s is how Terrible a circus tent. He also handed became “Cookie” and found Cookie a massive Great Sword. It himself coming back to life slung turns out the sword was actually over the shoulder of a giant Charr a Charr carving knife, but if whose only vocabulary seemed Cookie put it on his belt the tip to be a rather toothy snarl. They dragged two feet behind him on were making good time to the the ground, and he could barely east with Butcher’s Block and his lift it. He ended up trading it for former life far behind. a cub’s dagger, still a foot long As the day wore on he discovered chunk of razor sharp blade. he had a new, somewhat crooked

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during Meatoberfest. It became a turning point in his life story.

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So, as the evening began to dim and Cookie’s eyes regained the ability to focus, he sat down and cracked open the book of Charr Cuisine. Flipping past the index to the first recipe page he found a guide to preparing Armadillo. It seemed to have a disturbing lack of detail. The entire recipe had only one ingredient, Armadillo (1 ea.), and four steps: 1) Catch one 2) Kill it 3) Cook it

When Cookie enquired of Snarl for clarification the Charr took two bounds, snagged a passing Moa, dismembered it with one swipe of a massive paw, and handed Cookie a haunch of fresh meat with a side of feathers while chowing down on the rest of the unfortunate bird. Cookie couldn’t tell if the expression thrown his way was a smile, smirk, or a snarl, and supposed it didn’t really matter.

4) Peel and Eat. There was a small footnote to the effect that steps 2 and 3 were optional. Ewww.

Over the next year Cookie made significant progress in advancing Charr field cuisine for the warband. He managed to convince many of the Charr that removing the hide made the meat a bit more tender. He made many notes in his book of the results of various methods of cooking meats. He introduced the concept of gutting game before consuming it, although was a bit put off that “Grilled Guts” became the standing prize for the daily contests of strength and general aggressiveness among the band members. Cookie even managed to introduce Salt and Pepper, although Pepper had to be used extremely sparingly. You do not want to be in front of a Charr in the midst of a meal when he sneezes with a mouthful. I repeat, you do not. Ever.

Quickly Cookie flipped back a few pages. Boar. The instructions were identical, except apparently Boar did not need to be “peeled” before eating. Cow. Dolyak. Marmox. Rabbit. Drake. Wurm. It seemed everything followed the same rather simple pattern. On one hand Cookie was relieved, in that he gained a fair bit of confidence in his ability to perform the duties of a Charr cook, as it appeared they consisted solely of the optional Step 3. On the other hand, the thought of subsisting for two years on what appeared to be a steady diet of potentially very, very fresh meat was somehow disturbing.

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Slowly other spices were introduced. Some went over well, others elicited a somewhat less enthusiastic response. Cookie’s reputation grew both among his own band and those they crossed paths with. He became somewhat bolder as he gained confidence in his new-found culinary abilities. This, in turn, led to the next major crossroads in Cookie’s life story. It was a nice little village, really. Claypool, they called it. Home to a farming community of Humans, not too poor, but certainly not rich. Simple people with simple demands. Seraph had a training camp there. The band had stopped for a day of rest and recreation on the way from somewhere to somewhere else. All quite routine. Cookie had taken up residence in the Inn, chatting with the locals and sampling the local cuisine, expanded by the craft faire going on out back. He was presented with a bowl of steaming goodness that brought back memories of his distant youth - nice chunks of meat, but with Potatoes, Carrots, Onions, and other things he barely recognized. Vegetables! They called it Stew. Cookie called it Ambrosia. It was by far the most complex and delicious thing he had eaten in more than a year. Herbs. Spices.


He had to share the gift with his brothers in arms. The next morning he stole out of camp and began gathering the ingredients just imagine, more than a dozen in one dish! In the afternoon he began concocting the meal. By dinner the smell was wafting through the camp and curious Charr were gathering around to see what their Crazy Cook was up to today. As the meal was served the Charr approached it somewhat hesitantly, with the strange textures and flavors challenging their senses, but with an intriguing combination of several meats in the bowl providing a strong temptation. By the end of the meal there were no leftovers and little need to scrub the pot. Cookie retired to a seat by the Inn’s warm fireplace with a mug of cold beer and smiled to himself on his keystone accomplishment, introducing the Charr to real food.

but may have suspected had he thought about it enough, is that the Charr physiology does not accommodate certain vegetables well. At all. About a half hour after the meal there was an ominous rumble and Cookie suddenly found himself blown out the door of the Inn and into the street. People and Charr were running everywhere waving hands and clutching rags over their faces. The Inn was on fire. Additional rumbles

some time. The town was abandoned in short order, the townspeople scattering into the hills while the Charr, not normally a waterloving species, suddenly decided that submerging their lower half in the nearby lake was a really good survival trait. Most of the fish died.

Fiction

Heaven in a bowl. The locals were chuckling as he dived into the third bowl. The innkeeper slipped him a handwritten sheet covered in ingredients and instructions for the magical elixir. A whole new world of culinary experimentation opened up before his astonished palette.

The Seraph commander in the area responded to the fires and

were heard, and balls of flame erupted around town. There was an overpowering stench that caused the eyes to water and lungs to burn. There was the smell of singed fur and flesh, and something far, far more pungent and powerful.

panic with a large contingent, assuming the village had been attacked by some unknown force, and sent messengers to request reinforcements from as far away as Altar Brook and the Shaemoor Garrison. His forces were forced to retreat at the edge of the village until some smart It turns out that consuming trooper got the idea of using an certain root vegetables produces underwater breathing apparatus an interesting effect in Charr, to allow breathing within the specifically the production of town. Cookie, still sitting in a copious quantities of gas. This stupor in the middle of the street gas is both highly flammable and outside the burning Inn, was highly malodorous. If you are arrested for his own protection unlucky enough to be in a room as the news of what happened with a Veggie-consuming Charr became known. there are two possibilities when you hear the “Fur-Ruffler” break And that is how Cookie La free. If it finds a flame it will BoomBoom ended up back in basically explode. And that is Divinity’s Reach in the Seraph the lesser of two evils. If not, you cells. and everything else in the area is going to smell like… well, let’s What Cookie did not know, just say extremely bad, for quite 93


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Humble Misty’s Story

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she attacked the field of Culinary Excellence with the same fervor her parents applied in their fields.

the very pinnacle of success, that “Humble” Misty encountered her strongest and most devious adversary. She got bored.

Fortunately, Hoelbrak was a melting pot of cultures, traditions, and most importantly cuisine. Nearly every ingredient known to Tyria passed through the Great Lodge at one time or another. Misty learned from the best, and eventually, became the best. She became “Queen of the

One late spring morning Misty called the kitchen staff together, singled out a Sous-Chef and announced that he was in charge until she returned, as she was going out to get fresh provisions “from the four corners of Tyria”. She turned on a heel and strode off into the wilds, bow on her

Kitchens”, and ruled the kitchens of the Great Lodge with all of the skill and dominance her parents had exhibited in their own fields. It was her “Commander in Chef” personality and unwavering control that earned her the “Humble Misty” nickname. Nobody messed with Chef Misty. Both parents wore their pride At well over eight and a half in their daughter openly, feet tall, with warrior build and and each assumed she would statesman voice of command, follow in their footsteps. It was she could kill a Dolyak and a great shock to them when butcher it with sword and axe she gravitated to the kitchens before it hit the ground, and yet rather than the battlefields of she could just as easily carve Government or Military Service. slices of meat so thin you could In truth, Humble Misty had see through it. By the time she chosen the kitchen because it reached the age of 25 she had was one area that neither of perfected preparation of every her parents had any interest or dish in the masterwork “The ability, and avoided the heated 262 Tyrian Foods of Excellence”. rivalry between them every time Other Chefs fought openly, and she tilted toward one or the other sometimes quite literally, for the of their preferred occupations. chance to work in her kitchens. Once she made up her mind, It was at this point in her career,

back and her Snow Leopard companion “Foggy Mist” loping easily at her side. It would be a long time before she returned.

“Humble” Misty came by her nickname much the same way overly large people come to be known as “Tiny”. A Norn, born of Hoelbrak, Father a Statesman and Mother a Warrior, she grew up well privileged and slightly pampered. She had the best tutors and trainers, and by the time she reached young adulthood she could dominate most her age and many her senior in both fighting skills and Norn gamesmanship. Her wit was as sharp as her blade, and she excelled at anything she chose to commit her attention to.

Misty preferred to travel alone, taking back roads and exploring. She preferred to avoid combat but was easily able to take care of herself, with the aid of her companion, against any threat she encountered. She would earn a room for the night in any small village by cooking meals from her pack and whatever ingredients were local - meals far more refined than most local folk had ever tasted. She turned down more offers of employment, residence, and even marriage than she could count. She rarely used her own name, preferring the anonymity of her Ranger’s cloak and the occasional warning low growl and glaring eyes of her feline


awakened in Swamplost Haven after a good night’s sleep with her senses on high alert, hand already reaching for her sword. Her companion was already up, staring intently at the door with quiet snarls and flexing claws cutting small grooves in the flooring. Something was wrong. Shouting could be heard outside, from the swamp gate from the sounds of it. She was on her feet with all of her possessions ready to travel in seconds, bow

women and children streamed in the opposite direction. A smile crossed Misty’s lips as she scratched the big cat’s ears and whispered a low “mmm. Morning exercise my pet…” and began moving toward the gate.

them with a deep abiding and pack on her back, sword in strength of will and purpose. In hand, and Snow Leopard beside short, Misty had grown up. her at the ready. Quick, silent steps took her to the courtyard, On a foggy, damp morning, a to find armed citizens and chance encounter led Misty’s warriors of every race charging life in a new direction. She headlong into the swamp as

were pouring forth, engaging the forces attempting to arrange themselves in defense. Every time a few defenders would converge on a portal another would open, spitting new terrors into the world behind them.

Over time, she covered the entire length and breadth of Tyria, saw amazing sights, fought many battles, and heard many stories. Her strength and confidence had increased as her personality mellowed, experience taking off the sharp edges and replacing

Fiction

companion if someone got too close or too pushy. A few days in any one place were enough, and she would move on without notice or specific destination.

Outside the gate the swamp was a sea of pandemonium. Glowing green portals to the underworld were sprouting like some noxious flower following spring rains. Aatxe and Shade

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Misty whispered the command “defend” to her big Cat, as the leopard seemed to melt into the undergrowth of the swamp. The Molten Longbow began to twang with a steady rhythm as bolt after bolt found their mark in underworld creatures and portals. A Shade that attempted to reach her discovered that a Snow Leopard is a formidable foe, whose surprise attack and slashing claws and teeth quickly shredded the creature into tiny

a confident and accomplished Norn. As her quiver emptied she reached for Stonecleaver, her Greatsword, and began calling to those around her - “With Me!” Her command voice cut through the din, and soon many were gathering around her towering form, Charr and Norn, Human, a few Sylvari, and one very excited Asuran. A human carrying what looked like a shoulder cannon ran by, ignoring her words. A quick glance toward where she

consisting largely of obviously well-trained Seraph forces on her right began to move forward she led her group in as well, the two groups keeping pace and covering each others’ flanks. A portal opened ahead and to her left. She breathed the command “Foggy, sic ‘em” and pointed her sword at the portal. The Leopard appeared for an instant and shot her a look of recognition and apparent glee, then disappeared in the direction of the portal.

wisps of dark energy that quickly dissipated. Misty smiled, and could have sworn the Cat smiled back as it once again melted into the underbrush.

knew her pet was concealed and a quiet “Foggy, Fetch” with a point at the fleeing human resulted in an instant change of direction as a massive fang-filled face appeared inches in front of the panicked human, and a gentle pat from a massive paw sent him reeling back toward Misty, now convinced that the Behemoth wasn’t all that scary after all.

There were occasional flashes of white as creature after creature emerging from the portal disappeared in flurries of tattered remains, evaporating on the wind. Within moments the portal collapsed in on itself and disappeared. Her Cat reappeared at Misty’s side, licking it’s chops in obvious satisfaction. “Don’t get cocky,” she admonished the Leopard with a grin.

She rapidly formed an assault team, Sword and Axe wielding A random thought crossed Charr and Norn forming Misty’s mind: “I wonder how the leading edge of a wedge, a barbecue Behemoth would Humans and Sylvari with ranged taste? It would feed a crowd.” weapons in the middle, a few practitioners of the magical arts Her attention returned to the in back, providing protection task at hand. Her own survival and working to revive any that didn’t even come as a question, fell. Misty herself took the simply the problem of how to take point. Misty could see other down the huge apparition before groups forming up as well, and her. It wasn’t a job for one, even as one well organized group

The wedge pressed forward, flashing axes and swords cutting down the Aatxe and Shade as the core of the group poured ranged weapon fire into the behemoth. Misty heard the high-pitched screams of the little Asuran, more frustration than pain or fear, and turned to see him, chin barely above the waters of the swamp, holding a device of some sort that spat sparks and bolts of energy, whether

A bone-chilling shriek split the air as a giant form rose from the midst of the swamp, a Shadow Behemoth, risen from the depths of the underworld, emerged and towered over the now fleeing defenders, scattering bodies like seeds.

96


“And you launched him?”

Asuran from the water by his ears, then shifted her grip to his torso and lifted him to eye level. “Do it” she commanded, then spun and launched the little fellow with all her might in a high arcing trajectory directly at the center of the howling behemoth. A keening wail followed the dwindling grey form as it flew toward its target. Apparently the Asuran had the presence of mind to activate the device, whatever it was, as there was an intense blue flash that momentarily dazzled the vision and chased the mists from the entire swamp, followed by a thunderclap of sound and the Shadow Behemoth crumpled and lay still. The few remaining portals collapsed, and the remaining underworld beasts, apparently confused and disoriented, were quickly dispatched.

leader of the group that had been on their right slogged through the dark waters and approached Misty. He removed his helmet to display a large grin and held out his hand.

bareback with a double handful of neck fur, which the cat didn’t seem to mind at all.

“What was that projectile that brought the beast down?” he asked, “It didn’t look very aerodynamic, but it certainly was effective.”

The little Asuran’s ear tufts were smoldering, his skin was several shades redder than she remembered, his armor was shredded, and he emitted a strange blue glow…

“I threw him. It seemed to be the thing to do at the time.”

Fiction

Misty sighed, watching as the form of the behemoth dissolved into nothingness. No barbecue tonight. She looked down at the Cat, who appeared to be posing a question in his eyes. “Ok, go fetch” she said, inclining her head in the direction the little Misty was not one to pass on Asuran was last seen heading. an obvious opportunity. She The big Leopard bounded off sheathed Stonecleaver, took a with long easy strides. The groups step toward the Asuran, whose of warriors were beginning to eyes widened at the look on her relax, congratulating each other, face. She reached and pulled the and tending to the injured. The

magical or electrical was hard to tell, in many directions. He was babbling on about how he could disrupt the beast if he could only get close enough, but the Behemoth kept moving away from the advancing forces.

“By the Six..” breathed the Captain, somewhat reverently. “He needed to be closer. I got him closer.” It was at this point that the big Snow Leopard reappeared, with a very noisy Asuran riding

“Incredible..the collimating intensity vector of the vortex…”

“It was an Asuran.” “An Asuran what?” asked the leader, a Captain in the Seraph forces by the looks of his mud covered insignia.

“..inverse square of the vertex velocity..” Way too many V’s, she thought. “..magneto-repulsive conjunctive destabilizer..”

“Just an Asuran. Probably a scientist of some sort. Aren’t they all? He had a device he She wet her finger tips and said could disrupt the beast if he pinched each ear tip to extinguish could get close enough.” the glowing embers. He didn’t seem to notice.

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Fiction

“..projectile, maybe a mortar or cannon..”

“Nice to meet you, Captain..?”

Most of the following day Misty spent sharpening and repairing “Thackeray. Logan Thackeray. weapons and armor, chatting, She began to wonder how long At your service.” he said with a and enjoying the rather fine an Asuran could talk without bow and flourish. “And you are?” ales the monastery was known taking a breath. for. The big cat was romping “Just a traveller, fine sir, along like a kitten, having found the “Captain,” she said, speaking with my companion here.” She wriggling exposed tail of the over the continuing narrative, chuckled as she scratched the vine larvae to be an irresistible ”could you perhaps arrange an big Cat’s ears. plaything. escort for this brave individual to someplace where others speak “We are camped at the Eldwin In the early evening Logan his language?” Monastery just north of here. approached Misty atop the wall They have some mighty fine Ale. surrounding the Monastery, The Captain smiled and waved to one of his troops; “Sergeant!” and a soldier detached himself from the group and approached on the double. “Please see this ‘hero’ to wherever he needs to go, and ensure he receives all of the accolades he is entitled to.”

Would you care to join us for the evening meal?”

and looked around as if to make sure they were alone. He looked serious.

“Only if I can cook.” “May I make an unusual request of you?” His voice was hushed as he continued to look around.

Logan raised an eyebrow. “Warrior, Tactician, Field Artillery, and you can cook too?” His eyes twinkled. The Leopard had stirred from its “Yes, sir.“ Almost anywhere was place in a patch of the afternoon preferable to being stationed “I guess we shall see, won’t we.” sun as it sensed tension in the in Godslost Swamp. He might She smiled as she and the great air, and now sat at Misty’s side, even be able to get his feet dry cat began to move to the North. looking alternately at Misty and wherever they were going. The Logan trying to determine where Sergeant motioned for his squad It was a very good meal. Logan a threat might be lurking. and began making preparations spent most of the evening trying for a quick march. to learn more about his guest. Curious as to the reason the He learned only three things: normally smiling and friendly As the squad marched off toward She really could cook. Captain was suddenly acting like Swamplost Haven they sang She was deeply committed to the a spy or thief in his own camp, some ribald ditty to try and alliance in the battle against the she nodded. drown out the chatter from the Elder Dragons. Asuran. He had still not taken She could really keep a secret, He looked up at her seriously. a breath as far as she could tell. particularly if it concerned her “Information has come into Misty turned back to the Captain. background or identity. my possession. Dangerous information.” 98


The Captain looked uncertain, but nodded, adding, “You must mention this to no one, ever.” They talked for a short while, then Misty accepted a sealed courier pouch and within minutes was striding out the gate in the direction of Divinity’s Reach.

It was a pleasant evening, a good Captain Thackeray nodded. “I day for a stroll, but her pace was need to get a message to Queen too purposeful to be mistaken Jennah as quickly as possible, but for recreational wanderings. As I cannot trust anyone connected with the Government, not even my own troops and superiors. Certain people may be willing to kill to prevent this information from becoming known to the Queen and Council. I fear that even I may not be able to deliver this message safely.” “You need a courier?”

she rounded the bend and the Altar Brook trading post came into sight she noted a squad of soldiers double-timing up the road toward the Altar Brook Crossing. Further to the West, somewhere near Claypool, columns of smoke were rising into the evening sky. Normally she would have turned at the crossroads to investigate, but today she had places to go, and Again Captain Thackeray strode on toward the Shaemoor nodded. “You are not known Garrison. At the entrance to around here, and are unlikely the Garrison she met an entire to be challenged. If you were troop of Seraph marching out challenged, you are well capable in full battle regalia. An attempt of defending yourself as I have to question the officer in charge personally witnessed. Will you got her only a quick wave off. carry this message, guard it, and As the troop departed the gates deliver it only to the hand of were closed and bolted, and the Queen Jennah herself?” remaining guards looked to be on full alert. It appeared she could “I will, but I would like to know go no farther this evening, but a little bit more about what I am there might be some excitement carrying.” during the night. She and the

big cat found a quiet corner and curled together, pulling her Ranger’s cloak over her, and quickly fell asleep, with her hand on the hilt of her sword.

Fiction

Misty held a finger to her lips, then whispered to the cat “guard”. The cat melted into the shadows, moving soundlessly. A moment later Misty relaxed and said in a low voice “There will be no one within earshot, not even Asuran earshot, and none will approach without us being aware.”

She awakened in the morning to the sound of the troops returning, and in much better spirits than when they had departed. She heard snippets of conversation that seemed to indicate that the alert was not only a false alarm, but a somewhat humorous one in some way. “Fool”, “Charr”, “Stench”, and “Cook” were words she picked out of the jabber. The gates were open, though, so she purchased a piece of fruit for herself and a fish for her companion and headed once again North toward Divinity’s Reach. It was a short walk into the town of Shaemoor, but her entry into Divinity’s Reach was prevented by the portal gates, closed and guarded. Apparently the word of the false alarm had not yet reached this far. She retired to the local inn, and after sampling a noon meal and a short discussion, showed the proprietor how to properly cook a meal. An increase in the noise and traffic outside indicated that the portal was finally open, and 99


Fiction Misty and Foggy made their way into the city of Divinity’s Reach, travelling the Dwayna High Road to the Palace, but by the time they could reach the gates it was too late to gain access. A night in a local Inn was going to be necessary, and neither Misty nor the big Cat slept well with the noise and bustle of so many people in such close proximity. She was up early, anxious to discharge her pledged duty and get back out of the city. And that is how Humble Misty came to be at the doors of the Palace in Divinity’s Reach.

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Queen Jennah’s Challenge The seal of Logan Thackeray on the envelope gained Misty a quick audience with the Queen. Her companion, however, was denied entrance. A guard reached for the big cat but quickly withdrew his hand as the Snow Leopard, easily as large as he, folded it’s ears back and snarled, making clear that his attentions were unwanted. Her weapons were likewise unwelcome in the chambers, and she grudgingly surrendered her bow and sword. She saw no reason to mention the various other small weapons concealed about her person, and none of the guard appeared anxious to attempt to frisk

the giant Norn with the very protective companion. Misty whispered a quiet command to her pet, “guard” and the big cat settled into a comfortable but attentive crouch in front of the door. The doors opened and Misty walked proudly up the direct approach to the throne platform where Queen Jennah was discussing some matter of state with an advisor. She waved him away as Misty took a knee halfway to the platform. “What is your business, Ranger?” asked the Queen in a pleasant, conversational voice. Misty’s opinion of the Queen ratcheted up a notch.


Queen Jennah’s eyebrows arched. “Well, bring it up my dear. No need to stand on protocol when we are not in public.” Misty quickly rose and strode to the platform in two paces, producing the message from beneath her cloak. She handed it to the Queen, then stepped back a pace. The Queen broke the seal, extracted the message, and read it at a glance. “And who are you, that you were chosen to bear such an important message? Clearly you are not of the Seraph.” “Just a traveller, your majesty, who happened to be headed in the right direction.” “I see.” The Queen’s eyes narrowed. “You may go with my thanks.”

Cat flashed by the guards and to her side. “Wait just a moment.” commanded the Queen, and the guard came to alert at the tone of her voice. Misty stopped but did not turn, reaching down to stroke the ears of her pet. “A solitary Norn that claims no fame, Ranger cloak, Snow Leopard Companion. Are you by chance the one known as Humble Misty, the Queen of the Kitchens of Norn?”

a hand and quickly added: “I mean you no harm, it is simply that you chose to begin your solitary journeys just two days before a messenger arrived at the Great Lodge with a Royal Summons addressed to you. I have a Quest for you, which you are entitled to refuse if you wish, but I think it may be of interest to you, a challenge I believe only you could accomplish.”

Fiction

“I bear a Message from Logan Thackeray to Queen Jennah, regarding intelligence obtained by questioning Captain Tervelan, who was captured in the Taminn Foothills.”

Misty relaxed a bit and cocked her head. “I’m listening.” The Queen hesitated. “I believe that something has happened, by fortuitous circumstance, that may increase the chance of success of your mission. Will you wait a few moments while I explore the options?”

Misty’s eyes narrowed as she turned and shifted easily to an alert defensive stance, her hand creeping toward the hilt of her hidden dagger. There were only five or six guards in the room, hardly a challenge if it came to Misty nodded, still uncertain of that. Her companion sensed the the proceedings. shift and quietly curled about her to cover her back. “I was.” The Queen spoke to the Captain of the Guard: “Please fetch Queen Jennah smiled. “Relax, the fellow from the Claypool you have no idea how long and incident, if you would. And far I have searched to make your make the Messenger and her Cat acquaintance. Even now there comfortable while we wait. Don’t are more than 30 of my agents let them wander away.” Her trying to track you. You are a voice said it with a chuckle, but very hard person to find.” her eyes made it an order.

Misty turned and strode toward the door. As the door opened Misty’s face hardened at the there was a white streak as her words, and Queen Jennah raised

A half hour later Misty, with her Cat and weapons this time, 101


Fiction

was ushered back to the Queen’s Courts. Inside were the Queen and a rather disheveled looking and somewhat diminutive man, clearly dressed in clothes not his own. He smelled bad, even across the several feet between them.

Cookie’s confusion.

face

registered

“Who is he?” Misty asked.

“Claypool?” Misty queried. “The smoke? The troops on the run?”

“He is a Cook. Just a cook. One Terence William La BoomBoom, now known as Cookie. Conscripted by “Captain, please clear the room the Charr in response to an and seal the doors until I come unfortunate incident long ago. for you.” The Captain raised an Iron Legion. He’s done well eyebrow questioningly. “I will be in combat, even earned the quite safe.” The Captain bowed respect of his Warband. An

Cookie’s head fell again.

and backed out of the door, engineer. But his cooking has closing it behind him. made him legend. I doubt he is even aware of it. Completely The Queen chuckled. “You two untrained, with nothing but wit make quite the pair.” and a willingness to experiment, he has advanced Charr cuisine Misty looked questioningly at a hundred years in a few short the rumpled figure, who for his months. His reputation has part seemed to be preoccupied made him a sought-after prize. staring at the toes of his boots Over a dozen fights and brawls and rubbing his wrists where the have been attributed to members marks of recent bindings were of his warband defending his still visible. honor and repelling attempts to “recruit” him to other bands. It “Oh do stand up Terence, you is rare to see such devotion to a are not here to be condemned.” non-Charr among those troops.”

“You fed root vegetables to a Charr?”

His head snapped up and his body straightened at the name he had not heard in quite some time.

The expression on Cookie’s face clearly reflected a mix of puzzlement and surprise.

The Queen’s attention shifted “Yes, I know who you are. I know to the rumpled cook. “It was an what you have done. And not unfortunate lack of knowledge just this week.” that led to the little incident at Claypool, not anything you could 102

have foreseen.”

“It was a new recipe, a new experiment for his Charr mates.” stated the Queen. A look of shock and recognition came over Misty, as she asked the obvious question;

The question was directed at Cookie. He shrugged. The question was repeated, this time as an accusation. “You fed root vegetables to a Charr!” And a third time, this time with an expression that somehow communicated unsaid “how could you be so STUPID”. “You fed root vegetables to a Charr?” Queen Jennah Warband…”

started

“His

Misty’s eyes widened and her voice raised an octave as she interrupted her Queen. “You fed root vegetables to an entire Warband of Charr?” Then her voice dropped to a near whisper of astonishment. “And you are


still alive?”

“Misty, your legendary skills and knowledge may help avoid future disasters, and you have the ability to refine, perfect, and document whatever creations you may discover. You will know those worthy of a permanent place alongside the other Tyrian Foods of Excellence.”

or in the smooth management of the kitchens. You cannot be without a challenge. So you have wandered all of Tyria, looking for challenge and adventure, and successfully avoiding my agents, I might add. You are still wandering, so I assume you have not found it yet. Am I correct?”

and move through even hostile lands. Leave no stone, leaf, or loaf unturned in your quest.”

Pondering a moment, Misty nodded. “I have a task for the two of you. A quest within a quest, if you are willing.” The unlikely pair looked at each other and nodded, albeit somewhat hesitantly. Queen Jennah returned the nod and continued. “I have lived in the palace all my life. We have excellent Chefs and access to all of the foods of Tyria. We host

Queenly right there in front of my guests.“ “You are hereby given a Royal Commission to go forth and explore the four corners of Tyria and bring back new recipes, new flavors, and new ingredients. You will be given letters of introduction that will give you access to every palace, pub, and eatery under my influence, and the cooperation of all under my command. Whatever you require will be provided.” “Cookie, your innovation, experimentation, and complete lack of expectations makes you uniquely suited to this task, although this carries certain risks, as we have recently seen.” The Queen smiled as Cookie once again took great interest in the toes of his boots.

Fiction

visitors and explore every cuisine available. However, I am served Queen Jennah laughed out loud almost 1,100 meals each year, all and turned to Misty: based on the “The 262 Tyrian Foods of Excellence”. That book “And you, Humble Misty, you was written nearly 100 years are a Chef. Knowledgeable of ago by the great Gastronomist all forms of Tyrian cuisine. A Beatrice Crocker and has never master among masters, Queen of been updated. I have eaten the Kitchens of Norn. A title and each and every recipe dozens of position you abandoned not to a times, some more than others. If competitor, but to a simple lack I have to eat one more Feast of of challenge. There were none to Garlic Spinach Saute I am quite challenge your skills, in cooking likely to do something very un-

“The three of you,” Jennah nodded at the big Cat, whose tail twitched in response, “have the ability to protect yourselves

“Any questions?” Cookie looked up, “Can I get my clothes and Charr Cuisine book with my notes back?” The Queen looked a bit pained, “I’m sorry, but your clothing has been burned, along with most of Claypool, as the only way to get rid of the stench. It will be replaced. “Your book has been claimed by a Charr known to your Warband as ‘Old Rat-Tail’ for some reason, as his rightful prize. He is apparently taking your role as cook within the warband, although not without some objections, since we have informed the band that you 103


Fiction

would be detained for quite some time, and your remaining contract has been bought out.

Misty was silent, contemplating the possibilities. She had

meet and eat, and a lot of things are said around a table that are not spoken of in official reports. I want you to use your skills to “The second Quest is more draw all factions to the table, and serious, and must not be known report solely to me anything you beyond the three - or four, “ she believe may be of the slightest nodded to the Leopard, “of us.” interest. Attitudes, fears, needs, and quarrels, but also you may The big Snow Leopard’s ears hear of plots and conspiracy. I perked, as Misty and Cookie need to know these things. From moved a bit closer. time to time my agents will approach you and offer to carry “I have received information, new recipes back to me. I do not

sometimes wondered if there existed cuisine beyond the pages of the nearly sacred book of recipes, and the opportunity to find out tickled that little place in her being that was looking for a challenge. Adventure, travel, discovery, and food too? This might be interesting. Even the stinky little fellow was beginning to grow on her a bit. He was kind of cute in a way. Weird, but cute.

thanks in part to Misty here,“ she nodded at the Norn, “confirming what I had suspected for some time, that there are things afoot within the palace itself and throughout Tyria that are not in best interests of the people. It also proves that I cannot trust the information I am being given by my own advisors. I need you to be my eyes and ears throughout Tyria. People like to

“Reparations are being paid in your name and the Town is being restored, the Inn is being rebuilt as we speak.” “I see,” said Cookie, without much enthusiasm.

104

The Queen’s voice lowered and her demeanor become more serious as she continued.

trust them any more than any other, and they will not be aware of the true purpose of their task. “I will provide you with an envelope which will conceal all words written thereon until it rests in my hands. The envelope will be the means of communicating what you find in your secret quest. Anyone intercepting the message will


“Do you understand?” Misty, Cookie, and even the Cat nodded in acknowledgment. “You will stay here in the Palace tonight and depart in the morning. Make your preparations. You will find your

“And you’” she addressed Cookie, “go find some decent clothes, and please take yet another long bath. Things are improving, but you still have a certain ‘air’ about you, and probably will for a few days yet.” “Now go, and the Six be with you.” “So where do we go first?” Misty enquired as they walked the courtyard outside the Palace.

‘special’ writing materials and Letters of Commission in your “Somewhere far away, I should rooms this evening.” think. Away from Claypool for the time being.” “If you should choose to prepare the evening meal the kitchens are “The folks there will get over it. I at your disposal.” She addressed heard the Charr of your Warband this to Misty. “I believe it has have already petitioned for your been a while since you had the return.” full resources of a Royal kitchen “I don’t know. I understand there at your disposal.” Her smile is an Asura gate to Ebonhawke crinkled across her face. located in Rurikton. That should

be far enough away,” Cookie replied, somewhat uncertainly. “The Fields of Ruin? Not exactly the center of the Culinary universe, but we just may find something original there. It’s as good as anywhere to start.”

Fiction

find only the recipes inside; valuable recipes, to be sure, but no indication of the second purpose of the communication.

So the next morning, Cookie, looking smart in his new clothes and smelling a bit better than the previous day, and Misty carrying a few leftovers from last night’s feast and followed by a well fed Snow Leopard, made their way to Rurikton and the start of a new Adventure. And that’s how Misty and Cookie got Cookin’.

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Cooking

The Recipe Book:

The New Tyrian Foods of Excellence By David “Cookie La BoomBoom” and Esther “Humble Misty” Foley

Warhammer Chicken Pie How it came to be, as told by Cookie La BoomBoom. So, there we were camped out in the Fields of Ruin, East of the Stronghold of Ebonhawke. I had lost the coin toss and was charged with preparing the evening’s repast. We were sharing the camp with a rather large (even for a Norn) Norn Guardian who was glancing rather obviously at our cooking preparations, and back to a rather meager looking ration bag. Out of pity, Misty offered to share dinner with the Norn, who turned out to be a rather nice fellow named Bones Mac Coy, in exchange for a little help rounding up ingredients. It was an arrangement to which he quickly and enthusiastically agreed, mentioning that he had been eating his own cooking for weeks - and freely admitting that cooking was not his highest ability.

fluttering chicken. Misty could have easily shot the chicken if she hadn’t been folded over laughing at the sight of the huge Norn Guardian, bent over and arms outstretched, chasing the relatively tiny terrified fowl, leaving a trail of feathers and dents in the soft soil from flailing feet, knees, and elbows. Surprisingly, the Norn was steadily gaining ground on the chicken in spite of his somewhat limited maneuverability.

Just as the Norn closed to grasping range and prepared for a final grab, the chicken realized it had run into a dead end hole in the rock and underwent a sudden metamorphosis, going from frightened fowl to attacking adversary in an instant. It reversed course and charged directly at the Norn with wings flapping and screeching like a banshee. Bones, on the other hand, had way too much momentum to stop or even alter course as the two closed on a collision course. They met “beak Foggy Mist, the big Snow Leopard, watched to beak” so to speak, in a cloud of sound and fury, curiously from his perch on a sun-warmed rock both of them now flailing and howling to wake the as I prepared a hollow in the rock to serve as an dead. It was hard to watch what happened next. oven by building a mud brick wall in front of it and Not that I wouldn’t have wanted to, but I was too building a fire that would become a glowing bed busy rolling on the ground laughing and trying to of coals. The two Norn, Misty and Bones, set off to clear the tears from my eyes and catch my breath. see what ingredients they could scrounge to add to For an instant it appeared that the chicken had our carried provisions of cheese, a few dry meats, won. and spices. They hadn’t traveled more than a few dozen paces when a chicken suddenly burst from a shrub alongside the road and made a mad dash for deeper cover. The Big Norn was on it like a shot, in hot pursuit of the now frantically dodging and

106

Alas, it was a short lived victory. Bones, bleeding slightly from a hole in his nose, but far more grievously injured deep in his pride, snatched his Warhammer from his belt and loosed a mighty swing. The battle was quick. The chicken lost. Badly.


Cooking

Bones returned to the camp with a somewhat forlorn look, carrying the remains of what had once been a chicken that he had scraped off the rock and onto his shield. Misty was still making sputtering noises and holding her ribs. It appeared we were done gathering for the evening.

So I improvised. Mixing a bit of cheese with the remaining mashed chicken bits, and adding an egg and a bit of ground nuts, I concocted something that might make a good base for a meal. I just used the Norn’s shield to mix it on, why dirty another pot? I flattened it into a thin disk to ensure even cooking. A visit to the now hot oven resulted in The next hour was spent alternately chiding a round, flat, somewhat bread-like substance. It the miserable Norn and picking feathers, bone, smelled edible, but looked pretty bland. The big beak, and other inedible parts out of the pile of Norn’s bleeding had stopped but drooling had scrambled chicken. I was still trying to figure out taken over. Hmmm. I can do something with this. how I could produce a meal from the wreckage when I recalled an incident I had witnessed in Metrica Province when an Asuran experiment had gone horribly wrong, converting some hapless critter into a rather homogenous paste covering the inside of the experiment container. The Asuran in charge, in typical Asuran fashion, had explained something to the effect that this was really a good thing, but in condescending Asuran technobabble. He then scraped the goo out of the container and onto a plate, heating it with some sizzling electric thingy until it steamed, and setting it out on the lab table and announcing Pate’ for lunch. He got away with it, and if he could, I could.

A quick dig through the provisions pack revealed a bit of leftover pepper, an onion, and dried meats that I thinly sliced. A few olives, a bit of basil, and a handful of shredded cheese piled on top of the flat chicken thing finished it off, and back in the oven until everything melted into a gooey but aromatic mess, slightly browned on top. By the time I pulled it from the oven both Bones and Misty were hopping from foot to foot anxiously. If they hadn’t been fixated on the round platter of shield-baked goodness I would have thought we needed to find a relief bush, but they weren’t moving too far from the hot and tempting improvised meal. “Could 107


Cooking

you cut…” was all that made it out of my mouth before Bones’ axe flashed over the shield neatly dividing the meal into hand-sized wedges. At least Norn hand sized. Misty isn’t too tiny either. It took me both hands to grab a slice, and I had to fold it in half to keep ahold of it. I could have gone for utensils, but at the rate Bones and Misty were putting it away I was afraid I’d never get back in time for anything but cleaning the dishes. So finger food it is.

cooking starter kit with eggs • 1 cup grated parmesan cheese

is obtained and processed. Bones, satisfied and smiling, seconded that idea.

or warhammer helps) The thinner you get it the better. Bake for 15-20 minutes

Toppings: • Favorite sauce (pesto, spaghetti, bbq sauce) • Red Bell Peppers, onions, sausage, olives – Be Creative • Mozzarella cheese

Heat oven to 400 Degrees F. Mix Crust ingredients together and make a ball. Lay a piece of parchment It was surprisingly good. We may have to add this paper on a pizza pan. Put crust mixture on the to Queen Jennah’s cookbook, but I’ll have to make pan Lay another piece of parchment paper over a few alterations, particularly in how the Chicken the turkey mix and press round and flat (a skillet

After the crust is toasty brown, spread your favorite sauce (pesto, spaghetti sauce, bbq) onto the crust. Add favorite toppings and cheese. Bake for another 15 minutes. Note: This can be low carb and gluten free depending on your topping choices.

The Recipe Note: if you are short ingredients Lachaidh has many items for sale in Lions Arch Crust ingredients: • 1 lb Ground turkey • 1 tsp garlic and herb seasoning • ¼ cup almond flour - Talk to Disa in Snowslide Ravine DC, she has almonds in bulk. • 1 egg, Chicken or small Skelk. No Moa please. - Laurel merchant in the Great Lodge has a

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heroes will rise Legends will

JOurney Deeper

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110


Contents First Look: The Dark Brotherhood

112

Maw of Lorkhaj Guide

X

Master Thief

X

111


Preview

The Dark Brotherhood Comes To Elder Scrolls Online By Althea “Briseadh” Damgaard Return to the Gold Coast of Cyrodiil and visit the cities of Anvil and Kvatch. Here you will find the Dark Brotherhood and your chance to prove yourself as an assassin, if you dare. The last time we got to check out this area of Tamriel was in The Elder Scrolls IV: Oblivion.

DLC and many updates to the main game all can enjoy.

About the Dark Brotherhood

Everyone knows to call on the Dark Brotherhood when they need someone out of the way This DLC (DownLoadable Content) includes a permanently. There are two types of repeatable new zone with its own delves and world bosses, quests that will increase your standing within the similar in size to the Thieves Guild DLC. The Dark ranks and offer suitable rewards. Brotherhood will have its own storyline and quests for you to accomplish and prove your worth along Contract Quests - Elam Drals is in charge of with a new passive skill line to work on. There handing these out. Check out his ledger in the Dark will be poison crafting added to Alchemy, crafting Brotherhood Sanctuary after you have become a bags, removal of Veteran levels and other updates member. For some gold you will be tasked to find to existing content. and properly dispose of the target. Be wary and This DLC, like all others, is available for play to all ESO Plus members, or you can buy it in the Crown store for 2000 crowns. The patch will include the 112

avoid the guards so you don’t get a bounty on your head for your heinous act. There is no limit to how many of these you do, but you are only allowed to attempt one at a time.


The Dark Brotherhood Passive Skill Line There are a total of six skills to work on after joining the Dark Brotherhood, which are: ● Blade of Woe - This unlocks upon joining and allows you to perform merciless executions. You can call this armament to your hand whenever you sneak up behind your prey to quickly end their lives. It will not work on player killers or any bosses in the game. The humanoids include any of the standard races of Tamriel. ● Scales of Pitiless Justice - This skill lowers the threat of witnesses actually

daring to snitch on you and your bounty accrued will be less than normal if seen doing your dirty deeds. ● Padomaic Sprint - Gives you a boost of energy to sprint away from guards faster than normal right after you complete your assassination.

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Sacrament Quests - Speaker Terenus, the one who inducts you into the Dark Brotherhood, to hand out these very important missions. You will travel to specialized locations where you must stalk and kill your prey. Completing any bonus objectives will help you reap greater rewards, if you survive! These quests open up shortly after you have joined and completed the quest “A Lesson in Silence.” You can only accept one of these quests per day.

● Shadowy Supplier - You can gain special boons by visiting a silent watcher in the Dark Brotherhood. ● Shadow Rider - Your mount knows how to keep to the shadows, reducing your threat radius while riding. ● Spectral Assassin - Sithis will cloak you in his void embrace. This may prevent anyone from witnessing your stealthy kill even in broad daylight when using the Blade of Woe. New World Bosses and Delves Two of each have been added with the Gold Coast zone. The world bosses are part of these two areas:

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Preview Tribune’s Folly includes a minotaur drawn to the Imperial site who has undergone a dark change, enslaved to the terrible evil lurking below the ruin. Kvatch Arena is where a regular Pardoner’s Brawl is held to allow prisoners condemned to death to fight for their freedom. Which will you dare to try first--a romp with the dark and evil troll or the disruption of a brawl of condemned prisoners forced to fight by the Colovians?

Other Additions to this DLC to Check Out Collectible Personality: Assassin

Once you have access to the DLC and visit the Gold Coast, this is available to you. It allows you to take on a new attitude by changing the way your stand, move, and emote. When just standing around, you One of the delves is Hrota Cave where you are in a more defensive, alert stance and will play explore a drowned sprawl near the city of Anvil. with spinning a dagger in your hands. I did figure It is haunted by wispmothers and the shambling out how to break that in PTS (Play Test Server) by corpses of travelers drawn to the place. The other pulling out my bow and after that the dagger never challenging area is Garlas Agea, claimed by the actually showed up. Gold Coast Trading Company to store its illicit cargo. Will you be able to take a cut of the loot Mementos from either of these places? You won’t know if you These can be acquired by playing through the Dark don’t try. 114


Item Sets There are three lootable sets you can obtain by participating in the content of the Gold Coast. ● Flanking Strategist: A stamina, weapon crit, and weapon damage set which boosts weapon damage when attacking from behind. ● Hide of Morihaus: A very odd tankish set which damages foes you roll through. ● Sithis’ Touch: A lot of health, some weapon crit, and Major Berserk when you use the new Blade of Woe. There are three new crafted item sets that have crafting stations within the Gold Coast. ● Pelinal’s Aptitude: A mixed regen set which makes your weapon and spell damage both set at whichever is higher.

damage, stamina regen, and a venom injection which damages a foe and heals you when you attack from stealth. This may be a Nightblade’s best friend! ● Thews of the Harbinger: Double health, stamina, and a damage reflect when hit with non damage over time effects of 4% of your max health. Tanks might actually want to use this one!

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Brotherhood content. They are used for swearing a blood oath or performing the ritual of Black Sacrament itself.

● Imperial Physique: Stamina regen, magicka regen, and weapon/spell damage with booster to all stats (health, stamina, and magicka) based on how many Tel Var stones you are carrying in the Imperial City. ● Galerion’s Revenge: Spell crit, magicka regen, and spell damage with Mark of Revenge that applies with light or heavy attacks. Gain a stack of six marks and it will detonate for some nice magic damage. Motifs

There will be three new motifs to acquire via ● Kvatch Gladiator: A weapon critical and chapters you can loot in various ways. damage boosting set with a weapon attack execute feature doing additional damage to ● Thieves Guild: the chapters (and, rarely, low health foes. a full book) can be found in Unidentified Equipment boxes rewarded for doing ● Varen’s Legacy: A tank dps boosting set Heists for the Thieves Guild. The style item which tries to increase your area of effect Fine Chalk, or its component Rough Chalk, damage after you block. (fun fact: they can be found in some Thieves Troves. called this Varen’s Wall in the PTS patch notes making me have to verify what it ● Abah’s Watch: the chapters (and, rarely, really was due to notes elsewhere.) a full book) can be found in the Large Laundered Shipments obtained from There are four new PvP-based item sets available repeatable quests found in the Thieves from the Telv Var Stone vendors of the Imperial Guild hideout. The Polished Shilling can City. sometimes be found by pickpocketing any ● Vicecanon of Venom: Stamina, weapon guard through the world (not just in Abah’s 115


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Landing!). Be wary of those guards, but I foresee a lot more purses disappearing from guards. ● Assassins League - chapters can be found by defeating bosses in the Gold Coast area. The Tainted Blood can be refined from the Dried Blood, obtained solely from use of the Blade of Woe. The ability for a character to acquire this blood is dependent both on knowledge of the Assassins League style and the rank in the Dark Brotherhood. If your armorer and weaponsmith are not your assassin it might behoove you to have the assassin learn at least one chapter of the motif set in order to get the blood you need. Friends can get the blood for you. Titles

Gold Coast to earn this title. ● Ophidian Overlord: Complete the veteran Sanctum Ophidia while the trial is scaled to Champion 160. Runeboxes These special containers can be purchased from the Tel Var General Merchants in Imperial City, but they won’t be cheap. Each one has a specific collectable inside which will include the Xivkyn Polymorphs that were previously only obtainable through rare drops in other Tel Var purchased containers. Runeboxes can be traded, mailed or sold on the Guild Stores. Opening it will bind it to your account; however, you can only open a Runebox if you do not own the Collectible contained inside. So if you can’t open it, trade it or sell it!

There will be three new titles you can obtain: ● Silencer: complete the Dark Brotherhood quest line.

Poison Making

You can now make poisons with the Alchemy ● Bane of the Gold Coast: you must system. You can create these poisons with new or survive both world bosses, both delves and existing ingredients in a new solvent type (oils). complete a majority of the quests in the The poisons can be equipped alongside your

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weapon slots. The poisons have a chance to apply to your enemy during your light and heavy attacks. The poisons are consumed when applied. You can obtain the oils from various monsters throughout Tamriel. The new reagents come from many critters and monsters, and they not only allow you to make the poisons but also make new effects for potions. While a poison is equipped, any weapon enchantments that weapon has are temporarily suppressed. They become active again when the poison is no longer equipped. Master’s Weapons and Maelstrom Weapons will still have their stat bonus working with poison equipped, but the unique-ability modifying effect will be suppressed. Due to this, the tooltips have been changed to show the poison effects and not the weapon enchant and charge. There are added indicators for your weapon charge/poison and armor durability. When any

piece of equipped armor is broken, an indicator will appear near the ability bar. Another indicator will tell you when your weapon has no poison equipped and has run out of charges.

Capture the Flag in Imperial City Imperial City is getting some overhauling and additions with this patch. The biggest change is the ability to now claim each district for your alliance. To control the district, you must capture the flag, much like you do for resources out in the open lands of Cyrodiil. Do not try this alone; I only did to get this screenshot. Even in sneak mode, the fire magic blast radius is huge. It was at least twice as far from the flag as where I stopped for the picture. You will gain 33% more Tel Var stones in the districts that your alliance controls. However, they have changed the amount of Tel Var stones you lose

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Preview upon death to 50% no matter if it is PvE or PvP. Previously, this loss was only 10% for PvE and a whopping 80% for PvP. The other convenience to controlling a district is you can revive in it. If your alliance does not control any city district, you will revive in the sewers if you die in any city district. I proved both the Tar Val stone loss and the return to the sewers getting the flag shot, since Ebonhart Pact was not doing much at all in IC on the play test server. A bit of balancing went into the bosses and elites to be found throughout the city. Patrolling Horrors and Xivkyn Elite are still best handled by four players, but have had their attacks adjusted so you are less likely to get killed by one shot.

You will not lose any of the skill points or attribute points you worked so hard to earn as a veteran. Points will accumulate as follows: ● 2 points for every level ending with a 5 ● 3 points for every level that ends with a 0 ● 1 point for every level not ending in 5 or 0 When you first login after this patch goes live, you will be rewarded a one-time bonus of 2.5 Champion Points per Veteran Rank gained on your highest level character. The maximum points for this reward is 40 if your highest character is VR16 at the time of the release.

Champion Points are still shared across your account so when your second or later characters reach level 50, they can equip gear at the level of your accounts Champion points. All gear and Part of the Base Game Patch includes the removal monsters will now display a Champion Point of the Veteran Ranks, which has been promised number for their level rather than the old Veteran for some time now. You will be capped at level 50, Rank. For example, a VR12 mob will now be a and your strength beyond that will be based on the Champion Point 120 mob. Your VR16 gear will be designated a Champion Point 160. This will Champion Points you have earned. tell you how the mobs and gear compare to your

Where Did Those Veteran Ranks Go?

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This update brings some changes to how you will deal with mobs as you level through the Silver and Gold zones. As already noted, the mobs have a new Champion Point ranking. Every Veteran Rank is now equivalent to a spread of 10 Champion points. Mobs lower ranking than you will have some experience reduction as follows: ● Mobs 40 Champion Points below your level will grant 75% of their normal XP ● Mobs 50 or more Champion Points below your level will grant 30% of their normal XP. The monsters will scale up faster in difficulty through these zones due to this new point system rather than being a flat Veteran Rank for an entire map area. This includes some re-leveling of all the Silver and Gold zones to make for a better flow of matching level throughout. Some things have been modified due to this change, but the maximum number of Champion Points you can have on your account remains at

501. You will now see how many Champion Points your account has on the character select screen. There is a new experience bar to show which color of point you are working on acquiring and that’s it once you hit 50, no more dual bar. Guild, friends, and group lists will now show everyone at 50 rather than their Veteran Rank. The tooltips have been adjusted to show the proper ranking system. The loot history will now include information about your enlightenment bonus when showing

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current Champion Point accumulation. You will need the same number of Champion Points or higher to wear the gear.

experience gains.

Conclusion There are plenty more improvements that could be discussed in this article, but the above are the biggest changes coming with this latest DLC and patch. A couple not mentioned above are being able to buy additional character slots from the Crown Store, and ESO Plus members get a nifty crafting bag to store all those items cluttering the bank and inventory. There are plenty of new and dark adventures to experience with this DLC.

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Trial Guide:

Maw of Lork’haj By Robert J. “Jairone” Mann

Entering the trial: To access the Maw of Lork’haj, you must either travel to Reaper’s March and walk in the gates, or take a boat from Abah’s Landing. Once you have discovered the local wayshrine, you can port into the trial via the Reaper’s March map directly. As with the other trials in ESO, there is an area with services to help you out, so you can sell, repair, and even craft on the spot. You will want two tanks for this trial, both for many of the general group pulls and for one of the bosses. Once you walk through that first door, however, something is different. No enemies or traps spring forth to ruin your day. Just an empty hallway, 120

leading to another door. This doesn’t mean you have just entered the easiest trial ever. Instead, it just means this hallway is empty.

Moving on to the first boss: In the next room, you face your first pull of the trial. There are several noteworthy aspects to the general mobs in this trial, so I shall address those first. Mixed Khajit (bent): ● Sun-Eaters: These are mage types that put down an area of effect which silences and pulls you in. If you are pulled to the


● Dreadstalkers: Archers which summon a cat. Kill them as second priority. The cats will disappear. Cats will attack a person with a pillar of dark energy on them. ● Savage: A two-handed maul user, which breaks armor. Kill them as a low priority. ● Shadowguard: A tank type which should be last on the kill order. Watch their melee range aoe. They dash away and stun as well. ● Miscellaneous bent Khajit: A bunch of weak things that die in area of effect damage and need not be focused. They can be mostly untanked, but grabbing some will help the healers be happy! Ogres: ● Shaman: A mixed caster/melee mob which has an area effect attack with knockback. Priority kill.

● Flesh Render: A strong melee mob which can deal heavy damage when not blocked. Low priority. ● Brutes: A weak mob which should die due to area of effect attacks prior to the other mobs dying. They do some damage, so should still be grabbed by tanks.

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center it does heavy if not lethal damage. They also attack with a multi-shot void strike, which includes a stamina drain if you are hit. Priority kill these!

To start, you will be facing only bent dance Khajiti until after the first boss. Simply defeat each group, remembering your kill order, and keeping everything well under control. There should be three groups prior to the boss, and if they take a very long time to die, it is a good indicator your dps needs improvement.

Zhaj’hassa the Forgotten: The room where you fight the first boss has six pads on the ground spread around. The group should position themselves around the outside of the room, with two people to each pad, and try to return to those pads only. Additionally, group members need to stay spread slightly for some of the mechanics.

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● Curse of the Bent Dance: Zhaj’hassa will select three players, and fling blue orbs into the air to land on them. There is no avoiding the curse. Worse, if you are too close to a cursed player for two seconds after the curse takes effect, you will be cursed as well. Thus why the group needs to maintain a small distance from each other. ● Dark Crystal Pillars: Zhaj’hassa will select a player and attack them with a pillar summoning spell. The pillar will have a double red circle effect, and will knock aside the player as well as causing damage. You may move swiftly out of the area, or block to minimize the harm and stop the knockdown effect. The number of pillars slowly decreases throughout the fight. ● Channel the Void: Zhaj’hassa will use an ability which kills any player who does not get out of his line of sight. You have a short time to hide, and the only place to hide is behind a pillar. This means that pillars need to be kept inside the ring of pads on the outside if at all possible. Since the pillars are randomly assigned to targets they can

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cluster together. Watch for his emote, and for him to glow dark blue. ● Summon cats: Once again, cats will come out. This time, however, they should be killed. They do significant damage and the only way to get rid of them other than killing the boss is killing them. You can root them. You can use chains to pull them. ● Void balls: Each time a curse is cleansed a void ball is spawned. They move around the room giving you a stackable damage over time effect that eats away at your health. Avoid them if possible, but a few stacks is not a big deal. ● Shield of the Void: Zhaj’hassa shields himself. He then hits every player with an area of effect attack. Standing too close together can cause you to take multiple hits. Burn the shield before your group dies, and he will return to his normal attacks. ● Cleave: The boss cleaves in front of himself, so watch when he is moving. ● Shatter armor: The boss can shatter the


tank’s armor, leaving them taking far more damage for a few seconds.

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Ensure each group has a tank, a healer, and a fairly even mix of the dps. Ideally the two will die at the same time. Additionally, unless you have the Descent to a big battle: wrong color you will stay on your half of the room, From this point on, you will face a sloping descent which should be split in two by an imaginary line into a large area. There will be a number of groups between the two doors. Notice the candle line in to fight on the way. Once down in the big area there the middle of the room, as it is important. will be a large battle against a number of groups of foes, both bent dance Khajit and Ogres. The battle Color assignment: When starting the fight and will last until you beat enough waves or you fall. after each teleport, the boss you are attacking will Should you succeed you shall be rewarded with a assign you their color. Being in closer proximity chest of treasures at the gates above you. As long to that boss than the other also seems to help. as you keep your tanks topped off on stamina and Staying slightly spread out is advised so that a follow the standard kill priority you should be fine wrong color may be adjusted. Carefully adjust if here. It just takes some time. you have the wrong color. Otherwise everyone may collapse together in a group. For those with S’kinrai and Vashai, the the dark color, stack on the behind of where the wonder color twins: tank will fight the soon to come over S’kinrai. This fight is really a matter of making your team For those with the golden aura, stacking at a spot split into two groups. Controlling who is selected where the tank will not fight Vashai is ideal (this as what color is important to manage, and there are makes ranged damage ideal for this fight.) If two a few strategies. Inevitably, however, somebody people with opposite auras are close together they seems to die or get the wrong color after a few will both take heavy damage every second or two, which is usually fatal. runs. This is also something I address.

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Guide Color restriction: Once you have a color you deal vastly reduced damage to the boss who has that same color. Thus the groups will want to attack the other boss. The two tanks should use the Undaunted taunt at range to swap bosses.

line with colors, each side matching the boss on that side. Make sure you stand on the side that does not match your color or you will blow up. As a side effect of the port, the group must retarget the desired boss. There are two methods here:

Both bosses summon miniature versions of themselves. The same rules apply and these extra versions should be priority to kill.

● Original color method: Using the original color method, you always target the far side door. You will always, ideally, be the same color and look for the same boss and miniatures. The downsides to this method are less practice of aura awareness and a slightly longer time to reacquire.

S’kinrai and miniatures will channel a beam attack on a player. Interrupt it, ideally with bash as ranged interrupt effects have a cooldown time. Vashai will drop a void zone which silences like the Sun Eaters. His miniatures will use the Sun Eater’s multi-void attack and drain stamina with it. After a given amount of time, the twins will teleport to the doors. Which one is in front of which door is random. The room will be split along the candle 124

● Set door method: Using this method, you look at one of the two doors, entry or exit. Your group will all target the boss at that door each and every time to pick up their color. Your color may change through the fight, requiring you to note it for miniatures, but the bosses will still be


Once one of the two dies, all colors disappear. The next teleport will devastate the raid, so finish the remaining boss quickly.

The second gates: This is another event similar to the mass group fight earlier on, except this one is a little less hectic. First you will see a handful of the ignorable bent Khajit and two very big cats. Group together, remembering that the cats cannot be taunted, and burn them hard. Stick to single target rotations,

but enjoy any splash area effect damage benefits you have! Once they are down, there are two ramps. At the top of each is a chain to pull which starts that side of the event. Each side features three waves of the bigger bent Khajiti to kill. Unless you have had issues with them before, and you likely wouldn’t be this far if you had such issues, they should be a non-issue to defeat. Pull each side in turn via the chains, and collect another treasure chest reward.

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tank swapped making that a non-issue (you do want two spots assigned for ranged dps on Vashai.) The downside to this method is that it takes more personal awareness of your color aura when it wouldn’t otherwise matter (but it makes noting that you are the wrong color and dealing with it much easier in turn.)

Rakk’hat, the shadow realm, and the end of the bent dance: Finally you have reached the innermost sanctum. It is time to end the bent dance, at least for this visit! Before you do so, however, you will have to overcome this daedric fiend’s tricks. Note that there

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are four pads at the corners of the room, and what looks like a clock with rings at each hour position around a big central ring. One tank is enough here, so use the other to help in the shadow realm! Void smash: Rakk’hat teleports above one of the platforms and smashes it, covering it in void energy. This will happen right away to the central ring, then follow the order around the clock, going clockwise. Stepping into the void energy is deadly. Blessing of Protection: one player can stand on the next ring to be smashed and will gain some damage mitigation. Ideally this should be the tank. Void machine gun: a spray of void energy which will damage all players in the frontal cone. The tank needs to turn Rakk’hat away from the group. Hulk: Rakk’hat will summon a Hulk add. The hulks should come at one, four, seven, and ten o’clock. Void balls: Void balls rocket across the room from a pad, once again putting a damage over time effect on those hit. Death and cats: When a player dies, Rakk’hat will start summoning cats from their corpse. Get them up quickly or the cats will make the fight much more difficult. Aerial void bombardment: Rakk’hat selects a few players and throws void bombs at them. Keep moving to minimize damage, and heal the damage as needed. Those being bombed should stay away from other group members. Bent Dance: Rakk’hat will feed off the Khajiti performing the bent dance! Six void callers spawn in the shadow realm, and your group will need

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players to go deal with them. This will happen shortly after the Hulk add three at one, four, and seven o’clock. You have limited time to deal with them, and the faster the better! To win, you must use a synergy called ‘Eyes of Jode’ at braziers with a blue flame along three paths. At each brazier you may or may not see a void caller revealed. If one is revealed, kill it with an instant attack (they have 1 hp) and keep going. Once two are dead on a path, that path is done… so move to another path! Beware, though, as a the left and central paths intertwine near the end. There are once again two strategies, one of which is my own creation! ● The first strategy is to have three or four people assigned to head back and maximize the speed of clearing the shadow realm. This strategy uses your lowest dps members. The goal is to have everything over in a very short time, bring all the people out, and keep dpsing more. If you don’t do this quickly, however, you lose a lot of dps. ● Jairone’s strategy: Using a sorcerer with the bolt skill or a morph who is able to spin and move through the area rapidly, you rely on two players (that sorc and the second tank in dps gear) to clear the shadow realm. This allows you to keep more dps members on the boss while the shadow realm is being cleared, and is most likely the more effective strategy overall. The weakness is that it requires a specific build and a solid player to execute that build. Having an off night can leave the team to wipe over and over again. ● When exiting the shadow realm with a victory, you get 20 seconds of 1.5x damage. Focus fire your biggest hitters and refresh damage over time effects just prior to this


>15% health: Rakk’hat will turn the center ring golden. The group gathers in a spread out formation at the center ring. Off heal capable people should be ready to help heal as needed. Void curse: The player takes damage every second. Affected players may not cast any spells. Use ranged light weapon attacks if possible on the summoned bent Khajiti at the clock position rings, and gather close to the center of the big ring. Healers and off healers not affected should heal them!

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ending to maximize shadow realm group impossible to predict who will be cursed, this must contribution, then go cleanse on a pad. If be adjusted on the fly! you do not cleanse you will die upon trying to enter the shadow realm again! After a certain amount of time, Rakk’hat will fly up to use void smash on the center ring, returning When Rakk’hat is at the eleven o’clock position the fight to the original configuration, but with there are two possible results. the extra Khajiti up. Rakk’hat does not heal, but the fight is much tougher for a while with those </=15% health: Khajiti. Defeating them and restoring order needs Rakk’hat will go into his enrage mode, dealing to be done asap to proceed, and in most cases the raid wide damage until defeated. This is the easier dps simply will not be strong enough to avoid a result, requiring only that the raid group up for wipe if you get to this point in normal mode (you healing and defeat him prior to the healers running would have had Rakk’hat dead or under 15%.) The out of resources. entirety of the other mechanics are still in play, including people going back to the shadow realm… meaning ideally that the extra foes need to die prior to the two o’clock position. Once Rakk’hat is defeated the sanctum will be restored and the corrupt effects of the bent dance defeated. Claim your rewards, and congratulate your group on a job well done! As always, thank you very much to those who gathered together to run trials, and especially to Prissy for leading the events! Without all of you these guides would not exist!

Cauterize: This synergy is available to those who are not hit with void curse. All non healers will use this asap if not cursed to attack and try to kill the summoned Khajiti using the priority kill assignments as before. Once the channel has stopped, they will then attack with spells and weapons. Healers and off healers should communicate who is not affected. They should then split into two groups, channeling and healing in turn. As it is 127


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Master Thief: Kari’s Hit List Guide By Robert J. “Jairone” Mann When exploring the world of Tamriel, there are some items that are unique and noteworthy. They are prime examples of the culture of each given area, or maybe something that has such great value as to be considered priceless. They may be historical. They may be embarrassing. Whatever they are, they are iconic! These items may not be easy to sell, but there is plenty of interest in them in the Thieves Den. Any self respecting thief knows that having iconic treasures is good for the old security deposit 128

business! So why not make the guild some cash and gain yourself some notoriety? To that end, here is a nice list of where to find everything organized alphabetically by zone with the exception of Hew’s Bane being at the end. This is to streamline your travels as this last stop is where you will want to visit the Den again. Bring along some invisibility potions because they will help a ton. Alternatively, work with some leniency edicts to make this a snap.


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Alik’r Desert: Divad Hunding’s bowl is sitting in the Sister of the Sands Inn. It is on the front counter. Getting this bowl without using invisibility is tricky, but it can be done. Still, if you don’t want to wait a fairly decent amount of time, just use invisibility to loot it.

Deshaan: Head on over to the central building in the city. Stay to the north, and head in one of the doors. The middle of this lower level should have a desk with a person behind it. Facing them, to the left, there is an antique chest. Your prize awaits within.

Auridon: All the way back in the palace at the rear, on the bottom level and to the right from the main hall, you will find this censer on a dresser. If you hide on the right hand side of the dresser, you can nab it without being seen.

Eastmarch: In the Mages Guild, on a table to the right well before the stairs up, there is a tool used by King Jorunn himself. The guild will love slicing their own cheese with this one!

Bangkorai: Go upstairs in the inn. When you stand in front of the fireplace, look left. There is a room with the lovely paper weights inside. Taking them should be very easy as whomever is renting the room seems to be out on the town.

Glenumbra: Hidden in a corner of the castle’s kitchen, a little box waits for somebody to come and take the luxurious rug within. Whether it really makes for a comfortable place to rest your feet is a moot point. This one is magical! 129


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Grahtwood: South of the giant tree that is the capital, there is an Embassy that has your target inside. Head in the door to the back and turn left. One person does wander back here, so avoid them seeing you!

Reaper’s March: Yet again this is at the Mages Guild. This one is outside under the actual building. Grab yourself some seeds before you go since a spittoon isn’t a spittoon without something to spit! It’s the healthier spitting option!

Greenshade: Head to the Marbuk Mages Guild. Then go upstairs. There’s a janitor up here sweeping, and he’ll be upset if you take the scroll while he is looking. A little patience will save you much trouble.

Rivenspire: Head to the Fighters Guild. Go in and head to the right. At the end of the ground level there’s a room to the right with a chest in it.

Malabal Tor: At the Mages Guild in Velyn Harbour there is a harp. Don’t just grab it, as this one is about as difficult to get as they come, as somebody is always watching. Use invisibility to avoid headaches!

Shadowfen: Under the Hist Tree you will find a shovel. Be careful as a couple people wander around here!


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Stonefalls: Head to Kragenmoor! There are two inns here, but the one you want is “The Hissing Guar.” Down in the cellar you will find a serving tray. Watch out for the one person down here when you take it.

Finally, Hew’s Bane!: Head on over to the bank. Today we are making a withdrawal without notifying anyone. Swing around and pick up the “trash urn.” History can cause very odd things to be worth a lot! Now, head over to the Den and set the items in place. Enjoy your reward of notoriety and the ability to make coins shower down on you.

Stormhaven: In the Wayrest Mages Guild you will find a poem by a noteworthy writer. While it is the worst sort of doggerel the writer alone makes it worth stealing! You will find it on one of the tables on the ground level.

The Rift: In Riften’s Fighters Guild, up the stairs to the right you will find a drinking skin. Hiding in the back allows you to take it without worry.

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Black Desert An Overview of What Caught My Attention By: Althea “Briseadh” Damgaard

What drew me in: My interest in playing this game was a 50/50 desire. I’d been burned by some games I tried that stated similar things for crafting, housing, etc., but it still looked really good. Thankfully, I managed to snag a key to the last closed beta test in the Valentine’s Day push for keys. It only took about an hour of trying and one hour of waiting, despite how busy the site was. I appreciated that they sent the key twice just to be sure I got it. What really caught my interest first was how node management integrated with everything. A node manages a defined area around it, like a control point. It can contain housing and harvesting nodes. To activate a node, talk to the node manager and 132

spend the required contribution points. Leveling a node you are using for production increases the production rate and helps with chances of the random rare items you can get. The leveling adds to the loot table chances, too. The nodes will also connect to the city, but some may need nodes in between to do so. Don’t have a node connected back to a city and have an item only a trade manager will buy? Oops, the trade manager will only pay you 30% of the list price. I learned this one quickly due to fishing. My fish were not getting the full price until the area was added to my node network. In addition, you can’t trade or transport between cities without a node network linking them.


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Exploring the novel new systems: Crafting in this game is full of all sorts of fun. First, you learn simple processing which you can do anywhere. This could be chopping your logs into planks, turning ore into molten shards, or simple forms of alchemy and cooking. However, that is only the introduction. All over the map, mostly in cities, but also at some of the nodes with housing, there are a wide range of workshops. Some will take raw materials and change them into more refined items. Then, there are the more specific ones for making such things as tools, ships, wagons, weapons, armor, furniture, jewelry, etc. Let’s not forget that some housing is required for horse ranching due to the ability to breed horses and you will want more stable room to do this.

All cities allow for one worker without investing in lodging. Your workers level as they work and get the chance at promotion tests. The free workers you get through quests are the bottom of the barrel and can be useful for a while, but as you grow in your needs it is good to trade the free workers in for better ones that can accept promotion tests to advance further. Another fun part of the game is called energy. Energy is used to do processing, gathering, a mini game of conversations with the NPC’s for amity and node leveling. Amity works as a marker of how well the NPC knows you. New opportunities, quests or items will open up with the proper amity level. Your pool of energy grows as you explore

There is a way to hire workers. They are the ones who do everything in your workshops, and they can directed to harvest from mines, farms and forests for you. However, they need housing, too. The number of workers you can have in one city area is restricted by how much lodging you invested in. 133


Perspective and help the residents of the world. You have to rest to restore the energy, though the best way to restore it is to mix up energy sapping work with some good ‘ole mob fighting and questing. I mentioned the conversation game with NPC’s with the use of energy. You can build up amity with any NPC that has the conversation minigame available. Each play of this game costs you two energy points. Amity opens up new quests and on some NPCs shops. The added shops have various items that will cost you some amity points and coin to buy. Some of the armor you may want is acquired this way.

to use for city linking, resource usage, etc. Every house you buy whether for storage, workshops or your very own residence requires you to spend these points for it. Upgrades to housing require money, but is pretty cheap compared to the money you can make in the game.

You cannot trade much directly with other players, but there is a marketplace in most cities where you can sell and buy items from each other. Depending on what you want to do, you can either go find the items yourself or buy them from other players. You can not trade directly with another player. Due to this we have to work on timing to sell it through the marketplace in order for a friend to be the Contribution points are acquired by completing buyer. There is no guarantee your friend is going quests. These points are used for several things. to manage to buy the item before someone else The main thing is for activating nodes you want does. It’s easier to group together and help each

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I haven’t even mentioned the Black Spirit that has an attitude and wants you to grow up big and strong fighting various mobs. The fun part about fighting the beasts, demi-humans, and humans is that you will gain knowledge about them besides experience points. You even get scored on how well you killed each mob type. The game allows you to reset bad scores for a price at the Calpheon library.

In conclusion: The only thing I complain about is inventory space. This can be managed with city warehouses. Buying housing that is for storage adds slots to your warehouse in that city. To increase your bag space, there are quests that include that as a reward. By the end of CBT2, I knew I was hooked, so I bought the game. It has been the main thing I’ve

played. Sure, I still like my other games, but there is so much to do in Black Desert that I don’t have time to play anything else most days. I spend as much time leveling processing, gathering and cooking as I do upping my primary level by killing mobs. Not to mention sometimes I’m just riding around for a bit increasing the percentage of success my horse has to drift or hind kick.

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other grind for the needed items rather than trying to find a way to trade them through a heavily used marketplace.

This is just a nutshell of what is in the game. There is a lot of strategy required for crafting, leveling, gearing up, etc. Nothing in the game is standalone, but it’s so modular that you can pick and choose what pieces you really want to do. There are many ways to play this game right and enjoy it. It does not force you into getting to the endgame only one way. For some players, the end game might be becoming the greatest cook or the best horse trainer rather than reaching the max level all geared out. Sure, there are things for end game and the node wars to come that funnel you into certain options, but overall it isn’t hard to get there with friends.

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Guide

Black Desert Node Management Guide By: Althea “Briseadh” Damgaard

One of the things that caught my attention in this game was how you can contribute to and use nodes. As an organizational nerd and ex-project manager who loved that kind of work, this looked fun. I bet some of you are groaning. Don’t worry! This article is yet another way to help you figure it out... if the guides that are out there for the NA/EU (North America/Europe) haven’t helped entirely by now. First, what is a node? Cities are the main nodes, but you do not have to contribute to get use of them. On the other hand, there are sites around a city where you do have to contribute. These are farms, mines, forests and other places of interest where investing in the node can give you several advantages. Once you get to any city and talk to a few people, the city is added to your node knowledge base. You 136

will want your cities connected primarily for trade routes and transporting between warehouses. If they are not connected, goods won’t be transported unless you carry them yourself or pay triple the fee. You may not get your full money’s worth for items bought in one city to trade in the other if they are not connected.

City Connection So how do you connect your cities? Only one path is required. I recommend doing a little research to find the cheapest way to go because there is usually more than one way to get there. For example, connecting Olvia, the starting town, to Velia it is cheaper to travel along the coast rather than through the Western Guard Camp. To connect the towns, you have to start in the first node in the direction you want to go outside the city. So for Olvia, grab the Costa Farm node.


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On your map, you will see white lines out of your activated. If you missed a node somewhere, a path city to all nodes you know that connect directly will show you the node that you need to activate to it. Once you contribute to Costa Farm, the link first. back to Olvia will turn yellow to show an active connection. White lines will show up from Costa Farm showing where else you can go, giving a hint of how the network could flow. Each city is a hub with “legs” that reach across its territory, and each node is a joint on that leg. You must work out from the city toward the boundary. Once at the boundary of Olvia, you must run to Velia and work your way out a leg toward where you had to stop for the Olvia leg. Once both city legs are completed a connection will show between their ends. Remember to pay attention to the connection lines that appear as you acquire your nodes. Each node will take one to three of your contribution points to connect. Don’t worry that you won’t have points to do great things someday. There are plenty of daily quests along with the general exploration quests that will keep giving you more. If you are an altaholic like me, you can work on these easily in multiple places with only a few minutes required for each hub. A little organizing and strategy will go a long way. But wait, how do you actually spend points there? If you click on the node on the map, it will tell you to talk to a node manager. When you first want to contribute to a node, you must run to that node physically and talk to the Node Manager in person. A window will pop up giving you an overview of the node. In the upper left corner will be an information box. In that box you will see a button for contributing points to acquire it. If you have enough points, this words above it should be green, and once you click it, the node is officially

Temporary Activation – Why Bother? While working on questing and leveling in an area, you should activate the node first. Even if you don’t level the node (to be explained later), you will get a boost to what you are doing. You will also be able to sell trade items to a trade manager back in the city at the full price instead of a dismal 30% of value. The place you like to AFK (Away From Keyboard) fish at should always be connected so you get full price for your expensive fish which are considered trade items. Once done with the area, you can remove your contribution point(s) making them free to use elsewhere. The only time you cannot do that is when the node is connected to more than one other node. Most of the nodes I use on a temporary basis are at the end of the leg and are not connectors into the next city’s territory. You also cannot remove your contribution to a node if you are invested in subcomponents of that node. 137


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Gathering at Nodes I will be using the example of a farm node, but there are also alchemy, wood, and ore nodes. Most nodes have some sort of gathering node at them. When you click on a node on your map it zooms into that area and you can see what type of gathering nodes you can contribute to. You need to first activate the overall node by talking to the node manager and then you can acquire the associated gathering node.

The city I chose to use as an example is Heidel. It has plenty of housing in it. You must buy with contribution points the blue house before you can buy the gray ones. You can tell which ones are chained by a numbering system that is X – X. The first X denotes the chain, so all that have the same number go together. The second X denotes what order it is in the chain from one to however many it includes.

Now, this is where some strategy and organizing will come into play. Since Heidel is a decent sized The picture is of Loggia Farm, and you can see city, it has a lot of housing including the following: that the circle with the grain symbol in it is yellow. storage, residences, workshops of several types, When it is yellow, it has been activated. A worker and lodging. I started out with storage which is can now gather there. In the case of Loggia Farm, actually in progress on the western side of Heidel if he is digging up lots of potatoes for me so I can turn you look for the white house and then the blue one it into beer to make him a happy worker. Workers above that has a circle on it. I chose this location for gathering nodes are managed the same as for storage due to being able to spend some cash to workers in workshops. This will be explained also level the second house’s storage to eight slots. more fully after I explain how housing works in The silver was a drop in the bucket for what you get this game. in this game. In the end, I added eleven slots to my

Housing Houses can be found in all the cities and at some of the nodes. For instance, in the picture above for Loggia Farm, there are two houses. The houses are white because I invested in them. Most houses cost one point to buy, but some may cost more depending on the city and what they are used for.

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warehouse with little effort. Also, these two houses did not have a workshop or lodging I would want to use later or could not find at another location. So, how do you know what a house can be used for? To get into the city map, you open the main map, click on the green box denoting the city node, and then click on the house of choice. You can check them all out no matter what color they are in order


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The control menu will also show if you have reached the maximum level. If can increase the level, the button will allow you to do it. If it is a workshop of any sort, wait for the worker to complete his task and then do the upgrade so you do not interrupt work in progress. I suggest maximizing the level before you use it.

to plan your layout of housing usage in the city. There are four sections of information: usage choices, status/control menu, detailed use, and layout. This is my second storage house mentioned above. Its current status tells me it is being leveled up. The status will have a button you can click if you can level it and will show the progress of the leveling. The details describe that this storage house could have three levels showing the total spaces added for each level. As mentioned before, I maximized this one to get eight spaces. This plus the three spaces of the first house made the total eleven spaces. Leveling also takes time. It usually takes two minutes to first acquire a house and then at least ten minutes to upgrade. Timing on leveling up can vary on the type of house and what level is being earned. The status area will turn into a control menu area if there are things you can do with the house once it is owned and there is no upgrading in progress. All will have a sale button so you can sell it in order to change it to something else or take the contribution point(s) to use elsewhere. It is best to verify work is complete in the workshop, the same number of storage spaces are free in the warehouse that are in the storage house or the residence is empty before selling. This way you will not accidentally lose anything.

To use any workshop, you need an available worker. You can get workers via quests in the city that teach you about them or by negotiating with the work manager to hire more. You can have as many workers in a city as your lodging allows. Be sure to spend some of your contribution on buying housing that is called lodging. Most lodging is in the cities. If you don’t have room for another worker, you will get a warning when you try to initiate their contract. If there is no more lodging to buy or level, you have reached the maximum workers allowed in that city. Once you hire a worker, click on the “Manage Crafting” button at the bottom of the control menu. For farming, mining, etc the window is only in two parts, and the work detail for the worker will be on the right half. A workshop has multiple things for your worker to do. You can place your mouse pointer over each item to make a details window pop up that tells you what you will need to make it. Make sure all the materials are in your storehouse for your worker’s home city. All gathered and 139


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crafted items will go into the city warehouse the worker lives in, so make sure there is room. I tend to keep my workers hired in the city associated to the workshop or node. If the warehouse has no empty slots, production will stop for everything in that city.

To the right of the time there is a change button. Click this to change from the default of one time to however many you want to make. The only time I don’t put this at maximum based on materials is when I don’t have the space in the warehouse for items that do not stack. In the case of ingots, they stack, so I can maximize the output if I have a free slot for them and at least one other empty warehouse slot. The output is also restricted by the worker. Each one has a number of repeats they will do based on their rank before you have to feed them beer to recover. Workers are one of the reasons most

people get into cooking for themselves because the more workers you have, the more beer they In my example I am checking out a bronze ingot will guzzle to keep production rolling. Looking at in my mineral workshop. I clicked on the item in your worker list is the quickest way to find out if the work list on the left, and below it the details of something is not in progress because of a worker what was required appeared. At the moment, I can requiring recovery. If you want them to stay where only make one bronze ingot due to the quantity they are, you simply click repeat once you recover of copper and tin shards I have in the Velia them and they will do the same thing all over warehouse. again. If you want to change an idle worker, you go through the steps explained above for starting On the right side, all of your available workers are work at a shop or gathering node. listed. Currently I have an idle worker in Velia and one in Heidel. I will use the one in Velia because Residences the warehouse there has the needed materials. If You can own up to five residences around the I want to use the worker in Heidel, then I would world at one time. Most people stick to one or two have to put all the required materials in the Heidel that work best for the areas they find themselves warehouse. However, the Heidel worker would in the most. I currently have my house in Velia, take longer due to traveling much further. but I will probably buy one in Heidel soon. The final piece on the right is the work time for the chosen worker. The time is based on the rank of the worker and any associated skills they may have that would assist in the task. If everything looks good, there is one last thing to do before you click the “start work” button. 140

The main reason to have a residence is so you can house your cooking and alchemy tools. The next reason is to have a bed to regain energy faster. A lot of energy is used in this game for gathering, processing, cooking, alchemy, and even talking to NPCs in the conversation mini-game. The normal energy recovery rate is one unit every


While questing and exploring, you will gain things that will help your residence look nice and acquire points. Some will even give you buffs, for instance, I have some pots and pans hanging on my wall that can be used to help with cooking. You can also get a variety of items from other players on the marketplace, from NPC vendors, and via the cash shop.

About the Use of Energy on Nodes Nodes are leveled by spending energy. It takes a lot of energy to max them out, and I, like a lot of people, have multiple characters to help with this. Nodes can be leveled from anywhere by opening your map and clicking on them. It usually takes

ten energy each time you want to add points to the node leveling. The leveling bar will fill up with yellow as you add to it until it reaches the end and rolls to the next level or it tells you the node is at maximum level.

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three minutes, but if you need to run AFK between energy draining activities, lying on a bed will increase it to three points every three minutes.

If you do it in a primary node, it affects what occurs for you in the overall area, like increasing the chances of earning rare loot. If you put the energy into one of the gathering nodes, it helps increase the yield the worker acquires.

Conclusion You can do a lot with node management and the housing system associated to it. The only wrong way to handle node management is not use it at all. I know the game has been out for a while, but I hope this article gives you another way to look at node management that inspires you to delve into it more deeply.

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Preview

Hands on as the hordes descend! By: Ed “Screenag3r” Orr

For over four years, the Orcs Must Die! franchise has rampaged across our screens, assaulting players with puns, quips, and a light spot of Ogre decapitation. Now, with the latest incarnation in the franchise about to spawn, I braved Robot Entertainment’s own dungeon and met with COO Harter “Harterfaster” Ryan, to take a closer look at the Orcs Must Die! Unchained.

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As I write this, Unchained is on the cusp of open beta and due to launch later in 2016. It is an online, free to play game that fits neatly into the tower defense genre. Following on from previous Orcs Must Die! Games, It once again pits players against hordes of Gnolls, Ogres, and, of course, Orcs as they attempt to tear through your defenses. Players can employ a multitude of traps or just bash heads to protect their own rift forts,


The most obvious change to this edition of Orcs Must Die! is the introduction of five player teams. A sizeable step up from the two player co-op of Orcs Must Die! 2. Larger teams also brings more mayhem, more friends, and competitive play to the franchise, for the very first time. The introduction of PvP has been a significant focus during the development of Orcs Must Die! Unchained. Harter Ryan explained a little more about Robot Entertainment’s approach to PvP. PvP is a difficult thing to do and the world doesn’t need another MOBA. There are plenty of fine 5v5 MOBAs out there. What we wanted to do was create a 5v5 PvP experience that was different which means we have offense and defense with heroes that can specialize. We wanted to make sure that we kept things interesting, different, and balanced.

This focus on creating interesting and balanced competition took a significant amount of time to get just right. Orcs Must Die! Unchained has undergone some significant changes over its development and as release approaches the team has shifted focus as the latest patch 2.8 demonstrates. Harter explained that:

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while a series of increasing difficulty Orc assaults come crashing down on it. Anybody familiar with Robot Entertainment’s previous iterations will be accustomed with this concept, but the developers have taken the core principles of Orcs Must Die! and introduced some monstrous enhancements.

We spent a year and a half developing that (PvP) but it turned out it wasn’t the entire experience that people were expecting from Orcs Must Die! That’s the big migration pass now. People can jump in now, play the tutorial and start playing straight away with their friends in PvE. It turned out that as enjoyable as PvP is, having fun is more important than creating the latest e-sport. Harter confirmed that the team at Robot Entertainment has no plans to launch straight into e-sports and have been focused on bringing a well-rounded game to fans. With that, I got to experience the latest 2.8 patch just before it went live, cutting a path of destruction through the Frostbite and Shark Island Maps.

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Preview Shark island is the newest of these two encounters and is a fairly high level encounter. This map is anchored just off a rickety pier and surrounded by shark infested waters. Defenders can set traps, crush skulls, and wind their way through a maze of corridors as Orcs flood through them, in typically enthusiastic fashion. It is an extremely entertaining encounter with lots of unique mechanics, from the local shark population to new movement abilities that suit the tone of Orcs Must Die! perfectly.

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Frostbite is a simpler affair and available at lower levels. Set in an artic castle, it was easy to understand and functionally similar to previous Orcs Must Die! games. While much of the PvE content doesn’t change the core of the game, Harter described why PvE in Orcs Must Die! Unchained is still just as fun as its predecessors and why we got chewed up by Shark Island. It’s a really simple concept and we’re trying to keep that at the core of the game. Even with the


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new metagame and the PvP, if you aren’t having fun then you aren’t going to stick with it. We want to make sure that players really have a great time and come back. It has to be fun, and it has to be challenging, and the challenge has to scale as players progress.

arrow walls, wall grinders, and wall blades are some of the more visceral fates that await Orcish invaders. These traps are common to previous Orcs Must Die! games but as players hit level 25, things really start to get interesting. New customization options unlock and traps can be upgraded. Using materials dropped during matches, new traps can Harter also explained more about how the game be crafted to suit particular play styles while the intends to keep players coming back, creating Ballista , in particular, has an ingenious array of more to do and a long term investment in the new implements to impale invaders. experience. Orcs Must Die! Unchained’s card deck, similarly, The second game had some rudimentary allow players to add even more customization, progression options. You could unlock specific collecting and building extra abilities from fire upgrades and change some options in the loadout. This gave you some variability but you couldn’t upgrade your hero’s innate power by levelling. In this game the player has lots and lots of options. For example, you’ll see crafting materials drop during a game. After a match you can choose how to use those crafting materials. We think that sort of meta is the glue that binds people to the experience. You’re having fun in the game, you are making interesting decisions outside the game. Altogether it works. From level one, an array of torturous obstacles are available to defenders. Spikes, barricades, ice pits,

braces to a magic vegetable. The momentous number of customization and progression options in Orcs Must Die! Unchained should greatly enhance the longevity of a fun, yet deceptively simple, concept. Character variation is similarly effective at keeping things interesting. Twelve eccentric, bright, and quirky characters make up the launch roster, including the popular War Mage and Sorceress. Each of these brings their own capabilities and marks a significant step up from the pair of playable roles in Orcs Must Die! 2. A few basic attacks and 145


Preview an action set that can include eight traps provides an adequate breadth to each of these characters without becoming overly cluttered.

magic you can rotate through, including a great area of effect skill that looks like fire, just going off everywhere. Those two are really cool.

Harter described a couple of the more unique

With

additions to the Orcs Must Die! Roster.

such

a

robust

progression

system,

balancing could be a fairly daunting process for the development team and the community. I think one of the more interesting characters is Thankfully, after a year and a half experience with the Prospector. He is a support character that PvP balance, the team at Robot appear to have a can set a trap which puts a tunnel down, allowing realistic approach to this. Harter, explained that, teams to rapidly move across the map. He’s also got a dynamite stick that he throws. That has a We’re not afraid to balance and allow the players really nice area of effect skill. to develop their own meta on the PvE side of things. As for the PvP balance, we make sure that’s Also Zoe, who is the Apprentice, has a book of normalized. We don’t let you level up and bring in

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a bunch of upgraded traps into a match, making it a very unfair experience. We try to keep those components very separate. The heroes within PvP are balanced against each other and within PvE, we are less concerned about being fair to the computer.

interested. Part of it is to allow us to find out what players really love and find out what they want more of.

The team at Robot has always been proactive at engaging with a well-established community and the open beta patch is clearly aimed at keeping the This realism is understandable when you take into community playing by getting more players into the account the player experience. Harter confirmed action. The queue consolidation, a normalization that, of difficulty levels, the addition of AI compatriots between levels one and ten, all act to funnel more We’re shipping with 12 heroes and we have more players into matches faster. The result should be a in development. We have more of everything in frantic kaleidoscope of fire, frost and Orc parts as development. Part of that is due to the game’s free Orcs Must Die! Unchained passes PC Open Beta to play nature and it makes sense to keep players and reaches PS4 later this year.

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Review

A Rough Road for the Solo Gamer By: Shea Fort

It’s time for activation, Agent. The Strategic Homeland Division, or SHD, is a secret government agency dedicated to protecting what’s left in the event of a total government breakdown. Welcome to Tom Clancy’s The Division, Agent. New York needs you. Well, the world does, but New York needs you in particular. I was approached to write a review on The Division, but I’m not exactly an authority on game reviews, so I’ve decided to label this an opinion piece. What’s the difference? My review is expressly labeled as an opinion and you can’t call me bad names because you disagree. Worst you can do is say my opinion sucks. And it very well may.

the event of a catastrophic outbreak. Massive Entertainment has painstakingly recreated New York City, and it’s gorgeous. Ubisoft is known for publishing games with absolutely amazing reconstructions of places throughout history (see Assassin’s Creed series) and Massive expands Ubisoft’s portfolio splendidly in that regard. Though, admittedly, I’m struggling to see why the Tom Clancy name was tacked on, to be entirely honest.

The premise is exciting, but unfortunately, The Division doesn’t really work hard to buck the trend of MMO-ish games and their lackluster story. I did enjoy it throughout, and it’s absolutely worth the play for that alone, but don’t go in Moving on! The Division is based the Operation expecting something absolutely incredible. I wish Dark Winter - a real-world simulation that shows the story had been given as much attention as the just how quickly society would break down in premise and the incredible marketing/promotion 148


But, Shea... how does it play?

person form a makeshift militia out of escaped convicts? You get some answers, but (almost in the style of Destiny) you’re going to dig for it in collectables. They’re interesting, and awesome to see the first few times, but they quickly lose their novelty. At the same time, it thankfully lends some credibility and immersion to the game’s world.

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campaign. I really wanted this to be my Game of the Year, and until release, it felt like it could’ve easily taken that spot.

Let’s start with character creation, shall we? You get a few basic preset choices for face, face tattoos, face piercings, face hair and... bah, I wanted more I’m sure Ubisoft felt that a primarily multiplayer face stuff. Creation is seriously limited, but there is game would be a bad place to stick lots of cutscenes just enough to make something pretty (or rugged, and narrative, and to a point that makes sense, but for all you manly types). this is also an RPG. In that aspect, it sadly falls short. After you’re finished, you’re thrown into a little

I went into the Division planning to play solo, tutorial area that has some creative ways of and I honestly feel I got more fun out of creating showing you the game. There’s no look up and a backstory for my character than I did out of down and left and right and see if you can find the playing the game itself. The third-person shooter person standing in front of you nonsense. mechanics are, in my opinion, solid and fun. But I’ve never been fond of the endless quest for gear Creating a real-world setting for this kind of game upgrades, and after finishing the story itself, that’s is no small feat. Zombies, vampires, aliens, and what happens so you can thrive in the Dark Zone; magical faeries do not exist here. Therefore, it’s a PvPvE area that, you guessed it, rewards you easy to get caught up in making the world and with more loot. While many find this to be a good setting interesting, but falling short with enemy thing, I was never fond of it. So that’s something factions. How did all of these sanitation workers you might have to look elsewhere to get thoughts become psychotic pyromaniacs? How did a single

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The one thing I can say about the design of the game itself is that it makes you think. It doesn’t hold your hand, so it can sometimes be unforgiving. If you go into it expecting to be at least a little tactical, though, you’ll be alright. In the end, Tom Clancy’s The Division falls a bit short for a solo gamer that plays for story and immersion in a world. At the same time, it’s a fun ride for what it is, and I can definitely recommend it. I just wish it would have been able to hold my attention for more than a single playthrough of the story. This has probably been the most frustrating game I’ve written an article about - it isn’t bad, don’t misunderstand. It came so very close to being a masterpiece. The pieces are there, the atmosphere on as I never spent much time there. Fans of is incredible, the environments are gorgeous, the Borderlands and Diablo will feel right at home Dark Zone can be unpredictable and paranoiahere, though. inducing, the world design is some of the industry’s best... but the implementation is sorely lacking. I enjoyed playing the game much more with a I’m hoping that in the inevitable sequel, Ubisoft friend, and I thank Izzy for being my guinea pig for and Massive learn from what they’ve fallen short this review. It’s fun with friends, but it feels very on and make the next installment something truly tedious solo. Keep that in mind if you’re primarily amazing. going to be playing by yourself.

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Tree of Savior Spiritual Successor of Ragnarok Online, or not? By: Joe Kwan “Tide” Yap Hi everyone, this is Tide, first time writer for the Angelings? I have fond memories of RO, and I Gaiscioch magazine. I have decided to make this hope they do not mess this one up. my first post solely because Ragnarok Online (RO) was the first ever long term Massive Multi-player And so my journey began. Online Role Playing Game (MMORPG) I played (Story) and Tree of Savior (TOS) is the apparent spiritual I bought my copy of the founder’s server exclusive successor of RO. access pass on the launch day and immediately set forth my journey into the land of… wait… I was tremendously psyched when I first caught what? After hours into the game, I am actually wind that TOS is in production, my first questions surprised that I was not introduced to what world were probably similar to quite a number of my character wass travelling in. I know there are you. How much similarity will this game have two capital cities (Klaipeda and Orsha) that we can compared to RO? Will the play style be similar? pick to start from when we create our character, Will the music be good? Will there be Porings and 152


I feel that TOS severely lacked polish in the lore department, and thus the entire game feels more like a Massive Multiplayer Online Action Game rather than a MMO-Role Playing Game.

Continuing my adventure… (Sound and Graphics)

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but that is about as much as I could recall. In of switching it off and listening to other source of Warcraft there is Azeroth, in Guildwars there is music entertainment. Definitely a plus. Tyria, in RO there is Rune Midgard, but in Tree of Savior, there is nothing. TOS stayed true to the graphic style of RO. Show this game to anyone who has played RO before Though questing in TOS is inherently interesting, and I am confident that they will think that this is it suffers from the lack of important story RO version 2.0. The combination of water paint characters. There is no sign of specific characters background with 3 Dimensional characters and that will follow or guide us through the story, structures blends well and doesn’t feel outdated characters that will journey with us, grow with us, even at this extremely realistic gaming graphic nor characters whom names we will remember age. and feel sad if he/she dies in the story. The flow of the story have been from Guard A, to Captain The addition of letting the characters jump B, to Paladin C, to random NPC X and so forth. adds another layer of option and complexity to the playstyle which was never seen in RO and effectively allows much more room for exploration and combat.

And so the actions begin. (Gameplay and Questing) The gameplay is less intuitive than I would have hoped.

The music in TOS varies from metal to classical, it varies quite a bit yet the music doesn’t feel out of place in towns and during exploration. In my In my first few logins I laughably thought the only 20 hours play through I have not once thought way to navigate my character was solely through

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Review keyboard as that was the only option that was presented to me in the tutorial – it worked, but

game phases players into a cutscene almost immediately (without a loading screen) when the

tremendously tiring for my fingers. At around level 20 I started to dabble with the controls and to my surprise there is actually 3 navigation options – Fully keyboard, mouse and keyboard, and controller. I have yet to try the controller option but so far my preferred option is to go mouse and keyboard which is once again, very similar to RO. It baffles me as to why the developers would not set the mouse and keyboard option as the default setting.

player reaches a certain location or completed a certain pre-requisite, and back out upon completion. By the time I was level 30 I had encountered approximately 20 cut scenes while questing.

My honest impression of TOS, as I have relayed to a few of my old RO mates would be that, this feels like a laggy flash game – which I surprisingly found out a few days later, it is in fact, flash-based. It suffers from a connection issue, and thus the constant “teleporting” of character back a few spaces and having needed to repeat the same action again. Opening new servers to ease up the bandwidth did help, but it does not negate the connectivity issue completely. Unfortunately, at the moment it seems like the issue is here to stay. TOS utilizes cutscenes heavily for main-story quests and mini-boss fights in side quests. The

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The questing in TOS seems linear thus far, therefore fortunately or unfortunately, players are actually not encouraged to explore outside where their main quests lead them to. Repeatedly going through the same quests over and over whenever a new character is created will prove to be a negative point when determining a game’s replay ability.

New Game+? (Replayability) TOS has a humongous class selection (80 of them), we all start off from one of the four jobs, namely Archer, Cleric, Swordsman and Wizard. From there, the characters branch off into further classes as they level their job. However, despite the amount of class selection, players are only given 4 character slots per server, which is inversely proportionate to the amount of class selection. There are also minimal customization allowed during character creation – only the gender and hairstyle.


Finally, the verdict!

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reminds me of RO, and even how the character is levelled reminds me of RO. Perhaps this is what For this review, I have devised a gaming matrix on the developers wanted, but given the current what do people look for in a game. It is divided competitive MMO market, depending on nostalgia into various categories: Replayability, Graphics, alone will probably not bring a title far. Immersion, Sense of Satisfaction, Stress Relief, Ease of Controls, Connection, PVP/Lore, Zones, Those who seek nostalgia and don’t mind mindless and last but not least, Game Support. grinding (and I mean old school grinding) would enjoy at least for the first 20-30 hours of gameplay. It is very efficient in stress relief as every kill (even level 1) grants satisfaction, however it suffers from limited character customization options and lack of memorable story characters. TOS is a stress reliever, the type of game that you log in after a long stressful day at work/school, buy a few potions and head over to a dungeon or map and start a mindless grind. I believe TOS is designed to give players a sense of satisfaction, even when killing a level 1 monster. How much of TOS is alike to RO? Even though there is no familiar monsters and characters, Tree of Savior, with no doubt is the brainchild of Ragnarok Online. In essence, TOS brings me all the nostalgia. The graphics reminds me of RO, the music reminds me of RO, the combat

Definitely worth checking out the game, but I can’t help but get the feeling that sometimes, some things are best left in our long term memory instead of re-making another version of it... All in all, TOS feels like an unpolished gem.

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Review

Thea and the Return of the Giants By Robert J. “Jairone” Mann Last time around, I reviewed Thea: the Awakening from Muha. I felt it was only right then to return with an update about the free downloadable content (DLC) that Muha has added for everyone. This addition has a few impacts upon the game, and even allows players to adjust how difficult the

None of that is true of Muha’s content creation system. Modules tie directly into the game world without requiring anything else. Adding images is as easy as putting them in the folder with the correct file type. Everything is smooth and connects logically. Muha has an online assistance

game is, or to create a wider range of narrative, via their own custom events.

document which explains almost everything quite nicely. Best of all, the content creator will even check your work for problems and give you a text

I have dealt with a large number of “content creators” that did not feel very satisfying. So I was naturally a little wary when I decided to deal with Muha’s offering. Often you do a lot of work but have tools which at best leave your own content feeling half baked. Even worse, the content you create is usually some separate map, or otherwise not related to the base game.

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Once you have a module, you need to add events. You can rename the events and module using the quill icon, much like you can with characters and items in the game itself. The name of each event is the name displayed in the quest log if it does not complete in a single instance. Thus those names are very important, but ones that complete within a single portion of a turn are only a private reference.

When dealing with the event system that Muha studios used for Thea, one thing important to note is that every action is basically a branching choice. In some way it hearkens to a “choose your own adventure� setup, except that the results are generally going to be something you could reasonably predict. If you try to start a challenge, for example, you can expect to see a challenge. This is largely in the hands of the creator in this system, as your description should indicate what is going to happen. When looking at my created event in the picture below, you can see a number of choices in the boxes, along with some buttons. The add new output button allows you to type more text

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document output of anything wrong! Starting off, you will name your module. You can have as many modules as you like, with events in each. The only rule is that a game started with a module must retain that module to avoid crashes.

choices, leading to more branching options for the player.

Creating an event with multiple branches is simple, and each event or phase of an event can be set with prerequisites and a maximum number of visible options using the system. As you can see, my branching event had around 16 different phases, connected together through the choices of the player. One branch spawns a group of enemies to chase down in the world, and, in fact, links to a whole second event (Kill those Goblins in the event list image.) That event has a solid ten phases, meaning all in all I had about 26 different little phases. That includes some outputs linking to the same end result. However, for all that, it only took just over an hour total of my time to 157


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muddle through, learning the process and making a working event of that complexity.

The Logic Editor lets you attach requirements to any phase of an event, as well as additional rewards not tied to event completion.The Event Entry portion of the Logic Editor screen is a prerequisite system. Whatever is put in must be true, or the event or phase of the event will not show up. Thus you can have, for example, skill based options only show up if a minimum skill level is met. I put together an example where in the picture above I check to see if the village has food. In the top box of the picture above I typed village, thus naming that check. Below, I verify that the quantity of food at the village is at least 25. Where it says ‘List 1’ there is a dropdown menu of named lists. All named lists can be forwarded using the second portion of the Logic Editor to the following segment of the event, and chained all the way through (convenient for not remaking the list in each phase of the event.) 158

This section deals with the rewards. In the image I was very silly and said that the village has food so they get a ton of children. That many children is something extremely overpowered in Thea. I deleted this event prior to running a new game, but you can basically create events that completely alter the flow of the game. I wanted to show that here. You can give boons, or devastate the player with banes here. The tool allows you to do things that completely change the balance of the game, although wise use probably means restraining your crazier impulses!


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That image above is how my big event starts in game. I used one of the default game images, and offered the player a few options for how to proceed. You can see that the options vary in difficulty a little, with the last option of ignoring the event set to zero difficulty. I set the event to only show if the player has progressed to a point where similar difficulty events could spawn, so it should be about as tough as expected. Each option branches off in different directions, offering different rewards. However, most of them return to the same end event rewards for equal amounts of experience and research, the two biggest resources in the game.

Had I wanted to, I could have used other art resources so long as they were the appropriate file type. In fact, doing so is very easy. You simply move or copy the file into the event images folder wherever the game is on your computer. The result is, as you saw, I can use the Gaiscioch logo as part of an event, or whatever else I wanted.

Using the image is as simple as clicking the image box and selecting it at that point. The DLC does not just include the editor though. Muha studios added some events to the game, including the terrifying giants! These new opponents show up after a larger number of turns have passed in game, and they are strong enough to give even the most experienced groups pause. Dragons were already in the game, but even more of those are now present. The unique Slavic mythology viewpoint allowed Muha to add some interesting new creatures. And while the new dragon events are just as dangerous as the old ones, the giants are even more deadly. Engage them at your own risk! My thanks to Muha for an entertaining game and a wonderful content creator! I can firmly recommend this game to those looking for something a little different than the standard turn based 4x game, and the DLC just adds to the experience. For the many hours of fun, behind and ahead, thanks to everyone at Muha studios! 159


Fiction

Oisin by François Pascal Simon Gérard

Oisin and Tir na nOg By: Benjmain “Foghladha” Foley As a community centered on Celtic Mythology we felt it would be only fitting for us to introduce people to many of the classic stories shared for generations. The following story was written by Lady Augusta Gregory in 1914 and is part of the “Gods and Fighting Men” collection of short stories which chronicles the story of the Tuatha Dé Danann and of the Fianna of Ireland. The story of Oisin quickly became one of my favorite Irish legends. As with most Irish legends it has both beauty and sadness. Choice and consequence. Within all of the stories I’ve encountered in my time, they’re riddled with cause and effect. It is with great pleasure that I introduce you to Oisin, St. Patrick, Niamh and the legend of Tir na nOg also known as the Country of the Young. Read the Full Original Book at: http://www.forgottenbooks.com/readbook/Gods_and_Fighting_Men_1000366050#461

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Gods and Fighting Men The Story of the Tuatha De Danaan and of the Fianna of Ireland

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Oisin’s Story By Lady Augusta Gregory [1914], Part II Book XI As to Oisin, it was a long time after he was brought away by Niamh that he came back again to Ireland. Some say it was hundreds of years he was in the Country of the Young, and some say it was thousands of years he

the story Oisin told:--

was in it; but whatever time it was, it seemed short to him.

filling up in waves after us. And after it. And another time we we saw wonderful things on our saw a young girl on a horse and

“The time I went away with golden-haired Niamh, we turned our backs to the land, and our faces westward, and the sea was going away before us, and

journey,” he said, “cities and courts and duns and lime-white houses, and shining sunnyhouses and palaces. And one time we saw beside us a hornless deer running hard, and an eager white red-eared hound following

And whatever happened him through the time he was away, it is a withered old man he was found after coming back to Ireland, and his white horse going away from him, and he lying on the ground. And it was St. Patrick had power at that time, and it was to him Oisin was brought; and he kept him in his house, and used to be teaching him and questioning him. And Oisin was no way pleased with the way Ireland was then, but he used to be talking of the old times, and fretting after the Fianna. And Patrick bade him to tell what happened him the time he left Finn and the Fianna and went away with Niamh. And it is

Oisin meets St. Patrick by PJ Lynch 161


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Niamh meets Oisin by PJ Lynch

having a golden apple in her right hand, and she going over the tops of the waves; and there was following after her a young man riding a white horse, and having a crimson cloak and a gold-hilted sword in his right hand.”

the wind went down, and the storm, and the sun brightened. And we saw before us a very delightful country under full blossom, and smooth plains in “We turned our backs then to it, and a king’s dun that was very the dun,” he said, “and the horse grand, and that had every colour under us was quicker than the in it, and sunny-houses beside spring wind on the backs of the it, and palaces of shining stones, “Follow on with your story, mountains. And it was not long made by skilled men. And we pleasant Oisin,” said Patrick, till the sky darkened, and the saw coming out to meet us three “for you did not tell us yet what wind rose in every part, and the fifties of armed men, very lively was the country you went to.” sea was as if on fire, and there and handsome. And I asked was nothing to be seen of the Niamh was this the County of “The country of the Young, the sun.” the Young, and she said it was. Country of Victory, it was,” said ‘And indeed, Oisin,’ she said. ‘I Oisin. “And O Patrick,” he said, “But after we were looking at the told you no lie about it, and you “there is no lie in that name; and clouds and the stars for a while will see all I promised you before

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if there are grandeurs in your Heaven the same as there are there, I would give my friendship to God.”


you for ever.’”

queen, and fifty young girls along with her.”

Niamh to go back to Ireland. ‘You will get leave from me,’ said Niamh; ‘but for all that,’ she said, ‘it is bad news you are giving me, for I am in dread you will never come back here again through the length of your days.’ But I bade her have no fear, since the white horse would bring me safe back again from Ireland. ‘Bear this in mind, Oisin,’ she said then, ‘if you once get off the horse while you are away, or if you once put your foot to

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before the queen, and we went forward to the royal house, and “And there came out after that all the high nobles came out to a hundred beautiful young girls, meet us, both men and women, having cloaks of silk worked and there was a great feast made with gold, and they gave me a there through the length of ten welcome to their own country. days and ten nights.” And after that there came a great shining army, and with it “And that is the way I married a strong beautiful king, having a Niamh of the Golden Hair, and shirt of yellow silk and a golden that is the way I went to the cloak over it, and a very bright County of the Young, although it crown on his head. And there is sorrowful to me to be telling it was following after him a young now, O Patrick from Rome,” said Oisin.

ground, you will never come back here again. And O Oisin,’ “Follow on with your story, she said, ‘I tell it to you now for “And when all were come to the Oisin of the destroying arms,” the third time, if you once get one spot, the king took me by said Patrick, “and tell me what down from the horse, you will be the hand, and he said out before way did you leave the Country an old man, blind and withered, them all: ‘A hundred thousand of the Young, for it is long to me without liveliness, without welcomes before you, Oisin, son till I hear that; and tell us now mirth, without running, without of Finn. And as to this country had you any children by Niamh, leaping. And it is a grief to me, you are come to,’ he said, ‘I will and was it long you were in that Oisin,’ she said, ‘you ever to go tell you news of it without a lie. It place.” back to green Ireland; and it is is long and lasting your life will not now as it used to be, and you be in it, and you yourself will be “Two beautiful children I had by will not see Finn and his people, young for ever. And there is no Niamh,” said Oisin, “two young for there is not now in the whole delight the heart ever thought sons and a comely daughter. And of Ireland but a Father of Orders of,’ he said, ‘but it is here against Niamh gave the two sons the and armies of saints; and here is your coming. And you can name of Finn and of Osgar, and my kiss for you, pleasant Oisin,’ believe my words, Oisin,’ he the name l gave to the daughter she said, ‘for you will never come said, ‘for I myself am the King was The Flower.” back any more to the County of of the Country of the Young, and the Young.’” this is its comely queen, and it “And I did not feel the time was golden-headed Niamh our passing, and it was a long time I “And that is my story, Patrick, daughter that went over the sea stopped there,” he said, “till the and I have told you no lie in it,” looking for you to be her husband desire came on me to see Finn said Oisin. “And O Patrick,” he for ever.’ I gave thanks to him and my comrades again. And said, “if I was the same the day then, and I stooped myself down I asked leave of the king and of I came here as I was that day, I 163


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would have made an end of all your clerks, and there would not be a head left on a neck after me.” “Go on with your story,” said Patrick, “and you will get the same good treatment from me you got from Finn, for the sound of your voice is pleasing to me.”

Fianna, and it would be hard for us to tell you all of them. And we heard Finn had a son,’ they said, ‘that was beautiful and shining, and that there came a young girl looking for him, and he went away with her to the Country of the Young.’”

“And when I knew by their talk that Finn was not living or any of So Oisin went on with his story, the Fianna, it is downhearted I and it is what he said: “I have was, and tired, and very sorrowful nothing to tell of my journey till

after them. And I made no delay, but I turned my face and went on to Almhuin of Leinster. And there was great wonder on me when I came there to see no sign at all of Finn’s great dun, and his great hall, and nothing in the place where it was but weeds and nettles.” And there was grief on Oisin then, and he said: “Och, Patrick! Och, ochone, my grief! It is a bad

I came back into green Ireland, and I looked about me then on all sides, but there were no tidings to be got of Finn. And it was not long till I saw a great troop of riders, men and women, coming towards me from the west. And when they came near they wished me good health; and there was wonder on them all when they looked at me, seeing me so unlike themselves, and so big and so tall.” “I asked them then did they hear if Finn was still living, or any other one of the Finnna, or what had happened them. ‘We often heard of Finn that lived long ago,’ said they, ‘and that there never was his equal for strength or bravery or a great name; and there is many a book written down,’ they said, ‘by the sweet poets of the Gael, about his doings and the doings of the 164

Ossian’s Dream by Jean Ingres 1813


him, and tormented for ever.” “O Patrick,” said Oisin, “show me the place where Finn and his people are, and there is not a hell or a heaven there but I will put it down. And if Osgar, my own son, is there,” he said, “the hero that was bravest in heavy battles, there is not in hell or in the Heaven of God a troop so great that he could not destroy it.”

the Fianna used to be putting their hands in, and it full of water. And when I saw it I had such a wish and such a feeling for it that I forgot what I was told, and I got “Leave off fretting, Oisin,” said off the horse. And in the minute Patrick, “and shed your tears all the years came on me, and to the God of grace. Finn and I was lying on the ground, and the Fianna are slack enough the horse took fright and went now, and they will get no help away and left me there, an old for ever.” “It is a great pity that man, weak and spent, without would be,” said Oisin, “Finn to sight, without shape, without be in pain for ever; and who was “Let us leave off quarrelling on comeliness, without strength or it gained the victory over him, each side now,” said Patrick; understanding, without respect.” when his own hand had made an end of so many a hard fighter?”

“and go on, Oisin, with your story. What happened you after you knew the Fianna to be at an end?”

“It is God gained the victory over Finn,” said Patrick, “and not the strong hand of an enemy; and as to the Fianna, they are condemned to hell along with

“I will tell you that, Patrick,” said Oisin. “I was turning to go away, and I saw the stone trough that

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journey that was to me; and to be without tidings of Finn or the Fianna has left me under pain through my lifetime.”

“There, Patrick, is my story for you now,” said Oisin, “and no lie in it, of all that happened me going away and coming back again from the County of the Young.”

Featured Artist: PJ Lynch PJ Lynch is Ireland’s new children’s laureate. Author and illustrator PJ Lynch has been announced as the fourth Laureate na nÓg, Ireland’s laureate for children’s literature. He is passed the baton by outgoing Laureate na nÓg Eoin Colfer. PJ has lectured on his own work, and on Art and Illustration at the National Gallery of Ireland, The National Library of Ireland and at the Irish Museum of Modern Art, as well as at numerous conferences and colleges across the U.S. Learn More About P J Lynch At: http://www.pjlynchgallery.com/ Niamh meets Oisin and Oisin Meets St. Patric are Copyright by PJ Lynch Ossian’s Dream & Oisin are Public Domain 165


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The Adventures of Jolee Bindo Chapter 2 By Beth “Jae Onasi” Carlock Islene saw the floor rising abruptly towards her face before Jolee’s and Talin’s hands caught hold of her arms. The pain in her leg lanced through her control with the Force, and her heart raced.

on the way.” He squeezed her shoulder once in reassurance.

it’s splitting in several places. How far out are the medics?”

Talin pressed his thumb and fingers on the sides of her forehead. Islene felt a wave of warm energy wash through her. Her heartbeat slowed down to a “I think something’s wrong,” she more normal rate, and she was panted. able to breathe easier. The pain dulled enough for her to gain a Jolee snorted as he squatted little control. She inhaled deeply down in front of her. “I think we and tried to push back the wall figured that out already. That of agony. blaster bolt you managed to catch with your leg hit one of the He said to Jolee, “The bolt hit major blood vessels. We called the femoral artery and tore it. another emergency unit. They’re I’m sealing the laceration, but

“Coming soon. Islene, I’m slowing all your body processes down to buy us more time. Master Vrook will exile me to the worst planet he can find if we let you lose any more blood.” She nodded once. “Your perception will be distorted, but we’ll be with you the whole time,” Jolee said. He closed his eyes and focused his thoughts. Islene felt as if the world around

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her approached hyperspace while she stayed still. People, sounds, lights, and images raced past her as she tried to process the information. Everything sped by too fast, and she looked away toward the empty seats to escape the data overload. The assassin’s blaster had slid under one of the seats. It had an insignia on it that Islene didn’t recognize—a glowing red binary rotating inside a gold circle. She reached for it, but her arm moved only a

various monitors at the station. Jolee entered the room when the droids finished their initial assessments. “You look a lot better than you did a few days ago. The medical team did their jobs well.” “I’ll do just about anything to avoid repeating that experience. Kolto tastes atrocious.” She screwed up her face in disgust. “Makes tach fuzz taste like a

assistance. I will return in 30 minutes.” After the medical droids had left the room, Islene sank back against the pillows. “Is the little girl and her family okay?” Jolee replied, “They are. The pilot came through just fine, too. The would-be assassins were from an Exchange gang on Telos. The mother and father were being escorted to Coruscant to testify against an Exchange leader, and

gourmet steak in comparison,” the gang wanted to silence them. Jolee said. The family was traveling under “I’ll take your word on that and an assumed name, so there’s a hope I never eat a tach,” Islene leak somewhere.” said. “How long was I in the “The man I saved couldn’t kill tank?” the girl. He has some good left in 3MD said, “You were in the kolto him.” 3.2 days.” Jolee shrugged a shoulder. Islene blinked several times “That long?” Islene blinked in “Maybe he does have a little trying to clear away the aqua surprise. light floating around in his soul haze in front of her. She felt somewhere. We’ll see. SIS wants an odd floating sensation and “It was rather a remarkable to question him when he gets out realized she was inside a kolto recovery time given the amount of the kolto. He could have some tank. Her body sank, and her of blood you left behind on the key information on the gangs limbs felt heavier as the thick ship’s deck,” Jolee said. on Telos and perhaps even the liquid drained away. She pulled The medical droid instructed mole.” the mask off her face as soon as her to flex and extend her leg. It her head was above the surface of “The Strategic Intelligence studied the pink skin that healed the healing fluid. She grimaced Service thinks he’s that over the wound and then said, at the bitter flavor as she wiped important?” “Your leg will be back to full the kolto off her face. function in the next day. Your life Talin entered the bay and Two 3MD medical droids helped signs are satisfactory so we may inclined his head towards both her to a recovery area. One of be able to discharge you after the Jolee and Islene. “Minris just them helped her settle into the observation period. Please press got out of the kolto, Master bed while the other observed the the call button if you require any Jolee. Padawan, it’s good to see fraction before the room blurred into a transport full of medics using equipment in a furious haste. She managed another few millimeters of motion as the halls of a hospital rushed by and surgical droids appeared. Then, the world disappeared entirely.

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you returning to full health so quickly.”

“You honor me with the added title, but I haven’t achieved the master rank yet. And you’re welcome,” he said as he offered a small bow.

“Damn meddling Jedi. Go on, Talin. You’re in the diplomatic section anyway, you might get more out of him.” Islene said, “Ask him about the emblem on his blaster.” Both Jedi looked at her.

Jolee said, “I missed that, but I wasn’t looking for his weapon, Jolee waved a dismissive hand. either. Tell me what you “All these titles remind me remember.” entirely too much of a stuffy council meeting. We Jedi all put “I saw the blaster when I was our robes on the same way, so we bent over on the deck. It had slid can drop the formalities when under a seat. The emblem was we’re together.” on the base of the grip. It had a red binary star that glowed, and “It’s ingrained from serving in the star was inside a gold circle.” the Onderon court so long, Ma— erm, Jolee,” Islene said. Talin unclipped a small datapad from his belt and entered some Talin nodded. “As you wish, data. “There are approximately Jolee. The 3MD droid attending 3,988 versions of that icon.” Minris expects he’ll be able to answer questions shortly.” “Let me see if I can narrow it down. I’ll recognize it when I “Good. I’ll drop in for a little visit see it,” Islene said. She took in a few minutes.” the datapad from Talin when Talin said, “I’ll take the task if he offered it to her and began you want. You’ve been here the scrolling through the images. last four days.” She tapped several more times on the screen to refine the search. Islene tilted her head and frowned her disapproval. Jolee pulled out his own datapad and said, “Bear in mind you “Don’t give me that look, girl. I might not have seen the image meditated while I was here. An completely, Islene. I had slowed hour or two here and there.” down time substantially to keep Talin lifted one eyebrow and you from bleeding out.”

“True, but this could point us in the right direction,” she noted as she scanned the entries. “Well. That narrows it down to only 52 options. It’ll take a while to research all these.” She massaged her temple with a couple fingers to block out an incipient headache.

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“I don’t think I’d be here without all the excellent care, Master Talin,” she said.

crossed his arms over his chest.

“The research can take a break long enough for you to rest a little,” Jolee said as he took the datapad from her and handed it back to Talin. “I’ll see if Minris is able to shed some light on this. I’ll be back in a little while,” Talin said. He closed the door silently as he left the room. Jolee scrubbed at the gray stubble on his chin. “I have a good friend who might be able to help us if Minris doesn’t have good answers. We used to fly together back in the day when I was a young and rocks were soft.” “Who’s the friend?” “Mik’oth. He owns the Eloni cantina here on Coruscant—it’s one of the top clubs in this part of the planet. He’s very well connected in a wide variety of circles, some a bit less legal than others. That reminds me of a story that happened in that cantina.”

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Islene readjusted a pillow and picked up the cup of juice that the 3MD had left for her to sip. “How long is the story?” Jolee feigned a stricken look. “At my age, I’m allowed to tell a story of any length, missy. One of the rewards of taking on a Padawan is having a captive audience. Now, hush and drink your juice. You need to rehydrate yourself.” “Yes, Jolee,” she said, then took several sips. “Where was I? We old men get distracted sometimes. Oh, yes. The Eloni cantina. When I was a Padawan, I was put in charge of helping teach an apprentice some lightsaber throwing techniques. What was his name again? Sotor? Sirot? No, that’s not it. Ah, Sitor, that’s the one. He was a gifted sharpshooter, even had this custom Baragwin disruptor pistol that he claimed was the greatest thing since sliced tsookie worms. To be fair, he was galaxy-ranked as a speeddraw marksman. Anyway, we’d gotten through one lightsaber throwing lesson when he decided he was now an expert.” “I’m missing the connection between Sitor and a cantina,” Islene said. “Shush. I’ll get there eventually. I’d spent the majority of the

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lesson trying to convince him that he wouldn’t be able to throw a lightsaber, draw and shoot his pistol, and still watch the lightsaber return to him.”

“Didn’t anyone think to call the police?”

“They hadn’t made it there yet. Anyway, four, maybe five Rodians saw us walk in and “Why in the world would he use decided we’d ruin their fun, so a pistol and a lightsaber at the they started shooting at us. Junior same time anyway?” Jedi threw his lightsaber just like I’d taught him in practice— Jolee shrugged his shoulders. beautiful distance, nice arc, got “He grew up on Tlon. They cut about three of the Rodians. Not their teeth on pistols there. I bad for an apprentice. Then think they sleep with the things. Sitor decided he had enough I must have told him five or six time to shoot the other two times to keep his eye on the with his blaster while waiting lightsaber when the master for the lightsaber to return. He came in and finished working squeezed off a few rounds, and with both of us. Sitor and I were in the heat of the battle lost track parched when we were done, so of the saber. It careened around we decided to quench our thirst the room, sliced one of the with some Juma juice.” columns and sent plaster flying, “The masters let you drink that then flew back towards us. I had young? Queen’s blessings!” to duck and roll to get out of the Islene exclaimed. way. Sitor ducked, too, but not quite fast enough. The lightsaber “Of course they didn’t let the managed to cut off the tip of his younglings drink back then. We nose.” both were older. We ended up going to the Eloni cantina—great Islene coughed and sprayed the food, better Juma juice, needed juice she had just sipped all over a new Bith accordion player— the blanket. and walked in on just the biggest Jolee got up from his seat cantina fight I’d seen in a decade. and pounded her back as he Blaster bolts flying, bartenders handed her a towel to wipe off ducking, people getting tossed her face. “Drink some more of over tables, good Juma juice that juice, girl. Vandar, of all being wasted—heh, heh—good the Jedi, chewed me out for challenge for apprentice Jedi to letting that happen to Sitor. deal with.” Actually, I think it improved


She coughed several more times and finally cleared the liquid out of her larynx before taking another swallow. A 3MD droid entered the room. “Your life signs changed abruptly, Islene. I came to see if you are experiencing any

bedside table. “Is it all right to enter?” Islene waved him in. Jolee pointed to a second chair, and the tall Jedi sat down. Jolee made a face as he peered at her meal. “Ugh. That’s not real food. As soon as 3MD releases you, I’m getting you something decent to eat.” “Is there something wrong with it?” Talin frowned.

Talin said. “Anything beyond that?” Jolee said. Talin said, “I felt he had a lot he didn’t want to say, but I expected that. I didn’t sense any deception about the blaster insignia itself. His physical and mental signs stayed consistent when I questioned him on that. I’ll follow up tomorrow and report back to you.”

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his appearance. Made him look more distinguished. He never shot off a blaster while wielding his lightsaber again, I guarantee it.”

Jolee nodded agreement. “It’s fake, that’s what’s wrong,” Jolee said. “He’ll be a marked man forever,” She waved it off. “I just choked Islene said. “The Exchange will on some juice. I’m fine, now.” “Jolee prefers food that doesn’t hunt him to the ends of the come out of synthesizers,” Islene Jolee said, “It’s my fault, 3MD. I galaxy for betraying them.” explained. made her laugh just as she took Jolee said, “The SIS can keep a swallow.” Jolee said, “Talin, what did you him in witness protection. Plus, learn from Minris?” The droid peered at the monitors if the gang makes a move, it’ll and listened to Islene’s lungs “He’s part of Relden’s branch of make it easier for the agents to . “Everything appears normal the Exchange,” Talin answered. track more Exchange members. now. Master Jedi, perhaps it Some of them aren’t too bright.” “Hmm. He’s one of the most would be wise to forgo humorous ruthless ones, if I remember Talin stood. “I need to return anecdotes while she is ingesting right. Nasty fellow.” and give the news to the masters. food and beverages.” They are tracking this attack with “Did Minris know anything “Agreed,” Jolee said. great interest. I hope to see you about the star emblem?” Islene both soon.” He left the room. 3MD said, “Islene, you will need asked. to eat something before being Jolee tipped his head in thought. “All he knew is that everyone discharged. The food synthesizer “Now, I wonder what has them in Relden’s group has a weapon droid will arrive shortly. I will so interested in this case. Islene, with the same icon on it. SIS follow up with you during the finish that slop the droids called came in when I was with him. next rounds to check your food so that they can discharge Apparently, Minris is going progress.” you. We need to make a trip to to make a deal for a reduced the Eloni Cantina and talk to Talin returned as the serving sentence in return for providing Mik’oth.” droid placed a meal on Islene’s testimony against the Exchange,” difficulties.”

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Guide

Player Versus Player for First-timers By Joe Kwan “Tide” Yap

So you are interested in Player Versus Player

First things first

First, let’s manage expectations. The one golden truth that we should all know when it comes to PVP Player Versus Player (PVP) is often considered by a would be – no one lives forever, and even more so significant amount of players to be a tremendously in a PVP game. You know the sweet triumphant important aspect of any Massive Multiplayer feeling when you have won in a bingo game, in Online Role Playing Game (MMORPG). In this a lucky draw, or even a simple game of Scissorsarticle, I will be focusing on YOU who might be Paper-Stone? Whenever you win, at the other end interested in getting into PVP and what to expect of the table there is someone who lost. However, if you decide to be a PVP player. guess what? That is the thrill of it isn’t it? That is probably why you are considering to play in a PVP There are many reasons for a person to choose game. You like the triumphant feeling, and you PVP over a Player Versus Environment (PVE) know you want it – I know I did. gameplay. It could be due to a need for thrill, a challenge, curiosity, a means of measuring how However it is important to acknowledge that no one good you are compared to other players, status will keep winning forever. The earlier we embrace symbol, pure fun, or even peer pressure. However, the fact that no winning streak lasts forever, the we’ll leave that discussion for another day. Today, more resilient we would be when it comes to the scenario would be that we’ve already decided surviving in a long term PVP environment. to delve into PVP, or are planning to, and we’re not sure what to expect in this environment. 172


What to expect in a PVP environment

There is no safe place For PVP environments, there is essentially no safe place (unless the game itself denotes otherwise) for you as you would be prone to be attacked by other players. Why would another player attack you for no reasons (if you are not in a competitive PVP map), the reasons could be as simple as

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There are basically two generic forms of PVP environment: open world PVP environment where you will be in a big area to do your quests, explore and run around, or an enclosed PVP environment which controls the amount of allies and opponents you have with an objective to win in-mind. But they have one thing in common - you are vulnerable at every juncture. If you seek the thrill of a constant risk running into player(s) whose objective is to slay your character, or inversely, beating player(s), you are at the right place!

boredom, or as intricate as an inferiority complex. In essence, it is almost next to impossible to predict potential opponents’ behaviour, and for starters, you will need to be aware of the surroundings in a PVP environment as that would be your first line of defense.

All PVP matches are competitive I am a firm believer that all PVP matches are competitive. We, as humans, are programmed to want to win in a measurable situation when given a chance to do so, and PVP is one such case. In order to win, you will want to find means to outclass and outmaneuver your opponent during a fight. There are definitely casual players in PVP, but at some point of time even a casual player would probably look into or touch the surface, at least a little, of the examples listed here, in-order to give themselves some fighting edge.

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start mocking or even insult your ability to play the game. The list goes on.

My limited list of examples are by no means exhaustive but it would probably give you a rough gauge of what are the things that you would expect a PVP player do. Looking at different classes, looking at the different classes’ spells, spell cooldowns (yours and opponent’s), terrain advantages (high ground, low ground, hiding spots, best place to view everything that’s on-going), strategies (attack, defense, distraction, scouting), resource management, teamwork, and even things such as Internet stability and mouse sensitivity.

Griefing situation PVP usually happens in an environment that unfortunately/fortunately have no repercussions on the killer. In-fact, most of the time when a kill happens, it is celebrated. You might face a situation when your defeat is not enough for the opponent, and they decide to start griefing you.

If ,unfortunately, such situations happen to you, smile. You did so well that said opponent is taking additional effort to communicate to you, albeit the communication being a negative one. Take a step back from the game, logout, take a break, go for a walk, have a nice cup of tea, search for Internet memes, or watch a clip on YouTube. The choices of things you could do goes on!

In conclusion! The take home message for this would be to firstly, help you manage expectations and know that the things in the article might be heading your way. Secondly, this is to implore you to take a step back and not let the hatred breed. We’re all here to play a game and there is no need to waste any effort to stoop to a level such as those who grief other players. If you managed to win a 1 versus 1 match, good for you. Move on from this. There is no need for one to keep beating someone down repeatedly, especially if there is a huge gap in terms of skills, abilities, gear, or level in between. Always seek a good fight, not a one sided one.

This might be a lot to take in, however, be it PVE or PVP, gaming is what we’re doing here, and Griefing in PVP environment takes a few forms. by that statement, I would presume that we are The opponent could “camp” on your character’s actually doing something that we enjoy and love. corpse,run after you, and kill your character Hence, considering that humans actually perform continuously whenever you are resurrected (if the better when they doing what they love, you might game allows you to resurrect only when you are actually be able to adapt into PVP with no trouble in certain distance to your character’s corpse). The at all! opponent could continuously “sit and stand” (teabagging) over your character’s corpse in hope of In the words of my generation, Good Luck, Have agitating you over your loss. The opponent could Fun! 174


•SKILL - BASED COMBAT •COMPETITIVE FAST - PACED PVP •UNIQUE WEAPONS / ABILITIES PER CLASS

PLAY TODAY www.overpowergame.com

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The Server Maintenance Strike Force By Beth “Jae Onasi” Carlock In early 2012 when David Bass was a community favorite problem. Imagine the Special Snowflakes manager for Star War: The Old Republic (SWTOR), having a conversation like this: he linked a Reddit thread about bug fixing in “No, that’s MY Tarisian Shadowstuttering games. Since I was writing for TORWars at the Stickytail Butterfly, and it MUST be time, I decided to check it out and see if there was squashed first!” any news on the latest patch. I clicked the link while taking a sip of coffee. This was a critical error. I’d “Nuh-uh. The devs had BETTER catch forgotten David Bass has a wicked sense of humor. that Huttese GTN Interfacial Stinkbug, I read the first few paragraphs in the thread and or I SWEAR I’ll stomp on my Collector’s promptly created the finest coffee mist ever known Edition game disc!” to man. I had to go find a towel to clean off the monitor. “You both are flipping n00bs with brains smaller than Jar-Jar’s. Those devs The server maintenance in SWTOR that week suck rocks unless they take down my had been completed in 2.5 hours instead of Alderaanian Darksidian Kira-lackanookie the expected 8. You would think people would Nonflirtatious Cricket. I SWEAR I WILL be thrilled to be back in game that much more QUIT IF THEY DON’T ADDRESS THIS quickly, but no. Some players complained that NOW!11!!eleventy-one!!11!!” “their” bug didn’t get fixed. Apparently, it wasn’t enough to be upset about the bug itself, these One player (who will remain anonymous to protect gamers had to claim unique ownership of their the guilty) griped that he lost game time. Why? 176


“I can see where these people are coming from, I’m sure there was one guy who said, hey, swtor will be down for the next 8 hours so ill make plans, I’ll go out with my girlfriend on a lovely romantic date to the movies and once we are done at the movies we will get some sushi and not just the take away stuff but the stuff they make there on the spot so he is really treating his girl buying her nall the nice things and then he heads back to her house and greets her family because he thinks that swtor is still down and all this time if he had actually been able to check on swtor before he left his house that after he made breakfast and took a shower the servers came back up but instead he wasted all his time with his gf who he could have just given $200 to buy a new pair of shoes and she would have been happy so now not only is this guy down $400 but he didn’t play swtor that whole time and had to spend it with gf’s relatives and that was my day.”

“I saw some comments on the “2.5 instead of 8 hour downtime” posts that indicate an extreme misunderstanding of how game patches work. Basically, stating that they wished the downtime was longer so that more bugs would be fixed. That, and a lot of “wow, this patch sucks; they didn’t fix anything that was important, why waste time on mount emotes?” Just so we’re clear:

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He’d expected eight hours of downtime, so he made plans to be with his girlfriend. Apparently, this was a dreadful inconvenience when he could have been gaming. I share it with you in all its glory:

1) the devs don’t spend the downtime actually fixing bugs. It’s not like the servers go down, and they have a f**king strike force standing by to tackle all your complaints before the servers come up. The downtime exists to simply apply bugfixes that have passed testing since the last patch.

I’m not sure who was worse off—this guy or his girlfriend.

2) Not all bugs/issues are created equally. Don’t get offended that some bug you deem gamebreaking doesn’t get fixed immediately. Minor bugs are often only a few lines of code and some minor testing to fix. Larger bugs might require a s**t ton of work, going back and rewriting something you thought would never even be looked at again, and extensive testing to make sure you didn’t break anything that code was attached to. And f**k, that process might reveal bugs in other segments of the game.

The other major complaint was that BioWare “didn’t fix more bugs.” This is when a Reddit user named ostrakon decided that it was time to clear things up for those who hadn’t purchased their passes to the Clue Bus that decade. Ostrakon addressed some of the more common complaints in one of the most epic threads on bug-fixing I’ve ever seen.

3) Just because minor bugfixes are making it into the patch doesn’t mean that they aren’t progressing on major ones. The fact is that a lot of the minor bugs get handed off to junior devs who can handle them easily enough because they’re simple problems that often amount to the programming equivalent of a typo that made it past 177


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spellcheck. The big ones have to get looked at by the senior guys, the architects; there’s only so much expertise that can go around. Even if they dedicated all of their resources to fixing the biggest bug in the game, it’s not going to speed it up if there’s only 4 people in the building with the expertise necessary to actually fix it.

out. No delays. Keep it tight and check you’re margins and we might make it out alive JENKINS, you’re on the getdown bug, Carl, you’re on the flashpoint bug. Everyone else, pick you’re bugs and go. Strike team alpha is taking the graphic bug, they’ll tell us when they’re in position.

This should be pretty obvious to most people, but I see a fair amount of complaints that come from ignorant and/ or entitled people who think that whatever patch just hit is inadequate because Bug X

Let’s do this gentleman. The cords getting yanked on the server in 5. Get ready for a scheduled shutdown.

….and god help us all wasn’t fixed, and that BioWare owes them because they paid $60 + n*$15, etc. Carnagh answered, “Servers are down sir!” LAUNCH THE DEVS!” Ostrakon had me at “f**king strike force.” Suddenly, I had this mental image of a team of Then, Sogeking99 responded, “Yeah haha that’s commandos in BioWare polo shirts rappelling really what people think? Alright guys, we have down ropes hanging from Blackhawk choppers a small window of time to patch as many bugs as in the dead of night, fumigators strapped to their possible before the servers are back up!” backs. No bug can stand against them! Go, Go, GO!!! DFSniper added, “…in the middle of the night, By this point in the Reddit thread, I was laughing so hard, tears were rolling down my face. The comments afterwards had me doubled over.

too!” Capped off by meowtiger’s response, “[B]ugs have to sleep too, a nighttime raid is optimal for the element of surprise.”

One Reddit user, Balmerik, quipped, “I’m envisioning a team of developers in spec ops gear, My hubby looked over at me collapsed over infiltrating through the ducts and ceilings, hanging my keyboard, twitching and trying to catch my down from the ceiling coding out bugs.” breath and said,”Have you gone insane?” This did absolutely nothing to help me regain composure. I Hypobasis was thinking along the same lines as now use minusxero’s name for all the people who ostrakon and shared his view: work on game patches: “All right men, we have 8 hours to get as THE SERVER MAINTENANCE STRIKE FORCE many bug’s fixed before we plug that sh*t We pull the plug, we fix the bugs. back in. I don’t want to see any slacking, we pull the plug, we fix the bugs, we get 178


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My Most Important Daily By Nichole “Twilah” Quillen I believe some of us are just born to be gamers. My gaming persona, Twilah, has been a player since the early 80’s when I spotted Galaga in the Nuremberg PX lounge and begged my dad for a quarter (you military brats will understand). This was closely followed with “buy me an Atari for Christmas and I’ll never ask for anything ever again….except Legos”. Soon after I started college in 1990 I was playing “Pools of Radiance” and “Eye of the Beholder” on my first PC, and my D&D friends were rolling the twenty sided dice with me in the Forgotten Realms. Online gaming became a reality for me in the fall of 2003 when high speed Internet finally came to my secluded neighborhood in rural Alabama. 179


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I still remember the night I went to Best Buy and agonized over which game to choose. There were only two contenders for me, Everquest and Star Wars Galaxies. After more than an hour looking at guides, reading computer requirements and sipping coffee, I went home with Star Wars Galaxies. The tipping point was that it was a newer game and I would have a better chance of making friends that were also lost and confused, a status I have maintained in every MMO since then. There have been many online adventures for me over the last 13 years. I only took one complete break in 2010 as a result of my divorce, both parents battling cancer, and discovering the sport of roller derby. This three year sabbatical pulled my focus from digital life and to my personal health. Spending time with my friends and pushing ourselves to our physical limits became my priority. I believe this is a realization that has happened to many gamers of my generation. We are the first digital gaming generation, and we are hitting middle age. Our children will probably never know the physical freedom we enjoyed as children, riding our bikes anywhere we could get to as long as we were home before the street lights turned on. We could entertain ourselves all day long playing with a football or soccer ball. Our lives were simple and although we had some electronic entertainment in the form of Simons and Ataris, we still went outside and played. Flash forward to me at 39 years old. I was recently divorced and depressed, so to get me out of the apartment my best friend dragged me to see a local roller derby bout. After a couple beers and lots of cheering, Michelle looked at me and said, “We can do this!” I had never skated in my life and

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was about to turn 40, so why not?! The next night we went to the local roller rink. I strapped on some skates and started my first lap around the rink. The experience felt a bit like Luke Skywalker must have felt on his final approach to bomb the Death Star. There were kids everywhere dodging in and around the rink, and I was trying desperately to finish my lap and not get taken out by one of them. After what felt like an eternity I finally got back to my seat. I looked down at my shirt and realized it was soaked in sweat, and I had only done one lap. I promised myself on the spot that I would make my fitness a priority and join the local roller derby team by the end of the next season. I accomplished both.

After three seasons of roller derby, which included a broken foot, a minor concussion and mid-life crisis tattoos, my life started to settle down. The gaming world called again. I missed my online adventures and the friends I had made along the way. However, I was worried that once I became active online, I would become physically stagnant in real life. I am an accountant, so I already spend at least eight hours a day at a desk job working on a computer. My doctor had made me aware of “Sitting Disease” a few years ago when discussing my lifestyle, preroller derby. Please take a moment and visit http://


For overall cardiovascular health: at least 30 minutes of moderate-intensity aerobic activity at least 5 days per week for a total of 150 minutes or at least 25 minutes of vigorous aerobic activity at least 3 days per week for a total of 75 minutes; or a combination of moderate- and vigorous-intensity aerobic activity. The AHA also recommends moderate- to high-intensity muscle-strengthening activity at least 2 days per week for additional health benefits.

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www.juststand.org if you sit at your job most of the day. In a nutshell, I was afraid that a return to gaming would have ill effects on my health. My goal was to find a way to return to the hobby I loved while still keeping my health a priority.

Two applications have helped me balance gaming time and my commitment to fitness – my Fitbit and the Couch to 5K running app. For me, they are natural partners. I use them to make sure I am reaching the daily goals set by the American Heart Association, which you can learn about on Finally, make sure you are eating a healthy diet. If this website: you’ve ever tried to Google “healthy eating,” you http://www.JustMove.org may have been blown away by the sheer number of

programs and fad diets, many of which contradict My Fitbit is the heart of my plan, and I call it “My each other. After trying many and failing, I Most Important Daily”. It tracks how many steps I personally found this site to be my “go to” for take each day and how well I sleep at night. I also selecting foods: input my water, food and weight for tracking. My http://www.choosemyplate.gov guild, Gaiscioch, has set up a Fitbit Group so we can encourage each other: As gamers, we’ve all seen the stories and possibly https://www.fitbit.com/group/22GCKD even know people who have suffered or died as a result of poor fitness, decreased blood circulation Can’t afford an activity tracker? Any pedometer and extended gaming binges. Do you fall into the will do, and there are also free apps you can keep “stagnant” lifestyle, and are you at risk for “Sitting on your smartphone which can count steps for Disease”? These are serious conditions that are you. The path to a healthier lifestyle starts with affecting us all as our lifestyles become more awareness. Get a tracker and find out how you sedentary. Education and awareness are the keys. stack up! It is possible to work a desk job, enjoy video games as your hobby, and still keep an active lifestyle! My second program is the Couch to 5K running app. It helps me reach my goal of three sessions of As a fellow gamer, I encourage you to please make vigorous aerobic activity each week. You can read your fitness your “Most Important Daily”. all about it and find the download here: http://www.coolrunning.com/engine/2/2_3/181.shtml

The American Heart Association (AHA) recommends the following activity levels for adults:

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Deeper Thinking: How the past and the future relate. By Robert J. “Jairone” Mann There are many things which influence our choices about the future. Our past does indeed help define who we are and the choices we make. It is certainly not the only consideration, though. I intend to explore how we can evaluate the past to change how we relate to the future as well as think about how the two are connected in more depth. “Look back, and smile on perils past.” (Walter Scott) One of the easiest things to do with our past is one of the easiest things to do with regard to our future. It is also one of the most fruitless

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things we can do: worry. It is hard to look back at our mistakes and hardships and enjoy them. You may be wondering, “Why does that matter?” Perspective is based largely on mood, which changes our course. “It is hardly possible to build anything if frustration, bitterness and a mood of helplessness prevail.” (Lech Walesa) When you worry about your mistakes, it infects your choices. “Fear not for the future, weep not for the past.” (Percy Bysshe Shelley) While the past is certainly something to learn


Bergson) It is so integrated into us that we don’t really notice it. However, the past we have is not really the true past. We color the version of the past with our own interpretations. “The past is really almost as much a work of the imagination as the future.” (Jessamyn West) We change the past almost as much as we change our future, and we do it without thought. “The past is not simply the past, but a prism through which the subject filters his own changing self-image.” (Doris Kearns Goodwin)

“Change is the law of life. And those who look only to the past or present are certain to miss the

A deeper reflection on the past may reveal some truths, but our minds will alter our memories. It

future.” (John F. Kennedy) The future is distinctly different from the past. The past is not destined to repeat, but rather to be an influence upon the future we derive. “What is past is prologue.” (William Shakespeare) It is not the end of the story, but the background for it.

is thus apparent that the lessons we learn from the past must be tempered with that knowledge. We may remember the past as both harsher and kinder than it seems. “The reason people find it so hard to be happy is that they always see the past better than it was, the present worse than it is, and the future less resolved than it will be.” (Marcel Pagnol)

It is not only the worst aspects of the past this applies to. “An over-reliance on past successes is a sure blueprint for future failures.” (Henry Petroski) The future remains something which is ready to surprise us. “You can never plan the future by the past.” (Edmund Burke) That element of mystery remains, so why do we remain so convinced that the past is part of the future?

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from, it does not stand to reason that the future will always mimic that past. “We are made wise not by the recollection of our past, but by the responsibility for our future.” (George Bernard Shaw) You may think that conflicts with the earlier warnings against worrying. Wise planning is different from worry. “Worry is a cycle of inefficient thoughts whirling around a center of fear.” (Corrie Ten Boom) “There is no future in spending our present worrying about our past.” (Tom Wilson) In short, to plan is different than to worry.

Perhaps the past is the clue to our future, or perhaps they remain intangibly linked but separate. What is sure is that what we have is the present which is a result of the pasts we have lived and shapes our futures. What future we can derive from that is the question. The future waits for us to shape and explore!

This is where we come back to the present, of course! We are what we are because of the past, P.S. I hope you all enjoyed seeing how crazy apple and that changes our future. “In reality, the past trees bloom every other year here! Blossoms is preserved by itself automatically.” (Henri everywhere!

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Cooking

Quick Meals: Speedy Philly Sandwiches By: Robert J. “Jairone” Mann

Directions: For starting with a single roll (for those who are not comfortable with getting approximate portions by their own tastes right off the bat!): Use 2 teaspoons of oil, ~1/3 cup of onion, ~ 1/4 cup of bell pepper, 2 mushrooms, and 3 ounces of beef. Top with a single slice of cheese cut into quarters and layered on. Depending on your tastes, you can adjust from there! This is merely intended to give you an idea

When dealing with life as an adult gamer, sometimes we need food. Sometimes we need food that is fast! One of the recipes I use for such situations is a little variation of making a good old Philly. This one will get you fed in about ten minutes, so long as you have the materials on hand!

Ingredients: ● 4 tablespoons Olive oil ● 1.125 lbs. Roast beef (I use London Broil from the deli) ● 2 cups Onion ● 1 1/2 cups Bell pepper ● 12 Mushrooms, or a small package of presliced mushrooms. ● 6 slices of Cheese (I use provolone, other cheeses are fine too) ● 6 Hoagie rolls Anything else you want to add. Feel free to exclude veggies you don’t want (or even go meatless if you desire a veggie sandwich.) Makes 6 servings.

for proportions to start, and should definitely be modified to suit your tastes! Chop the onion, bell pepper, and mushroom as needed. The onion and bell pepper should be in thin strips, and the mushroom should be sliced into even and thin segments. In a pan on high heat, saute the veggies in a little olive oil. If adding mushroom slices, let the other veggies cook a little before adding them. While the veggies are cooking, slice the roast beef. Ideally you want to cut two inch sections across, then reduce the length of those sections to no more than 4 inches on a crosscut. This will allow them to quickly cook up and be ready. Once the onion starts to caramelize, add the roast beef. Cook until it is nicely hot. While this is going on, open the rolls and place the cheese on them. Alternatively you can place the cheese on top. Once the meat is hot, carefully drain off the oil and spread the mixture onto the rolls evenly. You can learn to portion things to make one at a time with practice. Serve hot and enjoy!

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100 Reasons To Live Gareth Emery

Watch the World Markus Schulz

Cloud Nine Kygo

Singularity Nick Murray & Roger Shah

Epic Action & Adventure: Dawn of Freedom Epic Score

Battle Angel Really Slow Motion

Set Sail for the Golden Age Antti Martikainen

Inspired Demented Sound Mafia

Ultra Gargantuan Music

Tune in anytime on Spotify at: http://gaiscioch.com/clubgaiscioch

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Worth Playing Foghladha

Soren

1 Riders of Icarus

Doom

2 Orcs Must Die! Unchained

Bastion

3 Warface

Crypt of the NecroDancer

4 Warframe

Bless: Embers in the Storm

5 Vindictus 186

Final Fantasy XIV


Top 5 Picks for Spring 2016 Smitty

Screenager

InBetween

Persona 4

Orcs Must Die! Unchained

Orcs Must Die! Unchained

Duck Game

Overwatch

Dungeon Defenders 2

Banner Saga 2

Abyss Odyssey

VA-11 HALL-A

1

2

3

4

5

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Gaiscioch Community Corner Welcome to the Gaiscioch Community Corner. A place where we give shoutouts to the games and developers that have influenced us and say thanks to the companies and members that have supported our Magazine, Livestreams and Community.

members that do it because they love it. We love games, we love music, we love entertainment, most of all we love our supporters. Throughout this magazine you will find ads for games and products that have supported our endeavors. All of these ads are complementary to show our gratitude for their support. Gaiscioch members can also use credits they earn by participating in the community to promote their own businesses, charities or products.

Gaiscioch Magazine was born from or love of gaming. We wanted to create a magazine by gamers, for gamers & developers. It was a terrifying endeavor and nobody expected it to become the success it is today. None of this could not be possible without the support of the Game Development community and the hard working This section of the Gaiscioch Magazine is our way of members of Gaiscioch community. This entire saying thanks, to all of those that have gone above publication is volunteer driven, with no income. and beyond to make our endeavors a success. It is put together each quarter by a handful of

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T

he Gaiscioch Family extends far beyond the game. Our members have a very broad professional background extending from teachers to CEO’s. Our members are involved in the businesses, organizations, and government agencies below. We are very proud of our diverse community and support our members in all of their real life accomplishments.

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3M

Bethel School District #403

Dallas Center - Grimes CSD

Fabrication, Inc.

ABB Inc. - Robotics

Bishop Investment Services

Dane Massage

Fry Productions

ACE Network Consulting

Black Nova Digital

Decoy’s Dork Decor

Fujitsu

Addtech Controls

BNP Paribas

Dell, Inc.

Geek Squad/Notre Dame

Aditya Birla Minacs

Bollinger’s services

Department of Defense

General Mills

ADP Dealer Services

Boondocks PC Repair

DFW Honda

Gerald Blakemore, CPA P.C.

advantage metal Products

Bowman Consulting Group

Diebold Inc.

Global Exposition Services

Advent International Corp

Box Home Loans

DJO Global

Government of Canada

Air Transport International

BP

Documatik Limited

GPC Company

Alachua County BOCC

BreakAway ltd.

Duke Energy

Great Wolf Lodge

All Smiles Orthodontics

Brilliant Bees LLC

DuPont Spruance

Harris Caprock

Allied Arts

Buchanan First United

Easter Seals

Harris Siding & Windows

Amercian Coalition of

Methodist Church

eBay Enterprise

Hawk Paranormal Scientific

Healthcare Recruiters

Bypass Mobile

Edict Systems

Investigations

American Express

Calumet Park School District

Edward Jones Investments

Hawt Websites

American Red Cross

132

EFFIIS

HCL Axon/Fortis BC

Ankara State Hospital

Campus Crusade for Christ

Eley Guild Hardy Architects

HDD Broker Inc.

Apples & Arrows

Cardomain Inc

EMC

Hillsouth

Apptricity

CareFusion

Exterran

Home Trust Company

ArenaNet LLC

CEB

Facebook

HP/Vertica

Arizona Supreme Court

Cerner Corporation

Faellin Angels Realm LP

Humana Cares

Army

Chinook Pharmacy

Firestone Building Products

Hunton & Williams

Asialink Realty Pte Ltd

City of Elizabethtown

Fitzgibbon Hospital

I.B.E.W.

AT&T

ClarkBetty.com

Flagstar Bank

IBEW Local 1141

Atlantic Bay Mortgage

Cogeco Cable Inc.

FLASH

IBM

Atwater Aloha Floral

Collateral Intelligence

Florida Cancer Specialists and

IGT

Barclays

Comcast

Research Institute

Indie group with friends

Barrister Global Network

Coram Deo Academy

Flypaper Studio, Inc

Infor

Baylor University

CSG International

Food and Drug Admin

Inserso Corporation

Beck et al. Services

Cubic Corporation

Franchise Update Media

Insitu

Becton Dickinson

Culinary Institute Virginia

Franchising.com

International Paper

Bernard Simulacao Gerencial

CW Technology

Freeport Welding &

Isolation Equipment Services


ITI INTERNATIONAL

Nova Engineering, Inc.

Self Employed (NS Vine)

Tweddle Group Techologies

TRANSPORTATION INC.

NYPD

Sep

UC Davis Childrens Hospital

Jasmine-Dragon

Odessa College

Shaw Inc.

Unique Useables

Johnson Surveillance, LLC

Office Essentials

Siemens

United BioSource Corporation

Kazmarek Technology

Ohio EPA

Signature Transcription

United Parcel Service

Solutions

Oklahoma Military Dept:

Services

United States Army

Kenedy’s Cakes and Donuts

Construction and Facilities

Signs Manufacturing

University of Akron

Inc.

Maintenance Office

Corporation

University of Central Florida

Kingsley Associates

One Point Home Health and

Simply Floors

University of Florida

Konecranes

Hospice

Skyline Construction &

University of North Carolina

Kroger

Panasonic Avionics

Restoration

Charlotte

L’Anse Creuse Public Schools

Corporation

Smithbucklin

University of Utah

Leslie’s Pool Supply

Panther Energy Company

SoftFile DCS

US Army

Lightyear Network Solutions

PCM Inc.

SolutionSource

US EPA

Lincoln Loop

Pender County Schools

Sony Online Entertainment

US NAVY

Logic Technolgy Inc.

Pink Zebra Home

Southwest Airlines

USAF

Looking for one

Placer SO

Spectra Tech Inc @ ORNL

Vantiv

Los Angeles DHS

Polaris

Spencer Gifts

Verizon Conferencing | Verizon

Lowe’s

Premiere Inc

SplitZero Designs

Business

M&S Technologies

Professional Medical Writers

Staples

Video Game Auctions.com

Made Men Inc.

Promise Keepers Canaa

State Farm

Vishay Intertechnology

Magnolia ISD

Proteus Europe

Steris Corporation

Waelwulfas dotOrg

McDonald’s

Quantum Security &

Steve’s Computer Rescue

Walmart

Media Bridges

Innovations

Stevens Transport

Washington State Dept. of

Mercedes Morgan Photography

QuikTrip

Stevens-Henager Online

Early Learning

Micro Center

Radio Shack

Stewart Lender Services

Washoe County School District

Microsoft

Ref-Chem

Stewart’s Market place

Waterbury Public Schools

Mind Wrack

Regional Manager for UPS

Sutton Creative Studios

Wayne Russell Search

Mississippi Museum of Natural

Reid Hospital and Health Care

Talaria Press

Consultants

Science

Services

Target

We Do Windows Computer

Missouri State University

Reinsurance Group of America

Technicolor and Throw the

Services

Mobile Fire-Rescue

RescueTime, Inc.

Gauntlet Productions

Weibel Services

Mobile Sports Chiropractic

ResolveIT Computers

Techpath

Welcome Home Design

Montana State University

Retired

Techtell inc

Wellcare

College of Nursing

Robot Entertainment

Tellepsen Builders

Westmark Industry

Moran sheetmetal

Rogue Community College

Texas A&M University

Whole Foods Market

Muler Pasific Labelindo

Rogue Photos

The Boeing Company

William S. Frates II P.A.

National Aviation Academy

Romine CPAs & Associated

The Last Frontier & New

Williams Buick GMC

National Title Network

Round Table Media LLC

Phoenix Casinos

Wireless Advocates

Nav Canada

SanMar Corp.

The McGraw-Hill Companies

WIS International

Navy Federal Credit Union

Scentsy

The Mirage

Wizards of the Coast

New Life Church

Scentsy, Inc.

The North West Company

WSP

Nextek, inc

Schlumberger

The Sawmill Ltd

www.SKLURB.com

Nine Dots Studio

Schneider Electric

The Ultimate Software Group,

Xerox

Nokia Siemens Networks

SDL

Inc.

Xyvid Inc.

Norfolk Southern Railroad

Seagate

Theres’s No Box

Yellowknife direct charge coop

Notnat Technology Services

Seagate Technology

Tool Using Monkeys

Zappos

Nova Engineering

Self Employed

triumph

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