DM of the Rings Remastered LXXXVIII: An Unexpected Maneuver

By Peter T Parker Posted Sunday Sep 15, 2024

Filed under: DM of the Rings Remaster 3 comments

Yeah, so this strip should really come before the earlier one where Gimli is already fighting on the causeway. I can’t help it if I don’t think these up in chonological order. Actually, I didn’t think about the Dwarf-tossing bit until people started talking about it in the comments and I realized it was an Anticipated Event.

– Shamus, Apr 16, 2007

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Wednesday Action Log 9-11-24

By Issac Young Posted Wednesday Sep 11, 2024

Filed under: Epilogue, Action Log 16 comments

This week is more Borderlands.

I finished up the first Borderlands with Claptrap’s New Robot Revolution, and reaching the max of level 69 (nice). The DLC was fun and I liked seeing all of the previous antagonists Claptrap themed.

I didn’t finish the quest to collect Claptrap parts for Tannis due too not wanting to spend an hour farming Claptraps. Also, last week I said The Secret Armory of General Knoxx was the last DLC released. I apparently did not look at the dates very closely and in fact the Claptrap DLC was the last one released.

But anyway, I’m now playing Borderlands 2! As of writing this I am level 44 and seeing how high of a level I am willing to get.

So far the main differences that I have noticed are, Borderlands 2 is a lot more colorful, it opens with a very bright icy tundra which contrasts heavily with the fist games brown deserts and junkyards, enemies seem to drop more loot but it’s also a fair bit more sparing about good chests, and all of the weapons are a way more stylized and distinct between manufacturers.

I haven’t gotten around to any of the DLC yet, but I probably will next week.

So what is everyone else doing this week?

 


 

DM of the Rings Remastered LXXXVII: Hack, and Also Slash

By Peter T Parker Posted Monday Sep 9, 2024

Filed under: DM of the Rings Remaster 6 comments

Being a turn-based game, D&D allows the player to ponder their every move and the ramifications thereof for as long as they need to, provided they have the real-life charisima to convince everyone else to wait. Studying possible moves is one of the most fun parts of the game (when you’re doing it) but also one of the most annoying and tiresome (when other people are doing it) and so care must be taken by the DM to ensure that in-game combat does not produce actual, real-life combat.

Side note: Boy, the JPG-ing was brutal to the ASCII characters in the Nethack frame. The blue mishmash really is supposed to be “O” (living orcs) and “%” (dead ones). I fussed around with it but couldn’t get it to look right without re-cutting the whole page to make the characters fill more of the frame. Bah.

Ah well. Close enough. People that can get the joke will still get it, and those that can’t get the joke aren’t going to be helped by clear ASCII art.

Shamus, Friday Apr 13, 2007

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A Beautiful Mess: Why There Shouldn’t Have Been a Tropico 2

By Paige Francis Posted Monday Sep 9, 2024

Filed under: Epilogue, Paige Writes 8 comments

I spent a lot of time the last few weeks talking about the intuitive difficulty curve of RollerCoaster Tycoon. With few exceptions, a new player can quickly grasp the basics of the game and even start experimenting with different tactics to win the long list of scenarios. By contrast, 2001’s Tropico features a scenario list of inconsistent difficulty bordering on bugged labels and practically non-existent tutorials. Further, the game shipped and received multiple expansions with incorrect information in the manual and the game’s info text. How in the world did Tropico not only become a beloved classic but manage to generate sequels through 2019, with Tropico 7 still in development (though apparently troubled)? I think mainly aesthetics, tongue-in-cheek humor, and quite simply; despite the obvious failures, brilliant functionality that makes the game *fun* to play…even if you aren’t accomplishing anything.

In fact, especially if you aren’t accomplishing anything: Tropico 1 had a free-play mode where you just built whatever you wanted. It wasn’t an absolute sandbox; you still had to meet various tiered requirements. There was no technology tree, but you had to build (i.e. *complete* the building of) a Logging Camp before you could build a Lumber Mill, and you had to build a Power Plant along with the Lumber Mill before you built a Furniture Manufacturer. Oh, and of course you had to have enough high-school-educated workers available to staff the Lumber Mill and the Furniture Manufacturer, which means you better already have a High School built; those aren’t free. And you have to have student Housing since they aren’t working enough to pay rent. Food from your Farms and Fisheries are always share-and-share-alike for your Tropicans, which automatically makes the United States a bit suspicious of you, so you better have that Furniture Manufacturer shipping out copious rattan chairs and cheap end-tables for the American consumer. That means you will probably have to keep the workers’ pay high, but if the income disparity between the uneducated and the high school and college educated workers grows too much, the Soviet Union may come knocking on your door. I’m sure you don’t want a worker revolution to kick off. Regardless of all that, your Tropican citizens really just want access to food, religion, entertainment, health care, and decent-quality housing that doesn’t cost too much.

Tropico is a wonderfully complex game that fails almost completely at handing you simple, understandable control over this mess. But gosh is it fun.

Continue reading ⟩⟩ “A Beautiful Mess: Why There Shouldn’t Have Been a Tropico 2”

 


 

Wednesday Action Log 9-4-24

By Issac Young Posted Wednesday Sep 4, 2024

Filed under: Epilogue, Action Log 13 comments

This week I’m playing Borderlands for the first time. (Technically I have played before. But I didn’t get past Firestone.) I’ve played all of the other games multiple times but for some reason I never got into the first one. But, now I have played through the game (and two and a half out of the four DLCs) while doing all of the side quests.

There are small differences, like revolver ammo and pistol ammo being separate; and grenade mods only have one modifier.

And then, there are bigger differences… I was surprised to learn that fast travel isn’t unlocked until New Haven. I thought it just was a bug until I looked it up. I’ve also been spoiled with the sequels having voice acting, so much so that I kept accidentally skipping the text.

Finally, the main antagonist Commandant Steele is vacant throughout most of the game. She talks to you for the first time about 20% in, again around 60%, and one last time at the end when she opens the vault and promptly dies, having added effectively nothing to the story.

After completing the story I went on to The Secret Armory of General Knoxx. I now know that was the last DLC released but at the time I didn’t know. It was nice for a change of scenery but I quickly learned that there is no fast travel in any the DLC, just a lot of driving. At least they gave a faster car that, if you turn at all at speed, it will stop driving and start rolling. It goes great with this DLCs primary roads (elevated highways with low walls). It’s one of my favorite ways to fall off the map.

Other than that I liked the DLC and thought the looting with a timer at the end was kind of cool.

I also played a bit of Mad Moxxi’s Underdome Riot. Not much to say on it. A whole DLC for a battle arena with modifiers is a bit weird, but it’s fine.  It would probably be more fun with friends, but I’m playing solo at the moment.

The last DLC I played was The Zombie Island of Dr. Ned. I didn’t like it very much. I probably would have liked it more but I had a fear of zombies as a kid, (I’m still not fond of them today.)

I went in expecting a goofy mystery, not realizing that it released shortly after Left for Dead 2. As a result I was constantly harassed by the zombies that would just spawn continually, with effectively no downtime.

My final gripe; GearBox recently announced Borderlands 4 and I don’t like the way they just slap an ad for it in the corner of the main menu. (I also think it just looks bad.)

Anyway, what is everyone else up to?

 


 

RCT’s Final Challenges, and Other Sim Games

By Paige Francis Posted Monday Sep 2, 2024

Filed under: Epilogue, Paige Writes 7 comments

I completed the RollerCoaster Tycoon base game last week and started working on the first expansion, Corkscrew Follies. Two things were immediately apparent. First, Corkscrew Follies employs the same challenges and difficulties as the base game, but provides different and additional rides and shops to meet a scenario’s demands. In fact, the research tree will tend to focus on the new elements more than the old elements, requiring you to learn to use the new facilities. The second obvious change was the implementation of scenery and ground elements to represent artificial structures like castles and a variety of other buildings, really enhancing the “themed” idea of your amusement park. Honestly, I had previously associated this change with RollerCoaster Tycoon 2. Probably because I played a lot of the RCT2 base game before I obtained the expansion packs for RollerCoaster Tycoon. It was interesting to see where RCT2’s theming came from. It becomes clear, seeing how these ideas were originally implemented, how the building structures in RCT2 are really the same thing…just with “land” that is invisible (and intangible and non-obtrusive in most situations, if I remember correctly. In RCT, there still has to be a physical piece of land which retains it’s inherent properties to apply the “appearance” of walls, ceilings, etc. to.) Unfortunately, while interesting, I never found this part of the game to be as captivating as the core park management gameplay. A big reason why I never spent all that much time in RollerCoaster Tycoon 2.

Upon realizing I was mainly dealing with cosmetic differences, I started getting a bit bored with RollerCoaster Tycoon, and went looking for other games to mix in…all sim games, of course.

Continue reading ⟩⟩ “RCT’s Final Challenges, and Other Sim Games”

 


 

DM of the Rings Remastered LXXXVI: Clickfest

By Peter T Parker Posted Sunday Sep 1, 2024

Filed under: DM of the Rings Remaster 4 comments

-Shamus,Wednesday Apr 11, 2007

By now you’re probably realizing that this week is just going to be the same joke, told three different ways. Don’t think of it as getting less jokes, think of it as me getting to play more Jade Empire last weekend!

Honestly if I ever get my hands on Final Fantasy XII, this webcomic is doomed. You’ll get ten silent panels with no punchline, strip after strip of out-of-context Monty Python quotes, and jokes which are nothing more than Viggo Mortensen making funny faces.

Continue reading ⟩⟩ “DM of the Rings Remastered LXXXVI: Clickfest”