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My Life as a Teenage Do-Wop Girl

Archive for September, 2008

Bitches, Roses, and Hopes #6

Bitches

  • I’ve got nothing to bitch about today. I had expected that I would, but I’m just not going to let myself dwell on the negative for the next few days, or even weeks.

Roses

  • I’ve noticed a handful of folks have already been downloading the new Cannibal Contagion rules. If any of you are reading this, please comment and let me know what you think about them.

Hopes

  • This weekend my brother got into a pretty serious motorcycle accident. I hope he has a swift recovery.
  • I’ve been working on making some changes in my attitudes and perceptions, and hopefully, these will become more solidified in the days to come.
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Cannibal Contagion: Playtest Draft #4 is Now Live!

Awright! I’ve just now compiled and uploaded the new fourth draft of the Cannibal Contagion playtest rules. There have been a crapload of updates and revisions. This will be the last major revision for a while, so download it, read it, and let me know how your play goes!

  • Threat Pool now called Adversity pool, so as to no longer cause confusion with Threat scores
  • Bad Guys are now called Threats, and have been made a lot easier to distinguish and employ
  • Added new Allies rules, which function as special Gear
  • Added clarifications to existing Gear and Weapons rules
  • Updated and improved rules on Turning characters and threats
  • Updated the contagion aftermath effects to fit the new Adversity rules.
  • Added a whole mess of new sample NPCs and Threats
  • Implemented new “cold open” narrative structure
  • Added lots and lots of example text
  • Updated CiC and Player sheets to have lots more information and better use of space

As always, the downloads can be found here

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Cannibal Contagion: Call for 4th Draft Playtesters

I posted this on my personal blog, but figured I’d try the same here. I’m currently looking for a few groups across the country who would be willing to try out Cannibal Contagion’s upcoming Fourth Draft Playtest. To best facilitate this, I’m offering to print out the copies of the playtest rules and send them out to you at no cost. I’ll even include some character sheets in the mix.

So, if you have a group that is up for playtesting something new, and the idea of a comedic survival horror session interests you, drop me a comment, and we’ll work it out. Thanks!

- Nathanael Phillip Cole

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Bitches, Roses, and Hopes #5

Bitches

  • Not being able to play Resident Evil all the damn time is a new bitch for me. Fortunately, Resident Evil: Deadly Silence makes that desire a little more possible.

Roses

  • I very recently acquired a GameCube, and now I’m addicted to Eternal Darkness: Sanity’s Requiem. It could very well replace Beyond Good & Evil as my most favorite video game, and that’s a bold, almost dirty statement.
  • I’m nearing completion of the fourth playtest draft of Cannibal Contagion. Stay tuned, as it’s going to be a big one!

Hopes

  • I’m organizing a group read-along of George R. R. Martin’s A Game of Thrones in the next two weeks. I’m really, really excited about this, and I do hope it comes together nicely and turns into a grand fun time for all involved.
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Bitches, Roses, and Hopes #4

I didn’t update yesterday because I had the day off and spent it relaxing with video games. Awesome!

Bitches

  • Goddamned squirrels are invading my garden! KILL!

Roses

  • My roommate Bethany and I have developed this weird thing where we’ve started completing each others’ sentences, and speaking what the other person was just about to say. It’s amusing, and is especially hilarious during our Resident Evil runs.
  • Speaking of the roommate, she got a new job. Rejoice!
  • Also, the new Cannibal Contagion art from Vero and Leo keeps getting more awesome.

Hopes

  • I hope my poor squash plants survive my accidental unearthing from the weekend. I’m new at this, but after re-planting them, giving them lots of water and sun, and holding their stalks up with sticks and twine, I do hope they’ll pull through.
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Beyond Amazing

Three separate people have recently asked me “what my deal is” with the game Beyond Good & Evil, which I frequently tout as my most favorite video game ever. It got me thinking about it pretty heavily, so I figured what they hell, time to post about the best video game ever made. Below is a sort of essay on why I love this game so much. No, it’s not a review in the least, unless you consider “fanboy gushings” to be a review.

The Heroine is Fantastic

In this game you play Jade, a gal who hates the establishment, is good at taking pictures, and is handy with a backflip and a gymnastics baton. She’s shrewd, caring, and knows that in order to save her way of life she has to step up and do what needs to be done. What Jade is not is another Jane Q. Titties McActionPants, star of generic summer spy-girl action game #23. She is perhaps the most non-sexist lead role female in a video game to date, and certainly the best such character that could serve as a role model for young gamer girls - much better than the usual “Boobs + Weapon = Success!” formula found in “icons” like Boobies McMurderGuns and Cleavage McStupidBlades.

Starts With a Bang

Every time I start a new game of BG&E, I’m instantly captivated by its opening sequence. When you select “New Game” from the main menu of BG&E, you area treated to 30 seconds (exactly) of story setup, in which you are made aware of all three of the main themes of the game: an unexplained alien invasion, a protective police state, and a heavy focus on video journalism. Following that clever introduction, the next 30 seconds (again, exactly) give you a visual introduction to the main protagonist of the game and the environment in which you’ll be spending most of your time playing. That’s when the action begins… and two minutes later there’s a boss fight. And ten seconds into that boss fight, a drawling auto-mechanic pig with a wrench drops through the ceiling and saves the day.

Five minutes into a game of Beyond Good & Evil, you’ve met the protagonist, learned the basics of the plot, fought some very original-looking alien things, learned how the buddy mechanics work, and defeated a boss. Hell yeah. That’s the kind of stuff I love in my games.

Unique and Immersive Setting

The canvas upon which this amazing game is painted is an original blend of sci-fi and pop culture elements. There’s a lot of style and imagination put into it, and despite mixing so many elements from so many classic sci-fi stories, it all comes across with a fresh and delicious taste. From the weird people-animal hybrids that populate the planet to the strange caves and structures you explore, right from the start you are thrown into a world that is simultaneously alien and familiar.

Each character you encounter in BG&E, from Jade to the talking Pig to the Jamaican rhinos to the gay Puerto Rican AI that lives in Jade’s, uh, “fanny pack,” is instantly memorable. There are lots of really well-acted voices, and it all works together flawlessly to make you feel like you’re in a brand new world.

One of the core mechanics of the game is that you must use Jade’s camera to explore the world and take pictures of everything from weird native flora and fauna to hidden secrets and espionage spy-stuff. From an immersion standpoint, this is just brilliant. You have to take pictures of creates and plants in order to make money, and by doing so, the game forces you to observe and review the game setting in a way that doesn’t seem heavy-handed in the least.

Engaging and Non-Repetitive Gameplay

BG&E has a fabulous mix of stealth, 3D environmental puzzle-solving, clever buddy mechanics, fast-paced combat scenes, and first-person scavenger hunting that kept me fully captivated for the entirety of its (very sadly short) story. I am a gigantic fan of stealth action games, especially those which take great efforts to encourage explorative playstyles. I find very few video games more engaging than those which allow me to just sneak around for house and find things I hadn’t previously seen. BG&E is just such a game, and it even throws in some pretty challenging action moments to keep you on your toes.

As for the buddy thing, well… Okay, let me get this out there: I frinkin’ love well-implemented buddy mechanics. BG&E has a system in which Jade will frequently find herself accompanied by a partner of some kind, be it the aforementioned grease-wrench Pig-man or another character you meet later in the game. There are spots all over the various levels where having your buddy with you can get you some nifty bonus rewards, or help push you further along in the stage. The implementation of this in BG&E is pretty simple, and you rarely have to even think about the controls. Plus, your helpers are fairly combat-capable, so they won’t hold you back in a brawl.

Fantastic Story

Beyond Good & Evil is the story of a neophyte freelance reporter named Jade, who goes on a quest to uncover a sinister and chilling conspiracy whose revelation could shake the very foundations of society. It’s not entirely original (what conspiracy story is?), but it’s quite compelling, and has enough twists and hooks to really suck you in. I can’t really say much here without giving some major spoilers, but I can say that you will not be disappointed with any of the directions it takes.

Dear God, The Music!

The score to BG&E, composed by Christophe Heral, is phenomenal. I even have it on my Zen and its tracks are in regular rotation on my daily playlists. What I appreciate most about it is how the music never once disconnects me from the game. It perfectly fits each and every in-game moment. While exploring it sounds inquisitive and comforting, while fighting it is pulsing and active, while sneaking it is eerie and foreshadowing. I hear the same guy is doing the music for the sequel, and that suits me just fine.

The Unfortunate Cons

Sadly, the game isn’t quite perfect (betcha never expected me to say that). There is one big glaring problem that I have with the game: it’s too damned short! There needs to be more! I could play this game forever and ever! I want to explore more of Hillys, and space, and the other planets in the solar system. I want to meet more of these weird people, and learn more about the bad aliens. I want a sequel! I’ve seen the teaser promo vids, and I’m frothing at the mouth. When this game comes out, I am so getting it, regardless of what system I have to buy.

In Summation

I haven’t loved a game this much since The Longest Journey. In fact, after I’m finished with my current BG&E playthrough (must be, what, my fifth?), I’m totally reinstalling that title and going through it again.

But if none of that got you, well, here’s a video of girls kissing girls in video games.

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Bitches, Roses, and Hopes #3

Bitches

  • The second to last boss in the “ClaireB” section of Resident Evil 2 is a mega-bitch, and then some. It almost breaks the enjoyment of the game for me, sadly. There should be better ways to evoke a feeling of “survival horror” than “repetitive death due to terrible controls.” The bosses in RE1 were way better, but then again, the GC version we played had a fabulous control layout. For me, the main cause of the game-breaking disconnect is that for the entire rest of the game, the difficulty has been more evenly paced and balanced, but then BAM this jackass comes and breaks Claire’s virgin ass in half with little warning. At least Pirate Baby gave a warning when the end was approaching.

Roses

  • The release date for Deadspace has been pushed forward a week! Yay! And two weeks later, Fallout 3 is released too! Yay! I’ve totally reserved the next day after each release date for some all-day stay-at-home gaming.
  • This morning, on the long and pleasant walk from the bus stop to my place of employment, a song from the Beyond Good & Evil soundtrack queued up in my Zen’s playlist, and listening to it brought a tear and a smile as I remembered how goddamned amazing that game is. I’m definite;y going to post something about it in the next few days.

Hopes

  • I’m finally getting to try out the Cold City rules in our upcoming sci-fi “horror” game. I’m considering importing the Aspect cards from Verses to add some spice, but that’s still under debate.
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New Campaign: Coldspace

Last night I met with three players for a pre-campaign Jam Session. A few weeks ago I sent out feelers for interested parties to play a campaign idea I’d been developing. Major themes involve the clash of reality, virtual reality, and dreams. Major inspirations are 2001: A Space Odyssey, Dark City, and Jacob’s Ladder.

The basic idea:

“In this campaign we tell the stories of the only people on board a research space station. A disaster has occurred back on Earth, and the effects of that disaster will play heavily into the lives of these characters. Perhaps they’re scientists, or survivors, or prisoners, or something else. This game will tell their story.” Read more

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Oblivion, Cannibal Contagion, and a Tiny Art Preview

I recently started playing Oblivion on the PS3. Okay, I like this game, but… let’s just say were I ten years younger, I would love this game. I just don’t have the time these days to devote to traveling this fully-immersive fantasy world. There’s just so much to do that I’m completely overwhelmed. I wonder how this bodes for the upcoming release of Fallout 3, which I’ve actually reserved a day off from work so I can play all day? Will it too be a completely suffocating expanse, or will there actually be some kind of story I can play along with? Hmmm, we shall see…

I’ve been updating a crap-ton of stuff for Cannibal Contagion. I’m gonna wait a few more weeks before I post the new playtest update, as there are so many changes and additions that I think it deserves a bigger all-encompassing release. The Contagion and NPC rules have been drastically re-written, I’ve added a big mess o’ sample bad guys, and I’ve made allies easier to incorporate into the flow of the game. Slowly but surely, the game is falling into the perfect flow, and I’m very proud.

I’m totally in love with the stuff that Vero and Leo have been sending me. Here’s a sneak peek at a piece from the core rules, intended to introduce the section of the rules for running and arranging the game:

Fabulous! Every new pic they send me makes me all the more excited. So far, with spacers for full-page art, the game is quickly approaching my original mark of 125 pages, and there’s a small chance it might even be more.

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Unknown Armies: Initial Signs are Good…

Yesterday I met with Nievita and Chris to start up some face-to-face dialog on my ideas for a new game based on the Unknown Armies rules. The basics of the game are that the characters are all connected to each other through some kind of journalistic endeavor, and are soon immersed in a world of twisted conspiracies and “alien” agendas. I’m so far quite pleased with the results.

The first thing we laid down was the nature of this “journalistic endeavor” I was insisting upon. Thanks to a suggestion from Nievita, we quickly and unexpectedly all agreed: the characters are all part of Anonymous. That idea instantly stuck with me, and spawned a plethora of ideas for plots and content.

We’re using the Unknown Armies core mechanics, but not necessarily the cosmology or magick paths. I’m heavily inspired by the old Nightbane game, so there will definitely be themes of “otherworldly alien darkness” in this game. Both of the character concepts presented so far will definitely work with this, but I’ll resist posting them until they’ve been developed a bit further.

Looks like the foundation for something awesome!

- NPC

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