Cookie For You, Cookie For Me

I baked some toffee/butterscotch cookies with the kids last night.

Long story short, I really enjoy baking.  Short story long, baking forces you to pay attention, be patient and meticulous, while providing an end result that either lasts for days, or makes everyone in a room smile.

It’s been about 6 years now that my wife and I have baked cookies for the holidays.  We usually hand out tins to our friends but this year’s schedule has been a bit tougher to work around.  I was missing the fun of spending a solid weekend just making treats and decided to get something made for the work pot luck.  Ended up with the above toffee cookies and some peanut-butter maple ones as well.  Baking on a weeknight isn’t as much fun as a weekend, since it’s hard to get on a roll, but it’s still quite satisfying.  Especially when your kids and your wife are stealing cookies when you’re not looking.

While I certainly enjoy my current career, a 2nd one in baking has always had allure.  Downsides are the hours (you need to get baking near 4am) and the salary. I guess I can take some classes though…

Devilian

I completed the 3rd zone, made it to level 24.  The leveling speed has fallen, which means that my skill progress has slowed.  The character growth I saw in the first few sessions has sort of petered out.  My inventory is filling up quite a bit faster, so I’m obligated to salvage a lot of stuff.  I’ll need to craft some talisman cards with all those materials.

The last dungeon run was different, in that there was more to do than just kill bad guys.  Well, we needed to kill towers and it had 7 general steps to complete before the boss.  The boss itself wasn’t anything special.  I blew some cooldowns, transformed into Devilian mode for a DPS boost, then just pew-pewed until he dropped.  I did end up with a lot of gear at the end, though truth be told it’s hard to figure out what’s actually useful.

You’d think that Intelligence would be a super stat for a caster, but it gives something like 0.1 damage.  Other stats scale that way as well, so there really doesn’t appear to be any tangible difference at that level.  Which begs the question why bother with various stats at all until you reach higher levels.

An interesting factoid, I haven’t died yet.  I haven’t come close.  I haven’t seen anyone die either.  The dungeon we ran had the warrior pull every spawn towards the gate (15-20 enemies) and we just plowed through them.  It’s a bit of dynasty warriors here, or playing Diablo 3 on super easy mode.  The concept of risk just doesn’t seem to exist yet.

As I mentioned last time, this is reminding more and more of a mobile dungeon crawler.  That’s more of a neutral statement than a judgment.  I really like that style since it’s a pick-up-and-play attitude but the long term gameplay is questionable.  We’ll see as time moves on.

Devilian – First Impressions

Spurred by Syp and Rohan, I gave Devilian a go; enough to reach level 19 and run 2 dungeons, which exposed a decent chunk of content.  Fusing, enchanting and end-game experience gains for AA points isn’t in the bag yet.  Neato, you can get it from Steam. So-so, you use Glyph, Trion’s all-in-one game manager.

So I guess some quick notes.  Devilian feels like a PC port of Arcane Legends, with a slightly more integrated overworld.  In fact, similar to Rohan, I’d compare the overworld to Marvel Heroes, where there are more than 3 people around you.  The rest of the game is taking the tropes from mobile dungeon crawlers and tweaking the UI.

The art style is Asian, so my evoker has a stupidly bouncy chest and runs around in heels.  The actual combat art is good, with telegraphs in place to make you move around.  The sound is pretty neat as well, though I have yet to notice any actual music.  Characters and pets are well animated, though the graphics themselves are pretty shoddy unless you max everything out.  I also find that the camera is a bit too close.  All personal taste really.

I am disappointed in the armor designs though, or lack thereof.  It’s the same issue I have with Diablo to be frank, where everyone just looks the same while leveling up.  My evoker is wearing a nightgown and one stocking.  Why?  When you create a character you can see what their gear looks like later on, and the 3 options all looked like I was going clubbing.  It’s off-putting.

Character development is very straightforward, with a minimal set of stats.  After level 10 you get to specialize in 1 of 3 trees, given 1 point per level to invest.  The trees have names and intent (like a control tree) but the skills within have little/nothing to do with the names. For example, the Burst tree has a healing skill.  Each skill has 2 or 3 additional nodes allowing you to customize a bit, say less cooldown or extra mana per hit.  You need to invest X points in order to unlock more skills in the tree.  There are passive skills available per tree as well, but you need to invest all the way to the end to get them.  You can cross between trees as well, though limited by available points.  You can reset points at any time and you can save 2 point configurations as well (more if you’re a patron).  So there’s some flexibility here, certainly.

The story/lore/quests are skipped through due to poor writing and structure.  I like reading about the lore but this stuff isn’t interesting in the least.  Not a bit deal in the grand scheme of things though.

There’s threat, knockdown, slow, and stun/frozen as core combat mechanics.  Every skill has an AE component and a maximum number of targets.  It makes for big, hectic fights most of the time.  Bosses are single target affairs, usually some giant creature that’s a damage sponge.  Dungeons are straight lines, with 7-15 fights each.  There’s a built-in LFG tool, so you can solo or go in with 3 random people to clear it.  It is near identical to any mobile group dungeon crawler you’ve played before – seriously, it’s a giant flashback to Dungeon Hunter 5.

The requisite “gambling” is here as well, in the Talisman section.  Think trading cards, with 1-5 star quality that you unlock from boxes.  You can buy the boxes, or create them for gold.  Merging, fusing and all that stuff.  It gives the game a long tail I guess.  They have a big enough impact on statistics that you shouldn’t ignore them later on, but they are pretty meaningless while leveling.

There’s an auction house too, but the UI is quite poor.  If you don’t know the exact name you’re looking for and want to find say, all the weapons available, you need to select the level range, the class and the quality before running the search.  If you want to use the same criteria for a helmet, you need to re-enter all that data again.  I guess this is in place to save on SQL queries and server memory.

No gold spam yet.  I think that’s related to the chat channels being ranked based on your behavior.  Which in itself is the most interesting feature the game has shown me so far.  That is, if what I think is happening, actually is happening.  The store itself doesn’t seem to sell any power related items directly.  So from a F2P perspective, it’s good.  There’s a daily login counter, with benefits that route… but that’s expected nowdays I guess.

I’m far from the end game; that seems to take around 10-12 hours based on what I’ve read.  The first impressions are that the combat is engaging, and there’s smoothness to the gameplay.  It’s certainly engaging, which is good.  It’s free to play and there aren’t any restrictions that I can see.  The characters have enough skills to be diverse, the art is ok and it feels like you can get things done in a small amount of time.  It’s certainly worth the pickup to try it out.

Once I reach the end-game, I’ll add some more thoughts to the long-term viability of the game.

2015 Prediction Review

Time for the end of year report card prediction adjustmentWilhelm’s is up.

Blog Resolutions

  • Post more media in the blog. Pictures & video.  I think it would add more to the context.

 

I certainly blogged more, but not that many more pictures.  I ended up with nearly twice as many posts this year as last and more than doubled the hit count.  So win?

 

  • Try out a diary format for a few posts. While I tend to focus on analysis, I think the recounting of adventures always fun to read.

 

Well, I started putting in more personal items, so it did end up more like a diary in a sense.  But not from a gameplay perspective.  No wins.

 

  • More cross-posts. There are many, many bloggers out there.  I should do more to cross-post/link/comment.

 

Marginally more cross-posts is still more cross-posts.  It’s really quite ironic since I read so many good blogs out there. I need to force myself to do this apparently.  No wins.

 

  • End the year with 200 posts. That’s about 4 per week, which should be manageable.

 

WordPress is really quite bad at reporting this data.  Some months were better than others, though March and August were off months as I was away from a computer for a long stretch.  No wins but it’s still a solid goal.

 

  • Try more games! I won’t invest in a console, so I’m out about a dozen options per year.  But my tablet and Steam can keep me more than busy.

 

I did this.  Boy did I do this.  I must’ve played 50 games on the tablet and dabbled in tons of PC games over the year.  Super wins.

Personal Resolutions

  • Actively work on an exit-plan for current project at work.

 

Haha, this is pretty sad and accurate.  Things went for a loop during the summer and I’m doing that just now.  No wins.

 

  • Focus more on the family and what makes them happy.

 

The spring wasn’t so good for this but summer and fall have been great.  I’m a lucky guy.  Win.

 

  • Take time to breathe and time to sleep.

 

Time to breathe is better, time to sleep not so much.  I’ve taken some steps to better manage stress and anxiety and it’s certainly improved since last year.  Miles better.  I’ll call this a win.

 

  • Read at least a dozen books.

 

The fails.  I think I only ended up with 6 this year.  Murf’s idea to get through Hugo award winners is going to be a goal next year.

 

  • Introduce my 4yr old and wife to tabletop/board games. My daughter received a Connect 4 and Trouble for Christmas and we played a fair amount.  She hates losing and wants to learn how to win. There are tons of games out there to try.

 

I’ll call a win on this.  My eldest has played nearly every board game in the house so far, including Imperial Assault, Galaxy Defenders and Shadows of Brimstone.  She has a kick for it. Going to try and get a few more next year, like Ticket to Ride for starters.  My youngest is now 3 and a bit, so time for her to join in the fun as well.

 

Predictions

  • SOE won’t launch a single product in 2015. Specifically, the order of eventual launch is Landmark, H1Z1 (cancelled before launch) and EQ Next.

 

Ok, partial win here.  Nothing launched, but H1Z1 wasn’t cancelled.  Yet.

 

  • EvE will increase their patch cadence a bit, to allow for more time between and draw out the ideas. Their subscription numbers will drop due to the stance on multi-boxing and bots.

 

I think I’m on the money for this one.

 

  • Wildstar goes B2P by late spring. It either drops raiding as a focus or closes shop.

 

F2P, in the fall but did expand a lot of stuff on the “things to do at max level” list.  I’ll call this a miss.

 

  • ESO will launch on consoles in the summer and go F2P at the same time. Still no auction house or viable crafting container.

 

I missed the B2P call but the rest of the items are accurate.

 

  • WoW will drop back to 7m subscribers. Their PLEX-derivative won’t work due to the way the economy works (you don’t actually need gold to play WoW in WoD).

 

I was off on this one.  WoW dropped to 5m and their PLEX-like junk is still going.  Tobold is going to be playing for infinity for free due to it.

 

  • WoD end-game will be Burning Legion tie-in.

 

Nailed it.  Sadly.

  • WoW patches will continue to take an eternity to go out, with no expansion news this year.

 

We got expansion news alright.  On the shortest expansion in history and what’s expected to be the 2nd longest content drought in history.  Blizz is feeling more like that drunk uncle everyone has.  You’re really not sure what’s going on over there but somehow he shows up to parties.

 

  • Heroes of the Storm will “launch” in the fall, even though Closed Beta is taking your money in about 2 weeks. Pricing will change once the gates open.

 

Yessiree on the launch.  Pricing is certainly different than last winter.  Wins.

 

  • Overwatch won’t show in 2015.

 

A closed beta is going on now but it’s been down for 3 weeks(?), so I’m going to count this a as a win.

 

  • SWTOR will have 3 content patches, with new raids and planets. GSF will be forgotten.

 

I got this wrong.  Instead of patches there was an expansion.  No new raids or dungeons.  No one cares about GSF though, so that’s neat.

  • Steam and Riot will get hacked, which will likely change the way PC gamers identify with hackers. They’ve only targeted consoles so far.

 

Neither happened, though Steam is reporting that ~70,000 accounts are compromised daily.

 

  • 2015 will have a bunch of kickstarters finally launch. Pillars of Eternity, Star Citizen, Tides of Numenera and so on.

 

PoE launched (great game), Star Citizen is in 2nd alpha (whatever that means) and Tides doesn’t have a date yet.  This is a miss.

 

  • Microsoft will use the Minecraft source for a new game that’s used in schools. Makes a mint.

 

Microsoft hasn’t done squat with Minecraft.  Which is a win for gamers I guess.

 

  • This is the year of the indie game standards. $15 dollar games will be held to similar standards as $60 games in terms of quality, less so content. Ori and the Blind Forest and Rocket League are good examples.

 

I’m calling this a win.  The ability for indies to make a buck has changed dramatically.  Games need to be amazing to even try to turn a profit.

 

  • A new review system will be established detailing whether a game is playable at release or if you should wait for a kitchen sink patch.

 

Well, more sites have started a review in progress, or a second review after a couple months.  I wouldn’t say it’s everywhere mind you.  IGN and Kotaku mostly.  Ehh.

 

  • Evolve, No Man’s Sky and Repopulation will do better than expected.

 

Nope, where is it?, and nope.

 

  • 2015 will be the year of the RPG! (Witcher 3 for sure)

Well, we got Witcher 3, Fallout 4 and Pillars of Eternity.  I call this a win, though the trend seems to be going towards RPG/Sandbox games.

 

I hit the 50% mark in the Blog/Personal stuff, so that’s not too bad.  50% on the predictions as well, though some were safe bets.  It was an off year for gaming, with expectations set pretty low overall.  A year in review post will cover that stuff later on.  I didn’t expect to hit 50%, so yay?

 

Better Combat – Path of Exile

Following the high of Fallout 4’s world building and the low of Witcher 3’s combat, I needed to get something moving again.  I like action RPGs, where numbers mean something, tactics have an application and character progress means choices.  I’m somewhat saturated on Diablo 3 since the most recent season (with 2 GR60 geared players and a few in the wings), and Marvel Heroes suffering from too many superheroes, I’m back to Path of Exile.

PoE had an expansion this summer which added a new act, which is about 25% more content.  It tweaked a lot of the underlying numbers for balance, added some new items (jewels and trading cards), added some skills and just put a huge amount of polish overall.  PoE takes D3’s seasons and puts it on steroids.  It’s like every month there’s a new ladder going on, and each with an interesting twist.  The ladder that started on the weekend is a talisman ladder.

Random enemies (1 or 2 per map it seems) will have a talisman that boosts some of their stats.  I think there’s 9 base versions of it, and they roll just like any other amulet (normal, magic, rare).  There are stone circles found in every 4th map or so, and if you put in 5 different talismans of the same rank, you fight a boss with a random talisman of the next rank.  The quality of that talisman is randomly selected from those you sacrifice.  Only rank 1 talismans drop in the world, so you need to use the stone circles to upgrade.  There are 4 ranks available.  To get that last one will take 125 rank 1 talisman.  My Witch is level 37 and is just shy of her first Rank 3 talisman.  So there’s certainly a long game for this league.

I’ve gone over the Path of Exile mechanics a fair bit in the past.  I find that the balance today is better than ever, in that there are no crystal clear OP builds.  It’s also harder to gimp yourself as scaling has been improved, and skill gem drops seem higher.  All in all, it’s a smoother curve.

There are only 3 drawbacks I see to the game, currently.

  • You nearly always require the overhead map to be active. You can change the opacity (press “O”) but it’s still an eyesore
  • The zones themselves are quite dark and large, making navigation difficult at times. It is very much like Diablo2, and a big split from Diablo3 and Marvel Heroes.
  • Loot progression is slow. If you’re used to upgrading gear 2-3 times per zone, this game is not for you.  Gear is meaningful, and crap loot is plentiful.  It’s comparable to D3’s legendary upgrade pace, pre-season 4 (without Kunai’s cube).  Your mileage will vary.

But again, there are huge positives.

  • Choices matter in the passive skill tree, as you can’t “reset” your choices past a certain point.
  • There’s a ton of replay value through maps and gem upgrades
  • Skill synergies can be customized. Want a fireball that chains, summons a zombie and weakens the group?  You can build that.
  • The barter system, and item customization is the best in the business. You can take a crap item and turn it into an amazing rare item with perfect stats and gem slots, if RNGsus loves you.
  • The combat and equipment art is amazing. Every character looks unique.
  • The cash stop (since this is a F2P game) is entirely cosmetic. Has been since the start.  It’s probably Syp’s dream come true.

I’ll be leveling up the Witch a bit more, finishing up Act 4 tonight and then posting a bit on the character progression in future posts.  I’m enjoying using my brain for combat again, both in strategy (what skills to build/select) and in tactics (when to use them).

 

Witcher 3 – Part No More

I wanted to give it another shake.  I dropped down the difficulty to rank 2 of 4.  This has 2 effects, the first of which is that enemies are apparently easier.  The second is that I now heal 24/7, whereas before I needed a “talent” to heal during the day.  I figured maybe it was the combination of load times and death in combat that was my problem.

Well, that’s not the issue.

Combat is just garbage, pure garbage.  Every fight is 4 on 1 or more.  You can’t see half the folks because they surround you (which is neat mind you) and they all attack in a staggered fashion.  Blocking either doesn’t work, or does and you get stunned.  Get 2 hits in, take off 10% of the enemy’s HP and then have to roll around like a gymnast to avoid everyone else swinging at you.  The entire combat feels like I’m avoiding 10 people continuously throwing knives at me.

And even if I manage to whittle them down to a single foe and just hammer them with blows, they end up blocking a third of them.  And once combat is over I’ve got damaged equipment, and no where to repair it.

But wait, there’s more.  The first “main map” is pretty big.  But I’ve yet to find a single enemy my level, most are 2-4 levels higher.  Heck, one town slightly off the main quest path had 10 enemies, 5 of which were level 16.  They killed me in 2 hits.  And it’s not like I can sneak up and take a couple out.  No, it’s 10 vs 1.  Why does that even exist within spitting distance of the main quest road?

Dying is one thing if you can avoid it.  I can’t avoid half the hits I take in this game due to the inability to cancel an action and inaccurate hit boxes.  In other words, while I’m in the middle of a swing, I can’t stop to block, even after I connect, until the sword animation is complete.  I also have no idea how big enemies hit boxes are so I end up missing my swings even though my sword goes through their characters.  And they manage to hit me by their combat animation causing them to take 3 steps forward in a swing.

Oh practice you might say.  Well, I can’t block or parry a downer or a ghoul, and that just leaves rolling around all over the place.  Really, that’s what people think are good combat mechanics?

I don’t mind a challenge, I really don’t.  I’ve played my fair share of hard games all the way through.  I think the hardest in mind was Ninja Gaiden Sigma on the hardest difficulty (that was batcrazy, and awesome at the same time).  But there was some sort of reward for it.  I didn’t end up with 2 monster teeth and a broken sword.  I progressed some story element.  I actually felt myself get stronger as I progressed.  After nearly 10 hours in the game, I feel  I’ve made no progress at all from an RPG-stats perspective, and just a dent in the main story.

I’m more confused than anything.  How a game gets this much praise, seems to fit my style (action + RPG + open world) yet so thoroughly hits bad vibe after vibe is a head scratcher.  I want to play the game people are fawning over.  Cause it just can’t be this.

Witcher 3

After completing Fallout 4, and checking my mail, I noticed that Witcher 3 was on sale, something like 60% off.  Figuring it was a good deal for a good game, I gave ‘er a go.

I’ll be honest, I don’t get what people are all bonkers about.  The art/dialogue is pretty neat but the actual RPG mechanics are garbage.  Leveling doesn’t seem to imbue you with any concept of power.  Items are just numbers, the skills are bland and the combat is atrociously long.  To top it off, the saves are so far apart that you’ll have crossed half the map when you reload.  After what feels like 30 seconds of reload screen.

I’ll give an example.  In the starting zone there’s this one spot that’s defended by a bear.  A bear that can kill you in 2-3 hits.  A bear that has near a thousand hit points and your sword does 5-6 damage per swing.  So you need to use a fire spell to damage him.  Ok, but that thing takes time to recharge, so you’re dodging the bear while it does, which slows down the recharge.  And then you end up under a tree, the bear swipes you and you get to reload.  From start to finish it was a 5 minute fight.  And that wasn’t even the boss of the zone (a griphon)!

The story is neat, I’ll grant that.  The lore is clearly well thought out, the various characters are interesting.  Music is top notch.  The first load screen reminds you of where you are in the story.  Plenty of quests around, or at least areas of interest.  But those areas usually have 3 enemies and are over in 30 seconds.

I’m guessing it’s mainly due to coming from Fallout 4, where each area was unique and took a few minutes, or even 30, to clear out.

I’ll give it a few more sessions to wear in but I am quite disappointed with what’s here.

World Building vs Story Building

I think I’ve completed about 80% of the quests in Fallout 4 now, maybe a bit more.  I wouldn’t say I’ve played through 80% of the content though… I’d put that closer to 25%.  And I think that’s really the kicker for Bethesda games, in that they build a massive world to explore and the story is just an excuse to move around.

If I take the Fort Hagen portion of the main quest as an example, you’re tasked with finding the person who started the whole thing.  You find the building, he taunts you a few times and eventually you make your way to him.  The dialogue isn’t much, and the combat against the synths isn’t exactly mind blowing.  What is super cool is the actual fort.  And that goes for every other spot in the game, each completely unique.

Each room was designed, by a real person.  Each tin can, box of macaroni, each chair and table was put there by a person for a reason.  You might find a few corpses in a corner, surrounded by their old possessions.  You might find a terminal with someone’s logs, explaining how they tried to find a lost loved one.  There’s more story in the actual world than there is in any given quest or dialogue.

It’s even more contrasting when you look at the other games that have open world content.  Some of them have plenty to do but little to see.  Other it’s plenty to read but nothing to hear.  For all the fun had in GTA5, you can’t enter most buildings, so it’s just a bunch of roads to do stunts in. Mad Max is meant to drive through at full speed.  MGS and Just Cause are a lot like GTA5.  They aren’t bad, far from it, but they are different.  And I’m thinking it has to do with the RPG aspect.

Bioware used to build amazing worlds, with neat lore and cool characters.  The stories were amazing but the world’s themselves had interesting characters.  I preferred Pillars of Eternity to Dragon Age because the former had more charm.  Dragon Age just felt like an MMO without people.

And that’s a solid jab at MMOs by the way.  You’d be hard pressed to find one today where the world had any meaning to the players.  TESO and SWTOR are prime example of how the story and world are lost when you add 10,000 other players and everything has to respawn now.  You can’t appreciate the items on the table because JimBob#2828 has just finished looting it to buy a new leather thong.

World building is near entirely in the realm of single player games.  I find it completely fascinating to play through, and I really enjoy seeing neat little items that have no bearing on the greater game outside of providing context.  It’s really impressive what the tiniest of details can have in the big picture… if you have enough of them.

Fallout – Odd Quirks

Well, more specifically with the endings, so spoilers ahead I guess.

I’ve completed the game with both the Institute and the Railroad, since both of those are pretty close together.  The Institute is an interesting organizations, very technocratic.  There’s a severe lack of empathy for anything not within field of view but they are also the only faction playing the long game.  They live in the shadows and are appropriately called boogeymen in the game.  It takes a very long time before you see an actual member, rather than just a synth.

The Railroad is a weird one.  One part underground railroad, one part freedom fighters… but against an oppressor no one understands.  While they want to stop the Institute, they also want to free all the synths.  And this is the really messed up part.

The Institute treats synths as objects, though they do have borderline sentience.  The Railroad thinks all synths should be free, though mostly for the gen3 versions, who look just like humans.  But the methods to get there are just…stupid.

Somehow, the Railroad thinks that by destroying the Institute that will free all the synths.  But the Institute continues to make synths.  So the Railroad is in effect preventing any future synths from being created.  Kind of a weird moral jumble.  But they talk about it.

There’s the 2nd to last mission for the Railroad and it’s to take out the Brotherhood of Steel.  Not once in any quest do they talk about the BoS, never do you cross paths.  But all of a sudden, you need to take them out.  And ALL of them.  I didn’t get that.

While I didn’t necessarily agree with the Institute all the way through as many of their justifications were flawed, at least they were consistent.  Find the smartest people in the commonwealth, offer them a padded and secured job to help humanity.  Hide as much as possible.  The Railroad was just “free the synths, kill everyone else”.

Time to load an earlier save and try the BoS path.  I’m not much of a fan of them in this game compared to others.  Maybe there’s some redemption to be found.

Stress Relief

It wasn’t the best way to end last week.  Work’s insanity level has been steadily rising lately, and sort of blew it’s top.  Work-life balance isn’t working out as much as I’d like.  I got a message at 9pm on Thursday for an emergency meeting the next morning, fully across town.  For a problem that’s in no way my own to solve, it’s just that I have a reputation for fixing things.  Sunday night was more of the same, and my anxiety wasn’t being very cooperative.

The good news is that stress relief now comes in multiple forms.  Gaming, obviously.  Though Fallout 4 lately has been hitting the feels more than I had expected.  Hockey is another and I’ve been well enough to keep that going steady.  Painting works well.  Last night I was able to put the first coat of white on my E-web engineers.

The last item, and the one I seem to have more and more fun doing, is baking.  It’s one of those things where you need to take your time, be somewhat precise and it can take a long time to finish off. Oh, I like cooking too, but a 4 hour prep for a 45 minute meal isn’t the same.  I can make a pie that’ll last the week, muffins that can be frozen for longer.  And who’s ever said no to dessert?

Since there was a birthday part for my wife’s grandmother on Saturday, we got slotted for desserts.  My wife made some cupcakes with the kids, sprinkles and all.  I made my life harder.

Lemon Meringue tarts and a Maple Syrup pie.  Turned out great and didn’t bring a single one of them home.

IMG_20151128_120110

Dang good tarts!

 

The Story is Important

I did get some Fallout 4 in over the last few days.  I’ve finished up the Minutemen and BoS quests, at least enough to get to the infinite-random-quest parts.  I’ve unlocked all the companions, received Mcready’s perk and started work on Deacon.  I’m about half way through the Railroad starter quests and got a nice Gauss weapon.  That thing is un-modded and deals over 200 damage, making me wonder if I should replace my Overseer’s 2x sniper gun… We’ll see.

I also decided to keep up with the main quest line. I headed out to the Glowing Sea (very appropriate name) and ended up finding the Synth courser through another quest.  I’m finding that story line very bland compared to all the sidequests though.  Virgil… when I met him I thought it would be an interesting chat.  Nope.  Just another fetch quest.  Which brought me to the USS Constitution, an actual boat stuck in a building, controlled by robots.  They had me fix their ship (various INT checks and one piece found in another building) and I eventually had to make a moral decision.  There are some scrappers around, and the ship looks like a gold mine to them.  And who’s to argue that robots are more important than food on the table?  I am, that’s who.  There was a neat couple battles on the side of the ship, shooting the canons no less.  The entire quest line had humor and gravitas, with a decent sprinkling of combat.  Aside from the Fort Hagg portion, the main quest line just seems to pale in comparison.  There’s certainly some neat sections – like exploring memories and whatnot – but for a “find your lost son” it sure had issues with pacing.

I think I’ll finish off the Railroad quests before getting back on the main quest trail.  I’m only a few steps shy of the Deacon perk anyhow.

Little Worlds

Since my teenage years, I’ve been rather fascinated by miniatures.  I guess even when I was smaller, little toys allowed me to build big worlds.  When I moved out, I started picking up some Warhammer figures and then started painting.  The price point then, as now, was pretty crazy. The figures themselves were of high quality, certainly, but it was the paints that didn’t make much sense.  Paying $8 for a ½ oz pot of paint is crazy.  Finances and time pushed me away from it.

With boardgames making a rather interesting comeback to the social front, I’ve found a few that have miniatures within.  Oh, what I’d pay to have my old copy of Hero Quest back again!  It feels like I’m watching an ant farm, where the little peons move around in a larger context.  Oh, I’ve had my fair share of D&D but it is rather hard to teach someone to imagine a dragon.  If I put one on the board though, pow!  Dragon.

I decided to pain my Star Wars Imperial Assault figures.  While it’s not the game I play the most, it’s the one that’s the easiest to paint as the Imperial color scheme is monochrome.  When I looked at the options and it was either painting 10 stormtroopers or 10 zombies, the troopers won.  The real problem was about finding paint. After more time than I care to admit, I found some options.  My local craft store had a rather large selection of acrylics and washes, and all for extremely affordable prices. I finished up the troopers and started working on the e-web scouts.

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I didn’t paint this.

I sprayed a white base coat, and then went to work on the first coat of black.  You can see that nearly 75% of the thing is black, so this should have been relatively quick.  I used 2 drops of paint (and some water to thin), and then took an hour to get all the nooks and crannies of a single piece.  I’m happy I started on the troopers, as they helped refine my hand work on painting.  While the scout took longer, it was a cleaner job too.  The next steps are a drybrush, some extra coating, a dark wash then finally highlights.  If my math is right, that’s about 90 minutes more work per figure.

As time consuming as it is, it’s also very calming.  You get in a zone and concentrate on something the size of a hair.  The kids are also rather enamoured with the prospect of painting tiny little things and then getting to play with them.  I was hesitant to get back into this hobby but I think I’ll stick with it for a few more weeks and see where it ends up.  I’ll just keep Vader as the final model, that’ll motivate me!

Building a Fake World in Fallout

I decided to take on the Silver Shroud quests recently.  Goodneighbour has a ghoul called Kent that runs a radio station, pushing out stories of what seems to be a bronze age comic hero.  Eventually you get pulled in to that that character’s costume, then go around giving vigilante justice to the nearby land.  It’s not terribly engaging, and aside from 2 characters, there’s really not much going on story wise.  The mechanism, getting your mission over a radio station, that’s pretty cool.

Anyhoot, I get to the last mission which send me to the southern edge of the map – not yet explored.  So I start moseying on down, taking care to unlock the nearby quick travel points for future use.  Along the path I find a junkyard.  All junkyards in this game feel like death traps and this one is full of super mutants.  Ain’t nothing I like more than to clear me out some super mutants.  A suicider nearly hit me with their nuke but otherwise it was a fun romp around old cars to get things cleared.  I ended up in the nearby house, looted some more and then found a computer.

There are 2 types of interactive computers – those that are locked and provide access to some information, door or safe, and then those that are unlocked and only provide flavor.  This was the latter one.  It was a log of the junkyard owner, a family man.  He talked about a bunker and how he had to teach his kids to find it.  I found it.

Heading in, it was basically a sunken rail car.  The front end had some shelves and a ham radio, which was broadcasting a distress signal.  The mid part had a mattress with 2 skeletons in a final embrace.  And then the back of the car had the wall knocked down a bit, so I went looking.  I didn’t get it at first.  Then I stopped and paid attention.  There was a baseball glove on one side and a teddy bear on the other, with a shovel in the corner.  Two little mounds.

Something inside me clicked, I saved the game and shut down for the night.