Wednesday, October 10, 2012

Guild Wars 2 Review


Review by Daniel Nenadovic

Oi, it has been a long while since I wrote anything up for this here podcast blog site, hasn't it? No excuses. Lots of phenomenal games have come out in the last month and the fall video game rush seems to be in full swing. Tis the season for an insane wealth of great game releases. Borderlands 2, Torchlight 2, FTL, XCOM: Enemy Unknown, Mists of Pandaria, and more. These have kept me rather occupied.

But it's a testament to Guild Wars 2 that, despite all of the new awesome games, I keep coming back to it when I just want to have some fun.

One big selling point? The monetary price of playing. I've heard many people call Guild Wars 2 a free-to-play game, but I don't think that this is an accurate portrayal. Free-to-play lets you get into the game for no cost and then entices you to spend money on it if you enjoy that first taste. Many MMOs have moved to the free-to-play model and done well with it, but the behemoth called World of Warcraft has managed to stay on top despite charging their players $15 a month AND full entry price. Guild Wars 2 still makes you pay a hefty entrance fee of $60 and tax, but it eliminates that monthly subscription fee. This is an important note in Guild Wars 2's favor, allowing MMO gamers to dabble into other games that require subscription fees without feeling like they're putting too much money down on monthly subs.

The MMO genre is incredibly crowded. WoW's shadow looms over everything. Several F2P offerings like Lord of the Rings Online and Age of Conan offer a great deal of content for no money down. EVE Online maintains its hefty playerbase of dedicated space ship captains. So what makes Guild Wars 2 worth your time in the middle of this genre?

I've been playing it since release, and to put it simply: Guild Wars 2 is really fun. I'm not going to dive too far into details of the game here, as countless other articles have done so and if you follow video gaming at all you probably know most of those details. Instead, I'm going to paint a broad stroke of some of my favorite parts of the game.

Character creation provides you with a solid variety of options for customization. The spread of races is great. The Norn have a very sophomoric and bawdy feel to them. They're your stereotypical sophomoric drinking northmen. Normal old Humans dive into a sociopolitical story about the leadership and plights of Divinity's Reach wrapped inside of a Shire-like setting of beautiful farm fields and rivers and quaint architecture. The others each have their own unique allures, but I have not dived into them.

Meet my character, Liara Agathon:


She's a human engineer who uses her flamethrower to burn things, and then burn them some more.


Since she's not too tanky herself, she uses the leftmost turret to draw the ire of nearby enemies and distract them so that she can burn them. The middle three-barreled turret shoots rockets at my enemies' faces while I burn them. The one on the right heals me and my teammates so that I can spend more time burning things.

This is just one way to build an Engineer, although I'd argue one of the most fun. If you'd like you can focus an Engineer on using a sweet rifle or some dual pistols. You can make an engineer that focuses on throwing grenades or running around dropping medpaks for team mates.

And you can switch between these with incredibly ease, assuming that you've saved an appropriate weapon. Rather than throwing a new skill at you every level and letting you use them all, Guild Wars 2 associates five of your skills with the weapon that you have equipped and lets you choose just a small number of additional skills to complement those. But those additional skills can create huge variations in gameplay. My flamethrower, for instance, is not my primary equipped weapon. That honor is left for a pair of dual pistols that can unleash a healthy combination of damage and crowd control whenever I feel like putting the flamethrower away. Instead, the flamethrower weapon kit is one of those additional skills that I choose to complement my character's build, and that one skill gives me a whole new set of skills that entirely change the way that I play the game.

It's an insane and awesome amount of gameplay customization, and since there are no healers or tanks in Guild Wars 2 my build is determined solely by what I enjoy playing.

I talked about some of the innovations that Guild Wars 2 brings to the table in my first impressions. Easy travel, social play without formal groups, and largely eliminating quest-givers are all huge game-changers for the MMO genre, and they make this my go-to game for simply having fun when I have some time to spare. Mists of Pandaria draws me back for its sense of progression and the immensity of Azeroth. Guild Wars 2 doesn't shine as much as WoW for me in either of these categories, but I still come back to it for simple fun. The game's active combat requires flimsier characters to dodge and beefier characters to actively block attacks and its pace keeps you much more on your toes than WoW does. The innovations that Guild Wars 2 brings to the table mostly streamline your game experience to get you into that fast-paced and active combat as quickly as possible and push you to do it with the people who are around you without having to worry about competing for kills and resources. It's just fun and it's pushing you to have fun as quickly and often as possible. While we play games for many reasons, one of the purest of those reasons is to have fun.


The game is visually beautiful as well. While visuals aren't necessarily a game-breaker on their own, they can certainly help a game or hurt it. And Guild Wars 2's visuals help it along quite a bit. Its audio effects and ambiance are great and its music is phenomenal (I have a thing for Jeremy Soule's music, but some people disagree with me).

Problems are there, and for the most part they're worn on the game's sleeves. It's very easy to recognize that Guild Wars 2 is a long grind. The game makes little effort to hide it and its focus on that fast combat actually emphasizes it. There are performance problems on some set-ups. The WvW system lets you get killed by invisible players because of a technical hiccup in the way the game works with large crowds of people.

It gives me an immense amount of comfort that the game is being updated and supported extensively and quickly. There have been an intense number of patches and fixes since the game's release and Anet has already responded to player feedback on a few big issues by implementing helpful changes.

If you're tired of MMOs, Guild Wars 2 probably isn't going to change your mind. It fall short of its pre-release claims of no grinding and being a total game changer, and it's definitely not going to kill WoW (nothing will, that behemoth will end on its own). Despite falling short of those claims, Guild Wars 2 is a solid step forward for the MMO genre, letting arbitrary distractions like story and sense of place fall to the side in favor of letting the player have an immense amount of fun. Seriously, the best way that I can summarize the game is by telling you that it's an MMO that gets out of the way and lets you have fun. And doesn't charge you a monthly fee for that. I highly recommend Guild Wars 2.

Friday, August 31, 2012

First Impressions of Guild Wars 2


Article by Daniel Nenadovic

So, I was supposed to write a review of The Walking Dead Episode 3 yesterday, but to my dismay the game's automatic update to add the new content in also mucked up all of my saves to the point that, if I wanted to play Episode 3 with my storyline, I was going to have to replay through the entire series, which would have added about 6 hours to the job. I'm going to hold off on the review until either Telltale fixes the problem or I have a boatload of time to kill on replaying the first two episodes.

Instead, as you may have guessed by the title, I'm going to give you my initial impressions of Guild Wars 2. The game was insanely hyped before its release as something new and revolutionary to the MMO genre, but then pretty much every upcoming MMO is advertised just so. Does Guild Wars 2 live up to that level of hype? Definitely not. If you jumped into this game expecting something entirely new and different, then you would be terribly disappointed.

It's still a fantastic game in its own right, but it is very much a game that lives and breathes within the systems of gameplay established by its predecessors. What it does incredibly well with that framework is cut all of the chaff away from it and leave the player with a solid game to have fun with. Guild Wars 2 strips the MMO down to two of its fundamental ingredients: socialization and the grind. Yes, that's right, I'm bringing up that forbidden G of MMOs, The Grind. It is incredibly and transparently present in this game to the point that it almost feels like it IS the game.

You create a character. There are some great customization options and each of the races feels very distinct. You even establish some background bullet points for your character that will alter your main story a bit, which helps make the character yours.

But then you dive in. An artsy cinematic, maybe some talky bits where characters talk at each other, and you're in the game. Rather than filling a ledger up with quests for your character, you generally only have one quest in Guild Wars 2, and that's your main story quest that drives an okay narrative throughout your game. That's not nearly enough content to fill an MMO, though. So the NPC you talk to early on will mark your map with a few interesting locations. 

These "hearts," so-called because they show up as a heart symbol on your map, are tasks. To participate in a task, you go to its area and do stuff. Grindy stuff, really. Kill some monsters. Feed some cows. Put a few fires out. Kill a big monster. The catch is that, like Public Quests in Warhammer Online, everybody is participating together. You don't have to officially form a group, and you don't have to get the first hit on a monster to get experience from it. Everybody works together and gets immediately rewarded for completing the event, which helps bring friendly socialization back into the MMO genre. Where normally you would compete for kills, here you work together.


There's certainly still competition, but a better kind. In the screen above I'm attacking a giant worm. But so are at least three other people. The servers are crowded right now, and everybody wants in on the action, so trying to get any personal contribution in on a public task can be a humorous experience of trying to rush to the next target alongside everybody else.

Despite that current frenzy, this is a fantastic idea for MMOs and, while it's not a new idea, Guild Wars 2 implements it masterfully and wonderfully. The majority of your time in the game will probably be spent completing tasks, but that's awesome because everybody works together on them instead of competing. It's Massively Multiplayer incarnate. Tasks are the meat of this game and they are great. They give you MMO gameplay but cut out the middle man and the travel between quest-givers so that you can just enjoy playing the game and be rewarded for that.

But they are still a grind. A grind that I rather enjoy. If, however, you have a big problem with grinding in a video game, Guild Wars 2 is not going to be your thing. There's no way around it.

That grind is, at least, broken up by an interesting weapons system. In most MMOs, you want to find a new weapon to increase your damage and look cooler. In Guild Wars 2, equipping a new type of weapon or off-hand item changes your most spammable skills to a completely different set of skills tailored to that new kind of item. For each weapon type that your class can use, when you first equip said weapon you'll only have one skill for it unlocked, but use it a bit in combat and you'll quickly unlock the remaining abilities. This gives you an early sense of progression that wears off very early because those abilities unlock very quickly, but it also serves as a great introduction to the style of combat that your new gear is going to promote. And that weapons system allows you to spice up your game as you see fit. Get bored of using a magic rod? Switch it out and put a staff in its place. Try a sword and a pistol. Each one of these will have its own set of skills and thus its own style of combat. You will, of course, still have some core class skills that are unchanged by weapon swaps.

And travel times are vastly reduced as compared to most games. Similar to Guild Wars 1 in design, with Guild Wars 2 you simply select a waypoint on the map that you would like to travel to, pay a few measly coppers, and appear there instantly. No tedious flight paths or running to old locations. Click, appear. Wonderful and it gets you to actually playing the game as quickly as possible.

So far, Guild Wars 2 is visually beautiful. While not necessarily cutting-edge in technology, its art style is supreme. The organic standard forest fairy visuals of the Sylvari are a wonder to behold and even something as simple as the water sprinklers on human farms look wonderful in Guild Wars 2's rendering. Those visuals do chug along on my system. Be warned that Guild Wars 2 is a very CPU-dependent game.

Audio has been good so far. Voice-acting in the various cutscenes is not stellar and can often come off bored or stiff, but it works well enough. The music is good, with much of Jeremy Soule's original work returning from the first game.

In what little I have played of it, the grind has stayed fun because of the changes that Guild Wars 2 has made to the genre, but then I'm only level 10 out of 80. I hope that it stays fresh throughout, but only time will tell. There is yet more, too. I have not even touched on vistas, which are a great addition. Or the crafting system. Or the overflow system that so rightfully annoys players. Or any number of various details. More next week, then.

Wednesday, August 29, 2012

Review: ParaNorman


Review by Daniel Nenadovic

I woke up this morning with plans to write out my thoughts on Star Wars: The Old Republic, what with its impending transition to a free-to-play business model and my many musings on its strengths and weaknesses. I can't write that article today, because I saw Paranorman a few hours ago and I need to tell you right now that you need to go out and see ParaNorman. For today, if you'd like some thoughts on SW:TOR and haven't read Randy's thoughts on the Inquisitor class story yet, you should do that here.

So, why do I need to tell you that you need to go see ParaNorman? I can't tell you that. See, while ParaNorman is a good movie throughout, what compels me to drive others toward this film are its final act and its final message. These are phenomenal, and I can't recommend them enough, but nor can I spoil them for you because that would weaken their effect.

Is the rest of ParaNorman worth seeing, though? It starts off feeling like typical modern animation fare, with a mix of adult and childish sensibilities and a standard cast of stereotypical characters. You have the downtrodden and misunderstood loner, the annoying sibling, the parent who refuses to understand or accept, and the school bully. That's nothing special, right? You've read that story dozens of times. Heard it told since you were a child. Perhaps you've even seen it on the big screen one too many times.

Indeed, ParaNorman would not have gripped me from the start but for its beautiful visual style. It is a stunning and beautiful blend of stop-motion animation and CGI. I must confess that I am damned tired of CGI animated films. I've never quite bought into their shiny plastic aesthetics. Trying to watch The Phantom Menace or Attack of the Clones makes me squeamish for all of the shiny environments, and even recent CGI still leaves me disappointed. For instance, one reason that I've yet to see Brave is that it is another animated film that looks like glossy plastic to me. I know that CGI can do great things, but I'm just weary of it. ParaNorman, in trying to stay practical as much as possible, lets CGI heavily complement practical stop-motion, and the visuals come out absolutely amazing for it. They are masterful, and if you're a fan of stop-motion animation then they are reason enough to go see ParaNorman in theatres as soon as you can.

If you're not a fan of stop-motion, then maybe you can rely on ParaNorman's quirky vibes to stay interested in the movie. From oddball music to gross corpse humor, the whole film strays a short ways off the beaten path into territory that deals with death a little more directly and lightly than most of our stories do, although that is something of a trend in animation. Or maybe it's just a trend in Tim Burton's material. Yeah, probably that.

Either way, ParaNorman does stay just quirky and off enough for me to have been interested in its story, even if that story feels like it's pushing the same old cogs into the same old place.

Its audio is solid stuff, too. That quirky and spooky music fits the film incredibly well, and voice acting is all very solid and appropriate for its scene, whether ridiculously exaggerated in an unrealistic car crash or muted in a tender moment. The audio effects also keep the tone of animated horror very well, with squishy friction as zombies try to paste limbs back on and squeaky pops when somebody steps on a brain.

So, is ParaNorman worth seeing before its ending and its message? If any of the above sounds good to you, then yes, the film is solid enough if not quite spectacular. But, at least for me, that final act and that message drive the film up into stellar territory. Perhaps we've seen and heard them both before, but within the context of ParaNorman I felt that they were more beautifully told than I have seen in a long time.

Tuesday, August 28, 2012

The Old Republic - Reflecting on the Inquisitor

Article by Randy May

Let me start off by saying that this is less of a review and more of a reflection.  I've been playing Bioware's MMO Star Wars: The Old Republic (SWTOR) for several months now and I only recently got my first character to the level cap.  I'm partial to single player games but because I'm such a fan of the Star Wars mythos, I couldn't help but be excited to take part.

I realize that the game has been out now for months.  Hundreds of reviews have already been written, scores have been given, and people have generally made up their minds about what they think.  So I apologize for being so late to the game (no pun intended), but like I said, this isn't a review but a reflection, more specifically a reflection on one of the game's many stories.

BEWARE! The rest of this article contains SPOILERS.

The class I chose to play as was the Sith Inquistor (think Darth Sidious).  The race I chose was a Sith.  Now for those of you that don't know the difference between a Sith and Sith, click here.  If you read the article or already know anything about the foundations of the early Sith empire you'll know that it enslaved the Sith species and took their name.  It just so happens that the Sith inquisitor begins his story as a slave. But of course this slave is different.  Because of his sensitivity to the force, he is chosen to take part in a gauntlet of sorts, a chance to earn his freedom by showing that he can master the ways of the force.

As a matter of personal taste, I like to role play a little with my characters in games like this.  Because SWTOR in particular puts a lot of emphasis on decision making, I decided to create a moral backstory on which I would base the decisions I made.  For the most part, this backstory was fairly basic.  I was a slave so I myself would sympathize with those whose power and freedom had been stripped from them.  I would see the Empire as a necessary evil, something with which I could gain power but would ultimately need to be reformed.  Finally, I would have no tolerance for those in power who would take advantage of those weaker than themselves  Coincidentally, these are things that were already a part of the story and my role playing fit in nicely.

After much time spent proving himself, my fledgling inquisitor becomes the apprentice to Darth Zash, a master consumed with ancient Sith rituals of power.  As is the Sith way, the fight for power sees Zash betray her apprentice but failing to do so leaves her essence imprisoned in the body of an alien.  It's complicated but not important.  What is important is where to the story goes from here.  Darth Thanaton, recently made a member of the Dark Council, sees my inquisitor as a threat and sends his lackeys to make short work of me.  But my inquisitor escapes and seeks complete one of his old master's rituals, one that will make him powerful enough to defeat Thanaton and take his place amongst the greatest of Sith.

If you've seen the classic Star Wars trilogy you'll know that it's possible for Jedi to live on after death in a sort of ghostly form.  The same goes for the Sith but it is a much more torturous existence.  The ritual that my inquisitor seeks to perform involves taking the power of these "force ghosts" by entrapping them in his own body.  None of these ghosts come willingly but eventually four are enslaved with the promise of their freedom once the deed of killing Thanaton was done.  Yes, that's right. Enslaved.  But we'll get to that later.

Along the way, I found myself making excuses for the power I was gaining so quickly and the means by which I was acquiring it.  For the most part the companions that traveled with me were supportive of my goals.  All except one.  A young female Jedi named Ashara.  Joining me out of necessity rather than choice, she walks the line between peace and chaos, always struggling with her personal beliefs of the Jedi, their code, the Sith empire, and more importantly my inquisitor who claims to have ambitions of reforming the Sith way.  She constantly calls my motives and means into question, forcing me to think about my actions.  Unfortunately, my inquisitor is manipulative, a quality he has gained along with his newly found powers, and soon convinces not only Ashara but himself that what he is doing is good and that his ends justify the means.

In the end Thanaton falls to the power my inquisitor has harnessed from the enslaved force ghosts and I take my place as a new member of the Dark Council.  I'm finally in a place of power, a place where I can change the Empire like I said I would.  But there is still the matter of the force ghosts.  They appear to me, demanding that I make good on my promise to free them.  I weigh my options.  I ask the ghosts if they would find peace.  They say no.  They say the because of my actions I too will face the same torturous fate as them.  With this is mind, the only choice that makes sense is to take advantage of the power I have while I still have time left to use it.

I chose to use the ring for "good."

I denied them their freedom and immediately I understood what this decision meant.  This inquisitor who was once a slave, who once fought for those whose freedom had been stripped from them had just done the very thing he swore he would fight against.  The irony sunk in pretty quickly.  As tragic as this ending is, it was fitting.  His lust for power had cost him his soul, a fate suffered by so many others before him.  The dark side had consumed him.  It had deceived him into thinking he was in control, when really, he had begun losing it the moment he chose to enslave those weaker than himself.  Denying their promised freedom only sealed his fate.

I was very taken with this story.  I'll admit, its presentation was not very good.  The game's art style and choppy cinematics did not lend to the story's dark tone and tragic theme.  But as it came to a close, my personal experience with this character was more important than any of the game's shortcomings.  I'm sure that others came away with a very different interpretation of this story.  Maybe they decided to truly be good, to follow the light side of the force rather than succumb to the dark side.  Either way, it's a testament to the writers.  They took a dry and in many ways dying genre and breathed a bit of life back into it.

Wednesday, August 22, 2012

Episode 7 - Spoilers & Memories

If you check the podcast feed on the right side of this page, you'll notice that Episode 7 - Spoilers & Memories is out now! You can find it here or through the iTunes store.

Monday, July 23, 2012

Episode 5 - The Dark Knight Rises Review

If you check the podcast feed on the right side of this page, you'll notice that Episode 5 - The Dark Knight Rises Review is out now! You can find it here or through the iTunes store.

This week features the hosts of Post-Credit Podcast as cohorts in a lengthy discussion and review of The Dark Knight Rises. Other topics this week include a Bane poster stuck in a trash can, turning our world into Skyrim, and more!

Monday, July 16, 2012

Episode 4 Release

If you didn't notice the updated RSS feed linked on the right side of our page, The Bard Next Door Episode 4 - Faith in Secular Media is now up. You can find it here or on the iTunes store.
 
In this week's episode, Randy, Dan, and guest Jesse Doland discuss non-religious films that still affect their own faiths. Other topics include Tiny Wings 2, Michelle Rodriguez being awesome at Comic-Con, Oz the Great and Powerful, a balding man that might be Jeff Daniels, and more!

Wednesday, July 11, 2012

Review: Outwitters


Review by Daniel Nenadovic

One Man Left gained quite the reputation from its iOS release of Tilt to Live, which exemplified the principle of being easy to learn but difficult to master with incredibly simple tilt controls and addictive action gameplay. Despite having almost no barrier to entry for even the most casual of gamers, Tilt to Live develops into a complex and strategic experience rather quickly even as it maintains its fast pace. 

Outwitters is an entirely different genre and pace of game. It's an asynchronous multiplayer turn-based strategy game accompanied by charming cartoon visuals on iOS. And it once again exemplifies that crucial element of being simple on the surface but opening into wide possibilities.

Check out the trailer right here or in the inexplicably small viewing window below (I really do need to work on figuring out how to make videos appear larger on Blogger).


Before I go any further, know this: you need to try this game out if you enjoy turn-based strategy at all. It's free, and the good kind of free, too. Download it here

What's so great about this, then? To start, many games that are advertised as free are heavily restricted until you pay money, but Outwitters is free in the best sense. You pay nothing, download the game, and are presented with no advertisements. You get one of the game's factions, the Scallywags, to play for free against any and all opponents. The Scallywags are at least on par with the two factions that you can unlock for money. Each faction is only differentiated by its own visual style and a unique special unit. The free Scallywags, for instance, can build the Bombshell, a slow-moving artillery critter.

And you can enjoy the game with the Scallywags entirely for free. It's awesome and there's not really any need to put any money into this game if you don't want to. If you find yourself enjoying it enough that you want to expand your strategic options just a tad and play with a different set of visuals, then you can unlock either the Adorables (think cute stuffed animals) or the Feedback (robots) for $1.99 each. Alternatively, you can purchase the Uber Pack for $2.99, which includes both the Adorables and the Feedback AND any other future teams that One Man Left releases for the game. A bit of a steal, that one, though these are limited-time release sale prices, so I'm not sure what they'll be once the sale is over.

The game is either local pass-n-play or online asynchronous multiplayer-only, which might be a turn-off for some, but there are a wide range of players diving in right now so even complete strategy newbs should settle into a competitive niche. You'll win some, you'll lose some, and that's just the nature of the beast when you're dealing with a large multiplayer pool. The asynchronous multiplayer works well for the most part, but it does have some inherent problems which I'll dive into later on.

Outwitters' central mechanic is Wit. Wit is your resource for everything in the game. If you want to build a unit, you need to spend Wit. If you want to move, you need to spend Wit. If you want to attack, you need to spend Wit. Special abilities? Yup, spend Wit. However, you only get so many Wit points per turn. Even when you increase your Wit generation by capturing neutral spots on the game board, you're only gaining a few Wit points of advantage over your opponent. 

Wit can be saved for future use in between turns, but that's easier than it sounds most of the time. You will NEVER have enough Wit to do everything that you need to do, which means that you're going to have to prioritize very carefully. Wit adds just enough to the standard turn-based strategy game to freshen the genre up perfectly.

Your goal is to destroy your opponents' headquarters, and to do this you'll generally employ five different units shared between all factions (though each faction's version looks unique). There's the Runner, a frail but fast unit best employed for recon and precision strikes on weak targets. Vision and tactical precision are both incredibly important aspects of Outwitters, so don't underestimate the cheap scout. The Soldier is a balanced option with a bit of everything at an effective price, sturdier and packing more of a punch than the Runner but slower and pricier. Medics are fragile but can heal and boost your other units to greater feats. Snipers are pricy, fragile, and terribly slow, but are also capable of dealing quite a bit of damage from long range. The last core unit, the Heavy, is a pricy, slow, very healthy beefstick that dishes out as much damage as the Sniper but at close range.

Those core units present a very delicate game. Your most powerful options are also usually your most vulnerable ones. That holds true with the special unit for each faction as well. Every one of them is relatively fragile, but is also capable of entirely changing the course of a game on its own.

It's turn-based strategy beauty incarnate, and the game's cartoon aesthetic presents a charming counterbalance to the intense thought that will go into every move you make in an effort to utterly annihilate, say, an army of teddy bears and pink elephants (if you're fighting the Adorables). The music is also wonderful, with an entirely whacky and upbeat vibe that helps pull the entire strange experience together into undeniable awesomeness.

There are some problems with the game, and some of them are significant. It's had some problems with notifying you when it's your turn with push notifications, so it's not a bad idea to load Outwitters up to check your games list just in case somebody is waiting on you to submit your turn. Considering that the very idea of using push notifications for asynchronous multiplayer is to eliminate that guess work, that the system is currently experiencing difficulties is a shame. The developers have already put a good deal of work into fixing the push notifications issues and hopefully they'll keep going until there are none.

The game also crashes sometimes on my iPhone when I load it up or load up one of my games in progress, though it has never crashed for me in the middle of actually playing. This is definitely frustrating but happens infrequently.

The last problem is one that is inherent to asynchronous multiplayer: you have to wait for your turn. So the game plays out at a slow pace even when you're involved in multiple sessions. And losing players frequently won't bother to surrender or finish the losing game out, so you'll be stuck waiting seven days four days for an auto-victory to flag and clear that game from your list. It's a minor problem considering that you can have many games going at once, but some may find it an annoyance nonetheless. 

EDIT: While I was typing this review up, One Man Left patched the 'auto-forfeit due to inaction' time down to 4 days, which should help alleviate the above problem with Outwitters. Yay!

Hopefully these problems will be worked out rather quickly. Given One Man Left's track record with Tilt to Live and their consistent communication through Outwitters' news system, I don't doubt that any issues will be alleviated swiftly.

And again, the game is largely fantastic. It is the most fun I have had with a multiplayer game in a long time, and it is the good kind of free to play. Download it now.

Tuesday, July 3, 2012

Review: The Walking Dead Episode 2: Starved For Help

Review by Daniel Nenadovic

Last week on my own personal blog, Geek Media Musings, I reviewed Telltale's The Walking Dead Episode 1: A New Day and found the game to be refreshingly good after the release of their incredibly disappointing Jurassic Park game. The Walking Dead was more of a talky decisions game than a zombie action one, but I appreciated that considering the gravity surrounding those decisions. Life and death were in your hands, and your choices were usually sacrificing one person or resource to save another.



While Episode 1 was about surviving the initial impact of a zombie event, Episode 2 picks up three months after the first and your group seems to have settled into some sort of relatively-safe life in a barricaded motel. Except that you're running out of food. The gang has been on strict rations, and everybody is hungry. In fact, today it's your job to distribute the last few pieces of food to the group, but you don't have nearly enough to feed everybody.

So who do you feed? Perhaps more important, through your decisions, who don't you feed?

These are the moments where Telltale's game shines. There are no obvious answers, no real sense of right or wrong. Every last person in your camp is starving and each deserves food. The old man, the hunting buddy, the children, the markswoman, the guy who always has your back, and all the others. Who you feed now may have consequences later today. I applied a simple moral code that I carry in the real world: children first, elderly second, women, and then men. So some of the women and all of the fit men in my group went hungry that day, despite the fact that said fit men were pulling the most weight by way of their bodies being the most useful tools.

Others might approach that situation entirely different, and while I might believe them morally wrong in some way if they starved the children or something, the game isn't going to say that they've made the wrong decision, and indeed, their groups may fare better than mine did in a practical sense.

While zombies are present in Episode 2: Starved for Help, the meat of this particular episode is the question of how you treat your fellow human beings during dire situations. This question is implied in almost every decision you make this time around, and they are some heavy decisions.

As I said in my review of Episode 1, my hope was that Telltale would continue to provide the player with interesting and heavy decisions, and instead Starved for Help considerably improves that aspect of the game with consistent tension and weight. On the technical side of things, the game's audio sounded better than Episode I and its visuals looked just as good.

My one quibble comes with some of the action events that pop up from time to time. They're carried out through simple QTE and are not hard to achieve, but they can jump up on you when you settle into the slow and talky pace of the game. In particular, one of them took me completely by surprise this round and I was faced with an instant reload. While these can be fun and their presence keeps tension together, they are often inconsistent with the pace of the rest of the game. Luckily, failing them never punishes you too badly as the game will simply reload you to just before the action event that lead to your death in the first place. But then, that itself can also break atmosphere and tone. 

Still, that's a small problem in light of everything that The Walking Dead Game does right. If you're looking for a game set in the post-apoc setting that hinges upon big decisions with no shoe-horned correct answer, I really can't recommend this enough. I already regret some of the decisions that I made, and these are decisions that I made in a video game. That said video game can move me so speaks volumes to its quality.

The Walking Dead Telltale Game Series is available for purchase as the entire season on Steam and through Telltale's site for PC, but keep in mind that you're buying the whole season without immediate access to the last three episodes of said season, each of which will release individually over the next few months. If you'd like to purchase the game on an episode-by-episode basis, I believe that those are available for console on the Xbox Live Marketplace and the PSN Store.

Monday, July 2, 2012

Episode 2 Release

If you didn't notice the updated RSS feed linked on the right side of our page, The Bard Next Door Episode 2 - Mass Effect 3 Extended Cut Part 2 is now up. You can find it here or on the iTunes store.

Topics covered this week include The Newsroom, The Walking Dead The Game, Valve's reputation for awesomeness, and more! Listen in and let us know what you think!

Thursday, June 28, 2012

Review: The Newsroom Episode 1 - "We Just Decided To"

Review by Randy May

First off, if you haven't seen the pilot for The Newsroom that aired last Sunday, here's the trailer.


If you're thinking, "Man that looks great! It's too bad I don't have HBO." Good news, HBO has made the first episode available for free right here!

I'm gonna start off by saying two things. The first is that I love this show! It's been a while since I've been this excited about anything on TV. The second is that I don't review movies, at least not like most people do. So bear with me as I freight train through why I think Aaron Sorkin's The Newsroom will be the greatest show on television right now.

Why is America the greatest country in the world?

It's not...but it can be.

This idea hits us like a punch in the mouth in the opening scene of the pilot episode. Through Jeff Daniels' superb performance and Aaron Sorkin's engaging spitfire dialogue, the notion that we are a people who were once great but lost sight of our potential somewhere along the way will no doubt carry on throughout the rest of this season as the over arching theme that ties together not only the struggles of the characters but also the hopes, fears, and projections of those watching.

It's not hard to see the similarities between this grand theme and the personal struggles of Will McAvoy (Jeff Daniels). It's clear through his intensely entertaining back and forth with former love Mackenzie MacHale (Emily Mortimer) that this man was great, greater, in fact, when the two of them were together. And just as McAvoy finds the United States to be lacking as of late, he just might be realizing that he and the country are in solidarity.

Performances are fantastic all around but a few stand out above the rest. Maggie Jordon (Alison Pill) and Jim Harper (John Gallagher Jr.), the seeming Jim and Pam of the show, are wonderful to watch, along with the man in between them, Don (Thomas Sadoski).  However, the most enjoyable character by far is Charlie Skinner (Sam Waterston). The guy's hilarious. His character- brilliant!  Extremely funny and yet very wise.

Sorkin is at the top of his game. The writing is smart and funny with dialogue so fast and loose it's a blast to keep up with.  He has created an amazing ensemble of characters that stick with us long after the show is over.  As far as pilots go, this might be the best I've seen. It's an incredibly powerful beginning to what will no doubt be another strong addition to HBO's lineup. 

I'm very excited for what the future holds for Will McAvoy but even more so, I'm excited to see how we as an audience react.

What did you think of The Newsroom? Write your quick thoughts and profound discoveries in the comments below!

Monday, June 25, 2012

Review: Zombies, Run!

Review by Daniel Nenadovic


In Episode 1 - Mass Effect 3 Extended Cut Part 1, I briefly mentioned Zombies, Run! It is an iOS fitness app that ties zombies together with exercise. Most of that works well. But the game - I think it's fair to call it a game - is just short of being perfect for what it is.

Zombies, Run! functions by treating you as Runner 5. While you're walking or running, the game puts you in the role of one of Abel Township's 'runners' whose jobs involve carrying out various vital tasks that involve old-fashioned foot travel, of which there are many considering the zombie apocalypse situation. You'll run to notify nearby towns of incoming zombie hordes, walk to find a lost child, and move to escape swarms of zombies that have caught your scent. 

During exercise, the game plays out entirely through your headphones with fantastic voice-overs and sound effects, so you won't be distracted fumbling with your iOS device (at least not on the game's account). These audio sequences are interspersed around music tracks from your playlist every five or ten minutes, so you'll get an audio sequence, a song or two, another audio sequence, more songs, etc. until you've finished the mission. It's important to note that the game takes place in Britain or something, so everybody has awesome British accents. As Runner 5, you will collect various items and supplies during travel missions, but even here the game requires no distracting input from you. Instead, a computerized voice simply announces the collection of a new item.

That computerized voice is the game's biggest - and possibly only - problem. It's not very clear and speaks far too quickly, so sometimes you'll have no idea what it is your character picked up until you arrive home and look at your inventory on the screen. The voice is jarring and annoyingly unclear; that's also forgivable, but it's the one notch that keeps this game from perfection in my eyes.

In this way, Zombies, Run! is not so much a traditional game as it is a type of ARG, and even then its interactivity during exercise is not that high. The voice-overs are more like stories that play out around you. If you have Zombie Chases enabled, the game will occasionally tell you that you need to speed up for a while, which does increase interactivity and serves as a fun form of interval training.

Most missions will run you 30 minutes or so. After that, the game kicks into radio mode, which is entertaining on its own. While the music it plays is still your own playlist, those tracks are interrupted by two radio personalities with humorous and insightful banter that keeps you in the mindset of a zombie apocalypse survivor for the remainder of your walk or run.

It's after you're back home cooling off that Zombies, Run! becomes more of a traditional game. You'll get to manage the items and supplies you've collected through a simple interface and use those supplies to upgrade Abel Township's facilities, which can unlock new missions. Codex entries unlock during missions and can also make for some fun at-home reading to keep yourself absorbed in the world of the game. Some of them also encourage ARG-type interactions. So far, I've been linked to Twitter accounts and even prompted to e-mail a shady (fictional) terrorist organization who might know something about the zombie incident that started it all.

There are some glaring omissions. I've yet to find a map of my real-life route anywhere in the app and it doesn't provide much information on the actual walk or run itself beyond pace and total distance covered, so if you're looking for a fitness app with detailed information on your actual exercise you may want to look elsewhere.

However, if you're looking to make your runs or walks more fun and exciting, you can scarcely do better than Zombies, Run! It's a bit pricey for the App Store, coming in at $7.99, and tragically there is no 'lite' trial version to try before you buy, but eight bucks seems like a small price to pay for augmenting exercise with a zombie game. I highly recommend that you check out Zombies, Run!

Welcome to The Bard Next Door's Blog!

Hello fellow geeks, and welcome to The Bard Next Door's blog site. This will serve as a central collection resource for information and posts related to The Bard Next Door, including our weekly or biweekly podcast and numerous blog posts that go into greater depth on podcast content or cover entirely separate pieces.

In this week's inaugural episode of The Bard Next Door, Randy & Daniel discuss the upcoming Mass Effect 3 Extended Cut, due for release on June 26th. Listen to Episode 1 right here or at the feed link on the right side of this page.

Approval for the iTunes store is pending, but if you'd like to subscribe right now to listen on your ios device or in iTunes, you can do so by following these simple steps:

1. Launch iTunes.
2. At the top, click Advanced -> Subscribe to Podcast.
3. Copy or type this into the box: 
"thebardnextdoor.hipcast.com/rss/thebardnextdoor.xml" 
(without the quotation marks).
4.  Click OK.
5. iTunes will begin downloading Episode 1 of The Bard Next Door, and you can update the podcast at any time to receive new content that has been released!

UPDATE: iTunes store has approved The Bard Next Door podcast! While the above struck-out instructions will still work, you can now find and subscribe to The Bard Next Door on iTunes directly through this link or just by searching on the iTunes store!

Follow The Bard Next Door on Twitter for various geek media updates and news as well as podcast and blog post updates, and 'like' our page on Facebook for even more exclusive updates!

Lastly, we'd love to hear your feedback on Episode 1 - Mass Effect 3 Extended Cut Part 1. What did you love about it? What did you hate? Give us your feedback here on the blog, on Facebook, or on Twitter!