Thursday, March 31, 2011
Winter is Coming
Labels:
art,
digital art,
drawing,
fantasy,
game of thrones,
george r. r. martin,
night's watch,
ranger,
snow,
winter
Bruce's Breakdown
A quick breakdown of the piece my friend Bruce asked me to do. It's only three aspects--rough lines, inks, and flat colors--basically everything but the finished piece. Enjoy.
Sunday, January 9, 2011
OaG: Spider Sense...Sparkling....
Hey, guys!
Not a really long post today. Just the strip and a brief explanation. This joke hit me the other day when I was browsing IGN and came across a photo of the new Spider-Man lead and the haircut he'll be sporting as Peter in the film. The article cited a desire to emulate the messy 'do that Parker sports in the Bendis/Bagely run of Ultimate Spider-Man...however...all I could see was Edward Cullen and I wanted to Nerd Rage. Instead, I wrote this joke and, well, now we have our first new strip in...well...a long time.
By the way...sparkling skin is a bitch to convey when coloring! I'm not really happy with it...but I worked for 4 hours just on that panel alone, so, screw it...you get the idea! :D
Anyway, enjoy!
Later!
Labels:
brian michael bendis,
comics,
edward cullen,
marvel,
movies,
peter parker,
spider-man,
twilight
Saturday, September 11, 2010
Checkmate (a short story by R. L. Schaeffer)
The air was getting stale. A taste, like a disgusting amalgamation of pennies and mint, clung to the roof of his mouth. He yawned once more, longer this time, then reached for the wooden Knight on the chessboard.
“I’m pretty sure I’ve got you in two, maybe three, more moves,” he said as he slid the piece in it’s designated path, taking the Pawn that was in the square his Knight now stood and placing it with the rest of his opponent’s captured pieces.
“I don’t think I’ll be here that long, Thomas.”
Tom looked up from the board at the man sitting across from him. He looked…older…somehow. Just a moment ago, Tom could have sworn, the man didn’t have any facial hair and now he was sitting there with a full 5-o’clock shadow. Tom tilted his head in slight confusion and opened his mouth to ask one of the several questions that ran through his mind.
Instead, he looked back down at the board and said, simply, “Your move, pal.”
“Thomas, listen to me. I’m running out of time.”
“Damn right you are,” Tom said. “If you don’t make your move soon, you’ll forfeit it and I’ll have you in…two moves…at least.”
He paused for a second, his left hand coming up to scratch nervously at the back nape of his neck.
“And stop calling me Thomas.”
The man across the board sighed and, slowly, his hand came up and gripped his own Knight, lifting it and then replacing it on a different square, before pulling his hand away. Tom watched the whole thing, a grin crawling onto his face as his opponent’s fingers pulled away from the board, before he clapped once and belted out a single ha.
“You’re getting sloppy, pal!”
“It’s not me that’s getting sloppy, Thomas. You need to listen to me now.”
Tom’s next move took his opponent’s Knight. Placing it with the others on the side of the board, he said, “What I need to do is tell you, Check. Your move.”
“Thomas…”
“Your move.”
“Thomas.”
Tom’s head snapped up and he snarled across the table. “I said your move!”
But the man just looked at him, not moving. Tom was about to yell again, but something stopped him. His opponent’s stubble was now a full-fledged beard, spotted with large patches of white. And the skin around his eyes—blue, like Tom’s—was bunched up at the corners like the fabric of an open curtain. No, it wasn’t just that…the man, as a whole, looked…older.
“You been skipping rations, pal?”
“Thomas,” said the man, his gaunt face twisting in what looked like pain, “you know that’s not it.”
“Stop calling me that!” Tom made an angry swipe that cleared the chessboard, the pieces flying like wooden shrapnel. “Fuck it! You were going to lose any damn way!”
“You need to listen to me,” said the gaunt man. “Time is…well…almost up.”
Tom’s shout of anger was stopped in his throat as he suddenly yawned; this one so long and wide that it popped his jaw and made his eyes water. When it passed, he wiped the tears from his face and, when his vision cleared, he was stunned into silence. The man sitting across from him was now hunched over and his clothes—the same gray jumpsuit that Tom wore—hung off him. His beard had doubled in length and was now all white and the skin around his eyes was more than just crow’s feet.
When he spoke, the man’s voice seemed little more than a whisper. “You have to stop this, Thomas. You know what comes next and you can’t avoid it any longer. You’ve run out of time.”
“No,” Tom barked. “You’re wrong!”
But, even as he said it, he knew he was lying. The air in the room seemed heavier and he could taste more copper than mint with every yawn; which were growing in frequency. He lurched suddenly to his feet and went over to busy himself with picking up the chess pieces.
“Thomas,” came the wispy voice of the old man. “Thomas, please. You promised.”
“No,” Tom as he stood, his hands full of wooden pieces. He looked down to avoid meeting the older man’s eyes and stopped dead in his tracks. Something about the way the pieces were arranged in his hand—the Knight’s curved horse-head resting neatly in his palm, while the straight, capped end of a Rook jutted out from above his index finger.
“Focus, Thomas,” said the old man. “See it.”
Tom shook his head, squeezing his eyes shut. He desperately fought the urge to yawn again. “No. There’s still time for one more game…”
“You promised.”
“No.”
“Please, Thomas.”
The man’s voice seemed far away and Tom opened his eyes to see where he’d moved to. He slowly looked up and surveyed the room. It was empty. The small bench-like table jutted out from the bulkhead and both of the stools on either side stood vacant. He turned in a small circle and checked for the old man among the various pieces of furniture built into the cabin and small wardrobe which stood open, showing only several more of the jumpsuits hanging still within.
“No,” he said quietly. “I’m not ready.”
A small hissing sound drew his attention to the hatch on his left. The thick metal door was securely in place, locked magnetically into its tracks. The hiss came from a hair-like crack in the square port in the upper portion of the hatch. Suddenly he was acutely aware of the coppery mint taste again and he looked down at his hand once more.
“You promised,” he heard the old man’s whisper. Only, this time, it came from his own lips.
Clutched in the fingers of his right hand was not a collection of spilled chess pieces. Instead, he gripped the handle of his sidearm.
“But, I’m not ready.”
Tom looked up once more, this time toward the opposite side of the room from the table and stools; to the personal computer station for this cabin. The monitor was still on and its screen displayed several windows of information. The first one he noticed was his personal log and, even though he couldn’t read the small print from here, he knew what it said. He’d typed it two days ago, before he’d started the series of chess games with the old man.
It detailed the accident. Gave a report of how they’d come out of Hyper because of a mass shadow and, before they could adjust course, the ship slammed bow-first into an asteroid nearly half-again the size of the ship. How only a third of the ship’s small crew survived the initial crash, another several dying of injuries sustained therein over the following week. How the next several weeks and the damage to the engines—primarily the leak in the coolant lines—thinned them down to just two men, and then, just to him. He told of how he’d been driven slowly further and further into the ship, locking off room after room to avoid the deadly gas that was filling the decks, but the damage to the interior of the ship was so random, so…unpredictable…that it was nearly impossible to keep the leak contained.
And here he was, nearly two months from the crash, locked into this cabin for the last three days. At first he hadn’t even known there was a crack in the hatch’s viewport, it had probably been the result of a design flaw which caused a failure in the housing when they’d slammed into the asteroid. Nothing to worry about…until your ship fills with reactor coolant and the pressure builds to a point in which it starts finding paths of least resistance. A popped seal becomes a hairline fracture, which becomes a full on crack, which begins to spider-web until, eventually the port explodes inward, filling the small cabin with a gas that causes a slow and painful death. There was a reason most modern freighters avoided using this type of engine system anymore.
“You promised,” the old man said through his mouth again. “You promised it wouldn’t come to that. That you would do for us what you did for the others.”
“But I’m not ready…”
Suddenly, Tom’s attention snapped back to the window when the small hissing was accented by a small popping sound. His eyes quickly found the small crack in the bottom left corner as it began to crawl upward toward the center in leaps of a few millimeters at a time. After a few seconds another pop was heard and the one crack became two, each going in separate directions. Then another pop and another, and suddenly two cracks were four. Pop…pop…pop-pop-pop…
Tom looked down at the pistol in his hand, lifted it up to allow the cabin’s overhead lighting to illuminate every detail. He read the block-lettered words laser-etched into the slide: KNIGHT ARMS .45. It was the standard side-arm issued to employees of Roe & Ryder Deep Space Freight; a small, 45-callibor weapon given with the intent for use to protect cargo. Up until a few weeks ago, he’d never even fired his.
The popping sounds blended together and eased into a constant moaning of stress. Tom’s thumb settled on the hammer at the back of the slide—he’d kept one round chambered at all times since that first shot—and clicked it back into place. He looked up at the window, the crack now spread across the entire square of glass, giving the appearance of a spider’s web.
He raised the gun and pressed the barrel’s opening to his temple. The metal was surprisingly cool.
“Check,” said the old man.
The window gave one final pop then exploded inward in a hailstorm of finger-thick shards. The force from the blast pushed the hair on Tom’s head out of his face. He could taste nothing but copper now.
“Mate,” replied Tom.
He then squeezed his eyes shut and pulled the trigger.
The End...
“I’m pretty sure I’ve got you in two, maybe three, more moves,” he said as he slid the piece in it’s designated path, taking the Pawn that was in the square his Knight now stood and placing it with the rest of his opponent’s captured pieces.
“I don’t think I’ll be here that long, Thomas.”
Tom looked up from the board at the man sitting across from him. He looked…older…somehow. Just a moment ago, Tom could have sworn, the man didn’t have any facial hair and now he was sitting there with a full 5-o’clock shadow. Tom tilted his head in slight confusion and opened his mouth to ask one of the several questions that ran through his mind.
Instead, he looked back down at the board and said, simply, “Your move, pal.”
“Thomas, listen to me. I’m running out of time.”
“Damn right you are,” Tom said. “If you don’t make your move soon, you’ll forfeit it and I’ll have you in…two moves…at least.”
He paused for a second, his left hand coming up to scratch nervously at the back nape of his neck.
“And stop calling me Thomas.”
The man across the board sighed and, slowly, his hand came up and gripped his own Knight, lifting it and then replacing it on a different square, before pulling his hand away. Tom watched the whole thing, a grin crawling onto his face as his opponent’s fingers pulled away from the board, before he clapped once and belted out a single ha.
“You’re getting sloppy, pal!”
“It’s not me that’s getting sloppy, Thomas. You need to listen to me now.”
Tom’s next move took his opponent’s Knight. Placing it with the others on the side of the board, he said, “What I need to do is tell you, Check. Your move.”
“Thomas…”
“Your move.”
“Thomas.”
Tom’s head snapped up and he snarled across the table. “I said your move!”
But the man just looked at him, not moving. Tom was about to yell again, but something stopped him. His opponent’s stubble was now a full-fledged beard, spotted with large patches of white. And the skin around his eyes—blue, like Tom’s—was bunched up at the corners like the fabric of an open curtain. No, it wasn’t just that…the man, as a whole, looked…older.
“You been skipping rations, pal?”
“Thomas,” said the man, his gaunt face twisting in what looked like pain, “you know that’s not it.”
“Stop calling me that!” Tom made an angry swipe that cleared the chessboard, the pieces flying like wooden shrapnel. “Fuck it! You were going to lose any damn way!”
“You need to listen to me,” said the gaunt man. “Time is…well…almost up.”
Tom’s shout of anger was stopped in his throat as he suddenly yawned; this one so long and wide that it popped his jaw and made his eyes water. When it passed, he wiped the tears from his face and, when his vision cleared, he was stunned into silence. The man sitting across from him was now hunched over and his clothes—the same gray jumpsuit that Tom wore—hung off him. His beard had doubled in length and was now all white and the skin around his eyes was more than just crow’s feet.
When he spoke, the man’s voice seemed little more than a whisper. “You have to stop this, Thomas. You know what comes next and you can’t avoid it any longer. You’ve run out of time.”
“No,” Tom barked. “You’re wrong!”
But, even as he said it, he knew he was lying. The air in the room seemed heavier and he could taste more copper than mint with every yawn; which were growing in frequency. He lurched suddenly to his feet and went over to busy himself with picking up the chess pieces.
“Thomas,” came the wispy voice of the old man. “Thomas, please. You promised.”
“No,” Tom as he stood, his hands full of wooden pieces. He looked down to avoid meeting the older man’s eyes and stopped dead in his tracks. Something about the way the pieces were arranged in his hand—the Knight’s curved horse-head resting neatly in his palm, while the straight, capped end of a Rook jutted out from above his index finger.
“Focus, Thomas,” said the old man. “See it.”
Tom shook his head, squeezing his eyes shut. He desperately fought the urge to yawn again. “No. There’s still time for one more game…”
“You promised.”
“No.”
“Please, Thomas.”
The man’s voice seemed far away and Tom opened his eyes to see where he’d moved to. He slowly looked up and surveyed the room. It was empty. The small bench-like table jutted out from the bulkhead and both of the stools on either side stood vacant. He turned in a small circle and checked for the old man among the various pieces of furniture built into the cabin and small wardrobe which stood open, showing only several more of the jumpsuits hanging still within.
“No,” he said quietly. “I’m not ready.”
A small hissing sound drew his attention to the hatch on his left. The thick metal door was securely in place, locked magnetically into its tracks. The hiss came from a hair-like crack in the square port in the upper portion of the hatch. Suddenly he was acutely aware of the coppery mint taste again and he looked down at his hand once more.
“You promised,” he heard the old man’s whisper. Only, this time, it came from his own lips.
Clutched in the fingers of his right hand was not a collection of spilled chess pieces. Instead, he gripped the handle of his sidearm.
“But, I’m not ready.”
Tom looked up once more, this time toward the opposite side of the room from the table and stools; to the personal computer station for this cabin. The monitor was still on and its screen displayed several windows of information. The first one he noticed was his personal log and, even though he couldn’t read the small print from here, he knew what it said. He’d typed it two days ago, before he’d started the series of chess games with the old man.
It detailed the accident. Gave a report of how they’d come out of Hyper because of a mass shadow and, before they could adjust course, the ship slammed bow-first into an asteroid nearly half-again the size of the ship. How only a third of the ship’s small crew survived the initial crash, another several dying of injuries sustained therein over the following week. How the next several weeks and the damage to the engines—primarily the leak in the coolant lines—thinned them down to just two men, and then, just to him. He told of how he’d been driven slowly further and further into the ship, locking off room after room to avoid the deadly gas that was filling the decks, but the damage to the interior of the ship was so random, so…unpredictable…that it was nearly impossible to keep the leak contained.
And here he was, nearly two months from the crash, locked into this cabin for the last three days. At first he hadn’t even known there was a crack in the hatch’s viewport, it had probably been the result of a design flaw which caused a failure in the housing when they’d slammed into the asteroid. Nothing to worry about…until your ship fills with reactor coolant and the pressure builds to a point in which it starts finding paths of least resistance. A popped seal becomes a hairline fracture, which becomes a full on crack, which begins to spider-web until, eventually the port explodes inward, filling the small cabin with a gas that causes a slow and painful death. There was a reason most modern freighters avoided using this type of engine system anymore.
“You promised,” the old man said through his mouth again. “You promised it wouldn’t come to that. That you would do for us what you did for the others.”
“But I’m not ready…”
Suddenly, Tom’s attention snapped back to the window when the small hissing was accented by a small popping sound. His eyes quickly found the small crack in the bottom left corner as it began to crawl upward toward the center in leaps of a few millimeters at a time. After a few seconds another pop was heard and the one crack became two, each going in separate directions. Then another pop and another, and suddenly two cracks were four. Pop…pop…pop-pop-pop…
Tom looked down at the pistol in his hand, lifted it up to allow the cabin’s overhead lighting to illuminate every detail. He read the block-lettered words laser-etched into the slide: KNIGHT ARMS .45. It was the standard side-arm issued to employees of Roe & Ryder Deep Space Freight; a small, 45-callibor weapon given with the intent for use to protect cargo. Up until a few weeks ago, he’d never even fired his.
The popping sounds blended together and eased into a constant moaning of stress. Tom’s thumb settled on the hammer at the back of the slide—he’d kept one round chambered at all times since that first shot—and clicked it back into place. He looked up at the window, the crack now spread across the entire square of glass, giving the appearance of a spider’s web.
He raised the gun and pressed the barrel’s opening to his temple. The metal was surprisingly cool.
“Check,” said the old man.
The window gave one final pop then exploded inward in a hailstorm of finger-thick shards. The force from the blast pushed the hair on Tom’s head out of his face. He could taste nothing but copper now.
“Mate,” replied Tom.
He then squeezed his eyes shut and pulled the trigger.
The End...
Sunday, May 16, 2010
Neomyn Pages!
Hey, guys!
This is going to be simple. The following are the first three pages of Neomyn; the comic I've been working on for some time. Give 'em a once-over and let me know what you think.
The story was conveived, written, and the pages were lettered by me.
The pages are in order below from 1 to 3 and formatted to the specifics of Zuda's guidelines, as they are going to be submitted when Ruthie finishes the remaining 5 pages of the 8-page submission.
Enjoy!

Labels:
comic books,
digtal art,
graphic novels,
greg woronchak,
neomyn,
ruth collins,
sci-fi,
super heroes
Sunday, May 9, 2010
Reaching for Awesomeness
Happy Mother's Day, peeps! Well, y'know...to those of you who are mothers, that is.
Anyway, I thoughts I'd drop a little review or two on y'all on this fine, now-sunny, Sunday afternoon. Okay, so, after the trouble I went through to get my twitchy little mitts on my copy of Halo 3: ODST--having left it in Texas with my future brother-in-law several months ago--I was finally able to drop (see what I did there? Eh? Aw, forget it.) into the Halo: Reach Beta this weekend.
First thing's first, I am a huge fan of the Halo universe. I've read almost all of the books (those written by Nylund and the one in between, anyway) and absorbed any other media related to the world in which Master Chief routinely lays the proverbial smack down. This ride through Bungie's world has been anything but smooth, mind you, but in those turbulent times I've clung to whatever bits off awesome I could gain purchase on and ridden out the storm. That is to say, I dug deep and found reasons to actually like Halo 3; at least enough to help ease the wait for ODST (the best in the series since Combat Evolved, thus far).
So, needless to say, I was damned excited when Reach was announced. As well as a little tentative in respects to the inevitable multiplayer mode--we knew it was coming, it's the legacy that started Xbox Live's reign as ruler of the Console Online Realm. Yet, the last iteration of this particularly tasty morsel of social gaming goodness had left me with a fairly sour aftertaste. Simply put, Halo 2's initially strong start fizzled at first and then practically winked out when Halo 3 dropped. Sure, there were some cool features--I absolutely love the Theater, but we'll discuss that further below--but, really, they'd deluded more of the awesome than bolstering it and this fact made tolerating the increasingly rampant swarm of immature racists that make up the "players" of this game completely pointless. Especially when there were games like Call of Duty: Modern Warfare--a game where shooting someone's face off did not automatically warrant slandering their mother and dipping your digital testicles in their pixelated mouth--around to satiate my need for Social Murder.
But I digress...
With a cautious excitement, I sat down and prepared to dip my toes in a pond I'd long-since believed stagnated. And, I'm here to say that I have emerged refreshed and ready and anxious to explore every crevice in the unknown depths that await me in June. I am, once more, a Halo Multiplayer fan!
Right from the start, I could see that Bungie is aiming for a complete overhaul of their game. For starters, the matchmaking is vastly improved with what appears to be an outward desire to please the various types of people who seek to pit their skills against thousands of like-minded people. This is evidenced in the ability to filter your matchmaking, setting the engine to look for people who are "Quiet" or like to be "Team Players." Conversely, you can set it up to look for people who are "Rowdy" and play the ol' "Lone Wolf" if that's the kind of foul-mouthed, trashtalking evening you have planned.
As to the game, there are all kinds of goodies here to explore. You have nearly complete customization of your character, albeit with limited choices. This is enough to help you distinguish you from the other guy in the yellow Mark VI armor. These customization options revolved around a credits system which works like experience points. The better you do, the higher your level climbs, the more credits you earn to buy that fancy new helmet visor. Which leads me to my favorite change...the ranking system.
Unlike in Halo 3, you can get your armored arse kicked and still feel like the match was worth playing. Granted, if you were on the opposite side of that whoopin' you'd be rewarded better, but you aren't going to be a Private forever just because you've had a handful of bad games. I agree with rewarding "better" performances accordingly, but I'm a bigger fan of thanking people for buying your product and continuing to come back and get teabagged night after night.
The weapons in Reach are a mixture of slightly-different to completely new. Old faves like the Assault Rifle and Shotgun return but have been tweaked enough to feel fresh and relevant again, while the grenade launcher and Needle Rifle are something completely different while still maintaining a feeling of belonging. Along with the tweak in weapons, I am a huge fan of the "Armor Abilities". These are attached to specific loadouts and each puts a new spin on the same game. With abilities like the Jet Pack and Sprint a game of Slayer feels totally different than the same game played with Active Camo (found on the Recon loadout, I believe) and the overshield ability (for which I can't remember the name). With a simple tap of the left bumper, your character can launch into the air, fade into the background or become an invincible...uh...rock--you can't move while your overshield power is active, but rockets and weapons fire is deflected so, if timed right, you can instantly turn your opponent's attack back on himself.
The most welcome change, though, is the fact that your health doesn't automatically regenerate (with the exception of the Elites but I'm pretty sure they have disadvantages that balance that). This means that when I unload into an enemy he can't duck behind a wall and pop back out as if nothing had happened except the emptying of my magazine. There are health packs that refill your players, uh, health...but these are items they have to acquire rather than simply have happen. This makes the game feel more balanced and fair; if you're a terrible shot and you've spent a magazine to lower your opponent's health, your effort isn't laughed at when he turns around and plugs you in the face.
As I said, earlier, the Theater feature has returned. Now, if you've played Halo 3 or ODST, you're familiar with this. However, if you haven't, the Theater is a feature that allows you to playback previous games, allowing you to take control of a free-floating camera so that you can view that wicked assassination from as many angles as possible. Then you can cut out clips--or take screenshots--and upload them to Bungie's File Share for the whole world to view. Aside from the obvious gloating purposes, I find this feature incredibly cool because it shows Bungie's devotion to their fans, especially those who make Machinema.
That's pretty much all I have for now. I'll review the various gametypes specifically later on, when I've had more time with them. But, for now, I'm running out of time.
I did, however, want to take a second to mention that this is Jennifer's first Mother's Day in which she deserves to be honored. She's still pregnant, but I believe that she is going to make a fantastic mother to our baby boy and thoroughly look forward to this day next year, when I can reward her for efforts that I know will be worthy of praise. I love her and Rowan dearly and cherish the family we are building.
So, if you know her, wish her a Happy Mother's Day...if you don't...uh, well, don't be creepy.
Have a fantastic day!
Later!
Anyway, I thoughts I'd drop a little review or two on y'all on this fine, now-sunny, Sunday afternoon. Okay, so, after the trouble I went through to get my twitchy little mitts on my copy of Halo 3: ODST--having left it in Texas with my future brother-in-law several months ago--I was finally able to drop (see what I did there? Eh? Aw, forget it.) into the Halo: Reach Beta this weekend.
First thing's first, I am a huge fan of the Halo universe. I've read almost all of the books (those written by Nylund and the one in between, anyway) and absorbed any other media related to the world in which Master Chief routinely lays the proverbial smack down. This ride through Bungie's world has been anything but smooth, mind you, but in those turbulent times I've clung to whatever bits off awesome I could gain purchase on and ridden out the storm. That is to say, I dug deep and found reasons to actually like Halo 3; at least enough to help ease the wait for ODST (the best in the series since Combat Evolved, thus far).
So, needless to say, I was damned excited when Reach was announced. As well as a little tentative in respects to the inevitable multiplayer mode--we knew it was coming, it's the legacy that started Xbox Live's reign as ruler of the Console Online Realm. Yet, the last iteration of this particularly tasty morsel of social gaming goodness had left me with a fairly sour aftertaste. Simply put, Halo 2's initially strong start fizzled at first and then practically winked out when Halo 3 dropped. Sure, there were some cool features--I absolutely love the Theater, but we'll discuss that further below--but, really, they'd deluded more of the awesome than bolstering it and this fact made tolerating the increasingly rampant swarm of immature racists that make up the "players" of this game completely pointless. Especially when there were games like Call of Duty: Modern Warfare--a game where shooting someone's face off did not automatically warrant slandering their mother and dipping your digital testicles in their pixelated mouth--around to satiate my need for Social Murder.
But I digress...
With a cautious excitement, I sat down and prepared to dip my toes in a pond I'd long-since believed stagnated. And, I'm here to say that I have emerged refreshed and ready and anxious to explore every crevice in the unknown depths that await me in June. I am, once more, a Halo Multiplayer fan!
Right from the start, I could see that Bungie is aiming for a complete overhaul of their game. For starters, the matchmaking is vastly improved with what appears to be an outward desire to please the various types of people who seek to pit their skills against thousands of like-minded people. This is evidenced in the ability to filter your matchmaking, setting the engine to look for people who are "Quiet" or like to be "Team Players." Conversely, you can set it up to look for people who are "Rowdy" and play the ol' "Lone Wolf" if that's the kind of foul-mouthed, trashtalking evening you have planned.
As to the game, there are all kinds of goodies here to explore. You have nearly complete customization of your character, albeit with limited choices. This is enough to help you distinguish you from the other guy in the yellow Mark VI armor. These customization options revolved around a credits system which works like experience points. The better you do, the higher your level climbs, the more credits you earn to buy that fancy new helmet visor. Which leads me to my favorite change...the ranking system.
Unlike in Halo 3, you can get your armored arse kicked and still feel like the match was worth playing. Granted, if you were on the opposite side of that whoopin' you'd be rewarded better, but you aren't going to be a Private forever just because you've had a handful of bad games. I agree with rewarding "better" performances accordingly, but I'm a bigger fan of thanking people for buying your product and continuing to come back and get teabagged night after night.
The weapons in Reach are a mixture of slightly-different to completely new. Old faves like the Assault Rifle and Shotgun return but have been tweaked enough to feel fresh and relevant again, while the grenade launcher and Needle Rifle are something completely different while still maintaining a feeling of belonging. Along with the tweak in weapons, I am a huge fan of the "Armor Abilities". These are attached to specific loadouts and each puts a new spin on the same game. With abilities like the Jet Pack and Sprint a game of Slayer feels totally different than the same game played with Active Camo (found on the Recon loadout, I believe) and the overshield ability (for which I can't remember the name). With a simple tap of the left bumper, your character can launch into the air, fade into the background or become an invincible...uh...rock--you can't move while your overshield power is active, but rockets and weapons fire is deflected so, if timed right, you can instantly turn your opponent's attack back on himself.
The most welcome change, though, is the fact that your health doesn't automatically regenerate (with the exception of the Elites but I'm pretty sure they have disadvantages that balance that). This means that when I unload into an enemy he can't duck behind a wall and pop back out as if nothing had happened except the emptying of my magazine. There are health packs that refill your players, uh, health...but these are items they have to acquire rather than simply have happen. This makes the game feel more balanced and fair; if you're a terrible shot and you've spent a magazine to lower your opponent's health, your effort isn't laughed at when he turns around and plugs you in the face.
As I said, earlier, the Theater feature has returned. Now, if you've played Halo 3 or ODST, you're familiar with this. However, if you haven't, the Theater is a feature that allows you to playback previous games, allowing you to take control of a free-floating camera so that you can view that wicked assassination from as many angles as possible. Then you can cut out clips--or take screenshots--and upload them to Bungie's File Share for the whole world to view. Aside from the obvious gloating purposes, I find this feature incredibly cool because it shows Bungie's devotion to their fans, especially those who make Machinema.
That's pretty much all I have for now. I'll review the various gametypes specifically later on, when I've had more time with them. But, for now, I'm running out of time.
I did, however, want to take a second to mention that this is Jennifer's first Mother's Day in which she deserves to be honored. She's still pregnant, but I believe that she is going to make a fantastic mother to our baby boy and thoroughly look forward to this day next year, when I can reward her for efforts that I know will be worthy of praise. I love her and Rowan dearly and cherish the family we are building.
So, if you know her, wish her a Happy Mother's Day...if you don't...uh, well, don't be creepy.
Have a fantastic day!
Later!
Labels:
bungie,
gaming,
halo,
halo reach,
multiplayer,
video games
Tuesday, April 20, 2010
Ageless Superspies
Hey, guys!
Okay, first thing's firt, if you don't know about Condition 2 Productions hop on over here to learn more!
Now that that's out of the way, let's talk about something with a little more Conviction! Hahaha! See what I did there...no? Anyway, as the bad joke suggests, I've recently been playing Spinter Cell: Conviction (that's Tom Clancy's Splinter...oh that is just too much to say). And I have to say, aside from my shared opinions on certain aspects of the game, I am digging it quite a bit. Now, as always, that's not to say it's not without flaws in both gameplay design and story elements, though, as a complete package, I am finding it head-and-goggles better than Ubisoft's last itteration.
To be fair, Double Agent started off really well, and actually had some solid ideas and a potentially decent story. But, in the end, the game was ripped apart by its own convolution; the player was bogged down by continuously conflicting objectives to the point where trying to maintain the right balance was simply no longer fun. Conviction doesn't suffer from this problem; the story is all Sam-kicking-ass all the time. It's not a perfect story, to be sure, but it's far more entertaining when you're playing a guy who doesn't have to worry about who he needs to please and how much. It's pretty straightforward: complete your mission and kill any mouthy asshole who gets in your way.
As far as gameplay goes, Ubisoft has pretty much stripped Sam's world down to the bone and started rebuilding it. I stress rebuilding here because it really felt that this outing was more of a pilot episode for a relaunch of the franchise than an actual sequel of sorts. Ubi has obviously decided to go in a completely different direction--reimagining the steal shooter--and, to me at least, Conviction came off as a kind of "test run" rather than the next installment in the series. Backing up my theory is the fact that Sam's part of the game (the main story, if you will) is extremely short--it took me roughly 5-6 hours to complete--and, though it doesn't feel rushed and there is definately a complete story, it's fairly obvious that we haven't seen the last of Sam Fisher. The actual meat of the game, however, can be broken down into three things: Mark & Execute, Projection Tech, and the P.E.C. Challenges.
Mark & Execute is pretty much what it sounds like. The player is able to "mark" a number of enemies (depending on the weapon, that number varies) and, after performing a Hand-to-Hand Takedown (if you can't figure out what this is, I can't help you) Sam is then able to swiftly and silently "execute" those unsuspecting foes the player marked. It's a little different at first, but is easily mastered and, during later parts of the game where things like the Sonar Goggles (Sam's new toy) come into play, is quite possibly the most fun I've had in a game like this in a long time. I often found myself happy I died in an area simply for the chance to re-do one of my previous M&E moments!
The Projection Tech isn't really part of the gameplay, per se. It's more like Ubisoft's new, and interesting, way of displaying Sam's objectives--and sometimes even his thoughts and/or memories--in the gameworld without disrupting the flow of gameplay. They even go so far as to allow you to project your objective at will; a simple press of the Back Button will cast glowing white words at Sam's feet.
The P.E.C. (which stood for Persistant Elite Creation in Rainbow Six Vegas 2) is a series of challenges given to the player--which can be accessed either through the main menu or the pause screen in-game--which offer up varying amounts of points upon completion. You can then take these points and spend them on things like weapon and gadget upgrades (granting things like extra Marks on certain weapons) as well as new "uniforms" for multiplayer and their subsequent upgrades. A good deal of these challenges will be obtained throughout a normal playthrough and I think this was done so that casual players could upgrade weapons without setting specific goals for themselves to complete, thus, possibly, degrading the imersion factor. That said, I personally think the P.E.C. is a fantastic way to get more bang for your buck on such a short game.
Like I said, the game is short. But, for me, the fun didn't stop at the single player game. There is so much more offered in the multiplayer modes and I will have more on those later on. For now, I have to be going.
See you in the shadows...or will I?
--Ray
Okay, first thing's firt, if you don't know about Condition 2 Productions hop on over here to learn more!
Now that that's out of the way, let's talk about something with a little more Conviction! Hahaha! See what I did there...no? Anyway, as the bad joke suggests, I've recently been playing Spinter Cell: Conviction (that's Tom Clancy's Splinter...oh that is just too much to say). And I have to say, aside from my shared opinions on certain aspects of the game, I am digging it quite a bit. Now, as always, that's not to say it's not without flaws in both gameplay design and story elements, though, as a complete package, I am finding it head-and-goggles better than Ubisoft's last itteration.
To be fair, Double Agent started off really well, and actually had some solid ideas and a potentially decent story. But, in the end, the game was ripped apart by its own convolution; the player was bogged down by continuously conflicting objectives to the point where trying to maintain the right balance was simply no longer fun. Conviction doesn't suffer from this problem; the story is all Sam-kicking-ass all the time. It's not a perfect story, to be sure, but it's far more entertaining when you're playing a guy who doesn't have to worry about who he needs to please and how much. It's pretty straightforward: complete your mission and kill any mouthy asshole who gets in your way.
As far as gameplay goes, Ubisoft has pretty much stripped Sam's world down to the bone and started rebuilding it. I stress rebuilding here because it really felt that this outing was more of a pilot episode for a relaunch of the franchise than an actual sequel of sorts. Ubi has obviously decided to go in a completely different direction--reimagining the steal shooter--and, to me at least, Conviction came off as a kind of "test run" rather than the next installment in the series. Backing up my theory is the fact that Sam's part of the game (the main story, if you will) is extremely short--it took me roughly 5-6 hours to complete--and, though it doesn't feel rushed and there is definately a complete story, it's fairly obvious that we haven't seen the last of Sam Fisher. The actual meat of the game, however, can be broken down into three things: Mark & Execute, Projection Tech, and the P.E.C. Challenges.
Mark & Execute is pretty much what it sounds like. The player is able to "mark" a number of enemies (depending on the weapon, that number varies) and, after performing a Hand-to-Hand Takedown (if you can't figure out what this is, I can't help you) Sam is then able to swiftly and silently "execute" those unsuspecting foes the player marked. It's a little different at first, but is easily mastered and, during later parts of the game where things like the Sonar Goggles (Sam's new toy) come into play, is quite possibly the most fun I've had in a game like this in a long time. I often found myself happy I died in an area simply for the chance to re-do one of my previous M&E moments!
The Projection Tech isn't really part of the gameplay, per se. It's more like Ubisoft's new, and interesting, way of displaying Sam's objectives--and sometimes even his thoughts and/or memories--in the gameworld without disrupting the flow of gameplay. They even go so far as to allow you to project your objective at will; a simple press of the Back Button will cast glowing white words at Sam's feet.
The P.E.C. (which stood for Persistant Elite Creation in Rainbow Six Vegas 2) is a series of challenges given to the player--which can be accessed either through the main menu or the pause screen in-game--which offer up varying amounts of points upon completion. You can then take these points and spend them on things like weapon and gadget upgrades (granting things like extra Marks on certain weapons) as well as new "uniforms" for multiplayer and their subsequent upgrades. A good deal of these challenges will be obtained throughout a normal playthrough and I think this was done so that casual players could upgrade weapons without setting specific goals for themselves to complete, thus, possibly, degrading the imersion factor. That said, I personally think the P.E.C. is a fantastic way to get more bang for your buck on such a short game.
Like I said, the game is short. But, for me, the fun didn't stop at the single player game. There is so much more offered in the multiplayer modes and I will have more on those later on. For now, I have to be going.
See you in the shadows...or will I?
--Ray
Labels:
games,
gaming,
splinter cell,
tom clancy,
xbox 360,
xbox live
Subscribe to:
Posts (Atom)






