And we heard nothing while the world changed

A collection of totally biased self centered stuff, accumulated since 1999 by Iphigenie aka Superiphi aka Joelle Nebbe-Mornod, old style netizen, reader, gamer, walker, photographer, web architect, technology executive, and constantly curious mind

games

games I watch - a totally subjective list including lesser known and independent, back to 1996, plus some short opinion snippets and such.


Game added: Frayed Knights

Genre: gamesrole playing • Platform: Pc •
Developer: Rampant • Publisher: Rampant • http://www.rampantgames.com/frayedknights/
Status: I played this one • Actually I am still playing it •

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Plunder review

Game: Plunder

From: http://www.gamersinfo.net/articles/2101-plunder

The game has a name! Plunder. The core gameplay hasn’t changed. You have a ship. Your ship has three properties - canon, armor and speed. Each properties has three levels of strength, but how many total upgrades allowed is dependent upon the scenario or win-condition you set. Most often, we played with a total of 7 allowed upgrades.

A ship’s strength can be seen visually by the number of sails it has, the hull; or, in the case of speed, whether or not it has flaming tail pipes. To keep it simple, there are pips - up to three to indicate the overall level of the ship. This is also true of cities - they have “health” - defenses and cannon, and the overall strength of a city can be seen either visually or simply by counting the pips.

Games typically last 5-15 minutes a piece (single or multiplayer); can be as few as two players or as many as 8; allow for 4 players locally (split screen!), 8 through LIVE/PSN; and can contain any combination of user/bot players you’d like. The single-player campaign is a series of 25 maps that initially teaches you how to use the interface, upgrade ships and cities, defeat merchant ships, use curses, plunder natives and cause general mayhem. The multiplayer is… fun.

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excited by a blue ball appearing on a holding page

Game: Descent

From: http://interplay.com/

See what has appeared on interplay.com

hey, I can dream smile

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Article on Non Combat Gameplay

Game: Age of Decadence

From: http://www.irontowerstudio.com/forum/index.php?topic=231.0

I thought I had already posted this one, but I cannot find it. I have my eye on this game because they are exploring game aspects outside the usual combat-centred gameplay. Since I often have as much fun with the exploring or cutting plants part of a game than I have with the endless wolf-killing, I want this game!

You are standing in front of a fortress and dying to get inside because that’s where all the cool kids are. There is a gate, but it’s guarded. You need a pass to enter. Your options are:

- knock some sense into the guards with your war hammer and go inside.
- persuade the guards to let you in: Hi there! I’m with the Tavern Food & Service Inspection Agency. We’ve heard rumors that you have rats running around in every cellar. Well, it’s fucking better be a misunderstanding because if I see a single rodent-looking motherfucker - which includes this rat-faced bastard over there - I’m shutting this evil fortress down TONIGHT! Now open that fucking door already!
- ask around about the pass, find out who has one, and either steal it or trade it for something.
- create a diversion - Look behind you, a three-headed monkey! - and sneak inside. Or hire some thugs to attack the guards and while the guards are busy breaking some heads, sneak inside.
- wall-climbing text-adventures are fun and very ninja-like: your dagger blade snaps with a loud noise and you plummet to your death cursing stupid non-combat gameplay.
- impersonate an officer - Atten-hut! Is that how you salute an officer of the watch, swine? Stop eyeballing me! You’re not worthy to look your superiors in the eye. Stand straight, eyes forward! What is the name of your commanding officer?
- bribe your way in.
- forge a fake pass using your knowledge of what a real pass looks like and skills (lore, literacy, scribing, etc)

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Disciples 3 preview

Game: Disciples III: Renaissance

From: http://www.worthplaying.com/article.php?sid=49925

Not much info but I am just glad its happening :D

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Depths of Peril review

Game: Depths of Peril

From: http://www.gamersinfo.net/articles/2055-depths-of-peril

Depths of Peril is a unique and addicting little game that I’ve played for many hours already and intend to keep on playing. Though the game could use more attention to detail - and a bit of filling out of world areas - as it stands, it is far from the typical static environments I find in so many games. The leveling and statistics are complex and interesting; it just keeps me always wanting to fool around more with it. One of the best elements of the game is the shear randomness. Maps, enemy types, quests, items, loot, locations, rewards, and difficulty all find ways to change each time you play, and even while you play. While Depths of Peril doesn’t seem to stand out in any area in particular, there is just something about the game that won’t let me stop playing. It is one of the rare cases where the whole is greater than the sum of its parts. I hope the developers keep up their enthusiasm and expand their vision further.

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Why I won’t buy new games for a while

This year I have decided to revisit old games, and as a part of this I tried to check how many games I actually have around…

I am planning to get them all in the database, but for now here’s the (not yet complete) list:

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The Witcher (long) review

Game: The Witcher

From: http://gaming.tweaktown.com/reviews/873/1

Sure, the combat system is pretty cool, but it gets better. Perhaps the coolest feature of all in The Witcher is the presence of a time-of-day system. While obviously being based on an accelerated model, The Witcher has authentic nights and days that develop in front of your very eyes. The cool part specifically comes from how the game utilizes the day-night system in its missions and general gameplay - some missions can only be done at certain times of the day, and some areas such as villages can change dramatically in atmosphere from light to dark. Lets just say, when the moon comes rising, many of the game’s baddies come out to play, and the once bustling friendly day time environments turn into deserted spooky landscapes of death. It just adds so much to the gameplay and atmosphere and, thanks to Geralt’s ability to meditate around a fire or rent a bed, you can accelerate time as you wish. It is also during the meditation phases in the game where you can spend any experience points, and create many of the games potions - one of the greatest tools at a Witcher’s disposal.

The potion creation system basically epitomizes the depth and detail you can expect to find in The Witcher. Rather than simply picking up ready potions from the slain bodies of your opponents, more often than not what you will find ingredients instead, which you must then take and combine with other ingredients and bases to create particular potions, and the potions in this game are nothing to be ignored, as they can easily be the difference between defeat and victory, giving Geralt enhancements such as faster life regeneration, slowing down time, special immunities, and things of that nature. There are a fair few ingredients you can acquire, some very rare, and there are multiple ways to go about acquiring ingredients. For instance, if you make an effort to obtain and read books in the game from literature vendors and other sources, you can learn about wild plants and actually go out and pick certain ingredients from the world around you. You have to be careful with potions though, as too many at a time can hurt Geralt as indicated by the game’s toxicity meter, which you can deplete via meditation/sleep.

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