Monday, April 19, 2010

What's In A Gun's Name?

What's In A Gun's Name? — Blue Ink Alchemy

Courtesy Terribleminds
So {insert title here}, Book 1 of the Acradea Cycle, is proceeding. It's in fits and starts a bit, but a little kick in the pants from Ye Olde Magickal Speaking Beardface should keep things chugging along. At least a thousand words a day is a decent goal. As my northern better half points out, I do that in my blog every day without breaking a sweat. But I'm coming to a point in the novel where I need to name something of relatively large importance. When I last discussed The Project at length, I mentioned "magical mass acceleration rifles." They're a weapon being developed by the magocracy in the Cities of Light for a few reasons that will come to light over the course of the story. But the new-fangled dealers of death need a shorthand name. Mass acceleration isn't a scientific theory as such in Acradea, and calling them "metal tubes with wooden stocks etched with runes and Wards to conjure the ammunition and move it down the barrel at lethal velocity" neither rolls off of the tongue nor abbreviates well. Considering these are the first "firearms" of this world, I'm inspired to look towards our own history of boomsticks. The weapons in Acradea do have a method of arming similar to those used back when matches or flint were used to strike the gunpowder. By pulling back on the hammer of one of these new-fangled weapons, the shot is conjured into the breach and arcane energy is passed from the storage runes to the hammer, acting as the weapon's primer. Then, pulling the trigger closes the circuit between the hammer and the Wards on the barrel, starting a very rapid sequence of off/on toggles on those Wards which accelerates the shot. While not magical in and of themselves, shots from these weapons are accelerated by magic to speeds exceeding that of sound, and are likely to have decent range and accuracy if used properly. When firearms began evolving as small arms, they were known by their firing mechanisms - matchlocks, wheellocks, flintlocks, etc. "Magelock" is an interesting choice but Privateer Press called dibs on that one. "Arcanelock" or "arcanolock" might work, or perhaps "wardlock." I'd like to try and settle on a name for them before I proceed with the current scene, as it's about to become very important to the plot. So, if you've any ideas or just want to kibitz about what I've mentioned, leave me a comment, won't you? As an aside, if you're hungry for inspiration, take a look at Chuck's photostream sometime. The man has got a great eye.
Courtesy Terribleminds
Seriously. That's what I'm talking about. EDIT: Some GREAT suggestions and background info in the comments. Thanks, everyone. Considering these weapons were originally designed to provide long-range protection to Guardians, who don't have many options in terms of doing damage at long distance compared to evokers who can shoot lightning and alchemists who can transmute air to fire, I'm thinking... "longpro" or some other portmanteau of those terms. Thoughts?
Blue Ink Alchemy

What's In A Gun's Name?

What's In A Gun's Name? — Blue Ink Alchemy

Courtesy Terribleminds
So {insert title here}, Book 1 of the Acradea Cycle, is proceeding. It's in fits and starts a bit, but a little kick in the pants from Ye Olde Magickal Speaking Beardface should keep things chugging along. At least a thousand words a day is a decent goal. As my northern better half points out, I do that in my blog every day without breaking a sweat. But I'm coming to a point in the novel where I need to name something of relatively large importance. When I last discussed The Project at length, I mentioned "magical mass acceleration rifles." They're a weapon being developed by the magocracy in the Cities of Light for a few reasons that will come to light over the course of the story. But the new-fangled dealers of death need a shorthand name. Mass acceleration isn't a scientific theory as such in Acradea, and calling them "metal tubes with wooden stocks etched with runes and Wards to conjure the ammunition and move it down the barrel at lethal velocity" neither rolls off of the tongue nor abbreviates well. Considering these are the first "firearms" of this world, I'm inspired to look towards our own history of boomsticks. The weapons in Acradea do have a method of arming similar to those used back when matches or flint were used to strike the gunpowder. By pulling back on the hammer of one of these new-fangled weapons, the shot is conjured into the breach and arcane energy is passed from the storage runes to the hammer, acting as the weapon's primer. Then, pulling the trigger closes the circuit between the hammer and the Wards on the barrel, starting a very rapid sequence of off/on toggles on those Wards which accelerates the shot. While not magical in and of themselves, shots from these weapons are accelerated by magic to speeds exceeding that of sound, and are likely to have decent range and accuracy if used properly. When firearms began evolving as small arms, they were known by their firing mechanisms - matchlocks, wheellocks, flintlocks, etc. "Magelock" is an interesting choice but Privateer Press called dibs on that one. "Arcanelock" or "arcanolock" might work, or perhaps "wardlock." I'd like to try and settle on a name for them before I proceed with the current scene, as it's about to become very important to the plot. So, if you've any ideas or just want to kibitz about what I've mentioned, leave me a comment, won't you? As an aside, if you're hungry for inspiration, take a look at Chuck's photostream sometime. The man has got a great eye.
Courtesy Terribleminds
Seriously. That's what I'm talking about.
Blue Ink Alchemy

Sunday, April 18, 2010

Game Review: Half-Life 2 Episode 1

Game Review: Half-Life 2 Episode 1 — Blue Ink Alchemy

Half-Life 2, as I've discussed, is a great game. But it leaves the player wanting more. Even people who aren't playing it, who sit beside the player wrapped in their Snuggie watching the action unfold and occasionally laughing at player error or wincing at bad things that happen to Gordon, found themselves asking "That's IT?!?" Well, happily, Valve chose to continue the story of the game in a series of smaller episodic installments, the first of which being Half-Life 2 Episode 1.
Courtesy Valve
We pick up right where Half-Life 2 left us, with silent uber-nerd protagonist Gordon Freeman separated from his would-be fixer, the G-Man, by a helpful and powerful group of vortigaunts. Gordon wakes up buried in rubble, and D0g helpfully digs him out. Alyx is very pleased to see you, but the happy reunion is short-lived. The reactor at the heart of the Citadel, which dominates City 17 and serves as the headquarters for the Combine, is on the cusp of going critical. Despite having just narrowly escaped the place just moments before, you and Alyx must venture back into the Citadel to stabilize the reactor and buy yourselves enough time to evacuate the people you can from City 17. Much to my delight, the bulk of Half-Life 2 Episode 1 is spent traveling and fighting alongside Alyx. It never feels like an escort mission, though, as Alyx is more than capable of taking care of herself. She'll often scout ahead of you, man gun emplacements and even snipes a bit at one point. Everything that made her a standout character in the original game is present here, and then some.
Courtesy Valve
Smart money says the antlion eats a lead salad.
Episode 1 is quite a bit shorter than the original game but that isn't necessarily a bad thing. Packing the sort of action, survival horror, storytelling and humor that makes Half-Life 2 such a good gaming experience into just a few chapters is no small feat, but Episode 1 pulls it off. There's a bit more emphasis on story and less on extended sequences of dealing with zombies, fighting off soldiers or solving physics puzzles. Which is not to say that such things aren't present. You definitely will be doing all of the above. It just happens in smaller chunks that make it a bit easier to play the game end to end in fewer sittings. The distance between the enigmatic opening and eye-widening cliffhanger ending is shortened, and with the amount of action, intelligent writing and humor they've managed to cram between the two ends, you're all but guaranteed not to get bored. Stuff I Liked: Everything from Half-Life 2 that worked. Great battle at the end. Stuff I Didn't Like: The only really negative thing I can think of is that we didn't see more of D0g. Stuff I Loved: Alyx. Definitely one of the best companions of all time in a video game. Some of her lines are solid gold. Bottom Line: Increases the value of The Orange Box by an additional 50-75%. Worth getting, worth playing, worth all the praise.
Orange Box Reviews: 40% complete.

Blue Ink Alchemy

Game Review: Half-Life 2 Episode 1

Game Review: Half-Life 2 Episode 1 — Blue Ink Alchemy

Half-Life 2, as I've discussed, is a great game. But it leaves the player wanting more. Even people who aren't playing it, who sit beside the player wrapped in their Snuggie watching the action unfold and occasionally laughing at player error or wincing at bad things that happen to Gordon, found themselves asking "That's IT?!?" Well, happily, Valve chose to continue the story of the game in a series of smaller episodic installments, the first of which being Half-Life 2 Episode 1.
Courtesy Valve
We pick up right where Half-Life 2 left us, with silent uber-nerd protagonist Gordon Freeman separated from his would-be fixer, the G-Man, by a helpful and powerful group of vortigaunts. Gordon wakes up buried in rubble, and D0g helpfully digs him out. Alyx is very pleased to see you, but the happy reunion is short-lived. The reactor at the heart of the Citadel, which dominates City 17 and serves as the headquarters for the Combine, is on the cusp of going critical. Despite having just narrowly escaped the place just moments before, you and Alyx must venture back into the Citadel to stabilize the reactor and buy yourselves enough time to evacuate the people you can from City 17. Much to my delight, the bulk of Half-Life 2 Episode 1 is spent traveling and fighting alongside Alyx. It never feels like an escort mission, though, as Alyx is more than capable of taking care of herself. She'll often scout ahead of you, man gun emplacements and even snipes a bit at one point. Everything that made her a standout character in the original game is present here, and then some.
Courtesy Valve
Smart money says the antlion eats a lead salad.
Episode 1 is quite a bit shorter than the original game but that isn't necessarily a bad thing. Packing the sort of action, survival horror, storytelling and humor that makes Half-Life 2 such a good gaming experience into just a few chapters is no small feat, but Episode 1 pulls it off. There's a bit more emphasis on story and less on extended sequences of dealing with zombies, fighting off soldiers or solving physics puzzles. Which is not to say that such things aren't present. You definitely will be doing all of the above. It just happens in smaller chunks that make it a bit easier to play the game end to end in fewer sittings. The distance between the enigmatic opening and eye-widening cliffhanger ending is shortened, and with the amount of action, intelligent writing and humor they've managed to cram between the two ends, you're all but guaranteed not to get bored. Stuff I Liked: Everything from Half-Life 2 that worked. Great battle at the end. Stuff I Didn't Like: The only really negative thing I can think of is that we didn't see more of D0g. Stuff I Loved: Alyx. Definitely one of the best companions of all time in a video game. Some of her lines are solid gold. Bottom Line: Increases the value of The Orange Box by an additional 50-75%. Worth getting, worth playing, worth all the praise.
Orange Box Reviews: 40% complete.

Blue Ink Alchemy

Game Review: Half-Life 2 Episode 1

Game Review: Half-Life 2 Episode 1 — Blue Ink Alchemy

Half-Life 2, as I've discussed, is a great game. But it leaves the player wanting more. Even people who aren't playing it, who sit beside the player wrapped in their Snuggie watching the action unfold and occasionally laughing at player error or wincing at bad things that happen to Gordon, found themselves asking "That's IT?!?" Well, happily, Valve chose to continue the story of the game in a series of smaller episodic installments, the first of which being Half-Life 2 Episode 1.
Courtesy Valve
We pick up right where Half-Life 2 left us, with silent uber-nerd protagonist Gordon Freeman separated from his would-be fixer, the G-Man, by a helpful and powerful group of vortigaunts. Gordon wakes up buried in rubble, and D0g helpfully digs him out. Alyx is very pleased to see you, but the happy reunion is short-lived. The reactor at the heart of the Citadel, which dominates City 17 and serves as the headquarters for the Combine, is on the cusp of going critical. Despite having just narrowly escaped the place just moments before, you and Alyx must venture back into the Citadel to stabilize the reactor and buy yourselves enough time to evacuate the people you can from City 17. Much to my delight, the bulk of Half-Life 2 Episode 1 is spent traveling and fighting alongside Alyx. It never feels like an escort mission, though, as Alyx is more than capable of taking care of herself. She'll often scout ahead of you, man gun emplacements and even snipes a bit at one point. Everything that made her a standout character in the original game is present here, and then some.
Courtesy Valve
Smart money says the antlion eats a lead salad.
Episode 1 is quite a bit shorter than the original game but that isn't necessarily a bad thing. Packing the sort of action, survival horror, storytelling and humor that makes Half-Life 2 such a good gaming experience into just a few chapters is no small feat, but Episode 1 pulls it off. There's a bit more emphasis on story and less on extended sequences of dealing with zombies, fighting off soldiers or solving physics puzzles. Which is not to say that such things aren't present. You definitely will be doing all of the above. It just happens in smaller chunks that make it a bit easier to play the game end to end in fewer sittings. The distance between the enigmatic opening and eye-widening cliffhanger ending is shortened, and with the amount of action, intelligent writing and humor they've managed to cram between the two ends, you're all but guaranteed not to get bored. Stuff I Liked: Everything from Half-Life 2 that worked. Great battle at the end. Stuff I Didn't Like: The only really negative thing I can think of is that we didn't see more of D0g. Stuff I Loved: Alyx. Definitely one of the best companions of all time in a video game. Some of her lines are solid gold. Bottom Line: Increases the value of The Orange Box by an additional 50-75%. Worth getting, worth playing, worth all the praise.
Blue Ink Alchemy

Saturday, April 17, 2010

Replay Value

Replay Value — Blue Ink Alchemy

Dragon Age
So, in spite of some of the less than charitable things I've said about Dragon Age: Origins, I'm playing it again. And I know it won't be the last time. My wife and I like to discuss different things we like about the game, other ways we plan on playing it, and even toss dialog from the game back and forth at one another. If that's not an endorsement, I don't know what is. I'm also starting up a new Mass Effect play-through, but I'll probably finish my Orange Box review series as well as Assassin's Creed 2 before I really dedicate myself to putting another Infiltrator through the paces of Insanity. There's a lot to be said for a game's design, though, if I'm willing to put myself through the stickier bits just to enjoy a particular scene or storyline again. Fallout 3 is another candidate for a repeat play-through, provided I can find a way to afford all of the DLC. I think I'd need a magic cauldron or something. I've thought about the replay value of some older games, as well. StarCraft, Full Throttle, Vampire The Masquerade: Bloodlines, pretty much any of the Wing Commander games... they're all games I've played multiple times, and even with the gift of hindsight and more advanced simulations at my disposal, I'd happily play any of them again. Share your thoughts with me, folks. What games have you encountered that, after playing them through, maybe even years ago, you'd really enjoy playing again? What gives a game replay value for you?
Blue Ink Alchemy

Replay Value

Replay Value — Blue Ink Alchemy

Dragon Age
So, in spite of some of the less than charitable things I've said about Dragon Age: Origins, I'm playing it again. And I know it won't be the last time. My wife and I like to discuss different things we like about the game, other ways we plan on playing it, and even toss dialog from the game back and forth at one another. If that's not an endorsement, I don't know what is. I'm also starting up a new Mass Effect play-through, but I'll probably finish my Orange Box review series as well as Assassin's Creed 2 before I really dedicate myself to putting another Infiltrator through the paces of Insanity. There's a lot to be said for a game's design, though, if I'm willing to put myself through the stickier bits just to enjoy a particular scene or storyline again. Fallout 3 is another candidate for a repeat play-through, provided I can find a way to afford all of the DLC. I think I'd need a magic cauldron or something. I've thought about the replay value of some older games, as well. StarCraft, Full Throttle, Vampire The Masquerade: Bloodlines, pretty much any of the Wing Commander games... they're all games I've played multiple times, and even with the gift of hindsight and more advanced simulations at my disposal, I'd happily play any of them again. Share your thoughts with me, folks. What games have you encountered that, after playing them through, maybe even years ago, you'd really enjoy playing again? What gives a game replay value for you?
Blue Ink Alchemy