Monday, 24 February 2020

Indivisible (PC)

Indivisible title screen logo
Developer:Lab Zero|Release Date:2019|Systems:PC

Hey, guess what I'm writing about on Super Adventures this week! Okay maybe the title screen makes it a little obvious, but I didn't see it coming. Here's a life hack: get amazing friends who'll occasionally drop a brand new game on you with no warning or explanation.

The least I could do in return was write about it, and I'm all about doing the least I can do, so here's my review of Indivisible, the latest game by the makers of Skullgirls. I don't know much about Skullgirls as I only play fighting games when I feel like mashing buttons and being humiliated, but I do know it's got some fancy cartoon animation so I'm coming into Indivisible with the preconception that it's going to look fairly pretty as well. I also know it's a bit of an action RPG inspired by Valkyrie Profile, but other that that I'm fairly clueless about it.

Read on »

Sunday, 23 February 2020

Forza Horizon 4 - Tips & Tricks | Pro-GamersArena.



As we probably are aware that Forza Horizon 4 is out now for the individuals who pre-ordered the upgraded version of the game, and it'll be out in full for everybody on PC and Xbox one week from now. So in this Forza Horizon 4 control, we'll be strolling you through the entire rundown of fundamental tips and tricks which you have to know going into the game. What's more, let me disclose to you Forza Horizon 4 is right now the best open world racer game made in these couple of years.

Forza Horizon 4 Tips & Tricks :

How to Unlock Fast Travel Anywhere in Forza Horizon 4.


Driving anyplace in Forza Horizon 4 is gigantic measures of fun as you get the chance to see the excellent open world, incredible taking care of and lovely autos, at times you simply need to get some place in a moment, deserting all the mission that is going on. 

Ideal from the beginning of the game you can quickly make a trip to occasions and different spots of intrigue you've found for a cost (except if you've discovered the majority of the quick travel sheets, at that point it's free), yet to quick travel totally anyplace, you have got some work to do. 


Picture of location of Fairlawn Manor 
With the end goal to open the capacity to movement quick anyplace in Forza Horizon 4, you have to buy a reasonably costly home that is toward the south of Edinburgh. 

Fairlawn Manor will cost you like 2,000,000 credits, which means you most likely wouldn't get it until you've made a not too bad scratch into the game. Yet at the same time it merits doing , as it empowers you to movement quick completely anyplace on the guide, or, in other words. Particularly once you've discovered all the quick travel sheets so it turns out to be allowed to utilize. Purchasing Fairlawn Manor additionally grants you with 10 Super Wheelspins, or, in other words, and a Silver Top Hat for the individuals who get a kick out of the chance to dress their symbol up in style. 

How to Download DLC Cars in Forza Horizon 4.

In the event that you've acquired a unique release of Forza Horizon 4, or on the off chance that you claim the auto go for game, at that point you may consider how to get your hands on a portion of those superb elite DLC vehicles, similar to the James Bond autos. To get to a rundown of DLC autos in Forza Horizon 4, you'll right off the bat need to make a beeline for either the primary Festival Site amidst the guide, or a House. 


With the end goal to buy the autos, first you need a houses and they are not difficult to establish, you simply need to continue seeking them on maps while driving around, and once you've discovered a House, you'll at that point have the capacity to buy it utilizing CR (despite the fact that they're normally entirely costly, which means you presumably wouldn't purchase until you've made an OK gouge into the game.). Either visit the Festival Site in Forza Horizon 4, or visit a house you've acquired, and you'll have the capacity to see a rundown of all the accessible DLC autos that you can download.


There's one thing you have to remember that while the vast majority of the DLC autos in Forza Horizon 4 are accessible for nothing once you've acquired their comparing development packs, some will cost you CR to get. These are typically the more first class autos, similar to the James Bond Aston Martin DB10, in which case you'll need to get out on the streets and procure some CR through races and different occasions. 

This may be the finish of our initial Forza Horizon 4 guide for the time being, however there's bounty more to cover on the game presently. We'll be refreshing this guide at a later date, when we reveal any extra subtle elements in the game.

Till then keep sharing and tell your friends too, to "ENTER THE PRO-BROS ARENA"

Friday, 21 February 2020

Eye On Kickstarter #79


Welcome to my Eye on Kickstarter series!  This series will highlight Kickstarter campaigns I am following that have recently launched (or I've recently discovered) because they have caught my interest.  Usually they'll catch my interest because they look like great games that I have either backed or would like to back (unfortunately budget doesn't allow me to back everything I'd like to).  But occasionally the campaigns caught my attention for other reasons.  Twice a month, on the 2nd and 4th Fridays, I'll make a new post in this series, highlighting the campaigns that have caught my attention since the last post.  In each post I'll highlight one campaign that has really grabbed my attention, followed by other campaigns I've backed or am interested in.  I'll also include links to any related reviews or interviews I've done.  Comments are welcome, as are suggestions for new campaigns to check out!

You can also see my full Kickstarter Profile to see what I've backed or my old Eye on Kickstarter page that was too unwieldy to maintain.  Also, check out the 2019 Kickstarter Boardgame Projects geeklist over on Board Game Geek for a list of all the tabletop games of the year.
So, without further ado, here are the projects I'm currently watching as of the second Friday of January, 2020:


HIGHLIGHTED CAMPAIGN
Lift Off! Get me Off This Planet!
by Pencil First Games
  • People Behind the Meeples Interview
  • This was the first game published by Pencil First Games, and now it's back with an updated, extended edition. The gameplay is the same, and the original is very highly praised, but the components are updated with deluxe items included, and some expanded content is included. This edition also includes a solo mode!


It's been a fun existence, but someone tripped over a coolant cord in the core and the planet you've called home for eons is going to explode.
  • The objective of Lift Off! Get me off this Planet! is to be the first player to get their Aliens off the planet using resource cards, action cards‚ and phases of the moon.
  • Lift Off! Get me off this Planet! is a fresh, lightweight take on unit placement and resource management. The cooperative-to-competitive dynamic and imminent doom creates strong tension and drama at the end of the game.
  • It's an easy to learn, fast-paced game, where everyone feels engaged and "in it" until someone has won or the planet explodes!
  • This is Pencil First Games' original title which funded on Kickstarter in 2014 and released in 2015. Lift Off! received a Seal of Approval from The Dice Tower.





  • Adventure Maze: Flip Books
    by River Hill Games
    • GJJ Games Backed
    • I enjoy mazes, and so do my sons. This collection of books takes mazes in a completely new direction, having them span multiple pages in the books. Folding pages lets you move from one maze to another in a very innovative way. You'll get to find and acquire stickers along your journey that you'll be able to keep track of. Plus, the mazes and stickers are all reusable! So not only can I play, but the rest of my family can play, too! For just $20 I figured it was worth a shot (and it's even less if you want only one or two of the booklets).


    Almanac: The Dragon Road
    by Kolossal Games
    • People Behind the Meeples Interview
    • I'm a fan of Scott Almes's designs, and this looks like a very interesting take on worker placement games. As the game progresses your worker action options will change as you journey through a book of locations. Depending on the "path" you take to the end of the book you'll have a completely different game experience each time you play. This sounds like a fascinating mechanic!


    APEX: Theropod Deck-Building Game
    by Outland Entertainment
    • A friend of mine has an older copy of this game and I've played it once or twice. It's a great deck-building game with a great theme. I know there were problems with fulfillment with a past campaign, and other issues with previous versions, but if you're willing to give this new company a chance, it's a solid game!

    Thursday, 20 February 2020

    Alumni Sian Knight Begins Job With Fat Kraken Studios.

    Congratulations to our Alumni, Siân Knight for landing a job as an environment artist with Fat Kraken Studios!

    Sian said,
    'I am absolutely pleased Alumni Sian Knight begins job with Fat Kraken Studios and honoured to announce that I will be working as an Environment Artist at Fat Kraken Studios, who are working alongside Oddworld Inhabitants to create their latest upcoming title - Oddworld: SoulStorm!! 😱
    I would like to thank all of the people who have given me opportunities along the way ever since the start of this year - I've almost given up several times... but you've gotta' be vigilant! Never give up!'

    That's great advice.

    Go Girl!



























    Storium Theory: Limiting Your Limitations

    Today, I'd like to write a bit about something that I think we all do as narrators from time to time: Limiting the options that players have for writing about a situation.

    Limits are good. Limits, at their base, are a way of ensuring that the scene has focus. When we set up a challenge at all, we are putting limits on the scene in general - limits of saying "the scene is now about this problem, and it needs to be addressed." We're defining what the actual problem is, and to some extent unavoidably defining the sort of things that can be done to address the problem.

    But it's important to recognize when we take these definitions too far.

    I've been playing a roleplaying game outside of Storium recently, using some pre-prepared scenarios that I found, and I've been struck by something in reading those scenarios: Oftentimes, they focus extensively on what definitely won't work. They spend a lot of time discussing why the players should absolutely not try a particular tactic with a situation, and how many brick walls can be thrown in their way should they dare to attempt such a thing. They're not quite set up to allow only one path forward, but they dwell a lot on why solutions A, B, C, D, E, and F are all terrible ideas that will only increase the scenario's difficulty. They show the walls, not the paths forward.

    I've noticed a similar mindset subtly sneaking into Storium games at times. In our challenge setups or narration, we can sometimes spend time focusing on what won't work - on the walls set up in the way of particular solutions. Maybe we show the player characters trying a solution and discovering it won't work in the opening narration. Maybe we just describe something as impossible on the card or in the outcomes or in the narration.

    Sometimes, this is fine. Sometimes, this is appropriate.

    But it is definitely something we should question.

    Storium works best, I have found, when players have enough information to focus their writing without limiting their ideas. That is: The problem is well-defined, but the solutions are left as open as possible given the problem at hand.

    If the problem is a powerful wizard who the heroes need to get past to get to their goal, the solutions could potentially involve all sorts of things - maybe the heroes manage to fight the wizard and drive him away, maybe they evade his attacks and race beyond him into the fortress. Sometimes, limiting those options is perfectly appropriate...but it's important to be careful just how far you take the limitations. For instance, it might be appropriate to say that the party has to fight the wizard, because he's set up a magical barrier over the exit or because it's just too dangerous with him raining magic around the area. But further defining that the wizard is absolutely invulnerable to non-magical attacks himself is probably going to take it too far - it'll most likely make players of non-magical characters struggle a bit to figure out how to participate in the fight. Or, alternately, it might be appropriate to say that the wizard can't be killed and the characters need to escape - the wizard is just too powerful and his defenses too strong. But it'd take it too far to say that his attacks are unstoppable and his defenses are so strong he can't even be shaken by the characters at all, most likely, because again, it seriously limits what players can write and the ideas they can come up with for the scene. Some characters might have things they can realistically write to make just running away interesting, but others might really need to be able to provide some cover for the others or manage to disrupt the wizard for just a moment (or at least, attempt to do so and get turned aside, if they're playing a Weakness).

    Similarly, consider an investigation. Maybe you're asking players to find information on a criminal gang that has troubled the area. That's fine. But if you go to the extent of saying that the other gangs in the area definitely won't share their information, or that police contacts are totally mystified and have no knowledge of the gang at all, well, that's probably going to cause people some trouble. You're limiting the ways that players can write the scene, and that's likely to make it tougher for them to come up with ideas.

    Remember: Storium is about helping people write. The things that you put in your narration should encourage writing, not oppose it.

    That's not to say that you should totally avoid limitations. Yes, there are times that they fit the story. If it's expressly established that the gang is totally new to the area, for instance, it makes sense that the heroes might not be able to trust contacts that would be working from existing knowledge...but how are the heroes able to get the information? Word the challenge in such a way that you reveal the possibilities rather than set up the walls. And don't just give one option! Show a wider field of openings, something that lets the players still have room to get creative on their own.

    And remember to ask yourself: What is this challenge actually about?

    In the case of the gang, for instance: Is the question really about who the heroes are able to go to for the information they need? Or is it just about what they are able to find out? If the latter...does it really matter whether they are able to use their contacts with the police? Or is the question just about whether they find information about the gang in the first place?

    I want to be clear: Sometimes it does matter how the players are able to accomplish something. Sometimes that can be a problem you need to address as narrator. Sometimes it can cause trouble for a plot if players are allowed to do things a certain way, even if that way fulfills the overall concept of the challenge. That's very true.

    But not all the time.

    Not even the number of times we as narrators think it is true.

    So...when you're setting a challenge up, take a good look over the card and narration associated with it. Look over what you've written, and ask yourself:
    • Have I set up any limitations here I didn't intend to? Are there places where I suggest something is impossible where I didn't mean to?
    • Have I set up limitations that I intended to...but that on second thought, really don't matter? Are there places where I have put limits that will make my players struggle to write, rather than providing useful focus?
    If the answer to any of those questions is "yes," think about what you can do to open things up for the players. You still want the challenge to be focused...but focused and limited are two very different things.

    10Th Online School Championships - 8 February 2020.

    It is expected that Blake Govender (Oakhill School) will be playing in order tomaintain his spot in the Protea Team.
    MSSA is proud to announce that it will once again hold its 10th School Provincial Online Championships on 8 February 2020.

    The championship may be used by gamers to qualify for eligibility to be selected for the National Squads, from which the National Teams shall be drawn, should MSSA need to choose a team for any of the titles played in such championships.

    MSSA's School Online Championships has become South Africa's largest official online championship. It is an event that lasts from 10H00 until 18H00 and has proved itself to be a most enjoyable event.

    The esports titles to be played in all MSSA's school championships and leagues are as follows:

    Period/genreTitlePlatformAge restrictionPlayers
    ShooterCS GOPC,165 v 5
    PaladinsPC/console125 v 5
    SportFIFA '20PC31 v 1
    PES 2020PS 431 v 1
    MOBADota 2PC125 v 5
    League of LegendsPC125 v 5
    Clash RoyaleMobile121 v 1
    VainGloryTablet/cell123 v 3
    FightingStreet Fighter VConsole121 v 1
    CardHearthStoneMobile71 v 1

    MSSA would also like to take this opportunity to thank all the dedicated Educators for ensuring that the school teams are ready-and-able and for giving up so much of their time and patience. Only once the learners have left school will they really comprehend what the Educators have done for them.

    The championship would not be possible without the continued support from Educators.

    Thank you!

    Tournament Structure:

    As per the MSSA's rules, being:
    • If less than six players, the championship shall be a Round Robin Championship
    • If 6 to 10 players the championship shall be four rounds as played to the Swiss System
    • If 11 to 30 players the championship shall be five rounds as played to the Swiss System
    Eligibility:
    • Any player/team who is a Registered Player affiliated to a school affiliated to MSSA may enter through such school club.
    Entry fee:
    • Entry is R35.00 per Registered Player.
    • Only fully-paid-up Registered Players may participate in this event.
    Entry date:
    • Entries need to be submitted by no later than Monday, 5 February 2019.
    Registration:
    Age restrictions:
    Educators must ensure that their teams/players are compliant with South Africa's age restrictions per game title. Under-aged players shall not be allowed to compete.

    Medals:

    Medals shall be awarded to the first three gamers for both men and women in the following categories:
    • MEN: The top three places (1st, 2nd, and 3rd)).
    • WOMEN: The top three places (1st, 2nd, and 3rd))

    Please note that the medals shall be awarded to the players at the next LAN championship in which such team/player enters and participates.

    Colours:
    • School Provincial Colours: All Players that win all of their Matches at a Provincial Championship will earn School Provincial Colours. All Players who score within the top 50% in a specific Period at a any two (or more) Provincial Championships, and who also score within the top 50% at a National Championship in the same period and in the same year, will earn School Provincial Colours.
    When and Where:
    • 8 February 2020
    • The first round will start at 10H00. Players shall be given 60 minutes to complete each round. 
    • Players must all be on-line at 9H00.
    The championship is accredited as being of the same status as a provincial championship. This means that the championship shall be used for the following:
    • The awarding of school provincial colours;
    • The awarding of medals for 1st, 2nd and 3rd places for both men and women;
    • The ability to qualify for National Team Trials. 
    As usual Trials shall be done at a LAN venue, and the team that can best represent South Africa shall then be selected.

    Shout casting:
    • The MSSA shall decide who may shout-cast the games.
    • Anybody wishing to be appointed as a Shout-Caster must apply in writing to mindsportscorrespondence@gmail.com 

    Wednesday, 19 February 2020

    Download BOS Wars 2.7 RTS For Windows


    Bos Wars is still a nice fast-paced and somewhat lightweight RTS for you to enjoy, even though the sound mixing is still brutal but getting your hands on the latest Version for Windows is not as straightforward, as it was in 2010.

    Thankfully, you can get a working version for Windows from Portableapps.

    The cool 3D pixel soldier in the thumbnail above is from OpenGameArt by the way. Still kicking, old design and all.

    The End Of Familiarity (Tradecraft)

    When you walk into my store and look to the right, the designated direction Americans gaze when entering a store, you'll find a plethora of familiar game titles. Monopoly, Yahtzee, Scrabble, all the usual suspects. This is what is known as a "merchandising expense," games I stock that I would rather not, that indicate to the uninitiated that I am a safe place with things they are familiar with. This is a game store with games, you know, game games, as one customer recently described it. This practice is now coming to an end.

    Here's how that works. First, hobby games have penetrated the mass market and they've been there now for a good, long time. Unless you're living under a rock, if you've been to Target and WalMart in the last decade and care even an inkling about games, enough to roll your red or blue cart past them, you've seen Settlers of Catan, Ticket to Ride, Carcassonne and other former hobby game store exclusive titles.

    These titles have declined for us significantly since their introduction in mass market, with the promise they are gateways to good times for us later. Perhaps this is true, perhaps not, but board games are booming. These titles are now familiar to consumers. They've become evergreens on the shelf of mass market stores. This means hobby game stores don't need to work as hard with our garbage merchandising expenses to show familiarity. Chess sets and Hasborg products can be dropped, if you feel your community have these touchstones in their lives. And what community doesn't?

    Second, even if I don't have this market penetration that breeds familiarity, there are now enough regular folks who play hobby games to where I need the space taken up by oversized merchandising inventory. I may lose the completely out of touch customer, but my overall base is so much larger than a decade ago, I can afford it. What I can't afford to do is stock quaint product for muggles when I've got educated consumers flocking to my business and demanding games now. They will just as easily, and without a moment of regret, buy it online, so it better be there now.

    In general, if you don't know or are frightened by products like Dungeons & Dragons, Ticket to Ride, Pokemon and Magic: The Gathering, you are simply not worth any of my time whatsoever. Through mass market stores and the Internet, the public has been converted from suspects to prospects. In fact, it has turned many from prospects to customers, bypassing hobby game stores completely. I am at the tail end of this equation, taking in what I can of a cultural shift, in which a hurricane of customers have been created and I'm trying to fill up a thimble, arm outstretched into the clouds, while dying of thirst. As with all revolutions, you never know exactly your place in it until shots are fired.

    Games in my parents guest room. One of these things is not like the other.

    Thursday, 13 February 2020

    Brave Browser the Best privacy-focused Browser of 2020



    Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

    An extremely productive year for Brave

    Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

    Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

    The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

    Ryan Hoover, the founder of Product Hunt said:

    "Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

    Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

    Privacy and blockchain are the strongest forces in tech right now

    If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

    The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

    AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

    For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

    Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

    Earn Basic Attention Token (BAT) with Brave Web Browser

    Try Brave Browser

    Get $5 in free BAT to donate to the websites of your choice.