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    Apr 22nd, 2013 at 08:53:41     -    Castle Crashers (PC)

    Castle crashers is a casual Beat-em-up-style game. It supports various modes of multiplayer and includes a voice chat system, allowing for a great deal of social interaction.
    The game was originally released in 2008 for X-Box arcade and it was later released in 2010 for PlayStation network. In 2012, a PC edition was released on steam. The game features cartoonish art, often with bright colors. It presents a comical take on the swords and sorcerer’s theme. The music features artists from Newgrounds, so it varies widely in style.

    The game can be played with 1 to 4 players. The player can move in two dimensions (left/right and closer/further). The player can also jump. Users can attack through melee or magic(/ranged on some). When starting out with a character, players can use four different attacks: Light melee, Heavy melee, Ranged, Magic. As the game is played, the player earns experience and money. Experience is used to level up a character, and money is used to purchase new weapons. As the character levels up,

    Centered around a linear line, but the player can move around throughout this line. A few levels are dedicated to boss fights. There are also branching side levels, however, that must be completed to progress further. The levels themselves are very linear. As a player moves forward, enemies will spawn and must be killed before progressing further through the level.

    There are 31 known player characters in the game. There are just a handful of starting characters a player can choose from, but more are unlocked through beating the game. The differences between the characters aren’t very large. The melee among all characters is almost identical, but the magic does differ somewhat. Most combinations are pretty similar, especially the lower level ones. However, they all have different effects. For instance, the blue knight’s magic attacks apply a slow to enemies and allow for kiting, while the green knight’s magic attacks apply a damage over time effect.

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    Feb 26th, 2013 at 22:42:19     -    Open TTD (Arcade)

    Transport Tycoon is a tycoon simulator that predated Roller Coaster Tycoon. It was developed by Chris Sawyer and utilized the same game engine as RCT.

    The edition of this game I played is an open source port compatible with 32/64 bit operating systems. http://www.openttd.org/en/

    You are responsible for buying and directing vehicles, creating and maintaining an infastructure for those vehicles, and managing/micromanaging your transportation company in general.
    The rules of Transport Tycoon are simple: make money. This is done by connecting industries in and between cities to eachother with transportation networks. Towns also are able to grow in population if they are properly serviced.
    The existance of supply chains, supply and demand, and maintainance costs make this game feel much like a simulator. However, there are scenarios where you must make a certain profit margin within a specified time period, and the existance of this mode makes it particularly game-like.


    There are four types of transportation in the game:

    Road
    Small capacity, slow, small investment
    It's annoying to maintain a large number of vehicles, and it's inefficient in large numbers
    Ship
    Large capacity, slow, big investment
    Nodes must be on the coast or have a canal running to them.
    Plane
    Small capacity, very fast, moderate investment
    Also have a high maintainance cost. They should only be used if every plane can be filled up.
    Trains
    Large capacity, fast, decent investment
    Takes a well organized system

    While a player can focus on expanding one specific transport network, they should be familiar with and properly utilize all types to make the most profit. This is because big money is made through long distance, high capacity transports (trains or ships), but they require short, local networks to satisfy the sources supply chains.

    Here are a few notes from two playthroughs.
    First round, I went with trains.
    Complicated to have more than two or three routes. Takes alot of planning, more planning than I have time.
    Was able to set up a coal route between a coal mine and a power plant.
    Also set up a food supply line to a town, but my rail system broke before it was effective.


    Second round, I went with planes.
    Also trying to multitask by providing infrastructure to grow towns.
    Focust on Prattfield, the second largest. There's not as much immediate return, but it had more potential for growth.
    After a brief period of profit, I started to go in the hole. I think I had too many vehicles transporting, so the supply of goods needed to be shipped went down while my operating costs went up.
    Took advantage of two, large, close competing cities. Grew one of them and eventually put a short train service between the two. It was super effective.


    The biggest thing I learned between these two games is that you cannot start off agressively. The game seems to be balanced in the beginning to supply single units of the lowest tier vehicles. After initiallizing your company, you should focus on expanding to different types of transportation to support your original setup.

    This game is pretty addictive after a few hours. It's fun to see the world grow around you when you do a good job, but not as fun to see the world reject you when you do a poor job. Only if the real world worked like this...

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    Feb 4th, 2013 at 20:53:44     -    Dungeons and Dragons, 4th Edition (Other)

    Dungeons and Dragons is a tabletop roll playing game set in a swords and sorcerers world. Combat and other stats and actions are bassed off of dice rolls, and dialogue is controlled by the players and the host of the game, often called the dungeon master.

    In our sessions, we split up the game into two parts: Roll playing and combat. The combat order is determined by an initiate roll, and combat damage is determined by separate rolls.

    During the roll play session, we developed relations with non-player characters (NPCs), bought items, and received quests. During our former roll playing, our party that consisted of a monk, sorcerer,cleric, druid, archer, fighter, and a rogue quickly became the owners of a local fight club.

    In both of our combat sessions, we work our way though a cave to get materials from a dragon. Since we were obviously under-leveled, I figured the dragon would already be dead, and the boss of this dungeon would be... not a dragon. However, the end of the cave revealed a full adult blue dragon. I started questioning our DM's sanity, but when the dragon's first attack was reflected by our NPC quest giver and we got buffed, the dragon went down pretty quick and we leveled up.

    I enjoy the flexibility of the rules in real life. House rules make the game personalized and meaningful, and cutting corners on other rules can give humorous results. I also appreciate the history of the game since the themes of many modern games comes from DnD's classes and races.

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    1Castle Crashers (PC)Playing
    2Dungeons and Dragons, 4th Edition (Other)Playing
    3Dungeons and Dragons, 4th Edition (Other)Playing
    4Open TTD (Arcade)Playing

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