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	<title>Cheap Ass Gamer Community Blog List</title>
	<link>https://www.cheapassgamer.com/blogs/</link>
	<description>Community Blog List Syndication</description>
	<pubDate>Sun, 22 Dec 2019 09:31:20 +0000</pubDate>
	<webMaster>cheapyd@cheapassgamer.com (Cheap Ass Gamer)</webMaster>
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		<title><![CDATA[warreni's Blog - The Outer Worlds is a brief, entertaining ride]]></title>
		<link>https://www.cheapassgamer.com/blog/3944/entry-25505-the-outer-worlds-is-a-brief-entertaining-ride/</link>
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		<description><![CDATA[<p>I finished <em class='bbc'>The Outer Worlds</em> last night after investing what I'm guesstimating was around 25 hours into it. I'm guesstimating because with Game Pass games there's no real way to track your time, unless you use a third-party utility like Gameplay Time Tracker. Weirdly this is not something that exists in the current iteration of the Xbox WIndows 10 app. In any case, it's definitely not a <em class='bbc'>Skyrim</em>- or even <em class='bbc'>Fallout 3</em>-level time sink. However brief, though, it is an enjoyable experience.</p><p>&nbsp;</p><p>
You play as one of a few hundred thousand colonists on a huge colony ship bound for the Earth colony of Halcyon, consisting of a few space stations and several inhabited worlds. Something goes wrong with your voyage, you drop out of, let's say for the sake of argument, hyperspace (the game does not delve into this sort of thing in any detail beyond simply stating that FTL drives in this fiction are referred to as "skip" drives because the vessel "skips" c) far off course and your ship is adrift for 70 years. The skeleton crew maintaining the vessel has long since perished when a rogue mad scientist revives you from your cryosleep after several failed attempts with other unfortunate passengers. He needs you to find a way to procure more of the same kinds of chemicals he used to revive you so that he can start waking up other colonists in hopes of averting a systemwide crisis, seemingly of mismanagement and tyranny, although you later learn something far less pleasant is going on as well (naturally).</p><p>&nbsp;</p><p>
Everything about <em class='bbc'>TOW</em> feels a bit scaled-down compared to the conventional RPG-epics that Obsidian is known for: the scope of the game and the threat that is your ultimate nemesis, the depth of the companion NPCs, and the world-building. At least to all appearances, the greatest threat in the game is one that affects only the system you're inhabiting presently, so there's no universal or even galaxy-wide menace here. While there are a fair number of recruitable companions, not all of them have companion quests and there are no romance options among them; the closest you come to that is potentially setting up one of your earliest recruits with a life-partner. (Whether a lack of romance in an RPG is good or bad is undoubtedly a subjective assessment and a debate for a different forum.) The world-building that is there is fun but a bit shallow. For example, there appear to be two main metaphysical viewpoints (which seems like a small number) in this fiction, philosophism and scientism, and one of your companions is a strong proponent of the latter. Neither of these philosophies or religions is explained very well, and the companion in question goes on a sort of vision quest and receives some fairly meaningless gobbledy-gook that is supposed to enlighten him. The whole thing seems like it wasn't terribly well-thought-out.</p><p>&nbsp;</p><p>
The game has several things in common with <em class='bbc'>Fallout</em> and <em class='bbc'>Wasteland</em>. This isn't a post-apocalyptic setting, and it's not Earth, but the artwork and tech all has a vaguely steampunky look to it, and there are mega-corporations that control huge swaths of territory as well as industries and have their own unique technologies (well, by "unique," I mean slightly different). The game's humor tends to largely be derived from a satirical approach to how corporations actually running worlds would do things. For example, Sanjar Nandi, head of MSI on Monarch, asks you to retrieve a powerful weapon, the BOLT-52. This turns out to be a (<strong class='bbc'>minor spoiler</strong>) requisition form. While you're retrieving that, he also asks you to erase any files you find on nearby computer systems, files which happen to include an unflattering personnel review of one Mr. Nandi.</p><p>&nbsp;</p><p>
Combat in <em class='bbc'>TOW</em> is a real-time affair with what the game calls tactical time dilation (TTD). This not-quite-VATS allows you to target vulnerable points on enemies and slows them down while your meter is charged. The game explains this as a side effect of your extended cryosleep and unorthodox awakening--which is to say that it doesn't really bother to explain it at all. In any case, combat is curiously easy on the default difficulty level, rendering this game one of the rare instances of an RPG in recent memory where it's not necessarily advantageous to dump a lot of points into combat skills. In fact, I played as a really smart colonist with a focus on engineering, science, and dialog skills. This is a very viable build, but you miss out on a LOT of stuff in this game if you don't boost your hack and lockpick skills. Your primary stats, strength, intelligence, perception, et cetera, rarely seem to matter all that much, relative to secondary skills like persuade and hack. In <em class='bbc'>The Outer Worlds</em>, you pick your primary stats and put points into secondary skill groups at the beginning. In a somewhat novel approach, individual skills are placed into groups and you can boost as many as three skills at a time with a single point allocation until one of those skills hits 50 (out of a possible 100), at which time, you have to increase each skill within that group individually. Each level grants you 10 skill points to allocate and every third level you get a "perk," which provide bonuses to things like your weight limit, accuracy while moving, armor, et cetera. You can also gain extra perks by taking flaws, which the game will offer you at various points. For example, if you get killed by raptidons on Monarch a lot, the game may ask you if you want to take a "herpetophobia" flaw, which causes you to have a negative reaction (in the form of stat debuffs) in the presence of certain animals; if you choose to accept it, you can pick a perk from the tiers that are currently unlocked. It's an interesting system, and you do have the ability to respec on the ship you acquire early in the game, the <em class='bbc'>Unreliable</em>.</p><p>&nbsp;</p><p>
The game's ending does leave open a few possibilities for sequels, although it seems unlikely that any will be forthcoming. I wouldn't mind a deeper exploration of this world, but I'll probably just have to settle for <em class='bbc'>Wasteland 3</em>, whenever that is finished. As much fun as I had with the game, I still keep circling back to its brevity. The game's MSRP is $60, which is what you'd pay for something like <em class='bbc'>Dragon Age: Inquisition</em>, <em class='bbc'>The Witcher 3</em>, or <em class='bbc'>Mass Effect 3</em> (yes, I know people hated that one, and that's not the point). While the game feels polished and well-done for what it is, it lacks the epic scope of something I'd expect at this pricepoint. Naturally many people will be playing it as part of Game Pass either on XBONEs or PCs, but in some ways, I'd rather see this priced $10 or maybe $15 cheaper at MSRP and <em class='bbc'>not</em> be part of a Game Pass than see it released at this price either because Microsoft was hoping to offset development costs and the cost of having it available for "free" to many users or just because someone has the mindset that all new games have to be $60. I don't think that's a thing, but--and I've already belabored this point to what is probably an absurd degree, this is just not a $60 game. I realize this is something of a backhanded endorsement, but it is a good game in general and a fun RPG experience, despite my reservations about its size and scope. If you enjoy RPGs and you have Game Pass, it's absolutely worth your time. If you don't have Game Pass, wait for a sale (you're a CAG if you're reading this, so you were going to anyway).</p>]]></description>
		<pubDate>Sun, 08 Dec 2019 21:51:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.cheapassgamer.com/blog/3944/entry-25505-the-outer-worlds-is-a-brief-entertaining-ride/</guid>
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		<title><![CDATA[warreni's Blog - Assassins Creed Origins is an Assassins Creed game]]></title>
		<link>https://www.cheapassgamer.com/blog/3944/entry-25504-assassins-creed-origins-is-an-assassins-creed-game/</link>
		<category></category>
		<description><![CDATA[<p>So. . .<em class='bbc'> Assassins Creed Origins</em>. There is some truth to the idea that if you've played one AC game, you've played all of them. This also extends to a certain degree to many other Ubisoft-published titles. They are vast open worlds with a plethora of mission content and objectives. You have a protagonist on a personal quest for revenge for some injustice done to him or her. Said protagonist is a parkour-performing serial killer with superhuman stamina and endurance. The series's most enduring mystery, whether it is "Assassin's Creed", "Assassins' Creed", or "Assassins Creed" is likely to never be answered to the satisfaction of many (okay, just me).</p><p>&nbsp;</p><p>
<em class='bbc'>Origins</em> is the somewhat-confusing tale of Bayek, a medjay (sort of an Egyptian sheriff) whose son was murdered by a cabal of conspirators who sought his assistance in opening a vault with, well, it's never terribly clear what was in it, but they figured that child-murder was a good way to get in it. Bayek didn't know how to get into the vault anyway, as is sometimes the way of these things, but he makes good his escape and begins a quest to hunt down the conspirators and forgive them. Just kidding. He wants to murder them.</p><p>&nbsp;</p><p>
My last AC game was <em class='bbc'>Assassins Creed II</em>, which I thought was really fun, but I ended up getting stuck on a story mission involving stealthily killing five or six different guys (yeah, the details are pretty fuzzy after all this time). I enjoyed most of the aspect of the gameplay, although the puzzle rooms were my least favorite. I think I'm too old for them--or maybe I never had the requisite patience to start with.</p><p>&nbsp;</p><p>
This entry in the series is purportedly intended to reveal the "origins" of the Assassins, hence the clever name. When you finish the game, you may have a vague idea about this, but there will remain things that are fairly unclear to you--unless it's just me and if you've played every AC game since <em class='bbc'>ACII</em>, you'd suddenly experience total enlightenment on this point. This is a possibility, but I feel confident that it is a remote one.</p><p>&nbsp;</p><p>
The game looks and sounds terrific. It's clear that Ubisoft Montreal put a massive amount of work into making period locations, details, and backgrounds as authentic as possible. If you don't believe me, check out the Discovery Tour mode. This mode is one of the things I was particularly excited about regarding the game. In it, you select a topic and an avatar from a range of the PCs and NPCs in the game and walk, ride, or punt your way through an area while hitting points of interest associated with behind-the-scenes information on creating the game world, real archaeological information, or real historical information about the setting, the people, and/or the place. It is a substantial amount of museum-tour-quality information at your fingertips, and Ubi sold it separately from the base game (there is no interactivity to speak of beyond the points of interest, so if you want to explore ancient Egypt without even being attacked by annoyed crocodiles, this is your ticket). It's quite good, but mostly what I've discovered is that, after putting approximately 119 hours into the base game and the DLC content, I don't really have the patience for it.</p><p>&nbsp;</p><p>
Bayek starts off with five targets to eliminate, one of which he does in the game's prologue. After finishing off the last target, he discovers that his conspiracy is more wide-ranging than he originally believed and gains a new set of targets. In addition to the main story missions, there are numerous side missions that appear in every region. They're not super-original or complex--they're fairly generic fetch, murder or rescue quests, but what they lack in quality they make up for in quantity. As in many modern open-world games, each region contains so much content that it's not difficult for you to "overlevel" the region. Ubi is aware of this and you have the option to have enemies scale to your level no matter what the default level is in the area; you also have the option to simply not do a lot of side missions that will give you so much experience that you overlevel the area. It really just depends on how you feel about the concept of enemy-scaling and content. I fall squarely in the camp of having more content rarely being a bad thing for a game (unless it's just a terrible game, which this is not).</p><p>&nbsp;</p><p>
When Bayek levels up he gains some health and damage and is able to unlock part of his prolific skill tree, with three areas of focus--melee combat, ranged combat, and "mystical abilities" (which include a lot of skills involving poisons, sleep toxins, and animal taming). These mean that you can play Bayek in a few different ways. My Bayek build was essentially a brutal combat machine who dealt serious damage with fast edged weapons. You can also rely on a lot of bow mechanics and sic animals on enemies and poison enemies with toxins that "infect" other enemies, leading to chain reactions of death. The variety of weapons available also makes for myriad tactical options (which you will need for some of the more challenging boss fights). For example, light bows fire a rapid succession of arrows, while predator bows have very low quantities of ammunition, but their charged shots can be devastating. Bayek can wield weapons ranging from daggers to several different types of straight and curved swords as well as large and small blunt weapons. Each of these can range from ordinary to rare to legendary in quality, with each step up granting more powerful bonuses (as one might expect). Weapons have levels, and it's possible to pay money to "level up" a weapon to bring it up to your current level, upgrading its stats. This way, if you have a favorite sword, you can ensure that it keeps up with you. Weapon types are, naturally, heavier and slower or lighter and faster, and these call for different strategies in handling single and multiple enemies in combat. All of this makes <em class='bbc'>AC:O</em>'s combat system very rich and rewarding.</p><p>&nbsp;</p><p>
You will occasionally play as Bayek's semi-estranged wife, Aya, who is on a mission of her own to support Cleopatra's claim to the throne of Egypt against her brother Ptolemy. Her larger goal, of course, mirrors Bayek's, but she sees this as their best option moving forward--to gain powerful friends and ensure their ascendance. Aya's sections were not my favorites because he has a more limited set of abilities relative to her husband--and some of these sequences involve the game's dull and tedious naval combat. Yes, I get that some people like these sequences but I don't; I find them to be a jarring distraction from the elements of gameplay in the rest of the game. Naval combat involves awkwardly maneuvering your trireme to move around enemy vessels, launch fire arrow attacks, block enemy volleys, and avoid pitfalls like being rammed or running over Greek fire. One of these sequences is mandatory as part of the main story, another is part of an optional side mission, and another plays a role in one of the single-player DLCs.</p><p>&nbsp;</p><p>
The story DLCs, The Hidden Ones and The Curse of the Pharaohs, add new areas and objectives to the already-expansive map. Of the two, the former is better in my opinion, if somewhat less deep, than the latter, as it ties in directly to the events of the main story and advances that plot to some degree. The latter, set in Thebes, pits Bayek against risen Pharaoh spirits on a quest to restore the dead to their rest in a permanent fashion. Along the way, he must make numerous excursions to the underworld, each of which is its own unique bit of weirdness. The Curse story seems to revolve around a battle between monotheist and polytheist factions, and the details are confusing in the best of circumstances.</p><p>&nbsp;</p><p>
There are some issues with the game. While it was remarkably stable in general, I did experience some crashes. Some of the game's quests require Bayek to use an ability called "Dawn & Dusk" that must be unlocked through the "seer" portion of the skill tree; this should have been an inherent ability. There are also a number of weird issues with the framing-device story and certain occurrences in the main narrative. Some of this may be "normal" when dealing with this series, but it's not clear to me as my experience is limited in this regard. The framing story is about a brilliant engineer named Layla Hassan, denied by Abstergo the ability to work on the animus project, who designs her own animus, is tracked down by corporate goons, and eventually flees Egypt in the company of an Assassin. The biggest problem with it is that it's fundamentally unnecessary. I can't see any player being particularly invested in Layla's activities or her fate. Additionally, there are hints in certain rooms that Bayek accesses in the pyramids that suggest that either aliens, time-travellers, or gods are intervening in the history of mankind. All of this was extremely unclear from beginning to end, and I have no idea how any of it is intended to fit into the fiction of this universe.</p><p>&nbsp;</p><p>
Having said that, I had a tremendous amount of fun playing this game and <em class='bbc'>Odyssey </em>is already in my backlog.</p>]]></description>
		<pubDate>Fri, 29 Nov 2019 02:12:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.cheapassgamer.com/blog/3944/entry-25504-assassins-creed-origins-is-an-assassins-creed-game/</guid>
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		<title><![CDATA[Josh's blog - Building a small &#34;idler + TCG&#34; mashup game]]></title>
		<link>https://www.cheapassgamer.com/blog/2243/entry-25503-building-a-small-idler-tcg-mashup-game/</link>
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		<description><![CDATA[<p>It's one of those love-it-or-hate-it genres: idler games. <img src='https://www.cheapassgamer.com/public/style_emoticons/CAG/smile15.gif' class='bbc_emoticon' alt=':)' /></p><p>&nbsp;</p><p>
This one is mixes trading card game elements into the concept. Play cards to generate gold, spend gold on packs of cards, and strategize by placing the cards in the optimum configuration in the playmat's grid.</p><p>&nbsp;</p><p>
Note that this is still an early work-in-progress: what you're seeing is a game that I spent maybe 10-15 hours working on last week as a fun little side project. But the response to it has been way bigger than I expected, getting around 5,000 plays/day on just this little preview build. So I'll be adding a bunch of new content to it, more than I originally planned, and aim for a "real" 1.0 release sometime in within the next few weeks.</p><p>&nbsp;</p><p>
&lt;&lt;&lt; edit: preview link removed.  Full version now at <a href='https://www.kongregate.com/games/Fordesoft/creature-card-idle' class='bbc_url' title='External link' rel='nofollow external'>https://www.kongregate.com/games/Fordesoft/creature-card-idle</a> &gt;&gt;&gt;</p><p>&nbsp;</p><p>
<span rel='lightbox'><img class='bbc_img' src='https://i.imgur.com/ep5VcP9.png' alt='Posted Image'  /></span></p>]]></description>
		<pubDate>Mon, 28 Oct 2019 23:53:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.cheapassgamer.com/blog/2243/entry-25503-building-a-small-idler-tcg-mashup-game/</guid>
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		<title><![CDATA[warreni's Blog - Planet Zoo beta impressions]]></title>
		<link>https://www.cheapassgamer.com/blog/3944/entry-25502-planet-zoo-beta-impressions/</link>
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		<description><![CDATA[<p>I've pretty much finished my time (about 2.5 hours) with the <em class='bbc'>Planet Zoo </em>beta. This seemed like an opportune moment to share my thoughts on what seems to work and what doesn't. Frontier has a long history with this sort of thing, which may surprise you if you only know them as the folks who made <em class='bbc'>Elite: Dangerous</em> and <em class='bbc'>Planet Coaster</em>. Frontier didn't really do too much in terms of post-release support for the 2013 <em class='bbc'>Zoo Tycoon</em>, although it was later rolled out onto Windows platforms with additional animals and even got a Steam release last year along with a lot of formerly-XBONE-orWin10-only items; the dev's representatives hint at the idea that Microsoft had a firm hand on the reins on that title and that was part of the reason why. Certainly, last year's <em class='bbc'>Jurassic World: Evolution</em> saw a substantial amount of post-release DLC TLC as well as regular updates and enhancements. The question is whether Frontier can build on the strengths of the latter (as well as avoiding the pitfalls of its weaknesses), while improving in virtually every way on the former.</p><p>&nbsp;</p><p>
<em class='bbc'>Zoo Tycoon</em> was a decent first effort. Parts of it are even rather fun. There were several major shortcomings. It sounded terrific--both the music and ambient noise/sound effects were spot-on. It looked . . . well, less-than-stellar. Animal models and environments were only fair, even allowing for the tech of the day. You had serious restrictions on your zoo layouts and certain animals could only be placed in what were essentially pre-built habitats that sucked a lot of the joy out of having them. Want a huge exhibit for your Nile monitors with a pond that has underwater viewing areas and some land spaces to hang out? Well, that's not going to happen. They'll be fine sitting on this little island here.</p><p>&nbsp;</p><p>
It could also be rather boring. There were stretches in the game where there was simply nothing to do but wait until you researched an item or had enough money to buy an animal. You had to unlock the sandbox mode, which is a situation I have mixed feelings about. Sometimes I like jumping into things without the hand-holding of a tutorial; while the later games seem to <em class='bbc'>really </em>benefit from the tutorial levels, this iteration in the genre really did not need one.</p><p>&nbsp;</p><p>
<em class='bbc'>JWE</em> improved on a lot of the issues with the 2013 game. First, it had dinosaurs, so, WIN! The dinos look and sound great, like the movie creatures, so watching one come out of the gate of the Hammond Research Center just never gets old. You have the freedom to create habitats of most any size and stock them with whatever you want, although most carnivores will <em class='bbc'>not </em>co-exist peacefully. A lot of what sells the game is the atmosphere, with <em class='bbc'>JW</em> actors (including the notorious Mr. Goldblum) providing color commentary. Personally I found that unlocking everything could be quite challenging, given that you often have to juggle conflicting priorities. One of the major flaws is the inability to see whether species are compatible or anything about their habitat requirements before you start hatching new specimens. When dealing with the more volatile critters, this can be a recipe for . . . well, large or sufficiently-aggressive animals can destroy fencing, and you remember what Goldblum said in <em class='bbc'>Jurassic Park</em> about the difference between a malfunction here and a malfunction at the Pirates of the Caribbean ride at Disneyland? Yeah, that happens--which is both great and screamingly unrealistic. I mean, think about it--six people get eaten at your dinosaur park and the worst consequence you get from that is that your visitor happiness numbers go down for a while? What kinds of flaws carried over or were introduced in <em class='bbc'>JWE</em>? There are still lulls in the action where you wait for things to happen, although there aren't quite as many. Unfortunately, one of the ways that Frontier cut down on that specific type of tedium is by introducing a new one: manually assigning rangers to fill food stations. The presence of "feeders" in the game seems superfluous on its face: predatory dinosaurs should, in theory, be able to hunt down game without this, and an even more absurd scenario is the herbivores who will ignore the lush vegetation all around them and starve to death unless you put a machine near them that spits out plant material at designated times. The islands aren't exactly free-form playgrounds, as you can only construct buildings and exhibits within prescribed areas. The gyrospheres, those cool-looking transparent plastic doodads introduced in the first <em class='bbc'>Jurassic World</em> movie, are terribly finicky; you have to lay track for them to follow (which is a little weird in itself) and if you're introducing them as a feature in a park that is already largely-complete, the pathing can be tricky, if not impossible. Power management can be a real chore in certain scenarios, and you do not want to experience a power loss in a park where a gaggle of electric fences is the only thing between your guests and an angry Indoraptor.</p><p>&nbsp;</p><p>
So how does the not-quite-complete version of <em class='bbc'>Planet Zoo</em> look? It looks pretty nice. The animals and environments look nice. The soundtrack is very reminiscent of one of the old Blue Fang games. I don't know exactly what "zoo sim" music is supposed to sound like--vaguely African or Caribbean? Whatever it is, Frontier seems to have nailed it. The tutorial level has the novice player completing the design and troubleshooting problems with the Goodwin House Zoo in Britain. The default control scheme is a bit wonky. Unlike its 2013 predecessor, which practically <span class='bbc_underline'>required</span> a controller (not surprising given its pedigree), this one doesn't even acknowledge their existence. Fair enough, it's a computer game--but the default scroll speeds with both mouse and keyboard controls are a bit ludicrous and not at all conducive to fine control. To be fair about this, I do <em class='bbc'>not</em> have a gaming mouse for my laptop, but that was never a problem in <em class='bbc'>JWE</em>. Here, though, clicking the middle mouse button and moving the mouse to rotate your view is oddly difficult to pull off--and this does not seem to be reconfigurable at this point (I tried). An unfortunate inheritance from the 2013 predecessor is the requirement to stick certain animals like the yellow anaconda into pre-built "exhibits"; so much for my grand plan to create a herps-only zoo. There seems to be a lot of clipping all the way round at this point. The height controls not only allow you to soar into the atmosphere, but they also allow to achieve the kind of subterranean depths only previously seen by the Mole People--this is not a good thing. Likewise, I saw numerous instances of mammals sticking tails into the ground and through brick walls in fits of pique. On the plus side, the toolkit does allow you to get creative with pathbuilding, so if you want to recreate that zoo that you built in <em class='bbc'>Zoo Tycoon 2</em> 10 years ago that was pretty much all habitat with teeny-tiny walkways for the annoying humans, er, guests, you can probably make that happen. Animals have a lot of naturalistic behaviors such as playing, resting, eating, and drinking. I haven't seen how Frontier has handled mating or defecating. I also haven't seen anything suggesting that if I put some zebras in an enclosure with some lions, I'll end up with some fat lions and some ex-zebras, so I don't know whether those kinds of behaviors are modelled here either. We know that the enclosures become damaged over time unless maintained in good repair, so does that mean escaped animals can and will attack guests like the dinos in <em class='bbc'>JWE</em>? I suppose time will tell (but I suspect not). I actually wish that more sims would let you be a dick like <em class='bbc'>The Sims</em>. If i want to build a zoo that's essentially a deathtrap for tourists in sandbox mode, then by gum I say, "Let me do it! Let me commit murder like the mastermind behind that <em class='bbc'>Cube</em> movie! Let my park be a warning to all interlopers never to cross my path! [insert maniacal laughter here]" Well, you take my point.</p><p>&nbsp;</p><p>
There are three modes showing in the beta, two of which were available to players: Tutorial/Campaign, and Franchise. Fixing up the Goodwin House is the first campaign mission and it's the only one that was available in the beta. The Franchise mode, I confess, I don't quite understand at this juncture. The premise seems to be that you use the game's two in-game currencies to build zoos in different places and trade animals with other players. Apparently beta players complained about this mode being online-only so Frontier is developing an offline version. The Sandbox mode was locked, which is possibly because it was simply a beta and not all of the pieces are supposed to be available or possibly because, in this game like previous ones, it's gated behind certain milestones in other game modes.</p><p>&nbsp;</p><p>
The beta shows a lot of promise as possibly being the best zoo sim to date. I hope this is true, but there isn't a massive amount of competition for the title at this point.</p>]]></description>
		<pubDate>Tue, 08 Oct 2019 18:43:00 +0000</pubDate>
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		<title><![CDATA[TomSharp808's Blog - My Top Picks For Nintendo Switch Games This Autumn]]></title>
		<link>https://www.cheapassgamer.com/blog/3995/entry-25501-my-top-picks-for-nintendo-switch-games-this-autumn/</link>
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		<description><![CDATA[<p><strong class='bbc'><span  style='font-size: 18px'><span  style='color: #ffffff'><span  style='font-family: Arial'><span  style='background-color: transparent'>Pokemon Sword/Shield</span></span></span></span></strong></p><p>&nbsp;</p><p><span  style='color: #ffffff'><span  style='font-size: 14px'><span  style='font-family: Arial'><span  style='background-color: transparent'>Release Date: 15/11/19</span></span></span></span></p><p>&nbsp;</p><p><span  style='font-size: 14px'><span  style='font-family: Arial'><span  style='background-color: transparent'><span  style='color: #ffffff'>Pokemon Silver was the first game that I ever owned and ever since then I have loved every installment that has been released. After the success of the recent Let’s Go Pikachu/Eevee I am very much looking forward to playing a brand new adventure in Pokemon Sword and Shield. A new generation of Pokemon will be introduced and they have already started to reveal some of these on their </span><a href='https://www.youtube.com/user/pokemon' class='bbc_url' title='External link' rel='nofollow external'><span  style='color: #ffffff'>Youtube channel</span></a><span  style='color: #ffffff'>. Alongside new Pokemon there is also a new region called Galar, and this will be great fun to explore. This will be the first new core game to be released on the Nintendo Switch so it will be very interesting to see where they take it with all the new features that are available to them. </span></span></span></span></p><p>&nbsp;</p><p><span  style='color: #ffffff'><span  style='font-size: 14px'><span rel='lightbox'><img class='bbc_img' src='https://www.imore.com/sites/imore.com/files/styles/w830/public/field/image/2019/02/pokemon-sword-and-shield-banner.jpg?itok=i_YBDshi' alt='Posted Image'  /></span></span></span></p><p>&nbsp;</p><p><span  style='font-size: 18px'><span  style='color: #ffffff'><span  style='font-family: Arial'><span  style='background-color: transparent'>Overwatch</span></span></span></span></p><p>&nbsp;</p><p><span  style='color: #ffffff'><span  style='font-size: 14px'><span  style='font-family: Arial'><span  style='background-color: transparent'>Release Date: 15/10/19</span></span></span></span></p><p>&nbsp;</p><p><span  style='color: #ffffff'><span  style='font-size: 14px'><span  style='font-family: Arial'><span  style='background-color: transparent'>Overwatch has been one of my favourite PC games for a while now and the prospect of being able to play it portable sounds great to me. Whilst I know it will not provide the full experience of what you get on a PC or console I am only a casual player so it will be fun to pick up and play on the go every now and then. The dev team have also implemented a new motion controls which allows you to use the joy cons much like the old Wii-mote, using one of them as an aiming tracker. I’m not entirely sure how this will work for people who have the Switch Lite however, as it may prove to be a big handicap for them not having access to the detachable Joy-Cons. </span></span></span></span></p><p>&nbsp;</p><p><span  style='color: #ffffff'><span  style='font-size: 14px'><span rel='lightbox'><img class='bbc_img' src='https://video-images.vice.com/articles/5d7034bc35cd4a000853387c/lede/1567634660847-OW-Switch-Header.jpeg?crop=1xw%3A1xh%3Bcenter%2Ccenter&resize=2000%3A*' alt='Posted Image'  /></span></span></span></p><p>&nbsp;</p><p><span  style='font-size: 18px'><span  style='color: #ffffff'><span  style='font-family: Arial'><span  style='background-color: transparent'>The Witcher 3: Wild Hunt</span></span></span></span></p><p>&nbsp;</p><p><span  style='color: #ffffff'><span  style='font-size: 14px'><span  style='font-family: Arial'><span  style='background-color: transparent'>Release Date: 15/10/19</span></span></span></span></p><p>&nbsp;</p><p><span  style='color: #ffffff'><span  style='font-size: 14px'><span  style='font-family: Arial'><span  style='background-color: transparent'>I don’t want to admit how many hours I have put into this game on my pc but it is safe to say that I am very excited for the release of this game in October. It will be great fun to start a new game and with all the dlc being included from the start it is likely that I will be playing this for a large amount of time. One thing I am looking forward to seeing is if they implement some new mechanics specifically for the switch. The combat is one of the stand out features of The Witcher and I would love it if there was some form of motion control introduced to it. </span></span></span></span><br /><span  style='color: #ffffff'><span  style='font-size: 14px'><span rel='lightbox'><img class='bbc_img' src='https://i.ytimg.com/vi/_KNiiuDowqA/maxresdefault.jpg' alt='Posted Image'  /></span></span></span></p><p>&nbsp;</p><p><span  style='font-size: 18px'><span  style='color: #ffffff'><span  style='font-family: Arial'><span  style='background-color: transparent'>Luigi’s Mansion 3</span></span></span></span></p><p>&nbsp;</p><p><span  style='color: #ffffff'><span  style='font-size: 14px'><span  style='font-family: Arial'><span  style='background-color: transparent'>Release Date: 31/10/19</span></span></span></span></p><p>&nbsp;</p><p><span  style='color: #ffffff'><span  style='font-size: 14px'><span  style='font-family: Arial'><span  style='background-color: transparent'>Luigi travels to a luxurious hotel with his friends but all is not what it seems as King Boo had set a trap to capture Mario. The latest installment of Luigi’s mansion looks like it will be one of the most fun games to play this year and it looks absolutely fantastic on the Nintendo Switch. Luigi now wields the ‘Poltergust G-00’ to tackle his enemies and it can even summon his counterpart ‘Gooigi’. This is what excites me most about the game as Gooigi can be played by a second player, meaning that it will be a great game to play if you have a friend over. There is also a multiplayer mode where up to 8 players can clear objective based challenges.</span></span></span></span></p><p>&nbsp;</p><p><span  style='color: #ffffff'><span  style='font-size: 14px'><span  style='font-family: Arial'><span  style='background-color: transparent'>If you would like to play any of these games then I would highly recommend getting a Nintendo Switch if you haven’t got one already. I would however purchase the original console over the Switch Lite as a lot of upcoming games seem to include motion controls. Motion control can only be used if you have detachable Joy-Cons and the Switch Lite does not have these so you would have to purchase separate Joy-Cons.. If you would like to know more about the differences between consoles then just have a look at this comparison. </span></span></span></span></p><p>&nbsp;</p><p><span  style='color: rgb(0,0,0)'><span  style='font-family: Arial'><span  style='font-size: 10px'><span  style='background-color: transparent'><span rel='lightbox'><img class='bbc_img' src='https://www.myfavouritevouchercodes.co.uk/sites/live/myfavouritevouchercodes/files/u10320/Switch%20Infographic%202.0.png' alt='Posted Image'  /></span></span></span></span></span><br /><a href='https://www.myfavouritevouchercodes.co.uk/blog/nintendo-switch-vs-switch-lite' class='bbc_url' title='External link' rel='nofollow external'>Image Source</a></p>]]></description>
		<pubDate>Thu, 26 Sep 2019 10:04:00 +0000</pubDate>
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		<title><![CDATA[warreni's Blog - Moral ambiguity in a world of assassins]]></title>
		<link>https://www.cheapassgamer.com/blog/3944/entry-25499-moral-ambiguity-in-a-world-of-assassins/</link>
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		<description><![CDATA[<p>I've been playing a lot of <em class='bbc'>Assassins Creed: Origins</em> lately, and I've run across something interesting. I haven't played an Assassins Creed game since <em class='bbc'>ACII</em> (and I only got about 75% of the way through that one). My recollection is that these are not games with lots of grey areas. The protagonist is the player-identification figure and it's largely assumed that the protagonist's goals are "good" and his enemies are "bad."</p><p>&nbsp;</p><p>
<strong class='bbc'>NOTE: This post will contain some substantial spoilers for the story of <em class='bbc'>AC:O</em>, so if you haven't played it, and you intend to, please do yourself a favor and stop here. </strong>You have been warned.</p><p>&nbsp;</p><p>
We learn Bayek's tragedy pretty early on, and, as befits this series, it involves a Conspiracy. This particular conspiracy has designs on control of Egypt, and they need Bayek for this purpose. To convince him to cooperate, they murder his son. Probably not the smartest way to go about this, in retrospect. Nonetheless, this is the beginning of Bayek's quest for revenge. He is presented with a group of five initial targets, leaders of this plot. He kills the first one at the start of the game. After the other four are slain, he believes that he has exacted his vengeance and ensured his son may rest in the afterlife. Then he discovers that there are more conspirators (of course).</p><p>&nbsp;</p><p>
In contrast to the first targets on his list, who seem only interested in power, the next ones are somewhat more complex figures.</p><p>&nbsp;</p><p>
If he tackles these in the order of difficulty, as the game intends, you start with the Scarab, later revealed to be a man called Taharqa. Taharqa is working to recruit settlers to the once-lost city of Letopolis. He intends to resurrect this fallen city and bring it prosperity and peace. The game intimates that his methods are brutal, and outright states that he has his henchmen torture and remove the tongue of his father-in-law for the crime of investigating his identity. Yet the game also introduces us (and Bayek) to his doting son and loving wife and has the player fight alongside Taharqa to defeat a plague of bandits in the area. Were it not for the pretty in-your-face example of the Scarab's vicious methods, he would seem like a noble figure.</p><p>&nbsp;</p><p>
Next, there is the Hyena, who Bayek discovers is a grieving mother. The game definitely takes a turn for the weird here, and I'm curious to see whether some of the ideas that are touched on here actually go anywhere; if it turns out that this is just some sort of bog-standard, "oh, look, there were ancient aliens in Egypt," I'll be pretty bummed. In any case, she is attempting a ritual to resurrect her dead daughter. It does involve some murder, but, uh, so does doing what Bayek does, and, even though he berates her for trying to do something that is "not for them," I couldn't help but wonder whether a man in his position might not consider doing exactly what she is doing if he harbored any suspicion that it might actually work.</p><p>&nbsp;</p><p>
Well, that's as far as I've gotten, but I'm curious to see what lies ahead.</p>]]></description>
		<pubDate>Sat, 10 Aug 2019 01:33:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.cheapassgamer.com/blog/3944/entry-25499-moral-ambiguity-in-a-world-of-assassins/</guid>
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		<title><![CDATA[gsdave's Blog - call of duty modern warfare]]></title>
		<link>https://www.cheapassgamer.com/blog/3993/entry-25498-call-of-duty-modern-warfare/</link>
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		<description><![CDATA[<p>i cant wait for it to be released. went to my local prestige store today, put $5 down and preordered my copy. also brought in some used games and am basically getting it for free after trade ins. AND i'll get to play it on launch day while my friends and still waiting for their copies to be delivered in the mail from amazon. thank you, gs.</p><p>&nbsp;</p><p>
who else is excited for this game?</p>]]></description>
		<pubDate>Sat, 03 Aug 2019 15:40:36 +0000</pubDate>
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		<title><![CDATA[Josh's blog - First trailer for my new monster-catching game is up]]></title>
		<link>https://www.cheapassgamer.com/blog/2243/entry-25496-first-trailer-for-my-new-monster-catching-game-is-up/</link>
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		<description><![CDATA[<p>This is Eternal Exodus, a 2D monster-catching RPG that's heavily inspired by the Shin Megami Tensei series.  Catch demons, fuse them together, etc.  Craft some items for your demons, play some minigames, take on sidequests...</p><p>&nbsp;</p><p>
The story takes place in the Afterlife, a world that raises more questions about the existence of man than it does answers.  But the answers are out there for the taking.  Catch and fuse 150 unique demons as you journey to conquer Hell itself.</p><p>&nbsp;</p><p>
Slated for release on PS4 and Steam, and <strong class='bbc'>hopefully</strong> Switch and Xbox One.  Price point will probably be $14.99.  </p><p>&nbsp;</p><p>
The game will be out sometime next year, but it's currently in <a href='https://steamcommunity.com/games/1009410/announcements/detail/1635280087726941541' class='bbc_url' title='External link' rel='nofollow external'>open beta</a> if you want to play [the beginning of] it early and offer any feedback to help make it the best game it can be.  Everyone who participates get a free, permanent Steam key.</p><p>&nbsp;</p><p>
<iframe id="ytplayer" class="EmbeddedVideo" type="text/html" width="640" height="390" src="https://youtube.com/embed/yyRrFSTy54w?html5=1&fs=1" frameborder="0" allowfullscreen webkitallowfullscreen /></iframe></p>]]></description>
		<pubDate>Sun, 21 Jul 2019 23:55:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.cheapassgamer.com/blog/2243/entry-25496-first-trailer-for-my-new-monster-catching-game-is-up/</guid>
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		<title><![CDATA[warreni's Blog - Tyranny is good but it could be better]]></title>
		<link>https://www.cheapassgamer.com/blog/3944/entry-25495-tyranny-is-good-but-it-could-be-better/</link>
		<category></category>
		<description><![CDATA[<p>I finished my first and probably only playthrough of <em class='bbc'>Tyranny </em>today. It's a different kind of Obsidian RPG, and not just because of its premise that you're playing an enforcer for the bad guy who's enslaved most of a civilized world. It's different because it's oddly linear. The game starts with an opening sequence where you make decisions about how recent world events have transpired and what role your PC had in shaping them (this is optional and known as "the conquest"). This will have mostly fairly subtle consequences later. Character creation and archetypes are fairly standard for the isometric RPG subgenre--you have primary stats, secondary stats, skills, and talents. Levelling up gives you a point to put in a primary stat (these go from 8-21) and a point to allocate to a talent tree.</p><p>&nbsp;</p><p>
<em class='bbc'>Tyranny </em>does have a few unique--or at least unusual--systems, though. The first of these is the "combo ability." Your Fatebinder (don't look at me, that's what the game calls you) can use special attacks that he or she unleashes in concert with a specific party companion. These can only be used once per rest and they're frequently quite powerful. The second is its complex magic system. To cast spells, your character must have spell slots available (even non-mages have two) and a Lore skill rating that exceeds the spell's rating. Spells are created by combining a group of sigils, which are classified into four categories: core, accent, expression, and enhancement. Confused yet? Well, it's actually fairly simple to create spells that range from the equivalent of AD&D's cantrips to the equivalent of Meteor Storm or Earthquake spells by combining sigils in particular ways. I've spent almost 50 hours playing <em class='bbc'>Tyranny </em>and I still haven't decided whether I love or hate this system. It's pretty easy for you to go through most of the game without ever having used many of the core sigils (your basic effects--healing, fire, frost, lightning, et cetera) by virtue of the fact that you either a) haven't followed the right conversation tree with the right companion or b) haven't found the one or two merchants in the world who sells that particular sigil. Many of the more powerful expression or accent sigils are likewise not easy to obtain. Is it better than <em class='bbc'>PoE II</em> where you have to give your mage character the right spellbook that you can't actually modify in any way? Yes. Is it more entertaining than just levelling up and picking spells from a pre-generated list? Yes. Is it annoying because your powerful archmage can get stuck casting a limited range of medium-strength spells because he/she never got the right sigils? Oh, yes.</p><p>&nbsp;</p><p>
Obsidian usually gets the world-building right, whatever else you may say about it, and this game is really not an exception. Your world of Terratus is being ruled by the iron fist of Kyros the Overlord, and you are a sort of travelling judge in the employ of one of his key emissaries, the Archon of Justice. Your position grants you broad but still limited authority in these lands, and your objective is to unify (one way or another) two of the warring factions representing her rule in order to bring the Tiers fully under her control. As a Fatebinder, you can choose to ally yourself with one of the two aforementioned factions or with the rebels fighting a waning resistance against Kyros. You will meet a number of interesting companions along the way, although your interactions outside of combat will be somewhat limited. Only three of your companions have any meaningful questlines of their own, and one mostly involves running around some catacombs looking for ancient graffiti. Quests were another issue in the game, not because there was a problem with the quest design, but because there were surprisingly few side-quests in this game when compared to similar games, which always tends to make for a more linear experience.</p><p>&nbsp;</p><p>
The isometric graphics are what you've come to expect, and the voice-acting is top-notch, so why does this game feel so rushed? It has a typical three-act setup in which each act closes with some major, world-changing action taken by your PC and his/her crew. The third act feels rushed and is essentially a sequence of boss battles. The game ends with a slide show, which is not all that unusual for this kind of game, but it's a really LOOONG slide show, in no small measure because the game appears to be not so much assessing an overall impact of your actions on the world as much as it is preparing a slide to address each and every single decision that you've made in the game. To provide a single example, at the end of my game, I had a certain amount of loyalty (+) with NPC Barik and a certain amount of fear (-) with the same NPC; seemingly as a result of this, the game presented two different slides regarding Barik's actions after the end of the game that contradicted one another to a certain extent.</p><p>&nbsp;</p><p>
Is <em class='bbc'>Tyranny </em>worth playing? Yes, but it's a <em class='bbc'>good </em>RPG not a <em class='bbc'>great </em>one.</p>]]></description>
		<pubDate>Sat, 13 Jul 2019 05:02:00 +0000</pubDate>
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		<title>Time Paradox! - Videos for the week of 4/2</title>
		<link>https://www.cheapassgamer.com/blog/27/entry-25493-videos-for-the-week-of-42/</link>
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		<description><![CDATA[<p>We had some nice streams this past week, so here are the archives. Feel free to follow us on <a href='https://www.twitch.tv/smashpad' class='bbc_url' title='External link' rel='nofollow external'>Twitch</a> if you enjoy the streams. Thanks!</p><p>&nbsp;</p><p>The Surge (A Walk in the Park DLC)<br /><iframe id="ytplayer" class="EmbeddedVideo" type="text/html" width="640" height="390" src="https://youtube.com/embed/vMrE0D4uEd8?html5=1&fs=1" frameborder="0" allowfullscreen webkitallowfullscreen /></iframe></p><p>&nbsp;</p><p>Toki Tori 2+<br /><iframe id="ytplayer" class="EmbeddedVideo" type="text/html" width="640" height="390" src="https://youtube.com/embed/FVKoITssfVU?html5=1&fs=1" frameborder="0" allowfullscreen webkitallowfullscreen /></iframe></p><p>&nbsp;</p><p>Hitman 2 Elusive Target & Enter the Gungeon (36 mins in)<br /><iframe id="ytplayer" class="EmbeddedVideo" type="text/html" width="640" height="390" src="https://youtube.com/embed/g_pSuj_-3ak?html5=1&fs=1" frameborder="0" allowfullscreen webkitallowfullscreen /></iframe></p><p>&nbsp;</p><p>Kingdom Two Crowns<br /><iframe id="ytplayer" class="EmbeddedVideo" type="text/html" width="640" height="390" src="https://youtube.com/embed/AVyEG9M1-Fo?html5=1&fs=1" frameborder="0" allowfullscreen webkitallowfullscreen /></iframe></p>]]></description>
		<pubDate>Fri, 12 Apr 2019 02:32:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.cheapassgamer.com/blog/27/entry-25493-videos-for-the-week-of-42/</guid>
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