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Operation BSU likes to provide all the training that you'll need to survive the zombie apocalypse.

And you will survive if you follow our educational regimen.

This man is clearly on-board.

(+Ed TheTHWguy is doing his part by providing All Things Zombie (http://www.twohourwargames.com/all-things-zombie.html). Do your part. Pick it up.)
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Alexander Williams
owner

Video Games  - 
 
Hurray, Castle Story developers Sauropod Studio have released a new video podcast with the development of the game and where it's going – and that place is decimated level of detail meshes based on range to the camera, which is going to enable an entirely new scope of islands to be explored and built on.

Which makes me happy, because I love Castle Story, and I can't wait for it to get a little bit further along in terms of development so that I can do some broader, larger construction ideas. There's nothing like having your own army of un-sleeping slaves struggling to build pyramids constructed of pure insanity and devoted to nothing but the worship of your might.

I have needs.
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If you're going to put your game in space, there is one song you must use, and Borderlands: The Pre-Sequel knows that.

It's The Final Countdown.

I get the horrible feeling I'm going to be singing this song as much as I was No Rest for the Wicked. As if I weren't already.
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The Kickstarter for Human Resources is still going strong and they have just released a directors commentary for their Kickstarter trailer.

If you haven't seen this yet, you owe it to yourself to sit down and listen carefully to how the designers envision the game to play. This isn't the kind of insight that you get into the early stages of most games, so it's very impressive that they are willing to come out and get us interested by effectively telling us what got them interested in doing the idea.

Me, I'm really excited by the idea of asymmetrical forces, because that can lead to all sorts of interesting interplay – especially in multiplayer games where you might have multiple factions cooperating on a side. Does it make sense in this context to have two factions (or more) cooperating? Hell no. Do we care? Hell no. I get the feeling that these guys are way more interested in having fun than making sense, so I have some level of assurance that they won't care either.

Given that their motif is "apocalypses," I would be extremely surprised if "zombie Apocalypse" wasn't one of their factions, probably with a collection resource mechanism of infection and more focus on building up sheer numbers of tiny units rather than single big fighting units. That could be a really interesting conflict to watch play out in an RTS with this kind of scale. That's one of my hopes, anyway.

Needless to say, I have – as I indicated before – already gotten into the Kickstarter for this one, and I encourage all of you to do so as well.
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I dare say The Flash gets a big multi-tentacles up from me. It's refreshing to see a hero who's not angsting about suddenly having powers, who has an earnest desire to help people, and who is literally doing the best they can to cope, accept, and doing a pretty successful job of it.

I'm all for dark, gritty anti-heroism, but at least let me get to watch some folks who are successful at being people. The pilot of The Flash seems to do that.
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Alexander Williams
owner

Video Games  - 
 
After a successful early Kickstarter, Door Kickers is ready for release on October 12th!

These guys have been solid supporters of their community over the last year, and the game is all the better for it. Mod tools, tight gameplay, and some genuinely nice people involved. If you haven't picked up a copy yet, go ahead. $15 on Steam (http://store.steampowered.com/app/248610/), right now. PC, Mac, and Linux.

Go rescue some hostages and put bullets in the faces of some really bad dudes. Are you a bad enough dude?
  Door Kickers, the innovative SWAT command game that makes you feel smarter when drawing assault plans and getting your troopers killed, now heads out of Early Access.   After 1.5 years ...
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Micro-review of Dawn of the Planet of the Apes:

Beautiful effects, emotionally taut, but did we really need another 2hr movie where every major conflict really could have been solved with a 6 minute conversation where you have a momentary revelation of intent and context?

Every. Single. One.

At a certain point, you just want to see every member of both species die except Maurice, who is always cool.
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Alexander Williams
owner

Video Games  - 
 
The Indie Gala Epics Bundle has succeeded in doing something that hasn't been done in a long time – they've earned an anti-recommendation from me.

That's right, they have motivated me to put their product in front of you and say, "whatever you do, do not put money down for this." And I'll tell you why, because that's half of the fond of telling you why you should absolutely, positively, without question stay the fuck away from this as far and as hard as you can.

It's simple really: their first 24 hours special price? $28.95. That's right, an indie games bundle made up of Early Access games going for a "sale price" of more than $25. This is incredibly stupid. This is the kind of stupid that you only find once in a while, the kind you have to hold up in front of other people and say, "goddamn, look at this stupid."

You would have to be an absolute goddamn idiot and fool to give them this much for so little.

You have been justly warned.

https://www.indiegala.com/epics
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Goddamn.  Look at this stupid. 
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Alexander Williams
owner

Video Games  - 
 
Human Resources. Giant Lovecraftian tentacle monsters versus the out of control robot hordes, all with the aim of consuming humans for power? Build on the Planetary Annihilation engine?

Yes, please!

Look, I think the world has been getting a little crazy, catering to my tastes in media. This is stupidly on target for me.

https://www.kickstarter.com/projects/659943965/human-resources-an-apocalyptic-rts-game
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THW just released Warrior Heroes – Warbands, the effectively squad level fantasy RPG/tabletop wargame expansion to the Warrior Heroes line.

What does that mean for you? Well, while Warrior Heroes – Legends is effectively old-school D&D with dungeon crawling, spell-hurling, questing for loot, and generally being a murder hobo, and Rally 'Round the King is at the scale of DBM, commanding vast armies, cavalry charges, and full-scale international warfare, Warrior Heroes – Warbands is about small unit operations, Viking raiding, taking prisoners, and – if I may make another old-school RPG reference – all the stuff that happened in Chainmail and AD&D when you hit 18th level and above. Oh yes, and the drive and quest to be king yourself.

Or queen. We don't judge here.

Frankly, I'm just glad to see THW developing the WH line a bit further, because there just aren't enough fantasy games which have true scope. Also games I don't have to be GM. These are good things.
 
Warrior Heroes - Warbands Now on Sale!
Warrior Heroes - Warbands  Warrior Heroes - Legends is a RPG style game, where
players lead a small band of characters, in search of Fame and Fortune in
dungeons and cities across the world of Talomir. Rally Round the Kings is our big battle, army based gam...
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About this community

Operation BSU - the most psychically penetrating group of provocateurs, media demagogues, fascinating individuals, and hard-core journalists to be found on or above the surface of the Earth. True multimedia entertainment.
The Satellite of Hate

Alexander Williams
owner

Wargames  - 
 
Just in time for the movie reference, we have Hell Hath No Fury, a cut down, focused version of the Two-Hour Wargames' Nuts! World War II mechanics, specifically focused on tank-to-tank combat.

Given that tanks really were not something that received a lot of focus in previous Nuts books and gameplay, which is a bit of a shame because Nuts! manages tanks as multi-character-inhabited vehicles. If the tank has a crew, that is an independent crew, with tank commander, driver, gunner, and loader represented as different characters.

That means that Hell Hath No Fury is a great setup if you've ever wanted to do a set of player characters who are all members of the same vehicle crew. Combined with the infantry-focused scenarios in the original Nuts! book, alongside the Coffee and Cigarettes RPG-focus section in the latest version, you can get a lot of almost traditional style RPG character development without a GM, and often playing alone – which sounds like a crazy idea, but let's be honest. For a lot of us, playing alone or playing with one other person is our most accessible play experience. More games supporting that style means more gameplay.
 
Hell Hath No Fury - Tank on Tank Combat now on sale!
Now on sale! Hell Hath No Fury - Tank to Tank Combat What:  Tank specific wargame/RPG rules for World War II.  Scale:  Tank on tank combat. 1 model/figure equals 1 vehicle. Your Role:  Players can command from one tank up to a company of tanks. Playability:...
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Alexander Williams
owner

Wargames  - 
 
It's been a while since we've had an All Things Zombie: Final Fate Out expansion, but Halloween brings out the best in everyone, especially the best zombie apocalypse game available on the planet. Tales of Dread updates the FFO edition mechanics to be slightly more compatible with the latest version of Chain Reaction, Two-Hour Wargames' house system, adds new mechanics for an expanded range of zeds, and includes 13 standalone encounters (of which we'll talk more about shortly).

If I were to sum up what TOD brings to the table for your ATZ games, I would have to say that – aside from updating a few important mechanical bits – what it does is bring support for a different style of play, one inspired less by survival zombie horror movies and more inspired by video games, in particular some of our favorites: Killing Floor, Left 4 Dead, and Dead Rising – focusing more on setting traps and using distraction in a tighter tactical focus than a broader more strategic battlefield. This comes across not only in your new loot tables but in the much expanded list of available zombie types, most of which will be familiar if you played any of the aforementioned games.

On top of all that, you get the mechanics for running encounters in scenarios where the protagonists/PCs/player-controlled-characters are zombies themselves, which frankly lifts inspiration almost directly from L4D and its four versus four, humans versus zombies combat experience. While this is useful for one-off scenario play, I can't see it being particularly important for anyone who wants to run a campaign or even an extended series with ongoing characters.

That brings us to the 13 Encounters that make up the second half of the book, most of which lift horror tropes from across the gamut of video games and movies. Most of them change the interpretation of the traditional THW nine-sector map from an extremely reified representation of battlefield terrain to something more abstract, in one case effectively a single winding hallway with rooms to either side through which the characters must go as if running a gauntlet, in another an equally abstracted mansion from which the PCs are fleeing psychotic cannibalistic people dressed as dolls, and in a third a long bridge onto which zeds are climbing from the sides. Each of the Encounters has their own map, some special instructions which determine where characters are placed and where potential enemy forces come from. All of them have special directions which create a specific ambience and most of them have unique objectives.

If most of your ATZ gaming is done as one-offs or you're looking for inspiration for scenarios to run between major events in your current gaming, TOD is going to be extremely useful for you. If you're looking to bring the FFO mechanics up to the most recent and add some more options, TOD is going to be absolutely essential thanks to the combination of rules updates and expansion in the types and behaviors of zeds. This might be the book that you want to pick up second if you're just getting into ATZ, unless you are specifically looking to expand your game into your characters establishing and holding a homebase, in which case you will definitely want to pick up Haven first, and then TOD.

The next time I look to run ATZ at a convention – which is always one of my biggest games of the year, anywhere I take it, any time I take it – I'm going to reach for Tales of Dread and my first consideration will be whether or not one of these scenarios is going to be usable straight out of the book, because odds are extremely high that one of them will be. That's a pretty high praise.

Tales of Dread is available on the Two-Hour Wargames website for $14 in PDF, slightly more if you would like the printed and pleasantly comb-bound version.
 
Tales of Dread - Now on sale!
You’ve played All Things Zombie Final Fade Out before. Maybe you’re looking for something new? That’s why you’re looking at this supplement. You’re used to Zeds; maybe you’ve faced Ragers, and or even a Smarty or two. But now get ready for something a littl...
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I know I'm supposed to be impressed by Star Citizen and the sheer stupid amounts of money being thrown at it, but every time I actually see it and actually see what the developers intend for it I have horrible brain cramps.

For example: let's just start with the landing sequence that starts about 3:20 into this video. What kind of an idiot makes the landing approach for their starport wind through multiple turns in a major industrial/residential area? How can this possibly go wrong? In fact, who puts their starport buried as deeply as possible inside the superstructure of their city? Wouldn't he be more sensible to put it out on the edge of the settled area, just in case there is a horrible, vastly radioactive accident? If the city grew up around the starport, isn't that a pretty good reason to build one much further from the city, with the original one used only for light traffic, not for ships dropping straight down from orbit? Maybe it would've just been smarter to start with that first starport in an area you didn't want to build your city, and spend all the money that you would save from the first five years of industrial accidents not happening as ships plow into your skyscrapers and catwalks to build a cargo rail transport between the spaceport and local distribution centers.

This feels a little bit like kicking the Harry Potter novels in the dick for having absolutely incoherent understanding of economics, but this is the sort of thing that really gets up my ass. It's one thing to have "that one thing" that makes your setting different from reality – in the case of Star Citizen, as in the case of my science fiction, it's faster than light travel, and energy shields, and extremely high density power supplies and never mind – but when you start throwing common sense right out the window, verisimilitude is the thing that will save you from going out the window with it right into the trash pile.

I kind of feel sorry for people who have spent hundreds of dollars or more on this game already for what amounts to a very detailed ship model that they can tinker with. One day, perhaps even one day this decade, we'll see Star Citizen achieve the basic functionality of Elite. No, not Elite: Dangerous, original Elite. Until that happens I will remain more than slightly sceptical, as is just and reasonable.
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Space Engineers has followed through on Patchmas again!

This week, we get the ability to control turrets remotely – which looks like just an extension of the ongoing development for nonlocal control, probably leading into more automation features either next week or the following week – as well as the ability to place new asteroids in creative mode, which is going to help a lot of people get more mileage out of their Survival maps.

Really, it's kind of a slow week, but once in a while you need a little slower pace for things which set up for larger plays in the future. (I'm still waiting for my in-game scriptable programming.)

Making things a little spicier, Space Engineers is free to play all weekend! And on sale at 40% off, making it very possible for you to buy into one of the best construction games since Minecraft for roughly $12. Sadly, it is still Windows only, so you fine Mac folks will have to run some sort of emulator if you would like to get in on the deep space loving.

Hint: you want to get in on the deep space loving.
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Alexander Williams
owner

Video Games  - 
 
It's obvious that the guys at Tripwire developing Killing Floor 2 have slithered into my brain and dug out exactly what I want more of.

Huge, vast, bloody gore-fest!

Which means we'll need to buy this one up fast before the public outrage from the ponces drags it away from us.

This is beautiful, beautiful dismemberment.
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Alexander Williams
owner

Video Games  - 
 
Limit Theory has a really huge video update this month, showing off big sections of the improved UI, things about the way that the AI is evolving and developing, and generally just insight – serious insights – and what has been going on in terms of building the game over the last couple of months.

If you haven't been following the development of LT, and by that I mean if you weren't one of the Kickstarter backers like myself who made a conscious decision between Elite: Dangerous, Star Citizen, and LT, deciding to go with the one-man-band developer which was guaranteed to throw out something new and unique – well, there you go. The way that Josh has been keeping everyone in the loop every month, and if you follow the forums every day (literally: every day), is both fantastic from the point of view of being an informed consumer and a rarely opened window into how something this sprawling, this ambitious, and this interesting actually happens.

At this point, I kind of miss the obsession with a node-based interface, but I understand why things may have needed to be pulled back a little bit. I'm a sucker for radial menus, so at least I have that. The exploration mechanics based on a scanner which literally gives you overlapping frequency distributions is wonderful, and I can't wait for the introduction of things which can be distinguished from one another by the way that their waveform changes over time. To me, that's going to be one of the favorite tools to play with.

I'm really looking forward to getting my hands on Limit Theory itself when Josh finds that it's ready. Procedurally generated ships, procedurally generated stations, procedurally generated colonies, procedurally generated systems – I want to get in there, get dirty, and start putting together my capital ship to rampage around and be a complete imbecile.

Between this and Flagship (http://flagshipgame.com/) , I think the things that I'm interested in inside the genre of space games are looking pretty good.
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Alexander Williams
owner

Movies & TV  - 
 
Don't Hug Me, I'm Scared had a Kickstarter run and fully funded to make four more episodes in the series.

I'm not sure if this is the most wonderful or the most horrible thing that I've ever heard. There is an argument to be made either way. If you've never seen Don't Hug Me, I'm Scared, you've missed out on one of the most formative experiences available to you as a sentient being.

In fact, let me help you out.

Don't Hug me I'm Scared

There you go. Now, there's already a sequel and that looks like this:

Don't Hug Me I'm Scared 2 - TIME

Once you've recovered from both of those, now realize that DHMIS is going to get four more episodes, the next of which should be posted sometime in October to YouTube.

Your mind is not ready.
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Alexander Williams
owner

Video Games  - 
 
Speaking of giant monster combat, Bundle Stars has a new bundle available right now called Evolution. Within you'll find a bunch of early access games, most of which are Windows only, but most of them involve some sort of horrific alien horror.

In Colossal Kaiju Combat, you'll get to be the alien horror, colossal, and engage in combat – because it's essentially a 3-D arena brawler, mildly reminiscent of Godzilla: Destroy All Monsters Melee. Definitely early access, definitely early development, but if you watch the video for it you'll be reassured that they are perfectly aware of all these facts.

Also in the bundle is Freaking Meatbags, a game about being a robot with a terrible job – protecting humanity. Of course, you protect them by merging their DNA with alien DNA and creating strange, hybrid creatures to survive attacks. The sense of humor is high with this one, which is one of the better motivations for playing anything.

Also, there are some other games but they're nowhere near as interesting.

Currently going for $3.49, if you're looking for some early access games to enjoy – and Freaking Meatbags is quite possibly the best of this lot by a wide margin – then you're looking at a pretty good bundle right here.
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This week's Space Engineers Patchmas brings in a huge piece of the future development direction -- which is completely useless to me and my preferred play style as Survival Only.

Still, the addition of Blueprints as first-class entities that can be passed around up and down between Steamworks and online players is a huge thing for folks really getting into that construction architecture Creative Mode thing, and lays the groundwork for building things like Shipyards and the like for Survival players, where we construct an original bit in a modeling space and then feed it into a construction dock or whatnot for construction.

However, that said, this is going to make the fact that the blueprints, mods and such are stored under %appdata% on Windows boxes, and thus on the system disk not next to the program under Program Files in Steam, extra hideous. The sheer number of ship and ship parts that I can see accumulating will be -- quite heavy. That's going to be particularly bad for folks like myself who use an SSD for their system disks with limited space by comparison to their terabyte storage for applications.
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Alexander Williams
owner

Video Games  - 
 
Indie Ammo Box is running the best sale on a game I've spoken of before, Door Kickers, that you're going to find. That's $12 for a tactical, top-down, objective-driven game where you equip and command your squad of SWAT/military operatives as they work at clearing urban environments of violent threats, free hostages, disable bombs, and generally be complete bad asses.

It's a surprisingly good game with quite a lot of depth, and you can have it for 20% off.

As always of late when I talk about new games, we have to talk about what platforms that it runs on. In this case: Linux, Mac, and Windows.

That's one of the best things about the indie development side of the game field – there's a lot more growth in non-Windows game design over there than there is in the mainstream of AAA titles.

I'm not sure how Indie Ammo Box managed to slip under my radar, however, as they are definitely one of the indie storefronts that I would love to support more often. From their main page:

20% of store proceeds directly support Operation Supply Drop, a 501(c)(3) organization with the mission to provide a community connection to troops the video games and digital entertainment.

As positive social moves go, I think this is one that I actually get to support.

I'll have to go digging around to see if they also are involved with digital distribution of RPGs and tabletop wargames, because that would seem an obvious and worthwhile combination.

http://www.indieammobox.com/game-store?order=bestseller
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