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Tycho

Page Five of Automata is here, followed by the final page (which we’re thinking of calling “Page Six”) on Monday.

Automata has a physical effect on me, like a premonition of danger, and even though I would describe the sensations as fundamentally unpleasant I have begun to crave them.  In the life we have constructed, there is very, very little room for things like Carl Swangee, Detective Regal, or The Lookouts.  I’m only thirty-three, though.  And we won’t always have this life.

We were pleasantly surprised by the Batman: Arkham Asylum demo!  I have helpfully included an exclamation point there to emphasize the full extent of our surprise.  I’ve absorbed the marketing salvo for this title in its entirety, but extrapolating from such materials is a dubious affair, augury at best.

(To retain that metaphor, it’s not terribly incorrect to think of screens and video out of context as the entrails of a game, and our poking and prodding thereof as a kind of haruspicy.  I included that word - and this entire section - to annoy Gabriel.  Everyone else is free to go.)

Demo length is something that is starting to get a little out of control, or perhaps I should say that it is controlled too much, in that there’s almost no demo present these days.  When I download a gigabyte of data, I’m looking for something more than what they’ve offered here.  They introduce two strong concepts in the demo: smooth combat versus multiple opponents, and a kind of stealth game where you “hunt” a room from the shadows.  At the end of the demo, they imply combat against a single opponent, but having experience with the other systems, I’m having a hard time imagining one-on-one combat as being a position of strength for them, and the demo ends at the very moment you could find out.

Optimally, a demo shows me how they are able to synthesize the concepts they present.  The PC demo for Arkham Asylum is two Goddamned gigs, and I assume it delivers the same meager scraps.  For someone as ravenous as I was, devouring every piece of existing content, maybe this fro-yo sample spoon is sufficient to inspire a purchase.  For anyone else, I might wonder what they were afraid to show.

The first episode of Tales of Monkey Island is fucking sweet, and that’s about as robust as I’m interested in being.  Brenna attended a parenting class where she was told that watching moving pictures “gave” kids ADD, so to this point a huge swath of what I get up to on a given day has been partitioned away from his experience.  Not Tales, though.  In the same way I might offer an illicit, unsanctioned treat - every father’s prerogative - my heir sits on my knee while we manage the challenges before us.

“Why is his name Guybrush?”  he inquired.  “He’s not a brush.”

“Indeed, my son,” I replied.  “This is one of life’s great mysteries.”

(CW)TB out.

i know that you’d be proud

Gabe

After I posted about my last D&D game, I received a lot of requests for my free fall combat rules.


Here are the rules I put together. I used a combination of underwater combat and flying combat rules, along with some of my own ideas.

Free Fall Combat


The rules of fighting in free fall stress abstraction,fun and simplicity over simulation. 

Fighting while in free fall is tricky business.  Characters can steer themselves around while maintaining the same fall speed. Characters can also point themselves down and dive faster than their fall speed or spread their arms (and cloak) to slow their descent. 

-Characters must make an athletics check (DC 20) in order to move in any direction while in free fall. 

Success: You may move horizontally at your speed, or you may move vertically to any space adjacent to the space directly above or below you. 

Fail by 4 or less: You may move horizontally at one-half your speed.

Fail by 5 or more: stay where you are and lose the rest of your move action.

determining range against creatures above or below you

Look at the distance between the two creatures as if they were on the same elevation, counting squares as normal. Then count the difference between their elevations (each level of the free fall space is separated by 4 square, or 20ft). Use the higher number to determine distance.

As I mentioned before, I used monsters that could fly around and navigate the levels easily. I also had the players fall through a cinder storm once per round. They could avoid this damage by getting themselves on top of one of the pieces of falling rubble. 

Also thank you for all the mail about Automata. Honestly I was very nervous about Automata winning the voting. The style was difficult for me and the idea of five more pages of it was a bit scary. I feel like I’ve got the hang of it now though and I can even imagine a world were we have the time to make a proper graphic novel. 

I can’t thank you guys enough for letting me do this as my job. Tycho mentioned it before, but the fact that you will stick by us while we go off on these tangents and explore stuff like Automata is really incredible. 

-Gabe out

 

Tycho

We did a six page Tekken piece, one that begins like this, and then - if you can believe it - becomes even more ridiculous.

(CW)TB

 

Tycho

After we expressed some enthusiasm for the show recently, the people behind 1 vs 100 Live asked us if we wanted to come on there and co-host - and we did not deny them.  I’m about to jump in the car and head over there, and it seemed like a reminder might be in order.  The show starts at seven o’clock tonight, Pacific Standard Time.

(CW)TB