Showing posts with label geek out. Show all posts
Showing posts with label geek out. Show all posts

Wednesday, July 30, 2014

Unturned - Speed Review of the DayZ / Minecraft game.


I played Unturned for the first time last night, and I have to say, for a game that comprises of the most basic of graphics, it is an excellent and fun game. Taking elements of DayZ, where you start with nothing and have to scrounge everything to survive against the zombie hordes and remain 'unturned', and elements from Minecraft - the styling and crafting, it is a very interesting and rather intense game, at times. The impact and effectiveness of the game was immediate, and it was very simple to play, and better than it's appearance conveys.

Here is how my first few lives went:
My first life I walked into a town, and was promptly zombified in the back of a shop when it turned out that not only can these zombies run indoors, they are also a little faster than you and miss a LOT less than in DayZ... They also hit a LOT harder.

My second life lasted a little longer. I even got a rifle. I ended up being flanked by an un noticed zombie whilst hunting a deer, and was hit from behind for my last 10% health.

My third life seen me accrue a good inventory of weapons, start using the crafting system and the built in XP sytem to upgrade my attributes to better survive and combat the undead hordes. I then went ahead and assaulted the local military base, mowing down zombies left and right with a stolen car, gearing up, grabbing a Hum-Vee and spiriting away into the sunset.

FUN!
I have thus far only played single player. It is a tough little game, but is very thrilling... and gore filled! Let's just say a shotgunned zombie will paint the internal walls of a building liberally.

The game includes a few systems that work well, including crafting (Hang onto that last bullet because you will want to refill the clip using the crafting system!), and experience points. Feel like going on a Katana wielding zombie Murder spree? Go for it - you will get XP to spend on swinging that bad boy better! Whilst lives tend to be somewhat atomicised - when you die you lose everything, you still regain some of your skills that you have invested, and your corpse will litter the landscape somewhere to recover some of your equipment.

Recommended!
My suggestion: Get your asses on Steam and get this game downloaded and try it out. It is Free to Play (At least at the moment) -- I will be commencing a short series let's play shortly to see how well I do in this game before I look to hitting up a server with other players.

Wednesday, February 5, 2014

Flappy Bird. The Avian rage inducer!

Long time no post folks... thought I would come talk a bit about...



Yes, it's that new hit sensation: Flappy Bird, also known as: Mario Bird - probably due to all the goddamn pipes!

This little game is as simple as simple gets. The graphics are cartoony and pixelated, and remind me very much of Tiny Tower, another game that can be quite addictive. This game however has a crux... it is tough as balls!

Well, actually, it is NOT hard to play, but it requires lots of concentration and any tiny mistakes result in a bird pancake and a great big GAME OVER sign in your face. I first heard about it on the 31st of January by one person raging about the difficulty of it on Facebook. The 1st of Feb seen a half a dozen more people putting up pics of their 'epic 7 point score'! and various other rants. Yes, this game can be that tough. I myself have managed to break the 40 point barrier about 4 times, with the following snap being my highest score to date...


Yeah... I think I got this score whilst sat in a gridlocked traffic jam for 30 minutes, how many times I seen this game over screen is inconceivable!
(Click it... go on, you know you want to!!)

Anyway, this game was released almost a year ago by Vietnam based developer: Nyugen Ha Dong. You control a small bird that flaps its wings with each tap, halting any descent and propelling it in a consistent and predictable arc up into the air then back down. Your task is to Oscillate this little avian clutz through a randomly  generated sequence of Mario-Pipes. Hit one and it is game over. Supposedly there are multiple levels and difficulties, but I have not seen any way to choose to change anything, and have clearly not advanced far enough through the game to unlock anything. It is challenging, it is entertaining, frustrating and is probably one of the most Viral games I have seen.

What made this go Viral? It has been around for the best part of a year now. It may seem obvious, but with the release date on the Android Apps store of the 30th of January - I think this is what got the ball rolling, and social media (Facebook and Twitter, I'm looking at you!) done the rest. It took the podium for most downloads of January 2014, surpassing any Angry Birds or Candy Crush downloads, showing just how quickly this was picked up by the general populous.

I am left wondering how long until the apocalypse occurs, with millions of players indulging in some Flappy Bird (Or 'Fappy Bird' as one infuriated friend of mine called it), and then rage quitting when they are 2 points behind their best score from  flapping into a pipe in an anxious adrenaline fuelled mis-tap. It really is that easy to screw up, it is relentless. I think this effect us surely part of the key to its addictiveness. It is really quick to play a quick game or two, it is simple (My 5 year old son was in hysterics at watching the bird hit a pipe and dive-bomb into the ground with a splat.) and you get REALLY engrossed. Your heart races, your brow sweats, and BAM, you hit the second pipe every third game...

One last thought... I wonder just how much ad-revenue this free to play game generates from that little ad-banner at the top... People dont tend to click ads, despite how safe they are... but with so many people playing, the mis-clicks alone must be worth thousands!

Ok, enough ranting for now. Go download it if you have not already, you will likely regret it, but it will be a fun ride!

-Velk

Saturday, September 28, 2013

Long time no post.

So yeah, Aside from yesterdays little review of Agents of S.H.I.E.L.D, it has been quite some time since I have posted. Long story short: Uni and work and life have gotten in the way. I have not even got to play any more recent games. I am HOPING that when the next gen of consoles come out, that I will be getting my hands on GTA:V and The Last Of Us, and whilst I am at it, I will likely be doing let's plays of them if I can set up the system. Also - Avengers 2, Thor 2 - you know the shibbang. They will be getting the crap watched out of them :-) Follow follow follow if you wish to keep informed :)

Agents of S.H.I.E.L.D mini review.


Welcome to my little splurge/revied of AGENTS OF S.H.I.E.L.D... and a slightly drunken review at that.

So, Agents of SHIELD (yes, I'm gonna skip the dots...) had it's first airing here in the UK tonight. I figured it has been a while since I had a nice geek out, and felt the urge to post. Warning, thar be spoilers herein.

I am usually skeptical when it comes to new T.V Series, etc, that others are raving on, so I made sure to get in here early to make sure I could form my own opinions before being spammed with others through social media platforms.

And what do I think I hear you ask as your disembodied inner self asks as you read?

I thought it was great, and has good potential. I had a small geekgasm as the cast started rolling in (Missed the credits). It is like a sexy blend of all my favourite sci-fi genres and some fantastic movies. For example, I am watching and BAM. Ron Glass. Aka Sheperd Book from Firefly. Not seen him in anything since - hell I thought at one point that he was dead :s. Next up: Ming Na. Now known as Ming Na Wenn. She was in Stargate Universe and Battlestar Galactica. Next up was Aunt Robyn from how I met your mother (Cobie Smulders). Of course, the biggest star of all that cannot be overlooked: Joss Whedon, along with his sense of humour. A little less punchy than in The Avengers admittedly, but there is a lot of writing.

As can be expected, it is a TV series as opposed to a movie, so there is a much smaller budger, but I have to say, aside from some of the camera work and special effects, there is not a lot of evidence. Much of the cast from The Avengers is present, aside from the big screen names and the big heroes, but I suspect as the series progresses they will find cameos for the original actors. (I will be disappointed if they use different actors.)

My final comment to make is the plot. Just the right level of cheesiness in the names and themes used, but some fantastic tie ins to the other movies, including The Avengers (Naturally) and Iron Man 3. Fingers crossed it holds up! The first episode in these things is always a little rushed and less detailed than the rest of the series, so we shall see!

Keep an eye out for the cross genre slip... "With great power comes great... stuff!"

Go watch, enjoy, I can't wait for the next episode.

Thanks for reading
-V

Monday, May 13, 2013

Star Trek: Into Darkness (Mini review)


I went to see Star Trek: Into Darkness last Thursday, and I must say I was pleasantly surprised by this movie. Before you read on, I will likely provide spoilers, although I will try to avoid discussing certain things that happen. You were warned :p

Well, what to say. This movie tries to bring a more 'bridge-family' feel to the new genre of Star Trek, and I think it does it very well. With big challenges, some twists and some awesome acting and effects it brings a very different flavour than the first Star Trek movie.

I felt 'John Harrison' played by Benedict Cumberbatch was particularly epic. I thought it was going to be a bit wishy washy this one, and I have never been so glad to stand corrected. The plot is somewhat akin to Star Trek II with many crossovers, and a but tonne of references to the previous movies, but with many many changes which all but add to the levels of epicosity...

I had a fair idea of the plot before going to see the movie, but a mate of mine did not and lets just say the movie has a few elements of surprise - Harrison being one he was not expecting.

I am not too sure what I can say for this one without providing spoilers but Epic trailer, Epic movie, Epic score and Epic action :) If you have not seen it yet, get out and go see!!

-V


Thursday, November 8, 2012

Velkairiwyth: Let's Play Link List


Welcome to my Let's Play Link List. I wanted to have a repository where I could keep track of all my Let's Play series' and versions. take a look below for links to Episode 1/playlists of each series I have on the go! :-)

Baldur's Gate (Enhanced Edition)

Bioshock Infinite

Minecraft Let's Play (Series 2 - starting at V 1.4.2)

Minecraft - Feed The Beast

Minecraft - Mini Me (kiddycraft Minecraft)

Skyrim: With Dawnguard - Mage playthrough

Xcom: Enemy Unknown



Monday, October 29, 2012

Xcom: Enemy Unknown Class Guide #1 - The Sniper


Welcome to the first of my Xcom: Enemy Unknown Tutorials! This tutorial will focus on the humble Sniper. Simultaneously one of the weakest and most powerful units in your Xcom arsenal.

My intention is to couple this with a YouTube video tutorial to show some of the points I am going to discuss here in a more cinematic and fun fashion. I will link it >Here< when it is completed.

First of all - lets discuss the available abilities! Unlike the original Xcom Defense/UFO Enemy Unknown  game that this is based on - the ranking system is not based on the soldier pool you have, it is experience based. This means that any soldier that survives long enough and does enough good work in the field can quickly earn promotion to the top rank. (Colonel)

Squaddie Abilities: Headshot
A pretty useful ability - it gives the agent an increased critical chance on the shot. Very useful against those armoured aliens that you need to take a chunk of health off of, or whom you would like to kill in one hit.It has a 2 turn cool down. Be careful when selecting when you will use this shot. Take note of the typical damage your rifle will do. If you think you will need more than this to take down the target, then go for it. It works well in conjunction with 'In the zone' and 'double tap' as for best effect the shots from those abilities will kill their chosen target so you can shoot at another straight after.

Corporal Abilities: SnapShot/Squadsight
Both abilities seem to be very good, but in actual fact - if you have a well balanced team, it is rare that Snap Shot will be more useful than Squad sight. Squad sight allows your snipers to sit in safety and pick off targets that your team mates uncover. This ability is particularly good when in overwatch when you expect your team mates to uncover aliens on the move as quite often, a reaction shot will kill an alien in the open before it can get hunkered down in cover. If you need to move your snipers - their pistols dont work with squad sight normally, but they do in Overwatch and depending on the pistol, your foundry upgrades, and wether or not your sniper has 'Gunslinger' (below) - the pistol can pack enough of a punch to kill weaker or weakened enemies, and the 'overwatch' area is seen as more of a dead zone from the AI (Notice how the enemy is less likely to advance when you have troops covering an area with their overwatch.... sometimes its useful to abuse this, even if you know you cant do anything if you were to trigger overwatch - its similar to suppression fire - the alien can waste their tmie doing nothing just to save from being wounded which can be a very important move if you have a weak or exposed trooper in their line of sight.)

There are of course advantages to Snapshot; your agent can move and fire their sniper rifle. This means they can relocate to get better shots at groups of hostiles giving In The Zone the potential to be a little more effective, but in order to do all this - you put your trooper on the front line. If you can see them, they can see you. Your sniper tends to be quite weak at point blank range which many aliens will be in, and they tend to have less health and weaker armour compared to other front line troops, e.g Assault. The best time to have Snapshot would probably be if your kill-team was quite weak and the support cannot be provided from other classes, e.g your sniper is your only surviving veteran, in which case getting in with the powerful gun and taking some names is a good thing. Of course, I still prefer to cower on the back lines and pick the enemy off one at a time.

Sergeant Abilities: Gunslinger/Damn Good Ground
This can be a bit of a tough choice. Gunslinger removes the weakness of close combat from your sniper. A good pistol with foundry upgrades means your pistols will be hitting about as hard as most of your other weapons. Damn good ground gives a little bit more of an edge to your sniping abilities. Especially with Archangel armour. The defensive side will rarely come into play unless your grappling up in the front lines, or your having a bout of last man standing with your sniper against remaining alien forces, in which event - your probably in more trouble than an ability will help with.

Lieutenant Abilities:Disabling Shot/Battle Scanner
Utilitarian abilities. Depending on what your other ability selections are, you may favour one over the other. Disabling shot diarms your opponent for a round - or until they reload. This is a very effective variant of suppressing fire, though it only affects one target it can be used to prevent a vulnerable soldier from taking a fatal hit from a nearbye enemy that is not likely to die this round. The Battle Scanner lets you throw a small object - akin to an electro-flare from days of yore, that will give you a display of the immediate area as if an agent were present. It does not trigger enemy 'spawns', and it can be thrown through doors. On many occasion, this can be very valuable. Both are pretty situational, but in the right situations can be a great utility. Choose wisely. Or do as I do - pack two snipers.

Captain Abilities: Executioner/Opportunist
I always lean towards Opportunist here. I use reaction fire a lot in the early turns or when I am expecting to trigger enemy 'spawns' so that I can get a couple of potential kills in before they break for cover. It becomes less valuable as you get the end-tier abilities of Double Tap or In The Zone but one shot in the open can be worth more than the others in some situations.

Major Abilities: Low Profile
Not really a choice - but if you have a sniper that needs to make use of cover, having any cover provide the full bonus is a nice advantage.


Colonel Abilities: In The Zone/Double Tap
Both of these abilities are AWESOME. I cannot emphasise just how good they are, and neither are a bad choice. Here is the breakdown. Double Tap allows you to take two shots. That's it, end of. If you run out of targets or ammo the second shot is wasted. In The Zone requires a specific set of circumstances to be met, firstly the target must not be in cover (yellow shield = Bingo. Get killing) And secondly the target must be killed with the shot in order to be able to move onto the next. Given the right circumstances it is possible to knock out 4 or 5 kills in a round with this ability. The chances of getting multiple kills are slim though, unless you strategise. I find that the ITZ sniper works best when paired with a Double Tap sniper. If the targets would take more than one shot to kill, two can feasibly be weakened into the ITZ snipers kill zone. Chances are by the time you get this ability your accuracy is going to be near or over 100%, especially if you throw in a scope and high ground/Archangel armour and Damn Good Ground from before. The front-line troops can also help the ITZ sniper out by using explosives to weaken opponents and deny them the cover that would block the shot.

Whichever you choose it is not a bad choice, but bear in mind that ITZ is much more strategic. If you are going to have a solo sniper - Double Tap is probably a better ability because 75% of the time you wont be able to get more than one shot from an ITZ sniper unless you set up the kill zone or get lucky - but that 25% of the time, your talking 3-5 easy kills if the targets are weak or softened. I think on average, I get more kills with my 'In The Zone' soldier, but this is purely due to the way I like to stack and domino the enemies with my snipers. In 27 missions, 68 kills compared to my more experienced 'Double Tap' sniper who has seen 49 missions for 109 kills.

Other important points:
Ghost Armour: Don't give this to your snipers - give it to fast-moving support units, and send them to scout ahead before the rest of your forces move. They can spot many groups of enemies without triggering their 'spawn' reaction (taking cover) meaning that your snipers can make short work of them before they become a threat. They also help your team prioritise targets, e.g that Sectopod just behind that squad of harmless Sectoids that MUST GO DOWN. (plasma pistols v chest-plasma cannon, plasma rifle AND a multi-missile launch pack? Gimmie a break :p )

In conclusion - Snipers are awesome support for your front line troops. The ability to shoot anything they see that they can draw a line of fire to, to Overwatch and shoot the enemy before they can dive for cover, or the ability to pick off weak or weakened enemies - or even fire enough damage into tougher ones so they go down is invaluable. They can be weak if poorly equipped or supported, but given the right abilities and thought they can be 'Angels of Death' - much like the achievement denotes. Snipers work great in teams with cross-over abilities to help them cover each other as well as maximise the kill potential from them. I have had missions where there have been close to 20 aliens, and the snipers have mowed the majority of them down in two turns with the rest of the team only getting as far as spotting them and taking cover. Rare, but a beautiful sight ^.^

Check out my 'Sniper Reel' Video >Here< To see my Let's Play sniper team in action.

-V

Monday, October 8, 2012

Xcom Enemy Unknown and the original :-)


It has been a quiet couple of weeks here at the LandOGeekery. My time has been spent either sorting some personal things at home, or creating let's plays on my YouTube channel.

I have finally pre-ordered XCOM which is released here in the UK on Friday. In anticipation for this I started an XCOM: UFO Defense / UFO: Enemy Unknown speed-play which I have been recording and putting on YouTube, with the intention of completing the game before release of the new game. FYI: I will start a let's play from the start of me nubbing it up in the new XCOM game, so come by and check it out :D

Other than this I have been playing Minecraft, and recording my Let's play & Let's build series, which can also be found on my channel - and playing on the MissMoonica minecraft server, which has a pretty awesome batch of folks playing there :-) Griefing is a problem, but in general the regulars are quite pleasant.

Oh, and lastly - Star Wars Roleplay... Have been having epic fun with friends playing this, I am thinking of posting some stories or session encounters here - but not sure how I would go about it considering we have clocked in excess of 50 hours so far playing.

More to come
-V

Wednesday, August 15, 2012

Command and Conquer *squee*


*geekgasm*

The original C&C was my first RTS - and when it came out, to say I got addicted was an understatement. I played the hell out of that game, and its sequels! Red Alert was actually one of the first online games that I played - deathmatch games, there was a league at some point with thousands of players on it, I managed to get into the top 30 at one point, an achievement I am still proud of :p

Ill be keeping tabs on this game... It looks fun :D

-V

Thursday, August 9, 2012

Minecraft V 1.3.1 - my thoughts & let's play linky

So, Minecraft 1.3.1 came out at the beginning of the month. I have spent a fair amount of time playing it, I have also been doing a let's play of it. I must say I am thoroughly enjoying doing this let's play. I had been doing one for Hardcore minecraft before it, but the videos started bugging out and glitching and I lost a chunk of it so have paused it in favour of this for now. I have also been doing one for XCOM and periodic Portal and Blacklight Retribution videos, as well as a more recent series for Skyrim - with Dawnguard. All good fun :D

Now, I dont know what it is about Minecraft, but its hella addictive. When I first started playing it, it was creepy, jumpy but at the same time very simple (especially if you have the wiki page open! :p)

I learned to play whilst watching Tobuscus play that and Skyrim, and also watching the epic videos from The Yogscast. I think these helped to feed the addiction just a little... haha!

So, in 1.3.1 - a butt ton of new features have been implemented, from Enchanting enhancements (see what I did there?!) and Experience sources to new items and features such as gem trading (which as Gamechap and Bertie would have you believe - is not great yet...). So far my experiences have all been positive. The game runs just fine and dandy, and the only thing that seems to have changed is the amount of creepers. Dang creepers! dont just take my word for it tough, go check it out! :-) 

I have linked part 1 of my let's play below, I hope it amuses you!

-V

Monday, August 6, 2012

Mars Landing: Curiosity rover - Skycrane geek factor


Unfortunately I did not watch the rover landing, I was sorting my kids out before heading to work this morning... But for anyone following this, the geek factor is astounding :D

My University worked on some aspects of the mission package (If I remember correctly, it will be the communications equipment on board)

Below are a couple of links to news articles, but what I really want to talk about in this blog post is the Sky Crane and the landing.


Long story short, the capsule blasts through the atmosphere, heat-shield down at a rediculously high speed. The atmosphere decelerates the landing capsule, and when it gets closer, it pops open a parachute, and drops the heat shield to lose weight. 
At this point it then descends, slowing as it does so until it gets to a nominal height for the Sky-Crane to take over, which fires rocket boosters to halt the descent and hover in place.
The Sky crane is literally a hovercraft, like something from Sci-Fi - it is a big platform that hovers some 10-20M off the ground, and lowers the Rover on a crane to the surface. Once the crane detatches - the Sky Crane platform fires its thrusters and literally blasts itself off into the distance a couple of hundred meters and is destroyed. Talk about fire and forget. The technology in this must have cost Millions, if not more - and the amount of testing done on it is extreme. 

The logistics involved mean that everything has to work first time, or the mission is lost. Lets not forget the rover itself weighs in at over a ton. 
The Navigation has to coordinate something entering the atmosphere at speeds higher than a sniper round, to land the capsule in a landing area, out of sight, that is some 10km square. Ideally in the middle of that area. Years can be spent just picking and choosing a landing location.

Anyway, i waffle - it all fascinates me and I done a study on the design and building of this rover, and studied the mission logistics.

I have included a video from YouTube that was referred to in that class - enjoy!!


Sunday, July 15, 2012

Warhammer 40k 6th edition Battles: Upcoming battle

If all goes according to plan - I should be taking my Marines back to the battle field this coming Thursday with an imperial guard Vanguard at my back... charging into the fight against the nemesis of the Ultramarine. The Tyranids.


Expect a detailed battle report by the weekend with many delicious photos of my Marines being dissected by Xenos claw, maw and psychic strike, whilst guardsmen pound the ground.  and a detailed battle report by the weekend!

-V

Thursday, July 12, 2012

New Steam purchases! Deus Ex collection pack

So, steam is having a sale... I just bought the Deus Ex collection pack... Ten quid for all the Deus Ex games and downloadable content.

Let's Play fodder you say? damn straight!


Wednesday, July 11, 2012

Blacklight Retribution


Blacklight: Retribution is a freemium team FPS game that is available on steam. (By freemium I mean it is free to download and play, but to get access to the good upgrades, you need to be willing to part with a few bucks, but that said - you still have pretty much unlimited play time and access to the game.)

For a free to play game, I admit. I am impressed. It is akin to counterstrike, but with various objectives and the purchase screen is accessed between missions or before you connect to a server.

There are 3 types of currency. CPs, GPs and Zen.

CP's are Championship(?) Points. These are earned through the course of a battle and can be spent at the various terminals scattered about the map to buy some upgrades, or even the Hard Suit which makes you akin to a 40k dreadnought, and night on unkillable except by other dreadnoughts, flamethrowers, or really really brave troops who use the VR helmet to spot the weak armour plate and get stuck in. (I know, I outmaneuvered one last night and killed it with a pistol!!)

GP's are experience points that can be spent to buy more lasting upgrades. Between missions or when you are not connected to a server you can view your equipment layout and buy new items such as armour, weapons or even part-upgrades for stuff you have. The upgrades tend to be temporary, for example - I bought an assault rifle for 200gp (about 1 good match worth of GP) and I own it for 24 hours. If I wanted it for a week it would be about 1000gp, and permanent it would be 5000gp.

Zen is bought currency. I think it can be used in place of other currency (e.g. buy the Assault Rifle for 24 hours for 20 Zen), but it is also used to buy specialist items. Good upgrades tend to use this, or at least require a chunk of their cost to be paid in Zen restricting them to paying players. An example of this is buying a 'loadout option' - which is basically a quick access weapons loadout which you can change to with the F keys between missions or at terminals (I think)

Anyway, the game plays very smooth, looks awesome and contrary to most FPS games I have seen out there, it seems to be relatively free of Ass Hattery. (Joys of Steam maybe?) Saying that, you find yourself cursing at the screen on many an occasion as Bobby the Bawbag with his Uber gun rounds a corner and takes off your head again... but that's what strategy is for, no? :p

I think one of the greatest appeals to me about this game aside from the online team play aspect (I spent near a decade playing counter strike! I still love it, just cant be bothered installing it!) is the roleplay aspect. You are essentially earning XP (Oh, you also have actual XP and combat levels that unlock weaponry) and using it to buy upgrades to enhance your gaming experience. Do yourself a favour and if you start playing, endure a couple of matches then get rid of the crappy starter SMG! At the very least you should be looting a replacement through as the map progresses ^.^

I spent some time last night attempting to create a Let's Play of the game that records me first entering the game, doing the tutorial and then taking to the field, but bugs with the windowing meant I had naught but a static image and audio. After about 90 minutes of play I came out and resolved this, so here is a couple of matches I played last night :-) >>Linky<< (Note... I had an awesome few rounds - none are caught on cam :p partially cos when I video it forces me into full-screen-windowed mode at the same resolution as before which means the image is distorted to me... but it is still fun :D )

-V


Tuesday, July 10, 2012

Walkthrough / guides: Making a YouTube video


Since I have been doing a lot of video recording/editing/uploading lately for my Let's play videos I thought that a step by step guide might be useful. It does not take long to properly prep and upload a video to YouTube once you know what is required, and hopefully this guide will help clarify things for you. Disclaimer: I do not claim to be an expert and there may be better guides, but I aim to keep this simple and with as small amount of 'additional software' being recommended as possible.

Primary steps:
1. Record the video
2. Edit the video 
3. Upload the video
4. Annotations & info
5. Publish video

1 – Recording the video.
There are many methods of video recording, what one you use is up to yourself, and the medium you are recording.

1.1   Recording real life events: A webcam, mobile phone, camera or video camera should suit your needs. The videos from these can simply be uploaded to your PC for viewing and editing.
1.2   Recording activity on a PC: The easiest method for this would be to use recording software. Software I have played around with most is FRAPS and Bandicam. I find myself having performance issues with Fraps – but bandicam (as long as you are not setting an FPS lock) seems to run very smoothly. Additionally, it’s about 50mb a minute (with voice recordings) as opposed to 1gb+ per minute with Fraps. Note: An unconfirmed YouTube account has a maximum clip length of 15 minutes, so make sure you cut the video off with time to add in any opening / closing clips/credits. Video length timers can usually be set in the recording settings. If you don't have openings/closings for each video and it is a series you are doing then you can use the video editor to  dissect the the video into up loadable chunks.
1.3   Recording from games console: Some opt to use the same methods as recording real life events, but the quality on these tends to be so poor, people (or at least in my case) leave quite quickly rather than watch. There is software however designed to cap data from consoles. I will edit in information later if I can, but I have no experience in this area. Some say you need a capture card, some say it’s possible without. Heres some YouTube videos that might help.

2 – Edit the video
Again, there are multiple methods for doing this step. Personally I use Windows Movie Maker as it is free and comes with Windows. I hear it is easier to perform such actions using a Mac as they tend to have better software for such things, but I don’t have access to one to test.
In Windows movie maker you can add backing tracks, or voice overs, intro credits / outro credits or clips, edit the movie to cut any bits you don’t want out (often in a let’s play type video it’s not a bad idea to cut out monotonous/repetitive steps. An example of this could be my minecraft let’s play videos… Theres a lot of times I have a video that is 10 minutes of mining… nothing too exciting, this can be cut down so that the user doesn’t feel their time is being wasted.

3 - Upload the video
This step is simple enough. Simply go to YouTube, login and click the 'Upload' button. Make sure you give it a good title and description. Tags are useful, but the YouTube search uses the words in the Title, then Description first - so if the title is relatively unrelated, your video might never get found amongst the stream of other videos.

4 - Annotations
In video manager - once a video has been uploaded - you can click 'Edit' on the video and select 'Annotations'
From here you can add a selection of tags on the screen. You can set these up to be links according to the type from the drop down, e.g link to video, link to your channel, etc etc. Make sure you dont litter the screen in annotations, lest people are just liable to disable them. Discrete links to other videos in your series, or of interest can help users find them without specifically searching for them (this is especially useful if you have a series of videos, but they are not numbered... but you wont be silly enough to do that now will you... Will you? *Stern look*

5 - Publish
And finally, once the annotations are in place - click publish to update the video and you are done.

I hope this has been of use. If you have any questions, or your own additions you would like to see, fire it into the comments and Ill check it out.

-V

Monday, July 9, 2012

Sunday Sessions: Star Wars Roleplay - Introduction



As I have done in the past (to an extent, for my D&D campaign) - I intend to bring my Sunday night gaming groups gaming sessions to life on paper (pixel!). Assuming everything is cool with the Game's Master of the Star Wars game my mate Chris (yes, the same one I play Warhammer 40k with) then I should be able to bring the epic tales of the journey of the groups characters to life.

The Game: Star Wars
Time Setting: Around the same time as the original Star Wars games (Second galactic empire?)

The rules set for this game is a hybrid between the new star wars games, and the old D6 system. The game will run using the D6 system for determining the results of actions, and the character sheet I think is from the newer version of the game.

Who is in the party? As the game progresses players are introduced, or disappear, but here is a list of characters to date:

Velk (myself, naturally) - A human bounty hunter. Specialist skills include finding things, and killing things. Force Sensitive. Formerly working for the empire, eventually switched allegiances and is now attempting to gain entry to the Rebellion.

Padme (the Mrs) - A human smuggler, good with roguey type things and fighter ship piloting. She is basically a cross between Han solo and Mal from FireFly. Not Force Sensitive. She is brought to the fold with the rest of the group in an attempt to gain entry to the Rebellion

Evic - A human techy type. Very good with the technical skills and specialises in Capital ship Piloting. Force Sensitive.

Spikes McGee - Human explosives expert. Very good at blowing things up. Force Sensitive.


Amme - Human Jedi Force Sensitive (duh). Amme is a Jedi that has not undergone complete training. Her master was slain before it was possible to complete her training, and as such, she only knows a limited amount about being a Jedi, she is however a very good swordsman and brandishes her defeated masters faulty light sabre in the defence of those around her, and those that she can assist. She seeks access to the rebellion in hopes of gaining their protection, and continuing her training with or without a Jedi Master.

And so the journey begins... at a Hyperspace gateway into the Cardonir sector...

A luxury cruise liner hyperspaces into the system, laying claims to the Imperial Star Destroyer at this outpost that it is returning rich dignitaries to their home worlds. Issuing some aged pass codes, it is allowed to pass. the cruise liner alters its course to hyperspace deeper into the system and re-enters hyperspace.

A couple of hours into the jump, the ship rocks violently to a halt, its primary Hyper Drives tortured screams echoing through the ship as it is ripped from hyperspace by a large gravity well directly in its path.

Aboard the bridge, Evic and the ship commander look out upon a large asteroid, and a Marauder Corvette that looms overhead that latches on a tractor beam and haules the cruise liner into its hold for the inhabitants to claim the ships booty...

More to come
-V



Saturday, July 7, 2012

Let's play videos...


It has been tough finding time to play games over the last few months what with working on my honours degree, and having two jobs. To this end, I started watching a LOT of Let's play videos. Below is a rundown of some of my favorite YouTuber's :-)


  • TobyGames (Toby Turner... silly to the max, and very entertaining to watch anything he does.)
  • The Yogcast (BlueXephos  mainly at the moment - though there are many people who upload videos from here, especially for the Survival Games videos ^.^)
  • Kikoskia (My first Let's Player - always amuses me.)
The games that I have been enjoying the most are Skyrim play throughs, Minecraft games and UFO Enemy Unknown... To this end, I have decided to start trying to make my own!

I have already done one session of recording for my Minecraft playthrough, >Linky< - it's good fun, though I clearly need to get more practice at commentary and video editing. I hate the box window view, and I think this is something I have sorted now though, so later let's play videos should be of a much better visual quality.

To this end - I also intend to start a UFO: Enemy unknown (Xcom - UFO defence)Lat's play - on Superhuman mode, following Hardcore methodology... The load button shall only be used in the event of technical issues... Yeah, Im crazy - but I am confident I can give it a good shot!

More later
-V

Warhammer 40k 6th edition. My first game battle report. (Pt.1)



As the sun slowly appeared over the horizon among the ruins outside of Castle Belvedere, two marine forces  in seek of strange artefacts happened across each other. Was one rogue? Who knows... The first shots were fired from the Ultramarine forces as their transports trundled over to the first artefact... The opposing forces opened fire, and battle commenced...

Welcome to the battle report for my first game of 6th edition Warhammer 40,000!

This is part 1 of the battle report - I am breaking it up as I feel I should talk about things in detail, including game setup, and rules complications we came across.

Setup:

The forces that were to meet today consisted of:

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
1,000 point Ultramarine force:

HQ:
Level 1  Librarian with:
Terminator Armour (2+ armour, 5+ invul save)
Force Axe (+1s, unwieldy)
The dust of a thousand worlds Warlord trait.

Troops:
2 x Tactical squads, each with:
Melta gun
Combi-Melta
Power fist

2 x Rhino Transports

Elite:
1 x Ironclad Dreadnought with Ironclad Assault Launchers


1 x Terminator Squad with
Assault Cannon
Power Sword Sgt
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

V's

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
1,000 point Space marine force:

HQ:
Captain with
Power claw
Combi-melta
Legendary Fighter Warlord trait.

Command squad with
Power fist

1 x Razorback with
Twin linked Lascannon

3 x Tactical squads with
Missile launchers
Melta guns
2 x Power Swords
1 x Power Axe

3 x Rhino Transports

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The mission selected was: Crusade.
Two items of scenery were selected to be 'peculiar terrain' - a woodland copse, and a Ruin within Chris's deployment zone.

Librarian powers drawn: Inferno and Smite.



We rolled for turns and I won, choosing to deploy first on the near-side of the board:


Friday, July 6, 2012

Warhammer 40k 6th edition. My first game battle report. (Pt.2)


Welcome back, this is the battle report for our battle - some details are amended in retrospect, I hope it gives you an insight into the workings of the new rules! 

Events by turn:

Turn 1: Stu
<Night time>
Ultramarine deployment
Movement:
Ultramarine movement
My Rhino’s moved forward towards the first objective, and into the battle zone I was setting up with the placement of these two mid-field objectives.
Terminators and Dreadnought followed alongside, the Dread using a Rhino as cover. (Cowardly, yeah... but its a 5+ cover save, and with the night time rules - I was getting a +2 shrouded bonus due to the range the enemy would be shooting at me from. Thats a 3+ cover save. Nice.)
Shooting:

Missile launchers took a snap shot from the moving Rhino’s hatches, but failed to hit anything. (New rule: Snap fire - AWESOME! Basically, everything can shoot, but if its move or fire, or its a vehicle thats going to fast to normally be able to fire - it performs a 'snapfire' shot - an opportunistic fire of the weapon that requires a 6 to hit. It is also used as a defensive move against incoming attackers. Some say Orks are broken due to the way assault now works - but if the Orks get assaulted... a big mob has a LOT of shots... that would normally need a 5+?? to hit, instead its a 6... not a lot of difference there. I would opt to run 10 marines into a mob of 40 rather than recieve the charge, but thats 40 shots (less what the flamer hits *grin* and bolt pistols) to save from. (statistically - 6 hits, so 2-3 wounds... thats still a dead marine, and if luck is against you... who knows.).
Assault:
None.

Turn 1: Chris
<Night time>
**Peculiar terrain identified (Combat squad): Ruin – Targeting relay. Shots that roll a 1 to hit can be re rolled.** (I cannot remember what the objective's trait was. It was pretty useless I think)
Marine deployment
Movement:

Transports advanced towards both objectives, two rhinos positioning themselves nicely next to my entire battle force.
Shooting:
Missile launcher and Lascannon’s shot into the darkness at the transports but most shots fail to damage anything due to the shroud of darkness. The closest Rhino however is destroyed *+1 Vicory point for Secondary Objective: First Blood* leaving a mighty crater, and 3 desintegrated marines as the remaining 7 take cover in the crater. The Nearside Rhino opened fire on Terminators to no avail.
Assault:
None

Turn 2: Stu
<Night time ends>

Movement:
The second rhino advances on the nearest objective and unloads its troops into the ruins in front of the two enemy rhinos.
**Objective trait revealed: Enemies who wish to assault defenders can only move half the rolled charge distance**
The 7 guys from the previously blown up rhino move through cover (thanks to the nearby Warlord Librarian granting move through cover).
The dreadnought and Terminator with Librarian advance on the closest rhino.
Shooting:

The shooting starts with the troops that mounted the rhino – firing two melta shots from the top-hatch, shearing the weapon systems off the closest rhino, but causing no other real damage.
The Ironclad Dreadnought fires its melta gun through the terminators at the Rhino but fails to score a hit.
The second tactical squad fires from the ruins upon the rhino’s with two melta shots and a snapshot krak missile – this time shearing the weapons systems off of the other Rhino, immobilising it, and causing it to blow up with a final hit. The troops dismount unharmed into the crater in front of the terminators.
The Librarian opens up with a smite as the Terminators open up with Storm bolter and Assault cannon eliminating everyone except for the Sargent, who though sheer luck, is just out of assault range of the terminators charge roll, and breaks – making a run for his own lines.
Assault:
Terminators attempt a charge, but they roll too low to get through the crater into combat.

Turn 2: Chris
<Night time ends>

Movement:

The damaged rhino near the Ultramarines unloads its troops into a firing line along with the command squad who dismount from the Razorback. The other rhino rumbles up alongside the woodland objective and unloads its troops into the woods.
**Objective trait revealed: Enemies who wish to assault defenders can only move half the rolled charge distance**
**Peculiar terrain identified: Woodland: Iron Wood. Forest provides a 3+ cover save instead of 5+**
(On a note: I love this randomness. Normally this would be an objective sat in the woods that would probably be left with someone nearbye for the remainder of the game… but with these traits, it means that anyone shooting at the troops inside have to fend off a 3+ cover save, have to move through cover to advance into woods, and if they wish to charge, can only move half the distance they roll… Brutal! )
Shooting:
The marine forces open fire with a volley of heavy weapons fire on the remaining Ultramarine Rhino causing it to explode in a spectacular fashion, catching the 7 remaining tactical troops inside, their own command squad, combat squad, surviving sargent and two of the terminators. Spectacularly, only one marine was lost due to this explosion, and it counts as friendly fire. (Again, loving the chaos here!)
The command squad and tactical squad open fire on the two tactical squads in front of it, killing several of the marines.
The lone Sargent lobs a Krak grenade into the unhelmeted face of an ultramarine trooper before him as he is preparing his charge, blasting the surprised victims head clean off and leaving a fountain of crimson gushing from atop the power armoured foe that lays slain before him...
Assault:
The first assault move of the game! The lone Sargent then charges forward into single battle with the squad of ultramarines in an attempt to get his power axe to bear on the squad, but in his blood lust leaves himself open and is cut down by a lucky snapfire reaction shot before he can engage.


Turn 3: Stu

Movement:

The surviving marines in the ruins and vehicle craters advance on the command squad as the terminators advance on the combat squad that emerged from the Rhino.
The Ironclad dreadnought advances into the crater of the first destroyed rhino to line a melta shot up on the Razorback.
Shooting:
The tactical squads manage to slay two more of the command squad and wound the captain.
The terminators manage to slay one single marine with their volley of fire, and the Librarian attempts another Smite, but is nullified thanks to a lucky *Deny the witch* roll from the tactical squad. (New Rule: Deny the Witch. Psychers are much more powerful now - when they attempt to cast psychic spells, instead of a counterspell attempt that can only be done if the defender has a psycher within range, the unit targeted can attempt to shrug off the spell - with a psycher on the board, the roll improves. Normally this is a 6+ - a quirk that will sometimes help... Normally this is the case...)
The Ironclad managed to hit its target, but rolls a 1 on its Pen roll.
Assault:
The terminators advance on the combat squad, losing 1 man to the initial combat before eliminating all bar the marine sargent, who takes the initiative to run from combat.
The two tactical squads advance on the opposing command squad and kill the remaining marine, but fail to kill the warlord, who himself manages to slay the Sargent *+1 Victory point: Legendary Fighter* The captain then fails his leadership test for losing by 1, but is caught by one of the squads, and everyone remains in combat (Rule unclear here. We presumed that because the captain was caught by one of the squads, he never managed to get the opportunity to break from combat, so the other squad who failed on their initiative roll would still be in base to base contact and would carry on fighting.)

Turn 3: Chris

Movement:
The woodland troops spread out a little to take advantage of the space in the woods and get their melta guns and boltguns into a more useful distance.
The Razorback backs off from the dreadnought to avoid its melta gun.
Shooting:
Razorback attempts to destroy dreadnought but fails to penetrate its thickened armour.
The woodland tactical squad open fire on the terminators – but their melta gun is just out of reach, and the multi melta fails to wound. Regardless, they still manage to kill one of the terminators, whilst another drops to the volley of fire from a combat squad on a nearbye building.
The rhino that has been mostly ignored since losing its stormbolters moves around to get a line on the Dreadnought to attempt to Ram it in the next round.
 Assault:
The captain starts to dismantle the troops he is in combat with, causing both units to break and flee. He then consolidates 6” into the safety of the Iron Woodlands near the remaining full tactical squad.

Turn 4: Stu

Movement:
The terminators advance on the woodland troops.
The ironclad advances towards the captain, and the consolidated marines advance on the woods from the side.
Shooting:
The terminators spin round and open fire on the sole sargent – effectively killing him in a hail of bullets (but again, deny the witch prevents the librarian from doing anything!)
The ironclad unloads its melta and stormbolter at the Sargent but the bolter shots fail to wound and the melta shot is saved by a nearby tactical marine (Note in retrospect: Clearer on the rules now - the captain would have had to be part of that squad to perform this manoeuvre. Regardless, the look out sir roll was high enough that it could have been an iron halo save.)
The remaining tactical troops (1 melta gun from one squad, and a melta, missile and 2 or 3 other troops from the other squad) open fire into the woodlands, dropping a solo marine in their hail of fire.
Assault:

The Ironclad descends into the woodlands catching the captain in melee. The captain flails helplessly as the dreadnought hits him again and again and again… but every wound that lands is absorbed by his Iron Halo.
The two units of tactical troops charge the woodland marines, the sole melta gunner failing to make the 3” run… and manage to drop a couple of marines in exchange for the power sword on that sargent cutting some of them down.

Turn 4: Chris

Movement:

In a desperate attempt to get the Captain away from the dreadnought, the combat squad on the nearby roof starts making a run towards the dreadnought
Shooting: 
The remaining terminators are killed from fire from what units remain, with the exception of the librarian.
Assault:
The ironclad inflicts another single wound in combat – which is taken on a tactical trooper (The rules do not state anything about attackers not being able to target fresh combatants – it seems to all be done on initiative, so we just rolled with it, and the wound was allocated here, though even if it was not the combat squad could have ‘look out sir! Arrrrghed’ on a 2+ to allocate the wound, so no tears shed. Note in retrospective: This was handled wrong - the Dreadnought would choose a target unit - in this case the captain, and the wounds would not have been distributed to the other unit as they are not the same squad. *The more you know!* :p) The captain and the tactical squad then opt to fail their morale test, and the captain escapes, whilst the troops remain locked in combat.
The tactical troops carry on, drawing with a casualty each again, leaving a single marine fighting the remaining 7 tactical troops. He shall forever be known as Jimmy the Indomitable!

Turn 5: Stu

Movement:

In an attempt to get anything that resembles a victory point in the game, the solitary melta gunner makes a sprint for the objective in the tower, but pretty much falls flat on his face in the rhino explosion craters.
The Librarian spotting the wounded captain on the edge of the woods advances towards him, then after ANOTHER ‘deny the witch’ roll, charges the captain.
Shooting:
The only shooting this round was the denied librarian Smite.
Assault:
The ‘epic battle of epicness’ commences. The Warlords initiate a challenge, and proceed to fail to inflict any damage on each other what so ever.
The dreadnought proceeds to smash another marine asunder with its Seismic hammer whilst the tactical troops fight on in a stalemate – the sole ultramarine trooper passing another 3 armour saves.(go Jimmy!)

Turn 5: Chris

Movement:
The razorback adjusts to get a line of fire on the melta gunner running towards the objective in the tower.
Shooting:

The razorback fires, but the melta gunner manages to spin behind a rock and dive out of the way of the incoming shot, laughing at his luck, he then gets smacked in the face from a long range krak missile and collapses into the crater with the remains of squad mates from the wrecked Rhino.
Assault:
The dreadnought smashes another marine asunder leaving one standing.
The epic battle of epicness continues, librarian and captain again failing to make any wounds stick.

Turn 6: Stu

It was decided this would just be the last round due to time and the fact I was no longer in a position to score more than a single victory point versus the half a dozen he was guaranteed at this point. The epic battle of epicness continues, the captain managing to land a wound on the terminator librarian, the dreadnought finishing the remaining marine and consolidating through the woods deeper into cover from the Razorback’s lascannon, and Jimmy finally falls to the weight of armour saves he is called upon to make this round.

Turn 6: Chris

In a final display, the captain cuts down the Librarian and ends the Epic battle of Epicness, netting another two Victory points for his forces *Legendary fighter and Secondary Objective: Slay Warlord*
To add insult to injury the tactical squad opens up with melta fire, lascannons from the dreadnought and a missile from the deployment zone to cripple the Ironclad, resulting in a total annihilation for the Space Marine forces.


Final Score: Space Marines: 10 , Ultramarines: 0.

Ok, I got my ass handed to me, but it didn't feel like it as we were playing, and it was a fantastically epic battle. Apart from a couple of unlucky rolls early on when I had my entire army facing ¼ of his that I intended to quickly crush, but failed to make a big enough dent in, it could have gone either way. (Come on - 4 melta shots, two missile shots, melta gun, an assault cannon and a charging terminator squad... very unluck to take only a gun off one rhino and glance the other one to death (weapons, imobilised, destroyed) I must say I'm loving the new rules – the unpredictability of much of it, the new rules for charging, fleet of foot, move through cover and the warlord rules – as well as so many new psychic powers just make it so much more random… and also, evens the playing field between the different forces. I think I could now have a decent shot at surviving against a Tyranid force, as opposed to the guaranteed Wipe out I have always experienced in the past.

Most definitely the most memorable moments wherem firstly: when 3 of the Rhino's exploded over the course of two turns turning the main battlefield area into a no mans land. If it were not for the Warlord ability granted by my librarian to all within 12" - Move through Cover - I would have been at an even greater disadvantage at this point. Secondly, the Captain v Dreadnought... Chris's tactics of throwing marines in there to die to allow the captain to use either Combat Tactics or 'our weapons do nothing'(??) rule (same thing, but allows anyone to opt to run from something they cannot damage.) to escape combat. Naturally the final most memorable moment was the entirety of the last round where the Epic Battle of Epicness finally concluded and the remnants of my army were blown to hell.

I cant wait until next week for the next session :)

Thursday, July 5, 2012

6th Edition... OMG


That may just have been one of the most entertaining games of 40k I have ever played... Their attempts to make it more cinematic worked a treat, and such an action packed battle was mad! Battle report will be up as soon as I write it, but there is a LOT of detail to write about... It may come in sections...

-V