Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Monday, September 29, 2014

Misplaced Bravery: Arkham Horror Adventure Summary



Cast:
Jim Culver, the Musician (Eliza)
Kate Winthrop, the Scientist (Rich)
Jenny Barnes, the Dilletante (Matt)
Amanda Sharpe, the Student (Nicole)
Carolyn Fern, the Psychologist (Neal)
Diane Stanley, the Redeemed Cultist (Sarah)

Stirrings and eldritch beasts emerging from a gate opened at the Unnameable brought to light the fact that Tsathoggua, Bringer of Malaise, was stirring in his slumber. He would soon wake unless six investigators brought peace to Arkham. However, this would prove to be a nigh impossible task. Throughout the fated fortnight, the skies underwent strange, mystical, and harrowing changes and many beasts wandered the city streets. The stars became aligned in such a fashion that gave unavoidable anxiety and unrest to all who consulted them. As day broke, clouds turned into heavy rains, bolstering the paranoia of the local authorities who actually managed to mistakenly imprison the musician that dared inquire about the goings-on. The rain gave way to a raging tempest, which quickly settled into calmer conditions. Monsters roaming throughout northern Arkham took this as a cue to move quickly into more strategic positions in the city. Federal agents in southern Arkham kept the peace by retaining control over uptown and the outskirts. However, as daybreak again overcast the sky with ominous crimson, the nearby town of Dunwich started seeing trouble of its own.

Jenny determined that after succumbing to hubris one too many times, felt that dabbling in the arcane arts would guarantee her further survival. Rushing headlong into danger to vanquish roaming beasts proved far more difficult than expected, and her bravery was rewarded with painful head injuries. With her trust fund burning a hole in her pocket, she ventured to the Magick Shoppe, and making neither heads nor tails of what the store had to offer, she met with the local psychologist in the French Hill District, who, after having perused an ancient Tome, found R'lyeh calling to her and deduced that Jenny's spell would allow her to answer that call.

Carolyn braved the jagged walls of the Other World, feeling that a woman scorned with a 12-gauge double barrel is no-one with whom to be trifled. However, upon emerging, she soon found that shells and buckshot were no match for the undead and the incorporeal. She awoke later at St. Mary's, dazed and haunted by helplessness, but her resolve never wavered. Something was coming, and it needed to be stopped by any means necessary.

Jim, after trudging through the City of the Great Race and narrowly avoiding near-annihilation and the hands of fate and otherworldly beasts, emerged without his beloved trumpet, but unharmed. The gate that stood before him could now be closed, but having never done such a thing before, he almost acquiesced to defeat and frustration before finally having an epiphany that broke through his wavering sanity. His efforts were not in vain, but soon after pursuing the rumors in Dunwich, he found more trouble than he expected.

The phenomena in the sky did not go unnoticed by Kate, who felt that forensic investigation was warranted. What she got instead were foul beasts, but a book she had found mysteriously in her possession offered incredible assistance that broke all the laws of science that she had come to accept. She scoured the woods, lugging her flux capacitor everywhere she went, and at one point it violently shook, only stopping to emit a pop, sparks, and smoke. After a few quick repairs, she left the woods in search of more wandering beasts to fell. Otherworldly events unfolded, but it was a good time for science.

Amanda, after hearing news of scholars in Arkham being local heroes, decided that, despite having neither money nor a clue, she had the heart of a warrior and the mind of a scholar herself. If something was happening in Arkham, she needed to be a part of the cure. She was not prepared for what fate had in store. Finding a gate leading to an outer world, she bravely stepped through and soon found that she was in another time. She witnessed her entire future pass in front of her eyes, but emerged with a second lifetime of memories. Perhaps, truly, what did not kill her would make her stronger, or so she thought. The city became darker. Residents were filled with dread. Amanda became impatient.

Diane, though she wanted no part of the corrupt rituals at the Silver Twilight Lodge, had no motivation other than fear. The abrupt and ethereal changes in the weather were no help, either. When a gate opened in Rivertown, she decided that investigating was far better than staying in Arkham. She knew little, though, of the horrors that lay beyond in the abyss. She emerged, quickly closed the gate from which she emerged, and vowed never to return. This vow was short-lived, as she soon found herself sucked into an outer world against her will. Her sanity was slowly being eaten away, so after emerging yet again into the relative safety of Arkham, she sought refuge in the Asylum where a neurologist took a keen liking to her, and she willingly submitted to thought and brain experiments to dampen the guilt, dread, and mania from her head.

The effort of the investigations in Arkham, most unfortunately, were all for naught. Time passed too quickly, and with the staff of many locales too overcome by sickness to provide a useful refuge, Tsathoggua finally awoke from rest to wreak havoc upon Arkham and the world.

Tuesday, June 18, 2013

Saving is Important

So I was playing Final Fantasy X the other night. I was doing some level grinding in the Omega Ruins for the first time, after feeling like I was ready due to obtaining Caladbolg, Nirvana, and all the summons.

…before I continue, for those of you who don’t know:

  • The Omega Ruins is an optional dungeon in the game and is filled with powerful fiends, although not nearly as difficult as some of the stuff that the Monster Arena holds.
  • Caladbolg is Tidus’ ultimate weapon, and Nirvana is Yuna’s.
  • Yes, all the summons. It wasn’t at all difficult to obtain the Magus Sisters.

If you knew all that, great. Moving on.

So I was level grinding. Things were going rather smoothly; I had made it to the point in the dungeon where you have to defeat Ultima Weapon to move to the sub-basement of the ruins. Knocked him out no sweat after stealing 30 Doors to Tomorrow. I knew in the next section I would be ambushed by Great Marlboros, so I decided to make a run back to the start. I had pretty good armor on my party, but NOTHING that had No Encounters, so it wouldn’t be an easy trip.

I was starting to feel good about how well I was filling up the Sphere Grid. Kimahri moved into Auron’s section to get more defense and strength, while Lulu had learned Flare and Osmose (despite the fact that her spells only used 1 MP at a time…). I teleported Tidus over to Wakka’s section because I felt his strength was lacking. All in all, about a couple hours or so worth of effort, stolen items (Rikku’s Auto-Haste targe helped here), and a few close calls.

I get halfway back, and as I feared, I’m ambushed by a Great Marlboro. And again, before I continue, I should let anyone who doesn’t know that Great Marlboros are a pain in the ass. Not only are they incredibly difficult to defeat, but they always ambush you (except if one of your active party members has a weapon with First Strike) and start the battle with “Putrid Breath”. This attack puts Poison, Confusion, Darkness, Silence, and Berserk on your entire party. Unless you have armor that wards or makes you immune to these effects, the Great Marlboro doesn’t even have to touch you; your party members will uncontrollably attack themselves, and even if they miss, lose health anyway. And there’ll be virtually nothing you can do about it.

I got cocky, though. Kimahri survived the attack without Confusion and Berserk and was able to activate Auto-Med with a Remedy to bring his status back to normal. I switched him out for Yuna, healed everyone as best as I could, and got to work pounding the Great Marlboro for items with Rikku. The battle was tough, but I figured I’d come out on top and decided it might be a good idea to capture this thing for the Monster Arena.

That, in retrospect, was a terrible decision.

Auron had the capturing weapon and was clean, so I switched him in and started attacking. As if it could read my mind, the fiend used Putrid Breath again. None of my active characters had Berserk or Confuse Ward on, so they all started flailing wildly at both themselves and the beast. Yuna actually landed a few hits, but she might as well have been swinging a wet noodle.

And then, after about 15 seconds, Game Over.

I’ll never get those hours back.

Ever had an experience like that?

Saturday, May 22, 2010

Obligatory Modern Warfare Post

I play Call of Duty: Modern Warfare 2 on XBox Live. I’ve only prestiged once, and I really don’t think I will do so again. I only did it because Infinity Ward was holding a double XP weekend, and I figured it would give me an initial boost to get all my weapons/perks back again.

Truth be told, I totally suck at the game. It took me forever to get to the level I’m at now; sometimes I have my good days, but most of the time my kill/death ratio is < 1.

That being said, I just wanted to make this post to put my nerdiness on display once more. In the game, you can have certain ‘classes’ that are a particular setup of perks, weapons, and equipment, and (unless you have the One Man Army perk) you can only change them after you die before you spawn. You have the option of naming these classes whatever you want.

Being the Final Fantasy nerd that I am, I named them all according to Final Fantasy job classes. However, the names are meaningful, so this way I can switch to them quickly when the situation warrants it. For those of you reading my blog posts and wish to give me advice on my class choices, please feel free to leave suggestions in the comments. For those of you who have never played the game before, you can stop reading now and go look at previous posts.

Since I’ve only prestiged once, I have 6 classes, as follows:

Commando
Primary: M16A4 with Grenade Launcher
Secondary: One Man Army
Equipment: Semtex, Flash Grenades
Perk 1: One Man Army
Perk 2: Stopping Power
Perk 3: Commando Pro
Deathstreak: Copycat

This started out as my primary class, but now it’s my “perpetual supply of noobtubes” class. One Man Army allows me to change out my class whenever I need to, so I can actually change back to Commando once my noobtubes are gone. Also, if I see any aircraft, I’ll take cover switch immediately to my Dragoon class (below). Makes for a great support role. (I’m all about those, aren’t I?)

Ravager
Primary: Mini-Uzi, Holographic Sight
Secondary: .44 Magnum
Equipment: Semtex, Stun Grenades
Perk 1: Scavenger Pro
Perk 2: Hardline Pro
Perk 3: Ninja Pro
Deathstreak: Martyrdom (pronounced mar-ter-dum, not marty-dumb)

A class that seems to work purely at close range, which is why the Ninja Pro perk is needed. Scavenger Pro makes sure that I never run out of grenades/equipment, while the Martyrdom deathstreak makes sure any close-range deaths become Afterlife kills or assists.

Lanista
Primary: AUG HBAR Foregrip
Secondary: M9 (Red Dot Sight, will change gun soon)
Equipment: Frag, Flash Grenades
Perk 1: Sleight of Hand
Perk 2: Stopping Power
Perk 3: Steady Aim
Deathstreak: Copycat

A class that is simply about bullet power. It’s great for long-range, but not so great when it comes to ammunition, as the HBAR isn’t at the top of the spectrum when it comes to magazines. I’d love suggestions for improvement, but this is my LMG class, so consider that.

Assassin
Primary: Barrett .50Cal with ACOG Scope / Silencer (working to Thermal)
Secondary: M93 Raffica, Red Dot Sight
Equipment: Claymore, Smoke Grenade
Perk 1: Bling
Perk 2: Cold-Blooded Pro
Perk 3: Last Stand
Deathstreak: Final Stand

My only sniper class. Cold-Blooded Pro makes sure that if I remain perfectly still, most of the time I won’t be seen by competing snipers. Claymores protect my sniping stands and popping smoke will usually allow me to escape snipers that have missed the first shot. I’ve made many a kill with Last Stand if I’m encountered at close range, and if I’ve had bad luck, the combo of a Last Stand Pro with Final Stand will allow me to escape easily if I made the kill.

Dragoon
Primary: FAL, Grenade Launcher
Secondary: Javelin
Equipment: Frag Grenades, Flashbangs
Perk 1: Scavenger Pro
Perk 2: Cold-Blooded Pro
Perk 3: SitRep
Deathstreak: Painkiller

This is what I turn to when I need to shoot crap out of the sky. The FAL is an excellent rifle despite its firing rate, and the Javelin gets the job done blowing anything up. Cold-Blooded makes sure that I don’t get shot down by the killstreaks I’m trying to take out. Using SitRep, I can tell my teammates where all the enemy claymores/C4 are placed. If I’m found trying to shoot something down, I may have Painkiller on at that point to get the missile out.

Red Mage
Primary: TAR-21, Silencer
Secondary: Ranger Akimbo
Equipment: Semtex, Flashbangs
Perk 1: Marathon Pro
Perk 2: Lightweight Pro
Perk 3: Ninja Pro
Deathstreak: Martyrdom

My namesake class is the one I use most effectively. With the Silencer and Ninja Pro, I can softly dash around the map and take out targets from any range. Reload time with the akimbo Rangers is a pain in the butt, but the damage output makes it worthwhile until I unlock the Model 1887. The TAR-21 has a great magazine size and can usually get the job done in 3 or 4 bullets. I’ve also got the Urban camo on it, which will be replaced with the Red Tiger once it’s unlocked. Gotta keep the weapon consistent with the class name!