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FB13 Don’t Economize

by Rindis on November 12, 2018 at 12:00 pm
Posted In: ASL

It was finally time to return to Festung Budapest for me and Patch (I had figured our previous game would be FB, but ended up in an early-war adventure instead) a couple months ago. It is now February 7th, and the food shortage rules have taken effect for the Axis, as well as Ammo Shortage 4. The food shorage means the Axis troops cannot use double-time (oh dear, we forgot that towards the end), and lowers broken morale by one (that one we got). There is still ground snow, and the outlying areas of the map tend to be a level higher, meaning the extra MF does come up at odd times.

The Germans are defending a couple of large blocks in the southern section of the FB maps against a Russian push, with Hungarians holding part of the line nearby, and more in the Postal Palace. The Germans get nine SS squads of varying quality (which boosts broken morale against the lowering of the food shortage…), 18 factors of mines, three hexes of wire, two roadblocks, a DC and a PSK, while the Hungarians have another five squads, and 3 1/2 squads inside the Postal Palace. The Russians enter on turn 1 with fourteen squads, good leadership, a FT, a couple DCs, three T-34/85s, and can set up up to six squads on board; up to three in the Postal Palace, and three more in a nearby building. On Turn 3, 3 squads of BVR enter from the west. Both sides get reinforcements on turns 2 through 4 by means of purchase points, and a fairly diverse schedule of things to spend them on. Both sides get 4 VP for control of the Postal Palace, 1 for each building controlled in the victory block, and 1 for each unbroken squad-equivalent in the victory block at the end of seven turns.

I had the defending Germans, and the pre-game rubble check was interesting. Three hexes of the building the Russians can start in rubbled, and four of the gigantic rowhouse/block the Germans can set up in outside the victory area rubbled, leaving debris all along the street between them, and three hexes of debris between the setup building and the victory block on the end that the Russians will approach from. Also, two of three hexes of a building on the west side rubbled, knocking down a hex of an adjacent building, putting rubble in the street, scattering debris around, and leaving the BVR entry area a bit exposed.

I put the three wire on the rubbled hexes of the setup area facing where the Russians could set up, and put two six-factor mine hexes at the north end of that block. The last mines went in CC17, since it seemed an exposed location that Patch may want to advance into. One roadblock sealed off one of the main streets into the victory area, while the other was clogged by debris, and the second roadblock sealed off the opposite end of the block from any daring T-34 flanking moves. I had dummies on one of the mines, and my HIP PSK squad adjacent in the debris, hoping to get a shot off before having to leave.

Patch set up with a strong MG platoon in Y15, and the allowed three squads plus all his Dummies on the ground floor of the Postal Palace (I knew some had to be Dummies… but which stack?). Meanwhile, more set up off board to get into the Postal Palace, and some from the NW, but the main thrust was towards my outer defenses, and on the flank of his on-board setup.

Patch admitted to some mistakes with the first turn; he forgot some prep fire (I assume from Y15), and headed an entering armored assault stack in the wrong direction, which I assume left them a bit behind schedule. Overall, his advance was cautious, and I had no fire. Y15 did fire in APh, but got no result on Y17. The T-34s got acquisition on a couple of my forward positions… and U14 in the Postal Palace, which surprised me, but the top of the building (where I was…) was visible from behind a rowhouse. That last did set off my Sniper who ended up reducing Patch’s Sniper to a ‘2’.


Situation, Russian Turn 1, showing the entire board. North is to the left, blue hexes are the Axis entry area, red hexes the Russian entry area, and yellow is the BVR entry area. The German crosses are the limit of the setup area, while the blue dashed line is the victory area.
↓ Read the rest of this entry…

└ Tags: ASL, Festung Budapest, gaming
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Warlord’s World

by Rindis on November 8, 2018 at 12:00 pm
Posted In: Books

Warlord’s World is decidedly pulp. The Interstellar Patrol is a service in the Federation of Humanity with excellent ships and technology, and a fair amount of latitude in powers (one wonders just what the organization of the Federation is, but this is obviously out on the outskirts or frontiers).

The first section of the book starts the action immediately when Vaughan Roberts senses an appeal for help from a beautiful woman (who of course turns out to be a princess), and rescues here through quick reflexes and bluff. He swears her in as a candidate member of the Patrol—which of course entitles her to the protection of the Patrol. And then the novel does not go anywhere you might expect from that, and while an important act for the plot in a couple of places, it doesn’t really come up again until the denouement.

The middle section is interesting in it’s own right, as Roberts goes on an ‘inside job’, where his consciousness is transferred into the princess’ brother, and they’re combined competences allow the defeat of a wide variety of dastardly plots. It’s actually well done, but not what you expect after the first few chapters. The ending section leaves that behind, with both protagonists getting screen time, and finally setting things to rights.

One of Anvil’s strengths is he does very well with action and derring-do, and this novel has lots of that. It’s a light, fun, uncomplicated book in the best pulp tradition, and keeps a fast pace throughout, with a couple pauses to transition from one overall section to another. The ending section gets a bit overdone, with more complications and curves thrown at it that it needed, but it still doesn’t bog down.

└ Tags: books, reading, review, science fiction
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Kingdom Hearts

by Rindis on November 4, 2018 at 12:00 pm
Posted In: Computer games

Screenshots for this post come from Moby Games.

Some sixteen years after it came out, I finally got around to playing all the way through Kingdom Hearts (on PS2). Smudge spent a few weeks going through it at the time, and as usual, I ended up watching much of that, and not finishing it for myself. But I didn’t see everything, and when I got on a computer/console RPG kick earlier this year, playing through our original copy of KH became one of my projects. I was already familiar with the game, so I knew I liked it, but I wanted to see all the way through it, and probably go on to other games in the series.

Smudge and I were very happy when we first played it for one thing: It’s very much an action game, which we don’t care for, or do well with, but it was simple and fluid enough that we could get into it and do well. That said, there are places that really want you to jump around that tested my patience and dexterity. My biggest problem was the camera controls, which are painful (left and right with no up and down unless you go into a first person mode where you can’t do anything else), and often get blocked by walls or the edges of some fairly constrained environments. However, combat moves well, and is fun, so re-entering an area and fighting the same enemies didn’t annoy me as has happened to me in other games. (Also, there’s a minimum amount of time before enemies reappear, so you don’t deal with them if you’re just hunting around.)

I ended up with an offense-oriented build, and took about 50 hours to finish the game at level 63 without getting through more than half of the optional/side content, and only getting truly stuck about twice. I generally played in fairly short sessions, which presumably added to my time as it no doubt caused more futzing around than if I played straight through.

Concept/Plot

The base idea of KH is a mash-up fanfic featuring various Disney universes and some Final Fantasy characters. This is the main hook that has gotten a lot of people in the door, but of course, it has its own story, and new characters. The universe is populated by different worlds, which each contain the setting of one of these stories, and are being destroyed one by one. Most of the worlds are Disney properties, but the ones near the beginning and the end are new to the game.

The main character, Sora, starts on Destiny Island, and the very beginning of the game is a nicely done and atmospheric tutorial for the basic controls and setting the difficulty. After that… the rest of Destiny Island feels like a slog. There’s activities that are supposed to help with getting used to combat and how to move and jump around, but they skip right over the difficulty level of someone just getting used to the controls (meaning they’re nearly impossible to win for a beginner), and are more difficult than the actual game is at the beginning.

Naturally, Destiny Island is swallowed by the encroaching darkness at the end of the prologue, and Sora is separated from his two closest friends, Riku and Kairi. This forms the main backbone of the story, as he is driven forward to find his friends again. Meanwhile, King Mickey Mouse (of the Magic Kingdom) has become aware of the bigger problem and disappeared on a search for a solution, while Donald Duck and Goofy take off in search of him.

Sora, Donald and Goofy meet in Traverse Town (which becomes the home area of the game) and team up, with Donald and Goofy acting as (very handy) computer-controlled party members. The team visits something like eight other worlds (and some odder locales), fighting their way closer to the… heart of the problem. Against them, the various Disney villains have become aware of what’s up, and have banded together for their own ends…. The end of the game is possibly the main “Final Fantasy” callout, as it’s structured like most FF games: the initial villain isn’t the real villain, and the end of the game feels like a drug trip.

All this makes much of the game episodic, and you can technically go through many sections in the order you like. However, many sections are unlocked by by doing earlier ones, and there’s a steady climb in difficulty (which is clearly marked before you go there). At the end of the game, things naturally narrow down again, though a number of optional tasks are available at the end of the game if you go out and find them. I skipped past much of the later optional content, as it was tougher than I was wanting to deal with by that point, but there’s a fair number of things to do for completists, and the earlier ones are handy for getting better at combat, and some good rewards.

Princesses

The concept of the ‘Disney Princess’ makes it into the game, with a central plot point revolving around seven ‘Princesses of Heart’, which largely corresponds with that line. And it becomes the source of my biggest problem with the game: The damseling of strong female characters.

Thankfully, it’s not universal, notably with Ariel being available as a party member for a portion of the game, and being effective as such. But, she’s the only female character we get to see acting in a proactive way. With several of the other females, this isn’t too bad, especially as many of them are captured off-screen, and some weren’t very active characters to begin with.

However, I felt that Jasmine in particular got very poorly served by the game. The plot of Aladdin is somewhat derailed by the events of Kingdom Hearts, with Jafar making his (overt) moves early, and Jasmine escapes into the city before you (Sora) show up. That’s fine, and what I would expect. But after that, she doesn’t get to do anything, and basically serves as the goal in a multiple boss fights. She’s a very capable character in the movie, but never gets actual on-screen time as such here.

Environments and Music

Being an old PS2 game, the game areas are often more constrained than I expected, and sometimes much more constrained. (The early Alice in Wonderland section has a main room that I had a lot of trouble with simply because it was too small to look around properly.) Graphically, the game does very well for its day, with good use of modeling and textures, and I hope the later high definition reworks have done well for it.

There is a certain amount of jumping around to get from area to area needed in some worlds. Usually, this isn’t too bad, as you get to line up what you’re doing, but Agrabah suddenly forces you into fast jumps. However, the main problem that comes up is some worlds have a very complex set of small areas, that are hard to figure your way around. (I’m amazed someone hasn’t done a flowchart for Deep Jungle on the web, I eventually figured most of it out, but I could have seriously cut down my time in that world if I’d had any idea how to get anywhere.)

The soundtrack is excellent. The various Disney worlds naturally have a theme worked from the appropriate movie’s soundtrack, and I consider some of them weak as they get repetitious with the most recognizable part of the theme (“Under the Sea” was grating for me for being a very repetitious rendering of a very catchy tune). Each world generally has a main theme and a combat theme, and they transition to/from each other very well (I never had a jarring sensation going between them). The non-Disney parts (of which there’s a lot) are excellent, and this is high up on my list of favorite soundtracks.

Conclusion

There’s a reason why Kingdom Hearts became a series that now spans nine games, with the long-delayed Kingdom Hearts III due out next year (there’s been a lot of ‘side’ games in the series). It’s positioned as something of a ‘beginner’ RPG, and aimed at a younger audience. And it’s very well put together, which no doubt has made it an entry point to console RPGs for a lot of people.

One of the big positives about the game is that it is… positive. Sora is an upbeat character who wants to help other people. The general theme of the game is friendship and how just knowing and caring for other people is a positive thing for ourselves. I generally don’t care much for ‘dark and gritty’, and the heroes of Final Fantasy VII and VIII in particular were decided weak points for me in those games. Here, the game is generally upbeat, with visuals and sound to match. Sadly, the writing can dissolve into trite meaningless phrases around the central points on occasion, but it mostly does well, and it’s fun ride all the way through, interrupted by some appropriately challenging fights that are interesting in their own right.

└ Tags: Kingdom Hearts, PS2
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Mastiff

by Rindis on October 31, 2018 at 12:00 pm
Posted In: Books

The third (and last) Beka Cooper book is another shift in characters and tone. This time two years have passed, which is enough time for her to meet someone new, get involved, for it to go sour, and for him to get killed.

So one of the themes of the book is dealing with a relationship that has died a painful death. It doesn’t spend a lot of time on this, but it is there.

This time, the mission takes her over most of Tortall, and the book is very much a journey in the physical sense. Mentally, less so, though as with nearly any story, there is some introspection. By this point, the use of language is down to alternate vocabulary, and has lost all the annoying bits from the first book. It felt longer than the previous book, but that’s probably just the fact that it takes place over weeks instead of days, and of course there’s a lot more secondary characters as they go through various towns.

There’s technically no reason why there couldn’t be more books after this, but it’s stated that there will be no more journals after this (in the in-story conceit of these being her old journals being read by her descendant centuries later). And admittedly, this is about as big of a case as there can be, with conspiracy, treason, and a lot of magic in use. Beka obviously goes on to more adventures, but this is an obvious climax to her career, and a fittingly good final novel.

└ Tags: books, fantasy, reading, review
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Starstrike

by Rindis on October 27, 2018 at 12:00 pm
Posted In: Books

Starstrike wants to be a simple book. Aliens show up on Earth, and because we’re so much more experienced with war than anyone else, recruit a team of the best soldiers we have to offer to change the balance of power in the galaxy.

But this isn’t pulp, and it isn’t action movie fodder. Though it does try for technothriller in a few places.

Published in 1990, and set a few years after that, there’s some interesting twists on where things have gone, though the Soviet Union is still there, if heavily eroded in this timeline. At any rate, there’s actually a good amount of attention drawn to the reactions of the US and USSR to an alien showing he can shut down all nuclear forces and communications. Attention is paid to the logical consequences.

And… while logical, and actually needed for the novel, it does drag out a bit. Eventually the action gets pried off of Earth, and the main backbone of the novel is the flight out, training, really getting to know a few main characters, and the tension of figuring out how far anyone can trust this alien’s motives, and what can be done about it. The ‘action’ is later, and in many ways not the focus (which is a benefit, just don’t think that’s what you’re getting going in).

It definitely suffers from ‘I’m going not show important pieces of information so you can be surprised later’ a couple of times. It’s a good book overall, with good work on various aliens and technology, but parts feel forced, and the ending kind of rushed.

└ Tags: books, reading, review, science fiction
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