removed <center/> from most MDs, removed unneeded metatags

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wgroeneveld 2020-06-09 16:09:04 +02:00
parent cb1e96c835
commit 6a8e3285e9
47 changed files with 186 additions and 288 deletions

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showonlyimage = false
draft = false
imageActive = "gif/acgc.gif"
image = "gif/acgc_still.gif"
date = "2020-05-24"
@ -12,7 +10,6 @@ game_platform = 'gc'
game_genre = 'Life sim'
game_release_year = '2001'
game_developer = 'Nintendo'
weight = 0
+++
While stumbling about on the internet, looking for hidden Animal Crossing New Horizons features, I found [Jeff's Animal Crossing (GCN) blog](https://www.jvgs.net/acblog/). The guy is taking things seriously: he also has [Jeff's New Leaf blog](https://www.jvgs.net/newleafblog/), [Jeff's ACWW blog](https://www.jvgs.net/acwwblog/), and [Jeff's ACCF blog](https://www.jvgs.net/accfblog/) - who played City Folk anyway?

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showonlyimage = false
draft = false
imageActive = "gif/acnh.gif"
image = "gif/acnh_still.gif"
date = "2020-04-05"
@ -12,7 +10,6 @@ game_platform = 'switch'
game_genre = 'Life sim'
game_release_year = '2020'
game_developer = 'Nintendo'
weight = 0
+++
Remember the [Animal Crossing: Wild World Adventure Blog post](/articles/animalcrossing-wildworld/)? Well, after a _very_ long wait, the newest installment of Animal Crossing, called New Horizons, finally arrived on the Nintendo Switch. For the first time since the original installment on the Gamecube, it has come back to home consoles! It only seemed appropriate to continue the **AC adventure blog**, from way back in 2006, to see what kind of trouble my character would get himself into while trying to build a community in the new Island.

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showonlyimage = false
draft = false
imageActive = "gif/acww.gif"
image = "gif/acww_still.gif"
date = "2006-10-01"
@ -12,7 +10,6 @@ game_platform = 'ds'
game_genre = 'Life sim'
game_release_year = '2005'
game_developer = 'Nintendo'
weight = 0
+++
<h3>The Cornimer is Here!</h3>

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showonlyimage = false
draft = false
image = "gif/apogee_still.gif"
imageActive = "/gif/apogee.gif"
date = "2006-10-23"
title = "Apogee's Legacy"
tags = ['Apogee']
weight = 0
+++
<img src="/img/articles/Apogee.jpg"/>
![Apogee title](/img/articles/Apogee.jpg)
<a class="internal" data-to="#vid">Skip to the Videos part!</a>
<a class="internal" href="#vid">Skip to the Videos part!</a>
Only the new and young generation of gamers might not be familiar with Apogee Software - that is, until one has read the article. Apogee, the legacy of shareware PC games. I remember everything like it was yesterday! Impatiently receiving my first oversized floppy disk containing a demo version of Cosmo's little adventures, racing through the first few levels of Duke Nukem, defeating way too much zombies in Monster Bash, capturing the first castle in Mystic Towers, ... The video game company literally created the shareware distribution model using various monthly subscribed magazines and one free floppy which was without a doubt numberous times passed on.
Apogee Software not only published excellent DOS (platform) games from various companies like Micro F/X Software or Scenario, but also created their own brilliant spin-offs or even whole separate branches. The perfect example is of course Duke Nukem, I'm quite certain Duke is one of the most well-known gaming franchises/character of the entire PC gaming world. Besides the Duke Apogee also created a few enjoyable platformers as well as shooters like Bio Menace, Crystal Caves and Rise of the triad. You can consult a full overview including release years at Wikipedia.
<img src="/img/articles/bstone.png"/>
<center>JAM Productions' Blake Stone uses id's Wolf3D Engine.</center>
![](/img/articles/bstone.png "JAM Productions' Blake Stone uses id's Wolf3D Engine")
### How Apogee triumphed
@ -27,8 +23,7 @@ Virtually every game you wanted to play was published or developed by Apogee in
**Addendum** - Thanks to jgkspsx for pointing out RoTT does have height differences, and the development team decided in the end not to use the Wolf3D eninge after all. Read the full 3DRealms article on Rise of the Triad here. Sorry for that!
<img src="/img/articles/duke1.png"/>
<center>Duke, the ever-popular platform game which kindly ripped concepts from Mega Man e.a.</center>
![](/img/articles/duke1.png "Duke, the ever-popular platform game which kindly ripped concepts from Mega Man and others")
### How Apogee failed
@ -36,8 +31,7 @@ Besides shooters, the biggest deal of Apogee games consisted of traditional plat
Nowadays traditional 2D platform games are hardly recognized or accepted in the PC gaming world. You'll occasionally find one or two games devoted to an ancient Apogee game, just like this article, or a couple of independant developers trying to ressurect the genre. Besides the increasingly popular Nintendo DS, there's almost no system to date were platform games are popular. This is the very reason why Apogee has become 3D Realms. Initially Apogee wanted to split up the brand name for each genre, making each new game identifiable based on which brand it belonged to. Sadly, during the late 1990s the once-popular genres like Platform games or sidescrollers slowly died, and so dit the publisher's idea. Only 3D realms remained, developing and publishing Duke Nukem 3D and other recent games, featuring a 3D engine. good riddance, pixels.
<img src="/img/articles/bash.png"/>
<center>Johnny Dash in Monster Bash! Including free diapers, woah!</center>
![](/img/articles/bash.png "Johnny Dash in Monster Bash! Including free diapers, woah!")
### The Apogee Legacy in motion
<a name="vid" id="vid"></a>
@ -88,8 +82,7 @@ Watch the first few minutes of well-known Apogee games in these Compilation vide
<br/>
<br/>
<img src="/img/articles/wheels.png"/>
<center>Wacky Wheels - an arcade MS-DOS lawn mower racing game.</center>
![](/img/articles/wheels.png "Wacky Wheels - an arcade MS-DOS lawn mower racing game.")
### Handy References

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showonlyimage = false
draft = false
image = "/img/games/Arcanum/logo.jpg"
date = "2007-03-30"
title = "Arcanum: the Gunslinger"
tags = ['Arcanum']
weight = 0
+++
<div class='vspace'></div><h3>Overview</h3>

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showonlyimage = false
draft = false
image = "/img/games/Arcanum/logo.jpg"
date = "2007-03-30"
title = "Arcanum: Magick VS Tech"
tags = ['Arcanum']
weight = 0
+++
First things first: you are not reading this wrong, it's magick and not magic. In the world of Arcanum, that is. There's also no such thing as mana or spellbooks. Every single spell you learn comes trough {+SPs+) (Skill Points) which you'll have to invest into several magickal realms. A little bit like Diablo 2, except the fact that once you've put 1 point into it, you can't raise it further to increase the power. If you know Spell #1 in the Meta realm, you'll be able to "purchase" spell #2 from the same realm, if 1) you have a CP 2) your INT is at a minimum level to cast and 3) your WP is sufficient (each level differs).

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showonlyimage = false
draft = false
image = "/img/games/Arcanum/logo.jpg"
date = "2007-03-30"
title = "Arcanum: Party Seleciton"
tags = ['Arcanum']
weight = 0
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showonlyimage = false
draft = false
image = "/img/games/Arcanum/logo.jpg"
date = "2007-03-30"
title = "Arcanum: the Review"
@ -9,7 +7,6 @@ game_name = 'Arcanum'
game_genre = 'PC RPG'
game_release_year = '2001'
game_developer = 'Troika Games'
weight = 0
+++
<img src="/img/Guides/Arcanum.jpg"/>

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showonlyimage = false
draft = false
image = "/img/games/ArxFatalis/title.jpg"
date = "2007-03-30"
title = "Arx Fatalis: the Review"
@ -9,7 +7,6 @@ game_name = 'Arx Fatalis'
game_genre = 'FP RPG'
game_release_year = '2002'
game_developer = 'Arkane Studios'
weight = 0
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<img src="/img/Guides/ArxFatalis.jpg"/>

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showonlyimage = false
draft = false
image = "/img/games/BaldursGate1/portrait.png"
date = "2019-07-31"
title = "Experiencing the Enhanced Baldur's Gate"
tags = ['Baldurs Gate 1', 'Baldurs Gate 2']
keywords = ['Baldurs Gate 2', 'Baldurs Gate', 'bg1', 'bgee', 'bg1ee']
weight = 0
+++
We move from one tree to the other, carefully glancing towards the ever so black fog of war. Imoen investigates things for us, while we prepare for the inevitable. Then, a sudden scream. Our friend is in sudden need of help! To battle! Or, as the more evil aligned main protagonist would say, 'Oh well. Imoen had it coming. At least she can stop saying "good on you if you save the day" now. Let's go guys. Now, where do I recruit another thief, that doesn't mind a good backstab or two?'
After a short trip to Beregost, we come across a shady looking figure that offers us to pay a royal amount of gold coins, provided we escort a young lady and protect her from two attacking buffoons, who are madly in love with her. Careful investigation reveals the lady was crazy, and not the guys chasing after her. So we killed her. No wait, she killed us. We reloaded, and then she killed us again. And again. And again. After quaffing a potion or six, and meticulous planning, we were able to behead the crazy bitch, before she could launch a lightning bolt towards our asses. Pfew. The shady figure shrugs, says "oh well, I expected that", and asks to join us. We welcome Garrick with open arms.
<img src="/img/games/BaldursGate1/bg1_outside.png"/>
![bg1 outside](/img/games/BaldursGate1/bg1_outside.png)
That was a decision we regretted after a few more fistfights in the woods. When things get tough, Brave Garrick the Great gets goin'. Instead of jamming his harp and calling forth dangerous spells, the coward runs for shelter like a little boy! Luckily, we managed to train and harden our beloved Chaotic-aligned bard, making him a well-rounded asset in our team of killers. It took us a while though. He kept on yearning for this super expensive crossbow that was displayed in the window of the blacksmith in Beregost. We paid the cash and let him have it. Now Garrick enjoys shooting lightning-enhanced bolts at greater ghouls, and we enjoy Garrick.
@ -21,13 +18,13 @@ However, he is usually the second to die when not hanging in the back. Jaheira i
Mother nature awaits. But, the Omnipresent Authority Figure is always looking to tell others what to do. And perhaps this group does not need as much help as she think it would. As these phrases are among the favorites of Jaheira's things to say, most party members need to resist the urge to bash in her head, as we did with her husband. At least she can heal some wounds and cast Summon Insects and Call Woodbeing. And Since Emmetrius, our great leader, is looking for "multi-talented people", he has a soft spot for multi- and dualclassed people like her. Emmetrius himself is an adept Berseker, planning to go rogue by classing into a mage at level 9. That is, when we ever get to finish the first party of this ever lasting Baldur's Gate story. Yeslick (fighter/cleric), Coran (fighter/thief), Jaheira (fighter/druid) - all interesting party members capable of dishing out damage in more than one way. Add Neera for the french kisses and we're all set.
<img src="/img/games/BaldursGate1/bg1_garrick.png"/>
![Garrick](/img/games/BaldursGate1/bg1_garrick.png)
While wandering around, our party discovers and finds... most of the time nothing. The in-between spaces of Baldur's Gate are surprisingly empty, but there is always at least something to do beyond the fog of war, even if it is killing Ankhegs, saying "yes dear farmer, your sun is dead, now shut it!", and blasting fireballs against a group of sorry ass bandits. The woods serve as a short trip, for adventurers like us, as a short break, before hitting pure stone walls like Durlag's Tower. The massive tower does not look impressive. "Let's loot the place!" Coran says. Jaheira, as usual, says nothing. Is she thinking about Khalid? Luckily, Emmetrius does not care: he yells "forwards!", and forwards we go.
Until we land on a cloudkill trap, and have to reload. Whoops. "Coran, could you possibly, you know, use your keen eye and find the goddamn traps?". "I can dance on the head of a pin, as well!" - oh wait, that was Yoshimo, another beloved thief that ended in a tragedy. As Coran's thieving abilities are not up to snuff compared to Imoen's (thanks to multiclassing), we have to rely on potions. Some fireball traps are unable to avoid. "Hey, I have like, a great idea, haha. Or whatever. Can we maybe cast, you know, protection of Fire?" Great idea Neera, go ahead. _Wild surge: protection from Ice._ What the hell? "Oh erm, that was what you wanted, right? Shall I try Again?" Yes, please. _Manus, Potentis, Paro_. _Wild surge: a cow drops from the heavens and kills Yeslick._ Why, Neera, why? "Well I was an abused child and never really got to learn stuff propertly..." Okay, that makes sense. This romance seems to get along nicely, so let's abuse each other right now. "Okay!". Jaheira says silent. Maybe she's preparing to be jealous in BG2.
<img src="/img/games/BaldursGate1/bg1_stats.png"/>
![the stats screen](/img/games/BaldursGate1/bg1_stats.png)
In the end, we managed to kill some kind of stupid looking Demon Knight, who is said to be the most dangerous thing in the game. Guess again: our party is. The guy didn't even put up a fight: after a few nice snipe shots from Coran, a hasted berseked dual wielding Emmetrius, and a few spells from my lover, things were over pretty quickly. The stupid mirror wasn't even touched. However, we were not quite prepared for the Soultaker dagger quest, were we. We took the thing up North, but cult members came after it and demanded it's return. Emmetrius responds, as usual, "fuck off", and fuck they did. The fucked us up pretty well. Backstabbing cult members instantly killed Coran and Neera, almost followed by Garrick, who spills the beans. Reload. Jam on space, cast haste, confusion, holy smite, skull trap. Neera's trap kills two innocent boys, a cow and a chicken. Reload. Backstabbed again. Reload. Arrgh!
@ -35,6 +32,6 @@ In the end, we managed to kill some kind of stupid looking Demon Knight, who is
Time to rest, let's look for a tavern. And no Coran, let's stay within our room, last time you were caught sneaking around and opening other people's drawers, we had to kill a few Flaming Fist guards, and people did not handle it that well, remember? "Oh yeah, our reputation is quite low, do something about it or I might leave!" But you did that yourself! "No, you made me to!" Okay, that is correct. I should not have picked Neutral Good as my alignment, as I am clearly more Chaotic Neutral or even Evil-aligned. I wish we could drag Edwin along, but as I'm fucking Neera, things are 'wild' enough already. "Show me your wares!" demands the bartender. "I'll show you something... What about my spider's bane +2? Nice and shiny." No two-handed sword wielders here, so here, gimme al your money.
<img src="/img/games/BaldursGate1/bg1_tavern.png"/>
![in the tavern](/img/games/BaldursGate1/bg1_tavern.png)
You must gather your wits to venture forth. We became quite powerful, gathering a lot of cool equipment from Durlag and co. It is time to walk past the big bridge and enter Baldur's Gate itself. Time to finish things, let's find that other Bhaalspawn and end him. "That will be quite easy to do, since I'm the Demon Killer." grins Emmetrius. Right you are...

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showonlyimage = false
draft = false
image = "/img/games/BaldursGate2/logo.jpg"
date = "2008-04-30"
title = "BG2: Cleric/Ranger Guide"
tags = ['Baldurs Gate 2']
keywords = ['Baldurs Gate 2 cleric/ranger guide', 'BG2 cleric guide', 'bg2 ranger guide', 'cleric/ranger guide']
weight = 0
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### Guide Content

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showonlyimage = false
draft = false
image = "/img/games/BaldursGate2/logo.jpg"
date = "2008-04-30"
title = "Baldur's Gate 2: Mage Talk"
tags = ['Baldurs Gate 2']
keywords = ['Baldurs Gate 2 mage sound', 'bg2 mage talk', 'bg2 arcane spellcasters', 'bg2 spell schools', 'alteration', 'abjuration', 'illusion', 'necromancy']
weight = 0
+++
<p class='vspace'>Ever wondered whatever the heck those crazy Arcane spellcasters say every time they unleash one of their spells upon you? It's actually very simple and stands for the chosen spell's spell school (abjuration, evocation, ...). Male and female voices are of course different, and the pronunciations vary too sometimes (<em>Vita Mortis [Carero]/[Calia]</em>?). All formulaes are actually Latin, and Latin is often pronounced differently depending on the dialect. Here is a quick overview:

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showonlyimage = false
draft = false
image = "/img/games/BaldursGate2/logo.jpg"
date = "2006-11-08"
title = "BG2/Infinity Engine Mods"
tags = ['Baldurs Gate 2']
weight = 0
+++
<img src="/img/articles/InfinityEngineMods.jpg"/>

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showonlyimage = false
draft = false
image = "/img/games/BaldursGate2/logo.jpg"
date = "2007-03-30"
title = "Baldur's Gate 2: Party Guide"
tags = ['Baldurs Gate 2']
weight = 0
+++
<ul><li>Party Number TWO</a> - 06 Jan. 2006

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showonlyimage = false
draft = false
image = "/img/games/BaldursGate2/logo.jpg"
date = "2008-04-30"
title = "BG2 Solo Blade: A Report"
tags = ['Baldurs Gate 2']
keywords = ['Baldurs Gate 2 solo blade', 'BG2 solo blade', 'solo blade', 'blade guide', 'bg2 solo blade guide', 'bg2 blade kit', 'bg2 blade']
weight = 0
+++
### Report Content
- <a class="internal" data-to="#intro">Soloing - the Introduction</a>
- <a class="internal" data-to="#explained">The Blade Kit explained</a>
- <a class="internal" data-to="#setup">Used Baldur's Gate II Setup</a>
- <a class="internal" data-to="#part1">Part 1: Irenicus' Dungeon</a>
- <a class="internal" data-to="#part2">Part 2: The Circus Tent & Slums Slaves</a>
- <a class="internal" data-to="#part3">Part 3: A Tanner & More Slaves</a>
- <a class="internal" data-to="#part4">Part 4: The Astral Prison</a>
- <a class="internal" data-to="#part5">Part 5: Daystar & Mae'Var</a>
- <a class="internal" data-to="#part6">Part 6: Some Beholders & a Lich</a>
- <a class="internal" data-to="#part7">Part 7: Druid Grove & Guarded Compound</a>
- <a class="internal" data-to="#part8">Part 8: Planar Sphere & Kangaxx!</a>
- <a class="internal" data-to="#part9">Part 9: The Shadow Temple</a>
- <a href="#intro">Soloing - the Introduction</a>
- <a href="#explained">The Blade Kit explained</a>
- <a href="#setup">Used Baldur's Gate II Setup</a>
- <a href="#part1">Part 1: Irenicus' Dungeon</a>
- <a href="#part2">Part 2: The Circus Tent & Slums Slaves</a>
- <a href="#part3">Part 3: A Tanner & More Slaves</a>
- <a href="#part4">Part 4: The Astral Prison</a>
- <a href="#part5">Part 5: Daystar & Mae'Var</a>
- <a href="#part6">Part 6: Some Beholders & a Lich</a>
- <a href="#part7">Part 7: Druid Grove & Guarded Compound</a>
- <a href="#part8">Part 8: Planar Sphere & Kangaxx!</a>
- <a href="#part9">Part 9: The Shadow Temple</a>
<a id="intro"></a>
### Introduction
@ -69,14 +66,21 @@ Bard Song does not become better with levels.<br/>
After a few decent rolls, I managed to create a character with enough STR, DEX, CON and INT points to cast a decent amount of spells and be protected with enough AC. Too bad a minimum of 15 CHA is required. She's a half-elf since we can only choose between Human and Half-elf (with a minor infrasion bonus, nothing special), Neutral Good. Here is the statistic screen without leveling:
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_01_startstats.jpg" alt="Level 7 start stats" />
<center>Level 7 start stats</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_01_startstats.jpg">
<img class="img-responsive" src="/img/games/BaldursGate2/screens/b_01_startstats.jpg" title="Level 7 start stats" /></a>
<figcaption>Level 7 start stats</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_02_firstlvlup.jpg" alt="First level up" />
<center>First level up</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_02_firstlvlup.jpg">
<img class="img-responsive" src="/img/games/BaldursGate2/screens/b_02_firstlvlup.jpg" title="First level up" /></a>
<figcaption>First level up</figcaption>
</figure>
</div>
</div>
@ -90,12 +94,16 @@ Armed with the shortbow, I manage to lure most second and third goblin mobs in p
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_03_otyguth.jpg" alt="Level 7 start stats" />
<center>Otyguth killed with a quarterstaff</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_03_otyguth.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_03_otyguth.jpg" title="Otyguth killed with a quarterstaff" /></a>
<figcaption>Otyguth killed with a quarterstaff</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_04_duergar.jpg" alt="First level up" />
<center>Duergar down with Skull trap</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_04_duergar.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_04_duergar.jpg" title="Duergar down with Skull trap" /></a>
<figcaption>Duergar down with Skull trap</figcaption>
</figure>
</div>
</div>
@ -109,12 +117,16 @@ Whoops, I forgot the lesser clay golem guards! Luckily, the last defensive spin
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_05_claygolems.jpg" alt="Level 7 start stats" />
<center>Clay golem guards</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_05_claygolems.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_05_claygolems.jpg" title="Clay golem guards" /></a>
<figcaption>Clay golem guards</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_06_airmephit.jpg" alt="First level up" />
<center>Air portal: summon does work for me.</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_06_airmephit.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_06_airmephit.jpg" title="Air portal: summon does work for me." /></a>
<figcaption>Air portal: summon does work for me.</figcaption>
</figure>
</div>
</div>
@ -128,12 +140,16 @@ To get the anti-crushing-belt I had to kill another group of duergars. Good thin
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_07_portals.jpg" alt="Level 7 start stats" />
<center>Mephit portal + meteors = win.</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_07_portals.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_07_portals.jpg" title="Mephit portal + meteors = win." /></a>
<figcaption>Mephit portal + meteors = win.</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_08_copperguards.jpg" alt="First level up" />
<center>Copper guards: huh 4 extra mages? Ouch!</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_08_copperguards.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_08_copperguards.jpg" title="Copper guards: huh 4 extra mages? Ouch!" /></a>
<figcaption>Copper guards: huh 4 extra mages? Ouch!</figcaption>
</figure>
</div>
</div>
@ -151,12 +167,16 @@ Before starting the slaves quest in the Copper Coronet, I first talked to Mae'Va
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_09_pickpocket.jpg" alt="Level 7 start stats" />
<center>Checking out my pickpocket stats.</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_09_pickpocket.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_09_pickpocket.jpg" title="Checking out my pickpocket stats." /></a>
<figcaption>Checking out my pickpocket stats.</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_10_zerthblade.jpg" alt="First level up" />
<center>Yes! A very useful blade.</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_10_zerthblade.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_10_zerthblade.jpg" title="Yes! A very useful blade" /></a>
<figcaption>Yes! A very useful blade.</figcaption>
</figure>
</div>
</div>
@ -180,12 +200,17 @@ Tanner disappears, skull trap fires and the first one is injured. I flee back up
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_11_rune.jpg" alt="Level 7 start stats" />
<center>The Rune assassins.</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_11_rune.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_11_rune.jpg" title="The Rune assassins." /></a>
<figcaption>The Rune assassins.</figcaption>
</figure>
<center></center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_12_sewers.jpg" alt="First level up" />
<center>Bye bye stupid hobgoblins...</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_12_sewers.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_12_sewers.jpg" title="Bye bye stupid hobgoblins..." /></a>
<figcaption>Bye bye stupid hobgoblins...</figcaption>
</figure>
</div>
</div>
@ -207,12 +232,16 @@ As for the crypts, I entered and encountered the first bunch of spiders (sword,
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_14_crypts.jpg" alt="Level 7 start stats" />
<center>Whoops, wrong crypt!</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_14_crypts.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_14_crypts.jpg" title="Whoops, wrong crypt!" /></a>
<figcaption>Whoops, wrong crypt!</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_15_spiders.jpg" alt="First level up" />
<center>Cloudkill still works...</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_13_slavers.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_13_slavers.jpg" title="Cloudkill still works..." /></a>
<figcaption>Cloudkill still works...</figcaption>
</figure>
</div>
</div>
@ -224,12 +253,16 @@ The astral prison proved to be... Hard in the beginning, very easy in the end. T
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_15_spiders.jpg" alt="Level 7 start stats" />
<center>Say hello to my little spider.</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_15_spiders.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_15_spiders.jpg" title="Say hello to my little spider." /></a>
<figcaption>Say hello to my little spider.</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_16_prison.jpg" alt="First level up" />
<center>New shiny equipment</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_16_prison.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_16_prison.jpg" title="New shiny equipment" /></a>
<figcaption>New shiny equipment</figcaption>
</figure>
</div>
</div>
@ -248,12 +281,16 @@ Instead of attempting to kill the guy with my current arsenal, I cast improved i
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_18_daystar.jpg" alt="Level 7 start stats" />
<center>Lich + Breach = out of luck =(</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_18_daystar.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_18_daystar.jpg" title="Lich + Breach = out of luck =(" /></a>
<figcaption>Lich + Breach = out of luck =(</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_19_sewerparty.jpg" alt="First level up" />
<center>Stupid of them, demanding gold. Now they're dead.</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_19_sewerparty.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_19_sewerparty.jpg" title="Stupid of them, demanding gold. Now they're dead." /></a>
<figcaption>Stupid of them, demanding gold. Now they're dead.</figcaption>
</figure>
</div>
</div>
@ -266,12 +303,16 @@ Stole the amulet and reported to Mae'Var. He send me to Edwin, and I had to do h
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_20_rayic.jpg" alt="Level 7 start stats" />
<center>Puny little mage.</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_20_rayic.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_20_rayic.jpg" title="Puny little mage." /></a>
<figcaption>Puny little mage.</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_21_maevar.jpg" alt="First level up" />
<center>What the heck is going on?</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_21_maevar.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_21_maevar.jpg" title="What the heck is going on?" /></a>
<figcaption>What the heck is going on?</figcaption>
</figure>
</div>
</div>
@ -292,12 +333,16 @@ Anyway, on to the Temple District. Hello Inquisitor, no I don't need your servic
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_22_vampires.jpg" alt="Level 7 start stats" />
<center>Taste Daystar, Vampires.</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_22_vampires.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_22_vampires.jpg" title="Taste Daystar, Vampires." /></a>
<figcaption>Taste Daystar, Vampires.</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_23_shadelich.jpg" alt="First level up" />
<center>Getting the first Kangaxx part</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_23_shadelich.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_23_shadelich.jpg" title="Getting the first Kangaxx part" /></a>
<figcaption>Getting the first Kangaxx part</figcaption>
</figure>
</div>
</div>
@ -311,12 +356,16 @@ The beholders in the lair were as hard as the lower reaches beholder, maybe even
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_24_tensers.jpg" alt="Level 7 start stats" />
<center>Tenser's Transformation = godly</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_24_tensers.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_24_tensers.jpg" title="Tenser's Transformation = godly" /></a>
<figcaption>Tenser's Transformation = godly</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_25_bonegolem.jpg" alt="First level up" />
<center>Annoying bone golem!</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_25_bonegolem.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_25_bonegolem.jpg" title="First level up" /></a>
<figcaption>Annoying bone golem!</figcaption>
</figure>
</div>
</div>
@ -331,12 +380,16 @@ Okay, time to try and get Celestial Fury. I arrived at the compound, fully buffe
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_26_druidgrove.jpg" alt="Level 7 start stats" />
<center>At the Troll hideout</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_26_druidgrove.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_26_druidgrove.jpg" title="At the Troll hideout" /></a>
<figcaption>At the Troll hideout</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_27_liches.jpg" alt="First level up" />
<center>Another group of liches...</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_27_liches.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_27_liches.jpg" title="Another group of liches..." /></a>
<figcaption>Another group of liches...</figcaption>
</figure>
</div>
</div>
@ -349,12 +402,16 @@ I knew Kuroisan the Acid Kensai from tactics was going to spawn since I equipped
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_28_kuro.jpg" alt="Level 7 start stats" />
<center>Kuroisan wants my Katana.</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_28_kuro.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_28_kuro.jpg" title="Kuroisan wants my Katana." /></a>
<figcaption>Kuroisan wants my Katana.</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_29_newequip.jpg" alt="First level up" />
<center>New and strong equipment</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_29_newequip.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_29_newequip.jpg" title="New and strong equipment" /></a>
<figcaption>New and strong equipment</figcaption>
</figure>
</div>
</div>
@ -377,12 +434,16 @@ I can't exactly remember anymore how I killed him, but I do remember that in his
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_31_kangaxx.jpg" alt="Level 7 start stats" />
<center>Thank you for the ring!</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_31_kangaxx.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_31_kangaxx.jpg" title="Thank you for the ring!" /></a>
<figcaption>Thank you for the ring!</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_30_sphere.jpg" alt="First level up" />
<center>Boom in the planar sphere</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_30_sphere.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_30_sphere.jpg" title="Boom in the planar sphere" /></a>
<figcaption>Boom in the planar sphere</figcaption>
</figure>
</div>
</div>
@ -399,12 +460,16 @@ The Shadows and Elder Shadows proved to be very annoying because of their "glare
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_32_shadowtemple.jpg" alt="Level 7 start stats" />
<center>Daystar rocks this world - and the next one.</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_32_shadowtemple.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_32_shadowtemple.jpg" title="Daystar rocks this world - and the next one" /></a>
<figcaption>Daystar rocks this world - and the next one.</figcaption>
</figure>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_33_byedragon.jpg" alt="First level up" />
<center>Bye bye little dragon.</center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_33_byedragon.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_33_byedragon.jpg" title="Bye bye little dragon." /></a>
<figcaption>Bye bye little dragon.</figcaption>
</figure>
</div>
</div>
@ -415,8 +480,10 @@ Last problem: the "shadow lord" awaiting outside at the temple. After the dragon
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_34_badsaves.jpg" alt="Level 7 start stats" />
<center>Death Spell - Death. Go figure. </center>
<figure>
<a class="lbox" href="/img/games/BaldursGate2/screens/b_34_badsaves.jpg"><img class="img-responsive" src="/img/games/BaldursGate2/screens/b_34_badsaves.jpg" title="Death Spell - Death. Go figure." /></a>
<figcaption>Death Spell - Death. Go figure.</figcaption>
</figure>
</div>
</div>
@ -425,3 +492,4 @@ Last problem: the "shadow lord" awaiting outside at the temple. After the dragon
Anno 2018, I managed to revive this lengthy report. I am ashamed to admit that I never played further than the Shadow temple with Xindra. It is time for a complete replay with Baldur's Gate 2: Enhanced Edition but I'm not quite sure who's up for it (would I be up for it?)
Baldur's Gate is one of those games I know by heart. Every trap, every location of every highly prized artifact and every line of every NPC. But that doesn't matter and I would play it again and again. The only thing holding me back right now is time!

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@ -1,12 +1,9 @@
+++
showonlyimage = false
draft = false
image = "/img/games/BaldursGate2/logo.jpg"
date = "2007-03-30"
title = "Baldur's Gate 2: Spell Protection"
keywords = ['Baldurs Gate 2 spell protection', 'BG2 spell protection', 'bg2 spell guide', 'bg2 pierce magic']
tags = ['Baldurs Gate 2']
weight = 0
+++
Lots of misunderstanding exist for breaking through the spell protections of high level spell casting creatures. This guide is an almost exact copy of zvijers guide at the gone forgotten wars forum, also carried on by "The Hero's Guide to a Successful adventure". I found this to be very informative and vital for solo runs. The strategies explain mage protections in weimer's Tactics modification.

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@ -1,10 +1,8 @@
+++
draft = false
date = "2007-03-30"
image = "/img/BlogPages/fallout3.jpg"
title = "Bugs Are Features"
tags = ['Fallout', 'Troika']
weight = 0
+++
I'm getting fairly tired of defending Arcanum on various *cough, console lovers* message boards and against friends. Everybody seems to prefer Oblivion-style Roleplaying gameplay mechanics. Fine by me, but don't try to piss RPG Codex members and me off by complaining about the bug fest in Troika's games. During my more than 5 playthroughs (admittedly never got to the finish, fooling around with different characters is even funnier), I never encountered a single "bug". Except the obvious not-so-finished questlines in later stages of the game. Point the finger to the publishers, not to Troika.

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@ -1,11 +1,8 @@
+++
showonlyimage = false
draft = false
image = "/img/games/themehospital.jpeg"
date = "2006-10-29"
title = "Flashback: Bullfrog"
tags = ['Theme Hospital', 'Bullfrog', 'Black and White', 'Startopia', 'Lionhead', 'Fable']
weight = 0
+++
<img src="/img/articles/acquiringStudios.jpg"/>

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@ -1,6 +1,4 @@
+++
showonlyimage = false
draft = false
date = "2006-10-05"
image = "/img/articles/captainclaw.jpg"
title = "Captain Claw Review"
@ -9,7 +7,6 @@ game_name = 'Captain Claw'
game_genre = '2D Platformer'
game_release_year = '1997'
game_developer = 'Monolith'
weight = 0
+++
<img src="/img/Guides/CaptainClaw.jpg">

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@ -1,16 +1,14 @@
+++
showonlyimage = false
draft = false
image = "gif/aria-of-sorrow_still.gif"
imageActive = "/gif/aria-of-sorrow.gif"
date = "2018-07-31"
title = "Castlevania Aria of Sorrow: a retrospective"
aliases = ['/articles/aria-of-sorrow-retrospective/']
tags = ['Castlevania aria of sorrow', 'Castlevania', 'Castlevania gba', 'Aria of sorrow', 'Castlevania aos']
game_platform = 'gba'
game_genre = 'Metroidvania'
game_release_year = '2002'
game_developer = 'Nintendo'
weight = 0
+++
Calling Aria of Sorrow the best handheld Castlevania is quite a bold statement: they're all great in their own way. But after replaying this again (and again...) I've made up my mind: it is **the best** Castlevania - period. It's the second best Gameboy Advance title of all times according to IGN. Yes, I am insinuating it's better than Symphony of the night. And yes, I know of the inverted castle's greatness and the rip-off in Harmony of Dissonance. Soma's gameplay mechanics: the soul system, is simply more engaging to me.
@ -25,10 +23,7 @@ Bringing up this argument might sound weird coming from someone who hates certai
I want to grind when I feel like it, not when the game tells me I haven't encountered enough enemies yet to progress through that part of the map. That indicates a design flaw to me - or a way to artificially lengthen the game, as it did in the NES days. The Dragon Quest formula hasn't really changed since then. I don't mind: I'm a retro gamer. But as McGonigal points out: we need to be **intrinsically motivated** to do anything well, from playing a game to doing chores in real life.
<img src="/img/articles/aos_stats.jpg" class="full" />
<center>
Yay, stats!
</center>
![](/img/articles/aos_stats.jpg "Yay, stats!")
Running around to reach new places can become boring if the world is empty or if it takes a long time to go from point A to B. Aria of Sorrow has neither. Even without Black Panther to dash, a quick travel system allows you to jump from one area to the next and even those aren't too far away if you decide to do things on foot. Hollow Knight, a great and highly acclaimed modern Metroidvania, doesn't offer quite the same: there are a lot less but more dangerous enemies and it's a bit too large to reach one of the edges for my liking. Souls aren't readily harvested so punching the same monsters in the face again and again will net you something interesting instead of simply gold.
@ -43,10 +38,7 @@ Getting to the end boss does net you a scrolling stage select screen that also g
Without #2, Diablo wouldn't exist. Why would anyone be motivated to do Nightmare or Hell runs in Diablo 2? To gain experience quickly, and to find nice items in the form of monster drops. Aria of Sorrow enemies also drop items and it's also a rarity that could be increased with the right soul or support items. Another reason why backtracking isn't bad here.
<img src="/img/articles/aos_top.png" class="full" />
<center>
Almost to the Throne Room, again...
</center>
![](/img/articles/aos_top.png "Almost to the Throne Room, again...")
"Getting better" also means getting more flexible: unlocking a double jump, or being able to fly with the Giant Bat soul. Soma literally strengthens on the screen, separate from the statistics only visible in the character screen or in the health bar number. The implementation of all those things combined yet to be matched in my mind.
@ -62,11 +54,7 @@ The last piece of the puzzle why Aria of Sorrow is one of the best Metroidvania'
Aria of Sorrow's [Soundtrack](https://www.youtube.com/watch?v=t6i-D60cxt0&list=PL5312754A0D082327) is a masterpiece that still sounds amazing, 15 years later, ripped from the Gameboy Advance. The opening song, "Castle Corridor", sends shivers down my spine every single time I hear it. To be fair, all the Castlevania DS soundtracks are at least as good, as is of course the Playstation instance.
<img src="/img/articles/aos_map.jpg" class="full" />
<center>
Aria of Sorrow's map: lot's to discover!
</center>
![](/img/articles/aos_map.jpg "Aria of Sorrow's map: lot's to discover!")
So, would I burn through this game again anytime soon? It can be over in 5 hours, with the map reporting "97,5%" explored. I neglected to mention the map! Another great piece of the puzzle that is required in games like this. The castle map that slowly becomes more and more visible also serves as an immediate graphical feedback on the feeling of progress. Games like [Etrian Odyssey](/articles/etrian-odyssey-review/) add another dimension to this mechanic by making you draw the map edges yourself, but the core concept remains: each "block" is slowly automatically discovered when you enter that particular area.

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@ -1,8 +1,7 @@
+++
showonlyimage = false
draft = false
image = "/img/articles/cotm_boss.jpg"
imageActive = "/img/articles/cotm_boss.jpg"
aliases = ['/articles/circle-of-the-moon-retrospective/']
date = "2018-09-09"
title = "Castlevania Circle of the Moon: a retrospective"
tags = ['Castlevania Circle of the Moon', 'Castlevania', 'Castlevania gba', 'Circle of the Moon', 'Castlevania cotm']
@ -10,17 +9,13 @@ game_platform = 'gba'
game_genre = 'Metroidvania'
game_release_year = '2001'
game_developer = 'Nintendo'
weight = 0
+++
As the hunt continues, from [Aria of Sorrow](/articles/aria-of-sorrow-retrospective) to the beginning of Castlevania's appearance on the GBA, Circle of the Moon, I have the uneasy feeling that my whip offers less solace in this scarier version of the castle. The encounter with an _earth demon_ in the very first minutes acts as a warning for the rest of the game: _be prepared to see YOU DIED a lot!_ Nathan Graves has to free his master from the clutches of - you guessed it - Dracula and partners, on the way avoiding the increasingly jealous Hugh Baldwin, the son of his master.
If you've read the reviews, you know that Circle of the Moon is considered a hidden masterpiece, but you also know that it was "too dark", had "drab" graphics, was "too difficult" and that Iga even scratched it from the official Castlevania timeline, thereby admitting it might have been a mistake. The darkness can be solved with a GBA SP, modded GBA or Nintendo DS, but the difficulty is something you have to get used to - especially if you've played Aria of Sorrow before, like I did.
<img src="/img/articles/cotm_demon.png" class="full" />
<center>
An earth demon, the first difficulty spike, 1min. in!
</center>
![](/img/articles/cotm_demon.png "An earth demon, the first difficulty spike, 1min. in!")
I'm still not sure whether I like the difficulty or not, or the game in general. It tries to do it's own thing: different enemies spawn in familiar locations after defeating certain bosses, forcing you to never let down your guard, even while backtracking. As backtracking is such a big thing in the Metroidvania series, it got me to swear quite a few times. Simple axe armors are replaced by Dark, Light, Forest or "whatever" _armors_ and these guys know how to dish out damage: three strikes and you're out. Taking the odd and too economically placed save rooms into account, that can hurt my gameplay experience quite a bit.
@ -28,19 +23,13 @@ Nathan uses his "DSS" card system to pull off magic attacks like Soma uses his S
### So... Why bother then?
<img src="/img/articles/cotm_boss.jpg" class="full" />
<center>
Adramelech, one of the very tough bosses.
</center>
![](/img/articles/cotm_boss.jpg "Adramelech, one of the very tough bosses.")
And yet, it still managed to hold my attention for over 6 hours to reach the end boss. The music is magnificent with a great opening track and some remixes thrown in. Sound effects are a bit lackluster though: the hollow sounding footsteps and "ugh" effects take me out of the experience. The castle is huge and Nathan feels puny compared to enemies, stairs and hallways. The player sprite is literally smaller than in AoS - it's part of Circle of the Moon. I honestly did not like the endless staircase repetition, even if the castle is unique and big it grew tiresome in some places rather quickly compared to Aria. The worst part is the first relic you acquire: _dash boots_ that lets you run. What? Double tap the directional pad and you can finally increase the snail-like speed of character movement? I had to stop playing on my Gameboy after an hour because my hands got cramped after constantly double-tapping - I can't believe they didn't playtest that for longer than 5 minutes.
Circle of the Moon feels like a more classic mix between classic Castlevania and Metroidvania: the inclusion of the subweapons, the increasing difficulty and oh, the big kickback after being hit is _very_ painful. The bosses are all very challenging, even the first one got me to reload three times! Of course, once you find the cross, all other subweapons are obsolete and bosses are a bit easier to defeat because of their big hitboxes. If you don't like a cakewalk like Aria of Sorrow or Harmony of Dissonance you'll find what you're looking for here.
<img src="/img/articles/cotm_mp.png" class="full" />
<center>
Collect-a-ton: check!
</center>
![](/img/articles/cotm_mp.png "Collect-a-ton: check!")
It was actually not the castle design, the card system, subweapons or relics that got me hooked, but the challenge and unique monster design that did. A lot of the enemies make it into the later games that were invented here: the ice maiden and floating tables are recognizable from Aria and Dawn of Sorrow. Where Aria shines in item, soul, castle and graphic design, Circle shines in the challenge _an sich_. There is still a big sense of progress with a gradually unlockable castle and the item hunt in the form of HP, MP and Heart upgrade containers from Symphony of the Night are also present - mostly hidden behind breakable walls that are a lot of fun to search for.

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@ -1,6 +1,4 @@
+++
showonlyimage = false
draft = false
image = "/img/games/por.jpg"
date = "2007-01-12"
title = "Castlevania Portrait of Ruin Review"
@ -10,10 +8,9 @@ game_genre = 'Metroidvania'
game_release_year = '2006'
game_developer = 'Konami'
game_platform = 'ds'
weight = 0
+++
<img src="/img/Guides/CastlevaniaPoR.jpg">
![portrait of ruin](/img/Guides/CastlevaniaPoR.jpg)
Castlevania games tend to pop up each year on Nintendo's Handheld platform. The last entries: Aria of Sorrow and Dawn of Sorrow, followed the story of Soma, who mysteriously inherited Dracula's dark abilities. Forget about all that, and the soul harvesting system. Portrait of Ruin is the spiritual successor of Castlevania Bloodlines on the SEGA MegaDrive/Genesis. Jonathan Morris is the son of Bloodlines' whip-equipped hero. PoR takes place during or just after the second World War. Dracula's castle reappeared because of the many sacrificed souls during that era. Together with your childhood friend Charlotte, you'll have to explore the castle and beat Dracula, again!

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@ -1,11 +1,8 @@
+++
showonlyimage = false
draft = false
image = "/img/games/coop.jpeg"
date = "2006-10-28"
title = "The Art of Cooperative (PC) Gaming"
tags = ['coop', 'age of wonders', 'disciples', 'heroes of might and magic', 'commandos', 'emperor', 'doom']
weight = 0
+++
<img src="/img/articles/Coop.jpg">

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@ -1,6 +1,4 @@
+++
showonlyimage = false
draft = false
image = "/img/articles/d3.jpg"
imageActive = "/img/articles/d3.jpg"
date = "2018-11-05"
@ -10,7 +8,6 @@ game_release_year = '2012'
game_developer = 'Blizzard Entertainment'
title = "Diablo III: Diablo for Kids"
tags = ['Diablo III', 'Diablo', 'Hack & Slash']
weight = 0
+++
Ever wanted to play a _real_ dungeon crawler but got held back by the possibility of a carpel tunnel syndrome? Did Diablo 2's skill tree make you dizzy and the hard decisions on where to dump attribute points net you an increased blood pressure? No more, with Diablo III: Diablo for Kids! Cruising through the killing fields by the press of a single button. Forget health potions, character builds and scouring dungeons for loot. It's all made much more accessible and _fun_ to play. At least, for those who didn't know what Diablo really was like, before version 3. With Diablo III's Eternal Collection arriving this week on the Nintendo Switch (what? A Blizzard game on a Nintendo Console? That's right!), I take a look at my all-time favorite _clickedy-click_ game genre and try to bring back some fond memories.
@ -19,7 +16,7 @@ I failed. Miserably.
There is of course no clicking involved in a console version of Diablo, and let's start with the good parts: it runs extremely smoothly, even with a bunch of stuff happening on screen (like, say, exploding bodies on lightning-enhanced enemies). The revamped inventory screen and UI to match a console button layout is overall well-done. It's easy to walk through the world and through the screens, and it gets the job done. I of course prefer a full inventory screen instead of a list I need to scroll through but I understand the limitations of two analog knobs. Skills are assigned to face buttons and I never felt the need to use a shortcut to quickly switch between them, as you had to do in D2. There are more buttons than the 2 skills you had back then, so that might explain something.
<img src="/img/articles/d3-1.jpg">
![diablo 3 char building](/img/articles/d3-1.jpg)
On to the fun part: **character building**! Or rather, what seems to be completely absent in D3. Why are my skills automatically unlocked? Why are runes a subset of skills now? Why can't I dump points into skills? Where is the **tree** in "skill tree"? Where are the attributes? I'm starting to feel like the Angry Video Game Nerd here. Don't get me wrong, I still enjoy Diablo 3, and I hate myself for doing so, but all the complexity that was so amazing and an integral part of the predecessor now seems to be completely vanished... Locked in a soulstone, perhaps? I know this is a 6-year old discussion, but now I'm finally starting to understand Diablo 2 fans, as I am one. I spent more than 200 hours creating "WW bars", "CE necros", doing Mephisto runs at 3 AM. Good times. But what made those times so great was my own decisions and the **permanent impact** I made on my character. Diablo 3 seems to play with me instead of the other way around: it feels like cruising on auto-pilot. All skills are automatically unlocked at level 70 and you can switch between them as you see fit. In D2, you had to start over. That might be harsh, but that was part of the fun.
@ -29,11 +26,11 @@ Venturebeat talks about the [fun factor of D2](https://venturebeat.com/2018/07/0
Why would a game like this, completely built around the concept of "_runs_", automatically make choices for the player? That **defined** the previous Diablo games! That is hack & slash. Take a look at Path of Exile, for example. The screenshot below illustrates my attempt at explaining the endless possibilities of character builds. And no, these things are not unlocked if you level up. My Corpse Explosion necromancer with Bone Spikes doesn't need "Corpse Devour", as CE turns corpses into bombs. It's just ridiculous. When my character levels up, I shrug my shoulders. When my character levels in Diablo 2, I'm super excited as the game gives me a chance to _crunch the numbers_.
<img src="/img/articles/pathofexile.jpg">
![path of exile](/img/articles/pathofexile.jpg)
Another part of the fun was "MF runs" (magic find) - in Diablo 3, rare items drop at exceedingly regular rates. I can't remember ever wearing something blue ("simply" magical, instead of yellow "rare" or orange "unique"). Unique drops are still exciting though. Speaking of loot: runes seem to be gone forever, embedded in the amazing skill tree. The activation of a rune will slightly modify a skill, for instance enhancing it with frostbite or doubling corpse explosion range. Damage might be altered too, but in mysterious ways. I can't see what damage what skill does, and in Diablo 2 this was essential: do I put one more point into this skill or do I wait until the next subtree is unlocked and I switch from flesh to fire golem? Now, the Necromancer only has one "Golem" skill, which he can spice up using runes. Simply awful. **What were they thinking?**, I can hear the Angry Video Game Nerd saying.
<img src="/img/articles/d3-2.jpg">
![diablo 3 screenshot 2](/img/articles/d3-2.jpg)
It's in fact quite an accomplishment that I still like the game, for some reason. The World of Warcraft-like graphics don't hold me back as much as I feared, and they've done a decent job at trying to integrate the story into the main game run by sprinkling auditive notebooks into the world here and there. I'm however not excited enough to do lot's of runs and will now say that I'm not interested in doing this online in any way, but local co-op play looks pleasant enough. My wife looked at me while playing it and said "that seems like a very repetitive, boring game". Indeed, but Diablo 2 was also very repetitive, that's the core of the game. I don't mind, but I do want choice and I do want to think about what I put where. Now, I feel like Blizzard thought younger gamers can't seem to think and make good decisions anymore. My wife asked me about something else while I was involved in a "heavy fight" with some enhanced monsters in a lair. I didn't even pay attention and just pressed Y (Corpse Explosion, boom headshot!). Not a scratch. I remember being vulnerable and weak in Diablo 2. I've never even used one single health potion. Even if this is a "normal" difficulty run, the game should "give" - it should be scary and difficult (well, at least provide a challenge), not be a walk in the park![^3]

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@ -1,6 +1,4 @@
+++
showonlyimage = false
draft = false
image = "/img/games/etrianoddysey.jpg"
date = "2007-07-03"
title = "Etrian Odyssey Review"
@ -10,7 +8,6 @@ game_genre = 'FP RPG'
game_platform = 'ds'
game_release_year = '2007'
game_developer = 'Atlus'
weight = 0
+++
<img src="/img/Guides/EtrianOdyssey.jpg"/>

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@ -1,11 +1,8 @@
+++
showonlyimage = false
draft = false
image = "/img/games/gbarpg.jpeg"
date = "2006-11-15"
title = "Impressive GBA RPGs"
tags = ['rpg concepts', 'Final Fantasy', 'Yggdra Union', 'Fire Emblem', 'Golden Sun', 'Tatics Ogre', 'Final Fantasy Tactics', 'Riviera']
weight = 0
+++
<img src="/img/articles/GBARPGs.jpg"/>

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@ -1,6 +1,4 @@
+++
showonlyimage = false
draft = false
image = "/img/games/Gobliins2.jpg"
date = "2006-10-16"
title = "Gobliins 2: the Review"
@ -9,7 +7,6 @@ game_name = 'Gobliins 2'
game_genre = 'Point&Click adventure'
game_release_year = '1992'
game_developer = 'Coktel Vision'
weight = 0
+++
### Goblin Princes are Ugly

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@ -1,11 +1,8 @@
+++
showonlyimage = false
draft = false
image = "/img/Guides/cv-harmony.jpg"
date = "2007-01-12"
title = "Handheld Castlevanias"
tags = ['Castlevania', 'Portrait of Ruin', 'Harmony of Dissonance', 'Circle of the Moon', 'Aria of Sorrow', 'Dawn of Sorrow']
weight = 0
+++
<p class='vspace'><a class='wikilink' href='/articles/castlevania-portrait-of-ruin-review/'>Portrait of Ruin</a> is the second Nintendo DS Castlevania game. Maybe, if Komani thinks it'll be worthwile, a third one will follow, since there have been three Castlevania games released for the predecessor the Gameboy Advance. All excellent Handheld Metroidvania games, but which one excels at what? A short overview would be handy indeed. Well here you go!

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@ -1,6 +1,4 @@
+++
showonlyimage = false
draft = false
image = "/img/games/ja2.jpeg"
date = "2006-10-23"
game_name = 'Jagged Alliance 2'
@ -9,7 +7,6 @@ game_release_year = '1999'
game_developer = 'Sir-Tech'
title = "Jagged Alliance 2 Review"
tags = ['Jagged Alliance 2']
weight = 0
+++
<img src="/img/Guides/JaggedAlliance2.jpg">

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@ -1,6 +1,4 @@
+++
showonlyimage = false
draft = false
image = "/img/games/loderunner.jpeg"
date = "2007-03-30"
title = "Lode Runner Returns Review"
@ -9,7 +7,6 @@ game_name = 'Lode Runner: the Legend Returns'
game_genre = '2D Platformer/Puzzle'
game_release_year = '1994'
game_developer = 'Presage Software'
weight = 0
+++
<img src="/img/Guides/LodeRunnerReturns.jpg">

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@ -1,6 +1,4 @@
+++
showonlyimage = false
draft = false
image = "/img/games/MightAndMagic7.jpg"
date = "2006-10-19"
game_name = 'Might and Magic VII: For Blood and Honor'
@ -9,7 +7,6 @@ game_release_year = '1999'
game_developer = 'New World Computing'
title = "Might and Magic VII: the Review"
tags = ['Might and Magic VII', 'Might and Magic']
weight = 0
+++
In the year 1999 the then-existing company New World Computing released version seven of their honored Might & Magic series, subtitled "**For Blood and Honor**". Most Might & Magic [-(MM)-] fans were quite happy since VII is by many people marked as (at least one of) the best in the series. Sadly, even New World Computing disappeared in 2003 and Ubisoft the giant looking evil company bought all NWC rights. The Might & Magic VII Publisher, 3DO also closed their doors. What's up with that? Is this some kind of bad disease, creating a brilliant game no-one cares about and thus nobody likes to play except hard-core fans? Let's not try to blame it on **EA** again.

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@ -1,11 +1,8 @@
+++
showonlyimage = false
draft = false
image = "/img/games/lich.jpeg"
date = "2006-10-24"
title = "On Killing a Lich"
tags = ['Baldurs Gate 2', 'Final Fantasy', 'Neverwinter Nights', 'Tactics Ogre', 'Warcraft 3', 'Might and Magic VIII']
weight = 0
+++
<img src="/img/articles/Lich.jpg"/>

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@ -1,6 +1,4 @@
+++
showonlyimage = false
draft = false
image = "/img/games/riviera.jpeg"
date = "2007-03-30"
game_name = 'Riviera: the promised land'
@ -10,7 +8,6 @@ game_release_year = '2002'
game_developer = 'Sting ent.'
title = "Riviera: the Review"
tags = ['Riviera', 'Yggdra Union']
weight = 0
+++
<img src="/img/Guides/Riviera.jpg">

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@ -1,11 +1,8 @@
+++
showonlyimage = false
draft = false
image = "/img/articles/RPG-world_ultima.jpg"
date = "2007-01-04"
title = "RPG Concepts: Items"
tags = ['RPG Concepts', 'Divine Divinity', 'Ultima', 'Temple of the Elemental Evil', 'Blue Dragon', 'Neverwinter Nights', 'Baldurs Gate 2']
weight = 0
+++
<img src="/img/articles/RPG.jpg"/>

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@ -1,11 +1,8 @@
+++
showonlyimage = false
draft = false
image = "/img/articles/rpg-npc_blocking.gif"
date = "2007-01-02"
title = "RPG Concepts: NPCS"
tags = ['RPG Concepts', 'Knights of the Old Republic', 'Oblivion', 'Wizardry8', 'Wizardry7', 'Arcanum']
weight = 0
+++
<img src="/img/articles/RPG.jpg"/>

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@ -1,6 +1,4 @@
+++
showonlyimage = false
draft = false
image = "/img/games/simon2.jpeg"
date = "2006-11-14"
title = "Simon The Sorcerer 2 Review"
@ -9,7 +7,6 @@ game_name = 'Simon the Sorcerer 2'
game_genre = 'Point & Click'
game_release_year = '1995'
game_developer = 'Adventure Soft'
weight = 0
+++
<img src="/img/Guides/SimonTheSorcerer2.png"/>

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@ -1,12 +1,9 @@
+++
showonlyimage = false
draft = false
image = "img/articles/curseofthemoon.jpg"
date = "2018-06-08"
title = "'Switch'-ing to the definitive nostalgic console"
tags = ['Switch']
keywords = ['switch nostalgic retro', 'nintendo virtual console', 'nintendo switch', 'castlevania switch retro']
weight = 0
+++
The Nintendo Switch has been on active duty here for longer than I can remember myself playing on any of my previous home consoles. Of course the Wii had it's **Virtual Console** service where Nintendo forced you to pay another 5 EUR for NES, 8 EUR for SNES and 10 EUR for N64 games that were carefully, week by week, re-released. It must have been the fourth time I've bought the Legend of Zelda: a Link to the Past. I'm a sucker for retro stuff (hence this website) so naturally I started nagging as the Switch doesn't support this kind of retroness (yet).

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@ -1,14 +1,11 @@
+++
showonlyimage = false
draft = false
image = "/img/games/hypetrain.jpg"
date = "2007-06-11"
title = "The Hype Train"
tags = ['hype train', 'Oblivion', 'Black and White', 'Fallout 3', 'Might and Magic', 'Deus Ex']
weight = 0
+++
<img src="/img/articles/HypeTrain.jpg"/>
![the hype train](/img/articles/HypeTrain.jpg)
I'm pretty sure most of you know the feeling. A new game has been recently announced, maybe with some additional gameplay footage or early concept art. You knew from that point on, the game had to be great, no mistake made. A couple of logical reasons could possibly be:
@ -23,7 +20,7 @@ Until the game, demo or beta has been released. Wow what happened? Turns out all
BAM! No more fuel/electricity for the train, everybody out! Game critics still give the released product positive points because they don't see what a hard-core fan sees or because the publisher has simply too much money. Promoted by 'accessibility', the game gets high scores and sells really well (hello Oblivion). Or the company goes bankrupt. And you're doomed forever.
Below a short list of games which couldn't live up to their hype. More will be added soon!
<img src="/img/articles/HypeTrain_ES4.jpg"/>
![Elder Scrolls IV](/img/articles/HypeTrain_ES4.jpg)
### Mixed Feelings
@ -33,7 +30,7 @@ Lionhead loves to hype games. The whole company success rates are based on publi
Honorable mentions to the latest Need for Speed games and even FIFA. I have no idea why EA Sports games are still the #1 selling games (for consoles mostly) in America. Every year a new revision gets released, and every year features come and go. Sometimes fans enjoy a breathe of fresh air, but most expert football players are used to some mechanics EA can't simply drop. Most used-to-play-FIFA gamers I know are now playing Pro Evolution Soccer. If it ain't broke, don't fix it, right. Icewind Dale also sold relatively OK (not that good, but still) and the game was for some of us a letdown after the amazing Baldur's Gate II. Of course because both games use the same engine and D&D ruleset, we automatically get excited way too much for our own good.
<img src="/img/articles/HypeTrain_BW.jpg"/>
![Black and White](/img/articles/HypeTrain_BW.jpg)
### Games who crash & Burn
@ -43,7 +40,7 @@ Perhaps a bigger and better example: Might & Magic IX. After being disappointed
Other games, based on their predecessor but going into a different direction quickly vanished after the release. Some games didn't even get reviews! Or were just put into the fridge. Rollercoaster Tycoon 3D failed thanks to it's switch from 2D to 3D. The camera angle was a beast, and the charming interface radically changed. Commandos: Strike Force wasn't even hyped after the lackluster Commandos 3 game. Oh come on Pyro Studios, making an FPS out of that genre? Like there aren't already enough below-average WWII shooters...
<img src="/img/articles/HypeTrain_MM9.jpg"/>
![Might and Magic IX](/img/articles/HypeTrain_MM9.jpg)
### Overly Hyped, now dead games
@ -53,4 +50,5 @@ What Massively Multiplayer game does not fail nowadays, except Blizzard's World
Even the sequel to one of the best FPS/RPG blends of all time turned out to be a waste of time. Deus Ex 2 featured... well, nothing the original game has. The creative skill development system, the bio mod system, the wide variety of gameplay possibilities - were all gone. Oh and say hello to a super buggy graphics engine: it features dynamic lightning! You won't need anything more, right? Technically speaking, critical response by professionals was still more good than bad. Only fans were more than disappointed. I guess this makes Deus Ex 2 a candidate to put into the first few alinea's of this article too.
<img src="/img/articles/HypeTrain_SWG.jpg"/>
![Star Wars Galaxies](/img/articles/HypeTrain_SWG.jpg)

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@ -1,6 +1,4 @@
+++
showonlyimage = false
draft = false
image = "gif/warioland3_still.gif"
imageActive = "/gif/warioland3.gif"
date = "2018-05-27"
@ -11,7 +9,6 @@ game_platform = 'gbc'
game_genre = 'Platformer'
game_release_year = '2000'
game_developer = 'Nintendo'
weight = 0
+++
It's been over 20 years since I last touched any of the Wario Land games. I vaguely remember them being one of the most exciting platformers I've ever played as a kid. However, thanks to my manic tidying itches, I sold most if not all Gameboy games I've ever owned. Thanks to a recent resurgence in retro game interest, I came across a Wario game for the Gameboy. The shopkeeper sold them all 4 and raised his brow when I wanted to pay. "You must be a big Wario fan eh?". Indeed. It turns out that I am.
@ -24,11 +21,7 @@ Let the excitement (re-)begin!
Wario is amazing. That about sums up this whole article. He's the lazy, dirty, rude and greedy antagonist of Mario and takes on the single lead role in these 2D platforming games. What is so unique about Wario Land 3? Well, Wario can transform into a dozen different shapes to conquer the different puzzle elements and unravel secrets stashed away within each level. Snowball Wario, Bat Wario, Drunken Wario, Wario-On-Fire, Zombie Wario, you name it. Each shape lets you progress further into the game by overcoming obstacles in the form of blocks that can only be broken by being fat or being on fire, or by falling through thin platforms that only can be achieved as a zombie.
<img src="/img/articles/wario3.png" class="full" />
<center>
I'm about to go invisible!<br/>
Don't you just love his grin?
</center>
![](/img/articles/wario3.png "I'm about to go invisible! Don't you just love his grin?")
In essence, this game is a **Metroidvania**. That's right! Not only because of the different Wario forms, but mainly because in the beginning of the game, Wario's moves are quite limited. He can perform a simple dash, but it's not very effective. Collecting permanent power ups in the form of equipment lets Wario dash through certain otherwise unbreakable blocks and perform pounds into the floor. Swimming is also something that has to be learned. Revisiting area's after gaining some power is the core of this game. There are four different treasures to be found in each level (not everything is required to finish the game).
@ -42,10 +35,7 @@ Okay, so I finished Wario 3, let's get back to version 2 and see what's the diff
The first thing you notice when playing in reverse order like I did, is the likeness in terms of those **Wario shapes**. Wario II introduced this concept. You can't jump while in Zombie mode here and there are less forms but they still work more or less the same. Getting hit means **losing coins**, not losing hearts. You simply cannot die (something you can't either in v3). This is extremely refreshing and feels like a big relief: I can fuck around in a level and uncover stuff without worrying about my health. I love this and don't understand the criticism it got for introducing that.
<img src="/img/articles/wario2.png" class="full" />
<center>
Crushed by a weight... But not dead?
</center>
![](/img/articles/wario2.png "Crushed by a weight... But not dead yet?")
In Wario II you still search for hidden treasure to add to your repertoire but here it's in the form of a mini-game. The exit is... simply at the end of each level. It's a lot more linear than Wario 3 but there are still a lot of cool **branching pathways**. For instance, in the first level the enemy throws an alarm clock into Wario's castle. You can simply choose to keep on snoring and the level ends! The lack of an overworld map is a letdown though. Only after finishing the game you can choose which level to play. The game is also finished within 4 hours if you breeze through it: Wario 3 took me 10 hours.
@ -59,11 +49,7 @@ Time to play the first Wario game. Going back from 3 to 1, you can clearly see w
Super Wario Land plays a lot like Super Mario Land 2: Six Golden Coins for the Gameboy. Wario collects power ups in the form of "suits" (even a bunny one where he can fly). When you're hit by an enemy, you shrink in size and can die. Collecting hearts can net you a "one-up", a very Mario-like concept that was thankfully dropped in the later games. Jumps are a lot more floaty. That means it's a **slower game** than the more snappy sequels.
<img src="/img/articles/wario1.jpg" class="full" />
<center>
Small and fragile Wario.<br/>
Does that status bar remind you of something?
</center>
![](/img/articles/wario1.jpg "Small and fragile Wario. Does that status bar remind you of something?")
The overworld of Mario Land 2 is here but got a lot more... Wario-like. (Wackier). Mt. Teapot, really? Stages are selected, and hidden treasure is to be found. There are minigames at the end of each stage like Mario 2 (if you manage to hit the bell) but they're forgettable compared to the golfing of 3 or matching of 2. There are some branching pathways that even uncover a whole new "world" but it's more **linear** than the other games.
@ -75,11 +61,7 @@ When Nintendo released Wario Land 4 in 2001, things got a lit more **weirder**.
That said, Wario moves smoother, the animations are amazing and the world is very colorful. But there is no equipment to be found and the powerful feeling of Wario 2-3 is diminished. For instance, pounding into the ground - once you could do that in Wario 3 - shook the screen heavily. That's been reduced, but Wario says something "cool" like "hehey" or "here-I-go". Why did he need to have his own **voice** instead of grunts? It feels a bit out-of-place to me. The dashing is extremely fluid and feels natural to use, but a bit washed out compared to the powerful BUMP you've got in the previous installments.
<img src="/img/articles/wario4.jpg" clas="full" />
<center>
A colorful amount of WTF!<br/>
Includes a free time limit.
</center>
![](/img/articles/wario4.jpg "A colorful amount of WTF! Includes a free time limit. ")
Wario Land 4's biggest advantage is it's tight **platforming**. It's a masterpiece in level design: you travel through a level to collect a key and 4 stone slab pieces but in the end there's no exit: you have to go back to the beginning within a time limit. I'm still undecided on that time thing: it makes some runs hectic and exciting but others frustrating. Why would you need to put a time limit to finishing a boss? I don't want to do a speedrun here... <br/>Making it back to the "entrance" involves another route where you come across more secrets to be found.

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@ -1,11 +1,8 @@
+++
showonlyimage = false
draft = false
image = "/img/articles/captainclaw.jpg"
date = "2007-03-15"
title = "Windows 2D Platforming"
tags = ['2D platforming']
weight = 0
+++
Platform games, one of the most dominant game genres in gaming history. They spawned a whole lot of spin-off series (run-and-gun, platform puzzles, Apogee's shareware system, Mario 64's 3D platform debut). Platform gaming has been the dominant type on every gaming platform for quite a while.

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@ -1,11 +1,8 @@
+++
showonlyimage = false
draft = false
image = "/img/games/Wizardry8/wiz8.jpg"
date = "2008-04-30"
title = "Wizardry 8: Classes Guide"
tags = ['Wizardry8']
weight = 0
+++
<img src="/img/games/Wizardry8/bishop.gif" style="float: right;"/>
@ -35,8 +32,7 @@ Best Races:
or if you like, try to go for the staff & wand skill. just practice trough combat, that'll do.
If you are going for the Elf, you'll want the MACE skill + some shield. Very nice AC bonus, and a good weapon.
<img src="/img/games/Wizardry8/bishopInv.jpg"/>
<center>The Bishop Inventory Window</center>
![](/img/games/Wizardry8/bishopInv.jpg "The Bishop Inventory Window")
Training the different skills is very difficult. You should at least try to cast a variety of spells in combat. Start with a protective spell, use some healing, cast insanity and start throwing rocks. This makes use of all 4 realms much better. Another tip: use 1 level of rogue (they level quite fast, you'll need 1000 XP instead of 1600 as specialist class) and train stealth - a lot-. Every 10 points in the skill allows you to increase your AC by 1. Or, if you like to train a lot, you'll need to do the following:
@ -82,8 +78,7 @@ Best Race:
- Psionics (SEN/INT; it's always nice to cast a terrible spell before engaging fist-to-fist with your high speed)
- Eventually throwing (I do not encourage, use your magic instead!) and a staff (the Bo's/Staff of Doom) >> STR based which is not good...
<img src="/img/games/Wizardry8/monkInv.jpg"/>
<center>The Monk Inventory Window</center>
![](/img/games/Wizardry8/monkInv.jpg "The Monk Inventory Window")
Do you go with a quick, agile Monk, capable of delivering an insane amount of attacks with a chance to critical on each blow landed? (Maximize as fast as possible SPE and DEX. Then go for SEN and INT) The trade-off is that you wont deal much damage per hit. Or do you develop a Monk capable of dishing out incredible amounts of damage with each hit and able to withstand even the mightiest blow from the enemy? The trade-off with this route is that you won't have as many attacks per round when compared to the above setup. (Maximize first DEX, and SPE/STR, go for SEN/INT after that)
@ -117,8 +112,7 @@ Best race:
As a ninja, you have access to the thrown criticals special skill. It would be wise to invest into throwing stuff like shurikens/slings because you'll be able to archive a nice #hits per round and a good critical strike skill maximizes the chance of instant-killing with every hit. If it doesn't equip a lot of alignment-changing items like KO/Poison/etc because you also automatically penetrate! Keep in mind, ranged user = maxing senses, keeping dex very high. just like the samurai you'll want many hits, hence the speed factor.
<img src="/img/games/Wizardry8/ninjaInv.jpg"/>
<center>The Ninja Skill Index</center>
![](/img/games/Wizardry8/ninjaInv.jpg "The Ninja Skill Index")
#### Controlling skills:
@ -156,8 +150,7 @@ Best Race:
Try to maximize STR and eventually INT for the power skills. You don't need to keep SEN over 80 (second controlling for dual plus it only adds half of the points into hit, AR as STR or even DEX does.)... Although it is wise to keep on bumping points into dexterity because it is a controlling attribute for both close combat, your sword skill AND dual weapons!
<img src="/img/games/Wizardry8/samuraiInv.jpg"/>
<center>The Samurai Inventory Window</center>
![](/img/games/Wizardry8/samuraiInv.jpg "The Samurai Inventory Window")
#### Controlling Skills:

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showonlyimage = false
draft = false
image = "/img/games/Wizardry8/wiz8.jpg"
date = "2007-06-17"
title = "Wizardry 8: General Tips"
tags = ['Wizardry8']
weight = 0
+++
<span style="font-size: small; text-decoration: none; font-weight: italic;">Legal notice: Most tips, tricks, howtos and guides are - not - originally created by me. They are scattered throughout the Internet, and this site contains a bunch of information found on other sites. Therefore, I am not responsible for any wrong information, or grammatical faults. If anybody notices his own text and would like to have it removed, please email me!</span><br />

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showonlyimage = false
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image = "/img/games/zeus.jpg"
date = "2006-10-19"
title = "Zeus Review"
@ -9,7 +7,6 @@ game_genre = 'Simulation/RTS'
game_release_year = '2000'
game_developer = 'Impressions Games'
tags = ['Zeus', 'Emperor']
weight = 0
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<img src="/img/Guides/Zeus.jpg"/>

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@ -239,6 +239,7 @@ a:hover, .box-masonry h4 a:hover
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kbd