Showing posts with label Star Citizen. Show all posts
Showing posts with label Star Citizen. Show all posts

Monday, October 14, 2013

What the heck was that? (Plus cosplay, charity, and campaigning for the year's end)

Blech. So another fat pause in posts, and when I finally bring myself back into the habit, it's with much less fanfare than I'd hoped.

It began, as so many things do, with the birth of my son, the beginning of many epic projects, and an all-but-inevitable slide into insomnia (or in-zomb-nia, as my loving wife insists I pronounce it). I saw several movies that I'd really wanted to write Nerdviews on, but things kept piling up and most of the movies this past summer were more disappointing than anything else. Perhaps in the coming weeks I'll write-up mini-digest Nerdviews, with just a couple of sentences (heh--yeah, sure--just a couple of sentences) to sum my feelings on a lot of the movies I've neglected over the life of this blog. I think the superhero sequel to the Dave Lizewski movie (keeping it family-friendly, yo), Oblivion, Pacific Rim, and Despicable Me 2 all merit mention, but I've also been kicking myself for not reviewing Dark Knight Rises and Amazing Spider-Man. And with Agents of SHIELD officially picked up for a full first season, I need to give that a write-up with a special surprise element tacked on. Filmatleven.

Most importantly, I've still got to get my most important new article series started: Nerds of Interest. Intended to be a series of features on different nerds I've met and taken an interest in, I should've posted the first article in this series months ago. I've already interviewed the really nice ladies behind Horsefeathers Cosplay as the first in this series, and I owe them (and you) a big apology for not getting that put up post-haste. They have helped inspire me to finally bite the bullet and get into cosplay fully and truly, and I definitely want to honor their influence and that of Cosplay4UsAll in my hobby insanity.

Along those lines, I made my first foray into cosplay. And as one should expect of me, it's been intense, grueling, full of mistakes and petty triumphs, and way too rushed by conservative cosplay standards. You see, October 10th was the one year anniversary of Star Citizen being revealed to the public and opened up for crowd-funding, and they made a modest event out of the observance. On September 19, they announced a photo contest to coincide with the event, which would close a mere two weeks later. Never one to let reason bar me from setting a goal, I decided that I would make a Star Citizen cosplay in that time. The (sorta) end result was a pretty feldercarb picture of a frakkin' awesome work-in-progress cosplay that didn't even place or get mention in the photo contest. I'll post more about this costume and my progress towards completing it later, but for now here's the underwhelming photo:


Those who follow me on Facebook or Google Plus can see some of my other pictures as well.

I'm not cowed from the hobby, but I don't think I'll put up any more pictures without taking the time to get some decent ones taken with a decent camera and photographer. No offense intended to my wife, but I felt like a motorized tripod with a remote would've been a better setup. Alright, I guess I intend a little offense with that comment. Anyways, the point is that this first frustrating entrance in no way dissuades me from cosplay. Expect to see a lot more on that in the future.



Another article series that needs posting: Nerd Level Up Program. A simple series of fitness and general wellness goals I've set for myself, I've already hit enough of my modest goals that I've essentially backlogged two or three level up posts. This actually dovetails with my interest in cosplay, but working out regularly was one of those things that was always a part of my holistic life goals.



My RPG muscles are starting to atrophy. I haven't sat down for a proper tabletop session in well over a year, and the lack of RPG goodness in my life is really unacceptable. On the homefront, I'm this close to actually doing verifiable work cleaning out my dungeon basement game room and facilitating game play down there. On the blog front, though, I've been planning a couple of things for a while. The GURPS Centurion project is still under way--more character write-ups and eventually several comic pages.

I try to keep a bead on the search terms that bring people to my blog, and every once in a while I come across a really unusual set of search terms. Months ago, I found a particularly interesting phrase on my stats page: "GM tips for scaring their players." My my my. I just love that there is a GM out there looking for tips to scare their players. So at some point in the future I want to make an article of tips for getting emotional reactions from your players: fear, sadness, awe, and elation.



On the back of my embarrassing cosplay failure, I decided to throw myself into the concerns of others, like an infested Terran from Starcraft. In the middle of my clumsy cosplay sprint, I got in touch with one of the fine members of Grievance Gaming, Shrivasta, about helping their group with a charity drive for Extra Life. Here's a little statement from Shrivasta about the event, coming up November 2nd:

As many of you know, Grievance will be participating in Extra Life next month on November 2nd, 2013.  Extra Life began in 2008 as a way of honoring a young lady named Victoria Enmon. Tori’s battle against acute lymphoblastic leukemia inspired the Sarcastic Gamer Community in a way that is difficult to describe. Members sent in video games and bought gifts to keep Tori’s spirits up despite numerous hospital stays and three bouts with the deadly disease.
 
Tragically, Tori lost her battle with cancer in January 2008.
 
Since then, the gaming community at large has participated in the Extra Life project, raising hundreds of thousands of dollars for the Children’s Miracle Network Hospitals in the US as well as Canada!  This year is no exception.  In November, thousands of gamers will be participating in a 25 hour marathon gaming session for charity!
 
This will be the first Extra Life team for Grievance, and we aim to make it an annual tradition.  We’ll not only be taking pledges for the hours played, but we will also be auctioning off items to the community to raise additional money for Extra Life as well.

I've been a fan of Extra Life for some time, and the Grievance Gaming guild is a fun group of gamers, so when I happened across Shrivasta on Facebook, I decided to do a little something myself. Since I'd made some paperweight-sized ODST (from the Halo franchise) helmets in the past, I thought it'd be great to make one with a custom base and a medic paint-job and add it to the Grievance auction. Here's a picture of the early print of the model, before I got really hands on with the piece.

Visit Extra Life to see about pledging, and check out Grievance Gaming.

Please spread the word about this worthy cause and seriously consider donating. And if you want your own ODST medic sitting on your desk, be sure to get in touch for that auction.


So all this stuff is nice enough, but it doesn't mean too much if I'm not going to post regularly, does it? Well, the number of followers I currently have means I need to post at least twice a week, but over the past three months or so I figure you readers have a back log of 31 posts. So as I get back into blogging here, I'm going to try my level best to put in an extra 31 posts (in addition to the two weekly you've already earned), so that by December 31, 2013 you should have just as many posts in the past year as though I hadn't been MIA the past three and a half months. I don't know how reasonable that will be, but it's a good goal to close out the year, and it's quite obvious I've got enough content lined up to fill those spots.

Saturday, June 8, 2013

Nerd Citizen

Today's been a fairly lazy day on the Nerdery front. I've been working on several gargantuan blog posts that will take a good deal of work due to either the tremendous writing/editing load necessary or due to editing media I want to attach to the associated blog posts.

In particular, I've been stalled by the release of the addictive State of Decay, which came out on Tuesday on Xbox Live Arcade. I'm currently in the research and evaluation stage of writing a review for it (ie, I'm playing the game as much as my spazzy, tow-headed spawn will let me). That should be forthcoming within the next handful of posts, if all goes well the next few days.

The big news in the Nerdery, though, was a small package I received in the mail. Tearing into it, I dropped my engraved metal Citizen's ID Card, a beautiful little reward for most Star Citizen backers. Featuring my planned character's name, my founder and pledge status, and a really neat engraved circuitry design along the top and bottom, this is a first class bit of totally superfluous game bling. And I love it. I love getting collector's editions of games specifically because of these sorts of baubles. In the Fallout New Vegas collector's edition, for instance, you get a neat case with a starter deck of Caravan cards, a graphic novel, and a handful of poker chips from the casinos featured in the game. The Dragon Age: Origins collector's edition came with a fabric map of Thedas. Which is awesome because I can now say I've literally caressed Ferelden to my cheek. I love you, you hound-loving nation of malcontents.

Now Star Citizen is fast joining those noble ranks of uber-sexy nerd add-ons that make me unjustifiably enthused for the game beyond the promised gameplay experience. Plunking this plate down on my laptop keyboard, I then snapped a few pictures and threw together the following image. Later tonight I'll be reviewing my character's crew contracts, which will totally be used as an in-game charter for anyone wanting to serve aboard my Constellation-class merchant ship. Oh yes, I'm serious. In the coming weeks, I'll probably share my multi-page crew forms at some point in the future, as well as my detailed thoughts on space-mining as a potentially deep gameplay feature for Star Citizen.



In other nerd news, I've been taking baby steps towards cosplay ever since the euphoric epiphany that was the Chicago Comic & Entertainment Expo. I'm still at the point where I'm just testing stuff out as I research options and pick the brains of much more experienced and talented cosplayers. Most of the stuff I'm actually doing right now is helping out some other fine folks with a project of theirs while also using that effort as an opportunity to sponge up their methods and talents as best I can. But, I'm not just working on other people's stuff. You could say I've got some nerdy projects in the works.



I'm hoping to have something relatively wearable ready for my son within the next week, so if that happens as I hope you can bet you'll get some more images of it in the next few days. The idea is to present him with this as a novelty consolation prize for being ousted as the cutest thing in our household once his little brother is born. Of course, I think this makes him even cuter than any merely human son could ever be--he's not just cute now...he's supercute!


Tuesday, June 4, 2013

Dream Game: Star Citizen

Today's post has been a long time in coming. Like 22 years in coming. Accordingly, it's super long.

A little while ago, I got to cross a big entry off my personal, nerdy bucket list. I got some actual stick time in a Mechwarrior Tesla Pod. Now it may be hard to appreciate why that was such a big life moment for me, so let me rewind things a bit. Say about, oh...two decades ago, more or less. When I was a lowly little five year-old with a whole nerdy life ahead of me.

My mother wanted to move down to Houston, Texas, where my grandfather was "living" at the time. I say "living" because after spending a summer and a half in Houston, I've determined that no one actually lives in Houston. At least not in the summer. Instead, they melt and dip in and out of a constant state of humid, clammy heat stroke while shuffling from one climate-controlled environment to another. Living in Houston in the summer is kind of like living in a state of reverse cryogenic freezing: you're only alive and active when in confined, artificially cooled spaces; the rest of the time you're in a state of quasi-death. And that's forgetting the insane proliferation of cockroaches in the area--huge, impossibly numerous, and insidious. Houston cockroaches are like R-rated versions of the Rad Roaches from Fallout. In any case, my family decided to move down to Houston. Out of ignorance. And my mother and I moved down there in May 1990 to start looking for houses while my brother and father tried to wrap things up in Illinois.

So the two of us moved into a small Houston apartment, and with no friends and only a handful of toys to play with, I immediately fell back on my favored tools of entertainment: pencil and paper. I up-ended a moving box and slid it against a wall in the corner, and then I began plastering images on my large, double-wide pad of drawing paper. The first drawing was a space battle, with X-wings detonating Tie fighters while Star Destroyers looked on helplessly. I taped that to the wall just above the cardboard box. I then sketched out the cockpit controls for an X-wing fighter, which I knew by memory (I vividly recall as a five-year-old considering every visit to the video store a tacit pledge to rent one of the Star Wars trilogy). The controls I taped down to the top of the moving box. Then, sitting in front of the wall, I piloted my hastily improvised space fighter into harrowing dogfights and epic space battles, hands holding an invisible control stick and pounding the scrawled out buttons in quick succession to realign my deflector screens and adjust my targeting computer. I'm pretty sure if someone would've walked into our apartment then, it would've looked like I was being punished--sitting in the corner, muttering to myself, and rocking back and forth--but I was having a blast. I grew up on Star Wars and old scratchy VHS recordings of Battlestar Galactica, and space battles have always kept me up at night.

"Houston cockroaches are like R-rated versions of the Rad Roaches from Fallout."

Another life support function in Houston was the arcade. In a region where the summer is full of weekly reports of heat stroke deaths, parents are rather less eager to pack their kids into plastic tubes in outdoor playgrounds, apparently. So everywhere we went in Houston we tripped over the most God-blessed bounty of video arcades I have ever known. Places like McDonald's substituted their playgrounds with attached arcades, and shopping malls had elaborate, sprawling video game arenas that compared to nothing else I've seen in my life except the ill-fated Disney Quest ten years later. Yes, Houston may have been the worst region to settle, in my opinion, but once there those Texans accidentally made themselves a nerd haven where you couldn't swing a stick without hitting a video game cabinet.

At the shopping mall my family went to, they had a massive arcade that featured a bank of eight Mechwarrior simulator cockpits that were the precursor to the Tesla Pods I've raved about in the past. They had surround sound, multiple monitors, and banks of sexy working buttons and control surfaces. I was in love. But my ten year-old brother, in a pique of superiority, informed me that it was way too expensive: a five minute match in the simulators would blow half of my arcade allowance. "And besides," he'd tell me in that big brother way, "you wouldn't know what to do with all those buttons and controls. It'd be a waste of money." But for my brother, apparently, it was right up the future pilot's alley, and the fifth-grade schmuck would proceed to hop into matches and whoop and holler and throw his Mad Cat mech into the thick of missile-firing fights and laser-burning bust-ups. He'd even had the audacity to occasionally pull some of my share of the arcade allowance to get in extra matches, and I was stupidly ensorcelled enough by the explosions and sci-fi gratification of watching from afar that I would usually let him.

"I'm pretty sure if someone would've walked into our apartment then, it would've looked like I was being punished--sitting in the corner, muttering to myself, and rocking back and forth--but I was having a blast."

We didn't move to Houston. My family collectively bailed out on the humidity capital of the country after less than six months. But the glories of the Houston arcade scene and the dream of the simulator cockpit (also known as a simpit) have stuck with me ever since.

Which I'm sure you've guessed by now.

That was also the year that a certain game called Wing Commander came out. A space sim in which the player got to slip into the cockpit of a fighter and partake in interstellar wars, it was the ultimate boon to my fevered brain, letting me fire blasters and pull extravagant maneuvers to shake enemies off my six. The following year, Wing Commander II came out, and we played that one to death, too. And when I say we, I mean I would harangue my brother into booting up the game on our cyclopean* DOS machine and then I'd bumper-car my way through space until he'd get fed up and take over. Which was often necessary, because I could get Angel killed in the easiest of fur-balls. Not to mention I had a knack for blasting through missions by the skin of my teeth and missing all chances for extra objectives and commendations. It was great. And it lasted for just one more year before we converted to a Mac family and my gaming life shifted to real-time strategy games like Warcraft and, eventually, Myth. Even when Wing Commander got ported to Mac, I didn't get as into it. Maybe it was no longer being threatened by my brother for every botched Immelmann turn, or maybe it was that the game lost its mystique when it wasn't hidden behind an inscrutable DOS command line, but I didn't keep up with the rest of the series.

Years passed and I always looked back on Wing Commander fondly. My brother and I got into Mechwarrior 2 and tossed around simpit ideas until he got fed up with my "strategy" of attacking his Atlas-class mechs with gnat-sized Elementals, which often resulted in five to ten minutes of me hovering around him, unable to cause any damage but impossible to hit with the mechanical titan. My brother joined the Air Force and relegated all our nerdy past-times to me while he went off and, y'know, flew actual planes. The Wing Commander movie came out, and I stubbornly still enjoy it no matter what the rest of the world says. Heck, I'm listening to its soundtrack right now. But there's been nothing like those years in the early 90s, when the Mechwarrior simpits and original Wing Commander games were freshly ingrained in my fantasies. Both genres declined--the first reduced itself to more and more shallow action games, and the latter faded away in the midst of game developer takeovers. Playing a worthy simpit game remained fixed on my bucket list, but it was such a dim hope I was barely conscious of it most of the time.

Then I got to play in the Tesla Pods last year, and reality didn't even remotely quench the nerd-fire that burned for simpits. It heightened its roar, and within days of that experience, I started in on ludicrous plans of building my own sci-fi simpit. I could start with a cockpit, and then maybe build off of that into having a simulated bridge for a capital ship--that'd be the ultimate family gaming experience, me barking out orders while managing damage control and ordering my son to launch a fighter and keep the bombers off us. Oh yes, that'd be sweet. I researched games that might fit these lofty ambitions, looking especially for ones that had good mod support so I could conceivably rework everything to fit my vision of space. There were a few that looked promising, but I passed on all of them for one reason or another. And then, most ridiculous of all, I began researching the idea of making my own game. Sure, it would be clunky and ugly as sin, but I could always make it look like a stylized icon system, right? It'd be just like the Command School from Ender's Game.

Not even my boundless enthusiasm could BS me for long, though. That was an insane idea that would never happen. I'd never make my own game, and no one was making the sort of game I wanted. Nothing was going to come along and justify the huge effort of building a simpit, and nothing would be worthy of it if I ever made one anyways. The space simulator genre was dead.

Then last fall brought with it a new dawn. A project popped up on Kickstarter called Star Citizen. It was the first game in ten years that Chris Roberts would be making.

Chris Roberts.

His name had tickled my ears the first time I saw the Star Citizen campaign page, but I didn't realize what I was in for until I watched the KS video and virtually soiled my actual chair:

"They said I was dead. They said console was the future. Now they say mobile and tablets are the future. I say to you, the reports of my death have been greatly exaggerated. I am a PC game."

Waaah! Glory shot of the Bengal carrier.

"And I am a space sim."


Oh, those first 30 seconds of that video grabbed me by my childhood fantasies and has not let go of me since. I can't watch it without getting excited. Chris Roberts was the creator of the Wing Commander franchise, and he was coming back to the game industry to make something gloriously ambitious. I pledged to the campaign immediately and followed the updates doggedly, as every new addition to the project's goals brought it closer to everything I've wanted from sci-fi gaming:

Sprawling, fully-realized ship interiors. Star Citizen is going to allow the player to explore larger ships, walking down the corridors and into the bridge of carriers and other capital ships. What's more, since the game is going to feature seamless transitions (ie, no load screens) from in-cockpit action to walking around your mother ship, the interiors of the ships are actually going to be consistent with the physical shape of the ship. Unlike the Normandy from Mass Effect, which is depicted as physically smaller and the wrong shape to accommodate the interior spaces you explore in the course of the game.

Out-of-cockpit gameplay. In addition to being able to simply walk around and idly explore in the innards of your big ships, Star Citizen is going to include a shooter-like experience for boarding actions. This integration and mingling of the two genres is going to be inspired, as you know I kept wishing for some space-combat crossover in the Mass Effect series and never got it. Now Star Citizen promises to give capital ship action, fighter brawls, and man-to-man gunfights in tight-packed ship corridors. It's like Chris Roberts has a checklist of my favorite recurring dreams. If there are cute redheaded witches, bottomless tubs full of spiders, and machine zombie hordes, it'll be official--he's ripping off my REM cycle.

A vast forking campaign based on performance and decisions. Long before Bioware ever gave you a non-choice at the end of an epic game, the Wing Commander series had them licked with a campaign that featured meaningfully divergent endings. Endings were based on direct plot choices and mission performance, so just barely clearing your mission objectives as opposed to wiping the board completely might change what your resolution was. They're going to be bringing that legacy back for Star Citizen, and since they've announced 50 missions for the main campaign of Star Citizen (called Squadron 42), I wouldn't be surprised if some of those missions were mutually exclusive based on what path you take your pilot through the plot. Tasty.

Persistent universe. The most exciting and lauded aspect of the game is Star Citizen's ongoing online experience. A variation of an MMO, Star Citizen proposes to let players shape a dynamic economy and play the game the way they want to play it. If that involves mining, trading, and exploring more than direct combat, that's cool with them. And that's very cool with me. I'm always a fan of games that let you go off the rails, even if I find myself not wanting to do so.

Playable capital ships. This was a later stretch goal met in the incredibly successful pledge campaign, and it promises to allow players to potentially gain control of ships as large as their mile-long carrier ships in the final version of the game. This goes hand in hand with cooperative and social play, as even some of their smaller ships are said to be nerfed if you don't have meat in all the crew seats. The 4-man Constellation ship, for instance, will feature two manned turrets and a detachable short-range fighter (a la the Serenity's two shuttles) in addition to the ship's pilot. Beyond that, you'd be looking at dedicated guilds needed just to get the most out of destroyer, cruiser, or carrier-class ship.

Mod support. With how great the core game is shaping up to be, and how visceral and engaging, I feel like this feature is almost perfunctory. But then I think about trying to model a full-scale battlestar in Star Citizen and scramble out in a viper (mk II, of course) to scrap a toaster onslaught. Ooookay...maybe I do still want mod support. And since they're talking about using that as a way to test the feasibility of fan-created additions to the game, I can definitely see me spending a lot of time turning some of my rough designs into something fully realized for this game.

Support for multiple monitors and multi-function displays (MFDs), TrackIR, and advanced controllers. And there it is. Star Citizen is going to support the ultimate simpit gaming rig with this simple promise. You want a three monitor display wrapping in front of you? Okay. How about a dedicated screen for your sensors? Sure. Joysticks, throttles, keyboards, and gamepads? Whoa whoa whoa now--you're a little nuts, aren't ya? That my friends, is a game that isn't simply worthy of the simpit I've been dreaming of these past 22 years--it demands one. Never mind that I'm a more artistic, fine detail sort of builder with minimal wood-working experience. Never mind that I've never wired anything like this before. Never mind that I will building the first PC of my very own from scratch to form the heart of the ultimate gaming rig (that I can afford). It is going to happen. It must happen. So let it be written; so let it be done.



Cloud Imperium Games is collectively working on realizing my dream game and the dream of tens of thousands of gamers all over the world. It's safe to say I'm going to be blogging more about the different aspects of this game in the future. I've already posted at least one article's worth on the subject of space mining in Star Citizen on the website's forums. I'll also be chronicling my progress as I work on my simpit and related projects for this game, so don't worry: I didn't run out of words with this article.

More's the pity, right?



*Seriously, Google spellcheck? You don't know the word 'cyclopean'?!?