Sunday, February 23, 2020

The Alliance Alive HD Remastered Review (Steam)

Written by Alexander O. Cuaycong and Anthony L. Cuaycong


Title: The Alliance Alive HD Remastered
Developer: FURYU Corporation
Publisher: NIS America, Inc.
Genre: RPG
Price: $39.99
Also Available On: PS4, Switch



Japanese role playing games have come so far from their once-humble beginnings. The early releases struggled to gain a foothold in the West, but subsequent offerings from such franchises as Final Fantasy 7, Fire Emblem, and Dragon Quest managed to find homes in the hearts of gamers. Intellectual properties like these have reinvented the genre, however slowly, and their success underscores the core tenets of timeless examples: proper emphasis on deep stories, interesting gameplay mechanics, and immensely likable characters.




The Alliance Alive is one such example. First making its mark in 2017 as a Japan-only release on the Nintendo 3DS, Atlus USA saw fit to bring it to other regions the year after. Stripped to basics, it aimed to evoke feelings of nostalgia in gamers, with simple graphics paying homage to the finest RPGs of yore. Compared to the more complex battle systems of contemporary competitors, it focused less on flair and doubled down on the lure and allure of its interface, allowing everyone from veterans to newcomers of the genre alike to enjoy its open-world setting, its smooth combat sections, and its overarching narrative of wonder and fantasy, of struggle, loss, and heroism.

Considering The Alliance Alive's strengths, NIS America's decision to port over a remastered version to the Nintendo Switch, the Sony PlayStation 4, and the personal computer comes as no surprise. With an intended goal of presenting an experience that hews as closely to the original as possible, the remaster introduces the title to gamers on latest-generation platforms. They are presented with varying perspectives: from the vantage points of diverse characters, they must piece together the story of the world around them, of the daemons who rule the world, and of the humans who bear the yoke of servitude. By exploring the vast overworld and traveling from town to town, they are compelled to hone their skills in battle and prepare for the inevitable confrontation against the real enemy that hides in the shadows.




Even at a glance, The Alliance Alive HD Remastered presents itself as more than just another run-of-the-mill JRPG title. It begins with the invasion of daemons fearful of the Chaos energy in the human realm. The occupation triggers the Dark Current, which effectively separates the world's four regions. Barely surviving the cataclysm, mankind finds itself divided and subsisting under the reign of daemonic overlords. The gameplay picks up a millennium hence, focusing on nine otherwise-disparate members of the Night Crows, a rebel force out to gain freedom for the human race. And "disparate" may be too conservative a word to describe the nine given their origins and ideologies; joining Galil, Azura, Renzo, Tiggy, Gene, and Rachel in looking after their own are daemons Vivian and Ignace and beastfolk Barbarosa.

In terms of look and feel, The Alliance Alive HD Remastered is much improved over those of the 3DS version; it sports vibrant colors, richer textures, and a much higher resolution that allow the "solid" watercolor art style of old hand Masayo Asano — who boasts of efforts in SaGa and The Legend of Zelda titles — to shine through. Certainly, it casts the narrative penned by Suikoden series creator Yoshitaka Murayama in superior light, a development that, under Masataka Matsuura's steady direction, cannot be overemphasized.




That said, The Alliance Alive HD Remastered distinguishes itself in its gameplay. Unlike other contemporary offerings in the genre, it puts a greater emphasis on tactics and skills, with the biggest influences on combat being how comfortable characters are with their equipment. While a character may use any weapon of their choosing, the skills and attacks they use depend on their mastery over it. Anyone can use a spear, or a sword, or a staff, but the abilities they have, from devastating Area-of-Effect slashes to more precise stabs, are contingent on their familiarity and proficiency with their combat gear.

Parenthetically, The Alliance Alive HD Remastered brings much-needed depth to the battle system, requiring gamers to strategize properly and distribute their equipment judiciously according to the characters' distinct preferences. It's less about stat points, and more about honing skills. Alongside combat formations, this particular facet eventually shapes much of the game, with characters slowly training to become better in certain weapon types, and then unlocking more and better skills over time. It provides a unique sense of progression, and when coupled with the story's semi-brisk pace, makes it enjoyable to run through.




For the most part, The Alliance Alive HD Remastered boasts of intuitive mechanics. At the same time, it presents challenges that tend to be easy. It likewise lacks keyboard support on the PC, forcing users to play with a controller; it's not a huge issue per se, particularly since there is no delay in feedback, but it does limit options. Moreover, framerate issues seem to randomly pop up every now and then. Nothing earth-shaking, really, and nothing an update patch here and there can't fix so that it runs as well as it should.




On the whole, Alliance Alive HD Remastered is a great game to play, but the relative lack of difficulty and absence of controller support can be a huge turn-off for people looking for a challenging, if fair, JRPG. Nonetheless, it earns major props for its earnest gameplay and interesting storylines. It might not be the polished AAA JRPG offering gamers invariably look for, but it's a nice look back to the genre's golden years, and its unique take ensures some 40-odd hours worth of enjoyment.



THE GOOD:
  • Interesting story
  • Unique combat mechanics
  • Diverse set of characters

THE BAD
  • Lack of keyboard support
  • Framerate issues
  • Lack of a true difficulty curve


RATING: 8.5/10

Thursday, February 20, 2020

Uclan Games Design Students In Global Games Jam 2020!

What a truly awesome bunch of students and Alumni we have!
They've all worked really hard together in groups over the whole weekend for long hours and they've now completed the Global Game Jam 2020.























The Global Game Jam 2020 started on Fri 31st Jan in all sites around the world, and this year's theme is...

Repair
The theme reveal clip at the end of the GGJ20 keynote video showed objects in various states of repair, breaking and repairing buildings and pots, repairing relationships, and plants repairing themselves.

See the theme video.

You can see the UCLan Game Jam link here.

https://globalgamejam.org/2020/jam-sites/university-central-lancashire



























Lewis Wright, who organised the event at UCLan with Simon Ashcroft said, 'Everyone smashed it out of the park, cleanest game jam I've been a part of. Every group had fun and a working game by the end of it.'

They recorded all of the games that were shown at the end, including the game dev ones as a comparison. They're gonna make a show-reel out of them for us all to see on the YouTube channel.

They even tidied the studio room before they left. Time for some well deserved sleep for them all. Wish I could have joined them this year as the comradery and sense of fun was evident as always as we watched them working away via Twitch TV. ☺️

So proud of you all!























Sekiro Only From Software Game I'm Not Pre-Ordering (Monday Musings 73)

In general, it's always best to wait until the about to be released game comes out much later with a complete bundled package, including all the DLCs, because at that time, the price comes down from $60 to the more affordable $20 or $30. Further, patches would have been out by now that will fix the glitches. 

Therefore, not only will the game be cheaper in price, but you get more content for less money, and a more polished experience! Additional benefit is, during that period of time, you can watch others play the game, to make sure you really want it.

However, there are some games that I have to pre-order and play right away, and those are the From software games. I played and fell in love with Demon's and Dark Souls years after release, Dark Souls being my favorite game. Therefore, I had to pre-order Dark Souls 2, Bloodborne and Dark Souls 3, as I played them on day of release. It was worth the full price, even as Bloodborne eventually became free for Playstation Plus (PS+) subscribers.

The only other thing I can think of in terms of pre-ordering is to get the preordered bonus content, but usually the bonus content doesn't justify buying the game now, rather than waiting for the complete and more affordable game to come out.

Sekiro just didn't appeal to me, as it won't have the RPG elements and character building that I've come to love in video games. This has gotten to the point where it was hard for me to play games other than RPGs.

I know I've been whinging about Sekiro since it was introduced back in E3 2018, but I hope that I'm 100% wrong about this game. If my friends really love the game, I'll be sure to wait until the complete bundled package arrives - usually From Software comes out with future DLCs.

What are your thoughts about pre-ordering and will you pre-order Sekiro?

The How of Happiness Review

5 GAMES FOR AUGUST

https://collectionchamber.blogspot.com/p/3d-ultra-pinball-lost-continent.html https://collectionchamber.blogspot.com/p/bat.html https://collectionchamber.blogspot.com/p/darker.html https://collectionchamber.blogspot.com/p/simlife-genetic-playground.html https://collectionchamber.blogspot.com/p/virtual-pool.html

So, it's been a while since I've posted something and that's down to a particularly busy August. But that hasn't stopped me rushing to fulfil my promise of at least 5 games per month. At the tail end of this very sunny Summer hols, why not go exploring a forgotten jungle using some shiny metal balls in 3D Ultra Pinball: The Lost Continent. Perhaps the cyberpunk stylings of the sci-fi adventure B.A.T. will satiate you. If not, try protecting a city of perpetual night from some warmongering invaders in the action-filled space sim Darker. If real life's getting you down, why not try a simulated one in SimLife - there's dragons in it! Lastly, chill with some friends and play some pool, Virtual Pool that is. Enjoy!

Read more »

Wednesday, February 19, 2020

Download Tekken 6 Full Version For Pc

Download Tekken 6 Full Version For pc

Tekken 6 Full Review

Welcome to Tekken 6 is one of the best fighting game especially for fighting lovers that has been developed  and published by Bandai Namco Games.This game was released on 26th November 2007.


Screenshot



System Requirements of Tekken 6 For Windows PC

  • Operating System: Windows XP/Vista/ Windows 7 ( 64 Bit )
  • CPU: Intel Pentium 4 or later.
  • Setup Size: 700 MB
  • RAM: 1GB
  • Hard Disk Space: 1GB




Let's Play Italian Wars - Furioso Style


Regular readers of the blog will be aware of the last large project I embarked on, 28mm Italian Wars. It went remarkably quickly and I managed to plough through a big chunk of figures during the 2018/19 Analogue Hobbies Winter Paint Challenge, producing a pretty large Papal Army in the process. The figures went on to win the Challenge Choice Award, which was nice.

Swiss Pike clash with their fellow country men.
So over the last few weeks the collection has been out on the table getting to grips with some rules and getting a new period up and running here at Yarkshire Gamer. Along with my figures, regulars Harry (with his large French contingent) and Steve with his Landsknechts added to the weight of the table.

Landsknecht Shot
There wasn't much of a plan to the game, on the usual 12 x 6 table I set up a symmetrical layout with a couple of built up areas and some trees and lined the troops up ready to go.

Our troops are based on 60 x 50 bases, 8 Figures on a Pike base, 4 on a shot base and 6 on a "other" base (Sword and Buckler, Polearm etc). Cavalry is on a 50 x 60 base with two figures per base. This isn't for any particular rule set, it looks right to us and any rule set we use will just be adapted to this basing (I don't rebase !).

Papal Pike Block
So our chosen rule set for our playtest is Furioso, they are avaliable from Alternative Armies for £10 as a Pdf. Link below.

https://www.alternative-armies.com/products/furioso-renaissance-wargame-rules

The company also do an additional supplement specifically covering the Italian Wars adding Mercenary Units etc but we didn't use that in our initial game so I won't comment further on that now.

The French
Just to give you an idea of the forces involved they were as follows,

French Right Wing 
3 x French Gendarme (3 bases each), 2 x French Archer (3 bases)
2 x French Skirmish Crossbow (3 bases each) 1 x Old Band French Pike (9 bases)
1 x Light Gun

French Centre
3 x Landsknecht Pike blocks (1 with 9 bases, 2 with 6 bases) each with skirmish screen bases.
2 x Polearm / Zwei hander units (4 bases)
1 x Landsknecht Formed Shot unit (4 bases)
1 Heavy and 1 Medium Gun

French Left Wing 
3 x French Gendarme (3 bases each), 2 x French Archer (3 bases)
1 Light Gun

Papal Centre
Papal Right Wing 
2 x Familia Ducal Cavalry, 3 x Condottiero Cavalry, 1 x Mounted Italian Crossbow, 1 x Italian Light Cavalry, 1 x Stradiots (bow) all 3 bases.
1 x Landsknecht Formed Shot unit and 1 Swiss Polearm unit (both 4 bases)

Papal Centre
1 x Landsknecht Pike block (8 bases, plus two skirmish shot bases)
1 x Swiss Pike Block (6 bases, plus two skirmish shot bases)
2 x Romandiole Pike Blocks (6 based, plus two skirmish shot bases)
1 x Swiss Guard (4 bases)
1 x Sword and Buckler unit (4 bases)
1 x Heavy and 1 Medium Gun
1 x Stradiot (with Lance) and 1 x Italian Mounted Crossbow, both 3 bases.

Papal Left Wing
1 x Familia Duca Cavalry, 4 x Condottiero Cavalry, 1 x Stradiot (Lance), 1 x Stradiot (bow), 1 x Italian Light Cavalry, all 3 bases.
2 x Landsknecht Formed Shot units (4 bases) 1 x Light Gun.

Papal Cavalry
With chucking everything on the table (and why not !) We didnt use the Army Morale System in the rules as we were about 3 times over the sizes mentioned, nothing like a "small" game to start with !

We didn't use the Generals rules (other than plus 1 in Combat Morale if in range).

So let's move onto the rules themselves. I am going to do a seperate post with some video examples of the mechanics of the rules just waiting for Speilberg to come free to finish the edit.

Landsknecht Pike
Firstly some basics, the rules are relatively straight forward and all units are in "bases" - each base having 4 hits before it is removed, units are built up of numbers of bases. Our figures are set up differently to the rules so we just played with the number of bases we had per unit and it worked fine. All die rolls are d6 and all rolls need a 5 or 6 for a success, so very easy to remember.

Run Away !
Each unit has a stat line to define it's character, they are as follows,
Type - e.g. Gendarme, Raiders etc this can give the unit a special ability for example units fighting Gendarme lose 1 d6 in combat if the Gendarme charge.
Tactic - Galloper, Skirmishers etc
Combat Factor - Base number of Dice per base when fighting (2 to 5)
Initiative Modifer - as it sounds
Weapon - defines type
Armour Class - None, Armoured, Heavy, Extra Heavy
Move - basic in inches (for 28s)
Size (suggested number of bases)
There is also a points value but as you know I hate points systems so this was immediately discarded !

Swiss Pike clash with Landsknechts
We (as usual) ignored the set up rules and just got on with it.

At the start of each turn each unit rolls 1 d 6 and adds (or subtracts) their Initiative Modifier from their stat line and that determines when they will move in the turn. We simply left the rolled dice at the rear of the unit as a marker to remind us of an initiative score.

Units such as Gendarme and Swiss gain +2 to their roll, if the net score goes over 6 the unit become Impetuous and charges of at the nearest unit, much as those units did if they thought the Commander was being a touch cautious.

Papal Pike to the rescue
Impetuous units remain so until they get into melee or fail a morale test.

Units with an Initiative of zero don't move or fire but can defend themselves in melee.

Each unit completes it's turn with the highest dice going first. So all Impetuous first, then 6s go then all 5s etc.

If a unit choses to move it's move distance is it's base move from its stat line plus it's Initiative Score, so a Gendarme moves 8 inches normally, if it had a 5 for initiative it would move 13 inches, simple really.

Papal Guard vs The World 
Each side should move one unit and then the next side and so on, I could see how over a club night table this would work fine but over a large table it became restrictive so we just broke the table down into areas of action and moved units in sequence in that area.

Each unit completes it's turn before moving onto the next unit.


It's wouldn't be long before we introduced a house rule (it never is !) We found that there was a problem when you have units in consecutive lines (Cavalry mostly) when the units in the rear end up with higher initiative than those in the rear, because of the move system the unit at the rear was effectively stuck and was therefore at a disadvantage due to it's higher initiative. We solved the problem by allowing units to exchange their Initiative dice front to rear, the payment for doing so was reducing both dice by 1.

Landsknecht pointy end
Shooting is done by base, 2d6 if short range, 1 if long or if moved. Roll the dice, 5 or 6 hits. The target has a save of 1d6 per hit with additional dice for cover and armour, saving a hit on a 5 or 6.

So a stationary unit of Landsknecht Shot with 4 bases firing at a unit of Gendarme with at short range would throw 8 dice, let's say for 3 hits. The Gendarme would throw 3 save rolls for the hits, plus 3 dice for their armour, - 1 for the fact they were fired at by a gunpowder weapon giving 5 dice to save 3 hits. Remember each base has 4 hits before it is removed.

French Pike on the move
Nice and straight forward and picked up in a couple of moves.

We added our second house rule for Mounted Crossbow and Bow, reducing their ranges. It's open to historical debate but I am in the "crossbows were used from horseback" camp, but they used a latch type loading mechanism which would give less draw weight and hence less range. So our house rule fitted that.

The other thing we weren't sure on was the basing for shot troops, skirmish units are in three bases, side by side which is fine, but formed shot is in 4 bases, 2 x 2 which to me doesn't look right, we have left it as is for now but might come back to that.

The Pope in action
Melee combat occurs when units contact each other and multiple rounds of combat can occur in one turn, for example a unit with an Initiative of six contacts and fights a unit with an Initiative of three, they fight once of the turn of the unit with 6 and again on the turn of the unit with 3.

Sword and Buckler unit 
Combat is based around the Combat Factor of each unit, each base in contact generates dice equal to the CF of that unit. So a French Gendarme unit with a C.F. of 4 will generate 12 dice (for 3 bases) as a start, there are additional modifiers (Cavalry charging get plus 1 to their dice, giving a total of 15 for our Gendarme example, these dice are rolled, with 5 or 6 being a hit.

The unit that has taken the hits gets the opportunity to save, 1 d6 for each hit plus a number of Dice to represent the Armour of the unit, with a 5 or 6 saving.

More Landsknechts
The outcome of the melee is determined by a Combat Morale Test after the casualties are calculated. This is based on the CF to start with modifiers to the number of Dice for most casualties, losing a base, size of unit etc. Both players roll their dice with a 5 or 6 (as usual) counting as a success. It is the difference between these results that determine the outcome. 1 difference pushes back the loser 1 base and causes 1 casualties, 2 difference, 2 push backs, 2 casualties. Three difference adds disorganised to the losers woe whilst 4 push backs kills the unit.

Units that have a traditional rivalry (Swiss and Landsknechts) can become "Furioso" when close to each other, this drags the units into combat and intensifies the fighting, which is done twice before any Combat Morale is taken.


We found that the system worked well but because there is no cumulative effect round to round melees went on until a unit ran out of figures. After the first day playing we decided this wasn't working for us and made the push backs add up, turn on turn, so a 1 push back this turn after a 1 push back the previous turn would count as 2.

Morale is done by a simple test when a unit loses a base in shooting or when a general is killed, the rules do have an overarching morale system which is based on the overall losses but this is designed for games a third of the size we were trying, it's something we didn't use during this play test but will be looked at again, next game.


So general impression is very good and we will definitely be using them again. We made a few minor changes but I have to be honest and say that only a couple of sets of rules survive intact after contact with the Yarkshire Gamer ! There are some nice touches in the rules, like hazards (when you throw 4 1's in any roll).

I've done a video run through of the rules which I will put up on the blog early next week.

Thursday, February 13, 2020

Brave Browser the Best privacy-focused Browser of 2020



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

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