3/31/2008

The Ultra Violence

Filed under: — Scott @ 8:51 pm

CO

Over the weekend I found myself traveling down the seedier streets of the ‘net. No, I wasn’t scouring Google images for Dominions porn, but while checking out some movies I ended up on the site for a rather bloody independent horror flick.

I won’t mention the name, or point to the site, because frankly it doesn’t really need the publicity. In the past few years a new genre has arisen in indie fright flicks, that of the pseudo snuff film. These are gore films without any redeeming values, designed only to shock and disgust. Films like August Underground or Scrapbook. Films that make Cannibal Holocaust and other Italian gorefests look like Citizen Kane.

This particular flick, judging from the production stills and clips, is a non-stop misogynistic splatfest. See naked woman tied to a chair get her head sliced in twain with a chain saw. See naked woman drown and then get her throat slit. See naked woman get her face sliced off. See semi-naked woman corpse with her infant clinging to her lifeless body. See 9/11 images. Hunh? But yeah.

It’s revolting. Disgusting. I just hope everyone involved had enough common decency to at least once a day during filming stop and go, “Jeez, we’re some effed up individuals, ya know?”

I mean look, I don’t mind gory movies. I listen to death/gore/black metal. Anyone who’s played in one of my RPG sessions knows that when PCs encounter evil, they encounter E-V-I-L. But still, gore for gore’s sake is just pointless. And well, frankly, a tad bit immature. I must be getting old because I definitely get tired of shock for shock’s sake.

Now, have you ever seen anything as repulsive as some of these indie flicks in a computer game? No. Nothing has ever come close.

The Soldier of Fortune series, for all the hoopla about its dismemberment and disembowelment engine, still looked like polygons splashed with red instead of crime scene photos. It wasn’t disturbing unless your reality was a Cubist one.

The Postal series? Please. Start off with the fact the games suck as games before moving on to the so-called controversial issues, of which none are any worse than your average first person shooter.

Grand Theft Auto? Again, much ado over nothing.

Anyway, it never ceases to amaze me the brutality that is depicted by so many other mediums, and in a much more graphic and more realistic fashion than any computer game has ever done, and yet everyone wants to pick on gaming. I’ve talked ad nauseum over the past decade on computer games and violence so I’m not really looking to get into that whole discussion, I just wanted to share an observation. I know I can’t be the only one who often wonders why other entertainment industries seem to get a free pass…

3/26/2008

[Army Group Kitchen Table] Wings Of War

Filed under: — Scott @ 9:15 pm

Wings Of War (Distributed in the US by Fantasy Flight Games)

Back in the day one of the most clever and innovative games on World War One aerial combat I played was the Ace of Aces series by Nova. Ace of Aces was a deathmatch flight sim between two fighters without the need of a computer.

Each game came with two books, one for each aircraft, that through line art depicted what the pilots saw. At the bottom of the page were a variety of maneuvers that could be performed, with page numbers for each one. Each player would choose a maneuver and tell his opponent the page number. You’d then go to that page and then find the maneuver again and this time turn to the page yourself (it’s been awhile since I’ve played so it’s possible that I’ve gotten this backwards). When you were in position to shoot the art would show your aircraft firing. In the basic game you had to shoot your opponent X number of times to down him. Advanced rules adding more complexity to the game, including specific hit locations and airframe stress.

Since you only needed two books to play besides the portability of the game, it had no set up time. “Here, take this book and open it up to page…” Factor in the basic game could be learned in about two minutes, and you had a perfect game to suck even non-gamers into the world of dog fighting.

The series eventually moved away from World War One into World War Two, the jet age, and even an Old West gunfight! Needless to say, the further away from the days of canvas and wood the more the game suffered (it definitely failed as a game of modern fighter combat). It did also inspire the development of the Lost Worlds fantasy fighting books, which are still being published today, and a Battletech combat series.

WingsThe Wings of War series of games reminds me a lot of Ace of Aces. Like Ace of Aces its roots are in the daring deadly aerial ballet of combat over the war torn fields of Europe in the First World War. And like Ace of Aces it’s clever, fresh, and innovative. The basic game is also dirt simple to learn, and while not quite as portable as Ace of Aces there is very minimal set up and break down time.

At its core Wings of War is a miniatures aerial combat game that instead of miniatures (although you can now buy nicely crafted plastic minis) uses cards. Ideally each player controls one aircraft, although more than one is entirely possible.

The aircraft is depicted from a top down view on a small card. Each aircraft is rated for the number of hit points, the type of damage it does, and a maneuverability rating. This rating is tied into a deck of cards that players will use to decide how their plane is moving. The top of the card has a small line dead center of it, and the bottom of the card has a small arrow, also dead center. Both of these will become important when the discussion of movement comes up. Additionally, the firing arc for weapons is shown.

A turn consists of the players choosing three maneuver cards from their maneuver deck and placing them face down on the table in the order they will be performed. There are a few simple rules here; some moves cannot be performed back to back, and there is a specific move order one must perform to make an Immelman Turn. The game is also considered to be running continuously, so while you choose three cards at a time the next set is considered to be performed right after your third card, meaning you must adhere to the special movement situations as you go into the next turn.

Once everyone has chosen their cards the turn proper begins. Players reveal the first card and perform the move.

Maneuver cards physically show, by way of an arrow originating from the base of the card, where the plane is moving. A player takes the card and matches the bottom of the card to the top notch on their fighter card. Holding the maneuver card in place you then take your fighter card and match the bottom arrow to the end arrow on the maneuver card. Remove the card, and presto, your fighter has moved. This continues for two more cards, after which three more are chosen. Play then goes on and on like this until the chosen victory conditions have been met.

After each player moves there is always a combat phase if anyone is within firing range. Firing consists of taking a small measuring stick (included with the game) and connecting it from the firing dot at (usually) the center of your plane, and seeing if it can reach any part of your target while falling within your firing arc. If you’ve ever played a game in which you needed to check LOS with a string you’ll feel right at home. If all the parameters are met then damage is dealt out.

Damage type is decided by two factors. First, the stick is divided by a line in the middle. If the target falls beyond this line then it will only suffer one attack. If the target falls within this line then it suffers two attacks. Next, there can be a variation in the type of damage suffered due to the attacking aircraft type. In the first games of the series there isn’t a great deal of variation in damage type, but there is when the series moves into the Second World War.

The targeted player then draws from a damage deck one or two cards, depending on where they fell on the targeting guide. Damage is expressed by a numerical rating, a symbol that represents specific damage (i.e. engine fire), or an insta-kill explosion. The most common damage cards are the numbered cards, representing loss of hit points.

Players who take damage keep the effects secret from their opponents, unless the effects are something that must be revealed, like a thick plume of black smoke now trailing from their fighter. Since players keep the damage secret there is never any way to tell exactly how much damage someone has taken, although the number of cards they’ve accumulated can give some idea. At the same time there are a number of zero rated damage cards, so looks can be deceiving. When the damage points equals or exceeds the plane’s hit points, the aircraft is shot down.

That’s the system in a nutshell. Choose how you want to move, move, and hopefully get some shots in.

Advanced and optional rules can be layered onto the basic system, such as altitude and ground attacks, although in our experience these rules come at the expense of taking more time with not enough return in enjoyment. Usually just throwing the gauntlet down and having a melee in the sky is entertaining enough, although purists may balk at the 2D world.

Recently the series moved into the early days of World War Two. Pretty much the gameplay has stayed the same, although to represent both the better responsiveness of plane and pilot players don’t choose three cards, but rather only have two cards at a time out. New cards are chosen after each move, so players are constantly cycling between these two cards. Speed changes are also introduced in the World War Two version, which impacts an aircraft’s maneuvers, and damage is no longer done by cards but rather by counters. Oh, there are also a number of new optional rules, such as pilot qualities and fuel consumption. Again, while they sound good in theory we’ve just always found the optional rules to bog the game down without an appreciable return.

There are a couple of minor issues with the game series. While the game can be played by two players expect it to be a turning duel. You really need at least four or more players to make it interesting. Unfortunately those four players cannot choose the same type of aircraft, as there are not enough maneuver card decks in a base set.

If you’re interested in aerial combat gaming, but have no interest in the complexities of earlier air combat games, the Wings of War series of games is a good place to look for your needs. It’s easy to learn, easy to teach, and offers up plenty of tabletop goodness in a small package.

Now all we need is for someone to take the system and convert it into ancient naval warfare…

3/24/2008

Peter Jackson’s Crossing The Line

Filed under: — Scott @ 5:28 pm

Another trailer for a WWI movie, this one by Peter Jackson–who you should know. Apparently WWI is the new WWII.


3/23/2008

War Is Hell (And So Is The Price Of Concessions At The Movies)

Filed under: — Scott @ 11:45 am

When I hit my local comic shop this week I was pleased to see that War Is Hell had shipped. It’s been awhile since we’ve had a Garth Ennis war comic, and even longer since we’ve had a comic, Ennis or not, dealing with the Great War.

WIHCvrWar Is Hell is a five part mini-series published by Marvel under their Max imprint (there was also another series in the early ‘70s under the same name), written by Garth Ennis and illustrated by Howard Chaykin. Ennis has become the go-to guy for war tales in the industry, and for the most part he’s written some really good stuff. Note “for the most part”. He does have his fair share of misses too, and unfortunately so far War Is Hell is a whiff.

Take the title, which screams preachy, cliché, or both. With the original published in 1973, and the general dissatisfaction of the Vietnam War at that time, I’m sure Marvel was going for both. As far as today’s version it’s early so it hasn’t gone all “War is bad, mmm’kay” just yet, but the clichés are present right from the beginning.

Karl Kaufman is an American flier who has just been assigned (or has he?) to an American volunteer squadron flying under British command in 1917 (the story actually takes place during Bloody April). It should also be noted that like the series itself Kaufman has also appeared before, debuting as The Phantom Eagle in 1968. The comic opens with Kaufman being so thrilled to be a fighter pilot that he’s completely oblivious to the world around him. Flying along, singing to himself, he doesn’t even notice a German plane behind him, nor does he even notice it being shot down by a couple of Brits.

When he lands at the field it turns out not only is he an idiot, but surprise, he’s an arrogant chump who can’t wait to get up and fight. The officer he’s reporting to though is a little confused, as the squadron is full up and he wasn’t aware of any replacements. Worse, Kaufman is flying a Spad while the squadron flies Sowipth Pups, making maintenance an issue. Nevertheless he tells Kaufman to report to the squadron adjutant to sort out the mess.

The adjutant is a drunk, and just in case you can’t pick up on that since he’s drinking early in the morning, he offers Kaufman a drink in every single panel. Dialogue always makes or breaks a piece, whether it’s a novel, movie, or comic. The entire section with Kaufman and the adjutant is stiff, especially with the constant, “Do you want a drink?” Even soused though he’s suspicious of Kaufman’s appearance and begins to scrutinize the assignment orders. Kaufman’s reaction as he leaves to join his squadron mates implies that everyone has a right to be suspicious.

There’s a small flight being organized for new pilots to familiarize themselves with the area and Kaufman whines his way into taking part. As he’s starting his aircraft the drunken adjutant comes running out of HQ, bellowing that after phoning the higher powers that he knows for a fact that Kaufman’s papers are a forgery. Luckily for Kaufman no one can hear him over the roar of the engines. And then he runs into a propeller. Choppity-chop-chop.

Kaufman’s reaction upon seeing this? He’s safe now that the fake orders got whacked too. Apparently the sight of a man getting chopped up into hamburger doesn’t phase him.

In the air he gets lost from his flight and comes across a lone German. The German doesn’t see him, Kaufman riddles the plane with bullets and in the process decapitates the pilot. The plane continues along its merry way. Kaufman’s reaction to this incident? “Oh God, it’s horrible! It’s horrible! You were supposed to fight! You weren’t meant to just—just–! Oh, Christ…!”

Wait a sec…a guy walks into a propeller (one of his commanding officers no less) and he has absolutely no reaction other than, “Whew!” but when he kills an enemy pilot he freaks out? He even pukes! Again, guy twenty feet away being butchered, no reaction.

Guess what? Gone is the arrogant, oblivious, singing Yank. He’s replaced by a sullen, humble pilot who realizes that aerial combat is dangerous!

Gah. How many times have we seen the carefree soldier who joined up seeking glory only to be taught the brutal reality of combat? Consider also it’s 1917, not 1914. By then everyone, even the folks at home, had come to realize that the war wasn’t the proverbial picnic. And the whole false papers thing? I’m curious as how that plays out since it’s not like someone just forging a birth certificate to join up when they’re underage. I mean, where did the guy get his plane from if he’s not really a pilot?

The art is also disappointing. The aircraft have a computer clip-art quality about them; very often the shading doesn’t match with the rest of the panel. Character art is somewhat better, although everyone has a lantern jaw.

All in all I was hoping for much more out of War Is Hell. At only five issues I’ll continue to read it, and hopefully it will get better, but so far it seems like Ennis wasn’t even trying when he scripted this.

On a somewhat related note here is a cool trailer for some World War One flying action. All trailers should use power metal!


3/22/2008

Shrapnel Games On Facebook

Filed under: — Scott @ 10:43 am

We now have a Facebook page. Annette has put the page together and it includes a number of ways to keep up with what’s happening over here.

At the moment since we’re new we are in need of people joining our page. So, if you’re already a member of Facebook and you like what we do, come on by. If you’re not a member why not join? All the kids are doing it. And if you’re a cop posing as a thirteen year old chick to catch forty year old pervs, well, I guess one fan is as good as another so go ahead and join us.

3/20/2008

The Sincerest Form

Filed under: — Scott @ 8:17 pm

Do you read Frag!, our monthly newsletter? Our March issue marked the 80th incarnation of it, and while if you do the math that doesn’t add up to one a month since Shrapnel began it’s still six years and eight months worth of newsletter. That’s pretty good when you consider most newsletters tend to die off pretty quickly, or have a frequency of appearance equal to the Olympics.

One thing that I feel has always set it apart from the typical newsletter you get from other publishers is the fact that it’s more than just a regurgitation of press releases with some links. Of course it talks about recent news events, but it also (hopefully) entertains with its other content and casual tone.

The current format begins with a short editorial piece, then it goes into news and happenings at Shrapnel, then military history (this month’s piece is about military ballooning up to the Boer War), then other relevant content (maybe patch news, demo news, so forth), monthly specials at the Gamers Front, and finally a link of the month. It’s been like this for quite some time. Probably the newest addition is the editorial, but even that is at least a year and a half old by now.

Earlier this week I was pointed to another company’s recent newsletter. Seems somewhat amusingly familiar. Begins with a casual editorial introduction and then moves on to historical content. But oh wait, then goes into news. Ah, so that’s the difference.

Just sayin’… ;)

3/19/2008

Dungeons & Dragons 3.75

Filed under: — Scott @ 7:53 pm

Paizo Publishing (of stripped from publishing Dragon and Dungeon magazines fame) is set to release their own take on fantasy role-playing: the Pathfinder RPG. You can download a preview of it here.

Some thoughts:

Interesting attempt at competing directly against 4E. I mean, sure, you can argue that any fantasy RPG (or RPG in general) is competition against 4E, but this is a direct shot across the prow of the Hasborg cube. “Why upgrade when you can play our game with all your existing books that you spent hundreds of dollars on?” Considering how many folks aren’t keen on 4E and are happy with the way things are this seems like a viable path.

The release date though could be problematic. August 2009? 4E will already have been out more than a year. While this does open the door to picking up gamers who have tried the new edition and don’t like it, it does also mean gamers will have a year to grow complacent with the new edition. By August 2009 maybe they just won’t care enough to worry about how their 3.5 books were invalidated.

However it works out good for them. The more options there are out there for pen and paper role-playing, the more gamers benefit.

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