Category Archives: Thursday in the Zone

Gaming-related posts, covering games of my particular interest from the collectible, video, and PC genres.

Funniest Game Reversal Ever: “Prevent All Combat Damage”

From the first time I played a Magic game, I enjoyed running Fog, Holy Day, and Darkness. Why?

Because it is hilarious to watch someone swing all out for tons of combat damage and refute it all with one green, white, or black mana. The “prevent all combat damage” line has saved me time and again from certain doom, leaving me with just one turn to come back from the brink–and sometimes, that one turn is all I need.

I really enjoy running damage prevention and have made it a large part of my “style” in Magic: the Gathering. Since I run a lot of Green and White, I came across Fog and Holy Day early in my M:TG career (I only later found Darkness when I tried my hand at building a Black/White deck), and soon included at least two copies in every deck I built because I found it to be so useful.

In my humble opinion as an M:TG player, there are 3 reasons why running “prevent all combat damage” is an excellent choice for a Green, White, or Black deck.

Reason #1: Protection

When you run a longer-game deck (like most of the decks I build for casual play), stalling cards like Fog, Holy Day, and Darkness allow you to last one or two more turns so your deck can have a chance to go off. Especially when you’re playing against hyper-aggressive creature combat decks, these cards can provide you with one more turn to draw a Wrath of God/Day of Judgment, two more turns to put into play a Story Circle, or a turn to draw that last combo piece you’re missing.

Knowing I have a damage-prevention card in my hand is like a safety net or security blanket. I know that if all else fails and I’m about to lose this turn, I can possibly stave it off with one mana.

Reason #2: Mind Games

Imagine this scenario: I pretend to be weak and unable to play anything of import (except for leaving one green, white, or black mana open). Then, the hyper-aggressive opponent grows overconfident and strikes with full force, tapping all his/her creatures for combat. I play Fog/Holy Day/Darkness, and their full-strength strike is negated. Next turn, I counter-attack with nearly all my forces (I say “nearly” because I want to be able to block next time around), because in their haste to kill me, they left themselves completely undefended. Thus, I succeed in knocking their life points down by a good chunk.

Preventing all combat damage allows for these mind games, because you do look incapable and cornered, until they swing for lots of damage and you tap your last remaining land. (My boyfriend knows this very well now, and knows what I’m about to do when that last land gets tapped…LOL)

You can also leave one land untapped and one card in hand to fake an opponent out, so that they think you have a Fog/Holy Day/Darkness in hand when you really don’t. Believe me, it can work; it’s a psych-out move just like playing the actual card can be.

Reason #3: Board Control

I will admit, “preventing all combat damage” by itself is a stopgap move, a way to last just a little longer till your deck goes off. But if you add an Isochron Scepter…

…it becomes a board-control move. Suddenly, just by leaving 2 mana sources available every turn, you have a constant source of damage prevention. It may not completely save you against direct-damage decks, but for creature-combat decks, this reads “THE END.” Only your own player error or a good Disenchant/Shatter/Naturalize can wreck this.

I find this to be an excellent stall maneuver–with this combo, I no longer have to worry about combat damage, and I can focus on gaining back whatever life I lost before this combo hit the table. I can also frustrate the opponent and possibly force some player errors that wouldn’t normally have happened under regular conditions.

(Frustrating the opponent with a Teflon life total is just as much “board control” as it is “mind games;” you are subtly influencing how they play what they play, and as irritated as life-gain and damage prevention makes some players, they’re bound to start making mistakes. As the stall player, you can capitalize on that weakness as if it were a card on the field.)

Why Is This Funny?

Because it’s a less-expected way to win. Most M:TG players win by blatant control in-game, huge amounts of damage, or tricky combos; this, by contrast, involves subtle control/manipulation tactics outside the game, resistance to said damage, and simple but effective combos.

And because it’s unexpected, one can eke out a win, proving that ingenuity can triumph where brute force and “doing what everyone else does to win” doesn’t always work. I don’t know about you, but I find it hilarious and awesome when the perceived “underdog” wins…especially when that underdog is me. 😛

Choosing a Gaming Machine

Since I’m now in the market for a new gaming computer, I’ve been pricing models from all over–but more importantly, I’ve been looking for the functionality I need. I want a computer that can play City of Heroes without any graphic hiccups or performance slowdown; I also want one that handles longer sessions of gaming without harm. I know that if it can handle gaming, it can handle everything else I want to do with ease.

Knowing the number of people daily who are in the market for such a computer as I am, I thought I’d share some of my search tips and discoveries.

Beginning Your Search: Learning System Requirements

First, find the website(s) for the particular game(s) you’d like to play on your new computer. You’re looking for a page called “System Requirements” or something similar, something that tells you what kind of graphics card, hard drive, and processor are recommended to play your game. (You can also do a search for “[your game] system requirements” if the game website doesn’t have that info readily available.

Make a note of each game’s mininum, recommended, and maximum requirements, and then compare requirements across all the games you want to play. (Some games may require you to have a stronger processor than others, and some may need a better graphics/video card than others.)

Figuring Out Which Components are Strictly “Better” Than Others

If you’re like me and not exactly up on which model numbers mean better quality, you’re going to have to do some internet research to find out which version of each component is the best.

For instance, City of Heroes lists a couple of graphics cards on its system requirements list. Since I don’t know how those compare to any of the computers on the market, all I can do is compare the model numbers to that listed for any computer I’m looking at. Then, I have to find out from the various companies’ product lists whether the computer’s onboard graphics card is the same as or better than the one listed in the system requirements, or vice versa.

What to Look For/What to Skimp On

When you’re looking for a gaming computer, I have found that you should search for excellent quality in the following areas:

  • RAM: The more gigabytes of RAM you have, the faster your gaming will perform. Having a good quantity of RAM is more important to gaming than hard drive speed.
  • Hard drive speed: The faster your hard drive is, the faster your game will load initially, but this is not quite as important. (It is important, however, if you plan to do other things with your computer besides game.)
  • Dedicated graphics card RAM: For gaming performance, it’s recommended that the graphics card have its own store of RAM to work with, as well as the computer’s general RAM. Having had a computer with dedicated graphics RAM, I can tell you that it makes a wonderful difference in how the game looks and performs. Integrated graphics cards…just don’t. My second laptop’s motherboard was MELTED by an integrated graphics card–I gamed with it too much and too long.
  • Cooling vents: A gaming computer’s internal parts will generate lots of heat while providing you with the most awesome experience it can muster. It needs a lot of vents to get rid of that heat, otherwise it will overheat and even melt some of the components!
  • Processor: Having a processor that can run multiple things at once is a must for gaming. You don’t want to go for lots of RAM and cheap out on the processor–the processor is the computer’s true brain, its hardest worker.
  • Visual display: You don’t want to have a dingy or colorless display after you’ve spent all this money getting great components elsewhere. Make sure your monitor is up to the task of displaying all this gaming awesomeness.

However, there are some computer features that don’t have to be super-upgraded for gaming performance. You can quite feasibly skimp on the following:

  • Laptop battery life: If you’re gaming with your laptop, you likely won’t let it run without plugging it into the wall, so you don’t need to worry quite so much about battery life.
  • CD/DVD/Blu-ray drive: Unless you plan to install a lot of older CD-driven games, you probably won’t need a high-powered optical drive.
  • Number of USB ports: Especially for online gamers, the number of USB ports is not as important. Take this into consideration only if you use a lot of flash drives or external hard drives at one time.
  • Appearance of computer: The glossy finish or bright color won’t matter as much as performance will!

But Wait, You Haven’t Told Us Brand Names to Buy!

Nope, because each brand has seemingly an equal amount of fans and haters. Choosing a “brand” of graphics card or processor, etc., doesn’t seem to be the most important–it’s choosing the type of functionality you want first, and then finding the brand that most people seem to get good results from (and which fits in your budget).

Lastly: Read Reviews and Talk to People

Before you up and buy a computer, make sure you read all the online reviews, positive and negative, and also talk to people who own either the exact model you’re looking at, or a similar one from the same company. Listening to the opinions and experiences of others will help ensure that you’re buying a reliable and well-made computer for your gaming pleasure.

Quoth Your M:TG Friends, “I’ll Play You Nevermore”

Nevermore, from Innistrad, and its predecessor, Meddling Mage (from way back in Planeshift), are both great cards in tournaments, highly competitive, especially against combo decks that rely on specific cards. When you are able to flatly outlaw a card from being played, that gives your deck a chance to catch up or a chance to nip the opponent’s strategy in the bud.

But notice I said “good in tournaments;” these two cards are part of a very competitive strategy. That doesn’t mean these and other cards like them are good in casual play.

Or rather, cards like these are TOO GOOD for casual play. Playing this kind of card against your M:TG-playing friends, when you know their decks almost as well as you know yours, is an unfair advantage at best, and a complete friend-trouncing move at worst.

When Winning Takes the Place of Friendship in Your Life

Winning Magic games (or any other kind of game, for that matter) is fine–everybody likes to win, everybody likes to feel good about themselves. But when your wins start superseding your friendships and your relationships with other people, you need to rethink how dependent your self-worth is on winning.

I’ve played against literally dozens of people in Magic, and I find that the most fun I have is with people who aren’t playing just to win. When the opponent’s conversation consists entirely of their moves, or bragging about how well their deck is doing, I get impatient for the game to end. “Don’t you have anything else to talk about, any humanity at all?” I find myself wondering in these games. “Or are you just some soulless Magic beast who finds fun in trashing others?”

Unfortunately, for many competitive players, an obviously-one-sided game IS fun to them, while it’s not very much fun for the other player. The “competitive player” type I’m describing is the kind who just can’t snap out of the competitive mode even while playing “friendly” games. Thus, they bring their cutthroat attitude to a table where it is decidedly NOT welcome. They ruin casual games with their 5-turn-win optimized decks and then walk off, leaving the atmosphere of camaraderie in tatters. Who wants to play more Magic after being soundly whipped at it? Certainly not this girl.

The Consequences of Playing “Hardcore” Competitive Magic

Playing Nevermore, Meddling Mage, and other “game-changing” competitive cards can lead to unintended strife between Magic buddies, leading to an eventual loss of opponents to play against.

For instance, it’s gotten to the point where I don’t like playing against my own boyfriend’s Blue/White counter deck because of its Meddling Mages–if he drops one of those, I know he’ll outlaw one of the cards that makes my deck run, because he knows my decks so well. At that point, I might as well just give up, because my deck isn’t going to run the way I designed it to, and I don’t like being controlled like that. Magic is not fun for me when my strategy is rendered absolutely unplayable, and I’d wager other Magic players feel the same way sometimes.

Thankfully, my boyfriend understands how frustrated those kinds of cards make me, and he doesn’t play them all the time. Therein lies the difference, between a person who knows how to scale back his playing to a friendlier level, and people who wouldn’t know what a real “friendly” game was if it bit them in an uncomfortable bodily region.

When someone who has a “hardcore” Magic playing style shows up, casual players cringe. We know what we’re in for–we’re just going to have to lie back and think of England while they’re getting their jollies. We have to wait for them to be done so we can go on to something else that IS fun, with someone else who isn’t acting like a feminine cleaning product. I hate to put it in such blunt terms, but there it is; competitive Magic has its place, and it’s not in my living room nor in my recreation time.

And, once they’ve alienated the casual players in the play group, other competitive players will likely be next to go, as strategies get even more cutthroat and even more “uber-powerful.” Soon enough, nobody will bother even sitting down at the table across from them, because the ending is a foregone conclusion. I’ve seen it happen a few times, and heard of it happening even more times; playing too competitively and focusing on winning alone can and will destroy friendships and entire Magic playing groups over time.

Are You Addicted to Winning and Forgetting Your Friendships?

If you’re a competitive Magic player and have found your play group steadily dwindling, you might be unintentionally suffering from win addiction. Or, perhaps this article has proven to be more of a mirror than you ever expected. Ask yourself: is winning every single Magic game you sit down to really necessary to prove you’re a “pro?” Can you really not let go of competition long enough to just enjoy being with your friends and seeing their strategies work as well as your own?

If you can’t, then maybe you’re investing too much worth in your “pro” status, and less of your worth in the relationships you forge. Humans are social creatures, after all–this is why Magic: the Gathering succeeds the way it does. When you have no one to play against, the game loses much of its luster. Too many un-fun games, and you’ll find yourself out of opponents. No one wants to play a game they’re destined to lose, and no one wants to play against someone who can’t afford to lose a game.

I’m not saying that competitive Magic is “of the devil,” nor am I saying that competitive Magic should be excised completely from the game’s structure. It’s just that all the hardcore stuff has to be balanced with easier-going games, where the stakes aren’t driven up artificially high and the opponents are people who will go and get pizza together after this last round.

How to Recognize When Your Opponent is Not Having Fun

As a type of summary to this article, I provide two handy checklists (not entirely comedic, either). The first is for “reading” your opponent when you’re stomping them in a Magic game; the second is how to soften up your play and make it easier to bear, if not easier to win against.

You Know Your Opponent Is Not Having Fun When…

  • Their turns are quick: “Untap, upkeep, draw…pass.”
  • They aren’t talking unless you’re asking them something directly, when before the game they were talking animatedly.
  • There’s a certain glazed, dead look in their eyes, and their shoulders are as deeply hunched as if they want to disappear down into their chair.
  • The only time they look happy or excited is when someone outside the game asks them what they’re doing after they finish this game.
  • There are multiple player errors, done out of indifference rather than ignorance: “Oh, I just mistapped that land. Oh well.”
  • They haven’t looked you in the face since turn 2.
  • They finish your sentence when you play the final move that kills them–some, like me, might even add a bitter “Good” afterwards, such as “Yeah, yeah, I take 19 and that kills me. Good.”

If You See Any of These Signs…

  • Ask them what their strategy is about; if you’ve been stomping or controlling them, you probably haven’t seen their strategy at its best.
  • Actually listen to the answer, don’t just dismiss it as “inferior”.
  • Directly apologize if the game is clearly one-sided in your favor: “I shouldn’t have played this deck against you–sorry, this one’s my competitive deck.” This wins a lot of points with casual gamers, take it from me. It means you realize how much of a pain it’s been to play you.
  • If it’s truly a casual game, tell your opponent the key cards in your deck to beat; this makes you less of an uber-gamer and more human.
  • Take pressure off the current game by asking them what their favorite cards, colors, card art, creature abilities, etc. are. Talk Magic theory with them.Express interest in their trade collection. Super-competitive gamers playing casual gamers usually complete their conquest and leave like a man sneaking out after a one-night stand; staying around, even just for a few minutes to look at their tradebook, might help them get over the game and see you as a potential new friend.

Battling the Gamer Stereotype

When you think of the word “gamer”, what physical appearance generally pops to mind? What mindset do you associate with “gaming” as it is in modern culture? What goals, what habits?

For many people, the word “gamer” conjures up a person of the following description:

The “Gamer” Stereotype

  • Male
  • Age range: mid-teens to late forties
  • Caucasian or Asian, upper middle class
  • Likely unmarried, in the “forever alone” category
  • If not single, saddled with a girlfriend who hates that he games so much
  • No personal hygiene to speak of (hence the phrase “gamer funk”)
  • Fat, unshaven, wears ill-fitting clothes (especially pants)
  • Still lives with parents or relatives, usually in a basement
  • Eternally unemployed
  • Socially awkward/clueless
  • Misogynistic or otherwise highly skeptical of women’s prowess in gaming
  • Foul-mouthed
  • Follower of Satanism, Wicca, or other “pagan” religions
  • Eats nothing but junk food
  • Can’t save up money because of buying gaming expansion packs all the time
  • Immature, has no life goals except winning the next game
  • Knows little about anything else except his chosen game

How do I know all of these? Sadly, it’s because these “facts” are thrown in my face every time a non-gamer acquaintance hears that I “game” with people at a “gaming shop.”

I hear stuff like:
“Oh, you’re gonna go hang out with all those boys again.”
“Gaming again? Don’t any of ’em have a JOB?”
“What are you doin’ hangin’ out with all them devil-worshippers?”
“You’re probably the only girl they ever talk to, you know.”
“Well, don’t let any of ’em bum money off you when they’ve been buying all that gaming stuff.”
“I don’t think any of those boys are ever gonna grow up.”

Why the Gamer Stereotype is (Mostly) Wrong

I will preface this by saying that I have known and/or do know of gamers who exhibit some of the characteristics listed in the stereotype list. But I have yet to see or know of a single gamer who shows all these characteristics.

Firstly, not all gamers are male anymore. In fact, in the last ten years, more and more girls are doing more gaming beyond dressup games and Farmville. Magic: the Gathering and HeroClix have both seen an influx of female gamers, and more console and PC video games are bought by women today than ever before.

Secondly, gaming is not restricted by race or social class anymore (thankfully). Though gaming was in the past more accessible to upper-middle-class folks because of the expense of games and game supplies, now gaming on the cheap is possible, allowing people to play for lesser investment. And gaming is not just a “white” or “Asian” thing to do anymore, either, though this has been much slower to change than the social-class monetary barrier.

Thirdly, many gamers I know or have known over the past 8 to 10 years are happily married or in committed relationships, and most of them have either held jobs before or are currently employed. Rather than gamers not being “responsible adults,” in fact many modern gamers are contributing members of society and have families of their own, as well as doing a little gaming for relaxation. This also touches on the stereotypes of gamers living off other people and wasting their money–most gamers these days, in the throes of this economy, are learning how to spend more wisely, and they don’t all live in their mama’s basement.

Finally, gaming does not indicate a Satanist lifestyle. This infuriates me when others typecast gamers as devil-worshippers, as if we’re some sub-human sect of beings that doesn’t deserve to live. While it is true that many games do have threads of dark storylines going through them, most of the time human gamers play the role of the hero, more like a King David, a Joshua, or a Daniel than any ancient Ba’al worshipper. Gaming, like any form of recreation, can get in the way of a Christian lifestyle if too thoroughly pursued, but in moderation it certainly does not pose a threat to the gamer or his/her family and friends.

A Small Caveat

I will admit that hygiene does sometimes go by the wayside for some gamers, and sometimes we gamers can seem hyper-focused on knowing all about the games we play. And I will say that I’ve run across my share of misogynistic idiots who think I will be easy to defeat because of my female anatomy. While much of this stereotype is overdrawn, there are some kernels of truth in it, unpleasant as they might be to acknowledge.

Summary: Gamers ARE Normal People

But a few outlying gamers who only partially fit the stereotype do not speak or act for the majority of awesome gamers I know who manage to play well and still carry on normal conversations; they game like pros and still enjoy their normal, productive lives as well. Gamers, contrary to this stereotype’s concept, are normal people who choose gaming as their way of recreation.

In a way, it’s similar to a football fan watching a game on TV or playing a casual game with friends. It’s just that our games involve character sheets, impromptu acting, a few sets of dice, some decks of carefully-chosen cards, and generally less tackling. 🙂

Bruce Wayne Rocks!

A couple of weeks ago, I did an article about all the Alter Ego figures available in HeroClix to date. What I didn’t share with you is just how much utility you can get out of one of the figures in particular: Bruce Wayne, alter ego of Batman, from the HeroClix set Brave and the Bold.

Why Does He Rock?

Low Point Cost

He is 48 points, which in the current Modern Age environment is fairly cheap. He’s also fairly cheap considering Golden Age pieces of a similar type. It’s not easy to get an Outwit piece that can defend itself under 50 points.

Excellent Unmodified Combat Values

10 attack and 17 defense are both highly valuable in any Clix environment these days. This makes Bruce Wayne not only an inexpensive figure to run on a team, but an inexpensive figure that can hold his own, whether that’s deflecting a hit or making an attack of his own.

Useful Combat Abilities

Though he has no natural attack or speed powers, his Combat Reflexes and Outwit make him eminently playable. Outwit makes him useful for taking down overpowered beatsticks; Combat Reflexes protects him even more against close combat attacks.

Good Keywords

For Clix players who like to use keywords to build theme teams, Bruce Wayne gives you Outwit, Combat Reflexes, 10 attack and 17 defense for Celebrity, Gotham City, and Trinity teams. (Gotham City teams already have their fair share of options of Outwit and 10 attack, but Celebrity and Trinity teams can benefit greatly.)

Drawbacks

He has no range and no team symbol (not even Batman-Ally). Nor does he live very long–if he takes 4 damage, he’s out of the game. Plus, he has lower movement than some would like.

…But come on, he’s the Batman! Who cares whether he has range or not, or has a long dial. For 48 points, he’s one of the best cheap sources of combat-ready Outwit in the game.

If you don’t have a good source of cheap Outwit in your Clix box already, I definitely recommend this Alter Ego piece for your collection. You might scoff–but then again, you might laugh when Bruce Wayne makes it possible to hit Superman for 5 damage. 🙂

David King and Jack Krauser: Brains and Brawn

In the Resident Evil: Deck Building Game world, there are plenty of characters to choose from, and hundreds of ways for you to play them in Partner mode.

Recently, while preparing for a game, I was dealt two random characters…and I stumbled across a combination that is surprisingly awesome (and hilarious) to play. It involves characters you wouldn’t think would be all that great, and they aren’t–by themselves. But together, they have the potential to rock any boss in the Mansion.

The Brawn: Jack Krauser

One of the more basic characters to play comes from the first game box:

This is Jack Krauser, and he’s pretty much just a Knife guy. You get Knives for free once you get 1 Decoration, and at 7 Decorations, you add 5 damage to each Knife you play before you Explore the Mansion.

There aren’t too many frills here. You get a few Knives, you explore the Mansion, you kill a Zombie, you get more Knives, you Explore some more, rinse & repeat till game is over.

It can be hard to ramp up damage with Krauser, because he deals with Knives that are only dealing 5-10 damage each (excepting the Survival Knife, which does more and has the special effect of giving all Knives +5 damage). Thus, why he’s not often used except as a Partner (and only then when you have to).

The Brains: David King

For a while, Krauser was the only character who really specialized in Knives, and Knives remained an unpopular weapon type. Then, from the Outbreak set came David King.

David’s Level 1 ability, gained after 2 Decorations, is interesting–fun to use with a Pump-Action Shotgun to gain 2 Explores without having to actually put down the 40 Ammo needed to use the gun, for instance. (It’s also fun with many of the special weapons, like the Burst-Fire Handgun, the Survival Knife, the Signature Special, etc.)

But it’s his Level 2, gained at 6 Decorations, which is the fun one for this scenario. When you play a Knife, you can get a Knife from your Discard Pile. So, if you play 4 Knives this turn, you can get up to 4 Knives from your Discard Pile…and you can use them again to Explore the Mansion, arming you with up to 8 Knives instead of just 4.

(Images from BandaiCG.com)

The Two Together

Separately, Jack Krauser and David King are passable characters to play, nothing world-rending, but okay. Together? …Mwahaha. 🙂

Jack Krauser’s Knife-gaining ability and damage boost with Knives is great, but both abilities fluctuate too much per turn–one turn you get a handful of Knives, and the next turn…well, you may not. David King’s Level 2 ability lets you get back the Knives you used last turn, effectively Dumpster-diving for extra damage.

David King’s natural affinity for Knives and for putting new text on Weapons is great, but it doesn’t really work well on its own–there’s no damage boost. With Jack Krauser as his partner, King is suddenly a powerhouse, getting back multiple Knives a turn (which have the potential to do 10 damage apiece!).

Maximizing the Knife-Recycling Strategy

  • Incorporate lots of card draw, like Umbrella Corporation, Fierce Battle, and Mansion Foyer.
  • Trash out all Weapons that aren’t Knives and don’t have special effect text.
  • Remember to try to get Special Weapons if you want to be able to use David King’s first ability to its fullest.
  • Once you’re finished buying stuff for your deck, Trash out the Ammo/Gold, preferably using Shattered Memories so that your unnecessary Actions get Trashed out, too.
  • Don’t forget, once Krauser hits Level 1, to Gain a Knife every turn. David King can use that Gained Knife once he hits level 2–he can pull it back from Discard Pile to play!
  • Use Deadly Aim or Desperate Escape for boosting damage to all Knives; Deadly Aim costs less, but Desperate Escape doesn’t take up your Action for the turn.
  • Make sure to get the Survival Knife (the Special Knife weapon). You can Discard the Survival Knife with David King’s level 1 ability, giving another Knife its special ability, and then pull it back into play with his level 2 ability when you play another Knife. You’ll be getting 2 Survival Knives for the price of 1!

Summary

Try this strategy out in the Resident Evil DBG the next chance you get. I guarantee you’ll be laughing out loud with how much damage those “little” Knives can do when in the hands of King and Krauser!

Sometimes, the Alter Egos are All You Need

Recently, the Alter Ego mechanic has been introduced to HeroClix. Now you can get Superman and Batman both for 48 points, or spring in Wonder Woman for 32 points, etc. Admittedly, you don’t get the figures at their absolute best, but it provides you a cheaper way to get the bigger figures on your team.

But what if you could care less about getting the bigger figures? For those of us who play swarm and support strategies, Alter Egos provide an infusion of small-point-value figures that are still combat-capable.

To me, the Alter Egos of today match up well with the Golden-Age era, little swarm figures of yesterday…which is why I’m writing this article. Sometimes, you don’t even NEED to pull in Batman or Wonder Woman, or Etrigan, or even Spiderman or Hulk. Sometimes, Bruce Banner, Diana Prince, Jason Blood, and Bruce Wayne can handle it all on their own.

The images used in this article came from the HCRealms Units page, a wonderful resource for Clix players to find figures and build teams. They also provide a preview for new sets coming out, so checking this page will keep you updated on the game. Just search under “Rank” for “Alter Ego,” and a full list will come up.

What’s the Special Power on Speed for Most of These These Figures?

That is the Alter Ego power–it is almost always on movement, and usually occurs on the last two or three clicks of the character’s living dial.

How are You Judging These Pieces?

I judge from my perspective as a Clix player. I do not play larger-point-value figures as a general rule, so I’m liable to see smaller figures as more playable. I also love supportive powers (like Prob, Telekinesis, Perplex, Outwit, and Support itself), so I gravitate toward small, one-trick-pony pieces that have these powers.

Lastly, I don’t play theme teams much at all (too restrictive), so I look at pieces solely for their “toolbox” value. I always ask, “What abilities can they bring to the table, and how much do I have to pay for it?”

Worthy AE Pieces

Ben Reilly

Why?: Wildcard team ability for 38 points? OKAY! And how about Combat Reflexes that gives him 19 defense up close? SURE! (He might not be all that combat-capable, but I would SO use him on a Wildcard Mystics or Wildcard Bat-team setup.)

Bruce Banner

Why?: The Perplex and Energy Shield is gravy, but the special powers on attack and defense are crazy good. The attack power is Incapacitate with an attack stat boost if you’re trying to Incap a figure with 4 or more damage. The defense is an automatic Alter Ego transformation if he takes 2 or more damage and reveals the defense power.

With a possible 11 attack against Superman and other godlike buddies (the Incap boost + Perplex), he’s a lot better than he looks for 50 points.

Bruce Wayne

Why?: Combat Reflexes with a 17 defense, and Outwit for 3 clicks, plus the 10 attack to start. He’s a combat-ready Outwitter–I’ve actually KOed opponents’ figures with him before. 😀

The slow movement aside, he’s very much worth the 48 points. And if the low movement bothers you, just have one of your flying pieces carry him around. (Especially fun with Green Lantern pieces or flying pieces with Phasing…lol)

Diana Prince

Why?: A Medic with 9 attack is almost necessary in these days of 17 and 18 defenses. Not only that, she’s 17 defense at range, and you’re likely going to keep her back from the front lines anyway, so she’s more easily defended against attack. A very worthy Support piece at 32 points, and great if you can’t afford/can’t use a Night Nurse.

General Thunderbolt Ross

Why?: While Leadership, S.H.I.E.L.D. team ability, and Enhancement make him a good supporting character, his special attack power is hilarious. Quoting the rules text:

“Once per game, give Thunderbolt Ross a double power action. Choose a square anywhere on the map. Modify General Thunderbolt Ross’ attack value by +3 and make a ranged combat attack that does not target, and compare the result to each character occupying the chosen square or a square adjacent to the chosen square. A hit character occupying the chosen square is dealt 3 damage. Other hit characters are dealt 2 damage that causes knock back from the chosen square. Destroy all walls and squares of blocking terrain in or adjacent to the chosen square.”

…Better than Energy Explosion. BAM!!!

The OTHER General Thunderbolt Ross

Why?: The Willpower/Leadership combo is great (especially for 42 points!), but again, it’s the special attack power that pushes him over the top. Other adjacent characters you control that are 75 points or less get +1 attack when they’re attacking someone with Super Strength. And, if they’re attacking a Hulk, they get +1 damage.

This figure can single-handedly help a little swarm team beat down a larger-point-value beatstick. Superman beware!

Jason Blood

Why?: Why NOT?! Let’s see, he’s got Prob, 18 defense at range, AND Mystics team ability…um, yeah, even with the low movement speed, he’s awesomely, annoyingly playable for 44 points. (He’s nearly the smallest Mystic in the game, too, which makes him hilarious to play with larger-cost Wildcards like Ultra Boy and Vet Supergirl, too.)

If it isn’t obvious already, I heart this piece. 😀

John Jameson

Why?: Forget the first click and the last two clicks. Look at the middle two clicks, the team ability, and the point cost for why Jameson is playable. Fun with Wildcard Mystics–the Toughness makes him able to soak more damage, but if he can’t soak it all, oh well, tough nachos for the guy who just hit him. Mystics damage for the win. 🙂

(And the Super Strength with 10 attack/17 defense? Even though it’s only for one click, it’s AWESOME for 38 points. You just don’t find that kind of ability in wildcards that low.)

Matt Murdock

Why?: The special damage power. Outwit normally on anybody, or Outwit Stealth, Perplex, or Outwit on anybody within 6 squares who’s 75 points or less, regardless of whether he can draw a line of fire to them. WIN!

Walter Kovacs

Why?: He has a trait that gives him Stealth, and he has Shapechange. Annoying enough for 38 points, right? WRONG–check out his special attack ability. Quoting rules text:

“At the beginning of your turn, choose a keyword belonging to an opposing character adjacent to Walter Kovacs. Until the beginning of your next turn, modify the attack value of Walter Kovacs or a character friendly to Walter Kovacs by +1 when they attack a character that possesses the chosen keyword.”

Um, if I play this piece and you play a keyworded team…hee hee, you are in more trouble than you think.

Kinda-Worth-It AE Pieces

Peter Parker

Why?: Super Senses makes him annoying, Wildcard team ability makes him versatile, and Perplex makes him supportive. But you have to push him to get Perplex, and that means losing that nice 17 starting defense.

For 50 points, you get a basic but solid Wildcard-fodder piece that can actually help out your team, but you may have to wait too long or risk losing him before you can use him.

Rick Jones

Why?: He’s a fine source for a Wildcard team (the Avengers team ability is not bad), and he has the ability to use another team ability himself. Give him Bat-Team, Mystics, or something else silly for extra LOLs.

The only issues I have with him is that he is remarkably short-lived for 48 points, and he doesn’t keep his abilities for very long, either. But if you’re looking for something to fill in the gaps (like an extra team ability or an extra Perplexer), this could work.

Unworthy AE Pieces

The OTHER Bruce Banner

Why?: For 55 points, you can find better Energy Explosion pieces (his special attack power is based off Energy Explosion), and the one click of Outwit does not help his cause much, either. This is a “Waiting-for-Hulk” piece, not a piece on his own.

Eddie Brock

Why?: He’s a “Waiting-for-Venom” or “Waiting-for-Anti-Venom” piece (the special attack power gets Anti-Venom, the special speed power gets Venom). Not much else. Shapechange is okay, but he’d mainly be an annoyance piece if you’re just playing him and not planning to change him out.

Clark Kent

Why?: Because you have to push him once to get to Perplex, and he’s not as combat-capable. He’s more a “Waiting-For-Superman” piece than a piece on his own. Not worth it to me, especially not paying 48 points for what amounts to a slightly-upgraded Con Artist.

Norman Osborn

Why?: Let’s see. He’s got a trait that pretty much uses a dice roll to determine which figure you can pull in when you Alter Ego. Bleh, leaving that up to chance is not my style. Also, he’s 66 points–who’s he going to Mastermind damage to in current environments? I’d rather have a REAL defense modifier, but then again I dislike Mastermind anyway. LOL

The saving grace here is the Outwit he’s got for 3 clicks, but I ain’t paying 66 points for just an Outwitter. Basically, he’d be a third-string attacker and Outwitter, and would be more dead weight than anything.

Summary

While a few Alter Ego pieces are not worth the investment, many of the AE pieces offer combat and support at low point costs. If you’re looking for bargains on Prob, Support, and Outwit in a Modern-Age environment, I’d say your search ends with this blog article!

Desktop Tower Defense 1.5

As an avid player of tower defense games, I’m pretty selective when it comes to the TD games I return to over and over again. Desktop Tower Defense 1.5 is one of those–the whole series is awesome, but the first version I played was 1.5, so it has a special place in my heart.

Basic Gameplay

You receive a fixed amount of money to start the game off–80 gold–which allows you to buy as few as 2 towers (a Frost and a Dart tower) or as many as 16 Pellet Towers. It all depends on what you want to defend yourself with.


The little green box,
made by your cursor,
shows where you will place
your tower if you click.
The range of the tower
is the orange outline.

If the little box is red,
it means it’s overlapping
another tower, or you don’t
have enough money to build it.

When you’re all set up, hit the “Start” button, and the first group of enemies will appear!


I’m on ur desktop, killin som doodz.

With every group of enemies (collectively called a “creep”), you will receive gold for defeating each enemy within the group. (In the screenshot above, you can see a red “+2” in front of the towers. That’s where an enemy has just fallen, and the game has given me +2 gold.) Then, you use this money to build/upgrade your towers so that they can take down progressively stronger creeps.


Select a tower by clicking it. Its information will appear in the tower selection pane to the right. In this screenshot, I can click the green “Upgrade” button to upgrade my Pellet Tower to a Pellet Tower 2.


This is what it looks like when you’ve chosen to upgrade one of your towers, with the orange progress bar showing you how far along it is. When you’re upgrading a tower, it cannot fire, so it’s best to upgrade between creeps.

Your objective, as noted in the first labeled screenshot, is to keep your enemies from going all the way across the desktop. You can do this by placing towers so that they divert enemies. (A tried-and-true way is to place towers in undulating lines within the desktop space, so that the max number of towers can fire on enemies as long as possible, and the only way enemies can get by is to run along these predetermined paths.)

Also, as the game goes along, the dropped gold from each creep enemy gets slowly bigger (not with every creep, but every few).

Types of Towers

Pellet Squirt Dart Swarm Frost
Fire Rate: Slow

Damage: Good

Range: Fair

Upgrade Costs:
– 5 to place
– Upgrade #1: 5
– Upgrade #2: 10
– Upgrade #3: 20
– Upgrade #4: 40
– Upgrade #5: 120 (final)

Special Effects: None

Final Form: Sniper Tower (-fire rate, +damage, +range)

Fire Rate: Fast

Damage: Fair

Range: Fair

Upgrade Costs:
– 15 to place
– Upgrade #1: 12
– Upgrade #2: 23
– Upgrade #3: 35
– Upgrade #4: 75
– Upgrade #5: 290 (final)

Special Effects: None

Final Form: Typhoon Tower (+range, +damage, +fire rate)

Fire Rate: Very Slow

Damage: Great

Range: Great

Upgrade Costs:
– 20 to place
– Upgrade #1: 15
– Upgrade #2: 30
– Upgrade #3: 55
– Upgrade #4: 90
– Upgrade #5: 165 (final)

Special Effects: Splashes damage on a group (ground only)

Final Form: ICBM Tower (+range, +damage +splash)

Fire Rate: Slow

Damage: Great

Range: Fair

Upgrade Costs:
– 50 to place
– Upgrade #1: 30
– Upgrade #2: 50
– Upgrade #3: 75
– Upgrade #4: 125
– Upgrade #5: 310 (final)

Special Effects: Only shoots at fliers, fires 4 missiles at a time

Final Form: Storm Tower (+range, +damage, +splash)

Fire Rate: Slow

Damage: Good

Range: Fair

Upgrade Costs:
– 50 to place
– Upgrade #1: 25
– Upgrade #2: 25
– Upgrade #3: 25
– Upgrade #4: 25
– Upgrade #5: 50 (final)

Special Effects: Slows enemies way down, splashes damage on a group

Final Form: Blizzard Tower (+range, +damage)

Enemy Group Types

Normal Group Immune Fast Flying Bosses
Vulnerable to all damage
Move at normal speed
Vulnerable to all damage
Clump together for movement
Invulnerable to frost damage
Move at normal speed
Vulnerable to all damage
Move at fast speed
Invulnerable to dart damage
Fly over towers
Move at normal speed
Each boss takes on one of the five other forms
Moves at slightly slower speed

Strategies

I generally buy two or three different types of towers at the start of the game. A Frost Tower is almost indispensable for slowing ground and air enemies, and is wonderful for fighting big clumped-up groups. Also, using a Squirt and Pellet Tower in conjunction with each other is a good tactic to start off with–the faster firing rate of the Squirt tower compensates for the slower Pellet Tower, and the Pellet’s higher damage compensates for the Squirt’s lower damage.

You’ll need at least one Swarm tower to fight air enemies, but you shouldn’t need a line of them. Just make sure your Swarm tower is lined up straight with where the enemies come in, and your Pellets and Squirts should make up the difference.

Dart towers are wonderful for splashing damage–they work well alongside Frost towers, which slow enemies enough for the Dart tower to shoot at them multiple times.

Don’t build too many towers early on; focus on upgrading the towers you have at first, and then start building a couple here and there when you need them to direct creep flow or need the extra damage.

Use all the desktop space given you for undulating lines of towers–don’t make it easy to get to the other side.

Last-ditch effort: Install a few towers on the other side of the map, close to the exit, to catch stragglers. Make sure these towers stay upgraded along with your front line, otherwise they won’t be much help.

Play the game: Desktop Tower Defense 1.5

Taking Back Social Console Gaming

Last week I wrote about how gamers have started getting away from console gaming and social gaming in general. Gaming has transferred itself from arcades to homes, and from homes to online, in a matter of a few years rather than decades.

What online gaming has done to social gaming may be irreversible–it has taken gaming out of the more social environment of the home and placed it in a virtual zone that is nearly unreachable except to the single player. Along with becoming more and more online (and yet more and more isolating), gaming has become uber-competitive. The fallacy here is that games must be won to be enjoyed.

But gaming does not have to be competitive to be fun. Nor does it have to be won to be enjoyed. That is like saying that food has to be eaten to be enjoyed–and anybody who’s ever stood outside the kitchen smelling cookies baking can tell you food can be enjoyed without ever being eaten. Sometimes, it’s the gossamer touch of experiencing happiness that is all you need, like the scent of cookies wafting toward your nose.

My Social Gaming Anecdotes

Some of the best times I had with friends back in the day was just getting together and beating face on games like Soul Calibur and Super Smash Brothers Melee–me and three or four guy friends, all madly tapping buttons to do fighting moves and directing our characters around the screen.

More shouting and laughing went on than cussing and ditching the controllers aside, thankfully, and we all managed to have fun. It wasn’t about winning so much as just playing around (even if we did have some mini-competitions going on). The most prevalent emotion that veils those memories is camaraderie; I knew these guys well and we were all great friends, both within the games and outside them.

These days, I don’t get together with that old group as much ( 🙁 ), but I do play some cooperative video games with my boyfriend. Playing some Gauntlet II: Dark Legacy or Marvel Ultimate Alliance gets us working together, and we have a lot of fun whomping up on imaginary bad guys. ^_^ Not only do I get to spend time with my love, but I get to show him how my knack for screwing around and not getting the mission done can actually lead to finding secrets within games. 😛

Getting Back that Gamin’ Feeling

Because of my experiences, I don’t think social gaming is lost to us forever. As long as we have real-life friends who can come over to our real-life dwellings, and as long as we still eat real-life food with these friends, we can still game socially. Here is how I think social gaming can be won back from the brink:

Building a Social Gaming Night

  1. First, invite a few friends to get together at your house/apartment. However many is comfortable for your dwelling–no need to have 20 people at your apartment if you can only seat 3, right?
  2. Make or get easy party food, like nachos, wraps, chicken fingers, vegetable trays with dips, mini pizzas, etc. Pretty much any finger food you and your friends like would be great. (Good food + gaming = good times guaranteed.) And don’t forget drinks–ask ahead of time what everyone would like to drink so that you have it on hand, if possible. (Alcohol isn’t preferred if you’re going to be using kinetic controllers…just sayin’.)
  3. Make sure you have comfortable seating for everyone, or at least clear floor space in front of the TV you’re going to be using for game night.
  4. Bring out some of your best multiplayer console games. If you don’t have any games like that, renting or borrowing some games would be the next best option. Great options for multiplayer game parties would be:

Conducting Your Gaming Night

One of the best things you can do is to keep your computers and phones off during gaming night. I know, I know, we’re all welded to our personal gadgets these days, but just for a night, put them all in a safe place away from stray gamers’ flying feet and hands, and just enjoy being with your friends in the same room. Twitter, Facebook, and the rest of the Interwebs will not miss you for a few hours while you enjoy yourself, and you’ll be much more fun and have much more fun if you’re completely engaged in whatever’s going on. (Take it from me, just writing a status about what you’re doing is lots less fun)

Second, if you have more players than can play all together at once, make up rules for taking turns on the controllers. With my old group of gaming buddies, we used to take turns on fighting games with the rule of “Loser of this fight gives the controller to the one who isn’t playing.” Whatever makes sense for your group and for the game you’re playing, just make sure everyone gets an equal chance to play.

Third, switch games every so often. Smash Brothers is awesome, but not for five hours. Change up the game discs about every 45 minutes to an hour or so, just to keep things fresh, unless you all are really having fun with the one you’re playing. This way, nobody gets bored or tired of the games, and the group keeps trying new things.

Fourth, resist the urge to go online with your gaming console. When you have four or more real live players in the same room, who needs the online world?!

Fifth, keep paper towels and wipes handy for drink/food spills and greasy hands. You might not think you’ll need them–you will.

Sixth, make a rule: “No drinks on top of the console/TV/anything electronic.” Speaking from sad experience here. 🙁

Lastly: make sure that you’re not keeping anybody out too late. Between jobs, family, and personal time, not everyone has the ability to game all night–be considerate of each other’s time, and you’ll be more likely to get another gaming night together sooner rather than never.

Summary

If we work at it, social console gaming can come back in a big way. Not only is it freer entertainment than paying to play an online game every month, but it’s a great way to get back in touch with your favorite examples of humanity in a relaxed setting. It’s just more fun with everyone in the same room!

Getting Out of Console Gaming?

Time was, consoles were how gamers passed the time. From the time Atari made its first console, to the early 1990s when Nintendo created the SNES and Sega crafted its Genesis, and even on to when the Playstation 2, Xbox, and Gamecube warred for market dominance in the early 2000s, consoles have all but ruled gaming life.

But now, that is increasingly no longer the way of things.

With the advent of gaming on the Internet, consoles are not often needed to play games anymore. People are now able to use computers as TVs, media creators, Internet browsers, and now even gaming consoles. It’s possible to play monthly-fee online MMOs like World of Warcraft, League of Legends, and City of Heroes (OMG LINK) as well as single-player online Flash games for free. Indeed, gamers of today can get their gaming fix without ever buying a console or its games (especially due to the pirated game downloads and emulators).

I am one of the gamers who has all but ditched console gaming in favor of online gaming. Though I buy and use my games legitimately, turning on a separate machine besides my computer just to game seems almost alien to me now, even though I literally grew up playing video games on systems like the SNES, Playstation 1, and N64. I haven’t touched my Playstation 2 in weeks, and my Wii sat so long unused that it doesn’t even turn on anymore. And, from what I can tell, I am not alone; many old-school gamers have turned to computers as well.

Why Might Consoles Go the Way of the Dodo?

  • A computer keyboard can be easier to manipulate than controllers (especially for kinetic controllers like the Wii–I still can’t completely figure ’em out)
  • Games online are free or small-fee to play, and can be played anywhere you can set a laptop; console games require special equipment, a set place to play, etc.
  • We increasingly require more and more online components from our consoles, so they end up being small computers in and of themselves
  • We are living downsized lives economically, and people can better rationalize paying for a new computer rather than for a new gaming console

But Wait a Moment: The Social Gaming Perspective

As much fun as online gaming is, there is a vital component of gaming that it’s still missing: true social gaming.

Much of online gaming is single-player, unless you get into MMOs (Massive Multiplayer Online games). And even with MMOs, everyone is hooked up to different computer screens and communicating via typed or voice chat. It’s just not the same as playing with three or four of your buddies in front of a single TV screen, with controllers hooked up and a ton of laughs (or muttered curses) going on.

There’s something about playing a game with others in the same room and on the same screen that engenders more honest, real communication and socializing, much more than playing online with others does. Even playing an online game with someone while they’re sitting in the same room with you is different; you’re still looking at different computer screens, still disconnected from them somehow. Social gaming–the kind only seen in console gaming, 4 players at a time–is in danger of dying out.

I found an XKCD-style, long comic panel about a year ago that really explains this all visually, but I’m darned if I can find it again. (Hating dialup a whole bunch right now for not letting me search faster!) Basically, it showed how computers make many facets of modern gaming easier (buying, stealing, playing multiplayer), but the social gaming aspect, the “playing on my couch with a bunch of my friends” concept, is woefully lacking. Poor little stick man just cries alone in his room, with only fond, poignant memories of gaming with friends.

Next Week: What’s So Special About Social Gaming?

As wonderful as social console gaming is, it deserves its own blog post. Tune in next week to hear the rest of this story, full of personal anecdotes and nostalgia. 🙂