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Killer McCoy's articles
Article
Firearms: The Reality vs Video Games pt. 1
Dec 23rd 2014
I have been both shooting firearms and playing video games in some form or fashion for 23 out of the 29 years I've been on this planet. For most gamers out there, though, this is not the case, which can lead them to a skewed perception of firearms and how they work in the real world. Thus I would like to give a couple of lessons on how firearms really work. So for this article, let us begin with talking about reloading weapons in games vs. real life.
Reloading: Video Game
As we are mowing down our enemies with our sweet rifles, eventually we are going have to reload (unless you have infinity ammo, you cheaters). So before we run out and cause a lull in our killing spree, we reload the rifle dropping the partially empty magazine, insert a full mag, and resume the warrant destruction of our foes. The ammo in the partial magazine goes back into our main ammo supply, where it awaits to be used against the enemy.
Article
This War of Killer's
Nov 24th 2014
About a week ago I was checking out the featured list on my Steam and this new game This War of Mine caught my eye. Developed by 11 Bits Studios, the game's price and unique premise held my attention, particularly due to what I can only characterize as a radically different take on a style and setting that we have seen so many times before. War torn cities are nothing new in gaming, but in the shattered city Pogoren, you are neither a super soldier nor a scrappy rebel. Instead, you are a lowly civilian, trying desperately to survive a violent and increasingly desperate clash between government troops and rebel forces. During this siege, you have only one goal: Survive. This will require making choices, some of which are horrific.
The game is divided in two basic parts. The first is set during the day in the apartment/house your group has claimed during the war. Here you'll manage the resources (building materials, food, weapons) you collect and make tools or items. You'll also have to manage your group's needs, which could range from simply needing rest to using your limited supply of medicine. The second is set during the night, where one of your civilians will venture out into a section of the city to scavenge for supplies. Exploration, stealth, and combat are primary elements during this section of the game. Both sections are viewed in a 2-D scroller platform and are depicted in a charcoal drawn style. The art direction lends well to the grittiness and the gray area decisions you'll be forced to make. Your character's actions are controlled by simply using the mouse to move around or perform different actions by clicking on icons situated around the environment.
Your civilians come from varied backgrounds and bring different skills that could help them survive the war. One may be an excellent bargainer who can get better deals when you barter for supplies, or they may be combat-trained, giving them an edge when things get rough when bandits come around. Through it all, you must juggle their various physical and mental needs to keep them alive.
Article
Destiny Public Alpha Impressions
Jun 20th 2014
In conjunction with E3, Bungie allowed all who had a PS4 and signed up for it to try out their alpha build of Destiny through the weekend. Since I've been looking forward to Destiny since it was announced I signed up as soon as humanly possible. I waited patiently (i.e. doing everything short of murder to pass the time) for the email that would contain my code for the alpha. When I had finally received my code, I immediately set off for adventure.
After quickly creating a Titan, one of the three classes of the game, I was instantly launched into alpha's only story mission. From the starting area, I can immediately see the hulking remains of centuries old colony ships still sitting on their launch pads. With the clouds above circling, the grass and trees swaying with the wind, and a light snow falling to the ground, I take my first steps into Old Russia. Those first steps tell me something important right out of the gate. Anyone who never cared for Bungie's best known franchise, Halo, are probably not going to care to play this one. The feel, the controls, and the gameplay are very similar to Halo and feel very much like Halo 6.0. This caused me a bit of concern at first, because lets face it, I've played every Halo (Halo: CE, Halo 2, Halo 3, Halo: ODST, Halo: Reach) by Bungie, and while I enjoyed them all, I've also played each one less than the one before. Not a good sign for a new franchise that plans on being around for the next decade.
Anyways, I press on to the mission waypoint to investigate the disturbance at the Cosmodrome Array stations. As I make my way, I engage the Fallen, one of the many enemy races you will face throughout Destiny, and some of the small differences and evolution of the gameplay from Bungie's older games begin to emerge. Little additions like aiming down your weapons sights for more accurate shots, enhanced jumping mechanics, sliding after sprinting, and specialized grenades enhance the feel of the game and separate Destiny from old school Halo. In addition, the space magic abilities granted to you by the Traveler add an interesting dimension to combat. Yes, I said space magic, and very cool space magic it is. For the Titan, one of their major abilities allows you to leap into the air slamming the ground with your fists, causing a wave of light to ripple out from you vaporizing your foes. I could get use to powers like these. Crushing my enemies left and right with rifle, shotgun, and fists, I entered the array station. At this point you think I would've hit a loading screen or something, but the gameplay was seamless. The only indication I ever saw that the game had to load something was a quick flash of light when my buddies' character would dematerialize and rematerialize in a split second while we were exploring.