I Have Apparently Chronicled The Godslayer In Ascension: Chronicle Of The Godslayer

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I started playing Ascension after seeing a recommendation somewhere on the internet. If I recall, the recommendation called it the best game available for Android devices. It’s a digital adaptation of the card game of the same name, which I had never played before. As a deckbuilding game it owes much to Dominion, the game that popularized (and possibly invented?) the concept: a game in which players begin on equal footing but must build their decks of cards over the course of the game to gain advantage over their opponents. Compared to earlier collectible card games such as Magic: The Gathering, which require that players build their decks ahead of time from a pool of cards they’ve purchased, Dominion is a one-time purchase and no players are given an advantage due to a bigger collection of cards. This made it quite popular. I’ve played Dominion and enjoyed it, but quickly tired of it. I’ve enjoyed my time with Ascension more, but I’m still not sure whether I’ll stick with it.

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I Found Earth In OPUS: The Day We Found Earth

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Except, I didn’t really. More on that later.

OPUS: The Day We Found Earth generated a lot of word of mouth, primarily because it’s a different prospect than most games avialable for iOS and Android (it’s since been ported to PC as well): a story-focused experience. While most mobile games fall into similar molds — puzzle games, word games, limited actions on timers with microtransactions, etc. — few emphasize a linear story. Conventional wisdom says that such a game could never succeed in the mobile marketplace, where the only way to make money is to ensure players keep playing as long as possible and keep wanting to pay for convenience or vanity. A game that players will purchase once, play through, and then never touch again could never make enough money to break even, especially since the price points for mobile games are so low (typically less than $5, often as low as $1 or $2). OPUS: The Day We Found Earth seems to disprove these ideas, and for that it deserves praise, even if the actual story it offers didn’t really grab me.

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The Enduring Appeal Of Skyrim


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When I decided to return to Skyrim, I was planning to take a more critical stance on the game. My writings during my first stint with the game focused on the positive, but this does not mean the game is without its problems. My most recent post does point out a few complaints, but mostly I’ve been struck by just how much I’m enjoying myself again. So I decided to write about why that is; how Skyrim’s enduring appeal overcomes its weaknesses.

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The Name Game: Red Dead Redemption 2

Previous Name Game posts can be found here.

Several weeks ago, a large number of people became very excited by a teaser believed (and now confirmed) to imply that a sequel to the game Red Dead Redemption is in development. Itself a sequel to Red Dead Revolver, the Western-themed Red Dead Redemption was hugely popular, and many began to wonder what its own sequel would be named. Surely Rockstar Games would keep the “R-D-R” naming convention? Alas, it was soon revealed that it would simply be called Red Dead Redemption 2. Here at The Name Game, we are disappointed. But we hope that Rockstar will consider resuming the naming convention for future games in the series. Here are some suggestions.

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Race And Gender In The Elder Scrolls

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There aren’t many games that let you play as a black woman. Skyrim is one of them.

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Returning To Skyrim: Mod Time

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I always intended to return to Skyrim. While I spent a lot of time playing it not long after release, and wrote several posts about it here on this blog, there are lots of things I never did in the game. I joined the Thieves’ Guild, but not the Companions or the mage’s College of Winterhold or any of the other factions in the game. I explored many parts of the province of Skyrim, but never set foot in two of the cities. And not only did I not tackle the game’s main storyline, I never even battled a single one of its supposedly infinite dragons. I’d planned to start again with a new character, but decided to take a break first, and then never seemed to have the time to go back.

Eventually I realized that if I didn’t play it again soon, I never would. I’m not sure exactly why I made that decision now; with the remastered Special Edition of the game releasing next month, it would seem to make sense to just wait for that, but it seemed like a bigger deal for the console versions of the game. On PC, the new art isn’t a huge improvement over the original, and there are already a slew of graphical tweaks and enhancements available from the mod community anyway. Plus, I wasn’t sure I liked the golden cast over all the new screenshots. A harsher, whiter light seemed more appropriate for the wintry land of Skyrim.

So I decided to just go for it, and start playing now. But this time, I planned to use a lot more mods.

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History Lessons: DROD: King Dugan’s Dungeon

Other History Lessons posts (including my Introduction) can be found here. As always, you may click on images to view larger versions.

DROD stands for Deadly Rooms of Death, although it is almost universally referred to by its acronym. I’ve actually mentioned it on this blog before, as part of my post about games without stories. In that post I was hopeful that I’d continue to play through Dustforce and DROD alongside whatever else I was playing, but DROD is the only one I stuck with. Now that I’ve finally finished it, it’s time to write about it.

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