d5 E-Zine

June 12, 2010

Uru Live: Myst Online returns to the gaming community

Filed under: Uncategorized — Tags: , , , , , , , — admin @ 6:26 PM
Screenshots from Uru Live

Screenshots from Uru Live

Myst, developed by Cyan Worlds and distributed by Brøderbund Software, was the most successful interactive computer game of its age (1993 – 2003), selling over 12 million copies, remaining on top until it was toppled by the Sim City series in 2002.

Myst and its brethren possess a number of unique qualities, not the least of which it is a smart game. It’s influence lasted for many years, transcending the popular arcade quality games of its time and bridging the gap between MMORPGs and first person shooters. Refusing to follow the shooter formula, and transcending the MUDs and RPGs outright, Myst instead adopted a more “puzzle solving” premise as a game device. In other words, to “win” the game, one had to finish a sequence of puzzles which typically led to a grand finale of epic “world saving” proportions.

These types of games were called Graphic Adventure Games, and they offer a truly unique experience. For instance, the GUI (or HUD) is minimal and elegant, with a point and click interface and nothing to obstruct the visuals, as this is an observer/explorer game without any serious rote gaming mechanics to speak of. The game is both linear and non-linear, which is part of its charm. Basically, you could roam and tinker with whatever you wished without fear of deviating or upsetting the storyline, but you never had to retread your steps for fear of missing something, or not completing a task properly beforehand. This was a giant step forward in conventional video game play, a strength that clearly is difficult to emulate.

All this is spoken as if Myst started it all. It pretty much did, with the help of 7th Guest and Under A Killing Moon … each of which are classic CD-ROM games in their own right, and each almost singlehandedly ushering the popularity of CD-ROMs as multimedia devices.

The story is loosely based on Jules Verne’s The Mysterious Island,  and for the most part your “mission” is to restore the land, and subsequent quasi-parallel worlds (called Ages) to their former “working splendor”. Some systems are broken, some need adjusting… for the most part the essence of the Age needs restoration on some level.

Of course, there were some genuine Old Testament caliber events (a cataclysm) set off by two zealous engineers (sons of the chief architect of the Ages) who have been set loose. Indeed your help is needed here as well.

The environment is appropriately fantastic, rather a cross between Steam Punk and 1950s Alien Worlds… these nested worlds were engineered through the use of a forgotten “technology” that allows the architect to scribe an entire world/history through books. One enters each Age by simply opening the book. One can imagine the level of exploration this offers the player.

There have been a great number of spinoffs and rip-offs to the Myst franchise (all four sequels are first rate: Riven, Exile, Revelation and End of Ages with Uru: Ages Beyond Myst the red-haired step child of the bunch… see below) but there were a great number of clones as well, some hits and a fair number of misses (Amber, The Dark Eye and nowadays The Whispered World is getting some press). To some extent Monkey Island, Leisure Suit Larry and even more so King’s Quest serve as prototypes to the Myst experience.

A word of caution: some of the puzzles are downright HARD. And addictive. This is a very narrative game as well, despite the distinctive lack of spoken dialog, and for the most part you must uncover the backdrop of the game’s setting on your own. The game is, after all, designed to be a very lonely experience; solving puzzles is a rather cerebral endeavor, whereas hacking and slashing in a modern RPG (tabletop or video) promotes a sense of camaraderie that a solo adventure does not provoke.

But what if somehow it could?

More sample screenshots that illustrate the stunning environments

Here’s where Uru comes in to play. It is a “Mysty“  experience (canonical, but more a spinoff than a sequel) that is effectively immersed in an online environment. Many of the trappings that come with the typical MMOG are here (chat, fast travel, inventory), but no fighting or killing. In fact, as the lead character you cannot die. This makes gameplay less aggravating but no less immersive or engrossing. The return of Uru to online gameplay is actually a story in itself; be grateful it has beaten the odds and resurfaced at once. You can download the game for free at MystOnline.

Uru was canceled as an online experience, although it was released in 2003 as Uru: Ages Beyond Mist as a single-player experience. Lack of funding and subscribers contributed to its ultimate cancelation, but due to its innovative approach and stellar graphics it has garnered a great following. Fans of the series found new and inventive ways to promote its relevance, while the developers were steadfast in continuing its development under the radar. After switching publishers, it has returned to Cyan as an open source project, with many fans and subscribers contributing to its continuity and continued development as Myst Online: Uru Lives Again (hallmarked as the initialism MOULA). The Myst Online Restoration Experiment (MORE) promises to deliver new material with the aid of  development tools that are being provisioned for programmers as an open source endeavor.

The real magic is how such a game, years later no less, can be so engaging and rise to such popularity as back in the day. The answer to this is is simple: Myst offers a truly innovative gaming experience with the highest quality standards, and although it may not be for everyone, if you have never played the Myst games you owe it to yourselves to check Uru out. It has aged well and is very much deserving of a second chance.

April 30, 2010

Vertigo Reviews: American Vampire #1

Filed under: Uncategorized — Tags: , , , , , , — admin @ 4:39 PM
Cover for American Vampire #1

Just when you thought you have heard enough vampire tales, American Vampire arrives without much fanfare and delivers memorable characters, in a memorable setting. This is a refreshing tale of the undead written by Scott Snyder and Stephen King, with artwork by Rafael Albuquerque, set after the Dust Bowl period of the United States (Los Angeles, 1925) and the riches seeking era of the Colorado region during the American Gold Rush (Sidewinder, 1880). It is a split story, each of great length. There is just enough character development for the reader to spot that both parables (and the members contained within each) possess enough commonality to converge in a later telling; at the very least, it is quite a bargain at approximately fifteen pages for each story.

The first tale belongs to Snyder and, besides being a very convincing period piece drama, is replete with flapper attire and Gibson Girl accoutrements that historically mark the period. Indeed, the protagonist, Miss Pearl Jones, a cross between the two, is a typical Roaring Twenties gal that breaks all the gender barriers prevalent during this time. She showcases just enough pomposity, without compromising any of her alluring charms. Her interaction with others, particularly a raunchy highwayman (a cross between Roland Deschain, the Gunslinger, and Kurt Cobain), is a story highlight. If it wasn’t for her stage presence, which swallows up every panel she occupies, the story would be forced to rely on the breathtaking breakdowns of the artwork. Albuquerque has done his homework in capturing the essence of the period, from the turn of the century street lamps to the Wallace Nutting style memorabilia that furnishes the interior settings. For most panels, there is not exactly a surplus of detail, but what Albuquerque does with quill and ink sets a very strong mood for the telling of the story, from fashion to architecture. His approach succeeds on all fronts, and it is fair to say that Albuquerque can be qualified as a master of generic imagery.

Even if the ambient background does not support your sensibilities, we are fortunate to have Miss Pearl Jones and her supporting cast take precedence by shouldering the narrative. For instance, her unwitting (?) acceptance to attend an upper class coffee klatch shines with magnificent tension, up to its violent climax, which (as most vampire stories do well) leaves you clambering for the next issue in cliffhanger fashion. It is obvious the plot is still in its infancy, but it cannot be stressed enough that the characterization and certainly the setting, both of which have been mysteriously absent as storytelling foils for years, take precedent. This is enough to convince the reader to return for another telling.

The second story is written by the legendary Stephen King, who is no stranger to the comic book medium. It is set forty-five years prior, and has all the mood and period placement of the first tale. Most obvious is that with all the familiarities that support a King story, there can be no question that King was behind the wheel with this tale…fans of King will recognize all the artifacts and plot devices for which he is renowned.

What is remarkable about the second chapter are the ingredients: the pace, the breakdowns (you will be doubling back to the credits to confirm the artwork is drawn by the same hand), the dialogue, and the mechanisms that push the story off the page are ephemeral when taken in context with the previous story. In other words, it looks and reads “inhomogeneously,” as if it were created many years beforehand…with one notable exception: both stories share a bond with the highwayman, who makes an important appearance.

The tale is almost typical train-spotting leisure, set in the Old West, which again, from all appearances, is making a comeback in literature and pop media. There are locomotives, gunslinging, and a vintage style of dialogue and posturing that would not be out of place in a good spaghetti western. There is also a rather creative murder in the end. The story finishes much quicker than it begins, but does a good job in establishing the method and madness of the highwayman.

There is a lot to look forward to with this ongoing title, which reminded me at times of the HBO Carnivale series, with its supernatural tendencies and commemorative landscaping. As remarkable and cerebral as this story wants to be, it should also satisfy those hankering for a more immediate tale of “the quick and dead,” with fangs included. Highly recommended.

October 11, 2009

Possibilities of a Virtual Library: The Future for eBooks

Filed under: Uncategorized — Tags: , , , , , , , , — admin @ 12:29 PM

As an obvious bibliophile, I find that books, of the paper variety, have more than just a little charm to them. Stephen King has referred to books as furniture, in that they have a tangible, physical presence that electronic downloads haven’t quite mustered yet. I will go a step further saying there is something about the aphrodisiacal quality of the printed page, the way it smells and the way feels under one’s fingertips. I fondly remember receiving Tolkien’s The Hobbit as a stocking stuffer one Christmas morning; to this day, when I sniff the open spine of a book, I can recall this moment. Works for every book, too (excepting my college textbooks, which conjure images of late night partying and taking exams. Not in this order).

So, one would think I would only have a measure of disdain for the electronic book format… but I may surprise you. Clearly, I have an affinity for technology, or I would not have built this web site or the PDF content it promotes, for fun and profit.

I also cannot deny the convenience of having an entire library, mine for instance, in the palm of my hand should I choose to go the way of the Kindle. My comic-book collection, which is larger than most, serves as a good example of this feature. We all know Google’s efforts, and Amazon’s record, for scanning and converting as many books as they can get their hands on for the reading community. This has issues for me, but for the most part I think it is a wise approach. As someone once said, it will happen eventually so why not now?

The difference between these two giants is that Google wants to make available the largest catalogue of public domain works under their name. From all appearances, this would be a sensible move, much like how a public library readies such materials for local dissemination. The difference is, the strategy is marketed for Google citizens, so to speak, representing a governing body driven by profit and loss. The public library has no such predilications, at least on the surface. Still another issue I have is that I believe some books have a maturation point. Certain works are designed to go the way of the dodo; many documents have a natural shelf life; once they reach out of print status, they become ill-attainable (and for good reason, whether it be due to content, revision, politics, accuracy or pure vintage acquisition, i.e. collectibles). I know a number of authors who feel this way.

So the conveniences are lavish. What concerns me is this: once the “wow” factor subsides, and the new ebook smell wears off, I’ll be left with yet another electronic toy… possibly hankering for the feel of paper once again when the luster of holding the “magic tablet” has expired.

The temptation is great, and the endorsements are so strong for this technology, so I am going to give it a whirl. I plan to find out whether it replaces books outright; I imagine this will depend on the sensibilities of the reader. In my case, I’m simply too vain to box up all my paperbacks and leather bounds for the sake of saving shelf space.

June 22, 2009

New d5 adventure to be released; followed by new RPG ruleset!

Coming soon is a brand new adventure module to be used freely with the OGL 3.5 edition of Dungeons and Dragons. It closely resembles the tone and timbre of Oriental Adventures, quite popular back in the day whose supporters remain today. The Gift  will be fully compatible with the SRD and d20 systems.

The module, The Gift,  will be closely followed by a brand new campaign ruleset; a first for Dementia Five Publishing House. It will attract fans of ninjitsu style melee, offer an entire beastiary of mythological beasts closely associated with the orient and possess the infinite spiritual possibilities commonly associated with Asian fable and tradition.

Two additional adventure modules will follow after The Gift, in support of the ruleset.

The Giftwhat begins as a simple escort of a gift to a powerful lord in a foreign land leads to a series of uncanny events that risk more than the lives of a party of adventurers, rather the fate of their eternal souls. Deceit, vengeance and dark revelations follow the party as they explore a dark fantasy world called Kaidan: a Japanese Ghost Story setting. Kaidan is a breathtaking empire of samurai, ninja and undead lords rich in legend, culture and nightmares.

The Gift is a mini-campaign arc and an introduction to Kaidan, a dark fantasy setting of oriental myth and gothic horror. It is a world sure to make the bravest adventurer’s blood run cold.

April 24, 2009

New d5 campaign adventure available for download!

Filed under: announcement — Tags: , , , , , , , , — admin @ 7:13 PM

Compatible with Edition 3.5 of the most popular fantasy RPG in the world!

HF2 – The Legacy of Doku an all new OGL adventure 

A simple invitation to a Victorian ball leads to most extraordinary events. In this period piece module, your group of adventurers is solicited by a renowned aristocrat to lead a reconnaissance team. Your quarry: two escaped patients from a local asylum. Of course, things are not always what they seem; indeed a number of macabre events force the players to question the mission and its unspeakable agenda… which ultimately leads to a most untidy, and undead, conclusion. Filled with suspense, shock and horror, this is a tale that binds the best of historical drama within the narrative of a contemporary vampire story.

A period piece OGL dungeon-crawling adventure in the old style RPG tradition! For character levels 8-10.

Get it at www.dementia5.com/shopping

April 19, 2009

Wizards of the Coast abandons ebook PDF format

Filed under: announcement — Tags: , , , , , — admin @ 8:35 AM

Wizards of the Coast has halted all production of Dungeons and Dragons publications in electronic format. In an expedited motion, WotC has issued a statement that  Adobe (Acrobat) scanned publications will no longer be made available to the public from their website or their distributors.

According to WotC President Leeds, the decision was devised as a counter-measure to the level of piracy toward illicit copies of 4th edition materials in electronic media format.

This was a summary decision to include all editions of D&D, including out-of-print editions and accessories; however Leeds supports “alternate” digital technologies for WotC RPG accessories (e.g. Kindle) which will include legacy TSR products. The interview is available at enWorld:

http://www.enworld.org/index.php?page=news

March 30, 2009

Two more products for the Dementia 5 and Dime shop!

Filed under: announcement — Tags: , , , , , , , , — admin @ 7:07 PM

Two more accessories have been added to “The Dementia 5 and Dime” store;

HFG1 – THE STONE OF THE DAOINE SIDHE (adapted for the Fantasy Grounds VTT, called “something new and fresh in the RPG World!”    - Andy Taylor, Three-Headed Troll” )

and MP1 – FANTASY MAP PACK, a fine compilation of world maps ideal for fantasy RPG use.

Both are available at a promotional low price to make some noise for these adventure modules plus two other campaigns that are coming soon! This sale will end April 6 so hurry!

March 18, 2009

New RPG campaign available for download!

Filed under: announcement — Tags: , , , , , — admin @ 12:57 PM

A new RPG adventure module HF1 The Stone of the Daoine Sidhe is available for purchase at the “Dementia 5 and Dime” store. The shop is opened for a limited time to promote this OGL product at a reduced cost, while the rest of the merchandise is being prepared for store integration. Click here to see the available download:

http://www.dementia5.com/shopping

March 13, 2009

Pathfinder RPG license awarded to d5

Filed under: announcement — Tags: , , , , , , — admin @ 8:33 PM

Dementia 5 has applied for the Pathfinder Roleplaying Game Compatibility License, and I am pleased to announce the application was approved.

Pathfinder, a Piazo company, represents an evolution of the 3.5 edition rule set of the world’s oldest and most popular role-playing game; indeed it is backward compatable with this system, and honors the OGL license used by gamers everywhere.

Pursuing the Pathfinder license was a logical step in our pursuits of an OGL with Paizo, and we are all very excited to be a part of this growing community.

Products that support the Pathfinder system will be available by August of this year, when Piazo officially releases this RPG to the public.

March 4, 2009

Register to leave comment

Filed under: announcement — Tags: , , — admin @ 9:12 AM

Looks like a few visitors have tried to post comment to these words below. You will have to register in order to do so. Go on… it is quick and painless.

Older Posts »

Powered by WordPress