All posts by Darren

Lancaster

Thursday saw the chance to do some gaming with Jonathan, and play my first game of 2019. Which happened to be one of Jonathan’s Christmas Haul, Lancaster.

As usual this was a learning game, so we were making it up as we went along. Correction, reading the rules as we played. Yeah I know gamers out there will be having sharp intakes of breathe, tutting away in disgust that we hadn’t read the rules, watched the YouTube tutorial, downloaded and printed off the rules errata/FAQ (and memorised that also) before playing. But that’s how we roll.

Lancaster is a worker placement game, and we were playing the two player variant.

So for those with short attention spans and have had enough of this post already, the headline is I liked the game.

For those interested here is what I liked about the game.

The production of the components for the game is pretty solid. The battle and scoring rules cards were not actually cards but thick cardboard, more a tile than a card.

I loved the fact you could upgrade your workers. Thus making them more powerful, and unlocking the possibility of more locations you could chose as an action using the more powerful worker. But you then had the difficult choice of did this new more powerful worker get used to select one of these newly available slots, or did you use them in combat with the French?

You were also limited in the maximum number of workers you could recruit, but also you could never exceed the maximum power level. You were limited to a single worker at the maximum level. Although in the two player variant with the friendly house you could have more than one potentially.

I liked that when selecting an action you had to have a worker with the minimum strength indicated to be able to use it. You could then use a squire token to bolster your strength in the space. Why would you want to do that? To lock out your opponent from taking that action instead. On your opponents turn if they want to use the action instead of you, they have to place a worker on that space with a strength one more than the combined strength of your worker and the number of squires on the space with them.

The reason this is a thing is that you don’t get the action straight away. You only get it at the end of the round if you are still on the space.


The battles is a nice addition. Going to battle gets you an instant bonus, plus if the French are defeated at the end of the turn you get points allocated on strength of your forces committed to the battle. This means my opponents can help win the battle, and get a share of the spoils (victory points). If the French aren’t defeated everything slides down. Some consolation points are awarded, and you have one more round to add to your forces and hopefully defeat the French. If after the second round the French remain undefeated, the workers in the battle are captured, and can be bought back or you lose them basically back to your supply.

The voting at the end of the round for which new rules get added to the end of round scoring was ok.

I also liked that when it came round to taking the action on the space you could take the noble (if you didn’t already have them) or the action. But if you paid three coins you could do both. The more nobles you collected the bigger points bonus you got at the end of the game. A nice additional decision to make.

It’s also not a long game, it was four rounds I want to say, based on my fading memory.

I know the whole theme is medieval times, castles, knights, battling the French. But the theme is paper thin really.

In the end it was the end of game bonuses that enabled me to steal the win from Jonathan by 2 points.

Lancaster really is a nice worker placement game. If you like the mechanic/genre then you will enjoy this for sure.

Afterwards as you can see The Luxe had just gotten in the promotional drink toppers for the Spider-man Spider-verse movie. They look pretty cool.

I have to thank Jonathan for a great afternoons gaming, and the chance to try this game. And as all good award ceremony speeches, a big thank you to The Luxe once more for hosting the impromptu session.

My game of 2018 is…

Ok I’ve decided to do a fourth and final instalment in this end of 2018 wrap up. So you have this one final post to endure.

Previously I’ve chosen my game of the year from the exclusive list of my game of the month winners from through out the year. But since stopping those month by the numbers posts that proved so popular and caused such an uproar when stopped, I needed another way to short list the games to choose from.

Luckily enough I did that yesterday with my Top 9 New To Me Games of 2018 post yesterday.

So for those who didn’t read it, and can’t be bothered to scroll down the page (although that would ruin this post because you’d see who the winner was). I present the Top 9 once more.

This was a really hard decision for me. There are some great games here, covering a spectrum of genres, mechanics and challenge.

The runners up after a lot of heart searching and deliberating are…

That leaves just one game as the winner, and it was a really hard decision.

My game of 2018 is…

This is what I said about the game back in June.

It would be fair to say that I liked Outlive. For starters I love the theme, the post apocalyptic setting isn’t an over used theme like say zombies.

Does the theme come through? To some extent, you do feel that you are scrambling for scarce resources to survive. It’s not super thin and could be any theme, but it’s also not super heavy.

I like the use of leaders to give each player a unique feel and starting setup.

Once out of the box this game with all the components sprawls across the table. So you will need a bit of table space. The component quality is ok, lots of small bits of cardboard for the resources. I’d have preferred thicker player boards. I do like the meeples used to represent your workers who go out scavenging for your community. Having them stand up when used during the day phase and lie down to signify resting from the night phase. Brilliant mechanic that shows which has been used, it also thematic.

Being able to get “power ups” in the form of equipment, that needs to be repaired before you can get the benefit is cool. Plus if you have 2 pieces of equipment repaired and with matching symbols you get a bonus point at the end.

The radiation mechanic, which can kill you, forces you to either have survivors in your airlock to mitigate it during the night phase, or force you to reduce radiation by either visiting a specific location first, or get lucky scavenging in one of the city locations.

I like that each of your scavenger meeples has a number on the side to indicate the number of actions you can do with it at a location. These range between 3 and 5. These numbers are also used for hunting at specific locations, and to intimate other scavengers to get resources from your competition.

There is a lot to this game, and I’ve only scratched the surface. There is a whole resource management mechanic I’ve not talked about.

It’s a fun game, I’m hoping Gavin’s wife doesn’t like it so I can pick up a bargain. If not this will be in the collection at some point.”

In fact I couldn’t wait for Gavin’s wife, and got a copy, plus the parts of the Kickstarter that I liked the look of. Which if I remember correctly was the improved player boards.

It’s a great game, and deserves more love from the gaming community.

2018 Gaming Stats Part 3

I’m not sure as I write this instalment of the 2018 retrospective if it will be the third and final part, or if I’m going to be cruel and do another one after this has been finished and posted.

In this post I’m going to steal the top 9 games meme, and use it here as others have elsewhere to share with you my top 9 new games to me of 2018.

I’ve not put them in any particular order, so their position in the grid should not be taken as having any significance or indication of a ranking. Nor was this process as scientific as my Top 100 of All Time that I did a couple years back.

The process I used this time was more gut feel. There were some games I really did enjoy playing that belonged to friends. But a deciding factor was, did that game make it into my collection? One or two that made this list were initially friends copies that I played. But they made such an impact I almost instantly added them to my collection.

So for your torture I present my Top 9 New To Me Games of 2018 meme…

2018 Gaming Stats Part 2


Continuing the look back at 2018 that we started together yesterday. Today we look at the oddly chosen top 14 boardgames I played in 2018 ranked by the number of times that they were played.

I don’t think it’s any surprise that the top slot is MtG. I was playing a ridiculous amount casually during the first quarter of the year.

What I find interesting is that so many (approximately 5 of them) were added to the collection in the last quarter of the year. And so many of the top 14 were new to me games.

Charterstone is a game that needs completing, we got to the half way point before life got in the way. Our group that was playing it needs to find a common time slot that we can finish the game off in.

Did you play any of the above games? What did you think of them? What was your most played game of 2018?

2018 Gaming Stats Part 1

It’s a well known fact I love a good bandwagon to jump on. It’s the only bit of exercise and excitement I get these days.

Earlier in the year I stopped putting up a monthly summary of my gaming month, and it was met up with a loud roar of indifference and silence. It seems that no-one missed it. A bit hurtful. But then I have to remember only a couple of my friends read this, possibly my attack chihuahuas, and my mum definitely doesn’t (she doesn’t know how to use a web browser and even if she did, she wouldn’t).

Naturally this time of year the Facebook boardgaming groups are clogged up with people sharing their top 9 games of 2018, or their gaming stats for 2018. It’s been going on for a week or two now.

Not to be left out I thought I’d resurrect for an end of year post, and belatedly jump on what is fastly becoming a cliche and crowded bandwagon, my gaming stats for 2018. Especially now that I have actually had my last gaming session of the year. But more importantly because people loved this type of post so much in the past and miss it dearly. It’s almost like a late Christmas present to those people.

So here are the headline figures for 2018…

NB. I don’t record time spent playing a game so the time and days stats are total b.s.

I had 81 more plays in 2018 than 2017 (962). However I played 48 less games in 2018, somehow I played 124 games in 2017. I played in 4 more locations in 2018 over 2017, but with less people that I know. I played with 6 less of my friends in 2018. That’s a shame. I should put the effort in to see who they are and make sure I share a game with them soon.

Ok time for some pretty pie charts.

How did you compare on the headline figures?

Undead, Worms and No Thanks!

I have admit I was a bit nervous about Wildlands and Jonathan.

We had been invited round Diego’s to play some games. Not entirely true, it was specific games we had been invited to play. Specifically Wildlands and Reykholt.

The arrangements and invite had been done at the Fenland Gamers session before Christmas. Jonathan and I had car shared over to Diego’s, and talked gaming stuff on the way.

So here we were all setup and ready to play, factions selected (I was trying the Undead faction) and the Hagmole promo ready to use as well.

But would Jonathan enjoy the game? It was a fantasy mini skirmish game after all. Not one of his favourite genres or themes.

Jonathan was the first to be hit by the Hagmole, which seemed unfair to him, because his mini on the space would just keep taking damage until he drew cards that enabled him to move away or it died. So stopped using it. Undid the damage it had inflicted, and carried on without it. It had only been included because it could be, and I was interested in what it did. It was ruining the experience for Jonathan. So no big deal to not use it.

Playing the undead was interesting. You get six figures instead of five, only two symbols to worry about for selecting a figure. Sadly only two cards that enable you to draw cards, and all the figures aren’t going to be the toughest on the map.

But I enjoyed playing them. Potentially my favourite faction out of the five.

Diego and I both agreed the game played better as three players than the two player games we had played.

Our game ended pretty close, with Jonathan grabbing the win. If Diego hadn’t been able to thwart my attempts to kill one of his figures so successfully on a couple of turns I think I could have stopped Jonathan from winning and grab the win for myself. In the end I killed Diego’s figure on Jonathan’s turn in a pre-emptive strike to try and survive Diego killing my figure on his turn. I’d spent so many cards trying to kill it previously I needed to see a return on my investment. But what I hadn’t catered for was Jonathan having enough to move and claim a crystal as well, on what was left of his turn.

Jonathan even enjoyed the experience after he had got the hang of things. The hand management mechanic was one I knew Jonathan would like. And it was in the end light and quick enough that he could enjoy it as well.

Our next game was Pickomino with the expansion. I don’t think this will be played without it again. Even with new players. But this was the first time that Diego had played the game with the expansion.

Jonathan surprisingly with his reputation of poor dice rolls in other games, won this game comfortably.


Our final game of the afternoon was No Thanks! During which some serious egg on faces occurred.

After our second game which I’d won, it dawned on me why don’t I just take every card, I’d win? The other players would have no cards and wouldn’t be able to win, so I’d win with a maximum score. This started some discussion and a turning to the rules to look for the bit that said players with no cards couldn’t win. We couldn’t find it. We did find the rule that said we deducted a point from our final score for each token we had in front of us at the end of the game. That was new, and something we weren’t aware of. But the puzzle remained where had we got this rule from?

We continued playing another couple of games but with the correct rules. The token deduction at the end made a big difference.

But how many games had we played incorrectly? Lots for sure. There was going to have to be some investigation into the source of how we ended up playing the game the way we had been.

I had an amazing afternoon of gaming with two great friends. I don’t think the year could have been ended on a better gaming high.

A big thank you to Diego and his family for sharing their home with us for the afternoon. A big thank also to Jonathan for driving.

Master Vault App Update

Noticed today that FFG have pushed out an update for their Master Vault app.

I’ve taken a couple of screen shots so you can see what the top two updates look like.

A quick play seems to show that the casual play stuff is only held locally, and doesn’t sync across devices. But it could be I didn’t leave enough time for that to happen.

The Rules link just fires up a tab in safari to the links on the vault.

I really like that they have added the casual play tracking. I just wish they had just gone that little further and implemented the syncing. I use the app on my iPhone phone and iPad.

But it’s a nice update, one I’ll make more use of than the planned organised play update. You need access to organised play first.

The Boogeyman Of Boardgames

Last night saw a Christmas holidays session of the Friday Gaming at The Luxe Cinema.

Jonathan and I met up an hour earlier than the scheduled time to get a little extra gaming in. It gives us a chance to try out new games/expansions, play 2 player games (which sadly don’t get enough love). Plus because of the holidays we are able to do it, something the majority of the time we are not able to.

Jonathan had been playing games most of the afternoon. Apparently, he was being taught how to play Poker. I don’t think he specified the actual version, but I’m sure Jonathan will leave a comment letting us know.

Don’t think I’ve actually played Poker as a physical game. I think my first brush with the game was Sam Fox’s Strip Poker on the Commodore 64. Probably not going to ever go into the annuals of any record book as a classic game, nor Poker game. But it was the eighties, I was a socially awkward teenager (yeah I know nothing has changed), Sam Fox and the Page 3 girls were probably at the pinnacle of their popularity (before their slow decline to oblivion). You soon learnt how to play the game as a sad desperate young man intent on seeing the titular Ms Fox in her near birthday suit. Hey this was a tasteful, classy game, not just a cheap, quick, smutty cash-in. The fact never occurred to me at the time, why don’t you just save your time and go buy a copy of The Sun, then play a Llamasoft game instead? Since then over more recent times (I’m defining that as anytime after the year 2000) I’ve tried the odd Poker app. Which I vaguely remember as being ok, but nothing that grabbed me so much that I was hooked/addicted to playing them.

I know my brother and two cousins play Poker. And they have had poker sessions in the past. In fact in the last week one of them shared a photo/memory on Facebook of them all playing at one of these previous sessions. It was years ago when the photo was taken. But I did think why was I never invited? Probably have to refer back to my earlier confession about my social skills.

Then as I wrote this post I start to evaluate my relationship with my brother. I don’t think by any imagination you could describe us as close. I love my brother to bits. But he’s almost as big an arse as me. Ok I don’t have to be top in everything, he’s a bigger arse than me. We’re not always on the phone talking, sharing our deepest thoughts, or talking about our emotions. Our conversations when we do see each other are very superficial, with such subjects covered as I’m currently watching such and such, or have you see seen? In a way it’s sad that we are not closer and better friends to each other. All those years wasted, lost. Then I ponder how much is down to me, how much is down to my hang ups, my “issues”? Probably a lot.

Back to Jonathan, he was really enjoying his poker sessions. But I did warn him, first Poker next he’ll be playing Magic the Gathering (MtG). Which Jonathan scoffed at the thought of. Jonathan will admit he doesn’t get the attraction of games like MtG. But a lot of the skills needed for Poker are also used in games like MtG. Maybe as he continues his journey as a Poker player, he will start to appreciate the similarities and dare I say enjoy a game or two of MtG/Keyforge if he ever tries them again.

Our first game was Pickomino aka Worms with the expansion Heckmeck Extrawurm. We actually loved what the expansion added to the game. You get two new tiles, 11 and 13. That you can only claim if you get the exact number to claim, and they can’t be stolen. Then you get the five “power ups” that go on certain tiles to be claimed. You are only allowed one at a time. So if you get a second you have to chose which to keep. These can be stolen also. You also get seven worm tokens, that can be gained via the crow power up or putting aside at least two 1 dice. Once all seven are gone from the general supply you can start stealing from other players when you need to get one.

The power ups were nice. The weasel gives you a reroll each turn, the hen stops you having a tile or worm token stolen or having to put a tile in the middle on an unsuccessful roll. The yellow/golden die gives you an extra die to roll each turn, the worm means you have a guaranteed worm each turn if needed so you can score a tile. And I’ve already spoken about the crow.

It really is a nice expansion, that adds to the game, everything fits into the one box. Component quality is really good. I’m almost boarding on saying this is a must have expansion.

Plus this initial play got the misplays out of the system ready for when we played it later. Oh and I beat Jonathan.

Pocket Sub was one of two small games Jonathan bought to get the Dice Hospital promos that came with them. And Jonathan teases me about my promo buying! I’m not going to waste time and words on this game. Which should tell you all you need to know about the game. It’s nearly a candidate for that Nantucket wing of shame Jonathan has built. I’m going to go out on a limb here, and predict that this game will not remain in Jonathan’s collection for long.

With everyone now arrived Worms and its expansion found its way back to the table. I’ve already talked a lot about this game and now it’s expansion. So I’m not going to repeat myself. But Katie just destroyed us all. The rest of us were left scraps and fighting it out not to be last, or to get a single point. It was a very competitive battle at the bottom. Despite the usual suspect getting up to a familiar pattern of targeting me. It’s like I’m some sort of Boogeyman of boardgames to this person. Even if it’s not the optimal play for The Usual Suspect, nine out of ten times I will be the target for them. But I’ve spoken about this before.

Our next game for the evening was Sagrada with the new expansion. The new expansion was a Christmas present that Jonathan had been given by his family for Christmas.

This expansion increases the player count to five or six players. Which is handy because there was five of us. It adds a personal dice pool that you roll at the start of the game, and store in the provided dice wheel. This stream lines the turn to the common dice pool is one more than the number of players each turn, and you only get to draft once each turn from the common pool, and take a die from your personal supply, plus use one of the tool cards.

You also get extra cards that get added to the game. This is probably why I’d get the expansion. That extra bit of variety. It’s a shame you can’t just buy these by themselves.

It was ok as expansions go. Not sure if like Catan I’d play it with the higher player counts again. Although if I did the streamlining is definitely needed. I like the visual of the personal dice supply. But in the cold light of day I’m a bit indifferent over it. It’s not something I’d use with the base game. Maybe it will grow on me.

As the photo below shows Jeff is posing with the social media gloating card, so you can safely assume he won the game.


Two years! Has it really been that long since I’ve played Coup? We used just the basic game rules and roles. But we played with the alt art cards that I got from various Indie Board and Cards Kickstarter’s that I’ve backed. They actually have a rather nice linen finish.

Like that infamous scene from Spartacus one game started off with four of us claiming “I’m the Duke” unchallenged. At least one of us was lying.

I did have to ask The Usual Suspect not to eat his small tube of Pringles he’d just purchased while we played with my unsleeved cards. He was being a bit rough on the cards already, and I’d had to ask him to be a bit gentler with them. I really should sleeve the cards. I have thought about it recently but never got round to ordering the correct sized sleeves. They are not your regular MtG sized cards. I have a few sleeves in that size naturally. Despite politely asking them not to eat the pringles while playing with my cards they still was going to go ahead. So I had to be a bit more forceful in my insistence about not eating.

But I’m still getting used to this lack of respect to other people’s games. That’s unfair, I think it’s more lack of common sense. The club code of conduct was introduced to help with this sort of thing. It wasn’t going to be an instant cure. There were bound to be hiccups. But sometimes considering the person involved it does feel deliberate sometimes. I’d dread to think what the No Thanks! cards would look like if they’d been left unsleeved. The abuse they receive from The Usual Suspect. I wince at the thought.

The evening was wrapped up with a game of Liars Dice. Sadly “dice counting, calculate the probabilities” Jeff won, despite taking an early hit on the dice in his pot front. It was a bit unfair in the final showdown. Both Jeff and the Usual Suspect had one die left. Sadly for the Usual Suspect he doesn’t really get bluffing. So the money was always on Jeff to win the head to head. It went as predicted.

It is the holidays, it’s a time of excess, luxurious food, food that’s definitely not good for the waistline. So what harm would a little bit of dodgy meat, smothered in chilli sauce and hidden under a layer of salad do? The greasy meat and chilli sauce is like a pallet cleanser for the soul. So Jeff, Jonathan and myself made our way to our regular cut my own throat dibbler establishment and purchased our indeterminate meat.

I’m running out of platitudes to express just how great our hosts The Luxe are and how grateful we are for being allowed to play there.

A great evening of gaming, and repeated next Friday.

Brains!

I came across. Well that’s not entirely true, I was reading my Facebook feed when there was a post by a (non-attending) member of Fenland Gamers on one of the board gaming groups I belong to. The post had photos from a first ever RPG session that their gaming group had been playing. The system they had been using was zombie apocalypse themed, which got my attention. But even more so when I read the brief post that accompanied the photos, and noticed on one of the photos they were using a street map of Wisbech.

What RPG used maps of Wisbech? I was very curious.

So it was off to our spying masters Google to find the answer.

It turned out FFG had published a series of source books themed around the end of the world. Each book was self contained, and dealt with a specific theme. Obviously one was zombie apocalypse themed, another was alien invasion themed (think War of the Worlds), then there was a machines taking over the world as a theme (think Terminator) and finally one called wrath of the gods (think Cthulhu, Four Horsemen).

You could play these books by themselves, or as some weird over arching campaign.

Naturally I got a digital copy of the Zombie Apocalypse rule book.

It’s made interesting reading so far. So what you are getting in the rest of this post are my impressions/thoughts on the rules having not played it yet.

If you are familiar with the Genesys/Star Wars system then a lot of the rules for The End of the World series will be strangely similar to what you are used to. In fact I’d go as far to say it’s a stream lined version of that system.

Like the Genesys system the emphasis is on narrative. But thanks to the stream lining, it’s also a game system that is designed to be picked up quickly. Which fits in with the premise that it’s been designed to be run as a one shot or mini campaign (using the five provided scenarios or just two or three). This isn’t meant to be one of those RPG campaigns that runs for months or years. Although there is nothing stopping it from being so. But if that was your aim I’d probably move over to the full Genesys system, so you have access to such stuff as vehicles.

Character creation is very simple, and quick, compared to other systems. And this is where it differs greatly from other RPGs. You are playing yourself in this game. Or a version of yourself. So when it comes to assigning values to one of the three categories, each with two characteristics (one offensive and one defensive) you are meant to do it realistically. After everyone has done that the group votes secretly on each players assessment, and they are possibly adjusted based on the result of the vote. You also get a chance to add specific features that are personal strengths and weaknesses. Plus there are traumas! You can see this can get deeply personal. And they recommend people only use stuff they are comfortable talking about in public. Your starting equipment is what’s in your pocket and in your immediate surroundings.

The only equipment you need are d6 dice. They recommend having two different coloured dice. This system resolved around a dice pool. You get positive dice and negative dice, hence the need for two colours. Based on the task/activity and the appropriate skills being used you get a certain number of positive dice. The DM will then based on several factors like difficulty of task, conditions, etc add a number of negative dice. These get rolled. Dice with the same number of both types cancel each other out. So a positive two will be cancelled out by a negative two. Then as long as you have a positive die that is lower or equal to the characteristic being tested means you succeeded. The more that did the better you did achieving the task. The number of negative dice left irrespective of value determine just how much stress your character takes because of that task.

That brings me into it is possible to die in the game. Mainly by gaining stress, which can be turned into trauma! But that too can kill you. There is a healing ability to get over the traumas you have. I like how they have implemented this system. It’s not too complicated and can be explained quickly.

This game has the potential to go into areas of a persons life that they will find difficult. The whole setting is your locale. People you know will die. Locations you know will become dark, scary places. That may be too much for some people. It’s here that I feel that a good dialog between players and DM is super important. Players should be communicating where their red lines are, areas that the DM should avoid. After all it’s meant to be a fun experience for everyone.

I definitely want to run this as a one shot. Thanks to my getting stuff ready for Last Days I have some painted zombies to use. I still have other stuff to paint, such as the cars, character figures. But I have bits that will hopefully help add to the experience. I’m so glad I stumbled across this system. It does look fun.

If you too are interested in The End of the World, it’s easier to get the pdf of the rules from the likes of DriveThruRPG. Naturally the physical version is “between printings” and although copies can be found online to purchase, they are tending to fall into the £40 plus bracket. Which is a bit of a mark up reflecting its out of printness.

Diablo III Eternal Collection

An early Christmas present from Mum (she had some Argos vouchers) meant I was getting Diablo III Eternal Collection for the Switch about 6 – 8 months early. If it wasn’t a present I’d have waited until Nintendo (eventually) put it on sale.

For me Diablo has always been Blizzards take on a roguelike. Whether it is an actual roguelike I’ll leave to all those online forums to discuss in great detail, and go round in every decreasing circles arguing over the most irrelevant points.

I’m pretty sure they use procedural generation in the code used in its design. As Darren Grey in his chapter of the book Procedural Generation in Game Design wrote:

“…quilted-content PCG using premade blocks of content, meshed together on the fly for a varied experience. This is how the Diablo games make their levels. But it often produces the least varied experience, as the player gets to recognize the content blocks and the patterns produced by the generator. Over repeated plays, it can produce repetitive and stale gameplay.” (Darren Grey, 2017)

I think Darren might be referring to the original Diablo. But I’d be real surprised if this quote isn’t true to some extent in Diablo III also. Why change a winning formula?

Now some will say this is unforgivable but my Switch has never been connected to a tv. I’m using it like a glorified handheld. It means I can game and have something on the tv at the same time, like Cheers on Netflix acting as background noise!

The nice thing about the Switch is I can take photos easily in game to show you how beautiful Diablo III looks, not only prerendered cut scenes, but the in game stuff as well. Sadly it’s not able to stream, so you are spared that.

The cut scene stuff has a couple of interesting styles, and differ completely. There is the hand drawn on parchment brown/tea hue style that is used to progress the story between Acts. Which is effective, and has a charm to it. But the prerendered stuff that is used during the Acts is stunning, well rendered, and I love it.

I love the isometric view of the world you get when playing. It really works well with this style of game. The mini map is a god send for navigating round the dungeons. And so far there is a nice mixture of above and below ground level design.

I love dungeon crawls, roguelikes, and on this front Diablo III doesn’t disappoint. Naturally I go to type and play a wizard. So my character is wondering around casting lightning bolts, or rays of pure energy. And yes casting spells has an energy cost. The more powerful the spell, the more energy it uses up, limiting its use. Which early on his a hinderance. Currently at level 34 it is much less so.

There is the opportunity to do a lot of personalisation within the game. As you can see above my character has wings, and a banner at the moment. Not very practical, but looks awesome (well to me). And it’s nice to see however you kit your character out that this is reflected within not only the screen you see above, but the character on screen as you play.

You also get to personalise, weapons used, spells using, armour etc. There is also a fair bit I haven’t explored yet on this side, like crafting.

The story so far is all about stopping a couple of remaining lords of hell (I’ve stopped one, and currently on way to stopping the second). But I’m expecting one or two plot twists and an even bigger big bad to emerge.

For me the story is almost secondary, and it’s about running around killing everything in sight, and collecting treasure.

The story naturally influences the objectives/quests that you go on, and give you a reason for having to go into a dungeon.

So far the variety in objectives/quests isn’t amazing. But then that is a limitation of this style of game.

I’ve still to try out the multiplayer aspect of the game. Which will be interesting to see how that goes.

But so far the game is really living up to my expectations, and delivering big time on what I am looking for in this style of game.

Right I’m off to hack and slay, well fire some fireballs at the poor minions of whoever I’m trying to defeat at the moment. Oh and get loot.