Showing posts with label zombies. Show all posts
Showing posts with label zombies. Show all posts
Wednesday, February 22, 2017
Review: Dead Set (currently on Netflix)
I saw Dead Set a long time ago....apparently before I ever did my first Halloween Horror Month a few years back, because I could have sworn I would have reviewed it back then. Apparently not! Recently it showed up on Netflix, so now you can watch it without jumping through hoops. Originally a 2008 British five part mini-series, Dead Set is a tale of Big Brother's final season, right before a zombie apocalypse descends upon the world to insure that we are no longer forced to endure reality TV shows.....at least, not as living humans.
In Dead Set, the entire cast and crew of the latest edition of the Big Brother UK series is in the middle of the latest "voting out of the house" when a coincidental (?) national emergency descends, catching the revelers off-guard as zombies appear and begin to kill....making many, many more zombies in short order. The survivors consist of a handful of lucky souls and the stars of Big Brother, who isolated in their house spend a full night there blissfully unaware of the apocalypse going on outside.
In short order the eclectic range of personalities come to clash, as the narcissistic actors contend with working together as the only reliable protagonist Kelly (Jaime Winston) does the best she can while both she --and her boyfriend-- hope the other is alive somewhere. Eventually their stories converge, but right when it seems like there might be some chance of cooperation and order, everything goes horribly south, chiefly due to the selfish machinations of the conniving show producer.
As you might expect, this is a formula with potential. Zombie films seem to work well when you have survivors who work both with and against one another, and this film is no exception. It plays the apocalypse straight: this is not really a comedy at any point, but it delves into some dark humor on several occasions, and spends just enough time with its five part story arc setting up the characters to all be "just interesting enough" for you to feel bad when they meet their ultimate fate. And yes: this is a good zombie film, one which knows that in a zombie apocalypse, it's never about whether you die or not, but rather when, and what sort of foolish error in judgement brought you to your fate.
The movie seems to shoot for a metaphor, about the show itself and its audience, zombie-like in its desire for more episodes, more dirt on the cast. The zombies of the film, which are done with excellent FX (and some eerily creepy eyes), seem drawn to the Big Brother compound like moths to a flame, which only exacerbates the plight of the survivors. They remain the dedicated fans of the show, just now with an insatiable and very much literal hunger for the cast and crew.
If you've been craving a really good, classic-style zombie apocalypse film be sure to check this one out! I give it a solid A.
Five fun things about Dead Set (minor spoilers):
1. The fact that it is portrayed as an actual set for Big Brother (so far as I can tell; haven't seen that show in at least 15 years) adds to the verisimilitude of the film, even as it dates the movie a bit. Does this show still exist?
2. Is it just me or does Kevin Eldon (as Joplin) make a great English Steve Buscemi?
3. The film's least endearing moments are, unfortunately, some shaky-cam action sequences, but they work in the context of a film that is 1/2 normal production and 1/2 "found footage" in feel.
4. The two keystone cops who show up feel vaguely like a nod to 28 Days Later or something else I might be missing from British TV.....any ideas?
5. This film sticks with the more traditional "who knows why zombies are here" method of handling what's going on. As such it feels like it could be part of the broader Romero film canon easily, or perhaps displaying a corner of the world in 28 Days Later (though maybe not, as the zombies in Dead Set are clearly actual walking dead types).
A
Sunday, June 19, 2016
Best of E3: Rise of Iron and Days Gone (oh, and RE 7 too)
For those who follow the computer and console gaming realms, E3 is a major trade convention where each year we get an info dump on upcoming releases, most of which is presumably spruced up to look better than it really is. After too many years observing E3, most gamers get caught in a jaded "wait and see" sort of moment, but occasionally a release will chip away at our hardened, marketing-resistant exteriors and make us actually interested in a game....well for this year it's only two, really: Destiny's new expansion titled Rise of Iron, which is more of the same, yes, but as a huge Destiny fan I'm happy:
The other one is Days Gone....which is best explained by providing this trailer:
Look at all those zombies! Amazing.
If the real game is half as good as this, I'll be very happy indeed. Not sure on it's ETA, unfortunately.
Also, I would be remiss if I didn't mention this one:
It's Resident Evil, but it looks like #7 is going to take some pointers from the recent shift in how horror games are presented. Call me "cautious but intrigued" on this one. I think Resident Evil should work harder to define its strengths that were set by the original trilogy, and less time trying to ape P.T. and Outlast, but at the same time, this trailer looks really interesting, and I am incredibly forgiving Capcom/RE fanboy so whadda I know.
The other one is Days Gone....which is best explained by providing this trailer:
Look at all those zombies! Amazing.
If the real game is half as good as this, I'll be very happy indeed. Not sure on it's ETA, unfortunately.
Also, I would be remiss if I didn't mention this one:
It's Resident Evil, but it looks like #7 is going to take some pointers from the recent shift in how horror games are presented. Call me "cautious but intrigued" on this one. I think Resident Evil should work harder to define its strengths that were set by the original trilogy, and less time trying to ape P.T. and Outlast, but at the same time, this trailer looks really interesting, and I am incredibly forgiving Capcom/RE fanboy so whadda I know.
Monday, June 22, 2015
Five Basic Roleplaying Sourcebooks I Would Really Like To See
With the recent changes at Chaosium, followed by the Big Ass Sale which has cleaned me out as I acquire all remaining BRP/CoC books I don't already own, it got me to thinking about what Basic Roleplaying still could use in the way of sourcebooks. Here are five tomes I would like to see in BRP's future, and maybe you would, too:
#5. BRP Zombies
We have GURPS Zombies which, like most GURPS books, works well as a sourcebook for any RPG (although 4E is slightly less useful in this regard than the old 3E sourcebooks, I admit). Sure, there are also dedicated zombie apocalypse games out there, but BRP's baseline "rules of realism" work exceptionally well for zombie apocalypses. I ran a BRP zombies campaign not too long ago that was an amazing experience, and introduced at least one new player to RPGs in general...it's a brutal genre, but an in-depth guide would be well worth exploring.
#4. BRP Bestiary
It goes without saying that one of the strengths of D&D is it's ability to produce copious quanities of creatures for adventurers to fight. Although your average BRP game is going to be about more than just slaughtering monsters and taking their stuff, that's a style of play that nonetheless resonates well, and having a large volume of monstrous foes to pick from has always benefited those games that need it...hell, look no further than Malleus Monstrorum for Call of Cthulhu to see an example of how this works for the horror genre.
#3. BRP Post-Apocalypse
Rubble & Ruin is a great monogaph but it is more like a taste of what we could have. I'd love to see a book for BRP that gets the Will McAusland treatment, but powered by BRP. Just imagine what that could look like...or even something robust enough to support an in-depth Mad Max styled campaign without any extra work on the GM's part. Rubble & Ruin was a good start: we need a glorious, full color finish! If we can get an amazing pirate book like Blood Tide, I think BRP Post-Apocalypse should be a no-brainer.
#2. BRP Cyberpunk/Transhumanism
Although the rules say you can construct cybernetics from the super powers rules, and having done so I would say yes, that is a reasonable work-around, it's still better to have a dedicated system (or extrapolation) on cyberware and wetware, along with a detailed world/setting guide that discusses the future cyberpunk dystopias and transhumanist singularities that we could build stories around. I'm thinking of more of a "world/setting creation book" than a premade setting....too often author bias makes the specific setting books of limited value. We need GURPS Ultratech and GURPS Biotech but for BRP, essentially....along with some glorious world design rules.
#1. Future World
This is the top dog....and it could even include the aforementioned cyberware/wetware rules. Magic World works as a great intro game because of its focus on fantasy. A SF-focused rulebook or even toolkit guide for SF gaming would be a much needed addition to BRP. Something which includes cusomized professions and skills, world generation, star travel, ship design, trade and commerce, exploration rules, alien design, cyberware, robots, androids, wetware and more. A "campaign design" book rather than a single setting book like we've been getting...something akin to Savage World's Science Fiction Companion, which as you all know is one of my favorite little toolkit books.
Monday, June 15, 2015
"The 2 Hour Test:" Exploring bad Zombie Sandbox Crafting Games and Testing the Steam Refund System
I try not to buy "early access" titles on Steam but every now and then I succumb to the appearance of a great game and the overt love that some reviewers seem to exhibit for these alpha and beta releases. If you hang out on Steam at all you probably have noticed that there's an enormous number of early access zombie/post-apocalypse/medieval/dinosaur crafting games with open world sandbox premises. The one thing you can be sure about all of these games with almost no exception is:
1. Their promotional videos will always look better than the actual game
2. There's almost never anything remotely resembling a storyline; these games depend on your personal motivation and the actions of your fellow players as "being" the storyline
3. No matter what you paid you will probably wish you hadn't
But the good news is: Steam is now offering refunds on games that you have played for less than 2 hours and owned less than 2 weeks. Huzzah!
So with that in mind, I decided to check out a few of these games and apply the "2 hours test" to them. I've already tried a few others in the past, including Nether (which actually is gorgeous and has some freaky monsters in it, but is otherwise a slog through sociopathic pvp land with no real story or meaningful questing going on) and 7 Days to Die which was a particularly egregious example of "video is better than the game." Try as I might I couldn't get anywhere in 7 Days to Die, but some people seem to really love it.
So this time I loaded up Infestation: Survivor Stories (which has a legacy reputation for being hideous, so at $1.98 I decided I was willing to risk it now), as well as the on-sale H1Z1, Survival: Postapocalypse Now, and Survarium. My brief experiences so far:
H1Z1: the gloomy pictures of zombies in a fog-shrouded woodland as you approach with an old axe to take them out was contrasted with bring dropped in a bright, flowery sunny day in what felt like Colorado somewhere. I wandered around looking at old cars and farmland, avoided a wolf that appeared to not care I existed, and avoided other players until I remembered I had chosen a pve server. Never found anything interesting except a map, never saw any zombies. Did see a guy driving a car which was cool. Grew bored and left. Refund requested.
Survarium: this is actually a F2P with a rep for having in-game "pay to win" purchases. Allegedly it's like Stalker if it had been turned into an MMO of some sort. I got to the character screen and opening window for the first arena game....and nothing happened. It couldn't find players, or connect, or something. So uninstalled, moved on.
Survival: Postapocalypse Now: this was the most interesting experience, and I would have kept on except for what happened after I starved to death. First off, the ambiance in the game is pretty decent; I was immediately interested in exploring this world, which is not filled with zombies at all....apparently other players get to be the threatening element. At one point someone started talking to me..."hey dude" but I ran off....he had a torch, and near as I could tell this game is 100% pvp friendly. It turns out that this was a good hunch....as my poor character staggered off into the wintry night to starve and freeze to death (he did), it turns out while you are waiting for the character to reload you can see what other players are doing. It turns out the guys with torches were collectively ganking new players left and right. Sigh. Uninstall and refund requested. I don't have time for this kind of nonsense.
Infestation: Survivor Stories: this game, if you don't know the history, came out about three years ago and was called The War Z. It earned an early reputation for having all sorts of problems, including poor development, bugs, hackers, ban-happy developers and who knows what. There are very, very bitter people still out there harping on this game. They changed the title at one point to move away from the stigma that The War Z evoked, and ever since it seems to have become a more stable game experience...although YMMV.
My play experience so far was better than all the negative press led me to believe it would be. I had a guy, and there was a town, apparently devoid of other players but full of zombies. The town had loads of random weapons, food, drink and armor lying around. You could enter most residential homes but only a few businesses. You could avoid attracting zombie attention, for the most part, but when you did they usually went down with a hit or two from a rifle or pistol. Oddly I found that melee weapons seemed worse than useless, and could end up hitting a zombie a hundred times before it dropped.
After a while I began to wonder what else there was to do besides collect stuff and tempt fate. There are some quests....and reading online suggests the quests can be more complicated than what I initially found which were things like "kill 20 zombies with your bare fists" type stuff....no thanks.
I:SS seems to lack much direction as many of these other games do, as the designers seem to focus on the sandbox and experience at the expense of providing any sort of structure, leaning entirely on the players to fill that role. Some people love that freedom an despise any sort of story, I guess....but I sort of like to have a reason to play these days....I'm too old to think that surviving for 100 hours in a zombie game actually counts for anything in the grand scheme of things, and if the game doesn't help establish a sense of purpose and motivation...or at least clearly outline the tools by which you can forge your destiny....then it's not my cup of tea. I:SS may yet do this, and I plan to play more, because of the various titles I did play it was the only one that actually had some action in it...plus at the current sale price of $1.98 I'm okay with it being a disappointment if I am past the 2 hour mark and can't get a refund.
So how do they stack up to the 2-Hour Gameplay Test?
H1Z1: too boring and directionless but I'll check this out when it's a completed product out of beta. Uninstalled, refund requested.
Survivor: Apocalypse Now: excellent starvation simulator and needs pve server option for wimps like me. Uninstalled, refund requested.
Survarium: didn't work, not sure why, cost nothing, just uninstalled.
Infestation: Survivor Stories: worth $2 or less for sure and hooked me enough with some actual gameplay involving shooting and zombies to want to try it again. Keeping this one.
And prior games in the genre I previously picked up:
Nether: gorgeous game, I would have kept this for the environment even though there is precious little to do and pvp involves fearing fellow man more than the scary nether monsters.
7 Days to Die: more like seven minutes to uninstall! Bam.
For now, the winner of this contest is Infestation: Survivor Stories, being worth the $1.98 I spent to keep. I did not expect that, I must admit....just trawl through the Steam forums sometime to get a real sense of how much ire this game has caused. Then again....check out any of the forums on these games...i.e. Survivor: Postapocalypse Now, for example.....yeah, sometimes its safe to assume the forums attract lots of angry people and are a "non-representative sampling" of interested players....but another way to think of it is like this: if enough people are pissed off that they go spend effort on the forums to complain, imagine how many people were just generally unhappy about the game but simply walked away from it after an uninstall?
I'll let you know how long it takes Steam to refund games. The money goes into your Steam wallet, as I understand it.
Friday, April 3, 2015
GURPS Zombies: Day One
There's a new GURPS ebook out called GURPS Zombies: Day One for those who are into both GURPS and zombies (like, cough, me). This is a very good complimentary tome to GURPS Zombies, including eight zombie worlds with details on the "day one" starting point for each campaign and taking the setting through to a good finale, with tons of suggestions and material in between. Despite being only 56 pages it does a great job of setting each world up; fans of All Flesh Must Be Eaten will be comfortable with the style taken here....and anyone with an interest in zombies as a subject of RPGs will likely notice that this is a very common style of approach to the genre, since campaigns in zombie worlds tend to be bleak and short, and rarely recurrent in the fashion of more conventional RPG worlds.
Even if you don't want to use GURPS for some reason this is a good setting/concept book with more generic material than rules, but if you do use it with GURPS you'll probably get the most bang for your buck. Check it out.
Even if you don't want to use GURPS for some reason this is a good setting/concept book with more generic material than rules, but if you do use it with GURPS you'll probably get the most bang for your buck. Check it out.
Tuesday, December 23, 2014
Return of the Horror Film Reviews: Mortuary (2005)
First, just wanted to mention that I started typing this on my new Galaxy Tab S4 10.1 inch tablet, which so far is proving to be a worthwhile investment. The Logitech Bluetooth keyboard/cover combo is rather nice, albeit a bit small....but beyond that it's pretty serviceable, if not as cool as the Surface's flexible keyboard. Unfortunately every five seconds or so Blogger would try to update and when it did the cursor would decouple from the typing area, so now I'm back on the old desktop. But enough of that!
Mortuary (2005)
Mortuary is a 2005 horror film with the name Tobe Hooper prominently displayed as director. The opening premise is simple but rife with weird promise. The film opens on a family of three, a mom, her odd daughter and snarky teenage son (played by Dan Byrd who steals much of the show) as they set off to start a new life in the wake of their father's death. As it turns out, for reasons never quite established the mom is keen to start a career as a mortician (or maybe resume one?) and she has invested in an abandoned cemetary/mortuary combo in some small back-assward California town. The place is a shambles, a relic of a complex ripe for horror films. The guy selling it to her is a bit crazy, one gets the impression....or just happy to have a sucker to take over the operation. A normal person would have called her in on child abuse for subjecting her kids to the place.
But hey! This is what good B movie horror films are made of. Everyone gets along, the teenage son starts off making local acquaintances, including the gratuitous punk bully and his two uncharacteristically slutty small town girlfriends, while mom sets about cleaning the place up just in time for the bodies to start rolling in. The pace of the movie is rapid and we quickly establish a range of quirky local denizens at the local diner where the teen son takes a job, even as some odd sightings are made at the graveyard.
When the mom delves into the graveyard and stumbles across a tomb with the nigh infamous Lovecraft "...even death may die" quote, verbatim, chiseled in stone I decided that this movie was going to be fun if nothing else. As it progresses along we discover that there is a lingering evil in the place, a story about a made couple who used to run the mortuary and had a deformed son that they kept locked away, until one day he escaped and murdered them, and all the while strange black ooze creeps out and snacks on blood spilt by the mom, who thankfully is working only with dead bodies because she would never get a medical license, let me tell ya....
In surprisingly quick order the movie escalates from "could a creepy deformed madman be lurking in the caverns below the cemetery?" to full-on Reanimator-style zombie invasion, and the similarities are just significant enough to suggest that the people behind this movie really liked those earlier films. It maintains a camp quality to the entire experience, much as most 80's style horror films did, playing it all straight while still throwing just about every gory bit they can at the screen. The bulk of the FX is makeup, but the blood monster is CGI (a sort of unholy love child of a shoggoth, the sarlac and the Black Oil virus from X-Files).
This movie includes:
1. Vile house just waiting for victims
2. The Lovecraft moment (a quote from The Nameless City carved on a tomb)
3. Smart, fast possessed undead who become a terrifying inversion of what they obsessed about in life
4. Granted honorable mention for the "Linnea Quigley Cemetery Chick" Award (but no actual nudity)
5. Manages to get both the hillbilly mutant, shoggoth-thing and reanimated dead in all at once
6. Gratuitous disrespect for the dead....even BEFORE they get up and start chasing the living!
When we get to the end of the ride (and it's definitely a ride) the only question is just how the monsters will manage to eat everyone at the end....and we know they will. But it's a very fun ride along the way, with a shade of Movie Lovecraft* permeating the experience. If Jeffrey Combs had shown up at the end with a giant juicer I would have been not at all surprised. A solid B+++!!!
*You know what I mean: Lovecraft through the lens of Stuart Gordon
Mortuary (2005)
Mortuary is a 2005 horror film with the name Tobe Hooper prominently displayed as director. The opening premise is simple but rife with weird promise. The film opens on a family of three, a mom, her odd daughter and snarky teenage son (played by Dan Byrd who steals much of the show) as they set off to start a new life in the wake of their father's death. As it turns out, for reasons never quite established the mom is keen to start a career as a mortician (or maybe resume one?) and she has invested in an abandoned cemetary/mortuary combo in some small back-assward California town. The place is a shambles, a relic of a complex ripe for horror films. The guy selling it to her is a bit crazy, one gets the impression....or just happy to have a sucker to take over the operation. A normal person would have called her in on child abuse for subjecting her kids to the place.
But hey! This is what good B movie horror films are made of. Everyone gets along, the teenage son starts off making local acquaintances, including the gratuitous punk bully and his two uncharacteristically slutty small town girlfriends, while mom sets about cleaning the place up just in time for the bodies to start rolling in. The pace of the movie is rapid and we quickly establish a range of quirky local denizens at the local diner where the teen son takes a job, even as some odd sightings are made at the graveyard.
When the mom delves into the graveyard and stumbles across a tomb with the nigh infamous Lovecraft "...even death may die" quote, verbatim, chiseled in stone I decided that this movie was going to be fun if nothing else. As it progresses along we discover that there is a lingering evil in the place, a story about a made couple who used to run the mortuary and had a deformed son that they kept locked away, until one day he escaped and murdered them, and all the while strange black ooze creeps out and snacks on blood spilt by the mom, who thankfully is working only with dead bodies because she would never get a medical license, let me tell ya....
In surprisingly quick order the movie escalates from "could a creepy deformed madman be lurking in the caverns below the cemetery?" to full-on Reanimator-style zombie invasion, and the similarities are just significant enough to suggest that the people behind this movie really liked those earlier films. It maintains a camp quality to the entire experience, much as most 80's style horror films did, playing it all straight while still throwing just about every gory bit they can at the screen. The bulk of the FX is makeup, but the blood monster is CGI (a sort of unholy love child of a shoggoth, the sarlac and the Black Oil virus from X-Files).
This movie includes:
1. Vile house just waiting for victims
2. The Lovecraft moment (a quote from The Nameless City carved on a tomb)
3. Smart, fast possessed undead who become a terrifying inversion of what they obsessed about in life
4. Granted honorable mention for the "Linnea Quigley Cemetery Chick" Award (but no actual nudity)
5. Manages to get both the hillbilly mutant, shoggoth-thing and reanimated dead in all at once
6. Gratuitous disrespect for the dead....even BEFORE they get up and start chasing the living!
When we get to the end of the ride (and it's definitely a ride) the only question is just how the monsters will manage to eat everyone at the end....and we know they will. But it's a very fun ride along the way, with a shade of Movie Lovecraft* permeating the experience. If Jeffrey Combs had shown up at the end with a giant juicer I would have been not at all surprised. A solid B+++!!!
*You know what I mean: Lovecraft through the lens of Stuart Gordon
Monday, December 22, 2014
Return of the Horror Film Reviews: Ashes
I have next to my desk a stack of horror movies begging to be watched and reviewed. To combat the holidays I always like to kick back with a few grizzly horror flicks this time of year. Anyway, first up is....Ashes, a zombie movie with the twist being that where most zombie apocalypse films begin, this one ends....
Ashes (2010)
Brian Krause plays Dr. Andrew Stanton, a driven medical professional who is working as a full time on-staff hospital physician (in ER no less) at the same time that he's working on a cure for aids, specifically some sort of immuno-boost drug that seems to be working on his principle volunteer patient. One day, a boy suffering from what seems to be a snake bite (but which the audience knows was a jellyfish sting) is dropped off at the ER door and begins to fade. For whatever reason they are unable to identify the boy's malady, and can do nothing for him....his immune system, it seems, is failing.... (yes, see where this is headed...)
Our good doctor decides to intervene, injecting some of his experimental serum into the boy, but he dies. The boy's name, in a moment of attempted apocryphal implication, is Jesus...oh and his sister is Maria. Before he dies he suffers a severe siezure and in the process bites Dr. Stanton.
Ultimately Stanton determines that he is getting sick from the bite, and suspects he is both the cause of the boy's death and possibly his own malady. He gradually figures out that his serum mutated when exposed to whatever was within the blood of the boy, and its second stage is rapidly changing him. A confidante and assistant realize that the third stage, if it gets out, will be quick and overwhelming to the host. As one can imagine, the movie inevitably and with great and prolonged foreshadowing strides its way to the inevitable conclusion, as Dr. Stanton and all he has come into contact with succumb to the disease or are bitten by those who have. The zombie apocalypse begins.
The film is actually very slow to start, and has a great 80's sort of feel to it at times, a measured and careful pace in which we establish the character and his many relations so that when things start to happen there is some empathy and interest in the inevitable destruction of Dr. Stanton and his world. I'd like to attribute this careful build-up to smart directing and plotting, but honestly it's probably also because the film was clearly made on a small budget. The special effects are minimal but used to great efficiency, and there's not a single piece of CGI in sight, a welcome relief.
Five noteworthy moments about this film:
1. lots of gratuitous low-budget lab porn
2. gratuitous lesbian kissing scene
3. an "everybody dies" movie....almost
4. lots of "do hospitals really work like this?" moments
5. features living infected zombies
Want to see a low budget, no-name star zombie flick that starts off slow and builds to a crescendo, a film which shows you exactly what happened right up to the moment before Dawn of the Dead or any number of other zombie movies start? Then check out Ashes....a good, solid B+ movie.
Ashes (2010)
Brian Krause plays Dr. Andrew Stanton, a driven medical professional who is working as a full time on-staff hospital physician (in ER no less) at the same time that he's working on a cure for aids, specifically some sort of immuno-boost drug that seems to be working on his principle volunteer patient. One day, a boy suffering from what seems to be a snake bite (but which the audience knows was a jellyfish sting) is dropped off at the ER door and begins to fade. For whatever reason they are unable to identify the boy's malady, and can do nothing for him....his immune system, it seems, is failing.... (yes, see where this is headed...)
Our good doctor decides to intervene, injecting some of his experimental serum into the boy, but he dies. The boy's name, in a moment of attempted apocryphal implication, is Jesus...oh and his sister is Maria. Before he dies he suffers a severe siezure and in the process bites Dr. Stanton.
Ultimately Stanton determines that he is getting sick from the bite, and suspects he is both the cause of the boy's death and possibly his own malady. He gradually figures out that his serum mutated when exposed to whatever was within the blood of the boy, and its second stage is rapidly changing him. A confidante and assistant realize that the third stage, if it gets out, will be quick and overwhelming to the host. As one can imagine, the movie inevitably and with great and prolonged foreshadowing strides its way to the inevitable conclusion, as Dr. Stanton and all he has come into contact with succumb to the disease or are bitten by those who have. The zombie apocalypse begins.
The film is actually very slow to start, and has a great 80's sort of feel to it at times, a measured and careful pace in which we establish the character and his many relations so that when things start to happen there is some empathy and interest in the inevitable destruction of Dr. Stanton and his world. I'd like to attribute this careful build-up to smart directing and plotting, but honestly it's probably also because the film was clearly made on a small budget. The special effects are minimal but used to great efficiency, and there's not a single piece of CGI in sight, a welcome relief.
Five noteworthy moments about this film:
1. lots of gratuitous low-budget lab porn
2. gratuitous lesbian kissing scene
3. an "everybody dies" movie....almost
4. lots of "do hospitals really work like this?" moments
5. features living infected zombies
Want to see a low budget, no-name star zombie flick that starts off slow and builds to a crescendo, a film which shows you exactly what happened right up to the moment before Dawn of the Dead or any number of other zombie movies start? Then check out Ashes....a good, solid B+ movie.
Monday, April 7, 2014
B/X D&D Month VII: Drowned Zombies
Drowned Zombies
Armor Class: 7
Hit Dice: 2+1* (M)
Move: 90' or 180' swimming (30' or 60')
Attacks: claw attack or weapon plus special
Damage: 1D8 by claw or per weapon, special
No. Appearing: 2D4 (4D6)
Save As: F1
Morale: 12
Treasure Type: nil
Intelligence: 1
Alignment: Chaotic
XP Value: 35
Creature Type: undead
Terrain: any water
Drowned zombies are the product of an unusual watery death, often in connection to necromantic energies, or murder at the hands of another undead while in the water (such as a rusalka). The drowned zombies function much as normal zombies do on land, with bodies only slightly more resilient against damage due to the blaoted, watery skin that hangs from their bones. Like normal zombies they always lose initiative while on land. However, when in water they are much faster as swimmers, and roll initiative normally.
Whenever two or more drowned zombies land successful attacks in the same round they attempt to push their target under the water to drown him. The zombies exert a supernatural effect which forces water into the lungs of the target if he/she fails a save vs. death ray. If the save is failed, the target immediately begins drowning and has to make Constitution checks (see RC page 89-90). If the target makes the save he has held his breath and much make a Strength check (with a +1 penalty for each zombie holding him underwater) to break free on his round. If he does not break free then he must save vs. death ray again or begin drowning.
If a drowned zombie is removed from water for more than 24 hours it will eventually become immobile as it dries out, then go into a sort of suspended animation until exposed to water again (even rain will suffice). It will then seek out the nearest body of water if possible.
Armor Class: 7
Hit Dice: 2+1* (M)
Move: 90' or 180' swimming (30' or 60')
Attacks: claw attack or weapon plus special
Damage: 1D8 by claw or per weapon, special
No. Appearing: 2D4 (4D6)
Save As: F1
Morale: 12
Treasure Type: nil
Intelligence: 1
Alignment: Chaotic
XP Value: 35
Creature Type: undead
Terrain: any water
Drowned zombies are the product of an unusual watery death, often in connection to necromantic energies, or murder at the hands of another undead while in the water (such as a rusalka). The drowned zombies function much as normal zombies do on land, with bodies only slightly more resilient against damage due to the blaoted, watery skin that hangs from their bones. Like normal zombies they always lose initiative while on land. However, when in water they are much faster as swimmers, and roll initiative normally.
Whenever two or more drowned zombies land successful attacks in the same round they attempt to push their target under the water to drown him. The zombies exert a supernatural effect which forces water into the lungs of the target if he/she fails a save vs. death ray. If the save is failed, the target immediately begins drowning and has to make Constitution checks (see RC page 89-90). If the target makes the save he has held his breath and much make a Strength check (with a +1 penalty for each zombie holding him underwater) to break free on his round. If he does not break free then he must save vs. death ray again or begin drowning.
If a drowned zombie is removed from water for more than 24 hours it will eventually become immobile as it dries out, then go into a sort of suspended animation until exposed to water again (even rain will suffice). It will then seek out the nearest body of water if possible.
Monday, October 28, 2013
The Many Days of Horror! - Dead Trigger
Dead Trigger
Despite
owning a Nexus 7 and recently acquiring a PS Vita (it’s pretty neat) I haven’t
spent any time discussing the range of portable gaming options out there. Since
we’ve got a horror-themed October, now seems like a good time to mention one of
the better free options out there, Dead Trigger from Madfinger Games.
Dead Trigger
is a freemium game, which is to say you download and play for fun and spend
some money to acquire in game “gold” which can be used to gain extra equipment,
items and perks. The free core game is actually pretty robust, and you won’t
soon find yourself required to purchase anything. There’s a curious little
casino event tied to daily free tokens for play which might net you some cool
gear or gold coins to spend, but it’s more of an aside to the actual
game…..easily ignored, though the prospect of winning a few medipacks is always
worth playing your free daily tokens.
Aside from
the little gambling side trek the game has a variety of items which can be
unlocked through gold purchases. I found that you could get pretty much
everything you could want for about $10-$15, leaning on the low side if you
take advantage of some ways to acquire free gold through the typical advertiser
partnership program so many of these Android app games participate in.
So: free
game can be played without spending a dime and you’ll feel well rewarded, and
if you do like it you can spend $10-$15 for in-game currency and buy pretty
much all the game has to offer in the way of optional gear and perks. As
freemium Android games go this is downright charitable.
Enough about
the pricing structure….what about the game itself?
Dead Trigger
is a first person shooter, built around a storyline involving your survivor in
a city overrun by a zombie plague. The game overlays missions on a city grid,
and you can go do one off missions, missions for gold, arena-style survival
events and pursue the story missions at your leisure. The game makes judicious
use of well-designed locations, which are repeated for the one-off missions and
also the story missions. I’ve sunk quite a few hours into the game and haven’t
gotten tired of it.
Most
missions involve one of the following goals:
Survive – kill X number of zombies and
live (or survive for X amount of time)
Protect – keep one or more locations,
usually vehicles or barricades, safe from zombie attack
Gather – locate resources or equipment
and deliver said goods to a drop spot while fending off zombies
Within that
structure the game keeps you very busy, and the touch screen controls are surprisingly
smooth and usually effective; about the only issue I run into isn’t with the
game’s responsiveness at all but the limits of the touch-screen on the Nexus 7,
which can get uppity if my finger isn’t pushing/sliding “just right” due to any
roughness of the skin at all.
Aside from
the running around and killing zombies the main gameplay element is one of
resource acquisition and management. You don’t find a lot of resources during a
scenario except for dropped cash and ammo, but between games you spend money to
acquire gear and weapons that will help you out as well as perks as you level
up; you have a certain number of slots over time, and you can load up on the
gear you think will get the job done. If the choices don’t work then you can
mix it up a bit and try a different approach.
While the
game lets you buy almost everything with in-game currency it does let you
purchase gold to buy resources. However in my experience this was never
necessary; the regular everyday use gear was affordable on the cash earnings
from each mission without ever resorting to purchased currency.
Each little
mission is filling in a snack-game sort of way; play a survival mission for
five minutes and feel like you had a decent shooter mini adventure. It’s great
pick up and play gaming, and the graphics are excellent; unlike most garbage
games on the Android marketplace Dead Trigger feels like a real game….something
you’d find on a real game console.
The story is
pretty basic but told through text sequences before and after each mission,
setting up a lengthy tale of survival and escape. I’ve been playing the game
for many, many hours now and still haven’t gotten to the end of the story
mission, although that’s because it’s so easy to get distracted by all the side
quests.
If you would
like a little zombie survival horror action on you Android device, you could do
worse than to pick up Dead Trigger. Dead Trigger 2 came out yesterday as well,
and I have played the opening missions…it’s an even more polished experience
but makes some changes to the formula that are rather curious, so the verdict
is still out on whether I will like it better than the original. I suggest you
try the first and then move to the second afterward….they’re both great
pick-up-and-play survival horror games that feel like genuine, robust
graphically intense gaming experiences for your tablet. If you have a Moga
(mobile gaming controller) as well Dead Trigger also supports it and works
great.
A+
Wednesday, October 9, 2013
The Many Days of Horror! - Return of the living Dead (NSFW)
There are a few movies you can date yourself with in the world of geekdom. If you're a zombie fan for example, you can easily point to a few specific films as the source of one's obsession for the cinematically undead....plenty of older zombie fans can call out the original Night of the Living Dead, sure...but you know you're a product of the 80's if Return of the Living Dead is the one which stands out as your de facto zombie flick! Bonus points if you not only know who Linnea Quigley is but dreamed of meeting her at a convention. Triple points if you still dream of meeting her. She's the reason this blog gets an NSFW by the way. I could have left out pics of her but it felt s bit disingenuous.
It seems silly to me to review this amazing movie, since it's hard to imagine anyone who's a zombie fan who hasn't seen it, but I'll be honest: I have live humans at my game table, most of whom were born after this movie was released in 1985, who have either never seen it or never heard of it. Those people also liked the Evil Dead remake. So yes, it's time for some geek-vangelism!
Return of the Living Dead presented itself as a campy quasi-sequel to Night of the Living Dead, even encompassing a backstory that filled in the "real story" of what might have happened a decade and a half back, and how that story....told almost as if the guys working in the Medical Supply Warehouse were joshing the new kid....ultimately leads to the outbreak of an entirely new zombie uprising.
RotLD introduced a thick campiness to the film as many did in the 80's, and like a much smaller handful it pulled it off extremely well. The humor is black and infectious, and even the zombies get in on it. The film had a number of notable tropes and bits worth noting, as follows:
1. The Tar Man Zombie. He's still an amazing special effect, one you do not forget, and his FX still surpass most contemporary zombie films in terms of gory nastiness.
2. Smart Zombies. The zombies in RotLD are cunning, keep their wits about them even when their brains are rotting, and while they might be a product of chemical contamination their tenacious supernatural vileness is present throughout the film. These zombies feel their bodies rotting away and the only relief they get is to devour the living. Especially brains. And they will do anything they can to get those brains.
3. 80's Fashion at it's Worst! RotLD dates itself with almost delightful glee in the realm of 80's punk and pop...and while it was probably unintentional, I still recall in the 80's being mildly peturbed at how outrageous everyone looked. Keep in mind, I grew up in rural Arizona, so yeah:
4. The Medical Supply Warehouse. Name three places you can set a zombie uprising. Graveyard? Check. Mortuary? check. Medical Supply Warehouse? Check and give yourself a golden genius star. Hanging cadavers...spliced dog schemata (or whatever it's called) all coming back to hideous unlife....protagonists who understand little things like embalming and rigor mortis? And a script which deploys the use of both? Excellent!
5. The Nuclear Option. I'm pretty sure RotLD was the first one to exercise this option directly against zombies.
6. Zombie Linnea. The reason I rank this blog NSFW but arguably its hard to make anything safe when we're talking about one of the great scream queens of the 80's! Linnea plays a punk rock chick who has a fear of being ravished by evil old men. She gets eaten by zombies again, who are scrupulously efficient at not marring her physical form so she can parade around nude for most of the film.
In short: best zombie movie ever, especially if you're a child of the 80's. Watch it, love it, and realize that long before all the zombie movies of the last decade, for a very long time this was one of a handful of true greats!
A+++
Tuesday, November 20, 2012
Zombies Meet Performance Art
Seriously, very nice. I sometimes wonder how interesting (or miserable) it would be to live in New York, but stuff like this makes me wish I lived in a larger, more cosmopolitan city no matter where in the US it might be:
But the important thing is that clearly New Yorkers can tell the difference between one of their own and the living dead! Decades of comedians have convinced me to think otherwise, but this video does an ample job of disproving such notions.
Thanks to the Post-Apocalyptic Blog for finding this one!
But the important thing is that clearly New Yorkers can tell the difference between one of their own and the living dead! Decades of comedians have convinced me to think otherwise, but this video does an ample job of disproving such notions.
Thanks to the Post-Apocalyptic Blog for finding this one!
Tuesday, October 23, 2012
Thirty One Days of Horror: Autumn

Day Twenty Three: Autumn
Thankfully I chose Autumn at random after the horrific disappointment that was The Tomb. Autumn is based on the novel of the same name by David Moody, and after seeing this film I plan to get the book, which appears to be part of a series. The movie introduced me to the novel and sold me on it all at once.
Here's the weird thing about Autumn: a fair number of people on Netflix gave it one or two stars, which is a travesty, although it says a lot about the nature of the zombie film audience, I guess. My opinion? This is a five star A+++ movie, and immediately became one of my favorite zombie horror films. I haven't watched a film that left me with such a sense of growing dread in a long time, nor have I enjoyed a film in the genre where I grew to care for the characters as much as I did here. That, to me, is impressive.
Autumn is very basic in its premise: a mysterious plague hits one day and wipes out the vast majority of the world population, who die in a matter of minutes. A handful of presumably immune survivors make their way to a shelter to cope with the immensity of the tragedy, but within a day or so the dead get back up, staggering around like automatons...nonthreatening automatons, mind you! These zombies are well and truly living up to their name.
As the story progresses a group of survivors head out, no longer content to stay cooped up in the shelter with everyone else, and concerned for the looming threat of disease and worse that will come from being in a city of several hundred thousand dead, rotting, walking corpses. They eventually find a cabin in the woods (heh) and set up base. Good enough, right? Wait out the dead, who are rotting, and survive the winter.

Things change however as it becomes evident that the zombies are learning, perhaps regenerating their senses and motor functions over time. Soon the evidence mounts that they are becoming more aggressive, as a pack of them hunt down first a dog and then later much worse. Bad things are about to happen.
Autumn earns immediate kudos for having a unique take on the zombie apocalypse. The idea of mindless corpses that slowly regenerate basic cognitive function and become a bigger threat over time is played well here, and helps greatly to enhance the slowly building sense of tension and menace throughout the film. For the first thirty five minutes or so I was growing conerned that this was a good albeit not overly exciting BBC special....you know, the kind where the English deal with an issue stoically while much time passes and nothing of interest happens? Yeah, it makes you think that and sets you up handily to really feel the impact when things finally start to disintegrate later on.
If you're a bit tired of the same-old same-old zombie films, you need to see Autumn. If you're just keen for a good horror movie that eschews standard formulae and obligatory kill counts, you need to see Autumn. If you want to watch a really damned fine end of the world tale that tries for a more measured pace...Autumn's your movie.
Also, the late David Carradine had a surprise appearance in this movie. How cool is that?!?!
A+ from the Death Bat, this is very possibly the best new movie I've watched so far this month! Do not take other reviewers at their word, and watch it yourself. Like I said, it seems like a lot of people had issues with this movie, and frankly I think they're out of their minds.
Thursday, October 18, 2012
Thirty One Days of Horror: 2012 Zombie Apocalypse

Day Eighteen: 2012 Zombie Apocalypse
When the SyFy logo popped up at the beginning of 2012: Zombie Apoclaypse I almost stopped Netflix to look for something else...luckily I struggled through the opening few minutes to discover what might be the most decent SyFy production I've seen. Who could have guessed?
This is a 2011 release (presumably first on the SyFy channel then direct to video) featuring yet another post-apocalyptic zombie tale. We zombie and post-apocalypse fans have been drinking from the fire hose for some time now, and this movie is yet another delectable drop. 2012: ZA stars Gary Weeks and Ving Rhames, much to my surprise; the rest are probably actors I'd recognize if I watched more made-for-TV films, but having a couple decent guys involved in the film adds a modest weight of authenticity to it that you wouldn't otherwise get with this sort of movie. Ving plays Henry and Gary plays Mack, and together they hold together a rag-tag team of survivors working their way westward to the promise of a safe zombie-free Catalina Island off the coast of Los Angeles.

The opening scenes in the film may seem off-putting at first, as a trio of survivors including Ramona (Taryn Manning) emerge from their safe hideout to investigate what has happened over the last six months. They quickly fall prey to zombies as they engage in a predictable series of very un-survivor-like behavior, but all is redeemed when the real survivors we're supposed to root for, led by Gary and Henry, show up and save Ramona and one of her buddies. They then tell them about the news of a safe island to the west, and their intent to get to it.
The movie focuses on the journey, the details of a group of survivors who are clearly inspired by the Left4Dead franchise, as they overcome various obstacles and deal with the rigor of surviving a hostile world gone straight to hell. It's a pretty good job, and even though it's a SyFy film with all the subpar-CGI you've come to expect from such fare, the bulk of the establishing shots, general editing and most of the apocalyptic scenery works really well. The zombie effects are not typically bad, but harken back to an older style of zombie, in which an occasional zombie is focused on in greater detail with better makeup, and most of the extras as bloodied up precisely as much as is needed to make them work in their mob scenes. I've seen worse, and there's nothing at all wrong with the film's presentation of its star monsters....although when a person goes through the change into a zombie, they do rely heavily on a rippling skin effect that, while unique, doesn't really hold up to scrutiny.

The other bad special effect comes at the end of the film with the obligatory boss fight. Spoilers ahead! The boss in this case are some zombified tigers which don't really work, suffering as they do from the modest and underpaid CGI talent of whatever FX studios produce this stuff for SyFy. That said, this movie is one of only a few zombie flicks that address the way animals are affected by the zombification process, so kudos to them for including such ideas in the first place.
Throughout the movie there are odd moments that bugged me. Survivors who are being portrayed as tough and smart folk occasionally do dumb things. For example:
1. When Henry and Cassie are on the rooftop, she doesn't close the door behind her. In fact, throughout the movie they frequently don't close doors or gates behind them despite the fact that its established that these zombies don't have the brains to open stuff up. My god, they didn't even close the gate behind them in the "Safe for Humans" compounds at the school they find. Why???
2. Why would Julien (Johnny Pacar) not think to open the porta-potty with caution? WHY???
3. I was unclear in the opening monologue explaining how things degenerated so quickly as to just why the govenment thought detonating EMPs over the continental US to black out electronics was a good way to contain zombies. This made no sense at all.
4. At one point when they meet up with the archers, it is stated that everyone should recover their arrows when they can. A minute later they plug three zombies with arrows that they then run right on by with no immediate hurry...and leave the arrows. Argh.

There are many little moments in this movie that are added purely for flavor and interesting detail, and I really liked that the time was taken to include these moments. The dog which followed the group early on, for example...or the space station/satellite/who-knows-what burning up in orbit. Julien's diary obsession, or Cassie's tale of her husband. Little details like this are important to a film which needs to carry on the weight of minor things. I also appreciated that the movie didn't take the easy route and follow other films with depictions of "man as the worst monster," focusing instead on the idea that here, in this apocalypse, the zombies make whatever is left of humanity all allies.
This movie tries hard to play it straight and tell a traditional survival horror tale. I think it succeeds, within its own limits, and in some ways exceeds expectations, especially for being a SyFy production. I may have to pay attention to more SyFy films in the future, as its possible there are some other rough hidden gems out there I haven't seen.
It's not a masterpiece by any stretch, and a better director with a bigger budget could have made this shine, but it's still a gem in the rough. I give it a solid B. Best kind!
Wednesday, August 29, 2012
Play Dead
A new amazing short film on Vimeo. I don't know if Play Dead is a sign that the zombie genre has been completely tapped out for ideas, or if it's a sign that we've barely scratched the surface....but it is definitely worth watching. It's about 15 minutes long.
Important warning! This is still a zombie survival horror flick, no matter how canine the stars are. Expect the usual body count when it comes to zombie flicks, amongst both men and dogs. But trust me, if you're into zombie films, this is a must see.
Play Dead (2012) FULL MOVIE from Andres and Diego Meza-Valdes on Vimeo.
Important warning! This is still a zombie survival horror flick, no matter how canine the stars are. Expect the usual body count when it comes to zombie flicks, amongst both men and dogs. But trust me, if you're into zombie films, this is a must see.
Play Dead (2012) FULL MOVIE from Andres and Diego Meza-Valdes on Vimeo.
Wednesday, July 25, 2012
War Z, Arma II, Blacklight: Retribution and More
Another episode of video game stuff!
The article here on Massively talks a bit about it, but a not-quite-MMO zombie survival game is on its way called War Z. It sounds like it will be more my cup of tea; I've been eyeballing videos of Day Z (the Arma 2 mod) while also playing Arma 2 to get familiar with it, but I am not sure I want to play a game where the player population is so aggresively into ganking. I once argued that a "permadeath" approach to some games would lead to a player population in which people were more circumspect about who they shot and why....as it turns out, not the case from the sound of it, people seem to become more psychotic instead, predating on their fellow players with wild abandon. At least, every Day Z tale I've read seems to indicate such. Apparently the nominal "I might die and lose all my work on this particular character" component is not as thrilling as the "I can kill another character and take all his stuff" element. Maybe the only way permadeath would work, then, is if the game proceeded to uninstall itself after death. Who knows....the idea does appeal, but being a person who's time is valuable, I rather prefer to keep the progress I've made in a given game, and not be subject to some 13 (or worse, 30) year old version of Gyges online.
So the Steam sale is about to conclude, and I get to look at my total casualty report. I added the Arma 2 series to my roster, along with a few other oddballs (namely the Prince of Persia series, which was too cheap to ignore) and got several games for my wife (including Skyrim and Kingdoms of Amalur which she wanted, and Gotham City Imposters which she took as a big hint that I would be delighted to play with her on that one).
So now for some more Capsule "First Impression" Reviews!
Deep Black: Reloaded
Here's the deal. I liked the premise of this game, and I found a review online which made it look okay. Must have been a friend of the devs doing the review, or someone who doesn't play a lot of these games. There may be something worth investigating in Deep Black: Reloaded, bit its going to have to wait for a weekend when I am especially bored and desperate, because I barely got halfway through the tutorial before I realized I had potentially made a Huge Mistake.
Based on a tiny bit of playing, the game feels "off" and not in a good way, but in a stiff, unrefined way. It's visuals are okay, but the best way I can describe it is like this: did you ever, like me, play Half Life 2 and Doom 3 back in the day and then go try to play Chrome: Specs Ops? The Chrome games were based on the older version of the Chrome engine, which itself was not nearly as refined as the two genre-defining games of an older generation (Doom 3 and HL2, that is). As a result, Chrome just felt "off" and not in a good way. Plus, it had lots of annoying issues, such as uncanny AI that can shoot you from a mile away.
So Deep Black: Reloaded feels like that to me right now. Uninstalled, will investigate at a future date when I am bored and want to explore something of its kind with a lot of patience, because this game was testing my patience almost immediately...in the tutorial level no less.

Arma II
Okay, I admit I picked this one up with the idea that I might download the Day Z mod. However, I haven't found the time or interest to mess with what I understand is a buggy mod filled with gankers, to go by the internet talk. That's good though, because it turns out Arma II is a really amazing game all on its own.
Arma II is a tactical shooter, which means I guess that its keyboard arrangement does not precisely mimic Call of Duty and it has a great many more options available. Getting shot once or twice is usually fatal and engagements are almost always won by the astute person using their brains and taking advantage of the environment. I just completed Call of Duty: World at War (a few years late I admit, but it was fun) and it's a shockingly welcome contrast to jump into Arma II where the main goal is thoughtful strategic movement, contrasting with CoD's run and gun "bullet sponge must swarm the enemy lines to stop them from infinite respawns" approach to single player play.
Arma II looks pretty good for a game a few years old. I got the three expansions with it, and the graphics get better with later expansion, but the only "hmmm" moment I had was in the opening scene on the first campaign, which starts on a decidedly low-rez aircraft carrier. The on-island graphics are very nice, though.
It took me a replay on the first major mission before I got things "right," at least partially because the controls are complex. I remapped a few items to suit to taste, which insured I was not accidentally prematurely planting explosive charges deep in the woods that were needed for a later task.
Anyway, I'm getting that same "vibe" with Arma II that I got with Fallout 3 (my most played game, fyi, although Raptr doesn't know since I only started using that metric-tracking service about nine months ago). Looking forward to playing this one a lot more.

Blacklight: Retribution
I haven't had as much time to play this yet as I'd have liked but I thought I'd mention that it's been pretty good so far (barring a server maintenance shutdown in the middle of a match) and for a game that is F2P with microtransactions I have had some great success, implying that this is not another "pay to win" game. If you played its predecessor (Blacklight: Tango Down) do not try to compare the two; this is a much more polished and fun game. It also has mechs, and getting into one of those in the middle of a match was a real pleasure. I'll report more on this later as I find more time to play it; probably would have played more if Arma II hadn't distracted me!
ANY CRPGS?
If you wonder why I seem to talk so much about the shooter genre and don't touch as much on the CRPG genre, the answer is simple: as much as I enjoy Kingdoms of Amalur, Dragon Age, and Skyrim (among others), I tend to binge on those games at distinct moments, and otherwise find my "role playing game" quotient for entertainment is actually met by my weekly tabletop events (which are dominated entirely by Pathfinder right now, although Runequest 6 may rear its head soon for at least one bi-weekly game).
So yeah, shooters, survival horror, and competitive firefight-style games online are something that appeals to me precisely because its where the medium excells, I feel. By contrast, tabletop RPGs continue to have a corner on that market for me, so the CRPG descendants just don't get as much playtime as they otherwise should.
That said, I do feel a desire for a "binge" coming on soon, my preferred method for enjoying large scale CRPGs, although the reality of my situation is I don't have the kind of time blocks necessary to do that anymore. Its hard to binge the way I used to with my son now. He goes to bed fairly consistently at 8 PM these days--well, with an occasional recent exception; he's just about 8 months old now, and he's developing the "separation anxiety" phenomenon kids get, so he doesn't like going to sleep unless he knows mom and dad are present. Problem is, Dad is "the fun guy" who winds him up, and he doesn't want to sleep if I'm trying to put him to bed because he might miss dad doing something funny...I'm basically "Mr. playtime" now. So it's up to my wife to be the calming "time for bed" parent.
It's very nice to do this as a team....it insures we get things done, manage time for ourselves, and still manage to raise our child with as "interactive" an approach as possible. I sometimes worry we're overdoing it, but then I look at the giant family across the street from us with the ginormous, bellowing dad who appears to have only two settings ("pissed" and "domestic dispute") and his wife who ignores their children while slugging down tequila shots and yelling at the husband, and realize that we're doing fine.

The article here on Massively talks a bit about it, but a not-quite-MMO zombie survival game is on its way called War Z. It sounds like it will be more my cup of tea; I've been eyeballing videos of Day Z (the Arma 2 mod) while also playing Arma 2 to get familiar with it, but I am not sure I want to play a game where the player population is so aggresively into ganking. I once argued that a "permadeath" approach to some games would lead to a player population in which people were more circumspect about who they shot and why....as it turns out, not the case from the sound of it, people seem to become more psychotic instead, predating on their fellow players with wild abandon. At least, every Day Z tale I've read seems to indicate such. Apparently the nominal "I might die and lose all my work on this particular character" component is not as thrilling as the "I can kill another character and take all his stuff" element. Maybe the only way permadeath would work, then, is if the game proceeded to uninstall itself after death. Who knows....the idea does appeal, but being a person who's time is valuable, I rather prefer to keep the progress I've made in a given game, and not be subject to some 13 (or worse, 30) year old version of Gyges online.
So the Steam sale is about to conclude, and I get to look at my total casualty report. I added the Arma 2 series to my roster, along with a few other oddballs (namely the Prince of Persia series, which was too cheap to ignore) and got several games for my wife (including Skyrim and Kingdoms of Amalur which she wanted, and Gotham City Imposters which she took as a big hint that I would be delighted to play with her on that one).
So now for some more Capsule "First Impression" Reviews!
![]() |
Actual game may not be as fun as screen shots suggest |
Deep Black: Reloaded
Here's the deal. I liked the premise of this game, and I found a review online which made it look okay. Must have been a friend of the devs doing the review, or someone who doesn't play a lot of these games. There may be something worth investigating in Deep Black: Reloaded, bit its going to have to wait for a weekend when I am especially bored and desperate, because I barely got halfway through the tutorial before I realized I had potentially made a Huge Mistake.
Based on a tiny bit of playing, the game feels "off" and not in a good way, but in a stiff, unrefined way. It's visuals are okay, but the best way I can describe it is like this: did you ever, like me, play Half Life 2 and Doom 3 back in the day and then go try to play Chrome: Specs Ops? The Chrome games were based on the older version of the Chrome engine, which itself was not nearly as refined as the two genre-defining games of an older generation (Doom 3 and HL2, that is). As a result, Chrome just felt "off" and not in a good way. Plus, it had lots of annoying issues, such as uncanny AI that can shoot you from a mile away.
So Deep Black: Reloaded feels like that to me right now. Uninstalled, will investigate at a future date when I am bored and want to explore something of its kind with a lot of patience, because this game was testing my patience almost immediately...in the tutorial level no less.

Arma II
Okay, I admit I picked this one up with the idea that I might download the Day Z mod. However, I haven't found the time or interest to mess with what I understand is a buggy mod filled with gankers, to go by the internet talk. That's good though, because it turns out Arma II is a really amazing game all on its own.
Arma II is a tactical shooter, which means I guess that its keyboard arrangement does not precisely mimic Call of Duty and it has a great many more options available. Getting shot once or twice is usually fatal and engagements are almost always won by the astute person using their brains and taking advantage of the environment. I just completed Call of Duty: World at War (a few years late I admit, but it was fun) and it's a shockingly welcome contrast to jump into Arma II where the main goal is thoughtful strategic movement, contrasting with CoD's run and gun "bullet sponge must swarm the enemy lines to stop them from infinite respawns" approach to single player play.
Arma II looks pretty good for a game a few years old. I got the three expansions with it, and the graphics get better with later expansion, but the only "hmmm" moment I had was in the opening scene on the first campaign, which starts on a decidedly low-rez aircraft carrier. The on-island graphics are very nice, though.
It took me a replay on the first major mission before I got things "right," at least partially because the controls are complex. I remapped a few items to suit to taste, which insured I was not accidentally prematurely planting explosive charges deep in the woods that were needed for a later task.
Anyway, I'm getting that same "vibe" with Arma II that I got with Fallout 3 (my most played game, fyi, although Raptr doesn't know since I only started using that metric-tracking service about nine months ago). Looking forward to playing this one a lot more.

Blacklight: Retribution
I haven't had as much time to play this yet as I'd have liked but I thought I'd mention that it's been pretty good so far (barring a server maintenance shutdown in the middle of a match) and for a game that is F2P with microtransactions I have had some great success, implying that this is not another "pay to win" game. If you played its predecessor (Blacklight: Tango Down) do not try to compare the two; this is a much more polished and fun game. It also has mechs, and getting into one of those in the middle of a match was a real pleasure. I'll report more on this later as I find more time to play it; probably would have played more if Arma II hadn't distracted me!
ANY CRPGS?
If you wonder why I seem to talk so much about the shooter genre and don't touch as much on the CRPG genre, the answer is simple: as much as I enjoy Kingdoms of Amalur, Dragon Age, and Skyrim (among others), I tend to binge on those games at distinct moments, and otherwise find my "role playing game" quotient for entertainment is actually met by my weekly tabletop events (which are dominated entirely by Pathfinder right now, although Runequest 6 may rear its head soon for at least one bi-weekly game).
So yeah, shooters, survival horror, and competitive firefight-style games online are something that appeals to me precisely because its where the medium excells, I feel. By contrast, tabletop RPGs continue to have a corner on that market for me, so the CRPG descendants just don't get as much playtime as they otherwise should.
That said, I do feel a desire for a "binge" coming on soon, my preferred method for enjoying large scale CRPGs, although the reality of my situation is I don't have the kind of time blocks necessary to do that anymore. Its hard to binge the way I used to with my son now. He goes to bed fairly consistently at 8 PM these days--well, with an occasional recent exception; he's just about 8 months old now, and he's developing the "separation anxiety" phenomenon kids get, so he doesn't like going to sleep unless he knows mom and dad are present. Problem is, Dad is "the fun guy" who winds him up, and he doesn't want to sleep if I'm trying to put him to bed because he might miss dad doing something funny...I'm basically "Mr. playtime" now. So it's up to my wife to be the calming "time for bed" parent.
It's very nice to do this as a team....it insures we get things done, manage time for ourselves, and still manage to raise our child with as "interactive" an approach as possible. I sometimes worry we're overdoing it, but then I look at the giant family across the street from us with the ginormous, bellowing dad who appears to have only two settings ("pissed" and "domestic dispute") and his wife who ignores their children while slugging down tequila shots and yelling at the husband, and realize that we're doing fine.
Tuesday, July 24, 2012
Left 4 Dead 2: Cold Stream DLC
The new Cold Stream DLC for Left4Dead 2 has just been released: all four original campaigns from L4D1, the new Cold Stream campaign, and apparently 20 fan-made campaigns (I'll have to check that out asap). I mean....if there's anyone who doesn't have this, now's a good time. 75% off on a midweek Steam sale right now.
That is a lot of quality zombie survival horror FPS action for $5.
If anyone gets this and wants to play send me a message on Steam. I think you can find me by my handle, which is: Camazotz, Lord of Xibalba
That is a lot of quality zombie survival horror FPS action for $5.
If anyone gets this and wants to play send me a message on Steam. I think you can find me by my handle, which is: Camazotz, Lord of Xibalba

Tuesday, July 10, 2012
Friday, July 6, 2012
The Dead (2010) - A Slow Zombie Flick

The Dead (2010) - A Slow Zombie Flick
I stumbled across this one a while back at the local Hastings and the other day I spotted a used copy for $7.50 which was hard to resist (especially when paired with the "buy two get a third for $1" deal Hastings had going). Anyway, it was a pretty decent zombie flick, and I thought I'd provide a short capsule review for those interested in seeing an otherwise little-known zombie film that manages to be a bit better than the norm.
The Dead's plot focuses around the usual "day after the outbreak" sort of environment, with Air Force engineer Lt. Brian Murphy surviving a plane crash on the last evacuating flight out of an unnamed African country. The movie focuses on his survival in a harsh, arid African environment filled with shuffling zombies. He eventually meets an awol African soldier named Sgt. Daniel Dembele, and the two pair up to survive. The film's plot revolves around their efforts to keep alive, find a way out, and locate Dembele's son whom he learned survived and was taken to a refuge camp in the north. Like all good zombie flicks, the tale is all about survival.
The Dead has the distinction of returning to the world of Romero Zombies...and in fact these zombies appear to be even slower than normal (although it could just be that I haven't watched a good slow-shuffling zombie flick in a while). Much of the film's tension comes less from avoiding the zombies and more for dealing with problems that force the protagonists to slow down and focus on a time-consuming localized task. Fixing the truck, searching for supplies, finding water, trying to sleep....all stuff which becomes hazardous when you have roving gangs of shuffling zombies slowly yet inexhorably closing in on you.
About the only time the film really forced my suspension of disbelief was during one portion that ushers in the end sequence. Without giving away too much (spoiler alert from here on out) I have to say that the slow and methodical zombies of this film don't strike me as particularly threatening to a strong and disciplined military base; when the cut scenes during the radio conversation happen, it induced a sort of "fridge logic" moment for me later when I realized that while very little about what was transpiring elsewhere in the world was revealed, they probably could have included a few exra scenes that helped to establish better just how bad things were, if only because these zombies are so unbelievably slow that the notion they might pose a threat to a well-armed military base seems bit far fetched on the surface. Then again, I'm sure there was a limited budget for the film, so that might have been beyond its scope; plus, the idea that no amount of bullets can prepare you for a situation in which 95% of the world population has been zombified is a sort of primary conceit of these films, so overall this is a very minor nitpick.
The film hints at a few things without ever divulging any information. There's an appearance by a tribal shaman, with the subtle implication that perhaps the zombie plague was brought forth supernaturally, to force the warring factions in the unnamed African country to unite together against the threat of the undead. The suggestion of bigger and badder things happening worldwide goes unanswered until the end of the film, at which time one would not be remiss in assuming that on some level this film is taking place in the "Romeroverse" shared by Dawn of the Dead, Night of the Living Dead and Land of the Dead. There's nothing in The Dead that doesn't fit perfectly within that realm, and if one studies the technology in the film it's hard not to notice that the film makers seem (as best I can tell) to have excluded modern technology entirely. Admittedly, this is a remote African country where everyone lives in squalor, but I don't even recall seeing any recent tech on the airplane at the start of the film, let alone later on in odd spots like the house of the missionary family, the airfield or even the damaged radio equipment toward the end. I could be wrong, but it was an interesting notion. Either way, its nice to get through one contemporary film without seeing a cell phone.
The Dead is worth watching if you are willing to put the time in for a slow-paced zombie survival flick that takes its time establishing a methodical pacing and sense of measured, perpetual menace where you never quite feel a sense of immediate worry for the abnormally competent protagonists; it's not until they start to wear down, run low on supplies, and desperation starts to kick in that the overarching threat of the environment and its flesh eaters really becomes apparent. For some viewers this film will feel too slow and focused; for others, it will be a welcome relief from the sprinting zombies and frenetic plots of other recent films.
Tuesday, July 3, 2012
The Science Behind a Zombie Horde...
Found this over at Post-Apocalyptic Blog...a video featuring the science behind Zombie Horde Mode, AKA "just how effective are two noobs with a bunch of guns going to be against four hundred zombies?" Hijinks ensue!
Monday, June 18, 2012
Kasdalan: The Qlippothic Menace
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Source! Neat site, check it out |
This particular plot thread started in a different context, with the intent being to create a zombie apocalypse scenario in fantasyland. It eventually migrated into Kasdalan, a suitable home for such a threat:
Adventure Seed: The Qlippothic Menace
This adventure takes place as a side effect and consequence of the events outlined above in “The Lurking Shadows of Kasdalan.” The characters of this adventure might be the same, or entirely unrelated.
The adventurers are hired by Lord Osterman of Castle Mordren (along the northern Darkwood) to negotiate a peace with the vicious Kasarak barbarian warlord Gamhar of the fortress of Chaz’Godar. The Kasarak fortress sprang up during the previous winter and has been harrying the province ever since. Lord Osterman was gravely wounded in the last excursion, but word has it that the warlord also suffered a crippling blow. He has asked the adventurers to escort his seneschal Tanenbray and his daughter Nestymere to the fortress, to sue for peace.
Journey
Along the way the PCs pass through the battlefield of the recent conflict where bodies still riddle the landscape, and only a handful of harried peasants and soldiers remain for clean-up. Further on is the old graveyard of Algent’s Last Respite, where a nearby crossroads has cages for criminals. In one cage is the prisoner Yaelden, a male necromancer of some ill repute who was accused of practicing necromancy, grave robbing and raising the dead for cheap labor; in the cage beside him is the merchantman Talbor, who was also accused of purchasing the necromancer’s undead agents to serve as free labor in his mines. Yaelden will warn the PCs that he can sense “something coming,” and that he can hear them scratching up through the earth even now. He doesn’t know what it is, exactly; just that it is a wondrous thing, like a great blanket of darkness which has enveloped the land.
Arrival
It takes three days (and 80 miles) to arrive at Chaz’Godar, where there appears to be some consternation on the part of the barbarians, among whom the elder berserker named Madrak will charge out and accuse the arrivals of witchcraft. Assuming they survive an encounter with Madrak, the warlord’s right-hand man and son Andrel will meet with them, and admit that they will concede to peace if they can help Gamhar.
Gamhar, unknown to the superstitious Kasarak, suffered mortal wounds and has perished, to be possessed by one of the first of the Qlippothic demons. He is presently strapped down, speaking in tongues (what the Qlippoths call the Lost Language, though only one who has studied the language of the Ancient Mythrics would suspect it) and frothing at the mouth, seeking a means of escape. Indeed that escape will come if Madrak was fought and slain in the courtyard of the fortress earlier!
A study by any average adventurer will reveal that the man is out of his mind and probably delirious, but a knowledgeable healer will know something is wrong, that the man’s body shows the many signs of death. It will become painfully apparent that the warlord Gamhar is somehow a wight.
By nightfall, the fortress will take on a strange solitude. Outside, moving in the darkness, assemble a large army of the dead, dragging themselves from the graves and barrows of the land, from the murder pits filled with the massacred villagers of the province, and more. They gather to the call of Gamhar, who is filled with the Qlippothic spirit called the Reaver.
So begins the first chapter.
Part 2. Escape from Chaz’Godar
The adventurers are trapped with the Kasarak in a fortress surrounded by a vast army of the risen dead. Somehow they need to escape, bring Nestymere to safety and make haste to warn Castle Mordren. The situation looks grimmer and grimmer as each fallen Kasarak raider rises within moments, a member of the invading undead.
Andrel can help, though. The fortress was not built without contingencies. There is a hidden passage that leads to a cave system, in which they found a number of old dwarven signaling gems. These gems lead the way to safety, he explains. When it becomes clear escape or destruction of the undead is improbable he will reveal this secret passage.
Fighting to the passage and using it to escape are tasks enough, but once in the caverns it becomes clear that this plague of undead is affecting everything. A group of dwarven prospectors led by the dwarf Darius Zern is trying to make a fast escape, for a number of their own as well as a motley assortment of monstrous beings have risen from the dead and now clamor for their blood. It grows worse, for the orcish war tribe called the Zothesk led by the Battle Maiden Chirosca are also seeking to escape, but appear less than happy about the dwarves getting in their way.
Part 3. The Isles of Wintermist Lake
The dwarven escape route ultimately exits in to the ruins of another castle: Greymist, a near-famous ruin in the region reported to have been a great city of fabled Trelithane. Trelithane rests on the edge of Lake Astrahar, and many of the old ruins are centered on a trio of islands just along the shore. Here the adventurers will discover that villagers from the village of Darnesh are traveling to seek refuge from the undead attacks, and are following an old witch named Ygartha, who says that the dead cannot cross the water, which is untrue; anyone who makes a DC 15 knowledge (dungeoneering or religion) check will know this.
Still, at this point the adventurers are just ten miles from Castle Mordren, and the undead seem sparse in this region. It becomes clear from talking to the peasants that the army of the dead was not unique to the region around Chaz’Godar; they are rising everywhere!
New problems arise: the people seeking refuge on the Three Isles of the lake Astrahar are waiting for their scouts to return, to verify the safety of the isles, but the men have yet to come back. They will seek the aid of the adventurers, begging them to investigate or lead them to safety.
The isles are actually under the protection of an old wyrm, the white dragon known as Glimmerwing and her small cult of draconian followers. They might be willing to share the island, but would require much persuasion, for hidden deep beneath the ruins is Glimmerwing’s cache of treasure, as well as a shrine to the spirit Caedra, mistress of beauty. Flattery, ultimately, is Glimmerwing’s weakness, though her elder acolyte, the elder draconian Magastus, will seek to dissuade her from offering shelter to the humans.
Glimmerwing is also lustful, and she presently holds the elvish xernethian knight Elasmus in custody, seeking to persuade him to bed her with her polymorphed elvish charms. He has resisted so far, but will seek to bargain for his freedom with the arrival of the adventurers.
In the end, though, it is only the might of the dragonkin that will save the humans, for the undead are not in the least deterred by the waters of the lake.

Part 4. The Return to Castle Mordren
Mordren has been assaulted mercilessly by the undead, but in the midst of these attacks there is a lone spark of hope. The imprisoned necromancer Yaelden will have either spoken to the adventurers or possibly have gained control of at least one undead being to relay a message: he can save the city, but he demands three things: he is pardoned of all his crimes, he is granted the legal right to practice necromancy in Kasdalan, and he wants lady Nestymere’s hand in marriage!
The city remains under siege in the interim from a horde of immense size, dedicated to the undead Qlippothic lord called the Reaver. Though the city holds firm so far, it is only a matter of time before it falls; it can withstand ten weeks under siege, but the foes in this case can last a lifetime, and their numbers seem to gradually increase over time, for there is no shortage of the dead.
If the form of Gamhar had been previously destroyed, then the Reaver will be here in a new, dark form, having gained control of the body of the ancient fallen hero Licorius. Wearing the fabled azure armor of Licorius the Slayer, the Reaver will lead the dark armies against the city mercilessly day and night, his undead horde clamoring for the flesh of the living.
Getting in to the city is a major feat in itself, should the adventurers seek to do so. With several thousand undead between them and the city the castle may as well be a thousand miles distant. There is a known passage underground, which a close relative or direct agent of Lord Osterman might be familiar with, but this passage if revealed could also lead the undead in to destroy the castle from within if it is discovered. The passage is a long narrow tunnel dug through as a means of escape for the castle lord and his clan if all else fails, and has several small stock rooms of equipment and goods in case of emergency; it’s exterior entrance is located beneath a nondescript barn two miles distant in the village of Hawksmoor.
There are a few options when it comes to resolving the siege on Mordren. Saving the noble family is one option, if the adventurers get wind of the dire intentions of the Reaver; they know that there will soon be a much larger force arriving from the north once the army of undead from Chaz’Godar arrives here. At this point it should be reasonable for the adventurers to assume that other cities, including the regional capitol Tursos to the south-west are probably under siege as well. Running from the problem will not solve it.
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Turning to Yaelden reveals a different solution: the necromancer will have likely escaped custody and returned to his own residence, a remote ruined keep located at the height of the Taradys Mountains to the south and east. Mordren is nestled in a deep low valley of these mountains. The exact location of his keep is unknown, but it is said that Yaelden grew up in the village of Tarnish, a logging and mining community in the mountains proper, and there might be a clue as to his location from there. Alternatively, he may have sent an undead minion to the Mordren with his message and to serve as a scout or guide for those who would seek to petition him for aid.
Yaelden is young as necromancers go, just reaching forty years of age, but he has learned much, having pilfered from the subterranean study of his predecessor, the ancient necromancer Yoth’gol, who built the keep two centuries ago. Yoth’gol learned the secret of undead immortality too late in life, and perished of an unknown malady.
When the party seeks out Yaelden, they will find the necromancer is under siege in his own keep, for the body of Yoth’gol has returned to life, and with its vast necromantic energies within the Qlippothic lord known as Stigmata has sought to cement his own power by trying to gain control or possession of the necromancer. So far it has been a game of cat and mouse, and both have given up on the use of too many undead minions, for one could easily trump the other in gaining control over such.
Yaelden will seek to get the adventurers to eliminate his new unexpected rival, then promise to use his undead wards to protect the city itself. He has secured the mystical runes of Death and Repose, and has a potent sorcerous ritual that will insure the castle and region around it remains safe. He has failed to use such a ward on his own domain precisely because he would force out his own studies of undeath.
If sufficiently convinced Yaelden will concede his aid without requiring Lady Nestymere’s hand in marriage, but he will still demand he be exonerated for all wrong-doings. He will also hint that he has some insight on this mysterious threat of the undead. In truth, he mostly has sensations of what is going on and few hard facts, but he has determined the following:
1. These undead speak a dead language that seems reminiscent of the language translated from the ruins of the ancients
2. These undead are possessing ghosts or spirits, and are reanimating bodies that were never their own
3. The day the dead began to rise he sensed a strange magical “darkness” overlay the land, something which occluded the ley lines of magic. Its presence is almost intoxicating. The source is difficult to pinpoint, but is definitely somewhere deep southeast.
Yaelden, if ever slain, will be immediately possessed by a Qlippothic spirit that calls itself the Irredeemable. The Irredeemable will use the memories of its host to tap into deep necromantic magic and lore and begin forging its own army to go against the Reaver and Stigmata. The PCs might be clued in to this event (or from talking to Stigmata if Yaelden remains alive) that there are distinct forces at play among these possessing spirits, and that certain key figures, these “Qlippothics,” seem to see each other as rivals to be destroyed or subjugated.
If Yaelden is ever slain, he will likely have imparted or left enough clues for the heroes to figure out that the large contraption in the middle of his hidden laboratory is the key to protecting Mordren. The device is called the “Resonator of Malin’ithaer” and it is allegedly able to create a dampening field that drives away or disables the undead by siphoning the vestige energy of this lost god of the ancients. The device has a complicated ritual to activate, but once activated it requires no further action to work. An unknown side effect is that it does summon the vestige of Malin’ithaer, who will begin to pull people in from the Beyond to his strange nether-realm of Dericantus to toy with before devouring their souls, but this is an event which happens slowly and can be negated if a scholar-mage of the vestiges should ever be consulted about how to ward this new threat.
Part 6. The Defense of Mordren
By the time the adventurers make it back to Mordren the city is in dire straits. The easiest way (if it remains available) to transport the machine is by the secret passage, but a direct path can be hewn through as well; Osterman will send out the best cavalry and knights of the castle to cut a hole through the army of the undead, but the Reaver himself will manifest, his form polymorphed in to a demonic guise, to seek to stop the heroes from entering Mordren and saving the city.
If the heroes survive and the device is activated then the undead drop in their tracks, almost immediately; the Resonator actually forces out possessing spirits, and any and all beings with such Qlippothic entities will have the invaders expunged and forced out of the device’s radius, which is approximately ten miles, though it gets progressively weaker towards the edge of its coverage. With this device in action the region is now safe and the defenders can set about to destroying the bodies of the dead, lest they get a chance to rise again.
Conclusion
Osterman will commend and even knight the heroes for their deeds. He will then declare that word must reach the capital of the Northern Province in Tursos, and that it must be determined if the kingdom of Nazdranar at large is in danger, and if so how best Osterman and his knights can help. He tasks squads of armed knights to seek out the capitol and other cities on the region, including Drenaem, the grand capitol of the kingdom along the southern coast where King Charathain himself rules. It is Osterman’s intention to travel to the capitol (though some convincing that he should stay and protect his kingdom while his knights do the journeying could happen) while he sends the heroes to Tursos to seek out governess Tyrenias-Naelinor Poe.
In the meantime, if Yaelden is alive he will seek a way to replicate the Resonator of Malin’ithaer or something like it, though he admits he doubts he can recreate such a singularly unique device. He knows wards against the undead, but they are considerably weaker than what the machine can accomplish. He suggests that there may be one who knows enough about the mysteries of the ancients, the ancient wizard Calim Darithas, founder of the Society of Antiquarians. Of all the students of lost lore, Calim might know what it takes to create such machines, or where to find them.
At this point, PCs can convince Osterman to let them accompany him to see the king, take orders and journey to the regional capital, or venture off to locate this Calim Darithas (who may be at the capitol of Kasdalan, although rumors abound that he actually dwells in the Isles of Mezesor these days). Either way, the threat of the Qlippothic invasion has only just begun…

And with this article concludes my Kasdalan special. More to come soon!
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