News: Censorship and Sensitivity, Neither of Which Appears on This Website

2010.02.26
OldGames

Got some of these in the basement? Contribute to history!

Forget Next-Gen, We Want Geriatric-Gen!

Do you still have your old PC games stored on a floppy disk? Do you even own a computer that still has a floppy disk drive? Do you have video games that are older than me? Then the Library of Congress wants you! Along with several American universities and Linden Lab, creators of the PC game Second Life, the Library wants to preserve the games of old for future generations. As floppy disks and Ataris fall by the way side in favor of newer systems, old classics are left to be completely forgotten, a travesty which they seek to prevent. Complicating these efforts are, as with any preservation effort, funding, as not many people see the same value in video games as we do in literature, not to mention a problem known as ‘bit rot,’ where old cartridges and disks essentially erode, leaving holes in the data.  Unfortunately, even the game developers themselves are hesitant, though for selfish reasons, as releasing development information and program design specifics could infringe upon their patents. If you still have your ancient technological wonders and would like to get involved, you can visit the Library of Congress site about digital preservation here and find an affiliate near you.

PersonaMara

So we cannot understand the concept of hostess cafes... but we are okay with the giant penis monster?

The West Can’t Handle Japan

Even in our video games, Western civilization cannot wrap our head around Japan and its cultural differences. That is why Yakuza 3, we which discussed was awesome on the last podcast, actually had a few cuts before being prepped for grubby non-Asian fingers to pry open. Notably missing are quizzes based on Japanese history, as well as hostess clubs. Not to fear, the strip clubs were kept in; Westerners may not understand hostesses, but we understand nudity just fine. Sega claims that, despite these removals, the game will release with 99% of its original content intact. The game releases in March for both NA and EU markets, but what if you cannot wait all of two weeks? Then you can buy Like a Dragon, a 2007 movie made based off of the first Yakuza game, that was released by Media Blasters on Tuesday. Enjoy, weeaboos.

CloudStrifeBaww

"No one cares about me anymore? Bawwwwww."

Your Weekly Reason to Kick SquareEnix in the Balls

Last week brought us news of both Final Fantasy XIII and the beaten-horse Final Fantasy VII, and because XIII is nearing its Western release dates, there is no doubt every week will bring more horrible news to report. To begin, Squeenix continued to dick around the subject of re-releasing the classic VII, pulling a douche move by saying they would do it if it could be redone within a year. Coming soon, Square’s announcement that they commit to end world hunger, but only if they can do it in three weeks, as they have much better things to do. However, a Thai man does not have better things to do, so he created this lovely video for us of what it may look like if Square ever decides that this cow still has milk left to be squeezed.  There is no word as to what system he owns, but we can bet if it is an XBox 360, he won’t be losing any of that free time to XIII. New numbers released show the 360 port of the game has a reduced size of almost half, 18GB compared to the 38GB PS3 version. Unfortunately, the likelihood of this being a cut of the introduction tunnel is low, instead fairing poorly for graphics that are already said to be lesser quality than the Playstation counterpart. If you needed another reminder, the game is expected to release in Western markets in March with Asian releases in May.

CensorshipSticker

Does /b/ really count as reality? If it does, I may need to reconsider suicide, I hear it is nice.

Australia, the New China!

The newest country to crack down on internet crime is, amusingly enough, the nation founded by Britain’s unwanted criminals. The concept is only in the proposal stage right now, but the land of kangaroos and Nutella wants to make it mandatory that all internet providers submit to the government’s filtering program which, though a system of filing complaints, would compile a database of websites that are refused classification. In comparison to the strict filtering of China, Australia’s proposed system seems hardly helpful at all, with games being left mostly untouched in the initial ideas, and internet guidelines lax as well. Here is a hint, Aussies: it all begins with 4chan. Start banning there and radiate outward… though you then run the risk of those people contaminating the internet elsewhere. Bottom line, the internet can’t be controlled, for better or for worse.


Editorial: Emotional Games

2010.02.24

Apologies for the lateness and shortness of this post.  I have been a bit busy with schoolwork and playing Heavy Rain (It’s amazing!  Expect a review next Wednesday).  Now, playing Heavy Rain has stirred the most emotion in me I have ever felt while playing a game.  The ability to choose what the player wants to do in the game, down to the smallest detail such as doing work or playing with a toy car, adds infinite amounts of depth to the game.   This causes the player cares for the characters he or she is playing as even more than in a normal game.  The only other recent game that effected me this way recently has been Mass Effect 2, and even that did not come close to how much I feel for the characters in Heavy Rain (even after hearing the Salarian sing Gilbert and Sullivan).

My question to you, my dearest of all doves, is what games have effected you emotionally?  And alternatively, have there ever been any games that did emotion so horribly that you did not care for the characters at all?


Arms DPS 201: Warrior Hit Stuff, Make Stuff Hurt

2010.02.23

Welcome back, Constant Readers. Today we conclude my less-than-popular series on how to play an unpopular World of Warcraft class and specialization. I am nothing if not iconoclastic.

In Last Week’s guide, we examined the basics of gearing and statistics for the Arms Warrior. This week we’ll examine talent builds and the rotation, completing what the average WoW player will need to raid as Arms.

Talent builds, in World of Warcraft, are 61-point allocations of talents, like Feats in Dungeons and Dragons or similar systems. Each class has three “trees” of specialization, and most trees contain talents that are useful in several situations. As Arms is also the player-versus-player tree, some of the talents are useful for the Arms raider and some are not.

The basic focus of the Arms tree is on “strikes,” or special moves that apply certain status conditions to the enemy known as “bleeds” or “debuffs” that tick off damage over a specified interval of time.

This is the Arms Talent Tree

The basic talents of all Arms warriors come from this talent tree.

The two basic Arms builds are:

    1. 54/17/00, or the Execute Build
    2. 55/8/8, or the Incite Build

The differences between these specs will be examined in the talent build discussion of tier-by-tier in the trees.

Tier 1 Arms

The first tier of the Arms Tree has two mandatory talents and one that is useful only for tanking. Heroic Strike and Rend are both basic attacks of Arms DPS rotations, and so their “Improved” versions are mandatory and must be maxed out. Both builds will take it.

Tier 2 Arms

Since Charge is the basic opener of all Arms rotations, the improved version is also mandatory for both builds, as it increases the amount of Rage (your resource) as the fight opens. It also allows you to close distance on enemies very quickly.

The other two talents are a wash, both more oriented toward PVP play than raiding, as such, maxing either one out will do about as much for you as the other.

Tier 3 Arms

Overpower is one of the signature moves of endgame Arms DPS. It is a very high-damage strike, and its improved version increases the chance that a critical strike will happen.

Anger Management, on the other hand, is not a terribly useful talent. For the Execute Build, it is not taken. It is taken as filler in the Incite Build.

Impale is another mandatory talent for both builds, for two reasons. One, it opens up Deep Wounds, which is the primary damage-over-time bleed debuff Arms Warriors apply. Second, it increases the bonus damage of your critical strikes. A raiding Arms warrior can expect half to more of her strikes as being critical strikes, so this is free damage. Similarly, Deep Wounds is another mandatory talent for almost every Warrior build in existence.

Tier 4 Arms

Both talents in the fourth tier of Arms are mandatory for both builds. Two-Handed Weapon Specialization passively increases damage done with two-handed weapons, and all Arms builds will use a single two-handed weapon. Taste for Blood also allows you to use Overpower as much as once every 6 seconds, since as long as you have the Rend effect applied to the target, and Overpower is not on cooldown, you can expect a Taste for Blood proc that will allow you to use Overpower.

Tier 5 Arms

Tier 5 contains your weapon specialization: as we saw last time, you should choose the weapon spec for the best weapon you have, with priority given to Axes and Polearms over Maces, and Maces over Swords. Both builds will take a Weapon Specialization.

Sweeping Strikes is another key component of Arms DPS. Sweeping Strikes is the primary way by which Arms Warriors will attack large groups at once via an area-of-effect melee attack.

Tier 6 Arms

This build contains only one mandatory talent for both builds, Trauma. This is the secondary Arms debuff, but it provides extraordinary raid utility. By applying Trauma yourself, other classes that rely on bleeds like Druid tanks and DPS, rogues, and some types of hunters will all see their damage increase.

The talent Weapon Mastery is less useful at level 80 than many Warriors once believed, because capping Expertise can hamper our DPS. Take this talent only if your Expertise is extremely low (below 15).

Tier 7 Arms

This is where the tree gets interesting. You will want to pick up Mortal Strike, the signature Arms strike. This will become the keystone of your rotation.

Strength of Arms and Slam‘s improved version are also worthwhile additions as they will boost your passive damage and provide you a convenient “dump” move to use when nothing else is available. However, only the Incite build will take a full Improved Slam, because it will be using Slam more often.

Tier 8 Arms

Both builds will take everything in this tree. Juggernaut allows you to charge while in combat, which is essential for movement-oriented fights. It also provides a chance for your Charge to give you an instant Mortal Strike critical strike. Improved Mortal Strike is a no-brainer, and Unrelenting Assault is useful to the raider only in that it increases the damage of Overpower.

Tier 9 Arms

This tier contains another three mandatory talents for all builds: Sudden Death allows instant use of Execute, the final main rotation move of Arms. Endless Rage aids with resource regeneration, which in turn allows you to use more special moves. Blood Frenzy is Arms’ tertiary raid buff, increasing all melee damage on the target. It also increases the player’s melee attack speed.

Tier 10 Arms

A single talent, but a worthwhile one: Wrecking Crew will increase your damage for 12 seconds when you gain the “Enrage” self-buff.

Tier 11 Arms

This is the 51-point talent of Arms, the ultimate move, the ougi of Arms-jutsu: Bladestorm. Known affectionately by the silly names of “Brostorm” and “Lawlstorm,” it is the Warrior’s answer to everything that hurts us. When activated, your damage will skyrocket for the duration of your massive whirlwind chain. None may stand against your might.

The builds really only start to diverge as we escape the Arms Tree.

Tier 1 Fury

Both builds will pick up the basic self-buffs of the Fury tree, common to almost all Warrior builds, Armored to the Teeth (which grants a bonus to wearing plate armor) and Cruelty, which is a passive critical strike rating buff.

Execute Builders will want to take Booming Voice, that will increase the range and duration of the Warrior “shout” buffs. Incite Builders will skip any further talents in the Fury Tree.

Tier 2 Fury

If a raiding Fury Warrior is responsible for the Demoralizing Shout debuff, then its Improved version is required. But for most raiders, this debuff will come from other classes, and it can be skipped for a Tier 3 talent.

Tier 3 Fury

The only talent worth taking here for Execute Builders is Commanding Presence, which increases the shout buffs.

Tier 4 Fury

Finally, the talent that gives the Execute Build its name: Improved Execute. Fairly simple reason to take it, right? Sure — it increases your Rage retained after using an Execute from a Sudden Death proc.

What the Incite Build eschews in the Fury Tree, it picks up from the Protection Tree. This is a counter-intuitive choice, as Protection is the tanking, rather than damage-dealing, tree. However, at high levels of gear, the Incite Build results in better Rage management and therefore higher damage.

Tier 1 Protection

Improved Bloodrage increases the Rage generated by the Bloodrage ability, which is the second ability that should be used after a Charge.

Improved Thunderclap functions as a convenient filler. Thunderclap can be used to apply its attack speed debuff, but only if another class or player is not applying the debuff, which in all actuality, they will be.

Tier 2 Protection

Incite is the talent that gives the build its name: it increases the critical strike chance of Heroic Strike and Cleave (an AOE version of Heroic Strike).

Glyphs for the two specs are one and the same: major glyphs will be Rending, which adds a free Overpower proc by extending the duration of Rend by six seconds. Mortal Strike passively increases the damage of your basic attack, and Bladestorm reduces the cooldown of your major sustained-damage ability. Minor glyphs will be Battle, Charge and Bloodrage.

I have been upgraded

Amrytale returns, now with the "Legplates of Painful Death." Yep. Painful death baked right into the steel. Like that crust from Pizza Hut. But with death.

Rotation

The Arms “rotation” is not so much a static set of abilities the Warrior rotates through as it is a priority system. The fight is opened with a Charge, followed by a Bloodrage to gain resources.

After that, Rend must be immediately applied to the target, and will not be reapplied until it has had time to fully tick off. “Clipping” and reapplying Rend early cheats you out of Overpowers.

Once Rend is applied, Mortal Strike must be used to take advantage of the likely free critical strike from Charge. Mortal Strike will always be kept on cooldown.

After that, you will have a choice. If Overpower is usable due to a dodged strike, or a Taste for Blood proc, then you will use Overpower. If Sudden Death allows you to use Execute, you will use Execute unless there are less than 4 seconds left before your Overpower use goes away. If there are less than 4 seconds left, Overpower must be used.

If both Overpower and Execute are unusable, then you will use a Slam to fill the gap. Arms is “global cooldown-locked,” meaning that it is a waste of time and resources to not use an attack every 1.5 seconds, or the global amount of time that a special ability use will require.

This is why using Bloodrage every time it is off cooldown is important to Rage management.

However, if your Rage is above 80, however, your next strike will likely send you over 100 Rage. Since any Rage over 100 is worthless, you will need a “Rage vent” to successfully manage your resources. This is where Cleave and Heroic Strike come in to play. At lower levels of gear, using the Execution Build, this will almost never happen because your Rage will rarely climb that high without being bled off by Execution, which is spammable when the boss is below 20% health and otherwise usable on each Sudden Death proc.

With the Execution Build, however, above-80 Rage management is more necessary and Heroic Strike/Cleave will be an essential part of the rotation. This is why the Incite talent is so important: it increase the damage of your Rage vent, and therefore, your overall DPS.

Situational abilities come in to play as well. The Shattering Throw ability is necessary to reduce target armor to provide a large, raid-wide damage increase. This should be used at key phases when extra DPS is needed. Bladestorm can only be used when the tanks have established a large amount threat and there are more than two targets. Otherwise, for two targets, Sweeping Strikes and Cleave are better choices. Additionally, your raid may require application of the Sunder Armor debuff, or to use a Shout to increase attack power, total health, or to decrease enemy attack power. These can be worked in as long as Mortal Strike, Overpower and Execute are all on cooldown.

Now, armed with proper gear, a proper talent setup, the right glyphs, and knowledge of what you should do, it is time to PRACTICE. That means going out, getting into heroics and raids, and practicing to get the gear you need to perform at the top of your game.

Tune in next week when I have a real post and not this meaningless filler meant to attract the attention of theorycrafters.


MAP Episode 53: Sexcast

2010.02.22

'Alternatively, one can reseal the outer hull and stick the egg in ones best friends pocket.'


The Megaphones Ahoy! Podcast
Produced 2010.02.21

Series 2 gets off to a foul start when Oliver & Ethan join from their Canadian love nest. Descriptions of their sexual misadventures follow until Nate Liles, overcome with revulsion, loses his tenuous grip on reality and believes himself to be Lady Gaga.


News: Japanese Potpourri

2010.02.20
FF13AngryBlackMan

No DLC, but the chocobo behind him will soon be KFC.

SquareEnix’s Neverending Circle-Jerk

This week, two of the Squeenix producers frustrated their devout Final Fantasy fans for what seems like the billionth time. At the end of January, Tetsuya Nomura of Final Fantasy VII fame declared that the hallmark of the series will not be receiving a remake, despite the deafening fanboy screams after the PS3 technical demo several years ago. But this week, Yoshinori Kitase, producer of the ill-fated Final Fantasy XIII, said that he was very interested in the idea of a FFVII remake.  Unfortunately, the same interview yielded yet another nail in the coffin for FFXIII, completely striking out the idea of any DLC. This comes after claims that the mind-numbing linearity of the game was due to the difficulty in making towns for an HD-console, but Kitase rebutts that his tunnel vision was inspired by movies that feature an opening period of character development before any actual plot starts. He did not comment on the other damning claims made this week that screenshots were faked to make the game look better than it actually does, so much to the chagrin of the internet, the fevered thrashing of PS3 versus XBox 360 fanboys will continue until the game releases outside of Japan. This will be March for North America, Europe, and Australia, followed by May for the rest of Asia.

HaruhiPoint

She wants you! ...To give her all your money, and maybe your soul.

The Obscene Riches of Suzumiya Haruhi

Despite the turbulent second season that enraged many fans, notoriously dubbed the Endless Eight for its protracted and confusing release, this week proved that fans of the anime goddess Haruhi Suzumiya are either very loyal, very stupid, very insane, or some combination of the three. Despite only releasing on twenty-four screens throughout Japan, the movie took in 200 million yen (approximately US $2.2 million) in its first week, and this past week took in yet another approximately US $567,000.  This movie, titled The Vanishment of Suzumiya Haruhi, is shaping up to be the second largest non-Ghibli anime movie out there, beaten only by last year’s Evangelion 2.0 You Can (Not) Advance. If the movie itself is not enough Haruhi Suzumiya action for you, or if you are wondering why this anime blurb is on a video gaming blog, then whip out your iPhone and find out a way to get iTunes Japan to work in your region, because you can now download the video game that was played in the series, Day of Sagittarius III. Released Tuesday, the game is a space shooter based on the same one played in episode thirteen, and looks to be overly simplified from what was in the series, but possibly worth a play.  I am still waiting for the Haruhi Suzumiya Phoenix Wright game based on the episode where they parodied the spiky-haired lawyer, but I think I will be left waiting for a long, long while.

PS3MotionController

Clearly not phallic at all.

When a Daddy Wii and a Mommy PS3 Love Each Other Very Much…

That’s how peripheral babby is formed! Sony is currently pregnant the yet-unnamed device that, like Project Natal for the 360, seeks to duplicate the motion detection properties of the Wii, and like any good parents, they have some names tentatively picked out. The 2010 DICE (Design Innovate Communicate Entertain) Summit opened in Las Vegas this week with Disney Interactive Media Group’s president Steve Wadsworth mentioning the Sony Gem in connection with several games they will be releasing. Its other tentative name has been the Arc, so we can only assume they’re waiting to see what gender the babby is when its born. That release date is yet unknown, but previous whisperings point to Holiday 2010. Wadsworth went on to talk about the highly-anticipated Epic Mickey game and the possibility of development for the PS3 and 360 rather than Wii exclusivity, with fellow executive Graham Hopper hinting that the new motion detection systems are most likely the reason for the change of heart. Just like the peripheral babby, Disney’s Tim-Burton-Meets-Mickey-Mouse game also has no confirmed or projected release dates at this time.

AnimeComputerCake

"WTF is this shit?! I wanted strawberry, you asshole!"

Because Nerds Need Love Too

If you hate calenders, the commercial world, and the mere idea of romance, then you are possibly one of the few that didn’t realize this past Sunday was Valentine’s Day. This would also make you the only one, as even pathetically lonely nerds in Japan acknowledged the pink-and-red holiday. The inhabitants of 2ch this week posted the pictures of their lonely weekend, and shockingly, it was not pictures of them and their favored hand. It was far more depressing than that. Figurines of popular anime girls were given boxes of chocolate, special cards, and in the case of the captioned picture, cake. Yes, ladies and gentlemen, he has offered a cake…to his computer screen. So if you spent this Valentine’s Day weeping that you are alone, comfort yourself with the knowledge that you didn’t bake pastries for your electronics. And if you did…wow man, just…wow.


Arms DPS 101: How To Warrior

2010.02.19

Occasionally, a person just wants to reach out, grab a really large axe, and kill something with it.

It is a primal thing. And it is good.

World of Warcraft has ten classes, each with its own idiosyncrasies, playstyles, and method for maximizing performance in various situations. Of those ten classes, I play only one of them truly well. Each class also has three specializations, or different ways of maximizing their unique tools based on each situation. Of the three specializations of my preferred class, I can claim expertise in only a single area.

That area, however, is one of the least popular in all of the player-versus-environment content, the Arms Warrior.

Arms is one of two damage-oriented specializations for the Warrior. By far and away, the Fury Warrior is the more popular: it lets the player wield two large, two-handed weapons! Its name is Fury!

Arms, on the other hand, is either seen as something of a gimmick specialization, or something fit only for player-versus-player styles of playing, due to its wide array of debuffs and focus on armor-ignoring physical damage. However, properly played, Arms is not only competitive with Fury for overall DPS, it provides unique raid buffs that bring up group utility significantly.

However, Fury is very easy to play, and scales ridiculously well with good gear (and gear that scales well is easily achievable without setting foot inside a raid). Arms does not scale, but as long as certain numerical arcana are observed, Arms does not suffer from the variability of Fury.

The purpose of this guide is not to make the reader an excellent Arms Warrior; the only thing capable of that is constant practice. Rather, it is to equip the reader with the basic tools for beginning as an Arms Warrior.

Arms is a great leveling specialization: it only requires a single two-handed weapon, the stance associated with it (Battle Stance) is the first available, and it contains both survivability and high-damage abilities.

A Call to Arms

The Arms Warrior has traditionally been a debuff-focused melee DPS class

Upon reaching level 80, the Arms Warrior is now confronted by the question of what to wear. Rather than having a “wish list” of gear, Arms is dependent upon maintaining two (and sometimes three) rather crucial “soft caps,” or minimally-acceptable skill/statistic ratings necessary to maximize damage.

The first, and most important, of these is the Hit Rating soft cap. Because Arms Warriors use a single two-handed weapon, they must maintain an 8% melee hit rating to ensure that their special attacks do not miss, and their basic melee swings have only a 1% chance to miss. In more practical terms, this means that an Arms Warrior’s gear must supply him with 263 hit rating, or 233 hit rating if that Warrior is an Alliance character with a melee-based Draenei class in the raid, or are themselves a Draenei.

This is not a terribly difficult cap to achieve; however, one must be careful to never be under the “hit cap,” although it is acceptable to go over. On the flip side, however, any hit rating over the cap is technically a wasted statistic. Since items are given bonus statistics based on a total item budget, those extra points theoretically could be somewhere else. Again, though, it is best to be a little over.

The second, and more difficult, cap to reach is that of Armor Penetration. Armor Penetration is a very math-y statistic, but in a nutshell, it calculates what percentage of the enemy’s Armor Rating (the number by which Armor mitigates your basic melee damage) by a percentage. Small amounts of Armor Penetration, therefore, are worth comparatively less than larger amounts. 5% Armor Penetration is next to worthless, and a 5% gain to 10% is not terribly noticeable. A 5% gain from 85% to 90%, however, is a very, very, very significant gain.

Armor Penetration comes from a variety of sources, but primarily, they are:

    1. 10% passive Armor Penetration from Battle Stance
    2. 15% extra passive Armor Penetration from Mace Specialization, if the weapon being used is a two-handed Mace.
    3. A static contribution from gear alone
    4. Any contribution from using Armor Penetration Gems
    5. Special, randomly occurring “procs” from Armor Penetration trinkets like Grim Toll or Needle-Encrusted Scorpion.

A newly-level 80 warrior can also expect to get at least two pieces of Tier 9-level gear, which give a bonus 6% Armor Penetration rating.

If the total amount of Armor Penetration needed to be “hard-capped” is 1399, then one should always strive to have that number. At pre-Icecrown levels of gear, however, this can be difficult to achieve. It is much more logical, therefore, to gear for the “soft-cap,” which varies depending on which Armor Penetration trinket is used. The basic idea is to get only enough Armor Penetration rating needed that, when the trinket “procs,” one will gain 100% Armor Penetration.

There are three Armor Penetration proc trinkets: one from an Ulduar 10-man hard mode (probably unobtainable to most people), one from Naxxramas 25-man (also difficult to obtain at this late stage) and one from a new heroic ICC 5-man (probably the easiest to obtain, but also the least useful).

If one gets the Mjolnir Runestone from Thorim-10 hard mode, then one will need 735 Armor Penetration rating to be soft capped. If one gets Grim Toll from Naxxramas-25, then one needs 788 Armor Penetration rating. If, on the other hand, one gets Needle-Encrusted Scorpion from Heroic Forge of Souls, then one will need 721 Armor Penetration rating. All of these numbers do not take into account the contribution from Battle Stance, two pieces of Tier 9 gear, or Mace Specialization, as they do not appear in your character sheet.

My Warrior!

This is Amrytale of the Ashen Verdict, my Warrior

If a Warrior can reach one of these soft caps, then Strength becomes the best statistic, pound for pound, for the Warrior to use. If, on the other hand, a Warrior can reach 70% to 100% passive Armor Penetration from gear alone (not factoring in gems, potions, or enchants), then it behooves her more to gem and buff for Armor Penetration (through the use of Fractured Cardinal Rubies and Hearty Rhino) to reach as close to 100% passive Armor Penetration as possible (really 90% after Battle Stance, assuming that the Warrior is not using a Mace and has moved on past Tier 9 level gear).

The best way to check whether one is at or near all of these caps is to use a calculation spreadsheet, helpfully put together by Elitist Jerks forum guru Landsoul, DPS warrior for the top-ranked guild <vodka>.

The third (and only occasional) cap Arms Warriors care about is the Expertise cap, which is a hard cap, and any points above it are absolutely, without a doubt, wasted. This is further complicated by the fact that Arms contains two talents that increase Expertise, Strength of Arms and Weapon Mastery.

Expertise must be at a total of 26, which does appear on the character sheet. A fully-talented Strength of Arms (which is a mandatory talent) will provide 4 expertise, meaning that 22 more Expertise rating is necessary to push parries and dodges off the attack table. With a fully-talented Weapon Mastery, the amount of Expertise Rating necessary is 18.

However, at current gear levels, it is a net DPS loss to attempt to cap Expertise or take a full talent of Weapon Mastery. This is because the increased dodges from a lack of Expertise allow increased Overpowers, the signature DPS ability of modern-day Arms Warriors.

We will discuss talent builds for Arms (there are two basic ones) in next week’s post, which will discuss advanced Arms playstyles.

After the Hit, Armor Penetration, and Expertise caps are achieved, Arms Warriors will benefit the most from a mix of Strength, Critical Strike, Attack Power, Agility and Haste, in that order. Strength contributes to raw DPS, whereas the others modify the overall amount of damage Arms can do.

Gearing for Arms is simple: balance your two/three main statistics, and then use whatever is best out of your available options. Arms also has three “weapon specializations” that players will have to choose from. Ceteris paribus, Axes or Polearms will be the best weapon choice. However, a Mace that is of a slightly higher tier of gear may be better than an Axe or Polearm, especially if Mace Specialization will allow one to reach 100% passive Armor Penetration. Sword Specialization lags behind, but not by far. A Sword that is several tiers higher than an Axe, Polearm or Mace will be the best choice.

Again, using Landsoul’s Spreadsheet to plan out gear upgrades is essential for the Arms raider.

Make sure to tune in next week when we look at talent builds, enchantments, and the ability priority list when playing as Arms to get new Arms DPS players up to speed!


Review: Bioshock 2

2010.02.17

2k Games returns to the underwater city of Rapture in the recent release of Bioshock 2

The Big Sisters are incredibly dangerous.

In Bioshock 2 the player enters the shoes, or diving suit, of “Subject Delta”, a prototype Big Daddy, who is on a quest to save the Little Sister he was once attached to.  The second game plays much like the first, combining elements of a first-person shooter and the ability to use special powers known as “plasmids”, but with a few changes.  In the first game the player had to switch between using a plasmid and using a weapon, but this time around the player has access to both at the same time which makes combat a bit more faster and fluid than in the previous title.

One of the best parts of the game is how the atmosphere of the underwater city instantly draws the player into the game.  Seeing what was once a great city almost completely destroyed by a civil war between two factions makes the player want to keep exploring and find out what exactly happened to cause all the destruction.  Much of the back story of the game unfolds through various recorded journal entries that have been left around by the citizens of the city.  While most of this was only hinted at in the first game, the second explains the downfall of the city in much more detail.  The inclusion of new enemies, such as the deadly Big Sister and hulking Brute Splicer, add even more to the universe of Rapture.

The ability to use both plasmids and weapons at the same time adds a new fluidity to the combat.

Bioshock 2 is an excellent game.  The only bad part of the game is the inclusion of the multiplayer which, while still fun, just seems like an unnecessary addition to the series.  The atmosphere of the game instantly draws both new and old players into the story of Rapture, making exploring the city that much more interesting.  For anyone looking for a good FPS, this is a great choice.


MAP Episode 52: Australian Semaphore

2010.02.15

The Australian Semaphore signal for 'Life Partner'


The Megaphones Ahoy! Podcast
Produced 2010.02.14

MAP Series 1 comes to an end with a crash and a bang as Chris Privitere of RPGamer graces the soundstage of Lusipurr.com to instill a little class, all delivered with sincere respect and tolerance of alternative lifestyles such as Australian Semaphore.


News: We’re Poor, Old, and Pissing Ourselves…Lusipurr.com Nursing Home Edition!

2010.02.13
Disgaea Prinny Solid Snake

War has changed. War has transformed us...into Prinnys.

Time to Say ‘Sayonara’ to Nippon Ichi?

The developer of  such great games as Disgaea, La Pucelle, and Phantom Brave has found themselves in dire straits this week. When their share holders got word that the latter half of 2009 brought a 97.5% reduction in profits, a massive sell-off began. In a single day, their stock had dropped by nearly 20%, causing JASDAQ to put a temporary freeze on it to prevent more panicked sales.  Many fans are pointing fingers at the recent string of re-releases and sequels, wondering if the once-esteemed company has any non-Disgaea ammo left. Even when they do release new content, fans are still left sorely disappointed, most recently with Last Rebellion, which only moved 3,300 copies in the three weeks that its been available in Japan. It releases February 23rd to North American gamers, and March 26th to those in EU markets, and seeing as Nippon Ichi’s excuse is that the game is focused to Western gamers, these releases could potentially make or break the company.

Atari Kangaroo

Sorry, I'm American and know nothing about Australia or its gamers. I assume this is what you play.

Nintendo versus Australian Hackers

New Super Mario Bros. Wii is serious business, 1.5 million dollars worth of serious business. An EB manager in Queensland received an advance copy of the game at his workplace and made the mistake of uploading the game to the internet a week before its official release. This week, a federal court has determined that the man must pay the paltry million-and-a-half fine, as well as Nintendo’s legal costs. Most disappointing for the land down under is Nintendo’s impending threat that any future games could suffer postponed release dates, a serious hit in a nation that already gets most of its games weeks to months after the rest of the world. Coming from a country where piracy is rampant and almost never punished, my condolences go out to the Aussies stuck playing the games of old.

Broken Xbox Live Baby

Standard XBox Live Player

High School is Middle-Aged for Gamers

As anyone who has every subjected themselves to Teamspeak, XBox Live, or any other gaming chat client will know, the majority of players are screaming pre-pubescent boys that will call you a faggot and threaten to castrate you because they were stupid enough to run on top of your claymore. Ladies and gentlemen, these kids are the future of gaming, or so say the members of Major League Gaming. The most elderly member is a staggeringly ancient twenty-five years old, and while his Atari and Pac-Man skills of prehistoric times still keep him able to hold his own, he admits he is no match for those who have grown up on the Playstation and Xbox consoles. Currently, the newest up-and-comer in Halo 3 is only fourteen years old. Of course, many of the old guard argue that it is due to a lack of time as well; practicing in Modern Warfare 2 is more difficult for an adult with work and family responsibilities, while the only concern of the youth is making sure they get their homework done. There is also a serious divide on the manner of gaming in adults and teens as well; the gamers of yesteryear are more interested in tactics, storyline, and working together to have fun, while the young ones concentrate on having the highest kill ratio and shun all other endeavors. It is a sad day when kids too young to know how to control their own ‘joysticks’ can kick your ass in a game…and they probably have no idea what an actual arcade or Atari joystick looks like.

FFX-2 Yuna Singing

This may or may not be Nobuo Uematsu. Pretty cute for an old Japanese man.

American Final Fantasy Fans Wet Themselves

Myself included, please excuse me while I clean up. … Ah, much better. Anime Boston announced on Monday that the great composer Nobuo Uematsu will be a guest at the convention in Boston, Massachusetts in April. It is not clear if he will be leading the Boston-based Video Game Orchestra in their performance, though one would assume he will at least be attending the concert. Any fans hoping this coincides with another American tour will be both pleased and disappointed; the Distant Worlds tour will be happening stateside again, but not until July, at which point it will be in San Francisco, California. To see if Uematsu and conductor Arnie Roth will be visiting your area, their site and list of tour dates can be found here. The question this begs is if it will result in a repeat of the story run two weeks ago about fans waiting outside for a month to see him. …No, I am not that obsessive, shut up.

Team Rocket Fail

Why did Team Rocket want Pikachu so bad? They were hungry.

Followed by Lusipurr Wetting Himself

Its okay, he is considered an elderly gamer so we already hooked him up with adult diapers. On the heels of the news of an entirely new Pokemon game, the first new Pokemon of the next generation has been introduced. Originally, it was only a cock-tease silhouette, just as every new Pokemon reveal has been, but the industrious little heathen over at 2ch managed to get full pictures of the new pocket monster. No details about the game itself have been released, though as discussed in MAP 50, we can assume you start out in a small rural town and are accosted by an old man that wants free child labor to finish his research. If you are under the age of twelve or as lonely and pathetic as Shawn, you can check out the newest Mudkip here. It looks like they just took Riolu/Lucario and made it red, perhaps to represent how they are bleeding the series dry.


Editorial: Episodic Storytelling and Video Games

2010.02.12

The thing that strikes this writer most upon the conclusion of Dragon Age: Origins is how… light… the game feels for such a deep game. Compared with epics of this year and yesteryear, the game feels abbreviated, as if the stopping of a single Blight somehow fails to encompass even the first chapter of a much larger, more expansive world.

Of course, the title of the game gives an indication of why this is so: this is a game about “origins” stories, the beginnings of characters that will soon be thrust into the wider spotlight.

This method of episodic storytelling dovetails quite nicely with the sequel-driven format of many video games. While some critics bemoan this as a “lack of originality” by revisiting characters, locales and themes that have thrilled players in the past, there is an entirely consistent, logical explanation for this.

At one time, storytelling was primarily about what happened, and not about who was doing it. The rise of the modern novel changed the focus of storytelling from grand myths (think Homer, the Greek, not the beer-swilling rube of The Simpsons) to fragmentary, individualized relations of experience from the viewpoint of people (think Dostoevsky, the morose Russian).

This sword here at my side don't act like it should...

Elric's story unfolds in short vignettes, yet is more visceral and complete than many full narratives.

Our video games have similarly become character-focused. Kratos from God of War or Mario or Link or any number of iconic characters can appear and reappear in various games, and instantly, players will feel a familiarity, a connection. Consider character-driven novels, such as Michael Moorcock’s “Elric” novels or Scott Lynch’s “Gentleman Bastards” series: fans of the characters are more willing to pick up the next Elric adventure without knowing more about the plot than that it contains the Melnibonean sorcerer-king with the soul-stealing blade. Why? Because it is the character of Elric that we are drawn to, not Moorcock’s plotting, excellent though it is.

This article on Game Pro discussing the (in the author’s view) improper use of game-driven storytelling in the television program Heroes is illustrative of someone that fails to appreciate this method.

Anyone that has followed the Heroes “plot” (such as it is) knows that the driving force behind it is the characters and their shifting attitudes and relationships to each other. Those seeking a LOST-esque mythology that means more than any individual character are invariably frustrated with slow plotting and character development of a character-focused show. Heroes creator Tim Kring explains:

You never really know where you’re going–you’re only seeing as far as your headlights all the time, so you can keep readjusting.

This kind of storytelling, a more open-ended approach, has drawbacks: there is a tendency to lose focus and get mired in a dead end narrative. On the other hand, it is much more organic and easier to avoid the Dickensian series of amazing coincidences that make up a more traditional narrative.

What say you? Do episodic games with repeated sequels such as Mass Effect or Gears of War thrill you, or do you prefer more traditionally-narrated games with long and involved story lines that are self-contained?