Pat's Crochet Palace 1

My Palace on the web to give my opinions on what ever is on my mind, share my love for crochet and hopefully communicate with like minded people or any one for that matter.

Sunday, September 27, 2020

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Wednesday, September 23, 2020

Outstanding Nominations

Amanda Kwaza has overseen a number of reforms in MSSA yo create a national federation that delivers even more to its members.

MSSA's Management Board Awards were initiated in 2009 to reward excellence not specifically provided for in MSSA's Constitution. 

When reading through the names of those previously honored, the reader is quickly reminded of MSSA's rich history. The names are not just names, these are the men and women who have made an incredible contribution to the various mind sports in South Africa. 

 Under the direction of MSSA president, Amanda Pakade, MSSA's highest legislative body, being the Annual General Meeting, agreed to widen the scope of such awards in December 2018. Thus the awards are now more representative of MSSA's membership, of the work being done, and of society as a whole. 

MSSA President, Amanda Kwaza, has already expressed her joy and has stated, "Never before has the quality of nomination been as high as those submitted this year. The task now faced by the Management Board is monumental in considering each and every nomination." 

The final winners shall be announced at MSSA's Annual General Meeting (AGM) on 5 December 2020. 

Awards shall be made in the following categories: 
  • Mind Sports Person of the Year 
  • Board Gamer of the Year 
  • Esports Player of the Year 
  • Wargamer of the Year 
  • Team of the Year 
  • Volunteer of the Year 
  • Umpire of the Year 
  • Coach of the Year 
  • Educator of the Year 
  • Writer of the Year 
  • Social Media Person of the Year 
  • Sponsor of the Year

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Tuesday, September 22, 2020

Storium Theory: Inaction In Action

Sometimes, I see players make comments in a game, explaining why they haven't made a move in a challenge so far:

"I don't think this is something my character knows how to deal with."

"I'm not sure she cares about this."

"I think he's just kind of stunned right now.

"She doesn't know what to do."

Sometimes these are indications of a problem in the story - if all of a narrator's players are telling him their characters don't care about the current situation, it is probably time to revise the situation and figure out how to better relate it to the story at hand.

But...more often, they're a statement that is actually pointing directly at a very interesting opportunity for the character: A chance to make inaction your action.

When you're writing the story of a challenge, things are happening, whether your character is acting on them or not. Each move drives the timeline of the challenge forward. When a card is played, something happens, and the challenge moves positively or negatively, or just towards the end of its story.

So...if your character, for instance, doesn't know how to deal with something, and chooses not to act...that's a choice. And that's his "action" for that moment in the tale.

So let it be an action! Make your move! Show your character's uncertainty or confusion about what to do! Show how your character hasn't cared about the situation, if that's the case, and chooses to ignore it! Show how the situation has left your character stunned, or how he's tired and needs rest, or how his injuries prevent him from joining the battle!

Sometimes, those things are treated as reasons not to make a move, but...that's not what they should be. They are, in fact, excellent opportunities to make moves.

Especially...especially...if you have either Weakness cards to play, or a Subplot.

I'm stunned. I'm confused. I'm shell-shocked. I'm injured. I'm exhausted. I just plain don't care about this.

Those are all excellent weakness plays.

When a situation is ongoing and your character chooses not to do anything about it, that's a great opportunity to show what starts going wrong with the situation because your character is not preventing it. Philosophically, there's nothing really different here from if things start to go wrong and your character tries to prevent it and fails because of a Weakness, right? Something goes wrong either way. The difference is just that your character, in this case, didn't do something to stop it instead of doing something but getting it wrong.

What about Subplots? Well, Subplots are great for these situations too! When a character is shocked into inaction, when she finds something she doesn't care about, when he struggles to understand what he's supposed to do in a situation...those are great times to explore the other mysteries in a character's life or the things the character does care about. There are some excellent subplot moves available that show how the character withdraws into themselves, or starts thinking about how all this ties in with their personal problems, or tries to examine where they are right now...and because of all that, something starts to happen in the current situation, and they're not really sure what to do in the face of it...or even if they should do something.

A subplot isn't a weakness play, mind, so chances are nothing ends up going outright wrong right away, but you can certainly hint that something will! While your character is distracted by his own thoughts, or full of self-doubt, or struggling with what he's supposed to do, or disinterested in what is happening, how does the situation evolve?

If your character doesn't seem certain of what's going on, or doesn't know what to do, or just plain doesn't care...don't just drop out of the challenge. Use that to advance the challenge.

Now...one more point on this. Especially in the case of a character that "doesn't care" about a challenge, this can actually be a great way to figure out what would make them care, and therefore explain how a Strength comes into play, or at least how they get involved in the challenge despite their feelings. If you find yourself thinking that your character just wouldn't get involved for some reason or another, put a little time into thinking about what might happen because of that decision.

Then, write a move based on that...and maybe, maybe midway through the move, you'll realize the character now does know what to do, or does care about the situation, as she sees what is about to happen, or starts watching something she does care about slip away.

Maybe that leads to the character using a Strength and turning things around after all. Or maybe the character ends up doubling down on fear or uncertainty, or just takes the wrong action, using a Weakness. Or maybe, the character's Subplot drives him forward, making him engage with the challenge now that he's seen what it could mean if he doesn't.

Now...this isn't something you need to pull in all the time. (And to be clear, if you find yourself constantly trying to figure out why your character would get involved in something, it may be time to talk to the narrator about how to make your character mesh better with the story.) But there are times when an inability to think about something that your character would do can itself be precisely what drives the story forward and makes an interesting situation.

Don't overuse this, but...keep it in the toolbox. It's a handy trick to pull out and it can lead to some astonishingly interesting moments for a character if used properly.

Remember Spider-Man and Uncle Ben...sometimes, when your character doesn't take action, that ends up driving his story more than anything else.

Thursday, September 17, 2020

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Saturday, September 12, 2020

Download Diablo III Eternal Collection For SWITCH

Download Diablo III Eternal Collection For SWITCH

NSP | ENG | 

Raise Some Hell
Ages ago, angels and demons birthed your world in a forbidden union. Now they've come to claim it. Stand tall among Sanctuary's meek and wicked to battle walking corpses, horrifying cultists, fallen seraphs, and the Lords of Hell. When the High Heavens and the Burning Hells war, humanity must be its own salvation.
Unholy Trinity
The Diablo III game, the Reaper of Souls expansion, and the Rise of the Necromancer pack are all part of the Eternal Collection: 7 classes, 5 acts, and seasons' worth of demon-smashing.
Nintendo Switch™ Exclusives
Discover pieces of Zelda's world in Sanctuary. The Eternal Collection on Switch™ includes the Cucco companion pet, a Triforce portrait frame, and an exclusive transmogrification set that will let your heroes sport Ganondorf's iconic armor. You'll also receive unique cosmetic wings.


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 GAME SIZE: 14 GB
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Bug Fables: The Everlasting Sapling Review (NSW)

Written by Patrick Orquia


Title: Bug Fables: The Everlasting Sapling
Developer: Moonsprout Games
Publisher: Dangen Entertainment
Genre: Adventure, Platformer, RPG
Number of Players: 1
Platform: Nintendo Switch
Release Date: 28 May 2020
Price: $24.99
Also Available On: PS4, Steam, XB1



I first played Paper Mario on the N64 almost 20 years ago. I remember liking it a lot, with its unique art style, quirky characters, cool story, and humorous dialogue. It was then followed by best game in the franchise, Paper Mario: The Thousand-Year Door. It is so good and set such a high bar for the series that all future Paper Mario games are measured with it, and, unfortunately, the next three, Super Paper Mario on Wii, Paper Mario: Sticker Star on 3DS and Paper Mario: Color Splash, are considered inferior to it. 

People have been clamoring for a new Paper Mario game. A GOOD Paper Mario game. Nintendo recently answered recently with Paper Mario: The Origami King on the Nintendo Switch and fans, including me, are excited. This game will not be out for another month, but a right now, Paper Mario-like game is now available in the Switch, and it's called Bug Fables: The Everlasting Sapling.

I first saw the trailer for this game late last year and I thought to myself, "This is the Paper Mario game that I have been waiting for!" Obviously, Nintendo has nothing to do with this game, but more obviously, the developers of this game are big fans of the Paper Mario games. Almost all aspect of the game, from the paper-like visuals to gameplay mechanics to musical beats and stylings, are inspired by the Paper Mario games, so much so that I can almost consider this as a Paper Mario game itself. Perhaps it can be considered as a spiritual sequel, sort of, but since Paper Mario is still an ongoing franchise, let's just say that this game is heavily-inspired by the game series.




In this game, you lead a team of, as the title suggests, bugs. You got Kabbu, the strong yet talkative beetle; Vi, the tiny yet feisty bee; and Leif, the zen-like cool yet magic-wielding moth. At the beginning, Kabbu and Vi reluctantly team up to collect artifacts for the Ant Queen so that she can obtain the legendary Everlasting Sapling, which can supposedly grant everlasting life. During the duo's first mission, they chanced upon rescuing Leif from the clasps of a giant spider within the Snakemouth Den, where the first artifact is located. The team was able to obtain the artifact, and the Ant queen, recognizing their effectivity as a team, ordered the team to acquire the rest of the artifacts. The trio, now known as the Team Snakemouth, then goes through an epic adventure across the land of Bugaria, visiting one kingdom after another, meeting interesting NPCs, solving mysteries, and battling a barrage of enemies, to fulfill their task.

The main gem of this game is the gameplay. Not only this game looks and sounds like Paper Mario, it also plays like Paper Mario, and does it amazingly well. So well, in fact, that I think that the game improved on some of the mechanics of its inspiration. One improvement is how the characters in your party play and interact with one another. The party has no real leader, and all three take turns during battles. You can choose who will be at the front of the team, who will usually have the higher powered attacks but will also have a higher chance of getting hit by enemies. You can perform timed button presses when you attack, to make them more effective, and during defense, which makes the enemy attacks hit less or be completely dodged when done right. Another improvement is the relay attack mechanic, which allows one character to relay their turn to another, albeit with a slightly less power. This opens up for more tactics for different scenarios during battle.




Kabbu has the most time of being at the front during my playtime, because of his high attack power against ground enemies, but only those at the front of the opposing team, plus he is pretty much useless against flying ones. For those winged enemies, Vi is the best bet, with her beemerang that hits them and make them drop to the ground, plus she can also hit grounded ones wherever they are positioned, but with less attack power. Leif, on the other hand, takes care of those that drill into the ground, since he can attack with his ice spikes from underneath, making those enemies in hiding back to the surface. That is one of the ice-based spells that he can perform. His special attacks are the best of the bunch, since he can freeze multiple enemies for a turn or so, thus allowing the rest of the party to either heal up or perform higher-powered attacks. Very handy during boss battles. Kabbu, Vi, and Leif all learn special abilities as you progress into the game, most of them introduced when a specific scenario requires for such an ability to come up, such as Kabbu's ability to dig through soft earth or Leif's ability to put up a force field that would protect the entire party against outside hostilities. These special abilities open up new areas, ala metroidvania, and allows you to progress further into the game. The game is mostly linear, but you would be required to back track to previous areas as you progress more into the game.

Winning in battles award the team experience points. Not individually, but for the entire team, and upon reaching a certain number of XP, they level up, or rather, rank up, as it is referred to in-game. And upon ranking up, you guessed it, you can either choose to upgrade XP, TP (Team Points, used for special moves/spells), and MP (Medal Points, which allows you to wear medals, aka badges).




Medals give either individual wearers or the entire party additional buffs and special attacks. One of such medals, when activated, sneakily turn on hard mode from the get go. Medals can be obtained either by progressing through the game (some are located in hidden areas), completing subquests, or bought from NPCs. Unfortunately, the medals are not as varied as the badges in the first two Paper Mario games, but they in the game to make you more prepared or beef up for the battles ahead.

Berries is this game's currency and they can be obtained by slashing grass on the ground, by winning battles, or by completing tasks. Berries pay for items bought from shops, inn stops, and for some upgrades. You can also deposit berries to a bank, which earns interest every 30 minutes of play time. The enemies in this game hit hard and thus you are required to use healing/buff items a lot during battles. Having enough berries allows you to buy such items and you are encouraged to prepare and stock up in case you encounter a heavy-hitting enemy on your way to your next stop.




You have limited inventory slots and thus you are required to optimize the items that you can carry with you at any given time. Fortunately, there are cooks found across the land who can cook some of your healing items or food to make them more effective. They can even combine two of such items to make a new dish, and thus saving inventory space. Again, like in Paper Mario, you can collect these recipes for future reference.

Additional goodies in the game include hidden areas where you can battle past bosses where you can obtain additional XP, berries, and medals; lots of subquests, also for additional XP, berries, and medals; and hidden bosses that may oftentimes catch you by surprise. This game is really has a very good amount of content that could rival a triple A game.




Overall, Bug Fables: The Everlasting Sapling is truly one of the best indie games that released recently. All the gameplay mechanics and interconnected systems make this game really good. Kudos to the developers who takes the best part of their inspirations and incorporated them to this game. They may have overdone it, as this game really is pretty much a Paper Mario game except for the name, but they made enough tweaking to some of the mechanics and design to make it stand out on its own. So, whether you're a fan of the Paper Mario series that has that Paper Mario itch that you want to be scratched or just fan of the adventure RPG genre in general, go give this game a go and I pretty sure, you will love it, too.



REPLAY VALUE: High



PROS
  • Excellent visuals, gameplay, and sounds – very much inspired by the Paper Mario games from top to bottom
  • Very interesting characters, both main ones and NPCs
  • Excellent level design, with some areas interconnecting with the others, allowing for easier
  • backtracking
  • Engaging story
  • High variety of enemy types
  • Cool boss fights
  • Lots of sub quests to complete that flesh out more of the lore in the game
  • Hard-hitting secret bosses
  • Very good use of HD Rumble
  • Looks good and ideal for handheld gaming

CONS
  • The map requires a few button presses too many to be accessed
  • Subquests are a bit hard to follow at times
  • Fleeing battles require complex button presses that can be hard to perform and also cost berries and thus are not encouraged to perform
  • Attack hits are always the same; there are no critical hits, and if you fail the required button presses, the attack fails
  • The medals could have been more varied and useful
  • The platforming could be much better


RATING: 4.5/5 Paper marios in bug disguises

Tuesday, September 08, 2020

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Friday, September 04, 2020

The Dread Rocket Raticate


Mount Moon is an interesting place. Located in northern Kanto, it's notable not only for its wealth of Pokémon Fossils, but also its extraordinary rate of meteorites per year. I spoke with Gym Leader Brock about it before leaving Pewter City and learned that it was somewhat a rite of passage for Pokémon trainers heading out from western Kanto to the eastern plains. There were certainly easier ways to get to Cerulean City and Saffron City, but Brock assured me that if I was serious about Pokémon training, Mount Moon was the best way to go.
Mount Moon is an arduous climb and littered with numerous interlocking caves that weave beneath the peak. It was not for the faint of heart, but it would be a chance to bond with my Pokémon in the wilderness. I used some of the winnings I earned at Brock's gym to stock up on food, potions, and a handful of Pokéballs before setting out down Route 3 toward the famous landmark mountain.
Along Route 3, I battled a very enthusiastic Shorts Appreciation Fan Club. Delightful young trainers eager to challenge Brock and head off on their own through Mount Moon, but mainly obsessed with shorts. It was along this route and among these youngsters that I first heard the name Team Rocket whispered. According to these young campers and hikers, Team Rocket had set up an operation of sorts at Mount Moon and their presence there was deterring a lot of trainers from passing through.
Back then, Team Rocket was an organization to be feared. They had a lot of influence over everyday life in Kanto, and very few people had the courage to stand up to them. However, as a newcomer to the Kanto region, I was truly clueless at the time. I could see that the kids were unsettled by the thought of Rocket grunts lurking in the caves of Mount Moon, but I was incapable of understanding what this threat meant to them, or what it would come to mean to me. I pressed onward down Route 3 hoping to reach the base camp and Pokémon Center at the foot of Mount Moon before nightfall.
Along the way, I managed to catch a Spearow who I gladly added to the team. I named him Shakespear. Shakespear would come to serve me well inside the dark tunnels of Mount Moon. He needed some training before we entered, so I set to work using the base camp as our new base of operations. Shakespear proved to be a formidable bird and was not unlike Kiwi in his ability to grow quickly adept at fighting and training.
While we were training in the shadow of Mount Moon, Lucky developed a powerful psychic attack that had the potential to inflict confusion upon his opponents, and I noticed Nibbles able to inject a bit of poison from the tip of his horn with some regularity. I was certainly impressed in the team's progress. It was time to start our trek through the underbelly of Mount Moon.


The Zubat was one of the easier Pokémon to sketch,
due largely in part to their huge colony within Mt. Moon.
They don't write this on any of the brochures that I saw, but Mount Moon is absolutely infested with Zubat. You can't go three feet without being assailed by another Zubat, and so naturally the next great addition to Team Fox was a Zubat named Vesper. As I'm sure you can imagine, if you are at all familiar with Zubat, Vesper was a bit of a nightmare to train. That might actually be an understatement.
As we methodically made our way through Mount Moon, I was determined to get Vesper up to par with my other traveling companions. He would often open up a battle with other Zubat, or with the occasional trainer we found along those winding paths, only to be replaced with Shakespear who was an absolute terror in those tunnels.
Shakespear earned his place on my team as the number one Zubat deterrent on Mount Moon. He could out-perform them at every turn, pecking them out of the sky and sending a message that we were not to be trifled with by other Zubat. Those other Zubat did not get that message, however, and continued to plague us the entire time.
Among the outer caves of Mount Moon, I ran into a wide variety of trainers. As Brock had mentioned, it truly did seem as a thoroughfare for aspiring trainers to test their resolve against both the forces of nature and each other. In this particular case, Mount Moon served to test young trainers against a never ending onslaught of territorial Zubat. There were young boys and girls, among them a bug catching kid who wandered too far from Viridian Forest, I presume. I passed and challenged the occasional hiker and a science enthusiast. None posed much of a problem for my team and the pain of losing Rascal felt like it was passing somewhat.

In the heart of Mount Moon, I finally encountered members of Team Rocket. As I approached in the darkness, I heard them talking. Another young trainer had passed through quite recently and dealt them a severe Pokémon beating that still had them upset. Instead of keeping him out of their operation, he had apparently just blown straight through them and their Pokémon without hesitation. When they saw me lurking in the darkness, eavesdropping on their conversation, well they decided to take out their frustrations on me.
Although most of them were weakened by this previous trainer to a point where they couldn't even muster a Pokémon to participate, there was one trainer in that dark tunnel I will never forget. He was the champion of their little operation under Mount Moon, and he would make me pay for wandering where I wasn't wanted. He only had one Pokémon to face my five, but it was enough. I was lucky he didn't have any more.

This Rocket Grunt had an absurdly powerful Raticate, an evolution of my previous Pokémon, Rascal. I knew I had to be careful and so I threw out Lucky to face him. Lucky had recently learned to harness particles on its wings into powerful toxins, and so I had Lucky blow a debilitating sleep powder onto the Dread Rocket Raticate as I would come to call it. As expected, the Raticate dozed off gently and opened itself up to tormenting psychic attacks from Lucky.
What I did not expect was its incredible resilience to Lucky's powerful psychic ability. This ability had taken down numerous thick skinned Geodude along the tunnels of Mount Moon, but the Raticate was formidable. I could tell it was almost defeated, but just as Lucky was going to incapacitate it, Dread Rocket Raticate woke up. It quickly evaded the next attempt to spread a sleep powder. Then it bit down and it bit down hard on Lucky. It was a blow so devastating that Lucky was indeed lucky to not pass out from the strain. I had to switch.
I took a moment to collect myself with all the other Rocket grunts gathered around to cheer on their formidable leader and his terrible Raticate. I knew his Raticate was on the verge of defeat. It would only take one more solid hit to knock it out of the fight and claim a victory. Vesper was still useless. Kiwi and Shakespear were valid candidates, because of their speed and agility. But of all my Pokémon, Nibbles had the most solid defense with his very thick hide, so I felt if any of them were going to survive that devastating hyper fang it would be Nibbles.
Sadly, I was wrong. Nibbles came out of his Pokéball twitching his long ears and ready to face any challenge. Nibbles didn't even have the chance to see what hit him. That damned Raticate bit down on Nibbles head so hard that he was done in seconds. There was no time for Nibbles to react. His fight was over before it had even begun. I let out a loud wail that echoed through the caverns beneath Mount Moon, but that exclamation of shock and disbelief was drowned out by the numerous members of Team Rocket whooping and hollering at their leader's small victory.
It would be short lived. Kiwi came out and could sense my distress. He launched a brutal quick attack on the Dread Rocket Raticate and ended the fight in a single decisive blow. Team Rocket was not amused, but they were out of Pokémon and wouldn't dare lay a hand on me with my trained Pokémon at my side ready to defend me.
I carefully excused myself from whatever nefarious plot they were hatching in that large cavern. They allowed me to pass on my way without any more provocation. They probably said a bunch of intimidating junk that those gangster types like to say, but honestly my heart was sunken deep into the ground. I wouldn't have heard anything they said. Although probably meaningless to them, I had failed Nibbles and now we would part ways forever.
Speaking honestly, I had high hopes for Nibbles. He was so small and weak when we met, but he had the heart of a champion. I thought Nibbles would be with me on Victory Road, facing down the Elite Four and the Indigo Champion. I thought we would take on the world together, but these foul Team Rocket hooligans put an abrupt end to that fantasy.
I nursed Nibbles back to good health in some quiet corner of Mount Moon and spent our last remaining moments together just appreciating the company. Much like with Rascal, I tried to explain to Nibbles why it was important to me that he lived out the rest of his life here on Mount Moon (and I could truly think of no better place for him) and why I would have to press on without him. I shed a few tears and gave Nibbles a careful hug, avoiding his poisonous horn. He seemed to understand and with a final look at me, he scampered off into the darkness.
I soldiered on for Rascal and Nibbles. I pressed on to Cerulean.

Current Team:
Attacks in Blue are recently learned.