Fallen Enchantress #4: The Pit of Lost Voices

The decor was actually quite well liked in ages past. The inhabitants of the Pit wonder why the stream of regal houseguests has dried to a trickle of selfish adventurers over the last millennia.

In the center-most mountain range of the Desolate East lies hidden the Pit of Lost Voices.

Magnar has now lived in the Desolate East for over 140 years, and after eking out an empire under the harshest conditions, and both starting and finishing a war with the Kingdom of Gilden, the only obstacle that remains on the path to total dominion is the Empire of Resoln. Resoln’s sovereign, Oracle Ceresa, is not only aware of this fact, but she commands five times as many soldiers are Magnar, and she’s itching to land the first blow. In the summer of 295 A.C. (I have no idea what that means, and I suspect Magnar doesn’t either), she does exactly that.

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Fallen Enchantress #3: Warg Mages

Also absurd piles of crystal.

Powerful Warg Mages. All you need are Wargs. And Mages.

Much to my surprise, I’ve been having a grand time with Fallen Enchantress. Magnar’s Empire has grown from a tiny walnut into a massive tree of enslaving doom, and most recently booted the stuck-up Gilden out of his birthright territory. Unfortunately, now my Empire is facing new troubles — and while a few are intricate Gordian Knots just waiting for my sword to descend with a satisfying thwack, others have arisen courtesy of Fallen Enchantress’s less-endearing eccentricities.

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Objects in Space: Cargo Commander

Did you know that an anagram of "Cargo Commander" is "Mecca Dong Armor"? It's true! And now you know how desperate I was to find a title for this article.

I think there’s something terribly romantic about the notion of being a space scavenger. I’m not sure where the feeling comes from — the fringe living of Firefly (who doesn’t want to be Mal Reynolds?), the dark intro cutscene to the original StarCraft, my inborn love of sorting through tremendous piles of rubbish… regardless, Cargo Commander from Serious Brew has been scratching the itch.

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Fallen Enchantress #2: Farhammer

Note that the "troll lair" notice isn't describing Farhammer.

The Gilden city of Farhammer.

After only a couple hours with Fallen Enchantress, it was plain that Stardock had learned some strong lessons from the disappointment of Elemental: War of Magic. Magnar and his growing retinue of allies were on a happy romp across the Desolate East — now an actual magic-ravaged desert rather than the lukewarm fantasy of the first game, which was filled with characters who were constantly insisting that no, really, this is a wasteland. Magnar had founded eight proud cities, assembled a few decent armies (mostly composed of freebie slave militia), and done some stuff that could only rightly be called heroic, even though he has a strong dislike for that term. After all, what else do you call a team of adventurers who drives back a demon invasion? Neglecting the fact that in the end they’d persuaded the demon to join up, of course.

Now, with the appearance of the arrogant Kingdom of Gilden and their vast treasuries and demands for tribute, times are a’changing for Magnar’s Empire.

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Fallen Enchantress #1: The Fearful Merchant

The "secrets of the Dread Lord" are apparently well-known magic tricks and some spells that warm up metal. I think you wasted your apprenticeship, son.

Magnar, Lord of the Quendar. Once he founds them, anyway.

It’s the 24th of August, 2010, the day I’ve been eagerly awaiting for over three months, and there’s something heavy on my mind: which I should play first, Mafia II by 2K Games or Elemental: War of Magic by Stardock? They arrived together, shared the same potential-smelling cardboard box (cardboard always smells like potential to me though), and sat shrink-wrapped for nearly an hour while I wrestled the question back and forth. Yeah, I’m one of those, the sort who would rather do nothing than commit to just one, especially when the topic is games.

I played Elemental first, which turned out to be the right choice, as Mafia II seemed quite good after suffering through the trauma of four hours with Elemental. Now, two years plus change later, we have Fallen Enchantress, a sequel built over a foundation of lessons learned, better designers hired, and apologies delivered. And to my surprise, that’s a pretty decent foundation.

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Hotline Miami: Your Finger, Your Smiling Mouth

Please don't read these alt-texts until you're done with the article. I'm trying to do something here!

Be warned, this will get sticky. Violence generally does. You might be thinking you have some experience with this sort of thing, but I can assure you that no, you do not. And if we’re going to do this, you need to do exactly what I tell you, exactly when I tell you. No excuses or deviation. Just try not to think too much.

You’ve been warned. You may click “Read More” at this time, but remember, it’s your choice, your finger. Don’t blame me.

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It’s Good to Be a Mage Knight, Day Three

Alt-text explanations engage! Let's talk about leveling up. There are a whole bunch of ways to become more powerful in Mage Knight, and one of its best strengths is that something empowering will happen pretty much every turn. You can buy advanced action cards from Monasteries, spells from captured Mage Towers, armies from basically anywhere, or loot Artifacts from dungeons. Also, every time you kill anything, you gain fame. After gaining enough fame, you level up. Every other level, you go through a slightly-convoluted process that will leave you with a new skill tile (each of the four Mage Knights has ten of these) and a new advanced action card. The other levels let you flip that little octagonal tile over, which allows you to command another army and will level up either your armor value or your hand size.

Goldyx and Tovak on the third day.

Okay, so we’ve talked about how on the first day, the Mage Knights popped out of that portal of theirs and started putting on all sorts of magic shows, and on the second they figured out where the Red City was hiding, and began laying plans to take it by force. You know this story ends with the corrupt City falling, but I’ll reckon you couldn’t guess how. Even if you could, you couldn’t stop me from telling it.

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I’m Fighting Tooth & Nail

You might think he's just a cutie, but really he's trying to warn you that there's a Mummy's Curse on this particular small box. "Do not open," he whispers in the night. "There is only disappointment within. Also a plague."

As with Omen and Hemloch, the art in T&N:F is quite nice.

Back in August, I talked about a pair of exciting two-player card duelers from Small Box GamesHemloch and Omen: A Reign of War — and mentioned that I would be reviewing their newest game, Tooth & Nail: Factions, as well. And then, total silence.

What a mystery! Find out why this writeup has taken me so long below the jump.

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Dishonored: A Review by Comparisons

Criticism #1: The intro is too short. You should have been allowed to actually enter the palace itself, to see it whole and happy. You should have been allowed to interact a bit more with some of the characters before they were whisked away.

Empress Jessamine Kaldwin and her daughter Emily look out over Dunwall.

I’m going to put this right out there: Playing Dishonored over the last week has been one of the most gratifying gaming experiences in recent memory. So much so that I’ve been all but ignoring the new XCOM game (also good), and plenty of other games that are excellent in their own rights, and haven’t regretted their absence in the slightest. This is in part because it feels so fresh, so new, so vibrant, and in part because it’s also been an exercise in nostalgia.

When it comes to reviews, I’m not usually a fan of game-to-game comparisons. For one, they seem like a weak approach to explaining a game’s appeal (or lack thereof), since the comparison often comes at the expense of any actual expression. For another, too often the threads of connection are tenuous and frayed, or to a game I haven’t had the pleasure of experiencing, or, perhaps, to one that I didn’t comprehend the merit of. So let me assure you that I have tried very, very hard to figure out a way to talk about Dishonored without at least mentioning the games that it is emulating, copying, or bettering. Tried and failed.

See, in an industry filled with grinning suits and safe bets and a well-entrenched hype engine, Dishonored feels like a fulfilled promise, or at least a reasonable attempt at one. So let’s talk about its heritage. Not its exact heritage, since I’m not a professional at this, but the heritage that was on my mind as I skulked from one end of the half-mystical city of Dunwall to the other.

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XCOM: Sentinels of Earth, Part 1

"Why'd we only bring four of us?" asks Aziz. "We don't have an Officer Training School, dummy," says Hadiya. "Oh, right, I knew that."

The Super Sentinels deploy outside the diner.

For this game diary, I’ll be playing XCOM: Enemy Unknown on Impossible difficulty with Iron Man mode enabled — so if I make a mistake, that’s it, no do-overs. Wish the Sentinels luck!

Top Brass weren’t so sure about putting together such an ethnically diverse squad, but alien invasions have a way of bringing people together. After some initial distrust and petty squabbling, our heroes picked up a few harsh but fair life lessons and engaged in a few alcohol-lubricated fraternizing and bar scuffles, and have now earned the trust and affection necessary to watch each others’ backs. They call themselves the Sentinels, largely because they dislike being called XCOMmers.

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