Tuesday, April 30, 2013

Making Mölkky

Back in January, my friend Nate joined me for a Schlag den Raab viewing. We were treated to an afternoon of inflating bicycle tires, flailing swords, throwing coat hangers, and soccer with bowling shoes on ice. Yep, par for the course. Spiel 12 on this particular day was a Finnish lawn game called Mölkky. They rolled out a giant mat of grass on the studio floor and played a game where they threw a stick at a bunch of numbered pins. Watching this, Nate and I said to each other, this is something we'd like to try.

A quick primer on the rules: The goal of the game is to be the first to reach exactly 50 points (played on SdR to only 40). On your turn, you throw the large pin (the mölkky) at twelve numbered pins. If you knock down exactly one pin, you score the number on that pin. If you knock down more than one pin, you score however many pins you knocked down. So hitting the 12-pin is worth a whopping 12 points, but hitting the 12 and the 11 is only worth 2 points. Going over 50 points resets your score to 25. After each throw, the pins are stood back up wherever they stopped, so while they start out in a tight cluster, they become pretty spread out quickly. If you completely miss all pins on three consecutive turns, you're out of the game.

I looked for Mölkky sets online, but only seemed to find sets for $50 or $60 (plus shipping), not really a price I'd be up for paying for pieces of wood. So I thought to myself, how hard could it be to make a set? After studying the SdR video trying to suss out dimensions and looking up directions online (even Martha Stewart gives a how-to), I decided to give it a go.

A step-by-step arrangement of the process: The large poplar board, the squared blocks, and the rounded blocks fresh from the lathe.My dad and I picked up a 3"x9"x9' board of poplar from a local lumberyard and started cutting it down into 3"x3"x13" blocks. I rounded down the corners a bit, then spun the blocks on the lathe until they got down to the desired width (about 2 1/4"). I then used a miter saw to make a diagonal cut to split the rods into the pins, sanded everything down, and painted numbers on the pins before several coats of polyeurethane. And voila, Mölkky!

As it turns out, I'm pretty bad at Mölkky. A lot of my throws bounce right over the pins I want to hit, and I've struck out of more games than I'd like to admit. Still, it's a fun game and I'm excited for this summer when I get to play it with friends.

Also, looking back on it, making the Mölkky set was a simple woodworking project that introduced me to a bunch of tools I had never used before. My dad and I started using a circular saw to cut the large board into blocks, but since it didn't cut through the whole way, we switched over to a Sawzall. I started using a plane to round down the corners before putting the blocks on the lathe, but then switched to using a belt sander (and then eventually not rounding the corners down at all, because of laziness). Add in the lathe and the miter saw, and I got a pretty good tour of the workshop under my belt. All of this, after a childhood of Pinewood Derby cars where the only tools I ever got to use (and under ridiculous paranoid parental supervision) were a reciprocating saw and the belt sander (and a hammer must've been involved at some point, though I really don't remember that).

One more thing, remember how I said most of the Mölkky sets I found online were $50-$60? The board of poplar cost me $25, and I got not one, but TWO sets out of it (with scrap wood leftover), one of which I gave to Nate. So, not counting the price of electricity for all the power tools, I made each set for about $10. Hooray for homemade Finnish lawn games as seen on German game shows!

The finished Mölkky sets, coming to a lawn near you!

Sunday, March 31, 2013

Of Meat Bicycles and Men

This is my fourth attempt at writing a blog post about Borderlands 2. It's not for the lack of things to say about the game, I've definitely been singing praises about this game to anyone I can for the last few weeks. The bigger problem is that in order to write a blog post about Borderlands 2, I need to stop playing Borderlands 2. And every time I've tried, I think to myself, "I'd rather be playing Borderlands 2." And so I go play Borderlands 2.

I have played Borderlands 2 to the point where not only did I finish the main game, but I restarted the game in the hard mode, I restarted the game as a different character, and I would gladly do both again given the opportunity to do so, perhaps if ever I can rope more friends into playing it. (Edit: As of my fifth attempt at writing this blog post, I have started a third class.) This game has so much personality that even on the second or third time through, I'm still cracking up at gags I've already seen and loving every mission I re-encounter.

Before I sound too fanboyish, I should stress that if there's one thing Borderlands 2 sorta drops the ball on, it's bringing new players up to speed with the world of Pandora. The tutorial seems to be written backwards, where you're vaguely instructed to do a certain thing, then you have to figure out the bulk of it yourself, then after you've done the objective, a window pops up and says, "Hey, you just did X! You can do that again by pressing Y." Through an uncomfortable portion of my first runthrough, I died a lot because I didn't know that I could buy or equip a shield or open up a special menu that boosted my stats, until a friend (his name is Nate, I'll be referencing him a few more times in this post) told me how. Also, the plotline relies on you being familiar with characters and elements from the first Borderlands game. Unfortunately, some of these references went straight over my head until Nate pointed them out to me. And that's especially sad because looking back on it, there are several moments which would have been far more poignant and impactful if I was familiar with the context from the first game, but instead they were wasted on a thicko noob like me.

But those moments of awkward cluelessness aside, Borderlands is still a very accessible game. Unlike hyper-realistic military FPSes where you seemingly need to spend hours memorizing the statistics of every gun available in order to find the one that suits your play style, then playing with that gun for days until you unlock every possible doohickey and never changing your arsenal because there's no need to and it's in fact disadvantageous to ever step outside your comfort zone, Borderlands 2 hands you a gun, shows you a number that tells you what it can do, and lets you take it or not. Sure, you might be used to trying to experience a certain "feel" with some guns, but for someone gun-inept like myself, just being able to say "that number's higher than this one" makes the whole gun system a lot easier to digest. I've become comfortable with a wider range of guns here than I ever did in any Call of Duty game, and I think that's a testament to how well the game teaches you to play creatively rather than formulaically.

Also, Borderlands 2 is incredibly well-written and hilarious. It helps that I'm a fan of lead writer Anthony Burch's web series "Hey Ash, Whatcha Playin'?", and a lot of that breed of quick-witted, occasionally juvenile humor carries over here, but there are many scenes, even non-funny ones, that as I'm playing through on repeat runs, I'm still excited to play through again. Most games I play through have only one or two moments like that, but Borderlands 2 has at least a dozen, maybe a couple dozen at that. I repeat that there are some hurdles with the missing backstory as mentioned above, but particularly if you have someone that can fill in the details for you, the story is worth experiencing multiple times.

Let me throw some numbers at you: As I write this post, Borderlands 2 is on sale for $30 at Best Buy (link), the same sale price I bought it for a month or two ago. If you think of it in terms of a brand new $60 game (we're ignoring the fact that the regular price is apparently now $40), that's a savings of thirty dollars... which I would recommend you reinvest in purchasing the DLC Season Pass, which has three extra playable campaigns available now (and a fourth coming in June). Then, plop another $20 down on the extra character classes for even more fun ($10 each, one available now, the other coming in May). Honestly, this game has provided more fun per dollar than any other game I've played in a long time, and that's even after I keep shelling out for the expansions.

I mean, I could continue trying to crunch the numbers to illustrate why you should play Borderlands 2. I could tell a bunch of stories about, if not the events that happened in the game (which would be very spoilery), then how Nate and I loved watching them play out. I don't want to go melodramatic and stake my left kidney on the fact that you'll enjoy this game, but I hope that the mere suggestion of such an event is enough to persuade you to at least give it a go. Please play Borderlands 2, and with friends if you can. It's an amazing experience, and I don't know how else to convey it to you without repeating myself further, so I'll stop writing now. (So I can go play some more Borderlands 2.)

Thursday, February 28, 2013

Ight Nams to Rmmbr

You're welcome, Internet.



Here's the source for this. The caveat about "place names (cities, towns, villages, boroughs and Census Designated Places)" makes the entire thing slightly inaccurate (depending on how loosely you define a "city"), but figuring out a quick-and-easy solution to the ridiculous Facebook game was an itch I just had to scratch. There were a couple other cities on the Wikipedia page that met the "no E" requirement, but weren't necessary to hit every state (one of which was Franklin, which would have knocked off the greatest number of states). In the back of my mind, I still wonder, can this still be done with seven cities?

Also, well done to Illinois, Ohio, and Wisconsin.

Friday, January 18, 2013

I Should Like To Teach You The Dance Of My Peeps

...Peeps? Crew? Homies? I dunno.

I haven't touched Dance Central (1) in a long time. I got myself into a rut of trying to conquer one song at a time, working from the easiest songs to the hardest songs (more of the songs I was interested in were up front anyway), and within each song, from the easiest mode to the hardest mode. As it turns out, methodically trying to perfect the game from front to back is a pretty bad way to play it. So I barely made it out of the first or second bracket of songs.

Aside from seeing it at PAX East last year, I know little to nil about Dance Central 2.

My sister got me a copy of Dance Central 3 for Christmas. ("I really liked the comment you put next to it on your Amazon Wish List... 'Don't judge me.'") Just as before, I started with the top bracket of songs ("Y.M.C.A.", "Better Off Alone", and "The Hustle"). But as I started to look down the song list, there were some interesting songs that caught my eye (mostly disco stuff, but also newer things like "Moves Like Jagger"), plus other intriguing songs I hadn't heard of before ("Mr. Saxobeat", "Stereo Love"). So I played through them. In some cases, I just threw myself straight into the song (on the easiest level) without even touching the Rehearsal mode. I even spent some of my precious Microsoft Points to purchase "We No Speak Americano" (you know, that song).

And you know what? I'm having fun with it. In approaching the game from a slightly different angle, I've found that Dance Central 3 can be stupid amounts of fun. I'm getting over my need to be the perfectionist who goes for all achievements on the first run through, and I'm just enjoying the game. I find myself even ignoring the flash cards and just trying to mirror the on-screen dancers with songs I've never touched before. Because it's that fun. I don't care if I fail (well, I get a bit miffed if I don't get at least five blue stars), I just want to play the game.

But tonight I tried the Story mode for the first time. Sweet mother of Carl Kasell, it is AMAZING.

I should confess that as I started to work my way through the beginning of the Story mode, I was laughing hysterically at how ridiculous the premise is. You're invited to a secret underground dance party, which turns out to be the initiation for an equally secret underground dance FBI agency (I guess). And then you're sent back in time (yes, TIME TRAVEL, IN A DANCE GAME) to unlock dance moves from different eras in order to stop "Project Lockstep" and... See, now you know why I was laughing so hard. It's absolutely ridiculous, but amazing at the same time. I think the game knows how crazy it is, but it doesn't acknowledge it at any point in time. It doesn't matter anyway. It threw me into a couple songs I never tried before, but it made the experience so awesome, I have no regrets about my less-than-perfect performance. I can't wait to play through it more.

I'm not very far into it, but if you have a Kinect, I strongly recommend you pick up a copy of Dance Central 3. It's my favorite dance-based game so far, partially because of its good song mix, partially because of the more enjoyable atmosphere it brings that DC1 seemed to not have, partially because it's just plain fun. On the other hand, it's entirely possible that I have crap taste in music and it's just grimacing and nodding as I flail in front of my TV, but I don't care. It's so much fun. Just play this game.

Monday, December 31, 2012

Huge 2012 Year-End Blowout Inventory Clearance Blog Post!

Well crap. It's been three months since my last blog post, which finally breaks my streak of having at least some sort of new content every calendar month since this blog started. The last few months have been busy with work and family obligations, and... Oh fine, I've just been too lazy to write. Too much gaming yielded too much to write about, too much to write about yielded too much procrastination, too much procrastination yielded too much gaming. It's a horrible loop.

At the very least, I wanted to share a little end-of-the-year blog post with you, reviewing some games that recently debuted that were featured in my PAX East post. I have bought my pass and booked my hotel for next year, and I'm counting down the days until I get to do it all again (after I somewhat slagged it off as not something I should be doing last time). I started writing this blog post in October (honest), and I wanted to start the ball rolling on what should hopefully be a new year of anti-crastination.

Rock Band Blitz
Xbox and PS3, reviewing Xbox
Probably the most mainstream of the games I've checked out, Rock Band Blitz is a casual take on the rhythm game franchise. You play all of the instruments, although only one at a time, and with only two buttons to hit in a usually-alternating fashion. The challenge of the game is leveling up all of the instruments together to increase your scoring potential. You have to be familiar with how each song plays out, so you can anticipate what instrument to level up more quickly before it drops out of the song. Failure doesn't mean you lose, it just means you score less.

That said, the game seems to run on a very convoluted economic system. For each star you earn while playing (read: "For each scoring milestone you pass"), you earn 100 coins (plus "cred," which seem to have no value whatsoever). These coins can be spent on purchasing three types of power-ups, which cost 250, 200, and 100 coins each. Generally, you'll need three power-ups in some combination to get a high score, but if you do the math, you're spending 550 coins to do so, which means you need to hit the highest score bracket (five gold stars, worth 600 coins) to make any sort of profit. Mind you, you get double coins on your first playthrough of any song, and the payout system has been tweaked since the game was released to favor the player a bit more, but it still feels backward that anytime you play, you almost always have to take a loss.

The game comes with 25 songs, most of which I'd never heard of before. You can purchase additional songs from the in-game store for $2 a pop, which feels like a fair price, but I can't see myself splurging on many songs to flesh out this game more. Maybe if there were a way to use those hard-earned coins to purchase songs, I'd be more comfortable with the game on the whole, but without that option, Rock Band Blitz just feels like a social game where the more you play, the more the developer wins. Mind you, it's still a good game overall, but it's wrapped in an overall unappealing way.

Retro/Grade
PS3
Across the indie divide, we find Retro/Grade, a rhythm-based avoidance game, where you must undo entire space battles by un-firing your lasers and re-dodging backward-moving missiles from your enemies. If you make a mistake, you can un-rewind time to fix it (yeah, wrap your head around that), but you have a limited amount of un-rewind time per level. Ideally, if you rewind each level perfectly, you'll lower your score back to zero, though part of this relies on some luck with power-ups, so just know that a lower score is better.

In the main campaign, there are ten songs, which unfortunately get old somewhat quickly. It doesn't help that there are six difficulty levels with which to play the game, so you've got a lot of replaying the same songs for completion. A lot of the game's eye candy appeal (some really nice scenery and excellently-animated boss enemies) are lost to the fact that you have to keep focusing on the bullets in the foreground, which is sad.) However, there's also a separate choose-your-own-path adventure mode where you play the same songs with little challenging tweaks (faster speed, no color assistance, playing facing the opposite direction, etc.) bring the game back to life in an oddly intriguing way. In the end, the interesting gameplay tweaks compensate for its repetitiveness, and I'd say Retro/Grade is definitely worth a go.

Dyad
PS3
Other reviewers that have tackled Dyad claim it's impossible to describe it in one sentence, so here's my go: It's a racing game with color-matching elements. See? It's not hard, guys. Just stay away from the "magic shroom" metaphors and it's quite easy. In each level you travel through a tube, hooking on to enemies ahead of you to get a small speed boost. Hook two similarly-colored enemies for a larger speed boost. Some enemies may also leave short trails you can hop on for an extra speed boost (after you've dodged their attack). A good portion of the levels are straight race-against-the-clock rounds, while many others require you to grab a certain number of enemies or power-ups, and other interesting challenges where you're trying to hit the fastest speed possible or maintain power-up-edness for as long as possible.

This is probably a cliche thing to say about a racing game, but sometimes I felt like it was all moving too fast. Between the frantic music and the seizure-inducing colors, it was often hard to play the game well, or well enough to reach upper-echelon achievements. The game seems to be aware that some may use random button-mashing and penalizes players appropriately. Still, if you can focus hard enough, each level can be conquered, and it feels rather satisfying when you do. This one is also worth picking up, even if you don't do drugs. In fact, don't do drugs. The More You Know!, etc.

Runner 2
Runner 2 hasn't released yet, but I feel like I have to give it a mention here. In the past, I slagged off the original BIT.TRIP RUNNER as unenjoyable since the controls didn't seem to correspond with the on-screen actions in a weird lag-plus-rhythmic-dissonance sort of way, but for reasons I can't put my finger on, I'm somehow excited for its sequel to eventually come out. I've been checking up on Gaijin Games' blog, and something, maybe the new music (which I love), maybe the less pixeled, more cartoonish style, something jumps out at me. I hope good things come of it.

Happy New Year!