If you haven't played Telltale's The Walking Dead Season 1 (in no way to be confused with the awful Survivor's Instinct game starring Daryl and Merle), then you owe it to yourself to go and play it. Right now. We'll wait.
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Okay, now that we're all up to speed on one of the greatest pieces of gaming in recent memory, let's talk about 400 Days, the DLC that Telltale put out to bridge the gap between Season 1 and the fall's Season 2.
Kobolds have long competed with goblins for the bottom of the monster food chain, but no longer! This latest Player Companion from Paizo Publishing gives an inside look into the workings of kobold kind, explaining their connections to dragons, love of traps, lifespan, different tribes within Golarion, and far more! Unlike some of the Player Companions, I can see this one being especially useful to GMs with its focus on traps, dragon worshipers, and making these typically low-level monsters far more dangerous to an adventuring party.
Castles. They're far more than a collection of stone and mortar; they are the setting of legends. The meeting place for a group of knights, the final battlefield of a war, the neglected dark fortress that houses great evil; castles come in all shapes and sizes and each of them has a story to tell. Castles of the Inner Sea tells the story of six fantastic castles for use in your Pathfinder campaign.
If you're a gamer, by now you've probably heard of The Last of Us. It's winning the hearts and minds of many gamers and with good reason. The Last of Us is set 20 years after the world ended due to ophiocordyceps unilateralis, a parasitic fungus which drove people mad and turned them into psychotic monsters not unlike zombies in other fiction, but we'll just call them Infected for short. Joel is a man who lost everything when the world ended and has lived 20 years doing little more than surviving. Ellie is a 14-year-old girl who has known nothing but the military guarded walls of Boston. Due to circumstance, the two are paired up and sent on a cross-country trek through the remnants of the United States.
The year is 2084, social media has evolved to the point of sharing memories. The company Memorize has a virtual monopoly on human memories through their Sensen technology, but if you don't own your memories, what do you really have? Enter the Errorists, a group of terrorists and memory hunters working to take down Memorize in order to preserve humanity. Nilin was their greatest memory hunter until she was captured and stripped of her own memories before managing to escape. Now, with a blank slate, she has to figure out who she can trust, find a means to regain her memories, and stop Memorize from dominating Neo-Paris.
Dix (FBC Contributor Brandon Perdue): After the amount of yammering on I’ve done about Star Trek games, I would be remiss to not review Star Trek: The Video Game, based on JJ Abrams’s version of the franchise and bridging (some of) the gap between the 2009 movie and this year’s Star Trek Into Darkness. The game was described at E3 as a “bro-op,” alluding to the highly cooperative nature of the Kirk-and-Spock-centered gameplay the game intends. To adequately explore this, I called on my friend and fellow Trekker Kristine Chester of Fanboy Comics to help protect New Vulcan from Gorn invaders.
Each book in Pathfinder’s Ultimate series of roleplaying supplements takes different aspect of the game, and expands it, offering new abilities, options, and story ideas to enhance your game. Ultimate Combat looked at battle and the characters that excel at it. Ultimate Magic looked at the spell system and offered new opportunities to weave sorcery into your game. Ultimate Campaign looks at the campaign as a whole and explores new ways to improve and expand your roleplaying game from a series of strung-together adventures into an in-depth look at the character’s life and the adventures that are the highlights of it.
Despite being a huge Star Wars fan, I delved into this game with caution, because I haven’t had the best experiences with MMO games; however, as someone who enjoyed the original Knights of the Old Republic games, I thought I would give it a chance. I was certainly surprised by how much I enjoyed it. I’m not going into details about the original game mechanics and aesthetics, as that’s already been covered by other FBC people, but I am going to give my thoughts and feelings on the two most recent updates to the game: 2.0 and 2.1.
Many hands make light work. A saying that goes back a long way, but not nearly as long as sickness, I'm sure. Disease has always been the bane of mankind, striking fear into those that know the symptoms and not the cure. There must have been a caveman that correlated a cough with sickness. A caveman that paved the way for science to discover vaccines and treatments to battle the plagues that ravaged mankind. Of course, he probably took a more direct route to eliminate the spread of disease by clubbing the one that coughed to death. Cough drops wouldn't be invented for thousands of years, and an itchy throat is a real drag. But, getting the cougher backed into a corner and taking them down by oneself can be difficult. That's why many hands make light work. Fast forward a bit, and you get a game based on the history of illness, virus, and plague. You get Pandemic.
Since as far back as I can remember, I was always more of a Marvel guy over DC when it came to comics. The personal taste I guess, but I still consider myself a pretty big DC fan. While not familiar with ALL the mythos, I do know enough about the DC universe that when I purchased Injustice: Gods Among Us, I couldn't wait to see what kind of story was going to unfold.
And, boy, was I not disappointed . . .