After a long break, here is a new post to give my readers an idea about new things I’m trying during my free time. My current obsession is making short stories, comics or other original concepts with the help of AI tools like Midjourney and Stable Diffusion.
Why AI Tools?
For a long time now, I’ve been wanting to work on my own concepts & short stories… to come up with something original and if possible, thought-provoking and creative. I’m not a proper artist. With the availability and access to these new massively engaging AI art generators, it’s quite helpful for me and others to generate concepts that align to our vision. Atleast, as close as one can get. It’s not without flaws, but the benefits they bring are enormous. That’s what I believe.
Currently, there is a rift among the art community on using these tools, even some of my friends and colleagues are a little split. In my opinion, as long as one can use the tech and the knowledge to get what they want to create, it’s all good and well. Few of my artist friends are already using these tools to save time and paint over, to further enhance the output. Truly, the possibilities are endless!
I’m creating all of my story/comic concepts using Midjourney and Stable Diffusion. In the future, I’ll explore other AI art generators and perhaps mix and match certain things. All my work (for now) is mainly shared on my other instagram account: uns33n.comics. Do note, most of the images I shared on the website here are of medium quality.
Here is a sneak peak (already present on my instagram account):
Check out some of my ultra photorealistic pictures made using Stable Diffusion:
Artistic & Creative
Midjourney gives me the best results when I want something to be more artistic, wacky and fantastical:
Old to Modern?
I also tried a sample to give a modern look or to make a character from a video game realistic. In this case, I went with Fran (from Final Fantasy 12), because I managed to find a good image to use as a reference. It is important to know that img2img also works, which can bring a lot of interesting and sometimes strange results. It depends on how we manage the parameters to achieve our intentions.
Someone completely different?
As I briefly covered img2img above, you can actually also shapeshift someone, create a doppleganger or a completely different person! Check my try:
These tools are also both supporting and competing with each other. All of them receive regular updates, improvements to their algorithm, more artistic possibilities, variations and so on.
I’ll continue making more concepts and stories. If you like the work, do support and give a like, follow and share: uns33n.comics.
As I mentioned in my last blog, Better Call Saul has so many memorable moments that if I wish, I can write heaps and heaps of critical material on them. Absolutely brilliant television show. For this post, I decided to analyze another scene, in my own way. In, “Klick” we took a look at how empathy towards characters change over time, case study around the first 5 mins of that episode. Now, let’s take a look at a scene from “Something Beautiful” – Season 4 Episode 3, mainly, in this case, ‘last 2 mins’, which is so exceptionally well executed that it took me down with sorrow for a while. Especially, due to Rhea Seehorn’s phenomenal performance as Kim Wexler. Goes without saying, for a show to convey so many emotions at such an incredible level of intensity, time after time and then also fleshing out chemistry between its characters with such precision, is a pure art form.
The following analysis contains *SPOILERS* so, I kindly request you to read further only after having watched the episode.
Chuck’s letter to Jimmy
First, let’s try to understand the subject of the scene – On a high level, it’s about ‘reading of a letter’. This time, I had to dive into analyzing ‘change in emotions over time’ for one of the show’s main character, Kim Wexler. Once I started digging deep into my process, I realized how impeccably well directed and performed these 2 mins are!
The letter, addressed to Jimmy are the last words from his brother, Chuck.
As a starting point, let’s use Robert Plutchik’s Wheel of Emotions. In my opinion, this wheel takes into account quite a lot of emotions felt at a decently granular level.
When I say last 2 mins, the scene times are from 39:30 to about 41:30.
Initial Frame and Timing
It is very important to understand the way this scene is directed and framed with regards to the performance of characters on screen and the message. The framing shown above is maintained as Jimmy starts reading the letter (after taking his first sip of coffee, with deep satisfaction) until 40:37 into the scene.
That’s a total of 1 min and 7 secs. This framing gives us, the audience the view of Jimmy (halfheartedly) reading the letter while having his breakfast, as Kim anxiously observes the whole thing (especially Jimmy and his reaction). This 1 min and 7 secs has a lot to say, in terms of the tension and emotional build up. Let’s dig into the gradation of emotions that Kim goes through, starting from ‘Interest’ all the way up to ‘Sadness’.
Range of Emotions
Following Plutchik’s Wheel of Emotions with their appropriate color codes, Kim is going through the following during these 1 min and 7 sec into the scene (which is 3 paragraphs of letter), in sequence:
From Interest to onset of Sadness
By mapping these emotions to the scale from the scene, we get the following:
As the reading is about to begin, Kim hovers towards the side of ‘optimism’, which is close to ‘Interest’ and is looking for closure, for Jimmy. She spends most of her emotion in the range of ‘Interest’ until the shift starts to happen towards a very brief moment of ‘Surprise’ from ‘Anticipation’. To get a sense of scale, ‘Surprise’ lasts for about 3 secs – everything else is also in relation to it.
These change in emotions for Kim happen due to the way Jimmy reacts and reads the letter. Mainly because, Jimmy keeps reading casually, having his regular sips and munching over cereals, as if it’s just another letter to him. Why he truly is reacting this way, is out of the scope of this blog post 🙂 in short it’s denial and ignorance that he goes through at this moment in time in the show.
The moment of ‘Surprise’, which lasts for just about 3 secs happens during the reading of 2nd paragraph of the letter as she starts realizing how indifferent and emotionless Jimmy’s reading is.
The camera frame change happens at 40:37, as mentioned above – this is where we are brought in for a closeup view of Kim (side perspective as she tries her very best to continue looking at Jimmy, albeit with extreme sadness, as Jimmy continues reading the letter).
The moments of sadness begin for her with ‘Disapproval’ as a zone of emotion from the wheel:
During the 3rd paragraph is when Kim starts getting teary, when Jimmy reads aloud ‘… as we are brothers…’ line from the letter.
As the 4th paragraph ends with the line ‘… share the name McGill’, Kim is unable to control her emotions further and begins to cry.
The aforementioned 33 secs in the image are the moments of ‘buildup of sadness’ in terms of emotions for Kim. The masterful change of camera at 40:37 with Kim’s closeup of face is meant to drown the audience (like me) further down the rabbit hole of sorrows.
The boat of sadness, where she remains for the most of the duration:
From Sadness to onset of Grief
As the scene progresses, Kim keeps drowning further into the sadness as she finds it harder and harder to make sense of the situation. By staying into sadness for this long, she finally dives into ‘Grief’. This is where the final camera cut intensify the situation further. These also clearly help in understanding the change in ‘chemistry’ between Jimmy and Kim – as Kim exits the room with uncontrollable grief… the door closes halfway in on Jimmy.
Mapping further, the ‘Sadness’ and ‘Grief’ from what’s observed on screen results into:
Now, for all those who have watched this episode, there is one camera cut/angle that I’ve not mentioned in this analysis. That one, is quintessential to the whole 2 min too 😉 I won’t put the screenshot here – that frame is when we get to NOT see Kim, but make a mental model of what she’s going through as we get a closeup of Jimmy reading the letter from a declined perspective and then switching back just before finishing ”say what you will, the man can write a letter” as he ‘finally’ sees, for the first time (during his read), what Kim is going through… that is also the moment when he just finishes reading the letter. The ending of this cut to the one mentioned above takes Kim further down into the territory of ‘Grief’. Especially, as this particular moment is preceded by Jimmy’s ”its okay its a nice letter…” phrase. This breaks her further.
Domain of Sadness
As I was working on this analysis, I tried remapping these emotions in a different form, keeping their scales in terms of ‘secs on screen’, I was astonished to come to this conclusion:
Container of Emotions
It is incredible to notice, that all the emotions Kim goes through in these 2 mins, collectively lie in the ‘Domain of Sadness’. The numbers correspond to all the aforementioned emotions, listing them again for reference:
Sadness (level 1)
Sadness (level 2)
Sadness (level 3)
I truly enjoyed working on this analysis, wanted to do it since the moment I watched this episode and got teary eyed during the recital of the letter – Last 2 mins.
Hat’s off to Better Call Saul! If you’re a fan of Breaking Bad and this show too, I would love to hear your take on this 🙂
I’m a big fan of Breaking Bad and recently, I started watching Better Call Saul. Just like Vince Gilligan’s previous masterpiece, this show too is filled with familiar and strong memorable characters, tight plot with brilliant direction and chemistry. Every episode is fantastic… then there are some scenes and episodes that are truly on another level. This post of mine, is going to focus on one such episode – Season 2 E10, titled ‘Klick’.
I was literally floored during the first 5 mins of ‘Klick’ and that’s when I got super motivated to provide an analysis for the same. An important point to consider here is that I’m on season 3 of the show and haven’t caught up with the latest story development. My interpretation takes into account the exposition, moments and plot arcs for characters up to the point of ‘Klick’ only.
Analysis contains minor spoilers
As we start watching the episode ‘Klick’, we are already coming from a high tension phase from the last scene of Season 2, Episode 9 ‘Nailed’. This already sets a strong notion of limited information coupled with curiosity as we move onto the next episode.
One of the key element of chemistry built up to now is the relationship between our Protagonist, Jimmy McGill with his brother, Charles McGill, an Antagonist. In my opinion, the first 5 mins of ‘Klick’ gives us a much deeper understanding of these characters, their chemistry and background which further reinforces our thoughts.
Empathy toward characters
In my analysis, I want to focus on how our empathy toward Jimmy McGill and Chuck changes during these 5 mins. My initial thoughts were to delve into the ‘Tension’ of the narrative. After digging deep, it felt that it would make more sense to look at the character arc based on their actions and the empathy we feel for them.
To understand this, I’ve plotted an empathy graph considering key plot moments from the beginning. Empathy shift vs Time/Key Plot.
The scale of time is not 1:1 as I’ve made it so as to give the direction and timing of narrative exposition with regards to the plot. The individual timing is what’s most important.
Let’s delve deeper into these key plot elements to understand the chart better:
Audience is coming from a high tension phase – Season 2, Episode 9 ‘Nailed’. The general expectation for us is to be curious… ‘What happened to Chuck?’, ‘Is he alright?’. The initial starting point of reference for the empathy levels begin here. We are already emotionally invested in wanting to know what happens next!
Flashback of hospital scene where the nurse indicates that the condition of the patient is dire. Within 30 secs it is made clear that the patient is perhaps breathing his/her last moments. We are expecting a continuation from Nailed, but this shift to flashback is an ingenious decision. This is the scene where we, as the audience expect the patient to be their Father.
Jimmy tries to lighten the mood by talking about food and how Chuck must’ve not eaten since long. Chuck remains a bit distant and cold due to the sadness in the room.
Chuck is surprised at Jimmy’s casual reaction to the situation and is taken aback by his whole ice-breaker conversation.
This is where it is made clear that the patient on the bed is their mother. Up to this point there has been no exposition regarding her apart from an episode where Jimmy informs Marco about attending her funeral few years ago.
A pivotal moment where it is made clear how different people remember things differently. Jimmy is remembering the good old times about an old party… where Chuck chips in to recall how his memory was nothing but sordid as they had to clean up the mess caused by Jimmy back then and it also was a sad end to their Mom’s birthday celebration. This is also a moment when the chemistry keeps breaking up as they don’t align with each other positively. The feeling of support keeps breaking between them.
Around 2 min mark, Jimmy finally decides to get food and also shows that he has nothing but care for Chuck. He even remembers his food preference by literally spelling out the way he likes it and then excuses himself out.
A clear rising moment where the deep attachment between Chuck and his mother is showcased, unable to control himself, he breaks down and starts crying.
Around 3 min mark, their Mother finally wakes up… Chuck sighs a sense of relief and calls out to her. Her first words are ‘Jimmy’ and then ‘Jimmy’ again even after Chuck tries to make her understand that its Chuck beside her side and not him. This is a breaking moment as we are also made aware that even their Mother cares more for Jimmy. Chuck is extremely saddened by the thought as she flatlines.
Chuck, distant again in his composure and thoughts, he immediately regains control of the situation, depressed at what just happened but calmly utters ‘this is it then’ to the nurse.
Around 4 min mark… Jimmy arrives back at the hospital with food, casually walks in the room and is shocked to not find his Mother and confronts about this to Chuck who is sitting at the other side of the corridor.
Chuck says ‘She’s gone’ and this shocks Jimmy. He is unable to take in the information and just cannot process it as he missed the last moment when he was outside the hospital.
Around 5 min mark… is where there is a big shift in terms of how we further feel for these two main characters. When Jimmy wants to know if she woke up before and had anything to say… Chuck avoids eye contact, composes himself strongly and blatantly lies to Jimmy as he says ‘No’.
Plot breakdown – First 5 mins
By taking these little elements one after the other, in sequence (with the prior knowledge about the characters), it is clear, just how ingeniously executed these 5 mins are, there is a striking shift of how we feel empathy toward both of them. At least, that’s true for me. It will be interesting to know your observations on the same.
Let’s take a look at the information, we, as audience possess (apart from Saul’s background that we are already aware of from Breaking Bad) about these two characters. Also, I’m going a bit further by giving a brief on their traits and personalities… strictly from my point of view. Plus, a little Dungeons & Dragons alignment system 😉
James McGill (Jimmy)
Alignment & Traits
Chaotic Neutral -to- Chaotic Good
Good of the people, Self-interest, whimsical nature > Intelligence
Lies a lot, usually for the overall good
Charles McGill (Chuck)
Alignment & Traits
Intelligence, Rank, Law, Power > Good of the people
Lies to show power, status and avoid embarrassment
In terms of our investment in these characters, we definitely feel closer to Jimmy and have more empathy toward him as the opposite becomes true for Chuck. This doesn’t mean that the shifts stop happening post this scene. In fact, the next 5 mins is one of the most intense – this is where the time moves to present where we are made aware that Chuck is admitted and is taken in for treatment. Perhaps, I’ll write about this in the future.
If like me, you’re a fan of the show (and of course, Breaking Bad) I hope this brief look into key moments from the episode helps shed some light into the genius of ‘Better Call Saul’ as a TV show.
Few movies released in 2018 have really grabbed my attention. One of them is ‘A Quiet Place’. Usually, when I truly adore a movie/series/ any media, I tend to watch/play them multiple times. If possible, that is. I do try. This particular movie is such a brilliant work that I went to the theater again about a week later and re-watched it! My post isn’t going to be a review or a rant but more like an overall high level observation.
Before you read any further, please take note that there will be massive spoilers ahead. Proceed only after watching the movie at least once 🙂 Goes without saying, whatever you’ll read below in my personal take. Let’s begin…
Contrast is extremely important. I believe ‘Timing’ and ‘Pacing’ to be few of the main factors that can really boost up contrast (when not talking about color). What is this contrast that I’m talking about? Well, from its ‘utter silence’ (read, lack of vocals/speech, sign language) as the movie begins to the point of reaching ‘first speech’ (read, voice or almost a sign of sound that makes a voice). The audience is slowly absorbed by the way they communicate i.e., the sign language within this long uncomfortable stretch of silence until the carpet-lantern-fire accident in their home during the kids’ play session! This is the first moment when you actually get to ‘almost hear’ their younger male child ‘mouthing’ the words… “I’m sorry”. This to me told quite a few things… like ‘he truly doesn’t practice sign language properly’ and is ‘still trying his best’ to fit and survive in this severely restricted and inconvenient situation that they’re all in.
A scene that comes in later wherein Emily Blunt is teaching him math, she has to whisper clearly and make him learn signs as clearly as possible. These moments are meant to make him realize that ‘he needs to adapt early’ and ‘grow up to be a strong survivor’ to ‘take care of the family’. These first whispered words are indeed calming to ears, mainly because this is absolutely the first time as an audience, we actually get to hear some vocal speech… first real vocal exchange of words.
Path from Bateswood Country Park to Red Hall Lane
Mise en scène. One of the first things you notice is how smoothly this movie tells its story. In ‘A Quiet Place’, surroundings, structures, placement of objects, scribbled whiteboards, design structures and other such elements coupled with ambiance form the storytelling and strong narrative part of the environment. Perhaps, an excellent showcase of ‘Show, don’t tell’. Apart from these, there are obviously few scenarios where the movie indeed sticks to ‘Tell, don’t show’. Earning the knowledge of these creatures/ aliens as we get to glance at the whiteboard (in the radio/ brainstorm room) for the first time is done quite smartly. There are few shots that zoom in the ‘much needed info’ so the audience most definitely can get a second chance to catch phrases in the environment. Personally, I would’ve loved if some of these second chances at reading the environment were cut/edited out (as their absence would make it an extra notch brilliant ;))
Plus, don’t forget the wide-angled ‘bonfires’ shot that bring the remaining human survivors closer to each other… the presence of life and the comforting nature of knowing that other survivors do exist!
Can you predict the weakness?
Deferred First revelation.
It is made pretty clear that the family and other surviving humans aren’t aware of the creature’s weakness. I’m not sure if it was clear for everyone or not but at least to me, the first revelation of their weakness is clearly depicted in the farm when the alien creeps up behind Regan (their deaf child). Funny thing is, I actually observed this properly when I watched the movie again, not first time though :/! The way this worked is that even if the audience did notice the weakness during this scene, the characters aren’t aware of it. That is indeed another brilliant touch! Regan actually connects the dots in the final scene and that’s their true first revelation of finding the creature’s weakness! In case, the audience does miss the evident farm scene… they would find themselves on the same page as Regan!
Defensive to Combative.
The main characters and perhaps, most other surviving humans in this post-apocalyptic scenario are primarily staying alive by ‘protecting’ themselves every step of the way. The family survives purely by escaping, hiding, barring themselves, most importantly staying out-of-sight(hearing)-soundproofing knowing that the opposition is infinitely stronger and agile than them. The parents are mainly defensive. Almost everything they do is intellectually correct in such a survival situation. At least, they try to do their best. They know, they cannot hunt or attack the creature.
Unfortunately, this stance changes. They, especially the father (John) progresses towards being combative. The trigger to this particular change of stance/ survival trait occurs after their new baby is born… when Emily Blunt makes it clear that they are nothing if they cannot protect their kids and makes John promise that he must protect them at any cost. Later in the farm, is when he tries to make a move to be combative and attack the creature with an ax in hopes of doing some damage and saving the kids. In the end, the only thing that ‘truly protects his kids’ is sacrificing himself.
Lovely knotted hearts.
Overall powerful tidbits.
Loved the ‘Point of View’ audio moments throughout the movie. Especially, as it serves such an important narrative meaning, helping to establish certain characters during the early sections of the movie.
Neil Young’s Harvest Moon is without a doubt a perfect choice given the scenario in which it is shared and fits so well with the overall context of the movie! Neil’s vocals truly boosts the aural mood and takes it to a calm, relaxing, intimate and comfortable zone 🙂
The direction, synchronization of audio and masterful editing with transitions during the ‘bathtub scream‘ with rockets flying in the air is perhaps the true solid peak of the movie. It is just so well done! Sound design is super important, especially for any thriller/ horror flicks out there. ‘A Quiet Place’ is a shining example in this case.
This last one might also be a trivia for most readers, as I got to know about this only after watching the movie… Millicent Simmonds, the actor who plays the role of Regan (deaf child) is actually deaf in real life! After knowing this fact, I must admit, my respect for what I saw has easily doubled! Fantastic work!
That’s it folks. Thanks for reading! This movie is now going to be in my ‘favorite list’ of all time 😉 Do comment, discuss and share if you liked this movie too!
My friend of mine, who is a fellow movie connoisseur has posted a pretty great rant on ‘A Quiet Place’! I highly recommend checking it out if you’ve already watched the movie.
I’m pretty sure by now, most of the readers have already played Witcher 3… or at least have heard about this gem. I finished the main game about 2 years ago and clocked in ~100 hours! For me, this game is without a doubt, one of the finest RPGs of this generation. It just does so many things right.
This post isn’t about what makes the game great, it is about how the game provides multitude of game settings that players can make use of to further intensify the entire game experience by making it more immersive (personalize to your liking). Some of you might know about this, as the game is a little old now… to me though, after trying some settings that I’ve mentioned down below, I can vouch for the increased ‘fun’ the whole thing brings.
How I used to play?
I directly delved into the game by making minimal adjustments to the game settings (apart from visuals and audio) and finished the main game in ‘Blood and Broken Bones’ difficulty. It was an excellent experience.
This is how I played the game (~100+hours):
Take a note of the contents in the RED BOX.
The game itself is exceptionally beautiful, with lots of details in terms of the way interactions work, the way in which the world feels real with some truly well designed geography (with noticeable locations, terrains and points of interests).
Now, with no changes made to the game settings and keeping them at default, this is how it (over)populates the HUD. Unfortunately, I noticed the problem after countless hours of gameplay. Not really a problem per se, more of an hindrance. Everything inside the RED BOX is meant to simplify exploration and ease the players into the game. Give better, detailed directions to what, where, when and so on. In short, easing by hand-holding. Once we start playing the game this way, naturally we progress quicker and feel great about it. However, after paying close attention, we realize that by playing this way, our eyes are mostly focused at the RED BOX. Especially, glued to the glorious, beautiful, rotating, mini-map. This is when, we stop ‘truly playing the game’ to ‘surfing the game’ because of the minutiae brought about by the mini-map. In short, eyes glued at the wrong place… a tiny place in relation to the entire rest of the screen that is filled with intricate details… real details which are begging for your close touch and exploration.
This is how I play the game NOW (~10+hours and counting):
Trust me, with this way, my experience with the game and immersion it brings about has increased by a lot! To me at least. This is something that I would seriously recommend you all try too. I started with this personalized setting with the expansion ‘Blood and Wine’.
Toggle the following ‘Off’:
Do not forget, we can open the main World map whenever we want to see the destination objective marker, explore and find our own way and traverse like a real ‘Witcher’. Let’s just not look at the shortest way to reach there with dotted lines on your mini-map with the exact distance of footsteps it’ll take you! Try it out and see the experience being enriched.
Along with this, I also found 2 more settings that can really add a little more twist and increase the sense of danger. This can be a little subjective, but worth a try 😉 Turn ‘Off’ Boss and Enemy Health Bars. Yes, sounds scary as frak! I can’t really recall right now, but few other games also have the setting for turning off HP bars. So, try this out here… a Witcher, after all doesn’t really know how much HP the opponents have (unless witcher-vision provides the touch) 😉 role-play!
In short, I encourage every player to try and personalize and find settings that suit you best. Turning Off the mini-map is highly recommended as I personally found that it truly enriches the experience. Everything else, well tweak and play around with them, see if it works for you or not.
This is the beauty of a true player-friendly PC game. Tweaks and tips to dig deep and escape!
I’m pretty sure most of you have already started playing Clash Royale by now. Even if you aren’t one of the Royale players, you might very well be aware of the game. Clash Royale is Supercell’s next gem for mobile devices.
I’ve been playing this game on a daily basis since it launched in India. I wanted to jot down and do a few write-ups focusing on design.
The first design overview I felt like covering is the gameplay concept map. Please note:
This concept map focuses only on gameplay elements
It does not teach you how to play the game
Shows the inter-relationships of different elements
Now, I am not explaining what each element (especially the ones taken from the game) stand for. Obviously, if you have been playing the game, you’ll be aware of the intricacies. In case you haven’t tried the game out, this’ll help you understand (a little) the concept of gameplay in Clash Royale (inter-dependencies, skills needed, synergy and complexity).
It is informative to look at the game, realize its scope and go through its various concepts. Do check it out, it’ll be fun to discuss more on this (especially if you have already been playing the game).
Keep checking here for further updates, I’ll most likely do more write-ups by focusing on different features. They may not necessarily be in sequence and will most likely be a little independent of each other.
Do shoot your feedback and rants. It’s always fun ;]
I finally gave in and bought one of the games that was lying at No.1 spot for a long time on my Steam wishlist – Wasteland 2 Director’s Cut. I am a huge fan of the classic Fallout 1 and 2, love post-apocalyptic scenarios and isometric role-playing games. Most of the followers of the genre already know that Wasteland 1 is what inspired classic Fallout.
I always had in my mind a very particular set of characters, which I believed would be really interesting in a game like this. I love Firefly. I felt like coyboys, sci-fi and wasteland would be a perfect fit for me to roleplay (as a party). I went ahead with that decision and I am seriously so in love with this game.
Firefly party creation and composition:
There are so many amazing characters in the series, I had to shortlist the best taking into account character skills (TV series), ones that would really matter
Their chemistry – if made as an away team in a party
I know the game to be combat heavy (like Fallout Tactics, unlike Fallout 1 and 2), so made an appropriate selection – since 4 is the maximum number of party members allowed at game start
Unfortunately, biography for characters I made in Wasteland 2 party is blank at the moment (I thought those could also be edited after starting the game, but I’ll need to modify saves to do it – will update this later)
I’ve tried to make my party as close to their characters on the show as possible (attributes, characteristics, personalities and skills)
Quirks were truly interesting – and it took me a long time to choose!
State of Firefly characters – Party creation process
I’ll now share how the characters grew in around 30 hours of gameplay. Most of the characters in my party are Level 13 as of this post. I tried to roleplay and add only those skills which made sense to me (staying in line with their show counterparts and also helpful in the game/ but not always)
Without any thought, this guy had to be there. There was no question about it. A leader. Smart Ass. Charmer. Can make horrible/ bad choices ;]
Character Screen – Coordination, Charisma
Quirk: Opportunist [description from Wasteland 2] –> It takes a certain ethical flexibility to take advantage of others, and it’s a flexibility you possess. Your predatory nature means that you kick your enemies just a bit harder when they’re down. However, you’re also equally timid and fearful of harm coming to you, and as a result, you do less damage to those that are healthy.
I believed that quirk to fit Mal perfectly in this game ;]
Skills – Leadership, Smart Ass, Handguns
Skills: At this moment in the game, Mal is kind of above average in handgun combat. He also has Pulse Rifle as secondary weapon. Leadership helps during combat and Smart Ass provides interesting dialogue options in conversations (wherever possible). He is also perceptive and overall failure in safe-cracking.
Perks – Know-it-All!
Perks: bonuses for your characters as they level up.
Mal is pretty much having bonuses in Conversations and a little combat advantage. Overall, I use Mal for primary communication with others in game.
I really needed a character that can be strong in combat, hardcore and a true, good friend of Mal. It had to be Zoe. Bad-ass, strong and aware.
Character Screen – Coordination, Awareness, Strength
Quirk: Now, I went through the entire list present in game, couldn’t really feel like a particular quirk to fit Zoe. So, in this case, there is no quirk! No plus, no minus.
Skills – Shotguns, Field Medic, Assault Rifles
Skills: So, I really wanted Zoe to be a shotgun expert, bad-ass and strong. Her Field medic expertise (coming from Army) really helps out the other members. She also has average Rifle skills, really really useful when friends are in the way ;]
Perks – Hardened!
Perks: Without blinking, as soon as I got an opportunity to give her the first Perk, I chose Hardened. +1base armor. Perfect for this character.
At this moment in game, she is one of the best combat lady in my party and really messes up raiders and other critters in-game! Just amazing :]
Now, Jayne is a very interesting character. In the series and also in this game. I wanted a brawler, hard-ass and ranged expert at the same time. Jayne is all that and perfect Watchman!
Character Screen – Awareness, Strength
Quirk: Thick-Skinned[description from Wasteland 2] –> All the boys ‘n girls in the playground used to pick on you. They called you stinky, fatty, ugly, and beat you up until you were bruised and sore. But the more you took it, the more you learned to shrug it off. Sticks and stones won’t break your bones. Years of physical abuse have left you thick-skinned and you can shrug off attacks more easily, but you’re heavier and more sluggish, and as a result, you move slower.
Isn’t it perfect for this guy? Such an easy choice for me – works especially well in the game too!
Skills – Sniper Rifles, Hard Ass, Brawling
Skills: I did mentioned I wanted Jayne to be ranged expert but also a Hard Ass. Like how he really is. Brawling works wonderfully, when someone makes a mistake to jump on him ;]
Perks – Watchman
Perks: Now, being a strong-willed sniper, Watchman it was! Also, we have here intimidating and Hoarder – all Jayne bonuses ;]
Right now, after around 30 hours, Jayne is one of the best combat specialist in my party. Ranged destruction FTW! I have even seen him breaking down a Robot Crawler by brawling him!
Okay, so I’ll be frank, the aforementioned 3 selections (Mal, Zoe and Jayne) were easy choices for me. I mean, I had to have them in my party in Wasteland 2. For the final one, I took some time to decide on the best one.
I wanted the last member in my party to be one of these:
Going with either of those, can give rise to their respective benefits, personalities and skills. After thinking a lot, I almost went with Kaylee. I mean, wouldn’t she be perfect for Mechanical repair, toaster repair and also charismatic? Then it hit me, River is someone who must be tremendously more interesting to have here, because she is so different. And, that is why, even in the game (after finally choosing her) she is so different – useful and oftentimes useless – but oh so interesting!
Character Screen – Intelligence, Strength and Luck!
Quirk: Manic Depressive [description from Wasteland 2] –> Mania and melancholy are two sides of the same coin, and you have known it all your life. You are subject to intense mood changes, and those around you say you’re almost like a different person each time they see you.
Perfect! Ain’t it? Also, so damn risky. This directly means, her attributes keep shifting every few mins (~15mins) – depending on whether she is feeling Mania or Melancholy! Trust me, because of this the gameplay and how we play around it has become tremendously more enjoyable for me.
Skills – SMG, Mech Repair, Computer Science and Animal Whisperer!
Skills: Obviously, since I didn’t choose Kaylee, I still needed someone skilled enough to repair stuff, break into locks and use her intelligence to hack into computers and blast into enemies using Submachine guns!
Also, I loved using her Animal Whisperer skills to tame more than 20 animals including gila monsters, goats and worms! :]
Perks – Weathered
Perks: For bonuses, I’ve selected her to have Weathered (resistance to crits) and Camel – which is really useful in this wasteland. Save, conserve and efficiently use precious water.
During gameplay, if possible I always try to use her whisperer abilities to tame animals (unless its impossible – level difference is high). It is really interesting to make choices based on her mood-state in the game. Many times, I had to wait for her to regain her abilities so that I could lock-pick an important safe!
Well, so that’s about it! I’m currently engrossed in Wasteland 2: Director’s Cut and find the role-playing pretty enjoyable. Especially, with a team like this… what can go wrong?
If you are reading this and love Firefly, RPGs or have been playing Wasteland 2, do post your thoughts.
As many of you already know, I’m currently addicted to Hearthstone and it is the ONLY game for which my iPad is turned ON! No pun intended. Also, I have made no effort in playing this game on my PC. Coz, touch is for now best interface to play card games with.
I present to you a brief analysis I did few days back. This is not about the game design part of Hearthstone. But, more about how you gain benefits, its shop and various layers. Please feel free to comment.
·Hearthstone has only ONE in-game currency = GOLD.
·The only other method of purchase is via hard cash.
·The game makes sure to SELL ONLY Expert Card packs
oEach Expert Card Pack consists of 5 Cards out of which at least 1 is rare or above
·The game doesn’t allow trading of cards or packs
Hearthstone – Shop Screen (Currency is INR)
I made a small table to illustrate how the shop works [the currency here is Euro – €]:
(The image shown above is from my AppStore account – so it is in Rs. Talking in Euro makes more sense internationally. Sorry for the confusion)
Without wholesale discounts – Compared to Cost for 2 Packs – Actual Costs
Expert Card Packs
NOTE: Player can always purchase 1 Expert Card pack using in-game currency GOLD but to buy more she must invest in hard-cash (one way). The only other method is to keep accumulating GOLD and buy 1 Pack after another as needed.
Looking at the table above it is very clear that the player can understand and see benefits that keep increasing the higher she goes in spending for card packs.
Overall – € 8.99 and € 17.99 for 7 and 15 Packs are most interesting for players. Good amount of savings.
·Hearthstone provides a very interesting Quest system
oDaily Quests are given to the player [valid in ONLINE play with strangers or Arena mode]
oA maximum of 3 can be stacked at any given time
oQuests come in various categories which provide rewards
oRewards = GOLD [40-100] – depending on quest difficulty/ length
·Ideally, a person who doesn’t want to use hard-cash to purchase Card Packs (grinder) – the best way is to ALWAYS make sure to keep finishing Quests
·3 Consequent wins with same hero – 30 GOLD
One of my example match in Arena (strength of the key – color)
·This is my personal favorite and one of the best game mode in Hearthstone
·Arena mode requires an entry fee
o150 GOLD OR € 2
oChoose one of a random hero presented to the player (choice among 3)
oMake a card deck from a set of random cards
–Interesting part is – almost entire deck in Hearthstone is available
–This includes every rare, epic and legendary cards
–However, the order and selection is random
oPlayer keeps progressing in Arena to unlock better and better rewards until she loses three times
–The player is basically unlocking “KEY”
·Keys come in different variety and open the specific reward box
Check the table below that gives an idea about the rewards presented in Arena (wiki helped here):
Random reward pool
1. One expert pack
2. One random reward
One common card
1. One expert pack
2. One random reward
One common card
1. One expert pack
2. One random reward
One common card
One rare card
1. One expert pack
2. 25-35 gold
3. One random reward
One common card
One rare card
1. One expert pack
2. 215-235 gold
3. One random reward
One golden common card
4. One random reward
One golden or regular rare card
5. One random reward
One golden or regular epic card
One golden or regular legendary card
One expert pack
NOTE: The important point to note here is that if the player loses all 3 games in Arena (doesn’t win even a single one) – she still gets 1 Expert Card Pack and any one of the random reward.
So according to the investment made (if used GOLD) to enter Arena –
Player is for sure going to get in return 67% GOLD back in terms of 1 Expert Card Pack
25-40 GOLD or dust
For any non-payable player this is almost completely a win scenario.
Arena offers almost fair play as the deck is created in this mode itself + all cards are made available.
No. of wins a player gets in Arena is directly proportional to the rewards she shall reap.
·Player can disenchant any of the cards (except soulbound – hero basic cards) to earn what is called as “Arcane Dust”.
·Can be termed as other currency (indirect) as this cannot be purchased anywhere/ nor converted from GOLD
Check the table below:
Rarity in Card Type
Considering that the reward in Arcane Dust for disenchanting is anywhere from 1/8th to 1/4th – it is just TOO LOW for anyone to make a significant card.The only way is to sacrifice certain unused cards or to dilute extra cards… in other words earn more cards from Arena/ Expert Card purchases.
·Pushes player to purchase card packs
·Disenchant additional cards
oTry crafting common or rare cards
oCrafting a legendary card revolves around sacrificing other strong cards in huge portion
·There is no energy system or waiting time
·Without putting any real money, a grinder can still win many games to her satisfaction by involving more
oCasual Online play
·The game statistics screen NEVER display
oWin/ Loss ratio (similar to Kill/ Death in multiplayer)
oIt is interesting to note that usually in multiplayer games the ratio is very very important to players
oHearthstone goes in a different direction by
–Increasing motivation – by NEVER showing how many games one loses (apart from in Arena – where it is part of core loop)
–Wins are presented strategically and in appealing fashion
–Even Arena category outside on stats page – always display the KEY till which player has reached till date (showing only positive side)
·An average player will keep earning GOLD in loads if she keeps finishing quests and thus can easily keep purchasing Card Packs
·The monetization is still going strong for players
oWho do not wish to grind and wait
oExcellent savings provided in card packs’ price
oVery important – player NEVER knows which cards are there when she is buying Expert Packs
–So, there will be duplicates (but they can be disenchanted for dust)
–In case she doesn’t get good enough cards she’ll just go ahead and buy more packs!
I present to my readers a brief analysis of game design in Beyond: Two Souls. This is going to be pretty much a high-level view of the game. In near future, I might dig deeper and provide underlying low details.
To understand how a game plays out and the challenge provided, it is important to know what player skills are being challenged by a particular game. Beyond: Two Souls demands the following skills from its audience:
Observation: Testing player’s ability to read signs and other cues, be it visual or aural.
This is one of the main skills challenged as the player is asked to respond by providing inputs based on the cues the game presents.
Mainly challenged during:
Fight – Observe the sign of the attack, its direction and appropriately provide the input
Exploration– Looking out for clues (usually game provides a very strong hint about the situation), secrets and hidden rewards. Challenged heavily when playing as Aiden (the Entity). Playing as Ellen, this is also challenged when looking for cover positions and scouting enemies.
Dialogue – Observing the situation and choosing the right/ desired dialog option to converse with non-playing characters
Precision: Testing player’s ability to provide inputs to lead where she wants to go
This skill is largely challenged while playing as Aiden as it gives a full 360 degrees freedom to explore and roam about.
Fight– there is always just one precise input challenged
Measurement: Testing player’s ability to provide measured input on controls to a degree of tension
Challenged mainly while playing as Aiden.
Powers – Interacting with objects in the world – to throw/ use them with a measured degree of power (playing as Aiden)
Simple interactions – Playing as Ellen there is some slight challenge is providing simple measured inputs to open door/ closing letter etc.
Timing: Testing player’s ability to provide input at the right time
Finally, one of the most important skill challenged by this game is Timing. Beyond: Two Souls (much like its predecessor) is heavily based on Quick-Time Events.
Fight – The game introduces an upgraded fighting system (appended to its usual QTEs) – wherein player must anticipate and act by providing inputs at the right time. Usually, the window of opportunity given to the player in most of the situations is high. This allows even the slow (low physical-skill) players to act by first carefully observing the sign and then giving the right attack based on timing.
Stealth – Playing as Ellen, player can sometimes use stealth and knock-down/ kill enemies from behind/ aerial move by giving input at the appropriate time. Not very highly challenged.
Dialogue – Throughout the game, player (playing as Ellen) must converse with other non-playing characters by choosing a dialogue option and providing the input in time. The window to respond to a dialog or to converse is usually very high.
[REMARK – Even though the game challenges player on the mentioned physical and mental skills, the game is no-where close to being hard. The timing never feels stressed, and so on. Compared to Heavy Rain and Indigo Prophecy, this game is very light in terms of challenging the player. Extreme linearity doesn’t help the game either.]
The narrative in Beyond: Two Souls is not presented in a regular fashion. The game shifts and jumps the player to different time in Ellen’s life. Player gets a chance to play Ellen as a:
Throughout the narrative player is challenged on all of the aforementi0ned skills. The narrative does a good job of putting together various clues, revealing information and paces the game accordingly. Game presents gradual character growth, coupled with bonding between Ellen and Aiden (how it grows stronger throughout her life) and usual relationship problems as part of a real world scenario.
[REMARK – As much as I appreciate the narrative direction and slight feeling of character growth, it is again no where close to Heavy Rain. There are hardly any huge plot twists or hard-to-solve mysteries. Narrative is however very close to a Hollywood-cinematic movie experience (apart from the jumps in time-line).]
Visual & Audio
Visually the game has lots of motion-captured sequences, varied settings, themes and highly realized character models. Player is taken form tiny confines of office/ room to the expanse of Mexico.
Aurally, the voice over are present for every characters with high-performance sound-fx and appropriate music. Visually and aurally, the game provides right signs and feedback to the player.
[REMARK – When it comes to direction in this game, there are many scenes that come extremely close to a movie! The train chase and fight, bike riding and forest are memorable and visually breathtaking. Ellen Page gives a great performance and the other characters do a fine job too. As fine as the visuals and audio are, the fact to keep in mind is that the game is more a movie and less of a game. That is not a confusing statement.]
It took me around 15 hours to finish the game in “Easy” setting. I believe the only other option is “Very Easy”. Of course, they are framed differently.
Overall, this game is more of a movie and less of a game (I must mention this again). Given the fact that Quantic Dream was supposed to evolve its gameplay + narration with Beyond: Two Souls compared to its previous offerings, I fully agree that it has not evolved in any way. The only evolution I observed was in the fighting system, where player is now required to sense the direction of attack and act-appropriately. However, as great as it sounds, it doesn’t really fare very well. It makes more sense to go back to defined and strict timing-QTE events.
Would I recommend this game? Well, if you like Ellen Page, movies, drama, story and you are a-okay with minimal gamplay from time to time… then YES! Good enough for a single play-through. Not a challenging game in any way, play it more for its story and direction.
That does it for the high-level and I must soon try and see all the endings …erm… the movie has to offer ;]
KISS… a design methodology that is not only hard to follow but also easy to forget. I can’t stress enough the importance of keeping things simple. Just as the blog states here, it is not so easy to do.
The Simple Design series will cover the basics of strong presentation design. The first part in the series is an introduction to the concept of simplicity in design and what that truly means when it comes to creating strong visual aids.
Often, when I consult with students, teachers, and professionals on presentation design, the subject of simplicity comes up. The idea that something complex should at the same time be simple can be a road block for novice presentation designers, particularly because we are so conditioned through misuse of presentation software to fill up every available inch of presentation “real estate” with bullets, clip art, non-sensical diagrams, doo dads, fire animations, wingdings, company logos, word art, and any other number of PowerPoint distractions. Imagine if Abraham Lincoln had used PowerPoint?What would we actually remember about The Gettysburg Address.
Simplicity is a powerful element to creating strong visual aids. Further…