2011: The Best Of


I'm not normally one for writing reflective "The Year That Was" posts but, well, 2011 deserves one. It was a pretty giant year for me. I somehow managed to scrounge up a press pass and get across the world to the Game Developer's Conference at the start of the year; I wrote a thesis; I played more great games than I can fit in an upcoming "Top 20 Games of 2011" blog series (stay tuned!); and, perhaps most importantly, I somehow stumbled over that blurry line between "random videogame blogger" and "freelance videogame journalist/critic/what-have-you".

I've been fortunate through 2011 to have the chance this year to write a vast variety of articles for a vast variety of outlets, including such prestigious outlets as Edge and Ars Technica that I never could have imagined I would one day write for.

So I thought I would write this quick post to recap on some of my favourite pieces of writing from the past year. In other words, those few articles I wrote that I can actually stand reading myself.

"I Think They're Mad: Inside A 48 Hour Battle To Build The Best Videogame" (Ars Technica): Easily my most successful piece of writing this year (well, ever) and easily the one I most expected to fail miserably. When Truna asked me to cover this year's Fab 48 Hour Game Competition, I'm not sure why I instantly assumed that meant "record the entire 48 hours in one epic article". It wasn't until I was on my way to QUT's Kelvin Grove Campus with computer, sleeping bag, and spare clothes that I realised she has probably just meant for me to visit for an hour and write up a quick story.

Going into it, I had no idea what I was going to write or how it was going to turn out. I had sent Ben Kuchera at Ars a rambling pseudo-pitch of an email saying I would try to write a kind of liveblog equivalent of an article. A kind of subjective "as it happens" thing. I don't think I've ever written a pitch with so many instances of "kind of like" in it. Still, he asked to see a first draft once I had it written up and actually knew what the hell it was I actually wrote.

So I wrote it. I walked around and spoke to people while scribbling in a notebook, then rushed back to my laptop and tried to write out a rough draft narrative of everything I had witnessed, and then I picked up my notebook and went out again. And again. And again. It was a while before I had any real focus or idea of just what I was doing or aiming for, but things started to fall into place once I made the decision to just focus on a select few teams rather than trying to cover all of them. Fortunately, one of the teams I chose won overall--I have no idea how I would have concluded this otherwise!

So "I Think They're Mad" was a surprise hit and, in retrospect, I think I was mad to ever attempt it. It made Ars Technica's "Favourite Gaming Stories of 2011" list and even has an ebook version available for purchase if you are so inclined. I went into it expecting to come out with a 5,000 word ramble that I would just stick on this blog and have read by nobody. Instead I came out with 25,000 words that received nearly unanimous (and entirely unexpected) praise.


"Videogame Criticism, Videogame Journalism, Journalism about Videogames, Videogame Criticism: More a Rant than a Manifesto" (Critical Damage): Some of my most popular writing seems to be my angriest. I'm not quite sure why that is. Maybe the rapid, off-the-top-of-your-head writing one tends to when they are angry closely reflects my usual writing behaviour of writing rambling draft after rambling draft. I wrote this rant after the second day of the Freeplay Independent Games Festival in Melbourne in response to a panel that didn't really go very well. I wasn't the only person to write criticisms of the panel in the weeks after Freeplay, but I think I was the first (and, let's be honest, the drunkest).

The panel was meant to be about videogame journalism, and all four panel members were utterly deserving to be on the panel, and I would go to another panel with exactly the same synopsis with all four of them again in a flash. The problem was that the panel got quickly sidetracked into territory it was never meant to go into and a whole lot of problematic claims ended up being made without being challenged. So my responsive rant should not be (and hopefully was not) seen as an attack on the panel members, but as a response to the incorrect things that were said about topics the panel was never meant to cover.

I wrote my first draft of this post on the stairwell of a Melbourne backpacker's hostel at 2am, more than slightly drunk after the Freeplay after-party. I wisely listened to some friends on Twitter who told me to sleep on it before I post it, so the following morning I sat in Federation Square and read it aloud to my brother, Glynn, who wisely recommended I deleted about 50% of the expletives. I then posted it, packed up my computer, and chilled out in Melbourne for a day while waiting for my plane home to Brisbane.

It spread like wildfire and I instantly regretted posting it so soon after Freeplay's end as, on the whole, Freeplay was (and always is) an utterly positive and uplifting and inspiring event. I instantly regretted that the first big article to come out of it was my hugely negative rant. But, still, it had to be said and it had to be said while it was still fresh in everyone's minds. So, in the end, I'm glad I got it off my chest.


"Bastion Review" (Paste): I loved Bastion. I played it through twice in three days and felt absolutely compelled to write about it. I wanted to say everything about it and I wanted to say it now. Fortunately, Paste still needed a review so I had an outlet. This is one of those reviews that practically wrote itself. I found exactly the right words for everything I wanted to say and exactly the right paragraphs to fit it all in. This is perhaps the only review I've ever written that I didn't look back at afterwards and note all the things I forgot to mention.


"Modern Warfare 3 Isn't An Un-Game, John Walker. You Are An Un-Player (And That Is OK)" (Kotaku Australia): Another angry rant. This piece was a response to an article by Rock Paper Shotgun's John Walker where he wrote a largely negative rant about Modern Warfare 3 and how it was an "un-game". I read it, and it made me kind of furious. It seemed to me like he had begrudgingly gone into the game with the intent to not enjoy it and to make it break. He seemed to want to play it in a way that Modern Warfare 3 was never meant to be played so he could blame the game when it didn't work. So I was ranting about this on Twitter when Mark Serrels, Kotaku Australia's Editor, DM'ed me and asked if I would be interested in writing a response piece. I said maybe, as I had quite a few other articles to work on. But, by the end of the day, I was emailing Mark my responding rant. Truly, it is easier to write when you are angry.

Some context I think this piece deserves: I was responding to John's article as it appeared on Kotaku. I had missed the point that it was a republished article from Rock Paper Shotgun where it had a different title and was, essentially, just John's review of the game. I felt a bit like a jerk when I realised this, that I had written this response to someone's subjective review of the game. But still, this absolute dismissal of games that aren't about the player being in a position of power by videogame criticism is a huge bugbear of mine so I am glad I wrote a response.

John then wrote a response to my response on Rock Paper Shotgun, which really just reiterated many of his opening points. Still, I think all three posts make for a really interesting dialogue. It is an argument, to be sure, but it remains a very civil one, and I think we can agree to disagree. Also, while I didn't respond to John's second post, Jim Sterling did at Destructoid, and he says pretty much what I would have said if I did respond.


"Character Building" (Kill Screen: The Intimacy Issue): So I can't link you to this article as it is in print. If you want to read it you will have to go buy Kill Screen's The Intimacy Issue, which is really a thing you should do anyway. And, really, if this wasn't in print I probably never would have written it. The idea of putting such a personal article on the internet where an "in real life" friend of family member might easily stumble across it would have absolutely terrified me--as it has terrified me enough to never even mention this article on the internet before now. The internet might be great for anonymity, but it can't beat print for discretion.

"Character Building" is about the darkest years of my ongoing struggle with anorexia through the lens of Grand Theft Auto: San Andreas. That perhaps sounds like a strange connection, but it was a realisation of what I was doing to CJ's body in the game that first forced me to accept what I was doing to my own body.

I am neither as proud nor as terrified of any other piece of my writing.  I am so glad that I worked up the courage to write it, and that I had the editorial support in Chris Dahlen to turn it into something so much more than just another confessional. But I am also terrified that it exists out there for people to stumble across, read, and know about me. I guess acknowledging its existence on the internet, finally, is a part of getting over that terror.

Anorexia was something I had wanted to write about for quite some time (what writer isn't consistently tempted to write about their darkest secrets?), but I never had the place or the context to do it in. Who would have thought that a videogame magazine would have given me the chance to finally get it out?

And perhaps that, more than anything, is what I have gotten out of 2011. Not an excuse to play more videogames, as the joke so often goes when you tell people you write about videogames, but a chance to just write and write with a purpose.

There is an old Brainy Gamer podcast (I'm not exactly sure which one) where Michael Abbott is interviewing Chris Dahlen and Jamin Warren about Kill Screen, and one of them says (and I paraphrase) that if you are serious about writing about videogames you need to approach it primarily as a writer, not as a gamer. It sounds so obvious, but it was not something I'd ever thought so explicitly before. Later that day, I wrote my first pitch to Kill Screen and took some of the earliest steps towards seriously trying to write about videogames.

I am doing this not because I love videogames (which I do) but because I love writing. So if you read anything I wrote (including this) in 2011, thank you for giving me a reason to write.

Sherry Blendy [Fairy Tail: Battle of Magic]


"An over dramatic woman about how everything is for "love"".
— Description

Sherry Blendy is a playable character on Fairy Tail: Battle of Magic, a Fairy Tail fanmade Multiplayer Open Role Playing Game project which I create. Sherry can be very dramatic, and will always make overly-dramatic statements about how everything is for "love". She loved Lyon Vastia and has a relationship with him.

Character Information
Sherry using Doll Play Magic as her primary magic, her magic allows her to take control of anything around her such as Tree and Rock to attack her enemies. Eventhough her magic is able to control even living being such as Celestial Spirit, her Doll Play magic doesn't work on humans.

Character Appearance
Sherry is a young woman who has large blue eyes, long pink hair, large breasts, and a curvaceous body. Sherry often wears make-up to match her appearance.

Sherry attire is a long pink dress (that match with her pink hair) with black trimmings. She also wears high-heeled shoes that match her dress.





Character History
Sherry's History
Sherry's family was a victim to the demon Deliora. By the time she was around 13–14 years old, she and her friends heard of Lyon's quest to unfreeze Deliora and kill the demon. Seeing his power, she and her friends (who also lost their families to the demon) thought Lyon could in fact kill the beast. It was for this reason she joined up with Lyon on his quest to defeat the demon along with Yuka Suzuki and Toby. They went to the Northern Continent and found the sealed demon and moved it to Galuna Island, where she and Lyon's followers began using Moon Drip to unfreeze it. For three years, she faithfully followed Lyon's will in melting Deliora to the point where she fell in love with him.

Main Abilities
• Move 1 - Wood Doll: Root Impale
Sherry takes control of a tree and turns it to a treant like creature, which she uses to attack her enemies. Damage enemies on a large area of effect around the Wood Doll.

• Move 2 - Rock Doll: Ground Slam
Sherry gathers together a group of rocks and forms it into a golem like creature, which she uses to attack her enemies. Damage enemies on a large area of effect around the Rock Doll.

• Hyper Mode - Mud Doll
Sherry manipulate the soil to create a Mud Golem which she use to travel with it, Sherry able to use the Mud Doll as attacker or shield that able to decrease any melee attack. Temporary increase Sherry's damage rate by 40% and decrease any incoming melee damage by 50% when on Hyper Mode state.

• Hyper Strike - Multiple Control
Only available when Hyper Mode is activated. Sherry manipulate both rocks and trees around her to create a combination attack from both of her Wood Doll and Rock Doll. Dealing damage to multiple enemies around her based from Sherry's current MP and temporary cause targetted enemies 40% to miss their attack for a certain duration.

Exclusive Additional Abilities
• Additional Ability 1 - Mind Control
Temporary control a single target enemy monster below level 10 for a certain duration. Mind Control does no effect on other player and BOSS.

• Additional Ability 2 - Stone Marionette
Obtained at level 10. Passively give Sherry a chance to manipulate a rock and use it as shield, deflect any single target magic that target on Sherry.

• Additional Ability 3 - Bidding Root
Obtained at level 40. Manipulate the root underground and release it to surface to bind a single target enemy from moving and deal multiple damage for a certain duration.

Sherry Preview Screenshot


Eventhough her magic is called "Doll Play", in the game it's more likely a summon magic since she didn't control anything. Her magic adventage is can attack enemies on a large area of effect around her summoned doll. Her Hyper Mode and Hyper Strike is still undecided at the moment. I'm considering to include Doll Play Attack: Puppeteer as her Hyper Strike, which allow her to control enemies except human and BOSS to do her will. However, I'm also thinking a summon combination between her Rock Doll and Wood Doll as her Hyper Strike which attack enemies on target area of effect.
On 2nd revision, I deceded to use custom Mud Doll which she ride on her Hyper Mode stated based from feedback. Mud Doll that she ride make her able increase her damage rate and decrease any incoming melee damage since the doll itself is made from mud. Her Hyper Strike - Multiple Control is feature her to manipulate both rocks and trees around her to create a combination attack from both of her Wood Doll and Rock Doll.

Model and Arts

— Sherry Model Cover: Old and New

— Sherry Brand New Model

— Sherry Previous Alpha Stage Model and Title

Lyon Vastia [Fairy Tail: Battle of Magic]


"An Ice-Make Mage of Lamia Scale. He able to create animal made from ice."
— Description

Lyon Vastia is a playable character on Fairy Tail: Battle of Magic, a Fairy Tail fanmade Multiplayer Open Role Playing Game project which I create. While typically cold and composed, Lyon had also once been ambitious to a fault and takes his goals and dreams extremely seriously.

Character Information
Lyon using Ice Make as his primary magic, variation of Molding Magic which allows him to create things out of ice. Unlike Gray whose version is Static (which allows him to create weapons and nonliving objects), Lyon´s Ice-Make is Living (aka Dynamic) which means most of his creations are animal familiars made from ice.

Character Appearance
Lyon is a slim young man of average height with a muscular and toned body. He has bluish silver hair, most of which are spiky strands that jut upwards on top of his head, except for some which are kept pointing down and partially cover the upper left part of his face. Lyon’s eyes are slanted with dark round pupils and surrounded by similarly dark lines. He has small, linear, dark eyebrows.

Lyon sported a white jacket reaching down below his waist distinguished by large, dark fur trimmings around the neck and cuffs, together with similarly dark belts circling each of his arms, one above his elbow and another above his furry cuff. Below this jacket, Lyon wore a high-collared tunic reminiscent of his old one, but much shorter, just reaching down to his waist, and colored extremely dark purple with lighter purple edges. The most distinctive piece of his outfit were his pants, which appeared to be composed of snakeskin with a pair of dark belts circling his thighs and an intricate dark pattern adorning the front of each leg, this consisting of many rounded, rhomboidal figures linked together, each possessing a smaller figure in its center. His outfit is completed by simple dark shoes with lighter soles.

Character History
Lyon's History
In his younger years, Lyon spent years searching for the strongest mage in hopes of becoming their apprentice. It was Ur who took him in and trained him the fundamentals of Ice-Make Magic. Some years later, whilst walking through the ruins of a town destroyed by Deliora, he and Ur found the town's sole survivor, Gray. They took him in, much to Lyon's chagrin, and the two trained together.

When Gray ran after the demon Deliora, he and Ur followed after him and Lyon attempted to cast Iced Shell because he believed Ur was not fighting the demon seriously. Ur quickly froze him, knocking him unconscious, and proceeded to sacrifice herself by using the same spell. Ur's body turned into the ice that effectively sealed (and killed) Deliora, but she asks Gray to tell Lyon she had died instead, believing if he knew the truth, he would waste his life attempting to thaw the ice in order to "surpass" her at last.

Main Abilities
• Move 1 - Ice Make: Ape
Lyon create a large ape from ice that slamming the ground, damage and freeze enemies in a large target area of effect.

• Move 2 - Ice Make: Snow Tiger
Lyon create a tiger made out of ice that can rush towards, damage and freeze enemies in a line target area of effect.

• Hyper Mode - Sub-Zero Emperor
Surround Lyon with a frozen aura around him. Temporary Increase Lyon's damage rate by 30% and MP Regeneration rate by 20% and able to causing shiver effect on nearby enemies around him when on Hyper Mode state.

• Hyper Strike - Ice Make: Snow Dragon
Only available when Hyper Mode is activated. Lyon create a huge snow dragon made out of ice that emerge from the ground to attack his enemies. Dealing massive damage and freeze enemies on a large target area of effect.

Exclusive Additional Abilities
• Additional Ability 1 - Freeze
Freeze a single target enemy for a certain duration, frozen enemy unable to attack or cast a magic.

• Additional Ability 2 - Ice of Toughness
Obtained at level 10. Passively increse Lyon's defense rate by 5%.

• Additional Ability 3 - Ice Make: Hedgehog
Obtained at level 40. Temporary covers Lyon's body with ice spikes reminiscent of a hedgehog for a certain duration, when activated, it return any melee damage that attack Lyon back to the attacker.

Lyon Preview Screenshot


Since Lyon magic is Ice based, it has adventage effect to freeze enemies that get hit by it. Lyon also has Ice Make: Hedgehog on his additional ability list that able to temporary reflect back melee damage to the attacker when it's activated. His Hyper Mode and Hyper Strike is still undecided at the moment, though I'm thinking to use Ice Make: Snow Dragon as his finishing move Hyper Strike.
On 2nd revision, I named Lyon Hyper Mode as Sub-Zero Emperor based from his alias on Galuna Island Arc, when he was introduced for the 1st time as a villain who attempt to revive the demon Deliora in hopes of surpassing his teacher Ur (who gave up her life to freeze the demon indefinitely). When in Hyper Mode, Lyon gain extra MP Regen and able to slow down his enemies around him, causing shiver effect on them. I choose Ice Make: Snow Dragon as his form of Hyper Strike since it's his most powerful looks of creature between his other form of Ice Make magic to pick as a finishing move.


Model and Arts

— Lyon Model Cover: Old and New

— Lyon Brand New Model

— Lyon Previous Alpha Stage Model and Title

Cursed Cave [Fairy Tail: Battle of Magic]

Mystogan confront Lullaby in Cursed Cave final area

Cursed Cave is one of the area on Fairy Tail: Battle of Magic, a Fairy Tail fan-made Open Role Playing Game which I create.


Dungeon History
"His requiem, not even I was able to survive."
— Mystogan

Everyone know about the existance of a cave that filled with tremendous sleep magic. None ever survive and able to reach the end - and see Lullaby, the ancient creature of doom itself but the enigmatic Mystogan. He is the first mage who be able to survive and nullified the sleep magic around the dungeon and yet, at that time, he was not good enough to defend himself from Lullaby's ultimate sleep magic, leave him no choice but to surrender.



Cursed Cave Preview Screenshots
A deep underground cave, a creature of doom; Lullaby sealed within the dungeon. Rumor says that anyone who fought him will be cursed with Lullaby magic into their deep-eternal slumber.


My 1st concept of the terrain was more darker in color instead of little fiery orange. As it's name, each of miserable tree which you can found around the dungeon is possesed by cursed demons which sealed within them. Sleep magic is a typical ability for every enemies around here.

Dimitri Shrine [Fairy Tail: Battle of Magic]

— Goddess Throne

Dimitri Shrine is one of the area on Fairy Tail: Battle of Magic, a Fairy Tail fanmade Multiplayer Open Role Playing Game project which I create.


Dungeon History
"I am your Goddess. It is I who decide the life and the death itself. Worship me, praise me and thou shall be saved."
— Minerva

Dimitri Shrine was once a normal place until the dark mage came, who began spreading evil lies from the abandoned monastery. Now the local villager have fallen pray to their dark goddess and worship her dark-glowing statues which have arisen above the dense fog that now plagues the land. Affected by the new found power of dark arts and its effects, the dark mage were transformed into monstrous beast. Although Minerva able to disguise herself and hide her true form, the dark mage will never be able to undo the damage that has been done by sacrificing her soul.


Dimitri Shrine Preview Screenshots
A pink themed dungeon, here lies a dark mage who seek for the true immortality magic and aim to become a God, the demon Minerva herself gifted with ressurection magic that able to bring the dead to do her bidding.


My concept for the Dimitri Shrine was a pink-themed monastery. Instead of instance dungeon, Dimitri Shrine is more likely a BOSS challenge dungeon due to it's average sized area. I pick on a pink themed since it's seems that unusual to have a pink colored dungeon on a game, due to my habit to try something different, thus Dametria Shrine concept is created.

Karawaci Town [Fairy Tail: Battle of Magic]

— Lippo Karawaci as it seen

Karawaci Town is one of the area on Fairy Tail: Battle of Magic, a Fairy Tail fanmade Multiplayer Open Role Playing Game project which I create.


Town History
"I can see the bright future of this place."
— Independent Mage

Karawaci Town was once a small, dark and isolated place, until an independent mage see the place in a different perspective and possibilities and build the city there. Karawaci Town today, known as the biggest city that located in the center of Fiore with the two guild - Fairy Tail and Phantom Lord available in this city.





Karawaci Town Preview Screenshots
A large and lively city that located in the middle of Fiore. In the middle of city, exist the city founder statue as a sign of grateful how the city looks today. Karawaci Town is the starting city for each of player to start their adventure.


Some of you may know that I name the city based from a real one that exist, I made the city concept with that kind of decoration as if there is a festival there everyday. Fireworks effect is trigerred when the city reach night time!

Totomaru [Fairy Tail: Battle of Magic]


"A former mage of the Phantom Lord Guild and was formerly one of the Element 4."
— Description

Totomaru is a playable character on Fairy Tail: Battle of Magic, a Fairy Tail fanmade Multiplayer Open Role Playing Game project which I create. Totomaru is confident in his abilities, which sometimes gets the better of him, leading to enemies catching him off-guard when he least expects it.

Character Information
As the member of Element 4 representing fire, Totomaru uses Fire Magic as his primary magic. His magic able to enchant his katana with fire and dealing explosive damage to his enemies.

Character Appearance
Totomaru is a young man with long, two-toned hair of black and white that is tied up into a Japanese-style top knot on the back of his head, with the black portion overlaying the front and left side of his head, leaving the smaller white portion concentrated on the left, with the top knot also having the two separate colors correspondingly. On his face, Totomaru sports a simple marking consisting of three horizontal black bars passing across the ridge of his nose and both cheeks in a linear formation, with the one in the middle being the longest.

Totomaru is garbed in a ninja-like attire consisting of a long, orange reddish gi-like cloth held closed by a black belt, with prominent reddish fur around the collar and with the sides being made of thick fishnet with other, looser fishnet appearing on his forearm, with his robe’s sleeves being rolled up. His attire is completed by a simple shirt appearing from under his gi and a pair of loose black pants tucked inside simple black boots. He also carries around a simple katana strapped to his left hip.

Ability
• Move 1 - Orange Fire
Totomaru creates orange, foul-smelling fire which he throws at the enemy. Dealing damage to a single target enemy.

• Move 2 - Double Slice
Enchant Totomaru's katana with fire and then attacks the target twice. Each hit dealing Totomaru's strength point to a single target enemy.

• Hyper Mode - Blazing Masamune
Release the full potential of Totomaru's katana by enchanting flame magic to his blade. Temporary increase Totomaru's damage rate by 50% and make his attack deal bonus explosive small area of effect damage when on Hyper Mode state.

• Hyper Strike - Phantom Fire
Only available when Hyper Mode is activated. Charging Totomaru's katana with his powerful fire magic and then move forward creating a huge explosion. Dealing damage to a single target enemy based from Totomaru's maximum HP.

Exclusive Additional Abilities
• Additional Ability 1 - Enchant Blade
Temporary increase Totomaru's damage for certain duration by adding fire to his katana.

• Additional Ability 2 - Blade Thrust
Obtained at level 10. Passively give Totomaru a low chance to attack three times to a single target enemy each time Totomaru attack.

• Additional Ability 3 - Dancing Flame
Obtained at level 40. Attack a single target 5 times, remove any buff effect on target enemy.

Totomaru Preview Screenshot


I change his main magic abilities from the previous alpha stage beside Orange Fire. Since he using a katana as his weapon, it inspire me to change his original Rainbow Fire signature magic into a fire magic that can be used to enchant his sword art technique to deal powerful piercing fire magic damage instead of using various kind of colorful flame as his magic. By the way, I've decided to name his Hyper Strike to Phantom Fire to match with his previous guild and his signature element magic, which is Fire.

Model and Arts

— Totomaru Model Cover: Old and New

— Totomaru Previous Alpha Stage Model and Title

Linear Writings



I have a couple of new articles around the place you may be interested in. Firstly, over at Games on Net, I have devoted my latest "You Know What I Love?" column to the Modern Warfare series. It's... a complicated kind of love. This is as close as I will get to a response to John Walker's response to my response to his review. Also, did you see Jim Sterling threw a hat into that particular ring, too? He says a lot of things I agree with.

Secondly, I wrote a piece for Paste about a very memorable choice in Ico that, really, wasn't a choice at all but that doesn't matter.

I'm pretty happy with how both of these turned out, and they have a lot more in common than I realised they did when I first started thinking about them both. In each I am essentially arguing for that same old thing I'm always arguing: for videogame criticism to stop putting so much onus on the player and instead look at the interrelationships of acting and being acted upon present in all games.

So hopefully I've said something interesting about that.

Erigor [Fairy Tail: Battle of Magic]


"A figure who known as the Death God due to being a mage that only accepted assassination jobs. This epithet of him was supported by his weapon of choice, a scythe."
— Description

Erigor is a playable character on Fairy Tail: Battle of Magic, a Fairy Tail fanmade Multiplayer Open Role Playing Game project which I create. Erigor is a ruthless man known for having completed a large amount of assassination contracts despite the Magic Council having prohibited so, choosing money over people's lives.

Character Information
Erigor using Wind Magic as his primary magic. He being able to generate wind, as well as to manipulate the wind around him at his will. Wind magic does indeed grant Erigor high offensive power, allowing him to assault enemies in different ways: he is capable of giving his wind cutting properties, manifesting it in the form of fast-moving airy blades which he employs at mid-to-long range, of creating powerful gusts to inflict blunt damage upon enemies and send them flying away from him, and even of generating hurricanes of various scales.

Character Appearance
Erigor is an extremely tall, lean-built and yet mildly muscular man with silver hair, which is held pointing upwards in spiky strands on top of his head, but hangs down to the left of his face in a distinctive tuft, sometimes partially covering it and reaching down to his shoulders. His eyes are dark, he seems to lack eyebrows, has an elongated face with sharp features, and somewhat pointed ears.

Erigor dons a torn Japanese-like outfit befitting his role as the Reaper. He is shown bare-chested, with all of his tattoos visible, and his lower body is covered in different layers of clothing: he sports a long, worn skirt, reminiscent of an hakama, below a darker, shorter cloth, held up by an even lighter and shorter one tied like a belt. He has a black scarf wrapped around his thin neck, with its edges hanging on his back and traditional geta sandals on his feet. His attire is completed by a pair of distinctive dark gloves, each adorned by a light “X” on the back and by bandages wrapped around his forearms.

Ability
• Move 1 - Wind Blade
Erigor generate several wide blades of wind and send them flying at his opponent at high speed. Dealing damage and knockback a single target enemy.

• Move 2 - Wind Wall
Erigor creating a gigantic tornado that surrounds a certain area for several seconds, anyone who trapped inside the area of effect can't go through the wind wall.

• Hyper Mode - Storm Mail
Gather many air currents around Erigor, creating an hurricane surrounding his entire body. Temporary increase Erigor's damage rate by 50% and has a chance to block any upcoming single target magic when on Hyper Mode state.

• Hyper Strike - Emera Baram
Only available when Hyper Mode is activated. Erigor generating a halo of light around his hands which form a large, concentrated blast of wind blades and fired towards his enemies, slicing them up and dealing damage multiple times on target area of effect.

Exclusive Additional Abilities
• Additional Ability 1 - Death Scythe
Auto kill single target enemy when target HP is below 20%. Does no effect on BOSS.

• Additional Ability 2 - Massacre
Obtained at level 10. Passively give Erigor a chance to strike multiple nearby target enemies in a single attack.

• Additional Ability 3 - Reaper's Curse
Obtained at level 40. Cast a curse to a single target enemy, dealing damage and temporary disabling the target from casting any magic for a certain duration.

Erigor Preview Screenshot


Erigor is the 1st villain for playable character that I've done on this project. His Wind Wall magic can be useful to stop the enemies for escape his special move; Emera Baram, since it need 3 seconds delay before he can cast it. Storm Mail on his additional ability list also can be very useful to temporary block any single target magic for several second.
On 2nd revision, I move his Storm Mail from his additional magic into his Hyper Mode form, which has effect to boost Erigor's damage and a magic shell that has a chance to automatically block any upcoming single target magic.

Model and Arts

— Erigor Model Cover: Old and New

— Erigor Previous Alpha Stage Model and Title

Heartless and Nobody: Ansem and Xemnas [Kingdom Hearts: Destiny Line]


"Welcome, my revolutionary other side. What does bring you to this Castle That Never Was?"
— Xemnas to Ansem




Progress Update
Ansem, Seeker of Darkness meet Xemnas in the Castle That Never Was. A different side which comes from one person meet each other for the first time! Is Kingdom Hearts is what Ansem seek? The Seeker of Darkness finally reveal his true plot!

Personal Note
A surprise scene from Kingdom Hearts: Destiny Line scenario! I always wanted to make them both meet up each other. For those who didn't know them, Ansem, Seeker of Darkness is a main villain from Kingdom Hearts while Xemnas is a main villain from Kingdom Hearts 2. However, they both is a Heartless and Nobody who comes from 1 person, Xehanort.

An Audiosurf Playlist

I've already linked my Audiosurf article over at Gameranx. Now, following suit from some of my fellow Audiosurfers on Twitter, here are the mp3s of the songs, if you wish to play them.

I've also added a Side B. While the original songs I chose were mainly focused on presenting the broad scope of what is possible in Audiosurf, Side B should be more seen as "songs I personally love to surf."

So I hope you enjoy! Let me know what you think.

Also, before you do this, you should really grab and surf Mattie Brice's playlist because it is an absolutely amazing surf.

Brendan's Audiosurf Playlist Extravaganza:

Side A
1. Killing All The Flies - Mogwai
2. It's Not Meant To Be - Tame Impala
3. Right Here Right Now - Fatboy Slim
4. Skinny Love - Bon Iver
5. Casimir Pulaski Day - Sufjan Stevens
6. Bad Romance - Lady GaGa
7. Blue Monday - New Order
8. Hearts A Mess - Gotye
9. Teardrop - Massive Attack
10. Juanita/Kiteless/To Dream of Love - Underworld

Side B
11. Changes - Supercar
12.The Skin of My Yellow Country Teeth - Clap Your Hands Say Yeah
13.Dayvan Cowboy - Boards of Canada
14. Crystal - New Order
15. Squares - The Beta Band
16. Release Yo Dell (Prodigy Mix) - Method Man
17. Clubbed To Death - Rob Dougan
18. Wolf Like Me - TV on the Radio
19. Music is My Radar - Blur

Moments



The State Library of Queensland has a place called The Edge, which is like a (for lack of a better word) mutlimedia wing of the library. It's pretty cool! People can go there to use the computers and other digital equipment and they host all sorts of funky events. For the last month or so they have been running a program specifically focused on games, and as part of this, people have been invited to write guest blogs for their website. People including me!

I decided at first that I wanted to write something about 'moments'. I have this idea that has nagged me for a long time that videogames are about moments. That it isn't about the overarching story or goals or even the mechanics of a game that really hold our attention and that keep us coming back to new games over and over again. Rather, I think it is the hope that we will create moments. These crazy, half-authored/half-chance coming-togethers of player and machine. Essentially, we play videogames in case something cool happens.

So I thought about how I would write something about this and in the end decided that, rather, I would just describe two memorable videogame moments (for me, at least). Two moments that, for very different reasons, epitomise why I love playing videogames: for those moments that everything just works to get an emotional reaction out of me.

So the first blog I wrote was about Portal and the second blog was about Modern Warfare 2. I intentionally chose fairly well-known games since I don't think I am writing for a particularly game-savvy audience. Still, hopefully you get something out of them. I'd be interested to see what people think of them!

Also, for the three or four of you that have been reading my blog for some time, you might notice these blogs are similar to a series of blogs I was writing a while back by the same name. So there you go.

And in unrelated news, I have teamed up with George Kokoris from Microsoft Game Studios and Shane Liesegang from Bethesda Studios and together we are writing a letter series as we simultaneously play through the classic shooter Marathon. We've each written an introductory post and next week will begin playing the first few levels. Please follow along with us. Maybe even play along!

Cana Alberona [Fairy Tail: Battle of Magic]


"An alcohol holic young woman. She use magical cards, which can produce a variety of effects."
— Description

Cana Alberona is a playable character on Fairy Tail: Battle of Magic, a Fairy Tail fanmade Multiplayer Open Role Playing Game project which I create. Cana has a great love, bordering on addiction, for alcoholic drinks, so much that she is often seen drinking directly from a large beer barrel.

Character Information
Cana using Card Magic as her primary magic. A type of Holder Magic which revolves around the use of magical cards which can produce a variety of effects such as generating things. Cana's cards can be used for offense, with her fighting style having been described as "all-round": she can employ them as long-range weapons by throwing them at her enemies.

Character Appearance
Cana is a tall, slim young woman. She has long, wavy, flowing brown hair almost reaching down to her waist. She has large brown eyes with long eyelashes. She possesses a very voluptuous figure, with large breasts and curvy hips

Cana wore a white shirt revealing her abdomen and forearms, held closed by a band below her collar, which was decorated by a wavy blue motif and tied in a knot below her chest, which was exposed by the shirt and covered in a dark bikini top with white edges flanked by wavy, protruding hollowed trimmings. Her black, calves-long pants were held up by a tighter-fitting, pinkish purple belt adorned by red hearts and short-heeled sandals secured to her feet by many striped bands going up to her middle calves.

Character History
Cana's History
Cana has been in Fairy Tail for twelve years, often socializing with a young Gray Fullbuster, and having joined the guild before Natsu Dragneel or Erza Scarlet had joined. Lucy notes that among the guild members in their age group, Cana is the eldest and the most senior member of Fairy Tail.

As a very young girl, Cana came to Fairy Tail after the death of her mother to find her father, Gildarts Clive, who was a member of Fairy Tail. Though her mother had left Cana in the custody of Gildarts, he was unaware that he had a daughter and Cana became too intimidated to tell him that she was his daughter when she learned how great a Mage he was. Gildarts gave her little to no attention, even the brief times he was at the guild, and Cana joined the guild in hopes of some day working up the nerve to tell him that he was her father. However, as time went on, it became more difficult for Cana and she eventually decided that she would tell Gildarts the truth, when she was able to achieve the rank of S-Class. However, despite having the potential to become an S-Class Mage, she began to despair after failing the exam four times, surpassed even by Erza and Mirajane, both who had joined the guild after her.

Main Abilities
• Move 1 - Explosion
Cana spread five of her cards float before her in a curved line. This formation prompts a burst of flames to appear in her target's direction. Causing damage and burn effect on a single target enemy.

• Move 2 - Wind Edge
Cana pulls out two cards and combines them in her hand, generating an ascending air blast from the ground several meters away from her. Dealing damage to a multiple enemies in far line area of effect.

• Hyper Mode - Fortune Teller
Cana uses her ability to see into the future with her cards. Temporary increase Cana's evade rate by 40% when on Hyper Mode state.

• Hyper Strike - Lucky Seven
Only available when Hyper Mode is activated. Cana strike a single target enemy with her cards multiple times and blast the target with a pillar of fire from the ground as a finishing strike. Six first hit dealing damage based from 1/4 of Cana's MP and final strike hit is dealing damage based from 1/4 of Cana's maximum HP.

Exclusive Additional Abilities
• Additional Ability 1 - Card Barrier
Temporary block any incoming magic attack that target Cana for a certain duration, Cana unable to move when Card Barrier is active.

• Additional Ability 2 - Lady Luck
Obtained at level 10. Passively increase Cana's evasion rate by 3%.

• Additional Ability 3 - Resonance
Obtained at level 40. Dealing damage to a single enemy and silece the target, disabling the target from casting any magic for a certain duration.

Cana Preview Screenshot

Cana's Explosion revision

I may still gonna re-developing her later for a gameplay combo possibilities with her card magic effect. Since Cana is using card magic as her primary magic, probably I'm gonna make her magic based from tarot cards. Also still thinking about her Myper Mode and her Hyper Strike at the moment.
On 2nd revision, I made her Hyper Mode - Fortune Teller based from suggestion and suddenly got an idea about her Hyper Mode visually looks with 5 cards flying around her, as the name implies, it give Cana's temporary evade rate when she is on Hyper Mode state. I made her Hyper Strike as Lucky Seven out of random idea that poofed out in my head - which strike a single target enemies seven times.

Model and Arts

— Cana Model Cover: Old and New

— Cana Brand New Model

— Cana Previous Alpha Stage Model and Title