August Writing

(Image from Dead End Thrills's Bulletstorm collection.)

Well that was a quick and hectic month. Here we are again with a roundup of the last month's worth of writing.

To start with, the second game I chose to cover for my A Sum of Parts column at Gameranx was Bulletstorm. I think I kept a pretty good balance of really specific topics and slightly broader topics across these four pieces. To begin the month, I first looked at how Bulletstorm is a self-aware murder simulator in the way it asks the player to kill creatively. Following this, I looked at some very specific moments of the game that I consider as interactive skits that tell jokes to the player that the player is also the butt of. Then I looked at the role of alcohol in the game and the various levels on which it causes a schism between mind and body within and around Bulletstorm's play. Then, finally, I looked at the game's skillshots and what I (perhaps too broadly) called the gamification of videogames. What I wanted to explore with this last piece was the weird, contradictory, dualistic nature of points. When we play a game, we want to get as many points as we can, but at the same time, we don't choose to play that game solely to get points. Points are both the point of playing the game and completely beside the point at the same time. The fact I am trying to justify it in this paragraph should suggest that I am not as confident with this final piece as I perhaps should be. A surprise head-cold kind of limited the amount of time I got to spend on it, and I don't think my argument is as sound as it could be. Perhaps I should've spent less time talking about 'games' and more time just talking about Bulletstorm. This column is meant to be about specifics, after all. Still, I think it allowed me to wrap up the month well, noting as it does that all the components of the game I looked at motivate and exploit the player in equal parts.

Over at Unwinnable I wrote a few pieces this month that I'm really happy with, too. After watching a really interesting episode of M*A*S*H filmed entirely from a single first-person perspective, I wrote about that episode and how we embody space in first-person videogames. This week, meanwhile, is Unwinnable's theme week of the month, and this month that theme is The City. I took this opportunity to write about the absolute best level of Sound Shapes"Cities" by Beck, and what that level says about the nature of all cities. I also wrote about the iOS game 10000000 for the sole Pocket Treasures column of the month, if you are into that thing. It sure has been slow-going with iOS games these last few months.

And, at Games On Net, my two You Know What I Love? columns this month are about Ledge Grabs and Music, Visualised in Games.

Meanwhile, the August edition of the Ctrl+Alt+Defeat zine is a really strong edition produced in affiliation with The Border House. I have an article in there about the role of allies in fighting sexism and discrimination more broadly in gaming culture. It's kind of a follow up post to the fallout from my videogame rape culture blog post, and it's kind of more than that, too. There's also some other really phenomenal writing by the likes of Mattie Brice, Scott Juster, and Denis Farr in there that I strongly recommend reading.

And that's about it for this month. At least, that's it for the internet. If the Australians among you are yet to pick up a copy of Hyper #227 (with Tekken Tag Tournament 2 on the cover), I have a story in there comparing DayZ to Cormac McCarthy's The Road, alongside an awesome interview with DayZ's creator by the one and only Katie Williams. And, in #228 which is released today (with Assassin's Creed 3 on the cover) I have a review of Dyad.

Apart from that, you might be wondering how that long form Spec Ops: The Line thing I said I was working on is going. Well, I've finished a complete first draft and done a precursory edit, and it is sitting at just over 40,000 words. I'm cautiously optimistic that it might actually be something worth reading, but to make sure, I have a couple of people reading it for me as we speak, so that I can get a second and third and fourth opinion before I make a fool of myself with it. After that, I will do another edit, add some images and format it into something presentable, and hopefully have it released and readable sometime in September. Hopefully!

Gray and Lucy Announcement [Fairy Tail: Battle of Magic]

Done animating both Gray and Lucy as well as for their basic alternate Hyper Mode animations (will add some extra animations as well later), was already include them on work in progress character list in the main page but never really announce them so I guess, now is the right time to announce them as playable characters on my Fairy Tail: Battle of Magic fanmade project. Here is their sneak peek shot in the game, as well as their magic information.

Gray Fullbuster, The Static Ice Maker
"A man who has a disturbing habit of unconsciously removing his clothes at inappropriate moments. His magic allow him to create objects or weapons from ice."
— Description

Gray using Ice Make as his primary magic, a form of Molding Magic that allows him to create ice at his will and to shape it into objects. Ice-Make is known as an extremely versatile form of magic, coming in useful both in battle for offensive and defensive purposes and outside of it. Specializing in it and having been practicing it for years, Gray possesses extreme mastery over it, being capable of creating countless amounts of objects for a multitude of uses. Unlike Lyon's Ice Make, Gray uses Static Ice Make - meaning he can shape his ice into inanimate things or weapons.



Lucy Heartfilia, The Celestial Spirit Princess
"A very confident woman when it's about her appearance and sex appeal, often exuding a certain amount of vanity. But despite that superficial attitude, she is genuinely a clever, kind, and caring person."
— Description

Lucy using Celestial Spirit Magic as her main magic abilities, which allows her to summon Celestial Spirits - magical beings residing in the Celestial Spirit World, using the Keys of their respective Gates. When summoning a spirit, the Keys are enveloped with a soft, golden light. Once a contract has been made with a Spirit, such Spirit will be available for Lucy to summon on certain time.






Due to some reason, I actually wasn't planned to include them back then so that's why they are not included on the list of 20 playable characters on the previous alpha stage. But well, I've ended up decided to include them due to people request. If you wonder what kind of Hyper Mode that I pick for them, their information will coming in the next 2 updates after I complete developing their abilities.

Oh by the way, I just realize this is the last week for August and September coming on forward. We've been on the middle of 2012 already, time flies isn't it? And so, due to my break time is over, I probably wouldn't be able to updating this project as often as I was. Happy monday people, and happy the end week of August as well. Cheers!

Dragon's Den [Fairy Tail: Battle of Magic]

— Igneel's Lair

Dragon's Den 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
"Deep in the dungeon I've seen a monstrous, winged creature with my own eyes. His roar tear up the air itself. No doubt that there is dragons still exist even on this era."
— Gildarts

For thousands of years, there is a deep dungeon that the existance is still a myth. Many have sought the legendary Dragon's Den, but none found it and started to consider about the place existance is nothing but a fairy tale. But today, in year X784. A brave mage, Gildarts Clive finally found the so called myth itself - the Dragon's Den and tell the tale. According to what Gildarts says, there is a dragons lives inside the dungeon. Surprisingly, 3 of them is the dragons that dissapear on 7th July of X777, the dragons that was taught Natsu, Gajeel and Wendy a Dragon Slayer magic for them.


Dragon's Den Preview Screenshots
Dragon's Den is a secret dungeon in the game and currently the hardest dungeon with 5 star level difficult. Beside the danger it has, it promise a prosperity to anyone that able to complete the dungeon's challenge.

Current Revision

I finally be able to announce the newest dungon - Dragon's Den after been a while since my previous Lost Dragon post announced. Due to it's 5 star difficulty level, it's reccomended to explore the dungeon in a full party as well as a team work is needed in order to beat the dungeon challenge. I was thought about a darkish purple themed on the dungeon concept, but ended up to make it earthly brown. I put the dragonish enemies in this dungeon, even some that is a custom one that I made. This is the current version, in the future update I probably would make it more "ancient" like and misty as well.

Requiem of Angel [Fairy Tail: Battle of Magic]


Last weekend was definitely a blast and had alot of stuff to do, but I finally manage my time to finish developing Angel, though it's a single day late unlike it was planned. Like I was stated before on my previous Oracion Seis announcement post, she, along with other Oracion Seis members will be available in the game as a Playable Character on my Fairy Tail: Battle of Magic fanmade project. With her finally done, there is 5 Oracion Seis members left - to come and join the fray in the fierce battle of magic!

Magic Abilities: Celestial Spirit Magic
As a Celestial Spirit Mage, her magic is able to summon a celestial spirit for a certain duration to attack her enemies. Since each of character main magic abilities is only 2, I have decided that Scorpio which is my zodiac sign and Aries would be used as her main celestial spirit and unfortunately, without Gemini - which would be complicated due to his ability to copy opponent both looks and abilities, since there is alot of characters in the game, that is.

This scorpio ain't sting, but he can spread sand that can cause you to blind
Aries speciality? killing you in fluffyness

Scorpio able to attack his opponent with Sand Storm. Damaging his enemies in a line area of effect in front of him, causing Blind effect to target enemies which give them chance to miss on every single of their attack for a certain duration. As for Aries, she able to produce a pink-colored wool to attack her enmies using Wool Bomb, dealing damage with her wool magic on enemies around her on the target area of effect around the range where she summoned. The summoned celestial spirit will be dissapear right after they casting their signature attack to damage their summoner enemies instead of still staying and cast their second time attack in the same time they summoned.

Hyper Mode: Caelum Sword
Angel Hyper Mode is Caelum Sword, summoning her Celestial Spirit; Caelum and transform him into his Sword Form, equipping it to Angel as her weapon. Beside increasing her attack damage, it's also increasing her MP Regen when her Hyper Mode is activated.

Due to alternation, I have made an alternate animations for her as well in her Hyper Mode form with Caelum Sword as her weapon, instead of just using it as an attachment. Anyway, I have fun animating her in both Normal and Hyper Mode!








I named Angel's Hyper Strike as Heaven's Dance since Angel is usually identic as a heavenly figure. But unfortunatelly, not for her which is typically evil. Angel Hyper Strike is require her to charge first for a several second and then attack enemies around her multiple times with the heavenly light from her Caelum Sword in a medium area of effect, affect them with Blind status which made them has a chance to miss their attack for a certain duration.

The intensity of Angel's heavenly light can cause it's victim to blind on a flash

Last but not least, due to her looks and attire, I include Angelic Blessing - a supportive magic in one of her additional ability list which give a single target, either self or allied player a bonus MP Regeneration. MP Regeneration bonus is stackable with MP Regeneration bonus from her Hyper Mode, making her have a fast MP recovery to make her cast magic without even afraid to run out of MP.


New Character Cover and 20 Characters Banner [Fairy Tail: Battle of Magic]

Okay, since it's been a while I didn't do any graphic art for the project, I've decided to make a new featured character cover and new banner for each of the 20 playable characters which has their own post page and already available on previous alpha stage on my Fairy Tail: Battle of Magic fanmade project.

New Character Cover
Right, it's Totomaru! I choose to make the new cover featuring him because I personally like Totomaru and enjoy doing a revision make over of him back then, especially because he using a katana as his weapon which made me developing him in my own way of version. lol I'm using a quite red-ish colored flame on the cover to make him different with Natsu's fire, which is orange.

New Featured Character Cover: Totomaru


New Characters Banner
Since each of character banner that I was use on the project was so last year ago and somehow out of date, I've decided to make another version with various of fresh looks using the brand new models that I use on the project, as well as because I don't using the models that I was use on previous alpha stage anymore. I'm trying to make them different from one to another so it doesn't really looks like "repetitive" for each of the character on the banner. I really do enjoy making every single one of them. So here they are, the new 20 characters banner that I made for my Fairy Tail: Battle of Magic fanmade project. Original size for each of the character banner is 800 x 210, enjoy!

Natsu, The Fire Dragon Slayer Character Banner
Erza, The Titania Character Banner
Gajeel, The Iron Dragon Slayer Character Banner
Juvia, The Lady Rain Character Banner
Wendy, The Sky Dragon Slayer Character Banner
Mirajane, The Demon Character Banner
Elfman, The Beast Character Banner
Cana, The Gambler Character Banner
Laxus, The Lightning Rampager Character Banner
Levy, The Solid Script Writer Character Banner
Freed, The Dark Rune Writer Character Banner
Evergreen, The Gorgon Fairy Character Banner
Bickslow, The Possesor Character Banner
Alzack, The Magic Gunman Character Banner
Bisca, The Requip Sniper Character Banner
Mystogan, The Edolas Prince Character Banner
Lyon, The Dynamic Ice Maker Character Banner
Sherry, The Pupetter Character Banner
Totomaru, The Flame Manipulator Character Banner
Erigor, The Reaper Character Banner

From An Ice, Comes A Creature! [Fairy Tail: Battle of Magic]


And so after Totomaru, now I'm also complete a remake over version of Lyon on my Fairy Tail: Battle of Magic fanmade project. As you may already know, he is available as one of the playable character on the game. Since I've got quite alot of free time this week, I would be able to spend more time to updating the project as well as remaking characters from previous alpha stage. By the way, after thinking on some point, I have finally decided what kind of Hyper Mode and Hyper Strike that I should use on him.

Magic Abilities: Ice Make Magic
Lyon Ice Make magic able to create animal familiars made from ice. Since his magic element are based from ice, it has a chance to naturally able to cause freeze effect on enemies that targetted by his magic, the freeze effect making his target unable to move and cast magic for a certain duration. I'm choosing Ice Make: Ape and Ice Make: Snow Tiger as his main magic abilities of choice. His Iced Snow Tiger able to damage enemies on a line target of effect, while his Iced Ape able to slam, and give area of effect damage to targetted area.

Can you hear roar of the frozen one?
Strike of the frozen beast!

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.

Lyon activating his Hyper Mode, Sub-Zero Emperor is coming!

Lyon Hyper Strike is Ice Make: Snow Dragon, which is summon a huge snow dragon from the ground to attack his enemies on targetted area. Dealing massive damage and freeze enemies on a large target area of effect. I choose 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.

Summoning a gigantic size Snow Dragon

All At Once


"At night you can see the lights sometimes from a passing tanker or trawler. From up on the cliffs they are mundane, but down here they fugue into ambiguity. For instance, I cannot readily tell if they belong above or below the waves. The distinction now seems mundane; why not everything all at once! There's nothing better to do here than indulge in contradictions, whilst waiting for the fabric of life to unravel" - Dear Esther

A notion I can not stand is the idea that in any videogame there are gameplay and non-gameplay elements. I can't stand it when people say they don't mind X as long as it doesn't affect the gameplay. Or when people claim cut scenes are not a part of gameplay. Or when people say that if you make it so you can skip the combat, you are removing the gameplay. Or when a scholar distinguishes between the 'play' elements of a game and the 'non-play' elements of a game.

Such distinctions suggest that gameplay is a thing that only happens when I am pressing buttons. What of the time I stood on a Liberty City street corner for twenty minutes and just watched the day pass? What of the time I cowered on a hill in DayZ and looked at a single barn for half an hour, just looking? What of the time I sat helpless and dumbfounded with a controller in my hand as my character bashed Ryan's face in with a golf club?

Gameplay is more than just the 'interactive bits' where you press buttons. It's a milieu. It's everything. I see no reason to distinguish between cut scenes and combat and story and menus and loading screens as either play or not play when all of them come together to contribute to my experience with a game. Gameplay/non-gameplay elements. The distinction is mundane. Indulge in contradictions! Why not everything all at once!

The Manipulator of Flame [Fairy Tail: Battle of Magic]


Totomaru is another complete remake over character that I've done on my Fairy Tail: Battle of Magic fanmade project. I made some slight edit from the previous Totomaru model that I was used on alpha stage. And of course, I also made total make over on his magic abilities from the previous version as well. 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 flames as his magic.

Hyper Mode: Blazing Masamune
Totomaru's Hyper Mode is called Blazing Masamune, which enchanting a flame magic to his katana to increase the damage when his Hyper Mode is activated. Actually, I felt like to use the name Masamune for his Hyper Mode because of my own personal interest. lol And also since Masamune itself usually described as a legedary katana with superior beauty and quality. So I've decided to make an original development on him since he is the only character in the game that using katana as his weapon (beside Erza with her samurai requip which I consider to include on her 2nd revision).

Totomaru Hyper Mode Activated!

As for his Hyper Strike, I've decided to name it Phantom Fire to match with his previous guild and his signature element magic, which is Fire. Phantom Fire require to charge his katana first for several seconds and then slash with a powerful blast of explosion, dealing damage based from Totomaru maximum HP.

Can you see what happen? Phantom Fire devour it's target!

By the way, Angel is almost finish, as well as her complete animations that I've done. I can probably post her update this week. I'm currently making revision on previous alpha stage characters as well as trying to animate them completely.

Behold the Legendary Dark Wizard! [Fairy Tail: Battle of Magic]


Today, I've finally done developing Zeref for my Fairy Tail: Battle of Magic fanmade project (as a playable character, not a BOSS version one). As I was already stated before on my previous Zeref announcement post, Zeref will be one of the secret character on the game. I've decided that his Hyper Mode is his true-self awaken, becomes the cold ruthless red-eyed Zeref of legend and has complete control of his magic.

Zeref Hyper Mode: The Awakening

Magic Abilities: Black Arts
Zeref signature magic is called Black Arts, he was able to master all forms of Dark Magic at a very early age and brought countless demons to life. His magical strength is so enormous; in fact, that he cannot consciously control his own magic. Death Magic is Zeref's Black Arts of choice, his magic able to cut enemies HP by percentage. Beside Death Magic, I also include Living Magic on his main ability list which make him able to call randomly between Lullaby or Deliora in a short amount of time to attack his enemies in a large area of effect.

A predator of death is coming! Nobody but himself
Called upon Creature of Destruction, Deliora
Called upon Creature of Doom, Lullaby

Hyper Mode: The Awakening
In Hyper Mode, Zeref surrounded by a dark aura and his eyes turn into red. His Hyper Mode effects is increasing his magic power greatly and of course, make him able to cast his Hyper Strike: Death Pillar. By the way, I made that "awakening" version of expression face texture for his Hyper Mode is based from this image on wiki.

The Difference Looks Between Zeref Normal and Hyper Mode

I choose Death Pillar as his Hyper Strike since it's currently his strongest magic on the original anime that he use to kill Hades in an instant. In the game, I make Death Pillar effect as turning a single enemy HP into 1 (which does no effect on BOSS) instead of making it directly kill enemy like in anime does. And no, just because his Hyper Strike does no effect on BOSS, it doesn't mean it would be useless on BOSS. Death Pillar will dealing amount of damage automatically on BOSS instead of "miss".

The final move of Dark Arts magic: Death Pillar