Here I am back at it again taking a look at the origins behind some of our favourite geekiest words. Today I’ll be tackling a seemingly straightforward word, and that is ‘orc’. As everybody should know, this is yet another fantasy creature, and should prove to have a relatively simple history behind it, but where does the word actually come from?
Before we start, we should first define what an orc actually is. Orcs, sometimes spelled ‘orks’ tend to be brutish and violent, if not evil, humanoid creatures that are generally depicted with somewhat animalistic features such as tusks, snouts, or sometimes with an ape-like appearance. They are popularly depicted as green-skinned but also are sometimes black, grey or brown in colour. They are also commonly seen as large muscular figures, usually much larger than a human, but are also often small and scrawny and akin to a goblin. It can be hard to define their appearance overall, as they are depicted with a very wide range of characteristics, often even within the same piece of fiction. Continue reading “Geek Etymology – Orcs!”→
Este lunes, después de haberme pasado unos cuantos días destrozada por un virus de la muerte, decidí que hacia falta levantar los ánimos, así que nos fuimos a jugar unas partidillas a Board in the City (Southampton). Probamos dos juegos que yo nunca había jugado: Origins – la premisa tenia buena pinta y era un juego visualmente bonito, y el Blood Bowl Team Manager. Este ultimo lo conocía porque mis padres lo tienen en casa pero yo nunca he jugado. Uno de nuestros jugadores del grupo nos comenta que no sabe como saldría el Blood Bowl porque el ha jugado partidas de dos y tres y le habían parecido algo extrañas, pero creía que con cuatro tenia que cuadrar todo bien. Así que después de haberlos probado, aquí os cuento:
Como venia diciendo este juego es muy bonito. Viene con un mapa del mundo que usas como tu tablero para similar la evolución y migración de los primeros humanos. Para simbolizar tales individuos el juego te proporciona con unas piezas de madera muy chulas que vienen en distintos tamaños de altura anchura y distinto color para ejemplificar las formas en las que uno puede divergir de la especie humana original. El objetivo del juego es ser el jugador con mas punto al final, y al dinámica en ese sentido es muy simple. Cada turno puedes moverte a un área nueva del mapa que tienen todas distinto color. Dependiendo del color coges carta y loseta de avance de tu grupo humano. Además de moverte puedes evolucionar siguiendo unas reglas especificas (o bien cambiar el peón de color de las mismas dimensiones, o alterar las dimensiones existentes a mas alto o mas ancho). Y no tiene mucho mas. Sencillo verdad?
It’s been out for a few weeks now, so It’s finally time to take a look at the second installment in my most played (and written about) game of last year, Total War: Warhammer II! If you want to catch up with how we left off the first game prior to this launch, check out THISpost.
This second game has come out only about a year and a half after the release of the first, so as expected, you’re mostly getting more of the same thing here. There are however plenty of improvements to be found, and more importantly awesome new factions. There are 4 to start with in this game, and they are two flavours of Elves (High and Dark), the Lizardmen, and the Skaven. Just like the first game, this is a fairly small amount when compared to historical Total War games, but yet again the variation you get with just 4 factions is considerable. Continue reading “Total War: WARHAMMER II – In With The New World”→
If you have played Total War: Warhammer but haven’t kept up with it for a while, then there is a lot of new content that has been added to it in the last few months. With the fast approaching release of the second installment in the Warhammer series, one which will be compatible with the first game in a few ways, they’ve been bringing the current game up to date with some new changes and additions.
The last time I wrote about TW:W they had just released the Wood Elves faction, which was their last fully new race pack added to the game, but that isn’t to say that what they’ve added since has been lacking in comparison, far from it. So what may you have missed since then? what have they brought in to see out the Old World in preparation for their introduction to the New World?
Fleshed Out Factions
Since the game came out there have always been a few factions that seemed very placeholder. The most obvious example of this was Bretonnia, which only featured a very small roster of units that you could only play in custom battles but were unplayable in campaign. Another faction that was even more meagre was Norsca, which was essentially a poor copy of Chaos, as it just used their basic starting units. Well in February this year they released a big free update to Bretonnia, and just this month they released a full Norsca as a pre-order bonus for buying the second game that can be added to the first game right now.
This month the latest and greatest piece of DLC has been added to Total War: Warhammer; The Realm of the Wood Elves. So far I haven’t had the time to play a full campaign with them or any multiplayer battles, and the amount of new things this faction brings to the table is fairly large, so for now I’ll give a brief overview and my first impressions.
So to begin with, the campaign. Like I said I haven’t played a full grand campaign so far, but having briefly started one I can see some interesting unique things already. The position on the map you start in is the forest right next to Bretonnia, and so along with the Beastmen and new Crooked Moon orc faction that came a few months ago, that bottom left corner of the map has become much more lively than ever before, which is great. In terms of how the Elves play in campaign, the first big difference is that you can win without necessarily having to defeat your enemies, but instead can fully upgrade ‘The Oak of Ages’, a gigantic tree at the center of your territory. This is something that TW Warhammer hasn’t had until now, so the variety is appreciated. However, the new resource that the Elves use, Amber, is required to achieve this, and it can mostly be acquired by taking settlements, or slightly less so through alliances. Amber is also used to do other things such as research certain tech, and recruit certain units. In terms of the units it is needed for, that depends on which faction you play as, as this DLC gives you two Wood Elf factions to play with. One is the standard Wood Elf faction, led by The King in the Woods; Orion. The other is one that is more focused on spirits of the forest, led by Durthu the ancient treeman. So when playing as either faction, you need to spend amber to recruit the units from the other, meaning if you play as the Wood Elves led by Orion, if you want some treemen in your army, fork over the amber that you would otherwise need to use on the Oak of Ages. The only other major thing about the grand campaign is that you are able to conquer every territory on the map, but can then only build one building there. This allows you to potentially get as much amber as possible, while also keeping to the theme of the Elves not really spreading or settling outside of the forest much, and just building small outposts.
There is also the special mini-campaign that comes with the Wood Elves. Much like the Beastmen special campaign it focuses on a small area of the map scaled up, this time their home forest of Athel Loren and a small part of Bretonnia. This campain seems to mostly be about defending the forest from chaos corruption spread by the Beastmen and their new Legendary Lord; Morghur the Shadowgave. Other than that, I seem to mostly be having conflicts with the many other elf factions within the forest. So having played mostly this instead of the grand campaign so far, I haven’t had a huge amount of variety with the battles and the enemies I’m coming up against.
Speaking of the battles, let’s get into what’s new here. Now there’s a fairly large roster for the Wood elves so where do I start? Probably with the basics. For the most part your armies will probably consist of your basic spearmen and archers, those being the Eternal Guard and Glade Guard respectively. The Glade Guard also have two extra variants you can unlock that do special damage, basically one of them does is armour piercing and the other is poison. With the more special units you get some really interesting archers, such as the Deepwood Scouts and the Waywatchers, who are based around ambushing the enemy, and can also be effective skirmishers with their ability to shoot in any direction, and while moving. Other infantry you can get is fairly lacking in terms of raw power of defensive capability, but the ones you do get, such as Wardancers, can be extremely effective damage dealers if you are careful with them. In terms of cavalry, you get the Glade Riders which are horse archers, and the Wild Riders, who are mounted on stags, which is pretty awesome. There are also flying archers in the form of Hawk Riders, and magical cavalry in the form of the Sisters of The Thorn, who can cast spells. Then there are the Treemen and Treekin, who are your damage dealers and big hitters for the most part, if you can use them. And finally there are the monsters, the Great Eagle, who seems slightly less great when compared to the Forest Dragon, the first proper dragon we have in the game.
So that’s the units, but how do they work together? Well for the most part it seems that what you want to do with the basic units is try to do as much ranged damage as possible. Most of your infantry has little armour and won’t last long against enemies such as Dwarves, Chaos, or even Empire on their own. Once you’ve got enough archers, and are using the different types to do things such as slow advancing enemies down with poison, and target the heavy infantry with your armour piercing arrows, then you need to set some ambushes. Due to most of the roster being very good at hiding, especially in forest, you’ll want to avoid setting up in standard battle lines, and mix things up a bit more, hide some wild riders in the trees to use their superior speed to spring a trap on the enemy’s flank or rear when they lest expect it. Maybe keep half your archers hidden and create a killzone in between their arcs of fire, and then you can throw in some treemen or treekin to start wreaking havoc amidst that chaos. Whatever you do, this army will take a lot of micro-managing, and require your full attention. So they may seem difficult and underpowered at first, as I have seen a lot of people saying, don’t be too disappointed in that, and instead start being more sneaky 😉
There is the subtle but fascinating fantasy motif I have been dwelling on for quite some time, I recently decided to put my thoughts together on the subject. As you know I am big fantasy fan. It was recently when I was re-reading the Silmarillion and playing Skyrim that I realised there was such a concept as the idea of “the Black Sword”, and that got me thinking where I could find that reference and what it meant. So that is what today’s post will be about.
It all begun with the realisation that my swords in Skyrim had a predilection to be Ebony or Daedric – and not just because they are stronger, but because they look “cool”. The black edge, the lack of shiny steel, it makes the blade look otherworldly. And as it happens, these swords I made would 99.9% of the time be enchanted in such a way that they either increase my stamina/health, or absorb my opponents power/health/soul, whatever you want to call it. I know many of you may think this seems logical – but there are many swords and materials in Skyrim and other RPGs/Action videogames, and certainly more spells than just those. Perhaps it is just a visual aesthetic thing. I noticed this was also my preference when playing Soul Calibur. I never liked Soul Calibur, it looked too neat. But Soul Edge was, once again, cool; it had a presence.