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Mar31
JustAnotherRandomReview - Ep. 3 - South Park: The Fractured But WholePermalink
Greetings my fellow Gamers! Today my review will be on South Park: The Fractured But Whole. Just like the other times, I'll be splitting the review up into sections based on the key parts of the gameplay experience.

*NOTICE*
This game, much like its parent media, is an insanely offensive, inappropriate showing of immature, juvenile, gross-out humor, sexual references, and a complete satire of today's world. This is what makes it so damn funny.

*Setting*
In The Fractured But Whole, you play in the titular town of South Park, Colorado. A completely dysfunctional shitshow of rudeness, stereotypes, kids beating the shit out of each other, and the adults giving absolutely no fucks.

*Story*
You play as a character aptly named, The New Kid. When Cartman gets the kids of the town to play Superheroes, you become THE AMAZING BUTTHOLE! You become a member of Cartmans group, Coon and Friends, and fight against several threats, including the nefarious Sixth Graders and the dastardly Raisins Girls, worst of all though are the rival hero group, The Freedom Pals. But trouble is brewing in South Park, as you work to unravel a great conspiracy and uncover your past.

*Exploration*
The traversable map is the Town of South Park, as you increase in power, you can open up more and more areas to explore.

*The Buddy System*
While in the open world, there are certain obstacles you can't pass without a certain buddy character. You gain more buddies as you progress through the main story. Each buddy has a special ability they can use, such as tearing down heavy objects, clearing hazards, or allowing you to reach high places.

*Combat*
Combat is turn-based, with a party of 4 characters, (you plus 3 controllable allies), fighting against a group of enemies. Yourself and your allies all have unique attacks with their own attack patterns. To hit, you move your characters around like in Advance Wars. If you know what Advance Wars is, have some useless internet points! Enemy attacks work the exact same way.

*The New Kid*
The player character, The New Kid has the ability to steadily multiclass throughout the game. Their true superpower, however, is their farts! They can warp the very fabric of time itself with their farts. It's actually pretty fucking gross. Doesn't talk in the game.

Rating: 8/10
I like this game. It's not perfect. The story is actually very short, the combat is often very easy, and the equipment system is poorly explained. I would recommend it, though.
Posted by JustAnotherRandomFan on 31 March 19 at 05:11 | There is 1 comment on this blog post - Please log in to comment on this blog.
Jan24
JustAnotherRandomReview - Ep. 2 - Warhammer 40,000: Dawn of War - Dark CrusadePermalink
Good Afternoon!

It's that time again, time for another Game Review. As always I'm JustAnotherRandomFan, and here's my take on one of the now oversized game library.

First Thing, Dawn of War - Dark Crusade is for fans of the Warhammer 40,000 Sci-fi series. The game has no proper story, but we'll get to that in a bit. The review will be divided into a series of chunks based on key portions of the game experience. So, let's get right into it.

PRICE
Dark Crusade is $13 standalone on Steam, or can be purchased as part of the Dawn of War Master Collection for $38, which includes the first game and all expansions.

STORY
Dark Crusade has no defined story. The campaign is completely open-ended. You select one of the factions, each with their own mechanics and strengths, and fight for control of the planet Kronus. The end goal is to conquer every Enemy Stronghold. Every faction has their own ending, although the "canon" ending is for the Blood Ravens chapter of the Adeptus Astartes.

DIFFICULTY
Dark Crusade's difficulty is weird. You can't just play it on easy mode, because easy mode heavily weakens enemy units and buffs your own. You can play easy mode, but expect a massive difficulty spike when you go normal.

MECHANICS
These are the general game mechanics, faction specific ones will be covered below. The game has two primary resources, Requisition and Power. These are needed to construct buildings and recruit units. Requisition is gained by capturing Strategic Points, Relics, and Critical Locations. Strategic Points can be reinforced with Listening posts for a higher requisition gain. Relics can be reinforced as well, and are often required to gain the strongest units in the game. Power is gained by building Generators near your base.

FACTIONS
Here we go, the factions. Each faction will have a segment, detailing their strengths, weaknesses, and Units/Vehicles.

Blood Ravens
The Blood Ravens are a good all-rounder faction.The primary unit for the Blood Ravens are the Space Marines, with several variants and vehicles allowing for massive unit variety. Scout Marines are Glass Cannons that can deal massive damage over long range, but die when shot. Space Marines are upgradeable juggernauts with high health and average damage, if not equipped with heavy weapons, which vary from Heavy Bolters to Missile Launchers. Assault Marines are equipped with Jetpacks, allowing for fast strikes meant to wear down the enemy. Grey Knights are masters of Daemon-Killing, with a broken as fuck charge attack. Chaplains are the secondary Commander Units, with massive morale boosting abilities and a big hammer. Librarians are Psykers with abilities that damage enemy morale and health, or buff Friendly units. Apothecaries are the Dedicated healer units, improving health regen with their simple presence. Terminators are Marines in armor, that got put into bigger armor. They can fuck you up. Land Speeders are fast vehicles that zip around the battlefield, but also get blown apart when hit by a rock. Whirlwinds are dedicated artillery, bringing a deadly barrage at massive range. Dreadnoughts are Marines that got hurt, but were so good at killing that they god stuck in a bigger suit of armor. They can either have a gun or flamethrower. Predators are heavy tanks that can be upgraded with Lascannons to be stupid good. The Land Raider is a bigass transport with heavy guns that require a captured relic to build.

Tau
Nobody likes them. The Tau are a race that rely on stealth fields and ranged weapons. Aside from the Kroot warriors, they have no melee viability. Because of this, and their vulnerability to Units that Detect Infiltration, nobody really plays them. Especially not me. Their battlesuits are terrifying though.

Eldar
The Eldar rely mainly on speed and teleportation to succeed, getting shredded when in all-out combat. Their entire gimmick is Webway gates, which allow teleportation between parts of the map, and increase total unit cap. Banshees, Warp Spiders, Guardians, Fire Dragons, and Rangers are all infantry. Harlequins are secondary commanders that are super fast and fuck you up. Eldar vehicles are fragile, but powerful. To be honest, I haven't played them yet. I want to, they're not useless like the Tau, I just haven't gotten to it yet. These guys are broken in Multiplayer

Orks
OI GITZ! WE'S DA ORKS! DA BIGGEST AN' STRONGEST AROUND! WE'S GONNA HAVE A ROIGHT PROPER WAAAAGH! WE'Z GOT DA SLUGGA BOYZ 'FER BASHIN! DA CHOPPA BOYZ 'FER CHOPPIN! 'AN DA SHOOTA BOYZ 'FER SHOOTIN'! DA STORMBOYZ IZ STRAPPIN' DEMSELVEZ TO DA ROKKITZ! DA FLASH GITZ GOT DEMSELVES FANCY KUSTOM SHOOTAZ 'FER SOME GOOD PROPER DAKKA! DA MAD DOKZ MAKIN' SURE DAT WE'Z ALL READY 'FER DA WAAAGH! DA BIG MEK'Z IS DA BOSS 'O US, AN' HIZ BOSS IZ DA WARBOSS GORGUTZ! WE'Z GOT DA WARTRAX 'FER DA QUICK BLASTIN', DA TRUKKZ 'FER DA TROOPIN', AN' DA LOOTEDZ FER DA BOOM! DA KILLA KANZ IS DA MEKZ, AND WE'Z GOT DA SQUIGGOTH TOO! JUS' DON'T GIT IN DA WAY, WE DON' WANNA BE SCRAPIN' YA BITZ OFFA 'DERE FEET! WAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!

Imperial Guard
The Imperial Guard is the wall between the Citizens of the Imperium and the Xenos that threaten it. The Guard relies on its Infantry Command Buildings to maintain a constant flow of Guardsman, the backbone of the Guard. Our Commisars maintain Morale and Discipline, and our Psykers seek out threats from those that hide in the shadow. Our Karskin Commandos are constantly trained to deal with the heaviest of threats, and the Justica Vindicaires of the Officio Assassinorum eliminate high-profile threats quickly and effectively. Our Ogryn address those enemies too physically strong for standard Guardsman, and our Heavy Weapons Squadrons are entrenched to defend vital positions. Our Basilisk Artillery rains death upon the Guard's enemies. Sentinel Walkers can scout out enemy positions, and allow our Chimera transports, Leman Russ battle tanks, and Hellhound flamer tanks. And, should the situation be dire, we may call in the might of the Baneblade, the greatest armor the Guard has to offer. The 11 guns of the Baneblade silence the Imperium's enemies.

Necrons
The Necrons have slumbered for millenia, we awake to purge the galaxy of the living anew. Our Obelisks bring our armies from their long slumber. We are the endless tide, ungiving, unrelenting, unstoppable. Our units do not remain dead. Our Warriors fell our foes with gauss flayers. The Wraiths incite terror, and find those that hide. The Flayed Ones tear enemies apart with their great claws. Our Pariahs slow and weaken enemies with their Warscythes, and our Immortals cut them down. The great Tomb Spyders crush armor and restore our fallen bretheren. Destroyers level infantry, Heavy Destroyers annihilate buildings and armor, and Lord Destroyers possess and bend enemy armor to our will. Our Monoliths rise from the dust, and decimate our foes with waves of power. In time, all souls shall serve the C'Tan.

*Warning*
The Necrons are for Advanced players only. They have the most unique mechanics in the game. Obelisks speed up the rate in which units are researched and summoned. The Necrons rely only on the power resource. Necron gameplay is very slow and Tedious. Do not attempt to play Necrons as your first faction.

Chaos
The forces of Chaos are servants of the Dark Gods of the Warp. The forces of the Word Bearers Traitor Legion have come to Kronus to bend it to their will in preparation for the 14th Black Crusade. The base unit is the Chaos Marine, these operate nearly identical to the Space Marine. Additionally, research can be conducted to infiltrate all Chaos Marines in a battle, this is broken, of course. Chaos Raptors act in the same role as the Assault Marines. The Chaos Sorceror acts as the Secondary Commander, with several abilities which immobilize and damage enemies, these guys can also teleport. Cultists are the basic early game units, cheap and expendable. Khornate Berserkers are dedicated heavy melee units. Daemonic horrors throw fire at enemies, it's hot. Possessed marines can breathe Fire, are extremely powerful Melee units, and look really messed up. Obliterators are big guys who are good against pretty much everything, but not excellent against anything. The Bloodthirster is the ultimate Chaos Unit. It kills one of your units to give you the one with what may be the highest Health and Damage in the game. This Greater Daemon of Khorne pretty much wins when it shows up.

LEADERS
Every Faction has a primary leader who participates in every battle you fight in.

Captain Davian Thule
Captain of the Blood Ravens Fifth Company, Captain Thule was sent to Kronus to secure relics of the Blood Ravens found on the planet. Captain Thule was forced to fight the Imperial Guard when their commander refused to yield authority to him, attacking the Astartes instead. Captain Thule's wargear is the standard retinue, with additional weapons and armor. Also a teleporter.

Farseer Taldeer of Craftworld Ulthwe
The Eldar Farseer came to Kronus in an attempt to stop the awakening of the Necrons on the world. Her wargear has several uses, including increased sight range, detection bonuses, a decrease to morale damage, and a new ability.

Governor-Militant Lukas Alexander
The Commander of the Imperial Guard on Kronus, General Alexander pursued Farseer Taldeer to the planet, finding it to be under Tau control. Upon his arrival, he saw the Tau occupation of the Planet, and reformed his Guard Legion into the 1st Kronus Liberators. Taking the role of Governor-Militant of the Planet, he sought to eliminate the xenos and heretics that infested the planet, and reclaim it for the God-Emperor. His wargear can detect infiltrated units, increase Unit cap, and add Karskin Commandos as a bodyguard option.

Gorgutz 'EadHunter
GORGUTZ IZ DA BIGGEST AN' DA STRONGEST OF DA ORKZ ON KRONUS! HE'Z COMIN' TO DA PLANIT AFTA HIZ WAAAGH GETTIN' KRUMP'D ON LORN V! HE'Z GETTIN' READY FOR A NEWA' BIGGA' WAAAAAGH! GORGUTZ GOT DA BEST COMMANDA' HEALTH IN DA GAME! HE'Z WARGEAR GIVEZ HIM MORE ORKZ FOR DA WAAAGH! WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!

Shas'o O'kais
The military commander of the Tau forces on Kronus, Shas'o is dedicated to defending their hold on the planet. His wargear allows for detection, stealth, a shield, and two personal drones. Despite this, he, much like his faction, is fucking useless.

The Necron Lord
The Necron Lord arose on Kronus to find filthy organics populating the galaxy. Dedicated in patronage to the Nightbringer, the C'Tan Lord of Death, he prepares a new great purge, with Kronus as his starting grounds. Inarguably the strongest hero in the game, his Wargear allows for increased speed and a detection radius. The Necron Lord's strength is the Forbidden Archive building, which allows assignable relics that provide him special abilities. The Resurrection orb is the most broken of this, allowing you to resurrect dead Necrons on a cooldown.

Eliphas the Inheritor
The Black Apostle of the Word Bearers Legion, Eliphas is a student of the Traitor Primarch Lorgar himself. Eliphas was sent to Kronus to form a beachhead for the Forces of Chaos, and weaken the Regional defenses for the next of Abbadon the Despoiler's Black Crusades. Eliphas' Wargear allows him a detection radius, damage to enemy morale, and a complete immunity to all forms of knockdown from attacks. He deals the most Melee damage of any Unit, and is an extremely powerful fighter. His final Wargear, Daemonic Ascension, turns him into a Daemon Prince. This Wargear has no real benefit, as it strips him of abilities and wargear, and therefore should not be used under any circumstances. He has the best voice in the entire game.

The final Verdict: 10/10
Dark Crusade is an excellent game. If you're a fan of Strategy or Warhammer, this is an absolute must. Also an excellent pick for anyone looking for a good game at an affordable price.
Posted by JustAnotherRandomFan on 24 January 19 at 20:48 | Last edited on 24 January 19 at 20:49 | There is 1 comment on this blog post - Please log in to comment on this blog.
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