Tobu Tobu Girl, The First 100% Libre Game Boy Game, Is Getting A New Deluxe Edition

segunda-feira, 24 de fevereiro de 2020


I've been holding on for too long to report this one, but now it seems to be the right time. Tobu Tobu Girl is a wonderful thing. Developed by the nice folks at Tangram Games (who previously brought us the equally libre titles Mr. Rescue and Duck Marines), this arcade platformer is very likely the first Game Boy title to be developed in a 100% libre environment, and that goes for both code and assets.

Originally released in 2017, the game was published as a Game Boy rom made available gratis, and it also got a limited physical cartridge release after a successful Kickstarter campaign.

Now, following yet another Kickstarter, the developers are back with a deluxe version, boasting Gameboy Color and Super Gameboy support, and a previously unincluded survival mode. A new batch of physical copies for the deluxe version are also already available for preorder, and the new rom will be once again distributed gratis to the public sometime in July.

The game's pixel art is simple, yet charming.

As for the game itself, do not be eluded by its cute appearance: Tobu Tobu Girl is not for the faint of heart! The game requires quick thinking and lightning fast reflexes. Players missing a single landing spot will meet immediate failure and taken back to the beginning of the level.

Quality-wise the game's controls are sharp, responsive and intuitive. The graphics are simple, but crafted with love, and the chiptune soundtrack, created by Potato-tan, is delightfully fitting.

So for now, while waiting for the deluxe release, you can still download and enjoy the regular Game Boy version here. As expected, you need a Game Boy emulator to play it. Don't forget to leave a word of appreciation to the creators for loving and supporting Free Software!

Code license: MIT
Assets License: CC-BY 4.0

Looks Like battleMETAL Will Fill Some Mechwarrior 2 Nostalgia

domingo, 23 de fevereiro de 2020

Just came across this cool video and project which aims to implement a Mecha game and SDK on the Quake1 engine (Darkplaces specifically):



You can find more details on their website and the Github repository.

Art assets are apparently not available yet due to some non-free placeholders, but I hope this will be changed soon. Also no multiplayer, but that might be possible to fix.

Also really cool would be a Occulus Quest VR port via the already available and quite awesome Darkplaces VR port called QuakeQuest.

Leave a comment on our forums.

Going Beyond Video Games

sábado, 22 de fevereiro de 2020


I was recently in Loyola, on a brief pilgrimage to the birthplace of the holy founder of the Society of Jesus, St. Ignatius. While I was there I was able to take in the 'chapel of conversion' where Iñigo famously moved beyond the romantic and chivalrous works of fiction he so loved and found lasting happiness in the lives of the saints and of the saviour himself.

The works of fiction weren't evil, Iñigo wasn't reading trashy novels or pornography magazines, he was reading tales that were essentially about virtue, great human qualities, but ultimately forces solely directed to worldly ends, transient goods that pass and fade with the evening.

The hunger that they instilled in him for adventure, for limit experiences, for romance, these desires weren't bad, but they weren't an end in themselves, they prepared him for something greater, and when he found the thing that was the greatest, the One Who is the greatest, He was able to find the answer to the thirst that God had placed within Him, and which the novels ultimately had helped him appreciate.

So, with this in mind, I turn to computer games and I realise that the best a video game can ever be is a distraction from the mundane of this life which serves to remind me that life is about adventure, only the greatest adventure is the adventure of holiness, of striving for sanctity, of snatching souls from the fire and of desiring to traverse the whole world in order to bring great glory for Almighty God.

Ignatius put down the novels and He started living an adventure greater than anything he had found in them. Switch off the XBox, unplug the Playstation, shut down the Nintendo Switch. We might not be called to the same soaring heights of sanctity as Ignatius of Loyola but we can certainly learn from Him where true heroism lies and how the greatest of human virtues and talents and fantasies that we cultivate must be channeled towards the absolute and fundamental course in life- the Way of the Lord Jesus Christ.

 Fr Mark Higgins

Five Excellent Documentaries About Gaming Culture And Gaming Industry

quinta-feira, 20 de fevereiro de 2020

1-) Indie Game: The Movie - is the first feature documentary film about making video games. It looks specifically at the underdogs of the video game industry, indie game developers, who sacrifice money, health and sanity to realize their lifelong dreams of sharing their visions with the world.



2-) Screenland - A documentary series that immerses viewers in the artists, makers, designers, players and coders who are revolutionizing the new digital worlds through screens all around us.



3-) Atari: Game Over - For the documentary, the filmmakers excavated the landfill site in Alamogordo, New Mexico, where many E.T. game cartridges were buried. The excavation dig took several months of preparation, and was finally carried out on April 26, 2014. Although the digging had only been planned to go as deep as 18 feet, it actually went to 30 feet. Around 1,300 of the approximately 700,000 games buried were unearthed.



4-) King Of Kong A fistful Of Quarters - the documentary follows Steve Wiebe in his attempts to take the high score record for the 1981 arcade game Donkey Kong from the previous holder, Billy Mitchell.



5-) AlphaGo - In October 2015, AlphaGo became the first computer Go program to beat a human professional Go player without handicaps on a full-sized 19×19 board. This documentary shows this awesome battle between human versus machine.



#GoGamers

Valfaris Review (NSW)

Written by Patrick Orquia


Title: Valfaris
Developer: Steel Mantis
Publisher: Merge Games
Genre: platformer, action adventure, hack 'n slash
Number of Players: 1
Release Date: 10 October 2019
Platform: Nintendo Switch
Price: $24.99
Also Available On: PS4, Steam, XB1



Developer Steel Mantis has yet again delivered an unholy marriage of retro-styled video game and heavy metal with their latest offering, Valfaris. A follow-up (but not a sequel) to Slain, this game features a warrior hero slashing and gunning enemies with much ferocity and fury, backed with a pounding heavy metal soundtrack. Whereas Slain is set in a gothic, Casltevania-esque world, Valfaris is science fiction-themed, with the aforementioned here out to rid his home planet of Valfaris of alien creatures.




The game is presented in a retro-inspired 16-bit graphics, but not too pixelated. The art style is reminiscent of the illustrations used on metal albums from the 80s and 90s. Yes, this game is like sci-fi meets hair metal, and it's awesome. Everything is animated rather rigidly to somehow look like a game from the 80s, but the game runs at a sold 60FPS. That kinda doesn't make sense, but you have to see and play the game to get what I mean. And of course, the music is also metal AF. Like in Slain, most of the soundtrack comprise of heavy metal tunes, with all of their double pedal and fast guitar-riffing glory. This makes killing enemies more exciting and tense.

In this game, you play as Therion, long-haired warrior aboard a spaceship on his way to his home planet, Valfaris, after it re-appeared in orbit of a dying star. This planet is now invaded by monstrous alien life forms and his arrival is not welcome at all. Right on the get go, the mission is to kill or be killed. Armed with your trusty pistol, sword, and another heavy gun, your aim is to reach the end of a level, where a big boss fight awaits you. Along the way, altar-like structures that act as save points are situated, but you cannot save your progress if you don't have a green resurrection medal, which is one of the collectibles in this game. If you die, and you will die many times, you will spawn back at the last save point where you saved. They could be far in between and this could be very frustrating as you fight the same enemies and tackle the same traps or platforms over and over again, but each time you do, you learn bit by bit.




Memorization of enemy position and attacks and platform movements is the key to beating them. The enemies telegraph their moves quite clearly, so you need to react accordingly when they are about to strike. But of course, that is easier said than done, as oftentimes, you will be battling against multiple enemies at once, and each one of them attack individually, making it hard to focus on just one enemy while evading the others. Therion can defend by putting up a shield, which consumes stamina when the shield is hit. If done right before a projectile is about to hit Therion, you can shoot it back to the enemy. Aside from this, Therion cannot do dodge rolls or dashes, which makes it a real challenge to defend yourself from incoming damage.

Speaking of stamina, aside from it being used for the shield, it is also used for special attacks. The heavy gun unleash such special attack which is much more powerful than other attacks, but again, it consumes stamina, and consumes it fast. To regain stamina, you have to hit enemies using your sword. Shooting enemies with the pistol doesn't gain you stamina, so in order to do more special attacks and defend, you have to hit enemies up close with your sword. This balances out the gameplay, as you cannot just shoot your way to victory. Well, you sort of can, but it takes more time to do it, and in this game, you cannot just stay stationary from a distance while shooting at enemies, because they will promptly shoot at you back or murder you right where you are standing so you will have to move around and put up a shield or you will find yourself dying again and again.




The game is divided into levels and, as mentioned earlier, end up with a boss battle. A mini-boss or two can also be encountered along the way, along with a wide variety of enemies and other challenges. The levels get harder and harder as you progress into the game, as expected, and you and have you to level up in order to survive. You don't earn experience points in the game, but you can acquire new weapons which may or may not be better than your last, especially the guns. You can, however upgrade them to make them hit harder. To upgrade them, you have to use Blood Metal, another collectible found scattered across the planet, usually underneath for a pile of bones. The further you upgrade, the more Blood Metal you need to consume. You can stick the weapons that best suit your play style, because as far as I know, there are no specific scenarios to use specific weapons for.

The game is not very long, as you can finish it in about 10-15 hours. It could have been shorter if not for some length-padding employed in the game, in the guise of ridiculous enemy and trap placements as you get cheap deaths after another. When a game has some portions that are more tedious to play than what it is supposed to have, enjoyment becomes frustration. But for the most part, the game is more enjoyable that frustrating, and you can just turn off the game and try it again at a latter time as the numerous save points in the game are usually placed before tricky challenges and boss fights. Maybe take a breather if you have to than rage quit.




Overall, Valfaris is looks colorful and sounds heavy, and it's fun to play. Most of the time, that is, as some portions of the game are almost insanely hard to get through and would require complete memorization of enemy placements attacks aside from the tricky platforms, traps, and other challenges. They could be very tedious and frustrating, but can be won over if you spend the time to get good. Yeah, I said it, it's that hard at times, but again, for the most part, the game is amazing and really enjoyable to play. So go headbang your way to victory while slaying waves of enemies all trying to kill you. It's kill or be killed, that's the business, and business is GOOD.



REPLAY VALUE: High



PROS:
  • Retro-inspired art style that is reminiscent of the illustrations on metal albums from the 80s and 90s
  • Heavy metal soundtrack that makes killing enemies more exciting
  • Wide variety of enemies
  • The weapons offer a good variety that suit different kinds of play styles
  • Very good use of HD rumble
  • Runs at a solid 60FPS
  • Runs well in handheld mode

CONS:
  • No dodge roll or dash skills to evade enemies with
  • Some portions of the game have ridiculous enemy and trap placements that are almost impossible to avoid and require pinpoint accuracy to overcome which could be very frustrating to get through; at one point, there an area is enclosed and then get filled with toxic air that is impossible to avoid and will effectively halve your life bar before you can proceed further
  • Some enemies and traps are hard to distinguish against the background, especially on the Switch screen in handheld more
  • The controls can be floaty at times


RATING: 4/5 Raining blood and creeping death

The Rocket Raid

Erika and I raced across the Celadon Shopping Plaza, pushing our way through the panicked crowds. A voice on the loud speaker urged people to remain calm and remain indoors, but it felt like they were doing anything but remaining calm. There was no further explanation given for the alarm blazing around us, but Erika and I knew it had to be related to Team Rocket. We burst out of the shopping center into the midday sun.
The streets were just as chaotic. People were dashing every which way, ducking into buildings and out of sight. Team Rocket members had their Pokémon out in the streets and were attempting to herd civilians to some nefarious end, but we couldn't stop to help everyone or we would never make it to Blue's assault in time. There was no sign of local authorities. Erika and I rushed down the busy streets towards her gym, but about halfway there we ran into her gym trainers and the other trainers who were waiting with them. Blue was nowhere to be seen.
"Right now, Rocket controls the streets," Erika spoke loudly to the group. "I want my gym trainers to make a sweep of the city. Knock out their Pokémon and subdue any Rocket members you can until police arrive. I don't think they will move against Team Rocket until they absolutely have to, which is what we're going to make sure of today." The trainers from her gym nodded and began to organize into teams to sweep through the city streets. "The rest of you, come with me!" Erika ordered. She abruptly turned and began running east. The rest of us followed on her heels.
Erika led our group toward the Celadon Game Corner as frightened citizens did everything in their power to run away from it. As we turned the corner on to the street where the Game Corner was located, I spotted Blue. In front of him was a massive Charizard pinning two Rocket grunts to the ground, with menacing flames spouting in bursts from its mouth in their general direction.
"Just in time," he said as Erika ran up to him.
"You started without us!" she managed to gasp while trying to catch her breath after our brisk run across town.
Blue chuckled. "An opportunity presented itself." He motioned to the two pinned grunts. "I didn't count on the Game Corner tripping an alarm, though. They must think I'm here to rob them. Whatever. At least it will summon the police whenever they feel like helping out."
"So what's the plan?" I asked. Blue glanced at me as if he had never seen me before.
"These goons told me how to get inside their headquarters. There are four underground floors with a lift going directly to a secret lab as well as their boss's office. I want you three to come with me." He motioned to me, Erika and another female trainer I'd never noticed before. "We will split up, subdue any threats, and find that lift key. Each one of us will take a floor on our own and secure it. Everyone else stay out here with these two clowns." He motioned at his captives. "Stop any Rocket members who try to escape the building. Protect the citizens of the city at all cost, even if it means letting some Rocket go. Make sure innocent people aren't hurt or harassed by our Pokémon or Team Rocket. When the police do arrive, cooperate but also try and stall them from interfering inside until we return. We don't know who we can trust, or who is on Rocket's payroll. I don't want any Rocket goons slipping out of this snare."
Blue withdrew his Charizard and entered the Game Corner. The two goons that were released from Charizard's grasp made an attempt to flee, but they were quickly surrounded by the other trainers and their Pokémon. The two young ladies Blue had instructed followed him inside, and I took up the rear guard. Inside we found more people in full panic mode, but Blue barked at them that we weren't here to harm or rob them and marched to the back of the game hall. Everyone in the Game Corner looked as scared as I felt inside. I glanced around at them nervously, clutching a Poké Ball tightly in my hand. Blue tore a poster down from the back wall revealing a switch. He flipped it and a door slid open revealing a set of stairs that went down into the basement of the Game Corner. I shook my head in disbelief. I couldn't believe I was part of this. My heart was racing as I followed Blue down those stairs into a gangster hideout.
"Fox, you take this floor. Erika, you're in charge of the next one. Green, you'll take the third floor down and I'll take the final floor. If you find a key to the lift, come find me and we'll take down the boss together," Blue said as we reached the first landing. I took a deep breath and nodded to him. He and the girl named Green continued on down the stairs to the next floor. Erika lingered a moment and placed her fingers gently on my hand that was clutching a Poké Ball like my life depended on it. Her reassurance allowed me to relax a little. She gave me a quick nod and a smile and then disappeared down the darkness below.

I cautiously stepped out of the stairwell and into a small hallway. The lights flickered dimly, but I could make out a Rocket member standing in an open doorway to my left. He spotted me almost immediately, but I assume he didn't quite know what to make of a 17-year old kid stepping into his headquarters.
"Are you lost, kid? You can't be here!" he shouted at me. "Go back upstairs to the Game Corner." I responded by tossing out Royal's Poké Ball and watching the Rocket grunt's expression change from irritation to panic as Royal let out a mighty roar. He nearly took up the entire hallway. The grunt rushed into the hallway and nervously tossed out a Drowzee. I knew full well what a threat a well trained Drowzee could be, but if I had learned anything about Team Rocket in my time in Kanto, it was that most of their Pokémon weren't properly trained. Royal chomped down hard on the Drowzee knocking it out in a single bite.
"Surrender," I pleaded. The grunt responded by tossing out a Machop who was swiftly defeated by Royal. "You won't win. We have this place surrounded," I said confidently. Royal edged forward backing the grunt up into the room he had been guarding. I peeked inside and saw what appeared to be a small lounge with another door leading out the back. The grunt ran to the door, but it appeared to be locked. If he had the key, he didn't use it. With Royal watching the door, he was trapped unless someone unlocked that door from the other side.
"Hey! What's going on?" came a shout from the other end of the hall. A Rocket grunt rushed out of the other room into the hallway and stopped short when he saw me and my enormous Gyrados clogging up the end of the hallway. "Wait. I know you. I remember you from Mount Moon." His words struck me like lightning, because I recognized him, too. He was the trainer of the Dread Rocket Raticate that put Nibbles out of commission. Prior to this realization I had felt sick with anxiety, but now I was swelling with rage and excitement.

"Watch the door," I instructed Royal. "We'll take care of this." In a flash of light, Rascal Jr. was at my side and ready to get our revenge. The Team Rocket grunt I'd faced off against at Mount Moon tossed out what I dubbed the Dread Rocket Raticate. I knelt down to be closer to Rascal Jr. "I know you never knew Nibbles, but we're doing this for him. We have to prove just how far we've come." Rascal Jr. squeaked his acknowledgment and rushed forward.
Rascal was faster and stronger. At every turn, he outmatched his opponent. He got in a quick tail whip to disorient the
Dread Rocket Raticate, then would dart in for a quick attack, dashing back out to avoid a hyper bite. I smiled smugly. Although I had defeated this Rocket grunt at Mount Moon it had come at a great cost. Seeing how far I'd come since then, with my own well-trained Raticate, filled me with a surge of pride in myself as a trainer and in my team. Rascal Jr. ended this contest with a hyper bite of his own that soundly defeated the Dread Rocket Raticate without even taking a single scratch.
The Rocket grunt shook his head and joined his friend behind Royal in the locked lounge. I quickly surveyed the rest of the floor and found it empty. I had done my part. This floor was secure and as a bonus I got to rematch an earlier nemesis of mine. It felt good. Royal and I sat in the locked lounge awaiting Blue's return.

The door at the back of the lounge unlocked with a loud click. The two Rocket grunts jumped to their feet as if they were about to be rescued. Royal edged closer to me from behind, but it was Blue who walked through the door. Behind him I could see the lift and I knew Blue had come up from the bottom floors after finding the lift key.
"We're done here," Blue announced. "I see you have this floor under control. Green and Erika are bringing up the others and we'll hand them over to the authorities. You wouldn't believe what I saw down there," Blue said motioning behind him. "They were running some kind of experiments on Pokémon. Really twisted stuff. The police are going to have a field day. Still, I think we were a bit too late. Their boss wasn't here and a lot of the experiments look like they were moved to another site."
"Wow," I managed to say. "Still. We did it. We took down their headquarters. They'll have a hard time recovering form this." Blue nodded in agreement and together with the grunts we made our way back out of the headquarters.
Emerging in the late afternoon sun, we were greeted by the flashing lights of the police. Many of them looked cross, others flustered, but they were arresting the right people at least. Members of Team Rocket were lined up in handcuffs and being escorted to police cars and vans. The young trainers who had been assembled to take down Team Rocket were all giving detailed statements to the police. Though they might have charged the four of us who actually went inside with trespassing, whatever crimes we may have committed were dismissed in favor of prosecuting Team Rocket. Inside they found stolen equipment, stolen Pokémon and the unethical experiments Blue had mentioned to me.
We were detained by the police long into the night to make sure they had all our statements accurately recorded, then they let us go. Blue and I were the last to be released. Erika and her gym leaders had been among the first due to her social standing in the community. As we left the police station, Blue stopped me and shook my hand.
"I want you to have this," he said handing me a strange headset with his other hand. "I may have picked this up from some of the stolen lab equipment inside."
"You stole evidence?" I asked. "What is it?"
Blue laughed. "Yeah, but we'll give it back to its rightful owners eventually, right? You're going to need this for your research in Lavender Town. It's a Silph Scope - made by the Silph Company. You won't get far in the Pokémon Tower without it. Trust me. I had a bad experience in there before bumping into you outside."
"Thanks, Blue," I said earnestly. He shrugged and walked off. He looked as exhausted as I felt as he disappeared into the dark city streets. This was by far the craziest day I'd spent in Kanto and I'm still honored to be part of the team that took down Team Rocket.

Current Team:
Attacks in Blue are recently learned.


Bill's Storage: Kiwi (Pidgeotto) & Vesper (Zubat)

Old Man Daycare: Charlie (Pidgey)

Download Prince Of Persia Two Thrones

quarta-feira, 19 de fevereiro de 2020

Download Prince Of Persia Two Thrones


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Convergence Of Cyriss - A Side Project




This post is going to start a hobby documentary on how to rehabilitate poorly treated used models and salvage an army using hobby skills. It'll also document my dabbling with Convergence of Cyriss from a gameplay perspective. I'm still mainlining Trolls, but I figure I'll play with my new CoC every once and a while. 

Why start Convergence?

I've had bits and pieces of CoC sitting in my closet for years. Maybe a year after release I picked up an original Prime Axiom and Transfinite Emergence Projector basically new in box for like $60 for the two of them, figuring it was a deal too good to pass up.  I also picked up a friends Aurora and Clockwork Angels when he was selling out of the faction (my wife said they were pretty).

In terms of design, they've certainly appealed to me from a gameplay perspective. With the latest release of Orion for the faction they really seem like they have the tools to be able to deal with pretty much anything, which is something PP has been setting as their goal for their limited release factions. I also kind of like the idea that once I've bought into it, I'm basically done with major purchases. It's all about experimenting with the limited toolset as the meta changes.

Also the focus induction mechanics seem really cool. I appreciate the puzzle in each game of trying to mastermind how to make the clockwork like system of getting the focus around to maximize efficiency.  I'm an engineer by trade and the way PP made that clockwork system into a game mechanic really intrigues me.

What made me actually jump into the faction was that I found two separate retail for retail trade opportunities.  Someone was looking to trade CoC for 40k Orks, and was interested in the entire lot I've been looking to offload for years.  I also found someone who wanted nearly all of the Circle I was trying to offload and we worked out equitable trades.  It's always a great value when you can do retail-for-retail trades on models you own to get models you want.  The downside is that the very large lot I got in exchange for my old Orks was largely piles of crap that I had to salvage. Luckily the trade I got for Circle was excellent.

What to do when you get badly treated used models

One mistake I made on my first trade with the Orks for CoC was not asking for pictures of the models I was trading for. Note to readers: Always Ask For Pictures When Trading On The Internet.

This ended up being pretty bad overall, since the models I got were nearly all broken, some of which looked like they were given to a young child to try and paint, and some were clearly nicely done conversions that were then traded to this person who then mistreated them.  My trade was to include an Axis and Lucant, but since the models weren't complete the person included a second version of the models, all of which still required bits orders from PP or just wholesale replacement of the model to get something functional.

Nearly every walking Vector chassis had all their legs broken off at weird angles, and two of the Inverters I got are missing the chain+flail bit altogether.  What's worse is that I found the unit of Reciprocators I received weren't actually glued to their bases. The person used blue sticky tac and then spray painted metallic spray over all of it.

I didn't take pictures before I started fixing everything, but you can see exactly how awkward the pinning/leg reattachment went on some of the jacks, as well as how bad the paint job was:

 
Nothing like sticky tac for getting models on bases!
 
It was actually piled all the way up in huge amounts. Lots of scraping to clean it up.

Talk about a mess.


You can see what lengths I went through to get the legs back on. This was the only way it'd fit.

It looks like a 5 year old was told to pain this guy. The leg in the air was the only leg actually still glued to the model when I received it.

The solution in nearly all cases was simply pinning, lots and lots of pinning legs back after dry fitting to see which pieces went with which broken jacks.  Fortunately I was able to get all my vectors up and stable on their bases.

My unit of Reciprocators were missing the tips of their halberds. These are near impossible to find bits for online, but I ended up going with the Steelsoul Protector spear from PP and luckily I was able to use the tip of the spear as a replacement for the halberds and have it work out nicely.  All in all it was $30 in bits from PP to replace parts either too broken to salvage or bits that were straight up missing. Not terrible, but not great either.

What was worse is that the Clockwork Angels and Auora model I had effectively fell apart over the years they sat in my closet.  My friend had used some really thin pins and apparently a not very good superglue.  I basically re-pinned everything with the Angels, though making sure to use a much thicker paperclip as my pinning.

Thicker pinning = Better Pinning

Between pinning up Aurora, 3 units of Clockwork Angels, and building a fresh Father Lucant, lets just say I never want to build anything like that again. My fingers still hurt from all the pinning I had to do to get those things securely built!
 
Next Steps

Once everything has been built up (I still have a few servitors to do), I'm going to apply basing material and then test out using a metallic spray paint as a base coat. I'll have to paint the base and the basing material black again, but it theoretically allows me a lot of speed up in terms of getting the army painted up quickly.  I definitely like the metal look, and I'm really keen on the idea of an easy to paint faction. 

Gaming Results

I've been wanting to play a Synergy caster since forever and now I have my first opportunity with Syntherion.  He's also got a really nice toolkit and is pretty well rounded. Apparently he's fallen out of favor with the larger meta as very few people seem to be talking about him, but I wanted to give him a shot.

Since I was playing a friend of mine who is just hopping back into the game with a brand new faction (Circle), I decided to avoid some of the more blatant power pieces like the TEP or Axiom, just giving things a go with heavies in Destruction Initiative:

Syntherion
-Corrolary
-Cipher
-Cipher
-Assimilator
-Assimilator
-Inverter
-Diffuser
Optifex Directive
Algorithmic Dispersion Optifex
Algorithmic Dispersion Optifex
Elimination Servitors
Elimination Servitors
Attunement Servitors
Attunement Servitors

I squared off against Tanith running

Feral
Stalker
Loki
Reeves of Orboros + UA
Skinwalkers + UA
Wolves of Orboros + UA
Gallows Grove x2

Unfortunately for me the first time I put CoC on the table I had…performance issues.

I initially thought that being a WM veteran of over 15 years I'd be able to master the Focus Induction mechanic in my first game. I was wrong. We weren't playing on clock since my friend isn't really used to the game yet, but if I was on clock I'd have surely clocked out given the amount of time it took me to figure out how to allocate and induct in the right order to accomplish everything I wanted to in each turn.

I was actually holding my own fairly well in the game, but a missed Magnetic Hold screwed up my plans and then after charging in on the Feral+Loki on my feat turn, I didn't realize a mistake: I charged in where I'd trigger admonition, but this charge was the last activation for me in the turn – meaning the Stalker with Admonition could move to threaten Syntherion and not worry about anything else coming in.

I also was bad at contesting when I easily could have multiple times, so rather than having to take the assassination victory, my opponent just had to kill an objective and survive a free strike to move Loki into another zone to win on scenario.

After the game I realized that taking a single TEP in the list would dramatically improve my ability to handle the 20+ infantry on the table, allowing me to better focus on getting up in the trading game.

So basically Destruction Initiative = 1 TEP minimum, at least to start.  Given how excited I am to play with that piece, let alone the possibility of a few lists running two of them, this seems like a good general principle to start with.