Archive for the ‘PC Gaming’ Category

I should have gotten this post up for you all, but I guess better late than never.  I spent the second day of the beta just running around and looking at everything.  I made a character of each race, and I have to say I’m very impressed with how each area feels different, and matches the racial history and culture that they have created for this world.  I didn’t want to play too far into the story, I’ll just have to do it again when the game releases, so I spent a lot of the time checking out the sights, looking at new features, and getting a feel for the game.

Country bumpkin in a big city
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I was blown away by the scenery from day one, but the city and its features really took my breath away.  From a game development standpoint cities are hard to do, and make to feel alive.  You want to make this big city, with a believable population of NPCs that serve no purpose other than window dressing.  You have to get in the sights and sounds of a bustling market, when most of it won’t even be used by the player or his character.  From a player standpoint, large cities in RPGs tend to disappoint, and that was true even in Guild Wars the first.  They are generally full of buildings but not enough people, or you see places that you can’t get to, that you know were thrown in there just to make the place look big.  Sometimes they get it right and the place looks alive, but feel?  You sort of feel like a stranger watching life move around you while you stand still in this river of imaginary people.

Over the rooftops of Rurikton
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With Divinity’s Reach, however, the team at ArenaNet managed to deliver a bustling city, that feels alive, explorable, and filled with purpose, but also makes you feel like you’re part of it.  Your character is greeted by strangers, for no other purpose than to greet him.  I was surprised at first, and realized I may have been missing it every time it happened, but I looked down at the chat text at one point to see “The baker waves Jondular over.”  Jondular being my character name, and the baker being the NPC (not 100% sure it was a baker, could not remember exactly who it was.)  There are NPCs going about their day, talking with each other in voice, laughing, music, all the sights and sounds one would expect in a large city like this.  I think the voice acting is what astounds me the most.  Not all of it is great voice acting, it’s the shear amount of it that will take your breath away.  I don’t remember the exact figures, but I do know that this game has more hours of voice recorded in game than several movies put together, and more than all but a couple of games.  I think it might even be topped only by LucasArts Knights of the Old Republic.  That’s not just story NPCs either, even NPCs who are there only for show, have conversations with each other that you hear when you walk by.

Divinity’s Reach from afar
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One of the things that I always loved about Guild Wars was the way the horizon, and scenery, went on for realistic distances.  A lot of games favor fog, or blurring, or simply fading it away, to save resources, but ArenaNet has manage to, yet again, deliver on a concept that makes Guild Wars relatively unique.  As you can see, when you are in game, you can see!  The scenery on your screen will be displayed realistically, for distances that you would actually be able to see in life.  The city of Divinity’s Reach in the screenshot there, is a ways away from me at that point, still on the same ‘map’ but a good distance.  You can also see, there’s a very good level of detail from such a distance.  What you can’t see, but I can assure you, is that they stuck to their promise that Guild Wars 2 would be accessible to players without killer PCs.  My PC used to be killer, say 2 years ago, but now it’s fairly average as gaming machines go.  Still got a lot of years in her but no beast compared to others.  I did not notice any lag, slowdown, framerate drop, or other problems one might expect at high settings in a game that is so graphics intensive.  The developers have done a good job making this game efficient with the resources it does use.

Can Jumpz?!
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Being able to jump and climb, not only adds a new dimension to combat and tactics in this game, but it also allows access to some pretty impressive vistas.  Here, my Char is up on a ruined wall that has fallen part-way over, leaving an inclined ramp of crumbling stone, that I could JUMP! up onto and climb to the top, giving this great view of the Char starter area.  Again, the level of detail in the distance is amazing, but at this point I’m too busy imagining all of the things that could be done with this new feature, completely absent from the first game.  Pinning enemies in a narrow passage while your allies climb up on the rocks and jump down on them?  Leaping across cat walks to attack archers that have your comrades pinned?  (I did that by the way, it was pretty epic feeling)  Needless to say, I spent a lot of the day seeing what I could climb on, which will be evidenced by a the next screenshots.

Anti-grav sidewalks?
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You can see in the Asura area, they take elevation to a while new level, which will only make the ability to jump that much more important.  A lot of the areas you see, above and below you, are accessible in some way.  These floating rocks are all over the place in the Asuran area, something that was only hinted at in the original game, but due to the limitations of the game, inaccessible.  You can barely see Peggle, my little Asuran thief there in the middle, but shows that these areas are now open to players since you can jump.  It’s amazing how much a simple little feature has completely changed the look and feel of this game.  It’s going to make exploring Tyria much more exciting, and time consuming, but not in a bad way at all.

Peggle on top of the world
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As for the Asura themselves, at first I wasn’t too sure about them.  Sure, they did a good job selling them in the previews, using Felicia Day’s voice, what geek in his right mind didn’t hear her voicing a character say “I want to tap…play that!”  (No offense Miss Day, please know that we, at Frags and Beer, admire and cherish your contribution to gaming and the entire industry.  [Think that’s good enough to ensure the above comment won’t ruin future chances at an interview for this publication?])  The Asura were annoying in the first game, not well fleshed out, and very alien.  They just didn’t seem to fit in the fantasy setting.  When they were announced as a playable race I preemptively wrote them off as something I wasn’t interested in.  To give you all a complete view of the game though, I made a character, and I have to admit I found myself impressed.  The faces, while sometimes cutesy, have serious options too.  Believable serious options at that.  It’s easy to envision a gritty, veteran asuran warrior, back from fighting in the wilds, complete with a grim expression and demeanor.  I’m sure there will be plenty of ‘cutesy’ asura running around, but it’s good to know that it’s not the default.  As you can see, they also did a much better job depicting the asuran culture with their city on the right.  It’s still somewhat ‘alien’ and all, but it fits Guild Wars now.

Spiritual norn
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Finally, I dropped in on the Norn again, making a ranger this time. This is probably going to be one of my characters for the main game.  I stumbled upon this rocky outcropping that I missed during the first beta, and found this spirit wolf up there.  I just had to get a shot of it and share.  While it doesn’t show much of the landscape, or combat, or any of the bells and whistles, I think it’s just a cool shot.  The wolf is one of the animal spirits the Norn worship, naming their clans after the beings.  As your Norn rises in level they will be able to shapeshift into one of these animals, depending on the animal clan you pick at the beginning.  I’m going to go with bear, probably influenced by the first game.  So far my only critique of this area, and the game for the most part, is the male norn forms.  To me they all look like tall dwarves (fantasy dwarves that is), too wide, legs too short, arms too long.  The female forms are much better in proportion (not that kind of proportion…though those are nice too!)!  Other than that, overall my beta experience was fun.  I’m very excited to get the game, get into it, help my wife learn the ins and outs of the game, and spend a few years exploring the world of Tyria.  I hope to see you there!

Oh, by the way, Frags and Beer, hopefully, will be making its permanent home in the world that was created by ArenaNet as a tribute to a fallen gamer.  For details check out our last post about the beta here, featuring this sad, but uplifting story.

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Frags and Beer is open to guest writers now.  If you have a geek-themed article you’d like to see published, email us at and we’ll take a look at it.  Look back through our posts to see what we mean by the theme.  Nothing pornographic, too adult, political, or religious please.

By CDReckless

The DayZ mod is a mod for the ARMAII & ARMA II: Operation Arrowhead games (also sold on Steam as a pack in ARAMII: Combined Operations). It’s basically a survival/horror game played within a virtual island that is 224 square Kilometers in size. So, it’s big and there are no load times between areas. So, it feels like a very alive and real world place. I wanted to write this review b/c we had this topic on one of our Clan Only [5307th Rangers] threads and I wanted to put it out here for some of our public players (in case they may be interested). Also, a bit selfishly, this thread is higher up on our webpage and maybe some of our clan members would read this and be interested as well. So, here are my impressions with the DayZ Mod for ARMA:II.

The very first thing that you need to realize when you play DayZ is that by the time that you start the game, you are already dead. I don’t mean “dead” in the literal sense. You aren’t one of the Walkers in the game, and I don’t mean that your character starts off in some state of game Limbo. You begin the game with perfect health, some minimal supplies, an amazing amount of stamina (you can run forever) and snappy clothing. But, in the end, it doesn’t matter because you’re already dead. Because eventually . . . at some time, in some location, in some horrible random and beautiful way, you WILL die. And then it’s over. That character is gone. There is no respawn in this game. There are no insta-revive; no chest paddles to put you back into the fight. The character that you’ve been playing with for the past 15 minutes or the past 15 days is gone forever. And it’s over. And it’s amazing.

The idea of perma-death is new to me, and I don’t think it is active in many (if any) games out there right now. It certainly adds a new element of role playing that I haven’t experienced before except in a few games here or there. It has a kind of paranoid induced, deliciously nervous and survivalist feeling that is unique in its experience. At the beginning of your game, you don’t really have anything to lose (not even a gun). But as you begin to scavenge, hide from the Walkers (and possibly other Survivors), defeat Bandits, find your essential gear and maybe discover that perfectly needed random survival item, your carelessness is evaporated away and replaced with a caution layered with apprehension. And that is one of the magical beauties of this game. The attachment that you get with your character is genuine and real. You don’t want to die. You REALLY don’t want to die when you have put some emotional investment in your character. And thus, your game style changes from the mad scrambling freshman, to the elated gatherer, to the guarded/untrusting survivor. Your attitude to the same situation you had at the beginning of a game is no way the same as the attitude after you’ve “lived” in your character for some time. The attachment to your virtual player has a maturity to it like few other games that I’ve played before. This, to me, is one of the biggest accomplishments of DayZ.

Now, with reference to the actual game itself, the DayZ mod is mainly a survival horror game There are walking zombies, hopping zombies, crawling zombies . . . basically zombies all throughout this game They roam the island, but for the most part, they are contained within the small villages or large cities scattering the island. The houses seem to generate the Walkers and thus, that’s where they stay. Get too close to one, walk exposed in their line of sight, or make too much noise in your movement or actions, and the Walkers will turn from the shuffle George Romero’s classic zombies to the updated 28 Days Later undead that have the athletic speed and single mindedness of an Olympic athlete on meth. Though you can’t outrun the Zombies once they are “Aggro’d”, you can enter a building which forces the undead to become Walkers again (thus, only walking toward you). And they have trouble with stairs or any inclined hill (if you begin to have to walk up a hill and can’t run, then run diagonal and the Walkers will continue to walk allowing you to make your escape into the wilderness). However, the Walkers are not the only source of danger on the island; the other players can be equally dangerous, if not more so.

As with all cataclysms, a person’s actions are only the sum of them as a whole. You may have some people care, and attempt to assist those in need. While other players may see anyone else as a threat. Or worse, as a source of supplies and survival. You get all these points and personas in this game as the other survivors are real people. They are going to react as such. You get your saints, you newbies and you get your jerks, murderers and outright assholes It does make for some anger issues that come forth as you may be killed on sight by a newbie simply b/c you have a cooler backpack. Or they may say “Hey, I’m friendly. Want to join forces?” only to have them move you within range and make you dead as Fred. So, your play style is incumbent upon your choices. Do you trust people and stay as a Survivor or kill on sight and become a murderer? 5 kills total and you become a Bandit (hated by all). As an example, my first encounter with another living player was luckily with another friendly player. We hooked up for a while and then both got killed by another duo group with guns (we only had axes). My next encounter was not as nice. I had a great backpack full of gear, just got a Lee Enfield rifle (stolen from a barn) and was then hacked to death in a building by another player who snuck up behind me. Now . . . I tend to avoid contact with any other players that I come across (see? Paranoia will destroya).

There is no end game on this though. You play till you die. That’s pretty much it. But the adventure that you have till death is the real part of this game. The action is not heavy. Mostly it’s running, searching, exploring by yourself (or your group). But it’s those moments when you come across Walkers or other players that really stand out. And it stands out b/c it’s not an every day occurrence, not a game mechanic and not usual. Thus, the rarity of these encounters mean a LOT more.

Now, for the bad stuff (as you were probably wondering if this game was all candy canes and strippers). The game engine itself is a bit dated and runs off the ARMAII game obviously. And the same faults that plagued ARMA transport over to this mod. It has a steep learning curve for controls, the graphics are dated and can (to some people) be a complete deal breaker. The game itself has been notorious for being murder even on the most modern machines (lag, stuttering, low fps, etc.) There are bugs a plenty in this mod both due to the Alpha state of the mod along with the inheritance of the legacy system. Guess that there isn’t a way to get the bugs out of an original buggy game. There are plenty of ways one can clean up speed and get better frame rates though. One of the main benefits with the game being out for several years, and now a MOD with it, is that a lot of users have found little tips and tricks to get a system up to speed for the game. The game has never crashed on me, but the mod set up can be a total pain in the ass for those of us not computer inclined.

But to be honest, the detractions of the bugs is usually forgotten by everyone as you try to sneak into a city b/c you need some water while dodging Walkers and hoping that the sniper that took a shot at you entering the city doesn’t see where you are at.

Another bonus is that the MOD is highly supported by its community as well. I’ve played for only a short time, but there have already been three updated patches. I wish some of the things that they would patch would be more game inherit rather than atmosphere identified. For instance, the hardest thing to learn was your inventory and how to interact with it. I wish that they had fixed that rather than, say, add a female skin to the game. But it’s a MOD and totally dependent upon a private person’s investment. So, I guess beggars can’t be choosers.

All in all, I really love this game. It’s not a game for a quick play (though you could easily hop into a server for any amount of time). But it is at it’s best when you have some time to devote to it and just . . . go. See what’s over that next hill. Decide if you want to see if there any supplies in that church or electrical plant. Should you see where that gun shot rang out from and risk detection or just skip that direction all together and not risk the contact? Do you help the man running for his life from a string of zombies running behind him? Or watch and see if they get him and then gather what supplies you can from his corpse (what they leave of it after feasting)? It’s the decisions that you make in the game that IS at the heart of the game. Not the action, not the graphics, not the gameplay, but what YOU do for your character is the drive of the entire game. I love it. I tend to burn out of games quickly, but I have a feeling this one will stick with me for some time. If you are interested here are some good sites/videos to see.

– Interested in the game but want to see what’s it’s like before you play? There here is a video diary of a player and his commentary. Watching the first few will get you a good idea on how the game looks, runs and plays. You can also read Xamot’s post on his blog.

– Good guides for setup

– Beginner’s Guide

– Auto update set up

***Update:  Before we get into this post, I just saw this, very obvious reason, why ArenaNet is awesome.  See how they pay tribute to a fallen gamer.***

The long-anticipated time is almost upon us.  Guild Wars 2 has a release date, August 28th, and we are now one day into the last beta event before we get the goods.  I didn’t get a chance to play it yesterday, but now it’s Saturday morning, the house is quiet, the air is still…almost like the morning right before a huge battle…and I’m downloading the update!  Sorry, that’s not a critique on Arenanet, I’m glad it’s a lot of files, that means a lot of content to explore.  I was just trying to build up drama and all that.  Don’t mind me, I haven’t finished my coffee for the morning.  I’ve already participated in one beta and I was blown away.  Despite the bugs and problems that needed work, the game looked and felt so good.  If you were a fan of the original and you haven’t picked up your pre-order then you are simply crazy.  If you like RPGs, MMOs or online games at all you should at least be checking this out.  Find someone that owns it, get over to their house this weekend and demand they show you!  Trust me, from someone that got in on the first one late in the game, you do not want to miss out on playing this game from the moment it’s available.

All right, files are downloaded, logged in and getting into character creation.  This process is so much more complex than it was in the original game.  Not only do you get to choose the typical height, weight, hair and eyes, body type, and all the basics, they have added levels of detail to these that is just staggering.  In face details, you can change the eyes, everything from eyebrow placement, to iris size, to width.  You can change the nose in every dimension as well as that of the mouth, ears and chin.  Back when they started talking about the character creation they said this game would decrease the chances of meeting another character that looks just like yours and they were right.  Then you dye your armor, and move on to the next page of creation.

Sylvari Ranger Guild Wars 2
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I chose a ranger, so the next parts of creation deal with the class features.  As a pet my initial choices are Moa Bird, Stalker (feline creature), and a fern hound.  I’d like to see more choices, or, honestly, see them go the route the first game did and have you go find your first pet, but I am choosing the stalker.  Beggars can’t be choosers…well in this case I get to choose, but you know what I mean.  Then it’s onto backgrounds, these determine how your story goes I believe, we’ll see when things get rolling.  I chose ferocity for my character’s first background trait.  For the next trait they ask what quest your character dreamed of, I’m going with The Green Knight, it seems to hint at perseverance and fortitude.  Next it asks me what is the most important of Ventari’s teachings.  In the game Ventari is one of the fictional characters from the original game, a wise old centaur…I’m going with “Act with wisdom, but act.”  Finally it asks me when my character was born.  Sylvari are born from a being called The Pale Tree.  The time of day your Sylvari was born in determines their nature, and the ‘court’ they belong to among this culture.  I am liking Cycle of Night, secretive and cautious, and independent.

***Tiny bit of spoiler alert***

As I think I covered in the last beta discussion, Guild Wars 2 handles introduction to the game in a much different way than it’s predecessor, or really any other RPG’s that I have seen.  After your character creation, and watching the little cinematic, which was great by the way, you pop right into a living world full of people talking, sounds, sights, and immersion.  You are asked, by someone close, to come over for a chat, and away you go.  There’s no tutorial level, no floaty question marks or exclamation points, and no quest boxes asking you to accept or decline.  You listen to the story the speaker gives you and if you want to do it you go do it, if not, you don’t.  The first person you talk to, if you respond to the summons is Caithe, from the introductory movies.  I chose to follow this first path in my character’s story, going off to find some poison in the woods, but first, we had to fight some hounds.  That done we moved on, and finally came to the scene of the trouble.  Once there a small cinematic played, and a massive, tree-like dragon, pulled itself out of the forest floor, and it was time to have some fun.

Shadow of the Dragon
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What you are seeing there is a quick cap I took of the dragon after it came out of the ground.  This is actually the second one I took, in my haste to get a good shot and then get into the fight.  That thing is simply huge, much larger of scale than anything we saw in Guild Wars.  There were a lot of people around, not even a single person actually in my party!  Just people who were close enough to see the fight start and come running to help out.  It was a challenge, fun, and wow, the imagery.  I’m a big one for graphics, between that and sound, that’s all you have to immerse yourself into a video game.  Your other senses are useless in this type of experience, so I’ve never understood why people claim that graphics aren’t important.  Sure, story is too, but something can have the most amazing story, and be crap to look at.  If I want story there are hundreds of books in my library to read, I want the full package when I play a game.

On top of the great action, the ease of play, and the great interface, Guild Wars 2 has great sound.  All of the effects are great, but in the long term, music is what captures me in a game.  It’s the times where no action is going on, when you are just taking it all in, that the music matters the most.  Running through the initial areas of this game I was so engaged by the music.  So far, great fun.

Stay tuned for more updates all weekend.  I’m going to jump back in and create a different character, throw you some more screenies, and learn more about this game.  Until then, I will leave you with this show, one of my favorites so far.

Sylvari at home
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So, hope you all enjoyed episode one of my little experiment here.  I really need to get some screenshots next time I log in.  Anyway, here is episode two of this writing exercise.  I hope it gets you in the mood for some zombie stomping.  So far I’ve had much more luck, since I’ve had time to learn the game and get my bearings.  I’m still struggling with some controls and tactics but that’s to be expected.  Arma II is a complicated game by itself.  So, without further ado, here’s the next episode:

End of DayZ Journal:  Callsign XamotDB

Incarnation 02, Day 01 (again?)

It was all a dream – the run through the quiet neighborhood, finding weapons, the farmhouse, all of it.  I woke up on the rooftop again – walkers all around.

One of them found the roof – I climbed down and ran for the woods – too many, I stumbled, fell, they were on me…

Approximate survival time @ 1 hour

Incarnation 03, Day 01

Ran for the hills after climbing out of the sea.  Been told there are walkers looking for other survivors – didn’t see anyone.

Saw some buildings through the trees.  Moved closer – started hearing them – walkers and a hopper.  Moved away quickly – no weapons.  Headed down the hill looking for landmarks.  Have to stop and rest, more later.

Day 02

Getting lost heading too far inland – didn’t know whether I had come in on the south or east coast.  Turned around and retraced my steps back down the hill – found the coast with a parallel road and tracks.  Looking at the morning sun over the ocean, I knew I was on the east coast – turned south on the road – walked until the road turned west.

Wasn’t long before I found another survivor limping along the road.  Helped him toward a town.  Approached docks on the beach.  Had to crawl, then swim, too many of them.  A hopper came close, didn’t see me laying near submerged in the sea.  Moved on when he wandered back.

Made it to docks in Kamyshovo – warehouse but no supplies – many walkers – stranger calls himself Saber – ex-military too?

Stuck on the docks – no supplies or weapons.  Only option – swim around.  Water is cold.  Made it into the hills.  Found a deer stand – need sleep – near dark.  We camp away from the stand – will search for supplies tomorrow.

Day 03

Morning – searched the nearby tree stand again – nothing.  We moved on.  Too close to town and no means of defense so we headed north into the hills.  Have to be more tree sands or a farm house.

Moved north with Saber – saw a barn east of a small town – no zeds in sight.  Saber moved west to the town to check for survivors or supplies.  Found some supplies in the barn and a survivor – sleeping.  Tense but no hostilities.  Saber came from town – followed by three walkers – put them down but I took a wound – out of bandages.

Left the barn and crossed field – deer stand in distance.  Unnamed survivor shot at walkers while I moved around field – Saber held back.  We let zeds chase the stranger – too many – nothing we could do.  Didn’t see him again.  Deer stand was empty – moved on to the next.  Saber missing.

Next deer stand is empty except for an entrenching tool, need to find bandages, blood, something.  Move south – have to find supplies.  All around zombies, no buildings are clear.  Vision blurry.  Cherno is close – maybe help…did I pass out?  Can’t go much further…

Approximate survival time @ 5.5 hours

Incarnation 04, Day 01

Salt water still clinging to my clothes – east beach?  Walkers too close – I can see docks so I run – they chase.  Just made it.  Something about the concrete docks – they won’t step on them.  Where am I?  A sign – Cherno.  I’ve made it.

There’s a church close – doors are open.  I lay and wait – the walkers will lose interest if I don’t move.  I wait.  Finally they are gone – I can go in.  Moving quick – but quiet – into the church.  There’s too much to take at once.  Gather what I can and get back to the docks.  No way I’m going to sleep but I need rest – eat a bit – have some water.

Day 02

Daylight – no walkers close but someone’s shooting.  Moved quick to search the church again – more ammo, canteen – two handguns.  Shots are closer – time to move.

Rush the docks – east.  Whoever is shooting is distracting the walkers – might make it into the hills.

Got out of the city – could still hear the shots.  Nervous to pass the mass grave but none of the bodies got up.  Walked north east – crossed the road and tracks and headed for the treeline.  Kept walking until I found a tree stand, need something more powerful than these pistols.  Put down three walkers on the way – no supplies.  Need rest while it’s safe.

Day 03

Moved on – headed west.  Found an old radio broadcasting a message – someone named Cobra, near Cherno – looking for others.  Turned south after no luck with supplies and met him between Cherno and the airfield.  Decided to check the buildings south east of the airfield – too many walkers.  We tried to take them out but they kept coming.  Cobra was wounded – finally lost the last one in the woods and made for the docks in Cherno again.

Made it to the docks – lost the walkers.  Cobra and I looted a couple buildings – found an enfield and other supplies.  Now one can sleep while the other watches.

Still alive @ 3 hours

That’s all for now, need to play more to get more stories.  Will post when I have more to tell.

First off, don’t let the title fool you.  I love this mod, and am not ranting about it.  I’ll explain more in a sec.  Second, if you come here from the DayZ forums, make no mistake…you will not get away with the things here that you do there.  If you post here and it is abusive, profane, trolling, flaming, or downright immature I will delete it and block you without hesitation.  The DayZ guys may not care, that’s their call, but here we are open to all manner of readers, even my mother and maybe yours.  Keep that in mind when you post and don’t cry to me if you are a jerk and get booted.  As they say over on the forums, your tears will only strengthen me with their sweet, sweet sadness.

Again, love this mod.  The guys behind it…if you are reading this, keep up the good work and put more lotion on that thick skin.

That’s what I’m here to rant about…those forums.  Damn is that ever a cesspit of whiners, babies, children, trolls, and cyber tough guys.  Don’t get me wrong, there are lot of good people there too, but trying to sift through the garbage just to have a meaningful discussion is almost pointless.  So, going to lay down some stuff here for you guys.  Some of you will find it helpful, some of you will find it funny, and some of you won’t get it.  Either way, posting it on the forums over there would be a waste of time and maybe here it could help someone.

Let’s start with the juvenile fits about wasting money, and being disappointed, etc.  If you believed the hype without doing research on your own…if you listened to your friends tell you how awesome it is and shelled out money without even going to the site…if you bought Arma II, and got DayZ for FREE, knowing it was in alpha stage, and are crying about getting ripped off then you only have yourself to blame.  It’s $30 firkin dollars to get into this mod, and you get a fully functional shooter and the expansion for that price.  You don’t pay a dime to get DayZ itself, nor to play on its servers.  If you shelled out money on the word of some strangers, or a friend, without even looking to see what you were getting into and realizing it was an alpha stage mod, then you need to go outside right now and hit yourself with a stick.  This mod is rough people, it’s not polished, it’s buggy, it’s broken, all of that, but it can still be fun.  DO NOT get into it thinking you are getting a fully realized game.

Next you got the geniuses talking about how impossible it is now, no guns to start, zombies are harder, everything’s harder, waaaaaaa…mommy!  First of all, get a dictionary for me.  Go on, go get one.  Got one?  Ok, look up impossible.  Did you look it up?  It’s a definitive word right?  It means pretty much what we all know it means.  It doesn’t mean hard, or nearly impossible, or so difficult you want to scratch your eyeballs out of your head in frustration…it means impossible, cannot be done.  Now that we have established that, let’s look at some facts.  I, myself, have managed to stay alive for nearly  6 hours, with no gun.  That right there is all we need to disprove the theory that the game is impossible.  If that’s not enough for you, look at the number of people still alive, it’s right on their site.  So, if you say it’s impossible, but other people are doing it, what do you think you should do?  What does it make you?  There are tons of guides, tips, material to read, hints, and videos to help you.  If you keep running into a town and getting ganked by zombies, it doesn’t mean the game is impossible, it means you are being an idiot…stop it.  If you can’t learn from your mistakes then gods help you, what will you do if you are in a situation where one mistake means the end for real?  Now…go get that stick.

Now for the worst of all…the people that want this game to be easier.  What the hells has happened to us?  We have been handed a game that’s an actual challenge.  No linear story so you don’t have to think, no fully equipped avatars so you can just fire away at anything.  No healing, no respawn fully equipped, no spoon feeding.  We’ve been put in a position that no other game puts you in, literally the bottom of the food chain.  The weakest thing in the game, now see if you can survive.  What other game does that?  There might be some but I’ve not played them.  Every game I’ve ever played, after about an hour, becomes predictable, and easy.  Especially shooters.  AI is repetitive, tactics are the same, game is easy.  The best part is there is no end game…this is a survival mod, the objective is to survive, not win.  There’s no big boss to defeat, or princess to save, or war to win.  All the glory goes to the guys who manage to stay alive the longest.  Despite all of that there are still people calling for huds, off-the-shelf shooter mechanics, make the zombies slower, make them easier, make the game easier, hold my hand waaaaaaaaaa.  Stick…get it.

Now, the community is just as bad on both sides.  Believe me when I say I’m not coming down on just the crybabies and whiners.  The elitists, hipsters, jerks, bullies, and people that think they are somehow better because they have been with the mod since day one…you go get a bigger stick.  I see so many posts where someone just asks a simple question and he gets flamed to high hells for it.  How hard is it to answer a damn question?  Post a link to the wiki or the user guide for Gods’ sake.  Be a community that is better than what we see on EA’s forums or Bioware.  Especially you ‘anti-gamers’ that think you are so leet cause you jumped on this ‘anti-game’ before it became popular.  You’re no better than the trolls over at EA.  Here you have an opportunity to grow a community of independent gamers that can see what it’s like to play something that isn’t mass produced, marketed, and candy-coated for the general public, and some of you, instead of nurturing that and making them feel welcome, you flame and bash.  Get over yourself, you aren’t tough, you aren’t cooler than anyone else, you are just like all of us.

So, my advice, now that I have said all of that, for new players.  Read and watch.  I probably spent just as much time reading the wiki, the forums, the beginner’s guide, and watching videos as I have playing.  Maybe more.  Don’t jump in blind, this game isn’t like any other, it’s not going to teach you how to play with a tutorial level.  It’s going to throw you right in the mix from the moment you enter.  If you go in blind, and complain…stick.  Get it.

Alright, I think that’s enough for tonight.  I’ll say this again though, don’t come here and think you can act the fool.  I will delete and ban with righteous fury, anyone that can’t be polite and respectful here.