jueves, 23 de mayo de 2019

Catherine Classic [Includes MULTi6 Languages] For PC [6.3 GB] Highly Compressed Repack Download

Catherine Classic - is a puzzle platformer video game developed by Atlus. The game was released by Atlus for the PlayStation 3 and Xbox 360 in Japan and North America in 2011 and for Microsoft Windows by Sega in 2019.


Explore the pleasures and horrors of love as Vincent, a man with a hard choice to make: marry his long-time girlfriend Katherine or move on to the incredible blonde he just woke up next to named Catherine! But beware! Make the wrong choice, and you could end up dead. Delving into themes of free will and the delicate nature of relationships and the choices we make, this action-adventure-puzzle game is an experience unlike anything else.From ATLUS' all-star team that brought the Persona series to life, and animation by Studio 4°C.
1. FEATURES OF THE GAME

• Plus the more stages that Vincent overcomes, the more Complex the strategies required to progress will become.
• Move the blocks to create a path and climb a nightmarish tower while fleeing from the epic monsters chasing you.
• Others explode, Damaging Everything around them & the Sheep in the Nightmare needs to Survive until Morning.
• Lowest levels of blocks fall as time passes. If you're not constantly moving, you'll fall with them. Stop wasting time.
• Difficult various obstacles impede Vincent's path some Blocks are traps waiting to skewer new & Unwary climbers.

Game is updated to latest version
2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ You need μTorrent program to download torrent files, download here.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount DAA files.

CATHERINE CLASSIC [INCLUDES MULTi5 LANGUAGES] - DOWNLOAD LINKS
http://pasted.co/af29b5ae       https://pastebin.com/raw/9EYeguHE
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run the installer as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.







5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
• Operating System: Microsoft Windows Vista, Windows 7, Windows 8, Windows 10
• Processor:
Intel Core i3 (2.9 GHz) or AMD equivalent or faster
• Memory: at least 4GB System RAM
• Hard Disk Space: 20GB free HDD Space
• Video Card:
Nvidia GeForce 8 Series or AMD RadeonHD 4870 or faster video card
Supported Language: English, French, Italian, German, Spanish language + Japanese voice are available.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

MARVELOUS: ANOTHER TREASURE ISLAND


Being the iconic gaming behemoth that they are, Nintendo's in-house creations have always gathered a huge fanbase. That's not what has happened with Marvelous: Another Treasure Island, the Super Famicom game that convinced Shigeru Miyamoto to give the Zelda reigns over to its designer Eiji Aonuma. That's partly due to it never travelling beyond Japan's shores but thanks to a superb fan translation, the west can now witness just how marvellous Marvelous is.

Read more »

People Of Frictional: Miguel Nogueira

Hi. My name is Miguel Nogueira and I am a concept artist and designer at Frictional Games. My job is to create art for concepts that we might or might not add to the game. The point of concept art and design is planting creative seeds in others through the means of art, to spark debate on the suggestions, and to bring the concepts to life from sketch to product.

I love horror and fiction, so when the opportunity to join Frictional as a freelancer game in August of 2017, I was too flattered to say anything but yes. And in October of 2018, I joined the company as a full member.




As a video games maker, I naturally played a lot of games when I was younger – almost to an unhealthy point. As a 7-year-old kid, this box that I could play on without going outside, or without touching physical toys, was like black magic or voodoo to me. The first game I played was the very first Wolfenstein 3D, released back in 1992.

I wanted to reverse engineer the game. While trying to do so, I broke the computer and got grounded so many times that it wasn't even funny. Fixing a computer or operating system error was not only hard in the early 90's, it was also expensive… But I was fascinated by it. The 7-year-old me had a plan to one day master video games.

Besides that, like any true 90's kid, I owned many cheap consoles that ran Super Mario, Bomberman, Duck Hunt and all that other fun stuff. But they weren't that inspirational – I thought of them as merely a hobby or a fun way to pass time. It was only when I got back into computer games that the immersion really kicked in. Eventually, I got the desire to be a part of the vanguardist front of the current game making age.

While in college, I was still playing a lot of games. I was studying graphic design and multimedia arts, so video games actually inspired me to come up with shapes, colors and designs. Around that time Dark Messiah and the Metal Gear Solid series were what glued me to the screen. There was something about Dark Messiah specifically, its environments, ambience and designs, that was so magical, but at the same time so haunting. It really drew me into the tales of primordial myth – the ones that make you ask what if?

I got into horror way late. I was just looking for ways to relax with films or, so didn't get the hype of media that would scare me or stress me out instead. But later on, I realized that there was also good horror out there, like there is in any other genre, full of mystery that unveils slowly. And then there's, you know, the cheap stuff.



Getting into concept art

Ever since I was that 7-year-old, a part of me had subconsciously wanted to break into the creative field of concept art. I first found out about it when I was 15, and it was thanks to DeviantArt. Back then, around 2005, the site was at its prime, and the only good place to discover and share art. All the art there was mind-blowing, but there was something about concept art that I really loved.

Then in and after college I experimented a lot with fine art, graphic design, graffiti, typography, and other design fields. But it wasn't until I saw some robot designs by Darren Bartley and Nivanh Chanthara that I stopped and thought: "This is what I want. These people look like they're having a lot of fun doing those. I want in."

College itself was tricky for me. When people ask me if it helped me to get a career in games, I'm still on the fence. There was a love-hate relationship going on. On one hand, college provided me with inspirations that I will keep my whole life. It taught me about the European vanguardist artists and how their approach changed the art world, about the importance of the industrial revolution in arts and crafts. I learned about how public installation artists draw attention to their work, and so on. There were classes on graffiti and expression, typography, fine art… and those lessons are priceless. They were a nudge in the right direction. Without someone to teach me about them, I would not have found out about these topics for years.

On the other hand, to get any jobs, I had to lock myself in a room and put hours upon hours into practicing art. It's something you just have to do to get to the next level of art, and it's something college just doesn't quite nurture.

So I cannot give a definitive answer on college. I was either fascinated by the subjects presented at classes or hated myself for being there instead of sitting at home and practicing drawing.



After college, I took a year off to work on and perfect my craft: drawing, painting, designing… After that I took on whatever freelance job I could find, then found work at indie studios, and gradually ended up at more known studios. This was a turning point in my career, because I realized I was playing in the big league now. One day you're someone's groupie and the next day you're working with them.

Every time I connect with a studio or professional I've respected for a long time, my energy meter is filled for a long time. I feel the burst of stamina and will to work out of nowhere, like an energy blast. It's my muse, really. It is the reason I'm fortunate to say that every day may turn out better than yesterday.

And then one day Frictional contacted me because of an email I had sent a long time ago, saying they wanted me for a work test. I passed, and so the journey in Secret Project #1 began. I didn't know it yet, but it was about to be a wild ride!



My life at Frictional

I started at Frictional as a full-time concept artist. All the briefings were cool, interesting and creatively demanding. Working full-time meant I could work on what I liked all day. There was never a day where I thought gee, I wish I could work on something else instead. Soon I was working on props for pretty much all the levels on the project, then moved to characters, then environments – and now I do pretty much anything that comes my way.




When it comes to my work, I try to bring my sense of graphic design into the aesthetics and my experiences into storytelling. I also like to think in analogies, metaphors and jokes, which I like to sneak into the designs. I feel like every concept has capacity to be something more than just itself or what it looks like at first glance. So I try to add some substance, work on aspects of what the concepts stand for, and make sure they're not too literal or easy.

Besides that, I love studying and getting all into different subjects, as there is more chance of finding valuable things the deeper you dive. I draw diagrams, study anomalies of human DNA that can be used in monster designs, consume culture and subculture, capture accidents to use in a different context, experiment and drift, love my experiments as I would an ugly child, delay criticism and judgement.



I do a lot of work where I'm focused on details and injecting story elements into the props, environments and other bits of the world. While working, I have recalled some of my memories related to Dark Messiah. In the game there was a statue in a haunted necropolis that you could choose to interact with. It read something like: "Here likes cursed so and so. For his crimes against the king, let his torment be eternal." It is a really trivial detail and I am probably among the 1% of players that noticed it, but it just added a lot of believability to the world.

A lot of these romantic ideas and memories I have about games are blurry at best and inaccurate at worst. But they are something I gravitate towards when making my art. I study what other games have done well, find out why these things work, then adapt the formula to my own work.

I could go on about my favorite comics, films and games. But to be honest, every time I pick up a new book, game or film, there is a possibility that it will leave me with a long-lasting memory. And for me, that is very exciting.



Like most people at Frictional, I work from home – and in my case it happens to be the sunny Porto in Portugal. Here I have my work sanctuary, aka my office, where all the art making process happens.

My desk and setup are something I'm proud of. It's just tech, but because I built it myself, there's another level of affection I have for the tools. It must be a nerdy thing. Besides the obvious hardware my setup sometimes has a book or a magazine on graphic design, a ball or a fidget spinner to play with while I'm analyzing references or trying to focus mid-brainstorming. Simply reading a couple of paragraphs between drawings or throwing the ball at a wall for a few minutes is enough to get all the parts of my brain working again.

Which leads me to my last point: I want to close this with advice to aspiring video game artists. Sometimes us industry people are too serious and forget to have fun. We forget we're making games. A lot of times artists tend to copy what is popular in the industry, which is fine, but there is also a whole world out there to get influence from. Following in line with the entertainment industry will only get you so far. I find that the art that I actually stop to look at for more than three seconds is the kind of art where the artist is communicating something unique to them, something only they can say – not a copy of a copy of a copy.

The bandwidth of the world is much broader than what you can get through your internet connection or TV set. Get some inspiration from unlikely places: graffiti, typography, furniture design and fashion, nature, travel… Everything has the power to amplify what knowledge you already have and show you entirely new avenues of exploration.

That's it! Thanks for reading!

If you're interested in following my work, you can find me here:

insta: https://www.instagram.com/miguelnogueira.art/
twitter: https://twitter.com/ignitionchemist
site: www.miguel-nogueira.com
artstation: https://www.artstation.com/migno

Rome: Pathway To Power - The Emperor's New Woes

Written by TBD

And so, after almost two months, we continue our playthrough of Rome: Pathway to Power.

It's been a while, so if you want to catch up you can read Reiko's Introduction (here) and first post (here).

For a quick summary, here's what happened so far.

HERCULANEUM

Hector, a slave living in the shadow of Mount Vesuvius, and the character we play, was sent by his master to give a letter to Fellonius the Consul.

After asking a local plumber for directions, Hector finds Fellonius.

Actual fact: The word 'plumber' originated in the Roman Empire, as the Romans used lead pipes and the Latin word for lead is plumbum.
Possibly actual fact: In more modern times, a lead pipe was also used by Professor Plum in the Conservatory.


Fellonius gives Hector some cash for his master's letter, and rushes off.

Hector does some minor exploring while I get used to the game's controls.

But I thought Jupiter was a planet, not the sun. Next you'll be telling me Pluto isn't a planet either.

Hector steals someone's clothes in the baths because a slave won't be allowed on a boat.

So, you just have extremely white skin shaped like a toga then... okay.

Hector goes to the docks, notes that the money Fellonius paid him is the exact cost of a boat trip, gives all his cash to the boatman and leaves the destruction of the only home he's ever known. Surely he has mixed emotions about the death of everybody he's ever met in his life...

… or perhaps not 

Now that we're all caught up on the first chapter, it's time to continue. When Reiko had finished the first post, Hector had escaped the destruction of Mount Vesuvius, reached Rome and done a day's worth of exploring.

ROME - DAY 1

I further explored Rome myself. Now, I found things in Rome in a different order than Reiko, so I'll be repeating a lot of things you already know.

The map has twelve locations, so we'll start with those.


Colossevm

If I go to the Colosseum after the herald announces an upcoming fight, I can see the fight.

Shortsword? – it looks more like a butter knife.

If I had a male slave I could have him fight the champion and get 40 or 50 sesterces. Based on the two fights I've seen, Billius is better than Lurkio and Barbarus is better than Billius.


Tavern (South)

At the southern tavern, I can play a game of dice if the gamblers are there. Of course, during my initial exploration I'm still sesterceless so I don't get to play.

Why is everyone so happy that I have no cash?

At some point I found Unscrvpvlvs the money lender at this tavern, and borrowed 30 sesterces, the most I could get, from him. He'll be wanting 60 back when he calls on me – the game never tells me when that will be but I figure I can get the cash before he looks to break some bones.

Now that I have money, I try my luck at the dice game.

Hah – and I thought I might need the lucky dice from Herculaneum!


Tavern (North)

I was killed by an assassin on my first night and the game restarted from when I first arrived at Rome. I notice that Fellonius goes north as soon as we exit the boat, so I follow him using the FOLLOW command. He walks all the way north to one of the taverns and meets with another citizen and a guard for presumably nefarious reasons.

STOP MVMBLING! I'm trying to eavesdrop!

When I ask any of the participants what they're doing they get very defensive.


Intriguing. Whatever dodgy dealings are going on here my now dead master was surely involved as well. Throughout my wanderings I saw a few meetings Fellonius had at this tavern. And it wasn't always the same people.

He met with
  • Laborivs Domesticvs, senator and slave-trader
  • Militarivs Conflicvs, senator and centvrion
  • Kristophavs Gratvitvs, plebian and assassin
  • and possibly others that I didn't have screenshots with their names and jobs of, or that I didn't see the meetings of because I wasn't following Fellonius all day.
Temple (North)

The priestesses speak latin that I assume isn't worth translating, but outside the temple is a soothsayer.

Shouldn't that be thoothTHayer!


Temple (South)

Nothing here but a priestess. Perhaps something happens here later


Theatre

A play takes place here in the evening. Nice flavour detail, and maybe it becomes important later.


Senate

As Reiko mentioned, sometimes politicians talk politics here. Nothing interesting for now.


Forvm

This is the open area in the centre of town and it's here that the slave auction takes place. 

For a guy who was a slave himself a few hours ago, Hector seems rather blasé about owning people himself. 

Something that drew my attention during the auction is that one of the slaves wasn't bought when I first came here with no money. It was a pretty young lady by the name of Vesta.

This makes me think the game's saving her for me and I should purchase her (and probably free her) once I have some cash.


Barracks

I don't seem able to enter the barracks for now – perhaps if I can get past the palace guards I'll be able to get in through the north.

Even Hector himself is annoyed at the game's inconsistent pathfinding

Palace

The palace guard has really strong legs. When he kicks me I slide an entire screen and a half to the west.

This guard does a lot of sumo squats!


Baths

Another place I haven't found anything interesting at. I haven't even found clothes by the baths that I could steal.


Hostel

I can pay the hostel owner one sesterce for a night's sleep. Even after all my play I still haven't quite got the hang of how doors work, as I'd been in some before and nothing seems to happen so I just leave. This time, after paying for a bed, when I enter the door behind the innkeeper and wait long enough, evening turns to night and I see ZZZzzzzzZZZzzz's appear above the building. This keeps me safe and passes time until morning, as there doesn't seem to be much to do at night.


Random Wanderings

I note that if I leave Hector to his devices, he'll explore on his own. I was initially hoping this will take him to all important parts at important times. I did notice that after the slave auction is announced, Hector immediately makes his way there. But after that first time Hector just seems to stand where I leave him indefinitely.

Last orgy I went to I brought apricots. You can't imagine my embarrassment.

ROME - DAY 2

After waking up in the hostel, I wander around, waiting for the slave auction because I didn't find the moneylender until late the first few times I played day 1.

Before a slave auction starts, a new announcement appears.

Ooh - exciting! The emperor will be making an announcement!

I run to the palace, and the crowd waits on expectantly.

Well, I don't have a job as such, so this shouldn't affect me. Gee that guy in the toga coming in from the west is moving pretty fast. 

Hey - that's the assassin I saw conspiring with Fellonius yesterday!

Krisophavs is arrested, and my old friend Fellonivs Moronicvs steps up.

I'll support you Fellonius. After all, you gave me the money that let me escape the deadly lava.

Aw, man. And I thought blondes were supposed to have MORE fun.

So what's the punishment for being blonde in Rome?...

… Fellonivs gives me a kitty cat as a pet?
After being fed to lions and before restarting the game, the game goes on to tell me I should perhaps have warned the Emperor about the plot. When day 1 starts again, I have a solid plan - I need to warn the Emperor.

ROME DAY 1 again

Starting again, I follow Fellonius immediately and see his meeting at the tavern. I then wander around for AGES looking for the moneylender. Where does this guy spend his mornings? I finally find him, but miss out on the first slave auction. At the second auction I buy Barbarus, champion of the arena the time I watched it, then wait for the next arena fight. I watch the fights while trying to work out how to enter my slave myself. After trying to talk to all people in the arena and trying to give them all money, I finally work out that I have to USE Barbarus – he appears in what is basically my inventory. Anyway, I send Barbarus off to fight partly for my honor, but mostly for my wallet.

Barbarus (my slave) is the gurgling dead guy on the ground.

I reload and this time instead of going to the slave auction, I take my 30 borrowed sesterces along with the 10 I won on the dice game and go straight to the palace to bribe my way in.

I wish he'd just let me know exactly how much he wants – it would make my life much easier.

Needing more money and figuring the best way to get some is at the arena, I go to the slave auction and buy Barbarus again – my theory is that even ignoring his wins in my first playthrough, because he has more value he should be a better fighter – that may be an incorrect assumption. I have three gladiator purchasing options...




This time I get Barbarus for 10 sesterces, whereas last time he cost me 25. There seems to be at least some randomness in this game. That could make for some annoyances as I go on, but let's ignore it for now.

While wandering, I did find something of particular interest that I hadn't seen earlier. Fellonius visits the soothsayer outside the temple and gets some advice.

Like that guy standing directly in your line-of-sight right now, perhaps?

Knowing that the soothsayer's giving valid advice, I give him a coin of my own and get a likely true but not overly useful piece of advice...
Ah yes... I see scarlet spots upon a purple cloth...
… if only this cloth knew what you could tell...
... then the scarlet would turn to gold!
So, I go to the arena to try my luck again...


… and again... 

I need to buy Barbarus some steroids or something. He's useless when I own him.

Well, we've already found some randomness in Barbarus' price, so I expect there's some randomness in the arena fight too. The existence of randomness in adventure games annoys me because I don't know if I have the right tactics and just need the random numbers to fall my way or if I'm doing it wrong and no amount of tries will have me succeed. Should I have bought Lurkio or Billius? Perhaps it's relevant that evening hits as I'm about to fight. Is Barbarus powered by the sun like Birdman? Can I only win the arena fights if I find the moneylender before the first slave auction when his competition is easier? Will winning a fight give me enough money for the greedy palace guard anyway? Who knows. And with only one saved game and a restart of the chapter if I die it becomes extremely tedious to try new theories.

Session time: 3 hours
Total time: 3 hours

So, after all that time I'm basically at the same point Reiko was two months ago, still needing money to bribe my way into the palace.

As for what I think of the game so far, I'm torn. There are parts I love and parts I hate.

One thing I love about the game is that the world and characters move along at their own pace regardless of what I do. It makes the world feel much more real and moments like coincidentally passing the temple as Fellonius is getting his sooth said are very satisfying.

One thing I hate about the game is that the world and characters move along at their own pace regardless of what I do. It makes getting to places at the right time and waiting for things to happen tedious after playing the same part of the game a few times and it makes finding people (money lenders in particular) I need at the time I need them an exercise in frustration.

Ep 34: Top Faves With Dave Goes Digital Is Live!

Ep 34: Top Faves with Dave goes digital

https://soundcloud.com/user-989538417/ep-34-top-faves-with-dave-goes-digital

Dave Tubbs, Nick Nerthery and I talk about military-themed video games.

Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer

Follow Dave on Twitter! @FrmrSldrFgtPlyr

Try Audible for your free audiobook credit by going to http://audibletrial.com/tvwg

New Segment - Stump Jay! Dave's attempt to stump Jay took 308 milliseconds to solve.
Maori Wars Empress Miniatures - http://www.empressminiatures.com/page11.htm

Emu Wars Eureka Miniatures - http://www.eurekamin.com.au/product_info.php?cPath=131&products_id=13353

SCW Empress - http://www.empressminiatures.com/page9.htm

Top Faves
Myth: The Fallen Lords - http://projectmagma.net/what/
Gog - https://www.gog.com/
Wolfenstein 3D - http://3d.wolfenstein.com/game_NA.php
Starcraft: Brood War - https://starcraft.com/en-us/
War Thunder - https://warthunder.com/en
Wolfpack - https://www.emuparadise.me/Abandonware_Games/WolfPack_(1990)(NovaLogic)/95670
UBoot Kickstarter - https://www.kickstarter.com/projects/phalanxgames/uboot-the-board-game
Captain Sonar - https://www.asmodee.us/en/games/captain-sonar/
Red November - https://www.fantasyflightgames.com/en/products/red-november/
Close Combat: A Bridge Too Far - https://www.gog.com/promo/20180206_launch_promo_close_combat
Ghost Recon: Advanced Warfighter - https://www.gamestop.com/xbox-360/games/ghost-recon-advanced-warfighter/39276
Axis & Allies CD - http://www.harrisgamedesign.com/phpBB3/viewtopic.php?t=2268
Company of Heroes -  http://www.companyofheroes.com/
Dawn of War - https://www.dawnofwar.com/
Halo - https://www.halowaypoint.com/en-us
Halo Fleet Battles - https://boardgamegeek.com/boardgame/176936/halo-fleet-battles-fall-reach
Diplomacy Play By Email - http://www.playdiplomacy.com/
Junta - https://www.alderacsite.com/junta/
Call of Duty: World at War - http://store.steampowered.com/app/10090/Call_of_Duty_World_at_War/
Total War - https://www.totalwar.com/
Brothers In Arms: Hell's Highway - http://store.steampowered.com/app/15390/Brothers_in_Arms_Hells_Highway/
Nick's Article - http://www.offdutygamers.com/2010/01/brothers-in-arms-hell%E2%80%99s-highway-good-enough-to-be-a-training-aid/

Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.

Trollblood Hooch Hauler Model Review

The Hooch Hauler.  Personally for me this is a tale of woe and triumph.

I was incredibly excited by the CID rules, and when I saw the rules stayed as is and we saw the final render I was ready to buy this model day 1.

Then the price hit and while I wasn't expecting to pay so much, I did because I love Trolls and the rules seem like they have a lot of synergy and makes a neat package that slots into almost any caster in the faction. Luckily I had just about the cost of the Hauler left over from selling some of my old GW models and while I expected that to go further in financing new hobby purchases, I took the plunge day 1.

And then the agonizing wait began.

Then finally it arrived....and sat in my house for two weeks in its box. 

Basically work was pushing me into a lot of overtime and we had a lot going on with the family that by the time I got my daughters in bed at night (the only time I can dedicate to actually building a model), I was so exhausted that I didn't have the will to start building what is literally the largest and most complex model Privateer Press has ever produced. 

This weekend I finally dedicated the time to build it, and it was an adventure. 


Friday night I started assembly with a porter at my side. I figured some alcohol would be thematic and help me get through this monster of a model.

I'm not kidding when I say this model is a monster. The modelers at PP did an utterly incredible job so that when it came to where the injection points for the molds on the various pieces went, every single part had the extra flash in places where you would not see it once the model was assembled.  

Clearly there was a lot of thought put into the design in terms of model assembly goes. This was absolutely necessary actually, because when it came to extra flash/resin on parts of the model there is an absolute ton of it. 

This is what my work area looked like when I called it quits later Friday night, and that's with a good round of initial cleaning already wiped away!


Saturday night I returned to my project, this time armed with a healthy pour of some fine Canadian rye whiskey.

To my surprise I was able to push through another three hours of pinning, cleaning, and gluing and was able to complete the model.


Suffice it to say this thing is HUGE!  I wanted to see if I could possibly get it even temporarily into the foam for my other 120mm based models and did a group shot for size comparison.


Model Quality

The quality on the Hooch Hauler is frankly outstanding.  I'm not sure if it's because it's a small production run done as part of the new Black Anchor Heavy Industries (ie. produced in house at PP in Washington), or if it's because this is the first production run using the molds - but the details are really good. 

The parts of the model you'll see are really well detailed and...absolutely clean, there weren't any mold lines to remove whatsoever. As stated there was a lot of flash and resin to chop off with clippers and a fresh exacto blade, but none of it impacts the model in a aesthetic way.  The mold designers at PP deserve a lot of credit, they really did their homework with this. 

Assembly

This thing was a monster to get through, very intimidating at over 40 pieces and some parts that definitely want pinning. 

That said, I pin a lot of my models because I want to ensure they hold up, but I had to do far less of that with this than I initially thought I would.  The designers here really did a fantastic job with almost all of it so that things generally fit together in a tab-in-slot kind of way that didn't necessitate pinning.  And they fit! So often things don't line up easily, or you have to pin anyway - but everything came together shockingly well for a model of this size and complexity.

That said there are some pieces where I paused to wonder if it was a necessary trade off or an intense pathological hatred that drove part of the assembly.  The drivers seat was definitely a challenge, I ended up pinning into the cushion the driver sits on and then pinning that deeply into the barrel.  And then there are the torches at the top. They have a pretty deep slot/tab design, but the bases of them weren't big enough to be able to drill into to attempt to pin them in.  What's worse is that they're a necessity so that you can put in the cloth between them, which then serves as the mount/glue point for the troll up top jumping on the catapult to launch the primary gun.

To PP's credit however that part went together far easier than I thought it would. I was anticipating a lot of greenstuff to hold that cloth in place - but it was surprisingly easy. The troll also glued on shockingly well onto the cloth so it went very quickly to get the last bits assembled. 

Finally the instructions were very detailed, probably because they had to be for a model like this, but it was greatly appreciated.  Overall when I was assembling it, I was generally impressed by how much thought went into making the assembly as easy as it could be for a model this complex. 

If this is what Black Anchor Heavy Industries is going to produce quality wise, then they've really hit it out of the park on that front. You certainly have to pay a pretty penny for this model, but the quality you're getting is spot on. 

Other Factors

I am hoping that Battle Foam will quickly have a foam tray designed for this model, but it's going to have to be as tall as the Gargantuan foam trays as you can tell from the last picture.  If one isn't coming soon I'll probably create something myself for it using some plasticard and foam. Transporting it is going to be a bit nerve wracking until then. 

While I think the model is gorgeous, part of me kind of wishes it was a bit more modest. It's huge, and it's detailed, and it's complicated - which is all built into why it's so incredibly expensive. This definitely feels like a project that PP turned over to their artists and just let them push themselves as far as they could go.  It's definitely an achievement in terms of design and production, but it comes with such a high cost.  

While that sounds awesome, as an engineer I've been around long enough to know the value of having a project manager come in and say "this is great, but you might want to tone it back some to keep costs down."  

No one did that at Privateer Press when it came to the Hooch Hauler.  They stopped at "it's great" and decided to take a risk selling it as the premium product it is. 

Gaming

I should get my first games with the Hauler this week.  As it is a Hooch Hauler + Northkin Raiders + Full Krielstone + CA is 45 points, which in Storm of the North is 2 free solos and 15 points away from maximizing your free points allotment. In fact it does the same thing in Kriel Company, once the Hauler is officially added to that theme - but KC is such a terrible theme because of the limitation on "ranged only beasts" that I generally don't want to go down that route list wise. This is a shame because it's the only other theme we have to play our first Battle Engine in, but as it is, I'm not sure what I can get in there to make it work. 

I'm very intrigued to play the list with Grissel1 using the package above plus some Long Riders, a Mauler, and a Brawler.  Calamity and her fell calls would work very well with the Raiders gun wise or the old yo-yo'ing Long Riders.  Beyond that, I think there's a place for this in either Grim, though I'm struggling to pick out exactly what I want in each of those lists. 

Conclusions

The Hooch Hauler is definitely worth it if you care about model quality and aesthetics, though the price point is way higher than what I expected to pay for a single model in WMHD.  You definitely get your money's worth in the final product, the only thing is questioning whether or not the model should have been made to this size and complexity.  

As a product it feels like PP has taken a big risk here. I hope they do well because I love what the company is doing, but I guess we will see if this kind of product is successful for them. 

Press Release: Someone Has Died, Now In It'S Second Printing!

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Someone Has Died – A silly game about serious business. 

Designed by Adi Slepack, Liz Roche, & Ellie Black.
Art by Adi Slepack & Ellie Black.

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Gather Round Games is thrilled to announce the second printing of its debut tabletop game, Someone Has Died. Someone Has Died is an improvisational storytelling game set at a will arbitration where players try to convince an estate keeper that they're the worthiest of a dead person's fortune.
In September 2017, Someone Has Died raised over $52,000 on Kickstarter to fund the game's first print run and officially released in September 2018. After selling out of its first print run in just a few months, Someone Has Died is back for round two!

About the Game:
In Someone Has Died, players have gathered together for the will reading of someone who died. One player takes on the role of the estate keeper. Part judge, part GM, the estate keeper guides the players through the arbitration and awards the fortune at the end of the game. Using the cards in their hand to inspire them, the other players craft wacky characters and argue for their right to the fortune.
Someone Has Died encourages character building and storytelling while being quick to learn and play, making it enjoyable to beginner and experienced role-players alike. With 163 cards of 4 different types, the combinations of identity, relationship, backstory, and objection cards are endless! You'll never play the same game twice!

Someone Has Died has exhibited at conventions across the country and was an official selection of the Indie Megabooth, The Connecticut Festival of Indie Games, IndieCade, and XOXO Festival.
The game is available for purchase for $25 at www.someonehasdiedgame.com/store and ships internationally.

Number of Players: 3-6
Time per Game: 25-45 min
Age: 13+

About Gather Round Games:

Gather Round Games, LLC is a NYC-based tabletop game publisher. Founded in 2018 by Adi Slepack & Liz Roche, Gather Round Games is a two-woman team that strives to create narrative driven games accessible to gamers of all skill levels.

Contact:
Adi Slepack, President & Co-Founder
Liz Roche, Vice President & Co-Founder
gatherroundgames@gmail.com




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