Brüder gegen Brüder

Me and Sovereign had so much fun playing Wargame : Airland Battle the other day that we decided to have a go at recording some Wargame : Red Dragon as well.

Here we play out an absolute classic Cold War nightmare scenario, as the forces of East and West Germany meet in earnest on the field.

Brüder gegen Brüder

Send Her Victorious : Long Live the Queen


Long Live the Queen
2012 Visual Novel, Developed by Hanako Games


It’s 2016 and it is all right for men to play games like this, I get that, I really do. Gender need not determine what one’s interests; we should all play what we want and like what we like. I know this, but despite that knowledge, it took me a long time to come around to actually playing Long Live the Queen (henceforth LLtQ). In the end I’m glad I did because what I found, behind the facade of a magical-girl-adventure, was a thoughtfully designed and subversive storytelling engine.

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Send Her Victorious : Long Live the Queen

Micro Chibinomics : Recettear


Recettear : An Item Shop’s Tale
2010 Economic sim (?), developed by Easygamestation, published by Carpe Fulgur


Video games are self-contained world, ordered by a set of rules of human design. Thus, unlike the world in general, videogames can be fair. Indeed they can be simulacra of the worlds in which we would like to live. Recettear’s world is constructed in this way. It takes one of the most crooked and broken aspects of human affairs, the world of commerce, and turns it into a tale about hard work paying off. It creates a space in which hard work is rewarded, and where if only we are nice to people, good things will come our way. In this piece I would like to talk about the way in which this world is created by the laser like focus on long-term planning encouraged by the game’s mechanics.

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Micro Chibinomics : Recettear

Sounds and Pictures.

Hello everyone. Wargame Airland Battle is, as I have already said at some length, one of the best games of the last decade. Because of this (and because we mussed up recording some other stuff) me and my friend sovereign decided to do a couple of after action reports on some matches we played recently. I enjoyed making them, I hope you enjoy watching them:





War Stories : Plan West



Hearts of Iron 3
WW2 Grand Strategy, Developed by Paradox Interactive


Story time. Many years ago now, me and two friends (whom I shall call here, Sovereign and Steelzenith, as those are their online handles) had been playing Hearts of Iron three for hours.


The year was 1940. I was playing the distant and watchful America, Steelzenith was playing the French and Sovereign was playing the Brits. Things were going well so far, Steelzenith was holding the Blitzkreig in central France, while pushing the Italians back over the Alps. Sovereign had a small expeditionary force holding south of the (horribly crushed and defeated) Belgium. I was, as yet, unable to intervene. I therefore spent my time organising troops, naming new divisions and slotting them into some semblance of order. I made sure sure that my fleets were well prepared and ready to shepard the doughboy tide across the Atlantic, when the time came.

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War Stories : Plan West

The Hammer of War.


Total War : Warhammer
2016 Grand Strategy/RTT, developed by Creative Assembly


I have enjoyed the sixty something hours I have put into Total War : Warhammer (henceforth TWWH), since its release. However, having seen quite a lot of what it has to offer, I am left with mixed feelings about the game. On the one hand it is the most streamlined, solid and well tested Total War games ever made. It runs like a dream, even on my old jalopy. Further it has a set of extremely satisfying core gameplay loops, which makes it is easy to sink boundless time into. On the other hand, it never becomes more than the sum of its parts. For a game based on such creative and weird intellectual property, it plays things surprisingly safe. In this piece I would like to try and explain why, while I enjoy TWWH, it is also a disappointment.

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The Hammer of War.

In the Silent Kingdom.


2015 Kingdom building game, developed by Thomas van den Berg and Marco Bancale


Kingdom is a small, focused, effort aimed at providing a very particular experience. The interesting thing about the way that Kingdom conveys this experience is that it does so almost entirely without words, letting the player work out how the world works for themselves.

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In the Silent Kingdom.