Sunday, 28 June 2020

Gunpla: The STH-05R Rouei (IBO HG)

Acknowledging that it was gonna be bleak, I wanted to like Iron Blooded Orphans. I gave it a go. Today's subject is from that series, brought prior to watching, and fielded by the "Turbines" Mafia family. An actual family, as it turned out, consisting of apparently dozens of women, all married to the one guy. They have a crèche. Somebody more eloquent than myself can unpack that one. Fortunately, there's no shortage of other things to talk about here.




Ever look at something, and think there's a cultural context you are missing somehow? Like a idiom you don't get because you're literal minded and don't know whom Gordon Bennett was? I get a similar feeling with today's subject. There's something about it I can't quite place, possibly supernatural, about that four-eyed faceplate. The rest is more familiar, the chonk and bellbottoms look evoking Zeon designs like the Dom. It's a good and interesting look, but it's not what people are likely to mention about this thing. Unlike most IBO kits, the Rouei has no internal frame at all, the construction being similar to a conventional HGUC. There is no obvious reason why this is the case, the external design offering no barrier to the implementation of such a thing. It seems counter-intuitive too, as the Rouei is a remoulded variation on the Hyakuren. Surely, if you knew you were doing both, wouldn't you be aided by having the common internal frame? Also, and I'm not quite sure how to work this into the article, so I'll mention it now, the shoulder armour looks like it should have another joint in it, but doesn't. As it is, one can only suspect some cost saving measure at play. I'll also admit to not realising this fact when buying, silly me. However, all that only matters in the context of IBO, and the absence of a Robo-skeleton is a curiosity, not an objective problem. I wouldn't begrudge someone whom passed on this kit because of that though.





The actual build process proved to be quite a solid one, in both the literal and figurative sense. Nothing leaps out as exceptional, but its a no-fuss process. I like a kit that isn't finicky. It results in a possibly more stable robot than the other IBO kits I've done, as its much thicker in the mid-riff with big feet, so polycaps are less vital to the balance of the thing. Its not without its problems once completed though, the fist plates being a nuisance during photography and couple of joints being loose. In other news, the build does rely on stickers, with fricking humongous ones for the thrusters, in an odd blue-grey. Aside from that showstopper, the stickers are otherwise minor, and often go into recessed locations. I applied the smaller examples, and took the opportunity to try paint here, which worked wonderfully for the eyes. It also seems to getting better at avoiding the cutmark problem too, so I'm pleased with how this turned out.





Let's talk weapons. The Rouei is equipped with a pistol and club combo, fitting the usual tactic in IBO were you to wear down a foe with ranged attacks before crushing the cockpit in with a blunt instrument. Its another good look, thanks in part to double-jointed elbows, and both can store on the most ample butt armour. Throw it on a flight stand, and you've got all you need for a great pose. In a happy bonus though, this kit features all the weapons from the original Hyakuren kit, just unmentioned on the box. That's a rifle, two kinda-boxing gloves, and a sword + sheath. Was that also a cost-cutting measure? Strange, but welcome.





To be blunt: this kit had been sitting at the bottom of the to-do pile for a while, due to the skelebob issue, fear of it being a lemon, and being less than keen follow those episodes I watched. But it proved not to be a lemon. No, its more a kind of unbranded supermarket chocolate. I feel if you are attached to the characters that pilot this, you definitely won't be unhappy with the experience. Otherwise? Well, it won me over, but don't overpay?

Sunday, 21 June 2020

Retro Mini-Review: Streets of Rage 4 (Steam, PC)

Yes, yes, I know. It came out this year, so its not really retro, but it's one of those games that very deliberately calls back to the 16 bit era. Back then, the Streets of Rage (or Bare Knuckle) franchise was a big name in the console wars, Sega's answer to Final Fight. Then, the series just stopped, and the scrolling beat em up genre went soon after. The closest modern descendants are probably the Dynasty Warriors games, and Castle Crashers. Eventually came the retrogaming boom, and Streets of Rage games, especially the the second one, were always among the first people went for. Now comes Streets of Rage 4, with its hand animated style, and many expectations. I am happy to confirm it meets those expectations, although I'm unsure if young people will be into it.




This style of game was always very simple, just you and a buddy walking right, and punching criminal stereotypes as you go. SR4 does not attempt to reinvent the wheel, but it does refine the concept, and present it impeccably. Playing it for the first time was like encountering a lost sequel; my muscle memory still worked, with the changes they have made feeling completely sensible. There is now a separate button to pick stuff up! I didn't know I wanted that until it happened. More substantial is the introduction of a combo system, and a risk/reward mechanism for special moves. These debit your health, but if you punch enough without taking a hit, you get it back. This combined with tangible differences between characters, and occasionally clever level gimmicks, made for a pleasently tactical experience in single player. Meanwhile, online multiplayer seems functional, if reliant on Internet randos, and I regret I cannot test the local 4 player mode. That sort of thing is always fun. Replay value also seems fairly good, due to an extensive selection of legacy character unlocks from the previous games. Meaning you achieve silly things like a 4 player game featuring Axel in each of his iterations. 

So then, it's deeper and more rounded than it looks, but nostalgia may be required. There is however something I haven't mentioned yet: the music. Streets of Rage was made famous by its soundtrack, and yes, SR4 holds its own here. Perhaps not for everyone, but I found it transcendent at times. The glass elevator sequence is a real highlight.

It boils down to this. If you were around for the 16 bit days, you'll probably have a good time. If you weren't? Well, if you ever wanted to try a game like this one.... Better try this one.

Sunday, 14 June 2020

Gunpla: The MS-06FZ Zaku II Kai



While it would be fair to describe the Principality of Zeon as "Nazis in sppppaaaaace!", it's not the whole story. I do not mean to suggest that Zeon wasn't a genocidal expansionist state, just that they should be considered in the context of Japanese history, specifically that period circa the 1930s and 40s where Japan was those terrible things. The whole Zeon = Nazis comparison was made the original series mind, but it wasn't really explicit until the side story Gundam 0080: War in the Pocket, a highly regarded series. This revamped many mecha designs, costumes, and gave Zeon a robot with a German name. Hence today's subject the Zaku II FZ Kai, which is very much ground zero for that approach. Its also piloted by one of the most tragically sympathetic characters in Gundam lore.




There's a relatively obscure book called MS Era, which purports to be a photographic history of the One Year War. While fascinating as a concept, its noteworthy as it casts the 0800 designs as their First Gundam equivalents. This implies that, regardless of official canon, the machines in the anime aren't new creations, so much as the classics done by a different artist. Today's review subject certainly would support such an assertion. The Kai doesn't bring any radically new elements to the table, but it's not merely adding techno gubbins around the edges either. Every little thing has a subtle difference, in proportions and design motifs, but still retaining the fundamental asymmetrical Zaku essence. Its worth remembering that this was designed by Yutaka Izubuchi, more famous for the near-future-kinda series Patlabor, and that particular style of realism is very much present here. There's more going on visually than the old Zaku II, but its fairly understated, and the closest thing it gets to over-complication are the red thrusters. Which I skipped. Probably the only real thing to suggest this is tangibly different from the original is the big assault rifle with the built-in grenade launcher. This is possibly too big, but damn if it doesn't look like something you'd joyously pick over the 120mm competitor. You can get a good firing pose out of it, despite limited elbows.



 
A few observations regarding the build. The Kai lacks a moving monoeye gimmick, understandably given the shape of the head, resulting in a very modest sticker sheet. Less justifiable is the absence of a neutral right holding-hand which strikes me as a needless cost-cutting measure when they included an open hand for the rifle, and alternate head. While generally a good kit, I did find some of the rounded areas a nuisance to cut and finish. Mind you, this was still the most pleasant Zaku variant I've built, having no serious weaknesses.

In general: Not quite as agile as the Zaku I, but still good, and a better build.





Yep. There is no way this chap isn't a good guy. Yes, there are absolutely no design elements that suggest evil. Or horribly vindictive acts of warfare. Nope, this guy must be nice.

Sunday, 7 June 2020

The Vision of Escaflowne in The Mecha Hack

Okay, here's an article that percolated while running a game of The Mecha Hack. This might even be a series, who knows.

Anyways. Released in 1996, The Vision of Escaflowne is a highly regarded anime that I should probably write more seriously about. Its currently available on All4. It was fairly unique at the time for taking the whole mecha concept and placing it into fantasy style fiction. It can also be viewed as something of a trope blender, mixing concepts usually aimed at Japanese boys with those aimed at Japanese girls, hence the intro.






Yes, Escaflowne is the rare mecha anime whose lead is both female and a non-combatant. And neither quality should be as rare as they are, TBH. But, obviously it does still have robot punching, with the mecha of the series designed like extensions of knightly plate mail, mimicking the movements of their wearers, while powered by a dragons heart. So here's a combat clip. Perhaps not watch all of it, if you want to avoid a minor spoiler.





The Zaibach Mecha
On first impression, adapting Escaflowne to The Mecha Hack should merely be a matter of changing names. Or just using the regular Black Hack. However, the series does feature the highly advanced Zaibach Empire, whose mass produced "guymelefs" have invisibility cloaks , flight capabilities, metamorphic weaponry, and flamethrowers. I.e. the baddies from the clip above. Running from them, and finding a countermeasure to them, is a significant part of early episodes. Mechanically, this would be an easy fix for a player character, just use the stock Scout, but as enemy? This would probably be a huge issue for a low level party, and require a more considered to approach to running a battle. This could easily take on a horror angle, as players would be continually paranoid, always fearing their deaths from an unseen foe. Below are some possible stats to use, or you can ignore this issue and create a more generic setting without them, for more “knightly” combat.

Alseides HD 4
Invisible: Starts the battle hidden, revealed after an attack.
Backstab: Adds 1d6 damage to attacks when hidden.
Flight: If not hidden, Ignore difficult terrain; reach far locations in one move
Liquid Metal Attack: Mobility, Close or Near, 1d8.



The Mods
So, to make a quick and dirty approximation of Escaflowne, apply the following changes to The Mecha Hack.

1) No ranged weapons or modules without explicit GM approval.
2) The Brawler class is unchanged.
3) The Striker class looses REACTOR CHARGE and gains SIDESTEP - When making its first move action in a turn, it does not provoke Opportunity Attacks.
4) The Scout class is limited to Zaibach characters only.
5) The Titan class replaces is ENERGY SHIELD with the Grappler module as a freebie.


What do you think?

Sunday, 31 May 2020

Gunpla: The MS-05B Zaku I






When you think about it, the original Zaku has a decidedly inglorious service record. It was five years old before the the war kicked off, and was supplanted by the Zaku II almost completely. This relegated the old version to second line duties, which saw it participating in the atrocity and new form of war-crime that was Operation British. Then the war turned against Zeon, so the Zaku Is were sent to replace losses, which gave the design a chance to do something actually honourable, outdated as it so obviously was by then. Actual characters piloting one tends to signal an impending tragedy. Let's talk about Captain Gadem.




Gadem was a character whom was appeared in episode 3 of the original Gundam TV series, but conspicuously absent from the movie version. A captain of a Papua class supply ship, Gadem is responsible for approximately 90% of the fandom love for the Zaku I, his fighting style resulting in the design choices for this kit. To spoil a 40 year old TV show, Gadem had the misfortune to run into the titular Gundam. His ship destroyed while attempting to resupply The Red Comet, Gadem charged his unarmed Zaku I in rage-fuelled attempt to even the score, ignoring warnings to stay clear. The result was as sad as it was ballsy, as while he was clearly a better pilot than Amuro was at that point in his career, Gadem died almost immediately. Still, nobody could take that shoulder barge from him.





When Bandai does a kit, and there is a definite scene for it to replicate, they sometimes will go that extra mile. The Zaku I has the mobility and hands to replicate that suicidal charge, and thus ends more articulated than the HG Zaku II. It also has a similar number of accessories to that kit, and while your mileage may vary, I like them more. Case in point is the shoulder shield, a hallmark of the Zaku design that would present only circumstantial protection due to its size and mount. Here it goes on the forearm, with added spikes, so it would actually be of use in a scrum. Factor in the ability for model to stow all its weapons, and you have a very complete package.





What criticism I have arise from the relative age of the kit versus its subject matter. Its not that great for seams, and while it has really nothing to apologise for on the colour/sticker front, it does feature the usual "loose Zaku axe in the wrong plastic" issue. As builds go it's not bad either, the only issue for me was the head suffering from my clumsiness, but hopefully, you can't tell. Oh, and I don't like that weird should pad thingy. It's hard for me to fault, TBH, and while it's as definitely not as elegant as say a 30MM kit, or anything like as sturdy, it holds its own against them.






You know, this is better than the Zaku II.

Sunday, 24 May 2020

Plamo: My 30 Minute Missions “Jungle” Alto (+ Weapons & Armour set)


Most of my articles are written in advance, and thrown in a pile for publication on a Sunday. Some days I do well, and come up with several, thus saving me for those days when I'm not fit to write. Everything I put here either is an expression of creativity, or an attempt to manage my assorted neuroses. Or both. That said, if I'm happy with something, it gets bumped up the list. Like today's subject: another 30MM Alto with armour add-ons and a bigger gun that I was quite pleased with.





Now, the Alto Weapon Options are functionally similar to the Portanova's, although the design motifs tend more towards bullets, blocks, and swords. The high point is undoubtedly the assault rifle part with its under-slung grenade launcher, which is probably the most direct upgrade. This put me in mind of of modular guns like the FN SCAR, so I went "tacticool' and added the rounded sight and a side handle. Melee options are less of my cup of tea though, and while I initially liked the knife, it needed a better grip and a storage option. I'll probably return to those bits in my next Alto build, but what I ended up doing was breaking out the big choppa I'd previously on the yellow Portanova, this fitting the theme which had settled on.





I'd opted for the green Alto & Close Combat armour set, as a deliberate contrast to my previous 30MM projects, only for another idea to strike. Camouflage. A style of painting I have always dismissed as a boring pain in the arse. As an Ork player the concept baffles me so much as to when I painted Kommandos, I did them in High-Vis jackets to satirise the concept. (Ask your average urban explorer. It works!) Then the tumblers in my brain clicked together, as I remembered the 1986 film Predator, and the Catachan Jungle Fighters, and it was on. Surely, there is nothing sillier than a 18 metre mecha in a stealth paintjob, like an unironic Robo-Rambo? The question just was: how does one camo? Figuring this one out was tricky, but my Google-fu is strong, and if there's a lazy way, I will find it. I modified the technique found here, and the result was a pleasing success. Not perfection, but I know the next one will be better. Here's a how-to.





You will need
Sticky tack, aka Blu Tac, and possibly masking tape
Three spray paints in the colours you want
A safe place to spray, i.e a large cardboard box, outside.

1) Assemble the parts you wish to camo, making sure any joints are not subject to spray.
2) Transparent parts must be elsewhere.
3) Lightly spray with your darkest colour, and leave to dry.
4) once dry, attached a few blobs of Tac to the parts. Don't be neat, you are trying to break up straight lines.
5) Now lightly spray with your medium colour, and leave to dry.
6) Once dry, add more tac in a hodgepodge fashion.
7) Then spray with your lightest, or main, colour, and leave to dry.
8) Now the fun part, gently remove the tac.

Job done.

Sunday, 17 May 2020

RPG Mini-Review: The Mecha Hack

Like a lot of people, because of you-know-bloody-what, I've been trying webcams lately. No, not the kind you pay for. Nor the ones you charge for. In your dreams, BTW. No, the ones where you play a game. A Role Playing Game. No, not that kind of roleplay. Let's start again.



So, in my latest attempt to stay sane, I've been running online RPG games. And because its me, it involves giant robots. Its a little side interest of mine that's been bubbling away in the background for decades. I've wanted to play a giant robot RPG for years, but never found someone to run one, other than me, so I've ended up collecting a few rulebooks. The most recent thing to catch my eye was today's review subject, The Mecha Hack. This, as I understand it, is a modified version of “The Black Hack”, a bare-bones take on 5th edition Dungeons and Dragons. That sounds like the Kevin Bacon game, but what The Mecha Hack does is take possibly the most fundamental RPG mechanics, I.e. going into a dungeon and wrecking face, and apply them the matter of piloting a robot and wrecking face. You can build a character in 5 minutes, a party in 30, have the outline of a scenario in 10, and have couple of fights in 1 hour. Baddies are boiled down to an attack and a life bar, for example, and you get a huge great list of them. And there's a great many charts to help. You can have a campaign up and running in an afternoon. Its pretty elegant stuff, although I did run into a few oddities and “oh, they mean that” moments as I adjusted to things. The most obvious is that you “roll under”, but the most significant of these is that games treats man and machine as the same thing mechanically. Well, you do get a pilot type and a chassis, for 16 combinations, but the former is mainly a special rule for the latter. The word I want to stress here is “minimalist”, you don't get a lot, but you get what matters. And possibly the greatest name generator chart in human history.



Now, this means The Mecha Hack is not a deep experience. Not only are most things abstracted to an extreme, so replicating some styles of robot is hard, the rules do not cover events outside of combat. Well, there's half a page or so on that last point, but its not the kind of game that walks you through a character's history as you create one, or deals with social matters. That's gonna be a deal-breaker for some, although I suppose you could hybridise this with Fate/Fudge and come out OK. My personal opinion though is that the best bits of any RPG session is when players improvise something, and the absolute worst is when you have to spend a long time working out if something out is rules legal. This lack of depth is not a bug, its a feature. The thing about keeping things this simple is that it doesn't take much to make it interesting with a few tweaks. This has freed me up to concentrate on the stuff that's fun about planning/running a game; world building, endless references, stupid jokes that only amuse me, and developing scenarios for people to play. This simplicity has also proved a boon for online play, as there's no infrastructure needed beyond the video call. Using tactical maps would require something like Roll20, of course, but otherwise its gonna stuff you have as a gamer. And once players get into it, there's plenty of meaningful decisions to make in combat. That said, my only problem with system is that the abstract movement can be hard to visualise in my head, so maybe maps are a good idea?


So, to wrap up this mini-review, The Mecha Hack is a good bit of inexpensive fun. If you want to get gaming in a hurry with minimal fuss, I can recommend it. Especially if you decide to take “inspiration” from things like Pacific Rim and Gundam.