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Topics - dndfreak

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PC Games / Street Fighter V
« on: February 14, 2016, 09:13:31 pm »
I just picked up this one for $45 from GmG, downloading the beta now. Steam also gave me three SFV beta invites, so if you wanted to get you hands on one for the day and a half left until launch, let me know.

Storytelling and Roleplaying / New RPG system?
« on: January 02, 2016, 02:48:23 am »
I thought of an idea for an alternate hp system today and I'm wondering if any of the more table-top savvy members know if this already exists somewhere or if I actually did stumble into something new.

Basically, it revolves around pain and tolerance. Each character would have pain tolerance, which depending on the setting would be split into multiple categories (mental pain tolerance for cthulu sanity, that sort of thing). When a character would suffer damage in any other game, in this system they'd receive a small amount of pain, which would count against their tolerance, and roll a d20 save to determine whether they can withstand their current pain level.

For example, let's say this is a fantasy game and you're playing a fairly squishy low level Wizard with a physical pain tolerance base of a mere 8. A goblin shanks you and you take one point of physical pain, which reduces your effective tolerance to 7. A d20 is then rolled, and if the roll is higher than your current tolerance, the pain overwhelms you and you fall unconscious. If you roll lower than your tolerance, the pain was not enough to overtake you and you continue fighting until more pain forces you to make another (more difficult) roll.

If you're playing a bulky high end fighter, however, you'd have a fairly different experience. A character used to taking a beating might have a large pain tolerance, like 25, so that minor scrapes from goblin daggers would literally never be enough to overwhelm them. The fighter would have to take six points of pain before it would potentially be enough to knock him down, and then only if a 20 is rolled.

A character knocked down that is dying out must roll each round, as if they'd taken more damage of the type which felled them. A knocked down character that fails one pain save becomes fatigued, which means that even if something causes them to recover they're going to be worn out and functionally useless for a while. A character which fails and was fatigued is now dead.

Healing a character removes pain. If a character is healed while knocked down, they get to make a pain save to attempt to recover. A success means they regain consciousness while a failure means the healing wasn't enough to rouse them, but the pain was still removed and so making future saves will be easier. A character healed to full tolerance wakes automatically. A character reduced to 0 tolerance dies immediately.

Does this interest anyone? Do you know of a system which already does similar things?

Books / The Wheel of Time
« on: December 12, 2015, 11:58:44 pm »
After over a year off and on, I finally finished the full series a few minutes ago. Honestly one of the most beautiful things I've ever read. When I think of the kind of legacy I'd love to be able to leave behind whenever I write, The Wheel of Time is it.

I know I've mentioned them before and I'm pretty sure I'm not the only one here that's read them. Let's talk nerd.

Books / I did a thing
« on: November 16, 2015, 02:31:40 pm »
I had the chance/inspiration the other day to start writing fiction, something I haven't done in a while. I've spent probably close to eight hours total putting a first chapter together, but I haven't proofread at all, so fair warning.


The basic premise is that this is a fantasy novel in which someone from our world wakes up in what appears to be a stereotypical tabletop rpg campaign setting. The characters are actually aware of the quantifiable numbers which govern the world, and speak and act according to game terminology. The result is a mixture of high fantasy adventure and tongue-in-cheek nerd references. The inspiration comes in part from the webcomic Erfworld, which does something similar but for 4x strategy games rather than tabletop rpgs.

I'm not sure if I want to continue this, or what I'll do with it. It was fun to write, which makes me want to work at it, but the copyrights involved make it a tough sell for me to do anything with if I actually finish it. The optimal solution would be to get in contact with someone at Paizo, but I doubt that would happen. I looked into it and they don't accept unsolicited submissions. They do have a writer's subforum, I guess, but I don't know how much attention they give it.

PC Games / Battleborn
« on: October 31, 2015, 12:48:37 am »
Better known as 'Gearbox does Monday Night Combat'.

It's not terrible, depending on what you wanted. Got my hands on it tonight for the first time, and my early impression is that ranged characters are terrible. Hitboxes are small enough, the damage is too little, the halo shields regen too quickly and move speeds are high enough that you have to be better than a Tribes sniper to do anything noteworthy with a ranged class, with rare exceptions. This is far less true for the PvE mode because none of the AI is currently designed to rush you down in melee and most of them are far squishier than player opponents.

The PvP is 5v5 two lanes. Each team has a minion entrance and a goal in those lanes, essentially a big death furnace for your little robot friends to lemming themselves into. The first team to get 500 of their little payload carts into the goals wins. You can spend a minor amount of currency to upgrade your character with pre-selected equipment earned in PvE, but most of your money will be poured into map nodes. There are spawn locations along the lanes for health restoring stations and various kinds of turrets, and either team can hit 'R' when on a node to pay a small fee to activate it, when it will remain active until the other team shoots (more likely stabs) it down. Because the game lacks typical MOBA turrets at the start and forces players to spend money to help the TEAM instead of THEMSELVES, expect nothing to be built for the first ten to fifteen minutes of a match because each of your teammates will be trying to max themselves out before anything else.

The PvE felt a lot like Borderlands without the inbetween. The one mission available right now seems to take about ten to twenty minutes depending on how much the players know what they're doing and if they've done it already. It consists of running through a gauntlet of enemies, fighting a boss, then another gauntlet, touching an objective mcguffin, and another three stage giant spider named Geoff. Essentially, it's the good bits of Borderlands condensed into the instanced mission style from Warframe, without long periods of driving and wandering around and chasing quest markers to break it up. Gearbox humor has always been hit or miss for me, but in Battleborn it's a solid hit. There's no nagging Claptrap (yet) to get in the way and the voice acting seems solidly delivered, both for the PvE encounters and the player characters themselves.

Overall I'd say it's not terrible. The PvE definitely isn't the focal point, but it's still something to check out especially if you're a fan of Gearbox (I'm really not and was pleasantly surprised). You can hop over to and they'll give you a key for Steam or some console thingy if you wan't to be that guy. It'll help fill the void for all the people out there who haven't gotten into the Overwatch beta.

Art / Chuck and Lizzie and the Mom who was Busy
« on: June 21, 2015, 05:25:08 am »
Last spring, I took a course entitled 'Children's Literature'. The course description billed it as analysis-focused, but the professor never bothered reading it. Instead, much of our grade was dependent on writing and illustrating our own original children's book. This didn't go well for a lot of students, as you can imagine, but I stuck through it knowing I could rely on the magic of copypasta to crunch through a series of illustrations the day before. Sure enough, i spent the large part of the entire weekend before class patching this together, which turned out better than I thought. I realized when I started posting in the doodles thread that I still had the files, so figured I might as well share.

The idea for this book came about when I was on a TF2 Teamspeak with a single mother who would regularly get interrupted while playing by her three year old daughter, and she reacted... poorly. The mother couldn't comprehend that the kids just wanted attention and the kid never understood why she couldn't get it. I wanted to write something that would hopefully provide a sort of middle ground, a way to solve the issue without actually telling the parent they're doing something wrong. Well, directly, anyways.

The result was Chuck and Lizzie.

Storytelling and Roleplaying / PathLosers D&D 3.75 Twitch Show
« on: June 19, 2015, 02:32:58 am »

<a href="" target="_blank"></a>

Since Kaizer thought he'd come on down for a bit of nostalgia as well as some shameless promotion, I figured I might as well make a whole thread here and do things right. Caution: Show is NSFW.

PathLosers is a regular twitch/youtube show I've started recently alongside Kaizer (Mike) and Justin, another internet friend and tabletop gamer. The game system we're using is Pathfinder, commonly referred to as dnd 3.75 as it's an updated open license version of dnd 3.5. We're the PathLosers because we have nothing better to do on Friday nights.

The PathLosers campaign is set in a world of ancient secrets and desolation. According to legend, a group of seven immortal beings known as the Guardians once walked the world, using their immense power, wealth and experience to keep the Darkness at bay so that all humanity might prosper. Tribal elves kept largely to themselves, aside from a religious order of pilgrims called the Walkers of the Path. Dwarven artisans created highly prized artifacts and great fortresses for the humans to wage their wars, but always worked for the highest bidder rather than getting themselves involved.

Circumstances of the event remain unclear, but what is known is that a few hundred years prior to the events of the campaign, the Guardians vanished. Men might have occasionally fought among themselves, but adventuring was viewed as a sport. It wasn't taken seriously until it was too late.

Darkness returned to the world.

The gnolls, orcs, goblins, trolls, and other assorted creatures of darkness were forged out of battle and necessity. The Guardians made them clever, or at least their leaders. When they raided and sacked towns, they prioritized places of knowledge and power. Libraries burned. Priceless artifacts shattered. The dwarven architecture was dismantled stone by stone. Word spread. It wasn't long before villages began destroying their own magic and culture, hoping it would make them less of a target. Those who didn't forsake knowledge were attacked by their own ignorant neighbors. The world was destroying itself.

In the heart of the old world, the last remnant of mankind prepared to make their final stand. A gleaming white tower was built, a beacon of the old world and the symbol of hope humanity needed. Elvenkind had been hit the hardest, one tribe at a time, while the Dwarves retreated into the earth as the world burned. Abben Academy was the final resting place for refugees and a place to educate anyone willing to listen in the ancient art of adventuring. The first man-made castle in centuries, Wyndwatch, began construction nearby, relying on the Academy's protections.

Today, Wyndwatch is the largest city in the civilized world. Abben Academy towers over it, like a great tree of unshakable roots, with branches that never stop extending. Abben's agents, grouped into these so-called 'branches', are joined with the remnants of the ancient Elven Walkers of the Path. They serve as keepers of the peace, as well as scouting parties and tactical squads in a never-ending war against Darkness itself.

The party forms one such branch of Abben Academy. Kaizer plays Mateo Grey, a human alchemist with a history of dealing on the streets of Wyndwatch before and even after entering the Academy's doors. Justin's character, Iverus Snow, is a tiefling who spent years going it alone, hunting in the wilds on the fringe of society before being offered sanctuary within the Academy's walls. They're joined by Lia Galanodel, the group's Walker of the Path with a few secrets of her own.


  • The Twitch channel can be found here. We go live every Friday night, at 7:00 PM EST.
  • The YouTube playlist is here. After an episode airs live, the recording will be exported to YouTube in several chunks leading up to the next live show.
  • My twitter account can be found here. It's set up to tweet an alert automagically when the channel goes live, so it's another useful way to keep an eye on the show.

We're still pretty early doing this, so if anyone is interested in checking us out or having some unique background chatter to play, now's as good a time as any to get caught up. If you have any thoughts or feedback, everyone here on the PathLosers crew would be happy to hear it.

PC Games / The Great Co-op Search
« on: July 07, 2011, 05:04:07 pm »
So I'm trying to come up with a list of co-op games you can find on Steam that would be acceptable for Let's Play videos.  This is a lot harder than it sounds, so I'm coming to you guys for ideas.

First of all, the game needs to have ONLINE co-op, not local.  A depressing number of games are local only.

Secondly, the co-op mode has to be the main campaign.  No survival mode or gauntlet running or any of that bullcrap.

Thirdly, the game's graphics have to be acceptable for video recording.  This means no excessive use of dark spaces, small text, or too much action on the screen at once.

There's a couple other things that aren't necessary, but would be a huge plus-

-lots of opportunities to mess with your co-op partner.  Not necessarily games where friendly fire is on, that can be too much of a hassle, but at least some way to stop the other player from accomplishing what they're trying to do.

-Forced interaction.  Within the same vein, the game should force the players to interact with each other to move forward.  The less we're doing our own things, the more usable footage I have.

-joining the other player before the game actually begins, so that both can witness the opening cutscenes and such at the same time.

-Preferably as few bugs as possible.  We did Magicka.  That was a mistake.

Bear in mind that the game itself doesn't necessarily need to be good.  Often, a bad game will make a better LP.

Also, lastly, don't say Portal 2.  Or Sven Co-Op.  We aren't going to do either.

With all that in mind, anyone have any ideas?

Art / The Look At DnD Embarrass Himself Thread
« on: July 05, 2011, 01:52:05 am »
Alright guys, as you know about my artwork, I do two things.

1. Doodle stuff

2. Fail miserably

But I enjoy doodling stuff, so I do it anyways, and I fail anyways.  But practice makes perfect, so hopefully doing almost nothing will at least make me semi-competent, which is the goal here.  Sometimes, though, I open up a new page in Flash and get stuck on what to draw.  An idea simply refuses to come to mind.  When I'm drawing without a purpose, drawing for the sake of drawing, my mind draws a blank.

So if you want to see some stuff botched in my horribly simplistic stylings and don't mind me screwing with you based upon the wording of your suggestion, then come on down.  The higher the odds of me failing miserably, the better!  It's really just practice for me.  Don't limit yourself to one thing at a time either.  And feel free to throw in spore stuff or things you actually WANT an image of too, just be sure to provide reference links, since I'm not familiar with any of the stuff that goes on over on that side of the boards.

To finish off this post, I'm gonna share some doodles when I was trying out doing everything with the hairline style... I don't recommend it.  Ah well.

And for the love of God guys, don't preach to me about practice tips or drawing books or whatever.  I've used a lot of those resources before and I've picked up from them all I ever will.  I simply can't learn that way.  Just make me draw stuff.  I call it failing, but I also call it progress.

Storytelling and Roleplaying / The Story of Mach Hunter
« on: June 04, 2011, 02:53:15 pm »
I've gotten to do a lot of writing lately, but sadly, not a lot of fiction.  To commence my return, I figured I'd start up something, a sort of 'choose-your-own' adventure, only choose whatever the hell you people want.  I honestly have nothing prepared for this; every decision you make will affect the shape of the tale itself.  The more realistic RP suggestions are given, the more intricate and realistic the story becomes.  The more off the wall choices I'm forced to write in, the more crazy, offbeat, and hopelessly stupid it becomes (and probably the faster it'll die off).  I leave the choice in your hands.

Balbaro, 2180 AD

Silence echoed through the council chambers, and it seemed to oppress one's will to speak.  The air was heavy, but the silence was heavier.  The air could only barely be felt, but the silence was a looming presence, always filling your senses.  The silence meant business.

Most of the assembled masses had never heard this much silence in their lives.  For the past hundred years, humanity had stretched across the stars, always eager to expand like humans do, a never ending curiosity.  Their lives were filled with the roaring of engines and the humming of machines, the whirring of fans.  But this chamber was different.  The cooling was silent, the walls coated and thick to dampen as much outside noise as humanly possible.  There was no engines, no fans, none of the high-tech machinery that was necessary on spacecraft or biodomes.

This was Balbaro, unofficially known as the council planet, and for good reason.  Its atmosphere is nearly an exact match, with naught but an 0.01% increase in gravity from Earth itself.  If you didn't know where you were, it would be hard to look outside and tell the difference between the two.  Outside of humanity's home planet, Balbaro formed the center of government for the booming human colonies.  The symbol of that was the Council chamber, a large auditorium with seats for thousands of onlookers, and at its center sat a panel of diplomats, one for each of the colonies surrounding the planet.  Ordinarily, they gathered here once a year to discuss and vote on regulations, but mostly nothing ever really changed.  The colonists were competitors, and their governments were the worst.  Each was intensely loyal, each wanting their own homeworld to become the dominant center of culture and economy for the Council, and none willing to compromise unless it would be the bane of a common enemy.

However, this was not an ordinary meeting.  This was an emergency, and one that no one in the chamber had prepared for.  This was a council of war.

Where under ordinary circumstances the auditorium would be open to the public, instead thousands of pilots and soldiers sat, some sent as reinforcements from Earth, most from the various colonies represented on Balbaro, the rest from Balbaro itself.  They were gathered together, and none had been given a reason, but everyone knew why.  There was going to be an invasion.  And just as whatever menace that lurked around the corner invaded their hearts and minds, so did the silence, enveloping them like a fog, draining the last of their hope.  The diplomats were all emotionless, but their faces were still grim.  Most of the soldiers had already accepted their deaths, the others were just kidding themselves.  There was one exception, one man among the crowd that still had hope, still had confidence.  And this man was Captain Mach Hunter.

Officially, he wasn't part of the military assembled.  He and his group were known as the Mach IIIs, a mercenary outfit.  Captain Hunter was a former Marine, one of the best and brightest, but when Earth's government kept pushing farther into space, stretching themselves too thin and leaving colonies to fend for themselves, he got fed up and left.  Hunter formed his own crew and started aiding the colonies left behind, giving his aim to the highest bidder.  He had done work for half of the council in the past, taking down small-time smugglers here or career killers there.  Hunter knew that if they were hiring him, it was because Earth wasn't helping nearly as much as they should, yet again.  He also knew that they wouldn't fail.  If the council had gathered them, to speak with them all and see their reactions, they wouldn't be handing out death sentences.  Nine politicians versus a few thousand angry soldiers wouldn't go well, not well at all.

The lights in the room began to angle, moving off the crowd and focusing on the center podium.  It was time to begin.

"Gentlemen," began one of the diplomats, one Mach didn't recognize.  "You have been gathered here today to unite forces; to save the colonies of Balbaro.  You have been trained to defend us, and within a week's time, you shall.  For hostiles are coming."

Hunter smiled.  The new diplomat was straight and to the point.  He liked that.  Outside of the commander's head, the rest of those assembled grew even more somber, if that was possible at all.  It was as if the silence had won, and given way to a terrible truth.

The diplomat sighed, and turned toward the rest of the council, as if pleading to be relieved of what he had to say.  One look at the rest of the group and he soon lost all hope as well.

"It's the Ogres."

The Ogres were just that, large, hulking humanoids with a guttural language and a passion for war.  They had made no attempts to match the English language, and the humans had likewise made no attempt to understand the Ogres, so much so that the true name of their species was still unknown.  Luckily, pop culture was there to save the day.

"We don't know why they finally got sick of looking at us, but a fleet is coming, and they're ignoring all our signals.  A couple hundred battle cruisers, no idea how many fighters docked on each.  All we know is that they plan on killing us, and we need to beat them to the punch.  Each of your captains has received our battle plans by mail, they are to read them and go over them with their respective crews.  Any questions should be directed back to us, we shall answer any of your concerns as best we can.  Dismissed."

Thousands of soldiers stood and began to file out of the chamber, but Mach sat still and his mercenaries stayed with him.  He was deep in thought, and would not have noticed even if they had left.

The place had a total of 8,000 seats, split into four sections, and one was left empty with a few empty seats here and there in the others as well.  That meant they had a little under 6,000 crew members.  Each of their cruisers would take 20 people to man, plus another ten on hand for fighter pilots, meaning 30 people per ship.  They'd be stuck with under 200 ships against an entire invasion fleet of Ogres.  Hell, what was it he said?  'A couple hundred battle cruisers, no idea how many fighters on each?'  That was no doubt a low estimate.  It's bad enough being outmanned, but outmanned by spacefaring warmongers twice your size that have been wiping out civilizations before humans made it as far as their own moon?  This was going to be a suicide mission, Hunter thought to himself.  They better have a damn good plan.

Hunter briefly considered if it would be wise to confront the council right then and there, without bothering to check his messages first.  He knew five of the nine already, had dealt with them before, and was sure that they wanted him for something a bit extra if they were to pull this off.  By the same token, it was possible that they had explained what they needed of him already in the correspondence, and he didn't want to risk jeopardizing his relationship with the council on the off chance that they survived all this.  His Mach IIIs were with him, too, and he might not want to let them in on his discussion.  The crew was good, but sometimes they need to be motivated, and for that, they needed to be kept in the dark on occasion.  He didn't want to have to waste his time in coming back, either.  His comm was left back on the ship, not that it would matter if he brought it.  There was no way you could get a signal going in the chamber.

What to do, what to do...

Portable Games / DSiWare: Photo Fighter
« on: May 21, 2010, 10:35:05 am »

New from Nintendo, and free for the next few days, a simplified fighting game where you take a total of 13 pictures and take ten sound effects to turn yourself or any unwitting victim into a playable character.  It's free for now, but even in a week or two it's only two bucks, and although it (adequately so) isn't really worth a lot, it can be worth a good amount of entertainment, especially with a multiplayer option that allows both players to play AT THE SAME TIME on a single DSi.  Also, this is one hell of a lot easier with a DSi XL, one of the few reasons to spend the extra money on something a bit bigger.  Seriously, the XL is like an iPad you can't fit in a manila envelope.

Anyways, it's still not worth buying a points card though if you don't really want anything else, but if you're one of those people that bought something for 800 and don't know what else to do, voila.

Books / L: Change the WorLd
« on: February 17, 2010, 03:51:22 am »
An adaptation of the third Death Note movie, L: Change the WorLd covers the last 23 days of L's life before killed by the Death Note, in which he takes on a case regarding the release of a virus more powerful than Ebola.  Good stuff.

I haven't seen the movie itself, but the book really is pure win.  There's actually a small amount of stuff that one new to the series wouldn't understand, too.  Granted, more than a few references are made to the original series but the fast majority of the cast is original, not to mention the fact that the first few pages make a really amazing introduction to the detective we all know and love.  All in all, it's a great mystery and fans of the series will love it.  If you aren't a fan of the series by now then something is seriously wrong with you.

Console Games / No More Heroes 2: Desperate Struggle
« on: February 08, 2010, 10:17:49 am »
Allow me to start by saying that I was OBSESSED with the original NMH.  Great combat, a slight sandbox feel and a world littered with unlockables not to mention... mmm, Sylvia.  Anyways, I was looking forward to a similar experience with this title.  What I got was something else.

-For those of you who haven't played the original, the following text will mean pretty much nothing to you.  Feel free to tl;dr-
The first thing you'll notice is the graphics.  Not the textures themselves of course, we're talking about the Wii.  I'm referring to a revamped HUD and the special effects from your weapon.  It's really a huge leap when compared to the last game, although I kinda miss the bigger meter for your battery.  Oh well.

The next difference you'll notice is your transportation.  The game is no longer open-world.  You merely select where you want to go from a menu and BAM you're there.  No more K-Entertainment either, all your side jobs are pulled from that same list.

Here's the next thing- all the side missions are 16-bit minigames.  Where previously all you did was attack things with your beam katana, now you'll be delivering pizza in Off-Road or collecting coconuts in a twisted version of Adventure Island.  This time around, the only killing you'll do is your assassination targets and their guards in the story missions.  Not only that, but two extra playable characters take over for a few of these missions meaning that you'll only spend a fraction of the gametime playing as Travis.  For a game where the combat is the best feature, it's way too downplayed.

I'm not saying that the game isn't any good, it still has some entertainment value.  It just doesn't feel like NMH anymore.  It's something else, a different experience entirely.  Of course, it's still something you don't want to be playing when someone enters the room, but that's about it.

It feels like the whole game just ENTERED THE GARDEN OF MADNESS!!!

And no, she doesn't really say that much any more.

PC Games / Dungeon Bandits
« on: January 26, 2010, 06:45:37 pm »

This looks kinda interesting.

Apparently, it's a diablo/torchlight style RPG where players compete in online matches to see which can make it to the dungeon's treasure first.  There's very limited time slots for when the beta will run and keys are limited, so if it sounds like something interesting that you might want to try out then I suggest nabbing one as soon as possible.

I got mine here, there's almost 2,000 there still

Portable Games / DS Games Summaries thread
« on: January 11, 2010, 12:00:15 am »
This thread's purpose is twofold: To 1) display a list of all the DS games you've owned/played and 2) give a quick opinion on each for those looking to buy a new title.  You can do whatever, a 1 to 10 scale or a five star system or a letter grade, just something that says how worthwhile you think it is.  In the end, we'll have a comprehensive list of what to and not to get on the DS.

Anyways, I'll start.


Age of Empires: The Age of Kings: 9/10.  There's a lot of turn based strategy titles for the DS, but this one feels a cut above the rest.  It's essentially a turn-based version of Warcraft III or the like.  Plus, this one is REALLY cheap, you can easily get it for five bucks new.


Battleship/Connect Four/Sorry/Trouble: 4/10.  Yet another hasbro collection, this one is plagued with many of the failures of it's predecessors.  It's got bad music, lacks any form of tutorial to show you where all the options are, and you can't use it for multiplayer without everyone else having a copy.  Unless you REALLY love these games and don't care if they lack the part with social interaction, don't even bother with this one.

Battles of Prince of Persia: 7/10.  This game, essentially Warhammer with cards, starts out great.  However, the slow interface for deckbuilding and the need to do it from scratch every other campaign mission make the fun stop rather quickly.  Good if you can get past the tedium.

Bleach: The Blade of Fate: 3/10.  This game is barely playable.  The instructions are cryptic, the dialog is impossible to understand and the story mode will have you literally playing the same fights over and over again even if you win them, to this day I still don't know why.


Call of Duty 4: Modern Warfare: 9/10.  One of the best games I've played on the DS.  The control scheme can be quirky at times (like ducking randomly while you're trying to move or activating the scope mode because you try to fire two shots too closely to eachother) which is why it lost a point.  I also don't like the lack of subtitles, making it impossible to tell what anyone is saying if you're in public without a set of buds.

Cartoon Network Racing: 1/10.  No.  Just no.

Chrono Trigger: 10/10.  If only all JRPGs took a lesson from this NES gem.  Perfect audio, seamless combat and an intriguing story that actually makes sense sets this apart from the stereotype.  It's a true masterpiece.

Civilization Revolution: 9/10.  It's a bit basic mind you, but I look at it in a good way.  It means you can actually finish a game within an hour.  It gets a little repetitive after a while, but what do you expect from a civ game?


Dragonball Z: Supersonic Warriors 2: 9/10.  This game is great.  It's fast-paced, it's challenging even to veterans, and the singleplayer options are rather vast with a good 50-60 hours worth of play.  However, without a buddy to go toe to toe with you'll never touch it after that.  Kaizer and I used to play this against each other all day during school, believe me when I say that it makes for some pretty good times.

Dragon Quest Monsters: Joker: 10/10.  Like Pokemon, but it has a good deal more strategy and you won't get laughed at by your peers for playing Pokemon.

Drawn To Life: 5/10.  For something based on creativity, it doesn't really allow for much of it.  It's way too kiddy and the platforming isn't exactly anything new.  It's bad enough that the game is filled with poorly drawn stylus sketchings, but when it's matched up to the premade sprites it just looks flat out ugly.  I've still logged a few hours into it, the unlockable minigames and such can provide a small amount of enjoyment.  It might be worth it if you can nab it on the cheap.


Elite Beat Agents: 8/10.  Think DDR on crack.  The song choice by far isn't the best, but that never stopped me from getting my first DS addiction out on this game.

Endwar: 8/10.  It's pretty average for a turn based game, it's unique in that you and your opponent submit their orders at the same time so you don't know what they're going to do and you have to plan far in advance.


Final Fantasy III: 8/10.  Doesn't really bring anything new to the table.  The opening cinematic is ps2 quality graphics, but it just disappoints you when you find out that the rest of the game looks nothing like it.

Final Fantasy IV: 9/10.  Like the last one, only they made some better looking cutscenes and did voiceovers for most all of it.

Final Fantasy Tactics A2: Grimoire of the Rift: 10/10.  There's a lot of TBT games on my list, but this one takes the top.  It's perfect in every respect and I love it.  One of the few games I've ever put more than 50 hours in. (about 90 something, to be exact).

Front Mission: 7/10.  What is it with F and Square Enix?  Anyways, this game is kind of cool.  It's a TBT mech game where every robot is fully customizable, however they're also easily breakable.  There are two separate campaigns as well, so you get to see the story from both perspectives.  However, the game tends not to add anything new to the mix and you'll find yourself tiring of the game rather fast.

Fullmetal Alchemist Trading Card Game: 5/10.  Horrible story, lack of a decent tutorial, a horrible deckbuilding interface and a few other factors take away from what is otherwise a pretty cool card game.  I really like the "fantasy mode" which allows you to build a deck from a pool of every card in the game, meaning you can play with your dream deck without spending 30 hours in a grueling campaign mode for cards.


Geometry Wars: Galaxies: 10/10.  It's Geom, where can you go wrong?  Includes full campaign, arcade mode and an online leaderboard.

Guitar Hero: On Tour: 7.5/10.  I spent a lot of time on this one too, perhaps as much time as I spent in FFTA2.  However, the trade up to DSi meant that I stopped playing this one.  It has a pretty cool system for dueling and has an entire campaign just for that, however you'll find that it isn't exactly portable and you might as well play GH on a home console if you're there.  It's still nice to have for long trips.


Jam Sessions: 6/10.  Not really a game, this is more of a guitar tutor minus the guitar.  Pretty interesting, but unless you're using a pick instead of the stylus it's nothing like the real thing.  Still cool for recording songs, but unfortunately you can't export them anywhere.


Kingdom Hearts: 358/2 Days: 10/10.  It's a PS2 game ported perfectly to the DS.  This is one amazing title, even if you don't know what it's all about you should still give this one a go.

Korg DS-10: 6/10.  It's Jam Sessions on a keyboard.  A little more versatility, but good luck making it sound natural.  Also, only being able to hit one note at a time effectively defeats the purpose of using a piano.


Lego Star Wars: The Complete Saga: 7/10.  They stripped a lot out to fit all six movies onto one cart, but it's still kinda enjoyable.

Little Red Riding Hood's Zombie Barbeque: 9/10.  Ignore the name.  Ignore the plot.  Who cares about any of it?  This is one amazing shooter.  Good graphics for a DS game, a varaiety of enemies and some tough boss fights are here waiting provided you can get past the gorribly corny zombie jokes.  Yes, they're as bad as that one.

Lock's Quest: 10/10.  If you like TD games, RTS games, or pretty much anything made in flash then you'll definitely enjoy this one.

Looney Tunes: Cartoon Conductor: 6/10.  Elite Beat Agents with classical music.  Half the songs, half the difficulty and poor attempts at show tie-ins make this one low on my list compared to EBA.  Still great for nostalgia though.

Lost Magic: 6/10.  This is what I like to call the world's first JRTS.  It has all the things that make JRPGs JRPGs, only you have a small army to boss around.


Mage Knight: Destiny's Soldier: 8/10.  It's a pretty good strategy game, but it has a few flaws.  You can only play in the campaign, no free play, and you can't replay past missions.  In other words, if you're stuck somewhere, there's nothing you can possibly do to change that.

Mariokart DS: 10/10.  Great singleplayer, great multiplayer, all around great kart experience.  LOVE the Waluigi Pinball course.

Metroid Prime Hunters: 9/10.  Classic FPS, suffers from the control scheme for Samus's alt form in the sidescroller sections.

Monster Bomber: 6/10.  It's a cross between Bubble Bobble and Whack a Mole.  Cool game, but it's way too short.

Mysims: 7/10.  Kinda like Animal Crossing, except without online support.  I still gotta give it credit for the ability to make your own clothing and furniture.

Myst: 4/10.  It's portable, that's pretty much the only difference.


N+: 9/10.  Just like N on the PC.  Knocked down for limited custom level slots and uncooperative options menus.

New Super Mario Brothers: 9/10.  Good, but a bit on the easy side.


Orcs & Elves: 7/10.  It's good for an outdated phone game, I'll give it that.  The difficulty modes have way too much of a difference, the top mode is literally impossible.  It's also a rather short game, but cool for what it is.


Pirates of the Carribean: At World's End: 4/10.  Poor attempt at an action title on the DS, especially after releases like 358/2 days.

Pokemon: Diamond/Pearl: 8/10.  You either like pokemon or you don't, for me it's something to use when my fingers hurt to move and yet I still want to play something.  The grind's the same as always...

Populous DS: 8/10.  Was a good strategy game, still is.  May be a little outdated, but a new tutorial, awesome god power animations and a campaign mode make it feel more at home in this generation.

Prince of Persia: The Sands of Time: 10/10.  The best platformer on the DS, hands down.

Puzzle Kingdoms: 8/10.  Bejeweled + Advance Wars = Win.  Too bad there's nothing for replayability.

Puzzle Quest: Challenge of the Warlords: 9/10.  Bejeweled + Final Fantasy = even better win.  Again, it still lacks replayability.

Puzzle Quest: Galactrix: 7/10.  Bejeweled + Star Trek Armada = almost win.  Has a little more replayability, but the grind from the campaign is so heavy that it's doubtful you'll ever experience the ending.


Rythm Heaven: 10/10.  It's Warioware with music and it's frickin awesome.


Scribblenauts: 6/10.  A lot of people like it, but it's just way too easy when the game literally lets you do anything.

SNK VS CAPCOM: Card Fighters DS: 4/10.  Horrible translations are REALLY horrible.  At least this game is good for a laugh.  The battles themselves are suprisingly complex, but the campaign mode literally forces you to grind through a good 100-200 games every few floors or so.  The grind is worse than playing Pokemon, but at least Pokemon has a fanbase.

Sonic Chronicles: The Dark Brotherhood: 9/10.  Woulda been perfect if it wasn't for the EBA style menu controls.  I like to keep my J-pop and my J-rpg separate, thank you very much.

Sonic Rush Adventure: 6/10.  Crappy dialog, which would be excusable if it weren't for the pushover gameplay.  It's laughably easy.

Super Monkey Ball: Touch & Roll: 6/10.  Frustrating.  Really frustrating.  Rewarding if you're good enough, but I guess I just don't have enough knowledge in the field of monkey balls.


Theme Park: 7/10.  An okay sim game, It harkens back to the Bullfrog title by the same name.  Ironically, this game was made by EA.

U: Ultimate Mortal Kombat: 8/10. It's pretty good, Puzzle combat is really fun but all you need to do is look at the roster for MK: Armageddon and you'll be weeping.


Wario: Master of Disguise: 7/10.  It's a near release game, a pretty bland platformer.  Nothing too special, but it was good when there wasn't much else on the system.

Warioware Touched: 9/10.  Good, but shorter than the other versions.

Wiffleball: 2/10.  It came with a free wiffle bat, ok?

Worms 2: Open Warfare: 10/10.  Classic worms action with tons of unlockable content.


Yu-Gi-Oh 5Ds: Stardust Accelerator: 5/10. Okay, I always say for a port system you need at least one YGO game.  Why?  Replayability.  I've logged over 300 hours into WC07 and that's sheerly from 10-15 minute spurts spread out over the course of three years.  However, this game isn't the one to get.  The story mode is horridly translated and the motorcycles are completely pointless, yet all of the games free play options can only be unlocked through accomplishments in story mode.  It's really a waste of time.

Yu-Gi-Oh: World Championship 2007: 10/10.  This IS the game to get.  All of the free play options are unlocked from you guessed it, freeplay options!  Get tired of 1v1 or think it's too easy?  Try some brain teaser "duel puzzles" or play in LP survival mode where you go as long as you can without your hp resetting.  Get tired of the AI decks?  Go online, download copies of the top ranked decks in the world or play other people across the globe.  Not to mention you can run in "ghost mode" and let your opponent use any of the decklists you've saved so you can play against your own decks.  Did I mention that you can save 120 different decklists?  Yeah, this is the most you'll ever get out of a DS game.

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