Monday, September 9, 2013

Monday Magic - Dragonshift!

Since I opened my first copy of Dragonshift during the Dragon's Maze pre-release, I have wanted to build a nasty Izzet deck with Dragonshift as the main win condition.  During my various Dragon's Maze shenanigans, I managed to acquire a full playset, which makes the dragon deck even more appealing.

The final straw came from seeing my favorite Magic Online streamer, callmechalk, build a pretty cheap (and surprisingly effective) Dragonshift deck, so I've given in and ordered my first set of singles online (it's not a huge investment, though, as some friends had given me a monetary gift with the provision that I only spend it to order cards).

Anyway, here's the deck, with primary credit going to chalk for smashing face with a very similar deck online.

Creatures:
4 Goblin Electromancer
4 Young Pyromancer

Instants:
4 Battle Hymn
4 Dragonshift
4 Shock
4 Think Twice

Sorceries:
4 Faithless Looting
4 Krenko's Command
4 Molten Birth
1 Teleportal

Lands:
7 Island
12 Mountain
4 Sulfur Falls

The basic strategy is pretty straightforward: Generate a bunch of tokens using the Pyromancers, Krenko's Command, and Molten Birth; use the Electromancer to make those spells cheaper, then Overload Dragonshift to end the game in a hurry.

Cards like Think Twice and Faithless Looting not only help find pieces of the combo that you need, they do double duty with the Pyromancers, making tokens when flashed back.  Battle Hymn raises the funds necessary to blast Dragonshift, and Shock cheaply generates tokens through Pyromancers while serving as early-game protection from pesky creatures.

While this deck is generally aggressive, looking just to get 5 or 6 tokens in play to overwhelm your opponent in one attack, Teleportal serves as a slower late-game win condition, if you can get to the point of having ten creatures in play (and you're desperate).

Teleportal is probably weakest link, followed perhaps by the Electromancers or Shocks, as those don't contribute as directly to the game plan, but I think it works pretty well as is.  Plus I don't have anything that seems to fit better, so I'll run with this for now.

As for the dual lands - I included some copies of Sulfur Falls primarily because they're pretty cheap right now; the more recently printed Steam Vents is nearly three times more costly.  I think Steam Vents are really only preferable if your starting hand has only nonbasic lands, as in that case, the Falls are guaranteed to play slowly.  Otherwise, I think Vents would be unnecessary, so I can justify the cost.

For an added bonus, this deck is currently Standard-legal, at least for a couple more weeks.  Get in there and dominate Friday Night Magic while you can!

To close it out, I want to plug callmechalk again, both for his fun stream and for the deck inspiration (and most, if not all, of the list, I honestly can't remember exactly what his Dragonshift deck runs).  Check him out if you're into Magic Online streams.

Monday, September 2, 2013

Monday Magic - Bruna the Aura Collector (EDH)

As I have gotten more experience with the EDH format, I've wanted to start using a somewhat less standard deck.  The two decks I've used to the point (Varolz, the Scar-Striped and Niv-Mizzet, Dracogenius) follow a relatively simple formula: play big nasty creatures and try to capitalize on the commander's gimmick.

Instead of building a deck that emphasizes beefy creatures, I decided that I wanted to use Bruna, Light of Alabaster as my commander.  The game plan is thus very different - buff Bruna enough to get one-hit kills on my opponents.  Running an aura-heavy deck should make Bruna a significant threat the moment she hits the field, and removal isn't a problem, as she's able to grab auras from my graveyard.

This strategy is significantly more technical than the other decks I've built, so it's going to require a lot of tweaking to get right.  (It doesn't help that I don't have too many excellent blue or white auras...)

When choosing cards for this deck, I tried to keep three basic things in mind:

First, and most obviously, I need to run a bunch of things that pump Bruna.  Along with auras, I've included some other enchantments (like True Conviction) and a few creatures that synergize with enchantments (like Mesa Enchantress).  Since I'm expecting Bruna to draw a lot of hate, I've also included a couple ways to give her haste or hexproof (Swiftfoot Boots does both) to help mitigate the damage.

Second, Bruna's converted mana cost of 6 makes her a rather late addition to the battlefield, so I need to make sure I survive long enough to get her into play.  To keep with the enchantment theme, I've tried to include passive deterrents to attack (Sphere of Safety fits well, but other effects like Dissipation Field and the much less enchanted Norn's Annex seem good, too) in lieu of powerful blockers.  I figure this is the biggest hole in my current gameplan, but we'll have to see how it works out.

Third, I need to cycle through my deck to grab as many auras as possible, and I need to make sure I hit land drops (because I expect to be spending a lot of mana to revive Bruna repeatedly).  Tossing auras into my graveyard isn't a problem, as Bruna can fetch them from there, so I've included a number of ways to cycle cards out of my hand to run through my deck (I think Merfolk Looter is the most efficient), plus some general deck stacking (like Petals of Insight).

I think the whole thing comes together reasonably well, leading to a deck that is pretty cohesive.  I have a couple ways to deal with some of my biggest threats (exiling my graveyard totally castrates me, so I'm running things like Stony Silence to block some common graveyard hate).

Here's the current build:

Commander:
Bruna, Light of Alabaster

Creatures:
Auramancer
Avacyn, Angel of Hope
Elgaud Shieldmate
Isperia, Supreme Judge
Kor Sanctifiers
Luminate Primordial
Merfolk Looter
Mesa Enchantress
Murder of Crows
Spectral Gateguards
Stoneforge Mystic
Urbis Protector

Instants:
Banishing Stroke
Sphinx's Revelation
Think Twice

Sorceries:
Divine Reckoning
Flux
Heed the Mists
Petals of Insight

Artifacts:
Azorius Cluestone
Azorius Keyrune
Fieldmist Borderpost
Mask of Avacyn
Necropouncer
Norn's Annex
Swiftfoot Boots

Enchantments:
Angelic Destiny
Cloak of Mists
Dissipation Field
Divine Favor
Drake Umbra
Eel Umbra
Eldrazi Conscription
Ethereal Armor
Ghostly Touch
Green Scarab
Holy Mantle
Honden of Seeing Winds
Indomitable Will
Insight
Knightly Valor
Lifelink
Mind Control
Murder Investigation
Oblivion Ring
Orim's Prayer
Psychic Surgery
Righteous Authority
Sigil of Sleep
Spectral Flight
Sphere of Safety
Spirit Mantle
Stony Silence
Traveler's Cloak
Tricks of the Trade
True Conviction
Volition Reins
Way of the Thief

Planeswalkers:
Venser, the Sojourner

Lands:
Azorius Guildgate
17 Island
22 Plains

Assuming I can survive the first several turns, this deck seems like it'll be a solid threat, and I think it'll be a lot of fun to play.  There's still some fat that could be trimmed, as I've included some cards that don't fit with the above considerations or deal with direct threats (or at least, they don't deal with threats very well), but I don't think I own any cards that would fit into the theme more comfortably.   I also need to get some more powerful auras (I'd definitely like to replace things like Divine Favor).  Maybe some other changes will become clear as I test the deck a bit.

Saturday, August 31, 2013

The Hiatus is Over!

Oooooooook.  The last couple months have been crazy busy for me, with some work-related travel and a number of other personal developments.  Although my schedule is still pretty hectic, it’s also a lot more predictable now, so I’m going to try to get back into the groove of things.  Here are my plans:


No More Monday Magic (at least not weekly)
For the next few weeks, I'm not going to be posting a regular Magic blog, mainly because I don't have much to talk about.  Seeing that a core set is currently in season, I don't have any crazy new deck ideas and my usual play group isn't doing a whole lot.  I do have a new EDH deck that's probably worth discussing, so I'll post that deck list on Monday, but after that, I probably won't talk much about Magic until the next set is released.

Reviews Taking Over
With Magic taking a break and my relatively busy schedule, my main writing focus will be reviews for the games I'm playing.  I've been dabbling with a bunch of random games recently, so I hope to be able to churn out some quality reviews in the next few weeks.

Plus A Regular Streaming Schedule!
My biggest goal, though, is to maintain a semi-regular streaming schedule.  I haven't quite decided on the schedule yet, but I'm hoping to stream at least three times a week.  I am definitely planning on streaming on Sundays, so you can look out for that tomorrow.  I'm thinking Mondays, Wednesdays, and/or Thursdays; I'll make the schedule pretty clear once I've set it.

And that's where I am.  I'm looking forward to putting out some new content in the next few weeks.  Until then, tschüss.

Saturday, July 6, 2013

Achievement Report - July 6, 2013

As expected, I've spread my gaming love around quite a bit this week.  Here are the happenings:

Bean Dive
I mentioned last week that I'd be participating in TrueAchievement's annual Bean Dive.  Out of fear for Team Lazy Eye's position in the GTASC, I've hastily done just that (and in the process missed the opportunity for a bunch of Games on Demand titles that were on sale this week...).  Here's what I started:

Dark Souls (PC) - yeah, I already have the Xbox version, but I got this one on the cheap during a Steam sale.  It can't hurt to have two copies of a soul-crushingly hard game, can it?
Crash Course 2 - a free game released a couple months ago, the rampant server issues had prevented me from ever playing it.  For some reason, it let me in last weekend, so I'm not complaining.
Renegade Ops - I picked this up during a recent Deal of the Week, as I've always enjoyed twin-stick shooters.  After playing for about 15 minutes, I don't yet have a strong opinion on it.
SEGA Vintage Collection: Monster World - this one is undoubtedly the disappointment of the bunch, as the Monster World games have definitely not aged well.  A tedious grind is ahead of me with this game...
Spartacus Legends - another free game.  I've never been too keen on fighting games, but the gimmicks in this one might be enough to keep me interested for a while.  Who knows?
Disney Universe - an equally valid title would be "LEGO Disney," as it follows the same formula as the LEGO games.  I'm a fan of that silly style of platforming, though, so I think I'm going to enjoy this one.
The Cursed Crusade - I grabbed this game because the synopsis sounded interesting and it was heavily discounted.  I'm not too impressed, but at least it doesn't seem like it's going to be a huge investment.
Rayman 3 HD - another special deal acquisition, I bought this one because I adore Rayman Origins.  Origins was the first Rayman game I'd ever played, so I wanted to give an earlier iteration a shot; seems like it'll be fairly fun.

A pretty pathetic Bean Dive compared to what some people are doing, and its effect on my completion percent was barely noticeable (it dropped 0.91%).  It's fun to contribute to the site-wide statistics, though, so I'm glad to have been a part of it.  Maybe next year I'll have a more exciting showing.

GTASC
It finally happened.  Nearing the end of this week's scoring period, Team Lazy Eye was at the bottom of the bracket.  We valiantly fought to push our way out of the danger zone, but in the final minutes, the team in last place (Carved Out of More Pork) zoomed ahead, bumping us down far enough for elimination.

We made it to the top 48, though, so we (barely) accomplished my goal of being in the top 50.  Maybe we'll have better luck next year.

Anyhow, beyond the Bean Dive, I spent most of my Xbox time on three games:

I continued playing Disney Universe and Crash Course 2, earning many of the achievements in each.

I also spent some more time with Nier, although I didn't do much aside from additional crafting material farming.

In the end, it wasn't enough to keep us going, but it was a fun competition while it lasted.

StarCraft II
I played a fair amount of StarCraft this week, too, knocking a good number of vs. AI matches out.  I still have a ways to go on that front, but progress is progress, eh?

Rogue Legacy
In the middle of last week, I bought Rogue Legacy.  It is one hell of a game, and I sunk a good chunk of my spare time into it this week.  I don't want to say too much about it now, as I'm drafting a review for it, but if you're interested, I streamed my first playthrough.  Check out the VODs on twitch.tv or YouTube.

And that does it for this week.  Now that the GTASC isn't on my radar anymore, I don't really have many concrete gaming goals for the next week.  I'll also be much busier in general for the next few weeks, so I may not have a lot going on until the end of the month.  Either way, I hope to have something to talk about this time next week.  Until then, tschüss.

Tuesday, July 2, 2013

Monday Magic - Game Review - Magic: Duels of the Planeswalkers 2014 (XBLA, 2013)

With the upcoming release of Magic’s annual Core set, we also get a relatively new treat from Wizards of the Coast: a new version of the Duels of the Planeswalkers game.  While Wizard’s premier Magic Online is generally the best place for computer-based Magic, but its minimalist interface and microtransaction model may prove hostile for newer players.  DotP bridges that gap, giving a sleek design and a much user-friendlier electronic Magic experience.  And each iteration of DotP has been better than the last; 2014 is no exception.

For those familiar with the series, you know what’s coming: new decks, new cards, and a new gameplay mode.  This year’s new mode is Sealed, which finally allows you to build your own decks from scratch, albeit with a limited card pool.  There are also unlockable titles and personas (in-game avatars of sorts) in addition to traditional achievements, so some fun new challenges await.

For those unfamiliar with the series, let me back up a bit.  Magic is a very deep and strategic customizable card game that pits your deck against your opponent’s in the quest to be the last player standing.  I unfortunately can’t comment on the efficacy of the in-game tutorials, as I am already familiar with Magic’s mechanics, but there are a series of tutorials (and pop-up messages the first time something interesting happens during a match) to help teach the basics.  It’s a fun game, and I’d certainly say it’s worth learning.

I can, of course, comment on everything else.  DotP is essentially an excellent Magic simulation.  The state of the game is clearly laid out in front of you, with your hand displayed at the bottom of the screen, and cards and abilities that you’re able to play are highlighted.  You can easily pause the normal turn progression to consider your next move or examine the cards on the battlefield (you can zoom in on every card in play or in your hand to read the text more easily).  It manages to streamline a lot of the gameplay while having options to allow experienced players to fiddle with some intricate details if they want, so it seems easy to adapt to your particular familiarity with the game.

But there are a few hiccups.  Selecting some cards on the field can be a little unintuitive, but some practice with the control scheme makes it second nature.  Awkwardness with choosing how to spend mana is perhaps a more vital flaw, but the game’s assumptions about the best way to spend mana tend to be pretty good; I rarely found myself needing to assign mana differently than the default option. 

Maybe the sexiest thing, though, is the fact that a few of the big bomb cards have animated illustrations.  When you zoom in on some cards, the pictures will wriggle or pan, giving really cool effects to some of the biggest creatures in the game.  While not game-changing, it’s a really cool touch.

To be fair, what happens during a match is basically the same as previous iterations of the DotP formula; the meat of the game comes in the form of preconstructed decks and the relevant game modes.

As with other DotP titles, 2014 brings along a campaign, complete with a relatively thin storyline and some moderately interesting cinematics.  This game has you teaming up with Chandra Nalaar, the preeminent red mage, in her quest to find Ramaz.  There’s not much there beyond a simple excuse to visit a variety of Magic’s well-known planes (Alara, Zendikar, Innistrad, and Ravnica are all there) to battle with cards drawn from the last several years of Magic.  The cinematics won’t blow you away (Chandra’s face is a bit on the uncomfortable side of the uncanny valley), but there are only a couple of them, and they aren’t really that important at the end of the day.

Progressing through the campaign will pit you against a variety of “encounters,” which are enemy decks that will play the exact same cards each time you face them, and several duels with other planeswalkers.  A few of the encounters are neat, employing strange tactics or starting you with some weird deficit, but most of them are just straightforward battles; once you get the hang of what’s going on, it’s easy to choose the best deck for the job.  By the end of the campaign, I was just blazing through most of the encounters anyway, so they felt more like speed bumps than exciting duels.

You’ll come across a major planeswalker representing one of the planes after completing three encounters.  These duels proceed as normal games, your deck against theirs, so battling planeswalkers is where you’ll really be playing Magic.  As in previous DotP games, each deck follows some specific theme, this time including a big Eldrazi deck, a sliver deck, and an annoying Dimir deck that insists on returning cards to the top of your library…  Defeating a planeswalker unlocks their deck for future use and also allows you to challenge one of the primary planeswalkers (Garruk, Chandra, Jace, Ajani, and Liliana) of Magic lore in a bid to earn their deck as well.

The basic campaign system is fine, although I would have liked to have seen more of the clever encounters (or just fewer encounters) and more planeswalker opponents.  There are a total of 10 decks to unlock, and they’re fun to play, even if they are a bit limited – there aren’t any decks with non-standard win conditions (so no mill), but they do a decent job of spanning the heavy aggro to heavy control spectrum.  Winning a match with a deck unlocks a new card that you can add to it (up to 30 new cards per deck), allowing some degree of customization even if you still can’t build a deck from scratch for the campaign.

Another disappointment is the overall difficulty – I approached the whole campaign on the hardest setting, and it seems like the only change is that your opponents manipulate luck.  Even then, nothing is terribly difficult for an experienced spellslinger, so easier settings for newer players probably won’t be too tough, either.

All-in-all, the campaign is pretty fun, so the complaints aren’t too serious.

Following in DotP tradition, there’s also a challenge mode, which sticks you in the middle of a game and tasks you with winning during that turn.  Very few of the challenges in this game require complex tricks, though, so they’re generally pretty easy.

The highlight of the game is the sealed mode.  Sealed gives you a set of booster packs (each containing 15 random cards) and then allows you to build a deck from those cards.  You can then progress through the sealed campaign, using your newly-constructed deck against six opponents.  It’s an incredible mode because it finally allows you to build a deck from the ground up, a feature previously unavailable in DotP.

And it’s fun.  The card pool mostly comes from the upcoming set, although there are some cards from earlier core sets shoved in there, too (probably – the new set hasn’t been completely spoiler yet).

It is, however, not unlimited.  At the outset you can only start two sealed decks, and opening additional sealed slots costs $2 each.  It’s sad that we still don’t have complete freedom in designing new decks as we please, but it’s a nice step in the right direction.

Of course, there are also multiplayer modes, allowing you to use the game’s preconstructed decks against other players, or you can test your sealed decks in online battlefields.  My only gripe on that front is the lack of obvious matchmaking ratings – it seems like you just match up with another player, not necessarily one who is on a similar skill level.  The result could be rather discouraging for newer players, particularly as time wears on and the servers are populated primarily by dedicated players.

Overall, my only other complaint is that special game modes from previous versions weren’t included in some fashion, even if only as offline custom games.  I would love to see some of these decks used in archenemy or planechase, but I certainly understand that they’d drop modes to keep from making earlier DotP titles totally obsolete.

Duels of the Planeswalkers 2014 is a great next step for casual electronic Magic games.  Although not as expansive as veteran Magic players may want, the sealed game mode brings much more freedom to the game, making it feel more like playing tabletop Magic.  While it has its disappointments, the biggest flaw is that it’s over too soon, as the slick presentation and effective execution make it almost as fun as shuffling a deck yourself and giving it a go.  At $10, I highly recommend it for anyone interested in trying Magic and seasoned players, and it’s at least worth a look for everyone else.

My Rating: 9/10 – awesome. 

Sunday, June 30, 2013

Game Review - DarkStar One: Broken Alliance (Xbox 360, 2008)

During my formative years as a gamer, I would gobble up any game I could get my hands on, good or bad.  I spent untold hours exploring dozens of virtual worlds, but as the gaming industry evolves, some genres become less common.  A great example is the flight simulator; I loved the X-Wing series of games, but I haven’t seen a really good flight sim in well over a decade.  I jumped on DarkStar One: Broken Alliance for just this reason, but it sadly doesn’t break that trend.

DarkStar One puts you in the Kayron’s jumpsuit and follows the eager young pilot’s first excursion.  Driven by the discovery of unusual circumstances surrounding his father’s death, Kayron’s quest to find a saboteur takes him across the galaxy and, as tends to happen in RPGs, draws him into every conflict he encounters.

The melding of flight sim and RPG elements is pretty cool.  Instead of progressing linearly through a series of missions, you’re able to explore different systems and sectors at your leisure, with the main quest making up only a small portion of the available content.  You also get RPG-esque upgrades for your ship, making leveling up an integral part of the gameplay.

But that’s basically where the coolness ends; everything else is disappointing.  Let’s start at the bottom and work our way up.

The control scheme is terrible.  It’s pretty clear that this title is a console port of a PC game, as the complex controls you might expect while piloting a spaceship are severely limited by the relative lack of buttons on a console controller.  For thurst, you have three options: forward, backward, and stopped.  Those three options alone wouldn’t be problematic, except that you also have the option of matching the speed of your target, opening a ton of other velocities.  Your control over your speed is limited in a fairly silly way.

Combat is also annoying because you can’t do a whole lot.  Standard flying maneuvers like barrel rolls are extremely awkward if they’re even available, so I found battles would reduce to stopping so I could more easily target the highly evasive fighters I encountered. There are a few fights involving larger capital ships, but those are also heavily fighter-centric.  Every battle ends up playing out the same way, which gets incredibly repetitive.

One saving grace is the element of exploration.  There are over 300 systems to explore across several alien factions, so DarkStar One offers a large galaxy for you to discover.  Unfortunately, there’s absolutely no incentive to venture too far off the path – each system consists of a trading station, some neutral trade ships, and possibly an asteroid field and research station (which won’t interact with you at all), and lonely empty space.  That’s it.  Aside from admittedly beautiful planets floating in the distance, there’s nothing to see or do in the majority of these systems.

To make matters worse, pirates will ambush you a lot, and you can’t do much of anything (like docking with trade stations of hyperjumping to a new system) until you kill them.  Bouncing from system to system becomes a tedious exercise in killing a handful of pirates and visiting the trade station before moving on to the next one, and there are very few rewards for doing so.  It feels like a pointlessly big galaxy, with lots to explore but nothing to discover.

Quests are rather repetitive, too.  Despite having a number of different objectives, nearly all of them reduce to “go here, kill this, come back.”  Main storyline quests are a little bit better, as a few will send you to the surface of a planet for a somewhat different experience, but those missions have a different problem – a couple of those missions lead to disorienting and borderline nauseating areas, so they lose whatever benefits the diversity provided.

And there are no compelling reasons to complete those storyline missions.  The narrative is incredibly boring; I felt no real desire to see it through after a couple hours of play.  Perhaps more damning is the fact that it hints at intriguing complexities by mentioning bitter wars and political conflicts between races, but it never develops the history of this galaxy.  You’re left with an “everybody hates everybody” scenario with no justification, making for a very shallow experience.

Despite the dated animations, the presentation is decent.  For most of the game, you’re dealing with distant ships and planetary backgrounds, the lack of small details in which is pretty hard to screw up.  The cinematics are clearly using less-than-modern graphical capabilities, but they’re still solid.  Voice acting is a little awkward, but it’s also not horrible.  The fact that the rather mediocre presentation is overall the best part of the game says something rather disappointing about the game as a whole.

To be fair, I enjoyed the first couple hours of jumping from system to system, recklessly dispatching pirates.  It wasn’t until the lack of depth became apparent that I started to get frustrated with it, and then the game continued for another 10+ hours.  Completing this game is far more a test of stamina than an entertaining romp through a sci-fi universe.

DarkStar One: Broken Alliance starts relatively well but rapidly fizzles.  It becomes incredibly tedious and generally uninteresting, leading me to find it hard to recommend it to much of anyone.  If you’re desperate for a flight sim, it’ll help satiate that need, but your time and money are still probably better spent elsewhere.

My Rating: 2/10 – terrible.

Saturday, June 29, 2013

Achievement Report - June 29, 2013

This week was not nearly as frightening as last week.  Our team pulled out of the gate pretty strongly, securing a safe position early on.  Still, I had a respectable showing throughout the week.

On another note, I started writing a review for DarkStar One, and I discovered something interesting: I actually have a hard time talking about games I don't like.  I know a lot of people find it easy to rant about bad games and rave about good ones, but it seems like I'm a little lacking the ranting skill. I'll see if I can work on that one.

GTASC
Following last week's progress, my first accomplishment this week was completing DarkStar One.  As I mentioned last week, the achievements are incredibly tedious and generally very boring, so this wasn't a hugely entertaining process.  Now it's done, though, so I'm thankful for that...

The only other game I really played this week was Wednesday's new XBLA release, Magic: The Gathering: Duels of the Planeswalkers 2014.  Being a Magic veteran, I had no problem blowing through the campaigns on the highest difficulty setting, spending only about 10 hours in-game to earn all the achievements.  For players new to the game, I imagine that the learning curve could be pretty high, but I would still think that it wouldn't take more than 15 hours to complete.  Plus it's pretty fun, so I highly recommend it for achievement hunters.

Kingdom of Loathing
I'm chugging through my latest Bad Moon run.  It's going pretty slowly (as expected and by design), but it may start speeding up a bit in the next week, as I've spent a fair amount of time leveling.  Either way, it'll probably be a couple more weeks before I move on to something else.

A leisurely BM run gives a great opportunity to grind some things out.  I spent a bunch of extra turns in A Large Chamber to earn the Evil's Okay in My Book trophy (although I haven't purchased it yet), and I'm using this run to do a 100% Blood-Faced Volleyball run (which I screwed up the last time I tried it).

A trophy quite a bit out of the way of a normal ascension run.
An intentionally slow run is great for accomplishing secondary KoL goals, like tedious trophies or earning swagger for usually non-PvP players (Hardcore runs are great for that - break your Hippy Stone early in the run, then stockpile fights until you hit the limit or approach the end of your run; that way you'll minimize the effect on your play, and because you're in Hardcore, you don't stand to lose anything in defensive fights).

StarCraft II
I played a bunch of StarCraft matches this week, working primarily on two particular achievements:

So. Close.
I've worked towards the 250 Terran wins vs. AI, bringing myself within 30 wins of earning that achievement.  Once that one's done, finishing the wins vs. Elite AI achievement (I need 106 wins for that one) won't be quite as annoying, as I don't hate playing the other races as much as I hate playing Terran...

Chug-chug-chugging away!
When I play big team games (3v3 and 4v4), I tend to play random to make progress on this achievement.  I find that the big games are a little less strategic and a little more cheesy, so I don't think I have nearly the disadvantage that I'd have when off-racing in 2s or 1s.

I'm making good achievement progress in SC2, currently sitting at 5520 achievement points overall.  Of course, there's still a lot to do (I have barely touched 1v1, for example), so I wonder if I'll be able to earn all the achievements, even after Legacy of the Void...

I also signed up for ggtracker to get some detailed analysis of my play over time.  The site requires you to manually upload replays (I haven't seen any obvious options for automatic uploads), but it spits out a number of cool stats and it's prettier than sc2gears (plus more easily shared).  I don't see any point in uploading vs. AI replays, so my profile is a little sparse right now, but it could be a pretty cool tool in the future.  I'm excited about it.

And that does it.  This coming week will be interesting for gaming, as there's a holiday and TrueAchievement's annual Bean Dive phenomenon.  The Bean Dive is an incentive for players to pop an achievement in every game they own but haven't played.  Named for the resulting dip in completion percentage, it's a great opportunity to find really exciting games that might otherwise stay on the shelf for a few more months.  I like it, and it probably means that I'll be playing a wide variety of games before next Saturday.  Until then, tschüss.