About this blog

This is the official blog of Phoenix Roleplaying, a multi-genre simming site, created in August 2010.

Run by the players, we hope to achieve great things.

Where our journey takes us, who knows.

Sunday, 25 August 2013

James Bond: Tomorrow Never Dies

Eric Serra’s score was one of the worst things of GoldenEye; David Arnold’s is one of the best of Tomorrow Never Dies.

 

Brosnan’s second film suffered from major production problems; a change of release date that forced a complete plot rewrite and a script that wasn’t finished when production began. As such, this is a very action oriented piece that comes in at under 2 hours. However, 007 certainly knows how to do action and this film doesn’t disappoint; the scenes are done with verve and wit, indeed, I was chuckling at many of the one-liners (the car park scene with the car is great and made better by the in-car computer). Michelle Yeoh (a veteran Hong Kong action star before and after this) does a great job and there is some clear chemistry with Brosnan in this work – I can see why a spinoff would have been considered. The solitary scene we get with Q is great; the problem with many Bond films is that we never get enough time with him.

 

Where this movie falls down is in the non-action scenes; there’s a couple of big plot holes, contrivances and general weakness of dialogue there. Jonathan Pryce is pretty poor in the villain role (of the four Brosnan villains, he’s had the least successful post-Bond career) and watching “The Curse of Fatal Death” as research for my Doctor Who series diminishes his threat. Teri Hatcher is poorly written, Stamper is rubbish and Carver’s goons are so poor at their job, he calls them on it.

 

Mind you, I wasn’t expecting to have Julian Fellowes turn up – Hugh Bonneville also gets a small speaking part.

 

Conclusion

 

Not as bad as its reputation, but some poor casting choices mean I can only give this a maximum of:

 

7/10

Our "Play-by" list

You may or may not be aware of this, but Phoenix's wiki has a Play-by/Face Claim list, listing the actors that 'play' the various characters on our many sims.

Please have a look and contact the GC if you want any added!

Saturday, 17 August 2013

Let's Play Persian Incursion: Turn 16

Two F-22 Raptors

 

I discovered the official Errata between turns here and decided to implement it more or less fully; while this does result in some slight inconsistencies, it’s my game and I can do that if I want to. As a result, I will be able to launch more air strikes, Anyway, in this turn, we discover there ain’t no party like a stealth party, because a stealth party is invisible to radar…

 

The Israelis managed to get all of their fleet back up to operational status, ready for further attacks on Iran, with both the north and south routes open to them. Iran generated 53 fighters and engaged in some redeployment to cover the southern approach; however it would have done nothing either way to stop the strike coming in now…

 

The errata and the rules point out that Iran cannot repair fighters on Alert or Patrol status, as well as that tankers don’t go through the fuel mission cycle. So I have eight ready for use.

 

Twelve F-22 Raptors, launching from their base in Qatar, made their way through the defences of Iran completely undetected until they reached their target – the highly damaged Zirconium Plant at Isfahan. The Tor-M1 and Pantsyr units saw something coming and then had to deal with a shower of Small Diameter from the Raptors… which they knocked many down, but not enough to save the planet from becoming smoking ruins more appropriate for filming an episode of Falling Skies. The Americans got out without any bother, the Iranians having been caught completely defenceless.

 

B-2s are only available on night turns (they’re painted black), but the F-22 is available if the US is an Israeli ally. It ignores all the SAM nodes and can only be intercepted by two aircraft if the Iran player gets a natural 12 on 2d6. Falling Skies actually features an episode where the 2nd Mass has to destroy a nuclear reactor powering alien operations.

 

This boost for Israel and blow for Iran was further compounded when a rocket attack by Hezbollah failed utterly; although not to the point of further Iranian embarrassment. That came when Israel revealed a bunch of clerics engaging in action more appropriate to the Borgias… and when Iran claimed the prostitutes were Israeli, the public reaction was that the clerics were still from the Islamic Republic…

 

Iran attempted to counter the Israeli use of Incriminating Photographs by Press Leak, but Israel cancelled it out totally with Quick Spin Control.

 

Further strikes were ordered for later that day – Iran would make another ballistic missile attack, although it would be unlikely to succeed, while Israel ordered a two-squadron attack on the Arak Heavy Water Reactor and a special forces attacks on the Isfahan Fuel Manufacturing plant for the following night.

 

A slight narrative change; two of these attacks were ordered earlier in the turns.

 

17 Iranian planes broke down; there were no planes available in Sector II, but still plenty available in the other two sectors as 48 F-16s prepared for a journey to Arak and a F/A-18 pilot prepared for what would be his final ever flight...

Monday, 12 August 2013

Stargate sims unified

After much discussion on the forums, Ash Leighton Plom has combined the three Stargate sims we had, two of which were inactive, into one single sim called Stargate: Beta Site. The idea was originally proposed by a player who has now left the site, but his good idea carries on.

This sim will continue in the Season 9/10 Stargate SG-1 setting it had previously, with Ash remaining in overall charge.

Sunday, 11 August 2013

Let's Play Persian Incursion: Turn 15

The political situation as of the end of Turn 15

 

The game is now heading towards its conclusion – as things go from bad to worse for Iran.

 

The situation for the Islamic Republic of Iran was distinctly not good. Only 22 aircraft were available for operations and in the southern sector where any US attacks would be coming from, there was one solitary MiG-29 ready to deal with anything.

 

As a result, when a squadron of F/A-18s combined with two Growlers packing SEAD loads were launched against the Zirconium Plant at Isfahan, the Fulcrum pilot decided that he was not going to risk the inevitable destruction of his airframe by attacking the raid.

 

Four F-7Ms, however, were more into valour than discretion and decided to engage, three  being blown away at range by AIM-120Ds.

 

Most of the available Iranian jets can’t engage at anything further than dogfight range; the best stuff they have on their own is the F-14 (designed for bombers), the MiG-29 and the F-4 in that order of relative quality; the first has major maintenance issues.

 

There was however a glitch waiting for the Americans; while they had launched a Suter attack on the Iranian air defence network, they had only been able to suppress one of the two local I-Hawk sites. This now fired and damaged a Super Hornet, forcing it to make an emergency landing in Saudi Arabia. Even worse than that, it was the sole aircraft aiming at foundry B3.

 

The strikers reached their target and the Growlers fired their HARM missiles at two the Pantsyr launch vehicles, destroying one of them, but the other managed to avoid destruction by shooting down the missiles itself. There were still 24 SAMs available and these managed to stop the destruction of one of the primary targets, resulting in a mission failure for the US.

 

The Hornets headed out and with only six aircraft available in Sector 2, none with BVR missiles, the Iranians chose not to engage. The MiG-29 in Sector 3 did chose to fire and unable to get into firing range to Growler jamming was sent home with a damaged tail between its legs.

 

With Iran’s political good will somewhat limited at the moment, there was nothing it could to stop the strike now heading its way through Turkey.

 

Iran was done to only one Political Point at this time; with none of its cards only needing that. It really needed to move Turkey’s opinion track to +4 or lower to prevent the two squadron Israeli strike on Arak… it was now powerless to stop the rest of the Israeli actions this turn.

 

The 47-plane attack bound for the Heavy Water Plant at Arak crossed the Turkish border, avoiding the S-200 site guarding the plant entirely and with some of the F-15s managing to suppress both I-Hawk sites in the area. The Iranian response was four F-5Es… who took one look at the size of the raid, which included F-16s in a dedicated escort role, and decided not to even bother.

 

The dedication of some of the F-16s to the mobile short-range SAMs resulted in two of them being blown away and the rest of them entirely distracted by swatting STAR-1s. The F-15s came in with their bomb loads of Small Diameter Bombs and tore the Heavy Water Plant to shreds… not a single building was left standing.

 

The aircraft left and ran into three groups of interceptors, two Tiger II pairs and a pair of MiGs. With their escort load out of six AIM-120s, it only took one Falcon to deal with each of the former and two to deal with the latter – in each case, one pilot ejected and the other had to fly a damaged plane home.

 

The Israeli jets can pretty much self-escort at any rate, but if you dedicate a plane to that role, then it will be a really powerful air-to-air machine.

 

While there was no political boost for Israel domestically, they were able to secure a firm agreement from the US to see this operation through, whatever it took. With Iran’s aircraft breaking down again, it was now going to be facing two days of US air attack…

 

Firm Commitment, which locks an allied opinion track for up to nine turns (eight in this case) actually turned up in the Israeli hand previously, but it was neither possible or desirable for Israel to play it at this point. The two squadrons here will be unavailable for further strikes until Turn 19, but there will be a few US strikes and two F-16 squadrons are currently available for operations (a look at the Errata states that tankers don’t go through the availability cycle in the same way due to their shorter flight times).

 

Israel gained four political points from its strike. It is now increasingly likely that Israel will, if it can destroy other Iranian sites, win the game.

 

 

 

Saturday, 10 August 2013

Wing Commander CIC turns 15

Wing Commander Combat Information Center, whose support was invaluable in us getting the Wing Commander: From The Ashes sim set up, turns 15 years old today with a special event on IRC.

Please go here for info and to wish them a Happy Birthday!

Rendering the vortex ('Doctor Who': the games)

Your own portable time machine (image: Stuart Brady, retouched by him)

 

The licence fee that is charged for every household in Britain that has a television that receives live television (currently £145.50 and frozen at that level to 2016) does not cover all the BBC’s expenses[1]. As a result, “Auntie” is also reliant on money coming in from its international channels, overseas sales of its programmes and merchandising.

 

Thus it is not surprising that Doctor Who has been one of the corporation’s biggest cash cows, although it can’t claim to pay for itself like Top Gear. Over the years, the BBC has sold the rights to make board games, card games and other sorts of games.

 

In this final look at the expanded universe, we will be looking at two of the areas of greatest interest to Phoenixians – namely tabletop-roleplaying and video games.

 


There have been three officially approved RPG systems, or ports of systems, set in the Doctor Who multiverse. The dates given are of initial release to the last supplement being produced.

 

The Doctor Who Role-Playing Game (FASA[2], 1985-7)

 

Produced while the classic show was still on and PBS stations were still running it a lot (especially Tom Baker stories, hence Four and Leela being on the cover as opposed to the incumbent Sixth Doctor), this game set, aimed at the US market, used similar rules to FASA’s Star Trek product[3] – including a d100 based system i.e. roll two ten-sided dice, one for the 10s and one for the second digit. The main box set (with two different versions) featured a player’s guide, a GM’s guide and a universe guide – with three sourcebooks and seven published adventures following. this In addition, two single-player ‘gamebooks’ were published with the mechanics. Further works were planned when the series was cancelled due to falling sales – the show was past its first peak in both in the US and UK.

 

The background material, which allowed you to play as the Doctor and his companions, or another Time Lord, took some interesting takes on the canon in an attempt at internal consistency – most notably suggesting that the Monk (from the 1st Doctor’s era) was another incarnation of the Master and that Adric got rescued by another Time Lord instead of dying.

 

Citadel Miniatures, perhaps best known for their Games Workshop products (they’re a subsidiary of it) also released a batch of 25mm miniatures to be used in connection with the game.

 

Time Lord (Virgin Publishing, 1991)

 

An unsuccessful attempt at a new system, this spawned one 287-page paperback only, now freeware.

 

Doctor Who: Adventures in Time and Space (Cubicle Seven, 2009-present)

 

The current RP system for the show, this one aimed at young audience is currently in its second edition (the first has Tennant, the second Smith) and has a number of supplements, including a planned set for all the Doctors scheduled for later this year.

 

The system discourages violence – those wishing to take fighting actions come last in the initiative system, combat is pretty deadly and you can’t scratch a Dalek with any game weapon.


More prolific have been video games; we will only be covering cartridge/CD-esque games here instead of integrated devices a la Nintendo’s Game and Watch series – we will also skip the Flash games featured on the official website, unofficial titles (some definitely violating copyright, some non-commercial and others getting away with it via being clear spoofs e.g. Doctor Goo and the Samaroons), mods for other games and “program yourself” games from early computer magazines. As most of these have the words Doctor Who or Doctor Who and in their title, that will be omitted to avoid me repeating myself excessively.

 

It’s possible fair to say that there is a potential classic game that could be made with the licence; it just hasn’t been made yet.

 

The First Adventure (1983, BBC Micro)

 

The first official release (Doctor Who Adventure, an unlicensed and technically illegal game, beat it to the market), this game featuring the Fifth Doctor was basically four levels that were variations of popular games at that point – such as Frogger i.e. cross moat, avoiding getting hit by whatever.

 

The Warlord (1985, BBC Micro – Spectrum version cancelled)

 

A text adventure featuring the player as a companion to an unspecified Doctor (presumably Colin Baker’s), this is split into two parts, each with 250 locations.  The first takes place in the distant future, the second around the Battle of Waterloo in 1815. I somehow doubt it’s as hard as the text game for The Hitchhiker’s Guide to the Galaxy[4].

 

The Mines of Terror (1986, BBC Micro and Commodore 64)

 

A 2D platformer, this featured the Sixth Doctor and a robot cat called Splinx. While not loved by fans, it did get pretty good reviews at the time.

 

Dalek Attack (1992, PC, Spectrum ZX, Commodore 64, Amiga, Atari ST)

 

A platform “shooter” (you had a sonic screwdriver) where the player could play either the Second, Fourth or Seventh Doctors teaming up with a second player as the Brigadier or Ace to deal with a Dalek invasion of Earth, travelling to various global locations. Interestingly, it features the diamond logo on its title screen.

 

Destiny of the Doctors (1997, PC)

 

One of the two I’ve played, the first 3D game on this list, this BBC Multimedia tale saw the Master (played by Anthony Ainley in his final appearance as him before he died) abducting the first seven Doctors[6] and you playing an amorphous creature created by them called the Graak, who most go through a series of challenges set by the Master to rescue them, while avoiding various monsters from the show. Notable for the large amount of info on the show available in the in-game archives (including clips from episodes then not available on video), it is however pretty poor, with no clear instructions, a hero you feel nothing for and generally bad graphics even for 1997… it’s not liked by fans and the best thing in it is probably Ainley being hammy.

 

Good luck trying to get it working on a post Windows 95 system.

 

Top Trumps: Doctor Who (2008, PlayStation 2 and Nintendo DS)

 

In essence, nothing more than a video game version of the card game in which you have to pick a category for your card and hope it’s not lower than the one in your opponent’s hand. A cash-in, basically.

 

Evacuation: Earth (2010, Nintendo DS)

 

A “point and click” game with puzzles etc. voiced by Matt Smith and Karen Gillan in their roles as the Eleventh Doctor and Amy Pond, produced by Asylum Entertainment; it didn’t get very good reviews, even if it was the first proper videogame for the show since 1997.

 

Return to Earth (2010, Nintendo Wii)

 

The companion to Evacuation: Earth, this 3D adventure puzzle game, which supported a sonic screwdriver version of the Wii remote. It got panned by critics (getting 19% from Official Nintendo Magazine[7]) for poor gameplay and a bad story; it still sold pretty well… demonstrating that you can sell nearly anything with a Doctor Who logo.

 

The Mazes of Time (2010, Apple App store for various i-thingies)

 

A tablet and smartphone game, this again featured the incumbents of the TARDIS, travelling through seven locations solving puzzles, avoiding monsters etc. to save a family attacked by a rogue Dalek and scattered across space-time. Two updates were released with extra content including the Autons and the Weeping Angels respectively.

 

The Adventure Games (2010-2011, PC and Mac)

 

A series of games downloadable for free from the BBC website if you are British and purchasable for a small fee otherwise (to do with the licence fee), these episodic games saw the Eleventh Doctor and Amy in fully 3D adventures where you had to sneak past Daleks, collect items and so on in an interactive adventure, also voiced by the stars of the TV show, including Nicholas Briggs. The three regulars had their motions captured using rotoscope to make their movements in game more realistic. Other voices appeared, including Emilia Fox.

 

The first season consists of:

·         City of the Daleks

·         Blood of the Cybermen

·         TARDIS

·         Shadows of the Vashta Nerada

 

I’m currently working my work through these… albeit very slowly. It’s a bit difficult to control at times and the puzzles are a bit frustrating when the controls don’t respond properly. This said, the series (advertised on TV) was very popular and got a lot of downloads.

 

A planned second run opened with The Gunpowder Plot (and added Rory, now a full companion, to the game)  but the series was then shelved to focus on other things.

 

Worlds in Time (2012 , online MMORPG)

 

The first massively multiplayer game, this cartoon-style online work is a freemium game i.e. free-to-play but with purchasable extras i.e. clothing, equipment and so on. Other clothing etc. can be acquired by playing the game and includes items from throughout the run… your character can wear Zoe’s sparkly top or Benton’s Beret, among many other things – some pretty obscure.

 

The Eternity Clock (2012, PSN, PS Vita and PC)

 

A platform/puzzler featuring Matt Smith’s Doctor and River Song (both voiced by their actor) dealing with rogue time corridors, this was delayed by three months but it appears that time was not used for polishing… reviews were mediocre to poor, with the game being attacked for a large number of bugs. It’s basically 2 and a half D – 3D graphics with 2D action. Two planned sequels have been postponed for the moment.

 

No further games are known to be in development at the moment.


Thus we come to the conclusion of our look at the expanded universe, which can only be a partial look – it’s simply vast and the products available with show connections range from the sublime to the ridiculous to the blatant cash-in (ice cube moulds from Lakeland).

 

We now return to the show proper, looking at the period from 1997 to 2004, where there was more than one false dawn and a sunrise that could have stopped…


[1]£49 for the very few that still have a black and white set, this fee can cause considerable political controversy, especially from the tabloid press every time the BBC is perceived to be wasting money i.e. on salaries for its stars, although it could be argued that is the price of stopping them hopping over to the other channels. About the only network that gets anything like as much scrutiny is Channel 4, whose minority representation remit and desire to get headlines results in shows like Big Fat Gypsy Weddings or My Ten Stone Testicles.

[2]Originally standing for Freedonian Aeronautics and Space Administration (a reference to Duck Soup, a classic Marx Brothers film), this company published Shadowrun and MechWarrior among others; while ceasing active operations in 2001, they still own the licences and lease them out to other publishers.

[3]Running from 1982 until Paramount suddenly revoked their licence in 1989, apparently due to the success of TNG and concerns over violence.

[4]Whether you try the original here or  the 20th anniversary updated version available here, this game is known for being fiendishly hard – it is entirely possible and indeed common to die in the first scene (hint: take the white analgesic tablet).

[5]Many of the videos featuring him are available on the “Survival” DVD.

[6]The four alive at that time contributing original voiceovers to the game, along with Nicholas Courtney.

[7]Their summary: “Clearly made by people who hate games, sci-fi, and everything decent about humanity.”

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