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Hello and Welcome I'm Jay Winger, otherwise known as Jay 2K Winger, Jay 2K, and other variants. If you're reading this blog, you pro...

Thursday, November 23, 2017

Monday, November 13, 2017

Thursday, November 9, 2017

Destiny 2: Lost Sector - The Atrium

Like many Destiny players, I mourn the loss of the Grimoire. While it was not perfect, it was a great way for Bungie to expand on the lore of the setting, and to encourage exploration of the world to find the 'dead Ghosts' that unlocked it. The Lore tabs on pieces of gear in Destiny 2 are good, but with no way to track or re-play the dialogue unlocked by scannables... well, it's just not the same.

So what comes below is a bit of lore I made up about the boss of one of Destiny 2's Lost Sectors, explorable side-dungeons.

Saturday, September 2, 2017

Gamr Drivl: Mad Max

So Mad Max is a classic film series, which got a well-regarded and freakin' awesome revitalization with 2015's Mad Max: Fury Road. Later in that year, Avalanche Studios released the video game Mad Max, which got a lot of influence from Fury Road, but told its own story, a possible prequel to the 2015 movie.

In the game, Max is wandering the wasteland when he runs across the War Boys of the brutal tyrannical warlord Scrotus. They steal his Interceptor and leave him for dead. Max links up with a deformed hunchback "blackfinger" (mechanic) named Chumbucket, who believes Max was sent to him by "the Angel Combustion" to help him complete his Magnum Opus, a customizable vehicle. Along the way, Max helps various survivor camps collect resources, dismantles Scrotus' hold over the wasteland, and despite his best efforts, starts to re-connect with humanity.

I played the game and actually really liked it. It didn't try to re-tell any stories from the franchise, and only used concepts from Fury Road to give it a vague relevance to that year's movie. (Scrotus is allegedly Immortan Joe's third son, but is unfit to rule the whole empire because of his rampant brutality.) Collectibles and other locations that you could explore built on the post-apocalyptic world of Mad Max, giving you a sense of just how fucked up the world was before the end came, and how much worse things got afterward.

But there are some things I would introduce if I could have made the game. More below the break.

Sunday, August 13, 2017

Gamr Drivl: "Fallout New Orleans"

War. War never changes.

In the beginning, there was conflict. Whether you believe one brother killed another out of jealousy, or that one tribe of risen apes slaughtered the next, there has always been war. The details don't matter-- the peoples involved, the weapons they used, or the stakes in play-- there has always been war in the pit of the human heart.

But in the 21st Century, these were the specifics-- mankind had depleted the world of resources. As forces like Russia and the European Commonwealth crumbled under their hungry infrastructure, the last two remaining superpowers, China and America, were at each other's throats. Then, on the 23rd of October in the year 2077, it all came to an end. Nuclear fire consumed the lands, the seas boiled, and radiation baked the skies. The world died.

But somehow, it didn't. There were survivors, eking out an existence in the wasteland. People band together to form new tribes, towns, cities, even new nations. New beliefs. A new world born out of the ashes of the old. But even in this new world, filled with both despair and hope, there will be strife. Because war...
 
War never changes. 
I think and expound for some length about ideas for a new Fallout game below the break.

Friday, July 21, 2017

Destiny: The Last Laugh


The world was dying.

Years before, mankind had come to this cold, arid world in search of a strange entity. It had turned out to be a benevolent, wandering god, and had ushered in this age of wonders and prosperity. The dead world where humanity had met it had been colonized. Sprawling cities had grown on its surface, and one of the proudest was the city of Freehold. Its citizens knew that, even with the miracles performed to make the red planet viable, theirs was a taxing path, making a life for themselves here. But they had pushed back the rusty sands, and birthed miracles of their own. Freehold had become the Gem of Mars.

But all good things come to an end. No one was quite sure what was going on. There were hostile forces assaulting the Earth, Venus, and every other world that mankind had claimed. The system-wide communications network was in tatters. The Martian Defense Forces were scrambling to respond to the threat. Charlemagne was coordinating their efforts, but with every passing hour, more and more of the warmind's satellites were being shot out of orbit. The MDF were giving as good as they got, but the enemy seemed to have an unending supply of soldiers willing to march into the fury of their guns, as if willing to drown the defenders in a tide of dead bodies.

Sunday, July 16, 2017

Gamr Drivl: "Red Dead Prohibition"

After writing my last video game-related entry, about How I'd Reboot "Freedom Fighters," I realized this would be a good platform for me to post similar ideas that bounce around in my head. Because, in case you haven't noticed, my brain likes to think creatively about a variety of subjects, all usually in the interest of finding good potential for storytelling.

So, here's another idea that's been riding around in my brain meats for a couple of years, that first came along while I was chatting at work with a colleague. We got to talking about a follow-up to Rockstar Games' 2010 acclaimed Western-themed sandbox game Red Dead Redemption, itself a spiritual follow-up to 2004's Red Dead Revolver. The Western gunslinging revenge story Revolver was something of a cult classic, but Redemption-- which followed the path of John Marston as he set out to take down his erstwhile outlaw partners at the behest of some corrupt government lawmen. Redemption's sprawling landscape took players through deserts, plains, forests, and mountains, while in the background there was the definite impression that the era of the "Wild West" was drawing to a close.

The ideas I set out below may seem slightly less relevant now that Red Dead Redemption 2, a prequel to Redemption, has been confirmed as dropping at some point in 2018, but hell, there are still ideas here that could be utilized for future entries in the franchise. Below the break, I'll talk about some basic story notions and gameplay mechanics that could be incorporated if Rockstar decides to do another follow-up at some point down the line.