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Category Archives: Gamers Gazette

News and updates from our gaming lives

Part 1: How not to survive in 7D2D – an idiots guide to being an idiot!

I had started my latest Navezgane SP Survival game in the desert, and almost immediately came across a bridge leading to a petrol station. Not only a petrol station though, one that had been thoroughly protected with metal fences and barbed wire. A perfect place to start at least.

I had not spawned in a desert for some time, but I did remember that the essentials: plant fibre, wood and stone were in abundance, if not the same abundance as some other biomes. Possibly more importantly at game start was the ease of finding feathers!

As of writing this article I have approximately 2,500 unused feathers in this particular save. I’m not entirely sure how many I’ve collected in total, or how many that I’ve ignored, but i have reached the point where I look and then exclaim: ” NO! You don’t need more fucking feathers”.

EDIT: By comparison, when I started at a snowy wooded biome, there were many nests, but all I could find was eggs, and big, fucking angry, frozen lumberjacks. Eggs aren’t the best form of ammunition for these motherfuckers!

EDIT: It gets better when you get to a forested area. There, not only are nests probably sparse, but, whether they are or not, you can’t see them . The good news is that there is plenty of game to hunt with the arrows that you don’t have yet, and when you do kill something, it’s almost certain that you’ll only do it when a big fucking bear is really, really close, and either eats it, or stops you from doing anything about it until the carcass disappears. Such is life!

Why are feathers so important? Well, without access to anything else, which is likely in the early game, a bow and arrows are the only long range attack you have. This is extremely important given that all of the short range weapons you have access to at this point are complete shit.

Get a bow! Make some arrows! Do it now!

As for the rest (early game at least), I had a water source (the river that the bridge was spanning), I had yukka plants (great for cooling juice), lots of iron ore on the surface (not as efficient as a mine, but what can you do), and a blasted biome with lots of trees. Everything seemed great.

Food became the first immediate problem. In a desert biome (if only it was a dessert biome instead) there is, for the sake of argument, no food. You can hunt the very meager rabbit and chicken population – if you can find it, and if you can kill it – but mostly you scavenge.

Top tip: Don’t use a bow to kill chickens and rabbits in a desert biome. Chase after them and hit them with a stone axe, or chase them in to a cactus instead. This, particularly the cactus part, is unlikely to work in other biomes, but if you try, please have the Benny Hill song in your head as you’re doing it.

Fortunately, I found a rural settlement. Not a town, but a collection of eight buildings, in two rows of four, near a main road. I proceeded to scavenge the fuck out of that place. Methodically, I took all the food, water, supplies and wood (they had trees) that I could find. It was a good start to my campaign, or so I thought…

 

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Posted by on February 1, 2016 in Gamers Gazette

 

More Speed, More Power, More Games – Part 4

More Speed, More Power, More Games – Part 4

See part 3 for a riveting expose in to the seedy world of hard drive cloning…

In this edition we tackle the brutal reality of actually getting shit to work.

TL;DR: Stuff and things

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Posted by on January 22, 2016 in Gamers Gazette

 

More Speed, More Power, More Games – Part 3

More Speed, More Power, More Games – Part 3

See part 2 to learn all about moving files and watching progress bars. It is a riveting read.

My C: partition was now trim and ready, much like the recipient of a Brazilian wax. Steam games had been moved, obsolete applications had been removed, unnecessary user accounts had been deleted.

NASA, this is Flight Control… we are ready to launch!
Flight Control, that is negatory. You haven’t installed the hardware yet
Doh!

TL;DR Are we not done yet?  Read the rest of this entry »

 
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Posted by on January 22, 2016 in Gamers Gazette

 

More Speed, More Power, More Games – Part 2

More Speed, More Power, More Games – Part 2

Check Part 1 for everything you ever wanted to know about partitions. Be careful, it’s heady stuff.

Now that I had the space, and before I cloned my Boot partition to the new SSD, I decided to move all of my Steam games from C: to the vast expanse of my D: drive. Thus did begin my initiation  in to symbolic links and undocumented workarounds for moving games in the Steam client.

TL;DR Shamanic links, moving stuff and something that involves following instructions, or something…

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Posted by on January 21, 2016 in Gamers Gazette

 

More Speed, More Power, More Games – Part 1

More Speed, More Power, More Games – Part 1

You just said that in the voice of Jeremy Clarkson didn’t you? Go one, admit it! Anyway, enough of that tomfoolery. Ever wondered what’s involved in swapping or repartitioning your system disk, but were too afraid to ask? Ever wondered if you can relocate your Steam library? Well wonder no more.

TL;DR disks, partitions, blah, blah, Steam games, blah, blah, blah…

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Posted by on January 21, 2016 in Gamers Gazette

 

7 Days to Die – A History of Base-Building

Home comforts

Desirable location, surprisingly spacious, lake view, modern amenities, fully furnished, good decorative order. Early viewing recommended

7 Days to Die is a first-person survival crafting game set in a post-zombie apocalypse gameworld. It’s also an example of Steam Early Access done right, with a solid & functional initial release, followed by frequent updates, tweaks, fixes & additional content. After 2 years, it’s still in Alpha, yet plays like a full game, albeit with a few rough edges.

We’ve logged some serious hours in this game, and there’s plenty to like about it. Despite the glut of zombie games these days, 7D2D distinguishes itself with a vast, procedurally-generated gameworld, strong variety of buildings, settlement types and biomes, flexible game configuration options, and an exciting zombie dynamic: shamble by day, sprint by night, and an aggressive horde attack every seven days. This mechanic propels the explore/scavenge/hunt/craft/build aspect of the game, which is supported by a sophisticated crafting system which includes blueprints, item quality tiers, and degradation of tools, weapons and blocks. A base provides a central location for the team to live, work and explore from, and a safe(-ish) refuge from the horde.

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Posted by on August 15, 2015 in Gamers Gazette

 

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DCS A10-C: Instructor-led virtual training session

Now pay attention, class.

Ready for formation take-off, and experiencing a bit of tightness in the nethers

Serious sims have always seemed to be a bit of a niche market in PC gaming, the emphasis being more on a cerebral challenge without the visuals to back up the mechanics. It’s only recently that graphics hardware has reached the stage where gameworlds can be realistically rendered at decent framerates with beautiful lighting, detailed 3D objects, volumetric particles, HDR effects, and realtime physics calculations. Then there’s the new peripherals: hi-res flatscreens, touchscreens, multi-monitor support, head tracking devices, and premium-quality programmable joysticks. Perhaps that’s why DCS world, the most hardcore of hardcore sims, is enjoying a surge of success despite (or perhaps because of) its intimidating detail and painstaking authenticity – the sim gameworld actually looks good, works well (e.g. weather, aerodynamic, airframe and gravity physics) so you don’t have to imagine a beautiful gameworld behind the instruments any more – it’s right there, all around you. Read the rest of this entry »

 
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Posted by on October 7, 2013 in Gamers Gazette, The Library

 

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