Saturday, March 28, 2020

The 5Th Anniversary, Oceanhorn 2 And A New Website


We know, we know – there hasn't been a blog update in a long time, but we're making up for it! Today marks the 5th anniversary of Oceanhorn first launch on iOS, the perfect occasion for a few things. First of all, we'd like to say 'thank you' to our incredible community – over the years and for each platform release we've seen an incredible amount of passion and support for the world we created. We wouldn't be here without you, and we'll always keep that in mind.


Solve the mysteries of the ancient Arcadians in Oceanhorn 2



It's also an excellent time to talk about Oceanhorn 2: Knights of the Lost Realm. The game is coming along great, and we're confident it will be worth the wait! We are targeting 2019 for the announced iOS release. Over the next few months we'll have updates on various aspects of the game, but for now, you can feast your eyes on the brand new Oceanhorn website we are launching today. It features never-before-seen screenshots and info about Oceanhorn 2, with more to come. If you'd like to cover the game in one of your channels, head to the Press page and download our Press Kit.

Oh, one last thing: we're also setting up an Oceanhorn newsletter, where we plan to send updates on the game before they become public and celebrate the fifth anniversary this whole year in one way or another. If you want to be the first to know what we are up to, make sure you sign up on oceanhorn.com homepage!

Until next time!
oceanhorn.com

Oceanhorn 5th Anniversary label! Let's celebrate the whole year!

Battle Of The Blogs: Aurora Vs. Skarre3



After a two week hiatus in table top gaming, I was able to get out last Tuesday night and put some CoC on the table again. 

EDIT: There's a rules error on my part of this game where I thought Aurora had Reposition 3 all the time, like Clockwork Angels. This is false, so my movement on Turn 3 was illegal. After talking with Kevin there is a possible way I could have achieved the same thing without having to have cheated (Apparition up to get LOS, cast the spray spell, then move away), but the mistake was still mine. I've apologized to Kevin and I want readers to know the error was made!

I ended up having a 'Blog Off' with Kevin who runs the Shoulda Boosted blog.  We're coordinating our posts, so you can go read this battle report from the other side of the table here! Kevin had only brought his competitive pair for the next Scrum and a few big tournaments coming up, and I was dead set on playing some jank.  I've really been wanting to try Clockwork Legions and Aurora out.  My goal is to play each caster in Convergence at least once and the only two I have left are Aurora and Iron Mother.   As a pair for Aurora I wanted to stay in a Champions restriction and had a Lucant double TEP list as my second list.  Kevin was running Skarre3 and Denny2.  After some discussion about how I'm just trying to learn my lists and Kevin is trying to practice, Kevin was kind enough to offer to play Skarre3 so that I could play Aurora. 

Lists:

[Skarre 3] Skarre, Admiral of the Black Fleet [+27] - Slaughter Fleet Raiders
 - Kraken [36]
 - Satyxis Blood Priestess [0(4)]
Axiara Wraithblade [0(6)]
General Gerlak Slaughterborn [0(6)]
Ragman [4]
Black Ogrun Ironmongers [6]
Blighted Trollkin Marauders (max) [15]
Bloodgorgers (max) [15]
 - Jussika Bloodtongue [5]
Bloodgorgers (max) [15]
Scharde Dirge Seers [6]

Aurora
-Corollary
-Prime Axiom
Obstructors
Obstructors
Obstructors
Optifex Directive
Clockwork Angels
Clockwork Angels
Clockwork Angels
Enigma Foundry
Enigma Foundry
Enigma Foundry
Enigma Foundry

So my initial thought on running Aurora in CL was that she offers speed and not much else. Given the recursion package I figured I'd need my heavies to do some hard hitting and decided that I really wanted a Prime Axiom in a Clockwork Legion list.  First, it hits hard and can drag in heavies, but more importantly it's a Scenario Cheat Piece.

What's a Scenario Cheat Piece? It makes a solo, for free, every turn. This lets me contest every turn the Prime Axiom is alive or score a flag regardless of whether or not my opponent kills my scoring solos.  The goal of the list is to focus on scenario, possibly swing to an attrition play if my opponent can't deal with my model count + recursion and still finish the colossal at the end.

Matchup Analysis

So my plan for a Lucant DI + Aurora CL pair gets put in a bad spot by Kevin's pair.  Denny2 makes me unable to play CL at all, and so Kevin can pick whichever list he feels is stronger into my pairing. This seems like it'd be true for any CoC pairing that includes an Obstructor-based CL list which I think is probably the most efficient CL build.

Talking it through with Kevin, he was nice enough to play Skarre so I can give Aurora her test game, and we started the game thinking it was roughly even. We were playing the Mirage scenario, so it was exceptionally live.

Deployment (After Advanced Move)


Not much to discuss here. Kevin had a unit of Bloodgorgers on either flank, with the Marauders dead center. Kraken was set to go around the building towards my right flank opposite of my axiom. I had won the roll to go first. 

My deployment was all the Obstructors up front and everything else behind.

My Turn 1


The plan was to take as much table space as possible, so Aurora casts Aerogenesis and Arcane Might and everything flies forward as fast as possible while trying to space well enough to avoid AOE's mulching everything up too hard.  I remembered to spawn my servitor with the Axiom as well, which is hard to remember every turn. 

Kevin's Turn 1 


Kevin knows he can't avoid getting punched in the face first melee wise, so he simply advances up the field to take as much space as possible while also using spacing and base size from preventing me from getting too much. 

Skarre shoots through a decent amount of my center Obstructor unit and the Kraken takes a pot shot at my right most Enigma Foundry and does about 6 damage. That hurt, but it wasn't so much that I couldn't replenish all of the losses. 

 My Turn 2


Not seeing a better time to feat, I go all in with Aurora first this turn. I had the idea to use her Bladed Gale SP8 spell to try and clear some of the Marauders out who were bunched up nicely, but tough checks and deceleration only netted me two casualties.  Auora then repostioned back behind the building.

I burned a TON of clock here, and I spent an excess of attacks and resources just to kill Jussika.  It was my first time playing with this much infantry especially while trying to use the feat to reposition in awkward spots while similarly preventing his Bloodgorgers from chewing through all my stuff. 

My center Obstructors did some work, but at the same time the recursion guys simply jammed in to prevent the Marauders from getting shots off.  I was actually pretty pleased with spacing here, preventing a lot of meaningful attacks and sacrificing about 3 models to go behind the left 'gorgers to keep Gerlak from getting up into the forward part of my unit.  I did a significant amount of work on the right unit of 'gorgers, and in hindsight now I probably should have just focused on killing more of the left unit rather than killing Jussika, though vengence really will screw my list over pretty hard.


I spawned my servitor again and kept it on the center flag nestled behind the building and moved the first servitor spawned to my friendly flag and Aurora kept in the zone. Scenario play was going to be my main win condition here and I needed to be in place to start forcing it. 

Kevin's Turn 2


So the first thing you'll notice in this picture is exactly how few of my models are left. While I was quite good with my positioning here to prevent the blighted trolls from berserking through all my troops, the relatively low CMD of my units required my buffered back lines to be pretty well bunched up.  This let Skarre absolutely decimate my troops from guns alone. I believe by the time Skarre was done shooting, I had filled up all my Enigma Foundries on the left flank and then the units started activating.  What's worse is that Kevin killed the entire center unit of Obstructors, meaning I couldn't return any of them to play.  I need to remember to space properly with hiding/protecting a unit member all the way in my back lines to keep a unit going.

Kevin had feated this turn and reinforced the Marauder unit, with them contesting the center flag through the building. 

Poor spacing on my part on my right flank with the Angels allowed one Bloodgorger to chomp his way through to getting within 4" of my flag to prevent me from scoring. This ended up being a huge deal as we'll see later. Kevin still didn't have enough to get through my entire right unit, and so I prevented his scoring on his own turn. He did get a model onto his flag, but couldn't contest my zone so this turn ends with the score 1-1.

My Turn 3


The attrition, it is going badly. As such I try to make as hard a play on scenario as I can. 

Aurora doesn't cast Aerogenesis this turn (I don't need any distance), and uses Bladed Gale to start clearing out Marauders from contesting the center, she shoots her gun and repositions back behind the building again, keeping some focus on her for Arcane might. (See the edit at the top of the page, Aurora does NOT have Reposition 3 like the Clockwork Angels, this was a mistake on my part!).

I replenish as best I can on the red unit of Obstructors and they go in clearing out more contesting trolls and doing what work I can. Unfortunately I didn't really learn my lesson about spacing till after the game, so the same problem I had earlier with the blue unit is coming up on this turn. It's going to go poorly. 

On the right flank I send some of my Obstructors charging into the objective and I do minimal damage. I do clear out the contesting Bloodgorger and get in the zone.  The Axiom moves too close to the objective and starts pumping shots into it.  I nearly fail to kill it completely after multiple double 1 to hit and damage rolls (including on the tow cables!) after leaving it on one box.  That said, on my final shot on unboosted damage kills it before my spawned elimination servitor had to be relied on to kill it. 

All in all, I contest all of Kevin's pieces and score 4 points on my turn (my zone, two flags, and objective kill), ending the turn 5-1!

Kevin's Turn 3


Can you say swift kick to the dick? Cause that's what happened here. 


Kevin wipes out all of my Obstructor units and through a combination of flank with a reinforced Marauder, death field from Ragman, and Draconic Blessing, the Kraken takes advantage of my poor placement of the Axiom for its shots into the objective to one round the Axiom. It was...bad times.  

I had one hope going through the turn, the way I had placed my Obstructors to jam Kevin up, it was taking all of his activation's to clear them out and they were preventing anything from really getting to my flag. This hope died when Kevin took his kill shot off the Axiom, he shot at the servitor I had on my friendly flag - he missed, but the deviation stayed on the servitor and he rolled the 7 to kill it with blast damage.  Kevin also runs Axiara into my zone to prevent my scoring it and puts Gerlak on his flag, scoring two points to my nothing, bringing the score to 5-3.

As it turns out, killing the servitor was the key damage roll, since if that servitor had lived I would have scored a point on Kevin's turn, meaning I would only need to score 2 points on my turn to win which would have been easily doable on my flag and then clearing out Axiara with Aurora and the last two angels I had alive.  Hindsight says I should have moved my Enigma Foundry to sit on the flag and that could have won me the game.

But since he did kill the servitor and there was no way I was scoring 3 points on my next turn, and there was zero way I was going to run this game to turn 7, I conceded here.

Conclusions

Man what a fun game and it was a trove to learn from on how to play this kind of list as well as what I like and don't like about Clockwork Legions and Aurora specifically.

Kevin was great to play against as always and he was very kind to kick my ass with a list I could at least play into.

That said, man there are so many things to draw from this game.

Clockwork Angels are Terrible

The original version of this list had points moved around so that I was running a unit of Reciprocators rather than the Angels. I swapped them out so that I could have Angels to use as Flank Triggers for Aurora.  This was a bad idea.  The Angels are pretty terrible on their own: MAT6 PS12 on the charge just isn't very impressive.  Similarly their guns just aren't that good to warrant their use.  They did very little for me this game and I'm not sure what they'd bring to other matchups. More bodies, specifically Reciprocators would have been way stronger in this match. What's worse is that the Angels don't have parry natively so they can't fly into position to allow Aurora to try and feat + assassinate an enemy caster (not that she was killing Skarre3 by any means).  They can get parry from her feat, but that requires Aurora to go before the angels can get in position to trigger flank, and so the entire thing just doesn't work.  It really is a shame since I happen to like the models a lot, and so does my daughter.

Play Better Noob

I've always wanted to play a recursion list and it was one of the things that had intrigued me about playing CoC, but man is there a learning curve to playing this kind of list. There must always be a grunt hiding in the back so as to be promoted and keep the unit alive to be replenished. That's a big deal and it will take a lot of playtime to get myself into playing that correctly.   I want to experiment with a medium based focused CL list, especially with Aurora and Lucant, but truthfully an Obstructor based list is really where Clockwork Legions is at its most efficient and so I need to get better with placement.

The Axiom is Limiting

So my theory about the Axiom contesting and making scenario cheat pieces is valid, but it didn't pay off in this list. It also didn't help that I had zero good drag targets in the matchup and so the real value in the Axiom got kinda wasted here.  That said, fitting the Axiom into a MK3 Clockwork Legions list really limits the amount of stuff you can take in a list where you want to maximize the amount of units you're bringing. It's also really a waste with Aurora who grants Apparition to her battlegroup.  Double Cipher or Cipher/Conservator may be the better vector load out (besides the mandatory Corollary).  It's definitely going to take some testing to see how I want to go forward with CL builds, as it is, I'm not sure which way I want to go with them yet.

The Clockwork Legion is an Enigma

As I said how to build a Clockwork Legion list is puzzling to me. In terms of Convergence the only two casters who can play CL and give the units Pathfinder are Aurora with flight and Axis where he gives it on the charge. In every other case terrain is going to be a major issue.  I can see trying CL with Lucant and going for attrition, but it's going to be a MUCH slower list. Aurora is possibly our worst caster but she does bring a ton of speed. I think in other matches this list could do very well, but it was going to be uphill into Kevin's Skarre3 list.  Another lesson is that while Obstructors are cheap, they are really not that strong damage output wise. They really need something to buff them up, and while Aurora brings speed, she doesn't do anything much for accuracy and damage, not consistently. Lucant is the most consistent in this area turn after turn, but again he lacks pathfinder for them.

I really do want to experiment with the theme however, since the amount of recursion that can be brought to bear is really something I think people might not be able to deal with in a number of matchups.  I just wish that we had more casters that could support it more directly.

Reasons Why This Chain Of Command Malarky Must Be Pretty Good

If you are reading this then you might have noticed that I have started to re-invigorate this erstwhile dormant blog, one of the main reasons for this has been my (rather late) discovery of these rules. A set of rules that has managed to achieve that after a seven year lay off is in itself no mean feat given my natural indolence.
Last night is a good micro example of why for me Chain of Command is a great set of rules and lives up to its recent accolade from WI of "Best game of 2017"; for me, that is literally so.
We had a game planned at the CLWS, just a vague pick up game of "medium" CoC, 2 German infantry platoons versus 1 BEF and 1 French infantry Platoon. Nothing special, but even as a simple game it was extremely tense, tough on both sides, and with neither  really having any great advantage until the very end.
We plumped for a Delaying Action scenario, with the Allies deploying in a small village protected by a small wooded rise to the south of it, with an open flank to the west and the eastern side protected by walls and hedges
The view from the southern German approach
The forces were a slightly weird mix, 1 full strength early war German outfit, plus 1 German platoon with only 3 sections rather than 4. This meant the Germans were giving away a total of +3 support points.
The Allies had a full strength BEF platoon, on a minus 5 support points, plus a weakened (2 section) French platoon at minus 3 points. The net result was a massive 11 support point adjustment for the Allies.
Then the fun begins: Will, for the Germans rolls a 3 (three....) for the German side. So the net result was indeed 3 support points for the German and 12 for the defending Allies....ewwwww.
It actually turned out, in my opinion, to make for a really good game. What on earth could we take with our puny 3 points? We were sure to be up against armour of some sort...A flamethrower? decent choice but we'd be attacking so it would be tricky to use in an ambush role...an ATR plus perhaps a satchel charge? ...In the end we opted for 3 satchel charges, in order to spread some sort of AT ability around.
The only problem with 2 on 2 games of CoC is that they inevitably turn into 2 x 1 on 1 games, and this was no exception, doesn't really matter, and still worked out ok for us. However, it does mean that my knowledge of what went on on my right flank is a bit sketchy as I had my hands full to my front trying to winkle out the BEF from a collection of buildings. To be honest, I found it sort of added to the experience and emphasised how this truly is a platoon commanders game. Yes, bits of news and sounds of fighting filtered through to me, but generally I was concerned with doing my own job and not worrying too much about someone elses.
The plan was fairly simple, I was to fix the defenders by approaching and occupying the wooded rise while Will with the 3 section platoon swung right and went for the nearest (French) JOP which was tantalisingly close to our right flank.

Early deployment: 1st section gets into defilade south of the village
And so it begun, this was going to be quite tough. The buildings facing south (me) had a decent field of fire, and the defenders in the upper storeys would be able to pop away from hard cover as soon as I crested the little rise, so I wasn't in too much of a hurry, I thought I'd get a couple of sections on, go tactical and advance up the rise, which is indeed what I did....meanwhile from my right I could hear a lot of firing (and quite a lot of swearing) from Will. I don't think things were going to well over there.


About to crest the riseA few British had indeed deployed into the buildings to my front as I readied to "go over the top", off we went. I was indeed met by a hail of rifle and Bren fire, plus (horror) a Vickers gun opened up from one of the rear buildings on my right hand section. I took the odd casualty, and bit of shock, nothing too terrible, but I kept rolling 1's for my movement. I was going nowhere fast, taking a steady dribble of hits, and, by staying tactical, not putting any fire back on the enemy (Dave). Not good.
I dropped a couple of totally ineffective mortar rounds on the Vickers, came out of tactical with 1 section and traded fire with the section in the house but this simply wasn't working.
Most of the British fire was on my right hand section, the left hand one was safe from the murderous Vickers by virtue of a building blocking his LOS. What to do?
Sod it.
Pull back, rally up. Do it properly.
Meanwhile on the right things were not going well. 1 German section had been almost eliminated and some French armour had showed up. Questions such as "How do these satchel charges work?" were being asked. I hadn't inflicted any damage at all on the British and had 3 men dead for my trouble,Oh, and my mortar rolled a double 1....out of ammo. So I pulled back down the little rise.
Meanwhile, a Bren carrier had appeared on my left flank, and was trundling up the road to come and cause trouble.
A couple of rather indecisive phases passed, I ended up deploying all of my force now behind the riseand had racked up 3 CoC dice...there were some 40 odd German infantry milling about there, Jerry and  Dave were rightly bemoaning the fact they hadn't taken a mortar in their support!
All the while the Bren carrier advanced, I'd pulled 2 of my sections to the left of the rise, which would allow them to get over it out of sight of the Vickers which would be blocked by the occupied house in front of them, but, the Bren carrier would also spot them. A third section moved tactically to the left to distract the carrier.
Then suddenly I had a brainwave..Smoke! doh! why hadn't I used this?
My senior leader expertly lobbed a smoke grenade to cover my left flank and the 2 sections on the rise tactically moved over, steeling themselves from the fire about to come their way from the occupied house to their front.

                         About to go over a second time. Bren carrier threatens.Where's that smoke genade?
Over I went. British turn.He opened up at close range with a Bren and a couple of rifles, and....I got away with it...He only managed to hit 1 rifleman and inflict a couple of points of shock.
Then my turn: A double 6 plus a 4 and a couple of 3's..perfect! I returned the British fire with some 25 fire dice, got 17 hits, killed 3 or 4 British and inflicted a similar amount of shock, he was wobbly but not quite pinned, I also continued moving my left flank section up to distract the carrier. With my second turn from the double six I fired again...hitting the BEF section with another 25 dice...too much for him- the entire section was wiped out including the corporal. Much better.
A loud bang and and a shout went up from my right flank. The lone surviving rifleman from Will's section had got forward, flanked the Souma and detonated his satchel charge! Things were looking up. I despatched my 4th section round to reinforce the right now that Will was making headway.
Then the British turn, he rolled 3 sixes so the turn ended....my smoke evaporated....Gulp...The bren carrier and a section in the rear house started peppering my left hand section, The Bren carrier continued forward firing.. I took a couple of hits and several shock, I needed to get forward. In my phase the sergeant readied another smoke grenade and promptly rolled double 1! dropping it at his feet and enveloping himself in smoke. Nothing for it, The platoon sergeant ordered forward a rifleman with my only satchel charge, he ran to the Bren carrier, planted the charge and retired to safety. It was even the right figure to do it, he had a gold close assault badge on his little plastic arm! The charge went off and did absolutely nothing, didn't even scratch the carrier.
I pushed forward with the left hand section despite taking fire from the carrier, I didn't really know what to do to be honest, but at that point the  game was won on the right, the last French section broke, the German force  morale was hanging on by a thread (Will was down to FM 1!)but in the ensuing tests I used a CoC dice or 2 and survived and the British morale gave way. I ended on FM 7

It was a thoroughly enjoyable game, so thanks to Will, Dave and Jerry for a good evening. I don't think I've managed to convey much of the tension that was in this game. The lack of support options for the Germans meant they had to do it the hard way. I don't think it would have been as much fun if the Germans had brought along a Stug or 2. I took 12 casualties but if this had been a campaign my losses wouldn't have been too bad after adjustment.
Thinking about it, if we had been playing a game of say, Spearhead, or Command Decision, this entire game would have been about 3 or 4 die rolls between 4 stands.....
So, it looks like I'm sold on Chain of Command.
(Apologies for the lack of photos for this game, but I was having too much fun to remember to take many)

Monday, March 23, 2020

Assetto Corsa Competizione Intercontinental GT Pack Free Download

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Assetto Corsa Competizione is born from KUNOS Simulazioni's long-term experience, and it takes full advantage of Unreal Engine 4 to ensure photorealistic weather conditions and graphics, night races, motion capture animations, reaching a new standard in terms of driving realism and immersion, thanks to its further improved tyre and aerodynamic models.

Designed to innovate, Assetto Corsa Competizione will be set to promote eSports, bringing players at the heart of the Blancpain GT Series and putting them behind the wheel of Ferraris, Lamborghinis, McLarens and many other prestigious GT racing cars, all reproduced with outstanding level of detail.

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Assetto Corsa Competizione Intercontinental GT Pack Free Download
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Friday, March 20, 2020

Download Dinosaurisland Compressed Version For PC

Download dinosaurisland Compressed version For PC

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Thursday, March 19, 2020

The Reckoning Of Darkness, Short Film, Review And Interview


The Reckoning of Darkness is a great proof of concept film. I could go into more detail about that part, but Christopher Kulikowski, the director, does a much better job of explaining his inspiration below. The look of the film was wonderful and captures the essence of the original story and reaches into the gaps to give us more.

I saw The Reckoning of Darkness at the 2019 FilmQuest film festival (website).The film was nominated for Best Score and Best Production Design/Art Direction, along with winning for Best Costumes.

I would recommend this film for anyone who has read Frankenstein. This captures the feel Mary Shelley develops in her novel and gets back to the horror of what it might be to be questioning our existence and the ability of creating life.

TAGLINE: Some may recall that the story of Victor Frankenstein and his Creation ends in the frozen wastes of the Arctic, but few know what really happened on their fateful journey north.

SYNOPSIS: The Year 1818: Set on a remote island at the extreme north of the British Isles, a mysterious man named Victor washes ashore, seemingly the sole survivor of a shipwreck. He is restored to health by the local inhabitants but guards the secrets of his haunted past and of an evil which has found its way to this remote world, hell-bent on vengeance. So starts the dramatic and violent chain of events in which the tale of Victor's sinister experiments gradually emerges.

What was the inspiration for The Reckoning of Darkness?

There's essentially two parts to the inspiration and genesis of my proof of concept featurette.

First is my love for science fiction, horror and drama that goes back to my childhood and Mary Shelley's time-tested novel, Frankenstein, a narrative which captures all three genres mentioned above.

Second, back in 2004, I attended the performance of a play titled Victor, written by British playwright Alistair Faulkner and inspired by Mary Shelley's novel. Unlike most depictions of Frankenstein's creation, in this telling of the story (set on a remote island in the north Atlantic) Victor's creation is intelligent, has feelings of love, despair, hate and loneliness. I was completely captivated and moved by the performance and narrative of this play. In fact, I loved the take on this "Frankenstein" story so much that I secured the theatrical rights, wrote a feature length screenplay and adapted it all into a proof of concept short film and trailer.
 

What project(s) do you have coming up you're excited about?

What is exciting and hopefully upcoming (soon) for me, is to get the feature version of The Reckoning of Darkness off the ground. Currently, my energies are fully committed to bringing this "monster" to life. :-)

What was your early inspiration for pursuing a career in film?

There were many films and TV programs that inspired me as a child to pursue a career in cinema, mostly shows/films such as Star Trek, Star Wars, Dark Shadows, anything fantastical, but what really propelled me into making this a career vs a hobby was the discovery of my father's Bell & Howell 8mm crank camera. Once I had my hand of this amazing device and discovered all the magic of its capabilities, I was hooked. In short, I've been making films since the age of 11.
 

What would be your dream project?

Asking me about a dream project is like asking me what is my favorite song... there are many but for the time being, fully realizing and getting the feature version of "Reckoning..." off the ground would be a dream come true. Other "dream" projects would be to direct a Star Trek feature/TV series and a period thriller that I have in my screenplay arsenal titled Kingsbury Run.

What are some of your favorite pastimes when not working on a movie?

When I'm not working/making a living, I enjoy the company of close friends, family, going to the movies, theater, symphony, traveling abroad, photography, writing, reading, motorcycling and fine dining and wine.

What is one of your favorite movies and why?

So many films come to mind as favorites, but I would say that William Wyler's 1959 classic, BEN HURis one of my top ten. The film is epic Hollywood at its best and a testament to the power and capabilities of cinema. To this day, the scale of the production and end result is truly is awe inspiring... (the chariot race for instance is unmatched spectacle). Yet with all the grand scale, lavish sets, majestic and beautiful music score, fine performances, the story is simple... one of family, love, revenge, redemption and faith. For me... this film sticks, endures and continues to captivate.

You can find out more about The Reckoning of Darkness on the following locations.


You can also watch the trailer on Vimeo (link).

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