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My friend Chris came over last night and we did some gaming before he leaves for Spain. First we played Last Night on Earth, which I’ve already reviewed for you. This time, however, we played one of the official downloadable scenarios, “All Hallows Eve”. In “All Hallows Eve”, the townsfolk are scattered around the board in random buildings, and one of them is secretly the Zombie Master, controlling the zombies with the Book of the Dead. The heroes have to interrogate each townsfolk until the Zombie Master is revealed, then defeat the Zombie Master, take the Book of the Dead, and burn it. I played the heroes in this one, and wound up finding the Zombie Master pretty quickly. I also wound up losing a couple of my heroes pretty quickly, though, and one of them became a zombie hero to boot. A well-placed gasoline marker killed the Zombie Master, the zombie hero, and an additional zombie, dropping the Book of the Dead in that space. All I needed was a fire item to destroy it; unfortunately, the one guy who had a fire item–Jake Cartwright, the drifter–had been killed a few rounds prior. I tried to get into the police station so that one of my remaining heroes could hold of the hordes with a pump shotgun while the other searched for fire, but my heroes got separated and poor Sheriff Anderson was overwhelmed, ending the game with a win for the Zs. It was a lot of fun, and I’d definitely play the scenario again.
After that we played Pillars of the Earth, which I’ve played three times now. I like this game a lot. It’s a game about building a cathedral, and it’s based on a novel so there’s a sort of narrative built into the game that separates it from other, similar games. There’s a lot of resource management and allocation that figures into winning the game, and while there is some randomness, there isn’t so much that it’ll ruin your long-term strategies; more likely, your opponent will do that.
Finally, on the Team Fortress 2 front, I’ve started playing around with the medic class. I tried the medic when I first started playing and found the class not to my liking; I didn’t have a good sense of who to heal and when. However, now that I’ve got 50+ hours under my belt and I know a little bit more about the optimal strategies in the game, I feel like I’ve got a much better handle on the medic and how he works. I’m having a lot of fun playing the medic, much more than I thought I would. Even better, I actually seem to be pretty good at playing the medic, which is gratifying. It’s a useful class to have some experience with, as there are few occasions when you have too many medics, and they are one of the most important classes for victory on any map. I’ve even managed to get the first unlockable, the Blutsauger, which is a needlegun that heals you 3 points for every hit, but can’t score critical hits. Pretty useful, in any case.
Something that has struck me about the core gameplay of the medic class is how the game incentivizes you to heal your buddies. In addition to making them more effective and even boosting their health beyond the norm, healing carries other benefits. The medic normally regenerates about 1 health per second, but when you’re healing someone that regeneration doubles. Also, while you’re healing an ally, you get credit for an assist any time that ally kills an enemy, which means that you can rack up a lot of points if you’re healing the right people. Probably most importantly, though, is the fact that as you’re healing people, you build up your Übercharge which, when fully charged, can be deployed to give you and your healing target ten seconds of invulnerability, an ability that makes medics extremely useful if they stay alive long enough.




