Episode 210 To The Moon!

The Gamer’s Pub is back and ready to make some laughs as we kick of 2021. Now please pull up a chair to the bar and enjoy the episode! Don’t forget to tell your friends about us, follow us on Twitter at @TheGamersPub, and don’t forget to shoot us any questions to beer@thegamerspub.com

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Fuyage Moon Equilibrium Game Wooden Stacking Blocks Balancing Game Sorting Toy Building Early Brain Development for Kids

Product Features

  • CREATIVITY: A fun educational Toy to tech children hand-eye coordination, hands-on ability,shape recognition,logical thinking ability, color recognition.
  • MATERIAL: We use waterbased paint,non-toxci,with smooth edges that makes it safe for children to play.
  • INSTRUCTION: Throw Dice inturn, based on the dice color, stack same color blocks in turn.
  • OCCASION: It is meaningful game for children playing with parents, fun game between siblings,new game with friends.

Shoot For The Moon

Borderlands was a genuine and pleasant surprise. Borderlands 2 was also a jolly good time, even if it was less impactful given it was a second dose of a medicine we’d already grown accustomed to. (I’m indifferent about Claptrap at this point.) Now we have Borderlands: The Pre-Sequel, and the only thing I can wonder is: why?

There’s nothing wrong with a studio forging ahead with a series when the general population thinks they’ve tapped that vein to its full potential. It’s a proven fact that people often don’t know what they want because they don’t know what’s possible, and that holds especially true in this regard. That’s how we end up with franchise games like Tomb Raider and Assassin’s Creed II, two games that belie their lineage with meaningful contributions to the family tree.

In the case of The Pre-Sequel, though, it’s been handed off to another studio. Whether there was a pitch made by 2K Australia or Gearbox Software simply thought they could make more money, it’s unclear, and it’s really unimportant at this point. What we have is The Pre-Sequel as it exists now, and it is unequivocally more Borderlands.

That is not necessarily a bad thing. In fact, it makes the differences all the easier to highlight. The big addition to the game over the first two Borderlands is the lunar landscape on which you’ll be doing your vault haunting. On this moon, you have lower gravity, which necessitates high arching, slow-paced jumps. Luckily, they’ve added additional mechanics for your locomotive needs.

By way of an oxygen kit, this includes various ways to gain additional jump height, slow your fall, and change directions, often in the form of a butt-stomp that will promptly and aggressively return you to the ground. This is the single most significant contribution to the game because it makes moving around actually not tedious.

In past Borderlands, getting from one place to another was slow and boring and, especially at higher levels, a serious nuisance. At least at lower levels, slogging through enemies got you meaningful amounts of experience and loot. But beyond that, transporting yourself across the vast expanses of Pandora was a frightfully and literally flat affair that even rocket-boosted vehicles couldn’t fix.

Borderlands: The Pre-Sequel

With this moon-induced setup of bounding, boosting, and stomping, getting around the admittedly smaller world of Elpis (Pandora’s moon) is inherently more interesting. At any given time, you have what feels like infinitely more options to pursue, whether it’s running straight ahead or jumping around like an idiot between higher and higher ledges. It adds some egregiously missing verticality to a previously pancaked gameplay.

Mixed in with the actual shooting of the game, though, you end up with something far more muddied. This new, confused, slow-paced shooting strides closest to that of Halo and the old days of Counter-Strike 1.6 on one of those (usually) low-gravity maps like scoutzknivez. Both of those invite alien but engaging rhythms to their firefights because of their floaty feel.

With Halo (and, to an extent, Destiny, as they’re from the same studio and have very similar moment-to-moment sensations in their mechanical interactions), the cartoonishly empty movements and weights of characters and items in the world lend a certain strategic element to each battle. The best way to describe Halo fights is that they have a cadence, where enemies and players build their actions around the idea of jumping around and shooting and moving around cover.


In the scoutzknivez experience of old school Counter-Strike, it’s much more about the limitation of the game setup that plays into the lowered gravity of the map. As the name implies, you only have a scout rifle and a knife, which by itself is both a faster and slower sort of game. But in a match where everyone can jump to the top of one of several towers in a single bound, the gameplay becomes massively more interesting.

Now, the act of scouting is expanded so much higher and lower and wider than before, and risks become more enticing because of the ability to actuate on impressive moves, like skying upwards, scoping a headshot, and falling back down into a window to knife someone. It actively plays into the restrictions set by the map.

That’s where The Pre-Sequel loses out. It often feels like low gravity for the sake of low gravity. The pace of combat in Borderlands is neither strategic enough nor snappy enough to be either end of the spectrum that supports moon gravity. Instead, the best thing to do is keep things on the ground and let fly the lead (or lasers).

Borderlands: The Pre-Sequel

It’s not that an acrobatic approach isn’t viable; it’s that it isn’t the most viable. That only invites a struggle towards tracking and a lingering descent back down to the ground. And when you are playing a game, hopefully at some comfortable range of difficulty, it’s the most viable option in combat that affords you survival, not the ones that let you goof around up in the air.

Integrating the spacey maneuvers into your repertoire is entirely possible and can be fun, but it never feels necessary, leaving the addition behind in the pile of useless toys. Other integrations of the concept like in Halo and scoutzknivez plays into the innate rhythm of the ridiculous situation. The Pre-Sequel just kind of holds it above its head like some sort of trophy.

Reblogged 6 years ago from feedproxy.google.com

The Premium edition of Harvest Moon: The Lost Valley comes with a plush Snow Bunny

Fans of Natsume Inc.’s farming sim series, Harvest Moon, and its spin-offs know that one of the big bonuses for pre-ordering the games are the adorable animal plushes, especially the larger ones in their Premium bundles. These lovable stuffed critters are made by SOTA Toys and, speaking from my previous experience with the company, very high quality. The next game to receive the Premium bundle treatment is Harvest Moon: The Lost Valley, which will be accompanied by a Snow Bunny plush. The bunny seems to be quite a bit larger than the puppy plush offered as a bonus for pre-ordering at major retailers (the dog is available at the Natsume store as well). I would wager about 6-inches tall, not including its ears.

The Harvest Moon: The Lost Valley Premium bundle is exclusive to Natsume’s online store and costs US$39.99, just US$10 more than the standard edition. For a plush this cute, that is a steal! The bundle is a pre-order, set to ship on November 4.

[image via Natsume Inc.’s Facebook]

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Reblogged 6 years ago from www.tomopop.com

Sailor Mercury is revealed as the next Sailor Moon series Pullip

The brains of the Inner Senshi, Sailor Mercury, is joining Sailor Moon in the realm of Pullip dolls. This may just be me, but Mercury seems to look a lot better in this line than Moon does. Maybe it’s the haircut. Groove also did a great job of capturing her gentle disposition through her eyes and subtle smile.

As with all Pullip dolls, Sailor Mercury is posable, allowing you to recreate some of her lovely battle stances. Like Sailor Moon, she stands 310-millimeters tall. Pullip Sailor Mercury is scheduled to release in late September 2014 and is available to pre-order now for ¥17,280 (although many merchants offer her at a discount).

[ Pre-order at Hobby Search | AmiAmi | J-List | Big in Japan ]

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Reblogged 6 years ago from www.tomopop.com

Bandai is releasing functional Sailor Moon transformation wands

By now, we’ve seen pretty much everything Bandai could make from Sailor Moon. So that’s why it’s been a long time since I’ve been excited about any new Sailor Moon releases. Well, now it’s returned!  

They’re finally making the Sailor Scouts transformation wands and Sailor Moon’s disguise pen. The best part is they’re all real functioning pens. This means I can buy them and call then school supplies!  

These wands are all ballpoint pens that write in black ink and measure close to seven inches tall. Unfortunately, you can only order these as a box set and not get them individually which is why it will cost ¥6,480. I just want one, and I don’t want to pay about US$65 for pens even if it looks amazing.

These will be released in November, and you can find more ordering information on the Premium Bandai website. 

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Reblogged 6 years ago from www.tomopop.com

Tomopop Review: Proplica Sailor Moon Moon Stick

You will do just about anything to feel like you’re really there. Bandai has long made products to make you feel as if it were real to you and that’s their goal with the new Proplica line. The first entry into the new series is Sailor Moon’s Moon Stick, which if done correctly, should transform you into a magical girl. Unfortunately, that didn’t work for me so I’ll have to live with just lights and sounds. Maybe it’ll work better for you.

Follow the jump for today’s video review of the Proplica Sailor Moon Moon Stick!

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Upcoming Sailor Moon Ichiban Kuji are downright dreamy

Japan-based Sailor Moon fans are in for a treat come November when the sailor-suited soldier of justice will be getting her own Ichiban Kuji series. And, oh my stars, those prizes sure are pretty. The “A prize,” the Sailor Moon Dreamy figure with the titular magical girl resting on crescent moon amidst colorful, translucent stars, is sure to catch the eye of many a fan. Although, I know I wouldn’t object to a cute bow tied Luna plush, either. Just saying.

Here’s the full rundown of the available lottery prizes:

  • A prize: Sailor Moon Dreamy figure
  • B prize: bath towel
  • C prize: Luna plush
  • D prize: Crystal Star pouch
  • E prize: collection glass
  • F prize: reflection charm
  • G prize: hand towel
  • last ticket prize: transformation brooch pocket watch
  • double chance campaign: Sailor Moon Dreamy figure

Each play attempt costs ¥620. Good luck to all you Moonies out there!

[via Sailor Moon Collectibles]

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TRP 6/18/14: Quinoa-Powered Moon Buggy

The Big 3-0-0 is here at last! In this extra special, extra self-indulgent episode, Kaz, Justin, Neil and Tom reminisce about their favorite multiplayer memories, their ever-changing gaming tastes, first-time experiences and podcast milestones. But it’s not all Rumble trivia, as the guys also make time to discuss rolling around on the floor in Tomodachi Life, mutually assured entertainment in First Strike and good times with the Vita.

Don’t forget, our celebratory Mario Kart 8 Game Night is tomorrow, June 19th at 9 p.m. EDT. Tournament Code: 2963-1961-1959

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Taylored Curiosities x Sergey Safonov Moon Seedlings

Taylored Curiosities has teamed up with Sergey Safonov for their latest release, the Moon Seedlings. This limited release features our favorite hand sculpted seedlings cast in porcelain, with woolen sprouts and felt scarves from Taylored Curiosities and the Dream Boats we often see from Sergey’s toy releases. Each one comes…

Reblogged 6 years ago from feedproxy.google.com