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Tales from Chernarus

Tales from DayZ recounts the experiences of John and some of his friends in the post-apocalyptic world of Chernarus where the zombies will kill you and so will every other survivor you meet.

After the events at the church in Berezino, Chris and I had started running low on military grade rifle ammo. We also needed hunting rounds for the recently pilfered Mosin rifle Chris had retrieved from the lifeless corpse of our dearly departed friend Mr. Green Motorbike Helmet. After my leg had had time to heal and I could walk and run again, we set out for the airbase near the southern coast.

Against my better judgement we went to this airport because we figured that it would lead us to more ammo and supplies quicker than the safest airbase and more safe than the largest airbase.

After what seemed like an eternity of walking and making sure there was no one following us the airbase was finally in sight. The hangers being visible from quite far off. Choosing to be more careful than we normally were we approached from the tree line and moved steadily along the fence so as to attract the least amount of attention.

I guess my earlier brush with mortality at the church had me more cautious and ever more paranoid that someone had me in their crosshairs waiting to put a bullet in the back of my head.

Chris and I eventually reach the first barracks building and swept through the place like we knew what we were doing. We picked up a few clips of ammo for an M4 as well as some revolver rounds but not everything that we needed. We moved on to the AT tower and Chris began the sweep through the building while I took perch at the top with my scoped SKS rifle and kept lookout.

While sweeping my scope through the various buildings near the town, I leveled my gaze on the cluster of barracks about 300 meters away and sat there for a minute. I saw movement. I kept the rifle trained on that area to make sure I saw someone come out of the barracks and sure enough I did.

He was toting a mountain backpack and had a fire ax strapped to his back and a rifle in his hands. This guy was packing a significant amount of killing potential.

“I got someone moving outside the barracks,” I tell Chris.

“Alright, I’m coming up to you then,” he replies.

I quickly tell Chris to hang on, we needed to wait until the stranger had gone back into a building before he started climbing all over the tower. The man finally goes into another barrack and allows Chris enough time to get on the roof and go prone before emerging again.

“See him?” I ask Chris

“Yeah, I don’t have a scope though, can’t hit him from this far,” Chris replies.

After a little debate, we decide it is in our best interest to wait until the guy crosses over towards the hangers and gets closer to us to try to take him out. Of course, we resolve to kill him though––there would be no attempt at contact or civil behavior. The guy was on an airfield and that meant he was ready to fight for the supplies.

We patiently wait and watch the man rifle through a few buildings for supplies. By now we have concluded that he is acting alone. We sweep the rooftops and find no snipers and no backup around. It’s just us and him.

Finally the guy makes it to the hangars and Chris starts to get a little anxious. I urge Chris to keep calm and not take the shot until it is a for sure thing that it’s gonna hit.

Chris sees an opening and takes a shot.

That’s the last time I put faith in Chris’s shooting skills. The shot is wide and hits the pavement behind the guy as he is walking in our direction. Our prey rushes into one of the hangars to avoid being clipped by any of Chris’s repeated attempts to shoot him.

“Really,” I ask Chris. “You shoot at him and miss from less than 100 meters away.”

I train my rifle on where the guy had disappeared into a hangar. With only one way in and one way out he had effectively trapped himself. What we didn’t know though was that he knew exactly where we were perched. He comes out of the hangar with his own firearm pointed right at us. Chris and I both take shots at him, and the stranger shoots at us as well. I see a stream of crimson come from the man’s head, just before my screen goes black.

“I dropped him, one shot to the head,” Chris says to me.

“That’s great. Unfortunately I’m now dead,” I reply over Skype.

Death in DayZ is never an unexpected thing, and when you die with just a flashlight and a can of beans it really doesn’t hurt that badly and doesn’t induce rage. But when you are running around armed to the teeth with enough food to last you for a while, in addition to water containers, death can give quite a sting, especially when it could have been prevented with better shooting accuracy. Our attempted ambush was spoiled by a risky shot and a very itchy trigger finger, so the adventure begins anew for me.

Diaries from Chernarus

Recently I started playing the popular survival game “DayZ” and the following is a recount of various escapades in the wonderful post-apocalyptic world of Chernarus. DayZ is a survival game that pits players against AI-controlled zombies and each other. The incredible part about “DayZ” is human interaction and how a game with serious consequences like permadeath can influence how gamers go about their lives in “DayZ.”

Chernarus is a not-so-barren wasteland full of the walking dead and, of course, survivors, the latter being the more dangerous of the two. Survivors come in all shapes and sizes but the main thing about them is that near zero percent of them can be trusted.

I recently came into possession of several high quality items via pilfering a miraculously untouched airfield in the northeast of Chernarus. I came sauntering out of the air base carrying a SKS rifle with a scope as well as an FNX 45 with a magazine. Those two big items along with my previously owned gear had me walking around like I was a force to be reckoned with in Chernarus, but on my own I could be taken out in a heartbeat by a group of survivors.

After hauling away my weapons and ammunition, I began to seek out one of my friends who was just logging in for the first time. I found my friend Chris wandering around the forest in a red shirt and motorbike helmet. Of course he had to be wearing a red shirt, so the first order of business was getting Chris set up with some equipment. I laid down my spare revolver for him with six shots in it.

“Don’t waste them,” I told him.

After finding Chris some adequate gear and even finding a shotgun in a hospital, we set out for the main target of the night, the city of Berezino. It took us about half an hour to cover the distance to the big city and by the time we arrived I was feeling wary having not seen anyone on the roads. I climbed up a ladder to scope out the city before venturing into it. Looking at a place before charging in was something I learned to do early on in the game. Charging without knowledge of the place gets you killed faster than anything.

“I see a group of three people,” I said to Chris over Skype, our own radio frequency outside the game.

“Shoot them,” he shouted at me.

I was of course not going to shoot at them right then and there. There were too many “what ifs” to take that chance – what if I missed, what if they had a friend near us and he heard the shot. No, we were going to have to go down and interact with this group or avoid them entirely.

Chris and I set out for the main plaza in Berezino and set our eyes on the church in the city, looking to find Chris a suitable backpack. Luckily enough, we managed to avoid the group from earlier altogether and in no time found ourselves rifling through what little there was in the church.

I turned around to start to leave the church and I suddenly saw a man with a green motorbike helmet approaching the doors to the church, and he had seen us too. I fumbled about trying to get out my pistol but the stranger fired first, and Chris got off a shot with his shotgun before the stranger disappeared around the corner.

I aimed down the irons of my pistol and watched the entrance of the church like a hawk, waiting to see if our unknown assailant would try his luck.

“I think I hit him,” Chris told me over Skype.

“Well you sure didn’t kill him,” I said to Chris.

We waited for a moment, quietly voicing over the in-game VOIP the magic words, “friendly, don’t shoot.” We waited for what felt like an eternity until we both deemed it a safe move to venture out of the church. After the adrenaline from the encounter subsided we cross into the courtyard of the church and there, crouching, aiming his rifle in our direction, is green helmet guy.

“Shoot him,” I yelled at Chris while unloading the 15 rounds in my pistol in the stranger’s general vicinity. I must have missed because the guy fired several times at us and got up to run away. I tried to follow as Chris fired the last shot in his double barrel at the stranger, but I soon realized I couldn’t get up. One of the shots from the rifle had kneecapped me and rendered me virtually immobile and bleeding. I pulled out my rifle to quickly hit the guy with a single round before Chris got in my line of fire, and I saw a spurt of crimson and knew I had hit the mark.

“Don’t let him get away,” I told Chris as I tried to bandage myself and stem the bleeding from my open wounds.

“I got him,” Chris said. I crawl up to Chris, still unable to walk from the wound suffered in the skirmish. I soon learn that Chris had chased the man down and pummeled him with an axe until his figure lied slumped in a heap.

“I think he’s still breathing,” Chris told me. Infuriated at being crippled by an errant bullet shot from the man’s rifle, I pulled out my own rifle and put a bullet into his head.

“Not anymore,” I said to Chris. We search through his belongings and take his rifle as well as some medical supplies to mend my wounds. I learned that day that there is a real combat high that comes into play in “DayZ”, and the satisfaction of coming out on top when someone tries to kill you is inexpugnable. 

The Last Assassin

 

The assassin, robed in white, silently observes the movements of a patrol of British troops in the Frontier land between New York and Boston. He moves swiftly through the trees seeing the perfect point at which to begin his attack, quickly he throws a rope dart with deadly precision at the rear most redcoat and drops down from his perch in the trees, in turn swiftly carrying the redcoat up into the trees to hang until seconds later the life leaves his body. The assassin quickly draws his bow and fires upon the other rear guard before the rest of the patrol is alerted. The redcoat falls silent beneath the whipping wind and the assassin continues to stalk the patrol less two soldiers.

He bursts through the brush of the forest and seemingly shoves two of the remaining guards to the ground, but they do not move when they hit the ground, they only bleed through the gaping holes left by the assassin’s hidden blades. Having thrown stealth and caution to the wind, the assassin now turns on the three remaining redcoats tomahawk in hand.

The redcoats cautiously stand, waiting for the assassin to make the first move, and he obliges them, whirling in a blur of steel the assassin launches a deadly assault of blows on the officer of the patrol, disarming him and causing him to become unbalanced, the assassin leaps upon his faltering prey and drives the tomahawk into his chest.

The assassin quickly pulls the blade from the officer’s chest and rolls behind another guard and slams the tomahawk home as he comes up, severing the redcoats spine and killing him. The last redcoat, seeing his officer and allies fall prey so easily takes up to running to alert another patrol. The assassin picks up a musket from one of the freshly slaughtered redcoats and lines up the shot. The redcoat makes it about 100 yards and then a shot rings out. The redcoat falls to the earth, dead.

This is what many players will come to love in the newest addition to the Assassin’s Creed franchise. Assassin’s Creed three, officially the fifth game in the series, has marked one of the biggest launches and most ambitious game ever produced by Ubisoft according to gamezone.com. This new game has taken successful elements from both the first Assassin’s Creed and the Ezio trilogy of games including further exac3_connor_treetension on the multiplayer aspect of the game.

As with all of the past Assassin’s Creed games, this one also features two separate stories, one inside the machine known as the animus, and another outside the animus in the modern world. The whole idea
behind the story on the inside of the animus is to go through ancestral memories of the game’s protagonist Desmond Miles. Desmond and his group of modern-day assassins are searching for secrets about the ones who came before, which are beings of a higher power, so that they may in a sense save the world.

However, not many players really care too much about the story and action, or lack thereof, outside the animus. Players assume the role of Connor, a young Native American whose village and mother were killed by a group of colonists who, unbeknownst to Connor at the time, were in the Templar Order, sworn enemy of the Assassin Brotherhood.

After escaping with his life, Connor grows and when he reaches the proper age is released from the village by the tribes clan mother to go and seek a man bearing the assassin symbol. Connor finds the man, an old assassin by the name of Achilles. Achilles is one of the last remaining assassins and even he has grown too old to properly carry out the will of the Assassins. Achilles teaches Connor the ways of the assassins and eventually unleashes him to pursue the Templars responsible for causing despair and injustice in the colonies.

As with all the games the story is very engrossing, however, it was particularly so this time because it focused on more recent happenings in history. Players interact with iconic characters from history like Samuel Adams, Paul Revere, and even George Washington. Players participate in many of the events portrayed in textbooks as well, including the Boston Tea Party, Paul Revere’s ride to alert the minutemen, and the battles of Lexington and Concord.

One thing that has changed since the last few games is the economy in-game. The way you attain funds to purchase weapons and tools is vastly different, and more intricate in design than in previous games. Previously players would simply buy businesses in towns and receive a passive deposit of money every 15 minutes while they played. In Assassin’s Creed three, players must build a homestead and do side missions to improve their gatherers to provide better resources, and their craftsman to craft better products.

In addition to being able to stockpile goods and craft, the player is also able to put goods onto land or naval convoys to be sold for a much higher profit than if sold in person. A way that Ubisoft has made this process interactive is that each trade route has a percentage of risk to be attacked by the British, and should this happen, the player must rush to aid the convoy and kill all the British soldiers, lest they lose their goods.

Aside from changes to tmaxresdefault-1he economy, Ubisoft has brought back a wide open area for players to run through. This aspect has not been seen since the first Assassin’s Creed. It gives players a bigger sense of freedom, and of course the frontier is where a player can stalk British troops and essentially assume the role of Rambo, setting traps and conducting guerrilla warfare.

Ubisoft has also continued to bring back the usage of assassin recruits which make missions inside city walls infinitely easier to accomplish. One completely new aspect altogether with this game is the nautical warfare. The player is given a warship equipped with all the basics, and it is left to the player to accrue funds to improve their ship. Nautical warfare in this game is done fairly well, having missions where the player can board other ships after destroying the mast and assassinate the captain. All in all the naval addition to the game should be well received by many players.

On top of all this, hunting has been brought to the game. When in the frontier players can track and hunt all types of game including bears and cougars. Hunting adds a fun aspect to the game in that most of the animals players find provide a greater challenge than most troops players will face in battles.

Aside from the single player campaign, Ubisoft has brought back the multiplayer where players will hunt one another and receive points based on the quality of their kills. However the multiplayer maps have seemingly gotten smaller and thus increased skill is needed to score high points. In addition to that change, the way players track each other has changed as well, no longer are players given a compass that basically points the way to their target, now a portrait is all the player gets and when target comes into sight the portrait will light up, forcing the player to thoroughly check their surroundings for a potential kill. This change should provide a greater challenge for many fans of the multiplayer side of the game.

From the story to the combat system, this game meets and exceeds expectations and has people clamoring to play, and the fact that the game broke the previous Ubisoft pre-order record held by Assassin’s Creed Revelations only bolsters the potential of having another game developed according to gamezone.com.  frac_08-10_37227_lg