A
really big plus in Tokyo Xanadu is the open world and how well
developed it is. There are a number of areas to visit, such as a high
school (with 8 different areas), a shopping mall, a small-town
shopping district with street shops, a shrine, a park, and more. Each
area has its own distinct flavor and is populated by people working
or roaming around that you can talk with. Most of them will say
interesting things that pertain to the story, and some of them will
have different lines and conversation, depending on how many times
you try to talk with them. RPG’s are all about open world
environments—exploring is part of the draw of these games. Yet RPG
gameplay can suffer if the areas to explore seem like cookie-cutter
modular pieces that have just been thrown together and the option to
explore feels more like a chore when you need to traverse
environments. Another great aspect of Tokyo Xanadu is that there are
a number of items and different equipment that can be found or
purchased. I have also been finding materials that are useful for
upgrading weapons and armor, so the rewards reaped from battle always
feel more exciting. In addition to all the little errands and
personal goals you can make for yourself with the items and unlocks,
you can also unlock character mini-stories by choosing to spend time
with certain characters that periodically have the option, depending
on the timing and the story. Although I’d like to get to know
everyone, so far I’ve had to be selective because I only have a
limited number of “affinity shards”—the currency for being able
to initiate these in-depth character conversations.
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Thursday, August 31, 2017
Wednesday, August 30, 2017
Analysis/Review of a new JPRG (part 3)
Another
aspect of Tokyo Xanadu that I think makes it work is an element I
wish I’d see in more RPG’s—a clear navigation system through
the quests of the game. It seems simple, and some games do it, but
with RPG’s, I think it is especially important that quest progress
and objectives are clearly available to the player at all times. Some
of the RPG’s I stopped playing had no quest guide, so when I’d
pick them up to play again a few days or weeks later, I might have
forgotten what I should be doing. I’d spend the next hour searching
around, wasting time, trying to figure out where I was supposed to go
and what I was supposed to do. If developers could track where people
give up on their games (and this technology is now beginning to be
used by some), they’d quickly see that the absence of a quest
tracker/prompter is what loses a lot of players.
As I’ve said
before in past posts, the PS Vita is my gaming system of choice for
RPG’s because I can suspend play by pushing the standby button at
any time, and pick up right where I left off without having to worry
about finding a save point. But that works only so well if the next
time I power up to play, I can see what I was working on and where I
need to go. Tokyo Xanadu keeps track of the main quest and the side
quests, with prompts in your map showing you were the main quest will
take you next and updates to all quests about your progress and what
remains to be done. Even better, if you want to mess around in the
open world some more, it will always give you the option to do so if
you’re on a main story quest, saying, “Are you sure you want to
continue with the main story right now? You won’t be able to return
to this point after it advances.”
Tuesday, August 29, 2017
Analysis/Review of a new JPRG (part 2)
First,
I think one of the most important aspects of an RPG is the
characters. As with a book or movie, if you don’t like the
characters, you’ll lose interest quickly. The characters in Tokyo
Xanadu are interesting because they have depth—they’re not just
typical cookie-cutter stereotypes that you might often see in
Japanese anime, games, or manga. For example, one of the characters
is a hacker who thinks himself superior in intellect to his
classmates so he doesn’t bother going to school. He’s arrogant
and condescending, and rather proud of himself for making it on his
own; he’s developed a successful app that has earned him a lot of
money—enough to pay for his own apartment in an upper-class area.
Yet when something happens to someone he cares about, the hacker
quickly realizes he is out of his league and unprepared to deal with
the situation. He suddenly finds himself relying on others and
admitting that he needs their help. This is just one of the
characters, but each one has their own story that can be explored.
The game actually catalogues each character you’ll meet—and there
are a LOT of them at the main character’s high school. Each
archived character has notes detailing what you’ve learned about
them so far, with slots for additional information should you learn
more over time by interacting with them. So far, I have over 30
different character profiles!
Monday, August 28, 2017
Analysis/Review of a new JPRG
I
recently bought a video game for my portable system, the PS Vita. If
you looked at my game library, you’d see that at least 50% of the
games I own are RPG’s. However, I haven’t finished most of them.
This is partly because I lose interest after a while, partly because
I buy RPG’s as research, and partly because there’s just
something missing that doesn’t keep me coming back for more. This
recent purchase, however, has kept me playing, almost every day, and
I’m not tiring of it. The game is a JRPG, which stands for
“Japanese” Role-Playing Game. There’s a certain style to JPRG’s
that appeals to me, but even those don’t usually keep my interest
to the end. Yet there’s something about this recent purchase that,
so far, has me believing I might be sticking with it for the long
haul. I love analyzing games and noting what is working and what
isn’t, so I’m going to do just that with this new game, called
“Tokyo Xanadu.” What makes this game special?
Friday, August 25, 2017
Does Entertainment Keep Us Healthy? (part 5)
If
anyone has ever called you a “gamer,” then you probably fit into
a category of people that find stress relief when playing games.
Perhaps traffic was really awful on the way home from work, so
letting off some steam in a single-player action video game can do
wonders to release pent-up aggression and calm the nerves. Sitting
down on the couch with a family member or meeting a few friends
online to play a video game can be a great release, too. If you can
gather around a table to play a game with other people, it can be
another wonderful way to leave the anxieties and concerns of the
world behind. It's almost an unspoken rule among gamers that we don't
talk about politics, religion, or any other weighty topics that are
sure to evoke a wide range of impassioned responses. Instead, gamers
focus on the game, laugh together, and forget the rest of the world
and their opinions about it for a few hours. Honestly, I don't think
there is anything wrong with that—the world will always be there
waiting for you when you're ready to concern yourself with it again.
Thursday, August 24, 2017
Does Entertainment Keep Us Healthy? (part 4)
Why
is it that people take their method of stress relief so seriously? In
Japan and South Korea, after a very long day of intensely focused,
hard work, co-workers all go out together and essentially party. It's
common in their culture to go out and drink heavily with co-workers,
sing together at karaoke/noribang bars, and drink some more before
going home to sleep it off. They even have a cab-like service
dedicated to ferrying people safely home in their own cars every
night. We Americans have our own form of stress relief. Some people
use their own unique hobbies to relax them, while others like to use
physical activity to release. Physical activity like exercising at a
gym, running around the neighborhood, or playing sports with friends
is a great meditative relief for some types of people, but others
need to release their stress mentally instead of physically. Granted,
stress release through physical activity is healthier than sitting in
front of a TV, book, smartphone, or computer, but with some people,
physical activity is even more mentally draining than the stress they
are trying to escape from. Mental escape through entertainment at the
end of the day is a way to immerse the mind in something other than
reality.
Wednesday, August 23, 2017
Does Entertainment Keep Us Healthy? (part 3)
Don't
get me wrong—it's important to be somewhat aware of world events.
We of course need to be compassionate and offer help when we can,
pray for those that are suffering, and be aware of dangers so that we
can prepare. I still remember my mother calling me when I was in
college, asking me if I was ready for Floyd. I asked, “Who's
Floyd?” I was so busy studying and was so stressed about school
that I was out of touch with the rest of the world and didn't realize
a deadly hurricane was headed my way. But on the flip side, I think
we can also become far too consumed with the soap opera that is the
world we live in. Some of us honestly don't want to know about the
latest terrorist attack or disaster somewhere in the world because
it depresses us and adds to our stress. We feel a great burden of
guilt to have any happiness in life at all, because somewhere,
someone is going through extreme suffering. Our stress and concerns
are nothing compared to what those victims are going through, so we
should deny our own problems and believe that we don't deserve to be
happy about anything, right?
Tuesday, August 22, 2017
Does Entertainment Keep Us Healthy? (part 2)
Work-related
stress, the stress associated with school, and the stress that comes
from family life is sometimes something we can barely handle on a
daily basis. Does it make sense to then park ourselves in front of
the TV or smartphone and absorb the “news” to add to our concerns
a long list of things happening so far out of our reach that there's
literally nothing we can do about it but stress out more? We then
feel compelled to talk about it to try and release our stress—to
find a sympathetic ear. But how often have you been trying to have a
relaxing evening when someone starts talking or texting you articles
and their opinions about the horrible things going on in the world?
They are probably only trying to release their own stress associated
with that information, but it becomes viral, because as soon as you
hear about it, the compulsion is often to share it with someone else
and try to talk about it with them. Then we all begin to engage in
opinionated rants (perhaps like this one?) and rebuild everyone's
stress levels until someone pops and says, “I don't want to talk
about this anymore!” Or, they just ghost you and never reply to
your anxious texts.
Monday, August 21, 2017
Does Entertainment Keep Us Healthy?
Why
do we read books, watch movies and TV, and play games so much? Why do
we often look forward to these things when we are driving home from
work or school? I've been looking online for statistical data about
stress relief as related to the entertainment industry, but so far, I
haven't found anything. Without studies that I can reference, though,
I believe I can present a solid theory with some strong supporting
evidence. You might even be able to add your own experience to help
support this theory. It's nothing profound and is maybe even rather
obvious, but I think our culture—at least here in America—is so
stressful and busy that we need entertainment to counter-balance our
stress. People from different cultures have different ways to release
stress, but here in America, I think we really rely on movies, TV,
and games as a form of stress relief. Stress relief from our lives,
but also, from the reality of the world. Let's face it: we have far
more access to reality than ever before. The internet brought
information about the entire world to our computers, but now we can
carry it with us everywhere we go with our smartphones. And during
any downtime—waiting in line at the store, sitting at home quietly
with family on the couch, or even lying awake at night while trying
to fall asleep—we have the “go-to” habit of picking up our
phone to browse. What's going on in the world? It's a constant
barrage of information, with updates sometimes every few minutes. Yet
with all this access to information, do we ever stop to wonder if we
really should be inundating ourselves with it so constantly? Is it
healthy for us to be mentally shouldering all of the cares of the
world on a daily basis?
Friday, August 18, 2017
Galactic News Stream Report! (Day 5)
Thanks
to our vigilant reporting on Starliner Flight 252, we have been
contacted by the ISU and offered a chance to interview one of the
agents involved in the ongoing investigation. Our guest is Reln agent
Apatilus Nephu. We are including highlights from that interview
below.
Q:
Why has the ISU gone to such efforts to hide the alien encounter from
the public, including an effort to misinform news agencies such as
ours?
A:
You have to understand that some information involves issues of
interstellar security, and we did not want the public jumping to the
wrong conclusion when we were still investigating the matter.
Q:
Yes, but why create a story blaming a pilot for a navigational error
around a flare star when the truth seems to be that the ship was
attacked by alien spacecraft?
A:
Don't be so quick to insist that this was an attack, or that the
spacecraft was even alien. We are still reviewing evidence and it is
quite possible that a faction of Omul separatists have developed a
new EMP weapon.
Q:
If that wasn't an attack then, sir, what was it?
A:
Keep in mind that passengers were all recording the encounter, and it
is more likely that the supposed EMP pulse was intended to disable
their devices rather than to disable the entire starliner.
Q:
What about the strange discrepancy regarding time loss? Passengers
claimed the ship was only down for several hours, but the starliner
pulled in to port 4 entire days late. What happened during those 4
days, and why don't any of the passengers seem aware of the time
loss?
A:
We're still investigating this, but it is likely that the starliner
drifted through a temporal anomaly in the region when it was
temporarily off course. This would account for the time loss.
We'd
like to thank special agent Apatilus Nephu for his time on our show
today, and we will update you with any further developments
surrounding the mysterious Starliner Flight 252. Please comment and
share your questions and theories!
Thursday, August 17, 2017
Galactic News Stream Report! (Day 4)
Despite
ISU efforts to contain the situation surrounding Starliner Flight
252, a new development has occurred. One of the passengers aboard the
flight withheld video evidence and has anonymously put it online for
all to see under the name True252, including statements that Union
Guard agents from the ISU were called in to “suppress” the
release of this information. The video clearly shows unidentified
spacecraft of unknown alien origin flying alongside the starliner,
some of them darting in briefly for what seems like an attempt at a
closer look. Shortly after the encounter, a pulse of energy engulfed
the starliner and all power was shut down. The poster of the video
claims that he suspects it was an electromagnetic pulse—an EMP
blast—of some kind, and that it appeared that the alien ships were
potentially hostile. After the starliner lost power and was adrift in
space, the passenger claims that the alien ships appeared to lose
interest and departed, though there is no video proof of this because
all electronic devices shut down. The passenger states that he
decided to remove his device's data card, which he encouraged several
other passengers to do. Once the starliner powered up again and
eventually reached port, all devices were confiscated by waiting ISU
officials. The passengers that had removed their cards, however, were
able to hide the data cards. Some of the passengers brought those
cards to us, but when we sent the data to be independently verified,
we have learned that the ISU confiscated the data and advised our
verifier to insist that the videos were fakes. If not for the
anonymous posting of one brave passenger, we might never have known
the truth! ISU, what are you trying to hide from us?
Wednesday, August 16, 2017
Galactic News Stream Report! (Day 3)
As
the investigation into the events surrounding Flight 252 continues,
we must apologize to our followers for what we can only call
misinformation. Yesterday we reported that videos of strange purple
lights had been seen by some passengers, but we have been notified
that these passengers were never on Flight 252. We have attempted to
contact the supposed passengers we spoke with yesterday, but none of
them have returned any calls. Although we had sent their videos to be
independently verified before sharing them with you, we have been
informed that all the videos were fakes. The videos are not being
released for viewing because they have been deemed fake. We apologize
for our error, and assure you that the incident with Flight 252 has
been confirmed to be pilot error. The pilot of the starliner did not
heed star-data reports and flew the ship within range of the radiated
zone surrounding the Ignatius flare star. All passengers are being
tested for radiation poisoning, and are being held at an undisclosed
location by ISU officials until further notice.
Tuesday, August 15, 2017
Galactic News Stream Report! (Day 2)
Breaking
news: new information has surfaced in the investigation of Epsilon
Flight 252, the starliner thought lost until it pulled into port
yesterday, 4 days late. The flight log does indicate that the craft
was nearing the region of the unstable, high-mass Ignatius flare
star, but warnings and adequate route adjustments had already been
made before the sudden power failure. Telemetry and positioning data
indicates that the flight was not near the star enough to suffer a
power failure and communications loss. Several passengers have come
forward, under condition of anonymity, to share strange videos they
managed to take just before the incident occurred. Odd, purple lights
were spotted, moving along the same path as the starliner while
darting in closer for brief moments, then quickly resuming their
course at a distance. The crew's Science Officer has refused to
comment and is not returning calls.
Monday, August 14, 2017
Galactic News Stream Report!
This
just in: A starliner bound for the colony on Ourea that was believed
lost last week has finally pulled in to port, more than 4 days late.
Reports indicate a communications failure, but some passengers have
independently confirmed a solar event during the expected two week
travel time. According to eyewitnesses, the starliner experienced
power loss and was adrift for several hours before power was
regained. Emergency life support systems kept everyone alive during
the frightening ordeal. The captain later informed the passengers
that the starliner had to change course because of the activity of a
flare star on their route. It has been confirmed that the star,
Ignatius, is now in its final phase. All routes have been altered to
avoid the extreme radiation levels--enough, scientists say, to cook
all occupants inside any nearby spacecraft. An investigation is
underway.
Friday, August 11, 2017
Writing Your Own Solar Echoes Mission (part 5)
I
have a few more final tips for mission writing. I highly recommend
keeping the GM's narrative sessions short, because players often have
short attention spans and they are not very patient when it comes to
“story time.” Don't write a book! I usually try to keep things
down to one or two paragraphs of narrative if possible, the only
exceptions being the mission briefing at the beginning and the
mission debriefing/epilogue at the end. Intersperse your narrative
with decisions for the players to make. Even a simple “Awareness
Check” involves everyone making die rolls with the hope of rolling
high so they can determine something helpful for their team. Keep
things concise in your writing and don't get overly descriptive—you
can do that when you're talking with your players and describing the
situation as they're playing. For example, as the players' characters
breach a warehouse and see the smugglers, you can quickly describe
the smugglers as a group of 5 humans that immediately reach for their
assault rifles. Keep things moving and get to the action, but during
the action, you can start to fill in the description. For example, a
player targets a particular smuggler and as they exchange gunfire,
you can describe the smuggler, saying something like, “this human
leers at you maliciously as he quickly turns to fire back, his black
leather trench coat whirling behind him like a cape.”
I'd
also like to add that you need to keep loot and flavor in mind while
writing a mission. Players are always excited to discover new
weapons, armor, and equipment during their missions, so make sure
that they can find a few unusual items. Flavor is a term I use to
describe short embellishments of the setting you've created. I hope
the mission-writing tips this week have been interesting and useful!
I'll end with a short flavor example from the mission, “Egg Drop,”
when players finally locate a bar called the “Star Wrangler” that
they've been searching for:
As
you pass various curio and souvenir shops at the starport,
your attention is suddenly captured by a bright, holographic
projection. A colorful animation shows a star being captured with a
rope and pulled in to another cluster of
stars by a Krissethi wearing a ten-gallon cowboy hat. He sits proudly
upon the cluster of stars, points right at you, and
winks. The words "Star Wrangler" appear for a few moments,
and then the animation cycles again.
Thursday, August 10, 2017
Writing Your Own Solar Echoes Mission (part 4)
I
don't have a set formula for writing a mission, but I do seek a fair
amount of balance among the different activities. Though this can
vary because of the mission plot, I'd recommend that squad combat
events should range somewhere from 30% to 50% of the mission, while
vehicle/starship combat can be anywhere from 10% to 30%. Hacking
should be about 5% to 15% of the mission, and dialogue encounters
should be present in all missions, ranging anywhere from 20% to 50%.
I try to include all of these activities in a mission if possible,
but sometimes the story doesn't warrant certain things. For instance,
if the story involves a planetside scenario for the entire mission,
trying to fit starship combat into the story will just feel
contrived. In a situation like that, though, terrestrial vehicle
combat is a great alternative. But do try to include everything if
possible, because you want players to feel that the skills they've
invested in are useful to the team. A player who was excited about
starship combat and designed his character with related skills will
be very frustrated and disappointed if he doesn't have a chance to
shine. Thanks to the Solar Echoes skill point system which forces
skill diversification, no character will ever be unable to
contribute, but think about the players you are writing for and try
to include situations in the mission that will make them feel
special. If you're not writing for a specific group of players, then
keeping the different activities balanced is even more important!
Wednesday, August 9, 2017
Writing Your Own Solar Echoes Mission (part 3)
Players
can turn a good story into a great story, depending on the decisions
they make. In my many years of running RPG games, I've learned that
the best stories can happen when the Game Master is able to improvise
and adapt the story line. Rail-roading players removes from them the
feeling that they have any affect upon the story, so the GM needs to
write his missions with a lot of opportunities for player choice.
It's difficult to do this, though, because you'll find yourself
trying to write branching paths for every possible decision players
might make. Trust me, it's impossible to think of everything! Some
events will happen regardless of what the players decide, and these
“hard events” occur because they are larger than the players—they
are outside the players' sphere of influence. At the same time,
though, players should feel like they are heroes whose decisions are
impacting the story, so the smaller “soft events” should have
eventual impact on the storyline. When you begin the mission and
introduce the mission goals to the players through their Operations
Sergeant (OS), make certain that the goals are actually achievable.
When the mission is finished and the players' characters are
reporting back to their OS, they will feel like the experience
rewards they've earned are fair because each reward is associated
with whether or not they achieved the mission objectives.
Tuesday, August 8, 2017
Writing Your Own Solar Echoes Mission (part 2)
In
a weird sort of way, writing a mission for an RPG like Solar Echoes
is similar to writing a movie script. You're the director and you
have the plot and the lines. Your main actors are going to improv
their own lines the entire time, so you'll need to adjust to them and
have your secondary actors respond accordingly. That part is up to
you, too, since you are acting out the parts of every single one of
the secondary actors! Write a mission like a story that
is going to happen whether the players are present or not, but
indicate how the non-player characters (NPC's) in the story would
react if someone stood in the way of their scripted goals. For added
depth, some of the NPC's should have priorities that outweigh their
larger objectives—for instance, an NPC working for a smuggling ring
might have a personal debt he needs to pay off, so if offered money
to betray the smuggling ring, he might be very willing to do so.
Another smuggler might have been branded by the Chiraktis Empire as a
servant, and his resentment for them might outweigh his fear of them.
Such a character could become a useful asset for the Union Guard!
Whatever the situation, the NPC's in your mission can shape the story
almost as much as the players' characters (PC's), so your imagination
is the limit. Just don't expect all to go as planned once the players
enter the story—it really is impossible to consistently predict
what they might do!
Monday, August 7, 2017
Writing Your Own Solar Echoes Mission (part 1)
There
are currently 15 official missions for Solar Echoes, and then there
are several shorter missions included in some of the available
supplements, like the Explorer's Guide to Samesh. But what if you
want to run your very own campaign, with your own story? Even if you
don't have time to work on an entire campaign—which can last months
to years—you might want to write shorter missions for your players
that occur between some of the official missions you're running.
Whatever the situation, writing a mission involves an approach that
might not initially seem intuitive. If you own a Mission Controller's
Guide, there are a lot of tips detailing how to create your own
missions and campaign. This week, I'm going to share some basics so
that you can try your hand at it. And if you think you've really
managed to put together a solid mission and are interested in getting
it published, send me an email at corefunstudios
@ gmail. com (ignore spaces) and I might consider it. I already
have one outside writer working on a mission for Solar Echoes, but
there's room for more!
Friday, August 4, 2017
The Solar Echoes Universe (part 4)
Not
all of the encounters between the races were hostile, however. Though
the Humans claim that they discovered the Reln, the Reln insist they
discovered the Humans. When they met, both began a cultural exchange
of ideas and technologies, and it is likely that the two felt most at ease with each other because of their physical similarities. The
Humans, however, still had to contend with their warlike Krissethi
neighbors, and many say it was the Humans that decided to form the
Interstellar Union (ISU) to try to form a lasting peace. Both the
Reln and Humans put together a council and invited the other races to
join. With promises of fair borders and fair trade, the other
races—even the Krissethi and Chiraktis—joined the ISU and worked
together to find ways to co-exist. The plant-like Erwani were glad to
join the ISU so that the Omuls would be held accountable for their
frequent raids on Erwani planets. The Chiraktis seemed to be the only
race that was ready to violate ISU agreements, however, because the
mandate of their Queen was to expand their kind. As a result, the ISU
put forth restrictions upon their expansionist tendencies through a
law known as the Non-Proliferation Addendum. Many believe the
supposed compliance of the Chiraktis Empire was only due to the
combined threat of all the other races.
The
six races finally found a tentative peace and expanded trade, shared
cultural ideas, and enjoyed a growing prosperity. During joint
explorations of unknown space, the Archaeloids were discovered in the
Zeta 1 quadrant. They were a peaceful, aquatic race that had not yet
ventured out of their system, though they had also coincidentally
attained light-speed travel when the other races had. The Archaeloids
seemed quite caught off guard to learn of everyone else, and though
they were kind and welcoming, the surge in their military production
gave everyone pause. The Archaeloids joined the ISU and assured
everyone that they desired peace, but also indicated that they
thought it was foolish to assume the treaty would last forever, or
that the seven races were the only intelligent life in the galaxy.
How right they were…
Thursday, August 3, 2017
The Solar Echoes Universe (part 3)
The
reptilian Krissethi territory is located between Human and Chiraktis
space, and the Krissethi were very aggressive when they realized they
could be facing incursions from both sides. Though the Humans were
not aggressive, they did fight back when attacked by the Krissethi,
and fought with such strength that the Krissethi immediately
considered them a potential threat. The Chiraktis, however, are
blamed by some historians for inciting the warlike frenzy of the
Krissethi, because they aggressively advanced the presence of their
hive outward from their territory. Chiraktis were unyielding, and
their steadfast resolve to expand their presence across the universe
quickly became the primary concern of their immediate Krissethi
neighbors. Many battles and even several full-scale wars were fought
as the Krissethi pushed back and tried to stop the Chiraktis from
taking hold of nearby planets and moons.
Wednesday, August 2, 2017
The Solar Echoes Universe (part 2)
Coincidentally,
the other alien races in the Solar Echoes universe also began to
explore around their home planets at roughly the same time.
Present-day historians have a theory about this, suggesting that it
seems too coincidental that all the races claimed to have discovered
faster-than-light (FTL) speed travel within around 100 years of each
other. Some historians suggest that something might have subtly
introduced or orchestrated the discovery of FTL around the same time
to facilitate the races eventually meeting each other, but there is
currently no evidence to support this theory beyond the similar time
frame. Despite the lack of evidence, many do believe that there was
some type of intervention from beyond--almost as if there was a
larger, urgent purpose for the races to meet--and this notion has
fueled peace efforts among the races. However, when the races did
first discover each other, peace was not on everyone's mind...
Art by Jon Aguillon
Tuesday, August 1, 2017
The Solar Echoes Universe
The
universe is a very big place, and it’s hard for us to conceive what
it might be like to live in a future where faster-than-light speed
travel is a common part of life. The Solar Echoes universe involves a
very large section of the galaxy, but it is far from our current
corner of the galaxy. If you’re unfamiliar with Solar Echoes
history, the Humans in the universe are pioneers that left Earth long
ago in a starship known as the Ark 3. They were intending to find a
new planet for the Humans to inhabit, but after years in space, they
unexpectedly encountered a wormhole that vaulted them into a new
section of the universe. They discovered a habitable planet, very
similar to Earth, and decided to settle there, naming it “New
Terra.” The Humans established a colony with the spacefaring
inhabitants of the Ark 3, and eventually began to venture into space
to explore the surrounding area…
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