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Stebloke

Greetings. I am Stebloke, and I am a bit strange. This website contains my blog, where you can read about the things I create, the games I play, and any other things I get involved in.

I make this blog mostly because I like to look back on the things I do and feel nostalgic, but also because it keeps me motivated to keep pushing on with my backlog of little projects and tasks.

The "Filters & Pages" button in the top right will give you more control over what blog entries will be displayed, or the following quick links can be used:

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Stebloke's Website ©2008-2025

18th March 2025: 7R2 + 1

My second run of FF7 Rebirth was long overdue, so over the last few weeks, I've finally been tackling all of the stuff I missed before.

Can you believe that this game is already a year old? And on top of that, we're already coming up on the 5th anniversary of FF7 Remake. Just who told time it could move this fast?

Right after finishing the game last time, I went straight back to Cosmo Canyon to get the other magnify materia, but quickly stopped playing. My plan this time was to continue that little mission, before going back to the start of the game and going through it again, though with all side quest progress intact.

The Canyon was a region I barely touched on my initial playthrough, and I couldn't really remember what I was doing. So, for speed purposes, I used a guide to walk me through the required quests. I saw in advance that I needed some kind of vibro doodad thing from the Moogles to complete the last quest. I was hoping all along that I was high enough level with the Moogles to buy it when the time came, but when I got to that point, Cloud whipped it out automatically. So apparently, I'd already bought it on my last playthrough. Sweet.

And then it was back to the start, for the beginning of what was, and I can't lie, quite the slog of a playthrough. It really is a shame that these remake trilogy games are such a drag to replay.

In the end, though I planned to do everything possible on normal mode, I ended up falling far short. I didn't even go all of the way through the game, and stopped before going into the Temple Of The Ancients. I felt like I had put way too much time into the game already, and had pretty much achieved everything I wanted to, with the defeat of Gilgamesh.

I just didn't see the point of doing the last few story missions. I'd rather watch a few extra people play those sections so I can get even more opinions and theories about the ending, as that is where most of my enjoyment of the game has come from, post initial completion.

The end boss of my 2nd playthrough appears

The end boss of my 2nd playthrough appears

Chadley teaches everyone his dance moves

Chadley teaches everyone his dance moves

Unlike Remake, where I felt like I got so much better at the combat in the game on my second run, here I probably didn't improve at all. Having all of those extra levels just made the fights so easy, that a lot of them were over before I even staggered anyone.

And where the fights did get tough, like on Gilgamesh Island, I was super annoyed that I couldn't manage the win with my girl Tifa in the party. I kept having to switch her out for Aerith, to get more ranged damage into the mix. Now, I did have to do this in Remake, but only for the Bahamut fight, if I remember. Here, it was a little too much.

My main issue on this replay was all of the little side content. Well, not the side content in and of itself, but more that the game forces you to do a lot of it to get important items.

If there's all this extra content in the third game, like simulator fights, mini games, side quests etc... then I dearly hope important weapons and materials are not locked behind them like in this game. It would be so nice if all that extra stuff was there to let people experience more of the game or challenge themselves as they saw fit, but still leave all of the important items possible to aquire through the main story and basic exploration. For example, it was such a fucking dumb move to lock Tifa's Starshower gloves behind that box game, and Aerith's Ray Of Judgement staff behind the Shinra Manor combat simulator.
Why they gotta be like that?

Well, at least for the foreseeable future, I can move on from this series, and return the poor PS5 to its slumbering place in the loft. Maybe, before part 3 comes out, I'll actually play Crisis Core. But who knows.

Damn, I love these ladies

Damn, I love these ladies

Farewell, for now, my dear friends

Farewell, for now, my dear friends

Continuing what I did last year, I wrote down observations, thoughts and questions as I went through this run.

If, for some unfathomable reason, you wish to read them, then click one of the options below.

Flashback -> Shinra 8 Costa Del Sol -> Gongaga Cosmo Canyon & Nibelheim Extra Quests & Mini Games Ending & Thoughts

4th March 2025: Rat Rat Rat Rat Rat Ratties

After some years of inactivity, I've been thinking about Blood Bowl a lot these last few months. As well as the gears turning in my tiny brain concerning rules for another dive into the E.R.L., I've also been tempted to get some painting done.

After painting those last two star players, I continued walking down this path by choosing three more.

These included Varag Ghoul-Chewer, who I was painting for the second time in my life. I stupidly killed my original model that I got back in the 90s by lopping off his hands and grafting them onto a Warhammer Fantasy Black Orc, in my attempt to make a more imposing model. This time around, other than the silly yellow face on his chest, I went with a colour scheme that felt very Snakebitey, in honour of my favourite clan.

Also included in this little batch was a Dark Elf from the 90s metal team, who in my collection is going to be used as Roxanna Darknail. I'd had a desire for a while to paint a model in quite a bright red and yellow scheme, and she was already undercoated in red. So picking this model made sense.

If you don't count my test Storm Vermin from a few years ago, the next model was my first Skaven player in Headsplitter. I highlighted his skin before washing, which I think was a mistake as he went quite dark afterwards. The highlights are still visible, and I didn't want to paint them all again, so sod it.

Part way through painting these, I got a delivery in the form of a few new paints from TTCombat, which I was trying for the first time. At this point, I've used them all except the green, and they seem pretty good so far.

Starting to paint Varag. Again.

Starting to paint Varag. Again.

Some new paints arrive

Some new paints arrive

After painting the star players, I sighed and accepted that it was about time I finished the full Skaven team, which I'd not touched since mid 2017. Poor rats had been abandoned all this time.

Against my better judgment, I continued the scheme I originally came up with. Though I am loathed to paint yellow over a dark undercoat, I really did need a team to have at least some of this colour on them. And they are the Undercity Cheese Thieves after all. It's likely that they would have that colour on the brain.

Part way through painting, I needed to touch up some of the skin I'd painted years ago. However, I simply couldn't find the pink paint I'd used as a base coat. I have absolutely no idea what happened to it. Maybe it dried up, but I don't remember ever throwing it away. Odd.

I had to mix a kind-of similar colour out of a different pink and a pale grey. Meh, it works. Ish.

I've not tried as hard with these models as I have on some other models recently, and got through them in a bit of a rush. But they are adequate for my own low standards.

How I left my Skaven back in 2017

How I left my Skaven back in 2017

Base colours done, washing commences

Base colours done, washing commences


Here are the finished results of my recent Blood Bowl painting spree.

Varag Ghoul-Chewer

Varag Ghoul-Chewer

Roxanna Darknail

Roxanna Darknail

Headsplitter

Headsplitter

Undercity Cheese Thieves Skaven Team

Undercity Cheese Thieves Skaven Team

23rd February 2025: I Will Survive

The 1986 version of Escape From Atlantis<br />(Pic from BoardGameGeek)

The 1986 version of Escape From Atlantis
(Pic from BoardGameGeek)

When I was a wee young lad, one of my friends had a board game called Escape From Atlantis, which I only got to play with him once. At weird, random times throughout my life, vague memories of this game have popped into my head just to say hello.

Last year, I saw that the game had been reprinted under the name Survive The Island, and I clearly must have mentioned this to some family members, as I ended up receiving it as a gift over the Christmas period.

Though eager to get stuck in, I first needed to give the game a little TLC to get it ready for the tabletop.

Firstly, like I've started to do with many of my other games, I painted some thinned PVA glue around the edges of the thick card pieces, to seal them and hopefully prevent potential minor damage in the future.

Secondly, though the wooden meeples all had their points values engraved on their undersides, I thought these numbers were a little hard to see. So to remedy this a little, I dribbled in some thinned down black and white paint to make the numbers pop a little more.

Lastly, one of the meeples had a small section that was spearing off, so I glued it and held it in place with a clothes peg until it was fully set.

Suspended in the air on dice, the card pieces dry themselves off

Suspended in the air on dice, the card pieces dry themselves off

Paint thy numbers

Paint thy numbers

This little meeple needed to pull itself back together

This little meeple needed to pull itself back together

We had a full five players for the game's maiden outing.

I had an absolute stinker of an early game, with my little dudes getting dunked into the water straight away. One of my five point guys swam all the way to one of the islands only to get chomped right before he made landfall.
I wasn't even able to save anyone until my penultimate turn, when I got 3 of my little orange meeples back to land to somehow grab second place with 10 points.

But there was no stopping the yellows, who were clear in the lead with 15. I can't remember who got what, but the other 3 players all had either 6 or 7 points, so were very close.

It's a fun little game and easy to learn, but because of its simplicity and how competitive it is, I'm not sure how much play it will get in our little group, as we tend to lean towards more co-operative experiences.

Just a few turns in, and my dudes are already swimming

Just a few turns in, and my dudes are already swimming

The island rapidly diminishes

The island rapidly diminishes

The world blurs in disbelief as I actually save someone

The world blurs in disbelief as I actually save someone

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