In this episode, Rob and Don sit down with Michael Monahan, author and co-producer of the documentary American Scary, to talk about Horror Hosts. We delve into the origins of the Horror Host phenomena from its early days with Vampira to the megahit Ghoulardi and the modern incarnations which still stalk the airwaves. All this, and why Bob Wilkins is a name every scifi fan should know, is coming to you in this, the 27th episode of the Department Affairs!
Don’t know what Horror Hosts are? Watch the short video below for a quick primer of a few of the more famous ones in action.
So, the other day I was reading the Tough Scifi blog, a blog dedicated to Realistic Space Combat (a subject longtime readers will know I’m fascinated by) and there was a reference to a new game called Children of a Dead Earth, which I clicked on out of curiosity. What I got surprised the heck out of me.
For years, I’ve searched for a game simulating realistic space warfare using actual physics, weapons and tactics that make sense based on what we know of how the universe and space combat could actually work. (No shields, no FTL, no space dogfighting, etc.) Mostly I wanted a game to simulate the actual physics involved, just to see how the whole thing would play out.
Well, Children of a Dead Earth IS that game.
The title comes from the idea that in this setting (which is our own solar system in the future) the Earth has been rendered lifeless, but not before Elon Musk and friends managed to get us out to Mars and colonize space. So it’s a conflict simulator between system powers, and there is a single player campaign all about this very topic. (Although primarily the game is meant to be a “Sandbox” game where players set up scenarios themselves, build their own ships and weapons, and blow the crap out their enemies.)
Now, one of the things about realistic physics is that it involves a lot of math and advanced concepts, which is why this is a very niche product. However, the game has done a great job of making it all very playable, reducing the math to mostly visual sliders and readouts and keeping the game fun instead of tedious. In fact, they’ve made it so playable it might just reach a wider audience than you’d expect, which manged to get it a Very Positive overall rating with 79 reviews on STEAM, which is where you can buy it. You can watch a playthrough here to decide if this is something you’d be interested in:
I have to say, they managed to make it as visually appealing as they could while staying realistic as well. The ships aren’t ships as in the Starship Enterprise, but structures with a cone of armored plate around them. Lasers are invisible, but railguns and coilguns are quite visually impressive and just plain cool to watch in action. And I find the strategic elements that physics brings interesting as well, since it’s primarily orbital combat and you have limited fuel for maneuvering. (Basically, if you don’t think ahead, you’re in deep trouble.)
This game really ups the Space Combat genre in a new way, and provides Scifi authors with a new tool to see how the battles that they’ve got in their books would actually play out. In fact, it shows just how complicated and interesting space combat really can be, which can add whole new layers to tales of future conflicts.
In this episode, Rob and Don are joined by scholar and game designer Graham MacLean to talk about the Independent Tabletop RPG scene. The trio talk about the origins of Indie RPGs, why D&D was the first Indie RPG, and how the Fruitful Void can make you look at games in a new way. All this, and heaping helping of Paranoia are waiting for you in this episode of the Department of Nerdly Affairs.