Friday, August 28, 2015

News & Views
8/22/15-8/28/15

Phew, another huge week of video game news has gone by. There’s certainly plenty more on the horizon as PAX Prime is taking place this weekend! We’ve already gotten a bunch of cool news from the event. A new character for SFV, a Borderlands feature film, and a release window for one of my most anticipated games: Hyper Light Drifter!

As always, I’ve also found great written pieces from around the web. This week, I have articles about how the F.B.I. implemented the ‘winners don’t use drugs’ slogan, how working on gore-filled games can affect your psyche, transhumanism in Deus Ex, and a history of the baffling and awful Virtual Boy.

And of course you can check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Alex Wawro, Gamasutra

Worth Reading
Sean Hutchinson, Inverse

Ben Kuchera, Polygon

Benj Edwards, Fast Company

Ed Smith, KillScreen

Vincent Bariuan, KillScreen

With Comments
Chris Kohler, Wired
Super Mario Maker is a game I’m still skeptical about, but man does it ever deliver on some great pieces. Constructing 2D platforming levels that work well & are fun and interesting is a huge challenge players [journalists] are facing. Turns out game design is hard, who knew. I’ll be following Super Mario Maker in the months to come to see the levels that come out of hard work and good design sense. Should be a good time.

Tim Ww, Gamasutra
‘Edutainment’ games were my first foray into the world of gaming. I played a whole lot of Carmen SanDiego, Freddi Fish, Oregon Trail and Math Rabbit. For the most part, though, they’ve totally fallen by the wayside. And, often when developers try to make an educational game they fail to create an experience that’s actually fun. Anne Tham looks to bring back some of that old school goodness with her studio’s new RPG that teaches chemistry. Cool.

Patrick Klepek, Kotaku
I don’t like VR stories at all, but this one really got to me. It’s a profound and humbling experience to see someone react so viscerally to the Apollo 11 VR experience. It shows the powerful potential of VR games on the horizon, devoid of ingrained ‘gamer’ skepticism. I’m still a huge VR skeptic but above all else, I’m glad people have already found joy from this new technology.

Blake Hester, Polygon
Box art is so important. Good box art can boost sales, and bad box art and leave a new release dead in the water. Hester compiles insights from a bunch of box art artists about how they approach conceptualizing and implementing a good cover art. Fascinating stuff.
The Impact Factor Ep. 17: Tango Of Trademark
Podcast

Author note: Hey everyone. As any of you die-hard The Impact Factor fans should know, I’ve been making a video game podcast for the past four months. I post them to SoundCloud, iTunes and YouTube. I figured, hey why not, let’s get them up here too. So if you detest those other three sites, you can now come here every Friday to check out TIF podcast goodness! Thanks for your support. As always, there is more to come on the horizon. Please be excited.

Welcome to the 17th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to impactfactorpodcast@gmail.com
In this episode Alex and Fliss talk about YouTube Gaming, Hearthstone, Nintendo patents, The Witcher 3, eSports at the Olympics, PS4, Heroes of the Storm, the Call of Duty Black Ops 3 Beta and more!
For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com 
For a blog about Japan, pop culture & more from Fliss, check out: www.flissofthenorthstar.blogspot.com

For an archive of old episodes, visit our YouTube page:
Follow Alex @alexsamocha on Twitter.
Follow Fliss @thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
freemusicarchive.org/music/Indonesi…s_Compilation/
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
freesound.org/people/victorcenusa/sounds/148785/
freesound.org/people/victorcenusa/sounds/148784/
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)
freesound.org/people/Setuniman/sounds/143994/

Thursday, August 27, 2015

Opening 80 The Grand Tournament Packs! [Hearthstone]
Video perspectives

Hey everyone, I’m back here again for another quick Perspectives. I’ll keep it short. I love Hearthstone. You might have been able to tell from this video Perspectives in which I talked about 10 powerful TGT cards, this Perspectives about power creep in Hearthstone, and my review of the entire TGT expansion. When TGT launched I Monday I made sure to record my pack opening, so here it is! Watch me as I open TGT packs. Be amazed!


Tuesday, August 25, 2015

One Shot, One Kill
Review
Titan Souls, Acid Nerve (PS Vita)

Abstract: Titan Souls is a game that was tailor made to appeal to me. In this 2D pixel art mash-up of Shadow of the Colossus and Dark Souls, players much face a punishing series of fantastic and diverse bosses. Titan Souls offers players challenge, awe, and frustration in nearly equal measure. An exceptional design sense permeates the game’s puzzling titan fights and rewards player with nearly unparalleled elation when you down the game’s mighty foes. Design incompatibilities in this mash-up and load time issues detract from the final experience, but in the end, Titan Souls is a game worth playing.

Titan Souls is a game that seemed pulled from a wonderful fever dream of mine. Titan Souls is a game that was tailor made, or at the very least tailor advertised, to perfectly fit my interests. A pixel art indie 2D mash-up of Dark Souls and Shadow of the Colossus? I couldn’t have had my interest more piqued. Titan Souls emerged from a game jam gone right, in which the team of folks that put together a quick prototype found success in their premise, went and got PlayStation funding, and brought a more fully fleshed out experience to the PS4 and PSVita. The game was on my radar since I first learned about it. After getting a brief hands on at GDC, I knew I would be on board once the game launched. I purchased my copy just before my summer travels. It was my priority numero uno to play on my Vita while flying.

You play as a lone warrior in Titan Souls who looks to be no older than his teens. You’re tasked to explore a huge forgotten land, devoid of human life but filled to the brim with color and vibrancy and beauty. The gorgeous pixel art gives hints at a land lost to time, where crumbling stone pillars and vine-tangled altars are brilliantly realized within Titan Souls’s powerful aesthetic. Your hero isn’t simply there to explore, however.  You have a job to do. And that job is slaying titans. The plot behind your protagonist’s motivations is kept vague, but at no detriment to the final experience. Subtle cues and one isolated moment of dialogue hint at your hero’s desire to obtain the powerful souls of titans (hence the title) by killing the game’s powerful bosses. To accomplish this, your character uses a cursed (?) magical bow and arrow he acquired by perhaps less-than-heroic means. In Titan Souls your objective is simple: kill the game’s 19 titans.
In a land forgotten by time you must battle alone against ancient and powerful titans.
While exploration is certainly a part of the gameplay, your main task is to get from point A to point B, from one titan to the next. Titan Souls does have a beautifully realized and diverse map to explore, but a lack of anything substantive to do while roaming diminished my desire to scour the world’s nooks any crannies. Aside from the admittedly gorgeous views, there’s not much to do when you’re not killing giant monsters.
Getting from point A to B is pretty darn good looking, at least.
Killing the game’s many and diverse bosses is kept as simple as possible—one hit, one kill. And you have one (retrievable) arrow at your disposal. That’s right. Even your mightiest of foes die with one well-placed arrow strike (a few notable exceptions aside). The same is true for your intrepid protagonist, however. Even the most glancing of blows results in instant death. Because of this, Titan Souls is more puzzle than action. Each new titan you face is another brutally punishing puzzle. Fights start as a precarious dance, trying to learn the boss’s attacks, movement, and weak point. You can beat a titan once you’ve solved it. The low threshold for death and use of a single arrow creates a stressful balance of risk and reward. Make one mistake and you’re dead. Don’t fully understand all the titan’s attacks? You’re dead. This intense punishment comes with parallel rewards. It feels phenomenal to down one of the game’s more trying bosses, when you finally and perfectly execute a series of movements and attacks to kill the jerk that’s been killing you for the past 20 minutes.

Titan Souls is a game that’s all about a feeling. Every single thing you do in the game has an uncanny weight to it. The vibrancy of the world and titans transports the players to a certain time and space fully owned by Titan Souls. You’re there killing titans. Immersive. Nothing you do in that world is earned without struggle. Titan Souls is a tough game, there’s no getting around it. And I feel like I need to make a clear distinction here. Dark Souls is a hard game because it is punishing: one or two mistakes means death. The same is true for Titan Souls. The former, however, has systems in place that allow for player growth, meaning that after a good bit of time, you know your mistakes before you even get punished. That is not as true in Titan Souls. Everything is so fast and brutal, that Titan Souls is both punishing and hard. Miss your half-second or less window to react to an attack? It’s back to your spawn point. You do learn the more you play, and dying is certainly a part of learning. Just be prepared to learn a lot on each boss.
 
Death is a part of life in Titan Souls. A big part.
Let’s take a moment to talk about Titan Souls bosses in a bit more detail. You know, because that is the game. They’re fantastic. They’re diverse. On every level, the game’s many bosses keep you guessing. Aesthetically, thematically, and visually interesting throughout, titans offer up a lot to the player. Unlike other similar games, each and every titan has a notably distinct way to be defeated. No two titans are at all similar when it comes down to landing the killing strike. I’m honestly still impressed at the wealth of ideas on display here—creating 19 conceptually unique bosses is no joke, and the skill with which they are designed in incredible. This smart design gives way to immense satisfaction when you’re finally able to down one. A certain Yeti titan had me fuming on the airplane, only to melt into pure elation when I finally sank my arrow deep into his radiant pink buttocks.
The ever-frustrating Yeti titan. Pink butt not pictured.
While my satisfaction at defeating bosses was far more than I expected, my level of frustration while playing was even greater. For a puzzle game, the punishment for discovering the solutions is severe. You die fast, so inevitably it will take at least a decent handful of attempts to “solve” the titan. Death as a learning is an innately powerful tool when handled properly. It’s not handled so great in Titan Souls. After each death you’re returned to a spawn node, generally close to the last titan you faced. You have no option to try the titan fight again immediately. This may be a Vita exclusive problem, but the load time was far too long. For a game that is only boss fights and where you can die in second, it feels terrible to die, wait several long seconds to respawn, spend more time making your way back to the boss, only to die within a few seconds due to one split-second mistake and then have to go back through the long load loop. This is where I saw the game’s design inspirations do a disservice to the game Acid Nerve created. Here’s where the mash-up fails. In Shadow of the Colossus you hardly die; it’s more about solving the boss puzzle. In Dark Souls, the trek from spawn point to boss makes sense, as it gets you extra experience points and reinforces the combat systems you need to use to defeat your next boss. In Titan Souls, it’s just tedious. There is nothing to do between boss attempts. Not being able to instantly retry the boss serves no gameplay purpose, other than to further punish players for their mistakes. But, since it’s a puzzle game at heart, players are going to make mistakes. If loads were (much) faster or you could instantly retry a boss this issue would have been ameliorated. As is, it just adds a layer of unwanted frustration to an already purposefully punishing and frustrating experience.
Have fun seeing these spawn points. Over and over and over again.

In the end, Titan Souls does speak to me, just less so than I initially expected. For me, it still exists in this perfect mind space—just thinking about it brings me back to its verdant pixel forest, crystalline waterfalls, and to my amazing tropical vacation. I felt a connection to the world and that’s not insignificant. Titan Souls has a lot going for it, but frustrations are around every corner. Titan Souls is certainly worth trying and is at home (load times aside) on a handheld console. Ready your bows. It’s going to be a bumpy ride.

Titan Souls
4/5

Monday, August 24, 2015

10 The Grand Tournament Cards I Overlooked! [Hearthstone]
Video Perspectives

Another day, another Hearthstone video! As you can all pretty clearly tell at this point, I’m super excited for the new expansion coming to my 2014 Game of the Year. Today is the day that The Grand Tournament is finally released! To honor the infusion of 132 new cards into the game, I took a step back and looked at what cards I might have missed in my first review. 

So here it is: 10 cards from The Grand Tournament that I (may have) overlooked! Will these 10 be new powerful tools for Ranked play, or will they just be forgotten about in the weeks to come? Who knows! But please let me know what you think!


Friday, August 21, 2015

News & Views
8/15/15-8/21/15

The Impact Factor is back again with some more News & Views goodness! As you all know, each and every Friday I post a compilation of the best stories, editorials and essays from around the web each week. There’s never a slow week for excellent video game content, so let’s get right into it! Check out below for pieces about entitlement and privilege in Final Fantasy Tactics, an unpopular architectural aesthetic finding its new home within Minecraft, and how piracy can provide a future.

And of course you can check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
The iBook Guy, YouTube

Worth Reading
David Rudin, KillScreen

Nate Ewert-Krocker, Medium

Ashley Barry, KillScreen

Daniel Starkey, Offworld

Chris Casberg, Gamechurch

With Comments
Robert Yang, Medium
Yang covers an immense breadth of topics in this extraordinary piece, weaving them together in a way that’s interesting and thoroughly unique. Yang brings his perspective as a gay game developer and educator and applies them to thinking about the language of bodies in games. Check out the link for great thoughts about what bodies mean, what they represent and to whom, and “performing” bodies in games. It’s fascinating.

Sande Chen, Gamasutra
Chen argues that game developers should not leave narrative game design choices to chance. Often times more inexperienced game designers get caught up in open and expansive worlds. Chen makes it clear that openness should not go hand-in-hand with unguided gameplay. Chen’s perspective as a game designer and member of the IGDA make for an excellent piece.

Ben Kuchera, Polygon
Sony has been pretty smartly playing their cards ever since the humbling experience that was the launch (and first couple years) of the PS3. PlayStation Plus is a phenomenal service. Up to 6 free games a month alone is great, but with the PS4 comes access to a lot of other great features. I regret not buying in earlier. Kuchera writes about the uphill and potentially unwinnable battle Sony would have faced in trying to copy Xbox Live, and how Sony has achieved success on its own terms.

Sergey Galyonkin, Medium
This is a piece every game designer and games writer should read. Seriously. Stop what you’re doing and read this right now. Through insights provided by his SteamSpy tech, Galyonkin identifies a key issue with how we think and write about games. There are no “target audiences,” per se. In most cases, individuals are fans of an IP or series and less so about genres. It’s stunning that 1% of Steam users account for 33% of total owned games, and 20% own 88%. When releasing a game on Steam, you should not be targeting its 135M active users, but rather the 1.3M that buy several games a year. Crazy. I’m the 1%?

Emma S., Kotaku
Community managing is something I don’t quite understand, but man oh man is it fascinating. Outwardly, you usually see them promoting game release and sales, or sharing positive feedback. Dealing with criticism is certainly a huge part of the job. Handling the scorn of the internet for releasing ‘the worst PS4 game ever’ is something I cannot even fathom. Emma S. writes about her experiences as CM for Wander, how she has no regrets, and her thoughts during the trying times. It’s a great look into something many of us don’t think about enough.

Wednesday, August 19, 2015

The Grand Tournament: Hearthstone, Power Creep, and Why You Shouldn’t Worry (For Now)
Perspective

My last Perspectives piece was decidedly too not-about card games, so I’m back here today to rectify that. So welcome to another surprise piece here on The Impact Factor! Don’t get too used to these mega-content weeks. I’m usually a pretty busy graduate student I swear.

This past Friday, August 14th, Blizzard hosted a stream showing off a bunch of the new cards we can expect when Hearthstone’s next expansion launches later this month. The stream was shortly followed by a massive image dump on the Hearthstone Facebook page in which all of the set’s cards were revealed. As a huge fan of Hearthstone this got me super excited. There’s nothing quite as great as going through each and every card from a new expansion, reading the card text, seeing where it might fit into competitive play, and attempting to understand the design philosophy behind it. Overall, I’d say people were pretty happy with what was shown. There had been a lot of talk since we first started seeing new cards from The Grand Tournament that the expansion was pretty weak. While I disagreed and saw plenty of potential in a good handful of cards, I can understand where some of the complaints come from.

Balancing the power level of new cards in competitive card games like Hearthstone can be quite challenging. You want to incentivize your players to buy-in, and one of the easiest ways to do that is makig super powerful cards. At the same time, though, you need to balance just how powerful these new cards can be in the context of the existing card pool. Making old cards obsolete because they are strictly less powerful than new ones can push older or more invested players away from the game. It cheapens the investment they’ve made and can come off as a money grab. This tension is not so easily resolved. Of the many card games I’ve played, none have found the perfect way to add new powerful cards while maintaining the full power level of older ones.

So, what usually happens in these card games is a thing called “power creep.” Power creep is a phenomenon in collectible card games that arises due to this tension, resulting in new cards that are generally more powerful than cards released previously. The longer a game is around its cards will gradually become more and more powerful, to the point where cards that were once staples (used all the time in competitive decks) are so weak they don’t warrant inclusion in any deck. Power creep is nefarious. Because of this need to sell new cards, power creep will happen. In Magic the Gathering, power creep is the most evident when looking at creature cards. One of the best examples is Serra Angel versus Baneslayer Angel. For a long time, Serra Angel was a top tier card included in many decks. Then Baneslayer Angel was released. For the same cost, Baneslayer angel has better stats and more powerful effects. Why would anyone play the former over the latter in competitive play? The answer is simple: they wouldn’t and didn’t. Baneslayer Angel replaces Serra Angel, which is one of the worst kinds of power creep.
Serra Angel, meet your replacement.
Rarity is also a factor here. Serra Angel is an uncommon and Baneslayer Angel is a mythic, the rarest kind of card you can open in a pack. If players wanted to run a deck that would have used Serra Angel, they now needed to run Baneslayer Angel in its place. To do so would be a significant resource investment. You could open more packs in hopes to get a playset, trade valuable cards with other players for Baneslayer Angels, or outright buy the card individually (which can get quite expensive). Magic the Gathering has since taken steps to not print cards that are strictly better than previous cards, but creature power creep certainly still exists. It is imperative for designers to acknowledge the existence of power creep and work as best they can to slow its rate. Certain measures can be implemented to assuage the damage of power creep, such as card-pool-restricted formats, but since Hearthstone hasn’t taken any such initiatives I won’t go down that rabbit hole.

The Magic the Gathering example above will help frame my Hearthstone power creep discussion. The important things to take away are: use in competitive play, strict upgrades, and resource investment. Got it? Good.

Amidst all the excitement for new Hearthstone cards came a huge wave of negativity, centered around the power creep evident in two of the 132 new cards. The cards in question? Ice Rager and Evil Heckler. Fans of the game took to the forums and Twitter and wherever else people complain to express their outrage over the evil power creep evident in The Grand Tournament. The complaint was simple: Ice Rager is strictly better than Magma Rager and Evil Heckler is strictly better than Booty Bay Bodyguard (BBB). For them, this was a huge issue. Magma Rager and BBB are default cards i.e. you start with them in your collection when you first begin Hearthstone. By printing strictly better versions of those two cards in The Grand Tournament, Blizzard is making Magma Rager and BBB completely obsolete. The move shows clear power creep because the cards are strictly better and Blizzard is a money hungry monster.
The perpetrators. Ice Rager has 1 more health. Evil Heckler costs 1 less.
I’ll start with the points I can agree with. First, yes Ice Rager and Evil Heckler are strictly better, which is one of the tenants of power creep. And yes, maybe Blizzard wants money. They are a company, why wouldn’t they? The rest of the argument is misguided at best as it fails to consider the other two staples of true, insidious power creep.

A 3 mana 5/2 that's never played.
Magma Rager and BBB are two cards that are essentially unplayable. Their stats are terrible for their cost. Both die easily from attacks by smaller creatures or cheap spells due to their horrid health number. If I were to guess, Magma Rager and BBB exist to teach newer Hearthstone players a lesson about how important the health stat can be. So we’re already starting to tear at the façade of the power creep argument—neither Magma Rager nor BBB were seen in any competitive deck. Ice Rager and Evil Heckler do have strictly better stats, sure, but they are also not good enough to see competitive play. Druid already had a 3-mana 5/2 with Druid of the Flame and it doesn’t see play. Evil Heckler has a good stat total for the mana cost, but the 4 health makes it incredibly vulnerable to unfavorable trades (i.e. your opponent can kill it will a lower cost creature, weapon, or spell). While I can’t know for sure, I suspect neither Ice Rager nor Evil Heckler will see any competitive play. I think it’s pretty clear why this kind of power creep is not something to be worried about. If a strict upgrade of a card that is never played is still weak enough to be never played, players remain unaffected.

Now some may still take issue with the fact that strictly better versions of default cards even exist. I know the source of the frustration. Hearthstone is a game I would have easily recommended back around the first expansion, Goblins vs. Gnomes, because it was still decently easy for new players to get into from a cost & time perspective. Now with Blackrock Mountain out and The Grand Tournament forthcoming, Blizzard still has not put any substantial measures into place to help newer players deal with the growing cost of playing Hearthstone. In that way, making two of the few cards you do start with completely obsolete is just another of Blizzard’s many offenses. I get that. But when you frame it as a power creep problem, that’s where I’ll start to argue.

Both Ice Rager and Evil Heckler are commons. A pack contains about 3.5 commons on average. The pool of commons is pretty small in The Grand Tournament, so chances are good that you’ll open most commons you want within a (relatively) small number of packs. Further, crafting commons costs 40 Dust. The average dust you get from a pack is somewhere between 100-110. That means, in just two packs, you could have enough dust to have a full playset of both Ice Rager and Evil Heckler. If the two were good enough to see play, any player with 200 gold could get them (on average). That’s pretty easy. This refutes the other tenant of nefarious power creep: resource investment. Baneslayer Angel was a problem because it was so difficult and/or expensive to obtain. That’s not the case here. If Ice Rager and Evil Heckler were so good they were staples, it would only be an issue if they were Epic or Legendary rarity. You know, the ones that require a significant resource investment to obtain.

If you go by the most rigid and limited definition of power creep, sure, Ice Rager and Evil Heckler are a problem because they are strictly better than previously released cards. But failure to consider the impact of use in competitive play and resource cost ignores the bigger picture. Ice Rager and Evil Heckler are not the power creep you need to worry about. You know what is? Dr. Boom and Piloted Shredder.

Poor little guy.
Let’s first look at Dr. Boom. He is a legendary card that’s strictly better than another 7 mana card, War Golem. Dr. Boom fits all parameters of "evil" power creep. Is it strictly more powerful than another card? Check. Is it used in competitive play? Huge freakin’ check. Unless your deck is trying to always kill your opponent before turn seven, chances are you should consider adding Dr. Boom to your deck. Is it a significant resource investment? Check. On average, you open a legendary card in only 1/20 packs. The chances of opening a specific legendary like Dr. Boom are substantially lower. The cost to craft Dr. Boom is a whopping 1600 dust. So if we’re going by averages, that’s a minimum of 16 packs you need to dust. Ouch. Most agree Dr. Boom is the most powerful card in Hearthstone, and should be on the tip of anyone’s tongue that wants to talk power creep.
Yeah. Dr. Boom is just a bit too good.
Way worse than Shredder.
Piloted Shredder is more complicated example in the power creep discussion, but one that’s certainly worth mentioning. Piloted Shredder is not strictly better than previous 4 mana minions and it is common rarity. What’s really out of check is its use in competitive play. Summoning a 2 mana minion upon death is really powerful. The average stat of a two cost minion is ~2/2.5. This makes Piloted Shredder, on average, a 6/5.5 for 4 mana. When you compare that to other 4 drops, you can see how crazy that is. The generally accepted “good” stats for a 4 cost minion is 4/5. If you go higher than that the card will include some kind of drawback, like the 5/6 Hungry Dragon. Even when considering Hungry Dragon, though, Piloted Shredder still has better stats (on average) and has no drawback. Piloted Shredder is so good that no other four mana minion can compare, which leads to the question, “Why play [insert other 4-drop] when you can play Shredder?” And that’s a fair question. This makes Piloted Shredder exist in an interesting place in the power creep discussion. While not strictly better, it is significantly better (on average). It sees tons of competitive play. And, while cheap to create, it is so powerful you’re essentially forced to create and use it. I see that as a problem.
You'll have a hard time finding a better 4-drop.

I know this got long. My apologies. This whole thing got me kind of mad. I even ranted a bit about it on Twitter. In the end, Ice Rager and Evil Heckler are not the kind of power creep to worry about in Hearthstone. Dr. Boom and Piloted Shredder are. Enjoy The Grand Tournament. It looks fun. Check back here once it releases for a video of me opening 75+ packs. I’m really looking forward to it.