Thursday, March 19, 2020

WW1 Naval Campaign - War Is Declared !


It's that time of year again, Easter always heralds the start of our annual Naval Campaign and this year we are focusing on early WW1, which is a great excuse to get Project Jutland out of the boxes again and of course add some new ships to the collection.

Thankfully this time rather than doing a load of prep myself prior to the Campaign I am using the book below to guide us through our journey.


The book was a download from Wargames Vault and is highly recommended, it has two levels, the tactical tabletop based element (report below) and a higher level Campaign Event element. I have decided to introduce the world to T'Yarkshire Ferret Newspaper, this esteemed publication will bring you the gossip and tittle tattle of the Campaign Events whilst the more traditional blog format below will bring you the blow by blow game reports. Make sure you have a good look at Ferret for the latest stories.

The Könign Luise (or as close as I have in my collection)

With the game reports I will be reporting what happened in our games, if you purchase the Campaign book you will find that each game has numerous potential paths that are determined by dice rolls or Campaign Events so each time you play the scenarios they have the potential of being different.

Game 1 - Chasing Königin Luise - 5th August 1914

In early August 14 with war imminent Jellicoe and the Grand Fleet put to sea, encouraged by the King with the following message, (they were of course further moved by the message from The King in the North Geoffrey Boycott see the latest edition of T'Ferret)

"At this grave moment in our national history I send to you, and through you to the officers and men of the Fleet of which you have assumed command, the assurance of my confidence that under your direction they will revive and renew the old glories of the Royal Navy, and prove once again the sure shield of Britain and her Empire in the hour of trial"


The Könign Luise was a liner that had been hastily converted to a minelayer and she had been out at sea around 30 miles off Harwich laying mines when she was sighted by two RN destroyers who were on patrol HMS Landrail and Laurel and the chase was on. I gave the Könign a couple of deck guns to liven things up.

The game starts at 11.00 am, the two destroyers are heading East 10,000 yards behind the Könign Luise. With a top speed of 30 knots to 16 in the Destroyers favour the boilers were stoked and the game begins. Visibility is 12,000 yards but there are a number of squalls in the area where visibility is as low as 2,000.

HMS Fearless to the rescue
11.15 following a radio message from HMS Landrail the nearest supporting unit, a Active Class Light Cruiser Fearless appears out of the gloom 12,000 yards East of the Könign.

11.23 First shell hit of the war as the front gun from HMS Landrail lands a hit on the deck of Könign.

Strike One to Landrail
11.37 The Germans haven't been asleep though and 5 Torpedo Boats V1,2,3,4 and 6 appear at full speed 12,000 yards West of Könign heading towards the Minelayer.

German reinforcements arrive
11.45 A squall settles over the table reducing visibility to 5,000 yards, initially leaving only the two destroyers and the Könign in sight of each other, shot continue to be traded, the Minelayer is struck a couple of times but without any critical damage. HMS Laurel is unlucky though as one of the shells from Könign finds the base of her funnel reducing her top speed by 4 knots.

12.00 visibility increases to 7,000 yards bringing the German Torpedo Boats into visible range of the British Destroyers.

First blood to the Germans
12.07 The Germans sink the first ship of the game as V1 puts a round into the Magazine of the Destroyer HMS Laurel, without warning the ship explodes sinking rapidly.

12.15 Visibility increases to 9,000 yards.


12.23 further German ships arrive in the shape of the light cruisers Breslau, Regensberg and Rostock 10,000 yards South of the Könign.

British Light Cruisers
At the same time 12,000 yards to the east of Könign two British Light Cruisers in the shape of Lowestoft and Southampton steam into view.


12.30 Meanwhile it's all getting a bit messy in the middle of the table as the close range destroyer action continues around the burning wreck of the Laurel. It's not all going the Germans way as a hit on V1 from HMS Fearless starts a fire on board the German Torpedo Boat.


12.37 in the general Melee in the centre there is a narrow miss as the leading German TB narrowly misses HMS Fearless only for the next in line to strike her.


12.45 The fighting in the middle is getting nasty as the photo below shows, V3 has a none exploding magazine hit whilst V6 stumbles ahead blindly with her Bridge destroyed whilst the Germans pour fire on the slow moving Fearless who is getting underway post collision.


12.52 Torpedoes are in the water and heading towards the slowly accelerating Fearless, she is a small ship combing the tracks so all the odds are in her favour.


13.00 in what turned out to be the final turn as Visiblity drastically reduced again due to a Squal and the Germans took their first loss, the V3 was unable to extinguish an on board fire which raged out of control.


But at the same time even with all the odds in her favour Fearless was struck in the rudder by a torpedo causing massive damage and flooding she too quickly sank.


But it wasn't all good news for the Germans as they lost a further two Torpedo Boats in the post action phase, one failed to deal with damage sustained in the fight, the other had sustained so much damage that she was unable to make it back to port and had to be scuttled by her crew.

So in a quite bloody first encounter the British have lost a Light Cruiser and a Destroyer whilst the Germans have lost three Torpedo Boats, next time will see us cruising round the sights of Heligoland Blight.

GGJ @ KSU - CANCELLED

Due to the lack of registrations, the 2017 Global Game Jam @ KSU will not be held at KSU this year :'-(.

You are still encouraged to jam over the GGJ weekend, there are several sites available in Atlanta.






Soulcalibur 6 | Review, Release Date, Gameplay, & More...| Pro-GamersArena


Soulcalibur 6 review, soulcalibur 6 gameplay, soulcalibur 6

Soulcalibur 6 | Review, Gameplay, & more...



Following a six-year absence from the 3D battling scene, Soulcalibur makes a triumphant return in its seventh passage in the principle series. The following in Bandai Namco's line of arcade battling games holds consistent with its extraordinary image of weapon-based battle while sprinkling in simply the appropriate measure of new mechanics. The mix separates it from its predecessors, as well as keeps it aggressive against all others in its class.

SoulCalibur is, at its center, a straightforward game. You just have three assault buttons – flat and vertical assaults and a kick – and in addition a button to block. There's a substantially more prominent accentuation on 3D development in SoulCalibur – dividing is vital, yet in addition position, as a few moves will hit avoiding rivals and Ring Outs are much more incessant in SC than some other battling game and a critical piece of triumph. You have to consider where you are consistently and attempt to make the best course of the move.

The story returns to its foundations, retelling the occasions of the first Soulcalibur, and gives two altogether different however similarly advantageous story modes that tissue out the story of swords and spirits in a way that is more digestible than any other time in recent memory. 

Be that as it may, regardless of anything else, Soulcalibur 6 is super fun game. It's enjoyable to play, amusing to learn, amusing to watch, and even when some dated introduction issues raise their heads, they do almost no to discolor Soulcalibur 6's shine.



Recent Article: Anthem | Review, Gameplay, News & more...


Quick Facts:

  • Release Date: October 19, 2018
  • Genre: Fighting
  • Developer: Project Soul
  • Platforms: PS4, Xbox One, PC


New to the series is a mechanics called Reversal Edge, which puts your character in a position that enables them to assimilate a few hits previously conveying their own strike. This assault starts a stone/paper/scissors-like minigame to choose who bargains the following hit and recoups the energy of the battle. 

At first glance, this may appear as though a good fortune constructed a speculating game with respect to best of a duel of aptitude, however, once you truly delve into it, it opens the entryway for some extremely precarious personality games.



Each character currently additionally has a Soul Charge. Players can fabricate meter via landing assaults, at that point at the expense of a bar of meter, give themselves an interesting buff and access to new intense moves and combos. It's an incredible option that adds distinction between characters. What's more, Soul Charges include a decision for players when spending their meter: Either dump a bar of meter on one immense move that arrangements harm in advance, or utilize a Soul Charge to possibly bargain more harm over a more extended timeframe. 

Whatever is left of Soulcalibur 6's mechanics feel like a refinement of an effectively awesome battle framework. I'm appreciative protect impacts never again cost meter. I cherish that deadly hits are new "super" counters that are fundamentally the same as pound counters in Street Fighter 5. Furthermore, even with all the new mechanics that could entangle Soulcalibur 6, it's as yet one of the most effortless battling game to hop into, begin hammering button and still have an awesome time.




Soulcalibur: ' The Libra Of Soul '

The real attraction is the other story, called 'the Libra of Soul'. Here you make a custom character from a genuinely hearty suite, enabling you to make everything from a normal knight in sparkling shield to some extremely ignorant stuff.

Libra of Souls begins moderate with a story introduced on the whole without voice acting or cutscenes. Be that as it may, following two or three hours, it rapidly wound up one of my most loved story modes I've ever played in a battling game. Libra is testing, its main goal assortment works admirably of keeping the battle new, and it constrained me to investigate movesets in manners I generally wouldn't have. There's likewise an extraordinary feeling of movement on account of the RPG components and adroitly composed weapon overhaul framework that kept me returning. 

Shockingly, that absence of voice acting and those static screens mean the plot can get somewhat dry now and again. Be that as it may, its general account kept me contributed enough to need to see it all the way to the finish, with experiences with different characters including a pleasant dosage of setting to the next story mode, Soul Chronicle.





What is 'Chronicles Of Soul? '



Soul Chronicle is the fundamental story that runs parallel to Libra of Souls. Its completely voice-acted offering is the more customary single player Soulcalibur story encounter including the reviled sword Soul Edge as it pursues the principal trio of Kilik, Maxi, and Xianghua, and their quest for Nightmare. You can likewise choose every individual character and experience a brisk smaller than expected battle that spotlights on what they're doing at a particular period on the course of events. Fundamentally, it takes the individual character accounts of an arcade mode, lays them full scale helpfully on a course of events, and gives you a chance to handle them in any request you need. It's an extraordinary expansion and ties the character program together in an exceptionally strong manner.


The Verdict.

In spite of some minor issues, the spirit of Soulcalibur 6 is strong to the point that it feels like a genuine continuation of SoulCalibur 2, in a way that none of the others oversaw. The new Reversal Edge and Soul Charge mechanics include new layers of technique and mind games while the one-two punch of Libra of Soul and Soul Chronicle will give a long time of phenomenal single-player content. Despite that Soulcalibur 6 is only straight up a good time for players of any expertise level.

That's all about for Soulcalibur 6 for now, but as soon as Pro-GamersArena get some new info, we will let you know, till then keep loving and sharing, And be in touch with "Pro-GamersArena", "THE PRO-BROS ARENA"

Monday, March 16, 2020

The Usual Result Of A Decision To Focus

Yes, it was time to focus on getting my 40mm Homecast French Revolution forces ready. Despite the bitter cold and damp I sallied forth to the woodshed and fired up the smelter. In a short time I had a selection of heads and bodies for the project along with a head of unusable castings due to the poor conditions, and a handful of goblins and wargs.

Wait, what?


Yup. Well, I mean I had the mould but hadn't used it and...well what harm could it do to cast them. Not like I was going to paint  them and then get a 25mm Medieval/Fantasy game going? Right?

https://gatheringofhosts.blogspot.com/2020/01/fighting-for-hearth-and-home.html

Yeah OK, not really a surprise then.

Up Next??  Why are you asking me?!? 

Sunday, March 15, 2020

Suzy Cube Update: June 8, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
There's no point beating around the bush. June 19, 2018. Less than two weeks from now is when the world finally gets to meet Suzy Cube!
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Thursday, March 5, 2020

Small Modern House + DOWNLOAD + TOUR + CC CREATORS | The Sims 4 |


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Ishar: Trophy RPG


A minotaur takes apart my party while I hit him occasionally for 2 hit points.
           
Aside from its graphics and sound, which I began my first entry by praising, Ishar feels like a "lite" version of every game that inspired it. It's like it took a bunch of other RPGs but only copied their most superficial features. It has the character attributes, skills, and leveling of a lot of RPGs, but not with any depth or complexity. It has the switches and keys of a game like Dungeon Master but none of the challenging puzzles. It has a combat system that looks something like Might and Magic III or Eye of the Beholder, but it doesn't really get it right. It's like a movie with great cinematography but bad acting and not much of a plot.

I don't know how to judge its combat system. Either the developers screwed up or they deliberately did something different but in doing so introduced new problems. On the surface, it adopts a Dungeon Master convention of giving each character an attack button and having them trade attacks with enemies in real time. It even does one better by mapping the attacks to the function keys. The problem is that there's no cool-down, so it hardly makes sense to have all your characters attack. In fact, it makes the most sense to have the character with the best combat skills attack exclusively, keeping the others up front only as meat shields, to spread out the damage taken from enemies. The attacking character has to eat more often to regain stamina, but otherwise there's no downside.

I'm not sure I understand the little combat formation grid that you can activate on the right side of the screen. Each character has a unique symbol, and you can arrange those symbols on a 5 x 5 grid to make ranks and formations. It's not a bad idea, but I don't think the game really makes full use of it. Characters not in the front rank can neither hit nor get hit in melee combat, but beyond that, I don't see where the specific position and arrangement matter. Someone correct me if you know more.
             
This arrangement doesn't seem to do anything different than putting one character anywhere in the front rank and the other characters anywhere in the other four ranks.
            
The worst part about combat is how the game treats missile weapons and spells. If a character is equipped by a missile weapon, hitting the attack key doesn't launch it; it brings up a cursor so that you can click on the specific enemy that you want to target. Why is this extra step necessary? Melee weapons don't target specific enemies. If combat paused while you made your selection, that would be one thing, but instead enemies continue to attack while you take your hand off the keyboard and move it to the mouse to point at a specific enemy and click.

Spells are even worse. To cast one, even in combat, you have to click the "Action" button, then "Cast Spell," then the name of the spell, and then target it, all while enemies are pounding away.
            
Casting takes too much time to do in combat.
         
Both missile weapons and spells are a god-send, however, when you encounter the occasional enemy who refuses to advance. I wasted a lot of hours trying to melee a minotaur guarding a bridge with a morningstar in each hand. After several full-party deaths, I realized I could stand a square away and pelt him with arrows (albeit expensive ones), "Magic Missile" spells, and daggers until he finally collapsed.

A lot of spells are defensive or healing spells, and party members are useful for their other skills, including "Lockpicking," "First Aid," and "Languages." But you need far fewer than the four companions you can choose to go on the adventure.

As for the innovations with NPC interactions, they've mostly been annoying. The one time I tried to kick an NPC out of my party, the other characters voted to overrule me and keep him. Meanwhile, NPCs that I want to retain have a way of disappearing in the middle of the night, with all the expensive stuff I've bought for them, when we stay at inns.
         
Coward.
        
I broke off the last entry by suggesting that I was going to try to map the island, which I estimated at 100 x 400 and concluded was "big but not unmappable." That's the problem with doing multiplication in your head. I had calculated it at 4,000 squares, which is the same size as a dungeon of 10 levels of 20 x 20. In fact, 100 x 400 is actually equal to 40,000--not Fate: Gates of Dawn, but still a few too many to map unless you really love the experience. 

Upon studying the map in more detail, I realized that a map might be superfluous anyway. Kendoria is a large place--much longer east-west than north-south--but it's mostly made up of small islands interconnected by bridges. It doesn't take a lot of effort to comprehensively explore an island. You just run around its perimeter and crisscross the interior a few times.
            
Kendoria is less a "land" than an archipelago.
        
The game begins on the furthest-west island, which is divided into Fragonir to the north and Angarahn to the south. Fragonir had the village on the docks, while Angarahn had the other village I explored last time. Between the two of them, they have a strength trainer and an agility trainer, but I still haven't felt flush enough to use them. Angarahn has some encounters with orcs that seem to respawn. Enemies typically leave bags of a few hundred gold when they die, but it costs about 1,500 gold pieces to have a meal and a night's sleep at a tavern.

East across the bridge from Angarahn is a large island with Lotharia on the west and Fimnuirh to the east. Lotharia has a small village to its north with a spell trainer. There were several encounters with werewolves or maybe bears, probably bears because later I fought somethings that looked more like werewolves. Fimnuirh is a huge, empty area where I keep getting attacked by something that I can't see. I suspect that this is the "invisible lizard man" named Brozl that I learned about in an NPC's hut. The NPC told me that to kill him, I would need to use a Mental Vision Helmet, wherever that comes from. I'll need to kill Brozl because he has some magic rings that "protect from the dragon's fire."
           
I have no idea what race this NPC is.
         
There was an interesting encounter in Lotharia with a floating head calling himself "Azalghorm the Spirit," the messenger of the "Silmarilian Gods." He told me that we "could attempt" three quests, all of which would help us "when you finally have to face [the] evil Krogh." He said the quests were called "The Magician's Talisman," "The Exhausted Witch," and gaining possession of all of the rune tablets. I have no bead on the first two quests, but I found one rune tablet on a pedestal in Lotharia and the other on a pedestal in the dungeon.
          
The main quest turns into sub-quests.
          
East from Fragonir and north from Lotharia is a small area called Osthirod. There were some encounters with tall, powerful werewolves plus a hut where a "medium" offered to give me medical advice for 1,000 gold pieces. I took a screenshot of some kind of tall sentinel in armor blocking access to some part of the area, but I neglected to mark where it was.

Most of my NPC companions were killed by the bears and werewolves, plus some bandits that I met in Osthirod's neighboring nation of Rhudgast. I replaced them with a weird monk named "Unknown," a warrior named Fragorn, and a priest named Kiriela, who I found standing around the wilderness of Fragonir. Soon afterwards, Fragorn disappeared when we stayed at a tavern for the night, so I replaced him with a terribly effective "spy" named Nasheer. Unknown is kind of useless except for his "Magic Missile" spell and Kiriela is useless except for her "Healing I" spell. Golnal is just useless, but the party wouldn't let me kick him out. Aramir remains the best melee fighter.
          
Who's your god? Hugh Hefner?
        
Osthirod and Rhudgast occupy the same island, separated by a large, impenetrable thatch of forest. You have to cross between them on a small strip of land to the south. A pathway leads north from this strip of land to a dungeon entrance--the first in the game. There wasn't much of a transition as I entered the dungeon, and it was small enough that I suspect it exists on the same scale as the outdoor map and could be mapped on the same piece of paper with it.
           
The dungeon had some keys and levers but no puzzles.
          
The dungeon was small and to-the-point. There were some doors I had to find keys to open and some barriers I had to lower with a lever. Monsters included skeletons, giant spiders, and some behemoth that took a couple of reloads.
           
The photographer didn't make it.
        
The rewards for the dungeon were a few treasure chests, an empty flask, and a rune tablet.
          
Primitive cultures. They're always placing rune tablets on a pedestal.
             
All geography ultimately funnels to the land of Aragarth, on the far eastern side of the Osthirod/Rhudgast island. A bridge leads from Aragarth to what is essentially the second half of the game, and this is where I got bottlenecked for a time by a minotaur, until I learned how to kill him from a distance. On the other side of this bridge, I found the land of Silmartil, a much less hospitable place than the western lands. After I died at the hands of some barbarians, I decided I'd better do another loop around the lands I'd already explored and grind a bit.

I mostly need to start spending some money. I've been very stingy. My characters would probably do better with some more armor (so far, I've only found leather), helms, and shields, and everyone could train a few points in strength or agility perhaps. I need to stockpile more rations to restore Aramir's stamina, since every attack reduces it by 1%. If the dungeon respawns, that might be an easy way to earn both experience and wealth.
              
This is probably the key to character development.
         
Aramir is Level 6 now, everyone else either 3 or 4. I guess leveling affects maximum health and stamina, but as far as I can tell, skills are fixed from the beginning. (Unless they increase when you pay for attribute increases.) I'd probably do well to try to find better party members, but then again maybe I should be grateful that I have four of them who seem to get along and don't bail on me at night.

To recap, Ishar is a pleasant enough game, but one that doesn't grip me with its mechanics or its story. At least it's pretty to look at.

Time so far: 6 hours

DE: Extending Threat With Obsidian Rose

Looks like meat is back on the menu boys!

One of the ways we're going to min-max my Black Heart Kabal list is to explore other Obsessions.  I've already got myself a rock solid list, the only thing I'm going to do now extending the threat range.  We just have to make sure we have enough units in a detachment to buy enough dedicated transports and the right mix of Obsessions.

What I'm going to do is turn the majority of my Blasters and Kabalite troops into Obsidian Rose.  This gives them 6" more range on all their weapons; which gives them 24" Blasters and 30"/15" Rapid-fire Splinter Rifles.  After, I'm going to stuff as many of them as I can into Black Heart Raiders so the 6+++ makes them harder to kill.  I can do this because all our transports have the Drukhari keyword and no Obsession specific ties.  This allows me to mix and match our Obsessions to get the most out of our units.

Quick note:
In case you're wondering, I think Flayed Skulls' extra 3" movement can be nice for more Wych-oriented lists using Raiders as the delivery mechanism.  Just keep in mind that not every Obsession works with others.  It just happens to be that Obsidian Rose and Black Heart's bonuses work simultaneously, without conflict and in perfect concert with one another.  It's a match made in hell.

Don't fret guys, this is very much with the fluff and it looks like it's intended.  We're supposed to be able to mix and match different Kabals, Cults and Covens to make a better army.  I think, if I'm to be completely honest, that people are just so used to Dark Eldar being a punching bags of the fucking game that all of a sudden, everything is question when we're suddenly powerful.  While I can see crap like the infinite CP loop and Agents of Vect not requiring Black Heart units as a problem, this is something I see as intended.  Just think of it as bribes and deals being struck before the battle.

Anyways, I didn't mean to rant.  This is what the updated list looks like:

1999 // 8 CP
Obsidian Rose Battalion +3 CP

HQ:
Archon, Agonizer, Blaster, PGL = 94
Archon, Agonizer, Blaster, PGL = 94

TROOP:
10x Warriors, 2x Blaster, Dark Lance = 114
10x Warriors, 2x Blaster, Dark Lance = 114
10x Warriors, 2x Blaster, Dark Lance = 114
10x Warriors, 2x Blaster, Dark Lance = 114

+++

Black Heart Spearhead +1 CP

HQ:
Archon, Agonizer, Blaster = 91
Warlord: Cunning, Living Muse

TROOP:
7x Warriors, Blaster = 59

PARTY BUS:
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85

HEAVY:
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125

+++

Black Heart Air Wing +1 CP

FLYER:
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135

Stalk thy enemy.  Slay thy enemy.

Increasing overall threat range is exactly what we want as a shooty army.  It gives greater distance between our fragile units and our enemies, and allows us to easily threaten even the most heavily armored units in much greater volume.  Extra range allows us to set the tempo of the game and control our opponents through the use of kiting and forcing desperate situations.  With Strategems such as Fire and Fade, you'll be able to pull off some amazing circumstances that your opponents will surely loathe you for.

Let's take a closer look at our Firepower with respect to Range:

15 Disintegrators at BS3+ at 36"+ range
9 Dark Lances at BS3+ with 4 of these shooting from 42" range
9 Blasters at BS3+ with 8 of these shooting from 24"+ range
3 Blasters at BS2+ with 2 of these shooting from 24"+ range
3 Razorwing Missiles at BS3+ at 48"+ range
41 Splinter Rifles at BS3+ with 28 of these shooting from 30" range, 15" Rapid-fire

The pluses at the end of the range represent all the unaccounted movement.  As you can see here, extending the range of our weapons is primarily to benefit the multiple Blasters I have in each unit.  If you think about it:  Moving a Raider within 24" of something pretty much turns the thing into a Ravager with Dark Lances.  You get the extra S8 AP-4 D6 damage shots at full ballistic skill and if you have Archons nearby to give re-rolls, all the better.  The one thing I want you guys to take away from all this is that extra range is always good for a shooty army.  You want to be able to control the battlefield with your movement and through sheer firepower.  The extra threat range gives us the ability to control virtually any engagement as long as it's favorable for us.  This is control at its absolute finest.

I hereby decree this list as the Kabal of the Black Rose using the units that I've selected.

Wednesday, March 4, 2020

Geographic Variation In The Pocket Gopher, Cratogeomys Castanops, In Coahuila,

Geographic Variation in the Pocket Gopher, Cratogeomys castanops, in Coahuila,

A Brief History Of Godzilla On Home Media

Before home video tape and disc formats was available, the only way to see a motion picture was in the theater during its first run or through a reissue.  Later, when television became available films would be available for broadcast but TVs were expensive in the 1950s, color TV was expensive until the mid 1960s, and studios typically did not make their prestigious library titles available at first (with occasional exceptions) because they still viewed themselves in competition with television.

Godzilla movies have been released on home video for a very long time, longer than many people may realize.  With the release of the Criterion Showa set on Blu-ray, we will finally have had a release of every Godzilla film on HD disc.  Here in this blog article I will give a brief overview of the franchise's release history on all home video formats, both popular and obscure.  I am concentrating on what was available in the English-language market, with which is what I am the most familiar.

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