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Has it really been six months since I posted last?  Sorry about that, it’s been somewhat crazy around here.

I do have more Operation Backlog things to write about, and a bit to say about a recent sojourn in World of Warcraft that ended on a sour note, but for today, it’s a quick mention of a new Tinker project that we have up and running over on Kickstarter.  We’re going to get a bunch of these little guys made:

TinkerMeeplesOnDice

https://www.kickstarter.com/projects/tishtoshtesh/tinker-bits-i-steampunk-metal-meeples

We’re funded already, thanks to some fantastic early adopters, so at this point, we’re just looking for as many people as we can to get these spread far and wide.  I would love to see these little guys all over the place, popping up in different games and locations, always making people happy to have them.

No, things like this aren’t necessities, but there’s just something fun about little bits of treasure like this.  If you’re interested, please check out the campaign, and maybe tell a few others about it.  The more the merrier!

The Christmas and New Year break allowed me to spend a bit more time with my Steam library.  So, it’s time for some more mini reviews!  This time I’m looking at Avedon: The Black Fortress, Awesomenauts, Banished, Breach and Clear, Capsized, Crayon Physics Deluxe, Crazy Taxi, DiRT 3 and DiRT Showdown.  I’ve mentioned DiRT 3 in passing before, but as I’m plowing through these things more or less alphabetically, it’s time to look at it a bit on its own.

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I’m going through my Steam list (and then some, as it happens) alphabetically, picking up games I own but haven’t played to see what’s there.  15 minutes each is all I’m budgeting, but I reserve the right to get sucked into a cool game.  Some I’ve played already, though, so I’ll mention them in passing here and there, giving them a rating like the other games.

I’ll be giving each of these Backlog games a rating of sorts, as follows:  Regret (uninstall and forget), Remember (uninstall but wish for more time), Revisit (leave installed for later) and Recommend (wish for more time to play this right now).  This is a squishy continuum of sorts, and deliberately imprecise.  This isn’t an in depth survey-and-review, it’s Spring Cleaning of my video game backlog.

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First up is Avedon: The Black Fortress.  This is, to me, a relic of a bygone era.  It’s a modern game, but it has the look and feel of a Baldur’s Gate game from almost two decades ago.  If you liked those games, as I did, this is a bit less polished, but should scratch the same gaming itch.

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It’s not a slavish Baldur’s Gate clone, it simply has a similar feel.  The titular Black Fortress is an interesting setting, and the writing (tons and tons of it, if the first 15 minutes are any indication) is solid and sets the tone well.  The visuals are good, and while the bird’s eye view seems a bit too distant compared to what I’d expect, it works well for the sprawling maps that are offered.

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Combat is a tactical affair, with a handful of distinct unit classes plaowing through enemies in a straightforward “tank, mage, healer” sort of scheme.  It’s nothing groundbreaking, but it works well.

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That’s really the backbone of what I got out of the game: more of the same that I’ve seen and played elsewhere, but since it’s the sort of game that I like, that’s good.  It is a game that really deserves more than 15 minutes, but I’m giving it a Remember rating.  I probably won’t get back to it any time soon, but it’s solid and worth investigating if slightly behind-the-times RPG gaming is something you like.

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Awesomenauts is, well… as near as I can tell, a 2D platformer MOBA-ish game.  You choose a character, then go jump around and shoot/slash/detonate other player characters, ‘bots and/or their hapless minions and weapon emplacements.

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Characters have a variety of possible weapons and abilities to use, some unlocked through a vendor that you can visit near your base.  You earn coin to buy these abilities as you go destroy other characters or emplacements.  Controls are tight and responsive, and the visuals are clean and effective at communicating information you need.  I know, that seems rather pedestrian to note, but it really does matter in games like this that hinge on quick decision making.  Clean, appealing visuals go a long way to making the overall presentation work well.

There’s an interesting balance to the game, with characters functioning better in different combat niches.  It’s also interesting to get a feel for when to push with your team to try to make headway against the other team’s automated defenses.  The match doesn’t seem to be easily decided by the loss of one emplacement, which is good, but you definitely need to get a feel for when to push hard, even in the face of personal defeat, in order to move your team forward.

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Your character is replaced/respawned in fairly short order, so you’re not out of the game forever, but there’s a risk/reward calculus always in a precarious balance.  Hitting that sweet spot is a lot of fun, realizing that a push netted you a critical character or emplacement kill even though it was a gamble.

It’s simple, effective and fun.  It’s a game I Recommend to anyone interested in MOBA gaming or just fun platforming.  I’m not sure how it plays online these days, as I didn’t get to play with other players, but friends of mine who have played the game have reported that it’s good fun.  I liked noodling around with the AI-bot version of the game, at least… so maybe it’s really awful or really awesome online, I just can’t speak to that from experience.

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Banished is pretty and pretty tough.  You are tasked with helping somewhat bumbling people survive in a harsh wilderness.  It’s not impossible, to be sure, but this is a very different sort of city-building game from a SimCity or A World of Keflings.

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Banished is relatively simple, in that you’re not building a metropolis so much as just trying to survive.  There are a lot of moving parts, though, and the UI can get a bit cluttered.  It’s tricky sometimes, keeping track of everything, and mistakes can be catastrophic.

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It’s not quite a “roguelike” game since playthroughs are on the long side, but you’re almost certainly going to fail a few times before really getting it.  I certainly failed, and never did really succeed much.  I felt as though I could with more time and planning, though, and that is what makes the game hold my attention even in the face of disaster for my villagers.

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It’s a game that I Recommend for anyone with an interest in city-building, strategy or simulation games.  It’s not what I’d think of as a hardcore game in any of those genres, but it sits in a nice space somewhere between all three.

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Breach and Clear claims to be used to teach tactics to military trainees.  That’s curious, but I can see how it may well have started life as a tool and was slowly gamified, given that it’s not the most polished game.  XCom it isn’t, but it’s solid enough as a tactical simulator.

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It feels like it sits in a space between Frozen Synapse and XCom, with more real-world tactics and situations, a streamlined approach and simple design.  That’s not a Bad Thing, since what it does it does well.  It’s simple, clean, clear and effective.

Mistakes I made during missions were mistakes of my own tactics, not interface problems.  There are some weird bits in the endgame where fully-leveled characters get near-magical abilities, but the heart of the game is earnest and entertaining.

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I like the game quite a bit, and I Recommend it to anyone with even a passing interest in tactical games or military games.  It’s not a real-time first person adrenaline rush like a Halo or Gears of War, but busting down a door into hostile territory can still be nerve-wracking.  “Stack up and own the angles” seems to be solid advice, and it makes for a solid game.

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Capsized is a quirky little 2D platformer-shooter game.  It’s very nice to look at, with a cartoony, etherial style for its alien worlds, shipwrecked astronauts and weird aliens.

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Control is akin to Awesomenauts, with keyboard controls for motion and mouse controls for shooting and grapple gun use.  You have a lot of functionality right out of the lifepod, and it’s fun to just move around in the game space.  It’s not as strict as, say, Braid or Super Metroid, with more forgiving level design and more movement goodies to start with.

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One bit that I didn’t quite get used to was the optional weapons peppered throughout the levels.  There are some fun options, but your weapons (all but the basic rifle) disappear at the end of each level.  I didn’t realize this at first, so I hoarded the special shots like shotguns and rockets.  I tend to do that with weapons with limited ammo.  As such, I wound up clicking too much to fire the single-click-single-shot basic rifle, when I could have been using more effective weapons.  It’s an odd design choice that I’m not quite happy with, but I recognize that my own expectations run against the design, so I can’t harp too much on it.

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Overall, I will Remember Capsized, but it’s not really one that I’ll go back to finish.  It’s a good game, I just have others I’d rather play.

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Crayon Physics Deluxe is, well, a game about drawing stuff with crayons and letting them play out using physics.  It reminds me a bit of Line Rider, given that it’s about drawing and seeing what happens with the stuff you draw.  It’s a more sedate and directed experience than Line Rider, but it’s a great game for experimentation and goofing about.

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My kids love it, too, which earns it bonus points.  The visuals, music and overall design makes them comfortable, and while some levels can be deviously tricky, there is still fun in trying to solve them.

I’ve had this game for years, and I’ve played it for many happy hours, but the first 15 minutes of a replay give a good impression of what the game is about.

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You can always make more of it than might be obvious at first blush, too.  That’s the joy in these freestyle games, like Minecraft or Line Rider.  Some of the most elegant solutions and some of the most insane solutions are out there on YouTube.  I Recommend the game, and have for years.

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I first ran into Crazy Taxi as an arcade game, vying for space with The Simpsons and Cruis’n USA in my local arcades.  I never did play it much, given that I wasn’t too fond of the limited time on offer per quarter, but it seemed solid enough for a simple and quirky driving game.

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Playing it on my PC some 15 years later, I find it to be marginally more fun than the arcade version, but it has definitely aged.  The timer is still in effect, and you have to be fast and a bit crazy to pull off a long string of completed rides.  I’m not that good at the game, so I wind up frustrated more often than not, but I can see some fun in the concept.  A map would have been a huge help, but I suspect it was left out to make the game more challenging and/or encourage replays.

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Yes, you can just generally follow the big green arrow, but it’s not always the best when it comes to planning the next couple of turns.  The start-stop nature of picking up and dropping off passengers is a nice change from the usual “go fast all the time” in most racing games, though, and I can see where better familiarity with the game’s cityscape would mean better scores.  That fits the theme nicely.

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Oddly, perhaps, it reminds me a bit of the fun to be had in 720°.  That game was certainly more constrained, but you could footle about for a while, just experimenting with the fun hook of the game.  The timer killed any real sense of exploration and experimentation (a persistent complaint I have with subscription-based games, actually; that ticking timer nags at me), but that was sort of inevitable given the arcade quarter-hungry nature of the game.

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If you’re in the market for an oddball 90s arcade driving game, this could be a Recommended game, but I can’t give it more than a Regret in my library.  It just doesn’t stand up with gems like Burnout Paradise that lets me just drive around a city at my leisure, maybe doing missions if the mood strikes, or FUEL, where I can just pick a direction and drive, willy-nilly.  The visuals don’t do it many favors, but really, the play’s the thing, and it just isn’t all that great compared to games I’d rather play.

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Speaking of driving games I prefer, though, DiRT 3 is near the top of the list.  It’s not as freestyle as Burnout Paradise or as delightfully destructive as Burnout Revenge, but it’s a fantastic, fun, beautiful game.

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It’s probably best characterized as an “arcade” driving game, given that it’s not hardcore in its realism or simulation, but it’s more sensitive to physics than those arcade games above, or even the Burnout games.  It’s also more philosophically grounded than the Motorstorm games (I love the Apocalypse version, as noted previously), but it has a similar driving feel.  You can also turn up the difficulty and get a more punishing experience, if that’s your itch.

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Controls are very responsive with my wired XBox 360 controller.  I played it for a while via OnLive back when they were still functional, and their controller worked well for the game, too.  It’s a smooth, tight system, and all the mistakes I made while driving felt fair, as though I had misjudged the turns and speeds, rather than fighting the controls.

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The game is gorgeous, though it’s largely taken in at a breakneck pace.  It’s not quite as appealing to me as the more stylized world of Motorstorm: Apocalypse, but DiRT 3 has a great “real world” sort of appeal to it.  The setting that it uses works fairly well for this, too, with a co-driver calling out turns and a career manager coaching you through the game.  It’s a different sort of tutorial or learning curve, but it works well.

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I’m just a “filthy casual” with too little time to play and hone my skills, so I play the game at the simplest setting.  It’s not too punishing but it certainly isn’t going to just give you a win if you just hold down the accelerator.  I have a lot of fun driving around the game’s tracks, at least, so I Recommend the game.

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DiRT Showdown is a freestyle/crash derby/gymkhana offshoot of the DiRT series.  It’s largely the same as DiRT 3 when it comes to responsiveness, visuals and overall play feel, but the focus on more rough and tumble play makes it a great side title.  The “sumo wrestling” platform event is especially fun, and something that works well in this sort of not-quite-real world.  It’s a simpler, more arcadey game overall, but whether or not you like that is a matter of taste more than anything.  I like it for what it is, and if you find anything appealing in the DiRT games, it will fit in nicely.  I Recommend it as well.

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aaaaand that’s it for this post!  I have more than 100 more games to go, so this is going to take a while, but it’s fun when I can get to it.  See you next time!

World Dice Day

Happy World Dice Day!  (Once upon a time, “National Dice Day”, but it has expanded a bit.)

The Tinker Plastic Dice are now available for purchase online (at this convenient link), and I’ve been doing a little new design experimentation to celebrate.

Maybe someday I’ll get to make these happen as physical dice, but for now, they are just concepts.  These are three different themes for “Fudge” or “Fate” dice, each with two “+” faces, two “-” faces and two null or “0” faces.  I have been mostly building around the Fates dice, named for the Greek Fates, demigoddesses of, well, fate.  I’ve also designed a quick game around that set (rules below).

Fates Dice

Fates

Tinker Fudge Dice

TinkerFudge

Rock Paper Scissors Dice

RockPaperScissors

Tinkering With Fate Rules:

Goal:  Be the first player to collect ten points.  (Or some other number agreed upon by the players.)

Setup:  May be played with 4 Fudge/Fate dice, even if you need to make your own out of standard dotted/pipped 6-sided dice.  If each player has their own set of four dice, the game might go faster, but it is not necessary.  Paper and pencil/pen are handy for keeping score, and it’s useful to have a nice hard surface to roll the dice on.

Play:  A player’s turn consists of the following steps: Cast Lots, Fudge Fate (optional) and Take Toll.

Cast Lots:  Roll all four dice.  You may Take Toll (count your score) at this point, or you may choose to Fudge Fate, rolling up to two more times to try for better results.

Fudge Fate:  Choose at least one die to “bind to fate”, and set it aside, ready to score at the end of your turn.  Roll the remaining dice.  Each time you choose to roll again, you must bind at least one more die.  You may Fudge Fate twice.

Take Toll:  You score one point by cutting one mortal’s coil of string.  This requires one pair of scissors and one string.  (One “+” side and one “null/string” side.)  You gain a bonus point for each measuring rod (a “-” side) you have in addition to the scissors and string, as this makes that mortal’s life longer.

Scoring examples:

[+,+,-,0] would be two scissors, one measuring rod and one string.  This scores two points; one for the scissors-string combination, one bonus for the rod.  The other scissors are ignored.

[+,+,0,0] would be two scissors, two strings.  This also scores two points; one for each scissors-string combination.

[+,-,-,0] would be one scissors, two measuring rods and one string.  This scores three points; one for the scissors-string combination, two bonus for the rods.  This is the highest possible scoring combination.

[-,-,0,0] would be two measuring rods and two strings.  This scores no points, since there are no scissors to cut the strings.

[-,-,+,+] would be two measuring rods and two scissors.  This also scores no points, since there are no strings to cut.

Proceed to take turns, Casting Lots, Fudging Fate and Taking Toll, until one player reaches ten points.  Each other player then gets one final roll of all four dice to try to catch up or get ahead.  They do not get a full turn, so there will be no more Fudge Fate operations.  This is just a last chance to invoke the blessing of the Fates.

The player with the most points after this final casting of lots is the winner.  If there is a tie, and a clear, single winner is desired, those were tied for the lead continue to Cast Lots (without Fudging Fate).  Each rolls once, scoring if possible.  Repeat as necessary until one player scores more than the other(s).

Gnomish Hunters and Fish Tanks

In a shocking, earth-rattling decision, Blizzard has finally allowed Gnomes to be Hunters.  Maybe.  Possibly.  Probably.  At least, this screenshot swiped from Twitter seems to indicate as much:

GnomeHunter

I guess I need to update my shirts over on Zazzle (based on an idea by the Big Bear Butt himself).

Why Gnomes Can’t Be Hunters

BBBFishCleanGnomes

…oh, and Blizzard?  If you want to make a Fish Tank Gnomish Hunter Pet, I’m very happy to build you one that looks like this.  I’m very familiar with modeling, texturing, rigging and animating video game characters, having worked in the game industry for almost a decade.  I’m also presently open for contract work.

I also find it interesting that this is happening at the same time as a melee-based Hunter spec.  Coincidence or conspiracy?  Dun dun dunnnnn!

As noted last time, I’ve been playing more mobile games than anything lately, so once again, I wanted to write about a few games I’ve played on my Android-equipped Samsung smartphone.  I don’t know the model, it’s never been important to me; it was one of the “free” ones at Costco when I needed a new phone.  It’s a smartphone, I use it to call my wife, text my family members and play games.  It tells time (and even automagically updates to Daylight Savings times) and takes lousy photos, too.

So, first the disclaimer, noting that I will get back to Steam PC games, this is just a mobile detour since that’s where my gaming time is at these days.  Also of note are the Humble Bundles that are all about mobile games.  I picked up the latest one, and will be writing a bit about those games when I make the time to play them.  I’ll probably need to play those on my tablet (another “free” model that came with my latest laptop… a Dell somethingorother), since it has more horsepower and screen real estate.  Anyway…

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I’m going through my Steam list (and then some, as it happens) alphabetically, picking up games I own but haven’t played to see what’s there.  15 minutes each is all I’m budgeting, but I reserve the right to get sucked into a cool game.  Some I’ve played already, though, so I’ll mention them in passing here and there, giving them a rating like the other games.

I’ll be giving each of these Backlog games a rating of sorts, as follows:  Regret (uninstall and forget), Remember (uninstall but wish for more time), Revisit (leave installed for later) and Recommend (wish for more time to play this right now).  This is a squishy continuum of sorts, and deliberately imprecise.  This isn’t an in depth survey-and-review, it’s Spring Cleaning of my video game backlog.

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The games I’m taking a look at this time all have some things in common, and this means I get to point out some trends about mobile gaming in general.  Some I like, some I don’t, but that’s how these things always go.  One that I should mention up front is one that I mentioned in passing last time:  The Gacha System.

I really don’t like gambling.  When it’s “just a game”, I can fairly easily ignore it, but I don’t like the psychology of it, I don’t like the monetization of the gambling impulse, and I don’t like the leverage it gives skeevy designers, like the King people and their annoying Candy Crush game and games of its ilk.  Most big mobile games use some variation of this Gacha system, where you can use in-game currency, purchased currency or simply purchase widgets that are then “opened” or cashed in to acquire a piece of gear or some other piece of the game.  There are different rarities of said pieces, with different values for gameplay.

There is often a secondary currency in these games, obtained by spending real world money.  Sometimes this currency has other uses in-game, and I’ll detail that a bit in each game, but this is also often used for the Gacha systems.  One way or another, then, you’re taking a chance at acquiring something that may or may not be useful to you in the game.  The vast majority of the time, however, the odds are very, very low for getting something good that will be useful for more than as vendor trash or upgrade fodder.

In Slingshot Braves, for instance, a game I mostly enjoyed but have since uninstalled, you could spend $5 for one of these Gacha items (a common price), and that item had about a 75% chance of being B-class gear that you would then just break down into upgrade components that were the rough equivalent of the rewards from 5 minutes of gameplay.  They were not worth upgrading since A-class gear was far more powerful, even without much investment into upgrading it, and the B-class gear couldn’t evolve into the top tier SS-class gear at all.  There was no point in sinking more than a few assets into them to make your team slightly stronger as you waited to score some useful gear.

The other 25% of the time you would get an A-class item, which could then be eventually (with a lot of in-game money and upgrade materials) upgraded to an SS-class item, which would usually last you for several weeks or more, as powerful as they are when fully upgraded.  Even then, the A-Class item might be one that you would rather not invest in, since gear is gender specific (and the game insures you have two of one gender and one of the other in your party) and tied to a specific material type (one of five, though one of those is a “wild” type that matches with anything else).  If you equip gear (you have one weapon and two armor slots) that is all the same material, you get a 20% boost to your stats, which can be crucial.  There are also five weapon types, and some of them are clearly subpar in some missions and situations, especially since maintaining a combo can often be critical and some make that significantly harder.

The value difference between the B-class items and the A-class items is absurd, and spending money on a slim chance (not just the 10%, but the small subset of that 10% that is useful to you at that moment) just doesn’t stand up to cost-benefit calculations.  This always wore at me with Slingshot Braves, but it was possible to have fun with subpar gear for a while.  When the high end gear became mandatory for high level play, I lucked out by having a couple of spears that were very nice for a while, but then the developers drastically reduced the power of spears across the board, and I simply ran out of patience with the game.

I’ve read about some people who chip in money here and there to a game that uses a Gacha system, in an effort to support the developers.  This is, to me, a bit like giving a tip to the devs.  I think that some developers are counting on this impulse, especially when the odds of useful Gacha items are so low.  They probably count much more on the gambling impulse, but it’s interesting to me that there are those who know full well that the system is rigged, but who give money anyway.  These players appreciate the games for what they are, but can’t find a better way to give the developers money.  This seems like an oversight and opportunity to me, but perhaps it’s just that there’s no good solution.

I am not opposed to giving money to game developers.  I worked in the industry for almost a decade, and we always appreciate it when we actually get paid.  What bugs me though is that there’s not really a good feedback system.  Incentives matter, and when a developer or publisher sees that players spend money on some piece of their monetization, it’s only common sense to find ways to keep that trickle of money flowing.  There’s no “tip jar” or comment field for purchases, no face to face “hey, I like that part of the game” interaction, just the Gacha purchases (or other annoying systems).

That’s why I don’t really want to give money for what I consider to be a “tip”, since it’s going into a Gacha system that I think is bad value.  I don’t want to send the signal that it’s a monetization vector that I appreciate.

For most of these Free to Play (F2P) games that I play, I do appreciate that I can get a taste of how the game functions without a cash investment.  Ultimately, though, I would much, much rather pay them a reasonable flat one-time purchase price, and have the gambling acquisition elements eliminated from the game design.  That’s not going to happen, but it does keep me from giving most of these developers money, despite the fact that I like their game design.  That’s undeniably stingy of me, though not spiteful.

I’m voting with my wallet, in a way, choosing to play and support games that I consider to have good core game design, like posting about them here, but with an asterisk about how I spend my money.  I’ve long since divorced my appreciation for a game from my appreciation or lack there of for its monetization.  MMOs were really the big impetus for this, since I detest the subscription model, even while I appreciate the design of some of the games.  I think it’s important to give credit where credit is due, pointing out good design and art while also noting problems as honestly as possible.

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So, long-winded aside aside, it’s time to take a look at a few games that I’ve been having fun with lately.  I Recommend all of these, which is worth noting up front, so any pros and cons that I note ultimately settle out in favor of these games.  Despite my reservations about some elements of these games and annoyances with monetization, noted in each mini-review, there really are some good-to-great bits of gaming to be found here.

Pokemon Shuffle

Soul Hunters

Final Fantasy Record Keeper

Last time I grabbed screenshots from the internet, but this time I’m using screenshots from my phone.  Other images are from the internet, here and there.

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Pokemon Shuffle is one of my favorite match-3 games.  Puzzle Quest is still on top, followed by Puzzle Quest: Galactrix, Bilging and Gem Spinner 2, but depending on my mood, Pokemon Shuffle can fit anywhere after those two Puzzle Quest games.

I have this on my GameBoy 3DS as well, and it’s mostly the same, though the 3DS seems to run a little faster and smoother.  Some live events are different, and the mobile version seems to be a release or two behind, but the gameplay is the same.

The beauty of this game is two-fold.  One, it layers the solid Pokemon “collect ’em all” approach and intricate element “rock-grass-steel-lightning-bug-dark-psychic-etc” web on top of the match-3 core.  This by itself would provide for a solid game, or at least a solid management layer over a bog standard match-3 design.  The real joy of this game, though, are the small design tweaks on the matching board.

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First and foremost, you can swap any two Pokemon icons; you just grab the one you want to move, plunk it anywhere else on the board, and it changes places with the one you moved it to (and if you’re moving it to an empty space, the place where it was is emptied, and those above fall down).  You do still have to make a match with a move, but you no longer have to scour the board for two neighboring tiles that happen to play nice together.  You have as much time to make your move as you’d like, in turn-limited puzzles… or there are the time-limited puzzles that let you move anything anywhere except on top of obstacles.  You don’t have to make matches in these, and often benefit from setting up the perfect combo or long match, so long as you can do it quickly.

This freedom (and the enhanced freedom of placement in timed puzzles) brings fun back into the genre for me.  I’m not sure if any other games do this, but it’s really, really nice.  Yes, it makes things easier in some ways, but it also means you’re more able to optimize your moves and even plan better, since you don’t have to rely as much on the luck of the board layout.  More freedom and better planning built into a single core design change?  That’s a major bonus in my book.

Second, each Pokemon has its own special ability that can occasionally trigger when it’s matched.  Some are nice, like the ones that remove board obstacles, others are just extra damage, while others do things like boost their kin in combos/cascades or boost the “Mega evolve gauge” for the Pokemon that leads the team.  This isn’t something to plan around, really, given random activation, but it’s nice to give each unit more flavor and possibly push a team over the edge in a tight puzzle.

Third, that “Mega evolve” Pokemon system provides for a significantly more effective special move for some Pokemon.  The one that leads your (usually) four-unit team has the potential, if you have the appropriate evolution stone, to change mid-puzzle into a better version of itself.  It doesn’t get an attack power boost as far as I know, but most Mega evolved Pokemon gain the ability to clear the board in some way.  Some clear columns, others clear rows, others clear obstacles, and others simply have local or pattern-based clearing.  This is a great way to clear up logjams in the board, and often provides a bit of extra punch as the cleared icons can add to the attack power of the match that triggered the clearing.  Lucario’s vertical clears are usually very effective, for instance, clearing all rows that are in line with any match you make with its Mega evolved icons.  Gengar’s Mega form clears out all of its other icons, effectively making the other Pokemon more common on the board, meaning more combo/cascade potential.  It made a 97-hit combo happen for me once, which is equal parts absurd and awesome.

Fourth, there’s a curious little “hitch” or “hiccup” in the gravity of the game.  Icons that should fall down due to matches clearing space below them will make a brief stop in the space directly below them before falling the rest of the way.  If this brief stop means a new match is made, it triggers instead of the icon falling the rest of the way down to where it would be destined to in pretty much any other game of this type.  It’s occasionally annoying, but I’ve learned to use it on to make some matches happen that otherwise wouldn’t, and it does make extra steps happen in combos sometimes.  It’s a curious design decision, but it’s a nice little quirk that gives the game some personality.

Fifth, since it is Pokemon, you can try to catch the Pokemon that you defeat.  They are easier to catch if you solve the puzzle in fewer moves (or in less time on some levels).  This makes smarter play more satisfying beyond the score and self-directed impetus to do better, as you’re rewarded for doing better by making it easier to expand your Pokemon collection.  This collection is key to being able to field the perfect team in any given matchup, as you’ll be needing Pokemon of every type to really maximize your efforts.  …OK, “Normal” type Pokemon still get the short end of the attack web, but they still scratch that collectible itch.

Sixth, you can purchase boosters like five extra turns or increased attack power, or more importantly sometimes, an improved Pokeball for capture attempts after you beat a Pokemon’s puzzle.  These aren’t as powerful or interesting as the game-swaying abilities in a Puzzle Quest, but they do make some levels easier, or at least less frustrating.  They cost Coins, which are earned at a trickle through play or via exchange of the secondary currency.

Seventh, there is an Optimize function before each puzzle, which is a really nice touch, given that the attack web is fairly complex, and your collection will grow to over 100 units without much trouble.  If the Optimize doesn’t get you want you want, there are tools to search for given types of Pokemon and even a “Super Effective” tag that refines the process as well.  It’s just a nice bit of streamlining that still gives you control if you want it.  I appreciate this, though some will certainly bemoan it as an appeal to “casual” players instead of elite hardcore players who do it the right way, uphill both ways in hip-deep snow.

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On the downside, there are some puzzles that are very heavily biased in favor of the enemy (Mega Mewtwo and Mega Gengar in particular were very annoying for me).  The boosters help with these, and it’s hard not to be reminded of Candy Crush’s gatekeeping levels that almost demanded boosters, pushing people to buy the secondary currency, but I was less annoyed with these levels than the equivalent in Candy Crush.  I’m not sure if that’s a pacing issue in favor of Pokemon Shuffle, the greater ease of obtaining boosters in this game, or just me mellowing out over time, but hijinks along these lines seemed less annoying in this game.

All in all, there are a lot of little things that I like in this game that add up to a very nice core design with few caveats.  Play feels more like I’m in control than most match-3 games, and I appreciate that.  Long combos can happen, and they are bonuses, but most puzzles seem to be paced so that you can get through them with smart play and only a little luck to push you over the edge if you can’t quite get there on your own.

Monetization:

As with so many mobile games, Pokemon Shuffle uses a Stamina system that throttles your ability to play as much as you’d like.  The Stamina system equivalent in this game is a set of 5 Hearts.  Each puzzle attempt costs one or two hearts (so far only some special event Pokemon have required two in my experience), and they regenerate at a rate of 1 per 30 minutes.  This doesn’t lend itself to marathon playing unless you buy more Hearts, so it’s really only something I play in small bits here and there, but that’s not uncommon with mobile games.

You can spend money to acquire Jewels, which can then be exchanged for Hearts or Coins.  Hearts allow you to keep playing, Coins allow you to purchase boosters or Pokeballs.  I can wait for Hearts to regenerate, and I like the challenge of playing without boosters, so I’m not too bothered by either, and neither seems too abusive.  The highly difficult puzzles seem like obvious pushes for Jewel purchases, but I ignore the impulse and try again later, trying to play smarter.

One nice touch is that Hearts that you acquire through Jewel conversion go into a separate pool of Hearts, instead of being capped at 5 like the standard regenerating pool.

All in all, the monetization isn’t all that annoying or pushy, and that’s appreciated.  It’s one that I’m more comfortable thinking of as a “tip” instead of a ridiculous Gacha system, at any rate.

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Soul Hunters is a game that seems to be engaged in a curious sort of brinksmanship.  It seems to want to give away as much as it can in the form of in-game currency, gear, characters and other oddments in an effort to make the game feel more generous than its competitors.  It’s an interesting approach, and it earns some goodwill points from me.  It should be noted that I’ve only played it for a couple of hours overall, so I don’t know if the pacing crashes later on, but so far, it’s been prolific in barraging me with goodies.

As you play, at least in the early levels I’ve been through (two chapters of the campaign, of which 14 have been released), there is a small avalanche of things that happen and gifts that are given to you.  It’s the only game that I’ve played in the last year or so where I got tired of playing before its stamina system kicked in.  in fact, the game lets you bank extra stamina in the form of drumsticks (or something like it) with no limit I have reached so far.  It looks like I have a limit of 65 or so that would regenerate (I think, anyway, as I’ve never dipped into that reserve), but given all the treats the game has tossed my way, earlier today I had about 400 of these stamina-like points, and as I use them up to play through levels, I just accrue more.

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The game looks like what might happen if Blizzard absorbed the Capcom Puzzle Fighter art team, then made a single-player pocket-sized WoW dungeon runner.  You control five units in combat through three waves of enemies, proceeding left to right in an effort to crush your foes and steal their stuff.  Each of your units has a special ability that charges as they deal damage, and activating them at just the right moment can mean victory in a tight spot.

To me, it feels very much like controlling a team of adventurers through a small WoW dungeon, where each unit has a single hotbar skill.  (As a minor digression, I also think that the skills might benefit from time-based activation on cooldowns, especially healing… but as most waves are finished in less than a minute, it’s not a big deal to try again if you fail.)  You have “tanks” out front, damage dealers crowding behind, and a healer tucked in the back.  This is enforced, more or less, by having each unit associated with one of the three rows (front, middle or back) simply as part of what they are.  You can’t place your fire witch in the front row, for instance.  You can shuffle around which units you’re using, but they settle into their designed rows and roles.

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There are no taunts or aggro, just attacks and rows.  Foes have to cut through your front row to reach the middle, and through the middle to reach the back.  Some attacks can pierce every row and strike everyone (ballistas, for instance), some are area attacks that tend to be lobbed over the front row to hit the back, others are sneaky Rogue-like attacks that start up front but sneak around back… but most foes are just simple grunts that either have a simple melee range attack or a ranged attack.  All in all, it’s fairly balanced as far as damaging your whole team over time, even though some levels’ foes certainly pound on the front row with more vehemence… and once that front row collapses, your squishy middle and back rows die fast.  That’s a big part of why I think healing is perhaps a bit weak, but generally speaking, just playing through the game, you’ll probably only fail a few times if you pay attention to timing, especially with heals, stuns and big attacks.  You’ll need to cut through your enemies’ ranks, or use your own abilities to blast bosses hiding behind their mooks if the melee rows are clogged up.

Each unit’s skill is useful, and each also seems to have a passive effect or two that happens as they just blast away at enemies as they go through the levels.  The healer I wound up with (I’m assuming it’s the one everyone gets, though it looks like there are 30-some units to unlock and recruit later) has a second-rank (there are four ranks) passive skill that “charms” a foe and turns them on their team.  I love that skill, though I wish I had control over it.  I also want to keep playing and see what happens as my team unlocks more ranks of skills, to see just how well they feel like they grow over time.

There are a lot of characters to recruit, though not as many as the 170+ units in Pokemon Shuffle.  There are tons of loot items to collect, many of which are fodder for upgrading your units.  Some gear is crafted into other gear, so far at a ratio of 3 lower-tier gear bits to one higher-tier item.  A third tier item, then, would require 9 low-tier bits, unless you happen to pick one up from a fallen foe..  Some items are simply sold to the local vendor who randomly stocks items for you to buy if you feel so inclined.  From gear to Experience potions to character boosts, they run a decent little shop, though it doesn’t seem necessary just yet.

All in all, it’s a curious blend of almost Tower-assault sort of gameplay, filtered through a WoW sensibility and standard RPG tropes of building a team of adventurers and helping them grow over time.  Even your starting hero bears a striking resemblance to a certain Azerothian prince-later-Lich-King.  There are some bog standard mobile game monetization vectors, like a Gacha-like gear acquisition system (with a free “pull” every 48 hours, whee!), the stamina system and the ability to directly purchase the in-game gold.  None of this seems necessary, though, at least not at this point.  I’m disinclined to buy into a Gacha system, though, so it’s nice to see that there’s the periodic free hit to keep the potential acquisition of useful gear in play.  On the other hand, there’s really nothing that I would want to spend money on.  I might pay for a stamina-free offline version, but that’s about it.

Still, between the generous reward system, a fairly large selection of unlockable functions and characters, and a simple but fun core gameplay loop, it’s been fun to play the game so far.  The gameplay itself is a bit thin compared to games I have more fun with like Terra Battle, but it’s easy to pick up and have some fun with, and there are moments where smart timing matters, so I can’t fault it too much.  The passive abilities characters can earn as they progress do help keep things interesting, though I do wish the design was more ambitious, allowing for more active abilities.  Maybe they decided to just keep it simple for the learning curve’s sake, and to keep it from being too demanding.  That can be important in mobile games… even though my gaming tastes run more to the Final Fantasy Tactics vein, where there’s a bit more meat on the bones of the game.

48 hours later, and I did play a bit more of the game, and it does hit a bit of a wall around the 4th chapter, where the difficulty curve is only surmountable with grinding, so it’s not a smoothly paced game, but even then, it’s still fairly generous, even if the stamina recharge is 6 minutes per point, which is the slowest I’ve seen.  I’ve also found that there’s a really nifty little “gear finder” system that lets you select a missing bit of gear you want to upgrade a character, and the game tells you where it drops from enemies.  Two clicks later, if you’ve unlocked that area in the campaign, you can be in that dungeon, trying to collect the gear.

Also noteworthy are the “Sweep” tokens that let you go back to any level you have cleared with a maximum three-star efficiency, and just use the ticket to “finish” the level again and grab a bit of loot that you might have found if you actually played through.  It’s a nifty little time saver, though I’ve found that it’s best to use them on the elite-class levels, since they are much more generous with the item drops.

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One other really nice bit is that while the game does have quests as you’d see in an MMO, they are pretty passive affairs, keeping track of you, waiting quietly on their own, and notifying you if you happen to complete them, ready to throw goodies at you.  If a mobile game can do this, why in the world can’t World of Warcraft or other AAA MMO games?

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And then there’s Final Fantasy Record Keeper.  I can’t help but like this game given my long history with the series (going on 22 years now), but if you want to skip the rest of this particular review, I’d just note that it banks heavily on nostalgia while having a decent simplified bit of gameplay at its heart.  It’s not an amazing game, but it’s good fun if you’re a fan of the series.

At its heart, it’s little more than a bare bones nostalgia romp, a Pokemon-like “collect ’em all” sort of trip through most of the Final Fantasy games, grabbing characters from those games and employing them in a variant of the ATB combat engine that’s common in the series.  If you’ve ever wanted to see what would happen if you took some of the core design from early in the series and shoehorned all of the other games through that pipeline into a katamari-like mashup, this is a good game to dig into.

FFRKCombat

It plays a bit like Final Fantasy 1, with limited ability/spell usage, it looks a bit like Final Fantasy VI, with all the various characters rendered in that game’s sprite style, and sounds like, well… all of them.  If nothing else, it’s a sweet little minimalist jukebox, with tunes from all of the games.  That’s really what trips the nostalgia factor for me, since I have a lot of the game soundtracks, and often listen to them just because I like the music.

I could write at length about the nuts and bolts of the game, but, well, it’s a RPG where you use the FF ATB combat to plow through dungeons that evoke key bits from the main games, collecting characters, gear, abilities and money along the way.  It’s paced with a stamina system and monetized mainly with a Gacha system.  If you haven’t played a Final Fantasy game with the ATB system, just go play Final Fantasy VI.  It’s available on Android and in several other places, and it’s a better game in almost every way.  It’s really best with a TV and console, but it’s playable on Android.

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This is not the FFVI you are looking for, but it will remind you of it.

If you’re familiar with the series, though, FFRK is a good little time burner comprised of a tight feedback loop of clearing dungeons for experience, money and loot (gear and orbs used to make abilities).  Gear acquisition is based on a Gacha system that has free daily pulls and awful odds of getting any significant gear.  You can earn the in-game currency at a snail’s pace playing through the highlight reels of the main games, and events allow you to earn some more.  There’s almost always a special event running, based on one of the main games, wherein there’s a subset of the Gacha system that does have better odds of getting useful gear, but it’s still all too often throwing money at a wall, hoping a flake of gold falls off.

It costs 5 Mithril (acquired one at a time through play and sometimes as login bonuses) or 100 Gems ($1, more or less) to get one bit of gear.  Gear comes in five different rarities, from almost useless one-star gear to really strong five-star gear, with the occasional character-based super awesome five-star bit of gear.  (Any character who has the ability to use that class of gear can use character-based gear, but specific characters get nifty new “soul breaks” from these spiffy pieces of gear.)  The free daily Gacha can be any rarity, but the Mithril/Gem purchases are guaranteed to be 3-star or above.  The thing is, once you’re past the first day or so of play, it’s really only good to keep four star or above gear and invest in leveling it up to make it stronger.  It’s almost never worth the investment to “combine” gear.  There just isn’t a smooth power curve, with the five-star gold gear being overwhelmingly more useful than anything else.

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This is the game that really made me think of this “playing for tips” concept.  I haven’t spent any money on the two other games in this article, but I did buy $4 worth of Gacha gear attempts in FFRK, one each in four different event subGachas.  I thought for a while, as I noted someone else did earlier, that I was OK with giving these guys a bit of money for capturing a nice slice of the Final Fantasy experience and history.  It’s just… I don’t like sending the message that the Gacha system and the gear tiers are something I approve of, especially enough to signal for more.

There’s a lot to like about this game for a nostalgia-ridden FF fan like me.  The extremely limited two-ability-per-character system (five characters in a party) does grate on me now that I’m running into more complex fights, and there’s a significantly steeper curve when it comes to making your team more powerful after what I think is the midgame.  The five-star rarity system applies to abilities, too, and making four-star abilities is all but impossible for teams below the level cap, and five star abilities require a team well above the level cap.  (You can break the cap per-character if you participate in the events and acquire the right items.)  It’s one of those catch-22 sort of situations, where you really only need those abilities to get to the point where you can make those abilities.

There are awesome little niceties, like “realm synergy”, where characters and gear who belong to the worlds you’re playing through getting bonuses (your team is almost never comprised of a single game’s cast; you usually have a mix of heroes from various FF games), and the events can be fun bursts of activity.  The Optimize function is really, really nice, though I’ve hit a point where I tend to override it with item-specific vetoes more often than not to take advantage of quirks like Cloud’s extra damage from swords, since the game likes to give him knives sometimes. Overall, though, it’s a really nice little function that lets you jump in and play without endlessly navigating the slow menu system.  There’s also a nice wiki system that SquareEnix seems to be at least marginally in charge of.

FFRK brought me along for a good little romp through the ages of the series, but it buckled under the need to monetize the game with a Gacha system and the stamina system.  I do Recommend it to fans of the series or anyone with an itch for some solid-if-shallow RPG play, with the caveats that it really does benefit from nostalgia, and the Gacha system isn’t for everyone.  I’d happily pay a single purchase price for this one if it could have faster menus, more music with a Jukebox mode, a smoother power curve, and ways to alleviate the catch-22 of ability and gear progress.  I’d pay extra for a third ability slot for all of my characters.

Get used to loading screens... at least they include trivia.

Get used to loading screens… at least they include trivia.

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Almost 5700 words later, and three games reviewed.  That might be a new record for me, and that’s even trying to keep some parts brief…ish.  Thank you for stopping by!  Next time, I’ll be posting again about the Tinker Plastic Dice, but then I’ll get back to some Steam games, I think.

It’s been a while since I actually had enough time to play anything on my Steam backlog.  I still haven’t since last time I posted about this project, but I have been playing a few smartphone games and even a PS3 game, so I’m splicing them into the project.  Gaming is gaming, more or less, and it’s worth writing a bit about these.  Standard boilerplate disclaimer/description, with a rider that most of the images this time around are swiped from the ‘net, since I couldn’t get screenshots:

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I’m going through my Steam list (and then some, as it happens) alphabetically, picking up games I own but haven’t played to see what’s there.  15 minutes each is all I’m budgeting, but I reserve the right to get sucked into a cool game.  Some I’ve played already, though, so I’ll mention them in passing here and there, giving them a rating like the other games.

I’ll be giving each of these Backlog games a rating of sorts, as follows:  Regret (uninstall and forget), Remember (uninstall but wish for more time), Revisit (leave installed for later) and Recommend (wish for more time to play this right now).  This is a squishy continuum of sorts, and deliberately imprecise.  This isn’t an in depth survey-and-review, it’s Spring Cleaning of my video game backlog.

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First, I’ve mentioned Slingshot Braves before, which I’ve played on my Android smartphone and an Android tablet.  It’s a fairly solid game, as far as actual combat goes, but the progression system and gear acquisition system is… not good.  If you’re up for some good combat-billiards…ish sort of gaming, it’s worth checking out for a bit.  Just don’t spend any real money on it, and don’t expect to make much progress once the leveling curve ramps up.  The “Gacha” system, popular in Japan but with all the stink of F2P underbellies, is kin to the lockbox system we see in many Free To Play MMOs, where you can pony up about $5 worth of premium currency (earned either slowly in-game or via cash purchase) to open a thingamabob that might have a small chance of being useful instead of something you will just break down into materials you could literally earn in a three minute mission.  It’s a waste of money.  I’m not above wasting money, but this just itches in all the wrong places.  It’s a game I Regret, but only because it could have been so much better, not because it was awful to actually play.

Embracing Diversity

Yes, that’s his best armor.  Optimus Striptease, The Chief and Tutu Gogo.  The game’s gear design is largely the same old ridiculous chainmail bikini sort of crap, but once in a while they do something cool like steampunk armor, so there’s gold in there somewhere.

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Automatic RPG is silly.  That’s OK, as the charm of the goofy writing takes mild jabs at badly translated Japanese games and other RPG tropes.  The gameplay is minimal, even banking on the “it plays itself” mechanic to sell itself, and it’s kin to mildly entertaining time wasters like Candy Box and Candy Box 2.  It was fun for a while, seeing what gear the team found and what conversational malaprops happened, but there’s not really any meat on the game’s bones.  The Fire Emblem-like minimal graphics are good for what they are, and the competent music is probably out of a game dev bundle somewhere, but they serve their purpose well enough.  Again, not something to spend money on, but it’s fun to see what people do sometimes.  I don’t exactly Regret playing it, but it’s close, and it won’t last for more than another week or so, unless I forget I have it installed.

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Random aside:  The current (for another 12 hours) Humble Weekly Bundle has some game-making programs and assets that are worth investigating, if you’re itching to dig into making games.

There’s also a ton of stuff in this bundle:

Game Makers Mega Bundle

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Terra Battle is my current favorite mobile game.  It’s from the Mistwalker crew, complete with Nobuo Uematsu and Yoko Shimomura music, as well as art from stars in the JRPG community, so there’s more to it than Just Another Mobile game.  The core design is derived from the Puzzle And Dragons mechanic of swiping a unit around, nudging other units into place for some sort of attack, but the increased depth in its tactical considerations of placement and team composition is much more satisfying than games of that ilk.  Sure, there’s a Doctor Who and a Mario P&D variant if those are your IP hooks, but Terra battle takes the core design further, and does a great job at making it more satisfying.

The goal is not to line up units or whatzits to match three in a row and have them pop, but rather, to move your fighting units around to pincer enemies in, since the only way you attack is if you can set up your units in that sort of pincer.  This spreads things out, rather than clumping them as in a match-x sort of game, which shakes up the formula nicely.  Also, units that are lined up with the units initiating the pincer can lend some support, especially mages and healers, so mastering the entire battlefield and positioning is critical.  It’s rewarding to learn the system and plan things out well, making the most of your assets.

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(Image from this review, complete with a customer complaint.)

Mistwalker has also promised to do a console Terra Battle game, though the last time I checked, they didn’t know what sort of game it would be.  I’d love to see them tackle a Final Fantasy Tactics sort of game using that IP.  I can dream.

I Recommend this game, with the caveat that the bog standard “free to play” shenanigans pop up with its own sort of “gacha” system for character recruitment.  Extremely rare mages are somewhat overpowered, but I was able to finish the game’s main storyline without needing them and without spending money.  Rare characters are not critical to success in the game, and the game is more generous with its premium currency than most, but still… it’s not something I want to spend money on.  I’d be perfectly happy to pay $15 or so for a faster leveling pace and guaranteed recruiting (say, in given story missions) in a Buy-And-Play version of the game, though.

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It’s a solid game, fun to play, at least until frustration sets in with a slow leveling curve and some of the game’s more annoying bosses or level hazards (spiked floors in chapter 18 are eeeeeeevil) pop up.  I finished the main storyline without spending a dime, and I think I have a good feel for what the game offers.  I played way more than the 15 minutes I’m budgeting for this project, but I love just playing the game, so I don’t mind.

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And then there’s the biggie.  Motorstorm: Apocalypse.

I love this game.  I Recommend it.  It’s ridiculous, entertaining, and just a blast to drive through crazy, shattered locations.  Yes, I’m a sucker for apocalyptic land-and-cityscapes, and the overall look of the game is really what sold me, but the gameplay is really, really solid in my book.  The challenge of driving any of a fairly wide variety of vehicles through tracks that don’t always stay in place is just fun.  They really embrace the post-apocalyptic setting, but only as a vehicle for making sweet places to drive in absurd scenarios.  Drive through an earthquake, a hurricane, or just a huge rainstorm, all while plowing through buildings and skating across roads that break as you drive on them.  Drive anything from a semi truck to a superbike, taking advantage of the terrain and your ride, which makes replay interesting as the same track plays differently according to your vehicle.  Sure, it’s all contrived, and Michael Bay-like explosive events conveniently happening as you drive by are sort of silly, but it’s all so goofily fun in a wonderfully conceived and realized world that it’s hard to complain.

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The “comic book” storytelling is weak, with palpable yearning to be Image Comics in video game form and a thin story with cliche characters.  It’s not offensively bad, but it doesn’t really add to the game.

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I was hooked in the first five minutes of driving through a broken city, though.  I’ve played through about half of the story and driven on about a third of the open “free race” tracks.  There are more tracks that  I get to unlock, but out of the gate, there is plenty of fun to be found.

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It’s not quite as great as Burnout Revenge in my driving library, but it’s easily in second place, just edging out Burnout Paradise.  And yes, all of these edge out any Mario Kart game I’ve played.  Perhaps that’s sacrilege, but the pure mayhem in Burnout Revenge (crash events, especially), gorgeous explorable world in Burnout Paradise, and the broken, beautiful world of Motorstorm: Apocalypse are just more fun for me.  Sure, I had a blast with the original Mario Kart on the SNES back in the day, just like I had a lot of fun with Goldeneye, but these days, the field is a bit more stuffed with options.  I also haven’t played more than a few glorious minutes of DIRT 3, which seems like it might fit in the top 5 somewhere with a proper review.

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This is also a good excuse to share a few of my favorite short films.  First, there’s Ruin, which is most on-topic.  This post-apocalyptic short film is apparently a “tiny” piece of a bigger world, and I’d love to see more of it.  The character is a bit JRPGgy, in that he’s slightly oddly proportioned and moves in some regular cycles, reminiscent of Final Fantasy characters in their prerendered movies, but that’s the animator in me nitpicking.  The sense of world and place is great in this film, and I’m fond of the world building that the creator indulged in.

Then there’s World Builder, which scratches my film-making and game dev itches at the same time, and is just a sweet little story to boot.

And then there’s Carousel, one of the best CG short films I’ve seen to date.  The clowns are creepy, the “moment of time” hook is brilliant, and the story told really works well for what could have simply been an exercise in showing off fancy image-smithing.

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Until next time, then!  I’m hoping to dive back into Steam, but the Tinker Plastic Dice should be at my place this week or early next week, so I’ll be busy again with that for a while.

Once upon a time, I designed a small “area control” tile-capture game for a game development exercise.  I called it Alpha Hex, a simple, abstract name for a simple, abstract game.  It has evolved over the years, and I’m looking for ways to bring it to market as a tabletop board game.  Perhaps someday it can be released as a tablet game as well, but for today, it’s a Print and Play game in what I call a “Paper Beta” format.  We would greatly appreciate your help in taking a look at the game and seeing just how well it works, or doesn’t, as the case may be.  It’s been fantastic so far in our experiments and testing.

Please print out the files below and give it a try!  If you will tell your friends about it, all the better!

It’s ready to play, though we are keeping an eye on how well it plays, and we are trying to make sure it has sufficient depth to offer good value.  We have plans to add another wrinkle to this particular game, the Deity Cards, but at the moment, I’d like to get this out into the wild to see what sort of feedback we can gather.  If you have the time and inclination, please take a look at the game, and if you can tell us how it played for you, we’d love to hear it.

Pantheon Wars: The Fall of Ra is an “area control” game played on a 39-cell board.  You can play a shorter game on the 19 cells in the middle, which is how we have done most of our testing to date, but both work well.  Players compete to control the most tiles, with ties decided by control of the Nile river and delta cells on the board.  Tiles played on the board stay where they were played, but control of those tiles shifts as the game proceeds.  Success comes from smart play and careful planning.

PantheonWars_FallOfRa_SmallMap

If you have played Triple Triad, you will probably easily understand the core mechanics, but I’ve tried to keep the rules clean enough and the basic ruleset simple enough that it doesn’t require knowing that game.  Pantheon Wars: The Fall of Ra is designed specifically around being easy to learn, but with enough complexity in play decisions and circumstances that there is room for careful thought and skill testing.  Players find that to be true in testing, and it’s my hope that getting some new people to look at the game will let us refine it further where needed.

I call the game a “beta”, but it’s really one that has been through several cycles of development already.  I’d be happy with the game being released into the wild as-is, since we’ve had a lot of fun with it and so have our testers to date.  Still, there is room for polish, and when we get the Deity Cards polished up, we will need to give them a thorough period of testing as well.

We would love to get this made as a commercial product, too, and I’ve been investigating options for a Kickstarter project to make that happen.  Before we do that, though, testing the game some more is in order, and the more people we can reach to get this tested, the better.  More eyes can also mean a better launch for the game if we do get to take it to Kickstarter.

If you have the time and interest, then, please download the files below and print them out.  It should give you all you need to play the game with 2 to 6 players.  I print the board and tiles on photo paper and then mount them on matboard, then cut them out, to give a better feel to them and more durability, but you should be able to play the game if you just use simple paper on everything.  I’m happy to answer questions about the game, either here or over on our Facebook page:

Project Khopesh

I would also love to ask you questions about how the game worked for you.  If you are willing to let me ask you some questions, or just want to ask some, please contact me at tishtoshtesh@gmail.com with “Fall of Ra” somewhere in your email subject line.

Thank you all!

If you want these all in a single .PDF file, it’s presently hosted over on Dropbox at this link:

Pantheon Wars: The Fall Of Ra Print and Play

Rules (minus the optional rules, which are described on a different page below)

PantheonWars_FallOfRa_Rules_v3

 

Board in 3 parts for printing on 8.5″ by 11″ paper

PantheonWars_FallOfRa_PrintAndPlay_Bottom

PantheonWars_FallOfRa_PrintAndPlay_Middle

PantheonWars_FallOfRa_PrintAndPlay_Top

Board combined for larger format printing

PantheonWars_FallOfRa_PrintAndPlay_fullmap

Tiles and Control Markers

PantheonWars_FallOfRa_PrintAndPlay_Page2

PantheonWars_FallOfRa_PrintAndPlay_Page3

PantheonWars_FallOfRa_PrintAndPlay_Page4

 

PantheonWars_FallOfRa_PrintAndPlay_Page5

 

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