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Barnes. Weeks. Knizia. The Interview.

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This interview with Reiner Knizia was Steve Weeks’ idea so credit where credit is due. If you don’t know who Steve is, he is likely one of the most divisive and controversial figures in the bizarro world of online board games discussion. He is also a damn fine podcaster and a genuinely funny guy. I’ve known Steve for years and he asked if I wanted to jump in on this talk with the premier game designer quite possibly of all time. How could I resist?

This is one of the high points of my games writing and commentating career. This is a man who has done some tremendously profound work (Tigris and Euphrates, Ra, Modern Art and something like 600 other titles over 30 years) and who has deeply influenced my own views on the games medium. Particularly in terms of theme (as opposed to setting) and reducing subtextual elements and narrative to essential player actions. And he best games are just really damn fun to play too.

I was completely starstruck at first, but once the ice was broken (the “antichrist” moment), I found Dr. Knizia to be very open, very amicable, very assured and very wise. I could listen to this guy talk about making games all day because I think he is one of the very, very few artists or authors working in this field. What he has to say about games is something everyone interested in the hobby or the medium should be listening to, even 30 years into his career and with a churning flood of games on the market sometimes drowning out his finest achievements- games that are still better than anything else out there decades after release.

But of course, the highlight as you’ll here (other than Steve’s hilarious “Dr. Reiner” song) is when he told me that he had read my “Reiner Knizia: Master of Theme” article right here at No High Scores and that he felt like I had completely put into words how he feels when he’s designing games. I was totally blown away to hear someone I deeply respect and admire say, essentially, “you got it right”.

So have a listen right here.

 

 

Bolt Thrower: XCOM TBG, Steam Sale, Witcher 3

XCOM The Final Team

My Gamerati series is actually running a bit ahead of my columns here, so this week you get another one! This time it’s deconstructing XCOM: The Board Game.

In the sense of looking, sounding and playing like the original video game XCOM is an abysmal failure. And this is a good thing. There’s no way a tabletop game could try and replicate the bizarre blend of strategy, tactics, economics and role-playing that made the original such fun.

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Bolt Thrower: Gears of War, Bloodborne, Witcher 3

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Welcome to Bolt Thrower, the gaming column that blows your head off. If you’re new to the format, here’s the deal: I link something I’ve written elsewhere and then pontificate a bit on what I’m playing right now that’s not in the review queue.

My link this time round is the first of a new series I’m doing for Gamerati. The column’s called Bytes and Pieces and it’s about dissecting tabletop versions of video game franchises. First under the knife is Gears of War: The Board Game.

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Cracked LCD- D&DAS: Temple of Elemental Evil in Review

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I love the Dungeons & Dragons Adventure System games, so I was very excited to see that they would continue on after a couple of years’ hiatus. Wizkids is doing them in partnership with Wizards of the Coast and there are some new additions to the simple, accessible and fun hack n’ slasher. By and large, it’s the same game as the past three releases but with a MUCH improved campaign system, an iconic (though somewhat underused) D&D module setting, and some “town” adventures that are really kind of dumb. I love this game, I love this system but this release feels like something of a disappointment overall. It’s too easy, the monsters aren’t that great and it just isn’t the D&DAS 2.0 it could have been. But with that said, any fan of this system should check it out. If you’re new to these games, they are not trying to simulate playing Warhammer Quest circa 1995. They’re really closer to Dungeon! in spirit. Review is at Miniaturemarket.com this week.

Star Wars Armada Wave 1 Review

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The base set of Armada looked to have the makings of an outstanding game. But it was kind of hard to tell for sure. With just three ships and a handful of fighter squadrons to divide between two sides, all you could do was sense the potential rather than experience it for yourself.

A generous first wave of expansions has now arrived. Each contains a variety of upgrades, many of which can, of course, be used on a variety of ships. And all that extra variety does the job. Armada finally plays like the game that it was shaping up to be.

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Tyranny of Dragons and Princes of the Apocalypse Review

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Fifth edition Dungeons and Dragons might be the best ever, but the release schedule is molasses slow. That’s on purpose: fans have said they want it that way to give them time to develop their own campaigns.

What’s out so far, though is epic in scope. There’s the two-volume Tyranny of Dragons comprised of Hoard of the Dragon Queen followed by Rise of Tiamat. Now we’ve got Princes of the Apocalypse. Both are full campaigns, starting at level one and going up to fifteen.

The similarities end there, however. In fact, these two adventures are fine examples of the two main, contrasting, approaches to adventure building.

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Trains and Trains: Rising Sun Review

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The deckbuilding mechanic of Dominion was the most revolutionary thing in the last decade of tabletop gaming. Many other games have build on that creativity. Yet after all that time and all those titles, deckbuilding still feels like a mechanic struggling to find its place in the world.

It’s an inherently insular thing. Demanding significant setup time and forcing players to obsess over their own constructions while ignoring everyone else. Nightfall and Star Realms added more interaction, but it wasn’t enough. A Few Acres of Snow briefly looked like a miraculous saviour but got crushed under the Halifax Hammer.

Enter Trains.

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Cracked LCD- Imperial Assault Villain/Ally Packs in Review

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Well, I didn’t like Imperial Assault that much but here I am still playing it. Thanks, friends! Since I’m forced into servitude, running this game for them, I thought I’d take a look at the villain and ally packs. I think they’re a pretty crap way to expand the game, basically just serving like day one DLC to complete your purchase of an already expensive base set. The value is negligible, but at least some new options for skirmish are available now. The review this week is at the Review Corner over on Miniaturemarket.com.

Star Wars: Armada Review

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It takes about a New York minute between seeing a copy of the X-Wing base game and wondering what a Star Destroyer model might look like at that scale. In that minuscule time frame, Star Wars: Armada became an inevitability.

In truth, the Star Destroyer in any scale is almost bound to ruin the look of the game. Even here it looks enormous, and dwarfs the spindly Rebel ships that oppose it. The quality of the paint jobs seems to have gone down a notch, too. Armada just doesn’t have the same visual appeal as its illustrious predecessor.

So it’s a good job that it’s a much better game.

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Collective Action

Star Wars X-Wing Miniatures game box shot

I blame X-Wing for a lot of things. I blame it for making me read more than is decent about the expanding universe of Star Wars. I blame it for the gaping hole in my bank balance. Most of all, though, I blame it for turning me from a player into a collector.

Those of your who’ve been with us for the long haul will remember the amount of words I used to lavish on getting people to play their games. All the dire warnings against acquiring another identikit cube pusher when so many gamers already don’t play the ones they have. Part of me still wants to believe that. In reality, the tottering piles of hardly-touched games and expansions tottering out of shelves and cupboards all over my house say otherwise.

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