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Bolt Thrower : StarCraft, Civilization, X-Wing, Hard West, Journey

It’s been a while since I steered anyone toward my series on tabletop versions of video games over at Gamerati. But since I did one on the StarCraft board game to coincide with the final digital game in that series, Legacy of the Void, I figured it was time for a reminder.

However great the StarCraft board game was, I think it would have been better with looser ties to the source material. It would almost certainly have resulted in a similar game but one which was a lot less complex to digest. In that respect it’s almost the opposite of the Civilization board game which, as I argued in another column, is a quite brilliant reduction of the digital essentials to tabletop format.

The other thing I wanted to talk about this week is lasers. I was playing X-Wing a couple of weeks ago when my opponent pulled out a laser line for checking up on some the firing arcs. It’s a brilliant idea: X-Wing models are so top-heavy, it’s hard to get a ruler in to measure the angles properly without knocking them all over. The laser is more accurate, less clumsy and, best of all, looks awesome in the middle of what’s supposed to be a laser dogfight.

I was so impressed that I wrote a piece about using the device in X-Wing and Armada for the manufacturer. It’s called a Target Lock and, while they’re made in Denmark, you can get them from specialist shops all over the place. So stick one on your Christmas list. I can see it being useful in pretty much any and every miniatures gaming system.

Speaking of Christmas, what I’d like most in the whole world is some more Patreon supporters. But it’s not something I can really put on my Christmas list so I’m putting it here instead.

My video game time recently has been all about Hard West. This has been trailered around as being a “cowboy XCOM”, which it kind of is. But the essential mechanics of XCOM remain easily good enough to power a game. And on top of that, what makes Hard West special is the excellent and imaginative atmosphere and storytelling.

It’s more weird west than wild west, but the supernatural elements are done with subtlety and flair. You do get to flat-out demons in the end, but the narrative along the way is excellent. There are eight campaigns, each of which, in a neat twist, ties in with events or characters from one of the previous stories to make a satisfying whole.

It hasn’t got massive critical acclaim, but I think it’s one of the best things I’ve played this year. Worth the entry price for the experience alone.

I’m also contributing to Pocket Tactics now, which is great as I can’t think of a much better place to explore my crossover of interests. My first piece there was a review of Steam: Rails to Riches, a title I wholly recommend to deep strategy masochists who don’t want to deal with other human beings, even over the internet.

The other big event in gaming is that I finally got to play Journey. It was worth the wait. I feel like I could write essay upon essay about this game. About all the tiny clever design choices that go in conveying emotion to the player. About how you naturally find ways of communicating with your fellow players using only musical notes. About how freedom of movement, or lack thereof, is central to the game’s message and appeal.

But I won’t. I’ll just settle for saying if you haven’t played it, play it. It’s one of the best games of the last decade.

Thrower’s Tallies: Games of the Year 2014

2014-goty-silly

Another year, another end of year wrap piece. Time to reflect on the past 365 days as you force down another sweetmeat and another glass of cheap sherry and then to wonder what the future holds.

This has not been the best gaming year for me, personally. Not just in terms of titles released but in terms of finding opportunities to play. For one reason and another, I just haven’t spent the time at the gaming table I’d have liked.

That makes me sad. Real life is important, of course, but you only get one shot at it, a thing I’ve become increasingly aware of as the years slip past. Since gaming is one of my favourite things to do, I ought to be able to find more space for it. Other things just always seem to intervene.

So I look at my collection, much of which is gathering dust in the attic, and wonder if I’ll ever play most of them as many times as they deserve. Or that one day I might look back and regrest not making more time for my favourite things, which so often get lost in the push and shove of family life.

I guess that’s a game in and of itself.

Anyway, enough of the melodrama. This long preamble is setting up the point that a lot of the games I’ve played this year just haven’t lasted beyond the required review plays. Not because they’re bad games, just because they weren’t quite good enough to elbow their way in to a very crowded itenerary.

But when I looked back on what I’d played this year, I conveniently found that there were exactly three games that had broken that trend. Three games that had forced themselves back onto the table after I thought I was done with them by virtue of their brilliance. I was also exceptionally surprised by what they were. Can you guess?

Before I reveal all, I wanted to mention something that’s been bothering me more and more in recent years. I’m just not seeing as much fun in new titles as I used to. I still want to game as much as I ever do, but that itch of excitement when you read a preview or tear the shrinkwrap has gone.

The problem, I think, is that game design has become a process of iterative improvement rather than fizzing creativity. When I got back into board gaming at the turn of the millenium, the design community was still buzzing with the influx of ideas from Germany. Over the next few years, recombining this new paradigm with the traditional American model of gaming proved a fertile furrow.

Now, those ideas seem to have run dry. Genre-breaking games seem to be few and far between. I think this is because, with the market glutted by kickstarter titles, we’re near the limits of what can be done with mere card, wood and plastic. Newer titles are, for the most part, still a step up on older ones. But the improvements are so small, it’s not worth the money or the effort to acquire and learn them over existing games.

We’re done with the misery. On to the awards.

2014-goty-daft

#3 Band of Brothers: Ghost Panzer

Don’t judge games by their boxes. I was put off the original game in this series, Screaming Eagles, by the small publisher and the bad art. Then, while it had its supporters, it didn’t seem to gain much fan traction either, so I wrote it off.

That was a serious mistake. I enjoyed its perfect blend of realism, accessibility, tactics and excitement so much that I played it solo, something I never do. I enjoyed it so much that I went right out and bought Screaming Eagles second hand in case it never got reprinted. The components still suck, but these may be the best tactical wargame rules ever made.

#2 Splendor

This was the real shocker. In many respects, Splendor represents a lot of what I dislike about modern game design. But it keeps coming off the shelf, again and again. And it keeps finding its way into friends collections, again and again. It’s a keeper and, on reflection, one of the best Eurogames I’ve played.

While everyone was mistakenly raving about the way Five Tribes had cross-hobby appeal, Splendor was quietly doing just that in the background. It has one page of rules, can be played competently by my 8-year old, yet is challenging to win at consistently. It’s got gorgeous pieces, a smidgen of interaction and can be completed in 30 minutes. When you step back, what’s not to love?

#1 Dungeons and Dragons 5th Edition

Ok, so I’m cheating slightly. But in terms of table time, this is the undoubted winner this year. I thought I was done with role-playing games. I thought over-heavy rules and anti-social players had ruined the genre for me forever. Then fifth edition came along and reminded me of just how amazing, how limitless and soaring, role-playing can be when it gets things right.

I have never seen a rules system which achieves so much with so little. Yes, there’s still lots of spells and magic items and stats to remember. But the actual play mechanics are lean and mean, yet manage to cover almost any situation, allowing groups to mine whatever rich seam of fantasy they choose. I’m so looking forward to where this system is going to go next year. More so than any board game in the pipeline.

Well, except XCOM, perhaps.

Speaking of which, I guess I spend enough time iOS gaming nowadays to make a best of year list for that platform too. I have an odd love-hate relationship with my iPad. Part of me longs for the hours and hours of total engrossment that only a AAA PC or console game can provide. On the other hand, in a busy life I’m grateful that I can now enjoy such excellent bite sized gaming.

It feels like 2014 is the year mobile gaming came of age with meaty franchises and big studios finding their way to the app store. But these are the top of the pile for me, staying installed long after their peers have been deleted.

#3 Hoplite

I’m a big fan of rogue-like games but the classic model doesn’t tend to port well to tablets. It’s too involved, too stat-heavy. Hoplite hit the nail on the head by reducing the genre to a kind of puzzle game, with role-playing elements. It sounds dull, but isn’t, because the procedural generation ensures every puzzle is unique.

#2 FTL

FTL may be the most perfect game in the most perfect genre ever devised, an endless story generator with strategy and role playing thrown in for free. I’ve yet to beat it, even after about twenty hours of play time. And I’m still trying, even after about twenty hours of plat time. This might be number one, were it not marginally better on PC than tablet.

#1 Hearthstone

FATtie Erik Twice has asked me several times why I complain about it all the time on social media, when I profess to love it. The answer is simple: it’s the same reason drug addicts complain about crack. Addiction is a terrible thing, but it doesn’t make the high point of the trip any the less sweet.

Cracked LCD- IOS Review Rodeo- Agricola, Immortal Heroes, Magic ’14, Rivals for Catan

Agricola board game on iPad tablet and iPhone mobileThere’s been a couple of high profile IOS board games not called Warhammer Quest released recently and I thought it would be a good time to resurrect the ol’ Review Rodeo for another roundup.

First up is the biggest and best of the lot- Playdek’s long-awaited Agricola app brings Uwe Rosenberg’s widely beloved- and really quite complex- tabletop farming game to IOS devices. Playdek’s tradition of high quality ports with top notch UI (witness Ascension: Chronicle of the Godslayer, for example) is evidenced once again and although there’s a lot of hidden information and multiple screens involved in storing all of the information that would be available at an eyeball glance of the table, it’s really kind of amazing how smoothly the game plays once you get accustomed to how it’s presented. It plays just fine on the iPhone, surprisingly, but the iPad is definitely the way to go.

The really neat thing about Agricola in terms of bringing over its high-end Euro gameplay to a tablet is that the game’s heart and soul shine through, and not just in the charming animations of the game board. Contrary to popular belief, Agricola is one of the most thematic and narrative of the post-Princes of Florence style games in that genre. There’s a very concrete sense of what you’re doing in the game. It makes sense that you send family members out to perform certain tasks (in other words, worker placement) and processes like the procuring of seed to plow in sowed fields to bake bread in an oven with remaining crops seeding the fields next season creates a very clear storyline with quite a lot of detail. You’ll build rooms onto your house to accommodate a growing family, build pens and stables for livestock, get jobs, and worry about having enough food to go around in the winter.

It’s not quite as complex as something like Le Havre but new players will definitely need a break-in period in games versus reasonably competent AI and a solitaire challenge game before taking the game online. I’ve found the game immensely playable and enjoyable at a level the board game never was, and I think even folks that dig games like Farmville might appreciate what Agricola has to offer. This game- like Eclipse- is a perfect example of the potential of IOS board gaming to really leverage the platform’s strengths for a very high quality, top-of-the-line experience that doesn’t necessarily replace the tabletop experience but makes for a great video game.

ascension immortal heroes

Second up is another Playdek release, the new Ascension expansion Immortal Heroes. Followers of this outstanding deckbuilding app will be pleased to hear that the new $2.99 add-on offers some interesting new mechanics that shake up the base game and previous expansions while also offering a new two-player experience with just the new cards. The main addition to the game is a new Soul Gem mechanic, wherein certain cards, abilities, trophy effects, and so forth allow the player to draw a card from the Soul Gem deck. These cards are “ghost” versions of core cards but the catch is that they’re one-shot deals. They give you their effect or resources for that turn, and they vanish.

Since the card pool with all three expansions (and promo bundles) is so big, it’s hard to see how they effect overall strategy in the “complete” game. But played as an individual set, you can really see how deciding when to spend a trophy monster to get a soul gem- and possible that one extra resource you need- adds a new strategic layer. There are also new trophy monsters that have ongoing effects, like one that gives you a soul gem every turn. You really, really want to kill this guy and take him if he shows up in your game.

It’s a great add-on to an already great game. I thought I had burned out on Ascension after Storm of Souls, considering that I played more Ascension in 2012 than I did any other game I own. But the new set is definitely worth reloading the App and diving back into it. I had some issues with Playdek’s new multiplayer sign-up, it took me a couple of days to get an email confirmation and none of my friends are showing up. But I’m in the hunt for online games again, regardless of the setback.

magic

Unfortunately, however, Immortal Heroes is releasing the same time as Magic: Duels of the Planewalkers 2014. Magic 2014 is kind of the nuclear bomb of IOS card game apps. Why? Because it’s Magic, you doofus. Like, the best card game ever made, duh.

The app, which is also available on pretty much every other platform apart from Wii U and Ouya, follows on from previous DOTP releases for better or worse. I’m still not satisfied with the speed, which I find to be slow, and I get awfully tired of watching these card float around. There are also some lingering UI issues, like the incredibly stupid decision to put the “skip combat” button the same place that the “attack with selected creatures” button appears. And it’s still not the full, freewheeling deckbuilding experience that everybody in the world wants.

But the kicker is that M14 has sealed play, and it rules. You start with a pile of virtual boosters and you actually get to open them. This may sound really stupid for folks that have never gotten into a CCG, but even just watching the cards spread out on the iPad so I can see what I got recaptures some of that fun from cracking boosters. From your initial set, you build a deck and add lands. The game kindly tells you if your deck is weak, average, strong, or awesome based on creature and land counts among other criteria. I don’t know about everybody else, but I can’t stand to go forth with anything ranked less than awesome. If you can’t build a decent deck, you can have the game make one for you.

From there, you progress through a short ladder battling AI sealed deck players and unlocking extra boosters. You can take your deck online and play against friends over Game Center with chat, which pretty much rules. If that doesn’t satisfy your “I want to play Magic but never buy another booster pack again” desires, there are also theme deck campaigns, Two-Headed Giant modes, puzzle challenges, and more.

The only catch to the whole deal is that you only get two sealed deck slots and once you play through the campaign you’re locked into the cards for that slot that you pulled from boosters. If you want more slots, they’re $1.99 each. I never buy these kinds of add-ons, but I bought two more slots for sealed play just because I liked going through the ladder and working out decks so much. The app is actually a free download with a $9.99 unlock. It is well, well worth it. There is simply no better card game to be had on IOS, and this is the best edition of it so far regardless of legacy issues and the fact that it does not include every single card of all time and completely freeform deckbuilding.

 

Now, let’s shift from the greatest card game of all time to the card game version of one of the greatest board games of all time. Rivals for Catan is the new IOS edition of what used to be called the Settlers of Catan Card Game. The Settlers card game was initially designed by Klaus Teuber to be a way for two people to play Settlers, but rather than just repeat the core design as a two player variant it’s actually a more complex and completely different card game that only shares the resource mechanics- and features a hell of a lot more cardplay and more potential for aggressive play well beyond moving the robber.

Both players lay out a tableau with two initial settlements, a road between them, and six resource cards. Just like in the board game, you roll two dice but one is to determine which resource cards tap and add supply and the other is an event die that corresponds to a couple of game functions including some basic majorities/superiorities along a couple of rankings such as Strength and Commerce. Using card drawn from multiple stacks (a kind of weird but compelling concept), the idea is to build your way to a set number of victory points while trading, improving efficiencies, and doing awful things like burning down abbeys.

The game is actually pretty great, and I love that they included some of the most important material from the game’s many small expansions. The AI is decent and will put up a good fight, and I’m very pleased to be able to play this game again since it’s one of those that has sat on my shelf for years with no one expressing interest in a F2F game.

The app, on the other hand, is not so great. It’s a good example of sloppy implementation, and not just in terms of silly things like the game stating that someone is “paying” a card. It’s a kludgy interface that relies far too much on tapping checkmarks to advance the game and I can not for the life of me explain why it tells me that it’s the other player’s turn when they’re getting resources for rolls on my turn. It feels slow, particularly after playing full games of Agricola in half the time it takes to play one game of Rivals of Catan. Speed is of the essence with IOS games, as far as I’m concerned.

The biggest blunder, however, is the lack of async multiplayer. This is such a tragic mistake because it would play better async than in real time over Game Center. I’m not as inclined to play games with a lot of back-and-forth action like Magic asynchronously, but the longer turns of something like Rivals of Catan make it much better suited for it. The pass and play option is there for those so inclined. I’m not very inclined, if I’m going to play the game with someone in the same room then we’re going to break out the cards. Simple as that.

Cracked LCD- Warhammer Quest IOS in Review

Warhammer Quest shot 1I’m not the one to ask if Rodeo Games’ Warhammer Quest adequately simulates or replicates the out-of-print and outrageously expensive board game upon which the app is based. Confessional, I never got a chance to play it. By the time I had caught up with wanting to play the widely beloved and venerated dungeoncrawl- regarded by many to be the best of the genre- it was already priced out of my willing-to-spend range and most of my owning friends had moved on to other games. But I also wouldn’t be able to tell you because Rodeo Games willfully back-ended all of the board gamey stuff and turned out a video game based on a board game, most definitely not a “port”. Thankfully, that means there are no silly animations of clattering dice or digital card decks flippity-flapping around. But that also means that the game is often maddeningly opaque and mechanically obscure.

The good news, however, is that Warhammer Quest is an awesome board game-influenced video game. It’s also a perfect fit for the iPad or iPhone because it isn’t nearly as hardcore as you may be inclined to think it is. A dungeon-delve is a ten minute affair, tops. It’s easy to jump in, slaughter some Snotlings, and then go back to your day job. It’s also tremendously addictive. Looking at my save game file, I’ve put in 12 hours toward the game in a week, and that’s about 12 times what you might spend with lesser apps. Heck, it’s twice as long as I spent with Bioshock: Infinite.

It’s compellingly uncluttered, straightforward, and it never bogs down like even the best turn-based strategy games often do. Although some of the finer mechanical details are shuffled away behind a curtain of accessibility and immediacy, it remains a simple game about moving warriors in a dungeon and attacking bad guys. As a reward, you might get a new piece of equipment or money to spend in one of the towns dotting an overworld map. The dungeons themselves are simplistic and even repetitive, although there are also narrative events that occasionally happen in both the dungeons and towns that add some much-needed world-building and story.

It starts off fairly easy, even on the harder difficulty settings, and you may think your warriors are overpowered. But give it time, and suddenly you’ll realize that the game was just saving up for you to hit level three or four. This is primo hack-and-slash, with your team often facing random appearances of ten or eleven enemies at once. It’s totally badass, in classic Warhammer style, to watch your Archmage just melt a room full of guys with Arcane Unforgiving or to see your Trollslayer Deathblow every enemy he’s adjacent to. But get cocky and rush into a room when your Mage has a low Winds of Magic draw or when your Warrior Priest’s prayers are weak, and you might find your guys downed or dead. There is a permadeath option if you want to ramp up the sense of risk.

What strikes me the most about Warhammer Quest, which is itself a very influential game in the lineage that extends from Magic Realm to Heroquest to Descent, is how well it acquits itself as both a video game and as an example of the best qualities of a tabletop dungeoncrawl. It never denigrates into the kind of tactical number-crunching that a game of Descent always seems to, and it’s much less niche (or abusive) as a typical Roguelike. It’s like this kind of twilight zone game, existing between tabletop and video game, but definitely skewing toward the latter.

That said, it’s a shame that Rodeo seems so hell-bent on hiding the more board gamey parts. There should have been an option to see the die rolls, target numbers, and effects. I still have no idea what actually triggers a random event or what determines when a Deathblow occurs. I have no idea if the enemies operate on an AI or if they are on a triage system that would likely be in the GM-less board game version. There should be an option to bring all of these elements to the forward for those who want to know why things are happening.

But in a video game, you usually don’t care about things like that and so I don’t find myself complaining too much about it, in the long run. 12 hours invested into the game indicates that it doesn’t bother me that much. So here again, it totally works as a video game- not just as a port of a popular game. That’s pretty important, I think, to the success of the app.

By now, 781 words into the review, I’m sure you’re asking yourself “when is Barnes going to mention the IAPs”. Here it is. The base game is $4.99. You can buy two additional characters at $2.99 a piece and an additional campaign area that also adds Skaven for $4.99. This parceling out of content is a huge mistake because each constituent piece is, by App Store standards and not in comparison to AAA video games, overpriced. None of the IAP is really essential, but anyone that plays and enjoys this game- which I think is going to be just about anyone with the wherewithal to download it- is going to want the additional content. And the game definitely has hooks to get you interested- that awesome armor you just found? Oh yeah, only the Archmage can use it.

Rodeo should have had the confidence to either reduce the base game to 99 cents, reduce the IAPs to 99 cents, or to sell the IAPs as a bundle for a discount. As it stands, I recommend you view your purchase of Warhammer Quest as a $20 one, not a $5. I’m not saying that you won’t have hours of fun at the $5 price, but you will be missing some neat things that are worthwhile, including the ability to field a more dynamic and varied team and additional enemies.

Finally, to address a common complaint, rotating the screen to see the inventory menu is great. It’s unobtrusive and it leverages a feature of the iDevice not commonly used for this kind of purpose. But there again, Rodeo should have given players an option to do so with an on-screen button. There are a lot of minor oversights like that throughout the app. For example, I can’t stand that there is no comparison of new versus old equipment and there are a couple of areas where the UI could be improved- but there’s nothing that’s an unfixable deal-breaker, and nothing that ultimately sullies an otherwise terrific game.

The Genius of Eclipse IOS

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Big Daddy Creations hit IOS board game paydirt a couple of years back with Neuroshima Hex, a title that remains one of the best examples of crossing the table-to-tablet divide. Their long-awaited implementation of Eclipse (a Cracked LCD Game of the Year shortlister back in 2011) has finally arrived and it’s a grand slam. It may, in fact, be the new benchmark of how to do board game apps. It level of polish is AAA-impeccable. The interface brilliantly conveys every piece of information you need at any given time and after a mild breaking in period it makes the rich complexity of the game feel like second nature. It looks great, the AI can be quite ruthless, and although the multiplayer is hampered by Big Daddy Creations going with a proprietary service rather than Game Center, the async is rock solid.

But above all, what makes Eclipse the new standard for board game conversions is, ironically, that it doesn’t seem much like a board game at all on the iPad. It looks, sounds, and plays like a very streamlined, very focused Master of Orion-descended 4x game. There are points at which its board game parentage peeps through- like a wonderful combat resolution screen that shows you the die rolls but not some silly animation of clattering dice- but you could tell someone that this was a totally new design with no cardboard analog and they’d probably believe you.

Unlike Talisman, Eclipse’s more careful, measured pacing and combination of a strong economic game with conflict and exploration make it a great fit for IOS gaming. Thankfully, unlike Ascension, there’s a chat function so you can get in some trash talk before your dreadnaughts unload plasma missiles on your opponents. I’ve had plenty of fun with the single player game against a variety of AI opponents and I’ve never had an easy win out of it. If you’re new to it all, there’s a decent tutorial and the full rulebook. The latter should be absolutely standard on any tablet board game.

For six bucks- less than 10% of what the boxed game costs- you can buy one of the best 4x space strategy games on the market today. You might ask “why don’t I just play Starbase Orion, Sins of Solar Empire, Galactic Civilizations et. al.” and to that my response would be that aside from a game taking an hour or less to play through first exploration to final victory, none of those games are as concise or as editorial. It’s funny that a board game cuts right down to the heart of the genre, and in an implementation that’s better than some computer-bound examples. It’s a masterstroke of design sense that they just went ahead and made this a full-fledged digital strategy game that is able to compete with its forbears head-on.