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The Forest of Doom Review

Forest of Doom cover

It’s one of the great ironies of modern gaming that the venerable format of paper gamebooks has made such a huge comeback on mobile devices. And riding the crest of this coolingly nostalgic wave is Tin Man Games. Authors may come and go, designers may build peculiar experimental magic systems into their apps, but the steady Tin Hand ensures a pleasing experience no matter what the content.

Their gamebook adventures engine improves with every release, making combat faster and the interface smoother. And I’ve always loved the eye for detail that goes in to their wonderful collections of achievements and book art, always with knowing winks to consumers of nerd minutiae hidden amongst the titles and the pictures.

Their latest game is a digitisation of hoary Fighting Fantasy title Forest of Doom, originally authored by Ian Livingstone in 1983, before he became officially omniscient in the world of gaming and the engine is as brilliant as usual. They’ve even added an auto-map function which is an absolutely joy, as I’ve always wanted to see a physical map of my path through a gamebook but am just too lazy, or maybe just too excited to keep turning the pages, to bother.

But sad to say that whatever mechanical innovations it provides, this latest jaunt into Fighting Fantasy land isn’t up to the quality of their other recent releases. It’s not the fault of the developer, but, bizarrely, that of the author. When signing the franchise rights over to Tin Man, he insisted this be one of the early releases. This is somewhat inexplicable, since it’s one of the weakest in the original run.

Forest of Doom is a no-holds-barred trip down into the worst excesses of 80’s adventuring. The overarching plot, which involves collecting pieces of a magical hammer to save a Dwarfish kingdom, is right out of fantasy boilerplates 101. The forest itself is just series of sequential encounters with mythical creatures with little to string them together into a meaningful whole, and few clues toward making good choices in the decisions you’re offered.

I have to admit that a part of me did enjoy this return to straightforward adventuring, written before the days when every monster needed a motivation and every dungeon a scientifically plausible ecosystem. But it wears thin with time. Especially when you discover that the book has an utterly nonsensical looping structure should you make it through the forest without collecting all the items you need.

forest-doom2

And that map, that wonderful auto-map that so excited me when I first began to explore the forest, ends up inadvertently adding to the woe. Because the best I can tell the book never allows you to turn south. So if you make a wrong turning and miss a location you know you need, you can’t go back to find it. The map taunts you with its prescience, showing the desired location in all its glory, but the text just won’t let you get there.

I think I’m right in saying that the original Forest of Doom was the very first Fighting Fantasy book I ever played. If so, I would have been nine at the time, which makes me thankful I wasn’t old enough to care about its literary shortcomings and went on to enjoy many other books in the series. But my modern day experience chimes with my recollection: I don’t remember it being as good as most of its peers with their imaginative settings and cunning puzzles.

I also remember it being easy, but that’s clearly something I made up. Or, more likely, without puzzles to stand in the way I just cheated my way through the whole thing. But the book does have a reputation amongst series fans for being relatively straightforward, so Tin Man have packed the hardest difficulty mode with a welcome tougher ending. At least it’s welcome until you actually try to get through it. My word; but it’s certainly a fun addition.

It’s a testament to the brilliance of Tin Man’s engine that I got engaged enough by the book to bother trying again on the hardest setting once I’d seen it through on an easier one. They’ve made the experience entertaining in spite of the weak book beneath it. But this is one for genre fans only: most gamers would be better off picking up their frankly superb conversions of Blood of the Zombies or Trial of the Clone, or their cracking in-house commissioned Assassin in Orlandes. And if you’ve not tried a Tin Man gamebook before, you really should do just that.

Playdek on sale this weekend

Playdek interview part one playdek logo

You’ve probably noticed that we here at NoHighScores are big fans of PlayDek’s card and board game to iOS conversions. Well, if you’ve yet to purchase some of their smooth, usable and generally excellent games or are short of a few in-app purchases keep an eye on the app store this weekend when everything PlayDek will be priced at 69p ($0.99 in barbarous foreign currencies). Summoner Wars is particularly good if you’ve yet to take it for a spin, with deck-builders Ascension and Penny Arcade following close behind.

Thrower’s Tally: Board & iOS Games of 2012

It’s the time of year for lists. Lists of things from the year that’s about to end. Most especially of things that you’ve found to be of surpassing excellence. I am no dissenter, no maverick, not strong enough to resist the pull of seasonal traditions. So here is mine.

Thanks to my slot at Gamezebo I feel, for the first time ever, qualified to make not one list but two. Both in the same article, o lucky reader! First there will be my favourite iOS games of the year, and then my favoured board games. With so much to write there is no longer time for seasonal waffle and chit-chat. On with the picks.

5. Blood of the Zombies

The Fighting Fantasy franchise was something I remember fondly from my childhood 25 years ago, so it’s astonishing that author Ian Livingstone and studio Tin Man Games have managed to ensure it remains relevant and thrilling today. It turns out that Blood of the Zombies makes a superb candidate for the app treatment, having a stripped down combat system and more inherent challenge and replay value than the bulk of the series. And Tin Man didn’t disappoint with their implementation. It’s all spelled out in detail in my Gamezbo review plus more. I’ve enjoyed previous iOS gamebooks but this is the first that was truly special, and made me excited about more Fighting Fantasy and Sorcery adaptations coming next year.

4. Punch Quest

Endless runner games are, in my opinion, a showcase for everything that’s wrong with mobile gaming. Shallow and repetitive, they offer little but the pavlovian rewards obtained from completing arbitrary goals and leaderboard positions. It is therefore a bit of a shock that Punch Quest turned out to be so brilliant. What makes it so is simply depth: there is tremendous variability and enormous skill in this. With a cavalcade of different enemies, items, terrain, bosses and branching paths and the ability to buy and recombine power ups to suit your play style, I’ll quite possibly be running this one endlessly.

3. Summoner Wars

Playdek rarely disappoint in terms of their apps, but I still think this game redefined the bar for board adaptations to mobile. The underlying game is a superb candidate for the treatment in any case being short and having perfectly encapsulated player turns to reduce to-ing and fro-ing. But the app built over it is flawless, looking good, playing smoothly, offering all the functionality you could possibly want. We might have had to wait post-release to actually get a copy but boy, was it ever worth it.

2. Battle of the Bulge

I’ve really said everything I can about this in my Gamezebo review, so go read that. I will add that what makes it better than Summoner Wars is just that Shenandoah Studios didn’t adapt a board game to iOS: they took board game mechanics and created something amazing that actually worked better on a tablet than it would in real life. Can you imagine fiddling with all those ever-changing VP combinations and goals in a real-life game? No, and that’s just the thin end of the wedge in terms of how this app does all the heavy lifting, leaving the gamers totally absorbed in the experience.

The awesome battle academy from Slithering software - a massive, meaty game on a mobile device

1. Battle Academy.

I reviewed this one too, on F:AT. There was never going to be another choice for number one slot: I’ve played this game regularly, as in several times a week, since it was released in late spring. No other game on any platform has managed that feat. It might be expensive, but it’s so, so worth it.

What’s the overarching theme here? Strategy. The strategy genre might be (XCOM excepted) pretty much a dead duck on other platforms but its undergoing a massive renaissance on mobile. That’s not surprising: touch screen interfaces are actually pretty clumsy for most twitch games but they’re perfectly suited to strategy. I suspect there’s going to be some more stellar work in this area in 2013 from the studios behind my top three picks, plus Games Workshop finally entering the mobile market with Space Hulk and Warhammer Quest. Going to be an exciting year.

So, on to the board game picks.

5. Lords of Waterdeep

I’ll probably get some stick for this, but I don’t care. It’s not the cleverest, most innovative game on the block but it made a sterling demonstration of how building on previous designs in a genre, looking at what words and what doesn’t then skimming the cream off the top and recombining it into a single game can create a brilliant thing. Balancing accessibility and fun with some solid strategy, and bringing dreadfully needed interaction into the staid, dull worker placement mechanic, it’s easily the best European-style game I played this year. More details in my review.

4. Android: Netrunner

This earned its slot on the strength of its emergent theme. When you’ve got games like City of Horror that can stick some zombie pictures on top of a generic negotiation mechanic and calling it a theme, Netrunner offers a primal lesson in communicating a sense of place and being through mechanics alone. Playing this you’re no longer a gamer, but for 60 minutes are transfigured into a global corporation or sly hacker. The other stuff, the clever intermarriage of strategy and bluff, the customisation and deckbuilding, is just gravy as discussed in my full review.

Star Wars X-wing miniatures game in action

3. X-Wing

And from one game with wonderful emergent theme to another. It’s much more of an ephemeral thing here, but it’s odd how this game simply *feels* just as it should. Pitch perfect in terms of weight, production, theme and ship handling. Opponents have remarked how they suddenly find themselves humming the Star Wars theme or imagining green and red laser bursts as they play. Personally, every time those little plastic ships come out I’m a child again, even if only for a moment. The game might be a money pit, but how do you put a value on that? If you like, you can put a value on my review instead.

2. Merchant of Venus

I’m still kind of reeling from the fact that thirty years ago someone managed to design an interesting pick up and deliver game and yet virtually everything that followed in its wake was dull as arse. Thus, old as it was, this game came as something of a revelation and a breath of fresh air. That’s why I’ve enjoyed it so much. That and the wonderful manner in which it offers a variable setup that ensures both rich narrative and keeps repeat strategies at bay. Every game re-engages both your logical centers and your imagination anew. Amazingly, here is my review.

Wiz-War Eighth Edition by Fantasy Flight Games game in progress with wizard figures

1. Wiz-War

Remember this, from back close to the turn of last year? I do. It’s so easy to forget early release games when compiling these yearly lists but this has stayed with me, popping out again and again with different groups and in different places, the only game I’ve probably collected a physical dime of plays this year. And every time it’s been ridiculous fun. Hilarious, enthralling, varied, entertaining. Every single time. It’s ticks all the boxes I could want for a short, light game, even offering just enough strategy in the card and position combinations s to keep your brain engaged. An absolute joy: itching to see an expansion. You will be unsurprised by now if I link to my full review of the base game.

The overview on the board game front is a little more troubling. Three out of the top five are reprints. They’re nicely modernised with streamlined rules and high production values, but they’re still reprints. So while it’s great that Fantasy Flight are getting their act together as regards their updating of classic games, and its great to see old material back in the limelight, it’s a bit alarming that so many of the best games I’ve played this year have been reprints rather than fresh designs.

I’ve never been one much for the hype machine. But what I’d like to see in 2013 is some more quality new designs. A deep, interactive deck-builder would be a nice start, something that really makes good on the achingly unfulfilled promise of that genre. In terms of actual titles, the only ones I’ve got earmarked at the moment are story-telling game Story Realms which looks fresh and interesting, Bowen Simmons’ long awaited Guns of Gettysburg, the world war 2 tactical block game Courage from Columbia and the multi-player card driven game Cuba Libre from the designer of Labyrinth. Seeing as it’s felt like a relatively lean year for wargames this year, that’s a nice slice of history for the near future.

Ouya – the Android games console

Ouya - the Android based games console, coming in 2013 for $99

This may not be news to some of you, but there’s an Android-based console in the works for 2013, and the company behind it just launched a kickstarter campaign.

It looks like a brilliant, left-field idea. An inexpensive ($99) console that runs free games, paid for either by in-app purchases or advertising just like Android mobile phones. The controller will have a touchpad as well as traditional joystick and buttons, allowing you to use whichever input method suits the game best, thus neatly bypassing a common issue with ports from mobile to console. In another radical departure from usual industry standards the console is built to be hackable: both console and controllers can be easily dismantled, and some modifications won’t void the warranty.

Could this be the answer to where the console market is being driven by the increased popularity of cheap, mobile games? I just reckon it might. It’s also going to be a big potential boost for Android against Apple. Shame some idiot gave it name that sounds like a banker having sex.