Fuck Chess! We’re Playing Beguile!

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I am not the right kind of smart to play chess.  A lot of people suck at it, and just being smart doesn’t help.  It takes a certain patience and a skill for long-term planning, both require focus, discipline and training.  It also requires a strong resistance to falling asleep while sitting down, ability to avoid daydreaming and a skill for not flipping the board when you lose after 4 hours of grueling play.  O yea, and if you play it in the park, you have to do all this on a fucking timer.  Fuck that!  I am just not studied enough in the art of chess to really know how to play!  I know the basics though.  Plenty of sorry fuckers know the basics!  We were fucking taught them by some masochistic prick (or prickess) that taught us to play only so they could experiment with strategies before mercilessly murdering us.  It’s not funny.  It’s not fucking fair.  And it is about fucking time we got even.

Thanks to this fucking guy, we’ll be able to do just that.  Study that face.  He’s is the guy normal people like me will be hi-fiving while our chess-skilled friends will hire a band of rabid ninja monkeys to hunt him down.  Really, I am pretty sure that the kickstarter for the game will be used to fend off rabid bands of ninja monkeys.  All he did was add cards to chess.  Yup.  That is fucking it!  So what do they do?  Oh, my that is the fun part.  In short, they will make it so that you will be on fair ground against your chess-club friends.  It makes chess shorter, more fun and hilarious.  Our game took only an hour and a half, accounting for the stops to marvel at the wonderful art on the cards.  The creator was able to send me some demo PDF’s that I printed for play!

Had my pawns running offense for my knight until he was taken with this card, getting an enemy knight one extra space for the kill!

Had my pawns running offense for my knight until he was taken with this card, getting an enemy knight one extra space for the kill!

My brother Joel has an awesome twili… I MEAN.. vampires vs werewoles chess set.  Black is werewolves, white is vampires.  It went with the medieval theme of the game, and even played on some of its more magical or demonic cards.  You play chess as normal, except at the start each player gets 5 cards.  You can play one card per turn and there are two different card types: T cards that take up a whole turn and C cards that play concurrently with a piece move.  Now, I started off the shenanigans with a “Rally the Troops” card that allowed me to move three pawns at once!  It was one hell of an opening move that made my brother laugh and get his game on!

As we played we realized that this made chess casual and even entertaining.  We scarcely took the game more seriously than we would have if we were playing parcheesi.  And as each card went down, it made one of us laugh and groan simultaneously.  After a few turns, I started really getting devious with Joel.  I charged my rook through a pawn with “Phantasmic Step” and took my brother’s rook, leaving him a little confused.  This happened a lot though, one or the other of us would make a crafty play or take a good piece and we’d look at the card: half to verify that was actually in the deck, half to see the artwork and read the card itself.  The cards can often be funny and they make a serious effort to look really really nice, which worked.  Look through the cards on the Beguile site.  Rather lovely.

Our majestic wall of Old Spice

Our majestic wall of Old Spice

Then there is this fucking card.  Did you read that card?  Yea, I was mopping the floor with him.  I got all of his pawns, a rook, a knight and even his queen while simultaneously making a few devious plays of my own.  I used “Necromancy” after sacrificing my queen for a good capture, then I used a bishop to take a few pieces and played “Sacrificial Lamb” to sacrifice a pawn and keep my bishop.  I was closing in for the kill… then he played that shit up there!  I heaved a massive sigh and traded spots with him.  Now faced with grim prospects, I began picking my attacks more carefully.

Joel started getting really devious, throwing out a few plays that got a couple of my pieces.  At one point he played “Holy Warrior” and moved his knight like a bishop to take my knight.  Except I had “Man in the Mirror” and took his knight instead!  There were a number of really clever plays he got off, but by the luck of  the cards I was able to get his army down to nothing but a king.  I got his king into checkmate and!   …. He played “Back Against the Wall” teleporting the king across the board.  He was also able to use catacombs to get across the board and take a couple of my last remaining pieces with just his fucking king!  That was ok, though.  After a while I was letting him take all my pieces.  just waiting.   Waiting until stalemate.  Once it happened I stood victorious!  I threw down “Sir Charles Roundhouse”, which allows you to win in a stalemate!  I got that card on the second turn and was able to really give it to him!

Sir Charles Roundhouse now has a barony in the wolf-lands of Nothern Siberia.

Sir Charles Roundhouse now has a barony in the wolf-lands of Nothern Siberia.

The moral of this story is that you don’t need to know how to play chess to have fun with chess anymore.  Beguile adds some great flavor and a faster pace to a game that is traditionally pretty tough and makes it casual and entertaining in ways that it was never meant to be.  The great news is that the Kickstarter is already past 50%!  Woochah!  Let’s get some money in there so we can start working on those stretch goals!  (note to Americans: It’s a Canadian Kickstarter, so exchange rates account for the shipping cost!)  This would be a fantastic addition to any nerd’s game cabinet!  I wonder if something like this could be done for checkers?

Haunt the House: Terrortown, Murderous Spiritual Mayhem!

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Not since Haunting starring Polterguy has there been a game this indirect about its approach.  In Haunting, you play a ghost who was recently rendered spectral by a careless family of fucktards that killed you while skateboarding, so you make it the purpose of your afterlife to rectify a vendetta against them.  Terrortown’s ghost is more of a motiveless malignancy that likes to kill people and scare the ever-loving piss out of them.  At least Polterguy had a purpose, granted his manifestations were exceedingly more graphic.  But he never killed anybody!  This adorable little ghost has a bloody, murderous core.  No wonder it can’t move on.

Everything in Terrortown starts in the clocktower in the middle of town, where the ghost lives.  After a brief tutorial on possessing and manipulating objects in the environment, you are set loose on the town like an apple-cheeked Mongol set on destroying families and lives.  A couple things of note in the clocktower, though.  During the tutorial, what they teach you possession with is a bell, of which there are nine, plus the one you possess.  There is also a large, out-of-focus painting that looks like it was painted in a JRPG with the bloom turned down.  More on these later.

The adorable little tent is where the ghost hatches his devious and bloody schemes.

The adorable little tent is where the ghost hatches his devious and bloody schemes.

Calling this game a puzzler is a bit of a stretch, in my opinion, since the only puzzle you are solving is how you will drive terror into the hearts of the town’s citizens.  I would call this more of a strategy game, considering you are tasked with manipulating circumstances and individuals to reach a specific outcome indirectly.  The ghost in this uses possession to its advantage.  By possessing the various elements of the environment, you are able to manifest the fears of people in the things around them.  Now the things you can make people see depend on the level of fear in the atmosphere.  At the base level – relaxed – everyone is milling about in “thumbs-up-asses” mode.  Starting from relaxed, you will only be able to move furniture or swing chandeliers, rattle bars, etc., but once you start to creep people out, the fear level rises.  Increase it to perform higher profile scares and soon you will have people leaping out of windows to escape the house.

Once you have the fear levels up to fever-pitch, people are twitchy if not outright terrified.  You are performing bizarre and ostentatious scares, people are running around terrified and the general populous is jumping out of window to escape.  Revisiting the bells in the clocktower, each level has a few haunts that get bloody.  Several people in the game are asking for it, seemingly pretending nothing is going on, and the scares you perform near these guys get them fucking killed.  This is where the ghost gets murderous: it’s already sucked the happiness and fun out of a room faster than Carl Sagan at a confirmation party, now you’re going in for the kill.  Each person you assassinate gets the esteemed position of haunting the fucking belltower with you, circling a bell themed after their purpose in life to haunt them forever.  How wonderfully sadistic.

That's right, shifty motherfucker, just mind your own business.

That’s right, shifty motherfucker, just mind your own business.

The goal of this game is to get everyone out of the public places.  Once this goal is accomplished, you win!  Seriously, though that is it.  There are 4 locations to haunt and you are done.  This is a little frustrating, but I get the feeling there is more to come.  At least there better be.  Even though the game is 4.99$ on Steam, I have played other, cheaper games that are, in fact, full and finished.  Don’t get me wrong, this game is great, especially since I was such a big fan of haunting on Sega Genesis, but it literally feels like you finish the first level and it’s over.  I have had farts that lasted longer than this fucking game, regardless of how awesome and adorable it is.  The only thing that takes a long time to finish with this title is figuring out who the last fucking person in the goddamn museum.  I had to look up a walkthrough to figure that shit out.  Overall, it is a fun game and worth some money, but until they add ore content to the title, it will always feel short and incomplete.  And if they charge for DLC, I will pitch a bitch fit.

X-Tactics, Genre Fusion By AAA Veteran Devs

 

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Generally, I like to promote games from indies in need, but this is a story too deeply bizarre and intriguing to pass up.  Veterans of the AAA gaming industry have broken off and teamed up to create X-tactics (pronounced Cross Tactics), a game that will link gaming across mobile and PC platforms for an exciting blend.  Honestly, the anime art might not be my usual bag, but the concept behind this game is so vast and exciting that only the Japanese are crazy enough to do it right.  Ingress better watch out, shit’s about to get real.

First things first, who the fuck are these people?  Our developer in question, GAMKIN, is the product of minds from Square-Enix, Sega and Capcom.  Those names drop harder than Skrillex does his bass, but still it stands.  This is a game that will be rendered by veterans from three legendary household names in gaming.  Fuck.  These guys got together in late 2013 and they have spent most of their time in Japan away from the warm lights of our hemisphere.  Mostly they’ve been working with interactive children’s television and collaborating with local game schools to cultivate next-gen game devs.  So these guys are legit philanthropists with a serious mind for our future.  Now they turn their thoughts again toward gaming, and this beast, which they’ve gotten fully funded with 33 days left on their Indie GoGo clock, threatens some formidable levels of awesome.  For a little perspective, the campaign launched on the 8th.  This means they achieved their primary goal in just 6 days.

GAMKIN has a lot on their plate when you look at their plans.  The platforms they will be releasing on include iOS, Android, Kindle (2014), PC, Mac, Linux and Google Glass  (2015), and none of those are stretch goals.  The features of the game are complex and paint an exciting picture of gaming interaction.  First off, this is another genre-fusing game.  Its main components are tactics, fighting and urban exploration, with a 50%, 25% and 25% split, respectively.  In their own words:

When we set out to make X-Tactics we didn’t want to make just another tactical game, nor attempt to create some sort of perfect tactical game. Instead our goal as developers here is to create something new. We combined equal parts of tactical gameplay of classics like that of Final Fantasy Tactics and Valkyrie Chronicles, together with fighting game mechanics and aesthetics, like those found in the Street Fighter series, to create a new gameplay experience, that we at least have not seen done before.

– GAMKIN on Xtactics, Indie Go Go campaign

 

Now this doesn’t explain the other 25% of the game, but let’s stop a minute what this means for PC gamers, as PC and MAC will be options for the game.  The game itself will use turn-based tactics to create a high-speed gameplay environment that focuses on treacherous close-quarters combat, as you might find in an urban setting.  Your heroes won’t be able to take ridiculous amounts of damage to the face, so you will need to make quick moves and calculated risks to achieve victory rapidly.  Failing to do so finds you at the business end of some purple alien’s psychic attacks…

 

... and that suit screams "business time"

… and that suit screams “business time”

Each battles takes up the full screen, and each mission will be comprised of several battles.  With one screen active fights will be tightly fought, so bonuses like flanking, support, destructible furnishings in the environment and traps will give you a serious edge and change the battle’s dynamics every time you play.  X-Tactics will also utilize an initiative system, which they compare to that of Final Fantasy Tactics, but I will translate that to the American readers: shit’s going to battle like DnD.  Initiative will be based on speed and turn order will be thereby determined.  This will also open up the ability for seasoned players to fine-tune their initiative-order to get their team members to unleash dual combos and team combos.  Not to mention, enemies will come in waves each battle, so you really have to get that ass in gear and wipe out your foes before more arrive!

What does this all mean for mobile users?  Honestly, this part looks to be the most exciting.  GAMKIN is going to use GPS information to create a variety of missions that will allow you to defend your neighborhood, school or workplace from outbreaks and other dangers.  Each character you have will even have locale-based storylines that will be unlocked depending on where you are, so the exploration is highly encouraged.  Where this game will really shine is how it will use the GPS of your device to investigate your surroundings, reveal hints and uncover treasures.  This will open up to more modular features where users can organize their own location-based events and treasure-hunts with friends.  In addition to all this, the game will be sensitive to the time of day, moon cycles and even weather to unlock events, initiate outbreaks and influence character abilities.  Having the mobile functionality will also allow for 4-player co-op missions, so you don’t have to be anti-social with this title.  And for those of you guys who shelled out the outrageous amounts of cash to join in on the googe Glass explorer program, the team will also have a companion app that will assist with the urban exploration part of the game.  If that isn’t enough, they will also be updating weekly with episodic content for the game, including missions, items and new heroes all at no cost to players.  If they throw in anything else, my brain might explode.

O, no, wait.  That's just my aunt's baking.

O, no, wait. It’s just my neighbors’ cooking.

This is all well and good, but what is the fucking story here?  Well, it takes place in a story like our own, if our world was controlled by top-secret government agencies and secret societies.  It isn’t, right?  You’ll control a motley crew of secret agents, treasure hunters and adventurers that are working to keep the truth in check.  This means you are more “Men In Black”, less “defenders of the people”.  I expect we’ll likely be killing those free-minded liberators of information, and that makes me laugh with dark, dark relish (enjoyment, not condiment).  And the game is perfectly ok with this.  In fact, the creators have said that it will use dark humor and anime punk art styles to put a new spin on conspiracy theories and urban legends!

And this got funded seemingly over night.  I have known about this game for four days, and it has already gotten its Indie GoGo funding, and they are into stretch goals.  Literally, they got a money enema.  They have 6 hunters with 2 more listed for stretch goals, including some badass ninja panda and a thick list of additional concepts.  Go and check it out for yourself, and wait with bated breath for the release!  Congratulations to these guys for getting their funding goals!  Now get in there and see if we can help them meet a few more stretch goals!

A bit of gameplay for ya ; )

A bit of gameplay for ya ; )

 

Reus, Sandbox of Giants!

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Reus is a game for hippies.  Rather than suggesting that the player represents the power of some god, as you might expect in a game of this nature, the player is suggested to be the planet.  Now, generally speaking, while a planet could be said to be a living organism, in Reus it cannot affect its own changes.  In order to make life, oceans, forests etc. you have to utilize four extensions of your planetary will: the rock giant, the ocean giant, the forest giant and the swamp giant.  Each has a unique set of abilities that have multitudinous effects on the land, which are limited only by your imagination.

There are the basics: ocean giant makes oceans, forest giant makes forests, rock giant makes mountains and the swamp giant makes swamps.  In order to create swamps and forests, you need water and the world you start on is a barren wasteland.  This means you need to make a couple oceans first.  Oceans will soak enough land on either side for you to create a full forest or swamp.  There is also the rock giant.  This burly fucker just lopes around like a badass all the time.  Use him to raise a mountain, and the side that faces an ocean will remain the same while everything past it changes into desert.  This can be used to destroy forests and if you make a mountain or ocean on a village, they all die.

The variety of wasteland shades go from a stunning grey to a lovely off-white

The variety of wasteland shades go from a stunning grey to a lovely off-white

Some of the less obvious abilities make a sort of sense.  The forest giant can make food plants and what comes out of it depends on where you put the plant.  In a forest it’s blueberries, in a desert it’s a dry bush (more on that later).  Despite looking like a monkey, the forest giant is fully unable to create animals.  The ocean giant makes domesticated animals.  These are things like chickens in the forest or desert tortoises in the desert.  At first you would expect the forest giant to make animals, but then when you realize that all life comes from the oceans originally, it makes a sort of logic.  Plus, why would a forest giant be able to make fish?  The swamp giant is another weird one: he makes exotic animals, but again, if you think about it, this makes sense too.  Swamps are dangerous places where some of the most fucked-up shit evolves.  That and Australia.  Swamps are where you find things like Bot Flies evolving.  The bot fly is something I will not discuss, but if you are fucking curious, check it out here.  It’s fucked up as all fuck.  Don’t say I didn’t warn you. FUCK!  I just read the page a bit too much.. grah..  Either way, weird shit evolves in swampy areas.

As well as making the exotic animals, the swamp giant can also make herbs.  These tend to generate more tech or wealth than fruit plants from the forest giant.  Your rock giant will also generate a variety of minerals resources.  Alongside all of these differing resource-types, Giants are able to enhance resources with aspects.  These aspects are things like the leaf aspect, which will allow the Forest giant to add natura or food to plants.  The ways these aspects affect different resources varies based on the region-type, but typically you can transmute a resources two different ways depending on the aspects you place on it.  Be careful, too!  Some resources have a symbiosis.  These things will work together to create a bonus to what it produces.  Having blueberries in range of chickens will make it so that the chickens generate more food.  If you change what resources are next to each other, you will change the symbiosis for your resources, destroying what you had working before.  The game quickly becomes about efficiently managing what you have growing on the land of your villages after a while.

Have Number 2 step forward and say "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn."  Thank you.

Have Number 2 step forward and say “Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.” Thank you.

The focus of this game is really on the villages, though.  The giants are just where you put all your powers.  Adding resources to the map makes villagers appear.  These villagers, in turn, build towns and settle lands and make the game fun.  All of the villages will start building various projects, too.  This might be a shrine, a granary or a school, and as they get higher level, they will start building higher-level projects.  Given that the effects of your giants’ powers vary based on what terrain-type you use them in, each village will have a different focus depending on where it is located.  Swamp villages tend to require tech for their projects where forest villages need food for theirs.  This isn’t always a set thing, but it all depends on what the villagers choose.  Each project is timed, too, and proper symbiosis match-ups will govern whether you meet the time-limits or not.  Once you finish a project, one of the villagers steps forward as an ambassador.  This person is someone that you pick up and allow to ride on you giants.  Having the little ambassador up there unlocks different abilities depending on where they are from and which giant they ride.  Properly managing which ambassador goes where will determine just how successful your villages will be.

This all sounds like a fun and free romp through a magical world, but there are dangers in this paradise.  The biggest among them is greed.  If your village gets too prosperous too fast, it will start to go ballistic and get dirty.  Eventually they will start attacking other villages and fucking everything up.  When this happens, you have options.  If you really really like that village, you can create “awe” among the villagers.  Do this through symbioses and properly locating different resources next to each other.  Another way to counter-act the greed of a village is with danger.  If you have desert tortoises in your area and you get wealthy and greedy, you might see the world as a desert tortoise that cannot keep up and is easy prey for the clever man.  If the giants transmute those tortoises into snakes, your ass will be too busy working on not dying a painful, poisonous death to make battle plans.  Finally, if your villagers just get too fucking greedy and are past redemption, you can always have the swamp giant launch mud bombs that burn with acidic death or send the rock giant to smash them into the dirt.  Granted,  the little bastards might just start fighting back after a while, so keep an eye on them.

Greedy little bastards...

Greedy little bastards…

Reus is a game that says a lot about people.  Those that want to work in unison with the world prosper and flourish in its favor.  Those that get caught up in their greed fight their peaceful neighbors, who are happy with what the world has given them, and are eventually vanquished to dust.  If they fight the will of the planet itself, they can win, but ultimately they just ravage and destroy the world, returning it to the barren waste it was in the beginning.  A great game and a truly interesting take on sandboxes, since it is a 2D game.  Well worth the 9.99$ asking price on Steam.

My biggest fucking issue with this game is how much memory it eats.  This thing is a memory beast.  I have 16 GB of memory in this computer and Reus still managed to crash it!  I was playing through the tutorials to understand the game.  I played straight through, got about halfway through the third one and BOOM!  blue screen fucker.  The only time I nearly ate my monitor in blind rage.

Lift Off!, Devious Extra-terrestrial Boardgaming

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As kids, my brothers and I loved to play board games, and when we played they got rowdy.  With five of us all told, whether we started fighting or not, it was always an interesting game.  Granted, my oldest brother always made up new rules, so my second oldest brother was always the one consulting the rule book to shoot him down.  Rainy days, snow days, days we didn’t feel like going outside: any reason would do to ransack the attic looking for one of the numerous boxes of board games that my parents kept around.

Lift off is a board game that would have been an awesome find in one of those boxes.  The art is cool and the concept is simple enough for a bunch of kids to comprehend.  The story is something simple and fun: someone tripped over a cord at the center of the planet and now it’s caused a cataclysmic chain reaction that will annihilate the planet!  Sounds like a doomsday scenario that only a programmer could imagine.  One little tiny thing is off and everything explodes.  When you start a game, you build the board.  This is similar to other board games, except that the pieces are HUGE so there is no way to really mess it up.  You start with the core, which is the center of the planet and the game board.  Apparently aliens hang out at the core of their planet, not the surface.  There are four exit points, providing egress from the core, and four lift off points, to get you the hell off the planet!  Once the board is built, everyone draws two cards, the moon is set at the top of the board and the sun is placed in the day tracker.

Also at the center of the board, there is this giant, ugly gargoyle.  He starts in the same place as all your little aliens, whom are in the midst of a mass exodus from the planet, so that never bodes well.  He looks like the embodiment of planetary disappointment.  Your world’s final ‘fuck you’ before you leave it to explode into space-dust.  If you want to follow along with how you play this game, I am basically writing this article alongside the explanation of the game, delivered by creator Eduardo Baraf on his kickstarter.

A lot of pieces, but at least most of them are big.  I hate it when there are a billion tiny pieces for you to lose... cause I usually do just that..

A lot of pieces, but at least most of them are big. I hate it when there are a billion tiny pieces for you to lose… cause I usually do just that with them..

During your turn, you can do any combination of 4 things.  First, you can move your aliens.  Again, these are the little guys that are trying to escape the planet and the focus of the whole game.  Each turn you get 2 moves.  Typically, you can move one alien out to the perimeter via an exit point for one move.  You can also move that alien from one board section to another using one move.  Now, moving is important and all, but it’s not everything.

The next action you can take in a turn is placing your resource cards at a lift off point.  So, at the start of each turn, you draw two cards.  (for those following along, this means on your first turn you’ll have 4 cards)  Now this is how it works.  You can move your little aliens around the board, but when you place him on a lift off point, you have to spend resources to get them “onboard” the lift off point.  For instance, Ed (the game’s creator), shows us that it takes 2 screws to board the satellite and that it can hold up to 3 aliens.  Once you get an alien to the satellite, you spend 2 screws and he boards the satellite.  It’s like paying Charon the boatman, but instead of trying to buy a badass yacht to shepherd souls to the afterlife, I guess he is trying to build one instead.  I congratulate him on his new-found work ethic.  Removing an alien from a lift off point also costs the same amount of resources as placing them, so, unless you want to be stuck in some kind of hardware pyramid scheme, leave the fuckers where they are.  As the aliens pay to board the points, they start paying the cost.  Once the full cost of the point is paid, the point takes off and the aliens are given to their respective players.

Now, the satellite is an easy take off point.  It costs 6 screws to get going, 2 screws to board and takes off at any time.  Some of the other lift off points are more complex.  Take the rocket for example.  That shit can hold 6 people and costs 6 fuel and 6 screws to take off.  You pay 1 fuel and 1 screw to board it.  In addition, it can only take off during a full moon!  The fuck!?  So apparently this moon mechanic is important.  At the end of each player’s turn, it moves to the next slot over on the board.  If you have any talent for physical extrapolation, you’ll see from the pieces of the board above, it forms a circular shape.  Now, if the moon is directly above a section of the board, say the rocket, it is a full moon at the rocket.  If it is on the section of the board directly opposite the rocket, it is a new moon at the rocket.  When the moon is at any section in between the rocket and the section opposite the rocket, it is a half moon.  So the fucking rocket only takes off when the moon is directly above it.  Fucking showboater.

Personally, I would favor the Stargate.  Cause it's fucking awesome.

Personally, I would favor the Stargate. Cause it’s fucking awesome.

Moving back to the original structure of this article that I seem to have abandoned faster than the aliens in this game leave their planet, the next type of action is using action cards.  These cards are where things get really interesting.  They have a variety of effects on the game, all of which Ed explains, none of which I will explain.  These cards let you manipulate the mechanics of the game so that you can get your aliens off the planet quicker or prevent the other players from lifting off.  So, for instance, I might use terraform to swap out a lift off tile that will allow me to take off faster with one of my aliens leaving everyone else to fend for themselves.  Heh heh heh!  I’ll take the jetpack, you assholes can take the trampoline off the planet!  One of the biggest dick moves is to relocate the gargoyle.  If you move that fucker to a lift off point, it cannot take off at all, regardless of how many screws they gave to Charon.  Granted, you can always move him back to the center on your turn with the gargoyle card or when the moon reaches its original resting point.

The last type of action is pretty simple and common to a lot of games.  Discard.  This is basically a way to trade off items and gamble a little to try to get what you need.  You can discard two cards in order to draw another card.  Discard two resources for an action card or any combo of two cards for another card.

Now the way game progress is tracked is the combination of the sun and the moon.  Every time the moon reaches its starting position on the board, the sun moves forward a spot on the day tracker.  There are several day spots and then a run of explosion spots with numbers.  The numbers relate to a number of players.  So with the most players in a game, five, you have nine days until the planet explodes.  This means that with 8 moon slots on the board, the game gives 5 players a grand total of 40 turns to GTFO.  Of course, who ever has removed the most aliens from the board when it explodes wins the game.

Murder, my favorite pass time!  Also, Red Rum, my second favorite drink!

Murder, my favorite pass time! Also, Red Rum, my second favorite drink!

Why should you give this guy you money?  Well, aside from getting a copy of Lift Off! he’ll also throw in a copy of one of his other games, Murder of Crows.  Eddie B has a lot of neat shit they want to do the more money they can get, so check out the entire kickstarter, review the donation options and get neat stuff!  As of right now, this campaign is 51% there.  With 22 days left, this is a project that is worth betting some money on.  But wait!  There’s m0re!  Are you from the EU?  This game is EU-friendly, so all rewards for backers in the EU and US will ship for free.  Stick that in your pip and smoke it.

Warlock: Master of the Arcane, Strategy Wiz

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I’m not sure if I ever said it, but I love strategy games.  Warlock: Master of the Arcane is a game that sticks out in my mind as a perfect example of the genre.  It takes after my all-time favorite strategy series, Civilization, and really gives fantasy gaming some serious respectability, rather than just another action-thrill ride through a well-known and profoundly over played fantasy series.  Lord of Magical Fashion Accessories aside, Warlock is a semi-serious game from a franchise known to do everything but act all self-important and serious.  This title in the Ardania franchise reminds you that, while you might be micro-managing the economics of an empire while keeping the ravenous hordes of enemies, ghouls and humans at bay, it’s ok to giggle a bit.

So part of the reason for posting this is I played this game a whole lot over the spring and finally realized the sequel came out.  Another title that suffers from lack of respect, this title received a 71 from Steam’s game critic system, the meta-critic.  I am at the point where I will tell you not to trust the meta-critic with this one.  Warlock is far above a number of other worse strategic titles.  So, Ardania is a realm comparable to that of Heroes of Might and Magic, considering how often the denizens are killing each other, but it is much more comedic.  MnM’s “anti-hero focused, villainy rises to power” game was a story about a demonically possessed man that convinces all his friends he is actually a good guy before killing their daughters and summoning his father, a demonic deity, to eat their souls: a demon-Jesus, hence it is called Dark Messiah: Might and Magic.  Ardania’s version of this was Impire: you are a the dark lord, evil mastermind of horribleness.  Trouble is, you were summoned by a schmuck, so you are a tiny imp.

To start Warlock, you get to configure the vast map on which you’ll play.  I am an obsessive lover of turn-based strategy games, so I always set the size up really high.  There are also the usual parameters to configure (number of foes, win conditions, difficulty) but the most interesting adjustable value is the number of alternate worlds.  Aside from the main map that you can play on, there will be a number of alternate worlds parallel to the primary one.  Now, as far as I’ve gotten (I’ve built a sprawling empire of monsters) I have yet to encounter the portals for this mechanic.  I know that I am worried about it, though.  Good chance that, knowing my luck, the first one I find will be the link to the dimension of darkness and evil shadows will pour out to consume our souls.

it's like a pretty steampunk butterfly of world-generating glee!

It’s like a big steampunk butterfly of world-generating glee!

Once you have you world set up, you pick you ruler and jump in!  One of the more disappointing elements of the game is that it has 3 playable races (4 with the DLC): humans, monsters, undead and Arethi elves.  Arethi elves are basically just emo elves.  Now the humans get the most gold production, monsters  have the best food production, while elves are good at all three (but not comparably so) and they have the best research.  I favored the monsters for two reasons, first being I like to eat and eating makes my army bigger.  I can always steal money from enemies.  My favorite element of the monsters is that they have the most variety to their army.  You start off getting ratmen and goblins and, for my character, you move into lizard people, the Koatl.  I can also get a giant fucking turtle as an ultimate unit!  It’s great!

The way city-building is almost exactly like Civilization.  You have a central city that grows in population and thereby grows in power.  Your capital will come to have a full-on bitchin’ castle at some point, which fires at nearby enemies.  You’ll construct buildings on the nearby land and assimilate resources necessary to fantasy empire-building: food, gold, mana and research.  Now, where this game differs is that research is not used for technology, but for magical spells.  Each spell has a supportive, offensive or strategic use of some kind.  Things like lightning strikes and fireballs are obvious, but things like water-walking and terrain-alteration is just interesting and useful, especially when turning farmlands into wasteland.  The final spell is the Unity spell.  Similar to the spell that hippies attempted o cast in th 1960s, the Unity spell makes everyone sit down and sing cumbaya and smoke pipe-weed, that shit’s for sissies.  It is much more fun to kill everyone and take over their shit.  Of course, if you take over their cities, you will have to contend with the lack of farmlands you caused without an ounce of forethought.  Another thing that was irritating about this is handicapped production on all fronts when controlling the city of an enemy race.  This seems a bit harsh, but if I, a human, was forced to rub elbows with goblins and ratmen, I would be irate and difficult to rule, too.  I am ruled by humans and I am already irate on a regular basis!

Welcome to my seat of ultimate powaaaahhh!

Welcome to my seat of ultimate powaaaahhh!

Some of the problems posed to you as a ruler come down to building a city in the right place.  While in normal strategy games you can build mostly everywhere with minor economic modifiers that might come to be frustrating.  Build a farm on the roiling lava plains and your building will cost you 3 gold per turn AND you’ll have 20% reduction in whatever that building produces.  So, generally, don’t fucking do it.  Also, should you decide that a burning plain with rivers of lava is an acceptable risk for military advance, your units will have to contend with a movement penalty and a 50% defense penalty.  Not worth the fucking trouble, unless you run your shit like Pickett.

Further features of this game involve a modest plethora of special resources, like donkeys and pumpkins.  I really enjoy the things that can be done with these, too.  I have my koatl houses that I build in swamps, a shrine of the rotten pumpkin, order of the stubborn knights and other things.  Stubborn knights are powerful and ride donkeys.  They are eternally stubborn and hold grudges as high as universal mandate.  As you play, you will notice the hordes of wild animals.  These serve function of barbarians from the Civ series.  They are random marauding groups of enemies that serve as something to kill besides other players.  There are also some special enemies in the water, like krakens, which will murder the fuck out of your ships until they’ve seen some battles.  They guard treasure troves that are well worth the fight, including items for your Lords.  These lords can be hired and deployed to deal massive damage or healing.  Employ them right and you will slaughter enemies by the droves, employ them poorly and they will be the funniest most expensive character bios you’ve ever forged an empire to buy.

One of my favorite features of this game are the missions.  Throughout the game you will be randomly assigned missions to kill neutral foes, AI foes or build things.  You might also get a mission from the gods to build a shrine in their honor, which can only be built on special holy sites.  This gets you sway with the god in question and, in turn, their favor will grant you special features.  I am currently struggling through the demands of a needy deity that wants me to want him.  He demands that I build a shrine to him on a holy site.  It’s a little annoying and I really want to make that god happy so he’ll give me shit, same way religion works in real-life.  Not open to the idea of pissing of deities with phenomenal cosmic power.

The go kill bears mission.  The pivotal moment in every epic story line.

The go kill bears mission. The pivotal moment in every epic story line.

 

In my opinion, this game was given no quarter by the meta-critics.  It is a stupendous game with some flaws that don’t ruin the fun parts.  Not to mention it is reasonably priced.  You can get Warlock Ultimate edition on Steam for 24.99$, which includes all the DLC with the core game.  You can also get the fucking entire Majesty collection for 69.99$.  I am pretty sure I own 90% of these games and I still want to buy it.

As it is with all things, there is something in this that pisses me off unnecessarily.  Anywhere you haven’t explored there are clouds.  CLOUDS MAN!  I fucking feel like there is a roving bands of stoned hippies just over each horizon, and, like all hippies, they break down camp whenever anyone that might spoil their convention of hallucinogenic enjoyment. Fucking hippies!  I wish I could march my fucking army down their throats and murder all of them with the rage of monstrous fury! Then subsequenly enslave a remaining few so our society would have a fresh supply of dubious plant-life to smoke recreationally in the states of Washington and Colorado.

Plague Inc: Evolved, Eradicate Humanity!

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So I wiped out 99% of humanity today and still fucking lost!  Plague Inc: Evolved is a game for the strategic mastermind in all of us.  Take control of an infectious disease, evolve and kill everyone ever known by everyone you’ve ever known.

This title starts out simple enough, but gives you an idea of the scope you are dealing with in order to get there.  Initially you can only control a bacteria, but later organisms include prions, viruses, nano-viruses parasites fungi and some things I have never fucking heard of.  You then name your virus.  In prior Plague Inc titles (previously known as Pandemic) I always named my disease something insidious sounding like Writhing Death or The Manacles.  I lost every time.  So one day I made a disease named Booty Shoe out of denominational ennui.  Booty shoe eradicated the world population.  So this one got to be Nut Slipper.  I started Nut Slipper out in Indonesia, and altogether solid start location for any disease.  It has ports for oceanic export, planes for aerial export and it’s a warm, moist climate, which puts it two evolutions away from stepping out into the greater world.  Plague Inc seems to have 3 phases of play.  It’s not actually a part of the game, but the way the flow of the game seems to develop.  I call these phases initial spawn, transmission and eradication.  In initial spawn, you get DNA points for evolution from a few gameplay milestones in the beginning.  This is where your disease starts in its natal region and starts to breed.  When you spread out little by little to people in your starting country, Indonesia in this case, you’ll see little red and orange bubbles appear.  Pop these for the DNA points to evolve your disease.

Exponential infection rates and the game gets excited over a few thousand? Psh.

Thousands of nuts are apparently warm and cozy. Why is this bad?

In Plague Inc, you don’t order your little bacteria where you want them.  Consider the game a simulation of the spread of a potential disease.  Your disease will spread on its own in an organic fashion across the various methods.  You control the disease by mutating it, granting it new characteristics along the way.  These characteristics fall into three categories: transmission, abilities and symptoms.  Transmission is how the disease is carried from one host to another.  These can be things like livestock, insects, air, water etc.  Being in Indonesia, I evolved air and water right away.  Now, the game also made it so that transmission via water would be hard off the bat for my disease.  Something about sanitizing boats.  But evolving that water transmission negated the effect.  Nothing would stop Nut Slipper from sailing the seven seas!  This brings us to where you are spreading to every country in the transmission phase.  You get DNA points for spreading to new countries and infecting large portions of the population.  People don’t need to know you are around yet, but you get the DNA points for infections.

Now one of the things that you get concerned about really fast is how well your disease spreads to other countries.  Does it like the climate?  How rapidly does it spread? Do they use class 3 or 4 antibiotics?  All legitimate concerns.  It used to be that getting your disease into Madagascar was a sure-fire win, but now fully infecting Greenland, Canada and other cold-climate countries is the true challenge.  Your disease will spread the slowest in these locations and if you get lethal too soon, you’ll kill the hosts before they can spread it to other people.  That is a no-go.

Only fifty-one percent of the world population is dead!? Time to step up my game.

Only fifty-one percent of the world population is dead!? Time to step up my game.

Once you have enough people eating, drinking and breathing in your disease it’s time to start the extinction of humanity!  This is my favorite part because once people start dying the music, which has sinister techno-ambiance, goes from ominous to downright fucking creepy.  It starts off with the EKG heart monitor noises woven into it just below audibility and the moves on to include some kind of sirens.  I think they might be the noise that ambulances make in countries not mine.  Ours are pretty obnoxious.  Either way, it moves on to people hacking and coughing and children singing ring around the rosey.  Awesome, ambient and creepy as fuck.

Now the extinction of humanity won’t be reached by making your disease resistant and transmissible alone, and this is where it gets tough.  In the eradication phase you get DNA points for wiping out populations and destabilizing governments.  Symptoms are the method for reaching these goals.  If you take symptoms too early in the transmission phase, your disease will be detected and cured fairly rapidly.  Take symptoms too late and you will not have enough points to develop the truly lethal symptoms.  Occasionally you will spawn random symptoms, but the game can be paused in order to devolve those and earn some DNA points.  With your bacteria, you want to aim for 70% – 79% of global infection to start taking symptoms, and when you take them take them fucking hard.  When I pump up the symptoms I will take them 3 – 4 at a time and let them go.  People start dropping dead faster than the game even knows how to react, and by the time the first death hits the news, hundreds of thousands are lying in their living rooms clinging fecklessly to their last breaths.  Even with Nut Slipper taking the world by storm, I was still greeted with this fucking screen at the end.

ninety-nine point nine percent of the world is dead and it is not considered a goddamn victory

ninety-nine point nine percent of the world is dead and it is not considered a goddamn victory

I am only partially joking about that, too.  I wiped out 99.9% of humanity and it was still not considered a fucking victory!  To give you an idea, the people who survived lived in Greenland, Canada, Italy and Sweden.  Everyone else in the entire fucking world was dead.  My problem was that I took symptoms around 65% world infection and killed all my hosts too fast.  I have no fucking clue how Italy, of all goddamn places, fucking survived, either.  I guess they didn’t go to the Olympics in London that year…   Granted none of them survived unscathed, but they survived.  One of the more fun features of this game is how you can make spectacular effects occur, like projectile vomiting, by combining various symptoms.  Projectile vomiting occurs when you have coughing and vomiting at the same time.  Once you have started to wipe out the population of planet Earth, people will start to do research in an attempt to survive.  This is signified by a blue plane that flies around.  You can slow them down by clicking little blue bubbles, too, but the best part is when you stop research by killing everyone in a country.  Then the country just goes dark as everyone slowly collapses.  This game is a tough one, but rewarding for the strategic enthusiast.  It can be gotten for 14.99$ on Steam and.. wait this is early access?  Well for an early access game, this one sure is well done.  Worth the money, in my honest opinion.  It also feels like one of those games that some people think might save the world by thinking about how to solve realistic problems, except in this one you are the problem.

Of all the things this game does right, there is one thing that still haunts my dreams.  The children.  When you start to go nuclear, as stated, you hear a group of grade-school children singing Ring around the Rosey.  I swear to fucking god this is the creepiest thing I have ever fucking heard in ever.  It is like the children of the corn, or some shit.  The music is fucking awesome, mind you.  That just enhances how creepy the children are.  They are like the fucking harbingers of the goddamn apocalypse!  I will be waking up in a cold sweat singing ring around the rosey tonight, I just know it.

 

Estudio Antropo, True Next-Gen Gaming

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Remember is Shadowrun how your characters had 2 different versions of the matrix to deal with?  Yea, sure, one was the Virtual Reality (VR) realm where hackers reign as gods, clad in icons to resemble all the deities of old as their meat body lays somewhere on a bed or floor neglected by the free-roaming mind.  The other was called Augmented Reality (AR) and it is where you find the visual interfaces that allowed you to see what specials and sales stores have going that day by looking at the logo through the right pair of glasses.  Nintendo was the first to really take advantage of this when they came out with the 3DS and its aptly named VR cards, which revealed a variety of simple, fun AR games that had my wife and I battling over who was the better virtual fisherman.  These cards were cards you lay on a table and then look at with your 3DS in AR mode.  Characters would then pop out of the cards or games would form out of the table.  It was fucking awesome.  Then there was this company that fucking decided to make a pair of computerized glasses, which hold the potential to plaster gaming all over the world.  There is another company, however, whose scope is more ambitious than just playing with cards and more exciting than karate chopping at the air or shouting virtual “clay pigeons” to pieces with your fucking thu’um.

Estudio Antropo said “That’s fucking neat and all guys, but what about the goddamn devices the entire society has already invested in?”  Not a direct quote, but one I like to imagine coming out of someone’s mouth.  These guys have developed a game for the boARd format, a Kurzor S.R.O. concept, that allows you to use your mobile devices to play board games.  Now, the trailers for this only show people with their iPads all spooled up and ready to go, but, the game is also scheduled to release with an Android element, as well.  I don’t see it being long before Andriod and iOS players can huddle around the same boARd to play a rousing game of Monopoly, or something.  Estudio Antropo currently have a kickstarter campaign up that ends August 1st.  If anything in this article excites you nearly as much as it fucking excites me, go there and throw some money in!

cartoneros-logo-01-long

 

Check my cardboard swagger.

Check that cardboard swagger

First among the titles that will pioneer the fourth fucking dimension is Cartoneros.  This title is one that has a kind of general appeal that plays out really cool.  Not to mention, even those hippies with their goddamn iPads will love the concept.  Cartoneros takes place in a world where people throw away vast amounts of fucking cardboard.  EVERYTHING is cardboard, including your characters.  Your characters then go out on their mission to clean up the world! Aw, yay!  That is so special!  Yippee! Love is magical!  They then proceed to battle over resources like the humans that undoubtedly spawned them and battle to the death over cardboard.  So yes, good intentions do pave the road to good gameplay.

In this tactical strategy, you control a small team of Cartoneros, these little guys that collect the cardboard detritus of the world.  Each of your cartoneros has strength and weaknesses, too, so it is not all cut and dry combat.  In your mad dash for sustaining cardboard, you will battle with other players.  Now, this carboard you collect isn’t really something you’ll use in-game to pump your cartoneros up, but between plays is when it comes in handy.  As you await your next round of play against your mortal foes (apparently your mom and little sister) you use the cardboard to beef up your cartoneros.  You will even be able to shape the gaming environment by building maps, characters, weapons, monsters and robots!  Its developers liken it to a combination of DoTA and XCOM.  Granted, if you spend your cardboard too frivolously, you will not have enough resources to maintain a competitive  team.  This honestly looks like it could turn into a fucking sport.

Adorable cardboard characters butchering each other with their cardboard shotguns. Isn't that nice!

Adorable cardboard characters butchering each other with their cardboard shotguns. Isn’t that nice!

Each game of Cartoneros will include 1 – 8 players, and the game style will change depending on the teams.  If everyone is on the same team, the game is more like an RPG with players working together to fight monsters and get cardboard.  If you split the players apart, it becomes a DoTA, XCOM fusion-style tactical strategy game.  Monsters in this game fall in three categories.  Little ones that flee, big ones that attack your characters and huge ones that make you crap your cardboard trousers.  Each monster will have special abilities that can be obtained by killing the monsters and eating its heart like a ancient n0rse warrior.  I might have made up that last part about eating its heart, but you really can get the powers of your foes for a limited period by destroying them.  Apparently there are some really neat features to the game structure, as well, allowing you to create your own game.  Maps can be created by arranging terrain on the board, missions can be created by designating objectives and stories created by linking maps.  The game is going to be tough, too; if you lose characters weapons, tools etc. in-game they are gone forever.  You’ll have to be careful how you spend your cardboard between games, but careful planning will pay off big-time in the long run.  You can read about Cartoneros in greater detail on its Kickstarter page.

espio_logo

Does cartoneros sound too much like something that the family will enjoy and won’t be badass enough for your group of awesome buddies that only opt for the finest and most edgy of tabletop games?  The guys backing cartoneros are also developing Espionag3: Berlin Files.  If cartoneros’ strategic gameplay and winsome visuals don’t excite you, the dark world of spies and intrigue laid out in Espionag3: Berlin Files should.

It’s another strategic game where you control a network of spies and battle against your friends.  Berlin files looks really fun and with pitched gun battles and tailing missions, this game looks awesome.  I don’t fucking care what language the goddamn screenshots are in!  The players take up the role of secret government agents in Berlin, who have discovered that the mafia has moved in and are expanding rapidly.  It is up to players to utilize their stealthy spy tactics to overcome and eliminate their mafia enemies.  This gaming format has a lot of possibilities, from the simple and fun ideas to adult level games providing intrigue and excitement.  I could see a game like this taking place in 1930’s New York with players controlling a mafia family and vying for control of the illegal liquor trade.  Want a historical piece?  What if someone developed a game where half the players are the French Resistance fighters and the others are Nazis, and the players duke it out for control of Paris?  See, only limited by your imagination.

On any city street in Berlin...

On any city street in Berlin…

So why does this concept excite me and why should it excite you too?  Do you like tabletop games?  Anyone who has ever played Shadowrun, Dungeons and Dragons or Warhammer and any other such related games should be able to see the potential this poses for awesomeness.  This format could easily be built upon by major developers to create a DnD game that works with ipads, android phones etc. so that you can sit down with your gaming crew and play some serious tabletop games.  You could have endless customization options for your Warhammer armies, all explained at your fingertips by the software of the game.  Terrain customization for Warhammer, DnD and Shadowrun games would be that much more detailed and the worlds you play in would, literally, just be a game screen away.  You would be able to almost touch them.  Super-nerdy niche games not your style?  This format could be used to give standard boardgames the modern update off of console systems they so desperately crave.  Instead of buying the whole box and all the pieces getting scattered by a rampaging dog, you could just play care-free on a paper-board!  Granted, the animals might poke holes in the paper boARd, but it saves you a hell of a lot more time searching for tiny houses.  Those fuckers are a bitch to step on at night, too.  So support Cartoneros on kickstarter up through August 1st!  It could really be the update of next-gen gaming that would really make people feel like they are living in the future!

 

Double-Up Discussion: Color Stairs, Fluff Eaters

colorstairs

 

The first game of today’s double article is Color Stairs!  An interesting concept for iOS systems, you can get this game for free on your iphone or ipad.  It can be found on the iTunes store at this location.  A fairly simple concept, this is a game easier explained than played.  You control a little square and you have to get it as far along the treacherous rainbow-colored terrain as possible.  You will fall in the spaces between one set of platforms and the next, though, so the game makes it easy to keep track of progress.

You’ll pick this up and underestimate it from the start.  Smooth jazz jams on as you tap the screen to move your square.  To start, you’ll tap to drop the square.  I had numerous pit-drops off the bat as the platforms are scrolling while the square is in the same spot on the screen.  Eventually, though, the law of averages has to fucking even out and you’ll get it on a platform.  When it does, tap the screen and don’t stop.  When you see a gap, swipe upward real quick and you’ll jump that shit.  It is a little jarring to get used to, and prolonged gameplay may result in motion-sickness, but once you get a good rol, you want to stay on that shit.  My best play got me to 143 points.  How do you gain points?  They accrued every time you tap the fucking screen.  Sound simple?  You fell into the same goddamn trap I did!  Try it.  Just try it.  It is fun, frustrating and, honestly, satisfying.  But you do not feel bad putting it down: everything required of a good app game and good puzzlers alike.  Do I need another screenshot?  No, the above logo pretty much says it all.

flufflogo

Fluff Eaters is not out yet.  This half of today’s double-up is a preview as of the typing of this article, but it will be released on the 14th!  Check it out on its website!  This game honestly has all the makings of the next big app game that young girls and middle-aged men will latch onto.  A cute main character, lovably devious foes that are charming in their own way and a simple base concept.

Basically, you are playing jacks.  You know, the game played arbitrarily on every sidewalk by young girls in the mid-nineteen fifties.  You bounce a ball and pick up as many jacks as you can.  In this, though, you bounce a cat.  Bouncy the Cat, as a matterafact.  Now these little fuckers, called Fluffs, waited while Bouncy got out of bed and fucked up his personal lounge spot!  This is some unprecedented douchebaggery on their part, so Bouncy needs to get his revenge.  Each level you are tasked with bouncing Bouncy and tapping goals.  Tapping fluffs gets you through the level, but each level there are these little fish crackers to collect.  Getting the crackers gets you more points and killing fluffs gets you through the level with less points.  The goal is to tap all the objectives and then move on.  A simple concept that gets more and more difficult.

... but you end up on whacky levels wondering what you are even supposed to do after enough time.

… but you end up on crazy complex levels wondering what you are even supposed to do after enough time.

I am not going to lie.  For all this game’s adorable trappings, cute sound effects and silliness, it is a pain in the ass to complete.  I found myself on a level where the platforms are angled and you have to catch Bouncy after he gets the crackers but before he hits the WALL OF GODDAMN SPIKES!  This cat would hate me for real, and not just because I am a dog person.  I dropped his ass on more than a few spike traps and into pits, launched him off screen, missed the catching tap and let him double-bounce: you name it, I fucked it up.  And this game gets challenging.  I give serious accommodations to anyone that can get through more than a few acts in this game. Aside from being challenging, it has really good visuals, fun scenery and lovable characters, even if they do seem like a euphemism for cat dander and hairballs.  If you are a fan of fun, cute and humorous app games, this is a title to pick up, and for the asking price of 0.99$ it is a relative steal.

The Parsnip Theory, Lunchroom Throwdown

parsnip

 

If every highschool kid in the world could design video games, The Parsnip Theory would probably be the first game they make.  Though it has a few rough edges, its design and gameplay are certainly an experience worth a play, especially with friends.  It is a shareware game available at itch.io. One thing to keep in mind is that this game is in its alpha stages.  It is listed on itch so that people can test it, play it and enjoy it for what it is so far.

Turn-based strategy has many forms, some good, some bad.  Many involve alternate play-areas that allow you to play with armies as pieces on a Risk board, while still others give you a base to return to and beef up your troops.  Parsnip Theory is a simple game with one face: lunchroom mayhem.  Every time you play, you join a team of kids, who all look the same, and you start launching tomatoes at the other teams.  Controls in this title take a minute of fiddling to really figure them out properly, but they are intuitive and allow you to consider your moves like a chess player before you fully commit to them.  Each of your teammates starts a round with 7 moves.  Throwing a tomato costs 2 moves, each space costs 1 move to traverse and crouching is 1 move as well.  This means that, without moving, you can get 3 shots off per round.  If you have to move more than 1 space in a turn, you could end up losing 1 or 2 of those shots, so timing is a big part of this game.

My first couple runs of Parsnip Theory ended with my team as nothing more than gooey smears on the tile.  I would just charge out there, tomatoes blazing, and hope for the best.  Have you ever played XCOM?  Yea, you run out there guns blazing and your people will end up in the hot place really fast.  Parsnip Theory is no different.  Although the graphical style makes it tough to tell, there are tables in this lunchroom.  I would expect tables to stand out a little more, but these ones sort of look like drainage grates laid throughout the room that, for some odd reason, you are fully incapable of walking over.  These grates, however, are actually tables.  If you have your team members crouch behind them, you can use them as cover.

Move behind cover, Aaron!  You're under fire!

Move behind cover, Aaron! You’re under fire!

Now, above you see my characters crouched behind a wall, waiting for that little blue guy to come out behind his wall.  What I didn’t realize was that he could see the guy up top, and  splattered him accordingly.  We still mourn the loss of Aaron.  But moving with cover is a good way to operate in this game.  If you can set up your team to ambush a foe coming around a corner, he might get one shot off at one of you, and the next turn he’ll get three more, but that’s it.  He won’t be able to get off enough shots to take down any of you, and you’ll have him splattered in barely more than one turn.  The hellish onslaught of tomatoes takes down 10 hp per hit, so you’ll likely take him out and have plenty of moves left that second turn.

Another thing to keep in mind is that you are in highschool with a bunch of fucking baseball stars.  These kids will lob a barrage of perfectly-aimed tomatoes at you from the other side of the lunchroom like a howitzer loaded with tomatoes.  The AI seems to favor taking advantage of long-shots at weakened enemies because you likely won’t see it coming.  The AI of this game, really, is way better at this than it has a right to be.  As I said, several times I played through and took out one or two enemies, and got smeared.  The AI wasn’t all focused on me, either.  The other teams were going back and forth at each other like nobody’s business.  They just managed to mop the floor with me every time.

Graphics in this game are acceptable, except for a few little issues here and there.  Sure the table don’t look like tables, but I rather enjoyed the look of my little team mates.  Sure, hair color and clothing is all the same, but after playing a few times, skin-colors are randomly assigned.  Also, your people all lack arms and legs, so their hands and feet hover in space where the ends of their extremities should be, Rayman-style.  The difficulty in this game was a little rough, but you learn the best way to battle your foes after a while, and it’s not too tough to adjust.  There are a few things that this game could benefit from: variety of attacks, the potential for someone to miss, some stronger graphical definition, but for a piece of shareware, this game is enjoyable.  I would advise playing it with some friends to get the most out of its gameplay.  The AI players are just a bunch of dicks.

Another feature of this game that my brother will discuss at greater length is the level editor.  Should you get tired of the single level of play in the game, you can always go and make more of them.  A level editor is always a good idea, and in a game like this grants players the ability to make it their own way.  You hate the lunchroom?  Fine, have a fucking food-fight in the art department, you damn lunatic.

We stand victorious over the blood.. err.. tomato-spattered lunchroom.

We stand victorious over the blood.. err.. tomato-spattered lunchroom.

Of everything I about this game, there is one thing that I HAVE to mention.  I do not under any circumstances recommend this to anyone with photosensitive seizures: you might not make it past the title screen.  The background is this warping, color-changing spaghetti (or something) that looks like one of the lunch aides slipped fucking LSD into the juice boxes.  In their psychedelic-induced frenzy these kids have taken to defending themselves against the phantasms of their own imagination the only way they can deign: by lashing out with salvos of edibles projectiles.  This is my story, and I am sticking to it, since the game itself doesn’t really have one yet.