作者彙整: Matt Miller

Mixing And Matching With The Funkoverse Strategy Game

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The Best Role-Playing Game Releases Of 2019

Veteran tabletop role-players don’t have to think too many years back to recall a time when their hobby was… 閱讀全文

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The Best Tabletop Games Of 2019

The board-gaming hobby continued its steady rise this year, fueled by a bevy of stellar releases, featuring… 閱讀全文

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Arise: A Simple Story Review – Beauty In Heartbreak

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Party Games To Take Home For The Holidays

Not every get-together is best served by a sprawling strategic board game that will take all night to compl… 閱讀全文

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Top Of The Table – Tapestry

Good games have a powerful ability to take big ideas and synthesize them into meaningful simulations, analo… 閱讀全文

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Expanding On The Show – A Closer Look At The Dark Crystal: Age Of Resistance Tactics

Publisher: En Masse Entertainment
Developer: BonusXP
Release:
2019
Rating: Rating Pending
Platform: PlayStation 4, Xbox One, Switch, PC, Mac

After years as a cult favorite film, The Dark Crystal franchise has recently experienced a well-deserved resurgence, thanks to the Age of Resistance prequel show on Netflix. The 10-episode project earned broad acclaim upon its release a few months ago, thanks to its rich fantasy storytelling communicated through technical and artistic mastery. The series gains a companion project, in the form of a tactics game that helps to fill in some of the gaps in the show. And while the project looks to borrow from the likes of Final Fantasy Tactics and Fire Emblem, there’s plenty of originality at play.

“The game takes place concurrent to the events of the series and will briefly recap the major events of the series while also delving into some new territory,” says Chris Lee, director of games at Netflix. “This means that, narratively, the game can stand on its own and be enjoyed by players who haven’t necessarily seen the series.”

 The plan is to let the game tackle some of the important events only hinted at in the cinematic show. For instance, at one point the game follows the characters Gurjin, Naia, and Kylan as they set out to unite the Gelfling clans, an essential plot event that was nonetheless handled off-screen within the series.

The developers are trying to walk the often-tricky line inherent to narratively complex properties. Exposition and world-building is essential, but can’t bog down the gameplay. “It’s been a terrific collaboration with The Jim Henson Company to make sure we were being as authentic to the universe as possible with the story in the game,” Lee says. “Some gamers opt to skip long sequences of dialogue, so we do our best to convey critical story pieces concisely and dynamically.”

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The strategy-focused gameplay is about building and smartly deploying a customized party of characters. Players eventually have access to 15 playable characters, drawn both from the familiar heroes fans will recognize – like Rian and Deet – and newly created characters for the game, like a potion master named Pombo the Podling. Each hero comes with an iconic job that matches the nature of that character as they appear in the show, but you’re free to adjust that role as you see fit, and give them a new job (and accompanying costume) as you see fit.

“We don’t have a full list of jobs finalized just yet, but we’re aiming to have over 15 in the full game,” says BonusXP CEO Dave Pottinger. “You’ll be able to swap out the primary and secondary job for your party members to mix and match to your heart’s content.” Primary jobs relay the bulk of your abilities and stats, while a secondary job lets you carry over an ability that a character wouldn’t normally have. “This leads to hundreds of potential combinations of primary job, secondary job, and ability loadouts,” Pottinger says. Customization options are further accentuated by the presence of nearly 200 unique gear pieces that can be acquired over the course of the game.

I’ve yet to get hands-on with the Age of Resistance Tactics myself, but I’m hopeful that the game manages to capture some of what made the recent series so entrancing. What I have seen reveals a focus on varied battlefields, environmental effects like sandstorms, and smart use of a varied party line-up, adding up to a solid if familiar dynamic. Publisher En Masse is promising the game before the end of the year, so we shouldn’t have long to wait to see if this video game incarnation can find some measure of the same success enjoyed by the recent Netflix series.

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Lonely Mountains: Downhill Review – Serene Velocity

Publisher: Thunderful
Developer: Megagon Industries
Release:
Rating: Rating Pending
Reviewed on: PC
Also on:
PlayStation 4, Xbox One, Switch, Mac

A gentle wind rustles the autumn leaves, and an owl’s solitary call echoes across the mountainside in the pre-dusk light. My bike rattles across an old wooden bridge, and the path ahead curves around the rising roar of the waterfall. Instead of following it, I accelerate off the cliff at ill-advised speed, and crash headlong into a tree trunk, just missing the jump. Time to restart the checkpoint.

Such is the flow of Lonely Mountains: Downhill, an idyllic mountain biking game of nature sounds and beautiful vistas juxtaposed against excessive speed and foolhardy jumps. 16 trails across four mountain landscapes all start the same: Your bike and rider are poised at the peak, ready to descend. From here, it’s all about the path to your cozy base camp, bumping and sliding down gravel switchbacks, dirt slides, hidden tree paths, and waterlogged streambeds. Can you beat your best time to the bottom? Can you manage fewer crashes this time? That simple formula carries the game forward, while the precise controls and many shortcuts and add depth to ensure you come back for more.

Gameplay owes a debt to classics like Marble Madness and its isometric view of the slope, as well as the time-trial optimization of the long-running Trials series. However, the injection of a Zen-like natural landscape and soundscape sets these lonely mountains apart. The ambient nature soundtrack is an inspired choice, and the low-poly but vibrantly colorful visuals perfectly capture the hazy sense of speeding down a hill as the background details blur together.

In any given run, you’re challenging yourself to beat time thresholds by any means necessary, hitting the finish line with a cleaner run, or both. The objectives are limited in scope; without more variety in targeted goals, the potential for tedium can set in over time. As it is, the main avenue to difficulty is shaving seconds off each checkpoint, transforming seemingly impossible time goals into increasingly realistic possibilities. The frustration of dozens of crashes is softened because it’s so amusing to see your poor rider go tumbling into empty space, or bang with a grunt into a stone wall. Restarts are instantaneous, so you don’t have time to dwell on your failures.

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The bikes control like a dream, with quick-turning, believable acceleration arcs and lots of variance between the six unlockable cycles, each of which feels like a “class” of its own. One bike excels at big jumps, while another can’t be beat in the off-road. Each one adds a compelling playstyle, and a new way to tackle all the courses. In fact, it’s that compelling variability between playstyles that leads to my biggest frustration. Each new bike unlocks in parts, and you can’t use the vehicle until you get all its parts. In most cases, getting the full set of pieces for a new ride only occurs late in the game, and at especially high challenge thresholds. That’s a bummer, because it means players are bound to limited options for most of the game, and may never get to experience the impressive variety in playstyle encouraged by the different bikes.

For the most dedicated players, that distinction won’t matter much. Discovering new shortcuts never loses that eureka moment feel, and each trail has a surprising array of alternate paths to explore. Mastering the physics of the cycle and learning the visual language of each landscape is a lengthy and rewarding endeavor. Detailed leaderboards help you not only compete against friends and the wider global playerbase, but also help pinpoint individual checkpoints in any given run where you can still improve. Beyond new mountains and trails, cosmetic unlock rewards let you tweak the appearance of your rider and ride. Go especially off the beaten path, and you can even find all the cleverly hidden resting places on a given mountain. To what end? To see the game pause, and watch your rider relax by a beautiful vista for a well-deserved break.

Lonely Mountains: Downhill is a skill-focused arcade experience of surprising depth and replayability. The relaxing aesthetic is a figurative breath of fresh air when compared to other games that compete to be loudest and most in-your-face. Even so, there’s a searing intensity and competitive flair to this outdoor adventure that can easily accommodate serious engagement. Like the real sport, this mountain biking undertaking is ultimately about challenging yourself, and pushing just a little harder to improve, and that’s enough to keep me coming back.

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Score: 8.75

Summary: This mountain biking game blends an idyllic nature aesthetic with tight arcade action to create a surprisingly thrilling adventure.

Concept: Race your mountain bike down peaceful mountain trails at breakneck speed

Graphics: Low-poly, high-color graphics are attractive and provide readable pathing

Sound: Quiet, ambient nature sounds accompany your frantic descent – a simple design choice that does wonders for the aesthetic and enjoyability

Playability: Precise controls allow for skill and improvisation, but some aspects of the long-term unlock approach are frustrating

Entertainment: Somehow simultaneously soothing and thrilling, this excellent arcade-style experience captures the joys of biking, nature, and competing against yourself

Replay: High

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The Perfect Picks For Halloween Board Game Night

The weather is getting colder, and Halloween is days away. If you’re not ready to don your costume and wander the neighborhood in search of candy, but you still want to find a way to get into the spirit of the holiday, then a horror-themed game night is a great way to go. Reach out to your friends, set up a time in the coming days, and snag one of these awesome board games to celebrate the occasion.

I’ve focused my recommendations on relatively recent releases, so I’ve left off some of the horror classics. In addition, you’ll note that more than a few of these games tap into the excitement of Lovecraftian themes and settings; chalk that up to the current broad enthusiasm for the Cthulhu mythos.

Happy Halloween!

Horrified
Publisher: Ravensburger

This new horror-themed cooperative adventure game has players confronting the likes of Dracula and the Invisible Man as they ravage an unfortunate village. In fact, most of the familiar Universal monsters make an appearance. One to five players wander the board, protecting villagers, collecting items, and slowly trying to whittle away at the monsters, each of whom has distinct conditions required for defeat.

Horrified features some well-sculpted monster minis that help to bring the table tableau to life

Adding and subtracting the number of monsters lends an easy way to customize difficulty. The gameplay is straightforward and easy to pick up, but with enough depth to keep dedicated gamers engaged, at least for the first few plays. Great art, attractive minis, and quick play times make this an ideal choice to pull out for a Halloween game night, when it’s likely you’ll have a wider mix of player experience levels.

Arkham Horror: Final Hour
Publisher: Fantasy Flight Games

The enjoyable series of Arkham games from Fantasy Flight already have a number of excellent entries to recommend, but few of them are good fits for a shorter evening of entertainment. If you’d like to take a dive into the Cthulhu Mythos, but you don’t have a lot of time, Final Hour is a great choice. Players work cooperatively to reverse the effects of a ritual that has summoned a horrible Ancient One into the world.

Players navigate the board, fight off monsters, and dig up clues in their investigations. Working together, they must figure out the specific ritual icons needed by eliminating the possibility that other icons are part of the process. It’s all the fun flavor of an Arkham game, but accelerated for a rapid finish. The whole thing is playable in an hour, and is best enjoyed by a full group of four players.

Obscurio
Publisher: Libellud

If you’re more into the magical and mystical side of the Halloween tradition over traditional horror, I’d like to offer up Obscurio – a stunningly illustrated and cleverly designed gem. The fascinating but easy-to-learn game mixes hidden traitor mechanics, cooperative play, and deduction. Most of the players (up to eight can participate) work in tandem as wizards looking to escape the evil sorcerer’s library. A magic sentient grimoire (one of the other players) knows the secret escape route, but can only communicate via beautiful painted pictures. Finally, hidden in the wizards’ midst is a traitor (the final player) attempting to obscure the truth.

By letting the Grimoire player point to elements of the picture clue, the game becomes more specific and interesting

The grimoire player uses arrow tokens to point to specific details on different art images, and those details are meant to match with specific features of art on the different exit doors. But the traitor is secretly corrupting the process with additional pieces of art that act as red herrings. It adds up to a fascinating (but mechanically light) affair of second guessing and deductive reasoning that will have your gaming group coming around for a second helping as soon as you finish the first. Playable in under an hour for two to eight players, it’s a perfect fit for lovers of magic, art, and social play.

Terrors of London
Publisher: Kolossal Games

This competitive deck-builder is an excellent option for a small group of two to four experienced gamers ready to take a side trek into the dark side. Each player controls an Overlord with unique abilities, as you set out to terrorize London and take down the other Overlords. Over the course of the game, you recruit terrifying spirits, shambling undead, and other frightening entities onto your team before unleashing them, either alone or in ravening hordes that combo together to crush the opposition.

The colorful and evocative card art does a lovely job of tapping the Victorian London theme, and bringing the wide cast of monster characters to life. It’s doable to play a full game in under an hour, and once you know what you’re doing, as little as 30 minutes.

A’writhe: A Game Of Eldritch Contortions
Publisher: WizKids

If you’re looking for something a bit more light-hearted, but still deeply enmeshed in the traditions of occult storytelling, I’d like to introduce you to the quirky genre mash-up that is A’writhe. A party game designed for four to six players, the group breaks down into teams of two, and aims to win by breaking through the veil of reality to devour the world.

A’writhe is best enjoyed when everyone is prepared to be a bit silly

More specifically, each player team is made up of a cultist and a Great Old One. The cultist player holds cards that depict various sigils. The Great Old One player, meanwhile, is effectively enacting a game of Twister, writhing about on the floor to touch various spots (represented by mats on the floor) that depict specific locales in the ever-troubled town of Arkham. Touching a space (like the Boarding House or Miskatonic University) corrupts that space. If any combination of the Elder God players touches the right spots to form the sigil, that’s a point for your team, and time to start working on the next. First to three wins. The whole thing is silly, steeped in Lovecraftian fiction, and a good fit for a more active group of players – especially if you’ve had a few swigs of witch’s brew to start the evening.

Gates of Delirium
Publisher: Renegade Game Studios

Gates of Delirium snared me as soon as I heard the concept. Players take on the role of intrepid investigators as they search for the pages of an ancient manuscript and map pieces that will hold back a horrible evil from emerging into the world. But players also take on the role of insane individuals who are feverishly arranging ancient runes to build gates that might allow those same horrible creatures to escape into our world. Every player takes on both roles.

Action cards depict options for both sane and insane rounds

So, how exactly does that all work? In every round of Gates of Delirium, one of the players decides whether it’s a sane or insane round. You play the same characters, but with differing goals depending on your current state of madness. Your action cards depict two options, and you can only play the side that corresponds with your current perspective on the world. It’s an alluring and strange mix of gameplay conceits, and it’s great fun to effectively fight against your own machinations and compete against the other players for victory. Give it a shot with two to four players, and expect to finish a playthrough in about an hour.

Forsaken Forest
Publisher: Forsaken Games

Like a little intrigue at your game table? Check out this social deduction game about a group of villagers who have brought a mysterious evil entity into their midst, and their only hope for survival is to venture deeper into a forbidding wood. Each player is randomly assigned onto one of two teams. You might be a villager trying to navigate the cursed forest and return to your home village. Or you might be a Forsaken, working to counter the villagers’ efforts and lead them into ruin and the lost depths of the Void. Either guide the group to your designated location at the edge of the board, or figure out who your opponents are, and eliminate them. Along the way, the evil of the forest will also work to thwart the villagers’ hopes.

Forsaken Forest features some stellar card art

Forsaken Forest is an interesting mix of experiences. It has the navigation, card play, and actions of a strategy game, but the discussions and suspicion inherent to hidden-role traitor games. You likely know if that’s the right mix of experiences for your gaming group. Expect to complete your adventure through the woods in about an hour, with anywhere from 4 to 12 players.

Cthulhu: Death May Die
Publisher: CMON/Guillotine Games

I didn’t want to close out this list of recommendations without mentioning the latest release from two excellent designers – Rob Daviau and Eric M. Lang – working together for the first time. I’m comfortable recommending the game with enthusiasm, but with a caveat: as a very recent arrival, I’ve only had a chance to play the game once in advance of this writing. As such, my full impression of the game is still coming together.

Nonetheless, there’s a lot of neat ideas at play here, and they make themselves obvious very quickly. In my early experimentation, Death May Die feels in many ways like the anti-Cthulhu game, despite the naming convention. Daviau and Lang have very consciously approached the familiar tropes of Lovecraftian fiction, and are playfully altering expectations around those tropes. Where most Lovecraftian games have you controlling naïve individuals who are encountering the supernatural for the first time, this game has you playing experienced investigators who save the world every other weekend. Where many Cthulhu games are awash in intrigue and atmospheric moments of tension, Death May Die is all about action and combat. And where one of the fundamental tenets of Lovecraftian fiction is the untouchable nature of the Ancient Ones, here is a game about shooting and ultimately killing seemingly immortal beings like Cthulhu and Hastur.

Beyond that, it’s enough to know that Cthulhu: Death May Die is a fully cooperative adventure for one to five players, and that each session is played as one of six distinct episodes. Each episode has its own components and narrative, and can also change depending on which of the two included evil gods is in play. Characters slowly go insane as they aim to murder the Ancient One, but clever play allows your growing insanity to be used as an advantage, by doing things like positioning yourself near a bunch of enemies before an uncontrollable violent outburst. It’s a big and cinematic new release with a lot to explore, and it’s one worth keeping an eye on, even if you might not be able to snag a copy ahead of this year’s Halloween. Expect broader availability in the next few weeks.

 

I’m confident that at least one of those games can hit the right note for your Halloween game night, but there are a ton of older classics that I’d be happy to share, if you’d like to learn about them. In fact, you can read about some of those recommendations in a similar article I posted at this time several years ago. If you’re still hurting for ideas, hit me up via email from the link below, and I’ll be happy to help you find the right game to terrorize your friends and family.

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Happily Lost In The Heart Of Star Wars Jedi: Fallen Order

Publisher: Electronic Arts
Developer: Respawn Entertainment
Release:
Platform: PlayStation 4, Xbox One, PC

Star Wars Jedi: Fallen Order draws on a number of sources to produce its unique breed of action. In moments of timing-focused dodges, parries, and varied melee attacks, the most recent God of War comes to mind. As I open shortcuts, respawn enemies after a rest, and retrieve lost XP following a death, Dark Souls is in evidence. And in moments of sliding down ice drifts from which I leap and swing on ropes across deadly gaps, I’m reminded of Uncharted. Chasing too many influences can sometimes tank a game’s potential, leaving everything a half-measure. But that somehow doesn’t happen here, as these and other borrowed ideas ably meld into one, at least in the all too short hours I played a near-final version. That’s because behind all the disparate ideas, Fallen Order nails one central guiding principle; it feels like Star Wars.

My demo drops me in the middle of the game for nearly three hours of exploration and combat. Fallen Order is suffused with the drama of inhabiting a Jedi in the time frame after Episode III. Cal Kestis is a young Jedi living in hiding as he gets targeted by the Empire, and pulled into a plot involving an ancient culture of Force-users called the Zeffo. From the first moments in-game, the visuals and audio nail the vibe of the franchise. The music nods to the classic John Williams score, but charts its own motifs and melodies in a seamless blend. Igniting lightsabers, Imperial blaster fire, and landing ships match familiar sound effect cues. From the beat-up starship Cal flies in, to the ancient ruins of the planet I explore, the world has a lived-in feel reminiscent of the films.

Flying around the galaxy, players have options of what areas to explore and when. As my demo opens, I can pursue the main story thread on Zeffo, or investigate mysteries on the dark landscapes of Dathomir. Wanting to see more of the unfolding narrative, I head to Zeffo and begin to navigate an abandoned village and the expansive underground temple far below.

The droid named BD-1 is your constant companion, but unlike some video game companions, he never gets in the way

Exploration is a big part of the game. Paths through the level at first seem linear, but I can often find shortcuts that connect back to earlier areas, recalling games like Bloodborne. While it’s hard to surmise if it’s indicative of the broader game structure, Zeffo is focused on lengthy stretches of traversal and discovery, punctuated by occasional fights against both Stormtroopers and aggressive local fauna. In one area, I have to Force Slow a spinning fan blade to create a series of platforms to cross. In another, I divert into a darkened cave, and must use my lightsaber as a flashlight. Inside, Cal uses the rare Force ability of Psychometry to sense echoes of events from objects; in this case, I learn of a desperate mother fleeing from some unnamed threat with her child. I also find an expansion for my healing stim capacity, proving the value of investigating off the beaten path.

Combat is fast-paced, with smart defense as the key to success. Reflecting blaster bolts (which is great fun), parrying attacking troopers, and dodging charging creatures all lead to better outcomes than wild button-mashing assaults, but each demands that I observe enemies carefully, and tap the button in the precise window afforded. On standard difficulty, the timing is generous, but when I try combat on higher settings, enemy damage is dramatically amplified, dodge and parry windows are smaller, and death comes much faster. No matter the challenge, animations look great and varied, especially as Cal learns new powers and dashes back and forth across the field of battle.

Those powers unlock using skill points that I spend at meditation spots scattered across the level. Kneel in one of these campfire-esque locations, and the skill tree spreads out in front of Cal, roughly split into the three categories of Force, Lightsaber, and Survival skills. Leaping Slash and Dash Strike are just two of the new moves/button combos I try out on foes, while other skills like Empowered Slow or Superior Blocking have a more indirect effect on battle. At these same meditation points I can rest to regain health and uses of healing from my buddy droid, BD-1, but it also means all the enemies I’ve fought respawn.

In a separate brief demo, I got a taste of boss combat from later in the game, where the expanded moveset offered a lot of play variety

A significant chunk of my time on Zeffo unfolds deep underground, as I explore a temple from the forgotten race of Force-users and their towering (still active) stone tomb guardians. Within those cavernous walls, I solve an involved puzzle that demands the opening of passages filled with high-powered wind, Force-pushing giant stone spheres, and leaping through an increasingly complex set of traversal challenges. I appreciate the approach to puzzles; I can solve them entirely on my own, but if I’m just not in the mood or get stuck, a button tap calls up a hint from my droid that points me in the right direction.

With secrets I won’t spoil here finally discovered, I make my way back to the surface, and notice along the way how newly acquired Force Push powers have revealed new avenues for exploration; there’s a sense that every planet could offer up new secrets after moving past its main story beats. The ascent also changes up what enemies wait for me, including an exciting combat that sets Jedi against AT-ST Walker. On a broader level, my hours of play manage to walk the challenging design tightrope between skill-oriented battle simulator, story-focused explorer, and occasional set-piece thrill-ride. It’s too brief a time to get a complete sense of the game’s overall quality, but it is certainly enough to say this with confidence: If I was excited about a new Star Wars single-player game before I played, I walked away with far greater confidence that Respawn has captured a very real slice of the magic that defines the beloved series.

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