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December 30, 2014

App menagerie: The weirdest iOS and Android games of 2014

It's so peaceful here this time of night. Until the fish rain begins.

It’s so peaceful here this time of night. Until the fish rain begins.

Yes, yes — your list of gaming accomplishments in 2014 was very mighty indeed. You circumnavigated a fractious steampunk world in eighty days. You single-handedly recovered the Golden Fleece of Yendor from the clutches of demon wizards and goblin archers. You conquered the Earth, then saved it, then avenged it.

But did take the form of an omnipotent mountain floating in outer space? Did you become a hacker exposing false flag operations in a Russian puppet state? Or become a global superpower by selectively breeding an army of cats?

No? Then buckle up, compadre — let me show you the very weirdest stuff of the year.

Mountain (styled as MTN on iOS) seems like an executive desk toy at first — the kind of thing you’d find at the Sharper Image App Store if such a thing existed. You are presented with a majestic, genuinely beautiful view of the titular geologic oddity hanging idly in space. The app assures you of Mountain’s power (“You are god,” you’re told) but Mountain doesn’t actually do anything. Besides moving the camera about, there’s no game controls of any kind — just some chimes. But if you wait around long enough (or learn the right chime sequences), Mountain starts to let you in the joke. Strange stuff crashes into Mountain (fire engines, meteors, grim reapers, fish) without warning, and it will occasionally utter a pseudo-profound zen koan, accompanied by a single musical call to meditation. Eventually it will resemble a cosmic yard sale that spits out fortune cookie papers every quarter of an hour or so.

So it turns out that Mountain is a droll take-down of type-A motivational paraphernalia, and a damned clever one. If you don’t use your iPad much at the office, prop it up on your desk and leave Mountain running while you work — discovering what absurd thing the app will spring next is one of 2014’s great delights.

Mountain is on iOS as a Universal app and on Android and PC, too.

Full-motion video games may have died with Sewer Shark and that one game where you rummaged through Dana Plato’s underwear drawer, but Alfa-Arkiv is making an admirable effort to bring them back. This FMV title shares some sensibilities with Republique: like that game, you’re an observer of the game world rather than a cast member, but you have opportunities to interact directly. You’re a hacker recruited to help bring down a government in a fictional former Soviet state, uncovering corruption. The game eagerly busts down the fourth wall at every opportunity: it interacts with you through your iPad’s camera and sometimes asks you to leave the app entirely to go hunt down characters on websites that have been set up–ARG-style–on places like Change.org and Wikileaks.

On the whole, Alfa-Arkiv is probably too ambitious for its own good — the game started to feel a bit like work to me after a while. But the production values are off the charts here. Videos feature convincing acting and the documents you scrutinize for clues are disarmingly authentic-looking. This is an extraordinary, unusual object.

Alfa-Arkiv is iPad-only and it’s free to try, with a single IAP unlock for the full game.

The Battle Cats is a free-to-play game that takes a few pages from Alpaca Evolution‘s book, poking fun at the endless array of “card combining” games on the App Store. You take armies of cartoon cats (which look like Achewood would if Chris Onstad OD’d on uppers) into castle defense-style combat, earning new cats which you then combine to form stranger and stranger comedy felines. It takes itself exactly as seriously as it should.

The Battle Cats is on iOS (Universal) and on Android.

10000000 creator Luca Redwood took a break from working on the sequel to his 2012 hit to create Smarter Than You, a multiplayer-only duel game where the only monetization came from players tipping their opponents for a match well fought. Misanthropes and Randians: fear not. The game’s unusually altruistic monetization scheme didn’t make Redwood a billionare, he told me a couple of weeks back. But the game found a hard core group of players who are still online having duels right now.

To raise awareness for the game, Redwood invented a fictional AI called METIS who taunted prospective players with her haughty superiority — and she might have been right. At least, sort of. Redwood has accumulated data from all of the matches of Smarter Than You that have been played since launch and fed it into a real METIS AI that he claims will beat a human more than 70% of the time. Stay tuned for more details about that when we interview Redwood in the new year.

Smarter than You is an iOS Universal app.

Finally, we’ve talked so damned much about Dream Quest this year, but no list of the year’s most off-the-wall stuff would be complete without it. This is a weird psychedelic trip of a game, turning the usual fantasy dungeon-crawling tropes around into a dreamlike journey about expanding your mind with hallucinogens.

But it’s also a true game designer’s game, the way Louis CK is a comedian’s comedian: every single developer I’ve talked to about Dream Quest has come back to me to rave (or rant) about it. Its marriage of deck-building card game with permadeath roguelike is irresistible to certain types of game nerd, and the relatively short gameplay sessions keep you coming back to it again and again.

Dream Quest is an iOS Universal app. No trailer for Dream Quest (the dev needs to save money for that art overhaul!) so here’s Comrade Brad from 164 playing it. Skip to about the 19-minute mark.

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December 29, 2014

5 games that launched while we were sleeping: Galaxy Trucker Pocket, Santiago de Cuba, Free Trader, and more

a weem-away a weem-away a weem-away a weem-away

In the jungle the Sectoid sleeps tonight.

When folks talk about the App Store “closing” for the holidays, they don’t mean that it shuts the way your local pizza place does at Christmas, forcing you to forage for food in little-used cupboards. They just mean that new apps don’t get approved for a couple of weeks. Presumably this is so the App Store approval elves can be temporarily unchained from their Approval Wheels in the Certification Mines deep below Cupertino, but who knows? Maybe Apple grinds them into a stew and then clones a new batch of approvers over the holiday. What it means for us though, is that instead of the elegant, orderly Wednesday night March of the New Apps, the week before Christmas becomes a hectic scramble — an every-app-for-himself rush to launch before the Christmas curtain falls.

Five apps of particular interest to us appeared while we were on holiday last week. Let’s chat about them after the jump.

The biggest news here is surely the release of Galaxy Trucker Pocket for iPhone. The original iPad-only release of GT swallowed up praise like an insecure black hole around here, being proclaimed both the Multiplayer Game of the Year Runner-up and the Board Game of the Year. This is news that iPhone-only types will love and iPad owners will hate: GT Pocket isn’t a Universal update to the existing app, but rather a stand-alone iPhone app at a significantly reduced price. That sort of bifurcation was commonplace back around 2010 when iPads were new but it’s pretty rare these days.

Galaxy Trucker Pocket is $3 and iPhone-only. Read Neumann’s Galaxy Trucker review from September to see why we got so lathered up about it.

The PR & marketing people working on Santiago de Cuba didn’t make anywhere near as much noise as I would have given the game’s coincidental release alongside the biggest Cuba-related news story in decades. Based on a well-liked economic strategy board game from 2011, Santiago is apparently a very literal translation from the cardboard, and the buzz is that it’s missing some basic features that video games have enjoyed since the early 1980s, like saved games. That aside. I’m hearing generally cheerful stuff from PT readers about it and hopefully we’ll review it in the new year. (Hat tip to Alan Newman.)

Santiago de Cuba is $5 and iPad-only. There’s no trailer for the digital version so here’s Tom Vasel playing the cardboard version.

Aliens vs Humans is newly available on Android. Long-time readers may recall the iOS version which is a couple of years old now. Now I’m clearly not among them, but for some Ultra-orthodox X-Com purists, Firaxis’ reboot of that legendary strategy game was just too iconoclastic. If you were one of those who thought FiraXCOM deviated too far from the gospel truth of Julian Gollop’s strategy classic, then Aliens vs Humans is your game. AvH is the most slavishly reverential remake of the original X-Com you’re liable to find, preserving almost every aspect of the old game mechanics while introducing new original aliens and such. That does mean that it also preserves a bit of the UI tedium from 1994, but if you want a turn-based squad tactical game about blowing up E.T. on your mobile device, this is a fine choice.

Aliens vs Humans is about $2 on Android, and it’s still on iOS for $3.

PT reader Tim W. wrote in to tell us about Free Trader — not exactly a new release but it’s one that completely slipped under our radar way back at the beginning of October. This one’s based on a little-known solitaire card game from 2008 — it’s thematically like Elite or Freelancer in that you’re one of those space buccaneers with too much free time and firepower (the future really needs better after-school programs for underprivileged swashbucklers) so you go around looting cargo and ducking the space police. Mechanically, though, it’s a card game.

No video of this one, I’m afraid, so here’s a (pretty funny) tutorial video from 2010 for the original card game. Attention Game Developers: it is the year 2014. We have video phone computers in our pockets at all times. We live in a world where there’s trailers for books, trailers for cars, and even trailers for other trailers. If you release a video (!) game, make a damn trailer for it.

Free Trader is $2 on iOS (Universal) and about the same on Android.

Finally, it wouldn’t be a Pocket Tactics new release round-up without something weird, and boy does this post deliver. The dev’s description of Entertainment Software for Lonely Children was so boss that I’m going to just use it straight from his email to me.

It’s a game about me growing up as a single child and playing multiplayer games by myself. I tried to simulate that experience by creating a take on Pong where the goal is to keep a rally going for as long as possible using utterly frustrating controls (they’re inverted so that moving down with the left paddle will make the right paddle go up, and vice versa). I really wanted to convey the feeling of suffering through suffering through something in order to feel less alone.

When the player loses, instead of the usual game over message, a face appears and relays a brief message. These messages are all things I wish I could go back in time and tell my younger self. Anything from telling myself why certain parts of my personality work a certain way, to reassurances, to call-outs to my flaws.

That is just rad.

Entertainment Software for Lonely Children is a buck on iOS, so spare a thought for only children everywhere and get this.

Playing Clue by yourself was the worst.

Playing Clue by yourself was the worst.

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It came from the third dimension: Starbase Orion 2 video reveals new look

Whoomp, there it is.

Whoomp, there it is.

The plan was to stay on vacation straight through until the 5th, but all of these brilliant news bundles (and a couple of orphans) kept turning up on the doorstep at PT HQ high atop Mount Hexmap. I couldn’t very well just leave them out there in the cold, could I? So let’s post a little news. And don’t worry about those orphans — they’re now indentured copy-editors. I’m a job creator.

So here’s something for starters: a first peek at Starbase Orion 2.

Rocco Bowling coyly updated the Chimera Software website in June to give a prominent mention to (but no other information about) Starbase Orion 2, a sequel to Starbase Orion, his very highly-regarded iOS sci-fi empire-building game. Bowling still hasn’t said much about his plans for the new title, but bloodhound-like PT habitue Goose spotted a new video that materialized on Boxing Day on Chimera’s YouTube channel. It’s called Starbase Orion 2 Animation Test, and it suggests that the next 4X from Rocco Bowling will make the jump from 2D to 3D. It also suggests that Bowling is a big fan of Battlestar Galactica, as this video brings enough faux-handheld camera work and tribal drum music to make your own santeria ritual.

Who knows when this thing is coming out, but I’m thrilled to see it looking this sharp. Starbase Orion is the best 4X game going on mobile devices and has been for years — Starbase Orion 2 should blow us away.

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December 26, 2014

Review: The Sailor’s Dream

Gentrification comes to Barad-dûr.

Gentrification comes to Barad-dûr.

Before I even get to The Sailor’s Dream, let’s take a moment to recap just how unabashedly biased I am towards Simogo. If you called 2013 “The Year of Simogo”, it would require some weapons-grade pedantry to disagree with you: I gave a fairly gushing review to Device 6, then gave it a year-end award (plus another award to Year Walk), and then burbled on for 500 words about how the Swedish creators of all of the aforementioned were some of the most important developers in gaming. Pocket Tactics had turned into Tiger Beat circa 1987 and Simogo our own Corey Haim.

In 2013 Simogo had set themselves apart as the makers of thought-provoking, genre-immolating games that leaned on the boundaries of what the medium can do. In 2014, Simogo have released just one mobile game: The Sailor’s Dream, a creation that is thought-provoking only insofar as it will provoke thoughts about why exactly you’re playing with this and not one of Simogo’s much better games from last year.

Did you guess that the glowing lampshades are musical? They're musical.

Did you guess that the glowing lampshades are musical? They’re musical.

The Sailor’s Dream is a largely non-interactive musical snowglobe that lets you poke around a very pretty (and very tiny) little nautical world for no apparent purpose whatsoever. It is so heavy on atmosphere that a balloon would sink in it, but that’s really all there is. Tap here and get a little musical toy. Tap there and a get a bit of undercooked prose. No puzzles. No goals. It’s about as much of a game as an advent calendar is, but at least that would give you some chocolate.

When you’ve tapped enough of the (very lovely) hand-painted tchotchkes, a story of sorts starts to emerge, told torturously slowly through unconnected bits of text and some (very lovely) folk songs. These individual components of The Sailor’s Dream are (like everything Simogo creates) nothing less than gorgeous. The finely detailed art evokes a ceramic miniature town and the rootsy music is fronted by a lady with a lovely girlish voice not unlike Lykke Li‘s. But these parts never come together into anything of note. The narrative beats confuse spareness with profundity, and the whole experience is let down as a result. The failure of the writing is highlighted by its proximity to fellow 2014 release 80 Days, a game that showed us that “good games writing” no longer needs to be a left-handed compliment.

There's lots of declarative present tense, Owen captions.

There’s lots of declarative present tense, Owen captions.

Don’t think for a second that non-interactiveness and spareness of prose are always bad. Simogo’s own Device 6 was very clever in using linearity to explore player agency in games. A Dark Room used some very economical writing to give moral shading to your gameplay decisions. But The Sailor’s Dream never gives you lets you be anything more than a passive observer. A more engaging experience with similar attributes would make for an introspective, meditative experience like Out There. The Sailor’s Dream feels like leafing through a glossy magazine in a language you don’t read: lovely enough but decidedly un-illuminating.

Simogo are capable of making extraordinary things, but this isn’t one of them. The name “The Sailor’s Dream”, it turns out, is apt. Like a dream, this an experience you’ll forget all about soon after leaving it.

The Sailor’s Dream was playing on an iPad Air for this review.

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December 25, 2014

The Underdogs: 4 games you should have played in 2014 (but probably didn’t)

No duds in these fish.

No duds in these fish.

So you’ve exchanged all of this year’s presents and now you’re sitting on the couch in a new Jeffrey Lebowski-brand bathrobe (“Ties every room together”) and sipping some of that odd third-wave Aussie espresso (only its colour suggests that it isn’t hot lemonade) that your uncle brought from Whole Foods. You’ve got a brand-new iPad in your lap with a cavernously empty SSD just waiting to be filled in with games. But which games? you ask yourself, gesticulating dangerously with the espresso cup.

Well, that’s the finest of questions, friend. If your goal is to get the most lauded and celebrated titles of 2014, you can do much worse than to have a browse of our Best Games of 2014 list, or even our index of reviews from the past year.

But what if you played all of that stuff already? What if you want to christen this new tablet with something a little more obscure? Just as we had last year, here’s a list of games that didn’t grab many headlines this year but that are well worth a shot: the Underdogs of 2014.

Crash Dive

The only game I’ve ever thought would be improved by having an exclamation point in the title, Crash Dive is an absolute jewel of a WWII submarine sim. The game makes a respectful nod towards realism by trotting out an enormous parade of painstakingly-modelled historical ships for your sub to sink (or be sunk by), but the lightning-fast torpedo re-load times and hand-wavy damage modelling suggest that its chief gameplay inspiration is the 1985 Sid Meier classic Silent Service.

That’s no criticism: I might be prepared to invest two hours into a real-time Atlantic patrol in Silent Hunter 3 on the PC, periodically pouring cold water over my head and listening to David Hasselhoff records for added realism. But on a tablet I prefer shorter engagements, and that’s exactly what Crash Dive provides. You jump into war patrols in a German Type VII and when stumble upon a convoy Crash Dive cheerfully starts the scenario up within a couple of thousand meters of your prey, ensuring that either you or they will be dicing with Davy Jones within a couple of minutes.

–Owen Faraday

  • Crash Dive for iOS (Universal)
  • Crash Dive for Android

Third Eye Crime

It’s not the fastest-paced title in the action category, but Third Eye Crime is no slothful stealther either. Lurking in the shadows for minutes at a time may be the way of things in other–lesser–sneaky fare, but psychic art thief Rothko is given no such luxuries. This is a game of perfectly-timed dodges, of heart-racing sprints to the nearest bit of cover. If Rothko’s a rather slow fellow by video-game protagonist standards, and his deliberate gait makes your narrow escapes all the more heart-pounding.

Back in June I called this game a “stealthy, heart-racing Pac-Man,” and the description remains apt. But Third Eye Crime is so much more. Its controls are intuitive. Its enemies are smart enough to feel threatening and provide the satisfaction that comes with outwitting them. The game regularly introduces clever gadgets to keep things fresh. And that theme–that gorgeous, jazz-soaked, comic book noir-style visual and audio palette–will pull you in and not let go. It’s a near-perfect mix of challenge, smarts and charm.

Third Eye Crime is perhaps the definitive mobile stealth game. It stands shoulder-to-shoulder with the best in its genre, no matter the platform. In a just world its success would have meant developers Moonshot Games live happily ever after, but noir stories teach us the world is cruel and no happy ending is without a final twist of the knife. I looked up Moonshot while writing this piece in the hopes that a sequel might be on the way. Alas, Moonshot is no more. Farewell Rothko. It’s too bad we didn’t get more time with you.

–Jacob Tierney

  • Third Eye Crime for iOS (Universal)

Heroes of the Revolution

This single-player-only Cuban Revolution title wasn’t the year’s best wargame, but it sure was the most original. When I reviewed it in August, I called it “fantastic despite its flaws”, and a lot of those flaws have been addressed in subsequent updates that tightened up the UI and added some challenge to the endgame.

Heroes is a clever little dice-rolling wargame with a unique Caribbean setting and an equally unique David vs. Goliath proposition: you have to defeat the enormous American-funded army of dictator Fulgencio Batista with a handful of half-trained guerillas — and the insidiously charismatic Fidel Castro, who can occasionally coerce government forces to flip over to your side. It’s a delightful scenario and a refreshing thematic switch away from wargaming’s eternal re-staging of WWII.

–Owen Faraday

  • Heroes of the Revolution for iOS (Universal)

Aerena: Clash of Champions

Ætherpunk. Whatever it is, and wherever it sits on Professor Stickler’s Chart of Punkdom, I’ve decided I like the cut of its riveted hull. And while most free-to-play games in 2014 are still manipulative gouge-machines, constantly reaching for your back pocket, Aerena manages to simply be a good game that happens to be free.

A turn-based romp with a wild cast of characters, squaring off on platforms between moored airships; Cliffhanger Productions’ affair is a quick and tactically-intimate game. I’ve played my fair share of F2P grid-based strategy on tablet, and while RAD Soldiers did have me in its spell for a while, Aerena has the real staying power. A culmination of interesting and relatively balanced characters, a sound mechanical model, impeccable aesthetics and – where it counts – robust multiplayer. Aerena is one of the few online games whose lack of asynchronous multiplayer is not mourned. Combat is expedient and raucous, and thankfully geared so an early game clock cleaning doesn’t equate to a forgone conclusion come later turns.

This is game deserves to be a between-arena-runs palette cleanser for the Hearthstone crowd. A maddeningly unsung effort and a fine sign of tablet F2P market maturation, however glacial.

–Alex Connolly

  • Aerena: Clash of Champions for iOS (Universal)
  • Aerena: Clash of Champions for Android
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December 24, 2014

Hex genesis: iOS board game SettleForge emerges into beta

Tile of the century.

Tile of the century.

You might remember SettleForge from when I mentioned it this past August: an original iOS board game that plays like Carcassonne — if Carcassonne were having Rust Cohle-style cosmic hallucinations.

SettleForge gives you a bag of very pretty tiles (churches, diamond mines, grand villas, sawmills) and challenges you to make the best city you can, bearing in mind that not every tile canto be placed adjacent to every other tile. It’s much more thematically grandiose than building a quaint French village in Caracassonne — here you’re responsible for the very fabric of space-time. And the coffee shops.

It was a clever little solitaire board game the last time I messed around with it, and it looks as though you’ll have a chance to do the same yourself pretty shortly. Andreas Mank told me that the game was going into beta post-haste, and that he’d be happy to induct PT readers into the trial in the new year.

The first time we saw SettleForge we had only that grainy gameplay video that looked like someone had found it in Charlie Chaplin’s attic. After the break, I’ve got two new videos — still only 480p bit they’re the tutorial videos explaining the gameplay in great detail. Be sure to check those out if you’re interested in SettleForge, and keep an eye out here in January for a chance to get into that beta.

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December 22, 2014

A very Pocket Tactics Christmas

The tinsel doubles as anti-radar chaff.

The tinsel doubles as anti-radar chaff.

Well, my friends, that’s another year in the can. 2014 was a great year for PT: 1.2 million folks came to read our burblings and they viewed about 8 million pages whilst doing so — that’s about twice as much traffic as we had in 2013. People came from 226 countries, including one reader each from Niger, Monserrat, Sao Tome, Tonga, and North Korea. To that last guy: keep your head down, chum.

Now that we’ve doled out all of the Best of 2014 Awards and I’ve sent the rest of the writing staff down the Mount Hexmap funicular, it’s time for me to hit the lights and call it a year. But feel free to keep coming back — we’ve got a bunch of content set to spring up every weekday from today until the 5th of January, when things go back to normal. Or as normal as it ever is around here.

A very happy Hanukkah, Christmas, Festivus, Saturnalia, Shabe Yalda, and Dongzhi Festival to us all. See you next year.

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December 19, 2014

Editors’ Choice Game of Year 2014: 80 Days

Come fly with me.

Come fly with me.

In a London tea shop earlier this year, two-thirds of the Inkle crew that built 80 Days told me something remarkable.

“It was only meant to be a small project, something to break up the back-to-back Sorcery! projects,” Inkle co-founder Jon Ingold told me.

“The ideas just kept coming,” said 80 Days lead writer Meg Jayanth. “The project took on a life of its own, really.”

How big did it get? When it shipped in July, Inkle claimed that 80 Days was a tale with over half a million words in it — the equivalent of a 1100-page book. That’s more than a life of its own: that’s a parallel universe.

Interactive fiction being what it is, you couldn’t possibly find all 500,000 words on one play-through, or even ten. But 80 Days extraordinary cast of characters and intricate alternate Victorian world make it a joy to explore over and over again.

In his write up of 80 Days for our Adventure Game of the Year award, Clancy said that 80 Days was the perfect game to use to introduce people to interactive fiction, and I agree — mostly.

The biggest downside to using 80 Days as a gateway to IF is that it’s like playing your first game of football in the Super Bowl. Everything else is going to feel just a little mundane after 80 Days, which is a one-of-a-kind adventure that you won’t soon top. But you can’t possibly miss it — it’s the best game of 2014 on any platform.

  • 80 Days for iOS
  • 80 Days for Android

Runner-up: Hearthstone

Honourable Mention: FTL: Faster Than Light, Galaxy Trucker, Hitman GO, Dream Quest, Panzer Corps

To see all of the games recognised in the Pocket Tactics Best of 2014 Awards, visit the 2014 Awards Index page.

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A very merry, lonely, oxygen-starved Christmas: Out There giveaway!

Do they know it's Christmas on this hellish lava world? No, I suppose not.

Do they know it’s Christmas on this hellish lava world? No, I suppose not.

Good news, citizens! Father Christmas always comes to Mount Hexmap a few days early (he’s a big fan of the site — absolute bastard to play Ascension against) and this year he’s left something for you under our tree: ten copies of Mi-clos Studio’s stupendous sci-fi adventure Out There, five iOS and five Android for you to play or give as a gift. Or to use as in your sinister science experiments — I’m not judging.

If you want to win one of these copies of our Adventure/IF Game of the Year Runner-up, just a comment right here on this post with a holiday greeting for the PT community. Tell us about something you were grateful for this year. Or maybe recall a comment you saw here on the forums that really made you laugh. Be sure to also note if you want an iOS or Android copy.

Sunday morning I’ll go through and randomly choose our winners. If you don’t have a PT account, make sure you read this before you sign up. I’ll go through and approve new accounts later tonight.

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Review: FRAMED

A dark alley.

One of the more interesting rotations in the game. If I were a better geek, I could make a clever reference to mathematical transformations here, and those few of you who got it would feel special.

Her knock said she expected to be welcome anywhere, she didn’t need to be boorish about it. I give a doll a thorough once-over when she first walks in, but she was short enough it was more like a half-over. Not a real deep thinker, but if I looked and moved like she did, maybe I wouldn’t bother so much about my brain, either. Guess it’s good for my work I look like I do.

FRAMED looks like a graphic novel adaptation of a Dashiell Hammett yarn, with motion that looks just uncanny enough to seem like brilliant animation rather than merely adequate motion capture. You rearrange (and, occasionally, rotate) the frames of each page, altering the story in order to escape with a briefcase. There’s a touch of variety to the plot and gameplay injected by introducing different playable characters, but the MacGuffin remains the same throughout. Also, developers Loveshack credit the Australian government during the opening. That’s not really relevant, I just thought it was groovy.

He's got a gun!

Don’t mess with Mustache, or he’ll scare your hair into some sort of tentacle/Medusa behavior.

It’s hard to decide what I like most about FRAMED. I’m pretty big on the whole film noir style, and the slightly funky influence on the soundtrack tickles me, especially when it accompanies the character that I can only call “Mustache” and his whiskered swagger. The female protagonist was a welcome departure from noir tropes without departing from the theme, and kept the fedora overload in check. The fact that the MacGuffin was a seemingly normal briefcase with the awkwardly soporific power of knocking out anyone tapped by it gave the game a gentleness which doesn’t entirely suit the noir grit it seems to be shooting for, but it reflects the central tension of any attempt to make that style appeal to a wide audience. FRAMED is agreeable noir.

Whatever I liked best, it wasn’t the frame-rearrangement gameplay. As a way of solving puzzles, it’s clever and fresh, but an awful lot of the pages had only a few possible arrangements. So when the puzzle seemed at all obscure, it was easy to just brute-force your way out, like a Rubik’s cube with only two colors. Still, the frames were pleasingly tactile, and simply watching the scenes play out (with just a touch of real-time interaction, eventually) was a treat. Sadly, it was also totally linear, which means that there’s no replay value to help extend the life of a game which is almost as brief as Aldo Nadi‘s lines in To Have and Have Not.

Climbing on the outside of the train.

What do you get when you combine negative space with Chekhov’s gun? The sense that the absence of a doughnut from a table must be important to the plot.

Essentially, FRAMED is even more Monument Valley than Monument Valley. It’s stylishly attractive and milks its central mechanic, but there isn’t all that much to milk. Rather than getting repetitive or losing focus, both games just end gracefully after a relatively brief, not very challenging, but unique and thoroughly enjoyable experience.

FRAMED was played on an iPad Air for this review.

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December 18, 2014

Board/Card Game of the Year 2014

Supermassive.

Supermassive.

Making a quality board game port is a tall order. Especially when you’re a rookie developer. Especially when your game relies so heavily on its tactility and frantic pace. Czech Games Edition’s announcement that the company would venture from the realm of cardboard into the murky waters of iOS would have rightly raised a few skeptical eyebrows. It should have brought out the doomsayers. Instead, it resulted in one of the best adaptions of all time.

The best blue collar space experience since Alien.

The best blue collar space experience since Alien.

Galaxy Trucker is, above all else, a funny game. It’s about desperately searching for the one piece you need to complete your ship made of sewer pipes, then watching in horror as your work is torn to pieces by asteroids and your crew hauled off by slavers. It’s about laughing at the schadenfreude as the same thing happens to your friends. Translating these sensations from the tabletop to the sometimes-sterile glow of a touch screen is no easy task, but CGE made it look like one. And they weren’t content to stop there.

This is no slapdash port. It features new challenges, and an all-new turn-based mode for asynchronous play. Its beautiful animations and sound effects make Galaxy Trucker a full-fledged video game without shedding its analog roots.

Most importantly, there is the campaign. Most board game adaptions give the solo-minded player a few AI options, but this is not enough for Galaxy Trucker. Instead it sends the player on an epic journey across a quest-filled galaxy. The missions available are varied and often surprising, and the writing is genuinely funny. Board games are usually about having fun with friends, but Galaxy Trucker’s sprawling storyline is a standout, not an afterthought.

Galaxy Trucker’s spaceships may be barely-functional, hobbled-together monstrosities, but the game itself is a careful labor of love. No matter what mode you play, it is obvious the amount of thought and care that went into every single aspect, from the mechanics to the interface to the writing to the art. It takes its place beside titans like Carcassonne and Agricola as an esteemed member of the mobile board game pantheon.

  • Galaxy Trucker for iPad

Runner-up: BattleLore Command

Honourable Mention: Hearthstone, Sentinels of the Multiverse, Talisman Digital Edition 

To see all of the games recognised in the Pocket Tactics Best of 2014 Awards, visit the 2014 Awards Index page.

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Feel the beat: Tempo coming to iOS next year

Sleeves optional

Sleeves optional

Tempo is a new shooter from Splash Damage, the blokes behind 2012’s colorful but soulless tactical game RAD Soldiers. This one looks pretty as well, but has dropped RAD’s cartoony overtones in favor of more realistic ones. In Tempo, you control a team of soldiers trying to prevent a guy from blowing up London. He’s kind of like Dr. Evil with hair, and I was fully expecting him to raise his pinky to his lips as he drawls out £1,000,000,000,000 in the trailer.

Speaking of the trailer, that’s really all we have to go on about the gameplay of this one. The press release is pretty vague other than Tempo has “reflex-driven gameplay” which, in my mind, equals quicktime events. Hopefully not, because that would make this game full of suck, but we’ll have to wait until January when it launches to see for ourselves.

Teaser trailer after the break.

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For the Er-win: Field Commander Rommel for iPad ambushes the App Store

Men, make sure you're wearing your primary color camouflage out there.

Men, make sure you’re wearing your primary color camouflage out there.

It’s been the year of the surprise digital board game release: BattleLore Command, Yardmaster, and Stalag 17 all arrived on the App Store with no warning at all. Ambush releases have quite a mixed record this year; BattleLore is nothing less than excellent but Trainyardz and Stalag 17 were… well, less than excellent.

Here’s one more release rolling under the rapidly descending App Store door, just hours before the holiday approvals freeze takes effect. An iOS and Android conversion of Dan Verssen’s big WWII operational-level tabletop wargame from 2008, Field Commander Rommel is $12.99 on the App Store and comes with three full scenarios: France 1940, North Africa 1941, and D-Day 1944. It’s also on Android, the Mac App Store, and it’s coming to PC forthwith.

This new release comes to us from Finch Digital, a statement to which the obvious question is:”Who the heck is that?” I put the question to Craig Finch himself, who told me all about his operation and this new game.

Wargaming's most popular general gets some more airtime.

Wargaming’s most popular general gets some more airtime.

So who is this guy, anyway? “I have been programming business applications for the last 20 years,” Finch told me over email earlier this week. “I felt that it was time for a change. I’m a heavy wargamer so naturally that interest and my skillset collided. Over the last few years I’ve been learning game programming, specifically with Unity, and this is my first title. When I felt my game making skills were up to speed, I started querying various designers looking to port their existing games.”

Dan Verssen Games are the undisputed masters of the solitaire wargame. If the name rings a bell, you might be recalling the first DVG digital effort, Phantom Leader, an iPad fighter squadron management game that I really enjoyed despite its many flaws.

Phantom Leader clearly didn’t set the world on fire, as DVG has only started to tiptoe back into digital games now, two years later. Earlier this year they announced a new tie-up with Scotland’s Hunted Cow to bring out a new title in 2015, and now we have the surprise launch of Field Commander Rommel.

“[I]t was really Dan’s decision [to port Field Commander Rommel],” Finch said when I asked how he’d chose a game out of DVG’s vast catalog to port. “I think part of the thinking is that he would like to get all the Commander games ported, and just figured to go in release order. I’m not sure if that will be the roadmap though, we are also discussing potentially going with something that is more active like his new Tiger Leader game, or something with multiplayer such as Warfighter or Down in Flames.”

Field Commander Rommel is on the App Store, iPad-only and just single-player. I’m going to review this one myself and I’ll have some thoughts for you ASAP. You can follow Craig Finch’s Finch Digital on Twitter and Facebook.

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Space shooter Rogue Star receives a new launch window

Shake it off.

Shake it off.

Only the most old-school PT heads will recall Rogue Star, a pleasingly chunky space combat sim with an penchant for bombastic (and royalty-free) classical music and over the top 3D dogfighting that we wrote about back in January of 2013. Back then, British developers RedBreast Studio had planned to release the title in the spring of that year, a ship date that they seem to have missed by just a tad. Maybe they were developing on that planet from Interstellar where every ten minutes there is like 10 hours here.

But (as I often remind my wife) who cares about punctuality when you look this good? Rogue Star has unveiled a brand new trailer to announce their new “early 2015″ release date for iPhone and iPad, and it’s just lovely. It sounds like Rogue Star is going to be a big open-universe swashbuckling sim: “players will be able to blast, trade and scavenge their way to fortune and glory”. Blasting not make one great, Yoda reminds us.

Watch that trailer after the jump (it’s a good ‘un) and follow Rogue Star on Facebook or Twitter for more frequent updates.

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December 17, 2014

Out Tonight: Pre-Civilization Marble Age (??), Pentaction, Galcon 2, and more

What's all this then?

Ah, yes: the Marble Age. The swords were terrible, let me tell you.

Owen here, temporarily taking back the Out Tonight reins from Neumann. Oh man. I’d forgotten what it was like here in the Pocket Tactics New Release Observatory high atop Mount Hexmap. Cold and airy. A light breeze smelling faintly of freshly rezzed cyberspace. The whole infinite sweep of the App Store stretching out before you for miles and miles. It’s bracing. Stimulating! I notice that the web browsing history has a strangely significant number of searches for sexy pin-up pictures of Vlaada Chvatil. I should probably talk to Neumann about that.

Anyway, let’s have a look at the new releases tonight, shall we? This is the penultimate batch of new games we’ll see in 2014, as the App Store’s game-extruding orifices will all shut next week for Christmas. We’ll have a slew of games coming in at the very last minute on Friday, but let’s look at the ones landing tonight for right now.

Trailers and chat after the jump.

What the dickens is Pre-Civilization Marble Age? Some of the PT Forums grunts spotted this one — I’ve heard not one iota about this and I suspect neither have any of you. From the description this is the third (!) installment in the Pre-Civilization series, which are games of “turn-based historical strategy… inspired with such masterpieces of industry as Civilization, Europe Universalis, Victoria, Crusader Kings[.] The game takes place in Europe, against the background of real events of the historical period from 3000 BC to 1000 AD.”

Well my goodness that sounds like something we all want a piece of. But. I have to say that the overall look of the game gives me pause like a high-fiving bear. There is a powerful resemblance here to Empire Manager, a game it gives me no pleasure to remind you was the recipient of one of the six 1-out-of-5 reviews we gave out all year. We’ll see if we can’t get this one reviewed soon-ish.

Pre-Civilization Marble Age is five bucks for an iOS Universal app, available right now in Europe and points east, and at 11pm Eastern in the US.

TimeCube! I’m devastated to report that this game appears to have nothing to do with legendary Internet crank Dr. Gene Ray, but rather a minimalist puzzle something-or-other. I’ll be totally straight with you: I was planning on including this solely because I thought it was an officially-licensed Gene Ray product. Gutted it’s not. Here’s the trailer and stuff anyway.

This one apparently launches tomorrow. No Gene Ray.

Old school PTers will recall that Galcon 2: Galactic Conquest is the sequel to wildly popular minimal RTS Galcon that Phil Hassey successfully Kickstarted almost two years ago. To my untrained eye it looks awfully similar to the original swarm-commanding Galcon — except it’s free-to-play and has a baked-in clan system, so this is for you if you’re big into multiplayer Galcon. I’m not, but be sure to come back and tell us how it is. All righty.

Phil Hassey has intercut the following gameplay trailer with scenes from 1980s demolition derbies, which is a trend that I hope catches on in a big way.

Galcon 2: Galactic Conquest is free and it’s iOS Universal.

Last but in no way least, the tireless souls at Scotland’s own Hunted Cow have another game release for us. Britain’s most diligent mobile game publishers are launching Pentaction: Medieval, which means that I’ll need to find another name for my new workout videos. I’m going to let their official description do the rest of the talking here because I can’t think of any more jokes.

Pentaction was influenced by chess, checkers and rock-paper-scissors-lizard-spock. Players take turn about to move a piece with the aim to capture the enemy crown. Units are hidden from the other player until they are revealed after the first combat. Each unit has a stength and weakness vs. another unit in the game.

There is also hotseat multiplayer and a tactical mode where units have hitpoints and inflict more damage if they have the tactical advantage which leads to a longer, more in-depth game.

Well that is definitely the first time a game has referenced Rock-Paper-Scissors-Lizard-Spock in the history of Pocket Tactics so I think we all know what we need to do now.

Pentaction: Medieval is two of your puny Earth dollars with no IAPs of any sort. Out at midnight in the UK, 11pm Eastern in the USA. iOS Universal.

Pon Farr rules are in effect.

Pon Farr rules are in effect.

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Multiplayer Game of the Year 2014

Handle it.

Handle it.

The best multiplayer experience in a year full of brilliant ones came from a company that had never shipped a mobile game before, and it represents only the second time we’ve ever given an award to a free-to-play game.

Un-nerf-able.

Un-nerf-able.

Blizzard chose 2014 as the year to dunk on Wizards of the Coast (and everybody else). Consider this: when people talk about spending lots of money on Hearthstone, they talk about things like gratitude for an excellent experience and the desire to support a developer who has given them many hours of joy. When people talk about spending money (and lots of money) on most other free-to-play games, it is a call for help with their weakness of will in the face of an artificial frustration engine. People love Hearthstone, not only because it is a superbly-presented game with strong gameplay fundamentals, but also because it is exquisitely tailored to avoid many of the pitfalls games that share its payment scheme usually break their legs in.

Primarily multiplayer games, for example, crumble if players can’t find games. Not really a concern with Hearthstone’s massive marketing push, high quality, and low barrier to entry. Digital CCGs frequently have so much player interaction that games flow poorly and take forever, or so little that the game leaves little opportunity for dynamic player skill; Hearthstone strikes the balance. Similarly, a poorly-tended metagame can leave too many strategies out in the cold, with only a small number of viable builds. Blizzard watch the meta keenly and intervene readily to put down any monsters they’ve unintentionally created.

But that’s apparently not enough. They managed to do free-to-play in way which evokes gratitude rather than addiction (well, in addition to, anyway), multiplayer-primary without fear of tumbleweeds in the matchmaking lobby, brief but deep, varied but balanced-ish. Then they did things like add a fascinating and very tablet-friendly twist to limited play, write quotable flavor text and hire talented voice actors to make it memorable, and throw in generous incentives to play in different ways just because other developers apparently weren’t feeling bad enough about themselves already. I can’t wait to see how they dust themselves off and go straight to ludicrous speed to compete.

  • Hearthstone for iPad
  • Hearthstone for Android

Runner-up: Galaxy Trucker

Honourable Mention: World of Tanks Blitz, Talisman Digital Edition, Desert Fox, Battle Academy 2, Yomi,

To see all of the games recognised in the Pocket Tactics Best of 2014 Awards, visit the 2014 Awards Index page.

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Winter came: Carcassonne gets arctic with new expansion

Not the gumdrop buttons!

Not my gumdrop buttons!

We mentioned the upcoming Winter Expansion for the venerable Carcassonne a couple weeks ago, and today the update has made it to the App Store.

The Coding Monkeys have added all new art assets for the iPhone 6 and 6+, as well as including 2 new expansions that are available via IAP. The first is the Winter Expansion which turns the French countryside into a winter wonderland, and also adds the Gingerbread Man expansion. Apparently, the gingerbread man can leave extra points in cities or something. It’s not very clear and even BGG is unusually quiet on the topic. The winter expansion can be purchased for $2.

The second expansion is the double-tile expansion, which does exactly what you think it does. It doubles every tile in the game, making for some huge and epic games of Carcassonne. The double-tile expansion can be nabbed for $1.

On top of the expansions, the new update also includes the obligatory bug fixes. Carcassonne is currently available for iOS Universal and will run you $10. Trailer after the break.

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Review: The Witcher Adventure Game

Dandelion visits the Tretogor blue token market.

Dandelion visits the Tretogor blue token market.

The Witcher Adventure Game is a strange mix of really bad and the really average. None of its positives will blow you away, but its negatives? Woof.

The Witcher Adventure Game is based on a board game that was released simultaneously with the digital version and, as a board game, it’s okay. It’s from designer Ignacy Trzewiczek, who’s done some brilliant designs like Neuroshima Hex and Robinson Crusoe and is known for making strongly thematic, story-driven games. That’s not the case here, but the game itself isn’t terrible. It’s just a tad dull.

The app that brings the board game to us in digital format, however, is a problem. Actually, it’s littered with problems ranging from bugs, poor AI, and some inexplicable choices regarding game saves.

The Witcher Adventure Game is based on a series of computer RPGs that I’ve not played, and such, they will not be mentioned again in the review. It’s an adventure game along the lines of Talisman or Runebound, which means you’ll spend your time walking around, solving quests, and fighting monsters. Unlike Talisman or Runebound, where everyone is trying to be the first to accomplish some major quest, the entire point of The Witcher AG is to tally up victory points, which feels less like heroic derring-do and more like fantasy accounting.

Victory points are acquired by completing quests and occasionally fighting monsters. The main mechanism is the quests, one of which each player will draft at the beginning of the game, and will only draw a new one when the Main Quest on that card is completed. Quest cards are divided into sections detailing the Main Quest, side quests, and support quests. All of these will snag you victory points. The Main Quests are the hardest to accomplish, but will net you a large amount of points all at once. The side quests are optional, and can get you 2-4VP for completing them. The side quests are very simple and require merely to travel to a location on the board or to spend a relatively small number of tokens. Support quests are quests that other players can fulfill on your quest card, and if they do both of you will gain some VP.

Notice how the quests are basically identical, except for the change in locations. After a while this becomes tedious and quests merely become gateways to points instead of narrative tools.

Notice how the quests are basically identical, except for the change in locations and flavor text. After a while this becomes tedious and quests merely become gateways to points instead of narrative tools.

So far, it doesn’t sound bad—run around, quest, victory points!—and it’s not. It’s not incredibly exciting, but it works. Part of the problem is that the quests are sorely lacking in variety. Quests are divided into 3 decks, Diplomacy, Combat, and Magic which correspond to the colors purple, red, and blue respectively. There are also Investigation Tokens in these same colors. Solving quests involves collecting tokens of the appropriate colors and converting them to “proofs”. To collect tokens, you enter cities which will give you a free token just for visiting, or you can do an Investigation action, which we’ll get to in a bit. The big take-away here is that solving quests involves collecting tokens and turning them into proofs — it’s hardly the stuff of high-fantasy legend.

Each of the four heroes specializes in a different color of token (except the dwarf, who treats all tokens equally), and can convert one color into a proof more easily than the others. For example, Geralt of Rivia only needs 3 red Investigation tokens to create a red proof, but he needs 7 purple Diplomacy tokens to create a purple proof. Main quests from the Combat deck (where Geralt would be picking) involve collecting 1 or 2 red proofs and 1 or 2 proofs of the other colors. Is this starting to sound dry? It is. Very. Remember the early quests in World of Warcraft where all you had to do was run around and collect items and it felt like a grind? Welcome to questing in The Witcher.

Monsters are all similar in that you need to match certain symbols to defeat them. This one, for example, needs 2 swords, with the consequences of passing or failing listed by the symbol you failed to match.

Monsters are all similar in that you need to match certain symbols to defeat them. This one, for example, needs 2 swords, with the consequences of passing or failing listed by the symbol you failed to match.

Now, luckily searching for tokens isn’t the only thing you do on your turn. You have 2 actions to spend, and 6 actions to choose from. Each character can perform the following actions: movement, fast movement, investigate, develop, rest. Move allows you to move one space on the board, whereas fast movement allows 2 spaces to be crossed, but for a hefty price. Investigate allows you to pull an Investigation Card. These are random cards that can award you more Investigation tokens, but can take them away just as easily. There’s nothing more fun than losing stuff you just spent the last 20 minutes collecting, especially when you need it to, you know, win the game. When you’re wounded, you need to cover up actions with wound tokens and the Rest action lets you remove some of these. Lastly, Develop is the “level-up” mechanism in the game. Yes, you can just choose to level up each turn, presumably by settling down with an Elven self-help book and doing some quiet introspection.

You draw 2 Development cards and keep one from your character’s develop deck. These cards allow you more dice in combat, or ways to manipulate dice in combat, or other such things to make your character better. There is no reason to not take this action every single turn at the beginning of the game, and I found that all my games followed the path of developing like crazy at the beginning of the game and amassing a great deal of development cards and then never using this action for the rest of the game.

Development Cards are the "level up" mechanism, and you can draw 2 of them, keeping 1, as an action.

Development Cards are the “level up” mechanism, and you can draw 2 of them, keeping 1, as an action.

After you take your 2 actions, you have to deal with something miserable in the region your in. This can take the form of a creature or something called a Foul Fate (an awful encounter you just want to avoid as a rule). Creatures come in bronze, silver, and gold strengths, but are all basically the same other than their difficulty. You must roll battle dice and some of your character dice to try to match a certain number of swords and shields for the monster. If you roll enough shields but not swords, the monster lives but you take no damage. If you roll enough swords but not shields, you kill the monster but also take damage. Each creature can have a reward for either matching the shields or swords, such as a victory point or gold. Combat, actually, is very well done in the game and adds much needed spice to the rather boring main game of token collecting. Using all your development cards to flip dice or bring out new dice during combat is a fun little mini-game that’s probably my favorite part of the whole thing.

Tries managed to match all the symbols correctly, so now she'll get the reward: 1 gold coin. Considering that I lost a gold coin before combat started, it doesn't feel like much of a windfall.

Tries managed to match all the symbols correctly, so now she’ll get the reward: 1 gold coin. Considering that I lost a gold coin before combat started, it doesn’t feel like much of a windfall.

So, that’s the entire game. Move around, collect tokens, fight stuff. Repeat over and over. It’s not an incredibly exciting game, but, despite the repetitiveness I found myself wanting to complete the quests and try my hand at some dice rolling to defeat a beast or two.

Now lets talk about this two-headed monster that is the app itself. As you would expect from anything related to producers Fantasy Flight — it’s remarkably beautiful. The board has a pseudo 3D effect, and simulates different weather as you scroll across the board. It is truly stunning to look at. The UI is fine, and it brings everything for each character front and center, making the action selection incredibly easy and intuitive. There are a lot of buttons to push, but it’s a minor quibble.

Expect to end up here if you leave the app for an extended period.

Expect to end up here if you leave the app for an extended period.

And then there’s the other head. The game doesn’t save if you leave the app for some reason. Now, I know that BattleLore: Command has been getting hit for the same problem but there’s a difference. BattleLore missions take 30 minutes at the most. Lose a save and you’re out a half hour — annoying. Match that with The Witcher which never saves your game and can easily have games of 4-players running 2-3 hours in length. Once you start a Witcher game, you’re there for the entire running time or you lose everything. That’s far beyond and annoying and into unprintable territory.

The same issue regarding saves applies to the multiplayer portion of the app. You can play online multiplayer, but good luck finding a random game. The PC, Android, and iPad versions are not cross-platform, so you’re looking at a pool of players on your device type only. Not that you’d want to play an online game anyway, seeing as you can’t leave your tablet for the next couple hours.

There sure aren't many board game apps that look this good.

There sure aren’t many board game apps that look this good.

The in game rules refer to things in the cardboard version, and the tutorial is done completely with videos. The videos are all well produced, but are a fairly terrible way to learn a game. Learning requires tinkering, but you’ll have to just try and remember everything for when you go and launch a game. It’s passable, but my first several games were a complete joke of not knowing what was going on.

The Witcher Adventure Game is the first board game adaptation in a while that hasn’t been right on target. The board game its based on isn’t fantastic, but it’s definitely playable and could be something you could go back and try in small doses if you were allowed to save the game. It’s that absurd technical oversight that is really its downfall. If this was a 20-30 minute game, maybe, but clocking in at over 2 hours and not being able to save is a death sentence. Knowing that the odds are stacked against finishing a game doesn’t give me much incentive to start one.

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Tell your friends, Tel Aviv: Wars & Battles October War exclusive first look

(Proxy) wars & battles.

(Proxy) wars & battles.

Longtime readers will know that under-explored wargame themes are the surest way to float my particular boat, and Kermorio have just sent me some screenshots that have my boat buoyancy set to “hovercraft”.

When iPad operational wargame Wars & Battles materialised on the App Store last month, it came with a stack of Normandy-based WWII scenarios that I found to be exceedingly good. French devs Kermorio have promised that the Wars & Battles app will be more than just one wargame, it’ll be a never-ending dispenser of wargames featuring everything  from ancient Greek phalanx hoplites to No-Doz snorting, Maxim-reading F-16 fighter jocks.

In my review of the game I was wholly positive about everything but this promise, which seems entirely too ambitious to me. But I would love nothing more than to be proved wrong on that front, and Kermorio will take the first stab at that with October War, a new batch of DLC scenarios for Wars & Battles that’s coming soon.

Set during the Arab-Israeli war of 1973 (and commonly known as the Yom Kippur War), this scenario is probably a good first experiment with which to flex Kermorio’s WWII combat model: warfare in 1973 is obviously distinct from warfare in 1944, but it’s trivially different compared to some of the eras Kermorio plans to support. I’ll be very curious to see how Kermorio balances some of the obvious changes: line-of-sight increases, over-the-horizon weapons, and a much more evenly-matched air war. October War is due out “in a couple of months”, and the Android release of the game is set for February of 2015.

In the meantime, Kermorio have sent us a deluge of screenshots to pore over. After the jump ten (10!) images from the forthcoming expansion, which Kermorio took pains to remind me is still very much a work in progress, so reserve judgement on the accuracy of the BMP camouflage schemes. Read my review from November, too.

Coming in the next update: a post-combat meditation phase. Press 'A' to reflect on the futility of war.

Coming in the next update: a post-combat meditation phase. Press ‘A’ to reflect on the futility of war.

The October War scenarios will take place across two different maps: the Sinai and the Golan Heights.

The October War scenarios will take place across two different maps: the Sinai and the Golan Heights.

A man, a plan, a canal: Suez.

A man, a plan, a canal: Suez.

The key art from the main menu.

The key art from the main menu.

Note that individual unit badges are still missing from this development build.

Note that individual unit badges are still missing from this development build.

Lots of SAMs in these screenshots -- air defences played a crucial role in the October War, and it will be interesting to see how that's reflected in the scenario design.

Lots of SAMs in these screenshots — air defences played a crucial role in the October War, and it will be interesting to see how that’s reflected in the scenario design.

Israelis try to contain the Egyptian breakout.

Egyptians try to contain an Israeli breakthrough.

The supply picture for the Egyptians. Units getting cut off from supply was a real problem in the war.

The supply picture for the Israelis. Units getting cut off from supply was a real problem in the war.

Like the 1944 scenarios, this campaign will be a war nerd's dream with a huge diversity of tanks and hardware on both sides.

Like the 1944 scenarios, this campaign will be a war nerd’s dream with a huge diversity of tanks and hardware on both sides.

One presumes that this is the tutorial scenario.

One presumes that this is the tutorial scenario.

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Beta quadrant: Space Empires 4X is on a shakedown cruise for iPad

We know nothing about them, their language, their history or what they look like. But we can assume this. They stand for everything we don't stand for. Also they told me you guys look like dorks.

We know nothing about them, their language, their history or what they look like. But we can assume this. They stand for everything we don’t stand for. Also they told me you guys look like dorks. [Image by David Buchmann]

Our own Kelsey handed me a note the other day with part of GMT’s monthly newsletter clipped out. The missive from the board game publishing giants included a paragraph that will be of interest to a fair few of you.

Our digital team developing Space Empires for iPad is getting close to the point where they’ll need an initial batch of testers.

We first caught wind of Space Empires for iPad in August of 2013, when it was revealed alongside a slew of other titles in the works including nocturnal aerial combat game Nightfighter and naval donnybrook card game Pacific Typhoon. Alongside those, GMT have engaged board game conversion nonpareils Playdek to make the virtual version of their flagship title Twilight Struggle, which cannot get into my hands fast enough. GMT have got it all going on, basically.

Space Empires 4X (no relation to the classic–abandoned?–PC series of the same name) is exactly what it says on the tin — a meaty sci-fi empire-building game for one to four players. This is still an under-exploited genre on mobile: the best stuff in the category is very good (Starbase Orion, Eclipse) but there’s no dominating 800-pound cybergorilla. Let’s see what GMT can do.

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December 16, 2014

Wargame of the Year 2014

I love the Corps.

I love the Corps.

Our Wargame of the Year is a title we’d waited seemingly forever for — and which didn’t disappoint when it arrived.

The King of Scenarios.

The King of Scenarios.

Pocket Tactics loves Panzer Corps. Which means, if our taste is your barometer, you love Panzer Corps. Owen’s review of the game extolled this compromise-free reverence wargame that migrated from the PC to the iPad and left nothing in the lurch. It sits here, anointed The PT Wargame of 2014, because Panzer Corps caters to all. From the dilettante to the fully-bearded field grognard, this world war is anyone’s game.

Panzer Corps stands above an increasingly rich cavalcade of tablet wargames, certainly no mean feat in a realm shared by heavyweights from Shenandoah and stablemate Slitherine products, as well as promising new fish like Hunted Cow and Kermorio. It manages to do so by offering variety of scale and boatloads of content. There are so many campaigns available for Panzer Corps that you could download the 1939 Grand Campaign tonight and complete the retreat to Berlin sometime around Groundhog’s Day, stopping only for dire biological necessity. Once you’ve had your fill of playing as the Germans, download the Allied Corps expansion and take the fight in the other direction.

One of the most frequently (and often carelessly) levelled criticisms of certain wargames is that they’re “too puzzle-like”, but this can’t be justly attached to Panzer Corps, whose enormous maps and varied scenarios are as close to a wargaming sandbox as exists on iPad — and will be until Gary Grigsby shows up.

Although its UI isn’t the equal of Wars & Battles or the fine work of Shenandoah, Panzer Corps’ user interface works just fine — and that’s actually a coup, given the depth of information in the simulation. While there might be flashier gear out, or games touting focus that mechanically cannot compensate for the length and breadth of Poland to Berlin, Panzer Corps does the legacy of Panzer General proud. An essential strategy game on PC, with the same emphatic recommendation on tablet.

  • Panzer Corps for iPad

Runner-up: Desert Fox: The Battle of El Alamein

Honourable Mention: Wars & Battles, Commander: The Great War, Battle Academy 2, Panzer Tactics HD

To see all of the games recognised in the Pocket Tactics Best of 2014 Awards, visit the 2014 Awards Index page.

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Wargame of the Year 2014 Runner-up: Desert Fox

Be my Valentine

Be my Valentine

It’s not overly surprising that Desert Fox didn’t generate the excitement that Battle of the Bulge did two years ago. Not only does it take place in a smaller, less exalted theatre of World War II, its slick presentation is something we’ve now come to expect from Shenandoah Studio’s wargames. It’s a shame, because Desert Fox is a game every bit as cunning as its namesake.

Desert Fox takes a series built around plentiful defensive terrain and lines of supply and drops it into the moonscape sand oceans of Egypt’s Mediterranean coast. Left to scrap over an unforgivingly open landscape with a rag-tag collection of German/Italian or British troops, players end up jealously guarding every point of strength and fretting over where exactly to position their reserves — and that’s before you face up to the inevitable and chuck those precious troops into a minefield.

Rather than the sensation of wielding vast power that many wargames offer, this is a game of finely balanced desperation, of squeezing every bit of utility out of those scant landmarks and hoping that you can gall your opponent into over-committing to just the wrong part of the map.

Even with its unfamiliar geography and modified campaign rules, Desert Fox still boasts the accessible core mechanics and careful craftsmanship that have made the Crisis in Command games something special. Mastering those ridges and driers and blasting an opponent out of a sodding minefield were among the year’s best gaming highs – don’t pass it up for fear of a little sand.

  • Desert Fox: The Battle of El Alamein for iOS

To see all of the games recognised in the Pocket Tactics Best of 2014 Awards, visit the 2014 Awards Index page.

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Korsun pocket? Unity of Command follow-up for tablets “distinctly possible”

Paso doble.

Paso doble.

True story. When I build a new PC, I do three things: install Windows, replace the desktop background with a photo of my 1997 graduating class from Mount Hexmap Academy of Super-villainy and Above-Average-Villainy, and install Unity of Command.

I pity the fool who hasn’t played Unity of Command, a game that is by far the most polished, accessible, and challenging PC wargame released in memory. It takes the brutally un-romantic muddy slog of WWII’s Eastern Front and turns it into an elegant tactical ballet. When Apple releases the implantable iBrain in 2018, the first thing I install on it will be Unity of Command.

Last month on their blog, Unity of Command devs 2×2 said that work on a follow-up game was underway. “We’ve been working on our new game for quite some time now,” says Tomislav Uzelac in that blog post.

“We are adding significantly to the game’s repertoire of mechanics, while hopefully not overcooking it. This will enable us to represent things like amphibious landings, para drops, intelligence effects, some naval action etc. The new system should be more versatile, so we could represent much more of WWII in it, and not just the maneuver-rich campaigns on the Eastern Front.”

Awesome, of course.

This morning, I found myself half-remembering a conversation I’d had with Uzelac on Twitter earlier this year, where he’d told me that UoC for tablets just wasn’t going to happen, but that a future Unity of Command… you never know. I got in touch with Uzelac this morning about that and here’s what he told me.

What are the odds of Unity of Command 2 coming to tablets?, I asked.

“[In] ‘UoC2′ (note quotation marks), the new code is done in such a way that a tablet port is distinctly possible,” Uzelac said. “We’re still targeting the PC first, as I feel it’s the better platform for introducing new games, but there will be no (large) technical obstacles to porting to tablets.”

Well hot diggity dog. The new Unity of Command game (not UoC 2!) could very well be on the march to your iPad or Android tablet, though we should keep expectations to a mild simmer for now. The PC release certainly isn’t imminent, so expecting a mobile release before 2016 seems optimistic. But this is very good news.

Hat-tip to RPS for the reminder.

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December 15, 2014

Adventure/Interactive Fiction Game of the Year 2014 Runner-up: Out There

Alone in the dark.

Alone in the dark.

The first time I played Out There, the feeling it stuck in my gut was the same one I got when I woke up standing barefoot in the backyard in the middle of the night, after a microwave burrito dinner and a late-night viewing of Videodrome led to some particularly adventurous sleepwalking.

Playing Out There is a trip, is what I’m saying. It’s perfectly at home on a tablet or a phone, but it’s ideally consumed in a dark room with headphones on. Or barefoot in the backyard in the middle of the night, maybe.

Out There is a memorable combination of old-school gaming sensibilities and innovative risk-taking, presented in a beautifully hand-painted universe. The game challenges you find a way home after your ship has been teleported into an unknown corner of the universe. Really unknown. There’s aliens around, but you don’t speak their language, and have to piece together a working knowledge of their tongue over the course of the game. Your trusty ship is your ride and a handy source of resources — you’ll have to cannibalise components for rare elements that you need to keep your journey moving. It’s part gritty survival adventure, part sci-fi space opera epic.

Out There isn’t for everybody. It’s damned hard and happily pays out the rope with which you’ll hang yourself later. It’s also very sedately paced and completely free of combat and almost all direct violence. But those same things are part of what makes it stand so far out from the crowd of excellent adventures released this year.

  • Out There for iOS
  • Out There for Android

To see all of the games recognised in the Pocket Tactics Best of 2014 Awards, visit the 2014 Awards Index page.

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