Pages

March 30, 2015

It’s a small rules after all: Rules is coming to Apple Watch

Even Dick Tracy's watch couldn't do this

Even Dick Tracy’s watch couldn’t do this

Back when the Apple Watch was first announced, Owen polled some developers to see what they thought of the wearable and the results were mostly “meh” with a “hmm” thrown in for good measure. What could you possibly create on a screen that small was the initial impression, but then each dev started to come up with ideas that just might work. I think the takeaway from that article was, given any new medium, creative folk will usually figure something out.

I’ve been highly skeptical of the Watch and had really put off any notion of picking one up, mainly because I assumed that there couldn’t be any decent gaming on the device. This from a self-professed Apple fanboy (I’m typing this up on my MacBook Pro while using my iPad as a second monitor and listening to a podcast on my iPhone). Today we learned I was wrong and at least one decent game is coming to Apple Watch, Rules! by The Coding Monkeys.

Now, before we get too excited, realize that the version on your watch won’t be the same thing you get on your phone or iPad. The wrist version will feature short brain teasing puzzles that you can play to achieve a daily goal which will unlock new options within the game. It’s like Runkeeper for your brain.

Rules is already available in the App Store for your iPhone and iPad and the watch version is already available and will be ready to roll when Apple Watch is.

If you’ve not played Rules before, there’s a trailer after the break.

post from sitemap

Review: Vietnam ’65 for iPad

They’re sending me to Viet-nam. It’s this whole other country.

The Vietnam War is a unique beast. The most unpopular of wars, made immortal through popular culture. Veteran PT readers need no further preamble from this still-FNG to illustrate how Vietnam was as much as a battle of political and ideological PR as it was bush patrols and F-4 sorties against a liquid, unknowable enemy. My digital experience with the theater has been limited to the most facile of shooters, which either made me the perfect or the worst candidate for reviewing Vietnam ’65.

The average wargamer will arrive in Vietnam ’65 as a veteran of countless WWII sims and possibly the occasional Napoleonic sortie. But across the Ia Drang valley, against the buffer country of the Cambodian border, the player must wage a new kind of war. This is a fascinating tale of Kalashnikov phantoms and the military giant sent to exorcise it from the jungles of Indochina. I would be inclined to call this the new Unity of Command; being a game unafraid to welcome new and seasoned alike, with a distinct core that isn’t merely the sum of factory standard parts. Unity of Command was a game that taught imperatives of supply. Vietnam 65 is a lesson in political motivation as a resource, as well as illustrating the confounding operational logistics of the conflict. It’s not the deepest game, but I wish more wargames were this bloody daring.

More movies per square mile than any other war.

More movies per square mile than any other war.

I wasn’t sure what to make of Every Single Soldier’s creation when I first booted it up. The game felt thin, anaemic. I was wrongfully looking for the tactical flex and unit catalogue of Battle Academy or Panzer Corps. World War II and Vietnam being apples and agent oranges, my mistake was looking to find a stock military hexer, which this game is certainly not. This is not a game that doubles down on the grit and greeble of specific historical encounters. Instead. Vietnam 65 has the player feeling their way along a dynamically generated Ho Chi Minh trail — a central corridor for Viet-Cong guerrilla activity, invisible to the player on the map. The game creates a new trail every time you play the scenario, and you can only ever deduce its location it’s path as you hunt your opponents. Political willpower, wrung from how well the war is being waged, feeds the supply line and helps sustain unit acquisition during the forty-five turn game limit. Patrols, Phantom sorties, FOBs; they’re all here, but the H&M mechanic that puts Vietnam 65 in a different light to other wargames.

Along the tough terrain of Ia Drang, ten villages become the operational focus of Vietnam ’65. If you win battles near a village, support for you goes up — but if the Viet Cong is allowed to operate unchecked or (worse) knocks you about in a fight, then the villages’ hearts and minds will turn to the enemy. It’s a neat reversal of the typical wargame, and one that probably resonates today better than ever: you must control villages that you can’t ever conquer, but only hope to influence.

Patch me up, doc.

Patch me up, doc.

The American arsenal revolves around the iconic Huey helicopter fleets, used to ferry troops and supplies across the rugged terrain. Rather than a certain Wagnerian entrance, these workhorses — and to an equally important extent, the magnificent Chinook heavy lifter — flit across the canopies and ridge-lines in a constant utility thrum, keeping patrols supplied and accessing locations far too arduous for a foot-slog. Some might not like the central activity of this game being air traffic control, but managing the whirly-birds is a wonderfully engrossing, ever-changing puzzle. There’s as much owed to Transport Tycoon as there is to Panzer General in Vietnam ’65.

Keeping the H&M ratio in the black is all well and good, but if the enigmatic VC manage to persuade enough villages during their campaign against the US military, that number will drop below a threshold and the North Vietnamese Army will turn up. Rocking heavier ordnance, nothing dries up political willpower faster than an increase in bodybags being shipped home. This is what makes the VC encounters so fresh; their infuriating ability to tangle, then disappear into the jungles. Tracking them is often fruitless, and you’re forced to spread your self uncomfortably thin to counter that elusiveness. Caught in the open, nothing speaks louder than a targeted USMC Phantom bombing run, but if given a tree-line to dash into or a clearing to lace with mines, Charlie does surf. Contacts are recorded on a strategic operational map, which helps track the thicker areas of VC movements and giving the player a good idea of where the next FOP should go.

"We been kicking other peoples asses for so long, I figured it's time we got ours kicked."

“We been kicking other peoples asses for so long, I figured it’s time we got ours kicked.”

There’s a decent challenge in Vietnam ’65. The AI poses wily opposition, bolstered by a muggy fog of war. My first few games were disasters, and I was obviously in need of a few more military advisors. However, once I had a better idea of the ins-and-outs of chopper resupply and projecting a more limber force, the VC began to get smacked back up the track. Drawing them out and engaging them in politically-beneficial locales made me ponder the PR of combat in more than just a clash of proficiency tables. Again, at a mechanical level, there’s not much different here to many other wargames. The nuts and bolts are the same. However, it’s the wrangling of the outcome, what operations and engagements often mean, that evokes a different ambiance to your usual hex-and-chit affair.

The last time I played something that make me consider the ramifications of my engagement strategies was the wafer-thin but noble RTS Conflict Zone, touting mission difficulty hinging on a player’s standing with the media. In Vietnam 65, it examines the temerity of a conventional force fighting against an unconventional foe, and the friction of measuring success therein. Using political resolve as fuel for the fight might merely be a semantic change from spending prowess points, but it’s an important distinction. Vietnam ’65 is a surprisingly different and refreshing wargame experience that might win hearts and minds outside of Vietnam, too.

Reviewed on an iPad 3.

post from sitemap

March 28, 2015

WUHRhammer: Arcane Magic coming soon

Nanoo nanoo?

Nanoo nanoo?

Games Workshop must have the hardest-working licensing department outside of Disney. A new iOS game from Turbo Tape, the developers of UHR Warlords, will have you slinging spell cards as famous wizards in tactical combat in the Warhammer universe “soon” (synonymous with “this year” in marketing cant). If you read that sentence and took away cards, Warhammer, and tactical, I know where you’re coming from, but the Turbo Tape bit is also worth noting. UHR Warlords was so metal it kind of lampooned itself, but the tactical elements were balanced and engaging. In retrospect, the grimdark aesthetic appears to have found an appreciative audience in the original grim darkness of the far future folks. After the break you’ll see a trailer, and several tasty screenshots.

Should your whistle require further wetting, here’s the full crop.

Urine-colored LOS indicator.

I cast Golden Shower!

Not a healthy-looking forest.

I recommend “Summon Arborist”.

Some seriously bloody snow. Demons are messy eaters.

“But now you made Snow Spots! You can’t let THEM stay!”

Looks a lot like Ming the Merciless.

“Klytus, I’m bored. What plaything can you offer me today?”

Golden face. Kinda like Klytus.

“An obscure body in the S-K system, your majesty.”

post from sitemap

March 26, 2015

Hex connect: BattleLore updates with online multiplayer and new faction

I'm having a real hard time sorting out which are the new good guys and which are the new bad guys. Any help?

I’m having a real hard time sorting out which are the new good guys and which are the new bad guys. Any help?

Fantasy Flight Games seems to enjoy surprises. If you recall, BattleLore Command was released on a Monday back in November with no fanfare whatsoever. Instead of boding ill for the game, BattleLore ended up being a winner and one of the best board game ports released last year. The only downside was the lack of online multiplayer.

Well, today we got another surprise from FFG: version 1.2 of BattleLore just hit the App Store and it brings with it cross-platform online multiplayer. If all this update brought was online multiplayer it would make BattleLore one of the best board games on our tablets but, of course, that’s not all we’re getting. There are also new units for each faction which can be unlocked via the campaign, such as new Daqan cavalry and scorpion-riding mages.

That’s still not all. The first expansion, The Locust, is also available. The expansion adds several new multiplayer maps as well as 4 new units for the battlefield. The Locust expansion is available as a $3 IAP.

You can pick up BattleLore Command for iOS Universal or Android for $10. New multiplayer trailer after the break.

post from sitemap

Out Tonight: 64 Bits, Breath of Light, and The Trace

The only crime I see is grandpa robbing the cradle.

The only crime I see is grandpa robbing the cradle.

We’ve entered into an early spring doldrums both here at Pocket Tactics and on the App Store. Seriously, somebody wake me up when we sight land.

Nothing of huge interest this week. I was hoping to have Boss Monster to share, but Brotherwise Games posted this morning that there was a flaw with the game that they had to fix and they had to resubmit. Earliest estimates are 2-3 days, but the way things are going we might not see Boss Monster until July. If you have an Android tablet and can’t wait, it’s free to download right now on Google Play.

So, that leaves us with a few games that, I’ll be honest, aren’t going to blow your socks off. The first is The Trace, which actually released this morning and is currently out for iOS Universal. The Trace is a murder mystery with 3D environments to explore, clues to find, puzzles to solve. You know, mystery stuff. Trailer is after the break, and you can it up now for $5 on the App Store.

More fun after the break.

From murder and mayhem we move to some lighter fare. The first is 64 Bits which has the aesthetic of Pong and the jumpy, twitchy nature of a meth addict. I don’t know what to make of it, other than it looks really hard and like it might be fun, especially if you’ve been diagnosed with ADHD. It’s already available for Android and will be out for iOS Universal tonight. It’s free to download, so it might be worth a look.

Our last stop is anything but a twitchy, jumpy game. It’s called Breath of Light and it’s a puzzler with a peaceful, relaxing demeanor. Flowers radiate some magic aura or some such crap, and you have to move stones to direct the aura to other flowers to make them bloom. Yeah, I almost threw up a bit, too. Still, it looks pretty cool, so there’s that. It will run $2-3 and will be for iOS Universal. If you want to give it a go, look for it on the App Store at midnight.

Sure I’m missing something. Let me know what else is out there in the comments.

post from sitemap

March 25, 2015

Review: Ryan North’s To Be or Not To Be

I've yet to get past Kissable.

I’ve yet to get past Kissable.

Long ago, before Sorcery! showed up, the undisputed king of digital gamebooks was Australian developer, Tin Man Games. Sure, since then companies like inkle Studios have turned digital gamebooks on their head, but Tin Man hasn’t let that get to them. They’re still routinely cranking out quality gamebooks, albeit ones that look and feel like those little paperbacks you used to read back in the 80’s.

If you’ve been paying attention, however, you’ve already realized that Tin Man doesn’t have their head in the sand. They proved they can move away from their standard format last year with Appointment with F.E.A.R., which replaced the sepia tones of their other books for a comic book look and feel. Their most drastic departure, and the one that shows that Tin Man is still a major force to be reckoned with, was just released last week: Ryan North’s To Be or Not to Be. Yes, it’s Shakespeare and yes, it’s easily my favorite gamebook that Tin Man has ever done.

To Be or Not To Be is a retelling of Shakespeare’s Hamlet, but instead of brooding and tragic, it’s served up with a healthy heaping of fun, mockery, and humor. As I was playing I kept thinking that, were Monty Python to make a Shakespeare parody, it would be a lot like this. It’s very, very funny with genuine laugh out loud moments throughout.

Ugh, Claudius

Ugh, Claudius

The gamebook offers you the chance to play the part of Hamlet, Ophelia, or Hamlet Sr. Yes, Hamlet Sr., aka The Ghost. In fact, his might be the best play through if you’re simply going for comedy. Just selecting him as a character is a hoot. The game will also smartly switch you between characters throughout the story. For example (spoilers?) if you’re playing as Hamlet Sr. and decide, as a ghost, to have your son kill Claudius instead of just doing it yourself, the author chides you harshly and then puts you in the shoes of Hamlet so you can see how terrible it is that his dad is asking him to commit murder.

Kind of a dick move, Hamlet Sr.

Kind of a dick move, Hamlet Sr.

The text in this game is presented similar to the inkle gamebooks in that you get small chunks, a sentence or three, before you tap to bring up some more text. One of the choices at the end of each scene will be marked with a skull, indicating the way the actual play proceeded. It’s a nice touch, and just clicking the skull icon each time will take you through the entire play, albeit not as you’re used to. There are pirates. Lots of pirates. Also, the “play within a play” is handled in the way a gamebook should handle it. I won’t spoil it, but let’s just say it involves a possible war with an army of skeletons.

World peace through murder.

World peace through murder.

At certain points during the game–usually upon shuffling off your mortal coil–you will get a full page piece of artwork from renowned webcomic artists. The pictures are all outstanding, some funny, some poignant. As you collect the images they are placed into your collection where you can go and view them at any time (as well as tap to get info on the artist, which is a nice touch). Oh, and I’m talking about a ton of art to collect, somewhere around 100 different pieces. I’ve been playing the hell out of this book and have collected, maybe, 20. There’s a lot here to explore, and once you leave the path set by The Bard, you honestly have no idea where you’ll end up. In one incredibly short play though, I ended up leading a ghost army against alien ghosts that invaded earth in 2100. Oh, and the ghost of FDR was there. It can happen.

Not since 3rd grade has lying been so rewarding.

Not since 3rd grade has lying been so rewarding.

Besides the text itself, you’ll also be awarded with ridiculous achievements throughout each play through. The pomp that they’re announced is funny in itself, but each achievement is for something completely stupid which just makes it better. At the end of each play through, you’ll be ranked on the “Haml-o-meter” which is just like one of those cheesy, old-fashioned Kiss-o-meter arcade games. I’ve made it to Kissable and Cold Fish once, but am usually Not To Be. So sad. You’re also awarded points throughout the adventure that are utterly and completely useless.

Everyone's a little bit racist.

Everyone’s a little bit racist.

If you’re a fan of Shakespeare, you have to know that Ryan North treats the subject with respect. Yes, it’s funny, but he manages to still have Hamlet recite his soliloquies and keep the plot complete, if a bit more, um, fleshed out. This acknowledgement of the original play’s greatness just makes the acknowledgement of outright sexism and plot holes that much better.

Pictured: Replayability

Pictured: Replayability

Tin Man Games and Ryan North have designed an exquisite experience with To Be or Not To Be. Unlike other gamebooks where, once you actually make it to the end you’re pretty much done, I can see heading back to To Be or Not To Be for a long time. It is truly a fantastic gamebook and a great way to spend time with Shakespeare, even if you end up searching for sunken ships on the bottom of the North Sea. Yep, that can happen too.

This game was reviewed on an iPad Air.

post from sitemap

March 24, 2015

Better late than never: Rogue Star set to arrive (finally)

Not quite up there with "your mother was a hamster" but we'll take it.

Not quite up there with “your mother was a hamster” but we’ll take it.

We first talked about the space shooter, Rogue Star, back in early 2013 with the story being that we could expect to see it by spring. Little did we all know at the time, but Owen was talking about spring of 2015. We just heard from developer, Redbreast Studio, that Rogue Star has been submitted to Apple and should be here soon, aka spring of 2015 or, as we like to say here at Pocket Tactics, Owen is always right.

Rogue Star started out looking like a sci-fi, 3D dogfighting simulator. In the past couple years, however, it appears to have grown into something a little bigger. The game now contains things like trading and salvaging, which sounds more like an open-world game than just a straight shoot-em-up. I guess we’ll see when Apple approves this thing and gets it out on our iDevices.

After the break is a trailer from just a couple months ago. It’s a fairly epic, depicting dogfights amongst capital ships and lots and lots of pretty explosions. Oh, and we have more screenshots back there, too.

Expect Rogue Star to arrive for iOS Universal sometime in the next couple weeks.

image-2

Red leader standing by

image

It’s a trap!

post from sitemap

Dream space nine: Halcyon-6 Starbase Commander a tablet possibility

Considering their homeworld, what other diplomatic tendency would you have expected?

Considering their homeworld, what other diplomatic tendency would you have expected?

Halcyon-6 is an upcoming rogue-like, sci-fi game that’s currently on Kickstarter for PC and Mac, which probably makes you wonder why I’m talking about it on Pocket Tactics. Well, much like another rogue-like sci-fi game that started out on PC/Mac, Halcyon-6 may be coming to tablets. If you read down on the Kickstarter page they specifically say that other platforms (iOS/Android) may appear as stretch goals depending on the success of the campaign and interest.

Now, Halcyon-6 is already well over-funded with 16 days left to go, but there’s still been no stretch goal indicating that iOS or Android are in the works. We need to change that. All the sci-fi stuff packed into this game looks absolutely fantastic. Don’t believe me? Watch the Kickstarter trailer after the break, and then head over the Kickstarter and let them know you’re looking for a mobile version.

Hat tip to Matthew Tucker 

post from sitemap

March 20, 2015

Driving the (re)bus: New puzzler Rebus due next week

Easy. "G" to the power of heart.

Easy. “G” to the power of heart. What do I win?

Rebus puzzles are one of those weird things that I remember doing all the time when I was a kid, but don’t remember seeing at all as I got older. Heck, I don’t even see them in the puzzle books that my kids get anymore. I’m not sure why this is. Are they old fashioned? Not fun? Do I not buy my kids enough puzzle books? I honestly don’t know the answer, but I might be able to figure it out next week when Jutiful releases Rebus for iOS and Android.

If you’re not familiar with a rebus, it’s basically a puzzle where pictures represent words or parts of words. The puzzles can be incredibly clever, but can also lean toward being groan-worthy, which is perhaps one reason that they aren’t as prevalent these days. Rebus is a puzzle game that will feature over 100 of these types of puzzles and it will be free to download. I’m guessing more puzzles will be available as IAP down the road, but 100 puzzles for nothing seems like a pretty fair deal.

Rebus will be available for both iOS and Android devices next week. After the break I’ve included more puzzles and a trailer. Post your answers in the comments and you could win absolutely nothing but the admiration of your fellow readers. Of the 7 puzzles I included in this post, I can only solidly figure out 2 of them, and one of those was only because I saw the answer. I’m guessing you guys can do a whole lot better.

REBUS-08 REBUS-07 REBUS-06 REBUS-05 REBUS-04 REBUS-02
post from sitemap

Third time’s the charm: Sorcery 3 nearing release

Miss me?

Miss me?

It’s not often that checking my inbox can make me feel like a kid at Christmas, but today was one of those days. Residing in my inbox this morning was word from interactive fiction gurus at inkle Studios that the long-awaited third chapter of the Sorcery! saga is near. Very near.

Let’s reminisce a bit. The first Sorcery! adventure put you on the path to recapture the fabled Crown of Command and trekking across the Shamutanti Hills. Part 2 was even better as you had to navigate the corrupt alleyways of the Cityport of Traps.  Book 3 will put you back on an overland journey, this time across the wastelands of Kakhabad. Along the way you have to beware of seven deadly serpents that have been sent as spies and are tracking you through the desert.

From the press release, it sounds like inkle is incorporating new mechanisms learned from their experience with 80 Days such as open world maps which will make this Sorcery! completely non-linear. It will also have a day/night cycle and the ability to travel back in time to test other choices that you left behind.

No exact release date yet, but they have narrowed things down to April. No trailer, but we do have a bevy of screenshots after the break.

s3-4-towerview2

I don’t know what this is, but I think I love it.

s3-portrait-map

All we’re missing is the Cave of Caerbannog

s3-portrait-combat

My New Year’s resolution was to figure out Sorcery! combat.

s3-11-map

Is that a serpent in your lake, or are you just happy to see me?

s3-7-brokenbridge

This is new.

s3-6-towerview

Second star to the right, and straight on till morning.

s3-portrait-temple

Ye Olde Ruined Temple. D&D staple since 1974.

post from sitemap

March 18, 2015

Out Tonight: To Be or Not To Be, Civil War: 1863 Gold Edition, Boss Monster and more

Yes, it's about to be released and we still haven't seen any screenshots.

Yes, it’s about to be released and we still haven’t seen any screenshots. [Image by Major Havok]

We’ve already received one board game app release this week, tonight we may see another. We’ve been waiting on Boss Monster for several weeks now, ever since Brotherwise Games mentioned that it had been submitted to Apple. Weeks later, and still nothing on the App Store. If it’s any consolation, the guys at Brotherwise don’t know why it’s not out yet, either. Earlier this week they posted that they fully expect that approval to come by next Thursday. So, is that tonight, or a week from tonight? Not sure, but we’ll still keep an eye out for Boss Monster to hit the App Store at midnight.

More games–that we’re sure are coming out tonight–after the break.

I’ve been excited to play To Be or Not to Be ever since it was announced back in early February. What we have is a gamebook that puts you in Shakespeare’s Hamlet and lets you play as several characters in the play: Hamlet, Ophelia, and Hamlet Sr. The book is entirely illustrated by some of the best web comic artists out there such as Mike Krahulik from Penny Arcade and Matthew Inman from The Oatmeal. All in all, it just looks like a fun work of interactive fiction. The best part? It’s already been released for both iOS Universal and Android and will run you $6.

HexWar is re-releasing Civil War: 1863 which was originally released back in 2012 by Hunted Cow. This release includes all the previous DLC and can be nabbed for $10 and is officially being called the “Gold Edition”. Fancy.

So, if you didn’t grab Civil War: 1863 back when it was released, you can grab it at midnight with all the expansions for iOS Universal at one low price.

Earlier this week Owen told us about the upcoming puzzler, Touchtone. While he’s been given a prerelease build to play, he’s being uncommonly tight-lipped about it. All we really know is that it’s from the guys who came up with games like Threes and Ridiculous Fishing. That should really be enough to seek it out at midnight, but Owen also stated that he “adored” this game, so I fully expect everyone to be hitting the refresh button in the App Store starting…now! Looks like the game will be for iOS Universal and will run around $2 or $3.

No video for this one. It just keeps getting more mysterious…

The last game tonight is another one that’s already been released, but we haven’t talked about yet, Heartbeats. This is an interactive fiction/puzzler that reminds me a bit of Simogo’s stuff. Well, their stuff before Sailor’s Dream, at least, particularly, Device 6. That’s just from looking at them, though. Let’s just say it’s a surreal interactive book in which each page contains a puzzle that needs to be solved before you can continue. I tend to love stuff like this, your mileage may vary. Heartbeats was released this morning and is, strangely, only for iPhone. That’s right, you’ll have to blow it up to 2X on your iPad. Weird. Anyway, it’s free to try and I can’t tell if there is any IAP on the iTunes page. Even weirder.

post from sitemap

High times: Talisman Digital Edition expands again with The Highland

Screw random character selection. I always get one of the original boring characters. Warrior, really?

Screw random character selection. I always get one of the original boring characters. Warrior, really?

Talisman Digital Edition is one of the best board game ports currently available on tablets. I’ll wait here while you mock me for saying so. Go ahead.

Done? Ok, I know many of you find Talisman to be nothing more than Snakes & Ladders in a chainmail bikini, and you’re not too far off. Yes, its a roll-and-move game. Yes, every single turn relies on copious amounts of randomness and offers few, if any, strategic choices. I can’t explain why I enjoy it so damn much, I just do. In fact, I think I love it more because of all the randomness. Oh, and the actual port itself is as polished as anything on the App Store.

Maybe that’s why new expansions for Talisman excite me so much. More stuff. Now, I have even less of a clue what will happen to my character each turn. Today, the second “big” expansion for Talisman was released for iPad, The Highland. Like the Dungeon expansion before it, the Highland brings with it a whole new board that wraps around one of the main board’s corners. It also brings over 100 new cards, 6 new characters, new endings, and more. There are also 2 other characters that you can get for free, the Pirate and Ninja, as well as one new character you can spend $2 to add to your collection, the Shapeshifter.

On top of all the additions, Nomad Games has also made some improvements to the game such as full cross-platform multiplayer, so everyone who owns Talisman can play everyone else.

You can pick up Talisman for iOS Universal and Android for $7.

Trailer for the Highland and Shapeshifter expansions after the break.

post from sitemap

March 17, 2015

Shenan-do it : Slitherine updates progress with Shenandoah titles

Not your father's Shenandoah war game.

Not your father’s Shenandoah war game.

It’s been quite a while since we’ve heard from Shenandoah Studios, probably because they were acquired by Slitherine last year. That said, Shenandoah was working on a new war game centered on Gettysburg when that all went down and, since the acquisition, we haven’t heard much of anything about where the Shenandoah titles stand with Slitherine at the helm.

This morning the silence broke and we now know that Slitherine is busy converting all the prior Crisis in Command games from Shenandoah to the Unity engine which will make them available on both Android and PC alongside their current iPad iterations. Battle of the Bulge is the app currently being worked on, and they are targeting a May release.

As for Gettysburg: The Tide Turns, they are close to beta and should be putting out a call for beta testers in the near future. Eric Lee Smith is still supervising the game and, compared to the other Crisis in Command games, it’s a completely different animal. That is, the look and feel of the game will be completely different than what Shenandoah did with Battle of the Bulge, Drive on Moscow, and El Alamein. Also good news, they are targeting a 2015 release for Gettysburg as well.

Check out the original Gettysburg Kickstarter video from way back when after the break.

post from sitemap

March 16, 2015

It’s coming round the bend: Martin Wallace’s Steam still on target for Q3

Looks like we'll have to reroute this train to go through Rock Ridge.

Looks like we’ll have to reroute this train to go through Rock Ridge.

Martin Wallace is one of the greatest board game designers out there, and yet none of his designs have made it to the digital realm. His most popular games–Steam, Brass, Automobile–tend to be on the heavy side of board gaming. Actually, that might be too light a word. They tend to be on the very heavy side of board gaming. They generally involve complex economic models that are unforgiving to those who make mistakes. The thought of making an AI to play one of these boggles the mind a bit, so it’s understandable that none have made the transition.

Of course, last year we discovered that both Steam and Brass would be coming to tablets in 2015. Other than those announcements, however, we’ve not had any news since August. Brad over at 164 was lucky enough to attend PAX East this year where he met up with Mayfair and was able to snag a bit of info.

First of all, Steam is currently in alpha with an expected release date of Q3 2015. In what might be a first in software development, they are actually ahead of schedule and might even be able to deliver before Q3. For now, however, Q3 is the target. They also announced that all the official maps for Steam will be available in the app. No word on whether that will be via IAP or not, but it’s good to know that the app will come with a ton of variety.

Best of all, Brad got his hands on some screens. One of the new screens is at the top of this post, a couple more after the break. For even more, head over to Board Game Geek. Along with the screens, we’ve also got Brad’s video interview with Mayfair’s Alex Yeager on the other side.

Steam_4

Bidding for turn order at the start of the game. Only in a Martin Wallace title can you be screwed before the game even starts.

Steam_3

Choosing your action for the round. City Growth allows you to put more goods into a city location.

Steam_2

I’m trying to be cynical, but this really looks pretty.

post from sitemap

March 14, 2015

Forget-me-dot: Dotello is new puzzler for iOS/Android

Move dots anywhere? Is this really a puzzle game?

Move dots anywhere? Is this really a puzzle game?

I’m sure there were many before it, but the first minimalist puzzle game I can remember that really grabbed my attention was Letterpress. It was a great game, sure, but the presentation was simple, relaxing, and, dare I say, pleasant. Since then, it seems like every other puzzle game has latched onto the graphic style. That’s not a terrible thing, but it would be nice if we could move on and try something new.

Dotello is a new puzzler that hasn’t moved on. Minimalist seems too weak a word. It’s dots on a white background. It doesn’t look bad, by any means, but the trailer also doesn’t do a very good job of telling me what the hell the point is. It looks like a match-3 game, but looks like you can move the dots to wherever you want instead of the usual sliding mechanism. In any regards, it’s a puzzle game for iOS Universal, so I’ll probably at least give it a try. It’s free to play, as well, and the IAP only appears to let you continue a game. It’s a slow Friday, folks.

Nab Dotello for iOS Universal, and take a look at the trailer after the break.

post from sitemap

March 13, 2015

Tough choices: Hero of Kendrickstone latest from Choice of Games

Take a long look. This will be the last picture you see, and it's the splash screen.

Take a long look. This will be the last picture you see, and it’s the splash screen.

I’ll admit that I was skeptical about the interactive fiction offerings from Choice of Games, mainly because of their presentation. Seriously, these gamebooks look like Word and Excel had an incestuous lovechild. When I finally took the dip with Choice of Robots, the depth of the writing and storytelling simply blew most other gamebooks out of the water. Here was a book that forced you to make real, hard choices instead of just asking you if you wanted to take the left or right corridor.

Choice of Games’ latest leaves the future behind and heads to a setting where gamebooks have always thrived: fantasy. The new book is called The Hero of Kendrickstone and it puts you in the titular hero’s shoes. Of course, being a Choice of Games book, it’s huge at over 240,000 words and the choices you make aren’t always cut and dried.

The Hero of Kendrickstone is available right now for iOS Universal, Android, and Kindle devices and will run you $3 through March 27. After that, the price goes up. You can always play the first three chapters for free, if you want to try before you buy (scroll all the way to the bottom).

Check out the trailer after the break. In true Choice of Games form, it looks like it was built using PowerPoint.

post from sitemap

March 12, 2015

Review: Card Crawl

Fresh meat

Fresh meat

Just so we understand where this is going, let’s start by listing all the things that Card Crawl is not:

  • Role-playing game
  • Dungeon crawl
  • Deep or heavy
  • Easy

If you’re looking for a game that is those things, turn away. While Card Crawl puts on an RPG mask and presents itself as a dungeon-in-a-deck, it’s nothing of the sort. You’re character is merely a nameless card. You never level up. The challenges you face remain the same from game to game. What Card Crawl is, however, is a simple solitaire card game that is short, addictive, and has become my favorite new time waster.

Card Crawl has a closer connection to classic time wasters like Klondike or Free Cell than it does Baldur’s Gate. It is a solitaire card game with a static 54-card custom deck. That’s it. Like those classic solitaire games, your job is to get through the whole deck with no cards remaining at the end. Disappointed? You shouldn’t be, because it’s a fantastic design that fits that “I have 5 minutes to kill” niche that mobile puzzle games seem to fit into so nicely.

The deck of cards consists of 5 different suits: Weapons, Shields, Potions, Gold, and Monsters. The play area has two rows. The top row is the “dungeon” where new cards are dealt. The bottom row contains your character portrait, your “hands”, and your pack. Each turn you need to remove 3 of the 4 cards from the top row before the top row is refilled. So, if you’re dealt Shield, Sword, Monster, Gold. You might take the sword in one hand, shield in the other and put the gold in your pack. That would leave only the Monster and the top row would be refilled. Continue like this until the deck and top row are empty. Simple.

Too many potions, not enough hands.

Too many potions, not enough hands.

Only it’s not simple. You see, once you put something in your hands, you cannot remove it without actually using it. So, let’s say you are dealt a weaker sword that does 3 damage, a weak shield that can withstand 3 damage, a powerful healing potion that can restore 10 health, and 3 Gold. Sounds great! No monsters and a lot of loot to grab. So, you put the 3-Sword and 3-Shield in your hands and stick the potion in your backpack for later. New cards are dealt and you reveal a powerful blade that does 7 damage, 10 gold, and a shield that protects against 7 damage. Great! No monsters again except, wait, where do I put all this great new stuff? In the garbage, that’s where. You cannot exchange it for something in your hand–the only way to remove a sword or shield is by attacking–so you’re left with crappy equipment in your hands while you have to throw the good stuff away until you’ve cleared out 3 of the top row’s cards. Luckily, if you throw items away, they are converted to gold which helps your final score. If you throw away the Gold cards, however, the dealer considers it a tip and you’ll get nothing. That’s really the crux of the game, and it’s a brilliant push-pull mechanism. You want to trash items, because you want to collect as much gold as you can, but without those items you probably won’t survive through the deck, and if you don’t survive through the deck you collect nothing. That’s right, thanks for coming, you’ll get nothing and like it. So, do you trash that potion that heals for 9 and collect 9 gold, knowing there’s a potion that heals 10 still somewhere in the deck, or do you hold onto it in case a really bad creature pops up next hand? Will the deck be unkind and force you to trash goodies? Will you use up your weapons and shields, freeing up both hands only to get dealt 4 monsters that you can no longer defend yourself against?

Yes, randomness abounds in this game and there will definitely be games where you aren’t going to make it through the dungeon no matter what you do because of how the deck is shuffled. Many, many games end with an empty deck but one or two Monsters left in the top row and not having a way to handle them other than letting them attack you and take you below 0 hit points. Of course, each run through takes only a few minutes, which is part of the charm. I have yet to play a game of Card Crawl where I came up just short that wasn’t immediately followed by starting a new game and playing at least one more time.

I’d really love that 9 Potion that I sold earlier.

I mentioned before that the deck of 54 cards is static. That’s not entirely true. 49 of the cards are identical each play through, but 5 of the cards represent your character’s special abilities. These are things like Sacrifice, which lets you damage a monster equal to the amount of damage your character has suffered, or Vanish which lets you discard everything from the top row and get dealt new cards. You begin the game with five, and can unlock more special cards by winning games and collecting gold. As you collect more of these, you can choose to play the game in a couple ways. Normal mode will randomly select five of your special powers, so you don’t know what you’re going to get, whereas Constructed mode allows you to select which five cards you want to take along with you. Both are fun, but I’m leaning toward Normal mode being my favorite. Something about not knowing which powers you have really shakes things up. Oh, and just in case you’re wondering, there is no IAP in the game, so the special cards can only be earned through playing.

The special powers seem to get more powerful, but they're so situational that one might be powerful in one game and useless in the next.

The special powers seem to get more powerful, but they’re so situational that one might be powerful in one game and useless in the next.

Besides gameplay, the app is great to look at as well. The cards all have a hand drawn look to them and there are nice touches, such as your character’s portrait turning more and more skeletal as she takes damage. The main draw, however, is the ale swilling minotaur that’s dealing out the cards. Nothing will make you want to play another match quicker than his mocking laughter after you lose a match. I hate him and his entire bovine family.

I really hate this guy.

I really hate this guy.

If you can’t tell, I’m really in love with Card Crawl. This has taken the place of my other fillers like Threes or Rules, and I don’t see myself heading back that way anytime soon. There’s something about a solitaire card game that really does it for me, and Card Crawl is one of the best I’ve played. I hope, in time, that new decks and new powers are offered, but even without expanding the game, I can see Card Crawl taking up space on my iDevices.

Card Crawl was played on both an iPad Air and iPhone 5.

post from sitemap