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September 2, 2014

The ol’ one-two-end turn: Bullseye Boxing, a turn-based pugilism sim

A killer, a chiller, and a thriller.

A killer, a chiller, and a thriller.

I tried to box a few times in my youth and found that, despite my enthusiasm for watching it, I had no particular talent for actually performing the sweet science. With the advantage of age, I can see the root of my deficiency so clearly: boxing was an RTS. What I needed was turn-based boxing. Get me in the ring with Floyd Mayweather for some turn-based boxing. I get the first turn, though. And a baseball bat.

Solo developer Jonathan Bell has written in with a solution to my problem: Bullseye Boxing, a turn-based boxing sim for Android. I’ve asked him to get cracking on a time machine to restore my youth and he’s told me that he’ll get right on that. Bullseye is Bell’s first game but he’s an experienced developer of guitar instruction apps. Boxing, guitar-playing… Jonathan Bell is basically the 1950s ideal of a cool teenager. I’m sure his next game will be a sim where you have to smoke a whole cigarette in the high school boys’ restroom without getting caught.

In Bullseye, you build up your boxer with attacks, blocks, and special abilities, then get in the ring with 30 AI opponents to win the three boxing association belts in the game. It’s an actual game with no IAPs or similar boondoggles. Bell tells me that there’s hopefully an iOS version of this coming soon.

September 1, 2014

Review: The Nightmare Cooperative

"Meg, look at this place. This place looks like a mansion! It's like a mansion, look at all this stuff!"

“Meg, look at this place. This place looks like a mansion! It’s like a mansion, look at all this stuff!”

Let’s go ahead and stick “The Nightmare Cooperative” on the list of Surprisingly Literal-Minded Titles, just under Quantum of Solace and above Face/Off. It’s either a roguelike-y puzzle or a puzzle-y roguelike, one where you’re given a randomly selected pair of adventurers and tasked with plundering all four levels of a dungeon to drum up funds for a cash-strapped town. New pals sit sleeping in this subterranean deathtrap, waiting to join your fellowship should you wander over and wake them up.

The trick–and this gets worse with each new pledge for your gang–is that all your characters move and act in unison. That’s the “cooperative” bit. The “nightmare” part comes in, oh, around the thirtieth or fortieth time your priest gets dunked in an acid pit so the rest of your adventurers can snag some treasure.

This is just one of many scrapes your party might stumble into while making headway towards the exit for a stage–headway which is chiefly forged through a series of other, slightly more thought-out, stumbles. A turn where you get one character to a level’s conclusion or within arm’s length of a health potion, while simultaneously running some other schmuck face-first into a yeti’s fist, is still a good turn all things considered.

Each collected health or mana pot is shared among the group, with each getting one of four heart or magic pips filled. On top of the basic attack activated by pushing into foes, each character in the game has a special, mana-fueled ability. The priest heals characters you’ve positioned next to him, the archer has a ranged shot which can travel along the cardinal directions, the mage a diagonal ranged attack, the warrior a double-strike which can take out most beefy foes in one turn, and the barbarian a blow which knocks mobs back. Oh, and there’s a ninja too, one that teleports through foes. That’s sort of a ninja thing, right?

The Nightmare Cooperative cast has roughly the same turnover rate as Game of Thrones.

The Nightmare Cooperative cast has roughly the same turnover rate as Game of Thrones.

Special moves, like all movements, are synced. One tap of the blue potion button and every active adventurer shoots off their little something special, but only if they’re in a position where that makes sense and have their own unused mana potion. This group of perfectly coordinated fantasy tropes isn’t about to waste azure magicks, even if they are bound to move in a unified fashion that often puts individual team members in danger. That would be silly.

You don’t “maneuver” in The Nightmare Cooperative so much as “drive,” as in cattle. When you’re doing well in The Nightmare Cooperative it’s likely because you’ve kept a fresh cycle of meat-shields rotating through your party’s ranks. The whole point of this perfect unison curse is to force a series of sacrifices; each move which propels you closer to the bottom of the dungeon, and victory, likely has a cost associated with it. Move these two characters here, but strand your wizard alone in the corner. Attack and kill this enemy here, but leave your archer open to a free swing from some other thug. Heal your near-dead barbarian while also forcing your ninja to—somewhat uselessly—teleport through a monster and halfway across the level.

These sorts of cock-ups are nearly impossible to avoid completely, especially once you’ve already sketched out the path to an exit and thrown your squad down it. I found myself regrouping at the start of each new level, running my team around in circles and up against walls to try and corral them together before a messy push through the gauntlet. (I also imagined them behaving like football players doing macho pregame warm-ups, with copious headbutting and wizard ass-pats for encouragement.)

Hmm. Green tiles. Has anyone else here seen House on Haunted Hill?

Hmm. Green tiles. Has anyone else here seen House on Haunted Hill?

Beyond that, it’s simply a matter of tanking damage smartly, with special care given to holding onto a roster of complementary heroes—priest, warrior, and two ranged classes seems to work nicely. Straight-up combat is surprisingly effective, though only for punching out a path to the exit. The Nightmare Cooperative also has a timing element, with new mobs spawning after a not-quite-generous allotment of turns, preventing one from completely locking down a stage and gathering coins and coin-filled treasure chests (used exclusively for score) at their leisure. Of course, opening a chest also spawns a mob and, of course, you’re going to accidentally pop open a few of those suckers just trying to move around, ya goof.

Enemies range from relatively mundane patrolling monsters to lethal rotating turrets to truly devious mobs which follow your every move, even foes which can swap places with your heroes—often swapping themselves to safety while simultaneously dropping your fragile mage into a crossfire. Monsters—on top of the lava pools, acid pits, spike traps and other assorted environmental hazards—are effective killers, though their lethality stems mainly from superior numbers, especially when deployed in later, more cluttered stages. For all their trickiness I’ve also seen the above swap creatures trade with a character and make their route to the exit, or towards a power-up, easier.

Those power-ups include a staff which gives a character an insta-kill attack (though only once per level), or a pair of plastic Halloween vampire’s chompers which, naturally, give a character life-steal (again, only for their first attack on a level). Like the additional characters made available as you plow through a Nightmare Cooperative run, these power-ups are always welcome help, but won’t dramatically influence how you tackle any one level. The possibility of one extra health per level of a twenty-four-level game (assuming you nab those knockoff fangs on the first level) does not make for a full-on Vamp Teeth build.

Similarly, new characters unlocked by collecting specific bits of treasure or completing challenges—while more interesting than the default Janes and Joes—don’t sport revelatory new powers. The ice mage is… like the mage, only he freezes enemies for a few turns instead of just blasting them to death. There’s a sort of mystic character, and she’s able to phase through walls for a few turns. The miner, interestingly enough, is able to hypnotize foes with long-winded stories detailing the several times he met Italian novelist Italo Calvino—purely by chance! But, no, he just destroys walls. Again, useful, but not game-changing.

"What the monsters never figured out, and what I know now, was that these fantasy archetypes would never break, never lie down, never bend over for anybody. Anybody."

“What the monsters never figured out, and what I know now, was that these fantasy archetypes would never break, never lie down, never bend over for anybody. Anybody.”

That’s the ultimate redemption of The Nightmare Cooperative: the whole is greater than the sum of its parts. The added wrinkle is that, here, being part of that “whole” isn’t about individuals adding value to the group through their interactions as much as it’s about those individuals devaluing themselves through self-sacrifice. We’re heading in this direction, we need that item, most of us can head in this one direction safely, but you need to face-check that hard-looking fella in the blood-cloak. The individual elements of this broke-ass hero squad seem a bit throwaway because that’s exactly what they’re meant to be.

The strongest criticism I can levy on The Nightmare Cooperative is that, for an ostensibly puzzle-like game, it rarely feels like you’re asked to efficiently “solve” any of its procedurally generated levels. With your perfectly imperfect team, and several opportunities to reinforce said team should a few elements die off, the prevailing strategy is closer to a brute-force approach than some might like. Where other roguelikes with puzzle tropes (or puzzles with roguelike tropes) might present you with a series of risk-reward choices, The Nightmare Cooperative all but demands that every bit of forward progress you make also saddles your team with some mundane damage or a quirky formation.

It’s not risk-reward, really, because there’s no way to opt out of these situations and continue to move forward—rather, it’s about finding the least brutish of many ugly, convoluted possible solutions. In that regard The Nightmare Cooperative is wholly enthralling while it has you, yet hard to wrap one’s head around after the fact when you’re rethinking a failed run, wondering not how you could have avoided making a sacrifice, but which sacrifices were the better optimized ones. All for the greater gold–sorry, good–of course.

The Nightmare Cooperative was played on a 3rd generation iPad for this review.

Make it terrain: Rubicon tells us of Ultimate War Game’s map editor

Make your own Mount Hexmap.

Make your own Mount Hexmap.

Paul Johnson revealed Ultimate War Game to us about a month ago, the final installment in Rubicon’s long-running series of lighter turn-based tactical titles. What he had to show back in July was mostly just the scale of the game, which will be the biggest of any of Rubicon’s offerings to date.

He got in touch last week to reveal a little more about what’s coming, namely random map generation. The previous Great Little War Games were all played out on pre-built terrain, but Ultimate War Game will offer infinitely varied maps and the ability to do your own Amerigo Vespucci thing and craft your own.

“When we ship the game we’ll probably give access to the map editor which allows you to tailor a landscape in fine detail,” Johnson tells me. “We’ll be using the very same tool to make the mission maps when we start on the campaign stuff, so everything needed will be there.

“We’ll also add something that uses a phrase you can type in as a seed to make a totally random map, like they do it in Worms and other games. That way players can share good ones amongst themselves and not have to spend all day dragging sliders about just for a quick ruck.”

After the jump, a (very) short video showing off UWG’s base-building, another new feature that’s in the works. Ultimate War Game will be out for iOS & Android later this year.

Ten towns to go: Icewind Dale Enhanced Edition announced

The Icewind Dale Business Improvement Board really prefers you use the name "Refreshing Breeze Dale".

The Icewind Dale Business Improvement Board really prefers you use the name “Refreshing Breeze Dale”.

Here’s the first big announcement to be trumpeted at PAX: Icewind Dale is getting the same makeover and tablet port that fellow D&D RPG Baldur’s Gate got back in 2012.

Besides running on modern PCs and mobile devices, Canadian devs Beamdog say that the isometric RPG includes both expansions to the original and will have new content including new character classes and loot, plus cross-platform co-op multiplayer. Another first is that, unlike the two previous Baldur’s Gate remasters, Icewind Dale is coming to phones as well as tablets.

The original PC game from 2000 is the favourite RPG of many D&D heads that I know, and the remake of Baldur’s Gate got top marks from our man Phil, with Clancy being similarly enthusiastic about BG II. I wonder how well this is going to work on phones, given that the UI was a bit of an owlbear to wrangle on a larger device, but hey — more D&D on your mobile.

There’s video after the jump, y’all, and there’s more details at IcewindDale.com.

Hat-tip to PT‘s Master of Whispers Pitta.

The ninetieth degree: New StarCrawlers gameplay trailer

The Aristocrats.

The Aristocrats.

Lovers of right-angle-only turn-based dungeon crawlers are holding their collective breath for the eventual release of Legend of Grimrock on iPad. But if you prefer your RPGs with nuclear missiles and not magic ones, StarCrawlers (which we talked about here and on RDBK earlier this year) is getting closer to release on PC, after which there’s hopefully a tablet version in the works.

San Diego-based devs Juggernaut Games are going into PC early access in November, and back in February they told me that the game had been built on iPad originally, and they hoped to return it to the platform whence it came after the desktop version is done.

Besides the sci-fi theme, a major point of difference for this dungeon crawler is its reliance on procedural generation: the dungeons are different every time you play, and a “Narrative AI” creates missions for your party based on previous decisions you’ve made and which factions you’re in good with aboard the derelict colony ship Stella Marin. My favourite thing about a sci-fi dungeon crawler? No spiders. The spiders in Grimrock freak me out, man.

A gameplay video is below (dig that Mass Effect-flavoured soundtrack), and you can track Juggernaut on Twitter.