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February 28, 2017

Review: The Warlock of Firetop Mountain

In 1982 Steve Jackson and Ian Livingstone wrote a single-player adventure gamebook titled, "The Warlock of Firetop Mountain." It was a book meant to evoke the fun and adventure of tabletop role-playing games. The reader plays as an adventurer delving deep into Firetop Mountain in search of the treasure of a powerful warlock. The story played out much like a choose-your-own-adventure book. There are monsters to slay, traps to avoid, and other dangers to face, or avoid, in search for that ever-alluring treasure.

This book was the start of something big. Not only did it launch the Fighting Fantasy series of gamebooks but two sequels, five novels, a board game, and several video __game adaptations. The latest such adaptation was funded by a super successful Kickstarter back in October of 2015. Tin Man Games, known for interactive video __game titles, got the go ahead to bring Firetop Mountain to life once more. First up were the Mac and Windows versions, which were released on Steam last summer. Now, mobile gets a turn, with a launch for iOS last week.

THE GAME

The Warlock of Firetop Mountain starts by welcoming you to the world of Titan and it's notorious land of Allansia. A small tribute is paid to the adventure's decades-long legacy and the many heroes who have taken the plunge into the mountain.  As the next to give it a go you're asked to choose one of four different Allansian heroes—Lunika Ekaadi, Dekion Strom, Alexandra of Blacksand, and Arran Gottspeed. Each has their own different quest, motivations, and of course choices to be made. Each will view what comes differently based on their skills and capabilities. Arran Gottspeed, for example, is a mighty brute but can't read a word…so signs and scrolls mean little to him. 

WarlockChar

One of the first things you'll note is the aesthetic of the game. It is meant to evoke not only a tabletop role-playing game, but also the pages of the original 1982 book, and Tin Man Games succeeds on both levels. The heroes take the form of a miniature in full-pose mode and are really well recreated in the game. The same goes for the many and varied monsters you'll face in the game. The miniatures were all made by Otherworld Miniatures—a small shop dedicated to making minis for old-school role-players, wargamers, and collectors—and then digitally scanned into the game. The attention to detail really shines through and the same visual style has been applied to the game's scenery which looks it was lovingly hand-crafted in preparation for game night. The story itself is delivered via black text printed on an old-parchment background and is accompanied by many of the illustrations from the original book. As your hero moves about the scenery appears in front of you on demand, as if through the handiwork of a very able Dungeon Master.

The game itself plays out a lot like other interactive-fiction titles. You are offered all kinds of decisions to make—which direction to go, whether to use stealth or brawn, to be guided by greed or honor, or whether to fight or flee. Each decision brings you deeper and deeper into the mountain and toward a final confrontation with the Warlock. The story is simple and prone to cliché, which is to be expected by anybody familiar with the source material, but may turn off gamers used to more modern storylines. 

WarlockScene

Whatever decisions you make, The Warlock of Firetop Mountain is full of fighting. Combat takes place on a square grid representing the surrounding terrain and occurs in "WEGO" turn-based format, meaning both you and the monsters decide what to do and the actions are carried out at the same time. This builds in a bit more tactical decision making as you have to anticipate what your foes will do. If you're right, it could mean one or more of them walking right into your swinging blade. If you're wrong, however, you could take a big swing at an empty space and waste a big opportunity to take out a monster. Each creature has an attack pattern and tells you can try to pick up on in order to identify and exploit it. This makes each combat encounter a bit of a puzzle to figure out these patterns and plan your own moves accordingly. If you don't figure out a monster's pattern it's not a deal breaker, however, you can still certainly succeed in combat though you may emerge a bit more banged up.  

Speaking of getting banged up, The Warlock of Firetop Mountain—like many tabletop RPGs—is all about attrition. Each character has a pool of Stamina and when you take damage in combat, or face a more text-based setback throughout the story, you lose Stamina. If you run out of Stamina you perish. There are benches on which you can rest to regain Stamina throughout the adventure and you can gain more if you consume provisions while resting. These also serve as save points for your game. When you perish later you can choose to restart at your last bench so long as you still have one of your three resurrection stones handy.

WarCombat

On the first play through, you never know if a bench is around the corner or quite some distance ahead, so there's always a bit of a calculation about how aggressively you can play. Many combat encounters represent a survival threat all on their own, but most are more about winning and taking as small a hit to Stamina as you can because you never know how many more scuffles you'll get into before you can rest. That's very reminiscent of several different editions of D&D, not to mention other tabletop games.

THE VERDICT

Tin Man Games has done a great job bringing The Warlock of Firetop Mountain to digital life. The game's aesthetic is top notch and it is quite obvious they spent a lot of time making sure it felt right and did proper homage to the original gamebook. The story flows well and the combat system is easy to play yet challenging enough to represent a real risk to your hero, especially over the course of many encounters.

The game is replayable with new characters, as each hero's quest is different. It should be noted, however, that much of the dungeon is the same regardless of hero and at some point you'll know to avoid certain areas because the risk isn't necessarily worth the reward. Side encounters is where things are the most different and much of the freshness comes from the different clues each character observes in their surroundings.

If you’re a fan of interactive-fiction titles like the Sorcery series you'll likely enjoy The Warlock of Firetop Mountain, although the story is not nearly as deep as similar titles in the genre. Fans of tabletop RPG modules will also find a lot to like in this game's single-player narrative and frequent combat action. Finally, if you're a fan of the old-school original book you'll enjoy diving into this recreation. 

February 27, 2017

News By Numbers - 27th February, 2017

Welcome to the latest edition of News by Numbers, where we highlight some of the can't-miss mobile gaming news each and every week. Including this one! Fancy that.

Tiny Armies: version 2.0

Tiny Armies is a fast, lightweight, easy-to-play, __game of conquest for your iPhone or Apple Watch that I've mentioned a time or two in the past. It also gets a lot of updates. The latest version of the __game has redesigned the menu to be more user friendly and added a highly customizable Skirmish Mode for quick games. They've also added iMessage support where you can "send and receive levels with your friends for lighthearted fun, or to resolve serious disputes like whether you're picking up takeout or ordering pizza tonight." I'm continually impressed with how much support the Brothers Flint, the indie shop responsible for Tiny Armies, keeps putting into a $.99 game! You can pick it up iOS and see for yourself.

tiny armies skirmish

XCOM Enemy Within: $2.99

XCOM is a legendary franchise that has spawned an entire genre. XCOM Enemy Within was the first title of said franchise available on a mobile device and is on sale for the ridiculously low price of $3. If you don't have it, get it while you can.

XCOM

Terra Mystica; 6 platforms

Digidiced took to Twitter last Friday to provide an update on the mobile version of Terra Mystica. The game is leaving alpha testing soon and should be out on iOS, Android, PC, Linux, Mac, and Windows Phone by the end of March. Oh, and we have our first screenshot.

Terra Mystica

Reigns: 6th update

There's an update coming March 8 to the popular swipe-to-rule game Reigns. We don't know much, beyond the date tweeted out last week, but odds are good it's the free expansion announced earlier this year. If so, we'll have new cards, characters, and creatures to interact with very soon. Reigns won our interactive-fiction game-of-the-year award for 2016 and piled up quite an assortment of awards and accolades, so an expansion is well worth looking forward to.

Reigns

Mini Metro: 40% to 60% off

Our 2016 puzzle-game-of-the-year Mini Metro has got a brand new update and a price drop. The update brings Endless Mode to the app where station overcrowding will not lose you the game. This is perfect for those looking for a more stress-free method of play where you have some time to address your metro system's difficulties the right way. You can go endless from the start, or convert your game once you lose. It's a really good addition to the game and perfect for efficiency experts who are looking for more of a simulation than puzzler. The update is accompanied by a temporary price drop to $3 on iOS and $2 on Android, which is an absolute steal!

Mini Metro screen nbn feb27

iOS 10: 79% adoption

iOS 10 has been out just over five months and, according to Apple, is installed on 79% of active iOS devices. Coming in second is iOS 9 on 16% of active devices with 5% running earlier versions. iOS version 10.3 is currently in beta and expected soon and could up that already impressive adoption rate even more. No data from Apple on how many people updated their iOS so that their device would stop HOUNDING THEM EVERY SINGLE DAY.

Feudal Feud: 100 players

Feudal Feud is an upcoming game of conquest and diplomacy where once you conquer you must rule. When you beat another player you have to convince them to remain loyal and abstain from any uprisings. To complicate matters, monarchs will go and pass away leaving turmoil in their wake. You play on a map with 100 players in real time over the course of a few weeks. So it's for gamers for whom Subterfuge is too easy, I guess. Feudal Feud is free-to-play and IAPs will be "carefully balanced" according to the developers. They will definitely offer sell cosmetic options and things like the ability to play multiple games simultaneously. They are considering short-term boosts to in-game productivity as well, so long as overall balance can be maintained and the game remains fun for all. No commitment on a release date yet, though the game has been in beta since last July. You can keep tabs on things here.

Hearthstone: 390 cards

Welcome to the Year of the Mammoth and rotation for Hearthstone! All of 2015s offerings—Blackrock Mountain, The Grand Tournament, and League of Explorers—are leaving Standard and going Wild. Not only that, but six cards from the Classic set— Azure Drake, Sylvanas Windrunner, Ragnaros the Firelord, Power Overwhelming, Ice Lance, and Conceal—are being dubbed the "Hall of Fame" and will now be restricted to the Wild format.

Blizzard also announced a change to expansions in 2017. Rather than a mix of story-based products where everybody gets the cards provided they play through the single-player content and unlock them and regular expansions 2017 will bring three full-sized expansions of 130 cards each.

Tiny Idle Action Heroes: $3000

Tiny Idle Action Heroes is, or would be if funded, a roguelike game where you create a bunch of tiny, vicious heroes to send into combat. You don't control your creations in combat, however, you just wind them up and watch them go. They attack and use their abilities on their own. You do decide which heroes are going in and how they will fight based on loot, abilities, and cool downs, and more. It sounds pretty fun and the Kickstarter goal is a pretty reasonable three grand. I'd love to see this one get made and end up as a mobile title.

That's it for this week's edition of News by Numbers. If you've got a news item worth sharing send it our way on Twitter @MrVigabool and it may show up in a future edition.

February 24, 2017

Out Now: Ancient Akkadian Edition

Welcome to Out Now, we've got several great options for your gaming consideration this week. The latest incarnation of The Warlock of Firetop Mountain is out on iOS in all its nostalgia inspiring glory. We've got a rare premium simulation __game that puts you in the shoes of an aspiring oil tycoon. There's not one, but two RPGs—one old-school dungeon delver and a Korean RPG in an Arabian setting. Lastly, there's an underwater shooter with an ancient Mesopotamian theme and a dual-Pong paddle gameplay mechanic.

The Warlock of Firetop Mountain (iOS)
Nostalgia Alert! The Warlock of Firetop Mountain, a choose-your-own-adventure style __game of hack-and-slash combat and dungeon-delving goodness, is out on iOS at long last. The game is based on the 1982 gamebook written by Steve Jackson and Ian Livingstone—a gamebook that launched the Fighting Fantasy series, generated two sequels, five novels, a board game, and a few other video game adaptations as well. Tin Man Games has brought Firetop Mountain to life once more with a great visual aesthetic that evokes not only the original gamebook, but the look and feel of tabletop RPGs. Combat is turn-based, but simultaneous, which means you choose what you're going to do and then your action takes place at the same time as the adversaries you face. It requires you to anticipate what they will do and leads to fun moments like a monster walking right into your attack as well as missed opportunities when you take a big swing at an empty square. The story is largely faithful to the original, which makes it a tad simple compared to the Sorcery series and others in the genre, but still entertaining overall. My full review is coming next week, but The Warlock of Firetop Mountain is worth a look for fans of the interactive fiction genre, tabletop RPGs, and the original gamebook.

Warlock

Turmoil (iOS)
If you ever wanted to be an oil tycoon during the 19th century black-gold rush in the United States that opportunity is upon you. Turmoil is simulation game for iPad that puts you in the shoes of a tycoon in waiting, looking to strike it rich. You hire dowsers to find oil, build rigs and pipes to get at it, hire wagon teams to cart your oil off to be sold, and erect silos to store excess supply while the price is low. There are two different buyers for oil, Left Inc. and Right Inc. (based on their direction from your mining operation), each with constantly shifting prices and you must decide how many wagons you want to head to each, or alternatively, how many should fill up your silo while you wait for prices to rise. Games are quick, around 15 minutes, and take place over a calendar year where your goal is to make as much profit as possible. You can also play a campaign, which consists of many different drilling seasons and has you competing against three other tycoons-in-waiting. The campaign requires a little more strategic planning. You bid on land to drill on for one season, invest profits in improvements in equipment and laborers, take a loan from the bank, and even bribe bankers and oil buyers at the local tavern. The winner is the oil baron who earns the most in the long haul. Turmoil is a single-player game with no IAPs or freemium mechanics, which is really rare these days for the genre. If you're into simulation games, this one is pretty compelling and well worth a look.

Turmoil

Dungeon Rushers (iOS and Android)
A time comes in everyone's life where they must take stock of their life and career choices and make a change. This is the case for Elian, a janitorial professional who decides he's had enough of toilets and jumps into the fast-paced world of dungeon looting. In Dungeon Rushers you help young Elian make a go of it as you guide him, and various friends he picks up along the way, through the world of dungeon crawling. You explore dungeons one square at a time and uncover traps, acquire treasure, and of course take on monsters in turn-based combat. Over time you'll build up quite a team, manage their inventory, and decide how to level each along a pretty robust skill tree. There's also crafting, an online arena system to take on other players, and a feature that allows you to build and share your own dungeons. If you're looking for a new RPG-style dungeon delver, Dungeon Rushers should be up your subterranean corridor.

Dungeon Rushers

RPG Djinn Caster (iOS)
Corrupt and tyrannical Sultans and sandstorms, oh my! In RPG Djinn Caster you play as Elmir, a young man who's future is forever changed after he is given a magical dagger from an old man on the run from the Sultan's men. The dagger contains the power of the Djinn, and just like that you're off on the path of revolution. RPG Djinn Caster is a KRPG and treads old ground but in a fairly unique Arabian setting. Combat is action based (and decidedly not turn-based), so you'll be darting around dodging attacks and dishing out your own damage, and involves taking out foes in order to build up enough of a charge inside your magical dagger to release the power of the Djinn. There's a lot of grinding in this one to complete quests and gather materials. This isn't necessarily a bad thing, depending on how grind averse you are. There's a whole bunch of loot and gear and over 20 Djinn to collect and it feels like RPG Djinn Caster has a great deal of content. It's also worth noting that there is an in-game currency, gems, and IAPs to purchase them. Gems can buy you gold and special items and seem to basically speed things up, if you're so inclined. I haven't seen any progress throttling without spending them…yet. It looks like a free version of the game is coming as well. When you start the game you get a message thanking you for purchasing the premium version and are awarded some gems.

MUL.MASH.TAB.BA.GAL.GAL (iOS)
What's in a name? In the case of MUL.MASH.TAB.BA.GAL.GAL quite a bit, actually, both in length and in meaning. The language is Akkadian—as in the Akkadian empire of ancient Mesopotamia—and is the name for the constellation of Gemini. The game itself is fast-paced underwater shooter where you bounce balls back and forth between two Pong-style paddles—representing the twin stars of Gemini—under your control in an attempt to blast aquatic threats rising from the deep before they get to the surface. If you scuttle a creature it dissipates into coins, which you can blast to gain currency to buy power-ups later. Anything that gets to the surface deals damage and if you take too much, game over. There's an interesting tension between loot and survival that can get pretty frenetic. MUL.MASH.TAB.BA.GAL.GAL looks cool and the gameplay is very smooth and it really makes me wish I was better at it! If you like fast-twitch action with a fair bit of tactical gameplay give it a try.

Mul Mash

That's it for this week's new releases - tune in next Friday for some more top picks on new games. As always, if you want to get a mention do tweet us or comment! Enjoy your weekend!

February 23, 2017

Review: Maze Lord

Maze Lord looks a lot like a roguelike __game with RPG elements. It looks a lot of the Dungelot games, in fact, right down to using many of the same art assets. Looks can be deceiving, however, and this __game belongs firmly in the puzzle-game genre. As the name suggests, the goal of Maze Lord is to work your way through a labyrinthine maze. You are an old-school hero and a dragon has kidnapped a princess you had your eye on and needs some slaying. Like I said, old school.

The gameplay is all about finding your way through successive levels of a dungeon-like maze. This means finding each level's exit in the fewest possible moves. You are awarded three stars for taking the optimal path, and two or one stars for solving the level sub-optimally. Blocking your path are a variety of monsters—skeletons, slime, snakes, spiders, bats, ogres, and more. You can slay these vile creatures but it'll cost you one life, represented by a heart, and you only have three lives with which to work. Luckily, the maze also has potions scattered throughout it and quaffing one will restore a life.

There are more obstacles than just creatures. Locked doors will bar your path, requiring a key from somewhere in the maze. Irregular maintenance has also led to some pretty massive cobwebs which must be burned away. Some keys and potions require a small bribe, in the form of a coin, to collect. You'll need to find a merchant and trade an existing item to them for a coin in order to pay the bribe. Maze Lord adds in new mechanics, twenty-four different ones to be precise, as the levels mount in order to increase the challenge. Many of these add interesting dynamics to the game. A pickaxe that lets you go Kool Aid Man and bash your way through a cracked wall changes up the paths you can take. The aforementioned cobwebs snag the first item in your inventory and forces you to plan the order in which you grab things. There's a torch that'll burn those pesky cobwebs away and make you invulnerable to aggressive tree monsters that somehow live in the subterranean dungeon maze. Other new mechanics feel like the game is just running up the "new stuff" score without adding much to gameplay.

Crowded Maze

The tactics in Maze Lord come down to an order-of-operations puzzle. You must determine the right path through each level. How many keys do you need to bypass locked doors on the way to the exit? How many keys are there overall and do you need to get all of them? Do some required items call for a bribe and if so where is the merchant so you can get some coins? Where are the potions you'll need to stay alive to do all of the above? There are lots of levels, one-hundred in all, and many are quite difficult. Those will call for a mix of planning and trial and error to complete, especially if you want to earn all three stars.

When you complete a level you earn gems or loot that can be converted to gems. Gems allow you to resurrect your hero wherever he fell, which is a bit of a cheat that allows you to buy your way out of a particularly challenging level. This is a bit odd for a premium puzzle game and makes me wonder if gems are a vestige of a free-to-play past. I'm not sure what, if anything else, gems can be used for. It looks like you should be able to buy more items before going into a level—torches, keys, and the like—but nothing happens when you click on the gem buttons below those items, so it seems like that has been disabled. There's also a shop, but rather than using gems to buy things there it serves mostly to convert other loot you find into gems.

Level Entry

Maze Lord has more trappings of a role-playing game than just loot, and again, I'm not clear on their purpose. As you complete levels you gain experience and level up but doing so just gains you more gems. There are also quests, which are really achievements and are won by doing things like completing 50 levels or winning 100 coins. Both experience and quests seem to be window dressing more than elements designed to add much to the game.

I'm also not a big fan of the assignment of stars based on number of moves. It makes sense in some games but feels like a tacked-on and unnecessary addition to Maze Lord. Some of these levels require 50 or 60 moves. Most gamers aren't going to sit there planning out that many steps. Many will do what I did and just take what seems to be the best path and see if it works out. Getting three stars seems to earn you more experience, but again, I'm not sure that really much matters. Many levels feel like you're meant to take the easy way out and use gems, again giving me that free-to-play vibe, and I would have preferred a simple pass-or-fail approach.

Lots of Moves

Despite these concerns, Maze Lord is a solid puzzle game. The mix of different mechanics on many of the levels creates an entertaining and challenging experience. Though it feels a bit like a freemium game, it's not. One price gets you all one-hundred levels with no ads or the like, which is a good bit of content. While it would not be my top puzzle-game recommendation the roguelike look and feel will help sell many gamers who don't normally gravitate toward puzzlers. If you're a puzzle-game aficionado and like to try out a lot of different titles, Maze Lord is a reasonable addition to your games collection.

Review: The Book of Unwritten Tales 2

The first puzzle that had me scratching my head when playing point-and-click adventure The Book of Unwritten Tales 2 is that although the first __game remains unwritten on mobile devices the publishers have seen fit to release this sequel. With many games you can happily dive into a sequel without actually having played the original but for any player visiting the land of Aventasia for the first time you cannot help but feel like a stranger at a party. You hover around the fringes laughing nervously without having a clue what is going on as the characters happily chat away about old times, make self-referential jokes and exchange knowing smiles. I felt like gulping down my drink, grabbing my coat and making a beeline for the exit.

However, hang around for a little while longer and you’re bound to hear a few witticisms that anyone with a passing interest in all things geeky will be able to relate to. To help ease your way into this new social circle the characters are a likeable if stereotypical bunch. There is the sassy, headstrong princess who is fed up with her controlling mum, the bumbling but good-natured professor and of course the roguish but lovable adventurer and his weird furry sidekick.

Monkey Barman

The Book of Unwritten Tales 2 is a traditional point and click adventure that doesn’t stray too far away from the Monkey Island format, it even has loading pauses when you half-expect to hear the laboured whirling of an ancient floppy disk drive. Yet, as you take in the wonderful artwork, strong characterisation and terrific voice acting you quickly come to realise that this __game isn’t a cheap knock-off but a labour of love and that no corners have been cut in trying to provide the most immersive experience possible. There’s 20 hours of adventuring in this sprawling 3MB fantasy world and not an in-app purchase in sight.

The shift over from PC isn’t without its faults, sometimes control and movement feels a little sluggish. This isn’t helped by the fact that like an over-protective mother the game insists on pausing briefly to save every time you make the slightest progress. Then there are those times like when you have to shift two nearby levers to open windows when you just yearn for the accuracy of mouse control. Selecting items on the inventory screen is sometimes hit and miss and to make matters worse, the inventory screen itself often obscures the action so you can be constantly opening and closing your inventory and accidently pressing the nearby options menu as you try different objects to solve puzzles.

Back in Time

Like most games of this type the puzzles range from the blindingly obvious to the teeth gnashingly obscure. They are usually logical in a twisted kind of way and often humorous giving you a warm glow of satisfaction when you come up with a solution to a particularly taxing situation. Eventually the various character plot lines will merge together, giving the characters the opportunity to work together and the game designers the opportunity to come up with an array of even more fiendish puzzles.

There is a little too much walking around, not helped by the fact that sometimes you cannot pick up an item until you have met a condition elsewhere. It is irritating, for instance, that you cannot pick up the potted plant until you have ventured into the garden and had a chat and a nosy round. This means that you constantly have to go back and re-examine items in the hope that you have met some condition that allows you to add them to your inventory.

Minecraft Reference

By their very nature adventure games are driven by plot and characterisation, so it seems a strange decision indeed to put new players at such a disadvantage by not giving them the opportunity to experience the first game on their platform of choice, but that is hardly the game’s fault. The characters, helped along by the brilliantly written dialogue and exceptional voice acting really bring the game to life. You soon realise that the people you meet are decent sorts and you feel like you really want to help the princess find a cure for her “illness” and lend a hand to the hapless professor who is having problems with his know-it-all-pupil.

Although I could not shake the feeling that by playing on a touch screen I wasn’t experiencing the game at its best, The Book of Unwritten Tales 2 is still a terrific homage to the point and click games of the 1990’s. There is even a brilliant sequence whereby Professor Weathervane the gnome travels back in time through different gaming ages, graphics and sound getting less sophisticated until he ends up in a text only world where it all started all those years ago.