Movie Review - Pitch Perfect

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Thursday, 18 April 2013

Card Game Review - Guildhall

Posted on 17:40 by Unknown
Some day I'm going to write an article about the psychology of board games. And one thing that I'm definitely going to discuss is whether size matters when we're talking about the box (I encourage all of you to quote that out of context). If you put your game into a bigger box, does it make it more valuable? For many gamers, that's a definite yes.

For instance, Guildhall is basically three or four decks of cards and a handful of cardboard tokens. This could have come in a fairly small box. Yet it comes in a bigger box than some other games I own that have a lot less in the box, and I have to wonder if that's so that the game looks like it should cost more than it does.

But then, it doesn't seem like this is a straight money grab, because you can get Guildhall from Coolstuff for like 20 bucks. And this is way more than 20 bucks worth of game - as soon as we finished, we checked the clock to see if we had time for one more. And then the wife and I concocted plans to shanghai our kids into playing. It's a damned fun game, and a hell of a deal at 20 bones.

But it doesn't look like it should be. Seriously, it's all cards, and not even a lot of cards. Dominion - now that is a lot of cards. Nightfall - lots of cards. Guildhall - not really that many cards. Yet a game of Guildhall will take longer and potentially be a lot more engrossing than either Dominion or Nightfall, and for less money. This is a deeper game than Dominion or Nightfall, with some great strategy, and there's no way that the size of the box tells you if it's any good.

So you're reading this far, and we're starting the fifth paragraph, and you're like, 'OK, Drake, so it's fun, but what the hell is it?' And you're right, I have taken far too long to get to the point. I should probably have opened with a description, so that we don't wind up going into the sixth paragraph without me actually telling you what Guildhall is all about, and then being forced to end a sentence clause in a preposition.

Guildhall is (in theory) a game about building a guild that employs all the different people in town into organized groups. Guildhall is (in practice) a game about making sets of different cards and exploiting the abilities on those cards for maximum gain. The theme is mostly superfluous, but the game is still a hell of a lot of fun.

For instance, say you've been able to put two dancers and two weavers into your guildhall. You're trying to make sets of five of each. So you play another dancer from your hand, and she lets you draw two cards and play again. And then you draw a weaver you can use, so you play that, and because you've already got two weavers, you can put two cards right into your guildhall and then pick up one card. So you play two assassins into the guildhall, holding a third for next turn, and pick up a dancer so that next turn you can do the whole thing again, and this time kill somebody.

That was kind of a convoluted example, but it's also pretty typical. You're trying to build your groups until you have five of a kind, which you can then trade in for victory points. There's no one strategy that's guaranteed to win you the game - in one game, I went straight-up Jack the Ripper to keep my opponents in check, another player was just sending his farmers to work, and yet another kept swapping cards between us so that she could complete her sets.

If you love games with a lot of theme, and you like to be able to hear the swords getting stuck in ribcages, you're going to hate Guildhall. Or, rather, if that's the only kind of game you like, you'll hate Guildhall, because I love games with swords to the ribs, and I think Guildhall is a hoot. If you like card games with matching elements, if you like strategies that have to be adaptable, if you like holding a bunch of cards and seeing the killer move come alive in front of you, you really ought to just dig up a 20 and buy Guildhall. If you need an added incentive, the box is very large.

Summary

2-4 players

Pros:
Clever, accessible card game
Lots of different winning strategies
Smart play with difficult decisions

Cons:
Theme is not all that useful
Not sure why the box is this big

When you click this link, you'll be saying, 'wow! It really is just 20 bucks' and then I'll be saying, 'see? Told you! Buy one!' and then you'll be saying, 'Hell yes I will buy one!'
http://www.coolstuffinc.com/p/183480
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Tuesday, 16 April 2013

Board Game Review in Song Form - Zoneplex

Posted on 18:52 by Unknown
Picture yourself in a pyramid temple
with triangle rooms you build on the fly.
Randomly place some rooms in the Zoneplex
and then move your monk to the eye.

Bright-colored monsters of pink, blue and green
manifest out of your head.
Team up with allies to take down the fears
and you'll win.

Warrior monks fight space fears in Zoneplex.
Warrior monks fight space fears in Zoneplex.
Warrior monks fight space fears in Zoneplex.

Floating in space, the pyramid temple
where luck rules the day and logic has died.
The pieces are nice but the story is trippy.
The designers were obviously high.

Talented artists created the game
and drew some exceptional art.
Too bad that Zoneplex makes no sense at all
and isn't fun.

Warrior monks fight space fears in Zoneplex.
Warrior monks fight space fears in Zoneplex.
Warrior monks fight space fears in Zoneplex.

Picture yourself playing some other game.
Zoneplex is strange and leaves too much to the die.
Production is solid but the game is just crazy.
It was made but I just don't know why.

Warrior monks fight space fears in Zoneplex.
Warrior monks fight space fears in Zoneplex.
Warrior monks fight space fears in Zoneplex.

(with sincere apologies to Lennon and McCartney)

Summary

Players: 3-5 people who have been ingesting hallucinogens

Pros:
Nice pieces
Cool art

Cons:
Luck is more important than playing well
Incoherent and bizarre

If you need an intellectually shallow way to play through your buzz while you mow down a bag of Doritos and listen to Pink Floyd, you can get Zoneplex through Game Salute:
http://shop.gamesalute.com/products/zoneplex
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Friday, 12 April 2013

Comic Book Review - Planetoid

Posted on 21:12 by Unknown
I love a good sci-fi comic, especially if there are no over-sexed dames in skin-tight leotards who can shoot fire from their nipples. Science fiction is such a great genre for comic books, because it's difficult to describe some of the crazy stuff you see in standard written fiction. Planetoid sounded cool because it was a sci-fi book from Image, which makes it kind of a double-whammy of sweetness. Sure, Image published Youngblood, but they also do Walking Dead, so they still beat Marvel and DC.

Planetoid is a five-issue miniseries about a bad-ass SOB who crash-lands on a planet that has been strip-mined into a wastebasket. The surface of the planet is either toxic sludge or metal scrap, except for the big flat area where a few hundred people make their home. This planet is insanely hostile, because there's an alien group in the area that really hates the squatters. Never mind the fact that most of the survivors would kind of like to leave, the aliens want to harvest them, lobotomize them and turn them into slaves.

This is a dark book, and Silas, the hero of the book, is a dark hero with a dark past. The art itself is not that dark. Well, not literally. Like, you can see it just fine. But the evil aliens are twisted, the robots are efficiently brutal, the surface of the planet is barren and disgusting, and the food is just plain nasty. Oh, and there's this killer magnetic field that makes it so you can't leave orbit. It's just unkind.

Speaking of the art (which I did when I said it wasn't all that dark), it's perfect. The artist and the writer are the same guy, which means that the dude knew exactly what he wanted Silas to look like, and just how tall to make the snake robot, and how the froggy aliens would stand up. Plus it's marvelously detailed - where many comic artists would shortcut out backgrounds when they can get away with it, Planetoid spares no effort in showing us every scene in rich color and brilliant detail.

The story, by comparison, is a little stark. It feels rushed, like it could have been twenty issues and it got crammed into five. It's still a remarkable story, and I completely enjoyed it, and you can get the whole thing for nine bucks on Comixology and be happy you did. But it could have been developed into a much longer series, and I would have loved every issue. It's great fun to know how it ended (it just finished up a few days ago), but I wouldn't have minded getting to know all the people better. From the tough warrior chick to the blue alien, the old hermit to the loyal lizard sidekick, the cast in Planetoid is individual and entertaining - but they seem like you just get a taste of how cool they might be before the book is over.

Not that I'm complaining, really. Too many comics get cut before they can finish the whole run, and so I'm delighted that I was able to read the whole story of Planetoid and it never got the axe. It's fun to look at and fun to read, a cool tale of defiance and redemption and bravery and loyalty. It can be hard to find a good science fiction comic that will feel believable, since most seem to feel obligated to include stupid time travel or stupid spandex or stupid raccoon-headed aliens who smoke cigars. Planetoid is a blast, and even if it does leave me wanting more when I know it's over, I enjoyed it immensely.

You can find Planetoid at your local comics store, or if you're like me, Comixology:

http://www.comixology.com/Planetoid/comics-series/8055
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Wednesday, 10 April 2013

Tile Game Review - Battl Khaos

Posted on 17:38 by Unknown
Sometimes I like to think that games are created when people are presented with interesting design challenges. Someone comes along and says, 'hey, make a game where you combine addition and mermaids, only make it boring,' and you get Atlanteon, one of my least favorite games of all time.

And if you got this design brief:

"Make it like Carcassonne, because that game is a pretty big deal, only make it about war, because war is awesome. Only we still want to sell it in Germany, so make it about war but don't actually let anyone die. So I guess make it like an old GI Joe cartoon."

You would get Battl Khaos. I'm pretty sure the title has an apostrophe in there, but I'm already so annoyed at having to type Khaos with a 'K' that I'm not about to go including ludicrous punctuation.

In Battl Khaos, one player is the knights and the other is the orcs, and they're fighting to grab towers. Only they fight by standing around and when enough people are in one place, they count who has more warriors, and that person gets to put down a flag. This way nobody gets hurt, but they can still get all berserk and blood-thirsty and stuff, play war drums and summon monstrous helpers, and everyone is still able to go home at night and sleep in a warm bed with their cuddle bunnies.

Basically, you're putting down square tiles. Each corner of the tile has pictures of warriors on it, either orcs or knights. When all four tiles are laid down to create an intersection, you see who has more fighters at the corner, and that guy claims that spot. Claim enough spots, you can grab a tower. Grab enough towers, you win the game.

That's basically the long and short of it, though there are also special characters that can do stuff like double up your guys or block opponents or swap out the tile for one that works better for you. Basically, it's a lot like Carcassonne, except that there's fighting, only nobody ever gets much more than a splinter or a stubbed toe, and when that stubbed toe does happen, the teacher comes out and makes everyone apologize and then skip their juice breaks.

The best way to approach Battl Khaos is to ignore the theme completely. It actually works better if you're not trying to arbitrarily assign meaning to your tile placement, and just remember that you have to manipulate the map so you have more of your color where it counts. Then it becomes a very cerebral game of play and counter-play, where you end your turn with 'ha!' and end your opponent's turn with 'dammit!' I guess it's that same cerebral game if you pretend that one of you is green-skinned marauders and the other is King Arthur's leftovers, but my point is that the theme is essentially pointless.

The game itself is actually pretty fun, if you like games that involve a hell of a lot of deep, strategic thinking. Cautious placement dictated by an overall plan is what wins the game, as well as seeing moves before your opponent and maybe distracting him so you can swap out key tiles when his back is turned. It's a very analytical game, almost mathematical. Any more math, and it would be a Reiner game. And probably be boring.

Battl Khaos kind of came and went without much fanfare, and I think I can see why. If it had been sold as a two-player abstract, people might have been delighted to try it. But it has these warring factions on the cover, and looks like it's all about bloodshed, and then you're really just laying down tiles and not actually fighting at all, and the theme falls apart. So people looking for two-player abstracts never got on board, because it looks like a game about war, and fans of games about war blew it off because it's actually a two-player abstract. A classic case of misrepresentative marketing, which turned off the people who might have enjoyed it and annoyed the people who thought they were getting a game where people died.

Battl Khaos will appeal to fans of abstracts who are looking for half-hour games they can play with just two players, and who don't really care if anybody dies. I probably won't play it again, because I like games with three or four players that take two hours and have lots of bodies.

Summary

2 players

Pros:
Nice art
Lots of thinking
Good abstract game

Cons:
Not sure why this needed a theme at all - would have been a great production from Blue Orange
Not really much in the way of killing

When it was a new game, Battl Khaos was sold through Z-Man. Now that it's faded rapidly into obscurity, you can find it at Game Salute:
http://gamesalute.com/games/game.php?game=239
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Monday, 8 April 2013

Cartoon Review - Adventure Time

Posted on 19:36 by Unknown
When I was in high school, I became thoroughly fascinated with Thundercats. It was exciting and creative and ridiculously cool. In fact, the first comic book I ever drew was a two-page short where that weird monkey guy attacked the blue puma dude and got his ass beat with nunchucks. I mean, I loved that show.

My parents thought I was insane. I was a 16-year-old kid who could not quit watching a child's cartoon. My dad, a veteran of Vietnam, an avid outdoorsman and a thoroughly bad-ass dude, probably wept to see his oldest son wasting so much time on poorly animated cartoons. My mother must have despaired of ever seeing an heir, as my odds of finding a mate diminished every time I spent my allowance on an action figure. Japanese animation and crappy voiceovers were about as enjoyable to them as a late-night infomercial.

I'm mentioning this now because it has come to my attention that my daughter is absolutely loopy for a painfully bizarre show called Adventure Time. In an attempt to understand what draws a 17-year-old kid to a show so unhinged from logic or internal consistency, I sat down and watched several episodes with her. And while I did not gain a greater understanding of what my baby girl sees in the program, I am completely able to empathize with my parents when they routinely walked into the living room to see their dating-age son watching Thundercats.

Adventure Time follows Finn and Jake, a human boy and his magical dog, as they travel a very odd world and do very strange things that make virtually no sense. The animation is trippy - all the people (and the dog) have legs like spaghetti noodles, and sometimes they will wave around at random, like if they dance or get scared. The stories are more random than an old episode of Doctor Who, if you watched it while you were dropping acid and listening to Led Zeppelin played backwards.

But my kid loves it, so I sat down with her and watched several episodes of this intensely strange program. What I found out while I was watching is that I do not understand teenagers at all. Adventure Time is completely, unabashedly weird, and I cannot fathom why it is as popular as it is.

Perhaps the show works for kids because it is about a dopey kid and his carefree sidekick who do normal stuff, but just a little more wacky. They hang out with their friends - except instead of being other teenagers, their friends are a rainbow unicorn and a princess who can raise the dead. They go to dances - but only because they have cure Jake before he turns lumpy for good. The characters are almost familiar and yet totally alien.

Maybe kids dig Adventure Time because the writers appear to be writing stories specifically targeted to kids. Lumpy Space Princess, for instance, does a remarkably good impression of a self-absorbed, shallow, insufferable teenage girl. Finn is an air-headed boob who acts a lot like your average fifteen-year-old boy. Princess Bubblegum is sweet, but dreadfully irresponsible. These characters are sometimes smart, but almost always lack common sense. If you have ever lived with a teenager, you know that 'smart but stupid' sums them up perfectly.

Or maybe my daughter just likes weird crap. There's this frost giant king guy who tells stories to his sentient furniture. There's a girl and her cat who are the female versions of Jake and Finn. There's a female vampire (read: goth chick) and her male alter-ego (the emo-douche). There are people made out of dessert pastries who have slumber parties. This show makes The Wizard of Oz look like it was written by Mitt Romney.

If you are looking for wacky cartoons that don't make any sense and have silly characters that do weird crap for no reason, you'll probably love Adventure Time. My daughter is apey for it. If you're a grown-up, just forget it. You're doomed to not getting it. I've come to accept that. With time, so can you.
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Friday, 5 April 2013

Card Game Review - Shadowrift

Posted on 20:18 by Unknown
I know deckbuilding games are a fad. I know people are getting tired of them. I know how many people love to say, 'oh, great, another deckbuilder, yawn.' They actually say that. Or type it, anyway. They type 'yawn' as its own sentence. So condescending. I hope those people break their pelvises in skiing accidents.

Because I don't care if deckbuilding is a fad, I think it's brilliant, and I love a good deckbuilding game. So when I read that Shadowrift was a cooperative deckbuilder with a fantasy theme where we team up to battle evil, I was quite excited. That sounds like a good time in a box.

It is not. It is not a good time at all. It is a bad game that disappointed me so severely that I most emphatically promise that I will never play it again, unless someone comes to my house and puts a gun to my head and promises to leave if I just play one more game of Shadowrift.

Possibly the reason I am so upset with Shadowrift is because the game had so much promise when I opened the box. There are a variety of hero powers you can buy, like magical attacks and healing and hitting things very hard. You should be able to create exactly the kind of hero you want, and specialize in different things to maximize your effectiveness every turn. But the abilities are kind of expensive, and we found that we could only afford one new ability per turn, on average, which meant only one of us got an upgrade while the rest of us got kicked in the teeth.

And then the monsters are ludicrous. Not because they're just absurd monsters - I mean, some of them are a little silly - but because they are crazy hard to beat. Here's some math:

You have ten cards in your starting deck.
Every time you hit a monster, you gain a wound card and do one damage.
The average monster has 4-6 life.

So what does that math mean? It means that you're gaining a wound card nearly every turn! Sometimes more! I drew a hand near the end of the game that contained nothing but wound cards. I had absolutely nothing positive to contribute because I had a deck that was about one-third wounds.

Now, you're probably saying, 'you just hated the game because it was too hard.' Well, bollocks to you, because we won. You win if you can seal all the shadowrifts or build all the walls, and it's not really very difficult to seal those rifts. You just have to wait until they come up in the monster deck and then seal them. The only hard part is staying alive long enough to do that.

I was very frustrated after our game of Shadowrift. I went back and read the rules again, to see if I had just screwed it all up. And I discovered that although the rules are not particularly well written, I had managed to do it mostly right. There was a good deal of confusion regarding how to calculate monster strength, but other than that, I managed to play the rules as they were written. So I can't chalk this one up to user error. I genuinely disliked Shadowrift, and it's not because I did it wrong, it's because the game blows goats.

Shadowrift isn't even all that original. If you had a cooperative-play version of Thunderstone, you would have Shadowrift. Except Thunderstone would have WAY better art, more thematic consistency, better rules, and enough testing to know that it would work. Hell, I almost want to go back and play Thunderstone now, just to get the taste of Shadowrift out of my mouth. And I don't even like Thunderstone (though I have not played the advanced version, which I understand is a huge improvement, and I would play it except I send all my Thunderstone expansions to my dad).

Here's the thing about deckbuilding games - they require a lot more testing than other games. You have to fine-tune them and tweak them and edit them and love them and hold them and call them George, unless you have a better name for your game than George. If you have not played 100 games of whatever deckbuilding game you're creating, you have not tested enough. And if you have not allowed complete strangers who will not lie to you to play your game many, many times, you still have not tested enough. Shadowrift could have been awesome, it could have been my new favorite deckbuilding game, but it's not finished.

If the world were fair - and it is not - the creators of Shadowrift would pull it off the market and test it several hundred more times. They would do something about the confusing parts of the rules. They would hire new artists who would do a very good job, and replace all the abominable art that graces the game now. Then they would reprint the whole thing and send it to me again so I could see how much potential awesome was in this box. Because right now, Shadowrift is an unfinished disaster, and that makes me sad because the idea is bad-ass.

Summary

No players at all, if you're smart

Pros:
So much potential

Cons:
Utterly fails to live up to its potential
Confusing rules
Too much happening at once
Cluttered mess
Hideous art
Just not finished

I'm not linking to Shadowrift. If you want to see a train wreck, just go look at a train wreck.
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Thursday, 4 April 2013

Card Game Review - Ghost Pirates

Posted on 19:57 by Unknown
Everybody knows that the best kinds of pirates are ghost pirates. They still have peg-legs and eyepatches and parrots, and they still say 'arr' all the time, but they also have cool curses where they look gross in the moonlight or bullets can't kill them or whatever. In a contest between ghost pirates and anyone else, the outcome depends entirely on who they're fighting. I mean, what if they're fighting Cthulhu or something? He would just eat their ghostly souls and then take over the world. Unless they were 1920's gumshoe pirate ghosts. Then they would win, but they would all go insane.

This explains why the game Ghost Pirates is called that and not just Pirates. If you look at the game, it looks very much like actual pirates doing actual pirate stuff (namely fighting each other and swiping valuables). There's no reason they had to be ghosts, really, except that ghost pirates are inherently more cool than regular pirates.

I guess there are a few more indicators that something weird is going on with these pirates. You have your ship sitting directly across from another ship, and they are headed opposite directions, and you never actually sail past. You're both just kind of stuck where you are. That's because you're ghosts.

And your goal is to get the other guy's captain to fall overboard - off the front of the boat. You do this by repeatedly whacking him with something heavy and/or sharp. Every time you pop him a good one, he moves forward. If he was a normal, every-day pirate, he could just move around on his own, but since he is a ghost pirate, he only moves if someone sticks dynamite in his pants. And then he only moves forward, never backward.

Oh, and these are probably ghost pirate ships because you can add parts to them as you fight. You could add cannons right in the middle of the fight, or a cargo hold full of stuff that was not there a minute ago, or even another sail. And then the other guy could shoot those parts with a cannon and they would disappear and your ship would get smaller. Normal ships would just go underwater and then sharks would eat all the normal pirates, but these are special ghost pirate ships, which explains how they can have parts added and removed on the fly. Well, they're either ghost pirate ships or Lego pirate ships.

Luck, I think, was common to both normal pirates and their extra-planar cousins. So the fact that Ghost Pirates is about 63% luck does not help to differentiate that these are ghosts. Just as far as the luck goes, these could be normal old pirates. There's a lot of chaos and die-rolling and random card draws, and all those things would have been right at home on a thoroughly mundane pirate ship.

However, Ghost Pirates is done in about 20 minutes, so I think that indicates ghost pirates, for sure. See, real pirate battles could last hours, as two rival pirate captains would sail around in circles, standing in crow's nests and saying, 'off the port bow!' and 'raise the mizzenmast!' and 'strike my dinghy!' Ghost pirates, on the other hand, were in a hurry. They would have this whole thing planned out ahead of time and agree where they were going to meet up. It would go something like this:

Ghost Pirate Ralph: What are we doing Saturday?
Ghost Pirate Frank: Want to do that thing where you try to stick dynamite in my pants so I jump off the front of my boat?
Ralph: Sure, but I don't have all day. I promised the missus I would take her to the ghost mall.
Frank: No prob. I actually have yard work. Let's just meet up at 2 and knock this out real quick, then we can get back to our Honey Dos.
Ralph: Sweet. See you there. Arr.
Frank: Yeah, arr.

Ghost Pirates is a fun game, if you're just looking for a quick distraction with a lot of luck and some fun maneuvering. There are smart plays and ridiculous rolls, with copious bloodshed (except the ghosts don't really bleed, they just get ectoplasm everywhere). The art leaves a little to be desired, but the game is easy to teach and easy to play and a good way to blow a lunch break and still have time to finish your sandwich. I wouldn't recommend Ghost Pirates if you're trying to find something smart and complicated, but it's a fun distraction.

Summary

2 players

Pros:
Plays quick
Decent mix of chaos and playing smart

Cons:
Mediocre art
Not much depth

Ghost Pirates is distributed by Game Salute, which means that's the only place you can get it online:
http://gamesalute.com/games/game.php?game=275
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