Category Archives: Game Reviews

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New Year Old Ways

What a year 2016 has been. It’s really hard to condense that time period down to just a few sentences. But perhaps upheaval is the closest word we can get. Well, it’s 2017 now and it’s time to start off the year – and the blog – on a fresh page.

Or is it? I mean, we’re already posting late but this was also a holiday season that had left all three of us profoundly busy. So we have a bit of a “two steps forward, one step back” situation. As such, today’s post isn’t truly going to be about a fresh start or any of that. Instead, we’ll do what most people are doing at the beginning of a new calendar year.

And that’s looking back at what we’ve covered.

Before the holiday break, I’d posted my Game of the Year. If you hadn’t seen it already… well… spoilers but I gave it to Stardew Valley. It was and continues to be my game of the year even if I spent most of my time sounding off a little harshly over its shortcomings. However, it was also the game that truly opened up my sister to the wonders of the medium and that alone I think is noteworthy.

But there were other notable releases and I want to spend the next couple of weeks discussing them. Partly because I have nothing of other substance to post. But largely 2016 had more than a few releases worthy of discussion and I’d rather they didn’t fade from the spotlight as we sweep out the dust of our recent past.

So let’s talk about Xcom 2.

Xcom 2 and all associated images belongs to Firaxis and 2k Games.

Xcom 2 is a sequel to Firaxis’ Xcom: Enemy Unknown released in 2012. It’s not to be confused with X-Com: UFO Defence developed by Mythos Games and MicroProse and released in 1994. You see, one has a dash in it and that makes it all the better.

I’ve never actually played the original X-Com series. I heard it was well loved. I understood that it was a cult classic. And I recall the vitriol generated when the rights were bought by 2k Games and the company announced they were rebooting the franchise as a first person shooter.

Well, thank all the earth’s deities that there was righteous Internet indignation since this brought to 2K Games’ attention that people actually like turned based strategy titles. For, they did release their rebooted Xcom shooter game to many a middling review and poor sales. But as an attempt to appease the riotous online community, they threw a few of their Civilization developers on making a cute little throwback to these crying adults’ childhood and released the critically and commercial acclaimed Enemy Unknown. Then, suddenly euphoric over praise and success, Firaxis and 2k Games followed up with the even more engrossing Enemy Within expansion pack in a world that was obsessed with nickle and dime DLC releases.

And though there continued to be diehard naysayers still clutching to their sprite 2D graphic pearls and bemoaning the decay of proper civilization, most people truly enjoyed this re-envisioning and revitalization of the series. I was amongst these new fans and put in far more hours than I dare admit. Even more impressive, a bunch of hobbyists got together and cobbled a masterstroke in amateur modding to release the Long War overhaul that added an even greater strategic and complexity layer to the game that people are still playing it even now.

There have already been several DLC releases for Xcom 2 much like there were for Xcom: Enemy Unknown. Just like the Slingshot DLC, these are largely unnecessary. The additional customization and missions are nice but there’s nothing really added by them that couldn’t be supplemented by mods. Hopefully a future expansion pack will really put a spin on the game to compete with the free modifications from the community.

Xcom: Enemy Unknown was essentially everything that’s great and wonderful about PC gaming coming together in a pitch perfect melody. The only sour note to the whole experience was a fairly clunky and unresponsive UI hampered by the fact the game was initially designed for a cross-platform release. And while this shouldn’t mean that design decisions are scaled more to console performance and navigation – it always means that the PC version is hampered by the weaker platform’s limitations. For one of the greatest victims in Firaxis’ revitalization and cross-platform development was procedural generated levels.

You see, Xcom is a game all about chance.

It’s part of the beauty and the frustration of the game. Anytime one of your soldiers takes aim at an enemy xeno-soldier, the game informs you of the percentage chance of your shot connecting. It’s easy to read into the numbers as a short hand for “hit” or “miss” but the game does a very good job of brutally reminding players how chance actually works. You will miss three 95% shots in a row. The enemy will achieve critical strikes on 30% shots. Your best laid plans will fail. Your soldiers will die. You learn that the strategy is all about minimizing loss and maximizing the chances in your favour. Then, above all, you learn how to deal with the inevitable setbacks.

To drive home this large element of the “unknown,” much of the game revolved around randomized elements. Your mission location and objective were random. The enemies and where they would spawn are random. Even the location of Meld canisters – essentially timed treasure chests – were random. The only thing that wasn’t was the map itself. So after one playthrough of the game, I personally found Xcom to get a little bit repetitive. You start to learn where aliens are likely to spawn. You know, despite the random starting position, the location you should move your squad and the important ground to capture in the early part of the mission. While this sort of repetition leads to mastery, it also detracted from that razor edge the game balanced upon in all of its other aspects.

Thus, when Xcom 2 was announced as a PC only release, I was ecstatic. When they stated that it was going to have procedural generated levels, I knew I was going to buy it on its first day of release. That the developers made the game even more fine-tuned and interesting beyond having newly created maps for each mission is just an incredible bonus.

Really, I couldn’t possibly gush about Xcom 2 more. It just hit every possible right note. Firaxis honed in on what made the first so entertaining and gripping and they simply pumped more of that out. There’s a staggering amount of customization available for your soldiers. Being able to fine tune their appearance really does improve the connection you have for the fumbling digital representation of your friends, family and favourite celebrities. Their failures are made even more pronounced when it’s your best friend that ends up vaporized by a towering Sectopod’s ion cannon. The survival of your aunt through every difficult mission truly earns her a special place in your heart. And, the ability to save your creations into a character pool so you don’t have to recreate your entire entourage with every disastrous mission that ends your campaign is a life saver.

Then, of course, there is the rebalancing of classes from the original game. While Firaxis has been tweaking the numbers since release, the number of customization options for levelling your soldiers was significantly improved. In Enemy Unknown, if I had a soldier of a specific class, I almost always took the same perks each time they levelled. But in Xcom 2, I found I’d often specialize me troops depending on different builds. I wanted both a medic specialist and a hacker specialist, often substituting them out in missions based on whether I expected to run into terminals or enemies that required hacking or not.

And, of course, there were the gameplay tweaks themselves that really changed the tone of the game. Meld was dropped for timed enemy loot. New missions were introduced to put your soldiers under the timer to force you into even harder choices and compromising positions instead of rely on the slow “crawl and overwatch” strategy that dominated the first. The new stealth mechanic was also interesting in that it gave some measure of control back to the player, allowing them to negotiate where and when the initial conflicts would occur.

Finally, as the candied cherry on top, Firaxis actually implemented a very accommodating mod system. While I mentioned the expansive Long War mod earlier for Xcom: Enemy Unknown, the truly impressive feature of that collaboration was in the designers creating such a large overhaul of the game without any real access to its tools. I don’t know how they worked their digital magic but I can only assume it was time consuming. Xcom 2 wholeheartedly embraced its enthusiastic audience and opened up the design tools so almost anyone could create and publish their own modifications all supported by Steam Workshop.

And I’m so glad they did. Not only did I eagerly snatch up the Long War Studio’s releases (and am really curious to see how they manage to apply their experience with the original mod in their new game) but there was a long list of tweaks, additions and changes that I gleefully installed for multiple playthroughs. New enemy soldiers, new tile blocks and maps and even new mission types are yours for the experiencing. Not to mention additional weapons and customization options if you wanted to really get a diverse group of soldiers battling together to save the world for tyranny. There’s so much up on offer that the only downside is I have no clue what Firaxis will pull out for an expansion – if they even feel the need to release one.

Even the writing is pretty good. Which is surprising because a) it’s a video game and b) there’s such a large reliance on procedural content. Firaxis, however, manages to use Xcom 2’s narrative to both justify gameplay elements as well as communicate theme. They really wanted a sort of guerrilla war feel where humanity was against the ropes and fighting back against an oppressive regime using any means necessary. Granted, it slides into cliched sci-fi tropes but they are able to make decent use of the writing to frame the greater elements of the game into a decent enough support to see the player to the final mission. I’m not certain why, and maybe this was due to playing the Xcom Boardgame prior to Xcom 2’s release, but I felt the game elements were just barely submerged beneath the surface this time. I remember hearing in interviews that Firaxis designs their game elements in a prototype boardgame before pushing them into the digital work and I could see where a lot of that was generated. The progression through the technology tree and balancing the avatar progress doomclock were quite reminiscent of other games I have played. If I had one major criticism of the writing (and I almost always have more than one) it’s that I felt the company really missed on extracting even more thematic elements from their gameplay to really drive home the tone. I’d have liked to see just how far Xcom would go to see the alien threat expelled as well as a greater balancing of the alien’s influence on earth. I mean, the technological and social development of the world would be (and was) massively thrown out of alignment due to an alien invasion but little was actually spent addressing these ramifications other than loosely lampshading the prior game’s narrative (which was humorously but effectively explained as a simulation) and given generic motivation for the player to kill the enemy.

However, drawing some moral element to the struggle would have made it a lot better. The aliens did introduce a number of positive changes to society. Advanced medical procedures and world peace are hardly things to be blindly dismissed and I thought Dr. Tygan could have presented a more nuanced perspective given his background as a renounced Advent scientist.

Course, with the soldier customization, I can write all the little background snippets I want to add a morally grey element to the Xcom resistance.

Really, in any other year, Xcom 2 would have been my Game of the Year. It’s such a strong game and really a perfect example of a sequel done right. Not only is it a refinement – gameplay wise – of its predecessor but it also explores its world, mechanics and narrative in a wholly unexpected and interesting direction. It was a bold move by Firaxis to set the sequel as a follow-up to a failed defence of the first game and helps to establish it as separate from the original series too.

All in all, Xcom 2 is a great hit and one I expect to be playing years from now even as other titles released in 2016 fade from play and memory.

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A Dewdrop in the Valley

Well, we’re back. And just in time for the holidays! So expect us to be gone just as quickly!

To be clear, I’m blaming Kait entirely for this. There’s no reason for her not to still be doing her book reviews. It’s not like she has anything better to do! I know this because I see her every evening doing her damn farming.

And that very farming is what I am going to discuss today.

It’s the end of the year and for many hobbies this means crowning a Product of the Year award! It’s an entirely arbitrary, consumerist endeavor used more for social signalling amongst fellow hobbists than to serve as some objective measure of quality and worth. But I’ll be damned if I don’t participate!

So we’re going to talk about the Games of the Year. Specifically, we’re going to talk about my Game of the Year! Because narcissism is next to godliness – or something. But this is a rather short discussion since I don’t actually purchase that many games in a year anymore. When I was younger and more carefree, I had the time to partake in multiple new releases and enjoy what the market had to offer. Now that I’m old, I simply don’t have the time. Thus, most of my purchases are well researched and games I’m pretty certain I’m going to like. This would mean that hidden gems have about zero chance of winning my nomination. And as a dyed in the wool RPG and strategy enthusiast, I have very refined and developed tastes in what I like. This year has had some very notable releases in those genres. We’re talking about the new Deus Ex: Mankind Divided and Dark Souls III. It’s also been the year of Firaxis with such lauded titles as Xcom 2 and Civilization VI. And even with my brief forays into the shooting genre, it’s hard to ignore heavy contenders like the rebooted Doom or Blizzard’s Overwatch – which has the distinct of being the company’s newest intellectual property in 30 years!

Now, let’s talk about farming simulators!

Let’s give some context. I’ve never been interested in farming. Seems like a whole lot of sweating in dirt for a boring payoff. Has anyone ever gotten excited about pulling out a stalk of celery? Farming is one of those things you do because it needs to be done. It shares this glorious distinction along with garbage collecting and dispensing rectal suppositories. Course, if anything has become abundantly clear over time, what I like isn’t necessarily a shared, universal trait. My sister loves farming. It gives her a sense of accomplishment. She looks being sore, dirty and having all her efforts wither on vines, be eaten by bugs or just grow into mutant and misshapen lumps. She’s peered longingly at the hundreds of dollars listings for Farming Simulator on Steam. She’s dreamed about buying her own John Deer tractor.

In short, she is weird.

Stardew Valley and associated images belong to Eric Barone – Concerned Apge – and Chucklefish Games.

However, Derek is also weird. So when a little title called Harvest Moon 2016: The Reharvesting Stardew Valley released, I kept a finger to its pulse. Derek said it was amazing. Adam went ahead and purchased it. I dog sat for a weekend in Brantford. The conclusion amongst all of us was that Stardew Valley wasn’t that bad. So I pulled the trigger and bought it for Kait on her birthday because I’d just returned from glorious globetrotting and had no other idea what to get her to top a pair of sushi socks.

Kait was hesitant of course. Put anything new in front of her and she seizes and passes out like a fainting goat. Which, if you’re reading this Concerned Ape, then I just thought of a suggestion for new content in your next patch!

However, Stardew Valley was a gift and Kait couldn’t ignore it. She was obligated to give it a try. And then a second try. And a third. A week later she’d logged in 40 hours and was complaining about how far she’d fallen behind in her work. Well, that’s a lie. She wasn’t complaining. She was simply hoping no one would mention it while she was logging more hours into Stardew Valley. It appears my attempts to finally introduce my sister to the joys of the video game medium had finally paid off.

I was curious, naturally. You can’t have someone sequestered away in the corner of the house shut off from the world for so long without piquing some inherent interest. What was so glorious about this stupid farming game? I had naturally given it a try before purchase since my judgment of Kait’s interests are absolute. The (in game) week I played was fine. You inherit a little plot of land that’s overrun with weeds, seeds and harvest leaves. The game is pretty simple. In the full sense of the word. The villagers make clear that Stardew Valley is a laid back place. There aren’t any pressing concerns. You just take as long as you need to grow your crops and shove them in your magic box. Life will just take care of itself. You can, of course, engage in the little community. Some folk try to run their quaint little businesses that will sell you wallpaper or tool upgrades so you don’t tucker yourself out with watering by midday. They have their own little insipid greetings when you talk to them – which you will because there’s not a whole lot happening in the valley. And, as is with every game with shoehorned RPG mechanics, most villagers have their own little personal problems that require your gentle assistance.

But when I say little, I really mean little. Take Leah – perhaps the most appealing bachelorette in Pelican Town – for example. Besides being a starving artists (which we can quite sympathize with), she struggles with how to sell her art. You can suggest to her that she can sell it online or hold a gallery. And that’s it. Later, if you’ve given her enough radishes so she doesn’t starve in her little log cabin, then you’ll find out that she’s found some interested buyer that is purchasing every single one of her pieces and now she doesn’t have to worry about paying her electricity bill. Mind you, I hadn’t gotten around to being friends with Leah until the second year so it’s anyone’s guess how she was paying those bills earlier! But it’s Stardew Valley and you’re really encouraged to not stress about those things. Just go, pet your cows a little more so maybe tomorrow you can squeeze out some gold star milk from them.

And that’s really Stardew Valley’s modus operandi. It provides simple little distractions all along the way. Want to play an old arcade game! Head to the saloon in the evening and hone your skills on the straightforward but still adequately made Journey of the Prairie King. Or pop down into the mines which act as a simple dungeon crawler where you battle bouncing slimes and loot through periodic treasure chests for ores which you can smelt down to ingots and use in the simple crafting system. Then there’s a simple fishing game to tide you over on rainy days when you’re spared from tending your sprawling field of beets and can relax by the riverside getting more and more anxious that you’re not going to capture that damn catfish before the season runs out. And boy, would it be nice to catch that catfish so you can finish the aquarium in the community centre this year because why not have a simple collecting side quest to focus your efforts throughout the year?

This might sound a little condescending but while I had intended for Stardew Valley to operate as a gateway drug to the greater gaming medium, I started to get sucked into its systems myself. There is something relaxing about not worrying over failure. You can botch any of these smaller game systems and it isn’t really an issue. Gave a villager something they detest on their birthday? Don’t worry, you have two opportunities each week to find what they do love and just spam that until you’ve filled their heart meters. It’s not like you have to pay attention to those that already love you already. And even if those fish keep breaking your line you have the opportunity to straight out purchase them from the travelling merchant whenever she rolls through the woods – assuming you’re willing to pay her inflated prices of course.

Stardew Valley is no roguelike. You’re not expected to die over and over again and learn from your mistakes so you can come back to your farm on a new “life” with the knowledge gained from before to improve your output. You will try to improve, mind you, but that’s mostly because accumulating massive amounts of liquid capital is the capitalist dream rather than it being a necessary. The game devolves into the “can I do this?” question by the end rather than anything else.

And this is where I get to point out all the flaws of the game I’m holding up as being really awesome.

The idyllic fishing farm is composed of these adorable tiny islands. It’s actually awful and I wouldn’t recommend it.

Stardew Valley is shallow. It’s hard for it not to be seeing that it’s both Concerned Ape’s first game and designed specifically to be so. Personally, I’d like more stake in the game. I want there to be some pressure for my efforts. You’re told (if you find it) that the spirit of your dearly departed grandfather will come back after two years of work to judge your progress. And so I went through the game trying to accomplish the goals I thought I’d be judged on by this appraising poltergeist. Then, when my time was up, all I got was four lit candles on his tombstone and a crummy purple statue behind it. No breakdown of my performance. No evaluation on my progress. Just some silly decoration and a vague “sense” of having done better than my sister. To say it was a bit of a let down would be an understatement. Due to its laid back nature, there’s little feeling of accomplishment in Stardew Valley. And that’s simply because you don’t really overcome anything. You’re given the illusion of a time pressure – you have only so many hours in the day to do your work and you only have two years to do it – but in actuality it doesn’t really matter. If you don’t get things done today, there’s always tomorrow to get them. If you forget to water your plants they don’t start to die. They just sort of sit around in stasis until you do remember.

To follow on this, there’s not a whole lot that changes between years either. Which is a shame because the first year of Stardew Valley is actually quite gripping. You feel the (imagined) weight of your decisions as you plot out what you can do each day with your limited stamina and meager funds while also eager to rush out and participate with all the festivals and events held in town. You’re trying desperately to squeeze in gifts into your budgets hoping to win the hearts of some bachelor or bachelorette before the flower dance. You’re getting a grip on the different growth cycles of your plants. And you’re enjoying the developing plots of the villagers. Unfortunately, the second year kind of peels away the veil. Almost immediately you find that things are pretty much the same. The calendar has all the same birthdays and events. The price of seeds remains static. There’s a very marginal change in Pierre’s stock but that’s about it. One new villager comes to the town but that’s about it. And once you max out friendship bars you realize that there’s really nothing left to the villagers as their dialogue then loops.

Now, I have no problem that the game is essentially “endless.” Being able to play after the two year mark is quite fine and dandy with me. What I would have liked, though, is if the game had a better focus on that two year time period. Make grandpa’s judgmental a bit more impactful. Have a breakdown of your progress. Have some achievements to strive for on a second play through now that you’ve got an idea of how the systems work and can start following specific strategies. Also, expanding villager chatter at least for the second year’s festivals would go a long way to keeping the illusion that they’re people alive a little longer. Having some unexpected changes in the second year would be great too. A new village is a good idea if they actually shook up the valley in some way. And there’s lots of options you can take. The governor, for example, muses about building a cottage in the valley. It would be wonderful if that idea was realized in the second year. Have the governor move in and perhaps contest Mayor Lewis for his mayorship (or something) while living there. We get earthquakes and natural disasters in the first year to open up new portions of the map – why can’t these events extend to the second as well?

Finally, I’d really like if there were some sort of tax system put in place. The actual flow of the game is rather interesting once you’ve got a handle on the systems and can start looking at the design itself. Stardew Valley is arbitrarily broken into four “seasons” that each run 28 days each. This sort of abstraction for the passage of time is fine considering many crops grow in 4 days so simply viewing a single in game day as being four actual days makes things more believable. However, what you’ll find is that at the start of the month you have the most amount of work. The change in season is dramatically over night – so you have to retill your soil, plant new seeds, cut down new wild growth and find out the dates of new birthdays and events all in those first few days of the month. But the end of the month is relatively relaxed. If your crops don’t go to the final day then you’re left with spare time to simply wander about and harvest and stragglers remaining. What I would have liked to see instead is that at the end of each season you have a certain “tax” amount that Mayor Lewis will come to collect. This can be based on a percentage of expected earnings from the average player throughout the season. Thus, when you’re getting near the end of the month, you need to now budget your books and ensure you’ll have enough capital left to cover the payments coming due. This might require hurrying out to do some last minute fishing or mining in order to make up the difference if you spent the month fretting away most of your capital on gifts to woo your love.

Granted, to keep with Stardew Valley’s low punishment system, I wouldn’t have anything catastrophic occur if you fail to make these payments. Perhaps a one time warning in the first year for the first offence would suffice. After that, I’d have the penalty be a reduction in hearts for everyone in the village. You can even have some one off comments from them about how they see you as a freeloader or scammer unwilling to help keep the community afloat.

Get back to work Marnie! I swear to Yoba if you’re not in your shop tomorrow so I can buy a god damn cow for my barn that’s sat empty for three days now…

And I really think those two changes – the taxes and more indepth judgment from grandpa – would have gone a long way to making Stardew Valley really gripping. The writing criticism is more of a pipe dream since it’s clear the one man developer team already has a lot on his plate and writing isn’t particularly a strength of his nor a focus. But those game elements would really create a sense of accomplishment for the player.

Otherwise, there’s a reason that Stardew Valley beat out those other mentions I made earlier. Oeverwatch may be far more designed than Stardew Valley but the frustration of its team dependent gameplay and awful online infrastructure just don’t compete to the joys of a bountiful fall harvest. Darkest Dungeon’s end game grind is so long and tedious that being able to sit back in the evening and simply relax with a day of fishing is far more enticing. And let’s not downplay Stardew Valley’s fishing. This is perhaps the first time a video game has a fishing mechanic that not only do I not loathe it but actually chose the farm dedicated to it! And Xcom 2 is really fantastic. Top notch, even. But while I can spend hours customizing my soldiers and adding all the flair to them only to watch aghast as they’re reduced to little more than protoplasmic goo at the hands of an angry muton, I still think about my little stray cat – Masamewne – who I make sure to pet every morning before rolling up my sleeves and getting down in the dirt with my bare hands.

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The Pillars of Good and Evil

Well, it’s that time of year again. As November encroaches I’m staring down the throat of a rather consuming project. So my posts on this lovely little piece of cyberspace real-estate are going to be haphazard at best. With any luck my co-contributors will pick up the slack. That is the reason for co-contributors, is it not?

At the very least, I’d expect a rather surprising article from my sister in the near future. We should get a review but not a book review! I don’t want to spoil the surprise, however. That is, assuming she can tear herself away from the material long enough to scribble some words into cyber forms.

So while I do preliminary work on my novel in a month (for those unaware, November is official Write a Novel in a Month You Crazy Bastard), I’m just going to do a quick little ramble on something I’ve been working on. You see, I’ve finally gotten a hold of the new DLC for the video game Pillars of Eternity. It’s by my favourite developer, Obsidian Entertainment, who are renown for crafting interesting and enjoyable stories and characters in the interactive medium. I’d been meaning to get around to Pillars of Eternity for awhile now. You see, it was my first foray into the kickstarter experience (well, technically that’s a lie. Wasteland 2 was but my heart was always in it for Obsidian).

Pillars of Eternity belongs to Obsidian Entertainment, Paradox Interactive and all associated individuals therein.

Pillars of Eternity belongs to Obsidian Entertainment, Paradox Interactive and all associated individuals therein.

Kickstarter, for those unawares, is an interesting little project that was started to utilize the power of the Internet to promote grassroots development on projects that have been disappearing in the growing corporatocracy of the modern era. For video games, this meant that traditional experiences which had been deemed “market unsustainable” could still see the light of day. There’s a fancy little role-playing game called Baldur’s Gate that I absolutely adore and to see more games in the same genre come to light was something I quite gleefully supported. Course, then I didn’t touch Pillars of Eternity after it’s release because the downside of public funding is that developers are beholden to deadlines even more stringently than when funded by publishers. This is code for bugs. And incomplete features. And not fully fleshed areas.

This is most apparent now that I have my hands on Pillars DLC and can see what Obsidian can do when their name isn’t riding on the fickle goodwill of the public. But this isn’t a review of Pillars of Eternity by any stretch of the imagination so we’ll have to save those words for when I finally get around to that. If you’re interested, I’m liking it.

No, this long intro is to touch upon something that I’ve really been impressed with in regards to Obsidian’s world creation. It’s a bit of a stickler issue when it comes to fiction in general and the fantasy genre specifically. Put bluntly, it took some time but I’m really happy with morality in Pillars of Eternity.

It’s not often you’ll have much of a conversation around morals in fantasy. Mostly because Dungeons and Dragons have dominated the conversation with their problematic Alignment System of which you can see a full diatribe on that by perusing our wonderful archives. It’s the nature of the beast. People flock to fantasy for simplistic – almost idealistic – escapism and so having stark “good guys” and “bad guys” easily recognizable and behaving in predictable patterns feeds into that childlike view of the world.

Unfortunately, any person who has lived long enough can tell you that the world doesn’t run on stark contrasts. Shades of gray (and not just fifty of them either) are kind of the rule of the world. There are few instances where we can really just point and say “that person is evil” and without invoking Godwin’s Law, the list gets humorously short. And yet, in fantasy, not only is “good” and “evil” simple things but they’re something an individual chooses at inception and then just presumably follows for the rest of their life.

But while we may have certain fundamental principles which guide our lives, determining what is “good” and what is “bad” is incredibly difficult in real life. Granted, we don’t have knights in shining armour and diabolical, princess kidnapping red dragons in real life either but there’s a comforting verisimilitude in having your fictional world reflect your knowledge of the actual world. Choosing an appropriate course of action is easier for us to accomplish when we can rely on our own experiences to weigh the advantages and disadvantages of our options.

pillars-of-eternity-art-1It’s one of the things that makes a Planescape adventure so enthralling because it specifically sets out to undermine your own experiences without breaking the suspension of disbelief of the world. Alas, not every adventure can be Planescape and since the default seems to be that our lives are a reasonable measuring stick for wading through dilemmas, it makes sense then for those dilemmas to reflect events of our lives.

In short, Durance is a fantastic character but only once I started to realize that he was essentially a reskinning of Edwin.

For the forgetful or unknowledgeable, Edwin was an evil mage from Baldur’s Gate II: Shadows of Amn. You knew he was evil because it said so on his sheet. Correspondingly, his personality was based around the accumulation of power and he only adventured with the player character because he foresaw the player as being a path to obtaining more power. Such a selfish character would normally be unmanageable in heroic fantasy if the designers hadn’t cleverly written Edwin as, essentially, a comedic sidekick. He got into petty arguments with other members of his party and his shortsightedness led him to discovering that the goal of his great ambitions was ultimately a belt that transmuted the wearer into the opposite gender. And here we had an interesting development where, for but the briefest glimmer, an evil character was forced through the powers of the world to actually confront the consequences of his actions.

Of course, Edwin doesn’t truly learn anything about misogyny or his poor treatment of women as a woman. When he gets turned back into his regular form he’s just as abrasive as ever but otherwise such an event would require a change in his alignment which the game simply wasn’t going to support for a sidequest to the player’s own journey. And that’s one issue with Dungeons and Dragon’s system is that it discourages and hampers the sort of personal growth that is quite common and encouraged in our actual lives.

But to get back to Pillars of Eternity, it took me quite a while before I realized the parallels in the new game. For one, Durance is not a mage but a priest of Magran. Since Pillars of Eternity is a new intellectual property, such a designation meant nothing to me. It took many hours for me – as a player – to learn that Magran is a rather cruel deity who delights in punishment and strength over community and charity. Not that she’s evil, per se, since few things in Pillars could be deemed as such but she is oppressive in her own way while also serving as the leading deity to a nation of freedom fighters and revolutionaries.

However, Durance doesn’t project himself with the cartoonish villainy that Edwin does. When you first meet him at the crossroads, he simply informs you that the two of you are meant to travel with each other for a time. He insists that there are trials which you as a character must undergo and that he is responsible for guiding – if not administering – several of those trials themselves. It’s the Old Wise Man of Jungian archetypes… until you start peeling away the surface.

The face of the troubled man himself.

The face of the troubled man himself.

Over time and through numerous conversations you learn that Durance isn’t quite the holy preacher he pretends to be. He was, instead, an architect of a great weapon utilized by the Magran church to obliterate the leader of an army rallied beneath another god’s banner. Ironically, this “god” which Durance helped explode was the god of rebirth, light and compassion. Not your stereotypical evil warlord figurehead by any means. Furthermore, the detonation of this device to end said god’s existence had many unintended consequences for those who participated in its use. For Durance, this was a complete spiritual crisis wherein his faith in his goddess was shattered to the core. Durance had lost touch with Magran and did not feel her favour despite having been one of her most blessed disciples. After the explosion of the bomb, he had participated in numerous inquisitions in service of his goddess much as he would have before. However, no matter what he did he could not regain that connection with her that had been severed.

Now, I’m not finished Durance’s story arc yet but it’s quite clear that he is hardly the wise teacher meant to guide the player on the hero’s journey. In fact, he’s perhaps more flawed than many of the other colourful characters I’ve met along the way. Here is a man silently struggling beneath the murders of children and civilians carried out solely by the fearful ordinances of a population desperate for revenge against a broken enemy and turning their ire on any that could potentially have allegiance with those foes. When you dig beneath the surface, Durance is more “evil” than Edwin and follows a path more closely wedded to the blind obtainment of power yet he is far more believable despite his extremes. Couching his morality in deeds and behaviour and justifying it due to the political and ideological landscape rather than an esoteric Linnaeus classification system made for a far more engaging tale. When you learn of Durance’s role in the Purges, the horror that he performed resonates on a level that simply declaring him as a “violent murderer” does not. Edwin killed Dynaheir but it carries so little investment and meaning to the player that it’s just a statement. Durance murdered unnamed and unseen individuals but your view of him is irrevocably changed because of it.

It’s so subtle and sublime that I’m just in love with the artistry of the execution. I’ve read numerous people complain about how drab and boring Pillars of Eternity is. But, honestly, I think those people had expectations for the bombast and ludicrousness of high fantasy. Pillars of Eternity delivers something far greater but requires more investment to unlock. It provides us with reasonable people living and reacting to a world that, ultimately, they simply don’t understand.

And I can’t think of a perfect representation of our reality than that.

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Overwatch’s Oversights

We interrupt our regularly scheduled story posting for a very important public service announcement.

Now that my life has calmed down a bit, I’ve been able to put more time into that little game I mentioned several months back. Apparently it’s been real popular or something. It’s hard to say. I missed a good two months following it’s launch due to being a traveller and international man of mystery (stealth brag, not sorry). At the time, I didn’t feel like doing a full review of the game because I felt I hadn’t put enough time in it to definitely say much on the matter.

Now I have.

Overwatch and all its associated media, characters and bad decisions belong to Blizzard Entertainment

Overwatch and all its associated media, characters and bad decisions belong to Blizzard Entertainment

Overwatch won’t last.

I should put up some disclaimers. First, I loved Team Fortress 2. It’s probably the game I’ve put the most time in and that’s saying something since I play Firaxis’ Civilization series. So comparisons to TF2 are not only happening but I can already tell you that Blizzard has remarkably fumbled the formula despite only needing to copy what’s already proven to work.

Second, I hate Widowmaker but thankfully she won’t feature in this little review.

Finally, I’m not a competitive player. I have other things to do in my life and that’s including a mild Steam backlog. I have no interest nor design to devote hours of my day to treating my past time like it’s a second job. The draw of TF2 was its casual atmosphere. After plugging tons of personal hours in it, I then felt like upgrading to a more competitive level to keep the game interesting. Starting in a highly competitive level while learning is merely stress and ego, neither of which are great ways to play a game that I haven’t mastered.

With that out of the way, let’s get into it.

I’ll start off by saying that Overwatch isn’t bad. It’s a fun little game that clearly has a lot of work put into it. I’ve discussed some of its design previously (and where it missteps) but there’s no denying that its visual, audio and mechanical components are solid. I think I’ve experienced one crash. It looks pretty. Too pretty for Derek to play. It sounds nice so long as you can tune out Reaper’s voice lines. Care has been taken to give each individual hero character to separate them from the others and Blizzard’s designs have been improving since launch. The maps are very colourful and detailed. And Blizzard has been prompt in address small bug fixes and balance changes.

Also, there’s a clear schedule to address one of the valid and critical negatives of the game at launch: it’s lack of content.

It’s the very lack of content that has led to this post today and to my proclamation that Overwatch will – despite checking all the right boxes to have a long lasting game like Team Fortress 2 – have very short legs in terms of replayability. Playing the same heroes and maps over and over again isn’t too bad for a multiplayer game, though certainly having a steady stream of content is great to keep retention rates high. But the glaring issues with Overwatch is built into the foundation of the game that ultimately cut these additional content additions off at the knees. And there appears to not only be no foreseeable effort to address these shortcomings but that Overwatch is, essentially, designed to fail.

For, you see, Overwatch is this odd blend of team based, competitive gameplay with casual and mainstream design philosophy. It hopes to capture the Dota/League of Legends/Heroes of Newerth crowd while also luring in the bulk of Team Fortress 2 players. It achieves neither a strong competitive environment nor a friendly, casual online community. In the end, it just ends up alienating both.

It’s the worst aspects of Dota and Team Fortress 2 while grossly under delivering on their best qualities.

How did this happen? Well, simply, it lacks one small yet critical element that kept bringing me back to Team Fortress 2: dedicated servers.

But first, what is a dedicated server? For these games, it’s a standalone server that does not require parent company to own in order to run the game. In TF2 when you logged on, in order to actually play with others you’d need to open a list of available servers and manually join them. Certainly, this is an additional step between the player and their play. I can see how it would be confusing or intimidating for new players to learn this system since it’s not just a matter of finding the server which offers you the best ping. Since these dedicated servers were run independent of Valve, they also had a tendency for operating under their own rules.

last_bastion-0-0-1024x576There were Valve dedicated servers too, of course. Depending on where you lived, however, you likely had moderate latency connecting to them at best. Every online game runs better when you reduce latency as much as possible. Team Fortress 2 shone when you also found great servers nearby.

Since the owner of the server could dictate the rules of the game, there were numerous factors of which to be wary. Some servers would offer benefits to the owner or his friends through the use of game cheats and the like. Some would give preferential treatment to donors or the like. Some preferred certain maps and play modes. As such, the players each server attracted were different and it was rather natural for communities to sprout up. Over the years, I’d cultivated a list of places that I especially enjoyed. These were usually friendly servers with a certain level of moderation to keep cheaters and trolls banned while also emphasising a certain average skill level. They mostly favoured capture point maps too, because that was my favourite game mode, but there were usually voting options to determine the next map and this function was found on most servers including Valve’s official ones.

And here we get into the crux of my issue with Overwatch.

Leaning more on the competitive angle, Overwatch tracks players skills to formulate a player skill score. Since the game is reduced to such a low team size (6 players), finding a good balance of skill between teams is more important than Team Fortress where one or two poor players can often get lost in the chaos of the game. Having one poor player in a team of twelve is less disadvantageous than one poor player in a team of six.

However, Overwatch couldn’t possibly develop a player skill rating from private dedicated servers especially since Blizzard wouldn’t be able to account for mods or cheating. Thus, everyone is forced onto Blizzard’s servers. This is similar to how Dota 2 works and for Dota 2 it is a system that serves the players best. Unfortunately, it’s led to some severe issues with Overwatch.

For one, there’s absolutely no control over the map selection in Overwatch. You hit the “Quick Play” option in the menu and then you wait for Blizzard to shuffle you around with the other players in the area before cramming you all into a server to duke it out. As such, you have no idea who you will be playing or where you’ll be playing going into a match. For Dota 2, this isn’t an issue because there’s only one map and one game mode. But in Overwatch there are four game modes (King of the Hill, Attack and Defend, Payload and a hybrid of Attack and Payload) and three different maps per mode. I say three because the fourth Hybrid map, Eichenwalde, was released on August 1st and in the two months since I’ve played it three times.

But, ho boy, have I played Ilios and Hanamura a lot in the meanwhile!

Overwatch basically makes it a gamble every evening as to what you want to play. If someone had introduced me to Team Fortress 2 and informed me that there would be a chance every time I logged in that I would have an entire evening filled with Arena type maps mixed with the odd 2 Fort rotation, I’d have given it up on the spot.

Seriously, Team Fortress 2 has amazing content because it’s received many years of updates but also because its design team have learned from their mistakes. I can happily enjoy TF2 without worry I’ll ever step on the stalemate prone and incredibly poorly laid out boards of 2 Fort. And even if against all my desires it happens to come up in a server rotation I could simply quit and find another server that wasn’t playing that map.

Course, Valve updated its server options so you could have a “Quick Play” option and then you simply pick which game mode you’d like and you’d be shunted into a Valve server that only played those maps. Of which you could still vote on what ones will load. Needless to say, I pick capture point every time.

But with Overwatch, I simply have to wait until the random number gods deem me worthy of playing a decent map all the while I pay my dues in the grindfest that is Hanamura. And I’m not certain entirely convinced the Overwatch hero gameplay is suitable for king of the hill. At the very least, Ilios Lijiang Tower and Nepal do not make compelling arguments for it. But we’ve seen with the Arena mode in TF2 that some game modes are not suitable for some shooting design. Thankfully, Valve was able to remove Arena (though still leave it for any masochists who may truly be devoted to it). I’m not certain Blizzard have that luxury with Overwatch. Most certainly they don’t now when there are so few map variations in rotation.

ana-screenshot-004And this is the sort of problem that will only continue to compound as the game receives more content. If in two months I’ve only played Eichenwalde three times, how often can I expect to play a new release? What if they make a game mode that I really love? I could go a whole weeks without seeing it and must throw myself into the well of Ilios in the meanwhile. This is the exact opposite goal of releasing more content. You want the player to be excited for fresh gameplay, not annoyed that they’re held against their will in your old maps.

But even if Blizzard adds a queue option for only certain game modes (a highly dubious direction considering their player base is already split between Quick Play and Competitive Mode) there’s the other issue that irks me. Queue for matches. It happens way too often.

Once again, it has the Dota 2 system where, after every match, you’re returned to the title menu and await matchmaking to find you a new game. And yet again, for Dota 2, this works. But Dota 2 matches are anywhere from thirty minutes to an hours. Having a one to five minute wait between games is actually a much needed break. As such, when a match is found, there is a heavy incentive to stay in the game and harsh leaver penalties.

But Overwatch matches are closer in length to TF2. Rarely do these go over ten minutes. You can have them as short as two or three. In Quick Play, there is no punishment for leaving and you’ll be shunted back to the queue if teams become unbalanced. Typically this is from players leaving. Sometimes, you’ll have a few back and forth matches with the same teams (or even players rotating between teams) and you’ll be thrown back into the queue again anyway.

And my average wait for a match is at least forty five seconds. You can wait up to several minutes for a game. So, imagine sitting down for a night of Overwatch and your first match ends up as Lijiang Tower. You get steamrolled in the first match of the King of the Hill and it’s done in two minutes. Three members of your team quit from frustration. You’re thrown back to the queue. You wait a minute and are matched into Nepal. You stomp the first map, move to the second and manage to drag it out for five minutes. Your team gets frustrated when you lose and two drop so you’re down a player in the third map and it’s over immediately since you can’t contest the point and by the time you get a full team the enemy is already entrenched. You’re thrown back to the queue. You wait two more minutes for a map. You’re back filled into Lijiang Tower as the final members of a team getting beaten badly and don’t have the time or position to change things. You’re thrown back to the queue.

It can feel like a quarter of your time in Overwatch is waiting to play. And there’s no way for Blizzard to address this. Even if they make separate queues to address their map rotation problems, they’ll just be extending the wait time for the next match. You can’t get rid of the waiting for matches because the game only functions if you have two teams of six players each all of relatively same skill level.

In comparison, Team Fortress 2 you can have half empty servers and it’s fine. You can have maps repeat several times, put them on 20 minute timers, have map change votes in the middle of matches and be spending all this time fighting back and forth. And, funny enough, you still get the sense of progression that people love from competitive modes because you still have scoreboards at the end of the match. You can tell when you’re improving whether by taking down that really skilled server regular in a one versus one or by pulling obviously strong plays.

And as for Dota, waiting five minutes for a match is actually nice for a break if you’ve been playing for forty minutes in a tight back and forth game. You’re committed to a long game when you get in so waiting for an even match is that big of a problem.

This doesn’t even touch the benefit of seeing regular faces in the same place and forming friendships online. Your team in Overwatch, unless you are entering the queue with someone from your friend list from the start, are just faceless nobodies who mostly don’t communicate with you anyway. They’re little better than bots. And I can’t really argue with people being quiet. What’s the point in being friendly and interactive with individuals that you’re only going to see at most for ten minutes before the game forces you to shuffle up and play with others.

It’s funny, because I’d picked this game up because my friends were playing it. But as they slowly stop playing (and I keep at it because I’ve paid money and want to get my value’s worth) I dreaded going into solo queue. I’d done that in Dota and it’s absolutely dreadful. But solo queuing in Overwatch isn’t that bad since no one talks. Sure, you’ll get the odd asshole that you have to mute but then he’s shuffled away after five or so minutes replaced with another muted nobody with some lame battletag referencing a Blizzard product. It’s a rather soulless exercise that makes you feel you’re just running the hamster wheel in order to get better for no real gain.

You’re grinding but there aren’t any rewards to grind for. You’re mostly returning again and again for the chance that maybe, just maybe, you’ll load into Eichenwalde this time and be able to push to the third half and actually explore the castle for once.

But instead you launch into yet another Hanamura meat grinder.

Dead Decaying States of Death

Alright, here’s something I don’t normally do. This is a review for a game I haven’t finished. Gasp! Shock! The indignity!

Truth is, being abroad means my time is pretty limited and I’d rather get a post out now before my month long silence than have a more encompassing review that might not even come out by the end of the year. I’m looking at you, Shadowrun: Hong Kong!

But anyway, not to long ago was the oft lauded Steam Summer Sale in which I had the chance to partake. It was, regrettably, less exciting than previous years. Perhaps for the best since I am not getting younger and the blissful days of copious free time have sadly fled me. I did, however, have a steam gift card from a birthday present and – by God – I was going to use it!

So I bought Derek a present. Then I bought Kait a present. Then I thought it was silly I hadn’t bought myself something. When I realized that Xcom 2 simply was not going to run on Kait’s rather beleaguered laptop I decided that I would buy myself a present. And thus, I became the proud owner of Dead State by Double Bear Studios.

In short, the game is… meh?

Sadly, this isn’t the sort of review where I’m going to bat for an overlooked underdog and try to convince you, the wider world, that it is worth your time and money. Personally, I don’t regret my decision. As an Xcom replacement that doesn’t chug a lower end computer as much, it’s actually quite enjoyable. Outside of this rather narrow entertainment need where I couldn’t even replace with dreary television programming and the desire to play the game would certainly diminish.

So what is it?

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Dead State and its rights belong to DoubleBear Productions and Iron Tower Studios.

Well, Dead State is “Yet another zombie game” in a market that is filled to the brim with that sub-trope. One could cynically think it’s a shameful attempt to cash in on a mainstream craze before public opinion wanes and shifts to some other fleeting distraction. I, however, don’t think that would be a fair assessment. I feel that Dead State actually taps into its zombie elements even more fully than a game like Left 4 Dead and I really love Left 4 Dead. Just ask Derek.

But what kind of game is it? The easiest way to describe Dead State is a less realized version of Xcom. There are two primary phases of the game. One is a base maintenance where you need to perform some rudimentary worker management in order to balance the needs of your small but ever growing band of survivors. The main game elements on this end are morale and hunger. At the end of the day, every survivor will degrade both food stores and a general morale statistic. Get too low on either and (I can only assume) bad things start to happen.

In order to prevent this, you can assign your survivors to different tasks. So having a person work the kitchen to produce more appetizing meals than a can of Coke and twinkie bar will give you a slight global morale boost. You can set survivors to farm in order to produce additional food, nurse injured survivors back to health, unclog toilets so people don’t complain about the stink and several other tasks. Needless to say, the more survivors you have at your shelter, the more tasks you can accomplish. However, the more people you bring into your sanctum the more moods you need to manage and mouths to feed.

Furthermore, there are also upgrades you can build for your shelter. These can introduce more food production, more mood improving activities or simply keep those pesky, moaning undead from shambling up to your cot in the middle of the night and nibbling your brain. Upgrades are rather limited and important improvements (barring that damn chicken coop) and so take a significant amount of man hours to complete. Once again, the more survivors you have working on them, the fast you can get those improvements up and potentially avoid some negative events.

And this brings me to one aspect of Dead State that I like but feels like it’s a bit underdeveloped. Your survivors can approach your character on any day (though always when you first wake up like they’re awaiting to address the glorious emperor) and make some minor requests. Sometimes this is for you to fetch an item out in the world for them. Sometimes it’s to plead that you don’t a loved one of theirs into the field and potential risk against zombie attacks. Usually it’s to nag you to repair the damn wall.

I like the idea of having random events to throw a bit of a wrench into your plans. It’s an element of roguelikes that I enjoy and I would have liked to see more of them. I’ve put in about twenty hours into the game and I’ve only had one crisis and several people come to me with the flu. A crisis is an interesting event where some major issue has come up and you have to choose how to resolve it, usually while mediating between two quarrelling “sub-leaders” – influential members of the community who aren’t in charge of making decisions (no one talks out outside of these random events behind a handful of generic lines). I had a crisis about a potential system failure in our water purifier. I had the choice to either ignore it which would make my sheriff happy or allow my shelter organiser to look into it which made everyone angry. I presume there’s a third option but I suspect that it’s resource dependent and I’d already spent most of my scrap upgrading the fence.

It’s a neat system when it comes up it just seems to be far too infrequent to be of any real interest. Partly, I think this springs from the fact that there are so many survivors and the development team had way too few writers to address the enormous amount of text required to pull it off.

Speaking of the writing, it’s pretty bad. Part of this is due to the nature of the game. Since a number of events are randomized, it isn’t feasible to pace the action properly since you don’t know what has already triggered. The other problem is that whoever wrote this wasn’t great. There some spelling and grammar mistakes in the first few days’ tutorial and the characters are fairly bland and generic. That said, given the nature of the game it’s not nearly as detrimental had this been a narrative focused RPG. And, really, most people in real life are boring so having a cast of characters that reflect that is pretty accurate. If I were to pinpoint the most unforgivable crime of the writing is that the player’s responses to NPC interaction are absolutely dreadful.

PressKit_ss005Anyway, that’s the base portion of the game. The other component is scavenging. This involves a party of up to four survivors braving the greater world beyond to loot and pillage supplies for the shelter. This is necessary in order to accumulate the scrap needed to build shelter improvements and feed your band of merry apocalypse survivors.

The scavenging portion is basically two parts. You have an overmap that you wander around looking for points of interest. These are abandoned check points, malls or old churches. You then click on your little locale and are loaded into a map. Here, the game is quite similar to Xcom in that you have a grid layout and you advance your characters through a turn base system, bludgeoning the undead and shooting looters in the face. In between your humdrum acts of gratuitous violence, you’re rifling through strangers’ homes in order to steal their white shirts and coffee grinds.

As a whole, it’s serviceable.  The weapons you find have various attack options which can provide a bit of tactical variety. Perhaps my favourite mechanic is that use of noise. The undead in Dead State are not attracted by blood or brains like land bound sharks but go towards the places of greatest sound. So when you’re in a map infested with the walking dead, you are encouraged to pull out your bats and knives to try and kill them one by one to avoid attracting a whole horde on you at one time. This gives the ponderous dead a chance to swipe at you in combat and make you worried any of your scavengers will get infected.

The NPC looters however, don’t give a fudge about zombies. They see you and they’re going to go out with guns blazing. This makes interactions with the living even more tense. On the one hand, guns deal far more damage than crowbars. Plus every shot a looter pulls off is one less bullet you can pull from their cold, dead pockets. Finally, after even one round of gun exchange, you can generate enough noise to start spawning zombies at the edges of the map who will then begin to shamble forward, attacking looter or NPC alike in their mindless march.

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Paul Rainier just happens to be the most badass survivor out there. Though it is weird that the player has to be a member of every scavenging party especially when you decided to make them non-combat focused instead of just letting Paul do all the work.

It works and I really like the system. What doesn’t work, however, is the shallowness of your adversity pool. You really only ever fight looters and zombies and it does turn combat into a bit of a “rinse/repeat” situation. For instance, when taking on zombies, I always have Doug lead the charge since his police baton can cripple the undead. And an undead that is cripples loses enough AP to be unable to retaliate against your survivors. This then turns the encounter into a whack-a-mole as we surround the corpse and pummel it into after-afterlife. Personally, I would have liked to see a greater variety of enemies and undead. One of the interesting additions Left 4 Dead provided was the “special infected” who were unique zombies with abilities wildly different from the horde. Dead State could really do with a greater breadth of the infected that could, say, spit puddles of acid to threaten your survivors at range or who can charge from a great distance to prevent you from sneaking around and clearing the map one body at a time.

Likewise, some greater variation in looters and their abilities would be nice. Also, it would be wonderful if there were more interactions that didn’t immediately descend into gunfights. You can basically tell if a person on the map is an enemy or recruitable NPC by hovering over them and looking for the dialogue icon to pop up.

And I haven’t explored the game but I’d have liked there been a greater emphasis on random factors influencing areas. For instance, it would be wonderful if some maps were relatively empty if you went to them within the first couple of days or so after the disaster but are overrun if you delay too long. You could have recruit NPCs only able to “survive” in certain maps for so long until either wandering away and closing the window to snag them for your shelter or they are killed outright. And, of course, having random amounts of enemies in maps and random spawn locations would make replay far more enticing but that also feeds back to the argument that we need more varied enemies.

I’d also liked if the “story” of the game progressed through time. The radio, which has a new broadcast every day, could have been used as a vehicle to organize the greater narrative without having to worry about player interaction affecting the progression of important events. In an idealized version of this game, you could have some significant time sensitive events that occur regardless of player decision. For instance, some of the other shelters could be running just fine within the first couple of weeks and allow the player to visit and trade with them. Then, on certain days, they could become overrun leaving the player to discover the tragedy only when they set out to trade with them on another day as if nothing has changed.

Overall, Dead State has a lot of good ideas going on that never really reach their potential. They are developed enough to be enjoyable though the lack of depth to its systems and world keep me from investing large amounts of time into the game in single sittings. I’d have liked there to be more pressure on the player in the shelter and scavenging phases, needing to balance the problems and worker placement at home while figuring out optimal exploration sites and priorities with just enough randomization to prevent a “perfect route” from being charted.

Overall, I’d give it around three festering wounds and one terrified infected out of Do the Necronomicon and Cabin in the Woods.

A Life in the Dice

So, I played a fun little game the other day.

I don’t often review boardgames on this blog despite the amount that I play. I’m hardly a board game aficionado so I hardly feel like the most authoritative voice on the matter. But, hey, there’s not much else to discuss so here we go.

It’s a little game called CV that has you, shockingly, create a fictional curriculum vitae. To accomplish this, you roll dice and try to match up your results with targets on the cards. Of these Yahtzee like games, I’m a big fan of Elder Signs if only because it has the best thematic element of the ones I’ve played. However, CV is a fun and light little number that, while not as challenging as Elder Signs, is still fun in of itself. There’s quite a few differences between the games, however, that make a direct comparison between these two a little less useful. For one, CV is more competitive (oddly enough) while Elder Signs is entirely cooperative. But CV feels competitive in the sense that The Game of Life is competitive. You’re competing against your fellow players in order to accrue the most “points” throughout your life. But there aren’t a lot of avenues for you to actually interact with your opponents on the board.

There are a bunch of interesting ideas wrapped in the game’s mechanics that I do enjoy, however. Particularly, I’m a fan of how the random elements of our lives are tied intimately into the randomness of the game itself. For starters, each player begins the game with three “childhood” cards. These are small bonuses you can use at any point in your turn. Most of them either provide you a specific die result that you can use if you really want a card but can’t seem to quite roll what you need or allow you to purchase a card for one die less than it costs (essentially the same effect). These small advantages have their own little theme, of course. So a free knowledge result is titled Top of the Class. A cheaper purchase of a relationship card is called First Love. In fact, all these “action” cards have some flavour that lets you build a little story to explain all the elements of your CV that you accrue.

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CV is designed by Filip Milunski and published by Granna.

But this isn’t a resume and you’re not looking to just land a whole bunch of jobs. In fact, the game splits most the cards over three categories: Relationships, Health and Activities. The more of a category you obtain throughout your life, the more they are worth at the end of the game. So there’s a touch of strategy to the game, between randomized “game goals” that give extra victory points for certain achievements (the game I played included bonus victory points for each extra job you had and for each pair of relationships and activities you obtained) plus a hidden random goal unique to each player (I got additional victory points for collecting more items at the end of the game).

Thus, there’s lots of ways to achieve victory points so even if one player is constantly buying up all the items when they appear, you can still get more jobs or relationships than him to potentially make up the difference.

Course, life isn’t that simple and there’s a number of things that can stop you from obtaining the goals you want. We all know we should take up running as a healthy activity. However, many of us often find we simply lack the time or motivation to do so. On your turn, you get four dice to roll and each side has a different symbol to correspond with an item’s requirements. You have the aforementioned health, relationship and knowledge but you also have good luck, bad luck and money. Money, obviously, is used to buy items. Good luck and bad luck, however, work slightly different. Few cards actually interact with those results. Instead, if you manage to get sets of three of them then something special happens in the game. Get three good luck results and you can buy any card on available without having to match any of the symbols. Get three bad luck, however, and some misfortune strikes your life and you lose one of your top cards in your CV. Thematically, this is fantastic as we are naturally able to come up with reasons why a double major magician/scientist might have lost their child in some tragic misfortune.

Misfortunes are doubly worse, however, because when you roll them they’re removed from that turn’s dice pool. See, while you start with four dice to roll, some of the cards you can purchase will increase the number of dice that you roll. This is important as the cards later in life require more results in order to purchase and since there’s no downside to having as many cards as possible, you want to buy your max two per turn. However, the more dice you roll, the higher the chance that you get a misfortune. It’s a fun, if minor, little cost-benefit analysis as you consider whether you really want to roll your leftover two dice to try and qualify for starting your business at the risk of getting two more bad luck results and losing your precious bike in pursuit of your dream startup.

Unfortunately, while I love how a story of your life is woven through the random interaction of your dice results and card purchases, I’m really disappointed with how passive the game feels overall. I would have really liked if there were a greater thematic tie between the players in the game. If there were some sort of mechanical way to incorporate each player into each other’s lives, I think the game would have really shone. For example, there’s one card called Friend from Work that lets you “borrow” a result produced by another player’s job. Clearly, if they keep taking your money, then the explanation is that they’re that mooching friend that you’re constantly buying things for. I would have liked even more cards that “crossed boards” so to speak and for the game to have the premise that all the players were childhood friends charting how their lives diverge and intersect over the three phases of the game.

As it stands, without that interaction between players, the game does come across as being a bit simplistic and shallow. While it’s really fun for that first game, I can see how it would get boring after a few more. The strategy doesn’t truly grow beyond “get what’s valuable” and balancing whether you want to roll more dice or buy more result producing cards. The best part is building a story of your life but once you’ve really seen all the cards and a lot of the combinations, it would probably become very “samey”.

It’s cute and lends to good stories though. My life ended up being a little generic though oddly consistent. I was a young athlete who excelled at running and fitness training who married my first love. Sadly, that devotion to physical activity left me a little unknowledgeable about the world (with my only knowledge card purchased at the end being a little blog when I was a senior citizen). However, I was gregarious and made lots of connections which let me later snag a lucrative managerial position at the presumably fitness centre I worked at. From there, I was able to create a valuable pension fund for my later years as well as financially support the twins which I had shortly after my promotion. After that, I spent the rest of my life pursuing my materialistic goals while sailing the world to hike the tallest mountains. I can only assume I produced a fitness line of videos with my acquisition of a factory that turned out to be a huge success and I got a mansion so I didn’t have to live in my friend’s apartment anymore.

My God, I lived Tony Horton’s life.

End of an Era Part 2

Summoner Wars and its art belongs to Plaid Hat Games. Find the last summoners at their website http://www.plaidhatgames.com

Summoner Wars and its art belongs to Plaid Hat Games. Find the last summoners at their website http://www.plaidhatgames.com

Last week we saw the first four of the last eight second summoners for Summoner Wars. Those were my “bottom picks” for who is and isn’t the best. I ran some clarifications on how I do my ranking but one thing I didn’t mention is that I also focus on general utility. I show preferential treatment to decks that are capable of facing off against multiple different opponents in Summoner Wars than those that are tooled to deal with specific match-ups or playstyles. So, while I ranked Natazga of the Swamp Orcs rather poorly, I think her cards can be really good against certain foes. For one, she can do well against her Swamp Orc brethren. Her units are obviously unimpeded by the walls of her foes and her Swamp Archers will be fantastic at sniping Mugglug’s Hunters or getting hits on Glurblub that likes to use his as blockers. All her units hit hard enough to tear down any walls that crop up from her opponents and she can halt Mugglug’s growth if she gets some early Erosions on his starting walls. Finally, her Fury of the Fen can shuffle around her own walls to corner off Mugglug’s growth if he does manage to grow beyond his confines.

So it isn’t like she’s complete rubbish. Likewise, I’d expect Brath to do better against opponents that want to play slow and defensive. And Farrah certainly fares a lot easier against factions she already has faction symbols of in her deck.

But the thing about the tip top tier decks is that they have very few tough opponents. Their gameplan is either powerful enough to dictate the pace of the game or they possess enough tools that they can adjust their strategy on the fly. And I think these last four really cover both of those options.

4. Get out of my head, Charles. (Benders – Shiva)

These middling decks I’m the least certain about. I like a lot of what Shiva is doing but she has one glaring weakness that holds her back and that I find a bit troubling. Not because it isn’t insurmountable but that it seems so uncharacteristic of her faction that I have to question how it came to be. Generally, factions are designed around certain core concepts. The Cave Goblins, for example, are cheap expendable units that basically rush zerg-like towards their enemies and try to win through sheer numbers and audacity. A four magic common with a high health pool would seem very out of character for the faction.

Likewise, you’ll notice that the Mountain Vargath are pretty hurting for ranged units. Same for the Filth.

Thus, I was a little taken aback by the sheer proliferation of melee units in Shiva’s deck. Tacullu had all ranged and laid claim to the “fragile but strong” archer archetype. Sure, parasites are a thing but not one anyone really paid much attention to. A few melee units I could live with as I can imagine continuing to make only ranged units would get difficult after awhile. But for the majority to be shirking the design space of the original seems a little… odd.

Plus it makes Shiva worse. Had she one or two more really strong ranged units, I’d feel far more comfortable ranking her higher.

For, you see, Shiva has a really strong ability. She can forgo her own Movement Phase to move her opponent’s units around instead. It’s only one space each but the board’s small enough that even one space can ruin your opponent’s formation. You can pull weaker units out of cover. You can expose enemy summoners to your attacks. You can separate units boosted by each other’s abilities, be it Moyra’s Defenders or Brath’s Gem Golems. And, of course, you can draw them to your side of the board where you can slaughter them amongst your own forces all within the safety and comfort of your walls.

Unless, of course, your units are tripping over themselves because they are all close range. I definitely think Shiva’s potential will raise when she puts several of the powerful ranged units in the Bender’s arsenal into her deck. Deceivers, Geopaths and Controllers all benefit from Shiva’s Influence. And Shiva’s units themselves are all quite powerful in their own right. Puppets are a magic cheaper than their statistics. Their negative for this discount is offset by Shiva’s strength but even if you don’t Influence that turn, Puppets can take an attack to move adjacent to a nearby friendly Bender. They can cover for Shiva if she moves in to leverage her powerful 3 ranged attack. Shiva can command them with an event and even the Puppetmaster can move them around into position. Shiva does seem locked into including the unit because of all the support she has for them so it’s fortunate that the unit has a fair bit of flexibility and use. They cover the weakness of the parasite by sporting both more health and attack so summoning them doesn’t feel much like a waste.

Fun fact; Shiva is a male deity of the Hindu pantheon. While there are androgynous or composite representations these are usually combined forms of two deities. Final Fantasy has a female Shiva, though.

Fun fact; Shiva is a male deity of the Hindu pantheon. While there are androgynous or composite representations these are usually combined forms of two deities. Final Fantasy has a female Shiva, though.

We also have the Siren that has one of the best abilities revealed. It’s like a mini Influence that targets only one Common or Champion near the Siren but it doesn’t require the expenditure of a movement or attack action. We saw Brath’s champions eat attacks to pull of their abilities but the Siren can just sit on the field and do nothing but lure victims towards (or away) from her. And with two attack, she also makes for a strong and cheap offensive option.

Unfortunately, with both her two main commons being melee, Shiva falls into the same problem as Tacullu. She wants to play on her side of the board but doesn’t include anything natively in her deck to encourage opponents to come at her. This can be addressed through deck building whether through Endrich’s Geopaths or Owl Gryphon but it’s troubling to see a defensive deck created without some lure to avoid stalemates. Maybe the designers thought she would be more aggressive but that seems unlikely. I can only think that Influence was meant to force opponents into Shiva’s defensive position though I imagine it’ll work only to encourage her opponent’s to hunker down on their side of the board and not summon things. Even worse, Shifters encourage your opponent to not play commons as you can simply steal them with the Shifter then Wither it to get some of your magic back. It’s a neat idea to adapt Tacullu’s mind control element and is very similar to a faction I had designed.

Shiva breaks the Bender mould even further by providing some decent champions to the faction as well. I’m not convinced of Lem’s power as it feels too inconsistent and chance based for my tastes. But both Puppetmaster and Haku are fantastic units. Haku in particular deals with champions pretty well or any unit with a low number of attacks (hi Bladed Mutant).

Finally, I should mention that Hinder is a great event for stalling a game which adds more credence to the idea that Shiva is expected to play passive and boring. Sadly, without any late game advantage, I don’t see Shiva doing well against the stronger defensive factions. Even other stalling decks like Brath can probably do some damage to Shiva as she needs to twiddle her thumbs and hope for her opponent to be drawn close enough into her trap. Which is unfortunate because even just one ranged common unit could provide her with the pressure Shiva needed to move forward and force the fight to her. Which is a pity that she has such a glaring flaw since her deck looks incredibly fun otherwise. This is why I’m uncertain about Shiva’s placing. I could see her performing worse than both Farrah and Brath though I think the general strength of her individual cards keep her from being the absolute bottom of the releases.

3. Moo, I say. (Mountain Vargath – Malenatar)

If first Summoner Wars summoners were deemed strong and had weaker second summoners, then it stands to reason that the inverse would be true. At the very least, Malenatar makes a compelling argument.

Like Shiva, however, there’s a peculiar design decision that has left me scratching my head. Granted, at first I was skeptical of Malenatar’s direction. His revealed ability required discarding cards from hand to fuel it. We’ve seen this before in the Mountain Vanguard Korbolden and I ranted about it to no end. So here we see the ability crop up again and I was readying my pitchforks. I have gently tucked them away because it seems my prior complaints were heard. While personally I thought that units with costed abilities should receive a built in discount, Plaid Hat did the opposite approach and provided renewable resources to keep paying for the ability. We saw Little Meda get her Amoeba last week. Malenatar has Battlefield Procurement. So at least these summoners aren’t starting from a weaker position than their non-costed companions.

Renewable economy, Malenatar’s got it.

The part that confuses me, however, was the lack of a discarding mechanic amongst Malenatar’s commons. Considering that Malenatar has more than Battlefield Procurement to help refund these costs, it seemed strange to devote so much of his event suite to discounting these abilities when they’re only on three units. And for Ossa in particular, her discard mechanic is really unnecessary for her power.

Personally, I would have liked to see the Commander need a discard in order to trigger her ability. Then she wouldn’t need to be so expensive. We’ve already seen two factions get a melee unit that has two attack and two health for one magic. Malenatar instead gets one at three. Oh well, she does not so Malenatar has some events that he can always build for magic. It also makes these commons more exportable to Sunderved who is more than happy to have a unit that will allow him to attack with powered up Cherubim more than once per turn. And, of course, it improves Malenatar’s damage output by squeezing in additional attacks.

Multiple attacks – Malenatar’s got it.

mv_ossa

Ossa claps after every meal.

But while we’re on strange design decisions, the Aspirant also breaks the Vargath design space by providing a low health unit to their pool. I do like the two attack with one health for one magic option but, once again, it just seems strange for it to show up in a faction that doesn’t really support that kind of design. I get that Malenatar lacks the attack boosting power of Sunderved and having a higher attack option was necessary to bump him up into these higher predictions. Probably the best thing about Aspirants is that they provide a turn by turn use for Battlefield Procurement. Malenatar can move the Aspirant with his Strategic Positioning, allowing the Aspirant to move another nearby unit one space. Then the Aspirant can take a normal move and move the other unit or a different one an additional space. It’s a quick way to get four movement a turn – a necessity for any faction that wants to play aggressively. Also, that Malenatar can move up to five units (why do you have five units out?!) is also pretty crazy for making a strong rush down deck when you consider that any freshly summoned unit can move at least four spaces on the turn they appear. This also helps his all melee common troupe get in position to pull off their attacks.

Mobility – Malenatar’s got it.

And, of course, there’s the guard which is a fantastic unit that is pretty close to one I designed for a custom faction so I’m obligated to love it. I’m a little saddened its ability wasn’t called Light Cover so it could benefit from the Crusader’s Shining Aura but that would have been a bit too cheeky.

Additional heath – Malenatar’s got it.

Probably the biggest change Malenatar brings to the table over Sunderved is an event suite that actually benefits from containing Superior Planning. Sunderved’s events were pretty mediocre but Unify on its own gives Malenatar something to dig from his discard repeatedly. It may even be worth pulling from the Draw Pile if a good opening presents itself. Malenatar also brings some good champions to make-up for the rather disappointing options traditionally offered the Vargath. Varden offers the rare ranged attack and gives you something to play with Superior Execution. As mentioned, Ossa is fantastic and can single handedly halt a Cave Goblin rush.  Kadros is… an option if you make it to late game and have lots of magic lying around.

Powerful champions – Malenatar’s got it.

There’s really nothing more to say about Malenatar. He’s got a deck full of good units with good events. He has good attack and maneuvering making him an excellent aggressive summoner. When all your stuff is good, it’s hard to not expect a deck to do well. Basically, Malenatar addresses all my criticisms for prior aggressive summoners and why their strategy fundamentally underperformed compared to others.

Victory – Malenatar’s got it.

2. Follow the leader. (Sand Goblins – Scraven)

Malenatar provides his troops some really great movement options but Scraven takes it to a whole new level. He can grant three units free movement at the start of every turn. Even better, he automatically pulls them back as blockers at the end of the turn. It’s a mixture of Maldaria’s Save the Queen and Jexik’s Brilliant Strategist – both of which are excellent abilities in their own right. I can, however, see Scraven being hard to pick up and play if you’re not familiar with your enemy’s options. There are some units that would make you really need to change your strategy, like the Jungle Elves Archer which can shoot through Scraven’s loyal protectors to wound him directly.

But Scraven has a few of his own tricks up his sleeves. First, he’s packing a couple of Event Abilities which opens Marek’s cards up to some interesting deck building options. And some of those abilities are really wonderful. Strong Wind is perhaps the stand out, giving a unit a sort of “taunt” movement that lets you pluck enemy commons from their defenses while working your own troops into the midst of combat. Flingers also see past blockers and walls alike to throw their dice around. Once again, we’re seeing the refinement of aggressive deck design here. And Scraven really focuses on the common play, with Cyrus, Hunters and Scraven himself benefiting in multiple ways by flooding the field with goblins.

And speaking of Cyrus, it wouldn’t be a Sand Goblin deck without some truly stand out champions. I love scaling attack power. Hester is one of my favourite champions and can consistently get up to six dice on attack. I’ve had games where he’s throwing twelve on the attack. Cyrus… isn’t going to be getting that high but he can certainly build up to a respectable attack power in a hurry. And having extra bodies on the field doesn’t hurt Scraven who is happy to get more units to use with his Esteemed Leader. And even if it’s just Hunters you’re throwing down, at least they’ll be getting stronger whilst bolstering Cyrus strength. Cyrus even comes with the Sand Goblin discount to boot even though his ability isn’t really a negative and definitely not to the same level as Kreep or Biter.

sg_wraith

We ignore albinoism so much that you can pass them right by without a problem. This neglect of a serious medical condition must stop. I stand with the unpigmentated!

Then there’s Dinky. Here’s a champion that the opponent always has to keep in mind and that absolutely punishes champion play. Even better, you have control over Dinky’s weakness and can decide to hold off summoning him until the battlefied has cleared a little. He may seem like he’s anti-synergistic with Scraven’s common deluge but more likely he’s the answer to when your little guys inevitably die. And he’s probably the best late game champion in Summoner Wars, not to mention a fantastic wall breaker. And there really isn’t any other champion that can rival him. Little Meda better watch out because Dinky is just going to squish Nanny if he ever gets a swing on them. He’s such a large threat that likely your opponent is going to be required to spam commons in anticipation of the oaf arriving. Which works just fine for Scraven who has such cheap and strong commons that he’s apt to win the exchange.

Finally, there’s the Wraith. I don’t think you can make any comment on Scraven without talking about this guy. He’s like a super Shaman. He’s only harmed on die results of 6 though he vanishes after he makes his attack. But that’s a ranged two attack that is incredibly hard to prevent. Better yet, he’s immune to abilities that directly apply damage, absolutely ruin units with Precise and doesn’t care about events that destroy other lesser units. All of that for one magic. And that’s magic that’s never going to your opponent. He doesn’t combo with Esteemed Leader’s return ability, so there’s that to keep in mind. And he can be destroyed with enough dice thrown his way but the more attacks he eats, that’s less attacks coming at the rest of your forces. And if the enemy doesn’t attack him, well that’s fantastic too because you want him to disappear from your attack.

All of that said, I’m not sold on Hunters or the Sand Drake. Their combination seems a bit too “best case scenario”. Sand Drake itself is rather expensive, cutting into your common economy and really needs to get some units sieging with it to be scary. But it has such a slow ramp up of damage that I feel like it’ll die before it’s truly a threat. And the staggered summoning platform element is a touch too slow for my tastes as it allows the enemy to respond. As for Hunters, their strength is in their zero cost but if you have more than one they immediately lose that strength. And improving health is the weakest statistic to improve in the game. Their one attack is underwhelming as well. That said, you can set up a good Barrage turn with them and in this regard they are a “fixed” Scavenger.

Overall, it’s a powerful package and apt to really ruin players that aren’t used to opponents rushing their face from the first turn. Suddenly, the Summoner Wars battlefield got a whole lot more crowded.

1. Watch you don’t cut yourself on all this edginess. (Shadow Elves – Saturos)

And then there was Saturos.

Scraven and Malenatar might be fantastic examples of aggressive design but Saturos embodies it. This deck is filled to the brim with murder. Too bad it’s also covered in Lycra and teenage angst.

Saturos himself, however, is terrifying. He’s slightly weaker than Selundar but packs more of a punch at range. Better yet, his Blood Summon is like a beefy Glurblub Vinemancer Sow. Instead of punting two health vine walls across the board, however, Saturos is kicking enraged Blood Drakes. Any enemy unit he slays on his opponent’s side is a free summon for him. That’s a crazy amount of tempo swing. It grants you a magic for the kill, denies the board position that unit was in, gives you up to a two magic discount on a unit, gives you the board control and potentially places a unit in position to chain attacks on cowering summoners. Saturos even dodges the Burning Skeleton issue as his Blood Drakes can shift a space when they appear. And if you don’t happen to have the sanguine drakelings in hand, Vindicators are quite happy to take their place as two ranged attacks is also hard to avoid.

And holy smokes, Shadow Warriors are bloody fantastic. They’re Swordsmen replacements or, better yet, supplements. Honestly, I think they’re better than the much lauded Selundar Swordsman as Blood Step can give you far greater range once you take control of the middle board with Saturos. To clarify, they can blood step to a wounded unit before taking their regular movement so when you get some champions in play with a few scratches, the Shadow Warriors can leap immediately to the fray from them as though they had been woven from Melundak’s shadows. And you can do it with all three of these guys too.

Beside, look at that attack spread – 3 attack with a blood summoned Blood Drake, 2 attack with stationary ranged Vindicators and 2 attack off those hopping Shadow Warriors. Saturos comes swinging out of the gate hard and none of this is taking into account his events. Relentless Assault is insane, granting a free full movement to all your units. Sure it wounds Saturos in the process but this can be advantageous if you’ve been doing a good job of keeping him safe as it now makes him a jump off point for Shadow Warriors. Greater Blood Summon is plain nuts allowing you to not only Blood Summon off any unit that manages to destroy an enemy common but also to trigger on your side of the board if you manage to get overrun. Note, this occurs whenever a unit destroys an enemy – it doesn’t specify an attack. Are you thinking what I’m thinking? If you’re thinking Satara then good, because she is love and live the dream of bouncing three units in for free before your attack phase.

But what about that defender’s advantage that I’m always talking about? How does Saturos deal with that problem? We saw Scraven pulling his troops out to prevent them from falling into the enemy’s better positioning. And Malenatar can simply reinforce his frontlines like it’s nobodies business assuming his guarded units are even falling to the counter attack in the first place. Aren’t the Shadow Elves suppose to be brittle? Those Shadow Warriors still only have one health, after all. And it’s not like Plaid Hat is going to reprint Shadows.

se_uriel

New Summoner Wars drinking game: take a shot every time Saturos mutters something about blood or darkness. Try not to get alcohol poisoning.

Well, they didn’t. Instead, Saturos has Revenge. It’s like Shadows if you cared about clearing the board of enemies. Two free wounds is great against units especially tough ones like, say, Baldur who is otherwise going to be unphased by the large attack pools of the Shadow Elves. But wait, the biggest issue with Sunderved was that he had to put himself in danger in order for his aggressive force to benefit from his ability. Glurblub at least had Spore Carriers to take over the duty of growing his swamp after the first couple of turns and he had to pull back. Well, have no fear aggressive Saturos for Vanquish is here to help you. When a common strikes Saturos you can simply knock that unit back to your opponent’s hand while ignoring whatever damage he’d have done. Mugglug may have thought he had a clever flank with a Savager. Now he realizes that he’s gained nothing and is out 3 magic for his trouble. Should he try it again? What if Saturos has his second Vanquish waiting for that exact scenario?

It’s a hilarious way to both protect your summoner while also doing significant damage to the opponent’s position and economy. If Saturos is already wounded and it was a blocker that took the strike, that could mean the enemy is now exposed to your Shadow Warriors.

And all of this without considering Saturos’ champions. Zhant gets you some extra movement and attack though his range is pretty small so he’ll be tough to position properly. Uriel is there if you’ve completely overwhelmed your opponent and he’s fled to a back corner and walled himself in. Congratulations, you’ve just played yourself as Uriel can sit on the opposite side of the opponent’s battlefield and simply choke him out of the game. Finally, there’s Shiiq who brings a lovely 4 attack while also giving you some tricky swapping options at the end of the enemy’s turn. This means any common carelessly left alive can become this frightful woman or, if she’s on the enemy’s side, it can give Uriel an immediate attack on the summoner the first turn he’s summoned.

Yeah, you can basically pluck a card at random from Saturos’ deck and realize how great it is. He’s the definitive example of just making everything great to be effective. It’s telling for a Summoner Wars deck when I think Zhant and Uriel are the least impressive elements when they’d be considered highlights in others.

This doesn’t mean that Saturos is invincible, mind you. He seems oppressive from his preview but even the match-up between him and Scraven would be interesting. While Saturos can Blood Summon Scraven’s loyal guardians, Scraven has Wraiths and Dinky to deal with the fact that commons are going to be vanishing faster than cupcakes at a six-year-old’s birthday.

What I’m most happy to see, however, is that Plaid Hat finally took off the kiddie gloves when it came to designing aggressive factions. I’ve always felt they’ve been holding back either through concern that a too strong aggressive deck would utterly dominate Summoner Wars or that most people didn’t really play defensively to see just how much it hurt their prior offensive decks. Well, our complaints have not fallen on deaf ears and it seems that we have some really great standout decks for all three archetypes of the game.

So while Summoner Wars may be coming to a close, the battles have only just begun.

End of an Era Part 1

Well this sort of crept up out of nowhere.

So I’ve rambled quite a lot about Summoner Wars on this blog. Mostly because it’s an easy thing to ramble about on a day when I don’t know what else to write. So when I’m neck deep in work I can riddle off several paragraphs about this fun little board game and not have to worry too much that I’m making a lot of sense. Well, these simple, lazy days will soon be coming to a close. Plaid Hat Games have revealed the last of their second summoners for the game. This rounds out the product (to my knowledge) and caps off the game with its myriad of rules and characters. Most of these last summoners are the second options for the Master Set – the natural jump off point for new players – so it’s good that they’re finally releasing additional deck building options for the armies that most players are going to own.

There’s also eight of these little guys and gals coming out which, conveniently, happens to be the exact same amount that was in the large Alliances box that came out last year. So, you know what that means. Baseless speculation ahead! And just like Alliances, I thought I’d give my initial impressions based off the previews Plaid Hat put up and try and rank them in order from best to worst.

A few keynotes should be stated, however. Firstly, I am judging these decks solely on their base components. Much like Alliances, these second summoners have definitely been designed with deck building in mind. Farrah in particular stands out as a remarkable example of a deck created around the entire game’s release line. However, it has been and continues to be my opinion that base decks should stand on their own partly because it feels a little disingenuous to tell new players that a deck is good only for them to go out and purchase it and realize they need supplementary purchases to get it to work. Also, the way the game is designed with its very restricted deck building rules makes it feel more natural to judge decks by their initial release. A good third of the deck is unchanging and the parts that can change are pretty narrow.

This isn’t to say I won’t make mention of deck building but that my ultimate opinion is derived from what you get out of the box.

Secondly, these decks are being judged amongst themselves. As an overall observation, they are much better designed than earlier releases. Nothing appears to be as poor as Vlox, for example. Or Melundak for that matter. So even the worst ranked deck does hold some potential, just not nearly as much as its brothers and sisters.

Finally, I haven’t actually had any chance to sit down and try these decks so I don’t know how they actually play. I may overestimate how bad certain negatives are and not give enough credence to the positives. See my early speculation on Endrich in the Alliances for that. While my early assessments of his drawbacks were dead on, it turns out that the things that were good in his deck were really, really good that they made up for his short comings. Consequently, I undervalued the weaknesses of Hogar and conservatively ranked him higher based on my uncertainty.

That is to mostly say I’m not a soothsayer and it’s mostly fun to see how my early impressions line up with some experience. And we are, after all, here for some fun, right?

Summoner Wars and its art here and below belongs to Plaid Hat Games. Find the last summoners at their website http://www.plaidhatgames.com

Summoner Wars and its art belongs to Plaid Hat Games. Find the last summoners at their website http://www.plaidhatgames.com

So as an overview, here are the last eight Summoner Wars decks being released:

  • Shadow Elves – Saturos: Selundar has been a rather inconsistent and underestimated deck in our experience. Focusing on quick engagements and striking with lots of weak but strong units, Selundar shows a flawed approach to assassination and being aggressive. Saturos takes this design of aggression and ramps it up to eleven while drawing heavily on Melundak’s Shadow Weave ability and the Shadow Elf Hunter design.
  • Swamp Orcs – Natazga: The often horribly named Swamp Orcs are a rather disheartening faction to face. Their vine walls slowly dominate the battlefield, choking out avenues and options from their enemy before they can overwhelm them from the safety of their swamp. Mugglug has proven quite effective in his games with his high attack Hunters and Savagers being able to appear right on his enemy’s doorstep. We’ve seen just about every manner of vine wall generation from killing units beside walls to killing enemy units with Glurblub and now Natazga gets them for attacking enemy walls themselves.
  • Mountain Vargath – Malenatar: The goats have had an unfortunate run in Summoner Wars. Sunderved was meant to be the counterpoint to the Cave Goblins: a rush down aggressive common focus deck that had more survivable units at a higher cost than the swarming goblins but hit like no other. Sadly, it has been a struggle for Sunderved to cinch victories combating the natural defensive advantage of enemy walls, though Moyra did offer him a number of tools to overcome his weaknesses. Malenatar returns with strong, aggressive units but brings with him something the Vargath desperately needed: good champions.
  • Sand Goblins – Scraven: Krusk had some of the best commons in the game with some of the cheapest champions. He’s a pretty solid deck whose biggest weakness has been a mediocre to poor event suite and a really horrible common with few options to replace it. The Alliance deck had very little for the original Sand Goblin faction with Marek introducing a new type of event and having most her forces based around them that made exporting into Krusk’s formations pointless. Scraven builds upon some of the ideas that Marek introduced while also bringing to the table an ability that outshines Krusk’s situational Sandstorm.
  • The Filth – Little Meda: The Filth are a fun but weird faction that rely on a special type of common known as mutations. The Demagogue has been a consistently strong opponent with a weakness to early game rushing but an absolutely dominating late game with his not quite champions but far stronger than commons deck composition. Prior second summoners for very strong performing decks have always seemed to err on the side of caution towards making their original release even stronger. Does Little Meda simply make Demagogue impossible to handle? The Warden skirted that issue by utilizing a Prison mechanic but Little Meda is pure filth chicanery.
  • The Benders – Shiva: Like the Filth, Tacullu has also been a rather dominant force on the Summoner Wars board. He even benefited strongly from Endrich’s Alliance, giving the passive Bender summoner some defensive pressure to force his enemies to his side of the board – exactly where he wants them. Are the Benders simply destined to win the wars or does Shiva take the faction in a different direction that is both effective and fair?
  • Deep Dwarves – Brath: And the last of the big summoners, Tundle of the Deep Dwarves has done very well for himself with a strong common unit, a powerful ability, great events and some of the best champions in the game. All his units require additional magic to use but Tundle can generate magic like no other – assuming he gets enough space to create this advantage. Magic generation seems a core concept of the Deep Dwarves but a powerful one too. Brath certainly tries to take it in a different direction but will it be as good?
  • The Mercenaries – Farrah Oathbreaker: You don’t see much talk about the Mercenaries. I absolutely love Rallul but he is a peculiar nut. He’s sort of passive, sort of aggressive with an equally strong economic game and strong units to support his style. I think his strong ability and events were overshadowed by the fact that everyone could poach his very good, if oddly internally incoherent collection of commons. So, in a sense, Rallul was the quintessential mercenary in that his forces quickly abandoned him for higher bidders. Farrah turns this on its head and instead restricts her commons from other summoners but gets to take whatever she wants from her enemies’ ranks. The possibilities are truly endless with the Oathbreaker.

After showing our highly trained team of analyst monkeys and promising them an endless supply of bananas, we at somewherepostculture.com have determined the “Very Most Reliable Ranking of Last Second Summoners.” It’s taken us months, mostly as we figure out to chain monkeys to desks, to produce this ranking. Our data is both mountainous and incomprehensible so I’ll spare you most of the details. I have sifted through their mad ramblings to produce a short blurb on why they are where they are and what to possibly expect when these decks hit the commercial shelves. So here we go!

8. Get off my lawn! (Swamp Orcs – Natazga)

Yeah, we’re doing it in reverse order this time.

I feel that Natazga suffers from a rather disjointed direction. Her ability is the least reliable of the three vine wall conjurers. She needs to score at least two wounds against a Wall without destroying it to make a vine wall. This, inherently, is a less efficient manner of generating a swamp. Both Mugglug and Glurblub can kill enemy units and earn magic on top of getting their wall out. They gain far more board presence through creating their wall while also (potentially) eliminating an enemy unit. Glurblub can be stifled slightly by the opponent not playing any commons for him to kill – though the opponent will invariably have targets at the start of the game for him to murder. Mugglug can always resort to killing his own units.

Natazga, however, needs to ignore the enemy’s forces to get her walls out. Granted, she gets advantageous walls immediately – they’re both on the enemy’s side and cutting off a summoning point – but she misses out on that magic and board positioning. It also reduces the number of attacks she can use against her opponent’s units. Consequently, misses  seem like they’re even worse for her than normal especially since it’s unlikely you could position multiple attackers on walls and not put your own forces at a monumental risk. To compensate, Natazga been given a number of units that can produce vine walls on their own but at a cost. Skrub poops vine walls intead of attacking. Zur Lak bleeds vine walls while he’s dying. Zealot’s both eat an attack and die to make their wall. That’s three different units devoted to something that Natazga’s brothers did on their own. Her events for producing vine walls – Erosion and Quagmire – are likewise less efficient than Mugglug and Glurblub’s events. Quagmire requires you to pay two magic to produce one vine wall and only if you’ve already got one that’s about to be destroyed. Erosion only works against generic walls and gets better the more you devout your units to attacking the walls and nothing else. So both Erosion and Natazga’s Overgrowth have anti-synergy with Skrub and Zealots.

A scrub is a man who can get no love from me.

A Skrub is a man who can get no love from me.

Sklursh and Zur Lak returned to Swamp Orc champion form of being incredibly expensive. The Skull Taker/Battle Champion combo to get them out “cheaper” isn’t actually any cheaper. It produces the champion at cost assuming you have all the pieces of the combo and your Skull Taker survives a round of being worth extra magic when killed. And while the Skull Taker is nice for being a strong, deadly unit that’s cheap his drawback of preventing you from generating magic off his kills is a rather significant drawback.

All that said, Fury of the Fen is an amazing event if you manage to get your vine walls to the board. Unfortunately, Natazga is a common focused deck so the Fury is most efficient when you have no other units on the board. Otherwise, you’re angling it for a surprise two or so attack on an entrenched opponent.

And while Swamp Archers are the unit that Mugglug has always wanted, I have to wonder how effective they will be in Natazga’s more sparse swamp.

There just seems to be a lot of anti-synergy amongst Natazga’s cards and a deck that is more focused on trying to shore up her lackluster Overgrowth that it stagnated her potential overall.

7. Children are disease factories. (The Filth – Little Meda)

Here’s a controversial opinion, I think Little Meda is nicht zehr gut. I do think there’s a lot of interesting design going on with her. I simply feel the execution results in something a little too chancy and inconsistent. Specifically, I recognize the problem of designing a second summoner that doesn’t simply make Demagogue a demigod. Demagogue can use Mutagist to recycle mutations endlessly, creating an infinite economy so long as he possesses things to spend his money on. It’s a late game engine where he can put out mutant after mutant until he overruns his enemy with super commons. But it comes with a negative and that’s the Demagogue’s weakness to early game pressure while he tries to get his little money printing machine working.

Little Meda appears to twist this Filth tempo on its head. With three ranged attack and a champion on the board at the start, she (probably) has the strongest first turn setup in the game. My guess is that Little Meda is a powerhouse in the early to middle game with painful events (3 wounds from Daddy Doesn’t Like You!) and a large health pool to soak the initial retaliation the opponent can cobble together. Her ability drains her economy, however, but lets you react to an opponent’s counter play immediately instead of requiring the prediction from the Demagogue. Her magic generation options are, however, limited. She has a single “magic drain” and a mutation that feeds her ability and early game pressure.

Cthulu horror is best horror.

Cthulu horror mutation is best mutation.

Unfortunately for Little Meda, her commons are worse than the Demagogue’s. This isn’t usually an issue since Filth commons exist solely as mutation platforms but with Little Meda’s focus on that early game, having 0 cost units that could support her aggression would have been wonderful. The Herald is way less consistent than the Zealot though if you’re lucky he is better. But good luck getting doubles. Deathseeker is poor since she’s ranged but her ability is meant to be used for blocking. Even worse, she only stops movement so she can’t even block a ranged unit from getting into position. Then she dies without even eating an opponent’s attack.

Then there are the mutations. Nearly half of them are… well… not that great. Gas-Filled Mutant is cute but a worse Barbed Mutant and really expensive for a girl that doesn’t have the spare money that her kin possess. Leech Mutant is a high priority target with little health and a melee attack which makes him easy to hunt down. Blade Mutant is a more niche Claw Mutant. Drool Mutant is niche and expensive with an ability essentially under the opponent’s control. It at least has four attack.

That leaves Springy, Tusk, Amoeba and Bloodspray Mutant. Little Meda has poor options for tutoring these cards from her deck, however, and is reliant on the luck of her draw. As her opponent, I’d see any moment she plays Daddy Loves Me for card draw as an opportunity to try and murder Nanny since Little Meda is going to be hesitant about putting those wounds on herself. It also means that when these guys go down, Little Meda has few options left to close out a game. Though Amoeba does give her some magic generation like the Demagogue, I see this more as a way to off-set the cost of her Gifts from Daddy ability than a true economic engine. It is great that he can keep coming back to the table again and again (assuming you have Deathseekers and Heralds to mutate) so long as your opponent spends their magic.

I feel like Little Meda is under her own pressure to close out a game within five turns or so. After that, her effectiveness looks like it drops off rapidly as she accumulates wounds on Nanny and your enemy can pull out answers that can deal with her mutants. But it does look like she can make those first five turns pretty terrifying.

6. They dug too deep! (Deep Dwarves – Brath)

Yeah, there’s a trend appearing. The second summoners to strong first summoners look like they’re less powerful. Brath, like Little Meda, has an ability that is much weaker than her colleague’s. Deep Magic pulls a card from your Draw or Hand at any point in your turn, turning it into magic now instead at the end of that turn or the next. To me, this suggests that Brath is – once again – a deck that wants to leverage her immediate advantage before she burns out by the end game. Unlike Little Meda, however, I don’t feel like her early game is all that great.

But let’s rewind a little and talk about Tundle. The Deep Dwarves are known for two things: being defensive like hell and crazy combo turns. With units that all require magic to activate, Tundle needs to build up a bank of money to summon his units and pay for their abilities or drop a Wake the Father Gem. He then wins with powered Gem Mages striking at targets beside Scholars while Kynder and Lun wreck havoc on the opponent’s formations. Tundle’s biggest fear is getting overrun before he has all his units on the board and in position but he can rely on Magic Stasis, Summoning Surge and Illusionary Warrior to alleviate some of that pressure.

Is that a skin tight halter top or is she wearing just straps?

Is that a skin tight halter top or is she wearing just straps?

Brath is similar in that she has some crazy combination potential. Her ability to survive until those perfect moments, however, look like they’re less powerful. Her pieces revolve around Gem Golems and Gem Archers. Both of these are pretty uninspired units on their own. The archer is a basic one attack with one health. The golem has no attack unless Brath risks burning an important card from the top of her deck to empower them. Consequently, Brath’s power is the opposite of Tundle’s. Tundle wants to meditate as much as possible until he’s under pressure and has to perform. Brath doesn’t want to touch Deep Magic until she has her important cards on the field and in her hand. So it isn’t even an early game power but one that’s mostly for improving her golems.

That said, if you manage to pull off Brath’s combination, it is far scarier than Tundle’s. Gem Archers in position and strengthened through Call of the Mother Gem are hitting for two ranged attack and allowing the Gem Golems to shift one space and make a free 2 melee attack. With just two archers and a golem in a good position, you can get 8 dice with two attacks. With three gem archers, that can turn into 12. With a single Gem Mage, that can be 12. If you somehow work a Scholar in there somewhere, you can roll 17 dice! Throw in a Magic Strike to place wounds on anything within two spaces of your golems to soften them first. If you have a Will of the Mother Gem you can have your golems attacking diagonally too! Use Back to the Deep to recycle those Call of the Mother Gems to repeat the process multiple times. You can blow up walls, vapourize champions and blast summoners hiding in positions they originally thought unassailable.

Sadly, without the preparation, Brath is a lot less threatening. Gem Golems are rather pricey for their base statistics and until you have your pieces, you’re risking a lot to get them to attack with a pathetic one attack. Drek can stall but he isn’t hitting hard either. Aurora can substitute for a Call of the Mother Gem but she’s rather an expensive back up compared to an event plus eats into your attacks. Noa’s there to try and fix the Gem Golem cost. Finally, Geomancers are a poor man’s Gem Mage since they’re trading the potential for a third attack in order to assure a second wound on their target. Good against Baldur though.

And the more you have to use your units prior to getting your combo, the more you risk burning yourself out with that complete lack of economy engine. If the stars align, Brath looks frightening. But consistent pressure should see her draw reliant strategy fold more often than not. Perhaps the best she wants to see is a passive summoner that’ll dither and let her build up to her crazy potential.

5. United we stand. Divided we fall. (Mercenaries – Farah Oathbreaker)

I… don’t know what to think about the Oathbreaker. Mostly because she’s so weird. So, she’s built all around the whole faction symbol that’s been on cards but has done nothing for years other than be pretty.

So, let’s get it out of the way. I think Farah has some severe weaknesses in her design. I think she also has some insane overpowered elements in there as well. She’s a combination of extremes. First, let’s talk about the good because everyone likes good.

Undercover Agent. Wowzers. That’s an event. Assuming you can meet its requirements, Farah gets an invulnerable unit that reveals her opponents hands. First, the revealing is pretty minor. It may seem strong and powerful and whatnot. People will talk about the advantages of a whiffed Mimic giving you insight into your opponent’s hand. However, unless you’re Rallul, hands change pretty quickly in Summoner Wars. Deck knowledge is better than hand knowledge as most opponents will burn through their hands the turn they draw them. Barring combo decks (like Brath) or insistent champion play, the reveal isn’t likely to spoil too much that you wouldn’t know. It’s good – I’m not saying otherwise – but it’s hardly a gamer changer.

But that invulnerable unit? Phew. That’s a blocker your opponent can’t remove. That’s a summoning spot you can just stuff for as long as you want. That’s an assassin that the enemy summoner can’t escape! Slap this on a three attack unit and just stalk Elien all around his house scaring the living daylights out of him. There is literally nothing that the enemy can do about this. That’s a game changer.

The best little free card in all the game. Great art too.

The best little free card in all of Summoner Wars. Great art too.

Now, unless you’re one of the original six factions, getting that Undercover Agent is going to require some work. You either need Mingle or Disguise which means that Farrah is a bit of a combo deck herself. No accelerated draw, however, so you’re going to have to dig for those events.

And now we get to the massive negative of Farrah: 3 commons. That’s huge. One of the largest problems with Selundar is that he only has 3 swordsmen in his deck. I make mention about consistency and draw luck and Farrah is at its mercy. You don’t put six of a common into your deck because you plan on summoning all of them. You put in six so you can build most when they wouldn’t be helpful and summon the ones when they will be. Farrah…. can’t. Not really. Every unit she builds as magic is decreasing her chances of getting use of that unit. On top of that, she starts with a whole mitt full on the board which means she only has 2 of those commons in her deck. Really need that Heavy Knight now? Too bad you built one and lost the first one. The final is probably the last card in your draw. Good luck!

One way Farrah combats this problem is by having a whole whack of commons worth summoning. So you may only have 3 Rune Smiths but at least the Heavy Knights aren’t that bad of a draw. Farrah’s commons are pretty great across the board. The only one that seems lacklustre for Farrah is the Augur who would mostly serve as an Undercover Agent against the Fallen Kingdom for her than using its ability. One magic to save one wound is meh for having to keep him beside Farrah. Otherwise, Heavy Knights, Rune Smiths and Invaders provide a decent stock of attack in the deck. Changelings are perhaps the best 0-cost common in the entire game though for Farrah the cost of transforming them is a bit of a hit. Lurkers are meh but at least they’re free. And the more junk Farrah throws to the ground, the more her Unity improves her attack value. And Rune Smiths can make a really awkward economy engine between returning disguises and recovering undercover agents but it’s not really great.

Sadly, there’s not a lot of attack in Farrah’s base deck. Fortunately, her champions are relatively cheap. I didn’t expect to see another Khan and his ability can be nice given Farrah’s numerous 0 cost troops. Lukestor provides a bit of ranged fire power too and Soar is a decent survival ability. Pity you have to pay extra for it. So while I think invulnerable units are likely to be really good, the generic attack spread of Farrah’s deck means she’s reliant on that trick in order to get her victory. Getting your agent looks like it’ll be a bit of gamble, however, especially against the Alliance or Master Set factions. And Inside Information can be pretty crazy if you’re lucky and snatch a strong event or champion from your enemy’s deck.

There’s a lot of cutesy tricks Farrah knows. But like Vlox, I don’t know how often those tricks will lead you to success.

Getting Bogged Down

Here we are at the end. Our king of the Master Set round of Summoners is none other than the green menace himself, Mugglug. Oddly enough, Muggles hasn’t actually won a single tournament. But he’s come close each time and that top four finishing is consistent enough for him to come out on top after weighting results.

And if there is one way to describe the Swamp Orcs is that they are consistent. They’re a good faction and I’ve seen numerous players able to pick them up and do well with them. They’re not crazy but they are fairly intuitive. And their base mechanic – getting walls on the enemy’s board – is strong. Mugglug in particular is the defensive approach to spreading the swamp through the poorly named vine walls. But that isn’t to say that he doesn’t have any teeth to his side while he’s poking around his garden.

For one, Mugglug has always been a common focused deck even back when the game revolved quite strongly around champions. This mostly grows from the issue that the Swamp Orcs have, for the longest time, really bad champions. Their reliance on their commons was bred more through necessity but it helped that they had really good commons.

Accessed from http://www.plaidhatgames.com/

Summoner Wars belongs to Plaid Hat Games. It can be found at www.plaidhatgames.com/games/summoner-wars/

And there really isn’t anyway to discuss the Swamp Orcs without talking about Vine Walls. Walls are really important in Summoner Wars as they give you unprecedented board control. The high life value of walls is key to keeping defensive summoners alive and thwarting early attacks with kill lanes and creating pockets of inaccessible territory to hide your precious summoner. Then, of course, is the need to have walls on the board in order to summon your forces. Staggering walls is an important tactic to leave as many summoning spots open as possible to prevent the disruption of timely wall crowding. And anyone that has lost their starting wall and had the misfortune of their deck placing the last two on the bottom know just how important preserving summoning spots are.

So, being able to spam walls is an incredibly powerful ability and no other faction really does it quite like the Swamp Orcs. Of course, their walls are a meagre two health compared to the nine of a standard wall. This would be a weakness – and is in a select number of matchups – but isn’t quite the problem you would normally expect. Due to the restriction on the number of attacks a faction can perform a turn, a round where your enemy is attacking your wall is a round they have less attacks to throw at your forces. A lot of the game, it’s simply ineffectual to deal with the spreading swamp and the opponent is simply left being overrun. Only in the late game, when the threat of summons are reduced due to diminishing magic piles or empty draw piles, can an enemy really handle these little thorns in their side.

Accessed from www.plaidhatgames.com/games/summoner-wars/

Yes, I’m going to bang this drum again: swamps have roots, jungles have vines.

As such, it’s quite common for Mugglug to slowly plod through his deck, not building or playing more than he needs to keep the swamp spreading and the harassment on his enemy flying. The enemy has to respond since Vine Walls are just as effective as units as choking summon points – more effective really since they give the Swamp Orcs new avenues to summon and attack. Oh, and they block line of sight and potentially wound and stop enemy units that try to crawl over them.

Unfortunately, the major stumbling block for Mugglug is that there are simply a handful of decks that really make his match-up very difficult. The Guild Dwarves are masters as wrecking walls and destroying the hard earned swamp with one or two event cards. Rallul, the other master of wall destruction, can rip down vines while fuelling his draw power or churning out even greater economic advantages. And without vines, the rest of the Swamp Orc forces are simply not the terrors to handle as they normally are.

Accessed from www.plaidhatgames.com/games/summoner-wars/Mugglug (3M-7W-Rampant Growth)

Mugglug sports the standard orc high health and attack value. You’d think from his statistics he’d be a good bruiser summoner but he actually sees very little combat. His high attack value is simply good for crushing little attempts to assassinate him and not much else. The extra health means that there’s still a bit of bite if you manage to grind the Swamp Orcs to the late game as he fulfils the champion slot of his forces once there’s no threat of an instantaneous counter assault. When it comes down to summoner versus summoner, that extra little durability will give him the push through a ranged summoner’s first salvo to get up and crush his face.

Granted, that’s never the real end goal and Mugglug’s route to victory is pretty clear. Rampant Growth necessitates that his swamps are constantly fertilized and you will be providing them plenty of blood to really hydrate that soil. He is capable of sprouting roots from any body – whether it be friend or foe. During the early game, it’s going to be mostly your own forces giving their life to grow forward. While the classic example is a full regiment of imported Apprentice Mages so Mugglug can develop his economy while sowing his weeds, Shamans work well in a pinch from the base deck. The goal isn’t to make all your units grass seed. You’re just getting close enough that your opponent will have to respond to your actions and once they start stepping beside your vines, you’ve got the growth you need.

As such, Mugglug has three Vine Growth to give a free wall to push forward. Vine Guard and Ambush both grant an ability from one of your commons to the rest of your forces and are really great for it. Ambush is the least useful of the pair since you can’t stack the abilities on your Hunters and they form the backbone of your army. However, it’s fantastic for giving your Savager a surprise boost and – more importantly – the ability to extract himself from the swamp should he get overwhelmed himself.

Finally, there’s Ensnare. It’s a bit of a non-combo since it places enemies on your walls which means they can’t get you more vines but it does rip blockers away from your opponent’s summoner as well as put vulnerable archers right in the middle of your swamp where they will be surrounded and eliminated.

It might not be the sexiest collection of events but they’re all pretty solid. And, for the most part, if you aren’t playing them when you draw them they’re not so vital that pitching them immediately for magic is an issue.

Accessed from www.plaidhatgames.com/games/summoner-wars/Hunter (1R-2W-2M-Vinemancer Ambush)

These guys are good. For Mugglug, they’re essentially a 2 range, 2 health unit for 2 magic since you’ll almost never attack with them without dancing on or off a vine wall. For those stats, they’re pretty economic. That they’re ranged as well is just icing on the cake. The best part is, since they need to be on your swamp to get their ability, they’re really hard to surround. A lot of the time, they’ll only have one unit to return fire and that two life can get them to last an extra round or two. It’ll allow most of your exchanges to be in your favour and if you’re winning exchanges, then you’re winning the economy game.

Accessed from www.plaidhatgames.com/games/summoner-wars/Savager (3M-3W-4M-Fear)

The Savager is a rather fearsome unit, coming in with stats that are comparable to cheap champions. Three attack is a pretty big threat for champions and summoners alike and their Fear ability makes it a tricky proposition for melee units to retaliate. Fear is more likely than not to fail, so if you’re facing these brutal shock troopers, it’s often in your best interest to go for the attack anyway. Especially if the alternative is letting the Savager rampage through your forces. Course, ranged units are able to attack without the worry of running away in fear but Savagers also eat ranged units if they managed to catch up to them.

A point of interest is that the Savager doesn’t natively have any way to traverse the vine walls so is at mercy of getting stuck in them and picked off by ranged units as the enemy is. Course, you can rescue them with Ambush or, typically, just summon them on the edge of the swamp and run these guys into your enemy’s ranks. Savagers definitely make up for the lack of champion play on the Swamp Orc side so their prohibitive cost isn’t nearly as problematic in other decks that want to play their champions.

Accessed from www.plaidhatgames.com/games/summoner-wars/Shaman (1R-1W-1M-Vinemancer Guard)

I feel like Shamans are a little underrated. Partly because they’re competing with Hunters and Savagers for your precious magic and, in comparison, the greater damage output from the other two are hard to pass up. Shamans mostly live to die and grow your swamp further, however they’re a pretty resilient unit in their own right. Requiring a 5 or 6 to hit is no insignificant amount and these guys can hold a flank like no other common. Unfortunately, there aren’t a lot of situations where you need to stuff a flank especially since you’ve got Vine Walls to accomplish the same and Vine Walls don’t give magic when they’re destroyed.

As a third common, they’re not the worst and you can get the odd one to hold up a champion longer than he’s worth. Mostly, though, these guys will be going to your magic pile for fuel or summoned for a vine wall instead. Ultimately, that 1 attack just holds them back too much like most single attack range units.

Accessed from www.plaidhatgames.com/games/summoner-wars/Blerg (2M-6W-7M-Adaptive)

And here we have a prime example of why you don’t play Swamp Orc champions. Blerg is overpriced for his stats, offering you the same threat as a Hunter but at melee and for more than three times the cost. Adaptive is certainly not worth the extra two magic that Blerg is priced beyond expectation, especially since it takes additional magic to use. If you’re looking at giving him 3 attack, you’ve now sunk 8 magic into the guy – and made him more valuable to kill to boot.

That said, his heal does trigger without spending the magic but at two attack, you’re likely looking to have other units set up the kill or he’s killing commons. Issue is, the Swamp Orc commons are already good at killing commons.

Blerg is nearly the cost of two Savagers and chances are those two Savagers would probably get you further than this Swamp Orc that trips over vines.

Accessed from www.plaidhatgames.com/games/summoner-wars/Glarg (2M-6W-5M-Vinemancer Reach)

Glarg is the exception to the rule. He is fantastic. For one more magic you can have twice the health of a Savager. He’s a super hunter and you should play him as such. Glarg is certainly the champion I try to get out every game and is the other reason that Mugglug at 5 magic is so scary. At a moment’s notice, a Glarg or Savager could emerge from those vine walls and start wreaking havoc.

Glarg is less exciting without Vine Wall support, however. He certainly isn’t as good in the Swamp Orc bad match-ups or reaching around walls you haven’t fully enveloped. He is the first in a line of Swamp Orc champions that work really well in the vines and so long as you’ve grown a good swamp, he’ll help you secure a victory. Also, he does stack with Ambush for scary 4 range attack turns assuming you’re standing on a Vine Wall.

Accessed from www.plaidhatgames.com/games/summoner-wars/Splub (3M-6W-7M-Vinemancer Sow)

Splub is, yet again, a little too expensive for what he does. Seven magic is a large investment and all Splub brings to the table is more Vine Walls. Mugglug, however, isn’t really in need of help in that department. His events and ability give Vine Walls readily enough and having an ability strictly for growing the swamp means that in champion versus champion engagements, Splub will likely lose out to those that are geared more towards the killing.

He does have three attack, however, which is a good base. And if you were ever in a situation where you need to generate Vine Walls, Splub is definitely adept at it. He just fills a niche that Mugglug doesn’t need to fill. I’m not even certain I’d deck build him because it seems more cost effective to work around the Swamp Orc summoners’ abilities for generating walls than spending lots of magic on it.

For the most part, the Swamp Orcs are pretty straightforward. I think this really lends to their popularity and their success. There aren’t unintuitive tricks you need to master with this deck. You aren’t handicapping yourself by focusing on commons and cheap champions while throwing out your events and marching your forces towards your enemy. That you get such strong units for your magic makes each summon a threat as well.

Mugglug is simply a good, well-rounded summoner. His weak base champions are easily ignored. The only blemish are those handful of decks that just ruin his swamps with hardly any effort. But if he isn’t facing his arch nemeses then chances are he’ll be playing with defenders advantage even if he’s halfway across the board.

And it’s really easy for enemies to get bogged down and drown in Mugglug’s murky waters.

What the Shadow Knows

The Shadow Elves are a bit of an enigma. They consistently do well in tournaments, grabbing a double fourth place finish in both. Outside of tournaments, they consistently lose matches. It’s like lady luck has a soft spot for the albinos and keeps providing them the benefit of her touch whenever the matches count. They’re a faction which we constantly underrate and under appreciate. And they’re the type of faction that can capitalize on an opponent’s lapsed judgement.

Of all the Master Set releases, the Shadow Elves are the only real faction that encapsulates the assassination style of play. They have, in general, high attack but low staying power. However, they have several tricks and movement options up their sleeves that can worm their units past defences to strike unprepared summoners. An enemy can’t really know where or how the Shadows Elves will strike next and it’s easy to forget just how far their reach can extend.

Unfortunately, they’re not the most adept as assassins. Along with playing aggressively, the assassination style has always been the hardest to perform. On one hand, it’s the most effective way to win the game. Wherein playing defensive you’re trying to create an economic advantage to turn into battlefield superiority and playing aggressive involves applying more pressure than an opponent can withstand, assassination goes right for the jugular.

Granted, because “assassinating” is kind of an easy concept to understand, your typical player is wary of leaving their summoner in easy reach. For most factions, a player is going to skulk their summoner on their back and furthest row from their enemy. That means an assassination ploy is going to involve getting a unit across the board in order to be in position. Walls and defenders will litter the way so you’ll need better movement to get around them. But unless your opponent is susceptible to assassination, like having a low starting health, then the match-up can be very difficult. You’ll have to work multiple units onto the summoner, or somehow get them to stick for a few turns. As such, it’s easy for a failed assassination plan to hand your opponent the match if you’ve got too weak an economy to defend against the inevitable counter attack.

evt-ShadowsSo why would you want to play this dicey style? Well, outside of making a match very tense, the threat of assassination never really disappears. Depending on how the opponent can deliver their damage, defending against several attempts can lull your enemy into a false sense of security. If their army moves forward to crush you, your opponent may find himself quickly missing the defenders he had before to protect himself. And, since assassins generally use high attack values, their summoned defenders are still a threat to those would be avengers.

More likely, however, a player will switch styles throughout a match. You may be playing defensive, building up a decent economic pool while looking for an opening to strike your opponent. When that happens, you might throw a few assassins out before committing to a full aggressive push. Being flexible and keeping your opponent guessing is the best way to keep the threat of assassination open.

So what does this mean for the Shadow Elves? Well, they have to be adaptive in order to address their opponent’s style. If your enemy is going defensive, you can try to move a few key units forward to pull out extra defenders. If they keep hiding, you can probably pick of stragglers or draw forward walls until you get a good opening or they turn to an aggressive counter. Then you can pull back, lure them into your territory and slaughter their units. It’s much like a fencing match, with all the strikes and ripostes. A few hits on their summoner should dissuade a complete commitment to passive play and frustrate their plans.

This also means that my sister can be effective with the Shadow Elves since rushing your enemy, while not as strong as with an aggressive faction, can still have some teeth to it. I’m still not convinced that the Shadow Elves base deck is as strong as it appears – their only large victory of note in the Big Tournament was against the Swamp Orcs – but hey, if you can’t be skilled, you might as well be lucky.

Summoner Wars belongs to Plaid Hat Games. It can be found at www.plaidhatgames.com/games/summoner-wars/

Summoner Wars belongs to Plaid Hat Games. It can be found at www.plaidhatgames.com/games/summoner-wars/

Selundar (2R-7W-Out of Shadows)

Selundar is interesting in that he has a bit more health than normal for a ranged summoner. This is partly because if you’re going to get use from out of shadows you’ll probably be in place to be counter attacked. But a 2 range that can shift to a 4 melee is impressive for a summoner. He has some real potential to turn eager champions into mince meat should they blindly come after him. He’s a very dangerous assistant to your assaults. But he’s also more apt to play in the mid board position, looking for moments when he can use that four dice in effective but safe manners.

Learning when to advance and when to retreat is important for Selundar because the last thing you want is to be surrounded and “assassinated” yourself. Keeping tabs on the enemy’s magic pool is vital in order to predict what they’ll summon. If you get some units deep into enemy territory, they will naturally draw your opponent’s attention. But it won’t last long. All the Shadow Elf commons are pretty brittle so they won’t stand up to any abuse.

Selundar does have some tools to help him, however. His event Shadows is so representative of his style that it spawned an entire unit in the Alliances box. The event lets you claim a loss of one of your troops as magic for yourself. Get these early and a quick rush on your opponent can really leave their economy crippled as the money from your deaths are denied. If they had to summon a defender themself, this could leave your enemy with an additional turn or two without magic (outside of what he builds). It even lets you refund the cost of your own troops, to an extent.

And if your enemy gets emboldened by your early loses, you have Into Darkness to punish a fool hardy counter assault if they drop a hasty common retaliation. Unfortunately, Into Darkness discards the units instead of giving you the magic but if your two targets are both 2 magic, then you’ve done a significant tempo hit. Yeah, it’s a catch up event but I find it’s too situational to try and set up the conditions for it yourself. Its requirements are more apt to appear through natural gameplay and, given that the ability is almost half as effective as the other big catch up events, it isn’t as problematic for the game in general.

Stalking Advance is the Shadow Elf aggression event. It gives you as many single space moves as you have units on the board so it also doubles as a surprise event to extend the reach of your assassins. It’s a very good if incredibly unexciting event. I can understand why a new player may not be blown away by it on first blush. But after repeated games, Stalking Advance is certainly the event that can ruin your opponent.

Finally, there’s Summon the Night. Between this and stalking advance, you can create a very terrifying turn for your opponent. This event can really cinch a match. If you manage to have a strong board position and throw this out, it’s possible to get essentially “an extra turn” as your opponent stumbles in the one space restriction unable to strike anything. And it neuters ranged factions, forcing them to stumble into melee range where they are more vulnerable. This can really extend the life on your champions in particular as they and Selundar are the most susceptible to a fresh trio of summoned defenders surrounding and overwhelming them. That’s near impossible in the night. It’s also great on the defence, letting you quickly retreat Selundar from assassins or a strong attacking force while out-manoeuvring them with your defenders. It’s an all around fantastic event.

It’s a good but tricky suite and takes some practice to use well and to defend against.

com-RangerRanger (1R-1W-1M-Shadow Arrows)

Eh, rangers. I’m pretty unimpressed with them. They’re your only ranged common but they’re not particularly grand. One ranged attack is as disappointing as you get since they aren’t much of a threat against their similarly priced melee units which generally come with two health.

As such, they’re more effective when you’re on defence. Especially since Selundar’s board set up is so awkward. I mostly build them for magic more than anything else but something has to fill that role. As for their shadow arrows, they rarely ever work. First, they have to get a kill which is a tall task for one attack. They also have to be killing something that is within three clear spaces of another juicy target. And it eats up the magic that you get for the kill. Unless I can score a cheap shot on the enemy summoner or take out a more expensive archer of theirs, I usually ignore it. It is your “extra attack” for an aggressive faction however.

Scouts are chosen from only the clumsiest of ballet hopefuls from the Shadow Elves school of dance and balance.

Scouts are chosen from only the clumsiest of ballet hopefuls from the Shadow Elves school of dance and balance.

Scout (1M-1W-0M-Scout)

Scout’s scout scouts scouts. I can see some of the flavouring took a real long time.

I like the scouts if only because they’re free bodies. They provide the Shadow Elves a chance to always have just one more unit despite the state of their magic pile. Their ability is really good but don’t expect it to ever really trigger. The problem with it is it’s attached to a single health unit and that scout is going to chew up one of your movements in order to crawl onto your opponent’s board. Your opponent will likely then move a lone defender to go and claim the weak girl as magic.

I mean, you could protect it with a hardier target but that would mean you’re protecting a 0 magic unit with a champion or your summoner. And those are things you don’t want to be attacked either.

They’re basically a second magic fodder though it doesn’t hurt to keep a few back to assist with protecting Selundar or to attack anything that comes near your walls. With any luck they can kill things that cost more than them and you can just shoot the girls in the back with a ranger or two to deny their magic.

com-SwordsmanSwordsman (2M-1W-1M-Swiftness)

Swordsmen are hands down the best common in the Shadow Elves. I’d argue they’re one of the best commons in the game. At least they were before Alliances came out and significantly enlarged the common pool with much better units. I, personally, prefer 2 attack instead of 2 health on my melee commons if only because two health doesn’t provide that much more in terms of survivability in a game with plenty of two and three attack options in most factions. And 2 attack is twice as threatening to champions and summoners. Three of these guys springing from your walls and surrounding a newly minted champion can really ruin your enemy’s day.

But that brings them to their largest weakness. You only have three of them in your deck.

For some inexplicable reason, the Shadow Elves start with half their best units on the board. Not only does this effectively force Selundar to roll for first turn but it also means that the Shadow Elf player can’t get much use out of them. Likely, you’ll be attacking at least one because there is little chance all three of them will survive a turn and so, one turn into the game and already your best forces have been reduced significantly.

It’s one thing I haven’t mentioned but another large problem with some of the earlier summoners is that their starting line-ups really cut them off at the knees. Selundar is perhaps the worst offender of the bunch. You need to have these units in your deck so you have the chance to draw them throughout the game to gain the advantage and surprise of being summoned from your walls. Unfortunately, this is denied to the Shadow Elves unless they purchase a second box and deck build in extra swordsmen. I would have really preferred if only two or (preferably) one started on the field and there were seven or even eight of these guys in the deck. The Shadow Elves can stand to lose extra rangers and scouts.

Having so many fragile units on the board at the beginning really kills the Shadow Elves ability to field an efficient common focused force. And going first with so many melee units also hurts because you are reduced to only moving two. It’s so unnecessary to make the Shadow Elves first turn so difficult. They must stumble before through those first few rounds before they can gain the proper momentum and board state to run the clean and surgical strikes they want.

chm-HydrakeHydrake (3M-8W-8M-Assault)

Granted, the poor setup of their commons just pushes the Shadow Elves towards a champion focused game. And they have some pretty decent champions.

Hydrake is the most terrifying on appearance. This fearsome lizard single handedly won the match-up against the swamp orcs. Three melee is good. Able to strike everything around it really discourages the natural tendency for opponents to crowd a champion when it comes stomping into their home. And since high strength range units are rare, this typically translates into an extra round or two of the Hydrake running around than any other champion.

Sometimes, the strongest defence is a ridiculous offence.

That said, eight magic is a tall order to achieve and if you draw him early he’s probably not worth holding onto since you’ve got all your events that you’re trying to time properly. There is a certain satisfaction when the enemy takes casualty after casualty until they finally bring the dreaded Hydrake down and as they reach to claim their prize you drop a Shadows to the board.

Delicious.

chm-MalidalaMalidala (2R-3W-5M-Shadow Dancer)

Malidala is just plain bad. Just like the Sand Goblin scavenger, she’s a card that is rendered useless because of the grievous absence of a necessary “may.” Maybe if she had the elusive 3 range stat I could recommend her. However, she just isn’t worth the investment when you can get the Hydrake for three more magic. Three wounds is absolutely pitiful but that her ability is so easy to negate is hilarious.

All the opponent has to do is attack Malidala with a one attack common and shadow dance is completely voided. Sure, it forces an additional attack on her but if she’s in a fisticuffs with another champion she’s just going to outright lose. You can squeeze a bit more usefulness with summon the night to save her skin and this isn’t bad if you have other units benefit from the reduced attack range. Course, in that situation, any ranged champion would have been good too. I’d take just about any other option over the weird double skirted cheerleader. But I don’t have anything so straight to the magic pile for you, girl (unless you happen to be my last champion in the deck)!

chm-XaserbaneXaserbane (3M-4W-4M-Sneak)

Xaserbane, however, is the real deal. When you’re first learning to play as and against the Shadow Elves, this guy is going to get so many good stabs. With stalking advance, he’s a total of five movement. Off a forward wall, you’ve got a good chance of striking the enemy summoner and forcing her to deal with bob cut albino. But he’s the definition of an assassin, easily folding in one round. But he’s cheap as dirt so it’s not too great a loss.

As always, summon the night can extend his life expectancy but even then, chances are you’ll only get one more turn since he’ll be receiving a minimum of two dice attacks. But the threat of Xaserbane can really affect your opponent’s behaviour. Expect your opponent to keep hawkish attention on your magic pool to know when she is or isn’t safe of a sudden stalking advance from this guy. And if he manages to get on an opponent and she fails to kill him on her turn, you’re practically golden for the rest of the match.

On the other hand, there’s nothing more disheartening than getting the perfect sneak with this guy and watching all three dice come up as misses.

So, yeah, I’m still surprised by the Shadow Elves performance. Even after doing an long write-up I still can’t really see how great they are. They have a few tricks that are decent, a few cards that are decent but nothing that is outright scary. And perhaps it is this acknowledgement that they aren’t some sort of “over powered” or “broken” faction that makes us far more exacting in how we play them. Knowing that we have to squeeze every last ounce of strength we can from each card perhaps makes our strategy all the better than when my sister or I have a faction we feel will win without a challenge.

Like I said, it’s almost this idea that the Shadow Elves unimpressive deck lulls you into carelessness. All you have to really do is kill their swordsmen and keep an eye out for that sneaking Xaserbane and you’ll be fine, right? And then, you remember summon the night only as the Hydrake is chowing down on the opponent and Selundar is sliding forward with a stalking advance and striking out of the shadows in a desperate play that pulls you into the grave.