Showing posts with label Horror. Show all posts
Showing posts with label Horror. Show all posts

Thursday, 5 July 2018

So Long, My World Review

There are but a few hours left, then, and then it’s all over. Everything. No more light, or dark, or time. Just the end. No one knows why. Or how. So before all the questions are gone too, all we have left is “what”. What are you going to do in the last moments of your life?


Game: So Long, My World


Designers: Enrica Fincati, Francesco Simioni


Publishers: Axis Mundi


Artist: Enrica Fincati, Francesco Simioni, Lorinda Tomko


Player Count:1 - 5


Runtime: 30 - 40 mins




[caption id="attachment_2806" align="alignnone" width="1920"]So Long, My World Board Game Review - In Pay A chain of cards, this time I'm going to lead a good life[/caption]

So Long, My World from Axis Mundi, is a game bleak in concept, bleak in theme, and yes, you guessed it, bleak in art. It is the theme, rather than its execution that will get under your skin, that will leave a taste in your mouth after the game is done and put away. In it, you’ll find a little bit of deck drafting, bidding and a sort of tableau building that all coalesce over a Matrix-esque end-of-the-world story that isn’t quite a story.


The game revolves around the idea that the world we live in is an artificial construct, and somehow the code that binds us to the world and to our identities has become corrupted. This means that not only is The End of all Ends happening, no one is really sure who or what type of person they are. Each turn, as the clock marches forward, an Event card is drawn and read aloud—these cards are wonderfully, terribly rich, often giving the reader (the first player) a choice that will affect that round. Based upon the event, resources are doled out to their respective locations, these locations being the Visions players will experience and the resources are the Feeling Tokens that are attached to, and quantify the emotions and experiences of the drawn Event card.




[caption id="attachment_2802" align="alignnone" width="1920"]So Long, My World Board Game Review - Clock Face Even the clock face is bleak and daunting[/caption]

From here, players will secretly bid on which Vision they wish to visit and Drain, a simple choice of gaining a new Remnant card, the Vision’s inherent feeling, or some of the emotions that have become attached to it from past events. This simple choice forms the basis of your game, with the outcome of it you will then play cards from your hand, paying their emotional cost and gaining their benefit and Insight points which you’ll score at the game end.




[caption id="attachment_2804" align="alignnone" width="1920"]So Long, My World Board Game Review - Clock Face Feelings. Nothing more than Feelings! I quite want to listen to the Offspring now[/caption]

There are five types of emotions, two are positive, two are negative and the final one is neutral. Early game you’ll need to decide which way you want your final hours and your alignment to go, as there is a little quirk with the end game scoring by means of a Kama Chain.

The ‘NET’ feeling of the card-where a positive cancels a negative-gives the card a Kama score, so if you’ve explicitly, exclusively played cards towards one alignment you’ll get a Kama Chain Bonus; and it is a massive game swinging bonus: an extra point per card in the chain. The term dominant strategy springs to mind.

After my first game, it left me wondering “Why wouldn’t you do that in every single game?” After my second game I had to ask “What is the point of the neutral cards”...and then it all twigged: Bauhaus!

[caption id="attachment_2808" align="alignnone" width="1920"]So Long, My World Board Game Review - Clock Face This kama chain is full of despair[/caption]

Talking of memories and past experiences; a memory I personally have difficulty shifting is that of art history module on the Bauhaus Movement. Why bring this up? Well, the central principle behind this artistic movement was ‘Function over Form’, and with, So Long, My World you couldn’t get further from it.

Theme trumps mechanic, time and time again in this game and for added flavour, there are two themes vying for control over the game. On the one hand, you have this chilling end of the world thing going on, and it is brilliantly executed. But on the other hand, you have Reboot cards and these seemingly random remnant cards which when I first opened my copy I thought were test or errors in printing.

[caption id="attachment_2807" align="alignnone" width="1920"]So Long, My World Board Game Review - Matrix STyle The Reboot cards are a hard and harsh reset of the game state[/caption]

The artificial existence aspect of the game feels like a different game entirely, like I’ve somehow mixed the components of two games together that just happen to use the same typeface and iconography. Perhaps there is a bigger picture here that I simply don’t know about; I know that all the games from Axis Mundi are somehow connected and exist in the same universe, but as the first contact with that ‘universe’ I’m left utterly baffled.

For me, a game about the end of all existence is interesting, engaging and different enough to grab my attention, I don’t want these silly frills—and that’s just how they feel. In this game, things happen that from a mechanical, nuts and bolts, point of view left me thinking “erm…”.

Lots of things.

[caption id="attachment_2810" align="alignnone" width="1920"]So Long, My World Board Game Review - Vision Cards Some Vision are dark and sinister,others quaint and charming, and at some point in a game you'll need each[/caption]

But, this game wants you to get involved, to emotionally commit to it, and the mechanics don’t all need to make sense for that to happen. It wants to shock you, send shivers up your spine, and at points, it does exactly this; other people overhearing some of the cards that are being read out are at once fascinated and terrified by this game.

I would like some player interaction, I would like to have more winning conditions and a more even scoring system, and hell I would like more in-game choices and some crunchy tactical decisions, but So Long, My World isn’t that game. It is chilling, interesting and quirky and I think can best be summed up by one photo of one component. Look at this and ask yourself this question: “Is this an interesting choice?”

The Choice


If your answer is yes, then it would be worth checking this game out on Kickstarter now.

This review first appeared on the Polyhedron Collider Website but thanks for reading it here too :)

This review was based on a prototype version of the game provided by the publisher, as such the final version may differ from what is seen here.

 

Monday, 12 February 2018

Review: Escape the Dark Castle

 





















Publisher:Themeborne Ltd.Publish Year:2018
Designers:Alex Crispin, Thomas Pike, James SheltonPlayer Scale:1 – 4
Artist:Alex CrispinRun Time:20 Minutes

You've spent years languishing inside that dank, dark pit; the dungeon of the Dark Castle, and now, now you have your means of escape.  All you have to do, to once again breathe deep the free air is make it past un-named inhuman beasts, guards and ne’er-do-wells beyond number.

Oh, and the traps.  

And the wicked temptation of booby-trapped treasure.  

And of course, the evil overlord of the Dark Castle itself who awaits at the very end.  But then, once you’ve bested that nightmare, then you'll finally be free.  Not bad for twenty minutes of gameplay.

Header

Escape The Dark Castle not only throws you and your fellow prisoners into jail, but it throws you back in time with the lovingly nostalgic choose your own adventure style gameplay. Everything about it screams atmospheric-retro adventure/horror fun.  From the stark white-on-black box, the fonts used and of course the eye grabbingly bleak artwork.  The Kickstarter video has to be one of my all-time favourite promotional videos capturing the essence of the game and the gameplay itself.  In Escape from the Dark Castle one to four players will choose their characters, and upon collecting your character specific, custom die you’ll set forth.  And it is from here, the very beginning of the game, you’ll notice something is very different, you are not choosing heroes.  No, far from it, you are but simple folk, Tailors, Cooks, Abbots and the like, and much like the style of the game, your chances of survival are bleak.

The Final Page

The game is incredibly simple, reveal a Chapter Card from your individual story/adventure deck of fifteen cards – and you’ll do so just like turning a page in a book. The Page Turner reads aloud the text on the card - which is pretty much all flavour - no additives or preservatives in sight – and as a group make your choice, roll some dice, match some symbols and that's it.  Continue exploring your own adventure until you’re out, or someone dies.  And death comes all too easily in the Dark Castle.    You’ll very quickly come to realise the fragility of your characters and relish those literal rotten apples which provide meagre, but much needed health points.

Items

Most of the challenges you'll face, including combat, are resolved using your character dice, with each character’s die being slightly different.  Your character card will show how many of each symbol - Might, Cunning, and Wisdom - appears on your die (by the very atmospheric scratches on the wall), meaning every character has a couple of doubles.  

[gallery ids="2473,2479" type="rectangular"]

The in-game conflict comes in the form of simply rolling matching symbols to those of the Chapter Card.  On some of the meatier monsters, this will be three or four symbols plus a chapter die roll from each player, on some of the “easier” challenges you’ll be given a chance roll X number of Wisdom in Y amount of attempts.  Fail to kill or complete the Chapter and you’ll lose (read: haemorrhage) health.

Chapter Cards

This does mean that the game hinges heavily on the luck of a roll - yet in doing so the game accomplishes its main objective: immersion.  There are no cards to sort or shuffle (once you’ve completed set-up), no tokens or pawns to move around and once you remember what each of the symbols are called, you’ll probably never need the rulebook.  This simple, easy elegance keeps all players in the game, and more importantly, invested in their story.  When you play this game you’ll be “Telling a story”, just as much as you’re playing a game.  With forty-five total chapter cards, and only fifteen used each game there are many ways to Escape the Dark Castle and many stories to be a part of.

First Page

One cannot help but smile when a string of cards are drawn consecutively that make a cohesive sense, whether by design or chance that this deck of cards just happens to be telling a logical story.  None of the Chapter cards in my experience are "good" they are varying shades of bad, and the pattern I've come to notice is, the more darkness in the picture, the more health you'll almost certainly lose.  One of my favourite parts of this game is watching the face of the person who reads the card.  That moment when their face drops, usually from just looking at the picture.  Upon reading it out there is quite often another groan.  

Another great and simple mechanic I love is the “role” of the Page Turner - this game is fully cooperative, with no turn orders, so each time a chapter is completed the players must decide who is going to turn the page.  Why is this important?  Because the Page Turner comes under the effects of “you” on the revealed card.  So when I destroy the nest of that hulking monster I’m the only one that gets attacked.  Bugger! If I fail that Might test, I’m terrified when fighting that Spectre, and so can’t really hurt it. Double Bugger.

[gallery ids="2481,2470" type="rectangular"]

You know the deck is only fifteen cards long.  Yet, despite what you know there is a compulsion to rush through this short game, the overarching narrative, with the addition of the chilling artwork ushers you along when what you really need to do is slow down and sneak out of the castle.  Unlike ye olde choose your own adventure, actions here do not feel quite so binary, although realistically they are - don’t mistake me here, binary does not mean simple or easy for there is a loss attached to either option. Fight or flee being your main choice when a card gives you one.  Some of my favourite beasties are those that allow an additional choice of attack strategies, these cards really stand out and I’d love to have more of them in the deck.  Mechanical simplicity aside, the advent of the character and chapter dice adds spades of randomness that feels right.  The Tailor doesn't feel like a character with a lot of Might, and the weighted dice realise this in a way that some sort of stat or profile card simply wouldn't.  

Overlords

Escape the Dark Castle is an enjoyable, immersive quick adventure story/game that is easy to teach, quick to set up and easily accessible to many, including young children - just be prepared for some nightmares.  This game will look different on your table, it will look different to the other games on your shelf.  The beautifully bleak black and white art and graphics, the incredibly simple rules and brevity of the game create a fabulous mixture of short, intense storytelling, that, like any good game, or book will have you revisiting time and again.      

Box

This review is based on a full retail copy of the game provided by the publisher.