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The Weekender: Guns & Games Edition

We’re starting to get a bit inundated with interesting review projects again – we managed to cover off a few like Solar Settlers & Egypt: Old Kingdom this week, but there are more on the horizon and already out that we’ll try to keep on top off.

Generally it feels like it’s been a good month for releases, so hopefully it’s a trend that continues through to May.

Meanwhile, in mobile gaming…

Out Now

Zombicide: Tactics & Shotguns (iOS & Android) – Full Review Coming Soon!

Do you like board games? Do you like Zombies? Then it’s highly likely you’ve at least heard of, if not played, Zombicide. It’s been enjoying the fruits of several successive Kickstarters to release many seasons and spin-off physical games, and now it’s ready to take on digital platforms thanks to Asmodee Digital.

Tactics & Shotguns seems to have gone down the solitaire route for this game, with a 40 mission-long campaign that allows you to unlock up to four characters. It’s a shame, but then Zombicide’s co-op qualities could be considered fairly superficial, as there’s not as much about its design that demands more than one person run the team. Those looking for another way to play this game with friends via mobile devices will be disappointed, but if you need something to bide your time on a long-journey, this may fit the bill. The animation looks slick as least, and it seems to follow the rules quite closely.

There are also IAPs for additional scenarios/heroes.

[youtube https://www.youtube.com/watch?v=Ikiu0nG_TmY?controls=0]

Nomads of the Fallen Star (iOS & Android) – Full review coming soon!

Now this is something we can really sink our teeth into. This sci-fi fuelled cross between Mount & Blade & Battle Brothers seems like the perfect thing to whittle away those hours, from the same studio that brought us Star Nomad 2 a couple of years ago.

You are the leader of band of mercenaries/scavengers trying to eek out an existence in the harsh reality of a floundering colony, cut off from the rest of the galaxy. You’ve got to hire soldiers and do what needs to be done to survive, and reportedly there’s a very robust economic system that reacts to the player’s actions and decisions.

It seems like an excellent sandbox game for mobile, and we’ll bring you our full thoughts on the game as soon as we can.

[youtube https://www.youtube.com/watch?v=fGt-AEEP4m8?controls=0]

Mini Gal4Xy (iOS & Android) – Full review coming soon!

Jerome Bodin gave us the rather excellent Frost back in 2016, and now he’s finally returned to the mobile stage with an altogether different proposition. Mini Galaxy is a ‘light’ 4X strategy game that offers some good, clean 4X fun. The systems are simple, yet robust, and the world is colourful and engaging enough to see you through to victory.

Every galaxy you spawn is procedurally generated, and this is meant to be a more accessible distillation of the genre, although it should offer enough for veterans to scratch that itch while they’re on the move.

[youtube https://www.youtube.com/watch?v=02Rg5KiEn9A?controls=0]

The final game to catch our eye this week was The Monster Game, which is a card-based RPG that’s only on iOS but seemed interesting. There’s a danger it could be just like every other card/rpg game that’s released recently, but we’ll check it out when we can.

Updates

There’s not been many headline updates that we’ve seen, but Star Traders: Frontiers, Evolution: The Video Game and Stardew Valley have all had minor patches pushed out over the last week or so.

Last week will told you about the impending update for Star Traders involving carriers. At the time of writing, it hadn’t hit mobile yet, but in case you weren’t aware both iOS and Google Play versions of the game now have carriers, so enjoy!

Sales

As with updates, there’s nothing really that’s taken our fancy that stands-out – a couple of usual suspects are on sale again, but not at prices that are any better than what’s been done previously. If you see anything you feel should be added, let us know!

Enjoy your weekends!

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Review: SFD: ROGUE

Sigma Finite Dungeon is a difficult game to hate, if you have any affinity for tactical turn-based rpgs. As a focused expression of mechanics, it’s a no-frills dose of gridded goodness. As literally anything else – something visually impressive or narratively curious – it fails.

Part of the initial disconnect in my first several runs was just getting over the fact that there was no story. TRPGs are well known for them, and some of the best are often hoisted among some of the best video game stories ever told. That there really was nothing here but a basic “kill the guy at the end of the dungeon” trick felt weird. You definitely get over it, but not before reminiscing over the Final Fantasy Tactics and Ogre Battles of yesteryear.

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There is a certain brilliance in stripping the genre down to its basics. As the best roguelikes are want to do, you start to gain a real appreciation for the core pillars of the genre’s they help deconstruct. TRPGs, even with rousing narratives, tend to be very systems-forward engagements, so I was surprised to find that they could even be isolated and manipulated the way they are in SFD.

Starting with a hero character with its own special class, you’re tasked with delving through eight floors of procedurally-generated dungeon in order to slay the dark elven god at the very bottom. On your way, you will hire allies, collect weapons and armor, fight various types of enemies, and try not to die. If you, the hero, is killed in battle, then the game is over.

None of this sounds all that new, but every system you interact with is both completely transparent and almost fully customizable or interactable. All of the six classes of characters you’ll run into can be upgraded into higher, more specialized forms. There are no gear restrictions to each class, but the sorts of special abilities you’ll learn while using certain weapons will be limited. Sometimes, it’s not a terrible strategy to deck out one character in heavy armor and a shield, while giving the rest of the squad bows to attack monsters from a distance. It encourages you to try something weird to fit a playstyle, or to discover a whole new one.

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For all of its freedom, it could be more forthcoming as far as guidance and tutorialization. There are a set of screens that point out important HUD and menu options that serve as a help guide, but most of the nitty gritty you’ll learn by doing. As a game reliant on replaying it a bunch to learn how it ticks, there’s still a limit to what you should know going in and have to learn on the fly. And even speaking to what they do outline, I wished SFD found a more engaging way to teach you the ropes, instead of sending you the equivalent of PDF files to study yourself.

How characters are geared largely determines the abilities they can learn by leveling up, but for the main hero, you can find many opportunities to teach him things he wouldn’t have normal access to, even further diversifying your team’s capabilities. This doesn’t extend to your hirelings, which is a bummer. You buy their attendance from one of the assortment of shops you may find on your journey, where they are populated at random. You’ll have a hard time having back to back runs with identical team composition, which is par for the rogue-like course.

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Navigating any giving dungeon floor involves a lot of tapping. You tap on the floor. You tap on crates. You tap on lanterns. Exploration is very mind numbing, as you spend much of the time just touching stuff and hoping gold falls out. The randomized rooms don’t even bother making much of a labyrinth to navigate. Rooms are often full of objects that look like someone reached into a bag and just tossed whatever was in their hands at it. I found myself wishing there was no exploration at all. If 70% of the rooms are going to just be empty, why even let me aimlessly tap around them?

The ones that aren’t empty are full of monsters. This is where the real action happens, and where the game most resembles every other member of the genre. Characters all have movement ranges (in squares) determined by their class. There are action points, magic points, attack templates determined by weapon, etc. The things this game does like all the others isn’t the interesting part. It’s the goofy stuff SFD lets you do outside of it that’s cool.

For me this usually starts and ends with the push mechanic. Any character and shove moveable objects or units into squares or obstacles next to them. If I want a character who would otherwise be a square away from range on an enemy to get in close, I might have the previous guy in line push them. If I want to hit an enemy on the other side of a friendly without risking full weapon damage on them, I push my buddy into him. Push monsters into spike traps, or on buttons that activate flame traps on their own friends. Push crates into unwitting skeletons and watch them explode. I can’t tell you how much mileage I got out of such a little mechanic.

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This is mostly to do with how so much of the map can interact with each other. In small ways, of course, but all the small ways equal a menu of big ways that make every battle a tactical smorgasbord. SFD doesn’t have unlockable secrets that change the gameplay or add options to some sort of meta tally like other roguelikes – these little encounters are the reason you re-roll and start again after an untimely death.

That said, the replayability of SFD suffers because of its severe lack of goals to reach outside of the main line. As roguelikes have evolved over the years, they’ve all found ways to keep you playing that don’t involve just beating the game. It’s disappointing to see SFD not heed this pattern, and it might be hard to see anyone staying engaged after finally beating the last floor.

There are some elements of other tactics games that are whole missing from this one, as well. Backstabbing is a thing, but that’s one of the few ways to gain any positional advantage over the enemy. There’s no elevation or flanks to use to your advantage. Nor is there cover options to mitigate ranged attacks. The numbers and chances to hit on your profile are, more often than not, the only sort of damage you’ll do.

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People won’t be sharing screen shots of the game either. As the hand drawn sprites are individually cool, the sum-of-their-parts areas they create are visually bland. The menus are basic and ugly. Character sprites are pretty one note no matter what gear you deck them out in. Monster sprites, on the other hand, look great and are easily the best visual elements in SFD.

As a whole package, Sigma Finite Dungeon feels like an illuminating, if unfinished, experiment. There is a very good set of basic tactical elements that make playing the game a good time. I just wish there was more here that would keep me playing for a long time, or a presentation that didn’t make me feel like I was QCing the thing instead of playing it.

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Like… Slay the Spire? You’ll Love These!

By Dick Page 24 Apr 2019

Slay the Spire is a masterpiece of game design whose only sin is that it is not currently available on a platform I can play on the bus. Instead, I have to wait until my lunch break to load it up on the company desktop and drag cards around with a mouse, of all things! How barbaric!

If you’re looking for more regular card games, we’ve got a great alternative list for you to check out!

However, all hope is not lost. For if you are like me, desperately craving one more run up the spire, one more shot at building the perfect poison-multiplying deck, or one more chance to try to understand how to use the Defect’s crazy orbs, you need something to take the edge off when you can’t simply spend all day in front of a PC. Thus, here are the best games to play until Slay the Spire comes out on mobile. It’s methadone, but for cards and weird-looking monsters.

Dream Quest (iOS) (Review)

First, let’s go back in time. Even before Slay the Spire was the innovative Dream Quest, a game known equally well for it’s incredibly ugly graphics as its incredibly deep gameplay. Compared to Slay the Spire, Dream Quest is more focused on deck building. You get fewer cards in your hand, and can often simply play all of them rather than having to make tactical choices. Unlike Slay the Spire, enemies play with their own deck of cards and don’t broadcast their intentions each round.

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Dream Quest is less about playing each battle cleverly and more about making sure your chosen abilities work together against the given opponents. As you advance in the game, you’ll learn what each enemy is capable of and which cards you can add to your deck to counter them. If you master it, you’ll feel like you broke the game when you finally down the Lord of Dream.

Meteorfall: Journey (iOS & Android) (Review)

Its creator described Meteorfall as “Dream Quest meets Reigns,” and that’s about as accurate as anything I can say. Meteorfall makes a smart decision in adapting card-battle gameplay to mobile: rather than having a hand of cards, you draw one at a time and decide to play it or pass, with each choice having a different effect on your resources.

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It’s like if Grindr was a way to decide which way you want to spank some Adventure Time characters. It’s perfect to play one-handed, and complex and addictive. If you can’t handle Dream Quest‘s janky interface and retina-throttling art, this is your best bet for a roguish deckbuilder on mobile. Small wonder it won our 2018 GOTY Award.

Night of the Full Moon (iOS & Android) (Review)

Night of the Full Moon takes another path to streamlining Dream Quest. Like Dream Quest, you have a small hand of cards and gradually build up your deck from basic attacks to much more complex card engines. Rather than having a map, you choose from three different encounters, including enemies as well as stores and other places to pick up new cards.

Night of the Full Moon header

You’ve got several classes that offer completely different approaches. It’s almost as challenging as Dream Quest and also quite a lot nicer to look at, with a fun cartoon style. The translation can be a bit of a struggle, however.

Card Crusade (iOS & Android) (Review)

Where Slay the Spire has entirely different sets of cards for each character, even as you acquire new ones in your journey up the spire, Card Crusade gives each character a different starting deck and lets you add cards from a generic pool. It makes the characters less distinct, but improves the flexibility of your approaches.

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This is probably the best choice after you’ve already exhausted Dream Quest and are looking for more of almost-the-same, like buying a bag of Hydrox when the store is out of Oreos.

Pirates Outlaws (iOS & Android) (Review)

If what you’re looking for is really a clone of Slay the Spire and not just something in the same vein, your options are somewhat more limited. Pirates Outlaws is the clearest doppelganger. However, this copy also seems to sport a goatee, signalling it comes from the evil Mirror Universe of obnoxious in-app purchases and paywalls. It might be worth a try if Dream Quest and Meteorfall aren’t doing it for you.

Silent Abyss: Fate of Heroes (iOS) (Review)

This one is basically a reduced version of Slay the Spire, with an almost identical gameplay loop and the twist of playing two heroes at a time. It’s quite a bit easier, however, and the cards aren’t quite as interesting. Worth a try after you’ve exhausted the rest.

Card Quest

If you love the card-battling dungeon-crawling of Slay the Spire but could take or leave the deckbuilding, Card Quest is the game you are looking for. It requires extremely careful, tactical use of your character’s deck, but doesn’t let you modify that deck card-by-card on the fly. Instead, sets of cards are tied to equipment you can acquire, and your deck shuffles these pre-set groups together.

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If developing card synergies and managing your deck is your least favorite part of Slay the Spire, give this one a try. It keeps the roguelike challenge and even makes the battles deadlier to keep the focus on moment-to-moment tactical use of your cards.

Close, but no cigar

There are other card-based dungeon-crawlers or card battlers that are great fun, but not really substitutes for Slay the Spire.

  • Solitairica and Card Crawl are really solitaire games where you are playing against a deck, not trying to build one.
  • One Deck Dungeon deals out the dungeon from, you got it, one deck, and involves a lot more luck than Slay the Spire fans would like.
  • Knights of the Card Table has a similar approach.
  • Card City Nights plays closer to an actual collectible card game rather than a deckbuilding game. 

There’s probably too many card-based dungeon-crawlers on mobile to count so: what did I miss? And what are your favourites?

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Review: Solar Settlers

Solar Settlers is an extremely well-built machine, a solitaire optimization puzzle par excellence. To prove the suitability of an ever-changing set of planets, colonists (‘the player’) will explore, mine and terraform (or aquaform, or geoform) said planets until they are settled and this pocket of space thoroughly domesticated. This project must happen in a set number of turns, and in general the game becomes a question of building an engine to get those enterprising folks into their new homes. Then the engine is actually, to fine-tune the metaphor, rather like a multi-stage rocket, with each step having its micro-objectives, trajectory and fuel requirements. Oh, and it plays in about twenty minutes, full of crunchy decisions and easily-crunched small numbers. It’s a grand game to fit in your pocket.

It is clever, in a way that greatly recalls the creator’s previous game, Minos Strategos. But whereas the latter’s elaborate card formations and position requirements meant always settling for sub-ideal (but still technically ‘optimal’) choices, Solar Settlers has a much more finely-tuned mechanical foundation. The system of planets is represented by a series of cards, with the homeworld dead center. Every game starts with one homeworld, three citizens and an open field of possibilities. Move to an adjacent card and explore a nearby one. This takes hydrogen. At the end of the turn, any unsettled citizen will need one unit of oxygen to live.

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Upgrades and a few other effects often require metal, which is comparatively rarer than other resources but also very effective in its niche. Cards can be discarded for resources but are generally more useful for planning upgrades to planets. Some upgrades produce resources each turn, others offer enhanced movement or just settlements. Oh, and there’s a ‘military’ resource as well, but this is only used as a skill-check on exploring the outer edges of the gameboard. The center is cozy and easy to rapidly develop, but the outer fringes will need military presence to keep them defensible from threats (that’s the thematic explanation, anyways).

You need to be ambitious ramping up the workforce and exploration early, but then there’s a turn towards sustainability. Workers generate resources by activating planets but also require oxygen to live and fuel to get into a useful position. Not to mention the game’s central twist: to win you must remove workers from the board by settling them. So there’s a natural production curve, but its inflection points are particularly interesting, especially for a game this short. Do I double-down on metal this turn and stockpile it for later, or do I explore that top tile in hopes it’ll be a gas giant I can instantly upgrade into a cloning chamber for free bodies? The layout makes it almost like a city-planning game, with efficient pathing and build order rubbing up against the imperfect circumstances of random draws and uncertain tile discovery.

It is vast. There are so so many cards and mechanics to unlock through a persistent experience system. And there a seven total races, each with unique starting planets and bonus goal cards which radically change game strategy. There’s an insect species which benefits from stacking upgrade over upgrade to create huge nesting spires and a reptile species which gets extra oxygen and other bonuses from exploring with the rare mechanic of ‘de-exploring’ tiles.

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The others I still haven’t unlocked yet, unfortunately, but it seems like they’ll only get weirder and even potentially harder to use from there. The baseline vanilla Humans are kinda like training wheels in that regard. The game’s variety of cards and species gives it huge replayability, but the payout curve for experience per play is a little stingy. It would take thirty hours or more of play to unlock everything, which is a little excessive for a game without a campaign, just a variety of very good standard single player modes. On the flip side, the unlocks are all distinctive and rewarding, easily memorized which is essential for a game like this. Just like a stage magician has their favorite deck of cards to manipulate for legerdemain, the player will have certain combos or cards (planets) they know like the back of their hand.

It is scalable. With every victory, the difficulty ranks up, which means more people have to be settled in less time. Just as each game has a production curve, the game overall has a slow-paced learning curve, wherein new techniques or tools are slowly doled out and incorporated into the player’s repertoire. With early levels, mistakes or misunderstandings won’t ruin a player’s chance of victory, but starting around level ten and upwards, the margin for error shrinks significantly. As a solitaire-style game Solar Settlers has introduced elements of uncertainty and randomness to keep players on their toes. What this means in practice is while a certain combo is mouth-wateringly efficient, the opportunity to implement it might not be practical in a given game depending on the randomized layout and card draws, so the best choice in a given moment is always slightly different.

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This player likes to be a stick in the mud, though, having found tried and true approaches and more or less sticking with what I’ve decided is my bread and butter. A brief spurt of early exploration and card draws to create some bonus production, then using the same few cards for endgame settling. Rather than purely incentivizing variety, the game simply makes repetition sub-optimal to force versatility at higher levels of play. In multiplayer worker placement games like Agricola, players are forced into sup-optimal choices later because of direct competition for slots; here, imperfect knowledge means making calculated gambles between the ideal and the provisional. I usually dig these kind of trade-offs immensely, but here it’s a little grating. Maybe if I had newer cards faster I’d be more eager to experiment and risk failing, but because I know I need to have perfect wins over and over to see the ‘full’ game, I’d rather play it safe to shave off hours from my personal quest to unlock everything the game has to offer.

When my mind kicks into gear with an optimization puzzle, sometimes it feels less like a concerted effort of higher brain functions and more like a lizard brain reacting based on highly patterned stimuli by merely regurgitating what I know works. Seek red planet early, park one worker on it. A bunch of small heuristics my mind invisibly constructs and then uses to make playing Solar Settlers a smooth flowing experience, the kind that gives real pleasure and steals away hours without much notice. It’s been given consistent support and updates since its release with no sign of stopping, and is a great game to have on rotation. Don’t be a completionist or perfectionist and you’ll enjoy Solar Settlers a great deal.

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Review: Egypt: Old Kingdom

Ancient Egypt has always been a popular setting for games. It is hardly surprising, as with its distinctive art and lavish customs the Land of the Pharaohs is a rich source for game designers seeking inspiration. However, a quick look at the app store reveals that the most popular Egyptian-themed games devote themselves to matching tiles, playing slots or dressing-up princesses. Thankfully, Egypt: Old Kingdom takes a more scholarly approach. As an incarnation of the god Horus, your task is to work alongside the pharaohs in order to overcome the mighty Seth.

Seth is a bit of a pain and as the god of chaos, he is eager to unleash a catalogue of disasters upon the land. We begin our journey in Memphis, but this is Egypt, not Tennessee, so the job is to build pyramids rather than Graceland. However, it isn’t wise to attempt to run before we can walk like an Egyptian. The Old Kingdom was around for hundreds of years and before we can even think of building mysterious pyramidical buildings we will need to first establish our tribe.

Old Kingdom 4Initially, Egypt: Old Kingdom seems rather complex and intimidating; it feels like a crash course in ancient Egyptology. However, settle into the game’s steady flow, and it soon becomes clear that the game isn’t actually that daunting at all. The tutorial introduces you to the bare basics and then leaves you to discover the rest as you play, but that’s OK because the range of available options never becomes too intimidating. It turns out to be a Civilization-style game that does away with a lot of the micromanagement aspects and instead focuses on the deployment of your workers.

At the beginning of the game, the map is shrouded in fog and you will want to send out workers to explore new areas. When a worker is sent to a new region their choice of actions will be limited by geographical constraints. Hills are great for constructing barracks, new homes and numerous other types of buildings. Fertile floodplains will yield a choice of extra crops. Some areas will already have resources that you can gather or packs of wild beasts that you can either hunt or worship.

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Success depends on efficiently acquiring and managing supplies of the game’s six resources. Food enables you to feed and increase the size of your population; spend ten food and you will be able to place a new worker. The chief sources of food are cultivated fields and fish from regions near the Nile. Production points are mainly used for constructing new buildings; workshops will help you increase your production. Luxuries are usually acquired through trade; they keep your population happy and help pacify angry neighbours. The game’s abstract approach extends to military strength, which just like any other resource is represented by a single number. An effective way of improving your army is by building barracks. Culture points can be used to make new discoveries, with advancements following the usual technology tree approach. For instance, once you have established the local cults advancement, your people can then discover tomb building, which is a great way of improving favour with the gods. Favour points allow you to worship the various gods, each of whom will provide you with a time-limited bonus.

After a few turns, your people will stumble across other tribes. Now you will have the option to forge new friendships or make new enemies. Peaceful options include setting up a simple trade agreement and maybe greasing a few palms. Once relationships get really good you will be able to assimilate the people into your society. Aggressive options include subjugating a tribe in battle or launching a raid but remember that enemies have long memories and they can unite against you. Combat is very simple, just challenge a tribe and wait for five turns, then the army levels are compared. There are no differing units or tactics, but you can call upon the favours of some gods to enhance your combat abilities.

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It is odd that the version of the game available depends on your device. On Android, you can download the game for free. This lite version gives you the opportunity to dip your toe into the Nile by playing through the first 50 turns. If you want to see more then you will need to pay to open up the rest of the game. On iOS the lite version seems to have been replaced by a full version that requires a one-off payment.

In the full game, the number of options available is very impressive. Games can be set up that follow the course of history, or you can create your own history in the appropriately named sandbox mode. You can add more micromanagement elements, reduce the influence of the gods in various ways and make things even tougher by limiting your options to save progress. Conspiracy theorists may like to try a game in which the human race is enslaved by aliens, whilst B-movie buffs can create a game in which evil mummies are invading the world. The later options sound like fun additions, but they do cheapen the authenticity of the game. Otherwise, you have to admire the amount of background research that the developers have incorporated. The end result is a richly thematic game that is also educational in an entertaining way. There are even optional quizzes that test your new-found knowledge of all things Egyptian.

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Egypt: Old Kingdom has simple but still very thematic graphics. The easily identifiable icons ensure that the screen remains uncluttered whilst the neat animations show at a glance what each of your workers is up to. The full game lasts 300 turns, this seems like a lot, but as there isn’t that much micromanagement to worry about, you can often burn through turns at a rapid rate. Events drive the narrative forward; some of these will be small random incidents like an attack from a pack of hyenas. Others are based on specific historical happenings and the fallout of not dealing with these can be very harsh. Some may feel that the way that these scripted events push you in a certain direction make progress feel too linear. Others may find that the random events are too frustrating; an unexpected famine can really set your plans back. Sometimes these events can be mitigated, for instance, if you have the resources, you may be able to build damns before a flood hits and so avoid the loss of key buildings. Of course, you can always use the options to play a more open-ended game at the expense of historical flavour.

If you have even a passing interest in Egyptology then Egypt: Old Kingdom comes highly recommended. The streamlined civilisation building works well, although Civ veterans may find the range of control too limiting. The main choice appears to be between focusing on using military strength or diplomacy to bring the other tribes under Horus’s wing. With only six resources to worry about, it is easy to quickly assess how much you are producing and spending without the need for complicated menus. Furthermore, since the options in each region are limited by geographical constraints, the range of choices never becomes overwhelming. In fact, the exhaustive historical setting can make the game seem deeper and more complex than it actually is.

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The Weekender: Token Edition

It’s a Bank Holiday here In the UK, so for various reasons this is an incredibly token edition of The Weekender – apologies! Quite honestly though, I’ve not been taken by this week’s release slate so you’re not really missing out on much.

We’re coming up towards the end of the month now, but there’s still some goodies still left to drop – Richard is working on another game compilation, There’s a couple more reviews to drop, and Nick’s working on a Beginner’s Guide for Hades Star, mainly as a test to see how popular that game is at the moment.

Meanwhile, in mobile gaming…

New Release: Egypt: Old Kingdom (iOS & Android) – Full review Monday!

So you may remember from the March 29th update we talked about the release of Egypt: Old Kingdom, the follow up to Predynastic Egypt? Turns out that was a mistake and the developers accidentally launched it on iOS.

We had to delay our review since the game was due to go through a few more updates, but I can confirm that it’s officially slated to release today, if it’s not already out. Our review will drop Monday once Matt’s had a chance to check out the released version.

[youtube https://www.youtube.com/watch?v=-wgN5BpKssY?controls=0]

Update: Star Traders: Frontiers (iOS & Android) (Review)

Our favourite Sci-fi RPG has been awfully quiet this past month, but for good reason – the brothers Trese have been working on adding Carriers and small craft to the game. The update officially hit the Steam version earlier this week, with the Android and iOS version expected to drop soon – basically, the moment Apple/Google approve the updates. Just in time for Easter! (Hopefully – the update still hasn’t turned up yet.)

Sales

We let you know about one Easter Sale earlier in the week, but there are plenty more!

  • Acram Digital are discounting their modest catalogue of games on both iOS & Android, which includes the excellent Eight Minute Empire.
  • Ironhide are running discounts on their most recent TD game, Kingdom Rush: Vengeance, as well we Iron Marines on iOS & Android.
  • SteamWorld Heist is half price once again on iOS, and last but certainly not least, both Fighting Fantasy Legends games are also going cheap.

That’s all we’ve got time for this week – hope you enjoy your weekends and normal service will resume next week!

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Review: Dungeon Warfare 2

When a genre is defined by immobile structures shooting at lanes of slow-moving massed minions it’s easy to gain a reputation for being predictable. You could be forgiven for dismissing tower defense games as dull casual money grabs, especially as they become loaded up with IAP.

Not so much in Dungeon Warfare II. This game takes the classic Dungeon Keeper theme and builds on it with open, tile-based construction and extremely physical traps. Why should you just pelt your enemies with arrows when you can hurl them into bottomless pits, smash them against walls, or drag them apart with harpoons? Dungeon Warfare II has a surprisingly robust physics system for a game made of such tiny pixels, and one of the greatest joys in the game is sending a whole row of armor clad knights to the bottom of a river with a row of push traps.

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Unluckily, it’s often not so easy. The environments in Dungeon Warfare II are often quite mercurial. The changing maps are partly on you: the most useful trap you can lay is the basic barrier, which mobs avoid like the plague even if it means running your gauntlet of spinning blades and axes instead. On the other hand, those pesky heroes also have some tricks up their sleeves, since some tiles can be destroyed, whether by errant missiles or the deliberate efforts of minion miners who tear apart your carefully constructed mazes. What’s more, other mobs will zipline over pits or build bridges across them. You can’t sleep on Dungeon Warfare II or you’ll quickly find your best-laid plans blown up with a mass of dwarven bombers. 

The map itself is also frequently not your friend. Walls move, crushing some mobs to death but also opening up new paths for your enemies. Doors offer choke points but sometimes also shortcuts. Mine carts can do a lot of the work of running down heroes for you, but will also occasionally detonate a load of dynamite in the worst possible place.

Dungeon Warfare 2

Each map then becomes something of a puzzle. It’s not simply a matter of spotting and defending choke points, but finding places where your traps can work in concert to multiply their efficacy, predicting the movements of the minions, preparing for new paths to open, and managing your budget. On top of this, you’ll have to compensate when your plans inevitably go awry.

All this tile-based complexity means that what Dungeon Warfare does really well is give the player a strong sense of place. It’s not just lanes and minions and towers, it’s demon-haunted tombs and lost jungle temples and abandoned ghostly mineshafts. Although the different environments are largely just palette swaps without gameplay effect, those switched pixels do a lot of work in building the game’s atmosphere.

Dungeon Warfare 3

Dungeon Warfare II is also massive. Let’s start with just the 60 difficult and distinct levels you’ll want to work your way through. You can control the difficulty of each of these levels by putting buffs or restrictions down with ‘runes’ you pick up through the game. These runes grant you bonus experience points in exchange for increasing the speed, number, or ferocity of the minions you’ll face. Each map also has several bonus objectives, like avoiding any damage or completing the map in a time limit, which are occasionally mutually exclusive, requiring multiple, wildly different approaches to clear each map completely and unlock everything. There are also unlocks located directly on the maps that require some creative trap placement to blast open. When you’re all done with those, the game will also generate more levels for you procedurally–and given the inherent unpredictability of the game’s basic design, these can be almost as much fun as the crafted maps.

To tackle all these levels, you’re looking at over thirty distinct traps, each of which has several levels of upgrades. These traps are rarely dull and usually have some kind of special effect that can totally transform your approach to a level or symbiotic effect with other traps. Chakrams bounce around, making them a great choice for tight quarters compared to your basic darts. Slime traps slow minions, making a slime/spike checkerboard on your dungeon floor a deadly combination.

Dungeon Warfare 4

If that’s not enough, you can also unlock skills that have universal effects and can grant you special powers. These are on three tracks of complementary abilities, letting you take on the game through aggression, finesse, or massive piles of cash. Then there’s the special items you can pick up from fallen heroes that offer their own buffs. Oh yeah: none of this costs any extra money; this is a purely premium game with no IAP.

It’s easy to bemoan the dearth of complex, satisfying gameplay on mobile, and especially in the tower defense genre, but you can’t do that here. Dungeon Warfare is certainly not the first dungeon-themed tower defense game, but it’s rare to see it done with so much verve.

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Zombicide coming to mobile next week no big deal

So you may not be aware, but Asmodee Digital launched a newsletter last year. I can’t exactly remember when but it was early 2018 I believe. By and large, it’s not the most useful newsletter in the world – it’s infrequent, a lot of the stuff it talks about we already know or is repeated, and generally it’s a bit vague even at the best of times. We do appreciate getting it though.

Case and point, the most recent newsletter lists these games are being ‘In Development’:

AD In developmentI mean this is fine – the Gloomhaven icon has a link to the official page, but the others don’t have anything. Some of this we knew, some of this we didn’t, but without any information regarding platforms, price, time-table etc… it’s just a bunch of icons at this point. Again we appreciate it, but we can’t always do anything with what it contains.

Then, every so often, there will be some utter bombshells, dropped in ever so casually:

Zombicide MobileSo yeah, Zombicide. April 24th. Mark your calendars I guess… we knew this was coming, but there hasn’t really been a peep out of the studio on this since it was announced so to suddenly learn it’s release next week is a bit of a surprise. The “finally” comment throws me me a bit – I mean, it’s not even out on Steam, so it’s not like we’ve been waiting around watching our PC-based brethren play this while we clutch our mobile phones in frustration. Unlike with their legions of other PC-only digital board games.

All that aside, another milestone in board games is only a week away. It’s good that we’re seeing both iOS AND Android ports at the same time. We’ll try and have a review ready for when it drops.

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Review: This War of Mine: Stories – Father’s Promise

By Matt Skidmore 16 Apr 2019

I can still remember playing games such as Commando and Operation Wolf at my local arcade. Back then my only concern was that I had enough coins left for another go; It was a time when we blasted our way through waves of enemies without a second thought. This War of Mine was released on mobile devices back in 2015 (following a steam release the year before). It received pretty much universal acclaim for its brave attempt to shift the focus of war from frontline combat to the day-to-day struggle for survival of everyday citizens.

It draws on the experiences of normal people who were forced to question their values and morals in order to eke out a living in a war-ravaged city.  Twenty years before the game’s release the Bosnian War raged and the people of Sarajevo were in the midst of the longest capital city siege in modern warfare. It was this bloody siege that inspired Polish game developers 11 Bit Studios to make This War of Mine.

Fathers Promise 1

The original game is one of survival, in which the player leads a group of citizens in their struggle for existence. There are different scenarios, but in essence, gameplay involves savaging for food and supplies and crafting new workstations and equipment. All of this whilst avoiding the attention of soldiers and other hostile groups. The aim is to ensure that your people survive long enough to witness the announcement of the ceasefire so that they can rebuild both their city and their lives.

On some platforms, the Father’s Promise storyline was offered as additional DLC to the original game, but on mobile devices it is being sold as a standalone game. The game’s cheap price point, the short length and simplified options make it a great way to sample the This War of Mine experience without the need to invest in the full game. Father’s Promise takes a much more personal approach than the original game, focusing on the relationship between a father and his young daughter. It is a game where the story is all-important so I will have to tread lightly for fear of giving too much away.

Fathers Promise 2

Suffice to say, Adam has lost his wife and now his sole purpose is to care for his desperately sick daughter, Amelia. Recently widowed, tired and hungry, Adam’s situation is a desperate one. He cannot even trust his brother, who simply sees Amelia as a ticket to escape from the city. The brother’s plan is to make for a humanitarian checkpoint that has been established to allow the sick and the young to escape from the conflict. However, despite his brother’s protestations, Adam thinks that it is currently too dangerous for his sick daughter to make such a journey.

There is no disputing that the original game was bleak, but at least you had a group of like-minded people to rely on. Adam only has his traumatized and uncommunicative daughter for company and thus the feeling of solitude and desolation is brought to the fore. Adam has to split his time between gathering food and equipment and taking care of Amelia. She is in desperate need of medical help, but in a country devastated by war, drug supplies are not easy to get hold of, not even on the black market.

Fathers Promise 3

By day, Adam crafts equipment and gathers supplies, but he is forced to cast his net ever wider. He has to leave Amelia alone for longer and longer periods of time, putting her at greater risk. By night Adam ignores his growing exhaustion to stand guard over his daughter. He stoically ignores his own ever-growing hunger in order to ensure that Amelia is fed. As Adam staggers ever slower from place to place there is the looming feeling that sooner rather than later something has to give and that an event even more awful is about to happen.

The focus on the story means that the actual gameplay takes a back seat. With only a single character to worry about there is a lot less asked of the player. Controls couldn’t be simpler, with points of interest being depicted with icons. Tap one and Adam will make his way to the point and interact. This may result in him tuning a radio, removing rubble or cooking dinner. To make his life a bit easier Adam can build tools, a shovel, for instance, makes removing rubble a much easier task. When Adam is really tired he slows down, which can make getting around a tad frustrating. There are a few stealthy elements, but nothing too challenging; the developers have a narrative to tell and they want you to reach the end. The story itself is quite short but certainly doesn’t pull any punches, maybe it is a little too emotionally exploitative, but I guess that is just a matter of taste.

Fathers Promise 4

Despite having been initially released as DLC, Father’s Promise still works remarkably well as a standalone game. The music is haunting and dramatic, often accompanied by the background sounds of gunfire and explosions. The gloomy monochrome images of ruined apartments and debris-strewn streets set the bleakest of tones. Adam and the other characters are tiny, in stark contrast to looming landscapes that he has to explore. It really brings to light the enormity of the odds that are stacked against him.

It is extremely tough to take such an emotionally charged story and turn it into a game without trivialising the subject matter. This is especially true when that subject matter is based on events that are still so recent and raw. Shifting the focus from group survival to one man’s efforts to protect his daughter makes for an even more personal and harrowing experience. Father’s Promise highlights both the terrible and the inspiring sides of human nature. Initially, it seems that everyone that Adam meets has their price and is intent on looking after number one. However, despite the suffering and devastation Adam still fights selflessly for his daughter. It will not take you that long to reach the end, nor will it prove too taxing but it will certainly leave a lasting impression.

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Warhammer Quest 2 Easter Sale Makes Starting the End Times Cheaper than Ever!

By Joe Robinson 15 Apr 2019

Granted, as much as we enjoyed 2013’s Warhammer Quest we weren’t quite as fond of the 2017 sequel Warhammer Quest 2. It’s not that it was a bad game, but at launch at least it lacked a lot of the tension and board game-like feels of the original entry.

Still, if there’s one thing we are fond of here at Pocket Tactics, it’s a sale. Developer Perchang are celebrating Easter this year by reducing the price of Warhammer Quest 2 right down to 1$, for an entire week starting today. This is on both iOS and Android.

That’s not a bad price to be fair, although the various IAPs, which are a mixture of class/race, weapons and two coin IAPs, remain the same price as before.

WHQ2 IAPsIf you’ve never played the game before and end up picking it up for the first time via this sale, let us know how you get on!