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Review: Divide by Sheep

Number sense: you know your way around figures, can manipulate them quickly, line them up, cut them down to size. Calculating a tip, or guesstimating interest rate accrual. It’s a vague skill practiced from childhood in a million ways, large and small. Good to have for sure, but not exactly fun on its own. Every now and then a puzzle game makes regular arithmetic and number sense into centrepieces, and polishes each until it shines and fascinates. Divide by Sheep makes the player into a click-clack abacus for sheep destruction, keeping the challenge varied by rotating new mechanics and obstacles at a bracing pace. It can count itself among the lucky few games to make the ordinary deeply satisfying.

Each level has a setup of islands, sheep, obstacles and other dohickeys to fiddle with. The goal, ultimately, is to gather up sheep in groups with specific numbers and usher them onto the lifeboats. In a way this is a pathing problem, but really it breaks down into numbers, operations, and ordering. You have the raw material of the level presented right at the get-go, and just flick to send the sheep from one platform to an adjacent one. Maybe they fall into the water, get eaten by wolves, diced by lasers, mutilated by explosives…or maybe they join ranks with another group of sheep. Add, subtract, multiply, divide: the game is a primer on how these nominally dull operations work when placed at your fingertips.

Divide 2

The puzzles are clearly presented from the get-go, meaning the player can mentally model and consider a variety of potential solutions relatively easily. Puzzles are about tinkering and manipulating the field to see if that solution sitting in your head plays out nearly as neatly in reality. On that front, the game is extremely responsive and easy to play.  It’s accessible from a practical and theoretical standpoint. Each move has a spatial element (paths matter) and a numerical element (how many sheep matters), so in combination the levels are just vexing enough to be challenging without blocking forward momentum. Mental struggle gives way to fireworks as that indefinable eureka moment comes, again and again.

Besides sheep and platforms, there are lasers, bombs, spatial vortices, Charon ferries, bouncing plates and safety nets, slippery pigs and voracious wolves. Each works distinctly, with a few of them counter-intuitive (pigs in particular take priority in some unusual cases) but in general the elements combine in naturally exciting and stimulating ways. ‘Fun’ in puzzlers means constantly teasing new possibilities

Divide 3

The progression and total amount of levels is rather generous, but if you’re already great at this sort of thing the game might more accurately be more of an appetizer and less of a main dish. (As opposed to, say, The Talos Principle, The Witness, Stephen’s Sausage Roll). Still, full marks for using dozens of levels to explore the variety of possible challenges. New tools, new obstacles, little redundancy or repetition. Still finite though, and exhaustible. Each ‘world’ has a different palette, standard set of mechanics and thirty levels, so in total there are one-hundred and fifty levels, with little to no redundancy between them.

If there were one avenue of criticism, it would be that Divide By Sheep’s puzzles can be solved by brute force, just messing around very quickly and carelessly with the possible permutations of moves. It’s not as inscrutable as other puzzle games, which might refuse to crack at all until the proper insight makes itself known. Each level in Divide By Sheep has three stars, and a ‘perfect score’ is not necessary to advance past a level, but a certain amount is required to move to new worlds. This means less gatekeeping and greater accessibility, but it also comes across as padding content somewhat. So whether these features are a liability or a reasonable compromise is a matter of perspective, but they are deliberate and present in the game.

Divide 4

In terms of design and art direction, the game’s buoyant blend of cartoonish gore matches the game perfectly. Messing around just to see the animations and mayhem is fun, as it well should be. It conveys the tone of gameplay deftly and sets the mood without being too flashy or forward.

All in all, the game makes for an excellent romp. Yes, it’s an excellent way to get anybody to practice their sums but that’s like praising a dish for ‘sneaking’ vegetables into it. Edifying to be sure, but a delight in its own right.

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Langrisser Mobile launches next week, but you can pre-register right now

By Sponsored 17 Jan 2019

Old-school strategy JRPG franchise Langrisser will be making its’ mobile debut next week via Langrisser Mobile – a freemium game that hopes to capture the free-to-play turn-based strategy crowd. Anyone looking for another game similar to Fire Emblem: Heroes will be able enjoy the full release version on January 22nd.

This is a sponsored article courtesy of Zlonggame.

Pre-registration is already live on both iTunes and the Google Play store, however, so if you want to sign up early you can do so via your app store of choice.

[youtube https://www.youtube.com/watch?v=TE7Gluk2Huk?controls=0]

Langrisser Mobile looks to capture the spirit of the classic tactical JRPG franchise by hitting all of those key nostalgic beats. Over 300 levels from across the series return, on tactical maps that can go as large as a 24×29 grid, and all set on the familiar continent of El Sallia. You’ll also be able to collect and fight with (or against) plenty of familiar faces from across the series, including Elwin, Dieharte and Luna.

Zlong has also brought back the series’ original composer, Noriyuki Iwadare, who’s joined by a star-studded Japanese voice cast that includes Ryotaro Okiayu (Fire Emblem, Bleach, Fate/Apocrypha).

Battles in Langrisser follow a familiar ‘rock ,paper, scissors’ style of gameplay based on the class of your hero, although there are two elements to a unit. The hero has their own special class but there is also an accompanying ‘troop’ that battles first. These will follow a basic class system and come in three tiers. Your heroes can be customised via their own class/progression tree, as well as different troops types and equipment. Similar to Fire Emblem, heroes and equipment all come with a rating.

Langrisser PT Dragon

If you want to try and get up to speed on the game while you wait for release, there’s an official wiki online that’s already been populated with some initial information and stats, which may help in your squad planning.

Langrisser Mobile launches worldwide on iOS and Android on January 22nd, 2019.

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Review: MIYAMOTO

Bestowing your game with the same name as that of the most famous game’s designer on the planet is a bold statement.  Depending on your point of view, you will either be disappointed or relieved to discover that there are no portly plumbers or pointy-eared heroes on display here. Miyamoto turns out to be a roguelike game with elements of both card play and turn-based tactical battles.

Before you even start playing, it is obvious that Miyamoto is a game proud of its tabletop miniatures gaming influences. The title screen shows a board game box and tapping on it will flip the lid, launching you into the game. Each playing piece is portrayed as a static model, posed on a coloured base. The game has a wonderful minimalist look, with the limited colour palette ensuring that the stylised units are both lovely to look at and easy to identify. Information is also kept to a bare minimum as each unit only has two statistics to display; health points and attack strength. To top it off, the way that cherry blossom flutters across the screen with the unobtrusive music playing away in the background, is in perfect keeping with the feudal Japanese setting.

MIYAMOTO Small Battle

Each of the eight levels is a skirmish battle set on a tiny four by four grid. At the beginning of each battle, your leader and your opponent’s leader are placed on opposite sides of the battlefield.  Tap your leader and you are able to move them to an adjacent space and then if an enemy is within range, launch an attack. The results of combat are easily resolved; the strength of the attacking unit is deducted from the remaining health of the assaulted unit. It is as simple as that with no other statistics to worry about.

At the beginning of each round you will draw some cards.  These do not cost any resources to play and will either allow you to introduce a new unit onto the battlefield or cast a spell. When a new unit is placed on the board it will usually be inactive until the start of the next round. Spells, meanwhile, have an immediate effect and fall into two types. Missile spells allow you to assail your enemies with the likes of fireballs and ice bolts. Other spells can be used to enhance a unit’s abilities; this may improve their attack strength or ready an inactive unit.

MIYAMOTO Cards

There is little opportunity to manage the content of your deck.  After each victory, you are awarded a choice of one of three cards to add to your deck, but you never get to thin out your cards or even see the full list of the cards that you own.  This does mean that the game has quite a high level of luck; drawing powerful cards early on will give you a distinct advantage.

The units have a satisfying variety of unique powers. The catapult is a static unit with a fearsome ranged attack that causes damage to all nearby units. The thief is weak but he does immediately add two extra cards to your hand (better not ask how he acquired them). He is great to use in tandem with the Princess as she gains an extra point of attack strength for each friendly unit already in play. The graveyard is another cool card; it will allow you to deploy an extra skeleton unit each round. Other units have abilities that enhance nearby friendly units, adding to their strength or protecting them from attack.

Miyamoto large battles

The overall aim of Miyamoto is to defeat eight progressively more difficult enemy leaders. Once a leader has their health reduced to zero the rest of their troops will pack up and go home.  Hence, you need to protect your leader at all costs, which can be a real headache when you are coming under threat from every which way at once.  It is at times like this that the small 16 square arena begins to feel especially claustrophobic, brutal and chaotic. If you are too wary then there is a real danger that your units will be swamped but throwing caution to the wind may leave your leader vulnerable.

Defeat an enemy leader and not only will you progress to the next battle but also earn some coins. This money can be put towards the cost of a new leader, each of whom has their own unique set of abilities. Be warned, these guys are not cheap. At the bottom end of the market and with an asking price of 10,000 coins is Hanzo whose fiery palms inflict area damage to all nearby units.  Save up 30,000 coins and you can enlist the titular Miyamoto, whose wide-ranging power will give a permanent attacking boost to all allied units.  The most that I have earned for defeating an opposition leader is around 300 coins, so a new leader is a long-term investment.  However, they do give you the hope that they will provide the spark to defeat the final couple of tough levels.

Miyamoto Game over

Getting through all eight battles before your leader is killed offers a stiff and addictive challenge. Sometimes the enemy leader will make things a little easier by going on a kamikaze charge, leaving them in a very vulnerable position. Usually, however, the high speed turns and constantly changing battlefield means that you will always need to have your wits about you. A single high-powered strike against your leader can bring the entire campaign to an abrupt end. Miyamoto has lashings of rogue style tension. As you invest more time and effort you will have more to lose, thus escalating the pressure to ever-greater levels.

Miyamoto is a small game with very spartan presentation. There are only eight levels which means that the experience is going to be over sooner rather than later. There is no background story or rules explanation. Thankfully, it is straightforward enough to ensure that anyone with a passing familiarity with turn-based strategy games should be able to pick it up in next to no time. The interface helps, being instinctive and responsive, although it would be nice to be able to check on the abilities of enemy units. Some players will find the approach overly simplified. There is no pinning of units, terrain modifiers or flank attack bonuses. But that’s fine because Miyamoto isn’t aiming to be an in-depth simulation, in fact, with such a tiny field of play, there isn’t really that much scope for manoeuvring your units. It a fast-paced game of throwing your units into battle as quickly as possible, filling as many spaces around your leader, so that you can place new ones ever deeper into opponents’ territory – of course the problem is that they are attempting to do exactly the same.

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The Weekender: Much Ado About Nothing Edition

Things are settling back to normal here at PT HQ – it’s still going to be a bit slow in terms of content this month, but we’re getting there. We’ll probably have some filler reviews next week, followed by more recent stuff as it comes out. I’ve already earmarked a few games arriving later this month to target.

We’re also going to be looking into some more guides. Our ‘Best Mobile Wargames’ feature should finally be coming towards the end of the month, and I’m going to try and give our Android readers some extra love as well. Also, a special surprise guest will be making a return towards the end of next week!

Meanwhile, in the world of mobile games…

Out Now

Silent Abyss – Fate of Heroes (iOS Universal)

Only one game really caught our eye this week, and sadly it’s only out on iOS. Silent Abyss is a card-based roguelike, echoing elements we’ve seen in other beloved Pocket Tactics games – One Deck Dungeon, Meteorfall etc… If you play much on PC, there’s been several comparisons to Slay the Spire as well.

You choose two heroes on each play-through, and each one will come with their own suit of special cards. Additional cards with equipment, spells, etc… can be acquired midgame. It bills itself as being quite challenging. So far it has two IAPs – Hero unlocks for the Warlock and the Archer. It’s unclear whether you can unlock these heroes through play.

silent heroes

Updates

Carcasonne Official Board Game (Android) (Review)

This update actually dropped just before Christmas, but we’ve only just spotted it (sorry). Asmodee Digital’s currently Android-exclusive version of hit boardgame Carcasonne got a new update and DLC. The Winter 1.7 update added new AI behaviours and a stronger 4th AI, and the Traders & Builders expansion was also added to the game as an IAP.

Old School Runescape (iOS Universal and Android

I’m sure we’ll get around to reviewing this game eventually (sorry), but in the mean time if you’ve already jumped in, you’ll be pleased to know the classic version of Runescape got a major content update yesterday.

The Kebos Lowlands have been added to the game, which come with a new town, a new dungeon, new quests guilds and rewards. Content for OSR has to be approved by the community first, and this new update got a 95% approval rating from the community, so you know it must be good.

meteorfall challenge

We’ve also heard that Pocket Tactic’s GOTY – Meteorfall – will be getting a new update soon. We’re not sure when, but it will introduce daily challenges. You can read more here.

Sales

Agricola (iOS Universal) (Review): $1.99

Hit board-game Agricola is going for a couple of bucks on iOS, although it is also available on Android.

Among the Stars (iOS Universal & Android) (Review): $2.99

One of 2018’s best board/card game releases is going cheap on iOS and Android, although it’s a little bit more expensive on Google Play.

Siralim 3 (iOS Universal & Android): $2.99

Another RPG we didn’t get around too, people generally have said good things about this Monster Hunter-esque game, and it’s currently enjoying a small discount.

Seen anything else you liked? Let us know in the comments!

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Rebel Inc. Tips & Tricks

By Dick Page 10 Jan 2019

One of the great things about Rebel, Inc. is that while gameplay is relatively light on interaction, its systems hide a surprising amount of depth. Later maps and higher difficulty levels can provide a huge challenge to even the most seasoned player.

On the surface, Rebel, Inc. looks a lot like a military strategy game, but the most important things are going on behind the scenes. It’s easy to get distracted by chasing insurgents around zones trying to trap them when your real mission is to build up support with the local population. Zones with high levels of support and especially those already secured are very difficult for rebels to pop up in. Make sure to take some time to pause the game and check on your levels of corruption and stability and make sure you are adding new developments continuously.

Rebel Inc 3 1

Here are some of the more advanced secrets to putting down an insurgency that may have slipped by you:

Location Location Location

The first thing to do is make sure your operation has an amusingly incongruous name, like Volcano Tornado. Then, at the beginning of any map, base location is vital. There are three things to consider. Firstly, you’re going to want a lot of infrastructure and connected cities.

This speeds up deployment of your developments, since they spread outward from your main base. Sticking your base right in a corner means development can only spread in one direction, which slows you down in building support with the population overall. For controlling insurgents, however, being pretty close to a corner can be a big benefit. If they appear in that area, you can easily wipe them out. Additionally, quickly controlling one side of the map reduces the likelihood of insurgents catching you in the middle and forcing you to split up your military forces.

Rebel Inc Services

Services

Initially, you’re going to want to start with providing basic Services that have fast roll-outs and do well with hostile population: education and healthcare. But don’t get Core Health or any vaccinations right away, because you can get a big support boost by immediately responding when people complain in an event later. A few government improvements also have a stronger effect at the beginning of the game:

  • PR will multiply your support gains.
  • Effective Procurement will keep each of your following improvements from generating too much corruption.
  • District Representatives will speed up intel collection.

Once some basic Services are in place, Developments will solidify your hold on provinces where you have a positive reputation, making it difficult for insurgent groups to rise up there.

Watch your inflation level and notice when it makes prices rise. When the difference is only one dollar, it’s usually better to go ahead and implement the policy to get its benefits started earlier. After that, prices will spiral out of control, hurting your ability to respond to emergencies. It only takes a few months for things to settle down, so then it’s better to wait.

COIN

With military action, your goal should be to keep the insurgents on the run, since you start losing reputation as they take hold of regions. Don’t spend too much on units to try to trap them early in the game–better to build local support and make it harder for insurgent groups to appear. A well-supported unit that can push insurgents out before they take hold is better than two units that get bogged down and let the insurgents grab more territory.

Rebel Inc Attack

Early military improvements (translators and the ghoulishly-named ‘Human Terrain System’) should help gather Intel and gain support of the locals, since your units will be operating in more distant locations. After that, garrisons are easily the most effective military advancement once you’ve started recruiting your first National soldiers. Once purchased, they will pop up regularly, usually in a useful province, essentially giving you a cheap and instantaneous stationary support army.

Drones should also not be underestimated. Before a military unit can engage the enemy, they have to gather intelligence about the region, which slows them down massively and lets rebels spread quickly beyond your capabilities. Drones also help you find insurgent bases and are necessary on Brutal difficulty. Speaking of which…

Brutality

Brutal mode makes the game more difficult by increasing the rate of appearance and strength of the insurgents. Your first instinct might be to rapidly deploy Coalition soldiers to try and corner the rebels. This strategy works well at standard difficulty and can clear maps very quickly, but on Brutal you’ll have to play a longer game. There are simply too many rebels to successfully defeat them purely through tactics.

As a result, you’ll need to focus your development on improvements that will also help your soldiers or undercut the insurgents from the very beginning. Local Representatives and the Census will improve intelligence-gathering. Dirt Roads will let soldiers move more quickly into rural areas. Requesting help from an NGO, taken as cash delivered over time, serves as an investment that can pay off later when money is tight. Security improvements will make it more difficult for rebels to take hold of a province. On Brutal, directly building support becomes less important than keeping the support you have from being lost due to rebel activity.

Rebel Inc Base

One of the biggest differences in Brutal mode is the higher rate of insurgent bases appearing. These need to be taken out as quickly as possible because they will spawn new insurgent groups and give bonuses to the ones that are already out and around. On Brutal, don’t be shy about using drones and airstrikes freely to take out those bases–they will also help defeat insurgent groups.

Peace in Our Time

When you get the opportunity to negotiate with the rebels you are in the endgame. Keep in mind any territory they still hold will hit your reputation hard, so it is often better to take a small reputation hit in negotiations if you have a better military position so you can focus on pushing them back. In a very strong military position, it’s better to not enter negotiations, since it’s likely to cause more insurgents to spawn, and you can win the game by stabilizing all regions without declaring peace.

Hope this helps your mission to bring stability to [unnamed country]! Has a different strategy worked better for you? Let us know in the comments!

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The Evolution digital port comes to mobile next month

By Joe Robinson 09 Jan 2019

The digital adaptation of popular board game Evolution has been on our radar for a while now – we were hoping it would turn up last year – but sadly it never materialised.

With any luck, this game will join our list of other great mobile board games.

Looks like it’s a sure thing for 2019, however, and we won’t have to wait long! North Star Games’ digital arm, North Star Digital, has announced that Evolution will be releasing on both iOS AND Android on February 12th, alongside its PC release.

[youtube https://www.youtube.com/watch?v=vyiWCE2RwcM?controls=0]

The physical game has been played by over 1.6 million people, so the digital version will have a lot to live up to. The press release mentions the digital game is “inspired by” the physical game, so don’t expect a straight 1:1 interpretation, but it sounds like they’re trying to make the best use of the potential of software:

…Evolution retains the elements which made the analog edition so popular with more than 1.6 million players worldwide but offers a swift pace and features only possible in a modern video game. Meticulously designed so even those who are completely unfamiliar with the original board game can jump in right away…

Evolution digital will be a four-player game, and will have the following features:

  • A Learn-as-you-Play tutorial.
  • A solo campaign mode with A.I.
  • Skill-based, cross-platform multiplayer with options for turn-based or simultaneous play.

No mention of pass-and-play, which would be a shame but perhaps it’s something that might be added in in the future.

Evolution will be $14.99 / £9.99 on Steam, where-as both mobile versions will have a ‘free-to-try’ version, with the full game available for $9.99. It’s unclear whether this will be via an IAP or a separate app SKU, but we’ll follow up. There will be a 20% launch-discount during the first week. 

The game enjoyed a successful Kickstarter campaign back in October 2017, where it raised over $100,000 USD.

Are you excited for the release of this game? Let us know in the comments!

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Paradox Interactive has acquired Prison Architect in all its forms

By Joe Robinson 08 Jan 2019

Paradox Interactive isn’t exactly a ‘house name’ when it comes to mobile gaming, they’ve dabbled, sure, but they’re mainly known in the PC strategy space. If you’re a mobile gamer and only a mobile gamer, you may recognise them as the publisher of the iOS and Android versions of Prison Architect.

A management/sim game where you can create and run prisons, Prison Architect was released on PC in 2015, and that was AFTER a stint in early access. Another studio (Double Eleven) was brought on board to bring the game to console mid-2016, and then Paradox Interactive and a third developer, Tag Games, finally brought Prison Architect to mobile in May 2017.

[youtube https://www.youtube.com/watch?v=o8c20XZq5TI?controls=0]

We quite liked it – it was a bit fiddly In terms of interface, and the free-to-try was trying to skirt that awkward line between premium and free-to-play, but it was a decent enough PC-to-mobile experience which fleshed out a rather under-served genre.

Well, it’s possible we’re going to be seeing a lot more Prison Architect and other such games, now that Paradox Interactive has purchased the rights to the IP from Introversion. This includes the IP, and the rights to publish and develop the game across ALL platforms. So instead of just publishing the mobile ports, Paradox will be in charge of the PC and Console releases as well.

It makes sense, given Paradox’s work with other management games like Surviving Mars and Cities: Skylines, but it remains to be seen what this mean’s for the company’s future on mobile. It’s not their expertise after all, but I hope whatever they do for the IP next they remember to send it our way as well.

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Alien: Blackout brings the survival/horror staple to mobile

By Joe Robinson 07 Jan 2019

After the critical acclaim of Alien: Isolation on PC/console,  I imagine there’s plenty of mobile gamers who’d want a decent Alien-esque experience on mobile on their smartphones or tablets. The real question is whether or not the recently announced Alien: Blackout is the droid you were looking for.

This game was teased last week after a trademark filing was spotted last year. Many people thought it might be a full-on Alien: Isolation sequel. I imagine those people are a bit disappointed.

Still, on paper Blackout doesn’t seem that bad so far. It’s billed as being a ‘survival/horror’ game, where you play as Amanda Ripley as she attempts to guide the crew of damaged space station to safety, out of the way of a rampant xenomorph.

[youtube https://www.youtube.com/watch?v=JXgAMbyZZS8?controls=0]

The choices you make in the game, whether to sacrifice certain crew-members or try to use the station’s damaged systems, will affect the outcome. Pocket Gamer even thinks it’ll be a premium game, given that the action is spread across seven distinct levels. It’s not your typical freemium structure, at any rate, but we’ll have to wait and see.

Blackout is being developed by FoxNext Games, D3 Go! Whose previous claims to fame is some licensed Puzzle Quest titles. Rival Games, from Finland, are also helping out, and you may know them from Thief of Thieves.

No word on a release date as of yet, but we know it’s coming to iTunes, Google Play and the Amazon App Store.

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The Best Upcoming iOS & Android Games 2019

The mobile gamer can look back at 2018 with an affectionate and misty eye, secure in the knowledge that gaming on mobile devices gets more diverse, sophisticated and polished with each year. In this respect, 2019 also is shaping up to be a banner year on this front.

Roughly speaking, the most exciting upcoming games can be split into three groups: the name-brand megahits-in-waiting, boardgame adaptations, and indie projects. Read on to see what the who’s who of mobile gaming are cooking up for this year’s treats.

Evolution (Board Game)

Evolution digital release

This was on the ‘MIA’ until recently, when North Star Digital announced that it would finally be releasing on February 12th. This is a digital adaptation of the popular boardgame of the same name, where you play as emergent species attempting to survive and adapt. You must use cards and combine traits to make sure your species gets the food it needs to live. This is a game of up to four players, and will feature a solo campaign vs. AI, as well as cross-platform online multiplayer.

Mario Kart Tour (Racing)

mkt

It’s been practically a year since this title was first announced and outlined with few concrete details added between now and then. Nintendo’s mobile offerings have run the gamut, from the premium Mario Run, the Miitomo social & style app everyone tried and forgot about, to the successful and generally great Fire Emblem: Warriors. Mario Kart is a treasured and classic franchise, even amongst Nintendo offerings, so that reputation guarantees some level of careful handling. It remains an open question whether the game will be a premium or freemium model, but the launch date is still projected to be March.

Diablo Immortal (Action RPG)

diablo

Diablo Immortal will draw some side-eye and mockery, having been already made notorious because of its horribly mistimed announcement. (Yes, we have phones, but read the room, Activision-Blizzard). Even more puzzlingly, the game is being created in partnership with NetEase, a Chinese developer whose resume already includes ‘Eternal Realm’ (无尽神域) itself essentially a Diablo clone. Weird stuff: the official license merging with a pretender to the throne to make a hybrid project together. Concerns about endless grind or re-skinning of Eternal Realm are well-founded, but while most of us will be as judge-y as possible we’ll also probably still give the final product a try. Good action RPGs live or die by loot, character progression and above all, delicate-yet-accurate controls, so it will be interesting to see if Diablo Immortal will be a good game as well as the inevitable cash cow.

Artifact (CCG)

artifact

Two juggernauts of early-aughts gaming, Valve and Richard Garfield, collaborated to create Artifact, a lane-based card game with its theme and heroes lifted from DOTA 2. Launching on desktops this November, the game has been universally praised for its gameplay and just as roundly (and soundly, I might add) panned for its multi-layered pay scheme, which presents significant barriers to entry and requires quite the investment. The game is a purchase upfront, with tournament tickets and the chance to earn cards in-game through other methods both requiring further shills at some point. Yes, there is an individual card market which allows powerful and rapid deckbuilding, but at what cost? Amazing game with an incredibly rocky launch, but its trade winds are already shifting. The game is excellent and its market & monetization can only improve. Watch this space.

Five Tribes (Boardgame)

fivetribes

Five Tribes, oldie but goodie, will make its digital debut this year. Days of Wonder has been updating and digitising its catalogue at a steady pace and with fantastic results. Five Tribes central mechanic is just like mancala. Pick a space and drop the meeples one by one along the path. Dead simple, but if you think it makes the game easy, you’d be dead wrong. The Five Tribes each possess unique scoring criteria and effects, and the turn-order bid means timing depends on correctly valuing the current layout. Many simple bits add up to make a nigh-perfect game.

Scythe: Digital Edition (Boardgame)

Scythe2

In another history, the Great War also ruined Europe and annihilated a generation, but its nations and technologies faced the blight and devastation quite differently. With large mechs, steampunk agricultural combines and faux-Eurasian player nations, Scythe gives each player a unique entity to steer to victory. Engine building games are always efficiency races, conversion puzzles, but Scythe’s unique setting, eye-catching miniatures and indirect player confrontation quickly made a it a fan favorite amongst the gaming community. Its rollout on Steam has been smooth experience, with decent AI and a robust tutorial. The assets and UI will translate well to mobile and what used to cost near three figures will be available to most anyone for a fraction of the price.

Terraforming Mars (Boardgame)

terraformingmars

Terraforming Mars sounds like a noble goal for all of humanity. In reality, the game is a push-and-pull competition for corporations to garner by prestige by…terraforming Mars. Three categories: oxygen, temperature and ocean coverage dictate the endgame, but to get there, players will reshape the red planet into a bright blue hope. It’s a Euro though-and-though: precisely balanced, intricately co-dependent and inevitably point-based. But the close match between theme and mechanic makes this game deeply satisfying and intuitive to learn and explain, and the action selection mechanic is uniquely innovative and inspired. Just when I think boardgame design is tapped out, something truly exceptional rises to the top.

Mew-Genics (Sim)

This one has been incubating forever but should be worth it when it finally gets here. Ed McMillen (of Binding of Isaac fame) has been teasing this cat-breeding simulator for ages. The game has been described as a mix of Tamagotchi, Pokemon and the Sims, with its signature art style courtesy of McMillen. All bets for a playful wild game about the weirdness, sweetness, malice and all-around havoc of cat-raising seem to be right on the money. The ideas are there, the premise is promising, the only question remaining is when it will get here.

Overland (Finji) (TBS/Survival) 

Overland is tactical turn-based survival meets cross-country road trip (from hell). Each waypoint is a battle, a flashpoint conflict over some minor life-extending objective. Its overland map and procedural generation seem reminiscent of FTL (or its follow-up Into the Beach) but the setting here is familiar people struggling with post-apocalyptic daily hardship. Water, medicine, gas, weapons: the items are banal but vital. The game uses minimalism and scarcity to great effect, sketching characters and strategic scenarios alike with the barest elements.

Impossible Bottles (Rhythm/Action)

impossible bottles

Various robots move about in their bottles and raging about like a bull in a china shop. Each level presents one of these Impossible Bottles for the player to fix by manipulating the environment and repairing the situation, or at the very least soothing its sole occupant. A scientist built these robots as part of a perpetual motion machine for unlimited energy, but they don’t quite work as is. The secret to fixing everything is music, or in gameplay terms: rhythm. One-touch gameplay and lush, fantastic art, with a slated mid-year release.

Nowhere Prophet (Card Game)

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Nowhere Prophet: this one is a doozy and a little secretive. The dark horse of this race, if you will. In the game, post-apocalyptic leaders trek across a scabrous landscape to gather supporters and supplies, occasionally clashing with foes or environmental dangers. This card game has grid-based combat as well procedurally generated encounters. It’s a card-battler roguelike, essentially, with a unique setting and what seems to be a robust battle system.

Heaven’s Vault (Interactive Fiction)

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Inkle (of 80 Days interactive fiction fame) has been teasing their mechanically ambitious Heaven’s Vault for some time now. An archaeologist-slash-xenolinguist explores the dusty remains of an alien civilization on an unknown planet, with a vivid backdrop of sienna sand and celestial blue. There’s some pretty nifty procedural tricks behind the code-breaking and translation, and while its approach to storytelling is a little less handcrafted, it has the potential to have even more surprises and replayability than the globe-trotting 80 Days.

Other Missing Games From 2018

As a reminder, here is a quick list of some other games we were expecting last year, but never turned up:

  • Void Tyrant (card game/RPG)
  • Bad North (RTS)
  • Exodus: Proxima Centauri (Boardgame)
  • Dungeon Warfare 2 (Tower Defence)
  • Epic Card Game (Card Game)
  • Lord of the Rings Living Card Game (Card Game)
  • Monster Slayers (Card Game) 
  • EVE: War of Ascension (MMO)

Seen any other games coming out this year you’re excited about? Let us know in the comments.

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The Weekender: Just Sales Edition

This may not come as a surprise, but not a lot of decent games have been released this week. I mean, there have been releases if you like that sort of thing, but from where I’m sitting there isn’t really anything worth specifically drawing attention too.

But I don’t want to leave you guys empty handed, so I’ve managed to pull together a few sales that are still going on.

Sales

Agricola (iOS Universal) $1.99

Even though Asmodee’s Winter Sale is technically over now, they’ve still got some deals lingering on the App store. Their version of Agricola is one and you can pick it up and the two-player version for a couple of dollars. Neither of these games have been lower than this, so it’s a good price.

For Android users, only the 2P version can be found on Google Play, but that’s also running at a discount.

Patchwork (iOS Universal & Android): $1.99

Another Asmodee game, this tile/pattern game is also going for a couple of bucks. It’s been cheaper, but that was way back in 2016.

Reiner Knizia’s High Society (iOS Universal): $0.99

Last but certainly not lease, one of Knizia’s many euro games is also going cheap – High Society is only a dollar. This is a card-based auction game where everyone starts with the same amount of money that they must spend on luxuries and items of recognition. The catch being the player who spends the most amount of money loses!

Pocket City (iOS Universal & Android)

This excellent city builder released last year is discounted on Android (not iOS, sorry), and well worth checking out if you’ve been looking to address that SimCity hole in your life.

That’s all we’ve got for you this week I’m afraid – content wise we’re kicking off next week with our guide to 2019’s big releases and what we’re looking forward too, and we’ll also be throwing up some filler reviews to pass the time while we wait for more games to come out. We’ve also taken your feedback from the GOTY voting form, and we’ll see what we can do to improve things in 2019.

Seen anything else you liked? Let us know in the comments!