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Video: How to design better controls for touch screen games

For developers accustomed to designing games for standard console controllers, touch screens can be difficult and daunting.

In this GDC 2012 talk, Zach Gage addresses what it takes to develop successful controls (and therefore successful games), for touch screen devices.

Gage examines classically successful console games and introduces a language for discussing the quality of specific control patterns. He discusses how developers can use this language to create the right controls for their own touch game.

It was an insightful talk that’s still worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Don’t Miss: Composing the music of Red Dead Redemption

[In this interview, Gamasutra contributor Jeriaska talks with Red Dead Redemption‘s composers Bill Elm and Woody Jackson about developing the Western game’s sound, comparing the experience to working on film scores, and more.]

Recently Rockstar Games’ open-world Western Red Dead Redemption received a free update of downloadable content entitled “Myths & Mavericks.” The game’s musical score, by Bill Elm and Woody Jackson, previously won the Game Audio Network Guild’s top prize, among other awards.

Prior to writing the score for the Xbox 360 and PlayStation 3 title, the musicians toured and wrote soundtracks to films together. Elm has played steel guitar, electric guitar and organ for his band Friends of Dean Martinez, while Jackson has performed on the Ocean’s 12 and Ocean’s 13 film scores.

For Red Dead Redemption and the Undead Nightmares expansion, the musicians recorded original pieces for cutscenes, the in-game score and instruments played by non-playable characters. More recently, Jackson provided incidental music for Rockstar’s L.A. Noire.

With the Game of the Year Edition released earlier this month, we caught up with the composers to hear their thoughts on the critical reception of Red Dead Redemption‘s musical score.

How was it that you initially met Woody Jackson and began touring together as musicians?

Bill Elm: We met in ’95 while he was playing with a different band. We really connected on a number of our musical tastes. A couple of the guys who started the band Calexico were in the Friends of Dean Martinez, and at one point the guitar player couldn’t do some shows. At that point I called Woody and he filled in. He ended up joining the band for a couple years.

What is it about your background performing instrumental rock that you feel contributed to the sound of the Red Dead Redemption music?

Having put out eleven records over fifteen years definitely helped with knowing how to capture a mood. The Friends of Dean Martinez was inspired by Santo and Johnny, an instrumental band from the late ’50s known for their steel guitar accompaniment on “Sleep Walk.” That was almost mood music and it was an original inspiration for the band.

Oftentimes instrumental music will end up feeling overplayed. It can be overlooked that how much you treat the sound can be as important as the notes you play. That less-is-more attitude toward music is something that can take a little time to learn.

How would you say this experience writing music for a game compares with your previous work on film scores?

Working on films, you are scoring to a scene that starts in one place and ends in another. With this video game, someone might be riding their horse through a certain territory for half an hour.

Not knowing how long a given player will spend there, you have to be careful that the melody does not begin beating you over the head and that you don’t hear the loop coming back around after awhile.

Because those scene lengths are random, understatement becomes very important. The fact that this was a video game gave the music more room to ease the player into the scene, more room to exercise our own artistic vision.

At the start of development, were you discussing with Rockstar Games soundtrack supervisor Ivan Pavlovich about what kind of sound would characterize Red Dead Redemption?

There was a lot of time on the phone with Ivan, sending songs back and forth. The first six months of work I often traveled to Los Angeles. Initially I was hired for the game through working on Friends of Dean Martinez.

Woody and I had reconnected through a movie score a couple years before. He was just so perfect for the job and ended up contributing so much. What resulted was massive: something like two hundred songs recorded for the game.

How did you manage to lend thematic diversity to such a large amount of material while maintaining a tone that was appropriate to the setting of Red Dead Redemption?

That was something that was a bit daunting at first. It took a long time to figure out how the music was going to work in an interactive sense. The Mexico portion of the game was smaller and didn’t require as many signature sounds.

We struggled for some time to find other voices for the region beyond the trumpet, nylon guitar and accordion trio. A lot of the mariachi instruments that we tried sounded too close to the nylon guitar. Later we brought in a flute and ocarina player to fill out that sound.

Once we figured out how the stems would function, it became really fun to focus on creating. For the portions taking place in the north, we were allowed to get a bit more modern with sounds. There are so many instruments that express that sense of the frontier that when all was said and done, there were even more things that we still would have wanted to try.

When you finally had the chance to play the finished game, in what ways was it a different experience from watching a film that you had scored?

The most inspiring thing to me about playing through the finished game was listening to everything in sequence. Having mixed two hundred pieces of music, by that point I was hearing songs in the game that we’d done and wondering where they’d come from. My brain couldn’t even catalog everything that had been written for the game. Including Undead Nightmare, we did 24 hours of music, all in A Minor.

What was the reasoning behind sticking to a predetermined tempo throughout the score? Was it to allow for the crossing over of stems from various recording sessions?

In a game that’s totally controlled by the user, it helps to be able to drop one song over another fairly seamlessly at any given moment. There’s definitely some stuff in free time, but that tempo of 130, and half time at 65, seemed suited to much of the movement in the game.

There’s walking and running, the speeds of wagons and horses. All of those seemed to fit a certain tempo. With any scene that you’re scoring, you need to be aware of the pace.

When did work begin on the score for Undead Nightmare, the zombie expansion pack?

It started several months after we had completed work on the game, last July. The last things that we had done were the TV commercials back in April, as well as the soundtrack record. They had been recycling music for previous DLC content, and then the undead expansion came about.

It was interesting to have the chance to try it again, having played through the game and hearing it all in context. There was so much that we had wanted to try in the first game that had not been appropriate for one or another reason. Here we could use non-traditional instruments in places where we were not allowed to before. That acted as a starting point for the new score. The hardest part was that we only had about six weeks to do the whole thing.

What process led to selecting pieces from the lengthy game score to appear on the soundtrack record, which has since been released by Rockstar digitally, on vinyl and compact disc?

David Holmes is a DJ and a film composer and was the right man for the job of producing the record. Woody had worked with him on Ocean’s 12 and 13. By that point I was burnt out on mixing those two hundred pieces, so having a pair of fresh ears was really helpful. He built up the soundtrack album in Woody’s studio from the stems that had been recorded for the game.

Were you surprised by the degree to which the game and soundtrack album have received widespread recognition?

It’s nice to be recognized. I always thought the game would be good, but there was some uncertainty about how a Western would go over with a mainstream audience. That it won Game of the Year from a number of reviewers surprised me then, but it makes sense in that it was a really well crafted game.

There was something that I noticed during my first playthrough. Being from Tucson, Arizona, I immediately recognized they were missing the types of cactus that I was used to. But then I rode over the hill and all the stuff I knew they were missing was suddenly right there in front of me. It’s not a totally historically accurate game, but in many ways it’s very well done as a piece of fiction.

What are you currently focused on as a musician and would it interest you to write more music for video games in the future?

It would interest me. It makes me wonder, though, is there a “video game music sound?” Do people really want something different, or do they want more of the same?

I just finished a documentary score for the BBC, a film about women in prison in Afghanistan. It’s called “Injustice” and is sponsored by the EU. It has been especially fulfilling in that it’s allowed me to score scenes that I really care about.

This summer I’ll also be putting out a new record and doing my yearly Italian tour. I wasn’t able to go the past couple years because I was busy with Red Dead Redemption, so I’m looking forward to it this time.


The Red Dead Redemption red vinyl soundtrack album published by Rockstar Games

Red Dead Redemption takes place in 1911. Was it of interest to you to incorporate period music in the score?

Woody Jackson: I went back and listened to music from the period, and while there’s “Jimmy Crack Corn,” that’s basically it. We’re talking pre-showtunes. There was no “Western sound,” but ’60s psych has become the “Western sound.” If you listen to Spaghetti Westerns, none of that music was authentic to the period.

Morricone’s Western scores have informed numerous game soundtracks, from Wild Arms to Afro Samurai. You’ve mentioned that you own over 400 scores by Morricone. How has this fascination with the composer aided in developing a sound for Red Dead Redemption?

There were of a bunch of different references for Red Dead Redemption, though to me it’s hard not to have Morricone. I’m obsessed with that period from ’66 to ’71. The first trailer for the game came more from gritty, simple violin pieces, but over time it seemed appropriate to bring in psych guitars.

I found a German guitar at Ventura Music, here in Los Angeles, that had the sound and a perfect tremolo. Many guitars of the 1960’s had a bass cut switch which would cut all the bass out, giving it that anemic, thin sound. But the signal to noise ratio on those guitars can be a problem.

This German guitar somehow had more signal to noise, and it had that sound. I literally went home after finding the instrument and wrote the theme for Red Dead Redemption. There’s a certain beauty to having a job that allows for searching for a sound, finding it and using it.

Throughout the game, John Marston encounters musicians playing songs. Who is responsible for performing these in-game pieces?

You hear the piano a lot in the saloon, which is all by John Kirby, who has toured with Norah Jones and the Black Keys. I would write fifteen different solo pieces for each instrument, say for when you walk up to someone playing guitar in Mexico.

There is also Amir Yaghmai on the Stroh violin. When you encounter someone at a campfire and they start playing harmonica, that’s Tommy Morgan.

You collaborated with a world famous harmonica player on Red Dead Redemption. How did you come to meet him and form this working relationship over time?

Tommy and I met on Ocean’s 13 and we just hit it off. He has these awesome stories of playing on Sanford and Son. Most people ask him about the Beach Boys record Pet Sounds, because he played the bass harmonica on that, but I was more interested that he played with Barney Kessel.

One time on Ocean’s Thirteen, David [Holmes] played us this Frank Sinatra special and asked if Tommy could play like it. Tommy said, “I hope so! I played that!”

I’m also pretty sure he’s like an eighth degree black belt. The first day we met, I said, “Hey, Tommy, do you work out?” And his response was, “I do two hundred crunches a day so I can play this one harmonica piece like when I was twenty years old.” Otherwise, you run out of steam.

Most people don’t know he composed for the original Twilight Zone series. On the soundtrack of Red Dead Redemption, “Already Dead” is a piece that I had written fifteen years ago, and I asked Tommy to play on it. That was a thrill.

You can also be heard playing harmonica on the soundtrack. How much previous experience have you had playing the instrument?

I went to Virginia State University and my teacher for the first and only year was a saxophone and harmonica player. He was from Mississippi and grew up in a shotgun shack, and he showed me how to play blues harmonica. Chromatic harmonica is a whole other thing, though.

Tommy wouldn’t give me a lesson, but there was a guy named Dave Gage at McCabe’s Guitar Shop that showed me how to do it. One lesson and I drove home playing the theme from Midnight Cowboy on the chromatic harmonica. He’s a great teacher, but it takes a lot of practice and a lot of air to be proficient.

At the beginning of the Red Dead Redemption trailer, where John Marston is riding his horse, I’m playing Chromatic on that. I sent it to Tommy and asked, “What do you think?” And he said, “Don’t get too good!”He cracks me up.

Previously you’ve mentioned that there was a long period where you were focused intently on honing your craft. How did that lead to the creation of your guitorgan instrument, which you played on the Ocean’s films?

There was a six-year period of my life where I was searching for a new sound that no one ever had heard. I still haven’t found it, but I’m getting close. I’m actually a tinkerer by heart, and I came up with this idea of using a guitorgan: a guitar with an organ built into it.

I’m really good at fixing things, almost in a savant sense. While I was doing tech support for Mellotron out here on the West Coast, a Chamberlin remote keyboard showed up for sale, shredded, with solenoids like a player piano. It was just the thing I was looking for. It was like a big tape cassette player and it took me a month to untangle. The 35-note three-quarter-inch tape would shuttle back and forth and get all knotted.

It used a 24-volt, 10-amp trigger for the electro-mechanical keyboard, and I would watch plastic melt while I touched it to this exposed three-quarter-inch tape. It was pretty dangerous, like the game Mouse Trap but with high voltage. I wanted to make it so that when I press a note on the guitar, it would trigger the Chamberlin, without me getting electrocuted.

I found this guy in Ireland who did midi-to-voltage relays to send me a kit. He told me people used them to set off fireworks, and I think there was some sort of military application because he’s not allowed to do it anymore.

That all led to my having this remote controlled solenoid one-man band. When I started working with David Holmes, Ocean’s 12 was the first soundtrack I played on with the Chamberlin guitorgan get-up. Later I used two of them on Ocean’s 13 and a lot of David’s stuff.

How did creating this unique sound of the guitorgan contribute to the music style heard on Red Dead Redemption?

I used it mainly on the low drone parts on Red Dead Redemption. I would pitch the notes down two octaves, with a DC motor giving me not only thirty seconds of playing time, but also the most amazing sound. The best thing about the instrument is its limitations. The guitorgan is so hard to play that what you do play really has to be pure and mean something.

This guitar with a tape-replay keyboard attached is solenoid activated, like a player piano. There are 35 notes on a Chamberlin, so there were 35 relays, just like in a pinball machine. When I play it, it sounds like a pinball machine and lights up, too. It’s really kind of comical.

What was your approach to writing for the zombie sidestory Red Dead Redemption: Undead Nightmare?

Years ago Money Mark, the keyboard player, turned me on to this sampler called the SP-1200 by E-mu Systems. It’s how all the beats were done in the early days of hip-hop. It only has ten seconds of sampling, that you span over eight pads, and it’s the dirtiest, coolest thing that’s super easy to use. What I did was take all the original Red Dead Redemption instrumental recordings and pitched them down to make all the beats. I was, in essence, sampling myself.

Undead Nightmare was going to be like a zombie movie from the ’80s, and I could do so many things that were crazier than the original game. As a composer, I really loved the opportunity to rip up everything I did before and reassemble it again. Afterward I gave that music to Bill to mix before going on tour for a month in the States and Japan with Vincent Gallo. By the time I got back, it was in the can.

How would you describe working with David Holmes again, this time on the soundtrack album?

It’s nice to have a friend come in on a project. I asked him to produce the soundtrack to Red Dead Redemption because it was not that far from the ’60s style music that we had worked on previously. It was just me and him going through terabytes of music. Now there’s a double vinyl album that looks cool and sounds cool.

The response to Red Dead Redemption has been enormously positive. What aspect of the score are you most pleased with on a personal level?

Having finished it. If you donʼt finish anything, it never has the chance to exist.

[This article is available in Italian on Gamesource.it. Images courtesy of Rockstar Games. For more information on Red Dead Redemption, see the official website. For information on the soundtrack albums, visit the Rockstar Warehouse.]

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Review: Euclidean Skies

I don’t know if Erno Rubik would be proud or distraught if he ever laid his eyes on Euclidean Skies. It could not have existed without him, his dedication to mechanical logic puzzles, and the proliferation of his Cube into the ’80s smart guy scene. But it doesn’t at all resemble the tactility of the Cube itself. To him, the Cube represented a more spiritual and elemental connection to nature’s perfection. The leyline between mathematics and the human condition lies in the Cube.

This extended past his puzzle box and eventual toy empire. Rubik believed that the geometric cube was a divine shape, and that his Cube was just an expression of something bigger. “The number three seems to have a particular significance,” he once said of it, “relevant in some strange ways to the relation between man and nature.”

Euclidean Lands, 2017’s clever prequel, represented these concepts more directly. Its echocrome/Monument Valley camera trickery and Rubik’s Cube puzzle principles were sound on their own. When met with the strategic combat of Chess or developer Square-Enix’s Go Series, the experience was next level. If the Cube is fundamentally anthropological, then is there a human complement to the furious combat raging on its surfaces?

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Euclidean Lands maintained the sort of simple elegance of the primary subject matter, even as it expanded into its later, more extravagant stages. From almost the first stage, Euclidean Skies rejects that elegance. It resembles less of Rubik’s holy Cube, and more like every other puzzle on the shelf next to it. You know the ones – the Hanayama U-bolts wrapped around one another that you must disassemble, or Nier Bohr’s Tangaloids, or that weird thing that looks like a wire hanger wrapped around a piece of wood.

The concept is the same. By both shifting the land you stand on, and moving space by space on its surface, you must slay all the enemies and exit the stage. But almost every bit of that foundation is iterated on in Euclidean Skies.

Firstly, in the core conceit. Unlike in Lands, all of the bad guys are mobile. When you move, they move, creating that sort of turn-based call-and-response relationship that 1980’s Rogue introduced to the world. At once, you are both moving to avoid the enemies predetermined paths, and moving to intercept and destroy them. That tension between tapping spaces and spinning whole rows in order to dodge and corner foes is an engaging experience far beyond just trying to place yourself around static targets.

This added kinetic energy often clashes with the added scope and dimensions of each puzzle. No longer is every stage beholden to the cube shape. Now, they can meander into outstretched pathways, often not even connected by blocks. The axis that each row and column spin on aren’t always even, either. So what may appear to be a cube will actually unravel into an exploded mess after just a couple of turns.

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This is a blessing and a curse. Not being attached to some predictable central core means that even puzzles that may start out in a similar arrangement can end dramatically differently. These can also create obstacles to block enemy movement, or set a hard point to swing an enemy into, destroying them like baseball bat might a glass vase.

These transformable platforms can be their own obstacles though. With this new range of transformation comes a camera that is free to move where ever you need it to go. But if that camera isn’t facing a particular way, moving the world the way you want can be impossible. It’s a war of position. A totally winnable war, but one that will be fought in little annoying battles more often than you’ll want.

If Euclidean Lands achieved a sort of tranquil state thanks to the sound, models, and color palettes relationship to that slower paced gameplay, Skies is a practice of staving off chaos. The pale warmth of the sunsets and blocks are replaced with scorchingly bold reds and greens and blues. Your character, a nameless woman with a large sword, is dripping with personality. Same with the enemy models, which are packed with details that you often fail to see because you’re never close enough to see them, or incentivized to stop and smell the trimmed cloaks and armor.

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There is a sort of charm lost in the switch from the ultra-minimalist style to this new, more aggressive one. It’s not as dramatic as, say, Nidhogg to Nidhogg 2, but it still takes a period of adjustment. Ultimately, this new art direction allows for environmental details that really expand the sense of surrealism from stage to stage. Stone awnings curl around the play area in wide arcs. Skeletons of giant beasts drape themselves over branches, periodically serving as obstructions to prevent moving a row a certain way. Lush trees and waterfalls add a sense of adventure when traveling between doors or maneuvering around paths. While it feels less orderly, it’s absolutely more expressive.

All this new kinetic energy can make this almost feel like a race against time. Some moments of twisting and twirling may cause the images to look less polished, or force the animations to creak while the framerate catches up. While playing, more often than I like to admit, I would find myself completely out of sorts several minutes into a puzzle. Blocks had been rotated so much that I’d no idea how to get them back. Soldiers wedged in between each other, swapping positions ad nauseam. A quick tap of the reset button straightens you out, but when I’m stuck in Skies, I’m waaaaay more helpless than when I was in Lands.

The hints are vague, but the special objectives can serve to keep you focused, even if you can’t solve the puzzle with only one move, or other such feats of heroism. In maybe the most indulgent – and least effective – attempt at moving the formula forward, there’s a feature that lets you play a given puzzle in a digital version of your physical space. The augmented reality function is finicky, and the experience isn’t worth the effort at all.

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Would old Erno appreciate this expansion away from the primal and sane simplicity of his Cube? Not sure. Elegance is traded for unabashed ambition, and for those not concerned with how it sits in the cosmic order of things, Euclidean Skies is a no-brainer to add to the collection. It finds a way to break every rule Euclidean Lands wrote, and with its own sort of rugged flair. It can’t be the holy Cube again, that’s trite and uninspired. This new thing may not be some perfect union of heaven and earth, but the rest of the shelf is great too.

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Video: How Alone in the Dark paved the way for survival horror

Before classic horror games like Silent Hill or Resident Evil, there was Alone in the Dark — an influential PC title that proved video games can be atmospheric, claustrophobic, and incredibly scary.

In this classic GDC 2012 postmortem, Frederick Raynal shares how he and his team crafted the seminal horror game Alone in the Dark that helped spawn a genre that still frightens millions today.

Raynal discusses how Alone in the Dark established conventions like claustrophobic areas, stories revealed through expository items, and giving players limited ammunition to deal with hordes of monsters.

It’s a great look into the origin of popular and effective tropes of the survival horror genre, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Xbox sees earnings rise on the strength of third-party game sales

Microsoft published its earnings report today for the quarter ended September 30, showing an increase in gaming revenue driven mainly by third-party titles.

The company said total games revenue for the quarter increased 44 percent, reporting Xbox software and services revenue growth of 36 percent, thanks chiefly to the performance of third-party games.

Microsoft’s games business is under its “more personal computing” segment, which reported $10.7 billion in revenue — a year-over-year increase of 15 percent.

Xbox hardware revenue grew 94 percent against a low prior year comparable, which Microsoft says is due to the timing of the Xbox One X launch.

This is fairly interesting, since the console directly contributed to an increase in games-related revenue last year. 

It’s worth noting that hardware like the Xbox Adaptive Controller and the subscription-based service Xbox All Access (A two-year payment plan offering an Xbox One, Xbox Live Gold and Xbox Game Pass) were released during this past quarter, with the latter seeing “strong consumer response and exceeded sales expectations.” 

Company-wide, Microsoft reported quarterly revenues of $29.1 billion, a 19 percent year-on-year increase compared to this time last fiscal year.

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How Riot has been removing cheaters from League of Legends

Riot has pulled back the curtain on how its developers handle botters, scripters, and boosters who cheat in League of Legends in a detailed blog post outlining anti-cheat methods.

Developers take exploits seriously, often banning or taking hackers to court if cheating software gets in the way of a good, clean match.

It’s always interesting to see how devs tackle the situation, and in Riot’s case with League of Legends, there’s an entire anti-cheat team to combat malicious players.

As detailed in the blog post, cheating in League of Legends is described as the result of one of three things: scripting, boosting, or botting. 

Scripting seems to be the most influential type of cheating in MOBAs, and it refers to using an external programs like aimbots, cooldown trackers, and combos to give a player an unfair advantage during gameplay. 

Regarding scripting in League, The green line in the image above represents scripters as a daily percentage of ranked games played. It trends downward with time, and is statistically referred to as “A Good Line.” Banwaves are displayed on the same time scale.

But are the cheats really helping? The blog explains how the average win rate of a random sample should be 50 percent, so while scripting may still produces some kind of advantage, it’s clear that there’s a decline.

For example, in an effort to avoid detection, League developers voluntarily added additional delay to their own automated actions, essentially forcing them to perform more like a human. 

Scripts are also the most useful on mechanically intensive champions, so League developers are actively changing champion abilities to make them more forgiving, giving players a chance to better compete with cheaters.

Developers interested in seeing how Riot is continuing to combat cheating should read the entire blog post here.

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Review: Indian Summer

Every year over-optimistic newspaper headlines promise an Indian summer, only for August to be meekly followed by a shivery and soggy September. Happily, when Pocket Tactics promises an Indian summer we are true to our word. So, pull on your boots and let’s take a timely hike through the glorious autumnal woodland of New England.

Indian Summer is the second part of Uwe Rosenberg’s puzzle trilogy and follows 2016’s Cottage Garden, strangely Uwe’s Patchwork, which shares many similarities isn’t considered part of the series. The game shares the same tile-laying, grid-filling gameplay of the aforementioned titles but this time the action is geared towards more experienced players.

The aim of Indian Summer is to fill your section of the forest floor with leaf tiles, foraging for “treasures” and attracting wildlife as you go. Each player has a forest board that is divided into six sections. Boards feature a random assortment of mushrooms, berries, nuts and feathers that once collected can be used to trigger special powers. 

InSummer Start Game

Players begin the game with a collection of five leaf tiles; these are Tetris-style pieces that players take turns placing on their boards. Tiles are colour coded and are three, four or five squares in size. The innovation is that much like a Polo mint, each tile has a hole. Ideally, you want to place a tile so that a woodland treasure can be seen through the hole. When a player manages to complete an entire section of the board all of the visible treasures in that sector will be harvested.

Mushrooms, berries, nuts and feathers may not be most people’s idea of treasures, but in Indian Summer they can prove to be extremely useful. Normally, you only refill your store of tiles when you place your fifth and final one, but use a berry and you can replenish your supply right away. Since there is a visible trail of tiles, you will know exactly which tiles you will be drafting, so you do not have to rely on a blind draw. Nuts attract squirrels, which can be placed on your board to fill a single square. Mushrooms allow you to steal a tile from two other players and immediately place them. Feathers allow a player to place two tiles from their supply in a single turn. You can exchange treasures based on their respective values, for instance, it would cost three berries to acquire a single feather.

Woodland wouldn’t be woodland without its fair share of critters. On your turn instead of laying a tile, you can instead place a squirrel. These are useful to fill those spaces that are too small to accommodate a leaf tile. There are also seven other types of animal tile that you can attract to your woodland habitat. Only one of these can be placed each turn and their numbers are strictly limited. Animal tiles can only be placed if you can overlay their shape with the corresponding vacant holes on your player board. Placing an animal over harvested treasures has the benefit of allowing them to be collected for the second time.

InSummer Mid Game

Indian Summer is a pure race game; there is no point scoring to worry about. The end of the game is triggered as soon as a player completes their board. The current round is played out to its conclusion before everyone has a final opportunity to trade in their treasures for squirrels, which can be used to fill in gaps. Players who are still unable to complete their forest floor lose. If more than one player has finished their woodland then the player who has the most remaining nuts wins. 

By now, Digidiced have pretty much nailed the tile-laying format. The game is well laid out and the controls are both smooth and responsive. There are still a couple of niggles: the tutorial could be clearer in places and the way that the interface handles the exchange of treasures takes some getting used to, however these are very minor faults. The presentation is charming with some cute animal animations and a lovely autumnal palette that replicates the board game perfectly. The laid-back acoustic music also complements the mellow atmosphere. The menu options adhere closely to the Digidiced standard, with pass and play, casual and ranked online matches available. The AI will give new players a decent challenge, although on the hardest level it does require a bit of thinking time.

InSummer End Game

A range of different player boards enhances replayability, although games do tend to follow a similar path. Indian Summer is a race, so acquiring the feather and doubling down by ensuring that you can overlay it with an animal tile, seems like a pretty solid way to go. Luck only plays a small part, and the deceptively simple but nuanced gameplay should appeal to a wide range of players. The tile stealing aspect may put some players off, but in fact, it feels more like an opportunity for the stealer to place an extra tile rather than a way of scuppering your opponents. The game plays well at all player counts, although pass and play games can grind to a halt if you include players who have a tendency to over-analyse their moves.

Indian Summer is yet another high quality digital board game conversion. The ability to swap and change treasures really adds an extra dimension to the tile placement gameplay. Choosing the perfect moment to use a mushroom to snatch a couple of juicy tiles from your opponents is highly satisfying. The exchange mechanic will also have you thinking, as you weigh up the benefits of using a berry to refill your hand, or save up and trade them in for something potentially more powerful. Players are not only racing to fill their board but also to complete and harvest individual sectors. So, although the general atmosphere is fairly laid back there is still a tangible tension to proceedings.