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Review: Fighting Fantasy Legends Portal

Back in the 1980’s the Fighting Fantasy books were a true phenomenon. These choose your own adventure tomes with their distinctive illustrations and atmospheric branching narrative enjoyed incredible success.  In addition to selling millions of copies, they also gave many their first taste of fantasy role-playing games. This may not be the first time that the series has made an appearance on mobile devices, but Nomad Games have taken a different approach, maintaining the core plots of the books but replacing the page turning with a map and a deck of cards.

The main frustration with the Fighting Fantasy books was that death often felt arbitrary, take a right instead of a left and splat; it was back to the character creation sheet and a return to page one. Well, there was another option – cheat. Yes, I’m ashamed to admit it but like many others, I often backtracked my fatal decisions and selected a different option. Stuffing my fingers between the pages to mark my progress to the extent that I was using up digits faster than a drunken knife juggler. At the time, I didn’t even feel that guilty, convincing myself that if the story could so easily send me to my doom then I needed some way to level the playing field. In spite of the frustrations, I loved these books and have fond memories of spending hours lost amongst their evocative black and white drawings and twisty-turning passages.

FFLP Map

The long-windedly entitled Fighting Fantasy Legends Portal consists of a trilogy of linked stories, with access to the latter ones being reliant on success in the earlier parts. The trilogy begins with Deathtrap Dungeon in which your adventurer will take on the challenge of the Labyrinth of Fang. Designed by Baron Sukumvit, the labyrinth is brimming with fiendish traps and fearsome creatures, can you be the first to survive and earn the reward of 10,000 gold pieces? The twist is that you are not alone in your quest as five other contestants, including a dour barbarian and a dark assassin, also have their eye on the prize. Trials of Champions is the second part, it begins with a murder mystery and a few rounds of gladiatorial combat before you even reach Fang Labyrinth 2.0. The final part of the adventure, Armies of Death, sees Agglax the Shadow Demon amassing an army of undead warriors. Our hero must travel from Fang with his band of veteran fighters to take on this new threat. Along the way, you will need to acquire the powers required to defeat Agglax, but do not take too long about it because his power grows ever stronger.

At the start of each adventure you choose a character class; Rogue, Paladin or Chaos Warrior and select a difficulty level. In a nod towards the sensibilities of modern gaming, the difficulty level determines how many chances you will have to complete the story. Thus, you will begin the game with three, six or nine lives. Die and you will lose one of your lives and be forced to return to the dungeon entrance. However, you restart with full health and all of your equipment and experience gains intact. You also won’t replay any of the main set pieces that you may have already overcome.

FFLP Murder

Before entering the dungeon, you must allocate points between three statistics. Skill determines your likelihood of success in combat and other actions like leaping pits. Luck determines such things as your chance of avoiding traps and finding valuable items. Stamina reflects how much damage you can take. Finally, you get to select a special skill. Naturally skilful and naturally lucky characters have a chance of automatic success when taking a skill or luck test. Alternatively, your adventurer could choose to be resistant to curses, have an increased knowledge of traps or maybe they are a quick learner. 

During the game you will have to make numerous rolls.  The number of dice you roll is determined by your ability rating in either skill or luck. All dice are six-sided and at the beginning of your quest, they will each have five blank faces. If my maths is correct this means that each die only has a one in six chance of achieving a successful roll. As your level increases, you can modify the dice; each die has the potential to be improved twice, thus increasing the chance of success to 50%. However, adventurers can also suffer long-term injuries and curses, which will affect your dice and may lead to you automatically failing.

FFLP Combat

The action is viewed from a forced overhead view with some moody graphics, a rousing fantasy themed soundtrack and a smattering of sound effects. Icons clearly show the directions you can move and the items you can interact with. As you progress through the story you will encounter several set pieces that remain true to the books, but there are also random encounters that are drawn from a deck of cards. These may lead to you having to fight a monster, finding an item, discovering a trap or triggering a special event.

Even making allowances for numerous deaths, the stories do not take that long to complete, but as well as the overriding quest there are also numerous sub-quests to keep you interested. In a neat touch, after completing the game you get to learn the fate of the various characters that you encountered and helped during your journey. Completing every quest will certainly take some time and for the completest, there is also a codex of monsters to compile.

FFLP Victory

The experienced designers have clearly made a sterling effort to reinvent Fighting Fantasy for a modern market. It sticks to the winning mix of tense combat, interspersed with classic riddles and puzzles. The modified dice system is fast paced and works well. It can lead to some nail-biting moments as your handful of dice ricochet across the screen before tethering, tantalisingly on the edge of success or failure. However, the game can be frustrating – there are still those instant death situations, made worse by having to restart from the very beginning every time you die. Granted, with the extra life failure isn’t as harsh as it used to be but having to trudge back from the entrance every time you fail feels like one trait from the past that is best left there.

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Nintendo Power Podcast episode 7 available now!

Nintendo Power Podcast episode 7 available now!

Nintendo Power Podcast is the official podcast of Nintendo of America, in which guests such as Nintendo employees and developers discuss the world of Nintendo each month.

In Episode 7, host Chris Slate (previously editor-in-chief of the Nintendo Power™ magazine) is joined by two guests from Nintendo Of America – Doug Bowser, head of Sales & Marketing, and Katie Casper from the Publisher and Developer Relations group – to discuss recent and upcoming games for the Nintendo Switch™ system, plus the debut of Nintendo Power magazine 30 years ago. Chris also chats with Phil Duncan and Olie De-Vine from Ghost Town Games about the creation of the Overcooked! Special Edition game and its upcoming sequel, Overcooked! 2.

Nintendo Power Podcast is available on Apple Podcasts, YouTube, SoundCloud and Google Play Music and on the Nintendo Switch system in News.

We hope you enjoy the show!

–Your friends at Nintendo

Games Shown:

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Get a job: Slime Rancher dev Monomi Park is hiring a 3D Environment Artist

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: San Mateo, California

Monomi Park is seeking a talented 3D Environment Artist to join our team!

This is a full-time position on-site in our San Mateo, California office.

We’re looking for a 3D Environment Artist to join development of our hit game, Slime Rancher, as well as the exciting games we cook up in the future. Candidates should be well-versed in 3D modeling, texturing, shader creation, and have an unquenchable, burning desire to make and play games!

Candidates should have the following qualities:

  • 2+ years experience developing art assets for video games
  • A portfolio that demonstrates a cohesive and unique eye for world building.
  • Experience with Maya, Adobe Photoshop, Unity
  • Clean and efficient UV mapping skills
  • Strong understanding of modular asset creation for assembling complex environments out of as few parts as possible.
  • Ability to comfortably work in Unity to assemble assets and package them for team collaboration.
  • Superb texturing skills, both hand painted and rendered, but a focus on style over realism.

Bonus qualities that give you an edge:

  • Experience with Unreal Engine, Zbrush, Substance Designer, and Shader Forge or Amplify
  • A deep understanding of Slime Rancher
  • Ability to create particle systems in Unity or Unreal

The position will be expected to perform the following at Monomi Park:

  • Play our awesome games and understand them intimately!
  • Create models and textures for stylized, realtime 3D environments using in-house, custom shaders
  • Collaborate with a small, nimble team of creatively driven game developers.
  • Match existing style guidelines for established projects.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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HTML5 game publisher FRVR secures $3 million in funding

Newsbrief: FRVR, a game publisher that deals heavily in HTML5 titles, has secured a $3 million investment at the close of its seed funding round. This investment itself is of particular note since HTML5 games are still a relatively new fixture in mobile chat apps like Facebook Messenger and WeChat.

The round was led by Accel and saw additional contributions from Makers Fund and angel investors, including Supercell investor Paul Heydon and former Unity CEO David Helgason.

FRVR has released a number of games for messaging and browser-based platforms, and the company plans to use the investment to bring its games to new markets like Asia and onto new platforms. The publisher was notably the second to bring games to Facebook Messenger, and is now looking to expand its HTML5 game reach towards WeChat and 10 other similar platforms. 

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Promethean AI aims to take the grunt work out of worldbuilding through AI

Former Naughty Dog technical art director Andrew Maximov has set up Promethean AI, a company working on creating a tool to help artists and game developers tackle worldbuilding more efficiently. 

The company’s project is an API toolset called Promethean AI that uses machine learning to help artists build virtual worlds by suggesting ideas and tackling the more non-creative tasks that pop up, learning from and adapting to the devs using it as it goes.

Its creators hope that the toolset itself will help developers boost their productivity in a way that gives “every artist the power of an army,” helping teams large and small take their minds off the necessary mundane work that creeps up in game dev and boost their efficiency as a result

“The main goal behind Promethean is to take the creative intent in your head and turn it into actionable 3D content without the manual hassle,” explains Maximov in a press release. “You have all these creative ideas and you want to see them materialize as fast as possible. That’s what we do. We put your brain into a mech suit so that it can go much further, much faster.” 

Promethean AI says that the tech itself is still in development and not quite ready for public use, but the team plans to send the AI out to select game studios in the future as part of its Early Adoption Program. In the meantime, more information on Promethean AI can be found on the company’s website

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DIGIDICED bringing economic boardgame Stockpile to mobile, beta signups available

By Joe Robinson 18 Jul 2018

A couple of weeks ago we learned that DIGIDICED were working on a digital adaption of Castles of Burgundy, and now it seems they’re working on another digital board game title as well.

Stockpile is an economic themed board game that revolves around stocks and trading, with the player possessing the most money at the end of a game being crowned the winner. You are acting as stock market investors at the end of the 20th century, with a key mechanic being that everyone knows something about the stock market, but no-one knows everything.

This is manifested in two ways: insider information, and the ‘stockpile’ itself. The first is the more obvious:

[Inside information] dictates how a stock’s value will change at the end of the round. By privately learning if a stock is going to move up or down, each player has a chance to act ahead of the market by buying or selling at the right time.

As for the second, players purchase their stocks by bidding on piles of cards which are known as ‘stockpiles’. These will contain a mixture of face-up cards with a smattering of face-down cards that have been put there by other players, so no single player knows what ever card in a pile is:

Not all cards are good either. Trading fees can poison the piles by making players pay more than they bid. By putting stocks and other cards up for auction, Stockpile catalyzes player interaction, especially when potential profits from insider information are on the line.

The currently advertised features of Stockpile digital include:

  • Multiplatform (PC, Mac, Linux, iOS, Android)
  • Cross-platform Multiplayer: Challenge the best players or friends across all platforms worldwide or play against your spouse with pass and play
  • Thee different computer opponent levels
  • True to the rules: The Stockpile App uses the newest rules edition of the board game
  • Languages: English, German, French, Spanish, Chinese (simplified), Italian, Portuguese, Russian, Korean and Japanese
  • Game replays: Analyse your best games or learn tricks from the top players

Unlike Castles of Burgundy (which was slated for a 2019 release) DIGIDICED aren’t talking about the release date for Stockpile. What they are saying though is that a public beta will be unveiled at GenCon this year, and you can sign up for the beta at the bottom of this page.

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MLB Manager 2018 is 60 % off till Friday

Out of the Park Developments make some pretty decent baseball games. They have their main franchise on PC, Out of the Park Baseball, which they’ve also adapted to mobile in the form of MLB Manager. The former is celebrating a new release on steam in the form of Out of the Park Baseball 19.

To mark the occasion the developer are discounting their other baseball titles, including MLB Manager 18 which is the latest iteration of the mobile franchise. We currently don’t have our own review (something we’ll fix ASAP), but here’s the official blurb for MLBM 18 if you haven’t come across it yet:

MLB Manager 2018 features a living world that uses the same realistic simulation engine found in Out of the Park Baseball, the best-selling and best-rated baseball management game of all time. Each MLB team in the game features its actual 40-man projected 2018 Opening Day roster. The player ratings are based on the ZiPS player projection system created by famous baseball analyst Dan Szymborski.

You’ve got until the end of Friday, July 20th to pick up the game at a 60% discount on both iOS and Android.

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Get a job: ZeniMax Online Studios is looking for a Mobile Backend Engineer

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Hunt Valley, Maryland

Responsibilities:

  • Design, implement, deploy and maintain highly scalable backends in a zero-downtime environment for thin client mobile games.
  • Work closely with game designers and gameplay engineers to realize responsive multiplayer gameplay.
  • Actively participate in code and architecture reviews.
  • Coordinate with several departments on backend and analytics engineering needs.
  • Contribute to best practices on reliability and availability.

Requirements:

  • Enthusiasm for games in general.
  • Rock solid experience working with Gamelift and associated AWS technologies (Lambda, SQS, EC2, etc.)
  • Understand diverse languages and technologies – Python, Javascript, Node.JS, C++, C#, etc.
  • Real-time multiplayer server experience.
  • 4+ years of experience working with backend technologies for mobile.
  • Strong understanding and commitment to best practices for mobile application security.

Desired Skills:

  • Client-side mobile development experience in Unity3D, UE4, Cocos2d-x, Corona, etc.
  • Microservice architecture experience.
  • Knowledge of network protocols and non-blocking IO.
  • Good experience with Linux shell and scripting languages.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.