November 2010

Richard Garfield is best known for being the creator of Magic: the Gathering, the first collectible card game. Dr. Garfield’s first official game design, however, was the madcap strategy boardgame RoboRally,which was finally published not long after Magic‘s initial success back in the mid-90s.  The game has undergone a couple of cosmetic revisions in the decade or so since, but lost none of the entertaining frenzy.

The basic premise is that each player represents a supercomputer tasked with maneuvering its own factory robot from checkpoint to checkpoint. The track, as it were, is comprised of one or more boards representing different areas of the factory floor. Like any industrial factory, these areas are strewn with conveyor belts, gears, pits, and other obstacles that will push, pull, spin, and otherwise harm a careless robot that might find itself at the wrong place at the wrong time. And then, of course, there are the other competitors.

Each player is dealt up to nine program cards at the beginning of a round. These cards allow robots to move forward (from one to three spaces), backwards (one space only), or to make left, right, or U-turns. Players must program five of these cards in sequence, and then their robots will follow that program for the round. At the end of each phase (card), the factory elements usually reposition robots according to a set sequence, the final step of which is each robot’s forward-mounted laser firing and hitting the first object in its path. Once all five phases are complete, the program cards are discarded and a new round begins. That is, unless one or more phases have become locked.

See, each point of damage a robot suffers (usually from lasers) causes that player to receive one less card in subsequent rounds. Once a robot has suffered its fifth point of damage, that player would only receive four cards with which they need to program five phases of actions; this problem is “solved” (also read: “made worse”) by the last programming slot becoming “locked” and the last card assigned there being stuck until either that damage is repaired or the robot destroyed. A robot is destroyed either by its tenth point of damage or falling down a pit, and at the beginning of the next round may restore at its most recent archive location (either a checkpoint or repair station) with two points of damage up to three times. In addition to progressing a robot through the race and creating a new archive location, checkpoints and repair stations will heal one point of damage if you end the round (not phase) on them. Certain repair stations can also outfit robots with Options, which are special cards that grant various abilities (or can soak up a laser hit if necessary). After programming cards but before revealing them, a player may announce that his robot will “power down” on the next turn, which means that it will fully heal but receive no cards, spending the net round as an inert lump — a lump at the mercy of the board and everyone else.

If damage, floor elements, and an essentially randomly-assigned set of programming options were the only obstacles to overcome, RoboRally would be a difficult game. But what makes it downright devious are unexpected changes to your plans that might be caused by your opponents. Normally, all robot movement is simultaneous. However, if two robots would ever enter the same space on the same action, one of them will probably be in a world of trouble. Each action card has a priority number printed on it; in the event of a conflict, the higher priority number moves first. Robots can push each other freely in such cases, and an unexpected shove can — and probably will — send you careening wildly off your initially planned course. If you’re lucky, you can survive such a catastrophe; if not… hope you have some archives stored up. 

Besides its challenge, RoboRally‘s greatest strength is its modularity. The game supports from two to eight players, alone or in teams, and the ways in which boards and checkpoints can be combined to form a given course is all but limitless, not to mention optional rules (like “no power downs”). The simplest courses can take under an hour to complete; more intricate floor plans can consume several hours. The instruction booklet includes several suggested layouts along with their estimated difficulty level and time requirements, but the real fun for experienced players comes from creating their own. On the longer tracks it can be impossible to catch up if you fall behind, but fortunately tagging the checkpoints in order isn’t the only win condition. A player can also claim victory by being the last robot standing, and games in which that becomes a viable option for a player (or more…) are interesting to say the least.

RoboRally should be available at any retailer that stocks Avalon Hill products, usually for around $50 or less. It is also available for play via GameTableOnline.com, as a premium game (free for solo play vs. AI, one-time pay for play vs. other humans). Due to the advanced strategy and forward thinking required it is recommended for players 12 and up, although there is little actual in-game reading or math required (barring Option cards).

Tt Games revealed the next game in their Lego series today when they announced a partnership with Disney Interactive to release Lego Pirates of the Caribbean in May of 2011. Set to come out simultaneously with the next film in the blockbuster series, it will feature levels and characters from all four movies. READ MORE

Grotesque Tactics

November 17, 2010

Video game parodies are not uncommon nowadays. Many people like to reference or pay tribute to the games they love, which is perfectly reasonable. Selling itself as a game that “combines the features and clichés of Western and Asian console RPGs,” Grotesque Tactics is a reminder of why most parodies are mostly found in the form of Flash animations and not full-fledged games: You still need substance to keep your game entertaining. 

You can only tell a joke so many times before it gets stale. The main problem with Grotesque Tactics is that it not only tells the joke too many times, it runs it to the ground to the point it’s no longer funny. Every character in Grotesque Tactics is a walking video game cliché, from the sunglasses-wearing Paladin named “Holy Avatar” (a complete ego-maniac who describes himself as a semi-divine being) to the three maidens who join your army solely because they’re attracted to him. The antics between these four characters take up a huge chunk of most of the game, by which point it just becomes annoying every time it’s brought up.  The few references and personalities that are interesting are instead downplayed and ignored after one use in favor of forgettable, uninteresting dialogue and scenarios that drag the whole plot of the game down.

There are so many dubious design choices for the gameplay of what’s supposed to be a tactical game, such as the inability to select party placement, characters often blocking others from being able to move forward and a lack of variety between the playable characters. However, the worst of these choices are the character “obsessions”, which are the game’s sole unique trait. These are activated when a red meter that grows as your character attacks or is attacked, at which point the character will play out said obsession. While the game describes these as good, yet all they do is cripple your party, as obsessions are just as likely to hit the enemy as they are to your own party. For example, all of the female archers in the game share the same obsession: they get jealous over whoever is standing next to Holy Avatar and will proceed to shoot an arrow at the target. Yet more often than not, an enemy would walk up to Holy Avatar and strike him, and then the archer would attack not the enemy, but an ally that was standing next to him. These obsessions only get worse, which begs the question: Why implement them at all? They serve no purpose outside of frustrating the player with a feature that you just ignore until it rears its ugly head and breaks any plan you might have had ready.

I wasn’t expecting much when it came to the game’s presentation, but I was still unimpressed. The character models are poor, but the character portraits are downright atrocious. The soundtrack is completely uninspiring and forgettable, and the environments are the only redeeming visual component. 

I honestly have a hard time coming up with anything good about Grotesque Tactics. The few instances in which the gameplay actually worked well, I could see the game the developers intended. However, it’s only a matter of time until either the horrible design choices or one of the game’s many glitches kick in, reminding me of the mess of a game that Grotesque Tactics is. 

Yesterday news surfaced that Activision was looking to close Bizarre Creations, developers of such games as Blur, Project Gotham Racing, Geometry Wars, and the just released 007: Bloodstone. Activision announced that they planned on either closing or selling Bizarre Creations in the next 90 days due to lack of sales from Blur. READ MORE

My kids have been sick this week, and a ton of people have been in and out of the house. Oxygen delivery, nocturnal O2 sat tests, RSV vaccine delivery, physical therapist visit for my smallest daughter, and two visits to the dentist for me to get and repair a crown. On top of that, I am in the middle of a 12-day second shift cycle at work. Things have been a little hectic to say that least, and that is why this article will be short. Today I have an anecdote for you that I have taken to heart.

My neighbor has two great kids. His son loves to read books and comics, pretend out in the yard that he is Luke Skywalker fighting for the rebels, and play video games like Rock Band, Blue Dragon and The Maw with his dad. His daughter is younger, but she still wants to be just like Daddy. When she isn’t watching Baby Einstein or Pokemon (with her big brother, of course) she likes to hang out with Daddy and play with Xbox 360 controllers. She used to not know the difference when there were no batteries, but now she knows that no lights means it doesn’t work. 

One night my neighbor and I were playing PS3 while his daughter was sitting on the couch playing with an Xbox 360 controller. She was happily pressing buttons, giggling, and generally having a good time. When our time with LittleBigPlanet was over, we went to play a little Gears of War and my neighbor noticed that he had 4,000 more Microsoft Points than he used to. It turns out that even when the video isn’t visible on the TV, the 360 controller can still navigate menus.

My neighbor had already set up parental controls to ensure that his son could not play anything higher than E10+, but after spending $50 extra on XBLM, he turned off auto-login for his account and put a password on it as well. It is important to protect our children from the world when they’re young, but it is also important to protect the world from our children because where there’s a controller and a toddler, trouble’s not far behind.