Fury of Dracula: Digital Edition (Review)

Source: Review Copy
Price: £15.49 (Soundtrack £3.99)
Where To Get It: Steam

Hunting tabletop games are fun. One player against multiple, the one trying to stay hidden long enough to win, the others… Well, that’s where the “hunting” part comes in. But, obviously, friends are required.

So I called some in. And we had a great time, right up until timing out a combat led to a softlock. We’d almost taken out Dracula, too. 3 HP. 3. Stinkin’. HP.

The Dracula here has perhaps the funniest Live2D eyebrow waggle I’ve ever seen. And yes, I count that as a plus.

Well, I was getting my ass handed to me by that vampire in the last fight anyway. But we were doing so well!

Anyway, yes, Fury of Dracula is, as you might have guessed, an adaptation of the board game of the same name, in which Lord Godalming, Mina Harker, Abraham Van Helsing, and Jonathan Harker attempt to hunt down… Dracula. Bleigh! On the upside, heroes have two turns each compared to Dracula’s one. On the other hand, if Dracula’s canny, he can obfuscate his trail enough that he wins through terror, because his trail runs cold after 6 cities worth of movement. He can also, y’know, leave traps, hoaxes, vampire ambushes, and other fun toys, and can see some of Mina’s cards, since she has an incurable vampire bite.

So, items, allies, and ingenuity versus stealth, trickery, and ambushes. If you’re playing Dracula well, you get to look smug as they hunt you elsewhere… Then less smug if you screw up. Playing as the hunters? It’s fun, discussing where he might be, where he might have escaped, why is he travelling by sea so much? And other fun (legitimately fun) discussions. With friends, it’s really fun.

IT ME! Well… My goatee’s a bit thicker, hair’s longer, but… IT COULD BE ME!

And it’s faithful to the rules, with some cool artwork. Alas, that’s… Kind of where the charm runs out. Red… Why is red always involved whenever accessibility comes up?

Oh. Yeah. For obvious reasons. Anyway, yes, while rail routes are delineated clearly, carriage routes are not until you try moving, being a dull red that, in most places, is kind of hard to see. Test your games for colourblindness problems, folks, it’s not tough! Similarly, those of us who hadn’t played the game before didn’t quite know how sea travel worked, and the UX was… Less than clear in places, such as effects on combatants, clarification on certain specials (Hi, Mina!), using your hand, and hand limits… Look, we know they’re in the rulebook. Not everyone knows the game.

The trail only lasts seven steps, and you have a limited time to hunt down our boy Vlad. Make the most of it!

But, despite all of this (I have faith the devs will hunt down the combat bug, but in the meantime, escape on the 5th turn if it seems like it’s dragging on), I cannot deny we had fun. I want the game to be more accessible precisely because it’s so fun. There is local (yay) and online (that’s dependent on how many players you can pick up, or whether you can all arrange a match, but that’s fine if you have friends), and you can play solo (although honestly, if you’re playing all humans, it’s not fun, because it’s not intended.) But, at the time of review, whether you’ll like it really depends on how the accessibility affects you.

The Mad Welshman is also a creature of the night who does not drink… Vine… But that’s just his screwed up sleep schedule.

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Princess Maker: Go! Go! Princess (Going Back)

Source: Cashmoneys
Price: £7.19
Where To Get It: Steam

Princess Maker is a funny old series. It popularised the life simulation and trainer genres in the west, and, for all that its basic formula has remained the same, it managed to create different characters, moods, and refinements throughout the series.

A battle to the… Uhhh… Marriage? There’s no death here, so… Yeah. Battle to the marriage.

Even so, when I found Go! Go! Princess, I sat there for a while, just… Blinking. A board game with life-sim elements, containing the first four princesses to be of the series. Competitive princess making, if you will.

Naturally, I got some friends together to play it (after playing it hotseat and solo.) What we agreed on was that this… Definitely had its weirdnesses. Fun overall, but also with a fair bit of jank.

So yes, you are four princesses to be, and the king is setting a number of tasks, which will determine who has the right to join the Prince on the throne… And who gets any other one of the 36 endings (some of which are unique to the princesses.)

Yes, this is the default name for the Princess Maker 2 princess in this game. I wish I was joking.

There’s, er, just one problem with that last bit. You’ll have a bastard of a time achieving the ending you want unless you’re specifically gunning for it, completely ignoring the mad rush to the quests which are… All around the damn map. There is an option to have a smaller map to work with, and quicker games than the full 8 years (96 turns), but even so, there’s a lot of running around, and, with having to move the full value on the die or dice, without going back on your path, some of the quest locations are painful to get to, being at the end of a path. So right off the bat, you have a sometimes painful quest system, which either results in a mad, unstructured rush to each quest location, or, in the case of everyone but a single player ignoring the quests in favour of their ending (itself a problem due to needing to learn the board, rather than just thinking “Ah, yes, this job would do this, perfect for a General’s necessary stats!”), one player going for one quest, and then the rest of the game a cavalcade of “Ahh, fuck it.”

You’d think the odds are stacked in Maria’s favour. But actually, while Maria was dancing, Lisa was studying the blade…

It’s… A very odd design, where the incentive to faff around on the board is, once you’ve achieved a princess ending for the first time, much larger than winning, unless there’s conflict for a goal. Add in that behind the scenes is somewhat obfuscated, and you have further confusion. How does a high magic skill influence the magic roll in combat? Dunno. Is there any way to relieve stress beyond the random 500g doctor event or some specific churches on the map? Dunno. Do higher stats = higher rolls in general? Seems like, but dunno…

Aesthetically, the game is… Alright. It has the small text problem of earlier games, free mode in the map isn’t as helpful as “Original” mode, and while the icons tell you roughly what to expect, it takes practice to know how it benefits, but…

In the end, this is a weird one. I don’t really see it as appealing to lifesim fans, and similarly, it’s got enough board game annoyances and lack of incentive that I don’t really see it as appealing to them, either. It’s a hodgepodge which feels aimless, and, although we had fun, it was mostly because we were friends playing, not because the game was well designed.

The Mad Welshman wonders what else could be shoehorned into a game like this. Doom? System Shock? Alan Wake, maybe?

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Hnefatafl (Review)

Source: Cashmoneys
Price: £4.79
Where To Get It: Steam

Ah, the ancient board game Hnefatafl. Originally a Scandinavian game of unknown rules (although variants existed in different portions of Europe, especially the Irish and Scottish versions), there was, nonetheless, a version that we now know as Hnefatafl: Tablut, from Lapland. And the general idea is that there is a king, who sits at his table with his men, and… Whoops, turns out this was a pretext by another king to murder him, and he is surrounded on all four sides. Can the king escape, guarded by his men? Or is he fucked?

koff

Well… That’s a common narrative interpretation, anyway. Nonetheless, it’s a competitive board game that is hard. Get hemmed in as the king? Lose. Get captured as the king, lose. (Depending on which rules you use, that requires a simple two capture, or completely surrounding the king) Don’t have enough pieces to capture the king? Lose. King gets to the corner, or edge in some rulesets, and is surrounded by men, so you can’t take him? Lose.

I love Hnefatafl, despite being atrocious at it.

So it’s a bit of a shame that, aesthetically, this isn’t all that strong. The main store image for the game is somewhat misrepresentative, as it isn’t 3D at all. It’s your standard top down deal, ala some chess games, and its UX is clear, but… Eh, it isn’t the greatest, really. There is online multiplayer for the game, so you could very conceivably play a friend (or play them with Steam’s Remote Play function.) It does, however, have most, if not all of the rule variations that exist of the game, so that’s definitely a plus, as is a chess like scoring system for online play, so… Plus?

Big ol’ list of variants, see?

And that, honestly, is the real choice here, when it comes to Hnefatafl games. If you want the most complete game with most, if not all of the rulesets, this is your choice, £5. If you want something older, with a little more flair, King’s Table, £4. If you want a 3D hnefatafl game with some visual polish, Hnefatafl: Viking Chess, £4. None of them will really go into the deep strategy of it, that’s for you to research… But they all offer different things, and this Hnefatafl game? It offers the variations.

Thud is, by the way, a hnefatafl variant. In case you didn’t know.

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Posthuman: Sanctuary (Early Access Review)

Source: Cashmoneys
Price: £12.39
Where To Get It: Steam
Other Reviews: Early Access 1

It’s been a while since I last looked at Posthuman: Sanctuary, not least because of a moderately long radio silence, but a recent update induced me to look, and I have had the most successful run to date.

…And my god, I wish I hadn’t done that before the update. I killed over 400 clones of Karl Marx (the Doomsayer faction), presumably because, being one of the few nonmutated humans in the post apocalypse, I am the new bourgouisie. Sucks to be me, I guess.

Sorry Karl, meet my means of production… Of blood.

But, close to the end of the run as I am (It’s taken several hours), I’ve realised I have become the bourgoisie. I have more backpacks than I know what to do with. Do I drop any of them, considering I can use just one? NOPE. I’ve thrown away Camo Tents. Already got one, don’t like the colour of this one. I’m passing out mutation vaccine and food as if I’m some great philanthropist, while hoarding the majority to myself. I have good guns, plenty of bullets, and a steel baseball bat that has become a sight of terror among mutant and human alike. And I’ve been a meddlesome fucker too.

But I’m tired. So tired. The goal is actually in sight. Except the last three milestones have been a long way apart, I’ve killed so many… And I just want to give up. I’ve stopped bothering to learn new things, or improve myself. I did that long ago.

Ohgod, I’m a one percenter now…

What I’m getting at here, is that once you’ve gotten a truly successful run up and running… The challenge sort of fades away, even with levelups stopping at level 25 or 30. And, as noted, the further you get, the farther away the milestones get.

The game is best when you’re not successful, is what I’m trying to say. When you meet the dread bankers of the soul, the dealmakers. When a big brained mutant is cause for alarm, rather than “Yup, target practice.”

The devs have, to be fair, added new creatures. New events. A fair amount of them. And maybe this will improve things in the future. Because god-damn, the game is pretty, with a cool visual aesthetic, a nice combat tune, a contemplative event track, and relaxing music in the overworld. The events are pretty well written, and they vary from enjoying while predicting the outcome, to… Wait, what? Some of them are, fair warning, pretty grim. Like the man who burns his wife. There is no good option in that event. It’s pain and misery. The option to turn off R Rated events is there, by the way, and this is a good option to have.

Not pictured: My final landmark… Which is… 20 to 40 tiles away… Kill me.

Accessiblity wise, well, it’s turn based, everything is with the mouse, and everything is pretty clear. The rules, also, are relatively clear: Move, Forage, Scout, and Camp each have their function (Moving blindly, trying to get new stuff at the cost of not moving, seeing ahead two tiles from where you are, and recovering health and stamina), and each turn, you have the option of paying 1 food per character, or taking the hit that results.

It’s an interesting wasteland, and I recommend checking it out… But it could do with more of a late game.

The Mad Welshman is not proud of his wealth of backpacks, but he states for the record that it was earned.

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Talisman: Origins (Review)

Source: Cashmoneys
Price: £5.19
Where To Get It: Steam

Talisman is one of those games that, honestly, shouldn’t really have been made as much as it has. It’s not at Blood Bowl levels of “Oh, that’s just milking it now”, but… When the main thing I can say about Talisman: Origins is that it’s “Talisman: Digital Edition, but single player, and with story”, or “It’s Talisman: Prologue, but more expensive and with story/quests” , I kind of have to throw my hands up a bit.

This is now something like the third time I have seen this exact board. And, on reflection… I ask myself Why?

So, for those who don’t know Talisman, it’s an old Games Workshop board game, with elements reminiscent of Warhammer Fantasy (Eagle Lords, grim cities, dark magical artefacts), but its own, High fantasy world. You travel around the board, looking to reach the Crown of Power, the tile in the middle of the board, strengthening yourself, weakening others, occasionally running into trouble, and, because it’s not a game that really does progression (normally), every so often running into a string of unwinnable situations, swearing, and mentally flipping a table. It had a number of expansions, each one alone with interesting twists and scenarios, but, all together? A recipe for minutiae, and backstabbing, and many, many dice rolls.

I tried Talisman: Digital once with all the expansions. That was… An experience. See, the digital editions of the game have, with even one AI player, a certain amount of waiting for them to decide what to do. Even without, there’s dice rolling, waiting for animations, noise cues… It wants to be as clear as possible, but no, you do not get any option to skip said animations and cues and things that slow it down. It is, generally speaking, a game you play with friends, understanding friends who won’t get angry at you when its old school, adversarial play gets the better of them, and where conversation definitely helps it go smoother.

“An Epic tale, as told by dice rolls that can just as easily harm the narrative as help it!”

As such, you can maybe imagine my confusion. And this is as someone who likes hotseat 4X games and board game adaptations where yes, you can play by yourself. Talisman’s lore is… Not particularly deep (It is, essentially, a “chase’n’race” board-game with fantasy trappings and a lot of randomness), and adding lore doesn’t really make any of its shenanigans make more sense. And this, essentially, is where I find myself: Trying to work out where the audience lies here.

Does it really appeal to the folks who already have Talisman: Digital Edition? There’s nothing new animation wise, I’m pretty sure there’s not much new card-wise, and, as I’ve alluded to, Talisman’s expansions are… A lot. Does it, then, appeal to somebody new to Talisman? I’d argue no, because the lore is mostly unreferenced outside of this game (Apart, obviously, from the Crown of Power), and its first tutorial alone took me about half an hour (And not, it must be said, a terribly exciting half an hour.) It does, somewhat, prepare players for the PvP core of the game with AI characters, but… The same experience could be had hotseat. What it adds are lore, quests, and challenges, and… Honestly, that’s not the biggest of niches.

As it turns out, this Great Wizard has Weakness to Ghost types.

So, overall, Talisman: Origins just… Leaves me confused. With other games, I can clearly point and go “Ah, here’s this interesting core” or “Ah, I can see where this is appealing to X”, and, with this… If there were no DLC for the thing planned, I’d say “This is a cheaper alternative to the main Talisman, as the DLC for that comes to around ninety quid”, but I’m not certain about that, considering how even Talisman: The Horus Heresy (It’s 40K themed, less visually readable cousin) has about 9 DLC. The biggest draw of Talisman has always been the social aspect to it, and so… All the “for” arguments I can think of are rather weak.

The Mad Welshman doesn’t enjoy being confused. It is his least favourite status effect outside of “Hangry-Thirsty.”

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