You may remember I chatted about this one, and about a year or two before that it was all over the board game social groups. In short it’s a leviathan board game in a box the size of a couple of breeze blocks, it has a foot firmly in the RPG camp in the same way that Diablo and Grim Dawn are RPGs, all the stabbing, easy on the character moments, incidental decision making with pretty direct fallout, but damn it does the hacking and slashing well.
Characters are diverse in appearance and collection of powers building to tactical combinations with the rest of your party, clever but frustrating action economy, and so many possibilities, status conditions, and moving parts that the whole thing is far easier to manage with an app or three on the side. And actually with that electronic assistance Gloomhaven becomes an incredibly fun game, without it you’ve really got to enjoy your bookkeeping.
Borne on its popularity, Gloomhaven now has a video game version, all of the heroes fully animated, the modular board pieces turned into deep, rich scenery, and all of the numbers handled for you from behind the proverbial curtain.
The video game version is still in early access stages so that players can help test the hell out of the many features to make sure that every character is ready and waiting to go. Currently the only playable characters are the Brute, Scoundrel, Spellweaver, and Cragheart, and after a recent update, the Tinkerer, which means that of course, my character has to wait until last. It’s almost like the Mindthief’s deck is filled with complex strategies, different mechanics, and like huge swarms of rats are hard to animate! Vermlings will not be sidelined!! Although apparently he gets released some time before the end of the year.
The board game has a mass of other characters who are unlocked over time, and given the pace of updates we might not be waiting all that long for the full release as it’s the characters and their management who are the most intricate part of the game. If their actions can be managed properly then so can all of the creature actions.
Oh, and on the subject of the creatures, the creatures in Gloomhaven always looked pretty in the artwork, but seeing them brought to life is something truly incredible. Demons, elemental undead take on a far more haunting aspect when they float and shamble their way towards you to kill you. “Elite” creatures also take on a better visual aspect, rather than being the same cardstock token inserted into a different colour stand, cultists change robes, bandits gain subtle armour decorations, and while the differences are not dramatic, they do add a little depth to the design that sets it apart from the tabletop version.
The gameplay is practically identical, you have your deck of cards, each of which with two options, in combat you choose two cards per turn, and you execute the top of one card and the bottom of the other, typically the top half will be more offensive, the bottom will be more tactical. For a turn based strategy you can easily take your time mulling over your options, and because you can play alone you’re not rushing to ensure you’re not holding everyone else up. When using those abilities, there is always the extra step of “confirming” your moves, which can be skipped by double-clicking, and there’s also a lot of confirming the end of turn, confirming how you take damage, and while it’s all necessary, it does jar the flow of the gameplay a little. Better I think to have played the board game to appreciate the reason for each feature, or maybe in-game tutorials will help advise new players after the proper release.
Early reports are naturally mixed because this game is early access, but fixes have been swift, broadly successful, and expected features are being released at a respectable pace. Whether you decide to jump on in the early days or wait for the full title, I think it’s safe to say that this will be a worthwhile investment for fans of the original board game. Whether or not it will translate to a broader audience… I’m going to suspend judgement for now.
So What Could Be More Important?
You’ve been struck with inspiration for a wonderful idea for a tabletop RPG campaign. Deities, pieces of landscape, ideas for brand new races – all of these are flashing through your mind at breakneck speed. The inside of your skull is now an incubation chamber for a continent, a planet, or even a universe. You have a clear idea of concept, of theme, of the kind of adventures that you want to run in your newfound playground. (more…)
Throughout it’s 20+ year history, the Pokémon franchise has enjoyed several spinoff games with each new generation. Ranging from photography in Pokémon Snap, to Tactical RPG gameplay in Pokémon Conquest, even letting you battle Pokémon in 3D – long before the main series games made the jump – in Pokémon Stadium and Battle Revolution.
One section of their spinoff games made their mark on me: Pokémon Mystery Dungeon.
I play Elder Scrolls Online quite a bit, so earlier this week marked a massive milestone for me. I reached CP810; or Champion Point 810. This is effectively the level cap of the game (as of the time of writing). I’ve spoken to people who’ve been playing for years and have never reached this level; and it’s not like I grinded specifically to get to this level. Nevertheless, here are my thoughts of the game now I’ve done sort of just about everything (with the exception of the absolute hardest content).
It’s a staple mechanic of so many games, a simple metric for measuring advancement, a point of comparison to where you were compared to where you are, and where other people are around you. Levelling up unlocks new skills and powers, grants access to new gear, and ultimately makes the whole process of murder-hoboing through life a far flashier affair.
But here’s the thing… (more…)
One of the more common genres on phones, at least from what I’ve encountered, are these hero collection/Gacha games. You can call them an RPG if you want, but the main premise is to collect heroes, upgrade them and work through the campaign. This is another one of those games, where you are presented with a series of campaign stories, as well as dungeons and PvP content, all so you can get the best heroes and gear, upgrade them all and make the best team possible. Whilst the premise isn’t unique, the way the game presented itself looked great, so I gave it whirl.
A mad month of events is almost over for me, so this should be the last late article for a little while… should be.
Within every nation, powerful factions rise to serve a singular purpose. Military, academic, economic, and philosophical affiliations cause people to draw together, to organise, and to work together in pursuit of a common goal. Where adventurers are concerned, a faction can be a powerful ally, or a dangerous enemy, and the line between the two can be a delicate one, and each step in favour of one can lead powerful individuals away from another. (more…)
This article has a weird back story so bear with me! I was just relaxing one evening and looking through my notifications and noticed I had a new follower on Twitter. Now I usually am quite curious about people who follow me on Twitter. I wonder if they don’t know me personally then I wonder which bit of random content bought them to me. So I begin to head down the so-called rabbit hole which led me to somewhere rather interesting.
Ever gotten back from a night on the town and completely forgotten everything? Well, you’re not the only one, as in today’s review, we follow the adventures of a Knight who cannot remember what happened in the past 24 hours. In a tale of hearty antics and drinks galore, Good Knight Story takes us through a puzzle story featuring a knight, a Leprechaun and lots of really angry innkeepers, kings and monsters. Who ever would have put those lot together? But how well does this Android and iOS title play? What does it do different to similar games in the genre? Read on for our full review.