Friday, November 13, 2009

Review: Battlefleet Gothic

Battlefleet Gothic represents battle amongst the stars with fleets of larger than life space craft.

I very much enjoyed this game. Ships are represented with miniature figures that players can decorate theirselves (meaning that even if another fleet is the same it is still unique), and each ship is worth a certain amount of points. At the start of a standard game, the players decide on how many points they are going to limit their fleets to. They then place markers to represent plants/moons, then place their fleet on the edge of the play area, and finally determine turn order.
Player keep track of their fleet on sheets of paper with sections divided for the elements of the ship. Up to 5 (if I remember corroctly) ship types can be recorded on a sheet. These record weapons and their location, damage, range, speed and 'admiral rating'. The admiral rating is for issuing special orders to a ship, and each ship has their own admiral.
Attacks are determined by rolling several six-sided dice. There is a chart included to help determine how many dice are rolled when variables are involved.
The game has something few battle games have: balance. This is because of two primary factors; Firstly, the mechanics are simple. The more detailed parts are on the same chart as was mentioned earlier, or are listed in the ships' details. In this way, there are a few rules, and each ship has their own way to use them. Secondly, the game was playtested extensivly with people who gave their opinions about what worked and what didn't. This was invaluable in making the game what it was supposed to be; fun.

An excellant thing to play. And if you pick it up, don't feel limited to skirmishing. Expansive campaignes and scenarios can be played out. The simplicity creates flexability. Have fun!

9/10

Friday, November 6, 2009

Review - The Path

'The Path' is described as a short horror game based on the story of 'Little Red Riding Hood'. It was made by 'Tale of Tales' and is available for download through Steam for home computers.

Path is unique in that it breaks what is conventional for video games. It only has two rules: go to Grandmother's house, and stay on the path. Following these rules results in a failure for the player. The rules are meant to be broken because the game is about growing up.

There are 6 chapters and an epilogue in the game, each represented by a girl. They can be played in any order (except for the epilogue which is played last). The girls are of various ages ranging from 5(?) to late teens, and each of them has a different view of the world, theirselves, and what life is about. All of them are naive to the dangers of the world that are reflected in them, and that is where the wolves come into play.

The wolves are all metaphorical (except for the youngest girl). They range from a natural disaster, to idolizing bad people, to hedonism. In order to succeed in a chapter, the player must give in to the girls' 'wolf'. Once players reach the epilogue, they play as what I believe is either a seventh girl, or the seventh wolf (It's a game that make you think). Also, as you wander the forest you may come across various items. Different girls interact with these items and provide deeper insight into the girls' minds. After all this, players are left before Grandmother's house with a girl whose broken from suddenly 'growing up', and the house's interior has become a twisted reflection into the darker parts of what the girl has become.

The display is minimalistic. There are breif control instructions at the start of the chapters, but otherwise no commands are displayed. The forest loops infinatly, and a crude map appears every 100 meters to show where you've been. The only real landmarks are what appear at the edge of the screen. Pawprints indicate the direction a wolf area is in, white swirls show where the girl from the epilogue is who'll be around key items and can return you to the path, or there may be a small icon of an item if your collect enough flowers.

The game can try your patience at times with how slow the girls walk, and running pulls the camera up and pointing down so you can't see around you. This, however is by design to make the players feel defenseless and to force them to observe their surroundings. There is a ranking system for each chapter, but this is generally a farce (possibly to drive completionists and perfectionists nuts). A good game that has to be tried to truly be understood.