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Contract Killer: Sniper
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You are a master assassin, hired to infiltrate secure locations and eliminate high-profile targets....
Bob Mann (459 KP) rated Greyhound (2020) in Movies
Aug 9, 2020
Hanks and Stephen Graham. (1 more)
Tense cat and mouse hunting
Grey but exciting.
Here's a great movie trivia question for you.... which 2020 movies link Claire Duburcq and Elizabeth Shue, and why? The answer is at the end of this review!
The battle of the Atlantic, which ran from 1939 to the end of the war, was a key battleground of World War 2. Failure to supply the European battlefront with fresh supplies and troops from the States would spell certain failure. (The wiki page addressing this is here.) But it's a field of combat that has been relatively overlooked at the movies. Of the handful of feature films, the most famous are that famously stiff-upper-lipped British offering "The Cruel Sea" from 1953 and Wolfgang Petersen's original 1981 U-boat film, "Das Boot", seeing it from the German's side.
Here, the subject gets the full Tom Hanks treatment. Not only does he star in the movie, but he also wrote it, based on the C.S. Forester novel "The Good Shepherd".
We join Captain Krause (Tom Hanks, with a strangely German-sounding name!) on dry land awaiting his beloved Evelyn (Elizabeth Shue) for a proposal. But that's the last dry land we see in the movie, since Krause is captaining the US destroyer "Greyhound" on its maiden voyage to protect a convoy of UK and US ships heading for England. But danger lurks beneath the waves as a pack of U-boats attempt to sink as many vessels as possible.
The issue with a movie about a war-time transatlantic crossing is that the ships are grey, the sky is grey and the sea is grey. It's a monochromatic and rather depressing context for a movie. To combat that, the CGI used to recreate the action needs to be good, and thankfully the film delivers in that department.
Where I had quibbles - and I'm not sure whether this was in Hank's original screenplay or the result of director Aaron Schneider's attempts at "added flair" - was in stopping the action mid-scene for a zoom up above the clouds to see the Aurora Borealis. Unnecessary and distracting.
Where the film really scores is in the tense action sequences. As a viewer, I found myself straining forwards in my seat for the "ping" of the sonar! The cat and mouse games being played out with the hidden foe are certainly well done.... albeit a colleague of mine refuses to watch it because "torpedoes don't bounce off the sides of ships" as shown in the trailer!
Perhaps what might have made the film richer still would have been the view from the German side. Another star name as the 'heard but never seen' mocking U-boat commander might have turned this into even more of a Shakespearean battle-royale.
Overall, this is an enthralling and enjoyable watch that I would recommend. Tom Hanks delivers YET another compelling captain role. It seems to be the rank that he naturally gravitates to.... having the gravitas to command, but not being too far removed from the common man. Here he is supported by the omnipresent Stephen Graham, also equally good.
It's a great shame that this never got the wide-screen cinematic release, because Greyhound deserved it. Who knows, perhaps with cinemas spasmodically opening up, there's still time for a national release. That would be good, and I'd certainly go and see it again on the big screen.
And, by the way, the answer to my trivia question is this film - Greyhound - and 1917. The reason being that in both movies the actresses named were the sole female players within the whole cast.
(For the full graphical review, please visit https://bob-the-movie-man.com/2020/08/01/one-manns-movies-film-review-greyhound-2020/ .)
The battle of the Atlantic, which ran from 1939 to the end of the war, was a key battleground of World War 2. Failure to supply the European battlefront with fresh supplies and troops from the States would spell certain failure. (The wiki page addressing this is here.) But it's a field of combat that has been relatively overlooked at the movies. Of the handful of feature films, the most famous are that famously stiff-upper-lipped British offering "The Cruel Sea" from 1953 and Wolfgang Petersen's original 1981 U-boat film, "Das Boot", seeing it from the German's side.
Here, the subject gets the full Tom Hanks treatment. Not only does he star in the movie, but he also wrote it, based on the C.S. Forester novel "The Good Shepherd".
We join Captain Krause (Tom Hanks, with a strangely German-sounding name!) on dry land awaiting his beloved Evelyn (Elizabeth Shue) for a proposal. But that's the last dry land we see in the movie, since Krause is captaining the US destroyer "Greyhound" on its maiden voyage to protect a convoy of UK and US ships heading for England. But danger lurks beneath the waves as a pack of U-boats attempt to sink as many vessels as possible.
The issue with a movie about a war-time transatlantic crossing is that the ships are grey, the sky is grey and the sea is grey. It's a monochromatic and rather depressing context for a movie. To combat that, the CGI used to recreate the action needs to be good, and thankfully the film delivers in that department.
Where I had quibbles - and I'm not sure whether this was in Hank's original screenplay or the result of director Aaron Schneider's attempts at "added flair" - was in stopping the action mid-scene for a zoom up above the clouds to see the Aurora Borealis. Unnecessary and distracting.
Where the film really scores is in the tense action sequences. As a viewer, I found myself straining forwards in my seat for the "ping" of the sonar! The cat and mouse games being played out with the hidden foe are certainly well done.... albeit a colleague of mine refuses to watch it because "torpedoes don't bounce off the sides of ships" as shown in the trailer!
Perhaps what might have made the film richer still would have been the view from the German side. Another star name as the 'heard but never seen' mocking U-boat commander might have turned this into even more of a Shakespearean battle-royale.
Overall, this is an enthralling and enjoyable watch that I would recommend. Tom Hanks delivers YET another compelling captain role. It seems to be the rank that he naturally gravitates to.... having the gravitas to command, but not being too far removed from the common man. Here he is supported by the omnipresent Stephen Graham, also equally good.
It's a great shame that this never got the wide-screen cinematic release, because Greyhound deserved it. Who knows, perhaps with cinemas spasmodically opening up, there's still time for a national release. That would be good, and I'd certainly go and see it again on the big screen.
And, by the way, the answer to my trivia question is this film - Greyhound - and 1917. The reason being that in both movies the actresses named were the sole female players within the whole cast.
(For the full graphical review, please visit https://bob-the-movie-man.com/2020/08/01/one-manns-movies-film-review-greyhound-2020/ .)
Planescape: Torment
Games
App
Reviewers say: "Planescape: Torment is a wonderful game, and its Enhanced Edition is a splendid,...
Gareth von Kallenbach (980 KP) rated the PC version of Evil Dead: The Game in Video Games
Jun 1, 2022
Back in 1981, Director Sam Raimi unleashed the Evil Dead on audiences and in doing so ignited his career as well as that of star Bruce Campbell. The subsequent sequels only further cemented dysfunctional hero Ash Williams into Pop Culture history as did the recent television series which returned the character to eager fans.
Saber Interactive has given fans a chance to play as Ash or several of the characters from the series with Evil Dead: The Game and take the battle to the demonic hordes and plenty of humor, horror, and action along the way.
The game is played from the third-person perspective and online players can enjoy cross-play so that players on all systems can play with one another. In the multiplayer mode, up to four players can team up to get missing pages of a text over a dark and vast map that is littered with demons and can have a player-controlled demon in the mix as well.
Players will be able to arm up by locating guns, knives, swords, and ammunition along the way as well as matches which are key to lighting up areas to keep enemies from advancing. Ammunition is in limited supply so players will have to be selective about combat as blowing away enemies is tons of fun but having to mix it up or run is not always wise when they attack in masses.
The maps are very large and there are vehicles available that are handy in running down enemies and making it to remote areas of the map. Along the way, there are shops, cabins, homes, and other locales where players can find needed objects to survive.
The longer a player operates in the dark or away from other players makes them increase in fear which allows them to be possessed and turn on their fellow players. When a player is low on health they can regain it by drinking cola that is found around the map or by being assisted by a fellow player which is not easy in the midst of combat as helping others can place you at risk.
The goal is to get a legendary dagger and take on the evil leaders which if successful wins the rounds for the players and their XP levels up. Players also have the option for a regular or furious attack as well as special moves which recharge over time.
The solo portion of the game is set in chapters and requires Ash to complete various tasks to advance to the next one. I found this to be very challenging as at times the maps are so dark it is hard to navigate or see properly and without players to help out, it can be a frustrating defeat.
The game has decent graphics and sound and the numerous clips of star Bruce Campbell offering wisdom and quips are very enjoyable and sets the tone for the game well. The attention to detail from the movies is also very enjoyable as players will want to make sure to take a good look around the cabins to get their nostalgia fix.
The game is a fun diversion and fun in groups and gives fans of the series the action and nostalgia they have come to expect. Some may cite a lack of initial depth to the gameplay and maps but I am sure as time goes on and more updates arrive, the game will continue to grow.
For now, Evil Dead: The Game offers enough action, humor, and nostalgia to keep fans happy.
3.5 stars out of 5
Saber Interactive has given fans a chance to play as Ash or several of the characters from the series with Evil Dead: The Game and take the battle to the demonic hordes and plenty of humor, horror, and action along the way.
The game is played from the third-person perspective and online players can enjoy cross-play so that players on all systems can play with one another. In the multiplayer mode, up to four players can team up to get missing pages of a text over a dark and vast map that is littered with demons and can have a player-controlled demon in the mix as well.
Players will be able to arm up by locating guns, knives, swords, and ammunition along the way as well as matches which are key to lighting up areas to keep enemies from advancing. Ammunition is in limited supply so players will have to be selective about combat as blowing away enemies is tons of fun but having to mix it up or run is not always wise when they attack in masses.
The maps are very large and there are vehicles available that are handy in running down enemies and making it to remote areas of the map. Along the way, there are shops, cabins, homes, and other locales where players can find needed objects to survive.
The longer a player operates in the dark or away from other players makes them increase in fear which allows them to be possessed and turn on their fellow players. When a player is low on health they can regain it by drinking cola that is found around the map or by being assisted by a fellow player which is not easy in the midst of combat as helping others can place you at risk.
The goal is to get a legendary dagger and take on the evil leaders which if successful wins the rounds for the players and their XP levels up. Players also have the option for a regular or furious attack as well as special moves which recharge over time.
The solo portion of the game is set in chapters and requires Ash to complete various tasks to advance to the next one. I found this to be very challenging as at times the maps are so dark it is hard to navigate or see properly and without players to help out, it can be a frustrating defeat.
The game has decent graphics and sound and the numerous clips of star Bruce Campbell offering wisdom and quips are very enjoyable and sets the tone for the game well. The attention to detail from the movies is also very enjoyable as players will want to make sure to take a good look around the cabins to get their nostalgia fix.
The game is a fun diversion and fun in groups and gives fans of the series the action and nostalgia they have come to expect. Some may cite a lack of initial depth to the gameplay and maps but I am sure as time goes on and more updates arrive, the game will continue to grow.
For now, Evil Dead: The Game offers enough action, humor, and nostalgia to keep fans happy.
3.5 stars out of 5
Gareth von Kallenbach (980 KP) rated the PC version of Diablo IV in Video Games
Jun 22, 2023
The latest entry in the phenomenally popular Diablo series has arrived with the release of Diablo IV and with it comes the lofty expectations of a rabid fan base for the franchise. Players can play as one of various classes including Sorcerer, Barbarian, Rogue, Necromancer, and Druid, each comes with its own unique abilities such as sorcery, speed and dexterity, and brute force.
I chose to play as a barbarian as I am not a huge fan of resource gathering, crafting, or playing in a support role, and preferred to mix it up close quarters taking as many enemies as I can with me before I go down in a blaze of glory.
As players gain experience they will be able to increase their abilities many of which can be deployed on a timed basis and grow increasingly powerful as players level up. Players will also be able to obtain armor, weapons, charms, and more along the way which can be recycled, sold, or crafted into various upgrades in the numerous towns and communities throughout the vast map of the game.
Players will be able to complete the main quests and side quests along the way which will gain experience upon successful completion as well as defeating enemies in combat. The sheer distance between objectives can be daunting especially when the map is not clearly shown for a specific area as players may sometimes have to go a considerable distance one-way just be able to detour back toward their intended destination.
Thankfully various locales do have vast travel options that once discovered and unlocked allow players to travel between locales quickly. Being able to leave a dungeon to return to a community in order to sell gear, upgrade weapons and armor, and obtain necessary items before returning from the locale they originated from, is a key to survival.
In time I was able to obtain a horse that not only allows me to travel quicker between locales but prevented enemy mobs from attacking me so later in the campaign, I was able to focus on objectives more than dealing with unending waves combat while trying to travel between locales.
Players will encounter other players along the way and the game does have a social factor that allows for friends and players in the local area to be invited to campaign with you. This is a bit of a challenge at first as I found many players were power leveling and did not want to become involved with lower-level players.
While I completed much of the game solo, there were various bosses that I simply couldn’t handle alone, and was very grateful when I was able to obtain help. This changed when I reached higher levels as being able to complete the final campaign with three helpers made a challenging endeavor very enjoyable.
The map of the world is highly detailed as everything from towns, dungeons, villages, and supernatural realms are crafted in incredible detail and the vast number of enemies and their varieties is impressive even if at times frustrating as you have to battle your way through seemingly unending mobs to reach your destination.
Upon completing the game I will be venturing back from time to time to complete side quests and better prepare for the likely future content that will be coming down the line. While it is been popular some players and local community boards have been vocal about criticism for the game which I believe has varied from nitpicking to valid but I can honestly say I enjoyed this game significantly more than Diablo 3 and for me, Diablo IV is one of the best releases of the year and has been an enjoyable gaming experience throughout despite some frustrations along the way.
4.5 stars out of 5
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I chose to play as a barbarian as I am not a huge fan of resource gathering, crafting, or playing in a support role, and preferred to mix it up close quarters taking as many enemies as I can with me before I go down in a blaze of glory.
As players gain experience they will be able to increase their abilities many of which can be deployed on a timed basis and grow increasingly powerful as players level up. Players will also be able to obtain armor, weapons, charms, and more along the way which can be recycled, sold, or crafted into various upgrades in the numerous towns and communities throughout the vast map of the game.
Players will be able to complete the main quests and side quests along the way which will gain experience upon successful completion as well as defeating enemies in combat. The sheer distance between objectives can be daunting especially when the map is not clearly shown for a specific area as players may sometimes have to go a considerable distance one-way just be able to detour back toward their intended destination.
Thankfully various locales do have vast travel options that once discovered and unlocked allow players to travel between locales quickly. Being able to leave a dungeon to return to a community in order to sell gear, upgrade weapons and armor, and obtain necessary items before returning from the locale they originated from, is a key to survival.
In time I was able to obtain a horse that not only allows me to travel quicker between locales but prevented enemy mobs from attacking me so later in the campaign, I was able to focus on objectives more than dealing with unending waves combat while trying to travel between locales.
Players will encounter other players along the way and the game does have a social factor that allows for friends and players in the local area to be invited to campaign with you. This is a bit of a challenge at first as I found many players were power leveling and did not want to become involved with lower-level players.
While I completed much of the game solo, there were various bosses that I simply couldn’t handle alone, and was very grateful when I was able to obtain help. This changed when I reached higher levels as being able to complete the final campaign with three helpers made a challenging endeavor very enjoyable.
The map of the world is highly detailed as everything from towns, dungeons, villages, and supernatural realms are crafted in incredible detail and the vast number of enemies and their varieties is impressive even if at times frustrating as you have to battle your way through seemingly unending mobs to reach your destination.
Upon completing the game I will be venturing back from time to time to complete side quests and better prepare for the likely future content that will be coming down the line. While it is been popular some players and local community boards have been vocal about criticism for the game which I believe has varied from nitpicking to valid but I can honestly say I enjoyed this game significantly more than Diablo 3 and for me, Diablo IV is one of the best releases of the year and has been an enjoyable gaming experience throughout despite some frustrations along the way.
4.5 stars out of 5
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Luke (12 KP) rated Bloodborne in Video Games
Oct 2, 2017
Strategic, challenging, and rewarding combat (6 more)
Excellent orchestrated soundtrack
Great aesthetic and visual design
Cool boss designs
Old Hunters expansion adds extra challenge
30-40 hour campaign with loads of content
Lovecraftian horror at its finest
Bloodborne is an action RPG developed by From Software and directed by Hidetaka Miyazaki, creator of the Dark Souls series. Bloodborne takes elements from the Dark Souls games and mixes in elements of Gothic and Lovecraftian horror to make one truly unique experience exclusively for the Playstation 4.
You play as a Hunter and you have come to the city of Yharnam on the night of the Hunt where the lines between man and beast are blurred. Initially, your goal is quite simple: just go out and kill some beasts of all manner. Everything from werewolves to madmen to even other NPC Hunters. But as you progress through the game, you begin to unravel a conspiracy involving ancient gods from the cosmos coming down to incite this madness upon the townsfolk. Souls games aren't really known for their stories. Most of the game's backstory can often be found in item descriptions. However, Bloodborne differentiates itself by having one of the most fleshed out and intriguing plots of the entire Soulsborne series.
The presentation here is breathtaking. It evokes the style of olden Gothic horror tales from days long past. Towering spires line the horizon clearly inspired by Victorian and Gothic style architecture of Romania and this is reflected in the games level design. Blood spills out in a vibrant crimson color. Most of the game is completely silent save for the excellent sound design. The soundtrack only kicks in during boss fights and other key moments in the game making it even more special.
If you are familiar with any of the Dark Souls games, then you pretty much know what to expect from Bloodborne's combat. Bloodborne emphasizes speed and aggression with its combat system, but it is still quite strategic and very challenging. Don't go in thinking you can just rush through this in a weekend. This game takes patience and effort from the player to be rewarded. The weapon variety is significantly smaller than that of the Dark Souls games, but that's not necessarily a bad thing. Each weapon feels unique, and each one will cater to a specific play style. And since you can transform almost all the weapons in the game, they almost feel like two weapons in one. For example, a shortsword can be transformed into a greatsword and so on. Instead of giving you a shield, Bloodborne instead gives you a wide variety of firearms, from pistols and shotguns, to a flamesprayer and a cannon. You can use these guns on enemies to riposte and perform a visceral attack for massive damage, even on some of the bosses. Armor sets are all really cool, reflecting the games Gothic design. The good thing is that you don't need to worry about upgrading armor sets like in previous Souls games. And the boss designs here are great, some of the hardest and most challenging fights in any game. You have to learn and figure out the timings of their attacks in order to know when best to strike. And if you ever feel like you're getting stuck, you can always bring in a friend with the game's co-op system. The side characters are also great, some of them giving you optional quests that you can carry out if you choose to do so.
There are optional chalice dungeons that you can complete should you choose to do so. The good thing is that they aren't required to finish the game. The bad thing is that these aren't designed as well as the main game. These dungeons are randomly generated and it certainly feels that way as rooms are often copy pasted together to the point where you feel like you're going in circles. Enemy designs are also lazy as hell here, some of them being reused as bosses. It feels like these chalice dungeons were thrown in at the last minute to offer some kind of replay value when they clearly weren't needed in the first place. I'm baffled by their inclusion as some trophies are linked to the completion of these optional missions. But since these are completely optional, they don't take away from the overall score.
There are also a few more minor gripes that I have with Bloodborne. The camera can often get in the way of the surrounding architecture at times. The framerate dips during some instances, even after several patches. Fortunately, these things don't happen all that often. And why can't I warp between lanterns? This doesn't make much sense as if you want to get to a new area, you have to warp to the hub zone and then warp to the area you want to go to. I feel like this would save a lot of load times if you are going back and forth for farming runs. Oh well.
Bloodborne is never impossibly hard. It does have a high learning curve for new players, but if you keep at it and if you are patient enough, you will discover just how rewarding this experience can be. This was my first foray into the Souls series and I am so looking forward to going back in to Bloodborne to try out new builds, new play styles, new weapons, and even greater challenge in New Game Plus mode. Bloodborne is now one of my all time favorite games ever made.
You play as a Hunter and you have come to the city of Yharnam on the night of the Hunt where the lines between man and beast are blurred. Initially, your goal is quite simple: just go out and kill some beasts of all manner. Everything from werewolves to madmen to even other NPC Hunters. But as you progress through the game, you begin to unravel a conspiracy involving ancient gods from the cosmos coming down to incite this madness upon the townsfolk. Souls games aren't really known for their stories. Most of the game's backstory can often be found in item descriptions. However, Bloodborne differentiates itself by having one of the most fleshed out and intriguing plots of the entire Soulsborne series.
The presentation here is breathtaking. It evokes the style of olden Gothic horror tales from days long past. Towering spires line the horizon clearly inspired by Victorian and Gothic style architecture of Romania and this is reflected in the games level design. Blood spills out in a vibrant crimson color. Most of the game is completely silent save for the excellent sound design. The soundtrack only kicks in during boss fights and other key moments in the game making it even more special.
If you are familiar with any of the Dark Souls games, then you pretty much know what to expect from Bloodborne's combat. Bloodborne emphasizes speed and aggression with its combat system, but it is still quite strategic and very challenging. Don't go in thinking you can just rush through this in a weekend. This game takes patience and effort from the player to be rewarded. The weapon variety is significantly smaller than that of the Dark Souls games, but that's not necessarily a bad thing. Each weapon feels unique, and each one will cater to a specific play style. And since you can transform almost all the weapons in the game, they almost feel like two weapons in one. For example, a shortsword can be transformed into a greatsword and so on. Instead of giving you a shield, Bloodborne instead gives you a wide variety of firearms, from pistols and shotguns, to a flamesprayer and a cannon. You can use these guns on enemies to riposte and perform a visceral attack for massive damage, even on some of the bosses. Armor sets are all really cool, reflecting the games Gothic design. The good thing is that you don't need to worry about upgrading armor sets like in previous Souls games. And the boss designs here are great, some of the hardest and most challenging fights in any game. You have to learn and figure out the timings of their attacks in order to know when best to strike. And if you ever feel like you're getting stuck, you can always bring in a friend with the game's co-op system. The side characters are also great, some of them giving you optional quests that you can carry out if you choose to do so.
There are optional chalice dungeons that you can complete should you choose to do so. The good thing is that they aren't required to finish the game. The bad thing is that these aren't designed as well as the main game. These dungeons are randomly generated and it certainly feels that way as rooms are often copy pasted together to the point where you feel like you're going in circles. Enemy designs are also lazy as hell here, some of them being reused as bosses. It feels like these chalice dungeons were thrown in at the last minute to offer some kind of replay value when they clearly weren't needed in the first place. I'm baffled by their inclusion as some trophies are linked to the completion of these optional missions. But since these are completely optional, they don't take away from the overall score.
There are also a few more minor gripes that I have with Bloodborne. The camera can often get in the way of the surrounding architecture at times. The framerate dips during some instances, even after several patches. Fortunately, these things don't happen all that often. And why can't I warp between lanterns? This doesn't make much sense as if you want to get to a new area, you have to warp to the hub zone and then warp to the area you want to go to. I feel like this would save a lot of load times if you are going back and forth for farming runs. Oh well.
Bloodborne is never impossibly hard. It does have a high learning curve for new players, but if you keep at it and if you are patient enough, you will discover just how rewarding this experience can be. This was my first foray into the Souls series and I am so looking forward to going back in to Bloodborne to try out new builds, new play styles, new weapons, and even greater challenge in New Game Plus mode. Bloodborne is now one of my all time favorite games ever made.
Gareth von Kallenbach (980 KP) rated Call of Duty: Ghosts - Onslaught in Video Games
Jun 19, 2019
Call of Duty: Ghosts gets a much needed update with the release of Onslaught, the first of four planned DLC packs for the game.
The new content requires the full version of Ghosts to play and offers up a plethora of content including four new maps, a dual mode weapon, and a new episode of the alien invasion game, Extinction.
For me Ghosts was filled with frustration on the multiplay side as I found many maps were too large and encouraged camping, which as anyone who has been spawn killed numerous times in a row will tell you, leads quickly to frustration.
First off the new Maverick Assault rifle offers power and a high rate of fire for up close and personal combat. For those wanting to do their dirty work from afar, there is also a sniper rifle customization that will give fans of sniper action plenty of options.
The new maps are some of the most fun I have had in Ghosts and for me, were more enjoyable than many of the maps that shipped with the game as they allow for multiple styles of gameplay.
Bayview
Is a whimsical and fun map set in a California Coastal town. It is great for close quarters and run and gun gamers like myself, but has plenty of tactical spots for those that like ranged attacks. The great thing about the map is that it is lots of fun to play.
Running through gift shops, restaurants, the aquarium, and other tourists locales made this a very fun and engaging map. The action is intense and you can even take a ride on the trolley car that roams the boardwalk. One inspired gamer but his Sentry Gun on the car and watched as it road up and down the map picking off enemies that dared get near the tram.
I loved seeing the naval units off on the horizon in a pitched battle which made me think of the action in Modern Warfare 3.
Containment
This is a battle in an abandoned Mexican village after a truck has crashed and spilled nuclear material. The combat is on two levels on two sides of the town with a No Man’s Land in the middle in the guise of a partially destroyed bridge.
From a bar, a church, and the streets, the action is intense in both ranged and close-quarter combat and the map offers plenty of charm and diversity.
Some like to snipe from the windows while others like myself like to sneak their way across and battle in the blasted out bars and shops of the town.
Ignition
Set in an abandoned launch facility I had to dodge firing rockets, sniper fire, and all manner of nooks and hiding spaces for enemy units to attack me from. This is a large map that is spread out but there are some great areas for players to get results with a little planning.
The map has long corridors that provide plenty of options to snipers but also numerous options in which to flank and attack. There is even a plane fuselage for players to travel through as well as plenty of multilevel and cover laden office buildings and labs.
The rockets will randomly fire and setting off either of the two engines will result in some great things happening to the enemy units and with careful planning, players can blast away while they run for cover.
Fog
This is a creepy and quirky map that is set in a swamp like area complete with caves, fog, shacks, and uneven terrain. At first I did not like it as although nice to look at, it seemed to encourage camping and sniping. My thoughts on the map changed the next time through thanks to the run and gun style of play that was going on. Suddenly I heard the familiar music from “Halloween”, and Michael Myers himself appeared and dispatched me and several of my team with an axe.
Several shots and grenades did not slow Myers down at all so I learned it is best to stay away from him or simply accept multiple deaths while he is on the map, unless you can get several shots off while he is busy dispatching others.
If a player completes a certain Field Order, they become Myers and the music will let everyone know to prepare.
For fans of Extinction, there is a new episode called Nightfall which introduces two new alien threats as well as a new weapon and challenges for players to survive as it is a highly enjoyable adventure. This content actually builds on the whole experience and to me seemed like a vital and necessary part rather than a simple bonus map.
I can honestly say that this is the most fun I have had with any of the DLC for Call of Duty as while I have enjoyed maps in the past, I have not had a collection where I enjoyed playing all the maps as much as I have this one and what is a bigger surprise to me is how much it has restored the fun and enjoyment that was missing in Ghosts for me as for the first time since Black Ops 2, I am eager to get back to the fight and level up my character.
While hit counts, play balance, and hackers still hamper the game, the review is for the new content and not the game as a whole and as such, Onslaught delivers in a big way.
Activision recently announced that the second DLC pack named Devastation will appear on the Xbox Consoles in April with the PS 3 and PC versions to follow.
http://sknr.net/2014/03/09/call-of-duty-onslaught/
The new content requires the full version of Ghosts to play and offers up a plethora of content including four new maps, a dual mode weapon, and a new episode of the alien invasion game, Extinction.
For me Ghosts was filled with frustration on the multiplay side as I found many maps were too large and encouraged camping, which as anyone who has been spawn killed numerous times in a row will tell you, leads quickly to frustration.
First off the new Maverick Assault rifle offers power and a high rate of fire for up close and personal combat. For those wanting to do their dirty work from afar, there is also a sniper rifle customization that will give fans of sniper action plenty of options.
The new maps are some of the most fun I have had in Ghosts and for me, were more enjoyable than many of the maps that shipped with the game as they allow for multiple styles of gameplay.
Bayview
Is a whimsical and fun map set in a California Coastal town. It is great for close quarters and run and gun gamers like myself, but has plenty of tactical spots for those that like ranged attacks. The great thing about the map is that it is lots of fun to play.
Running through gift shops, restaurants, the aquarium, and other tourists locales made this a very fun and engaging map. The action is intense and you can even take a ride on the trolley car that roams the boardwalk. One inspired gamer but his Sentry Gun on the car and watched as it road up and down the map picking off enemies that dared get near the tram.
I loved seeing the naval units off on the horizon in a pitched battle which made me think of the action in Modern Warfare 3.
Containment
This is a battle in an abandoned Mexican village after a truck has crashed and spilled nuclear material. The combat is on two levels on two sides of the town with a No Man’s Land in the middle in the guise of a partially destroyed bridge.
From a bar, a church, and the streets, the action is intense in both ranged and close-quarter combat and the map offers plenty of charm and diversity.
Some like to snipe from the windows while others like myself like to sneak their way across and battle in the blasted out bars and shops of the town.
Ignition
Set in an abandoned launch facility I had to dodge firing rockets, sniper fire, and all manner of nooks and hiding spaces for enemy units to attack me from. This is a large map that is spread out but there are some great areas for players to get results with a little planning.
The map has long corridors that provide plenty of options to snipers but also numerous options in which to flank and attack. There is even a plane fuselage for players to travel through as well as plenty of multilevel and cover laden office buildings and labs.
The rockets will randomly fire and setting off either of the two engines will result in some great things happening to the enemy units and with careful planning, players can blast away while they run for cover.
Fog
This is a creepy and quirky map that is set in a swamp like area complete with caves, fog, shacks, and uneven terrain. At first I did not like it as although nice to look at, it seemed to encourage camping and sniping. My thoughts on the map changed the next time through thanks to the run and gun style of play that was going on. Suddenly I heard the familiar music from “Halloween”, and Michael Myers himself appeared and dispatched me and several of my team with an axe.
Several shots and grenades did not slow Myers down at all so I learned it is best to stay away from him or simply accept multiple deaths while he is on the map, unless you can get several shots off while he is busy dispatching others.
If a player completes a certain Field Order, they become Myers and the music will let everyone know to prepare.
For fans of Extinction, there is a new episode called Nightfall which introduces two new alien threats as well as a new weapon and challenges for players to survive as it is a highly enjoyable adventure. This content actually builds on the whole experience and to me seemed like a vital and necessary part rather than a simple bonus map.
I can honestly say that this is the most fun I have had with any of the DLC for Call of Duty as while I have enjoyed maps in the past, I have not had a collection where I enjoyed playing all the maps as much as I have this one and what is a bigger surprise to me is how much it has restored the fun and enjoyment that was missing in Ghosts for me as for the first time since Black Ops 2, I am eager to get back to the fight and level up my character.
While hit counts, play balance, and hackers still hamper the game, the review is for the new content and not the game as a whole and as such, Onslaught delivers in a big way.
Activision recently announced that the second DLC pack named Devastation will appear on the Xbox Consoles in April with the PS 3 and PC versions to follow.
http://sknr.net/2014/03/09/call-of-duty-onslaught/
Gareth von Kallenbach (980 KP) rated Injustice: Gods Among Us in Apps
Jun 19, 2019
Superhero games of often been a mixed bag for gamers. For every Batman Arkham Asylum, there are several titles that failed to deliver the goods and have been relegated to being largely forgettable efforts. Thankfully Injustice: Gods Among Us is a very nice surprise indeed. Not only is it a very solid and enjoyable superhero game, but it is a top-flight fighting game as well. The game is told over 12 chapters and each chapter requires the player to play as one of several heroes or villains. The story is propelled through cut scenes which outline a very detailed and elaborate threat to the world as well is the response that the various characters have to this situation as well as each other.
A typical chapter involves three or so fights that a character has to win in order to move on to the next segment. Since the game is done by the folks who created the recent and highly outstanding Mortal Kombat game this format should be very familiar to anybody who is a fan of fighting games. One of the nice features of the game is that it does not require the best two out of three in order for a player to advance. One victory is sufficient but players get a letter of armor protection over their standard health protection which requires players to inflict a severe amount of damage upon an opponent to win a match.
Should a player fall in battle there immediately able to retry it and after a few subsequent failures the opponent’s abilities ramp down to make advancement slightly easier. There are numerous combat moves available and they differ according to characters. This does require a bit of learning as oddly enough I found playing as Batman to be the most underwhelming character of the game. This is not to say it was not fun simply that I found his combat options rather mundane compared to that of other characters. Since Batman plays a large role in the game you could see how this could be slightly frustrating to me. Interestingly enough, Aquaman and Green Arrow were an absolute delight to play as I found their combat system to be much better suited for my style of play and really enjoyed the options I was able to employ as well as the phenomenal finishing moves that each character has available to them.
In one sequence I was getting pummeled quite severely by Nightwing who unleashed a furious attack on me which knocked me into a new locale. Interestingly enough, the new locale was right into the arms of Killer Croc who was holding a meeting with the penguin and other underworld types, who were kind enough to take the time to smack me around a bit before sending me back out to battle. There were also some interesting mini games such as shooting cars away that had been thrown at me and a very enjoyable one as the Joker or I had to deal cards at an oncoming enemy. Failure to successfully complete one of these mini games resulted in starting a level with the reduced armor capacity.
As the game went on I found myself really enjoying the story but becoming frustrated with what appeared to be a slower than normal reaction time from the characters. He did take a bit of adjustment to my gameplay style, but I was able to complete the challenge and finished the game despite some frustrations.
The game has some fantastic character surprises as well as some very interesting voice talent in it but what I find most amazing is the sheer value and variety of the game. Not only are there the story and online modes which in and of themselves would be more than enough to justify the purchase of the game. There are also challenge modes and scenarios such as S.T.A.R. Labs were various challenge scenarios involving different characters are available for players to test their skills in. This mode alone would’ve made a very interesting and rewarding game and the fact that there is both a story and online mode available really allows this game shine.
When you do with superheroes you must have a lot of belief suspended in order for the story to work. One such example was believing that certain characters could take the beating was being thrown down on them by Superman and come back for more with only a little bit of their armor or health diminished. That being said, I was always happy to dish out more for any of them who wanted it as I especially enjoyed the phenomenal ultra moves of each character as well as being able to interact with the background and bring certain objects into play. During one battle in a hangar, I was able to finish off the opponent by grabbing a tool chest and swatting them like a bug. Another scenario allowed me to pull a missile that was hanging overhead down upon an unsuspecting opponent.
The graphics and sound of the game are first rate and there is absolutely no reason why anybody who is a fan of comic books, superheroes, or fighting games should not get this game especially with the promise of new characters and scenarios being made available in the future through downloadable content. The list of characters in the game alone is impressive and this is truly a phenomenal experience for those who have been waiting for a games do justice to their favorite DC comics characters.
http://sknr.net/2013/04/29/injustice-gods-among-us/
A typical chapter involves three or so fights that a character has to win in order to move on to the next segment. Since the game is done by the folks who created the recent and highly outstanding Mortal Kombat game this format should be very familiar to anybody who is a fan of fighting games. One of the nice features of the game is that it does not require the best two out of three in order for a player to advance. One victory is sufficient but players get a letter of armor protection over their standard health protection which requires players to inflict a severe amount of damage upon an opponent to win a match.
Should a player fall in battle there immediately able to retry it and after a few subsequent failures the opponent’s abilities ramp down to make advancement slightly easier. There are numerous combat moves available and they differ according to characters. This does require a bit of learning as oddly enough I found playing as Batman to be the most underwhelming character of the game. This is not to say it was not fun simply that I found his combat options rather mundane compared to that of other characters. Since Batman plays a large role in the game you could see how this could be slightly frustrating to me. Interestingly enough, Aquaman and Green Arrow were an absolute delight to play as I found their combat system to be much better suited for my style of play and really enjoyed the options I was able to employ as well as the phenomenal finishing moves that each character has available to them.
In one sequence I was getting pummeled quite severely by Nightwing who unleashed a furious attack on me which knocked me into a new locale. Interestingly enough, the new locale was right into the arms of Killer Croc who was holding a meeting with the penguin and other underworld types, who were kind enough to take the time to smack me around a bit before sending me back out to battle. There were also some interesting mini games such as shooting cars away that had been thrown at me and a very enjoyable one as the Joker or I had to deal cards at an oncoming enemy. Failure to successfully complete one of these mini games resulted in starting a level with the reduced armor capacity.
As the game went on I found myself really enjoying the story but becoming frustrated with what appeared to be a slower than normal reaction time from the characters. He did take a bit of adjustment to my gameplay style, but I was able to complete the challenge and finished the game despite some frustrations.
The game has some fantastic character surprises as well as some very interesting voice talent in it but what I find most amazing is the sheer value and variety of the game. Not only are there the story and online modes which in and of themselves would be more than enough to justify the purchase of the game. There are also challenge modes and scenarios such as S.T.A.R. Labs were various challenge scenarios involving different characters are available for players to test their skills in. This mode alone would’ve made a very interesting and rewarding game and the fact that there is both a story and online mode available really allows this game shine.
When you do with superheroes you must have a lot of belief suspended in order for the story to work. One such example was believing that certain characters could take the beating was being thrown down on them by Superman and come back for more with only a little bit of their armor or health diminished. That being said, I was always happy to dish out more for any of them who wanted it as I especially enjoyed the phenomenal ultra moves of each character as well as being able to interact with the background and bring certain objects into play. During one battle in a hangar, I was able to finish off the opponent by grabbing a tool chest and swatting them like a bug. Another scenario allowed me to pull a missile that was hanging overhead down upon an unsuspecting opponent.
The graphics and sound of the game are first rate and there is absolutely no reason why anybody who is a fan of comic books, superheroes, or fighting games should not get this game especially with the promise of new characters and scenarios being made available in the future through downloadable content. The list of characters in the game alone is impressive and this is truly a phenomenal experience for those who have been waiting for a games do justice to their favorite DC comics characters.
http://sknr.net/2013/04/29/injustice-gods-among-us/
Purple Phoenix Games (2266 KP) rated Orbital Conflict in Tabletop Games
Sep 10, 2019
Building your space station. Space combat. Space investors. If these ideas interest you and you are intrigued to know how they work in a board game setting, read on. If you don’t care about head-to-head space stations obliterating each other and jockeying for position as the best bet in the cosmos, discontinue reading.
Orbital Conflict is a player versus player (PvP) card game in which the winner is the player showing the most VPs on their cards at game end. It is a game where placement of cards and orientation of cards is paramount in creating a space station that can dole out damage, take a ton of damage, or hybridizes offense and defense using resources granted from off-station investors.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are final components, and the game is available from the publisher and other online retail stores. Also, I do not intend to explicitly cover every rule for the game, but to give an idea of game flow and play. -T
To setup the game (in this case a 1v1 head-to-head bout) shuffle all the cards with the white back together and deal each player a hand of five. Shuffle the smaller investor cards to form a draw pile. Give the starting player the Initiative card and you are ready to start!
The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.
Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.
The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.
Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.
Orbital Conflict is a player versus player (PvP) card game in which the winner is the player showing the most VPs on their cards at game end. It is a game where placement of cards and orientation of cards is paramount in creating a space station that can dole out damage, take a ton of damage, or hybridizes offense and defense using resources granted from off-station investors.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are final components, and the game is available from the publisher and other online retail stores. Also, I do not intend to explicitly cover every rule for the game, but to give an idea of game flow and play. -T
To setup the game (in this case a 1v1 head-to-head bout) shuffle all the cards with the white back together and deal each player a hand of five. Shuffle the smaller investor cards to form a draw pile. Give the starting player the Initiative card and you are ready to start!
The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.
Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.
The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.
Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.
Purple Phoenix Games (2266 KP) rated Tiny Epic Pirates in Tabletop Games
Dec 28, 2021
Gamelyn Games and Scott Almes have done it again. They’ve managed to create yet another Tiny Epic game with a combo of theme and mechanics that we just couldn’t pass up. When this Kickstarter went live, we were definitely auto-backing it. Now that it’s been fulfilled and we’ve had the opportunity to play it, does it meet all of our high hopes and expectations? Is Tiny Epic Pirates a hidden treasure, or is it fool’s gold?
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.







