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Purple Phoenix Games (2266 KP) rated Nyctophobia: Vampire Encounter in Tabletop Games
Jun 12, 2019
DISCLAIMER: There are technically 2 versions of this game – the OG version and the Vampire version. Thematically, they may be different, but mechanically and gameplay-wise, they’re the same! For the purposes of this review, we will be playing the Vampire Encounter version. -L
A lighthearted trip to the woods has taken a startling turn when you and your friends come across a Vampire! And to make things worse, the Vampire has managed to lure one of your buddies deep into the woods with him! You can’t just turn tail and run – you’ve gotta save your friend! The sun has set, though, and the woods are way more ominous than you thought. You and your friends must cooperate to carefully and quietly navigate in total darkness to avoid disclosing your position to the Vampire while searching for your friend. Will you manage to not only find your buddy, but make it back to the car for your getaway? Or will the Vampire manage to pick you all off, one by one, as he creeps around in the darkness waiting for the opportunity to pounce?
Nyctophobia: Vampire Encounter is a semi-cooperative 1-vs-All memory game with a twist – all players (except for the Vampire player) must wear black-out glasses and cannot see the board. All turns and movement are taken based on feel. You ARE in the dark woods after all – it’s not like you can see your surroundings. Basically how it works is that the Vampire player kind of acts as a GM for the game. They can see the board, and help guide the players’ hands to their pieces and move the player pieces as requested. The players are blind and must rely on feeling their way around the board (avoiding trees and the Vampire!) and communicating the perceived layout to their comrades. The Vampire player then sneaks around the board, silently trying to corner the other players and abduct them. Each player gets a special ability to use on their turns, and there’s a small combat element involved if a player ever runs into the Vampire. The goal of the game, for regular players, is to work with your friends to find the kidnapped NPC (represented by a cardboard standee) and get back to the car to escape. The goal of the game for the Vampire player is to pick off all other players until none remain.
I think this is a super neat game. It’s pretty unique and it’s fun to play! You’re trying to cooperate with your friends to create a strategy for a board that you can’t see. It’s definitely a challenge, but it’s presented in such a novel way that makes it enjoyable. The overall atmosphere of the game is great. The nerves and pressure can really get to the players as they are (quite literally) flailing around in the dark. The Vampire player can have a lot of fun as the GM – do you taunt your players and make them second-guess every move, or do you lay low and stay quiet until juuuust the right moment? Nyctophobia feels like more than just a game while you’re playing, and that is what makes it so exciting.
The only real issue I’ve run into with this game has to do with the components themselves. The board is an 8×8 grid, with the layout set up in secret by the Vampire player. On a regular player turn, you can feel up to 1 space in each adjacent direction to your current location. The only issue is that sometimes, unless the player is diligent, they could accidentally (or purposefully?) feel too many spaces than are allowed – either diagonally or 2 or more spaces away, for example. The way I’ve come up with to alleviate this issue is to have players use only 1 finger when interacting with their piece/the board. That way there can be no extra feeling. And I also, as the Vampire player, will move player pieces for them – the player tells me in which direction to move and I move the piece before guiding their hand back. Maybe if the board were a little larger, this problem would be eliminated? I’m really not sure, but the method I’ve come up with to combat it has worked well so far!
Overall, I enjoy Nyctophobia. It’s a neat game with a unique mechanical aspect and fun player interactions. Is it my favorite game to play? No. But it’s one that I like breaking out for newer gamers and for some lighthearted fun! If you haven’t done so already, give Nyctophobia a try because it’s a refreshingly new take on the modern board game. Purple Phoenix Games gives it a haunting 15 / 18.
https://purplephoenixgames.wordpress.com/2019/05/14/nyctophobia-review/
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Gareth von Kallenbach (980 KP) rated the PC version of Call of Duty: Infinite Warfare in Video Games
Jun 19, 2019
it comes a bold new direction for the series that mixes the familiar with
the new.
Infinite Warfare is set in the future but unlike the recent Advanced
Warfare, this is a future where space travel has become the norm and the
people of Earth find themselves in an ongoing battle with a Mars based
faction who have amassed a very large and powerful fleet of warships.
Players take on the role of Lt. Reyes who finds himself forced into
command when a surprise attack devastates much of the Earths forces and
at the mercy of the ruthless leader of the opposing forces (Kit
Harrington).
Like with last years Black Ops 3 players have a staging area and the
ability to select their weapon configurations for each mission. There is
also a Captains room where players can view newsreels and other items
should they want to take a break from the combat and explore.
Players can also select which missions to take based on the recommended
story missions or they can select side missions. In my first run through I
stuck mainly to suggested missions and was amazed at how fast I got to the
final battle, so those looking to prolong their solo campaign will want to
select some of the additional missions.
Mission play is what you would expect from Call of Duty with missions
mixing stealth and waves of enemies for players to mow down. This time out
several missions involve space combat as players will take on fighters and
enemy ships in their fighter plane which also allows for some interesting
missions where players will leave their ship to battle in Zero-G before
resuming the attack on foot.
Players also will have access to energy and ballistic weapons and can pick
up weapons and ammunition along the way.
Using futuristic grenades that cause gravity to disrupt as well as spider
like seekers is a nice touch as is the protective shield players can
deploy when the action becomes heated.
Multiplayer has always been the strong point of the series and Infinite
Warfare is no exception to this trend. There are fewer modes than in the
past, but the customization and rankings that players expect are still in
place. There are also the popular kill streak rewards that can turn the
tide of any battle.
Although some may not like the inclusion of jump packs in multiplayer, it
did not harm Advanced Warfare and the levels where fallen players float
away in Zero-G were also a very nice touch. I did briefly think I was
playing DOOM with some of the maps set on a planet exterior at first, but
soon found myself caught up in the action. Like with Black Ops 3, a
special weapon is on a timer and allows players to deploy a wide angle
machine gun called a Claw which mows down enemies with ease.
The maps like the solo portion of the game are highly detailed and
stunning to behold and the composition for the game has some very
compelling music. I played the game on an NVIDIA 960 then moved to a
NVIDIA 1060 Founders Edition card and found that the game looked and ran
amazingly well even on the highest settings.
The real treat of the game for me was the Zombie mode set at Spaceland, an
80s themed amusement park. The mode had plenty of 80s nostalgia as well as
an 80s soundtrack of hits from the era as well as a campy tone that
invoked the best of 80s horror films.
The detail level was so good that you can even take a ride on an
attraction, use some rides as weapons, and use tickets you gain to gain
power ups. For me it was simply the best initial Zombie offering of any
Call of Duty game ever.
In the end, Infinite Warfare offers one of the best campaigns in recent
years and blends old and new to create a Call of Duty experience that is
fresh yet familiar. Fans of the series should not be put off by the space
setting and should give the game a try as it is a very enjoyable and
winning combination that is as fun to play as it is great to look at.
http://sknr.net/2016/11/08/call-duty-infinite-warfare/
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Purple Phoenix Games (2266 KP) rated Samurai Spirit in Tabletop Games
Jun 12, 2019
As a Samurai, you spend your life traveling across the land to help those in need. Most recently, you and a handful of other Samurai have been contracted by a small village to defend them against a clan of invading raiders. Only by working together, and by using your extensive training, will you succeed in keeping this village safe!
Samurai Spirit is a cooperative game of press-your-luck. Players take on the role of a Samurai, each with a unique power, and take turns drawing cards and fighting off the invaders or offering support to your fellow Samurai. Invaders can have recurring negative effects, so strategize wisely on how best to combat them and see how far you can push your luck each round. If you are able to survive through 3 rounds (waves) of invaders with at least one surviving farmstead and family, the Samurai are victorious and the village is saved! If any of the Samurai are killed, or the village has been completely destroyed by invaders, then the game is lost. As a solo game, Samurai Spirit plays essentially the same as in group play, with only 2 main differences – the solo player controls 2 Samurai instead of 1, and the support tokens from the unused Samurai are each available for use once during the game.
For such a neat theme, this game falls short for me. It seems simple enough, but there are areas of ambiguity in the rules that lead to some confusion. For starters, the text size is so small that I am not able to find any information at a quick glance! The text itself is not always clear either – like when, at the end of a round, the rules say to collect all cards used this round, does that include cards that have been discarded due to Samurai abilities? How about the cards of the Intruder stack that are presumably discarded after being revealed? The rulebook offers no clarification, and I honestly still don’t know the right answer.
The order/layout of the rules feels mismatched too – relevant information is not always grouped together, and I find myself flipping between several pages at a time trying to figure out one single thing. For example, in the ‘Fight’ action description, it says that if you reach your Kiai value exactly, you can activate your Kiai ability. You have to turn the page to a different section to see exactly what activating that ability means, and then you have to flip an additional 2 more pages to see what each individual Kiai ability is! Why not just put them all in one place? It would certainly be easier to understand if all relevant information was grouped together.
The prominent mechanic of Samurai Spirit is press-your-luck, and I would definitely say that this game is very luck-based. When setting up the game, the initial deck of cards is randomly selected and that can impact whether or not you are able to complete certain requirements each round – if there aren’t enough hat/farm/doll cards for each Samurai, you are guaranteed to incur a penalty at the end of every round. Actual gameplay is very luck-based too, and for me it feels like there are no good ways to strategize – your choices are all dependent on the luck of the draw. You can push your luck to draw more cards and use special abilities, but since you are suffering from recurring penalties each turn, it feels futile to keep going at a certain point.
For me, Samurai Spirit is repetitive and kind of boring – suffer penalty, draw card, and repeat until you eventually pass or the deck runs out. It’s like a too-complicated version of blackjack in which the deck is stacked against you. It’s such a bummer because the theme and artwork are neat, and the gameplay (in theory, at least) should be effective. But the actual execution is too reliant on luck to be successful.
I do quite a bit of solo gaming, but this game is never one that I willingly decide to play. I honestly only broke it out recently as a refresher for this review. Perhaps it is better at higher player counts, but since that is not where most of my gaming occurs, Samurai Spirit is a dud for me.
https://purplephoenixgames.wordpress.com/2019/02/06/solo-chronicles-samurai-spirit/
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