October 2007

When it comes to dividing the “casual” board gamer from the “serious” (some might suggest “elitist”) gamer, the dividing line is usually clear: dice and the lack thereof. Dice are essentially the embodiment of blind, uncontrollable luck. While very few games are completely devoid of the element of luck, many of the best do as much as they can to make its impact minimal and thus maximize strategy.

This doesn’t make games that heavily rely on dice un-fun, however. Consider the classic game of Yahtzee, which is essentially just a series of poker hands played with dice. As you play Yahtzee, you are completely at the mercy of luck every time you roll; the most you can do is reduce the impact by making accurate assessment of the odds of rolling what you need/want. Failing that, you have to make the strategic decision of where to place your (possibly sub-optimal) roll on the scoresheet. There isn’t a whole lot of control to be found in Yahtzee, and yet it has endured as a family favorite for decades.

To Court the King takes many of the elements found in Yahtzee and gives you an additional degree of control over your fate. The ultimate object of TCtK is to roll (at least) seven-of-a-kind and win the attention of the King; the catch is that you begin with the ability to roll only three dice. In order to work your way up to the King, you first need to win the influence of lesser members of the court and work your way up the social ladder.

The members of the court are represented by illustrated cards not unlike those found in a collectible card game like Magic: the Gathering. Each card has two symbols on it: the combination (or in some cases, total) of dice needed to recruit the character, and the effect the character allows you to employ once per turn. These effects include giving you an additional die (or two) to roll initially, rerolling one or more dice without counting against you, adding a die of a specific value, or modifying (if not outright fixing) the values of rolled dice. Each time you roll, you must set at least one die in reserve before rerolling; other than that restriction, you can reroll as often as your total of dice allows. You can also only recruit a given character once, with the exception of the Fool, who is the “Chance” result of this game and can be recruited with any result, allowing you to reroll a single die; if you are unfortunate enough to recruit him the second time, he turns into the Charlatan, who instead allows you to roll an additional die. The final wrinkle is that there are a limited number of each character available, depending on the number of players; characters obviously become increasingly rare as you move up the hierarchy.

The combined result is a fast-paced series of rolls, using your assembled host of characters to claw your way up to capture the King’s attention with a magnificent seven-of-a-kind. The first player to accomplish this automatically earns the right to use the Queen (who lets you add one die of any value) and triggers the Final Round. Each player, in turn, gets one more chance to out-do the current “top roll”. For example, if the Final Round was initated with a roll of seven fours, the next player would need to roll either seven fives, seven sixes, or eight (or more) of anything; this continues down the line, with each player trying to best the current high roll, ending with the player controlling the Queen. Whoever has the highest roll after his last chance wins both control of the King and the game.

Even with the characters’ various abilities, the game is still dominated by luck. As soon as someone has access to seven dice, the threat of the Final Round being initiated becomes very real. If you don’t have enough dice to compete when that time comes, you effectively get eliminated right away without a final chance, which can be disheartening.

One of the nice benefits of being so heavily reliant on luck is that anyone can win with the right series of rolls, which makes games like To Court the King perfect for families and other casual gaming groups. There is no reading required, and very little actual math (unlike Yahtzee), so anyone old enough to not default to putting the dice in his/her mouth should be able to play successfully. To Court the King isn’t going to win any awards, but it will win over anyone who enjoys a quick game that anyone can play.

More Images

Images courtesy of BoardGameGeek.com

Sony officially confirmed the release of a 40GB version of the PS3 in the US this morning. This new SKU has dropped backwards compatibility and carries with it a $400 price tag. At the same time, its 80GB sibling will see a drop in price from $600 to $500.

The new model is set for release in the US on November 2nd. After it’s release in the UK and subsequent price drop for the 60GB model, the PS3 saw it’s third highest selling week in the UK since it’s release late last year.

The move to drop backwards compatibility was attributed to Sony’s stance that BC is a “secondary consideration” for gamers. They plan to utilize the PS2 to appeal to PS2 gamers and use the PS3 to appeal to PS3 gamers. What then Sony if someone happens to like BOTH of your systems, as wacky as that may sound?

Here’s to hoping at some point in the future there is a low priced fully BC PS3 coming.

GameTap, the leader in digital game distribution, has announced a few of the highlights from the Fall Season of GameTap TV. GameTap TV is online on-demand tv programming and this season’s programming covers music, animation, movies, and video games. Here are a few of those programming highlights:

Artist of the Month (AOTM): This campaign devotes a month of exclusive and original programming to popular artists and encompasses live performances, music videos, top ten lists, interviews, and more.

GameTap News: This award-winning weekly news program showcases everything you need to know about what’s happening in the games industry.

Plug and Play: Tune in to this show for daily previews of the hottest trends and news in entertainment.

Re\Visioned: For its premiere season, GameTap enlisted the animation and comic book industry’s hippest talent to create an animated series based around Tomb Raider’s Lara Croft. For Season Two, GameTap brings to life a host of characters spanning some of the most enduring games of all time.

Tapped In: Get the story behind the video game industry’s most iconic games, consoles and people. Recent episodes spotlighted the best-selling Myst franchise, the Atari 2600, and Ultima creator Richard “Lord British” Garriott. Upcoming episodes feature the work of Warren Spector, SNK, the Virtua Fighter series, and more.

Retrospective: Learn the past, present and future of gaming’s greatest franchises. New episodes will spotlight Command & Conquer, Sonic, and Hitman franchises.

For what it’s worth, GameTap seems to be doing things right. Free content when you want it and you get to pick what you want to watch. Sounds like a winner to me. I personally think Tapped In sounds like it could be pretty interesting to tune in to.

For more information on GameTap TV, head on over to the official GameTap website.

Soul Nomad is the latest strategy role-playing game from Nippon Ichi software, a company known for quirky but rewarding SRPGs such as Disgaea and Phantom Brave. Soul Nomad departs slightly from the tried and true NIS formula, and remains a rewarding experience despite its flaws.

The story begins as you and your partially bovine best friend turn eighteen. You are summoned to the chamber of your teacher, Lady Layna and given what you think are the weapons you’ll use to defend the city. Layna, however, has other plans for you. The sword she gives you contains the spirit of Gig, the self-proclaimed “asskicker” that Lanya defeated over 200 years ago. From that point forward your job is simple: Use Gig’s power to defeat the World Eaters (powerful monsters once controlled by Gig), while making sure that Gig doesn’t take over your body and destroy the world. Like I said, the job is simple…

Unlike other Nippon Ichi games, gameplay in Soul Nomad focuses on squad-based combat, not combat between individuals. Each squad is contained in its own randomly generated room, with decor that bestows stat bonuses. The use of the word “room” can be deceiving. Really, it’s just the way NIS choose to describe the formation and make-up of your squad. The squads themselves are made up of characters from the story as well as generic units such as clerics, pyremages, and soldiers. In all there are 27 different generic classes and 26 recruitable characters that can be combined in a near infinite number of ways to form your squads.

Much of the strategy of this game revolves around creating the right squads and using the proper rooms for each engagement. Players can look at the map and all enemy units beforehand, allowing them to create the optimum army for the upcoming battle. This job is more difficult than you may think, since the room’s configuration and decor are randomly generated. For example, if you’d like to go from a squad consisting of 4 members to a squad of 5 you need to generate rooms until you find one that matches the configuration and decor you are looking for. Later on, it’s possible to spend more time planning your squad than actually fighting the battle. You can use “room locks” to save rooms that you like but there never seem to be enough when you need them. Rooms can also be leveled up by fighting battles in random dungeons, much like the Item Worlds in Disgaea. This also serves as the best place to level your characters, as you are not able to go back and revisit past battles like in other NIS SRPGs. To counter this, you do have the ability to create characters equal to the level of the protagonist. But this ability is expensive to use, and the newly created character won’t be as powerful as a naturally-leveled character.

Once you have designed your squads the game shifts to a map screen where the actual battle takes place. The map itself is 2D but terrain displayed on the map affects movement, and castles and towns give status effects. When the battle begins, the protagonist’s squad is the only one available to the player. All other squads must be summoned into the battle at the rate of 1 per turn. The good news is that summoning can happen regardless of other actions taken that turn. The bad news is that summoning a unit costs the game’s equivalent of money, based on the strength of the squad. This can cause problems at the beginning of the game, but after a while you’ll be making more money than you could ever spend.

Fighting in the game is fairly straightforward. When you attack an enemy each of the units in your squad act in turn. Your healers will heal, your mages will blast the enemy, and your fighters will enter melee combat. Since squads can contain multiple rows of units it’s important to make sure your strongest fighters are in the front row and healers and rangers in the middle or back. One of the most annoying aspects of the game is the order in which fights are decided. Every unit in your squad will attack the front row of the other squad. However, casualties are not decided until after a full round of attacks, so a mage might deal damage to a target before the melee fighters do. And since casualties aren’t calculated until after everyone attacks, it’s possible for your melee fighters to waste their attack an already dead unit.

Besides gameplay issues like random rooms and the ability to waste attacks, one of the biggest issues with the game is difficulty. Soul Nomad goes from simple to very complex in a short period of time, and the documentation and in-game tutorials are more than a little lacking. I didn’t truly understand a lot of the game until I read a third party strategy guide. Even with that knowledge, I found the game much more difficult than other Nippon Ichi games.

Overall I can’t help feeling that Soul Nomad is a little rough around the edges. It’s a decent game that could have been much better with a little more refinement of the battle system and in-game tutorials. Still, strategy RPG veterans should certainly check out the game. Seven endings and the ability to reach level 2000+ mean that you can spend a lot of time with this game, although it also means it can be daunting for beginners. First time SRPG players may want to look elsewhere for an introduction to the genre before coming back for the full Soul Nomad experience.

I’ve been a little behind on some of my gaming recently. Spider-Man: Friend or Foe shipped back on 10/2 and I am just now getting to it. That is the life of a parent I suppose. At any rate, I finally dove into SMFoF yesterday and I was pleasantly surprised by what I found inside.

SMFoF is inspired by the recent Spider-Man trilogy and the classic comics featuring the web slinging hero. It’s a far cry different from the other Spider-Man games that I’ve played in that it features 2 player co-op and it allows you to play side by side with some of Spidey’s most dastardly enemies.

The game reminds me a lot of X-Men Legends in the way it feels. It’s not really anything like XL, but that’s the first thing that came to mind when I got started.

Graphics are solid and the game is downright fun to play, despite the lackluster scores that many places are giving it. The game carries a price reminiscent of last generations games at $50 instead of $60 and that should help it move.

The game is not all that deep, but I think it’s simplicity is what makes it fun. As I played, I kept checking to see what other buttons did and I was almost stunned to find out that all you need are the 4 face buttons and the left analog stick. I shouldn’t be surprised that someone still makes games like this, but I was. I mean, have we gotten so used to games that are overly complex that when a truly simple game comes along we are disappointed by it’s lack of “depth”?

Without giving you a full fledged review of the game, since that is not my job, I think you should ignore the bad press Friend or Foe is getting and give it a second look.