October 2007

Filefront is reporting that this week’s rumors of a potential Microsoft/Bungie split have been confirmed to a certain degree this morning.

They are claiming to have received an official announcement from Microsoft confirming the plan for Bungie to emerge as an independent company. In this deal, Microsoft would keep an equity interest in Bungie and contine to be the publisher for any future Bungie games. Microsoft would also retain the Halo IP rights as well as the rights to publish any and all future IPs that Bungie develops.

Having not received this announcement or seen it anywhere else, I am still not sure what is going on, but I am going out on a limb here since I intentionally failed to report it earlier in the week since it seemed so ludicrous.

I’ll keep an eye out for an official statement from Microsoft.

The official annoucement just hit my inbox a few minutes ago. Looks like this is legit.

The demo for the second Age of Empires III expansion, The Asian Dynasties, is now available. You can grab the demo from one of the following places:

http://www.agecommunity.com
http://www.ageofempires3.com/asiandynasties

Among the (unplugged) gaming community, there are few names as respected — or as prolific — as Reiner Knizia’s. The German designer has over 200 games on his resume, with 1997’s Tigris & Euphrates (T&E) considered his crowning achievement by many. T&E is a tile-laying game that encourages players to adopt a balanced approach to scoring victory points (VPs) as they attempt to wield the most influence in the cradle of civilization. While there are four categories of points, your final score is determined by your lowest score among them at the end of the game; for example, if you have collected 30 black VPs, 30 red VPs, 30 Blue VPs, but only 1 green VP, then your score is one and you will most likely finish dead last despite your dominance in the other three categories.

In order to achieve these victory points, you will need to place your Leaders and Civilization Tiles (henceforth just “tiles”) carefully using your two actions each turn; you can also use actions to discard tiles from your reserve and replace them or to place one of your two a space-negating Catastrophe Tiles. Each tile represents one area of a region, and each type (color) of area has its correspondingly-colored leader. When a tile is played adjacent to a kingdom (any area containing at least one leader), whoever controls the corresponding leader scores a VP of that tile’s color, regardless of who actually placed the tile; the black leader (“king”) can collect VPs of any color if the corresponding leader is not present in his kingdom.

There are three special plays that make things a bit more complicated than that: 1) Completing a 2×2 block of one color’s tiles creates a VP-generating Monument on top of them (and essentially removes those four tiles from play), which can be very powerful; 2) Placing a leader in a kingdom that already contains a leader of that same color triggers an internal conflict that will oust one of them from the kingdom (and board); and 3) uniting two kingdoms with a tile triggers external conflicts between their matching leaders and usually results in one half of the kingdom becoming devastated (and potentially massive VPs scored) in the war. Conflicts are resolved by the two players in question discarding tiles from their reserves and adding those to the leaders’ respective strength in the kingdom; ties go to the defending player.

At the end of each player’s turn, all players replenish their reserves until they have six tiles. The game ends and VPs are scored either when the last tile is drawn or then fewer than three Treasures remain on the board. Treasures are “wild” VPs claimed by the green leader (“trader”) when there are two or more Treasures in a given kingdom; one Treasure remains and the owner of the trader takes the rest. Players may arrange any Treasures they have earned in whatever way they choose for scoring purposes. In the event of a tie for the lowest total, the next-lowest totals of the tied players are checked, and so on until the tie is broken.

The game pieces themselves are every bit as solid as the mechanics, with heavy cardboard tiles, wooden VP cubes characteristic of European titles (small one-pointers and larger five-pointers), and wooden Monuments that really catch attention (and need some slight assembly). The thin cardboard screens that hide both a player’s reserve tiles and accumulated VPs aren’t that impressive, however, but they serve their purpose; they also have convenient reminders as to what actions are allowed on your turn and brief summaries of both types of conflict. Rounding out the package are two sets of rules, one detailed and the other brief.

While most players will grasp the basics of the game quickly due to the simple mechanics, the deeper strategies take some time to develop, especially where conflicts are concerned; my group generally allows takebacks if a newer player makes a misplay like forgetting how the conflicts work. There is a frustrating element of randomness when it comes to which tiles are drawn, but I consider that one of those necessary evils that encourage adaptability and strategy; besides, sometimes the Gods just aren’t on your side. Aside from that and the limited number of players (three or four; rules variants can also be found for two), I can’t find any faults with T&E and would highly recommend it to any gaming group that enjoys strategic games of this nature; it may not appeal to more casual gamers, but at around 90 minutes to play it couldn’t hurt to have them give it a try.

More Images

Images courtesy of BoardGameGeek.com

Chibi-Robo is probably one of my favorite games on the GameCube. The premise behind it is wholey strange in that you are basically playing what amounts to Sim Housekeeper and it’s somehow enjoyable. That game still finds its way into my Wii with frequency and so when I got my hands on the new DS title, Chibi-Robo: Park Patrol, I was pretty excited.

I won’t steal the reviewer’s thunder by giving too much away, but this is a totally different game. It feels different, plays different, and has almost no ties back to it’s precedessor aside from the main character and name of the game. I logged a little bit of time with it last night and I am just not feelin’ the magic that the first one had. Don’t get me wrong, there is nothing explicitly wrong with Park Patrol, but I was just having a hard time getting into it this time around.

Also, what is up with the Wal-Mart exclusive deal? I wonder how much that set Wal-Mart back. I know Chibi-Robo isn’t exactly this massive franchise, but I hate to think what kind of precedence this might set. For those of you that did pick it up, if you don’t like that Wal-Mar logo on your insert, I posted a “clean” version of the cover over at our sister site, The Cover Project.

Activision announced some additional songs that were being included in the main set list for Guitar Hero III: Legends of Rock. Due to some additional parternships with record labels that were formed Activision was allowed access to an even greater number of original artist recordings. These newly formed partnerships have resulted in the following additional songs being available for inclusion in GH3:

  • Same Old Song and Dance (by Aerosmith)
  • Helicopter (by Bloc Party)
  • Stricken (by Disturbed)
  • Monsters (by Matchbook Romance)
  • Before I Forget (by Slipknot)
  • Kool Thing (by Sonic Youth)
  • When You Were Young (by The Killers)
  • Devil Went Down to Georgia (as made famous by Charlie Daniels Band)
  • Sunshine of Your Love (as made famous by Cream)
  • Holiday in Cambodia (as made famous by Dead Kennedys)
  • Cliffs of Dover (as made famous by Eric Johnson)
  • Hit Me with Your Best Shot (as made famous by Pat Benetar)
  • Black Magic Woman (as made famous by Santana)
  • Story of My Life (as made famous by Social Distortion)
  • Pride and Joy (as made famous by Stevie Ray Vaughn)
  • The Seeker (as made famous by The Who)
  • Black Sunshine (as made famous by White Zombie)