Chris Ingersoll

It’s been eight years since gamers last saw You Don’t Know Jack, Jellyvision’s “Irreverent Trivia Party Game” series. What began on PCs in the early ’90s has now arrived on home consoles, with some slight gameplay tweaks to make the experience more competitive. Most of the series’s classic features remain intact, and there are some new additions to keep things interesting. 

For those unfamiliar with YDKJ, the series is known for its off-the wall humor and unusual approach to traditional game show-style pop culture trivia games. Rather than simply ask, say, “What is the second stage in the Kubler-Ross model of grief?”, YDKJ asks you “If the creators of ‘I Can’t Believe It’s Not Butter’ decided to come out with an entire line of products, what would the next product be called?” and offer you the choices of “I’m Angry It’s Not Butter”, “I Accept the Fact That It’s Not Butter,” “I’ll Do Anything to Make It Be Butter”, and “I’m So Bummed That It’s Not Butter”. In an upgrade to previous versions, now each player gets a chance to answer each question but hitting the corresponding direction on the remote’s D-pad (older editions had more traditional a buzz-in system); how quickly you select your answer determined how much money you win if correct — or lose if wrong. There are special versions of the normal multiple choice questions hidden along the way, as well as the YDKJ-trademarked DisOrDat questions; DisOrDats present you with a list of seven terms and/or phrases that you need to sort into one of two seemingly unrelated (yet disturbingly similar) categories, like “Name of a Pope” vs. “Britney Spears Song” (sometimes “both” is a valid option, and the host will tell you so ahead of time). Only the player in last place gets to participate in a DisOrDat, although other players are encouraged to enter their responses anyway; if they lock in the correct answer before the active player and the active player is incorrect, they can steal that cash.

Another YDKJ trademark is the ability to “screw” an opponent. Each player receives a single screw; if at some point during the game you believe that one of your opponents has absolutely no clue, you can force them to answer by hitting the B button and then selecting them. The screwed player then has five seconds to submit an answer. If they are wrong (or fail to answer), they lose cash and you gain that much, then the question is reopened to all remaining players; if they’re right, on the other hand, they gain cash and you lose it. Screwing can pay off in a big way, but is obviously not without its risks.

The game contains 73 episodes, each with ten questions broken up into two rounds of five each. Scores in the second round are doubled, so it’s really easy to make up lost ground — or to lose it. Naturally, the end of each episode is the infamous Jack Attack, which has players participating in some word association according to a specific clue; for example, if the clue is “The Hair Up There” and the current word is “Ghost Rider”, you’ll want to buzz in when the word “Fire” appears on the screen. Correct guesses in the Jack Attack are worth $4,000 each, and only the first to buzz in correctly can earn that huge bonus; the $4,000 penalty for an incorrect buzz-in is not so restricted, so be careful. Often the entire game can be determined by the Jack Attack, so you’re never truly out of contention until the game is officially over.

There’s one final twist that is new to this edition: The Wrong Answer of the Game. Each episode has its own guest sponsor, like “Granny’s Roach Butter”. Each host has placed a specific wrong answer somewhere in their episode. Determining which one that is can be both easy and tricky; it will usually be a reference to the sponsor’s name, but some references are more direct than others. If you correctly identify and select the sponsor’s answer you are awarded $4,000 (or $8,000 in the second round) and earn a special prize… which is why I am the proud owner of a year’s supply of Granny’s Roach Butter, for instance. Joy. I really like the way this feature rewards players for not just diving on the correct answer as soon as they recognize it, which subtly pulls scores down over time. It takes some adjusting to get used to looking for a specific incorrect answer, but you can certainly play without doing so at all.

What is also new to this edition is online play, downloadable content, and achievements… as long as you’re not playing the Wii version (or the PC version, which is unbelievably even more limited). Despite the Wii being perfectly capable of playing online (Super Smash Bros Brawl, Mario Kart Wii, Monster Hunter Tri) and implementing DLC (some editions of Rock Band offer it, as do both WiiWare Mega Man games), for some reason somebody decided that it wasn’t worth the effort to put those features into the Wii version. Wii owners are stuck having to actually have real friends come over to their homes to play — which is undoubtedly a lot more fun, but having the option to play online with non-local friends and family would have been nice.

YDKJ supports up to four players (previous PC versions capped at three; the current PC version only allows two, so Wii owners can’t complain too loudly) and retails at a crazy bargain $30. At that price the only reason to not own this game is because you actually don’t have at least one other human being to play with — and the off-the-wall humor and zany presentation is so well done that even solo play isn’t that terrible. If you have past YDKJ experience picking this up is almost a no-brainer. If you haven’t had the pleasure yet, then You Don’t Know Jack.

 

 

Andreas Steading’s Hansa Teutonica (published in the US by Z-Man Games) is a difficult game to describe, since there is a lot going on and not a lot of thematic reasoning to help explain it.

Each player (from three to five, with additional two-player rules provided and a double-sided board accommodating either 2/3 or 4/5 players) has a board indicating his strength in five different abilities; all of the spaces on the board save the left-most in each ability begin the game with a cube or disk covering it. The rest of a player’s cubes (and one remaining disk) are split between his active supply and his stock according to player order. The abilities and supply/stock mechanic are reminiscent of another Z-man published title, Endeavor, but the similarities (and easy comparisons) end there.

On a player’s turn he has a number of actions as indicated by his current ranking in that ability. Each of those actions can be one of five different types: 1) placing a cube or disk on a route; 2) claiming a completed route and either installing an office in one of the cities (if you have the appropriate privilege level for the current office; the other cubes/disks are returned to the player’s stock) on one end or advancing in an indicated ability if applicable (the removed cube/disk is added to the player’s active supply and the ones on the route are all sent to the stock); 3) drawing a number of cubes and/or disks from your stock to your active supply (the number determined by your “money bag” income ability); 4) rearranging a number of cubes/disks on the board (equal to your current “book” ability); or 5) displacing an opponent’s cube/disk. Displacing a cube costs you one additional cube, and displacing a disk costs two cubes; the displaced player then gets to take that many cubes and/or disks from his stock and places them, along with the displaced object, on an adjacent route. Forcing other players to displace your pieces is a very strong tactic, as it costs them pieces while providing you with additional ones.

A point is scored whenever a player has control of a city (the most or, if tied, right-most offices in that city) and an adjoining route is completed. Additional points can be scored by claiming certain offices (often ones with only one adjoining path) or if a player manages to connect the two red-indicated towns (on opposite ends of the map). A player reaching twenty points will end the game, although the scores will not remain there for long. There are also two other ways to trigger the end of the game: when the supply of bonus disks is exhausted, or when ten cites on the board are completed. Bonus disks lie along certain routes and provide one of several free actions for later use; when a disk is claimed, a new disk is placed along an empty route by the active player at the end of that turn. Completing cities is such a rare and difficult task (due to privilege requirements) that a situation in which that condition is met before one of the other two seems impossible to visualize, but it must exist as a viable condition for a reason.

Regardless of how the game ends, bonus points are then scored for various categories. Each maxed-out ability (save one) is worth four points. Claimed bonus disks (used or not) are worth an increasing number of points based on how many you have collected. Each player scores one point for each office he controls in the longest chain of connected towns, which is then further multiplied by that player’s “town key” ability (the one ability that doesn’t award a bonus on its own). A player also scores two points for each city he controls. Finally, any players that have placed a disk on the “Colleen” space on the board scores the corresponding number of points (from seven to eleven). 

As you can see, there are a ton of options, which means a staggering number of choices each turn. New players can (and usually will) be overcome with a sense of having absolutely no clue what to do, and observing a game in progress doesn’t help as there is seemingly no rhyme or reason as to what is going on. The only real way to learn is to play; if one or two players have even only a couple more games’ worth of experience they will probably be destroyed. Not helping matters is the incredibly dry theme (something about 12th – 14th century Germanic merchants forming a sort of trade league… yeah) which does nothing to draw in new players. That basically just leaves a lot of wooden cube-pushing to wade through, which is decidedly not for everyone. The strategy is definitely there, and multiple apparent routes to victory provide additional depth. If the lack of theme is something you can deal with (or, in some cases, prefer), Hansa Teutonica can be picked up at a gaming store for about $50, although I’d recommend playing a game or two first if possible to make sure.

If there’s anything goblins really enjoy, it’s fighting. Kim Satô’s GoSu (published by Moonster Games) puts each player (from two to four) in the position of a goblin warlord looking to assemble an army and seize Goblin Supremacy. By combining goblins of three different levels from the five clans into a fighting force, warlords hope to achieve victory in enough Great Battles to do so.

Of course, goblins need structure or they’ll just run amok. Each player is dealt a starting hand of seven cards from the communal 100-card deck: fifty level-1 (“Bakuto”) goblins, five each from each of the five clans (colors), duplicated; thirty-five level-2 (“Hero”) goblins, seven from each clan; and fifteen level-3 (“Okzeki”), three from each clan. The clans themselves are Ancient Globan (white), Alpha Goblins (green), Dark Goblins (black), Meka Goblins (blue), and Fire Goblins (red); the colors and general feel of the clans generally correspond to their equivalents from Magic: the Gathering, as does the overall look of the cards themselves, but there’s really no tie between the games. Using these cards, players will assemble an array that maxes out at five columns wide and three rows high. But as with anything goblin-related, it’s not quite as simple as that.

On a player’s turn, they can take one of five actions: 1) play a goblin from his hand to his army; 2) mutate a goblin in his army into another one from his hand (or in the case of some Dark Goblins, the discard pile); 3) play one of their two activation tokens on a goblin with an activated ability (no goblin can have two tokens on it); 4) spend an activation token to draw a card — or both tokens to draw three; or 5) pass, ending their participation in the round. It is important to note that you cannot reclaim a spent activation token within a round unless a goblin’s ability allows it; otherwise you have to wait until the round ends, so use them carefully.

Playing your first bakuto into your army is free; if your army is later reduced to no goblins (generally this happens early on) any subsequent “first” goblin(s) is also free. Any additional bakuto is free if it is the same clan as a bakuto already in your clan, otherwise you have to discard two cards from your hand. In order to play a hero you need to have 1) at least one bakuto of that hero’s clan in your army and 2) a bakuto without a hero already “above” it in your ranks; there are no other costs. Ozekis have similar requirements, except you need both a matching bakuto and a matching hero and the empty space needs to be above a hero. Any goblin with a mutation cost (indicated on the card next to a yin-yang symbol) can be replaced by another one of equivalent rank by discarding that number of cards; unlike playing a goblin, there are no clan requirements, so you can use this ability to add a goblin of an unrepresented clan to either your bakutos or heroes (ozekis don’t mutate). The only restriction is that a given bakuto cannot mutate into the other copy of himself.

Once all players have passed for the round, the Great Battle for that round begins. Each level of goblin is worth a set amount of strength: two for bakutos, three for heroes, and five for ozekis. This makes math quick, as each full column (one of each) is worth ten, each two-thirds column is worth five, and each lone bakuto two; often a casual glance at each army can determine the winner without any real math being done. Whoever has the highest strength wins the Great Battle and earns a Victory Point, three of which are required to win the game. Certain ozekis have abilities that can grant victory to any player who meets their alternate requirements, so keep track of what’s going on in the upper ranks. If nobody has claimed victory at the conclusion of a Great Battle, everyone reclaims their spent advantage tokens and a new round begins.

What does not happen, however, is any drawing of cards. All card drawing after the initial hands are dealt is done via the abilities of various goblins (or spending activation tokens as an action). There are all kinds of abilities, so it helps to be aware of the options available to you. Some Dark Goblins have the ability to “trap” other goblins; a trapped goblin is turned face down, counting for neither clan nor strength, until the end of the Great Battle — although it can still be used as a support card when placing a goblin of a higher level. Other goblins interact with “free” cards; a card with no card on its right or above it is considered “free”, so there are only from one to three free cards in each army at any given time. Finally, the abilities of some goblins increase in strength if you are not leading in Victory Points.

A game of GoSu can vary wildly in time, as certain abilities can result in everyone drawing additional cards and potentially quite lengthy rounds. This can be especially annoying if those abilities happen after you’ve passed for the round and thus you have to just sit and watch everyone else play — and then you get crushed in the Great Battle since you had to stop developing your army. On the other extreme, a couple of timely destruction effects can quickly reduce a player to no legal plays and an easy victory in the Great Battle; this problem is especially prevalent in two-player games. Further adding to the fluctuating time requirement are the Dark Goblins who have the “zombie mutation” ability, as they allow players to dig through the entire discard pile to find a replacement; I recommend keeping the discards sorted by level to cut down on that issue. 

The cards are sturdy enough to play without sleeves, and are wonderfully illustrated, but there are only 100 of them. That is a very tiny amount for the size of the $30 box that contains them (which is about 4″x6″x2″); even with any potential future expansions (the first should arrive in March 2011) there’s still a bunch of room in there. Overall I find GoSu to be a fun experience, but not one I personally want to play with any regularity. There’s just too much variance that can tilt the game towards one player without any real chance of the other(s) catching up, and later rounds are often forgone conclusions. Still, it captures its theme well and enjoyable enough when I’m in the mood for some chaotic fun with just enough strategy to keep things interesting.

From the same mind that brought us Phoenix Wright and the Ace Attorney Investigations series arrives Ghost Trick: Phantom Detective, a puzzle/maze/adventure game starring Sissel, an amnesiac ghost with some interesting powers. Mostly Sissel can possess inanimate objects and perform a simple “trick”, like unfolding a deck chair, turning on a lamp, or throwing a switch. He can move from object to object via their “cores”, but he can only reach out a limited distance to reach the next core, which is where the maze-like elements of the gameplay kick in as you try to figure out how to gain access to the objects you really need to manipulate. 

Of course, having a limited reach for his core-hopping would make for a fairly boring adventure, as Sissel would either be limited to a small area or be forced to hop from object to object just to cross a street. Fortunately Sissel can travel much faster by possessing phone lines, but there are a couple of hitches. The first is that you have to already know the phone number of where you want to go; Sissel’s amnesia has emptied his mental Rolodex, so you will have to “trace” an active call in order to go anywhere. Once you have that you can hop from phone to phone as the opportunity arises. The second restriction is that only currently-active phone lines can be traversed while Sissel is in the past.

You see, Sissel’s final power is to rewind time. By possessing the core of a freshly-slain corpse (less than a day old), Sissel can view the four minutes immediately preceding their death; then you get to try to avert their fate by using his powers to prevent the incident. Anyone that has been saved in this manner retains their memories of that averted fate as well as their core (living individuals do not normally have one visible) and is able to communicate with nearby ghosts through it. In this manner Sissel slowly accumulates a group of colorful individuals linked by fate that will ultimately reveal the truth about Sissel’s own murder, but not without taking some wild twists along the way.

As might be expected from the creator of Phoenix Wright, the cast of characters is diverse, quirky, and memorable — both the heroes and the villains. Unlike the Ace Attorney games (with the possible exception of the Miles Edgeworth title), however, these characters are also very well-animated. The stylized look of the game comes alive when the characters move (especially a certain white-coated investigator), and everything is accentuated by some great background music.

But even with the fun and engaging game play, developed characters, and solid sound, the true strength of Ghost Trick is the story, which stands a strong chance of being remembered at the end of the year as one of the Best of 2011. As every chapter unfolds, things just get more complicated, and surprising new elements are introduced just when you think you’ve got everything under control. The difficulty increases naturally, but you’re never really in any danger of losing since Sissel can always keep rewinding time until you discover the correct sequence to progress. The later chapters can be quite devious, including a few that can literally only be solved in the last second. 

The whole experience is quite a trip, and even though it is ultimately a short ride, that doesn’t make it any less fun. The “one more chapter” impulse is strong with this one; you’ll find yourself consuming it in the span of a couple days at most — and then wanting so much more. Hopefully we’ll get more, but until then be sure to pick this one up — and avoid spoilers at all costs!

 

DodoGo! Challenge

January 25, 2011

DodoGo! Challenge is a tricky game to evaluate in a vacuum, as it is apparently an expansion pack for/follow-up to a different DSiWare title (DodoGo!). You are tasked with guiding anthropomorphic dodo eggs through all manner of hazards and obstacles to the goal (nest). You have various tools at your disposal that allow you to accomplish this, much like the classic computer game Lemmings. You only need to get one egg to the nest in order to clear a level (some have only one to guide, others have up to five), but you only earn a medal if all of them survive; falling too far can crack or destroy an egg, and uncomfortable conditions (such as being under water) can turn them grumpy. Cracks can be repaired and grumpy eggs soothed by zooming in on them and stroking them with the stylus, but that will cost you precious time. You normally need to stimulate the eggs to their highest happiness level in order to be awarded a gold medal, but if you manage to get them all to the nest under a given “par” time (which mercifully doesn’t begin counting down until you actually touch your first tool icon), you will be upgraded one medal class (earning a Golden Egg Cup if you’re already at gold). The game can provide a code to let you share your records on the website’s leaderboard, for the truly competitive and/or obsessive. 

A slight problem arises when some aspects of the game are simply never explained. There’s a tutorial somewhat curiously hidden behind the “galleries” option, but it doesn’t cover all of your tools (although the only one that is skipped is fairly straightforward) or other objects you might encounter on some levels (like enemies or costumes). You can figure out what they do with some experimentation, but it seems like an odd omission. I can only assume that they were described in the other (non-“challenge”) game and it was expected that you’ve already played that one.

Aside from the minor lack of documentation, my only problem with DodoGo! Challenge came from some control issues. When the clock is ticking down, certain gestures can cost you precious seconds if misinterpreted, and others can cause an egg to perish if the timing is off. The game encourages you to shout “Go!” or “Stop!” into the microphone to give more “hands-free” control over the eggs, but if you’re like me and prefer to not be screaming at inanimate objects in public (or with someone sleeping in another room) there are thankfully stylus gestures to get them rolling. 

If you’ve played the more expensive (800 points) DodoGo! and enjoyed it, spending another 500 points on the additional levels of Challenge is probably worth it. Without the prior experience, DodoGo! Challenge is still playable and fun, just without much in the way of context. The levels are as challenging as the title suggests. Fans of logic puzzles and other Lemmings-like games will probably enjoy it most, but anyone that could use a ready supply of bite-sized entertainment could certainly do far worse for five bucks.