Chris Ingersoll

Lost in Shadow

January 21, 2011

Lost in Shadow is perhaps the most literal interpretation of the phrase “2D platformer” since the Paper Mario series, as most of the action takes place in the background. You play as the shadow of a young boy that has been mystically ripped from its host body and thrown to the base of a mysterious tower. Your task is to ascend said tower, but since shadows are stuck on one plane that might prove difficult. Fortunately the tower is filled with enough light to cast a wide variety of shadows on which you can climb, jump, and otherwise treat as if they were real objects — even if those shadows are arranged somewhat differently than the structures that cast them in the real world. 

It is the discrepancy between the real world and the shadows that gives Lost in Shadow most of its trademark gameplay. The boy’s shadow is accompanied by a fairy-like Spangle that you can point at and charge with light certain locations using the Wii Remote. Once charged, you can shift or rotate that object, which changes the shape of the shadows it casts and opening up new opportunities for exploration. Other areas of the tower have sources of light that can be shifted right/left or up/down and dramatically change the shadowy landscape accordingly. There is also one final way to interact with the real world, but you’ll have to climb the tower to find out about that.

Sadly, other than the light-based tricks the action in Lost in Shadow is mostly pedestrian plaftforming, along with some rudimentary combat. Early on in your travels you will come across a rusty sword and equip yourself with its shadow (which causes the real object to vanish for some mystical reason). This sword will come in handy when you begin encountering the various shadow monsters that inhabit the tower. Monsters with red eyes can be dispatched via your simple blade skills, but ones with blue eyes must be eliminated by luring them into the various spikes, arrows, buzz saws, or other traps that also litter the layout for no good reason (especially in the “residential district”) other than “platformer logic”. Defeating enemies will allow you to regain some lost health (measured in grams and increased by collecting the ninety “memories” that are scattered throughout the levels) and earn experience; gaining levels doesn’t do anything for you except allow you to hit harder, but that will be enough once you start running into tougher enemies.

The tower is broken up into several areas, usually about ten floors each. Individual floors (or sometimes groups of about three) serve as individual levels; the game automatically saves your progress whenever you move from one level to another, as well as when you enter/leave a “shadow corridor” — very light-trick intensive areas, often featuring the ability to rotate your view at specific locations in order to significantly alter the layout — or die due to running out of weight. The game keeps a running count of how many times you’ve perished, so obsessive completionists might find themselves resetting a lot to avoid the “suck counter”; you’re going to have to start from the last save either way, which can be incredibly annoying for particularly tricky areas (especially early on when you don’t have a lot of weight). Fortunately, falling into a shadowless pit isn’t an instant death; you merely lose a portion of your weight and restart back near where you fell.

The boy’s shadow is fairly agile, with its most redeeming feature being the ability to cling to ledges and pull itself up (it certainly doesn’t weigh much…), although the control to do so (push up on the nunchuk’s control stick) can be awkward at times. The only other control issue I experienced was the fact that the B button functions for both attacking and interacting with various structures, which will occasionally cause some confusion but not usually much actual trouble. By far the most difficult part of Lost in Shadow outside of its puzzles is simply playing. It takes some adjusting to train yourself to watch the 2D background and not the 3D foreground; it’s a little like learning how to view a Magic Eye puzzle, since you have to train yourself to look past your usual focus point.

Lost in Shadow will keep you thinking, and at times will frustrate you with particularly tricky jumps or other obstacles. It’s not a significantly long adventure, as a non-obsessive run-through on normal difficulty (easy and hard are also available) took me around 15 hours (acquiring 70 of 90 memories). It will seem longer than that, however, as the game has an odd structure that keeps moving the goal posts every time you think you’ve reached the conclusion. I counted at least four times where I thought the game was over but then something new was thrown at me; had I not been aware of some impending backtracking (and it will be obvious to any experienced gamer that pays attention) that count would have been five times. There is also probably a special ending for those who track down all 90 memories, but I couldn’t be bothered. Still, the game has some neat tricks and has an Ico-like visual charm. Ultimately, however, it’s hardly an essential addition to the average Wii owner’s library. If you do decide to get lost in Lost in Shadow, you should be able to find it for an MSRP bargain $40 at most retailers.

 

This civilization-building game designed by Antione Bauza (Ghost Stories) will task you with taking your randomly-selected ancient city from nothing to dominance in three ages (rounds). From three to seven players can participate (the game also includes an advanced 2-player option), but no matter how many are actually playing you are really generally concerned with three until the final scoring: you and your immediate neighbors.

Also independent of the actual number of players is the time it takes to complete a game; generally a half an hour is all you need, although a few learning games are to be expected that might take as many as forty minutes if someone is particularly prone to analysis paralysis.

The quick play time is due to simultaneous execution of actions each turn. An age consists of each player playing six cards, one at a time. A card can either be built as the indicated building for its indicated cost (if any), used as part of your city’s Wonder if you have access to the required resources, or discarded to gain three coins. Resources are generated by previously-constructed buildings (each city has an inherent resource available as well) or purchased from a neighbor for two coins; some buildings allow you to build a specific building or two in the following age without paying its cost, which can be very useful, although it is worth remembering that you cannot have two copies of the same building in your city. Each player is dealt seven cards, but it wouldn’t be much of a game if you just had to choose six of them and play them out — which is where the real fun of 7 Wonders shows up: drafting.

Of the seven cards you are dealt, you will only play one; the rest are passed to one of your neighbors (to the left in the first and third ages, to the right in the second). After everyone plays the card they selected, you pick up the passed cards and select your next, repeating this process until the sixth action when you choose one of the final two passed cards to play and discard the other one for no effect. Being aware of what resources and/or free buildings are available to the neighbor receiving your passed cards is a key strategy (and one of the few times non-neighbors are even remotely relevant to you); “eating” a key card as part of your Wonder or for coins can be very useful. This can also be important when considering the green “science” cards, which score based on completing sets of  them (including both sets of one of the three types as well as sets of all three types) and can be devastating if someone is allowed to collect them unchecked.

Interactions with your neighbors are not just restricted to commerce and strategic card denial. At the end of each age, neighbors wage war with each other by comparing the number of shields they have in their city. Whoever has the higher total across each neighboring border earns extra points (one in the first age, three in the second, and five in the third), while whoever has the lower total loses a point; ties score no points. Losing a battle is always just a single-point penalty, so arms races are rarely worth the effort — although a six-point penalty (three losses each age to each neighbor) could be crucial, as scoring is often tight. Every three coins is also worth a point at the end of the game, although it is almost always better to spend to build cards (by buying resources from neighbors) rather than hoard cash.

As the game progresses, the available cards change. The first age is mostly basic resources and a few small bonuses. The second age has essentially double the potential resources, while the deck for the third age contains no resources at all but instead contains a randomly-chosen subset (two more than the number of players) of ten “guild” cards that provide bonus points (mostly) based on what your neighbors have accomplished. The number of players also dictates which cards are present in each age’s deck; each card has a number from 3+ to 7 on its face, indicating how many players allow that card to be used, and removing the invalid cards is the only real set-up required. This makes some cards rarer than others in certain configurations, but mostly exists just to balance everything out. Each of the cities’ Wonders have various benefits to constructing each level, although on Side A all Wonders’ first and third stages are identical (save cost); every city board is two-sided to provide more replay variety, and both sides are balanced to play against any combination of A and B sides.

7 Wonders occupies a curious borderland between “filler” and “main” game. Anything that can comfortably accommodate seven players is a useful addition to any gaming group, and the quick set up and play times ensure that it won’t overstay its welcome. The retail price of fifty dollars seems a bit much for 160 large cards, some cardboard, and a few wooden disks, but the true value of 7 Wonders lies in its versatility.

Fluidity

January 11, 2011

Fluidity‘s title is somewhat misleading. While a lot of the game does in fact revolve around guiding a pool of water through a series of storybook-like environments, that only covers one-third of the actual action. As you progress through the game’s four worlds you quickly earn the ability to transform into ice, with a cloud of vapor being added to your options not too long after that. Each form has its own unique unlockable abilities in addition to its inherent properties. Shifting between states is a vital part of solving the various puzzles, and with the exception of vapor to water (think precipitation) you can only do so at specific locations, so plan carefully. 

Your overall objective is to collect Rainbow Drops in order to restore power to the mystical tome Aquaticus, which has been contaminated by a dark inky Influence. There are other collectables — water drops to increase your health/reserve lives, puzzle pieces to unlock optional skill-testing “playrooms” — but Rainbow Drops (and, at times, items that reveal additional Drops) are your primary focus. Certain thresholds of Rainbow Drops are required to open various doors, a mechanic that will feel familiar to any platforming veteran. What probably won’t feel familiar is the play control, which consists mostly of tilting the Wii Remote (held sideways) to let gravity move your collection of H2O appropriately; the cloud can also move up or down without having to worry about being pulled back to the ground — although I recommend switching from the default inverted controls for this in order to keep things intuitive. The 1 button handles most of your other skills, be it gathering your water to keep it cohesive (and build up some explosive pressure), sticking your ice to a surface to defy gravity for a limited time, or sucking in air (useful for carrying balloons); your other skills will require use of the D-pad or 2 button, but the controls are never complicated.

The puzzles, on the other hand, can be quite devious. You will have to navigate unusual terrain — some of it dangerous (and different states are affected by different hazards) — and deal with various agents of the Influence in addition to various obstacles, walls, switches, and other nuisances. Often puzzles will require locating a missing gear in order to return functionality to machinery (some hazards can even destroy gears, which costs you a life), returning some lost goldfish to their bowl (fish can be frozen, but need to stay wet or they’ll die — and so will you — so no flying), putting rubber duckies in a tub, putting out fires, or whatever. The variety definitely keeps things interesting, and the difficulty increases feel natural as you progress.

There are almost 90 Rainbow Drops to collect in all; you only need about two-thirds of them in order to gain access to the final boss. That task will occupy a decent chunk of your free time, and tracking down all of the hidden nooks and crannies will require borderline obsession. Fluidity is well worth the 1200 points, but if you’re still not sure, there might still be a demo available that you can take for a test-splash.

 

2010 was a very solid year for my boardgaming experience. The local gaming group is completing its fourth year next month, and we’re still going strong. In addition to providing me with a great way to occupy my Tuesday nights, it has also been a fertile ground for this column; part of me still doesn’t believe that I’ve completed a full year of this without running out of topics.

We have played some awesome new games this year, and since it is apparently required by law to issue forth a year-end recap, I might as well go ahead and put them in order of my favorites. I’ve covered almost all of these in the last twenty-five columns; hopefully I’ll get to the ones I’ve missed in the coming year. Thank you all for reading!

10. Hansa Teutonica: Of course I’d have to lead off with a game I haven’t written about, but it really couldn’t be helped. Hansa Teutonica came out very late in the year and is in many respects the quintessential Eurogame. Somewhat affectionately dubbed “Cube Placement: the Game” by my group for its dry, theme-light nature, HT combines the attribute-leveling aspects of Endeavor with some Ticket to Ride-like link-forming. There are various paths to victory, and it’s very easy to get overwhelmed by the options. HT takes some getting used to, and is definitely not for everyone, but is one of the “heaviest” games I’ve played in some time.

9. Carson City: Role selection, worker placement, territory developing, and good old-fashioned shoot-outs combine for this wild west experience. Carson City has a lot of moving parts, but is fairly easy to grasp and offers some interesting strategic decisions. Included variants offer fresh takes for future plays, providing additional value, but the core game alone will keep most groups occupied for some time.

8. Fresco: Possibly the only game ever created where you have to choose the time you drag yourself out of bed (or at least force your underlings to do so), Fresco‘s colorful take on worker placement will have you mixing paints like a kid in kindergarten as you work to restore a masterpiece. Additional variants are included for future replays in case the mix goes stale.

7. Catacombs: Part-dungeon crawl, part-dexterity challenge, Catacombs is a rare role-playing style adventure where actual skill will be beneficial. No dice or cards are involved for combat; instead, players (one of them representing the forces of evil) take turns flicking wooden disks at each other — and around obstacles. Challenging yet fun, Catacombs is definitely a unique experience.

6. Tobago: Tobago‘s map-building scratches the logic puzzle pleasure center in my brain, in what is probably my favorite new mechanic of the year. The board and bits are very well designed, and piecing together the locations of the treasures is great fun. Tobago doesn’t hold up well to extended repeat sessions, but is well worth the occasional excursion.

5. Forbidden Island: Pandemic‘s younger sibling offers all of the cooperative strategy of it’s world-saving predecessor in a quicker, lighter package. Ridiculously bargain-priced, Forbidden Island deserves its spot in any gamer’s collection as a perfect filler game.

4. Cyclades: Bid to win the favor of one of the ancient Greek gods each round as you progress your civilization towards the construction of two metropolises, waging war and enlisting the aid of mythical creatures as necessary. A game of Cyclades is sadly often determined by the random appearance of one or two specific creatures (usually Pegasus), but aside from that offers a cornucopia of strategic options.

3. Jump Gate: The indie publication that could. If nothing else, Jump Gate is a testament to how simple choices can make for complex game play. Kudos to designer Matt Warden for his award-winning design.

2. Race for the Galaxy: the Brink of War: I’ve been one of the biggest fans of Race for the Galaxy for the past few years now, and this third and final expansion elevates the game from its filler roots. The addition of Prestige as both a resource and source of victory points complicates things just enough to give the game the weight it was previously lacking, and also adds another subtle layer of player interaction to a game that many deride as “multiplayer solitaire”.

1. Ascension: Chronicle of the Godslayer: I probably would have picked up Ascension even without its being designed by three Magic: the Gathering pros. I like the idea of deck-building games, but until Ascension I never really found one that felt right to me. Ascension strikes that chord in a big way, and I eagerly look forward to seeing how it develops in the coming years.

One of Snackbar Games’ traditions is to have staffers pick their top ten games of the year. We’re so all over the map in our tastes that our lists are never similar. Today, we have Unplugged guru Chris Ingersoll. As usual, he slips a few December titles from last year into his list, but we can’t blame him.

For me, 2010 was heavily front-loaded. Most of the titles I really enjoyed came out in the first quarter, including what was technically December 2009, but thanks to some time-sink DS titles I was never really without a “current” game. My Wii definitely didn’t see as much action as my DS — or the DSi XL I picked up in July — but that’s mostly due to my dislike of platformers; Super Mario Galaxy 2, Kirby’s Epic Yarn, and Epic Mickey are sure to show up on the lists of the other Wii owners on staff, but not here. Having both Monster Hunter Tri and Fragile Dreams: Farewell Ruins of the Moon fall flat for me didn’t help my Wii’s suffering either.

Here’s what really caught — and held — my attention these last twelve months:

Honorable Mentions: Metroid: Other M, Glory of Heracles, Final Fantasy: 4 Heroes of Light, Professor Layton and the Unwound Future, and Pokémon HeartGold/SoulSilver are all worth owning but couldn’t make the final cut.

Victim of Circumstance: Mega Man 10 (WiiWare). When I wrote my first list, I had Mega Man 10 in my top 10. Golden Sun: Dark Dawn shipped on November 29th and pushed most of my picks down a space, knocking MM10 out of my official list. While MM10 wasn’t the polished awesome throwback that MM9 was, it still contained plenty of 8-bit difficulty in the classic Mega Man style. Whatever failings the robot master stages might have suffered, the first stage of Skull Castle made up for it by being one of the most epic ever.

10. Infinite Space (DS): This turn-based tactical sim was perhaps the most ambitious title I played this year. There are a ton of ships and modules and a galaxy-sprawling story line. It’s a little dry and wordy, and the actual action is a modified version of Rock/Paper/Scissors, but if you’re in to crazy levels of customization then Infinite Space should steal some time from you.  READ MORE