Chris Ingersoll

Final Fantasy: The 4 Heroes of Light is an intentionally retro throwback to the old 8-bit Final Fantasy days, before the Active Battle System (first seen in FF4), pre-rendered cinematics (FF7) or pretty much anything else that has come to define the venerable series these days. There isn’t even a chocobo or moogle to be found, although crystals do show up.

4HoL uses an Action Point battle system that takes some getting used to. Every turn each one of your heroes generates one AP (to a maximum of five). Every action except “boost” requires at least one AP (boosting actually gives you one more AP while reducing damage taken that turn by half), and any AP you don’t use is carried over to the next turn — or to the next battle. That last part is key, as AP you carry between battles is also used to cast healing spells while not in combat. As you might expect, this has the effect of making items much more important, as there is no AP cost to use them on the map (they cost 1AP in battle just like a regular attack).

Of course, items take up space in your characters’ personal inventories; unlike most RPGs, there is no universal “bag of holding” in which all of your loot is stashed. Every item except crowns (more on them later) and key items occupies a single slot in a character’s fifteen-space inventory; multiples of the same item do not stack (although they do in your 99-slot “storage space”, which is only accessible via certain shops found in most towns). In addition to your items, you must also make room for equipment, weapons, and spell books. A well-armed magic-user will probably have precious little space to carry anything else… and any class can use magic if you want it to.

The class/job system in 4HoL is done via almost thirty hats called “crowns” that you earn a few at a time as you defeat bosses (or doing exceptionally well at the two mini-games you eventually find). You can swap crowns at any time, and crowns are accessible to all characters even if your party is split up at the time — which is how you will spend the first half of the game. In addition to an inherent ability (such as White Mages needing one less AP to cast white magic), each class has its own special ability, which must be assigned one of six action slots along with any spells you want to cast. Crowns can also be upgraded up to three times (per character…) in order to gain additional abilities; upgrading is done by attaching specific gems, which are gained by defeating monsters.

What you do not gain from defeating monsters is gold. Monsters only give you XP, items, and gems. Other than the occasional treasure chest, your only means of income is selling items, equipment or gems. Gems can be valuable when cashed in, especially the rarer ones, but since you need them for upgrading your crowns (and one town has a shop that can use gems to upgrade equipment as well) you have to weigh your options carefully. Bear in mind that if your party dies you will lose half of one type of gem (randomly selected, I believe) unless one of your characters is the beginning class of Freelancer (no crown).

All of this inventory and ability management makes the game tedious at times, but you quickly get used to it; using the button shortcuts instead of the stylus is usually more efficient, but both methods are fairly reliable. What you may not get used to unless you have experience with 8-bit RPGs is the nearly complete lack of hand-holding. If you forget — or simply don’t know — where you need to go next, your only recourse is to ask everyone you can find and see if one of them hints at a course of action. It’s not always obvious, but there’s usually something mentioned that you should investigate. Later on you gain the ability to speak to animals and can use that to get a more direct hint from the fox companion of the ubiquitous adventurer who serves as your only save points. That’s right, you can’t save whenever and wherever you want — there isn’t even a quicksave feature; it’s mostly restricted to just towns and right before bosses, although mercifully if you really need to you can always put the DS into sleep mode.

4HoL is hard, but not impossible. Your success will generally come from careful management of your crowns, as the right job(s) can make a world of difference. I’m almost convinced that certain bosses are actually unbeatable unless you have specific classes, which can be frustrating. Certain classes are more powerful and/or useful than others, although it’s not always the ones you might suspect. Be wary of over-leveling as well, as the game scales accordingly and you can quickly find yourself outclassed if you grind too much without having the skills and/or equipment to back it up. After completing the second half of the game you gain access to several randomly-generated dungeons that can yield the remaining crowns (you only earn twenty of them naturally, plus the two earned from mini-games) that can be thought of as post-game content, and there is a multiplayer local wireless aspect that I did not explore that will probably add some additional value for those able to utilize it. Points that you earn in the single-player mini-games can also be spent at the wireless store to buy special items — which I did not discover until after I beat the game.

While the retro style of 4 Heroes of Light has its charm, it is not for everybody. Even die-hard RPG fans might find the throwback uncomfortable. Overall I enjoyed the game, although I can’t recommend it as highly as I did the Final Fantasy III remake a few years back; that game’s limitations were inherent to its decades-old design (and even then they still managed to add a quicksave feature), while the limitations in 4HoL are all intentional. It’s still a solid RPG experience if you’re up for it.

Pros: “old-school” Final Fantasy adventure without all of the cinematic trappings of the current editions

Cons: A lot of those “retro” touches were abandoned for a reason

 

In Fury of Dracula (designed by Kevin Wilson and Stephen Hand, published by Fantasy Flight), four protagonists from Bram Stoker’s immortal novel are in a desperate chase to find Dracula before he can return to his full power, although they don’t have a lot of time to do so and the vampire is incredibly cunning. Fury of Dracula is a cat-and-mouse style cooperative-competitive game; one player moves Dracula in secret while the rest must coordinate the hunters (Van Helsing, Lord Godalming, Dr. Steward, and Mina Harker) as a team to uncover his trail.

The game begins with each hunter being placed anywhere on the map; Dracula then chooses his starting position. As you might imagine, the strategy starts right away. Each hunter is initially equipped with  basic tactics cards (punch, dodge, and evade); Dracula has his own tactics, and which are available to him in a given encounter depends on the time of day. The hunters may be able to find additional items as they travel across Europe, although there is a limit as to how many they can hold. Additionally, there are also Event cards that can affect either side; they are drawn from the bottom of the stack and each one has a symbol on the back indicating whether it belongs to the hunters or Dracula. Dracula also has a hand of five encounter tokens, which describe what will happen to a hunter who uncovers that particular leg of his trail. It is important to note that certain encounters will earn Dracula victory points if they go undiscovered for long enough. 

A game round begins with Dracula advancing the time track one segment, then moving to a new location by playing one of his location cards on the track across the top of the board (shifting any existing cards down one space) and placing an encounter token on it (if no hunter is present; if one is, he must attack instead) before drawing back up to five tokens. Dracula also has some special power cards that can be used to throw the hunters off the scent, but the hunters will become aware if the vampire takes to sea travel by the color of the location card played. Traveling by sea can be an efficient way to Dracula to evade his pursuers, as there are almost always several potential landing sites from any given body of water, but it comes at a price; extensive movement at sea weakens Dracula’s strength (blood points) and the time track does not advance if Dracula began his turn at sea. Dracula cannot cross his own trail until a certain number of turns have passed, as he only has one card per given location. Also, unlike the hunters, Dracula can only move on land by road.

Once Dracula’s turn has ended, the hunters take their turn in a specific order (as indicated on their player cards). Each hunter can move along a road to the next city or town; alternately, they may attempt to move by rail, which is potentially quicker but not as reliable — a roll of a special d6 indicates how far the player can move, if at all. A hunter can also move to sea  as appropriate. After every move, the Dracula player must inform the hunter if (s)he has discovered his trail, revealing the corresponding location card — and encounter token (or Dracula himself!) — if applicable. If there is no encounter, the hunter has the option to draw one or two cards, depending on the type of city (and obviously nothing if at sea); alternately, the hunter may rest to recover health, but doing so draws to Event cards, and any Dracula Events that are drawn are played/kept as normal, with hunter Events being discarded. If any hunters share a non-sea location, they may trade items between them. Also, hunters may travel as a group if they feel the need to do so, usually when they are hot on the trail and looking to close the noose. This cycle of Dracula/Hunters continues until Dracula is defeated or until Dracula has accumulated 6 Vampire points.

Every time a new day begins (as indicated by Dracula moving the time marker from “Small Hours” to “Dawn,” usually after 6 rounds not counting sea travel or Events), Dracula scores one Vampire point and the hunters gain a single Resolve. Resolve can be spent by any hunter on their turn to achieve one of three powerful effects, but they share a mutual pool of it and only earn it as the days progress (and thus as Dracula nears victory) so it must be spent wisely.

Whenever the hunters encounter Dracula or one of his Agents, combat occurs.  Each player chooses one of his combat cards secretly, then they are both revealed. A single d6 is rolled, with the result being added to the chosen card’s initiative value; whichever player has the higher initiative is successful in his attack, and compares the card played by the enemy to his own to determine the result (ties are broken by the initiative value on the card). If combat continues, the players set aside the cards they just chose and select new ones for the new round; some cards are consumed in the attack, and the card will indicate this by having the opposing card listed in bold. Should a hunter fall in combat (either via reaching 0 health or receiving a lethal Bite), Dracula earns two Vampire points and the hunter regains consciousness at the Hospital of St. Joseph and St. Mary without any items or events and forfeits his next turn.

As mentioned, the game ends either when Dracula is defeated (0 blood) or when he has accumulated 6 Vampire points. How quickly this happens is largely dependent on how efficiently the Hunters deduce (or stumble upon!) Dracula’s trail, although it’s an uphill struggle the entire time. There are certain Event cards that can dramatically turn the tide of the game one way or the other, and it is often advantageous for the hunters to not draw cards if they are closing in on the vampire if the “Escape!” card has not yet been drawn (which lets Dracula move to any city on the board, regardless of distance and is a total morale-breake). Even barring a last-minute “Escape!” the game can still last several hours, as a skilled Dracula player can keep a group of hunters guessing for quite a while even in the face of several beneficial Events. Victory for the hunters is also greatly dependent on die rolls, as Dracula must almost always be defeated in combat. That said, a game of Fury of Dracula is often quite closely-contested unless the Dracula player gets extremely lucky on his encounter draws, and the experience is worth the time investment.

Fury of Dracula can be difficult to find in stores, but can be found online for around $50 if you look hard enough.

 

Super Scribblenauts

October 20, 2010

Last year developer 5th Cell unleashed perhaps the most ambitious title of the year for the DS in Scribblenauts; its tagline was “Write anything. Solve everything,” and for the most part the innovative dictionary-come-to-life system delivered on that end of the promise. Where the game fell far short of expectations, however, was in an awkward user interface when it came to moving Maxwell (your avatar), haphazard physics, and a par system that was meant to encourage you to maximize your efficiency but instead wound up stifling creativity and essentially forcing multiple level restarts. In my review I called it “a hard game to recommend, and equally hard to dismiss.” A year and change has passed since then; I would like to revise that statement to “don’t bother with the original version; get the sequel instead.” 

The team at 5th Cell, because they are awesome, actually listened to the complaints; their recent release of Super Scribblenauts addresses just about all of them. You no longer move Maxwell with the stylus (unless you want to for some reason; they included the option for both), the camera no longer snaps back on Maxwell after a period of time, objects no longer bounce off each other like they were all made of galvanized rubber, and there are no more “attach points” on each object to hunt for when trying to connect one with another. There is no longer a par on any level, allowing you to plumb the depths of your imagination more freely when it comes to finding a solution (and not penalizing you when an object does not appear as you might have expected), and the stages themselves unlock naturally without needing to spend Ollars (now basically only used to purchase new avatars). It’s worth noting that everything that “worked” the first time was mostly retained, including the sandbox title screen.

But Super Scribblenauts isn’t just about releasing a “patched” version of its predecessor. As somewhat implied by the title, the major addition this time around is adjectives. While the original recognized a few (mostly size-related), Super Scribblenauts recognizes approximately five hundred. And you can chain them — so if you really want, say, a “giant purple fire-breathing zombie cat,” go right ahead. The bulk of the game is the type of level formerly labeled “puzzle” in the original game (there are two stages of bonus “action” levels), some of which are designated specifically to flex some adjective muscle via abstract math (e.g., “funny man + rainbow wig = clown”). Only specific levels are available for “replay mode,” which challenges you to complete the level three times without repeating words. Without the frustrations of the original title, the levels in Super Scribblenauts seem to fly by; I completed all of them in the space of a few days, and there are over 100 of them all told (I replayed about half of them, too).

This is the game that 5th Cell valiantly tried to deliver last year. This is the game that fulfills almost all of the impossible, bottomless promise of the original. It’s still not quite perfect, especially when it comes to what is and is not an acceptable solution for certain levels, but it will do. The slogan may have changed slightly to “Create anything. Solve everything,” but the potential for fun remains the same.

Pros: All of the complaints about the original? Pretty much addressed, including and especially the controls and camera.

Cons: Sometimes cryptic about what is and is not an acceptable for a solution to some puzzles.

 

Keith Baker’s quirky card game Gloom, published by Atlas Games, is “a game of inauspicious incidents and grave consequences,” filled with dark humor and storytelling much in the same vein as The Addams Family.

The theory behind it, taken straight from the rules sheet, is that one’s reward in the afterlife is based on the misery endured in life; so your object in the game is to make the members of your quirky family suffer as much as humanly possible before sending them to an Untimely Death. The base game supports from two to four players, but each expansion adds enough cards for one additional player, to a current maximum of seven.

Each player selects a family of five members (plus a residence if using the Unhappy Homes expansion) and draws a hand of five cards. The cards in Gloom are transparent plastic, allowing certain symbols to appear through cards laid on top of them, although this can be difficult if too many layers are applied. On your turn, you can play or discard two cards, then draw back up to whatever your current maximum hand size is (default five);  the only restriction is that Untimely Death cards can only be played as your first action. Untimely Death cards send the suffering of a family member — and you can play all cards on anyone’s family, not just yours — and take that character out of play. Only dead family members count for the final scoring, but unless they’ve really suffered you won’t score (many) points. 

That’s where Modifier cards come in. Modifiers affect a living character’s self-worth (point value) by making them experience all manner of inconveniences. These include ailments such as “Plagued by Poodles” and “Mauled by Manatees” (actual flavor text on the card: “They’re fierce, if you rile ’em”), but some can increase a character’s self worth, such as “Starred on the Stage”. Most modifiers also affect the game in some way, such as affecting the hand size of the player who controls the character that was modified as long as that modifier remains on top of the character’s stack, and there’s often a correlation between the point value of the modifiers and how they affect their controller, so strategic decisions have to be made as to where Modifiers get played. It’s also worth mentioning that Untimely Deaths cannot be played on a character with a positive self-worth (including zero), as those characters currently have too much to live for.

The final card type in the base game is Event, which are wild cards that do different things. Some may swap modifiers, others draw cards, and a few can be played outside of your turn to counter other cards. The Unhappy Homes expansion also includes Mystery cards, which can only be played on residences. The card types are color-coded and for easy reference; Modifiers are black with gray text, Untimely Deaths are gray with black text, Mysteries are blue with gray text, and Events are red with gray text in the base set — although this is incredibly difficult to read and was changed to gray with red text for the expansions. The other two expansions, Unwelcome Guests and Unfortunate Expeditions also introduce new mechanics: Guests, which are pesky nuisance characters that move from family to family, and Expeditions, which affect the rules for everyone but change constantly as certain cards are played; all of the expansions’ mechanics are optional. 

Gloom is at its best when everyone gets into the storytelling aspect of the wacky Modifiers and Untimely Deaths; if you play it as a heavy strategy game you’re going to come away from the experience disappointed. It’s best when contained to three to five players, as going beyond that introduces a lot of down time; game length can be shortened by reducing the number of characters in each family, as the game only ends once one player’s family has all met an Untimely Death — with the lowest (i.e., most negative) score winning. Play time can therefore vary wildly, with the base game taking around an hour. Also, despite its name and theme it is best to play Gloom in a well-lit area due to the difficulty in reading some of the cards thanks to the transparency. The base set can be found for around $25 and expansions for about $13 each, although you’ll also want to invest in some sort of card carrier if you’re going to venture beyond the base game.

The upcoming Lucha Libre AAA: Heroes del Ring does a lot of things we haven’t seen in the gaming industry with a sport we haven’t really gotten to play. We got Sabarasa, the developer of the game’s Wii version, to answer some of our questions about the title.

SBG: The game offers the chance to participate in “mask vs. hair” matches online against other players. Will the consequences of losing the match be reflected in the character models? Will this match type be available offline for local multiplayer and/or the campaign mode?

The Hair vs. Mask wager is one of the big highlights in the game. But to make things clear, what makes Lucha Libre AAA: Heroes del Ring’s Hair vs. Mask wager so interesting is that the stakes are very high. Following the sport’s rich tradition, players will wager their created mask or hair online against an opponent. Winner takes all. Loser will have his mask ripped from his head or his head shaved. If that happens to you, you must win three ranked matches in a row in order to receive the ability to create a new mask. You can create the exact same match or an entirely new one, but you can never get your original back from the person who beat you.   To lose your mask, in the game and in real life, is like losing your pride. A real luchador who has his mask ripped off loses his career. He must wait seven years before he can compete again at that character. Usually it signals the end of a career. The mode is a multiplayer online mode and can be found in the story mode as well.

SBG: What other kind of modes/match types are available both online and offline? What’s the upper limit for how many wrestlers can be in or around the ring at the same time?

There are ranked and unranked matches, with up to 4 luchadores online. You can customize the rules and create the match the way you want. The most in a ring at any one time is four luchadores which we call Fatal Four Way. That is one of three multiplayer modes offered. The other two are Hair vs. Mask and Triple Theat. We also offer quick matches and story mode. Actually, I will side bar from here to talk a little about the story mode. READ MORE