Chris Ingersoll

In early 2008, Nintendo unleashed the English translation of Professor Layton and the Curious Village (Snackbar rating: Niche) on the western gaming world. Thanks to a rabid fan following and some surprising sales (mostly in Europe, where it was actually advertised) sixteen months later we finally received the sequel that had been out in Japan for ages (they’re almost on their fourth installment, actually). If you were one of those fans, you already have this game and can stop reading this review; by a similar nature, if you didn’t like the first one then there’s no reason to try this one.

If you haven’t played Curious Village, the Professor Layton series is a series of over 100 logic puzzles, riddles, and other brain teasers strung together with a whimsical narrative featuring the titular professor (of archaeology, if you were wondering) and his assistant Luke. The difference between Curious Village and Diabolical Box is subtle at best; the games are essentially identical save for the actual puzzles themselves.

One key innovation, however, is the “memo” feature. What this does is gives you a transparent overlay that lets you scribble, draw, and otherwise make notes as you solve; some of the puzzles in the first game had this, but this time around it’s available on all of them, and you can toggle between it and the original image at will to check your work. This makes certain puzzles much easier than they would have been the first time around and is a welcome addition.

Other than different mini games (one of which makes finding hidden puzzles much easier than the first installment’s pixel-hunting), however, it’s more of the same. While that “same” is awesome if you’re a fan of these kinds of puzzles, it’s not going to win over any new fans. I would recommend that new players start with Curious Village to avoid the mild spoilers and what would be otherwise confusing references to that title’s events, but if you just want the puzzles then go for it.

ESRB: E10 for Alcohol Reference and Mild Violence. The Professor and Luke tend to get involved in murder mysteries.

Plays like: Professor Layton and the Curious Village, almost exactly.

Pros: New puzzles! More charming animation and voice acting! NEW PUZZLES!

Cons: Some of those puzzles are “Tower of Hanoi”, “Knight’s Tour”, and “Disappearing Act” (peg solitaire), plus the ever-annoying sliding box puzzles return with infuriating new twists (blocks that aren’t all squares and rectangles). Prepare to be frustrated.

Scribblenauts

September 30, 2009

Scribblenauts is a shining example of reach exceeding grasp. The team at 5th Cell (Drawn to Life) have an amazing concept on their hands: “write anything, solve everything” is the game’s tagline, and for the most part that’s exactly what they gave us. However, they also gave us an absolutely mind-boggling arsenal with little to no instructions as to how anything actually works, and then tacked on some floaty controls to makes things extra frustrating. 

Once you get past the sandbox title screen (a brilliant inclusion), the game has two main modes: Puzzle stages and Action stages. The object of both types is to acquire the level’s starite; in Puzzle stages it only appears after you satisfy a certain condition, and in Action stages it’s in plain sight and the challenge is to get your character to it without destroying it or yourself. You get a hint of varying usefulness when the stage begins and then you’re on your own.

This is when the game’s concept kicks in. You have a notebook at your disposal, in which you can write/type just about any noun that isn’t vulgar, copyrighted, or otherwise restricted (the game is rated E10; use common sense here); a few adjectives like “large” are also recognized in certain cases. If what you’ve written is included in the game’s incredible dictionary, the object you’ve suggested will appear! If there’s a question as to which homonym you meant it will ask for clarification (“bass” the instrument or “bass” the animal?), and if what you typed was misspelled or otherwise not recognized the game will offer you a choice of the three closest examples it could find or give you the option to back out and try something else. There are some absolutely crazy items, creatures, and other assorted objects contained in this game, even if a few synonyms ultimately give you identical results.

If the object is a vehicle (or several types of animal), you can ride it. If the object is a weapon, you can wield it. If the object is a rope, vine, chain, or whatever you can tie each end to other objects. You get the idea. Some objects interact with each other in somewhat logical ways (almost anything that’s alive will be attracted to food, water extinguishes fires, ninjas fight pirates on sight, dropping a toaster in water will do bad things to anything swimming in that water, and so on), but a lot of the time you might have no idea how you can put your item to any actual use.

And herein lies the first problem with the game: just because you have (almost) everything at your disposal, that doesn’t mean that everything is equally useful. It’s incredibly easy to keep using the same handful of proven items over and over again to solve your problems, and that will suck some of the fun out of this game for you. Alternately, you can try to be creative and experiment, but that will lead to frustration more often than memorable moments of brilliance (which will still happen and are awesome when they do). Either way you’re probably going to get tired of it quickly, and there’s over 200 stages in the game. For completionists, each stage must be completed four times, using unique items on each subsequent run (within reason; you can use adjectives to cheat that requirement if you really want to, but then why did you even bother to replay the level?).

At least that problem can be mitigated by how much effort and patience you’re willing to put into the game. The one that’s harder to overcome, however, is the irritating control interface. Tapping an empty space will move Maxwell to that location (assuming he can reach it) — whether you wanted to move him there or not. It’s incredibly easy to accidentally cause him to move too close to danger while trying to manipulate an item in the right way, which is itself a challenge in some cases. The d-pad moves the camera, not Maxwell, and after a short idle time it re-centers on Maxwell automatically. When you repeatedly fail a level thanks to this — and you will — your tolerance for this game will quickly be tested.

Scribblenauts is a hard game to recommend, and equally hard to dismiss. The nearly bottomless well of creativity is something that needs to be experienced, for all of its faults. Those who don’t want to plumb its cavernous depths will probably find its charm wear off quickly, but this is the biggest virtual sandbox ever offered; there’s even a level editor that allows you to swap your creations over WiFi (using friend codes, obviously) for those who can’t get enough. In the end, what you get out of Scribblenauts is what you put into it.

ESRB: E10 for Cartoon Violence and Comic Mischief; how the ESRB rated this in any sane manner is beyond me.

Plays like: Everything…. nothing… I dunno. Let’s just say it’s unique.

Pros: Amazing, nearly incomprehensible depth of available items.

Cons: User interface for said items needs some serious work.

For many board game enthusiasts, Uwe Rosenberg’s Agricola (published in the US by Z-Man Games) was the top game released in 2008, if not of all time; currently it is the Number One rated game on BoardGameGeek.com. Agricola offers several levels of play that accommodate from one to five players, including a basic Family Game that doesn’t use any additional cards, but the central mechanics remain consistent across all variations.

At its core, Agricola is a worker-placement game that offers an increasing number of options during each of its fourteen rounds of play; those fourteen rounds are divided into six “stages”, with specific subsets of options appearing consistently at some point in a specific stage. Each player begins with a mostly-empty farm board containing a two-room wooden house and a pair of farmers, plus some food in their supply. Everything else must be acquired by using one of your farmers on one of the available actions.

The board contains several base actions that are available from the outset; there are more options for more players. Each round, an additional option is placed on the board. Players place one of their farmers on an unclaimed action, performing it as they do so. These actions include acquiring materials and goods for their supply, using those materials for various improvements (including planting crops), or even adding a new member to a player’s family for additional actions in future rounds. However, additional bodies also have additional mouths. At the end of each stage there is a Harvest, at which point crops are harvested, livestock potentially reproduce, and each member of your family must be fed two food or else you lose three points for each food you are short. This is an incredibly stiff penalty, so the first priority of most skilled players is to establish some sort of “food engine”.

After the final harvest, scores are tallied. Most categories score from one to four points based on how much of that category you possess, and most carry a one-point penalty for not having any. With a set cap on points in each category (not to mention the penalty for neglecting one), it pays to diversify. Additional points are earned for upgrading your house from wood to clay or stone, family members, and other miscellaneous sources; finally, be aware that you are also penalized a point per empty space on your farm board.

Beyond the Family Game, Agricola offers three different decks of cards that include both Minor Improvements and Occupations (some occupations aren’t used with fewer players). The decks are labeled “E”asy, “I”nteractive, and “K”omplex (from the original German) and can be combined for additional play if desired. Each player is dealt seven cards of each type at the start of the game and there is no way to receive more. Minor improvements are typically played as bonuses to other actions; Occupations must be played as their own action and will cost you food to play (except for your first, depending on the action space used) but are often quite powerful.

Agricola offers deep strategy (including a fun but brutal solitaire variant) for those who are able to overcome its two main obstacles. The first is an overwhelming sense of complexity; your first few sessions will consume several hours as you come to grips with the wealth of options at your disposal, especially if you forego the stripped-down Family Game and jump right into one of the decks. Even without the cards there is still a ton of wooden bits moving all over the place. Secondly, the game itself usually retails for $70, which is much more than most European-style board games; all of the various cards and bits don’t come cheap, and the surprising heft of the box on the shelf should reassure you that you are definitely getting your $70’s worth, but the “sticker shock” is still there. Fortunately, you don’t need to actually own the game in order to play it, so try it out first if you can.  

 

If any game were to be nicknamed “Tetris: the Board Game” (other than the actual Tetris board game… both of them), FITS would be at the front of the line and elbowing competitors like Blokus out of the way.  FITS — which stands for “Fill In The Spaces” — is a Reiner Knizia design and published by Ravensburger, supporting one to four players.

Each player gets a ramp that holds a board and a plastic slide. Each board has a dozen lines of six dots each, with some boards containing additional symbols used for scoring purposes. Along with the ramp comes an assortment of blocks, from three to five blocks in size. A card representing each block is also included, as well as four special “start block” cards.

Play is quick and simple. Each player randomly takes one of the start cards and slides that block on to his ramp. Then a card is turned up and every player places that block; when your start block’s card comes up you simply don’t place a block on that occasion. This repeats until the deck is exhausted, although most players will probably fill up their ramp long before that happens (blocks can be placed above the dots, but may not breach the side walls). Blocks must “drop” straight down, and cannot shift into awkward spaces or rotate after you decide where they’re going; in other words, once you miss the opportunity to fill in a space, you can never correct that mistake. This is unfortunate, as every unfilled space will cost you a point at the end of the round. 

While the point-per-dot penalty applies to all rounds of play, each round has its own unique way to gain points. Round One simply awards you one point for each fully-filled line; this is the warm-up, and it’s more difficult than you might think. Round Two features specific dots that are worth one, two, or three points if they are uncovered at the end of the round; Round Three is similar but also contains five-point penalty dots that you definitely want to cover up ASAP. Finally, Round Four challenges you with five pairs of symbols; each pair of symbols left uncovered is worth three points… and each partially-uncovered pair (that is, every unpaired symbol) is a three-point penalty. Yeah… that’s as evil as it sounds, believe me. Negative scores happen (in each round) and are surprisingly common.

FITS is really a solitaire game at heart; even with multiple players it’s really just several solitaire games comparing scores against each other. The only difference is the start piece of each player and the decisions that must be made as the ramps fill up. That being said, there’s a strange sort of amusement that comes when the next piece is perfect for your ramp but hellish for everyone else’s. This can also be a source of “analysis paralysis,” as players try to minimize the damage they’re about to inflict on themselves, but other than that a single game should be done in about 30 minuets, tops. FITS may never be the main event at game night, but it’s a brain-taxing filler that is more than capable of giving you fits (yeah… I went there).

Fourteen races struggle for control of an area too small to contain them in Small World from Days of Wonder, a modified version of designer Philippe Keyaert’s own Vinci. In addition to their own natural abilities, each race also has a special power that will aid them in their conquest until their inevitable slide into decline. These races can be controlled by up to five players, with appropriately-sized boards provided for each arrangement. There is no reading required to play the game… once everyone knows what all of the various powers do; younger players may have difficulty in that respect.

Gameplay begins with the start player selecting one of the six available race/power combinations from the line-up, which will reveal a new race as the empty space is filled. The top-most race is free to select, and a player must spend a point per skipped race for every one beneath that; the spent point remains on the skipped race(s) until that race is finally selected, awarding the accumulated points as a bonus. This procedure is followed any time a player does not control an active race on their turn. When a race is purchased, the player receives a number of tokens defined by the specific race/power combination.

Once a player has an active race (either by purchasing one or controlling one on his last turn) it’s time to conquer. Ignoring special abilities, it requires two tokens to conquer a region, plus one additional token for every piece of cardboard already on the region, whether that cardboard is enemy tokens, mountains, or some sort of structure. The player can make one final conquest attempt if they’re up to three tokens short, but it requires a fortunate roll on the Reinforcement Die (three blank sides and then results of one, two, and three). An occupied region that is conquered forfeits one token (as well as any structures) and the rest (if any) are returned to the player controlling that race to be replaced at the end of the turn. Once a player is out of tokens they can redistribute his forces among that race’s territories for defensive purposes, then they score one point for each region occupied by one of their races. Point totals are secret, so keep track of who’s racking up large totals.

Each turn a player begins with an active race, they have a choice to make: 1) pull up from the board as many tokens as they wish and continue conquering, or 2) send that race into decline. Declining a race removes every token from the board save one per region and usually forfeits that race’s special power. Declining is also the only action a player may make that turn, and only each player may only control one declined race at a time; declining a second race removes the older one from the map entirely. Careful timing of declines is a key strategy to succeeding in Small World, as each game only consists of a small number of turns (from eight to ten, depending on number of players).

What makes Small World an interesting game is the abilities of each race and the combination of those abilities with the special powers. Some powers allow you to conquer a specific type of region (or in one case, all regions) for one token less, provide bonus points for controlling specific types of regions (or for all controlled regions), or construct defenses that make your regions harder to conquer… plus a few that are tough to categorize. While some combinations may seem more powerful than others, an experienced group of players can (should) recognize these and take measures to contain them.

Unlike other territory-conquest games, Small World uses no dice to determine outcomes (except as outlined above, and that can be avoided). Without that randomness, strategy plays a much larger role in Small World‘s game play. This is always a plus in my book, and Small World is one of my favorite games of 2009 thus far. It plays quick and there isn’t a lot of downtime between your turns as long as everyone else knows what they’re doing. As an added bonus, Days of Wonder has produced an incredible box insert that supposedly allows you to store the game vertically as well as horizontally; in practice this doesn’t quite work as advertised, but the removable token tray is amazing. More game companies should pay this much attention to their packaging.