Tabletop

Soonercon 2017: A Strong DnD Presence

For those of you unaware, Soonercon 26 happened last weekend in Midwest City, OK. I had the pleasure of attending the local con, and above all else what pleasantly surprised me (other than running into Todd Haberkorn at the end of Victoria Price’s panel) was how strong the Dungeons & Dragons (henceforth DnD) presence was there. As many of you know, we here at The Lifecast quite enjoy our tabletop roleplaying games and DnD, in particular, is how many of us got started. (You may recall we’ve even uploaded some of our DnD sessions, and our very own Greg has put detailed descriptions of some of his homebrews on the site!)

Before I tell you about the DnD presence at Soonercon, however, it’s first important to understand what Soonercon is: It’s Oklahoma’s longest running all-things-geeky convention. Whether you’re into anime, games (video or tabletop), comics, sci-fi, fantasy, Star Wars, Star Trek, steampunk, or even Renaissance faire culture, Soonercon has a little something for everyone. Speaking of little, it’s also important to realize that Soonercon is a more intimate convention than you may expect–an exact number of attendees this year is not yet known, but the con had an anticipated attendance of 2,000–so if you prefer smaller, more tight-knit conventions where you won’t have to worry about overwhelming lines or claustrophobic environments where you’re more likely to talk to people and make more friends and connections, Soonercon is ideal!

That being said, perhaps it really shouldn’t be as much of a surprise that the DnD presence at Soonercon was so strong. DnD is, after all, a team-based game for friends–so what better place to play it than one where you’re surrounded by like-hobbied individuals?

A chat with one of the co-chairs of the gaming department, Wren Willis, revealed that the DnD presence at Soonercon was especially emphasizing community through DnD Adventure–essentially DnD, but with about 5 separate tables (each with their own DM) going on different, but all related, quests. What one group does will affect another, and they might share the same stories or story elements or even directly get involved with each other. Basically, it’s a domino effect in DnD groups. For example: Group 1 slays a dragon, group 2 now needs an item from its carcass but group 3 already took it and wants to sell it, but group 4 is the only one with money so now group 2 needs to find either money or a different way to get the item.

Evidently, DnD Adventure was very popular at Soonercon! One glance into the tabletop room revealed several full tables of players rolling dice, telling stories, and, well, adventuring! A chat with Kyle from the DnD Adventure League revealed that there was somewhere between 50-60 people playing DnD at any given time, plus another 70 going on adventures. The Adventure League exists all across the country, usually with the same groups managing or overseeing them in the same region (for example, the group at Soonercon also told me that they manage the Adventure League at several other cons in Oklahoma and a few in Dallas).

The DnD presence wasn’t just limited to the gaming room though–a panel was held on Saturday, The Great DnD Rebirth, in which a group of veteran players (including some who have play-tested for Wizards) talked about what it was like getting into DnD 10-20 years ago versus now, what’s changed, and the general goings-on of DnD. A particularly prevalent theme was the lack of diversity one would see in DnD 20 years ago when the game was much less known. One player in particular mentioned that, growing up in the Bible Belt (as most, if not all, of the people in the room had) as far as his family was concerned, Looney Toons, metal, and DnD were the unholy trinity. Another player, a gay man, mentioned how DnD was among one of the first things his mom thought might have made him gay. A female player was also present, and she focused on the lack of a female presence in the early days of DnD.

If there’s one thing this panel made abundantly clear, it’s that getting into DnD 10-20 years ago was seen, socially, as more like getting into a cult than getting into a game. They mentioned the first times they’d ever seen DnD portrayed in the media–E.T. was the most common answer, as well as the late 90’s and early 2000’s when geek culture started to garner a certain level of coolness in pop culture. How before that time, DnD was something that a lot of people just didn’t understand and legitimately thought it might’ve been satanic activity. Perhaps why that’s why DnD now has such a generally accepting community, allowing anyone to be anything regardless of religion, gender, sexual preference, age, etc.

For those attendees who weren’t as into DnD but still wanted to play tabletop rpgs, there were a number of Pathfinder Society set-ups around as well. For those who just wanted to play tabletop, there was a small number of other, miscellaneous tabletop games (like trading card games and casual board games) throughout the room as well, in addition to a Nerf Gun war happening outside.

A sense of community in DnD, both in and out of the tabletop room, was perhaps the most common thread I noticed in Soonercon’s DnD presence. Whether it was the panel that told us how we arrived at that sense of community before it was around, or the tabletop room itself which was very welcoming to players of all skill-levels, there was definitely a strong sense of community and players just wanting to have fun present throughout Soonercon. Perhaps due to the con’s size, the DnD presence at Soonercon felt much bigger than most of its other presences (the next biggest probably being Star Wars, which boasted an incredible set-up made by Jedi OKC) around the convention–something I, as a DnD player, found very welcoming.

Unpictured, there was an impressive Jabba the Hut set-up as well

Even if tabletop games weren’t your thing, official representatives from Sony, Microsoft, and Nintendo were all present at the convention. If you wanted to try Arms or Horizon Zero Dawn, there was essentially no line all day on Saturday, so you could’ve easily tried a demo of either game. I was told that originally Gamestop was supposed to be present with a few game demos, but they couldn’t attend therefore allowing Nintendo and Sony to come in their place. This might’ve been why their tables were so small, but who’s to argue when you can easily get to play a demo of Arms, right?

If you’re a fan of DnD or trying to get into DnD, Soonercon would’ve been a pretty ideal place to start. A quick look around would instantly tell anyone just how many players were there, and how easy it could be to start jumping into the game now. One of the benefits of smaller conventions is a greater sense of community, and easier means of getting to try everything the con has to offer: Soonercon was such a con with DnD. You want to try Adventure League? Plenty of time and space. You’d rather play a normal game of DnD? There were still groups present playing it. Even if DnD wasn’t your cup of tea and you’d rather play Pathfinder, you could still find it around. (No Shadowrun though, sadly. At least, not that I noticed). If you’re a tabletop fan or aspiring tabletop fan who finds yourself in the Oklahoma area next Summer, I’d definitely say Soonercon is worth a visit. Despite all the mixed focuses of the con, the DnD presence was, by far, one of–if not the–strongest at the con.

Shadowrun: The Coda Conflict- Episode 8

Our runners find out what’s wrong with Rizzo and ask the technicians to run some tests on Tablespoon, Teaspoon’s lost brother.

Shadowrun: The Coda Conflict – Episode 6

Join our runners as they dabble in biotech, drag, and get a speedy escort to the Godless Republic after meeting with a familiar face.

From now on, we will be highlighting our tabletop videos on the site, but they come out on YouTube first. You probably know it already, but subscribe if you want new episodes as soon as we release them.

TLC D&D 5E Homebrew: Throws, Suplexes and Slams

The Lifecast’s Dungeon Master shares his wrestling homebrew for D&D 5E. If you wanna slam fools. Read on.

TLC D&D 5E Homebrew: Samurai Class(Second Draft)

The Lifecast’s Dungeon Master Greg Fernandes shares some of his D&D 5e homebrew ideas. This edition attempts to create a unique take on the frequently homebrewed Samurai class.

Cover Image by Lubliner

TLC D&D World: Anoeris, Incandescent Land of Valor

TLC’s Dungeon Master shares some insight on the future D&D 5E show. Next up, Anoeris, Incandescent Land of Valor. Home to the Sun Elves.

Cover image: “African Elf” by LindseyWArt.

Shadowrun: Anarchy Review

Catalyst Labs released Shadowrun: Anarchy this past week, and naturally I picked up a nice PDF copy. I then printed out that copy and stuck it in a binder. And then I read it. And let me tell you, I liked what I saw. Shadowrun is notorious at this point for having an overly complex system of dice pools, character creation, and in fifth edition, matrix and astral plane actions in addition to everything that happens on the physical plane. Trapped in a musty cellar? You can alter players’ dice pools on the conditions. Need to hack into some club’s server for a mission? Get out your dice. It’s no surprise that most GMs, myself included, offload some of these things to their players. You wanna register this sprite? Do your tests. Be honest if you glitched.

The Rundown

Shadowrun: Anarchy (or just Anarchy from here on out) seeks to correct some of these things. Most notably, it emphasizes the fact that it’s a collaborative storytelling effort. The GM is there to guide the story along with the help of the players, not so much create a world that players inhabit. From the get-go I can see Anarchy being great for one-off campaigns where people don’t have a lot of time to sit down and plan a run.

That being said, Anarchy gives players and GMs a lot to work with when it comes to character resources. NPCs and player characters have a dedicated chapter which includes a smattering of 60 fully-realized, fully-playable characters in every species, race, gender, and archetype imaginable. It’s incredible how many are in the book. In addition, Anarchy gives GMs a variety of goons to throw at their players. These range from large rats to small dragons and everything in between.

Playing the Game

Anarchy’s character creation process is pretty straightforward. Characters pick their metatype, helps and hindrances, and character-defining cues. This is what’s new to Shadowrun in this version. As opposed to a dedicated GM running a sandbox that players get to experience, the GM acts as that one guy in an improv play that knows what they’re doing. In fact, most of Anarchy is like an improv play: there’s a lot more responsibility on the players to keep the story moving. Turns of gameplay are broken up into narrations, and players can expend plot points to make the story go where they want it to or keep their characters… you know, alive. Which is something I appreciate.

The cue system, as it’s called, gives players plot points to start out with and at the GM’s discretion, gives them more for exceptional narrations. Players do cool things, players get rewarded. Players have a say in the story. If they don’t like it, they can change it. It’s an engaging, fast-paced change from the typical tabletop model where decisions can come back to haunt players. In long-term campaigns, that still persists, though in shorter one-offs, it’s a lot more hands on.

Playing the game this past week went about as smoothly as I’d hoped. The premade characters helped out a lot. (GM Tip: Put character sheets in page sleeves so that players can use dry-erase markers on them. Pencils can tear paper and it keeps the sheets in pretty good condition.) The three players I had picked out characters with ease and we got down to running. We poked fun at the dad-joke cues that some of the characters had, and I led them on a run.

2016-10-07

A sample Anarchy character sheet.

Quirks and Overall Adaptability

I think the hardest thing about running a game of Anarchy was letting go of a lot of the control you have as GM. As a fiction writer primarily, I have set places I want my stories to go and I spend a lot of time building the world they take place in. I’ve been worldbuilding for our upcoming Shadowrun show for weeks, and I still have a fair bit to go. I want things to be as realized and intricate to my players as they are to me. Anarchy takes a bit of that away because players can change things so easily. It’s not something I was really prepared for at first.

Another thing is some places in the book that haven’t exactly been proofread. Some paragraphs reference the alpha test version of Anarchy, which is pretty funny to look at now. Then again, every first-edition has its quirks.

There are other things that just come with the nature of Shadowrun. There are still a lot of rules, and some of them aren’t explained so well. I still have no idea how to orchestrate matrix or astral combat, let alone meatspace combat. Even though skills have been greatly simplified, it’ll take some getting used to.

Also: players get three plot points to start each game session. I mistakenly gave them none. (Sorry guys.) Other than the fact that getting used to a different version of pen and paper RPGs takes time, I didn’t see a problem with it. Catalyst Labs also included a guide on how to convert Shadowrun 5E to Anarchy and vice-versa. Which is incredible. The cues system really exists as something that can be removed, as well, so adapting it to a different setting wouldn’t be a stretch by any means.

Final Thoughts

While I enjoy the finer details of Shadowrun’s vanilla 5th edition, I find myself wanting to use Anarchy in more and more campaigns. It’s good news for my players, it offloads some of the nitty-gritty things that GMs go through, and it makes for a really nice experience overall. It’s interesting to see a pen-and-paper RPG styled more like a board game than anything else, and I like the direction Catalyst Labs went with Anarchy. To me, it’s a kind of party trick to keep in my back pocket. Anarchy makes it quick and easy to get a few friends together and run a session. It’s an incredible introduction to some of the conventions of tabletop RPGs, and Anarchy presents it in an easy-to-learn format. 10/10, Catalyst Labs. Well done.

Overall, I’m super in love with this release. Can you tell?

 

TLC D&D World: Balasian, Golden Sands of Trade

TLC’s Dungeon Master shares some insight on the future D&D 5E show. Next up, Balasian, Golden Sands of Trade, Home to the Gold Dwarves.

“Gold Dwarf” by Bryan Syme

TLC D&D World: Ashur Raam, Hectic Land of Invention

TLC’s Dungeon Master shares some insight on the future D&D 5E show. First up, Ashur Raam, Hectic Land of Invention. Home to the Rock Gnomes.

“Desert Wanderers” By JadrienC

Boston Festival of Indie Games Wrap-up!

This past weekend was the fifth annual Boston Festival of Indie Games, a convention celebrating independent tabletop and video game developers, in the MIT Johnson Athletic Center in Cambridge, MA. Upon entering the venue, I was greeted with the sight of tons of indie game devs waiting to showcase their most recent projects, and when I actually got the chance to experience what these devs were working on, I enjoyed myself way too much. But with all of these games around trying to impress, some stood out more than others to me, be it for mechanics, aesthetic, control, even the people running the booth. So these are my highlights from the Boston Festival of Indie Games 2016.

 

Now Everyone Get The F%$# Out!

F%$#

When it comes to Now Everyone Get The F%$# Out, by the fantastic Starcap Games, I’m very well-acquainted. I’ve already played the game various times whenever I go to this great thing in Boston called Game Over, and when I saw it was going to be at FIG, it was one of the first booths I went to. Prior to FIG, only Kennedy and I had played NEGTFO, and now a lot of us here at The Lifecast like it. It’s a card game about getting people out of your dorm so you can study for a final, and you do this by forcing things like a live band or hard drugs onto your opponents to make the partiers go into their dorms instead of your own. You have actions to do special things like reuse cards from the discard pile, and instant actions which let you do something (normally counter a card your opponent plays) at any time. It’s an insanely fun game that gets even more fun with more people, and I play it every time I get the chance to. On top of that, the one running the booth, Pat Roughan, is super cool. Absolutely be sure to check this out; it’s honestly one of my favorite tabletop games. Now Everyone Get the F%$# Out! is available on Amazon and, though currently sold out, will have more in stock later! You can follow Starcap Games on Facebook here and on Twitter here.

Mech Deck

Mech Deck

Now, let me tell you about a game that I absolutely cannot wait for: Mech Deck. Now, at this point, it’s no secret that I love me some good old fashioned mechs. Be it eastern, western, Gundam, or MechWarrior. I love mechs. I mean hell, my tag online is MechaManDan. This board game was the coolest one at FIG. It sucks that it wasn’t at the showcase and that I was media. Because if I wasn’t media and it was in the showcase, I would have absolutely voted for it as best game. It focuses around free-for-all mech combat. Normally, you draft for parts to your mech, but in the effort to save time, we were given pre-built models. Your parts are split into the torso, legs, arms, and back. Arms are generally weapons, body supplies energy you need to move and do certain tactics, legs give movement perks, and the back, well, I don’t really know, since my back piece was immediately destroyed by our own Greg by the end of the first turn. Each mech has weapons with varying ranges, and when you get within range, you can attack. Combat is resolved by each side rolling 2 6-sided dice, with the higher number determining whether or not the attack goes through (attacker wins ties). Each individual mech’s piece is not just that one piece, though. Every arm, leg, jetpack, body, etc. is each their own part, and are held together through magnets. Meaning for each part you get for your mech, you get to make a piece that truly represents what you have, as opposed to a vague placeholder. Different terrain gives different effects, like defense bonuses or damage. You’ve got a lot of other things to affect your combat as well, like your pilot and their abilities, your Battle Fervor, or as we started calling it, your “Anime Meter”, which you can spend on special skills, and more. This mecha battle royale is insanely fun, and I personally can’t wait for it to come out. Mech Deck is still in development, but you can follow it on Facebook here and Twitter here to keep track of its progress!

GUNGUNGUN

gungungun

GUNGUNGUN, developed by Mystery Egg Games, is a platforming, arcade-style arena shooter. The premise is quite simple: You’re running around this arena, trying stay alive as long as possible, and you do so by shooting everyone who is trying to shoot you. You control your character with the right stick, aim the gun with the left, and shoot with R2. As you kill things, you can use different guns, but they act more as temporary powerups that total upgrades. The controls are incredibly tight and responsive. The main character has a perfect weight to her, and every single gun is satisfying to shoot, and even more satisfying to hit with. In addition to that, each gun feels different from the others in terms of how the shooting feels. Jumping is solid, movement is fluid, and everything about the game just… Works. The music is awesome, it looks really nice, and it’s HARD. It’s super challenging to get a good score in this game. I remember the longest I lasted in one game was about 2 or 3 minutes, and that’s after playing it a bunch of times to get the feel of the game down. But this difficulty is genuine and fair. Every time I died, I felt like it was my fault and not the game’s. GUNGUNGUN is the kind of game you pick up multiple times in a day to try to beat your high score because it’s so addicting. GUNGUNGUN is currently on Steam Greenlight and has recently passed 50%, so please, if you can spare the time, please help greenlight this game for Steam. You can follow Mystery Egg Games on Facebook here and on Twitter here.

Kung Fu: Shadow Fist

Kung Fu

VR has always interested me, but up until this weekend, I had never really used it. I played Swingstar at PAX East on a Gear VR, and it was awesome, but I never really experienced a fully VR experience until Boston FIG. Kung Fu: Shadow Fist, developed by Digital Precept LLC, is officially my first “full” VR experience. I’ve got to say, it was pretty damn cool. I strapped on that HTC Vive and let me tell you, that entire experience was freaky. I loved it. Anyway, Kung Fu: Shadow Fist is a VR arcade-style beat-em-up. It’s still in early phases of development, but from what it is so far, I’m looking forward to its release (and my inevitable inability to play it because I’m too poor to afford an HTC Vive). You’re put into this environment where you’re put up against these crash test dummies, and then you give ’em the ol’ one-two. Swing your fists while holding those surprisingly comfortable HTC controllers and then you’ll beat ’em up. Raise your arms to block your face to block, and you can press the huge button in the middle of the controller to do a shadow step, which stops time and puts you right next to an enemy. That’s about it for controls. While playing the game, my reach did feel a bit short, and the sense of depth in the area was a little off, which made me miss some punches. Though that may also just be that I’m not used to VR, but it is something to be aware of. While I do think it is in need of some polish, that doesn’t stop it from being a really cool VR experience, and just being a genuinely fun game to play. It’s definitely worth looking into if you have a Vive. Kung Fu: Shadow Fist is currently on Steam Greenlight awaiting approval, so when you have the time, please help greenlight it for Steam. You can follow Digital Precept on Facebook here and on Twitter here.

Finally, I’d like to give some honorable mentions to games that seem awesome that I just didn’t get enough time with to write well about. First up is Tailwind: Prologue, a shoot-em-up game kind of like a bullet hell, but not really. The gameplay takes place while you’re falling down and permanently shooting, and you need to get behind the enemies to destroy them. It really breaks the standard shmup formula to do what it does, and is a super interesting game that I want to play more of. The other game is a board game that has been highly, highly acclaimed called Dragoon. It’s a strategy game in which you play as a dragon trying to take over the land and collect as much gold as possible to win. You’ve got to capture areas, destroy others, and do whatever you can to collect gold and take control. Sadly I was only able to play one turn of the game before the venue started closing, so I wasn’t able to get much of a feel for it, but from what I saw go down, it seems awesome.

I think the best part about the Boston Festival of Indie Games is that there wasn’t a single bad game that I played there. All of the games that I played, even the ones not mentioned in this article, were good, fun games that I would absolutely play again. The experience overall was really fun, and I am absolutely going to be returning next year to see what new content all of these creative developers can think of.

TLC’S D&D 5E Homebrew: The Elements: Ice

The Lifecast’s Dungeon Master Greg Fernandes shares some of his D&D 5e homebrew ideas. This edition attempts to create more spells for the elements that got less love. This week, Ice.

The 5th Boston Festival of Indie Games

This weekend we here at The Lifecast went to the 5th Boston Festival of Indie Games–or FIG for short. Not only was this my first FIG, but it was my first event as a member of the media/press, making this event all the more memorable for me. Not that I needed that for this event to be memorable by any means, because there were a myriad of amazing indie games–both tabletop and video–to play. The event was hosted by the MIT Johnson Athletic Center in Cambridge (which neighbors Boston) and hosted thousands of indie game developer teams and players who came to find out about all the new and upcoming indie games: Here are the titles I had the opportunity to play.

 

Cheer Up

cheerup

Upon entering the venue, we were greeted by Cheer Up–a simple but hilarious tabletop game. One person draws a question card–alongside the question, it’ll say what kind of cards the players need to use to answer it. A detail (D card), thing (T card), or action (A card) and in what order they need to go. The player draw 2-3 of the cards they need and use the cards to answer the question. The person who drew the question then draws a rule card to mix things up a bit–things like swapping cards, maybe you have to do something while you answer your question, etc. Hilarity ensues, and it absolutely did when we played a few quick rounds. Although a black and white printable version not featuring the cute face of the dev’s dog Niko is available for download on their site for free, the full, color version that we played isn’t available yet. We talked a bit with the dev who said he’s hoping to put it on Kickstarter soon–hopefully early October if everything goes well–and we definitely had a fun time with it, so we’ll definitely be on the lookout for it. I also need to thank the dev who was giving out free coasters just as I was thinking I needed some in my new apartment just the day before–so I think that was one of the funniest moments of the whole festival for me.

 

Now Everyone Get the F%$# Out!

fuckout

Developed by Star Cap Games, I’m actually no stranger to Now Everyone Get the F%$# Out! (henceforth FOUT.) There’s a monthly gaming event here in Boston called Game Over. It’s mostly a few fighting game tournaments, but there have been set ups for Rockband, Magic: The Gathering,  and other tabletop games in the past as well–including FOUT. Although I haven’t been to every Game Over since they started the event, I do go to as many as I can and I’ve made it a point to always look for where this game is set up. I always have so much fun playing it. Inspired by a wild house party thrown by the dev during her sophomore year of college when her roommate was desperately trying to study for a final she had the next day, FOUT is a game where you and your fellow players are trying to get people out of your dorm party so you can study. Everyone has a number of people in their room, and you’re given cards with party items (EX: bouncy house, pet rock, pizza, etc.) and each of those items has a fun rating. The higher the overall fun rating of your room, the more people there are. The person with the highest fun rating is the party animal, who gains people in their room at the end of each turn. The person with the least is the nerd, and they lose a person at the end of each turn. Of course there are items and event cards that can mix things up, as well. The aim of the game is to get everyone the f%$# out of your room so you can study. According to their facebook page, all the copies available of FOUT were sold at Boston FIG, but there are plans for making more.

 

Fall of the Last City

fallofthelastcity

Marred by a very lengthy explanation of the game that ultimately didn’t do us much good, this was definitely one of the more fun tabletop games we played at FIG. Set in a post-apocalyptic world and developed by Christopher A. Barney, Fall of the Last City was surprisingly the most competitive game I think we played at FIG. Using paths, bases, and soldiers, the aim of the game is for the last city to be taken over. You and your fellow players will try to create paths to get to the city, and take its resources and citizens to join you and help you get soldiers. Where this game shines, however, is in its alliance system. In a way that reminds me very much of the Nonary Game in Virtue’s Last Reward, when you cross path with another player, you have the option to challenge them. When in a challenge, you can ally or fight. If both players ally, then you exchange alliance tokens and you can freely use each others paths, and you both get resources from the city. If one person chooses to fight and one to ally, then the player who chooses to ally will lose a base and a number of soldiers. If both players fight, then the one with the fewest soldiers on hand loses those soldiers as well as a base. Having alliance tokens helps you win at the end of the game, so you’d think that everyone would just want to ally all the time, right? Wrong. Reducing the number of soldiers your enemies have–not to mention taking one of their bases–is a very alluring idea, so it made for lots of strategic and competitive fun during the game. This game has a lot of complex rules that take a bit to get used to, but once we got the hang of it, it was a very enjoyable game.

This game was originally intended to be an Ingres-esque board game on Google Glass, the dev explained to us, but as Google Glass became increasingly less popular, the idea of making it a tabletop game appealed more and more. Wanting it to be something Mad Max-esque and something more physical–something that wouldn’t require a large team of artists, but rather, something the dev could make with his hands–the idea eventually evolved into what it is now. Fall of the Last City isn’t available for purchase currently, but the dev explained to us that he hopes to have it on Kickstarter by the end of the year if everything goes well.

 

Kung Fu Shadow Fist

kung-fu

The first Vive game that any of us had played, Kung Fu Shadow Fist is a VR game being developed by Digital Precept. It’s a simple game where you use the Vive to fight off dozens of training dummies–a VR version of an arcade brawler. There’s no complex gameplay, the devs explained to us, and it’s a game focused on the speed of your hits. You don’t need to be a martial artist to play this, either, because you can slow down the speed of the game if you want. The game is meant to feel like an 80’s action movie where you’re fighting off a lot of bad guys, and rather than fighting one guy with 100 HP, the game wants you fighting 100 guys with 1 HP, they added.

Sure enough, it was exactly that. A really fun VR arcade brawler. My only complaint was that the shadow step mechanic, which is used to rapidly move you from one spot to another, still felt really unfinished since I never felt sure about where it would land me and at what speed. You can play this game without that mechanic however, and aside from that, was really fun. It’s currently in its early alpha stage and on Steam Greenlight.

 

Perception

perception

This was the game I had by far been looking the most forward to. I’ve made it no secret that Bioshock 1 and Infinite are my favorite games of all time, and this game is being produced by a team led by the lead level designer of Bioshock 1 and design director of Bioshock Infinite, Bill Gardner, and his new team, Deep End Games. Set in Gloucester, MA, Perception is a first-person horror game in which you play as a blind woman, Cassie, as she tries to find her way through a haunted house using nothing but her limited sight and echoes. While she’s there, however, she starts hearing things, and it quickly becomes clear to her that she’s not alone. Lots of research was put into the idea of using echoes to find your way through the area, Gardner explained to me, because it’s an idea he had been considering for years but wanted to confirm it was a real thing that people can and have done–and it is. Gardner explained to me how he even met up with a teacher from World Access for the Blind who explained it in full detail to him so he could fully capture it in Perception.

Just as the Bioshock games have a focus in their beautiful, detailed narratives, so does Perception. It’s very clear that (for obvious reasons) this game takes narrative inspiration from the Bioshock games, as there are tapes–audio diaries–you can find and listen to throughout the house and listen to that helps tell the player about the previous owners of the house and piece together what happened. Gardner explained to me that he wants to make sure that the narrative is clear in Perception, as there seemed to be a bit of confusion regarding the ending of Bioshock Infinite–therefore, he’s trying to step up from Infinite and make this narrative as wonderful as he can. Also similar to Bioshock, this game has a very rich, detailed area that it takes place in that’s practically a character itself since you find yourself so invested and interested in this house and what possibly could’ve happened to it.

This game is much like a game of cat and mouse, he explained to me. As mentioned before, Cassie isn’t alone in the home. There’s something else with her–a Presence. And when the Presence appears, you have to hide. As mentioned before, Cassie is blind and finds her way around by echoes. When you tap something–when you make an echo–an otherwise dark room will be clear to you for a few seconds Or, if there’s something in the room that makes sound (EX: a ticking clock) you can see things using that echo. It’s about your relationship with the space, and you’ll familiarize yourself with it, Gardner said. If you make too much noise, the Presence could come out, so there’s a level of risk involved with using the echos which only adds to the constant suspense looming in this game. I can’t wait to play this game once it’s complete, because there aren’t many games–let alone demos–that got me feeling the same sense of dread and nervousness that you feel in Perception. As a horror game, Perception has already very much succeeded.

This game was Kickstarted in May 2015 and is currently available for pre-order on Steam. Gardner indicated that he was hopeful about an early 2017 release date, and hopefully, an eventual physical release date. There was a lot of time and love put into this game that you can see (or hear, rather) in every inch of this game. This was, by a large margin, the finest game I played at Boston FIG this year.

 

Tailwind: Prologue

tailwind

Tailwind: Prologue immediately stands out with its creative concept: It’s a shoot-em-up game being developed by Cipher Prime. Rather than being a typical shoot-em-up that relies on finding a sweet spot to shoot from and moving forward, Tailwind throws it all on its head by reversing everything: It’s a shoot-em-up about a falling ship that focuses on movement and melee attacks. The dev called it “An aerial ballet.” Gameplay was very tight and from the few minutes of this game I played, I could already tell it’s a very unique experience. Visuals were gorgeous, colorful, and minimalistic. As the dev explained, they took aesthetic inspiration from games like No Man’s Sky and Fire Watch. This game was originally a Humble Original exclusive during April. Unless you were lucky enough to get it then, there’s currently no other way to get it currently, however, the dev explained that they’re currently looking into ways to add a multiplayer option and campaign mode.

 

Inariinari

One of the most visual games I played, Inari is an upcoming mobile title devloped by Spectrum Studios about a fox god whose shrine is destroyed. When the shrine is destroyed, so is the light shard–which you must now find pieces of throughout the game. A very solid 2D platformer, the devs explained to me that they wanted to make a mobile game that was aesthetically appealing, had solid gameplay, and a good soundscape. There’s a particular focus on the beautiful soundtrack which was developed by Zhao Shen, who helped make this game all the more immersive. There aren’t that many immersive mobile games out there, the devs explained to me, so they wanted to make a mobile game that had that sense of freedom-as though you’re soaring–and immersion. When I tried the demo, sure enough, it was a very gorgeous game with a wonderful soundtrack, and although the gameplay was very basic, it was also very tight and very solidified. This game shows a lot of potential–especially now that mobile games are starting to become a much bigger market.  The game is currently in a private beta that’s still taking sign-ups, but if everything goes well, should be out in early 2017 or Spring.

 

Maze Racers

mazeracers

This was a pretty interesting game–it felt really finished, and honestly like a game that you’d find on the shelf of the board game section of a major retailer. Developed by FoxMind Games, Maze Racers is a simple game: Using pieces of foam and your board, create a maze for a ball to get from point A to point B that your opponent has to figure out. The board is magnetic and there are magnetic strips at the bottom of the foam pieces, so everything fits really well–additionally, you’re given a little cylinder the same width as the ball so you can make sure it fits. Once one person’s maze is done, your opponent has a minute to finish theirs before you switch. The first person who can solve their opponent’s maze by getting the ball from start to finish and back again is the winner. It was simple, creative, and like I said, already seemed very finished. The game is currently available for purchase on Amazon.

 

Dragoon

dragoon-game

I didn’t get to play a full round of this game because the festival was beginning to close down, but I played it long enough to know that I enjoyed it very much. I’m clearly not the only one who enjoyed it, because it’s won awards at FIG in the past–which immediately got my interest. Developed by Lay Waste Games, Dragoon is a 2-4 player game in which you play as a dragon trying to hoard treasure and take over villages and towns. A simple, but charming concept. Each round of turns has 3 phases: Populate, Action, and Tribute. During populate, new villages and towns up for the taking appear. During action, each player takes their turn–they can move, play cards to cause events, take gold, towns, and villages, etc. And during tribute, you and your fellow players collect the gold from your villages and towns. The first player to 50 gold wins.

There’s currently a special edition of the game up for pre-order now on the site that ships in October–it’s the version I played at FIG, and I’ll vouch: It’s a very well put together game. It seems like a game that would work very well if it were also mass produced and sold at major retailers since it’s very easy to jump into and have a lot of fun with.

 

My Verdict: The Best Games I Played

city

Although some games were better than others, I didn’t play any bad games at Boston FIG. Every game brought me some kind of enjoyment, and I left the festival very thankful for that. I had a great deal of fun at Boston FIG, and I’ll certainly try to come back to it next year as well. There were a great deal of game devs already at the festival, but I’d love to see this event become even bigger–perhaps getting so many devs that it becomes a 3-day event that requires a convention center–very akin to PAX East. I think it would work especially well that way because PAX focuses on triple A titles, and though there are plenty of indie games, yes, wouldn’t it be amazing to see an entire convention center of nothing but indie games? The festival seemed all too short, so if nothing else, I wish it had gone later into the evening than it did.

 

Favorite Video Game: Perception

The most realized, professional game I played at FIG, Perception seems like it will be a fantastic game once it’s complete. It’s creative, clever, suspenseful, and gives the player such an unparalleled sense of fear I haven’t felt from a game in quite a while. If you haven’t already been keeping an eye on it, you should be now.

 

Favorite Tabletop Game: Dragoon

Although I didn’t get to play it for long, it became immediately clear why this game is so beloved. It’s a very creative concept with solid rules and it’s really easy to have fun with. My only nitpick with it is that I wish it could host more than 4 players.