Monday, February 24, 2020

The Ninja Saviors: Return Of The Warriors Review (PS4)

Written by Alexander O. Cuaycong and Anthony L. Cuaycong


Developer: NatsumeAtari
Publisher: ININ Games
Genre: Action, Arcade, Fighting
Price: $19.99
Also Available On: Switch



Back in the nineties, the two dimensional beat-'em-up genre was in its prime. Games like Golden Axe and Double Dragon found a niche in the fickle market by giving audiences fast, intense, action-packed experiences. Seeing the trend, Taito released Ninja Warriors on the Super Nintendo Entertainment System in 1994. For a port of a seven-year-old arcade offering, it held up well; in fact, it was praised for its tight controls, good pacing, and vibrant art style, all while cashing in on its ninja aesthetic. That said, no sequel was planned or made, effectively relegating it as a footnote in history.




Until now, that is. Ninja Warriors has made its way to modern consoles 25 years after its original release via The Ninja Saviors: Return of the Warriors, a remaster aimed at wowing a whole new generation of gamers. As with its source material, it focuses on control of one of three ninjas out to battle an evil regime existing in a dystopian timeline. And, as with its source material, it's extremely challenging, From the moment it's booted up, it presents crisp, redrawn graphics that belie just how much of the gameplay design remains unchanged. It looks like a 2019 release, but still plays like its 1994 self.




In The Ninja Saviors: Return of the Warriors, the opposition comes in large numbers, and aggressively so; enemies are a constant threat if underestimated, and can bring up a Game Over screen at a moment's notice. Powerups are fairly uncommon, thus making mistakes all but fatal, and the plentiful number of boss characters can prove to be Sisyphean hurdles even to veterans of the genre. On the flipside, the three playable characters have their own unique fighting styles and respond fluidly to commands; they are able to attack, block, and dodge at a moment's notice. Likewise, they can perform a variety of special moves through the consumption of a resource bar.




The Ninja Saviors: Return of the Warriors isn't overly long, but its replay value is enhanced by the uniqueness of the characters. In addition, it boasts of a cooperative feature that raises the fun factor. And while it does little to reinvent the genre, it plays so crisply and fluidly that even newcomers will appreciate its virtues.



THE GOOD:
  • Beautifully redrawn two-dimensional graphics
  • Smooth, crisp, fluid gameplay
  • Good replay value
  • Decent coop functions in place

THE BAD:
  • Fairly standard beat-'em-up
  • Can sometimes feel overly challenging and unfair
  • Relatively short, especially for the skilled


RATING: 7/10

Sunday, February 23, 2020

People Behind The Meeples - Episode 204: Chris Romansky

Welcome to People Behind the Meeples, a series of interviews with indie game designers.  Here you'll find out more than you ever wanted to know about the people who make the best games that you may or may not have heard of before.  If you'd like to be featured, head over to http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html and fill out the questionnaire! You can find all the interviews here: People Behind the Meeples. Support me on Patreon!


Name:Chris Romansky
Location:Minneapolis, MN
Day Job:Civil Engineer - mostly designing rail transit systems around the US.
Designing:Over ten years!
Webpage:sporktopiagames.com
Facebook:Chris Romansky
Twitter:@sporktopia
Find my games at:The Game Crafter and my website.
Today's Interview is with:

Chris Romansky
Interviewed on: 8/14/2019

This week's interview is with Minnesota designer, Chris Romansky. Chris just finished up a campaign for his first game to be published outside of The Game Crafter this past October. Hamsterdam is a family friendly tower defense game. He also has a number of games available on The Game Crafter, some of which he plans to also bring to Kickstarter. Read on to learn more about Chris and his current projects!

Some Basics
Tell me a bit about yourself.

How long have you been designing tabletop games?
Over ten years!

Why did you start designing tabletop games?
It was a mix of trying to improve upon some of the games we liked to play as a group and trying to come up with something new and fun.

What game or games are you currently working on?
Refining Apocalyptic Attraction, a dexterity social deduction game and playing around with a few thoughts on the scrap heap leading up to Protospiel Minnesota.

Have you designed any games that have been published?
I successfully funded a Kickstarter for Hamsterdam, a family-friendly tower defense game. Self-published and a very fun experience.

What is your day job?
Civil Engineer - mostly designing rail transit systems around the US.

Your Gaming Tastes
My readers would like to know more about you as a gamer.

Where do you prefer to play games?
We usually vary our game nights around my group of friends. When at my place we play on my custom-made DIY game table.

Who do you normally game with?
Friends and family

If you were to invite a few friends together for game night tonight, what games would you play?
We vary it quite a bit, but lately it's been Root, Captain Sonar and Ponzi Scheme.

And what snacks would you eat?
We'll usually rock a pack of Oreos and if we're doing dinner, pizza or Portillo's.

What's your favorite FLGS?
I usually hit up Games by James, but there's so many great ones in the Twin Cities area.

What is your current favorite game? Least favorite that you still enjoy? Worst game you ever played?
My favorite game is Dominant Species, it's so brutal for a euro and the rule book is rock solid. My least favorite that I still enjoy is King of Tokyo. It's a common one for our group and I tend to be horrible at rolling, but it's still fun. Worst game I've ever played, let's just say if you can't say something nice, don't say anything at all.

What is your favorite game mechanic? How about your least favorite?
My favorite mechanic is generally seeing the boundaries pushed by a mechanic, but if I have to pick one, I do like area control for the main reason that it generally allows the ability to organically cede one victory path to attempt another. A lot of times other mechanics will rigidly allow for a few paths, but area control generally has flexible paths to victory. My least favorite mechanic is co-op. There are a lot of issues with one dominant player taking over the game decisions or there's a lot of blah decisions where the game doesn't ratchet up the stakes because if the team loses the game ends.

What's your favorite game that you just can't ever seem to get to the table?
Innovation. It's brilliant in its simplicity and there's nothing like beating people over the head with Agriculture. Just one of those games where I'm super excited, but doesn't have the glitz of some other titles out there.

What styles of games do you play?
I like to play Board Games, Card Games, Video Games

Do you design different styles of games than what you play?
I like to design Board Games, Card Games

OK, here's a pretty polarizing game. Do you like and play Cards Against Humanity?
Yes

You as a Designer
OK, now the bit that sets you apart from the typical gamer. Let's find out about you as a game designer.

When you design games, do you come up with a theme first and build the mechanics around that? Or do you come up with mechanics and then add a theme? Or something else?
I usually have a killer mechanic I want to try and then the theme comes later on, although I've had some run counter to that and those turn out pretty alright as well.

Have you ever entered or won a game design competition?
I have entered 15 game contests on The Game Crafter. I've won a contest to build an Adventure Game with my world-builder platform video game spoof 2-Bit Bandits and I've also won a contest to build an escape room game with my game Casino Heist. I judged TGC's Legacy contest as part of a prize for winning their previous contests.

Where or when or how do you get your inspiration or come up with your best ideas?
My best ideas come to me when I have a chance to to just clear my head. One fun trick I use to come up with ideas is to have a discussion with somebody else and just kind of throw some wacky ideas at the wall. Then one tends to stick and it ends up as an interesting game.

How do you go about playtesting your games?
I start out solo, then when I get it where I want it I bring it to friends and family and after that I hit up the protospiel scene.

Do you like to work alone or as part of a team? Co-designers, artists, etc.?
I typically work alone, but I do enjoy having design discussions with others and chat about game design in general with whomever wants to chat.

What do you feel is your biggest challenge as a game designer?
My biggest challenge is developing artwork that makes my designs pop.

If you could design a game within any IP, what would it be?
Futurama

What do you wish someone had told you a long time ago about designing games?
Get your game to the smallest viable product. Always good to trim the fat in a game and realize what is the fat in the game. You can make a lot more elegant and cheaper designs that way.

What advice would you like to share about designing games?
Fail fast and get on to the next design. If it isn't working don't spend a ton of time perfecting something that isn't working.

Would you like to tell my readers what games you're working on and how far along they are?
Published games, I have: Hamsterdam self-published through a Kickstarter, Self-Published Print-On-Demand: 2-Bit Bandits, Block Friday, Casino Heist, Comeback City, Contested, Pink Slip, Disc Golf: Birdie Blitz, Duck, Duck, Grey Duck, Kingpin, Presidents and Sanity Holes, Sanity and Skyscrappers
Currently looking for a publisher I have: Rumble Rally
I'm planning to crowdfund: Possibly: Apocalyptic Attraction

Are you a member of any Facebook or other design groups? (Game Maker's Lab, Card and Board Game Developers Guild, etc.)
Card and Board Game Designer's Guild, TGC Designer's Discussion, Board Game Design Laboratory, BoardGameGeek Crowdfunding Group, Protospiel, and Grey Duck Lodge - Social Retreat for MN Game Designers

And the oddly personal, but harmless stuff…
OK, enough of the game stuff, let's find out what really makes you tick! These are the questions that I'm sure are on everyone's minds!

Star Trek or Star Wars? Coke or Pepsi? VHS or Betamax?
Star Trek, Pepsi, VHS

What hobbies do you have besides tabletop games?
Disc Golf, Politics, Aquariums, Road tripping around the US.

Favorite type of music? Books? Movies?
Classic Rock, Stephen King, Mostly comedies, but the collection of horrible SYFY movies are great from time to time.

What was the last book you read?
Political Order and Political Decay by Francis Fukuyama

Tell us something about yourself that you think might surprise people.
I make treat boxes with 36 different flavors of Rice Krispie Treats squares from scratch every year around Christmas for family and coworkers.

Biggest accident that turned out awesome?
Got Throw, Throw Burrito delivered from the Kickstarter, played it a few hours later and managed to get a concussion dodging a burrito. I ended up being okay and the other gamers we're telling of how epic game night was that blood was drawn.

Are you an extrovert or introvert?
Introvert

Have any pets?
Two dogs and a bunch of fish

When the next asteroid hits Earth, causing the Yellowstone caldera to explode, California to fall into the ocean, the sea levels to rise, and the next ice age to set in, what current games or other pastimes do you think (or hope) will survive into the next era of human civilization? What do you hope is underneath that asteroid to be wiped out of the human consciousness forever?
Survivors: Baseball, Primanti Bros. sandwiches, all the games, I'll take running water, sanitation and a nice bed to sleep in too. Wiped out: Student loan debt, diseases, mosquitoes, days where the windchill drops below -40 degrees.

If you'd like to send a shout out to anyone, anyone at all, here's your chance (I can't guarantee they'll read this though):
Shout out to my wife Rachel and son Andy. Love you guys.


Thanks for answering all my crazy questions!




Thank you for reading this People Behind the Meeples indie game designer interview! You can find all the interviews here: People Behind the Meeples and if you'd like to be featured yourself, you can fill out the questionnaire here: http://gjjgames.blogspot.com/p/game-designer-interview-questionnaire.html

Did you like this interview?  Please show your support: Support me on Patreon! Or click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.

Friday, February 21, 2020

Op Compass Game 7 - Sandstorm


Lumbering Matildas slowly crossing the Desert whilst sand swirls around the troops as they advance into the unknown, would adequately describe Game 7 of our ongoing Op Compass Campaign and what follows is the Scenario and AAR.

Italian troops wait for something to emerge from the Sandstorms 
If you want more information on the Campaign I have set up a separate page which is updated regularly with updates on rules along with links to all the previous games,

https://yarkshiregamer.blogspot.co.uk/2018/04/opcompass-1940-resource-page.html


The games are based on an excellent book by Robert Avery which is available from The Toofatlardies, there is a direct link to purchase the
book on the Resource Page.We use 28mm figures with this scenario taking place on an 8 x 6 table using a home brew set of rules, based on Iron Ivans Disposable Hero's.


Ratty and Mole discuss their latest adventures
Historical Background 

Its the 10th December 1940, the previous day (see our recent games) the Italian Forts at Tummar fell, the British Forces moved onto the Sidi Barrani position. Part of the force was detailed to take a small hamlet known as Alam el Dab.

The weather was appalling, a high wind whipping up sand and dust into a constantly changing fog / sandstorm, visibility rapidly changing minute by minute. As the British advanced the cloud of dust lifted long enough for the Italian Artillery to destroy the approaching lorries, the British Infantry helpless, only able to watch as their lift home disappeared.


Italian 75mm Field Gun
As quick as the visibility increased it dropped back to nothing, the British troops now supported by their old friends the Matildas of 7RTR swept forward into a cloud of dust towards where they believed the Italians to be.

Table Set Up and Terrain 

This battle is fought over an 8 x 6 table. The game begins with the Italian positions hidden.


Table Set Up
You should just be able to see on the table a series of yellow dots, these are dividing up the table into 24 equal squares to help with plotting positions and artillery. The terrain is random scrub and rocky outcrops with a single building representing the position of Alam el Dab.

The following Special Rules are in force (see Resource Page for full details),

Difficult Going and Breakdown.

New Rule - Variable Visibility - to represent the fluidity of the distance troops could see in this battle Visibility is limited to 9" plus 1d10 inches. Visiblity is determined once at the start of a new turn and again on the turn of an event card, giving a maximum of 3 and a minimum of 1 change in Visibility per turn. Whilst in force all firing is considered to be at long range.

Spoiler - The Brits have a secret objective, the game ends when they take all three gun positions, the British players should not know this until the game ends.



British Briefing

Italian Artillery has once again proven it's worth, take you troops into the mist and capture their positions. Be careful, the sand is soft, our tanks break down and visibility can change at any time.

Best suited for 3 players. Each Task Force has the following,

1 x Matilda Infantry Tank
1 x British Infantry Company consisting of,
HQ Section with 1 x Officer, 1 x Radio Operator and 1 x Sgt with SMG
Support Section with 1 x 2 man 2" Mortar Team and 1 x 2 man Boyes AT Team
3 x Infantry units of 1 x Sgt with SMG, 1 x Bren Gun and loader plus 7 Privates with Rifles

So 3 tanks and 111 men to get the job done. One TF will start in the centre of the table whilst the others will start equidistant from the centre tank and the table edge.


Advance into the unknown
Italian Briefing 

Once again you find yourself trapped in a difficult position with the seemingly unstoppable Matildas heading towards you. This time you have the advantage of cover and limited Visiblity, hold on as long as you can and cause as much casualties to the attackers as you can. Defend your guns to the last.



Your forces consist of,

1 HQ Section of Officer and Radio Operator 
8 "Blackshirt" units each with 1 Sgt with SMG, 1 x 2 man LMG Team and 7 Rifles.
1 x 65mm Gun and 3 crew
1 x 75mm Field Gun and 4 crew
1 x 100mm Field Gun and 4 crew.



The above photo shows the layout of the Italian positions, only place the terrain and troops on table once they are visible, the Italian player chooses where in the line their three gun pits go.

The position was a series of fox holes rather than a formal trench system hence the use of barbed wire. The Italian positions are static and could easily be played by an umpire or as a solo game.

Italian Artillery can fire over open sights at any target they can see, if they have no target they will fire at random. Dice for one of the 12 squares on the British side of the table, take the centre of that square as the aim point and then randomly deviate by 2 x d10 inches, reroll for each gun.


Italian AT Gun pretending to be a 65mm Gun behind a Renaissance Gabion, it's all accurate
How did we get on 

Once again a good time was had by all, these scenarios really throw up some interesting match ups and with the randomness of the rules players are definitely kept on their toes. The Visablity  rule worked really well and we all got the feel of a swirling sandstorm with targets frustratingly appearing and disappearing usually at the most inappropriate moment.


It's broke Sir
Round 1 went to the Italians without an initial shot being fired, "Hedgehog" one of the three Matildas broke down the first time it tried to move, the random roll produced an unfixable fault and that was it. Next turn the Italian Artillery landed a 100mm shell on the engine deck just to make sure.



The game settled down into a now you see it now you don't gun fight with the variable Visibility, the Brits taking quite a few casualties from the Italians in their fox holes and the randomly landing Artillery.



Things were going well until the tank Gremlin struck again, this time it was Mole in the centre of the attack, who broke down, it was fixable but with Italian small arms easily in range no one was getting out to fix it ! With the Artillery falling else where Mole quickly became a Pillbox, if only it had an AP round.



With the tank stalled, the British went headlong with fixed bayonets into the Italian positions. The Blackshirts held firm and held their fox holes, just.



But the fight drastically reduced the numbers of the defenders and next turn a fresh wave of British troops took the position.



The elation was short lived as the extra move forward revealed more Italians in the Hamlet.



On the British right the last mobile Matilda "Ratty" kept it's slow but seemingly unstoppable crawl towards the wire in front of it, rifles and LMG fire isn't much use against an Infantry Tank.



The Brits in the wire wisely decided to move away from the Hamlet and charged one of the Italian Gun positions, it fell but not without a fight.



The Italian Commander was busy on the radio, but no help came.



On the British left the tankless ("Hedgehog" smoking in the background) company had been wandering around blind for some time, the sandstorm preventing it from seeing anything of value, gradually the advance revealed that the Italian positions were not a straight line and the units moved to engage the flank positions.


The game built up to a nice close, the British had broken into the Italian positions in one location and a couple of others were holding on, however they had taken some pretty heavy casualties, three units had already been wiped out and it was touch and go if there was enough men left to do the job.


Everything came to a head in the final turns, on the right "Ratty" rolled over one of the Italian positions and with the gun position next to it taken that side of the table was taken.


In the centre there was another bayonet charge and again the first unit was wiped out at the wire whilst the remnants of the second one taking the position.


Whilst on the flank the British managed to roll over the 100mm Field Gun with hardly a shot fired.


The game ended when the Pillbox, sorry Matilda in the middle finished off the final Italian Gun and the British objective was complete, but not without considerable losses which were pushing 50% at game end.

So points wise I am going to give the Italians one (for the High casualties) and 3 to the British giving a Campaign Total of 18 to 10 in favour of the Brits.


Game 8 will be up soon, next time after a few games relying on the strength of the Matildas the British are back in the flimsy early Cruiser Tanks. But before then we will be playing on the fields of Edgehill and the Italian Wars Project will see the light of day again.

Thursday, February 20, 2020

Open-World ARPG Title Genshin Impact Schedules To Come To Nintendo Switch



Genshin Impact will be available on Nintendo Switch. Players will step into a vast and vivid open world full of adventures and mysteries, unravel the secrets of this fantasy realm, and fulfill their own heroic quests.




Genshin Impact, as an open-world ARPG title, set in the fantasy world of Teyvat, which offers a freely – explorable world, multiple characters, an in-depth elemental combo – based combat system and an engaging story. A mysterious figure referred to as "The Traveler", players will embark on a journey of finding their long-lost sibling to piece together their own mystery, while revealing Teyvat's numerous secrets. Joined by a lively companion called Paimon, players will explore the land filled with varied landscapes, culturally – diverse towns, and treacherous dungeons. By mastering the power of the seven elements with a custom party of up to 4 characters, players will overcome merciless foes and fiendish puzzles.

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Kickstarter Concluded


It's over.

Thank dread Cthulhu and His one-hundred-and-eleven slimy green tentacles!

Now, I can breathe a sigh of relief before diving back into the writing side of self-publishing.

What am I referring to?  Only the greatest Kickstarter comeback in the history of everything.  That's all.  Yes, Cha'alt: Fuchsia Malaise secured just over $13,000.  Less than I dreamed, but more than I realistically expected after the first 20-25 days where we seemed to be irrevocably stuck at about 7 grand. 

If you decide you want in, don't worry.  You didn't miss out on your chance to secure a luxury, signed, numbered, off-set printed hardcover edition of Cha'alt: Fuchsia Malaise (or it's predecessor... Cha'alt).

I can't keep this eldritch, gonzo, science-fantasy, post-apocalypse campaign all to myself, now can I?  Simply email me and we'll get you squared away: Venger.Satanis@yahoo.com

This past week, I ran three playtest sessions.  Two on Roll20, and one face-to-face.  I'll be blogging about them either tomorrow or the next day.

Besides saying THANK YOU to all my supporters, backers, fans, and fellow gamers, I'm done here.  ;)

VS

Wednesday, February 19, 2020

People Of Frictional: Alex Camilleri

WHO AM I


Hi, my name is Alex and I am one of those people on this planet who make games for a living. I joined Frictional Games almost a year ago as a gameplay programmer & designer, and I am currently working on [REDACTED].



Despite my warm Sicilian blood, I ended up living in this beautiful yet terribly cold place called Sweden, where I obviously work from.

BACKGROUND


I got exposed to videogames as a kid, watching my dad playing Lucas adventures (that Indiana Jones and the Fate of Atlantis intro sequence will forever be impressed in my memory) and – like most people these days – I just spent a lot of my free time playing games.

I remember that when I was really really young I would draw labyrinths on paper and let my best friend play them as I was adding moving traps and enemies on the go. It was a complete nonsense but I think it's the earliest somewhat-interactive thing I've ever made. It was pretty fun.

During my teenage years it was really clear to me that I wanted to work with games, so I started doing game journalism and with two friends of mine I would spend nights playing games but also making terrible prototypes, studying some programming in our spare time. My first playable game was obviously an extremely generic shoot-em-up with horrible graphics and some keygen music slapped on top.

Figure 1: On the left: me eating while being bored to death with my new programming book. On the right: me probably being overly excited about making something shoot a bullet into something else. I'm also wearing swimming trunks for some reason.


I eventually decided to move to the Netherlands to study and get my bachelor's degree in Game Design and Production. Living there was a great fun and allowed me to be part of an active gamedev community. I went to gamedev events, met many developers, expanded my network and opened my one-man-company called Kalopsia (hi Josh Homme!). I also joined a lot of game jams, one of which landed me an internship at Guerrilla Cambridge doing some level design on RIGS: Mechanized Combat League for PSVR (at the time the Morpheus prototype was just a bunch of lenses and cables put together with tape).

I ultimately started my own small but very personal project called Memoir En Code: Reissue, which I eventually released on Steam/Humble/GOG (totally not a plug). I worked solo on that project for quite some time, and after the release I felt the need to change gears and work in a team again. A friend of mine told me there was an opening at Frictional Games, and how could I not apply to the company that made SOMA?

Fun fact: after I submitted the work test I travelled to San Francisco for GDC17, and Thomas and Fredrik were there as well. We did not meet in person though, and I ended up spending most of the conference thinking about the test; it was actually a bit stressful and distracting! I found a partner for a new solo project that I was planning to make in case stuff didn't work out, but I got a positive response from Frictional and I obviously agreed to join the team.

I'm not crazy after all.

WHAT I DO


During the first weeks at Frictional I spent my time learning the tools and the overall work pipeline. This resulted in me creating a short psychedelic game where you put out fires by peeing on them, while Slayer music plays in the background. It's probably the best thing I have made to this date.

At the beginning there was a lot of stuff to learn and take in. But to be honest that was the entire point why I pushed myself into a new environment; you can't really become a better developer if you don't expose yourself to new stuff.

After I was done with the intro tasks I quickly jumped into production, working with Aaron (we are officially called the A-Team). He works from the UK, but we have a very clear line of communication; we are fairly independent, but we are always in sync, which is working out very well for us.

I spend most of my days scripting events, moving a door 0.25 units to the left to improve visibility and making that sound play with 0.5s delay because it just feels a bit better. The rest of the day is spent drinking tea with my desk-buddy Max and mostly hoping that nothing breaks. I have also spent some time making small changes to the debug tools we use, just to make the pipeline a bit smoother or a bit more comfortable. I juggle between working from the office and from home, depending on the amount of isolation my brain needs. Being able to do that is a big privilege that has a very positive creative impact on me.

Figure 2: my workstation at home. I have the same desk at the office and the same type of chaos ruling over it.


STUFF THAT I LIKE


Since designing games is a complete dream-job, I try to keep myself busy by doing other creative things on the side. I spend quite some time doing photography, which I enjoy quite a lot. When I travel I always bring my a7ii with me, practicing and slowly improving over time. Aside from that, I also very much enjoy making music. Some months ago I got a Teenage Engineering OP-1 which I am having tons of fun with, and I am now playing a bit of ukulele.

I guess I won't be happy if I don't mention my biggest love. I have a deep (and almost unhealthy) love for anything Kojima makes. Over the years my love for his games went a bit overboard (I am the person behind the Metal Gear Timeline which you should totally check out if you are new to the saga) and now I ended up with a corner of my apartment being completely dedicated to his work. I keep adding stuff to the cabinet and now I probably need a new one after I got some new loot from my recent trip to Hong Kong. I fill my existential void with Metal Gear stuff, I need a doctor.

Oh, and you can find me on Twitter as @AlexKalopsia!

Figure 3: My babies.

Wanna see who else works at Frictional? Check out the rest of the People of Frictional posts!