Thursday, 27 August 2020

Other Stuff Monthly #16


 Back in early 2018, I backed a game on Kickstarter called Crypt. It was a fun little dice game about a bunch of scheming princes and princess who want the king's treasure, despite all being left out of his will. When the same people had another campaign in mid-2019 to fund their next game, Afternova, I naturally backed that one, too. Unfortunately, my copy arrived literally the day the Covid-19 lockdown started in the UK, so it sat unplayed on a shelf for a few months. But now I've had a couple of games of it, and it definitely lives up to its predecessor!

 


The game sees the players recruiting various space-faring engineers, to mine planets for different coloured minerals, which in turn are used to build spaceship parts. Some of the spaceship parts add new abilities, like more storage space to store minerals, or getting to draw extra cards at certain times,  while others are just worth victory points at the end of the game. 

 


The real hook of the game is that it can be difficult to recruit  all the engineers you need to mine the planet you want, so you can negotiate with other players, agreeing how to divvy up the planet's yield in exchange for the use of their engineers. So you have to balance out getting the minerals you need, while trying to keep your opponentsaway from all the ones they need. It obviously gets harder to negotiate towards the end of the game, as the game ends when one player finishes six spaceship parts, leaving everyone else one last turn to do score what they can.

 


Playtime is about half an hour, and it goes by pretty quickly. The whole game is a combination of negotiation and resource management (not just the literal resources of the negineers and minerals, but also the space needed to keep them, as you can only hold eight cards and four minerals at a time), and there's very little reliance on luck, so winning or losing does depend on who was the better player that game.

 


I've enjoyed every game I've played so far of Afternova, and it's pretty cheap as far as decent board games go, so I definitely recommend picking it up, as long as you have at least two other people with whom to play it. It's also got a ton of silly animal puns on the engineer cards, which is a nice bonus!

Saturday, 22 August 2020

Fantastic Children (GBA)

 On paper, Fantastic Children should be worthless shovelware garbage. It is, after all, a licensed GBA platformer based on an anime. I can't tell you much about the anime other than that it's apparently about a group of immortal 12 year olds, and it was created by Takashi Nakamura, whos distinctive character design style you're sure to recognise if you've seen the movie Catnapped. It does have an official english release though, and I might just give it a watch someday, as if the game really gives me vibes of those classic kids adventure anime from the 80s and early 90s, like Giant Gorg, Mysterious Cities of Gold, and The Secret of Blue Water.

 

Right from the start, it's obvious that this game is possibly the best-looking game on the system, with lavish, detailed backgrounds, and really amazing animation on the main character's sprite. As he runs, jumps, climbs, falls, and so on, you can really feels the weight of his body and the force of his movements, and those are all things you do a lot of, since most of the game is made up of Prince of Persia-style precision platforming. It's so far beyond the usual garish colours and blobby pre-rendered sprite you see all too often on the GBA.  

 

Like I said, the game is mostly PoP-style platforming, as you clamber around, exploring various environments, like jungles, abandoned buildings, quiet little seaside towns, and so on. The quality of the animation makes this a totally joyful experience, even if he practice of holding the jump button to grab and keep ahold of ledges, then pressing up to climb onto them takes a little bit of getting used to at first. What's  really unique about this game is the rare occasions when you meet enemies (well, there are wild animals that can hurt you right from the start, but they're more like hazards than enemies), as this is the only platform game that I can think of that has turn-based combat!

 

The way it works is that you and your opponent each has a hand of five attacks. There are specials that each do specific things, but mostly, you'll be using punches, kicks, and chops, which have a rock-paper-scissors dynamic going on: punches beat kicks, kicks beat chops, and chops beat punches. You can switch between your attacks as much as you like in the few seconds before they meet in the middle, at which point one of you takes damage (or both if you each used the same attack). Used attacks are discarded, and if the fight's still ongoing after five turns, you each get your full hands back and carry on. 

 

You can change the attacks in your hand via the pause menu, and you get more choices, including things like attacks that hit twice when they win, as well as the aforementioned specials, by beating enemies and opening treasure boxes. Certain kinds of enemies have specific hands too, so if you know you're going into an area where the enemies prefer kicks, you might want to build a punch-based hand, for example. It's a system more interesting than exciting, but it does solve the problem of having enemies without them getting in the way of the sheer kinetic joy of the platforming.

 

I think that's all I really have to say about Fantastic Children. Of course, I very highly recommend that you go and play it as soon as possible, and don't worry about there being a language barrier, as while the story text is all in Japanese, all the menus and so on are in English. It should be counted alongside Ninja Cop, Gunstar Super Heroes, and all the other truly great GBA games that people still love to this day, it's honestly that good.