Fear Equation (Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Screwfly Store , Steam

The Fog hates you. Nobody really knows what happened. Nobody really knows what caused it. After all, The Fog just… Happened. But there is hope. A slim hope, in the form of a train. It may be… Just may be… That The Fog can be escaped, and the nightmares can end. And Screwfly Studios are quite fine with helping you achieve that.

The map is one of three tools you'll be looking at a fair bit.

The map is one of three tools you’ll be looking at a fair bit. This is how it looks with Maxed Radio. :V

A little backgrounder before we begin: Screwfly have experience with strategic, procedurally generated survival horror games, with their first game being Zafehouse Diaries (Zombies!), and their second being Deadnaut (Eldritch Horrors From Outside Space-Time, Bug Hunts, Super-Soldiers Gone Wrong, among others.) Their games generally involve interpersonal relations, unorthodox control schemes that are nonetheless quite atmospheric, and hidden mechanics. Fear Equation is possibly the most atmospheric yet. Fortunately, I remain a filthy lucker. Let’s go through my first game to show both this, and why the game is worth checking out.

It began with a train. A steam train, from the looks of things, a junker… But thankfully, a sturdy junker with an emergency flare. This is always the first step: Summon some survivors with the beacon. It’ll generally be between 2 and 5, and the first group, at least, is generally cohesive. From there, the ride truly begins. A hellride through an unreal fog that makes nightmares real, with no guarantee of survival. I get three this time.

I look at the map… There’s a few buildings nearby, and so long as we go slow, we won’t run out of fuel doing so. I can plan where to go at any point in the day, but when we reach it determines whether we’ll have to stay the night. So I decide to hit up a small village along the way, with a Pub, a Supermarket, and a School in easy reach. My radio defaults to “Looking for Signs of Survivors” (HELP), but I switch it to Supplies. Believe me, survivors aren’t too tough to come across. Fuel, on the other hand, is going to be a constant worry.

Always keep an eye on the dreams of each carriage. Preparedness means less visits from... THE SALESMAN.

Always keep an eye on the dreams of each carriage. Preparedness means less visits from… THE SALESMAN.

Having decided my destination, I set up The Lottery. This train isn’t a democracy. I, The Driver, secretly control what’s meant to be random chance. I have to, because if people are sent into the Fog too often, or don’t get what they want, or just decide they think they can run the train better, they’re going to try and rebel. And I want them to survive… Even if they’re idiots. Right now, though, there’s no point. Starting survivors, with whatever skills they have, are going to have to make do until we find more.

With the lottery over, I can order them to do several things. They can move supplies between carriages, move people between carriages, and either build defenses against the coming nightmares, indicated by their dream diaries, or upgrade the train. The first night, I opt to improve my Radio. The bigger my coverage, the more of the map I can get a handle on ahead of time. I could have improved fuel, carriage strength, the amount of power my train generates, or even medical facilities… But I go for radio.

It takes two days to get to the village, and I’m attacked on the second night. This time, it’s spiders. Folks are injured. Not a good start. But the fog is, thankfully, still weak, and I try to explore. The school has survivors, and… The first group doesn’t want any of them. All four go to different carriages. Carriages with neither food nor defenses. Sadly, I can neither move them or give them food until the morning (One of the few flaws with the game), but, being both brave and foolhardy, I explore the other two buildings, and food is obtained for them. I don’t lose anybody, although I come damn close.

They're going to die. At least one of them died that very second. And all because I was too gutsy.

They’re going to die. At least one of them died that very second. And all because I was too gutsy.

Much like Deadnaut, I don’t have high tech equipment. Some LEDs, a barometer (Which shows how dangerous the Fog is getting), and a greenscreen CRT are my window to the survivors, and, like Deadnaut, it’s surprisingly tense to watch those little radar blips move around a building plan, with the radio occasionally telling me things (Mostly plans of sedition and cries to shut up about said plans.) I will never know what they face, and, in a sense, I’m glad. As it is, the Nightmares make me cower in the head carriage… I don’t want to know.

By the time I’m halfway across the map, I have lost some survivors, but gained quite a few more. Mostly, when I lost them, it was because I ran out of fuel. Running out of fuel is Bad. Not only are you defenseless, you have to send your survivors out to gain fuel in the middle of nowhere, and they are much more likely to die. I’ve had attempted rebellions, things are tense… And there are flags on the map. I find out what the flags mean in short order…

…They’re the military. And, for some reason, they don’t want me to leave. They bombard the train. Luckily, nobody is injured… But there are more flags on my planned route.

There’s more, of course, but this is the game. You grab what survivors you can, make compromises and enact dirty tricks to manipulate the survivors… Sometimes, you deliberately send people to get killed to quell rebellion. The Driver is an Old Testament God. Maybe this ark will save humankind… But you can guarantee that sacrifices will be made.

Nightmares... Are real. I only hope we propitiated the dead enough.

Nightmares… Are real. I only hope we propitiated the dead enough.

If you like strategy games with unorthodox UI, atmosphere out the wazoo, and the feeling of commanding lives from a distance, maybe Fear Equation is for you. It’s definitely not for everybody, but it’s worth at least a look in. There are lots of things I haven’t mentioned, like the variety of fears (from Soldiers, to Chinese Ghosts, to the SALESMAN and The Engineers, each with their own atmospheric touches), special crew (Who fully upgrade a section of your train as thanks for rescue), and other fun stuff.

The Mad Welshman sighed as he looked at the lottery card. Taking his eraser, he rubbed out the name of the new folks, and added in the troublemakers. There were four buildings here, a rare opportunity. Either they’d prove themselves, or they would die after bringing in some useful supplies. So long as The Train survived…

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Gremlins, Inc (Early Access Review)

Source: Cashmoneys
Price: £10.99
Where To Get It: Steam
Other Reviews: Release

Capitalism sucks. There’s really no easy way around it. It’s biased, it’s unfair, and it promotes shitty attitudes that make everyone’s life a misery. Which is, in its way, a good segue into talking about Gremlins Inc, a computer board game about a steampunk capitalist society of Gremlins being dicks to each other. It’s a game that needs a little polish, a little toning down of the single player AI, and a somewhat more clear tutorial and UI… But it’s also got the same ingredients that give certain well known board games their rep as awesome games that destroy friendships.

A little hard to read parts of the UI at times, but the art style is *gorgeous*

A little hard to read parts of the UI at times, but the art style is *gorgeous*

Ruleswise, there’s a lot to go into, so I’m just going to sum it up: You have to achieve X victory points (With 20 being average), while stopping anyone else from doing the same, and you do it by moving around a board (using cards), and playing events when you’re able to (using the same cards). Sometimes bad things happen to you, and there doesn’t appear to be any single “OP Strat”, as it were, because everything is out to get you, including large portions of the board. It’s a little more complicated than that, and the tutorial doesn’t cover everything (Like the existence of a collective pool of “EEEEVIL” cards, as a prime example I wish I’d known about), but it’s effectively in a very solid beta (Meaning there are bugs, but not as many as a release would have, and nothing that appears game breaking), and board game afficianados would definitely enjoy it. Why?

Let’s start with how it encourages a wide spectrum of good, strategic thinking. I have three cards. One can be used relatively nearby, but I can’t afford it. Yet. One can be used right across the board, and one can be used back the way I’d already come. All of these options are technically viable, but to play any of them well, I have to think. The first option just requires both time and not being dicked over. It’s do-able, but requires me to either not be seen as a threat, or to pre-empt the threat from whichever player I think is going to threaten me. The risk there is that I’m either wrong about which player is the threat, or don’t keep a low enough profile. There are shortcuts I could use, but they have a chance of screwing me over just by taking them, especially on the shortcut through the middle of the map. I have to be adaptable. I have to play the players as well as the game. I have to risk assess. And I have to be lucky.

Even Jail can be used to win the game, if you're clever about it...

Even Jail can be used to win the game, if you’re clever about it…

This turn, I am not lucky. “Who rolls a 1?” I ask jokingly, as I refuse to bribe my local policeman so as to stop any searches without risk. After all, if I do that, another player gets to profit off my loss. And I roll a 1, immediately being sent to jail, and watching one of those options evaporate. But that’s okay. Even jail can be used to better my circumstances. In the long term.

Secret and Criminal cards. Evil cards. Elections. Bribes and Searches, and the role of the buildings… The game has somewhat of a learning curve problem, which means the tutorial has to be spot on (And currently, doesn’t show off everything you might need to know). A good system of tooltips somewhat helps, but new players will want to invest time in the single player to get a feel for things, and those of us who can’t invest an hour or so into a game? Probably shouldn’t get this, as a 20 point game might take as long as 4 hours, and the first single player challenge is 30 points to victory.

Similarly, the aesthetic is both a good and a bad point with this game. I love the art style, having always been a sucker for some good ink and pencil work… But the UI suffers in readability because some of the parts of it are small and relatively unhelpful (The turn log, for example), and the board looks busy because light value contrast isn’t as clear as it could be (Although, again, the tooltips help somewhat with “Where can I go?” and “What does this do?”) The music is pretty good, just the right, farcical feel for a farcical fantasy dystopia.

I am a moustache twirler. This is a moustache twirler's game. QED. :V

I am a moustache twirler. This is a moustache twirler’s game. QED. :V

However, when all’s said and done, I look at this game, think “This cost me as much as Dr. Lucky did, back in the day”, and smile. It’s a fairly well crafted, competitive game, and the devs know exactly what they have on their hands, with a tournament already having been started in the Early Access phase. If you want a competitive, multiplayer computer board-game, and have the time to spare, I really don’t think you could go wrong with Gremlins Inc. I would, however, mention one final thing in regards to the multiplayer… Er… How do you make a game friends-only again? Wasn’t a problem right now, but best to nip it in the bud if that hasn’t been thought of. I had a lot of fun with this, and expect to have more fun in the future.

The Mad Welshman cackled with glee as he dipped freely into the Widows and Orphans Fund for Disenfranchised Gremlins. Campaign Contributions, it seems, were always there if you knew how…

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Mordheim (Release Review)

Source: Early Access Purchase
Price: £29.99
Where To Get It: Steam
Other Reviews: Mordheim

There’s just something about sending your friends into a magically radioactive, monster infested city that tickles me. Now, before you go calling me a monster, consider that this is a game called Mordheim, about sending fantasy gangs into a desolate, doomed city to get glowy green rocks that everyone wants, but nobody should really have. Because, while they power magic and machinery alike, they are artefacts of Ancient Evil, and have a nasty tendency of mutating or corrupting pretty much everything they touch.

Today's Anti-Heretical PSA brought to you by the letter S, for Sigmar our Saviour!

Today’s Anti-Heretical PSA brought to you by the letter S, for Sigmar our Saviour!

Also consider that, most of the time, my buddies are doing well, because I’ve been playing this since early in its Early Access run. The fact that I’ve been playing it almost the entire way through its EA run and still not gotten bored should really be a testament in and of itself, but just in case, here’s the rest of the review.

Mordheim, by Rogue Factor Games, is based on GW’s Warhammer universe, and is a turn based strategy game that isn’t strictly turn based. You see, everything you do on your turn, you do with third person shooter style controls (WASD to move, left click to do a thing, Q and E to switch what you’re doing.) It’s a nice touch, and goes a long way toward making something that’s somewhat dull to many (I move X piece to Y location, and roll some dice) actually somewhat exciting. TBS fans, understand that, while I know the joys of TBS play, this is nonetheless true, and Rogue Factor are doing something interesting which may attract folks not normally attracted to turn based play.

Everyone's very fond of posturing and screaming in the Warhammer universe. Everyone.

Everyone’s very fond of posturing and screaming in the Warhammer universe. Everyone.

Make no mistake, it’s a meaty game with layers of strategy that only get deeper the further in you get. It starts relatively simple: A Leader, a Hero, three Henchmen of two types, picked from one of four groups fighting over Mordheim’s shattered and Wyrdstone warped ruins. The Sisters of Sigmar hit things very hard, but are somewhat slow. The Cults of Chaos have dark magic on their side, not to mention mutants. The Skaven of Clan Eshin move quickly, and have poisonous weaponry (With a side dose of rat-ogre later), but are squishy and crack at the first sign of danger. Finally, the Reikland Mercenaries have guns and the usual human “I can do lots, all of it only at an okay level! Wheeee!” mentality. As befits a Warhammer game, none of these people are nice people. As you get more powerful, more types of units and skills become available, as do more dangers within the city, such as traps and Demons that wander the streets… Looking for what they consider their rightful prey.

How does it feel to play? Bloody tense, actually. From around day two, you’re by no means guaranteed a mission where you will stomp face, and very often, you’ll get the short end of the stick deployment wise (Spread out too far, or your leader and hero are in a group, leaving some of your henchmen alone without support.) It’s also not very newbie friendly tactically, as, while it eases you in, it doesn’t tutorialise much, leaving you to work out what things do from the tooltips. The fact that a single mission can take up to an hour or more means that this is definitely a time investment.

The Sisters of Sigmar: Hardcore Battle Nuns. What's not to like?

The Sisters of Sigmar: Hardcore Battle Nuns. What’s not to like?

Let’s take an example from the Sisters of Sigmar playthrough I’ve been doing. The Sisters had gotten separated in the middle of Skaven territory. Considering how the Skaven like to do things (Ambush swarms taking out individual stragglers), this was incredibly bad news, and Maria ApfelUndOrangen, lay sister, proved this point in the first round, as three rats (including their leader) leapt at her from surrounding buildings. She managed to hold them off for all of a couple of seconds, injuring one, before she was swarmed. D.V. S. Von Vacuum, Matriarch of this particular battle group, managed to regroup with one of her lay sisters by virtue of said lay sister hearing the sounds of battle after another Skaven ambush (Luckily, only an ambush of one) across the district from where Maria had fallen. In yet another portion of the city, Ethel Von Munster also managed to group up with the last lay sister, casually dispatching a skaven with a halberd along the way, taking no injuries. So far, at least, the battle had mostly gone the Sisters’ way. It was not to last.

While Von Vacuum and her cohort battled the surprisingly tenacious rat (Who had managed to dodge nearly all blows to this point), Ethel Von Munster and company went rat-hunting. And they found them. In spades. The previous ambush group simply charged in, and Ethel Von Munster went to work with her Greathammer, blessed by the Matriarch in the name of Sigmar Heldenhammer, Hero and God of the Empire. She managed to take down the rats’ leader, an assassin of Clan Eshin, before she was crushed under a tide of furry, bitey bundles of hate. Her companion took a similar accounting of herself, falling only to the final ratman’s mace.

A starting band of Skaven. So... I heard you like rats?

A starting band of Skaven. So… I heard you like rats?

Things seemed bad, with the majority of the Sisters’ small battle group out for the count, possibly dead. But for some reason, enemy morale broke, not with the death of their leader, but after the murder of a minor clan-rat, and the sisters (With the exception of Ethel Von Munster) lived to fight another day. They were battered, and bruised (The lay sister who’d accompanied Ethel Von Munster had a crushed arm, and the Sisters were forced to amputate), but ultimately, triumphant.

Now, this particular group of the Sisters of Sigmar are strong, and the younger sister of Ethel Von Munster (Coincidentally, also called Ethel) has crushed many a rat head since. They have yet to lose another Sister, and they intend it to stay that way.

Obviously, the story did not go exactly that way, but that’s half the fun of a game like Mordheim: The stories it generates. Be aware that customisation is limited to costume colour and a few options for your characters, be aware that it’s not the most newbie friendly game out there, and you will very likely have some fun with this pretty well crafted and atmospheric game of urban strategy.

The Mad Welshman grimaced as he placed a chunk of Wyrdstone in his pack. His moustache had been… Talking to him, and whispering horrible things. Then again, it was also telling him Wyrdstone was bad for him, and… How could something that got him so much money be bad? Best assume the Stasche lies, he thought.

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Duskers (Early Access Review)

Source: Review Copy
Price: £14.99
Where To Get It: Steam
Other Reviews: Release

It’s tough to be a drone operator sometimes. Especially when your equipment is less than stellar. Especially when you’re relying on them to keep you both supplied and alive. Especially when you have meaty sausage fingers like mine. “Turert… No, Turet… No… Oh, Sod.”

Red bad. Blocked door bad. That the ship stops responding to my door commands soon after? BAD.

Red bad. Blocked door bad. That the ship stops responding to my door commands soon after? BAD.

But such is the life of the average salvager in Duskers, an intriguing game by Misfits Attic (Who you may remember for devilish action puzzler A Virus Named Tom) that nonetheless makes me hate my big ol’ ham hands. Because it involves text commands. In real time.

Duskers has apparently been in Early Access since early August, and it’s relatively easy to describe: You bimble around a procedurally generated universe absolutely chock full of dead, not-so-dead, and very much alive and dangerous shipwrecks, sending little drones to try and explore, survive, and salvage, despite a variety of threats. Including the fact that you can only directly control one drone at a time, and have to do quite a few things with typed console commands.

In a way, it’s similar to Deadnaut, in that you’re never going to have the full information, you’re often under equipped, and the threats ramp up quite quickly. Thankfully, just as Deadnaut has recently added difficulty options, Duskers has them also, allowing you to turn off certain threats, such as radiation, which, as you’d guess, makes rooms basically uninhabitable, and tends to spread, or vents. If you don’t get where the threat from an open vent is, you haven’t seen or read enough horror. I like that.

Others have come before, leaving their drones to be salvaged by us. Problem is, the things that destroyed them are very often still around.

Others have come before, leaving their drones to be salvaged by us. Problem is, the things that destroyed them are very often still around.

What I’m not so sure about is the input scheme. Which is awkward, because it’s clear this is the core of the game. Without the quicker enemies, the radiation, and vents, the game is almost like a realtime puzzle. Generators only power certain parts of each ship or station you visit, doors may or may not work, and the slower threats are a case of “Spot, back away, work out how to lead them away from where you want to work.”

But, even with a useful autocomplete, you’re not always going to react quickly enough. As an example, there’s nothing that shares the ‘tu’ of turrets, so ‘tu [enter]’ is usually enough, but that “Not always” can be somewhat frustrating, rather than the challenging I think Misfits Attic are aiming for. Still, in the majority of runs I’ve had so far, I’ve at least been able to make a start on objectives the game offers, and I’m kind of impressed by other aspects of the game. For example, for something roughly 28% done, there’s that complexity from simple rules that I adore in many games. Let’s meet a few Drones and Ships, and give you some examples.

Toby is a sturdy wheeled ROV. He’s not very fast, but he can take a whalloping, and that’s not surprising, considering he’s my tow truck, for recovering ship upgrades, disabled (But not destroyed) drones, and other important features that are too big for my Gatherer to handle. But he’s by no means defenseless. See, Toby recently found a Trap module… Four anti-vehicular shaped charges with remote detonators. Well, to the victor go the spoils, said I, and he’s been a valuable member of the team ever since I worked out the blast radius of my explosive surprises. It’s a little irritating to time things properly on typing “trap boom”, then hitting enter, but I think I’ve gotten the hang of things, and Toby rarely fails.

I currently haven't needed to press 1. Yet. But the fact it's in there is slightly intimidating.

I currently haven’t needed to press 1. Yet. But the fact it’s in there is slightly intimidating.

Jane, meanwhile, is a somewhat plainer model. Her specialty is smaller material and fuel for my ship. So, she’s plain, but indispensable. Even more so now that she can detect motion in adjacent rooms. It’s not perfect, as some rooms are shielded, but she often lets me know ahead of time if something nasty’s hiding in the next room. Considering that, two games out of three, her compatriots failed to have motion sensors, I’m happy.

Finally, there’s Vinnie. Vinnie’s not tough, despite a common association of the name Vinnie with grim jawed tough folks, but he’s useful, as he’s got a portable power interface. He’s the only one who can turn generators on and off, and without Vinnie, I’d probably be in serious trouble. He got a stealth module, which means he can hide in (relatively) plain sight for enough time to get him out of danger… So long as I have the scrap to keep his stealth module in good nick.

Meanwhile, my ship, the Maria Asumpta (A grand old lady) has survived long enough to pick up a pair of modules herself. The first is a Power Rerouter, allowing me to shift which rooms and their doors are powered through linked generators. It saves a lot of time, and keeps Vinnie safer. Meanwhile, a Long Range Scanner, while almost on the verge of breakage (And deteriorating as it goes) allows me to more comprehensively scan my local area, opening up more options for travel.

You will, it's almost guaranteed, never have enough scrap to fix everything. Prioritisation is important.

You will, it’s almost guaranteed, never have enough scrap to fix everything. Prioritisation is important.

Of course, since this could be called a Roguelike, resource scarcity and degradation of equipment are a distinct problem. I need scrap to repair and upgrade… Well, pretty much everything. I need fuel to explore my surroundings, and jump-core rods to properly get around. Meanwhile, apart from the whirr of my drones’ motors, all is deadly quiet. A little too quiet, sometimes.

But it’s still early days yet, it’s definitely interesting, and if you liked Deadnaut, you should give this a go. It’s got similar replayability, a somewhat interesting premise, and the game is clearly designed around its atmosphere and aesthetic. But be aware that quick and correct typing is important for play, so you may need to tone down the difficulty if, like me, you have clumsy typing fingers.

There are two supporting videos here. The first is the Halloween update vid, with a somewhat amusing stunt Misfits Attic pulled (Real-life Duskers), and the second is one of my run-throughs of a game, showing what I can. (Part 1 , Part 2)

The Mad Welshman glared at his nemesis, the keyboard. Tiny buttons… Big fingers. He was all alone in the universe, and the only tool for survival was his command line skills.

…Needless to say, he was somewhat tense.

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Mordheim (Early Access Review: Content Update 8)

Source: Early Access Purchase
Price: £23.99
Where To Get It: Steam
Other Reviews: Release

Way back when, when I was a snotty teenager (As much due to being an ass as having broken my own nose in gym class), I was a fan of the more obscure Games Workshop stuff. Y’know, Warhammer Quest, Necromunda, Battlefleet Gothic. Mordheim, however (Warhammer Fantasy’s answer to Necromunda), somewhat slipped under my radar.

However, when Rogue Factor and Focus Home Interactive, last year, put Mordheim on Early Access, my strategy game senses tingled a little. Here, perhaps, was something I could sink my teeth into.

You will see this loading screen a lot. Less so as time goes by... But a lot right now. So you know.

You will see this loading screen a lot. Less so as time goes by… But a lot right now. So you know.

For those who don’t know what Mordheim is, it’s basically “Gang Battles in Games Workshop’s Warhammer Fantasy world.” The city of Mordheim has had a rather bad Wyrdstone problem of late, and, since Wyrdstone is as useful and powerful as it is dangerous, the majority of citizens have left, and treasure seekers have moved in. Specifically, the Sisters of Sigmar (A somewhat heretical cult that nonetheless wants to confine the threat of Wyrdstone), the Skaven (Mutant ratmen who use Wyrdstone for various purposes, nearly all of them violent and/or immoral), the Cults of Chaos (Wyrdstone is valuable to the Chaos Gods and their worshippers, due to its mutagenic and magic enhancing properties), and the Empire (Who basically are in it for the money, don’t particularly care about Wyrdstone, and would happily slaughter any of the other factions if there was a cut in it for them)

Of course, you can guess by the fact you’re reading this now, rather than 2014, implies that I didn’t think it had come far enough in development to really get a whole lot said, and that… Has now changed. Because progression and persistence have now hit Mordheim, and my gang can finally live or die on their successes… Or failures. So, to test this update out, I went for the Moustache Twirler Option: Skaven. The grandiose cravens, with their backstabbing, ambush tactics, and dirty tricks like poisoned weaponry were, obviously, right up my alley. It helped that if I failed, I could blame my underlings, much like Skaven do in the setting.

Some of the models are lovely, even if this one made me think "Did Bavmorda nick Sorsha's kit for some reason?"

Some of the models are lovely, even if this one made me think “Did Bavmorda nick Sorsha’s kit for some reason?” Note the relatively sensible armour choices.

Some things, sadly, haven’t changed overmuch. I made a cup of tea between picking my warband and the interface loading up (They joke that “Chaos Is At Work”, and the loading times have improved since the start of the Early Access… But it’s still not a game for the impatient), and almost immediately had troubles working out how to hire folks (Double click the icons for that kind of warrior is how you do it.) But once I’d gotten that UI niggle out of the way, I got stuck in.

My first mission was a success, of sorts, although not an overwhelming victory. None of my rats died, but I routed the Sisters of Sigmar before I could collect enough Wyrdstone to fulfill my optional objective. Still, considering that the Sisters tend to wield large hammers, and none of my somewhat brittle rats died, it was a plus. Still a plus was the decision by Rogue Factor to turn each unit’s actions into… Well, running through the world. It’s slightly abusable, in that you can retrace your steps to regain movement points, which lets you explore slightly more than is perhaps sensible… But a counter to this is the fact that, if you move unwisely, you’re going to get ambushed and lose all that movement. Indeed, as Skaven, I’m somewhat counting on getting my hits in first. The primary objective is nearly always to rout or try to murder the opposing team, but there’s a couple of side objectives, including bounty hunting (Put a specific unit Out of Action) and Wyrdstone collection (Usually 50% of the stuff that’s on the map)

The map will give you *some* idea of what's around. But only some. Don't *rely* on it.

The map will give you *some* idea of what’s around. But only some. Don’t *rely* on it.

Of course, if movement were the only thing you had to watch out for, I’d be a bit worried. But fighting also has limits, based on the skill of the units in question. For example, most skaven have three Strategic Points (for Ambushing and Fighting), but the Hero and the Leader both have 5, allowing them, in a straight up fight, to attack twice a turn. Turns are initiative based, and… How does it feel?

Tense. Very tense, since the maps are procedurally generated, as are resource locations and the start points of your units. Your worst nightmare is to become scattered, while your enemy is cohesive. It generally means, for most groups, that you’re being ambushed and piled on instead of the other way around. And that’s a bad thing, since getting a key unit injured early on can lead to big problems. Good example, the mission after I’d been told by my Clan Lords to send them a hundredweight of Wyrdstone, and I had ten days to do it… My leader got taken out by the last attack from the leader of the Sisters battlegroup I’d been facing. Because units cost upkeep, and injuries cost for treatment, this meant I had 4 tense days, hitting the Next Day button. I knew he wouldn’t die (He had, in fact, gotten a Near Death Experience, which was one of the few relatively beneficial options), but that was time I wasn’t gathering Warpstone… Fail to do that 4 times in a row, and your warband is disbanded. Permanently.

This... Is a bad situation to be in, especially if you're wounded.

This… Is a bad situation to be in, especially if you’re wounded.

On the upside for me, but perhaps not so much for the developers, the AI, while still improved, can still be outthought, usually with picking good ambush spots. In the AI’s (or another player’s) favour, however, is the fact that while you can sometimes hear units close by, you won’t know where they are for sure until they come into view. If they go out of view, their last known position on the map is an icon with a question mark… But that can only help so much, since you don’t know how far they’ve already moved before you saw them. Thankfully, sooner or later, they’ll run into ambushes, and then you can swarm them. Fair fights are not the name of this game, especially if you’re the Skaven. In fact, fair fights in general are somewhat of a bad idea, due to the AI having a health boost that… I’m not entirely sure they need anymore.

Multiplayer, when I can find someone, is a more challenging experience. On the one hand, I’m matched by point value. On the other, that doesn’t mean I’m matched by skill (Sadly, a common flaw in games like this, and one I haven’t really thought of a good solution to). Many a skilled player doesn’t mind going back to the beginning, but, as much as I can’t predict the opponent’s skill level, I can, within certain limits, guess what they have. And, in the early game at least, it’s going to be somewhat similar to me. Levelling up is a somewhat slow process, costing experience earned from battles, time, and money (100 gold per level 1 skill, and a day or two training), so if I see a Leader with a Great Hammer, I can somewhat bet that they’ve taken something to hit me harder with.

When you do well, you do *very* well. When you do badly, people die.

When you do well, you do *very* well. When you do badly, people die.

It’s not a flawless system, as there’s quite a range of possibilities for builds (I’m currently going with “Skaven wot hit hard when they ambush”, although I expect to branch into “Also we poison the hell out of you” as soon as my balance allows it), and y’know what? I’m liking it so far. I should also mention the aesthetic: Grimdark. Dissonant choruses, blaring horns, and the occasional scream assaults my ears (Pleasantly), while pungent gases afflict me and the streets are ruined, covered in grime, slime, and… Was that a screaming face with an eyeball in it, melted between the wall and floor? It was! It fits the game perfectly, but will look over the top to people who haven’t encountered how over the top Warhammer can get sometimes.

If you want to have a go at a turn based strategy game with some interesting ideas about making it not feel quite so turn based, don’t mind those loading times (1 cup of tea per transition, I’ve found, although your mileage may vary), and don’t feel barraged by numbers (The tooltips help there somewhat), then this might be for you. If you’re not a fan of grimdark, not a big fan of timesinks, and don’t like the idea of turn based strategy, even dressed up, then it’s a probable “No, thanks.” Just be aware that yes, it is still Early Access, so glitches, bad collisions, and odd camera angles still abound… But it’s showing a lot of the promise in the game already.

The Mad Welshman stab-kills many electronic man-things in the course of his work. The tail is artificial, and he does not work for the Great Devourer. No. That would be dumb-silly.

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