Erik Twice Reviews: Overwatch!

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Ack
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Re: Erik Twice Reviews - Arkham Horror (C)

Post by Ack »

I'm sorry, but I have to disagree with some of your statements.

until the player realizes every single one of them has him rolling a die and reading flavour text instead of engaging in flavourful mechanics. It’s as having the world’s biggest toolbox and finding out all the tools are differently sized hammers.


First, I question what constitutes a "flavourful mechanic," and second, what is it that is wrong about streamlined mechanics based around die-rolls?

The game makes no difference between a flash flood, killer rats or talking your way out of a bar fight, the process you follow is the same and the effects pretty much interchangeable. You read what happens but it doesn’t actually happen because there’s nothing in the game state that reflects it.


But these events do cause situational changes, such as the gain/loss of health, sanity, money, equipment, spells, monster trophies, companions, and gate trophies. There are certain events where you might be hired as a policeman or join a cult, others where you are sucked into an alternate universe or lost in time and space. Certain events will also close neighborhoods, add or remove traders or conditions, restrict movement, bolster enemies, and so forth.

But perhaps the most baffling aspect of the game is how many technical problems it has, like not being able to lose or that the eight otherworldly portals are practically identical from each other.


Actually, while the card drawing is somewhat random, portals do have varying strengths, and by analyzing all the cards one finds that certain realms are generally nastier to the player than others.

But more importantly, "not being able to lose" is something that I'm baffled by. Do you mean the players can't lose? Over time, I've noticed players getting better at the game as they learn their characters and how to react(each character having unique abilities to benefit them but also entering into certain roles in the party, such as combat, magic, gate-closers, etc.), but this generally came with time after the game handed them their butts the first couple of playthroughs. Did you start by playing with experienced people? And did you ever have to face down an elder god, or did you just move to close gates until they were done?

Finally, the expansions add new mechanics and conditions to the game and generally make things more difficult(for instance, The King in Yellow expansion can cause the players to lose in three turns if they get bad event draws, while the Innsmouth Horror expansion adds a new city to explore and allows for the possibility of becoming a cultist and "winning" by helping the elder god awake).
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Re: Erik Twice Reviews - Arkham Horror (C)

Post by Stark »

Yeah I'm not sure what you mean by can't lose either. I've lost Arkham Horror before.
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Re: Erik Twice Reviews - Arkham Horror (C)

Post by Erik_Twice »

Ack wrote:I'm sorry, but I have to disagree with some of your statements.

Don't worry Ack, I know it's a controversial view :wink:

The thing is, when an event is drawn, the game doesn't simulate what happens. Every card in the game can be replaced by "Skill Check; Effect". There are no rats. The game doesn't simulate rats, doesn't attempt to make them look like rats and so I can't think they are rats. They are analog cutscenes in which the player has no input beyond rolling a dice and reading text aloud.

To me a flavourful mechanic, like stock trashing in 1830 or votations in The Republic of Rome, is a mechanic that reflects the setting or ideas present in the game.

I think the effects of the cards are all pretty much the same. I mean, sure, they are different, but is losing sanity that different from losing life or is gaining an ability much different than a weapon? I don't think so, really. Similarly, I haven't found the portals different enough to even recognize which is which, it's hard for me to argue they are different when I can't even tell them apart!

In the base game it's impossible to lose against several Ancient Ones from the very beginning because there aren't enough portals to cause a game loss and for those games in which the AO could indeed awaken, you can often take away the possiblity of losing in a couple of turns but not win for two more hours. (I'm going to add "with certain setups" to be more clear).

This is fixed with some of the expansions, but I'm covering the base game here.
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Re: Erik Twice Reviews - Arkham Horror (C)

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By the way, if you have seen my blog before, any input in how it looks now would be greatly appreciated :lol:
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Re: Erik Twice Reviews - Arkham Horror (C)

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General_Norris wrote:
Ack wrote:I'm sorry, but I have to disagree with some of your statements.

Don't worry Ack, I know it's a controversial view :wink:

The thing is, when an event is drawn, the game doesn't simulate what happens. Every card in the game can be replaced by "Skill Check; Effect". There are no rats. The game doesn't simulate rats, doesn't attempt to make them look like rats and so I can't think they are rats. They are analog cutscenes in which the player has no input beyond rolling a dice and reading text aloud.


I can see your argument, but I don't always agree with it. Consider mythos cards, for instance, where events occur that change game mechanics even if briefly or give the option for players to gamble with their money, their sanity, or their lives. Fog can roll in and sap the will while making it easier to sneak. Sales can occur for discounted goods. One environment may ban players from sealing gates while another causes them to hemorrhage forth monsters.

And this is an analog game, you know.

To me a flavourful mechanic, like stock trashing in 1830 or votations in The Republic of Rome, is a mechanic that reflects the setting or ideas present in the game.


But then what about shops closing out of fear, allowing players to join a cult, or gaining new allies and then sacrificing their lives? I think these are both interesting and flavorful mechanics that occur.

I think the effects of the cards are all pretty much the same. I mean, sure, they are different, but is losing sanity that different from losing life or is gaining an ability much different than a weapon? I don't think so, really. Similarly, I haven't found the portals different enough to even recognize which is which, it's hard for me to argue they are different when I can't even tell them apart!


I disagree, because the severity of these effects can vary drastically based on the character you are playing. Losing sanity with a scientists might be inconsequential, but as a gangster, it can swiftly become damn near fatal. The loss of a particular ability could be miniscule or massive, depending on the character, and it can be completely different to gaining a new weapon depending on the ability(or the weapon for that matter). And I've seen players almost cry as Ashcan Pete when they were forced to sacrifice his dog.

In the base game it's impossible to lose against several Ancient Ones from the very beginning because there aren't enough portals to cause a game loss and for those games in which the AO could indeed awaken, you can often take away the possiblity of losing in a couple of turns but not win for two more hours. (I'm going to add "with certain setups" to be more clear).


While I agree that there are certain setups that make it easier to win, and certain elder gods that are easy to beat(Azathoth you just keep from summoning, and Yig you let summon and kill him when he arrives), I still feel like these are some things that take experience and time to develop as you memorize the game. And there are certain ancient ones where these same strategies won't work because of some condition they apply. And that's a strength in my opinion: the choice of a god and a character at the beginning can lead to a different gameplay experience within the context of the game itself.
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Re: Erik Twice Reviews - Arkham Horror (C)

Post by Erik_Twice »

Ack wrote:I can see your argument, but I don't always agree with it. Consider mythos cards, for instance, where events occur that change game mechanics even if briefly or give the option for players to gamble with their money, their sanity, or their lives.

There are some interesting Mythos cards in the game, I wish the game had more ""rumours" (Was that what they were called) and less rats, that's for sure. (Not that the "kill X monsters" are particularly interesting but they could very well be).

I have a very similar opinion on cutscenes in video games hence the "analog cutscene" comment. :lol:


Losing sanity with a scientists might be inconsequential, but as a gangster, it can swiftly become damn near fatal.

What I mean is that you simply have two different health tracks. Some characters have more in one than the other but both work in practically the same way and are attacked in practically the same way too.

I don't know, I just don't think they are particularly different. They are better than the six or seven currencies of Le havre, but that's not saying much. I don't think we will see eye to eye on this.

That said Ashcan Pete is the best character in the game because he's called Ashcan Pete. :lol:

I still feel like these are some things that take experience and time to develop as you memorize the game.

You think so? I've always found the strategy transparent and simplistic and so did other, more casual players we had in my group. :|

Ack wrote:And that's a strength in my opinion: the choice of a god and a character at the beginning can lead to a different gameplay experience within the context of the game itself.

There are a couple gods with fun abilities but others are pretty much inconsequential. It would be cooler if each god created a radically different experience from each other.

I think there was potential in the game, I truly wish it were better and I could have more fun with my copy.
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Re: Erik Twice Reviews - Arkham Horror (C)

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Ah well, at least I know you came by your opinions honestly! :lol: I agree that health and sanity are interchangeable in how they function. And yes, those cards were rumors, though I also like how environment mythos cards can cause various changes in stats. I recommend checking out the various expansions and trying each one separately if you get the opportunity.

Anyway, I missed your other post earlier. Your website looks good. I prefer the darker colors you're using and like the nice clean layout. I'm looking at it in the British English version, if that makes a difference.
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Re: Erik Twice Reviews - Arkham Horror (C)

Post by Erik_Twice »

Ack wrote:Ah well, at least I know you came by your opinions honestly! :lol:

Hey, I might be a contrarian but I believe in what I write :lol:

I also tried to give the game a fair shake and played it as its meant to be played: Reading cards out load, talking in funny accents and making jokes about what happened to out characters. But if I want that I'm better off with Fiasco, you know what I'm saying?

I considered getting Dunwich or The King in Yellow for a while but that wouldn't solve many of my issues or convince my friends to make it hit the table. I would rather get another game which isn't as flawed and that doesn't take such a chunk of the evening, even if it isn't as long as people make it out to be.

Anyway, I missed your other post earlier. Your website looks good. I prefer the darker colors you're using and like the nice clean layout. I'm looking at it in the British English version, if that makes a difference.

There's a difference in so far the Spanish layout isn't fully translated and is giving me a headache but not much else. :lol:

I stuck with the old layout for very long because the wordpress theme was very flexible and I thought I would improve it sooner or later. Well, I can't improve it if I don't have any artistical skills so I just used a new theme .

Glad to see you like it :)
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Re: Erik Twice Reviews - Micro Machines

Post by Erik_Twice »

A new entry of Flashback is out!

My editor says this is one of my best yet. Is that praise or a backhanded insult? YOU DECIDE.

Micro Machines has small cars, big appeal
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Re: Erik Twice Reviews - Micro Machines

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Fuck yeah! Rastan! Because it's fun killing stuff as a barbarian.

Rastan has abundant brawn, some brains
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