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The online Mysterium game setup from Asmodee on Steam, with the ghost offering visions to the psychics by choosing cards that hint at the suspects you are trying to lead them to.
Online version of Mysterium through Asmodee on Steam

Get out your crystal ball and your talisman, it’s time to deduce a murder!

I admit this comes as no surprise – you know you always wanted to use your psychic abilities to solve a decades-old murder mystery. Well, look no further because you can do so in Mysterium.

Play as a clairvoyant investigator gathering clues to determine who the murderer is, where the crime took place, and what weapon was used. Or become the victim through transference and play as the ghost, offering visions to your friends as you try to impart the story of your untimely demise…

Setup for the physical game from the psychic's perspective, looking at the lineup of suspects, locations and weapons arrayed before the looming barrier of the Otherworld.
Physical starting setup with the psychics surveying the lineup before getting visions from the ghost…

Go home to Warwick Manor and prophesy the past.

Each dealing of cards offers a random assortment of beautifully rendered murderers, rooms, and weapons to choose from. Stare perplexed at the exquisitely illustrated surreal visions granted by your ghost as you try to match clues based on subtle idiosyncrasies and/or glaring commonalities, depending on which psychics you ask and the ghost’s luck of the draw.

The more you play the more nuances you’ll notice. Hone your mind reading capabilities as you start to develop a mental connection with your friends, picking out those details that stand out to you again and again. Because you’ll never unsee that invisible doughnut car ever again…

The other side of the screen, showing the complexities of tracking all of the cards associated with which psychics you are playing with.
The ghost’s view from the other side of the Ether…

Or go virtual if you don’t want to go home…

An online version of Mysterium is also available through Asmodee on Steam where you can meet old & new friends and A.I. to solve the crime together. But be forewarned, don’t call a garden implement a hoe unless you want to answer to her tool – you can be totally censored for this. And the A.I. has some interesting ideas about connectivity from which it cannot be distracted, especially if as the ghost you accidentally swapped clues while offering visions in your confused and blundering incorporeal state. Because there’s just no coming back from the dead after that.

Another image of the interface for the online version showing how many turns remain to offer clues to the psychics o steer them to guess the right lineup, this time showcasing weapons.
Online interface for Mysterium through Asmodee on Steam

I give Mysterium an average of 3.75 Cthulus.

3.8 out of 5 stars (3.8 / 5)

The physical board game earns 3.5 out of 5 Cthulus. There is a lot of setup and the complexities of ghosting are much greater than just ignoring your friends – it requires your very own hideaway screen and well-honed card-tracking abilities.  And the psychics are dependent upon the ghost to determine the course of the action for all that they can chide one another about how good their guesses are.  So the game itself kind of depends on what kind of friends you invite over to Warwick Manor to play.  Well that and the luck of the draw, but as psychics we all know that goes without saying. 3.5 out of 5 stars (3.5 / 5)

The final sequence of the online version in which the ghost has chosen the actual lineup and offered clues to all of the psychics to pick the correct one.
Online interface for Mysterium through Asmodee on Steam

The online version earns 4 out of 5 Cthulus. This adaptation is wonderfully true to the original board game, with the beautifully blended art styles and all of the same inherent difficulties as well as some new ones thrown in for added flavor…  It is a lot easier to play and clean up without all that dealing and arranging cards, and the virtual platform is fun and immersive for a card game. The price point is good and the interface is easy to learn.  The music is catchy and well-suited, although it can get repetitive after a while. There is even a solo story mode that helps to teach you the game so you can learn how frustrated you will get with the A.I. interpretive strategy.

But, as I hinted at before, the A.I. makes some interesting decisions based on whatever is haunting it, and it will try to train you to alter your strategy accordingly lest you all risk failing out otherwise.  And I have been censored in the chat feature for using the word “hoe” to describe, well, an actual hoe, like the tool that you would use in a garden. Fortunately a moderator came in and revived my chat ability but it was a little late to save us that round. And note: I cannot speak to what it’s like to play with random players on the forum, I have only ever done so with my totally clairvoyant real world friends who have logged in at the same time, you know, like we do… 4 out of 5 stars (4 / 5)

Mysterium physical game box and time tracking pieces.
Mysterium box design and time-tracking pieces…

This unique cooperative deduction game hails from Libellud.

As always, if you buy anything from the links provided, we will get some $ back. And check out more game reviews on Haunted MTL here.

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Jennifer Weigel is a multi-disciplinary mixed media conceptual artist residing in Kansas USA. Weigel utilizes a wide range of media to convey her ideas, including assemblage, drawing, fibers, installation, jewelry, painting, performance, photography, sculpture, video and writing. You can find more of her work at: https://www.jenniferweigelart.com/ https://www.jenniferweigelprojects.com/ https://jenniferweigelwords.wordpress.com/

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Munchkin Big Box hitting Backerkit!

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Hey, Munchkin Maniacs! Ready to level up your game nights? Dive into the ultimate Munchkin experience with the Munchkin Big Box! This collector’s bounty is packed to the brim with over 600 cards decked out in John Kovalic’s iconic art, not to mention the rad new gameboards, standees, and more surprises than you can shake a +1 Sword at!

Here’s the rundown:

  • Playable with 3-6 Players
  • Epic game time of 1-2 Hours
  • Perfect for ages 14+
  • BackerKit steal of $125
Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

What you’re getting:

  • A mind-blowing 650+ cards including all your faves and new exclusives
  • A killer box that can hold over 2,000 cards and gear
  • Swanky card separators and dual gameboards for ultimate play
  • Six colorful dice, two Kill-O-Meters, and an updated rulebook to keep things spicy
  • 12 Standies in various colors, standie bases, and a playable bookmark because why not?
  • The cherry on top? A Limited Edition Spyke Enamel Pin and exclusive Munchkin decals!

Since its epic launch in 2001, Munchkin has been slaying at game nights worldwide. Now’s your chance to be part of the legend. Get ready to take a one-way ticket to Munchkin glory, and you need to do is click on to BackerKit and help this bad-boy come alive!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

So, what are you waiting for? Summon your crew, back ’em on BackerKit, and let’s make the Munchkin Big Box a reality. Your adventure begins now – don’t miss out on the loot, the laughs, and the ultimate betrayal. Back it, unpack it, and start the munchkin madness cuz you KNOW HauntedMTL is up and ready to back!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

Join the adventure on BackerKit and let’s slay this beast together! 🐉🗡️✨

Click here to back the Munchkin Big Box on BackerKit!

Don’t just play the game, BE the game. Let’s do this, Munchkinheads!

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Let’s! Revolution! @ PAX: Minesweeping Madness

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Continuing with video games I got to try out at PAX East, I was delighted to demo Let’s! Revolution! the debut game by developer and publisher BUCK. BUCK has historically been an animation and design studio, notably having worked on Into the Spiderverse and Love, Death, & Robots. Let’s! Revolution! marks their first foray into the world of video game development. I found this so interesting, I spoke to the Creative Director for Let’s! Revolution! on his career and how BUCK navigated that transition (find it here).

Let’s! Revolution! is a roguelike puzzle game inspired by the classic game Minesweeper. In it, you play as one of six heroes fighting their way along the dangerous roads to the capital city. Once there, you can defeat the tyrannical king and save the kingdom from his reign. Released in July of 2023, the game has been met with high praise. Unsurprisingly, this includes the game’s artistic and musical direction (by the team at Antfood), which is both stylistic and beautiful.

Watch the console reveal trailer here for a taste of the delightful animation and music:

I had the opportunity to play a 20 minute demo of Let’s! Revolution! on the PAX East show floor. I played alongside the Creative Director and other people who worked on the game. It’s important to note that this wasn’t long enough to get a feel for all the characters or the replayability of the game. But, it was definitely long enough to be enchanted by the game and the passion of the people who made it. 

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The core mechanics are inspired by Minesweeper. The player must use the power of deduction to uncover procedurally generated maze pathways to the exit. However, enemies are hidden along the way and can defeat the player before they reach their goal. Each character has their own special abilities that can help. Items and general abilities can also be bought or discovered to make your hero more powerful. All of these are limited in some way either by energy (your action currency) or limited uses per run.

A screenshot of gameplay from Let’s! Revolution!

From what I played, the gameplay is relatively simple with a mix of chance and strategy. I liked the cozy atmosphere, especially when combined with the ‘high stakes’ mechanics associated with Minesweeper. The UI was easy to understand and interact with while still being cohesive with the storytelling. And of course, the character design is exquisite and narratively driven, with many of the characters presenting as queer. 

Having released on consoles earlier this month (April 2024), Let’s! Revolution! is even easier to access than ever. Let’s! Revolution! is a perfect game for those who love cozy roguelites and beautiful (queer) aesthetics. I definitely recommend it for fans of roguelites looking to try something fresh. Look for it anywhere you game!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

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Interview with Creative Director Michael Highland: Let’s! Revolution! @ PAX

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Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.


How did you become involved in video game development?

I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.

What has been the most challenging aspect of the development process?

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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers. 

BUCK primarily has its roots in animation, what led the decision to start branching into video game development?

It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution! 

The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?

Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows. 

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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?

This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better. 

Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?

The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.

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