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Crime Zoom is a series of investigation games by Stéphane Anquetil where 1-6 players examine a scene and look through cards to try and solve a murder. My playtest groups and I tried the “Bird of Ill Omen” and the “His Last Card” scenarios. There’s a third scenario called “A Deadly Writer” but I haven’t been able to find a copy of it. We tried 2 different group combinations and player counts for each scenario so we could get a feel for how the game plays at different player counts without anyone going into a game with insider information.

The Crime Zoom Bird of Ill Omen and His Last Card game boxes
The game boxes

Components

The game consists of 55 cards and a rule book. One card is the setup card explaining how to set up the beginning scene. The Bird of Ill Omen’s introductory scene is made of 9 cards while the His Last Card scene is made of 15. The rest are numbered lead cards.

The components of each Crime Zoom game out on the table
The Crime Zoom components

This is a nice box. It’s pretty small and not much bigger than it needs to be. You could probably have shaved a little space off, but the box is already so small that it’s not an issue.

The game takes up a surprising amount of table space. It’s not necessarily a bad thing, just something to keep in mind when setting up and deciding where to play.

Gameplay

Setup for the Crime Zoom: Bird of Ill Omen scenario
Setup for the Bird of Ill Omen scenario

The rules are simple. After you follow the directions on the setup card and flip it over, you’re ready to start investigating. You can flip over any card in the scene to look closer for evidence. If a card has a number on it, you can choose to search through the deck for the card with that number on it and read it. From there you follow the clues until you feel like you’ve solved the mystery.

Thoughts

This game is pretty short. The box lists the playtime around 60 minutes, but in some games we finished in as little as 45. This isn’t a bad thing, short experiences like this can be really nice, but some players might be looking for more.

Something to keep in mind is how often you’ll actually play this. An unavoidable issue with mystery games like this is that they tend to be single-use or rarely hit the table, depending on how good your memory is. Mine is garbage, so I can play these kinds of games a bit more often without spoiling myself, but this isn’t the case for everyone. When deciding whether to pick this up you should think about it more in terms of a one-off experience rather than a new board game to add to your collection.

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The Bird of Ill Omen scenario references some fairly heavy subject matter. Yes, I know that sounds odd given this is a game about solving a murder, but hear me out. Homophobia is a recurring theme, and is listed in the investigation report as a possible motive. There are also some more specific plot elements regarding the murder that might hit a little too close to home for some people. The case is maybe a little too real and not really the kind of thing that screams “fun game night,” at least for me.

The Bird of Ill Omen scenario does have a much better epilogue than the other scenario, though. It’s made up of various newspaper headlines and blog posts, and overall formatted much better. His Last Card just has a short story of how the crime happened that is formatted very poorly. Dialogue is indicated by dashes at first, but then they just gave up and stopped indicating what was and wasn’t dialogue. There were also some very weird line breaks.

Visually, the His Last Card starting scene is very dark. A lot of the smaller details are very hard to see, which caused problems for both playgroups. Being able to see the details is important when deciding which cards you want to check for leads.

Scoring feels pointless, but I suppose that there otherwise wouldn’t really be much incentive to not just go through every card other than personal pride. I would argue in some ways it was a detriment to the experience. When the second group was playing the Bird of Ill Omen scenario, they were so focused on scoring points that they often refused to follow leads, slowing the game to a crawl. The Bird of Ill Omen’s Hall of Fame at the back of the book has a score for you to try and reach/beat, but His Last Card does not.

An immediate comparison that will jump to a lot of people’s minds is Sherlock Holmes: Consulting Detective. The rules are very similar but Crime Zoom is much more scaled down. If you liked Consulting Detective but found it a little overwhelming, this game would be a good choice. Conversely, if you like this game and want a bit more of a challenge, definitely look into Consulting Detective.

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Verdict

I give this 3.5 out of 5 cthulhus. Crime Zoom will definitely scratch a mystery-solving itch, but it’s not a very deep or long-lasting experience. You can check them out at the Amazon links below. Remember that we are an Amazon affiliate and if you purchase anything from the links provided we will get some $ back. 3.5 out of 5 stars (3.5 / 5)

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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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