Connect with us

Published

on

4 New Tales of Terror Told By The Arkham Horror Card Game | Geek ...
The Dunwich Legacy Box art.

Hello again, everyone! I’m Shane and I’m glad to be back writing my own content after a hiatus.

I love card games. I mean, I REALLY love card games. I’ve been playing them in various forms for nearly 20 years, so finding an excuse to combine some loves into a single purpose had me jumping out of my seat. With that out of the way, let’s get to the good stuff.

Horror, Card Games, Teamwork

What is Arkham Horror: The Card Game?

Well, it’s a card game and without delving too deeply into the history of the franchise, Arkham Horror is a cooperative card game where groups of 1-4 players team up against the games mechanics to solve a mystery, stop some monsters, or just stay alive based in a world built around the works of H.P. Lovecraft.

Is the game all Cthulhus and Innsmouths? No! It’s got a ton of variation in locales set around the globe around the 1920’s. We could talk about all of those locations, but maybe we’ll do that later, this time we’re just talking about the very first entry into the game. Each player chooses an investigator before the game starts. They’ve got stats, skills and 30 cards that go along with them. I won’t jump into all that just yet.

Popular Decklists Ā· ArkhamDB
Roland Banks, hard-boiled, gum-shoe, so-and-so.

So, it’s like a board game?

It’s a lot like a board game. Cards are used to create a map of rooms for the players to explore, while they explore the rooms, bad things happen randomly and are revealed as the game progresses. There is no “bad guy” player, everyone in the game is part of a team and does their best to navigate the perils and challenges presented using their player characters strengths (and avoiding their weaknesses).

It even looks like a board game.

What makes the game so interesting?

Well, it’s based around Lovecraft’s work. If you’re familiar with the guy, you know things don’t always go so well for the protagonists of his stories (read: rarely goes well). The game is also very story driven. The releases are built to take players through an entire arc and are encouraged to play them in order starting at a Deluxe box and through the corresponding Mythos packs.

This game is not the type of game where you and your super-powered friends bust into a den of monsters, turn them back into green jelly and collect loot. No, no, my friend. You’re a regular guy and you MIGHT be able to fend off one or two of these critters before you die or go insane.

Young Deep One
It’s okay, it’s JUST a young one.



Oh, and it doesn’t use dice. The games mechanics are built around a “Chaos Bag” of tokens, drawn by you, the player. Reach in, grab a token, open your hand and see what manner of doom has befallen you.

Before I do what?

That’s right. Players don’t just have the opportunity to get beaten to a bloody pulp by flesh-eating ghouls! They can also be eliminated because the horrors you’ve observed are just too much for your regular Joe psyche! You can go insane and you’re out because, hey, who knows what you might do? Maybe you don’t even see a monster, maybe your character just can’t handle creaking floorboards that sound scary, or a stiff wind that could be a ghost.

Advertisement

Why bring this game up now?

It’s been out for 4 years, I know. But the person reading this is probably under some measure of quarantine, stay-at-home, lock down order and now is the perfect time for games like this. They can be played solo or with the people you’re locked up with. And if you can go crazy in a game after an hour of play and it prevents you from going stir crazy for that long, isn’t it a worthwhile investment?

There is a ton of great content for this game from various creators. However, if you’re interested in how the game played, it’s hard to beat this:

Credit to Fantasy Flight Games.

That’s it for me. I hope you find the time to check out this great game and stay tuned to Haunted MTL for more news and content from all of our great contributors!

Advertisement
Continue Reading
Advertisement
Click to comment

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Gaming

Quest Master @ PAX: A Dungeon-Builder First Look

Published

on

Next in my journey of all the cool games I saw at PAX, Quest Master! Quest Master is a love letter to retro dungeon crawlers and level designers. Taking inspiration from both Mario Maker and the Legend of Zelda franchise, Quest Master promises the ability to play and design dungeons with a variety of enemies, traps, and puzzles. 

Check out the Quest Master game announcement here:

I was given a private 30-minute demo, where I got to try out some of the core features in a pre-beta version of Quest Master. This demo was led by one of the developers, Julian Creutz who shared some insight into the game design and user experience. My interview with Julian about Quest Master can be found here.

Quest Master has two main modes, playing dungeons and building them. I got to try out both, though I had a more comprehensive experience playing dungeons. While playing dungeons, the game mechanics were intuitive and simple. However, I was continuously surprised by the complexities offered by the puzzle and logic systems. For example, you can collect a boomerang which is incredibly easy to use. To solve one of the puzzles, I had to throw the boomerang through a torch (which I thought was just decorative) to catch the boomerang on fire and enable it to activate a gem. While the individual mechanics were basic, they combined into a sophisticated puzzle-solving experience.

Advertisement

Immediately, I was eager to look under the hood and see how the dungeon building mode enables the puzzle solving as previously described. Once again, I was impressed with the sophistication of a system with such simple mechanics. The controls for building werenā€™t intuitive for me, though I also donā€™t use a controller for much of my gaming (like I was during the demo). Additionally, I could see how it would be really easy to get accustomed to as you build.

As it was a short demo, I wasnā€™t able to try any of the multiplayer features (i.e. co-op, online map sharing) so I canā€™t speak to the success of their implementation. As this is supposed to be a large part of the game, Iā€™m wary of wholeheartedly suggesting Quest Master for those interested in the multiplayer experience. However, I was impressed with Quest Masterā€™s modern take on retro dungeon crawlers like the Legend of Zelda games. The graphics and controls feel like much needed quality of life updates for a system taking inspiration from older classics. 

I recommend wishlisting Quest Master if you are a fan of old Legend of Zelda games or are looking for a fresh take on the dungeon builder genre. If Quest Master interests you, donā€™t forget to check out my conversation with Julian too!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

Advertisement

Continue Reading

Gaming

Interview with Game Dev Julian Creutz: Quest Master @ PAX

Published

on

As mentioned in previous posts, I had the opportunity to demo a pre-early access version of the game Quest Master alongside the Lead Developer, Julian Creutz. Quest Master is a Legend of Zelda and Super Mario Maker inspired dungeon crawling and building video game. While the other post covers the game itself, this one covers the inspiration and vision for the game as told by Julian.


How did you become involved in video game development?

Iā€™ve been a huge gamer, and especially a Zelda fan, ever since I was a little child when my dad put a GameBoy Advance with ā€œThe Legend of Zelda: A Link to the Pastā€ into my hands. Sometime during elementary school I started dabbling with game development using visual tools like Scratch and GameMaker. I quickly got into making Zelda fan games and had dreamt of the day when I would make my own Zelda game one day. Over the years Iā€™ve honed my game development and programming skills, resulting in where I am today.

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

Advertisement

Developing Quest Master is essentially like making two games at once ā€“ the making and the playing part. Both of these game elements have to be equally as polished to form a cohesive one.

The most difficult thing by far about the gameā€™s development has been to make the maker mode experience intuitive for first-time users and people who know nothing about Zelda-like games, but at the same time powerful and complex enough to allow creating anything you could dream of.

One good example is the gameplay feature to link certain parts to others, like linking a pressure plate to opening a door. Weā€™ve been through countless iterations affecting both the visual, gameplay and user experience aspects of it ā€“ I hope that the one we are using right now is the final one!

Quest Master takes a lot of inspiration from classic dungeon-crawlers like the Legend of Zelda franchise. What about these games was so enchanting to you and how does Quest Master try to capture that enchantment?

As described earlier, Iā€™m like the biggest Zelda fan, which Iā€™m sure shows. My gripe with many Zelda-likes on the market is that none perfectly capture the feel of the classic entriesā€¦ thereā€™s always something missing.

Advertisement

I confidently believe that Quest Master differs from that greatly. We are trying to make Quest Master feel like an in-house 2D Zelda like Nintendo used to make, just from an indie team like ours. Many people crave the classic 2D entries, just like I do.

What emotions do you hope the player will experience while playing Quest Master? What design choices were made to assist in that desired atmosphere?

A big aspect of Quest Master is its local multiplayer. The game is deliberately designed to work flawlessly with that, and makers can create specialized puzzles in the game that require all players to work together for example. The result is both rewarding, funny, and sometimes infuriating altogether, for example when one of your buddies throws you into a hole.

As a community dungeon maker, what features are you most excited to see implemented in player-made dungeon crawls?

Iā€™ve already been hugely amazed by the creations of the existing Quest Master demo. With all the new features the game will launch into Early Access with, I bet this will be tenfold. I myself always enjoy the brain busting puzzles people come up with. Other things I also like a lot are the unintended mechanics the players find, which dynamically emerge from the many, many gameplay systems working together.

Advertisement

Whatā€™s it been like working with Apogee, an indie publisher who goes back to the early 1990ā€™s and has a long legacy of terrific game releases?

Iā€™ve only had very few interactions with game publishers in the past, and Quest Master is my first large scale commercial game project. Thereā€™s preconceived notions floating around everywhere on the internet about how evil game publishers are and how much better you would be off self-publishing your game. Contrary to that, working with Apogee has been nothing short of supportive and family-like. They are very invested in the project, and they have many Zelda fans on the team also helps a lot. They are supercharging the potential of Quest Master and without them the game would not be where it is today.

Is there anything else you would like to plug or that you think is important for people to know about Quest Master or other upcoming projects?

Early Access is just the beginning! Quest Master will be hugely expanded upon during its Early Access phase, with many more themes, dungeon parts and entire new gameplay features coming in short intervals and a rapid update schedule. There are always new things around the corner. For example, things like the singleplayer story campaign and the overworld maker will be most likely not be part of the initial Early Access release, but we will make sure to build anticipation by introducing bits and pieces into the world of Quest Master to build up to that.

I hope you are looking forward to it as much as I am!

Advertisement

Continue Reading

Gaming

LONESTAR @ PAX: Spaceships and Bounty Hunting

Published

on

This past week I had the opportunity to go to my very first PAX East convention! For those who are unfamiliar, PAX East is a large gaming convention in Boston. This year marked its 20th anniversary, which meant an extra layer of celebration and festivities! Courtesy of a HauntedMTL Media Badge, I got to play tons of new games and meet even more interesting people. One of the games I was able to demo was LONESTAR by developer Math Tide.Ā 

LONESTAR is a roguelike spaceship building game reminiscent of FTL and Dicey Dungeons. It was released for early access on Steam in January and has gotten largely positive feedback. In the game, you play as a bounty hunter traveling through various sectors to defeat your bounties. Along the way you can visit a shop, take a breather, or experience other various events. 

I was able to play the early access build for thirty minutes on the showroom floor, and I was pretty instantly hooked. I love roguelike deckbuilders, with Slay the Spire (especially the Downfall fan expansion) being a strong favorite. LONESTAR nails what I love from the genre, with an aesthetic smoothly integrated in its form and function and novel gameplay mechanics.

A screenshot from the LONESTAR Steam Page of game play.

LONESTARā€™s ā€˜deckbuildingā€™ element takes the form of ship systems. You can collect, buy, and upgrade them as you progress through a run. However, your ship only has so much space on board. As a player, you have to prioritize weapons and utility systems while also ensuring you diversify your damage output/defense across all three sections of your ship. At the beginning of each round, you are randomly given number values that can be input into your ship systems to achieve varied effects. The enemy responds in kind, meaning whoever can get the highest damage output is who overwhelms the other in the round.

I loved the possibilities for synergy and strategy as your pilot explored more dangerous sectors. It was incredibly rewarding to turn a couple of crap numbers into a super powerful attack. I also enjoyed the various options for ā€œvacationā€ time in between battles, which kept everything feeling fresh. Of note, I only played for thirty minutes. While they were a rewarding thirty minutes, the game was not incredibly difficult. I cannot speak on the general replayability, though I would have been happy to continue playing for at least another hour. My only critique from the whole experience was that some of the vocabulary was unclear. However, that could have been due to starting mid-run during my demo. 

Advertisement

If you enjoy deckbuilders and are interested in a spaceship game a bit easier than FTL, I think LONESTAR is a great choice. It is still in early access, however, I feel confident that the game is plenty of fun already. It is also only $10, so definitely worth taking a chance on. Iā€™ll continue to watch the development of LONESTAR with great excitement! 4.8 out of 5 stars (4.8 / 5)

Continue Reading

Trending