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In Elder Sign, you’ve seen the sign, and it’s full of the deepest, darkest Lovecraftian terrors….  Who knew that a night at the museum could be so horrifying?  Maybe it’s all those mummies and creepy eye-following portrait paintings, or maybe dark magicks are being bought and sold behind the scenes, even in the gift shop…

game box featuring two investigators and a monster
Elder Sign game box

It’s up to you to defeat The Great Old Ones, Cthulu-Style…

Elder Sign hails from Arkham Horror Files through Fantasy Flight Games and was designed by Richard Launius and Kevin Wilson.  Described as a game of suspense and supernatural investigation, essentially you and your friends are trapped in the museum trying to thwart the end of the world, classic cultist style.  The Great Old Ones are rising up to join their wayward followers and it’s up to you to stop them.  An Ancient One will be unleashed upon the unsuspecting world if you don’t prevail before world annihilation.

The museum has been a façade in which monsters and cultists facilitate the coming of the end by acting as harbingers of doom in so many different ways.  The setting is vast but you can only explore a few rooms at a time, as laid out in an array of six cards drawn at random and replaced as the horrors within are defeated, some of which can unlock new locations in another dimension.  Each room has a series of tasks that are accomplished by rolling special dice to match, making sure to satisfy all of the card requirements before vanquishing the evil lurking there.

game setup as seen from the side with rooms arranged in the middle and player investigators at the edges
game setup

So many people, so many ways to perish…

Investigators are drawn randomly from the character deck.  Each possesses unique stats and abilities that aid them in some tasks, ignoring certain card effects, possessing talents useful in navigating otherworldly realms, gaining more loot, and so on.  If your investigator perishes, you lose all of your swag and the world is one step closer to doomsday.  But you can keep playing by drawing another investigator and rejoining the fray.

The goal is to collect Elder Signs, eldritch symbols that sealed away the Ancient Ones.  How many such sigils you need varies depending on which Ancient One is about to be released.  You can earn them from your adventures solving rooms in the museum or gain them using the spoils of your conquests.  Items offer assistance in the form of extra dice, holding rolls for later use, and more.  There are common items, unique items, spells, and even sidekicks that can aid you in a myriad of ways.

using the special dice to solve adventures based on room card criteria
resolving adventures with dice rolls

Well-guarded secrets lurk at every turn…

Elder Sign is a little too true to life for me – I almost didn’t review it because I have recurring amnesia when it comes to this game.  Apparently the Great Old Ones have massive powers that extend beyond the cards and the dice and the walls of the museum that I am personally deeply attuned to.  Fortunately my friends don’t seem to have this problem so they can keep me on track.

Hell, we must have played Elder Sign 4 or 5 times before I could even recognize or remember its name.  Still now, the game itself is a complete blank to me every time we set it up until we get a ways in and it starts to be somewhat familiar again.  And now it slips from my psyche even as I type this review.

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Ancient One Hastur, The King in Yellow, accompanied by doom tokens with an array of Elder Signs to his left
Ancient One Hastur, The King in Yellow

The Good…

But I do enjoy the game.  It’s another cooperative game, which I love.  It scales well, whether you are playing solo or with 7 of your best buds. The fast-paced dice-rolling adventures and card text are flavorful and amusing.  Although it can be frustrating going up against the same scenarios over and over when you are losing ground, the game is pretty easy to get the hang of (thank goodness since I have to relearn it every time).

The Bad…

My biggest gripe is that it often turns into a slogfest trying to get enough sigils to vanquish the rising evil, and so it goes on for a long long long long time.  The game claims to only take 1-2 hours, but we typically seem to drag it out for much longer into the night.

The Ugly…

I am giving Elder Sign exactly 4 Cthulus.  Since I can’t seem to recall why I wouldn’t give it more or less, it is earning precisely 4.  I can only invite you to explore the museum and thwart the horrors that lurk behind the beautifully curated displays to save the world for yourselves, as I have no recollection of what we were just talking about… 4 out of 5 stars (4 / 5)

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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