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Tabletop role-playing games have been around for decades, and they’re still going strong. Whether you’re a veteran gamer or just getting into RPGs for the first time, there are plenty of options for you to choose from. Today, we’ll be taking a look at one of the newer RPG releases: The Crow Cinematic Adventure expansion of Everyday Heroes by Evil Genius Games. Let’s dive in and see what this game has to offer!

The Crow a cinematic adventure with the movie version of the Crow (think dark clothing, lanky, and serious face with a Crow coming down on him). The words 'Compatible with the everyday heroes system' at the bottom.
The Crow Cinematic Adventure pushes Everyday Heroes to the next level

First The Crow Book and Movie World

The Crow is a classic tale of gothic revenge that has left its mark on both film and literature. The 1994 movie adaptation of The Crow and the 1989 book both share a profound story of redemption and justice as we follow Eric Draven’s journey from death to life in an effort to avenge the brutal murder of his lover. The similarities between the two stories are undeniable; each follows an emotionally-charged character who has lost their loved one, battling for what’s right in a morally grey world. The Crow movie and The Crow book have stood the test of time, remaining critically-acclaimed masterworks worthy of the title ‘gothic classics’.

The Crow RPG – Does it Stack Up?

Although The Crow Cinematic Adventure is based on the 1994 movie of the same name, it’s not just an adaptation – it’s an entirely new story set within the same universe. You play as agents of destiny with The Reborn (think Crow) and the Soothsayer (think the really weird magic lady who eats eyes or something in the movies) who must investigate strange occurrences in their city and unravel its secrets. This game is unique in that it focuses more on narrative storytelling than traditional dice rolling combat. It encourages players to think outside the box and get creative with their solutions to puzzles or challenging situations.

Playing The Crow may just be the best way to spend a dark, stormy night. Jim going ‘dang this is good’

The game is designed for 2-6 players and can be completed in 1-2 hours depending on how quickly you work through it. The rules are simple enough that even beginners can pick them up quickly while experienced veterans will appreciate the challenge posed by some of the scenarios presented in The Crow.

The Crow also comes as a moth. A woman with dark eye circle paint with colorful hair.
The Moth is an example of the fantastic artwork from the expansion

The components included with The Crow are top-notch; everything from character concepts to new powers are high quality and well designed. This is obviously an act of love from Chris “Goober” Ramsley. The art style also captures the dark, mysterious atmosphere of the film and book perfectly, which adds to your experience when playing this game.

Pros

There are a lot of upsides to this game. I love the detail the creator put into the characters. Not only can you use the characters and design your own for this module, but you can import them into any campaign. That’s right–We will get The Crow and Rambo vs Kingpin (generic!) one day!

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You can play characters as the kid or adult version of them. Imagine the depth of detail here that was involved in figuring out strengths and weaknesses across the timeline of iconic characters.

The adventure is smart and it allows people to really explore their character making and decisions. In this game, decisions really do matter and how you play is as important as the d20.

I also love how it captures the feel of The Crow movies (first two) and book. This is a must-have for any Crow fan.

Cons

The elephant in the room is the con. Love The Crow? Great! This is a great expansion for you. But you will need the core set to play this. The expansion, as-is, can be confusing without the core book and requires it to play. Terms are not inclusive to just the expansion. You definitely need to buy into the Everyday Heroes ecosystem to play this.

If that’s a con for you or not, I’ll let you decide.

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Final Verdict

The Crow Cinematic Adventure is a great addition to any RPG fan’s collection. It offers a unique twist on traditional table-top gaming by focusing less on combat and more on narrative storytelling. Even those who aren’t familiar with RPGs should give this one a try! With its high quality components and immersive atmosphere, it’s sure to provide hours of fun for gamers both old and new alike! Playing The Crow may just be the best way to spend a dark, stormy night. 4 out of 5 stars (4 / 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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