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Free League Publishing's Twilight 2000 RPG banner art by Niklas Brandt
Free League Publishing’s Twilight 2000 RPG banner art by Niklas Brandt

So to bring a close to the saga of my review and ongoing campaign log for Free League Publishing’s Twilight 2000 RPG, we met for our second session in late April.  Here’s what happened since you tuned in the last time.

The continuing story as told by Kyle Van Schoen (Ice)…

It didn’t take long to wear out our welcome, and it seems the villagers got tired of feeding our asses.  So they put us to work to earn our keep.  Doc (Trish) went to help the local medic.  Wheelz (Nadya) managed to get Maestro (Roger) to stay and watch our stuff while she worked on the car like she’d promised.  Brick (Jack), Scope (Aleksy), and I were dragged off by Copper D to some nowhere on the outskirts of town to help clear land to farm.  There, we found a family in wait and, after much gesturing, we began hauling rocks and rubble out of the way.

It didn’t take too long before I noticed that Brick and I had an audience; the farmer’s daughter, a sheepish young woman, was watching us intently.  Brick either didn’t notice or didn’t care, too intent on what he was smoking and muttering something about this not being his job.  So I did what anyone in my position would do, I gave her a nod and a wink and picked up a second rock, ‘cause you just gotta make it look effortless despite doing twice the work and then you can reel ‘em in.  Before too long I had her undivided attention, until I walked into the disapproving gaze of her father, who shouted something at me and Brick in Polish and gesticulated something about just doing the job.  He sent the womenfolk away, and so there was no more need to get flashy anyway.  It evened out as Brick picked up the pace, and we worked through the rest of the day uneventfully.

Farmer's Daughter as drawn by Jennifer Weigel, flavor text for the setting to start session 2 of our Twilight 2000 RPG campaign
Farmer’s Daughter as drawn by Jennifer Weigel

When we got back, we learned that the car Wheelz was working on was worse for wear than we thought and she had to raid the other spare part we’d salvaged to get it going.  Oh well, at least we still got the still out of the deal.  After dinner, town leader Hirek strongly suggested we get on our way.  Maestro was eager to reconnect with US troops before we got too isolated so we decided to hit the road then and there and take advantage of the cover of night.  We’d learned something about a bunch of religious fanatics called the Shepherd’s Flock and didn’t want to stick around another week until Easter to see what that was about.  Best not to let moss grow under our feet anyway…

I was sleeping in the truck when Wheelz and Maestro took us off road, so I had no idea where we were when we set up camp.   Something about a roadblock.  No bother, I have no idea where we are anyway – just that it’s sure as Hell not L.A.  I was keeping watch while Scope set up camp and Wheelz and Doc slept.  Brick was drumming up some shit for the still when he cried wolf, but apparently he just wanted someone to sing his praises after he cut its heart out because by the time we took note it was stone cold dead.  Whatever.  Brick dragged its carcass back to camp and unceremoniously dropped it at our feet for breakfast, like we were supposed to get our bitch asses in the kitchen and cook him up his grub.  Scope complied and set to skinning, butchering and cooking the mongrel after he finished setting up camp.

Wolf as drawn by Jennifer Weigel, a 2nd session camping mishap in Twilight 2000 RPG
Wolf, drawn by Jennifer Weigel

We were just laying low for a bit when later on in the day, Maestro hailed a small hunting party – perhaps he wanted to talk trash about the Ruskies or something and I guess they seemed harmless enough.  No one had anything to barter, but they stayed to cook some meat over our fire and gossip-gab for a bit so it wasn’t all bad.  No sign of our troops, and the sheeple-cultists are apparently all over.   Time to pack up camp and go.  We drove through the rest of Palm Sunday uneventfully, but the tide turned as we dawned on Monday morning.

Maestro was driving so Wheelz could sleep, and barely along the road, the truck sputtered and gasped one last heaving cough before it passed out in the path.  Scope spotted some Ruskie off atop a hill and we poured out of the truck at the ready right before the first blast hit.  It was like a star fell from the sky and landed right beside us.  I know it was a howitzer blast, but still – it was far bigger than any scrap Moondog and us had ever gotten into back home.  So here I was, skirting death and taking cover in the trees as we scattered.  Maestro and Scope headed out of sight towards the far side of the blast radius after Scope took a pot shot at the dude he’d first seen on the far hill.  Brick joined me diving behind a big rock.  Wheelz refused to leave the truck despite the continuous blasting while Doc erupted out of there as if she were on fire and took off for the nearest trees.

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Truck Hit as drawn by Jennifer Weigel, from our first encounter with a Soviet patrol in Twilight 2000 RPG
Truck Hit, drawn by Jennifer Weigel

It was pandelerium…  We could’ve been killed or even worse.  The trees erupted in gunfire at anyone caught with their pants at their ankles out in the open and the howitzer kept blasting away at the truck from God only knows where.  The trees murmured in Russian, I caught something about radioing in directions amidst swearing that would have made my grandmother pale.  In the midst of the fray, I pushed my SAW too far to try to shoot at some movement in the trees when it seized up.  Brick was shot and was down and out.  I don’t remember much after that except someone nearly shot my fool head off and I was taken back to California, but not in a good way, more of a West Side Story vibe.  Yeah I switched to the carbine and got a few shots off, but nothing really solid.

Wheelz was obviously pissed about the truck and was taking on the world redneck style, crouched behind a rock with a shotgun.  She just needed a good jug of moonshine and she’d have been set.  She did manage to take out someone in the trees though, and ran off to follow up on the guys who’d been shooting at Brick and me.  I have no idea what Doc, Scope and Maestro were up to – they were off in another part of Hell from all that I could tell.  Hopefully things were going better over there but I doubt it.  When the sky opened up and the last howitzer-flung star finally took out the truck, I thought Wheelz was going to come unhinged.  Things grew quiet and we emerged from the wreckage to assess the damage.

Truck No More as drawn by Jennifer Weigel, aftermath of our first encounter with a Soviet patrol in Twilight 2000 RPG
Truck No More, drawn by Jennifer Weigel

The truck was no more.  The stuff we’d stashed in the truck was no more.  Everyone was pissy.  Wheelz stole off to get some sleep.  Brick was spread flat on his back unable to move.  He seemed better with Doc’s expert assistance once she regained her composure from seeing him downed.  She flat out refused to leave him for all that he probably would have wanted it that way or done the same for any of us.  I took off to see what the Ruskies had on them since no one else seemed to want to get on it.  They’re cold dead, or most of them anyway, like seriously it’s time to take their stuff.  #thuglifeforever…  Anyway, there wasn’t much worth taking except some food and water, though I did take Wheelz a clean-ish blanket.

After all that, Scope worked on getting a stretcher together to haul Brick’s ass outta there while Doc slept.  Maestro kept watch for all that he seemed to be dozing on and off.  Wheelz mourned the death of her truck, digging around its burnt metal carcass to haul out a couple of souvenirs.  I got my SAW unjammed and tied up the last of the Ruskies, an efreitor or some kind of corporal, with a torn-up fallen comrade’s blood-soaked blanket. I asked him a bit about their group and the howitzer.  He was more or less cooperative and said that he and his comrades were everywhere and the howitzer was in the far woods north of where we had passed through.  I took most of his stuff but tossed him his blanket and 1 days’ food and water, and told him to get outta my sight, cause it’s not worth having some fool’s revenge wrath on your head later and he was just doing his job like the rest of us.  He thanked me and obliged.

Nadya Mad as drawn by Jennifer Weigel, in our Twilight 2000 RPG campaign
Nadya Mad, drawn by Jennifer Weigel

Wheelz packed up a bunch of stuff, I’m not really sure what all, shouted a string of what could only be profanities in Polish at Maestro pointing to where the truck had been, and stormed off alone.  We watched her go in silence before we began rummaging through all the crap I’d looted to pick out a couple of things and hit the road ourselves.  It was a quiet trek to the west for the rest of the afternoon with Scope and I hauling Brick’s ass on the stretcher and Maestro limping along with Doc.  The evening greeted us with a scream in the near distance and smoke rising through a gap in the trees.  Must be Americans; no one else around these parts typically screams in English, and Doc and Maestro were biting at the bit to check it out.

Turns out a pretty solid group of US soldiers had been ambushed by bandits and had fallen to some sort of roadside bomb.  Most of them were dead already but three were still moving, and Doc grabbed Scope and rushed in to assist.  Doc insisted on staying so I nabbed the blanket and snuck off to catch some shuteye after the long day.  I wasn’t in the mood to help a bunch of nobodys; I was cold and tired and it was late.  Maestro muttered something about it was gonna be alright, he was getting the fire going, but I was done and just clutched the blanket closer and shut out what remained of the Hellscape we were thrust into.

Kyle & Blanket as drawn by Jennifer Weigel, in our Twilight 2000 RPG campaign
Kyle & Blanket, drawn by Jennifer Weigel

I woke to more gunfire.  Seems another Russian patrol had caught us with our pants down at our ankles.  Again.  Scope had been off in La La Land looking for his gun instead of keeping watch and they’d closed in on him.  The leader sent up a flare; it was only a matter of time until more Hell rained down on us in some form or another and we couldn’t afford to stick around to find out what.

But we couldn’t get away fast enough.  I tried to SAW a couple of guys in the woods at the back and pushed it too far, my gun locked up with a resounding thud as if something had snapped inside of it.  Scope took out a couple of dudes with some amazing slick shots to the arms but the rest of them were on us like shit on a shingle before we knew it.  Bayonet kept knocking me down and trying to stab me after he’d downed Doc. And the others chased down Scope and Maestro like the dogs we all were.  We were captured and hauled off to some God-forsaken corner of The Universe, wherever-the-Hell we are now.

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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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