Let’s talk REX and space kitties

RELEASE THE (space) KITTIES!

I wanted to wait until the official announcement of Rex by Fantasy Flight before I went on my tirade about it. I saw the box at gencon on display and knew exactly what it was: the inevitable FF Dune game.

Rex inherits the mechanics of one of the absolute jewels of my collection, one that got oodles of plays before the boardgame fanaticism that has stretched far and wide across the world in the last decade set in; and that would be DUNE.  Dune is essentially an area control game with armies fighting on the surface of the desert planet Arrakis for control of a life-lengthening psychotropic substance called the Spice. To win you have to control 3 city spaces at the end of the turn.  This ain’t easy as armies can drop from space, fly across the planet in Ornithopters or ride a worm into your town from all over.  While it incorporates economics and politics, Dune is unique in area control games as it utilizes a blind bid mechanic during battles using a cardboard dial with which a player selects the number of armies he wants to use in the battle (all used armies are destroyed) and selects a leader from those available to his faction.  Adding together the leader’s generalship rating and the number of units used gives a total that is compared to the opponent’s.  Highest wins.  Best about this is that it is very simple and very fast while ultimately capturing the soul of the conflicts in Dune.  The mechanic is a bit like Cosmic Encounter where you reveal attack cards but with the additional complexity of the leaders and treachery cards that can be played (also blind) to kill off that leader, discounting his generalship rating from the battle.  Since any unit you use in the battle is destroyed (the leaders can only be killed via treachery cards) you have to weigh sacrificing units to keep control of the area you are in or go for broke and us all your units (guaranteeing that you will lose control of the area even if you win the battle).   Dune is harsh: unlike Cosmic Encounter, there are no negotiate cards; yet alliances are a huge part of the game as you can win together, which happens most games as blocks of factions band together against the initial threats (usually the Harkonnen as they have to make a bid for the win early on).

Dune is a game I hold in the absolute highest esteem as an asymmetrical strategy game.  Each of the factions has glaring weaknesses and clearly defined strengths.  Those that have the best chance of winning alone also have the greatest chance of being wiped off the face of the planet (Atreides and Harkonnen) and some have a very difficult road to victory without allies but are tough to shake out of a chance for victory completely.  It captures the feel of the conflict from the first book brilliantly as well.  If you know the book, you know how to play the faction you’ve selected even without reading the rules.

Yet, I like Dune so much I am extremely hesitant to bring it out to play.  My set is getting old (I have the second printing with Sting on the front) and some of the components are showing some real serious wear.  Had we played this as much as I would like, a lot of the pieces would be scrap paper by now.  And that’s where Fantasy Flight comes in.  Since they have generally good taste in bringing old games back into the bright modern world, it was inevitable that they set their sights on Dune, especially after the success of Cosmic Encounter (‘absolute triumph’ is another phrase I would use in regards to FF’s version). So the ideal for a fan of the game is a shiny new Dune game with Fantasy Flight’s excellent components and tough-as-nails cards, etc.  Sadly this wasn’t to be since the Herbert estate have become knobshines, the Dune license was not granted to remake the game using the Baron and Soo Soo Sook, etc.  Unfortunate, but thems the breaks.  The mechanics, of course, could be used by anyone to make a game (and should be) but what should the theme be if not Dune?  My take, and this is where the disappointment comes in: any theme would work EXCEPT some other science fiction IP.  You see, Dune is near the top of sci-fi’s heap as a piece of literature (that still has some pulp appeal), you have warring space factions, space ships, alien-like things (though the only race in Dune are humans and it’s far more compelling to try to figure out the HOW around the changed humans than presenting some Kzin clone), energy shields, etc. but you also have socio-political ideologies from the period (50’s and 60’s) clashing and an overall (almost implied) mimetic with the conflicts in the middle east over control of oil.  Because Dune has such a strong narrative and definitive place in sci-fi’s role as a medium for political commentary, and it’s followers have such strong feelings around it ‘s canon (read some of the castigation heaped upon the hack, non-Frank Herbert novels that came later), any sci-fi put side by side with Dune, which Twilight Imperium has done via Rex, will inevitably be slapped up against, quite unfavorably, with the original theme.  Compared to Dune, the jokeshop backstory to Twilight Imperium with it’s space cats and turtles and entirely derivative plotlines borrowed from yet another game’s backstory (Master of Orion 2) is simply a cascade of space piss into your open mouth.  While this is acceptable for a massive space-Risk ameritrash game where players have no expectation of a quality backstory and trite tropes, like space kitties, left and right are not only expected, but absolutely warranted,  just doesn’t do justice to the original game on any level.

That said, this comparison would not be made so brutally if the choice for theme was something fantasy or historical.  No one would compare Rex to Dune on the same level if Rex’s theme was the 30-years war (Wallenstein, Gustavus Adolphus and all those guys), War of the Roses or even Game of Thrones (which is sort of the same thing).  Looking at other IP in FF’s stable, even DUST would have been better, especially since the game’s backstory at least has a desert in it.  Apparently, the original game using the Dune mechanics was a Roman one titled Tribune: who could complain about that.  Oh, people would lament a bit, but they would be enamored with Scipio Africanus or Sulla a hell of a lot quicker than a space turtle or a cat with an eye patch.

All the complaining aside, I am glad this system is getting back into print and may be augmented by FF’s and the original design team.  There may be mechanical updates that can be pulled back into the Dune system, either to streamline it or make it better.  Again, since Dune is one of the best games of it ilk out there, Rex, by default, will be too.  If you have no access to Dune, or like me, you want to save it from too many plays, it will warrant a purchase.

Bottom line is, if you actually enjoy, for some reason known only to yourself, the Twilight Imperium back story you will be well pleased with Rex as it will be the first time since Twilight Imperium 2nd edition that the TI universe has had a GOOD gaming system to play in.  If you are a fan of the Dune board game, this is a tough pill to swallow, especially with the added slap in the face that SPACE KITTIES are the main identifier for the Twilight Imperium brand (rather than some of the less-cheesecurd aliens like the Sardak Nor, etc.).  Maybe there will be enough space-race choices to leave the kitties in their space litter box.

New Ultracorps Mega game open for players

The free, nearly decade long,  beta of Ultracorps continues with a new mega game: Valerian.  This is a great MMO 4X Space MOO style game built circa 1997 and played, with a brief hiatus as it switched from the original developer to Steve Jackson games, ever since.  This game introduced me to tick based games where the players submit their turns and at a specific point during the day or week, the computer calculates all the results and a new turn begins.  Given the fact that a 12 hour LAN can only get through 30 or so turns of multiplayer CIV, and maybe over a weekend you’d be able to get through a game of HOMM3 with only a couple players, tick-based is really  the only way to play heavy strategy games multiplayer if you have anything to do in real life.  Give it a whirl and please don’t attack LORD GUNT!

Link

GSB: Galactic Conquest Beta- Initial Ruminations

GBS GIBS!
You're going to see your ships get blown up a lot in the campaign game--thankfully it's awful prretty.

This is not a review and I’m playing just the beta (though it’s quite polished). I haven’t finished the game yet because it’s thankfully a challenge!  Hence, this is just a list of five good things and five bad things.  My benchmarks for any space 4x are: Master of Orion and Ultracorps.  For general 4X it’s Dominions 3 and Empire Total War.  That said, I think this little indy game from an English dude is the most important game in 4X space strategy that we have seen since Master of Orion 3 marred the genre.

Things I like:

  • Beautiful and extremely easy to use interface: it is just flat out awesomeness incarnate. Dragging stuff, sliders, the works.
  • Turn button works very fast and is almost always always accessible: when I get sick of mucking around with stuff, I can just click and it’s next turn from almost anywhere
  • Sliders all over the place:  this is what 4X space games are all about.  If you don’t have sliders just go home and let the space piss cascade on you.
  • Combine fleets interface: manual drag and drop and an auto combine to bring units up to full strength from smaller units
  • Retreating: now you have an option in battle.  Though this hoses any possibility of playable multiplayer for Gratuitous Space Battles, it’s growing on me for single player.

Things I don’t like

  • Random fleet attacks from random races: the user-created enemy fleets idea is cool and all, but it’s really not a replacement for having enemy empires
  • No random map
  • Unlocks from the battle game only: there’s no way to get unlocks from playing the campaign. With the campaign, I no longer care to ever play the battle game again, as the battle game is wholly complete within the campaign version
  • No campaign enemy races, empires, technology, no diplomacy: fleets just show up at your door and can be any race
  • Movement is one planet to the next: each move takes one turn, this isn’t the worst, I just don’t like it being this simple
  • You can’t auto-resolve battles until you’ve set up your fleet and started the battle.

It’s 7$ to buy the beta and if you already have GSB– this is a no brainer.  Full review once I win.

Gratuitous Space Battles campaign now out in "purchasable" beta

Purchasable in quotes is because when you try to play, you get a required space to put a registration number– a number that’s not provided to you when you buy the game. I’m sure this will get fixed eventually, but I would wait until release to pick it up if you’re planning on it.

NOTE; steam users– you have to dig down into your steam folder to install the beta files. It should currently reside in VALVE/STEAM/STEAMAPPS/Gratuitous Space Battles/ Remember to CUT the last part of the path string the default setting gives you as it will try to create a new /Gratuitous Space Battles/ folder within your current Gratuitous Space Battles/ folder if you don’t.

Gratuitous Space Battles Campaign trailer action

Trailer is up for GSB: Galactic Conquest.  I’m trying to weigh my expectations (which are high and are all based around waiting for SOMEONE to make a good Master of Orion + Dominions 3 game) and the reality that while this may not be that game, it will still be damn fun and not a cascade of space piss into our open mouths like MOO3 was.  Here is a link to the trailer:

Gratuitous Space Battles: Galactic Conquest

Gratuitous Space Battles review

Gratuitous Space Battles is game where you select a race, edit 2-d ship templates by placing some icons of equipment into blank boxes, drag a fleet based on scenario limitations to a 2-d map. After deployment is over you press play and sit and watch explosions, listen to various noises and then get a score if your fleet wins. You can’t control the ships themselves like Rome Total War or Warcraft 3: you just watch.  If you watch your fleet win you get some points to spend on unlocks (new ship hulls, equipment and races).

GSB does all these things very well, but without a campaign wrapper I found myself setting up the battle, tweaking ships a bit and then walking away to go do something else while it ran through the explosions.   That said, the explosions and sounds are fantastic and it’s really fun to watch, the ship designs are gorgeous huge 2-d sprites, but it gets sort of old and you just want the results after awhile.

My main tactic that worked pretty much all the time was to take rockets and put my ships all squeezed as tightly as possible into one corner of the map, so that the enemy fleet (usually spread out across the board) had to attack my huge lump of ships piecemeal and be thus destroyed piecemeal.   Since my fleet mass cannot be flanked (the space map has a ‘corner’) this worked really well and I won almost all the scenarios on normal on the first go without tweaking or even buying much new equipment other than better rockets.

If you’ve ever played Dominions 3, Evernight or Ultracorps, you can see very clearly that this battle method would work perfectly as a component to a multi-player friendly 4X strategy game: you set up your armies/fleets, you give them orders, then you complete your turn and at a certain time each day (or when all the players turns are complete) the turn ‘ticks’ and all battles are resolved. Since the players have no in battle interaction, you aren’t waiting around for players to fight out their battles making the entire multi-player experience far to long to actually complete a game ever (ala MOO2).  Unfortunately, from what I’ve seen of the strategic portion in development for GSB, you will have one choice during battles (rather than none or setting orders for your fleet BEFORE the battle) and that is to retreat.   While not a design flaw for a single player 4X game, this is a fundamental flaw if the developers of GSB want to move into the multiplayer realm with this game– it will have the same issues as MOO2– the game takes too long (and by too long I mean MONTHS too long) because players have to fight out their battles by hand rather than just watching (if they choose too) after a turn ticks.

Where Dwarf Fortress has tons of stuff to do and explore, but is so incomplete, graphically challenged, poorly documented and with a monumentally bad user interface (even for a Nethack style game), Gratuitous Space Battles has a fantastic interface, looks just stunningly beautiful and is really well documented– however, there’s just not very much to do in the game but wait around for some sort of campaign mode to be completed.  That said, I do like the game and bought it immediately when the strategic portion was announced.  If you’re thinking of picking this up, I would wait until they implement the 4X campaign.

Gods of Gaming, Please don't let Stardock get the Master of Orion License

Quicksilver’s Master of Orion 3 was personally my biggest disappointment in gaming–and singlehandedly dug the 4X turn-based space game’s grave after a decade or so of good stuff (MOO2, Ascendancy, Reach for the Stars, etc.).  We’ve had some independent efforts since, and some semi-big name games that were incredibly lackluster, either didn’t do multiplayer well (forgivable), were just effectively mods of CIV 4 (Gal Civ I’m looking at you) or just plain huffed a pan-galactic cockle (Sword of the Stars).  With the’ release’ of Elemental War of Magic we’ve seen that while Stardock may have the passion for attempting to recreate some of the older games we love with new graphics, and even the financial clout and true grit to get them published (that’s the hard part), that does not mean that they are able to make good games.

What I’d like to see is Stardock to focus on their Gal Civ games, and now that CIV 5 is out for them to copy all the gameplay from, a new release is inevitable in the next few years.  While I have no interest in the Gal Civ games (I can just go play CIV 4 or 5 and pretend it’s a space field), they have a following that may help to keep the genre alive while someone else– almost anyone else– picks up the Master of Orion Licence from Atari where it sits, languishing after Quicksilver Games cascade of space piss debacle.