Pardon the Intrusion 2

When I showed Herr Wortspiel Präsident this article's title, all he could mutter was, "Wir sind ruiniert..." No idea what THAT meant.

Riding a wolf into battle against evil!

Look, I’m going to drop any pretension of objectivity here. I love Intrusion 2, a brilliantly fun little romp from Aleksey Abramenko, author of Intrusion 1 (I assume). And I’m going to tell you why, in a sonnet:

Read the rest of this entry

I Am Alive. Am I Satisfied?

I wish I could take credit for this image to save the game the embarrassment of having used such a pixilated and schlocky font. Alas.

The unnamed survivor, about to be surprised by the game title.

You might recognize I Am Alive as that game that came out on consoles and was withheld on PC and when PC gamers complained the developer accused them of “bitching” and then suddenly it was announced that it would be released on PC and then even more suddenly it was out a week before its release date. Or you might not. Either way, what a wild, wild ride. But does the game itself live up to its insane and wonderful origin story? Find out below.

Read the rest of this entry

It’s Good to Be a Mage Knight, Day One

Also stars of an upcoming buddy cop program on TBS. TBS: Very Funny.

Goldyx and Tovak: friends, rivals, Mage Knights.

Ever heard of a Mage Knight? No? For shame. It was a pair of Mage Knights that fought against the dragons and orcs and corrupt burro-crats that were running this country into the mud. Only took them three days to do it, too.

Ah yes, looks like you’re remembering now. Only three days and three nights, and they went from Mage Knight rookies to veterans with the powers of the gods themselves—I’m talking about the power to melt walls sixty feet high, to bring an elder dragon crashing out of the sky without dripping a single bead of sweat, to command loyalty that kings could only fantasize about. Settle in and I’ll refresh that fogged-up memory of yours. It’s the least I can do—after all, that pair did me a good turn by bringing the Red City to its knees.

Read the rest of this entry

Metro 2033: The Synopsis: The Index

Not enough food to go around, but plenty of hockey masks.

Life in the Moscow Metro.

I’ve finally finished writing up my synopsis of the story and themes of Metro 2033, a brilliant game and one of my all-time favorites. Below is the index. It’s a small index, since I only wrote five parts, but still, it’s below.

Read the rest of this entry

The Brains of Metro 2033 (Act Five)

Please don't be too dark a pic, please don't be too dark a pic...

Ostankino Tower, surrounded by flying mutants.

Act Five marks the end of Artyom’s (and your) journey, and lets you know it by starting right where the game’s introduction left off: Artyom and the Rangers are under siege, both by hordes on the ground and hordes above. Overhead looms the final objective, the imposing Ostankino Tower, where the Rangers hope to call down fire on the Dark Ones. As the Rangers’ lines are breached from every direction, and even as their armored car is thrown onto its side like a toy, Artyom is knocked down by a diving monster.

Artyom’s come a long way, and seen things he couldn’t have imagined back when he left Exhibition Station. He’s done both great and terrible things too. Now, here in the windswept dark, his journey is coming to an end, one way or another.

Read the rest of this entry

Omen: A Reign of War

"Whuh?—" the Soothsayer yelps. You'd think an oracle wouldn't be so surprised at the appearance of the Omen plaque.

Some of Omen’s lovely art.

Last week I reviewed Hemloch from Small Box Games, which defied my expectations by being a thematic and compact engine designed to churn out excruciating decisions that didn’t come paired with obvious solutions. This week, I’ve been playing Omen: A Reign of War, which tells the story of two of Zeus’ children slugging it out for control of the known world through Greek wrestling… or, better yet, by calling upon all sorts of heroic warriors, sexy oracles, and fearsome beasts to plunder great cities and accomplish godly feats.

So what did I think of Omen? I think it’s excellent! Review done. If for some reason you haven’t been convinced to order it straightaway, I guess I can talk more about it below.

Read the rest of this entry

The Walking Dad: Starved for Help

This image holds the SB! record for SB!'s hungriest header yet!

Lee tries to decide which snack to eat while waiting for tech help.

Once again, we here at the Space-Biff! Aerodrome have invited Lee Everett, protagonist of The Walking Dead, to come and review the game for us. Today he’s going to tell us about his experiences with Episode Two: Starved for Help. Take it away, Lee!

Read the rest of this entry

Eight Easy Steps to Becoming a Better Summoner

Only to team up when they're assaulted by glare! PLOT TWIST!

Ret-Talus and his Fallen Kingdom square off against Krusk’s Sand Goblins.

A few handsome and/or beautiful people have asked me to write down some strategy tips for Summoner Wars from Plaid Hat Games. Being an obscure blogger, I’m pretty much jumping up and down at the opportunity to both write about my favorite board game and to fulfill requests, which makes me feel oh so professional.

I hope to eventually write about each of the game’s factions, but for now here’s a few basic clues that I like to give players just barely introduced to Summoner Wars. If you’ve played more than a handful of games, you might not find these steps particularly useful. Though maybe you will. Who knows? The only solution is to keep reading.

Read the rest of this entry

Taking a Swig of Hemloch

He really does look he's dispensing some advice. Cruel advice, but advice nonetheless.

Hemloch’s Horned Advisor advises you to play Hemloch, lest you get the horns.

The more astute among you have probably picked up on the fact that I prefer board games of the epic variety, and what little crevice I have in my heart for two-player card duelers has already been stubbornly occupied by Summoner Wars. And yet, there’s something about Hemloch from Small Box Games that has captured my imagination. Not only is their company delightfully and intentionally tiny (you can read about it over here), but John Clowdus has a way of filling even the slightest games with an immense range of compelling choices.

Imagine this: The end of an age of twilight is dawning over the city of Hemloch, and as the last member of an ancient bloodline you’ll need to manipulate, influence, cajole, bribe, and backstab to gain the allegiance of the city’s districts before the sun rises. And you’ll be doing it in about twenty to thirty minutes.

Read the rest of this entry

A Space-Biff! Secret Annoucement!

Only took 48 minutes too!

I made this image. Hoo yeah baby.

Alright people, rub your hands together and shake the sleepy out of your buttocks, because Space-Biff! has an announcement. “What kind of announcement?” I can hear you asking, even though you’re in Hungary and I’m locked tight in the basement of the SB! Commune. Well, it’s the kind of announcement that you’ll be thinking about for days; that will challenge your preconceptions of what “announcement” can mean; that will replace Benjamin Disraeli as the eighteenth-coolest thing in history. And it makes us kind of a tease.

Read the rest of this entry