Blog Archives
Smash Octopoda
Some games are serious. They’re meant to model history, make a point, or get you upset about something you never knew existed. Other games are a frivolous delight. They’re here to be consumed, ogled, roughed up. When a piece falls behind the piano — a question of when, not if — the act of recovering it is as much a part of the game as scoring points. These moments aren’t interruptions. They’re continuations.
Crash Octopus is the embodiment of that latter type of game.
The Dignity and Indignities of Comanchería
Across the span of 1700 to 1875, the Comanche carved an empire into the American southwest roughly the size of modern-day Texas. Their instruments were both legendary and notorious: open-handed trade, remorseless warfare, unparalleled horsemanship. “Comanche” means “the people.” To outsiders, it came to signify “the lords of the plains.”
Comanchería, as their empire was called, would not survive. Between outbreaks of smallpox and cholera, the extermination of the great herds of buffalo, and continued incursions, the Comanche gave ground, then dwindled, then accepted the treaty that consigned them to a reservation. Far from the cataclysmic fall of a great empire, it was a succession of small cuts, gnawing infections, and inflicted indignities.
Joel Toppen’s Comanchería: The Rise and Fall of the Comanche Empire captures every excruciating detail. It is one of the finest historical games I have ever played. It also represents one of the hardest gaming experiences of my adult life.
Space-Cast! #13. Lethargic Gods
This month on the Space-Biff! Space-Cast!, we’re joined by Ryan Laukat to discuss his latest game, Sleeping Gods! In the process, we also discuss open-world video games, open-world board games, and how to adapt the former into the latter.
Listen over here or download here. Timestamps and further notes can be found after the jump.
Sans Laddersss
I am the mongoose of truth. Because I have been designated the mongoose of truth, I will never lie to you. Problem is, I don’t always know the truth. I just speak it. Which means I might be wrong. Full of good intentions, but wrong. And then there are snakes. They know the truth, though it’s rare to hear them speak it. This is because they will do everything in their power to lead you astray. Even telling the truth, sometimes. They are full of bad intentions, and those bad intentions are made worse because they know the difference between truth and lies.
That’s Phil Walker-Harding’s Snakesss in a nutshell. It also happens to be an alethiological pretzel.
Talking About Games: Narrative & Exposition
One of my favorite questions to ask fellow historians is “When did the Roman Empire fall?” Not because I have a firm answer — it’s a harder question than you might think — but because our answers say a lot about how we conceptualize historical narratives. It’s easiest to respond with a year. Say, 410 or 476. If we remember Constantinople, maybe 1453. A conclusive final chapter. The end of an era. The opposing answer is that Rome didn’t fall so much as transition; that the Merovingian and Carolingian kings who fancied themselves emperors had no less of a claim than the string of weaklings who had ruled the Empire for centuries. This narrative is more meandering, but still, in its own way, unsatisfying.
And then there’s the answer that one aging professor offered in a course many years ago: “Why are you asking when something imaginary ended?”
I spent a good two years trying to figure out what that meant.
The Rival Punworks
Hello. How do you feel about puns? Your answer may well determine how you feel about The Rival Networks, Gil Hova’s latest game — and a minor Hova all around.
Classical Legends, Legendary Classics
A few years back, I took part in an impromptu discussion on how a civilization game might model the will of the people. The issue arose thanks to a question that’s always nagged at me: while civilization games usually cast the player as a near-absolute sovereign, what happens when their subjects diverge from the sovereign’s directives? It isn’t uncommon for soldiers to grow sick of war, farmers weary of farming, pioneers with the treaties that mark where they’re permitted to settle. Revolution and reform are as inherent to civilization as technology or warfare. So why is it that they’re so often rounded down to negative modifiers?
Imperium: Classics and Imperium: Legends, twin titles designed by Nigel Buckle and Dávid Turczi and published by Osprey Games, have an answer.
Hellenica Handbasket
Civilization games face a particular conundrum. It’s a small thing, even a niggle. I wouldn’t even describe it as solvable. It’s just there, always putting up a fight, demanding a reckoning from designers and forbearance from players. Hardly fair that it always pops to mind when I sit down to play one of these things.
That conundrum is movement. Literally, how your units move across the map. To use it as a metaphor to describe Scott DeMers’ Hellenica, imagine an ancient army departing their city-state, well-provisioned and suitably optimistic, supported by baggage trains and ships and combined arms and allies, only to falter exactly one step short of capturing the city of their oldest rival.
Two Minds About Warp’s Edge
They said it couldn’t be done. They never believed that Dan and Brock could reunite, after some 600 days, and write another Two Minds. But at long last, we’ve done it. This time, we’re discussing Warp’s Edge by designer Scott Almes and Renegade Games. It’s a tidy little box that will have you dog-fighting in zero gravity at practically the speed of light. But will the g-forces nauseate you?
Dan: Yes. I’m actually very susceptible to even slight changes in velocity. I’ve always struggled with carsickness. One time at Disneyland, I ate a turkey leg right before Space Mountain, and—
Brock: As much as I’ve missed our nausea chats (and I really, truly have), let’s try to keep things on track.
Red Diminishing
It’s the dystopian future and a group of attractive youngsters are the only ones who can stick it to the system. How very Young Adult! If you haven’t heard of Pierce Brown’s Red Rising series, don’t worry, neither had I. Nor is any knowledge of the series necessary to play Jamey Stegmaier’s cardboard adaptation. Although that’s largely because this adaptation is more about professional networking than overthrowing the ruling class.









