Saw this game demo at
www.avault.com/pcrl/ late last night after not checking my computer all weekend (it was released on the 21st).
Let me start off by saying my gripes are at the end, prior to that is just discussion of gameplay and features so you can decide if you want to check it out.
Graphics looks passable, and pretty good when zoomed out how you will normally play. Demo is about 160 megs. Don't be scared by the velocity server crap at avault, I have never been anything but 1 of 1 in line at their free servers.
The demo voice is in french, but the text is all translated into english. It is a pretty good translation and only a few words that I have seen were off enough to cause me some momentary confusion (misuse of the word 'default' in place of 'generic' a few times). The voice is just the announcer, and while it sounds fun to have the announcer screaming, even in english I would turn it off around game 4 most likely. As it is, it kind of amuses me because it sounds like a crazy foreign football (soccer) announcer.
So, on to the game itselfThis game
IS Blood Bowl. Or I should say it is like rugby with fantasy races that throw the ball around and try to kill each other when they don't have the ball. Blood Bowl is not exactly unique in this genre, but this game pegs it pretty soundly. It will satisfy blood bowl urges for sure. The gameplay segment will show the many similarities and differences.
Basic Gameplay and Gameplay modesTwo teams of 9 active players each. Extra sideline players can only come in after a score. The game is setup just like blood bowl basically. Both sides move into position. You have 60 seconds to run players into place, whoever is on the field after that is who you have. There are no setup rules except you cannot have more than 9 players and you cannot cross midfield until the setup time is over. The ball starts on the back of a very unfortunate pig who wanders back and forth in the middle of the field. When the time starts you can assault the pig and you can cross midfield.
This is where the two modes of play come into light. The game is at it's core a realtime game. Think realtime strategy and you just about have the controls. Click your guy or box drag to highlight multiples. Right click to move/block/get the ball/throw the ball, etc... There are a TON of special abilities to use that can be accessed via right clicking the button (hard for me to get used to RIGHT clicking buttons) or by using the keyboard hotkeys (configurable). In this realtime mode the game can be paused, but no orders can be given while paused. This mode will most likely be VERY fun once I get more used to the controls.
For the turn based junkies like me, there is a VERY manageable pseudo turn based mode. The menu shows the options for turnbased as 5/5, 5/10, 5/25, 5/45. The first number is the amount of time the game will run before autopausing. In this mode you CANNOT issue commands while the game is moving. The second number is how long the game pauses for so you can give orders. I have been using 25 while learning the game. This gives me 25 seconds to issue all my orders. I have not found anyway to tell the game that I am done issueing orders and just let the game play out. I don't think that button exists actually. Usually a LOT happens in 5 seconds and I have many new commands or things to think about anyway. This mode is VERY fun for me. You can hold down shift to do waypoints or to queue up basic commands. Like telling your QB to run and get the ball and THEN throw it to the receiver. While at the same time you tell the receiver to run a few steps toward the QB to shorten the pass and THEN bolt for the endzone with speedburst. It works very well once you get used to it, and I actually like it better than full turn based because both sides move at the same time. And in VS human play both sides have the same limitations to the unexpected happening 2 seconds into your brilliant 5 second plan.
More gameplaySo now you are moving people around the board and understand the gameplay modes. Each player has four stats that I forget. Savagery, dexterity, um... speed, um... constitution? Savagery is like Bloodbowl strength with abit of a realtime twist. It controls who will win in a faceoff, but there is also a random element it seems. My mino will sometimes beat a mummy, and other times not. Blocking is done by just highlighting a player and then just right clicking on an opponent. The two players will grapple and start brawling. They are now pretty much tied to each other. Neither can leave the block until they dodge out or one of them falls down. Dodgeing is risky, because if you fail you are treated automatically as if you were defeated by your opponent. Dex controls this, and the big bruisers just don't have any. The more the savagery difference between opponents, the faster the block will be. Two evenly matched foes will spend more time doing the block. The winner knocks down the loser, potentially causing injury or loss of health and surely knocking them out. The duration of the knockout is dependent on how savage the winner was. You can also have people 'assist' like in bloodbowl and they boost the savagery of the primary blocker (the first engaged).
Each player has health and 'breath'. These are bars that show up underneath their portrait and on the gameworld when they are selected. Health is pretty straightforward. Lose all your health and the player is going to the sideline and may suffer a serious injury or possibly even death. There are team medic skills you can buy between games that will get a wounded player back on his feet, but you are limited in how many of these you can use per game.
Breath activates all the active special abilities. Of these there are two categories. Generic, and player specific. Everyone has access to the generic skills. These are:
Sprint (speed burst, pretty self explanitory, once engaged you get a speed boost till your breath runs out)
Power Up (name may be wrong, but it is a melee savagery boost.)
Hide (this is pretty cool, takes only half your breath, and puts up a 'cloud of war' type poof of smoke at the players current location that dissipates over time. The opponent cannot see your units in this fog. The exception is that they can ALWAYS see where the ball is. This is SUPER useful even vs the computer, but the computer will use it against you as well.)
Self Heal (need a full wind bar, but will fully heal your health bar)
Pump up the crowd (this raises your crowd meter, more on this later)
There may be others I have forgotten. You can't use these powers or the player specific ones while in a block.
Player special powersActive player special powers work much like the default ones listed above. They take a full breath meter and activate some spell. Different teams and different positions have access to different ones as they get experience for injuries, scores, catches, throws, etc... These are quite varied. Ranging from aimed fireball spells to heals, to abilities to let another player immediately get up from a knockout....
There are also a TON of passive skills. Most barbarians have frenzy for instance. This means that for every consecutive 'win' they have blocking they become more and more savage making it easier to win the next block. Any failure takes them back down to base level though. There are skills that boost active skills, like one that makes sprint last longer, another that makes sprint faster, etc... There are silly ones like plastic surgery that make you look better on merchandise so you bring in more income to your team. There are the brutal ones that increase the damage you do when you knock down an opponent... In just glancing at them there seemed to be about 20+ skills available just on the passive side to any given barbarian player. Other teams may have more or less, I don't know.
The crowdEach team can buy cheerleaders to boost the crowd participation in the game. Cheerleaders also boost the money you get after a match. The crowd participation is a meter that goes up as you do good things. Like scoring, or wounding, etc... It also jumps up in chunks if you use your players default active skills of pumping up the crowd. As the meter fills up you get access to some nasty sideline abilities. Six in all that unlock in batches of 2 as the meter rises. You can temporarily hide all your players from the enemy, you can plant MINES on the field that blow up when anyone enters the radius (only you can see it though), you can curse players to make them fail almost all of their actions for a limited duration, you can call down lightning to smite large groups of friend and foe alike.
Crazy stuff that can massively change the game. A surething touchdown does not stay a surething when you can plant a mine in his path. Anytime you use one of these skills the meter goes back to nothing and you need to build it up again.
I compare these to the sideline wizards in the bloodbowl expansion. They just need crowd support to get them going.
You can also pay off some "hooligans" before a match if you want to. They will randomly throw stuff onto the field at the opponents. Harmless stuff like swords and bombs.
The RefThese games always have to have a ref it seems. As usual he can be bribed. Before the game you decide how many ref bribes you are going to pay for in advance. You then use these right before you decide to do something illegal. Like gang up on and beat up someone who is on the ground.
The racesI am going to forget some here...
Human
High elf
Dwarf
Barbarian
Ork
Goblin
Undead
Praetorian (think skaven/catmen)
Dark Elf
The demoThe demo has two playable races, Barbarians and Undead. And three game modes. Tutorial is a several part ingame totorial teaching you how to do things from simple movement to using your active powers. The next mode is Match, playable in realtime or turn based. All you can play are the barbarians or the undead here, and only pre-made teams. The next demo mode is Championship. You can again only play the barbarians or undead, but you can now make your own team, and you can play AGAINST all the other races in the game throughout your season. Injuries and money flow from game to game, I don't have much details as I have only played two games so far in this mode. Match and championship are both playable turn based or realtime in any of four different difficulty levels.
GripesPretty minor, but I am pretty new to the game. Sometimes I find it hard to tell if there will be a delay before my activating a power and it firing off. I am not sure what the reason for this is yet. maybe they are powers that need full breath and they are a pixel short when I activate them or something.
In turn based mode, the computer is actually playing realtime in 5 second snippets. The computer can react to something that happened in the second second and then has a three second headstart toward a fumbled ball for instance. Learning to queue up commands with shift has helped a LOT though. I can tell someone to grab the ball AND throw it to a player so they don't stand there like an idiot with the ball fro 3 seconds.
I wish I could toggle AI for grabbing any ball near you on a per person basis. It seems abit hit or miss who will get the ball. Anyone standing RIGHT on the ball will try and pick it up even if you don't tell them to, which can be annoying when I am moving a blocker over to hit someone, and my passer over to grab the ball... often the blocker will get blocked into the ball and then end up picking it up just to fumble it in the block.
Combining the two above, it is nearly impossible for me to do a good job of getting the ball thrown out of a mob centered on the ball. I just can't tell who will get it so I end up having to assign the grab ball and throw queue to everyone. Not a huge deal.
Still learning the ropes. If you like bloobowl, GRAB THIS DEMO though. See if you like it yourself.