Tom Chick

Qt3 Games Podcast: Days Gone, Forza Horizon 4, One Finger Death Punch 2

, | Games podcasts

How much Last of Us is in Days Gone, how much do castles cost in Forza Horizon 4, and how much badassery can the average person accomplish in One Finger Death Punch 2? Also, how douchey can one game be? We conduct a rigorous scientific study.

Days Gone at 1:50
Forza Horizon 4 at 24:00
DQ contest at 37:57
One Finger Death Punch 2 at 54:27.

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Worst thing you’ll see all week: I Trapped the Devil

, | Movie reviews

You know the scene when a movie reveals the obsessed detective’s yarn wall?  He’s put up clippings of all the serial killer’s murders and drawn circles on maps and then poked thumbtacks into the relevant bits and strung yarn between the thumb tacks that connects all the clues.  “Whoa, this guy is seriously obsessed,” you’re supposed to think. “He went to all that trouble with that yarn!”

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Qt3 Boardgames Podcast: Ethnos; Heroes of Land, Air, and Sea; Gloom of Kilforth

, | Games podcasts

What does a dwarf do that a wizard or troll can’t do? Which of the 4 X’s is hardest to remember? How do you sneak past a volcano? These questions and more are answered in the latest podcast.

Ethnos at 2:36, Heroes of Land, Air, and Sea at 24:00, and Gloom of Kilforth at 46:52. Also, look for the videogame podcast to resume next week, alternating every other week with these boardgame episodes.

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Champions of Hara is, at last, the Mage Knight we deserve

, | Game reviews

Vlaada Chvatil is a brilliant game designer.  But he’s not much of a storyteller. Like a lot of renowned Eurogame designers, his genius is mechanical instead of imaginative.  Nowhere is this more apparent than Mage Knight, a mercilessly Teutonic exercise in optimization. Bone dry, personality free, almost completely non-interactive when played with others, challenging only for the clock counting down to an inevitable failstate.  Mage Knight demands that you hurry up and optimize faster. That is its core gameplay. Take your time and you lose. Quickly optimize its clockwork interactions and you might win.

It fares a bit better when someone comes along to apply the imagination part.  For instance, Andrew Parks and the Star Trek license. Parks’ Star Trek: Frontiers, an official Mage Knight game, applies a splashy coat of Star Trek paint.  The hand management now represents tuning your starship’s performance. The cards are your crew members. The cities you’re supposed to conquer are mighty Borg Cubes.  The diplomacy is actually diplomacy. Now the cardboard isn’t so bland. Design by Chvatil, flavor by Parks.

But no one has done more for Mage Knight than Walter Barber.

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