#199: Flotilla, Nemesis, Professor Evil and the Citadel of Time and The Death of the Acquisition Disorder
Timecodes
Flotilla Overview 01:22:23
Flotilla Review 01:25:06
Professor Evil and the Citadel of Time Look back 01:55:28
Nemesis Look Back 01:57:57
News with Tony T 02:01:14
The Death of the Acquisition Disorder Discussion 02:50:49
Opening Banter and Reviews
Games of Yesteryear
Feature Review: Flotilla
In 1954, with an explosion over a hundred thousand times more powerful than even the wildest estimates, the Castle Bravo nuclear test obliterated the Bikini Atoll, and ruptured the Earth down to its mantle. As water levels rose in the aftermath, the remnants of humanity fled their homes and took to the sea. World leadership came together to build a massive Flotilla, mankind’s last bastion of civilization. Now, ten years after the disaster, the Flotilla is home to the very last of us. Flotilla features two distinct and interwoven modes of gameplay, as you try to outpace your opponents in bringing prosperity to humanity’s new home. You begin the game as a “Sinkside” Fleet Commander, commissioned by world leaders to explore the new face of the ocean, scour the depths for resources, and rescue any survivors you come across. At any point in the game, you may choose to turn “Skyside,” by selling your skiffs, and leaving your seafaring life behind to now grow the Flotilla itself.
Designed by J.B. Howell and Michael Mihealsick
Published by WizKids
Lookback Review: Professor Evil and The Citadel of Time
Professor Evil owns a time machine, and he's been ripping off all the best historical items from times both past and future. Your team has been charged with confiscating these items and returning them to their proper locations in time, so you now need to infiltrate the mansion and abscond with four items before Prof. Evil can secrete four of them in locations inaccessible to you. Thankfully the old soul is a bit daft and won't evaporate you should he catch you lurking through the mansion, but simply scoot you out the front door where he'll forget about you immediately. On a turn, you first draw and reveal two cards from your tiny deck, then keep one of the cards based on what you think will help you this turn. You then take three actions, such as open a door in the room you're in, move from a room (or outside) to another room (assuming the door is open), disable a trap, or grab a treasure; using a card isn't an action unless it says otherwise. You can repeat actions as desired or needed, but you can't enter a room with Prof. Evil and you can't exit the house on your own (in order to run across the grounds to another window) once you enter. You're now committed to grabbing those treasures!
Designed by Matthew Dunstan and Brett J. Gilbert
Published by Funforge
Lookback Review: Nemesis
Playing Nemesis will take you into the heart of Sci-Fi survival horror in all its terror. A soldier fires blindly down a corridor, trying to stop the alien advance. A scientist races to find a solution in his makeshift lab. A traitor steals the last escape pod in the very last moment. Intruders you meet on the ship are not only reacting to the noise you make but also evolve as the time goes by. The longer the game takes, the stronger they become. During the game, you will control one of the crew members with a unique set of skills, personal deck of cards, and individual starting equipment. These heroes cover all your basic SF horror needs. For example, the scientist is great with computers and research, but will have a hard time in combat. Soldier on the other hand… Nemesis is a semi-cooperative game where you and your crew-mates must survive on a ship infested with hostile organisms. To win the game, you will have to complete one of the two objectives dealt to you at the start of the game and get back to Earth in one piece. You will find many obstacles on your way: swarms of Intruders (the name given to the alien organisms by the ship AI), the poor physical condition of the ship, the other players that will have their own agendas and, sometimes, just cruel fate. The gameplay of Nemesis is designed to be full of climatic moments which, hopefully, you will find rewarding even when your best plans are ruined and your character meets a terrible fate.
Designed by Adam Kwapiński
Published by Awaken Realms
Gaming News by Tony T
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Link to Ignacy Trzewiczek's Blog Post, "Help me. I lost my compass."
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