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They’re the arrival of the cavalry, the turning of a battle, or the slow crushing certainty of Masumune arriving on the scene.Īnd make no mistake, these moments really can shine.
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When Shingen transforms a raiding force into a crack squadron, or Tametomo uses his space-bow to wreck something from a distance, or Gozen grants some crucial tidbit of information before you have to play your battle card, these moments stand out because they’re the moments you planned in advance.
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Many of the game’s best moments arrive when they do. To be clear, the problem isn’t the mechs themselves, at least not mechanically. And the second assumption is even worse, because it seems to think itself worthy of its players caring enough to solve the first assumption.Įverybody’s Wee Fighters and Ferryboats are identical. Or, maybe, that I’ll solve its clarity problem myself by purchasing or crafting an accessory. The first is that I’ll pick apart the ownership and battle strengths of its blank gray mechs every time I want to consider fighting somewhere. Starship Samurai, which does nothing to indicate who owns which of its most crucial pieces, seems to be operating under two assumptions. It’s what stands between every piece mattering and none of the pieces mattering. In a game where you’ll be counting battle strengths as often as you’ll be slapping down pieces onto the battlefield, visual cues are an absolute necessity. This tells you important things about where and who to fight. That dragon belongs to the yellow player, while the demon belongs to the red team. You know those plastic rings you snap onto the bases of your pieces in a game like Rising Sun? They’re there to create a who’s who of the monsters and soldiers littering the board. See the problem? It’s one of visual clarity. Go ahead, take a peek at the image above. Even a glance at the board will reveal the first issue. The issue is both physical and mechanical. They become characters.įor a game about gigantic mechs slugging each other in outer space, Starship Samurai has a character problem. And that, by being different, they become more than bits and bobs moving around on a table. That it’s what they do on the table, not what it tells you in the fluff, that marks two sides as recognizably different.
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Whether it was the vibrant not-summoners of Ashes: Rise of the Phoenixborn, the hunters and agents chasing each other in circles in Specter Ops, or the fact that my band of survivors was nothing like your band of survivors in Dead of Winter, Plaid Hat has always known how to give its player avatars that extra pound of punch.
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Also the pleasantly unique warbands of Crystal Clans. After all, this is the creative team that produced sixteen totally distinct factions in Summoner Wars. Coming from Plaid Hat Games, you’d expect a certain level of distinctiveness between, well, everything that Starship Samurai has to offer.