The Alexandrian

Video Fighter 1: Dragons of Fury - Dream Pod 9Tagline: A visually stunning, clever game… which is also overly complicated and of questionable purpose.

I was of two minds over reviewing Video Fighter. It is a product which is long out of print – dating back five years to a time when Dream Pod 9 was still just a design studio at Ianus Publications. On the other hand I did just pick it up (new) yesterday, so I have firsthand experience that it’s still sitting on game shelves in some places.

But what really sealed this review’s existence was when I got an e-mail today accusing me of being (and I quote) “a corporate shill” for Dream Pod 9 because of my recent reviews laced with superlatives for the Heavy Gear game. You see, I was honestly disappointed with this product, despite its many positive qualities. The e-mail, combined with the fact that I had previously jested that I was on a “quest” of sorts to find a bad Dream Pod 9 product (see my review of the Heavy Gear Character Compendium), meant that I felt this review had to be done.

Video Fighter 1: Dragons of Fury is the second Card Fighter game (the first was Heavy Gear Fighter, based on the same basic system concepts and also defunct). It attempts to simulate video games like Street Fighter II and Mortal Kombat. As Jean Carrieres describes in his introduction to the 32 page instruction book, it was designed by people with a fix for these types of games… who also happen to get their chronometers cleaned at the local arcades by young kids willing and capable of “spending their last quarter” squeaking out every possible method of annihilating the competition.

Which is, of course, the first problem with this game. It’s a card game attempting to model a video game. It doesn’t try to be a fighter card game. It doesn’t take characters from your favorite video game and do something else with them. It doesn’t try to be abstract, nor does it attempt to model reality. Instead it attempts to model the gameplay of a video game.

Maybe I’m off base here, but what’s the point? I could see creating a card game which is similar to a typical video fighter game – you’d have one-on-one fights, flamboyant characters, etc. But the mechanics would be a model of actual fights. In the case of Video Fighter, on the other hand, you have a card game modeling video games which, in turn, model actual fights. It’s weird.

About the only possible utility a game like this would have is that it would allow you to play these games with a greater reliance on the strategy of combining various moves, rather than having your plans ruined because the other guy can punch buttons faster than you.

I guess if you’re into that type of thing. I, personally, think that this is about as worthwhile as a Monopoly: The Roleplaying Game which attempted to model the mechanics of the boardgame in a format which would allow you to explore the character potentials of being a shoe.

Basically if I wanted to pay a video fighter game I’d turn on the N64 or the Sony Playstation.

Back to Video Fighter. It comes packaged in a video amray (the plastic cases that rental places put the tapes in) with a beautifully illustrated insert. Inside is the aforementioned 32 page rulebook, eight fighter character cards, 108 playing cards, a reference sheet, and counters. The fine print on the back claims that these are all in “full color”, but the rulebook isn’t. Everything is beautifully illustrated by Ghislain Barbe (Dream Pod 9 is so lucky to have him).

This is a really beautiful game. Really fantastic.

Basically the game works like this:

1. All the players pick one of the fighter character cards. Each card has a name and is rated for his hits, action points, stun points, and toughness (for high, torso, and low attacks). Each character also has a selection of “moves” which they can perform.

2. Each player gets a hand of 10 action cards.

3. Play is broken into turns.

4. Whoever has the most action points is the Attacker and the other person is the Defender. So at the beginning of the turn the person with the most action points goes first and continues taking actions until his action point total has become lower than the other player’s, at which point he becomes the Attacker.

5. Attacks are initiated by playing an action card. The attack action cards each an action point cost, damage done, stun, a color, and also a symbol which identifies it as a specific type of attack (such as a punch or a kick). Okay? Now you need to match the symbol and the color to one of the moves printed on your character card. The moves will, themselves, modify the action point cost, damage done, and stun of the action card. There are also tricks which can be played with each move. The colors also determine whether the attack is aiming high, at the torso, or low.

6. You can defend against an attack by playing a blue card. Defense action cards block against either high, torso, low, or all attacks – obviously your defense card has to defend against the appropriate location from which the attack is originating.

7. If an attack hits, you subtract the toughness (from the appropriate location) from the damage done. If you lose all your hits you lose. If you lose all your stun points you can’t take any more actions for the rest of the turn.

8. A turn ends when all of the action points for both characters have been expended. New cards are dealt to bring each hand back up to 10 cards and play continues until someone is defeated.

Phew. That gameplay, in my opinion, is about as complicated as I want to get. Unfortunately there’s far more to this game. There are Trumps. The Tricks take up an entire section of the rulebook by themselves. The possible combinations between moves and action cards and defense options (only one of the many defense options is listed above) are dizzying. Then there are the optional range rules. Heck, there are even exceptions and clarifications to the initiative rules. Plus the rulebook, defying Dream Pod 9’s subsequent record, isn’t organized effectively. Nor are the concepts clearly explained.

Argh!

This is one of those games, I realized, that you get together with a group of your friends and spend about six hours playing (with the rulebook always close at hand) until you’ve finally gotten a fairly firm grasp of the rules… and then you never play it again because by the next morning you’ve forgotten how to play the damn thing and who wants to go through the hassle of learning it again?

Here’s the catch though: It’s fun. I found the gameplay to be fairly snappy once we finally got over the steep learning curve; the initiative system was fun and very effective; even the strategies you could build once you began to get a feel for the various combinations of moves and cards were interesting.

Okay, the sum up: It’s fun. It’s also more complicated than it needs to be (my friends and I both agreed that if we ever play it again we’ll cut a lot of the needless complication and write up a cheat sheet to help us get over the poor quality of the instruction manual). Plus my friends and I still think that the general purpose of this game (to model video fighter games) is questionable – quite a bit of the excess baggage we plan to trim comes in the form of rules attempting to get the card game to behave more like its video equivalents.

Personally I’d suggest picking up Heavy Gear Fighter over this game. It has similar mechanics, but doesn’t share all of the same flaws.

So there you have it: Dream Pod 9 was capable of producing a product I was less than happy with. Of course, it was five years ago. And it’s still visually pretty cool. And the gameplay is quite good once you get through the complicated learning curve. Sure, it’s still above average. Sure, you’ll probably still find me pulling it out from time to time to play. It just wasn’t up to the Pod’s normal quality level. I’ll still be buying their stuff sight unseen – assured of their quality before the book ever leaves the shelf.

(Okay, so maybe this won’t entirely satisfy that anonymous e-mail writer. Tough.)

[ Video Fighter 1: Dragons of Fury was originally, as the numeral in the title might suggest, supposed to be the first in a series of Video Fighter products. This was called the “Wolf” deck (Wolf being one the characters in the game), with decks specialized to the other characters coming later. These sequels never appeared and Dream Pod 9 has now abandoned both Video Fighter and the entire Card Fighter line. ]

Style: 5
Substance: 3

Author: Jean “Mr. Chun Li” Carrieres with Alexandre Racine
Company/Publisher: Dream Pod 9
Cost: $29.95
ISBN: 2-921-573-20-2

Originally Posted: 1999/05/28

I knew the word “amray” because I was working at Hollywood Video when I wrote this review. As the defunct nature of that particular business might suggest — along with the references to the N64 and Sony Playstation-sans-numeral — it’s been a long, long time since I wrote these things. Since then I’ve found quite a few Dream Pod 9 products I’ve been unhappy with, but my opinion of Video Fighter hasn’t changed: It spends too much time aping one medium within the constrictions of another. Shortly after this, Cheapass Games would release the superb Brawl card game which similarly approached the “fighter” genre. But whereas Video Fighter spent its time trying to model a video game, James Ernest’s Brawl instead captured the furious intensity of a fighting game using mechanics which are uniquely suited for the tabletop.

If you ever want to be a game designer, I recommend comparing Video Fighter and Brawl side-by-side until you fully, completely, and utterly grok the difference.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

In my review of the Magic the Gathering Official Encyclopedia yesterday I mentioned how Magic cards can be used to great effect as a quick source of inspiration. Here are a couple quick examples of this from my own campaigns.

ARBORETUM GROTTO

Magic the Gathering - Clay Statue

“Clay Golem” – Magic the Gathering: Fourth Edition

  • A thick, tiered cleft. Magical lights clinging to the ceiling seem to cast daylight down onto the thick pleats of overgrowth choking the miniature, underground veil.
  • SPINDERS: 8 spinders roam through the overgrowth. (These can be found in the Book of Fiends, one of the best bestiaries ever produced.)
  • STATUE OF LIGHT: In the middle of the grotto sits a squat statue of clay clasping a bowl which seems lit from within. (See visual handout, above.)
    • LIQUID LIGHT: The bowl is filled with liquid light. Anyone touching the liquid will cause it to flow up over their hand (or hands). From that point forward, their hands will permanently glow white — producing the effects of a daylight spell.
  • ALCHEMY (DC 25): Recognize that most of the plants growing here are actually valuable alchemical ingredients. 6 hours harvesting could yield 5,000 gp of raw ingredients.

THE GLASSWORKS

Magic the Gathering - Urza's Power Plant

“Urza’s Power Plant” – Magic the Gathering: Antiquities

  • A twisted morass of glass piping filled with flowing fire.
  • THE ARTIFURNACE: Near the center of the twist labyrinth of glass is the Artifurnace. Eight large valves run around its circumference . (See visual handout, above.)
    • CRACKING THE ARTIFURNACE: If all eight valves are released, the Artifurnace can be opened.
    • HELM OF FIRE ELEMENTAL CONTROL: Suspended within the Artifurance is a helm of fire elemental control (crafted from brass and gold). But it doesn’t work: One wearing the helm can summon a Large fire elemental, but anyone wearing the helm will instantly provoke rage from any fire elemental.
  • FIRE ELEMENTALS: If any of the glass tubing is broken or the valves of the Artifurnace opened, the fire elementals trapped within the tubing will break free in a rage.
    • 1 Huge Fire Elemental, 2 Large Fire Elementals, 16 Small Fire Elementals
  • DM BACKGROUND: The idea was to create a magical item through entirely sympathetic rituals (by controlling the fire elementals physically, imbue an item with the ability to control them). Instead, the item became imbued with the rage of the imprisoned elementals.

Magic the Gathering Official Encyclopedia: The Complete Card GuideTagline: A valuable resource for serious Magic players or those of us who just like the art.

Let me start by explaining why I own this book.

I first encountered the phenomenon which is known as Magic the Gathering later than many of the other diehards in this industry. It was late 1993 when I first heard about the game and bought my first starter decks. I had missed the wonderful financial investment those early Alpha and Beta decks would have been (we had already entered the Unlimited Edition, which wasn’t). I had even missed the first expansion deck, Arabian Nights. Thus it was that I had my first exposure to the feeding frenzy of collectorism with the arrival of the second expansion deck, Antiquities.

It is important, I think, to remind people that this was back when the industry had lost its mind over these cards. Wizards of the Coast had proven themselves incompetent at printing to the actual demand (whether intentionally or not) and so stores were routinely ordering far more copies than they actually thought they could possibly sell (which would eventually bite everybody in the ass when Fallen Empires finally did manage to print themselves to fill all the orders from distributors). This was back when people when people were putting themselves on reserve lists for dozens of cases of cards.

Now, I liked Magic, too. Not so much for the gameplay (although it was very original and intriguing) or for the potential of deckbuilding (which didn’t appeal to me at all), but because I thought the cards were really cool. I found it interesting to look at the strange creatures and locations and spells described by these cards and have my imagination stirred by these brief glimpses and descriptions.

I did a little mathematical analysis and discovered that to get a complete set of Antiquities cards it would require the purchase of a single case. (Actually I took a random guess.) So I laid out the $70 necessary to buy the case (gah!) and, after tearing open dozens upon dozens of booster packs, finally put together my “complete set”.

And then I decided it just wasn’t worth it. I still liked the cards, I still liked the art, I still liked these little windows into the world of Dominia. I just couldn’t afford to drop $70 every couple of months (or $140+ considering that the next expansion set, IIRC, had twice as many cards). I’d rather buy, say, half a dozen roleplaying manuals with that money. Or twenty-eight paperback books.

Since that time I’ve always wished that Wizards of the Coast would publish the cards in some non-collectible, non-playable form which would let me collect the cards without going bankrupt at the same time. The Collector’s Editions they released a couple years ago were close, but ironically they were priced higher than they should have been (because they were a “special edition”), so they were still too expensive for my tastes.

Now we fast-forward five years to about six months ago when I first spotted the Official Encyclopedia on the shelf. Flipping through it I saw they had finally produced what I wanted. All of the cards produced up until 7/96 are reproduced at slightly smaller than original size, along with version notes, and some analytical text.

The book also includes a forward by Richard Garfield, an historical look at Magic, errata for the cards, misprints and oddities, promotional cards, an index for deckbuilder’s, and an index for the entire book.

So I own it because its really nice having all these cards gathered together at an affordable price. It would have been nice if the artwork had been reproduced at full size, but I won’t be too picky on that point.

It is also an interesting (if brief read) for it’s non-fiction coverage of the history of Magic.

Finally, it has a set of useful tools for deckbuilders (“professional” or otherwise).

All around this is a very nice book which fulfills a number of different roles for a number of different people. I hope it gets an update in a few years to make it more current.

Style: 4
Substance: 4

Author: Editors of Duelist
Company/Publisher: Carlton Books
Cost: n/a
Page count: 225
ISBN: 1-85868-240-1

Originally Posted: 1999/05/28

In the years since I reviewed it, this encyclopedia has, in fact, been expanded with a half dozen additional volumes and at least one new edition listing more than 7,200 cards. In recent years, of course, the internet has rendered efforts like this utterly obsolete: A quick Google search will turn up multiple sites indexing every MtG card in existence. Back in 1999, I would have salivated at the thought of it. (And, in fact, I probably did.)

I think this review also provides an excellent example of how a reviewer can bring a peculiarly idiosyncratic point of view to their treatment of a product: Most people picking up this encyclopedia would have probably been using it for deckbuilding, not lore-delving. But this is why the reviewer’s first duty to their audience is to clearly communicate their point of view while also supplying enough information about the product that those with different view points can (hopefully) intuit what their own opinions of the product might be.

MtG cards remain a wonderful goldmine of creativity that can easily be stripmined for your next D&D adventure. I’ve done it at least a half dozen times and I’ll almost certainly do it again. (As inspiration goes, it’s hard to beat a dollop of evocative text combined with lavish illustration.)

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Deep Storage Project

So in the realm of utterly bizarre realities, I offer you the Deep Storage Project. The simple gist is that someone is going to load up that crazy, multi-pronged modern art piece with tissue samples from thousands of volunteers and then lower it into the Marianas Trench so that if an apocalyptic disaster should occur the samples would be preserved and could be used to repopulate the species.

Nothing about this plan makes any sense: DNA samples that will decay into uselessness within mere years placed in a location that we would have difficulty retrieving them from now (let alone after an apocalypse).

But what I can’t help noticing is that this bizarre repository bears a truly uncanny resemblance to what an Elder Sign would look like if you extruded it into three dimensions. And that’s true whether you’re talking about the Lovecraftian original (on the left) or the Derlethian derivative you’re probably more familiar with (on the right):

Elder Sign - Lovecraft Elder Sign - Derleth

So, hang on a second: They’re sculpting a dimensionally-extruded Elder Sign, filling it with offerings of human blood, and sending it to the deepest part of the ocean?

Are they trying to mitigate the Apocalypse… or start it?

Sins of the Blood - Margaret FrazerAs I posted last month, my mother died on February 4th, 2013. For several years before she passed, I was working closely with her to convert her extensive oeuvre to e-book formats. She wanted very much to share the wonderful world of St. Frideswide with as many readers as possible, and that’s work which I will be continuing to do on her behalf for as long as I live.

Toward that end, for the next five days (until March 7th), Margaret Frazer’s Sins of the Blood will be available FREE on Amazon.

This book collects three short stories (“The Witch’s Tale”, “The Midwife’s Tale”, and “The Stone-Worker’s Tale”), the Guided Tour of St. Frideswide, and a lengthy 10 chapter preview of The Novice’s Tale (the first book in the series).

If it looks like the sort of thing you might find interesting, please grab a copy. If it doesn’t, consider this: My mother was absolutely masterful at placing you inside the viewpoint of a truly medieval character; that’s a perspective that I’ve often found useful in fantasy gaming, and you might think so too. If not, take a couple seconds, see if you can think of any friends or family who might be interested in these books, and then send them a link.

THE WITCH’S TALE

Witchcraft has come to the peaceful village near St. Frideswide, and its foul touch is striking down those closest to the church. Can Dame Frevisse thwart the servants of the devil before the hellfire of hysteria sears the souls of the faithful? Or is there more to this magic than meets the eye?

THE MIDWIFE’S TALE

“Sisters! Come back! Please don’t leave us yet!”

Cisily Fisher has died in childbirth and now the village of Priors Byfield is held in a grip of fear. Can Dame Frevisse find the root of misery behind a murderer’s sin before the next lethal blow falls? Or will the village be lost in a hue and cry of terror? The gentling touch of the midwife may calm the tortured soul… or give birth to a bitter death.

THE STONE-WORKER’S TALE

When Frevisse is given bishop-pardoned leave to visit her cousin Alice at Ewelme, she is enchanted by the work of the sculptor Simon Maye. But Simon is enchanted by the beauty of Elyn, one of Alice’s ladies in waiting. Clandestine meetings have given way to sinful lust, and now the two lovers have disappeared. The servants whisper that the lovers have eloped, and secretly pine for the passion to do the same. Lady Alice believes her sculptor has been stolen away by jealous rivals and rages at the injustice. But Frevisse alone suspects there may be some darker truth behind the midnight vanishing…

A GUIDED TOUR OF ST. FRIDESWIDE

And so we turn to St. Frideswide’s in rural northern Oxfordshire. Imaginary, yes, but fully realized as an ordinary place much like many others common across England in both rural and urban settings by the 1400s. A wealthy widow founded it in the 1300s, saw to its beginning, and endowed it with lands and other income to sustain it – alas, not so fully as she intended to do before she died…

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