Like many board game reviewers, I have a twitter account for engaging with my followers and to keep tabs on what’s happening in the gaming community. One of my followers, David, posted about these new games he was creating that fit entirely in Altoid-like mint tins. I was intrigued, and found his obvious love of the hobby and enthusiasm refreshing. Over the course of a few months, we exchanged ideas, gave each other feedback on our respective projects, and grew to be friends. As the Kickstarter for David’s games revved up, he kindly sent me a copy of both Mint Tin Aliens and Mint Tin Pirates, knowing I would give an honest review of his games.
So here we are, a few days before his Kickstarter ends, and I’m finally ready to show you these (spoiler alert!) awesome games. I’m going to review each separately, since they both give you a completely different gaming experience. Also, many thanks to Ing for the fantastic piece of art he created just for this review! You can purchase a print of his work here.
I’m a huge fan of Gail Simone’s Batgirl, a series in DC Comic’s New 52 reboot; I was heartbroken when I learned she was stepping down as writer. She breathed life into the character, giving her a nuanced personality, with hopes, fears, relationship problems, family issues (to put it mildly) – and she wasn’t perfect. In other words, Gail Simone made Barbara Gordon relatable, a very average person doing extraordinary things, and that is something I treasure in comics. While I’m not a new fan of Batman, and have read some Batgirl comics in the past, Simone’s New 52 run is the first time I really delved into the character.
Simone started writing for the hero in Birds of Prey, where Barbara was known as Oracle – a persona she embodied after being shot and paralyzed by The Joker in the last comic I reviewed, The Killing Joke. That review was the start of my journey in exploring this character, and I’ve grown to love what she stands for. Oracle is disabled, but she’s not a trope. She is everything she was as Batgirl – smart, powerful, and resilient – but she had to redefine herself because of her disability. She couldn’t go out and fight criminals like she once did, but by using the skills she already had, she created a new, fulfilling life for herself.
When the New 52 reboot was announced, readers learned that Barbara Gordon would be “cured”; she would be back to her spandex and crime-fighting ways. Oracle, a character many had grown to love, was gone; she was once again Batgirl, stripped of her disability. This upset many readers, and Gail Simone was initially against the change herself. Then why was this icon for disabled comic fans taken from us? There is an interview with Gail you can read by clicking here that explains the decision, but I understand why fans continue to be upset over this. However, I think it’s important to remember that the decision was ultimately in DC’s hands, and Ms. Simone continues to create diverse characters (including other disabled individuals) that grace the pages of mainstream comics. That last fact is one reason why I remain an ardent fan of her work.
Since my obsession with Batgirl and Oracle has grown over time, and considering the focus of this blog, I thought it would be important for me to review crucial moments in the hero’s story. I want to make this a regular thing for The Geeky Gimp – a series, if you will. Sure, I’ll review other comic titles as well, but my passion lies here, with Barbara and Oracle and Batgirl. I suppose you could say I started the series already, with my review of The Killing Joke, but I feel icky beginning there. That comic was well done, from a purely artistic level, but it’s a painful read for me. It disturbed me. That isn’t how I want to introduce this character I love.
When I was a young girl, I loved choose-your-own-adventure books; my favorites were the Give Yourself Goosebumps series by R.L. Stine. They were immersive and exhilarating for me, as I could go on these journeys without ever leaving my room. They also combined two of my favorite things – games and reading. When I was offered the chance to review Sherlock Holmes Solo Mysteries, I couldn’t pass up the opportunity to jump back into an adventure.character creation page
This game is just like those choose-your-own adventure books I poured over as a kid. It is an interactive adaptation of the original “game book” published in 1987 by Iron Crown Enterprises. You play as Watson’s cousin, James G. Hurley, though you can change the name of your character if you wish. In your inventory, you have a notebook, pencil, penknife, and some money. There’s a place to keep notes, as well as a map of the area in which your mystery is set. Using these tools, you must join Sherlock and Watson to solve the murder at the Diogenes Club!
As a digital version of a game book, the story is crucial to the overall success of the experience. My judgments here are not geared toward AppEndix LLC, as they did not write the main text. You start the game off with a smaller mystery – the poisoning of a prized race horse favored to win the big race. This was my favorite part of this game, as more snooping around is involved. The story was fast-paced and fun to work through. After solving this mystery successfully, you move on to the main story of the murder at the Diogenes Club. This one was much slower, as a huge chunk of your investigation is interviewing the many suspects. It didn’t engage me nearly as much as the previous mystery because it relied too heavily on dialogue and bland exposition. The writing is decent, though, and fits in nicely with Arthur C. Doyle’s world.
Game Rating: E (Everyone), with mild violence
Game Publisher: HerInteractive
Platform: Mac/PC, digital download or physical copy
Release Date: May 20th, 2014
Buy this at: Amazon.com, HerInteractive.com, or your local game shop for $19.99
I’ve been playing the Nancy Drew PC game series since their introduction in 1998. I’m a huge fan of literature and point-and-click adventures, so I knew this series would scratch that itch. I remember how the first game, Secrets Can Kill, came with two CDs you needed to switch out during gameplay. Now, some of HerInteractive’s award-winning titles can fit on an iPad! The technology behind these games (and, well, I guess technology in general) has advanced greatly. Gone are the days of multiple CDs, choppy graphics, and long load times; now we can enjoy our games with crisp animation, quality audio, small file sizes, and almost no load times. The Nancy Drew computer games have transitioned smoothly along with the technological advancements, and The Shattered Medallion showcases that exquisitely.
Inamorata is a short film about women’s rights and sexuality in the 1960s. It’s being made by director Dominick Evans, who identifies as disabled. This is an important film, and is currently being funded on Indiegogo. You can check out the campaign by clicking here, or at the end of this interview. Since this movie is one I think needs to be made, I wanted to support the project as much as possible. It’s crucial that we include marginalized voices in the media we digest, and Dominick is striving to promote that through his work. I got a chance to speak to him about directing, education, films, and the ableism he has faced in his career.
Hi, Dominick. Can you tell us a little about yourself, and how you got involved in film-making?
I’m 33 years old and was born and raised in Toledo, OH. I actually grew up in a little town outside of Toledo city limits called Walbridge. It was so small I used to cruise around in my wheelchair, and could get from one side of town to the other in about 15 minutes. At 4 I was diagnosed with Spinal Muscular Atrophy Type III. I walked until I was 16, but started using a scooter when I was 11, due to inability to walk long distances. I am the baby of my family. I have two, much older, half brothers, and one full-blooded brother. I’m Polish on my dad’s side and have a rich Polish heritage I have enjoyed discovering as I have gotten older. My maternal side is mostly British and Irish. I was very close to my Irish grandfather, Willie, who died last year, at 94. Other than my dad, who died when I was 20, Willie was my biggest fan. He always encouraged me to follow my dreams no matter what anyone else said about me. I currently live in Dayton, OH with my girlfriend of almost 12 years, Ashtyn, our teenage son, and our adorable shih tzu, Molly. Ash is from Michigan and we lived up there until I decided to return to Ohio to go to film school down in Dayton.
During one of my daily BoardGameGeek website visits, I came across Paperback, a game by designer Tim Fowers. It was only on Kickstarter, with a few people receiving and playing prototypes. Advertised as a Scrabble-like deck builder, I knew I had to back it. I’ve been playing Scrabble with my family since I was a kid, and I figured this was something I could enjoy with my parents. About six months after the Kickstarter, I received Paperback in the mail. I had completely forgotten that I’d ordered it, so talk about a pleasant surprise! I managed to play two games of it since then, and you can read my thoughts in this review. Currently, the only way to buy this game is to find it on auctions, or pre-order the second printing. You can order it here (click me!), and I strongly encourage it if it seems like something you’d enjoy. Once pre-orders reach 500, the printing will proceed, and you will not be charged until that goal is reached. But I have no doubt it will happen.
Also, this is a special review because I am co-hosting/co-reviewing with Mr. Richard Ham of Rahdo Runs Through! I’m a huge fan of his videos, and I can’t believe I am getting the opportunity to collaborate with him. Thanks to Richard, my wallet has suffered from buying the games he features on his channel. I can’t say I mind, though my mom is a bit annoyed at the stacks of board games taking over the house. C’est la vie! There is a great interview at the end of this review, and once Richard posts his video and final thoughts, I will include them in this post. [Edit: the videos are now below!] Meanwhile, check out his run throughs on YouTube by clicking the link in this paragraph.
This review also will be different because I am trying out a slightly new format. Let me know which you like better in the comments – just check past tabletop reviews for comparison. I’m always trying to improve, so feel free to give constructive criticism 🙂 Now, on to the review! As always, click on the images to enlarge them.
Overview:
Game: Paperback
Designer: Tim Fowers
Artist: Ryan Goldsberry
Publish Date: 2014
Players: 2 to 5 gamers, ages 8 and up
You’ll like this if you like: Scrabble, Dominion, Boggle
Grail to the Thief is an interactive audio adventure game that is currently on Kickstarter, and produced by For All to Play. It simulates text-based adventures, or pick-your-own adventure games, and adds audio (including ambient sound, narration, and dialogue) for blind accessibility. I was able to play the prototype, currently available for Chrome and Opera users, and absolutely loved it. The story is engaging and humorous, while giving the player a lot of variety and freedom. Unlike other text adventure games where you must type in commands, Grail to the Thief offers you multiple choices to advance in the quest. Also, the sounds included in the prototype are not complete yet, but I really liked what I heard so far – the character voices are not dull, and made me feel like I was really interacting with them. The story itself is amusing, and I can’t wait to see what other adventures will be created for subsequent games!
The creators of Grail to the Thief, Elias Aoude, Anthony Russo, and DJ White, were kind enough to answer some questions for me.
1) Can you tell us about yourselves and how you got into game design?
Elias: I’ve been playing video games my whole life. I can still remember going to the local toy store with my parents to purchase my first video-game console, the Nintendo Entertainment System. I brought it home and played Super Mario Bros. and Duck Hunt with my parents, siblings, and cousin all night long. I knew at a young age that I wanted to be working in the video game industry in some capacity, and now, I’m finally doing that.
Anthony: Games have always been, and will continue to be, a huge part of my life. I started playing games at a very young age, probably around two or three, on NES and later, Sega Genesis. I cannot remember a holiday, birthday, or trip outside the house that I didn’t ask to buy a game. I have wedged games into my life in every way that I possibly could. At a young age, I started learning how to produce 3D art for games. I wrote papers all throughout high school on the design and psychological effects of games. Even my Eagle Scout project was related to games, as I donated a Wii to a retirement home so the residents could get up and bowl once in a while and have fun as a community.
I am a lucky person, in that I have always known what I wanted to do and why. I want to make games because I want to deliver the sense of community and enjoyment that games have given to me my whole life to others. Whether it’s yelling at friends over multiplayer games, comparing times in a racing game, discussing story beats of a well-written narrative game, or talking about the intricate mechanics of the latest strategy game, I have yet to see a more social, engaging, dynamic medium than games. I have always wanted to be a part of its production, and I can’t imagine doing anything else.
DJ: I’ve always been really interested in video games. My parents owned an NES before I was born, so some of my earliest memories are actually of watching my mom play The Legend of Zelda. But I never really considered working on games until I was at WPI. I had already decided to head towards computer science, but as I thought more about what I was planning on doing after school, I realized that game design was where I was really headed.
This past Christmas, I participated in BoardGameGeek’s Secret Santa. It’s a pretty huge event, with over a thousand people signing up to send complete strangers brand-new board games. This was my first year giving it a go, and I could not have been happier with my experience. Not only did my Santa send me Forbidden Desert and Ghost Stories, two games that have been on my radar for a while, but they also sent the hard-to-find (at the time) Le Fantôme de l’Opéra. I’d heard about Fantôme when I read a preview of the new games premiering at Essen, and the theme alone sold me. Phantom of the Opera is kind of my guilty pleasure – I adore the musical, and even liked the Gerard Butler movie. My mom is a bigger fan than me, so I knew I had to get this game as soon as it came out. Thanks to my Secret Santa, though, I didn’t have to! If you’re reading this, Santa, you’re awesome. So what is this game all about? Did it live up to my expectations? Let’s find out.
Overview:
Le Fantôme de l’Opéra
Publisher and Date: Hurrican, 2013
Designers: Bruno Cathala and Ludovic Maublanc
Players: 2
Ages: 9 and up
Length: 30 minutes BoardGameGeek Link: Le Fantôme de l’Opéra
You’ll like this if you like: Mr. Jack, Clue, or any strategic bluffing game
This is the first in a series of articles I will be posting about video and computer-gaming accessibility. Today’s post is by a guest blogger, and I’m very excited about her contribution. I’ve been watching her YouTube videos for a while, and they’re super interesting and helpful to disabled gamers. I hope you enjoy! Also, I’m always looking for more guest bloggers. If you have something to share, please contact me – you can find my e-mail on the About page, or just leave a comment. Now, on to introductions and the review!
My name is April, and I am a disabled gamer. After years of thinking outside the box to find strategies to get around roadblocks in video games, some friends convinced me to start a website to share my tips in hopes of helping others. I started Ability Powered in early 2013. Now, I post articles, guides, and tips on my website, and have guides and accessibility first-look videos on Youtube. You can check us out at www.abilitypowered.com, or on YouTube at www.youtube.com/abilitypowered.
World of Warcraft is Blizzard’s popular MMORPG. Players are challenged with the task of questing and defending the world of Azeroth from invasions of all kinds. With villians and injustice at every turn, you and your fellow gamers quickly become heroes! Sounds fantastic, right? But what about accessibility?
Mobility in Azeroth is, honestly, as good as it gets. There are multiple options allowing players to choose how they wish to move their character. You can move with traditional keyboard movement, which is fully remapable in the keybindings menu. You can also move with your mouse in multiple ways. By default, you can move by holding down both mouse buttons simultaneously. Want to only press one button? You can do that by enabling the Click to Walk option. Click to Walk allows you to right click a point for your character to automatically run to. Need to walk with your right mouse button, or need an on-screen jump button? That’s also an option! The addition of Move Pad made it possible for disabled gamers to click an on-screen menu to move their character with simple presses of a button. That’s four movement options available to meet players’ needs.
There’s a great little store in the local mall called Marbles – they sell various board games, card games, books, and toys, all to engage the different parts of your mind. It’s a chain, though I don’t think there are too many locations. Anyway, on my first trip there, I saw a tabletop game with an intriguing cover: a test tube bubbling over, amoeba-shaped art floating around it, and a bright, rainbowy color scheme. I asked the shop guy what it was about – he told me, “you basically destroy your opponent with science.” Without even glancing at the reviews on BoardGameGeek, I purchased it. I don’t usually buy a game without any inclination of how it plays, but I knew I needed to have this one. How did I end up liking it? Well, let’s find out.
Overview:
Strain
Publish Date: 2011
Players: 3-7, though there is a two-player variant.
Ages: 10 and up
Length: 60 minutes
BGG Link: Strain
Gameplay/Rules:
The object of Strain is to be the first player to score twelve victory points by completing the objectives pictured on your organism tiles. At the start of the game, the tiles are divided into three piles, differentiated by their categories: cytoplasms, organisms, and petri dishes. On each turn, the player must go through three phases, and perform the optional actions within these phases. The phases are: Awaken, Evolve, and Shed.