Letters from White Chapel: Not a Review

The London Police search desperately for a killer...

While I received Letters from White Chapel some time back I didn’t break open the box, sit down, and play the game until quite recently. I had over the friends that had gifted me the game and sitting around the table we figured the game out. The game is set in Victorian England between August 31, to November 9, 1888 with one player acting as Jack the Ripper and the other players, up to five, playing the police investigators tasked with hunting the serial killer down.

The game is played over five “nights” each broken down into two phases. The first phase, termed “hell”, lets the person playing as Jack the Ripper place his various victims on the board with a number of decoys. Then, the other players place their investigators around the town, again with decoys. Then the victim tokens are flipped over, decoys removed, and victim pawns put on the board (the victims are termed “the wretched in the game’s documentation. I found that apt.) Now the second phase of the night is entered where “Jack” make take a victim or wait, if “Jake” waits the investigators move each victim pawn one space and then “Jack” may turn over an investigator token; if it is a decoy the token is removed if it is an investigator the appropriately colored pawn piece is place on the board. This process repeats until “Jack” decides to take a victim, up to five times on the fifth turn “Jack” must declare a victim. He declares the kill, places a scene of the crime token on the location of the murder and the hunt begins. The Jack player now must move through the streets of White Chapel avoiding the investigators and returning to his hideout (picked at the beginning of the game and written down on a tracking sheet (all of Jack’s moves are a secret to the investigators and are kept track of on a sheet that the “Jack” player maintains.))

The scene of the crime and three investigators...

The investigator players are tasked with working together to trap Jack or prevent him from getting to his hideout. Each investigator can move during their turn and either search for clues or make an arrest. Searching for clues reveals to the investigators whether any places adjacent to them have been traveled through by Jack. Making an arrest will win the game for the investigators if the adjacent place they declare the arrest in contains Jack. Jack has two limited special moves at his disposal during the hunt: he can move two spaces in a turn or jump over a block. If Jack is arrested or fails to make it back to his hideout in a specified number of moves the investigators win. If Jack makes it the night ends and the next night begins; if Jack makes it to his hideout on the fifth night that player wins.

White Chapel

Turns out this game is really easy for Jake to win! The game definitely is improved by the Jake player being risky in the flight back to their hideout. A cautious, crafty Jack player using their special moves can make it back to the hideout each night without a single investigator finding a single clue! Even once a clue or clues have been found the branching pathway system makes it difficult if not impossible to determine which direction Jack might have gone… The game definitely improves once investigators get a few clues and can start coordinating their moves in an attempt to box Jack in.  Of course, even then it still takes some luck, in one game investigators twice found themselves standing next to the killer but had searched for clues instead of making an arrest allowing Jack to escape!

I, and the friends I played with, found the game a lot of fun to play! Especially once we instituted the house rule that Jack must be daring in his flight from justice. Trying to deduce which way Jack might have gone and correlate the investigators moved accordingly is satisfying, even more so when your hunch is right and you find yourself closing in on the killer, or the location of his hideout! It doesn’t hurt that the game can be played in under two hours either!

Spacechem: Not a Review

It's chemistry in SPAAAAAAAAACE!

Spacechem is the latest game from Zachtronics Industries an indie game developer. It only came out recently though I didn’t hear anything about the game until it went up for sale on the first day of STEAM’s Summer Camp Sale and some friends bought it; then they wouldn’t shut up about it. The game looked intriguing though it was hard to tell what was going on in videos of the game. I downloaded the demo and gave it a try.

The menu screen, looks safe.
An earlyish puzzle in the process of being solved.

I’ve been describing the game as a simple scripting language,  basic chemistry, flowcharts, and puzzle game mashed into one thing. The board is set up into four quadrants two inputs fields and two output fields. The player has control over two tracks with which they build a flowing script in order to transport, manipulate, combine and tear down atoms and molecules. As the game progresses you’ll have to create multiple chains of these “reactors” to create the desired molecule in complete a level.

A multiple reactor puzzle. Inputs on the left output on the right.
A more complex puzzle in the process of being solved.

What makes Spacechem more than a good puzzle game is the fact that the game keeps meticulous records of every puzzle you complete and how you complete it. This information is then compared with all other players and your place amongst them is shown. So, while any puzzle can be solved in just about anyway there are certainly more efficient ways to complete a puzzle, either using less commands, less time to complete, or less “reactors.” Solving the puzzles is only half of the game. The part that keeps you obsessing and coming back, the part that has me seeing blue and red tracks manipulating atoms and molecules in my sleep is the knowledge that I can do better. That while my puzzle is satisfactory it is not optimal. Therein lies Spacechem’s genius.

The notoriously difficult Moustachium-208 molecule reactor
In the process of being solved.

I heartily recommend the game to those who like puzzle games. If you do get it make sure to add me as a friend on STEAM (falselogic); I’ll want to see how well you do on some of these puzzles. Also, I’ll be on ‘On The Stick‘ next Monday  (7/18/2011) to talk about the game!

Jamestown: Your go to game for alternative history shoot-em-ups!

The New World is MARS!

I picked up Jamestown on a whim awhile back… Though now probably isn’t a bad time to get the game on STEAM now it’s only $6.69. The STEAM summer sale is going on right now though so it might be going for a lot less than that in the next 8 days. How you get it though really isn’t the focus of this review, is it?

Jamestown is a local multiplayer, neo-classical, vertical shooter set in 17th century colonial Mars. Players will take on the role of Sir Walter Raleigh (at first; three other characters are unlockable through gameplay) as he tries to win his way back to earth and King James court in England. As Raleigh makes his way across the surface of Mars he’ll encounter Martians, the Spanish, and multiple long lost,super-powerful, civilizations that threaten England’s colony and the life of everyone on the planet. Granted, the storyline in a shooter is superfluous but the setting and artwork in Jamestown are so unique and compelling that not mentioning them seemed a crime. But, you don’t need me to tell you that there are dozens of videos on Youtube, Steam, and the official site that show off how great the game looks. Shooters live and die on their design and gameplay.

Colonial Mars needs your protection from rampaging native Martians

Jamestown, especially at more difficult levels, is a bullet hell shooter. A genre I’ve never been too good at; I don’t have the patience for memorizing bullet patterns and making delicate, precise movements. You control your ship (with either the keyboard, mouse, or controller) and unleash waves of bullets on the oncoming hoards of enemies. There are four different ships, each with their own shooting patterns: a regular shot and a more powerful alternate. Each enemy you destroy drops little bolts or gears that fill up a bar in the upper left of the screen. Once the bar is filled you can activate “vaunt” which creates a temporary shield that absorbs all enemy bullets and increases the damage inflicted by your weapon. Using “vaunt” wisely is the key to racking up high scores; once activated the bar will slowly begin to deplete collecting bolts and gears will re-fill it the longer your “vaunt” lasts the more bonus points you earn.

This is the easy part of the game...

You’re going to need those high scores too; they determine how much money you make at the end of each stage. Money you’re going to want to unlock the other three ships in the game, as well as the harder difficulties, and various challenges. As I said earlier bullet hell games aren’t my strength, Jamestown wasn’t so difficult and frustrating that I ever threw my mouse at the screen or slammed my fists on the keyboard, practice is all it takes to get through the games six levels. Only six? Yes, only six. The game will require you to beat the first three levels a number of times too to unlock the last three in the campaign (unless of course you start playing the game on higher difficulty levels. In general, I don’t appreciate forcing players to replay levels on harder difficulty levels, but the practice came in handy in later stages when the bullet patterns can get quite complex…

From here you can go anywhere!

Jamestown has multiplayer co-op for up to four people but, it’s only local. This is a real negative because it means that I’ll never be able to play this game with friends and it means most people won’t either… How many people’s computers are in rooms big enough to fit four people comfortably, have a screen large enough for everyone to see clearly what their doing and have four controllers? The game does support mouse (which is how I played it) and keyboard controls  but two people using a keyboard has never been comfortable. Here’s to hoping internet multiplayer gets patched in.

The first stage boss and the first ship's alternate fire

I beat Jamestown in about 4 hours. More experienced shooter fans could probably do it in less than half that. Good thing there are insane difficulty levels to attempt as well as 20 challenges to unlock and complete. There is a lot here to like and not much to complain about. if you’re a shooter fan I don’t know why you wouldn’t pick this game up, outside of the bizarre touhou/loli subset.

RATING: 4 stars

Decluttering and Amazon

Only a small sample of the problem

I’ve talked before about the clutter in my house… Mostly the accumulation of books. Recently, I based an entire month of giveaways around that fact.  Despite, giving books away to friends and donating them to libraries and non-profits my house is still full of the things. Sometimes no one wants to take a book off your hands… or a videogame, or piece of electronics.

Until now, these things have just been sitting in closets or on shelves, making me feel guilty every time I look at them. Then someone on-line reminded me of the Amazon Trade-in Store which buys books, electronics, video games, and DVDs! I rounded up all the books and such that had been lying around forever and started scanning them in. Amazon ended up taking almost all of them (they were interested in four books.) and I ended up with $70 of credit with Amazon (which is pretty much like real money anyway, is there anything you can’t buy on Amazon?)

They Take Everything

Even nicer, Amazon pays for the shipping and anything they don’t buy from you gets mailed back to you free of charge as well! This first round was quite successful, so much so that I find myself looking for other things to sell to them

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