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"The
Wood Elf is on the ball. Uh-oh! A huge Troll lumbers straight for
him. Without thinking, the light-footed Elf hurls the ball up field
to his partner. Interception! A Goblin has caught the ball in mid-air,
unbelievable. Another Wood Elf charges in for the tackle but a Goblin
comes out of nowhere with his chainsaw on full belt. Oooo, that's
got to hurt. The chainsaw Goblin just got a face full of Wood Elf
fist. Well, he'll have trouble blowing his nose after that one Jim."
That's
a short glimpse of the kind of weird shenanigans of this game of
American football set in a fantasy world. Can this wild idea really
work as a game though? It sounds ideal and could be just what gamers
need to spice up the fairly stagnant sports genre, if only the finished
product can live up to expectations. It almost succeeds but sadly,
falls just short of a touchdown. However the foundation of something
truly great lies within.
When
you begin the game there are a range of options to try your hand
at. The tutorials should be your first port of call. They'll explain
all the basic game rules you need to get started such as passing
the ball, moving players round the pitch, scoring touchdowns and
smashing your opponent's face in. After partaking in these concise
lessons you're free to load up a quick one-off match for some instant
action, enter a competition (a series of matches between rival teams
battling to earn more wins than anyone else and make it to the top
of the leader board) or start a new campaign. It's this third option
were the story comes in to play and the campaign mode is definitely
a major focus of this refreshing sports game.
Alright,
"story" loses much of its meaning when you realise that a campaign
is not much more than a series of competitions. Your objective is
to complete all these, top every local league table and earn the
title of the best Blood Bowl team that ever lived! This is a lot
easier said than done as you begin a campaign with nothing - no
team, no players and only a chunk a' change with which to buy things
with. First, you have to select a type of team from the available
eight races: Humans, Orcs, Chaos, Goblins, Dwarves, Skaven (giant
rat-people), Wood elves and Lizardmen. Each race has advantages
and disadvantages. For example, Goblins get to bring chainsaws onto
the pitch (it's entirely legal so why not) which are very capable
of giving a freshly cut grassy playing field a coat of blood red
paint. However, the rather puny goblins are annoyingly easy to knock
down and injure. They also find it extraordinarily difficult to
catch a ball hurtling through the air. Still, they can be thrown
up the field by a friendly Troll which makes getting behind the
defensive line of the opposition simpler.
You've
assembled your motley crew of eleven or more players, given your
team a ferocious sounding name, chosen a logo and picked the colour
of their invariably torn shirts. There are just a few more things
to do before a match starts, and the first is to choose some inducements.
Inducements are sneaky moves that you can pull off before a match
begins to hinder the opposing team or improve yours and increase
your chance of victory. Examples include the offer of extra training,
the chance to purchase riotous supporters who discourage fans of
the enemy team from attending the match and a special bribe that
you can give to the referee during a match so he'll turn a blind
eye to one member of your team accidentally murdering a member of
the rival team.
Money
for these inducements comes from the stadium owners who love this
sort of cloak and dagger trickery - it does make games more exciting
after all! The final stage of pre-match setup only appears if there
is a substantial difference between the Team Values of the two teams
entering a match. If there is a difference, the team with the lower
value gets the chance to hire mercenary players or even the star
player for their race be it Orc or Goblin, Lizardman or Elf. These
players will only join a team for one match but have some fantastic
skills such as an excellent throwing and catching ability. If you
do get access to these wondrous players and you have enough money
for their substantial fee, buy them - they can often mean the difference
between winning a match and getting, quite literally, pounded.
A
match can then begin and no doubt a few of you are wondering why
I laboured the pre-match settings so much before getting into the
violent, blood-wrenching action. It's because Blood Bowl is so much
more than just its in-game action. It's the behind-the-scenes stuff
that really makes Blood Bowl what it is. Once you're into the American
football action it immediately enters the unforgiving realm of comparison
to more usual, chart-topping American football games such as Madden.
Out in the open, with no supporting defence, it suffers and it suffers
badly.
Before
getting into the detail, it's helpful to describe the basic structure
of a match. Members of the two opposing teams are positioned on
the pitch - a rectangular playing field divided into two sections
by a centre line - one team on one half and one on the other. Each
half of the pitch contains an end zone at the back - a smaller rectangle.
A team's job is to get the ball into the end zone of the half belonging
to the rival team. Doing this is called a touchdown and at the end
of the match it is the team with the most touchdowns that wins the
game.
It
sounds simple enough so how could a game based on this limited formula
go wrong?
Well,
Blood Bowl really is a game of two halves - the editor is never
going to forgive me for that one! Firstly, you have the real-time
mode. In this mode every action takes place as it happens - there
is no concept of turns where orders are given to players and hardly
any time is left to think about tactics. So far, so good. However,
Blood Bowl was originally a board game from the visionaries at Games
Workshop who brought us the fantastic tabletop gaming experiences
of Warhammer and Warhammer: 40, 000. The sad fact is that Blood
Bowl just contains too many small and silly rules for a fast-action
game. Dices need to be rolled in the background for tasks such as
picking up the ball or tackling an opponent. These should be taken
out as it should be only the quickness of your reflexes that are
tested and not having to rely on the delay-inducing calculations
involving the skills of individual team members before an action
can be performed.
Thankfully,
not all is lost as the game can also be played in a more relaxed
turn-based mode. In this mode, one team is given a five minute time
period in which to make their moves. After this time is up, the
other team gets their turn and the game continues like this until
the match timer has expired. During a turn, each character can either
move or tackle (head-butt, kick, etc.) a member of the opposing
team. Spells you bought before the match began can be cast and any
bribes played if needed. However, each action, aside from running
a short distance, has a risk associated with it. Fail the intended
task and your team will suffer a turnover, ending your turn and
beginning the other team's immediately. For example, you may order
a Goblin Lineman to jog over and grab the fumbled ball. Should the
inexperienced youth fail to grab the egg-shaped ball as he runs
over it, the Human team is free to start making their moves while
the rioting crowd laughs at the puny greenskin.
Though
this game is based on a board game, its characters are anything
but the static plastic looking models you might expect, all being
wonderfully animated. In fact, most characters seem unable to stand
still as they taunt the opposition or simply pull off pointless
yet exceedingly comical handstands. The graphics are also very bright
while keeping with the semi-realistic theme - a feature that really
highlights the rather outlandish nature of this game. My only quibble
is with the graphics as a whole; they are a bit jagged without any
smooth curves or flowing hair. As a whole the majority of what you
see is well detailed though there are bits and pieces shown in the
cutscene tour of a stadium that are fairly bland.
The
sound is both good and bad at the same time. On the one hand you
have the backing music which is suitably fast-paced and "pushy"
- lots of triumphant, loud sudden sounds. This works well for the
"pushy" type of sports game that it is. Further to that you get
the chants of the crowd - an awe-inspiring cry of "kill, kill, kill"
rises up on occasion and whenever someone is on the winning straight
for a touchdown you can hear the increasing rumble as the crowd
stamp their feet in anticipation. The bad sound comes from the two
commentators Jim and Bob. It's not what they say that is bad. On
the contrary, I think they are invaluable to the gameplay experience
providing that extra touch of humour and really immersing you in
the Blood Bowl sport. It's just that they aren't nearly loud enough
in parts and sometimes the conversation gets overtaken by the music.
They also become slightly repetitive towards the end of a campaign,
after you've played a large number of matches. In addition to sorting
those points the sound score could be beefed up by simply adding
more of it. Maybe those mortally injured could roll on the ground
screaming until paramedics raced on the scene. Crowds could cheer
on individual players that they adore or hurl insults at those they
hate.
Blood
Bowl is going to last a long time, probably due to its tabletop
game origins. In addition to some really quite long campaigns which
can be completed with any race of team, you get competitions, huge
customisation options and even multiplayer. Competitions, as I've
said before, are really just a series of matches between rival team.
You can opt to enter a tournament competition or a championship
competition. Both have different rules and both will keep you entertained
if you fancy a change from the "trudge to the top spot" gameplay
of the campaign. You can also create your own competitions choosing
things like the number of teams that can enter, the prize money
and the style of the trophy you win. Teams are customisable in minute
detail even down to the shoulder pads of individual team members.
Lastly,
there is multiplayer which comes in three basic flavours. Hotseat
allows two people to play on the same computer, taking turns in
the turn-based mode. LAN allows the usual network gaming over several
computers linked together. Internet League System allows you to
take part in the worldwide Blood Bowl championship. Here, you create
your team and do battle with the teams of other Bowlers in public
leagues to try to win 1st prize along with the respect victory entails.
Be warned though, competition in this online world is fierce! You
can also setup private leagues for just your friends if you prefer.
Blood
Bowl is a curious game. I love the whole idea of American football
in a fantasy world as it takes completely separate game genres and
moulds the together into one hulking brute. Unfortunately, this
Sports come Role Playing Game come Strategy just doesn't do the
striking concept justice. It has remained totally focused on its
board game roots and feels a little slow and bland because of it.
If you do not appreciate the different teams and rather comical
pre-game setup of trickery and misfortune, there is nothing in this
game to keep you playing. It really is exactly what it says on the
box: "American football in a fantasy world". If you are not interested
in the extras that come with the "in a fantasy world" part then,
as a standard "American football" game, there are better titles
on the market.
Reviewed by Tom Clark for AceGamez (All Rights Reserved).
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