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There's a strange mixture of sensations that crop up in most gamers
at the mention of Games Workshop titles. Conversions of the popular
tabletop games have been around since the days of the Commodore
64, with varying degrees of success. Aside from being a good way
to part middle-class Britons from their pocket-money and provide
a healthy amount of peer mocking, GW has also given rise to many
universes that have provided the basis for some very novel concepts.
One of which is Blood Bowl.
In
essence it's quite a simple idea, a sports game, modelled on American
Football. With the slight exception that the object is not only
to score goals but to annihilate the opposing team if at all possible.
All of which is constructed in a fashion where the players are invariably
made up from the fantasy races of the Warhammer universe. As teams
of ferocious Orcs battle against lithe Elves and doughty Dwarves.
Victory lying in the swap of the dice rolls and the clever manoeuvring
of the players. Naturally a huge amount of skill and perseverance
need go into the playing of the game as players refine techniques,
tailor them to their races, amass collections of players and strategically
use them to maximize their chances of winning against each opposing
team. The question that immediately springs to mind is how can this
be converted from a tabletop turn-based boardgame into a vibrant
videogame? In this case rather literally.
To
their credit, Cyanide Studio have created a game that is so close
to the original in scope and playability that it's likely any hardened
Blood Bowler will be instantly at ease and amazed by the level of
customisable options and possibilities at hand. Having previously
released a remarkably similar title in the form of Chaos League
some years ago, they evidently have the necessary understanding
of the mechanics to ensure that the conversion has retained the
flavour of the original game. However, that's all good and well
for fans of the game. The real question is whether or not the game
holds up under the scrutiny of someone who doesn't know one end
of a blood Bowl pitch from the other.
What
is immediately apparent with blood Bowl on the PSP is that it's
clearly a cut-down port of the PC version. Glaringly obvious in
its omission is the real-time strategy mode, meaning that the game
can only be played in the board-game's turn-based style. So anyone
approaching the game expecting a portable experience along the lines
of a John Madden title or Speedball 2 will be disappointed as Blood
Bowl is very much a reworking of the board game in every respect;
dice-rolling and movement by squares only. Despite this there are
precious few other detracting concessions which would hamper the
enjoyment.
The
basic game begins with selecting a race, of which there are several
to choose from, each forming roughly equatable pairings which bear
a unique variation of skills and abilities. The Humans are, as ever,
the all rounders, fairly capable at everything but master of nothing.
Similarly the Lizard men have a mixture of strength and speed which
lets them play an all round game. There are the nimble but weak
Skaven and Goblins contrasted with the strong Dwarves and Orcs.
Rounding off the options are the Wood Elves, fragile, expensive
but acrobatic and fast and finally the hordes of Chaos, who are
essentially a combat team. This is where the tactical side of play
begins, as the choice of race will dictate your plays and overall
team strategy. In a welcome addition of management, this begins
before you even see the pitch.
Before
you can go crack some heads, your team has to be built up out of
appropriate classes of players. To this end you have a cash pool
to buy them from, as well as perks such as cheerleaders and apothecary
who increase the chance of in game bonuses. Out of this pool you
can buy up to 16 players, with prices varying with their skills.
This becomes a fairly essential part of later play as the brutal
nature of the game ensures that you'll have to replace dead players
and have a healthy stable of reserves for when someone gets injured
badly enough to keep them out of play for a few matches. During
the length of the game the management section becomes at least as
important as the matches as a poor manager will end up with a pitiful
or mismatched team, and that spells defeat.
Which
brings us to the game itself. As previously stated, the game is
very much a dry adaptation of the boardgame. The plays run out in
a turn-based order, with each side making plays and moving players
or trying to score. Unfortunately this is also where the first problem
comes into the game, the game is rigidly controlled by the dice-rolling,
which isn't at first very apparent in the display. There are also
a whole host of mini-rules and techniques that you will only find
if you download the full Blood Bowl manuals from the Games Workshop
website. There is also a bizarre expectation that the player will
know how to play the game from the outset; a short tutorial aside
you've no real help so it'll be a step into very deep water for
an inexperienced first-time player.
Even
if you do understand the concepts then there is the random turnaround
factor to deal with. Whilst playing the game; a whole litany of
errors can instantly swap the play over to the other side resulting
often in you having accomplished barely half of what you hoped to
in a shot. Now this does nicely give a sense of the random nature
of the game, it also provides yet another wall-like learning curve
that will probably see many a gamer fling the UMD out of the console
in disgust. It's one thing to lost possession to an interception,
quite another to lose a match because your speedy lizardman Skink
fumbles when trying to pick up a ball in a square adjacent to him;
four attempts in a row, each time losing you a precious turn and
the ability to move most of your players. Additionally, should you
lose a tackle, slip and fall or fumble a throw and it's instant
turnaround. Admittedly this holds equally true for the other side
but it can be sickening when you're playing against the computer,
on the easiest difficulty setting. Easy is a misnomer as well, as
the CPU opponents ought to be called 'Skilled', 'Incredible' and
'Just plain impossible'.
If
you persevere against this, as fans of the game probably will, having
already known about the myriad eccentricities of the boardgame,
you will find a remarkably tactical and complex game. It's easily
one of the most strategic titles on the PSP, which is why it's hard
to even call it a sports game.
As
far as the aesthetics of the game as concerned, it's a bit of a
let down. The menu screens are perfunctory and the occasional sequence
is decent if a tad average but the in-game graphics leave a lot
to be desired. The individual players are recognisably different
from one another but not in a way that makes you sure what you're
actually looking at. Add to that some flatly dull sound effects
and a repetitive musical barrage and you've got an experience that
really isn't up to scratch.
All
of which underlines what is probably an obvious point but well served;
if you're a fan of Blood Bowl tabletop, then the game is all here.
Each obscure rule, every tactical decision and the ability to customise
your team to the nth degree are present and correct to a degree
that will make tabletop aficionados grin with glee. The game will
let the experienced player build a unique team and lead them to
glory in the league or against like-minded PSP owning friends. But
it's a game that a huge portion of the playing public simply won't
enjoy due to the lack of actual sport in what looks on the surface
to essentially be an American Football game.
Reviewed by Graeme Strachan for AceGamez (All Rights Reserved).
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