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When Microsoft launched the Live Arcade for the big black box in
2004, what excited most about the service certainly wasn't the line-up.
Initial adopters landed themselves a copy of Mrs Pac-Man and enjoyed
early stand-outs like Bejeweled 2, Joust,
Zuma
and Galaga, but despite a wealth of quality puzzle games and ported
classics, a startling lack of variety held back the antecedent of
XBLA as we know and love it today. There were several such tastes
of things to come; even in the lone year the service existed before
it was outmoded by the 360's better-integrated effort, absolute
rubbish (to no-one's surprise) proliferated. Ports were often poor,
the occasional original games were largely uninspired and, of course,
micro-transactions began to bleed Microsoft's foundling fanbase
dry. It was, in the beginning - and still today, some might argue
- a somewhat lacklustre service, but cause, nonetheless, for much
celebration. Its first baby steps were mere fumbles, then, but to
gamers, developers, publishers and all the myriad parties with an
interest in our industry of choice, those uncertain movements evoked
something we knew to be precious: almost immeasurable potential.
Ticket
to Ride is one realisation of that potential. Those who bought into
the 360 while it laboured in its infancy know what a delightful
time-sink UNO
proved to be, and when it became the first Arcade title to achieve
a million sales, the geniuses behind the scenes finally saw card
and board games for the opportunities they presented. Next came
Catan, followed shortly thereafter by Carcassone - and more recently,
although less remarkably, Lost Cities - to evolve the budding genre.
Ticket To Ride won't win any prizes for spreading the seeds of innovation;
instead it is a refinement of gameplay mechanics that will be familiar
to anyone who's spent a few man-hours with the other board games
that have made the jump to Xbox Live. If it isn't the equal of Catan
or Carcassone then this is through no fault of Next Level Games:
the responsibility must lie with one Alan R. Moon, who created the
original version of this tabletop railroad sim in the same year
- whether by coincidence or wishful synchronicity - Microsoft launched
XBLA.
Like
all the best turn-based board games, Ticket to Ride is easy to grasp
but challenging to master. An extensive 'how to play' acts as the
rulebook for new players, which - taken with the brief tutorial
- is sure to give even the unfamiliar a good idea of how a typical
match will play out. You're introduced, first, to the board, a largely
static map of North America delineated by cities from the US and
Canada and the maze of coloured and numbered dashes between them.
Up to five players can compete as railroad moguls whose goal it
is to develop along these potential routes of expansion, scoring
points for each unit of track they lay down as well as for linking
'destination cities'. At the start of each match, the players are
dealt several train cards - the preferred means of payment for building
between locations - and must choose from a selection of tickets
that indicate the cities they should connect. With each turn, you
have three options; you can pick up two train cards from either
the stack or the five face-up piles, you can opt to take another
destination ticket, or you can claim a route, thereby rendering
it useless to any competitors, by spending the train cards in their
hand. There's no upper limit on the size of your hand, nor on the
number of destination tickets you can hold, but the point value
of any unrealised routes are subtracted from your cumulative score
at the end of the game. By the same token, the value of each ticket
whose conditions you've satisfied is added to your total. Longer
routes are worth more than shorter ones but these are harder to
pursue without another player blocking your progress and costing
you crucial points in the final rundown.
This
might sound a little convoluted but you'll have a handle on the
basics after just a few short matches with the AI. Computer players
can be set to easy, normal or hard, and the first two of those difficulty
modes are more than sufficient to bridge the learning curve you'll
need to overcome before taking Ticket to Ride online, where the
human meat lurks and the real fun begins. At the hardest setting,
however, the AI is downright contrary and best avoided, happier
to while each turn away interrupting your route than to work on
its own; there are few players - even on Live - so obstinate and
single-minded. It's up to you, certainly, whether you want to play
the offence or take a more defensive tack, but thankfully, sabotage
is an unlikely way to win and, against real players, fun will out
any which way. There's a reassuring depth to the gameplay; from
locomotive wildcards to bonus points for the longest continuous
route to the sheer variety of strategies you'll come up against,
Ticket to Rise is an easy competitor to the Catans and Carcassones
of Microsoft's increasingly varied Arcade and, like its brothers
in arms, it offers truly excellent value for money, especially next
to its material counterpart.
Where
Ticket to Ride separates itself from the pack is in the comparative
brevity of its matches. Your turn can be over in few seconds and
your next just a few moments away. It's no Halo,
to state the obvious, but its quick pacing help it to stand apart
from its XBLA contemporaries, as does a definite endpoint, governed
by each player's allowance of forty-five trains; come within a few
cards of that number and a frantic scurry of development signifies
the final turn. This limitation makes Ticket to Ride a more focused
experience than, say, Catan, but sacrifices some of the depth of
that adaptation. Two impending packs of DLC [Downloadable Love &
Care? ;-) Ed.] promise a little variety in the form of new maps
and gameplay tweaks but do little to dissuade the inherent linearity
of the overall experience, while the lack of such extensive stat-tracking
as Big Huge Games evidenced in their entry to the genre reinforce
that conclusion. Despite its familiarity, Ticket to Ride plays out
very differently than you might expect - some players might miss
the depth, while others might appreciate the more manageable investment
it represents; it's the difference between Ghost
Recon and an evening in the green, armoured boots of a certain
Spartan 117.
Graphically,
Ticket to Ride is sufficient, but little more. Despite exceeding
by some margin Microsoft's original size restriction, there's nothing
to set it apart from even the nominal XBLA offerings, although technical
bells and whistles are hardly necessary for a board game conversion.
In the boats and airships and hot air balloons that slip across
the map, Next Level Games has snuck in a few nice touches, but otherwise,
everything you need to see is displayed in a single screen and the
developers have in that sense succeeded wildly; the interface is
precise and intuitive, informative without bogging things down with
details. The sound design, too, is relatively plain but pleasingly
authentic. You'll hear steam trains chugging away, bells echoing
around imagined platforms and occasional bursts of folksy music,
all of which contributes to a relaxing ambience that fits the experience
like a ticket-collector's characteristic sneer - which is to say,
perfectly.
Another
plus is that you don't need to organise an evening with friends
or family to play, nor engineer some no-doubt embarrassing reason
to blow the dust off the old board games. Next Level Games - the
same Canadians responsible for last year's well received but relatively
small-potatoes first-party Wii title, Mario
Strikers - have integrated the usual Live functionality almost
flawlessly. Whether you want to play Ticket to Ride against your
online buddies or in ranked matches for pole position on the selection
of leaderboards, operation is buttery smooth and quick. You can
choose to host a game yourself but it's easy to find a game; in
fact, there's already a dedicated community enjoying the railroad
antics. The subdued pace of proceedings and the small amounts of
data transferred while playing online mean that lag is unlikely,
but I haven't yet lost a connection and in the single instance of
drop-out - which kicks in automatically if a turn is taking too
long - a mid-level computer opponent materialised to fill the hole.
The only real failing of Ticket to Ride online is pretty much defunct
from the first; although the emoticons of Catan proved strangely
charming, they were easily spammed and voice chat is just as functional
for anyone who wants to gloat down their headset mic or breathe
heavily for our pleasure.
Over
Live or offline - four players can compete on the same console -
there's something about multiplayer Ticket to Ride to love if you've
ever enjoyed a board game on a rainy day. For the sheer amount of
fun that strategy fans will have with this XBLA offering, it's very
easy to overlook its few imperfections.
Reviewed by Niall A. Rough for AceGamez (All Rights Reserved).
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