Xbox Live Arcade - Ticket to Ride GAME FOR XBOX 360 X-BOX 360 X BOX 360 CONSOLE SYSTEM MICROSOFT  BOX ART COVER INLAY
GAME GENRE:
Board Game
PLAYERS:
1 to 5
PUBLISHER:
Playful Entertainment
OFFICIAL GAME SITE:
Click here to visit
GAME CHEATS:
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XBOX LIVE ARCADE - TICKET TO RIDE
XBOX 360 Overall Score - 8/10

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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