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Antihero, A Strategy Game Where You Run The Jewels. Antihero, released on PC earlier this month, is a game about managing a grimy, Victorian thieves guild.
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Which involves all the expected daily chores, like murdering street thugs, bribing church officials and sending little homeless kids off to occupy banks. Creator Tim Conkling calls Antihero a “digital board game”, and it’s good to get that out of the way before you get started here. It plays very much like a board game, with a much greater emphasis on simply pitting competing systems against each other than bothering with more video gamey things like, I don’t know, animation and day/night cycles. Not that this is a bad- looking game!
While it keeps things simple for the most part, the art style chosen really grew on me over the course of the game (the little nods to things like Gangs of New York especially), and does a very good job of making everything you need to know about a unit or building available at a glance. Antihero has both a campaign and skirmish mode, but both ask the same general thing of you: start on a map shrouded in fog with nothing but a single thief and a base, then slowly (or quickly, depending on the objectives) spread your criminal empire by hiring crooks, taking over buildings, robbing houses and completing assassination contracts. The catch is that you’ve got an opponent at the other end of the map who is trying to do the same thing. Games of Antihero have a limited slot of victory points, which can be completed by doing any of those things (and more), and the first player to claim the required number wins. Given the board game feel here it’s little surprise that the basic skirmish mode is fun, but what surprised me is that Antihero’s campaign is even better. There’s not much of a story going on but there is a ton of character on display, and the way new units and concepts are unveiled feels less like a tutorial and more like a cruisey progression towards increasingly complex and enjoyable missions.
I also love that most missions are able to provide the same core objective—do certain things faster than your opponent—while keeping matters interesting by introducing fresh twists on the layout of a map or the way your units work. Antihero works on a turn- based system. Each turn you control your primary unit—a Master Thief—the only character who is able to accomplish most of the actions available in the game. Your Master Thief has a certain number of actions available to them, and these can be spent on scouting, burglary or attacking other units. In addition you can also recruit a number of support units, ranging from street urchins (who can occupy buildings) to gang leaders (who can roam the streets assaulting your enemies) to assassins.
These have highly specialised uses and can be employed once per turn (or in some cases once ever), so choosing when to best recruit and deploy these guys is where much of the game’s strategy comes from. The rest comes from the delicate balance between your need to harvest resources from the neighbourhoods around you and spend those resources on the units and upgrades you need to win.
You can’t get too aggressive too early because you simply don’t have the cash to do so, while waiting too long to make your move will see you pipped to the objectives by a faster opponent. So Antihero is about learning how to best ride that line.
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Beyond the setting and general premise, how much you enjoy Antihero might be contingent on how happy you are playing “board game rules” instead of “video game rules”. Like I mentioned, this isn’t a simulation, and its rules are kept very simple and straightforward. So you’ll find that a character can be blocked from moving down a street simply by having another character in front of them, or that attacks are resolved simply by having one unit run into another first. Which is fine, I think, because this isn’t a game about tactics. Leave that for the actual video gamey video games. Antihero is a more sedate pursuit, a digital incarnation of a physical board game experience, where the pressures are turn- based and your worries are about deciding the best way to spend a limited cashflow, not what tools you’re going to equip a gang with or the type of stealth gear your Master Thief is wearing. I really like Antihero!
The flexibility you have in approaching a victory, the way each unit is highly specialised but also incredibly vulnerable and the delicate balance you need to strike to win, it’s a challenging and interesting strategy game that rarely plays the same way twice. If only I could get an actual board game copy of this..
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ENTRY FORM BELOW! READ POST FIRST! Inspiration Point. Lauren “Amethyst” Royal. What inspires me?
Castles! Ever since I was a little girl, I loved reading stories about people who lived in castles. Once I was grown up and able travel overseas, all I wanted to do was stay at a castle. Since then I have been lucky to stay at several different castles (for just one night each, because castle stays are expensive!)—and most of the castles I’ve stayed in have been used for homes in my books. Here are my favorites!
AMBERLEY CASTLE: Colin Chase’s home in Amethyst. Amberley Castle: See the tiny spot of red in the photo? Microsoft Dynamics Nav 2013 R2 Documentation Needed on this page.
That’s me, standing in Lower Court, within the castle walls. This was the very first castle I stayed at, way before I started writing a book (writing is my second career). Many years later, when I sat down to write Amethyst, I just had to make charming Amberley Castle my first hero’s home. It’s called Greystone in my books. Amberley is a small castle in West Sussex, in the South of England. Charles II visited the castle in 1. The then tenant, Sir John Brisco, commemorated the second visit by commissioning a mural of Charles and Queen Catharine, which can still be seen in the Queen’s Room, now a gourmet restaurant.
The castle has passed through many hands and is now run as a Country House Hotel. Download File With Web Browser Clip. The walls exude the spirit of dreams and legends, and a stay there is the stuff memories are made of, well worth the splurge. LESLIE CASTLE: Caithren Leslie’s home in Emerald and Cameron Leslie’s home in Forevermore. Leslie Castle: That’s me, wearing red again, standing in front of this little whitewashed castle. Can you tell red is my favorite color? Sadly, this charming little castle is no longer open to the public, but I was fortunate to stay there when it was still being run as a luxurious B& B—again, long before I ever wrote a book. That’s how much these castles have inspired my writing.
The current castle, a turreted 1. By the time of my story, the property had fallen out of Clan Leslie hands. In 1. 97. 9, the decaying roofless ruin was acquired by a member of the Leslie family and restored to its former fairy- tale beauty.
BORTHWICK CASTLE: Trick Caldwell’s home in Amber. Borthwick Castle: Sir Walter Scott described Borthwick as by far the finest example of the Scottish castles which consist of a single “donjon,” or keep. Duncraven Castle was invented when I stayed at Borthwick Castle, twin towers located just south of Edinburgh in Scotland. Built in 1. 43. 0 by the first Lord Borthwick, it’s said to be haunted—and it really does feel haunted inside!
Borthwick’s virtually impregnable stone walls sheltered Mary Queen of Scots in her last days of freedom, and nearly a century later it was besieged by the forces of Oliver Cromwell. Weathered and nobly scarred, Borthwick still stands hundreds of years later, now run as a bed and breakfast. Do treat yourself with a stay there if ever you get a chance. And when you climb the winding staircase to your chamber, don’t be surprised if you find yourself looking over your shoulder. Opt out options are included in each newsletter if you do not wish to continue receiving them.