Top Ten of 2010 – No. 5

It’s back ladies and gents! The feature that I thought would just crawl away and die and hope that no one would notice is back with a vengeance. Actually it’s just back because I had time to kill on two mammoth train journeys to and from London and I needed to not be raging at the lack of quiet on the Quiet Coach.

5. Super Meat Boy

I’m not sure any other game in my Top Ten of 2010 has as good controls as this game. None of them are as finely honed and perfected as Super Meat Boy; they will all have some minor failing somewhere between what your fingers do on the controller to what you see occur on screen. Not so with Super Meat Boy.

When you die (and you will die a lot), it was your fault. Your fingers failed you. I apologise for writing that; I really hate it when I read that stuff in reviews. I can make an exception in this case however, because it is actually true.

For some, this will be too much to take and they will give up. For others, it will spur you on to greater and greater feats of appendage dexterity. It is a remarkable piece of programming.

Super Meat Boy

Everywhere you go you leave a trail of blood

The path through each level is (usually) obvious and even when it isn’t, each of your untimely demises will quickly start to reveal patterns as to what you should be doing. I think that’s part of the appeal for me, there’s a certain evolution that you go through on every new level that you play.

Initially you’re just feeling your way around, trying to work out what to do. Then you go through again and again until you can comfortably complete it (this doesn’t really happen on the later levels). Eventually as you continue to refine and streamline your path, new opportunities for time-saving become apparent (“Ooo, can I take out the need to land in front of saw blade after the wall-jump by just wall-sliding a little higher on the wall and jumping it in one go?”).

Super Meat Boy

Too much salt is bad for you, m'kay?

I found myself doing this for every little chunk of a level, trying to critically analyse its make-up and navigate the most efficient path possible, trying to hone my muscle memory such that I could replicate it every time. After you’ve reached that level of depth, that’s when you try to string everything you’ve learnt together in a perfect run for a world-beating leaderboard time! Incidentally, if you like competing with your friends on leaderboards you will love this. I was ranked pretty highly around the time it came out (both amongst my friends and the wider XBL public) but I dread to think how far I’ve slipped down now.

It’s very addictive and there’s nothing more exhilarating than nailing a perfect run and rising up the leaderboards. On some of the levels, there’s nothing more exhilarating than actually finishing it!

Mansions of Madness

I’ve order this. I’m hoping it will arrive before the weekend:

It looks amazing. Who wants to play?

Also, props to Corey Konieczka, the game’s designer, for rocking the greatest neckbeard man has ever seen!

Apologies for my lack of updates. It would seem that even the simple task of recounting what I’ve been playing each week has fallen against my extreme laziness. I shall make amends.

Space Hulk Rules: Help Me! #2 – Overwatch

Having uncovered the mysteries of Close Assault in the first part of my ‘Space Hulk Rules: A Clarification’ series, we’re now going to look at yet another section of the rulebook that fails to fully explain itself:

Overlapping Overwatch

Space Hulk - Overlapping Overwatch

Overlapping - A Genestealer moves into LoS of two Overwatch Terminators

I’m hoping that this one will be a simple one to answer. In the rulebook, it states that if a Genestealer performs an action in the fire arc of more than one Terminator on Overwatch then:

…all of the Space Marines must take their shot at the Genestealer, and you must roll for them all, even if the Genestealer has been killed by an overwatch shot from another Space Marine!

That’s straightforward enough I suppose, but if you’re going to explicitly say that each Terminator must roll, why not just add a sentence to explain why?

As I understand it, you roll for everyone because there’s a chance that one of them could jam their gun and therefore have to spend an AP to unjam it, should another Genestealer happen to appear. Why not clarify this though? Is it possible for one Terminator to shoot a team mate by accident? If so, what are the engagement rules for that? If not, why not bloody say that then?!

Similarly, there is a question in the (frankly lacking) Space Hulk FAQ (PDF) about using the flamer on a map section that contains another Terminator:

Q. Can the Heavy Flamer target a section that contains a Space Marine?

A. As long as the target square is empty or contains a Genestealer, yes.

OK, so are there any repercussions for doing this? This issue did actually come up in the last game we played (or would have had I not lost so badly). Does the Terminator have to take some kind of defence roll? The Heavy Flamer is ridiculously powerful (Genestealers are killed by a +2 roll of a D6) so how can the Terminators be completely immune?

Why not just add one sentence to clarify the situation (e.g. “Terminators do not take damage from the Heavy Flamer, but cannot pass through map sections that are already on fire” or something similar)? The vagueness is so fucking FRUSTRATING!

Ahem. Sorry about that. So, what do you lot think?

Next time: The oft-discussed issue of miniature placement!