AntiHero Game Review
Developer: Tim Conking
Publisher: Versus Evil
Release: 10th July 2017
Steam Price: $14.99 USD
Update: 1.0 16 on 18th
of January
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7PPRpwF_UKOBHSrwHkKYppwT-49hd9t62sn2T7tbmVeUhbgTLukkUKtRfWB5GP-_1TgXp-lEnjo2-RmM3oNBLDx58aXppkL0d7DhO5tC1Re3nihnR5a1qSnQDxklXpBJlLewpWgBpp8p4/s320/Title+Screen.png)
Firstly, AntiHero is dumbed down
from the much bigger turn-based strategy games. Which means anyone can play it.
The tutorial is easy to understand, and the gameplay is straightforward. But this
does not mean it takes away from the strategy aspect of the game. The upgrade
tree is in three sets, with only nineteen upgrading branches. By the time
either player wins the game there will not be enough time, or resources to
upgrade each branch (unless in the tutorial). Therefore, deciding what to
upgrade, and what type of approach you will take on your turn is essential. The
game can be won by completing a certain number of quests, and some maps require the completion of unique quests. It’s a slow, strategical race to collect several
quests for that match.
In multiplayer, I was playing
against someone who had constant majority map control, alongside a steady
resource income. On the other hand, since early game I had concentrated on
finishing the quests early even at the cost of sacrificing map control,
resources, and people to achieve it. I was playing chaotically. In the
end, my opponent had three quests left, and I had two. I could see that he
could comfortably win next turn using the resources he gathered, and map
control positioning. But I swooped in,
taking the win, simply because of the early game pre-planning to finish the particular
quests I aimed for from the start. The great thing about various maps in a
strategy game is the variety of tactics that come from the individual
circumstances of each player. For example: my playstyle might not have worked on
another map, or with a different unique quest.
The second feature that separates
this game from the rest is the stylish theme. The narrated story at the
beginning of each campaign map explores the life of a thief in a thieves’ guild
during the Victorian era. We follow Lightfinger; the master of the thieves’
guild on his journey to defeat his rivals. Lightfinger recruit’s street
urchins, hire thugs, start a gang, upgrade the guild, steal everything,
bribe, blackmail, and assassinate the corrupted citizens. The voice
acting was well done, adding a flare to the short amusing story. The art style is
compelling with a 2D dark-thick-outlining, cartoon-hand-drawn style, and a
harmony of colours, each model resembling a cardboard cut-out, (similar to The
Darkest Dungeon or Don’t Starve, but with less of a gloomy mood). Each model
felt interesting. The character design choices are meaningful to what the
characters do in the game. The building designs distinguishes themselves from each
other. An old orphanage with a messy yard is different from the clean, modern looking golden bank buildings. From the attack animation, to the slight swaying animation, all
characters display a personality. My favourite animation in the game is by far
the Truant Officer capturing the infiltrated Urchins. Such an awful act, yet so engaging to watch, as the children are being put into the cage and carried away. The sound effects also
suit each action or reaction, & the background music was atmospheric to the
sneaky methodical theme.
During my gameplay, I found the
normal mode too easy, and quickly changed the difficulty level to hard. The
more campaign bosses I beat, the harder it was, and the more addictive the
gameplay became. I was stuck on Chapter 6: Three Corners for a while, since it
forced me to change my strategy. But once you learn the various tactics, I find
the playthrough will easily flow into the next turn.
Content patches and additional content are still being put out for AntiHero. The last update added many quality of life
changes, to improve the look and feel of the game. Since the repeating
animations can take a long time, the developer added a fast forward button to
skip animations, or visuals of the enemy players turn. This update has improved
my gameplay experience by saving time and allowing for a quicker multiplayer
experience.
Going into multiplayer I expect
a constantly active game, but was disappointed by the time it took for another
player to respond. Multiplayer can be played over a long period of time, with email
notifications informing the players of their turn. The campaign alone is the
main reason to buy this game. The slow multiplayer and Skirmish modes will not
keep players playing the game for long. I have seen streamers versing each other,
which might indicate that playing with a friend might be much more enjoyable
than online with random players.
Right now, AntiHero is on a Pc, Mac, Android, and IOS. I have only played AntiHero on Pc with a mouse and keyboard, but from the Pc run-through, it plays like it could also work well on a touch screen. I am excited to see more games
from Tim Conking. AntiHero is great new twist on the strategy genre, with a
compelling theme, easy to understand gameplay, and an overall delightful experience.
I rate this game: [ Fun ]
http://versusevil.com/games/antihero/
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