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
AntiHero is an indie turn-based strategy PC board game that challenges the player to compete in a multiplayer, or vs AI game. Each player strives to develop a structure of income, gain area control on a map, and complete a certain amount, or certain type of quest. Like many other turn-based strategy (e.g. most notably; Sid Meier’s Civilization VI) the game is about out doing, or out thinking your opponent. What distinguishes it from the rest of the games are two district features.
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. Some maps require, or have on the board 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 almost 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 defeating his rivals. Lightfinger recruit’s street urchins, hire thugs, starts a gang, upgrades the guild, steal everything, bribing, blackmailing, and assassinating 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 or 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 distinguishes themselves from each other. 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 enjoyable to watch the children being put into the cage. 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 is 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, the only way to play AntiHero is on a PC with a mouse and keyboard, but in the future, it might be a good port to an Apple or Android touch device. 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 ]
6.9/10