Tuesday, May 26, 2015

VS 2: Everything is different now

And with a mighty wallop Danny Mandel has exploded the entirety of the VS related internet-universe with the long-awaited breakdown of the gameplay changes we'll be seeing with the July release of VS 2PCG. (I still think it should be VS2:PCG! but alas.)

I'll try to address my general thoughts as I go through his UPPER DECK POST.

He first tells us what we are keeping, and of course it all makes sense to me (Since I want to keep it all! haha!) The disclaimer tries to be cute but whatever, changes. get to the changes. Hit me already.
There is no going back now kids... Here we go:

NO MORE ENDURANCE: MAIN CHARACTERS
When it was first mentioned that we'd be seeing a new "hero character" approach I was quite happy about that. It certainly provides a fresh means to inject some changes into similar decks and how they play out.
Enter, the "Main Character". You start the game with a Main Character in play, each character card (Not just the Main Character) will have a new stat aside from ATK and DEF called WOUNDS. When a character is stunned it gains a wound. if the number of wounds is equal to the WOUND stat it is KOd. If your Main Character is ever KOd, you lose the game. Of course, Main Characters have a high amount of Wound levels. (most have 5-6 wounds)
Unlike Alter-Egos, Main Characters have ATK and DEF stats as well. they function as any other character would, but when certain conditions are met, they can level up, increasing their ATK/DEF and obtaining new hero powers.
WHAT IT MEANS
TOKENS! Tokens frikkin everywhere! I played WoW TCG,and I survived the ludicrous amounts of dice needed to track hero and ally health increases and decreases and I don't miss it. But back into the breech we go gentlemen. Was 3-5 dice enough before? HA! get 5 more. MINIMUM. That in addition to any specific ability tokens you may need. While you're at it maybe get some of those dice in a different color in case +1/+1 counters are a thing as well. We don't want to confuse our Main Character's wound counters with +1/+1 counters would we?

What about meta changes to a non life-point game? Burn decks are gone forever. Beyond that, entire playstyles are removed never to return. Endurance totals placed you into the game in a way that left you feeling like a participant. When Galactus came into play he didn't hurt your board... he hurt YOU personally. when you were pushed into the red zone, that's the moment when Shadowpact really turned up the heat to give you an advantage. By the same token, many a draft was turned on its head with an unexpected life-gain play. The VS revamp, for better or worse, has opted to remove this aspect for a more-combat-centric game. With so much riding on the back of your Main Character, you can bet our staple methods of dealing with characters has gone the way of the Dodo as well. All early-costed KO, RFP, and Spin effects are probably gone. Nobody will want to lose on turn 2 with a finishing move on a Main Character, after all. 


FULL RECOVERY: FIELD PRESENCE 101
Since wounds now completely dictate the ebb and flow of field presence, the recovery phase now recovers everything that stunned. A sensible adjustment. But costly in regards to cards becoming unable to compete with power creep as newer expansions add better quality characters.
WHAT IT MEANS
Expect to see whatever team with the best wound-cost ratios at the lowest costs to dominate early events. #thenewswarmdeck

PROTECTION, FLIGHT AND RANGE
Front row characters now protect ALL support row characters, Flight will still be able to attack the back row from the front row and range will still be able to attack from the back row but now, range is unstunnable against all defenders except those that also have range.
WHAT IT MEANS
Range in VS:2 is very similar to Long-range in the WoW TCG, I also expect to see s keyword applied to defend against this similar to MTG's interaction of Reach and Flight.


REMOVAL OF THE INITIATIVE
Initiative is gone.
The turn sequence is now:
  • Draw Phase: Draw two cards.
  • Recovery Phase: Recover and Ready all of your Characters.
  • Build Phase: Play a Resource, Recruit Characters, Rearrange your Formation.
  • Main Phase: Start any number of Combats, one at a time. 
WHAT IT MEANS
The game of cat and mouse is over. And honestly with it, a page ripped out of the identity of Versus System. The nuances of mastermind VS mastermind now make way for a combat-centric beatdown. Now, don't get me wrong, the latter is fine, but a combat-centric battle engine often doesn't leave much room for interesting out-of-the-box builds. The phase order changes seem odd but i'd guess Upper Deck got sick of the infamous "start of" phase triggers. Especially around recovery.

PLOT TWIST AND LOCATION CHANGES: ...WHY?
Plot twists can no longer be played from the row, while Locations are now fuel for Hero Powers with no other lasting effects. Locations are flipped face-down (WoW quest style) upon use.
WHAT IT MEANS
 Conventional Team-ups are gone forever. Seriously. Team-ing up is now only viable as either:
-A hero effect
-A character effect.
-An equipment effect. (although equipment hasn't been confirmed to return)
Yeaaaah... can't lie. I hate this.We may see new rules allow for universal mixing, however, but as it currently stands, it is safe to assume crossovers are gone. Back are the days of WoW TCG, where players sit for an eternity trying to decide which ability to toss to the row, never to be seen again. The value and motility of any discard cost plot twist, will fall from grace quickly making way for the more atypical rush builds focusing solely on "who draws the most +1's?"

FLATTER STAT CURVES: LESS PRESSURE TO HIT YOUR TURN DROP
Since the turn player is always ahead in resources, it forces a nerf-bat approach regarding ATK and DEF values, minimalizing the spike in later drops vs early drops.
WHAT IT MEANS
No chance for any of us to play "New VS" against "Old VS". Casual VS players everywhere, are shrugging and sighing.

OVERALL GAME CHANGES: MUSTANGS VS MUSTANGS
So we have a design team overhauling the VS Game Engine as if they were installing a Rocket into a Moped. Everything changed for the sake of Speed and Combat. Now as much as I sound like an old man sitting on his porch wailing about the fall of mankind, I can really, (I'm serious!) REALLY get kind-of exited about this game!

So what's the problem Then? Well, for the most part, none. and for another part, EVERYTHING.
With this radical new speedy approach we very well may see things done that no VS player has ever had to do before. For starters?
A best of 3 format.
How about something else integral to a best-of format?
Sideboards.
It only makes sense, really.
Vs System, with these changes, goes from a high utility game engine where players build a 60-card all-encompassing deck that can attack, defend and answer tough matchups with skill and planning. To another game decided by the quality of your side-deck.

Now I should digress.

Upper Deck hasn't actually revealed a best of 3 format or side-deck utility. But it certainly isn't a reach to assume it is coming either.

Those that have a problem with the changes unfortunately face a problem of the heart.
Versus System 2PCG is NOT Versus System TCG any more than a Ford Mustang is a P51 Mustang.
The problem is: no matter which group you find yourself falling in line with, the community divide is entirely on personal preference. If I love the new game, I'm right! If I hate it, I'm still right!

Superior technology in every way, and still doesn't fly.

Perhaps it is something as simple as the familiarity of a name to cause many of us to defend the game we enjoy so much, and rue the day VS changed. Adversely, the name really shouldn't matter at all, should it? Should I be grumpy that a company promised me a Mustang and gave me a car instead of the plane I expected? No matter what your answer, you are correct.

BUT FIRST I MUST RANT

I just have to say it.
I mean, come-one guys, COME ON. Teasing VS 2PCG as the return of VS was an outright lie. Glad you sold those 10,000 worthless LCG packs last year at $50 a pop? You're welcome. The old VS community literally paid a smooth half mill in startup capital for this new Marvel Comics Card Game venture. And don't think I forgot that time UDE posted on april fools day 4-5 years ago "gauging" interest about VS returning either. Not Funny. The pessimist in me was right. God help me. CaptainSpud was right. /endrant

WRAPPING THINGS UP

While I helped carry the VS TCG community in many ways, I can honestly say I love that game. While I was a part of it it was a humbling roller-coasting earth-shattering uplifting challenging and rewarding experience that has rewarded me with stories, experiences and friendships that in many ways I still have not seen the depth of it's effects in my life. I met my lovely wife and mother of my child playing away at this game. (Love you Stephie and lil Schala!) So certainly it holds a lot of meaning for me. I am not ashamed to say I am disappointed our game... MY game didn't remain intact.

But lets be real here, I will quietly (and sometimes not-so-quietly) pine for the days of old where your skill won your games, and your VS deck was a metaphor for yourself as you took on all-comers in a quest for perfection. It is a game I will continue play it for as long as I am fortunate enough to have a skilled opponent at my disposal.

That doesn't mean I'm not going all-in on this rebooted game either! I'm still going to take Danny Mandel at his word and let the new game speak for itself. I hope you all do too. Legendary seems well run. VS2: the questionable sequel is a go for 10k support as well. And yes, I'll give it a shot. in the meantime.... I'll still throwdown some old school VS with any old pilot that wants a game.


I don't see no Goddamn sunset!



Friday, May 22, 2015

The return of VS, thoughts musings and whatever.


The triumphant return of VS has been announced and I just have to say this out loud...
the new name sucks. No really. It blows.

I can only imagine a scenario like this:

UD rep #1 - So we're bringing VS back?

UD rep #2 - Yep, but the original designer is going to change a few things first.

UD rep #1 - Ahh I see, that could be cool, but if we're changing it, what's the new name going to be? We can't use LCG. Oh god i don't want to remember that. Maybe something like PCG?

UD rep #2 - PCG?

UD rep #1 - Yeah! Stands for Player Card Game. It could have a nice ring to it!
*dramatic voice* Versus System 2: the Player Card Game.  Simple, to the point. It has a ring to it though. VS 2: PCG... yeah I like it! write that down will ya?

UD rep #2 - Yeah got it. (quickly writes down VS 2PCG) Ill send this one up.

So look, if somewhere out there, UDE rep #1 sees this, I feel you man. and i just want you to know...
I know what you meant, man.

So anyways the first FAQ was released today, not much was revealed, but lets clarify what we know:
- the 400 card set is complete playsets, this leaves around 25 cards per team. Not the largest margin of diversity, but i'm hoping generic team-ups will add options. I'm also hoping if army cards are reintroduced we see more than 4. or else army lists ared gonna get HELLA expensive.

- The game is reworked to use hero characters. This actually could be good. in the past we've had some quirky fun with alter-egos. you remember them, right?


See? I knew you would! This could be a very successful page right out of the WOW tcg and i am actually diggin it. Not sure how similar they will be, but hey, not a bad idea.

-The release will include 4 teams, given UD's preference to work closely with scheduled releases, I'm guessing the recent Marvel franchise movies will all be covered to some extent. Guardians, Avengers, Fan 4, and Spider-man maybe? It seems as logical a guess as any, after-all, nobody specified it would only be the Disney marvel universe included, after-all.

Did our nagging questions of the nature of the change to VS get addressed?
Not really. I'm certainly waiting with held breath as we have been promised a more detailed run-down from the game's original design lead when hopefully, we learn the answers to questions like:
-We were told initiatives were done away with. Is this in name only? How can you balance such a striking removal of what made VS System so unique to begin with?
-Can a tabletop player play old content vs new content?


Until those questions are answered for a start, most of us old VS dogs will probably just keep baying at the moon.

In the meantime, check out the original FAQ for yourself  HERE!!