The Rocky Balboa-esque boxing theme and pixel art are what got me to try out Punch Club, a management game from Lazy Bear Studios. On the surface, the idea of moving direct control away from the fighting seems like a bad one, but it’s satisfying to see your training pay off as your character punches, kicks, and blocks on his own. Outside the ring, it’s all about efficient management of time and money – you want to spend each day training and sparring to improve your chances of winning, but your character also has to buy food and gym membership, which means taking on construction and pizza delivery jobs to make ends meet. Making things more difficult is the fact that your three main stats – strength, agility, and stamina – actually drop a little bit at the end of each day. Just like in real life, it takes sustained work to keep your physique in good shape.
The biggest problem with Punch Club is the skill system. When I played the game, its three main build paths were very imbalanced. Initially, I went with a strength build, called the Way of the Bear, and found halfway through that I had hit a wall against the agile opponents whom the game heavily favors. The intent behind strength characters is that they get fewer opportunities to punch, but can end matches quickly if they can string some hits together. In practice, unless your agility stat is comparable to your opponent’s, you probably won’t land a hit at all. The Way of the Tiger, on the other hand, allows you to focus solely on agility and a little bit of stamina, learning counterattacks that use your opponent’s strength against them. The supposed weakness of agility – damage potential – ends up not feeling like a handicap at all. And the stamina-focused Way of the Turtle is apparently even harder to succeed with than Bear.
It’s a shame, because the interplay between the resource management and fighting works well fundamentally. If you were given more interesting and well-balanced choices in terms of designing your character and his (or even her?) story, it could have found a permanent home on my phone (where I think this game is best-suited). As it is, one time through is enough for me.
Frozen Endzone entered public beta toward the end of last year. This futuresport uses the same turn-based system that was implemented so well in Frozen Synapse, the creator’s first game – instead of players taking discrete turns, there is a planning phase before both players’ moves are executed simultaneously. The sport behind Frozen Endzone bears some small resemblance to American football, with robotic athletes running and passing a ball to reach the endzone, although obstacles (both hand-crafted and randomly-generated) are present on the field.
Mode 7 is planning all the single and multiplayer features that are expected of such a title, but are counting on a successful beta period to help them achieve these goals. So if this type of game sounds like your thing, you should take a look – the developers clearly know what they’re doing with fast-paced tactics titles.