I was talking about the antihero setting just above, which shakes the eye on feature films like the Gangs of New York, but also at Assassin’s Creed Syndicate, to stay in the sow. Indeed, the style of Antihero is the thing that struck me more.
Characters are characterized by a very clean and clean trait, even though they can be perfectly distinguishable from each other. Not surprisingly, given the isometric view and the fact that the characters are almost twice as high as most of the buildings. For the rest, we are faced with a relatively classic turnaround strategy with well-marked boxes and shifts.
Each player has the central unit, the Master Thief, which may be the same Lightfinger or one of his allies. The Master Thief can steal inside the homes of precious gold, with which other units are recruited, can attack (but will inflict a few damage even if enhanced) and reveal map portions for allied units.
The interesting aspect of Antihero’s movements is that the units are not bound by the classic “step-by-step” system, but can move anywhere on the map where there is no fog. Otherwise, you can see the Master Thief opponent’s movements as well-visible red footprints, so you can predict the maximum travel distance of the opposing units.
The other available units are: the classic “scunts” of youngsters who do not fight in any way, but they can occupy special buildings in order to activate their effects; the guardians who guard the body remain stable in a box for two shifts, preventing anyone from passing; the gang (the most interesting unit of all), the armed strength of the game that is powered to every killing accomplished, can inflict more damage, collect more gold for killing, or eliminate more “monelli” inside a home , and his life expectancy can be increased by giving him the sgherri; the city official instead kidnaps all the boys inside a building, is an expensive but effective unit if used at the right time; the saboteur placing an invisible trap in a building that stuns the bad guy who enters us; and finally the classic assassin, a single-use unit that deals six damage (the gangs are maximum five-point life, and they are the most resistant) to an enemy that is visible on the map and then disappears.
Each unit has its utility and its weakness, of course, and even those that seem more dangerous (the officer and the killer) are still so expensive that they often represent the only use of money in one turn.
Turns of New York The Antihero economy revolves around two resources: gold and lanterns. The cone serves to recruit new units, which will cost a single coin for each copy of the same that is deployed in the turn. The lanterns instead serve to unlock new voices in the skill tree, which rescues each game and needs to be rebuilt. The branches are three, and are linked to the resistance of the units, to the capabilities of the Master Thief and to the furtive actions
. In fact, it is difficult to understand the sense of positioning of some perk, as for example the number of actions that the Master Thief can do and the strengthening of his dagger (so inflicted damage) are on two different
branches. Once you have got your system’s confidence, however, everything works as it should. You can choose one or more boosts each time, or make charity, and in the latter case you will be stocked with some gold or lanterns, depending on the player’s choice. With lanterns it is also possible to buy a bribe, or one of the ways to bring home victory points, and then the game.