One of the most critically adored and commercially successful board games of the last 10 years becomes digital on Switch. But, without its cards and counters does the magic get lost?
Devloped by Asmodee Digital
Released in 2019
It’s
Friday night in Playopolis, Rochester. The bar is crowded, the air is filled
with laughter and the tables are filled with cocktails and board games. Huddled
around the tables are former video game geeks, who once would be playing
digital games at home but now are enjoying the company of like-minded people. I
know this because I’m one of them. The video game industry is booming;
more are playing games than ever before but despite this there has been a
board-game renaissance. Perhaps due to the decline of coach co-op games, many
have exchanged their controllers for dice in order to play games socially. “For
a time, video-gaming offered a level of physical social interaction, at the
arcade or through multi-player sofa games that friends or family members could
play at the same time, in the same room” notes the Guardian’s Dan Jolin. “Then
multi-player video games moved online, and fellow players became physically
removed from one another, if not completely anonymous.”
My
group are lost in a melee of rhymes playing ‘Obama Lama’. Next to us a couple
in their thirties are building railways around India, and at the back of the
room two teenage girls are playing ‘Dream Phone’ laughing at the oversized
phone that they believe surely must be a ridiculous exaggeration of what people
used in the 80’s. Inspired by the popularity in America, Playopolis is one of
many Board Game cafes popping up around the UK. Market research group NPD, have
noted a 20% rise in Board Game sales since 2016. Many, like me, have come to learn
that board games aren’t limited to ‘Monopoly’, ‘Cluedo’ and ‘Warhammer’. Modern
games are diverse and varied, adaptable to the occasion and the company. To
accompany an evening of drinking there’s ‘Dobble’, ‘Exploding Kittens’ and
‘Cards against Humanity’. When I have more time, I can gather my friends and
spend an hour as cowboys exploring a cardboard train, or even spend a couple of
hours exploring a dungeon as adorable mice.
While
admittedly still new to the board game brigade I already gave my favourites and
amongst them is certainly ‘Pandemic’. Described by Dan Jolin as “a key title in
the board-gaming resurgence” it’s a complicated and brutally hard board game
where the players must collaborate to fight the outbreak of horrific global
diseases.
Catherine
Howell, curator of toys and games at the V&A Museum of Childhood in London,
described ‘Pandemic’ as “the game of the moment” when she chose it as one of
four focuses in her exhibition Game Plan: Board Games Rediscovered. It’s the
poster child for board games recent popularity, a game that’s appealing to
those new to the hobby yet strategic and scalable enough for those who have
been playing for years. ‘Pandemic’ was created by Matt Leacock, a celebrity
designer amongst the Table-top fraternity. “Games were my favourite birthday
gift,” Leacock says, “but I’d get very excited, open up the box, then we’d play
and there would just be crushing disappointment. The games never seemed good
enough to me.” Even from a young age his genius would show as Leacock would set
about improving the disappointing games. Redesigning the boards to make
something better using the same components.
He
designed ‘Pandemic’ to see if a game could work “where there was a lot of
really frightening non-linear growth”. An unpredicted game filled with
surprises and twists, where you’re more likely to fail than succeed, especially
if you don’t work together. ‘Pandemic‘s success is in part due to its strong
narrative and the atmosphere it creates. As such it’s appealing to video game
fans, something Leacock was very much aware of. “It’s [designed to be] similar
to an electronic game in that you chose your characters, you get new rules and
the state of the world changes. Irrevocably, in fact. It is an unveiling
story.”
‘Pandemic’
is a cooperative crisis management board game but rather than competing with each
other, players work together. To win the game the players simply have to stop
four deadly diseases from spreading across the world map.
Once
the game is set up, you’ll start with 9 infected cities dotted around the
world. Everyone then draws cards from a deck, and the cities named and colours
of these cards dictate what you can do.
Taking it turns, each player can perform up to 4 actions to stop the
spread of the virus and hopefully find a cure for them. Actions include using a card to fly to the
named city, discarding cards to build research stations or indeed moving
between already built research stations. An action can also be to fight infections
at your current location or swap cards with other local players. To cure a
disease for good one player has to exchange five cards of the same colour. Do
this for all four diseases and everyone wins the game.
To
spice things up further, everyone playing picks a different character. This
gives them access to a specific special ability that should help your World
saving intentions. (If you’re playing alone, you’ll pick two characters and be
in control of both.) While all characters can perform the same basic actions a Dispatcher
character can move other players on their turn. The Operations Expert can build
research stations easier. Scientists can cure a disease quicker and similarity
the Medic removes infections from cities more efficiently, while the Researcher
can distribute cards easier.
At
the end of each round cards are drawn from a second deck, and the city named on
the cards drawn becomes more infected. If an Epidemic Card is drawn then the
next named city becomes severely infected and all hell breaks loose as
infections rapidly spread to previously clean neighbouring towns with sometimes
catastrophic chain-infection-reactions.
It’s
the Epidemic Cards that make ‘Pandemic’ so un-predictably exciting and so hard
to beat: Run out of infection cubes – game over, have too many outbreaks – game
over, exhaust your draw deck of cards – game over. A team of players accustomed
to the rules should only expect to win 40% of games. I’ve played through dozens
of times and only one once. You can even
fail for multiple reasons in a single game, especially if you’re playing on a
harder difficulty that demands more dreaded Epidemic cards in the infection
deck. But victory feels so fantastic because the odds are stacked against you.
When I did win my first game I was genuinely elated, tweeting pictures of my glory
for all to see. When playing as a team you’ll collectively feel like you have
genuinely saved the World and this sensation is perhaps why Eurogamer called ‘Pandemic’
“the most successful cooperative board game of the last ten years,
possibly of all time”.
Reading
through the game play may have baffled you, Infact the complexity and depth of the
‘Pandemic’ board game does feel overwhelming when you first play. This is why a
digital version of the game, such as this Switch release, could actually prove
to be a fantastic way to learn the game. As ‘Pandemic’s creator Matt Leacock
notes the digital version “includes a complete rulebook but also more
importantly a tutorial that guides you through the game. So you can give it to
a new player and walk them through the steps for playing the game, it’s a great
way to learn.”
The
Switch port is an enhanced version of the iPad release. This was created with
the full involvement of Leacock and he was impressed with the end result. “The
developers spent a tremendous amount of attention to detail, to make sure that
they got the rules right” Leacock says. “I'm very, very happy with the quality
of the release; I gotta say it does an especially good job of letting you know
when things have gone really really badly!”
Obviously
the big advantage of playing a board-game digitally is that the AI handles the
complicated set up and distributes all of the game pieces. In the box for the
‘Pandemic’ board game you’ll find, a board, 5 player pawns, 6 wooden research
stations, 6 infection markers, 96 wooden disease cubes, 48
infection cards, 59 player cards, 4 role cards and 4 quick reference cards. It
quite a lot to keep track of, that’s without factoring in the worry that you’ll
lose a piece. As Leacock notes “setup is handled all for you. The digital game
shuffles the decks, infects your cities and gets you up and running in no
time.” Matt Leacock is also happy to
point out another obvious virtue of this digital version of ‘Pandemic’ over the
board game. “one of the things i really like about the [digital] game is that
normally when you set up ‘pandemic’ you need a table, you need to lay
everything out. But this new version can played anywhere. You play it on a plane;
you can play on a train you can play it on the couch. “
Character
movement around the map has been significantly streamlined in this digital
format. You no longer have to move city by city. Instead a green line will show
possible destinations, also detailing how many action points it’ll use to get
there and if a location card must be discarded to make that trip. So now to
move a character, simply cycle through destinations using the D-Pad and decide
where it’s best to end up on the World Map. Other non-move actions are handled
using a command bar at the bottom of the screen. If it’s possible to treat an
infection at a location, build a research centre or even cure disease, the
option will be selectable. Also throughout a players turn, you’ll be frequently
reminded to use Event Cards if you have them. These cards can be obtained
during the draw at the end of each round, and prove to be a huge aide to the
player. If the end result of your turn
isn’t quite as productive as you’d hoped you can always undo actions completed.
Or you can pass control onto the next character. While there is a local
multiplayer mode, this simply means each player can use their own Joycon. What
I found to be more reflective of the original Board game was to play it in Solo
mode and instead pass the same JoyCon to another player when it was their turn
to play. There is no online play available, which is probably down to the fact
that communication and co-operation between characters is essential if you’re
even going to have a chance of over-coming the odds.
Much
of the original appeal of ‘Pandemic’ was the atmosphere it created. Almost
‘Resident Evil’ like terror was created using just coloured cubes, incredible
art work and the inherent tension created by playing the game itself. This
Switch version using artwork from the 2013 2nd edition of ‘pandemic’, but all
the character and card illustrations, have received a noticeable upgrade in
resolution compared to the Android and iPad versions of the game. Character portraits
now subtly move when it’s their turn, which doesn’t change the gameplay in any
way except making the screen feel less static. There’s also various other
visual tweaks that just make this latest Switch release more functional, even
if it ironically distances it further from its board game origins. Player
pieces have gone, replaced on the world map with character icons. The
progression of viruses and the number of remaining cards are much clearer at
the top of the screen. Additionally the cards characters are carrying have been
moved to the left of the screen with a much larger cleaner font. But these aesthetic
tweaks will only be noticed by those who have played other digital versions of
the game countless times. The prevailing atmosphere remains, and much of that
is inspired by the subtle yet incredible cinematic orchestral sound track. As
the infection rate increases, the intensity of the music increases, managing to
strike that fine balance between game embellishment and not distraction. However,
the sound effects are hugely distracting, and at times there really does seem
to be too much noise going on. Every movement prompts either a car screech or
an airplane whoosh. There’s a weird metallic noise when cards are drawn and
also one when they are placed on the discard pile. There seems to be a cacophony
of bangs and whoosh and when you’re trying to think you just long for peace and
quiet.
Obviously the appeal of a
game based on a complicated and brutal board game is admittedly limited.
‘Pandemic’, in whatever form you play it in, is a strategic challenge where
thinking and long planning are required. Those in need of instant action or
immediate sensory overload won’t be remotely invested. The screen shots dotted
around this article look identical, because what you see in the game is all
pretty samey. All the dramatic music and beautiful pictures of cards won’t mask
that you’re still playing a game that depends on your imagination. For the half
an hour you play you’ll just be staring at a World map, as icons appear and
vanish. There are no cut-scenes showing civilians escaping epidemic, no
dramatic CGI intermissions despite what the launch trailer may have suggested.
And after staring at this World map for thirty minutes, you may not even win
through no fault of your own. Like so
many table-top games, sometimes a victory simply isn’t possible due to the literal
luck-of-the-draw. The wrong cards being dealt at a crucial moment can make or
break your game, and if that infuriates you ‘pandemic’ simply isn’t for you. But those looking for a thoughtful and intense
experience may well love this Switch version of ‘Pandemic’ and who knows it may
even be a gateway into trying other similar board game adaptations; or the
original games themselves.
I appreciate the
contradiction; singing the praises of getting together and playing a board game,
while endorsing a digital version of a game that can actually be played alone.
But for me, digital versions of the board games I Play on a Friday night have
been a fantastic addition to my new found hobby. Clearly I enjoy playing board
games, but when you’re alone you lack others to play the games with. Having a
digital version means AI can fill the spots left by absent friends and a
favourite board game can still be enjoyed. Having a digital version of
‘Pandemic’ I could keep dipping into meant I got chance to fully grasp the
rules and the game’s nuances. Then when I played the physical board game with
others I could bring a new found knowledge to the table, greatly increasing our
chance of success.
‘Pandemic’ works as a
video game, because the original board game was designed to appeal and convert
video game players into board game players. For me the game feels as immersive
in both forms and its testament to the design skills of Matt Leacock that the
game can transcend mediums so easily. This Switch version of ‘Pandemic’ won’t
replace my desire to play the physical board-game on a Friday night at
Playopolis Rochester. But what I may well do is play this digital version on
the train getting there.
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