Battlefield 6 is fine, but too expensive.

As we approach the end of the year, I’m pretty tired. I have a bunch of cool writeups I should finish up (Blue Prince! Omegathon!), and a few posts like my writeup of Horses that could go up, but I’m somewhat hesitant to actually post, because they’re both A) slightly soul scouring and B) I think Horses purely as a video game is pretty banal, and not some sort of incredible and transformative piece of interactive media. Wheels of Aurelia was more innovative in it’s mechanics and narrative.

So while scrounging around for something to talk about, I remembered that I’ve played 100+ hours of Battlefield 6. So lets talk about that real quick.

A quick confession.

I loved Call of Duty. However, just over four or so years ago, I stopped playing Activision-Blizzard games. If that wasn’t clear enough, when Diablo 4 came out, I made some statements that will probably prevent me from ever being invited to certain press events. Really, the kick-off for all of this was when Blizzard censored a Hearthstone player protesting for Hong Kong. I really don’t like it when companies kowtow to authoritarians of any stripes, so I stopped playing their games. No Overwatch. No Starcraft.

But I missed Call of Duty the most. I loved me my stupid gun shooty game, and I’d fire it up every day after work on my travel laptop. There’s some deep think-pieces on the the soft power image control of the military gun violence fantasy, or the jingoistic nature of the campaigns in these games.

I don’t think I’m qualified to write that piece and frankly, I’m not very interested in trying to write it. I didn’t even play the campaign in Battlefield 6, because I’ve never understood why you would play the campaign in one of these live service shooters. I’m just gonna talk about the game as it is for me, which is mostly Call of Duty methadone.

The General Overview

I was gonna joke that I could just copy my Battlebit review across for this part, but I actually can’t. My general take on Battlefield 6 is that once you’re in a game, the general experience is pretty good.

Guns work well. Movement feels good, and a lot of the weird secondary gadgets are quite useful. Maps are mostly even and pretty well designed.

There are definitely weak points. The map pool is a bit anemic, and pretty much every game mode reuses the same maps. I wish the engineer class had a second gadget that was actually useful modes without vehicles.

But once you’re in a game, it’s a good time. Everything that isn’t the game though?

It sucks.

The game is $70, with an in-game cash shop and battlepass. The battlepass has it’s own mini-battlepasses, with timed challenges for maximum FOMO. If there’s a way to make more then 3 loadouts for a given class, I haven’t found it in the labyrinthine menus. Getting the game to even launch for the first time is a pain, not a huge pain, but a pain.

Every update also seems to make the game slightly worse. The most annoying one for me is that helicopters seem to have some sort of animation culling turned on now when they’re far away from me, and given that helicopters are in the sky, they are usually far away from me. It makes it look like a Pokemon game.

Also, now it’s time for the longer set of complaints

Battlefield isn’t realistic, or super memorable.

If there’s anything I’ve learned from reading ACOUP, it’s that I don’t know anything about war. And if there’s anything else I’ve learned, it’s that games will almost always sacrifice fidelity for fun. By default this does not annoy me. When Battlefield 6 added the cash shop, I wasn’t pissed because someone could now play as their fursona, I was pissed because I had already paid $70 fucking dollars for this game.

That said, for a game about high troop number combat, you would think there would be literally any way to meaningfully communicate with the other 28 people on your team. I’m pretty sure modern war isn’t conducted by taking 32 dudes, giving them thousands of dollars in military hardware, and then pointing at a burnt out mall and saying “Go fuck em up!”.

But wait, you say. You say 32, then 28. Those are different numbers. Yes, they are, because you do have voice chat with your squad, but you only have text chat with the rest of your team. I have used the text chat maybe 4 times total. The only time it had any measurable impact was when one teammate was complaining that a challenge was too hard, that they could not overcome it, to which I suggested that “through jesus christ all things are possible”, which was followed by a series of “amens” from other team members.

They managed to complete their challenge.

Side Note: I suspect that the Lord, if real, and in the habit of intervening in the mortal world, has better things to do with their time then help someone get three air vehicles kills in one match, but what do I know.

I also mention this because in 134 hours, it’s the only memorable moment I’ve actually had in game. There’s no building, so there’s no real opportunity for anything clever or tricky, just destruction. It’s a bit of a bummer.

The lack of communication would bother me less if the classes were less obviously synergistic. The assaults spawn beacon is the only reasonable way to make extended pushes across the map, but you can’t push with one person. The engineer is the only class that can reasonably deal with vehicles, but without extra rocket rounds refilled by the support, is going to do have a very hard time doing that. Recon can paint vehicles with it’s gadgets, enabling faster lock-on for the engineer, but without that engineer to followup, it’s pretty much useless. Support enables everyone to do their job better, with extra gadget and grenade usage, but can’t do any of those jobs particularly well on it’s own.

It’s just aggravating for a game where communication is key to have no communication. Now, if I remember correctly Battlebit did have local voice chat, and the result of that was every game started with a cacophony of racial slurs, Free Bird, and Fortunate Son, but at least it was possible shout “Rez me” at someone.

Overall

I personally enjoy Battlefield 6. I don’t really recommend it though. It’s a pain in the ass to get running, it costs too much too much money, it’s lacking quality of life features, and goes hog wild everything that’s bad about modern live service games.

I don’t even think it’s a bad game. I just think you can more better games for $70. For that sort of money, you can go buy Titanfall 2 and Blue Prince, and a lot more if you’re willing to wait for a sale.

Battlefield 6 is that one restaurant in town that’s just a bit too pricey, but no one in your friend group hates. It’s a good place to hang out, chat, catch up, but if anyone could really make a choice, you’d all go somewhere else.

Card City Critters – Dragon Hatcher

We’ve got just two days left until Boston FIG, and the first chance to try out Card City Critters! And with that time, I’d like to introduce the second of our starter decks, the Dragon Hatcher.

Dragon Hatcher is based around hatching and raising mighty dragons. Dragons are all about growing stronger, and this is represented by their key mechanic: Evolve!

Cards with Evolve like Mighty Dragon can’t be put directly into play. Instead, they need to be placed onto a card of the evolve type. While this means they take a bit longer to get into play, they can often attack the turn they come if they’re evolved from a card played on an earlier turn.

Of course, you can’t hatch anything without an egg! Dragon Hatcher has a wide variety of eggs to use. Some, like Big Egg, are pretty simple. Others however, can be quite unusual…

Eggs tend to have low power. They haven’t even hatched yet, after all! Instead, their purpose is to hatch into something incredible.

Of course, just because you’ve hatched a dragon doesn’t mean it can’t get even stronger! Given enough time, they might grow much more powerful and wise.

And of course, dragons, like all other cards, can be played from the Trap Zone! Pitfall Dragon in particular rewards this sort of play, providing one of the most powerful stun effects in the game, while bringing out one huge threat to turn a losing game around.

Of course, some speak of an even more powerful dragon… perhaps the strongest critter in the game… a critter that can’t even be stunned…

But these are just rumors. Right?

Here There Be Dragons

Of course, this is just a small sampling of what Dragon Hatcher has available. There are also a fair number of non-dragon support cards, and other useful tools to fetch what you need. I’ll have one more day of quick self promo, but then it’ll just be time to play!

If you want to keep up to date on the game, you can sign up for our mailing list here, or join our Discord here.

Card City Critters – Beach Day Starter Deck

When I introduced Card City Critters yesterday, I mentioned that we’d have three starter decks available for play at Boston FIG. Starter decks might not be quite the right word. It’s best to think of them as a bit like choosing a starter Pokémon.

Before I go over the decks, a brief reminder that you can play Card City Critters this coming Sunday, December 7th at Boston FIG 2025! And if you want to keep up to date on the game, you can sign up for our mailing list here, or join our Discord here.

Today, I’ll be introducing the first of the three, Beach Day!

First though, before you decide if sun, sand and seagulls is your style of play, let’s talk a a little bit about how Card City Critters is actually played.

Basic (Card) Gameplay

A game of Card City Critters is played over a set of turns. Both you and your opponent start with 15 life, and the first player to reduce their opponent’s life to zero wins! You do this by calling up critters to fight for you, and casting spells to power them up, or slow your opponent down.

We’ll talk about critter cards first.

All Critters have a cost to play. That’s the number in the upper right hand corner of the card. Sand Dollar has a cost of 2.

The easiest way to tell that a card is a critter is the big number in the circle under the art. That’s the critter’s power. Sand Dollar has a power of 2.

Power is how much damage a critter can do when it attacks. For a card like Sand Dollar, that’s only 2 points of damage! It’s not a lot, and since in Card City Critters only one critter can attack per turn, it would take a long time to defeat someone with just Sand Dollar.

But Sand Dollar has one more thing going for it, and that is its ability. The first time you tuck a card each turn, that ability triggers, and lets you draw an extra card! But what exactly is tucking a card?

Building up at the Beach

In Card City Critters, a lot of different cards use tucked cards. But the Beach deck is the one that cares the most about them. So much so that even their most basic little guys use tucked cards.

The first big thing that tucked cards do is provide a buff to power. Forecaster Crab starts out as 0, but since it tucks a card under itself when it enters, it immediately become a 1 power critter.

Other cards in the Beach Deck use tucked cards to activate effects, such as this Seagull Crab.

It snatches tucked cards off other critters in order to make itself more powerful! Fun Fact: this trick is shared by Seagulls, who as a group, like to snag things from other critters to perform effects, or buff themselves. The pinnacle of this is probably the Queen Gull.

Even the spells in Beach Day tuck cards!

Packing Up From The Surf and Sun

Of course, Beach Day is just one of the starter decks. If you find that tucking and untucking cards is a little too complex, you might have a better time growing and rearing mighty dragons with Dragon Hatcher. Alternately, if you really want to challenge yourself, you might be the perfect person to prune the twisting and tangled Homegrown garden deck.

Want to learn more about these other two? Keep an eye on the blog over the next few days.

Card City Critters – A Brief Introduction

For the last half a year, I’ve been working a project called Card City Critters. And now, it’s ready to revealed. And if you live around Boston, or are willing to make the trek down, you can play it in a week from now at Boston FIG.

(Please imagine the Jurassic park theme played with a kazoo)

Card City Critters is a collaborative design between myself and Max Seidman. It’s an event-only experience that we’re calling a Live Action Uncollectable Card Game. In it, you’ll get a deck, earn cards to improve that deck, and face off against a variety of challenging non-player opponents (me and my friends in funny hats).

Games are fast, frantic and fun! They take 8-10 minutes for experienced players, and use 15 card decks. After each game, you’ll earn booster packs that you can use to upgrade your deck, and improve your chances of winning.

We’ll be running our first public version of the game at the Boston Festival of Indie Games, on December 7th. In it, players will be able to select from one of three starter decks, face off against up to 4 NPC’s with their own wacky play styles, and finally attempt to stop the Magnate, and his Scheme Engine from taking over Card City.

Quick FAQ’s

Where can I play it?

We’ll be debuting the first version of the Card City Critters at Boston Fig on December 7th. Since it’s an event only experience, this will be the first chance for the general public to try it out. Internally, we’re considering this our first public Alpha version of the game!

Do I have to play against other players?

No. While decks in Card City Critters can be played against other players, it’s primarily a PvE experience, with players facing off against non-player characters (NPCs).

How far in development is it?

We’re very proud of our underlying card game engine in Card City Critters, and believe it’s an incredibly fun game. That said, we’ll still likely be changing quite a few things in the game as development advances, and it’s also possible that the whole game gets a new name at some point in the future.

We’re at the point where we think the best way to improve the game is to start running the experience, and learn from watching people play!

Also, as I’ll note below, we’re still working on how to actually make money off it.

Likewise, the art/art style are currently placeholders. Fun placeholders! Hand drawn placeholders! But placeholders nonetheless.

How much will it cost?

At Boston FIG, it’ll be free with admission to the festival. In the future, we expect to charge for the event. Currently, we don’t ever plan to sell cards, decks, or boosters separately from the events—it is an uncollectable card game, after all.

Will I like it?

If you like collectible card games or trading card games you’ll probably have a good time with Card City Critters. While absolutely anyone can play it, it’s probably at it’s best if you’re already a little familiar with the genre. That said, we’ve got versions of the experience for folks at all levels of getting into card games. Roleplaying/LARPING is not required.

Is this a TCG/CCG?

We don’t plan for it to be.

Our plan is to eventually sell entry to events, not sealed product. When you collect cards from previous events, you’ll be able to bring a few cards to future events, but this won’t give you a big mechanical advantage. Instead, it’ll let you bring in 1 or 2 favorite cards. In addition, while we’re very pleased with our underlying card game, we see it mostly as being played in events, not as a standalone or separate game.

There are a bunch of great experiences you can have playing TCG’s and CCG’s, but we’re interested in distilling those down into our game, not competing in the space.

We’re early enough in development that this could change. What exactly we end up selling is still up in the air, but we don’t plan to be competing in the TCG space with the game.

I want to get involved in playtesting/follow project development/learn more. Where can I do that?

The best way to learn about future events is to join our mailing list! If you’re very curious, and would like to learn more, you can also join our Discord here. We’ll be recruiting playtesters from our Discord, and announcing events on the mailing list.

Finally, I’ll be talking about each of the player decks, and a bit of their background over the next week, so keep your eyes on the blog if you’re curious!

What a strange egg. I wonder what might hatch from it?

PAX Unplugged 2025 – Day 2 and 3

Woo. It’s been a week of holiday, and unpacking things, and just general work. As such, this is going to be less of a play by play account, and more of a semi-lucid sequence of things that occurred at Unplugged.

So let’s get to it!

Indie Games Night Market

This was the second year of the Indie Games Night Market at PAX Unplugged. Last year, I snuck in and chatted with a bunch of folks about the process, and the games they had at the market. This year, though, I was behind the counter with Max Seidman helping him demo and sell the game Skyline. As a result, I didn’t have any time to actually buy or play games from the night market, so this is going to be a bit of an abbreviated section.

Things were much smoother this year, as the whole area been turned from last year’s queue space into a series of microbooths.

A diagram of the Indie Game Night Market booth layout. It consists of several small stalls, sorta like racehorse stables, with a stall at the back of each one.
2025 IGNM Booth Layout

This solved some of the big problems from last year, but introduced a few of its own. Folks could queue up for some for the games they were most interested in, and anyone who showed up later still had a chance to browse.

The downside was that unless you were choosing to browse, I think it was harder for folks to see as much of the market as last year. Also, the non-sidescrolling structure meant that whenever a queue did form, I occasionally had to shout over folks’ heads to ask if anyone just there to buy Skyline instead of demoing it.

Still, a general improvement.

If you’re interested in the games, I’d suggest checking out Dan Thurot’s reviews on games from this years night market.

Additionally, the #IGNM hashtag on BlueSky has a bunch of folks sharing their pictures of the event, if you want a sense of the vibes. I’ll be honest, after setup and pitching the game for an hour and half, I didn’t have the presence of mind to take pictures.

First Look

I spent a lot more time this year than I usually do at First Look, up on the third floor. First Look is where PAX will bring in either newly released, or yet to be released games (usually form Essen), and have them available for play.

The first game we played was Magical Athlete. I liked this one. It’s a very simple roll and move, with a drafting component. Is it a high skill game? No. For me, the joy of the game is in watching everyone else lose it when Lady Luck turns against them. In what’s becoming a running theme of this writeup, I suggest Dan Thurot’s review if you want some more in depth info.

This was followed up by Take Time. It’s a co-operative card placing game, probably most similar to The Crew, and is all about inferences and hidden information. I’m not great at these sorts of games, but my friends who were seemed to be a little underwhelmed by it. Whether that’s mediocre gameplay, or the game’s complete lack of anything resembling a narrative, who can say.

Stem and Branch also goes kinda light on the narrative. It’s about raising the animals of the Eastern Zodiac, but really it’s about playing cards on a board to gain victory points. I didn’t parse the game’s actual strategy until pretty late into it, and spent most of it just making whatever move I could on my turn. It’s not bad, but it’s not incredible. The art for all of the Zodiac animals, however, is absolutely incredible. Loved that bit.

Slime Artist is Pictionary with play-dough, or perhaps silly putty. There is more to it than that, and perhaps a slightly different set of scoring incentives in that you want only one person at the table to recognize your creation. But if you don’t like sculpting or molding, you will not like this game. Fortunately my mother is an art teacher, and I have played with a lot of clay so I do like it.

Finally, there was Subliminal. I should note that I don’t really see words as being constructed from letters, so word games aren’t really my thing. Still, Subliminal isn’t really about spelling. It let me down anyway. I did not like Subliminal. The weird abstract art is the best thing about it, and everything else is pretty mid.

PAX Rising

I spent less time at PAX Rising then I would have liked to, but I do want to give a few quick shoutouts to some things I saw there.

First up, the Brightcast folks had a booth there, and were selling Brightcast! I love Brightcast, and while I missed the Brightcast tourney that was held at the event, I hold in my heart of hearts that I would have won if I’d played. Or at least not gotten knocked out in the first round. Also, they found my missing card box containing pretty much every promo I’d picked up that weekend when I left it near their booth, and got it back to me so that was hugely appreciated.

Next up was Krampusnacht, a game about playing as various dark versions of Santa Claus to capture children to sacrifice to the devil. This was one I played more for the vibes than the gameplay, as it’s a bit too “take that” for me. Still, the public domain art selection is incredible, I loved getting to see it.

Collectible Card Games

It wouldn’t be PAX without a new crop of CCGs, and this year was no exception. I’ll likely have more to say about Riftbound in a few weeks, so for now I’ll leave it out of my description. But as much as I hate to say it, I think it’s probably pretty good, if not hugely innovative. Instead, I’ll quickly cover the other two.

Cookie Run Braverse Trading Card Game is interesting, and yes, that is its full name. I don’t hate or love it, and found myself mostly bemused by the few rounds I played. To give credit where it’s due, it’s the first TCG in a while that I’ve seen that uses no external components to the deck, instead having what feels like a very interesting win condition in its break system. Thematically, I do not care about Cookie Run. I just don’t. Its weird combo of Pokemon and Magic’s resource systems was a bit hard for me to parse at first. After playing with its starter decks, I didn’t feel like the game offered much of note.

OverPower on the other hand is much more interesting. It falls much closer to Flesh and Blood, or Universus—games I have noted in the past I just don’t have a good time with. However, something about OverPower clicked for me. There’s no creatures or spells. Instead there’s a series of actions and reactions, of bluffs and responses. It’s fairly clever, and I found the demo game I played to be engrossing.

Button Shy Booth

I like Button Shy. They publish a bunch of wallet games, pretty much all consisting of 18 cards, a wallet, and rulebook. I’ve written about Skulls of Seldec from their catalogue before, and this year, I spent some time playing Phantasmic and Revolver Noir over at their booth.

First, Phantasmic. It’s a magical buffing/dueling game. It’s simple, quick, and fun despite the fact that I didn’t quite get how the up/down bid worked while I was playing it. Still, I’d like to play more.

Revolver Noir is a much slower thing. It’s a two player duel set in a mansion. It’s fun, but can feel like it drags a little bit, especially if neither you or your opponent are landing any shots, or connecting any traps. While I was at the booth, I heard from one of the folks running the booth that they’d met a group of folks who would play the game without the cards, and just memorized the rules.

AllPlay Booth

Finally, the AllPlay booth. I’m gonna be honest, I don’t have strong thoughts about AllPlay in general, but I did win both of the games I played, so it gets recounted.

First, Twinkle Twinkle. It’s a straightforward drafting/set collection game with the twist that the value of sets is determined by how your stars, planets, and other cosmic debris are placed on your board. The art is cute, the drafting is straight forward, and I have no real strong feelings about it on the whole. But I won!

Then, we played Kabuto Sumo. Kabuto Sumo has been a bit of a running joke between me and a friend for the last few years, as he apparently played a game of Kabuto Sumo that went on for two full hours without a winner, and since then has been convinced it was bad game. As a joke, I bought him a copy of the game for christmas last year. We have never once played it.

It took me less than 15 minutes to defeat him in the sequel, suggesting at least somewhat it’s a skill issue on his part. Or perhaps luck. But I prefer to think of it as skill.

Wrap-Up

This was a bit of a weird PAX for me. I spent a lot less time in the expo hall exploring, and lot less money, both in Reading Terminal and the show.

The whole thing was a little bit more of a blur than usual, and I couldn’t quite tell you why. Days went by quickly. I played a lot of Magic, chatted with folks, and generally tried to have a good time.

I think it was a good show. It’s possible my heart just wasn’t 100% in it.