Herobits Review by Alex Hoffman
Alex Hoffman takes a bite out of Herobits, a brand new trading card game, and takes a hard look at what he sees. The result is something of a mixed opinion. What did Alex like, and what did he dislike? Find out in this Eye of the Vortex exclusive!
Hayao Miyazaki: Works of Hand and Soul by Brian Ross
Hayao Miyazaki is considered to be one of the greatest directors of all time and often called the "Disney of the East." Brian Ross invites you to take his hand and get lost in the legendary worlds that Miyazaki has created through Studio Ghibli. Whether a long time fan or just hearing about him now, this is your ticket to hop aboard and let adventure take you away. To hear about movies that aren't just fun watch, but pure to their very essence. Not just cinema, but humanity at its very best.
Are We There Yet!? by Alex Hoffman
Very seldom does Wizards of the Coast develop a brand new game format out of thin air, but when it does, it does so with a gusto. Planechase introduces a small set of 40 cards that allow you to play Magic in a brand new way - along with decks to use with them. What are these new cards? Planes! Travel from Dominaria to Mirrodin, then from Lorwyn to Alara, and off to planes unheard of with Planechase - and check out my first impressions after the jump.
An Expansion Too Far by Mark Manning
Mark Manning takes a hard look at expansions in video games and RPG books and wonders if they're worth it, and what it takes to make a great expansion. Can expansions ruin immersion? Check out his thoughts after the jump.
Not To Be Over Thought by Nick Dutro
Nick Dutro gives us the highlights and lowlights of the comic Far Arden, a seemingly bi-polar scattershot of a comic that tries to remind us all that comics don't always have to be serious business.
Eye of the Vortex Contacts:
Publisher: CV Newton Publishing Limited
President • Chris Newton
Vice President • Alex Hoffman
Webmaster • Michael N. Esposito II
Illustrator • Jason Ford
Senior Writer • Brian Ross
Senior Writer/Merch • Mark Manning
Writer/Editor • Nick Dutro
Writer • Cameron McKay
Letter to the Editor • Editor-in-Chief
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I know what you're all thinking. "Why the hell are you writing the editorial and not Chris?" No, it wasn't a violent take over. There was no coup d'état. And no, all you comics fans, Disney didn't buy us out and put me in charge. Chris has had the extreme joy and tribulation of having his second child in August, so he's on extended leave as he adjusts to the new family life. While all of you out there can ooooh and awww and wish him congratulations and all that jazz, I'm silently cursing - when did I get all this extra work to do?! Darn it Chris, get your butt back here!
So, since Chris is not here, let me be the first to welcome you to the newest incarnation of Eye of the Vortex. We've changed formats, and our excellent web team has gotten things put together so that you can view our magazine content right here on the webpage. We've started our web article content, and we've reached an all-time high in visitor numbers. It's a great day to be us, huh?!
We've got plenty of wonderful stuff for you to look at this month - a review of Aquarius and of Monsterpocalypse: All Your Base, some commentary on Chicago ComicCon, a three piece feature on Hayao Miyazaki culminating in Brian Ross' review of the latest Miyazaki film Ponyo On a Cliff By The Sea, and a whole lot more. It's a great issue, and we're glad to bring it to you this month.
We're still looking for contributing and staff writers, so if you think you're interested, and you have something to say, drop me a line at my email address and we can talk it out. We're looking for everyChris Newtonthing, so whatever you want to write about (as long as it fits into our realm of publishing) will be considered.
Thanks to all the game companies out there that made many of our reviews possible this month - we wouldn't have jobs if it weren't for these companies. If you represent a game company and are reading this editorial, we'd love to cover your product. Drop me a line at the email address to the right.
Finally, thank you for reading - I hope you enjoy this month's magazine.
Alexander Hoffman
Vice President, CV Newton Publishing
Eye of the Vortex (EoV) is a publication intended to promote the gaming industry as a whole by bringing into the spotlight gaming products, personalities, concepts, events, etc. The intent of this publication is not to show favoritism towards any individual game or gaming genre, rather to provide fresh material, education, entertainment, and in general, inform the gaming public of new products and where they can find the product. EoV is not a vendor, nor does it claim to sell any product. EoV only provides an entertainment and informational service to its reader-base as well as a promotional service for its affiliates and sponsors.
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Front Cover • Illustration By Steve Argyle for Wizards of the Coast game Magic the Gathering
"This thingy that causes the sliding effect is cool!"
"it's a JavaScript effect done with the 3rd party library of jQuery."
"Oh yeah, and thingy sounds so much more technical."
"I don't care about the technical, I'm a publisher not a programmer."
"Well, the RROD is technically a Technical term. why can't thingy be one?"
"Wait, you mean whosawhatsit isn't a technical term? Frak, there goes all my knowledge of how a machine shop works."
"Can we find a way to turn whosawhatsit into a word?"
"w00t! Make up word day at the EOV!"
Magic: the Gathering is a game seeped in flavor. With the release of Planechase,Wizards of the Coast has created a brand new way to play Magic: the Gathering, and an undeniable link to the most powerful people in the Multiverse - the Planeswalkers. Now you, as a player of the trading card game, can planeswalk throughout your battle with another player.
Planes are just like any other Magic card, with a few exceptions. The back looks different, and the cards are in beautiful landscape format, with lovely landscape art to go with it. They're also the size of two regular Magic cards placed side-by-side - the same size as the old Vanguard cards, for all of us old people out there. Plane cards, when played from a side-deck, go to the "command zone" and act like the Enchant World cards from back in the birthing throes of Magic. These cards represent a part of a Plane - and represent the place where you, as a Planeswalker, are having your battle.
When I was a younger player, I used to sit down with a group of four or five friends with a pizza and a 2-liter of Coke, and play Magic all night long. These games were ridiculous - people were taking extra turns with Timesifter, Flinging Krosan Cloudscrapers, and attacking with thousands of Insect tokens. These games would have been even more fun with the addition of Planes. This is obviously the intent of the Planechase format. The chaotic design of the Planes and the rules from moving to and from them, as well as their suitability for multiplayer, should make them quick favorites around the kitchen table.
The Planechase rule set is similar to the old "Chaos Magic" variant that was a part of the Apprentice system (another reference for you old people). Most of the marketing and buzz around Planechase is that it's going to be a fun addition to those massively multiplayer chaos games, where everyone sits down with their favorite deck, and crazy things happen. However, many of you older players are probably saying, "Apprentice was a two-man only system," and you're right. If Chaos Magic was fun with two players (and it is quite fun) then I can definitely see the Planechase rules set being fun in a one on one dual as well. The planes are all different, but many of them can be used to help certain decks more than others. I can imagine (and anticipate) playing a one on one match against a friend, and wondering whether its more important to play a spell or try to escape from my opponent's powerful plane card.
Planechase could effectively be called Wizards of the Coast's "Big Experiment" for a few reasons - they've developed a product specifically for the casual, tabletop crowd that doesn't necessarily go to tournaments, and who don't always purchase a lot of cards. These casual players use the same decks over and over again and some hardly ever change. For this reason, Planechase is a bit of a gamble. Will players get the concepts and purchase the decks?
All too often I read comics that take themselves far too seriously. This tends to be the case with a medium which constantly attempts to reinvent itself as it matures. So, it is nice every once in a while to sit back with a fun, and genuinely funny, book that expresses a poignant message. That’s where “Far Arden,” the first solo effort by comic artist Kevin Cannon (WildStorm’s “Top Ten” and “T-Minus”), comes in.
“Far Arden” is the story of Army Shanks, a man on the run from the Royal Canadian Army in search of the mystical lost island of Far Arden. Most of the story chronicles Shanks’ adventure through the arctic north as he encounters people from his past, including an ex-lover, three of his former schoolmates and a young child whom Shanks first met a lifetime ago. The adventure that follows is a series of stops which help explain Shanks’ search and provide a surprisingly rich backdrop of the character’s world.
On the surface, “Far Arden” is a comedy that also wants to be an action adventure book and even a thriller. It is not as if the story is bi-polar, because it does work well to bring these aspects together, but there are points where I was scratching my head asking, “what does this book want to be?” In the same way that I thought this book felt like Bryan Lee O’Malley’s “Scott Pilgrim,” I also felt as if it tried too hard to capitalize on that same kind of humor, which is almost impossible because Army Shanks is as far from a title character as the Punisher is from Spider-Man. On top of that, Shanks tends to overshadow the rest of the cast, which leaves the reader with a mess of unexplored characters. Secondly, the artwork will be a real hurdle for many readers. I will admit that I picked up the book because I was intrigued by the artwork on the hardcover, however the interiors leave something to be desired. This was not a huge problem for me, but I sometimes look past art if I find myself loving the story. This tends to be the case with comics. Not every book can have the greatest art, and the art needs to be suitable for the book. “Far Arden’s” visuals definitely fit the tone, but I cannot, in good conscious, say it is for everyone.
As a child of the digital age, it never ceases to amaze me how we are able to obtain and learn so much easier then our elders, simply due to the progressive rate of technology. The main area that always strikes a cord with me the most is the home games console: being born in the mid-eighties means I was there when Atari was the main producer of consoles and games still came on audio cassettes (Oh Dizzy the Egg, how I miss you).
This was an amazing bit of kit back in the day; for the first time (that I can recall at least) we had an extra length of game play without the need to change a cartridge or CD. It was seamless – were you to approach a copy of Sonic and Knuckles with Sonic 3 plugged in without having played the original version I would defy you to notice the addition. Moreover, it was worth it. Oh sure, you got no new levels, only a new character and a small alteration to the storyline, but when it’s all said and done, the alteration in play style that Knuckles brought to the Sonic franchise was well received and loved by both the series existing fan-base and new comers.
Let’s take the aforementioned Fallout 3 and its brother Oblivion; both produced by Bethesda, a long run titan of the strategy/real-time genre. As a whole, they make a good product – their games have few to no issues, they don’t delay releases, and they know what their fans want. Point Lookout is proving to be one of the hardest bits of gaming I’ve had in a long while and it’s a download add-on!
It’s not restricted to Video Games either; we’ve been getting board game and miniatures games expansions for decades now, so it shouldn’t be too much to hope for that their getting better right? As a whole, they aren’t. In fairness, this comment is mainly aimed at the more mainstream publishers; Carcassonne and all its expansions fit beautifully together and who here wouldn’t agree that a game of Munchkins only gets better as you add extra packs?
To take this point to a tangent, role playing games have been experiencing a similar fate. We’re constantly bombarded with additional rulebook after rulebook and by the time most people on a regular salary have bought all the books they were after – they update the system and you have to buy a whole new batch of books!
spot for me. I always love to paint figures, developing strategies and combat tactics; a huge battle with friends was always a great way to spend a weekend. After playing Warhammer, Warhammer 40k, Warmachine, and even WWII minis, I've seen a lot of what these games have to offer. I've even played collectible miniatures games like Monsterpocalypse and MechWarrior. Recently, I was able to try out a preview of Arcane Legions, the first release from Wells Expedition.
Another feature of the game allows players to get more involved in the game in ways that players have never been able to interact with collectible games. Through the Centurion Club, Wells Expeditions promises to allow players, for the first time, to be able to modify Arcane Legions. The club is a feature of the game that will roll out when it's released, and being a member will allow you to do some pretty fantastic stuff. Membership allows you to design your own base cards, and purchase special units from the Centurion Club website. Membership will be a monthly price tag of around 3 USD. Like other online content, I will wait to see what kind of benefits the membership provides before buying in. However, this is a great tool for fans of the game.
It is hard to imagine that a major animation studio is still out there making feature length films by hand. Even harder to fathom scores of their illustrators, painstakingly creating hundreds of thousands of hand drawn cells for each and every film in their library. That kind of dedication and attention to detail isn't a labor of love many undertake. Especially considering that a computer can create lifelike images and render animation in fractions of the time. Disney, long considered the king of animation, has all but abandoned traditional 2-d animation, putting their stock and future into Pixar's genius 3-d features. So why is it that Studio Ghibli, often called the Disney of the East, is still hand drawing films?


The bottom line: Ponyo is probably Miyazaki's most powerful artistic vision yet, but the story simply feels lacking.
Most of all they loved Ponyo for her innocent exuberance, her rebellious spirit, and her curious nature. I couldn't help but agree that Noah Cyrus did a fantastic job bringing the character alive. Miyazaki and Cyrus could have imagined her as a timid and confused girl, but instead scored big by making her literally brim with excitement. It is extremely hard to not smile whenever Ponyo is in human form, running everywhere she goes like a real five year old girl might.
Now let's be honest, Miyazaki in America isn't quite for children. In my theater, there was definitely a 4:1 ratio in terms of groups with and without children. A lot of young adults and teenagers flocked to the movie based on their love of anime and Miyazaki. For them, this movie was viewed as I viewed it. Beautifully flawed.
I highly feel this is perhaps Miyazaki's most beautiful film - animation wise - and rivals My Neighbor Totoro in terms of sheer warmth. However, I feel it is one of his weaker stories and doesn't quite rise to the level of Spirited Away, Howl's Moving Castle, and Princess Mononoke. Miyazaki does deliver his usual strong, likable characters and positive morals though.
When I was younger, I used to love Captain Planet. It was one of my favorite TV shows. It ran from 6:30 a.m. to 7:00 a.m. on one of the local channels. I used to wake up early before school just to watch it. In my early years, I was impressed by its powerful hero and his fight to make the world a better place. He fought all sorts of bad guys; those who were neither well-defined or that physically threatening. His enemies were enigmas, and it was cool.
Many of my contemporaries would now look back on Captain Planet and call it either a hippie’s wet dream or a communist propaganda scheme. I find myself looking back fondly at the show, but I also view it a bit cynically. As most superhero shows go, it is cheesy and pretty dumb at times. Its themes are for children; its views are childlike. Still, I still get that thrill when I hear “With your powers combined…”
Why am I talking about Captain Planet, though? It’s because, in some sense, I see much of the good of Captain Planet - and much of the bad of the show - in the latest CCG to hit the market here in the States – Herobits.
Herobits is a game that, as my title suggests, holds attacking and blocking as job #1. The turn structure is very simple, with players able to play both Upgrade cards and Special cards each turn. These cards increase the Strength and Resistance of your Hero, a card that comes into play at the beginning of the game. Attackers can play Action cards to further increase their Attack, while Defenders can play Action cards to bolster their Resistance. In the end, if the Attacker did more damage than the Defender had Resistance, the Defender loses the difference in cards that they have in their hand or cards they have in play. Whenever a character takes damage, and it is the last card that is discarded, the game is over, and the Attacker is the winner. This simple concept seems like the great base to a game, but things start to meander downhill after this basic rules set.
It appears to me that Herobits is a game that favors players that can roll dice, spin and flip coins, and run three mile foot races better than their opponents. It is never correct not to go first, and it’s incorrect to not attack. The player who has the first turn gets the first attack, and will normally have the advantage in the Attack/Resistance ratio – meaning that he or she automatically has an edge against the opposing player who was only able to play around half as many cards as the first player. It seems very likely to me that the player who starts the game has around a 75% chance, if not higher, to win the game. My playtesting with friends seems to confirm this assessment, and it’s the sign of a very significant design flaw.
Herobits is very reliant on luck. This is a problem is because Herobits is full of cards that are less effective than other cards in the same deck. There are powerful Upgrade cards that increase Attack and Resistance, and weak Upgrade cards that don’t do nearly as much. These upgrades are a requirement to win. If a player gets a crappy draw, their weak upgrades will easily be trounced by stronger weaponry and shields. It is unfortunate, because the cards could have been made into more than just Attack and Resistance boosters, but for the most part, that’s all they are. I suspect that the game will evolve significantly within the next months as Herobits Corp. designs more cards and new Heroes, but for now, the simple, luck based gameplay is something that most players won’t stomach.
My final major complaint is about the card text on each card. The text is merely flavor, 95% of the time. It means nothing to the concept of the game. The other 5% of the time, it’s actually text you need to read, which is confusing and non-intuitive. Nothing differentiates the two types of text. Furthermore, the text is in a horrid font type – Comic Sans MS. It is a font that is for home-made newsletters and junior high newspapers. Using the font-type results is a non-professional looking product. It may just be me, but Comic Sans is one of my most hated scripts.
The game is simple, and that's good for the intended audience, but let’s be blunt: Pokemon, a vastly more complex game, is still played, and is actually one of the most played trading card games for the age group that Herobits also tries to target. We cannot use the target audience as an excuse here to have a very simple game. Kids that are in the age group that Herobits Corp is targeting are generally smart, passionate game players, who can do more than add. I think if I were a kid that grabbed a deck of cards from a shelf display, after a few games, I'd get pretty bored with it. However, kids that like comic books and superheroes may like the art and the hero mechanic of the game. There are very few card games right now allow you to represent yourself as a specific person in the game like this one does and that's a pretty cool mechanic.
The artwork on the cards is very good, for what it accomplishes. It shows each of the characters doing something fantastic, whether it’s conking some dumb killer robot on the head, putting on some super armor, or using a force field to deflect bullets. The insert in the box has a very wonderful poster-like image that could be hung on a wall. These large artworks are good, even pretty, and make for an excellent add-on for each of the decks. The card design is very interesting; as its layout is fairly simple, but it does what it needs to do, and it has both machines and plants on it. It is interesting for me to see that the flavor of the game is tied into the very card frame. Good show, Herobits.
The flavor itself, though, is rather confusing. The game box promises that I can both “Defend the Earth from the mechanical threat of the dominion in a future world where the human race is under attack,” and “Join an elite squad of noble defenders in a vital quest to take back the planet.” What the game delivers is a comic book’s worth of images that have no text bubbles. We have no idea what the world is like since not a single bit of flavor, other than some cheesy Planeteer quotes, is delivered on each of the Hero cards. The flavor is further exacerbated by the fact that the Heroes fight each other! “Where are the machines?” I wondered. “Why am I battling another freedom fighter?” This apparently will change with the first expansion, but it isn't readily obvious until you read the Herobits website. I do have to commend the makers of the game for tackling a real life issue through their game. It was probably a choice they thought heavily about, but I commend them for it.
Finally, I want to say that I believe that the game distribution pattern is pretty slick. Designing pre-made decks that can be purchased at the same cost as three booster packs of an average TCG seems like a great choice. This way, you get all the same themed cards and they don't have to say "this can only be used on this hero" on certain cards. It's different, and I commend Herobits Corp for trying something different. In a weakened economy, where collectible games will suffer because of the need to buy packs and excess cards, Herobits outshines the competition. It is easy to invest in the game, and get playing immediately, which is especially good for younger children. I think that the "bad cards", like the weak Upgrades, need to be phased out for more utility Upgrades that have effects other than increasing Attack or Resistance.
Overall, I am disappointed by the first offering of Herobits. I think that for this game to survive long in the highly competitive card games market, some significant changes need to be made. The core of the game and most of the flavor and art are all pretty high quality. The rules are basic, and with properly worded and designed cards, can be the basis for a pretty fun game. The distribution pattern is great for the age group, the hero mechanic and the superhero flavor all work in its favor. Just like Captain Planet, though, kids will get bored with it fast. Without a little complexity, and possibly “bad” heroes, and a little more explanation of the flavor of the game, I think the game will continue to be mediocre. As a first set, it's okay, but I can say that I'm definitely looking forward to future sets. When this game evolves, it will turn into a great game - of that I am sure.
Don't forget to leave comments for Alex's Article below.

Monsterpocalypse is a game about "kaiju", or in English, "strange beasts." The genre started with Godzilla, everyone's favorite gigantic lizard, and once it found its footing, the genre exploded in Japan. Monster movies were released about anything from giant moths to three-headed dragons, supersized martial artists, and more. In the United States, kids growing up watching Saturday morning cartoons have been introduced to kaiju through shows like Voltron and all of the various Power Rangers renditions. With many of these old kaiju movies coming to the States and powerful debuts of movies like King Kong, kaiju movies and fiction have attained a steady appeal.

Looney Labs isn't necessarily a household name for board games and card games, but, in my opinion, they should be. The game design studio has developed many fun party games, like Fluxx and all of its variants (Zombie Fluxx being my favorite), the time twisting Chrononauts, and has just released the fun fantasy-based (and sometimes devilish) Are You The Traitor?. These games are great with friends, around the table after dinner, and before other more intense, time consuming games. They serve as a nice, fresh splash of randomness, fun, and sometimes hilarity into what can be a pretty serious gaming night.
Many more serious gamers may be put off by the simplicity of the game - it is, after all, not a new Puerto Rico, Power Grid, or Carcassone. This may explain its semi-low rating at the Board Game Geek, where players tend to be much more focused on the strategy-based European board game. I will have to respectfully disagree with their lower rating of Aquarius. Aquarius does what it intends to very well. As a party game, Aquarius shines. Its unique cards, fun, easy to learn game play, and quick turnaround time makes it ideal for people who aren't gamers, and for newbies interested in trying something new. Small, easy party games like Aquarius function well as an ice breaker in social events, and guys take note: this is a game that the ladies of the non-gaming persuasion will probably have fun playing.
Don't forget to leave comments for Alex's Article below.
Looney Labs' latest release is Aquarius, a game that functions as a mix between table top card games like Fluxx and the ancient favorite Dominoes. Players start the game with 3 cards in hand and a special "Goal" card that shows them one of five elements (Fire, Water, Wind, Earth, and Space). Cards can have anywhere from one to four elements on it, or it can be a wild card (can stand for all 5 of the elements).The game starts with a card already on the table, and players play cards so that at least one of the elements on the card they play has to match with the card you're playing it against. If it happens to match more than one element, you get to draw extra cards at the end of your turn. The way to win the game is to use the cards you draw to build a line of cards with your element on them. The first player who can draw a line between cards that have a connected line of their element wins.
Seems pretty simple, right? Well, that's where the Action cards come into play. In the deck, along with all the Element cards, are cards that allow you to do things. Some Actions allow you to move cards on the board or pick up a card that is on the board, while others mess with the hidden information of the game, allowing you to switch goals with an opponent (which is a great way to steal the win away from someone), force everyone to have their Goal cards rotated to the player on their right. These Actions make the game fresh and random, giving it a much needed pizazz.
As far as the materials go, the game is gorgeous. A little abstract in its composition, the cards show beautiful, loudly-colored images of the five elements, as well as different illustrations for the Action cards. The game is startlingly good looking, and it draws people towards it when played. The game has a groovy 60 and 70s feel - even the name, which reminds me of the song "Aquarius" from the musical Hair. The illustrations have a very 70s quality about them, and the player with the longest hair gets the first turn (which seems silly, but its as good a way to choose who goes first as any).The bright colors and matching make the game suitable for younger children too, and Looney Labs has graciously added rule sets for the youngest among us. The materials are solid, and the cards shuffle very well - I would expect no less from the makers of Fluxx. More cautious players may consider investing in card protecting sleeves for the deck of cards, but I think that that precaution is mostly unnecessary. The cards will last a long time, and provided they don't get mangled or have beverages spilled on them.
Playing the game is simple, but you do need a bit of table space for all the cards, especially with the more players you add to the game. A five player game can get big pretty quickly, so try to give yourself plenty of room. Three and four player games are easy to be deceptive in: by building a line of an element that isn't your goal, you can get your opponents to try and stop you from building that element. The problem is, one of your opponents may be holding that element Goal. This isn't as much of the case in a five player game, because you know that everyone has an element, so no matter what element you build up, you are helping someone.

Aquarius will retail for $15.00 USD and is due to be released on August 28th. The game can be preordered at the Looney Labs website ( http://store.looneylabs.com/Aquarius), or purchased at your local friendly game store. As a quick, simple, and fun party game, Aquarius ranks up in the top.
Take a better look at some of the Aquarius cards
Suikoden II
Tactics Ogre
Intelligent Qube
Rakugaki Showtime
Harmful Park
Chrono Cross
Nuclear Strike
Alundra
Azure DreamsComments
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