Friday, 24 August 2012
Infiltration for Two
Due to motorway problems, there were just two of us this week - Dave D and me. After a bit of a wait to see if anyone else turned up, Dave and I played a couple of games of Infiltration which, I must say, is a much more satisfying game as a two-player. This stems from the fact that each player controls two characters rather than one, meaning it's easier to co-ordinate actions so that you can actually benefit as a team. One issue when you've a single character is, for me at least, that often you can't think of any action to take which doesn't benefit someone else more than it does you - you smash a lock, someone else grabs all the loot; you discover a room, someone else interfaces and takes advantage. With the 2-player game, your two agents act almost like a tag team - they can pull for each other if you can co-ordinate them correctly, and this allows for an amount of strategy, albeit small, and increases interest in decision-making as you try to figure out how to do things optimally and to your best advantage. Now, it's not just about: "which card do I play?", but also: in what order do I play these cards to benefit myself whilst limiting my opponent?". Much more interesting. A game that I was cold on has turned itself around for me... but, for me, it shall always remain 2-player only. It's just no fun, otherwise. Oh yeah, and the characters should have variable powers. The flavour is pointless without something to differentiate them.
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Wednesday Sessions
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