Articles Reviews Bump In The Night - Fearsome Floors Review
 

Bump In The Night - Fearsome Floors Review Bump In The Night - Fearsome Floors Review Hot

FearsomFloorsThere are times when a game sounds so much better in your head than it actually is in real life. You read every review and gaze upon the box on the store shelf. And you finally get the game…and it just isn’t that great. Not bad, exactly. Just not what you had hoped it would be. That’s where I find myself with Fearsome Floors. It’s not that it’s a bad game. Indeed, it has some good things to recommend it. But it looked so much better in my mind’s eye. Maybe it’s a situation of expectations. If that were the case, it wouldn’t be a problem. Lots of games try to do something different than you expect. But the issue with Fearsome Floors is that I think the game IS trying to be what I wanted it to be. It can see the goal, but it can’t quite make that crucial leap to excellence.

You take control of a group of frightened people, prisoners of the fiendish Count Fieso. You’re let lose in the dungeon of his castle, where each player will take turns moving all of their pieces. After a full round, Fieso’s evil monster is unleashed on the dungeon floor. Through a series of priorities, he pursues the characters around the board and will eat them if he catches them. In the first half of the game, eaten characters go back to start, but after that they are removed from the game entirely. The floor is littered with obstacles that can be manipulated and used to your advantage, like stone pillars that can be slid to hide you from the monster and pools of blood that let you slide across the floor. The first player to get all but one of their guys out the door is the winner, unless the game goes 14 turns without a winner. At that point, the roof collapses and kills everyone. I’m usually a fan of games where everyone can die, but unfortunately I’ve only seen this happen one time.

For the most part, Fearsome Floors works. The rules are mostly straightforward, and it’s not hard to get into the spirit of the 1950?s b-movie setting. I’m especially fond of the movement rules for the monster, which operate on line-of-sight and proximity. It’s one of the cooler examples of building a makeshift AI into a game design, something that I’m always impressed by. And there is fun to be had as you slide in pools of blood and somehow contrive to get the monster to chase your friend instead of you. It’s possible, with a little planning, to really screw your opponents.

But therein lies my problem with Fearsome Floors. The ability to game the movement of the monster is clearly a fundamental part of the game, but it’s pretty opaque. By that, I mean that it takes a lot of analysis to see how the monster will move and how that will affect the game board. It’s difficult to set up more than a couple suckerpunches this way, but I’ve seen some people do some huge damage. Unfortunately, those people are usually slowing down the game. In the later turns of every round, the game can slow to a crawl as players figure out how they want to lead the monster to their opponents. It’s true that then distance the monster travels is randomly determined, but you often have a good idea how far it will be. Sure, you could play breezy and fun (and I recommend you do), but the guy mathing it out will hurt that process while he figures out how best to move. It’s too bad too, because it’s not like thinking about it gives you that much of an advantage. You might do a little better, but the victory conditions are such that it’s usually more advantageous to move in the direction of the exit than it is to position yourself to maybe take someone out. The monster is drawn to people anyway, so he’s sure to find someone. The game tempts someone to ponder, but it doesn’t give much reward for doing so.

Alright then, fine. The game can be analyzed to death. But if you just agree to play fast and make gruesome comments throughout the game, you can still salvage the experience, right? To some extent, yes. But the flipside is that the game doesn’t really provide as much atmosphere as it could. Again, if it were easier to manipulate the monster, it would be more of a take-that sort of affair, which would suit the design well. But as it is now, it’s largely a race game. That’s not a bad thing, and a lot of people will like that. But I suspect that the intent was to be a little more cutthroat. Fearsome Floors finds itself in the unfortunate realm of being a little too random to be strategically rewarding, and a little too strategic to just be full-on goofy fun.

I don’t want to come down too hard on the game. There’s good there, not the least of which is the presentation. The first thing you’ll notice is the cover, which pays homage to 1950?s horror comics to great effect. Illustrator Maura Kalusky has worked on other games with designer Friedemann Friese, but this might be their best work together. Each color has a little cast of characters to them, so the person with the black pieces are all policemen, while the purple pieces are clergy. My favorites are the high schoolers on the red pieces. They have a lot of personality and charm,  and it predisposes me to like the game. The coolest bit, however, is the monster. Since it’s a cardboard piece that is put together, they took the opportunity to provide multiple heads and arms so that you can create a custom monster every time. It’s one of the coolest component choices I’ve ever seen.

And it must be said that this game holds the rare distinction of being very popular with my family, especially my mother. It’s not hard to see why this is the case. It’s a light game with mostly accessible rules. If one guy knows the monster’s movement really well, it can keep any of the really complicated parts out of the hands of the people who don’t want to deal with them. And there is not a lot of changing player information that needs to be tracked (like there is in, say, King of Tokyo), so the board state is all there is to analyze. That does make a difference with some people. The game is also one of the rare ones that plays up to seven people and does it pretty well. I recommend playing with at least five, since that makes analysis all the more senseless and ramps up the chaos. I feel that big crowds are more what the game was intended for. But beware here too, because a slow player who might merely delay a four-player game will send a seven-player game into 90-minute territory, which is just too long. Still, I keep the game around to have something light and fun for big groups. 

And yet,  I really think it could have been better. I can’t escape the feeling that Fearsome Floors is just a little at odds with itself. It wants to be light and goofy, but it can’t quite cut loose in a way that will really let it embrace it’s sillier nature. The game was released in 2003, before the Ameritrash movement really took off. That’s too bad, because I think it could benefit from a good shot of dice-rolling. It’s mostly just content to be a fun, light game without being too random or too strategic. There’s nothing wrong with that, and some people will applaud it. But I wish it had just picked one way and committed. That could have made the game terrific, instead of merely pleasant.


Nate Owens is a weekly columnist for Fortress: Ameritrash. He drinks too much coffee and likes the Star Wars prequels. You can read more of his mental illness at The Rumpus Room.

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Comments (15)
  • avatarMattDP

    I really didn't like this game. It's one of the most effective analysis paralysis machines ever devised.

  • avatarschlupp  - Kid's game

    I totally get where you are coming from. For me the novelty wore out pretty quickly after we built a couple of funny looking monsters and were done giggling about some of the other features (hihi, you slipped in blood, hoho, look at the fat Star Trek guy getting crushed by the block). There's just not a lot of gameplay that you can get out of it, and I'm not even sure, if it could have been saved with some dice or more gore.

    Nonetheless for me it still works: as a kid's game. I'm playing it with my 5 year old sometimes and then it can still generate some fun, memorable games, for example because he is not A/P'ing where the monster comes out and he still has the genuine feelings of anxiety where the monster will show up ('EEEEK, the monster comes!'). As a kid's game it's great, as a family/casual game it's kind of ok.

  • avatarEgg Shen

    I've remember seeing a lot of similar reviews when I first got back into gaming. In fact the reviews stating that the AP could cause the game to come crashing down kept me from purchasing it for a long time. I finally did eventually bite the bullet and I'm glad I did.

    FF is not the best game out there, but for a racing game it's unique and has a fun theme/setting. People that tend to do well are ones that are good with spatial thinking/puzzles. It's always a blast to set someone up to get munched...it's like making a tactical move in a game of chess where you hope the opponent doesn't notice.

    The game 100% needs a little sand timer though. You need to put pressure on people to hurry them up and make their move. It also fits the theme to do so. You're running around a dungeon trying to escape from an awful monster...you shouldn't have infinite amount of time to plan a move. The timer ratchets up the tension and it makes people more prone to mistakes. Which gleefully leads to more snacks for the monster.

    This is a fun family style game to bring out every October, and it plays better with more people. The carnage factor really amps up when you have 4-5 people playing.

  • avatarwice

    So, it's a kid's game that causes analysis paralysis. I see.

    For what it's worth, I played it only once (a good 5-6 years ago), but I really liked it. It doesn't need dice, cards, and all that shit. It's a mechanically extremely simple game, that allows some very deep strategic play, despite its simplicity. Maybe a couple more silly terrain elements would be nice.

  • avatarSan Il Defanso

    I'm fine with the game being light and silly. I just feel like it's designed to not be TOO silly, even though that's really what it wants to be.

  • avatariguanaDitty

    I'm starting to really hate the phrase "deep strategic play". Every time I catch myself saying it I cringe inside.

    This game was soooo dry. Playing with two monsters livened it up a bit.

  • avatarSan Il Defanso  - re:
    iguanaDitty wrote:
    This game was soooo dry. Playing with two monsters livened it up a bit.

    That's an awesome idea that has never occurred to me. I'll have to try it.

  • avatarscissors

    You mention that the game came out before the AT revolution: is this really a designer who would have been influenced by it? Do any of his games embrace AT mechanics or elements, beyond - in this case - theme? I will quite happily never play a Freisse game again(!) from my perspective they were all mathy disappointments. I can't think of a top designer who has had more flops or largely unplayable titles, inlcuding Funny Friends and that fish game that plays up to 15.

  • avatarSan Il Defanso

    That's a good point, Scissors. I like Friese overall. Power Grid is one of my favorite Euros, and for like 20-minute games, I think Felix: The Cat In The Sack is actually pretty darn good. But he doesn't really have much AT in him at all.

    He is a very creative designer though, and I do think that he might embrace some of those ideals more, as a lot of other Euro designers have done.

  • avatarscissors

    That would be interesting if he did, maybe that would clinch the deal for me. As it is, he always struck me as someone with a lot of cool ideas, but I just fail to appreciate the way they are implemented. I never got into Fearsome Floors because by that point I'd already played some of the other stuff and had just given up :)

  • avatarFury

    I didn't like the game much either. The AP vs. payoff ratio out of whack. Sure it's supposed to be light but you always get one or two players who won't take it that way and so......it.........begins.....................to................................ ...........crawl.

  • avatardragonstout  - re:
    iguanaDitty wrote:
    I'm starting to really hate the phrase "deep strategic play". Every time I catch myself saying it I cringe inside.

    Especially let's be honest here...how many of these games genuinely HAVE "deep strategic play"? Go has deep strategic play. Even if you let Go be "REALLY deep strategic play" and "deep strategic play" is something not quite as deep, I'm still talking about under 25% of my games have *genuinely* deep strategic play.

  • avatarSamL  - re:
    Egg Shen wrote:

    The game 100% needs a little sand timer though. [...] The timer ratchets up the tension and it makes people more prone to mistakes.

    This is so true. We use a ten second timer and it makes all the difference. I don't think I could suffer even five seconds more time to think. The time limit needs to be enforced though because if you let anyone think beyond their allotted time the atmosphere of pressure is blown. Played with a timer there's no AP, goofyness is quadrupled and it's guaranteed to go by quick. I'll have to try adding that second monster too.

    FF tickles me very much the same way Roborally does. In both games the fun is in seeing both your and your opponents' moves result in entirely unexpected losses or gains. And FF being simple to teach, this game is in fact our go-to gateway title.

  • avatarwice  - re: re:
    dragonstout wrote:
    iguanaDitty wrote:
    I'm starting to really hate the phrase "deep strategic play". Every time I catch myself saying it I cringe inside.


    Especially let's be honest here...how many of these games genuinely HAVE "deep strategic play"? Go has deep strategic play. Even if you let Go be "REALLY deep strategic play" and "deep strategic play" is something not quite as deep, I'm still talking about under 25% of my games have *genuinely* deep strategic play.

    Well, FF is about as deep strategically as Checkers, maybe a bit more, but it's hard to tell. You have a lot of options each turn, many of them are better than others, and the choices are usually not obvious, unless you calculate several steps in advance, which is almost impossible, so you have to play a lot before you can play it by instinct. Of course, you can try to actually calculate all the possible outcomes, and that's what causes the AP, but that's not the game's fault. Just don't play it with people, who are prone to AP. Or, if you are AP-prone as well, play it with (an)other AP-prone gamer(s), with the understanding, that you all treat this game as a serious IQ-battle.

    The good thing is, that you can easily play it as a children's game, just choose the first move you think is OK, hope for the best, and laugh when one of your (or, especially, your opponents') pieces are captured by the monster. It's up to you.

    As I said, yeah, it would be nice to have more funny terrain types, like teleport, electroshock, a place that turns the monster left or right, and so on, because for an AT-fan, it may feel a bit dry with only the blood stain on the floor. What the game doesn't need is randomness (dice, event cards, what have you). It's good as it is, in its simplicity. It's chaotic and (with the right crowd) fun enough without any injected randomness.

  • avatariguanaDitty

    I think it's that if I want to do that kind of abstract strategy gridded map look-ahead I'd rather play a two player abstract strategy game (Yinsh and Chinese Chess I think are my favorites). If I'm playing multiplayer I either want more chaos (I much prefer RoboRally to FF) or more general, actually strategic look-ahead (he's likely to attack here, or try to make a connection here, or try to ally here, or I can push him to want this, or whatever).
    When I find myself wanting to say "deep strategic play" that's usually an indication to me that I should re-evaluate the game to make sure I'm actually having fun when I play it instead of spending all my time doing look-ahead. I am not a two-ply depth first machine.

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