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Titanium Court is a most rare video game vision

The Shakespearean game is an otherworldly combo of strategy, puzzle, and tower defense genres.

Titanium Court is a most rare video game vision

Anybody who cares about games should take the Seumus McNally Grand Prize seriously. The top award given out at GDC’s Independent Games Festival has gone to some of the best games of the century, games like Outer Wilds, Return Of The Obra Dinn, and A Short Hike. In 2012 Fez somehow beat out Spelunky, FTL, and Dear Esther; the year before that an obscure little game called Minecraft reeled it in. There are too many awards handed out to games every year to keep track of, but this is the one you most need to pay attention to if you care about games beyond their commercial potential. And this year’s winner, AP Thomson’s Titanium Court, absolutely earns it. 

Titanium Court is a strategy game, a match-3 puzzler, and a tower defense game wrapped into a single package, and there’s surprisingly little tension between the three. It squeezes them together snugly and smoothly in a way that feels so natural and so obvious that it’s hard to believe there isn’t already a long history of this type of game. Here’s how it works:  Every encounter has two halves. Your map is made up of tiles with various types of terrain on them, like the hex map of a wargame (only these tiles are squares); your court, which you have to protect, is usually on the center tile. During the first half you slide those tiles to make matches of three or more; the matched tiles disappear, the tiles above them fall deeper into the column, and new tiles appear to fill the open space on the map. There’s a meter to the left of the map decreasing every time you make a move, and most matches earn you a resource based on the kind of tile; forests get you wood, fields get you bread, hills get you stone, and water gets you, uh, water. If you match more than three tiles at once, you get extra resources; if you string multiple matches in a row, with tiles matching up and clearing out as they cascade down after an initial match, you’ll not only get a lot of resources but also add time back to the meter. Various enemy tiles also appear. Some are enemy courts, little pink castles that can generate different classes of warriors that will attack your court during the second phase. You also have to watch out for catapults, volcanoes, and the occasional angry goat. You can clear out enemies during the first phase by matching three of their tiles, or move your court’s tile one space at a time to put it in a better defensive position; you don’t get any resources when you do either one, though, so you’re constantly weighing the opportunity cost of every decision.

Titanium Court review

Those resources are vital in the second phase. This is when you prepare for the actual battle. You’ll use your resources to spawn your own units—some defend your court, others go out to attack enemy courts, and various worker units can collect more resources for you—or use spells and other skills to help in the fight. Once you’re done prepping, you can start the battle, which runs automatically in a tower defense style. If you withstand the assault, you’ll move onto the next skirmish, working your way through several maps toward a boss fight with a dragon, a kraken, or some other mystical beast. (Or sometimes a whole team of angry goats.) And when you fail to slay the monster again and again, you’ll see a fourth genre poking through, the roguelite, as you lose all the resources and units you’ve acquired during the run and restart from scratch the next time.

Like the best puzzle and strategy games—think of endless hours playing Tetris or CivilizationTitanium Court‘s mashup of genres will burrow into your brain and devour your free time. So much of what makes it great happens between those battles, though. After every run, whether you defeat the final boss or not, you return to your court for some story-heavy exploration that borrows elements from visual novels and old-school adventure games. There will usually be new interactions with your courtiers and new secrets to uncover about your situation. Most of this dialogue is breezy, smart, and funny, avoiding snark and sarcasm and lazy meme humor. Some of it falls flat, and it occasionally verges on being a little too impressed by its own cleverness, but mostly Titanium Court is one of the small but growing number of video games that are legitimately funny. And its CGA graphics aesthetic—it’d be the best-looking computer game of 1983—gives it a striking appearance while adding to the otherworldly atmosphere.

It riffs on A Midsummer Night’s Dream, with your player character as the unexpecting faerie queen ruling over this court. Various aides that stand in for characters from the play talk you through the story and how to play the game—some of them are even legitimately helpful some of the time—while you try to figure out how you got here and how this weird world works. Despite its Shakespearean inspiration, there’s not an ounce of stuffiness here; it preserves some of the inherent spirit of the Bard’s comedy, but with modern speech and (relatively) contemporary references. Shakespeare’s inspiration runs deeper than just some characters, a few lines, and a bit of thematic similarity. Just as Midsummer is a play within a play about the awkward interaction between the mundane and fantastic, Titanium Court is a game within a game about the same thing—and that game is kind of within a play, too. 

Everything adds up to make Titanium Court also feel like a game out of time and place, like something that’s slipped into our reality from a parallel dimension where it was released 45 years ago, and yet it’s perfectly of its time. Its love of language and anachronistic vibe recall Caves Of Qud, but that’s all the two share; there’s no single game you can really compare Court to, even if it’s hard to imagine it existing in this exact form without the influence of many previous McNally nominees. Thomson has succeeded at creating a true original from pieces of the past, transcending pastiche despite all of Titanium Court‘s immediately recognizable components; it’s no wonder it pulled in this year’s McNally. 

Titanium Court review


Titanium Court was developed by AP Thomson and published by Fellow Traveller. It’s available for PC.

 
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