Jun 22, 2018 Some reviews and discussions here convey the impression Tooth And Tail would be simplified to the point where it is simply lacking strategy and micro management. However, there are lots of examples of matches where strategy and micro played a huge role, where they are skillfully employed to take the win, often even against so many odds. So this is the thread to show and/or view them!
Tooth and Tail is a real time strategy game set in an eastern European anthropomorphic rodent revolution. The team at Pocketwatch Games previously stole our hearts with, and they are back with their take on ‘Popcorn RTS’. Pocketwatch has removed many of the barriers of entry for the genre such as a reliance on actions per minute or complicated unit management and has made an accessible strategy game.When I describe real time strategy to people, it usually comes with blank stares until I mention something like Starcraft, or Command and Conquer.
These pillars established the genre and have paved the way for future titles, but nothing has drastically changed the way RTS is played. Collecting resources, building a base, creating an army, and battling your opponent; these are the foundations of any strategy game and probably haven’t changed much for a reason. So why change it?Learning how all the units work in an RTS is a basic principle, but also a huge mountain to conquer. One way Pocketwatch has changed this for Tooth and Tail to make it more accessible is having players draft their army into a deck before every match. There are four tiers of units with five units in each tier (20 total) and players choose any combination of six for the match. Drafting a deck is a genius method to teach players how to think about larger strategies before the match even starts, but also gives them a chance to learn the unit interactions on a smaller scale.
The unit design is so smart and each of the recruits comes with their own thoughtful art, sound, and tactics. You want to zerg rush?
Bring the engineering moles into the deck and hit the opponent fast and hard before they have time to react. You think you’re getting mole rushed? Counter with a low cost unit like drunken squirrels or comrade lizards to push back the tide.If my deck gets completely out drafted by an opponent, the next game I can swap out a owl for a wolf and completely change my strategy. The drafting before a match hasn’t been done in RTS before and is akin to many CCGs like Magic the Gathering, Hearthstone, or Netrunner. Once a deck has been selected it is time to put that plan into action. The rules of RTS still apply here: gather resources, build an army, command that army using your general.Tooth and Tail finds beauty in simplicity of mechanics to deliver complex design choices which don’t intimidate the player. You still need to position your units; gain advantages of high ground and sight.
You can’t shoot what you can’t see. Throwing your units at your opponent with little remorse will be punished by superior tactics. Microing units isn’t as demanding as Terran Marines in Starcraft, but a player actively putting their healing pigeons in the back and their badger tanks in the front is going to get things done. What is awesome is all of this can be done on a controller! Pocketwatch figured out a way to make RTS work on a controller, and it all comes down to smart design choices. The whole game can be played with three buttons and a joystick, sitting back on the couch.
But don’t worry, for those APM (actions per minute) analysts out there, you can still use a keyboard and mouse.There is only one resource in the game (food) and the only way to gain food is to build mills and make farms. While protecting your farms is important to ensure you have a steady resource supply, the more interesting aspect here is the mills. These structures not only provide food, but also determine the size of your territory and, in turn, where you can build. This concept of map awareness and map control is something most players don’t learn in an RTS until much later after tons of matches. Tooth and Tail manages to emphasize this and teach this lesson even before units have hit the battlefield.What Pocketwatch has done with Tooth and Tail is distill the genre down into something digestible.
This way players don’t have to invest a ton of time into learning mechanics, and can spend more time establishing and executing strategy. Tooth and Tail still requires both a micro and macro game but there is a focus on the nuances of what make this genre so enticing: recon, positioning, counters, execution. These are tropes within real time strategy games which come with practice, failure, and testing which means players have to invest a ton of time into learning.
They have stripped away the usual barriers allowing players to spend more time learning. As each match only takes 5-10 minutes, players can play more matches, resulting in learning faster.The co-op experience in Tooth and Tail is limited to comp stomp online and couch matches. You and a friend can start your own revolution together against the AI, which changes the game on a meta/strategy level and keeps the core game intact. There is still the randomized maps, deck drafting, and strategizing; you’re just doing it with a friend either across the globe or splitscreen. The splitscreen is actually really great and doesn’t cramp viewing real estate as much as one would think. The vertical split allows for a good view of the battlefield, and of course you can relay information with your partner to get a better idea of what is happening on the map. Communication is key in team battles, and having a partner beside you makes it that much easier.It’s unfair to expect a similar co-op experience to something like Monaco, as this is a completely different genre and experience.
I’d be lying if I didn’t want something a bit more in terms of co-op but the game is so good regardless. I have to give it to the devs for coming up with a way to play an RTS with a friend on a couch using a controller.
This simply hasn’t been done before. The co-op games lead to some interesting unit combinations; where else can I send a flamethrower boar into battle riding on a bed of snakes? Being able to plan, strategize, and play together on a couch with split screen is a really cool thing and something I have never experienced in this genre. Maybe we can hope for a full co-op campaign in some future DLC because I would like to see some more stories told in the world of Tooth and Tail. It is obvious Tooth and Tail has gone through a ton of playtesting, feedback, and iteration.
The campaign is challenging and contains some great writing no one should miss. Solo games are where it shines, but the team battles and free-for-alls add a whole new layer of depth to the game. The sprite based world is beautiful and well realized with some of the best sound design this year.
Short match times, deck drafting, and simple controls make Tooth and Tail easy to pick up and play, but also gives the opportunity for anyone to master. Pocketwatch Games have made their own revolution of real time strategy and simplified a steadfast genre for the better, and that is something I can rally behind.
Real-time strategy video game Tooth and TailPocketwatch Games,ReleaseSeptember 12, 2017Mode(s),Tooth and Tail is a developed and published by, the company behind. Tooth and Tail was released in September 2017 for, and.The game is set in a society of animals during a time of severe food shortages, resulting in the uprising of political parties with differing ideologies regarding the acquisition of food. The gameplay consists of and modes and supports and arrangements. Players begin by choosing six units out of a pool of twenty to use during the match.
Once each player has chosen, the goal is to destroy the enemy's resources through building structures and creating units. Each player controls a commander rather than having a view.Development of Tooth and Tail began towards the end of development for Monaco. Various real-time strategy (RTS) games were prototyped before the game, then titled Armada, was announced in March 2014. The premise was to create an RTS game without or the necessity of high quantities of. From the outset, the game was designed to work well on both gamepads and keyboard-and-mouse setups.
In August 2014, the game's title was changed to Lead to Fire before being finally changed to Tooth and Tail, a reference to the, in August 2015. Before its official release, the game's developers proposed a launch on 's platform, though this did not occur.The game was positively received and won two awards in 2016; 'Best Character Design' at Intel Level Up and tied with for 'Guest's Pick' at Media Indie Exchange. The single-player mode was not praised as highly as the multiplayer modes; reviewers said the difficulty spikes impaired enjoyment.
Many comparisons with other games and media were made; mostly with the novel series and the novella. Contents.Plot Tooth and Tail is set during the in a society where animals are facing chronic food shortages.
Many animals decided to resort to to overcome the shortage. The Civilized, led by Archimedes, created a lottery system that ultimately controlled who was eaten. This way of life sparked controversy throughout the nation; the Commonfolk liked neither the idea of being eaten nor the high cost of food. The son of the wealthy merchant Bellafide was selected to be eaten; he revolted, intending to reshape the food-selection system into one based on some version of a.
The Commonfolk—led by Hopper who wanted to impose a voting system to replace the lottery—also revolted. To overthrow the Civilized, Hopper and Bellafide joined forces despite their different ideals.The Civilized engaged in the fight to maintain power and the status quo. Though the revolution had thrown the leadership into general chaos, certain military elements remained organized. Quartermaster, the shady and pragmatic head of the late Tsarina's K.S.R, seized control of military elements and supported Archimedes and the Civilized for the time being.Towards the end of the game, the pigs, who are dying out from the war, tell the four armies they had relayed false information to the three other armies, tricking them into gathering in one location. As the armies fight each other to the point of destruction, the pigs revolt, revealing they had a plan to overthrow the Tsarina and get revenge for the slavery and eating of their kind. A horde of pigs then ambushes the final standing army, destroying it and leaving the fate of the commanders and the rest of the meat-eating animals ambiguous.Gameplay.
A demonstration of the game's split screen capabilitiesTooth and Tail is a video game designed for use with and setups. The game has and modes. In the single-player mode, the player progresses through the story by completing levels of increasing difficulty. Each level features objectives with varying degrees of onerousness, depending on the player's advancement. To complete each level, the basic objectives must be met while 'heroic' ones—usually more arduous—are optional. Multiplayer mode can be accomplished through ranked or unranked.
Up to four players may play at once, either as teams of two or compete to be the last one standing.Before a match begins, players must choose a commander from four factions and then draft six units from a pool of twenty to use during the match. Fifteen of these units are offensive and tiered depending on their strength and cost. The other five units are defensive. All choices are final; other units cannot be unlocked during the match. Once all players have chosen their units, they control a commander of an army and must build structures, such as farms, to gather required resources. Most structures can only be built near, preventing players from building near enemies while or spying. At any time, players can burrow their commanders back to allow them to create structures.
Units are produced at structures called warrens, assuming the player has sufficient food to summon the desired units. Depending on the tier, some units cost more than others. Food is a limited resource, meaning players must strategize their attack in advance. Structures called act as a combination of gristmills and farms, allowing structures to be built near them while also producing food. Stronghold 3 gold edition.
To win, the player must destroy the enemy's gristmills and campfires. The map is, implying each player will have different advantages and disadvantages each match. Development Following the success of Pocketwatch Games' 2013 video game, the development of Tooth and Tail was announced on March 11, 2014. The game was loosely based on a design, the founder of Pocketwatch Games, and roommate Tom Wexler had made during college, called Dino Drop. As with the development of Monaco, many games with similar mechanics were prototyped. Schatz told Jim Rossignol of about Dino Drop, which he described as 'a split-screen strategy game with autonomous units'.
Schatz and co-designer Andy Nguyen heavily developed this version of real-time strategy towards the end of Monaco 's development. Originally developed under the Armada—stylized as ARMADA—the game was advertised as a (RTS) game without the necessary and high quantity of, an issue he attributed to the series; Starcraft and were credited as influences on Tooth and Tail.Armada was developed to appeal to people who did not usually play RTS games but also had the ability to 'play the game at a deep level'. The game was designed to be and friendly; Schatz implied there had been no 'good' RTS games that utilized them. Schatz compared Armada with Monaco, saying 'I want to do the thing with RTS that we did with Monaco, with the stealth genre, and that's constrain the control set in order to make the actual, physical interaction easy to pick up without limiting the complexity of the game itself'. He pitched this idea to around forty people at the to positive feedback.
At this point, there was no timeframe for development and no definite specifics (such as the title, theme, and style). Screenshot of Tooth and Tail when it was titled LEADtoFIREThe game's title was later changed to Lead to Fire—stylized as LEADtoFIRE—in August 2014. Throughout these stages of development, Pocketwatch Games streamed their progress on the streaming platform.
This was described as a 'miniature '; a way to show off the development and allow fans to the game. It was around this time that the game drew inspiration from, a in which players build decks and compete against others. Schatz noted there would be around thirty units and structures to choose from, and while there was yet to be a definitive number, it was estimated players would be able to choose six-to-eight of them per match.
Reported a tentative release date of 'sometime in 2015'In August 2015, the game received its official name; Tooth and Tail. The change was attributed to Lead to Fire not boding well with the developers, and believing no one knew how to properly pronounce it. The title is a reference to the; the art style was revealed at the same time as the official title. Schatz wrote that like, 'the game should look utterly shitty until it’s absolutely amazing'. The art style was described as a modernized version of 1990s. Having released the official artwork, the development process became more public and the team believed the game would be released in late 2016, with the possibility of using 's platform.Composer, who also worked on Monaco, was hired to create the game's soundtrack.
Was done by PowerUp Audio, the team behind both. The game's characters speak a language based on that was invented by PowerUp Audio's Kevin Regamey; Schatz told Louis Brierley of Heavy Mag the in-game language is translatable to English. In July 2017, Tooth and Tail 's official release date of September 12 was announced for,. Alongside this announcement was the game's trailer.
Since release, the development team plans to continue updating the game with new content. Reception Tooth and Tail reviewsAggregate scoreAggregatorScorePC: 80/100PS4: 78/100Review scoresPublicationScore9.5/108/10Hardcore Gamer4/59/108.1/10AwardsPublicationAwardIntel Level Up 2016Best Character DesignMedia Indie ExchangeGuest's Pick (tied)Pre-release Prior to Tooth and Tail 's release, the game received substantial media coverage because of the development process being made public and the release of play tests. Many writers compared Tooth and Tail to the novels. Reviewers including Adam Smith of Rock, Paper, Shotgun, Kyle LeClair of Hardcore Gamer and Tom Marks of praised the game for redesigning the concept of the real-time strategy genre.
In March 2017, Marks described the single player campaign as being similar to 'a bite-sized StarCraft campaign.' The art style was also praised prior to release.
Post-release Tooth and Tail was released to positive reviews from critics, garnering 'generally favorable reviews' on both PC and PS4 according to website.Critics, such as Eric Van Allen of, praised the game's ability to be inviting to newcomers to the real-time strategy genre while also appealing to veterans. Because of this, listed it as a 'game you might have missed' in September 2017. Davide Pessach of recommended the game to everyone because of its many hours of fun.
Patrick Hancock of listed Tooth and Tail on his personal (GOTY) list, saying he would recommend it to anyone, including those who dislike real-time strategy games. Polygon writer Charlie Hall compared the game to StarCraft and wrote 'the initial right now is simply too steep for most players'. Brendan Caldwell of Rock, Paper, Shotgun concurred, saying 'a tough mission can come along and take a chunk out of your enjoyment'.The gameplay mechanics of multiplayer matches, such as the length and controls, received mostly positive reception. Hall wrote that while the game's single-player mode may be poorly balanced, the multiplayer mode is where the game excels.
In Hancock's GOTY list, he noted the game would have appeared on it had it been a single-player game with the multiplayer mode as 'a cherry on top'. Hall said that because matches last around ten minutes, he found himself saying 'just one more match'. He said while the controls were good for newcomers, they have the potential to dissuade strategy veterans because of the inability to directly control certain units.Tooth and Tail 's art style, soundtrack, and audio received positive reactions from critics. Chloi Rad at IGN wrote that because of the combination of these elements, it was an 'arcade-like strategy game experience like no other this year'.
Kotaku 's Alex Walker praised Pocketwatch Games for their ability to create 'truly, truly beautiful' artwork without spending 'millions of dollars teams of artists'. 's Kosta Andreadis considered the art, while not the most impressive of 2017, subtle and pleasing in its presentation. He praised the ability of the animation to change intensities depending on the setting. Andreadis also commented on the audio, believing it added to the experience. Hancock commented on the similarities between the soundtracks of Monaco 's and Tooth and Tail; both of which were composed by Austin Wintory. The main similarities he noted were the fast-paced tracks during battle sequences and the use of slower tracks during less intense moments to imply a 'revolutionary feel'.
He concluded by commending the accomplishment of matching the soundtrack with the game's theme. Awards and accolades Tooth and Tail won the award for 'Best Character Design' at Intel Level Up 2016 and tied with for the 2016 Media Indie Exchange's Guest's Pick. It was also nominated for 'Gamer's Voice (Multiplayer)' at the 2017. The game was nominated for 'Best Strategy Game' three times; once at, once at PC Gamer 's 2017 Game of the Year Awards, and once at IGN 's Best of 2017 Awards. PC Gamer included Tooth and Tail on the list of the best game music of 2017. The game was nominated for the 'Excellence in Narrative' award at the 2018, and for '2017 ASCAP Video Game Score of the Year' at the.
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