Blood Bowl Review
Rolling defence.
Version tested: PC
Know what I hate? Elves. Maybe it's the fact that they remind me of the smug trustafarian hippies who plague Brighton's pubs and open spaces. Perhaps I'm jealous of their svelte, eternal youth and haughty attitude. Maybe it's because I'm basically a dwarf. Maybe it's because they just absolutely trounced me on the field, embarrassing my team of lumbering Orcs with their sublime grasp of the long-field passing game and elegant, darting runs and dodges.
I was doing pretty well up until then. A few games to get my head around the rules (Blood Bowl was one of the few branches of the Warhammer tree which I never scampered along in my youth) and I was playing relatively competently. The game's initially bewildering nature, compounded by a less-than-helpful tutorial, had been clarified – boiled down to a basic understanding of the blocking, tackling and risk-calculation which form the backbone of Blood Bowl's gameplay. It had gone from infuriating to fun in about half an hour. Unfortunately, my hands-down defeat by the prancing wood ninnies sent my petulantometer swinging wildly back the other way.
Blood Bowl is American Football at its core, with the more complex rules and frequent stoppages stripped out and replaced with brute violence and Games Workshop's stock fantasy races. Each race represents an accepted tactical approach to the real-life game - with Elves embodying a fluid, passing play-style, the Skaven personifying speed, Orcs the power game and so on. Focusing on these advantages and the weaknesses of your opposition is fundamental to success.
In the turn-based version of the game, coaches move each of their players around the field one by one, or make tackles and blocks against opposition members in adjacent grid squares. Each turn, one player can "blitz": both moving and tackling in one turn to offer a shock-tactic advantage. Almost every action requires a dice roll: moving through tackle zones, attempting a pass, trying to make a block. Failing a roll results in a "turnover", with play switching to the opposition.

Star players like this Rat Ogre can be hired for one-off matches, costing a packet but occasionally turning the tide of a match.
Each match consists of 16 of these turns for each player, eight in each half. Wins are based on points from touchdowns, although the regularity of injuries, knock-outs and even fatalities means that grinding opponents into dust before strolling in a last-turn touchdown is a very valid tactic.
Building a basic strategy around the strengths of your team isn't hard to do, and settling on the Orcs as a tough, physical beginners' set-up, I pick up the ropes pretty quickly. I learn a few of the basic manoeuvres and terms early on, setting up "cages" for my ball-carrier by surrounding him with rugged blockers and blitzers and shuffling him toward the end zone. Switching up the formations at each kick-off to overload flanks or cripple key players serves me well too, although my trusty Greenskins find the more flamboyant or advanced tactics beyond them.

A smug little hippy in full flow.
However, I soon start to find the AI wanting. Tactics are predictable and occasionally curiously inappropriate. Fragile teams will sometimes attempt to attempt to trade casualties with a physically superior side, and clumsy brutes will try and string together graceful runs and long passes. Annoyingly, this quite often works, with supposedly ham-fisted players pulling off feats of incredible agility and lean and lithe beanpoles felling blitzers three times their size. It all feels a bit random.
What it comes down to, and what really starts to grate after a few hours of play, is those damn dice rolls. Admittedly, attacking a game like Blood Bowl - to which dice-rolls are the very life-blood - for randomness is a bit counter-intuitive. The element of chance is key: every move is a calculated gamble, and very quickly players must learn to prioritise their least risky moves, putting the basics into place before attempting any panache
Much like any successful gambling activity, the risk/reward balance needs to be excellent in Blood Bowl, and for the most part it is. Often though, it all feels a bit too unpredictable. As a control freak, if I set up a masterful strategy, meticulously planned and executed, I want to know why it fails and what I could have done about it. When the answer to that question is usually "bad luck", I start to feel a bit miffed.
More time and a deeper understanding of the sport would help, but even so, watching your star player smashed to death in the first turn of a match, having spent six or seven matches crafting him into a lethal steamroller with the game's rudimentary experience and progression system, is extremely galling. More often than not it had me reaching for a restart rather than struggling gamely on. Only having a 50/50 chance for most players to even pick up a loose ball whilst under no pressure seems a bit too harsh, even when that player is half-goat.
Perhaps I've not really grasped the spirit of Blood Bowl. I had too many teams decimated (many to the point where they could no longer field a full team at kick-off after a few matches), too many long-term investments wiped out in a single unlucky tackle, too many matches lost on a crucial, easy roll failed against the odds. I suspect that for many enthusiasts this is actually the kernel of the enjoyment, this chaotic unpredictability, but I was unable to move beyond sighing frustration.

Bring it on 3: Blood on the Pitch was aimed at an older audience.
Matches against human players are more satisfying, partly because the tactics are generally more interesting, and partly because there's less of the distrust over extremely unlikely outcomes which can creep in against a computer-controlled opponent. If it's a chess-like predictability you're looking for though, best knock on another changing room door.
In general, the presentation is much what you'd expect from a small studio developing a niche licence: it's not particularly pretty or polished. Humour is base, and there's the mandatory fantasy-world smattering of adolescent sauciness with female characters' outfits. Commentary is well-voiced but repetitive, with anecdotes making up the bulk of the vocalisation rather than any direct explanation of the events on pitch. Players are hard to distinguish, with the customisation of models so limited as to be pretty pointless. The full Living Rulebook 5.0 is included on the disc, but a better tutorial wouldn't be hard to implement, especially as so many aspects aren't so much glossed over as sanded down and hidden under a layer of lathe and plaster.

Bit unnecessary, really.
What Blood Bowl offers is a way for enthusiasts to enjoy their chosen tabletop sport without much of the hassle, remotely and conveniently - and for those with friends who'll also indulge, it's probably a no-brainer purchase. What it doesn't really provide is a compelling way for newcomers to learn and become involved in what is clearly a balanced game offering great tactical depth. I'll probably return and persevere with it, attempting to take my Orc team all the way through the punishingly extended campaign, but it's unlikely to convert me to being a real fan - which smacks of a missed opportunity.
6 / 10
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Comments (39) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I'm guessing you don't like football games when a ball hits the keeper and sometimes it goes in, and sometimes it is saved? All based on stats and dice rolls, just in BB, you can affect them a bit more.
The AI is a bit easy for an expert though, and no LAN leagues is a bit pooey! (We want a tourney at lunch at work, but the firewall stops us playing on online leagues, grrr)
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My memory is hazy, but there was a really terrific BB game with a polystyrene board where the dice rolls were always throwing 2D6. It was replaced by a massively inferior game with 1D6 rolls, and immediate turnovers if the wrong face comes up.
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If you are a Bloodbowl fan you're going to absolutely love it.
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I agree the "randomness" in the game is neither random and immensely frustrating at times though. It's only bearable to suffer those 3 fumbled pick ups in a row and be 2-0 down with 3 players off injured 'cos you know you're going to lay waste to some team a few matches on.
Solid 8/10 for me - it does need a lot more polish mind, and as for those port issues when trying to play online. Argh!!!!!
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It's a great game if you like Blood Bowl (I would definitely rank it an 8/10), but there's a steep learning curve if you don't know the game beforehand, because the game's own tutorials are bad. You should get it for the multiplayer (and preferrably, play it with friends), not for the singleplayer.
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As above - if you played & enjoyed the original board game will love this game so much. The character levelling is very good - you can really specialise your squad to whatever type of game you want to play. Its a harsh world though, and its a right ballache when you star players get killed or permanently injured. One of the few gripes I have is that its almost impossible to replace players in experienced teams because the rewards given are just not high enough. This can make it very tough to get a multiplayer game if you have a good 'bashing' team like the Dwarfs or Chaos. Why risk your brilliant but very fragile Elves when you know there will be casualties you cant replace?
That aside though the game does game a good balancing system when teams of a different level play each other & I would say its still the best 1 v 1 multiplayer game I've played in a long long time.
Id give it a 9.
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Also I developed a deep loathing of Wood Elves during my league efforts. And most players should have a 66% chance of picking up the ball without any pressure, not 50%. Things like that you have to think about.
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The tutorial is too simplistic, glossing over important components of the game and completely omitting others. This makes for a frustrating start to the game as winning becomes a game of trial and error rather than tactics due to the lack of information. This in turn makes for a very steep learning curve that may put new comers off.
I did really want to like this game as a few of my close friends are big Blood Bowl fans. To a certain extent I can see the argument for developing this game more in mind for veterans/fans of the board game, but surely that shouldn't be to the detriment of new players should it?
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Whether this happens or not we shall see.
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Fortunately I am familiar, but even then, most of the UI and general computerisation aspects of the game were just plain rubbish. Sure, the rules are just the living rulebook rules. 10/10 for directly porting rules already available. But where is everything else? The lobby system is rubbish, the UI and controls aren't too user-friendly, tutorials for beginners are useless and the general presentation (not to mention lack of teams) seems rather half-arsed.
10/10 for computerising the rules, 6/10 for making a game.
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"Often though, it all feels a bit too unpredictable. As a control freak, if I set up a masterful strategy, meticulously planned and executed, I want to know why it fails and what I could have done about it. When the answer to that question is usually "bad luck", I start to feel a bit miffed."
made it in the review. Because in Blood Bowl strategies very rarely fail to bad luck but poor planning. Even if it is a common experience it seems bad form to blame the game for the players own failings. Yes Blood Bowl is difficult to master, and the tutorials exacerbate the situation. But it takes an awful lot of luck for a skilled player to lose to a lesser one and this situation simply will not occur frequently.
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I haven't played it yet, but how is that not random? Sounds pretty random to me. If fumbling is 50:50 then three fumbles in a row would only be 1/8; a fairly common occurance.
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-1 because it might be hard for begginer to understand ruloes. I played with a friend of mine to start, it was much better.
-.5 because of crappy lobby.
And that's it. It's a very very entertaining game. giving 6 is super harsh to me, maybe it's because devs are french? oops
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Thats the point he is making though. The game doesn't make that clear enough. If the game doesn't present you with anything other than Roll Failed - You Lose, then a player is not going to put the time in to get better.
Civilization IV has EXACTLY the same problem with their probability based combat. Often you feel like the control is out of your hands, no matter how you equip your stack. At least there are other things to do in Civ, I'd hate to play a game that was solely based on such a system.
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Well give as it's made by the same people and Chaos League was a complete ripoff of Bloodbowl that got them sued big time the similarity is unsurprising
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Is it now? Wow a new game for the PSP I'm actually interested in. Hurrah!
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I'd say at least an 8 the only reason its not a 9 is like everyone else, the lobby system absolutely sucks. This is soon to be addressed though, apparently an automatch / matchmaking system is on the cards, also 3 new playable races are due for release in the coming months!
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Saying that people who disagree are likely to people who like the game isn't really an excuse for making factual errors. I can see how someone could pick up the game and make these mistakes because it's unusual to have a game nowadays that requires you to read the manual or go through a learning curve. But really a reviewer ought to have read up and played the game enough to know something about the game he is reviewing, or at least refrain from commenting on areas he hasn't played enough to know anything about.
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This line is pretty much like complaining that you can't pick up the ball with your hands in FIFA.
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Because i feel like you have only tried a third of the product not the whole...
edit: and of course my score is a no brainer 8/10 good fun (better than madden
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I do think its worth saying that "its too random" is a common complaint amongst inexperienced (or just plain bad) players, one that tends to fade off as they get better. There is a lot that a good player will do to mitigate the effects of randomness and whilst you can't always prevent a run of bad luck from causing you problems, you can strongly minimise the damage it will do to your strategy and if your carefully laid plans don't allow for failure, then in Blood Bowl terms they are pretty bad plans. You KNOW that you are relying on chance so you make allowances for it. Don't try and pick the ball up without surrounding it with defenders as best you can first, leave the fighting until last unless its vital its done earlier, etc etc.
I guess overall the problem with a review like this one is that if you read the text its a fair enough review, but Metacritic won't read the review, it will just trash the games average, and that seems kinda unfair, despite the reviewers honest intentions.
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Which brings me to the next point, you never actually see what the roll you are trying to make is until after the event in the scrolling text, i'm sure I'd think twice about a movement if I actually knew what number the CPU was trying to roll for me.
The game is good, but very, very frustrating.