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Metamorphosis Alpha Universe | ||
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Metamorphosis Alpha Universe
Capsule Review by grubman on 19/04/02
Style: 2 (Needs Work) Substance: 2 (Sparse) As a lover of Metamorphosis Alpha and Gamma World, I rushed to get a copy of this the day it was released. What a disapointment! Product: Metamorphosis Alpha Universe Author: James M. Ward Category: RPG Company/Publisher: Fast Forward Entertainment Line: Cost: 14.99 Page count: 64 Year published: 2002 ISBN: SKU: Comp copy?: no Capsule Review by grubman on 19/04/02 Genre tags: Science Fiction |
Introduction:
I almost feel bad for writing this review! So far I’ve only written reviews on games I like, and think are worth checking out. This is my first review of a game I didn’t like. The fact that you can tell Jim Ward wrote it with his heart and soul makes it even harder. Unfortunately I just have to wonder what Jim was thinking? IMHO he had a terrific opportunity to re-do a classic game, attach a new game system, iron out any problems from the 2 editions that came before, and have a real great product. However, the product I special ordered, and received the day after it’s release has me thinking only one thing...”I want my $15 back!”. Jim Ward more or less created the whole wacky mutated animal, post apocalyptic setting thing from the original Metamorphosis Alpha and Gamma World. It has always been one of my favorites, a fun crossing of science fiction and fantasy. However, 2 editions of MA (now 3), and 5 editions of GW have all had changes and flaws of their own, but lovers of the genre stuck it out through all of them. When I found out about this new release of MA I had super high hopes that it would all finally be done right...was I to be disappointed! This “25th Anniversary Edition” according to the back, seems to be geared at the first time gamer. The reader is talked down to (although in a very nice way) throughout the book. There is GM type advice and comments throughout the book that any experienced GM will find a waste, and possibly insulting. I should also mention, that while it appears Jim is trying to get a new generation to start playing with this copy of MA (the original MA was the first ever RPG for a lot of people in the day), like with the old MA, it just isn’t gonna happen! In the day there were only a few games floating around, that’s why so many people found MA. Now there are just so many, heck, I had to special order this copy, and the game store didn’t order any extras. While the intent is noble, it should have been realized how many 12 year old kids I see walking around with D&D d20 and other “complicated” games. They don’t need a game like this, and if they do want something “introductory” there are better options. The only people I can really see getting their hands on this game are those , like myself, already a lover of MA, or someone who heard about it and wants to know what it’s about. I doubt any virgin gamers will buy it. Appearance: The book is 64 pages saddle stitched black and white with a color cover. I haven’t seen many games produced in this format since the 80’s. I can only assume that it was designed this way to give the feeling of an older game. The 64 page count is just a little to coincidental. In fact, the whole book attempts to come across as a throwback to the early days of gaming. What Jim apparently failed to realize, is a lot of early game stuff (including the original MA) was only good because it was the first of it’s kind. I don’t much care for the cover. It’s computer art, and not very good to boot. The interior illustrations are rather average, and not very exciting (considering what COULD be the subject matter). The inside front cover almost made me choke, it’s a re-do of the original starship warden cross section, a silly egg shaped ship. This is just sad compared to the sleek version of the Warden presented in the Amazing Engine version of the game. The back inside cover has a panel from the interior of an elevator. Jim gives a story about how much fun he had with a similar picture in his early days of gaming...cute. The Story Behind the New MA: The first few paragraphs are almost a quote from the original MA. This will get the nastolgic reader excited, but it goes downhill after that. It’s the 23rd century. Mankind has explored beyond the solar system, and has sent a multitude of ships out to colonize planets. Many ships, however became “lost”. In the original MA, the Warden (the 15x25 mile ship, and campaign setting for MA) was one of these lost ships. In the NEW version, the Warden was sent TO FIND these lost ships. When it finds the first one, it runs into an invisible (cloaked by aliens) asteroid. Punctures in the hull let in radiation that does bizzare things to the ships flora and fauna, and kills all the crew not in cryo-storage. The players are to play in one of 3 “phases”. Phase 1, the players are the ships robots, exploring the ship and dealing with alien invaders. The robots can’t handle it, which leads to Phase 2, the players are androids crated by the ships computers, to try and get rid of the alien menace, of course they can’t so they have to wake up the "cold sleep tube" frozen humans (all the humans left are military, with no knowledge of the ship, apparently all the crew and scientists were turned into white powder when the radiation breached the ship...how convenient!). Phase 3, you play a Human soldier. I gather the whole point of the game is to stumble around the ship killing mutants, aliens, and trying to figure out how to use technology that you don't remember how to use, or haven’t used before. This figuring out “artifacts” was a cool concept for the original MA, but doesn’t really fit in here, which pretty much limits the game to killing mutants and aliens (??!!). Now if you are starting to think the whole invading aliens thing might be cool...don’t! The aliens (and other creatures) only receive a brief paragraph description. It doesn’t imply any motivation for why they are there or what they do. Apparently mutant creatures and aliens have nothing better to do than walk around and wait to be killed by the PCs. Oh, if you didn’t notice...there is a complete absence of the mutated animal PCs that are what made this game the most fun in the first place! Your human PCs have a possibility of getting some mutations when exposed to radiation. There are a whopping 24 mutations for humans and 12 for plants (NPCreatures). Yes that's right, you don't get the millions from other versions of MA or Gamma World. The System. Well, the back cover of the rulebook does have a cool logo that designates it as a “3d6” game. The entire system consists of a bunch (well, 6 to be exact) of charts where you cross reference something with something (usually ability scores with some difficulty level, or resistance) to come up with a target # that you have to roll or less on 3d6. I like simple systems, but I’m not to crazy about refering to charts constantly! For some reason (nastolgia I guess) Jim decided to leave in some of the worst aspects of the original. Hit Points is still a number of 6 siders equal to constitution. We are back to the original 5 ability scores, Constitution, Dexterity, Leadership potential, Mental resistance, and Radiation Resistance. And the combat table is the dreaded Weapon class cross referenced with Armor Class! Yes, your character has as much personality as a stick figure! Other Stuff: The book also has some boring deck descriptions (brief), creature descriptions (brief), and a decent equipment section. There is also a sample level briefly described. A character sheet finishes off the book, and you didn’t miss it...for a game that leaves so much up in the air, there is no sample adventure. Conclusion: Do I sound down on this game? Well, I am! I’ve loved MA and Gamma World for years (just read my review of the original MA). I’ve waited and waited for it to be done right. I expected this version to be the greatest thing since sliced white bread. With all the advances in RPGs, combined with Jim Ward experience I expected a whole lot more. I can only guess he’s trying to recreate the excitement of the original MA by trying to put out a similar product in tone and quality. However, this is 2002 and that was 1976! Sorry, Jim, but I would have to recommend to anyone interested in the MA experience to get a copy of The Amazing Engine:Metamorphosis Alpha To Omega, or the Gamma World 2nd or 4th edition. | |
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