Wednesday, May 13, 2020

Die Hard, but not any harder


There are a lot of possibilities for a game designer when presented with the challenge of creating a game based on a pre-existing property such as a book, film or TV series. The easiest option (and the one we see the most) is to re-skin an existing game, such as with all the licensed versions of Clue, Risk, and especially Monopoly. This is an easy way to get a tie-in product out there, but it's rarely very satisfying when assessing whether or not the result is a good game. Of course, there are exceptions; Legendary has proven itself to be a very resilient game system, supporting multiple licensed properties such as Marvel Comics, Alien, and James Bond while making each property seem a perfect fit, and I will go to my grave defending The Lone Ranger Shuffle the Deck Card Game as one of the best fits between a licensed property and a pre-existing game system ever.

The design choice that should render much better results is when a game scratch built to fit a particular theme, but while this approach occasionally gives us an amazing game like Firefly, it all to often results in something that is too focused on the nuances of the property it's trying to simulate, to the point that the end result is a game that, while successfully evoking whatever film or TV series it's based on, doesn't actually come together very well as a playable game.

This is definitely the case with Die Hard: the Nakatomi Heist Board Game. According to the designers, the intent of the game was evoke the experience of watching the movie, and it definitely does that. If you're a fan, the game will certainly call to mind most of the film's iconic moments such as John McClane running across broken glass or Hans Gruber plunging to his death.

The game is played out over three acts, with one player acting as McClane and the rest as the thieves (remember, they're only pretending to be terrorists). The McClane player has to use cards and dice rolls to move through Nakatomi Tower completing various objectives starting with finding a gun and a radio, and finishing with pushing Gruber out of the window. The thief players have to work together to slow him down, while at the same time playing cards in the right combination to open the vault and win the game.

In many ways it's similar to Leading Edge's Aliens board game, which asks players to recreate the action from the film, but sets them the challenge of doing better than the characters did in the film (according to the game's victory conditions, they lost). It also allows for several "what if" scenarios outside of what we see in the film.

Die Hard uses cards, dice and playing pieces to provide a framework that lets players re-enact the film, and then asks them to do just that. And this is the problem. While the game mechanics are reasonably entertaining for a lightweight tactical move-and-shoot game, the players are given objectives based on what happens in the movie, and the only way to accomplish them is to do what the characters did in the movie. There's no flexibility to try different strategies, and there are no alternative ways to win. The game forces the players to use their random card draws and dice rolls to recreate the film, which means it plays the same way every time.

With little to no replay value it's not likely that we will play this game very often, but I'm thinking we might lean into the old "is Die Hard a Christmas movie" debate by storing it with our holiday decorations and playing it once a year on Christmas eve...

Rating: 2 (out of 5) More of a simulation than a game, giving players the tools to recreate the movie but no flexibility to do anything beyond that.