Marvel Comic Hunters Board Game Review

Collecting comic books has been a thing for as long as the comic industry has been around. There’s an almost irresistable allure to having that one issue featuring the debut of your favorite hero or the one where a lovable character dies. I have dipped my toe into the comic-collecting hobby from time to time, and that was why I had to have Comic Hunters, if for nothing other than all the official comic covers the Marvel-themed board game features.

Designed by Robert Coelho with Art by Diego Sa, Comic Hunters was initially released exclusively in Brazil back in 2020 but, thanks to Spin Master and Arcane Wonders, has now been released in the United States. In Comic Hunters, anywhere from one to four players compete with one another, traveling from flea markets to auction houses, in the attempt to snag those classic Marvel comic issues to make the most valuable collection of them all.

The core idea of Comic Hunters is that players draft cards to make the most valuable collection of comics. Each game allows you to set the market value either randomly or by hand-picking which heroes or types of comics are the most sought-after. To keep things interesting, drafting is done in five different ways, including players taking a card from a drawn hand of cards and passing the remainders to the next player, bidding on a blind pool of cards, and more. Once you have your new set of comics, you build your collections, paying for the cards you keep with the other cards you drafted but are opting to discard. The more of a certain hero or type of comic (first appearance, outfit change, epic battle, etc.) the more points you will get at the end of the game.

It’s a process that, once you’ve gone through it once or twice, you and the other players will fly through. It results in a game that doesn’t take long to play at all, but that initial time figuring out how all the different methods of drafting works can be a bit tedious as the rulebook doesn’t explain it very clearly. Multiple times during my first game, I had to stop and reread the rules to figure it out. Luckily, though, the whole game flow is quick and smooth once you wrap your brain around it.

With being playable solo or with up to four players, Comic Hunters feels like a different game depending on your player count. My favorite setup is playing it as a two-player board game against one other person. With two players, cards and player collections are manageable enough (each player’s sets are openly displayed in front of them) to make it a game where you can not only strategize what cards are best for you to expand your sets but also what could hinder your opponent too.

At three and four players, the number of cards out and around the table can get overwhelming and instead often changed into more of a solitaire experience where I was only focused on my own sets and not stopping others, which admittedly may be more attractive to many players. For me, though, I appreciate the addition of that little bit of conflict. Fair warning: Comic Hunters can trigger decision paralysis, so be wary if that’s an issue for you or the people you want to play against.

There are several avenues to score points come the end the game – the sets of hero comics you have, the types of issues you have, the star tickets you have left that you didn’t use during auctions – so depending on how many comics you’ve managed to get, counting up the various symbols and figuring out how to best organize your sets for the most points can be a bit of a chore. My best recommendation to alleviate this is to simply keep track as you play with tally marks on how much of any one type you have in a set at any given time and adjust after the end of each set-building phase.

Comic Hunters’ initial “WOW!” factor and draw is thanks to all of the classic Marvel comics featured on the cards. It’s longevity and how well it keeps your interest will depend entirely on how much you like drafting and set collection games. I had a fine time with the game (especially with the added adversary aspect at lower player counts mentioned earlier). I found the inclusion of having multiple drafting types helps the experience, but I never stopped wishing that there was another layer to the game. Maybe you could trade with others, or maybe there was a way to influence what the most desirable comics were midgame to try and swing things in your favor. Instead, you get drafting with a side of drafting, with a bit more drafting. The most interesting aspect of Comic Hunters is how you pay for the cards in your set with other cards you drafted, causing me to look for things I wanted and also chaff that I could snag to pay for the cards I wanted to collect.

While the art of all the covers is nice, and it was fun to stumble across issues featured in my own collection, the same can’t be said for the quality of the components themselves, with the gameboard being the only part that felt solid. The cardboard used for the player markers and comic-type tokens is incredibly thin, and even when I was punching them out of the board, they came on, I was worried I would tear them. The cards don’t feel much better; in my copy, the cards seemed to have an odd lip around them, with paper that’s stiffer than I would like. In an ideal world, I would love to have a bit larger and sturdier cardboard tokens or better-feeling cards, but with the game coming in at $25, I can give the lower quality a bit of a pass.

Where to Buy

Call of Duty: Black Ops 6 November 8 Patch Further Nerfs Recon as 10v10 Goes Live

Another Call of Duty: Black Ops 6 patch is here, and with it comes an additional nerf to that troublesome Recon Combat Specialty Perk and a dedicated 10v10 Moshpit playlist.

Treyarch pulled back the curtain on the November 8 update with a post on its website today, revealing a smaller patch that tackles some of the issues players have continued to deal with since launch. The emergence of a playlist for 10v10 might be what has most frothing at the mouth, though, as it offers bigger lobbies across many of Black Ops 6’s Multiplayer maps. Included in the list of maps is Nuketown, a map that is already notoriously chaotic in 6v6 matches, so expect even more chaos when hopping in for 10v10. While the standard Nuketown 24/7 playlist option will remain, fans can also now enjoy a new Stakeout 24/7 playlist.

Another highlight involves an additional nerf for Recon, which has been a common complaint from players for weeks. The Perk combo bonus gives players a few advantages in combat, including the ability to briefly see enemies through walls after spawning. The effect previously lasted for a whopping two seconds, with many drawing comparisons between it and unofficial cheats like wallhacks. It didn’t take long before Treyarch brought down that timer to only 1.5 seconds, and as promised, that’s now down to only one second with today’s patch.

Multiplayer regulars will notice that they are no longer able to exit the map in Lowtown, too, with other more general changes tackling stability and XP earn rates. Zombies received a number of tweaks as well, including fixes for a few glitches and a patch for a Tactical Raft exploit that was being used to make the vehicle airborne on Terminus.

Today’s Black Ops 6 patch is smaller than some of the others we’ve seen this past week, but that’s only because Treyarch is on the verge of dropping a gargantuan Season 1 update next week. We learned more about the inaugural season of content just yesterday, with the team promising that more Multiplayer maps, Zombies additions, and a revamped Warzone will arrive next week. Even more goodies will come with a mid-season refresh in the future, too, with Ranked Play also set to drop later this month.

Call of Duty: Black Ops 6 got off to a great start when it launched for PC and consoles October 25, and we think its success is deserved. We gave this year’s Call of Duty entry an 8/10 in our Multiplayer review and an 8/10 in our Zombies review. It’s unclear when exactly the next patch will drop, but at this rate, we probably won’t have to wait too long. For more, you can read our list of essential tips and tricks for players hopping online, and you can also check out the YouTuber who accidentally killed his 147-round Zombies run while streaming.

You can see today’s full Call of Duty: Black Ops 6 November 8 patch notes below.

Call of Duty: Black Ops 6 November 8, 2024 Patch Notes

MULTIPLAYER

Maps

  • Lowtown
    • Addressed an issue where players could get outside of the intended playspace on Lowtown.

Featured Playlists

  • Stakeout 24/7
  • 10v10 Moshpit
    • Maps: Red Card, Rewind, Vault, Vorkuta, Lowtown, Derelict, Skyline, Scud, Nuketown
    • Modes: TDM, Domination, Kill Confirmed, Hardpoint

These Featured Playlists are scheduled to go live at 10 AM PT which is after the publication of these notes.

Perks

  • Recon Combat Specialty
    • Further reduced the duration that enemies are highlighted after respawning from 1.5 to 1 seconds.

We will continue to monitor data and feedback on Combat Specialties throughout post-launch.

XP Earn Rates

  • Resolved an issue where match bonus was being improperly scaled across game modes.
  • Resolved an issue where match bonus was not consistently being awarded in Search and Destroy.

Challenges

  • Removed the “Get 50 Eliminations using Weapons with no Attachments” Daily Challenge.

Stability

  • Added various stability fixes.

ZOMBIES

Weapons

  • Resolved an issue where weapons with a default scope would show an extra attachment pip when viewed in game.

Gunsmith

  • Resolved an issue where the players Multiplayer Loadout would be present when previewing their Zombies Loadout.

Field Upgrades

  • Closed an exploit that allowed certain Field Upgrade Augment effects to persist beyond their intended duration.

Vehicles

  • Closed an exploit that allowed players to launch Tactical Rafts into the air on Terminus.

Stability

  • Added various stability fixes.

Michael Cripe is a freelance writer at IGN.

Pokémon TCG Pocket Players Call for Change to Going First Mechanic

Pokémon Trading Card Game Pocket adapts the beloved card game into a speedier experience more fit for mobile, but players can’t get their heads around one rule change regarding going first and are calling on developer Creatures Inc. to change it.

At its simplest, the Pokémon TCG works by players attaching energy to their Pokémon to do attacks, with more energy resulting in bigger damage dealt. Pokémon are eventually knocked out and, once a certain number are defeated, someone wins.

Card games commonly apply nerfs to the player who goes first so they don’t gain an unfair advantage over what’s essentially a coin toss, and the Pokémon TCG is no different. The player going first draws a card and can attach a single energy to a Pokémon, as normal, though isn’t allowed to attack.

This balances things out a touch as, while player two is the first to attack and therefore do damage, player one can swing back the following turn with two energy and a bigger attack. But Pokémon TCG changes this mechanic by only allowing a card draw on the first turn, making the entire thing, some players believe, completely redundant.

“As we seem to all acknowledge going first in this game feels awful, and don’t get me started about the one energy evolutions which benefit off going first,” Reddit user Seedler420 said.

“Can’t we trade the possibility of attacking turn one, which in terms of gameplay doesn’t make any sense, with the possibility of attaching energy turn one? This way the player going first would have energy advantage while the player going second would have the first attack.”

The way Pokémon TCG Pocket works essentially gives the advantage to the player going second, as they have both the energy advantage and the first damage advantage. “It would feel a little better if we at least got to put energy on a card first turn,” said one player in the comments. “It definitely feels bad,” said another.

Creatures Inc. did ask for feedback when it announced more than 30 million players had downloaded the game in just nine days, so perhaps if enough people complain a change will come about.

Pokémon TCG Pocket arrived October 30 as a streamlined and has players opening packs, collecting cards, building decks, and battling others; a simple formula that immediately proved popular given it made $12 million in four days.

Creatures Inc. is keeping busy since launch as it has already added three events to the game: one focused on collecting, one focused on solo battles, and one focused on player versus player battles.

The first offers players a free Wonder Pick with the chance of pulling either a Meowth or Chansey alongside event tickets and Wonder Hourglasses, with its second part also released today.

Next, the solo battle event let players take on a handful of water themed decks for the chance of winning new promo cards including Lapras ex. And a PVP event was later added too, putting badges on the line in true Pokémon fashion.

As you’d expect, players are looking to take the best decks into these events, and Mewtwo and Charizard are naturally dominating so far. One outlier comes via Misty though, whose heads or tails effect is driving many up the wall.

On the collecting front, some players are focused on a conspiracy theory about crinkled corners while most are swooning over mythical god packs that award five alternate art cards in one go. There’s also a secret Mew card hidden in the game that’s not super difficult to get.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Sony Commits to Releasing ‘Major’ Single-Player Games Every Year From 2025 Onwards — So What’s It Cooking?

Sony’s high-profile live service struggles have seen the cancellation of Naughty Dog’s The Last of Us multiplayer game and, most recently, the disastrous release and then un-release of Concord, which resulted in the closure of its developer, Firewalk. Amid the turmoil, Sony has reaffirmed its commitment to major single-player games.

Speaking during an investor call, Sony’s finance and IR chief Sadahiko Hayakawa said that while it has no major first-party games coming out before the end of its current financial year ending March 2025, the company plans to “continue releasing major single-player game titles every year from next fiscal year onwards.”

So, what major single-player games does Sony have in the works? In the same financial call, Hayakawa pointed to Sucker Punch’s Ghost of Yōtei, the sequel to 2020’s smash hit Ghost of Tsushima. Ghost of Yōtei, due out at some point in 2025, would certainly qualify as one of Sony’s “major” single-player games.

Sony is also set to publish Kojima Productions’ Death Stranding 2: On the Beach as a PS5 exclusive at some point in 2025, so that’s at least two next year.

Looking further ahead (or to unannounced 2025 releases), Marvel’s Spider-Man 2 developer Insomniac has its Wolverine game in the works. That one’s yet to receive a release window. We know God of War developer Sony Santa Monica has something cooking, and Guerrilla looks set to round out the Horizon trilogy with another single-player adventure, although that is reportedly a long way in the distance. Naughty Dog, too, has multiple single-player games coming down the pipe.

Elsewhere, we know Days Gone developer Bend has a new IP up its sleeve, as does LittleBigPlanet and Dreams maker Media Molecule. Returnal developer Housemarque is working on something new, as is Bluepoint Games and Firesprite. Polyphony is no doubt hard at work on Gran Turismo 7, and following the success of Astro Bot, all eyes will be on Team Asobi to see what it does next.

That’s a lot in the works at PlayStation Studios to come over the course of the next few years, or however many years the PS5 has left in it before Sony releases the inevitable PS6. And throughout it all, Sony’s live service push continues, with Guerrilla’s Horizon Online, Bungie’s Marathon, and Haven’s Fairgame$ all in development.

Meanwhile, Sony continues to do deals with external developers that see single-player games launch first on PS5. For example, it partnered with Square enix for Final Fantasy 7 Remake, 16, and 7 Rebirth, Shift Up for Stellar Blade, Game Science for the record-breaking Black Myth: Wukong, Team Ninja’s Rise of the Rōnin, and Bloober’s Silent Hill 2 Remake.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

IGN UK Podcast 773: Don’t Eat Play-Doh

Cardy, Matt, and Emma have been playing Dragon Age: The Veilguard. Do they like it? Listen to find out. They’ve also been tinkering with the PS5 Pro, as well as watching the enjoyable Paddington in Peru and touching The Remarkable Life of Ibelin. There’s also time for a bit of Pokemon TCG Pocket, Black Ops 6, and Play-Doh chat. Lovely.

Remember to send us your thoughts about all the new games, TV shows, and films you’re enjoying or looking forward to: ign_ukfeedback@ign.com.

IGN UK Podcast 773: Don’t Eat Play-Doh

Call of Duty: Black Ops 6 Dev Says Game Pass Helped Convince People Who Were ‘On the Fence’ to Try the Game — but Now the Challenge Is to Convince Them to Stick Around

Call of Duty: Black Ops 6 launched day one on Game Pass — the first Call of Duty game to do so following Microsoft’s $69 billion acquisition of Activision Blizzard.

It was a big gamble for Microsoft, with some analysts predicting a significant decline in game sales, particularly on Xbox, as a result. But in its recent financial report, Microsoft sounded delighted with Black Ops 6’s early days performance, saying sales on PlayStation and PC were 60% higher compared to the 2023 release of Modern Warfare 3.

All eyes were on Black Ops 6’s impact on Game Pass, though. Growth in Microsoft’s subscription service has stalled in recent years, and the day one release of the latest entry in Activision’s phenomenally successful first-person shooter series was seen as a make or break moment for Game Pass.

Microsoft has yet to say exactly how many new subscribers Black Ops 6 brought through the door, although CEO Satya Nadella has confirmed that Game Pass set a record for new subs on launch day.

In an interview with the BBC, Treyarch associate creative director Miles Leslie, who has worked on Call of Duty for 16 years, said Black Ops 6’s release on Game Pass has helped convince players who were “on the fence” to give the game a shot.

“What we’ve seen is it’s allowed people that might have been on the fence, might have had some of that friction, might have been like, ‘I haven’t played in a while’ to actually come back and try the game,” he said.

That will be music to Microsoft’s ears, given it’s desperate to expand the Call of Duty audience in the long term. Analysts have suggested the company was willing to sacrifice Black Ops 6 launch sales on Xbox for a potential bigger overall player base, which it intends to monetize long-term with the release of battle passes and cosmetics.

“We’ve gotten to the point now where Black Ops and Call of Duty have been around so long – I’ve been working on it for 16 years,” Leslie added. “And really the challenge for us is how do you bring along the fans that love Call of Duty, but how do you create an environment where you can welcome new fans in?”

The trick now of course is to convince Game Pass players to stick around and keep paying that monthly subscription. To that end, Black Ops 6 Season 1 kicks off on November 14, and we’ve got all the details. Of course, this time next year fans will have another premium Call of Duty game to contend with, rumored to be a sequel to Black Ops 2.

Taking on Zombies mode? We’ve got Essential Zombies Tips and Tricks to help you get started, plus a guide on How to Exfil. Both Zombies maps are full of easter eggs and secrets; here’s everything we’ve found in both Terminus and Liberty Falls, including How to Pack-a-Punch in Liberty Falls and How to Get the Meteor Easter Egg in Terminus.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Pokémon TCG Pocket Passes 30 Million Downloads in 9 Days

Pokémon Trading Card Game Pocket has surpassed 30 million downloads in the nine days it’s been available, developer Creatures Inc. has announced.

Word of the milestone came via the Pokémon TCG Pocket X/Twitter, where the development team thanks players for their support. “Thirty million?! How many packs have been opened, then?,” it asked. “On behalf of everyone working on the game and me, thank you for all your support! Seriously.”

Pokémon TCG Pocket arrived October 30 as a streamlined, digital version of the beloved trading card game. It has players opening packs, collecting cards, building decks, and battling others; a simple formula that immediately proved popular given it made $12 million in four days.

Creatures Inc. is keeping busy since launch as it has already added three events to the game: one focused on collecting, one focused on solo battles, and one focuses on player versus player battles.

The first offers players a free Wonder Pick with the chance of pulling either a Meowth or Chansey alongside event tickets and Wonder Hourglasses, with its second part also released today and runs until November 15.

Next, the solo battle event let players take on a handful of water themed decks for the chance of winning new promo cards including Lapras ex. And a PVP event was later added too, putting badges on the line in true Pokémon fashion.

As you’d expect, players are looking to take the best decks into these events, and Mewtwo and Charizard are naturally dominating so far. One outlier comes via Misty though, whose heads or tails effect is driving many up the wall.

On the collecting front, some players are focused on a conspiracy theory about crinkled corners while most are swooning over mythical god packs that award five alternate art cards in one go. There’s also a secret Mew card hidden in the game that’s not super difficult to get.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Pokémon TCG Pocket Adds New Rewards and Missions to Wonder Pick Event

Pokémon Trading Card Game Pocket players can now participate in the Wonder Pick Event Part 2, which adds new rewards and missions to the game today, November 8.

This second half of the event, which offers players a free Wonder Pick with the chance of pulling either a Meowth or Chansey alongside event tickets and Wonder Hourglasses, runs until November 15. It’s unclear if there will be a Part 3 or if this will wrap up Pokémon TCG Pocket’s first Wonder Pick event.

The selection of missions is simpler than Part 1’s, with players not required to pull a certain number of Chansey or Meowth but instead just Wonder Pick a certain number of times and collect a certain number of Colorless cards.

As for the new goodies on offer, players can now use event tickets to unlock a variety of Meowth themed items including card sleeves, a playmat, coin, and icon. 50 Shinedust is also on offer, and event tickets from Part 1 can still be used.

Pokémon TCG Pocket arrived in October as a streamlined, digital version of the beloved trading card game. It has players opening packs, collecting cards, building decks, and battling others; a simple formula that’s already proved popular given it made $12 million in four days.

Developer Creatures Inc. is busy adding all sorts of events to the game, including not just this Wonder Pick continuation but a solo battle event focused on Lapras and a player versus player battle event too.

This isn’t quite a full competitive mode for Pokémon TCG Pocket but is certainly a step in that direction, and will be the first proper competitive test of which decks are best, with both Mewtwo ex and Charizard ex having dominated so far.

On the collecting front, some players are focused on a conspiracy theory about crinkled corners while most are swooning over mythical god packs that award five alternate art cards in one go. There’s also a secret Mew card hidden in the game that’s not super difficult to get.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

PS5 Exclusive Astro Bot Sells 1.5 Million in 2 Months

Astro Bot has sold 1.5 million copies so far, Sony has announced.

As part of its latest financial results, Sony revealed that the PlayStation 5 exclusive platformer sold 1.5 million as of November 3, just shy of two months after its September 6 release date.

Astro Bot, developed by Sony-owned Team Asobi and published by Sony Interactive Entertainment, is the sequel to 2020’s Astro’s Playroom and the third game in the Astro Bot series. It launched to critical acclaim, with IGN’s Astro Bot review returning a 9/10. We said: “A fantastically inventive platformer in its own right, Astro Bot is particularly special for anyone with a place in their heart for PlayStation.”

While Astro Bot’s sales aren’t up there with some of Sony’s big hitters (Helldivers 2 remains the fastest-selling PlayStation Studios game of all time with an incredible 12 million sold in 12 weeks), it compares favorably to other recently released family friendly platforms. In Europe, launch sales of Astro Bot were 34% higher than those of 2022’s Sonic Frontiers and 52% bigger than those of 2020’s Crash Bandicoot 4.

To put Astro Bot’s sales success into more recent context, Sega’s Sonic x Shadow Generations hit the one million sold mark on its launch day of October 25, according to Sega. But that game launched across multiple platforms and generations, whereas Astro Bot is a PS5 exclusive. Astro Bot sales will surely continue to grow as we head into the crucial holiday shopping season and gamers look to buy a PS5 or the recently released PS5 Pro.

Team Asobi has continued to support the game since launch with a number of updates that have added speedrun challenge levels and new cameos to rescue. At launch, Astro Bot featured 173 bot cameos from PlayStation games past and present (check out IGN’s feature, Astro Bot: Every PlayStation Character – Easter Eggs, for more).

However, iconic Final Fantasy characters were conspicuous by their absence — an omission fans were quick to pick up on in the context of Final Fantasy’s long-standing association with PlayStation. That means no Cloud from Final Fantasy 7, or any other character from the famous role-playing franchise.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Empire of the Ants Multiplayer Review

Empire of the Ants is striking to look at. For a moment, you might even believe it’s real macro-lens footage of ants in a nature documentary, and the level of detail on the textures of the forest floor is extremely impressive. It’s not really what it appears to be, though: this may be a real-time strategy game with swarms of insects on screen at once, but you’re never actually commanding more than seven units – and given the somewhat clumsy way its controls make you cycle through them to give orders, that’s a mercy. You may be capturing and building up nests, but there’s literally nothing beneath the surface. So while it appears vast, Empire of the Ants is actually a pretty small-scale strategy game in most other ways, and the lack of unit variety and multiplayer modes make it feel smaller still.

Multiplayer matches have a fair amount of nuance in how you use your small number of units and build out your nests to tech up, and there’s ample room for skilled players to turn a situation to their advantage with smart use of powers to boost their bugs’ damage output and debuff the enemy. It’s not unlike a slimmed-down version of Company of Heroes in the way you capture territory and generate the two resources – food and wood – and that’s a good starting point. Ant units get locked into melee combat and can’t disengage until one or the other loses, so you can learn to hold off a dangerous Warrior unit until reinforcements arrive or prevent a retreat while you finish off an enemy. And while you can quickly rebuild a lost unit if you have the food available, each ant legion has a home nest they’ll respawn from, which can mean there’s a long hike back to the front lines.

Each nest you capture has a set number of upgrade slots that can be filled by a building or spent to support a unit from that nest, so turtling up isn’t really an option – you won’t even have enough slots to tech up to tier 3, which means you’ll inevitably be overrun by ants with better stats. All the building is done from a radial menu that pops up when you interact with a nest and, cleverly, you use your ant as a cursor to select things. Crucially, taking out an enemy’s nest disables all the upgrades that were based there, up to and including turning off their minimap. (Fog of war is a thing on the minimap, but because you’re viewing the world in third person instead of a traditional RTS overhead view, it’s handy that you can spot a moving legion of ants from a long distance even if their icon hasn’t shown up on the map.)

There’s fundamentally only one faction to work with.

However, Empire of the Ants feels thin relative to most real-time strategy games, in large part because there’s fundamentally only one faction to work with. Everyone always has the same set of workers, big-headed warriors, and “gunner” ants as their primary units, and they all counter each other in a straightforward rock-paper-scissors balance. (You can’t even play as the visually different termites you fight against in the campaign.) The only variety comes from the ability to customize your loadout by choosing four of eight available powers for your main ant to cast, swapping out your support unit between healing aphids, armoring snails, or troop-carrying beetles, as well as one of three “super predator” unit types. Those certainly enable different strategies, but I’m not a fan of the way locking those choices in before a match begins limits your ability to pivot to a different approach if your opponent throws you a curveball. I’d rather be able to switch from the flying wasps to the acid-resistant beetles as my choice of predator if my enemy goes heavy on gunner units, for instance, but that’s not an option.

Another major weakness of multiplayer is that there are only two modes: 1v1 or 1v1v1. That means there’s no option to play cooperatively against the AI (which is very weak even on the highest difficulties and doesn’t seem to know how to use powers, which are crucial) with a friend. It does have 21 maps, at least, and there’s a fair amount of diversity there in terms of how they’re laid out and the creeps that guard their resource caches, like huge spiders and praying mantises that are cool to watch your ants take down.

That’s good, because it soon becomes clear that there’s basically no variety to the bugs’ animations. At first, skittering around at high speeds can be entertaining, even when the controls freak out because you accidentally climb a small branch and start spinning around it like an actual confused ant. Watching a swarm flow over terrain is convincing and, since we’re up so close, dramatic. Warriors will pick up enemies in their big jaws and shake them around, and dead bodies are flung high in the air like mortarboards at a high school graduation ceremony (which I don’t think ants actually do?) and then roll down hills. But when you’ve seen one ant-vs-ant fight, you’ve seen them all. Beetles in particular get repetitive to watch very quickly because of their lunging attacks. Even so, there are good reasons to play the Empire of the Ants’s multiplayer, which cannot be said for the single-player campaign.