78 April 2019
PLAYED
Ninja Squad
stage, which seems like a sensible
option, although it still suers from
moments that strip away players’
sense of agency.
OWEN DUFFY
T
he intriguing thing about
Ninja Squad is that it oers
two games for the price of
one. A family-weight release set
in feudal Japan, it puts players in
the shoes of a squad of – wait for
it – ninjas. e rst half of the game
sees you work together to evade
guards and sneak into the palace
of a wicked shogun to assassinate
the despotic ruler. e second
ditches the co-operative approach,
with you and your friends ghting
it out to escape before you can be
brought to justice for his murder.
e co-op portion of the game
introduces its mechanical core. On
your turn you’ll choose one of a pair of
randomly-shued movement cards
to manoeuvre an anime-style plastic
assassin across a square-grid board,
aiming to stick to shadowy areas and
avoid running into guards patrolling
the city streets. Along the way you’ll
accumulate power-ups letting you make
additional moves or hurl razor-sharp
shurikens at unfortunate enemies.
It’s a premise plucked from big-
screen martial arts epics, but it comes
with some real rough edges. While
you’ll try to evade guards, there are
times when both of your available
cards leave you with no option but to
plough headlong into them. When
that happens, you’ll lose your next
turn and, while Ninja Squad plays
so quickly that it’s not the end of the
world, it’s the kind of thing that’s been
practically eliminated from modern
game design – for good reason.
ere’s also not much you can do in
the way of meaningful co-operation,
and the competitive mode on the
board’s reverse side feels considerably
better by comparison. A note in the
rulebook suggests skipping the co-op^ PLAY IT? NO
F
our rows from the back, middle
of the row. Everyone has a
favourite place to sit in the cinema;
Showtime has you trying to please as
many picky cinephiles as possible by
placing them in the sticky seats of their
local multiplex.
e theme’s a winner, and helps lift
up gameplay that’s otherwise as light
as a piece of popcorn. e jigsaw-like
board slots together the inside rows of
a screen (more rows for more players)
with the outside of a cinema, a movie
poster displaying the scoring genre of
movie for that round and a red carpet
tracking players’ points. It’s clever, and
cleverly presented.
en it falls apart. Placing cards to
put your patrons in the right seats isn’t
all that interesting or dicult, and
rarely are there enough viable options
to make it particularly strategic. An
unclear use of symbols to signify special
abilities – there are a few opportunities
for take-that rearrangement of your
opponents' audience members – and
denote who scores what where makes
placement and scoring more drawn-out
and clumsy than it needs to be.
e gameplay is a bit basic and at,
but it’s serviceable. What condemns
Showtime to a permanent place in
the bargain bins is how it takes such a
promising theme and ruins it.
Each character has a favoured movie
genre and specic seating requirement
needed to score points. It’s a good
idea for a lighthearted game, but the
delivery leaves a seriously sour taste
in the mouth. e characters and their
requirements range from the dull and
clichéd to the downright creepy and
oensive. A small-waisted, large-
chested blonde gives bonus points
for being seated near male patrons,
and loses points for being near other
women. Meanwhile, a chiselled
George Clooney-ish hunk whose shirt
is almost as white as the entire roster
of characters gains points for being
surrounded by fawning women. A
physically larger movie-goer stung
their face with food shouldn’t be sat
next to anyone because L-O-L everyone
hates greedy fat people, right?
Rampant with such lazy stereotypes
and tiresome attempts at humour,
Showtime is the kind of unpleasant
aisle neighbour you’d never want to
nd yourself sat next to for the 20 to 40
minutes of its runtime, let alone the
length of a feature lm.
MATT JARVIS
Showtime
20-40m 2-4 8+ £29
(^) PLAY IT? NO
20-40m 2-4 8+ £27
promising theme and ruins it.