I’ve now played 6? (8? More?) games of Final Girl. And I think my impressions of it are still what I’d call first impressions. :)
So what DT said about the “tangible” nature of the game is spot on. In Hostage Negotiator, everything feels very abstracted – what kind of building is it? Who are the people inside? I’m going to try a rescue mission, but…even that feels like it’s lacking some crunch. In fact the most tangible elements for me in Hostage Negotiator (a game I do actually really like a lot!) is the career mode play. I didn’t get too much of the theme of that game until I started a career.
But back to Final Girl. The theme is everywhere, from the excellent art and graphics to the included book on lore and scenario to the actual game mechanics. For instance, at the start of each game, you randomly place the other potential/likely victim of the Big Bad Guy at actual locations on the game board for whatever location you’re using. And you do that with a card draw that makes sure the placement is going to be part of a mix. And it’d be enough for the card to just say “Here’s the layout of where victims are for this playthrough”, but no…it goes beyond that to actually name the card. So one placement around the camp lake is “Skinny dipping”. Or on Maple Lane one setup is “Block Party”.
One thing that stuck out to me: Final Girl has a teensy bit of the same feel as a game of Too Many Bones. Helping victims escape the Big Bad gives your girl some short-term perks…but save enough and you flip her card and she becomes her ultimate, kick-ass self, with an immediate (and usually ongoing for the rest of the game) special ability.
There’s a lot of dice throwing that goes on. If you’re dice-luck averse, avoid this game. You’ll hate it. But I’ll also say that I don’t think dice luck has won me a game or lost me a game. In one game I had a huge advantage and I know I got sloppy and got myself killed. Sure, the dice throw was terrible that got me killed. But! It was my own sloppy play that left me stuck in the space with Hans when I didn’t need to be, and I made a tremendous tactical gaffe in the order I played a couple of cards and yeah. I deserved it. It wasn’t the dice.
Oh, one other thing I meant to mention: they’re not required or strictly necessary, but if you get the chance and don’t have them bought already, you really DO want the playmats for this game. The game turn system from Hostage Negotiator is the same with Final Girl, where you can’t re-purchase cards you’ve played earlier in the same turn, and keeping those action cards that have been played separate from the pool of available cards to buy is super important – and a little easy to mix up without mats.
Also also: can we just salute the design team at Van Ryder games for including a Final Girl named “Melanie” in that little “The Birds” mini expansion?? I laughed out loud when I saw that. Nicely played, VRG. Nicely played.