Escape from Zombie City is played with a soundtrack that lasts fifteen minutes. After that length of time, the zombie hordes have gotten too big to defeat, and you have lost your mind, so to speak...
Yes, Q1 2014 will see the release of two games offering you the chance to escape from zombies in fifteen minutes: the aforementioned Escape from Zombie City and Zombie 15' from designers Guillaume Lémery and Nicolas Schlewitz and French publisher IELLO. Interesting to see such synchronicity in publication, but given the apparent interest in spinning out every possible iteration of a zombie-based design, I'm not too surprised to see this pair of offerings, and they don't seem similar beyond that initial description, with Lémery and Schlewitz putting a "hot potato" spin on the real-time genre (not to mention employing quirky characters that are personalized in terms of the items they can use) while Østby repurposes his cooperative dice-rolling and tile-laying system for a new environment.
That said, if we see a third such title down the road, I'm calling a timeout on the entire game-production industry.
• Designer Bruno Faidutti has announced on his blog that Space Station Argo, co-designed with Serge Laget and first announced as a Fantasy Flight Games release in 2005, has finally found a new home with Belgian publisher Flatlined Games. In case you haven't run across this game listing previously, here's a summary of the setting:
In Space Station Argo, a group of astronauts attempts desperately to survive as they explore a mysterious space station and are besieged by horrible alien monsters.
This time, we had to make the game simpler, but it wasn't just moving back to our original version. Most of the changes initiated by Fantasy Flight, notably the different abilities of characters, are still there, but [Flatlined's Eric Hanuise] wanted to make the game faster and the rules simpler and more consistent. This was achieved through lots of changes, some minor, some more important. The station's modules are no longer divided into spaces, and the movement rules have been completely revamped. There are fewer modules, and their effects have sometimes changed. Aliens, which could appear only in one of their four nests, can now materialize almost anywhere in the station. They can even win the game if the players help them a bit, pushing opposing astronauts toward them or into dysfunctional teleporters. And we're still working on the prototype to make the game even more fun, simple and nasty.
• Designer Steve Finn's next release from his own Dr. Finn's Games is Let Them Eat Shrimp!, with artwork currently being produced ahead of an early 2014 Kickstarter funding campaign. Here's a highly parenthetical description of this forthcoming release:
Let Them Eat Shrimp! has two ways to play. The beginner's game is suitable for younger players, while the advanced version adds more strategy and depth, as well as more danger; in this version of the game, players might be knocked out early if they can't spawn quickly enough or if their eggs are devoured by the roaming sharks. The game also includes multiple game board components, which can be mixed and match for variety and various skill levels.