At a glance, Monaco developer Pocketwatch Games' new real-time
strategy game Tooth and Tail can look a little twee. Mice in uniforms,
drunk squirrels, a flamethrower-wielding hog who calls himself Uncle
Butter, hulking owls that will sometimes regurgitate the repentant for
one final battle in the name of the cause. Say what?
Yeah, you heard me.
Tooth
and Tail is one of those games. On one hand, you've got pigs in
dresses. On the other, you have whiskered mice, their hearts broken by
the consumption of their sons, wondering if an appreciation of art might
help marble a porcine belly. The game isn't shy about exploring its own
conceits. A civil war has broken out and everyone's literally out for
blood, bone, and the best cuts of beast. Although nothing's explicitly
gory, Tooth and Tail makes enough overtures towards the subject to make
for an uneasy experience.
But I'll get back to that later.
Pocketwatch
Games' latest title is a slick, stripped-down RTS that eschews many of
the genre's complexities in favor of - ha! - pocket-sized fun. The
procedurally generated maps are small, easily navigable, and the
controls are straightforward. While it's possible to get clever and
remap the key bindings, the factory settings work just fine, even if
you're stuck with a keyboard and trackpad.
Part of this has to do with the fact that all the action's pretty
much centered around your flag-touting leader unit. You interact with
the troops with the right mouse-button. A click will rally soldiers to
your position, regardless of where they might be located. Hold the
button down and they'll either retreat to you or focus their attention
on whatever enemy you might be standing beside. You can also segregate
your units, decide if you need a battalion of chameleons or an onslaught
of cannon-bearing ferrets.
Or you can just march a horde across the map like I do.
Like
everything else with Tooth and Tail, resource management in the game is
a spare affair, revolving around - you guessed it!- the handling of
food. Gristmills must be conquered in order to have access to farms,
which inevitably go fallow after a few harvests, leaving you in need for
more conquests. It also applies a kind of pressure onto the player,
demanding, without the use of explicit time limits, that you think fast.
I wish I could tell you that Tooth and Tail appealed to me as a
sophisticated veteran of the genre because I am, like everyone else who
grew up in the era, technically a cognoscenti. But the truth is
that I sucked at real-time strategy games, a fact that Tooth and Tail
gleefully drove home. But even a pleb can appreciate the artistry of a
six-tier smorsgatarta, and I can just about see how it all fits.
If
you're smart, you'll know how to layer your troops. Have the squirrels
take out the aerial units, while the moles tear down the buildings; keep
your fox-sniper at maximum range so as to ensure she can pick off
high-value targets without any risk to herself; build bullet hives in
sight of your warrens to keep enemies from destroying your infantry
before they can be conceived. (I assume that's what happening in those
bolt holes.)
There is a lot of potential for subtlety, streamlined
and simplified for a game that isn't meant to take all day.
Unfortunately, I couldn't get anyone to tackle multiplayer with me and
could only party with the AI which, much to my chagrin, remains the
superior opponent. However, I'm actually eager to embarrass myself in
the company of others. Unlike with the single-player campaign,
multiplayer allows you to pick six unit types in any combination from
the available roster, leaving room for shenanigans.
So, does this
all mean I enjoyed myself? Yes. Incredibly so. I might not have been
whooping with glee, convinced of the quality of my cognitive acrobatics,
but I fist-pumped at every victory. Every win was a cause for grim
rapture. Tooth and Tail kicked my teeth in and had me marching back in
for seconds.
It
helps that the single-player campaign, which involves you playing as
one faction and then another, is happily replete with variety. While
some maps involve more traditional skirmishes, others will ask you to
accomplish deeds like amass an army of freed prisoners, scavenge food
from the enemy stronghold as your legions grow, or, quite simply,
survive.
Now, for an entirely subjective opinion: the difficulty
scaling felt uneven. Some levels were easier than others, some heroic
victory conditions more straightforward. The lack of consistency caught
me off-guard a few times; I'm still bashing my head against one of the
levels. It might prove appallingly easy for you, however, because again,
I sucked at this.
Despite all that, however, I relished Tooth and
Tail. It didn't quite resonate with me the way that Monaco did, but it
charmed me, anyway. Pocketwatch Games' new title positively drips
character. Every mission hub is festooned with animals going about their
lives. Eating, drinking, arguing, queueing for meals, soaking the heat
of the fire as they wait for the Harvest of their fellows. You can talk
to just about every second fuzzy-tailed thing you meet. The music's
jaunty, the dialogue is smart, and the pixel art really does help
provide an unnerving contrast to the content.
Part Watership Down,
part Animal Farm, part parody of everything that is sacrosanct about
Saturday morning cartoons, Tooth and Tail is a thing of meticulously
engineered beauty.
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