Monday, February 24, 2020

Mario & Sonic At The Olympics: Tokyo 2020 Review (NSW)

Written by Anthony L. Cuaycong


Developer: Sega
Publisher: Sega
Genre: Sports, Party, Multiplayer, Action
Price: $59.99



Mario & Sonic at the Olympic Games: Tokyo 2020 is exactly as it sounds, which is to say a game that has Nintendo and Sega's iconic characters participating in the latest staging of the Summer Games. It's part of a long-running series that taps multiple licenses to generate crossover appeal. That it works, and how, is attributable to its polish; it isn't simply a product that lops together seemingly disparate intellectual properties for expediency and quick gains. Bottom line, it's an extremely well-thought-out title that succeeds in making a variety of sports — events, really — accessible to a population of gamers otherwise loath to dabble in the genre.




Mario & Sonic at the Olympic Games: Tokyo 2020 boasts of a Story Mode that, owing to the machinations of Dr. Eggman and Bowser, compels gamers to participate in the 2020 Olympics and the 1964 Olympics, both in Tokyo — albeit with a twist; the former is presented in three-dimensional format, and the latter in eight- and 16-bit graphics and sounds reminiscent of those churned out by the Nintendo Entertainment System and Sega Genesis. The retro presentation has 10 sports on tap, while the modern one has twice as many; exclusives in each are present, further underscoring the differentiation.




Significantly, Mario & Sonic at the Olympic Games: Tokyo 2020 gives gamers options in steering their favorite characters. Joy-Cons can be used together or separately, and provide motion, directional-pad, and button alternatives. Regardless of choice, controls are extremely responsive, and at no time do they hold back or interfere with the unfolding action. To the contrary, the technical proficiency of the interface proves a boon, especially in light of the immediacy of the proceedings. If there's any bane, it's in the waiting time required to get an online multiplayer session going; apparently, there isn't enough competition out and about and angling for a quick mini-game. And, yes, only one can be set up at a time; after a button-mashing bout that literally lasts for seconds, there is need to repeat the process.




Mario & Sonic at the Olympic Games: Tokyo 2020 notably brings back the popular Dream Events, over-the-top versions of Olympic sports. Considering their potential for fun, particularly as party options, it's too bad that only Dream Racing, Dream Shooting, and Dream Karate make the leap to the franchise's latest offering. That said, the release also doubles as a repository of information on Tokyo, as well as on the characters themselves. If nothing else, they widen the knowledge of gamers and serve to elevate the title to more than mere passing fancy.




On the plus side, Mario & Sonic at the Olympic Games: Tokyo 2020 puts forth an excellent audio-visual presentation. In fact, no other release in the series looks and sounds better. No doubt, Sega was motivated to put its best foot forward given own ties to the venue of the Quadrennial. Nonetheless, it succeeds in earning its AAA price tag. For all its frailties, it manages to generate interest as a multiplayer marvel, directly involving up to eight, and indirectly keeping more transfixed, in its adrenaline-pumping offerings.



THE GOOD:
  • The finest in the series to date
  • Polished presentation
  • Doubles as a repository of information on Tokyo
  • A variety of control options on tap
  • Quick input registers

THE BAD:
  • Dream Events fewer in number
  • Online multiplayer sessions take a while to get going
  • Mini-games not threaded together


RATING: 8/10

Sunday, February 23, 2020

Apotheosis - Recent Challenges And Possible Solutions

I have been testing Apotheosis quite a bit lately, and on a coarse grained scale, I think it's going pretty well. The structure of the game works and has improved with iteration, and the game action is fun (for me at least). One of my regular testers doesn't seem to love it (I don't think it's really his type of game), but the others still seem to enjoy it.

But games don't get finished on a "coarse grained scale." At least, they shouldn't! When talking about some of the finer details of the game, there are some challenges I'm still facing with it. Until these challenges are overcome, I cannot call the game finished. However I do think these challenges are overcome-able! Here are some of the bigger challenges I'm currently facing, and what I'm planning to try to do about them:

Challenge number 1: The Endgame

One of the biggest problems this game has been facing is an end game dynamic that is disappointing. The game is basically a race up some tracks, and players can see how many turns it will take them to "finish" the race, and can sometimes tell whether anybody can stop them. It's super anticlimactic to hear your opponent say "I can win in 6 turns. Can anybody do better than that, or should we just stop now?"

In an effort to keep this from happening, I was looking for a way to add uncertainty to the end game. I thought I had found something, but in my first attempt I implemented it wrong so it didn't work. But after trying it, I started to think it wouldn't be quite right even if implemented better.

My next attempt was a more subtle thing, which won't stop a player from figuring out how many turns it'll take them to "finish," but might obfuscate whether or not someone else can beat them to it (thereby keeping the game interesting enough to play out the last few rounds):

  1. Give players a face-down adventure which they could do instead of one of the face-up ones. This way you can't be sure whether your opponent can advance on a track, or what they need to be able to do so.
  2. Try player screens to hide resources, so it's harder to tell what your opponents can do.
  3. With player screens, maybe add more instances of getting things at random (resource cubes, equipment, Side Quest cards, etc) so that it's not all Hidden Trackable Information (HTI). There are already random equipment draws currently, and we could easily hide the Side Quests in hand, maybe that's enough.
In addition, we required a Tier 3 adventure to actually win the game. That way the final push to win couldn't be sort of cheesed with a surprise bump from a side quest (because that's kind of anticlimactic), or using the worker space that inefficiently moves you up a track (because that's not only anticlimactic, but also basically unblockable, which means you can see it coming several turns ahead, leading to the problem I'm looking to solve)

Having tried this format once so far, I think it has helped a little bit, but may not have completely solved the problem.

One thing that occurred to me as I was thinking about this challenge is that there are games -- popular, well received games -- that have a similar dynamic. Just about every time I played the 2014 title Istanbul, by Rudiger Dorn, I was able to see that I could "finish" the race to 5 gems in 4 or 5 turns, and often I could see whether or not anybody could stop me or beat me to it. That made the last 4 turns or so feel like something of a slog, but the game hasn't seemed to suffer from it.

So maybe I'm overly concerned about this "problem" in my game. I think if you can call the game in 4 turns or so, it wouldn't be so bad, but 6-8 turns out i maybe too much. So maybe I don't need to solve the problem 100%, but rather make sure that if it DOES happen, it only happens within 4-5 turns of the end of the game.

Challenge number 2: Equipment not pulling its weight

Equipment in this game is basically a secondary resource, a little harder to get, and useful mostly for one particular aspect (an aspect that players could mostly neglect if they wanted to, but theoretically is more efficient if they don't). I think Equipment is nice thematically, but the mechanisms for getting it are a bit overblown and maybe too random for the relatively small role they play.

One solution is to cut Equipment altogether, reducing the number of resources (by 4, technically, since there are 4 types of equipment). Some of my testers seem to think there are too many resources in the game, and cutting equipment would certainly help that. But I fear that would just mean you use the stuff you're already collecting to pay for the valuable stuff Equipment was supposed to buy you, which seems lame to me.

Another solution is to make Equipment a bigger deal in the game. My first attempt at this, partly to try and salvage Equipment, and partly because removing it would mean I'd need to do more updating to the prototype and design work before testing again (and I had other things to test), had to do with the attempt mentioned above to add some uncertainty to the end game. That may work in some format, but having tried it, I'm not sure I like it as much as I'd hoped.

My next attempt was to add Equipment as a cost for the 3rd adventure tier. The 3rd tier requires a few worker levels of any type in addition to what's needed for tier 2, and currently has no additional resource cost (but I think it should). The rewards are a handful of Blessings (which are a flexible commodity), and a track bump (vp) of your choice. Originally, instead of Blessings, the reward was a Spoils -- a special resource you need to do a certain thing (it's kind of like 2 points and a power). The only other way to get those is by (a) Side Quest cards, which cost Equipment, or (b) spending a large number of blessings (which is hopefully inefficient by comparison). So maybe putting the reward back to a Spoils instead of Blessings (which is kind of thematic anyway), and adding an Equipment cost, then it makes some sense: Equipment is always for getting Spoils -- if you do it through an Adventure, then you also get VP, if you do it through a Side Quest, then you maybe get something else with it.

In addition, I added some worker placement spaces that care only about your worker's class (that was partly to address some other issue I was worried about), and one of them lets you get Equipment, so now there are a few ways to get equipment, and a few ways to spend it. Since you can't always guarantee you get the TYPE of equipment you want, I also added the option at one of the worker spots to trade in any 2 equipment for the one you want.

So far I think this is promising, so I'll try it again. I'm sure those same playtesters will still complain there are too many different resources :)

Related to Spoils, it might be nice if  there were 1 more thing you could do with it. Because currently you only need a maximum of 4 or 5 in the game, and you can technically finish (though I don't know if you could realistically win) with only 1. I don't know if I like being able to buy them with Blessings, because that means you can avoid dealing with Equipment altogether. Is that OK?

Thursday, February 20, 2020

Trollblood Hooch Hauler Model Review

The Hooch Hauler.  Personally for me this is a tale of woe and triumph.

I was incredibly excited by the CID rules, and when I saw the rules stayed as is and we saw the final render I was ready to buy this model day 1.

Then the price hit and while I wasn't expecting to pay so much, I did because I love Trolls and the rules seem like they have a lot of synergy and makes a neat package that slots into almost any caster in the faction. Luckily I had just about the cost of the Hauler left over from selling some of my old GW models and while I expected that to go further in financing new hobby purchases, I took the plunge day 1.

And then the agonizing wait began.

Then finally it arrived....and sat in my house for two weeks in its box. 

Basically work was pushing me into a lot of overtime and we had a lot going on with the family that by the time I got my daughters in bed at night (the only time I can dedicate to actually building a model), I was so exhausted that I didn't have the will to start building what is literally the largest and most complex model Privateer Press has ever produced. 

This weekend I finally dedicated the time to build it, and it was an adventure. 


Friday night I started assembly with a porter at my side. I figured some alcohol would be thematic and help me get through this monster of a model.

I'm not kidding when I say this model is a monster. The modelers at PP did an utterly incredible job so that when it came to where the injection points for the molds on the various pieces went, every single part had the extra flash in places where you would not see it once the model was assembled.  

Clearly there was a lot of thought put into the design in terms of model assembly goes. This was absolutely necessary actually, because when it came to extra flash/resin on parts of the model there is an absolute ton of it. 

This is what my work area looked like when I called it quits later Friday night, and that's with a good round of initial cleaning already wiped away!


Saturday night I returned to my project, this time armed with a healthy pour of some fine Canadian rye whiskey.

To my surprise I was able to push through another three hours of pinning, cleaning, and gluing and was able to complete the model.


Suffice it to say this thing is HUGE!  I wanted to see if I could possibly get it even temporarily into the foam for my other 120mm based models and did a group shot for size comparison.


Model Quality

The quality on the Hooch Hauler is frankly outstanding.  I'm not sure if it's because it's a small production run done as part of the new Black Anchor Heavy Industries (ie. produced in house at PP in Washington), or if it's because this is the first production run using the molds - but the details are really good. 

The parts of the model you'll see are really well detailed and...absolutely clean, there weren't any mold lines to remove whatsoever. As stated there was a lot of flash and resin to chop off with clippers and a fresh exacto blade, but none of it impacts the model in a aesthetic way.  The mold designers at PP deserve a lot of credit, they really did their homework with this. 

Assembly

This thing was a monster to get through, very intimidating at over 40 pieces and some parts that definitely want pinning. 

That said, I pin a lot of my models because I want to ensure they hold up, but I had to do far less of that with this than I initially thought I would.  The designers here really did a fantastic job with almost all of it so that things generally fit together in a tab-in-slot kind of way that didn't necessitate pinning.  And they fit! So often things don't line up easily, or you have to pin anyway - but everything came together shockingly well for a model of this size and complexity.

That said there are some pieces where I paused to wonder if it was a necessary trade off or an intense pathological hatred that drove part of the assembly.  The drivers seat was definitely a challenge, I ended up pinning into the cushion the driver sits on and then pinning that deeply into the barrel.  And then there are the torches at the top. They have a pretty deep slot/tab design, but the bases of them weren't big enough to be able to drill into to attempt to pin them in.  What's worse is that they're a necessity so that you can put in the cloth between them, which then serves as the mount/glue point for the troll up top jumping on the catapult to launch the primary gun.

To PP's credit however that part went together far easier than I thought it would. I was anticipating a lot of greenstuff to hold that cloth in place - but it was surprisingly easy. The troll also glued on shockingly well onto the cloth so it went very quickly to get the last bits assembled. 

Finally the instructions were very detailed, probably because they had to be for a model like this, but it was greatly appreciated.  Overall when I was assembling it, I was generally impressed by how much thought went into making the assembly as easy as it could be for a model this complex. 

If this is what Black Anchor Heavy Industries is going to produce quality wise, then they've really hit it out of the park on that front. You certainly have to pay a pretty penny for this model, but the quality you're getting is spot on. 

Other Factors

I am hoping that Battle Foam will quickly have a foam tray designed for this model, but it's going to have to be as tall as the Gargantuan foam trays as you can tell from the last picture.  If one isn't coming soon I'll probably create something myself for it using some plasticard and foam. Transporting it is going to be a bit nerve wracking until then. 

While I think the model is gorgeous, part of me kind of wishes it was a bit more modest. It's huge, and it's detailed, and it's complicated - which is all built into why it's so incredibly expensive. This definitely feels like a project that PP turned over to their artists and just let them push themselves as far as they could go.  It's definitely an achievement in terms of design and production, but it comes with such a high cost.  

While that sounds awesome, as an engineer I've been around long enough to know the value of having a project manager come in and say "this is great, but you might want to tone it back some to keep costs down."  

No one did that at Privateer Press when it came to the Hooch Hauler.  They stopped at "it's great" and decided to take a risk selling it as the premium product it is. 

Gaming

I should get my first games with the Hauler this week.  As it is a Hooch Hauler + Northkin Raiders + Full Krielstone + CA is 45 points, which in Storm of the North is 2 free solos and 15 points away from maximizing your free points allotment. In fact it does the same thing in Kriel Company, once the Hauler is officially added to that theme - but KC is such a terrible theme because of the limitation on "ranged only beasts" that I generally don't want to go down that route list wise. This is a shame because it's the only other theme we have to play our first Battle Engine in, but as it is, I'm not sure what I can get in there to make it work. 

I'm very intrigued to play the list with Grissel1 using the package above plus some Long Riders, a Mauler, and a Brawler.  Calamity and her fell calls would work very well with the Raiders gun wise or the old yo-yo'ing Long Riders.  Beyond that, I think there's a place for this in either Grim, though I'm struggling to pick out exactly what I want in each of those lists. 

Conclusions

The Hooch Hauler is definitely worth it if you care about model quality and aesthetics, though the price point is way higher than what I expected to pay for a single model in WMHD.  You definitely get your money's worth in the final product, the only thing is questioning whether or not the model should have been made to this size and complexity.  

As a product it feels like PP has taken a big risk here. I hope they do well because I love what the company is doing, but I guess we will see if this kind of product is successful for them. 

What Does It Profit A Man...?

I was in my local Second Hand games store today, I'm not a collector of games, but I enjoy keeping an eye on how much things go for these days, and I like to see in real life a few of the old games I used to play and enjoy.

Anyway, as often happens on these trips, I was thrown back by the price of a few of the old games I saw, especially some very mediocre PS1 games, games being sold with a price tag WAAAAY beyond their quality! It's incredible! Star Ocean 2, £79! Ehrgeiz, £49! Then looking over to the SNES- Secret of Evermore, £79! And for the NES, Popeye, £79!

It got me thinking a little bit later about the value we put on things,

These games are expensive more because they are rare than because they are good, they are sought after, they have a value from their limited availability.

And then what about my immortal soul?

The crazy thing is, in God's point of view, my soul has a value of an inestimable amount, it was ransomed neither by gold or silver, but the blood of the lamb without stain.

So we are talking like a Stadium Events or something, really rare, super valuable.

And what am I willing to trade my soul in for?

Thank Almighty God for instituting the sacrament of confession....He didn't need to, it could have been a no refunds policy- you trade your soul in once, you've lost it. Praise the Mercy of Almighty God for confession, we can get that Stadium Events back even if we traded it in for Fifa 2000, we can come before Almighty God in humility, through His minister the Catholic Priest, a be restored once again with that precious soul, that soul of incomparable worth- My friends, keep it mint in box, so that when its true owner inspects it He finds it worthy of His collection.

For The Glory Of... Austro-Hungary?

I picked up some Austro-Hungarian Aeronef cheap at the start of the year on eBay. My buddy Matt and I intend on playing some games with them. He has, in fact, procured the age old enemies of the Austro-Hungarians, the Japanese. We're likely going to bash a few rule sets together into something that's quick and fun.

Austro-Hungarian Aeronef Lussin class Rocket Patrol Nef

I've got a few more things left to build (battleships, fixed wings and a carrier) but this is the lion's share of them. Just a simple base, wash and drybrush. I've got a few details left to do but I don't think I'm going to go full orange Eldar on these.

Wednesday, February 19, 2020

July Scrum Rd 3 - Madrak2 Vs. Zaadesh2


Round 3 of the July Scrum and I'm paired against Rich who is playing Skorne.  I was happy to play vs. Rich who has won a previous Scrum and I've not played much against Skorne since they've gotten all their buffs in MK3. I figured I'd learn a lot in this match, especially since I've never played against the buffed Derp Turtle (aka. Siege Animantarax) which the internet tells me is particularly strong and Rich had one in both of his lists.

This was a bit bitter-sweet for me, as I knew this was going to be my last round in the July Scrum. We already had a drop, forcing a bye each week and my work accelerated the schedule for the job I'm working on, which was causing me to have to stay later each evening at random nights every week.  This put a strain on my family life - it's one thing to get a game a week in, but to be home late and then still have to go get my game in because it's scheduled well in advance is a bit rough on my wife.  Such is life.

Lists and Analysis

Rich had the following pair:

Morghoul3
-Escorts
-Archidon
-Cyclops Raider
-Cyclops Shaman
-Aptimus Marketh (free)

Extoller Soulward
Feralgeist
Willbreaker (free)
Venator Dakar
Venator Dakar

Beast Handlers (min)
Venator Catapult (free)
Venator Reivers + CA
Venator Reivers + CA

Siege Animantarax
 
Zaadesh2
-Agonizer (free)
-Agonizer (free)
-Archidon
-Krea (free)
-Bronzeback
-Gladiator
-Sentry
-Sentry

Willbreaker
Beast Handlers (max)
Swamp Gobbers

Siege Animantarax

Looking at the matchup I wasn't fond of Grim2's chances into either list.  Morghoul3 could be a disaster with his Blind spell to just lock down a unit entirely and the Venator Reivers out range my units from a base level and their mini-feat is extends their range to go beyond what my units + Grim2's feat can accomplish.  Grim doesn't really like Zaadesh2 who brings a cloud wall that prevents most of my pieces from being able to shoot and has two ARM 21 shield guards in the list that can't be knocked down.

Madrak2 wasn't looking too hot into either list as far as I could tell, but was better off into either compared to Grim2.  I wasn't completely sure what Rich was going to drop since I was only vaguely aware of what Skorne's plan would be, but the match ended up with Madrak2 vs. Zaadesh2 playing Mirage.



Deployment & Rich's Turn 1

Rich won the roll to go first and I picked table sides.


Rich puts out his upkeeps and takes sufficiently threatening positions with the Archidon and the Turtle. He ends up with 2 rage tokens on the Turtle due to missing one attack.


My Turn 1


I use the Runebearer for Harmonious Exaltation to get  Blood Fury on the left Long Riders and dump the rest of Madrak's fury onto stone.

Since I hadn't played against the Turtle before I didn't really think of it as a melee threat, I had only considered it as a problem with its gun. As such I went on the hill to get a defense bonus, but didn't stagger the riders to mitigate melee problems. Boy was that a mistake

On the right I staggered my Long Riders to bait in the Sentry, the stone advanced and I really needed the fury generation to give me 2-3 fury, but I only rolled a 1 meaning some of the left Long Riders were going to be out of the aura.

Rich's Turn 2


Well there goes the neighborhood. So as it turns out the Turtle can murder you much better in melee than with its guns, but sometimes it can just do both. I was left with one Long Rider knocked down and on 2 boxes out of my left unit thanks to a Crit Pitch from the Archidon.

Rich puts up his feat and some clouds between Zaadesh and the Swamp Gobbers to try and block me off. Not knowing/respecting the Turtle's output in melee basically put me way behind on attrition.

My Turn 2



Well as you can see, very little died.  I stood up the knocked down Long Rider and tried to Bull Rush into the Archidon, but of course the retaliatory strike crit pitched  the Long Rider into the objective and killed it.  I tried to use Eilish to strip Inviolable Resolve off the Turtle, but that failed due to range and having to walk around Kriel Warriors that wanted to charge in with Blood Fury.  Due to the Agonizer behind the Turtle, I couldn't even get a Raged Bomber to kill the Archidon.

I used my right Long Riders to charge in and kill the Swamp Gobbers, then reposition just outside of melee of his beasts. I moved one Rider to jam up (and stop counter charges from) the Bronzeback and Sentry in the center, I position the Mauler to be able to kill whatever comes in to contest my flag or just go after their heavies if they go into the Long Riders.  I scored my flag to go up 1-0.

Rich's Turn 3


Rich continues to just pound me in the face repeatedly.  I lose most of my Kriel Warriors and the Bomber between the Turtle, Archidon (seen as a proxy base), and the Bronzeback.

The right Sentry kills two Long Riders and is able to get just within 4" of the flag to contest me, and the center Sentry kills the jamming one.  Zaadesh moves into the circle zone to score it, and the Mist Speaker moves to score his friendly flag.  Not pictured here is a cloud right in front of my Mauler to block LOS to the Sentry.   Rich is up 2-1 on scenario.

My Turn 3



Well I was getting absolutely slaughtered and the game is basically over.  In order to get everything going last turn Zaadesh had to heal the Archidon for 2 fury and since he made a cloud, he was on a 0 camp.  I was looking for whatever jank I could pull to get an assassination, and somehow I see one:

Madrak puts Blood Fury on the remaining Long Riders and then casts Warpath.  The Longriders get pathfinder from the Fell Caller and need to declare a Bull Rush onto the Gladiator. The goal is to slam the Gladiator over Zaadesh, then Follow up and make a weapon master attack on him. Ideally I can kill a model elsewhere to proc Warpath to allow the Mauler to move up to the Sentry who will then double handed throw the Sentry over at Zaadesh to finish him off.

I start executing: The Fell Caller runs to engage the Sentry to shut down counter charge and calls Pathfinder for the Riders. Eilish puts puppet master on the Riders.  Madrak casts his spells and the Stone runs into position and pops for Strength.

I made a mistake however when it came to the Long Riders, One rider had the Bull Rush into the Gladiator, the other just ran up.  The problem came when an Agonizer counter charges my Bull Rushing Longrider to prevent his ability to move directly towards the slammed Gladiator.  If I had been careful here I could have done the bull rush move first, and when the Agonizer charged in, the second Long Rider could have declared it as the charge target, allowing me to kill the Agnoizer allowing the follow up move.

As such I was able to slam the Gladiator over Zaadesh doing 6 damage, leaving him on 10, but I couldn't follow up for the melee attack to get more damage in. I did kill the Agonizer with my follow up attack which allowed the Mauler to warpath up to the Sentry.  I cast rage on myself, boost to hit my double handed throw, win the STR check, and then use my last fury to boost to hit the knocked down Zaadesh - only to roll triple 1's.  The scatter goes away from Zaadesh, but my damage roll would have been less than the 10 to kill him anyway and the game effectively ends here since Rich just needs to walk and kill my objective with a Bronzeback and then score his flag again to win. 

Conclusions

I needed to research what these lists could really do more, but I've been struggling to give much thought to the match due to my work situation.  I can't believe I forgot that the Derp Turtle was more dangerous in melee than it was in shooting (especially when not with Rasheth).  I basically gave my Long Riders away and that swung the game very hard towards Rich right at the start.

Rich was a joy to play against and was describing how he thought it was a 50/50 matchup.  I disagreed and then he revealed the key as to why: Lead with the Kriel Warriors, not anchor.  Unlike my last game, if I just play conservatively with the Riders and jam up with the Kriels it's very possible I can kill enough of his pieces to snowball the attrition towards my side.

It's a brilliant idea on how to approach this matchup and I hadn't even thought of it, since well Longriders are fast and so you lead with them, Kriel Warriors anchor.  However, unlike the Circle game last round of the Scrum where Kriels can Blood Fury their way through nearly anything, Agonizers are going to really hurt their chances at damaging ARM 21 Sentries or anything with Inviolable Resolve. However if I just jam with them, I can setup the trades to allow me to get ahead.

Overall it was still a fun game even though Rich basically bashed my head into the ground repeatedly, I honestly look forward to the next time I can play him.

It is a bit sad to end the Scrum here, but I am looking at being able to attend my first actual WM tournament in ages this weekend, though I will be bringing Convergence instead of Trolls.

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Thursday, February 13, 2020

Brave Browser voted the best privacy-focused product of 2019



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

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