Fantastic Checkers 2

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Description

Fantastic Checkers 2 is a modern take on the classic strategy board game, set in an extraterrestrial environment. The game features a spinning board with fully animated space monsters and 28 unique playable characters. Players can choose between classic top-down 2D and unique 3D modes, with three difficulty levels for single-player and local two-player turn-based action.

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PC

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Fantastic Checkers 2: A Cosmic Curio in the Board Game Canon

Introduction
In the crowded cosmos of digital board game adaptations, Fantastic Checkers 2 emerges as a peculiar celestial body—a 2016 reimagining of the ancient game of Draughts, wrapped in extraterrestrial theatrics and modernized visuals. While checkers has graced screens since the dawn of computing, this title from Mexican studio EnsenaSoft promises a spin through the stars, replacing traditional pieces with animated space monsters and offering both 2D and 3D perspectives. Yet, beneath its cosmic veneer lies a question that echoes through the halls of gaming history: does a fresh coat of space paint and a rotating board elevate a timeless classic, or does it merely orbit as a forgettable curiosity? This review delves into the nebulous depths of Fantastic Checkers 2, dissecting its design, execution, and legacy to determine whether it’s a supernova innovation or a cosmic footnote.

Development History & Context
Fantastic Checkers 2 is a product of EnsenaSoft, S.A. de C.V., a Mexican developer with a portfolio skewed toward casual, family-friendly titles like Dessert Storm and Barnyard Mahjong 3. Led by Chief Creative Officer Samuel DenHartog and Creative Designer Luis Millán Humaran, the team’s vision was clear: to reimagine checkers not as a cerebral contest, but as a vibrant, accessible spectacle. Using the Unity engine—a choice that allowed for cross-platform compatibility (Windows, Mac, Linux) and streamlined 2D/3D rendering—they sought to inject life into a game often treated as digital wallpaper.

The 2016 release context is telling. The indie board-game renaissance was in full swing, with titles like Chess Ultra and F.E.A.R. experimenting with aesthetics and mechanics. EnsenaSoft, however, targeted the casual market dominated by mobile and budget PC games, where accessibility trumped depth. Their technological constraints were modest: Unity’s flexibility enabled animated pieces and a dynamic board, but the game’s reliance on a low polygon count and basic shaders (per DirectX 9.0c requirements) reflected its ambition to run on aging hardware. This choice prioritized broad compatibility over visual fidelity, positioning Fantastic Checkers 2 as a “gateway drug” to strategy games rather than a hardcore contender.

Narrative & Thematic Deep Dive
As a board game adaptation, Fantastic Checkers 2 eschews traditional narrative in favor of environmental storytelling. The game’s extraterrestrial theme is its sole narrative device, with a 1960s sci-fi aesthetic evoking retro-futurism. The 28 “adorable monsters”—starring as game pieces—are the protagonists of this silent drama. Each creature, from tentacled aliens to crystalline beings, is a character unto itself, their animations conveying personality during jumps, captures, and king transformations. The “spinning board” mechanic adds a touch of disorientation, mimicking the disorienting beauty of a cosmic void.

Dialogue is nonexistent, replaced by whimsical sound effects and visual cues. When a piece is captured, it dissolves in a puff of stardust; when promoted to a king, it emits a triumphant chime. The absence of lore or backstory is deliberate, aligning with the studio’s philosophy: the “story” is the act of play itself. This approach, while minimalist, creates a charming, self-contained universe where every move is a micro-drama in a silent space opera. Thematically, the game leans into duality: the eternal clash of light (player) and dark (opponent) refracted through a lens of cosmic wonder.

Gameplay Mechanics & Systems
At its core, Fantastic Checkers 2 adheres to the rules of international checkers (Draughts), with mandatory jumps and kinged pieces moving backward. The innovation lies in presentation and accessibility:
AI Difficulty: Three AI tiers cater to casual players, though the “Easy” mode is rudimentary, and “Hard” offers only marginal challenge due to predictable move patterns.
Multiplayer: Local two-player turn-based combat is the highlight, leveraging the game’s animated pieces for tactile rivalries. Online play is absent, a significant omission for a 2016 title.
Visual Modes: The 2D top-down view prioritizes clarity, while the 3D mode adds rotational depth—though the constant spin can obscure strategy without an option to lock the board.
Character Randomization: Matches begin with randomized monster selections, adding replay value despite identical mechanics.

Flaws emerge in execution. The Unity-based animations occasionally cause lag during complex jumps, and the 3D mode’s camera feels clunky. The UI is functional but sterile, lacking personality to match the theme. Ultimately, the gameplay loop is solid but shallow—perfect for 10-minute matches but unlikely to captivate players seeking strategic depth.

World-Building, Art & Sound
The game’s world is a pocket universe: a checkerboard adrift in a nebula, rendered in bold, primary colors. The art direction balances cartoonish charm with sci-fi grit, with each monster meticulously animated to convey weight and whimsy. A jellyfish-like creature undulates when selected; a robot piece whirs before a jump. The 3D mode amplifies this, casting dynamic shadows and reflections that transform the board into a diorama.

Sound design is similarly whimsical, with plucky synth melodies and satisfying swooshes for captures. Yet, the audio lacks nuance—repetitive tracks loop endlessly, and the absence of ambient space sounds (e.g., cosmic winds or distant comets) undercuts the extraterrestrial setting. The art succeeds in its goal: making checkers feel tactile and alive, but its simplicity betrays a missed opportunity for world-building beyond the board.

Reception & Legacy
Fantastic Checkers 2’s reception at launch was polarized. On Steam, 16 user reviews at release were mixed (62% positive), praising its charm and accessibility. However, broader scrutiny from 112 total reviews was damning, with 71 negative critiques citing shallow AI, lack of online play, and a $0.99 price point that felt unfair for the content. Metacritic lists no critic reviews, reflecting its niche status.

Commercially, the game found modest success as part of EnsenaSoft’s “Big Board Games Bundle,” but its legacy is one of obscurity. It occupies a curious space in gaming history: a testament to the viability of low-budget, theme-driven casual games, yet a cautionary tale about the risks of neglecting depth. Subsequent titles like Chess Ultra (2017) built on similar concepts but with superior AI and online features, rendering Fantastic Checkers 2 a relic of an era where polish was secondary to concept. Its influence is limited to EnsenaSoft’s portfolio, where it remains a footnote in the developer’s casual-game catalog.

Conclusion
Fantastic Checkers 2 is a cosmic curio—an ambitious yet flawed experiment in reimagining tradition. Its strengths—vibrant art, accessible mechanics, and charming theme—make it a competent casual diversion, but its weaknesses—shallow AI, missing online play, and repetitive design—prevent it from transcending its humble roots. As a historical artifact, it exemplifies the 2016 indie trend of theme-first, gameplay-second, offering a snapshot of an era where digital board games were evolving but not yet refined.

In the grand constellation of video game history, Fantastic Checkers 2 is not a supernova but a faint satellite: visible to niche audiences, easily overlooked by the mainstream, and ultimately destined for archival obscurity. For those seeking a lighthearted checkers experience with a sci-fi twist, it offers fleeting amusement. For the discerning historian, it serves as a reminder that innovation in gaming isn’t always about reinvention—it’s about execution. Verdict: A charming but forgettable cosmic footnote.

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