The Jackbox Party Pack 12 review

I'm a Party Starter, Twisted Party Starter

Before Jackbox Party Packs enjoyed a near-annual release schedule, its roots were found in You Don’t Know Jack, the 1995 debut that fused trivia-game energy with videogame delivery. The first Party Pack arrived in 2014, bundling five games and establishing a template where players used their phones as a controller. Suddenly, people who weren’t familiar with controllers where punching in room codes.

After a dozen or so numbered collections later, it might seem that keeping the format from growing fatigued might be a difficulty undertaking. But Chicago-based Jackbox Games is still finding new ways to bring people together. Jackbox Party Pack 12 introduces five new games and while the results are a bit uneven, some of the better ideas show that the developer still has plenty of ways to make a room wonderfully riotous.

Charge Phones Before Arrival!

As with previous entries, Pack 12 manages a near-impossible task: bringing a lifeless party back to life. I’ve experienced this before both with friends and extended family. When things are stiff and awkward, the property givers everyone permission to be silly. Laughter doesn’t just emerge from the game’s writing, but its pours out when we playfully make fun of each other’s responses. Best of all, are when the introverts sporadically reveal their competitive side, often resulting in a bit of bonding when the game eventually concludes.

I’m pretty surprised the franchise isn’t talked about more in videogaming spaces, given just how effective the Jackbox series can welcome people who rarely touch a controller. Unsurprisingly, that concept remains with Pack 12. Only one person needs to own the collection, while everyone joins through a browser. Some games accommodate two players, but you’ll need at least three to try everything. While many critics claim that our phones stifle in-person interaction, here they serve as catalysts for some spirited social engagement. Let’s explore the each of Pack 12’s games in more detail:

Hallmark Hooliganism

We Forgot a Card is a greeting card workshop for conveying questionable sentiments. Here, players combine supplied imagery and text choices with original messages to create cards for unusual occasions, before voting on the competing creations. The final round adds a talking plush toy, layering another joke on top of a spirited system. Largely, it makes for a comfortable opening act, breaking any hesitant comedians out of their shell. That said, if you’re a Jackbox veteran, writing a punchline and judging everyone else’s work will feel familiar. But the premise is undoubtedly amusing, and will appeal to audiences who are best able to deliver a punchline through writing.

Meet Your New Best Fiend

MegaPals is bit more interesting because it relies on brainstorming. After bring given a prompt, players rapidly submit associated words, scoring with any matches with other people. Later prompts build on player responses, allowing your group’s own vibe to shape the evening. I played this with work friends and with by drinking buddies and had two different kinds of fun. Ultimately, the pair with the strongest matching relationship gets the victory. And that’s an appealing alternative to everyone scrambling for first place. It works best when an unlikely pairing produces results, and that they’re working on the same freaky frequency. Sure, long-time friends or siblings with have an advantage with shared references, but enjoyment is found in when people quickly create new bonds. Best of all, the simplicity and design of the game produced several cool post-game conversations.

Botched Plastic Surgury Sim

Hyperface swaps writing down something clever with making a face look profoundly wrong. After supplying either a selfie or using a supplied stock photo, you’ll stretch, shrink, smudge, and draw on an image to answer a prompt, before the resulting images complete head-to-head. It’s a welcome alternative to drawing from scratch, which often results in a simplistic drawing for most non-artists. But here, you’re given the raw material and just have to supply the right amount of effort. The best part is the reveal, with the difference between an ordinary photo and a warped interpretation delivering a consistent punchline. While some people many subtle efforts others made more grotesque changes, so there’s plenty of space for free expression.

Of Maps and Knowledge Gaps

Idol Factions supplies the collection’s busiest change of pace. Two teams sort out incoming answers into proper categories, moving them around a map while trying to keep up. Knowledge matters, but communicating who should send what where proves to be just as important. You can even send an uncertain answer to the opposing team, with the risk of allowing them to earn double points if they handle it correctly. At first, things can be little too gentle, at least before the added complications bring the chaos. But once it gathers speed the combination of trivia and traffic management delivers a nice alternative to joke-writing. Unexpectedly, the funniest part of Factions is there’s disagreement about a seemingly known fact.

Debating a Place in the Line-up

Arguably, Debate and Switch is the least engaging game. Here, players defend positions on absurd topics, including ones the group can supply, while others choose which side gets their support. The town-hall presentation gives the arguments a fun setting, but the activity requires you to perform convincingly on demand. With outgoing performers, this is a recipe for some creative nonsense. But with quieter participants, Debate and Switch proves to be a lot like Talking Points (Party Pack 7), leaning on presentation-based antics.

An RSVP Worth Accepting

At $29.99, The Jackbox Party Pack 12 offers enough variety to earn a place in the game-night rotation, even if all give diversions aren’t equally compelling reasons to gather around a screen. MegaPals, Hyperface, and Idol Factions are the best and freshest attractions, while We Forgot a Card offers a suitable warm-up. Debate and Switch isn’t bad, but it probably is the least universally enjoyable entry.

Although that inconsistency keeps the collection from being a requisite recommendation, Pack 12 still offers plenty of fun for a rather affordable entry fee. After a dozen numbered entries, giving people new ways to surprise each other is a respectable achievement. Like most Jackbox Packs, the latest entry is the things everyone remembers about a night and I hope that doesn’t stop anytime soon.

The Jackbox Party Pack 12 was played on PC with review code provided by the publisher.

Overview

GAMPLAY - 85%
CONTROLS - 80%
CONTENT - 75%
AESTHETICS - 75%
PERFORMANCE - 75%
VALUE - 85%

79%

VERY GOOD

The Jackbox Party Pack 12 can inject some life into a quiet gathering, with word association, warped photos, and frantic team trivia keeping things lively. One weaker entry in the five game lineup isn’t a deal killer and there’s enough fun here to keep the laughter going for several, entertaining evenings.

User Rating: 2.8 ( 1 votes)

Shane Nakamura

Raised on rpgs, ramen, and tokusatsu. I'm a Bay Area-based writer, educator, father, and all-around easy-going, likable guy.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Back to top button