Author Archives: Peter Sahui

The Legend of Heroes: Trails in the Sky: The Verdict

After a heyday spanning the Playstation and Playstation 2 eras, Japanese RPGs (at least, those translated into English) have retreated from home consoles: the Playstation 3 offers nowhere near the riches that its predecessors did. To some extent, portable consoles such as the PSP have picked up the slack with excellent tactical RPGs such as Tactics Ogre and Final Fantasy Tactics, as well as pure JRPGs such as Persona 3: Portable. How does another contestant in the PSP camp, pure RPG The Legend of Heroes: Trails in the Sky (Falcom 2006, released in the US by Xseed in 2011), measure up?

 

The answer is, “It’s a trick question.” From its roots up, I found Trails to be a very different beast to many other RPGs, including those I named above. This is not because it’s groundbreaking. It’s not: the story is linear and combat is turn/party/menu-based. Rather, where other games are built to challenge – for example, P3:P offers challenging gameplay, while FFT and Tactics Ogre also challenge the genre’s storytelling conventions Trails seems built for relaxation.

 

For example, Trails’ story and characters are a mishmash of familiar archetypes. Its young heroes – a cheerful hothead and her calmer brother – rove the land Fighting Evil and Righting Wrongs. The plot twists are guessable, the other party members out of central casting. But it works. The heroes are likeable, and their dialogue often witty – witty enough to make me laugh out loud a couple of times. The villains are dastardly, but never disturbing. The music is cheery, the towns and landscapes detailed. The net effect: a mood that’s nice and pleasant, and a world conducive to wandering around and seeing the sights.

 

(A quick story aside: Trails is the first game in a trilogy, and also the only one, so far, to be officially released in English. However, its plot mostly stands alone – there is a sequel hook, but it feels like the first act of a new story rather than a loose end. As such, this shouldn’t be an obstacle for potential buyers.)

 

Trails’ gameplay produces a similar effect. For starters, it avoids the single most annoying genre convention: random battles. Instead, you can dodge monsters a la Chrono Trigger and Persona, which saves a lot of aggravation. And there’s precious little need to grind – I did almost every sidequest in the game and that was plenty. Character management is reasonably complex: I had to put some thought into juggling different party members’ specialties, and mixing and matching the “orbments” that determine available magic spells. But I found the actual battles pretty easy: most enemies, and even most bosses, just didn’t hit hard enough to be dangerous. True, combat needed some mental involvement – I couldn’t just mash X to attack. But once I equipped a sensible choice of orbments, I’d just bring out the appropriate elemental spells, then heal as needed. The outcome was rarely in doubt: I could count on the fingers of one hand all the times I Game Overed. (Even when I did, no big deal; you can instantly replay a lost battle, and the game allows saving anywhere.) No hair-tearing moments here, just an agreeable way to while away time.

 

And that is how I’d sum up my Trails experience: “an agreeable way to while away time”. If you’re not already a JRPG fan, I don’t think this will bring you on board – it adds nothing radically new to the recipe. But if you do enjoy JRPGs, Trails is like comfort food: low-stress and easygoing. For genre buffs in the mood for old-fashioned home cooking, Trails might just be worth a look.

 

I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.

 

Resources

 

Buy from Amazon (US)

 

The basis of my review

 

Length of time spent with the game: ~50 hours.

 

What I have played: Finished the game.

 

What I haven’t played: n/a

Posted in Games, PSP Games, Reviews, RPGs | Tagged | Leave a comment

Anime’s reclusive cousin: what happened to light novels?

Japan is best known in western geekdom for her video games, anime, and manga, but from time to time, we see the novels (often illustrated YA “light novels”) that inspired some of these works. These usually come out in the West under the auspices of manga publishers: transhuman space opera Crest of the Stars, coming-of-age fantasy The Twelve Kingdoms, and high-fantasy spoof Slayers were released by the now-defunct Tokyopop, while economic fantasy Spice and Wolf (my review here) is published by Hachette’s manga/graphic novels imprint, Yen Press. (One exception is Moribito, published by Scholastic.) Yet in the West, these are nowhere near so well known as their adaptations – it’s reasonably common for science fiction, fantasy, and video game geeks to watch anime; rather rarer for them to read the source novels. Why?

 

I can think of several potential explanations:

 

Poor quality? At first glance, this is an unlikely culprit – the respective anime adaptations of Crest, Twelve Kingdoms, and Moribito are all excellent, at least as good as any live-action Western competition. If there’s a problem, it must be peculiar to the books – such as prose. The only one I’ve read, Spice, suffers from a weak localisation, and one Amazon review suggests that so does  Crest, but without further data I couldn’t say if the problem is more widespread. Still, a possibility.

 

Lack of Kindle availability? Ebooks have been a boon for mid-tier fiction, yet none of the books I mentioned above is available for Kindle! (At least in the case of Spice, its few illustrations are no excuse; they’re mostly black-and-white, which the Kindle screen can handle.)  I don’t think this is individually decisive, and certainly there are light novels that buck the trend by appearing on Kindle, but it surely can’t help.

 

Poor market positioning? I have not seen these books marketed at all beyond the manga crowd, despite their potential appeal to science fiction and fantasy buffs! The closest they’ve come has been the Spice novels, which use photorealistic dust jackets to conceal manga-style covers. This seems the most likely suspect to me – if sf/fantasy communities aren’t even discussing these books, even to say “they’re bad!”, that suggests the problem is awareness.

 

For whatever reason(s) it occurs, this phenomenon is too bad – not only do some of these works deserve to be better known, but I’d like to see the fruits of creative cross-pollination. And if any readers are familiar with these markets, I’d love to hear your insights. Either the problem is not so easy as I’ve made it sound – or else there is an opportunity here, waiting for somebody to grab it…

Posted in Anime, Books, Speculative Fiction | Leave a comment

X-Com 1.5? Xenonauts Alpha Preview

I’ve previously written about Xenonauts, the indie strategy game inspired by UFO: Enemy Unknown/X-Com: UFO Defence. Developer Goldhawk Interactive has taken pre-orders for a long time, but now it’s launched a Kickstarter campaign to raise US$50,000, and released a public, alpha demo of the game. Is it worth your attention?

 

After spending some time with a preview build (a recent predecessor of the public demo), I can say this: as promised, Xenonauts is evolutionary, not revolutionary. Its concept, mechanics, and feel are straight out of the original game; however, Goldhawk’s clear intent is to make it more user-friendly; iron out some of the original’s annoyances; cut down on busywork and no-brainer decisions, and replace them with interesting choices. Here are the details of what I saw:

 

Geoscape (world map)

 

The Xenonauts' base: Earth's last, best hope

 

  • As with the original X-Com, your first sight of the game will be its world map – black, stark and crisp, but still recognisably the good old Geoscape. Zooming down to an individual base reveals management has been tidied up. One general store will now hold all your goods. Conventional Earth weapons are now available in unlimited supply – not only does this make sense thematically, it cuts down on the workload at the start of the game. Unusable loot (e.g. duplicates of a widget you’ve already researched) is automatically sold or destroyed. Soldiers’ stats – and their encumbrance! – are now visible on the inventory screen. All in all, the emphasis here seems clearly on reducing tedious maintenance in between the good parts.

 

  • Air battles are much more involved than in the original game. Instead of hitting one button to engage, your aircraft and the UFOs now manoeuvre in pausable real-time – a little like a real-time Steambirds. And unlike the original game, where two air-to-air weapons were hands-down optimal (Avalanche missiles at the start of the game, then plasma beams once they became available), Xenonauts’ air combat is closer to rock-paper-scissors. You now have two fighters available early on, and each fills a different role: F-17 Condors armed with cannon and light missiles are good against small, agile UFOs, while lumbering MiG-32s with Avalanche torpedoes are good against bigger foes. So far this is a nice change, though it’s possible it could eventually become repetitive.

 

Air combat

 

Ground battles

  • Xenonauts’ clean UI and aesthetic are also evident in its battles. There are fewer buttons to worry about; the art style is simple but clear; and a faint dark outline helps you pick out soldiers and aliens. The controls feel like Jagged Alliance 2’s: left-clicking on a destination square will show a soldier’s projected path and how many APs will remain; right-clicking on a target determines how long a soldier will aim his shot; burst fire is toggled by hitting a button. Unsurprisingly, this is a big improvement over the original.

 

The Xenonauts (bottom left) prepare to engage an alien (top right)

 

  • The “interesting choices” extend to your soldiers’ weapons, which feel nicely differentiated. Take the small arms. Assault rifles are jacks of all trade, masters of none. Shotguns are hideously short-ranged, but take relatively few action points to shoot, meaning a Xenonaut can still fire after moving long distances. At this stage, however, it looks like the squad’s real killing power is in its support weapons. These are heavy, take an accuracy penalty if their bearer moves and shoots in the same turn – and hit like a ton of bricks. Machine guns can unleash whole volleys at a time. Even unaimed, precision rifles take plenty of AP to fire, but investing just a few more APs pushes their accuracy into the stratosphere. And rocket launchers, just as they did in the original, will level anything near their target.

 

All in all, if the early game is any indication, Goldhawk knows what it’s doing at the design level.  It has plenty of work yet to do, and it’s too soon to tell how balance, pacing, and the other ingredients of “fun” will eventually come together. However, if Goldhawk can (A) sustain the quality of its ideas through the mid-to-late game; and (B) get the nuts and bolts right, this would bode very well for the final product. In the meantime, yes, Xenonauts is definitely worth your attention.

 

Resources

 

Public alpha demo, mirror, and official torrent.

Xenonauts’ Kickstarter page.

Official website.

 

Note: the above comments were based on a preview build supplied by the game’s developer, Goldhawk Interactive.

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Stacking – The Verdict

This entry is part 2 of 2 in the series Stacking
A journey with dolls

 

Double Fine Productions’ adventure game, Stacking, has an illustrious pedigree: Double Fine founder Tim Schafer’s resume is littered with genre pillars, from Monkey Island to Grim Fandango. Born out of an internal Double Fine game jam, Stacking debuted on consoles in 2011, and has now reached the PC. How does it stack (sorry) up? Pretty well, thanks to two distinct strengths.

 

The first is its original premise: the residents of Stacking’s world aren’t humans, they’re Russian matryoshka dolls. Your character is the tiniest of all, but “stacking” into a small doll will allow you to jump into a medium-sized doll, which will allow you to jump into a large doll, and so on. Each doll has its own ability, which you can use while stacked into it. As such, instead of the usual “fiddling with every item in your inventory”, solving puzzles is a matter of working out which doll’s power to use – or, sometimes, which dolls’ powers, as some puzzles require the combined use of more than one. (Using multiple dolls is Stacking’s equivalent of “use every item with every other item”, but thankfully, the puzzles are more sensibly designed than that!) It’s fresh, it’s quirky, and at first, it’s a delight to stack into every doll in sight, in search of the next new ability.

 

Yes, you can stack into all those bicyclists

 

The second is how neatly it avoids the traditional sin of adventure games: the ease of getting stuck. Normally, adventure game puzzles have one solution, and if you can’t guess it, tough luck (short of resorting to GameFAQs). This is especially bad when the game expects you to, say, make a moustache out of cat hair. While Stacking does offer an in-game hint system, it also addresses the root of the problem: in this game, puzzles have anywhere from three to five solutions. One or two will usually be obvious… but the challenge comes from trying to work out the rest. This is a much better way of designing an adventure game: it lets you set your own pace (do I want to blast through, or tick off every solution?) and gives a good reason to be completionist (some of the solutions are laugh-out-loud funny).

 

Stacking’s greatest limitation is that its characters and plot aren’t very deep – not deep enough to carry the game. Without the compelling stories of, say, The Longest Journey or Gabriel Knight, Stacking relies on novelty value. And eventually, the novelty wears off: by the time I finished, I found the game less amusing and enjoyable than when I began. (I also stopped bothering with every solution: I just wanted to wrap up!) But Stacking is short enough for this not to be a serious problem – I finished it in ~8 hours, before it outstayed its welcome.

 

At the  end of the day, Stacking isn’t a great game, but it is a good one: the video game equivalent of a healthy snack. Cute, imaginative, and sometimes hilarious, it’s especially well suited for quick breaks – if you’re tired or short on time, you can dip in, solve a puzzle or two, and call it a day. Worth a look for genre fans.

 

You can buy Stacking (PC) from Amazon US.

 

I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.

 

The basis of my review

 

Time spent with the game: Around 8 hours.

 

What I have played: The main game.

 

What I haven’t played: The DLC adventure (“The Lost Hobo King”) included free with the PC version.

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Matchlocks for my Eyes, or Total War: Shogun 2: Fall of the Samurai – The Verdict

This entry is part 7 of 7 in the series Total War: Shogun 2
The Fall of the Samurai

 

Set during the sixteenth-century zenith of the samurai, Creative Assembly’s Total War: Shogun 2 (2011) was one of the best strategy game in years. CA soon followed it up with a first expansion, Rise of the Samurai¸ which wound the clock back to the Gempei War of the twelfth century. Now the latest, stand-alone expansion, Fall of the Samurai, wraps up almost a millennium of Japanese civil strife by moving forward to the nineteenth-century Boshin War. How does it compare to its illustrious parent?

 

The promise

 

Fall’s greatest strength is the clarity of its theme: this is a game about change, in a way that no other Total War game has been. In fifty years, Japan went from a land of shogun and samurai to a power that could beat a Western empire; and from look to feel to mechanics, that wrenching transformation is written all over Fall.

 

You’ll notice the game’s new aesthetic straight away: riflemen face samurai in the game’s loading screens, the new map looks like a nineteenth-century atlas rather than a Japanese scroll, most of the playable daimyo are dressed in Western uniforms.  As you build up your empire, you’ll see more wonderful touches in the graphics and flavour text. Trains puff smoke and chug through little tunnels. Generals receive stat boosts by picking up Western knick-knacks: pianos, penny-dreadfuls  and more. New technologies are accompanied by poetic blurbs, running the gamut from bleak to resigned to hopeful. (Compare the descriptions for six techs: “arms deals”, “modern army”, “cordial relations”, “gold standard”, “capitalist production”, and “charter oath”.)

 

But text is only part of the story. Gameplay mechanics are another vital way to communicate theme, and this is where Fall shines. As you fight your way across Japan, you’ll witness the end of an era, or more precisely, the transition through several eras, compressed into a single frantic period. Within the span of a single campaign, you’ll go from the shock-dominated battlefield of the Middle Ages, through the pike-and-shot era, to the fire-dominated age of industrial war. At the start of the game, samurai and even levy spearmen will roll right over peasant musketeers, but soon enough, trained soldiers with modern rifles will take their toll on anyone who approaches on foot. As firearms get better and better, riflemen more and more skilful, and artillery more abundant, modern armies will eventually massacre hordes of samurai or peasants with barely a scratch.

 

A bang, not a whimper: the power of modern weaponry

 

As such, modern weaponry is a literal game-changer. But not just due to its lethality. Riflemen do what bowmen have always done in the Total War games, just much, much better. Even greater transformations are visible in the other arms, cavalry and artillery, and what they do to the overall feel of combat. Traditionally, battles in the Total War series were about pinning the enemy’s infantry in melee with your own, preferably heavier infantry, then swinging around with cavalry to roll up the enemy from behind. Heavy infantry beat spearmen, spearmen beat cavalry, and cavalry beat anything if it attacked from behind. Even in the gunpowder-era games (Empire and Napoleon: Total War), battles were decided after the armies were close enough to see the whites of each other’s eyes. Not so in Fall. Spearmen still counter cavalry if they catch them in hand-to-hand… but now the cavalry have guns aplenty, and they need them. The best counter to a charging lancer is no longer a man with a pike; it’s another horseman with a gun, or perhaps even a well-trained rifleman. And woe betide the spearman who tries chasing a revolver-armed horseman. That is, if that spearman survives artillery that long. The inaccurate cannon of Empire and Napoleon are gone: American Civil War-era Parrott guns unlock early on, and they will rack up hundreds of kills per battle. Massed Parrotts will knock out even elite regiments long before they enter the fray, and later artillery is even more lethal. You will see the death of chivalry in this game, and you will see the road towards the slaughter of the Great War.

 

The failings

 

At their best, Fall’s battles might just be the finest in the entire series. The key phrase is “at their best”. All too often, the battles are not at their best, due to problems with the campaign AI. And that sums up Fall’s greatest weakness: it all too rarely fires on every cylinder. Here are some examples:

 

1. Land combat. Battles at the start of the game, when both the player and the AI rely on levies backed by a handful of samurai and modern riflemen, are tense and fun. The problems come later: the computer just doesn’t understand how badly quality eventually beats quantity. Even in the endgame, I’ve only seen the AI use high-end modern infantry once. I see rather more regular modern infantry (especially after installing an AI mod), but I also see lots of samurai and peasants  – by this stage, target practice. All too often, the game serves up fodder instead of challenge.

 

This becomes repetitive after a while

 

2. Sea combat. The war at sea is meant to take a similar course to the war on land. Wooden ships burn en masse once explosive shells show up, and ironclads sound their final death knell. Pitched fleet battles, especially in the presence of coastal defences, can be spectacular. Unfortunately, the designers evidently thought it was fun to make the player play whack-a-mole against constant, small raiding fleets (especially on “Hard” difficulty). It’s not. The problem is exacerbated by naval zones of control that are too small; and puny coastal defences. I alleviated this with a homebrew naval mod, but I shouldn’t have to fix games myself.

 

Wooden ships: all too vulnerable

 

3. Diplomacy. In the base game, diplomacy was “every man for himself”, but Fall divides Japan into two broad camps (based on the way religion worked in the original game): pro-Imperial and pro-Shogunate. Players of the same allegiance enjoy a healthy bonus to diplomacy; players of opposing allegiances take a serious penalty. The victory conditions reflect this: your camp has to take X number of provinces and both Edo and Kyoto, but you personally have to take far fewer provinces (14 in the short campaign, rather than the base game’s 25). And rather than “you vs the world”, realm divide now functions as the final Shogunate/Imperial showdown: only the opposing camp will attack you, while clans of the same allegiance will rally behind you instead.

 

On paper, this is a great idea. And when it works (i.e. when the war between the two factions hangs in the balance), it works well. It’s very cool to be part of, as opposed to the focus of, a greater conflict – especially after realm divide. Unfortunately, it doesn’t always work: the course of the broader war is a crapshoot. If your faction does too well, the game is boringly easy. If your faction does too badly, then the game turns into a grinding slog. It’s aggravating when such a key part of the overall experience comes down to luck of the draw.

 

4. Difficulty and balance. More broadly, Fall’s campaign feels as though the developers didn’t have the time to properly tune the game’s balance. It shows up in the difficulty settings: on “Normal”, the campaign is often rather easy. “Hard” is a different story, but not because the computer is cleverer. No: everything costs roughly 15%-20% more, and the computer players team up for a game of kick-the-human. It shows in the victory conditions: requiring that your camp hold Edo and Kyoto might be historically accurate, but it skews the game, since both (particularly Edo) are within Shogunate territory. As a result, my Normal Shogunate campaign felt much shorter and more anticlimactic than my Imperialist campaigns. (Compare the base game, in which you fought your way towards Kyoto, in the centre of the map.) It shows in the game’s economy. The developers clearly intended money to be scarcer: trade nodes have been removed, most farmland is poorer than in the base game, and everything costs more. But they went too far: now money is artificially, annoyingly scarce unless you beeline for “fertile” and “very fertile” lands (especially bad on “Hard”). And it shows in the issues I described above. Given time, surely the developers would have fixed the AI issues, the ship spam, and so forth.

 

As such, my playthroughs of Fall have been a decidedly mixed bag. Playing on “Hard”, my campaigns began promisingly, with plenty of challenge and thrills, before eventually degenerating into frustration. Playing on “Normal”, one game I spent fighting small, weak clans was dead boring. One game in which the opposing faction took over most of Japan started well, but turned into a slogfest. And my final, most rewarding playthrough delivered the experience that Fall should have been from the start. I played differently that last time – by then I knew the “optimal” path to take, and I didn’t turtle (which I think helped the game’s pacing). But I also had to apply the AI and naval mods mentioned above, and I benefited from luck (e.g. with the progress of the Imperial/Shogunate war).

 

Conclusions

 

The Twilight Samurai

 

Ultimately, Fall of the Samurai didn’t live up to my hopes. Fall brings together theme and mechanics with a superb battle system, only to hamstring itself with a wildly inconsistent campaign. Its highs are higher than the base game’s – but its lows are just too frequent, and too annoying, for it to fill its predecessor’s shoes.

 

At the end of the day, I have to formulate my recommendation based on one wonderful campaign –and five (!) that were love-hate. And that is: wait for patches, mods, and/or a bargain sale. Buy Fall of the Samurai then. But don’t buy it now.

 

You can buy Shogun 2: Fall of the Samurai from Amazon (US).

 

I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.

 

Resources

 

Province fertility/specialty map, updated for Fall of the Samurai.

 

Radious’ AI mod. It’s hard to unpick the difference made by a mod, but I do think this helped the AI recruit better armies.

 

My homebrew naval mod. To install, simply place in the \data folder in the game’s Steam directory. Its key features are:

 

  1. Bombardment range is still 8 (or 10 for Tosa, which gets a +2 bonus).
  2. The Tier 1 harbour (“If this is a port, then one wall is a house!”) remains defenceless.
  3. The Tier 2 port now has level 1 defences (equal to the base game’s trade ports) with a range of 12. The defences are silenced at 70% health.
  4. The Tier 3 trade port now has level 2 defences (equal to the base game’s military ports) with a range of 12. The defences are silenced at 50% health (again, equal to the base game’s military ports).
  5. Tier 3 military ports and the foreign (British/French/American) tier 4 trade ports now have Level 3 defences (equal to the base game’s drydocks), with a range of 12. The defences are silenced at 30% (again, equal to drydocks).
  6. Drydocks, whose defences were already maxed out, have received no boost.
  7. The naval intercept radius is now 12.
  8. These changes will be reflected in the tooltips when you mouse over the buildings, but not in the in-game encyclopaedia.

 

The basis of my review

 

Time spent with the game: I estimate at least 20 or 30 hours.

 

What I have played: Two campaigns won (Nagaoka/Normal/Short, Tosa/Normal/Short). Four campaigns aborted: two as Nagaoka/Hard, one as Tosa/Hard, and one as Tosa/Normal. Briefly, the cooperative multiplayer campaign (Choshu/Hard, with a friend playing Tosa). A couple of multiplayer battles.

 

What I haven’t played: The PvP multiplayer campaign.

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Wargame: European Escalation – 40% off sale & content patch

This entry is part 4 of 4 in the series Wargame: European Escalation

Eugen Systems has released a new content patch for Wargame: European Escalation (officially a “free DLC” – the only practical difference is that you’ll have to download it separately), while for the weekend, Amazon and Steam are now selling the game for US$24, representing a 40% discount. Reader Wolfox wonders whether the game is worth it, for an offline gamer, at that price.

 

My answer is “probably”. At a design level, Wargame is fantastic, and the new patch has fixed two issues that had marred player-vs-AI games. You can now do comp stomps, and you can now unlock new units by playing the skirmish mode or comp stomps (albeit more slowly than through PvP). The skirmish AI still offers less challenge than an experienced human player, but it plays well enough to make me work for victory. (Think one of the better Total War games, or, well, most strategy games.) And there’s a fun way to enhance the challenge – play with a themed deck, e.g. by restricting yourself to units of just one nationality.

 

Meanwhile, my recommendation for the game’s target audience (folks who enjoy PvP multiplayer) hasn’t changed. Wargame was worth it at full price, and it’s definitely worth it at 40% off!

 

Going forward, I’d still like to see more options to handicap the game or customise victory conditions. However, Eugen’s track record (in addition to the above additions, it’s patched in a new gameplay mode, more maps, and continued balance tweaks) makes it very plausible that we’ll see future additions along these lines. Keep up the good work, Eugen!

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Postcard from a world of Russian dolls

This entry is part 1 of 2 in the series Stacking

Stacking, Double Fine’s Russian doll-themed adventure game, is a treat for the eyes as well as the funny bone. In the above screenshot, a mismatched crowd queues up for tickets at a train station; their distinct designs, and the station’s warm ambience, speak to the love and craft with which this game was made.

 

Stay tuned for a full review once I’ve finished!

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Wargame: European Escalation – The Verdict

This entry is part 3 of 4 in the series Wargame: European Escalation
This British Chieftain tank destroyed 8 enemy tanks, 3 armoured cars, a jeep, a personnel carrier, and a helicopter. Give the crew a VC!

 

Summing up Wargame: European Escalation, Eugen Systems’ latest real-time strategy game, is easy. It’s designed to do two things: evoke the modern (1970s-1980s) battlefield, and give the player choice. Picking it up is easy. But mastering it – that’s hard.

 

Playing Wargame is about putting the right troops in the right place at the right time. Unlike Eugen’s earlier RUSE, there is no base-building and almost no economic management – more dangerous parts of the map are worth more reinforcement points, that’s it. Instead, tactics are king. The basics are simple: use recon units to size up the foe; recognise that in an equal fight, the defenders will win; attack where the odds are unequal in your favour; and defend or fall back where they’re not. The tricky part is the “how.  With 361 units in the game, who are the right troops for a given situation? On large maps, laden with forests and swamps, highways and towns, where is the right place to attack, hold, lay an ambush? On battlefields this fluid and lethal, when is the right time to act?

 

And that is the beauty of Wargame. From a thematic perspective, while the game is a long way from a realistic simulation, it borrows enough to feel believable (think Total War or Panzer General). Simply but clearly, Wargame illustrates the importance of scouting, flanks, supply lines, terrain, and more. Its huge arsenal helps bring the setting to life – it’s addictive to compare an Abrams to a Leopard 2 to a Challenger, or a Marder to a Bradley to a BMP!  From a mechanical perspective, it epitomises Sid Meier’s definition of a strategy game as a “series of interesting choices”, beginning with which units to unlock and which of those unlocked to take into battle; and culminating in the myriad of decisions made during a match.

 

The right unit, in the right place, at the right time: Flamethrowers at point-blank range

 

Unfortunately, the game’s single-player campaign can’t do justice to its design. I’m not convinced that linear campaigns and scripted missions fit a game built around choice, and while I did get past the introductory campaign (5 missions out of 22), the next mission I tried prompted me to abandon this mode out of frustration*. I think enjoying the campaign would require a taste for scripted (and difficult!) RTS levels, one which I don’t share. The game’s skirmish mode is much better suited to its design, and decently implemented: I can beat the computer player almost every time, but barring the odd off day, it’s usually good enough to give me an exciting fight. The bigger problems with skirmish are a lack of customisation options and a failure to tie into the metagame: skirmish is limited to 1v1 matches (in a game where most maps are intended for >2 players), you can’t save skirmish replays, and you can’t unlock new units by playing this mode. (Update: Eugen has now added a comp stomp mode to Wargame, and you can now unlock new units via skirmish, albeit more slowly than via the campaign or PvP multiplayer.) As such, I would love to see a expansion that added a dynamic campaign, a la Dawn of War: Dark Crusade or Rise of Nations. It’s in multiplayer where Wargame really shines.

 

(A couple of quick notes about multiplayer. The community is mostly civil – I think Wargame benefits from not being the kind of title that draws the ‘l2p nub’ crowd. And while forum discussions are filled with complaints about unit balance, exploits, and immersion-breaking tactics, my actual experience could not have been more different: 95% of my matches have featured well-rounded armies deployed in reasonable ways. I have no doubt that exploits exist, but Eugen’s track record makes me confident it’ll patch the remaining holes.)

 

Lastly, I should warn that Wargame’s plethora of units has a downside: I’m sure it would steepen the learning curve for players new to the period. The game’s manual provides brief descriptions of each category of unit, and detailed stats are available in-game. However, short of poring over those, there is precious little guidance as to which tool to use for which job. How would a Leopard 1 fare against that T-80 coming down the road? (Badly.) Is the Challenger or the Chieftain the high-end British tank? (The Challenger.) What’s the difference between the Dragon and TOW anti-tank missiles?  (The Dragon is carried by infantry, the more powerful TOW is carried by vehicles.) While surmountable, this could well be an early stumbling block.

 

Driving into the sunset

 

At the end of the day, Wargame won’t be all things to all players. For someone who isn’t interested in the period, an offline gamer, or both, my advice would be to wait for a demo, a sale, or perhaps new features in a patch – the campaign is just too taste-dependent, while skirmish is a bit limited. (Update: The new features have come, and Eugen has added comp stomps, which should enhance Wargame’s appeal to non-PvPers.) But for a gamer who is interested in Wargame’s subject – say, someone who grew up playing Gunship 2000 and M1 Tank Platoon, or reading books such as Nato and the Defence of the West, Red Storm Rising and Jane’s Modern Tanksand who enjoys multiplayer, this will be a dream come true. Highly recommended to the latter, and a candidate for Game of the Year.

 

* This mission placed me in command of an American force stuck behind enemy lines, low on fuel and ammo, and reliant on captured Soviet supply depots. Very cool concept, but wearyingly implemented.

 

You can buy Wargame: European Escalation from, amongst other vendors, Amazon US and Gamersgate.

 

I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.

 

Resources

 

Fan wiki

 

The basis of my review

 

Time spent with the game: I estimate 20-25 hours. Steam says almost 50 hours, but this includes a lot of time away from the computer. Meanwhile, the game’s figure of 18-plus hours seems to underestimate time spent in single-player,  checking unit stats, etc.

 

What I have played:  A lot of unranked multiplayer games (mostly team games – 2v2, 3v 3, 4v4), one ranked 1v1 multiplayer battle, a fair number of skirmish games, the first campaign (5 campaign missions out of 22 total). This has mostly been as Nato.

 

What I haven’t played: The remaining campaign missions; the Warsaw Pact (much).

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Shogun 2: Fall of the Samurai first impressions

This entry is part 6 of 7 in the series Total War: Shogun 2
"The Battle of Hakodate", c. 1880. Artist unknown. Courtesy Wikipedia.

 

Note: my final review can be found here.

 

With its promise of firearms, ironclads, and railroads, I was eager to leap into Fall of the Samurai, the nineteenth century-themed expansion to Shogun 2. After getting ~70-80 turns (up to 1867) in my abortive first campaign on “hard” difficulty, starting a second hard campaign, and then reaching the mid/late game (1866) of a third campaign on “normal” (all three times as the Nagaoka clan), here are my early thoughts:

 

I like the balance between firearm and traditional units. At first, cheap spear levies should remain the core of any army – early muskets are inaccurate and slow-firing, which makes levy musketeers better suited to manning fortress walls than to the open field. However, it doesn’t take long (~12 turns) to unlock modern rifles, which shoot much faster and more accurately than the muskets. Train up a decent force of riflemen (again, this doesn’t take long; they’re not too expensive, and they only take a single turn to recruit), and you can safely relegate the spearmen to anti-cavalry support or castle wall fodder. And not only does better technology unlock new units, it also grants bonuses to the basic ones, so those basic riflemen remain useful later on. In my first game, it was a delight to give a whole army of charging samurai a lesson in modern warfare.

 

Fortress assaults are even more lethal, due to the ubiquity of guns. Against well-defended castles, artillery seems to be essential.

 

I have yet to get the hang of naval warfare. Unlike Empire and Napoleon: Total War, all the ships are steam-powered, so the wind doesn’t play as big a role as it did in those games. For now, it seems to be a matter of bringing the most (and the most technologically advanced) cannon, engaging broadside to broadside, and praying one of your ships doesn’t blow up to a lucky hit. I have not yet unlocked the high-end naval units (ironclads and torpedo boats), so these might shake up the equation.

 

Naval bombardments are cool without unbalancing the game. If a land battle takes place near a friendly fleet, you can call in up to two barrages. While powerful, they have a very long cooldown and aren’t especially precise, so navies aren’t the “I win” button.

 

Money is harder to come by. There are no more trade nodes, so to obtain goods for export (silk, tea, etc), you have to seize the provinces where they’re produced. As such, resource-producing provinces are now far more valuable than in the base game. This is even more pronounced when playing on “hard” difficulty, in which everything is more expensive.

 

On “hard”, the AI loves to dogpile you – especially if you’re at war with its allies. You do get significant diplomatic bonuses with clans that share your allegiance (pro-shogun or pro-imperial), but that, by itself, is no guarantee of your safety. In this regard, Fall feels similar to the previous expansion pack, Rise of the Samurai.

 

The in-battle voices have deteriorated. No more Japanese voice acting from your units, no more “yari ashigaru de gozaimasu!”, and no more advisor yelling, “shameful display!” Instead units acknowledge orders in accented English a la Rome: Total War, and the battle commentary now comes from a hammy, booming-voiced, all-American sort (“The enemies’ allies run like he-eathens from a preacher, sir!”). I liked things better in the original. Still, this is a relatively minor problem for me.

 

The “hard” difficulty setting lives up to its name – after a while, I found it more frustrating than fun. “Hard equates to more demands on less money (costlier buildings + more enemy armies to fight), and the overall difficulty is closer to Rise of the Samurai than to the base game. Unless you’re a lot better than me at Shogun 2, I don’t recommend Hard for your first game.

 

Meanwhile, “normal” turned out to be pretty easy once I  hit the midgame. It would be nice if there were a difficulty setting in between. (Of course, realm divide could shake me out of my complacency!)

 

Apart from the difficulty, though, so far so good. I missed Empire’s gunpowder warfare, and I’m glad to see it back in Shogun’s more polished form. Watch this space for more!

 

UPDATE: So as of late 1867, I can state that on “normal”, the short campaign is quick enough to finish in a single day. I haven’t finished… yet. But I’m two provinces away from fulfilling the victory condition (14 provinces, plus Kyoto and Edo in the hands of Shogunate-aligned clans), and standing on the cusp of realm divide. I could easily have won the game any time in the last hour and a half; I’ve just been holding off so I can unlock the endgame units (Gatling guns!).

 

UPDATE 2:  Went back to an earlier save and won the campaign, on “normal”, in one day! Hurray!

 

UPDATE 3: Reflecting on my campaigns as Nagaoka, I feel disappointed with Fall. While as noted above, I really like Fall‘s basic building blocks, the difficulty and pacing have prevented my early experiences from becoming the sum of their parts. I’ve described above my problems with the “hard” campaign, and “normal” turned into a pushover once I got past the early game — all the nearby clans were either friendly, too small to be a threat, or both. And since I was playing the short campaign, realm divide wasn’t a serious danger: this only kicked in after I took 13 provinces, and only needed one province more to win! (The victory thresholds, at 14 provinces for the short campaign and 26 for the long, are far lower than for the base game.) However, I’m willing to give Fall another chance: it’s possible I was (A) unlucky*, (B) playing a less fun faction, (C) unwise to play a short campaign, (D) not experienced enough for my first, “hard” campaign (when I was still learning how Fall worked) and too experienced for the later, “normal” campaign, or (E) some/all of the above. I look forward to reporting back once I’ve tried another campaign.

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Attack, defence, and the art of Wargame

This entry is part 2 of 4 in the series Wargame: European Escalation
I wish I were as good as this guy: Zhuge Liang, the original strategist

It’s pretty clichéd to describe inventions – military, cybersecurity, maybe even medicine – as a race between offence and defence: I invent a weapon, you invent armour, I invent a bigger weapon.  But that could almost sum up how my approach to Wargame has evolved. It’s not just that I’ve learned how to counter unit X, or how best to use unit Y. My overall strategy, the way I look at a map and lay my plans, has shifted: first from overly-aggressive to overly-defensive, and now hopefully to a happy medium.

 

This is how I learned.

 

1. Never believe everything you read on the internet

 

The "I win" button?

 

Internet forum threads made multiplayer mode sound so easy. Most players are careless, the forumites boasted. They don’t guard their backs with anti-aircraft units, they’re heedless of the dangers that can lurk in forests. All I had to do was:

 

i. Fly over a few Black Hawks, loaded with the toughest troops money can buy.

ii. Drop off my men in forests near enemy HQs.

iii.  Laugh as they roll over unsuspecting targets.

 

Why learn the intricacies of commanding tanks, infantry, artillery? Chop off the head (eliminate all of a team’s command units) and the body dies (that team loses the game). It worked against the computer, when I tried it once! The war would be over by Christmas!

 

As it turned out, most players were not that careless. Anti-aircraft fire swatted away helicopters that flew too close, and a few tanks or flamethrowers could usually swat away commando raids. Meanwhile, I found myself regularly outplayed in the nuts-and-bolts ground war.

 

2. The art of defence; or, David vs Goliath

 

Ambush by anti-tank missile team

 

Out went the tactical gimmicks, which sounded so good on paper and were so easily countered by simple precautions. In came a focus on learning the basics of the game – down to defending against frontal assaults. Since I usually play Nato, this meant “how not to be overrun by cheap, powerful, abundant Eastern Bloc tanks.”

 

This was when I learned the value of cheap anti-tank missiles, carried by infantry (as in the above screenshot), or as in the screenshot below, jeeps and French Gazelle helicopters.

 

How to stop unsupported tanks

 

Cost of a jeep with an I-TOW missile launcher: 25 deployment points

Cost of a Gazelle with HOT missiles: 45 points

Cost of a high-end Soviet tank, such as those they demolished: 60 to 110 points

Satisfaction of gutting the enemy assault: Priceless

 

True, in this case, the opposing team had played exceptionally poorly, driving tanks down a highway with no recon; no anti-aircraft support (this had been left in the next village over, where it was completely useless); and inaccurate and mis-targeted artillery. But a victory was a victory!

 

3. The last argument of kings

 

Find good defensive position, dig in with infantry and jeeps with anti-tank missiles, support with other units as needed, massacre attackers. Win?

 

Fighting in the shade

 

The above screenshot shows my troops being rocketed by one of the most powerful artillery units in the game, the Soviet Smerch. It wasn’t quite as devastating as it looks: my column was on the move, and many of my units (e.g. the tanks) were armoured. But infantry and jeeps with anti-tank missiles are not armoured. And if they’re in a defensive position – i.e. not moving – that leaves them frightfully vulnerable to well-aimed artillery.  Guess what I encountered more and more often?

 

Clearly, finding one spot to turtle was not the answer.

 

4. The art of attack; or, know thy battlespace

 

Around the same time I realised I was placing too much emphasis on defence and not enough on manoeuvre, I watched a Youtube replay of a match between top-10 players. The contrast could not have been more stark. These guys made full use of the large map: they spread out their troops, they sent out raiding parties, they tried to flank each other using side roads, they were proactive.

 

Back to the tactical drawing board I went. It was time I rediscovered the offensive – or, to be precise, time I learned how to balance offence and defence. Time I moved freely instead of pinning myself down; time I learned to strike along one front while defending along another. And to my frequent joy, I discovered that while most players know to watch their backs against aircraft, only the better ones seem to watch their flanks.

 

A successful attack

 

The transition wasn’t instant. In my first ranked battle, I crushed my opponent with a small but powerful flanking force of tanks supported by an infantry-heavy anvil*.  Soon afterwards, in the exact same forest on the exact same map, I focused too much on the anvil only to have the enemy blast it to bits. One match exemplified this – I pushed ahead with scouts, realised the other team had left their entire flank open, and bulldozed their artillery – and while our team lost by a hair, we might just have won if I’d brought more tanks (good on attack and defence) and fewer infantry (best on defence).

 

But the trend was there. And it reached its most satisfying point in the last match I played, the source of that Smerch screenshot above. The other team brought enough artillery to blot out the sun, enough to wipe me out if I’d turtled.

 

I did not turtle.

 

A target-rich environment: enemy artillery & supply depots

 

 

When that Smerch barrage came in, my armoured column was already halfway to the other team’s artillery. My soldiers regrouped; drove on. And once they arrived, revenge was sweet. The battle wasn’t the pushover I’d hoped: the other team called in more and more tanks to defend. But slowly, surely, it went my way. When my first wave went up in flames, my second wave picked up the slack. The enemy reinforcements slowed to a trickle. And my third wave started rolling in. Our team’s score had been well behind the enemy; now it leapt up and up. We fired the last shot, and when the match finished, we were ahead in points.

 

The game called it a draw, but I know who really won.

 

* I won despite accidentally buying the wrong infantry unit to support my tanks in the “hammer”!

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