Super Mario Odyssey bursts with charm. Nintendo has always done colour and whimsy well, and Mario Odyssey is no exception. Filled with an imaginative array of creatures and clever little touches, it’s one of the most cheerful games I’ve played.
Super Mario Odyssey bursts with charm. Nintendo has always done colour and whimsy well, and Mario Odyssey is no exception. Filled with an imaginative array of creatures and clever little touches, it’s one of the most cheerful games I’ve played.
I can pinpoint the moment when Mario Odyssey won my heart. In the first hour of the game, I came across a sleeping Tyrannosaurus rex lying on a small hill in the Cascade Kingdom, a colourful island of waterfalls and soaring cliffs. By now, I’d encountered the island’s hostile creatures — spiky little swarming monsters; big, snarling Chain Chomps — and down the hill from the T-Rex, there were more Chain Chomps up ahead. The game’s “capture” mechanic had already been introduced — Mario can transform into other characters by throwing his hat at them. So I took control of the T-Rex.
Mario’s hat and moustache appeared on its face.
The T-rex roared.
This was going to be good.
A vivid and varied cast. Each level of Mario Odyssey is full of weird and wonderful inhabitants such as the snoozing dinosaur; while some are hold-overs from previous Mario games, many are new. For example:
A stronghold modelled after Japanese castles is defended by jingasa-hatted warrior birds – you need to capture the birds, jab their sharp beaks into walls, and vault upwards to climb the walls.
At one point you need to compete against rotund racers who bounce up and down along the course.
Little touches seal the deal. There are the local outfits Mario can acquire as he travels from level to level, ranging from samurai armour (pictured below) to a pin-striped suit:
There’s the conceit behind the level maps — they’re not just a convenience for the player, they’re taken from in-universe tourist brochures. And there are the tourists themselves — check out the screenshot below, featuring a group of visitors to the desert level.
A treat for all ages. While Mario Odyssey is mechanically satisfying, what kept me coming back was how much I enjoyed its world. I enjoyed exploring each level; I enjoyed dressing Mario up in new costumes; I enjoyed wandering around in the post-game, seeing what had changed. Here’s to Nintendo, and its sense of joy.
Six Ages: Ride Like The Wind is a gamebook — an interactive story about leading a clan in a world of myth and magic. Alongside its predecessor, King of Dragon Pass, Six Ages is almost unique in its intersection between storytelling and a resource-management game. And like King of Dragon Pass, Six Ages brings its setting to vibrant life, encouraging the player to stay in-character in a world where the divine is never far away.
Much of Six Ages is spent managing the day-to-day business of the clan: which gods to propitiate that season, where to send emissaries and scouting parties, whom to raid, whether to focus on herding, crafting, or sharing stories, and so on:
This is essential stuff — a clan that’s short on cows isn’t much of a clan — but by itself, not terribly exciting. The heart and soul of Six Ages is the illustrated story events that pop up, like the one below. Some are one-offs. Some are part of ongoing subplots. Some are major story beats. And one sequence turns out to be the path to winning the game. Each offers a choice:
The key is to think like your people, the Riders. Understand their ways, their portents, their rituals. Tradition is a good guide, though not infallible. When in doubt, conducting a divination is usually a good first step, and sacrificing to the gods a good second step. Your advisors, at the bottom of the screen, will chip in with their own opinions (more skilled advisors give better advice).
Six Ages’ design goals are clearest in the rituals in which you send a hero into the gods’ world to seek a boon (in a clever touch, the mortal and divine worlds are drawn in different styles and by different artists – see the image below). The ritual unfolds as a reenactment of the chosen god’s myth, Choose Your Own Adventure-style: how should Ernalda, goddess of trade, win the trust of geese? What should Busenari the cow-mother ask from her counterpart the horse goddess? Your clan can do several things to prepare, for instance, allocating points to ritual magic, requesting worshippers from friendly clans, and sending the right hero. And you, the player, can prepare by going to the game’s “lore” section and reading the myth. It’s not a test of rote knowledge — I have succeeded by going off-script, and I’ve read a developer interview (linked below) indicating that these quests were designed to be flexible. At the same time, I would not go in blind, and the act of reading and preparing brings me one step closer to the characters and the world they inhabit.
And that’s what Six Ages does so well. It’s a game about peoples, mythologies, and the mindset that connects the two; and a story that takes advantage of its medium. I would like to see more like this, and I look forward to the planned sequels.
The perfect game to unwind. In the last few weeks, PicrossS2, the latest in a long-running family of puzzle games, has become a regular part of my gaming. It is relaxing and at the same time, challenging enough to keep me entertained. Each puzzle is an iterative process, beginning with a few clues. The numbers on the sides tell me how many squares should be filled in each row or column. At the start, there’s enough information to identify the first few squares that I should (or shouldn’t) fill in:
After marking the relevant squares, I can use this new knowledge to identify the next set of squares, and repeat. This is the same puzzle, almost complete:
Manageable, and manageably bite-sized. Most of the puzzles I’ve played take around five minutes to solve. There are several ways to increase the challenge: turning hints off (as I did in the screenshots), trying different game modes, and playing larger, more complex puzzles. So far, I’ve been content to gradually work my way up — I prefer my puzzles on the soothing side!
And it is soothing. There is logic to this game, and routine, and the knowledge that those routines will ultimately solve the puzzle. I expect this to be my “quick break” game for some time to come.
A magical experience. Here is what I accomplished in a little over an hour with Legend of Zelda: Breath of the Wild: I soared over a desert, and swam a lake. I explored a desolate mesa, and followed the path of a shooting star. I plucked a scale from a dragon, and battled past monsters to offer it up at a shrine. And I did all this in one session.
Easily in my top-ten list. After playing Breath of the Wild for the last five months, my appreciation is undimmed. The game sets overall goals and leaves it up to the player how to achieve them. It encourages exploration, whether to gather resources, find the next objective, or simply marvel at the game’s world. And it backs up its design with strong execution, from game mechanics to worldbuilding and story.
A much-anticipated treat. The Nintendo Switch is a technological marvel: docked and connected to a TV, it offers the power of a traditional console; unplugged, it offers the flexibility of a portable device. I’ve kept an eye on the Switch since before launch, and when I saw a good Boxing Day deal from Amazon Australia, I pounced. So far, I am delighted, both with the Switch and the two games I’ve bought: Mario + Rabbids: Kingdom Battle and Zelda: Breath of the Wild.
Mario + Rabbids: Kingdom Battle is a colourful, charming tactical RPG. The game is an odd beast — developed by Ubisoft using the Mario IP — and at first glance, the influence of Firaxis’s XCOM is clear, as Mario peers from behind cover and runs up to take flanking shots. Two things distinguish Mario + Rabbids. First is the importance and ease of movement: characters can dash into enemies, extend their movement range by trampolining off allies, and traverse large distances by diving into pipes. Second is the sense of joy, as pronounced as in any Nintendo first-party game: the world is bright and vibrant, and the animations are delightful — right down to Mario’s exaggerated, panicky body language when an enemy flanks him. So far the game has been easy; I understand that it becomes much harder later on. I look forward to playing more!
Zelda: Breath of the Wild captures the majesty of exploration — and the danger. Unlike other open-world games I’ve played, which revolved around combat, Breath of the Wild is about exploration for its own sake. Combat, quests, and NPCs do exist, but so far, in limited quantities. Instead, my time has been mostly spent roaming the wilderness, solving the odd puzzle, and using my wits to survive. I’ve used my powers to cross a lethal, fast-flowing river; cooked up (literally – there is a crafting/cooking system) dishes to protect against the cold — and ran from monsters until I found a decent weapon. I’ve also marvelled at sunsets, climbed up trees to pluck apples, and stood at a campfire experimenting with recipes. As a child, I loved Zelda: Link to the Past; over 20 years later, Breath of the Wild has brought that magic back.
Some interesting releases set for 2018. I’m particularly interested in tactical RPGs, of which at least two are due out this year: Valkyria Chronicles 4 and an unnamed Fire Emblem game. I’ll also keep an eye on RPGs (including 16-bit JRPG homage Project Octopath Traveller and Shin Megami Tensei 5) and a turn-based strategy game (Wargroove). Between these and the games already out, I expect my Switch to get plenty of use this year.
Victory and Glory: Napoleon is a simple, elegant PC strategy game that places players in charge of France during the Napoleonic Wars. It bears a heavy boardgame influence, namely a design philosophy that emphasises clever abstraction over detailed simulation.
The strategic layer is a race against time: Napoleon must crush his rivals before Britain can build up an overwhelming coalition. Attrition is the player’s enemy: France starts with the finest troops in Europe, but reinforcements are scanty (and spawn all the way in Paris), friendly German and Italian levies are weak, and the other Great Powers will eventually reform their armies to match France’s standards. And while Napoleon is the most formidable general in the game, he can only be in one place at one time…
The tactical layer, while simple, rewards period tactics. Infantry will automatically form squares to repel horsemen – and in so doing, make themselves vulnerable to artillery. Cavalry get a bonus when counter-charging tired opponents. A special rule incentivises the player, like Napoleon, to keep the Imperial Guard in reserve.
Simplicity should not be confused with easiness. Not understanding the game mechanics, I defeated Austria in the 1805 scenario but lacked the manpower to finish off a newly hostile Prussia or force Russia to the negotiating table. Like a cornered lion, Napoleon and his last remaining army crushed several attempts to invade France, but when the odds grew too overwhelming, I abdicated quit.
Overall, I like this game – it’s both entertaining, and a good example of how a designer can capture the feel of a period without bogging down in detail. I’m looking forward to returning from Elba my next game as L’Empereur!
Two different emperors prepare to defend their worlds. In Western Europe, circa 400 AD, a Roman emperor inspects his comitatenses and scholae, the successors to Caesar’s legions. A universe away, a different emperor raises his magic hammer, and beckons his griffon into the skies. They are united by circumstance — and the design of their respective games.
There is no one Total War design; there are several, differing by structure and scope. This is why different players prefer different entries in the series — the designers were trying to accomplish different things. (How well they succeeded is a different question.) I’ve created the following diagram to illustrate this:
Structure is measured along the Y-axis of the chart. Games towards the top (Attila, Warhammer I, Shogun 2) have a more defined structure, typically ushering the player towards a do-or-die endgame. Games towards the bottom are more open. Meanwhile, the chart’s X-axis measures scope. Games towards the right (Shogun 2) are smaller and more focused. Those towards the left are geographically larger, encompass more factions, or have more complex game mechanics.
The rest of this post explores, first, the categories that emerge, second, the ones that I prefer, and third, how this system relates to the future of Total War.
I divide the Total War games in the chart into several main categories:
Rome II & Empire: the big, world-spanning games. These offer faction diversity and vast, exotic settings: Romans play very differently from Scythians, who play differently from Macedonian successor states. There are two downsides. The first is a less interesting late game, due to the lack of structure. The second is that these games appear harder to get right: both were plagued with problems at launch. Overall, they’re perhaps better as “toys” (something you play with) than as “games” (rules-based, win/lose activities). (Many of the older, pre-Empire games also fall into this category.)
Napoleon: the little brother. Napoleon: Total War shed much of Empire’s scope by confining itself to Europe and the Mediterranean. While it added several features that became standard in later games, it still lacked the defined endgame that became increasingly common in its successors.
Attila & Warhammer I: the pre-apocalyptic games. These games are structured around beating back a vast, powerful invader: the Huns in Attila, Chaos in Warhammer. Between the two, Attila offers a huge map—almost as large as Rome II’s—and complex empire management, while Warhammer dials this back to focus on conflict.
Shogun 2: the most focused game. Shogun 2 combines limited scope with extreme polish, and I don’t think that’s a coincidence. The map is geographically more confined—and that makes it easier for the computer to put up a fight. There are fewer units — and each of them has its own useful, distinct niche. It also has the most structured endgame in the series, with the campaign culminating in a march to Kyoto against almost all of Japan.
Warhammer II: still deciding…Warhammer II’s campaign is a race to cast a series of magic rituals, very different from Warhammer I’s struggle against impending doom. As of 100 turns, it feels more like the space race in Civilization— a defined goal that leaves the “how” up to the player. It also feels broader than its predecessor — the world is vast, intricate, and filled with varied factions.
My favourites are structured around a challenge… I love Shogun 2 for its polish and elegance, its ruthless AI and climactic showdown. I also love the far more sprawling Attila for its “rage against the dying of the light” zeitgeist, the sense that I was defending civilisation by the skin of my teeth.
… at the same time, I appreciate the others. For all its flaws, Empire still holds a place in my heart for its depiction of the globalising early-modern world. Post-patch, Rome II also appeals when I want a taste of classical antiquity.
The future of Total War
I expect both “broad” and “focused” titles. One of the next two historical Total War games will take the series to a new setting — my guess is this will be large. The other will be the first “Total War Saga” — geographically smaller and focused on a “key, pivotal point in history”. No matter which scope you prefer, I expect there will be something for you!
Strategy gaming is vibrant and multi-faceted; that’s my take-away from mapping out selected strategy game publishers, developers, and games.
Here are three observations:
The first is what a broad tent the chart represents. Some of these publishers (Paradox, Slitherine) have a strong overarching brand as strategy game houses, while for generalists such as SEGA, the strategy brands rest at the studio level. Looking at individual titles, we see a broad mix of sub-genres: wargames; fantasy, historical, and space 4X; grand strategy; city-building; squad tactics; and more.
The second is how different this — and strategy gaming itself — would have looked 10 years ago. Firaxis owned the dominant strategy game franchise (Civilization), yet the XCOM remake was many years away. While SEGA acquired Creative Assembly back in 2005, its next strategy acquisition wasn’t for another 8 years (Relic, in 2013). Paradox and Slitherine were highly niche. Shrapnel Games was another contender in the wargame publishing space.
Finally, this is not a comprehensive list. For example, I haven’t shown companies such as Iceberg Interactive (the original publisher of the Endless series), Focus Home Interactive, Stardock (Gal Civ), Eugen Systems (Wargame, Steel Division), Illwinter (Dominions), Haemimont (the Tropico remakes), KOEI (Romance of the Three Kingdoms, Nobunaga’s Ambition), and many of the wargaming studios in Slitherine’s orbit.
All this adds up. Multiple publishers and developers — some genre specialists, other generalists — have established themselves in the strategy space, producing a rich variety of games. Things have come a long way since the genre was dismissed as “not contemporary”!
Short, clever homage to Westerns. Westerado: Double Barrelled uses a simple premise — find the gunman who murdered your family — to take the player on a romp through the genre’s tropes: bandits, six-shooters, a crooked tycoon, a cowardly sheriff, horseback chases, blue-coated soldiers, and a protagonist who looks awfully like the Man with No Name. Mechanically, it’s a short-form open-world game, mostly top-down, although the occasional horseback sequences are viewed side-on. Solving quests earns clues as to the murderer’s identity; in between quests, the player can hunt bounties, explore the map, and tussle with bandits. That fits the premise, given that the archetypal western is about the stranger riding into town to solve a problem.
Brevity is part of Westerado’s appeal — I clocked in at 4 hours per Steam, after finishing many (not all) the side quests. That, to me, felt about right. First, I don’t think the game’s mechanics could support a much longer run; by the time I wrapped up, I had more than enough clues to find the murderer and was anxious to trigger the final showdown. Second, the designers set up the game to encourage multiple playthroughs — the player can ally with one of several different quest-givers, and following different quest lines will produce different endings.
Strong indie aesthetic — the pixel art can be striking (see above screenshot), and the soundtrack is twangy, catchy, and atmospheric.
Recommended. Since finishing the game a couple of weeks ago, I’ve been digging through spaghetti Western soundtracks on Spotify and contemplating re-watches of genre classics. It’s a good sign when a game prompts me to engage with its source material — especially when that game is a homage!
Amidst the brightly shining stars, the Mushroom Domain’s legacy shall endure. The Mushrooms were not the galaxy’s most populous species. They did not control its largest empire. Yet they were its most influential. It was a Mushroom-created federation that brought peace to the galaxy and defended it against an invading scourge, and it was a Mushroom battle fleet that fired the final, victorious shot.
One year after launch, Stellaris remains best approached as a science-fiction story generator. Its strengths and weaknesses are recognisable from launch: in Jesse Schell’s “toy vs game” classification scheme (a toy is something you play with, a game is a problem-solving activity approached with a playful attitude), Stellaris is still more of a toy than a game — not uncommon in the 4X and strategy genres, where a rich experience such as Total War or Master of Magic can represent more than the sum of its parts. Stellaris is not a balanced set of finely-honed decisions, and I wonder if it ever could be one without jeopardising what it does do well: providing a sandpit to enact grand sagas of galactic ambition.
More detailed thoughts below:
At a design level, this is still one of the most interesting 4X titles around. Thematically, Stellaris‘s well-written flavour events, randomly generated species (peer empires, brooding precursors, upliftable pre-spaceflight worlds, and more), and abundant science-fiction homages combine to produce a galaxy that is “ancient and full of wonders”. Later on, the galaxy begins dividing into blocs, precursor races awaken, and intergalactic invaders emerge, representing radical potential changes to the game board: when the victory screen popped up, my Mushrooms and their federation partners were defending against a mighty “Awakened Empire”, a once-dormant precursor now turned aggressively expansionist.
Mechanically, Stellaris is still strongest early on. Since the Utopia expansion came out, I’ve started four campaigns, shelved three after reaching the mid-game, and finished one. Early-game exploration remains the highlight; the mid-game is weakened by bland mechanics such as planetary construction and ship design. Patches and DLC have helped to some extent, providing new mid/late-game foes (Leviathans DLC), internal politics that feel rewarding instead of punitive (the 1.5 patch), buildable megastructures (the Utopia DLC — I’ve only built a few so far), and a Civ 5-style traditions system (Utopia again).
Applying mods and experimenting with custom game settings let me address the game’s weaknesses, build on its strengths, and tailor the experience to my preferences. In 4X games, I hate micromanaging large empires — I prefer a smaller scale where every settlement matters — and I prefer to play as a peaceful builder. I was able to achieve this in my completed Mushroom Domain game, a relaxing experience in which I let federation allies extend our control across the galaxy while I focused on building and exploration. To do so, I opted for a small galaxy with the proportion of habitable worlds set to 25% of the default. Meanwhile, I installed the More Events Mod (more to discover), Megastructures, Improved Megastructures, and Stellar Expansion (more to build), and assorted quality of life mods (AutoBuild). For future games, I intend to install Guilli’s Planet Modifiers (more planet variety) and perhaps The Zenith of Fallen Empires (ambitious endgame options).
I have mixed feelings following my first game of Endless Space 2. I went in with high hopes: after bouncing off Endless Space 1, I went on to love Endless Legend. At first, I had a great time. Six hours later, by the time I finished my beginner game, I was bored.
Its strengths and weaknesses are those of Endless Legend at launch. Re-reading what I wrote about Endless Legend in 2015, much of my critique applies equally well here. Endless Space 2‘s headline strengths are gorgeous art and imaginative worldbuilding, while several aspects of nuts-and-bolts gameplay deserve praise – spaceship design is simple and elegant (I set up two main ship classes: one fast and powerful for my field forces, and the other well-armed, slow, and cheap for my garrisons), while building up planets is pleasant and satisfying. Its weaknesses include bugs, what seems like an AI inability to upgrade spaceships, and something more fundamental: the late game is a slog. While I was willing to forgive Endless Legend at launch, and that game went on to take significant strides, I’m a little disappointed that after several years, Endless Space 2 has gone back to square one.
Stellaris presents an interesting comparison. Both games enliven early exploration with quests, events, and anomalies to investigate. Both games reflect their developers’ pedigree – Endless Space 2 has superior ‘4X’ mechanics (ship design, planetary buildings) while Stellaris has more interesting diplomatic options (a successful military campaign in Endless Space 2 took me over my planet limit, at which point I wished I could set up unwanted planets as a vassal buffer state). Both suffer in the mid-to-late game, although Stellaris tries to address this with endgame crises and the War in Heaven.
… highlighting underlying issues in 4X game design. Most 4X games are built around the player acquiring more stuff, and with it, more to do (more units to push around, more cities or planets to manage). Mechanics that work in the early game, such as managing city build queues, fail to scale in the late game. At the same time, the late game loses much of its challenge as the player snowballs across the map. A handful of games address these problems: the recent Total War games add powerful late-game foes (the rest of Japan in Shogun 2, the Huns in Attila, Chaos in Warhammer); Imperialism centralises all production in the capital city, reducing micromanagement; similarly Armageddon Empires restricts the player’s production to whatever is in his/her hand of cards.
What next? While I’d like to play more of Endless Space 2, I’m not whether I’ll do so as-is (perhaps on a higher difficulty setting or playing a different faction) or whether I’ll put it back on the shelf for now. If Endless Legend is any indication, I may well be more positive in several months.
This post discusses some of the notable games that explore the history of China – a fascinating subject crying out for more attention.
Romance of the Three Kingdoms
Any discussion of strategy games set in China must begin with KOEI’s Romance of the Three Kingdoms series, whose first game dates to the NES.
Set amidst the civil war that followed the fall of the Han Dynasty — the same period that inspired the Chinese classic novel, the Dynasty Warriors games, and assorted movies, TV shows, and anime — these games are mechanically as well as thematically notable.
Along with KOEI stablemates such as Nobunaga’s Ambition, and Paradox’s Crusader Kings, these are some of the very few character-driven strategy games in existence. Every action in ROTK, from building a granary to leading an army, is assigned to (and performed by) named characters. ROTK’s characters form a cast of thousands, taken from history and the pages of the novel (there is also the potential to create custom officers)
Within the series, individual games vary. I have very fond memories of playing ROTK XI, a micromanagement-intensive but engaging game whose cel-shaded graphics and hand-drawn art remain lovely today.
Unfortunately, I was disappointed by ROTK XIII, the latest in the series. Like some of its predecessors, XIII is a RPG/strategy hybrid that allows players to play as low-ranking officers or governors, as opposed to faction leaders, and work their way up. In theory, this is brilliant. In practice, life as a junior officer in ROTK XIII plays out as Ancient Chinese Workplace Simulator. I spent my time clicking through menus to fulfil orders, waiting for progress bars to fill up, and occasionally networking with fellow officers. (More subjectively, I didn’t like XIII’s art style compared to its predecessors, or for that matter, Nobunaga’s Ambition.)
For those interested in the ROTK series, I would recommend XI, which is available for digital purchase.
Flawed and fascinating, Oriental Empires (currently in Early Access) is a bundle of interesting ideas that — based on a playthrough in late September/early October 2016 — fail to cohere into a good game. In particular, it feels caught between two conflicting paradigms. Its overall structure is that a conventional 4X game like Civilization, depicting the Warring States of pre-Imperial China. Hidden inside is a more radical idea: a game about maintaining the internal stability of an empire.
On its surface, Oriental Empires is very much about the Warring States. The map is filled with multiple civilizations, each of which represents a kingdom or tribe that existed before the unification of China. Nobles are still implied to be a powerful force within society, as they were in the Warring States. Most of the game’s tech tree is pre-imperial — a thousand years of imperial history are relegated to the final era.
The trick is that the other players aren’t the real challenge: I won a cultural victory without going to war against a single other player. Instead, Oriental Empires’ most interesting mechanic (and its greatest challenge) is the way it handles internal dissent. Each city has a separate unrest level for nobles and commoners, and while the nobles are easy to keep happy, the commoners are dangerous. Drought — a random event — produces unhappy commoners. Famine produces unhappy commoners. And crucially, whereas most 4X games encourage the player to build and improve their cities, doing this in Oriental Empires produces unhappy commoners: when tile improvements and buildings go up, Oriental Empire assumes that the work is done by commoners drafted for corvee labour.
When rebellions do break out, they can be very dangerous. The game has several types of military unit, including nobles, regulars, and militia; while militia are cheap, they tend to defect to nearby rebels. On top of that, multiple unhappy cities can set off a chain reaction. Once, I had to reload after being bankrupted by a death spiral. The parallels to history — including the fall of China’s first imperial dynasty, the Qin — felt strong.
Unrest can be defused through different national policies; happiness-boosting buildings such as theatres, temples, and courthouses; favourable random events (such as good harvest); maintaining a garrison – of regular troops, not militia – assigning a city governor, or a slow cooldown. It can be better not to overbuild in the first place. The take-away is that there is a trade-off between growth and stability, and a wise ruler will avoid making the historical mistakes of the Qin.
Overall, while Oriental Empires is difficult to unconditionally recommend (unless it’s improved as a strategy game since I played it), I found it sufficiently intriguing (and aesthetically pleasing) not to regret my purchase.
Emperor: Rise of the Middle Kingdom
Recently listed for sale on GoG, this is a charming entry in the City-Building series best known for Caesar I-IV. I’ve enjoyed the limited time I’ve spent time with it.
Mechanically, Emperor is close to what I remember of Caesar III. City-dwellers’ houses, which upgrade into progressively grander forms as citizens’ needs are met, are serviced by walkers sent out from nearby buildings. To keep the walkers on track, the player can even deploy roadblocks and walls. The city’s needs include food, water, entertainment, religion, commodities, and more – the standard building blocks of a city builder.
What lends charm is the game’s flavour. The introductory campaign begins in prehistoric China, where the player’s settlement cultivates millet. New commodities such as wheat and jade are introduced through trade with other settlements, representing the development of the material culture we think of as “Chinese”. Within the city, instead of Caesar III’s lion tamers, there are acrobats and musicians. Throwing a festival for New Year will result in a lion dance making its way around town.
From my time so far, this is a solidly executed example of the city-builder formula; worth a look for those interested in its theme.
For me, the year was defined by five new PC strategy games — Stellaris, XCOM 2, Total War: Warhammer, Civilization VI, and Hearts of Iron IV, each of which I really enjoyed. I also dabbled with a few new releases in other genres (Titanfall 2 and House of the Dying Sun), replayed several older games (Crusader Kings II, Europa Universalis IV, Sins of a Solar Empire: Rebellion,Total War: Shogun 2, and a little Dishonored), and discovered the joys of iPad gaming (Eclipse: New Dawn for the Galaxy, 80 Days, Desert Fox, and the mobile version of FTL). Two final notable releases were Dishonored 2, which is waiting in my Steam library for me to finish the DLC for the original Dishonored, and The Last Guardian, which I intend to eventually buy alongside a PS4.
Digging more deeply into the five new strategy games, it’s interesting to see how they represent different blends between innovation and execution:
– XCOM 2 is the excellent, evolutionary, sequel to one of my favourite games. In terms of game mechanics, it’s probably the strongest on the list: it is a delight to mix and match the complementary abilities of a late-game squad.
– Stellaris is imaginative, beautifully scored, and has the potential to become one of the most significant 4X games in the last 20 years. I am particularly interested in the extent to which future updates flesh out internal politics, an area where the 4X genre could learn a lot from grand strategy games.
– Hearts of Iron IV and Civ VI are built on strong underlying designs, combining the best elements of their respective predecessors (HOI 2-3 and Civ 4-5) with new innovations; I expect both games to be stronger after AI tweaks and expansions.
– Finally, Total Warhammer successfully adapts the apocalyptic, “rage against the dying of the light” experience of Total War: Attila to a fantasy setting.
In the broader game industry, the most interesting development for me has been Nintendo’s counterattack across multiple fronts: (1) the Switch announcement, aimed at the traditional console/core gamer market; (2) well-received moves to bring Nintendo IP to mobile, through licensees (Pokemon GO) and outright development (Super Mario Run, supported by mobile specialist DeNA); and (3) laying the groundwork to take that IP beyond gaming by partnering with Universal Parks. I love the concept of the Switch — playing core games on the go is a big draw — and I look forward to learning more in 2017. While I’m also very interested in VR, I expect this to be more of a medium/long-term story.
Other releases I’ll watch in 2017 include Frozen Synapse 2, Persona 5, and Final Fantasy XII: The Zodiac Age (especially if it’s ported to PC).
Note: I will soon be travelling overseas and won’t have access to my gaming PC for several months — during that time, I expect to survive on a diet of Paradox, Slitherine, independent, and classic games. I wish all of you Merry Christmas, Season’s Greetings, and all the best for 2017!
I attended the EB Expo using a media pass supplied by the organisers.
This year’s EB Expo continued the event’s shift away from gaming-specific content towards being a general pop-culture fair. It included the usual big-name video gaming exhibitors – all three platform holders (Sony, Microsoft, and Nintendo), major publishers such as Ubisoft, and hardware companies such as Logitech and Razer. It also offered a range of exhibitors from related fields, including science-fiction fan groups, artists and craftspeople, and the return of last year’s highlight, the Lego enthusiast group Sydney Brick Show.
Vive l’Entente! My first “proper” game of Hearts of Iron IV was a journey from desperation, through grind, to eventual triumph. Playing as Britain, World War II began a year early, in 1938, when I backed Czechoslovakia at Munich. This defiance came to little avail, as the German war machine rolled over Czechoslovakia, and British workers raced to equip an unprepared military.
Finally, the Axis marched into the Balkans — and stalled in the face of dogged Yugoslav, British, and Commonwealth resistance. As British troops helped stabilise France’s Alpine front, and the United States entered the war, I dared to think Germany’s days were numbered. Would the Soviet Union take advantage of German preoccupation to march on Berlin?
The Soviets entered the war, all right — on the wrong side. Stalin sent an ultimatum to British-aligned Romania. The Romanians refused. Now, the Allies were at war with both the Axis and the Soviets. Stalemate — and a little frustration on my part — set in.
In time, I broke the stalemate. In Europe, I unleashed the “Brits-krieg”: my armoured spearhead, now lavishly equipped with tanks, trucks, and self-propelled artillery, shattered the totalitarians’ lines. In the Pacific, British marines and aircraft carriers pushed up towards Japan. After a long, gruelling war, final victory came in 1946.
Vive la France! Several more attempts, this time as France, went less well. In one game, I defeated Germany single-handed, only to be bulldozed by the Soviets pushing from the east and Spain coming from across the Pyrenees. Eventually, the stars came into alignment. Shielded by an extended Maginot Line, I built up my strength, overpowered Germany, and sat down with Stalin to determine the fate of Europe. Then when World War III broke out in response to a Soviet attack on Turkey, I did it all over again, pushing the Red Army back from the Rhine and avenging Napoleon’s defeat.
Possibly the best Hearts of Iron game yet. I’ve played this series for over a decade, since the original Hearts of Iron, and for most of that time my affections have belonged to Hearts of Iron 2. Now, I can’t imagine going back: HOI4 combines great alternate-history potential with a solid underlying design and improved quality of life. At present, as is so often the case with highly complex strategy games, its greatest limitation is the AI 1.
I am the shield that guards the realms of man. When the Vampire Counts marched west into the fragmented, bickering human principalities, it was the recently crowned Emperor, Karl Franz, who came to the rescue. And when the battle hung in the balance, the weary human warriors struggling against the Vampire Count himself, it was the Emperor who charged up on horseback to deliver the final blow.
When the forces of Chaos swept south and west, razing all before them, it was the Empire that rallied resistance. My first pitched battle against Chaos was Pyrrhic, as charging Chaos monsters trampled my infantry. Only weight of numbers saved the day. I rebuilt, and with help from the free peoples of the world, my new, improved armies – bristling with greatswords, knights, and artillery – defeated the last Chaos hordes.
And finally, when Chaos was no more, and the orcish hordes to the south were beaten back, it was time to settle the final score with the Vampire Counts. An uneasy peace had prevailed in the face of the common enemy, Chaos. Now it was the Vampires’ turn to experience the power of the human war machine. Sandwiched between me to the west, Chaos to the north, and orcs and dwarfs to the south, the Vampires had lost their chance to expand, so my campaign was anticlimactic. My troops swept the Vampires aside, fought off an orc army eager for a rematch, and occupied the last settlement required to win. Victory!
Game of the Year contender. A triumphant fusion of theme and mechanics, Total War: Warhammer is intense, challenging, and often spectacular1. From the early game, when I plotted how to bring a wealthy city-state into the imperial fold, to the mid-game, when I juggled human and inhuman foes, to the late game, when I led a Lord of the Rings-style alliance that saw armies marching from the far corners of the earth to help fight Chaos, Total Warhammer cast me as the star of a fantasy epic about uniting humanity against the coming darkness. This was the experience promised before release, and wow, did the game deliver.
Humanity triumphant! My first game of Stellaris was a short one, as my fledgling humans were ground to dust by a nearby computer player. My second was more successful. Under the banner of the Empire of the Shimmering Stars, humanity spread out from the Deneb system – befriending the pre-spaceflight Immathurans, bringing more species and more worlds under its sway.
Some of humanity’s neighbours turned out to be friendly, or at least benevolent neutrals. I signed migration treaties, allowing us to populate one another’s worlds. Some were hostile. When my first spacefleet was destroyed in a bid to protect my Immathuran proteges, I built a second one, the Remembrance Fleet. The Remembrance Fleet went on to turn the tables, and the would-be aggressors became first vassals and then subjects.
On and on the human tide rolled, until finally I stretched too far. The Ubaric Progenitors, an ancient “Fallen Empire” (ornery precursor races populating the Stellaris galaxy), objected to my colonies near their borders. The Remembrance Fleet fought them off – just. I attempted to take the war to the Ubari capital, an ancient ringworld. It was a disaster: the combined Ubari forces crushed mine. In the ensuing peace treaty, the Ubari forced me to abandon a swathe of colonies, and to add insult to injury, assassinated my leader.
Fortunately, the Shimmering Stars had the size and strategic depth to recover. Rebuilt newer and stronger, my Grand Fleet fought off an extra-galactic invasion (one of Stellaris’ “late-game crises”)… and returned to unfinished business. Once again, a human fleet, supported by allied and vassal contingents, appeared above the Ubari ringworld.
This time, the allies outgunned the Ubari several times to one. One by one, the Ubari warships and starbases winked out. The Ubari leaders surrendered. The bronze eagle flag of the Shimmering Stars flew over a ringworld that was already old when the first humans rubbed sticks together to make fire.
Humanity now presides over the galaxy’s dominant empire. No threats remain. The empire itself is home to many species, most co-existing happily, and its highest offices are open to leaders from all species. That, for me, is victory!
Good game, 1-2 expansions away from potential greatness. Stellaris’ appeal rested on two promises: (1) a vibrant science-fiction universe, and (2) blending Paradox’s specialty, the grand strategy game, with the established space 4X genre. It delivers on the first; I am not convinced it delivers on the second, as its limited internal politics feel more like a traditional 4X. I suspect players will enjoy it to the extent they’re looking for an interactive science fiction epic rather than a crunchy GSG. Overall, I enjoyed my 20 hours with Stellaris, and I look forward to playing again several patches down the road. (Update: the developers have posted their roadmap for the next few updates, which look great! They address many of my issues with the game.)
Arcadian Atlas is an upcoming indie tactical RPG inspired by two of the greats – Final Fantasy Tactics and Tactics Ogre. Read on for a Q&A with Taylor Bair, one half of the brother-and-sister team behind the game:
Hello, and welcome to the site! Please introduce us to yourselves and Twin Otter Studios.
I’m Taylor, the one typically found at the computer or walking my dog as I think of story details or gameplay tweaks for the game.
And Becca is the one with her graphic tablet working feverishly on art assets for our game.
We’re brother and sister living in Dallas and Austin, TX respectively, and we make up Twin Otter Studios.
Your current project, Arcadian Atlas, is a tactical RPG inspired by Yasumi Matsuno’s 1990s classics, Final Fantasy Tactics and Tactics Ogre. (The art and narrative themes — ”the choices people make in pursuit of the things they love, and the havoc it wreaks on a kingdom” — give me a particularly strong Tactics Ogre vibe.) What drew you to these titles? Were there any other notable inspirations?
We have a lot of inspirations, probably too many to count, though we definitely played Final Fantasy Tactics like crazy growing up. As kids we were pretty steeped in video games, particularly classic RPGs like Chrono Trigger, Breath of Fire, and Super Mario RPG.
Something about investing in a character is probably what drew us to RPGs most. We love characters, and our story in Arcadian Atlas is very character centered – about how people become saints or monsters because of the choices they make and the ripple effect that has on Arcadia.
Worthy successor. XCOM 2 is game of the year material for me, building on what worked in XCOM: Enemy Unknown and Enemy Within. I look forward to what Jake Solomon and team do next!
More detailed thoughts below:
– This is how to balance a single-player game — “give the player interesting decisions” means “give the player an impressive choice of tools” 1 The punishing early game teaches several lessons: Protracted shootouts are dangerous. Guaranteed damage is better than relying on the odds. Stack the odds wherever possible. By the mid-game, we’ve unlocked enough abilities to put those lessons into practice. Every XCOM 2 class can do something cool: rangers can stealthily scout, sharpshooters can engage multiple targets on overwatch, grenadiers can choose between high single-target damage or area-wide de-buffs & damage over time, specialists can heal from a distance or inflict guaranteed damage, and psionics can do most of the above. (While XCOM: Enemy Unknown and Enemy Within also had plenty of impressive tools — snipers in Archangel armour, run-and-gun plus rapid fire, using Mimetic Skin to sneak heavies in range for an explosive barrage — I feel XCOM 2 does a better job of making every class feel powerful, with psionics the big winner.) Balance is driven by limitations on what the player can deploy, not by making the player feel weak.
– Successful fusion of strategy and RPG. At a tactical level, the Firaxis XCOM games revolve around choosing one’s favourite tools (equipment and especially character abilities), understanding how they interact, and applying that knowledge to solve individual problems — a description that could also apply to a well-designed party RPG. In turn, those problems involve multiple dimensions, such as the number and type of enemies, terrain, positioning, the mission timer, and the resources already expended (health and consumables, plus any abilities on cooldown) — factors usually associated with the strategy genre. That interplay gives these games their richness.
– Music the biggest let-down. I like XCOM 2’s visuals — the architecture of the new human/alien civilisation is surprisingly lovely, masking the iron fist beneath. The ADVENT soldiers’ big, imperious arm gestures cement them as pulp baddies. XCOM operatives’ animations are as satisfying as ever, from shimmying down drainpipes to whipping out pistols, and late-game equipment looks fantastic. Set against this, the music is merely decent — a big step down from the great soundtrack of XCOM: Enemy Unknown.
Contrast Civilization: Beyond Earth, which gave the player underwhelming choices instead. ↩
I did it! I finally did it! At the start of my third campaign, I finally beat the aliens with no fatalities — on ironman “Commander” difficulty, the new name for “Classic”, no less! The stars aligned, the aliens walked into my operatives’ sights, and I breezed through the campaign’s first mission.
On the next mission, my operatives never even made it as far as the objective. There was a time limit; I took too long to dispatch the first two groups of aliens; and with one turn to go, the third group of aliens gunned down my point man, the only one in range to reach the objective. It was a lost cause. I called for evac. My survivors slunk home, empty-handed.
On the third mission, I ran. My soldiers tore through the aliens, losing one veteran in the process. They ran for the prison cell where their target, a friendly scientist, was held. Two more aliens appeared. My squad fought through. As the mission timer hit its final turn, and an alien transport disgorged reinforcements, my soldiers — and the rescued scientist — made it to the evacuation point.
Whew. Welcome to XCOM 2, a tense, exhilarating, thrilling ride. In fact, I may well drop my campaign down to a lower difficulty — I think I’d rather play a relaxing game than a tense one. Several factors make it harder than the original:
*Mission timers, which force more aggressive, dare I say reckless, play. They’re the most controversial aspect of the game — there are already mods that extend or remove them. Personally, I like the idea; I’m reserving judgment on how well they work until I have the chance to play more.
*Alien health. Gone are the days when explosives were a guaranteed kill. On Commander difficulty, even the lowliest ADVENT trooper (4 health) will often survive a single grenade (3-4 damage). The new, improved Sectoid has 8 health and appears from the second mission on!
*Alien abilities — Sectoids can use mind control and panic from the start, allowing them to incapacitate one member of a 4-soldier squad1. Another alien disguises itself as a civilian during retaliation (the renamed terror) missions. And I haven’t even made it past the first game month…
Wish me luck! I look forward to posting more detailed thoughts.
The counter is flashbang grenades, which interrupt Sectoid psionics; however, every soldier carrying a flashbang is a soldier not carrying a regular grenade. There is also a rumour that flashbangs are bugged and give aliens a 100% critical chance; I don’t know if this is correct. ↩
2016 is due to see the release of Sherlock Holmes: The Devil’s Daughter, the next entry in Frogwares’ long-running series of Sherlock Holmes adventure games. As a fan of 2014’s Sherlock Holmes: Crimes & Punishments — which I called an “interesting, ambitious example” of thematic puzzle design — I reached out to Frogwares to find out more. Read on for my interview with Wael Amr, Frogwares CEO, in which we chat about The Devil’s Daughter and the broader adventure genre:
Hello, and welcome to the site!
Frogwares is perhaps best known for its Sherlock Holmes series of adventure games, most recently 2014’s Sherlock Holmes: Crimes and Punishments. How did you come to work on these games, and how has the series evolved?
We started to work on the series in 2001. Our first game was a very traditional adventure game at that time.
Every game we made since was different, in technology, scenarios, control scheme and gameplay.
The versatility of Sherlock Holmes allows to have more than one kind of gameplay or controls scheme.
Our last game, The Devil’s Daughter features probably the wider range of game mechanic we ever created.
The next Sherlock Holmes game will be The Devil’s Daughter, due for release in 2016. What can you tell us about its new features, and which do you consider the most significant?
I would say that the most significant is the rhythm of the game, that is rather dynamic. It is due to new mechanics of course, but not only, the new character controller, the removal of loading, make the overall pace more dynamic and active. Focus tests showed it was a very welcomed change. The heart of the game is cases investigation and it remains so.
Welcome back to my Games of the Year list. This year, I’ve highlighted notable achievements, as well as favourite moments from games old and new.
Favourite aesthetics: Several games deserve a mention: Apotheon, for sheer uniqueness (below); the vibrant, colourful Tales from the Borderlands; and Nobunaga’s Ambition: Sphere of Influence, with its evocative art. Nobunaga’s Ambition also has great ambient music — I still listen to it on loop.
Favourite characters: Rhys and Fiona, the heroes of Tales from the Borderlands. Fiona is sharp and capable and funny; Rhys is a loveable bumbler, dreaming nebulous dreams of wealth and power. When his ridiculous get-rich-quick scheme collides with Fiona’s, the plot is set in motion. Throughout the game, I did my best to play them as decent people — loyal to their friends and, where possible, respectful of human life — and was rewarded with satisfying, sympathetic leads. They gave me many laughs, several moments that resonated with me, and a triumphant scene where Rhys demonstrates his character growth.
Surprisingly satisfying. Now that I’ve finished my campaign, I thought I’d comment on the late game of Nobunaga’s Ambition: Sphere of Influence, a topic on which I initially reserved judgment. Strategy endgames are plagued with two problems, (1) snowballing and (2) micromanagement, and NA illustrates how AI automation can help with the second.
Hello, and welcome to the site! Please introduce yourself and The Secret Games Company.
Hi, I’m Jeremy Hogan, I’m a game designer from London, where I’ve worked in the games industry for the last 8 years. I founded The Secret Games Company to release two indie projects, board game Dreaming Spires and video game Rise: Battle Lines. A year ago, I left my job to work on indie projects full-time so I could start the development of our latest game, Kim, which has been Greenlit on Steam and is now on Kickstarter.
Please tell us about your adaptation of Rudyard Kipling’s Kim. Based on the gameplay trailer, it looks like you’re translating Kim’s adventures into an open-world game reminiscent of Sid Meier’s Pirates or Space Rangers 2. Is this a fair reflection of what players can expect?
Yes those are fair comparisons; it’s a mix of genres so get ready for a long description… An RPG with branching dialogues, simple survival mechanics and light combat and stealth action in pause-able real time. I loved reading Kim and learning about colonial India and when I found out that Kipling’s work was in the public domain, I thought it was a unique opportunity to put such great writing into a game. Our gameplay was inspired by Expeditions Conquistador, FTL and Don’t Starve, another game it has a lot in common with is Sunless Sea.
The East endures. I closed out 2015 by returning to the grand campaign of Total War: Attila, this time as the Eastern Roman Empire. Like its Western sibling, the ERE is beset with enemies. Unlike my WRE game, I’ve been able to fight them off, a journey both exciting and memorable.
When the Visigoths rampaged through Thrace, and wiped out (at great cost) the first army I sent against them, I hunkered down, raised a new army under the Emperor’s personal command, and caught their weakened force in a night battle, depicted in the screenshot above. The survivors paid an indemnity for peace.
When a column of Huns razed a town along the Danube, I mustered an army four times their size, tracked them north, and brought them to ground.
Since then, I’ve fought off an invasion of North Africa. I’ve maintained an uneasy peace with Sassanid Persia, plying them with gifts while keeping a legion close to hand. I’ve built farms, aqueducts, and barracks; encouraged religious tolerance; and kept the Empire mostly in one piece.
Ahead, I see danger — and opportunity. With the Goths on the march again, and my WRE allies collapsing, I’m preparing a new campaign in the west. Against that, I’ve unlocked higher-tier units, my economy has stabilised, and to the east, the Sassanids are distracted by enemies of their own. If the situation can hold a little longer, I should be well-placed for the midgame. And all this has taken just 28 turns.
Age of Charlemagne offers the basics, done right. If Rome II was about conquering a huge empire, and Attila was about defending it, Age of Charlemagne offers a tight, focused campaign that can be finished in a reasonable time. In this regard, it reminds me of Shogun 2 and particularly its expansion Rise of the Samurai, the most elegant and pared-down of the Total War campaigns.
More details below:
Fun challenge. Playing as Charlemagne on Hard campaign difficulty/Normal battle difficulty, my initial situation resembled a smaller, less dire version of that facing the Western Roman Empire. Charlemagne starts with long borders, an awkwardly shaped empire, and enemies at either end, in the southwest and northeast:
The deal was done. The merchant would trade me a stimpak; I would trade junk and a handful of cash. We agreed. The goods changed hands. And moments later, gunfire ripped through the night sky.
Something flared red. Was that a rocket? Whatever it was, as the merchant yelled, instinct took over. I ran for cover. When I reached safety, I stopped. Regained my cool. Looked for the raiders. Fought back.
When I combed through the bodies afterward, I realised the raiders had been armed with nothing better than home-made pipe guns. In the surprise and confusion of the ambush, I’d assumed far worse. In that unscripted moment, Fallout 4 brought its world alive.
A minute later, I approached the merchant, as well as another group of civilians that had blundered past. They reacted as though nothing had happened. And understandable though that was — should I have expected an unscripted response from characters in a video game? — it yanked me back out of the game’s world.
That episode sums up my experience so far with Fallout 4, about five hours in. As a moment-to-moment experience, it’s very good. Creeping through a underground raider camp, going room-to-room in a building harbouring raiders and incongruous Revolutionary War mannequins, and scavenging building material from rubble felt natural and immersive. In addition to the unscripted moments, scripted set-pieces seem fairly common so far. I can already feel the lure of crafting and settlement-building, although it’s too early to tell how much depth the settlement system has, and I have some concerns about the UI for settlement management. Is there some way of assigning settlers to tasks from a central screen, or do I have to walk around town and assign them one by one?
While I’m pretty happy with Fallout 4’s mechanics, I do have a couple of concerns about the writing. I loved Fallout 3’s opening (growing up in the Vault), and I loved Fallout: New Vegas’ opening, “reverse Western” setting, and plot hook. I liked Fallout 4’s opening — but this was followed by a moment of mood whiplash, and an early plot hook that felt contrived. To give due credit, Fallout 4’s protagonist benefits from being voiced, which allows him/her to respond to the environment in a believable and, at one point, sympathetic way.
A few more quick points: Character appearances have improved from previous games, although people still look odd when they run. I like the balance between VATS and ordinary actions — it looks like it’s better to use VATS up-close or against fast-moving enemies. And I like the diegetic interface that appears when you wear power armour. EDIT: Oh, and the UI seems to have been designed around a gamepad rather than a keyboard & mouse.
My tentative impression is that Fallout 4’s combat is at least as good as that in Fallout: New Vegas, while crafting and settlements are promising. Conversely, in terms of writing, New Vegas appears to have the edge. Overall, I like what I’ve played of Fallout 4 and I suspect it will come in as, at least, “good” to “very good”. Time will tell if it can pip its great predecessors.
When the giant demon attacked my fortress, I cursed.
The fort was my newest and proudest conquest, wrested from a nearby computer player. I left a small garrison, stiffened by two ballistae, to hold the walls while my main army subdued the nearby hinterlands. Now that demon, with its vast pool of health and huge spell list, was going to snatch away my prize.
The battle began. Because it was a siege, my ballistae were allowed a number of free shots. A bolt slammed into the demon. A big chunk of its health disappeared. And that was just the start.
By the time the perforated demon limped up to the castle gates, a humble bowman was able to administer the coup de grace. Ballistae (and Human Ingenuity) 1, Demon 0.
I originally wrote this post in 2012 during the lead-up to Firaxis’ XCOM: Enemy Unknown, proposing a classification system for squad-based games and tactical RPGs across PC and consoles. Since then, to my delight, the genre has gone from strength to strength. XCOM: Enemy Unknown turned out to be superb – it was definitely a hybrid, by the way, combining the lethality and dynamic campaign of Type 1 games, the Type 2 emphasis on careful movement and not triggering too many enemies, and the soldier customisation of Type 3. XCOM 2 is due out next year for PC. The Fire Emblem series is posting strong sales on 3DS, and Valkyria Chronicles has been ported to PC. Indie titles such as Expeditions: Conquistador have added spice. Welcome back, old friends – we missed you.
This is a good time to be a fan – as Iam – of games that mix squad-level strategy and RPG mechanics. Last year saw the PSP release of the excellent Tactics Ogre: Let Us Cling Together, a labour of love that blended fine-crafted gameplay, a mature story, and gorgeous production values. This year won’t lack in quantity: it’s already seen a Jagged Alliance remake for PC and the recent PSP launch of Gungnir. Two more titles are due out in a few months (Firaxis’ XCOM: Enemy Unknown for PC, and Atlus’ Growlanser: Wayfarer of Time for PSP) and we may well see a third soon, Goldhawk’s Xenonauts (PC).
The above names suggest this is a pretty broad genre, and in fact, I don’t think there is a single squad-level strategy/RPG genre so much as there are several distinct subgenres, spread across PCs and home and portable consoles. As such, this is also a good time to review each subgenre – which games it contains, what makes it distinctive, how it compares to the others, and how it’s faring.
I originally wrote this in 2013, contrasting the approach taken by five big-name games towards violence. Arguably, recent years have seen greater awareness of what’s possible for a non-violent game, such as “walking simulators”, a renaissance in adventure games, the growing popularity of creation-focused games such as Kerbal Space Program, and outright subversive titles such as This War of Mine. I look forward to seeing what options are available in another two years.
“They may be called the Palace Guard, the City Guard, or the Patrol. Whatever the name, their purpose in any work of heroic fantasy is identical: it is, round about Chapter Three (or ten minutes into the film) to rush into the room, attack the hero one at a time, and be slaughtered. No one ever asks them if they want to.”
– Terry Pratchett
I’ve been thinking lately about violence in entertainment; my response to such; and what creators themselves have to say about it. In the last twelve or so months, I’ve played five games that symbolise different attitudes to violence: three “traditional” shooters in which there is no non-lethal option (BioShock Infinite, Tomb Raider, and Spec Ops: The Line), and two stealth/action games (Deus Ex: Human Revolution, Dishonored) that permit a gentler approach. Below, I table their key differences.