Jagged Alliance 3: A blast

This entry is part 1 of 1 in the series Jagged Alliance 3

I greeted the announcement of Jagged Alliance 3 with some caution. In the lead-up to release, I felt a mixture of excitement and trepidation: could it bring back the old magic?

I needn’t have worried — JA3 is excellent. It builds on its predecessor’s strengths, while adding new features that reflect the last 25 years of tactical RPG design.

As with the previous games in the series, JA3 unfolds over two layers:

  • A strategic map containing (initially enemy-held) towns, garrisons, & diamond mines, and the country in between;
  • Turn-based tactical battles on hand-crafted maps — the meat of the game.
The heroes of our story. The main menu screen shows my current squad – from left to right: Buns (markswoman/medic), Tigris (custom character), Ivan (one-man army), Livewire (hacker/mechanic), Barry (sapper), and Scope (markswoman par excellence).

Enjoying this site? Subscribe below:

The stars of the show are a roster of unique characters with whom players build a squad or squads. As in an RPG, it’s important to hire individuals with an eye to the team’s overall skills. Some are more directly combat-focused. Others are oriented towards support. Each has his or her own stats, personality, required wages, and — new to the series — a unique ability. For instance, Livewire the hacker is a valuable support character — she’s a poor shot, but will automatically reveal every enemy in battle if the player has intel for that location.

Also new is that characters gain new abilities as they level up — my current favourite is the ability to move further when wearing light or no armour. Scope the markswoman, who starts with that ability, can easily move to a new firing position each turn.

Battles place a premium on planning. If everything goes according to plan, they can be easy or anticlimactic. If the plan misfires, or if the enemy is particularly strong or alert, things become “exciting”. As of the time of writing (soon after the release of the 1.03 patch), the most popular playstyle is a combination of stealth and aimed, single-shot rifle fire, which aligns pretty well with how I play:

  • Plan A usually involves picking off lone sentries, navigating to high ground or good vantage points, and then opening up on the unwary enemy.
  • If that fails, Plan B involves explosives and a machine gun.

The ebb and flow of battle lends itself to emergent narratives. Once, my idea of sneaking into a city district turned out to be impossible: I walked into the middle of a set-piece battle between a large enemy squad and a handful of friendly NPCs protecting a public building. I used my scarce handful of 40mm grenades to thin out the enemy squad, before moving in to clear out the remnants. But as I was at the cusp of victory, an enemy soldier — nearly the last survivor of his squad — ran behind a civilian, creating an unscripted human shield situation — and prompting a save-reload so I could safely get rid of him. Rather than being frustrated, I loved the resulting narrative.

In another case, I played a different battle — a counterattack on a harbour I had liberated — three times, trying to keep my NPC allies safe. Again, rather than frustrating me, each replay held my interest as I tried different tactics and watched the battle unfold different ways. One ally, a machete-wielding woman, had a habit of getting herself killed charging machine gunners. On the third try, she manoeuvred between market stalls to stay out of sight, hacked down the first gunner, climbed up a nearby roof to stay safe, climbed back down, and outflanked the second gunner. Wow!

The strategic map. Camp la Barriere will probably be my next target – it controls passage along the river. By taking it, I can speedily move upriver by boat, and protect my downstream settlements from attack.

The strategic map is where the squad prepares for future battles — repairing gear; treating wounds; training militia to defend friendly settlements; and — this is new — crafting ammunition or explosives. All this takes time, and with the need to pay wages, time is money.

Early on, when money was tight, I found there was a trade-off between an easy tactical game and a harder strategic game. I started with Ivan, one of the best, most iconic characters in the franchise — and whom JA3 prices to match. Ivan single-handedly carried the team through the tutorial area, averting multiple squad wipes. But the need to capture enough territory to pay his wages meant I had to play very aggressively on the strategic map.

Ivan is so good, people have beaten the game using him alone. He has high stats and the unique ability to recover action points after a kill.

Progression in JA3 is faster than it was in JA2. In JA3, there are multiple rifles available in the tutorial area, so the “ineffectual pistols and SMGs” phase only lasts for the first couple of battles, rather than dragging on as it did in JA2. Instead, the limiting factor in JA3 is ammunition availability. There is no more Bobby Ray’s — the online weapon store in JA2 — so reliably sourcing ammunition requires either crafting it, or visiting shopkeepers in town.

Between this and a damage penalty that applies to burst and automatic fire, I find I rarely use these weapon modes — better to fire single shots instead. This is probably my main niggle about balance — while I could easily mod out or reduce the damage penalty, I’m interested in how the developers will approach the issue 1. And to be fair, this isn’t new to the series — burst fire was too inaccurate to be useful in JA2.

The music deserves a final shout-out. I like the main theme, performed by orchestra, so much that after wrapping up the game for the night, I usually linger on the main menu to listen.

So far, JA3 is everything I’d hoped for. I’m playing slowly; nearly one month after release, I’d guess that I’m about 40% through. If it holds up just as well in the late game, it will be a genre classic.

  1. Strengthening burst and automatic fire would probably also strengthen enemies, who have a habit of blazing away in these modes from too far away

Triangle Strategy: off to a promising start

This entry is part 2 of 2 in the series Triangle Strategy

Over a decade ago, Tactics Ogre for the PSP combined a branching story, a serious, low fantasy setting, beautiful art, and engaging battles to become one of my favourite games.

Triangle Strategy, I think it’s fair to say, aspires to succeed Tactics Ogre and the genre’s other classic, Final Fantasy Tactics. It takes many of the same elements and adds its own twists, such as a morality system and more intricate rules for positioning, while simplifying others, such as character classes. So far, it’s very good; after 12-13 hours, I’m up to chapter 7, the sequence featured in the game’s first demo, last year. Whether it achieves greatness will depend on how the story plays out.

Here’s what I like, and here’s where I see room to improve:

The pros:

Art, aesthetic, atmosphere — The beautiful, moody art of Triangle Strategy is integral to the experience. Character portraits are striking and evocative. The sprites and the overall “look and feel” call to mind Final Fantasy Tactics and Tactics Ogre, and make the implicit promise that this will tell a similar story.

The backgrounds are sumptuous and even the little sprites are detailed enough to convey mood and personality.

Tactics matter — This includes positioning and using character abilities to support one another. For instance, one fairly tight map channelled combatants down three paths, with a group of enemies along each path. I held one flank using an ice mage and a durable melee fighter: I ran the melee fighter at them, used his special ability to draw the enemies’ ire, and had the mage retreat while lobbing ice at enemy soldiers who had bunched up to attack his friend.

The pathways broke this map into several sections. Two characters held down the left oath, but I found myself bottlenecked in the middle, and an archer shooting from the platform on the right was a royal pain.

Difficulty feels about right — Playing on Normal, I’ve never been stuck. I did lose a couple of battles as a result of becoming careless; afterwards, it was obvious what I did wrong (rushing a mission-critical character into positions where he could be swarmed). I may even turn up the difficulty to Hard, and see what happens…

Frederica’s fire magic is devastating against bunched-up groups.

Not grindy! — There is hardly any grinding in Triangle Strategy — a big change from the very grindy Final Fantasy Tactics and Tactics Ogre. Enemies’ levels are fixed, under-levelled characters are very quick to gain experience, and conversely, over-levelled characters gain very little experience. Thus, there’s no need to spend too much time in practice battles.

The intriguing:

How will the story develop? — One of Triangle Strategy’s headline features is the branching story, with decisions settled by a vote among the party members. The player can try to persuade other characters to change their minds, but may not succeed. It’s even possible for persuasion attempts to backfire — I once saw a previously “undecided” party member do the opposite of what I wanted, after my dialogue choices fell flat. I’m interested in what the game will do with this system — can its narrative live up to the classics?

This unanimous vote came early in the story. A later one was much closer.

The mixed:

Voice acting — This isn’t a blanket case of English vs Japanese voices (I’ve listened to both):

  • In both languages, the heroes sound pretty good.
  • I think the female characters generally sound better in English — a couple of the Japanese VAs sound a bit too girlish. Conversely, some of the male characters sound too hammy in English and better in Japanese.
  • I am not a fan of the exaggerated voice acting for the villains, who range from “cartoon supervillain” to “oleaginous, obvious traitor”.

The gripes:

Save game slots Triangle Strategy has 10 save game slots. I’d like more, especially so I can explore different dialogue choices while preserving old saves.

Did the otherwise good English localisation have to owe such an obvious debt to ASOIAF? — I am heartily sick of “sers”.

Enjoy the site? Subscribe below to receive email notifications:

Brigandine: The Legend of Runersia — an atmospheric console strategy/RPG

This entry is part 1 of 1 in the series Brigandine: The Legend of Runersia

I’m about halfway through Brigandine: The Legend of Runersia, which released for Switch in June 2020. At the time, its reviews were good rather than great, and its price tag was rather steep. I kept an eye on it ever since being intrigued by the demo, and my patience was rewarded with a recent sale. I’m glad I took a chance on it.

Brigandine takes place on two levels: a strategic map and tactical battles. The strategic layer is rather light, and resembles a simplified version of a KOEI grand strategy game. There is no base or city building — rather, the focus is on managing Rune Knights and their squads of monsters, sending them to train or quest, moving them between bases, and attacking enemy bases. The key is to carefully manage borders, to avoid having to spread the limited pool of Rune Knights amongst too many fronts.

Brigandine’s strategic map. I took advantage of depleted enemy forces to attack along multiple fronts.

The game’s main focus is the tactical battle layer, which plays out on a hex grid. The goal is to either defeat all enemy Rune Knights, or to control the objective hex (the local castle) when the turn count runs out. Generally, I try to bring a balanced force that includes tough melee monsters for the front line, together with ranged or support monsters which can safely hang further back. Terrain adds a further wrinkle, as some units specialise in certain terrain — for instance, mermaids and giant snakes do best in the water — and incur penalties on other terrain. Victory involves grinding down the enemy front line, clearing a path to attack vulnerable rear-line monsters or Rune Knights, and, often, concentrating fire on the enemy Rune Knights — forcing a Rune Knight to retreat will also remove his or her entire squad from the battle. When up against very tough Rune Knights, sometimes it’s better to go for their monsters instead, as the AI will retreat its remaining Rune Knights when sufficiently outnumbered.

Advancing in formation, with dragons in front, Rune Knights and other monsters in the second row, and spellcasting monsters towards the back.

Where this becomes interesting is in the variety of monsters (and Rune Knights) in the game, the interplay on the battle map between terrain, armies, and unit abilities, and the interplay between the two levels of the game. As each Rune Knight is a unique character, “A” and “B” teams tend to naturally form: the best Rune Knights and their squads go to the most important fronts and see the most action, which gives them the most experience. Stacking limits — a maximum of three Rune Knights per side can fight in a battle, and each Rune Knight only has a certain capacity to bring monsters — mean that in any given battle, quality generally beats quantity. At the same time, I do try to spread out experience. There are too many fronts for a single doom-stack to cover; and a roster should have enough depth to survive losing a few high-level units (a principle that will be familiar to XCOM players). The trick is to wear down enemy factions by eliminating their high-level monsters, while keeping most of my own alive.

While mages are vulnerable in melee and can’t move & cast spells in the same turn, their ability to inflict damage and de-buffs at a distance is invaluable. Here, Augustus gets ready to pick off Tilda, which will also take her units off the battlefield.

While the game’s AI came in for some criticism at launch, it has since been patched, and I find it’s good enough. The computer tries to keep melee units in front and support units behind, and likes to stack buffs on powerful melee Rune Knights, turning them into wrecking balls. It also seems fond of picking off vulnerable support units if I leave an opening. One weakness is that it sometimes commits forces piecemeal: I’ve seen three Rune Knights and their squads march up separately instead of forming up, which let me defeat them in detail. Still, while I have won every battle, even easier ones (where I have a more powerful army) typically make me work for victory, and some have been utter nail-biters.

There isn’t much scripted narrative in Brigandine, but some Rune Knights have unique dialogue when they fight alongside or against each other.

The result has been a engaging experience, complete with the kind of unscripted narratives that tactical RPGs and squad-based strategy games can deliver. Here are some memorable moments from my campaign:

Holding the line at Cornwern: The border castle of Cornwern, where I keep a mix of “A” and “B” squads, has repeatedly held out against the best that the neighbouring kingdom can send. Fortunately for me, a river running through the battlefield gives a large advantage to the defender. Even with this advantage, it hasn’t been easy: in two battles out of three I barely hung on until the turn limit (in one case, falling back from the riverbank). Hold on, Cornwern! I’ll send reinforcements soon.

The Shinobi campaign: The forest-dwelling Shinobi, many of whom have bonuses in that terrain, are a pain to invade. To defeat them, I loaded up my Rune Knights with forest-specialist monsters, and attacked on two fronts to take advantage of my superior numbers.

Clash of the titans: knowing I would be up against the formidable Rudo, I brought Darian, whose high physical defence would let him go toe-to-toe.

The fall of Mana Saleesia: Mana Saleesia is the resident fantasy evil empire, led by the fearsome Rudo — probably the strongest melee fighter in the game. When he marched into one of my provinces, held by a “B+” squad, I was very glad I had the third-most powerful (behind Rudo!) melee Rune Knight, who could stall him while the rest of my army pelted him with spells. During my grand offensive, I advanced along a broad front, taking care to avoid Rudo himself. And for the final confrontation, I sent in my highest-level, most powerful force. Cornered, Rudo was still dangerous — he one-shotted one of my luckless high-level casters — but even he could not stand before my army.

The coup de grace – an archdemon (a rear-line spellcasting monster) prepares to dispatch Rudo. The attack power was almost doubled by taking advantage of his elemental weakness.

Now, I’ve defeated two of the five enemy factions, and a third is on the ropes. The main risk, I think, is that the remaining game turns into a slog. Still, I’m looking forward to sending my best troops, fresh from their victory over Mana Saleesia, to lead a counterattack on the Cornwern front. Time to give the computer a taste of its own medicine!

Food as worldbuilding in Yakuza: Like a Dragon

I’m gradually making my way through Yakuza: Like a Dragon, my introduction to the long-running series. One of the first things that struck me was the game’s vivid sense of place — convenience stores and pharmacies feel like their real-life counterparts — and I think this is clearest with food, which is characterised with a remarkable level of detail.

Eateries come in lifelike variety: there are bars, cafes, mum-and-dad family restaurants, Western restaurants, high-end dining, and everything in between. They have distinct menus, and ordering certain dishes will trigger a party conversation — though clearly I need to use a FAQ, as I haven’t encountered one yet!

Here are a pair of fast food outlets. Note the prices on the signboard:

For contrast, this is a sushi restaurant. The difference in ambience is night and day:

And this is the menu at a pricey Western restaurant. The selected dish restores 4,500 HP — that’s ten times more than my party members even have!

A final observation is Like a Dragon’s use of food as a character motif. Two major characters are represented by dishes at the opposite end of the culinary spectrum: the protagonist treats himself to beef bowls, a cheap, ubiquitous fast food. Another man is fond of Peking duck, and promises of duck recur through the game: some kept, others not.

As this highlights, food is an important part of Like a Dragon’s world. And who knows, maybe I will find a use for that 4,500 HP steak!

Project Triangle Strategy – Demo impressions

This entry is part 1 of 2 in the series Triangle Strategy

The newly-revealed Project Triangle Strategy is a clear homage to two of my favourite games of all time — Tactics Ogre and Final Fantasy Tactics. After playing the demo, I’m cautiously interested.

The debt to FFT and Tactics Ogre is clearest in the aesthetics. The sprites look just like those in the classic games, right down to the way mages raise their arms over their heads when casting spells, and the character portraits are also gorgeous.

Based on the two levels in the demo, the gameplay seems solid. Positioning, elemental vulnerabilities, and terrain all matter. I cleared the second level by the skin of my teeth, with only one melee character and a few casters left standing. Using terrain, and a spell that created temporary ice walls on the ground, I was able to channel the second level’s boss into a chokepoint where my last melee fighter could stall her long enough for the mages to bring her down. Disappointingly, mounts seem cosmetic — a horseman can climb ladders (?!) and a bird rider doesn’t seem able to fly over obstacles — but that issue is fairly minor.

My biggest concern is the writing. What made the narratives of FFT and Tactics Ogre so great wasn’t convoluted plots or warring lords. What made them great was the themes and character arcs revealed by those plots — what happens when youthful idealists find themselves betrayed by reality, and how those idealists respond afterwards. In the short demo, I saw nothing comparable, although conclusions will have to wait for the full game.

Overall, I liked the demo enough to keep an eye on this game. Release is set for 2022 — hopefully it will fulfil its promise.

Chrono Trigger: a blast from the past

This entry is part 1 of 1 in the series Chrono Trigger
It was!

Chrono Trigger is one of my favourite games of all time, and after recently treating myself to the piano sheet music, I found myself wanting to replay the game as well. The Steam Christmas sale provided the perfect opportunity — and I’m glad I took it.

My main worry was the quality of the PC port, which was panned at launch. Thankfully, it’s fine now. The interface is clean, not at all like a mobile game. The music and sprite work shine through. The localisation is effective — I like it better than the original SNES prose. The sprites seemed to move too fast at first, but this problem corrected itself after loading the game for the first time.

The game itself holds up magnificently. Playing through, I have a constant smile on my face: it’s as good as I remember. It’s charming, imaginative, and briskly paced, with likeable characters, great music, and remarkable attention to detail. With the Steam sale still ongoing, this is a great time for established fans to revisit Chrono Trigger, or for new players to discover it — I’m happily revisiting faraway times.

Touching history in Mount & Blade II: Bannerlord

Mounted archery in Mount & Blade II: Bannerlord. I downloaded a Pikachu banner to use as my clan emblem.

After playing around 20 hours of Mount & Blade II: Bannerlord, I am convinced it is a superb game, for all that it is still (very) Early Access. Bannerlord’s magic is that, while it does not take place in a historical setting, it lets me imagine what history felt like.

This is clearest / most obvious at the micro level — individual battles. Whether fighting as a horse archer in swirling cavalry engagements, or peering out from behind a mantlet to exchange arrows with castle defenders, Bannerlord conveys the chaos, confusion, and spectacle of a medieval battle.

More than that, it sells the illusion of being my character. As I progressed from glorified vigilante to marcher lord, my concerns — and the gameplay — evolved at each step. Chasing bandits at the head of my posse, responsibilities were few: Make payroll and keep the soldiers fed. After I had earned a name for myself, and taken service as a mercenary captain with the Southern Empire, my horizons expanded — and so did the worries. Now I rode as part of the imperial armies, and my opponents were the armies of other kingdoms. I had to help win battles (and hope the general did not get over-confident), look for isolated enemy forces I could pick off, and preserve my own troops — my critical stock in trade. At last, when the Empress Rhagaea granted me lordship of a newly liberated border city, I had a rich reward — and a precarious one. Now it was up to me to strengthen my garrisons, keep the city fed, and watch the frontier like a hawk, lest an enemy army snatch away my prize. My days of criss-crossing the map were over.

Helping this is the game’s sharp distinction between the money and resources available to a landed lord and those available to a landless adventurer. At the start of the game, it was a victory every time I scraped together enough cash to buy a better piece of armour. Saving up 900 or 1,000 coins to hire my first companion seemed as feasible as flying to the moon. As a lord, I pulled in thousands of coins a day. What was the cost of war horses and top-of-the-line armour for my companions?

As a final note, Bannerlord generates the kind of set-pieces that would belong in an Akira Kurosawa movie. At one point during my mercenary career, the army that I’d joined was defeated. My character was taken prisoner, escaped, was caught by bandits, and escaped again. Taking no chances, I limped back to the nearest friendly village and decided to rest and heal. I was still there when a dozen marauding horsemen showed up. And so when the village militia took up arms to defend their homes, one mercenary horse archer fought alongside his hosts. Seven Samurai? There was only one of me!

Risk, reward, and mission design in Fire Emblem: Three Houses

This entry is part 2 of 2 in the series Fire Emblem: Three Houses

Juggling knives — In an ideal world, I wouldn’t have split my forces. But faced with multiple objectives — rescue civilians, spread around the perimeter of the map; recover treasure chests; go after the boss —  I’ve had little choice. My party is split across the entire map: some straggling through a thicket towards the boss, others flying on pegasus- or wyvern-back towards the civilians, one man on horseback battling his way up a narrow lane. And now, a powerful optional boss has thundered onto the field, trailed by several lackeys. Fortunately, my strongest character is close enough to intercept. Unfortunately, her best backup – the two people who can hard-counter the new arrival – are on the wrong side of the map.

It’s time to improvise.

I really like Fire Emblem: Three Houses’ mission design.  The game’s rules are fairly basic: most battles are won by defeating all enemies or the boss; and enemies usually activate when someone gets too close. By itself, this produces an optimal way to play: be cautious, cruise across the map in a giant blob, and pick off enemies a few at a time. What the game does well is adding extra layers of complexity, such as mission-specific twists and optional objectives. Here are a few examples:

  • Three-way battles offering a reward if you can defeat more characters than the other two factions, or a race to defeat a specific character to claim a treasure.
  • Optional bosses with rare drops.
  • A reward for keeping waves of spawning pirates out of a village, even as your main force presses on to defeat the boss.
  • A map populated by fast, powerful roving enemies … and a treasure chest in the middle.

This pushes me to vary my tactics, and adds challenge even when my party is over-levelled. It has also delivered memorable set-pieces, such as the one at the top of this post.

Firaxis’ XCOM makes an interesting contrast — I think giving the player a risk/reward decision in Three Houses works better to shake up playstyles, compared to a hard cut-off such as XCOM 2’s controversial mission timer. The XCOM series itself has been through several approaches — Three Houses is closer to picking up MELD in XCOM: Enemy Within, although with greater variety (granted, Three Houses has the advantage of hand-crafted missions, whereas the XCOM games rely on random generation). Comparing these three games, I would argue that carrots work better than sticks.

Fire Emblem: Three Houses impressions — The best of all worlds

This entry is part 1 of 2 in the series Fire Emblem: Three Houses

Uh oh. I’ve overcommitted. This map has enemies positioned in a “U” shape, with the party starting on one map edge and the enemy lining the other three, and I’ve gone for the aggressive approach — charging straight down the middle. Now I’ve pushed several of my characters too far ahead — and I’m playing with permadeath on! The mighty Princess Edelgard, so capable in a clash of arms, has met her match in an enemy mage. Then Petra the swordswoman goes down, targeted by multiple enemies. Argh.

Rewind one turn. Try again. The advantage of going down the middle is that I’m fighting along interior lines, and now I rush characters from one flank to shore up the other with their healing magic. I pull back my most exposed party members, weather the storm. And lesson learned, I push onto victory.

An early battle in Fire Emblem: Three Houses. The togglable purple overlay marks squares that are in range of enemies. And by selecting an enemy, I can see (bottom left) their target.

Excellent tactical RPG so far. I’m 10-15 hours into Fire Emblem: Three Houses, or up to the start of the game’s fifth chapter. As a lapsed series fan who walked away in frustration from Fire Emblem: Radiant Dawn on the Wii, I was cautious about Three Houses. Instead, it’s exceeded my expectations. I am having a great time with Three Houses’ turn-based battles, the bedrock of the Fire Emblem series; I appreciate the new, anti-frustration features; and I like the new Persona-style explorable hub.

Tense, intelligent turn-based combat Fire Emblem veterans (and XCOM players) will be familiar with the basic rhythm of each turn: a patient, methodical exercise in determining where to move each character, who should attack whom, and in what order. The trick is to minimise incoming damage, both from counterattacks and on the enemy’s turn. This might include:

  • Using a ranged character to soften up a melee enemy so a melee character can safely finish them off.
  • Eliminating enemies before they get the chance to move and attack.
  • Sending forward one character as bait to lure enemies into range.
  • Positioning characters where the fewest number of enemies can reach them.

And because this is an RPG, individual characters’ strengths and weaknesses matter. If there are three magic-users ahead, then it’s best to bait them using someone with high magic resistance. Conversely, magic may be the best option when attacking a heavily armoured knight. Attention to detail is important!

New features mitigate against frustration — There are two: the ability to rewind to an earlier turn (similar to Tactics Ogre’s Chariot system), and the ability to see which characters will be targeted by which enemies when previewing a move (a little like Into the Breach). They serve different functions:

  • Rewinding time is a safety net. I play with perma-death on, so being able to rewind a turn or two is much, much better than having to replay a battle from scratch.
  • Seeing enemy attacks in advance is a planning tool, making it easier to take calculated risks.
Talking to party members between battles in Fire Emblem: Three Houses.

Taking a leaf from Persona was inspiredThree Houses benefits from adding a hub area, where the player can explore and interact with NPCs between battles. Like Persona, this runs on a calendar system, with a finite number of actions available each week. I like this for a couple of reasons:

  • First, it adds another layer of decision-making — I have to prioritise which characters to recruit and which skills to train.
  • Second, a large part of my enjoyment of games comes from puttering around well-designed worlds.

Hybrid vigour. So far, I appreciate both Three Houses’ execution and its new features. The game has breathed new life into the series for me — I look forward to playing more.

What I’ve been reading and playing — from the Three Kingdoms to the Alliance-Union Universe

Since my last update, I’ve been lucky to play three excellent (and very different) games, all Game of the Year material: Total War: Three Kingdoms, Rule the Waves 2, and Dragon Quest Builders 2. I also reread an old favourite, Lord of the Rings, and ploughed through a new favourite, the works of CJ Cherryh.

Games

Total War: Three Kingdoms is the Shogun 2 successor I’ve awaited for the last 8 years, and the best Total War game to date. Everything I loved about Shogun 2 is back: the challenge, strong execution on both the campaign and battle layers, and a beautiful aesthetic. The challenge hit me very early on — playing Cao Cao (the recommended starting character!), I crashed and burned twice before succeeding on my third try. Even with that experience under my belt, it took me two tries to win as the Ma clan of Western China.

Against stronger opponents, ambushes are the great equaliser. The computer knows how to use them, too…

The campaign layer is immersive and well-designed. Each province is distinct, so geography matters. AI-controlled warlords play like believable characters: they have distinct personalities — Liu Bei will stand by his friends, while Yuan Shu is a treacherous opportunist — and act sensibly, for instance, by bending the knee to stronger powers. Interface improvements make even large empires manageable.

Sturdy shielded infantry make a good anvil on which to break enemy attacks…

The same attention to detail is visible on the battle layer. Each individual battle feels like poetry in motion; even one-sided battles made me consider how I could best win while minimising casualties.  Siege battles are interesting and dynamic for the first time in the series’ history. (Granted, after a certain point the challenge mostly comes from the campaign layer — the computer prefers recruiting cheap early-game troops, no match for a late-game human army.)

… while cavalry is a devastating hammer.

And Three Kingdoms is the best-looking Total War game since Shogun 2. Gone are the dark, muddy graphics of the Rome 2 generation, in favour of vibrant colours. The battle music is good (if not quite “Jeff van Dyck at his best”), and the strategic layer music is lovely and relaxing — the best in the series. I love this game, and I’m so happy that the developers did this period justice.

Flaming shot from trebuchets lights up the night sky.

At the other end of the strategy spectrum is Rule the Waves 2, an indie game covering naval warfare between 1900-1955. What makes it so brilliant is how it captures the essence of strategy — reconciling objectives to limited resources. You are in charge of a Great Power’s navy, whether that be mighty Britain or nearly landlocked Austria-Hungary: you design ships, build them out of a finite budget, and command them in battle, a bit like an oceangoing version of a space 4X game. But unlike a 4X, you are not the leader of your nation. You cannot control world politics, or the rise and fall of international tensions. You cannot control the nation’s economy: the US will always be larger and wealthier than, say, Italy. You cannot control the government, which tweaks the naval budget, makes demands, and if you do badly enough, sacks you — the “game over” condition. You can influence these things – for example, ostentatiously warning of war will give you a bigger budget at the cost of higher world tension – but at the end of the day, it is up to you to make the most of what you are given. I’ve had spectacular results as Austria-Hungary, frugally upgrading my ageing battleships, focusing my meagre budget on fast, modern destroyers trained for night actions, and only picking fights I could win. I’ve had an equally spectacular rise-and-fall as France, building up a proud oceangoing fleet and dominating the Mediterranean, only to be crushed by enemies out of my league — first the British and then the Germans. I was a big fan of the first Rule the Waves, and its sequel has lived up to my expectations.

Dragon Quest Builders 2 illustrates what’s possible by combining the structure and narrative of one genre, the RPG, with the verbiage of another, the builder game. Like an RPG, it’s an epic voyage that takes the heroes across many lands. Like an RPG, you progress by solving NPCs’ quests in each location. But unlike an RPG, those quests typically involve gathering material and building towns.

An early town in Dragon Quest Builders 2. Note the crops and perimeter wall.

It is a pleasure to make each area come to life with homes, workshops, kitchens, dining areas, and defensive walls. Add a localisation brimming with puns and wordplay, and the result is a blend of creativity with charm. I don’t have much experience with the builder genre — beyond bouncing off Terraria years ago — so this has been my pleasant surprise of the year.

Completing a building in Dragon Quest Builders 2.

Books

A few months ago I re-read The Lord of the Rings, accompanied by the Extended Edition movies, and rediscovered my appreciation for Tolkien. Intricate, mythic, and at times moving, LOTR is a masterpiece. It is a book that could only have grown out of its author’s lived experience. It makes no pretensions to realism; yet has something important to say. It richly deserves its status as the foundational text of the fantasy genre.

I’ve also finally become a CJ Cherryh fan, after previously finding her books (Downbelow Station) too dry and dense. Her specialties are alien cultures (in both senses of the word) and driven, desperate protagonists; both themes run through my recent reads. The Morgaine saga follows a woman on an obsessive quest, seen through the eyes of her loyal companion. The hero of Merchanter’s Luck is a traumatised space smuggler pushing himself to the edge of endurance. The Faded Sun trilogy tells the story of two tradition- and taboo-bound aliens searching for their homeworld, and the human veteran who helps them. I’ve just picked up another of her series (The Dreaming Tree), have another on my shelf (the Chanur trilogy), and saved the final Morgaine book for later; I look forward to digging in.

Six Ages: Ride Like The Wind is an interactive story bringing myth and magic to life

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:

An event in Six Ages.

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.

The outcome of a successful ritual in Six Ages.

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.

Further reading

How Six Ages builds a game around the power of myth (also discussing King of Dragon Pass)

80 Days, a steampunk retelling of the Jules Verne novel, is another fun interactive story

Arcadian Atlas Q&A, with Taylor Bair

Screen Shot 2016-03-31 at 7.50.35 AM copyUpdate: Arcadian Atlas‘ Kickstarter campaign is now live and can be accessed here.

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.

Continue reading “Arcadian Atlas Q&A, with Taylor Bair”

Kim Q&A, with Jeremy Hogan

Rudyard Kipling’s Kim is one of my favourite classic novels, a picaresque set in nineteenth-century India. When the Secret Games Company launched a Kickstarter for a video game adaptation, I was keen to find out more. Read on for my interview with developer Jeremy Hogan:

 

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.

Continue reading “Kim Q&A, with Jeremy Hogan”

Fallout 4: Early impressions

This entry is part 1 of 1 in the series Fallout 4

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.

From the archives: Tactics X-COM: Jagged Ogre Chronicles, or a guide to squad-level strategy/tactics/RPGs

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.

***

Guide to TRPGs - Matchsticks for my Eyes

This is a good time to be a fan – as I am – 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.

Read more here.

A random battle draws near! Command?

In theory, JRPG random battles are an attrition mechanism. The resulting drain on resources (usually consumables and MP) should, and very occasionally does, produce tension. In practice, JRPG (and Western RPG) designers are usually generous with resources, and few battles are tough enough to threaten a Game Over. This makes them filler. At best, a well-designed battle system can make them enjoyable filler (Final Fantasy X). At worst, they are a waste of the player’s time. Modern JRPGs have largely abandoned them, for which I’m thankful — I find them one of the greatest annoyances in the genre.

 

What makes random battles particularly bad is that they deprive players of choice and control. At any moment in a RPG, I will have an objective — follow the plot, grind, explore, backtrack, and so on. If I’m grinding, I want to fight lots of battles — ideally against XP-rich foes. Random battles may not occur when I want them, and when they do pop up, they may pit me against the “wrong” foe. Conversely, if I’m exploring or backtracking, I usually don’t want to be interrupted, and that makes random battles a chore. If I’m following the plot, I may not mind fighting a certain number of battles, but eventually I want to find out what happens next, and at that point, further random battles may become a drag.

 

The usual solution is simple: allow players to see – and, importantly, avoid – monsters on the world or dungeon map. If you want to fight, you charge the monsters, and if you don’t, you go around. This was the system used by Chrono Trigger in 1995, at the tail end of the SNES era, although it took inexplicably long to catch on. (Ni no Kuni is an example of how not to implement this; NNK’s monsters are visible, but in the early game, move so fast they can’t be avoided. They are also numerous. This produces the same effect as random battles with a high encounter rate.)

 

Once monsters become visible, designers can refine the system in several ways. They can give the player choices beyond “bump into monster/avoid monster”; for instance, in Valkyrie Profile, Valkyrie Profile 2, and Child of Light, paralysing monsters on the dungeon map allows you to safely pass by. In Persona 3 and 4, sneaking up on monsters from behind will grant the first move in combat. Games can also reveal the composition of monster groups before battle, as in Xenoblade Chronicles and Final Fantasy XII. This allows players to make informed decisions about risk versus reward, and also makes it much easier to farm specific monsters.

 

The common thread is the importance of player agency – something nonexistent under a system of random battles. I can see random battles working as part of an overall emphasis on tension and resource scarcity — FTL uses randomness to great effect. Given that most JRPGs have very different design goals, this is one mechanic they can do without.

Child of Light: concluding thoughts

This entry is part 2 of 2 in the series Child of Light

Child of Light is many things. It is a mechanical and aesthetic triumph – “beautiful and challenging”, with nail-biting boss battles and a gorgeous fantasy world. It is a “greatest hits” tribute to JRPGs that borrows from the classics (Valkyrie Profile, Final Fantasy X, and no doubt more), yet has an identity all its own. It is an atypically “arty” release from a large publisher, and an obvious labour of love.

Unfortunately, CoL also represents a missed opportunity. Its narrative is a fizzle: characters and events pop up from nowhere, the plot lacks an impetus beyond MacGuffin hunts, and the ending feels rushed. The pity is that there is a genuinely interesting backstory, which could have provided structure, character motivation, and emotional heft. Instead, it’s treated almost as an afterthought.

I don’t know if I could call Child of Light a great game. With a better story, it very well might be. I do think it’s brave, original, and very good. I would like to see more games along these lines – both in the sense that they synthesise the best of a genre, and in the sense that they represent a creative risk. And I would definitely like to see a sequel.

Child of Light: Beautiful and challenging

This entry is part 1 of 2 in the series Child of Light

My decision to buy was right; I very much like Child of Light.

 

I think much of the consensus about CoL is correct: the game is good, almost unique — a side-scrolling homage to classic JRPGs, set in a fairy-tale world — and an aesthetic feast. I would also argue that CoL‘s combat system deserves more credit than it receives, but for now, let’s start with visuals.  The trailer below comes close to doing CoL justice (skip to 0:35 to see in-game footage), but the actual game looks even better:

 

 

As much as I love my Vita, I don’t regret buying CoL for PS3 – those graphics and my TV are the perfect match. At the game’s best, those graphics and the excellent music combine to produce moments that are epic — an over-used word, but nothing else describes watching the camera focus on an enormous, three-headed hydra while the choir roars out a boss battle theme.

Continue reading “Child of Light: Beautiful and challenging”

From the archives: Storytelling in Star Control II: Playing space detective

Star Control 2 is a classic of the early 1990s, with a great sense of humour, robust gameplay, and unique, non-linear story progression — the player had to gather clues and do his or her own footwork in order to work out where to go next. That last was the subject of this piece, which I wrote back in December 2010. It became the site’s first hit article, with almost 7,000 views in one month, and I’m quite pleased with how it turned out. Enjoy! 

 

If you were a hero, tasked with saving the world from an overwhelming menace, how would you go about it? You would gather information about your foe. You would arm yourself with the best weapons possible. You would recruit allies to your banner. And while you might wish for these things on a platter, in order to find them, you would have to explore the world. You would seek out clues and piece them together, one hint leading you to the next, until you found what you were searching for.

 

No game captures this experience as well as Star Control II (SC2), the 1994 game from Toys for Bob (rereleased for free as The Ur-Quan Masters). SC2 cast you as a starship captain from a long-lost settlement, given command of a rediscovered ancient wonder weapon. As far as you know at the start of the game, your objective is simple: journey to Earth with your starship, rejoin the fleet, and help defend humanity against the alien Ur-Quan. And after one of the best opening plot hooks I have seen in a game, the stage is set for you to explore the galaxy in pursuit of that goal. Along the way, expect a fantastic storytelling experience, delivered through a combination of (a) top-notch writing and (b) gameplay mechanics that place the responsibility for uncovering that story in your hands.

 

Read on…

I choose you! Combat in Final Fantasy X

This entry is part 2 of 2 in the series Final Fantasy X

FFX Valefor in action

In my last piece about Final Fantasy X, I wrote about its biggest draw: its world, its story, and the way the two interact. What makes FFX a good game, not just a good worldbuilding exercise, is the second thing it does well: combat.

 

The principles behind the combat system are straightforward, but implemented well:

 

1. It’s turn-based, with turn order depending on speed – zippy characters move more often than slower ones.

2. The active party comprises three characters (out of a total of seven playable), and in one of FFX’s most distinctive features, you can freely switch characters during battle.

3. Each character begins with a distinct role and a unique progression upon level-up (they can eventually mix and match, while an alternate game mode allows customisation from the outset).

 

The net effect is the best battle system I can remember in a numbered Final Fantasy. Battles are fast to play (which is important, given how frequent they are) and not very difficult – I think the only game over screen I’ve seen was the result of a boss fight. At the same time, they require the player to do more than simply mash “attack”, an area where all too many JRPGs fall down. At its simplest, this is due to the need to target the right enemy with the right character (compare Persona). For instance, veteran swordsman Auron hits hard but has difficulty connecting against flying enemies, so I use him against armoured, ground-bound enemies instead. If the only enemies left are fliers, or resist physical attacks, then out goes Auron and in comes the black mage. In a more complex fight, I might open by using a support character to buff the party, swap him out in favour of a debuff specialist (1), and finally swap in the damage dealers.

Continue reading “I choose you! Combat in Final Fantasy X”

Final Fantasy X HD: The magic returns

This entry is part 1 of 2 in the series Final Fantasy X

FFX Landscape Moonflow

Imagine being flung into an alien world, a thousand years hence. Imagine navigating a new society, with nothing left of your home but a few hauntingly familiar notes.

 

That is the premise of Final Fantasy X, whose Vita re-release (Final Fantasy X HD) is probably my favourite game this year. Imaginative and believable, the world of FFX stands head and shoulders over many other RPGs – its Final Fantasy siblings included. In fact, after 20 hours, I’d argue it outdoes the majority of games! Our window onto the story is Tidus: athlete, likeable if not especially bright goofball (1), and fish out of water. One day, he’s a champion blitzball player – think fantasy underwater soccer. The next, a monstrous fiend has levelled his city, and when he wakes, his home is no more than a myth.

Continue reading “Final Fantasy X HD: The magic returns”

Reminiscence: Suikoden II to come to PSN?

Suikoden II coverSuikoden is a classic RPG franchise that I remember very fondly. At its best, its worldbuilding combined mythic power with believable societies, while Suikoden III (PS2) still stands out as one of the few video games to make interesting use of multiple perspectives.

Most of the Suikoden games are now out of print, except for the first and IMHO weakest game, available on PSN. The highly-regarded Suikoden II (PS1) is particularly rare (and north of $100 on Amazon), but this may be about to change — Siliconera has spotted a PS3 listing for Suikoden II, suggesting a PSN re-release is imminent.

Personally, I hope this turns out to be the case. I looked up plot spoilers on Wikipedia, back when I thought there was no way I’d ever play the game, and even in that highly diluted form, I was impressed by its twists and turns. This is one I’d like on my the Vita!

Music for Matchsticks: The piano sheet music of Final Fantasy VI

FFVI sheet music coverHappy Easter, everyone!

 

This month marks the 20th anniversary of Final Fantasy VI‘s Japanese release, and despite the game’s age (and the technical limitations of its platform, the SNES), I still think its soundtrack is one of the best in video game history. I’ve also been meaning to get back into practice with the piano! So it was a thrill to find, and be able to import, Final Fantasy VI: Original Sound Version Piano Solo Sheet Music via Amazon. You can see my recently arrived copy on the left, and if you’d like to peek inside, I’ve posted the book’s version of Terra’s theme at the bottom of this page.

 

The book itself is a 197-page collection of what I believe is every single song on FF6‘s OST, from opening to ending (1). According to the Final Fantasy Wiki, it’s aimed at beginner to intermediate pianists, and this sounds about right — after so many years of disuse my skills have atrophied all the way back to “beginner”, but with a bit of work I can still play recognisable, if mangled, character themes.

 

On this note, the book’s arrangements (by Asako Niwa) hew quite closely to the in-game music, perhaps a little too closely — many songs loop rather than tapering to a “natural” close. Still, I think the book’s literal approach works — it preserves the strength, clarity, and simplicity of Nobuo Uematsu’s original soundtrack, and since I know the game music quite well, this also makes it a bit easier for me to learn.

 

Overall, I am very happy with my purchase so far. While it’s still early days — I haven’t even touched the left-hand part of each song — I feel that the book sits in the happy intersection between “easy on the ears” and “not too hard to learn”. It’s also succeeded at motivating me to pick up the piano again — I think I’ve played more in the last couple of weeks than I have in the last few years. Book in hand, I plan to keep practicing hard, and (with the proviso that it is a bit expensive) I’d recommend it to anyone else who might be interested.

 

Do you play music? If so, what do you like to play, and have you tried your hand at soundtracks? Drop a note in the comments!

 

(1) Note that there is another, separate book called Final Fantasy VI Piano Collections, which contains fewer songs, is a bit more ornate in its arrangement, and is aimed at more advanced pianists.

 

20140413_094305

The Last Story: not the least

wii_laststory_bundlebox_ps_3d_-_smallIf the necromancer hits me with one more fireball, I’m toast.

 

He’s the toughest boss I’ve faced so far, and the good news is, I’ve whittled him down to his last chunk of health. The bad news is, I’m on my last life, my AI teammates aren’t doing much better, and the next fireball that hits will probably finish me off.  If I can close in with my sword, before the necromancer’s spell timer counts down, the battle will be over. The trick is lasting that long.

 

There he is! The necromancer has spent the fight teleporting around the room, but I see him now. I fumble with my bow, spray a few Wizard Slayer arrows his way. If I hit, I’ll interrupt his spell, buying myself a few precious seconds. And I hit. The timer disappears. I charge in, ignore the skeleton bodyguards, raise my sword…

 

… and the screen erupts in flame.

 

But this fireball comes from the party sorcerer, controlled by the AI, and it could not have come at a better time. The fireball took the necromancer to his last sliver of health. One last slash, and it’s over. I’ve won. More accurately, to give full credit to my AI-controlled teammates: we’ve won.

 

Welcome to The Last Story, a 2012 Wii action-RPG from Japanese developer Mistwalker (1). TLS never managed to replicate fellow Wii RPG Xenoblade’s jump to cult classic – but if you ask me, TLS is both the better of the two, and one of the most underrated games in years.

Continue reading “The Last Story: not the least”

Ni no Kuni: a tale of Mite and magic

NNK - Mar Mite
Oliver is the ostensible protagonist of Ni no Kuni, but his familiars are the game’s heart and soul.

 

 

Ostensibly, PS3 RPG Ni no Kuni: Wrath of the White Witch is about the adventures of Oliver (pictured, right), an ordinary boy who becomes the wizard-saviour of another world. But it’s not, not really. Meet one of Ni no Kuni’s real heroes (on the left): Mar Mite, melee fighter, bane of enemies from the Winter Isles in the west to Teeheeti in the east, and utterly adorable. Together, Mar Mite and friends represent what is best about Ni no Kuni – and what is worst.

Continue reading “Ni no Kuni: a tale of Mite and magic”

The Banner Saga: Concluding thoughts

This entry is part 2 of 2 in the series The Banner Saga

Start the game! Banner Saga has a gorgeous title screen.
Take a moment before starting the game — Banner Saga has a gorgeous title screen.

After finishing The Banner Saga, I thought I’d expand on the conclusions I reached last week. I’m still happy with the game and its tactical battles, which become deeper and richer with each new character introduced. I do want to revisit story, an area where Banner Saga is ambitious, inconsistent, but ultimately successful, notwithstanding flaws in its narrative structure – specifically, its use of two distinct stories told from two main points of view.

 

Now, I should stress that the problem is not with multiple storylines or multiple POVs. The idea itself is great, one I’d like more RPGs to adopt – it works in other media, it works in books and TV, it works in the handful of other games to use it. The problem is Banner Saga’s implementation: one is clearly the main story, with the other being a sideshow. The former is a video game example of an epic, a term wonderfully defined by the Encyclopedia of Fantasy:

 

An epic is a long narrative poem which tells large tales, often incorporating a mixture of legend, myth and folk history, and featuring heroes whose acts have a significance transcending their own individual happiness or woe. The classic epic tells the story of the founding or triumph of a folk or nation…

 

This gives the main story a purpose, escalating tension, an arc. The side story lacks these, and isn’t even well integrated into the larger tale. From a mechanical perspective, I like the side story – it was there that I got the hang of the battle system. But it drags on narrative pacing, and should have been either plotted better or else cut down to brief interludes.

 

As for the main story itself, it’s good. It is clearly part 1 of an intended trilogy, all but screaming TO BE CONTINUED, and suffers from several niggles. At times, characters will say something jarringly modern (1), or Abruptly Drop Proper Nouns. The characters themselves are tersely introduced, with the non-plot characters only receiving a single conversation to flesh them out. But Banner Saga redeems itself with moments of emotional power – desperate, heroic, poignantly beautiful.

 

It’s those moments that stick in my mind as I write, moments that made me breathe “wow”, and “this is awesome”, and “that was perfect”, and my complaints pale next to that. Taken together with the very good battle system, The Banner Saga is an impressive outing by Stoic Studio, and I look forward to the next in the series.

 

The basis of my comments: I finished the game after 17 hours, per Steam.

The Banner Saga: Turn-based tactics with a twist

This entry is part 1 of 2 in the series The Banner Saga

“The gods are dead.”

 

So opens Stoic Studio’s The Banner Saga, a low-fantasy tactical RPG with a cool and unique combat system. It’s so different as to be divisive; but the more I play it, the more I like it.

 

By way of overview, Banner Saga follows two separate groups as they trek across a land ravaged by shadowy, armoured monsters called dredge (second from the right). Between battles, the current group’s caravan rolls through the countryside (see below), banner streaming behind, and gameplay consists of text events: how do you respond to stubborn villagers, or a troublemaking drunk, or a fire in the distance? These choices affect caravan morale and hence stats in combat, but more importantly, party members can join, leave, or permanently die in these events. And clearly, the developers meant decisions to have consequences, a la XCOM ironman – there is only one quicksave slot, and save ‘checkpoints’ are widely spaced. This is perhaps too effective: I’ve started looking up guides after discovering that I neither enjoy character loss, nor have the time or patience to reload.  The actual writing is clunky at first (why are quasi-Vikings saying “OK”?), but picks up steam. As at the 60% mark, I find the story interesting, albeit not the main draw.

 

The Banner Saga's lovely overworld.
The Banner Saga’s lovely overworld.

Continue reading “The Banner Saga: Turn-based tactics with a twist”

Paradox’s Latest Games

Paradox has announced two new games and two new expansions, all of which will come from Paradox Development Studio, its first-party arm. The games are Hearts of Iron IV and a new IP — Runemaster, an RPG set in a world inspired by Norse myth. The expansions are Rajas of India, which will expand Crusader Kings II‘s map all the way to the subcontinent, and Wealth of Nations, which will flesh out EU4‘s trade system and — it seems — add chartered companies such as the British and Dutch East India Companies. Detail is scant at this stage, but I can speculate…

 

Of the four, I’m most interested in Rajas. It should be reasonably likely to pan out:  Paradox has plenty of experience producing expansions for Crusader Kings II, a game that has been out for two years. It’ll be unique: other than Champion of the Raj, have there been any other historical strategy games set in India? And I can’t wait to see the alternate histories that’ll arise from the collision of Norse, Indians, and Mongols. (It makes me wonder if anyone at Paradox has read a delightful book named GURPS Alternate Earths 2, which contains a timeline in which super-Vikings made it all the way to Southeast Asia.) I’m also interested in Wealth of Nations, which promises to cover one of my favourite aspects of the period, but I’d have to see more specifics.

 

The new games are more of a wild card. Hearts of Iron 3 was an interesting but unsuccessful design experiment, and IV could be very good or very disappointing, depending on the extent to which Paradox learns from past mistakes. About the only thing we know is that “battle plans”, a HOI3 feature allowing players to doodle arrows on the map, can now be used to give orders; this suggests that automation, HOI3‘s central (and most unique) concept, will return in hopefully improved form. I’d guess HOI4 will improve over 3 Crusader Kings 2 and EU4 marked a clear upturn in the quality of Paradox games — but for now, it’s too early to tell.

 

Meanwhile, Runemaster will be Paradox’s first in-house RPG. (This surprised me, incidentally — I was expecting a strategy game in that setting, along the lines of Holistic Design’s Hammer of the Gods.) Paradox describes it as follows:

 

Runemaster is an RPG set in a fantasy realm based in the rich, majestic traditions of Norse mythology, casting each player in the role of a unique champion in a time of chaotic upheaval. Procedural maps and quests will ensure that no two playthroughs are identical, allowing players to tell a saga that is uniquely their own. Explore vast vistas through the six worlds of Norse myth, command troops in tactical combat, and define your champion through the choices they make.

 

It’ll be interesting to see how Paradox, a strategy developer, adapts to the new genre. Perhaps as a newcomer, it’ll be more innovative — compare Dragon Commander, a genre-blending strategy game from a RPG studio. Like HOI4, I can see this going either way, but it may be one to watch regardless.

The Vita-stic Persona: 4 Golden

This entry is part 8 of 8 in the series Persona 3 & 4

Persona 4 Vita Shopping District N edited

 

Above is my new PlayStation Vita, running Persona 4: Golden! After a bit over a week, I think the hardware and the software were made for each other: the Vita is a fine machine, sleek and sharp-screened, while P4:G is one of the best RPGs I’ve ever played. P4:G is also long and deep (I clocked in at >90 hours on its predecessor, Persona 3: Portable), the kind of game I’d normally find difficult to finish — I frequently stall out on RPGs at the ~30 hour mark, such as Fallout: New Vegas, Xenoblade Chronicles, Demon’s Souls, Dark Souls, and even the PS2 version of Persona 4. But the Vita’s portability is a blessing: I can carry it around the house, play when I have a few minutes to spare, put it to sleep at the push of a button, and awaken it in seconds. That makes it perhaps the most convenient way to play long, intricate games such as P4:G — definitely more convenient than being chained to a PC/console. Vita, I think this is the beginning of a beautiful friendship…

 

As an aside, so far, the Vita’s library isn’t huge, but I have several more games to chew through once I (eventually) finish P4:G: action RPG Soul Sacrifice came bundled with the Vita, and over several PSN sales, I built up a decent backlog of PSP RPGs (Gungnir, Growlanser: Wayfarer of Time). As for future releases, Final Fantasy X and X-2 are due out for Vita eventually, and who knows what other RPGs might come after that? After all, the PSP eventually bloomed into an RPG powerhouse, with the likes of FFTTactics Ogre, and Persona 3.

Occult Chronicles Q&A, with Vic Davis

OC Poltergeist Mission

 

I am very pleased to publish an email interview with Vic Davis, the indie game designer behind Armageddon Empires (one of my favourite strategy games), Solium Infernum, and Six-Gun Saga. Read on for our conversation about Vic’s latest title, roguelike/board game hybrid Occult Chronicles, in which we discuss his inspirations, his lessons learned, the challenges of indie development, and more.

 

Peter Sahui: Hello Vic – welcome to the site! Occult Chronicles is your fourth game, after Armageddon Empires, Solium Infernum, and Six-Gun Saga. What lessons from your previous games came in handy for this project?

Vic Davis: Well from a technical standpoint I have over a decade of experience with the development environment that I use (Adobe Director).  I’ve also got a huge library of code for doing everything from creating drop down menus to path finding for any AI.  On the design side it has helped a lot to have shipped previous games.  Even though attempting a rogue like is a new direction for me, I was able to draw upon the experience that I had gained while designing turn based strategy games.  In the end my new game is really just an adventure strategy game so it shares a lot of the same elements.

 

Peter: Compared to Armageddon Empires, random chance seems to play a much bigger role in Occult Chronicles. What made you emphasise luck, and how did you balance it?

Vic: Yeah, without any of the map or positional elements that most TBS games offer, the conflict resolution elements really pop out to the fore. And Occult Chronicles has a lot of rpg baggage so you have this paradigm of stats/abilities being used to influence some probabilistic outcome matrix.  Calling it luck though is something of a misnomer in my opinion.  Chance plays a big part but I tried to craft a system of mechanics where smart playing could nudge the scales in your direction.  In the Occult Chronicles you need to weigh risk versus reward when you encounter various “challenges” in the game. You are usually given various options that key off of your attributes so it might be better to talk to an encounter rather than attack it.  Similarly, sometimes it’s better to run away or postpone a choice. I do admit that the way I designed the results phase for the game where you basically pick random cards to determine your rewards or penalties for an encounter, does serve to really accentuate the idea that the game is really random.  And I’m not sure random is really bad especially in a rogue like.  It’s something that is demanded for the map generation and figures prominently in many other aspects like what you encounter on a level or whether you hit it.  Coping with the random elements is really supposed to be part of the fun. But then so is dying a lot so go figure.

Continue reading “Occult Chronicles Q&A, with Vic Davis”