What I’ve been playing

A mission in Wargroove’s campaign

Hello! Since it’s been a while since I wrote about games, I wanted to cover off the notable titles that I’ve played in the last few months. Some of these are new releases — Wargroove, Steamworld Quest. Others are old favourites — Firaxis or Paradox games, benefiting from recent DLC. With much of my gaming moving to Nintendo Switch, I’ve broken out Switch and PC games — in general the PC games have focused on strategy, while the Switch games have been more varied.

Nintendo Switch

Wargroove was probably my standout game for the first few months of the year, with its combination of elegant mechanics, a charming aesthetic, and a generally well-designed campaign. A map can be finished in an hour; but that hour can see quick land-grabbing dashes, a meticulous dance as you yield ground or search for weaknesses in the enemy line, and the final decisive moment when your dragons swoop on the enemy stronghold, or you manage to trundle your trebuchets in range. The game is held back by poor skirmish AI – which limits replayability and makes one of the three gameplay modes, a series of linked skirmish maps, rather pointless – and I do wish the last couple of campaign maps offered depth instead of artificial challenge. Overall, though, it succeeds both as an Advance Wars spiritual successor and as its own game – I will be very interested in any DLC or sequels.

Meanwhile, Steamworld Quest has turned out to be very good. It’s built around one of the best turn-based RPG combat systems I’ve come across, both well-designed and well-executed. I think I’m about two-thirds through, and I have a longer blog post half-written, so stay tuned….

Steamworld Quest in action

Temporarily on the back burner is the Donkey Kong DLC for Mario + Rabbids: Kingdom Battle (I finished the base game last year). It’s more of a good thing, and often laugh-out-loud funny; presumably I’ll return after playing more Steamworld Quest.

I have mixed feelings about Bomber Crew, a game sometimes compared to FTL. Individual missions are very good: enjoyable, often frantic, in the same way as FTL’s encounters. The problem is the overall structure. FTL playthroughs were short: if you died, it was back to square one, but you didn’t lose much time. Bomber Crew is more like XCOM, and not in a good way. There is an ongoing campaign and if you are shot down, you continue with a new plane and crew – the problem is that they will not have their predecessors’ upgrades. I don’t like grinding to re-upgrade the plane and re-level the crew, and I don’t think it makes for a good loop.

Finally, Worms: WMD is a solid franchise game – while the basics remain similar to previous 2D Worms games, I like the additions — vehicles and crafting. The vehicles’ destructive power is classic madcap Worms, while crafting gives the player extra options during a match.

PC

Perhaps the recent standout has been Hearts of Iron IV: first the Man the Guns expansion, then a brief return to the Kaiserreich mod, before moving onto a Fallout: New Vegas total conversion mod, Old World Blues. In general, HOI4 becomes steadily better with each version — Man the Guns and its accompanying patch are solid, without the AI problems that dog the most recent version of Stellaris, and while the new naval system takes a bit of work to set up, I like the power and flexibility that it allows. I doubt any expansion can address several problems with HOI4’s underlying design – the flawed transition between peace and war, the lagging and grindy late game – but for all that, this is a game that’s provided me with significant enjoyment over the last three years.

Old World Blues deserves a highlight for several reasons. First, there’s its sheer ambition: a whole new map, tech trees, and custom factions. Second, I love New Vegas’ setting. And third, it’s functioned as something of an expert-level class in HOI4. For instance:

  • I’ve usually found supply to be trivial in HOI4, except when fighting in remote areas such as the Andes or Central Asia. It is not trivial in Old World Blues. The awful infrastructure of the post-apocalyptic West Coast, unless upgraded, imposes severe attrition on massed troops – a problem when playing as the NCR, a “quantity over quality” faction.
  • Similarly, playing this mod made me realise that historical hindsight let me paper over the gaps in my knowledge of HOI4 mechanics. Yes, a long-ranged escort fighter is a good idea. Yes, armoured divisions should be built around combined arms. Yes, there’s something to these newfangled aircraft carriers. Without this advantage, I’ve struggled. I know the difference between a P-51 and a B-17, but should I build NCR salvaged power armour or Protectron robots? How important is the “Breakthrough” stat? How are supply lines calculated? I think I need to pay more attention to the underlying numbers – and that will make me a better base-game player as well.

Meanwhile, I’m currently nearing the end of my first Civilization VI: Gathering Storm run – it’s been enjoyable, even without making much use of the new features. Sadly, I don’t think I’m going to win! I also made several unsuccessful attempts as Dai Viet in Europa Universalis IV – I think I’m out of practice after not having played for several expansions.

A few non-strategy games stare at me from my Steam library. Yakuza 0 and Assassin’s Creed: Odyssey, both picked up on sale last year; the former unplayed, the latter barely scratched. Heaven’s Vault has beautiful art, and I love its premise – you play a science-fiction archaeologist and the gameplay seems built around dialogue and deciphering alien languages – but I haven’t quite been able to get into it. Next time…

Further reading

Write-up of Old World Blues

Jumping for joy: the delightful world of Super Mario Odyssey

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 T-rex under Mario’s control

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.
  • The fastest way around a desert temple complex is to ride a galloping jaguar statue summoned from bus stops.
  • 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:

One of the many costumes Mario can unlock

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 group of tourists in Super Mario Odyssey’s post-game

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.

The joys of Picross

The perfect game to unwind. In the last few weeks, Picross S2, 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:

Near the start of a Picross S2 puzzle.

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:

The same puzzle, nearly 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.

Why Zelda: Breath of the Wild is one of the best games I’ve ever played

Soaring over Lake Hylia in Zelda: Breath of the Wild.

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.

Continue reading “Why Zelda: Breath of the Wild is one of the best games I’ve ever played”

Nintendo Switch: all I wished for, and more

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.

Impressions below:

Sizing up the field in Mario + Rabbids: Kingdom Battle. Source: Author

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!

The splendours of Hyrule in Zelda: Breath of the Wild. Source: Author

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.

Further reading

Wikipedia offers a comprehensive list of Switch games (sort by release date to see upcoming releases)