Category Archives: Reviews

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

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

 

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

 

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

 

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

 

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

 

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

 

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

 

Resources

 

Buy from Amazon (US)

 

The basis of my review

 

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

 

What I have played: Finished the game.

 

What I haven’t played: n/a

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

Stacking – The Verdict

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

 

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

 

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

 

Yes, you can stack into all those bicyclists

 

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

 

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

 

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

 

You can buy Stacking (PC) from Amazon US.

 

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

 

The basis of my review

 

Time spent with the game: Around 8 hours.

 

What I have played: The main game.

 

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

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

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

 

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

 

The promise

 

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

 

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

 

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

 

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

 

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

 

The failings

 

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

 

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

 

This becomes repetitive after a while

 

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

 

Wooden ships: all too vulnerable

 

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

 

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

 

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

 

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

 

Conclusions

 

The Twilight Samurai

 

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

 

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

 

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

 

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

 

Resources

 

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

 

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

 

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

 

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

 

The basis of my review

 

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

 

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

 

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

Posted in Games, PC Games, Reviews, Strategy Games | Tagged | 2 Comments

Wargame: European Escalation – The Verdict

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

Driving into the sunset

 

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

 

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

 

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

 

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

 

Resources

 

Fan wiki

 

The basis of my review

 

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

 

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

 

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

Posted in Game Diaries, Games, PC Games, Reviews, Strategy Games | Tagged | 3 Comments

Book review: Dragonfly Falling, Blood of the Mantis, and Salute the Dark, by Adrian Tchaikovsky

 

Dragonfly Falling, Blood of the Mantis, and Salute the Dark are respectively books 2-4 in Adrian Tchaikovsky’s Shadows of the Apt series, and the quickest way for me to describe them would be “more of the same”. Together with book 1, they constitute a distinct story arc within the overarching series, and as #2-#4 in particular feel like one giant novel, I have chosen to review them in a group.  (You can find my review of book 1, Empire in Black and Gold, here.)

 

These books are “more of the same” in a literal sense: they follow the same protagonists along the same story arc begun in Empire in Black and Gold. They are epic fantasies, and they offer an imaginative world with some spectacular set-pieces. And they represent an improvement over the first book in one small but noticeable way – no more head-hopping!

 

Unfortunately, they also offer too much of the same in one key way. Where Empire’s plot was strong and tightly focused, its sequels introduce a common genre problem: sprawl. Over these books, the characters fan out across the world, meeting new faces, discovering new locations, and getting into subplot… after subplot… after subplot. I didn’t care for all of these, but I’m willing to concede that’s a matter of taste; besides, I loved one particular subplot, almost Miyazaki-like in its evocation of a brotherhood of aviators. The problem isn’t so much the quality of the subplots as their quantity: they slow down the story to a crawl, culminating in a weak book 3/early book 4.  It doesn’t help that the sequels fall into another genre trap, noticeable character plot armour, that the first book cleverly sidestepped.

 

In the second half of book 4, though, Tchaikovsky rediscovers his muse. The subplots come together, the action speeds up, the story arcs incubating since book 2 finally come to fruition, and the plot armour vanishes. And this is what redeems these books. At that magic moment in book 4, I went from dissatisfied to newly enthralled, and that momentum carried me through to the end.

 

Ultimately, these books aren’t quite what I’d hoped: compared to his debut, I think Tchaikovsky took two steps forward and one big step, labelled “PACING”, back. Nonetheless, they finish well enough to be worth a look for people who enjoyed book 1. I do plan to check out the next book at some stage, and I hope Tchaikovsky learned his lessons.

 

You can buy Dragonfly Falling, Blood of the Mantis, and Salute the Dark from Amazon US.

 

 

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Conquest of Elysium 3: The Verdict

This entry is part 2 of 2 in the series Conquest of Elysium 3

Introduction

 

One look at Conquest of Elysium 3, the new fantasy turn-based strategy game from Illwinter Game Design, and you would think you’d stepped into a classic 4X. You begin by choosing a faction (one of 18 character classes) and a map type (one of six eras), and when you start play, the following screen is straight out of every 4X ever made:

 

Humble beginnings

 

One citadel, two commanders (lose all your citadels or commanders, and it’s game over), a handful of guards, and a whole, randomised, unexplored world. Now go out and conquer it!

 

However, the truth is very different. While COE3 wears the trappings of the 4X genre, it boils down three of the genre’s four elements into something that’s not just simpler and faster to play, but also distinct in emphasis and feel. As such, this is to 4X games what 30-second RPG Half-Minute Hero was to Final Fantasy; the parallels are there, but they point in a different direction.

 

Explore and expand

 

To begin with, unlike a 4X game, you won’t even be able to build anything at the start of COE3. Early on, troops are expensive – too expensive to afford with just your starting citadel! So how do you expand your army?

 

The answer lies with the useful locations that dot Elysium. Some will provide resources to fund the expansion of your army. Some will count as new citadels, allowing you to recruit troops in the field as well as moving all your eggs out of one basket. Some will let you power up your mages, and so on. So the first order of business is to find, and then secure, those locations.

 

Even within a category, not all locations are created equal. For starters, different classes need different resources. Settlements and mines provide gold and iron, which everybody needs. If you’re playing a vanilla human class, the Baron or the Senator, those are all the resources you need: go bury the world in knights and legionaries! However, most classes will need other resources to unlock their special abilities: the Troll King gathers fungus from forests for magic rituals, the Dwarf Queen and the Warlock collect magic gems from mines, and so on. Different classes might also get bonuses/penalties to specific locations: the Senator makes more money from everything, while the Dwarves make more money from mines and less from settlements.

 

On top of that, different locations are also guarded by independent forces of varying strength. Generally, a prize will be commensurate with the difficulty of taking it: you might find one or two spearmen defending a farm that brings in 1 gold per turn, while a city bringing in 5 gold and 2 trade (allowing you to buy/sell other resources) might be held by 20 men with zweihanders and longbows. Still, that’s only a general rule. No two locations of the same type will have exactly the same defenders, so stumbling across a soft, juicy target is a big part of the thrill of exploration.

 

Once you’ve taken a location, you’ll then need to hold it. Even leaving aside other players, Elysium is packed with wandering independent monsters (deer, bandits, snakes, undead…), and more will spawn from their lairs. These will constantly raid your possessions, and movement in the game is slow enough that you likely won’t want to circle your main force back to recapture lost ground. But detach too many men for garrison duty, and you could slow your expansion.

 

Early expansion, then, is a constant, delicious trade-off between risk and reward (do I have enough troops to take that mine?), followed by a juggling act between offence and defence (how many troops can I safely leave behind to garrison it)? For me, the game is strongest in this phase, when every turn is filled with curiosity about what may lie over the next hill; excitement when I discover my El Dorado; and a stream of interesting decisions.

 

A tale of two cities

 

The above screenshot illustrates this aspect of COE3. In this game, I hit the jackpot: two cities nearby, one of which was held by a mere eight men! Unfortunately, I promptly squandered it: when I rushed in to attack, those eight men were plenty to wipe out my attacking force, including my only two commanders. Game over.

 

Hey, what happened to “Exploit”?

 

Why were those cities such a big deal? Could I have established my own? Well, no. Importantly, there is precious little economic or empire management in COE3. For example, research is important in Civilization or Dominions, but in COE3 there is no research and no tech tree. If you want a magician to learn a new spell, you conquer a library, sequester him/her for several turns, and watch as he/she emerges with a new entry in the spellbook. Similarly, there is virtually no “guns or butter”, virtually no way to invest in one’s economy now for a future payoff, and little terrain improvement.

 

There are exceptions. The Burgmeister, who presides over a nation of diminutive, weed-growing humanoids, can spend money to “colonise” farms and transform them into more productive hoburg villages. A couple of the other classes can transform the map to increase their unit production: the Troll King’s allies can spend resources to haunt forests, which makes them spawn friendly wandering monsters, while the Dwarf Queen has to invest gems and gold to set up new daughter colonies. Still, this game’s emphasis is firmly on fighting wars, not winning the peace.

 

Exterminate!

 

When you do march into an independent city, you’re counterattacked by monsters, or when another player’s army shows up, it’s time to fight. You have no control over combat once it starts; instead, the game will show you a turn-by-turn replay of the fight. The following screenshot shows my late-game army in action against a computer player:

 

Fight it out!

 

Note that each army is lined up in rows. The concept is a little like Ogre Battle or Disciples: a unit’s abilities depend on which row it’s in. Melee units in the back rows will be unable to attack, archers in the front row will attack with daggers instead of their primary weapons, and so on. Here, though, you don’t choose who goes into which row – archers and crossbowmen are always in the middle, swordsmen always towards the front, and so on. On its turn, each unit then picks a random target, usually limited to the enemy’s front row (certain attacks are an exception).

 

As a result, army composition is where much of the game’s strategy lies. For example, multiple rows of ranged units can all shoot while only the front row of melee units can attack. But those melee units at the front must survive to shield the archers. So how might I best divide my army between the two? Returning to the above screenshot, my front rows comprise the most heavily armoured infantrymen I can recruit, plus hulking fire, earth and water elementals – ordinary grunts have the life expectancy of mayflies. Behind them I have two rows of archers and crossbowmen (the soldiers in the red trousers), plus a lightning-throwing air elemental (the cloud/tornado in the middle). At the very back are my leaders: the Great Warlock of Water (in blue) and his apprentice (in saffron). This combination worked like a dream: the infantrymen and elementals held fast, the crossbowmen compounded my firepower, and the Great Warlock laid waste to whole rows of the enemy army with his high-level magic.

 

My army would probably have looked quite different had I been playing another class. My Warlock started with a roster of generic human soldiers (paid for with gold and iron), supplemented these with elementals (paid for with gems), and boosted his own magic (gems again). By contrast, the Troll King fields a handful of powerful, expensive behemoths (himself foremost among them!), accompanying mages who can scry out their next target, and goblin cannon-fodder. Playing the Warlock feels like leading an army; playing the Troll King feels like leading a small but elite raiding party, marching to a soothsayer’s tune. Not every army is as distinct as the Troll King’s, but that still leaves variety: for instance, the Senator relies on row after row of legionaries, armed with javelins for ranged combat and gladii for melee. No need to worry about separate spear- and crossbowmen for him!

 

Eventually, it’s time to take the war to the other players (if they haven’t been destroyed by other AIs or the independent monsters). Unfortunately, for me this is the least satisfying part of the game. True, it’s fun to finally unleash late-game units and magic, and there are still some interesting decisions to be made. Do I go for an early attack or a late one? (For example, from what I’ve seen the Troll King is much better suited to rushing; early on he can clean out entire villages by himself, but he can’t solo even a mid-sized army.) Do I split my forces to raid the enemy’s settlements? Can I beat that army or do I fall back on my citadel and wait for reinforcements? But in my experience, this all boils down to who has the nastier stack of doom. Either I show up with a bigger army and steamroll the other player, or the other player shows up with a bigger army and steamrolls me. No control over battles means no scope for superior tactics, and no economic management means precious few levers to pull to ensure I have a bigger army in the first place. This is fine when I’m playing explorer and stomping independents; less fine when the other players can try to stomp me back. Presumably the player with the better army did a better job of exploring and securing the map earlier on, had a better grasp of army composition, had a luckier starting position, or all of the above. But for whatever reason, victory or defeat too often feels like a black box to me.

 

After winning or losing, it’s time to start another game. This is feasible in a way it wouldn’t be in the typical 4X game: you can finish a COE3 “large” map in maybe an hour or two, and smaller maps in significantly less. The best analogy is skirmish mode in an RTS – something you can keep replaying in bite-sized sessions – but with random maps.

 

The Verdict

 

Ultimately, a food metaphor might be the best way to sum up Conquest of Elysium 3. Its big brother, Dominions 3, is like learning how to cook: difficult and time-consuming, but blissfully rewarding in the end. The typical 4X game, say Civilization or Master of Magic/Orion, resembles a meal at a buffet restaurant: enjoyable, filling, and replete with choice, but not something you can quickly consume. COE3, with apologies to Forrest Gump, is more like a box of chocolates. Like a box of chocolates, it’s filled with variety, courtesy of its 18 factions, six eras, and imaginative developers. Like a box of chocolates, it’s better at the start (this is a good game about exploration) than at the end (when I have to fight other players with a toolkit better suited to the player-vs-environment gameplay of the opening phases). And, just like a box of chocolates, COE3 is better suited for snacking than for full meals. If you’re after a light, quick-playing game, one that encourages you to reach in, take a bite, and come back later to sample different flavours, COE3 is worth a look.

 

Hopefully Illwinter will release a demo soon, but for now, you can download its predecessor (Conquest of Elysium 2, 1997) as freeware here; or buy the full game from Desura. Update: there is now a demo available.

 

The basis of my review

 

Time spent with the game: I estimate at least 10-15 hours.

 

What I have played: The Warlock, Senator, Baron, Troll King, Dwarf Queen, Enchanter, Burgmeister, and Barbarian characters.

 

What I haven’t played: Multiplayer; the remaining characters; any difficulty level that gives the computer a bonus.

 

Note: the above comments are based on a review copy supplied by the game’s developer, Illwinter Game Design.

 

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

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Book review: Empire in Black and Gold, by Adrian Tchaikovsky

The city states of the Lowlands have lived in peace for decades, bastions of civilization, prosperity and sophistication. They have been protected by treaties, trade and a belief in the reasonable nature of their neighbours.

But meanwhile, in far-off corners, the Wasp Empire has been devouring city after city with its highly trained armies, its machines, its killing Art . . . And now its hunger for conquest and war has become insatiable. Only the ageing Stenwold Maker, spymaster, artificer and statesman, can see that the long days of peace are over. It falls upon his shoulders to open the eyes of his people – as soon a black-and-gold tide will sweep down over the Lowlands and burn away everything in its path.

But first he must stop himself from becoming the Empire’s latest victim.

– Official blurb for Empire in Black and Gold

 

Empire in Black and Gold, the first book in the Shadows of the Apt series, is a promising epic fantasy novel by Adrian Tchaikovsky. While Tchaikovsky uses the genre’s basic building blocks – a formidable danger, an oblivious civilisation, plucky heroes between the two, and cool set-pieces – he creates something new and fresh by dragging those old tropes into the industrial age.

 

Tchaikovsky’s prose, characterisation, and plotting are solid. None of these will win any awards, but they get the job done. I cared about the protagonists – the beautiful swordswoman and her plain sister, the nerdy engineer and the laughing dandy, the ageing mentor and the few surviving comrades of his generation. I was intrigued by their antagonist, a spy/secret policeman. I wanted to know what happened next, and when I powered ahead, the prose mostly stood out of my way. Tchaikovsky does have a jarring habit of head-hopping (switching from one point-of-view character to another within the same scene), but I grew used to this after a while. Otherwise, his writing carries the book through both fight scenes and quiet moments.

 

Where the book shines is in the power of the author’s imagination; with seemingly every page, right to the very end of the book, I would find something new to delight me. Two things exemplify this. First, the fusion of magic and technology. Smoke-bellowing, tank-like battering rams pound city gates into the dust; winged infantrymen drop down amidst hot-air balloons; ballista operators shoot it out with fireball-throwers. It’s a breath of fresh air in a genre that, even after breaking out of D&D pseudo-medieval settings, is still stuck largely in a pre-industrial age. Second, its assortment of fantasy races: not elves and dwarves, but humans who took on the aspect of totem insects.  Winged, child-sized Flies are excellent couriers and scouts, Beetles are unglamorous but inventive, Spiders are attractive but devious, Ants share a telepathic link, and so on. This is the originality with which good speculative fiction is made.

 

Overall, Empire in Black and Gold isn’t the best fantasy book ever, but I had a lot of fun with its combination of (a) external conflict, (b) a weird and wonderful setting, and (c) decent execution. Recommended to genre fans, and I look forward to reading the rest of Tchaikovsky’s work.

 

You can buy Empire in Black and Gold from Amazon US here.

 

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Book review: The Children of the Sky, by Vernor Vinge

The Children of the Sky, Vernor Vinge’s latest science-fiction novel, is the direct sequel to A Fire Upon the Deep (my review here). As such, I wouldn’t recommend starting the series with this book! That said, if you are familiar with Fire, I don’t think you need to re-read it – I enjoyed Children despite having read Fire so long ago, I only remembered its general premise.

 

Whereas Fire took place on two levels – a galactic storyline ran in parallel to events on the world of the Tines, the book’s featured alien species – Children takes place solely amidst the latter. Its plot was interesting enough to keep me reading, but I have a couple of complaints.  One, not only does the ending suffer from “middle book syndrome”, but the lack of resolution felt a bit strange to me in light of previous developments. If A, B, and C already happened, then surely <character>’s fate shouldn’t have been left open? Two, while Vinge normally writes effective villains – his future totalitarians in A Deepness in the Sky were far more chilling than lesser authors’ Space Nazis/Commies – he slips here. One villain in Children was so slimy, and in such a way, that it felt as though Vinge was trying too hard to manipulate the reader’s (my) emotions. (This character also represents something of a missed opportunity – had he been less black-and-white, I think that would have given one plotline a bit more heft.)

 

However, that one villain is the exception. Otherwise, Vinge’s characterisation and “micro”-level writing cement him in the top tier of space opera authors, and he particularly shines at depicting aliens. I could simply list what I like about his writing – clever concepts, lively dialogue, likeable aliens – but it would probably be more effective to point you to this excerpt from chapter one.

 

Notice how many things Vinge does right in that excerpt. He gives a clear sense of the characters’ personalities, right down to the doorman. He gives an especially clear sense of Tycoon’s personality, first through the environment Tycoon has created, then through others’ reactions, and finally through the introduction of Tycoon himself. He gives a good sense of the world, starting with the contrast between servants/merchants/royalty and the word “factory district”, and he gives a great sense of how humans might look through another species’ eyes. All that just from the first two and a half thousand words!

 

Of course, Vinge doesn’t fire on all cylinders for every page; that excerpt is probably one of the better scenes. But even if the book as a whole is probably “decent” or “good” rather than “great”, its best sequences are sheer delight. That delight is what I remember when I look back on The Children of the Sky, and that delight is what makes me recommend it, despite my complaints, to series fans.

 

You can buy The Children of the Sky from Amazon US here.

 

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Book review: Spice and Wolf Volume 1, by Isuna Hasekura

Travelling merchant Kraft Lawrence dreams of amassing enough money to open a store in town – but for now, his life is dangerous and lonely, his home simply the back of his wagon. Meanwhile, for centuries Holo the wolf goddess ministered to a small village as its harvest deity – but now the villagers have a jealous new God, and new methods of farming. Neither needed nor wanted, Holo decides to return to her distant birthplace, and which travelling merchant should be around for her to hitch a hike?

 

Spice and Wolf is a series of Japanese light novels – I think the closest Western analogy is “young adult novels with a handful of illustrations” – following the adventures of the duo. It’s perhaps better known in the West for its two-season anime adaptation (the first novel overlaps with episodes 1-6 of the anime), whose first season I watched when it came out a few years ago. However, my enjoyment was marred by poor fansubs, and so when I saw the first novel available in English, I grabbed it. I’m happy to report it met my expectations.

 

The heart of the book is the dynamic between the two main characters. Holo is teasing, gluttonous, sometimes temperamental, undoubtedly difficult – but also shrewd, loyal, and usefully for the duo, able to supernaturally sort truth from lies. She has enough of the capricious deity in her to make her feel convincingly alien; not enough to prevent her from being sympathetic. Lawrence is the more level-headed of the two, a hard-working, kind-hearted Everyman. Their banter is a delight to read – and so is how, when the chips are down, they come through for each other.

 

Plotwise, the book stays true to Lawrence’s occupation: this has to be the only fantasy novel in existence about currency trading. Conspicuously absent are dark lords, evil emperors, conquering armies, and other staples of the genre. The world is pseudo-Medieval Europe, with little in the way of magic or intelligent non-humans – so far, Holo is the only example of either category. Both appear done reasonably well*, with especial kudos for the original subject matter of the plot – I’d like to see more along those lines! The prose is a bit clunky, but I stopped noticing after the first chapter or so. I do like the slightly archaic feel of Holo’s dialogue, compared to Lawrence’s – it’s consistent with their respective ages. Lastly, a note about the cover: it’s racier than the book’s contents. Luckily, taking off the dust jacket reveals the original Japanese manga-style picture of a fully clothed Holo, which could be useful in avoiding misunderstandings!

 

Ultimately Spice and Wolf: Volume 1 is a short read, but it’s a very enjoyable one. As one of the few (maybe the only?) “economic fantasy” novels I’ve seen, it occupies a severely underused niche; even defining it more broadly as a novel about “everyday life in a fantasy world” still makes it fairly unique. Add interesting, likeable characters, and the end result is a book that should appeal well beyond fans of the anime. Recommended.

 

You can buy Spice and Wolf, Volume 1 from Amazon US here.

 

* With the disclaimer that I don’t know enough about real-world medieval trade to spot any inaccuracies.

 

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

 

 

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Distant Worlds: The Verdict

This is part 3 of a series on Distant Worlds.

 

1. First impressions: the galaxy is a big place

2. How the opening moves play out – a mini-Let’s Play

3. The verdict

 

 

Note: I am playing a review copy comprising the base game plus both expansions, supplied by the publisher, Matrix Games.

 

 

4X strategy games, especially 4X space strategy games, do not think small. They challenge the player to build world- or galaxy-spanning empires, to juggle exploration, economic management, research, diplomacy, and military leadership. Yet even by these standards, Code Force’s Distant Worlds is a behemoth. Big (galaxies span hundreds of stars), complex, and breaking new ground within the genre, it could so easily have been a case of an ambitious indie developer biting off more than it could chew. From what I’ve read, it did indeed have its fair share of rough edges at launch… but as of the second expansion pack, Legends, it’s remarkable how well it works.

 

At a design level, DW’s distinctive features are:

 

  • Everything takes place in pausable real-time (which can be slowed down or sped up);

 

  • No separate tactical battles. As with a Sins of a Solar Empire or AI War, you can zoom in to watch ships fighting it out, at the same time that the rest of the galaxy goes about its business. However, there’s relatively little fine control available here – warfare in DW emphasises logistics and manoeuvre at the galactic level;

 

  • Relatively little emphasis on planetary management. There are only a bare handful of facilities to build, and they don’t unlock until a ways through the tech tree. As such, there are only a few levers to pull to influence the economy: laying down necessary infrastructure (starbases, especially with commerce centres, and refuelling posts), securing luxuries and resources (via mines and colonies), signing trade pacts with the neighbours, and building the odd wonder.

 

  • Rewarding goody huts. Finding a derelict cruiser early on is a nice treat. Finding a derelict armada, and making the necessary investment to recover it (the kind of decision that’s the crux of strategy games!), can tilt the balance of power.

 

The net effect is that the game emphasises exploration (which it does very well), warfare (at the level of the grand admiral, not the captain), and preparing for the above. As such, it’s often likened to Europa Universalis III in space… though a better analogy might be Victoria 2 or Hearts of Iron 3, because Distant Worlds’ other distinguishing feature is the ability to automate almost every aspect of your empire.

 

The AI automation is a joy to work with. It can be toggled off area by area, allowing you to concentrate on what you find the most rewarding part of the game. It smoothes out what would otherwise have been a fearsome learning curve – for instance, in my first game, I let the AI handle research and civilian construction while I learned how to play admiral. It takes care of tedious busywork, such as raising troops, fighting off pirate raiders, escorting civilian ships, or garrisoning outposts. As of Legends, it can even be given an intermediate level of autonomy: you can assign fleets an area of responsibility, either to defend or subdue, which allows you to dictate the “big picture” to the AI and let it handle the details. The AI, in short, is the assistant I wish every strategy game offered.

 

My main criticism of the game is an occasionally subpar interface. For example, I would love an easy way to route newly built ships to a given fleet, instead of having to select them one by one. I can only imagine how much of a hassle this would be on large maps, or when adding lots of smaller ships to a fleet! I’d also like to be able to see the total troop strength on a planet, not just the number of units. Still, this isn’t a deal-breaker for me.

 

Diplomacy is relatively simple, but works well. Here the various alien races’ personalities shine through: playing as the humans, I soon found out that the Space T-Rexes are much friendlier than their fearsome appearance suggests, whereas starting next to insectoids guaranteed an early war. Computer players will sue for peace if they’re losing a war or if someone jumps them on another front. They’ll even butter you up with tribute when they want something, if they fear your power, or, more benevolently, if they’re on especially good terms with you.

 

And that’s emblematic of all the cool things to discover in DW. If this game had a motto, it would be, “the dev team thinks of everything”. Time and again, Distant Worlds has enthralled me with little touches that sound trivial on paper, but that helped bring its universe to life. The light-bulb moment when I realised why my AI neighbours were showering me with gifts. The nasty shock of seeing colonies revolt when I declared war on their ethnic kin – something that should happen in games, but never does. The awe of first starting the game and seeing how big the galaxy was. The thrill of discovering a derelict space fleet, waiting for me to defeat its guardians and send in the construction ships – and the moment when, upon seeing another empire’s construction ships butt in, I wondered if it would be worth a war to keep the derelicts to myself. Perhaps the most impressive part: there’s so much of the game I still haven’t seen! I haven’t tried many of the setup options (including an entire gameplay mode), and I’ve only played the humans, leaving 20 alien races, each with certain unique victory conditions, to go.

 

All in all, Distant Worlds lives up to its promise. Vast, unique, and packed with the sense of wonder that lies at the heart of science fiction, I’d recommend it to any grand strategy fan – and to any strategy developer in search of good ideas. Thumbs way up.

 

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

 

 

The basis of my review

 

Length of time spent with the game: Roughly 30-40 hours.

 

What I have played: I’ve won two games on small maps, and walked away from many more on a variety of map sizes. Generally, I like my maps small enough to finish over an afternoon, and small enough for each individual colony or fleet to really count.

 

What I haven’t played: The “Return of the Shakturi” mode, any species other than the humans.

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