Just a quick note that I’ll be on holiday for a few weeks, starting this Friday. The site won’t be dead in that time — I’ll schedule several Musical Mondays, along with links to a few old articles I’m still quite proud of. Two notable games are also scheduled to come out:
Tropico 5 – I’ve just placed my pre-order!
Distant Worlds: Universe – the final expansion pack to one of the most unique strategy games in existence. I really likedDW (as of several expansions ago), and I’m glad it will finally reach a wider audience on Steam.
Have fun while I’m away, and I’ll see you all soon!
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.
I’m taking a break from strategy to progress through Final Fantasy X and Child of Light, and it strikes me that I really like both their battle systems. They manage to combine simplicity, speed, and enough depth to satisfy — I never feel as though I could coast through by hitting “attack” over and over again. I’m planning to write a couple of short articles examining them in more detail; for now, here is Siliconera’s take on what designers should avoid in their battle systems.
In other news:
Veteran games writer Bruce Geryk now has his own site, and if you enjoy his specialties (strategy, military history, and wargames), it’s worth checking out! Bruce’s dissection ofMaster of Orion 3, from many years back, is still one of my favourite pieces of games writing — ever since I’ve read it I’ve wished for a “Crusader Kings 2 in space”.
Chrono Trigger is another 16-bit classic whose soundtrack remains a delight, two decades on. It’s been remixed and fan-covered many times, and this week, I present Taylor Davis’ violin rendition of “Frog’s Theme” — Frog being one of your first party members, a knight who’s been transformed into a giant, bipedal… well, frog. Enjoy!
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.
How’s that for a striking visual style? The above trailer is for Apotheon, an upcoming side-scroller for PS4 and PC. I’m not very familiar with the game, but I applaud the developers’ decision to depict the world of Greek mythology world with art inspired by Greek vases.
Speaking of gorgeous games, you have to see Child of Light in motion — still screenshots don’t do it justice. I’ve just started the game on PS3, and so far it’s promising — stay tuned for more.
In this week’s links:
Here is a preview of This War of Mine, an upcoming game that puts the player in charge of a group of civilians trying to survive in a war-torn city. I hope the developers will handle the subject respectfully and well; it’s a big break from gaming’s s typical power fantasies.
An argument why we shouldn’t write off the Vita. And here is a look at some upcoming Vita indies. Looking at my own experience, I’ve used my Vita for JRPG re-releases (Persona 4 Golden, Final Fantasy X HD), exclusives (Gravity Rush, Tearaway) and one indie (the cute, charming Thomas was Alone). Do I wish there were more games for Vita? Certainly. But the combination of “core” titles, portability, and instant suspend/resume makes it ideal for busy gamers, and if a Vita port exists, then I will make that my version of choice.
The US Marines came ashore to find their enemy in disarray.
Before the first marine set foot on land, their escorting frigate swept the skies clear. Naval gunfire and wave after wave of Marine helicopters established a safe zone around the shore. Now, as the helicopters darted inland to cut off enemy reinforcements, the first Marine tanks lumbered off the beach, while their officers set up a command post behind them.
Everything was going to plan – better than planned. There was just one question: what were Swedish Navy gunboats doing in the Marine task force?
Welcome to Wargame: Red Dragon, the follow-up to my favourite game of last year, Wargame: AirLand Battle. Whereas AirLand Battle represented a huge upgrade from the first game in the series, European Escalation, Red Dragon is much more incremental, arguably closer to a stand-alone expansion than a whole new game. It offers plenty of new toys for the toy box, as well as some quality of life improvements (more details below), but the core mechanics are little changed from AirLand Battle.
As such, most of what I said about AirLand Battle still applies – this is a “beer and pretzels” Cold War military tactics game, comparable to a real-time Panzer General in the way it bridges the gap between traditional RTS (such as Company of Heroes) and dedicated simulations. Visually, it’s more spectacular than ever – see my above screenshot. Mechanically, it’s still the best RTS on the market, albeit weighed down by a steep learning curve and poor documentation (1). At this stage, AirLand Battle is more polished, and if you already own ALB, you can safely wait for a sale unless you are a series devotee like me. But taken in its own right, Red Dragon is a fantastic game that’s already given me many hours of enjoyment, whether in skirmish mode, the campaign, multiplayer (co-op or PVP), or simply theory-crafting in the armoury.
(1) The developers try their best, and they have made advances from game to game, but after three Wargame titles I feel safe saying this is not one of their strengths.
For series veterans, I elaborate below on what’s new:
This week’s song is one of those beautiful, melancholy pieces I like so much — I’ve loved it for years, long before I touched the actual game. It’s another recurring fixture of Final Fantasy arranged concerts, and below, I’ve embedded both an orchestral version and a piano version that’s closer to the simplicity of the in-game song. Enjoy!
Suikoden 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!
So far, I’m quite happy with my newest and shiniest games, Wargame: Red Dragon and the Vita re-release of Final Fantasy X. Red Dragon is the sequel to my favourite game of 2013, Wargame: AirLand Battle, and it’s pretty much more of the same — not an urgent buy unless you are devoted to the series, but for me, worth what I paid.
Meanwhile, Final Fantasy X pleasantly surprised me — I adore Final Fantasy Tactics but my relationship with the numbered games is far more hit and miss. I love their music, their production values, and often their set-pieces and imagery and characters, but their gameplay, specifically the profusion of random encounters, tends to drive me batty. This, so far, is different — the turn-based battle system involves clear and interesting trade-offs, while I find the main character surprisingly engaging (despite all the ire he draws from the fanbase). I look forward to playing more!
There’s one more impending release I plan to grab — Child of Light, due out at the end of April/ This week’s links mostly concern other new and upcoming games:
Did you know that Dota 2 is the most popular Steam game (as measured by total hours played since March 2009), Skyrim is #6, and Civilization V is #8? For me, the real surprise was that Empire: Total War came in at #12, ahead of Terraria, Borderlands 2, and Fallout: New Vegas! But looking at hours per user changes things; here Football Manager 2014 takes the crown, while Skyrim rises to #2. Here is the original analysis by Ars Technica, and here is the follow-up. (Hat tip to frogbeastegg.)
The sequel to Half-Minute Hero has now launched on Steam; here are USGamer’s impressions. I liked the PSP original, a clever little game with a unique conceit — each level was an 8-bit RPG distilled down to 30 seconds!
The good news is that King of Dragon Pass, the ’90s PC classic that combined strategy and interactive fiction into a unique package, is coming to Android. KoDP was well-received on iOS, and I think its interface and content make it perfect for touchscreens. The bad news is that a Vita port – something I’d looked forward to – is still 0nly a “maybe”.
And speaking of the Vita, Sony has announced another three games will make their way from Japan to the West: Soul Sacrifice Delta, Freedom Wars, and the most interesting to me, Oreshika: Tainted Bloodlines. Sony describes Oreshika as:
an RPG in which you take charge of an ancient Japanese clan that have been cursed with a maximum lifespan of just 2 years. Your task is to lead the clan on their quest to lift the curse and enlist the help of gods inspired by Japanese mythology to make sure each new generation of the clan is more powerful than the last.
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.
Since I recently highlightedRaidou Kuzunoha‘s re-release on PSN, for this week I’ve chosen the bright, jazzy song that plays when you return to the main character’s office. The game is set in an alternate 1931 Japan, home to both flappers and kimono-clad passersby, and as you listen to the saxophone, imagine that mix of eras and cultures captured in the setting. Enjoy!
This deserves a post of its own: Firaxis has announced Civilization: Beyond Earth, a spiritual successor in all but name to Sid Meier’s Alpha Centauri.PC Gamer has run a detailed interview with the developers, while beneath the cut, I’ve embedded the official announcement trailer (complete with a narrator who sounds like SMAC‘s Deirdre).
If 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.
I’m in the midst of a selective re-read of Terry Pratchett’s Discworld novels, and while individual books are often hit-and-miss (hence the “selective”), the series as a whole is as much a marvel as it was when I discoverd it all those years ago. What starts as a series of gags about fantasy cliches (and, for the first few books, not even especially good gags) evolves into a mix of humour, adventure, and social commentary, that, at its best, outdoes what it originally parodied. Here is a good article chronicling that growth.
The Discworld novels also spawned three adventure games; I briefly played one of them, many years, ago, and I still remember that if you asked the weedy main character* to ‘examine’ himself, he said he was “really six foot tall, bronzed, and rippling with muscle, but the artist has had a bad day”. Here is Hardcore Gaming’s write-up of the games. And here is a video Let’s Play of Discworld Noir, the third and final game.
* Rincewind, the “wizzard” who can’t even spell wizard.
In other news:
The gloriously named PS2 action-RPG Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs the Soulless Army is being re-released as a download on the US PSN store. I played a bit of this years ago, and while it’s mechanically flawed — its controls were clunky and the random encounter rate was way too high — it also featured gloriousmusic and a unique setting, Jazz-Age Japan. I keep meaning to finish it one day!
This week, I present a chirpy piano take on gaming’s most iconic music (as arranged on this album). The first video is a studio recording – just the music, no background sound – and it’s pretty cool. The second is a noisy live recording, frequently interrupted by audience cheers – but it’s worth your time, because the pianist plays the first half blindfolded. Enjoy!
This is it, the biggest battle of this map so far. On my side, four towering giants – amongst the most powerful units in the game – backed by the fruits of military technology: cannon, musketeers, flame-throwing tanks. Against this, the computer’s forces are inadequate. Its giants are frightening, but outnumbered by my own. Its use of battlefield magic – “Wind Ward”, which weakens ranged attacks – is clever, given my overwhelming superiority in ranged troops, but not enough. Its regular soldiers? Pfft. A flame tank explodes beneath an enemy giant’s fists – but I have more. The enemy army dwindles. Their giants stagger, pelted by bullets and flames and magic. The last enemy giant turns toward his tormentor. I check the tooltips. The moment is ripe. My general storms in with “Charge” and “Flanking” bonuses. The giant falls.
At this point, I notice my general is riding a giant boar.
Welcome to Age of Wonders III, the upcoming fantasy turn-based strategy game from Triumph Studios. I’ve dabbled with the previous AoW games, and after interviewing designer Lennart Sas when AoW3 was first announced last year, I jumped at the chance to try out a preview build. After a number of hours, I’ve now finished two maps — the first mission in each of the game’s two campaigns – and spent some time with a third, random map; here are my impressions.
With Dark Souls II just out, the time is ripe to highlight composer Motoi Sakuraba’s previous work! This week, I give you the opening credits theme of Valkyrie Profile, a beautiful song for a beautiful, unique RPG whose retrospective I keep meaning to write. There’s a strong, majestic element to the song, but also a more pensive one; as you listen, picture the scene in-game, as Valkyrie walks through the fields of Asgard, wind blowing around her. Enjoy! And if you’d like to listen to more Sakuraba, you can listen to my previous round-up here.
Console versions of Dark Souls II are now out! Here is a good comparison betwee the three games in the series. All the reviews I’ve seen are glowing — but silent on my biggest concern. In DS2, you can be invaded by other players at any time, a change from the nice risk/reward trade-off in the previous games (if you wanted to summon in other players for co-op, you opened yourself to the risk of invasion). I love these games, but given my awful track record in PvP, that’s a potential deal-breaker. Can anyone comment on how well it works?
In other news:
I hear good things about Qvadriga, a newly released turn-based chariot racing sim — how often do you see that? No reviews out yet, but here’s the preview that caught my eye, back in November, and here is a demo.
Remember Territoire, the upcoming game from the studio behind Recettear? It’s still upcoming, but here are impressions of its (Japanese-only) demo.
I think this may be an actual scoop: while you can’t access the Wargame: Red Dragon unit database from the game’s homepage, you can punch its URL straight into your browser. It looks like a work in progress (and the URL even calls it “rd_test”), but it still provides fun material for theorycrafting. Mm, M1A2 with 25AP…
Anyone remember SimEarth? Universim sounds like an attempt at a successor.
Above is Tropico 5‘s first, brief gameplay trailer! Graphically, it looks similar to Tropico 4, but feature-wise the two games should be quite different — while T4 was rooted squarely in the Cold War, T5 promises to be about developing your island from colonial times through to the present day. Here is a good Strategy Informer interview highlighting a couple of the changes.
Since I alluded to this song a few days ago, I decided to feature it as this week’s featured piece. It’s popped up in basically every single Final Fantasy orchestral concert over the last decade, and for good reason — it’s lovely. Below, I’ve embedded the version from the 2007 Distant Worlds CD. Enjoy!
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.
While this blog tends to focus on strategy games, there is another genre I love just as much — the JRPG. Their sheer length means I tend to play them in parallel with other games, and I’m still making my way through two I started last year: Ni no Kuni: Wrath of the White Witch on PS3 and Persona 4: Golden on PS Vita. I have an… interesting response to Ni no Kuni; in so many ways it exemplifies the mediocre (and often bad) mechanics for which the genre is infamous, but its world and overall experience are so delightful that I keep coming back. I’m working on a piece about NNK‘s strengths; I hope to share it with you soon.
By contrast, Persona 4: Golden, one part dungeon crawler and one part social simulator, mechanically stands head and shoulders above its peers because it recognises the importance of interesting decisions. P4:G’s story runs to a strict schedule (one in-game year) and there is not enough time to do everything and befriend everyone, so it matters how you spend that time! Its predecessor, Persona 3, did something similar with great success; at the time I wrote that P3 was the most I’d ever roleplayed in a single-player RPG. Here is Jon Shafer’s (of Civilization V and At the Gates fame) take on Persona 4 and its genre; he makes the point that “interesting decisions” and “relaxing game” are not necessarily compatible.
More recently, I’ve tossed two more RPGs into the stew: Playstation-vintage Final Fantasy VIII and the more recent Wii release The Last Story. I used to be a huge FF8 fan — in fact, I’m sitting under a pair of FF8 posters as I type this. Its early 3D graphics have not aged well, but its world still brims with attention to ambient detail — the very thing I love about JRPGs. The Last Story, meanwhile, is from the creator of Final Fantasy but so far — I’m all of 30 minutes in — feels very different, with more action-oriented combat and an emphasis on coordinating with AI teammates. I look forwad to playing more!
I am a long-time fan of Hearts of Iron, a grand strategy series in which players control all aspects of a World War II nation, from armies and fleets to research, production, and diplomacy. So when developer Paradox Development Studio took the wraps off the upcoming Hearts of Iron IV, I was eager to find out more. Read on for my email Q&A with project lead Dan Lind, in which I ask about his vision for the project and how it will fit into the series:
Peter Sahui: Hello Dan — welcome to the site!
It’s been five years since Hearts of Iron III launched, and in your first developer diary, you talk about lessons learned from Crusader Kings 2, Europa Universalis 4, and HOI3. What inspiration have you drawn from other sources — other games, books, etc.?
Dan Lind, Project Lead: As you know, Hearts of Iron is, like most Paradox Development Studio titles, a grand strategy game in an open sandbox and victory is determined by the goals you set up for yourself during the WWII time-span. The Hearts of Iron series is all about taking control of your nation in the years around World War II and leading it to victory – a wargame where you have to look at the entire war and take decisions in a multiple of aspects to reach victory. So Hearts of Iron IV is at its core is not a pure old-fashioned wargame.
Therefore, to be frank, there are not a lot of other grand strategy wargames to look at unfortunately. But I’m personally fan of World of Tanks as well as War Thunder and I hope we can bring in more of their flavor and attention to detail. My team also really liked Unity of Command when we tried it since it is a pretty different game that shows how you can make a fun historical strategy game and still keep things easy to understand. When it comes to books, we have tried to have both a top-down and bottom-up approach. So we take a lot of inspiration from Winston Churchill’s books on WWII as well as writings by Otto Carius (a famous German tank commander) as well as memoirs of Russian artillerymen.
This week’s song (by Austin Wintory, of Journey fame) is The Banner Saga‘s main menu theme. It’s very short, just 45 seconds, but it’s lovely and does a great job of setting the emotional tone for the game. Enjoy!
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.
For the last few weeks, I’ve been watching the Kickstarter campaign for Unsung Story: Tales of the Guardians, a collaboration between mobile developer Playdek and tactical RPG legend Yasumi Matsuno. Imagine if Brian Reynolds were to announce a spiritual successor to Alpha Centauri; that’s how much I’d like to see Matsuno follow up Final Fantasy Tactics. But dig deeper, and I have several reservations. The game will only come to my platform of choice, Vita, if the Kickstarter hits a distant stretch goal. Three of Matsuno’s regular collaborators have been tapped for the campaign (artist Akihiko Yoshida; composer Hitoshi Sakimoto, whose work I’ve featured on this site; and localiser Alexander O Smith), but only Yoshida will be involved at the base level — the other two are also remote stretch goals. And, at least until this update, detail about game mechanics has been scant — I can’t help but feel this campaign would have done better had the project been further along. I’ve reached out to Playdek for an interview; in the meantime, here are good articles by Rock, Paper, Shotgun (h/t Matt Bowyer) and USGamer.
In other news:
Previews are now out for Paradox’s latest announcements. For Hearts of Iron IV, check out Strategy Informer and PCGamesN; for CK2: Rajas of India, I like the articles from PC Gamer and Rock, Paper, Shotgun. There’s less detail on Runemaster and EU4: Wealth of Nations, but IncGamers has a little bit about the latter.
And speaking of Paradox, I laughed at some of the bizarre screenshots in this compilation.
It’s time to round up the suggestions I received for Musical Monday! There are ten altogether below the cut; some were listed in the comments beneath my initial post, while others were the subject of a write-in. Above each song, I’ve added my own thoughts; the actual videos are embedded inside spoiler tags, to avoid crashing/lagging browsers. There’s some good and varied music here, so happy listening, and thank you all for taking part!