In January 2015 (over six years ago!), I posted a “recommended reading” list (which you can view here, or via the link at the top of the page). I love historical games and writing about historical games, so books exploring those periods seemed a natural fit for the site.
Now, I’ve begun adding to the list. First up is Ian W Toll’s Pacific War trilogy, in the military history section — I read this over late 2020 and early 2021 and loved it. Expect more soon, on topics such as aviation (taking up flight simulation has inspired me to read plenty of aviation memoirs), science fiction & fantasy, and video game development.
I’m about halfway through Brigandine: The Legend of Runersia, which released for Switch in June 2020. At the time, its reviews were good rather than great, and its price tag was rather steep. I kept an eye on it ever since being intrigued by the demo, and my patience was rewarded with a recent sale. I’m glad I took a chance on it.
Brigandine takes place on two levels: a strategic map and tactical battles. The strategic layer is rather light, and resembles a simplified version of a KOEI grand strategy game. There is no base or city building — rather, the focus is on managing Rune Knights and their squads of monsters, sending them to train or quest, moving them between bases, and attacking enemy bases. The key is to carefully manage borders, to avoid having to spread the limited pool of Rune Knights amongst too many fronts.
The game’s main focus is the tactical battle layer, which plays out on a hex grid. The goal is to either defeat all enemy Rune Knights, or to control the objective hex (the local castle) when the turn count runs out. Generally, I try to bring a balanced force that includes tough melee monsters for the front line, together with ranged or support monsters which can safely hang further back. Terrain adds a further wrinkle, as some units specialise in certain terrain — for instance, mermaids and giant snakes do best in the water — and incur penalties on other terrain. Victory involves grinding down the enemy front line, clearing a path to attack vulnerable rear-line monsters or Rune Knights, and, often, concentrating fire on the enemy Rune Knights — forcing a Rune Knight to retreat will also remove his or her entire squad from the battle. When up against very tough Rune Knights, sometimes it’s better to go for their monsters instead, as the AI will retreat its remaining Rune Knights when sufficiently outnumbered.
Where this becomes interesting is in the variety of monsters (and Rune Knights) in the game, the interplay on the battle map between terrain, armies, and unit abilities, and the interplay between the two levels of the game. As each Rune Knight is a unique character, “A” and “B” teams tend to naturally form: the best Rune Knights and their squads go to the most important fronts and see the most action, which gives them the most experience. Stacking limits — a maximum of three Rune Knights per side can fight in a battle, and each Rune Knight only has a certain capacity to bring monsters — mean that in any given battle, quality generally beats quantity. At the same time, I do try to spread out experience. There are too many fronts for a single doom-stack to cover; and a roster should have enough depth to survive losing a few high-level units (a principle that will be familiar to XCOM players). The trick is to wear down enemy factions by eliminating their high-level monsters, while keeping most of my own alive.
While the game’s AI came in for some criticism at launch, it has since been patched, and I find it’s good enough. The computer tries to keep melee units in front and support units behind, and likes to stack buffs on powerful melee Rune Knights, turning them into wrecking balls. It also seems fond of picking off vulnerable support units if I leave an opening. One weakness is that it sometimes commits forces piecemeal: I’ve seen three Rune Knights and their squads march up separately instead of forming up, which let me defeat them in detail. Still, while I have won every battle, even easier ones (where I have a more powerful army) typically make me work for victory, and some have been utter nail-biters.
The result has been a engaging experience, complete with the kind of unscripted narratives that tactical RPGs and squad-based strategy games can deliver. Here are some memorable moments from my campaign:
Holding the line at Cornwern: The border castle of Cornwern, where I keep a mix of “A” and “B” squads, has repeatedly held out against the best that the neighbouring kingdom can send. Fortunately for me, a river running through the battlefield gives a large advantage to the defender. Even with this advantage, it hasn’t been easy: in two battles out of three I barely hung on until the turn limit (in one case, falling back from the riverbank). Hold on, Cornwern! I’ll send reinforcements soon.
The Shinobi campaign: The forest-dwelling Shinobi, many of whom have bonuses in that terrain, are a pain to invade. To defeat them, I loaded up my Rune Knights with forest-specialist monsters, and attacked on two fronts to take advantage of my superior numbers.
The fall of Mana Saleesia: Mana Saleesia is the resident fantasy evil empire, led by the fearsome Rudo — probably the strongest melee fighter in the game. When he marched into one of my provinces, held by a “B+” squad, I was very glad I had the third-most powerful (behind Rudo!) melee Rune Knight, who could stall him while the rest of my army pelted him with spells. During my grand offensive, I advanced along a broad front, taking care to avoid Rudo himself. And for the final confrontation, I sent in my highest-level, most powerful force. Cornered, Rudo was still dangerous — he one-shotted one of my luckless high-level casters — but even he could not stand before my army.
Now, I’ve defeated two of the five enemy factions, and a third is on the ropes. The main risk, I think, is that the remaining game turns into a slog. Still, I’m looking forward to sending my best troops, fresh from their victory over Mana Saleesia, to lead a counterattack on the Cornwern front. Time to give the computer a taste of its own medicine!
I’m gradually making my way through Yakuza: Like a Dragon, my introduction to the long-running series. One of the first things that struck me was the game’s vivid sense of place — convenience stores and pharmacies feel like their real-life counterparts — and I think this is clearest with food, which is characterised with a remarkable level of detail.
Eateries come in lifelike variety: there are bars, cafes, mum-and-dad family restaurants, Western restaurants, high-end dining, and everything in between. They have distinct menus, and ordering certain dishes will trigger a party conversation — though clearly I need to use a FAQ, as I haven’t encountered one yet!
Here are a pair of fast food outlets. Note the prices on the signboard:
For contrast, this is a sushi restaurant. The difference in ambience is night and day:
And this is the menu at a pricey Western restaurant. The selected dish restores 4,500 HP — that’s ten times more than my party members even have!
A final observation is Like a Dragon’s use of food as a character motif. Two major characters are represented by dishes at the opposite end of the culinary spectrum: the protagonist treats himself to beef bowls, a cheap, ubiquitous fast food. Another man is fond of Peking duck, and promises of duck recur through the game: some kept, others not.
As this highlights, food is an important part of Like a Dragon’s world. And who knows, maybe I will find a use for that 4,500 HP steak!
I’ve finished two games of Humankind, the new historical 4X strategy game from Amplitude. It’s really good — better than I had expected. It’s also a lot more challenging, and I think that’s why I’m enjoying it.
Comparisons to Civilization will be inevitable — I’ll go out on a limb and say that at a design level, I think Humankind does Civ better than the most recent Civ games. While I play and enjoy Civilization VI as a “numbers go up” game where the fun is in designing and building powerhouse cities, that game’s AI is simply not aggressive or tactically competent enough to feel like a true rival. If I do lose a game of Civ VI, it’s because I did a poor job of making the numbers go up, hence allowing the computer to reach the victory conditions first.
By contrast, playing on Empire difficulty (5 out of 7 — I agree with the consensus that experienced 4X / strategy gamers should crank the difficulty up), Humankind consistently puts me under pressure — I have yet to win a single game. In my first game, I barely scraped into #2 place on the final turn. In my second game, I came a more distant #3 — and I consider that an accomplishment, given that at one point, I was dead last! This kind of game is all about snowballing — setting up a virtuous cycle of more food, production, and science, which allows more upgrades, which allow more food, production, and science — and it’s notable that the computer knows how to do that. In my second game, one AI player built a gigantic lead by playing as a series of agrarian cultures, amassing a huge population (at one point its cities were size 40+ at a time when mine were in the 20s), and conquering a neighbour early on. It hit the final era well before me, and won by a commanding margin.
Not only is the computer capable of building strong empires, it’s perfectly willing to muster its armies and batter down my gates, just as Civ IV‘s AI did back in the day. My first game was very military-focused — the computer was much more bellicose than I expected, and from the ancient through to the early modern eras, I was almost constantly at war. An early-game rush from the neighbouring player made me fight for my life — the computer cleverly took advantage of my neglecting the military. Subsequently my neighbours hated me for most of the game, until something changed and most of them suddenly wanted to be my friend — my best guess is that when I converted to the dominant religion on the continent, that removed the main source of friction.
Combat itself is solid and the individual battles are generally interesting to play out. Early on, the rule is “strong melee units in front, archers behind”. New eras introduce new wrinkles — for instance, early gunpowder units can’t move and attack in the same turn, so my Medieval-era Varangians were still extremely useful for flanking and charging enemies even once I started fielding arquebusiers. By the modern era, battleships and bombers can deliver devastating bombardments to support land battles. I really like that cities generate freespawn militia (this is what saved me from that first rush!), and the clever way in which sieges gradually shift the advantage from the defender to the attacker over time, as powerful siege engines go up. Choke points are important, and help a defender against a numerically superior attacker. I do find it unintuitive to read the terrain — it’s often unclear to me which differences in elevation can be traversed by units.
So far I have a pretty good grasp on the military aspects of Humankind, to the point where I can consistently beat the computer on the battlefield. In contrast, I’m still learning how Humankind’s economic “engine” works — the key seems to be a combination of territorial expansion; placing districts to take advantage of adjacency bonuses; and savvy use of each culture’s powerful unique buildings. It seems easier to amass science than the other resources — is that actually the case, or is that simply because my playstyle focuses on science? There are other systems I have yet to engage with, such as religion and cultural influence — I don’t know how important or deep they are.
One area that could do with fine-tuning is the final, modern era. The foundations are there and the ideas are interesting – for instance, when pollution caused a penalty to food production on each tile of a large city, I sat up and took notice. When it comes to implementation, the numbers feel as though they still need tweaks: science costs in the final era seem a little low, production costs seem a little (or more than a little) high, and the pace feels a little too brisk, as if the developers overcompensated in a bid to avoid Civilization’s sluggish late game.
One thing I do like is the game’s signature mechanic: the player chooses a new culture for each era, instead of being locked into one for the entire game. The decision to change culture plays into what is required at any given moment. In my first game, I started as the Zhou in the ancient era to take advantage of their science bonus. When it became clear that I’d be locked into brutal wars, I needed the toughest fighters I could find — I chose the Romans, and steamrolled my foes with Rome’s unique units. After that I continued as the Byzantines — with their equally impressive Varangians — in the medieval era, then finished with a string of science cultures: Joseon, industrial-age France, and modern Japan. I love that these options all feel cool and powerful — this is the right way to implement a philosophy of “interesting decisions”.
Edit: I haven’t found bugs to be too bad. So far I’ve encountered 2 crashes (not a big deal, as the game auto-saves each turn) and a couple of cosmetic glitches. The most concerning is that the computer player in a particular slot (purple) reportedly receives automatic influence upon independent minor factions — hopefully Amplitude will address this soon.
A final point is that the art lives up to Amplitude’s typical high standard. Special mention for the art that illustrates each technology in the game — with a quick scroll left and right along the tech tree, I can see Humankind’s (and humankind’s) progress from the pyramids to the space age.
Overall, I’m very positive so far. Humankind already has the “just one more turn” magic backed by solid strategic gameplay, and I expect it will have room to grow via DLC and patches. I look forward to my next game!
Highfleet is one of the most original, interesting, and challenging games I’ve played lately. Much like 2020’s Shadow Empire, it feels like a throwback to the 1990s philosophy of game design: both in its sheer uniqueness, and in its uncompromising difficulty. And just like the best 1990s games (or, more recently, the Souls series), the payoff comes from climbing the learning curve and watching each piece of the design click into place.
I could best sum up the game’s premise as a cross between Dune and Star Control 2, if Dune had giant flying battleships. You are the heir to an imperial house, brought low by a noble rebellion. Commanding a ragtag fleet of airships, you must fight across the map, rally independent captains to your cause, and win the war. Mechanically, Highfleet combines action, strategy, simulations, and roguelites. On the strategic layer, you send out ships, watch your sensors, order long-ranged missile or air strikes, and evade or challenge enemy fleets. Individual activity become minigames: landing at cities, 2D arcade battles (which resemble a horizontal Star Control 2), intercepting enemy radio transmissions, and recruiting allies. The map is randomised each run, and a custom ship designer allows for plenty of options when choosing the starting fleet.
These are all vital to success. There is only one save slot per run, ironman/roguelite-style. Being good at combat is table stakes — it’s possible to win almost every battle and still lose the war. Repairing and refuelling take time and money. Loiter too long and the enemy will become aware of your location, in which case prepare for a barrage of cruise missiles followed by multiple capital ships. Fleet composition is an art, and one that depends on play style. Some players swear by light, fast, unarmoured raider corvettes — but I simply can’t dodge well enough to avoid enemy fire. On subsequent runs, switching to armoured medium frigates yielded much more success — especially when I modified them to add more fuel, so I didn’t constantly have to top off.
As my experience highlights, this is a game built around trying, failing, learning, and trying again. Most of my encounters with enemy strike groups have rapidly led to the game-over screen. My current run is a different story. When one of my raiding parties was mauled by a salvo of cruise missiles from a rebel strike group, it could have been another game-ending moment. I quickly pulled the survivors back to my hidden sanctuary to repair — and watched my sensors. I knew the enemy was along a certain bearing; their radar emissions, and their radio transmissions, gave it away. I launched a blind air strike along that bearing — and hit the jackpot, as my planes pummelled the enemy with bombs and rockets. Now it was time for revenge. I sent my fleet to counterattack, while the enemy cruisers were still repairing the damage from the air strike. The hunted became the hunter; the enemy cruisers tumbled from the sky in ruins; and soon afterwards, I repeated the trick on a second strike group that made the mistake of following the first. That was the moment I felt I was beginning, just beginning, to master the game. And what a great feeling it was!
This attitude to difficulty will not be for everyone. In my case, I keep coming back: this is an experience that reminds me of playing the original 1994 XCOM as a child. Highfleet’s unique combination of mechanics is both deep and fascinating, and as tough as it is, it’s also fair. Even if I don’t succeed with this run, I’m sure I can learn, apply those lessons, and do better next time.
Following Creative Assembly’s surprising — and, frankly, disappointing — announcement that it is done with Total War: Three Kingdoms, I wanted to look back at this game and take stock of my experiences.
From launch, Three Kingdoms was my favourite Total War game since Shogun 2. Here was a game that challenged me to use every tool at my disposal — generalship, empire management, diplomacy — and trounced me if I got things wrong. It was deep, challenging, beautiful, and managed to achieve the Holy Grail of empire-building strategy games — creating computer opponents with personality.
Since then, my journey continued with the DLC campaigns. They gave me two of the finest experiences I have had in a Total War game: flinging young Sun Ce’s outnumbered band of brothers in 194 AD against superior foes in a race against the clock; and Cao Cao in the 200 AD campaign, which involves coordinating multiple armies across a gigantic front from turn one. Altogether, I’ve finished five campaigns in Three Kingdoms — Cao Cao twice (190 AD and 200 AD), Ma Teng, Liu Chong, and Sun Ce — and I think that is my record in any Total War game.
I think the highest praise I can give Three Kingdoms is that it has spoiled the rest of the series for me — I can no longer go back to any of its predecessors (except, perhaps, Shogun 2). Any successor will have big shoes to fill.
The newly-revealed Project Triangle Strategy is a clear homage to two of my favourite games of all time — Tactics Ogre and Final Fantasy Tactics. After playing the demo, I’m cautiously interested.
The debt to FFT and Tactics Ogre is clearest in the aesthetics. The sprites look just like those in the classic games, right down to the way mages raise their arms over their heads when casting spells, and the character portraits are also gorgeous.
Based on the two levels in the demo, the gameplay seems solid. Positioning, elemental vulnerabilities, and terrain all matter. I cleared the second level by the skin of my teeth, with only one melee character and a few casters left standing. Using terrain, and a spell that created temporary ice walls on the ground, I was able to channel the second level’s boss into a chokepoint where my last melee fighter could stall her long enough for the mages to bring her down. Disappointingly, mounts seem cosmetic — a horseman can climb ladders (?!) and a bird rider doesn’t seem able to fly over obstacles — but that issue is fairly minor.
My biggest concern is the writing. What made the narratives of FFT and Tactics Ogre so great wasn’t convoluted plots or warring lords. What made them great was the themes and character arcs revealed by those plots — what happens when youthful idealists find themselves betrayed by reality, and how those idealists respond afterwards. In the short demo, I saw nothing comparable, although conclusions will have to wait for the full game.
Overall, I liked the demo enough to keep an eye on this game. Release is set for 2022 — hopefully it will fulfil its promise.
Stars in Shadow is a 2017 space 4X game that bears more than a passing resemblance to the classic Master of Orion 2. It succeeds through focus and polish — this is a game that captures the essence of 4X strategy in a clever, colourful, and relatively quick-playing experience.
The first thing that stands out about SiS is its combination of speed, pacing, and elegance. This is very much a game about “interesting decisions”, with minimal micromanagement. Planetary management is simple (much simpler than in Civilization, MOO2, and most other 4X games), allowing the focus to remain on the galactic map. Ship design is also fairly straightforward, with ships having a fixed number of hardpoints rather than giving the player a freeform tonnage “budget” a la MOO2. Perhaps the most in-depth sub-system is tactical battles: I’ve pulled off nail-biting victories against superior fleets, which let me seize the initiative against depleted opponents.
The second thing that stands out is the challenge — if there was ever a computer player that read Machiavelli, this is the one. Smaller computer players will league together in balance-of-power alliances. Larger ones will opportunistically demand worlds along the border; launch limited wars if the player defies them; then smugly suggest peace once they achieve their objective. At war, they field large doomstacks of technologically sophisticated designs. Playing on Hard, I have to use every trick at my disposal: making good use of diplomacy, splitting my fleet into smaller raiding parties, and designing ships with the range to strike at unexpected parts of the map.
Third is the game’s charm and character. The art is vibrant and colourful, and the different playable species are qualitatively distinct — thematically and in their mechanics. For example, here is my favourite species, the ever-optimistic Phidi:
The Phidi prefer trade, friendship, and negotiation to violence, which makes them a perfect fit for my 4X playstyle. They receive extra income relative to other species, and can hire mercenaries from other empires with whom they have a trade agreement. Counterbalancing this, they have fewer, and inferior, warship designs; and as an aquatic race, they find many planets inhospitable. As the Phidi, I have to play to their strengths — Friends! Money! Lots of money! — and aim for a diplomatic victory. Along the way I hire lots of mercenaries to supplement my indigenous fleet, and use citizens of other species to settle the land.
The best praise I can give Stars in Shadow is that I’m currently on my 6th game, after 3 earlier victories and 2 defeats/abandoned games. It’s rare that I play a 4X so many times before considering myself done, yet this game has the magic that keeps me coming back. It frequently goes on sale for very cheap — I paid around A$8 for the game plus DLC — and if you enjoy the 4X genre, this is well worth a look.
My latest rediscovery has been the flight sim genre. In the early 1990s I grew up on Microprose and Origin titles, such as Gunship 2000 and Chris Roberts’ Strike Commander (at the same time that I played lots of space sims, such as the Wing Commander series). Late last year I began to drift back into the hobby, and it has been a rewarding experience.
I’ve divided this post into two parts. In the first part I share my adventure to date, across civilian and military sims. In the second part, I summarise what I’ve learned in a FAQ for anyone else wanting to get into the hobby.
The adventure so far
I can divide my time with flight sims into three phases:
Phase 1. Seeing the world from my desk with Microsoft Flight Simulator;
Phase 2. Testing the waters in War Thunder; and
Phase 3. Learning modern military aircraft with a HOTAS & DCS World.
Phase 1. Seeing the world from my desk with Microsoft Flight Simulator
My journey began last October, with the latest edition of Flight Simulator. Flight Simulator is an ideal gateway into the hobby: it’s beautiful, accessible, and affordable. It’s available via a Game Pass subscription; controls well with a gamepad; and includes a good tutorial and numerous toggle-able realism options. Flying small aircraft is easy and pleasant: it’s hard to mess up in training aircraft such as the Cessna 152 and 172, and aerobatic designs such as JMB Aviation’s VL-3 can dance across the sky. (Airliners are harder, although a recent patch just added two airliner tutorials, which I haven’t tried yet.)
For me, Flight Simulator also worked as a gateway into military flight sims. Knowing how to fly a plane is transferable — I think my proudest sim moment to date is landing a damaged fighter in War Thunder using what I learned in Flight Simulator.
As to where I’ve been in Flight Simulator, it’s already a long list. I’ve explored regional Australia, followed the roads and parks near my house, flown above world cities from Paris to Kuala Lumpur, and seen the sights from the Hoover Dam to Hawaii. My current project is a hop-by-hop tour of Japan, inspired by this post on the Stormbirds blog. Starting at the southern tip of Kyushu, I’ve flown to the northern tip of the island, then to western Honshu, and across to northern Shikoku. Here are my snaps of Itsukushima Shrine:
Phase 2: Testing the waters in War Thunder
After Flight Simulator, I gave War Thunder a try. What I found was a really, really good game held back by its F2P revenue model.
War Thunder offers three air battle modes of increasing realism: Arcade, Realistic, and Simulator Battles. I had plenty of fun with Arcade mode, which offered instant action, cinematic set-pieces such as canyon runs and frantic furballs, and a smooth sense of flow: respawns were quick and I typically waited <20 seconds between battles.
Meanwhile, WT’s Simulator mode let me dip my toes into the water to see if I’d enjoy realistic military flight sims. While it was much harder than Arcade mode — even staying straight and level was a challenge — I found it intriguing, and I wanted to learn more.
The issue is that while the game itself tries to nurture a sense of flow, the F2P mechanics break it up. Repairing damaged aircraft requires a lengthy cooldown between battles — but oh, if you have in-game currency, you can skip it. Unlocking new aircraft through research takes quite a bit of time once you get past the early-game 1930s aircraft — and then they need to be bought using in-game currency. I thought seriously of paying for premium time or aircraft (which speed up the rates at which research and currency accumulate), but in the end decided to spend my money on other sims.
Lest I frighten you off, I should say that I enjoyed my time with WT and I think it would be an excellent first step into the world of military flight sims. While I’ve moved on from the game for now, I’m grateful for the fun that it gave me; for the variety of aircraft that it showcased; and for letting me test my hypothesis that I was interested in sims — all for free.
Phase 3: Learning modern military aircraft with a HOTAS & DCS World
The third phase began during the Christmas and New Year sale periods, when I picked up:
One space sim, Star Wars: Squadrons.
One WW2 sim, IL-2:Battle of Stalingrad and the Battle of Bodenplatte module.
Two modern-day military sims:
DCS World — first a free trial, then a paid module.
Falcon 4.0 and the Falcon BMS overhaul mod.
And crucially, hardware: I was fortunate enough to find a great post-Christmas deal on my first HOTAS, the Logitech X-52. While Flight Simulator and Star Wars: Squadrons control well enough with a gamepad, and War Thunder’s arcade mode was designed around mouse control, the HOTAS was the key that unlocked realistic military sims for me.
Out of the military sims, the one I’ve played the most of is DCS World. DCS offers a sandpit where players can fly instant action missions, play official campaigns, design their own missions and campaigns, and fly missions or campaigns designed by other players. It is modular in that different aircraft, maps, and campaigns are sold separately — out of the box it includes a Caucasus map and two free aircraft (the Su-25T and an unarmed trainer version of the P-51). Other maps and aircraft modules are available for purchase, although even on sale, one typically costs as much as an entire game.
My DCS journey really began when the HOTAS arrived. During DCS’ free trial period over Christmas, I tried and loved the F/A-18 Hornet, and eventually bought the much cheaper F-15C module together with a campaign, “The Georgian War”. While the F-15 lacks an in-game tutorial, I’ve been able to learn using several fan-made resources (refer bottom of this post for the list). Now I can take off, fly around, (sometimes) land, and intercept targets, such as cargo planes and helicopters, that don’t shoot back. Challenging other fighters tends to end with me floating back down to earth in a parachute — but oh well, practice makes perfect!
As this suggests, learning military sims requires patience. Learning how to fly the plane and operate its systems is the easy part — learning tactics is the hard part. Add to this the need to track down player-made resources, and rough edges in the software: last evening I managed to get past a campaign mission after what must have been 8 or 10 tries, only for DCS to fail to register my progress! Did I hit the wrong button? Was I supposed to do something after the “mission complete” message? Should I have landed instead of assuming my progress would be saved? Or was it a glitch in the game? Whatever it was, I was extremely frustrated: I ended up using a text editor to manually update my pilot profile and unlock the next mission.
The other main military flight sim on the market is IL-2. I haven’t played much of this as I find WW2 aircraft much harder to fly than modern ones. In an F-15 or F/A-18, the onboard systems will do their best to prevent me from crashing the plane, whereas I find it all too easy to enter a fatal spin (… or fail to take off due to engine torque wrenching the plane off the runway…) in IL-2’s P-51s and Tempests (and, for that matter, War Thunder’s P-40s in Simulator mode).
Even with these challenges, I’ve greatly enjoyed my flight sim journey. It’s been a pleasure to see my skill gradually improve, across different aircraft, games, and settings. It’s helped me “reach out and touch history” by allowing me to better understand and relate to aviation memoirs. And flying is one of the great marvels of our world: I will never tire of seeing the sun rise over a horizon, or of watching sunlight turn the sea to shining silver. I’m glad I can do it from my desk.
Getting into flight sims: a FAQ
What should I get if I want to fly WW2 planes?
You probably want the IL-2 series:
Cliffs of Dover: Blitz Edition is a fan-overhauled version of an early 2010s game — as the title suggests, it focuses on the Battle of Britain. A more recent DLC takes place in North Africa.
The Great Battles entries are the latest in the series. On Steam, look for IL-2: Battle of Stalingrad, the base game; other modules (including Battle of Bodenplatte, which shifts to the late-war Western Front) are available as DLC.
What should I get if I want to fly modern planes?
DCS World or Falcon BMS.
What should I get if I want a dynamic campaign?
Falcon BMS. DCS has none, although one is currently under development.
I’m not sure if I’ll enjoy flight sims. How can I test the waters without spending too much money?
Microsoft Flight Simulator is probably the best starting choice. For military sims, there are several options:
War Thunder, especially its Simulator Battles mode.
IL-2 becomes very cheap on Steam sales.
Falcon BMS — the original Falcon 4.0 is very cheap on GOG and Steam — although I find it harder to learn than DCS.
While DCS comes with two free aircraft (the Su-25T and the TF-51), I don’t think the free Su-25 is a very good introduction to the game. I think a better bet would be waiting for a free trial event, or buying one or all of the Flaming Cliffs 3 aircraft — a much more affordable selection of aircraft (such as the F-15) that are controlled using keyboard/HOTAS shortcuts instead of clicking switches in the cockpit.
I don’t have a HOTAS. What can I play using a keyboard, mouse, or gamepad?
Microsoft Flight Simulator has an excellent default gamepad control scheme.
War Thunder’s Arcade Battles and Realistic Battles (not Simulator Battles) use mouse controls.
My experience with the “realistic” military sims — Il-2 and DCS — is that they need a HOTAS. Gamepads are possible but I found I needed the finer controls provided by the stick and throttle. In the case of DCS, the hat switches also it much easier to control important functions such as radar.
Which HOTAS should I consider?
I’ve seen plenty of recommendations for VKB sticks, but they may not be available where you live. They were not available for me.
Other than that, the “big name” brands offer several mid-priced products:
Logitech X series (X52, X52 Pro, and X56) – I went for the X52.
What resources would you recommend to learn the F-15 in DCS World?
As the F-15 does not come with an in-game tutorial. I learned using these:
Chrono Trigger is one of my favourite games of all time, and after recently treating myself to the piano sheet music, I found myself wanting to replay the game as well. The Steam Christmas sale provided the perfect opportunity — and I’m glad I took it.
My main worry was the quality of the PC port, which was panned at launch. Thankfully, it’s fine now. The interface is clean, not at all like a mobile game. The music and sprite work shine through. The localisation is effective — I like it better than the original SNES prose. The sprites seemed to move too fast at first, but this problem corrected itself after loading the game for the first time.
The game itself holds up magnificently. Playing through, I have a constant smile on my face: it’s as good as I remember. It’s charming, imaginative, and briskly paced, with likeable characters, great music, and remarkable attention to detail. With the Steam sale still ongoing, this is a great time for established fans to revisit Chrono Trigger, or for new players to discover it — I’m happily revisiting faraway times.
Merry Christmas and Happy Holidays, everyone! I hope you’re all safe and well.
This year I played the usual new and new-ish strategy games. XCOM: Chimera Squad, Shadow Empire, and Crusader Kings III were all strong releases. Amongst 2019 games, Age of Wonders: Planetfall was a solid combat-focused 4X and Planet Zoo was a charming and pleasant management game.
My great discovery was the Anno series: I’ve put almost 150 hours into Anno 1800 alone, a game that combines gorgeous production values, engrossing city management, and Paradox-like depth and replayability. On some evenings, I tinkered with coffee production chains or proudly set up new tractors. At other times, I found myself plunged into a city-building version of the Empire: Total War successor I’ve always wanted, as my trading empire fought for its life across multiple continents. Whether trying to inaugurate a World’s Fair, or ensuring that the chocolate must flow, there is always something more to do. And I think the Anno series’ central idea — that society depends on long, elaborate production chains — felt especially relevant this year.
I also replayed many classic strategy games, ranging from the 1990s to the 2010s. These included Supreme Commander: Forged AllianceJagged Alliance 2, and a raft of 4X titles: Imperialism 2, Master of Magic, Age of Wonders III, Civilization IV, and Alpha Centauri.
The standout was Alpha Centauri, which I would argue is still the best 4X game ever made: it has some of the best science fiction worldbuilding in any game, while also shining on a mechanical level. With Alpha Centauri, 1990s strategy game design reached its peak: it offered the player a dazzling range of toys without falling into the pitfalls that afflict modern games, such as bloat or an over-emphasis on “balance”. And it could teach the modern Civilization series how to handle warfare: armies, navies, and air forces are punchy and interesting to use, without either the problems of Civilization IV‘s stacks of doom or the subsequent one-unit-per-tile rule.
Finally, this was the year in which I tried new and different types of games, both on PC and on Switch:
X4: Foundations and the early access version of Mount and Blade II: Bannerlord made me realise how much I love dynamic worlds, where I can set my own objectives and carve out a niche alongside a map full of NPC factions trying to do the same.
I returned to flight sims for the first time since childhood with the beautiful, accessible Flight Simulator. Within a few hours, I was confidently taking off, flying, and landing Cessnas; now I’m sightseeing around the world. Flight Simulator proved to be my gateway back into the genre: I went on to test the waters of combat sims with War Thunder. In the last week, I bought Star Wars: Squadrons and IL-2, and I’m currently eyeing DCS World’s modern aircraft.
Bloodstained: Ritual of the Night is my first real experience with Metroidvanias (I played Symphony of the Night many years ago but didn’t get far). Now that I’m nearing the end, I see why people love this genre! The blend of combat and exploration reminds me of a much easier, 2D version of Dark Souls — I love working out where to go next, based on the latest ability I’ve unlocked — and its goofy, over-the-top cast and setting are far from what the ominous title suggests.
Assassin’s Creed: Odyssey was my first Assassin’s Creed game since AC4: Black Flag. Its much better, more mobile combat and gorgeous depiction of Classical Greece won my heart. I just need to play more…
The cheerful, colourful Slime Rancher benefits from being in first person and in 3D. This gave it a satisfying physicality when puttering around the ranch or exploring the wilderness — something I found missing in top-down games such as Stardew Valley. It’s also very, very cute.
After casually playing Mario Kart games for years, and never doing well on anything faster than 100cc, this was the year in which I set out to master Mario Kart 8 Deluxe. Along the way, my admiration grew for how well-designed MK8 is — its balance of skill and luck, its charm and character, how well it eases the player into a state of flow. MK8 also became the first game to get me back into online multiplayer since Eugen’s Wargame series, years ago. Just don’t ask me to do well on Rainbow Road…
Nintendo has the knack of making me try even genres I don’t normally play: Mario Galaxy is delightful, although I’m still at the button-mashing stage in Mario Tennis Aces. Animal Crossing: New Horizons offered a pleasant experience that easily fit into my Switch routine.
My most notable Switch release of the year was a third-party game. Hades combines fast-paced action with good writing: the more I played, the more I realised how cleverly it blends a modern interpretation of Greek myth with the original themes. I cleared it for the first time on my 17th attempt, and narratively this is just the end of the beginning.
Amongst other third-party games, Two Point Hospital was an excellent port and a good game, albeit one that dragged on slightly too long. I enjoyed improving my virtual swing in Golf Story — while practicing for the final course, I revisited every previous course and consciously made an effort to use every tool the game placed at my disposal. Finally, the delightful A Short Hike was my favourite short-form game in years.
Best wishes to all of you for 2021, and I’ll see you next year.
This question popped into my mind while reading Lincoln Paine’s The Sea and Civilization: A Maritime History of the World earlier this year. Navies are important in history; and for the last few hundred years, the world’s leading power has also been a naval power. This is not reflected in historical strategy games such as Civilization, where navies are often optional unless playing on an island map.
I think the answer lies in these games’ economic and resource models. Consider the Civilization series:
Food, wealth, and industrial production come from working the countryside.
Cities use a generic “production” resource to build everything from cathedrals to tanks.
While more recent games introduced strategic resources which can be traded (such as oil), these resources instantly teleport across the map.
The result is that Civ emphasises control of territory and population, rewarding large land empires. There is no equivalent to Ancient Rome’s reliance on Egyptian grain or WW2 Britain’s Atlantic convoys.
In contrast, seapower becomes critical in games with detailed production chains, such as Imperialism and Anno1800. Their economies run on foods, minerals, and luxuries that are found around the world and shipped home. Navies are necessary to protect transports and cut off enemy trade.
While not every game can be built around a detailed, Anno 1800-style resource model, Empire: Total War offered an elegant solution. Trade was by far the best way to make money in that game; and that relied on sending out a navy to capture and defend trade nodes.
I think the lesson is that seapower matters once players have an incentive to contest the seas. Give sea lanes their historic importance as the arteries of commerce and wealth; and the importance of navies will follow.
A Short Hike is a brief, delightful experience: what you would get if you took Breath of the Wild’s emphasis on verticality and exploration, and channelled them into a rather different story about exploring a park, having fun, and making friends. The objective is to climb to the top of a mountain; the joy is in exploring branches off the trail, stumbling upon hidden sights, and discovering what else there is to do. The world is warm and inviting; the NPCs are friendly and kind; and the mechanics are solid, whether climbing a cliff-face, gliding down, or trying to hit a ball. And it can be completed quickly: I finished in a couple of hours, although I seem to have missed a fair bit of side content. It left me smiling, laughing, and at the end, wanting more.
Crusader Kings III is a successful evolutionary sequel to the game I called “the most significant strategy game of the last decade”. I’ve played three games — two unsuccessful in 867, the first as Alfred the Great and his descendants, the second an attempt to establish a Norse realm in India; and a final, successful run that took me from King of Scotland in 1066 to emperor of Britannia and Francia. And once I learned my way around CK3’s new, improved UI, I found a familiar experience: this is still a character-driven game about the rise and fall of dynasties, in which a loyal son can become the next generation’s rebellious brother; and a well-placed friendship can be worth thousands of swords.
The core of the game is recognisably the same as Crusader Kings II. Most of the mechanics are similar, the overall flow is the same, and lessons from CK2 still carry over. New rulers are most vulnerable when they ascend; just because you control territory on a map does not mean you command the obedience of the people who actually run the place; it is worth accepting setbacks — such as conceding to powerful vassals — if doing so strengthens your hand in the long run; and strategic marriages, opportunistic expansion, and shrewd vassal management are still the keys to a long and successful reign. The world feels similar, too: Northwest Europe is still a Viking playground in 867; large AI empires still grow until they sprawl over the map; and in the hands of a human player, Haesteinn of Nantes can still make it all the way to India1.
CK3’s new mechanics, such as stress, the lifestyle tree, and the hooks system, and its significant tweaks to existing rules such as succession, come on top of this familiar core. I think what the new mechanics do best is represent Machiavelli’s dictum that rulers need to be loved, feared, or ideally both. Playing generally benevolent monarchs, I found the most powerful button in the game was the “befriend” interaction: vassals who are also your friends will not join factions against you. But neither do vassals who are terrified of you, and so fear has its place too. Vassal management is particularly important as CK3’s succession rules make it harder to keep a gigantic demesne intact until fairly late in the game — with fewer lands of your own, you are closer to first among equals; and it becomes harder to overawe the realm’s magnates through sheer size alone.
Conversely, some of the nuance from CK2 is missing from CK3. For example, imperial government is gone; the Byzantines are back to generic feudalism; and there are no more special mechanics for the Silk Road or interacting with China. Without viceroys and the need to rein in an overly powerful council, there doesn’t seem to be as much sense of a progression from medieval to early modern government. And no Silk Road affects the gameplay in the East, where I usually played in CK2. Still, I can live with this — there is plenty to do as-is — and I assume these mechanics, or their replacements, may return in DLC.
The area of the game that feels weakest to me is warfare. Army management and individual battles are better than CK2: they are clearer, less fiddly, and easier to understand; and the game heavily rewards the player for investing in better troops or a more defensible demesne. The problem is the intermediate level, that of manoeuvres or campaigns — wars tend to degenerate into a race to see which side can siege down the other’s capital and demesne first. I think this is due to several reasons. There is no sense of geography or strategic depth: there are no zones of control, minimal logistics, and movement is easy by land or sea. War score is overwhelmingly awarded for sieges, territory ownership, and capturing key characters, with battles making up a relatively small part. And seizing the capital is particularly important, as this is where enemy leaders often reside, and capturing them is an automatic win. The result is farcical campaigns where the enemy army runs away, jumps onto a boat, sails to my capital, and tries to capture it before I can capture theirs; and the overall effect is a slightly less extreme version of Crusader Kings 1, where the fate of a kingdom could be settled by the capture of a handful of demesne provinces.
With that exception, I am quite happy with CK3. More of the same, in this case, has not been a bad thing. Whether setting up balance-of-power alliances; regaining the imperial throne from which I was deposed; or boggling at the giant, berserk Norse champion who killed 300+ of my men2, CK3 has generated both engaging strategy and memorable stories. I look forward to many more to come.
Although surviving there seems to be harder. I did it in CK2 and earned the “Legacy of the Indo-Norse” and “Saint Thomas’ Dream” achievements, but went down in flames after several generations in CK3. ↩
This immediately made me picture the Vinland Saga manga’s version of Thorkell the Tall. ↩
With the release of Crusader Kings III imminent, I wanted to revisit Crusader Kings II, and touch on why I consider it the most significant strategy game of the last decade. While other games (XCOM, FTL) were more influential, I would argue it was CK2 that pushed the boundaries of what a strategy game could do. It succeeded on three levels: as a character-driven story generator, as a game, and as an exploration of historical forces.
Ask most players what stood out about their CK2 experience and the answer would be the characters — and their hijinks. Even now, almost 10 years later, CK2 is virtually unique in making individuals the building block of its world. Those individuals, and their plots, schemes, dreams, and desires were the material for the rich stories that CK2 generated. I remember the sullen vassal who put aside his differences with my character to fight off a Seljuk invasion, and gave his life defending the realm; the aunt who invaded with a band of adventurers to press her claim; the Christian Norse I led to India; and the dynasty of Sinicised Persian exiles who finally — finally! — carved out a lasting home for their faith in Central Asia.
Underpinning these stories was that CK2 was a pretty good strategy game as well — skill, and a detailed understanding of the rules, paid off. My Persian exiles only survived against the odds because I learned how to pull every lever available: rushing east to seize lucrative trading hubs along the Silk Road; using the resulting income to keep mercenaries on permanent payroll; hiring Chinese strategists to train my outnumbered army; and learning the intricacies of the battle system — this was the campaign that taught me the importance of grouping cavalry retinues on the flanks. There is satisfaction in mastering the game’s systems.
Finally, CK2 brought to life one of the most important historical forces of the last millennium — the rise of centralised government. There is a quantum leap between a tribe, which falls apart every time the leader dies, and a feudal proto-state. There is a more gradual progression, over the course of the game, from feudalism to monarchical authority. Over time, levies, hereditary vassals, and a council jealous of its prerogatives give way to standing armies, viceroys appointed at the ruler’s pleasure, and absolute power. It’s a wonderful example of how gameplay mechanics can illustrate how and why something happened in the real world.
Ultimately, CK2 became my favourite Paradox game and one of the greatest games of the 2010s. With CK3 reviews promising, I look forward to this series giving me many more stories to tell.
I’ve been playing X4: Foundations, a game that feels like a cross between Freelancer, Mount & Blade, and a tycoon game. On the surface, this resembles Freelancer: a space sim with mouse-based controls. Its underlying structure is closer to Mount & Blade — it drops the player into a living universe, whose factions mine, trade, and battle on their own; and within this world, my character has gone from solo adventurer to galactic magnate. Finally, the details resemble a tycoon or Anno game — I have spent most of my time building factories, juggling elaborate production chains, and keeping my bases stocked with a network of freighters.
This has been a wonderful setting for emergent, self-directed gameplay; and as the galaxy evolved, my goals changed, too. My X4 campaign began with odd jobs, such as dropping off satellites and retrieving cached goods. From these humble beginnings, I scrimped, saved, and bought my first few mining ships. I sent a ship to mine silicon in the resource-rich space of the Argon Federation, only to find some time later it had stopped selling to the refinery. What happened? It turned out there was no more refinery: a hostile fleet had pushed into Argon space; blown up the refinery; and destroyed the Argons’ space fighter production, too.
Well — here was my new objective. Roleplaying a patriotic Argon businessman, I decided to help the Argons rebuild, and earn a living in the process. Now there was a gap in the Argon economy, and I plugged it by building my own silicon refinery. That refinery became the cornerstone of my empire: I turned it into an electronics factory, supplying the surviving Argon shipbuilding facilities, and it became the cash cow that funded my expansion across the galaxy.
Now after 160+ hours, my bases span the map, producing spaceships of every size; a network of smaller factories feeds my shipyards with parts; and a swarm of miners and traders keep everything supplied. The Argon are restored; and I still have a soft spot for the territory where my character made his fortune.
As that timeline suggests, the most unique thing about X4 is its pacing. It takes significant real-world time to gather minerals or produce goods; hours to build up a station; and time compression is gated behind in-game requirements. I treated X4 as something closer to a real-life hobby, perhaps gardening or baking: every so often I would come by, check on my empire, tinker a bit, and order new construction. Then I went away, and let the game run in the background while I did other things. So while my Steam playtime is impressive, I have spent only a handful of the nominal 160 hours actually in control! The fun, for me, was in devising a system that could run smoothly on its own.
Occasionally X4 can be a bumpy experience. The game is very playable as of the current version (3.3), but I have encountered the odd bug — I once had to sell several freighters that refused to do anything, no matter what I tried. And its presentation — gorgeous universe, beautiful music, evocative system names such as “Fires of Defeat”, “Grand Exchange”, and “Second Contact” — is periodically marred by swathes of missing flavour text.
My biggest problem is the way X4 presents information. At heart, it is a complex tycoon game, and it should give the player the appropriate tools to manage this. There were many times I wished I had a sortable “empire overview” screen, similar to Civilization (or to the sidebar in Total War games): this should outline the player’s ships and stations together with appropriate data such as profit or loss, goods carried or produced, and goods currently in inventory. It would be better still if I could drill down from that hypothetical overview screen, like a pivot table. Instead I had to click station by station, eyeballing the production figures. The developers could learn a lot from strategy games — 4X and tycoon — and from real-world spreadsheets.
At the end of the day, though, X4 is a unique game that sells the “space opera” fantasy better than any other space sim I’ve played. This is the only game where I can stand on the deck of my own shipyard, and watch the traffic come and go; build a carrier at the yard; and command my fleet from its bridge. I can forgive it for also being the only game that makes me periodically wish for an accountant.
For the past week I’ve happily been playing Shadow Empire, a new indie game that straddles the 4X and wargame genres. Now that I’ve won my first game, I think Shadow Empire resembles the Dominions series in its early incarnations: a remarkable game, rough-edged but deep, unique, and all the more remarkable for being the work of one man.
I could best describe Shadow Empire’s premise as a crunchy, simulationist wargame version of the classic Armageddon Empires. Centuries after the fall of the Galactic Republic, civilisation is beginning to re-emerge, and you lead a band of survivors in their fight for control of a post-post-apocalyptic planet. As in 4X games, you build up cities, research new technologies, and expand the empire.
What defines Shadow Empire is its central, wargame-inspired mechanic: logistics. Logistics is central in that it binds together the empire management (4X) and military (wargame) halves of the game, and central in that it is critical to each half. Armies need food, fuel, and bullets, and as in many wargames, there is a supply system that determines whether they receive these — supply flows from HQ, is carried along roads and rail lines, and ultimately reaches the troops. What makes Shadow Empire unique in the 4X genre is that the same system is used for the civilian side of the empire — those same roads and rails are used to ship resources from province to province. Logistics matter!
This has multiple implications. Provinces need infrastructure investment: truck depots, train stations, roads, and railways (and the capital, as the default supply nexus, needs a lot). Campaigning on the frontier, or at the end of a tenuous supply line, is difficult until that infrastructure is in place. Large empires — and large armies — are vulnerable to having their lines of communication severed.
As this highlights, logistics are both a natural “rubber band” mechanism and an important driver of strategy. Early on, my empire was a long, thin, snaky thing, connected by a single railway. My tiny field army was off on the frontier, having just subjugated a band of Mad Max-style raiders. When a major AI empire declared war, and their hordes swarmed towards my heartland — the capital and the railway — my eyes popped. If they had taken the railway, they could have cut my empire in two! I frantically raised new troops and rushed my existing armies home, abandoning the newly conquered raider territory. In time, I pushed the invaders back; and either I did a good job of cutting them off from supplies, they recruited more troops than their economy could support, or something went badly wrong on their home front, because their troops were consistently “hungry” or “starving”. But as I drove them further and further back, now it was my turn to run into supply issues: my vanguard would sometimes have to pause until the supply infrastructure could catch up.
Once a secure supply line is in place, the rest of the military side of the game is relatively straightforward. There is a lot of maths under the bonnet, but the basics feel familiar and sensible: infantry doesn’t do well at charging machine guns; tanks and artillery are much better at breaking through; and encircling enemy armies is much better than trying to grind them down in a war of attrition. My playbook from other wargames, such as Unity of Command 2, worked a treat: break through the front line, cut enemies off from their supply, and seize cities by coup de main. And I could do this because my army was smaller than my AI opponents’, but better equipped with tanks and motor transport1.
As this highlights, I think Shadow Empire is a lot less complex, or at least much easier to understand, than it seems at first glance. There are a lot of systems running in the background, but cause and effect follow clear, intuitive logic. So for example, during setup, the game generates different biomes and climactic conditions across the world, which affects rainfall across the map. This sounds complicated … but it makes intuitive sense that my population needs to be fed, and that crops need water to grow; so building farms in a lush coastal province is better than building them in the desert. Similarly, tanks need fuel to run. So if I’m running low on fuel — say, because my enemy has conquered my oil wells — I can cut civilian consumption by adopting renewable energy; cut military consumption by researching more efficient tank engines; or increase production by drilling new wells and investing in bio-diesel. The challenge comes from first, the “quirky” user interface, and second, the sheer novelty of the game’s concepts.
And there really are a lot of novel concepts. There’s a Distant Worlds-style private sector. There’s the hard science fiction world generation at the beginning of each game, which determines climate, habitability, the edibility of local plant life, the hostility of wildlife, the extent of pre-fall ruins, the amount of radiation in the environment, and more. I’ve seen screenshots of other players’ games with giant 6m-tall wildlife rampaging around.
There are also a lot of rough edges. Now that I’m becoming used to the UI, my main complaint is extremely slow late-game turn times. By around turn 100, it took 5 to 10 minutes to process the AI’s turn! I resorted to streaming TV, while periodically alt-tabbing to check on whether the game was ready. The developer has been very active with patches — one week since release, it’s already up to version 1.03 — so hopefully this can be addressed2.
I think the ultimate compliment is that I want to return to this game. It looks to have the replayability of good 4X and grand strategy titles: I want to try high-tech starts, tropical worlds with hostile life, and more. With luck, it will have the same longevity as the genre’s greats.
At first I thought this was an AI failing — the two empires I fought relied mostly on gigantic human wave armies. But on the final turn of my game, I encountered another empire that was small, but well-equipped and technologically superior. So perhaps the AI has different play-styles? ↩
There has already been one bugfix that addressed turn speed. I started playing with the launch version of the game so I don’t know if this was fixed by the patches, or if I would need to start a new game. ↩
… because it asks “what if”, and then answers that question.
Chimera Squad takes as its premise something established by the previous XCOM games: most of the alien species that invaded Earth are victims too, twisted and warped into weapons of war. Then, it builds on this. What if their masters’ defeat left the alien army free from slavery, but stranded on Earth? And what if humanity responded by extending a hand to its former enemies?
I love the illustrations of daily life that we see between missions, such as a Viper using an ATM at the bank (right), humans and aliens watching TV together (bottom), at the shop (bottom left), and in the workplace (top), aliens waiting for the bus (left centre), and a Sectoid radio host in his studio (top left).
The result is what we see in game. Once you accept that this is soft science fiction – the sort where aliens wear clothes, work in offices, and eat fast food – this is a remarkably well thought out world; I would go so far as to say this is possibly Firaxis’ best writing since Alpha Centauri (and definitely since Civilization IV). Some of this can be seen in the plot; more can be seen in the background flavour. Images of daily life, and in-universe posters, show how aliens have adopted human customs: we see aliens on holiday, watching TV, going to cocktail parties, rescuing cats from trees, starring in movies, and wearing make-up. One poster even exhorts them to “dress like humans… [it] will help you fit in!” Is its audience aliens looking to fit in, or humans who need to be convinced? Regular ads for fast food are funny, but also clever: not every species can eat every food, and society has had to work out how to keep diners safe. And not everybody, human or alien, is happy with the new arrangements: there are alien protesters who worship spaceships, and human protesters who want to start a fight. On a slightly meta level, there is even an in-universe buddy detective show featuring an alien and a human lead1.
And just as science fiction can serve as a commentary on the real world, it’s impossible for me not to read meaning into Chimera Squad. The squad is a group of former enemies – in one case, two agents fought on opposite sides of the same battle – who have put the past behind them. A deliberate choice, in response to current times? I can’t help but think so.
That intent, and that willingness to adopt the ethos of “what if”, are why Chimera Squad works. Here the science fiction is not window dressing, but central to the premise. The result is a memorable setting and a world where I’d like to see more stories.
We never see this, but there’s an excerpt from its script at one point. ↩
While replaying Imperialism II recently, I realised how it illustrates the role of complexity within strategy game design. For every game there is a “right” amount of complexity, and it’s up to the developer how to allocate it.
The key is that simplifying one aspect of the game frees up complexity to be used elsewhere. Imperialism and Imperialism II exemplify this. On one hand, they make city management much simpler than in other 4X games: there is only one to manage, the capital. On the other hand, their resource model is much more detailed. Instead of generic “production”, every unit needs specific resources, such as steel, bronze, and cloth for uniforms. Every one of these has its own inputs, and every input resource (coal, iron, timber, wool, multiple types of food…) is represented on the map. They need to be discovered, exploited, and connected to transport; and then there have to be enough ships to bring the resources back home. Going to war has a real opportunity cost; every ship carrying troops or participating in a blockade is one ship that can’t feed the capital.
This principle can be seen elsewhere. Civilization famously has no tactical battles, because they would interrupt the broader flow of the game. Master of Magic and the Age of Wonders series look very similar at first glance, but playing them back-to-back reveals the extent to which Age of Wonders streamlines city-building in exchange for much more detailed combat.
Even Sid Meier had to watch out for this. As recounted by Soren Johnson, he realised “it’s better to have one good game than two great ones” after falling victim to this when developing Covert Action, a spy game whose management and action layers distracted from one another.
Ultimately, just as the player has to manage finite resources within the game, complexity is a finite resource that the designer must manage outside the game. And as with other types of resource management, the benefits are substantial when done well.
Many kinds of armies have marched through history: regulars, militias, mercenaries, tribal and aristocratic warriors, and more. Yet while historical strategy games feature a colourful panoply of different troops, with distinct equipment and morale, they have typically skated over the question of how these soldiers were organised and paid. Usually, troops hang around indefinitely after being recruited; this system can be seen in games from Civilization to Europa Universalis and Total War. That said, there have been games with an interesting treatment of this subject.
The most detailed portrayal can be found in Crusader Kings 2. Realms field four different types of troops: levies, vassals’ levies, mercenaries, and personal retinues. With enough money, the last two can be turned into a de facto standing army, and thus a small but wealthy realm — say, one well-positioned on the Silk Road — can field a fighting force out of proportion to its size.
The genius of CK2 is how it incentivises players to follow history and professionalise their army. Levies take time to muster, and vassal levies have another disadvantage — the player is only entitled to them for a certain number of days. It’s better to ask for taxes to be paid in cash, and use the money to hire troops who are always on call.
Another clever example can be found in the Age of Charlemagne DLC for Total War: Attila. Charlemagne used the Total War series’ traditional systems for upkeep, recruitment cost, and recruitment time to encourage players to build a core of professional soldiers: professionals were slow to recruit but powerful and reasonably affordable to maintain, so it made sense to keep them as a standing force. By contrast, levies were cheap and easy to recruit, so there was no point keeping them around between wars; and mercenaries were easy to recruit but very expensive to maintain, so were too costly in peacetime.
As this highlights, mercenaries are quite common in Paradox and Total War games, where they are treated distinctly from regular troops. Typically they are very expensive in exchange for being available immediately. In Europa Universalis IV, mercenaries don’t drain national manpower; and in Total War games, they offer foreign troops who wouldn’t otherwise be available.
Finally, quite a few games allow the player to invest in militia, who then appear as free-spawn local defenders. These include Imperialism, the Total War series from Empire onwards, and fantasy and science fiction games such as the Dominions series and Age of Wonders: Planetfall.
Personally, I think this is fertile territory for the genre to explore further. From a gameplay perspective, this is ripe for trade-offs and interesting decisions: do you strengthen local defences, at the price of also strengthening local leaders? And from a flavour perspective, this would be another way to differentiate factions. I’d love to see more games follow the trail blazed by CK2.
This post is indebted to the late John Keegan, whose classification of armies in A History of Warfare has stuck with me all these years.
Seven hours in, I really like Chimera Squad, both from a mechanical and a narrative perspective.
The game is what I hoped it would be: a brisker, more elegant interpretation of XCOM’s tactical combat. The new turn system means that the old XCOM playstyle, “mow every enemy down in one round”, no longer applies. Instead there are new abilities, and new interesting decisions. With a few upgrades, Axiom, the Muton, can charge across the room and pummel multiple enemies; but is it worth leaving him exposed? Shelter, the psionic, can teleport and swap locations with an enemy. That enemy will become out of position and likely easy prey for the rest of the squad, but Shelter will be surrounded by his remaining foes. Is that worth it? Should I roll the dice on a 70% shot; or go for a guaranteed, low-damage melee attack that will ensure my next character can land a KO? Calculations such as these keep each battle interesting.
The strategic layer is simple but effective: there are too many things I’d like to do, and not enough agents to do them with. I would love to accelerate my research into new equipment; my agents are becoming out-gunned. I would also love to put my agents through advanced training; send them off to gather more resources; or rehabilitate them after injuries. But I only have so many agents, and each of them can only be in one place at one time.
The unexpected delight has been the worldbuilding — hands down my favourite in a Firaxis XCOM game. Humans and aliens living in uneasy peace makes for a great setting, and Chimera Squad brings it to life with details that range from the serious (the agents’ biographies hint at the horrors of the alien occupation) to the absurd (an in-universe ad for breakfast food is both hilarious and underscores the extent to which aliens have integrated into human society). I don’t even mind the wise-cracking dialogue, a clear homage to the “buddy cop” genre.
What could be next for the XCOM franchise? If Chimera Squad sells well, I wouldn’t be surprised to see it become its own spin-off series: so XCOM 3, Chimera Squad 2, etc, with each having its own distinct mechanics. I also wonder if, like Chimera Squad, XCOM 3 will borrow a leaf from Julian Gollop’s XCOM: Apocalypse. We now have a multi-species squad in an urban setting; what else could be in store?
After playing around 20 hours of Mount & Blade II: Bannerlord, I am convinced it is a superb game, for all that it is still (very) Early Access. Bannerlord’s magic is that, while it does not take place in a historical setting, it lets me imagine what history felt like.
This is clearest / most obvious at the micro level — individual battles. Whether fighting as a horse archer in swirling cavalry engagements, or peering out from behind a mantlet to exchange arrows with castle defenders, Bannerlord conveys the chaos, confusion, and spectacle of a medieval battle.
More than that, it sells the illusion of being my character. As I progressed from glorified vigilante to marcher lord, my concerns — and the gameplay — evolved at each step. Chasing bandits at the head of my posse, responsibilities were few: Make payroll and keep the soldiers fed. After I had earned a name for myself, and taken service as a mercenary captain with the Southern Empire, my horizons expanded — and so did the worries. Now I rode as part of the imperial armies, and my opponents were the armies of other kingdoms. I had to help win battles (and hope the general did not get over-confident), look for isolated enemy forces I could pick off, and preserve my own troops — my critical stock in trade. At last, when the Empress Rhagaea granted me lordship of a newly liberated border city, I had a rich reward — and a precarious one. Now it was up to me to strengthen my garrisons, keep the city fed, and watch the frontier like a hawk, lest an enemy army snatch away my prize. My days of criss-crossing the map were over.
Helping this is the game’s sharp distinction between the money and resources available to a landed lord and those available to a landless adventurer. At the start of the game, it was a victory every time I scraped together enough cash to buy a better piece of armour. Saving up 900 or 1,000 coins to hire my first companion seemed as feasible as flying to the moon. As a lord, I pulled in thousands of coins a day. What was the cost of war horses and top-of-the-line armour for my companions?
As a final note, Bannerlord generates the kind of set-pieces that would belong in an Akira Kurosawa movie. At one point during my mercenary career, the army that I’d joined was defeated. My character was taken prisoner, escaped, was caught by bandits, and escaped again. Taking no chances, I limped back to the nearest friendly village and decided to rest and heal. I was still there when a dozen marauding horsemen showed up. And so when the village militia took up arms to defend their homes, one mercenary horse archer fought alongside his hosts. Seven Samurai? There was only one of me!
What were my favourite games that I played for the first time?
If 2018 was the year in which I bought a Switch and rediscovered the joys of Nintendo games, then 2019 has been a wonderful year for new releases. I played three excellent new games, any one of which would qualify to be Game of the Year: Dragon Quest Builders 2, Total War: Three Kingdoms, and Fire Emblem: Three Houses:
Dragon Quest Builders 2 has been my unexpected hit of the year. I love building towns, rooms, fields, even defensive walls. I love DQB2’s charming, cheerful characters and world. And even after finishing the story months ago, I love tinkering with my island in the postgame: adding spas, barns, irrigation, and a rail network, fleshing out floor plans, and renovating my early projects with everything that I’ve learned since. I am pretty confident this will be my evergreen Switch game for the foreseeable future.
Total War: Three Kingdoms is beautiful, challenging, and immersive — a return to form after the hit-and-miss Rome 2 generation. Whether desperately battling to save my capital from a superior invader; planning elaborate, multi-pronged campaigns; haggling with computer players that finally act believably and in-character; or simply admiring the aesthetic, this was almost everything that I hoped for.
Similarly, Fire Emblem: Three Houses is my favourite in its series. It rewards careful planning — both in battle, and when strategising how to recruit, train, and develop my crew of heroes — with triumphant satisfaction when those plans come together. And its epic narrative, closer to Legend of the Galactic Heroes than to traditional fantasy, has me intrigued. I estimate I’m 70%-80% through my first run, and I look forward to seeing how it will conclude.
Honourable mentions go to three more games: Rule the Waves 2, which challenges players to design, build, and command not the shiniest navy — but the one that’s most appropriate and cost-effective; and Wargroove and Crying Suns, which show what indie strategy games can do with a striking aesthetic and solid gameplay.
Incidentally, this marks a change from the last couple of years. My favourite games of 2018 were mostly Switch titles that had been released in 2017, such as Super Mario Odyssey, Mario + Rabbids: Kingdom Battle, and one of my all-time favourites, Zelda: Breath of the Wild. And my favourite game of 2017 — Shadow Tactics — was likewise released in December 2016.
What are some games that I revisited?
I also revisited, or kept playing, a number of games that I’d played in previous years. Sometimes, this followed the release of new DLC or updates — as with various PC strategy games. Other times, it was about continuing an existing play-through. Some I particularly enjoyed were:
Continuing to explore Hyrule in Zelda: Breath of the Wild. I’m still not finished, but with Breath of the Wild 2 announced, a brand-new copy of Link’s Awakening awaiting me, and the DLC a tad too hard for me, perhaps I should just move onto the final battle with Ganon.
Playing through the postgame of Super Mario Odyssey;
Exploring alien archaeological sites and building a galactic empire in Stellaris‘ Ancient Relics DLC;
Saving the world from fascism for the umpteenth time in Hearts of Iron IV: Man the Guns – and leading the NCR in the Fallout total conversion mod;
Trying out new civilisations and winning the space race again in Civilization VI: Gathering Storm.
Playing Battletech’s career mode — aka Galactic Mercenary Hand-to-Mouth Simulator — in ironman.
knives — In an ideal world, I
wouldn’t have split my forces. But faced with multiple objectives — rescue
civilians, spread around the perimeter of the map; recover treasure chests; go
after the boss — I’ve had little choice.
My party is split across the entire map: some straggling through a thicket
towards the boss, others flying on pegasus- or wyvern-back towards the
civilians, one man on horseback battling his way up a narrow lane. And now, a
powerful optional boss has thundered onto the field, trailed by several
lackeys. Fortunately, my strongest character is close enough to intercept.
Unfortunately, her best backup – the two people who can hard-counter the new
arrival – are on the wrong side of the map.
It’s time to improvise.
like Fire Emblem: Three Houses’
mission design. The game’s rules are fairly basic: most
battles are won by defeating all enemies or the boss; and enemies usually
activate when someone gets too close. By itself, this produces an optimal way
to play: be cautious, cruise across the map in a giant blob, and pick off
enemies a few at a time. What the game does well is adding extra layers of
complexity, such as mission-specific twists and optional objectives. Here are a
Three-way battles offering a reward if you can defeat more characters than the other two factions, or a race to defeat a specific character to claim a treasure.
Optional bosses with rare drops.
A reward for keeping waves of spawning pirates out of a village, even as your main force presses on to defeat the boss.
A map populated by fast, powerful roving enemies … and a treasure chest in the middle.
This pushes me to vary my tactics, and adds
challenge even when my party is over-levelled. It has also delivered memorable
set-pieces, such as the one at the top of this post.
Firaxis’ XCOM makes an interesting contrast — I think giving the player a risk/reward
decision in Three Houses works better
to shake up playstyles, compared to a hard cut-off such as XCOM 2’s controversial mission timer. The XCOM series itself has been through several approaches — Three Houses is closer to picking up
MELD in XCOM: Enemy Within, although
with greater variety (granted, Three
Houses has the advantage of hand-crafted missions, whereas the XCOM games rely on random generation).
Comparing these three games, I would argue that carrots work better than
It’s been more than two years – Musical Monday is back! While Civilization IV‘s “Baba Yetu” is still my favourite Civ theme, for my money Civilization VI has the best in-game music since Civ II. Below is Genghis Khan’s theme as it evolves through the ages — enjoy. It is also available on Spotify if you search for the Civilization VI: Rise & Fall soundtrack.
series is intelligent space opera that combines chases, imaginative alien
races, and social commentary. Or, alternately, “FTL with less shooting, more talking, and ten times the
backstabbing.” Recommended for space opera fans — and also my safest recommendation for new
There are five books in the series and it is
best read in order:
Book 1, The Pride of Chanur, is a standalone following an alien merchant crew who encounter a strange being, a “human”, and find themselves chased across the galaxy as a result.
Books 2-4, beginning with Chanur’s Venture, are a trilogy of the “one story cut into three” kind.
Book 5, Chanur’s Legacy, is another standalone, with a different lead character and a more humorous tone than most of Cherryh’s work. It deserves special mention for a prescient joke about email inboxes — not bad for a novel published in 1992!
I love The
Paladin. Like my other favourite Cherryh, the Morgaine
saga, it’s a story about the relationship between a man and a woman — in
this case, an exiled sword-master and his apprentice, a young woman on a quest
for revenge. Thus begins their adventure, which takes them through training,
danger, and eventually, a brush with their own legend. Don’t be fooled by the
lack of a high concept — this is a fine stand-alone, sometimes humorous, more
often exciting, and brought to life by its two leads. Well worth a look.
Uh oh. I’ve overcommitted. This map has enemies
positioned in a “U” shape, with the party starting on one map edge and the
enemy lining the other three, and I’ve gone for the aggressive approach —
charging straight down the middle. Now I’ve pushed several of my characters too
far ahead — and I’m playing with permadeath on! The mighty Princess Edelgard,
so capable in a clash of arms, has met her match in an enemy mage. Then Petra
the swordswoman goes down, targeted by multiple enemies. Argh.
Rewind one turn. Try again. The advantage of
going down the middle is that I’m fighting along interior lines, and now I rush
characters from one flank to shore up the other with their healing magic. I
pull back my most exposed party members, weather the storm. And lesson learned,
I push onto victory.
tactical RPG so far. I’m 10-15 hours
into Fire Emblem: Three Houses, or up
to the start of the game’s fifth chapter. As a lapsed series fan who walked
away in frustration from Fire Emblem: Radiant Dawn on the Wii, I was cautious about Three
Houses. Instead, it’s exceeded my expectations. I am having a great
time with Three Houses’ turn-based
battles, the bedrock of the Fire Emblem
series; I appreciate the new, anti-frustration features; and I like the new Persona-style explorable hub.
intelligent turn-based combat —
Fire Emblem veterans (and XCOM players) will be familiar with the
basic rhythm of each turn: a patient, methodical exercise in determining where
to move each character, who should attack whom, and in what order. The trick is
to minimise incoming damage, both from counterattacks and on the enemy’s turn.
This might include:
Using a ranged character to soften up a melee enemy so a melee character can safely finish them off.
Eliminating enemies before they get the chance to move and attack.
Sending forward one character as bait to lure enemies into range.
Positioning characters where the fewest number of enemies can reach them.
And because this is an RPG, individual
characters’ strengths and weaknesses matter. If there are three magic-users
ahead, then it’s best to bait them using someone with high magic resistance.
Conversely, magic may be the best option when attacking a heavily armoured
knight. Attention to detail is important!
mitigate against frustration —
There are two: the ability to rewind to an earlier turn (similar to Tactics Ogre’s Chariot system), and the ability to see which characters
will be targeted by which enemies when previewing a move (a little like Into the Breach). They serve different
Rewinding time is a safety net. I play with perma-death on, so being able to rewind a turn or two is much, much better than having to replay a battle from scratch.
Seeing enemy attacks in advance is a planning tool, making it easier to take calculated risks.
leaf from Persona was inspired — Three
Houses benefits from adding a hub area, where the player can explore and
interact with NPCs between battles. Like Persona,
this runs on a calendar system, with a finite number of actions available each
week. I like this for a couple of reasons:
First, it adds another layer of decision-making — I have to prioritise which characters to recruit and which skills to train.
Second, a large part of my enjoyment of games comes from puttering around well-designed worlds.
vigour. So far, I appreciate both Three
Houses’ execution and its new features. The game has breathed new life into
the series for me — I look forward to playing more.
An oldie but a goodie: The Wargamer’s Joe Fonseca compares how three games (Shogun 2, Sengoku Jidai, and Nobunaga’s Ambition) depict the battle of Nagashino, one of the great engagements of Japan’s Sengoku era.
Tim Stone, the Flare Path columnist at Rock, Paper, Shotgun, recently wrapped up a marathon play-by-comment game that challenged readers to lead an outnumbered NATO force to safety. Read on for a tale of courage, reversal, and desperate last stands.
Since my last update, I’ve been lucky to play
three excellent (and very different) games, all Game of the Year material: Total War: Three Kingdoms, Rule the Waves 2, and Dragon Quest Builders 2. I also reread
an old favourite, Lord of the Rings,
and ploughed through a new favourite, the works of CJ Cherryh.
Total War: Three Kingdoms is the Shogun 2 successor I’ve awaited for the last 8 years, and the best Total War game to date. Everything I loved about Shogun 2 is back: the challenge, strong execution on both the campaign and battle layers, and a beautiful aesthetic. The challenge hit me very early on — playing Cao Cao (the recommended starting character!), I crashed and burned twice before succeeding on my third try. Even with that experience under my belt, it took me two tries to win as the Ma clan of Western China.
The campaign layer is immersive and well-designed. Each province is distinct, so geography matters. AI-controlled warlords play like believable characters: they have distinct personalities — Liu Bei will stand by his friends, while Yuan Shu is a treacherous opportunist — and act sensibly, for instance, by bending the knee to stronger powers. Interface improvements make even large empires manageable.
The same attention to detail is visible on the battle layer. Each individual battle feels like poetry in motion; even one-sided battles made me consider how I could best win while minimising casualties. Siege battles are interesting and dynamic for the first time in the series’ history. (Granted, after a certain point the challenge mostly comes from the campaign layer — the computer prefers recruiting cheap early-game troops, no match for a late-game human army.)
And Three Kingdoms is the best-looking Total War game since Shogun 2. Gone are the dark, muddy graphics of the Rome 2 generation, in favour of vibrant colours. The battle music is good (if not quite “Jeff van Dyck at his best”), and the strategic layer music is lovely and relaxing — the best in the series. I love this game, and I’m so happy that the developers did this period justice.
At the other end of the strategy spectrum is Rule the Waves 2, an indie game covering naval warfare between 1900-1955. What makes it so brilliant is how it captures the essence of strategy — reconciling objectives to limited resources. You are in charge of a Great Power’s navy, whether that be mighty Britain or nearly landlocked Austria-Hungary: you design ships, build them out of a finite budget, and command them in battle, a bit like an oceangoing version of a space 4X game. But unlike a 4X, you are not the leader of your nation. You cannot control world politics, or the rise and fall of international tensions. You cannot control the nation’s economy: the US will always be larger and wealthier than, say, Italy. You cannot control the government, which tweaks the naval budget, makes demands, and if you do badly enough, sacks you — the “game over” condition. You can influence these things – for example, ostentatiously warning of war will give you a bigger budget at the cost of higher world tension – but at the end of the day, it is up to you to make the most of what you are given. I’ve had spectacular results as Austria-Hungary, frugally upgrading my ageing battleships, focusing my meagre budget on fast, modern destroyers trained for night actions, and only picking fights I could win. I’ve had an equally spectacular rise-and-fall as France, building up a proud oceangoing fleet and dominating the Mediterranean, only to be crushed by enemies out of my league — first the British and then the Germans. I was a big fan of the first Rule the Waves, and its sequel has lived up to my expectations.
Dragon Quest Builders 2 illustrates what’s possible by combining the structure and narrative of one genre, the RPG, with the verbiage of another, the builder game. Like an RPG, it’s an epic voyage that takes the heroes across many lands. Like an RPG, you progress by solving NPCs’ quests in each location. But unlike an RPG, those quests typically involve gathering material and building towns.
It is a pleasure to make each area come to life with homes, workshops, kitchens, dining areas, and defensive walls. Add a localisation brimming with puns and wordplay, and the result is a blend of creativity with charm. I don’t have much experience with the builder genre — beyond bouncing off Terraria years ago — so this has been my pleasant surprise of the year.
A few months ago I re-read The Lord of the Rings,
accompanied by the Extended Edition movies, and rediscovered my appreciation
for Tolkien. Intricate, mythic, and at times moving, LOTR is a masterpiece. It is a
book that could only have grown out of its author’s lived experience. It makes no pretensions to realism; yet has
something important to say. It richly deserves its status as the foundational
text of the fantasy genre.
I’ve also finally become a CJ Cherryh fan, after previously finding her books (Downbelow Station) too dry and dense.
Her specialties are alien cultures (in both senses of the word) and driven,
desperate protagonists; both themes run through my recent reads. The Morgaine
saga follows a woman on an obsessive quest, seen through the eyes of her loyal
companion. The hero of Merchanter’s Luck is a traumatised
space smuggler pushing himself to the edge of endurance. The Faded
Sun trilogy tells the story of two tradition- and taboo-bound aliens
searching for their homeworld, and the human veteran who helps them. I’ve just
picked up another of her series (The
Dreaming Tree), have another on my shelf (the Chanur trilogy), and saved the final Morgaine book for later; I look forward to digging in.