I originally wrote this post in 2012 during the lead-up to Firaxis’ XCOM: Enemy Unknown, proposing a classification system for squad-based games and tactical RPGs across PC and consoles. Since then, to my delight, the genre has gone from strength to strength. XCOM: Enemy Unknown turned out to be superb – it was definitely a hybrid, by the way, combining the lethality and dynamic campaign of Type 1 games, the Type 2 emphasis on careful movement and not triggering too many enemies, and the soldier customisation of Type 3. XCOM 2 is due out next year for PC. The Fire Emblem series is posting strong sales on 3DS, and Valkyria Chronicles has been ported to PC. Indie titles such as Expeditions: Conquistador have added spice. Welcome back, old friends – we missed you.
This is a good time to be a fan – as I am – of games that mix squad-level strategy and RPG mechanics. Last year saw the PSP release of the excellent Tactics Ogre: Let Us Cling Together, a labour of love that blended fine-crafted gameplay, a mature story, and gorgeous production values. This year won’t lack in quantity: it’s already seen a Jagged Alliance remake for PC and the recent PSP launch of Gungnir. Two more titles are due out in a few months (Firaxis’ XCOM: Enemy Unknown for PC, and Atlus’ Growlanser: Wayfarer of Time for PSP) and we may well see a third soon, Goldhawk’s Xenonauts (PC).
The above names suggest this is a pretty broad genre, and in fact, I don’t think there is a single squad-level strategy/RPG genre so much as there are several distinct subgenres, spread across PCs and home and portable consoles. As such, this is also a good time to review each subgenre – which games it contains, what makes it distinctive, how it compares to the others, and how it’s faring.
Read more here.
I originally wrote this in 2013, contrasting the approach taken by five big-name games towards violence. Arguably, recent years have seen greater awareness of what’s possible for a non-violent game, such as “walking simulators”, a renaissance in adventure games, the growing popularity of creation-focused games such as Kerbal Space Program, and outright subversive titles such as This War of Mine. I look forward to seeing what options are available in another two years.
“They may be called the Palace Guard, the City Guard, or the Patrol. Whatever the name, their purpose in any work of heroic fantasy is identical: it is, round about Chapter Three (or ten minutes into the film) to rush into the room, attack the hero one at a time, and be slaughtered. No one ever asks them if they want to.”
– Terry Pratchett
I’ve been thinking lately about violence in entertainment; my response to such; and what creators themselves have to say about it. In the last twelve or so months, I’ve played five games that symbolise different attitudes to violence: three “traditional” shooters in which there is no non-lethal option (BioShock Infinite, Tomb Raider, and Spec Ops: The Line), and two stealth/action games (Deus Ex: Human Revolution, Dishonored) that permit a gentler approach. Below, I table their key differences.
Read more here.
Akechi Mitsuhide did not have long to gloat.
After he betrayed and killed Oda Nobunaga – per historical event – I rallied a coalition of Nobunaga’s generals and surviving sons against him. From the west came Hashiba Hideyoshi, the man better known to history as Toyotomi Hideyoshi. From the northeast came the Oda remnants. And from the southeast, my own Tokugawa forces. I coordinated a three-pronged attack – you can see allied (green) military units in the southwest and northeast of the following screenshot, with my own (blue) units in the centre:
Mitsuhide was squashed flat:
Two years after Nobunaga’s death, my armies marched into Mitsuhide’s final stronghold:
Continue reading “Friends in Need: Diplomacy in Nobunaga’s Ambition”