And he [THQ CEO Brian Farrell] said, “Well, where do you think the industry’s going? Do you think these titles can compete with $120 million dollar super titles?”
So I said, “Well, you know, three, four years ago I would’ve said no. Even two years ago I would’ve said no.” But looking at the industry in the future and what’s happened in PC space, I think there’s going to be a much wider variety of games in the future. I think you’ll see things like Portal or World of Tanks or League of Legends or other ways of attracting people that don’t require the snazziest graphics, the most dollars per minute on screen, 600 person teams. Not that those titles won’t do well. They’ll do really well. And they’ll get bigger and that’s a race. But we don’t have to necessarily play in that race…
… And I think we can do all right without it. Take a look at [South Park] Stick of Truth. A lot of people are talking about it, excited about it. That’s not a blockbuster. Graphically, it’s not going to compete with Call of Duty, but it’s a really cool game. Metro’s gotten a lot of nominations for Best in Show. Company of Heroes, the sequel to the highest rated RTS of all time. There are good things to do.
“I think there’s going to be a much wider variety of games in the future.” I like the sound of that.
Sorry, guys, still no major update — not only is my computer still out of commission, but I’ve been feeling under the weather for the last week. I have written most of a post on squad-level strategy and tactical RPGs, but ’til it’s ready, I thought I’d tide you over by kicking off a new series: Musical Monday. Every Monday, I plan to highlight the soundtracks that make my favourite games, movies, TV and anime what they are — and first up, I’ve chosen one of my all-time favourites, “Inner Universe”. Soaring and angelic, it perfectly accompanies the opening credits to Ghost in the Shell: Stand Alone Complex:
A longer, five-minute version appears on the first soundtrack CD. Back in the day, I used this as background music for Freelancer:
Enjoy, and stay tuned for more next week!
Details
Track: “Inner Universe”
Source: Ghost in the Shell: Stand Alone Complex soundtrack – OST CD #1
Credits: Composed by Yoko Kanno, lyrics by Shanti Snyder & Origa, sung by Origa.
I often praise my two-year-old computer’s reliability, but it looks like I tempted fate one too many times. This morning, Windows 7 warned of a “hard disk problem” and when I tried switching on the computer this afternoon, it wouldn’t even boot. Luckily it’s still under warranty, so off to the service centre it’ll go. Until it’s back in action, though, I may be a bit slow to update the site (and in any case, with my gaming rig out of action, I’ll have less to write about). Thanks for your patience until then!
This entry is part 6 of 8 in the series Persona 3 & 4
2006 was a big year for video games. That year, two of the current generation of consoles launched: the Playstation 3 and the Wii. The rival Xbox 360 launched the previous year, but 2006 saw the debut of one of its signature franchises, Gears of War. And the king of the previous generation, the Playstation 2, was at its zenith. In 2006, Capcom released the stunning (and superb) Okami; Square Enix gave us Final Fantasy XII… and in Japan, Atlus released Persona 3, the latest instalment in the Shin Megami Tensei franchise. When Persona 3 made its way to the West in 2007, it received a glowing reception; when I finally played the game, last year, I expected the world of it. It did not disappoint.
To be sure, Persona 3 received a few coats of paint in between 2007 and 2011. An enhanced PS2 version, Persona 3: FES, added an epilogue and tweaked the core game; the PSP port I played, Persona 3: Portable, added an alternate, female protagonist and imported some of Persona 4’s gameplay enhancements (though it also had to replace in-engine cutscenes with still art and “talking heads”). But the core of the game has been the same throughout. You guide a modern-day high schooler through one year of his (or her) life, allocating precious time slots between studying, shopping, socialising with one of ~20 people – school buddies, an elderly couple, a little kid, and more – and, uniquely for a teenager, dungeon crawling. The “social simulator” and “dungeon crawler” halves of the game are linked: the main character derives his/her combat abilities from guardian spirits called Personas. Each Persona, and each possible character relationship, is assigned to a given “arcana”, and the stronger a friendship, the stronger a newly created Persona of that arcana will be.
Battling monsters: one half of the game.
This design has several implications:
First, it brings Persona 3’s gameplay in line with its subject. Regardless of story, the gameplay in most RPGs (Japanese or Western) usually skews towards combat – but with its social simulation, its evenings spent doing homework, and its bites grabbed on the way home from school, Persona 3 conveys how its teenaged hero actually lives.
Second, the need to manage time weaves interesting choice into the fabric of gameplay. Do I hang out with character A, because I want a Persona of the relevant arcana to clear this stretch of the game? Do I push him to Tuesday so I can see character B instead? Should I spend my evening dungeon-crawling, or should I hit the books instead?
Third, more subtly, it fosters roleplaying. In a video game, we roleplay by making choices: Do I back this side in a dispute, or that side? Do I obey my lord, or follow my own conscience? These choices are typically discrete: the end of a quest might offer multiple solutions, or the main plot might branch off at specified points. In Persona 3’s case, the plot might be linear, but the constant stream of choices allows players the same opportunity. Yes, you can approach it as an exercise in powergaming… but it was far more rewarding for me to decide “as my character would”, spending time with NPCs I liked, and behaving consistently with the personality I imagined him to have.
Hanging out in town: the other half of Persona 3.
None of the game’s elements is perfect. As a dungeon crawler, it suffers from some overly long and tedious late-game boss fights. As a social simulator, it loses a bit of interesting tension once you max out the main character’s stats around the halfway mark. And its main plot suffers from several flaws. Gameplay and story segregation create occasional plot holes; the plot is weakened by a reliance on in-universe logic (think “Captain, we have to replace the dilithium crystals!”) rather than character conflict; and it labours under a fundamental contradiction: it takes itself very seriously at the same time that it revolves around superpowered teenagers.
But ultimately, those flaws are minor compared to what Persona 3 does right. It’s a very good dungeon crawler, a very good social simulator/time management game, and most of all, it delivers the most precious attribute in an RPG: it made me care.It made me care about its world, the world I explored every time I sent the main character through town in search of a friend or a coffee. And through great dialogue and voice acting, it made me care about its characters. Their story arcs more than made up for my complaints about the main plot: not all were great, but some were hilarious, others moving. From the first hour of gameplay, I laughed at their antics; when the story turned sombre, I felt for them. And through their unfolding stories, the game was able to convey some surprisingly meaningful themes.
Yukari is one of the many well-realised characters in Persona 3.
Evidently, a lot of players agreed with me. Not every game enjoys the recognition that it deserves, but this saga has a happy ending. The Persona franchise has gone from strength to strength: a PS2 sequel, Persona 4, came out in 2008, and in the limited time I’ve spent with it, it addresses every complaint I have about Persona 3. A PS Vita port, Persona 4: Golden, and a PS3 fighting game, Persona Arena,are both due out later this year. And most recently, Persona 3: FES has been re-released as a Playstation Network download for PS3. For anyone with a Sony platform, these games are easily accessible.
That’s a good thing. This is one game that every RPG aficionado should play, even those who normally don’t enjoy Japanese RPGs. With its marriage of a great concept and good execution, Persona 3: Portable wasn’t just one of the best games I played last year – it’s one of the best RPGs I’ve ever played. Highly recommended.
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After a heyday spanning the Playstation and Playstation 2 eras, Japanese RPGs (at least, those translated into English) have retreated from home consoles: the Playstation 3 offers nowhere near the riches that its predecessors did. To some extent, portable consoles such as the PSP have picked up the slack with excellent tactical RPGs such as Tactics Ogre and Final Fantasy Tactics, as well as pure JRPGs such as Persona 3: Portable. How does another contestant in the PSP camp, pure RPG The Legend of Heroes: Trails in the Sky (Falcom 2006, released in the US by Xseed in 2011), measure up?
The answer is, “It’s a trick question.” From its roots up, I found Trails to be a very different beast to many other RPGs, including those I named above. This is not because it’s groundbreaking. It’s not: the story is linear and combat is turn/party/menu-based. Rather, where other games are built to challenge – for example, P3:P offers challenging gameplay, while FFT and Tactics Ogre also challenge the genre’s storytelling conventions – Trails seems built for relaxation.
For example, Trails’ story and characters are a mishmash of familiar archetypes. Its young heroes – a cheerful hothead and her calmer brother – rove the land Fighting Evil and Righting Wrongs. The plot twists are guessable, the other party members out of central casting. But it works. The heroes are likeable, and their dialogue often witty – witty enough to make me laugh out loud a couple of times. The villains are dastardly, but never disturbing. The music is cheery, the towns and landscapes detailed. The net effect: a mood that’s nice and pleasant, and a world conducive to wandering around and seeing the sights.
(A quick story aside: Trails is the first game in a trilogy, and also the only one, so far, to be officially released in English. However, its plot mostly stands alone – there is a sequel hook, but it feels like the first act of a new story rather than a loose end. As such, this shouldn’t be an obstacle for potential buyers.)
Trails’ gameplay produces a similar effect. For starters, it avoids the single most annoying genre convention: random battles. Instead, you can dodge monsters a la Chrono Trigger and Persona, which saves a lot of aggravation. And there’s precious little need to grind – I did almost every sidequest in the game and that was plenty. Character management is reasonably complex: I had to put some thought into juggling different party members’ specialties, and mixing and matching the “orbments” that determine available magic spells. But I found the actual battles pretty easy: most enemies, and even most bosses, just didn’t hit hard enough to be dangerous. True, combat needed some mental involvement – I couldn’t just mash X to attack. But once I equipped a sensible choice of orbments, I’d just bring out the appropriate elemental spells, then heal as needed. The outcome was rarely in doubt: I could count on the fingers of one hand all the times I Game Overed. (Even when I did, no big deal; you can instantly replay a lost battle, and the game allows saving anywhere.) No hair-tearing moments here, just an agreeable way to while away time.
And that is how I’d sum up my Trails experience: “an agreeable way to while away time”. If you’re not already a JRPG fan, I don’t think this will bring you on board – it adds nothing radically new to the recipe. But if you do enjoy JRPGs, Trails is like comfort food: low-stress and easygoing. For genre buffs in the mood for old-fashioned home cooking, Trails might just be worth a look.
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Japan is best known in western geekdom for her video games, anime, and manga, but from time to time, we see the novels (often illustrated YA “light novels”) that inspired some of these works. These usually come out in the West under the auspices of manga publishers: transhuman space opera Crest of the Stars, coming-of-age fantasy The Twelve Kingdoms, and high-fantasy spoof Slayers were released by the now-defunct Tokyopop, while economic fantasy Spice and Wolf (my review here) is published by Hachette’s manga/graphic novels imprint, Yen Press. (One exception is Moribito, published by Scholastic.) Yet in the West, these are nowhere near so well known as their adaptations – it’s reasonably common for science fiction, fantasy, and video game geeks to watch anime; rather rarer for them to read the source novels. Why?
I can think of several potential explanations:
Poor quality? At first glance, this is an unlikely culprit – the respective anime adaptations of Crest, Twelve Kingdoms, and Moribito are all excellent, at least as good as any live-action Western competition. If there’s a problem, it must be peculiar to the books – such as prose. The only one I’ve read, Spice, suffers from a weak localisation, and one Amazon review suggests that so does Crest, but without further data I couldn’t say if the problem is more widespread. Still, a possibility.
Lack of Kindle availability? Ebooks have been a boon for mid-tier fiction, yet none of the books I mentioned above is available for Kindle! (At least in the case of Spice, its few illustrations are no excuse; they’re mostly black-and-white, which the Kindle screen can handle.) I don’t think this is individually decisive, and certainly there are light novels that buck the trend by appearing on Kindle, but it surely can’t help.
Poor market positioning? I have not seen these books marketed at all beyond the manga crowd, despite their potential appeal to science fiction and fantasy buffs! The closest they’ve come has been the Spice novels, which use photorealistic dust jackets to conceal manga-style covers. This seems the most likely suspect to me – if sf/fantasy communities aren’t even discussing these books, even to say “they’re bad!”, that suggests the problem is awareness.
For whatever reason(s) it occurs, this phenomenon is too bad – not only do some of these works deserve to be better known, but I’d like to see the fruits of creative cross-pollination. And if any readers are familiar with these markets, I’d love to hear your insights. Either the problem is not so easy as I’ve made it sound – or else there is an opportunity here, waiting for somebody to grab it…
I’ve previously written about Xenonauts, the indie strategy game inspired by UFO: Enemy Unknown/X-Com: UFO Defence. Developer Goldhawk Interactive has taken pre-orders for a long time, but now it’s launched a Kickstarter campaign to raise US$50,000, and released a public, alpha demo of the game. Is it worth your attention?
After spending some time with a preview build (a recent predecessor of the public demo), I can say this: as promised, Xenonauts is evolutionary, not revolutionary. Its concept, mechanics, and feel are straight out of the original game; however, Goldhawk’s clear intent is to make it more user-friendly; iron out some of the original’s annoyances; cut down on busywork and no-brainer decisions, and replace them with interesting choices. Here are the details of what I saw:
Geoscape (world map)
The Xenonauts’ base: Earth’s last, best hope
As with the original X-Com, your first sight of the game will be its world map – black, stark and crisp, but still recognisably the good old Geoscape. Zooming down to an individual base reveals management has been tidied up. One general store will now hold all your goods. Conventional Earth weapons are now available in unlimited supply – not only does this make sense thematically, it cuts down on the workload at the start of the game. Unusable loot (e.g. duplicates of a widget you’ve already researched) is automatically sold or destroyed. Soldiers’ stats – and their encumbrance! – are now visible on the inventory screen. All in all, the emphasis here seems clearly on reducing tedious maintenance in between the good parts.
Air battles are much more involved than in the original game. Instead of hitting one button to engage, your aircraft and the UFOs now manoeuvre in pausable real-time – a little like a real-time Steambirds. And unlike the original game, where two air-to-air weapons were hands-down optimal (Avalanche missiles at the start of the game, then plasma beams once they became available), Xenonauts’ air combat is closer to rock-paper-scissors. You now have two fighters available early on, and each fills a different role: F-17 Condors armed with cannon and light missiles are good against small, agile UFOs, while lumbering MiG-32s with Avalanche torpedoes are good against bigger foes. So far this is a nice change, though it’s possible it could eventually become repetitive.
Air combat
Ground battles
Xenonauts’ clean UI and aesthetic are also evident in its battles. There are fewer buttons to worry about; the art style is simple but clear; and a faint dark outline helps you pick out soldiers and aliens. The controls feel like Jagged Alliance 2’s: left-clicking on a destination square will show a soldier’s projected path and how many APs will remain; right-clicking on a target determines how long a soldier will aim his shot; burst fire is toggled by hitting a button. Unsurprisingly, this is a big improvement over the original.
The Xenonauts (bottom left) prepare to engage an alien (top right)
The “interesting choices” extend to your soldiers’ weapons, which feel nicely differentiated. Take the small arms. Assault rifles are jacks of all trade, masters of none. Shotguns are hideously short-ranged, but take relatively few action points to shoot, meaning a Xenonaut can still fire after moving long distances. At this stage, however, it looks like the squad’s real killing power is in its support weapons. These are heavy, take an accuracy penalty if their bearer moves and shoots in the same turn – and hit like a ton of bricks. Machine guns can unleash whole volleys at a time. Even unaimed, precision rifles take plenty of AP to fire, but investing just a few more APs pushes their accuracy into the stratosphere. And rocket launchers, just as they did in the original, will level anything near their target.
All in all, if the early game is any indication, Goldhawk knows what it’s doing at the design level. It has plenty of work yet to do, and it’s too soon to tell how balance, pacing, and the other ingredients of “fun” will eventually come together. However, if Goldhawk can (A) sustain the quality of its ideas through the mid-to-late game; and (B) get the nuts and bolts right, this would bode very well for the final product. In the meantime, yes, Xenonauts is definitely worth your attention.
Double Fine Productions’ adventure game, Stacking, has an illustrious pedigree: Double Fine founder Tim Schafer’s resume is littered with genre pillars, from Monkey Island to Grim Fandango. Born out of an internal Double Fine game jam, Stacking debuted on consoles in 2011, and has now reached the PC. How does it stack (sorry) up? Pretty well, thanks to two distinct strengths.
The first is its original premise: the residents of Stacking’s world aren’t humans, they’re Russian matryoshka dolls. Your character is the tiniest of all, but “stacking” into a small doll will allow you to jump into a medium-sized doll, which will allow you to jump into a large doll, and so on. Each doll has its own ability, which you can use while stacked into it. As such, instead of the usual “fiddling with every item in your inventory”, solving puzzles is a matter of working out which doll’s power to use – or, sometimes, which dolls’ powers, as some puzzles require the combined use of more than one. (Using multiple dolls is Stacking’s equivalent of “use every item with every other item”, but thankfully, the puzzles are more sensibly designed than that!) It’s fresh, it’s quirky, and at first, it’s a delight to stack into every doll in sight, in search of the next new ability.
Yes, you can stack into all those bicyclists
The second is how neatly it avoids the traditional sin of adventure games: the ease of getting stuck. Normally, adventure game puzzles have one solution, and if you can’t guess it, tough luck (short of resorting to GameFAQs). This is especially bad when the game expects you to, say, make a moustache out of cat hair. While Stacking does offer an in-game hint system, it also addresses the root of the problem: in this game, puzzles have anywhere from three to five solutions. One or two will usually be obvious… but the challenge comes from trying to work out the rest. This is a much better way of designing an adventure game: it lets you set your own pace (do I want to blast through, or tick off every solution?) and gives a good reason to be completionist (some of the solutions are laugh-out-loud funny).
Stacking’s greatest limitation is that its characters and plot aren’t very deep – not deep enough to carry the game. Without the compelling stories of, say, The Longest Journey or Gabriel Knight, Stacking relies on novelty value. And eventually, the novelty wears off: by the time I finished, I found the game less amusing and enjoyable than when I began. (I also stopped bothering with every solution: I just wanted to wrap up!) But Stacking is short enough for this not to be a serious problem – I finished it in ~8 hours, before it outstayed its welcome.
At the end of the day, Stacking isn’t a great game, but it is a good one: the video game equivalent of a healthy snack. Cute, imaginative, and sometimes hilarious, it’s especially well suited for quick breaks – if you’re tired or short on time, you can dip in, solve a puzzle or two, and call it a day. Worth a look for genre fans.
Set during the sixteenth-century zenith of the samurai, Creative Assembly’s Total War: Shogun 2 (2011) was one of the best strategy game in years. CA soon followed it up with a first expansion, Rise of the Samurai¸ which wound the clock back to the Gempei War of the twelfth century. Now the latest, stand-alone expansion, Fall of the Samurai, wraps up almost a millennium of Japanese civil strife by moving forward to the nineteenth-century Boshin War. How does it compare to its illustrious parent?
The promise
Fall’s greatest strength is the clarity of its theme: this is a game about change, in a way that no other Total War game has been. In fifty years, Japan went from a land of shogun and samurai to a power that could beat a Western empire; and from look to feel to mechanics, that wrenching transformation is written all over Fall.
You’ll notice the game’s new aesthetic straight away: riflemen face samurai in the game’s loading screens, the new map looks like a nineteenth-century atlas rather than a Japanese scroll, most of the playable daimyo are dressed in Western uniforms. As you build up your empire, you’ll see more wonderful touches in the graphics and flavour text. Trains puff smoke and chug through little tunnels. Generals receive stat boosts by picking up Western knick-knacks: pianos, penny-dreadfuls and more. New technologies are accompanied by poetic blurbs, running the gamut from bleak to resigned to hopeful. (Compare the descriptions for six techs: “arms deals”, “modern army”, “cordial relations”, “gold standard”, “capitalist production”, and “charter oath”.)
But text is only part of the story. Gameplay mechanics are another vital way to communicate theme, and this is where Fall shines. As you fight your way across Japan, you’ll witness the end of an era, or more precisely, the transition through several eras, compressed into a single frantic period. Within the span of a single campaign, you’ll go from the shock-dominated battlefield of the Middle Ages, through the pike-and-shot era, to the fire-dominated age of industrial war. At the start of the game, samurai and even levy spearmen will roll right over peasant musketeers, but soon enough, trained soldiers with modern rifles will take their toll on anyone who approaches on foot. As firearms get better and better, riflemen more and more skilful, and artillery more abundant, modern armies will eventually massacre hordes of samurai or peasants with barely a scratch.
A bang, not a whimper: the power of modern weaponry
As such, modern weaponry is a literal game-changer. But not just due to its lethality. Riflemen do what bowmen have always done in the Total War games, just much, much better. Even greater transformations are visible in the other arms, cavalry and artillery, and what they do to the overall feel of combat. Traditionally, battles in the Total War series were about pinning the enemy’s infantry in melee with your own, preferably heavier infantry, then swinging around with cavalry to roll up the enemy from behind. Heavy infantry beat spearmen, spearmen beat cavalry, and cavalry beat anything if it attacked from behind. Even in the gunpowder-era games (Empire and Napoleon: Total War), battles were decided after the armies were close enough to see the whites of each other’s eyes. Not so in Fall. Spearmen still counter cavalry if they catch them in hand-to-hand… but now the cavalry have guns aplenty, and they need them. The best counter to a charging lancer is no longer a man with a pike; it’s another horseman with a gun, or perhaps even a well-trained rifleman. And woe betide the spearman who tries chasing a revolver-armed horseman. That is, if that spearman survives artillery that long. The inaccurate cannon of Empire and Napoleon are gone: American Civil War-era Parrott guns unlock early on, and they will rack up hundreds of kills per battle. Massed Parrotts will knock out even elite regiments long before they enter the fray, and later artillery is even more lethal. You will see the death of chivalry in this game, and you will see the road towards the slaughter of the Great War.
The failings
At their best, Fall’s battles might just be the finest in the entire series. The key phrase is “at their best”. All too often, the battles are not at their best, due to problems with the campaign AI. And that sums up Fall’s greatest weakness: it all too rarely fires on every cylinder. Here are some examples:
1. Land combat. Battles at the start of the game, when both the player and the AI rely on levies backed by a handful of samurai and modern riflemen, are tense and fun. The problems come later: the computer just doesn’t understand how badly quality eventually beats quantity. Even in the endgame, I’ve only seen the AI use high-end modern infantry once. I see rather more regular modern infantry (especially after installing an AI mod), but I also see lots of samurai and peasants – by this stage, target practice. All too often, the game serves up fodder instead of challenge.
This becomes repetitive after a while
2. Sea combat. The war at sea is meant to take a similar course to the war on land. Wooden ships burn en masse once explosive shells show up, and ironclads sound their final death knell. Pitched fleet battles, especially in the presence of coastal defences, can be spectacular. Unfortunately, the designers evidently thought it was fun to make the player play whack-a-mole against constant, small raiding fleets (especially on “Hard” difficulty). It’s not. The problem is exacerbated by naval zones of control that are too small; and puny coastal defences. I alleviated this with a homebrew naval mod, but I shouldn’t have to fix games myself.
Wooden ships: all too vulnerable
3. Diplomacy. In the base game, diplomacy was “every man for himself”, but Fall divides Japan into two broad camps (based on the way religion worked in the original game): pro-Imperial and pro-Shogunate. Players of the same allegiance enjoy a healthy bonus to diplomacy; players of opposing allegiances take a serious penalty. The victory conditions reflect this: your camp has to take X number of provinces and both Edo and Kyoto, but you personally have to take far fewer provinces (14 in the short campaign, rather than the base game’s 25). And rather than “you vs the world”, realm divide now functions as the final Shogunate/Imperial showdown: only the opposing camp will attack you, while clans of the same allegiance will rally behind you instead.
On paper, this is a great idea. And when it works (i.e. when the war between the two factions hangs in the balance), it works well. It’s very cool to be part of, as opposed to the focus of, a greater conflict – especially after realm divide. Unfortunately, it doesn’t always work: the course of the broader war is a crapshoot. If your faction does too well, the game is boringly easy. If your faction does too badly, then the game turns into a grinding slog. It’s aggravating when such a key part of the overall experience comes down to luck of the draw.
4. Difficulty and balance. More broadly, Fall’s campaign feels as though the developers didn’t have the time to properly tune the game’s balance. It shows up in the difficulty settings: on “Normal”, the campaign is often rather easy. “Hard” is a different story, but not because the computer is cleverer. No: everything costs roughly 15%-20% more, and the computer players team up for a game of kick-the-human. It shows in the victory conditions: requiring that your camp hold Edo and Kyoto might be historically accurate, but it skews the game, since both (particularly Edo) are within Shogunate territory. As a result, my Normal Shogunate campaign felt much shorter and more anticlimactic than my Imperialist campaigns. (Compare the base game, in which you fought your way towards Kyoto, in the centre of the map.) It shows in the game’s economy. The developers clearly intended money to be scarcer: trade nodes have been removed, most farmland is poorer than in the base game, and everything costs more. But they went too far: now money is artificially, annoyingly scarce unless you beeline for “fertile” and “very fertile” lands (especially bad on “Hard”). And it shows in the issues I described above. Given time, surely the developers would have fixed the AI issues, the ship spam, and so forth.
As such, my playthroughs of Fall have been a decidedly mixed bag. Playing on “Hard”, my campaigns began promisingly, with plenty of challenge and thrills, before eventually degenerating into frustration. Playing on “Normal”, one game I spent fighting small, weak clans was dead boring. One game in which the opposing faction took over most of Japan started well, but turned into a slogfest. And my final, most rewarding playthrough delivered the experience that Fall should have been from the start. I played differently that last time – by then I knew the “optimal” path to take, and I didn’t turtle (which I think helped the game’s pacing). But I also had to apply the AI and naval mods mentioned above, and I benefited from luck (e.g. with the progress of the Imperial/Shogunate war).
Conclusions
The Twilight Samurai
Ultimately, Fall of the Samurai didn’t live up to my hopes. Fall brings together theme and mechanics with a superb battle system, only to hamstring itself with a wildly inconsistent campaign. Its highs are higher than the base game’s – but its lows are just too frequent, and too annoying, for it to fill its predecessor’s shoes.
At the end of the day, I have to formulate my recommendation based on one wonderful campaign –and five (!) that were love-hate. And that is: wait for patches, mods, and/or a bargain sale. Buy Fall of the Samurai then. But don’t buy it now.
Radious’ AI mod. It’s hard to unpick the difference made by a mod, but I do think this helped the AI recruit better armies.
My homebrew naval mod. To install, simply unzip and place in the \data folder in the game’s Steam directory. Its key features are:
Bombardment range is still 8 (or 10 for Tosa, which gets a +2 bonus).
The Tier 1 harbour (“If this is a port, then one wall is a house!”) remains defenceless.
The Tier 2 port now has level 1 defences (equal to the base game’s trade ports) with a range of 12. The defences are silenced at 70% health.
The Tier 3 trade port now has level 2 defences (equal to the base game’s military ports) with a range of 12. The defences are silenced at 50% health (again, equal to the base game’s military ports).
Tier 3 military ports and the foreign (British/French/American) tier 4 trade ports now have Level 3 defences (equal to the base game’s drydocks), with a range of 12. The defences are silenced at 30% (again, equal to drydocks).
Drydocks, whose defences were already maxed out, have received no boost.
The naval intercept radius is now 12.
These changes will be reflected in the tooltips when you mouse over the buildings, but not in the in-game encyclopaedia.
The basis of my review
Time spent with the game: I estimate at least 20 or 30 hours.
What I have played: Two campaigns won (Nagaoka/Normal/Short, Tosa/Normal/Short). Four campaigns aborted: two as Nagaoka/Hard, one as Tosa/Hard, and one as Tosa/Normal. Briefly, the cooperative multiplayer campaign (Choshu/Hard, with a friend playing Tosa). A couple of multiplayer battles.
What I haven’t played: The PvP multiplayer campaign.
Eugen Systems has released a new content patch for Wargame: European Escalation (officially a “free DLC” – the only practical difference is that you’ll have to download it separately), while for the weekend, Amazon and Steam are now selling the game for US$24, representing a 40% discount. Reader Wolfox wonders whether the game is worth it, for an offline gamer, at that price.
My answer is “probably”. At a design level, Wargame is fantastic, and the new patch has fixed two issues that had marred player-vs-AI games. You can now do comp stomps, and you can now unlock new units by playing the skirmish mode or comp stomps (albeit more slowly than through PvP). The skirmish AI still offers less challenge than an experienced human player, but it plays well enough to make me work for victory. (Think one of the better Total War games, or, well, most strategy games.) And there’s a fun way to enhance the challenge – play with a themed deck, e.g. by restricting yourself to units of just one nationality.
Meanwhile, my recommendation for the game’s target audience (folks who enjoy PvP multiplayer) hasn’t changed. Wargame was worth it at full price, and it’s definitely worth it at 40% off!
Going forward, I’d still like to see more options to handicap the game or customise victory conditions. However, Eugen’s track record (in addition to the above additions, it’s patched in a new gameplay mode, more maps, and continued balance tweaks) makes it very plausible that we’ll see future additions along these lines. Keep up the good work, Eugen!
Stacking, Double Fine’s Russian doll-themed adventure game, is a treat for the eyes as well as the funny bone. In the above screenshot, a mismatched crowd queues up for tickets at a train station; their distinct designs, and the station’s warm ambience, speak to the love and craft with which this game was made.
This British Chieftain tank destroyed 8 enemy tanks, 3 armoured cars, a jeep, a personnel carrier, and a helicopter. Give the crew a VC!
Summing up Wargame: European Escalation, Eugen Systems’ latest real-time strategy game, is easy. It’s designed to do two things: evoke the modern (1970s-1980s) battlefield, and give the player choice. Picking it up is easy. But mastering it – that’s hard.
Playing Wargame is about putting the right troops in the right place at the right time. Unlike Eugen’s earlier RUSE, there is no base-building and almost no economic management – more dangerous parts of the map are worth more reinforcement points, that’s it. Instead, tactics are king. The basics are simple: use recon units to size up the foe; recognise that in an equal fight, the defenders will win; attack where the odds are unequal in your favour; and defend or fall back where they’re not. The tricky part is the “how”. With 361 units in the game, who are the right troops for a given situation? On large maps, laden with forests and swamps, highways and towns, where is the right place to attack, hold, lay an ambush? On battlefields this fluid and lethal, when is the right time to act?
And that is the beauty of Wargame. From a thematic perspective, while the game is a long way from a realistic simulation, it borrows enough to feel believable (think Total War or Panzer General). Simply but clearly, Wargame illustrates the importance of scouting, flanks, supply lines, terrain, and more. Its huge arsenal helps bring the setting to life – it’s addictive to compare an Abrams to a Leopard 2 to a Challenger, or a Marder to a Bradley to a BMP! From a mechanical perspective, it epitomises Sid Meier’s definition of a strategy game as a “series of interesting choices”, beginning with which units to unlock and which of those unlocked to take into battle; and culminating in the myriad of decisions made during a match.
The right unit, in the right place, at the right time: Flamethrowers at point-blank range
Unfortunately, the game’s single-player campaign can’t do justice to its design. I’m not convinced that linear campaigns and scripted missions fit a game built around choice, and while I did get past the introductory campaign (5 missions out of 22), the next mission I tried prompted me to abandon this mode out of frustration*. I think enjoying the campaign would require a taste for scripted (and difficult!) RTS levels, one which I don’t share. The game’s skirmish mode is much better suited to its design, and decently implemented: I can beat the computer player almost every time, but barring the odd off day, it’s usually good enough to give me an exciting fight. The bigger problems with skirmish are a lack of customisation options and a failure to tie into the metagame: skirmish is limited to 1v1 matches (in a game where most maps are intended for >2 players), you can’t save skirmish replays, and you can’t unlock new units by playing this mode. (Update: Eugen has now added a comp stomp mode to Wargame, and you can now unlock new units via skirmish, albeit more slowly than via the campaign or PvP multiplayer.) As such, I would love to see a expansion that added a dynamic campaign, a la Dawn of War:Dark Crusade or Rise of Nations. It’s in multiplayer where Wargame really shines.
(A couple of quick notes about multiplayer. The community is mostly civil – I think Wargame benefits from not being the kind of title that draws the ‘l2p nub’ crowd. And while forum discussions are filled with complaints about unit balance, exploits, and immersion-breaking tactics, my actual experience could not have been more different: 95% of my matches have featured well-rounded armies deployed in reasonable ways. I have no doubt that exploits exist, but Eugen’s track record makes me confident it’ll patch the remaining holes.)
Lastly, I should warn that Wargame’s plethora of units has a downside: I’m sure it would steepen the learning curve for players new to the period. The game’s manual provides brief descriptions of each category of unit, and detailed stats are available in-game. However, short of poring over those, there is precious little guidance as to which tool to use for which job. How would a Leopard 1 fare against that T-80 coming down the road? (Badly.) Is the Challenger or the Chieftain the high-end British tank? (The Challenger.) What’s the difference between the Dragon and TOW anti-tank missiles? (The Dragon is carried by infantry, the more powerful TOW is carried by vehicles.) While surmountable, this could well be an early stumbling block.
Driving into the sunset
At the end of the day, Wargame won’t be all things to all players. For someone who isn’t interested in the period, an offline gamer, or both, my advice would be to wait for a demo, a sale, or perhaps new features in a patch– the campaign is just too taste-dependent, while skirmish is a bit limited. (Update: The new features have come, and Eugen has added comp stomps, which should enhance Wargame’s appeal to non-PvPers.) But for a gamer who is interested in Wargame’s subject – say, someone who grew up playing Gunship 2000 and M1 Tank Platoon, or reading books such as Nato and the Defence of the West, Red Storm Rising and Jane’s Modern Tanks – and who enjoys multiplayer, this will be a dream come true. Highly recommended to the latter, and a candidate for Game of the Year.
* This mission placed me in command of an American force stuck behind enemy lines, low on fuel and ammo, and reliant on captured Soviet supply depots. Very cool concept, but wearyingly implemented.
You can buy Wargame: European Escalation from, amongst other vendors, Amazon US and Gamersgate.
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Time spent with the game: I estimate 20-25 hours. Steam says almost 50 hours, but this includes a lot of time away from the computer. Meanwhile, the game’s figure of 18-plus hours seems to underestimate time spent in single-player, checking unit stats, etc.
What I have played: A lot of unranked multiplayer games (mostly team games – 2v2, 3v 3, 4v4), one ranked 1v1 multiplayer battle, a fair number of skirmish games, the first campaign (5 campaign missions out of 22 total). This has mostly been as Nato.
What I haven’t played: The remaining campaign missions; the Warsaw Pact (much).
With its promise of firearms, ironclads, and railroads, I was eager to leap into Fall of the Samurai, the nineteenth century-themed expansion to Shogun 2. After getting ~70-80 turns (up to 1867) in my abortive first campaign on “hard” difficulty, starting a second hard campaign, and then reaching the mid/late game (1866) of a third campaign on “normal” (all three times as the Nagaoka clan), here are my early thoughts:
I like the balance between firearm and traditional units. At first, cheap spear levies should remain the core of any army – early muskets are inaccurate and slow-firing, which makes levy musketeers better suited to manning fortress walls than to the open field. However, it doesn’t take long (~12 turns) to unlock modern rifles, which shoot much faster and more accurately than the muskets. Train up a decent force of riflemen (again, this doesn’t take long; they’re not too expensive, and they only take a single turn to recruit), and you can safely relegate the spearmen to anti-cavalry support or castle wall fodder. And not only does better technology unlock new units, it also grants bonuses to the basic ones, so those basic riflemen remain useful later on. In my first game, it was a delight to give a whole army of charging samurai a lesson in modern warfare.
Fortress assaults are even more lethal, due to the ubiquity of guns. Against well-defended castles, artillery seems to be essential.
I have yet to get the hang of naval warfare. Unlike Empire and Napoleon: Total War, all the ships are steam-powered, so the wind doesn’t play as big a role as it did in those games. For now, it seems to be a matter of bringing the most (and the most technologically advanced) cannon, engaging broadside to broadside, and praying one of your ships doesn’t blow up to a lucky hit. I have not yet unlocked the high-end naval units (ironclads and torpedo boats), so these might shake up the equation.
Naval bombardments are cool without unbalancing the game. If a land battle takes place near a friendly fleet, you can call in up to two barrages. While powerful, they have a very long cooldown and aren’t especially precise, so navies aren’t the “I win” button.
Money is harder to come by. There are no more trade nodes, so to obtain goods for export (silk, tea, etc), you have to seize the provinces where they’re produced. As such, resource-producing provinces are now far more valuable than in the base game. This is even more pronounced when playing on “hard” difficulty, in which everything is more expensive.
On “hard”, the AI loves to dogpile you – especially if you’re at war with its allies. You do get significant diplomatic bonuses with clans that share your allegiance (pro-shogun or pro-imperial), but that, by itself, is no guarantee of your safety. In this regard, Fall feels similar to the previous expansion pack, Rise of the Samurai.
The in-battle voices have deteriorated. No more Japanese voice acting from your units, no more “yari ashigaru de gozaimasu!”, and no more advisor yelling, “shameful display!” Instead units acknowledge orders in accented English a la Rome: Total War, and the battle commentary now comes from a hammy, booming-voiced, all-American sort (“The enemies’ allies run like he-eathens from a preacher, sir!”). I liked things better in the original. Still, this is a relatively minor problem for me.
The “hard” difficulty setting lives up to its name – after a while, I found it more frustrating than fun. “Hard equates to more demands on less money (costlier buildings + more enemy armies to fight), and the overall difficulty is closer to Rise of the Samurai than to the base game. Unless you’re a lot better than me at Shogun 2, I don’t recommend Hard for your first game.
Meanwhile, “normal” turned out to be pretty easy once I hit the midgame. It would be nice if there were a difficulty setting in between. (Of course, realm divide could shake me out of my complacency!)
Apart from the difficulty, though, so far so good. I missed Empire’s gunpowder warfare, and I’m glad to see it back in Shogun’s more polished form. Watch this space for more!
UPDATE: So as of late 1867, I can state that on “normal”, the short campaign is quick enough to finish in a single day. I haven’t finished… yet. But I’m two provinces away from fulfilling the victory condition (14 provinces, plus Kyoto and Edo in the hands of Shogunate-aligned clans), and standing on the cusp of realm divide. I could easily have won the game any time in the last hour and a half; I’ve just been holding off so I can unlock the endgame units (Gatling guns!).
UPDATE 2: Went back to an earlier save and won the campaign, on “normal”, in one day! Hurray!
UPDATE 3: Reflecting on my campaigns as Nagaoka, I feel disappointed with Fall. While as noted above, I really like Fall‘s basic building blocks, the difficulty and pacing have prevented my early experiences from becoming the sum of their parts. I’ve described above my problems with the “hard” campaign, and “normal” turned into a pushover once I got past the early game — all the nearby clans were either friendly, too small to be a threat, or both. And since I was playing the short campaign, realm divide wasn’t a serious danger: this only kicked in after I took 13 provinces, and only needed one province more to win! (The victory thresholds, at 14 provinces for the short campaign and 26 for the long, are far lower than for the base game.) However, I’m willing to give Fall another chance: it’s possible I was (A) unlucky*, (B) playing a less fun faction, (C) unwise to play a short campaign, (D) not experienced enough for my first, “hard” campaign (when I was still learning how Fall worked) and too experienced for the later, “normal” campaign, or (E) some/all of the above. I look forward to reporting back once I’ve tried another campaign.
I wish I were as good as this guy: Zhuge Liang, the original strategist
It’s pretty clichéd to describe inventions – military, cybersecurity, maybe even medicine – as a race between offence and defence: I invent a weapon, you invent armour, I invent a bigger weapon. But that could almost sum up how my approach to Wargame has evolved. It’s not just that I’ve learned how to counter unit X, or how best to use unit Y. My overall strategy, the way I look at a map and lay my plans, has shifted: first from overly-aggressive to overly-defensive, and now hopefully to a happy medium.
This is how I learned.
1. Never believe everything you read on the internet
The "I win" button?
Internet forum threads made multiplayer mode sound so easy. Most players are careless, the forumites boasted. They don’t guard their backs with anti-aircraft units, they’re heedless of the dangers that can lurk in forests. All I had to do was:
i. Fly over a few Black Hawks, loaded with the toughest troops money can buy.
ii. Drop off my men in forests near enemy HQs.
iii. Laugh as they roll over unsuspecting targets.
Why learn the intricacies of commanding tanks, infantry, artillery? Chop off the head (eliminate all of a team’s command units) and the body dies (that team loses the game). It worked against the computer, when I tried it once! The war would be over by Christmas!
As it turned out, most players were not that careless. Anti-aircraft fire swatted away helicopters that flew too close, and a few tanks or flamethrowers could usually swat away commando raids. Meanwhile, I found myself regularly outplayed in the nuts-and-bolts ground war.
2. The art of defence; or, David vs Goliath
Ambush by anti-tank missile team
Out went the tactical gimmicks, which sounded so good on paper and were so easily countered by simple precautions. In came a focus on learning the basics of the game – down to defending against frontal assaults. Since I usually play Nato, this meant “how not to be overrun by cheap, powerful, abundant Eastern Bloc tanks.”
This was when I learned the value of cheap anti-tank missiles, carried by infantry (as in the above screenshot), or as in the screenshot below, jeeps and French Gazelle helicopters.
How to stop unsupported tanks
Cost of a jeep with an I-TOW missile launcher: 25 deployment points
Cost of a Gazelle with HOT missiles: 45 points
Cost of a high-end Soviet tank, such as those they demolished: 60 to 110 points
Satisfaction of gutting the enemy assault: Priceless
True, in this case, the opposing team had played exceptionally poorly, driving tanks down a highway with no recon; no anti-aircraft support (this had been left in the next village over, where it was completely useless); and inaccurate and mis-targeted artillery. But a victory was a victory!
3. The last argument of kings
Find good defensive position, dig in with infantry and jeeps with anti-tank missiles, support with other units as needed, massacre attackers. Win?
Fighting in the shade
The above screenshot shows my troops being rocketed by one of the most powerful artillery units in the game, the Soviet Smerch. It wasn’t quite as devastating as it looks: my column was on the move, and many of my units (e.g. the tanks) were armoured. But infantry and jeeps with anti-tank missiles are not armoured. And if they’re in a defensive position – i.e. not moving – that leaves them frightfully vulnerable to well-aimed artillery. Guess what I encountered more and more often?
Clearly, finding one spot to turtle was not the answer.
4. The art of attack; or, know thy battlespace
Around the same time I realised I was placing too much emphasis on defence and not enough on manoeuvre, I watched a Youtube replay of a match between top-10 players. The contrast could not have been more stark. These guys made full use of the large map: they spread out their troops, they sent out raiding parties, they tried to flank each other using side roads, they were proactive.
Back to the tactical drawing board I went. It was time I rediscovered the offensive – or, to be precise, time I learned how to balance offence and defence. Time I moved freely instead of pinning myself down; time I learned to strike along one front while defending along another. And to my frequent joy, I discovered that while most players know to watch their backs against aircraft, only the better ones seem to watch their flanks.
A successful attack
The transition wasn’t instant. In my first ranked battle, I crushed my opponent with a small but powerful flanking force of tanks supported by an infantry-heavy anvil*. Soon afterwards, in the exact same forest on the exact same map, I focused too much on the anvil only to have the enemy blast it to bits. One match exemplified this – I pushed ahead with scouts, realised the other team had left their entire flank open, and bulldozed their artillery – and while our team lost by a hair, we might just have won if I’d brought more tanks (good on attack and defence) and fewer infantry (best on defence).
But the trend was there. And it reached its most satisfying point in the last match I played, the source of that Smerch screenshot above. The other team brought enough artillery to blot out the sun, enough to wipe me out if I’d turtled.
I did not turtle.
A target-rich environment: enemy artillery & supply depots
When that Smerch barrage came in, my armoured column was already halfway to the other team’s artillery. My soldiers regrouped; drove on. And once they arrived, revenge was sweet. The battle wasn’t the pushover I’d hoped: the other team called in more and more tanks to defend. But slowly, surely, it went my way. When my first wave went up in flames, my second wave picked up the slack. The enemy reinforcements slowed to a trickle. And my third wave started rolling in. Our team’s score had been well behind the enemy; now it leapt up and up. We fired the last shot, and when the match finished, we were ahead in points.
The game called it a draw, but I know who really won.
* I won despite accidentally buying the wrong infantry unit to support my tanks in the “hammer”!
Dragonfly Falling, Blood of the Mantis, and Salute the Dark are respectively books 2-4 in Adrian Tchaikovsky’s Shadows of the Apt series, and the quickest way for me to describe them would be “more of the same”. Together with book 1, they constitute a distinct story arc within the overarching series, and as #2-#4 in particular feel like one giant novel, I have chosen to review them in a group. (You can find my review of book 1, Empire in Black and Gold, here.)
These books are “more of the same” in a literal sense: they follow the same protagonists along the same story arc begun in Empire in Black and Gold. They are epic fantasies, and they offer an imaginative world with some spectacular set-pieces. And they represent an improvement over the first book in one small but noticeable way – no more head-hopping!
Unfortunately, they also offer too much of the same in one key way. Where Empire’s plot was strong and tightly focused, its sequels introduce a common genre problem: sprawl. Over these books, the characters fan out across the world, meeting new faces, discovering new locations, and getting into subplot… after subplot… after subplot. I didn’t care for all of these, but I’m willing to concede that’s a matter of taste; besides, I loved one particular subplot, almost Miyazaki-like in its evocation of a brotherhood of aviators. The problem isn’t so much the quality of the subplots as their quantity: they slow down the story to a crawl, culminating in a weak book 3/early book 4. It doesn’t help that the sequels fall into another genre trap, noticeable character plot armour, that the first book cleverly sidestepped.
In the second half of book 4, though, Tchaikovsky rediscovers his muse.The subplots come together, the action speeds up, the story arcs incubating since book 2 finally come to fruition, and the plot armour vanishes. And this is what redeems these books. At that magic moment in book 4, I went from dissatisfied to newly enthralled, and that momentum carried me through to the end.
Ultimately, these books aren’t quite what I’d hoped: compared to his debut, I think Tchaikovsky took two steps forward and one big step, labelled “PACING”, back. Nonetheless, they finish well enough to be worth a look for people who enjoyed book 1. I do plan to check out the next book at some stage, and I hope Tchaikovsky learned his lessons.
It took a lot to drag me away from Crusader Kings 2; “ a lot” came in the form of Wargame: European Escalation, the Cold-War-gone-hot RTS from RUSE developer Eugen Systems. I’m still climbing its learning curve, but I’ve played enough to get a decent taste of its campaign, multiplayer, and to a lesser extent, skirmish modes. Several things stand out:
Simulation meets accessibility
Just as Panzer General did for the mid-nineties, Wargame: European Escalation does for 2012. Specifically, it’s a beer-and-pretzels wargame, a title that combines real-world principles such as morale, logistics, visibility, and flanking with a sleek, approachable RTS veneer. Terrain matters: driving along a highway is faster, but leaves you vulnerable to anyone lurking nearby, while forests can provide shelter for special forces raids. Think a deeper version of the tactical battles in Total War, one that also allowed you to call on reinforcements in mid-battle.
For example, take the above screenshot, from the second level of the campaign. My units are blue; the computer’s, in brown. My attack is occurring along three prongs: I have tanks pushing up from the left and the centre, but on the right, hidden by the forest, I have another mixed force of tanks and infantry ready to move up and hit the enemy in the flank. Tanks have much weaker armour on their sides than on their fronts, so this works just as well as it does in Total War. This was a huge risk, because I’d have been unable to see anyone hidden in the middle of the forest – and tanks are horribly vulnerable to point-blank ambushes – but it paid off! If I’d simply charged up the road in the middle, things would have gone much less well. Note the enemy tanks in the hedgerow at the upper middle of the picture – a frontal assault may very well have led to me being the one taking fire from the sides.
Just as important are the other supporting units. Recon units, the ones with the binoculars next to their names, are vital to spotting ambushes and keeping an eye on the enemy’s movements – and in this game, if you can see a unit, you can probably kill it. Anti-tank missile teams can make short work of even the most expensive tanks, but tend to carry little ammo and can’t shoot on the move. Artillery is horribly inaccurate when fired blindly, but when someone – such as those guys with binoculars! – has a line of sight on their target, an artillery barrage can stun, panic, or disorient defenders, and kill the lightly armoured ones outright… such as, say, those anti-tank crews. Helicopters are target practice if you have good anti-aircraft units, and murder if you don’t. What happens if I aim my best artillery not at the other guy’s tanks, but at his AA? Supply trucks and helicopters are unglamorous, but resupplying fuel and ammunition is vital.
Unit variety/unlocks
The tip of the iceberg: some of the game's tanks
Real-world tactics demand real-world units, and Wargame’s metagame revolves around unlocking these. Completing campaign objectives orplaying multiplayer (not skirmish!) matches will earn stars, and different units have a varying cost in stars to unlock. Normally I would not be a fan of this; however, earning stars is quick enough for me not to mind.
So, how many units are there in all? According to Eugen, the answer is over 350: light tanks, heavy tanks, old tanks, new tanks, jeeps, scout cars, mortars, artillery, rocket artillery, recon helicopters, attack helicopters, infantry in personnel carriers, infantry in transport helicopters… These vary across a range of dimensions: weapons, armour, accuracy, speed, fuel/ammo capacity, and cost in deployment points. Even accounting for duplicates and units that occupy the same niche, that is a lot of choices. Some are clearly over- or under-powered for their cost, but Eugen’s balance patches are chipping away at this list. Most are situational, and this is the beauty of the unlock system. Stars are abundant enough for me to have lots of cool toys to play with, but not so abundant that I have every cool toy to play with, which forces me to make interesting decisions even before I begin a match.
The single-player campaign
Wargame includes a 22-mission campaign, divided into four smaller sub-campaigns (which you have to play in sequence). So far I’m up to the fifth mission, and I think the best way to describe these would be “challenges”.
The campaign missions are challenges in two senses. First, they’re difficult. Usually, but not always, they require driving the computer from specified locations; this can be tricky for several reasons. First, the computer is often well dug in. Second, while there is no formal time limit to attack (though winning in X time can be a bonus objective), finite supplies impose a practical limit – turtle too long and you could run low on ammo. Third, you have to keep casualties down: there are only finite troops available in each mini-campaign, and keeping units alive from mission to mission allows them to gain experience (once again, a la Panzer General). Fourth, the computer can counterattack – in one mission I didn’t cover my flanks, leading to the enemy rolling up my supply lines and almost wiping me out! I won that mission in the end, but it was by the skin of my teeth: a crazy drive by a single command jeep to the victory objective*. The net effect is that after the first mission (effectively a tutorial), I’ve really had to work for each victory.
Second, the campaign feels as though the game designers have set me a string of problems, each of which is meant to teach me something. “Peter,” Professor Wargame says when I play the campaign, “the computer is dug into positions A, B and C, and it’s scripted to do X, Y, and Z. Given this set of tools, how would you achieve your objective?” And it succeeds at this. At the end of each mission, win or lose, I tend to walk away feeling as though I’ve learned something about modern military tactics. There is an element of hindsight involved when I replay missions, but so far, I feel as though I could have won the first time through with better tactics. For example, the three-pronged attack in the screenshot at the top followed my belated discovery of the perils of a frontal assault, and “okay, I’ll come under attack from this direction, so I’d better place some tanks over there!” could have been avoided had I kept scouts on all approaches. (I’m avoiding the word ‘puzzle’, which implies there’s only one solution to each mission; in a game with this many units, there has to be more than one.)
Note that the campaign is effectively story-less. A brief cutscene outlines the premise of each mini-campaign, but from mission to mission the context is limited to a narrator intoning that the BAOR has entered the fray or that NATO forces are attempting to encircle the Eighth Guards Army. I don’t mind; RTSes aren’t known for their writing anyway.
Skirmish and multiplayer
The skirmish and multiplayer modes feel very distinct from the more rigid campaign. Here, each team starts on opposite sides of the map, with an equally-sized pool of deployment points. There are objective areas scattered around the map, but ultimately the goal is to kill more of the enemy than you lose yourself – victory goes either to the side that first kills X points of units, or to the side with the greater kill score when the timer runs out. Lastly, whereas the campaign specifies the unit types available but lets you add as many as you can afford, skirmish/MP limits you to taking up to 25 different types (your “deck”) into a game.
The skirmish mode (limited to 1v1 matches) is passable, from what little I’ve seen. The skirmish AI plays a lot like an inexperienced human! I’ve seen it drive tanks too close to potential ambush locations, and I recently saw the AI open by spamming helicopters –terrifyingly effective against my initial line-up, but a game-loser once I responded with massed anti-aircraft units. However, these are the sorts of things that newbie players do – I know I’ve made the same mistakes – and as such, I’m not going to cast stones at the AI quite yet. The bigger problem with skirmish, as noted above, is that this mode doesn’t award stars for unlocking units. In other words, you cannot play this as a pure skirmish game. You’ll have to earn stars via the campaign, multiplayer, or both. This has been changed in a patch.
Multiplayer is where I’ve spent the most time. Rather annoyingly, the game often crashes while I’m trying to find/start a match, though it’s rock-solid once play begins. However, the quality of the MP gameplay is good enough for me to forgive the developers. The variety of units, the unlock system, the large map sizes, and the emphasis on tactics combine to create a plethora of interesting decisions: if I unlock this and that, could they form the hammer and anvil of an attack force? Do I hold at this juicy objective, or do I look for a more defensible position that brings in fewer deployment points? How do I ensure my deck can counter this common tactic? Hey, that guy rolled over me with an army of this! What should I unlock to counter it? And what do I have to jettison from my deck in order to make room?
Note that comp stomps aren’t currently in the game – for now MP is strictly PvP. However, Eugen has stated that it’ll patch this feature in within the month, so I look forward to trying it out. Comp stomps have now been patched in.
At this stage, I expect I’ll focus more on multiplayer than on the campaign. While the campaign feels cerebral, so does a maths lesson; I personally prefer the fluidity of multiplayer. However, the campaign’s style of gameplay could be more to others’ liking.
Stay tuned for further updates!
* It’s for this reason that I don’t believe the common forum assertion that the AI is omniscient. If it were, surely it would have pounced on my poor jeep?
When the Sins of a Solar Empire: Rebellion beta opened to pre-order customers, I jumped at the chance to give the game a test-drive. I played a single 1v1 game vs AI (both of us as the TEC Loyalists, the game’s specialist turtle faction) on a small map. Here are my quick observations:
This is still recognisably Sins of a Solar Empire: Compared to the base game, the UI is the same, 95% of the units are the same, and the overall “look” and “feel” are the same. As a stand-alone expansion, it’s probably best to think of this as Sins of a Solar Empire: Deluxe.
… but some of the graphical effects have been improved. Missiles, in particular, look far prettier, which benefits the Marza and the Javelis. Incoming barrages have never looked so spectacular:
For what we are about to receive…
Titans are powerful but not unstoppable: These super-ships are one of Rebellion’s most heavily-promoted additions; however, while formidable, the TEC Loyalist titan (pictured in the foreground of the two screenshots in this post) is no instant death machine. While my titan fought an upgraded AI starbase to a standstill (yes, I know, I should have brought torpedo cruisers, but I wanted to test the titan in action), it couldn’t damage the starbase quickly enough for me to keep my fleet in-system once enemy reinforcements showed up.
The new victory conditions seem geared to larger maps: Rebellion contains four new victory conditions: (1) lose your homeworld; (2) lose a starting special unit; (3) science; and (4) hold a victory location. I felt the original Sins could really have used (3) and (4), so I enabled those two in my test game, but I found it simpler to just steamroll the computer player. The science victory requires 8 civilian research labs and that you research 50 techs first, preconditions not likely to be met except in a very long game; and the independent fleet guarding the victory location – including a starbase and a titan! – looked like a tougher nut to crack than any of the AI worlds. As such, I expect the new victory conditions to be most useful on larger maps or in games with more than 2 players.
As the in-game loading screen reminds us, Rebellion is still very much a work in progress – for instance, the Advent and the Vasari aren’t even in the current beta yet – so for now I’ll probably hold off until it’s closer to release. I look forward to writing a more detailed preview at that time.
For now, here’s another screenshot from my Rebellion game. At the same time as my titan was shooting it out with the starbase (foreground), my conventional fleet was exchanging missiles with the enemy (background). I’ve played Sins for so long that its visuals have lost their awe for me; Rebellion has restored some of that magic.
Now, witness the firepower of this fully armed and operational Titan!
One look at Conquest of Elysium 3, the new fantasy turn-based strategy game from Illwinter Game Design, and you would think you’d stepped into a classic 4X. You begin by choosing a faction (one of 18 character classes) and a map type (one of six eras), and when you start play, the following screen is straight out of every 4X ever made:
Humble beginnings
One citadel, two commanders (lose all your citadels or commanders, and it’s game over), a handful of guards, and a whole, randomised, unexplored world. Now go out and conquer it!
However, the truth is very different. While COE3 wears the trappings of the 4X genre, it boils down three of the genre’s four elements into something that’s not just simpler and faster to play, but also distinct in emphasis and feel. As such, this is to 4X games what 30-second RPG Half-Minute Hero was to Final Fantasy; the parallels are there, but they point in a different direction.
Explore and expand
To begin with, unlike a 4X game, you won’t even be able to build anything at the start of COE3. Early on, troops are expensive – too expensive to afford with just your starting citadel! So how do you expand your army?
The answer lies with the useful locations that dot Elysium. Some will provide resources to fund the expansion of your army. Some will count as new citadels, allowing you to recruit troops in the field as well as moving all your eggs out of one basket. Some will let you power up your mages, and so on. So the first order of business is to find, and then secure, those locations.
Even within a category, not all locations are created equal. For starters, different classes need different resources. Settlements and mines provide gold and iron, which everybody needs. If you’re playing a vanilla human class, the Baron or the Senator, those are all the resources you need: go bury the world in knights and legionaries! However, most classes will need other resources to unlock their special abilities: the Troll King gathers fungus from forests for magic rituals, the Dwarf Queen and the Warlock collect magic gems from mines, and so on. Different classes might also get bonuses/penalties to specific locations: the Senator makes more money from everything, while the Dwarves make more money from mines and less from settlements.
On top of that, different locations are also guarded by independent forces of varying strength. Generally, a prize will be commensurate with the difficulty of taking it: you might find one or two spearmen defending a farm that brings in 1 gold per turn, while a city bringing in 5 gold and 2 trade (allowing you to buy/sell other resources) might be held by 20 men with zweihanders and longbows. Still, that’s only a general rule. No two locations of the same type will have exactly the same defenders, so stumbling across a soft, juicy target is a big part of the thrill of exploration.
Once you’ve taken a location, you’ll then need to hold it. Even leaving aside other players, Elysium is packed with wandering independent monsters (deer, bandits, snakes, undead…), and more will spawn from their lairs. These will constantly raid your possessions, and movement in the game is slow enough that you likely won’t want to circle your main force back to recapture lost ground. But detach too many men for garrison duty, and you could slow your expansion.
Early expansion, then, is a constant, delicious trade-off between risk and reward (do I have enough troops to take that mine?), followed by a juggling act between offence and defence (how many troops can I safely leave behind to garrison it)? For me, the game is strongest in this phase, when every turn is filled with curiosity about what may lie over the next hill; excitement when I discover my El Dorado; and a stream of interesting decisions.
A tale of two cities
The above screenshot illustrates this aspect of COE3. In this game, I hit the jackpot: two cities nearby, one of which was held by a mere eight men! Unfortunately, I promptly squandered it: when I rushed in to attack, those eight men were plenty to wipe out my attacking force, including my only two commanders. Game over.
Hey, what happened to “Exploit”?
Why were those cities such a big deal? Could I have established my own? Well, no. Importantly, there is precious little economic or empire management in COE3. For example, research is important in Civilization or Dominions, but in COE3 there is no research and no tech tree. If you want a magician to learn a new spell, you conquer a library, sequester him/her for several turns, and watch as he/she emerges with a new entry in the spellbook. Similarly, there is virtually no “guns or butter”, virtually no way to invest in one’s economy now for a future payoff, and little terrain improvement.
There are exceptions. The Burgmeister, who presides over a nation of diminutive, weed-growing humanoids, can spend money to “colonise” farms and transform them into more productive hoburg villages. A couple of the other classes can transform the map to increase their unit production: the Troll King’s allies can spend resources to haunt forests, which makes them spawn friendly wandering monsters, while the Dwarf Queen has to invest gems and gold to set up new daughter colonies. Still, this game’s emphasis is firmly on fighting wars, not winning the peace.
Exterminate!
When you do march into an independent city, you’re counterattacked by monsters, or when another player’s army shows up, it’s time to fight. You have no control over combat once it starts; instead, the game will show you a turn-by-turn replay of the fight. The following screenshot shows my late-game army in action against a computer player:
Fight it out!
Note that each army is lined up in rows. The concept is a little like Ogre Battle or Disciples: a unit’s abilities depend on which row it’s in. Melee units in the back rows will be unable to attack, archers in the front row will attack with daggers instead of their primary weapons, and so on. Here, though, you don’t choose who goes into which row – archers and crossbowmen are always in the middle, swordsmen always towards the front, and so on. On its turn, each unit then picks a random target, usually limited to the enemy’s front row (certain attacks are an exception).
As a result, army composition is where much of the game’s strategy lies. For example, multiple rows of ranged units can all shoot while only the front row of melee units can attack. But those melee units at the front must survive to shield the archers. So how might I best divide my army between the two? Returning to the above screenshot, my front rows comprise the most heavily armoured infantrymen I can recruit, plus hulking fire, earth and water elementals – ordinary grunts have the life expectancy of mayflies. Behind them I have two rows of archers and crossbowmen (the soldiers in the red trousers), plus a lightning-throwing air elemental (the cloud/tornado in the middle). At the very back are my leaders: the Great Warlock of Water (in blue) and his apprentice (in saffron). This combination worked like a dream: the infantrymen and elementals held fast, the crossbowmen compounded my firepower, and the Great Warlock laid waste to whole rows of the enemy army with his high-level magic.
My army would probably have looked quite different had I been playing another class. My Warlock started with a roster of generic human soldiers (paid for with gold and iron), supplemented these with elementals (paid for with gems), and boosted his own magic (gems again). By contrast, the Troll King fields a handful of powerful, expensive behemoths (himself foremost among them!), accompanying mages who can scry out their next target, and goblin cannon-fodder. Playing the Warlock feels like leading an army; playing the Troll King feels like leading a small but elite raiding party, marching to a soothsayer’s tune. Not every army is as distinct as the Troll King’s, but that still leaves variety: for instance, the Senator relies on row after row of legionaries, armed with javelins for ranged combat and gladii for melee. No need to worry about separate spear- and crossbowmen for him!
Eventually, it’s time to take the war to the other players (if they haven’t been destroyed by other AIs or the independent monsters). Unfortunately, for me this is the least satisfying part of the game. True, it’s fun to finally unleash late-game units and magic, and there are still some interesting decisions to be made. Do I go for an early attack or a late one? (For example, from what I’ve seen the Troll King is much better suited to rushing; early on he can clean out entire villages by himself, but he can’t solo even a mid-sized army.) Do I split my forces to raid the enemy’s settlements? Can I beat that army or do I fall back on my citadel and wait for reinforcements? But in my experience, this all boils down to who has the nastier stack of doom. Either I show up with a bigger army and steamroll the other player, or the other player shows up with a bigger army and steamrolls me. No control over battles means no scope for superior tactics, and no economic management means precious few levers to pull to ensure I have a bigger army in the first place. This is fine when I’m playing explorer and stomping independents; less fine when the other players can try to stomp me back. Presumably the player with the better army did a better job of exploring and securing the map earlier on, had a better grasp of army composition, had a luckier starting position, or all of the above. But for whatever reason, victory or defeat too often feels like a black box to me.
After winning or losing, it’s time to start another game.This is feasible in a way it wouldn’t be in the typical 4X game: you can finish a COE3 “large” map in maybe an hour or two, and smaller maps in significantly less. The best analogy is skirmish mode in an RTS – something you can keep replaying in bite-sized sessions – but with random maps.
The Verdict
Ultimately, a food metaphor might be the best way to sum up Conquest of Elysium 3. Its big brother, Dominions 3, is like learning how to cook: difficult and time-consuming, but blissfully rewarding in the end. The typical 4X game, say Civilization or Master of Magic/Orion, resembles a meal at a buffet restaurant: enjoyable, filling, and replete with choice, but not something you can quickly consume. COE3, with apologies to Forrest Gump, is more like a box of chocolates. Like a box of chocolates, it’s filled with variety, courtesy of its 18 factions, six eras, and imaginative developers. Like a box of chocolates, it’s better at the start (this is a good game about exploration) than at the end (when I have to fight other players with a toolkit better suited to the player-vs-environment gameplay of the opening phases). And, just like a box of chocolates, COE3 is better suited for snacking than for full meals. If you’re after a light, quick-playing game, one that encourages you to reach in, take a bite, and come back later to sample different flavours, COE3 is worth a look.
Hopefully Illwinter will release a demo soon, but for now, you can download its predecessor (Conquest of Elysium 2, 1997) as freeware here; or buy the full game from Desura. Update: there is now a demo available.
The basis of my review
Time spent with the game: I estimate at least 10-15 hours.
What I have played: The Warlock, Senator, Baron, Troll King, Dwarf Queen, Enchanter, Burgmeister, and Barbarian characters.
What I haven’t played: Multiplayer; the remaining characters; any difficulty level that gives the computer a bonus.
Note: the above comments are based on a review copy supplied by the game’s developer, Illwinter Game Design.
I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.
Dominions 3, Illwinter’s 2006 magnum opus, is one of my all-time favourite games, but its depth and complexity make it a time-consuming beast. And so I jumped when I heard Illwinter’s latest title, Conquest of Elysium 3, was simpler and quicker-to-play. Dominions Lite, here I come! Instead, I found something very different.
My very first impressions of COE3 were misleading. Setting up a new game was an experience straight out of Dominions: I chose which era I wanted to play in, chose my leader (COE3’s equivalent of a Dominions faction+pretender combination), and emerged on the map screen to see sprites, and hear sound effects, taken straight from Dominions. It was only after playing a few games that I realised how dissimilar COE3 felt.
You call that a treasury?
Dominions 3 is about the clash of empires. Your resources are vast, but so are the claims on them. Every turn, tax revenues and magic gems will flood into your treasury, and even though you will never have enough of each, you will typically have enough to spend on something. You will raise enormous armies across dozens of provinces; script elaborate orders for your sorcerers; constantly research new and better magic. And your rival pretender gods do the same. They are the main threat, not the independent provinces meekly waiting to be bulldozed.
COE3, in contrast, is about scarcity. Your handful of commanders, and their retinues, must explore the map in search of farms and villages and mines, then fight their independent defenders tooth and nail – or, frequently, just move onto easier targets. Once you’ve taken the sites, you can’t just abandon them: wandering monsters are a constant threat. But if you leave 3 men to hold this village, and 5 to hold that gold mine, sooner or later those garrisons start adding up. Then it’s time to march back to your castle to pick up fresh recruits, if you can afford them – early on, amassing enough coin to recruit 5 or 10 soldiers is a big deal. Even later on, an army of 100 human soldiers (a modest task force in Dominions 3) would be an awesome host in COE3. The overall feel is of leading a few small bands through a savage land; think Mad Max or Fallout: The Strategy Game.
The net effect is that Dominions 3 fans shouldn’t go into Conquest of Elysium 3 expecting more (or less?) of the same. After playing heaven knows how much Dominions 3, my early experiences with COE3 have been rather like meeting the child of an old friend. The resemblance is there in the eyes and nose; but the soul behind them is entirely its bearer’s own.
Stay tuned for more!
Note: the above comments are based on a review copy supplied by the game’s developer, Illwinter Game Design.
A key part of a story’s appeal — whether it be a book, a game, or a movie — is its ability to transport me to a world of wonder, and almost as fascinating is peering behind the curtain to see how the creator pulled it off. In the following guest post, Matt Bowyer breaks out the magnifying glass for a look at Final Fantasy XII (2006, Square Enix). Enjoy!
***
“Where is this taking place, again?”
“I can picture your characters and their actions very well, but I have no idea what this area is like.”
“Make these backgrounds interactive versus static.”
“This is quite the featureless white room your characters are in.”
I feel like I do a pretty good job in building the world of my attempted novels. A lot of time and effort goes into figuring out why this country grew up around the church while this neighboring country is almost agnostic, and what conflicts would have arisen between these two lands as time passed. I regularly add to a document, filling in bits of legend and mythology alongside the evolution of trade routes and what racial slurs are used among less refined city-dwellers. And then I let my characters run all over it and forget to use that worldbuilding for anything more than a backdrop. I can get away with this if I want; a story is only as good as its characters as far as I’m concerned, and that’s where most of my focus in writing goes. It’s not something that’s acceptable in video games, though, and that’s why I have this soapbox here.
Final Fantasy XII is one of the best games ever made, and absolutely the best of the Final Fantasy series. One of its strongest qualities is its worldbuilding; the bustling desert capital Rabanastre is full of people at all times, a constant buzz of activity on every screen. It’s the most alive city I’ve seen in an RPG. The entire game is full of these incredible locales; the thick heat of the Golmore Jungle, the floating majesty that is the Skycity of Bhujerba, the quiet power at the sacred site of Mt. Bur-Omisace.
Final Fantasy XII’s bestiary adds to this deep world — kill one enemy and you are treated to a beautiful painting plus a page or so of detail about it, the migratory patterns of rotund cockatrices or the hunting habits of sand-dwelling crocodiles. But if you kill another 5-10 of that creature, you get a bit of Sage Knowledge about the world of Ivalice. It may be a legend about a specific item that drops from that creature, it may be a passage from a holy book, it may be why magick power has flourished while electricity did not, it may be a bit of sell copy for a nearby shop. It’s fantastic stuff, and I found myself drastically lowering the local lizard population so I could learn more about their teeth. But that’s not enough. A deep bestiary and a great deal of supplemental in-game writing is wonderful, but anyone can do that with enough time and a decent writer supporting their worldbuilding efforts. It’s much harder, but I feel much more important, to build that world identity in-game, in a way that engages your players more deeply than words on a screen.
Final Fantasy XII excels at this. The Skycity of Bhujerba is a set of floating islands built around a magicite mining colony founded by moogles, the earliest airship builders and pilots. Bhujerba is valuable because of the skystone magicite produced in its mines — those stones are what allow the islands to float high above the ground, and they give that same power to the many airships that sail the skies of Ivalice. The Arcadian Empire’s recent expansionism has increased the pressure on Bhujerba, and now the Skycity is officially allied to Archades – but though the city grants the Empire access to its magicite mines, anti-Imperial tension boils within.
The most important visual aspect of Bhujerba is the fact that it is a series of floating islands. Most fantasy games don’t have much need to explain this — a wizard did it, are we ordering out for lunch? — but Final Fantasy XII builds the reason for this into the plot itself, and your first trip to the city deals with its most important aspect. Your first visit to Bhujerba takes you inside the mines, where you meet a character who talks of the Empire’s interest in the skystone. The end of the excursion in the mines gives the party a particular kind of magicite which breaks the rules, placing more importance and emphasis on the role magicite plays in the game, and further underlines Bhujerba’s importance to the Empire. The player does not just read this in a document three menus deep, he learns it while exploring the mine behind the political drama. The player learns of the power of magicite when the player acquires some, and the player learns of the boundaries of the world so when those boundaries are pushed later on, that change actually means something.
One of the first things you are told upon entering Bhujerba and talking to everyone that you can — the only acceptable action in a new town in an RPG — is that no one has died falling off of the city into the water below. A bit of flavor lets you know why people live here, why they apparently have no qualms about sitting on the side of a wall inches from freefall, and also offers a bit of knowledge that will help the player solve a side quest later in the game. You will also hear rumors about mutated creatures, ghosts haunting the mines, and other bits of background flavor that lead into eventual side quests later on — again, informing the player through action, not just reading. It’s not just worldbuilding for worldbuilding’s sake, it directly involves the player. It makes the world more than just a backdrop, it makes it a place.
There are more examples of this throughout the game. The three-tiered caste structure in Archades, a city built from the ground up to the sky: the party has to navigate the politics of the city’s elite to make it to that lofty status themselves. Giza Plains: the game tells you early on about the torrential rains that wash through every season, then buries you under those rains hours later when you return, opening up new areas and closing off old ones. The Mosphoran Highwaste, full of ancient shrines to forgotten gods: later those shrines open up pathways to new, previously unreachable areas.
Nearly every area in Final Fantasy XII was built with the player in mind. The developers considered how their design of Ivalice would impact the player. Even the weather changes make a difference; blistering heat in the desert brings out fire elementals who drift lazily in the sunlight, but are quick to react to magic cast in their vicinity. The Nabreus Deadlands feature a fog that obscures enemies until they are already upon you; that fog is a result of the Mist pouring out of ravaged Nabudis, and inside Nabudis are unspeakable horrors twisted by the incredible energy unleashed upon that city before the game began. That event is also referenced by an important NPC later on in the game, another way the game involves the player in what happened.
Compare this to the more recent Final Fantasy XIII, which has incredibly beautiful locations with stunning music supporting them, and which have no more impact on your gameplay than wallpaper. Lake Bresha is a gorgeous frozen lake that Lightning and the other protagonists land in after a boss encounter, but you do nothing but run from Point A to Point B — nothing here makes any impact on your gameplay experience. There is no difference in navigating the Fifth Ark versus navigating the Gapra Whitewood — your location does nothing but change the color of the enemies you fight. For all the importance these areas have in your gameplay experience, you might as well be playing in a featureless white room.
That might work in a book, where the strength of the characters and the story can overcome ignoring the world. That will not work in a game, because there is no story in games worth telling that ignores the player.
Matt Bowyer is an aspiring author living in Kansas City who spends too much time playing video games and playing armchair designer. He can be found at www.mattwbowyer.com in between chapters and loading screens.
Making a game’s visuals spectacular is a technical achievement. Making them beautiful is an artistic one, and at its best, Shogun 2 delivers both. Here, as a vastly superior enemy army marches out of the fog, the Mori clan prepares to make its last stand. (To be precise, my last stand. This is what happens when I attempt an econ strategy before securing my borders.)
The city states of the Lowlands have lived in peace for decades, bastions of civilization, prosperity and sophistication. They have been protected by treaties, trade and a belief in the reasonable nature of their neighbours.
But meanwhile, in far-off corners, the Wasp Empire has been devouring city after city with its highly trained armies, its machines, its killing Art . . . And now its hunger for conquest and war has become insatiable. Only the ageing Stenwold Maker, spymaster, artificer and statesman, can see that the long days of peace are over. It falls upon his shoulders to open the eyes of his people – as soon a black-and-gold tide will sweep down over the Lowlands and burn away everything in its path.
But first he must stop himself from becoming the Empire’s latest victim.
– Official blurb for Empire in Black and Gold
Empire in Black and Gold, the first book in the Shadows of the Apt series, is a promising epic fantasy novel by Adrian Tchaikovsky. While Tchaikovsky uses the genre’s basic building blocks – a formidable danger, an oblivious civilisation, plucky heroes between the two, and cool set-pieces – he creates something new and fresh by dragging those old tropes into the industrial age.
Tchaikovsky’s prose, characterisation, and plotting are solid.None of these will win any awards, but they get the job done. I cared about the protagonists – the beautiful swordswoman and her plain sister, the nerdy engineer and the laughing dandy, the ageing mentor and the few surviving comrades of his generation. I was intrigued by their antagonist, a spy/secret policeman. I wanted to know what happened next, and when I powered ahead, the prose mostly stood out of my way. Tchaikovsky does have a jarring habit of head-hopping (switching from one point-of-view character to another within the same scene), but I grew used to this after a while. Otherwise, his writing carries the book through both fight scenes and quiet moments.
Where the book shines is in the power of the author’s imagination; with seemingly every page, right to the very end of the book, I would find something new to delight me. Two things exemplify this. First, the fusion of magic and technology. Smoke-bellowing, tank-like battering rams pound city gates into the dust; winged infantrymen drop down amidst hot-air balloons; ballista operators shoot it out with fireball-throwers. It’s a breath of fresh air in a genre that, even after breaking out of D&D pseudo-medieval settings, is still stuck largely in a pre-industrial age. Second, its assortment of fantasy races: not elves and dwarves, but humans who took on the aspect of totem insects. Winged, child-sized Flies are excellent couriers and scouts, Beetles are unglamorous but inventive, Spiders are attractive but devious, Ants share a telepathic link, and so on. This is the originality with which good speculative fiction is made.
Overall, Empire in Black and Gold isn’t the best fantasy book ever, but I had a lot of fun with its combination of (a) external conflict, (b) a weird and wonderful setting, and (c) decent execution. Recommended to genre fans, and I look forward to reading the rest of Tchaikovsky’s work.
You can buy Empire in Black and Gold from Amazon US here.
The week and a half I’ve played Tropico 4, the Latin American-themed city-builder, has been time well spent. I haven’t started the game’s campaign, but I’ve played enough of the sandbox mode to know I like it – and to know why. Tropico 4 does a number of things right, and while none of them is individually ground-breaking, each of them illustrates a principle of successful design. They are:
1. Difficulty – let me build in peace!
Difficulty in a game can come from two sources. In many (most?) games, from Shogun 2 to Dark Souls, the primary challenge comes from trying to make progress or avoid failure. If the Game Over/You Died screen is a constant companion, then we can say the game is “challenging”. However, even when the player is not at risk of game-ending failure, difficulty can still arise from self-imposed goals. If the game requires skilful play in order to meet those goals, then this is another form of challenge.
When it comes to city-builders, I’ll take the second type of challenge over the first. To me, these titles exemplify gaming as a “narrative of continuous progress”, and as such, I prefer them nice and relaxing. Oh, it’s one thing to have failure lurking in the background. The fear of failure keeps players on their toes – training enough heroes to fight off monsters in Majesty, building apartments and clinics to prevent an uprising in Tropico 4 – but as far as I’m concerned, actual game-overs should be easy to avoid.
And in this regard, Tropico 4 is perfect for me: with the default settings, it takes a lot of doing to lose a sandbox game. Instead, I like to see how effectively I can develop the island of Tropico (thriving economy, good healthcare, clean environment, educated populace, etc) within the constraints of money and time. After finishing five or six sandbox games, most as a benevolent leader and one as a brutal kleptocrat, I think I’m done with this play mode, but it was a lot of fun while it lasted. And there are options for players who want more or less of a challenge, ranging from a weaker/stronger world economy, to a more or less fractious populace, to a de facto god mode. The important thing is, I can tailor the game to meet my preferred play style.
Asa contrasting example of what not to do in the city-builder genre, I offer city-builder/RTS/digital ant farm Majesty 2, which was built around an often rock-hard campaign. I would never use the word “relaxing” to describe that game, and while I did enjoy it, I’ll take Tropico 4 any day. (The original Majesty, which I preferred, was closer to Tropico 4 in that it offered a customisable skirmish mode where I could sit back and build, build, build.)
2. A sense of personality
Uninspired video game settings are a subject I’ve bemoaned before. How many generic high fantasy, WW2, or science fiction games do we really need? Luckily, Tropico 4 bursts with character. There’s a sense of place, of course – cheerful Caribbean music accompanies you throughout the game; your island’s key products include pineapples, papayas, sugar and rum; Tropicans speak in Spanish when you click them; and you attract tourists to your island with promises of sun and surf, plus booze for the spring-break crowd or native ruins for the eco-tourists.
But there’s more than that. Almost from the get-go, Tropico 4 is also defined by its – usually black – sense of humour. After clicking past the main menu, the first thing you’ll see is a loading screen, emblazoned with an irreverent (“Politicians are the same all over – they promise to build a bridge even where there is no river.”), bleak (anything from Augusto Pinochet), or, occasionally, off-the-wall (“If surviving assassination attempts were an Olympic sport, I would win the gold medal.”) quote. And that cheerful cynicism permeates the entire game. It’s visible in the choice of traits for El Presidente – the screenshot above shows what the game thinks of “men of the people”. It’s visible in the flavour text for almost every action you take; my favourite is the ethnic village, an utterly bogus tourist trap that you can still show off via a “Geographic TV special”! And it’s visible right to the very end of the game, where one of the objectives on the scoring screen is filling the Presidential bank account. (The game doesn’t stint on ways to go about this. Embezzlement? Artifact-smuggling? Taking kickbacks on construction projects? All of the above?) It’s not the most heartening humour, but it’s distinct.
3. A little bit of real-world resemblance goes a long way
By no stretch of the imagination is Tropico 4 a serious political or economic simulator. But as goofy and abstracted as it is, you can still see the bones of real-life policies embodied within its systems.
My favourite example is the game’s economic model. Almost all businesses on Tropico are owned by the government, and the only tangible goods consumed by Tropicans are food and imported luxuries. (They do, however, consume a wide array of services.) As such, almost everything to come out of a Tropican farm or factory goes straight to the export market, the resulting dollars go straight to government coffers, and the reverse is true – imports deplete the government’s pocket. Making trade surpluses the main source of government income – there are no taxes on Tropico – is quite the abstraction!
However, the net effect is to encourage the player to pursue mercantilism, encouraging exports while minimising imports of consumer goods*. Specifically, it encourages the player to focus on exporting manufactured goods, since these are far, far more profitable than raw materials. In other words, the game effectively leads you down the path of export-led growth pursued by such countries as post-WW2 Germany, Japan, Taiwan, Korea, and of course, China. While this is almost certainly a coincidence**, it’s still a thrill to play the game and realise I’m re-enacting a page out of modern history.
Other aspects of gameplay echo our world. Tropico’s education system isn’t just opiate for the masses – it takes a skilled labour force to operate those factories. (“Skilled”, in this context, meaning “high school educated”. I do wish the game offered more high-end export jobs for university-trained workers.) Building, then subsidising, apartments banishes shanty towns, which are both unsightly and bad for the people’s morale. This even extends to the superficial: one of the game’s silliest white elephants is a rotating golden statue of El Presidente (pictured above)… which happens to be lifted from real life. For folks with an interest in nation-building (or nation-ruining), Tropico 4 can feel like a basket filled with Easter eggs.
Conclusions
If I had to pick just one of the above strengths as a stand-out, it would be #3, seeing elements of real life reflected in the game. Just as there’s a joy in “reaching out to touch history” when playing Europa Universalis 3, so there’s a joy in reaching out to touch issues that could have come from the pages of a newspaper, or an interview with a statesman. But this is not to take away from the game’s other strengths. I laugh at its building descriptions and silly radio conversations, and settling down to develop my island in sandbox mode has been a pleasant, satisfying experience. Tropico 4 won’t hold my interest forever – I’m now ready to move on from the sandpit, either to the campaign or to another title. But even after I shelve the game, I may well read an article on postwar development months or years from now, look back, and smile when I remember my stint as leader of a Caribbean Tiger.
* Except for food. In-game, it’s often more efficient to export cash crops and manufactured goods and just import relatively cheap food.
** Supply-chain management is part and parcel of the city-builder genre, and manufacturing has been a path to virtual riches at least as far back as Colonization.
With its quick PvP skirmishes and its co-op campaign, Shogun 2 is my go-to game when I want to play multiplayer – but sometimes I want to play a co-op skirmish, with human and computer players. Until a couple of days ago, I thought this was impossible (not to mention a very odd omission), but it turns out the game does supportcomp stomps. This is how to set them up.
First, look at the top row of the screen:
See the silhouettes representing slots for human players? Delete a human player slot.
The screen should now look like this:
Then click the computer icon in the bottom-right hand corner of the box. The screen should now look like this:
Tadaa! You have now added an AI player – in this case, the Chosokabe. Click that AI player’s banner, and you can change its clan. Have fun stomping those comps!
The Children of the Sky, Vernor Vinge’s latest science-fiction novel, is the direct sequel to A Fire Upon the Deep (my review here). As such, I wouldn’t recommend starting the series with this book! That said, if you are familiar with Fire, I don’t think you need to re-read it – I enjoyed Children despite having read Fire so long ago, I only remembered its general premise.
Whereas Fire took place on two levels – a galactic storyline ran in parallel to events on the world of the Tines, the book’s featured alien species – Children takes place solely amidst the latter. Its plot was interesting enough to keep me reading, but I have a couple of complaints. One, not only does the ending suffer from “middle book syndrome”, but the lack of resolution felt a bit strange to me in light of previous developments. If A, B, and C already happened, then surely <character>’s fate shouldn’t have been left open? Two, while Vinge normally writes effective villains – his future totalitarians in ADeepness in the Sky were far more chilling than lesser authors’ Space Nazis/Commies – he slips here. One villain in Children was so slimy, and in such a way, that it felt as though Vinge was trying too hard to manipulate the reader’s (my) emotions. (This character also represents something of a missed opportunity – had he been less black-and-white, I think that would have given one plotline a bit more heft.)
However, that one villain is the exception. Otherwise, Vinge’s characterisation and “micro”-level writing cement him in the top tier of space opera authors, and he particularly shines at depicting aliens. I could simply list what I like about his writing – clever concepts, lively dialogue, likeable aliens – but it would probably be more effective to point you to this excerpt from chapter one.
Notice how many things Vinge does right in that excerpt. He gives a clear sense of the characters’ personalities, right down to the doorman. He gives an especially clear sense of Tycoon’s personality, first through the environment Tycoon has created, then through others’ reactions, and finally through the introduction of Tycoon himself. He gives a good sense of the world, starting with the contrast between servants/merchants/royalty and the word “factory district”, and he gives a great sense of how humans might look through another species’ eyes. All that just from the first two and a half thousand words!
Of course, Vinge doesn’t fire on all cylinders for every page; that excerpt is probably one of the better scenes. But even if the book as a whole is probably “decent” or “good” rather than “great”, itsbest sequences are sheer delight. That delight is what I remember when I look back on The Children of the Sky, and that delight is what makes me recommend it, despite my complaints, to series fans.
You can buy The Children of the Sky from Amazon US here.
(Note: this article contains moderate spoilers for the game.)
Elaborate backstories are part and parcel of speculative fiction. Fantasy’s defining work, Lord of the Rings, is above all a work of worldbuilding, while science fiction authors have long created detailed “future histories” to tie their works together. Given the extent to which RPGs grew out of this literary genre, it’s no surprise that RPG designers followed suit – a trend at its most visible in the lore codices of recent titles such as Mass Effect and Dragon Age. But in my opinion, few games have done it as well as a little-known 2006 Playstation 2 JRPG, Valkyrie Profile 2: Silmeria (developed by tri-Ace and published by Square Enix).
Very, very, very loosely inspired by Norse mythology, VP2 followed the adventures of Alicia, an exiled princess sharing a body with the valkyrie Silmeria*. The game offered a lengthy plot featuring wrathful gods, magic MacGuffins, swordsmen and sorcerers – but if the plot were all VP2 had, I would not be writing this post. It simply wasn’t that great for the first two-thirds of the game, though it did pick up sharply towards the end. Rather more satisfying was VP2’s character growth: Alicia went from a frightened girl dependent on Silmeria (this wallpaper says it all) to a mature, confident heroine, complete with new voice clips in battle. But while this was rewarding, it was still anything but groundbreaking – after all, character growth is the bread and butter of fiction.
Where VP2 uniquely shone was the way it brought its world, past and present, to life. Part of this was a combination of art design and music. The soundtrack was serene as you traversed the sunlit idyll of the Kythena Plains; ponderous in a dark, haunted forest and lilting in a magical one; chirpy in the metropolis of Villnore and ethereal as you crossed Bifrost, the breathtakingly spectacular bridge to the heavens. Even ruins, the stock setting of fantasy RPGs, were distinct: when Alicia journeyed through a half-submerged temple, the pensive music echoed the lost splendour around her – very different from the conventionally heroic theme that accompanied a trip through an ancient volcano.
And the wonders of VP2’s world were more than skin deep. While your party included plenty of storyline characters, you could also recruit up to 20 einherjar – the spirits of long-dead warriors, chosen by Silmeria to fight for the gods – randomly chosen from a pool of 40. The storyline characters (who appeared in the game’s plentiful cut-scenes) were far more fleshed-out than any one einherjar (who had only a few lines of dialogue apiece**). But as a group, I think the einherjar received by far the better deal. That was because each character, storyline or einherjar, had backstory in the form of a character profile accessed from the party screen – and the einherjar backstories, spread over a thousand years of in-game history, were extensively woven together. They interwove with the towns you visited in-game (your party might include a given location’s mythical founders), but more importantly, they interwove with each other. If you read the profiles of two or three einherjar, you might find that they’d journeyed together in their youth; split up to take opposite sides in a war; and met their separate ends after that. A kingdom home to four or five einherjar in one generation might disappear a hundred years later, brought down by an einherjar from a rival land; that conqueror in turn might die ignominiously to a poisoned arrow.
This would have been impressive enough on its own. But there was also a second, deeper layer: the profiles weren’t always true. For instance, this is what the game had to say about Woltar the sorcerer, who joined in one of the earliest dungeons:
A ruthless alchemist who kidnapped the Queen of Crell Monferaigne in 746 C.C. Hiding out in the hinterland of Salerno, Woltar was rumoured to have spent his days and nights engrossed in horrifying experiments. However, in 752 C.C. he was found and punished by officers from Crell Monferaigne. A month after the queen was rescued from her prison, she took her own life by throwing herself from atop the castle wall.
The mental images are horrific – but false. Here’s what really happened: Woltar and the queen eloped. They lived happily and even had a daughter together, before the king’s men found Woltar, killed him, and brought the queen back, only for her to kill herself out of grief for her lover. Their daughter’s ending was no happier, as you found out if you recruited her: she was murdered years later on the orders of her stepbrother, the prince.
The tragic tale of Woltar and family was just the tip of the iceberg. The einherjar backstories were packed with sorrow: the woman who, believing false accusations, arranged for her sister’s death – and who killed herself upon discovering the truth; friends who met on the battlefield after supporting rival kings; the loyal sorcerer whose suspicious liege abandoned him to torture and death. And while the game played fast and loose with its Norse inspiration, this was one area where it felt absolutely true to my knowledge of myths from round the world – look at how few of the ancientGreekheroesmadeit to a happy ending.
But the einherjar backstories weren’t just about sorrow, containing as they did other emotions that we should feel in the presence of epics. These were warriors brave enough to be chosen as the champions of the gods, and thus, heroism – and triumph even in death – were prominent: the friends whose sacrifice saved their home from conquest; the trio who sealed off the gateway to the netherworld, something which could probably have made a story in its own right. There was even poetic justice: the sorcerer responsible for the deaths of four other einherjar never got to enjoy his triumph, courtesy of an arrow through the heart. His assassin? None other than another einherjar.
Unfortunately, despite all the above, rock-solid gameplay*** and praise from the critics, VP2 never achieved even the cult-classic status of its predecessor. Sales (according to VGchartz’ estimates) were measly, and even within the JRPG genre, it seems to have ended up little more than an obscure footnote. But it left its impression on me. Long after details of gameplay and plot faded from my mind, I remember the game’s locations, beautiful, diverse, and filled with character. I remember the game’s spiderweb of einherjar relationships, complex and deep enough to do any novelist proud. I remember how enthralled I was to see the pitiless history of VP2’s world played out through the lives and deaths of the einherjar; and I remember the emotions their stories provoked. True, this is not a method that could be used by many games, given how the valkyrie/einherjar conceit tied in with the game’s lore – but VP2 made the most of it. To this day, I’m glad to have experienced VP2’s storytelling, and it remains one of my favourite games.
* An invention of the game, not an actual mythological figure.
** Unlike the first game, where every character you recruited was an einherjar, each of whom received an introductory cut-scene of his/her own.
*** To be fair, sometimes it was a bit too rock-solid – the game was rather hard.
Travelling merchant Kraft Lawrence dreams of amassing enough money to open a store in town – but for now, his life is dangerous and lonely, his home simply the back of his wagon. Meanwhile, for centuries Holo the wolf goddess ministered to a small village as its harvest deity – but now the villagers have a jealous new God, and new methods of farming. Neither needed nor wanted, Holo decides to return to her distant birthplace, and which travelling merchant should be around for her to hitch a hike?
Spice and Wolf is a series of Japanese light novels – I think the closest Western analogy is “young adult novels with a handful of illustrations” – following the adventures of the duo. It’s perhaps better known in the West for its two-season anime adaptation (the first novel overlaps with episodes 1-6 of the anime), whose first season I watched when it came out a few years ago. However, my enjoyment was marred by poor fansubs, and so when I saw the first novel available in English, I grabbed it. I’m happy to report it met my expectations.
The heart of the book is the dynamic between the two main characters. Holo is teasing, gluttonous, sometimes temperamental, undoubtedly difficult – but also shrewd, loyal, and usefully for the duo, able to supernaturally sort truth from lies. She has enough of the capricious deity in her to make her feel convincingly alien; not enough to prevent her from being sympathetic. Lawrence is the more level-headed of the two, a hard-working, kind-hearted Everyman. Their banter is a delight to read – and so is how, when the chips are down, they come through for each other.
Plotwise, the book stays true to Lawrence’s occupation: this has to be the only fantasy novel in existence about currency trading. Conspicuously absent are dark lords, evil emperors, conquering armies, and other staples of the genre. The world is pseudo-Medieval Europe, with little in the way of magic or intelligent non-humans – so far, Holo is the only example of either category. Both appear done reasonably well*, with especial kudos for the original subject matter of the plot – I’d like to see more along those lines!The prose is a bit clunky, but I stopped noticing after the first chapter or so. I do like the slightly archaic feel of Holo’s dialogue, compared to Lawrence’s – it’s consistent with their respective ages. Lastly, a note about the cover: it’s racier than the book’s contents. Luckily, taking off the dust jacket reveals the original Japanese manga-style picture of a fully clothed Holo, which could be useful in avoiding misunderstandings!
Ultimately Spice and Wolf: Volume 1 is a short read, but it’s a very enjoyable one. As one of the few (maybe the only?) “economic fantasy” novels I’ve seen, it occupies a severely underused niche; even defining it more broadly as a novel about “everyday life in a fantasy world” still makes it fairly unique. Add interesting, likeable characters, and the end result is a book that should appeal well beyond fans of the anime. Recommended.
2011 was a good year in gaming. Just counting new releases, I enjoyed all of:
Bastion (PC), an isometric action game with pretty art design and an original world;
Dark Souls (PS3), which (so far – I haven’t played enough to form a verdict) offers a promising mix of finely tuned challenge and great drop-in co-op gameplay;
Frozen Synapse (PC), a stylish and clever squad-based indie strategy game;
Section 8: Prejudice (PC), a bargain-priced team-based shooter. This is a genre I wouldn’t normally touch, but I had a great time roving around Prejudice’s battlefields as an engineer-medic-tank commander, a role that could survive my lack of reflexes;
Tactics Ogre: Let Us Cling Together (PSP), the modern remake of Yasumi Matsuno’s 1990s tactical roleplaying game; and
Total War: Shogun 2 (PC), the latest and – by far – most polished instalment of the long-running historical strategy series.
One title, though, managed to stand out from the pack. One title was the best example of its genre I’d seen in years. One title is my Game of the Year. I present to you:
Game of the Year – 2011: Total War: Shogun 2 (review here), developed by Creative Assembly and published by Sega. This truly deserves the “strategy” label: it’s packed with interesting and well-executed sub-systems (diplomacy, realm management, campaign manoeuvre, and battlefield tactics), well-paced, and blessed with a clever computer player. With this, CA has addressed every complaint I’ve had – and redeemed its mistakes – as far back as Rome: Total War.
And there is one more with a similar appeal:
Runner-up:Tactics Ogre: Let Us Cling Together (review here), developed and published by Square Enix. This is the pinnacle of the “traditional” turn-based TRPG genre; built around combat that’s fluidly lethal without being frustrating, it then tries to sand away every little annoyance in the genre – from unskippable random battles to unclear camera angles – and tell a story more meaningful and mature than “kill the foozle, save the world”. It doesn’t quite succeed at those two goals, but it aims high and comes close to its mark, something I appreciate all the more after going back to older, cruder TRPGs.
Well done, Creative Assembly and Square Enix. And Happy New Year to all of you!
After circa 25 hours in Demon’s Souls, it was time to take a break. I could have played something easier, brighter, more cheerful… but instead, I started its successor, Dark Souls. And no regrets: six or seven hours in, I’m having a good time. Early thoughts below:
Play style: This time, I opted for a build that was the opposite of the first game. In Demon’s Souls, I played a royal, a lightly armoured magic-user for whom melee was almost always the last resort. In Dark Souls, I’m playing a knight: lumbering (by default), heavily armoured, and reliant on melee. While he does carry a cheapo bow and a painstakingly restocked arsenal of firebombs, most of his work is done up close, with sword and halberd. That has redoubled my appreciation of just how well the Souls games do hand-to-hand combat: even against trash mobs, it is a joy to dance past a zombie swinging his axe, cut him down from behind, and turn just in time to face a swordsman. Larger foes too: duck back from a knight’s enormous hammer and catch him while he recovers, hack away at a stone giant before it can awaken, dodge the whip-branch of an animated tree…
Level design: I think Dark Souls has the edge here. Three of the five worlds in Demon’s Souls, at least at the points where I was, felt like typical video game/fantasy environs: the pseudo-medieval castle; the prison/torture chamber; the ruined shrine. They were well-done, to be sure, but typical all the same. Dark Souls, in contrast, has given me a street battle through a pseudo-medieval town, followed by a dark, lush forest, both of which feel far fresher. I don’t think it’s a coincidence that I find it easier to suspend disbelief in the second game*.
Difficulty: Not being able to blow away weaker enemies with the wave of a wand should make my Dark Souls run harder, but so far, with one exception, it doesn’t feel that way. I can think of several reasons: (1) most of the time, Demon’s Souls limits the player to 50% or 75% of maximum health, a restriction missing from Dark Souls; (2) I think my knight’s armour does make a difference; and (3) I now have more practice at the combat system – probably the most important factor, judging by anecdotes from new players who are stuck on the first area. The exception relates to boss fights: in Demon’s Souls magic was the easy way to deal with most bosses, and I suspect that’s still the case. The most recent boss I fought was almost wholly ranged, though luckily, the designers provided a magic-using NPC to assist in the fight. At other times, I rely on the next point…
Multiplayer: This has been the source of some of my grandest moments. Co-op is still a blast – my favourite visual image from the game, so far, is three warriors, male and female, differently armed and attired, advancing across a rooftop to meet a boss. And after regularly dying to PVP invaders in the first game, it was a glorious moment when in co-op, I tag-teamed an invading griefer, shrugged off multiple blows from his hammer in a battle lasting minutes, and finally knocked him to his death off a ledge.
Overall first impression: A more polished version of the same, but that’s not a bad thing! If anybody out there enjoyed the first game but hasn’t picked this up yet, this seems well worth checking out.
* Though to be fair, I wonder if my reduced use of walkthroughs/maps in Dark Souls has something to do with this.