Ninja FAIL

This entry is part 4 of 10 in the series Total War: Shogun 2

Fresh from winning every* battle in a Shogun 2: Rise of the Samurai campaign and still losing the war, I found some much-needed comic relief in the following video.

 

 

My favourite segment is the one beginning at 0:18, but it wasn’t an easy pick!

 

Separately, Matchsticks for my Eyes wishes you all a very merry Christmas and a happy New Year. Thanks for reading, and may you experience many wonderful stories in the years to come!

 

* Okay, almost every.

Distant Worlds: The Verdict

This is part 3 of a series on Distant Worlds.

 

1. First impressions: the galaxy is a big place

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

3. The verdict

 

 

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

 

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

 

The basis of my review

 

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

 

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

 

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

Book review: Fatherland, by Robert Harris

Berlin, 1964. Germany crushed Britain and Russia, won the Second World War, spent the next two decades locked in a cold war with the United States. Hitler’s 75th birthday is approaching, just in time for a new detente with the US. And German detective Xavier March has just been called in to investigate the discovery of a body in an exclusive neighbourhood, which will kick off events further-reaching than March could have dreamed…

 

I found Robert Harris’ novels about Cicero and the Roman Polanski film based on another of his books (The Ghost Writer) enjoyable but nowhere near great. But his first novel, Fatherland, showed me why the man is a bestseller.

 

Fatherland’s characters won’t win any awards for originality. Xavier March himself – middle-aged, at a career dead-end, estranged from his ex-wife and son, cynical about the Nazi Party – is straight out of central casting. The rest of the cast falls into equally familiar archetypes, from spunky journalist to Nazi brutes. And I suspect a veteran thriller reader would be able to say the same about the plot – even as a novice to the genre, a number of Fatherland’s plot developments felt awfully familiar, and I was even able to guess one of the major twists.

 

The real star is the dystopic setting. “The Nazis win WW2” is the most hackneyed of alternate histories, and I have a couple of niggles with Harris’ timeline, but none of that detracts from the book. Harris brings his setting to life with skilful detail, sometimes through March’s observations, sometimes through casual remarks, sometimes through well-written and interesting infodumps. We see March’s fellow Germans cringe from his SS uniform, we see the values of Nazi society reflected everywhere from the personals ads of March’s newspaper to the “crimes” investigated by some of his colleagues, we see how March’s devoutly Nazi son loves touring Berlin to admire Albert Speer’s post-war architecture, we hear rumours of the atrocities committed by March’s counterparts in the Gestapo. And this is more than background colour. The setting, plot and characters, stock though they might individually be, combine to create a work of chilling power.

 

It is that chill which makes Fatherland so effective. This is not a feel-good book, except in the sense that it should make you grateful that history unfolded the way it did. But even knowing its biggest reveal before I started (this has to be one of the few spoiler-free reviews of Fatherland on the internet) did nothing to diminish the bleak horror when it did unfurl. And guessing much of its ending hasn’t prevented the book’s final moments from lingering with me. A worthwhile read.

 

 You can buy Fatherland from Amazon here

 

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.

 

Way to shoot yourself in the foot (for the umpteenth time), Sony

Courtesy of IndustryGamers:

 

“Q: How many PSN account can be set up on a Vita system?” GAF member mehdi_san wrote. “A: Only 1 account. If you want to use a different account, you need to format the system to factory settings.”

Some PS3 and PSP owners have separate accounts to pick up games and demos from other regions.  This move means those players will be out of luck when it comes to playing Japanese titles on their American systems, or vice versa.

On the bright side, a Sony representative recently told Thrifty Nerd that Vita titles on PSN would cost up to 40 percent less than their retail counterparts.  It’s some decent savings that could make up some of the ground lost by recent Vita revelations.  Proprietary memory cards required to save certain titles, an expensive UMD Passport program missing many key developers, and a lack of support for PSOne Classics are slight issues alone, but are starting to add up for some early adopters.

 

EDIT: So the limit on PSN accounts is actually linked to the memory card, not to the Vita, according to Eurogamer. Still annoying:

 

The PlayStation Vita is not limited to a single PlayStation Network log-in, as widely reported last week, Sony has confirmed.

However, you will need to either restore factory settings every time you want to change accounts or buy two separate proprietary memory cards.

Opening moves in Distant Worlds: a mini-Let’s Play

This is part 2 of a series on Distant Worlds.

 

1. First impressions: the galaxy is a big place

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

3. The verdict

 

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

 

The very first screen I see, when I set up my second game of Distant Worlds – my first was a practice game – looks like this:

 

 

It’s a lot of options, isn’t it? I choose the standard number of stars but accidentally make the map “large” instead of “medium”, a mistake I don’t realise until later.

 

Next up are race selection and empire tweaking. I choose the humans, and name my empire the “Republic of Lune”. Here, we encounter one of my niggles with the game: while it allows great flexibility when setting up the galaxy, unfortunately you can’t customise your race within the game*. As such, this is closer to Alpha Centauri than it is to Master of Orion (with its potential for hilariously unbalanced builds) or even Space Empires. Last I choose victory conditions – these are pretty much the default, except that I’ve disabled the Return of the Shakturi (first expansion pack) victory conditions.

 

Time to begin the game. Here’s my starting position:

 

 

Around my homeworld, I have a small fleet and several mining bases in nearby systems. This is the “early exploration” phase of 4X games, the time when players discover the lay of the land, look for city/colony sites and future chokepoints, and uncover goody huts. Distant Worlds has particularly useful goody huts (of which we’ll soon see more), and as such, I start building extra explorers and construction ships so I can quickly find and exploit them. Otherwise, I leave my empire to manage itself. I don’t know the tech tree very well, and my invisible AI viceroys can build mines and order scouts just fine on their own.

 

Soon, my scouts find what I’d hoped for, the independent world of Sol I:

 

 

To put this into context, colony population in Distant Worlds seems to grow very, very slowly compared to other 4X games, so your homeworld will still account for the lion’s share of your economy well into the game – no infinite city sleaze here! Thus, independent worlds, which already start with a moderate population and are undefended by spaceships, are a valuable prize early on. If their residents are friendly, you can simply claim them by sending in a colony ship; otherwise, you can send in the marines. You can’t wait too long, however, because by default** they will turn into new players if left alone.

 

Thus, I quickly order the construction of a colony ship, to be subsequently dispatched to Sol I.

 

Fully armed, not yet operational

 

Eventually the colony ship is ready, and Sol I joins my empire peacefully. I start building a starbase above the planet, and send out my navy against some nearby pirate bases, but otherwise the game proceeds uneventfully.

 

Then my scouts stumble upon a second type of goody hut:

 

 

This is Distant Worlds’ shout-out to the “big, dumb objects” beloved of science fiction authors, and I know just how valuable these particular BDOs are. In my first game, I had a hard time fighting past the space monsters guarding the derelict fleet, and it took forever to rebuild the capital ships I found, but once I did… wow. They swept all before them.

 

As such, I start beefing up my main strike force, the “Expeditionary Fleet”, in preparation to recover the derelicts.

 

A fly in the ointment

 

Eventually, one of my scout ships runs into two more independent planets in the Boskar system, a long way from my homeworld.

 

This is what the game has to say about the Boskara:

 

 

Clearly, these are not people I want as my neighbours. The potential threat on my southern border, so close to my homeworld, is unacceptable. With colony ships unlikely to succeed, it’s time to build some invasion transports and nip the potential threat from Boskara in the bud.

 

However, by the time I’ve built the first transport, loaded it with troops, and sent it to Boskara, it’s too late. Boskara I, still an independent world, falls easily to my ground troops. But Boskara II has now morphed into a single-planet empire: the Boskara Authority, complete with its own small space fleet. This is what the map now looks like (the Boskara are the purple blotch):

 

 

The threat remains. So does the logic of an early strike: better to smother the Boskara Authority while it’s still a single-planet empire than to allow it to grow into a mortal foe. I rename my main force the Southern Expeditionary Fleet and send it to defend my new outpost in Boskara (though it won’t have the firepower to win a war by itself). With the Southern Expeditionary Fleet unavailable, this means I’ll also have to start building a new force, the Northern Expeditionary Fleet, to recover the derelict ships.

 

The road to war

 

Preparations for war go well. My tech base reaches the point where I can start building cruisers, and I promptly order up a batch – at first, most go to the Northern Expeditionary Fleet, but I also build a couple at Boskar to form the backbone of the Southern Expeditionary Fleet. The Boskara, evidently daunted by my military might, even pay me some tribute; this ends up ploughed right back into my fleet.

 

Soon, the Northern Expeditionary Fleet is ready for battle. In my first game, sending token forces to derelict fields did not work well. This time, things go differently: the Northern Expeditionary Fleet carves through the space monsters like a hot knife through butter, and my construction ships can safely begin work.

 

As I build up my forces in the Boskar system, the AI viceroy is seemingly able to read my mind:

 

 

I don’t pay close enough attention to see what effect that has, but judging by the Boskara AI player periodically yelling at me to stop my attacks, it must be doing some damage. I also accept the game’s suggestions to send out my intelligence operatives to sabotage Boskara facilities.

 

All this is a prelude to the real blow. My transports are headed back to Boskar, after picking up troops at my homeworld; the Southern Expeditionary Fleet is growing in strength; and my AI-controlled 1st Fleet has also showed up in Boskar. But my opportunity is ebbing away; I can see the Boskara fanning out to the south.

 

It’s time to go to war.

 

No plan survives contact with the enemy

 

Of course, my “short, victorious war” is anything but. The moment I declare war, one of the coolest, most unexpected events I remember seeing in a 4X game rears up and bites me. Remember that ethnic-Boskara world that I conquered earlier? The moment I declare war on their neighbours, my Boskara subjects rebel, kick me off their planet, and join the Boskara Authority.

 

That dishes my dreams of conquest. The Southern Expeditionary Fleet blasts the Boskara space fleet to scrap, pulverises their space ports, blockades their worlds. But now I don’t have a forward base, my troop transports have a habit of running out of fuel, and what ground troops I can get to the Boskara system prove to be insufficient. With bigger fish to fry elsewhere in the galaxy, I settle for a face-saving compromise: the Boskara accept a treaty of subjugation, and my ships pull back from their system.

 

In the end, my fears about the potential threat from Boskara turn out to be groundless: sandwiched between myself and another empire on their southern border, the Boskara never expand far. When the dust settles, the whole war turns out not just to have been completely unnecessary, but also counterproductive.

 

With a whimper, not a bang

 

The early moves, culminating in the Boskara conflict, end up being the most exciting part of my second game of Distant Worlds. After that, my expansion is peaceful. The other computer players I encounter are mostly friendly, and those who aren’t are still smart enough not to declare war – remember, I recovered a lot of derelict capital ships? I generally don’t like starting naked wars of aggression in 4X games, and anyway, by the mid-game, the galaxy is just too sprawling for me to look forward to long-distance wars.

 

Unfortunately, Distant Worlds doesn’t seem particularly well suited to long periods of peace. Compared to Civilization or Master of Orion 2, which I had a lot of fun playing as “giant tycoon games” (as one forum poster memorably put it), DW doesn’t offer much in the way of colony development – it’s closer to Dominions 3 or maybe Europa Universalis 3, a few expansions ago.

 

In the end, with my empire tied for equal #1 place in the race for the victory conditions, I quit. Here’s how the game ended. The dark-blue empire in the NW corner is me, the purple dot at 9 o’clock is Boskara, and the small medium-blue empire interwoven with mine is an AI protectorate.

 

 

Observations from Game #2

 

(1) The “Normal” number of stars does not mix with the “large” galaxy size – everything is too spread out. This is further exacerbated if you spawn at the edge of the map.

 

(2) On large-sized maps and up, and also on smaller maps if you set overly ambitious victory conditions or if point (1) is in play, I suspect DW is one of those titles, like Europa Universalis or most of the Total War franchise, where you play through to the midgame and then walk away once you meet your own personal objectives. Since I would like to see a victory screen, my third game will probably be on another small map.

 

(3) That said, the early game in DW is a lot of fun, probably even better than in Civilization. The potent goody huts, the scarcity of worlds that can be colonised with early tech, and the importance of claiming independent worlds before someone else does/before they turn into new empires all contribute to an exciting exploration phase.

 

(4) With the default settings, the AI in DW is very peaceful compared to every other 4X game I’ve played. It’s almost impossible to play Civilization without at least one computer player picking a fight. In DW, on the other hand, I always find myself in the unexpected position of being the aggressor. Next game, I’m dialling up the AI’s aggression (remember, this is one of the options at startup).

 

 

* I believe you can mod in custom factions.

 

** I left this option checked at the start of the game.

Meiji Restoration standalone expansion for Shogun 2 on the way!

Sega has announced a new standalone expansion for Shogun 2, “Fall of the Samurai”, and boy does it sound cool. Excerpt from the press release below:

 

Based on the backdrop of the Boshin War period, the new campaign starts in 1864, a time of growing resentment against Western colonial power and influence. As Japan began to modernise and industrialise, the inevitable social and economic changes led to increasingly militant nationalism and antipathy towards the Shogunate.

 

New foreign powers

 

The American, British and French nations played an important part in the story of the Boshin war and your relations with these foreign powers will be integral to unit recruitment and to advancing your technology trees.

 

New 19th century Japan campaign map

  • The new island of Ezo extends [nowadays Hokkaido] the SHOGUN 2 campaign map northwards.
  • Fully refreshed towns and other campaign map features reflect the different time period, with railways making their first appearance in a Total War title.

 

Railway lines on the campaign map

  • Develop your own railway network to move armies and agents between your regions.
  • Railways can be sabotaged and transport can be blocked by enemy armies who take control of parts of the line or railway stations.

 

39 new land units

  • Including modern ranged units – such as the Gatling gun and Armstrong gun – controllable in a new first-person mode.
  • New units can also be recruited from foreign powers, including the British Royal Marines, US Marine Corps and French Marines.

 

10 new naval unit types with a total of 21 ships

  • New steam-powered warships, heavily armed with modern artillery.
  • Foreign ironclad ships can also be purchased, including the Warrior-class ironclad.

 

New port siege battle type

  • This new battle type triggers when attempting a naval assault on an occupied enemy port.
  • The attacking fleet must sail into the harbour and capture the port, running the gauntlet of coastal gun defences.

 

New land and sea unit interactions

  • During a land battle, armies can call in offshore artillery support barrages.
  • Conversely, costal gun emplacements can target enemy ships during port siege battles, when ending their turn within the range of upgraded coastal defences.
  • Campaign map bombardments: offshore naval units can bombard armies and cities in adjacent coastal areas on the campaign map itself…

(Snip)

Railroads! Gatlings! The Boshin war! Steamers! Ironclads! Naval bombardment (wasn’t this originally promised for the base Shogun 2?) and coastal batteries! Port battles! — something they should add if they revisit the eighteenth century or the Napoleonic era, incidentally. Woo!

 

I am leery about the first-person control for Gatlings, but that likely won’t be a big deal even if it is weak.

 

I also wonder if this is a dry run for an American Civil War game…

Distant Worlds first impressions: The galaxy is a big place

This is part 1 of a series on Distant Worlds.

 

1. First impressions: the galaxy is a big place

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

3. The verdict

 

 

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

 

The first time Distant Worlds, the 4X space game from Code Force, impressed me, I was a few clicks into the tutorial.

 

The tutorial began in the usual way: camera focused on my homeworld, instructions on how to move the map.  Following the on-screen prompts, I scrolled around, hit “continue”, zoomed out. And then I saw the galaxy. Do you remember the godlike feeling of first zooming out in Sins of a Solar Empire or one of the Supreme Commander games? Distant Worlds brought that back for me.

 

To put this in perspective, consider that Master of Orion II, still the gold standard for the genre after 15 years, had 36 star systems in its normal galaxy and 72 in its huge galaxy. Well, in Distant Worlds, the normal galaxy has 700 systems, each with its own features (planets, black holes, etc). The largest galaxy has 1400, and even the tiniest dwarf galaxy has 100.

 

That sheer scope extends well beyond map size. There are 41 different resources, 20 different races, up to 14 AI players at the start of a game, multiple planet types, espionage, ship design, and a tech tree. There are separate private economies and government budgets. There’s even tourism*. It would be unplayable were it not for the game’s signature feature, and the second way in which it impressed me: automation.

 

Pretty much every aspect of your empire can be handled by the AI. Freighters and passenger liners will shuttle about your empire, construction ships will build mines and resorts,  research will proceed automatically, governors will auto-assign themselves to colonies. Even the military can be automated. In Distant Worlds, warships will auto-escort colony ships and other civilian vessels; patrol colonies; and fend off raiders. They’ll even automatically form up into task forces, and if you choose, the game will periodically ask if you want them to sortie against nearby targets (which could be anything from a pirate base to an enemy fleet).

 

This doesn’t mean you can simply become a spectator and let the game play itself. You can take manual control of most aspects of your empire (with the exception of NPC civilian ships), and for obvious reasons, this seems to work better for anything that’s a strategic priority: diplomacy, major fleet operations, and such. However, the automation largely frees you from the mundane work that is the bane of strategy games. Remember the “joy” of nursemaiding settlers in Civilization, playing whack-a-mole with rebels in older versions of Europa Universalis, or making up for passive unit AI in an RTS? In Distant Worlds, your virtual underlings can handle those for you.

 

So far, the game has been at its weakest when it didn’t free me from mundane work. Not surprisingly for a complex indie strategy game, the interface is not great. For example, fleets are the basic building block of military operations in the game – but there’s no way to set their targets, merge them, or disband them from the fleet overview screen, and no way to have newly built ships auto-join an existing fleet. You have to click-select the fleet to set its objectives, and you have to order ships in or out of the fleet by hand. As such, this is one aspect of the game that could still use some work.

 

When it comes to system requirements, don’t be fooled by the “indie” label. Even on a small galaxy, after 6-8 hours of play, the game became rather laggy – particularly noticeable when zooming in and out, or when scrolling the map. Tweaking a couple of settings today seemed to make my old saved game run faster, but this could have been illusory as I didn’t run it for very long.

 

Still, the technical issues are survivable. After having a lot of fun with my first practice game (I quit when I achieved my personal goals – it turns out cranking up the threshold for the victory conditions was not a good idea in a game this large), I’m looking forward to playing again. The galaxy is not just vast, it’s also full of cool things, so stay tuned for the next update…

 

* Oddly enough, resorts in the Distant Worlds-verse are under government control.

Difficulty in Demon’s Souls: what we can learn from… behavioural finance?!

This is part 3 of my series on Demon’s Souls and Dark Souls.

 

1. Co-op: misery loves company

2. Progress, progress, progress

3. What difficulty in Demon’s Souls has to do with behavioural finance

4. Impressions of Dark Souls as a knight

 

 

Here’s a thought experiment to chew on. In each case, the alternatives are mathematically identical:

 

Scenario A. You can win a guaranteed $1, or you can take a 50/50 chance of either winning $2 or winning nothing. Which do you choose?

 

Scenario B. You can lose a guaranteed $1, or you can take a 50/50 chance of either losing $2 or losing nothing. Which do you choose?

 

You would expect these answers to be consistent – someone who chooses the 100%-certain outcome in Scenario A should also choose the 100%-certain outcome in Scenario B. However, this isn’t the case. On average, people will choose the certain gain in Scenario A, but run the risk of the double-sized loss in Scenario B. Why? Because, according to behavioural finance researchers, a loss is felt more acutely than an equally-sized gain (a phenomenon known as loss aversion*), hence the willingness to take the chance of an even greater loss just to avoid the agony of the small one.

 

Extrapolated to video games, loss aversion could probably explain a lot of player behaviour – abusing save/reload, anyone? It surely must explain why we feel death penalties so keenly, and since death penalties are so inescapable a part of Demon’s Souls, it helps explain why the game’s difficulty is often exaggerated.

 

Yes, I said “exaggerated”. This does not mean it’s easy; far from it. Even playing an easy class, using a walkthrough, and looking at a map, I died twice in PVE today, while PVP invaders routinely slaughter me. It does mean that the death penalty, loss of unspent souls if you fail to pull off a corpse run, is nowhere near as fearsome as it sounds. Souls might be easily lost, but they’re also easily acquired – co-op is the safest and best way, but even for a low-level character, it is not that hard to farm them. However, loss aversion would exacerbate the harshness that players perceive.

 

In my case, while having to replay a level does frustrate me, I don’t especially mind the death penalty. While I am very careful on corpse runs, I can shrug off failing and losing my souls for good. Partly, this is because I know, and thus can control for, the game’s mind tricks. Partly, this is because I’ve never lost a truly whopping number of souls – I’m always careful to return to safety and spend my souls whenever I have enough saved up. Appropriately, there’s another technical term relevant to that

 

* If you’re interested, you can read more e.g. here and here.

Book review: The Mistborn Trilogy, by Brandon Sanderson

THE MISTBORN TRILOGY

Brandon Sanderson

 

After really enjoying a short story by Brandon Sanderson, “Firstborn”, I had high hopes for another set of his works, the Mistborn trilogy (comprising Book 1, Mistborn; Book 2, The Well of Ascension; and Book 3, The Hero of Ages). Unfortunately, I was disappointed.

 

At its core, the Mistborn trilogy is a Traditional Fantasy Series. While there are no elves, dwarves, or orcs, there are superpowered teenage heroes and sinister dark lords. What distinguishes it is the bunch of clever twists that Sanderson adds to the formula. As such, he is strongest as an “ideas guy”. This is visible in the way the first book overlays bits of the heist genre onto the fantasy template; the alternatives to the stock fantasy races; the magic system that’s almost RPG-like in its depth; the little and not-so-little plot twists; and more.

 

Unfortunately, Sanderson is not very good at the nuts and bolts of writing*. He is not very good at scene construction (with the exception of action scenes), he is not very good with prose, and in particular, he is not very good with dialogue, which often sounds stilted and didactic. Almost any of the speculative fiction authors I’ve read in the last few years – to name a few, Bujold, Kay, Lynch, Morgan, Abercrombie, Vinge, Powers, Martin, maybe even Erikson – could beat Sanderson at the micro level. This also hurts his characterisation – for example, I found it hard to remember which member of the heist crew was which, and I ended up skimming one important character’s chapters in book 2 because I found his conversations so inane.

 

Going book by book, the first novel is the best. The magic system is fresh, the plot is tight, and the fights are well-spaced and thrilling. The second book is the weakest by far. While it starts with an interesting premise (what happens after the superpowered teenage heroes succeed?), it suffers from an acute case of the Idiot Plot as said heroes spend the book blundering, moping about their love lives, and generally making a hash of things. The third book falls in between – while a lot better than the second, the sprawling subplots and the increasingly draggy fight scenes are a far cry from the first book.

 

Ultimately, while the first book in particular is worth a look if you do like Traditional Fantasy Series, the novels can’t do justice to the nifty ideas they contain. While there are plenty of worse speculative fiction authors, there are also plenty of better ones, both at the pulpy and at the Great Novel ends of the spectrum. And while Sanderson’s weak prose is not the sole culprit, it’s certainly a major one**.

 

You can buy Book 1, Mistborn, from Amazon here.

 

* Or at least he wasn’t at the time he wrote this series. I have heard his prose subsequently improved, but not having read any of his other novels, I cannot attest to whether this is true.

 

** As such, this trilogy would have worked much better in a visual medium. This also explains why I prefer Sanderson’s short fiction – short stories are briefer and idea-driven, which plays to his strengths.

 

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.

 

Civilization V: One year on

This entry is part 3 of 4 in the series Civilization V
The eve of my invasion of the Aztecs

 

Last night, I sat down to play Civilization V for the first time in most of a year. There have been a lot of patches in that time, and I’d grown pretty rusty. How well does it stand the test of time?

 

What happened during the game

 

I played as Siam on a Tiny map (four players, eight city-states), Continents, on King level. As it turned out, the other three players all ended up sharing the main continent while I had a large island/small continent to myself (big enough for three of my cities plus one city-state, and I could have shoehorned another city or two in there if I really wanted to).  Throughout the game, I followed my classic Civ play style by building a small but rich and technologically advanced nation, and eventually won a diplomatic victory.

 

However, my game wasn’t wholly peaceful. Montezuma, just across the sea from me, spent the game slowly gobbling up the other civs and city-states on the main continent. He knocked out Japan and one of my allied city-states, as well as grabbing some territory from Russia. So in the modern era, I decided to do something about it. I somehow made my way to Electronics (which allows mechanised infantry) when all the other AI players were around a generation or two behind militarily, so after training a small force of mechanised infantry and constructing a few battleships, I invaded the Aztecs*.

 

And I pulled it off. Between my technological superiority, the Aztec army being at the wrong end of the continent fighting the Russians, and my city-state allies gnawing at the Aztecs’ flanks, I went through Montezuma’s heartland like a hot knife through butter. Mounting unhappiness from my conquests, and the need to rest the troops,  made me settle for a peace treaty in which I took all of Montezuma’s cities except for the ex-Japanese Kyoto; that spiked my unhappiness even further, so I donated several of the Aztec border cities to my ally Russia. With the exception of a second, brief war later on that saw Russia gobble up the Aztec remnant, after that it was pretty much just a countdown to the diplomatic victory.

 

My observations

 

The naval AI really is broken: No invasions, no colonisation, minimal fleets. This meant once I had wiped the barbarians off my continent, I could safely neglect my military until it was time to invade the Aztecs. When that occasion came, I encountered absolutely no naval resistance…

 

… but I wouldn’t be so quick to rag on the land AI: My ground war didn’t last long , and mostly consisted of me besieging cities defended by entrenched artillery rather than fighting Montezuma’s armies in the field, so I can’t comment on how good the AI’s unit deployment is. However, judging by the large, artillery-supported armies I saw the Aztecs and later Russia pushing around, their sheer weight of numbers would have given me a much harder time if I’d spawned on the main continent.

 

Improved build times: Even on Quick speed, IIRC it took ages to build anything in the earlier versions of Civ V. In contrast, build times feel very reasonable now.

 

At first glance, I like the use of empire-wide happiness as a check on conquest: … although this really is only a first glance, since it only arose for me towards the end of this game and I don’t remember it being much of an issue when I originally played.

 

Diplomacy still feels rudimentary, but it has its moments: Russia and I were best buddies for most of the game, but once the fall of the Aztecs left the two of us sharing a land border as the last civs standing, Catherine’s attitude cooled very quickly. Shades of the Cold War…

 

My overall conclusions haven’t changed. Civ V was decent to start with, and it’s better than it was a year ago, mostly due to the faster build times. But while I had fun, I still don’t consider it a great game. Even without the dysfunctional naval AI, the patches have done nothing to address my fundamental gripes with the game. In particular, diplomacy and the lack of religion make it feel more soulless than Civ IV or even Alpha Centauri (note, for example, this podcast discussion on the importance of faction personalities in that game). Back onto my Steam shelf it’ll go for now, I think…

 

* Appropriately enough, the  great general who spawned after my first couple of victories was named “Hernan Cortes”.

Anime review: Last Exile

“It’s the dawn of the Golden Age of Aviation on planet Prester, and retro-futuristic sky vehicles known as vanships dominate the horizon. Claus Valca – a flyboy born with the right stuff – and his fiery navigator Lavie are fearless racers obsessed with becoming the first sky couriers to cross the Grand Stream in a vanship. But when the high-flying duo encounters a mysterious girl named Alvis, they are thrust into the middle of an endless battle between Anatoray and Disith – two countries systematically destroying each other according to the code of chivalric warfare. Lives will be lost and legacies determined as Claus and Lavie attempt to bring peace to their world by solving the riddle of its chaotic core.”  – official DVD blurb

 

After eight years, I recently re-watched Last Exile – one of the first anime I saw, back when it originally ran in 2003. Since then, I’ve watched a lot more anime before drifting away from the medium; steampunk has become the “hot” subgenre of speculative fiction; and the show itself has a brand-new sequel. How does the original hold up?

 

From the start, Last Exile’s greatest strength is on full display: its world. Antigravity battleships soar through the skies, courier pilots scoop up message tubes marked to indicate the danger of the mission, men march to their deaths in pointless ritual combat. Dukes fill their fountains with the purest water, while those same couriers scrimp and save for water of the “third grade”. It’s a world very different to ours, a world where Han Solo would feel right at home but with the space opera traded out for steam/dieselpunk. And it’s a world both imaginative and richly brought to life.

 

Unfortunately, a cool premise and imaginative worldbuilding can only take you so far. The greatest flaw of Last Exile is that the further along you get, the less sense its plot makes. And it doesn’t help that the show is light on exposition, which is fine for worldbuilding but a real problem when it comes to plot. What was the point of that elaborate scheme? Where was X during all of that? How did those guys warp from point A to point B? Why is a certain character so stupid? Most damagingly, and repeated several times: what just happened, and why? This isn’t so much of an issue in the show’s first half, but it weighs heavily on its later half, enough to cripple my suspension of disbelief by the time the curtain fell. That said, the writers can plot satisfying individual episodes – these tend to be the ones that highlight an aspect of daily life in the skies. (As such, Last Exile would probably have worked better as an episodic show with the odd plot episode, a la Cowboy Bebop or Ghost in the Shell: Stand Alone Complex.)

 

The characters aren’t especially deep, but they’re passable. Hero Claus is a generic milquetoast, but heroine Lavie has enough personality for both of them. Along the way, they encounter a familiar cast of characters: friendly rivals, a not-so-friendly stiffneck and her sweeter sidekick, a Captain Nemo/Harlock wannabe, a salt-of-the-earth mechanic crew, and more. Few of them are worth writing home about, but they all receive their fair share of endearing moments – and the supporting characters also get some of the show’s crowning heroic moments.

 

In the end, Last Exile could have been so much more, were it not for characters who are merely fair-to-middling and an overarching plot that’s downright weak. But with its fascinating world and its individually cool moments, the show is still well worth a look for a speculative fiction fan.

 

You can buy Last Exile from Amazon here (or, if you’re in the US, just watch it on Hulu).

 

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.

New trailer for Sherlock Holmes 2: Game of Shadows

I don’t remember being that impressed by the first trailer for Sherlock Holmes 2: Game of Shadows, but the second one is a different story:

 

http://www.youtube.com/watch?v=77UdYWDkgVE

 

For my part, I liked the first movie not just for its camerawork and action, but also for its vivid characterisation of Holmes as the fallible genius who lived for the intellectual fulfilment he could only find in difficult cases, and Watson as the long-suffering sidekick. Looking forward to the December release!

Demon’s Souls: Progress, progress, progress

This is part 2 of my series on Demon’s Souls and Dark Souls.

 

1. Co-op: misery loves company

2. Progress, progress, progress

3. What difficulty in Demon’s Souls has to do with behavioural finance

4. Impressions of Dark Souls as a knight

 

In a game as unforgiving as Demon’s Souls, I have no pride. To me, there is no such thing as a “cheap” or a “cheesy” tactic in Demon’s Souls – either it works or it doesn’t. And in a game this unforgiving, there is no such thing as a “spoiler”. In search of advice, I will watch videos; read forums, walkthroughs, and wikis; gladly bypass trial and error.

 

It was those forum threads that led me to the Shrine of Storms, a ruined cliffside stronghold, in search of its fabled loot. I wasn’t too worried about the opposition – until then, I’d never met a trash mob I couldn’t handle with my starting spell, Soul Arrow. Sure, I’d be in trouble if tough foes survived the first couple of Soul Arrows and closed into melee range, but they were slow enough for that not to happen very often. The player character’s strength is his/her agility, and I was grateful for it.

 

The Shrine of Storms loaded up. I advanced. A skeleton sprang to its feet. I lobbed a Soul Arrow. And to my horror, the skeleton rolled at me – as nimbly as I could roll. “YOU HAVE DIED,” the game told me soon afterwards.

 

Bad enough that the skeletons were strong enough to survive a couple of Soul Arrows, and fast enough to close the distance. (“YOU HAVE DIED.”) Bad enough that my rapier was about as effective as poking them with a cotton bud. (“YOU HAVE DIED.”) The icing on the cake was that my reliance on magic meant I’d never properly learned the game’s melee combat system, and thus, I had a tendency to panic and button-mash when foes got too close. “Fear is the mind-killer,” says Dune, and in Demon’s Souls, that makes it a player-killer as well. As such, I soon grew used to the aggravation of watching the skeletons turn and swagger away* while “YOU HAVE DIED” burned on my screen.

 

But I was having too much fun to give up. I practiced my swordplay against the skeletons, ran the level again and again as a blue phantom, discovered to my joy that the Shrine of Storms is in fact a great place for newbies to farm souls. Once, as a blue phantom, I even made it as far as the boss room; the host and I took down 75% of the boss’s life bar, before I discovered the hard way that the boss could hit the ledge where I was standing.

 

I decided I’d clear out the boss later. I retrieved the sword for which I had originally come, then travelled to other levels. I killed the dragon who had previously tormented me, then took down another boss (via Soul Arrow, which turned the fight into a piece of cake; I understand that boss is a lot more difficult in melee…).

 

Beating that other boss restored me to body form and allowed me to bring in blue phantoms. And with that, I was ready to return to the Shrine of Storms.  Two blue phantoms and I overpowered the early skeletons, made short work of the level’s sub-boss, pressed on. About halfway through, I lost my first blue phantom to a booby trap; it was me who set off the pressure plate, but the resulting volley of arrows impaled him instead. There was a hairy moment after that, a point-blank fight on a dangerously narrow cliffside path, but with the help of my remaining blue phantom, I made it through. We fought our way to the boss room…

 

… and promptly died. After seeing how much health I lost to the boss’s first blow, I ran around like a headless chicken and ended up trapped in a corner. On my next two attempts to reach the boss, I didn’t even get that far – both times, I died right before the boss room. The first time, the boss’s “doorman” one-shotted me; the second time, I almost won the swordfight, but “almost” wasn’t good enough.

 

I think that is the game’s way of telling me I need to try another approach. A buff spell, one that significantly reduces physical damage taken, would be a huge help in the Shrine… and as it happens, I’ve fulfilled one of the two conditions to unlock that spell. I know which level I need to visit to meet the other condition (thanks, Demon’s Souls wiki!), so it’s probably farewell to the Shrine of Storms for now.  But I will return. And when I do, stronger and quicker and better prepared, the boss had better watch out.

 

* I’m sure it was just their usual walking animation, but at that moment, it felt like a gloating, troll-faced swagger.

TV review: BOSS

Criminals of Tokyo, watch out! The Special Crime Countermeasures Unit, led by American-trained Inspector Osawa, is on the job! There are just a few flies in the ointment. Osawa’s superiors hate her. To form her squad, she’s been given the dregs of the Tokyo Metropolitan Police Department. And Osawa herself was previously packed off to the US in disgrace. But don’t underestimate what outcasts can do, given the chance to prove themselves…

 

BOSS is a Japanese detective show, two genres I’m not familiar with. However, I have watched a lot of anime, and in a couple of ways, this reminds me of a live-action version of the same.

 

The first similarity is plot. Generally, each episode features a new case for the team to investigate, and to my non-genre-viewer’s eyes, these are implausible but entertaining. I doubt real police officers would use the heroes’ methods, and a couple of plot twists came out of nowhere, but it’s still a delight to watch the heroes outwit the criminal of the week. Here, the show deserves credit for avoiding a formula. In some episodes, the viewer and characters have to discover the identity of the criminal from scratch; in others, the viewer knows from the start, but the characters don’t. In some, the characters must race to prevent the criminal from striking again; in others, there’s no risk of a repeat, so the tension comes from the difficulty of obtaining hard evidence. As such, it has no problem staying fresh every episode.

 

The second similarity, and where BOSS really shines, is its characterisation and its sense of humour – this despite the grisly nature of the crimes. At heart, BOSS is the classic story about the ragtag band of misfits that ends up gelling together to save the day. Osawa is hot-tempered on the job, but also brave and devious; her crew run the gamut from excessively cheerful (young patrolman Hanagata), to apathetic (forensics technician Kimoto), to scatterbrained (washed-up Yamamura), to sullen (firearm-averse prettyboy Katagiri), to deceptively gruff (gay romantic Iwai). I doubt real police officers would be as quirky as the heroes, but they’re too endearing/funny for me to complain – and the whole point of this genre is seeing how the goofballs shape up. Watching them grow, learn to trust each other and conquer their demons over the series is the slow-burning payoff to the immediate laughs they generate.

 

Overall, BOSS might be a fluff show, but it’s a very good fluff show – the best analogy I have is an early Lois McMaster Bujold novel. You won’t ponder its hidden meaning or debate its moral nuances, but with its rollicking plot, vividly written and acted characters, a great sense of humour, and memorable background music, you’ll have too good a time to worry about such things. Recommended.

 

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.

Demon’s Souls: Misery loves company

 

This is part 1 of my series on Demon’s Souls and Dark Souls.

 

1. Co-op: misery loves company

2. Progress, progress, progress

3. What difficulty in Demon’s Souls has to do with behavioural finance

4. Impressions of Dark Souls as a knight

 

Last weekend, flush with victory over the first boss of Demon’s Souls, I cheerfully declared, “Much less difficult than I was expecting!” I suspected I’d have to eat those words sooner or later, but hey, they were true at the time.

 

This weekend, Demon’s Souls fulfilled my expectations. Over the course of a circa two-hour play session, I was repeatedly BBQed by a dragon; made it past the dragon only to be carved to bits by a waiting knight; poisoned; ambushed from behind; and blew most of my precious healing items. What kept this fun rather than frustrating was that for most of this time, I was playing co-op.

 

While every game is better in co-op, this is doubly so in Demon’s Souls. This is partly due to the usual “many hands make light work” effect, partly because of what a relief it is to see friendly faces, but also partly because the game’s penalty for dying doesn’t always apply in co-op. For background, in Demon’s Souls, you can exist either in “body” or “soul” form. Dying in body form will send you into soul form, and dying in either form will make you drop all your accumulated souls, the game’s titular substitute for currency/EXP. If you die again before retrieving your souls via a corpse run, they’re gone forever.

 

Co-op works when a “soul” player leaves a marker indicating his/her availability to be summoned by a host, “body” player. The visiting soul will then drop into the host’s world as a blue phantom – and the beauty of playing a blue phantom is that in this form, you don’t lose souls from PvE deaths, making this a great, lower-stress way to explore a new level while building up a nest egg. If you die as a blue phantom, or the host dies (which results in all blue phantoms being booted), no problem – just lay down your marker again and wait for another player in body form to wander past. (I wasn’t the only one to do this, as I ran into the same blue phantom twice.)

 

I largely played my first few hours (single-player) cautiously, methodically, keeping an eye out for sudden death, and as such, they felt like hours. In contrast, those two hours of co-op flew past, laden as they were with memorable moments.

 

There were moments of endearing etiquette, when blue phantoms or the host would bow upon arrival.

 

There were moments bordering on farce, as three “mighty” warriors huddled together, cowering just out of reach of the dragon’s flame, before sprinting for their lives. (As such, this is the most realistic dragon encounter simulator I have played. You can in fact kill the dragon with enough patience, but evidently none of us had a bow with sufficient arrows.)

 

There were moments of wordless teamwork. Once, our way was blocked by a row of boulder-flinging monsters. The warrior next to me hesitated. And I realised this was a job for my spellcaster: I stepped forward, raised my silver catalyst, and began blasting away to clear our path – just as the third player present emerged from behind the boulder-tossers and caught them between hammer and anvil. This worked both ways – as a weedy spellslinging princeling, I loved having beefy, armoured knights around who could wade into melee and draw fire from me.

 

There were  moments of high adventure: the host player and I made it past the boulder-throwers and eventually came across the level’s boss, a giant, flame-lobbing spider who blocked the far end of a tunnel. (We lost the other blue phantom somewhere along the way – did he lose sight of us and disconnect in frustration? Did an unseen demon do him in? Did he fall to his death?) It was wonderful to watch the host player at work, shooting arrow after arrow at the boss, rolling left and right to avoid fireballs, taking the odd hit but always managing to heal in time. (As far as I could tell, the host was the one doing the dangerous part of the work – my contribution was limited to lobbing Soul Arrows from the back of the tunnel and hiding whenever a fireball came near me.)

 

And there was a moment of triumph, when the giant spider finally fell. “THE DEMON WAS DESTROYED” took over my screen, and souls flooded into my possession. I gave the other player the highest possible rating (I hope he/she reciprocated!), and back in my own world, took great pleasure in spending my newly acquired souls on a shield and some skill points. I didn’t push my luck after that in single-player – with that, I logged off for the night.

 

All in all, I had a great time playing Demon’s Souls co-op. And my advice to anyone scared by the thought of visiting the Kingdom of Boletaria: try it with a group! Safety in numbers might be a relative term in this game, but you’ll also enjoy camaraderie and the spectacle of seeing other brave souls in action. See you on the other side of the fog!

First impressions: Demon’s Souls, Bastion, Half-Minute Hero

Here are some of the games I started recently in lieu of pressing on with The Witcher 2

 

Demon’s Souls (PS3) – The infamously difficult action-RPG. As at the end of the first level, it’s actually much less difficult than I was expecting – it’s certainly less  frustrating than the opening sections of God Hand or The Witcher 2. It helps that I’m using a walkthrough and playing as the easiest starting class, whose ranged magic attack can OHKO most of the first level’s enemies. This doesn’t mean it’s easy. My magic takes time to lock on and cast, which leaves me vulnerable to being swarmed in close quarters; if you let attacks get past your shield or fail to dodge, you can die in a few solid hits; and if that happens, there’s the loss of time from having to replay swathes of a stage*. The one boss fight that I did was actually really cool: I ran from cover to cover taking pot shots, realised my approach wasn’t working, then pulled my sword and CHARGED! – what a thrill that was.  The online aspects of the game are also nifty – you can see ghostly outlines of other players, which once alerted me to an ambush (the ghost ran past a corner, then raised its sword to attack a foe I hadn’t seen), and touching bloodstains will let you see others’ last moments. I’m not sure how much more time I can spare for this game, but the first few hours were worth it.

 

* You can unlock shortcuts that allow you to bypass chunks of a level if you have to restart; however, there will still be some need to clear out respawned foes.

 

Bastion (PC) – Indie isometric action-RPG. I estimate I’m around halfway through, and so far, I’d consider this good but unspectacular. The game’s world is imaginative, colourfully drawn and fleshed out by omnipresent narration. Each stage feels distinct, both from an art and a gameplay perspective – some will involve a fairly long Macguffin hunt, in some you’ll find your Macguffin early but then have to flee a gauntlet of foes, and others steadily ramp up to boss battles. The combat feels fluid, as you alternate use of your shield, your various weapons, and manoeuvre. The difficulty level feels right – the mandatory stages start out reasonably easy (you can up the difficulty if you choose – I haven’t done so) while the optional stages are geared towards players who want a challenge. Yet, and this is very subjective, nothing so far has stood out enough for to consider the game “great”. I’m probably going to reserve this for when I’m too tired to play more involved titles.

 

Half-Minute Hero (PSP) – Now this is a clever concept. The flagship gameplay mode, “Hero 30”, is an 8-bit RPG boiled down into 30-second stages – level up, shop for better gear, recruit NPC allies, and then head for the boss’s lair! In practice, you’ll need more time than that, which is where one of the game’s key mechanics, paying the Goddess of Time to reset the clock, comes into play. As such, the challenge in each stage revolves around finding the right balance (on the fly!) between grinding, tackling the stage-specific challenges, allocating money between the Goddess, equipment, or other NPCs, and leaving enough time to reach the boss. A few hours in, I like its fast pace, I like its sense of humour, and just as with Recettear and Frozen Synapse, I like its original premise, and I’m already looking forward to the sequel (coming to Europe in October).

 

Take to the skies with these upcoming indie games: AirMech and Guns of Icarus Online

Sometimes, sequels and remakes are exactly what the doctor ordered. In recent weeks, two upcoming air combat-themed indie games have caught my attention: AirMech and Guns of Icarus Online.

 

AirMech

 

The further advanced of the two is Carbon GamesAirMech. This is basically a modern remake of one of my childhood favourites, Herzog Zwei:

 

 

Never played Herzog Zwei or Brutal Legend, another game it inspired? AirMech is an action/RTS hybrid where you fly about in your plane, purchase units and then transport them to the front, and drop down into robot mode to engage enemies on the ground. But watch out for surface-to-air missiles! Up to four humans or AIs can play at a time, and victory goes to the player whose army can destroy the others’ starting strongholds.

 

I’ve spent about an hour with various alpha builds of the game, and from a presentation standpoint, it’s already impressively polished. I particularly like its bright, colourful and slightly stylised art – this is how an updated Herzog should  look! The gameplay and interface are still being tweaked – the latest build plays very differently to the one I tried just a couple of weeks ago – but based on what the developers have achieved so far, I’m optimistic that the game can reach its potential. This just cries out for a Stompers of Comps multiplayer AAR, so stay tuned post-release…

 

Guns of Icarus Online

 

The other title to catch my eye is Muse Games’ Guns of Icarus Online, a steampunk airship MMO shooter. No actual gameplay in the following trailer, but it does look cool:

 

 

Critics were unimpressed with the original Guns of Icarus (which I never played), but the developers have acknowledged that “our ambition outstripped our schedule” for the original game; for the sequel, Muse is apparently better resourced and has benefited from its experience developing other games. While there will be PVP, I’m more interested in the “exploration” promised for the cooperative mode. At this stage there isn’t enough information to judge whether the developers can execute on this vision, but if they can, this could just turn out to be the steampunk airship Pirates! that I’ve been calling for. Worth keeping an eye on.

Flower – The Verdict

One of the gameplay elements that made 2006’s Okami so special was its emphasis on healing the world. As creation goddess Amaterasu (incarnated as a wolf), smiting evildoers was only the beginning; as you restored sacred cherry blossoms, nature would spring back to life in a blaze of colour. It was beautiful, it was triumphant, and it fit the theme of the game.

 

Well, Flower is that element turned into an entire, albeit short, game. In Flower, you control the wind, as it blows a petal across the landscape. Fly up to other flowers, and they’ll blossom, releasing petals to join you – soon, your one lonely petal will have turned into a flying trail of colour, almost like a prettier Katamari Damacy. Blossom all the flowers in an area, and you’ll revitalise the world. Withered fields will spring back to life, boulders will part, new flowers will sprout for you to collect, and new areas will unlock.

 

As far as game mechanics are concerned, that is pretty much it, although certain other features of the landscape will become important as you progress*. There are no enemies, no conflict, no timer, and no fail-state. A challenging test of skill this is not; if you play games solely for that reason, then Flower is not for you. What it is, instead, is one of the most unique, prettiest, and most relaxing titles I’ve played. Text-based descriptions of gameplay mechanics can’t do justice to what makes this game work – the combination of fluid controls (tilt the controller to steer, press any button to move ahead), unique premise, and art design.  The world in bloom is a glorious sight – but that art design can also turn far more ominous, effectively changing the mood without a word being said.  That makes it all the sweeter when you do restore the world.

 

All in all, I’d recommend Flower for any gamer after a simple, unique, pleasant experience. It’s particularly suitable to play while tired or stressed. The game isn’t long, but it ought to put a smile on your face while it lasts.

 

* I’m being vague here to avoid spoilers.

 

You can buy Flower via Amazon (warning – US PSN store only).

 

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

 

The basis of my review

 

Time spent with the game: A few hours.

 

What I have played: The entire game.

 

What I haven’t played: n/a

The Witcher 2: Strengths and weaknesses, so far

This is my second post on The Witcher 2.

 

1.  First impressions

2. Strengths and weaknesses (as of early Act 2)

 

I’ve now played a bit more of The Witcher 2 – I’m now up to early Act 2 – and I can elaborate on when it works best for me… and when it doesn’t.

 

My starting point is the familiar argument about whether games should focus on scripted storytelling or open-world gameplay. As an argument, this is silly – the only correct answer can be, “It depends” – but it provides a useful framework for thinking about the experience Witcher 2 offers, because the game’s strongest suit is its story. I like talking to NPCs, I like watching the more compelling NPCs in action, and I like finding out what happens next.

 

As such, the game’s prologue, steep learning curve aside, made a great first impression on me because it had such a high ratio of (quality) storytelling to gameplay: plenty of cutscenes, plenty of NPC interaction, and because it was so heavily scripted, every minute of gameplay pushed the story forward by directly advancing Geralt towards his goals.

 

In contrast, I didn’t enjoy Act 1 as much as I did the prologue because it reduced that storytelling : gameplay ratio. It did this in a couple of ways – first, the game opened up, but as a result, I spent much more time running around a town and surrounding environment that I didn’t care much for, and much less time actually progressing the story. In some games, such as Fallout 3, just wandering about in the open is a pleasure, but for me, Act 1 of The Witcher 2, with its narrow paths, was not. And crucially, the pacing of the story quests themselves sagged – while I disagree with Edge’s review of the game*, I do agree that much of Act 1 felt like a diversion. I realise these are very subjective complaints, and they carry a big disclaimer – I missed most of the side quests in Act 1, so quite possibly I made things worse for myself.

 

However, I will stand by my other bone of contention with Act 1: its difficulty spikes. By the middle of the chapter I could comfortably handle most battles, but the exceptions were still jarring. Even leaving aside boss fights, one sequence required me to fight a whole squad of guards in a little corridor – wide enough for them to swarm me, but not wide enough to take advantage of Geralt’s superior mobility. I reloaded again… and again… and again… and again… and this is where I’ll reiterate my comment from last week that the game needs a difficulty setting in between Easy and Normal, for action-challenged players like me. Outside of boss fights and other scripted sequences, it’s almost impossible to die on Easy (seriously, in that corridor fight I mentioned, on Easy Geralt could stand in the middle of five guys swinging their swords and still survive), and that reduces potentially epic moments to anticlimactic clickfests. On the other hand, on Normal, non-stop wiping at that same point wasn’t just annoying. It again negated potentially epic moments (instead of “oh, cool”, my reaction became “just get it over with!”), and it was immersion-breaking, which hurt a story-driven game such as this.

 

Now that I’m up to Act 2, I’m happy to report that the game has picked up again. Without spoiling anything, the scripted sequences that open the act are strong and even after getting past those, the story density remains high – I can find, and solve, a bunch of quests all in the main hub. Some of the side quests lead into cool fights that, while minor, help flesh out Geralt as a character (the fights became extremely easy once I realised how to cheese them, but that’s a story for another day). And I really like how Act 2 actually tries to justify the usual RPG “run around a new town, helping a bunch of complete strangers” trope. The Witcher 2 has returned to form, and I hope to play more soon.

 

* I consider the score too harsh based on what I’ve seen of the game; at least as of the latest patch, the combat system is much, much better than described; I actually like the prologue “fights and QTEs” that the reviewer pans; etc etc.

The Witcher 2: first impressions

This is my first post on The Witcher 2.

 

1.  First impressions

2. Strengths and weaknesses (as of early Act 2)

 

I picked up The Witcher 2 when it went on sale a couple of weekends ago, and so far, I’m a little way through the game – I’ve finished the prologue and I can’t be far off from the end of Act 1. My first impressions: “Everything you’ve heard about this game contains a grain of truth.” Specifically:

 

Not needing to play the first game: I’ve barely touched the original game, but I’m managing well. There is a huge qualification here, though – I’ve read the stories on which the games are based, so I already know the major characters and a bit about the world.

 

Storytelling: So far, I like it, starting with the prologue, which captured a “cinematic” feel through a combination of cutscenes, QTEs and gameplay. It dragged a bit through Chapter 1 when I had to do more running around the map with fewer cutscenes to reward me, but now it seems to have picked up again. I also like TW2’s characters, starting with protagonist Geralt, who shows how to pull off the “lethal-but-principled deadpan badass” archetype. This extends to the NPCs: the king feels like a leader should, larger-than-life, sometimes generous, sometimes ruthless. As for the world, the obvious comparison is Dragon Age (disclaimer: I never got that far into DA), another brutal take on the traditional elves-and-dwarves high fantasy world. There seem to be precious few heroes in TW2; corrupt lawmen grow fat from shaking down merchants, while elves and dwarves repay human oppression with nasty insurgency. I think if you’re interested in that kind of setting, you’ll like its depiction in TW2.

 

An imposing learning curve/difficulty level: I agree with the reviewer (Todd Brakke at Gameshark) who commented that this game could do with a difficulty setting in between Easy and Normal. As a general rule, outside of boss fights, Easy feels like god mode while Normal feels like God Hand. Enemies hit hard, especially when they attack from behind! Sure, Geralt is tough enough to take any trash mob one-on-one in a fair fight – but three, or four, or five trash mobs are a completely different story. (I was completely unsurprised to learn that Demon’s Souls was one of the inspirations for the combat.) So the trick is using the tools at your disposal – stun bombs, throwing knives, buffs, crowd-control magic, and more – to ensure that 1 vs many fights aren’t fair. This is why the game’s prologue has such a steep learning curve – it hurls the player into the deep end without properly explaining those tools. Eventually I did get the hang of things, and combat is starting to become more enjoyable. On the other hand, I find boss fights perilously close to being frustrating* rather than fun, so hopefully this will improve later on.

 

Hefty system requirements: This game is indeed a beast. I have a reasonably powerful machine (i7 7200M processor, Mobility Radeon HD 5730, 4GB RAM) and I still had to turn down the settings to Low.

 

Dialogue: Yes, the characters say “ploughing” and “witcha” a lot…

 

So far, early impressions are promising, hair-pulling boss fights aside, and I look forward to uncovering more of the game’s story. I’ll keep you posted on The Witcher 2!

 

 

* Days later, I can still recall, “Trap it with the Yrden!” and, “Why are you hounding me?!”

Persona 3 Portable: Finished! Initial (spoileriffic) thoughts on the ending

This entry is part 5 of 8 in the series Persona 3 & 4

Over the weekend, I finally finished Persona 3 Portable (not long after I finished my Conan the Barbarian post, in fact). In the coming weeks, watch this space for a spoiler-free review, and possibly a “Storytelling in Games” analysis piece. For now, I can say, wow, it was a very good game, maybe even a great game (I’ve yet to make up my mind). Very brief, and very spoileriffic, first thoughts on the game’s ending below the cut:

 

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Guiltless Pleasures: Conan the Barbarian

For some viewers, Conan the Barbarian (1982) is something to watch while intoxicated: entertaining but not good. While I agree it’s flawed, I think it deserves better than to be thrown into the “guilty pleasures” bucket.  True, the movie is not finely nuanced, morally ambiguous, or character-driven. Its revenge-centred plot is as simple as they come. There is never a moment’s doubt as to who is the hero or who is the villain. It’s often melodramatic, it’s gory, and it doesn’t even resemble the original short stories.

 

What rescues the movie is its ambition – it tries so hard to be a serious, gritty, low-fantasy epic. It doesn’t quite succeed, for the reasons I named above, but it comes close enough to nail the feel of what it would be like to live in such a world. Conan’s foes – slavers, witches, demonic snake cults – imply how cheap life would be, both through their nastiness and through the suddenness with which they intrude. The visuals hint at an untamed world in other ways – the wilderness is vast and harsh, the cities are worn, teeming, chaotic. The soundtrack, stirring and bombastic during battle, gentler when Conan and sidekick are travelling, is worth the price of admission all by itself. The various bodybuilders cast in the movie – led by Arnie, the living, breathing embodiment of physical power – fit perfectly into the setting. Even all that fake blood serves a point – this is not a dainty world. The movie’s final image, a brooding, older Conan sitting on a throne, promised a sweeping story arc just waiting to be told.

 

We never saw the rest of that story. Instead, we ended up with Conan the Destroyer (now that would be a guilty pleasure, if I thought it were any good) and now the new Jason Momoa vehicle, which I haven’t seen but which the critics hate. There have been other good fantasy movies in the last 30 years, but none of the ones I’ve seen have brought a world to life quite as well as the original Conan the Barbarian. This was a movie that excelled at worldbuilding, and for that reason, I feel no shame for holding it up as an example of the genre.

Guiltless pleasures: John Birmingham’s Weapons of Choice series

Formulaic movies. Shallow novels. Glitchy video games. Not the most promising material. Yet even these will have their fans. Some will have differences of opinion. Some, in between gales of laughter, will mumble: “So bad it’s good!” And some will grin shamefacedly and mutter about guilty pleasures. I have my fair share of works that fall into categories #1 and #2, but I am always short of examples to offer when the subject turns to guilty pleasures. And that is because, for me, they’re something of a contradiction in terms. A work of entertainment will succeed for me if it hits the right notes across several categories – in the case of books, these would be “story”, “characterisation”, “worldbuilding”, “themes” and “prose quality”. If I’m enjoying it, then that implies it must have at least some redeeming features. And if I can point to some place where it “objectively” does well, then there is no guilt.

 

My best example here is John Birmingham’s Weapons of Choice series (aka World War 2.0), a time travel/alternate history trilogy about a multinational fleet from the dystopic 2020s that gets hurled back to World War II, in the process inadvertently gutting the US fleet en route to the Battle of Midway. At first glance, the books are just trashy airport novels. The action is gory, the characters are paper-thin – to the point where a major character can die in between books – and the plotline is lubricated with a constant stream of Axis and Soviet atrocities, making it all the more satisfying when the Nazis do find themselves on the wrong end of cruise missiles. The author himself has been quoted as saying that the books “improve with altitude”. Yet for all this, I loved books 2 and 3, back during my student days – much more than I enjoyed many a more highbrow book. Surely this is the very definition of a guilty pleasure?

 

But that’s not the whole story. First, the latter two books in the series are good trashy airport novels. If the raison d’etre of an airport novel is to have a gripping plot, then those two deliver in spades – twists, turns, rising tension, thrilling finales. And second, the pulpy action is underpinned by some pretty intelligent thought experiments. When the modern coalition soldiers encounter their 1940s Allied counterparts, the racism, sexism and homophobia of the era come as a tremendous culture shock. Conversely, the “contemporaries” are at times, appalled by the ruthlessness their descendants have picked up in the course of fighting their shadowy war. The alternate history itself always struck me as well-thought out*, from the micro level (even given the blueprints, the Allies can’t build F-22s with a 1940s technological/industrial base, so what do they build instead? ) to the grand strategic decisions made by Roosevelt, Stalin, et al. So pulpy this series may be, but I feel no guilt about how much fun I had reading it. And I would even recommend it to readers who’d like a pulpy, action-packed pageturner with which to kill time. Say, while waiting for that flight?

 

 

* With the disclaimer that I am not an expert on WW2.

 

 

Next up: why Conan the Barbarian (the original movie) isn’t a guilty pleasure.

Europa Universalis III: The price of freedom is deficit spending

This is part 2 of an irregular series on Europa Universalis III.

 

Part 1: The Byzantine Empire and puzzle-like gameplay.

Part 2: The Manchus, hordes, and the consequences of deficit spending.

 

 

I recently picked up Divine Wind, the Asian-focused expansion for Europa Universalis III, and I’ve had a lot of fun playing the Manchus, the people who would eventually conquer China and constitute its last imperial dynasty. The screenshot above shows the Manchu starting position in 1399 AD. To the south is the game’s sleeping giant, Ming China, and Korea.  To the east, Japan. To the north, unclaimed wilderness. And to the west, the nomadic hordes of the steppe.

 

This last point needs a bit of explanation. Divine Wind introduced a new type of nation to the game: the “horde”. Whereas sedentary nations are at peace with each other by default, they are automatically at war with hordes, broken only by temporary truces. Those truces must be bought with either prestige (via an admission of defeat) or tribute, from one side to the other. And rather than exchanging land as part of a peace treaty, possession is ten-tenths of the law – to claim land from the horde, first you have to occupy it with soldiers, then send in colonists who will eventually bring the province under your control. The hordes on the Manchu border are small and weak, but as we’ll see, even a small enemy can be dangerous in unexpected ways…

 

When starting a game of EU3, it’s usually necessary to cut military funding to the bone during peacetime, and so I did that. This worked out just fine, as for the first few decades I played like an East Asian Netherlands or Switzerland – colonising unclaimed patches of land such as Taiwan and bits of Siberia, sending out merchants to Nanjing and Malacca, and building up my infrastructure. What I didn’t realise was during that time, my game was affected by a glitch that prevented my armies from moving – and I strongly suspect this also prevented computer-controlled armies from moving, thus effectively enforcing world peace. In other words, things should not have been so easy for me. Eventually I cleared up the glitch, but I was able to enjoy a few more years of peace as a result of the Ming armies marching out onto the steppe to deal with the nomads.

 

Then the Ming struck a truce with the hordes. And the hordes, now free to attack me, flooded across the border, crushed my small standing army, and sacked half the Manchu kingdom.

 

But I still held half the nation. And in that half, I rebuilt the army, making it larger, stronger, more cavalry-heavy. This cost money, and lots of it, but I didn’t care. I wanted the invaders out! And with my new army, I was able to drive them back, before eventually settling for a truce that would get them off my land.

 

Five years later, the truce expired. But I was ready. My expanded, and now lavishly funded, army surged onto the steppe. This time, the shoe was on the other foot – the nomads stood no chance. And behind the soldiers came the settlers. The hordes had started this mess, but I was going to end it.

 

Well, I did end it – but not for the reasons I envisioned. Raising my new model army cost money. Maintaining that army cost money. Starting those colonies cost money. Maintaining those colonies, before they became self-sustaining, cost money. Sending out more colonists to make them self-sustaining cost money. When there was no money, I borrowed it. But paying the interest on the debt… cost money.

 

In the end, my budget was being chewed up by interest payments. My inflation* was dangerously high, far higher than I would have let it get had I been playing a Great Power. My technology and infrastructure were suffering. I could no longer afford my campaign. So I opted for peace, though this time I was able to exact tribute from the nomads.

 

In due course, I turned around my economy and paid down the debt, and my future campaigns were much more affordable. But for me, that episode – the diciest so far – will be the high point of the Manchu game. Historical strategy games tend to be about the extraordinary: extraordinary conquests, extraordinary empires.  (Just look at the victory conditions in most of the Total War games – historical kings would have given their right arms to rule over that much land.) Even EU3 is no exception, once you get past the early game. It’s far rarer that they convey a sense of limitation, of why these conquests and empires were so exceptional in the first place. But that costly steppe campaign was one of those rare cases. The limitations imposed by the game helped to drive home why civilised emperors, from Rome to China, opted to throw tribute to the barbarians rather than sending in the army**. It was an example of games allowing me to “reach out and touch history”, and I’m glad to have had the chance.

 

* In real life, inflation would reduce the value of my debts, but I don’t think that’s represented in the game.

 

** For example, every year, Sung China (circa-11th century AD) sent 300,000 bolts of silk and 200,000 ounces of silver to the neighbouring Liao dynasty – and the Liao were just one of the two nomadic states on China’s frontiers.

A game that could have been: Emperor of the Fading Suns

If I had a penny for every game set in outer space, I’d be writing this post from somewhere sunnier and sandier. How many first-person shooters have cast us as Angry McShootsalot, the space marine? And how many RPGs and 4X games have treated us to  “classic space opera” universes, the sort familiar to anyone who’s seen Star Trek or Star Wars, or read a Larry Niven novel? This extends to gameplay conventions. If you’ve played Master of Orion, Sword of the Stars, Galactic Civilizations, or Space Empires, you know the formula – players start with a single world at the dawn of the age of interstellar travel, then colonise virgin territory until eventually the whole galaxy is claimed. Technology progresses in a smooth upward line. The real fighting is all done in space; ground combat is abstracted to ‘bring troop transports and roll the dice’. Everything is clean and crisp and futuristic.

 

If I had a penny for every game set in an original version of outer space… well, at least I’d have one cent, courtesy of Emperor of the Fading Suns (EFS), the 1996 turn-based strategy game from Holistic Design, Inc (HDI). Set in the same universe as Fading Suns, HDI’s pen-and-paper RPG,  EFS falls into the broad 4X genre defined by classics such as Civilization and the games I listed above, but carved out a space all its own. In EFS, the main conflict was human against human, though there was an alien menace in the background. And there was nothing crisp or clean or futuristic about its universe, filled with princes, priests, psionics and peasants in what’s usually described as “a cross between Dune and Warhammer 40,000”.

 

The princes were the players, competing to become emperor of the 40 “known worlds” that were all that was left of a once-thriving interstellar society.  40 worlds might not sound like a lot… but unlike other 4X games, where a world would be defined by a few numbers, in EFS each had its own unique, Civilization-sized hex grid map. Each had its own layout of continents, islands, oceans. Each had its own assortment of resources: fertile farmlands, oil-rich deserts and seas, mountain ranges containing ore and gemstones. They had different terrain palettes, and a very different feel – you would not mistake snowy Delphi, capital of the Atreides-knockoff House Hawkwood, for the jungle world Severus, capital of the Harkonnen-knockoff House Decados.

 

EFS’ combat system also emphasised the planetary level. Ground and space battles were fought Civ-style (without tactical combat) between stacks of up to 20 units at a time, with different units excelling at different phases of battle – for example, artillery could shoot first and target any unit, but would be vulnerable in “direct” or “close” combat. While there were relatively few types of space unit, the game’s lavish technology tree offered ground units aplenty, starting with basic tanks and self-propelled guns, and culminating in power-armoured assault legions, genetically engineered warbeasts, and hover tanks. Capital spacecraft (cruisers and dreadnoughts) could bombard enemy stacks before you sent in the ground troops, but they couldn’t hit every unit, and planet-to-space batteries – perhaps protected by the planetary shield! – could shoot back. Thus, to invade a world, gaining space superiority wasn’t enough – you had to land troops to establish a beachhead and fight your way across the surface, all the while keeping up a flow of new ground units from your homeworlds. As a result, EFS, better than any other game I’ve played, captures just how colossal an undertaking a planetary invasion would be.

 

EFS’ uniqueness extended to its victory conditions. To start with, players could trade favours to win control of what was left of the Imperial ministries (space fleets, spies, border garrisons) – every 10 turns, the players would elect one of their number to be the regent, the one in charge of handing out these offices. To win the game, you had to first be voted regent, then declare yourself emperor. Instead of putting you through the tedium of steamrolling every other claimant to the throne, EFS “just” required you to be confirmed by a final vote after another 10 turns.

 

And this was when the game was at its most exciting. To vote for regent or emperor, you needed two things. First, each player’s voting rights were represented by five sceptres – actual units on the map – and these could be stolen from one another (or from certain NPC factions). More sceptres, more votes. Second, you needed a noble in the capital to cast your vote. You started with five nobles – four on your homeworld, one in the capital – and if they all died, it was game over. Now, for most of the game, the capital was a neutral zone where assassins could strike, but overt conflict was forbidden. But once the regent crossed the Rubicon, that prohibition was lifted. Rival armies would converge on the capital to slaughter each other’s nobles while safeguarding their own. Battle fleets would take up position to stop the armies arriving. Blood would run in the streets, as neglected garrisons were overrun by their more prepared rivals. And hanging over your head was the looming deadline of that second vote. That was how a race for the imperial throne should feel. And that was how a strategy endgame should play.

 

To cap things off, EFS was also highly moddable: it had a map editor and it stored rules and unit data in Notepad-editable files. If you thought the common artillery unit was too powerful, or that special forces legions should be able to live off the land, you could change it yourself. But this was just the tip of the iceberg. Ambitious mods upped the challenge, reshaped the game’s economy, changed the combat rules, added whole new classes of units that could fight in space or on the ground.

 

Unfortunately, EFS also had its fair share of flaws. The game was quite clearly not a finished, let alone a polished, product.  Vestigial, unimplemented features remain to tantalise the player – for example, you could throw your weight behind one Church sect or another, which had absolutely no effect but implies that the designers intended players to stack papal elections in their favour. And while the game did come with multiplayer, its AI barely knew how to play. Rather, my most challenging single-player experience came from a fan-made scenario that lumbered me with internal foes (a frail economy and a rebellious populace), in a prophetic flash-forward to 2005’s Rome: Barbarian Invasion.

 

For whatever reason, EFS did not succeed in the marketplace, and ultimately it made little impression on the genre. You will see plenty of Civilization or Master of Orion retrospectives and sequels, but none for EFS. Years later, the potential of the franchise glimmered again when HDI announced a spin-off project, Fading Suns: Noble Armada. Rather than being a 4X title, Noble Armada followed in the footsteps of “freelance starship commander” games such as Elite. Set during the peace following the emperor’s accession, it would have allowed players to venture into unknown space, trading, fighting, exploring and questing at the head of a small fleet. And Noble Armada made it quite far through the development process: I remember playing a pre-release demo, buggy and crash-prone but tantalisingly fun. But sadly, this flicker of hope never came to fruition. Noble Armada bounced from one publisher to another, before finally dying, never to see the light of day. With it died the Fading Suns franchise on the computer.

 

Nowadays, Emperor of the Fading Suns is a dusty entry on abandonware sites, and a fond memory in the minds of fans. It’s a sad fate for a game that, with a bit more polish and a better AI, would have been one of the best strategy games ever made. As it is, it’s still a gem, albeit a flawed one. It’s a unique experience, both in terms of game mechanics and flavour. And for a player looking for immersion rather than a competitive single-player experience, it still holds up very well. I wish it were both better known and more widely imitated. I can’t do anything about the latter, but with this post, I hope I can do something about the former.

 

Resources

 

Video tutorial (Nova mod)

Hyperion mod – my mod of choice when I played EFS

Nova mod – no personal experience with this but a lot of players like it

 

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

In praise of short games

I have many halcyon memories of playing games as a kid, but looking back, there is one that seems particularly fantastical: I used to play very long games. In titles such as the Civilization series, I’d choose the largest possible maps and take advantage of any option to keep playing after I’d already won. I even remember one childhood X-Com game that I never finished – I’d effectively maxed out the tech tree, and years and years of in-game time would pass, but I’d still happily roam around planet Earth swatting UFOs instead of progressing to the endgame.

 

Now…

 

Now that I’m grown up and working, when I play strategy games, I always turn down the map size or select the “short” campaign. That’s the only way I’ll have time to finish and then move onto something else. (This kills a second bird, too – shorter games are a better fit for the front-loaded pacing of many strategy titles.)  But my options are more limited with “narrative”-style titles, such as RPGs. Offhand, I can think of only one short RPG in recent times, Recettear, and that was a story-light game. Most RPGs, especially high-profile ones, are packed with plot, dialogue, side quests, and, of course, grinding. I still enjoy lengthy RPGs, but I often don’t have the time to finish them – when I buy them at all. The big exception is portable games – my current PSP title (Persona 3), and the two before that (Final Fantasy Tactics and Tactics Ogre) are all behemoth RPGs – because there, I can take several months to chip away at them during my daily commute.

 

And playing on after I’ve won? Unimaginable. Now, strategy, RPG, or otherwise, the closer I come to the finish line, the more I want to be done with the game.

 

(I don’t have this problem with other media – I’ll still happily read a doorstop fantasy novel – because even the longest novel is much, much shorter than the typical RPG.)

 

What about you? Do you prefer to play short or long games? Do you keep playing after you’ve won? And has this changed over time?

Play rocket scientist with Kerbal Space Program

 

 

Lately, I’ve been playing around with Kerbal Space Program,  an indie game where you design rockets with several components (command module, parachute, solid- & liquid-fuel engines, etc) and then fly them into space. The picture you see above was taken at the apogee of my most successful flight to date — the last motor didn’t sputter out of fuel until the rocket was 30,000 metres off the ground, and the Kerbals made it back to earth safely again! Needless to say, being able to laugh at your own screwups is a vital part of enjoying the game. Currently it’s more of a toy than a game, but it’s an entertaining (and at least slightly educational) one for all that. If you’re interested in real-world space travel, and especially if you remember an old game called Buzz Aldrin’s Race into Space, this is worth a look.

Spoiled by Greatness

When we want to praise a well-made device, a skilful cook, a more convenient way of doing things, anything, we commonly say, “It’s spoiled me.” Usually this is just a figure of speech. But as with many other clichés, there is a literal truth at the heart of this: sometimes, we really do find something so good that it takes away our ability to enjoy inferior alternatives. And I think this is the case with two of my preferred forms of entertainment, games and books.

 

My most recent gaming example is Total War: Shogun 2 (my verdict here); in mechanical terms, the best strategy game I’ve played in years. Shogun 2 didn’t just fix much of the Total War series’ traditional bugginess. It also fixed two endemic problems with the strategy game genre: the boring late game, and pointless diplomacy. Now, when I think about other games in the genre, I have a much more critical eye for those two issues (especially the former) after seeing them done correctly. One studio that might suffer as a result is Paradox Interactive. I’ve loved Paradox’s historical simulations for years and I have plenty of cool stories to tell about them (see, for example, my Byzantine adventures in Europa Universalis III), but they are not particularly fun after the early- to mid-game. So Paradox’s upcoming Crusader Kings 2 and especially Sengoku will have to surpass a bar that Shogun 2 set pretty high, and Paradox will have to work that much harder to convince me to buy them.

 

Something similar may have happened to me in books, although here it may simply have been that my taste improved as I grew up. When I discovered fantasy fiction in my early teens, I loved Raymond Feist’s tales of orphans-turned-sorcerers and swashbuckling young heroes. Then, over the years, I read George R R Martin, and Glen Cook, both of whom specialised in taking apart the traditional fantasy novel. Martin needs no introduction; Cook’s Black Company series depicts a traditional fantasy world, with centuries-old wizards capable of destroying armies in the blink of an eye – but from the perspective of the underdog, the common foot soldier. Now I can’t even remember the last time I glanced at my Feist collection. My tastes in space opera tell a similar story. I used to happily read military science fiction novels that were little more than glorified after-action reports. Then when I was 17, I discovered Lois McMaster Bujold’s space opera novels – character- rather than explosion-driven, hilarious, moving, brilliant* – and I didn’t look back.

 

You can even see my own writing reflect the above trends in my literary tastes, albeit, it seems, with a lag. The first decent story I wrote, back around 2005 or 2006, was a heroic fantasy Tale of High Adventure, set in a world awash in magic and starring a hero who’s stronger, more cunning, and more superpowered than his foes. By late 2008/early 2009, when I wrote the first draft of The First Sacrifice, things had come down to earth. Artorius of Cairbrunn, the main character of The First Sacrifice, might be tough, clever, and a spirit to boot, but he’s decidedly short on superpowers. (To stretch an analogy, Artorius is the Daniel Craig to my earlier imagined Conneries and Moores.)

 

I’m not so sure whether I’ve experienced the same phenomenon, of discovering the good and being unable to return to the mediocre, in other media. Anime went in the opposite direction –  I discovered most of my favourite anime within the first few years after I started watching the medium. While I am unable to enjoy the majority of anime, I think this is more because common anime tropes annoy me than because I’ve been “spoiled” by watching the cream early on. And I don’t really watch enough movies or TV, nor am I sufficiently analytical when I do, to be spoiled for lesser works.

 

Is this phenomenon a blessing or a curse? Often it feels like the latter, when I just can’t find anything that interests me. On the other hand, bypassing the uninspired is what allows us to have time for the truly good. And if being spoiled is the price that must be paid to encounter greatness, well, I think it’s one well worth paying.

 

* You can legally read most of Bujold’s space opera series, the Miles Vorkosigan saga, for free here. Highly recommended if you like space opera at all.