The World that May Have Been, a Europa Universalis IV Let’s Play — Part 3: If You Can’t Beat Them…

This entry is part 5 of 12 in the series Europa Universalis IV

In 1584, under siege by French-backed Catholic rebels, King Augustus I of Great Britain renounced the Protestant faith. It was a last resort; the British treasury was empty, the army shattered, the realm ruined – and the rebels endless. One could almost hear the cackles in Paris as Augustus put his signature to the document reinstating Catholicism as the state religion of Britain; it was the greatest humiliation a British monarch had suffered since the Hundred Years’ War. Well satisfied, the Catholic rebels went home. The British Wars of Religion had come to an end.

 

eu4_pt2_001_endofreligiousturmoil

 

Or had they?

 

eu4_pt2_002_derbyprotestants

Read more

The World that May Have Been, a Europa Universalis IV Let’s Play — Part 2: The Best of Times, the Worst of Times

This entry is part 4 of 12 in the series Europa Universalis IV

The Navigator Queen

 

eu4_pt2_001_anne

 

In the summer of 1475, Anne, Queen of England, celebrated the fifth anniversary of her assumption of power from her regency council. They had been five fruitful years; her first act had been to standardise weights and measures throughout the realm. Some of these we still use today. Her second act had been to order the reconquest of Wales and Cornwall, which had broken away after the English defeat in the Hundred Years’ War. These campaigns did not last long: the English army was a pale shadow of what it had been a generation earlier, but it still outnumbered the Welsh and Cornish three to one. Now, as foreign ambassadors filed in to pay their respects, the queen seemed justified in resting on her laurels.

 

(Anne was a competent though uninspired ruler – she had a 3 in all her stats, out of a maximum of 6. Still, after Henry VI’s solid zeroes, this felt like manna from heaven.)

 

Then, as Anne waited for her next audience to begin, a man tumbled out of a rug. A moment later, he began to speak – very quickly, as the queen’s guards and the bolder courtiers were advancing on him. Apologies for the intrusion, but this was the only way he could think of to gain an audience. His name was Albert Gloucester, navigator and sea captain. He planned to sail west through the Atlantic, and that way reach distant Asia. Would the queen sponsor him?

 

eu4_pt2_002_quest_for_the_new_world

 

She would. The next year, in May 1476, Gloucester set sail from the Portuguese-controlled Azores with three ships. He was not heard from until the following January, when his three ships limped back into the Azores, badly damaged, their crews half-dead, starving… and bearing tales of a New World.

Read more

Occult Chronicles Q&A, with Vic Davis

OC Poltergeist Mission

 

I am very pleased to publish an email interview with Vic Davis, the indie game designer behind Armageddon Empires (one of my favourite strategy games), Solium Infernum, and Six-Gun Saga. Read on for our conversation about Vic’s latest title, roguelike/board game hybrid Occult Chronicles, in which we discuss his inspirations, his lessons learned, the challenges of indie development, and more.

 

Peter Sahui: Hello Vic – welcome to the site! Occult Chronicles is your fourth game, after Armageddon Empires, Solium Infernum, and Six-Gun Saga. What lessons from your previous games came in handy for this project?

Vic Davis: Well from a technical standpoint I have over a decade of experience with the development environment that I use (Adobe Director).  I’ve also got a huge library of code for doing everything from creating drop down menus to path finding for any AI.  On the design side it has helped a lot to have shipped previous games.  Even though attempting a rogue like is a new direction for me, I was able to draw upon the experience that I had gained while designing turn based strategy games.  In the end my new game is really just an adventure strategy game so it shares a lot of the same elements.

 

Peter: Compared to Armageddon Empires, random chance seems to play a much bigger role in Occult Chronicles. What made you emphasise luck, and how did you balance it?

Vic: Yeah, without any of the map or positional elements that most TBS games offer, the conflict resolution elements really pop out to the fore. And Occult Chronicles has a lot of rpg baggage so you have this paradigm of stats/abilities being used to influence some probabilistic outcome matrix.  Calling it luck though is something of a misnomer in my opinion.  Chance plays a big part but I tried to craft a system of mechanics where smart playing could nudge the scales in your direction.  In the Occult Chronicles you need to weigh risk versus reward when you encounter various “challenges” in the game. You are usually given various options that key off of your attributes so it might be better to talk to an encounter rather than attack it.  Similarly, sometimes it’s better to run away or postpone a choice. I do admit that the way I designed the results phase for the game where you basically pick random cards to determine your rewards or penalties for an encounter, does serve to really accentuate the idea that the game is really random.  And I’m not sure random is really bad especially in a rogue like.  It’s something that is demanded for the map generation and figures prominently in many other aspects like what you encounter on a level or whether you hit it.  Coping with the random elements is really supposed to be part of the fun. But then so is dying a lot so go figure.

Read more

The World that May Have Been, a Europa Universalis IV Let’s Play — Part 1: Never Pick on Someone Your Own Size

This entry is part 3 of 12 in the series Europa Universalis IV

The World that May Have Been

 

eu4_map_---_1444_11_11_1

 

 

Introduction

 

November, 1444. Under the Ming Dynasty, China is the greatest empire in the world:

 

Eu4 Ming Start

 

Further west, the rising Ottoman Empire dominates the Middle East and is pushing into eastern Europe:

 

EU4 Ottoman Start

 

Western Europe is a chaotic patchwork of kingdoms and duchies and free cities:

 

EU4 England Start

 

The world system that existed just a century or two ago, which saw Europe and China tenuously connected by the likes of Marco Polo, has fragmented; now Europeans and Asians and Americans carry on in their separate spheres.

 

The world will not stay this way.

 

Welcome to my Let’s Play of Europa Universalis IV, a grand strategy game from Paradox Development Studio set during the early modern era of world history. I am playing as England from the earliest possible start date, 1444; I will continue until either the game ends (in the early 19th century) or I stop having fun. In that time, I’ll explore aspects of the game such as exploration, trade, diplomacy, and war. I am also playing Ironman mode, which means I have just the one save slot and can’t abuse save/reload, and I am not using any mods except for one that enlarges the font (uncomfortably small by default). Lastly, I’ll emphasise narrative rather than gameplay, and if I do interject with an “out of universe” comment, I’ll mark it clearly, (like so). Onward to the game!

 

Part 1: Never Pick on Someone Your Own Size

1444 to 1469

King Henry VI, Queen Anne I

 

War has many faces, yet one face everywhere: anguish for the victims in the middle of it. – Lauro Martines, Furies: War in Europe 1450-1700

 

The winter of 1444 saw the Hundred Years’ War between England and France enter its twilight. 17,000 English soldiers huddled in continental garrisons, split between northern and western France; confronting them were over 40,000 French soldiers on the northern front alone. Henry V of England had beaten those odds a generation earlier – but his son, the reigning king in 1444, was no Henry V.

Read more

Tropico 5 announced

Well, this is big news – publisher Kalypso has announced Tropico 5, due out on Xbox 360 and PC in 2014. I was a big fan of Tropico 4, and while that was apparently an evolutionary rather than a revolutionary upgrade over 3, the upcoming 5 sounds like a far more radical change. Promised new features include a dynasty system, progression from the 19th to the 21st centuries, exploration, and trade fleets – the last sounding a bit like the Anno games. Below, I’ve embedded the relevant part of the press release:

Read more

Waking Mars: The Verdict

The beauty of Mars. I took so many cool screenshots, but this was the only one that wasn't a spoiler.
The beauty of Mars. I took so many cool screenshots, but this was the only one that wasn’t a spoiler.

Science fiction, it is said, is the literature of ideas – a genre about going where nobody has gone before. Its iconic emotion is the “sense of wonder”; its iconic heroes are explorers and scientists. Now an indie game, Tiger Style’s Waking Mars, has distilled that spirit into a remarkable ten-hour package.

 

I wrote my first impressions of Waking Mars last year; you play an astronaut exploring a cave complex beneath Mars. Each area is home to a certain amount of Martian wildlife, and to progress to the next, you must increase the amount of life – the biomass – above a certain threshold. To do this, you flit about on a 2D, side-scrolling map of the area, planting seeds, tending to the newly grown plants, and collecting their secreted seeds to plant elsewhere or feed to animals. (While the game does look like a platformer, I found this is not the case; it emphasises exploration, not reflexes or timing, and in fact I recommend turning the difficulty down so you can focus on its strengths.)

 

This is a simple premise, but it’s done wonderfully. Over time, you encounter more, and more varied, species, each with their own ecological niche. There’s the Halid, your workhorse throughout the game: a plant with moderate biomass and the ability to produce a profusion of seeds. There are little scurrying creatures, which reproduce after eating Halid seeds; individually their biomass is trivial, but if you can fill a room with them… There are plants that offer high biomass, but that kill other organisms. And that’s just the tip of the iceberg. Along the way, you discover more and more species, more and more of the planet’s mysteries, and I wish I could spoil some of these for you – more than once, they made me think, “wow!”

Read more

Expeditions: Conquistador & Occult Chronicles impressions

I’m long overdue to post my impressions of two recent, interesting games, Occult Chronicles (still officially in “buy-in beta”) and Expeditions Conquistador. While they are very different, they have enough in common to be worth discussing in the same post, so let’s take a look:

 

Occult Chronicles is the latest project from Vic Davis (of Armageddon Empires fame); it is inspired by roguelikes and “haunted house” board games. The player controls a single investigator who wanders around a haunted mansion, uncovering tiles with each step. Most tiles are blank, but some contain encounters, which are represented as a series of randomly selected cards (e.g. a three of Wands, a Knight of Cups) that the player’s own random cards must beat. The player character gradually levels up or acquires new goodies from beating these encounters; and ultimately, s/he must descend into the basement of the house for the final encounter. Strategy is a matter of resource allocation and balancing risk/reward: Do I use my finite pool of items to modify this card draw, or do I save them for a rainy day? How do I allot my skill points? How much time can I afford to spend levelling upstairs before the – luckily customisable – in-game timer (1) pressures me to head into the basement? My biggest reservation is that there is still a lot of chance involved, especially visible (a) on higher difficulty levels (I’ve never won on anything above the easiest setting!), (b) early on, as low-level characters have few ways to influence the cards, and (c) in the occasional bouts of random sadism (2).

 

Conquistador is a bit like a cross between a tactical RPG and an Age of Discovery-themed King’s Bounty. The player character rides around the overworld map in search of quests, resolves them via dialogue or violence,  and fights out battles on a hex grid using a squad of up to six. Character customisation is fairly limited, but combat is distinct and satisfying. The basic strategy (use tanky characters to slow down the enemy, while healers, ranged specialists, and fast-moving characters play to their respective strengths) comes from Tactical RPGs 101, and can safely be recycled in every battle, but the details change:  I might use a barricade (3) to block off a given route on the battle map, then park an arquebusier there to snipe from safety; or use Character A to stun an enemy so the injured Character B can safely slip past. In between battles, the player must manage the camp to ensure food and medicine don’t run out, though in practice this is simple with the right party.

Read more

Race to Mars Q&A, with Szymon Janus

ea628dec4e69fbbbccb3b223ca0bca11_largeInspired by tycoon games and the classic Buzz Aldrin’s Race into Space, indie developer INTERMARUM is raising funds on Kickstarter for its upcoming turn-based strategy game, Race to Mars. RTM will task players with helming a private space company, with the end goal of establishing a base on Mars. Read on for my email interview with INTERMARUM CEO Szymon Janus:

 

Peter Sahui: Hello, and welcome to the site! Could you please tell us more about your team & your previous experience?

Szymon Janus: Hello Peter. My name is Szymon and I am the owner and founder of INTERMARUM, a game development studio in a small little city called Opole. Right now there are 12 people working on Race To Mars with different levels of involvement. Up until now we did mostly contract work and this is our first independent production. We cooperate with many different developers from known Polish companies though.

 

PS: How will the typical Race to Mars campaign will play out? It looks like the basic “flow” of gameplay will be: (1) accept simple contracts, (2) use the profits to develop new facilities and technology, (3) use the new capabilities to take on more ambitious contracts, and so on, until you finally have enough money and technology to settle Mars and win the game.

SJ: Roughly speaking – everything is correct ;) . Adding to that is making sure the tech has a good enough degree of quality or the safety level. It will also be important to deal with random events or training your team.
What it will definitely NOT feature is being able to choose just any contract – we will compete with different companies and, for example, we will not be able to compete with them on price at a certain stage, which will force a change in expansion strategy.

Read more

What’s new in Dominions 4: Thrones of Ascension

This entry is part 1 of 4 in the series Dominions 4
A game of Dominions begins with creating your pretender god. In my case, I've chosen the Celestial General, a powerful air, earth, and astral mage whose land is thriving and prosperous.
A game of Dominions begins with creating your pretender god. In my case, I’ve chosen the Celestial General, a powerful mage whose land is thriving and prosperous.

I’m several hours into a preview copy of Dominions 4, the follow-up to one of my favourite strategy games. Dominions 3 was user-unfriendly, a beast to learn, and a devil to master; it was also deep, rich, and rewarding, both in its gameplay and also in its mythically-inspired lore. For newcomers to the series, Gamespot’s review is very fair and, I think, very good at identifying who will like and who will not like Dominions; meanwhile, for those interested in what made Dominions’ atmosphere and worldbuilding so remarkable, check out a guest piece I wrote at Flash of Steel several years ago. For series veterans, Dominions 4 is recognisably an evolution, not a revolution; going from 3 to 4, the differences are much less visible than going from 2 to 3, or 1 to 2. However, the changes are real and, from what I have seen, positive. Here’s what I’ve noticed:

 

New content:

* While most of the nations in Dom4 are returnees from the previous game, each of the three Dominions eras (early, middle, late) has received a new nation or two.

*I also spotted a number of new pretender chassis, new magic items, and some new spells (e.g. some painful-looking high-level direct damage Water spells; new Nature buffs/debuffs).

Read more

A formula for success: Back to the Future: The Game, Episode 1

For a fan of the movies, Episode 1 of Back to the Future: The Game strikes just the right balance between familiarity and originality.
For a fan of the movies, Episode 1 of Back to the Future: The Game strikes just the right balance between familiarity and originality.

 

 

I’ve just finished Episode 1 of Back to the Future: The Game, a 5-part point-and-click adventure game from Telltale Games of Walking Dead fame. (I estimate Episode 1 is around 3-4 hours long, which suggests that the entire series is 15-20 hours.) Rather than overlapping or rehashing the Back to the Future movies, the game is an original story that “begins” sometime after the end of the trilogy. It is very much a traditional adventure game, in which players control Marty McFly as he solves puzzles, uses items on the environment, and makes wry observations on his situation; if there are any elements of action or reflexes in BttF, I haven’t seen them yet. So far, I very much like it for two reasons: it succeeds both as an adventure game and as a homage to the movies.

 

As an adventure game, Episode 1 of BttF has the genre’s traditional strengths: it’s witty to the point of being laugh-out-funny, and solving puzzles makes me feel like a genius. The puzzles themselves are sensible and well-designed – no cat-hair moustache here! – and one, in particular, is amongst the best puzzles I can remember in an adventure game; while not challenging, it’s unique, hilarious, and perfectly fits the characters’ situation (1). Production values are a mixed bag; I do not find BttF’s graphics very attractive; but its excellent voice acting makes up for it.

 

As a homage to the movies, Episode 1 works equally well. The voices, as noted above, help; Christopher Lloyd reprises his role as Doc Brown, and AJ Locascio does a great job as Marty. But the writing is key, and I wish I could spoil it for you! As is, all I can say is that Episode 1 strikes the right balance between familiarity (“hey, cool, this is just like the movies!”) and originality; while it recycles the movies’ formula, the juicy details are all its own.

 

Overall, if you enjoyed the Back to the Future movies and you are a fan of adventure games, you should definitely check out Episode 1 of Back to the Future: The Game. While I can’t vouch for the quality of the other episodes, I do look forward to trying them out.

 

(1) For those of you who’ve played the game: “You’re treating me like a BACTERIA!”

Does a good game make a good anime? Persona 4: The Animation – eps 1 to 9

This entry is part 7 of 8 in the series Persona 3 & 4

Persona 4 Anime - Our HeroesI’m nine episodes into Persona 4: The Animation, the anime adaptation of the excellent PS2/Vita RPG; as I would like to eventually finish the game (I am “only” 30 hours in), I have paused at this point in the anime to avoid spoiling myself. The anime is a lot of fun, worth the money I spent on it… and yet, I can’t shake the feeling that it is a guilty pleasure.

 

The anime does a number of things right. For one, it has very strong source material, with a great premise: Persona 4 follows several teenage friends who, in the course of investigating murders in their sleepy country town, end up fighting their own literal and metaphorical demons. P4’s characters are goofy (perhaps a bit more so in the anime), amusing (I’ve laughed so hard, the other passengers on my commute probably think I’m bonkers), and yet human and relatable. The anime’s fight scenes are spectacular – the titular Personas have never looked better – and its production values are excellent; the anime’s art is vibrant and attractive, and I routinely grin when it uses music from the game’s soundtrack. So what’s the problem?

Read more

Hearts of Iron, Observations of Matchsticks

This entry is part 1 of 3 in the series Hearts of Iron

For the last decade, I’ve been a fan of Paradox Development Studio’s Hearts of Iron grand strategy games. HOI players control all aspects of their chosen nation during World War II: army, navy, and air force; diplomacy, espionage, scientific research, industrial output, and domestic politics. This can be as overwhelming as it sounds, and it’s interesting, and a little instructive, to compare the approaches taken by different games in the series.

 

The original Hearts of Iron (2002) was an unwieldy monstrosity, its vast scope at odds with its obsessive granularity. To build tanks, you had to separately research a tank chassis, and tank suspension, and tank propulsion, and choose a calibre for the gun, and repeat this for each model of tank… and yet, at the time, I loved it to bits. Hearts of Iron II (2005) was far more polished, with a far keener sense of what was genuine depth and what was just bloat, and I loved it too. Hearts of Iron III (2009) was poorly received at launch, but several expansions left it in much better shape. And lastly, Paradox eventually licensed HOI2 to several fan groups, which produced their own spin-offs; I tried two and enjoyed one, Darkest Hour (2011) (1).

Read more

Europa Universalis IV Q&A, with Thomas Johansson

This entry is part 2 of 12 in the series Europa Universalis IV

EuropaUniversalisIV_Coverart_lowrez_shrunkEuropa Universalis IV is an upcoming grand strategy game by Paradox Development Studio, set during the early modern era of world history (roughly 1450 to 1800). When it was announced last year, it immediately caught my eye: I’m a long-time player of Paradox games (including the previous Europa Universalis titles); and to me, the game’s period is one of the most fascinating in history – its rich mix of global interactions ultimately laid the groundwork for our modern, industrialised world. So with the game due out in August 2013, just a couple of months away, the time seemed ripe for a chat with the developers. Read on for my email Q&A with Thomas Johansson, project lead for Europa Universalis IV.

 

Europa Univeralis IV and other Paradox games

 

Peter Sahui: Paradox Development Studio’s last major release, Crusader Kings II, has also probably been its most successful to date (both critically, and in terms of its ability to break out beyond the traditional PDS niche). What lessons did you learn from CK2’s success, and how are you applying them to EU4?

 

Thomas Johansson, Project Lead of EU4
Thomas Johansson, Project Lead of EU4

Thomas Johansson: Crusader Kings II’s two biggest strengths were that it was well polished and we had worked hard on improving the interface. We worked hard with the tutorial, the hint system and to make it a very polished release. With Europa Universalis IV, we are aiming to do even better! Our goal is our most polished release to date and have the best interfaces we have ever created. The main focus of the whole development team is polishing the game and refining the interfaces.

What I also believe has really helped Crusader Kings II is that it was a breakthrough for gamers to realize that the game creates stories that you want to tell other people about. So the simple answer would be that it is a game that makes people talk about it, because they want to share their dramatic events, the intrigue, backstabbing and romances with their friends. Because it constantly surprises you. Just when you thought you had everything going and an easy road to power, money and conquering new territories – then you get stabbed in the back, your wife gets murdered and your sister steals your throne. Just like life… ;)

So the fact that the storytelling came across strong with Crusader Kings II, we hope that people can see that Europa Universalis IV also allows you yourself to create the stories when playing the game. You attack your neighbours, alliances gets broken, you get an incompetent ruler and need to get creative on how to handle his/hers strength and weaknesses while keeping your territory hungry opponents at bay.

Read more

Wargame: AirLand Battle — The Verdict

This entry is part 10 of 12 in the series Wargame: European Escalation/AirLand Battle/Red Dragon
Wargame players will spend most of their time looking at blips on the map...
Wargame players will spend most of their time looking at blips on the map…

 

Eugen Systems, the studio behind Wargame: AirLand Battle, is now one of my favourite developers of strategy games, of historical games, and indeed, of historical strategy games.

 

I don’t say this lightly. That is exalted company to be in, alongside the likes of Paradox, Firaxis, and Creative Assembly, but I think it’s deserved. With AB, Eugen has demonstrated three things:

 

1. They can capture the spirit of a setting – in this case, a Cold War gone hot in Europe.

2. They know what makes a good strategy game: a series of interesting decisions that produce clear, understandable outcomes.

3.  They can learn from past mistakes.

Read more

Crusader Kings II: The Old Gods, As Told in Classified Ads

This entry is part 5 of 5 in the series Crusader Kings II game diary, by Rachel McFadden

crusaderkingsii_the_old_gods_image_1

 

Not a Review

 

For sale: 1 longboat fleet. 1 careful owner. 5,670 miles on the clock. Used for raiding around the Russ. No damage, good insurance record. Has provided years of joy and much treasure, sale by necessity only. Owner converted to Christianity so raiding no longer possible. All reasonable offers considered.

 

***

 

Hello good friend. I am King of Mercia, most Excellent Eadward the Bearded, and you help I am nedding. My Kingdom which is of Mercia being conquered by Vikings unJustly and against wishes of my own loving good people who like me their King in bad coup of conquests. I have large treasury (10,000,000 gold bits of pure gold) which i need to Trangsfer out of country without border taxes or being stealed by naughty People. You help me now and I make you Rich by giving you generous share of my large treaserary (10,000,000 coin in g0ld) being worth 10%. You ‘ll be a Rich man. All you need to do to Help me is send by fastest carrier pigeon your treasury key and guard passwords so that i can send by direct transfer directly the whole of my own treasury (10,000,000 peices of gold) under the label of a Random event choose Gift event choice 2. Then it arriving safely in your country and I giving you generous 10% of total to keep as to make you a Rich man who has lots of monies.

 

Replie immediately as this time limited offer due to Vikings killing everyone and robbing all my country. Remember: send treasury key and guard pastwords by fastest carrier pigeon now for lots of gain! Send carrying pigeons to: notascam@yesreally.co.uk

 

Yes, this great opportuinity for to Kind and great man who help Mighty king down on his luck with big treasury (10,000,000 golds!) due to Vikings.

 

***

 

Rebel with a clue seeks army for rebellion. No experience necessary; however, dedication to the cause is a must as aimless rebelling is no longer permitted. All applicants will be considered. Apprenticeships available for ages 18-24.

 

***

Read more

Let’s defend Scandinavia in Wargame: AirLand Battle! Part 2 (FINAL): Who Dares, Wins

This entry is part 9 of 12 in the series Wargame: European Escalation/AirLand Battle/Red Dragon

WAB Day 4 Pt 2 Start

 

Welcome back to my Let’s Play of Wargame: AirLand Battle!

 

In Part 1 of this LP, my effort to defend Scandinavia (playing NATO in the War in the North campaign) got off to a promising start:

 

1. The Danish army wiped out two Warsaw Pact brigades that attempted to seize Aarhus;

2. The Swedish army did the same with an amphibious landing at Malmo;

3. As at the end of the last instalment, the Swedish and Norwegian armies had recovered their fighting trim and were in position along an Oslo-Stockholm defensive line.

 

What were the key lessons learned? First – and I am indebted to this excellent guide from the official forum – that the objective in battle isn’t to kill so many of the enemy that the survivors run away, it’s to wipe them out (which will earn me the morale points I need to win the campaign). In game terms, that means (a) pinching off the enemy reinforcement sectors so they can’t retreat, and then (b) win the battle by hunting down their command vehicles. Unable to flee, the losers will surrender.

 

In practice, the campaign is designed such that it is difficult to decisively win battles unless there is a large discrepancy (due to some combination of morale, initiative, positioning, and equipment) between the combatants. Otherwise the two forces tend to get stuck in a spiral of falling initiative (reducing the forces they can deploy) and increasing morale (making it harder for them to rout the other), broken only when the arrival of a fresh brigade tips the balance. Other players have complained about this, and I can see both sides of the argument; I like what the developers were aiming for, but I do agree it could do with some reworking.

 

For present purposes, though, what the rules should be is beside the point. The key is to focus on what the rules are, and if I need to engineer massive mismatches to win, then that is what I shall do. That means (a) ensuring each sector of the line has fresh brigades in reserve, so that they can polish off a weakened enemy, and (b) conserving my strategic buffs/debuffs (e.g. air raids) until the time is right.

 

With that in mind, let’s see how the rest of my Nordic campaign plays out.

Read more

Let’s defend Scandinavia in Wargame: AirLand Battle! Part 1: Something Rotten in Denmark

This entry is part 8 of 12 in the series Wargame: European Escalation/AirLand Battle/Red Dragon
Welcome to Scandinavia, the setting of Wargame: AirLand Battle
Welcome to Scandinavia, the setting of Wargame: AirLand Battle

March 1985, Moscow. Mikhail Gorbachev loses the race to succeed Konstantin Chernenko as head of the USSR.

 

Early September, 1985. A clash between Soviet and US Navy aircraft leaves several pilots dead. The world totters on the brink of war.

 

Late September, 1985. World War III erupts. Norway and Denmark, comprising NATO’s northern flank, are on the front line. The Norwegian army manages to halt the Soviet advance – only for Soviet troops to roll into neutral Sweden, threatening Norway’s eastern flank. To the south, the Soviet advance into West Germany leaves their forces on the border with Denmark.

 

NATO’s troops are badly battered. Enemy reinforcements abound. Scandinavia hangs in the balance. Can my leadership save the day?

 

Welcome to my Let’s Play of Wargame: AirLand Battle.

 

Introduction

 

Wargame: AirLand Battle is  a newly released strategy game for PC, a blend between the real-time strategy and traditional wargame genres (for more background, check out the other posts I’ve written about the Wargame series, linked  at the top of this page). In addition to multiplayer and skirmish modes, AB offers four single-player campaigns of varying length and difficulty; I have finished the shortest and simplest campaign, which is really a tutorial in disguise. For this LP, I will be jumping all the way to the longest and most challenging, “War in the North”.

 

WAB WITN Intro Cropped

 

The game bills this campaign as “Very Hard”, but I’m confident I’ll be up to it. (And, hey, everything worked out the last time I LPed a difficult game.) I will play the campaign either until I win/lose, or until it stops being fun. Here goes!

Read more

Suikoden Tactics: a reunion with an old friend

This entry is part 1 of 1 in the series Suikoden Tactics

2013 05 25 SuikodenTactics_screen02

 

Oops.

 

When I made my last move, I thought I’d seized an opening. The pirate had his back turned; and when I saw I could take him down with one attack from Kyril, the game’s young hero, I couldn’t resist. But now the shoe is on the other foot. In my haste to push Kyril forward, I’ve left him standing alone on the deck of the pirate ship. And before any backup can reach him, several pirates have their turns coming up…

 

The first pirate attacks. Kyril’s health plummets. Next pirate’s turn. I grit my teeth – only to watch, impressed, as the boy’s father leaps in to protect him from the blow. Kyril took only half damage from that hit, and the pirates’ opportunity has passed. It’s Andarc the mage’s turn next, and he opens up with a barrage from his Lightning rune, killing one pirate and wounding another. Then it’s the turn of more and more of my characters, and as they run up to join Kyril, the danger is past.

 

I’m several hours into Suikoden Tactics, a 2005 spinoff from one of my favourite RPG series, Suikoden. As its name suggests, it’s a grid- and turn-based tactical RPG in the vein of Final Fantasy Tactics, Tactics Ogre, and Disgaea (in other words, in my classification scheme, it’s a Type III game).  From a mechanical standpoint, it is reasonably straightforward: different characters have different strengths and weaknesses, and while characters’ classes appear to be effectively preset – for instance, Kyril will always be a melee fighter – there is some scope to customise them by choosing which skills to prioritise. The actual combat is standard TRPG fare, though with a couple of quirks: characters have elemental affinities with particular tiles on the map, and tile elements can be changed by items and spells. That said, so far this seems to be good standard TRPG fare. Combat feels intuitively fluid in the way that the best tactical RPGs do: characters go down in just the right number of hits (too many would lead to tedium; too few would be frustrating), move far enough for squishy characters to be vulnerable, but not too vulnerable; and so on. Aesthetics are a mixed bag; the in-game sprites have not aged well, but character portraits are crisp and attractive. Storywise, no spoilers, but I’m definitely intrigued.

Read more

Wargame: AirLand Battle: right troops, right place, right time

This entry is part 7 of 12 in the series Wargame: European Escalation/AirLand Battle/Red Dragon
A view to a kill: a French Super Etendard strike plane fires a missile at a command vehicle.
A view to a kill: a French Super Etendard strike plane fires a missile at a command vehicle.

 

 

My last attack failed. This one, I promise myself, won’t.

 

I’m playing a NATO vs NATO mirror match, one of the options available in skirmish and, in this case, multiplayer. (In universe, I imagine it as an especially realistic military exercise.) Last time I made the rookie mistake of advancing without reconnaissance; my raiding force drove straight into a platoon of Challenger main battle tanks. This time, I’ve infiltrated an SAS patrol behind enemy lines to scout out my objective, and they’ve spotted nothing but a platoon of mechanised infantry. Since then, I’ve spent several minutes hatching my plans: Norwegian infantry will assault from the south, US marines and French tanks will come from the southeast, and I’ll use artillery smoke shells to screen their advance.

 

It’s time to go. A smokescreen billows into life, and my tanks and APCs burst out of cover. No resistance so far – the recon work paid off. Excellent. I look at the minimap… and see an enemy horde advancing on the other side of the map,  towards an objective I’d secured earlier. My opponent, it seems, chose the exact same time to make his push.

 

I’ve already committed my ground reserve, but I have one last lever to pull – RAF Tornados loaded with tank-busting cluster bombs. Aircraft are as fragile as they are valuable, and if the attackers brought enough anti-air units, my Tornado pilots could be flying into a suicide mission, their planes’ advanced countermeasures notwithstanding. But sometimes, fortune favours the bold…

 

Welcome to the second part of my Wargame: AirLand Battle preview, based on the game’s current pre-order beta! I’ve divided this into two sections, below – one for new players, and one for returning European Escalation veterans – before offering up some concluding thoughts.

Read more

StarDrive: First impressions

This entry is part 1 of 1 in the series StarDrive
StarDrive main map
The main map of StarDrive. You’ll spend a lot of time on this screen.

 

I’m five hours (per Steam) and three abortive practice games into StarDrive, a new PC space strategy title from one-man studio Zer0 Sum Games. So far, I can perhaps best describe this by reference to two games: one that’s obvious, space 4X stalwart Distant Worlds, and one you perhaps may not expect, fantasy TBS Warlock: Master of the Arcane.

 

Just as Warlock looks very much like Civilization V, StarDrive’s vast galaxy and pausable real-time gameplay appear to resemble Distant Worlds; but for both these games, appearances are deceptive. I get the impression that StarDrive’s design goals are very different to Distant Worlds’ – where DW aspired to be a living universe simulator, complete with a bustling ecosystem of NPC civilian spaceships, AI advisors, and derelict armadas, StarDrive strikes me as a far more warfare-centric game. Let’s break down what I’ve seen of StarDrive, X by X.

Read more

Quick impressions: Talisman: Prologue

Talisman Prologue

 

Talisman: Prologue is a recently released Android/iOS adaptation of an old board game (which I have not played), Games Workshop’s Talisman. TP is a solitaire game in which the player controls a single high fantasy adventurer (a warrior, troll, assassin, etc), who moves around a board, attempting to solve a “quest” (kill X monsters, bring the princess to Y castle) chosen at the start of the game.

 

Note my choice of words: the character moves around the board, not the player. That’s because almost everything in TP – how far the adventurer moves, the monsters he/she encounters, whether s/he defeats the goblin, whether the enchantress turns him/her into a frog – is determined almost entirely by chance. Never mind strategy or making interesting decisions; in TP, there are very few decisions at all, and in mechanical terms, that makes it a lousy game.

 

So what’s the point of TP, then? Its theme, which I think you will enjoy to the extent that (a) your imagination can construct a story from card art and random numbers (TP‘s high production values help), and (b) you like ‘80s high fantasy. The last time I played, my assassin stumbled on a mischievous imp (drew an Imp card), who teleported him to a cave (I rolled a certain number), where he slew a serpent (drew a card, rolled a die, and compared his die roll + strength against the serpent’s) and discovered a rich hoard of gold (another die roll). There is a cool and exciting, if brief, story in there, even if I had to fill in all the details in my head.

 

The last thing I should note is that the game’s own designers seem very aware that it lacks the depth for sustained play. The game’s quests – and hence, its play sessions – don’t last very long. However, finishing each quest unlocks both new quests and new adventurers, which is what provides the incentive to return.

 

Overall, I can’t recommend TP for gamers in search of a meaty ruleset, a tense challenge, or even much in the way of player agency. However, for those who don’t mind being spectators while the dice do the work, TP is worth a look as a coffee-break-length ticket to Fantasyland.

 

A technical note: while the game is playable on my 7” device (Nexus 7), the font is too small for my liking. People with larger screens may find the font more appropriately sized.

Wargame: AirLand Battle: opening a box of virtual chocolates

This entry is part 6 of 12 in the series Wargame: European Escalation/AirLand Battle/Red Dragon
The raciest thing you'll ever see on this site
The raciest thing you’ll ever see on this site

 

Wargame: AirLand Battle is the upcoming sequel to Wargame: European Escalation, a Cold War-themed fusion of two genres: the RTS and the beer-and-pretzels wargame. EE was one of my favourite games of last year, and despite its beta status (1), AB is shaping up to be one of my favourites of this year, too.

 

AB’s appeal begins even before the first shot is fired. In AB as in EE, players start by choosing the units they will take into a match, and then grouping these into a “deck”. However, where EE offered “only” 361 units, AB offers a whopping 826! More units are not necessarily better, but here it works for two reasons.

Read more

Quick impressions: Papers, Please

PapersPlease

 

Papers, Please is an indie game by Lucas Pope, currently in beta, in which the player takes on the role of a 1980s border guard in a Communist country. On paper, the game is simple: read the papers of each traveller who approaches your checkpoint. Admit those who meet the official criteria (e.g. they are citizens of the correct country; they have a valid work permit and visa); deny those who don’t; and keep an eye out for discrepancies. In practice, it’s a bit more complicated: there are a fair few variables to keep track of, which requires the player to trade off thoroughness and speed. You are paid based on how many people you process, but make mistakes and your pay will be docked. Earn too little, and your family starves.

 

The real appeal of Papers, Please isn’t so much mechanical as psychological: this is a game that tries to put the player into the shoes of a minor, despised apparatchik upholding a corrupt regime in order to pay the bills. I might even go so far as to say the game turns you into a bureaucratic version of the mooks we normally mow down without a second thought. Not necessarily a “fun” game, but it’s an interesting thought experiment and worth checking out if you have a few minutes to burn.

What five games say about violence

“They may be called the Palace Guard, the City Guard, or the Patrol. Whatever the name, their purpose in any work of heroic fantasy is identical: it is, round about Chapter Three (or ten minutes into the film) to rush into the room, attack the hero one at a time, and be slaughtered. No one ever asks them if they want to.”

– Terry Pratchett

 

I’ve been thinking lately about violence in entertainment; my response to such; and what creators themselves have to say about it. In the last twelve or so months, I’ve played five games that symbolise different attitudes to violence: three “traditional” shooters in which there is no non-lethal option (BioShock Infinite, Tomb Raider, and Spec Ops: The Line), and two stealth/action games (Deus Ex: Human Revolution, Dishonored) that permit a gentler approach.  Below, I table their key differences.

 

violence-games-table-v2

 

(Note: each game’s violence is largely directed against human enemies, such as mercenaries, cultists, soldiers, or police/city watchmen, as in the quote at the top of the page. Also, there are a few bosses, in both senses of the word; but most enemies are low-ranking grunts.)

 

My comments, and mild spoilers, below.

Read more

Guns of Icarus Online: Adventure Mode Q&A with Jess Haskins

This entry is part 2 of 3 in the series Guns of Icarus Online

GOIO Adv Mode Banner

 

Last year, I wrote about Guns of Icarus Online, an interesting, atmospheric shooter set on board opposing steam/dieselpunk airships. Since then, developer Muse Games has unveiled a Kickstarter campaign for the long-awaited paid expansion, Adventure mode. Muse’s stated plan for Adventure includes three key elements:

 

1. PVE and co-op gameplay, unlocked at the Kickstarter’s threshold of $100,000;

 

2. An in-game economy and faction system, flagged as Muse’s first major stretch goal ($350,000)

 

3. Worldbuilding tools, flagged as the second stretch goal ($500,000).

 

Muse has stated that, should it secure more than $100,000 but less than the full $500,000, all Kickstarter backers will receive a “season pass” that will entitle them to future elements of Adventure Mode as and when they are released.

 

Read on for my email Q&A with Jess Haskins, Designer and Chief Nomenclator at Muse:

Read more

Wiping away debts: the BioShock Infinite spoiler post

This entry is part 2 of 2 in the series BioShock

Since so much of my response to BioShock Infinite is wrapped up in the details of the game’s story, I thought it deserved a short follow-up of its own. As such, there will be extensive spoilers ahead – don’t read this post if you haven’t finished the game!

 

Ready?

Read more

BioShock Infinite: The Verdict

This entry is part 1 of 2 in the series BioShock

BI Beauty of the City Marred

 

 

“Bring us the girl, and wipe away the debt.”

 

The year is 1912. With those words ringing in his ears, Booker DeWitt, washed-up private detective and protagonist of Irrational Games’ BioShock Infinite, makes his way into the flying city of Columbia. On his shoulders lie several burdens: the fate of Elizabeth, the young woman he’s been tasked to bring back to New York. His own destiny, as it becomes intertwined with hers. And lastly, the weight of the BioShock franchise, one of the most acclaimed in gaming.

 

Not playing much of the previous BioShock games (1) did nothing to water down my expectations for BI, a game whose promised features read like my wishlist. A game that gives players an array of special powers, and rewards them for ingenuity? An original setting, layering vibrant, imaginative mad science atop an underused historical era? A companion character, Elizabeth, for us to like and grow attached to? Sign me up! Read on to find out (spoiler-free) how the game fared against my hopes.

Read more

Tomb Raider – The Very Quick Verdict (and a reflection on cover shooting)

This entry is part 2 of 2 in the series Tomb Raider

Tomb Raider haze

 

After finishing Tomb Raider, I’m happy with the gameplay appraisal I posted halfway through. This is a title that’s not sure whether it wants to be “the subtle tale of a young woman using her wits to survive… or a summer blockbuster, long on explosions and short on brains.” There is a fair amount of running and jumping and climbing about, as much of a pleasure as it was in Assassin’s Creed; there are puzzles whose solutions made me feel quite pleased with myself; and there is a lot of third-person cover shooting, too much and too repetitive for my taste (and with some downright aggravating ‘watch pattern -> dodge -> counterattack -> repeat’  closed-arena boss fights).

 

Tomb Raider more ziplining

 

I do want to home in on one word in that last sentence – “cover”. In a game that derives so much of its appeal from the main character’s agility, I am not convinced that cover shooting was the best way to handle combat. Taking cover, by definition, deprives Lara of her agility; and while she has to move from cover to cover (enemies will lob Molotov cocktails or grenades if she stays still too long), a brief scramble to the next waist-high obstacle pales next to the freedom of the game’s non-combat segments. TR does contain a tantalising “what might have been” moment – one particular sequence is a lot closer to old-fashioned run-and-gun shooters, and it’s amazing what a difference that made to my enjoyment. Suddenly I could sprint! Retreat! Climb up and climb down! Fall back to a previously cleared section! Why even stop there? In a game with this many cliffside jumps and ziplines – see the above screenshot – couldn’t Lara have, say, an unlockable ability to aim her pistol in bullet time and shoot while in mid-air (a la one skill in Sleeping Dogs), or while shimmying along a rope? Surely the designers could have done better than the parade of shooting galleries that did make into the game.

Read more

Eador: Genesis impressions: Master of Might, Magic, and the Just One More Turn Syndrome

The main map of Eador: Genesis.
The main map of Eador: Genesis.

 

Eador: Genesis is a turn-based fantasy strategy game in the vein of Dominions, Heroes of Might and Magic, and Master of Magic. Originally released back in 2009 as the brainchild of one man, Alexey Bokulev, it was only recently translated into English by publisher Snowbird Games. I’ve been playing the game since last week, and while its graphics and production values are… well, what one would expect from an indie strategy game, its gameplay is pure just-one-more-turnium.

 

The outline of Genesis will be familiar to genre fans. There is a campaign, which I have not tried; all my matches have been on randomly generated maps. Players start with one province and expand across the map, conquering independent provinces, levelling up heroes, and eventually butting heads with each other in tactical battles.  The last one standing wins the game. However, Genesis has several distinctive features:

 

Interesting choices: what to build?
Interesting choices: what to build?

 

1. Flowing, micromanagement-light gameplay. I think this is half the secret of Genesis’ addictiveness. Most turn-based strategy games, fantasy or otherwise, require constant fiddling from the player – managing multiple cities’ build queues, pushing numerous armies across the map, etc. By contrast, while Genesis offers plenty of choice – look at all the buildings on that construction screen! – at least on small maps, I only have to deal with a handful of moving parts each turn. Build queues? In Genesis, most construction is done in the capital, a la Imperialism – provincial improvements are relatively bare-bones – and in any case, you can only build one building and one province improvement per turn. As for armies, I’ve never had more than two heroes in play.  This means there’s relatively little busywork each turn, and few impediments before it’s time for the next battle.

Read more

New Civilization V expansion announced: Brave New World

Following on from last year’s Gods and Kings, 2K/Firaxis has announced Brave New World, a second expansion for Civilization V. Whereas G&K‘s headline features were religion and espionage, BNW seems to focus on “soft power”: trade, culture, diplomacy, and a new “World Congress” a la the UN in previous Civ games/the Planetary Council in Alpha Centauri. I look forward to finding out more.

 

If you’d like to read the details, I’ve copied and pasted the press release below, while Rock Paper Shotgun has a full interview/preview up.

Read more