Let’s Play XCOM: Enemy Unknown! Part 6: SHIVs, Stopgaps and Archangels

This entry is part 8 of 12 in the series XCOM: Enemy Unknown/XCOM 2

The battle of Melbourne, June 2015, dealt a bitter blow to XCOM.  It left us down two countries and five soldiers (four of them amongst our finest veterans), and painfully exposed the inadequacies of XCOM equipment against the aliens’ latest toys. The laser weapons and carapace body armour that had served us so well, just a month or two ago, now look like a joke against Cyberdiscs. The new faces joining the squad are under-levelled marksmen of dubious skill.

 

But XCOM is a game about fighting back against the odds. This update is the story of how my survivors – a lopsided bunch, with too many snipers and too few heavies and support troopers – make do.

 

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Let’s Play XCOM: Enemy Unknown! Part 5: Pride Goeth Before a Fall

This entry is part 7 of 12 in the series XCOM: Enemy Unknown/XCOM 2

As Part 4 ended, things were going smooth as butter. XCOM’s soldiers were winning battle after battle, and coming home almost invariably in one piece. The strategic layer was under control, thanks to XCOM’s ample satellites and newly ample cash.

 

As June 2015 dawns, it seems fair to ask: what could possibly go wrong?

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Let’s Play XCOM: Enemy Unknown! Part 4: The Turning of the Tide

This entry is part 6 of 12 in the series XCOM: Enemy Unknown/XCOM 2

And we’re back!

 

After Part 3’s successful terror mission, the rest of April passes without incident. Dr Vahlen and her scientists finish research on beam weapons, which unlocks laser pistols and laser assault rifles for use by my squad!

 

 

Unfortunately, I’m too broke to build more than one of each. Not only do they hoover up cash, they also require precious alien alloys – and my stock of alloys is running dangerously low. Farnsworth gets the laser rifle; LeSquide, our sniper, gets the laser pistol (since he can’t move and fire his sniper rifle in the same turn, he’s the one most in need of a decent sidearm).

 

At the end of the month, the Council gives us our scorecard and funding cheque:

 

 

As feared, the XCOM Project has lost its first two countries: Japan and Mexico have raised the white flag to the aliens. Three more, Argentina, India and China, are teetering. But all is not lost – I have no fewer than three satellites in the pipeline, plus the cash to build more (and their supporting infrastructure). This coming month, May, will be do-or-die. If XCOM can make it through the month in one piece, by its end I should have enough satellites to halt the tide of global panic. More than that, I’ll have so many satellites, and so much funding, that I’ll never have to worry about scrimping and saving again. If, if, if.

 

Let’s see how I go.

 

Continue reading “Let’s Play XCOM: Enemy Unknown! Part 4: The Turning of the Tide”

Let’s Play XCOM: Enemy Unknown! Part 3: Terror and Triumph

This entry is part 5 of 12 in the series XCOM: Enemy Unknown/XCOM 2

Welcome to the third part of my Let’s Play (Classic difficulty, Ironman mode) for XCOM: Enemy Unknown!

 

When we previously left off, I had two worries. One, whether I could obtain better arms and armour before the game ramped up in difficulty. Two, a rising tide of global panic. And soon, the game does its best to exacerbate (2) by throwing a devil’s choice at me:

 

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Let’s Play XCOM: Enemy Unknown! Part 2: Winning battles, whither the war?

This entry is part 4 of 12 in the series XCOM: Enemy Unknown/XCOM 2

Welcome back to my Let’s Play (Classic difficulty, Ironman mode) of XCOM: Enemy Unknown! We finished our last instalment on March 20 (game time), with a successful end to XCOM’s third battle. Following that battle, XCOM earned a new, experienced Heavy named Talorc, and I began construction of the Officer Training School.

 

But before I can train any officers, not one day after the previous mission, it’s time to sortie again:

 

 

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Let’s Play XCOM: Enemy Unknown! Part 1: Baby Steps

This entry is part 3 of 12 in the series XCOM: Enemy Unknown/XCOM 2

March, 2015. We are not alone in the universe. Humanity is under attack from an alien army equipped with technology beyond anything we have seen. The armed forces of the Earth are powerless. All save one – the mysterious international organisation known as XCOM, sponsored by a Council of sixteen nations. It’s up to XCOM’s soldiers, outnumbered, outgunned, but brave and (one hopes) well led, to stop the aliens in the cities and in the fields. It’s up to XCOM’s scientists to unravel the alien technology the soldiers bring home, and up to XCOM’s engineers to adapt it into something the troops can use. And it’s up to me, the player, to give them all direction. Will I succeed, or will humanity be destined to end up as just another course on the alien buffet menu?

 

Let’s find out.

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X-COM: That which kills us makes us very dead

With the new XCOM game around the corner, it’s time to reflect on the fallen. The First and Second Alien Wars had horrific death tolls. Tens, hundreds, thousands of little pixel-dudes rotated on the spot to face the player, screamed, and fell down to never rise again. Always those brave men and women turned to face the player. We looked them in the tiny pixel-eye as they expired. It was the least we owed them. Heroes, every one.

 

What were the main causes of death in these brutal, bloody conflicts? Read on…

 

The First Alien War is UFO: Enemy Unknown, aka X-COM: UFO Defence for the non-Europeans. The Second War is known by the codename Terror from the Deep. The Third Alien War, dubbed Apocalypse, will not feature here as I sat that one out.

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Highlights from the EB Games Expo Sydney 2012: The Last of Us, Tomb Raider, Wii U, Australian indies and more!

For the last three days the Sydney Showground has played host to the EB Games Expo, and that was where I spent yesterday. There I met some folks from the industry, both publishers and indie developers; watched trailers and gameplay  videos; observed live play; and last but not least, tried out a few titles for myself! Here are the highlights of what I saw (grouped by publisher):

Continue reading “Highlights from the EB Games Expo Sydney 2012: The Last of Us, Tomb Raider, Wii U, Australian indies and more!”

Banner Saga’s single-player sounds promising

Banner Saga, a Norse-themed tactical RPG trilogy from indie studio Stoic Games, was one of the early titles to ride to prominence on Kickstarter this year. Now Nathan Grayson of Rock, Paper, Shotgun has posted a monster three-part interview/preview, and it’s fascinating stuff — especially the third part, in which the developers explain how the single-player campaign will work (in summary, “it’s a bit like of King of Dragon Pass meets Oregon Trail. It’s King of Dragon Pass on the road.”) While not quite a full branching campaign a la The Witcher 2, the player’s choices will matter, both from a gameplay and a story perspective. Characters will join or leave the party based on their satisfaction with the player; the player will have to juggle the party’s endurance and morale against the need to stay ahead of an all-consuming wall of darkness (this actually put me in mind of FTL), and there will be multiple endings. If that sounds interesting, it’s well worth heading over to check out the full article.

 

Meanwhile,  we’ll get our chance to evaluate the core gameplay next month when a spin-off F2P multiplayer game based around the battle system, Banner Saga: Factions, is due out. This is one project that I’ll keep an eye on.

Sleeping Dogs – The Verdict

This entry is part 2 of 2 in the series Sleeping Dogs
Sleeping Dogs is all about action, whether it be unarmed combat…

 

I must be one of the few gamers out there not to have played Grand Theft Auto, or any of the other modern-day, open-world, crime-themed games that it spawned. None had premises that appealed to me – until now. Enter Sleeping Dogs, United Front Games’ open-world extravaganza, which casts the player as undercover cop Wei Shen, tasked to infiltrate the most powerful crime syndicate in Hong Kong. This premise has been mined many times before for its dramatic potential, with the most obvious parallel being 2002 Hong Kong thriller Infernal Affairs. However, the key to Sleeping Dogs is that it’s not a homage to thrillers – it’s a homage to action flicks.

 

… firing from behind cover (NOTE: shooting without aiming works better with a shotgun)…

 

Specifically, Sleeping Dogs’ gameplay revolves around two activities: chasing rival mobsters, and pulverising them once you catch up. You chase them on foot (think the opening parkour sequence of Casino Royale) and in cars; you fight with fists, feet, and occasionally, firearms. The typical mission will involve pretty much every variation on these themes: Wei might drive to a target’s lair, disembark to beat up a first wave of guards, grab a gun to deal with a second wave of guards, jump into a car to pursue his escaping quarry, and finally jump from car to car in mid-chase to reach his foe. In between missions, there are other diversions available – special mention goes to a hilarious karaoke minigame (watch Wei during guitar solos, but make sure you don’t have anything in your mouth) – but speed and violence generally dominate the side quests, too.

 

… firing from a car (rail shooting has never been this much fun!)…

 

This is not a flaw.

 

What Sleeping Dogs does best is recreate the excitement – and yes, over-the-top destruction – of good action movies. There are deeper dedicated brawlers out there – tapping or holding one button will run Wei through predefined combo moves; tapping a second button will counter enemy attacks; a third will allow Wei to grapple enemies and, often, finish them off with a spectacular use of the environment, such as throwing them into the water, slamming them into fuse boxes, or even impaling them on swordfish. There are deeper shooters out there: Wei’s options largely comprise hiding behind cover, popping up to shoot, or vaulting over an obstacle in order to enter bullet time. And while I’m no expert on racing games, I would be very surprised if there weren’t games with deeper  driving models. But while each component is straightforward, the game (and the individual missions) string them together into an overall experience greater than the sum of its parts.

 

… or taking a brief break from firing, since even Wei Shen needs cover to survive a shootout.

 

The same holds true for the game’s story. Some sequences are laugh-out-loud funny, though they tend to be merely the comic relief between far darker events. On a deeper level, while the game is a long way from Shakespeare, it understands the importance of theme and character arc. Without them, I doubt I would have seen Sleeping Dogs through to the end – after 28 hours, I was getting a little bored of beating up gangsters and detonating their cars. With them, Wei’s adventures became a coherent, satisfying narrative filled with characters I cared about – characters who acquired depth through their different responses to one of the game’s central ideas, the lure of crime. I wanted to see how their stories would end, and that desire propelled me through an increasingly explosive (in every sense of the word) plot all the way to the credits. Far more ambitious games have done far worse.

 

When Wei isn’t fighting for his life, he can take in the sights of Sleeping Dogs’ Hong Kong. Here, he visits the night market.

 

Lastly, I should give a shout-out to the game’s soundtrack, which did so much to convey a sense of place. There are quite a few songs available, but my favourites by far were the (often instrumental) Chinese tracks. Motoring around the game’s version of Hong Kong, with the rain pouring and the car radio pumping this into my ears, wasn’t just atmospheric and relaxing. In its own small way, it was an experience I could not have gotten from another game.

 

At the end of the day, I couldn’t have asked for a better introduction than this to the modern-day open-world genre. Sometimes hilarious, sometimes horrifying, often exciting, and always entertaining, Sleeping Dogs is a very good game, well worth my money. I look forward to seeing what UFG does next.

 

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

 

Resources

An interesting take on the game’s story (some spoilers) (WSJ)

Buy Sleeping Dogs from Amazon (US)

 

The basis of my review

Length of time spent with the game: 28 hours.

What I played: The entire story, and many of the game’s side quests.

What I didn’t play: The remaining side quests.

 

FTL: Faster than Light — The Verdict

This entry is part 5 of 5 in the series FTL: Faster than Light
Hull – reduced to confetti. Fuel – almost out. Systems – mostly disabled. This is when FTL shines.

 

The best way I can describe FTL: Faster than Light, the new indie title from Subset Games, is to say it lives up to the very simple promise on its Kickstarter page (emphasis mine):

 

FTL is a spaceship simulation roguelike-like. Its aim is to recreate the atmosphere of running a spaceship exploring the galaxy.

 

To get a sense of how the typical game of FTL plays out, I refer you to my Let’s Play series – linked at the top of this post. In summary, players start at one end of the galaxy, progress through seven increasingly dangerous sectors, and finally take on the final boss at the end of sector eight. Each sector comprises a randomised mix of encounters – shops, text-based, multiple-choice quests (think King Arthur: The Roleplaying Wargame, or maybe a much simpler Space Rangers 2), hazards such as asteroid fields, and most of all, hostile spaceships. Combat is a frenetic homage to movie and TV space battles, as you juggle power between shields and engines and weapons, order your crew to fix hull breaches and extinguish fires, target enemy subsystems, and oh god Mr Chekov will you knock out their missiles before they kill us all?! (Since the game only gives you one save slot, you cannot reload if you die unless you back up your save file, aka “savescumming”.) Afterwards, you use scrap from your enemies’ hulls to upgrade your ship and buy fuel and repairs. Ultimately, you escape to the next sector one step ahead of your foes, and begin the process again. The typical game takes about an hour or two to play, and for most of that time – specifically, for sectors one through seven – it is a delightful roller-coaster of excitement and panic and elation.

 

Where FTL falls down is its endgame, sector eight, which finally trips over the line between challenge and frustration. The end boss suffers from several related problems:

 

1) The boss isn’t merely more difficult than anything else in the game. It’s an order of magnitude more difficult.

2) The sheer length of the boss battle. Most battles are in the game are over in 2-3 minutes. However, the boss’ defences are so strong that all up, it took me something like 40 minutes to beat! The game’s combat system is built for short, sharp fights, and it bogs down when it takes that long to get through one opponent.

3) The need for luck to beat the boss. This manifests in two ways. First, since equipment, and shop catalogues are random, it’s possible for a player to reach the boss without the tools needed to win. Second, as my experience in part 4 of the Let’s Play showed, the length and difficulty of the boss fight increase the odds an unlucky hit will scupper all your work.

4) The inability to save/reload, which becomes a liability here. If things go wrong 80% of the way through the boss fight, get ready to replay aaaaaall the way from sector 1.

 

Net effect: I feel absolutely no shame over savescumming to beat the boss, and while I could replay the game (unlocking and then trying out different spaceships, attempting different builds, etc) – I don’t want to. There are players who feel motivated to defeat that final boss over, and over again. I am not one. And that is a real disincentive for me to spend any more time with FTL.

 

Still, while FTL lasted, it and I had a wonderful ride. As with 2010’s Recettear, FTL is short, sweet and clever. It’s not perfect, but the core mechanics for 80%-90% of the game are sufficiently strong to outweigh the annoyance and tedium of the remaining 10%-20%. Well worth checking out, and I look forward to seeing what its creators do next.

 

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

 

Resources

Fan wiki

 

The basis of my review

Time spent with the game: I estimate 8-10 hours.

What I played: Four playthroughs on Easy (one won), using the Kestrel.

What I didn’t play: Normal difficulty. The other spaceships in the game.

XCOM: Enemy Unknown — Demo impressions

This entry is part 1 of 12 in the series XCOM: Enemy Unknown/XCOM 2

I should preface this with three comments. First, I can’t opine on XCOM‘s maligned keyboard+mouse interface, as I played with an Xbox 360 controller. Second, I edited the game’s configuration files to dial the difficulty up to “Classic” — this is how — so I also can’t comment on the demo’s default difficulty (which was apparently set to the lowest level). Lastly, as the demo only comprises two battles (the tutorial and one “proper” mission), it didn’t give me the chance to assess the game’s strategic layer, or the progression of tactical battles over time.

 

With that out of the way, I had a great time in the demo. Combat felt tense, fluid and atmospheric. I played slowly and very carefully,  and for most of the mission, this worked — I didn’t take a single hit. Then suddenly, it didn’t. The last alien — the last alien! — on the map one-shot-killed my poor support trooper with a lucky critical. As Jake Solomon would say, “that’s XCOM!” Neither did I experience technical problems. Using the 360 controller, I found the UI fine, and after setting the graphics to “medium”, the game ran comfortably on my 2010-vintage notebook (Core i7, 8GB RAM, Mobility Radeon HD 5730).

 

All in all, what I saw has only heightened my anticipation for the full game — due out in two weeks’ time. Stay tuned for my Let’s Play! Until then, you can watch my gameplay video of the demo mission below:

 

Play an RPG in 30 seconds – Half-Minute Hero comes to Steam

Half-Minute Hero, a remarkably clever and fun Japanese indie indie-esque (correction: its imaginative concept, general feel, and price tag are all incredibly indie-ish, but I don’t think it meets the technical definition)  game, has now landed on Steam!

 

I played the original Half-Minute Hero on the PSP last year; its conceit is that each level is an entire 8-bit RPG, boiled down to fit a 30-second time limit! In that time, you have to grind, buy better gear, recruit NPC allies, and leave enough time to make it to (and beat!) the boss. (In practice, you have a little longer than that, since you can buy increasingly expensive extensions from the Goddess of Time.)

 

The original game was a fast-paced, funny homage to the RPGs of yesteryear; I’m not familiar with what may have changed in the PC version apart from the title, which has expanded to Half Minute Hero: Super Mega Neo Climax Ultimate Boy. That moniker should give you a clue as to the game’s mood! However, if the gameplay has remained the same, the Steam version will be well worth $10 (and especially worth the current discounted price of $9).

 

Lastly, this promotional video is worth a watch:

 

Armageddon Empires (and siblings) 50% off!

From the blog of Vic Davis, of Armageddon Empires, Solium Infernum and Six-Gun Saga fame:

 

Ok I’m in the home stretch on The Occult Chronicles.  The famous last 10% that feels like the final turn on the 400 meter sprint.  The bad news is that I won’t be making the October 31st release date that I had hoped for.  Right now I’m shooting for January or February.  So I’m having a sale to raise some funds to finish off the art for the project.  Kickstarter seems a bit too much for something like this and I’d like to save it for a TBS or maybe a mega expansion pack for this game.   I’d like to ask any longtime supporters to spread the sales news around in any way that they can.  Tell your forum buddies, post on your blog or get a soap box out and stand on it at a street corner etc.  You can get 50% off any games that I sell for the next 10 days.  Just enter the coupon code OCCULT when you go to check out.  The deal doesn’t apply to the SI & AE bundle but you will get a better price by adding them to the cart separately and then using the code.

 

A few months back, I called Armageddon Empires “one game I think every strategy aficionado, and certainly every strategy designer, should play“. Ten bucks for a game of that calibre is a screaming buy. If you like strategy, head over to the game’s official website and give it a look!

Let’s Play FTL: Faster than Light! Part 4 (FINAL): Return of the Kestrel or, the Federation Strikes Back

This entry is part 4 of 5 in the series FTL: Faster than Light

Captain’s log, starship Kestrel

Stardate 2012.09.22

 

Sector Seven: Zoltan Homeworlds, Continued

 

When we left off, I was debating which piece of equipment to leave behind in order to pick up a shiny new hull-smasher laser. In the end, I ditch my unused anti-ship drone. I have only limited power available for the drone control unit, and I want to focus on the life-saving defensive drone.

 

We make it to the end of Sector Seven without incident.

 

Sector Eight: The Last Stand

 

This is it, the cusp of the final showdown. This is what the sector looks like. The Rebel flagship is the ominous red shape just visible at the far left:

 

 

 

On the way to fight the flagship, we come to the rescue of a beleaguered Federation squadron under attack by the Rebel:

 

Bring it on! For the Federation!

 

This time I remember to turn on the defence drone at the start! The Rebel does little damage as a result, and the grateful Federal survivors hand me some supplies. I back up my save again, and carry on. A second Rebel is just a speed bump, and then it’s onto the flagship.

 

Here we go.

 

 

The fight is long (my Dxtory recording comes to over 30 minutes!) and, to be frank, a bit tedious once I’ve destroyed most of the flagship’s weapons. At this point, I just have to wait for my weapons to do enough damage. However, the tipping point comes once I use my Mantis boarders to whittle down the flagship’s crew, at the same time I use the fire bomb I purchased back in sector 6 to set the flagship’s med bay alight. This prevents the crew from simply running away from the Mantes, healing up in the med bay, and running back to pick off my weakened boarders. Even then, it’s chancy – I lose my second crewmember this game, Mansvik the Mantis – but his sacrifice isn’t in vain. Eventually, most of the flagship’s crew is dead, save for one gunner in the forward compartment. Mopping up is easy after that.

 

The most effective way of taking down the flagship, if you can kill the crew first so they can’t extinguish the fires.

 

At the end of the fight, the battered flagship jumps away. I back up my save yet again, and prepare to give chase.

 

… and die horribly when my cloaking device – the key to my survival! – gets knocked out by an unlucky hit. This is why I backed up the save, because I’m not starting this LP (or playing that half-hour flagship battle) again.

 

Let’s try that one again.

 

 

This time it goes much better. A quick barrage of firebombs, and Sem the surviving Mantis, take care of most of the flagship’s remaining weapons. I dust off my anti-boarder drone, and that takes care of the boarding drones the flagship sends my way. The cloaking device stays intact, and I can survive the worst the flagship throws at me. Soon the battle is over. I back up my save once more, spend the last of my scrap, and head off to fight the third and final phase of the flagship.

 

 

I have to reload twice – this time, the flagship carries Zoltan shields that prevent me from quickly disabling its most dangerous weapon, a triple missile launcher, with my boarders/firebombs. In the time it takes me to lase the shield down, the flagship pulverises me. Cloaking barely helps, as using the cloak against the missiles meant it wouldn’t be available against the flagship’s special attack, and vice-versa. But on my third attempt, I pull it off! Eventually I bring down the flagship’s shields, and soon after, the missile launcher. Once the launcher is out of commission, it’s smooth sailing.

 

 

VICTORY!!!!!!

 

The high score table looks like this. The duplicates are the result of my savescumming (somewhat disappointingly, winning the game doesn’t confer extra points; oh well):

 

 

And that’s it for this playthrough! For players who want to try saving the Federation again, beating the flagship unlocks a new ship type, the Federation Cruiser. (There are nine ships, plus variants, in the game – so there is room for completionism.) But for now, I think I can rest on my laurels and proclaim myself done with FTL. Thank you for following along, and I hope you had as much fun as I did!

Let’s Play FTL: Faster than Light! Part 3: A New Hope

This entry is part 3 of 5 in the series FTL: Faster than Light

Captain’s log, starship Kestrel

Stardate 2012.09.22

 

Sector Four: Engi Homeworlds, Continued

 

The Kestrel’s exploration of Sector Four continues, with mixed results.

 

The good news: beefing up my weapons, and being willing to fire off a missile at the start of combat, have paid off. The next enemy I encounter goes down in flames.

 

The not quite so good news: the next shop I find is a re-run of the previous one. It has a drone control and crew teleporter for sale, but I don’t have enough scrap to buy anything without selling my spare equipment. This time I grit my teeth, sell a spare missile launcher, and buy the drone control unit. At least I can get some immediate use out of it. Hopefully I’ll find a crew teleporter – and some crew to actually teleport! – later in the game.

 

I make it to the exit with the Rebel hot on my heels, and head into Sector Five.

 

Sector Five: Rebel-Controlled Sector

 

The drone control unit promptly pays off, when I answer a distress beacon:

 

Glad I bought that drone control unit!

 

Sending in the drone leads to a little bit of hull damage, but I earn 42 scrap as a reward. At the next beacon, I take on a quest that requires me to travel to the far top-right corner of the sector:

 

One does not simply shilly-shally to the sector exit!

 

Along the way, I deal with a Rebel scout before it can jump out to warn the fleet of my presence, fight off a boarding party with a big helping hand from my anti-boarder drone (good thing I bought that control unit!), and find a shop with both a crew teleporter and recruitable crew! I hawk an unused repair drone to pay for the teleporter and a Mantis of my own, name of Sem. Remember, Mantes are the hand-to-hand specialists of the game, so this should give me a big edge in boarding actions.

 

I take the time to play around with the Kestrel’s loadout:

 

Building up my arsenal.

 

The weapon on the far right is a healing bomb, which I can deploy (at the cost of 1 missile ammo) to either my own ship or to an enemy ship to heal friendly crew in the vicinity. That means I can send over, say, Sem the Mantis and King the Rockman to slaughter the enemy crew,  teleport in healing bombs as necessary to keep Sem and King alive, and then earn more scrap from capturing the enemy ships alive!

 

Completing the quest lets me offload some drone parts for scrap, and defeating another Rebel gives me enough scrap to return to the shop and hire an Engi crewman named Maradine:

 

Fame and fortune await you, Maradine!

 

On my way to the exit, I run into a Rebel who gives me a taste of my own planned medicine and boards me. Sem, King, and my drone deal with the boarders, then Sem and King head over for some payback.

 

 

The first try does not go as planned, thanks to a certain Captain forgetting to actually charge the healing bomb before sending Sem and King over. I quickly teleport the two almost-dead crewmen back, heal them up in the medbay, then send them back. The enemy ship has no medbay, and the enemy crew has had no chance to heal. The second trip goes much better. The scrap I earn from the intact, lifeless Rebel ship (60+) is about double what I’d have previously earned.

 

I make it to the exit, and onto Sector Six.

 

Sector Six: Rebel-Controlled Sector (another one)

 

The first few Rebel ships I encounter are AI-controlled, and hence pointless to board (as well as dangerous; they have no oxygen!). My luck turns when I run into a Rebel whom I can board. Killing the enemy crew (one of whom, I notice, is named Geryk) lets me liberate a Mantis prisoner named Monsvik, who joins my growing team. This is good – it lets me form a dedicated away team of two Mantes, while King the Rockman can stay back and man the Kestrel’s shields.

 

At the next shop I encounter, I pick up a fire bomb in preparation for a certain battle later in the game. I also sell my venerable heavy laser and pick up a level 1 burst laser  instead – the heavy laser does 2 damage to hulls but only 1 to shields, whereas the burst laser fires twice, dealing 1 damage per shot and granting a second chance to hit. The Artemis missile launcher goes into storage:

 

The new configuration seems to work well, letting me chew through enemy shields while preserving precious missile/bomb ammo. With my newfound love for boarding actions, I upgrade my sensors so I’ll be able to map out the enemy crew. Sector Six ends without incident, as I again just barely beat the Rebel fleet to the exit. I’m getting better at this!

 

Sector Seven: Zoltan Homeworlds

 

We’re almost there. Just this, and then the gauntlet in Sector Eight. Stay on target. Stay on target…

 

Our first encounter is hostile, as a Zoltan ship shoots first and asks questions later. Luckily, its defences are poor. My pre-ignited lasers make short work of its shields and weapons, and injure the crew. Then, since Zoltan are lousy in boarding actions, my Mantes teleport over to finish the job. When the dust settles, I have more scrap than I’ve ever seen in one place. And luckily, there’s a shop right next door:

 

Scrap! Scrap! 267 scrap!

 

I refuel, and buy a level 1 defence – i.e. anti-missile –drone. Seeing another shop right after that,  I head over… and see a level 2 defence drone. Oops. The level 2 requires more power, but is also more useful, meaning I wasted the scrap on the level 1 drone. Oh well. I trade it the level 1 and buy the level 2. I then promptly forget to upgrade my drone control unit, leaving me unable to use my new toy.

 

 

One battle later, it ceases to matter. After killing the enemy boarders, setting  their spaceship on fire, and lasing the surviving crew to death, I’m swimming in scrap again (240 scrap). So much so that when I get the option to pick up a new augment, a “reverse ion field” that gives me a 20% chance to shrug off incoming ion fire, I ditch my scrap recovery arm (+10% to collected scrap). This close to the end, I want maximum survivability.

 

The next fight chews me up badly – the enemy is strongly shielded and armed to the teeth, with a missile launcher and assorted lasers. My defence drone II would have protected me– had I remembered about it. Eventually I do turn it on, resulting in a much easier fight… only for the enemy to flee before I can administer the coup de grace. No reward.

 

Crushing the next enemy, and harvesting plenty of scrap from a random distress beacon, provide some solace. One jump away from the exit to the final sector, I get into another tough scrap, but walk away with a new piece of loot: a level 2 hull smasher laser, a more powerful, less energy-efficient cousin to my starting burst laser. I’ll have to drop something to pick up the hull smasher laser, but what?

 

Too many goodies, too little room.

 

On that note, as I mull which piece of kit would be most useful against the final boss, it’s time for me to wrap up this instalment of the LP. And to hedge my bets, I finish by backing up my saved game (aka save-scumming). This goes against the intent of the designers – FTL only allows you a single, automatically overwritten save slot – but this close to the final boss,  I’d like the ability to retry different tactics, and different loadouts, without starting again from scratch.

 

I’ll see you at the final battle.

Let’s Play FTL: Faster than Light! Part 2: Things Get Real

This entry is part 2 of 5 in the series FTL: Faster than Light

Captain’s log, starship Kestrel

Stardate 2012.09.22

 

Sector Two: Pirate Space, Continued

 

When we left off, the Kestrel was in good form: decently armed and shielded, with enough fuel and supplies and scrap to last a while. I decide to make the most of it by looking for trouble. It’s time to head into the nebula.

 

After steeling myself that way, the rest of Sector Two ends up as an anti-climax. I fight off two separate boarding parties in the nebula  by the simple expedient of rushing my crew into the med-bay, where they heal faster than the boarders can hurt them. The only hostile ship I meet lacks the firepower to pierce my upgraded shield, resulting in a decidedly one-sided fight. Buying a scrap recovery arm (which gives me +10% to all future scrap income!) rounds off my time in the sector. With the Rebel hot on my heels, I briefly debate looking around a little more, but eventually decide to play it safe. Off to Sector Three we go!

 

Sector Three: Engi-Controlled Sector

 

The aptly named Engi are a race of sentient machines, lousy in hand-to-hand combat but great with repairs. They’re also friendly to the Federation, which makes Engi space that much more pleasant to traverse.

 

Right off the bat, I hit the jackpot. An Engi ship, thinking I’m a pirate, hastily offers up its cargo of scrap. I demur, telling them I’m friendly:

 

Do I look that scary?

 

But the Engi go ahead and offer me the scrap anyway, to help me on my long voyage.

 

Altruism is so rare among FTL’s NPCs, it sticks in the mind when it does occur.

 

Thanks, Engi! And it’s a good thing, too – I’m perilously low on fuel. The red-highlighted “2” in the top-left means I only have enough fuel for two more jumps! One jump away there’s a shop… and there, I find a cloaking device for sale. I want that cloaking device, but buying it would consume most of my scrap, leaving precious little for fuel.

 

I roll the dice and buy the cloaking device anyway. And a couple of jumps later, my gamble pays off when I first hoover up some more scrap, then – just as I was about to run out of fuel – find another shop. The whole crew probably heard my sigh of relief!

 

The rest of the sector proceeds smoothly enough, with the Kestrel able to easily defeat foe after foe. It goes so smoothly, in fact, that I get a bit cocky and end up taking too much time to explore. When I finally make it to the exit, the Rebel is waiting for me. And for the first time during this playthrough, I run from a fight. The Artemis missile launcher comes into play just long enough to disable the Rebel’s weapons, and then once the jump drive is charged, it’s off to Sector Four.

 

Sector Four: Engi Homeworlds

 

On my first three runs, I spent scrap as fast as it came in to upgrade the Kestrel. This time I’ve been saving up, and now it pays off. Right off the bat, I find a shop, and this time I hit the jackpot. Specifically, the shop sells a weapon pre-igniter, which will allow me to begin a battle with fully charged weapons, and an ion blaster, which will allow me to efficiently disable enemy systems. Combined with my burst laser, I should be able to start a fight by taking down the enemy shields with my pre-ignited arsenal, then ripping apart the enemy’s weapons. After that, all I should have to do is mop up. Should.

 

 

Then the next few enemies I meet teach me about the dangers of assumption:

 

 

Specifically, “starting a fight by taking down the enemy shields with my pre-ignited arsenal” only works if I actually have the firepower to take down the enemy shields. But as of Sector Four, the enemy ships are all now sporting 2 points of shields – on a par with my own. With a burst laser 2, a heavy laser, and an ion blaster, I could punch through level 2 shields if I fired every weapon at once, and hit. But at first, I lack the power to actually fire all these weapons, and I can’t count on guaranteed hits! The bottom line: the enemies have more time to hurt me, often with newer and scarier weapons, before I can silence them.

 

By the time I make it to the next shop, several jumps later, the Kestrel looks like this:

 

Oww, that hurt…

 

Not only am I almost out of fuel again, but the “Hull” bar in the top-left is now yellow, less than half-full. If that reaches zero, it’s curtains for the Kestrel. That I owe to a Rebel with a missile launcher, which ignores my precious 2-point shields! It took my own last-ditch missile – not the starting Artemis, but a hulking breach launcher I picked up along the way – to save the day.

 

With the Kestrel in for some much needed refuelling and repair, this is a good time to ponder battle tactics. I have a whopping 25 missiles – perhaps I should actually use them, say as part of my pre-ignited opening salvo? Buying a couple of new missiles is cheaper, and safer, than fixing a hull that’s been turned into Swiss cheese.

 

The shop, welcome as it is, also poses its own frustrations. Specifically, I have 112 scrap available. My priorities are repairs (38 scrap) and fuel (I want to buy the station’s whole stock, which will cost 18 scrap), totalling 56 scrap. The shop also stocks a drone control (80 scrap), which would be nice but isn’t essential, and a crew teleporter (75 scrap), which I lack the manpower to use right now, but will be essential later on. I would love to buy the drone control, the teleporter, or both, but – I – don’t – have – the – scrap! I do have some spare equipment – a couple of different missile launchers, a presently unusable anti-boarder drone – I could sell, but I don’t know if I’ll need them in the future.

 

Without enough scrap to buy what I want, this is the definition of “tantalising”.

 

With a rueful sigh, I pay for the fuel and repairs. Since I don’t want to sell anything, that leaves me with 56 scrap, enough to upgrade my ship’s reactors in lieu of buying anything else at the shop. Maybe that “first strike” tactic will work if I can throw an even bigger first volley…

 

With the Kestrel ready to head into the unknown again, this is also probably a good time to wrap up this instalment of the LP. After the relative ease of the first few sectors, things are getting hairy for Han, Leia and King. Will they survive their journey?! Tune in to the next part of the LP to find out!

Let’s Play FTL: Faster than Light! Part 1: The Voyage Begins

This entry is part 1 of 5 in the series FTL: Faster than Light

It is a period of civil war. Rebel spaceships have overrun most of the Galactic Federation.  During the battle, Federation spies managed to steal secret plans to the Rebel’s ultimate weapon, the REBEL FLAGSHIP, an armoured behemoth with enough power to obliterate an unwary player. Pursued by the Rebel armada, Captain Peter races home aboard his starship, custodian of the stolen plans that can bring victory in this game…

 

Captain’s log, starship Kestrel

Stardate 2012.09.20

 

Introduction

 

Three times I’ve attempted this journey. Three times I’ve failed, the Kestrel – the game’s starting ship – turned into so much space junk. Now, by the grace of the alien artefact known as the “New Game” button, I can make a fourth attempt.

 

The Kestrel, hopefully the fastest hunk of junk in the galaxy

 

For this try, I’ll use the Kestrel again. There are other ships available in the game, and I’ve unlocked one (the Torus), but I want to try to see this through with the Kestrel first. The Kestrel packs a well-rounded punch, mounting a powerful burst laser and an ammo-chewing but potentially devastating  missile launcher. Once I upgrade its energy shield, it should see me easily through the first few of the game’s eight sectors (each sector is progressively harder). Its starting crew of three is too small, especially when considering there are four systems (helm, engines, weapons, shields) to be manned, but c’est la vie.

 

After naming my initial crewmembers “Han”, “Luke”, and “Leia”, and ensuring the difficulty is set to “Easy”, it’s time to begin this journey.

 

Sector One: Civilian Space

 

I chose option 2. In this game, discretion is often the better part of valour!

 

The first sector begins uneventfully. The Kestrel skirts an asteroid field, buys fuel at a space station, and ignores a distress beacon (our mission comes first!). On our fourth jump, we meet our first Rebel.

 

 

Several barrages of the burst laser neutralise his weaponry before he can do too much harm, and when he tries to flee, another barrage does the same for his jump drive. Beaten, the Rebel tries to surrender. We refuse. We need the scrap metal from his hull: scrap is the game’s currency, used for purchasing weapons, upgrading components, recruiting crew, and paying for fuel and repairs. Upgrades are life. Scrap is life. And soon enough, we have more of it. The scrap quickly goes into upgrading our shielding system, and onto the next beacon we go.

 

This time it’s another Rebel, a small transport. I demand surrender. The Rebel refuses, and manages to flee in one piece. I growl, and jump away to the next beacon. Upon consulting the star map, I see the Rebel fleet has now arrived in sector! The Rebel main fleet begins each sector several jumps behind the player, and it’s not a wise idea to let it catch up – running into fleet forces a high-risk, practically zero-return battle. However, I’m still well ahead, giving me the luxury of exploring the sector a bit more. A hidden Federation outpost gives me a bit of scrap and a quest to rescue a Federation base in the next sector, but my luck doesn’t hold up at the next location.

 

I should have listened to my own advice about “discretion” and “valour”.

 

While boarding a space station to look for survivors, Luke is struck down by a fatal illness. The measly scrap I pick up seems a lousy compensation for losing one of my scarce crew.

 

I roll the dice again. One more look around before I head off to the next sector… and what should I run into but an enemy, a Mantis fighter.

 

This Mantis bit off more than he could chew.

 

The Mantes are vicious if they can teleport over to your ship, but luckily for me, the fighter is too small to have a teleporter. I won’t have to worry about Mantes slaughtering my diminished crew in melee! Our first salvo takes out the Mantis weapon battery, our second hits the shields, and the third reduces the Mantis to scrap. I hightail it to the sector exit one step ahead of the Rebels.

 

Picture of the Kestrel as at the end of Sector One

 

Sector Two: Pirate Space

 

For this sector, I had a choice of heading into either pirate or rebel space. The pirates seemed like easier foes, so off that way I went!

 

Along the way, I stop off to rescue the Federation base I heard about in the last sector. The Rebel ship attacking the base turns out to be just a scout – no match for the Kestrel – and soon I have not only more scrap, but a quest reward! After saving the base, I acquire a new crewman – a Rockman alien named King – and a new weapon, a heavy laser. The laser doesn’t seem too shabby, but the really big prize is the Rockman. Not only was I dangerously short-handed with only Han and Leia left, but Rockmen are great in their own right. They’re tough and immune to fire, which makes them perfect for repairing burning compartments or fighting hand-to-hand.

 

Soon enough, I deal with another Rebel – this one lurking inside an asteroid field – and pour some scrap into upgrading the ship’s power supply, so I can actually use the new laser. Then I investigate another distress beacon, and this time things go my way. It turns out to be a burning space station, and the Rockman promptly earns his pay:

 

Rock on!

 

The grateful scientists on board the station give me a new long-range sensor, and I scope out the sector:

 

The view of Sector Two.

 

As with Sector One, I have some time before the Rebel (the red line at the left) reaches me, so I should make the most of it. I’m in a decent position: I have an adequately armed and shielded (for the early game) ship, and a nice pool of scrap to play with. Where to next? With the sensor, I can see that the yellow triangles represent spaceships. Jumping to those locations will likely lead to battle, but the rewards (read: scrap) could be worth it. On the other hand, I could simply head into the nebula (the pink blob to the right). In the nebula my sensors would be blinded – carrying its own dangers – but the Rebel’s pursuit would also be slowed. In either case, things could go south in a hurry – or I could stumble across a remarkable find that would turn the Kestrel into a killing machine.

 

There is a lot of luck in this game, but that’s not necessarily a bad thing . That chanciness helps create a sense of exploration, a sense that I really am a starship captain racing through the unknown. And it often throws up interesting decisions – even if they’re as simple as, “do I roll the dice?” (see: the asteroid belt and space station back in Sector One).

 

But for now, I’ll have to leave those decisions for another day. “Get out while you’re ahead,” they say, and it looks like a pretty good time for me to close this episode of the LP. Stay tuned for the continuing adventures of the Kestrel, and I’ll see you next time!

 

Civilization V: Gods and Kings – The Verdict

This entry is part 4 of 4 in the series Civilization V
From these humble beginnings, can you build an empire to stand the test of time?

 

For years, new Civilization games (much like a certain other franchise) have followed a process of “two steps forward, one step back”. The original Civilization was a great and seminal game, but Civilization II surpassed it in every way. The third game was a low point in the series, but introduced a number of concepts followed up in the excellent IV. And while I liked V, my ultimate conclusion was that it “it’ll take a future Civ VI to build on the concepts and changes introduced by V.” How does the recent release of Gods and Kings, the expansion pack to V, change this?

 

To answer this question, I think it helps to split up what G&K offers into two categories. In one bucket, we can place the headline-grabbing features wholly new to V: new scenarios, espionage, and religion. Simply put, these are nice, but they’re not worth US$30 (let alone US$50, if you happen to suffer from regional pricing). In the other bucket, we can place the tweaks G&K makes to the core game: AI, diplomacy, units and technologies, and so on. These are the real draw.

 

Starting with espionage and religion, these two features are similar in that they both offer a handy set of bonuses, without reaching so far as to be game-defining. Espionage begins in the mid-game. When a civilisation begins a new technological era, starting with the Renaissance, it receives one spy who can be sent to a rival player’s city, sent to a city-state, or left at home for counterintelligence. Sent to another player’s city, a spy will provide line of sight and early warning about planned attacks, and every X turns, steal a technology (unless he/she is killed by a counterintelligence agent!). Sent to a city-state, the spy will gradually increase relations over time, and can be used to attempt a coup (a roll of the dice that will leave you with either a new city-state ally, or a dead spy). Simple, hands-off (none of the “fiddly agent” problem common to strategy games), elegant, but not decisive.

 

A la carte: religious bonuses in G&K

 

Religion, meanwhile, works off “faith points” which are primarily generated from buildings such as shrines/temples. The more faith points you accumulate, the more missionaries (spread your religion), inquisitors (quash other religions), and Great Prophets (do all the above, and also needed to found the religion!) you can deploy. Founding a religion allows you to pick and choose from a set of bonuses, some of which will apply only to you, some of which will apply to cities of any nationality that follow that particular faith. As only one civilisation per game can choose any given bonus, prioritising faith – and hence, that first Great Prophet – will allow the early bird to catch the worm. I think the importance of religion will depend on play style: I never found it that central, but I can see someone reaping dividends by taking a religion-centric civilisation (such as the Celts, who earn faith from forest tiles), then picking bonuses that allow, say, the purchase of pre-industrial units with faith.

 

Meanwhile, the two scenarios I tried (out of three* that shipped with the expansion) were a mixed bag. Steampunk scenario “Empires of the Smoky Skies”, despite its name, is a breath of fresh air. It’s quick to play: I finished in a single evening. Its mechanics are distinct; in particular, zippy research and construction, plus unique victory conditions, make it a builder’s paradise. And it has a sense of place, of steampunkish whimsy: it’s impossible not to grin when bartering anti-gravity ore with a goggled, top-hatted man named “Ignace Curnow”. In contrast, the “Fall of Rome” scenario was a disappointment. A purely military scenario with no diplomacy, no research, and no religion, it runs headlong into the “Civilization is not a wargame” problem that has dogged scenarios since Civ II.

 

We hope the skies are as friendly as they are smoky

 

Those are G&K’s most visible features. However, iceberg-like, its real significance is what lies below. Here are a few examples:

 

1) The computer player is cleverer (at least on land maps). Time after time, I’ve had to fight for my life – usually against early-game rushes, once against a late-game attempt to snatch up a diplomatic victory. In general, the AI hits the sweet spot where it can offer a thrilling game without actually making me lose. It did drop the ball in one game in which (a) the computer players all ignored the New World (this was a Terra map), and (b) the #1 player declared war on my horribly unprepared self… only to not lift a finger, not even posting a single soldier to our border! (The resulting war ended up one-sided, all right, but not the way I’d feared.) However, this match was very much the exception to a usually positive rule.

 

Heeeeeere they come! Babylonian forces (in teal) attempt an early-game rush.

 

2) Diplomacy, though still not up to the heights the series reached in Civ IV, has improved to the point where the computer feels rational now. That’s more than most strategy games can say!  The computer will ask for a cease-fire when it’s weary and throw in the towel (but without the ridiculously abject capitulations of pre-G&K) when it’s beaten. Even more importantly, it generally will not go to war without a sensible reason, such as border tension, and it can be deterred by a suitable show of force – in one game, the computer massed troops on our border while I was busy fighting another war, only to back down once I rushed an army home! Not only is this good strategy on the computer’s part, it does a lot to aid my suspension of disbelief and hence, my enjoyment.

 

3) The tech tree, the available units, and their upgrades are better designed. Remember the abortive archer upgrade path, or the ease of beelining for mechanised infantry (which made tanks redundant)? Gone. Games ending before I got a chance to play with aircraft and other late-game units? Well, now that G&K has added Great War-era aircraft, I have story after story to tell about how airpower transformed my campaigns. The effect was almost as steampunkish, and certainly as cool, as anything in Empires of the Smoky Skies! It’s not perfect – the devastating Gatling guns unlock a little too early – but it’s much better than what we had before.

 

The Iroquois mass along my northern border while my main army fights Greece in the southwest.

 

I could list more incremental improvements. Refinements to one of Civ V’s best new features, city-state diplomacy.  Notably faster performance on my computer. But the gist, I think, would be the same. The best reason to buy G&K isn’t to see spies, or prophets, or steampunk airships. The best reason to buy G&K is to see how it enables Civ V to realise its potential, and I think it’s telling that the more I played G&K, the more I liked it.

 

At the end of the day, my recommendation is straightforward. If you hated the base game, Gods and Kings will do nothing to change your mind. If you liked the base game, however, Gods and Kings is worth your cash. It offers subtle but real enhancements, and irons out several of the flaws that previously marred Civ V. Its more visible additions – espionage, religion, scenarios – are merely icing on the cake. A good expansion.

 

* Despite its historical setting, the third scenario, “Into the Renaissance” starts players with just one city and a settler!  This didn’t quite appeal to me, though I may revisit the scenario in the future.

 

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

 

Resources

 

Buy Civilization V: Gods and Kings from Amazon.com

The four-city Tradition start, for use on Emperor and up. I’ll have to try this sometime!

 

The basis of my review

 

Time spent with the game: I estimate 30-40 hours.

 

What I played: One game on King as Austria (aborted). One game on Prince as Austria (won via the science victory). One game on Prince as Carthage (won, science). Two games on King as Korea (a pre-G&K civilisation) (won, science). One attempt at the Fall of Rome scenario (aborted). One attempt at the Empires of the Smoky Skies scenario on Emperor (lost). These were mostly on land-heavy maps: Continents, Terra, and Europe.

 

What I didn’t play: The “Into the Renaissance” scenario. The remaining difficulty settings and civilisations. Archipelago and similar maps.

Who wants a walk-on role in my XCOM: Enemy Unknown squad?

This entry is part 2 of 12 in the series XCOM: Enemy Unknown/XCOM 2

 

Calling all readers, aspiring alien-hunters, and Guile-haired jumpsuit-wearers! With XCOM: Enemy Unknown‘s release just a month and a half away, Earth needs a few* brave** men and women. As in the original X-Com, players will be able to rename their soldiers at will, and for the XCOM game diary I’m planning, I’d love to name my troopers after you guys. Though I have nothing to offer but blood, toil, tears, and incoming plasma, it’ll be exciting while it lasts! Who’s with me?! Do you want to live forever?!

 

Ahem. If you’re interested, leave a comment below and I’ll add your name to the bottom of this post. Once the game is out, I’ll probably either create a new post with all the custom-named soldiers and their current status, or just expand on this post. So check back in a couple months’ time!

 

* at least

** or “foolhardy”

 

The roll call thus far

“Beefeater”

“Froggy”

“Josh” (wants to be first into battle)

“LeSquide”

“Kat”

“Talorc” (who wants a rocket launcher)

“Veloxi” (wants a sniper rifle)

“Hikaru Usada” (wants… to be last out of the dropship)

“Riztro” (great psi bait)

“Rebecca W”

“Wolfox”

“Farnsworth” (wants to hang back and lob the odd grenade)

“Thasero”

“Gunner”

“2K Alan”

“Elyscape”

“Bruce Geryk”

“Swordlily”

“Xanomon”

“Calistas”

Trade, trade, glorious trade! First gameplay video of Europa Universalis IV highlights new trade system

This entry is part 1 of 12 in the series Europa Universalis IV

Hot on the heels of Paradox’s announcement of Europa Universalis IV, studio boss Johan Anderson has presented the first gameplay video! Courtesy of Gamespot:

That video’s highlight, for me, is the new trade system (which starts at 3:54). Placing trade routes on the map (linking the old EU “centres of trade”) appears to been inspired by Empire: Total War‘s excellent but horribly underappreciated system. However, it appears Paradox is adding its own flair. This Destructoid interview explains:

 

“So what we’ve done is added in a system of static trade routes, so the trade flows along from the world into Europe, and your job is to dip money out of them as they go by. The way you do this… firstly you have your trusty merchant that you can send to various points along the routes to convince them to suck more wealth down to you rather than have the locals cream off the profits.

The second part of your trade empire is territory. If you take the Portuguese empire you’ll see strings of bases along their trade routes, so if you do the same thing you’ll be able to suck more trade home to Portugal and make yourself wealthier.

The third part is the fleet which will help you control trade in areas. We’re going to make small ships trade ships and big ships combat ships. So the small ships, you can send them off to, say, the Arabian Sea where the trade will split between going around to Africa and going up to Eastern Europe, and if you increase your power there you can steer the trade to where you want to.”

Trade ceases to be a merchant placement mini-game, and looks set to become far more connected to conquest, colonization, exploration, and diplomacy. No longer do you have to conquer entire countries to get a gold mine in a specific province, you can use your fleet and strategic bases to control the flow of trade on your own terms. Previously the system was very automated “and the moment you start talking about automation, the feature has a problem.”

 

As the above video highlights at 6:18, trade routes will also shift over the course of the game (away from the Mediterranean and towards the Atlantic, once the routes around the Cape of Good Hope and to the Americas open up).

 

The net effect, hopefully, will be to strengthen one of EU3‘s weaker aspects: the naval game. Not only were individual naval battles not very satisfying (they tended to boil down to “who brought the most ships?”), but EU3 only modelled one of the uses of seapower (being able to land troops on the enemy coast), while neglecting the need to protect overseas trade routes. Based on what we know so far, it sounds as though EU4‘s naval game will be much more interesting, which should benefit maritime powers such as Portugal, the Netherlands, and England->Great Britain. I look forward to seeing how this works in the final game — and to seeing what else Paradox has in store for us.

What we know about Wargame: AirLand Battle

This entry is part 5 of 12 in the series Wargame: European Escalation/AirLand Battle/Red Dragon

#6 – May 2013 – The game’s preorder beta has begun! Check out my impressions of the beta!

 

#5 – 16 February 2013: Big news! The game’s website is now up, and so is the dev diary. Recent preview include PCGMedia’s and RTSGuru’s.

 

#4 – 24 August 2012: Confirmation of the four new nations! Sweden, Canada, Denmark, Norway.

 

#3 – 18 August 2012: Some details out from Gamescom, if you can read French! The highlights, according to Google Translate, include a co-op campaign and confirmation Sweden and Canada will be in the game.

 

#2 – 14 August 2012: . In response on a question I asked on the official forum about AirLand Battle‘s “dynamic campaign”, an Eugen team member stated:

 

Dynamic means fully dynamic -so much more than in W:EE :D

 

That sounds promising to me!

 

#1 – 12 August 2012: Eugen Systems and publisher Focus Home have announced Wargame: AirLand Battle, the upcoming (2013) sequel to European Escalation! I’ve quoted the full press release at the bottom of this post. The highlights are as follows:

 

1) The new game still takes place in the 1975-1985 time period, and the protagonists are still NATO and the Warsaw Pact; however, the action has shifted north to Scandinavia.

2) Fixed-wing aircraft will be in the game! This is a change from EE, where the only aircraft are helicopters.

3) There will be four new countries in the game. The developers have all but confirmed one of them  will be Canada, with the other three being chosen from amongst Denmark, Norway, Sweden and Finland.

4) The number of units has increased to 750 (more than double the 361 in EE!), of which 150 are planes.

5) Edited in due to my bad memory: AirLand Battle will have a “dynamic campaign”! This is the feature that has me most excited, as I felt the campaign was the weakest part of the original game.

6) You can view the first teaser trailer below:

 

 

I’ll update this post as news about ALB emerges, so stay tuned!

 

 

PARIS- Aug. 10, 2012 – Released in early 2012, Wargame: European Escalation by Eugen Systems became the new benchmark in real-time strategy games, praised by critics and players alike.

 

Today, its sequel, Wargame: AirLand Battle, has been unveiled for the first time in this teaser video. Planned for released in 2013, Wargame: AirLand Battle will bring the series to a brand new dimension. Today’s video gives a glimpse of the spectacular new features to come!

 

Wargame: AirLand Battle will be presented for the first time at Gamescom 2012 in Cologne next week at the Focus booth in the business area (Hall 4.2, Stand I-050a) and at Koch Media’s booth in the public area (Hall 7.1, stand B051 – B041)!

 

While the first Wargame made a splash with its powerful engine, Wargame: AirLand Battle will be the series’ leap forward by bringing a level of detail never before seen in a real-time strategy game. The new version of the IRISZOOM Engine™ will display spectacular graphics with a wide variety of units, scenery, and impressive topography reproduced from satellite maps, all of which are visible in today’s teaser.

 

Just like its predecessor, Wagame: AirLand Battle takes players through a series of conflicts commanding NATO and Warsaw Pact troops between 1975 & 1985 at a turning point of the Cold War. In this episode, war rages in Northern Europe, notably Scandinavia, whose architecture and magnificent landscapes are faithfully recreated in the game.

 

Wargame: AirLand Battle allows players to command all military resources of the Cold War era from tanks to planes. A total of 150 planes strengthen the playable arsenal of the game, from fighters to bombers to electronic warfare planes. Four new nations and their vehicles join the original eight from the first installment, making a total of over 750 vehicles and combat units rendered in realistic detail! Wargame: AirLand Battle also brings authenticity to the next level thanks to a new weapons system, better handling of fire effects, and a new Urban Combat Interface (UCI) allowing for battle inside cities.

 

The solo campaign is composed of several new dynamic campaigns, during which players manage all aspects of battle by leading each squad of the Theater of Operation and making good use of reinforcements and strategic support. Wargame: AirLand Battle still allows customization of armies in solo and multiplayer modes thanks to the ‘Deck’ system, which is now being enhanced with an integrated ‘viewer’. Ultimately, each decision made will have an impact on the tactical outcome of battles and evolution of the global conflict! Prepare to re-enter the Cold War in 2013!

Bleak, clever cyberpunk: the world of Deus Ex: Human Revolution

This entry is part 1 of 1 in the series Deus Ex: Human Revolution

A society consists of:

 

A handful of ultra-powerful ultra-rich;

Criminal lords who control everything not controlled by the ultra-rich;

Police whose only principle of operation is maintenance of the status quo;

Hordes of poor people starving in the streets;

Absolutely no middle class whatsoever.

 

Nonetheless, the society manages to remain at a high technological level.

 

– The Grand List of Overused Science Fiction Clichés

 

At first glance, one might think that Deus Ex: Human Revolution, last year’s cyberpunk action-RPG from Square Enix, falls into the above trap. A walk around its first hub area (which I’ve just completed), the Detroit of 2027, appears to tick every box. The game’s first act takes place over a single evening, so the sky is black and forbidding. The streets are filthy. Graffiti is everywhere. The beat cops all wear riot gear. The outside world appears no better: newspapers refer to an ongoing “Australian civil war”. At times, the exaggerated dystopia shades into silliness: why are middle-class characters living in the same garbage-ridden slum as the local arms dealer?

 

The grrrritty future: Detroit in 2027, from Deus Ex: Human Revolution

 

But dig deeper, and you’ll find more to Human Revolution than Generic Science-Fiction Dystopia. This is a world defined, above all, by one social issue, one conflict – transhumanism, in the form of cybernetic augmentation. This raises several questions. First, there’s the usual debate about the morality of humans “playing God”, evident in conversations with other characters, in product blurbs from cybernetics manufacturer Sarif Industries and in radio broadcasts from anti-augmentation terrorists Purity First. It’s done well, it’s done plausibly – the pro/anti-augmentation slogans would fit right into today’s culture wars – but it’s also what we’d expect from a work that tackles the topic. In other words, well-executed but par for the course. If you are already familiar with this debate, from other works of science fiction, then Human Revolution won’t do much to sway your mind.

 

The game’s real strength isn’t what it has to say about transhumanism in general – it’s what it has to say about transhumanism in this particular world, with this particular technology and set of trade-offs. The advantages to cybernetic augmentation are obvious – you get to play with them. Want to jump like an Olympian’s dream, fling dumpsters and vending machines as if they were tissue-paper, see through walls, turn yourself temporarily invisible? These are merely some of the enhancements available to hero Adam Jensen, and making use of them is what Human Revolution’s gameplay is all about. More prosaically, cybernetics also fill the role of real-world prosthetics – allowing people who’ve been injured or maimed to live better lives. These positives are real.

 

The glittering future: the Sarif Industries lobby

 

But there is a heavy price. Cyborgs don’t lose their souls. They don’t become evil or insane or deranged. They don’t go on homicidal rampages. The game is not so crude as that. They do become dependent on an expensive drug, “neuropozyne”, to prevent tissue rejection and eventual agonising death. What happens when a cyborg runs out of neuropozyne, from the hints we’re given (and from this live-action trailer, in the form of a Purity First propaganda video) is not pretty – and there are “people” in Human Revolution, such as pimps looking for leverage over their girls, who’ll take advantage of that. This trade-off isn’t metaphysical, or moral, or airy-fairy and abstracted. This trade-off is grimly practical. Would you make it? Human Revolution’s appeal lies in its ability to make us ponder that question – and sympathise with those characters who didn’t get a choice.

 

Perhaps my single favourite visual in Human Revolution is a billboard advertising a new opera, “Il Metamorfoso” (see the bottom-left of the screenshot below). The game conveys so much meaning with that one simple little image. What is the “metamorphosis”? We don’t know, but given context and the curved, circuitry-like lines just visible in the ad, we can guess it’s augmentation. What is the opera’s take on it? The “Metamorfoso’s” demonic leer, and the way his hair flows into the sinister red background of the ad, speak volumes. Augmentation, the ad seems to tell us, is a deal with the devil. Revel in its power, but know it has consequences.

 

The commercial future: Detroit billboards in Human Revolution

 

It’s that kind of clever touch that draws me to Human Revolution. This is no exercise in mindless nihilism. It’s a game whose creators put real thought into its bleak future, into art and aesthetic and concept – and then, as good science fiction writers should do, extrapolated the resulting possibilities, vile or otherwise. It’s a game that respects my intelligence, and I look forward to playing more.

Sins of a Solar Empire: Rebellion – The Verdict

This entry is part 2 of 2 in the series Sins of a Solar Empire: Rebellion

 

Space combat has never looked so beautiful: Sins of a Solar Empire: Rebellion

 

 

The 1990s were the decade of the real-time strategy game, and I played every major one: Herzog Zwei, Dune 2, Command & Conquer, Warcraft 1 and 2, Red Alert, Total Annihilation, Starcraft, Age of Empires 1 and 2. Then I burned out. Done with base-building, peon-sitting, unit-spamming, tactics-light games, I spent the 2000s in RTS-less bliss. Then came the original Sins of a Solar Empire, in 2008, as far removed from its 90s forebears as a game could be. Peon micromanagement was out. Scrapping over a finite number of planets with a finite number of available improvements (a la, I would later realise, Kohan or Rise of Legends), battling over strategic jump lanes, constructing vast capital ships and choosing scarce upgrades were in. I was hooked. Sins brought me back to the RTS fold. Now, four years later and two “mini-expansions” later, developer Ironclad and publisher Stardock have unveiled Sins’ latest incarnation: Sins of a Solar Empire: Rebellion, a deluxe version incorporating every addition made to date, and some new ones to boot. Is it worth your while?

 

The key point about Rebellion is that, underneath those additions, this is the same Sins we know and love. Sins has always succeeded as an exercise in juggling resources: Do I use my main force to push on Deucalion, or do I hold it back to defend Calliope? Do I invest in a dreadnought that can eventually hit an entire fleet with one missile barrage, or do I bank on an early-game rush with a carrier? How do I split my cash between the fleet, fixed defences, economy, diplomacy, and research? Rebellion does nothing to mess that up. By itself, that makes it worthwhile for a series newcomer.

 

For series veterans, the answer becomes more complicated. Rebellion’s new features fall into three main categories:

 

New units at either end of the size spectrum: titans, gigantic ships limited to one per player; and little corvettes. While the titans are Rebellion’s highest-profile addition, I’m not convinced they quite live up to the hype. Oh, they’re spectacular to watch, and they shake up the game dynamics the moment they come into play: it was horrifying and yet cool to see an AI titan take apart my level 5 Marza dreadnought (only one level away from Missile Barrage!) like the proverbial knife through butter. But what do they actually achieve? They’re a very pretty way to break stalemates – and that already existed, in the form of endgame superweapons such as the TEC novalith cannon. The titans (which unlock at research level 4) effectively pull forward that endgame stalemate-busting power into the midgame, which is satisfying but not as novel as some of Rebellion’s other changes.

 

The Advent Loyalist titan prepares to go into action.

 

New factions: Each of the game’s three races, the TEC, Advent and the Vasari, is now split into two sub-factions (Loyalists and Rebels) who share most of their units, but have unique titans, corvettes, and special bonuses. Two of the sub-factions deserve special mention. From early in the game, the TEC Rebels can break one of Sins’ key rules (players can only expand as quickly as they can fight their way past the neutral forces occupying most of the map): they can research a “truce amongst rogues”, which allows them to go unmolested by neutrals and space pirates – and thus, expand hilariously fast. This isn’t an instant win: new colonies in Sins start well in the red and require an initial investment to make them profitable, so the faster the Rebels grow, the more they have to invest. However, while “infinite colony spam” might leave the Rebels vulnerable at first (something I suspect would be a liability in player-vs-player multiplayer), it pays off hugely once those colonies pull into the black – giving the Rebels the most unique feel of any faction. Meanwhile, the Vasari Loyalists – hurrying to gather the resources needed to flee an ancient foe – get the ability to strip-mine planets down to a barren husk, as well as a titan that can salvage resources by chomping enemy space fleets. Not only does this emphasise the Vasari’s strengths at hit-and-run war, it also nicely fits the game’s lore.

 

New victory conditions: Whereas previous Sins instalments had two victory conditions (“kill ‘em all” and “accumulate X diplomacy points”), Rebellion adds “destroy the enemy flagship”, “level the enemy homeworld”, “research a special, fantastically expensive technology”, and “occupy a heavily-fortified neutral world”. If I had to name Rebellion’s most significant improvement, this might just be it: now I can finish large maps in a reasonable amount of time! Unfortunately, it’s also a gigantic missed opportunity: the AI doesn’t understand the two potentially most significant victory conditions. The flagship and homeworld victories are fine: the AI takes good care of those (if anything, it’s too cautious – the flagship is a big help on the front lines early on). The problem is with the science and occupation victory conditions. While the AI seems vaguely aware it can win via science (the game once notified me that a computer player was researching the victory technology, and while this was too little, too late since I was bombing its homeworld, it was still nice to see), it completely fails to grasp the concept of a victory countdown. When I am about to win, my opponents should try to stop me – that’s why the game broadcasts warnings about other players’ impending victory! Rebellion’s computer opponents, in contrast, do nothing. No last-minute rush, no desperate attack, just placid acceptance of their impending loss. Done properly, the science and occupation victories could have transformed Rebellion’s endgame, turning it from the traditional strategy slog into a desperate and tense and interesting race to survive until the countdown ran out. Instead, against the computer, they’re just “I win” buttons. This omission is all the more disappointing because it’s a problem the RTS genre solved almost 10 years ago: as far back as 2003, the computer player in Rise of Nations knew enough to go for my throat when I built enough Wonders of the World to trigger that game’s victory countdown*.

 

My Vasari Loyalist fleet closes in on the defenders of the special “occupation victory” planet.

 

At the end of the day, Rebellion is a good game: its Sins heritage sees to that. As the latest and greatest Sins instalment, I would unquestionably recommend it to a strategy fan new to the series. On the other hand, while Rebellion offers enough improvement to be worth a look for experienced fans, it falls just, painfully short of its potential.  It was worth the time and money I put into it, but had the new victory conditions been better implemented, it could have offered more. A good game, but not the breath of fresh air for the series it could have been.

 

* To say nothing of the TBS genre, which decisively solved that problem with Shogun 2’s realm divide.

 

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

 

Resources

Sins of a Solar Empire wiki (most of the advice here seems pre-Rebellion, but still worth a look for new players)

 

The basis of my review

Length of time spent with the game: Around 19 hours (including time spent with the beta).

What I have played: One single-player game won, on Unfair difficulty, as each faction except the Vasari Rebels. One co-op game as the Vasari Rebels, approximately to the halfway point. One aborted single-player game on Cruel difficulty.

What I have not played: PvP multiplayer.

Armageddon Empires: lessons from a five-year-old indie strategy game

The main map of Armageddon Empires. My hand of cards is visible at the bottom.

 

Two high-profile strategy games came out recently, Civilization V: Gods and Kings and Sins of a Solar Empire: Rebellion, and I might as well spoil my forthcoming reviews by saying I like both of them. Each offers incremental but tangible improvements over its predecessor; each is a worthy addition to its franchise. However, for sheer enjoyment, they might just be trumped by a third title I discovered around the same time: Armageddon Empires, the 2007 board/collectible card game-inspired, turn-based strategy title from Vic Davis and his one-man studio Cryptic Comet.

 

By way of background, AE takes place on a future Earth devastated by a four-way war between humans, mutants, and two invading alien armies. Players explore a randomly generated map, gather resources, amass armies and heroes, research better equipment, and ultimately crush their opponents. In other words, AE is a 4X (explore, expand, exploit, exterminate) game, the post-apocalypse’s answer to Civilization. However, whereas conventional 4X games allow players to build anything they have researched and can afford, AE represents available units and structures as cards – players are limited to building what they have in their hand at any one time.  Certain card types can be created and added to a hand in mid-match, but the basic building blocks of gameplay – tanks, troops, fortresses, heroes – must be included in a deck before a match (hence the board game/CCG element)*.

 

That’s the waiter’s description – so what are the chef’s secrets?

 

My invincible endgame army.

 

The first thing that makes AE special is its twist on the genre formula: most strategy games are built around sprawl, but AE is built around scarcity. Most of the wasteland is just that, useless and barren, save for a few resource-gathering sites. Armies are finite, limited by deck size. New units are produced from one source (the player’s hand of cards – though they can then be deployed to any friendly base), so no juggling multiple cities, factories, or build queues. This has several implications. First, as Kieron Gillen pointed out, it’s consistent with the game’s post-apocalyptic theme: it stands to reason that in this world, there just is not that much to go around. Second, it does away with the usual bane of the strategy genre, the “I have to babysit all this?!” syndrome. Last of all, when players can form a stack of doom out of four units (see the screenshot above) and (at least on the default settings) there are no more than two or three main armies to manage, this doesn’t just affect the gameplay mechanics (“fewer, but more interesting decisions”) – it also makes every stack more distinct, and hence easier to identify, easier to grow attached to. (This is a topic to which I’ll return.)

AE’s second distinctive feature is that, like Distant Worlds and Conquest of Elysium 3, it gets exploration right. Every game map is bound to contain a few special locations (the number can be tweaked at startup), and these run the gamut. Named, especially juicy resource-gathering sites: the Camps (+3 manpower, whoo!), the Slave Pit and its overseers, the cannibal-infested Destroyed City. Abandoned strongholds: the White Base**, the Crashed Mothership, the Mecha Design Lab. Hidden goodies: a desiccated corpse still clutching a suitcase nuke. This works from a mechanical perspective: it encourages early-game exploration, rewards players for investing in recon units, and offers a trade-off: do I muster troops to take out a defended site, or do I use them to hit one of the other players? But crucially, it also adds to the theme. Scavenging is part and parcel of any post-apocalyptic world, and AE’s specific choice of locations adds further flavour. What do the slave pits and cannibal ruins tell us about the catastrophe that befell the world? What does the gaudy casino defended by gangsters tell us about how some survivors have managed to make their living? And just who was that poor devil with the suitcase nuke?

 

New inventions that my scientist can cook up.

 

The third element that makes AE special is the broadest and most intangible of the three, but also possibly the most important: this game is evocative. For me, every single-player video game is at least partly an exercise in imagination, in temporarily convincing me that I’m not just making pixels blink on a screen – I’m building a city, piloting a spaceship,  saving the world. And this is where AE shines. Partly, this is thanks to the factors I discussed above. Exploration brings the game’s world alive, and the relative scarcity of pieces in play means that (a little like a squad-based game or tactical RPG) it’s easy to construct narratives about the Vengeance mech you always sent where the fighting was fiercest, or the plucky marines who seized the alien HQ with a surprise landing. Partly, this is due to the way so many game mechanics revolve around hero units, giving AE a human face. New inventions (see the above screenshot – better vehicle armour, man-portable laser cannon, tactical and strategic nukes…) don’t spring from a well of “science points” – they come from scientist heroes, who have to roll dice against their skills. That suitcase nuke won’t magically walk to another player’s base – a saboteur hero, such as the humans’ Valentine Kusanagi**, has to infiltrate the hex and make a successful roll. Partly, this is due to inspired card art. The Colossus mech is one of the scariest units in the game, and to see why, look at the screenshot below. That thing has to be the size of a skyscraper! Partly, it’s due to the way different game mechanics interact in clear and intuitive ways: my scouts found a nest of survivors in a destroyed city, which let me call in a tactician and some Imperial Marines, who secured a forward outpost, which I used as an airbase to launch a nuclear strike and win the game. Partly, it’s due to… I could go on, but the point is AE is so much more than the sum of its parts. I walk away from every match feeling like I enacted a heroic story, and that’s one of the best things I can say about a game.

 

The fruits of science. The Machine Empire’s Colossus is not something I want to face in battle… which is why I have its name written on a hydrogen bomb, bottom right.

 

One might wonder why, if AE is so good and has been around for five years, it isn’t also better known. To be sure, it’s not perfect. There’s no in-game tutorial, and while it’s a rare game whose controls I can’t figure out just by messing around, AE’s are sufficiently unintuitive to require reading the manual or a how-to-play guide (I recommend Bill Harris’). Its interface leaves something to be desired, even by indie strategy game standards, and so does its coding – I’ve had to abandon a couple of matches due to glitches. But I don’t think the problem is the rough edges – none of them seriously hurts the gameplay. I think the problem is precisely that AE has been around for five years. It was very much ahead of its time: despite its glowing critical reception, it was not only a TBS, but an indie TBS for the PC, in the days before iPads, hip indie bundles, and the recent renaissance of small/mid-market games.

 

And that really is a shame, because five years on, AE doesn’t just “hold up” – it shines as an example of what this genre can do. More than a very good game, more than a possibly great game, AE is a unique game, packed with lessons in design. This is one game I think every strategy aficionado, and certainly every strategy designer, should play.

 

* There are a couple of exceptions, but this holds true as a general rule.

 

** I also like the shout-outs that Vic Davis scattered throughout the game!

 

Resources

 

Official website, where you can download a demo or buy the game

How-to-play guide, by Bill Harris

 

We hope you enjoyed this retrospective! To quickly find this post, and others like it, click the“features” tab at the top of this page.

Mystery game mode coming to Wargame: European Escalation in July

Update – 5 July 2012: It’s a mystery no longer: details of Conquest are now on Steam. It’s a territorial victory mode:

 

’CONQUEST’’ for Wargame: European Escalation brings brand new exciting content to extend the conflict.

Defy commanders worldwide in the brand new multiplayer mode: CONQUEST. To be victorious in this mode, in addition to the classic Command Points, you will have to control Victory Sectors (VS) located on the map, until the victory conditions are fully satisfied. In this mode there’s no Scoring System related to the destruction of your adversary’s units, only controlling territories will grant you victory. 7 maps have been adapted or created to fit this new mode, where you can either challenge players or AI.

 

Note that since it’s a “free DLC”, you’ll have to install it separately. For anyone who’s new to the game and wondering whether it’s worth buying, check out my full review!

 

Update – 4 July 2012: Patch notes are out! It’s a long list, but the highlights include a new gameplay mode (“Conquest”) and continued balance tweaks. I have to say, I’m very happy with Eugen’s post-release support for this game. Developers, this is how you treat your customers!

 

Original post: Back in April, Eugen Systems patched a new game mode into Wargame: European Escalation, and now the game’s Facebook page has this to say:

 

Second free DLC coming in July !

Get ready to confront your opponents in new multiplayer mode!

 

There are no additional details for now, but I’ll keep you posted as more emerge.

 

Tactics X-COM: Jagged Ogre Chronicles, or a guide to squad-level strategy/tactics/RPGs

 

This is a good time to be a fan – as I am – of games that mix squad-level strategy and RPG mechanics. Last year saw the PSP release of the excellent Tactics Ogre: Let Us Cling Together, a labour of love that blended fine-crafted gameplay, a mature story, and gorgeous production values. This year won’t lack in quantity: it’s already seen a Jagged Alliance remake for PC and the recent PSP launch of Gungnir. Two more titles are due out in a few months (Firaxis’ XCOM: Enemy Unknown for PC, and Atlus’ Growlanser: Wayfarer of Time for PSP) and we may well see a third soon, Goldhawk’s Xenonauts (PC).

 

The above names suggest this is a pretty broad genre, and in fact, I don’t think there is a single squad-level strategy/RPG genre so much as there are several distinct subgenres, spread across PCs and home and portable consoles. As such, this is also a good time to review each subgenre – which games it contains, what makes it distinctive, how it compares to the others, and how it’s faring.

 

 

Type 1: the “squad-based strategy game with RPG elements”

 

 

Typified by the Jagged Alliance series and the first three X-Com games, this subgenre is largely PC-based (notwithstanding the odd console port) and driven by Western developers. These games share two overarching attributes. First, they emphasise the “strategy” part of “strategy/RPG”, and second, they’re closer to the “realistic” than to the “cinematic” end of the spectrum (at least compared to the other categories!). These manifest in a few ways:

 

  • There isn’t much in the way of character customisation or special abilities. Different troopers have different statistics – marksmanship, strength, etc – and, in Jagged Alliance 2, different passive bonuses (e.g. night operations or automatic weapons). However, soldiers lack RPG-style active abilities, and they usually don’t have classes – they certainly don’t in X-Com and JA. What does distinguish soldiers is their equipment (which, in the absence of classes, can usually be freely assigned). You won’t mistake a rifleman, a machine gunner, and an anti-tank specialist!

 

  • The same applies to the enemies you fight. In JA2, a black-shirted commando will be both better armed and a better shot than a yellow-shirted militiaman, but actual boss enemies and special abilities (with the exception of a handful in X-Com – psionics and Chrysalids) are rare.

 

  • In the absence of “gamey” levels of health, life is cheap. X-Com, where the most heavily armoured veteran could die to a single unlucky shot, took this to extremes – but even in JA2, a single turn’s volley fire could be lethal. Conversely, the lack of character customisation means that losing one trooper is not the end of the world – especially not in X-Com, with its never-ending pool of recruits! (I seem to recall JA2 was a bit harsher on this front – not only were there finite mercenaries available, but losing too many would make it hard to recruit more. As such, X-Com was best played without reloading, but I doubt JA2 would be so amenable.)

 

  • In the defining games of the genre, there is no scripted campaign – in X-Com and Jagged Alliance, you choose where and when to take the field. This fits with the conceit of these games – you’re the overall commander, in charge of far more than just battle tactics.

 

  • Combat typically requires you to kill/capture every enemy present. However, the battlefields are large, what you can see is limited to your soldiers’ line of sight, and the enemy could be anywhere. As such, battles tend to unfold as a sweep of the map.

 

This subgenre has never regained its 1990s glory days (hence PC gamers lamenting the “death” of squad-based strategy/RPGs), notwithstanding the odd 2000s release such as Silent Storm. However, signs of life remain. As a largely faithful remake of X-Com, Xenonauts falls squarely in this category, and if it lives up to its promising alpha build, that would deliver a welcome breath of air.

 

Type 2: the “tactics game with RPG elements”

 

Fire Emblem (various Nintendo platforms) and Valkyria Chronicles (PS3 for the original game, PSP for the sequels) form a second subgenre, console-based and driven by Japanese developers. (I suspect Jeanne d’Arc for PSP would also fall into this category, but I haven’t played enough to be sure.) What sets these aside from Type 1 games is that they’re a little more stylised, a little more “game-y”, a little more RPG-like. Specifically:

 

  • As with Type 1 games, there still isn’t much in the way of character customisation or special abilities. However, in RPG fashion, realism now plays second fiddle to game logic. FE/VC characters are much more distinct than X-Com troopers, and their abilities and weapons are delineated by class. A “shock trooper” in Valkyria Chronicles will always use a submachine gun rather than a rifle, an engineer will never be able to use a grenade launcher, and so on. Fire Emblem even cheerfully throws in a rock/paper/scissors dynamic between axe-, sword-, and spear-wielding classes.

 

  • Meanwhile, much like trash mobs in an RPG, individual enemies in Type 2 games tend to be clearly weaker than the player’s squad members. However, watch out for bosses!

 

  • In Fire Emblem, characters can still die easily in the hands of a careless player. However, as with Type 1 games, the lack of character customisation means that the loss of one character is not the show-stopper it might otherwise be. (Valkyria Chronicles is a little more forgiving – it gives you a three-turn grace period to call in a medic.)

 

  • Gameplay consists entirely of a scripted campaign with set battles – no strategic metagame here.

 

  • Battles still revolve around sweeping a large map, but this plays out slightly differently. Your objectives are different – most levels require you to capture a specified piece of turf, rather than just clearing out the enemy. However, since enemies typically don’t “wake up” until you move close enough, this encourages you (especially in Fire Emblem) to play slowly and carefully, so as not to trigger an overwhelming enemy response. The result, in Fire Emblem, was precise, meticulous gameplay as I checked enemy characters’ movement ranges, lined up the party in safe areas, and then quickly moved in for the kill. (Valkyria Chronicles was a little different in that its scoring system worked by speed, so it was often “optimal” to run past enemy soldiers and beeline for the objective, but I tended to only play this way when I knew a map very well.)

 

This genre is doing a bit better than Type 1. Valkyria Chronicles never saw a PS3 sequel (2 and 3 came out for PSP, and 3 never made it to the West), but Fire Emblem: Awakening has been announced for 3DS. With luck, we’ll see more of these games in the future.

 

Type 3: the “role-playing game with tactical elements”

 

 

A third subgenre, also primarily console/Japanese, includes Final Fantasy Tactics (PSX/PSP), Tactics Ogre (originally SNES/PSX, but I’m mainly thinking of the PSP remake), Front Mission (various), and Disgaea (various). The dividing line between this and Type 2 can be a little blurry, but in general, the key feature of these games is that they emphasise the “RPG” part of “tactical RPG”.

 

  • By this, I mean Type 3 games share traditional RPGs’ emphasis on character development. Out of battle, there’s plenty of time spent on allocating skill points, navigating often-baroque class trees (this class guide for FFT says it all), and building a super-team. In battle, where a Type 1 or Type 2 character would be limited to moving, attacking, and maybe unlocking doors, Type 3 characters constantly fire off special attacks and unique abilities. This also extends to enemies – regular enemies, not just bosses, frequently have their own nasty abilities.

 

  • Conversely, while some of these games do allow for permanent death (FFT, Tactics Ogre), building up characters takes so much time and effort that I think players would have to be crazy not to reload in the event of their characters dying. (Other games, such as Disgaea, sidestep this problem by not having perma-death in the first place.)

 

  • As with RPGs and Type 2 games, there is a scripted campaign with a set storyline and battles to play through.

 

  • The “tactical” part is still present: battles are played out on strategy-style grid maps and positioning remains a consideration (for example, Tactics Ogre, which encouraged you to use terrain and heavily armoured knights’ special abilities to wall off squishy mages and archers). However, the maps are typically smaller than in Types 1-2, and enemies are typically more aggressive about coming out to meet you. As such, there’s no more “sweeping the battlefield” dynamic.

 

Out of the three subgenres, this one is probably doing the best. While the broader JRPG genre largely disappeared during the HD console era, this subgenre never went away. The PSP in particular is a mecca (FFT, Tactics Ogre, ports of Disgaea 1 and 2…), and new/ported Disgaea games continue to appear (e.g. Disgaea 4 came out for PS3 last year, and Disgaea 3 has made it to Vita). I look forward to seeing, and playing, many more in the future.

 

 

Within these categories, different games have added their own unique twists. For example, the genius of Valkyria Chronicles lay in its control scheme. You didn’t move soldiers by clicking squares on a grid – you took direct control of the selected soldier, using the PS3’s analogue stick to run him or her behind sandbags, into trenches, out of cover and into the open. The camera wasn’t locked isometric – it followed each soldier from a third-person perspective. You didn’t choose targets by selecting them from a list or highlighting their square – you hit a button to bring up a pair of crosshairs, then swung the crosshairs over a selected foe, and finally “pulled” the trigger. Now, VC was still a strategy game, not a shooter – once you lined up a shot, whether it hit was determined by the soldier’s class, equipment and special abilities, not by player skill. Yet, by bringing the immediacy and excitement of an action game, the control scheme contributed tremendously to the overall experience.

 

For another example, consider Disgaea, which relies heavily on terrain and movement. Many battles contain “geo panels” that give a special modifier to anyone standing on them – for example, automatic healing (or automatic damage!) every turn, a bonus to attack, an all-around bonus to enemies, and so on. These special effects are generated by geo symbols, pyramid-shaped objects that also appear on the map. And not only are the geo symbols destructible, but party members can pick other characters (friends and foes) and geo symbols up, then throw them around the map. Many levels rely on this! For example, if 90% of a map is coated in red panels, and two geo symbols placed on the red panels give enemies on red a 6x bonus, trying to play as if the game were FFT would be suicide. The solution: line up a daisy chain of, say, six characters. Have #5 lift #6, have #4 lift #5 (who is still carrying #6), and so on. Eventually, #1 throws #2, who throws #3… all the way to the point where #6 can reach and destroy a “3x enemy boost” geo symbol in one turn, before the computer gets to use those nasty bonuses. Does this make story levels puzzle-like? Probably. But it is an interesting mechanic in its own right, and it does distinguish the game from the rest of the genre.

 

This takes us back to XCOM: Enemy Unknown, which stands out because of the way it blends multiple games and subgenres. The way it breaks down soldiers into classes, with their own equipment loadouts and special abilities, is straight out of Type 3 games. So is the ability to unlock additional, more advanced classes later on. But its frequent use of an action game-style camera reminds me of nothing so much as the intent behind Valkyria Chronicles’ control scheme (or perhaps the Gallop brothers’ cancelled Dreamland Chronicles, which was to have used similar controls), and the frequency of character death is a (key) holdover from the original X-Com. As such, I don’t think it’s possible to draw apples-and-apples comparisons between Firaxis’ XCOM and the originals, or between XCOM and Xenonauts – but this doesn’t bother me in the least. While Firaxis is diverging significantly from the originals’ design, it also seems to be cross-pollinating several excellent strains of squad-level gameplay. We’ll see in a few months’ time how well this works out, but for now I am eager to see what Firaxis can do.

 

And if I had to conclude on one thought, that would be it: eagerness. Whether these games fall into one big genre or three related ones, at their best they combine the strengths of strategy games and RPGs. They offer the satisfaction of out-thinking and out-manoeuvring an opponent; intricate plots – and a focus on named, persistent characters. Just as great characters make great fiction, the stories that arise through gameplay become all the richer when they star characters whom we have nurtured, whom we can identify and remember. I remember the almost-dead warrior in FFT who ended one of the toughest boss fights in the game with one last desperate jump. I could almost feel the desperation in Valkyria Chronicles when three soldiers tried to hold off an enemy tank, and when I got control of my own tank and sent it to their relief, I certainly felt the power. And I remember the fallen heroes of X-Com and Fire Emblem, including veterans who had been with me since the start of the game and who finally gave their lives near the end. I remember these and more.

 

At the end of the day, it’s no coincidence so many of my favourites fall into the categories described above – PC and console, Western and Japanese. I look forward to seeing more of all these in the future, and I hope that if you’re a pure PC or pure console gamer, if you’re familiar with some but not all of the above games, I’ll have piqued your interest ­in the rest

Waaaaaaaaaaaaar! Warlock: Master of the Arcane – The Verdict

This entry is part 1 of 3 in the series Warlock

Warlock: Master of the Arcane is very upfront about what type of game it is. The first word tells you everything you need to know. Warlock – person who uses magic; this part is readily apparent. Add a hyphen, and a second meaning emerges. War-lock – a game where you are, essentially, locked into perpetual war until a lone victor stands atop a pile of skulls.

 

Warlock bears a much-remarked upon resemblance to Civilization V, and is described by its own marketing as a 4X game. The Xs comprise: explore, expand, exploit, exterminate. These factors combine to create a certain expectation in the player, and I do not think that serves Warlock particularly well. Compared to more traditional 4X games, such as the Civilization series or Master of Orion, Warlock has a narrower, deeper focus. If you enter the game with the wrong expectations, it is easy to be disappointed by what it does not offer. Let’s get those factors out of the way right at the beginning, so we can focus on what Warlock does offer. There are not many peacetime options, and peace acts as a chance to prepare for the next bout of fighting. Diplomacy is very poor indeed. Whilst it is possible to form alliances, and a few other diplomatic staples, the AI is generally reluctant to play along. City management is quite lightweight. Terrain has no influence on city production outside of special resource hexes, and impassable hexes like mountains. Terrain is very important when it comes to unit movement and combat calculations, however. Constructing as many cities as possible is the best strategy; there is no equivalent to other game’s happiness or corruption to hold back the sprawl, and no advantage gained from remaining small.

 

If the player is doing particularly well in a war, the AI may sue for peace and sweeten the offer with tribute.

 

What does Warlock do well? Creative, flexible, occasionally deranged warfare. It’s a game where open-minded players will thrive. Magic allows the game to offer additional solutions to age-old strategic questions such as, “How can I break through this choke point?” To answer that question with Warlock‘s toolset, you can:

 

1) Use strong units to assault the choke point head on, grinding your way through in a battle of attrition.

2) Use ranged units and magic attacks to weaken the defending units before sending in your heavies.

3) Use a ship to bombard the enemy from the sea, if terrain permits.

4) Use a teleport spell to send individual units behind enemy lines.

5) Summon units like imps or ghost wolves behind enemy lines

6) Use a spell such as “water walking” or “levitation” to flank and/or bypass the choke point.

7) Use a unit which can naturally fly to flank and/or bypass the choke point.

8) Use debuff spells like “weakness” to reduce the defenders to pitiful shadows of their former selves.

9) If the enemy unit is using a particular damage type, cast defensive spells of the appropriate type to make your unit partially immune to the enemy’s attacks.

10) Use magic to resurrect dead units and send them right back in for another go.

11) Dragons. Nobody likes being burped on by a dragon.

 

That’s quite a range of options! Sometimes the detail is as important as the outline. Yes, you can send in a unit of flying swordsmen. You can also send in a unit of knights riding flying donkeys, or water-walking tophat-wearing werewolves! Hence the aforementioned “occasionally deranged”. Warlock does not always take itself seriously.

 

Some of the special resources are more … special than others.

 

While there are only three playable races, they are well individualised. In addition to having unique graphics, buildings, and units, each race is tailored to utilise – and produce – one of the three main resources more heavily than the others. The undead are geared towards mana, humans gold, and monsters food. In the early game, playing towards these strengths is important. By the mid-game, a diligent player will have captured at least one city of each race. At this point specialisation pays dividends; the racial production bonuses and unit recruitment apply no matter who owns the city. Thus, an undead city owned by humans will still produce more mana, still consume mana instead of food to support its populace, and still have the potential to recruit various types of skeleton warriors. There will, however, be a 20% penalty on resource production if the owner is not of the same race.

 

Unit variety is not as limited as the small number of playable races might imply. In addition to the three playable races, the game features numerous minor races. Enterprising warlocks can recruit units from races including elves, dwarves, dragons, and minotaurs. These units are not casual re-skins of the major races’ units; they have their own building requirements, strengths and weaknesses. As you might expect, you can also summon magical creatures to serve in your army, from ghostly wolves to greater elementals. The hostile “wild” unit spawns feature a diverse array of units. In total, the game offers a very generous range of units. Units acquire experience during combat and over time, and will level up at set amounts. Each time they level up, they can choose one of three perks. The game features a wide range of unit upgrades, such as masterwork armour or enchanted weaponry. There is no limit to how many of these upgrades a unit can possess. Once available, upgrades can be purchased for any eligible unit. Lower tier units can also be upgraded into more advanced forms once the necessary buildings have been constructed. This means three things: units never become obsolete, units become highly personalised, and veteran units become powerhouses.

 

Spell research is quite simple. You begin the game with a set amount of research coming in. To increase it you must build certain city improvements on special resource tiles, e.g. an excavation on some ancient ruins. Research does not increase with city quantity, nor with population growth, gold income, or any of the other genre staples. The game will present 5 spells, each chosen randomly. Select one, research it, and you will be offered another 5. The spells which you passed over last time will remain, and the one you researched will be replaced by a new random selection. This randomness can, on rare occasions, be rather frustrating. Gaps will be left in your repertoire until you have played long enough to perform a lot of research. If you lack a favourite attack or buffing spell, you can usually improvise with another. This is a welcome prompt to player creativity. However, if you lack a more specialised spell, such as the one which allows you to banish curses like the “mana drain” spell, you may need to soldier on under the penalty until the research screen finally offers the correct option.

 

On higher difficulties, the AI is not shy about building a large army.

 

Warlock‘s AI is best described as competent. Unless it finds itself hemmed in by other factions, poor terrain, or very strong wild monsters, it can be relied upon to expand. It’s smart enough to pack its cities in densely but not to the point where it over-crowds, thus ensuring maximum usage of space and making defence easier. On the default difficulty the AI does not seem to recruit large armies; however, it is happy to do so on higher difficulties. It recruits a mixed force, using melee, ranged and magical units. Happily, it uses the units correctly! Warlock will not hide its melee units behind its mages, and will attempt to skirmish its ranged units back to safety whilst shooting. The AI is definitely better on the defensive. It is capable of complex movements such as surrounding an isolated unit, swapping damaged units for fresh ones, and using multiple attacks on a single target. It will gleefully use magic against you, with the area of effect fireball spell being a particular favourite. The AI will always use cities and defensive towers to attack when an enemy unit is within their range. Sadly, the AI fares less well when it goes on the offensive. It fails to send sufficient units to get the job done, trickling in two or three units at a time for the player to kill. It will only send more units when the first wave is dead. It attacks the same locations repeatedly, predictably, futilely. The main problem lies with the AI’s unit selection: it insists on using basic and mid-tier units to the exclusion of all else. It will apply some upgrades and magical buffs to its units, but will not take it as far as the player. This means that in a unit-to-unit comparison the AI is badly out-classed from the mid-game onwards. It doesn’t matter how many units it fields in home defence if the player’s units are killing them in a maximum of three hits, with one or two hits being very much the norm.

 

The game’s stiffer challenge lies in exploring the alternate dimensions. Accessed via set portals, these separate maps are packed with Warlock‘s strongest units. Tempting rewards lure the player in. Certain resources do not exist in the normal world, and can only be found inside these alternate dimensions. Other resources are exceptionally rare in the normal world yet abundant in the alternates. Should a beachhead be established, cities can be built, and this provides a measure of back-up should matters go pear-shaped in the normal world.

 

The game setup screen is confusing at first glance, but the elaborate design manages to keep most of the options on a single screen and eliminates drop-down menus.

 

The interface is clean and easy to get on with. Most important information is available at a glance, and breakdowns of global resource income are accessed via tooltips. Combat predictions are accurate and detailed, although the occasional critical hit sees a unit doing more damage than predicted. Hotkeys are present, if sparse. I do feel that the developers missed an opportunity when it comes to scoring. There isn’t any! It would be nice to gauge the relative strength of each warlock. A Civilization IV-style post-game breakdown would also be appreciated. In a game which places such importance on individual units, it’s a little strange that there’s no way to track how many kills you have made, how many units you have lost, how many kills each unit has, and so on. The lack of a proper in-game encyclopaedia is keenly felt. Right-clicking a unit or spell will bring up a little encyclopaedia entry, complete with stats and lightly comical descriptive blurb. But if you do not have the item available to right-click you have no way to access the entry.

 

Right-clicking on a unit will bring up a detailed information box. Tooltips provide further breakdowns of stats, including resistances, active spell buffs, and unit upgrades.

 

Warlock does not feature a campaign, and currently lacks multiplayer. It does have a fully-featured random game generator. There’s a variety of map sizes and types, and you can control the number of AIs and extra dimensions. If you do not wish to use a pre-set warlock, you can create your own using a small yet significant selection of perks. Sadly, it is not possible to tinker with advanced settings, such as wild monster spawn frequency, starting resources, or available victory conditions. The map generator does throw out the occasional nasty starting position. Some players may enjoy this as a challenge; others will want to re-roll. Replay value is moderate to high.

 

Warlock: Master of the Arcane is a game which set out to meet specific goals, and it has succeeded in that. Within its narrow focus, it offers a generous toolkit and gives the player room to experiment. It is not a game for everyone. Peaceniks need not apply! Other strategy gamers should at least download the demo and search for the fabled cheese caves.

 

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

 

Resources

 

Beginners’guide

 

The basis of my review

 

Length of time spent with the game: 4 completed games, approx 38 hours of play (including time spent with the demo).

 

What I have played: Normal and challenging difficulties; small, normal and large map sizes; continents and super-continent map types.

 

What I have not played: Impossible difficulty, and those rated below normal; two remaining map types; the largest map size.

 

Rachel McFadden (aka frogbeastegg) has been gaming since she discovered the original Prince of Persia on the IBM 286sx PC. Whilst strategy and RPGs are her preferred genres, she is a multiplatform gamer who will play almost anything provided it isn’t sport, car racing, or multiplayer only. Under the frogbeastegg name Rachel has written guides for many of the Total War series, various AARs for strategy games, and a few pieces of fiction. When not engaged in reminding various virtual populaces that she is in fact the Supreme Ruler of the Universe and the One True Hero, Rachel can typically be found with her nose in a book.

 

Note: the above comments are based on a review copy supplied by the game’s publisher, Paradox Interactive.

X-Com 1.5? Xenonauts Alpha Preview

This entry is part 1 of 1 in the series Xenonauts

I’ve previously written about Xenonauts, the indie strategy game inspired by UFO: Enemy Unknown/X-Com: UFO Defence. Developer Goldhawk Interactive has taken pre-orders for a long time, but now it’s launched a Kickstarter campaign to raise US$50,000, and released a public, alpha demo of the game. Is it worth your attention?

 

After spending some time with a preview build (a recent predecessor of the public demo), I can say this: as promised, Xenonauts is evolutionary, not revolutionary. Its concept, mechanics, and feel are straight out of the original game; however, Goldhawk’s clear intent is to make it more user-friendly; iron out some of the original’s annoyances; cut down on busywork and no-brainer decisions, and replace them with interesting choices. Here are the details of what I saw:

 

Geoscape (world map)

 

The Xenonauts’ base: Earth’s last, best hope

 

  • As with the original X-Com, your first sight of the game will be its world map – black, stark and crisp, but still recognisably the good old Geoscape. Zooming down to an individual base reveals management has been tidied up. One general store will now hold all your goods. Conventional Earth weapons are now available in unlimited supply – not only does this make sense thematically, it cuts down on the workload at the start of the game. Unusable loot (e.g. duplicates of a widget you’ve already researched) is automatically sold or destroyed. Soldiers’ stats – and their encumbrance! – are now visible on the inventory screen. All in all, the emphasis here seems clearly on reducing tedious maintenance in between the good parts.

 

  • Air battles are much more involved than in the original game. Instead of hitting one button to engage, your aircraft and the UFOs now manoeuvre in pausable real-time – a little like a real-time Steambirds. And unlike the original game, where two air-to-air weapons were hands-down optimal (Avalanche missiles at the start of the game, then plasma beams once they became available), Xenonauts’ air combat is closer to rock-paper-scissors. You now have two fighters available early on, and each fills a different role: F-17 Condors armed with cannon and light missiles are good against small, agile UFOs, while lumbering MiG-32s with Avalanche torpedoes are good against bigger foes. So far this is a nice change, though it’s possible it could eventually become repetitive.

 

Air combat

 

Ground battles

  • Xenonauts’ clean UI and aesthetic are also evident in its battles. There are fewer buttons to worry about; the art style is simple but clear; and a faint dark outline helps you pick out soldiers and aliens. The controls feel like Jagged Alliance 2’s: left-clicking on a destination square will show a soldier’s projected path and how many APs will remain; right-clicking on a target determines how long a soldier will aim his shot; burst fire is toggled by hitting a button. Unsurprisingly, this is a big improvement over the original.

 

The Xenonauts (bottom left) prepare to engage an alien (top right)

 

  • The “interesting choices” extend to your soldiers’ weapons, which feel nicely differentiated. Take the small arms. Assault rifles are jacks of all trade, masters of none. Shotguns are hideously short-ranged, but take relatively few action points to shoot, meaning a Xenonaut can still fire after moving long distances. At this stage, however, it looks like the squad’s real killing power is in its support weapons. These are heavy, take an accuracy penalty if their bearer moves and shoots in the same turn – and hit like a ton of bricks. Machine guns can unleash whole volleys at a time. Even unaimed, precision rifles take plenty of AP to fire, but investing just a few more APs pushes their accuracy into the stratosphere. And rocket launchers, just as they did in the original, will level anything near their target.

 

All in all, if the early game is any indication, Goldhawk knows what it’s doing at the design level.  It has plenty of work yet to do, and it’s too soon to tell how balance, pacing, and the other ingredients of “fun” will eventually come together. However, if Goldhawk can (A) sustain the quality of its ideas through the mid-to-late game; and (B) get the nuts and bolts right, this would bode very well for the final product. In the meantime, yes, Xenonauts is definitely worth your attention.

 

Resources

 

Public alpha demo, mirror, and official torrent.

Xenonauts’ Kickstarter page.

Official website.

 

Note: the above comments were based on a preview build supplied by the game’s developer, Goldhawk Interactive.

Stacking – The Verdict

This entry is part 2 of 2 in the series Stacking
A journey with dolls

 

Double Fine Productions’ adventure game, Stacking, has an illustrious pedigree: Double Fine founder Tim Schafer’s resume is littered with genre pillars, from Monkey Island to Grim Fandango. Born out of an internal Double Fine game jam, Stacking debuted on consoles in 2011, and has now reached the PC. How does it stack (sorry) up? Pretty well, thanks to two distinct strengths.

 

The first is its original premise: the residents of Stacking’s world aren’t humans, they’re Russian matryoshka dolls. Your character is the tiniest of all, but “stacking” into a small doll will allow you to jump into a medium-sized doll, which will allow you to jump into a large doll, and so on. Each doll has its own ability, which you can use while stacked into it. As such, instead of the usual “fiddling with every item in your inventory”, solving puzzles is a matter of working out which doll’s power to use – or, sometimes, which dolls’ powers, as some puzzles require the combined use of more than one. (Using multiple dolls is Stacking’s equivalent of “use every item with every other item”, but thankfully, the puzzles are more sensibly designed than that!) It’s fresh, it’s quirky, and at first, it’s a delight to stack into every doll in sight, in search of the next new ability.

 

Yes, you can stack into all those bicyclists

 

The second is how neatly it avoids the traditional sin of adventure games: the ease of getting stuck. Normally, adventure game puzzles have one solution, and if you can’t guess it, tough luck (short of resorting to GameFAQs). This is especially bad when the game expects you to, say, make a moustache out of cat hair. While Stacking does offer an in-game hint system, it also addresses the root of the problem: in this game, puzzles have anywhere from three to five solutions. One or two will usually be obvious… but the challenge comes from trying to work out the rest. This is a much better way of designing an adventure game: it lets you set your own pace (do I want to blast through, or tick off every solution?) and gives a good reason to be completionist (some of the solutions are laugh-out-loud funny).

 

Stacking’s greatest limitation is that its characters and plot aren’t very deep – not deep enough to carry the game. Without the compelling stories of, say, The Longest Journey or Gabriel Knight, Stacking relies on novelty value. And eventually, the novelty wears off: by the time I finished, I found the game less amusing and enjoyable than when I began. (I also stopped bothering with every solution: I just wanted to wrap up!) But Stacking is short enough for this not to be a serious problem – I finished it in ~8 hours, before it outstayed its welcome.

 

At the  end of the day, Stacking isn’t a great game, but it is a good one: the video game equivalent of a healthy snack. Cute, imaginative, and sometimes hilarious, it’s especially well suited for quick breaks – if you’re tired or short on time, you can dip in, solve a puzzle or two, and call it a day. Worth a look for genre fans.

 

You can buy Stacking (PC) from Amazon US.

 

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

 

The basis of my review

 

Time spent with the game: Around 8 hours.

 

What I have played: The main game.

 

What I haven’t played: The DLC adventure (“The Lost Hobo King”) included free with the PC version.