Making a game’s visuals spectacular is a technical achievement. Making them beautiful is an artistic one, and at its best, Shogun 2 delivers both. Here, as a vastly superior enemy army marches out of the fog, the Mori clan prepares to make its last stand. (To be precise, my last stand. This is what happens when I attempt an econ strategy before securing my borders.)
Book review: Empire in Black and Gold, by Adrian Tchaikovsky
The city states of the Lowlands have lived in peace for decades, bastions of civilization, prosperity and sophistication. They have been protected by treaties, trade and a belief in the reasonable nature of their neighbours.
But meanwhile, in far-off corners, the Wasp Empire has been devouring city after city with its highly trained armies, its machines, its killing Art . . . And now its hunger for conquest and war has become insatiable. Only the ageing Stenwold Maker, spymaster, artificer and statesman, can see that the long days of peace are over. It falls upon his shoulders to open the eyes of his people – as soon a black-and-gold tide will sweep down over the Lowlands and burn away everything in its path.
But first he must stop himself from becoming the Empire’s latest victim.
– Official blurb for Empire in Black and Gold
Empire in Black and Gold, the first book in the Shadows of the Apt series, is a promising epic fantasy novel by Adrian Tchaikovsky. While Tchaikovsky uses the genre’s basic building blocks – a formidable danger, an oblivious civilisation, plucky heroes between the two, and cool set-pieces – he creates something new and fresh by dragging those old tropes into the industrial age.
Tchaikovsky’s prose, characterisation, and plotting are solid. None of these will win any awards, but they get the job done. I cared about the protagonists – the beautiful swordswoman and her plain sister, the nerdy engineer and the laughing dandy, the ageing mentor and the few surviving comrades of his generation. I was intrigued by their antagonist, a spy/secret policeman. I wanted to know what happened next, and when I powered ahead, the prose mostly stood out of my way. Tchaikovsky does have a jarring habit of head-hopping (switching from one point-of-view character to another within the same scene), but I grew used to this after a while. Otherwise, his writing carries the book through both fight scenes and quiet moments.
Where the book shines is in the power of the author’s imagination; with seemingly every page, right to the very end of the book, I would find something new to delight me. Two things exemplify this. First, the fusion of magic and technology. Smoke-bellowing, tank-like battering rams pound city gates into the dust; winged infantrymen drop down amidst hot-air balloons; ballista operators shoot it out with fireball-throwers. It’s a breath of fresh air in a genre that, even after breaking out of D&D pseudo-medieval settings, is still stuck largely in a pre-industrial age. Second, its assortment of fantasy races: not elves and dwarves, but humans who took on the aspect of totem insects. Winged, child-sized Flies are excellent couriers and scouts, Beetles are unglamorous but inventive, Spiders are attractive but devious, Ants share a telepathic link, and so on. This is the originality with which good speculative fiction is made.
Overall, Empire in Black and Gold isn’t the best fantasy book ever, but I had a lot of fun with its combination of (a) external conflict, (b) a weird and wonderful setting, and (c) decent execution. Recommended to genre fans, and I look forward to reading the rest of Tchaikovsky’s work.
You can buy Empire in Black and Gold from Amazon US here.
Tropico 4: The ingredients of a successful Caribbean holiday
The week and a half I’ve played Tropico 4, the Latin American-themed city-builder, has been time well spent. I haven’t started the game’s campaign, but I’ve played enough of the sandbox mode to know I like it – and to know why. Tropico 4 does a number of things right, and while none of them is individually ground-breaking, each of them illustrates a principle of successful design. They are:
1. Difficulty – let me build in peace!
Difficulty in a game can come from two sources. In many (most?) games, from Shogun 2 to Dark Souls, the primary challenge comes from trying to make progress or avoid failure. If the Game Over/You Died screen is a constant companion, then we can say the game is “challenging”. However, even when the player is not at risk of game-ending failure, difficulty can still arise from self-imposed goals. If the game requires skilful play in order to meet those goals, then this is another form of challenge.
When it comes to city-builders, I’ll take the second type of challenge over the first. To me, these titles exemplify gaming as a “narrative of continuous progress”, and as such, I prefer them nice and relaxing. Oh, it’s one thing to have failure lurking in the background. The fear of failure keeps players on their toes – training enough heroes to fight off monsters in Majesty, building apartments and clinics to prevent an uprising in Tropico 4 – but as far as I’m concerned, actual game-overs should be easy to avoid.
And in this regard, Tropico 4 is perfect for me: with the default settings, it takes a lot of doing to lose a sandbox game. Instead, I like to see how effectively I can develop the island of Tropico (thriving economy, good healthcare, clean environment, educated populace, etc) within the constraints of money and time. After finishing five or six sandbox games, most as a benevolent leader and one as a brutal kleptocrat, I think I’m done with this play mode, but it was a lot of fun while it lasted. And there are options for players who want more or less of a challenge, ranging from a weaker/stronger world economy, to a more or less fractious populace, to a de facto god mode. The important thing is, I can tailor the game to meet my preferred play style.
As a contrasting example of what not to do in the city-builder genre, I offer city-builder/RTS/digital ant farm Majesty 2, which was built around an often rock-hard campaign. I would never use the word “relaxing” to describe that game, and while I did enjoy it, I’ll take Tropico 4 any day. (The original Majesty, which I preferred, was closer to Tropico 4 in that it offered a customisable skirmish mode where I could sit back and build, build, build.)
2. A sense of personality
Uninspired video game settings are a subject I’ve bemoaned before. How many generic high fantasy, WW2, or science fiction games do we really need? Luckily, Tropico 4 bursts with character. There’s a sense of place, of course – cheerful Caribbean music accompanies you throughout the game; your island’s key products include pineapples, papayas, sugar and rum; Tropicans speak in Spanish when you click them; and you attract tourists to your island with promises of sun and surf, plus booze for the spring-break crowd or native ruins for the eco-tourists.
But there’s more than that. Almost from the get-go, Tropico 4 is also defined by its – usually black – sense of humour. After clicking past the main menu, the first thing you’ll see is a loading screen, emblazoned with an irreverent (“Politicians are the same all over – they promise to build a bridge even where there is no river.”), bleak (anything from Augusto Pinochet), or, occasionally, off-the-wall (“If surviving assassination attempts were an Olympic sport, I would win the gold medal.”) quote. And that cheerful cynicism permeates the entire game. It’s visible in the choice of traits for El Presidente – the screenshot above shows what the game thinks of “men of the people”. It’s visible in the flavour text for almost every action you take; my favourite is the ethnic village, an utterly bogus tourist trap that you can still show off via a “Geographic TV special”! And it’s visible right to the very end of the game, where one of the objectives on the scoring screen is filling the Presidential bank account. (The game doesn’t stint on ways to go about this. Embezzlement? Artifact-smuggling? Taking kickbacks on construction projects? All of the above?) It’s not the most heartening humour, but it’s distinct.
3. A little bit of real-world resemblance goes a long way
By no stretch of the imagination is Tropico 4 a serious political or economic simulator. But as goofy and abstracted as it is, you can still see the bones of real-life policies embodied within its systems.
My favourite example is the game’s economic model. Almost all businesses on Tropico are owned by the government, and the only tangible goods consumed by Tropicans are food and imported luxuries. (They do, however, consume a wide array of services.) As such, almost everything to come out of a Tropican farm or factory goes straight to the export market, the resulting dollars go straight to government coffers, and the reverse is true – imports deplete the government’s pocket. Making trade surpluses the main source of government income – there are no taxes on Tropico – is quite the abstraction!
However, the net effect is to encourage the player to pursue mercantilism, encouraging exports while minimising imports of consumer goods*. Specifically, it encourages the player to focus on exporting manufactured goods, since these are far, far more profitable than raw materials. In other words, the game effectively leads you down the path of export-led growth pursued by such countries as post-WW2 Germany, Japan, Taiwan, Korea, and of course, China. While this is almost certainly a coincidence**, it’s still a thrill to play the game and realise I’m re-enacting a page out of modern history.
Other aspects of gameplay echo our world. Tropico’s education system isn’t just opiate for the masses – it takes a skilled labour force to operate those factories. (“Skilled”, in this context, meaning “high school educated”. I do wish the game offered more high-end export jobs for university-trained workers.) Building, then subsidising, apartments banishes shanty towns, which are both unsightly and bad for the people’s morale. This even extends to the superficial: one of the game’s silliest white elephants is a rotating golden statue of El Presidente (pictured above)… which happens to be lifted from real life. For folks with an interest in nation-building (or nation-ruining), Tropico 4 can feel like a basket filled with Easter eggs.
Conclusions
If I had to pick just one of the above strengths as a stand-out, it would be #3, seeing elements of real life reflected in the game. Just as there’s a joy in “reaching out to touch history” when playing Europa Universalis 3, so there’s a joy in reaching out to touch issues that could have come from the pages of a newspaper, or an interview with a statesman. But this is not to take away from the game’s other strengths. I laugh at its building descriptions and silly radio conversations, and settling down to develop my island in sandbox mode has been a pleasant, satisfying experience. Tropico 4 won’t hold my interest forever – I’m now ready to move on from the sandpit, either to the campaign or to another title. But even after I shelve the game, I may well read an article on postwar development months or years from now, look back, and smile when I remember my stint as leader of a Caribbean Tiger.
* Except for food. In-game, it’s often more efficient to export cash crops and manufactured goods and just import relatively cheap food.
** Supply-chain management is part and parcel of the city-builder genre, and manufacturing has been a path to virtual riches at least as far back as Colonization.
How to add AI players to a Shogun 2 multiplayer skirmish
With its quick PvP skirmishes and its co-op campaign, Shogun 2 is my go-to game when I want to play multiplayer – but sometimes I want to play a co-op skirmish, with human and computer players. Until a couple of days ago, I thought this was impossible (not to mention a very odd omission), but it turns out the game does support comp stomps. This is how to set them up.
First, look at the top row of the screen:
See the silhouettes representing slots for human players? Delete a human player slot.
The screen should now look like this:
Then click the computer icon in the bottom-right hand corner of the box. The screen should now look like this:
Tadaa! You have now added an AI player – in this case, the Chosokabe. Click that AI player’s banner, and you can change its clan. Have fun stomping those comps!
Fan-made trailer for Dark Souls!
Now this is very, very cool:
http://www.youtube.com/watch?v=-62fhmWDkx8
Book review: The Children of the Sky, by Vernor Vinge
The Children of the Sky, Vernor Vinge’s latest science-fiction novel, is the direct sequel to A Fire Upon the Deep (my review here). As such, I wouldn’t recommend starting the series with this book! That said, if you are familiar with Fire, I don’t think you need to re-read it – I enjoyed Children despite having read Fire so long ago, I only remembered its general premise.
Whereas Fire took place on two levels – a galactic storyline ran in parallel to events on the world of the Tines, the book’s featured alien species – Children takes place solely amidst the latter. Its plot was interesting enough to keep me reading, but I have a couple of complaints. One, not only does the ending suffer from “middle book syndrome”, but the lack of resolution felt a bit strange to me in light of previous developments. If A, B, and C already happened, then surely <character>’s fate shouldn’t have been left open? Two, while Vinge normally writes effective villains – his future totalitarians in A Deepness in the Sky were far more chilling than lesser authors’ Space Nazis/Commies – he slips here. One villain in Children was so slimy, and in such a way, that it felt as though Vinge was trying too hard to manipulate the reader’s (my) emotions. (This character also represents something of a missed opportunity – had he been less black-and-white, I think that would have given one plotline a bit more heft.)
However, that one villain is the exception. Otherwise, Vinge’s characterisation and “micro”-level writing cement him in the top tier of space opera authors, and he particularly shines at depicting aliens. I could simply list what I like about his writing – clever concepts, lively dialogue, likeable aliens – but it would probably be more effective to point you to this excerpt from chapter one.
Notice how many things Vinge does right in that excerpt. He gives a clear sense of the characters’ personalities, right down to the doorman. He gives an especially clear sense of Tycoon’s personality, first through the environment Tycoon has created, then through others’ reactions, and finally through the introduction of Tycoon himself. He gives a good sense of the world, starting with the contrast between servants/merchants/royalty and the word “factory district”, and he gives a great sense of how humans might look through another species’ eyes. All that just from the first two and a half thousand words!
Of course, Vinge doesn’t fire on all cylinders for every page; that excerpt is probably one of the better scenes. But even if the book as a whole is probably “decent” or “good” rather than “great”, its best sequences are sheer delight. That delight is what I remember when I look back on The Children of the Sky, and that delight is what makes me recommend it, despite my complaints, to series fans.
You can buy The Children of the Sky from Amazon US here.
A history of heroes: storytelling in Valkyrie Profile 2: Silmeria
Note: Storytelling in Dominions 3, part of this feature series, is available off-site. You can read it at Flash of Steel.
(Note: this article contains moderate spoilers for the game.)
Elaborate backstories are part and parcel of speculative fiction. Fantasy’s defining work, Lord of the Rings, is above all a work of worldbuilding, while science fiction authors have long created detailed “future histories” to tie their works together. Given the extent to which RPGs grew out of this literary genre, it’s no surprise that RPG designers followed suit – a trend at its most visible in the lore codices of recent titles such as Mass Effect and Dragon Age. But in my opinion, few games have done it as well as a little-known 2006 Playstation 2 JRPG, Valkyrie Profile 2: Silmeria (developed by tri-Ace and published by Square Enix).
Very, very, very loosely inspired by Norse mythology, VP2 followed the adventures of Alicia, an exiled princess sharing a body with the valkyrie Silmeria*. The game offered a lengthy plot featuring wrathful gods, magic MacGuffins, swordsmen and sorcerers – but if the plot were all VP2 had, I would not be writing this post. It simply wasn’t that great for the first two-thirds of the game, though it did pick up sharply towards the end. Rather more satisfying was VP2’s character growth: Alicia went from a frightened girl dependent on Silmeria (this wallpaper says it all) to a mature, confident heroine, complete with new voice clips in battle. But while this was rewarding, it was still anything but groundbreaking – after all, character growth is the bread and butter of fiction.
Where VP2 uniquely shone was the way it brought its world, past and present, to life. Part of this was a combination of art design and music. The soundtrack was serene as you traversed the sunlit idyll of the Kythena Plains; ponderous in a dark, haunted forest and lilting in a magical one; chirpy in the metropolis of Villnore and ethereal as you crossed Bifrost, the breathtakingly spectacular bridge to the heavens. Even ruins, the stock setting of fantasy RPGs, were distinct: when Alicia journeyed through a half-submerged temple, the pensive music echoed the lost splendour around her – very different from the conventionally heroic theme that accompanied a trip through an ancient volcano.
And the wonders of VP2’s world were more than skin deep. While your party included plenty of storyline characters, you could also recruit up to 20 einherjar – the spirits of long-dead warriors, chosen by Silmeria to fight for the gods – randomly chosen from a pool of 40. The storyline characters (who appeared in the game’s plentiful cut-scenes) were far more fleshed-out than any one einherjar (who had only a few lines of dialogue apiece**). But as a group, I think the einherjar received by far the better deal. That was because each character, storyline or einherjar, had backstory in the form of a character profile accessed from the party screen – and the einherjar backstories, spread over a thousand years of in-game history, were extensively woven together. They interwove with the towns you visited in-game (your party might include a given location’s mythical founders), but more importantly, they interwove with each other. If you read the profiles of two or three einherjar, you might find that they’d journeyed together in their youth; split up to take opposite sides in a war; and met their separate ends after that. A kingdom home to four or five einherjar in one generation might disappear a hundred years later, brought down by an einherjar from a rival land; that conqueror in turn might die ignominiously to a poisoned arrow.
This would have been impressive enough on its own. But there was also a second, deeper layer: the profiles weren’t always true. For instance, this is what the game had to say about Woltar the sorcerer, who joined in one of the earliest dungeons:
A ruthless alchemist who kidnapped the Queen of Crell Monferaigne in 746 C.C. Hiding out in the hinterland of Salerno, Woltar was rumoured to have spent his days and nights engrossed in horrifying experiments. However, in 752 C.C. he was found and punished by officers from Crell Monferaigne. A month after the queen was rescued from her prison, she took her own life by throwing herself from atop the castle wall.
The mental images are horrific – but false. Here’s what really happened: Woltar and the queen eloped. They lived happily and even had a daughter together, before the king’s men found Woltar, killed him, and brought the queen back, only for her to kill herself out of grief for her lover. Their daughter’s ending was no happier, as you found out if you recruited her: she was murdered years later on the orders of her stepbrother, the prince.
The tragic tale of Woltar and family was just the tip of the iceberg. The einherjar backstories were packed with sorrow: the woman who, believing false accusations, arranged for her sister’s death – and who killed herself upon discovering the truth; friends who met on the battlefield after supporting rival kings; the loyal sorcerer whose suspicious liege abandoned him to torture and death. And while the game played fast and loose with its Norse inspiration, this was one area where it felt absolutely true to my knowledge of myths from round the world – look at how few of the ancient Greek heroes made it to a happy ending.
But the einherjar backstories weren’t just about sorrow, containing as they did other emotions that we should feel in the presence of epics. These were warriors brave enough to be chosen as the champions of the gods, and thus, heroism – and triumph even in death – were prominent: the friends whose sacrifice saved their home from conquest; the trio who sealed off the gateway to the netherworld, something which could probably have made a story in its own right. There was even poetic justice: the sorcerer responsible for the deaths of four other einherjar never got to enjoy his triumph, courtesy of an arrow through the heart. His assassin? None other than another einherjar.
Unfortunately, despite all the above, rock-solid gameplay*** and praise from the critics, VP2 never achieved even the cult-classic status of its predecessor. Sales (according to VGchartz’ estimates) were measly, and even within the JRPG genre, it seems to have ended up little more than an obscure footnote. But it left its impression on me. Long after details of gameplay and plot faded from my mind, I remember the game’s locations, beautiful, diverse, and filled with character. I remember the game’s spiderweb of einherjar relationships, complex and deep enough to do any novelist proud. I remember how enthralled I was to see the pitiless history of VP2’s world played out through the lives and deaths of the einherjar; and I remember the emotions their stories provoked. True, this is not a method that could be used by many games, given how the valkyrie/einherjar conceit tied in with the game’s lore – but VP2 made the most of it. To this day, I’m glad to have experienced VP2’s storytelling, and it remains one of my favourite games.
* An invention of the game, not an actual mythological figure.
** Unlike the first game, where every character you recruited was an einherjar, each of whom received an introductory cut-scene of his/her own.
*** To be fair, sometimes it was a bit too rock-solid – the game was rather hard.
Resources
Order Valkyrie Profile 2: Silmeria from Amazon (US)
I hope you enjoyed this post! To quickly find this post, and my other feature articles, click the “features” tab at the top of this page.
Book review: Spice and Wolf Volume 1, by Isuna Hasekura
Travelling merchant Kraft Lawrence dreams of amassing enough money to open a store in town – but for now, his life is dangerous and lonely, his home simply the back of his wagon. Meanwhile, for centuries Holo the wolf goddess ministered to a small village as its harvest deity – but now the villagers have a jealous new God, and new methods of farming. Neither needed nor wanted, Holo decides to return to her distant birthplace, and which travelling merchant should be around for her to hitch a hike?
Spice and Wolf is a series of Japanese light novels – I think the closest Western analogy is “young adult novels with a handful of illustrations” – following the adventures of the duo. It’s perhaps better known in the West for its two-season anime adaptation (the first novel overlaps with episodes 1-6 of the anime), whose first season I watched when it came out a few years ago. However, my enjoyment was marred by poor fansubs, and so when I saw the first novel available in English, I grabbed it. I’m happy to report it met my expectations.
The heart of the book is the dynamic between the two main characters. Holo is teasing, gluttonous, sometimes temperamental, undoubtedly difficult – but also shrewd, loyal, and usefully for the duo, able to supernaturally sort truth from lies. She has enough of the capricious deity in her to make her feel convincingly alien; not enough to prevent her from being sympathetic. Lawrence is the more level-headed of the two, a hard-working, kind-hearted Everyman. Their banter is a delight to read – and so is how, when the chips are down, they come through for each other.
Plotwise, the book stays true to Lawrence’s occupation: this has to be the only fantasy novel in existence about currency trading. Conspicuously absent are dark lords, evil emperors, conquering armies, and other staples of the genre. The world is pseudo-Medieval Europe, with little in the way of magic or intelligent non-humans – so far, Holo is the only example of either category. Both appear done reasonably well*, with especial kudos for the original subject matter of the plot – I’d like to see more along those lines! The prose is a bit clunky, but I stopped noticing after the first chapter or so. I do like the slightly archaic feel of Holo’s dialogue, compared to Lawrence’s – it’s consistent with their respective ages. Lastly, a note about the cover: it’s racier than the book’s contents. Luckily, taking off the dust jacket reveals the original Japanese manga-style picture of a fully clothed Holo, which could be useful in avoiding misunderstandings!
Ultimately Spice and Wolf: Volume 1 is a short read, but it’s a very enjoyable one. As one of the few (maybe the only?) “economic fantasy” novels I’ve seen, it occupies a severely underused niche; even defining it more broadly as a novel about “everyday life in a fantasy world” still makes it fairly unique. Add interesting, likeable characters, and the end result is a book that should appeal well beyond fans of the anime. Recommended.
You can buy Spice and Wolf, Volume 1 from Amazon US here.
* With the disclaimer that I don’t know enough about real-world medieval trade to spot any inaccuracies.
I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.
My Game of the Year – 2011 is…
2011 was a good year in gaming. Just counting new releases, I enjoyed all of:
- Bastion (PC), an isometric action game with pretty art design and an original world;
- Dark Souls (PS3), which (so far – I haven’t played enough to form a verdict) offers a promising mix of finely tuned challenge and great drop-in co-op gameplay;
- Frozen Synapse (PC), a stylish and clever squad-based indie strategy game;
- Section 8: Prejudice (PC), a bargain-priced team-based shooter. This is a genre I wouldn’t normally touch, but I had a great time roving around Prejudice’s battlefields as an engineer-medic-tank commander, a role that could survive my lack of reflexes;
- Tactics Ogre: Let Us Cling Together (PSP), the modern remake of Yasumi Matsuno’s 1990s tactical roleplaying game; and
- Total War: Shogun 2 (PC), the latest and – by far – most polished instalment of the long-running historical strategy series.
One title, though, managed to stand out from the pack. One title was the best example of its genre I’d seen in years. One title is my Game of the Year. I present to you:
Game of the Year – 2011: Total War: Shogun 2 (review here), developed by Creative Assembly and published by Sega. This truly deserves the “strategy” label: it’s packed with interesting and well-executed sub-systems (diplomacy, realm management, campaign manoeuvre, and battlefield tactics), well-paced, and blessed with a clever computer player. With this, CA has addressed every complaint I’ve had – and redeemed its mistakes – as far back as Rome: Total War.
And there is one more with a similar appeal:
Runner-up: Tactics Ogre: Let Us Cling Together (review here), developed and published by Square Enix. This is the pinnacle of the “traditional” turn-based TRPG genre; built around combat that’s fluidly lethal without being frustrating, it then tries to sand away every little annoyance in the genre – from unskippable random battles to unclear camera angles – and tell a story more meaningful and mature than “kill the foozle, save the world”. It doesn’t quite succeed at those two goals, but it aims high and comes close to its mark, something I appreciate all the more after going back to older, cruder TRPGs.
Well done, Creative Assembly and Square Enix. And Happy New Year to all of you!
Dark Souls impressions: The eloquence of the blade
This is part 4 in my series on Demon’s Souls and Dark Souls.
1. Co-op: misery loves company
2. Progress, progress, progress
3. What difficulty in Demon’s Souls has to do with behavioural finance
4. Impressions of Dark Souls as a knight
After circa 25 hours in Demon’s Souls, it was time to take a break. I could have played something easier, brighter, more cheerful… but instead, I started its successor, Dark Souls. And no regrets: six or seven hours in, I’m having a good time. Early thoughts below:
Play style: This time, I opted for a build that was the opposite of the first game. In Demon’s Souls, I played a royal, a lightly armoured magic-user for whom melee was almost always the last resort. In Dark Souls, I’m playing a knight: lumbering (by default), heavily armoured, and reliant on melee. While he does carry a cheapo bow and a painstakingly restocked arsenal of firebombs, most of his work is done up close, with sword and halberd. That has redoubled my appreciation of just how well the Souls games do hand-to-hand combat: even against trash mobs, it is a joy to dance past a zombie swinging his axe, cut him down from behind, and turn just in time to face a swordsman. Larger foes too: duck back from a knight’s enormous hammer and catch him while he recovers, hack away at a stone giant before it can awaken, dodge the whip-branch of an animated tree…
Level design: I think Dark Souls has the edge here. Three of the five worlds in Demon’s Souls, at least at the points where I was, felt like typical video game/fantasy environs: the pseudo-medieval castle; the prison/torture chamber; the ruined shrine. They were well-done, to be sure, but typical all the same. Dark Souls, in contrast, has given me a street battle through a pseudo-medieval town, followed by a dark, lush forest, both of which feel far fresher. I don’t think it’s a coincidence that I find it easier to suspend disbelief in the second game*.
Difficulty: Not being able to blow away weaker enemies with the wave of a wand should make my Dark Souls run harder, but so far, with one exception, it doesn’t feel that way. I can think of several reasons: (1) most of the time, Demon’s Souls limits the player to 50% or 75% of maximum health, a restriction missing from Dark Souls; (2) I think my knight’s armour does make a difference; and (3) I now have more practice at the combat system – probably the most important factor, judging by anecdotes from new players who are stuck on the first area. The exception relates to boss fights: in Demon’s Souls magic was the easy way to deal with most bosses, and I suspect that’s still the case. The most recent boss I fought was almost wholly ranged, though luckily, the designers provided a magic-using NPC to assist in the fight. At other times, I rely on the next point…
Multiplayer: This has been the source of some of my grandest moments. Co-op is still a blast – my favourite visual image from the game, so far, is three warriors, male and female, differently armed and attired, advancing across a rooftop to meet a boss. And after regularly dying to PVP invaders in the first game, it was a glorious moment when in co-op, I tag-teamed an invading griefer, shrugged off multiple blows from his hammer in a battle lasting minutes, and finally knocked him to his death off a ledge.
Overall first impression: A more polished version of the same, but that’s not a bad thing! If anybody out there enjoyed the first game but hasn’t picked this up yet, this seems well worth checking out.
* Though to be fair, I wonder if my reduced use of walkthroughs/maps in Dark Souls has something to do with this.
Ninja FAIL
Fresh from winning every* battle in a Shogun 2: Rise of the Samurai campaign and still losing the war, I found some much-needed comic relief in the following video.
My favourite segment is the one beginning at 0:18, but it wasn’t an easy pick!
Separately, Matchsticks for my Eyes wishes you all a very merry Christmas and a happy New Year. Thanks for reading, and may you experience many wonderful stories in the years to come!
* Okay, almost every.
Distant Worlds: The Verdict
This is part 3 of a series on Distant Worlds.
1. First impressions: the galaxy is a big place
2. How the opening moves play out – a mini-Let’s Play
3. The verdict
Note: I am playing a review copy comprising the base game plus both expansions, supplied by the publisher, Matrix Games.
4X strategy games, especially 4X space strategy games, do not think small. They challenge the player to build world- or galaxy-spanning empires, to juggle exploration, economic management, research, diplomacy, and military leadership. Yet even by these standards, Code Force’s Distant Worlds is a behemoth. Big (galaxies span hundreds of stars), complex, and breaking new ground within the genre, it could so easily have been a case of an ambitious indie developer biting off more than it could chew. From what I’ve read, it did indeed have its fair share of rough edges at launch… but as of the second expansion pack, Legends, it’s remarkable how well it works.
At a design level, DW’s distinctive features are:
- Everything takes place in pausable real-time (which can be slowed down or sped up);
- No separate tactical battles. As with a Sins of a Solar Empire or AI War, you can zoom in to watch ships fighting it out, at the same time that the rest of the galaxy goes about its business. However, there’s relatively little fine control available here – warfare in DW emphasises logistics and manoeuvre at the galactic level;
- Relatively little emphasis on planetary management. There are only a bare handful of facilities to build, and they don’t unlock until a ways through the tech tree. As such, there are only a few levers to pull to influence the economy: laying down necessary infrastructure (starbases, especially with commerce centres, and refuelling posts), securing luxuries and resources (via mines and colonies), signing trade pacts with the neighbours, and building the odd wonder.
- Rewarding goody huts. Finding a derelict cruiser early on is a nice treat. Finding a derelict armada, and making the necessary investment to recover it (the kind of decision that’s the crux of strategy games!), can tilt the balance of power.
The net effect is that the game emphasises exploration (which it does very well), warfare (at the level of the grand admiral, not the captain), and preparing for the above. As such, it’s often likened to Europa Universalis III in space… though a better analogy might be Victoria 2 or Hearts of Iron 3, because Distant Worlds’ other distinguishing feature is the ability to automate almost every aspect of your empire.
The AI automation is a joy to work with. It can be toggled off area by area, allowing you to concentrate on what you find the most rewarding part of the game. It smoothes out what would otherwise have been a fearsome learning curve – for instance, in my first game, I let the AI handle research and civilian construction while I learned how to play admiral. It takes care of tedious busywork, such as raising troops, fighting off pirate raiders, escorting civilian ships, or garrisoning outposts. As of Legends, it can even be given an intermediate level of autonomy: you can assign fleets an area of responsibility, either to defend or subdue, which allows you to dictate the “big picture” to the AI and let it handle the details. The AI, in short, is the assistant I wish every strategy game offered.
My main criticism of the game is an occasionally subpar interface. For example, I would love an easy way to route newly built ships to a given fleet, instead of having to select them one by one. I can only imagine how much of a hassle this would be on large maps, or when adding lots of smaller ships to a fleet! I’d also like to be able to see the total troop strength on a planet, not just the number of units. Still, this isn’t a deal-breaker for me.
Diplomacy is relatively simple, but works well. Here the various alien races’ personalities shine through: playing as the humans, I soon found out that the Space T-Rexes are much friendlier than their fearsome appearance suggests, whereas starting next to insectoids guaranteed an early war. Computer players will sue for peace if they’re losing a war or if someone jumps them on another front. They’ll even butter you up with tribute when they want something, if they fear your power, or, more benevolently, if they’re on especially good terms with you.
And that’s emblematic of all the cool things to discover in DW. If this game had a motto, it would be, “the dev team thinks of everything”. Time and again, Distant Worlds has enthralled me with little touches that sound trivial on paper, but that helped bring its universe to life. The light-bulb moment when I realised why my AI neighbours were showering me with gifts. The nasty shock of seeing colonies revolt when I declared war on their ethnic kin – something that should happen in games, but never does. The awe of first starting the game and seeing how big the galaxy was. The thrill of discovering a derelict space fleet, waiting for me to defeat its guardians and send in the construction ships – and the moment when, upon seeing another empire’s construction ships butt in, I wondered if it would be worth a war to keep the derelicts to myself. Perhaps the most impressive part: there’s so much of the game I still haven’t seen! I haven’t tried many of the setup options (including an entire gameplay mode), and I’ve only played the humans, leaving 20 alien races, each with certain unique victory conditions, to go.
All in all, Distant Worlds lives up to its promise. Vast, unique, and packed with the sense of wonder that lies at the heart of science fiction, I’d recommend it to any grand strategy fan – and to any strategy developer in search of good ideas. Thumbs way up.
I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.
The basis of my review
Length of time spent with the game: Roughly 30-40 hours.
What I have played: I’ve won two games on small maps, and walked away from many more on a variety of map sizes. Generally, I like my maps small enough to finish over an afternoon, and small enough for each individual colony or fleet to really count.
What I haven’t played: The “Return of the Shakturi” mode, any species other than the humans.
Book review: Fatherland, by Robert Harris
Berlin, 1964. Germany crushed Britain and Russia, won the Second World War, spent the next two decades locked in a cold war with the United States. Hitler’s 75th birthday is approaching, just in time for a new detente with the US. And German detective Xavier March has just been called in to investigate the discovery of a body in an exclusive neighbourhood, which will kick off events further-reaching than March could have dreamed…
I found Robert Harris’ novels about Cicero and the Roman Polanski film based on another of his books (The Ghost Writer) enjoyable but nowhere near great. But his first novel, Fatherland, showed me why the man is a bestseller.
Fatherland’s characters won’t win any awards for originality. Xavier March himself – middle-aged, at a career dead-end, estranged from his ex-wife and son, cynical about the Nazi Party – is straight out of central casting. The rest of the cast falls into equally familiar archetypes, from spunky journalist to Nazi brutes. And I suspect a veteran thriller reader would be able to say the same about the plot – even as a novice to the genre, a number of Fatherland’s plot developments felt awfully familiar, and I was even able to guess one of the major twists.
The real star is the dystopic setting. “The Nazis win WW2” is the most hackneyed of alternate histories, and I have a couple of niggles with Harris’ timeline, but none of that detracts from the book. Harris brings his setting to life with skilful detail, sometimes through March’s observations, sometimes through casual remarks, sometimes through well-written and interesting infodumps. We see March’s fellow Germans cringe from his SS uniform, we see the values of Nazi society reflected everywhere from the personals ads of March’s newspaper to the “crimes” investigated by some of his colleagues, we see how March’s devoutly Nazi son loves touring Berlin to admire Albert Speer’s post-war architecture, we hear rumours of the atrocities committed by March’s counterparts in the Gestapo. And this is more than background colour. The setting, plot and characters, stock though they might individually be, combine to create a work of chilling power.
It is that chill which makes Fatherland so effective. This is not a feel-good book, except in the sense that it should make you grateful that history unfolded the way it did. But even knowing its biggest reveal before I started (this has to be one of the few spoiler-free reviews of Fatherland on the internet) did nothing to diminish the bleak horror when it did unfurl. And guessing much of its ending hasn’t prevented the book’s final moments from lingering with me. A worthwhile read.
You can buy Fatherland from Amazon here
I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.
Way to shoot yourself in the foot (for the umpteenth time), Sony
“Q: How many PSN account can be set up on a Vita system?” GAF member mehdi_san wrote. “A: Only 1 account. If you want to use a different account, you need to format the system to factory settings.”
Some PS3 and PSP owners have separate accounts to pick up games and demos from other regions. This move means those players will be out of luck when it comes to playing Japanese titles on their American systems, or vice versa.
On the bright side, a Sony representative recently told Thrifty Nerd that Vita titles on PSN would cost up to 40 percent less than their retail counterparts. It’s some decent savings that could make up some of the ground lost by recent Vita revelations. Proprietary memory cards required to save certain titles, an expensive UMD Passport program missing many key developers, and a lack of support for PSOne Classics are slight issues alone, but are starting to add up for some early adopters.
EDIT: So the limit on PSN accounts is actually linked to the memory card, not to the Vita, according to Eurogamer. Still annoying:
The PlayStation Vita is not limited to a single PlayStation Network log-in, as widely reported last week, Sony has confirmed.
However, you will need to either restore factory settings every time you want to change accounts or buy two separate proprietary memory cards.
Opening moves in Distant Worlds: a mini-Let’s Play
This is part 2 of a series on Distant Worlds.
1. First impressions: the galaxy is a big place
2. How the opening moves play out – a mini-Let’s Play
3. The verdict
Note: I am playing a review copy comprising the base game plus both expansions, supplied by the publisher, Matrix Games.
The very first screen I see, when I set up my second game of Distant Worlds – my first was a practice game – looks like this:
It’s a lot of options, isn’t it? I choose the standard number of stars but accidentally make the map “large” instead of “medium”, a mistake I don’t realise until later.
Next up are race selection and empire tweaking. I choose the humans, and name my empire the “Republic of Lune”. Here, we encounter one of my niggles with the game: while it allows great flexibility when setting up the galaxy, unfortunately you can’t customise your race within the game*. As such, this is closer to Alpha Centauri than it is to Master of Orion (with its potential for hilariously unbalanced builds) or even Space Empires. Last I choose victory conditions – these are pretty much the default, except that I’ve disabled the Return of the Shakturi (first expansion pack) victory conditions.
Time to begin the game. Here’s my starting position:
Around my homeworld, I have a small fleet and several mining bases in nearby systems. This is the “early exploration” phase of 4X games, the time when players discover the lay of the land, look for city/colony sites and future chokepoints, and uncover goody huts. Distant Worlds has particularly useful goody huts (of which we’ll soon see more), and as such, I start building extra explorers and construction ships so I can quickly find and exploit them. Otherwise, I leave my empire to manage itself. I don’t know the tech tree very well, and my invisible AI viceroys can build mines and order scouts just fine on their own.
Soon, my scouts find what I’d hoped for, the independent world of Sol I:
To put this into context, colony population in Distant Worlds seems to grow very, very slowly compared to other 4X games, so your homeworld will still account for the lion’s share of your economy well into the game – no infinite city sleaze here! Thus, independent worlds, which already start with a moderate population and are undefended by spaceships, are a valuable prize early on. If their residents are friendly, you can simply claim them by sending in a colony ship; otherwise, you can send in the marines. You can’t wait too long, however, because by default** they will turn into new players if left alone.
Thus, I quickly order the construction of a colony ship, to be subsequently dispatched to Sol I.
Fully armed, not yet operational
Eventually the colony ship is ready, and Sol I joins my empire peacefully. I start building a starbase above the planet, and send out my navy against some nearby pirate bases, but otherwise the game proceeds uneventfully.
Then my scouts stumble upon a second type of goody hut:
This is Distant Worlds’ shout-out to the “big, dumb objects” beloved of science fiction authors, and I know just how valuable these particular BDOs are. In my first game, I had a hard time fighting past the space monsters guarding the derelict fleet, and it took forever to rebuild the capital ships I found, but once I did… wow. They swept all before them.
As such, I start beefing up my main strike force, the “Expeditionary Fleet”, in preparation to recover the derelicts.
A fly in the ointment
Eventually, one of my scout ships runs into two more independent planets in the Boskar system, a long way from my homeworld.
This is what the game has to say about the Boskara:
Clearly, these are not people I want as my neighbours. The potential threat on my southern border, so close to my homeworld, is unacceptable. With colony ships unlikely to succeed, it’s time to build some invasion transports and nip the potential threat from Boskara in the bud.
However, by the time I’ve built the first transport, loaded it with troops, and sent it to Boskara, it’s too late. Boskara I, still an independent world, falls easily to my ground troops. But Boskara II has now morphed into a single-planet empire: the Boskara Authority, complete with its own small space fleet. This is what the map now looks like (the Boskara are the purple blotch):
The threat remains. So does the logic of an early strike: better to smother the Boskara Authority while it’s still a single-planet empire than to allow it to grow into a mortal foe. I rename my main force the Southern Expeditionary Fleet and send it to defend my new outpost in Boskara (though it won’t have the firepower to win a war by itself). With the Southern Expeditionary Fleet unavailable, this means I’ll also have to start building a new force, the Northern Expeditionary Fleet, to recover the derelict ships.
The road to war
Preparations for war go well. My tech base reaches the point where I can start building cruisers, and I promptly order up a batch – at first, most go to the Northern Expeditionary Fleet, but I also build a couple at Boskar to form the backbone of the Southern Expeditionary Fleet. The Boskara, evidently daunted by my military might, even pay me some tribute; this ends up ploughed right back into my fleet.
Soon, the Northern Expeditionary Fleet is ready for battle. In my first game, sending token forces to derelict fields did not work well. This time, things go differently: the Northern Expeditionary Fleet carves through the space monsters like a hot knife through butter, and my construction ships can safely begin work.
As I build up my forces in the Boskar system, the AI viceroy is seemingly able to read my mind:
I don’t pay close enough attention to see what effect that has, but judging by the Boskara AI player periodically yelling at me to stop my attacks, it must be doing some damage. I also accept the game’s suggestions to send out my intelligence operatives to sabotage Boskara facilities.
All this is a prelude to the real blow. My transports are headed back to Boskar, after picking up troops at my homeworld; the Southern Expeditionary Fleet is growing in strength; and my AI-controlled 1st Fleet has also showed up in Boskar. But my opportunity is ebbing away; I can see the Boskara fanning out to the south.
It’s time to go to war.
No plan survives contact with the enemy
Of course, my “short, victorious war” is anything but. The moment I declare war, one of the coolest, most unexpected events I remember seeing in a 4X game rears up and bites me. Remember that ethnic-Boskara world that I conquered earlier? The moment I declare war on their neighbours, my Boskara subjects rebel, kick me off their planet, and join the Boskara Authority.
That dishes my dreams of conquest. The Southern Expeditionary Fleet blasts the Boskara space fleet to scrap, pulverises their space ports, blockades their worlds. But now I don’t have a forward base, my troop transports have a habit of running out of fuel, and what ground troops I can get to the Boskara system prove to be insufficient. With bigger fish to fry elsewhere in the galaxy, I settle for a face-saving compromise: the Boskara accept a treaty of subjugation, and my ships pull back from their system.
In the end, my fears about the potential threat from Boskara turn out to be groundless: sandwiched between myself and another empire on their southern border, the Boskara never expand far. When the dust settles, the whole war turns out not just to have been completely unnecessary, but also counterproductive.
With a whimper, not a bang
The early moves, culminating in the Boskara conflict, end up being the most exciting part of my second game of Distant Worlds. After that, my expansion is peaceful. The other computer players I encounter are mostly friendly, and those who aren’t are still smart enough not to declare war – remember, I recovered a lot of derelict capital ships? I generally don’t like starting naked wars of aggression in 4X games, and anyway, by the mid-game, the galaxy is just too sprawling for me to look forward to long-distance wars.
Unfortunately, Distant Worlds doesn’t seem particularly well suited to long periods of peace. Compared to Civilization or Master of Orion 2, which I had a lot of fun playing as “giant tycoon games” (as one forum poster memorably put it), DW doesn’t offer much in the way of colony development – it’s closer to Dominions 3 or maybe Europa Universalis 3, a few expansions ago.
In the end, with my empire tied for equal #1 place in the race for the victory conditions, I quit. Here’s how the game ended. The dark-blue empire in the NW corner is me, the purple dot at 9 o’clock is Boskara, and the small medium-blue empire interwoven with mine is an AI protectorate.
Observations from Game #2
(1) The “Normal” number of stars does not mix with the “large” galaxy size – everything is too spread out. This is further exacerbated if you spawn at the edge of the map.
(2) On large-sized maps and up, and also on smaller maps if you set overly ambitious victory conditions or if point (1) is in play, I suspect DW is one of those titles, like Europa Universalis or most of the Total War franchise, where you play through to the midgame and then walk away once you meet your own personal objectives. Since I would like to see a victory screen, my third game will probably be on another small map.
(3) That said, the early game in DW is a lot of fun, probably even better than in Civilization. The potent goody huts, the scarcity of worlds that can be colonised with early tech, and the importance of claiming independent worlds before someone else does/before they turn into new empires all contribute to an exciting exploration phase.
(4) With the default settings, the AI in DW is very peaceful compared to every other 4X game I’ve played. It’s almost impossible to play Civilization without at least one computer player picking a fight. In DW, on the other hand, I always find myself in the unexpected position of being the aggressor. Next game, I’m dialling up the AI’s aggression (remember, this is one of the options at startup).
* I believe you can mod in custom factions.
** I left this option checked at the start of the game.
Meiji Restoration standalone expansion for Shogun 2 on the way!
Sega has announced a new standalone expansion for Shogun 2, “Fall of the Samurai”, and boy does it sound cool. Excerpt from the press release below:
Based on the backdrop of the Boshin War period, the new campaign starts in 1864, a time of growing resentment against Western colonial power and influence. As Japan began to modernise and industrialise, the inevitable social and economic changes led to increasingly militant nationalism and antipathy towards the Shogunate.
New foreign powers
The American, British and French nations played an important part in the story of the Boshin war and your relations with these foreign powers will be integral to unit recruitment and to advancing your technology trees.
New 19th century Japan campaign map
- The new island of Ezo extends [nowadays Hokkaido] the SHOGUN 2 campaign map northwards.
- Fully refreshed towns and other campaign map features reflect the different time period, with railways making their first appearance in a Total War title.
Railway lines on the campaign map
- Develop your own railway network to move armies and agents between your regions.
- Railways can be sabotaged and transport can be blocked by enemy armies who take control of parts of the line or railway stations.
39 new land units
- Including modern ranged units – such as the Gatling gun and Armstrong gun – controllable in a new first-person mode.
- New units can also be recruited from foreign powers, including the British Royal Marines, US Marine Corps and French Marines.
10 new naval unit types with a total of 21 ships
- New steam-powered warships, heavily armed with modern artillery.
- Foreign ironclad ships can also be purchased, including the Warrior-class ironclad.
New port siege battle type
- This new battle type triggers when attempting a naval assault on an occupied enemy port.
- The attacking fleet must sail into the harbour and capture the port, running the gauntlet of coastal gun defences.
New land and sea unit interactions
- During a land battle, armies can call in offshore artillery support barrages.
- Conversely, costal gun emplacements can target enemy ships during port siege battles, when ending their turn within the range of upgraded coastal defences.
- Campaign map bombardments: offshore naval units can bombard armies and cities in adjacent coastal areas on the campaign map itself…
(Snip)
Railroads! Gatlings! The Boshin war! Steamers! Ironclads! Naval bombardment (wasn’t this originally promised for the base Shogun 2?) and coastal batteries! Port battles! — something they should add if they revisit the eighteenth century or the Napoleonic era, incidentally. Woo!
I am leery about the first-person control for Gatlings, but that likely won’t be a big deal even if it is weak.
I also wonder if this is a dry run for an American Civil War game…
Distant Worlds first impressions: The galaxy is a big place
This is part 1 of a series on Distant Worlds.
1. First impressions: the galaxy is a big place
2. How the opening moves play out – a mini-Let’s Play
3. The verdict
Note: I am playing a review copy comprising the base game plus both expansions, supplied by the publisher, Matrix Games.
The first time Distant Worlds, the 4X space game from Code Force, impressed me, I was a few clicks into the tutorial.
The tutorial began in the usual way: camera focused on my homeworld, instructions on how to move the map. Following the on-screen prompts, I scrolled around, hit “continue”, zoomed out. And then I saw the galaxy. Do you remember the godlike feeling of first zooming out in Sins of a Solar Empire or one of the Supreme Commander games? Distant Worlds brought that back for me.
To put this in perspective, consider that Master of Orion II, still the gold standard for the genre after 15 years, had 36 star systems in its normal galaxy and 72 in its huge galaxy. Well, in Distant Worlds, the normal galaxy has 700 systems, each with its own features (planets, black holes, etc). The largest galaxy has 1400, and even the tiniest dwarf galaxy has 100.
That sheer scope extends well beyond map size. There are 41 different resources, 20 different races, up to 14 AI players at the start of a game, multiple planet types, espionage, ship design, and a tech tree. There are separate private economies and government budgets. There’s even tourism*. It would be unplayable were it not for the game’s signature feature, and the second way in which it impressed me: automation.
Pretty much every aspect of your empire can be handled by the AI. Freighters and passenger liners will shuttle about your empire, construction ships will build mines and resorts, research will proceed automatically, governors will auto-assign themselves to colonies. Even the military can be automated. In Distant Worlds, warships will auto-escort colony ships and other civilian vessels; patrol colonies; and fend off raiders. They’ll even automatically form up into task forces, and if you choose, the game will periodically ask if you want them to sortie against nearby targets (which could be anything from a pirate base to an enemy fleet).
This doesn’t mean you can simply become a spectator and let the game play itself. You can take manual control of most aspects of your empire (with the exception of NPC civilian ships), and for obvious reasons, this seems to work better for anything that’s a strategic priority: diplomacy, major fleet operations, and such. However, the automation largely frees you from the mundane work that is the bane of strategy games. Remember the “joy” of nursemaiding settlers in Civilization, playing whack-a-mole with rebels in older versions of Europa Universalis, or making up for passive unit AI in an RTS? In Distant Worlds, your virtual underlings can handle those for you.
So far, the game has been at its weakest when it didn’t free me from mundane work. Not surprisingly for a complex indie strategy game, the interface is not great. For example, fleets are the basic building block of military operations in the game – but there’s no way to set their targets, merge them, or disband them from the fleet overview screen, and no way to have newly built ships auto-join an existing fleet. You have to click-select the fleet to set its objectives, and you have to order ships in or out of the fleet by hand. As such, this is one aspect of the game that could still use some work.
When it comes to system requirements, don’t be fooled by the “indie” label. Even on a small galaxy, after 6-8 hours of play, the game became rather laggy – particularly noticeable when zooming in and out, or when scrolling the map. Tweaking a couple of settings today seemed to make my old saved game run faster, but this could have been illusory as I didn’t run it for very long.
Still, the technical issues are survivable. After having a lot of fun with my first practice game (I quit when I achieved my personal goals – it turns out cranking up the threshold for the victory conditions was not a good idea in a game this large), I’m looking forward to playing again. The galaxy is not just vast, it’s also full of cool things, so stay tuned for the next update…
* Oddly enough, resorts in the Distant Worlds-verse are under government control.
Difficulty in Demon’s Souls: what we can learn from… behavioural finance?!
This is part 3 of my series on Demon’s Souls and Dark Souls.
1. Co-op: misery loves company
2. Progress, progress, progress
3. What difficulty in Demon’s Souls has to do with behavioural finance
4. Impressions of Dark Souls as a knight
Here’s a thought experiment to chew on. In each case, the alternatives are mathematically identical:
Scenario A. You can win a guaranteed $1, or you can take a 50/50 chance of either winning $2 or winning nothing. Which do you choose?
Scenario B. You can lose a guaranteed $1, or you can take a 50/50 chance of either losing $2 or losing nothing. Which do you choose?
You would expect these answers to be consistent – someone who chooses the 100%-certain outcome in Scenario A should also choose the 100%-certain outcome in Scenario B. However, this isn’t the case. On average, people will choose the certain gain in Scenario A, but run the risk of the double-sized loss in Scenario B. Why? Because, according to behavioural finance researchers, a loss is felt more acutely than an equally-sized gain (a phenomenon known as loss aversion*), hence the willingness to take the chance of an even greater loss just to avoid the agony of the small one.
Extrapolated to video games, loss aversion could probably explain a lot of player behaviour – abusing save/reload, anyone? It surely must explain why we feel death penalties so keenly, and since death penalties are so inescapable a part of Demon’s Souls, it helps explain why the game’s difficulty is often exaggerated.
Yes, I said “exaggerated”. This does not mean it’s easy; far from it. Even playing an easy class, using a walkthrough, and looking at a map, I died twice in PVE today, while PVP invaders routinely slaughter me. It does mean that the death penalty, loss of unspent souls if you fail to pull off a corpse run, is nowhere near as fearsome as it sounds. Souls might be easily lost, but they’re also easily acquired – co-op is the safest and best way, but even for a low-level character, it is not that hard to farm them. However, loss aversion would exacerbate the harshness that players perceive.
In my case, while having to replay a level does frustrate me, I don’t especially mind the death penalty. While I am very careful on corpse runs, I can shrug off failing and losing my souls for good. Partly, this is because I know, and thus can control for, the game’s mind tricks. Partly, this is because I’ve never lost a truly whopping number of souls – I’m always careful to return to safety and spend my souls whenever I have enough saved up. Appropriately, there’s another technical term relevant to that…
* If you’re interested, you can read more e.g. here and here.
Book review: The Mistborn Trilogy, by Brandon Sanderson
THE MISTBORN TRILOGY
Brandon Sanderson
After really enjoying a short story by Brandon Sanderson, “Firstborn”, I had high hopes for another set of his works, the Mistborn trilogy (comprising Book 1, Mistborn; Book 2, The Well of Ascension; and Book 3, The Hero of Ages). Unfortunately, I was disappointed.
At its core, the Mistborn trilogy is a Traditional Fantasy Series. While there are no elves, dwarves, or orcs, there are superpowered teenage heroes and sinister dark lords. What distinguishes it is the bunch of clever twists that Sanderson adds to the formula. As such, he is strongest as an “ideas guy”. This is visible in the way the first book overlays bits of the heist genre onto the fantasy template; the alternatives to the stock fantasy races; the magic system that’s almost RPG-like in its depth; the little and not-so-little plot twists; and more.
Unfortunately, Sanderson is not very good at the nuts and bolts of writing*. He is not very good at scene construction (with the exception of action scenes), he is not very good with prose, and in particular, he is not very good with dialogue, which often sounds stilted and didactic. Almost any of the speculative fiction authors I’ve read in the last few years – to name a few, Bujold, Kay, Lynch, Morgan, Abercrombie, Vinge, Powers, Martin, maybe even Erikson – could beat Sanderson at the micro level. This also hurts his characterisation – for example, I found it hard to remember which member of the heist crew was which, and I ended up skimming one important character’s chapters in book 2 because I found his conversations so inane.
Going book by book, the first novel is the best. The magic system is fresh, the plot is tight, and the fights are well-spaced and thrilling. The second book is the weakest by far. While it starts with an interesting premise (what happens after the superpowered teenage heroes succeed?), it suffers from an acute case of the Idiot Plot as said heroes spend the book blundering, moping about their love lives, and generally making a hash of things. The third book falls in between – while a lot better than the second, the sprawling subplots and the increasingly draggy fight scenes are a far cry from the first book.
Ultimately, while the first book in particular is worth a look if you do like Traditional Fantasy Series, the novels can’t do justice to the nifty ideas they contain. While there are plenty of worse speculative fiction authors, there are also plenty of better ones, both at the pulpy and at the Great Novel ends of the spectrum. And while Sanderson’s weak prose is not the sole culprit, it’s certainly a major one**.
You can buy Book 1, Mistborn, from Amazon here.
* Or at least he wasn’t at the time he wrote this series. I have heard his prose subsequently improved, but not having read any of his other novels, I cannot attest to whether this is true.
** As such, this trilogy would have worked much better in a visual medium. This also explains why I prefer Sanderson’s short fiction – short stories are briefer and idea-driven, which plays to his strengths.
I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.
See you in a couple of weeks’ time
Matchsticks for my Eyes will be on holiday for the next couple of weeks. However, I still plan to write a post or two — I’ve just started on a review of Brandon Sanderson’s Mistborn, so perhaps that’ll be my next update? — in that time, so keep checking back every so often!
Civilization V: One year on

Last night, I sat down to play Civilization V for the first time in most of a year. There have been a lot of patches in that time, and I’d grown pretty rusty. How well does it stand the test of time?
What happened during the game
I played as Siam on a Tiny map (four players, eight city-states), Continents, on King level. As it turned out, the other three players all ended up sharing the main continent while I had a large island/small continent to myself (big enough for three of my cities plus one city-state, and I could have shoehorned another city or two in there if I really wanted to). Throughout the game, I followed my classic Civ play style by building a small but rich and technologically advanced nation, and eventually won a diplomatic victory.
However, my game wasn’t wholly peaceful. Montezuma, just across the sea from me, spent the game slowly gobbling up the other civs and city-states on the main continent. He knocked out Japan and one of my allied city-states, as well as grabbing some territory from Russia. So in the modern era, I decided to do something about it. I somehow made my way to Electronics (which allows mechanised infantry) when all the other AI players were around a generation or two behind militarily, so after training a small force of mechanised infantry and constructing a few battleships, I invaded the Aztecs*.
And I pulled it off. Between my technological superiority, the Aztec army being at the wrong end of the continent fighting the Russians, and my city-state allies gnawing at the Aztecs’ flanks, I went through Montezuma’s heartland like a hot knife through butter. Mounting unhappiness from my conquests, and the need to rest the troops, made me settle for a peace treaty in which I took all of Montezuma’s cities except for the ex-Japanese Kyoto; that spiked my unhappiness even further, so I donated several of the Aztec border cities to my ally Russia. With the exception of a second, brief war later on that saw Russia gobble up the Aztec remnant, after that it was pretty much just a countdown to the diplomatic victory.
My observations
The naval AI really is broken: No invasions, no colonisation, minimal fleets. This meant once I had wiped the barbarians off my continent, I could safely neglect my military until it was time to invade the Aztecs. When that occasion came, I encountered absolutely no naval resistance…
… but I wouldn’t be so quick to rag on the land AI: My ground war didn’t last long , and mostly consisted of me besieging cities defended by entrenched artillery rather than fighting Montezuma’s armies in the field, so I can’t comment on how good the AI’s unit deployment is. However, judging by the large, artillery-supported armies I saw the Aztecs and later Russia pushing around, their sheer weight of numbers would have given me a much harder time if I’d spawned on the main continent.
Improved build times: Even on Quick speed, IIRC it took ages to build anything in the earlier versions of Civ V. In contrast, build times feel very reasonable now.
At first glance, I like the use of empire-wide happiness as a check on conquest: … although this really is only a first glance, since it only arose for me towards the end of this game and I don’t remember it being much of an issue when I originally played.
Diplomacy still feels rudimentary, but it has its moments: Russia and I were best buddies for most of the game, but once the fall of the Aztecs left the two of us sharing a land border as the last civs standing, Catherine’s attitude cooled very quickly. Shades of the Cold War…
My overall conclusions haven’t changed. Civ V was decent to start with, and it’s better than it was a year ago, mostly due to the faster build times. But while I had fun, I still don’t consider it a great game. Even without the dysfunctional naval AI, the patches have done nothing to address my fundamental gripes with the game. In particular, diplomacy and the lack of religion make it feel more soulless than Civ IV or even Alpha Centauri (note, for example, this podcast discussion on the importance of faction personalities in that game). Back onto my Steam shelf it’ll go for now, I think…
* Appropriately enough, the great general who spawned after my first couple of victories was named “Hernan Cortes”.
Anime review: Last Exile
“It’s the dawn of the Golden Age of Aviation on planet Prester, and retro-futuristic sky vehicles known as vanships dominate the horizon. Claus Valca – a flyboy born with the right stuff – and his fiery navigator Lavie are fearless racers obsessed with becoming the first sky couriers to cross the Grand Stream in a vanship. But when the high-flying duo encounters a mysterious girl named Alvis, they are thrust into the middle of an endless battle between Anatoray and Disith – two countries systematically destroying each other according to the code of chivalric warfare. Lives will be lost and legacies determined as Claus and Lavie attempt to bring peace to their world by solving the riddle of its chaotic core.” – official DVD blurb
After eight years, I recently re-watched Last Exile – one of the first anime I saw, back when it originally ran in 2003. Since then, I’ve watched a lot more anime before drifting away from the medium; steampunk has become the “hot” subgenre of speculative fiction; and the show itself has a brand-new sequel. How does the original hold up?
From the start, Last Exile’s greatest strength is on full display: its world. Antigravity battleships soar through the skies, courier pilots scoop up message tubes marked to indicate the danger of the mission, men march to their deaths in pointless ritual combat. Dukes fill their fountains with the purest water, while those same couriers scrimp and save for water of the “third grade”. It’s a world very different to ours, a world where Han Solo would feel right at home but with the space opera traded out for steam/dieselpunk. And it’s a world both imaginative and richly brought to life.
Unfortunately, a cool premise and imaginative worldbuilding can only take you so far. The greatest flaw of Last Exile is that the further along you get, the less sense its plot makes. And it doesn’t help that the show is light on exposition, which is fine for worldbuilding but a real problem when it comes to plot. What was the point of that elaborate scheme? Where was X during all of that? How did those guys warp from point A to point B? Why is a certain character so stupid? Most damagingly, and repeated several times: what just happened, and why? This isn’t so much of an issue in the show’s first half, but it weighs heavily on its later half, enough to cripple my suspension of disbelief by the time the curtain fell. That said, the writers can plot satisfying individual episodes – these tend to be the ones that highlight an aspect of daily life in the skies. (As such, Last Exile would probably have worked better as an episodic show with the odd plot episode, a la Cowboy Bebop or Ghost in the Shell: Stand Alone Complex.)
The characters aren’t especially deep, but they’re passable. Hero Claus is a generic milquetoast, but heroine Lavie has enough personality for both of them. Along the way, they encounter a familiar cast of characters: friendly rivals, a not-so-friendly stiffneck and her sweeter sidekick, a Captain Nemo/Harlock wannabe, a salt-of-the-earth mechanic crew, and more. Few of them are worth writing home about, but they all receive their fair share of endearing moments – and the supporting characters also get some of the show’s crowning heroic moments.
In the end, Last Exile could have been so much more, were it not for characters who are merely fair-to-middling and an overarching plot that’s downright weak. But with its fascinating world and its individually cool moments, the show is still well worth a look for a speculative fiction fan.
You can buy Last Exile from Amazon here (or, if you’re in the US, just watch it on Hulu).
I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.
New trailer for Sherlock Holmes 2: Game of Shadows
I don’t remember being that impressed by the first trailer for Sherlock Holmes 2: Game of Shadows, but the second one is a different story:
http://www.youtube.com/watch?v=77UdYWDkgVE
For my part, I liked the first movie not just for its camerawork and action, but also for its vivid characterisation of Holmes as the fallible genius who lived for the intellectual fulfilment he could only find in difficult cases, and Watson as the long-suffering sidekick. Looking forward to the December release!
Demon’s Souls: Progress, progress, progress
This is part 2 of my series on Demon’s Souls and Dark Souls.
1. Co-op: misery loves company
2. Progress, progress, progress
3. What difficulty in Demon’s Souls has to do with behavioural finance
4. Impressions of Dark Souls as a knight
In a game as unforgiving as Demon’s Souls, I have no pride. To me, there is no such thing as a “cheap” or a “cheesy” tactic in Demon’s Souls – either it works or it doesn’t. And in a game this unforgiving, there is no such thing as a “spoiler”. In search of advice, I will watch videos; read forums, walkthroughs, and wikis; gladly bypass trial and error.
It was those forum threads that led me to the Shrine of Storms, a ruined cliffside stronghold, in search of its fabled loot. I wasn’t too worried about the opposition – until then, I’d never met a trash mob I couldn’t handle with my starting spell, Soul Arrow. Sure, I’d be in trouble if tough foes survived the first couple of Soul Arrows and closed into melee range, but they were slow enough for that not to happen very often. The player character’s strength is his/her agility, and I was grateful for it.
The Shrine of Storms loaded up. I advanced. A skeleton sprang to its feet. I lobbed a Soul Arrow. And to my horror, the skeleton rolled at me – as nimbly as I could roll. “YOU HAVE DIED,” the game told me soon afterwards.
Bad enough that the skeletons were strong enough to survive a couple of Soul Arrows, and fast enough to close the distance. (“YOU HAVE DIED.”) Bad enough that my rapier was about as effective as poking them with a cotton bud. (“YOU HAVE DIED.”) The icing on the cake was that my reliance on magic meant I’d never properly learned the game’s melee combat system, and thus, I had a tendency to panic and button-mash when foes got too close. “Fear is the mind-killer,” says Dune, and in Demon’s Souls, that makes it a player-killer as well. As such, I soon grew used to the aggravation of watching the skeletons turn and swagger away* while “YOU HAVE DIED” burned on my screen.
But I was having too much fun to give up. I practiced my swordplay against the skeletons, ran the level again and again as a blue phantom, discovered to my joy that the Shrine of Storms is in fact a great place for newbies to farm souls. Once, as a blue phantom, I even made it as far as the boss room; the host and I took down 75% of the boss’s life bar, before I discovered the hard way that the boss could hit the ledge where I was standing.
I decided I’d clear out the boss later. I retrieved the sword for which I had originally come, then travelled to other levels. I killed the dragon who had previously tormented me, then took down another boss (via Soul Arrow, which turned the fight into a piece of cake; I understand that boss is a lot more difficult in melee…).
Beating that other boss restored me to body form and allowed me to bring in blue phantoms. And with that, I was ready to return to the Shrine of Storms. Two blue phantoms and I overpowered the early skeletons, made short work of the level’s sub-boss, pressed on. About halfway through, I lost my first blue phantom to a booby trap; it was me who set off the pressure plate, but the resulting volley of arrows impaled him instead. There was a hairy moment after that, a point-blank fight on a dangerously narrow cliffside path, but with the help of my remaining blue phantom, I made it through. We fought our way to the boss room…
… and promptly died. After seeing how much health I lost to the boss’s first blow, I ran around like a headless chicken and ended up trapped in a corner. On my next two attempts to reach the boss, I didn’t even get that far – both times, I died right before the boss room. The first time, the boss’s “doorman” one-shotted me; the second time, I almost won the swordfight, but “almost” wasn’t good enough.
I think that is the game’s way of telling me I need to try another approach. A buff spell, one that significantly reduces physical damage taken, would be a huge help in the Shrine… and as it happens, I’ve fulfilled one of the two conditions to unlock that spell. I know which level I need to visit to meet the other condition (thanks, Demon’s Souls wiki!), so it’s probably farewell to the Shrine of Storms for now. But I will return. And when I do, stronger and quicker and better prepared, the boss had better watch out.
* I’m sure it was just their usual walking animation, but at that moment, it felt like a gloating, troll-faced swagger.
TV review: BOSS
Criminals of Tokyo, watch out! The Special Crime Countermeasures Unit, led by American-trained Inspector Osawa, is on the job! There are just a few flies in the ointment. Osawa’s superiors hate her. To form her squad, she’s been given the dregs of the Tokyo Metropolitan Police Department. And Osawa herself was previously packed off to the US in disgrace. But don’t underestimate what outcasts can do, given the chance to prove themselves…
BOSS is a Japanese detective show, two genres I’m not familiar with. However, I have watched a lot of anime, and in a couple of ways, this reminds me of a live-action version of the same.
The first similarity is plot. Generally, each episode features a new case for the team to investigate, and to my non-genre-viewer’s eyes, these are implausible but entertaining. I doubt real police officers would use the heroes’ methods, and a couple of plot twists came out of nowhere, but it’s still a delight to watch the heroes outwit the criminal of the week. Here, the show deserves credit for avoiding a formula. In some episodes, the viewer and characters have to discover the identity of the criminal from scratch; in others, the viewer knows from the start, but the characters don’t. In some, the characters must race to prevent the criminal from striking again; in others, there’s no risk of a repeat, so the tension comes from the difficulty of obtaining hard evidence. As such, it has no problem staying fresh every episode.
The second similarity, and where BOSS really shines, is its characterisation and its sense of humour – this despite the grisly nature of the crimes. At heart, BOSS is the classic story about the ragtag band of misfits that ends up gelling together to save the day. Osawa is hot-tempered on the job, but also brave and devious; her crew run the gamut from excessively cheerful (young patrolman Hanagata), to apathetic (forensics technician Kimoto), to scatterbrained (washed-up Yamamura), to sullen (firearm-averse prettyboy Katagiri), to deceptively gruff (gay romantic Iwai). I doubt real police officers would be as quirky as the heroes, but they’re too endearing/funny for me to complain – and the whole point of this genre is seeing how the goofballs shape up. Watching them grow, learn to trust each other and conquer their demons over the series is the slow-burning payoff to the immediate laughs they generate.
Overall, BOSS might be a fluff show, but it’s a very good fluff show – the best analogy I have is an early Lois McMaster Bujold novel. You won’t ponder its hidden meaning or debate its moral nuances, but with its rollicking plot, vividly written and acted characters, a great sense of humour, and memorable background music, you’ll have too good a time to worry about such things. Recommended.
I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.
Demon’s Souls: Misery loves company
This is part 1 of my series on Demon’s Souls and Dark Souls.
1. Co-op: misery loves company
2. Progress, progress, progress
3. What difficulty in Demon’s Souls has to do with behavioural finance
4. Impressions of Dark Souls as a knight
Last weekend, flush with victory over the first boss of Demon’s Souls, I cheerfully declared, “Much less difficult than I was expecting!” I suspected I’d have to eat those words sooner or later, but hey, they were true at the time.
This weekend, Demon’s Souls fulfilled my expectations. Over the course of a circa two-hour play session, I was repeatedly BBQed by a dragon; made it past the dragon only to be carved to bits by a waiting knight; poisoned; ambushed from behind; and blew most of my precious healing items. What kept this fun rather than frustrating was that for most of this time, I was playing co-op.
While every game is better in co-op, this is doubly so in Demon’s Souls. This is partly due to the usual “many hands make light work” effect, partly because of what a relief it is to see friendly faces, but also partly because the game’s penalty for dying doesn’t always apply in co-op. For background, in Demon’s Souls, you can exist either in “body” or “soul” form. Dying in body form will send you into soul form, and dying in either form will make you drop all your accumulated souls, the game’s titular substitute for currency/EXP. If you die again before retrieving your souls via a corpse run, they’re gone forever.
Co-op works when a “soul” player leaves a marker indicating his/her availability to be summoned by a host, “body” player. The visiting soul will then drop into the host’s world as a blue phantom – and the beauty of playing a blue phantom is that in this form, you don’t lose souls from PvE deaths, making this a great, lower-stress way to explore a new level while building up a nest egg. If you die as a blue phantom, or the host dies (which results in all blue phantoms being booted), no problem – just lay down your marker again and wait for another player in body form to wander past. (I wasn’t the only one to do this, as I ran into the same blue phantom twice.)
I largely played my first few hours (single-player) cautiously, methodically, keeping an eye out for sudden death, and as such, they felt like hours. In contrast, those two hours of co-op flew past, laden as they were with memorable moments.
There were moments of endearing etiquette, when blue phantoms or the host would bow upon arrival.
There were moments bordering on farce, as three “mighty” warriors huddled together, cowering just out of reach of the dragon’s flame, before sprinting for their lives. (As such, this is the most realistic dragon encounter simulator I have played. You can in fact kill the dragon with enough patience, but evidently none of us had a bow with sufficient arrows.)
There were moments of wordless teamwork. Once, our way was blocked by a row of boulder-flinging monsters. The warrior next to me hesitated. And I realised this was a job for my spellcaster: I stepped forward, raised my silver catalyst, and began blasting away to clear our path – just as the third player present emerged from behind the boulder-tossers and caught them between hammer and anvil. This worked both ways – as a weedy spellslinging princeling, I loved having beefy, armoured knights around who could wade into melee and draw fire from me.
There were moments of high adventure: the host player and I made it past the boulder-throwers and eventually came across the level’s boss, a giant, flame-lobbing spider who blocked the far end of a tunnel. (We lost the other blue phantom somewhere along the way – did he lose sight of us and disconnect in frustration? Did an unseen demon do him in? Did he fall to his death?) It was wonderful to watch the host player at work, shooting arrow after arrow at the boss, rolling left and right to avoid fireballs, taking the odd hit but always managing to heal in time. (As far as I could tell, the host was the one doing the dangerous part of the work – my contribution was limited to lobbing Soul Arrows from the back of the tunnel and hiding whenever a fireball came near me.)
And there was a moment of triumph, when the giant spider finally fell. “THE DEMON WAS DESTROYED” took over my screen, and souls flooded into my possession. I gave the other player the highest possible rating (I hope he/she reciprocated!), and back in my own world, took great pleasure in spending my newly acquired souls on a shield and some skill points. I didn’t push my luck after that in single-player – with that, I logged off for the night.
All in all, I had a great time playing Demon’s Souls co-op. And my advice to anyone scared by the thought of visiting the Kingdom of Boletaria: try it with a group! Safety in numbers might be a relative term in this game, but you’ll also enjoy camaraderie and the spectacle of seeing other brave souls in action. See you on the other side of the fog!
First impressions: Demon’s Souls, Bastion, Half-Minute Hero
Here are some of the games I started recently in lieu of pressing on with The Witcher 2…
Demon’s Souls (PS3) – The infamously difficult action-RPG. As at the end of the first level, it’s actually much less difficult than I was expecting – it’s certainly less frustrating than the opening sections of God Hand or The Witcher 2. It helps that I’m using a walkthrough and playing as the easiest starting class, whose ranged magic attack can OHKO most of the first level’s enemies. This doesn’t mean it’s easy. My magic takes time to lock on and cast, which leaves me vulnerable to being swarmed in close quarters; if you let attacks get past your shield or fail to dodge, you can die in a few solid hits; and if that happens, there’s the loss of time from having to replay swathes of a stage*. The one boss fight that I did was actually really cool: I ran from cover to cover taking pot shots, realised my approach wasn’t working, then pulled my sword and CHARGED! – what a thrill that was. The online aspects of the game are also nifty – you can see ghostly outlines of other players, which once alerted me to an ambush (the ghost ran past a corner, then raised its sword to attack a foe I hadn’t seen), and touching bloodstains will let you see others’ last moments. I’m not sure how much more time I can spare for this game, but the first few hours were worth it.
* You can unlock shortcuts that allow you to bypass chunks of a level if you have to restart; however, there will still be some need to clear out respawned foes.
Bastion (PC) – Indie isometric action-RPG. I estimate I’m around halfway through, and so far, I’d consider this good but unspectacular. The game’s world is imaginative, colourfully drawn and fleshed out by omnipresent narration. Each stage feels distinct, both from an art and a gameplay perspective – some will involve a fairly long Macguffin hunt, in some you’ll find your Macguffin early but then have to flee a gauntlet of foes, and others steadily ramp up to boss battles. The combat feels fluid, as you alternate use of your shield, your various weapons, and manoeuvre. The difficulty level feels right – the mandatory stages start out reasonably easy (you can up the difficulty if you choose – I haven’t done so) while the optional stages are geared towards players who want a challenge. Yet, and this is very subjective, nothing so far has stood out enough for to consider the game “great”. I’m probably going to reserve this for when I’m too tired to play more involved titles.
Half-Minute Hero (PSP) – Now this is a clever concept. The flagship gameplay mode, “Hero 30”, is an 8-bit RPG boiled down into 30-second stages – level up, shop for better gear, recruit NPC allies, and then head for the boss’s lair! In practice, you’ll need more time than that, which is where one of the game’s key mechanics, paying the Goddess of Time to reset the clock, comes into play. As such, the challenge in each stage revolves around finding the right balance (on the fly!) between grinding, tackling the stage-specific challenges, allocating money between the Goddess, equipment, or other NPCs, and leaving enough time to reach the boss. A few hours in, I like its fast pace, I like its sense of humour, and just as with Recettear and Frozen Synapse, I like its original premise, and I’m already looking forward to the sequel (coming to Europe in October).
Take to the skies with these upcoming indie games: AirMech and Guns of Icarus Online
Sometimes, sequels and remakes are exactly what the doctor ordered. In recent weeks, two upcoming air combat-themed indie games have caught my attention: AirMech and Guns of Icarus Online.
AirMech
The further advanced of the two is Carbon Games’ AirMech. This is basically a modern remake of one of my childhood favourites, Herzog Zwei:
Never played Herzog Zwei or Brutal Legend, another game it inspired? AirMech is an action/RTS hybrid where you fly about in your plane, purchase units and then transport them to the front, and drop down into robot mode to engage enemies on the ground. But watch out for surface-to-air missiles! Up to four humans or AIs can play at a time, and victory goes to the player whose army can destroy the others’ starting strongholds.
I’ve spent about an hour with various alpha builds of the game, and from a presentation standpoint, it’s already impressively polished. I particularly like its bright, colourful and slightly stylised art – this is how an updated Herzog should look! The gameplay and interface are still being tweaked – the latest build plays very differently to the one I tried just a couple of weeks ago – but based on what the developers have achieved so far, I’m optimistic that the game can reach its potential. This just cries out for a Stompers of Comps multiplayer AAR, so stay tuned post-release…
Guns of Icarus Online
The other title to catch my eye is Muse Games’ Guns of Icarus Online, a steampunk airship MMO shooter. No actual gameplay in the following trailer, but it does look cool:
Critics were unimpressed with the original Guns of Icarus (which I never played), but the developers have acknowledged that “our ambition outstripped our schedule” for the original game; for the sequel, Muse is apparently better resourced and has benefited from its experience developing other games. While there will be PVP, I’m more interested in the “exploration” promised for the cooperative mode. At this stage there isn’t enough information to judge whether the developers can execute on this vision, but if they can, this could just turn out to be the steampunk airship Pirates! that I’ve been calling for. Worth keeping an eye on.
Flower – The Verdict
One of the gameplay elements that made 2006’s Okami so special was its emphasis on healing the world. As creation goddess Amaterasu (incarnated as a wolf), smiting evildoers was only the beginning; as you restored sacred cherry blossoms, nature would spring back to life in a blaze of colour. It was beautiful, it was triumphant, and it fit the theme of the game.
Well, Flower is that element turned into an entire, albeit short, game. In Flower, you control the wind, as it blows a petal across the landscape. Fly up to other flowers, and they’ll blossom, releasing petals to join you – soon, your one lonely petal will have turned into a flying trail of colour, almost like a prettier Katamari Damacy. Blossom all the flowers in an area, and you’ll revitalise the world. Withered fields will spring back to life, boulders will part, new flowers will sprout for you to collect, and new areas will unlock.
As far as game mechanics are concerned, that is pretty much it, although certain other features of the landscape will become important as you progress*. There are no enemies, no conflict, no timer, and no fail-state. A challenging test of skill this is not; if you play games solely for that reason, then Flower is not for you. What it is, instead, is one of the most unique, prettiest, and most relaxing titles I’ve played. Text-based descriptions of gameplay mechanics can’t do justice to what makes this game work – the combination of fluid controls (tilt the controller to steer, press any button to move ahead), unique premise, and art design. The world in bloom is a glorious sight – but that art design can also turn far more ominous, effectively changing the mood without a word being said. That makes it all the sweeter when you do restore the world.
All in all, I’d recommend Flower for any gamer after a simple, unique, pleasant experience. It’s particularly suitable to play while tired or stressed. The game isn’t long, but it ought to put a smile on your face while it lasts.
* I’m being vague here to avoid spoilers.
You can buy Flower via Amazon (warning – US PSN store only).
I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.
The basis of my review
Time spent with the game: A few hours.
What I have played: The entire game.
What I haven’t played: n/a
The Witcher 2: Strengths and weaknesses, so far
This is my second post on The Witcher 2.
2. Strengths and weaknesses (as of early Act 2)
I’ve now played a bit more of The Witcher 2 – I’m now up to early Act 2 – and I can elaborate on when it works best for me… and when it doesn’t.
My starting point is the familiar argument about whether games should focus on scripted storytelling or open-world gameplay. As an argument, this is silly – the only correct answer can be, “It depends” – but it provides a useful framework for thinking about the experience Witcher 2 offers, because the game’s strongest suit is its story. I like talking to NPCs, I like watching the more compelling NPCs in action, and I like finding out what happens next.
As such, the game’s prologue, steep learning curve aside, made a great first impression on me because it had such a high ratio of (quality) storytelling to gameplay: plenty of cutscenes, plenty of NPC interaction, and because it was so heavily scripted, every minute of gameplay pushed the story forward by directly advancing Geralt towards his goals.
In contrast, I didn’t enjoy Act 1 as much as I did the prologue because it reduced that storytelling : gameplay ratio. It did this in a couple of ways – first, the game opened up, but as a result, I spent much more time running around a town and surrounding environment that I didn’t care much for, and much less time actually progressing the story. In some games, such as Fallout 3, just wandering about in the open is a pleasure, but for me, Act 1 of The Witcher 2, with its narrow paths, was not. And crucially, the pacing of the story quests themselves sagged – while I disagree with Edge’s review of the game*, I do agree that much of Act 1 felt like a diversion. I realise these are very subjective complaints, and they carry a big disclaimer – I missed most of the side quests in Act 1, so quite possibly I made things worse for myself.
However, I will stand by my other bone of contention with Act 1: its difficulty spikes. By the middle of the chapter I could comfortably handle most battles, but the exceptions were still jarring. Even leaving aside boss fights, one sequence required me to fight a whole squad of guards in a little corridor – wide enough for them to swarm me, but not wide enough to take advantage of Geralt’s superior mobility. I reloaded again… and again… and again… and again… and this is where I’ll reiterate my comment from last week that the game needs a difficulty setting in between Easy and Normal, for action-challenged players like me. Outside of boss fights and other scripted sequences, it’s almost impossible to die on Easy (seriously, in that corridor fight I mentioned, on Easy Geralt could stand in the middle of five guys swinging their swords and still survive), and that reduces potentially epic moments to anticlimactic clickfests. On the other hand, on Normal, non-stop wiping at that same point wasn’t just annoying. It again negated potentially epic moments (instead of “oh, cool”, my reaction became “just get it over with!”), and it was immersion-breaking, which hurt a story-driven game such as this.
Now that I’m up to Act 2, I’m happy to report that the game has picked up again. Without spoiling anything, the scripted sequences that open the act are strong and even after getting past those, the story density remains high – I can find, and solve, a bunch of quests all in the main hub. Some of the side quests lead into cool fights that, while minor, help flesh out Geralt as a character (the fights became extremely easy once I realised how to cheese them, but that’s a story for another day). And I really like how Act 2 actually tries to justify the usual RPG “run around a new town, helping a bunch of complete strangers” trope. The Witcher 2 has returned to form, and I hope to play more soon.
* I consider the score too harsh based on what I’ve seen of the game; at least as of the latest patch, the combat system is much, much better than described; I actually like the prologue “fights and QTEs” that the reviewer pans; etc etc.