Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Sunday, 16 December 2018

Vampire 5th Edition

I played Vampire in the 90s. I had that book with the green marble cover and the o-so-evocative red rose. My heart belonged to Wraith, but I couldn't always get players for that haunted setting. Vampire was always the more popular game, because it fed into the power fantasies that the players enjoyed.

I don't know where my old books are now. In the basement, probably. Or given away. I still have the Wraith stuff. I have a new gaming group now, and some of them remember Vampire fondly, so I picked up a copy when I was last in the UK, shortly after its general release. Ken Hite's name attached to the project lured me in. I see Neil Gaiman's in there as well, not sure where. Some of the background material, presumably.

This thing's huge, and it doesn't waste a page. Even the endpapers are covered with 50 vampire victims for the characters to snack on. Hardback, full colour, a thing of beauty. I found it difficult to read at times and I'm not sure why; I compared it to the old Wraith books and there doesn't seem to be a huge difference, except in line thickness and colour plates. The new book's thinner font may be the problem, or perhaps it's just the difference between colour and black and white. One's prettier, the other clearer.

Rules-wise, while there have been changes, seasoned veterans will soon wrap their heads round them. It's still the old d10 mechanic at core. You have a dice pool, you roll your pool against a target number, the more times you make or exceed the target number the more spectacularly you succeed. Botches and critical successes are possible. There's more to it than that, but if you can understand that base concept you're laughing.

The old game had backgrounds, blood-powered Disciplines, and so does this. It's all basically the same as before. There's just a lot more than there used to be. This wealth of information is bound to be intimidating to neophyte and veteran with poor memory alike, so be prepared for lots of hand-holding if you're the Storyguide. For that matter, if you are the Storyguide, read the main book at least six times. You'll thank me later.

Is this a horror game? Yes. In fact that may be its greatest weakness, because the original wasn't.

Back in the before times, Vampire aspired to be Gothic with two Gs and extra Vathek. Yes, you played Vampires, tragic figures cursed with a lust for … something, it's on the tip of my tongue. Gaze not into the abyss, lest it steal your credit card information and run up a whopping bill on Amazon. Play pretty people power gamers controlling things behind the scenes.



But horror? Nooo, never heard of that. You must be thinking of some other Vampires. 

This was a game that, more than most, was guided by its fans, and what the fans wanted was a power trip dosed with a hefty slug of Anne Rice - which, again, was pretty vampires doing Gothic things, often in a historic setting, without serious consequences for the main character.  Humans? They were your toys, but in practice what this meant was you controlled things behind the scenes - local government, state, the cops, the Feds. For someone in their teens, being able to tell the Mayor of New York where to get off, or the cops to go screw, was heady stuff. 

Yes, there was a Humanity mechanic, and going into Frenzy was a pain in the ass - but that could be contained, and there was always the promise of Redemption, where you went up to Nirvana on a big pink cloud so long as you filled in all the squares on your celestial Bingo card.

People, meanwhile, were handy-dandy blood tacos you consumed to power up your Bejeezus Stick. Few players gave serious thought to the mechanics of hunting, or what it might mean for the faceless, nameless prey. Humans were a means of recharging Disciplines, which you then used on the more important stuff, like Dominating the Mayor of New York. 

One Hunt stands out in my memory. I thought it might be interesting to play through rather than just handwave it, and God, was that a mistake. The player hadn't the least idea what to do. It was like watching Inspector Clouseau chasing a guy in a gorilla costume round a roundabout. In the end the prey got away. The player thought I was in the wrong for making him go through it. He just wanted a good time, and this wasn't it. 

The designers, poor lambs, expected people to get deeply involved in the lore, the political intrigue, the social cut-and-thrust. That was doomed from the start. You don't give a player a Bejeezus Stick and expect her not to smack some fools with it. Often quite a lot of fools. 

Maybe somewhere out in Neverland where the flying fishes play there was a group that played the political game, but it soon became clear to everyone, including the designers, that what the gamers wanted was More Power, Please and Thank You. That led to a deluge of books. Camarilla, Sabbat, setting books, Clan books, more Clan books, special Sabbat Clan books, each with upgrades to the Bejeezuz Stick, till the thing resembled a nuclear powered Christmas tree with extra smiting. If you were a Gothically inclined Munchkin, this was the game for you.

I referenced the Nietzsche bit earlier about staring into the abyss. That got quoted frequently in Vampire circles; it was heady stuff for those greasy teens. It sounds good, sure. Nietzsche gives quotable stuff, but if you're a self-obsessed 15 to 23 year-old, to you, the abyss is old hat. You're already convinced you're dark and tragic, and have a poetry diary to prove it. This is the kind of thing Vampire gamers flocked to; that pop psychology 'yes, I am both interesting and tragically flawed, even doomed' reinforcement of an idea you're already convinced is the Ultimate Truth. All that, and power too - the power you didn't have in real life. Very attractive message.

This thing, though? Vampire 5th Edition? It's horror through and through, in one large package. 

There's absolutely no question what you are, in this game, and it's not a tragic antihero. You are the enemy, touched with Evil, hunted, slaughtered on sight - and this is because you hunt, and slaughter. You don't run things. Your Bejeezus Stick is pretty nifty, but it won't save you if the Second Inquisition comes calling. Humanity is monitored the same way someone with life-threatening allergies checks each and every thing they come into contact with. Frenzy can be character-ending. The Hunt is real. All too real. 

You're no longer the baddest man in the whole damn town, friend. You're meat, and if you want to keep on … whatever it is you're doing … you'd better get with the program. 

The clearest indicator of this is the Thin-Blooded, who've come to the end of the bloodline and now know how much it sucks to be undead. The central conceit of Vampire is that, back in the days of Caine, there was a first generation of Vampires. Each generation sires another, and each generation is weaker than the last. Vampire 5E goes one step further and gives you the Vampire without a clan, because there wasn't enough of the clan left to go around. Like mules, they're sterile. Unlike their kin, they haven't the dubious comfort of a working Bejeezus Stick; since the warranty expired on their bloodline, they don't have access to the full set of Disciplines. They can fake it till they make it, eating a stronger Vampire to join an actual clan, but until then they're the lowest of the low.   

All the old institutions have been destroyed. The Tremere Chantry is gone, the Nosferatu hacker network blown away. There's a new player in the game, the Second Inquisition, and it's here because Somebody, naming no names, let the Masquerade slip once too often. Now governments know what Vampires are, where they can be found, and how to kill them. As you might expect, the 'how to kill them' bit is what really fires them up. There were Hunters in the old game, Buffy-esque Scooby Gangs of civilians and witchy folk who pounded stakes into corpses on weekends. Now they're out of the picture, replaced by Langley spooks and NSA watchers with drone squadrons at their command. So don't say anything on the internet or your cell phone you don't want Uncle Sugar to hear, or you might find yourself on the wrong end of a well-equipped government sponsored kill team.


As a Vampire, you have to do some horrible things to keep going. So the game goes into detail about your style of hunting. Do you engage in Consensual vampirism? Cleave to your old mortal family, only ever drinking from your own people? Are you a Farmer, drinking only from animals, or a Bagger, taking only cold, bagged blood? Victim types, when described in the text, are precisely that - Victims. There is no romantic pretext that you're doing anything other than killing people. You might have been Compelled to do it by your lack of blood, but that's still a corpse on the ground.

Not just any faceless corpse, either. Remember those 50 Victims on the endpapers? That's Kevin, he was stuck in a dead-end job but wanted to be a poet. That's Faye, who wanted to fix the system. That's Maddie, who was trying to start her own business. 

Then consider some of the gruesome aspects of your chosen path. Cleavers feed covertly from their mortal family, which can include children. The most extreme Cleavers adopt children, marry a human, and try to maintain a family life for as long as they can [p176]. The Sandman attacks sleeping victims. The Siren feigns sex to get what he wants. Child abuse, sexual assault, stalking - it's all there, bubbling under the surface. 

If what you are looking for is a horror game, then this is what you're looking for. Ken Hite's on record as saying that if it were up to me nobody would ever get to play the good vampire ever again in any medium [NBA p126] and these most definitely are not the good vampires. These are the bloodsuckers, the killers, the villains, and if that is the game you are looking for - the game where you sink as low as you can go, and then sink further - rush to your friendly local game store and buy this now. 

Think very carefully about that for a second.

By now I'm sure you've heard that White Wolf no longer calls the shots for this franchise. Paradox, the parent, absorbed the White Wolf team into the company. Sections of the Camarilla book have been retconned, and by now I suspect unaltered versions of the Camarilla and Anarch .pdfs are very popular downloads on shadier parts of the internet. This is in response to a specific section of the Camarilla book, which puts vampires in effective charge of state-level butchery in Chechnya.

I've not read the Chechen section of the Camarilla book. I have read sections of it reprinted on various websites. I will say that if your RPG supplement ends up being blasted by Russian crime news sites then things have gone badly wrong. According to the author of the Chechnya bit it was an editing error more than anything else. Judging by some of the customer commentary there are certainly plenty of those.

[Side note: does nobody attribute, anymore? I've spent the last however-long trying to find out who wrote the Camarilla book. It might have been Winnie the Pooh for all I know. Nobody refers to the author by name; even the site linked above just refers to whoever it is as 'the author.' Mark Rein-Hagen and Matthew Dawkins provided 'insights and perspectives' which isn't the same as saying they wrote it, but I suppose that's as close as I'm going to get to solving that mystery. Vampire 5E has ten different people listed as writers or contributing writers, so I'm guessing that Rein-Hagen and Dawkins weren't the only two involved in Camarilla, but you'd probably have to own the book to know who the others are. 

Mind you, there's no Vampire 5E author info at White Wolf or Modiphius either; for all I could prove to the contrary, Vampire 5E might have been written by that talented polymath, Fartknockers McGee. If I'd talked Neil Gaiman into writing for my RPG setting I'd be shouting that from the rooftops, even if all he did was add an extra comma to paragraph 3, page 56. The only reason I know about it is I looked at Vampire 5E's front page. Until I did that, I had idea he was involved, and I've been following the progress of this book for a while.]

In this version of the game, those greasy teens and their power fantasies wrapped up in Gothic romanticism get a nasty shock. There's no disguising what you are, not even with a handy-dandy Nietzsche tag-line. In fact, I'm not even sure Nietzsche gets name-checked in the 5E book, though my memory could be faulty. You don't have the authority you used to, and forget about Dominating the Mayor of New York, lick. Stick your head up above the parapet, and a government assassin will blow it off. The moving hand has writ, and not one word or quote from your poetry diary can lure it back to cancel even half a line. You aren't the vampire you thought you were. You're the bloodsucker of the 21st century, a thin-blooded, bottom-feeding, treacherous asshole. 

Therein lies the problem.

Maybe the audience doesn't want a horror game where they're the monster. Romantic, doomed antihero, yes. However this time you have no redeeming features. You can pretend you have redeeming features, if you're into self-delusion. You can pretend to have a moral code. 

Kevin, the wannabe poet, might challenge your world view. 

If you're feeding off your family - including the kids - sneaking into people's homes at night to attack them while they sleep, tricking the gullible lovelorn into giving up all they have, there's no pretending you're anything other than evil. That's what makes this work, as horror. If horror is what you're looking for.

Like Charlie Hall over at Polygon, you may find this game isn't for you. Frankly, played straight, I'm not sure I'd want to play a full campaign of this. Some one-shots, sure. I don't know how my new gaming group will react to it either. The ones who played Vampire back in the day may be into it, or they may not. I can think of at least one player who won't want anything to do with it.

Charlie Hall brings up one more good point: how to do this so you don't squick out, weird out or emotionally scar the group. A White Wolf representative tells him the company wants to put out a series of essays about caring for the folks at the table, but it wasn't going to be available right away.

We saw it as a separate product, as a separate SKU,” [Jason] Carl said. “I think the timing is inconvenient because we wanted to have it ready for Gen Con [when V5 will first be available for purchase] and I don’t know that it will be ready for Gen Con.”

Maybe a Gen Con release date without the essays wasn't wise, in hindsight; maybe releasing those at the same time would have blunted some of the criticism. Yes, a Gen Con release is good for sales, but this is going to be a tough one to find an audience for, which is all the more important because a quality production like this needs good sales to make its nut. One reason why, back in the day, black and white was preferable - less expensive means a lower break-even.

It's good stuff, well written, excellent production values. It's a mass-market book looking for players who want to be evil. Not murder hoboes, not doomed and tragic, not Gothic with two Gs and extra Vathek. Evil.

One tough sell.

Now, since I complained about attribution a while ago it's only fair I attribute:

Vampire 5E

Developed by: Ken Hite, Karim Muammar

System Design: Ken Hite, Karim Muammar, Karl Bergstrom

Story & Creative Direction: Martin Ericsson 

Written by: Ken Hite, Martin Ericsson, Matthew Dawkins, Karim Muammar, Juhana Petterson

Additional Writing: Mark Rein-Hagen, Karl Bergstrom, Jason Andrew, Freja Gyldenstrom, Neil Gaiman

Edited by: Freja Gyldenstrom, Karim Muammar, Jennifer Smith-Pulsipher

Sunday, 16 October 2016

Not Quite Review Corner: Invisible, Inc (iPad)

I've mentioned Klei's Invisible, Inc before, but until now it's always been a PC and PS4 title. It recently popped up on the iStore for $4.99 and, as Hurricane Nicole bore down on the island, I thought it was as good a time as any to give it a whirl. I played this on iPad Air 32 GB, so not the most recent model; performance-wise, I have no complaints.

If you've already played this or read the previous review then you know the basics, but to briefly reiterate: this is a stealth turn-based strategy roguelike with cyberpunk elements, in which you play a team of highly trained corporate spies on the run, trying to find out why your agency got smashed by the corporations while at the same time saving your powerful Artificial Intelligence, Incognita. Think of it like Pelgrane's Night's Black Agents, except the enemies are powerful megacorps with private armies at their disposal, not vampires.

Its basic release in May 2015 gave you the game, several unlockable agents and hours of fun. The November 2015 DLC Contingency Plan gave you several more agents, a ton of new items and equipment, and increased gameplay considerably with two new custom missions and several extra basic missions. I've played Contingency Plan to death on PC; in fact as the iPad release surfaced I was already on Day 16 of an Endless Expert run, so my people were about as skilled and as tooled up as it is possible to be.

It came as a little bit of a shock to discover that the iPad release includes just basic game content. Oddly, when Contingency Plan came out I didn't think it added much to the game. It took this release to make me realize just how much the DLC brought to the experience. On iPad it seems a shorter, less fulfilling title without the DLC content. I also realized that, without the Contingency Plan stuff, a shorter game means less of a challenge since you never encounter any of the tougher enemies in campaign mode. You'd have to go to Endless for that. There are several new agents only available on Contingency Plan that won't be available here, and all the side missions I'd come to expect - retrieving drones, hacking software laboratories, retrieving Invisible's data, raiding power vaults - are gone.

I played through one story campaign in Expert on iPad, and it was a lot of fun. It might be shorter, and that may mean it's not as much fun as the expanded Contingency Plan version, but it's still one of the best turn-based games out there. I was sweating bullets by the end, using up all the toys I'd saved to get my people to the final scene, and more than once I was convinced I'd completely screwed myself and lost the game. Particularly since, as this was basic, I hadn't the time to get any of the really powerful toys, which meant that any enemy with better that Armor 1 could have my agents for breakfast spread over a nice bagel.

A few things struck me. First, this game kills batteries. One level used, on average, about 30% of my battery life. Two levels would have me reaching for my charger.  If I were going on a long journey or thought I wasn't going to be able to charge my device, I wouldn't touch this game. When the hurricane knocked my power out, for instance, I immediately stopped playing and didn't touch it again until power was restored.

At first I thought I would need a Wi-Fi connection to make this work which, since Hurricane Nicole was bearing down on me, would mean I couldn't play. Not so; it works fine offline. It takes a while to load. I'd guesstimate maybe a minute and a half, at most, between boot and play. Given the complexity of the title I'm not surprised.

I wouldn't try this on a phone. Things got very busy on my screen, and more than once I really couldn't tell what was going on without juggling the screen a few different directions and squinting. Moreover there are times when two enemies would sit on the same square and I really couldn't tell which was which; very annoying when those two enemies are hackable drones, but I only want to hack one of them. I dread to think what the experience would be like on a smaller screen.

I used finger rather than stylus as a control, and on reflection I really wish I used a stylus. Maybe it's just me, but I think that might have given me better control. That said, gameplay was smooth and I never once made a disastrous mistake through fat-fingering.

It's almost but not quite the same game on iOS as it is PC. There are some gameplay changes, and I noticed two which may have a significant effect on your experience:

First, enemy drones have slightly different behavior patterns when hacked. In the PC version hacked drones can open doors and, if armed, shoot things, but other than that they have no function. In the iOS version hacked drones can also manipulate switches and apparently gather items, though I didn't have many chances to test that last part.

Several levels depend on you doing certain things in certain areas. In the detention center level, for example, you have to hack a control panel, manipulate that panel to open the cell door, and then guide the prisoner out. Usually this means you have to send an agent in to the control panel, but if a drone can do that job it can change the way you deal with the level. You don't have to send an agent in, thus possibly alerting the captain of the guard. The drone can do all the really dangerous bits while your agents sit outside, probably distracting the captain by opening doors and running away, a cybernetic version of Knock, Knock, Ginger.

Moreover if they can gather items then they can empty safes, which would make bank robbery much easier. I didn't have many chances to test this theory, but it's worth trying.

Second, at least one and probably more items have changed slightly. I'm talking about the Invisibility Cloak, but I wouldn't be surprised if other items changed too and I didn't notice.

The Invisibility Cloak in the original came in three versions: Basic, Cloak II and Cloak III. Basic lasts for three or four squares of movement, I misremember which, and then fades. Cloak II lasts the full turn, and then fades. Cloak III lasts two full turns and then fades. You need to have a certain base level of Speed before you can use the advanced Cloaks, and even Basic needs a higher Speed than your agents usually start with.

In the iPad version all's the same, except for Cloak III. This time Cloak III only lasts for one turn, not two, but the kicker is that when activated it generates a small cloaking field around your agent, allowing you to make more than one friendly target invisible. They don't have to stay chained together either; once invisible no matter where they go they stay invisible for the rest of that turn or until they attack.

This came in very handy in the final encounter. Shalem and Monster were cut off from the rest of the group, and the enemy were closing in. Decker had Cloak III ready. He ran in through the enemy, activated it next to Shalem and Monster, and all three of them sprinted past the guards, Decker frantically gobbling Stims for extra move boost. They still needed a smoke bomb from Internationale on the next turn, otherwise the guards would have nailed them. But without that first turn of invisibility, the team would have failed right away.

Understand, these are only two changes I noticed. I'd bet there's others I didn't spot. That said the core game is basically the same as it was when Invisible, Inc first launched in 2015. Tweaked certainly, but not fundamentally altered.

Do I recommend this title? Yes. If you like turn-based strategy with roguelike elements and a high degree of stealth gameplay, this is a must-purchase. I'd warn you to watch your battery life, but apart from that, enjoy!

Sunday, 17 May 2015

Not Quite Review Corner: Invisible Inc (Klei)

Welcome to another installment, in which I'm going to talk about Klei Entertainment's stealthy roguelike, Invisible Inc. I just picked this up on Steam yesterday, and have been playing obsessively for the last few hours. I haven't beaten it yet (experienced level), but I am on what seems to be the final mission, and am playing through again with different characters to see if that has significant effect on my playthrough.

The story campaign is set in a William Gibson-esque cyberpunk world, and I'll go so far as to say that, unless you've been devouring cyberpunk for the last few years, many of the game concepts might confuse or irritate you. Corporations rule this dystopian world. Your rag-tag bunch of crooks and thieves has been a thorn in their side for far too long, so the corps decided to band together to take you out. Your organization is shattered, many of its members captured, and you're on the run with what's left of your super-powerful AI, Incognita. Your job is to stay alive, and find somewhere to house your AI before it degrades beyond recovery.

Incognita is one of the major gameplay elements. It's thanks to the AI that you can hack your way through the enemy defenses, and without hacking your team would be dead in the water, since the corp facilities are chock-full of security cameras, laser beams, security drones, combat drones and other, terrifying things. Plus, of course, security guards. So, so many security guards ... Your job, ultimately, is to keep Incognita alive, and the story missions revolve around you finding a new home for her, after the old one was blown up.

You begin play with two surviving agents, a small fund of credits, and not much else. The default agents are Decker, a thug with a handy-dandy invisibility cloak, and Internationale, a clever hacker who can rip systems apart wirelessly. Of the two, Internationale is probably the more useful, since Incognita needs Power to operate, and Internationale can steal that quickly and easily. There are other agents which you can unlock through play, or rescue from detention camps. Some are combat monsters, others stealthy thieves. Though each has a personality of sorts, it barely impinges on gameplay. Apart from individual character's special abilities, like Decker's chance to detect internet Daemons, each character is the same as another, increases abilities in the same way, and uses the same equipment. There are no character classes here. If you want Internationale to become a brawler, a brawler she shall be, and so on.

This is a turn-based stealth roguelike, with STEALTH writ in ten-foot high fiery letters. If stealth games frustrate you, on no account go anywhere near Invisible Inc. In many ways it's the polar opposite of XCom, despite both being turn-based strategy titles, because one of the draws of XCom is that you get to shoot, blow up and otherwise shred the things that anger you, whereas here you need to adapt to your environment, avoiding conflict if at all possible. Dishonored, another stealth title, also allowed the player to choose to blow off steam, and complete the mission, by killing everything in sight, waving a sword like Doug Fairbanks on amphetamines. Here, though, killing or indeed any aggressive action is tacitly forbidden. Each time a guard dies, or wakes up after you've knocked him unconscious, things get much more difficult, as the alarm bells start ringing and the surviving guards chase you down. At alarm level one, things are a little tricky, but at level six you might as well get in your coffin and call the undertaker.

This is a difficult game. I strongly recommend new players start at Beginner, and work your way up. Ordinarily the lowest rung of the difficulty ladder is for those who've never played this kind of game before, but this time, it's for everyone. Particularly since the game's stuffed full of concepts and terminology that aren't as clearly described as perhaps they could be. Again, it's a cyberpunk thing; especially when it comes to the hacking side of the game, you really need to be into the genre to get, say, Daemons, and how they can screw with your day. But it's also because there's a ton of stuff to take in, very little of which is going to be familiar to you.

For example: there's something called a Sound Bug on many of the levels. Presumably it's some kind of defensive mechanism, a type of trap. I have no idea what this thing does. It hasn't affected my game play - or at least, I haven't noticed it affecting my experience - but I know it's there, and I know it does something.  I've been ignoring it, which seems to work so far. I'd still like to know what it is.

Many of the game's concepts are deliberately video-gamish, which can be annoying. Case in point: if you hack some of the consoles on the level, you get the option to buy new programs or tools to help you out. Think about it: you've just hacked, as in gained illicit access, to their systems. You should have complete control, so why are you spending money, your own actual cash, to do stuff? Do Chinese hackers rip apart, I don't know, Amazon, say, just so they can purchase books on Kindle? Or here's another: many of the advanced weapons require ammo packs, one-time-use items, so they can be recharged. I assumed that meant if you wanted to reload during a mission, you had to have an ammo pack. Fine, but if I empty a weapon and then finish the mission, I can reload for free at home base, right? We have bullets stashed away at HQ, surely? No? I have to use the one-use-only item that cost me several hundred credits - again, my own money, because my hacker's a bit fuzzy on the whole stealing thing - to recharge? Damn. There is a story element that explains this - you're flying around on an escape jet, and didn't have a chance to bring supplies - but it still smacks of resource management shoehorned in to make the experience more difficult.

It's not as if you can get stuff easily. There is an in-game merchant, Monst3r, but he rarely has anything to sell, in story mode at least. You can buy things from corp machines, but there's no guarantee that the corp machine will have what you want, and of course you're dodging corp security all the time, so you can't hang around. That one-use-only item can't get replaced easily, so you have to be really, really careful, husbanding your resources.

It is basically Ironman by default, unless you're playing at Beginner level. Ironman, for those not familiar with the term, is a game concept which assumes that you cannot go back to a previous save, and play again. Every choice counts. At Beginner, you have the option of Rewinding, going back in time one turn, which you can do five times. You also have the option to restart the level, which is great when you thoroughly screw the pooch and are facing down a dozen enraged guards. At Experienced, you can no longer restart, nor can you go back to a previous save, and you only have three Rewinds. Thus, while not officially Ironman, Experienced forces you to play with no take-backs, and if the mission goes straight to hell, that's the entire campaign done and dusted, with all your people dead or in custody. You don't have the option to choose who goes on a mission. The game assumes everyone goes, so if you fail and your people are wiped, there's no way to recover. Ouch! I haven't dared try anything above Experienced yet. I think it might make me cry.

Is this a good strategy title? Hell yes. You will sweat over every single decision. When you manage a successful run, sneaking through the facility and stealing what you need to survive, escaping right under the enemy's nose, you'll feel like the hero of a heist movie. The roguelike aspect of it makes it feel a little as if the corp's architects drink a bucket of scotch for breakfast, lunch and dinner - seriously guys, corridors that go nowhere, what the hell - but it does mean that the maps have near infinite variety, which really keeps you on your toes.

Has it the same replayability as XCom? Well, it does have sandbox modes for you to tool around in, after the story mode's done. You could build up a team of hardened crooks and make the corps sweat blood, forever and ever and ever. XCom doesn't offer that, and its lack of new maps does make it feel same-y after a while. Even if a roguelike's maps look as if they were put together by Salvador Dali's cousin Sherman, at least they're different each time.

However there's not a lot of actual variety in the missions. Ultimately you go to a place, do a thing, and then run away. The thing you do can vary from hacking into a system, buying new stuff, capturing enemy personnel for the information in their heads and so on, but the mechanics of it never change significantly. Whenever you do a thing, alarm bells go off, making it that much more difficult to escape. No matter how you handle the capture of a corporate officer, for instance, in hope of stealing his data card, he always, always, always summons a high-level security guard to investigate. No matter how stealthy you have been, the alarm bells always go off, and the level of alarm always increases. It doesn't matter how clever you are, if you're still there when the alarm level reaches six - and it will get there eventually - you're borked. All this can make the game feel as if you're doing the same rote task, time and again, and it's mainly the adrenaline rush of avoiding the security systems that keeps you hooked.

Is it worth the money? It's currently going for $17.99 on Steam, and is also available on Mac and PS4. Not sure of the price tag on the other platforms, but I'm going to go out on a limb and say that it's broadly comparable. At that price, it's a steal. Even if you fall out of love with it eventually, it will consume many hours of your time before that happens.

Do I recommend it? Yes, but with the great big caveat that you have to like stealth games, and must be big into cyberpunk as a setting. It is not a game for hotheads, and if you lose your temper easily, avoid like the plague.

But all that said, if you do love stealth, if you're familiar with cyberpunk as a setting, and if you're looking for a turn-based strategy title to take over where XCom left off, look no further. Klei has you covered.

Enjoy!

Saturday, 11 May 2013

Not-Quite-Review Corner: Sid Meier's Ace Patrol

This is a review of 2K Games' iOS free-to-play turn based strategy title, Sid Meier's Ace Patrol, a Great War air combat game. First, a disclaimer: although I write for the Escapist - in fact, I wrote this news post about the game - this review has nothing to do with the Escapist. It's completely my own thing. I'm drawn to this game in particular because I wrote this RPG scenario for Pelgrane and, as luck would have it, was tweaking the air combat rules not so long ago for the collected Great War Trail of Cthulhu setting.

Sid Meier is someone you should all have heard of by now, but on the off-chance you haven't, he's the guiding mind behind the Civilization game franchise, the man who took us to the stars in Alpha Centurai, the man who made Pirates! - also out for iPad, incidentally - and a host of other strategy titles. This latest effort fits right in with Meier's strategy aesthetic, being easy enough to get to grips with, but tricky enough to test your brain. It boasts 120 different scenarios and asynchronous multiplayer, all set in the hostile skies above the Western Front. You play as one of four nationalities - French. British, American and German - commanding a squadron of four eager pilots. Your job is to wage a successful campaign against the enemy, which means you need to fight the enemy four times in a series of scenarios, and then fight the concluding battle. Once that's over, the next campaign begins. Best of four campaigns wins the match.

Sounds simple? Well, it is ... except you can't just beat the enemy. You need to prevail while at the same time preserving your squadron. Each time a plane gets too badly damaged, its pilot has to sit out the next one or two missions. If a pilot gets shot down, they're injured for five missions, if this happened on your side of the lines. If this happened on the enemy's side, they're captured, which means they're out for the rest of the campaign, until they get handed over in the Christmas prisoner exchange. Remember, you only have four pilots. Most missions require only two, some insist on one, so you can afford to be a pilot down for a mission or two. But the concluding scenario of the campaign requires all four, so if something's gone very badly wrong and you only have one or two healthy pilots left, you're going to get trounced.

Aesthetically, this is a very pleasing title. Visuals are clean and fit the period very well. The sound and music are (mostly) spot on, though I'm prepared to swear on a stack of Sopwiths that someone borrowed a musical sting from Pirates! It just sounds too familiar. Strategic minds may be reminded of games like Avalon Hill's Knights of the Air, or Wings of War, as this title has a very similar aesthetic. Your pilots start off with the basic maneuvers and bags of optimism, but later on will be pulling off Immelmanns like seasoned professionals. Which is just as well, since their flying coffins are never very sturdy at the best of times. No single scenario takes much longer than ten minutes to play through, before the fallen are scattered across the landscape like crispy pigeons. Moreover the AI knows its business well enough to pose a significant challenge. If one of your pilots manages to get caught in a one-on-one against an AI ace, be prepared for pain, unless your man has as many tricks up his sleeve as the AI does.

Don't expect complete historical fidelity. The aircraft are well designed and in period. The pilots' continual survival is a bit odd; despite being shot down, shot up, set on fire, or imprisoned on the enemy's side of the lines, each lives on to fight another day. I'm torn. I'd almost rather there was permadeath, and have the dead pilot replaced by a rookie. Not only would that be historically valid, it would add a new layer of complexity, particularly late game. The presence of female pilots on the battlefield may upset some purists. The title gives you some customization options - you can change the pilot's name, and add some color trim to the pilot's plane - but ultimately you're stuck with a more or less interchangeable, and unchangeable, smiling face, male or female, to take into battle. Female pilots I don't mind, but I do find it slightly odd that - though there are one or two non-Caucasian faces - there don't seem to be any black pilots. After all, there were at least two black warbirds, one American, one Turkish, who actually fought, one of them on the Western Front. Why not have them in the game?

The 120 different missions boast is a bit of a misnomer. Mathematically, there may be that many, spread across the British, French, American and German campaigns, but in practical terms there are perhaps twelve different mission types in all. The Germans have one less than everyone else, since they have a zeppelin for the Allies to blow up, whereas the Allies don't have anything quite as cool for the Germans to shoot at. Some missions are essentially copycats; there isn't a substantial difference between blowing up a train, and blowing up some trucks. Most of the time you'll be playing through the same handful of missions, with the only difference between one campaign and the next being the relative difficulty of the enemy pilots. You may get bored quickly, given the level of repetition. Multiplayer is, I strongly suspect, where this title expects to enjoy longevity.

Whether or not that appeals to you is down to personal preference, but be warned: you may need to spend some cash. Though the title is technically free-to-play, only the tutorial missions in the British campaign are free; if you want anything else, you'll be spending money. It's $1.99 per campaign, or $0.99 for the rest of the British campaign. If you want your pilots back from hospital or the prison camp soon after they get shot down, that'll be cash on the barrel head, presumably each time you do it. I haven't been mad enough to spend money on that, at least not yet, though I wonder if that might not be the only way to successfully complete the game at its highest difficulty levels. There are also aces for purchase, special pilots who start the game with their own unique abilities, either bought singly or as part of the 'ace pack.' I do not know if the aces are allowed in multiplayer matches, but if they are, I pity the poor sod who goes toe-to-toe with the Germans. The special bonus for von Richtofen is 'inflicts more critical hits' and Immelmann 'starts with one ace maneuver', both of which abilities are ever so slightly savage. Pride of place has to go to Frenchman Rene Fonck's chance of a single-shot kill, though his companion Guynemer's ability is a bit naff, and anyone who spends good money on the American aces wants their head examining. I wouldn't take balloon-buster Luke on a bet, and Rickenbacker's ability to avoid critical hits isn't that wonderful, not when you consider that it's your ability to shoot down other people, not avoid getting shot down yourself, that will ultimately win the match.

Ultimately this title does tick all the necessary boxes: it has clever strategic play, and a compelling just-one-more turn single player campaign. Game play itself is smooth and swift, and while you may be tempted to go in bull-headed at first, it's clever strategy that will win the day. You do need to think one or two moves ahead, and if necessary take a few losses on the chin. It's the campaign that matters, not the skirmish, and it does you no good to win a match only to lose half your squadron doing it. Where it falls down is in its limited mission options, and a fairly aggressive monetization model that seems determined to wring pennies out of the player. It's not as aggressive as it could be; technically you could get by with just the British campaign, at $0.99, thus getting a pretty addictive strategy title for cheapsies. However it's unlikely that most players will stop there, and I've no doubt 2K Games knows it.

Recommended for: strategy nuts, Great War enthusiasts, those who remember the old Avalon Hill games fondly.

Not recommended for: people looking for a 100% authentic Great War experience, people who can't stand microtransactions.

Sunday, 24 June 2012

Shut Up & Sit Down

This is going to be a quick post because I want to talk about something else altogether, but I can't blether about that until I've blethered about this: Shut Up & Sit Down, a boardgame review site run by two guys in the UK, Quinns and Paul. This site is so much fun! Please go over there and give them a bit of your time.

I've loved board games ever since the year dot, but I hardly ever get a chance to play them any more. I lack both time and opponents, but there was a day when something like Knights of the Air, Kremlin or Fury of Dracula consumed hours upon hours upon hours of my free time. I still have all three games knocking around somewhere, but the odds of them ever coming out of the box for a bit of fun are, alas, very low. Watching these two nutbars have a casual meltdown, grins plastered all over their faces, as they get deeply involved in yet another video review is very satisfying.

I will say this: their vids can be a bit too long. They cover a lot of ground, but unless you have half an hour or so spare watching one can feel like a slog, however funny it may be. They seem inclined to switch to a ten-minute format, probably to satisfy their Penny-Arcade audience.  I hope they stick with the shorter shows, as they're much easier to digest in one sitting.