Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Sunday, 3 May 2020

XCOM: Chimera Squad (Not Quite Review Corner)


This is a fun one!

In the world of XCOM, an alien invasion in 2016 subjugated Earth under the rule of the Elders and their many unusual minions. However the secretive military counter-insurgency XCOM rallied, the Elders were defeated, and now everyone gets to live happily ever after.

Sorta.

The problem is there are millions of non-humans, human hybrids, clones and other remnants of the bad old days kicking around. Mass slaughter is off the table. Everyone has to learn to live together and forget the past. In the riot-torn starport of City 31, precise geographic location unspecified, that means someone has to keep the peace.

That someone is Chimera Squad. That someone is you.

Chimera Squad is a group of hero-level characters, some human, others not. They all have their unique abilities, personalities, and quirks. Axiom the Muton likes to eat what he catches, and loses his temper very easily. Blueblood the ex-cop has personal ties to City 31. Torque the Viper just wants a chance to tear loose and chew on Canadian bacon. None of it is in-depth; you learn about as much about these characters as you do the bulls of Ed McBain's 87th Precinct or any police procedural.

The characterization's strong, voice acting's good and the game isn't so hung up on its cinematics as to require full motion capture of every least facial twitch. There are radio bits and other snippets to keep you engaged with the city, and while City 31 doesn't have the same gravitas a city of its size in the real world would, it does feel solid and engaging.

Chimera Squad's special ops cops face off against former soldiers of the occupation, weapons smugglers and psychic psychotics, trying to keep a lid on the city's roiling pot of trouble. If things get too hot, the city will collapse and your mission will end.

Mechanically this is the same small scale squad tactical game you enjoyed when it was called XCOM 2. The maps aren't as huge, but you face the same strategic challenges: hide here, go there, run to higher ground for a better shot? Flank, and risk being flanked? Play it safe but miss out on an opportunity? These are the questions you'll have to answer on the battlefield, but be warned: the enemy's intelligent and very dangerous. Get it wrong, and you're cooked.

The big difference is in this game there is no permadeath. If a cop falls, they have to be rescued before they Bleed Out. Otherwise the game ends there; Chimera Squad can't afford to lose a single operative.

At least, that's the obvious big difference. Having played, I now know that the bigger difference by far is how the game treats its special use items.

In previous iterations when you gave your troopers a grenade, a medkit or a similar one-shot item, you knew that to use that item you needed to spend one of your trooper's action points. Each trooper only had two, so it became part of the game's economy. The opportunity cost of using an item meant you didn't have that action point to shoot or move.

That's gone. Using an item costs nothing. It's grenade Christmas, and you are Santa Boom-Boom. Spray medkits everywhere, charge up your troopers with whatever hot alien tech you bought at the Scavenger's Market. You can still move and shoot after flinging your kit around like a frenzied monkey. Throw a bubble grenade to tie down the trooper who otherwise would flank you, move up, and beat his buddy senseless with the butt of your shotgun.

That's the other big battlefield change: you can bring them in alive. I started using the Subdue maneuver early on because it suited my concept of how cops should behave: take them alive whenever possible. Sure, you get Intelligence rewards from the interrogation, but that wasn't why I did it. I figure, I'm playing a cop. Cops arrest people.

Then I noticed something. Subdue never fails. If you can get to the target you have a 100% chance to hit, which in RNG-happy XCOM is the Golden Snitch. Subdue doesn't use ammunition. Subdue can do as much as 5 points of damage under the right circumstances. Some characters like Cherub and Zephyr can do much more than that. Zephyr can crush multiple targets in one action, and Cherub can hit several targets with his shield bash wave. So given the option between taking a shot that might miss and uses ammunition, or Subdue, which never fails and costs nothing, I often pick Subdue. Perps vanish under a wall of beefy cop flesh, while off in the back Torque reads the Miranda warning - or whatever passes for Miranda in City 31.

Which is the game in a nutshell. Chimera Squad seems simple enough, but there's a lot going on under the hood. It allows you to play several different ways, but understanding all the systems feels like juggling frogs. I lost my first Ironman game to Anarchy after creaming the first two opposing factions, because I didn't understand all the ways I could crush Anarchy and keep the city moving. I didn't put Verge first in the Breach because I didn't understand how his Levitation ability helps me. I didn't appreciate Scars until I noticed my guys missing shots and moving slowly because they were covered in Scars.

You'll find yourself falling in love with one character, like Terminal, swearing you can't go out without her. Then you'll see how Zephyr's martial arts are game-winners, or how Cherub's shield block can save a tricky breach. There's enough variety in your heroes that you will want to see how they all perform, and find new ways to use their abilities. There's no reason to pick one squad and stick with that one squad forever and ever Amen.

As a game it's remarkably forgiving, technically as well as mechanically. My NUC's processor is underpowered for this and occasionally smells bunt toast, immediately crashing out. It often coincides with a lot of on-screen activity, like enemy reinforcements arriving on-scene. This is infrequent; it happens maybe once in a four hour session, and sometimes doesn't happen at all. Given my machine's not up to the game's spec, I'm pleased I get this level of functionality. There are one or two graphical glitches, but nothing to write home about. Frankly, I've seen top-end AAA titles with worse graphical issues.

So of course I'm recommending it, particularly in these times of wonder where staying in all day is the new normal. If you're not already mainlining Animal Crossing because you like noodling around with raccoon bankers, then now's the time to save the city with your band of misfit 5-0.

Enjoy!

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, 25 September 2016

Not Quite Review Corner: Batman (Telltale, iPad)

Batman took off as a video game property back in 2009, with the release of Batman: Arkham Asylum. There had been Batman games before, but no company before Rocksteady succeeded so thoroughly in making the player feel like the Dark Knight, in an adventure exactly like one of the Caped Crusader's grimmer tales. Not quite Alan Moore, but a passable Alan Grant. It spawned a succession of solid sequels, most of which - even the bad ones - were well received commercially.

Back in 2012 Telltale Games, a company that made a decent living but no significant reputation with episodic adventure games, confounded all expectations with The Walking Dead, an adaptation of the comic series by Robert Kirkman. Like Arkham Asylum, The Walking Dead shot to everybody's Top Ten or Game of the Year lists on release. It also spawned a ton of sequels, most of which were solidly put together even when they didn't match the emotional pull of the first game. Since then Telltale parlayed its newfound glory into a string of impressive hits, not least of which was The Wolf Among Us, an adaptation of a hit DC Vertigo series, Fables.

It was only a matter of time before Telltale gave Batman the episodic game treatment, and once it did it was bound to come out for iPad just as its other titles have. It just did, and these last few days I've been giving the first episode, Realm of Shadows, a shot on my iPad Air.

There are two questions to answer here:

Does it work as a Batman title?

Does it work as an iPad game?

The short answers are Not Entirely, and Absolutely Not.

As a Batman title it flows well. It suffers from Too Many Characters syndrome, probably because it's trying to pump as much Batman cred as it can in a short play time. I finished the title in a little under two hours, in which time we met Harvey Dent aka Two Face - before his unfortunate accident - the Penguin, Catwoman, Carmine Falcone, Detective (not yet Commissioner) Gordon, Vicky Vale, and probably Scarecrow, though that last awaits confirmation. Fewer references would have made for a better plot. But there's a decent balance between action and thoughtful crime-solving, and it really benefits from focusing on Bruce Wayne rather than his caped alter ego.

As a brief aside: it's a mature title, but all that really means is occasionally Selina Kyle says 'shit.' Because maturity is all about the swearwords.

That said, the big problem is that if you know the series at all, any tension is immediately lost. Telltale has a habit of making you feel as though every choice you make in-game is important - even though it often isn't so - yet knowing who these people are and what happens to them robs all the decisions of any impact. You know that Harvey Dent will become Two Face, so you don't care whether or not you make nice with him; whatever you do he's still going to get his face melted and become a villain. Equally you know it doesn't matter whether you choose to help Commissioner Gordon or Vicky Vale, since both of them will be your ally. There's no chance that Gordon or Vale will turn on you, and it won't matter too much if you upset one by helping the other.

Spoiler territory: the best example of this is the Wayne problem. In the first episode it's revealed that Thomas and Martha Wayne may have been in cahoots with the crime bosses that run Gotham, Falcone in particular. As a plot twist it seems powerful: Batman gets his whole motivation, and the money he needs to fight crime, from his parents, and if they turn out to have feet of bloodstained clay then the whole thing's upended. But you know full well Telltale will never stick to that, and even if it was tempted DC would pull the plug. No; the Waynes will turn out to be the sainted martyrs they've always been. My money's on the Wayne Corporation executive who turns up briefly at the Dent fundraiser, and later at the Arkham Asylum ceremony.

Personally as far as long-term plot goes I predict something like this: Penguin set Falcone up for the fall, using Catwoman to do it. Either Penguin or Falcone brought Scarecrow on board - hence the peculiar psycho gas that turns up in the crime scene - for reasons as yet unknown, but probably unpleasant. Penguin seems to be the long-term opponent, but things could change.

Moreover there are very few opportunities to be Batman. There are moments when you leap into action, but the game's rigged so that you never really fail. In only one instance does a bad button press result in Game Over; usually it just means you're not quite as cool as the real thing. Telltale's strength is in emotional strife, not combat, and it shows.

Which is why it doesn't work as an iPad game either.

The iPad touchscreen controls just aren't precise enough to make for a really compelling combat sim. More often than not the button prompt will come up for the quicktime event, you'll stab the screen like a chimp on a caffeine high, and your response will be off or mistimed or whatever it may be. End result: just not as cool as the real thing, just not as cool as the real thing, just not as cool as the real thing. Again and again and again. I don't doubt this worked like magic on consoles, but the iPad doesn't respond well to the chimp stab treatment.

Dishearteningly, it doesn't matter what you do. You'll still win. Granted you'll feel like an idiot and the little Bat-meter at the bottom of the screen, which does nothing except shatter your ego, will not fill up. But you'll still win. For a game all about power wish fulfillment, it robs you of power while at the same time fulfilling no wishes.

Is it worth getting? Ehhh ... if you're a Batman completest, sure. If you're just looking for some iPad fun, pass. I'd recommend The Walking Dead or The Wolf Among Us over this any day of the week.

See you next Sunday!
 

Monday, 9 May 2016

Battlefield 1 Reveal Trailer - Historical Jibber Jabber

It's rare I have something drop in from the mystic land of videogames that's so firmly in my wheelhouse as Battlefield 1, the latest iteration in the warfare FPS franchise from Electronic Arts. As I'm busy working on an Esoterror project - more later - I thought I'd use the trailer as a mental cleanser, popping in from time to time to give my thoughts on it when I want a break from the project.

Little is known about the game itself. It's set in the Great War. It's already been revealed that the Harlem Hellfighters, the black American (or perhaps that ought to be French, since the Americans wouldn't let them fight under the Stars and Stripes) regiment, will be a significant part of the game. Allegedly you'll be able to pilot tanks, planes and battleships as well as engage in ground combat. Not entirely sure why, since naval warfare really wasn't a thing in the Great War; everyone stayed home after Jutland. It might have been more interesting to give the players submarines. But what the hell.

With that in mind, the trailer:


First thought: the music's OK, but I would have preferred at least a nod to the tunes of the time rather than leap in with White Stripes. Eh, whatever.

0.08: trench warfare. Looking accurate so far.

0.09-11: desert warfare. Cool, the game's looking beyond the usual Trench Warfare stuff. Apparently that's a woman riding at the charge. Fair do. Not sure about the henna face tattoo; I thought that mehndi was more of a festivals/weddings tradition, than a 'let's stab people up and look good doing it' thing. Also, face tattoo? Is that what traditional mehndi's for?

0.14-0.17: back to the trenches again. Not sure when this is. I'm going to cross my fingers and say  1917-18. It's remarkable that everyone's striding around upright given the snipers, shrapnel and machine gun nests everywhere.

0.18-0.21: only one flyer used an all-red crate, and he didn't crash into what looks like a desert outcropping. Also, triplanes in the desert, what the hell. There was air warfare in the desert, but they used clapped-out hand-me-downs from the Western Front, not the latest and most modern kit. Plus I'm getting muddy about the timeline. If that's a tripe then this is probably 1917. So what's that remarkably intact building doing there? Why does everything look comparatively nice and not bombed to hell and gone?

0.25: Tanks? In the desert? Bullshit. Plus, if those are tanks, then this is 1918. They're working remarkably well, under the circumstances. The early tanks didn't like mud; God knows what those delicate little darlings would have made of sand, sand, sand as far as the eye can see. It's bad enough trying mechanized warfare in the desert in the present day. Those things would have gone two foot, coughed, and died.

0.034: I have absolutely no idea where we are. Italy? Maybe? It's the only explanation for why everything looks so green and verdant.

0.36: onwards, yeah, forget it. Not a clue. Most of it's trench warfare, some of it's sea warfare - again, that all came to a halt after Jutland - a chunk of it's air warfare, and I couldn't begin to tell when or where this is meant to be. Except there are tanks. So presumably 1918, Western Front. Except those are British tanks attacking what seems to be a British, or possibly American, position. Well done, lads. Medals for everyone. Historical note: the Germans did have tanks, but they never really got the chance to use them, except for one inconclusive little scrap in April 1918.

0.54-56: A zeppelin? What on earth for? Those things were a joke by 1918. You might as well send in Charlie Chaplin.

1.01: well, it's all over now, and I don't have to listen to that Godawful music. Thank Christ.

Impressions: it's traditional at this point to scream 'no gameplay' at the top of your voice, but in this case I think the criticism isn't as on-point as it could be. This is EA, after all, and Battlefield is one of its showcase warfare FPS titles. Unless someone screws up dramatically the gameplay will be solid but uninspired, because it is always solid but uninspired. Equally if there was anything really interesting it would be in the trailer, and it isn't. So nothing to look forward to, or to worry about.

It's just cinema, and not even very interesting cinema. It's unusual to see a Great War themed game, but there have been a few of those recently - Valiant Hearts, for instance - so it's not a complete shocker. I predict a bland and uninspiring single player experience tacked onto what is probably intended to be a multiplayer extravaganza that will last until the servers go dark. So maybe two years.

It's odd. There's been a bunch of multiplayer titles recently - Destiny, the Division, whatever that bloody silly mecha titans game was a year or two back - and all of them seem to be aiming for roughly the same market. Presumably someone out there is praying for a Team Fortress 2 success-level title, rather than the withered fruit that drops off the twig these days. But these things cost a fortune and if they're all leeching from the same customer base I don't know how the hell they're meant to make a profit.

Mind you, these are all made by the same small handful of AAA developers, and that might be the point. As the audience for Titanfall dwindles repurpose the servers for whatever Battlefield title is coming up the pipe, and that way you seldom have to worry about underutilized assets.  

Final verdict: historically wobbly justification for what's very likely to be Just Another Shooter. Collector's Edition pre-order at $220-odd (Jesus Wept), but that includes the statue and other gimmicks which nobody in their right mind needs, and you know in your heart that any DLC in the pre-order will eventually be released for everyone to buy sometime after launch. I note that the Desert War and Red Baron packs seem to be separate assets, so presumably if you just buy the core game you only play in the trenches.

Incidentally what the hell is it with pre-order rubbish? I liked feelies back in the day; the cloth map you got with Ultima III Exodus was part of the fun, and had in-game relevance. But the monkeys have taken over the zoo. Who needs yet another dust-bunny up on the mantelpiece, gawping down at the living room like a senile relative at a bar mitzvah? Just how stupid is the average consumer, anyway?

Don't answer that.

Sunday, 24 April 2016

Not Quite Review Corner: Fallen London (Failbetter Games)

Welcome, delicious friend! I can see by the fetters on your ankles and the threadbare quality of your clothing that you are a recent arrival to our moonlit shores. Let me tell you about our famous, forsaken and Fallen London, in which you now reside. Pull up a chair - mind the weasel, he bites - and take some honey, if you please. You may be here some time.

Failbetter Games' Fallen London has been doing great business as a browser game, but this week it opened up for business on the App Store, for those of you with iPhones, iPads, and iMushroomWine. I was a big fan of it on browser, but I dropped out a while ago, so when it reappeared on the iStore I figured it was worth a return ticket to the Stygian Depths. Now here I am to tell you about it, like an explorer returned from savage shores.

Fallen London is a story game. You are a new-fledged inhabitant of this subterranean copy of London, a shadow of the magnificent city that was, dragged underground long ago by devils. Or possibly cats. Opinions vary. In any case, here you are, and the question is, what do you do about it? Vagrancy is a punishable offence, so to avoid prison you'd better find a place to live, which means better clothes, which means some kind of career ... and before you know it you're deeply mired in the plots, politics and tragedies of this Victorian Gothic, Steampunk-ish (heavy on the ish) nightmare realm.

It's entirely up to you what you do with your time. So far, to give you a taste, I've written a well-received book about mushroom cultivation, followed it up with a short story and a commissioned piece about the delights of honey, seduced a honey-sipping heiress (it did not end well), caught cats to learn their many secrets, and dealt decisively with two monster rats that had been terrorizing the populace and eating small children.

I prefer a sedate life, so I've taken up rooms above a bookstore - having paid for it with secrets won from the aforementioned cats - and currently wander the streets, humbugs in hand, looking for adventure, and inspiration for my next masterpiece. Also, I need wine. The 1882, if you please, for in secret I'm an amateur cracksman of the Raffles variety, and I'm on the track of a diamond as big as your head. I've hit a stumbling block; my contact demands payment if I'm to carry on in my quest, and will take nothing other than a crate of 30 bottles of the 1882. So far I've won 10, thanks to my honey-sipping heiress, and though I could buy the remaining 20, I prefer to get it for free if I can. The search continues.

It's a Dreamlands-style Gothic RPG, and Keepers looking for inspiration for their Arabesque Bookhounds games need look no further. Or just looking for a few minutes' diversion. It's the kind of thing that can easily drag you in and keep you there, mainly because the quality of writing is superb. This really is a winding, crafty, engrossing epic. The teaser I gave you doesn't cover the half of it, not even the smallest crumb, the slightest mite.

Pity about the mechanics, then, because they do their best to spoil what's otherwise an enjoyable experience.

You play by spending a series of action points, deciding which of the many plot threads to follow. It's usually one point per plot decision; sometimes a little more, but not much. You get 20 action points total, which refresh at one point per minute or so back up to 20. Though there are other important mechanics I'm going to focus on the action point system, because this - combined with its eternal desire to sync - is where Fallen London really lets itself down.

Everything has to sync with Failbetter's server. That means when you boot the app it takes about one to three minutes before you can do anything, as it checks for new images, new sounds, and so on. I'm not entirely sure why. If Failbetter was producing new content every hour on the hour it might make a little sense, but I'm pretty sure it isn't. So nine times out of ten the sync gets no new data, but that doesn't stop it eating one to three minutes worth of time before you can do anything fun.

My pet peeve is that it syncs for new sounds. I have this on my iPad, and one of the first things I do is mute the sound for nearly every game I own. This is because I play iPad games on the go, it being a mobile device and all, and I don't want it bleeping and burbling away when I'm, say, at the pub. It's not as if the sounds are absolutely integral to the experience, like Left4Dead, when the difference between you living and dying can depend on you picking up audio cues. It's just a nice-to-have, and it irks me that each time it boots the game spends thirty seconds or so trying to find new sounds that I will never, ever hear.

Moreover if your connection isn't that great - and mine isn't always, particularly when there's atmospheric interference - the game can quietly die behind that loading screen. Never syncing, it just tells you to wait. And wait. And wait. As I write this, the app has spent the last two hours syncing. Eventually it will realize something is wrong, and reboot. In its own sweet time. And then it will want to sync again.

Once in, the sync then interferes with the action point system. You see, the action point refresh doesn't depend on time passing, or at least not just on time passing. It also depends on that sync, I suspect because the home server and not the mobile device's internal clock tells it when the action points have refreshed. This may mean that ten minutes will go by, or longer, with no refresh, because the home server hasn't told the app that you have points to spend.

When I first downloaded the game, I had to work out a way to trick the system to get it to refresh action points. Since then things seem to have changed in the last update, for there is an actual, honest to Murgatroyd, Push This Button To Sync Your Progress button. Allelujah. It's a bit well-hidden, though. Hint: tap the candle icon, and you'll bring up a menu. That menu will lead you to the Promised Land. Better late than never, and no, I don't know how you're supposed to figure that out on your own.

Speaking of figuring things out on your own, how much cash does my character have? Not the foggiest. I know what I can afford, because a little Buy icon flashes up whenever I go to the shops and see something I might be able to purchase. But I never know how much is in my wallet, so I don't know how much I need to save or earn before I can buy the thing I want to buy. Or how much I will have left after I've bought something.

Here's an odd one. The other morning I sold some gear and purchased a mask. Then I went into town to get some work done, and while there I stopped to check my account. Mask? What mask? It's not in my inventory. Where can it ... oh. Not only is the mask not in my inventory, but the rubbish I sold to get the mask is back in my inventory. The thing must have forgotten to tell the home server what I did this morning, so now I have to do it all again.

Or my current home, my rooms above a bookshop which I had to interrogate cats to be able to afford. I was so pleased to purchase that key from the land agents, but despite purchasing it, I had no key in my inventory. It existed; a trip back to the land agents confirmed that, but the land agents wouldn't let me activate the key from there. I had to activate it in my inventory. But it wasn't in my inventory. I'm still not sure what happened, but I think that because I bought the key while I was in the middle of a story the app couldn't put the key in my inventory until I backed out of the story. Then it allowed me to take possession of the key I'd bought ten minutes earlier, and I could move in. Guess how I spent those lost ten minutes. No, the answer isn't "having fun."

I can just about understand why Failbetter wants the game to constantly link to the home server. It must make it easier to craft the ongoing story and update the plot threads, as well as keep track of the player base.

Even so, I'm having a lot of trouble understanding why Failbetter wanted the server, rather than the app, to handle most of the admin side of things. It adds a layer of frustration to the experience that almost makes me want to quit the game. After all, this is a text-based experience, with some basic random number generation mechanics. Surely the app could have handled most of this on its own, without screaming for mummy to tie its shoelaces every five minutes.

I can only think Failbetter preferred total control via server because this is what Failbetter is used to, but hosting most of the day-to-day on the mobile device rather than the server seems to me at least to have been the better option. Even if it meant having what amounts to two separate player groups, one on the server and one in the mobile space.  Better that than have the mobile space continually feel like the red-headed stepchild.

Frankly, if the story wasn't masterfully crafted, I'd have quit a long time ago. It's a testament to Failbetter's writing team that I want to fight past this dilemma, but the game badly needs a fix. Other games get past this with weekly updates. If it only sync'd with the server once a day, and did it automatically like a podcast update without waiting for me to activate the app, would that really be so bad?

Incidentally if you think I'm being harsh, trust me when I say I had a much harsher review all written, but that the recent update mollified me somewhat. Otherwise this piece would have involved much more swearing, and possibly a burnt building or two.

Honestly, I want you to play this game. When it works, it's the best kind of fun: engrossing, well-crafted, thoroughly entertaining. It's Flashman crossed with Sherlock Holmes and more than a dash of Doctor Moreau, with all the addled dreamscape a Dali or Brunel could wish for. Moreover it manages the rare trick of being a social game without pestering you for all your contact information, demanding money with menaces, or insisting that you invite friends to get the best experience. As a browser game, it's brilliant. But then, as a browser game it's got a direct connect; it doesn't have to sync with the mother ship every time it tries to use its brain.

It's just heartbreaking. If I didn't like Fallen London as much as I did, I wouldn't be as frustrated by the app. Things have improved since launch, but in spite of the improvements I would be very wary about recommending this title.

Wait a week. Possibly two. Then have a go.

Sunday, 31 January 2016

Hacking Invisible Inc (Klei)

I was going to talk about something else this week, but I've been ambushed by Klei's stealth roguelike Invisible Inc. I don't know what to think about what just happened. I'm not even sure it happened. So I'm going to write about it here in hope I'll get a better understanding by explaining it.

Bear in mind that a large chunk of this post is going to be blocked out because it contains spoilers. I'm sorry about that, but there's no other way. Also, I'm not going to go over the gameplay, since I covered all that in Not Quite Review Corner.

This relates to the DLC release Contingency Plan.

I'm playing through on Expert, and have finished the midway extra mission, where the objective is to recover a McGuffin from the field to keep AI Incognita alive. Breathe a sigh of relief, since this is way more difficult than I had anticipated, and on to the missions after that.

The story adds a further 48 hours to your search, and requires you to recover an extra piece of special loot each mission before you can escape. So I'm already on a tight deadline, and now I have something else to worry about. Oh goody!

One of the next missions I tackled was a Cybernetics Lab, Sankaku, level 4 difficulty. The team that went in was Sharp, Banks (my starting team) and Shalem 11 (rescued). I don't know if that makes a difference or not, but I mention it for what it's worth.

Spoilers incoming!

Early in the mission I discover a special computer terminal. That terminal, Mother informs me, has information that the corps looted from Invisible Inc when we were raided. There are three terminals on the level, and I need to hack and download the data from all three to complete this side mission. Not a problem, I think to myself. So Shalem starts tackling the first, and Sharp and Banks go off looking for the other two.

Bear in mind, though this is early in the mission, it's taken me a couple turns to get to this point. I'm still on alarm level 0, mind you, but the point is that time has passed. It's been maybe 3 to 8 minutes since I booted the game. 

Shalem begins the hack. Sharp finds the second terminal soon afterward, and starts work on it. Then Mother tells me that, after I hack each terminal, she'll insert a worm onto Sankaku's systems. 

And then the game starts singing to me.

I nigh on flipped. I don't know what it was; some generic triumphal rock, I think, with cheers and so on. At first I thought I'd somehow left YouTube on and it was playing in the background. But that made no sense; remember, it had been several minutes since I booted the game, and if it was YouTube I would have expected it to kick in much sooner. 

Then I decide it's the game itself. I didn't recognize the music it was playing, and I convinced myself that this was because it was some work for hire stuff that Klei bought specially. OK, funny, heart attack over; Banks, go find the third terminal.

That's when I hear a voice stab from Valve's Team Fortress 2, the Soldier. I'm pretty sure he said Maggot! which is his favorite voice stab; it caught me completely off guard. Then the music changes to I'll Make A Man Out of You, from Disney's Mulan.

By this point I am utterly, utterly baffled. A work for hire might explain the earlier music, but persuading Disney to part with its tunes is no easy thing, and would probably cost more money than Klei has ever had. I know there's at least one YouTube short that mashes Valve's TF2 with that particular Mulan tune, and there may well be others for all I know, but this particular combination isn't one I recognize. 

I'm also laughing like a hyena on crack, but that's just by the by.

Once Banks cracks the third terminal and takes the data, the music stops. Down to business! Where's the cybernetics lab? Found it. Where's the exit? Found it! Job done?

No, of course it isn't bloody done, because with all this theme tune business I've completely forgotten the special loot. It's hidden way off in a corner of the map I can't easily get to, and now I'm on alarm level 4. Sod! Sod sod monkey bollocks, run run run!

OK, now I have the special loot and am making my way back. Shalem is moving very slowly because he's carrying a very heavy weapon, so he's back near the exit. Sharp and Banks are the ones out in the field, but they're about as far away from the exit as it is possible to be.

I hit alarm level 6.

The bloody game starts playing the Beatles, Hey Jude. 

Talk about take a sad song and make it better. 'Hey Jude, don't let me down'? You cheeky bastard. I'm dying over here. I've never had to play so skillfully to get my people to the exit, trying not to hack the big tank drone since it has a Validate daemon on it, which means if it goes down yet another guard will be summoned to the level and I'm up to my armpits in guards anyway ... it all gets very messy. I prefer not to kill the guards if I can help it but this time I was positively overjoyed to shoot one of the buggers.

Hey Jude follows me all the way to the exit, and my team extracts safely.

Once I'm out, I log off. That's when I discover that there really is a pop-up, a video player, and it has been playing in the background.

I don't know what to think. Was it Klei? Was it an accident? It wasn't YouTube, that much I do know, but as for the rest of it, I'm completely and utterly in the dark.

Let's say it was Klei. Well, it implies that Klei hacked my PC. Though hacked may be too strong a word, since if that is what happened, I'd bet money I gave Klei permission. Not that I'd know it. It'd be buried somewhere in the User Agreement, right next to the bit that talks about Germany's potato exports, since Klei knows full well nobody reads those things.

I don't know where it would stand legally. All it did was open a video player, which then played some music. I could do that myself if I liked. In fact, I am; as I type this I have Hey Jude playing in the background. 

If it was anyone else, I'd say it didn't happen. But this is Klei. The game is about hacking computers, and one of the achievements notoriously forces you to hack the game files to get the achievement. In fact until the DLC dropped it was the one achievement I didn't have, since I lack the skills and in any case didn't really want to mess with the game.

In short, if anyone would do this, Klei would. I'd bet anything on that. I don't know how I'd prove Klei did do it, mind you. Presumably if I went poking around in the game files I'd eventually find the code that set this up, but I don't know how to do that, and in any case doing so feels a little too much like telling the magician how the rabbit was pulled out of the hat. You don't want to do that. You go to a magic show to see magic, not to be an arse about the show.

So, Klei? If this was you, hat's off. An utterly brilliant idea, and it worked perfectly.

And if it wasn't you, I don't know what the hell happened.

Postscript: I don't know what to make of this, either. 

Saturday, 31 October 2015

Not Quite Review Corner: Til Morning's Light (iOS, Android)

As it's Halloween, and I have a busy day ahead, I'm just going to pop in for a moment or two and tell you about this moderately spooky title: Til Morning's Light, a puzzle adventure game by WayForward, distributed by Amazon's game section, available for iOS and Android.

It's the perennial problem. You want to go all Silent Hill, but you've got young spawn in the house, and you're not convinced that the sexual subtext of Pyramid Head and the Nurses will really go down well either with the sproglets, or your disapproving in-laws. How to best introduce them to the genre? Well, you could do a lot worse than try out this $2.99 title.

You play as Erica, a teen bullied into spending the night in a spooky old house. Now you can't get out, and monsters are crawling out of the woodwork to eat you alive. Maybe, just maybe, there's a way out around here somewhere. If you don't die trying to find it.

Expect to think your way through a lot of puzzles, find a bunch of keys, and beat up some nasty bosses along the way. There's plenty of folks in the house determined to add you to their ghost collection, and none of them are pushovers.

Let's talk about challenges. The puzzles are pretty standard stuff; find quest objects, use them in a certain way - make a stew, repair a phonograph, fix a clock, hold down a pressure pad - and you unlock keys, items or other things that will make your life easier. None of them are brain breakers, some of them are moderately challenging. Usually the clues needed to decypher the puzzle are near the puzzle bits, and, if you get frustrated, you can use the coins you've been picking up along the way to solve the puzzle for you.

Which is a good thing, because otherwise there really isn't all that much use for the gold and silver Erica snaffles up like a currency-mad truffle pig. Sure, there's an in-game shop you can use, but I didn't find the items in it that important. I ended up with about 7,000 in my pocket by the end, and no idea what to spend it on.

Combat is fairly straightforward. Poke or swipe the screen at just the right time, and you hit. Miss, and the enemy takes a swing at you. Very few of the combat moments were that challenging, but then I've been doing this for a while. Younger gamers may need help getting past the bigger fights.

You start the game with just a flashlight, but later on you can pick up more deadly weapons, like crowbars, hammers, axes and so on. They can only be found in certain places, and you can only carry one at a time. This is important, because some of those weapons are also used to force through locked doors, dig up items, or otherwise get to areas you don't immediately have access to. At the start, the item and the important weapon are usually close to each other, so there's no real problem. Later, after you've been swapping out weapons time and again, you'll start to ask yourself the important questions. 'OK, this is a hammer door. Now, where did I drop that hammer? O GOD! Over there? Really???' Off you trot, through room after cleared room to get the tool you need.

I get the impression the developer might have wanted the game to be more challenging, but cut elements out. For instance, there's a game mechanic that allows you to turn clues over, take a look at the back, or zoom in and out, the inference being that there might be hidden information that will help the player solve the puzzle. Except not really, since it almost never becomes relevant to play, and after a while you forget about the mechanic altogether.  You can also turn the flashlight on and off, implying that there might be significant differences in gameplay depending on whether or not you have light, but that never really developed.

The story's entertaining. The boss characters are just well drawn enough to be interesting, making each defeat a satisfying victory. The atmosphere's spooky, without going into The Shining territory. Erica's a lot of fun to spend time with. She starts out scared for her life - who wouldn't be, really? - but develops into someone determined to see this thing through, even if it kills her. Not the most original of plotlines, but voice actor Stephanie Sheh lends Erica a lot of personality the character badly needs. There's a downbeat coda to the ending that I found really satisfactory, and it has the impact it does because of Stephanie's portrayal. But that verges on spoiler territory ...

Speaking of death, yes, you might go down in a blaze of glory, but it doesn't make a great deal of difference to your game. You lose no items, or progress. Most importantly, for a game with its eye on the younger market, there's no gore to speak of.

The boss fights are fun, without being frustrating. My personal favorite is the second one in, Constance, whose special attack forces Erica to attend her tea party and chat with the ghostly guests. Spend too long in that chat, and you join them forever ...

At a price tag of just under three bucks, you'll probably get about four to six hours of fun if you play it yourself. Someone not as used to gaming may take longer to get through all the challenges. As an introductory title, it has a lot to recommend it. It has all the elements of horror - the spooky house, the ghosts - without actually being horrifying.

On the whole, two thumbs up!

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!

Sunday, 25 January 2015

Triumphs and Tragedies: Silent Hill

The other day I went digging in the basement for my Bill Hicks CDs, and discovered a cache of things long forgotten: the discs for Silent Hill 2 and Silent Hill 3, arguably the best of Konami's Silent Hill horror series. Like any sensible person, I immediately installed Silent Hill 2 - my personal favorite - on my PC,  and was overjoyed to find it still worked. Kinda.

The save function is irretrievably borked. The console version only let you save at predetermined points in the game, an idea that sounds crazy but works really well in survival horror titles; the PC edition kept those old save points, but also allowed you to save in-game whenever you wanted. The save points are dead. Any attempt to use them doesn't crash the game, but doesn't create a usable save file either. Any attempt to use the in-game save option crashes the game completely.

Otherwise Silent Hill 2 seems to work well enough. It was never intended to run on a PC like mine; it's only a squidbrain standard box, but compared to the original specs it might as well be the starship Enterprise's holodeck. I seem to have the option of minimizing it to the desktop and getting on with my day, at least without causing its tiny brain to melt. Otherwise, if I want to do this - and assuming it won't implode halfway through - my only other option is a marathon non-stop session.

Which I may try.

Before I do, I wanted to talk briefly about the importance of atmosphere. When I first dove into James Sunderland's nightmare, I got as far as the bit where he recovers the radio - veterans will know what I mean - before being brave enough to tempt fate and hit the save button, hoping it would work better than the predetermined save points. Naturally, it didn't. However even playing that long, perhaps fifteen minutes in all, the player's given a crash course in what makes Silent Hill great: atmosphere, atmosphere, atmosphere, with a side order of pure terror.

You start on the outskirts of a strange little holiday town, Silent Hill, where you spent the last happy days of your life before your wife died of a wasting illness. You think she's still in Silent Hill, so you make your way there. Except you can't get there the usual way as, for whatever reason, the roads are blocked; you have to walk. Through the thick, all-concealing fog. With no idea where you're going, or what it is that's making that horrible noise off in the distance.

Nothing like paranoia to make you paranoid.

There are no signs of life. Whatever happened here, happened quickly. Cars are left abandoned by the roadside, as if the owners just got out and vanished off the face of the earth. You get to town only to find that all the shops are shut, the houses abandoned. Some of the streets are sealed off with police warning tape, while one - a main boulevard - has collapsed altogether, making it impassible. The place might have been abandoned for months, and there are signs that properties have been boarded up and left to rot. Then you see something moving, off in the distance, and nasty looking bloodstains on the sidewalk seem to indicate recent activity of the very worst kind.

By that point I'm already wound up, and James doesn't want to avoid trouble; he wants to walk right towards it. In true nightmare logic, any attempt to wander in a different direction is met with warning tape and chasms, which in a tabletop session might seem like railroading, but somehow in a video game only enforces the otherworldly atmosphere. Of course you can't walk away from trouble. That's what being trapped in a dreamscape is all about.

It doesn't help that there's clearly something out there. I can hear it, but thanks to the fog, I can't see it. It's not human, whatever it is, and I can't help but think it intends me harm.

Some of this can be replicated in a tabletop session. I don't know if a Keeper can pull off the fog effect without an actual fog machine, or at least a darkened room. There's something about not being able to see trouble coming that puts people on edge, but it's a very sensual effect, and I don't think it can be recreated through imagination alone, at least not to all players equally and at the same time.

Sound effects, particularly these days, are not a problem. Tablets, smartphones and bluetooth enabled speakers can really screw with people's sense of reality. There are any number of wireless speakers out there small enough and loud enough to be hidden, and yet still be effective.

But to walk into a town and find nobody there, no sign of life whatsoever, that's the real kicker, and that's easy to pull off in a tabletop session. It can work in any number of ways; a Great War scenario in which you find the trenches completely abandoned is as effective as walking through empty London streets. Sometimes that event is nailed in actual history, while in other cases it can be just as illogical and insane as you like. Of course, waking up in a hospital bed after a disaster has wiped out humanity is a very popular trope; aside from 28 Days, The Walking Dead and Day of the Triffids both nicked the idea, and I don't for a moment think they were the only two to do so. In gaming, Portal pulls exactly the same trick, twice. Even Silent Hill does it, in the Room, fourth in the series and a big disappointment for me.

While the trope is cliched, the end result isn't; encountering a familiar environment, completely abandoned, is something that will chill pretty much anyone. It's a signifier not just that something has gone very badly wrong, but also that things will never be the same again. That's why it works so spectacularly in horror; the unspoken goal of a horror story is to return everything to a safe and normal end state which, of course, is impossible, and the empty, mocking streets and houses of Silent Hill know that only too well ...

edit: one unforeseen consequence of playing without a save function is that, when you die, you go back to the beginning, all progress lost! It's been so damn long since I played anything without an autosave function that I completely forgot this important bit of gaming history. Darn you, Pyramid Head! Time to take a break, I'm thinking.

Sunday, 11 January 2015

Not Quite Review Corner: Boom Beach (iOS, Android)

Boom Beach is something I hadn't heard of, even though it's been out for a year, until one of its cheerful adverts caught my eye. I've been playing this freemium app for about a week now, and the excitement hasn't begun to pall. It's one of my new obsessions, which I hope to pass on to you.

Boom Beach takes place in a massive archipelago, populated mostly by tiny villages. You command a mercenary band whose objective is to bring the archipelago under your control. Technically the game describes this as 'free the enslaved villages' but I can't help but notice that, as soon as the villagers are freed, they start paying you tribute, making this less about freeing the oppressed and more about 'new boss, same as the old boss'. In order to do this, you control an attacking force which you can send out via landing craft to the other islands, invading up the beach, smashing the enemy defenses, and blowing up the enemy's HQ. The HQ is the most important building on the map; destroy that and you've won the battle, but don't think for a moment that it'll be easy!

The cartoonish not-quite-Second-World-War visual aesthetic is a lot of fun, and though it's all about combat it's pretty bloodless, which means you don't have to worry about younger gamers getting an eyeful of viscera. Mechanically the controls are very simple. You have no direct control over your troops once they land, so they tend to head straight for the nearest target and shoot it up. Once battle begins, your main means of controlling the situation is from the gunboat offshore, which can fire flares to direct your troops where they need to be, use healing medkits to keep them upright, fire artillery shells on enemy positions to weaken them before the troops get there, and so on. The more experience you get, the more things the gunship can do, but it's powered by energy, which is refreshed only when your troops blow up buildings. This makes each battle an interesting mix of strategy versus utility. Do you send a flare to your troops sending them off to an undefended section of the map, so they can blow up buildings there, thus powering up the gunship which can fire off artillery at something dangerous? Do you head straight for the HQ, therefore not blowing up stuff, therefore not powering up the gunboat? Choices, choices ...

Your main NPC opponent is the Blackguard, a fiendish gang of ruffians dressed in Nazi black who run a series of bases all over the map. Destroy the base and the villagers who live there are free, free to give you all their money and send off tribute every few hours. Ahem. Your initial boss enemy is Hammerman, whose bases are very well defended, but the loot once you beat his pointy head in is phenomenal. Later you'll face off against more difficult boss enemies, but Hammerman's the NPC who'll dominate your early game experience.

Or you could just sally forth and destroy other players' bases, stealing their gold and raw materials. No damage is permanent, so if you blow up half a dozen of another player's buildings they all get rebuilt for no cost after the attack's over. You'll be very grateful for this when someone invades your base and reduces it to rubble!

Speaking of your own island, what if someone raids it, blowing up your HQ and stealing your stuff? You have a range of defensive options, such as the sniper tower, flamethrower, mines, machine gun nest, mortar, cannons and so forth. Again, the more experienced you become, the more options unlock, but each option needs raw materials both to build and upgrade it. The basic raw material is wood, used to build all the low-level gear. Then there's stone, then metal, each of which is progressively more difficult to obtain. Level one defensive buildings won't be able to cope with experienced attackers, so you need to keep upgrading constantly. In addition to the raw materials, each building takes time both to construct and upgrade; at the beginning this might be just ten minutes or so, but soon it's an hour, then two or three hours, and so on.

This is where the freemium bit comes in. The game's special currency is diamonds, which can be used both to buy raw materials and, more importantly, to speed up the building process. Spend diamonds, and that cannon which might take half a day to build is done in less time than it takes to type this sentence. Spend enough diamonds, and your entire base can be fully upgraded, ready to hold off even the most determined opponent.

While freemium is a problem for many people, I have to say I haven't found it to be so here. The big problem with freemium is that the developers often restrict the flow of the premium currency, making it difficult to proceed without spending money. The Simpsons Tapped Out is a prime example of this; it runs on doughnuts, which are almost impossible to find through gameplay, and since many buildings and important characters can only be unlocked by spending doughnuts, the player feels almost obliged to spend money. Not so here. Diamonds can be found in the wild, and can also be unlocked through completing achievements, making it relatively easy to collect a whole bunch without spending a dime.

Play style may also be a factor. This isn't a title you can sink hours at a stretch into; Boom Beach is something you pick up, play for fifteen or twenty minutes, then put down again. Perfect for a smoke break or a quick bash at lunch, but of course in the time in between, when you're not actively playing, you can be quietly upgrading your sniper tower, or whatever else needs doing. So long as you're happy with that, Boom Beach is for you, but if you demand hours at a time from your mobile app then you might get a little frustrated.

I'd recommend this to any gamer looking for a quick strategy experience. It's fun enough for a few minutes at a time, with just enough complexity in it to keep your brain working without overtaxing it. It's not for anyone looking for a complicated strategy experience, or who's hoping for a title that will occupy a lot of their time. It's also not for people who hate to lose. Your troops will get shot up, your base will be raided, your gold stolen, resources nicked. So what? It's only stuff, stuff you didn't pay for, and which you nicked off someone else. Don't get mad. Get even!

Incidentally if you should become a Boom Beach player and happen to come across a charming fellow called Spanky Burn, that's me. I love you, you love me, but stay orf moi laaaand!

Thursday, 26 December 2013

Not Quite Review Corner: Telltale's Walking Dead, Season 2

This is going to be as spoiler free as I can make it. This title has been released on PC, console and iTunes; I played the iTunes version.

Telltale Games' point-and-click Walking Dead series came out of nowhere a few years back and stole gamers' hearts, the world over. A large part of that is thanks to series mainstay Clementine, the young girl that main character Lee adopts and tries to protect, in a journey across the zombie-infested South. After the first series ended, Telltale released 400 Days, a not-quite-standalone adventure with different characters, but what everyone wanted was a return to the main story.  Now, in the second series, we get our wish, and Clementine is in the starring role. The opening episode of this five part series is All That Remains.

To get the boring bits out of the way first, let's talk mechanics. Anyone who played the first season will have little problem here. There have been some minor improvements but, broadly speaking, the game's QTE sequences and puzzle solving are unchanged. Swipe the screen thus to avoid a zombie, click and swipe to complete an event, combine the right puzzle objects in the right order, and so on. Most of the time it works, and when it doesn't it's easy to go back a step and try again. I did notice an annoying crash bug early on, and it took over half a dozen log-on attempts to start the game. I attribute this to wireless internet signal strength; if I went into a room where the strength was 3 bar, no problem. If  it was 2 bar, it crashed on start up. However once the game began, it could cope with a 2 bar signal.

Story is where this series shines. Again, I shall try my best to avoid spoilers here. You start the game a few months after the conclusion of the previous series, and Clementine seems to be in safe hands. This brief moment of comfort soon vanishes, and Clem has to struggle through without a safety net. In fact, one of the two highlight moments of the first episode happens in the first few minutes; I don't even think the credits had finished rolling.

The second highlight moment, at least for me, takes place about half-way through. I shall say no more than that.

Story structure branches off at several pre-determined points in the narrative, and this is Telltale's big selling point: choices matter. All the decisions you made up to now, in Season 1 and 400 Days, factor into Season 2, for instance; though if you haven't played those games, Telltale can invent a backstory for you. All future decisions count, shaping the story towards whatever nebulous conclusion awaits in the final episode,  No Going Back. While intriguing, one of the chief complaints aimed at the series so far is that decisions don't seem to matter as much as Telltale would have you believe.The opening episode of Season 2 does little to allay those suspicions. If anything, from a story structure perspective the Telltale team played it very safe; there's little to differentiate it from Season 1's opening episode, A New Day.

That might be for the best. Series veterans may prefer a little change, but an opening episode is as much for the new players as it is the old lags. Newbies need a little tender loving care, if they're to keep on playing. Here's hoping things will get more complex, as the series develops.

I'd recommend this entire series to anyone who likes horror, and good storytelling. I find the iPad version ($4.99 on iTunes) particularly handy, despite some of the annoying start-up quirks. The QTEs are much less tedious to deal with; somehow the process makes more sense with a touchscreen.

Enjoy!

Thursday, 21 November 2013

Not Quite Review Corner: XCOM Enemy Within

Yes, I write for the Escapist; no, this has nothing to do with the Escapist.

Firaxis' XCOM Enemy Within is conquering the gaming world, and with good reason. It's a fun title, a worthy successor to XCOM Enemy Unknown, and if you're a fan of strategy games it's well worth your time. That said, there's one big problem: bugs.

I'm not talking about the Sectoids, Thin Men and other aliens who've arrived on spaceships to enslave humanity. I'm talking about game breakers; bugs that crash the game, and destroy any chance of completing the level. I've just finished a round where I had to abandon mid-match, because the AI refused to believe I'd won. All the Sectoids had been shot, bar one, who happened to be standing next to a car when it exploded. Except the game didn't recognize the exploded Sectoid, and because it didn't the only other way to finish the match was to abort the mission, giving up all the rewards I'd fought for. It's also crashed to desktop at least four or five times for reasons unknown, and one particular EXALT mission has a nasty habit of not activating once you reach a certain checkpoint. Trouble is, if it doesn't activate then you can't complete, and as this is a story mission, not just some random match, you really don't want to abort. 

All of which will be very frustrating if, like me, you play Ironman, a game variant where every death is permanent and you can't restart from a previous save. At least three Ironman games had to be dropped because of that EXALT mission bug.

Now the bad part's out of the way, let me talk about the good.

XCOM, for those not familiar with the series, takes place in a near future Earth, which has been invaded by aliens. Nobody knows why they're here or how many of them are out there, and it's your job, as Commander of the elite special forces unit XCOM, to sort things out. You have at your disposal the best of the best, who'll research things for you, build things for you, and go out into the wide world and shoot things for you. The heart of the game is that last bit, where you guide your troops across the battlefield, looking for aliens to shoot and special rewards, like Meld, to collect.

Your first few missions are fairly simple, which is good news, as your base needs work and your soldiers are inexperienced numbskulls who can't hit the broad side of a barn. Over time, as you gather more materials, collect Meld to enhance your troops, autopsy the aliens you shoot, and level up your soldiers, you'll put together a crack force of hardened veterans, build a base filled with laboratories, workshops, and other useful gadgets, all in preparation for the endgame where you track down the alien base and destroy it.

You'll find yourself switching from tactical view to battlefield, eying up the best chances and making swift decisions. Do you intervene in India and stop an alien attack, or is it a better idea to wait and heal your troops? Nigeria, the USA and Japan are all screaming for help, and you have a satellite handy. Do you launch it and pacify one of those three, or save it in case of emergency? Russia's asking for materials from the UFO you just shot down, and promises aid to the project if you comply; is it a good idea, or do you need those materials more than Russia does?

As a tactical wargame experience, there's nothing as good as XCOM. When it works, it's the perfect squad-level game, and there's plenty of mission variety. The UFOs you shoot down need to be searched, alien attacks must be stopped before global panic spreads, the Council of Nations who signs the paychecks demands you do something dangerous in Canada, and so on. Enemy AI is extremely sharp, and will often outwit you if you're not careful. Plus there's an extraordinary variety of opposition out there, from human quislings EXALT to the savage Crysalids, Mutons, and psychic Sectoid Commanders. And that's just scratching the surface.

If it wasn't for the bugs ... I keep coming back to that, because the original game - though it had its faults - wasn't nearly as buggy as this. It's particularly aggravating in Ironman, where you can't take back a mistake. It's one thing to be stymied by your own stupidity, something else when the game smacks you in the face, potentially ruining hours of play.

Even with the bugs, it's getting a recommendation from me. Just don't play it on Ironman, at least not yet. Wait until it gets patched.

That's it for this installment! Next time, something for Night's Black Agents.

 PS: Since I wrote this, I've tried playing straight Classic, no Ironman. That seems to work fine. I haven't had a single crashout or experienced any major bugs. I'm beginning to wonder if this is something that only affects Ironman's save-every-turn function. In any case, I'm sure future patches will solve the problem. 

Saturday, 26 October 2013

Not Quite First Impressions Corner: Batman Arkham Origins

To begin with: yes, I write for the Escapist, no, this has nothing to do with the Escapist, it's entirely my own thing, and no, this isn't a review. I've only been playing Batman Arkham Origins for about 4 hours on Hard difficulty; I've penetrated Penguin's lair, and am currently fighting Deathstroke.

If someone were to ask me, right now, whether or not this was a good buy, I'd have to say no. Wait for a sale.

I don't have that option - video games never go on sale down here, particularly console versions - and besides, I enjoyed the first two episodes, so I didn't mind shelling out for this one. The first two were made by Rocksteady; in 2009 Arkham Asylum put that studio on the map, and in 2010 Warner Brothers bought the studio.  City followed soon thereafter, and was a huge success. Then something odd happened. Though a sequel to City had been announced in 2012, there were mixed messages about its content - was it Silver Age, was Paul Dini attached as writer, who would voice Batman and the Joker? - and in February 2013 it was announced that Rocksteady would not be the developer this time out. Instead, Warner Brothers Montreal would be the folks in charge. Perhaps it was thanks to talent drain; a Rocksteady developer lamented in February 2012 that an unfriendly business climate at home was forcing UK developers abroad. Be that as it may, from Feb 2013 to its release that October, Montreal was in charge, and to my mind, it shows.

After four hours, I haven't seen anything here that I didn't see in City. The environment's the same, since every outdoors location so far - and again, it's only been four hours, so that could change - has come from City. That same covered mall which was sprinkled with mines and a pain in the Bat-side to sneak around in City, is where I just foiled Penguin's gun deal in Origins. The same environments and rooftops I glided around in City, I'm gliding around now. The only thing missing is that bloody great wall, and Strange's armed thugs; but if early gameplay teasers are any indication, SWAT will be playing the role of Strange's Tiger teams. No doubt as soon as they appear, so will the choppers I remember spying on me in City. At least the wall hasn't been built yet.

The interior locations are a change of pace. Blackgate didn't really stand out. I'm enjoying Penguin's floating casino, though it seems a little small for what it is, and I can't help thinking that the basic premise is much the same as Penguin's Museum base in City. There are signal jammers outside, so deal with them first. Bust in to Penguin's lair, find your way to the fight pit, have a big fight, have a mini boss fight, move on. The Electrocutioner first appears in Penguin's lair, and what a big bag of wind he turns out to be, but the character that wins my 'least enjoyable' award so far is Tracey, Penguin's secretary. I've heard better Mockney from Jamie Oliver. The writers didn't dare say Fuck, but Bugger's ok, is it? Numpty? Have the 1970's returned, and nobody's told me?

I don't think Tracey's from the books, but I haven't followed comics since I was in uni, so I can't be sure. I hope, if she is, she gets better treatment there. Her biography doesn't say one way or the other, which is a departure from the other games; Rocksteady was always pretty good about telling you who first appeared where, and when.

The boss fights are interesting, but really not significantly different from previous outings. Killer Croc, who you fight early on, has broadly the same tactics as the Titan-boosted thugs found in both previous titles and the minor boss Siamese twin goons seen in City. He's quicker, but that's about it. Stun him, hit him, and keep hitting him. There's a really annoying Hit A Repeatedly QTE half-way through; I hope you have strong thumbs. But the bigger problem in that fight is the camera, which whooshes around like a drunk on a spree. You don't see enough of the Electrocutioner in his first fight to really test his mettle. Deathstroke has a curious block-block-hit him thing going on, but if you remember Ra's al Ghul's fight in City, you'll see a lot of similarities. It doesn't take place in a dream zone, but other than that, it's a very familiar fight.

Speaking of fights, yes, they're just as you remember them, and just as fun to plow through. The upgrade system is very odd. You get experience, much as you did before - hit things, smash objects, do well in predator encounters - but before you can buy any fun combat upgrades, you have to buy all the armor upgrades first. I've just bought the Blade Takedown, which will help deal with those pesky knife-users, but I had to fully upgrade my close combat armor first. Other combat moves are specific to bullet resistant armor, which I haven't fully upgraded yet. I'm not sure what difference that system makes to gameplay, but it did make me feel as though I was being forced to upgrade the way the developers wanted me to, rather than as I wanted to.

Again, this is a first impressions, not a review. I will play through to the end - I may even tell you what I thought of it, once it's done - but so far, I'm not impressed. Arkham City felt completely different to Asylum, right out of the gate. Origins feels like City's warmed-up leftovers. That's not necessarily a bad thing - City was a brilliant game - but it's not great for WB Montreal that my initial thought, as soon as I see the outdoor environments, is 'hang on, Rocksteady was here first - and Rocksteady was better.'     



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.