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

Thursday, 21 September 2017

X-COM 2: War of the Chosen

The Chosen,whose new album is out this week.
War of the Chosen is a massive DLC pack for X-COM 2 which, like Enemy Unknown's expansion, Enemy Within, transforms the standard campaign with new content, adding additional enemies, units and features of the strategy layer.

First and foremost are the titular Chosen, a trio of badass enforcers for the alien Elders. In a cutscene completely outside of X-COM's possible view or knowledge - a first for the series - the Assassin, the Hunter and the Warlock are tasked with returning the Commander to ADVENT custody. In order to ensure best results from their infighting underlings and promote cooperation, the Elders promise control of Earth to the one who captures the Commander (and later have the gall to get pissed at the Chosen for being competitive.) What this means in-game is that each Chosen controls an area of the world, and has the potential to show up during missions in this area and get all up in your face.

Strike a pose.
The Assassin is a bit like your Rangers, combining tremendous speed with a concealment power, a devastating melee attack which leaves all nearby X-COM operatives effectively puking their guts up in shock, a shotgun for back-up, and the ability to move after attacking. Oh, and she doesn't trigger overwatch fire, because fuck you, that's why. The Hunter is all about precision range work, bouncing all over the shop with her grapple and deploying a targeting lock which forces the engaged target to reposition or face a lethal attack in the following turn. Finally, the Warlock has some nasty psionic abilities, and they are all built like bastards, overflowing with hit points, armour and reinforcements. Oh, and you can't permanently kill them at first. And they can sometimes capture your soldiers.

Thoughout the game, the Chosen learn more and more about your operation, with an ultimate eye to attacking the Avenger and recapturing the Commander. This growing knowledge provides an additional countdown which, unlike the Avatar Project, can never be reset. In addition, they have the option to capture your soldiers for questioning, which is just... rude.

Sneaky!
But what's sauce for the goose is sauce for the ruthless alien enforcer, and that additional strategy layer element comes into play with the covert action screen. Managed via the new Resistance Ring facility, Covert Actions allow you to seek out rare resources, but also to find information on your enemies just as they seek information on you. The primary missions of this type relate to locating the stronghold of each Chosen and unlocking a mission to infiltrate it and destroy the stasis coffin which keeps them alive, but you can also send troops to find out where they are holding your captured soldiers, and completing such a covert action similarly activates a one-off rescue mission. Completing a covert action requires you to assign one or more soldiers, scientists and engineers, and possible intel or supply resources, with most actions having a required baseline and additional assets which can be assigned to buy off some of the risks. Each action has a risk of injury, ambush or capture, which makes covert action a bad choice for getting some quick experience on the rookies.

These two are introduced as barely able not to kill each other. I think most
players probably set them up as a max-bonded kill team.
Covert action opportunities are provided by the three Resistance Factions, another addition to the game. The Reapers are facemasked, Russianish scout-snipers who look like refugees from Gone with the Blastwave and eat ADVENT troopers for breakfast; literally. Naturally, this makes working with the Skirmishers, ex-ADVENT defectors, iffy at best, and the goal of the Covert game is to get each of the factions sufficiently onside to create a united resistance. The third faction, the Templars, are psi-cultists, but lack the specific beef with the other factions which makes the Reapers and Skirmishers engaging. At the start of each month, any faction that likes you (including X-COM) can be assigned Resistance Orders, which act as powerful modifiers for the coming month, boosting income, reducing the risk of Covert actions, or making certain Proving Ground projects complete instantly, to name but a few. Each of the factions also provides a 'hero' soldier for your forces (and the Reapers at least may very rarely assign a Covert action allowing you to recruit another,) with powerful abilities.

The templar's focus is, essentially, cutting a fool.
The Reaper uses stealth, sharpshooting and explosives. Their enhanced Concealment mode, Shadow, makes them incredible point-runners for ambushes, and they can remain in cover for entire missions if correctly specced and used for picking off the injured. The Skirmisher focuses on mid-range firepower and mobility, with a grappling hook that can be used for traversal, to drag in enemies for a melee attack, or to take the Skirmisher across the map to the enemy. While the Skirmisher does have a limited melee capacity, the real close-range specialist is the Templar, who has only a machine pistol to back up a brutal hand-to-hand attack and a battery of psi-abilities which are powered by successful melee kills.

The hero units are not distinctly more powerful than regular soldiers, but they are versatile, especially with the new ability point system, which allows you to choose abilities from multiple branches of their advance tree at each level. In addition, each has the potential to inflict horrific damage, with a high level Templar carving a swathe through the enemy, and the upgraded Banish ability and a souped-up rifle allowing the Reaper to take out half a dozen large enemies in a turn on a good day. The Skirmisher lacks any such extreme manouevres, but has a number of traits granting additional actions, including the hit-or-miss potential of Battle Lord, which for one turn each combat grants the ability to act like one of Vahlen's rulers and act each time an enemy takes an action in the character's line of sight.

By this point, their guns had been named... after
each other.
Another new addition to the mix is soldier bonding. Operatives sent on missions together, especially those who spend time in proximity on the field and shoot at the same enemies (or at enemies shooting at each other,) develop cohesion, and have the potential to form bonds, which grant extra abilities relating to their partner. Such pairings can then be made the subject of an inspirational poster, as can victorious group shots and other photos taken with the new photo booth feature. Stored in our game files, these can be found as propaganda posters around the battlefields, which now include underground levels and abandoned city blocks. The last of these are home to the Lost, zombie-like rejects from the Elders' experiments that attack in hordes. Killing one grants an extra action, so it is possible to take down a lot of Lost in a single turn, especially with a good sniper.

War of the Chosen overhauls X-COM 2  with a new feeling and a host of new gameplay elements, although one of my favourite things doesn't come up until the very end, when we see the Skirmishers welcoming waves of ADVENT troopers now free of conditioning. It's rather sweet. It also expands the original game without the crippling difficulty hike that makes it hard for me to get on with the excellent Long War 2 mod. I won't say 'otherwise excellent', because it's a feature rather than a bug, but does unfortunately mean that the mod is not really for me (at least until someone with better technical skills than I creates a better aim mod that works with LW2.)

Friday, 16 June 2017

SUPERHOT

Boom! I shot a red dude.
SUPERHOT is one of weirder first person experiences I've ever played, for a whole bunch of reasons. The product of a game jam, I am given to understand, it's sort of like The Talos Principle, but bitter and nihilistic. First of all, it begins with a fictional set-up where you're breaking into a company server to play a supposedly boss computer game, which is actually just - in the game's own words - shooting red dudes. Secondly, the game is basically just shooting red dudes, and in a stark, white environment filled with black objects that can be picked up and shot, thrown or swung to kill red dudes.

Oh; and nothing moves unless you move.

That's the twist of the game, you see. Well, one of them. The other is the emergent plot, such as it is, of which more below.
This is looking bad.

But, yeah. You start a level and everything is still (almost, anyway; if you hang around too long, eventually something will kill you.) Things move slowly when you turn, and full speed when you move. This includes the red dudes, their bullets, and your bullets. The action of firing or throwing lets time run a little, but then you need to go somewhere for your bullet to actually reach its target. Interestingly, this means that targeting the time-frozen red dudes is actually harder than is usual with an FPS projectile weapon, because the bullets actually take time to travel.

Also, you can throw katanas at people.

Blam! His head exploded and... Wait; is this okay?
Anyway, then there's the plot, which emerges through play, and suggests that you are being sucked into some sort of virtual world to be a disembodied, electronic agent of change and sucker others into doing the same.

On the upside, you get access to the endless mode once you shoot yourself in the head.

I should probably add that it's more designed for VR, but it's still a decent, novel little shooter.

Monday, 27 March 2017

A World of Assassination

It makes me very sad that I haven't yet sniped anyone from this church tower.
Okay, so I am now three levels into Hitman: No Subtitle, and it's going pretty well. There are bits of it that are tougher than others, but it's never yet frustrating and insoluble. The nearest I got was trying to sneak into the Swedish embassy in Marakesh. It took me three tries to get an unconscious guard into a box unnoticed, and even then apparently Swedish diplomatic protection is unusually hot on its security guards knowing each other's names and faces. Less so on local masseurs, as they all took me for the man with the golden touch despite the eight inch height disparity, lack of hair and bar code. So it goes; in Paris I successfully masqueraded as the world's most famous male model.

For a game that is basically about killing people in inventive ways (on one notable occasion in Sapienza I just left an exploding golf ball in a box and walked away. Ten minutes later I got the kill confirmed(1)) Hitman: No Subtitle really appeals to the explorer type. The levels are huge and open, and full of people discussing things directly or tangentially related to the main plot of the game. There's this whole counter-blackmail thing going on in the Paris mission with a magazine editor trying to get dirt on the IAGO blackmail ring to keep from going under in the face of the advancing world of fashion blogging, which frankly seems reckless, but you can also stumble on her agents and overhear them bricking it, and on IAGO's models/spies discussing their assignments, some of which involve people we'll meet later in the plot and a so-far mysterious cult that seems to tie things together. None of this is essential, but it's also never discussed in the cut scenes or main briefings; it's purely there as background information that you can pick up if you want.

Well, I know what I'm doing this evening...
The other thing I've really noticed is that, for a game about an assassin, it really never wants you to feel good about killing people. Sure, most of your targets are bad people on one level or another, but even the nasty ones are pretty nuanced. The least diabolical of the six targets I've gone after so far, the least offensive are the scientists devising a genetically targeted virus designed to infect and move from person to person until it hits the one person it will kill, and one of them hired the ICA to off a local right-wing politician in one of the seasonal special missions. I guess the Wet Bandits from Home Alone maybe didn't deserve to be killed in the Christmas special(2), but you know how it is; play the gig, stay away from politics. Actually, the 'just play the gig' attitude is challenged by this game as the arc plot shows that the ICA is being manipulated into a series of seemingly unconnected hits aimed at bringing down a group called Providence. Maybe it would pay to look at the politics a little closer.

None of the targets are diabolically evil; that's the point. The serial blackmailers are on some level trying to go straight, the scientists are mostly in it for the science (evil science, admittedly.) The general angling for a coup de tat and the banker who ruined thousands of people and destabilised the Moroccan government I am less concerned about, if I'm honest. There's also just enough detail to the supporting NPCs(3) that murder seldom seems an easy option. Despite their apparent policy of sheltering wanted financial fraudsters who happen to be Swedish, there's a definite lack of relish on those occasions when I screw the pooch and just start capping off at consulate guards before reloading (although I confess, when I finally got fed up of the one guard who flatly refused to move, just stood there playing with his phone and waiting to witness you if you attacked the masseur, and just beaned him in the bread basket with a thrown hammer(4), that was satisfying.

Stop!
Traversal in Hitman is definitely less satisfying than Assassin's Creed's signature free running, but the complete focus on the business of patient, meticulous assassination more than makes up for it. Played wrong it would feel like a particularly unsatisfying version of Ubisoft's occult murder simulator, but if you embrace the nature of the game it comes out more like a particularly strangley and non-judgemental game of Portal.

(1) I got two non-target kills for the level, but I don't know if that was that the golf ball got the golf coach and one of the guards, or because the box I later hid two unconscious scientists in was – as I only realised as the second one vanished in a flurry of bubbles – full of evil, biohazardous goop well above the tolerance levels of their hazmat suits.
(2) Quite by chance I ended up putting them in the same cupboard, which was satisfying.
(3) They really only ring false when they react to seven foot of cueball muscle putting someone in a mistimed chokehold by pointing and saying sternly 'you let him go now' rather than screaming for the police or even throwing things at you.
(4) Throwable blunt objects are a godsend in this game and I routinely load my pockets with hammers, wrenches, bricks and coconuts far more than guns or knives.

Friday, 24 March 2017

First Thoughts on Hitman: No Subtitle

"There's a voice, keeps on calling me..."
Thanks to a Steam sale, I recently picked up the first season pass of Hitman, a game most notable for having seasons. This is because it has been released episodically over the course of the last year, one level at a time, with extra challenges and 'elusive targets' - special assassination targets within the existing levels who must be eliminated in one attempt, and within a 48 hour realtime window - increasing the replay value and encouraging players to attempt the same missions over and over again to learn the level layouts and opportunities. Speaking of opportunities, for rookie slackers like me there are hints to lead you to particular assassination set pieces, but there are always plenty of options, including the high-risk, low-hassle option of a bullet in the head.

I stuffed up incapacitating the male model 47 bears an uncanny resemblance
to, so he was found and revived and actually walking about somewhere else
while I snatched his catwalk spot and his meeting with Blackmail Inc.
I've completed the prologue 'training' missions and the first real level so far, and it's a good balance between frustratingly difficult and insultingly easy. Enemy patrols are regular enough to predict, frequent enough to require swift action, and cones of vision finely balanced so that the guards neither seem insultingly oblivious nor utterly inescapable. Some of the opportunities seem unduly demanding, but increasing mastery allows you to unlock new staring locations and disguises which would make for radically different approaches. To increase one's mastery of each level, there are plenty of challenges to attempt, mostly relating to assassination methods, locations and disguises (including a whole set for doing the Paris mission disguised as a vampire magician,) although I suspect that some of them may be out of my reach if they require me to clock up collateral damage. I can live with a few incidental kills if they are corrupt FSB agents or PMC heavies, but draw the line at civilians.

Hitman is a game that rewards patience and observation, but does not demand long periods of inactivity and gives you plenty to look at and discover as you go through. It also, as I feel is necessary for assassination games, paints an ugly enough picture of your targets that you don't have to feel too bad lobbing them over a rail into the Seine (especially not when there's a punning achievement on offer.)

Wednesday, 22 February 2017

First Thoughts on Ori and the Blind Forest

Try not to get attached. Fail. Mourn.
Do you get tired of games that don't rip your still beating heart out of your chest within the first ten minutes of the game and stab it repeated with a blunt pencil while shouting 'this is what you get for caring?' If so, or if you like atmospheric platform puzzlers, you might like Ori and the Blind Forest.

Ori is a spirit of light separated from the great Spirit Tree of the forest and raised by a gorilla in a noh mask, until her foster parent dies of starvation because the forest is dying. Then Ori dies. Straight up, the opening sections of the game are: Ori drifts like a leaf and is adopted by Naru; Naru and Ori live happily; the forest dies and Naru starves to death while Ori is fetching food; Ori starves to death. The bit where Naru dies is bad enough, but then you have to slog slowly along while Ori expires. It's like watching the opening montage of Up.

Fortunately things pick up, as the Tree gives the last of its light to save Ori, who finds a spark of light called Sein that guides her to recover the light of other lost spirits in order to restore the balance of elements and save the forest from the rage of the owl spirit Kuro. She does this through a mixture of light combat and agile platform puzzling, retrieving various forms of key to open up new areas and explore the world of the forest. Defeating enemies and collecting light spirits allows you to level up different areas, loosely equating to combat, collecting and save management, which last is not something you often see on a skill tree.

Ori and the Blind Forest is a beautiful game, although it remains to be seen if the challenges will be varied enough to see me through the inevitable frustrating bits that come in any platformer.

First Thoughts on Octodad: Dadliest Catch

Adventures of an average, American family.
Do you get tired of games where the code takes over most of the functions of your character for you? Auto aim, context-sensitive cover and traversal, unified control of your character's limbs and body. If this is something that really grinds your gears, or if you're in the mood for some cartoon-style flailing around and burbling, then Octodad: Dadliest Catch might be for you.

In Dadliest Catch (sequel to the original, freeware Octodad) you take on the role of an unnamed octopus, who for reasons unknown (at least as far as I have got in the game,) has crammed his tentacles into clothing in order to masquerade as a human, marry a woman named Scarlet and raise her two children as his own. To do this, you switch between two modes: Legs, in which you use the mouse buttons and mouse movements to individually work the flailing, boneless tentacle pairs shoved down each trouser; and arms, in which you raise and lower, extend and retract your arm tentacle, suckering onto objects to manipulate them.

"The aisle is full of banana peels, but I'm the suspicious one?"
The game is divided into levels, each set in a different area (so far: church, home, store; and I'm at the start of the dreaded aquarium,) in which you have to complete a set of tasks and then, in most cases, escape from a chef who knows that you are an octopus and wants to turn you into a delicacy. As you go about your tasks, it is vitally important not to give yourself away by knocking things over, trampling flowers, or slipping on too many of the inordinate number of banana peels scattered about the world.

If it's not already clear, Octodad: Dadliest Catch is one weird mamajama, although for all its bizarre trappings, it's basically one long ragdoll physics puzzle. As a result, I do struggle to play extended sessions, but it's fun to dip in and out of.

Thursday, 26 January 2017

Further Thoughts on Long War 2

Regions have different ADVENT strengths; currently I'm dealing with low
strengths, but I suspect it's going to get nasty once I manage to scrape together
the resources to build a radio room and reach out to somewhere I've not been
yet.
My second attempt at Long War 2 is going better; partly because I've better distributed my veterans and made serious use of the 'train rookie' function of my Guerrilla Warfare Facility, partly because I'm not attempting short-time missions(1), but also because I'm playing on easy, because I don't find getting repeatedly slaughtered fun(2). Even on easy it's pretty damned tough.

Once you get into it, two things strike you about Long War. One is the increased depth of the overworld strategic game; the other is how the way you play changes. Stealth becomes important for more than just setting up your first ambush. Whereas in the standard game it's a point of pride to get all of the aliens even if your mission is to evac a VIP; in Long War, you've never done better than if you never have to fire a shot. The first time I stealthed all the way to the cells and nipped out the back door with the prisoners without a single exchange of fire, I felt like a god; probably Loki. There's still a satisfaction - a huge satisfaction, even on easy - in a two-strong Ranger team taking on five-to-one odds to put down the guard on a prisoner transport, but it's no less a victory when you then book for evac without even stopping to see what reinforcements are coming.

Infiltration fundamentally changes human resource management.
The changes in the strategic game are simple, yet profound. Firstly, there is an overarching goal to the missions in each area. Many missions involve intel gathering, which may turn up a lead. Once you have a lead, you have a shot at Liberation missions, which reveal the location of Regional ADVENT HQ, unlocking a straight assault mission to remove the region from ADVENT control entirely (although I suspect not irrevocably.)

Secondly, infiltration completely alters your troop management. In the basic game, you get one or maybe two squads-worth and train them hard, while the bottom of the order sort of languishes. In Long War, teams spend days at a time infiltrating mission sites. Between that and healing times, you'e going to use much, much more of your roster and it really is worth cycling through to keep everyone trained up. Weapon and armour management is also once more a thing, as Long War removes the squad upgrade option; new weapons have to be built individually and supplies are at a premium. Something is nicking most of my drops and I still don't know what. Maybe if I can get the Officer corpse I need to make a skulljack(3) I can finally find out!

Finally, there's the whole question of managing the resistance. I've barely got into that, and although it mostly seems simple - each resistance member at a haven can scavenge for supplies, snoop for intel, recruit new resistance members or hide - I suspect it may become important later and I may regret not paying more attention now. Given that the havens are now persistent entities with characters who do things for me, I anticipate retaliation missions feeling a lot more personal.

(1) Attempting anything with less than 200% infiltration is a doomed venture, at least with basic gear. Once I can send a couple of heavily armoured ninjas into the field, I may spec a squad for short infiltrations.
(2) I'm basically not committed enough to break the cycle, so I never get the catharsis of victory to counter the constant frustration.
(3) Proving Ground projects don't need huge amounts of supplies, but tend to require 'parts', and since most of your missions end in evac, you don't have as many stiffs lying around. You can't pick up dead or incapacitated enemies and carry them to evac; I've tried.

Monday, 16 January 2017

A Story About My Uncle

A Story About My Uncle
A Story About My Uncle is a non-violent, first person platform game that doesn't make me long for the ability to shoot things. This is no small achievement.

It's not that I'm against non-violent games, more that first-person platforming is often frustrating enough to make the most placid of players want to run off and set fire to things, just to relieve the tension the nineteenth time they misjudge the same jump. The great achievement of A Story About My Uncle is to never let you get that frustrated. You can always see what you need to do, even when it isn't easy, and your tool set for achieving your goals is simple enough that you never spend ages trying all the wrong things and flexible enough that you feel awesome.

The art of falling.
The game is framed as a bedtime story told by a father to his daughter, with narration being provided in a soft, accented paternal voice which really seems to have bothered a lot of people. He explains that he once went to look for his missing Uncle Fred, found a copy of his uncle's 'adventure suit' made for him, and got sucked through Fred's over-engineered garbage disposal system into a world of caverns and pools, island stacks and floating rocks, where a frog-like race of humanoids have created a community out of Fred's rubbish.

The player navigates this world using the adventure suit's power assisted jump, infinite ability to fall onto the ground (but not into water) and a grappling gauntlet. You leap between islands, and use the grapple more to accelerate and change direction than you do to drag yourself directly to another place. About an hour in, I've reached a pitch dark cave in the Chasms, where something large and scary is growling around and the mysterious outcast 'Strays' have left signs saying 'Beware' and 'Do Not Move When the Eye is Open,' so I'm not sure that everyone else in this game is as non-violent as I am.

The littlest Deep One.
The story itself is perhaps a little slight. I'm looking for my Uncle, who has been missing a few weeks, but appears to have been in the underground world far longer. The frog people want me to bring him back to them. It's not much, but given that the studio's last release was Goat Simulator it doesn't look too shabby. Currently I'm also carrying a frog-girl called Mady (short a,) which doesn't effect my mobility thanks to the suit, but provides chirpy commentary and translation of the Stray graffiti, plus the occasional hint such as pointing out that I can make some of the plants glow with my grapple; super useful out here in the dark.

So far, A Story About My Uncle is a fast, fun, intuitive platformer, and it's nice to play something a little calmer. I also prefer the narrator agreeing that it's getting late and maybe we could pick up tomorrow when I close a session to Wolfenstein sending me virtual white feathers because I want to sleep.

Tuesday, 20 December 2016

Wolfenstein: The New Order (and the Old Blood)

Perhaps the only thing missing from this game is the opportunity to personally
shoot Hitler in the face.
Wolfenstein is the grand-daddy of FPS, with Wolfenstein 3D one of the first serious exemplars of the genre, and a franchise which seems to renew itself once every decade or so. The latest revival began ahead of schedule with the largely ignored Wolfenstein in 2009, but this generation's serious entry is Wofenstein: The New Order, which brings the action of the series into an alternate 1960 in which the Nazis won the war and now rule the world.

Actually, we open with a chapter set in the last days of World War II, and the fact that this is in 1946 is a fucking sign. Long-time antagonist Wilhelm 'Deathshead' Strasse has pioneered a wave of advanced technologies which have brought the Nazis to the brink of total victory. Together with a company of infantry including Private Wyatt, and RAF pilot Fergus, series protagonist BJ Blazkowicz must infiltrate Deathshead's fortress and assassinate the general, but falls foul of what will come to be his most insurmountable foe of all, an unavoidable cutscene capture. Forced to chose which of his friends will be vivisected by Strasse, he escapes with the survivor, only to suffer a head wound which leaves him comatose.

Holy fucking shit I'M ON THE MOON!
Blazkowich spend fourteen years immobile in an asylum in Poland, until the Nazis come to close it down and take the inmates for experimentation. Driven by a desire to protect the nurse who has cared for him, Blazkowicz - displaying phenomenal muscle tone after fourteen years of immobility - starts murdering his way through the Nazis to save the girl. She takes him to her grandparents and they set off on a course that will lead them to the resistance, to a secret order of Jewish mystics, and even to the moon, before ultimately returning for a final confrontation with Deathshead.

Along the way, BJ has to fight robot dogs, cyborg dogs, supersoldiers, drones, and a whole lot of Nazis with a combination of light stealth and heavy firepower, including his new signature combination weapon and cutting tool, the LaserKraftwerk. There's a story, a romance, and you get to rock out with Jimi Hendrix in one of the timelines created by your choice at the start of the game. A lot of people get dead in the most horrible and visceral fashion that modern graphics technology can muster, and you spend what seems to be an awful lot of time looking down at a knife sticking out of BJ's chest, waiting for the QTE to strike back.

The Beatles may have gone German, but at least they got in trouble for not
thanking the Fuhrer before their concert.
The New Order is a very grim game, with lots of desperate gambits and bloody violence. At one point you fight your way through the burning Resistance HQ, past the bodies of your dead comrades, including a couple dead on a cot with a pistol by one of their hands. Then J plays the Star-Spangled Banner while he's gunned down by forces under the command of the crazed former head of the League of German Girls, whose face is all messed up from where it was squashed by a robot earlier in the game. Later on, her dodgy-moustached toyboy leers in your face after poisoning you, but you shrug off the drugs and brutally stab him to death. There's a lot of brutal to-death stabbing, with the takedown kills in particular leaving Dishonoured for dust and dual wielding - which you can do with everything from knives to assault shotguns - carrying a high chance of messy dismemberment.

Speaking of Dishonoured, my hours playing that game were a disservice here. Although there are stealth sections and it's always best to take out the commanders who can call in reinforcements before going loud, loud is pretty much where you always end up. This is not a stealth game and it isn't a game with multiple paths. It's a linear shooter, albeit a graphically impressive one. As a character, BJ Blazkowicz isn't actually that much more interesting for having a face, a voice and a love interest, and this does create a slight problem when he is surrounded by more interesting characters who keep getting killed.

Both of these two have more layers in their backstory than Blazkowicz, but by
the end of the game you will have shot one of them in the zombie face. I feel
it incumbent on me to save Annette because I don't want to let the only gay in
the franchise get eaten.
This goes double for the games stand-alone companion, The Old Blood, which is essentially the New Orderverse reboot of Return to Castle Wolfenstein, complete with the death of cool Brit Agent 1 (aka Wesley,) and a slight branching path where you can save either your resistance contact Kessler or his assistant Annette (because nuWolfenstein loves to make you choose who lives and who dies.) The one you don't get to in time becomes a zombie, as does Agent 2 (aka Pippa), another cool British character whose tragedy is all the greater, since it's her role to demand that you leave all your guns behind before going on a doomed undercover run, just to make sure that you have to watch her get clobbered by zombies because you can't shoot through a blocked gap to save her.

Don't get attached, folks.
So, yeah. It's more than thirty years since the first Castle Wolfenstein, and twenty since an identified BJ Blazkowicz first shot a Nazi in the face, and while The New Order and The Old Blood are decent fun and technically impressive, in terms of substance they aren't much beyond what Return was doing in 1992. The levels are open, but the plot still runs pretty much on rails. Also, you have to recollect your guns pretty much every level, even your spare knives and basic handgun don't seem to be basic mission equipment (although the laser cannon is thankfully essential,) which gets very, very old. As a die hard stealther, I also miss the Snooper rifle of Return, which leads to every level eventually becoming an arena.

On the upside, dieselpunk Nazi-punching, so it's swings and roundabouts.

X-COM 2 - Thoughts on completion

This is the Avatar, the pinnacle of the Alien masterplan. It has silly hair.
So, I have now finished my first play-through of X-COM 2.

The pacing of the game is interesting. Unlike its predecessor, nothing comes for nothing. whereas in the glory days of X-COM there were new scientists and engineers shipping in every month, here they have to be hired. Individually. And they cost, so there's a trade off between investing for the future and buying in enhancements for the field troops. This means that in the early part of the game, your progress is slow. Your engineers are individually assigned to clear rooms and create or - once you have enough of them to spare one or two from clearance and construction duty - enhance the rooms in your ant farm. Scientists are less exciting, and although individually named they basically just reduce your research times.

In addition, your monthly income is in the form of a supply drop, which has to be collected by the Avenger, and while you're doing that, you can't do anything else. The singularity of the Avenger quickly becomes a source of tension, if not frustration, as scan events crop up and you have to choose between resource seeking, expanding your network of resistance contacts and just staying at home to lick your wounds (until you get the Advanced Warfare Centre, which accelerates healing, built, expect to spend a fair amount of time at Resistance HQ with the 'quicker healing times' bonus activated.)

As you go through the game, Advent works on a series of black projects designed to make your life more difficult. Some of these just advance the Avatar project which serves as the endgame clock, but others give the enemy bonuses for a month, or send a flying saucer to come and shoot you down. In the latter case, this can result in the game's version of Enemy Within's base defence map, in which you have to defend the Avenger from an infinite supply of bads while also making an end run to take out an EMP spike. You can - indeed, you must - return the favour by attacking Avatar blacksites to reduce the Avatar counter, usually by planting a bomb, although a few special mission have you retrieving information.

The Psi-Operative wields the power of purple.
One of my favourite things about the game's build system is Squad Upgrades. Once you finish researching a new class of weapons, you only need to build the squad upgrade and everyone gets the new hardware, which means no more juggling your one plasma sniper back and forth between injured snipers and accidentally sending your top soldier onto the deck of an alien battleship with a flak jacket and a 30.06 bolt-action. Basic weapons and standard armour is upgraded this way, although you can also build individual suits of heavy armour - the EXO and WAR suits - in the Proving Grounds. You can also make armour out of the three alien rulers, which is... a little bit serial killer, if I'm honest.

Once you've done the appropriate research and construction, you can start training an additional class of soldier, the Psi-Operative. Unlike in X-COM these are not regular soldiers with extra abilities. They train from Rookie in the psi lab and gain no XP or promotions in the field, and their suite of abilities can be customised as they train. Of course, you're going to want to get Mind Control, because it's awesome, not least because in this game it lasts all level.

The Andromedon; hard as nails and twice as useful.
There's a new alien called the Andromedon, which is basically a toxic beastie in an armoured battle suit. If one gets killed the shell cracks and it staggers about leaking toxic atmosphere for a bit. Mind Control one of those bad boys and you've got a friend of life, or at least for the level. Sadly you can't bring it home with you, however much I wanted to love him and hug him and call him George. In my head canon I was whammying the same Andromedon every mission; I called him Drommie and he was my bud. You know, in a creepy, mind controlling, Purple Man kind of way.

Eventually I got to the final mission and took my best dudes into the Advent core while whipping up worldwide rebellion by exposing Advent's programme of genetic harvesting and alteration. Tragically I lost two of my oldest and dearest shitkickers during the attack - and I think we must have left the damn Hunter's Axe behind as well, which is a bit of a wrench - but the Avatars were slain and thus the forces of goodness and niceness - or at least the closest approximation you can get while literally wearing the skull of the fallen as a hat - prevailed, after many hours of satisfying game play.

Thursday, 1 December 2016

First Thoughts on X-COM 2

In the intervening twenty years, the Sectoids got ripped.
Somewhat behind the rest of the world, I'f started playing X-COM 2. Here are my early thoughts. As a note, I picked up a copy with plenty of DLC, including 'Shen's Final Gift', in which you discover a robot soldier left for you by Dr Shen, and 'Alien Hunters', in which you find some Van Helsing type weapons in a downed Skyranger and a major headache left for you by Dr Vahlen.

You open in a world governed by ADVENT, an alien backed government that decries X-COM as terrorists. Taking initial control of the traditional tutorial sacrifices, you bring your team along with Central Officer Bradford, to extract the Commander - who, in a metafictional headfuck, is of course you - from an ADVENT facility where - to continue the headfuckery - you have spent decades unwittingly aiding the aliens by playing through endless variations of the invasion in a simulation in your mind, which is implied to have been the original X-COM reboot.

Make no mistake; officer pullover will fuck you up.
This game is based around the Avenger, a captured alien transport fixed up by the now-vanished Dr Shen and his badass daughter Lily. It has its own engineering section and labs - run by former ADVENT collaborator Dr Tygan - a geoscape, and an 'ant farm' where you can build your facilities after clearing out the junk.

Much of the game is the same as it ever was, but with the addition of an overworld map which you need to navigate by contacting resistance cells, scanning locations and slowly expanding your influence. Some of your missions come from the resistance, others from scanning intel points, and some are linked to the central goal of preventing a project called Avatar reaching fruition by attacking alien facilities. The main things to get to grips with in the overworld are that funding is hella slow, scientists and engineers are rarer than hen's teeth, and you will miss out on things because there simply isn't time to do everything. Every time you set down to scan for supplies, there's a good chance one of your resistance bases will get raided, requiring you to mount a rescue mission (the game's equivalent of the old terror missions,) in which you have to tag out as many civilians as possible, at least one of whom is a shapeshifting ooze-ogre called a Faceless.

The more things change, the more they stay the same.
The mission control system is reassuringly familiar, as you order your troops across an isometric landscape, juggling unit cohesion with sightlines, cover and the need to shoot as many things as much as possible, because the aliens are much, much tougher this time out. Basic Sectoids are nails hard and chuck around mind control from mission 1. The Thin Men are replaced by the Viper, a vaguely feminine snake with arms, guns and an attitude problem. Even the grunts - adapted human troopers - have wicked pulse rifles and are led by tough officers with a fierce scarf game.  Later on you start running into armoured opponents and shit gets real.

The other big difference is that you start most missions Concealed, until you get spotted or take a shot, which means that you can sneak up and ambush the first set of aliens by setting up lots of Overwatch before you spook them, and there is little in gaming more satisfying than pulling off a perfect opening ambush. There are also plenty of minor changes to the system: In particular, reloading no longer ends your turn, so if you run dry in a protracted fight you can spend your next turn by reloading and then firing. You can also call in an evac if the mission goes south, and carry your fallen comrades home for life-saving treatment or to nick their stuff. Weapons are upgraded at a squad level (unlock the shard gun and all your shotguns become shard guns) but can individually be fitted with modular upgrades like stocks, sights and hair-triggers captured from dead enemies to give a nice, piecemeal feeling to the loadout.

"We'll include all the old alien types, but unrecognisable and really nasty."
There is a slight change to the class system: Rangers replace the old Assault class, largely by bringing a knife to the gunfight, although when I say knife I mean machete and when I say gunfight I mean it would have been a gunfight if the other guy had a face left. Heavies are now Grenadiers, swapping their rockets for a grenade launcher. Snipers are Sharpshooters, and Supports are replaced by the Specialist, who has a hovering drone.  Progression follows the same two-stream system, with mixing and matching perfectly possible, but the themes are much stronger. Grenadiers essentially get machine gun or grenade upgrades, Sharpshooters rifle or pistol, Rangers stealth or stabbing, and Specialists medical or 'combat hacker', which provides a suite of offensive and technical abilities. All troops are also super-customisable, although I'm not even touching that yet.

"You're very tall."
More variety is provided by the DLC. 'Shen's Final Gift' is a marathon slog through a robot factory filled with killer robots, controlled by an AI named Julian. Survive the bots and the turrets and the poison gas and you get to fight Julian on the roof, in control of a particularly vicious Sectopod, for control of Spark-001, a robot battle chassis. I called him 'Reus' for reasons which will likely elude those not au fait with the requirements of criminal culpability and/or Latin, and also HALO. It's a slog, and Sectopod Julian is a bugger, especially if you go at it in the early game (which I did.) On the plus side, your Specialist for the mission is Lily Shen, who is a tricked out Combat Hacker (and instant fail condition if she gets killed.) She is also, it turns out, Dr Shen's Final Gift, but in gameplay terms we get to keep the Spark.

VAHLEN!!!
And at least Shen left us something useful (as well as a crazy AI.) 'Alien Hunters' give you a set of special weapons - the Bolt Caster, a powerful but single shot rifle; the Shadowkeeper, a kick ass pistol which can drop you back into Concealment once per mission; and the Hunter's Axe, an awesome melee weapon with a second axe for throwing - and another new mission, this time to track down traces of Dr Vahlen, who turns out to have left you... a trio of giant 'ruler' monsters with dozens of hitpoints each, and armour, and they not only get a move during the alien turn, but after every one of your actions. And then if you ding them up a bit they run away, and randomly appear in another mission. If you're really lucky, you'll meet the Berserker Queen in a time-critical mission which then becomes impossible because you spent four turns trying not to get stepped on. On the plus side, in the initial mission you get to take Bradford along, although that does have the downside that, as a max-level Ranger with a custome assault rifle, he tends to hog between most of and all of the kills.

The Codex is basically Norton Antivirus with an actual gun.
X-COM 2  takes the excellence of X-COM: Enemy Unknown and runs with it, providing tougher challenges and an entirely new level of conflict to consider in the form of the overworld map, as well as sexier graphics and an almost entirely absent tendency for troops to appear to be shooting in entirely the wrong direction in the cut scenes. The limited resources enhance the resistance feel of the game, and it is very possible for an otherwise perfect mission - of which I have so far had one - to go aggressively south with the addition of a roving ruler or unexpected Codex (a flickering extra-dimensional projection of the ADVENT internet.) You are likely to spend a lot of time shuffling between troops with 60% of your force in the infirmary at any one time, especially while you're still using kevlar armour. Moreover, wounded soldiers can become Shaken, rendering them prone to panic and mind-control until they come through a mission effective and unscathed. Thus you have equal and opposite incentives to bench shaken troops or to bring them with.

There's only one real problem with the game, and that is that it kind of spoils its predecessor. I've played a lot of X-COM over the last couple of years, but I'm not sure I'll go back to it now that it's just a simulation I played in my head while I was in a tank, so that the aliens could learn to beat my peeps in battle. It's like being... the anti-Ender, which is depressing, if probably free of ultra-right bias at least.

Thursday, 7 January 2016

X-COM the board game

This Christmas, I got my metamour a copy of X-COM the board game, another box full of pieces from complexity merchants Fantasy Flight Games. It's designed for 1-4 players filling four roles between them:

  • The Commander places interceptors to shoot down UFOs, but more importantly oversees X-COM's funds each turn.
  • The Central Officer controls the placement of satellites to shoot down orbiting UFOs, and controls the digital app which provides UFO placements and random events.
  • The Squad Leader controls the deployment of soldiers to complete missions and to defend the X-COM base from alien assault.
  • The Chief Scientist assigns research projects and researchers to provide all roles with additional assets in order to do their jobs.
The three marshmallows standing in for
UFOs are a sign that things are not going
well.
So, the key words you may have spotted in there were 'digital app'. You can't actually play X-COM without a tablet or smartphone to run the free companion app which provides random and plotted events and also contains the rules (there is no paper rule book.) But don't let that fool you; there are all the usual cards and tokens you'd expect from Fantasy Flight, and little plastic models to boot.

Each role has a set of accompanying asset and reserve cards. The assets have abilities to aid in the performance of the role, while the reserves are resources to be assigned: Interceptors, Satellites, Soldiers and Researchers. The Commander also gets a stack of credit chips to represent X-COM's money each round. The Chief Scientist gets a deck of technology cards, which can be researched to grant new assets. The Squad Leader has a stack of mission cards, each including three tasks, some or all of which may be filled by drawing from the alien deck, with defeated aliens becoming salvage, which can be spent by the Chief Scientist. The Commander gets a stack of crisis cards which make bad things happen. There is also a set of success tokens to track how well a task is going, and the dice. The game includes five blue six-siders, each with four blank faces and two X-COM symbols, and a red eight-sider.

Each game has an invasion scenario, which determines the base location, one of the Commander's assets, the final mission, the selection of aliens and the shit that goes down when the base gets dinged up.

Each turn begins with a timed phase, in which the app is king: research projects and defence assets are assigned, while aliens are played into base assaults, UFOs placed on the world map and Crisis cards drawn. Each time a crisis turns up, the Commander has a matter of seconds to choose between the top two cards. Similarly, the Squad Leader gets to draw two mission cards and play one, and the Chief Scientist chooses between a hand of six tech cards to fill three research slots. At the end of the timed phase, you count up assigned resources and audit against the available funds. If you've overspent, one of the continents gets more panicky. If there's an underspend, you can get more soldiers or interceptors, and believe me; you'll need them.

When base defence goes wrong, or rather, just before that
point.
The timed phase is followed by the resolution phase. First, all crisis cards are resolved, then each player in turn runs through their tasks: Research, orbital defence, global defence, base defence and the mission. Resolving a task involves rolling a number of the blue X-COM dice and the red alien die. You can roll as many times as you like, but each time the threat level rises, and if the alien die comes up equal to or lower than the threat level, you lose your assets. Satellites and researchers are disabled for a turn; interceptors and soldiers are glooped.

Guess who's coming to dinner. Just FYI,
those are stacks of four UFOs, not single
minis.
If there are UFOs left on any continent, that continent gets more panicked. If any aliens attacking the base aren't killed, the base takes damage. As the base takes damage, more bad shit happens. As panic rises, funding drops (and the chances of getting yet more panic from overspending rises.) It is incredibly easy to enter a spiral of failure, as we discovered in the game where we ended up having to use marshmallows for UFOs because we ran out of the little plastic ones. A key part of that was that our Chief Scientist had a run of terrible dice rolls, so were were shoring up the dyke with no tools. Research really is the key to success, it seems.

Victory comes when - or rather if - you unlock the final mission and complete it, but you can lose by having the base destroyed or too many continents crash into total panic. It's tough; almost Pandemic tough.

The main strength and weakness of the game is the app. It provides a lot of pace and variation, but until you get into the swing of it it can feel a bit mechanical, as if you're just a process not a player. The rest has a fair bit of the old X-COM flavour, from the tech cards which mirror advances from the game to the crushing sense of inevitable doom that creeps over you as a play through becomes untenable and the marshmallows close in.

There is also an issue with the size of the game. The board and additional cards are the absolute limit of what my table can hold, leaving me feeling that my hardware may no longer be adequate to run a modern board game.

Tuesday, 20 October 2015

Child of Light

Once upon a time there was a little girl named Aurora, who lived with her father, the Duke. One day, she slipped into a sleep like death, and awoke in another world.

Child of Light is a side-scrolling platform RPG with a fairytale inspiration and a unique watercolour art style. Set in the kingdom of Lemuria (and a little bit in 19th century Austria) it tells the story of Aurora, the titular Child of Light, whose apparent death translates her from her father's dukedom to Lemuria, where she is tasked with seeking out the Sun, Moon and Stars and restoring light to the kingdom, breaking the rule of Umbra, the Queen of the Night. To aid her, she is accompanied by Igniculus, an elemental spirit that can light darkened areas and dazzle enemies both in and out of battle.

The Map of Lemuria
In the course of her quest, Aurora travels across Lemuria, encountering the various tribes that live there - the balloon-dwelling Aerostati, the gnome-like Capili, the Bolmus Populi travelling tradesmice, the mighty Kategida and the shore-dwelling Piscean fish-folk - and recruiting allies from their number to aid her. She is armed with a sword far too big for her to lift and a toy crown which carries a powerful spell of protection. Throughout her journey she refuses the title Princess (whenever anyone calls her that she insists that she is just Aurora and proves it by taking off the crown to reveal the word 'FAUX' inside the band) and treats those she meets with respect. She even extends the same courtesy to her enemies, seeking an alternative to battle with each of the three main bosses. It's this courtesy and humility that really makes her stand out as a character.

The game is split between exploration and combat. Encountering an enemy transports you to the battle arena where up to two of your characters take on up to three enemies in turn-based combat featuring a wide range of physical attack actions and magical spells, which need to be properly matched against different foes. Light beats dark, the elements of water, lightning, earth and fire each have their weakness, and some are more susceptible than others to a basic clobbering. As characters level up their skills can be improved (pro-tip, specialise, I made a rod for my own back by generalising, which will surprise exactly no-one who knows me) and their equipment can be enhanced with Oculi, magical gems which can be combined to increase their quality or transform their type, and add special defences, attacks or increase character stats.

Through the course of the quest, Aurora literally grows up.
Aurora's story has been described by writer Jeffrey Yolahem as 'the tip of the iceberg' in the greater story of Lemuria. The game hints at the history of the 'explorers', Cynbel the Wise and Erin the Conqueror, who came to Lemuria and became its rulers, as well as having empty corners on the map. In addition, the collectable 'confessions' include a number of letters written by a more modern day student named Sophie Ashton Ellis to her teacher, Mr Elme about 'Balthazar's Book' and her own discovery of Lemuria through its contents.

I for one would be excited to see more games in this series, because it's a fun, compelling RPG with just the right levels of story, combat and exploration, and a gorgeous look. It also has an excellent score from Canadian composer Coeur de pirate. The rhyming speech has been divisive, but I quite like it; my only problem is that I'm not familiar enough with the ballad form to parse it smoothly in my head. It's a shame that there's no voice acting, but on the other hand it's better to do things by text than to have the wrong voice actors, and some computer game voice acting is truly dire. The other main complaint - for the PC at least - is the requirement that the game be launched through the cumbersome, occasionally downright ornery UPlay DRM, but it's not a deal-breaker and only on first launch caused me to rage quit before the game even began as I struggled to persuade it to a) send me a new password since I hadn't used UPlay since the crushing disappointment of AC3 and b) accept that new password and let me play the goddamned game.