Showing posts with label review. Show all posts
Showing posts with label review. 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.

Thursday, 6 April 2017

Tails of Equestria

Bit of a change from Hitman, I know.
I decided last week that I could economise elsewhere, and I was going to buy Tails of Equestria, the new My Little Pony tabletop RPG from River Horse games, created by Alessio Cavatore. I wanted to do this primarily as a means to introduce my daughter to roleplaying through a property which she is invested in, and which offers some serious opportunities for teaching her.

As RPGs go, Tails of Equestria is pretty simple, as you'd hope for a game aimed at children and families, but not simplistic. Three stats and an open-ended number of talents are each rated by die type from D4 to D20. Rolls are either to beat an opponent's roll or a static difficulty. Combat is there, but while a 'scuffle' can – indeed will – have consequences, they are never outright lethal. If you have a talent that applies to a roll, you typically get to roll an extra die and pick the better result; points off for removing a maths teaching opportunity, but more than made up for by the gain in pacing. In addition you get a quirk, which is a non-mechanical drawback that the GM can use to create interesting trouble for your character, which is one of the ways of regaining Friendship Tokens.

Friendship Tokens are the game's fate/drama mechanic, and tie into the franchise's 'friendship is magic' theme. You start with more tokens in a larger group, because more friends means more friendship, and players are encouraged to donate their tokens to help a friend out with re-rolls and other bonuses. Easily the best and most innovative mechanic in the game's simple system is that if two players are willing to pool their tokens, they can be counted as more valuable than the sum of their parts to represent the fact that Equestria almost literally runs on friendship. A little less successful is the last-ditch 'exploding hoof' mechanic, allowing for a slim chance at impossible seemingly impossible tasks, which is one of the more complex elements of the rules (which is, I think, its failing.)

Secret Ants Midget Mother Cheese.
Character creation is simple – we generated three characters in half an hour, including my daughter's first PC, Secret Ants Midget Mother Cheese(1) – and plays to the strengths of the series. Mechanical variation and niche protection is slight. Earth Ponies are strong, Pegasi can fly and Unicorns can do magic, but the game encourages open problem solving and represents many approaches with a handful of mechanics to let the story shine and to ensure that the characters will tend to be on an equal footing. After a few level-ups there is likely to be more distinction, but everyone levels up together so the PCs should always be equals, although some may choose specialism and others range, and everyone will benefit from doing things together.

Without testing the system to destruction, the game seems a good fit to the license and target age range. This may well be my favourite licensed RPG now, although it's not a high bar. 

I'll report further on the adventures of Secret Ants Midget Mother Cheese and friends and they happen.

(1) Her second choice for a kind Pegasus with 'The Stare' as her cutie mark talent, after I suggested that 'Fluttershy' was taken.

Wednesday, 15 March 2017

Game of Thrones Cluedo

Bom-bom baba-bom-bom baba...
Over the weekend, we broke out one of Hanna's birthday presents: Game of Thrones Cluedo.

This game follows the essential rules of Cluedo (Clue if you're American,) but with a twist. Each player takes one of six characters, moves around a map with a number of rooms and has to work out which of the six characters, including themselves, done a murder(1), in which room and with which of six weapons. All of the variables are on cards, and one of each is placed in an envelope to define the terms of the crime. Each turn you aim to get your character to a new room, where you can 'start a rumour', calling a character and a weapon to the same room and putting it about that this is the killer combo. In turn, each of your opponents gets a chance to prove you wrong by showing you one card from their hand that matches your rumour. Eventually, when you think you know the solution, you can make an accusation, check the envelope, and either win or be excluded from the game. Because the game was made in older and simpler times, the win condition is the same for everyone, even if you realise that it was you what done it.

Is anyone significantly murdered with a battle axe in the series?
Game of Thrones Cluedo has the twist of featuring two scenarios on its reversible board: Mereen, in which you are solving a murder in one of nine major buildings; and The Red Keep, in which you are figuring out who was behind a murder plot which reached its grim conclusion in one of eleven rooms, making for a slightly more complex case. In addition, because we no longer live in those simple times, each character has a special ability and an additional mechanic allows you to collect Intrigue cards by various means, which allow you to take extra turns, see additional cards and other such things. Just for funsies, eight of the Intrigue cards are White Walkers, which must be played immediately into a separate discard pile. Drawing the eighth White Walker takes you out of the game, and the card is shuffled back into the deck to potentially kill someone else later.

Varys: Master of Modifiers
Most of the Game of Thrones trappings are just window dressing on your basic Cluedo, and even the special abilities are interesting one-shots at most, but the Intrigue cards are a radical change to the pacing of the game. Given the near-certainty of someone stealing the prize if you stumble on solution – say by guessing the weapon and room out of nowhere, damnit – an extra turn can reverse one's fortunes. With only three players the White Walkers aren't that much of a thing, but I can see that with eight the Intrigue deck would be much more akin to a revolver(2) in a game of Russian roulette. All in all, it's the Intrigue deck that makes this more than just a reskin, with Miss Scarlett wearing some sort of creepy, serial killer Cersei Lannister mask.

Also, the world is clearly ready for a Game of Thrones edition of Kill Doctor Lucky, with Joffrey as the obvious victim.

(1) Murder has its own grammar.

(2) A revolver that fires zombies.

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.

Friday, 20 January 2017

First Thoughts on Long War 2

Moar choices!
Back in the days of XCOM: Enemy Unknown, a group of enthusiastic fans produced 'Long War', a massive full mod which extended and expanded the gameplay with more soldier classes, tech tiers and missions. When it came to making XCOM 2, instead of slapping these upstarts with a cease and desist order, Firaxis Games gave Long War Studios (now Pavonis Interactive) early access to the project so that they could begin work on 'Long War 2', a similarly epic reworking of the sequel. The mod was released yesterday via Steam Workshop, and it resoundingly kicked my arse.

Make no mistake, Long War 2 is not just about making XCOM 2 last longer, it makes it tough. Entry level missions have Sectoids and armoured drones with stun guns, and new ADVENT troops like the Engineer with her grenade launcher and the Sentry with her mad Overwatch skillz, and they all dodge like absolute bastards. Your hit rates are for shit and there's every chance that even a successful shot will be dodged for a minor graze. Oh, and there are a lot of them on each level, with a tendency to converge on you as soon as you go loud.

Now, it's not all doom and gloom. First, you begin the game with a few extra bits and bobs, in particular three grenade/utility slots, nanoweave vests - which provide 'protection' instead of extra health, which means that the first few damage levels don't count as wounds - and sweet, sweet flashbang grenades. Within the first mission I had come to love these little beauties, so much so that I felt betrayed the first time an ADVENT Engineer lobbed one back at me. On the other hand, regular frag grenades are much less reliable.

In addition, you begin with the ability to ship eight soldiers on the Skyranger, so you can send a hell of a lot of hurt out in a single package; the flipside is that you no longer land in the combat zone. The Skyranger drops off your squad and they infiltrate the AO, a process which takes several days, and longer the more people you send and the more heavily tooled up they are. Missions are time limited, and if you don't have time to fully infiltrate the already bastard hard opposition is increased. At low infiltration levels, the mission launch screen advises that the opposition is 'impregnable.' So, while you can send eight heavily armed bastards, unless you have plenty of time available, it may be better to send a leaner squad to face a reduced defence. As an additional factor, emergency extraction is not instant; it takes time for the Skyranger to fly in. Best not to hold out to the bitter end.

All in all, Long War 2 is a tougher, grittier version of XCOM 2, with more choices to make and much more of a feeling that you are scrabbling against the real power in the world. There's a whole extra level to the Strategic game as well, with Resistance Havens to manage and a sector control game I haven't even touched on yet on account of getting my arse kicked in the missions the whole time. Now, partly this is because I screwed up. The game assigns all of your squaddies from the first mission to a single squad - a pre-assigned group of soldiers that can be quickly selected in the load-out screen - and I didn't mix them up, so I have one unwieldy group of shitkickers and a bunch of frail and unsupported rookies instead of salting the veterans across the squads to support the newbies in leveling up. And partly it's because the game is brutal.

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.

Friday, 13 January 2017

Pandemic: Iberia and Red November

Farewell to Catalonia.
Over the Christmas period, we played a few games. There were Disney's Storytelling Adventures sets, which I'll discuss in another post, as well as Andrews Christmas present, Pandemic: Iberia, and my birthday present, Red November.

Pandemic: Iberia takes the basic principles and gameplay of Pandemic and transplants them to the Iberian peninsula (that's basically Spain and Portugal,) where members of the Second Royal Philanthropic Expedition seek to philanthropically expedite research into the diseases ravaging the region. Unlike regular Pandemic, in which the diseases are non-specific but typically assigned to any two major diseases of recent memory, plus bird flu and the zombie plague, the threats are specific here: malaria, typhoid, cholera and scarlet fever (and not, to many people's surprise, Spanish flu, which was an early 20th century pandemic.) There are new roles, and a few new rules as well, including the unwritten rule: For the sake of us all, someone play the Nurse.

In vanilla Pandemic the Medic is often considered a must-have, but in Iberia the Nurse is essential. The cities on the map are connected by travel lines, as in the regular game, but in this case the lines are deemed to encompass regions, with a number of rules using not the city nodes but the regions to define their effect. The nurse, for example, has a token she can drop in any region adjacent to her current position. No city touching that region can then have disease cubes played into it. This is not quite OP (you can get at most five cities,) but it's still a bit of a game changer. The same is true of the Railway Man, who can build railways at an accelerated rate to make up for the fact that you can't take charter flights in this game. Ordinarily you can move one city or jump from port to port with cards, but once the rails go down you can move any number of cities that are connected by an unbroken railway. The other roles each have their uses, but these two are almost certain to see the most play.

With the lack of modern medicine, diseases in Iberia can not be cured, only researched. You can, however, prevent diseases by purifying water in a region. Purifying puts down tokens which are then removed instead of placing cubes; a potential game saver in a region about to go boom. Purification needs a card that matches one of the cities in a region, or a card of one of the researched colours. You also need to work local: Researching a disease requires a hospital to be built in a city of the appropriate colour.

Other than this, the game is identical to its predecessor, but the small changes make for a surprisingly different paying experience. It's definitely more than just a reskin.

Two gnomes are dead in the water; two have escaped.
Red November is the second edition of the game of peril aboard the eponymous sinking gnomish submarine. The core mechanic of Red November is that your gnomish sailors run around fixing things to keep alive until rescue arrives. The problem is that everything takes time, and as time passes more things go wrong. You track your turn by moving your timekeeper around the track on the outside of the board, and when you've made your move and taken your action, you draw event cards based on how far you've moved, which cause things to break. You can all die because you run out of air, boil alive, get crushed by the merciless pressure of the deep, or when the missiles go off, the reactor melts down, or the Kraken shows up and eats you(1). Individually you can die if trapped in a room that is full of water or fire.

The second edition has slightly bigger cards and a slightly bigger board, and I think there are some rules tweaks which seem to have significantly upped the difficulty. We've had individual deaths in previous games, but the chance of a TPK seems much higher in this version, with a number of instances of the two halves of the sub being completely separated from one another by blocked hatches, floodwaters and/or fire.

Red November is a game that seems extremely fiddly at first, but the timekeeping quickly becomes second nature and the game runs quickly once you get going. It's definitely at its best when things are frantic; the early stages tend to feel a bit too easy, but it's all fun and games once someone loses an eye, a few rooms start catching fire and you need to get into the flooded pump room to stop the fire using up all of the oxygen.

(1) My one sadness about the game is that in multiple playthroughs of both editions, we haven't yet been eaten by the Kraken.

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.

Friday, 8 January 2016

We're Going On a Bear Hunt, Room on the Broom and Go Go Dragons

Oh no! Sticky mud!
This Christmas, we introduced our daughter to board gaming, with the help of her grandparents. I bought her one game, they bought her two.

First up, we played We're Going on a Bear Hunt, the game of the children's classic from former Children's Laureate Michael Rosen. It's a reasonably simple chase game with a twist: Roll the die, move around the board, sometimes skip a go or draw a card which may allow you to roll again. The twist is that once a player wakes up the bear they start rolling two dice while the bear rolls one die to chase after them.

Room on the Broom is likewise based on a children's classic, and is a combination chase and set-collecting game, with an exciting sort of overlapping Moebius loop course and a dragon podding around trying to catch you. The course has two rings and you cross from one to the other each circuit, which actually confused the hell out of Arya. She also found the spinner a little more challenging than the dice. The set collecting just baffled her; the idea that she would just take the top card instead of sorting out the one she needed was clearly alien to her, and when I didn't get the card I needed to beat her, she went through the deck and found it for me, which made me very happy.

Finally, Go, Go Dragons is a race game. A scatter of discs on the table have dragon footprints face up and dragon faces in one of four colours face down. Turn up a disc, move the dragon shown one space forward. Each player 'supports' one dragon, and is supposed to wave their card excitedly when they move. As the last-place dragon reaches each line of the course, another disc is flipped and that dragon goes back a step. It says it's for older children than the other two games, but in a lot of ways is simpler.

The games are all pretty simple, but they delight Arya, which is lovely to see. She's a little wobbly on counting out her moves, but that will come in time.

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.

Wednesday, 15 July 2015

Infernal Relics

Shit be getting mystical, yo.
I think it's fair to say that the longer any comic remains in publication, the weirder it gets. It's not surprising then that the second big expansion for the Sentinels of the Multiverse computer game is... a bit out there, even by Sentinels standards. As with 'Rook City', the 'Infernal Relics' DLC brings in all of the new cards from the expansion box of the same name: in this case 2 hero decks, 4 villains and 2 environments.

The heroes are the Argent Adept, a magical musician (or musical magician) and Nightmist, a sorceress made of fog. AA has unfortunate initials and a deck built around combos. He has some one-shots, but mostly his cards are Instruments (a specialised form of Equipment) or Ongoing cards of one of three types, Rhythm, Harmony and Melody. His intrinsic power is used only to activate the powers of the musical cards, while the instruments allow him to kick off multiple musical effects. Nightmist meanwhile has a very particular and fiddly card set. She has a number of powerful Relics, but the bulk of her repertoire is Spells. Each of her cards has a sparkly red icon with a number; when Spells are played, the top card of her deck is revealed and its number determines the magnitude of the Spell effect; and usually the damage she inflicts on herself to use it. Potentially incredibly powerful, there are a lot of gambles in playing Nightmist.

Each of these heroes brings their own nemesis to the table. AA's is Akash'bhuta, an insane extradimensional earth mother goddess determined to destroy all existence and opposed by the Virtuosi of the Void. Her deck builds 'Primal Limbs' which do her attacking, but damage her once destroyed. If that sounds easy, you should note that she has a stonking 200 health to deplete. Nightmist's archenemy is also an outsider to the universe; Gloomweaver, a demonic loa worshipped by degenerate voodoo cults. Gloomweaver rocks a combination of Zombies, Cultists (who are swapped with trashed zombies when destroyed), Relics and Voodoo Pins, a nasty new card type that attach to a Hero card and do horrible things each turn. He is nowhere near as tough as Akash'bhuta, but like the Chairman/Operative he quickly generates a wall of mooks, so you spend a lot of time riding herd.

The remaining villains pair up with heroes from the basic set. Fanatic's nemesis is Apostate, a black-winged, long-haired, shirtless angel-dude ripped from the fevered imaginings of a thousand anime fangirls. Many of his cards are Relics mirroring Fanatics, in particular his personal sword, but he also has a demon horde to call on. Finally, the Ennead is a set of nine villains, of whom only five (or possibly one per hero) are played each time. Each member of the group is a human possessed by one of the Heliopolitan Ennead, and each has an effect that triggers when certain cards are played from their deck, which can lead to quite painful chains of extra plays and damage effects (or healing; they heal a lot, so everyone jumping on one of them at a time is a good strategy.) Beside the Ennead themselves, they lack ongoing cards, and play mostly one-shots.

The environments are Gloomweaver's Realm of Discord, which plays Distortions to change the rules of the game, and the Tomb of Anubis, an Ancient Egyptian complex full of traps and tests and killer mummies.

There's a lot to get to grips with in terms of alternate mechanics in 'Infernal Relics', but overall the new challenges aren't as horrific as those of 'Rook City' and variety more than difficulty is the selling point. This makes it a better addition for a casual gamer like me, although perhaps less satisfying for those who find the game as is lacks bite.

Impressively, the drive for increased complexity and variation has not affected the strengths of the game, and the four-colour artwork and thematic deck construction remains excellent.

Monday, 22 June 2015

Buffy the Vampire Slayer: The Board Game

To be clear, this is the US import, not the UK
version. TARDIS cookie jar, racks of CDs
and Andrew not included.
On Friday night, we introduced a new board game to the repertoire, in the form of a version of the Buffy the Vampire Slayer board game sufficiently old that it treated Tara as a minor support character and only went up to Season 4. Props though, because it was in sweet condition given age and usage; that's some quality game manufacturing.

In the spirit of the infamously difficult Army of Darkness board game, one player controls the baddies (determined by Season,) the others the heroes (Buffy, Willow, Xander and Oz.) Each hero has their own tray, a long card strip with spaces to place cards representing Help (allies), Weapons (most of which seem to be wooden objects which allow an insta-kill staking attempt,) Artifacts and Research (mostly spells, but also sewer maps allowing fast transit.) Characters are moved around the board by rolling dice, which are pretty standard six-siders, but with the 1 on one and the 6 on the other marked with a moon which progresses the oddest time track ever (I can't find a decent-sized close up, but it basically runs from the new moon to the full moon, then back through the waning phases until sunrise.)

The villain player rolls a die to see how many of the master and minion monsters can move in their turn. Characters move and then take an action, which can be searching for artifacts (one in each corner of the board,) drawing a regular card (in appropriately marked spaces,) or trying to smack the person next to you if they aren't on your side.

Each character has their own strength and weaknesses, which are not balanced (purposely; in a four player game, one player controls Xander and Willow.) Heroes (apart from Oz) can be sired as vampires (mechanically, this functions as the equivalent of the heroes stake option, and requires a specific villain card) and, if sired, re-ensouled with the appropriate spell. Buffy is tough, Willow has lots of magic dice, Xander... is basically likable, since it isn't Season 6 yet, and Oz is fundamentally indestructible. He's only an uber-badass during the full moon phase, but there aren't many monsters to match him (pretty much Veruca the bad werewolf, I think,) and every time he switches form in either direction, he basically heals all his damage. He also can't be one-shotted with the 'Sire' card; he's badass as all get out.

This character tray shows that a) other editions had more playable characters, and b) Giles is a fucking badass.
We actually had a surprisingly good game, beating the Mayor without losing a single character (although things looked very bad for Xander, who was saved by hitting the victory conditions from near certain death at Faith's hands.) We also didn't take out any of the minions, going straight for the Box of Gavrok (or as the card mistakenly insists, Garvok.)

There is a UK version which is a sort of double-blind Cluedo*, which is one of the weirdest concepts for a Buffy licensed game I can think of.

* Or Clue, for Americans.