Persona 3 Portable: Finished! Initial (spoileriffic) thoughts on the ending

This entry is part 5 of 8 in the series Persona 3 & 4

Over the weekend, I finally finished Persona 3 Portable (not long after I finished my Conan the Barbarian post, in fact). In the coming weeks, watch this space for a spoiler-free review, and possibly a “Storytelling in Games” analysis piece. For now, I can say, wow, it was a very good game, maybe even a great game (I’ve yet to make up my mind). Very brief, and very spoileriffic, first thoughts on the game’s ending below the cut:

 

Read more

Guiltless Pleasures: Conan the Barbarian

For some viewers, Conan the Barbarian (1982) is something to watch while intoxicated: entertaining but not good. While I agree it’s flawed, I think it deserves better than to be thrown into the “guilty pleasures” bucket.  True, the movie is not finely nuanced, morally ambiguous, or character-driven. Its revenge-centred plot is as simple as they come. There is never a moment’s doubt as to who is the hero or who is the villain. It’s often melodramatic, it’s gory, and it doesn’t even resemble the original short stories.

 

What rescues the movie is its ambition – it tries so hard to be a serious, gritty, low-fantasy epic. It doesn’t quite succeed, for the reasons I named above, but it comes close enough to nail the feel of what it would be like to live in such a world. Conan’s foes – slavers, witches, demonic snake cults – imply how cheap life would be, both through their nastiness and through the suddenness with which they intrude. The visuals hint at an untamed world in other ways – the wilderness is vast and harsh, the cities are worn, teeming, chaotic. The soundtrack, stirring and bombastic during battle, gentler when Conan and sidekick are travelling, is worth the price of admission all by itself. The various bodybuilders cast in the movie – led by Arnie, the living, breathing embodiment of physical power – fit perfectly into the setting. Even all that fake blood serves a point – this is not a dainty world. The movie’s final image, a brooding, older Conan sitting on a throne, promised a sweeping story arc just waiting to be told.

 

We never saw the rest of that story. Instead, we ended up with Conan the Destroyer (now that would be a guilty pleasure, if I thought it were any good) and now the new Jason Momoa vehicle, which I haven’t seen but which the critics hate. There have been other good fantasy movies in the last 30 years, but none of the ones I’ve seen have brought a world to life quite as well as the original Conan the Barbarian. This was a movie that excelled at worldbuilding, and for that reason, I feel no shame for holding it up as an example of the genre.

Guiltless pleasures: John Birmingham’s Weapons of Choice series

Formulaic movies. Shallow novels. Glitchy video games. Not the most promising material. Yet even these will have their fans. Some will have differences of opinion. Some, in between gales of laughter, will mumble: “So bad it’s good!” And some will grin shamefacedly and mutter about guilty pleasures. I have my fair share of works that fall into categories #1 and #2, but I am always short of examples to offer when the subject turns to guilty pleasures. And that is because, for me, they’re something of a contradiction in terms. A work of entertainment will succeed for me if it hits the right notes across several categories – in the case of books, these would be “story”, “characterisation”, “worldbuilding”, “themes” and “prose quality”. If I’m enjoying it, then that implies it must have at least some redeeming features. And if I can point to some place where it “objectively” does well, then there is no guilt.

 

My best example here is John Birmingham’s Weapons of Choice series (aka World War 2.0), a time travel/alternate history trilogy about a multinational fleet from the dystopic 2020s that gets hurled back to World War II, in the process inadvertently gutting the US fleet en route to the Battle of Midway. At first glance, the books are just trashy airport novels. The action is gory, the characters are paper-thin – to the point where a major character can die in between books – and the plotline is lubricated with a constant stream of Axis and Soviet atrocities, making it all the more satisfying when the Nazis do find themselves on the wrong end of cruise missiles. The author himself has been quoted as saying that the books “improve with altitude”. Yet for all this, I loved books 2 and 3, back during my student days – much more than I enjoyed many a more highbrow book. Surely this is the very definition of a guilty pleasure?

 

But that’s not the whole story. First, the latter two books in the series are good trashy airport novels. If the raison d’etre of an airport novel is to have a gripping plot, then those two deliver in spades – twists, turns, rising tension, thrilling finales. And second, the pulpy action is underpinned by some pretty intelligent thought experiments. When the modern coalition soldiers encounter their 1940s Allied counterparts, the racism, sexism and homophobia of the era come as a tremendous culture shock. Conversely, the “contemporaries” are at times, appalled by the ruthlessness their descendants have picked up in the course of fighting their shadowy war. The alternate history itself always struck me as well-thought out*, from the micro level (even given the blueprints, the Allies can’t build F-22s with a 1940s technological/industrial base, so what do they build instead? ) to the grand strategic decisions made by Roosevelt, Stalin, et al. So pulpy this series may be, but I feel no guilt about how much fun I had reading it. And I would even recommend it to readers who’d like a pulpy, action-packed pageturner with which to kill time. Say, while waiting for that flight?

 

 

* With the disclaimer that I am not an expert on WW2.

 

 

Next up: why Conan the Barbarian (the original movie) isn’t a guilty pleasure.

Europa Universalis III: The price of freedom is deficit spending

This is part 2 of an irregular series on Europa Universalis III.

 

Part 1: The Byzantine Empire and puzzle-like gameplay.

Part 2: The Manchus, hordes, and the consequences of deficit spending.

 

 

I recently picked up Divine Wind, the Asian-focused expansion for Europa Universalis III, and I’ve had a lot of fun playing the Manchus, the people who would eventually conquer China and constitute its last imperial dynasty. The screenshot above shows the Manchu starting position in 1399 AD. To the south is the game’s sleeping giant, Ming China, and Korea.  To the east, Japan. To the north, unclaimed wilderness. And to the west, the nomadic hordes of the steppe.

 

This last point needs a bit of explanation. Divine Wind introduced a new type of nation to the game: the “horde”. Whereas sedentary nations are at peace with each other by default, they are automatically at war with hordes, broken only by temporary truces. Those truces must be bought with either prestige (via an admission of defeat) or tribute, from one side to the other. And rather than exchanging land as part of a peace treaty, possession is ten-tenths of the law – to claim land from the horde, first you have to occupy it with soldiers, then send in colonists who will eventually bring the province under your control. The hordes on the Manchu border are small and weak, but as we’ll see, even a small enemy can be dangerous in unexpected ways…

 

When starting a game of EU3, it’s usually necessary to cut military funding to the bone during peacetime, and so I did that. This worked out just fine, as for the first few decades I played like an East Asian Netherlands or Switzerland – colonising unclaimed patches of land such as Taiwan and bits of Siberia, sending out merchants to Nanjing and Malacca, and building up my infrastructure. What I didn’t realise was during that time, my game was affected by a glitch that prevented my armies from moving – and I strongly suspect this also prevented computer-controlled armies from moving, thus effectively enforcing world peace. In other words, things should not have been so easy for me. Eventually I cleared up the glitch, but I was able to enjoy a few more years of peace as a result of the Ming armies marching out onto the steppe to deal with the nomads.

 

Then the Ming struck a truce with the hordes. And the hordes, now free to attack me, flooded across the border, crushed my small standing army, and sacked half the Manchu kingdom.

 

But I still held half the nation. And in that half, I rebuilt the army, making it larger, stronger, more cavalry-heavy. This cost money, and lots of it, but I didn’t care. I wanted the invaders out! And with my new army, I was able to drive them back, before eventually settling for a truce that would get them off my land.

 

Five years later, the truce expired. But I was ready. My expanded, and now lavishly funded, army surged onto the steppe. This time, the shoe was on the other foot – the nomads stood no chance. And behind the soldiers came the settlers. The hordes had started this mess, but I was going to end it.

 

Well, I did end it – but not for the reasons I envisioned. Raising my new model army cost money. Maintaining that army cost money. Starting those colonies cost money. Maintaining those colonies, before they became self-sustaining, cost money. Sending out more colonists to make them self-sustaining cost money. When there was no money, I borrowed it. But paying the interest on the debt… cost money.

 

In the end, my budget was being chewed up by interest payments. My inflation* was dangerously high, far higher than I would have let it get had I been playing a Great Power. My technology and infrastructure were suffering. I could no longer afford my campaign. So I opted for peace, though this time I was able to exact tribute from the nomads.

 

In due course, I turned around my economy and paid down the debt, and my future campaigns were much more affordable. But for me, that episode – the diciest so far – will be the high point of the Manchu game. Historical strategy games tend to be about the extraordinary: extraordinary conquests, extraordinary empires.  (Just look at the victory conditions in most of the Total War games – historical kings would have given their right arms to rule over that much land.) Even EU3 is no exception, once you get past the early game. It’s far rarer that they convey a sense of limitation, of why these conquests and empires were so exceptional in the first place. But that costly steppe campaign was one of those rare cases. The limitations imposed by the game helped to drive home why civilised emperors, from Rome to China, opted to throw tribute to the barbarians rather than sending in the army**. It was an example of games allowing me to “reach out and touch history”, and I’m glad to have had the chance.

 

* In real life, inflation would reduce the value of my debts, but I don’t think that’s represented in the game.

 

** For example, every year, Sung China (circa-11th century AD) sent 300,000 bolts of silk and 200,000 ounces of silver to the neighbouring Liao dynasty – and the Liao were just one of the two nomadic states on China’s frontiers.

A game that could have been: Emperor of the Fading Suns

If I had a penny for every game set in outer space, I’d be writing this post from somewhere sunnier and sandier. How many first-person shooters have cast us as Angry McShootsalot, the space marine? And how many RPGs and 4X games have treated us to  “classic space opera” universes, the sort familiar to anyone who’s seen Star Trek or Star Wars, or read a Larry Niven novel? This extends to gameplay conventions. If you’ve played Master of Orion, Sword of the Stars, Galactic Civilizations, or Space Empires, you know the formula – players start with a single world at the dawn of the age of interstellar travel, then colonise virgin territory until eventually the whole galaxy is claimed. Technology progresses in a smooth upward line. The real fighting is all done in space; ground combat is abstracted to ‘bring troop transports and roll the dice’. Everything is clean and crisp and futuristic.

 

If I had a penny for every game set in an original version of outer space… well, at least I’d have one cent, courtesy of Emperor of the Fading Suns (EFS), the 1996 turn-based strategy game from Holistic Design, Inc (HDI). Set in the same universe as Fading Suns, HDI’s pen-and-paper RPG,  EFS falls into the broad 4X genre defined by classics such as Civilization and the games I listed above, but carved out a space all its own. In EFS, the main conflict was human against human, though there was an alien menace in the background. And there was nothing crisp or clean or futuristic about its universe, filled with princes, priests, psionics and peasants in what’s usually described as “a cross between Dune and Warhammer 40,000”.

 

The princes were the players, competing to become emperor of the 40 “known worlds” that were all that was left of a once-thriving interstellar society.  40 worlds might not sound like a lot… but unlike other 4X games, where a world would be defined by a few numbers, in EFS each had its own unique, Civilization-sized hex grid map. Each had its own layout of continents, islands, oceans. Each had its own assortment of resources: fertile farmlands, oil-rich deserts and seas, mountain ranges containing ore and gemstones. They had different terrain palettes, and a very different feel – you would not mistake snowy Delphi, capital of the Atreides-knockoff House Hawkwood, for the jungle world Severus, capital of the Harkonnen-knockoff House Decados.

 

EFS’ combat system also emphasised the planetary level. Ground and space battles were fought Civ-style (without tactical combat) between stacks of up to 20 units at a time, with different units excelling at different phases of battle – for example, artillery could shoot first and target any unit, but would be vulnerable in “direct” or “close” combat. While there were relatively few types of space unit, the game’s lavish technology tree offered ground units aplenty, starting with basic tanks and self-propelled guns, and culminating in power-armoured assault legions, genetically engineered warbeasts, and hover tanks. Capital spacecraft (cruisers and dreadnoughts) could bombard enemy stacks before you sent in the ground troops, but they couldn’t hit every unit, and planet-to-space batteries – perhaps protected by the planetary shield! – could shoot back. Thus, to invade a world, gaining space superiority wasn’t enough – you had to land troops to establish a beachhead and fight your way across the surface, all the while keeping up a flow of new ground units from your homeworlds. As a result, EFS, better than any other game I’ve played, captures just how colossal an undertaking a planetary invasion would be.

 

EFS’ uniqueness extended to its victory conditions. To start with, players could trade favours to win control of what was left of the Imperial ministries (space fleets, spies, border garrisons) – every 10 turns, the players would elect one of their number to be the regent, the one in charge of handing out these offices. To win the game, you had to first be voted regent, then declare yourself emperor. Instead of putting you through the tedium of steamrolling every other claimant to the throne, EFS “just” required you to be confirmed by a final vote after another 10 turns.

 

And this was when the game was at its most exciting. To vote for regent or emperor, you needed two things. First, each player’s voting rights were represented by five sceptres – actual units on the map – and these could be stolen from one another (or from certain NPC factions). More sceptres, more votes. Second, you needed a noble in the capital to cast your vote. You started with five nobles – four on your homeworld, one in the capital – and if they all died, it was game over. Now, for most of the game, the capital was a neutral zone where assassins could strike, but overt conflict was forbidden. But once the regent crossed the Rubicon, that prohibition was lifted. Rival armies would converge on the capital to slaughter each other’s nobles while safeguarding their own. Battle fleets would take up position to stop the armies arriving. Blood would run in the streets, as neglected garrisons were overrun by their more prepared rivals. And hanging over your head was the looming deadline of that second vote. That was how a race for the imperial throne should feel. And that was how a strategy endgame should play.

 

To cap things off, EFS was also highly moddable: it had a map editor and it stored rules and unit data in Notepad-editable files. If you thought the common artillery unit was too powerful, or that special forces legions should be able to live off the land, you could change it yourself. But this was just the tip of the iceberg. Ambitious mods upped the challenge, reshaped the game’s economy, changed the combat rules, added whole new classes of units that could fight in space or on the ground.

 

Unfortunately, EFS also had its fair share of flaws. The game was quite clearly not a finished, let alone a polished, product.  Vestigial, unimplemented features remain to tantalise the player – for example, you could throw your weight behind one Church sect or another, which had absolutely no effect but implies that the designers intended players to stack papal elections in their favour. And while the game did come with multiplayer, its AI barely knew how to play. Rather, my most challenging single-player experience came from a fan-made scenario that lumbered me with internal foes (a frail economy and a rebellious populace), in a prophetic flash-forward to 2005’s Rome: Barbarian Invasion.

 

For whatever reason, EFS did not succeed in the marketplace, and ultimately it made little impression on the genre. You will see plenty of Civilization or Master of Orion retrospectives and sequels, but none for EFS. Years later, the potential of the franchise glimmered again when HDI announced a spin-off project, Fading Suns: Noble Armada. Rather than being a 4X title, Noble Armada followed in the footsteps of “freelance starship commander” games such as Elite. Set during the peace following the emperor’s accession, it would have allowed players to venture into unknown space, trading, fighting, exploring and questing at the head of a small fleet. And Noble Armada made it quite far through the development process: I remember playing a pre-release demo, buggy and crash-prone but tantalisingly fun. But sadly, this flicker of hope never came to fruition. Noble Armada bounced from one publisher to another, before finally dying, never to see the light of day. With it died the Fading Suns franchise on the computer.

 

Nowadays, Emperor of the Fading Suns is a dusty entry on abandonware sites, and a fond memory in the minds of fans. It’s a sad fate for a game that, with a bit more polish and a better AI, would have been one of the best strategy games ever made. As it is, it’s still a gem, albeit a flawed one. It’s a unique experience, both in terms of game mechanics and flavour. And for a player looking for immersion rather than a competitive single-player experience, it still holds up very well. I wish it were both better known and more widely imitated. I can’t do anything about the latter, but with this post, I hope I can do something about the former.

 

Resources

 

Video tutorial (Nova mod)

Hyperion mod – my mod of choice when I played EFS

Nova mod – no personal experience with this but a lot of players like it

 

I hope you enjoyed this post! To quickly find this post, and my other feature articles, click the “features” tab at the top of this page.

In praise of short games

I have many halcyon memories of playing games as a kid, but looking back, there is one that seems particularly fantastical: I used to play very long games. In titles such as the Civilization series, I’d choose the largest possible maps and take advantage of any option to keep playing after I’d already won. I even remember one childhood X-Com game that I never finished – I’d effectively maxed out the tech tree, and years and years of in-game time would pass, but I’d still happily roam around planet Earth swatting UFOs instead of progressing to the endgame.

 

Now…

 

Now that I’m grown up and working, when I play strategy games, I always turn down the map size or select the “short” campaign. That’s the only way I’ll have time to finish and then move onto something else. (This kills a second bird, too – shorter games are a better fit for the front-loaded pacing of many strategy titles.)  But my options are more limited with “narrative”-style titles, such as RPGs. Offhand, I can think of only one short RPG in recent times, Recettear, and that was a story-light game. Most RPGs, especially high-profile ones, are packed with plot, dialogue, side quests, and, of course, grinding. I still enjoy lengthy RPGs, but I often don’t have the time to finish them – when I buy them at all. The big exception is portable games – my current PSP title (Persona 3), and the two before that (Final Fantasy Tactics and Tactics Ogre) are all behemoth RPGs – because there, I can take several months to chip away at them during my daily commute.

 

And playing on after I’ve won? Unimaginable. Now, strategy, RPG, or otherwise, the closer I come to the finish line, the more I want to be done with the game.

 

(I don’t have this problem with other media – I’ll still happily read a doorstop fantasy novel – because even the longest novel is much, much shorter than the typical RPG.)

 

What about you? Do you prefer to play short or long games? Do you keep playing after you’ve won? And has this changed over time?

Play rocket scientist with Kerbal Space Program

 

 

Lately, I’ve been playing around with Kerbal Space Program,  an indie game where you design rockets with several components (command module, parachute, solid- & liquid-fuel engines, etc) and then fly them into space. The picture you see above was taken at the apogee of my most successful flight to date — the last motor didn’t sputter out of fuel until the rocket was 30,000 metres off the ground, and the Kerbals made it back to earth safely again! Needless to say, being able to laugh at your own screwups is a vital part of enjoying the game. Currently it’s more of a toy than a game, but it’s an entertaining (and at least slightly educational) one for all that. If you’re interested in real-world space travel, and especially if you remember an old game called Buzz Aldrin’s Race into Space, this is worth a look.

Spoiled by Greatness

When we want to praise a well-made device, a skilful cook, a more convenient way of doing things, anything, we commonly say, “It’s spoiled me.” Usually this is just a figure of speech. But as with many other clichés, there is a literal truth at the heart of this: sometimes, we really do find something so good that it takes away our ability to enjoy inferior alternatives. And I think this is the case with two of my preferred forms of entertainment, games and books.

 

My most recent gaming example is Total War: Shogun 2 (my verdict here); in mechanical terms, the best strategy game I’ve played in years. Shogun 2 didn’t just fix much of the Total War series’ traditional bugginess. It also fixed two endemic problems with the strategy game genre: the boring late game, and pointless diplomacy. Now, when I think about other games in the genre, I have a much more critical eye for those two issues (especially the former) after seeing them done correctly. One studio that might suffer as a result is Paradox Interactive. I’ve loved Paradox’s historical simulations for years and I have plenty of cool stories to tell about them (see, for example, my Byzantine adventures in Europa Universalis III), but they are not particularly fun after the early- to mid-game. So Paradox’s upcoming Crusader Kings 2 and especially Sengoku will have to surpass a bar that Shogun 2 set pretty high, and Paradox will have to work that much harder to convince me to buy them.

 

Something similar may have happened to me in books, although here it may simply have been that my taste improved as I grew up. When I discovered fantasy fiction in my early teens, I loved Raymond Feist’s tales of orphans-turned-sorcerers and swashbuckling young heroes. Then, over the years, I read George R R Martin, and Glen Cook, both of whom specialised in taking apart the traditional fantasy novel. Martin needs no introduction; Cook’s Black Company series depicts a traditional fantasy world, with centuries-old wizards capable of destroying armies in the blink of an eye – but from the perspective of the underdog, the common foot soldier. Now I can’t even remember the last time I glanced at my Feist collection. My tastes in space opera tell a similar story. I used to happily read military science fiction novels that were little more than glorified after-action reports. Then when I was 17, I discovered Lois McMaster Bujold’s space opera novels – character- rather than explosion-driven, hilarious, moving, brilliant* – and I didn’t look back.

 

You can even see my own writing reflect the above trends in my literary tastes, albeit, it seems, with a lag. The first decent story I wrote, back around 2005 or 2006, was a heroic fantasy Tale of High Adventure, set in a world awash in magic and starring a hero who’s stronger, more cunning, and more superpowered than his foes. By late 2008/early 2009, when I wrote the first draft of The First Sacrifice, things had come down to earth. Artorius of Cairbrunn, the main character of The First Sacrifice, might be tough, clever, and a spirit to boot, but he’s decidedly short on superpowers. (To stretch an analogy, Artorius is the Daniel Craig to my earlier imagined Conneries and Moores.)

 

I’m not so sure whether I’ve experienced the same phenomenon, of discovering the good and being unable to return to the mediocre, in other media. Anime went in the opposite direction –  I discovered most of my favourite anime within the first few years after I started watching the medium. While I am unable to enjoy the majority of anime, I think this is more because common anime tropes annoy me than because I’ve been “spoiled” by watching the cream early on. And I don’t really watch enough movies or TV, nor am I sufficiently analytical when I do, to be spoiled for lesser works.

 

Is this phenomenon a blessing or a curse? Often it feels like the latter, when I just can’t find anything that interests me. On the other hand, bypassing the uninspired is what allows us to have time for the truly good. And if being spoiled is the price that must be paid to encounter greatness, well, I think it’s one well worth paying.

 

* You can legally read most of Bujold’s space opera series, the Miles Vorkosigan saga, for free here. Highly recommended if you like space opera at all.

Combat in Persona 3 Portable: The quick and the dead

This entry is part 4 of 8 in the series Persona 3 & 4

As you can see above, most of my previous discussion of Persona 3: Portable has focused on one half of the gameplay: the social/high school life simulation. But what about the other half of the game, the dungeon crawl?

 

 

You’ll tackle Tartarus, the game’s dungeon, one randomly generated floor at a time. Each floor may contain chests or a portal out. It will contain the staircase leading to the next — and it will almost certainly contain groups of monsters, depicted as black blobs that wander about the dungeon floor. Bumping into these blobs will trigger a battle (no annoying random battles here, thank heavens!). They’ll chase you if you come within their sight, and if they run into you, odds are the monsters will get the first turn in the resulting battle… but strike a blob with your weapon, which is easier if you sneak up from behind, and you’ll move first.

 

Once combat begins, it looks like your typical menu-driven, turn-based JRPG: each party member* can attack, defend, use the special powers conferred by his/her inner spirit, the titular Persona, etc. Unique in the party, the main character can switch between different Personas, each with different strengths, weaknesses and powers; other party members are stuck with just the one set of abilities.

 

The twist to this system is the critical importance of targeting vulnerabilities. Attacks in the game are divided into nine types — Pierce, Slash, Fire, Electricity, Light, etc — and different party members, and different enemies, are weak against different types of attack. If a combatant is struck by an attack that targets his/her weakness, the resulting critical hit will knock him/her/it flat. And every time a foe is knocked down, the attacker will get an extra turn. Finally, if all monsters are knocked down, the party can launch a devastating “all-out attack”.

 

The significance of this is that the game encourages you to chain multiple critical hits in the same turn, culminating in an all-out attack. So if you get in the first move — remember, by striking monsters with your weapon on the dungeon map — and the party has the right damage types at its disposal, you can go through trash mobs like Clint Eastwood in a spaghetti western, where he could pull his gun and mow down three bandits before they even blinked. Conversely, if the monsters move first and they’re especially powerful, or you’re especially unlucky, it’s possible to wipe in a single volley of queued critical hits (luckily, monsters can’t launch all-out attacks…).

 

For most fights, this system works very well. It pushes you to prepare for battle by using a well-balanced party and keeping a varied selection of Personas on hand. It means there’s a bit of tension on the dungeon map, as you take care to sneak up on monsters, or conversely run like blazes to avoid having the monsters run into you. And given the number of trash mobs you’ll fight, it keeps ordinary battles moving at a good, brisk pace.

 

Where this system doesn’t work so well is in boss battles. It takes a long time to defeat the typical boss monster, and a simple, elegant system built for speed is not well suited for protracted pounding matches. My boss fights tend to turn into repetition of the same pattern of moves over and over – A attacks, B buffs then attacks, C debuffs then attacks, D heals. And as a result, I am often all too glad when boss fights are over.

 

Still, on the whole, I like Persona 3: Portable’s battle system. It’s not every boss fight that stretches on for too long. And even those that do are outweighed by the fun I have as I tear through the game’s ordinary encounters.

 

* This is a change from the PS2 version, in which you only directly controlled the main character — your party members had their own AI.

Announcing my short story: The First Sacrifice

Artorius of Cairbrunn hates being dead.

 

In life, he was a hero, protector to emperors and scourge of the barbarians, before he was betrayed and killed. Now, hundreds of years later, he’s been summoned back to the world of mortals — and telling hero from villain is not as simple as he once thought.

 

A heroic fantasy short story about right and wrong; fallen kingdoms and rising upstarts; love, loss, and the lengths to which we’ll go for those we care about.

 

You can buy The First Sacrifice for just US$0.99 or read a free sample at Smashwords (http://www.smashwords.com/books/view/70735) or at Amazon (http://www.amazon.com/dp/B0059HBUM6). It’s available for Kindle (at Amazon) and in HTML, mobi, epub, PDF, RTF, LRF,  PDB and plain text (at Smashwords).

 

I also have ten (10) freebie coupons which I’ll email to the first ten people who comment and request them. I currently have nine coupons remaining.

 

I hope those of you who check out the story will enjoy it enough to recommend it to your friends. And if you’re thinking about ebook self-publishing, or you’re just interested in how it works, check out my fiction website!

Meet DDscout.eu, the digital distribution price comparison site; Yasumi Matsuno moves to Level 5

1. Want to quickly check which digital distributor offers the best price on a given PC game? DDscout could be useful – I just discovered this site over the weekend. It allows you to compare prices across Steam, Gamersgate, Impulse, and more. You can also select your region from the US, UK and Europe (the man behind DDscout, Mr. Guido Wesdorp, told me that he plans to add Australia, too). Check it out if you’re interested!

 

2. Gamasutra reports that Yasumi Matsuno, the man behind Ogre Battle, Tactics Ogre, Final Fantasy Tactics, and FFXII has joined Level 5 Games, developer of Jeanne d’Arc (next in my PSP queue after I finish Persona 3). I really liked Tactics Ogre and Final Fantasy Tactics is one of my favourite games of all time, so I look forward to seeing what he’ll work on next.

Tactics Ogre: Let Us Cling Together – The Verdict

 

This is the fifth post in my series on Tactics Ogre. Check out my earlier impressions of the game’s character profiles; four things it does better than FFT (and one it doesn’t); how I used different character classes in battle; and an unfortunate mishap later in the game.


 

Introduction


 

Tactics Ogre: Let Us Cling Together, the 2011 PSP remake of the SNES/Playstation tactical RPG, is a labour of love, and it shows wherever you look. It shows in the game’s beautiful character designs and in its soundtrack, performed by an orchestra even though players might only hear it through the tinny speakers of the PSP. It shows in the sweep of the game’s plot; in the natural sound of its mock-Shakespearean localised dialogue; in the lovingly written character profiles given to even spear carriers; and in the fluff text accompanying every bit of terrain. And it shows in features such as what is, effectively, an in-battle autosave; a perspective that can switch from top-down to isometric; and the ability to jump straight to important points in the game’s timeline during a replay instead of having to redo everything from scratch, all of which speak to thought and effort put into eliminating annoyances.

 

The gameplay

 

Most importantly, the basic in-game task, moving party members around on the grid so they can attack or use their special abilities, feels satisfying. The balance between offence and defence feels just right – blows do enough damage (generally, squishies will crumple after a few good hits, whereas heavily armoured warriors can keep fighting for longer) to keep things moving quickly and maintain tension, but not so much damage as to turn the game into an exercise in luck or frustration. Positioning matters, too: archers can shoot farther from the high ground; front-line fighters project zones of control to prevent enemies from rushing past to the weaker characters; wizards may be unable to cast spells if friendlies are in the way.

 

In between battles, you’ll choose classes and skills for your party members – in broad terms, knights tank; archers and ninja are the main damage-dealers; and mages are used for debuffs and crowd control. Archers in particular are devastating, but as not even the mightiest archer will be able to stand unsupported, it remains important to maintain a good mix of party members*.  And here, the gameplay’s main flaw reveals itself – the levelling system fails to eliminate grinding. All characters of the same class will share a level, and switching classes will change a character’s level. This works better than the traditional system found in, say, Final Fantasy Tactics, since now you only need to level a class once. Unfortunately, not only do you still need to level newly unlocked classes (of which there are quite a few) from scratch, high-level NPCs in new classes will revert back to level 1 when they join the party! By the end of the game, I was leaving even interesting-sounding new party members on the bench, because my patience for grinding had run out. And that is a frustratingly imperfect element of the system.

 

The story

 

As a storytelling experience, Tactics Ogre reaches for greatness, but doesn’t quite get there. This is not because its creators were untalented or unimaginative. Instead of  a stew of quest fantasy clichés, they attempted to give us a tale of ambition, compromise, loyalty, and love, set in a land riven by feuding pretenders – “A Game of Thrones” for the JRPG genre, if you would. The player’s choices will then drive that story down one of three branches that recombine for the game’s final act.

 

At times, this works very well. Some individual moments, in their injustice, left me shocked and appalled. In another scene, a tyrant sounds all too human, all too real, as he attempts to rationalise his misdeeds. And a  dying foe might show a hint of nobility that leaves the question of what could have been. At other times, it doesn’t. One of the two storylines I played is noticeably better than the other, which is more black-and-white and doesn’t hang together very well. Once the storylines do recombine, the plot feels rushed: key characters act on inconsistent or poorly explained motivations, some of the later twists and turns pop up out of nowhere, and good luck getting the desired outcome from one vital story decision without a FAQ. And characterisation of party members suffers as a result of the gameplay format. There are dozens of potentially recruitable characters, so they can’t be given much time in cut-scenes. (While party members do influence the ending, you can only see one character’s epilogue per game, an incomprehensible hold-over from the Playstation version and a noticeable flaw compared to Valkyria Chronicles, a game that was far inferior story-wise.) Party members do get in-battle dialogue, but consistent with other TRPGs, there’s no ability to talk to them in between battles. And this is a pity, because the one brief scene I saw where several party members hang out in town, bantering and enjoying everyday life, was done so well that I’d have loved more moments like that.

 

The verdict

 

All in all, Tactics Ogre is a very good game, and close to the borderline with greatness. Gameplay-wise, this is the highly polished epitome of turn/party-based combat,  for all it ends up too grindy as it wears on. And story-wise, while it suffers from flawed execution, it aims high enough, and gets enough right, to leave me glad that I played it. If you like turn- and party-based RPGs, and you have a PSP, I would recommend this game.

 

* I’ve seen the point made elsewhere on the internet (on a forum or by another reviewer? I can’t quite remember) that this is in contrast to Final Fantasy Tactics, where the key was mixing and matching class abilities to create unstoppable characters.

 

You can buy Tactics Ogre: Let Us Cling Together from Amazon here.

 

I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.

 

The basis of my review

 

Time spent with the game: My playtime clocked in at around 80 hours, though there would have been times when I’d left the game on (either on AI control, or completely idle) while I did something else.

 

What I have played: The Chaos route, most of the Law route, the good ending, the first few minutes of the postgame.

 

What I haven’t played: The last few battles of the Law route, the Neutral route, most of the postgame content.

Persona 3 Portable’s setting: A pop-cultural window onto the world

This entry is part 3 of 8 in the series Persona 3 & 4

Compared to other RPGs, Persona 3’s modern-day world may seem mundane. The main character buys healing items not from armourers and apothecaries, but from the pharmacist at the shopping mall. He/she traipses through school hallways rather than half-sunken temples or bridges in the sky, and his/her haunt is the dormitory lounge rather than a castle.

 

But there are a couple of twists. First, Persona 3 is set in modern-day Japan, and to a Western gamer, odds are that will be at least a little exotic. The game takes place in the big city, so many of the differences will be muted. But there are some you’ll notice straight away. The dialogue is laden with “-san”, “-kun” and other Japanese honorifics. The main character can pray at a Shinto shrine, either to boost Academics before an exam, or divine his/her fortune and strengthen a relationship. School clubs are a Big Deal. There are even love hotels.

 

Second, Persona 3 contains a bunch of little touches that help preserve the internal consistency of that setting, and hence, the player’s suspension of disbelief. Trees change colour in between seasons. NPCs change their outfits depending on the weather and on whether they had school that day. But for something a bit more substantive, take the game’s scheduled exams, two sets a semester. They form part of the time management aspects of the game. They’re well flagged, in dialogue and on the in-game calendar. They do have an in-game effect. And so, it makes perfect sense that right before exam-time, your party members lock themselves in their rooms to study – leaving them unavailable for dungeon-crawling.

 

That said, Persona 3 mostly limits you to a single city, unlike the typical RPG, which has you travelling across cities and continents. While this is also consistent with the game’s premise – most high school students stay put in one place – it does mean that this isn’t really a game about the joy of exploration. Still, when the characters do get out of town, on holiday or on school excursions, the destinations are well-realised enough for me to delight in running around and talking to every NPC – and they’re also host to some of the funniest scenes in the game*.

 

How does that single city hold up over the course of the game? Pretty well (though not perfectly), actually, helped by the little touches and the odd change of scenery I mentioned above; by plot sequences that take place in new parts of the town; and by constant interaction with NPCs through plot sequences, other social encounters, and  even the periodically refreshed dialogue from nameless townspeople. That’s no small feat, after all the time I’ve spent with the game. I’m not that far from the end, now, and I‘ll be interested to see how the designers might wrap up the player’s experience with this world…

 

* Which, I suspect, owe more to anime tropes than to real-life Japanese culture.

Now this is inspirational – how one LittleBigPlanet fan was hired on as a developer

Talent + Hard Work + Opportunity = Success

 

The above formula is something of a truism, but in this week’s issue of The Escapist, I stumbled across a spectacular example in the video games industry: John Beech, a construction worker who hadn’t even finished high school, but who loved creating levels for LittleBigPlanet. His creations caught the eye of Media Molecule, the developer of LittleBigPlanet, and after seeing his levels in person, MM hired him on the spot: what Beech called “one of the best moments of my life”.

 

That article is well worth a read. Inspiring stuff…

 

(Note that the events chronicled happened some time ago – subsequent Googling reveals this Computerandvideogames.com article from November 2010 – but I believe they’re still worth highlighting.)

Could my dream of an open-world science fiction game finally come true? Prey 2

For years, I’ve wanted a really good, Ghost in the Shell-esque game that would let me wander around a futuristic city, gathering clues, wielding gadgets and hunting down evildoers. Now, it seems my wish may be granted: check out Gameshark’s E3 impressions of Prey 2 (published by Bethesda, developed by Human Head), described as a “science fiction, first person Assassin’s Creed” casting you as a bounty hunter in an alien city*. You can view a gameplay video below:

 

 

And here is a cinematic trailer:

 

 

The gameplay video mostly shows off taking cover and shooting, so I’ll be interested to see how other aspects of the game play out. Will the dialogue be well-written? Will the world be imaginatively designed and interesting to explore? (It doesn’t have to be Fallout 3, but I do expect at least some handcrafted little details.) How will investigation work?

 

We’ll find out in 2012, when Prey 2 ships.

 

* I understand this has little in common with the first Prey (a game which I never played, but which doesn’t seem to have left much of a mark) beyond the name.

Terraria first impressions: Patience seems to be required

Dig, fight, explore, build! Nothing is impossible in this action-packed adventure game. The world is your canvas and the ground itself is your paint. Grab your tools and go! – official Terraria blurb

 

I picked up Terraria, the 2D Minecraft-alike, over the long weekend, and I’ve spent a little bit of time messing around with it. So far, I can see how this could become either very addictive, or very tedious.

 

My first in-game day was a lot of fun. I knew I had to build shelter before nightfall, when monsters would come out, so that immediately gave the game a source of tension. I hacked down trees, dug away at the earth, and finally threw up a simple house for myself. It was satisfying to plonk each bit of wood down to form a floor, wall and roof, add a door, and build a workbench.

 

The problem became every day after that. Most games are built around offering the player a constant stream of rewards. In Civilization, this means building new farms and mines, researching the wheel or electricity, or completing a Wonder of the World. In RPGs, this consists of levelling up and recovering cool loot. And in Terraria, this consists of obtaining higher-grade ores that I can then use to craft better gear. Unfortunately, so far I’ve found very little in the way of decent ore. I have wood and stone aplenty; and I’ve found crumbs of iron and copper and even gold; but nowhere near enough to feel as though I’m actually making significant progress. So after several in-game days, or possibly even a week, my gear consists of a basic helmet and nothing more intimidating than a wooden sword.

 

Now, this issue undoubtedly arose from my inexperience leading me to “play the game wrong” (I’ve read the wiki and some forum threads, but I’m still very much learning as I go). I seem to be doing a little better now – tonight I found a cavern where I recovered some decent ore. But I was perilously close to boredom before I found that cavern, and I no longer have enough free time to be able to invest significant amounts of time in a game while I wait for it to become fun (or resume being fun). So the jury is still out….

E3, Days 3 and 4 – Enter the PC

The standout titles for me in the final couple of days of E3 were both forthcoming PC entries in the Paradox stable – one (Crusader Kings II) developed internally, one by a third party (King Arthur II: The Roleplaying Wargame) and published by Paradox:

 

Crusader Kings II: The sequel to Paradox’s 2004 feudalism simulator looks, and sounds, pretty good (see here for my uxorial misadventures with the original game). However, a one-minute trailer can’t address my biggest potential issues. One, will CK2 stay manageable over the course of the game? Or will the player be snowed under by an endless stream of pointless decisions about whether the fifth son of Newly Arrived Hanger-On Noble #987 should be taught by priests or soldiers? Two, Paradox games have always suffered badly from the typical strategy curse of the exciting early game giving way to the boring mid/lategame, and Shogun 2 addressed this well enough to spoil me for all other strategy games. A wait and see for me.

 

King Arthur II: Now this looks cool. Total War-style battles with the addition of AT-AT- sized giant insects and whole squadrons of dragons? Yes please! (As a bonus, it looks like the sequel’s art design will be every inch as cool as the original’s – check out this dev diary on the artwork for Morgana le Fay.) I didn’t play enough of the first game to form an opinion on its gameplay, but hopefully KA2 will live up to the promise of its visuals.

E3 2011 – Day 2 thoughts

So following Day 2 of E3 (or Day 1, if you exclude the pre-show?), here’s what stood out for me:

 

OnLive, the cloud-based game service, announced iPad and Android apps: This is not completely news – streaming games to tablets was one of Gamestop’s stated motivations for the Spawn acquisition; and last week, OnLive announced a unique controller that, it said, would work with tablets. And the collection of games on OnLive’s website is currently underwhelming – but that is not set in stone. I don’t know whether OnLive will be able to shift gaming towards a software as a service model or marginalise dedicated gaming hardware. I do think that it’ll be worth keeping an eye on those possibilities. (VentureBeat article, and video, here.)

 

Honourable mention goes to Nintendo’s Wii U – it’ll be interesting to see what developers can do with a controller that has its own touchscreen. If Nintendo region-locks the console, though, as it did for the Wii, that would likely be a dealbreaker for me.

One headline I’d like to see in a David Weber novel

The Honor Harrington series of space operas, by David Weber, features Space Commie bad guys who set out to conquer the galaxy when they realised their own treasury could no longer pay for bread and circuses to keep the mob happy. I can’t help but wonder, though, if events in the stories could have gone very differently…

 

***

 

BAILOUT IMMINENT FOR PEOPLE’S REPUBLIC OF HAVEN

 

This week, officials from the Interstellar Credit Fund arrived in the New Haven system to negotiate a bailout package for the People’s Republic of Haven. “We will never default on our debts,” said Chairman Pierre of Haven after meeting the ICF officials.

 

(PHOTO: The ICF delegation is greeted by anti-austerity protesters.)

 

Still, one policymaker close to the talks was sceptical. “Sure, the Havenites can trim their bloated defence budget,” said the policymaker. “Who do they think will invade them, anyway? But I question whether they have the political will necessary to reform their economy.” The source didn’t wish to be named, citing a lack of authorisation to speak publicly.

 

In other news…

E3 2011: Day One thoughts

It’s time for E3, the Electronic Entertainment Expo! The various gaming sites offer a wealth of detail, but most useful to me was VentureBeat’s quick, one-page summary of the highlights.

 

For me, a few things have stood out:

 

The PS Vita: Formerly known as the “Next Generation Portable”. As with all things Sony, this looks like a marvel of engineering – at first glance, its graphics seem equal to those on the PS3! Its price is also competitive with the 3DS: US$250 for the base version (with Wi-Fi only); US$300 for the version with 3G. Still, don’t throw away your PSP quite yet: the Vita lacks a UMD drive so you’ll have to download PSP titles via the PSN store – but not every PSP game is available via PSN. This goes doubly so if you import games, because titles available on the PSN store are segregated by region. So far, I’ve seen no Vita titles that are must-gets,; the catalyst for me to buy a Vita would be good RPGs and TRPGs (since that’s what I mostly play on my PSP).

 

Far Cry 3: Sadly, this has not stood out in a good way. I’m disappointed by its choice of setting: an island populated by various gun-toting crazies (including one mohawked guy who looks like a Fallout 3 escapee). This stands in contrast to Far Cry 2, which at least on paper, offered the grounded, “real world” setting of an African civil war, rather than the typical FPS thinly veiled setup for the Adventures of Angry McShootsALot. Granted, Far Cry 2’s gameplay didn’t live up to the theme – in practice, the absence of a faction system or any NPC interaction outside town meant that it boiled down to the Adventures of Angry McShootsALot anyway – but from my limited time with the game, I still really liked the attempt.

 

Bioshock Infinite: A game set in a steampunk/dieselpunk-themed city in the sky! Now that’s a cool premise. It didn’t hurt that the gameplay conceit of shepherding a female companion initially reminded me of Ico (though upon reading the details, it sounds a bit more like Prince of Persia 2008).

 

I’ll try to update as E3 rolls on, so stay tuned!

The price of heroism: storytelling in X-Com

This entry is part 5 of 7 in the series Storytelling in Games

Note: Storytelling in Dominions 3, part of this feature series, is available off-site. You can read it at Flash of Steel.

 

 

Almost every game out there casts the player as a hero: someone who accomplishes great feats in the face of extraordinary odds. By the time we finish, we’ll have vanquished tyrants, terrorists, aliens and ancient evils. But few titles have had gameplay mechanics that convey heroism better than X-Com: UFO Defense (aka UFO: Enemy Unknown), the 1994 strategy game from Microprose where you led a multinational force – soldiers, scientists, pilots and purchasing officers – against an alien invasion. And X-Com managed this without a single line of dialogue or scripted plot event.

 

First, being a squad-level game gave X-Com an immediate advantage: it was built around individual characters. It was individual characters whose stats, ranging from marksmanship to carrying capacity to reaction speed, you pored over at base. It was individual characters whom you controlled in battle, telling this one to take cover behind a wall, while his sergeant prepared a grenade and a tank scouted ahead. It was individuals you named for friends and colleagues (you could freely rename soldiers), individuals who saved the day with lucky shots and well-placed grenades, and individuals whose progress you followed as their stats and kill counts inched higher with every mission.

 

So far, so good. But I could say the same of any RPG, tactical RPG or squad-level game. Thus, while the focus on individual feats was necessary to X-Com’s storytelling appeal, it was not sufficient.  And this was where the “overwhelming odds” part of the formula became important.

 

For in X-Com, those feats came at a terrible cost in lives. Think of any science fiction scene where human soldiers plink away at armoured monstrosities, only to be slaughtered once the aliens open fire; that’s what the start of X-Com felt like, especially when the aliens showed up with heavy weapons. As your technology improved – once your soldiers started bringing home alien guns and grenades for your scientists to reverse-engineer, once your workshops began turning out armour made from the same material as UFO hulls – the situation did grow less dire, and by the endgame, the balance shifted decisively in favour of a human player who brought an “A” squad loaded with the game’s most powerful weapons.

 

Yet that lethality never completely disappeared, because even with the best armour in the game, one (un)lucky shot could still kill. You may have become better at preventing the aliens from ever getting the chance to move and shoot, but your finest marksman, your most seasoned veteran would die as quickly as the raw recruit once the aliens drew a bead on him or her.  As a result, this was one game where it was so tempting to reach for the reload button when something went wrong – but where it was equally rewarding to resist that urge. For it was that sense of overcoming the odds, of bouncing back from slaughter and catastrophe, which made victory in X-Com so sweet.

 

I remember Swordlily the sniper, a key player on my “A” team and one who steadily rose through the ranks. I gave her one of the most accurate weapons I had, and a suit of advanced armour to keep her intact. Then one day, an alien fired a shot right into the transport plane – where she should have been safe, at the far end of the troop compartment – and killed her where she stood.

 

I remember the time three soldiers, the last survivors of their ten-strong squad, straggled across a field to storm a giant UFO by themselves – and won.

 

I remember when the aliens came swarming in to assault an outpost manned by my “B” squad, undergunned and underskilled rookies. A guided missile sped around a corner and right into the midst of my defensive layout, turning half the squad to ash. One survivor, wounded and panicked, dropped her gun. But right opposite her was the less fortunate soldier who had carried my squad’s missile launcher. So on my next turn, once she pulled herself together, I sent her racing out of her hiding spot. Across the hallway she ran. With a few clicks, she grabbed the dead man’s launcher. With a few more, she returned fire with a missile of her own. And it worked. I salvaged that battle and saved the base. Not a bad accomplishment considering the odds – and it rested on one soldier’s courage.

 

If that isn’t a tale of heroism, one that X-Com made possible as so few other games could have done, I don’t know what is.

 

I hope you enjoyed this post! To quickly find this post, and my other feature articles, click the “features” tab at the top of this page.

Let’s Play the Empire: Total War Multiplayer Campaign – Episode II: Havoc on the High Seas, Losses in the Low Countries

When we left off with the first instalment of the Empire: Total War multiplayer campaign, Great Britain had held off the French at sea, while on land, the Dutch had driven a mighty French invasion force out of their homeland. What could possibly go wrong for Great Britain? (Wondering what this series of writeups is all about? Here’s the introduction.)

 

Read my  writeup, below, to find out…

 

***

 

The War of the World

 

At the start of the game, I had sent Britain’s shipyards into overdrive producing warships and merchantmen, and that pays off. With the defeat of the French fleet at the end of the first turn, this leaves the Royal Navy – and accompanying British ground forces – free to go on the global offensive, ready to make the world safe for tea, cricket and British trade.

 

Britain's targets in its initial Caribbean offensive

 

Britannia’s might lands most heavily in the Caribbean. The pirates, in their lairs at Antigua in the Leeward Islands and San Jose de Oruna in Trinidad & Tobago, learn that His Majesty’s soldiers do not know the meaning of the word “parley”. The undefended Spanish – formerly French – colony of Martinique surrenders without a shot.

 

To be sure, the Spanish computer player ensures that the naval campaign is not a one-sided affair. The Royal Navy takes its fair share of losses in a series of largely auto-resolved skirmishes in the Caribbean and in the East Indies. But when the smoke clears, the Spanish navy has been driven from the East Indies, leaving British trade fleets free to move in.

 

What’s Spanish for “‘tis only a flesh wound”? The Battle of the Invincible Frigate

 

When the Spanish fleet finally shows up in force in the Caribbean, my luck looks like it’s run out. Against my fifth-rate frigate and sloop, the Spanish have brought a frigate and sloop of their own, plus a galleon that tremendously outguns anything else on the field. My first response is to panic. And then, once the battle starts, I breathe a sigh of relief: the Spanish ships are damaged and missing most of their guns. It’s still not a done deal – even in its weakened state, the galleon is able to blow away my sloop when it strays too close.  Still, the frigate duel is as one-sided as I could have wished. I shoot away the Spanish frigate’s masts, destroy many of its remaining guns, leave its hull blackened and punctured. Yet the crew neither flees nor surrenders in the face of volley after volley of cannon fire. And, to add insult to injury, their morale remains high even as the ship rides lower and lower in the water.

 

The Ship of the Black Knights?

 

I am left wondering, over the in-game chat, what the Spanish sailors are eating for breakfast. It takes the outbreak of fire for the crew to abandon ship, by which time I am convinced that if they had been around 120 years earlier to man the Spanish Armada, history would have taken a very different course.

 

Disaster in the Low Countries (I): Never rely on a computer-controlled ally

 

Back in Europe, though, things don’t go quite as smoothly. When we left off, the French had been repelled at the gates of Amsterdam and John Churchill, the Duke of Marlborough, was leading a mid-sized force into what is today Belgium. The small Spanish garrison in Brussels falls quickly, and I turn the territory over to the Dutch. I feel well pleased with my raid! While my army doesn’t have the movement points to make it back to the sea on the same turn, I am able to withdraw my army so that it’s close by a friendly, smallish Dutch force. What could possibly go wrong?

 

As it turns out, plenty. The French army – numerically superior, even after its defeat at the walls of Amsterdam – moves in to attack Marlborough. The Dutch computer player, instead of taking up a good defensive position, charges out into the open field, and I follow suit, fearing the piecemeal annihilation of the allied armies. My infantry-short army lacks the numbers to shoot it out with the French, and I botch the timing of a cavalry charge at the French flank. When the dust settles, the British army in Europe is reduced to Churchill, a single artillery battery, and a handful of horsemen who escaped the rout. In an eighteenth-century version of Dunkirk, they slink back across the channel, and with them goes any thought of a quick land victory in Europe for Great Britain.

 

That did not go according to plan

 

Disaster in the Low Countries (II): Le Roi, Jeeeenkins!

 

Still, when the French army follows up on its victory by marching into the Netherlands and laying siege to Amsterdam for the second time, I am less than fazed. True, the Dutch are outgunned – the professional garrison is small, so most of the defenders consist of hastily armed townsfolk.  But as the first battle of Amsterdam showed, even armed civilians can put up a good fight from within the fortresses protecting the city.   “No problem,” I shrug. “I held off the French once, I can do it again.”

 

The turn ends. And the Dutch AI player abandons the shelter of its walls to attack the French.

 

The ill-fated Dutch sally

 

The resulting battle, trained and experienced French soldiers versus the Amsterdam mob on an open field, goes predictably. The best thing about the fight turns out to be a bout of unintentional comedy, when one Dutch regiment, retreating from the massacre, climbs the walls of its own fort to get back inside after the gates refuse to open.

 

Amsterdam falls soon after. And with that, Britain’s strongest ally is now out of the war. (Portugal remains in the fight, but is too far away to threaten France.) With the French in force across the channel – over the coming turns, they march out of Amsterdam and briefly lose control of the city, but retake it soon afterwards – and a mighty Spanish fleet of galleons crawling up towards the English Channel, I’m getting nervous. For all my successes overseas, the European theatre isn’t looking too good for the British Empire…

 

Unfortunately, at this point, we had to switch French players, as PC issues forced Peter Davies, our original France, to drop out of the game.  Stay tuned for the next update!

Frozen Synapse: A good first impression

Over the weekend, I picked up Frozen Synapse, a new, cyberpunk-themed indie squad tactics game, and so far I’m quite impressed.

 

First off, the actual game seems pretty cool. It’s stylish, with its green-and-red outline soldiers, blue backgrounds and futuristic music. It’s minimalist: there are only five unit types in the game. And it’s quick-to-play, due to the extreme speed at which units die off. But the real genius of Frozen Synapse is that turns execute simultaneously: the players input their orders, trying to guess what the other will do, and then they see just how little of their plans survived contact with the enemy (this synergises really well with the lethality of combat; one foe unexpectedly lying in wait can cut down half your squad). As a result, I get the impression that this is one of those “minute to learn, lifetime to master” titles.

 

The second area in which Frozen Synapse has impressed me is its multiplayer. This is one game where the basic concept – trying to anticipate what the other guy will do – is just tailor-made for playing against other humans, and the designers have taken advantage of that. The game’s multiplayer is asynchronous – i.e. players can take their turns at any time, upload them to the server, and load the latest turn when it’s ready – which makes it easier to work around clashing real-life schedules. And the designers were also shrewd enough to integrate a touch of Web 2.0 – at the end of a multiplayer match, there’s a handy button to upload a replay to Youtube.

 

The experience so far hasn’t been flawless. The documentation is practically nonexistent, even by my “never read the manual” standards; I had to visit a forum to find answers to basic questions such as “what are the units good for?” and “who shoots first if two units spot each other? Correction: the game is in fact pretty well documented by the readme file in the game directory. The playerbase is currently split amongst several different servers (which the designers have said is just a stopgap), and the servers themselves have a tendency to go down (for maintenance?) when I’m free to play in the evenings after work. Still, none of these issues has been a game-breaker for me – now I have found answers to my questions, and I could also play the single-player campaign or botmatches.

 

All in all, Frozen Synapse is definitely worth a look if you’re a fan of the game’s genre.  Check it out on Steam, Impulse or the developer’s website!

Let’s Play the Empire: Total War Multiplayer Campaign – Episode I: The War Begins (France)

The following post, by Peter Davies (aka Beefeater1980), playing France, is the belated first instalment in the Empire: Total War multiplayer campaign write up! Click here to see what it’s all about.

 

In this episode, Britain and France go to war on the high seas and in the Low Countries. Will one side score a knockout blow early on? Or will the war turn into an early stalemate?

 

Over to PD…

 

***

 

Here they come (Crick! Crack! Bang!), those red-coated, black-booted, musket-toting minions of a mercantile empire, flags waving and cannons bristling. In ETW, Britain has advantages to make a royal weep and hang up his ius primae nocti: unassailable home regions in Europe that can each churn out a land unit or several every turn; high-value ports, ready to knock out those sleek and deadly fifth-rate ships that will demolish the sixth-raters I can build in the time it takes to say ‘Hornblower’; and the most powerful alliance in Europe at its beck and call.

 

Against them stands France and my enviable record of five defeats and no wins against the campaign AI on ‘Normal’. Oh, and Spain as an ally: 10/10 for machismo but, in deference to Real Historical Fact, her glory days are behind her and she will lose interest a few years in, only to spend the rest of the game swigging Sangria and reminiscing about Pizarro and Cortes. Gentlemen, place your bets!

 

And yet. PS may have more and better ships and an invulnerable home base but the British army starts the game small and unimposing: France on the other hand has a solid core of infantry, cavalry and artillery in Europe itself and a huge income from her home regions – after a couple of turns I was pulling in around 8000 income per turn net despite a comprehensive trade blockade. If anyone can save the world from the fate of British hegemony, association football and the expression ‘eff off’, it is La Grande Nation.

 

Empire: Total War - The War Begins

LE PLAN: France is likely to fall behind Britain diplomatically early on, since my fleet is made up of a couple of bathtubs floating in the channel with only three one-eyed gunners between them. Unfortunately, the one thing CA didn’t mess up in programming this game was making the AI a vicious little jerk whose sole aim is to kick hard in the unmentionables the human player it judges to be weakest. Naval strength is a major component of that determination. Left to their own devices, Britain’s AI allies (Portugal, Netherlands and Austria) will declare war on me in the first few turns, leading to a three-front war on sea and land and a very, very short LP.

 

However, I have a cunning plan. Because my position starts uncertain, Peter S (who is a solid strategist) will probably expect me to try for a boom, building a couple of grant continental armies – he’ll never suspect a pre-emptive attack. This isn’t as crazy as it sounds: attacking in turn 1 will force Britain’s scary allies to make a snap decision on whether to join the war at a time when the calculus is more likely to be more favourable to me. This is why my first action in the game is to move my leaky little fleet to attack the nearest British armada, a move which goes swimmingly in the sense that the remains of my navy are now doing the breast-stroke back to Le Havre.

 

Empire: Total War - We are sinking, we are sinking

 

A SHAMEFUL DISPLAY! Over the next couple of turns, PS moves his fleets into both of my northern ports, leaving them smoking ruins. However, what we lose on the swings, we gain on the roundabouts. Austria and Hanover – the only land powers in Britain’s coalition – decided that they had better things to do than get in a bust-up with my army and have said ‘Nein’ to this war.

 

On the home front, while conventional wisdom is to tear down those religious schools as soon as possible and replace them with hotbeds of radical study so as to speed off down the tech tree. I want to see if the additional tax and stability I get from keeping Europe Catholic can outweigh this, so I’m following the Jesuit path for now. It will be interesting to see how this pans out.

 

DIPLOMACY: Diplomacy? Diplomacy! I’m worried about protecting my American colonies, since I need all my resources for the struggle in Europe. To get around this, I sell a few of my less wealthy colonies to Spain for 1000 / turn over 10 turns. It’s probably not a great deal, but it’s better than trying to extract income from provinces I can’t reliably hold.

 

Over the next couple of turns, I start my army marching on Amsterdam. My initial plan was to carry out the siege for the full 5 turns, but immediately after deciding to end turn 4, I get a bad case of invader’s regret; now that he’s smashed my fleet, PS probably has an army inbound and, while it’s not going to be as big as France’s, if it catches our force at the walls of Amsterdam, my only army is going to be ground into so much mincemeat. Since I have more artillery than the defenders, I will try an assault next turn, and hope that it it goes badly I’ll have enough of a force intact to hold off a British counterattack until reinforcements get there.

 

Drawn up before the walls of Amsterdam. Imposing, aren’t they.

 

Empire: Total War - The French at the gates of Amsterdam 

 

Onward for France! They charge, they charge…

 

Empire: Total War - Here Come the French

…and they retreat, as natural to my troops as eating frogs and cruelty to geese.

 

Empire: Total War - The French Retreat
So, yeah. That went well. At least the army didn’t get totally smashed. To add insult to injury, as my battered soldiers flee in disarray from the walls of Amsterdam, PS has landed a large army under the command of John Churchill, aka 1st Duke of Marlborough, aka the Mindelheim Murderer, who eats Parisian babies with his morning breakfast and cleans his teeth with toothpicks made from the bones of French grenadiers, to besiege Brussels. I try to console myself with the knowlege that it would have been even worse if the army had attacked while I was besieging Amsterdam, but it doesn’t help.

 

Things are looking bleak for L’Hexagone.

 

Next up, in Episode II, the Royal Navy goes on the offensive around the world  — but closer to home, events proceed a little differently…

When is the premise of a story too ridiculous for you?

Here’s another question for you guys: When do you find a work of fiction’s (book, game, etc) premise so ridiculous that it prevents you from picking it up?

 

For me, as a science fiction/fantasy/anime/video game geek, an open-minded attitude towards far-fetched concepts comes with the territory. I mean, I’m currently playing a game about demon-fighting schoolchildren who summon their guardian spirits by pantomiming suicide! Even by JRPG standards, that has to take the cake for bizarreness. But on this blog, I’ve also mentioned a TV series about people who cross the galaxy by walking through wormholes, a time-travel-steampunk American Civil War game, and an anime about a biplane-flying pig, none of which cause me any problems.

 

Yet  one concept never fails to make me howl with disbelief: a foreign power invading the continental United States (most famously, Red Dawn). Aliens with the technology to fly dozens of light-years are landing on the White House lawn instead of lobbing giant rocks from orbit? No worries! Giant two-legged robot lizards are tearing up California? Pass the popcorn! But the moment the first jackboot touches down on American soil, having apparently teleported past a US Navy and Air Force that are the most powerful in human history, is the moment I say, “Not interested.”

 

The underlying principle here is similar to the Uncanny Valley. Just as we are repelled by robots and animated characters who look like humans, but aren’t quite right, so I roll my eyes at settings that are obviously meant to be the real world, but aren’t quite right. In other words, I have a much higher threshold for suspending disbelief in real-world settings, and these scenarios (as with any other that suggests the author failed to grasp the basics of a real-world issue, whether it’s politics or a financial crisis) fall egregiously foul of that. And that is why it will be a very long time before I ever look at THQ’s Homefront, not to say Red Dawn itself.

Roleplaying and time management in Persona 3 Portable: Who says there’s no roleplaying in JRPGs?

This entry is part 2 of 8 in the series Persona 3 & 4

As far as I can tell, the core of Persona 3 (refer to my initial post for the premise of the game) is its dungeon-crawling RPG combat. From a min-maxing perspective, the other, social aspects of the game ultimately seem to boil down to the bonuses they confer in the RPG element*. Even raising the main character’s stats by studying, singing karaoke or going to trendy coffeeshops will ultimately affect his/her ability to strike up relationships with certain other characters, which in turn, affects the bonuses carried into the dungeon crawl.

 

Note my use of “as far as I can tell” and “seem”. Except when looking up specific, narrow questions, I’ve departed from my usual RPG practice by minimising my use of FAQs for this game. And that is because Persona 3 is the most I’ve ever roleplayed in a single-player RPG. Back in my “intuitive gameplay” post, I talked about two different ways of looking at a game – as a set of rules to be mastered; or as a story to be acted out. And there is a certain tension between those two mindsets: when I can see that the “optimal” choice is grossly out of character, “unrealistic”, or ”ahistoric”,  this hurts my suspension of disbelief. For Persona 3, I’ve gotten around this by simply not looking up the optimal choices.

 

So, free from concern about min-maxing, I’ve been spending the game’s precious resource, time, in a way that best brings the “Japanese schoolkids” theme of the game to life. My main character, Arthur, raises his Academic stat by paying attention in class, praying at the local shrine in the afternoon, and studying in the evenings, not because I think it’s optimal, but because it’s what I think he would/should do. He raises his Charm because that stat will be used in his relationship with one of my favourite NPCs in the game, and if I want to see that dialogue, so does Arthur. And he spends his time with people whose company he enjoys, not necessarily those who’ll give him the most useful bonuses. (The one time powergaming concerns drove me to hang out with a NPC I found annoying, I imagined Arthur gritting his teeth and making noncommittal remarks the whole time.) It’s a liberating feeling to simply play “naturally” and focus on my favourite character interactions, without worrying about the minutiae of builds, boosts, and seeing every last bit of content!

 

About two and a half months have elapsed since the start of the game. Arthur is all set for a certain storyline event in a week’s time, and he’s well on track for his exams in two weeks…
* Specifically, social links will affect the EXP/levels of your created “personas”, the spirits that do the heavy lifting for you in battle.

Persona 3 Portable: A promising start

This entry is part 1 of 8 in the series Persona 3 & 4

Plan for the day

Morning – Go to school.

Afternoon – Hit the books.

Evening – Fight monsters?!

 

The average high schooler who thinks his/her life is in turmoil has nothing on Arthur, my name for the hero of Persona 3 Portable. It’s not just that he’s a transfer student, the new kid in school. For Arthur is one of a handful with the ability to fight the “Shadows” that rob people of their will to live, and so, despite his tender age, the fate of the town is in his hands.

 

Not wholly in his hands, luckily. For backup, most visibly, Arthur has the schoolmates with whom he goes dungeon crawling – the friendly Yukari, Junpei the class clown, and cool older kids Akihiko and Mitsuru. They’ve proven their worth so far, Yukari with her healing and wind magic, Akihiko with his fists and lightning magic, Junpei with his whacking great two-handed sword, and Mitsuru radioing in directions and calling for backup if the team gets separated.

 

But building social links (“S-Links”) to others will also boost Arthur’s inner powers, and there are a lot of potential friends he can make: the elderly couple who run the local bookstore, the little girl who hangs out at the shrine on Saturdays, his buddy from the kendo team, even the person he plays MMOs with on the odd Sunday.  He doesn’t know anybody especially well yet, but he’s made a decent start.

 

It’s only been a little over a month since Arthur moved into his new school and discovered his powers, but he’s settling in well. He’s aced his midsemester exams (for which Mitsuru owes him a present). He’s making a fair few new friends. And last but not least, he’s defeated several tough bosses and plenty of lesser foes. Things are looking up for our young hero – and they’re most definitely looking up for Persona 3 Portable.

 

Xenonauts, the fan X-Com remake, draws closer to completion

One indie game project I‘ve followed for a while is Xenonauts, essentially a fan remake of one of my favourite games: X-Com (which I played under its UK title of UFO: Enemy Unknown), the strategy game where you led a secret government organisation against an alien invasion. Many of Xenonauts’ bullet points seemed promising, from a backstory tweaked to explain the familiar X-Com starting position, to the addition of a feature I’d always wanted, allied NPC human soldiers. Still, I was cautious. Would the project simply turn out to be vapourware? Even if it did come to fruition, well, X-Com clones generally haven’t been well received.

 

Well, today, I saw a developer diary on PC Gamer that highlights the current state of one of the two main game modes, ground combat – and I was impressed. The basic gameplay – moving your soldiers around, taking cover, shooting it out with aliens, using tanks and rocket launchers as support – is in place, although the art assets aren’t all there and the game balance is still a work in progress. I’m not a huge fan of the tile graphics, but the unit sprites themselves look pretty good. And a glance at the Xenonauts website, which I hadn’t visited in some time, indicates that much of the game’s other key component, the world map, is also in a playable state (for example, air combat, base building, and R&D are all present).

 

The finished product could still fail to work out, but after seeing the latest coverage of Xenonauts, I do have more confidence that it will see the light of day. For fans of the original X-Com, this is one title to keep an eye on as it draws closer to release.

 

(Link to PC Gamer courtesy of No High Scores)

Section 8: Prejudice – First impressions

Over the weekend, I had the chance to spend a few hours playing Section 8: Prejudice (see here for my “looking forward to…” post in which I mentioned the game), and so far I like it quite a bit. Here are some specific thoughts:

 

  • The game’s pacing feels about right. It plays quickly enough to have a joyous, madcap feel, and it doesn’t take long to get into the action. Power-armoured soldiers blaze across the map only to be cut down by in a volley from entrenched defenders, while respawning players take a mere 6-7 seconds to drop down from the sky. That said, the game is also just slow enough for me to keep up.

 

  • I really like how well the game accommodates players like me, who are terrible at the actual running and gunning in shooters. There are plenty of fun things I can do instead – I can indulge my specialty in video games, fortification, by patrolling the base, throwing down turrets in key locations, and repairing defences when necessary. I can equip myself to take out enemy turrets or outposts (which are easier prey than other players…), I can repair teammates’ vehicles, and so on.

 

  • And on that note, one area where I do seem to have an edge on random online players is teamwork and tactics. In one match, I thought I was the only guy who had ever heard the words “repair”, “fortify”, or “convoy”, and it’s a pain when other players capture an objective and charge off to the next one, only for the enemy to waltz back in and recapture the undefended objective. None of this is surprising, but still…

 

  • I also like the ability to call down vehicles as a match progresses. Not only are the vehicles themselves – a hover bike, a mech, and the holy of holies, a tank – pretty cool, but saving up for vehicles gives me something to look forward to.

 

So far, so good…