Prepare yourselves

A man from creative assembly getting is teeth kicked in by the AI in a skirmish game of Rome Total War 2 below.  Soon this will be mine and yours if you chose to be a man about your computer gaming choices.

 

 

Note the buffing is more visible now (so you can track duration on screen rather than just seeing that it’s available again on your leaders), this may seem new, the buffing that is, but it’s been in the game for a long time, just not super visible.

I’m really looking forward to this game, probably more than any game since Torchlight 2 and certainly any strategy game. I really dug TW: Empire but just couldn’t get into Shogun all that much. Played through the campaign a bit, did the set piece battles but that was it. Usually I milk the Total War games for all they are worth and leave them a husk on the side of the road. I expect even with children and work and some various other responsibilities that this will happen with Rome Total War 2, and all will be right with the universe.

Some Total War stuff

Looking at the Rome Total War 2 videos (battle of Teutoburg Forest here):

Other than pissing myself with glee after, during and before watching the above video, I sparked up Rome Total War: Barbarian Invasion this weekend and just had to record it and make inane commentary. If you haven’t played the series, RTW 2 is likely to be the best there is.

The awesome aspect of the Barbarian Invasion expansion is the concept of Hordes. When a faction is bereaved of it’s last city it turns into a horde– a mass of 5-6 army groups filled with the basic troops of that faction and a few other units sprinkled in. This represents the people themselves fleeing en masse from their fallen city. The faction then either has to take and settle an enemy city (and everyone is an enemy at this point) or dwindle away to nothing via attrition. These Hordes pop up constantly during the game and thus you never know when a massive beast of an army will wander over the horizon and into your carefully crafted territories. If you play as a western European faction, you will see fewer of these but they will have greater effect because the factions their are right on top of each other. Playing in the East, where cities are far more spread out, Hordes are everywhere mostly due to the Huns destroying city after city and sending waves of Vandals, Samartians and Roxolani into western Europe. What all this adds up to is an extremely dynamic campaign situation, one where you are not simply grinding down the nearest factions– you have to keep an eye on all of Europe to safeguard against the destruction one of these hordes can cause– whether it’s on your nearest enemy or on your faction.

Dominions 3 on Steam Green Light

Dominions 3 is trying to get on Steam.  It is the best Fantasy Strategy game in existence– and it looks bad and has a tough interface with ridiculously amateur sound effects– and yet everything they needed to nail in a strategy game they NAILED TO THE GIANT ICE WALL.  The depth and minutiae is amazing to behold.

Give it your vote here.

Xcom Review: a finished game!

I did it.  I finished a game.  So rare, so unique to actually push through and complete any game I start– it must be good, right?   Yes.  The new Xcom delivers the turn based goodness big time.  While it is not up to the Jagged Alliance 2 level of turn based goodness– Xcom is by far the best modern TBT (turn based tactical) game I’ve played and hopefully will usher in a new age of copy cats that take the genre to new heights.  This was an A class title and while I’m not sure about sales, it must have some publishers thinking that turn based strategy is a sell for gamers.  What’s amazing about Xcom is that it not only plays like a great TBT title, it LOOKS like an A class game.  A lot of people may have played Laser Squad Nemesis, but likely not a lot of people were drawn in by the graphics who otherwise wouldn’t look at a TBT game.  The last serious TBT I played was Soul Nomad and the World Eaters after a long string of NiS titles since the legendary Disgaea hit the states.  Xcom is a far cry from the NiS games but the essentials are the same: you have a group of guys, they level up, they get better gear, they fight stuff in turn based mode.

Getting in on a good shooting

First, lets me get on about the stuff that’s not really all that important: the visuals.  This is window dressing for the core gameplay and while it can’t make the game it is a HUGE bonus in Xcom.  Firaxis uses the Unreal engine and it is just gorgeous.  All the effects look great, the physics are superlative and the destructable terrain is to DIE for in this genre.  We’re seeing things in Xcom (again, a TBT) that are normally in a top drawer FPS.  The camera work is fairly good during shots and criticals– I saw a few glitches here and there, but nothing gamebreaking.  This is, by far, the best looking TBT around.  What I was most worried about after Xcom Apocalypse is that the aliens in the new version would look like SHIT or just too comical to take seriously (like the blue ice cream guys or the walking asses).  I can say the aliens look excellent.  While not a fan of the ‘greys’ as a design, they did a great job with everything else.  They even go into explaining why there are so many different races invading the earth all unified– not something that was ever done in the old Xcoms.

Gameplay.  Firaxis made some decisions that at first concerned me a great deal.  First there is no inventory at all.  You don’t have a backpack filled with crap for each soldier and you cannot pick up anything on the ground during a fight.  Soldiers have a main weapon, a pistol and up to two extra items (either a medikit, stun gun, grenades or extra armor for the most part) depending on your class.

Secondly, your guys get two moves only.  That means you can’t move one square forward, move another square forward, etc.  You have to pick a square to move to and GO. You can move a second time, but again, you pick a square within your move range and go there.   For your shooting action, you either shoot first (and not take your movement at all) or move first, then shoot.

Both of these things seem shocking to Jagged Alliance veterans—but they do something that I highly respect: save time.   If you remember, missions in the old Xcom and map clearing in JA could take a long, long time.  Xcom’s new version drastically reduces the possible time spent on a mission, mostly due to the two major changes above.  You are not wasting time moving single squares with your guys, nor are you fuddling about with trying to determine if you can grab a grenade out of you backpack and still have enough action points to throw it.    This does remove some of the age old tactics of picking up alien tech and slapping it in your backpack (or alien corpses) or getting aliens to drop their weapons on a successful psionic control attack (yes Psionics are in the game).  However, the benefit far outweighs the loss of these age-old and rather beardy tactics in that you are done and on to the next mission.

Campaign.  The campaign game is engaging and tight.  There are cinematics for a lot of events and a set of cheracters that you interact with throughout who provide some added entertainment and give you a feel for what  is at stake.  I only played through the campaign twice, once losing pretty quickly before I understood the importance of countries panicking and leaving the Xcom project.  Once you get down to too few countries funding Xcom, the aliens basically take over and it’s game over.

Another interesting bit is that the aliens always abduct humans in multiple sites–so you have to choose where to take your guys to shoot them.  You can take easy missions (and should early on) with small rewards, or take difficult missions with more rewards.  Eventually you are forced to take the most difficult missions as the panic level in some countries becomes so great, you don’t have a choice but to take on that mission to lower the panic level.  Since, as noted above, missions go quickly, campaign game can go fairly quickly, unlocking new weapons (and facing new enemies) at a good clip.  While it’s key to allow the player to determine some of the pace in a TBS game, I found it a good mix of being forced to take action and having time to mull over decisions.

Soldier upgrades are simplified in that you choose a skill per advance.  These skills are very clear in gameplay, and you can tailor your guys to be pretty much exactly what you need at the time.   My only complaint here is that you will get some guys that can no longer advance as they have all the advances in their class tree.  This is minor as by that time, you are headed to the end of the game.

The Assault class was my favorite.

That said, Xcom is not an extremely long game where you are slugging through hours and hours of missions and side quests, there are distractions from the main quest, but you are always against the clock and have to start making your way to the end with some speed if you want to win.  As a responsible adult, I found this to be great as I could actually FINISH it.  Now back to the pile of unfinished games from 2011….

Xcom: Enemy Unknown demo ruminations

Confronting the walking buttocks circa 1994.

Woah. The new version of Xcom is coming REAL fast.  When it was announced, I thought we had a year or so before it was spewed out across all us gamers.  I was shocked to see the demo out last week and (nearly) immediately gave it a go.    I can’t make any type of post about a resurgence game like this without waxing on and on about how I feel about the old versions. Needless to say, emotions run strong with this series.  People loved it when it came out for a lot of reasons: the art, the sound, the affiliation with your kill team (that’s really all your guys were) as they got stronger and sometimes get the dirt nap and you cried softly in your dorm room.  While I liked Xcom, I think it was brilliant but I never wanted to go back to it once I played through a couple times, and never played the Terror from the Deep version.  The version I did get into and will still bust out form time to time is Xcom Apocalypse.  This was largely panned when it came out and definitely has it’s quirks, but the core gameplay– i.e.: the combat, has the ability to go real time and THIS is where Xcom Apocalypse shines.  You remember those hour long bug hunts trying to find that one last critter in turn based mode in the original Xcome?  In Apocalypse, you can send off a couple guys and find that bug without clicking through your whole team.  Whats more, Apocalypse’s environments, still all sprites mind you, were the most 3D I’ve ever seen in a game AND almost fully destructible.  While Jagged Alliance 2 is a superior game, Apocalypse’s environments  vastly surpassed JA’s always on the first floor style of play.

With all that history with the game, I was looking at the demo through the Apocalypse glasses and it didn’t disappoint.  While the first mission is 100% scripted, the second allows you to try out all the options for your kill team during turns.   One of the differences in the new Xcom from the old games (and Jagged Alliance) is that you don’t have action points that get spent by small pieces of actions: your squaddies are allowed to take two actions during their turn, either Move or Fire essentially (there is Overwatch and ‘Hull down’ mode” that you can choose).  This means if you are creeping up on an area of the map as players are wont to do, you have to take an entire move action to just move up a tiny bit.  At first I wasn’t too sure about this as precision movement is key in these games due to the need to be in cover all the time.  However, going back to Apocalypse, as much as I love the combat portion of the game, the original Xcom had some really long bug hunt missions.  These are missions where a single worm or alien is hiding in a closet somewhere on a 4-5 story space ship and you have to walk your team through the entire map to find it and kill it.  Since it’s much more important not to get your guys killed, this type of hunt is always slow as fuck so you don’t get bushwhacked.   The two turn action limit will make things go quicker.

As for aesthetics, the game looks eggcellente good, and should because it’s using the Unreal Engine.  The way Firaxis has handled the visuals of the Xcom base is amazing and the squaddies look superb (again, this is a turn based strategy game so aesthetics are secondary to everything else).  You get a choice in the game whether to help out the USA or China and I chose China in order to see if they had some localized environments and YES, there were a bunch of signs and stuff in Chinese, so you could definitely tell on the ground where you were at.  If you think about it, that’s a LOT of content for the developers to make.  A little touch that the original Xcom didn’t have at all.

The aliens that I saw looked good and definitely had some soul.  This is a FAR cry from the very stupid looking aliens from Xcom Apocalypse (a flying skellington and a blue ice beast or a running butt).

The interface– well this is going to be a console game as well as PC and we can see some problems arising for the PC player due to that choice.  While the base is amazing graphically, I was wondering how the fuck you were supposed to move from room to room and how to get to where there is an alert?  Hello? Can’t I just click the room I want with my mouse?    I don’t even know what I pressed to get to the ‘alert’ room: either enter or space or something.  This was annoying.

During missions, the firing interface, while pretty cool looking, is completely geared towards a console experience.  Your Squaddie goes into firing mode by pressing the space bar, then you scroll vertically through some options (using the mouse for this sucks) and then how do you select the option and execute?  You press the ENTER key?  What the hell is that shit?!  I’d like to just use my mouse please and SELECT the option I want.   Hotkey will make this moot however, so this is just a minor annoyance all round and will probably be just something to get used to.

Overall: Yes.  While the consolitis infecting the interface is annoying, and the tactical combat is different from what I expected in terms of squaddie control, this game has VAST potential for goodness.  We haven’t seen an A-class turn based strategy game for a very, very long time so I will be buying this as soon as it hits the streets. It’s alien depths must be plunged deeply.  Plus I was able to make the most bad-ass blaxploitation-style character I have ever been able to do in a video game.   The white and asian toons look good, but the black ones look simply amazing.

Rome Total War 2 in the works

As suspected, after Empires, Napoleon and Shogun 2, Creative Assembly has announced Rome Total War 2.  This is a long time in coming, but the company had a lot of ground to cover before getting back to the best!  Needless to say, I’m stoked: just the rumor of this is fappable to the extreme.   Rome Total War was my second favorite game of the early 2000’s, and the only contender against Warcraft 3 for the game of the  decade.  CA made so many improvements from Medieval Total War to Rome that it was almost a completely different game.  It was the first where you could move your armies around inside a territory, rather than just attack at territory and have it go right to battle (ala Genghis Khan 2).    While a smaller map than Medieval, Rome felt huge, both because you really have to work it to hit the edges of the map, and that each faction/nation/city state had a ton of character.  When the eventual civil war happens, it’s both challenging and very rewarding as you crush the other Roman factions as well as the lesser nations.

That said, Rome 2 has to be a masterpiece and likely it will be: CA knows what it’s doing and, other than CIV, has the most successful strategy franchises out there.  While I am not the biggest fan of Shogun 2,  Empires was amazing– I played it so much that I haven’t even cracked open Napoleon.   Medieval 2 wasn’t my favorite either, but coming after Rome, it had massive shoes to fill.

So what will we have in Rome 2 that we didn’t have in Rome:

  1. Detailed real-time naval battles
  2. MAYBE naval+ground battles at the same time (per the screen shots, this looks like it’s happening)
  3. Better AI for marine landings – Shogun 2 had the AI doing bag-around-back army landings from the sea– a first! So no more hiding in Britain knowing the AI can’t get to you because it doesn’t know how to put troops on a boat and drop them off.
  4. Better sieges – they’ve been getting better and better each game, and it’s the best thing about Shogun 2
  5. “Well of Nations” – Rome Total War barbarian invasion players will know what I’m referring to here– the Cimbri, Huns, Parthians seem to come out of nowhere in massive hordes historically and while the original Rome didn’t do much with this– the expansion had it in spades and was, ever so slightly, the better game for it because you never knew what was going to spill over the horizon into your empire.  This was a key factor in the post-Punic War era.

Kickstarters – I like the tshirts

So I’ve backed a couple kickstarters recently and I feel good about them and I believe I am not wrong in saying Kickstarter is one of the greatest things on the internet EVER, fuck your facebook and twitter and all that other garbage !except! as the necessary path for us to get to the realization of kickstarter.

T-shirts.  One was for Atomic Robo and literally it was ONLY for the Tshirt and because the character design is cool.  I had forgotten even what the kickstarter was for but shiiit the tshirt looks cool.  I also thought it was a kickstarter for the new Evil Hat RPG based on Atomic Robo, but that was wrong, but it is still a cool shirt.   I got a pretty good one from the Bulldogs kickstarter, but it should have had an Urseminite on there!  Doesn’t matter much because the Bulldogs kickstarter is probably the one donation I feel like I should have backed MORE because it’s a great little game despite the art. I may get burned in the future on kickstarters, but I can always look back at Bulldogs as the one that totally shined.

So there it is: t-shirts sell me on kickstarters that I may not care about game-wise.  If you have a cool T-shirt and you have some semblance of a good idea for a game thingy (other kickstarter stuff that’s non-game–who the fuck cares?), then you probably got me right there at the 15-25$ level.

King of Dragon Pass for iOS tomorrow

Tomorrow is the big day for King of Dragon Pass.   It’s pricey for an iOS app at 10$ but it’s definitely not in newly-risen genre of megaswarm of crap iOS games.  If you have an i device and like strategy games at all, this is an absolute gem.  I don’t have a device that will run it yet, but soon…

However, it’s not an easy game to be successful at so here are some tips.  Granted, I played this game only twice (about 70 hours of play) and didn’t win the first time through.

  • Pick a balanced clan.  I went all war the first time through and yes you can clear out other clans, but then they hate you forever.  One thing to note is that you can crush other clans into the ground, but they never disappear completely (at least when I played).  They just move far far away.  You will get plenty of chances to fight.
  • Clan circle selection is key.  Make sure you have a circle that hits gods that will help you with everything a little bit rather than over focusing.  Humakt is probably the one I would leave off at first (though having someone on the circle devoted to him is good when you are out to kick some ass).
  • Don’t try to get too big.  Your Tula can only hold so many people and there is a balance between cramming every single building filled with people (which leads to problems) and not having enough people (which leads to problems).  This is a tough balance to hit.
  • Be patient with the rituals.  Rituals are a key element of the game, but they can be confusing and sometimes frustrating to complete.  There are a lot of factors that go into a successful ritual and if the clan member going in isn’t too good at what he needs to be or follows the wrong gods, he’s not the right choice.  This can be tough to suss out.

King of Dragon Pass for iOS!

King of Dragon Pass is one of those amazing and unique indy titles that only a small studio could have made.  At it’s core it’s a strategy title where you manage a germanic-like clan through it’s trials and tribulations, try to lump some other clans into a tribe and drive that tribe into a kingdom.  While it is a strategy game with resource management and area control,  it’s main goodness is a story component where random events play out over the course of years based on choices made at each point that the story is presented.  If you take in some refugees for instance, it could trigger certain (random) stories where some of the new women are stealing the men from your original clan group, pissing off the incumbent women and this will have to be resolved somehow, if you didn’t take the refugees, it could path out to a different set of random stories.  Given there are a mess of these stories going on at once and they all path, that’s a huge tree of story goodness to experience.   It’s a given that it’s never the same game twice, but what A-sharp did was create a game with that most elusive of all elements: soul.   From the way battles are managed to the aging of your clan elders to the myriad of paintings and images that go along with the stories, the game just oozes out soul from every pore.

So why bring this up now as it came out in ’99 and this game has been lost in the sands of time for awhile, at least in purchasable for?  It’s coming to iOS in September!  While not available on the iPad (which would be ideal), it’s going to be out on the iTouch and iPhone for what looks like OS4/5.