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Warhammer 40K: Mechanicus

I have read descriptions of Warhammer 40K: Mechanicus (Mechanicus) as being a cross between Warhammer 40K and XCOM. The short version? Sure, close enough. The long version? Not at all.

At the base level, Mechanicus is a unit-turn-based RPG set in the Warhammer 40K universe following the Adeptus Mechanicus branch of the Imperium of Mankind. This already sets it apart from the dozens of its licensed peers, who typically follow the overdone Space Marines. I am a general fan of the Warhammer 40K setting, so the implicit lore taking place (and overwrought dialog) were pure bonuses. If you are not similarly inclined, or find the glorification of Imperium problematic, then you may want to sit this one out.

The reason I say this is because the gameplay is rather simplistic. When I think XCOM, I think about cover and missing 95% accuracy shots seven times in a row. In Mechanicus, there is no cover and no accuracy – if you are within range and have Line of Sight, you hit your target. The combat wrinkle is Cognition (Cog): a persistent, spendable team-wide resource needed to fire larger guns and utilize abilities. In the beginning, your primary source of Cog is from the expendable Servitor redshirts you bring along with you to soak up enemy fire. Deploying Servitors costs 1 Cog, but they grant 1 Cog each time they take damage. Enemies that are downed also grant 1 Cog if a Tech-Priest is nearby to extract it. Aside from that, there are usually several structures around the battlefield that grant 1-3 Cog per turn if a Tech-Priest walks nearby, or if they send their Servo-Skulls (drones on a cooldown) to go collect it.

There are technically other tactical considerations. Ranged weapons cannot be used when in melee range, and there is an Attack of Opportunity when you move out of a threatened square. Units can block each others’ Line of Sight. Necron units will come back to life after a few turns unless you spend time attacking their downed forms. There is an Armor system of sorts that reduces the damage from either Physical or Energy attacks by a flat amount. Necron unit HP/Armor is unknown unless they are scanned by Servo-Skulls or attacked with specific weapons that indicate that said info is captured. Spending time to Scan computer consoles will award you more “Blackstone,” which is an upgrade currency for your Tech-Priests.

But honestly? Heading into the mid-game none of that really matters. Once you have figured out a combination of abilities to keep your team loaded with Cog, you can just blast every enemy out of existence with relative impunity. Indeed, it gets amusing once a character or two unlocks the “Immune to Attacks of Opportunity” skill, as it allows you to freely traverse the map. See, your units can move X spaces normally, but they can spend 1 Cog to extend that range another X spaces. And another, and another, as long as you have Cog to spare. Which means one Tech-Priest can run around the map collecting all the Cog from structures as he goes, scanning all the consoles, and then end up where he started with a full Cog gauge, depending on abilities.

One such ability? Fill your entire Cognition gauge, on a 5-turn cooldown.

Outside of combat, you are basically playing a Visual Novel with a series of frustratingly Blind Choices. Decide which icon room to enter next, decide which of three choices to pick, and then act surprised when they are terrible outcomes. Within each mission there is an Awakening Meter that increases for each room you enter, increases per turn of combat, and also depending on the Blind Choices you make. As the meter fills, more Necrons join the fight and otherwise things go more badly for you. Once you successfully complete a mission, the Awakening Meter gets added to your overall Awakening Meter (e.g. 3 Awakening = +3%), which leads to a Game Over at 100% if you haven’t unlocked the final boss yet. There are usually a few ways to reduce the Awakening Meter within a mission, but it’s otherwise a race against time and actively discourages you from exploration. Which is necessary, because your units get god-like pretty quickly if left to their own devices.

Overall, I did have a good time to the tune of 20 hours. Then I played another 8 hours in order to finish the game, which was pure slog. If you picked up Mechanicus as part of a bundle and you can tolerate the Warhammer 40K setting even a little bit, it is worth installing and giving it a whirl. But if your interest starts to wane, go ahead and drop it within guilt. The game stays exactly the same the whole way through, and nothing about the final battle or ending moves the needle.

Impression: Trials of Fire

Short version: Trials of Fire is a deck-building tactical roguelike in which I can’t tell if I’m having fun. After 10 hours, I’m leaning towards Yes. It’s $14.39 on Steam right now, but will be $19.99 next week.

One of the most immediate comparisons of Trial of Fire that pops up from gamingjournalists” is Slay the Spire. This is unfortunate for many reasons. For one, if you really enjoy Slay the Spire like I do, you will be disappointed to learn that this game is, in fact, nothing like Slay the Spire. For two, the actual best comparison is to Card Hunter, which was a criminally underrated and uncopied game from 2013. Seriously, look at the devs (Richard Garfield!) who worked on it. The Flash version of Card Hunter died, but you can still play it on Steam, and it looks like there may be some people taking over the franchise.

Anyway, Trial of Fire. What do you really do? It’s best explained with a picture:

When combat starts, player and enemy tokens alike drop from the sky with a satisfying clink upon a randomize board that rises from the pages of a book. Your characters draw three cards from their deck each turn and can only carry over one between turns. Your deck consists of 9 cards from your class’s default deck, plus any cards that come attached to equipment your party picks up along the way. Sometimes your deck accumulates cards in other ways, such as if your party is Fatigued or Injured (junk cards), or as the result of random encounters. Some cards are free to cast but most require Willpower, which is a temporary resource that dissipates between turns.

The really clever trick Trials pulls though is turning cards themselves into resources. During your turn, you can discard any cards you want from any of your characters to gain 1 Willpower. Have a ranged character in an advantageous spot with a fist full of attacks? Go ahead and dump your other characters’ cards so that your DPS can go ham. Alternatively, discarding a card can allow that specific character to move 2 spaces on the game board. There are already movement cards in every characters’ deck, but sometimes you need just a little bit more distance. Alternatively alternatively, if you discard a card and don’t use the Willpower on something else or move that character, they get 2 Defense (aka Block).

Typing it out makes it seem complicated, but it is surprisingly intuitive as you play.

I also liked what they did with HP. In short, every character has 10 HP baseline. As you equip better armor, you end up with… er, Armor, which is basically bonus HP in battle. As long as no one drops below 10 HP, no actual long-term damage has occurred. Even if some has, your characters regain +2 HP every time they Camp in a sheltered location, which ends up being quite often.

Outside of combat is not like Slay the Spire either. Instead, you move your party around a map while trying to finish the primary quest, periodically stopping at ?s scattered along the wasteland to get some RNG punishment. This part is Trial’s biggest weakness: naked RNG.

Like, I get it, roguelike. I would probably be more annoyed if they didn’t include the percentage chance right on the tin, but it still feels bad somehow. In particular, you can get really screwed early on in such a way that you may as well abandon the run. For example, one of my characters got the Firelung trait, which was a card that is permanently added to the deck that dealt 1 unblockable damage to them and any allies within 1 hex when drawn. That was fun times.

In any case, the out-of-combat part feels the least developed even though it makes up a large portion of the gametime. You can collect crafting material from events and combat sometimes, but you never end up collecting enough to upgrade more than 1-2 items at best. And “upgrading” an item basically means upgraded the cards that it grants, which frequently is of dubious worth. You’re going to want to save mats to upgrade an Epic or higher item, for example, but Epic upgrades take the same mats (plus an epic version) as normal upgrades, so… yeah. It ends up being an Elixir situation wherein you hoard mats the whole game and never use them but you realize you never needed them anyway.

Also, when exploring the map you end up being constrained by two meters. One is “Determination” which only sustains itself while you are moving towards your next quest objective. The other is Fatigue, which decreases while you walk or fight, and requires you to use supplies to Camp to recover. Both meters have to be kept high or else you end up getting penalty cards added to your deck, which again, is a rather harsh kick in the pants. Not that you want to keep exploring for too long though, as there is often a natural inflection point at which you are destroying every enemy in the first 1-2 turns and realize they couldn’t possibly drop anything to improve what you already got going on.

So, yeah. Trials of Fire.

Although the game still feels that it is lacking a certain something, I can absolutely say that the bones are good. The aesthetics and tactile tactical action is something I could play over and over. And have started to do with Combat Run and Boss Rush modes. There is also the higher difficulties, ala Ascension modes. Huh, just like Slay the Spire…

Economy of Design

It’s amusing what can change in three years.

I am currently playing through The Banner Saga 2, which in pretty much all respects is The Banner Saga 1. Still running from the Dredge, still having people die off in blind choices, still have the same combat system. Except, this time, I actually really appreciate the latter.

BannerSaga2_Armor

No secret systems, which is bold

For those that don’t know, the combat system has two components: Strength and Armor. Strength acts as both your attack power and your HP. The formula for damage is simply Your Strength – Their Armor = Their Strength Loss. When attacking, you are given the option of either attacking their Strength or their Armor, with the latter being a set amount of damage based on a separate Armor-Break stat, instead of Strength.

Now, this system can snowball very quickly. Imagine two characters with 8 Armor and 12 Strength. The first person to attack will bring the other down to 8 Strength, which means they will only be able to deal 1 Strength damage in return. Then the first attacker will deal another 3 Strength damage, making any further Strength attacks from the defender take a -10% deflect penalty for each point of Armor above their Strength. Now, the defender could possibly choose to attack the first guy’s Armor instead, but that will only help in future turns… which he won’t live to see.

In any case, the battles are not 1v1 affairs. Turns take place in a round-robin manner: one of your characters take their action, then the AI takes one character’s actions, then your next character gets to move, and so on. Killing an enemy does not remove the AI’s turn – it simply moves the remaining AI units up in initiative. This can lead to incredibly dangerous scenarios if you end up leaving a powerful enemy alive, who gets to act every other turn while you’re stuck moving out-of-range units around. Thus, the superior strategy is actually to maim enemies rather than killing them (e.g. leave them with 1-2 Strength) so that the AI is stuck with weak attacks while you concentrate on maiming more combatants until you can mop the rest up.

Like I said before, this combat system often leads to snowball situations in which one of your characters getting pummeled early makes the latter half of the battle incredibly dicey. Still… the economy in design is brilliant, IMO. You can equip your characters with a special relic that might improve stats a bit, but the whole Strength & Armor deal is incredibly straight-forward. The game will helpfully tell you exactly how much damage an attack will cause, but you can eyeball the field and work it out yourself since there are really only two components. MMORPGs have to have a pile of random-ass stats in order to have room for item level-creep, but most other games do not. Hell, this combat system is so simple that I could imagine them making a board game out of it.

Oh, and another thing? The only currency in the game is Renown. Leveling up characters, purchasing food for your journey, and buying special relics all consume this one common currency. I found this incredibly frustrating in the first game, but I have come to appreciate its elegance this time around. It reminds me of deck-building games wherein the cost of adding a new card to your deck is… adding a new card to your deck. Renown is a little less intuitive than Strength – why would merchants care how famous I was? – but the tension inherent in consuming that resource adds meaningful choice to an otherwise straight-forward decision. Plus, it’s a balancing mechanism preventing you from creating uber-leveled characters.

Like I said before, The Banner Saga 2 is precisely like the original game. If you didn’t have fun playing the first time around, then things are unlikely to have changed. Unless you are like me, apparently, because I’m having a lot of fun now.

That said, fuck Blind Choices. I have zero interest in choosing one of three options, only to find out that my choice results in the loss of 150 Clansmen and dozens of fighters because… arbitrary reasons. I look up the results before I make my “choices,” and feel zero guilt for doing so. I’m not sure if these exist as a sort of roguelike mechanism to encourage multiple playthroughs, but that’s not how I like playing my tactical RPGs.

Divinity: Original Sin

My early impressions of Divinity: Original Sin (D:OS) is that this is the funnest tactical game I’ve played in years… in those few moments the game allows me to play. And I don’t mean that the game is crashing or anything – it’s just a few battles interspersed with long periods of fetch quests/running around town. Which is a real shame, because the combat is amazing.

Right from the start, I knew the D:OS battle system was for me, as it seemed to blend a whole bunch of mechanics from my favorite games. First, it’s character turn-based with a prominent display of upcoming turns, which reminded me of Final Fantasy Tactics or even FFX. Second, it uses Action Points just like with the old-school Fallout games. Third, speaking of Fallout, the movement system is non-grid based, as with Fallout Tactics. Finally, unused AP from the end of your turn is carried over to the next, providing additional tactical considerations.

DOS_Rope

Asking the serious questions.

 

What really takes the cake though, are the relatively novel innovations. For example, right from character creation I was able to learn the Teleport ability. Now, this is an offensive teleport whereby you drop someone (or something) from 20 ft in the air, but the sheer number of uses is extraordinary. In the beginning town, there was a joke about how a rope was preventing my character from reaching a treasure chest. Teleport it over to my area. Spellcaster hiding behind melee? Teleport him in front of your own. Considering how a main component of D:OS are environmental combos – shooting a lightning bolt into the water to electrify everyone standing inside – it is extremely convenient to be able to place people where you want them.

The other thing I appreciate? Spells have cooldowns. This prevents spellcasting from being too OP in combat itself (e.g. Teleport), while still giving you amusing out-of-combat options – aforementioned Teleport, casting a Rain spell on a boat on fire, etc. While this does affect game balance quite a bit in the sense that healing spells are effectively infinite, the sort of D&D/Baldur’s Gate style of resource management just means you can’t do fun things.

DOS_Loot

Oh, hey, an upgrade.

While I am enjoying my time thus far, D:OS does have some annoying design decisions. Inventory management is a righteous pain in the ass. The designers were very generous in the inventory slot department, for example, but they also went the Skyrim route of having nearly everything lootable, e.g. dishes, soap, individual gold pieces, etc. That’s on top of the baffling decision to make it so that inventory isn’t combined when selling things. Start a trade and realize you dumped the expensive goods on your mule partner? Can’t switch characters during a trade. Ooooookay… let me just manually shuffle items around and get right back into the dialog later.

As I mentioned, the pacing is weird too. There is a tutorial of sorts with enemies and traps and treasure. And then you are just kinda dumped into a city to investigate a homicide. The Witcher series has this exactly same issue, actually, but Witcher’s combat was awful so I enjoyed not having to slot through the nonsense. With D:OS, I’m hoping for fights.

In any case, this is fairly early on in the game, so I’m hopeful that things improve from here.

XCOM2’d

I have successfully completed XCOM2. And I am not entirely sure I will be playing again.

There is a lot to like about the game. If you enjoyed the first XCOM reboot, this one will likely be right up your alley as well. Good turn-based tactical games are hard to come by, and this is decent. There is also the Civilization-esque “one… more… turn…” element when it comes to researching new technology or building new rooms; it is technically just watching a clock spin around, but you occasionally get “interrupted” with critical missions, which you finish, then want to the research to finish before closing the game, but then a new mission… etc.

That said, there are just some core design decisions that I just don’t like.

The biggest one – which admittedly hasn’t changed from the first game – is how enemies get a “free turn” when you first discover them through the fog of war. I mean, I get it, a squad-turn based game needs some sort limitation set so that a scout running around doesn’t let your team instantly mow down tightly-grouped packs of enemies before they can react. Still, I hate it every time, and it warps my tactical considerations in an entirely metagame way. For example, it immensely dissuades melee units, because they can inadvertently reveal new enemies in the middle of a turn, which then causes your team to get hosed out of nowhere.

Another arguably “unfair” criticism I have is the mostly binary damage model. Firaxis isn’t doing anything out of the ordinary here – tactical turn-based games are tactical. But when you have a dude sporting a minigun that sprays plasma rounds at an enemy from 10 feet away, missing a 68% chance to hit and dealing zero damage strains my suspension of disbelief. Missing a sniper shot is fine. Even a few shots with an assault rifle is okay. But shotguns and miniguns should be doing something to your target provided you pointing it in their general direction.

The last problem I have is the same one I brought up with my Impression post. Namely, the wildly uneven difficulty. Early game Sectoids mind-controlling a squad member when you can only field 4 at a time is ridiculously punishing. But by mid-game? My forces were almost untouchable.

I mean, it matches the narrative of a scrappy resistance slowly taking the upper-hand against highly advanced aliens. At the same time, the actual gameplay element immensely suffers due to it. Ironman mode might make things more difficult simply because of it exacerbating the problems outlined in the prior two paragraphs, but the fundamental problem is that more options = easier game. Throwing higher health enemies with extra armor at me does nothing when I can dance around them with Mimic grenades, grappling hooks, and wrist-mounted rocket launchers.

I bought XCOM2 via Humble Monthly bundle for $12, and it has generated 40+ hours of relatively enjoyable gameplay. It is entirely possible that something like the Long War 2 mod could generate even more. So, yeah, I can highly recommend this game. I just can’t particularly say that I want to play it anymore.

Review: The Banner Saga

Game: The Banner Saga
Recommended price: < $5
Metacritic Score: 80
Completion Time: 10-12 hours
Buy If You Like: PC ports of mobile tactical games, Kickstarter games

Oh, you. Wait, was he serious?

Oh, you. Wait, was he serious?

The Banner Saga is one of those darling Kickstarter stories in which a scrappy development team (or professional game designers) achieves high accolades for a beautifully drawn, epic soundtrack-having mobile-to-PC tactical RPG port. When judged against its Kickstarted peers, it stands rather tall amongst them, especially for having actually made it to release. When judged on its own merits however, The Banner Saga falls somewhat short despite it’s high Metacritic rating.

The basic thrust of The Banner Saga is one of Norse-style apocalypse. The gods are dead, the historical baddies (Dredge) are flooding the North, and everything is going to hell. The plot follows two separate caravans as they rapidly become refugee trains fleeing the destruction. Along the way you are presented with a series of Choose-Your-Own-Adventure blind choices and are rewarded or punished (mainly punished) with abrupt character deaths, loss of supplies, and similarly depressing news. Oh, and occasionally battles.

The tactical combat system in The Banner Saga is not one I have seen before, and I’m tempted to say that was for a reason. Every unit has both an Armor meter and a Strength meter, the latter of which is also your HP. Damage is calculated as “Your Strength – Their Armor = They Lose X Strength.” I already consider such systems a Red Flag simply for how many times it leads to snowball situations: wounded characters immediately lose most of their combat value. “Luckily” enough, damaging Armor isn’t tied to Strength at all (Armor Break is a separate stat you can increase), so even a character with 1 HP (i.e. 1 Strength) can do something useful. Also, some character classes have special abilities that do a set amount of damage no matter that’s character’s Strength.

Another day, another grid with the same enemies.

Another day, another grid with the same enemies.

My issue with things comes from the Turn Order system. Simply put: it alternates. Before you get into combat, you can decide which of your party members goes in which order. Once combat begins, it starts with your 1st member and then goes to one unit on the enemy’s side. If you manage to kill an enemy before their turn, the next enemy in the turn order will take their spot and everyone else moves down. This continues until there is only one enemy left, which starts “Pillage Mode” and your whole team gets one turn for every one that the last enemy receives.

The entire system leads to bizarre scenarios wherein an enemy unit can suddenly get 3-4 free turns of attacks off on a character before you can react, as you uselessly move around other out-of-range characters. In other words, the enemy gets more dangerous the more enemy units you kill; conversely, this never seems to improve your own odds of success when put in similar situations.

The other major problem I had with the game design was… well, the rest of it. You receive Renown points after battles, and Renown pulls double duty as both currency to purchase items/Supplies for your caravan and as an upgrade currency. If you want to level a character up from 2 to 3, that costs 10 Renown, for example. The problem here is that there is never enough. Which, okay, it’s Ragnarok, what are you going to do? But The Banner Saga is not at all gun-shy about killing your playable characters without warning in one of the frequent dialog choices, taking the 30+ Renown you’ve invested along with them. I couldn’t help but feel like the developers were trying to make the game be a roguelike but only going halfway. Am I supposed to reload my last auto-save when I find out that X died? Or will there be enough Renown later to off-set the loss?

Spoiler alert: no.

Know what's fun about these sort of choices? Nothing.

Know what’s fun about these sort of choices? Nothing.

In the end, I find it somewhat hard to recommend The Banner Saga, at least with even a fraction of the fervor it was recommended to me. If you are looking for a solid tactical RPG ala Final Fantasy Tactics, you will be disappointed. If you are looking for an engaging roguelike, you will be disappointed. If you are looking for a regular RPG with a great story, you will be disappointed – the game ends abruptly with a cliffhanger, as it was designed as a trilogy from the start. If you are looking for an iPad game to play for more than 10 hours, you will be disappointed.

There is some good things going on in The Banner Saga – the music, artwork, and animations are fantastic – but it’s not a complete project. The less you treat it as a serious game and more as an interactive picturebook, the better off you will be.

PAX Day Two: Lined

Went to two major panels on Saturday, one after the other. First was FF15 and the second was Pillars of Eternity.

In regards to FF15, I actually haven’t been following the already-released information close enough to tell what was breaking news. The panelists mainly drove home the “road trip” and “Buddies” aspect of the game. Which, if I’m honest, probably wouldn’t have been nearly as interesting if I were not hearing their passion in person.

There was a moment while watching the gameplay that I asked myself “is this a Final Fantasy game at all?” I never really played 12 or the 13 series, so I’m not sure if there’s a huge precedent for the sort of Action RPG gameplay I watched on-screen – especially the bit where he hook-shotted up a telephone tower to wait for his MP to regen. The panelists did sort of address this subtly as they mentioned the kind of themes common throughout the series, such as the hero never being alone.

It’s not that seeing the party run down a highway avoiding traffic or that the lack of an ATB gauge is throwing me off; FF7 and 8 had a number of similar high-tech elements, and they are amongst my favorites. Honestly, it could just be that the last Final Fantasy game I completed was FFX-2. This series went from being the single most important thing in my gaming life – I jumped on the original Playstation precisely because I was following Squaresoft – to something I pick up on Steam sales, like everything else. And so “Final Fantasy” to me is/was a game that defines a particular gaming epoch, or it isn’t one at all.

Baggage aside, the game looks great, the road trip thing could be interesting, party banter is always welcome, and the remixed music was pure nostalgia.

The Pillars of Eternity panel was pretty much the devs just playing the game for about twenty minutes. Which certainly isn’t the worst kind of panel, and there wasn’t much they needed to sell for me to be onboard in the first place. They even had an Oprah moment with the whole “check under your chair for a prize.” Everyone got a free upgrade to the Champion edition, assuming you purchase the base game, and a few got upgrades to the highest tier.

While Pillars is a guaranteed purchase by me at some price-point, the pause-based tactical combat really hit home how much I prefer the FFT or other Tactics game type. It’s fun queuing up that initial volley of attacks in these sort of CRPGs, but things quickly end up coming down to micromanaging one or two characters, at best, and hoping that a third character is actually going to finish their attack animation and drink a potion before they die. The devs mentioned that there wasn’t going to be anything much in the way of AI, so you are kinda left with the worst of both worlds.

One day to go.

First Impressions: Card Hunter (beta)

I got into the Card Hunter beta last Thursday.

It is rare anymore for me to spend a lengthy amount of time playing the same game. Game developers these days front-load their daily bonuses in such a way that the most “efficient” way to maximize your playtime is to switch between 3-4 titles. And yet I spent ten hours playing Card Hunter on Saturday, and another six on Sunday. So, spoiler alert: I really like this game.

Card Hunter grabbed me from the word Go. In essence, this F2P browser-based game is a tactical, turn-based RPG where your abilities come in the form of random cards. Instead of building an entire deck on your own, a character’s game deck is actually the sum total of the cards associated with that character’s equipped items. This might sound complicated, but it is the exact opposite – after about 5 minutes of looking at the screen, the system becomes immediately grokkable and engaging. For example, here is a character sheet:

I have an immediate urge to go play right now.

I have an immediate urge to go play right now.

All of the cards along the bottom are the sum total of the deck. When you look at a specific item…

Kinda funny how it's pretty much always going to be purple = epic from now on.

Kinda funny how it’s pretty much always going to be purple = epic from now on.

…you can see what cards it contributes to the overall deck. As you might imagine, weapons usually contribute attack cards, armor contributes armor cards, and so on. Occasionally though, you will have some items that contribute cards from outside their “theme.” Most items are limited to certain classes, of which there are three: fighter, cleric, and wizard. You can have either human, elf, or dwarf versions of any of those classes, with the differences being the typical D&D tropes; elves have low HP and fast movement, dwarves have the opposite, and humans are in the middle.

How does the game play? Fabulously.

Yes. YES!

Yes. YES!

As you can see, the “setting/lore” of the game is retro-D&D, and it is adhered to from start to finish. All characters are represented with those figurines, and all the maps are exactly like this one (with different terrain and such, of course). The game’s F2P currency are slices of pizza, the battles are all prefaced with D&D-module write-ups, and there is clearly some tension going on inbetween the new DM Gary and his rules-lawyer brother Melvin in campaign mode – not to mention Gary’s awkward crush on the pizza delivery girl. Change some names around, add in two more teenagers, and Card Hunter could have described my high school D&D experience to a T.

As far as the game flow goes, it is pretty intuitive. You and your opponent take turns playing one card from any of your characters’ hands. You don’t have to alternate which character’s cards you play – if your warrior has 3 attack cards and someone within reach during each of his/her turns, you can wail on them 3 times. When you and your opponent pass turns in sequence, the Round ends, everyone discards down to two cards, three cards are drawn (one of which is always a movement card), and any Round triggers fire (e.g. players starting their turn in lava take 10 damage, etc).

The strategic brilliance of this combat system simply cannot be praised enough. Yes, the card-based nature of abilities can lead to immensely frustrating, if not outright impossible scenarios. In the screenshot above, for example, my elven mage has drawn all movement cards, severely crippling any initial attack I could muster. Defeat can (and will) be drawn from the jaws of victory even if you are careful. Here was a moment I exclaimed “You have got to be shitting me” out loud:

I mean, come on!

I mean, come on!

The above screenshot was taken from the dreaded Compass of Fucking Xorr level, right from where you might imagine is an insurmountable advantage. The armored dogs are dead, I have the last mercenary backed into a corner with 5 HP, and all my dudes are (barely) alive. It’s a new Round, my turn, and… look at the bottom. Don’t see many red cards, do you?

In fact, I drew exactly one attack card, and it only deals 3 damage. That larger card in the screenshot is a “seen” card that I know is in the merc’s hand, and it’s a doozy. Basically, any time you would deal damage to the merc, he rolls a d6: on a 4 or higher, the damage is reduced by 3. Like many Armor cards, it also has the Keep quality, which means it stays in his hand after triggering, ready for the next reduction in damage. And from fighting this guy, let me just tell you that his attack cards all deal 6+ damage from two squares away.

I did kill the merc on the turn after this one, as he just happened to draw a “drawback” card that caused him to discard all his armor cards. But it was a close one either way.

In any event, I am having a blast with Card Hunter thus far. That might sound strange after I just dedicated a few paragraphs to describing what could have been a terrible RNG-based wipe, but that kinda goes with the TCG territory. Who hasn’t been mana-screwed in Magic: the Gathering before? Part of tactical thinking should include the possibility of things going wrong – if games like Frozen Synapse taught me anything, it would be that. If nothing else, it keeps you on your toes.

I’ll go over the other elements of Card Hunter, including the ever-important F2P bits, next time.

Review: XCOM: Enemy Unknown

Game: XCOM: Enemy Unknown
Recommended price: $15
Metacritic Score: 89
Completion Time: 22 hours
Buy If You Like: Relatively simple but slick Tactical Sci-Fi games

I do what I want.

It’s the only way to be sure.

XCOM: Enemy Unknown is a reboot of the 1990s cult-classic tactical title of the same name. In this game, you take charge of the XCOM project, which is a worldwide military response to what appears to be an alien invasion of Earth. You engage in a series of turn-based tactical battles, which is then broken up by periods of base building and resource management inbetween alien incursions.

Combat is “team turn-based,” which means that you can move all of your own units before giving the floor over to the aliens to do the same. Individual unit turns boil down to “Move + Shoot/Ability,” while trying to make an effort to end your turn next to some cover.  As units earn experience, they gain levels and can unlock new abilities/bonuses in their class’s (limited) talent tree. There are a number of different weapons and armor types available (including special items like Grenades and Medkits), but for the most part they are limited to the class they are designed for.

If this all sounds pretty simple, that is because it is. While XCOM won a number of accolades and serious blogging goodwill for its tactical combat, its primary accomplishment is simply existing as a tactical offering at all in a desert of similar titles. At no particular point did I find myself especially challenged tactically, at least in terms of historical titles like Fallout Tactics, Final Fantasy Tactics, Tactics Ogre, Suikoden Tactics, and so on. While I did “only” play on Normal Ironman mode (Ironman meaning you cannot reload a saved game to avoid a team member death), I simply do not see enough moving parts to justify some claim to XCOM’s tactical brilliance. In particular, I have a problem with team turn-based gameplay leading to “dogpile tactics” (maneuvering units so as to unload a full turn’s worth of damage without recourse), combined with an enemy that almost always waits patiently for you to discover them before taking any initiative at all. And then there are a few of XCOM’s uniquely questionable design decisions, such as not showing the range on, say, Sniper Rifles.

Kinda overkill, but it looks cool.

Luckily the aliens give you all the time you need to get into position.

Some of the lack of complexity in the tactical segments is made up in the planning stages. Character growth and equipping is straightforward, but trying to juggle base expansion, e.g. building more research centers vs power plants vs ect, with the other demands like satellites for XCOM member states or research into better weapons can get a little dicey. While I got a handle on things by the end of my first playthrough, I was not particularly sure whether the complexity was via the underlying systems or if it were just random chance that, say, China kept getting bombarded by UFOs.

All of this is not to suggest that XCOM is a bad game. It is, in fact, a fun game that I think is an auto-buy at $15 or below. I just want to distance myself from the blogging narrative that XCOM is some kind of superstar in the tactical gameplay arena. It certainly wins the “best tactical game in years” award, but it does so due to an utter lack of competition. If you enjoy this subgenre you will enjoy XCOM, but you will likely find most of your planning taking place outside of the tactical battles rather than in them.

XCOMed

By the time this gets posted, I will probably be done with my first play-through of XCOM: Enemy Within after ~20 hours.

Taking the advice of many others, I started out with Normal Ironman difficulty which turns the game into a sort of roguelike. While I have lost quite a few agents, the majority of them were rookie redshirts I tasked with carrying around the stun gun to take the aliens alive. A sort of morbid hazing ritual, if you will. An unfortunate few were grizzled veterans who got one-shot by new alien types before I had a chance to realize the danger. Or simply victims of poor planning when the only guy with a Medkit is the one bleeding to death. Too bad all the people standing around him cannot, you know, take the Medkit from his pocket and spray him, but I suppose knowledge of medicinal nanomachine application is only imparted at the character select screen.

I always find it interesting how I start developing relationships with the randomly generated characters though. Name, gender, nickname, nationality, and even class are all randomly determined, but you can customize some of those qualities. One stun gun redshirt managed to beat the odds and survive the bagging of two new alien species… and suddenly I am taking Chloe Dupont the saucy German Assault trooper with me everywhere. Mechanically, Chloe is indistinguishable from any of the other max-level Assault troopers, but I have had more fun ordering her watching her aggressively breach UFOs armed with a shotgun and the same stun gun she has carried since her initiation than any of the others. Just yesterday there was a rather hilarious moment when I put her on Overwatch mode, and during the enemy turn one Muton Elite turned a corner only to get an Alloy shot in the face, while a second Muton triggered her auto-reaction shot when it climbed a ladder I didn’t realize she was standing next to. It was practically a scene out of an action movie.

Other times, I sorta feel bad bringing, say, any new sniper because that entire class is cursed. “Sorry, Yoshio Saito of Japan. You’re probably going to die.” Sure enough, that is the mission when the aliens start using grenades, a redshirt bites the dust, my other redshirt panics and, in defiance of his accuracy rate for the entire goddamn mission up to this point, shoots Saito in the back of the head, killing him instantly.

Anyway, game is pretty fun thus far and the full review will need to wait until A) I finish, and possibly B) I try out Classic Ironman. The only negative I have is the slight impression that the game isn’t really all that deep for a “tactical” game. A lot of times I feel like I’m playing a turn-based Dawn of War 2, or one of those WW2 squad-based cover games. Also, the game is terrible when it comes to indicating at which locations (and elevations!) you can actually see/shoot at the aliens someone else sees before moving there. If you have already committed your game to having grid-based movement, give me grid-based weapon ranges and Line-of-Sight indicators.

XCOM is no Final Fantasy Tactics, or Tactics Ogre for that matter, but it is pretty good nevertheless.