Category Archives: The Android’s Bunker (Strategy)

Banished

A few days ago one-man indie outfit Shining Rock Studios published their medieval city builder Banished, a game which I had been looking forward to since coming across it a few months ago. So after spending a few days messing with it and giving a couple of villages a go, I’m here to give you my report on the thing.

I want to begin with by observing that Banished is, for me, a highly polished product. I have encountered no crashes, no slowdown, and no bugs, even of a graphical nature. It’s a small thing really, but it’s both impressive and a little damning that a one-man outfit can produce a game which in this regard is up to snuff where huge mexabux companies sometimes seem to struggle with it. Obviously my experience is an anecdote and in no way representative, but still nice to see.

Now to the game itself. You start with a handful of villagers, some food and tools and clothes and, depending on your difficulty level, a few starting buildings and useful things like seeds and livestock. Your task is very simple: survive. You do this by building houses, making coats, and chopping firewood to keep warm, by hunting, fishing, gathering, and farming to provide food, and by establishing the secondary industries needed to perform those tasks most efficiently, like making sure you have an educated populace using good tools, and making sure they’re healthy by providing a good mix of foodstuffs and having some medicinal herbs on hand. And you have to carefully balance and plan, otherwise you’ll be in some trouble. Expand too fast? People starve. Expand too slow? People don’t have enough kids to create the next generation. Not enough firewood and winter coats? People freeze to death. Plus there are disasters like fires and tornadoes, and they can really do a number on you. It’s a game about survival, and survival can be a brutal struggle.

A pleasant, bustling idyll. Until a tornado arrives.
A pleasant, bustling idyll. Until a tornado arrives.

One of the words I’ve seen in connection with this game is “shallow”. This game has no overarching goal beyond survival, there’s no kings to overthrow or Orcs to fight off (no combat of any kind), there’s no grand monuments to build, your only task is to keep your village going and grow it as much as you can. It’s refreshing in its simplicity and for the most part I like the lack of direction as precisely what a good city builder should provide, but it does go a bit too far in that direction, I think. There needs to be at least some higher-tier content to work towards; a grand cathedral, a big phallic monument, stuff like that. There also needs to be a bit more in the way of random decorative stuff like trees and small statues and whatnot. This sort of thing would be pretty pointless in the early game, but would help prettify your city a lot, and isn’t that what a city builder is ultimately all about?

I’m a little hesitant to just call the game shallow and leave it at that though. It’s a solid, compact title that I’ve already more than got my money’s worth out of, and I recommend it to anyone looking for a game in the genre, especially those burned by SimCity 2013. It’s by no means perfect, there are some balancing issues to work out, and the pathfinding probably needs to be tightened up. There definitely needs to be more content of some sort as well, but the dev has voiced support for modding and hopefully we’ll be seeing modding tools soon to aid in that. All in all I don’t expect this game to overcome SimCity 4 for city builder addictiveness, but it’s a very nice starting point that’s entirely playable right now and will, with some time and affection, almost certainly grow into something really special.

Y’all can get Banished on Steam, or GoG.com, or from the Shining Rock site directly: http://www.shiningrocksoftware.com/

Guest Post!: Valkyria Chronicles

Because Mister Adequate is busy being sick, and Pike is busy working on a writing project, we are proud to present you with a guest post from one of our very good friends. Enjoy!

I met Mister Adequate last year, and one of the first conversations we had was about the true definitions of the terms “strategy” and “tactical.” These were both terms he was intimately familiar with, and terms which I have no doubt I will use incorrectly throughout the rest of this article.

Title card

Valkyria Chronicles is the first installment in the series of the same name. Categorising this game is a challenge, as it seems to blend elements from JRPG, turn-based strategy and third-person shooter. The resulting mix is an enjoyable, anime-styled tale of a misfit group of soldiers who turn the tide in a war. For a game that is almost 5-years-old, Valkyria Chronicles has not only aged gracefully, but is also an example of how to innovate in an industry that, at times, feels very “samey.”

Plot-wise, Valkyria Chronicles is just a colourful reimagining of World War II. Set in the supposedly-fictional-but-way-too-obviously-inspired Europa, the game concerns a massive conflict (the Second Great War, would you believe?) between the East Europan Imperial Alliance and the Atlantic Federation, a coalition of allied democracies.

The similarities are painfully obvious, but Valkyira Chronicles makes up for it in other areas. Our heroes are from peaceful and independent Gallia, a little nation rich in “Ragnite,” a material highly prized for its uses in medicine, technology and armaments. The Empire invades and Gallia struggles against them – I’m sure most people can figure the plot based on tropes. It’s presented through a history book, a concept I enjoy quite strongly.

Battles and cutscenes are all played out from this menu. It would be perfect if it didn’t ask you to reconfirm your action every freaking time you try to start a scene or battle.
Battles and cutscenes are all played out from this menu. It would be perfect if it didn’t ask you to reconfirm your action every freaking time you try to start a scene or battle.

The cast is mostly comprised of stereotypes, all the way from protagonist Welkin Gunther (idyllic country boy rises to the challenge) to the minor squadmate Marina Wulfstan, whose lone-wolf sniper personality is textbook – and the allusion in her name doesn’t go amiss either. The characters are fun and light-hearted, and Valkyria Chronicles goes out of its way to develop the backstories of the squadmates you can recruit in an attempt to get you to care whether they live or die. Some of the racism-related discourse is actually decent quality too, but it tends on the didactic side and it’s almost too in-your-face at times.

The true value in Valkyria Chronicles, the thing that really sets it apart from its rivals, is in the battle-system. Blending turn-based strategy and real-time shooting sounds confusing (explaining it is going to be an absolute bitch), and while it is hardly perfect, it works.

This is the command map. Pick your unit and send them alone into the firing line, you monsters.
This is the command map. Pick your unit and send them alone into the firing line, you monsters.

You’re given a set number of units (of varying skills and abilities) as well as a set number of moves. Moving units involves a transition into third-person and real-time, where enemy units will open fire, you can move (up to the extent of your movement points), take fire and attack. Multiple units can be moved on your turn, or you can move the same one multiple times.

After your turn, the enemy follows the same process, giving your units the chance to automatically return fire as the enemy approaches. Battles are simple “capture the flag” type affairs for the most part. It invokes feelings of Fire Emblem and Advance Wars, if Fire Emblem had guns and heavy-handed allusions to World War II and Advance Wars had units you were meant to give a shit about. It really is one of those things you have to see to understand.

Conveniently, I have a link. And yes, it takes 2 minutes for the battle to begin; Valkyria Chronicles isn’t for those who love fast-paced action.

It is far from perfect, however. Of the five classes, you only really need one – the Scout – with occasional assistance from the anti-tank Lancer units. After each battle you’re given a ranking. The only way to achieve a decent rating is to throw strategy to the wind and simply rush the objective, hardly an exercise in effective tactical warfare and one that punishes the careful commander.

At the end of the day, Valkyria Chronicles tries something new and half-succeeds. Even though it was far from a commercial hit, it isn’t a surprise two sequels have been made – though Sega really dropped the ball by releasing both on PSP and only one outside of Japan. Valkyria Chronicles is not only decent, it is a shining example of an attempt at something creative. While most innovation in the current day centres around narrative (as if injecting narrative into any game automatically improves it), it’s nice to see that some people are trying to do interesting things with gameplay too.

Today’s post was brought to you by the immensely talented and lovely Dakota “Jiro” Barker, who can also be seen at his own gaming news blog. Don’t forget to imagine everything in an Aussie accent when you read!

The Old Gods

A few days back Paradox Interactive released the latest DLC for Crusader Kings 2, entitled The Old Gods. The primary focus of this expansion is the Pagans, most especially the Norse, hence the name. After eagerly snapping it up I’ve spent the last few days playing it pretty intensively and I can safely say now that it’s my favorite of all CK2 DLC and I don’t want to ever play without it again.

The big change you’ll see right away is the new start date – 867 AD, when Ragnar’s sons are leading the Great Heathen Army out of Jorvik and seeking revenge upon Ælla of Northumbria, the Pagan faiths remain mighty across much of Northern and Eastern Europe, the Umayyads control most of Iberia, Charlemagne’s descendants control the Frankish Realm, the Magyars are migrating westwards, and a few small territories cling to the ancient faith of the fire, still following the words of the Prophet Zoroaster. Given that the game used to run from 1066 to 1453, adding another 200 years extends the game time by 50%. The new starting date gives a completely different set of possibilities and the world can go in radically different directions as a consequence.

Even the words of Mani can revive. The AI did all this by the way.
Even the words of Mani can revive. The AI did all this by the way.

There are many new features to play with as a Pagan, especially the Norse, who got the most love in this expansion. Perhaps the most fun is the raiding mechanic. You grab your lads, toggle them into being Raiders, load them onto the longships, and then you sail off to find some rich, fat provinces to loot. You can claim a percentage of the province’s loot just by standing in it, or you can stick around to win the siege and you’ll get whatever wealth was behind the castle walls as well. It’s exceedingly powerful in the early game, especially as the Vikings can navigate major rivers. You can sail up the Elbe, or the Danube, the Vistula, the Rhine, and so on, and pillage inland provinces as well as coastal ones. However, as forts grow mightier, rivers start becoming impassable, cutting your options – and as provinces develop, they grow richer, but can summon larger armies in their defense as well.

You can also do such things as taking captured maidens as concubines, raising runestones to yourself or your parents (and if you have the lustful trait you can insist the runestone makes reference to your massive cock), hold Blots at which you sacrifice people to the Allfather, find magical +2 axes that boost your martial score, and try to reform and standardize your faith in order to help it stand against the very convincing missionaries regularly sent by Christian rulers to try to convert you.

In short, with The Old Gods installed, Crusader Kings 2 becomes the greatest Viking Asshole Simulator ever put to code and if you like CK2, or grand strat games, or Vikings, or just generally being a massive troll to the Christian rulers of medieval Europe, this is the DLC for you. It also bears mentioning that Paradox are one of the few who get DLC right – you actually get regular, significant content additions for very fair prices, and the other stuff like portrait and music packs are entirely optional and in no way required for you to enjoy the game.

This just feels right.

Pike wrote extensive about XCOM: Enemy Unknown yesterday and I’m going to follow up on her post now that I’ve had the chance to spend a few hours with it. Through methods. As you can infer from the title, I’m a big fan. I’m a HUGE fan.

Anyone with even a passing familiarity with classic PC games will probably be aware of X-Com even if they’ve never played it; it’s regularly highlighted as one of the best games ever made and this is not a reputation attained without sound reasons. It is an absolutely masterful blend of strategic and tactical thinking, it crafts an atmosphere of extraordinary tension, and it somehow manages to combine a very strong attachment to your troops with a massive rate of attrition among them. It also featured the torture of watching your brilliant tactical maneuvers getting completely undone and everything going to hell.

This game masterfully recaptures that. The mechanics are different in a lot of ways, such as the removal of Time Units (Something that caused a sudden intake of breath among X-Com vets when it was revealed) and the smaller squad sizes. But it’s an isometric tactical game with a strategic layer on top, and it’s all about tension and everything going downhill and your desperate efforts to pull it off despite all your best laid plans going the way of George and Lennie’s.

Moreno, Okamoto, and Mack were good soldiers, and good people. Their sacrifice won’t be forgotten. Also despite this loss the mission had a good outcome, because Classic Ironman is hardcore and this is XCOM.

Indeed, most of the changes are very sensible and nice ones and it’s patently clear that the team at Firaxis put a huge amount of work into figuring out what worked and what didn’t and then polished the thing nicely. Which isn’t to say it’s not buggy as heck, because many reports suggest it is, but the underlying design decisions and mechanics all seem to be very, very solid. One nice touch I’d especially like to point out is the addition of three characters in your base, your chief scientist, engineer, and your right-hand man. It adds a lot to hear their commentary on various matters, but their suggestions are never more than that. They’re a wonderful little addition that add a lot to playing.

What this game does though is it takes me back. Like an old war vet, playing this game reminds me of the original, and it pulls me back to when I was a kid playing that game all summer long, getting destroyed by Cyberdiscs and Mutons (Not to mention Tentaculats and Lobstermen oh god), and this just feels like a game from a bygone era, when they were unforgiving bastards that made you incredibly angry but were far, far too damn good and addictive to actually put down for more than five minutes.

If you were worried about this not being true to the original, you can rest assured that all the changes I’ve seen so far have allayed that fear completely. The mechanics and look may have changed but the spirit absolutely has not.

(It should be noted that Pike and I are both playing the PC version of the game, and indeed one of the few genuine criticisms I have is that the UI is clearly intended to allow consoles to play the thing. I’m all for a game this relentlessly ballcrushing on a console but I hope Firaxis patch in a few tweaks for the PC side of things.)

This is it. This is the game X-Com fans have been waiting for.

So let’s talk about XCOM: Enemy Unknown.

I was originally going to wait until I’d clocked more hours in this than just the tutorial, but honestly I feel that said tutorial has got me confident enough to make a valid assessment, so here we go:

This is the strategy/tactics game of the year.

The short version is that they took the original X-Com: UFO Defense, beefed up the graphics and redid the UI, tweaked a very small handful of features, packaged it up and are selling it right now.

Sold yet?  No?

Here’s the long version, then: all of my fears about the game have been thoroughly laid to rest.  This isn’t an easy, casualized version of the game (unless you specifically put it on the easy difficulty.)  This isn’t Babby’s First Turn-Based Tactics.  This is X-Com.

In fact, that last sentence was something I just kept hearing in my head over and over as I played.  This is X-Com.  This is what it’s supposed to be.

Everything is there.  The rookies from every country in the world with the appropriate name.  The Skyranger.  The Interceptors shooting down UFOs.  The research.  The construction.  The money management.  The geoscape.

“Hidden Movement” is there; it’s called something different but it’s there and just as terrifying.

The music is there.  They redid the mission music from the original and added it as a track in the game and when I heard it I felt my heart jump into my throat.

Which leads me to my next and perhaps most important point; the sense of sheer white-knuckle thrill is there.

Let’s talk about Firaxis’s most controversial choice, which is the removal of time units and the replacement of them with a fixed set of moves.  They pulled this off really, really well.  There is still a sense that you can move a certain number of steps if you also want to shoot something, and thanks to a very clear UI you know exactly when you’re going to overstep that boundary.  It doesn’t change the core mechanic, it just makes it easier to “read”.

They have also added a “talent tree”,  so to speak, to your soldiers.  Different soldiers come with a different specialty– or “spec” if you will– and as they improve you can pick up talents for them.  Some of the talents are a real difficult choice because they could all be useful in different situations.  This also ups the stakes, considerably, because it makes it all the more acute when one of your really spec’d out guys dies.  (And he will.)

The other thing they added that I was originally iffy on– occasional cuts to a third person view of your soldier as he shoots or moves– was pulled off superbly and does nothing but heighten the tension.

I don’t have much else to say here that isn’t a fangirly mess of random letters and numbers and exclamation points.  All I know is that the guys at Firaxis have outdone themselves with this one and pulled off something which I didn’t know could be pulled off.  Absolutely worth every cent of the full price.

In closing: over a year ago, when I didn’t know that this game was in production, I made a post about what an X-Com reboot would need to be a worthy successor.  Firaxis followed it word for word.  Much love.

Available on Steam and also for consoles.

XCOM: Enemy Unknown is Almost Here!

As you can probably imagine, we’re pretty hyped about this game.  And with just two more weeks to go, the hype here at the Closet is really starting to reach fever pitch, and we’re getting desperate while waiting and resorting to criminal and altogether unnecessary things like playing WoW all day in the meantime.

Fortunately for those who want a sneak peek, there’s a demo available!  Being a demo, it obviously doesn’t include much, so opinions on it vary, but it may be worth a look if you absolutely can’t wait.

As for the full game, don’t worry– I’m sure we’ll be talking about it quite a lot as soon as it hits the market!

Thoughts on modding

As Pike revealed yesterday I’ve been working on a mod for Victoria II lately. It came to me while I was playing the rather good Fallout mod for Darkest Hour, because one of the challenges the modder faced there was dealing with the need to have a lot of land empty as ‘wasteland’, for the powers to colonize and claim. If you’re familiar with HoI2 and derived games you’ll know that this isn’t an easy feat, because HoI does not work like that, there are no empty provinces as in EU3 or V2 to colonize.

But hang on, there are empty provinces in those games and mechanics for claiming and settling them. So I thought, why not make a mod for one of them revolving around a similar idea? And now here we are, working on a post-apocalyptic setting for Victoria II, starting shortly after said apocalypse and covering the reclamation of the ruined Earth, the development of new technologies, and ultimately the emergence of new political ideas.

A planned political faction is a cybernetic one.

It’s a lot of work, even the fairly simple stuff like putting in new countries and editing provinces. But what’s really struck me on this project is how tough it is to keep things balanced. Now partly this is because I’m in no position to mod the AI, so I’m working with the thing as it stands, but it’s really difficult to ensure that people don’t just dominate. In the regular game the UK is the dominant power and unless you’re a decent player or the USA they’re staying that way. With so much more land available to colonize however, the ability of countries to simply run away with the game by claiming more and more land is acute here, and my biggest challenge has, as I say, been working with that.

As I work on the mod the problem decreases but it’s still something I’ve been struck by; balancing is something of a totemic idea that holds less real value than might be assumed at first blush. To take vanilla V2 again, playing as Cambodia should not be as easy as playing as France and there’s nothing wrong with that. Still, there needs to be a semblance of the ability to compete even if you can’t expect to conquer the world, and it’s both interesting and daunting to experience first-hand what developers must struggle with every day.

Mister Adequate Has a Secret

I’m surprised he hasn’t mentioned this yet (or maybe he has and I just haven’t seen it)– but our dear Mister Adequate has been hard at work on a mod for Victoria 2.  He has this whole alternate history scenario in his head that he’s translating to a game and adding all sorts of fun countries and that sort of thing.  He’s been working on it on and off for weeks now– he’s very dedicated!

Have you ever tried to mod a game?  How did it go?

Grand Strategy and 4X

We got a question yesterday via twitter from reader Fuggle/Math asking how we would describe the difference between 4X games and Grand Strat games. Well, the reply would take longer than 140 characters so here we are~

Now, these two genres are pretty closely linked for obvious reasons. Both tend to involve the control of countries on a quest for dominance, be it local, global, or galactic. Both tend to involve building up your infrastructure and military and pushing large groups of units around. And if you play both then it’s hardly surprising that you’d end up trying to figure out what the difference is supposed to be. But let’s dig into it a little deeper and see if we can tease some answers out.

Let’s define 4X first, for anyone not sure of what it means. It should be 4E actually, because it stands for eXplore, eXpand, eXploit, eXterminate. But X is the coolest letter, so there we are. Anyway the idea of a 4X game is to do exactly that; to begin from a single settlement (be it a city or a planet) and first discover everything around you, then move in to occupy and make use of it, and then to annihilate everything else you meet.

So far, so strategic. How does this differ from Grand Strategy? Well, a Grand Strategy game has a couple of key differences. You still Expand and Exploit, but the Exploration and Extermination aspects tend to play second fiddle. This is not to say that they are absent or that no GS game cares for them – EU3 has a strong exploration aspect for example, whilst almost all of them involve SOME degree of Extermination. But you tend to be able to win without needing to conquer everyone. Indeed that may be perfectly possible, as in Hearts of Iron, but it may also be fairly tricky, as in Victoria 2.

And in some cases it is the categorical imperative of those workers who have already set themselves free.

Perhaps the other big difference is that 4X games are almost invariably turn-based, whilst Grand Strategy tend to be Real Time With Pause. Both encourage you to take your time and think about things, but GS still leans towards being a bit more fast-paced thanks to this. GS generally tries to implement the diplomacy side of things with more rigor and depth than 4X, as well – though the extent to which any given game succeeds in this is, of course, up for debate.

The much, much quicker way to tell is by asking “Was this game made by Paradox Interactive?” If yes, it’s a Grand Strategy. If no, it’s not. Unless it is, but who buys anything made by Matrix Games at those prices?

Europa Universalis IV announced!

Yes yes, I know. This happened last week and we’re slow. We apologize. Any-who!

Good ol’ Paradox has been dropping hints about a new game in the works for a while, now, and although I think just about everyone was hoping for a new IP, the result turned out to be a new installment in Paradox’s flagship series. Here’s the trailer they’ve given us:

Things I get from the trailer:

  • Okay, so what we’ve got here is a very Crusader-Kings-2-inspired map…
  • OMG THAT MUSIC IT MAKES ME WANT TO PLAY EU3 AGAIN

And that’s about it. Fear not, though! Paradox has also provided us with some screenshots:

spongebob wallet.jpg

Now I don’t know about you guys, but I really like the look of this screenshot. It does indeed look like a lovely mashup of Crusader Kings 2 and Europa Universalis 3 and I am very okay with this.

Of course, that’s just talking about the visual direction. What about the actual gameplay? It’s probably too early to tell much at the moment, but this is what we’ve got so far:

Europa Universalis IV Main Features:

  • Make your own decisions: Nation building is completely flexible
  • Use your Monarch Power: In this new system, a leader’s traits will direct the ebb and flow of gameplay
  • Experience history coming to life: The great personalities of the past are on hand to support you as you make your mark on thousands of historical events
  • Turn the world into your playground: Enjoy over 300 years of gameplay in a lush topographical map in full 3D
  • Gain control of vital trade routes and make the wealth of the world flow to your coffers in the all-new trade system
  • Bring out your negotiating skills in a deeper diplomatic system
  • Go online and battle against your friends in an all-new multiplayer game mode that features hot-join, improved chatting, a new matchmaking server, and support for a standalone server
  • Create your own history and customize your game: Europa Universalis IV gives you the chance to customize and mod practically anything your heart may desire

So basically it sounds like EU3, except better. Again, I’m okay with this. The apple tends not to fall far from the tree with Paradox games, and truthfully I wouldn’t want it to in this case. EU3 is already a very, very solid strategy game, and if Paradox is basically just upgrading the graphics and adding some new stuff then I’m more than happy with that.

We’ll bring you more announcements and discussions on this as it occurs, so stay tuned! In the meantime, the Paradox forums have got a subforum going.