Showing posts with label turn-based strategy. Show all posts
Showing posts with label turn-based strategy. Show all posts

Wednesday, October 24, 2012

XCOM: ...and Now. (2012 Firaxis.)


I meant for this follow-up article to follow within a few days of my profile on the 1994 original. However, when I got the new XCOM on launch, I realized something. There would be dozens of articles within days of launch written by foks who had put a handful of hours into the game and written to hit a deadline. I knew after a few minutes playing that I was going to be into XCOM for some time to come, and the best way to talk about it would be from someone who had sunk enough hours into the game to consider themselves a veteran. In the last two weeks, I've sunk nearly 85 hours into this game, making it the second-longest played game on my Steam account, beating out Borderlands which I played weekly with friends for months, sometimes staying up all night. Early this morning, I finished the game in the manner it is intended to be played: Classic Difficulty, Ironman mode. I now feel qualified to talk about it.

XCOM has the guts to do something new.
 Instead of eventually beating the game being a matter of persistence, you can sink dozens
 of hours into a game of XCOM, and lose. Planet is taken by the aliens, Game Over.

So many of the reviews I read and listened to did the same thing. Spent a few sentences talking about what a good game XCOM is, and then the rest of the review talking about flaws, many of which were just design decisions they didn't personally understand. Make no mistake, there are a few bugs here, and they frustrate, especially in a game with permadeath and a mode which does not allow you to reload saves when something unfortunate happens. However, even in its current state, XCOM is a triumph. Turn-based strategy is a genre that is mostly found in niche titles or older games, with the notable exception of the Civilization series. XCOM has the potential to change all that, with a big-budget, slickly produced title that modernizes the gameplay and provides modern polish.

The game is, like the original title, about running a global organization to combat an alien invasion against a foe that outnumbers, outguns, and strikes without warning anywhere in the world. They start with weaponry that can kill a human or destroy a building, while the best soldiers in the world with our finest technology can only kill one of their weakest number with concentrated fire, assuming they don't panic before doing so. What provides hope is the strategic and tactical command of the leader of XCOM (you) and the researchers and engineers who take bits of alien technology and study and replicate it in order to develop new weapons, armor, ships and techniques for turning a bunch of scared rookies into a force capable of striking fear into alien hearts. Turn by bloody turn, difficult choices are made, and the tide slowly turns from barely surviving to kicking the aliens the hell off our planet.

You can customize everything about a soldier except their assigned class, Country of Origin, and gender. I named this squad after characters played by myself, my wife and friends in tabletop RPGs over the years.

In the strategic layer, you need to manage limited resources to build up the base, get satellites covering most of the globe, research and develop the tech for the soldiers on the ground, build and arm craft to shoot down UFOs and manage global panic to keep your funding in place. The game is played through the tactical missions, but won or lost based on the strategic layer. The missions are usually "find and kill all the aliens," but sometimes there will be a VIP to escort or locate and protect, bombs to defuse or civilians to protect. The pace of the game is careful and deliberate, with risky play resulting in failed missions, wasted resources and dead soldiers who need to be replaced with raw recruits. The best and worst turns of the game are when you make a minor mistake, exposing a new group of aliens to your squad's position, and your soldiers are at risk, even if they have advanced equipment and abilities.

Every soldier is assigned a class on promotion from being raw recruits, and as they participate in missions and kill aliens, they level up, gaining more powerul abilities. You can customize the soldiers, they gain nicknames automatically, and it hurts to lose a leveled-up soldier knowing it was your fault. That's going to happen. I lost surprisingly few soldiers in my successful Classic Ironman game, but two of them were Colonels (the highest rank) with dozens of kills each, and they died in the same mission on two subsequent turns. Each soldier can move twice, move and fire, or just fire their weapon without moving. Certain special class abilities or weapons require you to stay still, and others end your turn as though you had fired a weapon. You make hard choices. Save India, Canada, or Russia? Reload now, not knowing if you should instead get that soldier ready to fire on an alien you can't see? Try to outflank the enemy and risk alerting more to your position, or take a risky 35% shot and feel maybe like you wasted a precious action?

The result of poor planning, squad panic, rushing forward too quickly, or just plain bad luck.

Having played a bit with the multiplayer (point-based, competitive mixed squads of humans and aliens on static maps) and beaten the game on Normal and Classic Ironman, albeit with two wins out of thirty games attempted, I don't think XCOM is quite done with me yet. I might not take on Impossible difficulty with any degree of seriousness, but Firaxis is committed to long-term support, especially with a game that has done so well. Reviews have been nearly universally rave, and DLC is planned, with the first post-release content announced yesterday. A subplot focusing on China with custom maps and new missions will be the focus of "Slingshot," with a Chinese gangster available as a hero character, and the possibility of early access to a powerful endgame weapon as the reward. With more DLC planned, and the inevitable expansions and sequels, I feel bad. So much death is coming. Aliens, poor squaddies, and a whole lot more of my free time.
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Monday, October 8, 2012

XCOM: Then... (1994 Microprose)


Tonight at just before midnight, one of my most anticipated games of the year is releasing. That's a bold statement in a fall that is so packed with amazing game releases for PC and consoles that even someone without a job or school commitments can't possibly make the time to play everything. When XCOM: Enemy Unknown arrives, I expect that my time with the other fall releases, as well as the games I still have from the Summer Sale that didn't get the time they deserve will come to an abrupt halt. I've spent a week watching videos and reading reviews. I'll give a full review of the 2012 XCOM once I've emerged from a likely weeklong bender playing it. To understand why I am so hyped for this game, you have to look at the game it is a remake of, 1994's X-Com: UFO Defense (known as UFO: Enemy Unknown in Europe.)

The Global Geoscope view is, along with base-building and the tactical combat, 1/3 of the X-Com experience.

Most games from almost 20 years ago don't hold up very well. Even if you can get past the dated graphics of years gone by, when you take off the rose-tinted glasses, gameplay has come a long way. The original X-Com is still compelling, still brutally difficult, and still fun if you can actually manage the downright hostile user interface. I've made my love of turn based strategy well known, between Jagged Alliance and Civilization I've spent countless hours planning, plotting and fighting battles one turn or action point at a time. Xcom is a game that I realize even now I've never gotten very good at. In the year 1999, Aliens invade and the Earth pools its money to fund a global organization to combat the threat. The situation is near-hopeless, but you are the last hope for humanity.

I can say that with many hours into the game, I've never won. I am still challenged even on beginner difficulty in a game that has veteran players modding it to further increase the challenge. X-Com does not tailor itself to the player, from the beginning, the aliens are playing to win, independent of your skill or decisions. Globally, you have to manage bases, respond to threats and learn where the aliens are and what they want. You fight on the ground with normal human troops each with unique names and statistics over landed UFOs or crashed ones you've shot down. Capturing alien technology for research, figuring out where alien bases are, even capturing live specimens for study are goals from day one, and even surviving the aliens is a challenge.

Inside an enemy spaceship, the squad from an Escapist Magazine forum's Let's Play
faces a dreaded Chryssalid. Zombification imminent.

Your soldiers get better with time, but against alien weaponry they die. Even once armor has been researched and produced, and you have energy weapons at your disposal, in a single turn a soldier can be killed, and death is permanent. Every battlefield is procedurally generated, all terrain (aside from UFO walls is destroyable, and if you have the action points, you can issue a wide variety of orders to the troops. Grenades, rocket launchers, and stun batons supplement conventional weaponry, and tanks can be loaded into transports to assist your troops. If a psionic alien can be captured alive while it is mind controlling your troops to drop grenades into the middle of the squad, psychic powers can be researched, and psi-soldiers trained.

The new game has big shoes to fill. Along with Sid Meier's Civilization, X-Com was one of the titles that made Microprose huge in the 1990s. Luckily, Sid Meier's own studio, Firaxis Games has taken up the challenge, and I look forward tonight to seeing Sectoids mind-control my hapless squaddies while Cyberdisks move in for the kill and Chryssalids happily turn civilians into zombies to panic and terrorize the citizens of a likely doomed Earth. Should be a lot of fun.
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Tuesday, October 4, 2011

Frozen Synapse: Violent Cyber-Chess With Perfect Tactical Simulation.

I've got more than a few video games awaiting my attention at the moment, so noticing that there was yet another Humble Bundle being offered was not great, in terms of timing. A further glance revealed that the bundle consisted of just one game (though several days later a second game was added, and paying more than the average of about USD$4.75 also gets the Frozenbyte Bundle.) When I noticed what the single game was, however, I snapped it up immediately. The game in question is Frozen Synapse, indie developer Mode 7's simultaneous turn-based strategy game. I loved X-Com, it's spiritual descendent Laser Squad Nemesis and Jagged Alliance is still one of my favorite games of all time, setting a tactical plan and then letting the violent results play out is really a thrill, especially when your plans work as you think they will. In my experience, that is rarely, so I find myself saving a whole lot in this sort of game and grinding through the more difficult levels. Frozen Synapse solves the issues with these sorts of games that made me do that, and made that cheesy "strategy" impossible at the same time.

Happy, sunshiny, soul-crushing Dystopia. But the internet is not only high-speed,
it is literally everywhere.

Frozen Synapse is set in a complicated and somewhat confusing cyberpunk dystopia, the City of Markov Geist. In this city, a complicated network called the shape that has features of both augmented reality and virtual reality overlays the real, physical architecture of the buildings and streets. The city is ruled by the megacorporation Enyo: Nomad who own everything in both the real and the shape, including armies of "vatforms," cloned humans capable of noting more complicated than moving about and firing a weapon. The player is called only "Tactics," as giving orders through the shape is his specialty. Tactics has been hired by the splinter resistance movement Petrov's Shard, a group funded with technology and funds stolen from Enyo: Nomad when its founder left the conglomerate. The goal is to liberate the city, with the help of a rogue "shapeform" (A.I.,) several double agents and members of the unwashed fringes of humanity, as well as an army of your own vatform soldiers.

The game is played through a tactical display connected to the shape, giving buildings, units and cover a stylized "Matrix meets blueprints" look. Tactics is only called in at difficult "chokepoints" in various sections of the shape where things get rough. These chokepoints are procedurally generated, so the terrain and tactical possibilities are different with every time a mission is played or retried. Orders given to the vatforms can be micromanaged to an insane degree, and freely tweaked until the final order is committed. There is no "I go, then you go" as all orders execute simultaneously. The play feels like the tactical display and command found in the Rainbow Six games, but with one huge difference. Nothing is random. Depending on cover, aim, range of weapon and movement, a unit that has the advantage gets a kill. There are short range shotgunners, medium range riflemen, long range snipers and the terrain-destroying rocket launcher troops.

The interface shows everything you need to know to plan your next move.

Every move, shot, choice of aiming or hiding can be simulated before making orders final, and if you can guess where your opponent will move to counter you, you can give that order and see what happens if you are right. Simulate several possibilities and see which plan gives the maximum advantage, commit the order and see if you were right. The single player campaign offers escort missions, traditional "kill all the guys" scenarios, objective defense and many other scenarios. However, the true replay value in this game is the multiplayer. All the same tools and possibilities used against the AI can be used against a human opponent in a tense game that resembles a version of chess where pieces are heavily armed psychopaths that all move at the same time. Multiplayer games play like an online version of a "Play by e-mail" as you submit your next moves whenever you are ready, even if your opponent is not, and get a notification when the system is ready to display results of the last turn and accept new orders.

The developers set up an excellent lobby/matchmaking system with advanced tracking of statistics and the ability to watch games in progress or archived replays of past games. Particularly good matches are easy to export to YouTube with a click of a button and though the graphics are stylized with blue walls, red opponents and green friendlies (with yellow NPC allies in single-player missions,) the violence of headshots or rocket launcher explosions is almost more graphic in how it has been abstracted. There is a wide variety of multiplayer scenarios, each with "light" and "dark" variations depending on whether both sides can see all units at all times, or if an opponent is only on your screen if one of your units has line of sight. I particularly like the scenario where players "bid" on how much terrain they can keep their opponent out of based on the random tactical situation presented by the procedurally-generated map.

A strategic view of the fight for Markov Geist.

This game is well worth the normal price of USD$25, but through October 12, 2011 the game can be downloaded for whatever price you choose at the Humble Bundle Site. Like other bundles, you choose what to pay and how much goes to the developers, the guys running the hosting site and to charity. You also get the soundtrack to the game (the music is quite good) and a Flash adventure game about a woman recovering in a hospital named Trauma. Both games work on PC, Mac and UNIX, and can be redeemed with Steam or Desura if you like, all DRM-Free. If you want to try before deciding what the game is worth, it is easy to pay a price low as $0.01 and then go back later and increase your donation to whatever you feel is appropriate.

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