Tag: 2015

  • Plug & Play (Frei/Rickenbach, 2015) / KIDS (Playables, 2019)

    Plug & Play (Frei/Rickenbach, 2015) / KIDS (Playables, 2019)

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  • Code Name: S.T.E.A.M. (Intelligent Systems, 2015)

    Code Name: S.T.E.A.M. (Intelligent Systems, 2015)

    Developed/Published by: Intelligent Systems / Nintendo
    Released: March 13th, 2015
    Completed: 25th April, 2017
    Completion: Finished all the levels, collecting all but eight of the gears.
    Trophies / Achievements: n/a

    Here’s another Nintendo failure, then! You know, I do like to complain that Nintendo only seem to pump out games in just a few franchises (Mario, Zelda, recently Fire Emblem) but here’s what happens whenever they put anything else out: it tanks. So no wonder they’re getting the idea that people just want the same thing over and over until they run it into the ground. And honestly, sometimes it’s fair that the things they release fail, because they’re insanely misguided (Metroid: Federation Force) but then it’s also sad because Nintendo then learns the wrong lesson from them (“people hate Metroid”).

    I mean, the lesson they might have learned here—Intelligent System’s attempt at a Valkyria Chronicles-esque third-person strategy title—is probably “don’t let Intelligent Systems do anything except Fire Emblem” because bloody hell I can’t keep up with the number of Fire Emblems that have come out. (Remember Advance Wars? It’s been almost ten years, guys.)

    And, frankly: it’s a shame. Because I liked Code Name: STEAM. I know, that’s insane. I hate everything. And let me state as caveat that I immediately installed the patch that allows you to speed up the enemy turns. But Code Name: STEAM is a completely serviceable strategy title that—outside of a few frustrations—I found completely pleasant.

    Now, I can agree: it’s a bit weird looking. It doesn’t manage to nail the comic book look it wants, and the enemies are somewhat… dull. However, it’s got a weirdly interesting and diverse cast drawn from literature. It gets some points, for example, for gender-swapping Zorro (was this secretly why it failed? Neckbeard boycott?) but loses some for having Dorothy bare her midriff (why?) but maybe it gains those back by including Queen Califa. I’m not a perfect arbiter of points, ok?

    It does have some other flaws. Many (most?) people complain about the lack of a true tactical view, but that didn’t bother me because it’s obviously not what they’re trying to do. With free movement before you commit (hindered by enemy overwatch attacks), it’s a game about careful scouting and much more about the feel of being in a small attack squad. I do think the game is much too stingy with its steam-based action points, meaning you travel through levels very slowly, and the game doesn’t have any good sense of a progression of power—all of the unlocks are similar in power levels, just different, when it could have done with more steam being offered as you unlock new boilers (for some reason, most boilers don’t refill fully each turn, and the ones that refill slowly that you unlock I found unusable. Rather a big misstep, I feel.)

    I’d say the main mistakes they’ve made are in working against the slow, methodical play style that the limited action points engender. To mix things up they add a lot of “pressure”—first with baddies that spawn in (behind you, usually) which is a mild irritant, and then just the worst: “spotter” baddies in levels featuring mortar attacks.  They spawn and you have to get out of their line of sight or take a severe hit. Of course, so you can’t stall, you can’t kill them (just move them, hopefully out of sight, but it’s generally awkward to do) and this is insanely frustrating with the limited amount of action points on offer. There are certain levels where you will be harried to the point scouting is impossible, and you get situations where you stumble forward, get shot by a baddie with knock-back, and then land directly in the path of the spotter you thought you were escaping, and die by mortar. Oh, and there’s a couple of difficulty-spike levels outside of that: one with mounted guns that don’t have a clear range (frustrating) and another with a bunch of exploding enemies dropping in that I found… ragey.

    Honestly, at least one of these levels had me considering stopping playing, and that’s really awful, because the game is so close to being an all-round nice time like Valkyria Chronicles. The final boss is a pain in the arse too, admittedly—but at least it’s nothing like the final boss of Fire Emblem: Shadow Dragon, my last dalliance with an Intelligent Systems game.

    However, the levels in which it works—it really works. In general the map design is clever, with a good mix of complex indoor and outdoor spaces, and while generally it’s a bad idea to split up your team of four, the level where you’re forced to do was a particularly fun one, I thought. There are far more fun levels than frustrating ones, it’s just the annoying ones are going to stick in your craw (I mean, they’re ultimately why I didn’t collect all the gears you can find in levels, and I wanted to.)

    I’m gonna say that it’s weird to me that Code Name: STEAM didn’t get a fairer shake when it was released. It was slated by almost all reviewers with them almost all concentrating on the (pre-patch) lengthy wait between turns, and I guess that one mistake wrecked any chance of it managing critical acclaim at least.

    Well: It’s got the only critical acclaim it truly needs: that I liked it. I mean, I didn’t love it or anything but I had a nice time. That should be more than enough!

    Will I ever play it again? I won’t, but the sequel they tease at the end I would have played, except it shall never exist.

    Final Thought: I recommend this, actually. I’m gonna… recommend it. Really! Because when I picked it up it was $5, and pretty much any store is gonna have it for pennies. You can do so much worse.

    This essay is featured in Every Game I’ve Finished 14>24.

  • Forza Horizon 2 Presents Fast & Furious (Playground Games, 2015)

    Forza Horizon 2 Presents Fast & Furious (Playground Games, 2015)

    Developed/Published by: Playground Games / Microsoft Studios
    Released: March 27th, 2015
    Completed: 29th April, 2015
    Completion: Finished all the races!
    Trophies / Achievements: 1000/1000

    The Fast & The Furious franchise is a legitimate juggernaut, with the last film breaking a billion dollars worldwide quite easily and countless (countless!) articles about its unique appeal, from waffly thoughts on its diverse casts to hipster snark over how silly the films are despite that.

    I love The Fast & The Furious franchise. I love it. I love it so much that I’ve marathoned the films twice—once for six, and then again for seven—and the second time we did it we actually went to all this effort to edit the films slightly so we could fit them into a day and include things like Justin Lin’s A Better Tomorrow and straight-to-DVD short films.

    I love it so much that I paid $25 to watch Furious 7 in a juddering theme park chair (D-Box) on a Saturday night and cried buckets at the touching eulogy to Paul Walker at the end. While in a juddering theme park chair.

    The most amazing thing is that until that first marathon I wouldn’t have rated the series at all, having only seen the first one as a student one night when people wanted to go to the cinema but there was nothing on. And now I have such a deep adoration for a series that, I’ll happily admit, is wildly patchy in tone, content and quality.

    It’s one of those things that’s rather hard to sell to people, because the series has wiggled and morphed; lazy street-race parody, 80s action throwback, superhero movie, crime drama, heist flick… and yet as it has progressed, it’s,managed to cobble together an epic through-line of continuity, revealing a deep sincerity through a belief and love for its characters that shines through.

    To me, The Fast & The Furious series is what makes cinema great—no, it’s what cinema is. None of that shite about “turning your brain off.” They’re movies that say “we’re going to take you on a ride, are you coming with us?”

    I think it says a lot about the viewer how they react to that.

    Forza Horizon 2 Presents Fast & Furious is, and this surprises me, a wee game that is made by people who clearly also really love The Fast & The Furious. There’s not really that much to it—a few hours of driving around repurposed chunk of Forza Horizon 2’s open world—but anyone who would title the final achievement here “How Long Was That Runway?” gets it.

    It’s the first realistic driving sim I’ve played in an age—since digging into Gran Turismo 3 all those years ago, a slog to be honest—and I was massively impressed with just how easy you could make it to play while still making it feel “realistic.” You can more or less get it to feel like Ridge Racer if you want, but there’s a nice middle-ground there with just enough resistance that I could feel the simulation without getting annoyed at the controller interface.

    However! I was playing a The Fast & The Furious game! This is, yes, a nice racing sim, and they did do what they could to make Fast and Furious events—racing a helicopter, etc.—but with the franchise having morphed from being “mostly about cars and family” to being “mostly about everything, up to and including gun fights, kung fu, big explosions, but still cars (a bit) and definitely family” it all feels a bit pedestrian. Ludacris might be doing the voice (and his best to make it seem fast and furious) but, you know, you’re still just driving a car about town without any stakes at all.

    Isn’t that weird? The series has moved on so much that the focus on car racing just feels limited, and there’s not much the Forza chaps can do about it. It’s perfectly pleasant, and at the cost of free it was a great demo for the larger game (not so much at the $10 which it costs now, though). But it is just a demo and, honestly, The Fast and The Furious franchise deserves more. Just pick up Forza Horizon 2 now it costs money.

    Will I ever play it again? No, but if I’m ever a millionaire I’ll spend money on one of those insane driving set-ups with a wheel and clutch and proper stick-shift and everything and drive very slowly around Forza Horizon 8 or whatever.

    Final Thought: My next trip to D-Box will probably be for Mad Max: Fury Road. Cannae wait, man.

  • Pokémon Shuffle (Genius Sonority, 2015)

    Pokémon Shuffle (Genius Sonority, 2015)

    Developed/Published by: Genius Sonority / The Pokemon Company, Nintendo
    Released: February 18th, 2015
    Completed: 11th April, 2015
    Completion: Finished 100 levels and was like “No. No more.”
    Trophies / Achievements: n/a

    There are 150 levels of Pokémon Shuffle, and several more “expert levels.” I stopped at 100 because… well… I was like… “why am I playing this? This is obviously a waste of time.”

    I’m not going to faff around with this one. Pokémon Shuffle is a free-to-play game, and I’ve written about a few of those before. I think most notable would be No Heroes Allowed: No Puzzles Either! because this is the Nintendo equivalent of it—match three where you’re beating up on an enemy by making the matches; consumables help you win levels when you’re struggling.

    Looking back, I have no idea why I played No Heroes Allowed: No Puzzles Either! as long as I did, because I gave up on this fairly fast (fairly… for me.) It’s possibly that I would never have downloaded this if it hadn’t just shown up on my 3DS home menu. Incredibly sneaky of Nintendo to more or less force their free-to-play games on you (I think they did this with Rusty’s Real Deal Baseball also?) and like No Heroes Allowed, playing it a couple of times a day didn’t seem like such a terrible waste of downtime, even though it obviously was.

    I mean… I can’t really explain it. This game is stupefying. Move things, things fall, combos happen… it’s simplistic to the point where it’s deeply uninteresting, and it never gets more strategic than being able to see potential lines of four or intersecting lines of three? So it’s just move some blocks with a stylus, wait a few hours, do it again.

    Until level 90 where you literally cannot beat the level without using consumables, and I was reminded this wasn’t a way to waste time, but players’ money. I beat it using about 13000 coins worth of consumables (almost my entire savings!), finished ten more levels and was done with it.

    This is a reminder: don’t start playing these games. They do nothing for you. There’s nothing there.

    Will I ever play it again? I could go back and finish the last 50 levels but I’m sure there’s another “pay money please” roadblock at some point so no. Also, as established, this would be a stupid waste of my time on earth.

    Final Thought: I really, really want to play through and write up Rusty’s Real Deal Baseball, I must admit. But I’ve stuck fairly well to my “no spending money on new games” rules and (I think) it costs you about $16 total. Maybe I’ll run a $16 Kickstarter.