Today I learned that some video game genres are simply not for me. Well, I've known that for some time, I can't stand realistic racing games at all, but now I can add the so-called "real-time grand strategy" genre to that list. This is basically a fancy way of saying "real-time Civilization... grandified." The Wikipedia article reads like an economics-during-war piece with phrases like "horizontal integration", "consolidated roving army", and "pursue ultimate hegemony". Hey guys, I graduated from college six years ago.
Crusader Kings II was recently released by Paradox Interactive, a Swedish developer that specializes in the grand strategy genre. You may recognize their previous titles such as Europa Universalis or Hearts of Iron, but if you're like me, have never had the opportunity to play them. Crusader Kings II is set in medieval Europe at the turn of the last millenium. The game is decidedly for history buffs and fans of the time period.
I can't really decide if what you're about to read represents everything this site stands for, or if it reveals a total failure of the first hour review system. I'm kind of wavering between the two options, but I'll let you decide for yourself. Welcome to the age of history.
Wikipedia says Airport Mania 2: Wild Trips' genre is "Click Management", which sounds like the category Microsoft Excel would also be filed under. But trust me, Airport Mania 2 is infinitely more fun. In the same vein as Diner Dash, Sally Spa, and all the hundreds of other click management, strategy, time management clones out there, the goal is to efficiently do something with limited resources. But Airport Mania 2 stands above the rest with high polish and attractive graphics.
Developed by Reflex Entertainment and South Wind Games, the original Airport Mania: First Flight, was a mild success for Windows and OSX in 2008. Re-released on nearly every portable platform since then (including DSiWare), they've slowly been building their airport simulator empire. Airport Mania 2, released earlier this year, is an upgrade of the original but still carries all the charm.
Airport Mania 2 is less of an airport simulator and more of an air-traffic control strategy game. Let's take a quick look at the Android version released a few weeks ago.
Like the titular pink puff, the Kirby series has worn many hats in its
nineteen years. Almost every 2D action-platformer has been partnered
with an experimental pinball sim or an arcade racer or some amazing
miniature golf mutation. As much as I enjoy each iteration of the main
Dream Land style, the spinoffs are what really intrigue me, even when
they fail. Sure, Kirby Tilt 'n Tumble may be unplayable with the Game
Boy Color's dark screen and restrictive viewing angle, but it broke
ground for motion controls six years before Wii Sports taught us to
waggle.
It's a good season for Kirby fans, as we get a bit of both sides in under two months. Kirby's Return to Dream Land in October looks like the long-awaited Super Star successor, and September sees Kirby get multiplied in Kirby Mass Attack. Revisiting the stylus-centrism of Canvas Curse, Mass Attack tasks players with flicking, dragging, and leading up to ten Kirbys at a time through a puzzle platforming adventure. It's not the most eye-opening Kirby spinoff -- the concept is essentially a pared-down Pikmin -- but it makes the most of a middling concept.
Kirby Canvas Curse was widely dubbed the Nintendo DS's first worthy purchase. Kirby Mass Attack may be its last.
Very few titles available at a system's launch are ever worth the price
of admission. Thing is, they don't have to be: early adopters don't have
any other choices, and they certainly aren't taking home that shiny new
box with nothing to play. If a launch window game isn't a glitchy,
feature-stripped port of a last-gen game, then it may just be the best
of the bunch.
Ubisoft in particular doesn't have a great track record when it comes to launch games. They were the first third party to reveal their Wii hand with the ambitious and roundly disappointing Red Steel, threw straight up shovelware at the DS, and didn't exactly set any precedents at the dawn of the HD era, either. For the 3DS, Ubi's launch day contributions took the forms of Rayman 3D, Asphalt 3D, Combat of Giants: Dinosaurs 3D, and Ghost Recon: Shadow Wars.
It doesn't surprise me, then, that Ghost Recon: Shadow Wars is a technical mess. The visuals wouldn't turn heads on PSP, slowdown is common, and everything just feels rough around the edges. Oh, and then the game freezes every now and then. Sometimes you'll get the black screen of death, other times the audio will stop and the display will just fade out. In the time I was playing, Shadow Wars crashed on me a grand total of ten times.
What surprises me is that, despite these glaring technical issues, I will still recommend the game to 3DS early adopters.
As much as Nintendo frustrates me with their recent localization
decisions, they have their triumphs as well. Releasing Sin &
Punishment on the Virtual Console outside of Japan was a victory,
effortless as it might have been. Rhythm Tengoku was a niche hit on the
Game Boy Advance, but its DS follow-up had even Beyonce singing its
praises. And when Nintendo finally brought its Famicom Wars and Fire
Emblem strategy games to the west on the GBA, gamers outside of Japan
suddenly had two new franchises to thank the Big N for.
And they're not the only ones: Julian Gollop, creator of the X-COM: UFO Defense series, is a big fan of Advance Wars and Fire Emblem. He said as much in a refreshingly candid interview about his newest game, Ghost Recon: Shadow Wars, a 3DS launch title that Gollop was inspired to create after experiencing Nintendo's strategy duo.
I've had only brief experiences with the strategy genre as it exists on PC, where Gollop's games mostly reside. And I've played maybe ten minutes of a Ghost Recon game. But I am a big fan of games like Advance Wars: Dual Strike and Fire Emblem: Path of Radiance. And though I'm eager to see what Nintendo has in store for those franchises in the future, I know what I'll be getting: more of the same. On the other hand, Gollop's take on turn-based tactics might introduce some fresh elements to the formula. Let's see if any of those show up within the game's first thirty minutes.
I enjoy medieval RPGs. I mean, the majority of games I play - fantasy or not - are based in that setting. There's just something about slicing my enemies up with swords that's just completely satisfying. So when I got to play a few minutes of Mount and Blade: Warband, I knew I'd desperately want more.
What? You haven't heard of this masterpiece from Taleworlds? That's okay, there wasn't a whole lot of advertising, and the original Mount and Blade was made by a married couple virtually by themselves. It's not exactly common that things like this happen.
I played the original briefly, and it was fun, but the overhauled Warband made vast improvements over its predecessor.
So, what is it? Well, it's massive and somewhat complicated, but I shall attempt to explain. Mount and Blade: Warband is a medieval role-playing game that puts you into the world of Calradia, a land filled with several kingdoms, all wanting to unify the land under their rule.
I have a long history with the Civilization series, I was first exposed to it when reading Nintendo Power magazine while they pushed the original’s Super Nintendo release for months on end. The game seemed unlike anything I had ever played before, particularly on a console. I read and re-read their strategy articles trying to wrap my head around what this game was exactly supposed to be.
I never had the opportunity to play the original Civilization, but it wasn’t long until the second game fell into my lap, and there went my next few summers. The depth of Civilization II was incredible. Every game I played was challenging and had its own fun quirks. I loved the multiple paths to victory and the differences between each civilization. I really liked the early turns in each game before the game seemed to get bogged down in city management and what felt like watching all the other civs take their turn forever.
After Civilization II it was Alpha Centauri, the game I believe to be the pinnacle of strategy gaming and easily the best “Civilization” game in the series. Alpha Centauri can be described simply as Civilization II in space, but it’s really so much different. You have the ability to create your own units and civilizations are instead broken up by ideological factions, which turns everything on its head.
Civilization III was released and I jumped on it, but it just never felt right to me. I had invested way too much time into Civ II and Alpha Centauri and anything that deviated from those games made me angry. I gave up on III and went back to my old standbys. This might have been for the best, however, as Civilization IV was released when I was in college, and playing that might have been a disaster!
So here we are with Firaxis’ latest entry in the series, Civilization V. I’ll admit, I’m intrigued. I haven’t seriously played the series in a decade, but every time Sid Meier slaps his name on a game, I’ll at least give it a try. So let’s give it a shot, here is Civilization V’s first hour played from the free Steam 100-turn demo.
Ogre
Battle 64: Person of Lordly Caliber is a mixed game, and has had mixed
reviews. Some hold it as the holy grail of RPG/Strategy gaming, while
others find it about as entertaining as a box of rocks.
I’m of the former. When I saw this game in Nintendo Power, and read about it, it was all new to me. I never played its SNES predecessor. But it looked so awesome. Being an RPG fan, and desperately wanting a reason to play my Nintendo 64 other than to play Super Smash Bros. or Star Fox. The game Quest 64 left a terrible taste in my mouth and made me desperately want a Playstation for some good RPG games.
We finish off our second annual indie games month with Gratuitous Space Battles, an epic space battle simulator from Positech Games. During our first independent games month last year, we featured Kudos 2, a life simulator also created by the one man team of Cliff Harris at Positech Games. This guy likes his simulators, whether they're of space, life, or Democracy, but Gratuitous Space Battles is a seriously awesome game.
Gratuitous Space Battles is the first game I ever played of its kind. It's almost like one giant, single turn of a board game, or Civilization. Your opponent's pieces are in place and visible on the board, and it is your job to create and deploy a fleet of ships that can combat and destroy them, hopefully while taking minimal losses yourself. Once you click Fight, there's nothing else you can do. It feels very... unnatural at first, like the developer is taking away control of the most enjoyable part of the game. There are explosions and debris everywhere, and you want to be part of the action. But then you begin to realize that the actual simulation isn't the game, but everything before it.
It's fairly obvious that Gratuitous Space Battles is not a game for everyone. There's no real-time micro-management, no hotkeys to quick select a group of ships, and especially no mouse button spamming to get your point across. Gratuitous Space Battles is one of the finest, genre-defining games I've ever played. The game is simply in its own category. I honestly can't give the game a final score because I don't know what to compare it against.
Gratuitous Space Battles was developed for Windows but also works great in Wine on Linux, which is how I played it.
Fire Emblem: Shadow Dragon is a turn-based role-playing strategy game for the Nintendo DS. It is the eleventh game in the popular Fire Emblem series, but is actually a remake of the original Fire Emblem: Shadow Dragons and the Blade of Light which was released in 1990 only in Japan. Turns out this is really the second remake of the first game, but still the first time gamers outside of Japan have experienced it.
So that's a lot of history just on one story, but you might be wondering what Fire Emblem is in the first place. The series has always pretty much played the same way all these years as a turn-based strategy game. A set of heroes takes on a band of bad guys on a grid-based map. You move all your guys at once and then the bad guys go. There's a twist in Fire Emble though, every character on your team has a name and profile, and if they're killed during battle, they're gone for good. That means you either don't get too attached to your characters, or you reload a level a lot.
All right, let's get into the first hour of Fire Emblem: Shadow Dragon.