Crown Trick is an easy to learn, hard to master turn-based rogue-like with a great presentation and tough but enjoyable combat. It fits into the rogue-like mould with a few standard elements; random encounters, enemies, weapons and dungeon layout but also does enough to make it stand out amongst the wave of rogue-likes that have been releasing on PC recently. In the game you play as Elle, a young girl who finds herself trapped in the realm of Nightmares and with the help of a magic crown, has to stop those responsible for keeping her there.
Blackguards 2 is a turn-based, tactical RPG based on the rule book of The Dark Eye, the increasingly popular German role-playing game that challenges even Dungeons and Dragons for it’s fantasy crown. Made by Daedalic Entertainment, Blackguards 2 is a follow up to 2014’s original and is due for release almost exactly one year later in January of 2015. Various additions and improvements have been made since the first game was released making Blackguards 2 a more accessible and understandable game than its predecessor. As a newcomer to the series I was glad to see there is an in depth tutorial that explains the basic mechanics of the game including any changes and while I did feel there were portions missing that could really have been of use, this really helped me settle into the game with a basic understanding of how to move forward once I was set free on the world map.
For those unaccustomed to Blackguards 2‘s gameplay style the main portion of the game takes place in two places; your campsite and the battlefield. The battlefield is of course where you test your skills on a tiled map using a turn-based system. Your characters can be strategically placed before the first turn is taken and the map can also be fully viewed before you start. One stumbling block I ran into early on was that I would quite often find myself taking a couple of turns on a new map then restarting once I had a better gist of what my overall goal was. Blackguards 2 does allow you highlight interactive items on the map, but only once characters have been placed and turns are in play. There is also occasionally a bit of dialogue before the first turn, but in many cases neither of these fully explain the maps end goal and on the hardest difficulties this can be a death sentence if you make a tactical error early on.
Once clear on your map goals the combat becomes really enjoyable and the twists and turns of the story elements don’t seem so harsh. In a way it’s both a good and a bad thing that maps need to be scouted before you fully commit to them. On one hand this of course means that the overall goal is not well explained enough to begin with, but also means that maps and not just straightforward affairs and vary in approach, difficulty and layout to the point that after six hours of gameplay I don’t think I approached a single battle in exactly the same way.
The campsite is the second area where you will spend a lot of your time learning about your characters history and getting to grips with the very detailed and open ability system. As with the action based portion of the game this area holds a lot of positives and a few negatives. For starters the aforementioned ability system is great once you get to grips with it. You are basically open to build your characters as you wish, without having to stick to strict class restrictions. Of course this doesn’t mean that you can just spend your ability points without thought, as this will most likely cripple your effectiveness later on when the game takes a difficulty hike. Carefully reading over abilities and choosing a path for each character is your best bet and this is where one of the negatives comes into play. The specification options and statistics are just not explained well enough. For example what is the difference between offence and damage and how do they effect each other if at all? Do main-hand and off-hand attacks have the same stat values? How many points of endurance do I need to gain in order to raise my health? These and more are all the types of questions I wanted to ask in order to improve the way I levelled my characters and so improve the way I played the game. Blackguards 2 certainly seems like it’s pushing itself toward the hardcore tactical RPG crowd, but in order to please that crowd you have to be overly informative and highly detailed in every aspect of character building.
Blackguards 2 also allows for moral choices when dealing with certain aspects of the games storyline. As the leader of a group of growing power within the kingdom Cassia often has tough choices to make than can effect the story later down the line. The game is also not as straightforward as choosing which point you want to advance to after every successful battle, occasionally the kingdoms forces will try to take back one of your controlled points on the map and then it’s your turn to be on the back foot and defend what you have fought so hard for.
Blackguards 2 is currently in development and I have no doubt that come release day there will be advancements and improvements from what I have seen in the preview. For me if they are to get things just right it would be nice for there to be a bit more detail in the statistics side of things and continuation of the varying map styles and encounters. Blackguards 2 is clearly confident in what it wants to achieve, that being a solid tactical game set in a fantasy world with a rich backstory. Characters are likeable, combat is enjoyable and the game is generally well designed and I can’t wait to try out the finished product next year.
Back in November of 2013, Lords of Xulima closed a successful Kickstarter campaign to the tune of more than three times the $10,000 they initially asked for. The excitement for this game was almost palpable and since then over thirty updates have crafted this game into something that shouldn’t be missed by anyone who loves old school RPG games and more importantly a really good challenge.
I decided to take a look at the game in its final stages of Early Access and hopefully give you a good idea of what’s on offer when the game releases very soon. I’ll do my best to answer any questions if there was something I didn’t cover in the video.
For over a decade, Serious Sam has been the badass, gun toting, laugh inducing pin-up icon of the first person shooter genre. Settled quite happily in this field, the series has received rather generous reviews, flourished through a committed fan base, and grown from a once PC-only title into to a multi-platform epic.
But Serious Sam: The Random Encounter is different. It’s not an FPS. …
As I sit atop my ivory tower, I watch the blistering action unfold below me. My rifleman cautiously edges forward, ducking low behind a fortunately placed ledge to avoid the ever-present threat of enemy fire. Meanwhile, and on the other side of the map, my mixed squad of grenade and rocket launchers are positioning themselves tactically, hoping to catch the enemy off-guard and deliver a fatal blow to their unit-count. …
The Civilization series has been hailed as many different things by many different people. A board-game writ large. An all-encompassing empire building masterpiece. A shit turn based combat game. Well finally with Civ V you can scratch that last one off the list. The combat has finally caught up with the ambition of the rest of the pieces in the Civilization puzzle. Hexes and single unit per tile rules have made a striking change in how the game plays, without allowing military action to overpower everything else about the Civilization series that has earned its place as one of the PC’s all-time greats.
And earn its place it has. For a PC gamer from a young age, I can think of no other series which has consistently batted away rivals for a space on my hard-drive. For me, Civilization has been a constant, igniting an interest in world history that remains to this day. Although I could debate the usefulness of having a large array of dull historical facts at my disposal (thanks Civilopedia!), let’s instead say that for a game to have a profound effect on a persons interests even outside gaming is a remarkable achievement. The Civ games you see, are educational without being preachy and in your face. You can take it simply as a game, a finely tuned balancing act of the multiple strands of human achievement, from culture, to science, military and the economic. Or you can take it as an engrossing experience that weaves a unique historical narrative every time you play it. Now I’ve just gone and done the exact opposite from what I was attempting to do with this review, I made Civ sound boring and worthy. Civilization is first and foremost an engrossing and enjoyable game, it’s horrifically addictive and makes unreasonable demands of your time that you’ll be only too happy to provide it with. But beyond that, beyond the ‘really good game’ part is something more. And for me that’s what makes Civ a truly special series and Civ V a truly special game.
That something more is the narrative, weaving history and a very personal fiction together to create a unique story each time you play. As a veteran of the series I could probably bore you for hours, explaining how in Civilization IV my preference was the Mongol nation, with whom I’d bully and conquer my way across the world. I could detail my glorious French nation in Civ V, cultured and benevolent in their interaction with the city states, propelling me to glory despite having started out on a small island.
The story of my sad little Indian nation is my favourite Civ V tale though. Having decided to have no more than 3 cities and be a pacifist, all was going well until neighbouring USA and England decided to form a ‘special relationship’ with one another. The basis of that relationship was my utter annihilation unfortunately and any plans for pacifism were soon shown to be rather naïve. Fortunately they underestimated me and the nearby Iroquois proved a useful ally in the ensuing war, my magnificent Trebuchets proved to be the undoing of both nations and I razed each of their cities with a baleful sigh, all the while wishing we could have been friends instead. In fact both the English and Americans turned on each other at the last, presumably in a pathetic attempt to win my favour. I turned my back on them in disgust, leaving the Iroquois to finish them off, while I turned my eye towards the domestic and continued down my path towards a cultured and refined society.
The years following the war were prosperous for India, my happiness and culture reached new heights and a long Golden Age propelled me towards a cultural utopia. The friendly Iroquois meanwhile were expanding across our continent growing into a large thriving nation building over the ruins of the backstabbing English and treacherous Yankee scum. I was once more guilty of being horribly naïve and it was not long before the once noble Hiawatha’s hordes were spotted on my borders. They overran me completely. Though the battle of Mumbai left many Iroquois corpses at the foot of my small, proud nation, my refined and docile peoples made for poor soldiers. Delhi, my capital was the last to fall, the rivers surrounding the bustling and happy city ran red with blood as unit after unit of Iroquois warriors bombarded her walls. Delhi’s walls shattered and my once proud nation fell by the wayside, destined to be little more than a footnote in the history of the world. Fuck you Hiawatha, next time I’m going Aztec!
Civilization V isn’t the perfect entry in the Civilization series, the AI has issues with its use of units (though a recent patch has certainly made it better at combining arms and using naval units) and the general AI focus on war and war-making can be tedious. Fair enough if you share a border with Ghengis Khan, but there’s something slightly wrong about having Gandhi as the head of a despotic state hell-bent on world domination. Multiplayer still isn’t fully implemented and veterans may find their options fairly limited (play by email for instance, is not yet possible). Worse, the lag and simultaneous turns mean that combat between two human players loses a lot of the tactical intricacy. Instead of concerning yourself with unit placement, flanking and terrain advantage you’ll be chasing shadows as units flit about randomly, with both players desperately trying to gain the upper hand.
The introduction of City States changes the pacing of the game, giving more personality to the world map and experimentation reveals they can be utilised in a number of different ways. At a basic level allying with them can bring you bonuses to food or culture, with the militaristic States gifting you free military units. But the clever tactician can use City States in other subtle ways; from having them protect your borders, supplying them with units for proxy wars against other civilizations or maybe you’ll just see them as easy targets for annexation. Once again this feature is slightly undone by the AI. Your AI opposition doesn’t seem to be able to grasp the importance of City States and the tactical or material value they can provide to a civilization. This makes it fairly easy to get all of the City States onside as long as you have a decent economy, which is an easy road to a diplomatic victory.
Civilization V, flaws aside is another fantastic entry into the series. It combines a clean, easy to use UI with crisp graphics and tactical depth. The stories that unfold in each and every game are unique to the player and it will root you to your PC for many many hours. It’s a patch or two away from being the master-piece it could, and perhaps should have been, but it still stands tall and proud alongside the very best gaming experiences you could hope to find.