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Strategy games

Invisible, Inc. photo
Invisible, Inc.

Now's a good time to buy Invisible, Inc.


Fresh code
Aug 06
// Jordan Devore
Klei has been killing it. I haven't gotten around to Invisible, Inc. yet, but today's Steam sale ($11.99 until August 10) will remedy that. My boy Steven gave the turn-based stealth game a 10 out of 10, which is a rare sight....

Grand Ages: Medieval brings open-world strategic gameplay to PS4

Aug 05 // Alessandro Fillari
[embed]297244:59819:0[/embed] Grand Ages: Medieval (PC, PS4 [previewed])Developer: Gaming MindsPublisher: Kalypso MediaRelease Date: PC September 25, 2015 / PS4 September 29 Much like its predecessor, Grand Ages: Rome, Medieval allows for total freedom in how you build your empire and expand your reach. Though Rome itself was a major player during its heyday, the empire's time has passed, and now the kingdoms throughout Europe, the British Isles, Northern Africa, and the Middle East aim to leave their mark on the world. With both a narrative campaign and free mode to tackle, players can build their kingdom in any way they see fit. Dubbed as an "open world grand strategy economy' game by the developers, they were very adamant about this title being something more than a traditional RTS game. With the freedom in how you engage with allies, tackle challenges, initiate trade and wartime agreements, and eliminate the opposition all up to your own playstyle, you're given an enormous amount of leeway in how you stake your claim throughout the land. In the campaign mode, players take on the role of Leon Versselios, a young ruler in central Europe who must take over his kingdom after the death of his father. Essentially, this campaign serves as the tutorial and teaches players how to establish towns, trade with neighboring cities, gather resources, scout nearby lands to expand reach, negotiate alliances, and prepare for war against foes when negotiation fails. As you build your nation, Leon will encounter many allies that seek alliances with him and his kingdom, but over time, many events could sour relations and turn neighboring kingdoms to seek out what is yours. As you expand, you're treated to animated cutscenes showing recent relations with allies and the morale of family members and citizens of the kingdom. While there is freedom to be had, you are guided along to an extent in the campaign. According to the developers, the narrative mode can take upwards to 10-15 hours to complete, and features many twists and turns that will keep you guessing. However, once you've reached a certain point in the campaign, which concludes Leon's core story, you're allowed to continue his rise to power at your leisure and continue with your expansion. This also serves as a great segue into where the true game begins. In the open world mode, you can choose a custom character and starting location, and begin your expansion as you see fit. This mode is where most players will spend their time in Grand Ages, as it allows for your to create your story and show the neighboring civilizations how your empire will shape the known world. During my session, I was dropped into a 20+ hour save file. I was initially a bit overwhelmed by how much data there was to keep track of. With many different kingdoms, many of which were allies, and some neutral or hostile, you'll have to keep a close eye on which ones need assistance or require swift action against. But it's not just people you'll have to worry about -- the kingdoms will have to contend with mother nature as well. Earthquakes, thunderstorms, volcanoes, famine, and even the bubonic plague are major threats that will call for immediate action. While these sorts of games are home on PC, the PS4 was able to hand everything quite well. The user interface has been slightly modified to accommodate the controller setup, but overall it's largely the same game as its PC counterpart. While it's very menu intensive, I found it easy to get into once I went through the motions and learned all the tricks needed to engage. There's truly no other game like this on PS4, and it'll definitely please the more hardcore-minded strategy gamers looking for a new title on console.
Grand Ages: Medieval photo
Don't call it an RTS
Last year, I went hands-on with Grand Ages: Medieval, a civilization builder set during the Medieval era. Coming from the developers of Port Royale 3 and Rise of Venice, they've moved onto a bigger stage of Europe. During a t...

Halo Wars 2 photo
Halo Wars 2

Halo Wars 2 confirmed for Xbox One and PC, coming in 2016


Creative Assembly is involved
Aug 04
// Chris Carter
Although they haven't given out any real details, Halo Wars 2 was confirmed today at Microsoft's gamescom conference. It will be coming to the PC and Xbox One in fall 2016. The trailer above gives us a quick look at the...

Review: Magic Duels: Origins

Jul 31 // Caitlin Cooke
Magic Duels: Origins (PC [reviewed], iOS)Developer: Stainless Games Ltd.Publisher: Wizards of the Coast LLCReleased: July 29, 2015MSRP: Free As its name implies, the story mode within Magic Duels: Origins centers on the early lives of well-known Planeswalkers in the series -- including Jace, Chandra, and Liliana. Each backstory is broken down into five chapters, which detail coming-of-age moments in their lives before becoming full-fledged Planeswalkers. Chapters begin with a short prologue and art piece which set the stage for the upcoming duel, and upon completion end in a similar vein. Battle Mode is the main attraction, containing the normal modes you’d find in any Magic game -- Versus battle (vs Human), Solo battle (vs AI), and Two-headed Giant (2v2). Solo battles come in three flavors -- easy, medium, hard -- however, you’re not able to select your AI opponent (the deck is random). It’s also unclear how the matching system works for the Versus battle system, since the servers were down the majority of the time and I wasn’t able to test it out. I also found it unfortunate that there are no extra fun modes present, as was common in the DoTP series (like Planechase or Archenemy), which I personally miss. In Origin’s free-to-play model, players collect coins via completion of Story and Battle duels or by shelling out cash. Coins are then used to trade in for booster packs, which are added to your overall collection. A single booster pack runs for 150 coins, which equals roughly $2.00 if you were to purchase the coins yourself. You can also buy coins in bulk at a discount, going all the way up to 7,500 coins for $39.99. Origins makes it surprisingly easy to collect coins -- completing a Planeswalker’s story (5 duels) is enough to get you a pack, or dueling a random human roughly 7 times could net the same amount. Quests, which are essentially achievements, rotate in and out and dish out coins when certain stipulations are met (for example: win two duels with a forest/mountain combo deck, put 20 +1/+1 counters on a creature, et cetera). After only a few hours of playing through some of the story, a few battles, and earning Quest achievements, I had enough coins to unlock 3 or 4 packs. I was surprised that the built-in cards were fairly solid (and a lot of new ones, to boot). Origins also features Planeswalker cards, an added layer of challenge which is also a first for Magic’s online games. It didn’t take me long to build some decent decks after opening a few booster packs, although with 251 total cards and only 6 cards in a pack collecting them all seems daunting. Deck-building has come a long way since the Duels of the Planeswalkers series was first introduced. In Origins, the two options are to build everything from scratch or to use the deck wizard. Building a deck from scratch gives players pretty much any freedom they need when building a deck -- it even has a nice filter system, allowing players to sort by parameters including rarity, type, and cost. Swapping cards in and out is pretty seamless, and I like that I could go through my booster cards to pick out the ones I want and have the game do the math and complete the rest of the deck for me. The deck wizard is much more restrictive, but probably the best option for brand new players. After selecting mana types, it walks players through three steps and explains which cards to choose along the way. Being a casual player who doesn’t really enjoy building decks, I actually found the deck wizard to be even more overwhelming than the “build from scratch” option. It’s oddly restrictive, as it doesn’t really give you much room to look at your available cards -- each step only displays a handful of cards to choose from at any given time. Although Origins has a number of viable options for deck-building, there were a few strange occurrences I noticed when building decks. When using autocomplete in the deck-builder, sometimes odd choices would be made -- for example, a lone forest land card would be slotted in when no forest mana was needed, or a card that calls for enchantments when none were found in the deck. Origins also makes it difficult to rebuild a deck if it was originally made with the wizard, as you’re not able to switch freely between modes. This means that if you get new cards in your booster pack that you want to add to your decks built with the wizard, you’re pretty much out of luck. My attempts to join a multiplayer duel over the course of two days were pretty much thwarted with network errors, which is a real bummer seeing how playing with actual people is the crux of playing Magic. I also found that occasionally the game would boot me out of the server entirely, rendering my account virtually useless. Hopefully Stainless will be able to sort out the server issues, as the game does not allow you to collect or spend coins, even in Story mode or AI battles. This is quite frustrating since the main purpose of the game is to collect these coins to spend them on booster packs and improve your deck. I also found it disappointing that you’re not able to earn coins via playing with friends. I’m assuming this is because it would be much easier to cheat the system, however, even giving small rewards via Quests, or a small amount of coins seems like it would encourage more friendly duels versus people taking advantage. Despite their servers not being ready, I feel Magic Duels: Origins brings the best of both worlds together, finally: a fun way to learn and play Magic with the competitiveness of collecting and putting together strong decks for duels in a fairly balanced system. I’m giving it the benefit of the doubt, hoping that the server issues improve with time, but in the meantime playing through the story and battling AI is still entertaining. Those new to Magic will find it easy to dive in and learn the intricacies of deck-building, while more experienced players should finally have the customization and card variety they’ve been asking for. Nothing beats the real thing (playing in person) for a lot of expert Magic players; however, I feel like this is a big step in the right direction. [This review is based on a retail build of the game provided by the developer.]
Magic Duels: Origins photo
Free-to-play done right
My addiction to Magic began with the first Duels of the Planeswalkers game for the 360 back in 2009. Although it had its shortcomings (mana tapping, anyone?), the DoTP series created an accessible way for new (or rusty) playe...

Total Warhammer photo
Total Warhammer

Total War: Warhammer looks appropriately ridiculous


You can summon the foot of Gork!
Jul 30
// Jordan Devore
I'm watching orcs and goblins and spiders march into battle and I'm losing my mind. After all of those trailers for Total War: Warhammer, this is exactly what I needed: in-game footage! It's a scripted demonstration, but damn if it isn't exciting to see these forces clash up close. Between direct-control kamikaze attacks and summoning a god to step on tanks, I have high hopes.
Hard West photo
Hard West

Hard West playable at gamescom and PAX Prime, releasing this fall


Kanye and Kim's second child
Jul 30
// Darren Nakamura
Hard West did enough to impress Kickstarter backers last year, with its bloody Old West theme and its tactical combat. Good news for fans: it's looking like this one won't be languishing in development limbo like so many othe...
The Banner Saga: Warbands photo
The Banner Saga: Warbands

The Banner Saga getting a cooperative tabletop miniature game


Warbands
Jul 30
// Darren Nakamura
Stoic released The Banner Saga last year, and it was a great strategy role-playing game. It had characters on a square grid, drama, and lots of death. Basically, it was ripe for conversion to a board game. Today at GenCon, St...
BattleTech Kickstarter photo
BattleTech Kickstarter

Harebrained Schemes to Kickstart a BattleTech game this fall


Back in the cockpit
Jul 29
// Nic Rowen
The studio behind Shadowrun Returns, Harebrained Schemes, is planning to resurrect another classic PC series in the near future, trading in net-running cyberpunks for the towering mechs of the BattleTech universe. The studio ...
Armello photo
Armello

Armello's got two new characters, ready for full release on September 1


Fur-nal Fant-fur-sy Tactics
Jul 29
// Joe Parlock
Armello, a game that Dale North described as “Magic the Gathering meets Final Fantasy Tactics”, is finally graduating from Early Access on September 1 in all its Redwall-esque glory. Along with the news of the fin...

Review: Lost Dimension

Jul 27 // Kyle MacGregor
Lost Dimension (PS3, PS Vita [reviewed], PS TV compatible)Developer: LancarsePublisher: Atlus USA (NA), NIS America (EU)Released: July 28, 2015 (NA), August 28, 2015 (EU)MSRP: $39.99 The story begins with a man who calls himself "The End" authoring a string of deadly terror attacks and threatening to destroy the planet in 13 days unless someone can stop him. To do just that, the United Nations dispatches S.E.A.L.E.D., an elite team of teenage warriors with psychic powers. But before the final showdown, the kids must climb the villain's mysterious spire, where he awaits their arrival. The task is easier said than done, though, as the group soon discovers. During the ascent the team is locked in a room, where they learn there is a traitor in their midst whom they will need to "erase" before moving on to the next level. The task falls on central protagonist Sho Kasugai to use his visions and deductive skills to root out the traitors. When they're not pointing fingers at one another, the squad of psychics will need to work together to defeat an army of enigmatic robots that stand between them and their main objective. While the ensuing battles have been compared to those of Valkyria Chronicles, the resemblance isn't overly deep. Lost Dimension is indeed a tactical role-playing game with a similar aesthetic, but the combat here is entirely turn-based and has enough distinctive features to make it feel unique.  All of the characters have unique psychic abilities, ranging from offensive powers like telekinesis and pyrokinesis to defensive powers like healing and buffs. Using these abilities is tied to a pair of gauges, one of which is a sanity meter. In addition to managing what is essentially a mana bar, players will need to be mindful of the sanity meter, as depleting it can turn the tide of battle. Should a character run out of sanity, they will go berserk. In this state, players lose control over the character, who no longer differentiate friend from foe. It sounds bad at first, but berserk characters are extremely powerful, and utilizing them effectively is an essential strategy. Another great tactic at players' disposal in Lost Dimension is deferring, which, at the cost of a little sanity, can allow allied units to have multiple turns. This is great for taking advantage of enemy weaknesses with a powerful attacker or moving your forces across the battlefield quickly to close distance or retreat to a more defensible position. Since nearby units will assist their buddies in battle, stacking assists is another important part of the equation, netting you extra attacks for every ally in range. Of course, enemies can pull off this maneuver just as well, which can be pretty devastating. Missions are usually quick affairs, lasting around 10 minutes or so on average, which was ideal for playing the game on Vita. After they're finished, Sho will have a vision where he'll see brief glimpses into what his teammates are thinking -- which might help players identify traitors. There's another ability that should help you do this as well, which allows you to go into someone's subconscious mind and tell for sure if they're the traitor or not. Thing is, you can only use this ability three times per floor, so it's best to narrow down suspects before firing your silver bullets. Since the traitors are randomized, each experience with the game will be somewhat unique, ensuring someone's first run through the game will be different than the second. But it might be a tough sell for most to invest a couple more dozen hours in the game after seeing the credits roll. When a character is erased, they become Materia, which allows other characters to use the abilities they learned before their untimely demise. It's little things like this, and the whole tension surrounding judgement and betrayal that made Lost Dimension an enjoyable experience for me. Knowing I made a blunder early on and would have to watch one of my favorite characters betray me was something I dreaded throughout the journey. It was a huge source of dissonance, enjoying my interactions with someone that I knew was playing me and would ultimately make the final showdown with The End all the more difficult. Lost Dimension isn't particularly exceptional at anything it does, but I still really enjoyed the overall experience. It's a genuinely satisfying and memorable tactical RPG that I won't soon forget. [This review is based on a retail build of the game provided by the publisher.]  
Review: Lost Dimension photo
Keep your friends close, then kill them
It wasn't long before I realized my adventure in Lost Dimension wasn't going to end terribly well. My comrades and I were turning on one another, agreeing to sacrifice a teammate at the behest of our sworn enemy. None of...

FEF(os) photo
FEF(os)

Fire Emblem Fates gets Awakening characters as DLC


FEF(os)
Jul 23
// Steven Hansen
Fire Emblem Fates, which is not coming to the United States until 2016, has been out in Japan for a while and is being supported with DLC. Today marks the start of a month's worth of free maps, one of which includes character...
XCOM 2 Muton photo
XCOM 2 Muton

XCOM 2 Muton is borrowing Marcus Fenix's Lancer


Unofficially
Jul 23
// Darren Nakamura
2K Games and Firaxis just released a couple screenshots for the new Mutons in the upcoming XCOM 2, and something jumps out right away. Is that a chainsaw bayonet? Granted, it's not like anybody could "own" the idea of attachi...
Total Warhammer photo
Total Warhammer

Creative Assembly has a good video-labeling policy for Total War: Warhammer


Or just watch this grand battle
Jul 17
// Jordan Devore
Alongside this non-gameplay video for Total War: Warhammer, Creative Assembly has explained how it's going to label promotional materials for the strategy game going forward. I was happy to see the studio talk about this stuf...
Vestaria Saga  photo
Vestaria Saga

Fire Emblem creator's new strategy RPG is Vestaria Saga


A bit basic, or 'old school'
Jul 17
// Steven Hansen
Shouzou Kaga was last involved in the Fire Emblem series in 1999 announced in May he was working on a new turn-based strategy RPG that would be released for free when it is finished. This isn't some mobile turn, but maybe tem...

Review: Worms World Party Remastered

Jul 16 // Darren Nakamura
Worms World Party Remastered (PC)Developer: Team17 Digital Ltd.Publisher: Team17 Digital Ltd.Released: July 16, 2015MSRP: $14.99Rig: AMD Phenom II X2 555 @ 3.2 GHz, with 4GB of RAM, ATI Radeon HD 5700, Windows 7 64-bit The trailer below does a good job summarizing what is new in this remastered version. Resolution can now go as high as 1920x1080. Sound effects have been updated. Controller support is in for those who are more familiar with the console versions. Steam features like leaderboards, achievements, and trading cards are all here. While those are all welcome additions, some feel half-baked or manifest in unexpected ways. The Steam integration is a little wonky, since the default screenshot button is F12, which is used in game to select the "Skip Go" and "Surrender" actions. These don't come up frequently and there are ways around it, but I have already taken a few errant screenshots because of it. It goes the other way too; intentionally taking a screenshot will inadvertently bring up the actions. When it happens (or when any Steam notification comes up), the notification window covers a good chunk of the bottom right corner of the screen, where wind velocity and weapon information live. More jarring is the visual upgrade. While the battles (the parts that matter most) can now be viewed in 1080p, the title screen and menus are still their old, fuzzy, 4:3 selves. It isn't a huge problem, but it's a strange first impression to go into a game expecting a clean presentation and be met with pixelated opening screens pulled straight from the year 2001. [embed]295986:59506:0[/embed] In battle, the resolution increase works as it always had: instead of sharpening up the graphics and textures it presents a larger field of view. In other words, each worm, sheep, and banana bomb maintains the same sprites and animations, but the camera is zoomed out so everything appears smaller. Functionally, this is a welcome improvement. Taking long shots and planning big moves (especially the twitch action of the Ninja Rope) are easier with the entire level in view. Calling down an Armageddon and seeing every meteorite hit is a delight. Aesthetically, it doesn't feel like a remaster at all. Eschewing the 3D elements found in Worms Revolution, the looks of these worms and environments are the classic 2D versions, unchanged since 1997's Worms 2, only now we can see more of them at a time. By and large, this is the same game that released in 2001. Play as a team of well-armed worms. Use an array of conventional (bazooka, grenade, shotgun) and unconventional (banana bomb, flying sheep, old woman) weapons to blow up, maim, drown, and otherwise murder the other team. Part turn-based strategy, part action platforming, part artillery game. For many, just being the same game as before is enough. After all, Worms is an institution in gaming for a reason. Still, there are some design elements that betray how dated Worms World Party is. In addition to being ugly, the menus aren't intuitive. Some require a single click to enter, others a double click. Most are represented by images that aren't self-explanatory. After setting up a custom game type so I could practice with the Ninja Rope, I couldn't figure out how to set indestructible terrain. The campaign is a collection of unconnected scenarios. Some are clever and some teach players a new technique or idea, but there isn't much of an impetus to do any of them. Worse, the mission descriptions are often obtuse or incomplete, forcing players to play and replay missions just to understand them or to know what "surprise" pops up halfway through. This is exacerbated by a lack of a way to quickly restart; a failed attempt results in players being kicked back to the menu, forced to click through a text box and to restart the mission, and made to wait for it to load up again. At the very least, load times are quick now that the game isn't disc-based. The merit system is also never explicitly explained, so new players might be confused why a sloppy, "by the skin of their teeth" run might net a gold medal and an expert, no damage run might only be worth a bronze. It's a simple system once you know (it has to do with the number of attempts since the last victory), but it isn't ever spelled out. Worms World Party does this a lot. It assumes players already know what they're doing, which made sense when it first released on the heels of Armageddon but is less welcoming today for new players (or rusty ones like me). Of course, the main selling point of a Worms game is the multiplayer. With six-team local or online action and a bevy of options to tinker with, this does what it needs to do. I did log onto WormNET prior to launch and found exactly zero others online. This will live and die with its community, so we'll keep watching post-launch to see if it's thriving or withering. Worms World Party Remastered might be the go-to PC Worms experience for hardcore fans of the series with a taste for nostalgia. It definitely doesn't serve as a good place to get started for those who might want to try the series out. While it looks a little shinier than it used to, it still doesn't look new, and it certainly doesn't play like a modern game. [This review is based on a retail build of the game provided by the publisher.]
Worms World Party review photo
Dig in
Worms World Party has always been a divisive entry in the long-running series. Released as a followup to the almost universally lauded Worms Armageddon, some viewed it as a welcome refinement to a great game while others saw ...

This War of Mine mobile photo
This War of Mine mobile

This War of Mine now available on Android and iOS tablets


Take this war with you
Jul 15
// Darren Nakamura
Released late last year for PC, This War of Mine provided a thoughtful perspective on war in a video game. Rather than focusing on the glory of battle and how cool it feels to land a headshot on a bad dude, it looks at the l...
Disgaea photo
Disgaea

The Disgaea Triple Play Collection is coming to the US


Expect it soon
Jul 10
// Chris Carter
NIS has announced that the Disgaea Triple Play Collection is coming to the US on September 15. It's currently available in Europe, but today is the first time the publisher has revealed that it will be coming furthe...
Pit People photo
Pit People

The Behemoth's Game 4 becomes Pit People


Strange name for a strange game
Jul 08
// Jordan Devore
The upcoming strategy game from Castle Crashers maker The Behemoth is memorable. Its old temporary name, "Game 4," was not. It's now called Pit People, which is weird but fitting. "Pit People was the name written on the origi...
The Escapists photo
The Escapists

The Escapists meets The Walking Dead later this year


I did not expect this!
Jul 08
// Chris Carter
The Escapists was a pretty awesome little strategy game, and it looks like Team 17 isn't done yet with the series. It's just announced The Escapists: The Walking Dead, which will evidently feature locations and characte...
Project X Zone 2 photo
Project X Zone 2

Bandai Namco delays Project X Zone 2 until 2016


Have a new trailer to pass the time
Jul 02
// Kyle MacGregor
Project X Zone 2 has been pushed back to early 2016. The upcoming tactical role-playing game, which features a myriad of iconic characters from Bandai Namco, Capcom, and Sega, was previously announced for an autumn release i...
Free Steam weekend photo
Free Steam weekend

A bunch of Total War games are free to play this weekend


Have a favorite?
Jun 25
// Jordan Devore
My goodness, Creative Assembly's tactical Total War series has been around for 15 years now. There's a sale for the occasion, naturally, but it goes further than that: Shogun: Total War and Medieval: Total War have landed on ...
XCOM 2 photo
XCOM 2

XCOM 2's mission gameplay looks gooooood


Uh, yes
Jun 25
// Chris Carter
Want to see what XCOM 2's all about? Check out the latest trailer above, which not only details the entire narrative, but also shows an in-game mission, albeit with a more cinematic touch. From what I can see it's XCOM ...
Project X Zone 2 photo
Project X Zone 2

Meow! Felicia confirmed for Project X Zone 2


And Ulala
Jun 19
// Chris Carter
Bandai Namco didn't have a massive prescence at E3 in terms of headlines, but it's provided a ton of new trailers for upcoming projects, one of which is for Project X Zone 2. The video confirms new additions to the franchise...
Starcraft II photo
The first hit is free
Blizzard took the penultimate spot in the PC gaming show at E3 tonight. Executive Producer Chris Sigaty and Game Director Dustin Browder started off talking about Heroes of the Storm, but eventually got to some juicy informa...

Medieval fighter For Honor defies description

Jun 16 // Kyle MacGregor
While there is some sort of story mode to ostensibly explain why feudal soldiers from opposite ends of the planet are sharing a battlefield, Ubisoft is keeping quiet about the single-player campaign. Instead, the publisher has opted to thrust the multiplayer component into the foreground. And what a strange and alluring experience that is. On the heels of its E3 media briefing, Ubisoft whisked the press off to a tower in downtown Los Angeles to compete in a mode called "Dominion." There, groups of eight players skirmished in 4-on-4 matches with an emphasis on territory control. With three King of the Hill-style zones to vie for, it's set up an awful lot like an online shooter. And at a glance, it gives off a Dynasty Warriors vibe, with hordes inept minions fighting battles of attrition while player-controlled hero characters grapple over objectives that, you know, actually matter. Neither of those comparisons really nail what For Honor actually feels like, though. The combat system is far more intricate than Koei Tecmo's hack-and-slashers, at any rate. This is no mindless action game. Each and every encounter with the enemy requires a great deal of care.  For Honor is all about sword mastery; success or failure largely hinges on one's proficiency with a blade. Being overly aggressive is a good way to get flayed, as defense is of vital importance here. Predictable attacks are easily blocked and countered, and even knights, despite being clad in heavy plate mail, can be felled surprisingly quickly after a string of defensive miscues. In some respects this is more of a fighting game, where opponents feel one another out with pokes and jabs, hoping to discern the enemy's plan of attack and capitalize when given the opportunity. You really have to pay attention to where the enemy's weapon is positioned, be ready to counter it while working to read them, and get an opening yourself. I quickly found myself outmatched when going toe-to-toe with the developers on the other team. They seemed to move with lightning speed, feigning attacks and throwing me off balance, only to hit me from my unguarded side a moment later. Thankfully, strategy and teamwork play a central role. When I figured out I wasn't a skilled enough fighter to take enemies on by my lonesome, I focused my attention on sneaking up the flanks and capturing the objectives. Eventually, somehow, after flailing in the early going, our team came back from the brink of defeat to pull off an unlikely victory. (Maybe they let us win.) On top of that, players act as field generals, earning mid-game perks called "Feats" that allow one to call in ordnance support catapults and archers, or even inspire your cohorts to fight better. Knowing how and when to play these cards figures to play a key role in turning the tide of battle. For Honor is a fascinating fusion of genres that has me eager to return to the battlefield.
For Honor impressions photo
Whatever it is, I like it
Ubisoft Montreal's For Honor seems to borrow inspiration from as many places as it does warriors. The newly-revealed project sees medieval knights clash with samurai and viking raiders, warping time and space to bring together foes as distinct as the overarching experience that unites them.

Fire Emblem If photo
Fire Emblem If

Take a nice, long look at the new Fire Emblem


Sweet torture
Jun 10
// Kyle MacGregor
Fire Emblem If is still a long ways off. That is, unless you live in Japan, where Nintendo's upcoming strategy role-playing game is just a fortnight away from its June 25 release. Soon enough people half a world away will be...
New Master of Orion photo
New Master of Orion

Wargaming is bringing back Master of Orion


Hmm
Jun 09
// Jordan Devore
The original Master of Orion was before my time but, like Myst, the sci-fi strategy title was one of my uncle's favorites. He'd leave his laptop unattended and I'd screw around with it, failing miserably to explore, expand, ...
Final Fantasy Tactics photo
Final Fantasy Tactics

Final Fantasy Tactics: War of the Lions is on Android now


$13.99
Jun 08
// Chris Carter
Square Enix has released the mobile version of Final Fantasy Tactics: War of the Lions (itself a remake originally debuting on PSP) on Android devices. It's basically the same version as the iOS release from 2011, with touch ...

Review: Massive Chalice

Jun 08 // Steven Hansen
Massive Chalice (Xbox One, Mac, PC [reviewed])Developer: Double Fine ProductionsPublisher: Double Fine ProductionsMSRP: $19.99Release Date: June 1, 2015 A talking cup with the alternating voices of an old man and younger woman gives you a "Hello Commander," informing you that you, an immortal being tied to the chalice, are the only one who can navigate humanity to victory against the encroaching, monster-filled Cadence. With that brief set up, you pick five pre-generated families to serve as your starting vanguard of fighters. It's an aesthetic choice. Try and pick families with distinct flag colors (and fun surnames) because otherwise keeping track of them is a mess. The Fab Five have different stat-affecting traits (bred) and personalities (learned) and three different base classes that can be combined to make sub-classes with slightly different abilities. You're also seemingly bound to get stuck with an asthmatic early on whom you can rightly cast off into the scary orange mist because they will be useless and the life of an individual isn't worth much in a 300 year war effort. Massive Chalice operates on two levels. Combat is turn-based with grid movement and two actions per turn. Walk a bit and then attack, or walk further and leave yourself unable to attack are the big ones. The latter has a chance of leaving a character screwed if they wander into the obscured battlefield Fog of War and reveal a pack of waiting enemies. Outside of combat, there is scant decision-making and a lot of hitting the Advance Timeline button as you try to make it to year 300 to destroy the Cadence by building kingdoms for your characters to bone in to produce better soldiers and advance the bloodline. [embed]293482:58868:0[/embed] Combat, however, feels one-dimensional, perhaps appropriate for the rote meat grinder that is 300 years of war. There's no cover or overwatch, never objectives beyond kill everything within line of sight. Inch forward, kill, inch forward, kill. I often had to double back through the sometimes obnoxiously routed, procedurally generated levels to off one last monster that was content to, I guess, walk around in circles in the far off map corner for all its turns. Enemies are impressively distinct. Ruptures create a wide berth of corrosive tiles upon death, Lapses sap soldiers' XP, Wrinklers age soldiers on contact. But Massive Chalice only metes out these highly specialized enemies and facing them over and over, in larger and beefed up quantities, gets tiring. Its turn-based strategy feels brute forced and basic. Even with the addition of sub-classes and the tips screen advising carrying members of every class, I still felt like fielding a team of five Hunters to SOCOM its way through fights was ideal and borderline easy (on Normal mode). The Alchemist's volatile, limited projectiles killed more of my own troops than enemies in my last run and sending the melee-focused Caberjack into the fray always feels too dangerous. This, though, raises a huge problem with the lengthy final fight that I've found unwinnable without the area of effect moves of the other classes. Nation management, too, feels simple and sterile. You are asked to choose between research projects which take years to finish. The most obviously necessary are the Keeps, which is where you retire soldiers to and appoint a mate on the grounds of eugenics. I find that once I get Keeps built and Übermenschs screwing, research becomes haphazard. A couple pieces of gear (mainly for Hunters), the experience raising item, and then I'm mostly choosing something at random and slamming on the "Advance Timeline" button until someone else dies of old age and needs to be replaced at their post. It is clinical and the soldier stat effects feel slim (so long as you avoid breeding a handful of proper blights, like asthma). The idea of bloodlines is a good one, but the sparse overworld (the same Simon panel of territory and occasional, stoic look at a throne) does not support any narrative or connection in the vein of a Crusader Kings-like strategy game. All there is are brief, occasional text adventure events that have you make a decision (how will you settle a squabble between two troops?) that might affect some mild stat. Meanwhile, the short shelf-life of fighters doesn't support any connection to individual troops in combat, save for the one or two fights you'll have a high-level troop with a funny nickname. The most attachment I felt was to a flag color. This becomes a weird problem with the ending, which tries to suddenly loop back around and deliver an unnecessary story element that, at best, would "explain," in-universe, subsequent playthroughs. It is odd, unnecessary, and even robs you of basic world-saving catharsis. It also reminded me that, on Normal, I've yet to come close to my kingdom falling, which belies roguelike claims, while on the other hand I sort of dread playing 300 more years (plus failure restarts) on higher difficulties because of the simple combat. Massive Chalice is both beautiful and approachable, somewhat rare qualities in the genre. But its 300 year arc bends toward apathy and inhumanity. By mid-game, what was novel and enticing becomes a slog. The nation and bloodlines are mostly built out, ending the high level tactics, and battles become more brute force as the same enemies double in HP, power, and quantity. I felt like middle management making the same position appointments that a computer could make more quickly and all I got for my click click clicking was combat with bigger numbers on the same handful of stages. There is some payoff with the bloodline idea at the end, but it is not worth the rote meat grinder to get there. [This review is based on a retail build provided by the publisher.]
Massive Chalice review photo
Great fighter with a glass jaw
Double Fine's less scrutinized Kickstarter success, Massive Chalice, has been formally released half a year since entering Early Access. Along with Invisible, Inc., it formed a one-two punch of time-eating, XCOM-tinged turn-b...

Total Warhammer photo
Total Warhammer

Okay, Total War: Warhammer looks awesome


Don't let us down
Jun 04
// Jordan Devore
Some folks were invited to see Total War: Warhammer. We were not. But thanks to the power of the Internet, we can all share in the absurd spectacle. I sincerely hope Creative Assembly works its magic here. The premise alone is the stuff of dreams. I am curious what the DLC situation will be like for this game. "Extensive," probably.

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