Muddled Strategy Edition
Thursday, November 19th, 2009
Having depleted my supply of fresh games by mid-week—a feat which required the completion of Bionic Commando, an act I can wholeheartedly recommend you avoid at all costs—I was presented with the choice of either trying Viva Piñata: Trouble in Paradise again or trying to defeat the desert level in Valkyria Chronicles for the dozenth time. I went with Valkyria Chronicles and it took me another three tries to finally clear the level but I did manage to progress at last, some five months after I first attempted the challenge.
My problem in strategy games, and this includes non-video games like Blood Bowl or Warhammer 40K, is that I think my overall strategies are sound but I lack the calculative ability to plan accordingly for chance. Since almost every game simulates the uncertainty of strategic combat by including some sort of randomized element, I find myself regularly tripped up when the inevitable misfortune that is inherent in these games strikes. Let me give you an example from Valkyria Chronicles: In the briefing before the desert level they indicate that you may want to bring some long-range snipers to help clear the path for your foot soldiers’ approach. There are even two unit spots on an outcropping in the deployment map which are perfect for sniper units. So I dutifully deploy my snipers and start the match. During the round I use a command point to select a sniper and draw a bead on an opposing scout’s head and fire, which should result in a kill. Instead due to random chance the shot misses.
At this point the strategically sound thing would be to return the sniper to a safe position and continue moving the rest of my units according to my original battle plan, but my original plan assumed the death of that scout. Instead of accounting for the possibility that the sniper couldn’t hit the target (which, let’s be honest, was a 250 yard shot indicating he’s playing it pretty fast and loose with the whole “sniper” moniker) I now feel compelled to spend another command point on the sniper, move him onto an exposed bluff edge of his vantage point and try again. Success in these strategy adjustments is largely irrelevant because the net result is typically undesirable—in this case the opposing snipers surrounding the now-dead scout easily retaliate and kill my sniper meaning I had to use a third command point to send someone over to recover the wounded unit, a fourth to call in reinforcements and a fifth to bring the reinforcements into position since they were starting from the base. So in essence a one command point action ended up costing me five to recover from.
Valkyria Chronicles is an excellent strategy game because it doesn’t funnel you into its preferred way of doing things in an unnatural way. Obviously there are certain key strategies that will make individual levels easier to clear than if you run off on your own and load your deployments with half a dozen engineers or whatever. But it compensates for this by making each individual decision significantly more relevant than a handful of key ones as seen in other turn-based strategy games like Final Fantasy Tactics. The benefit of this is that it provides greater freedom for solving the game’s problems your own way; the downside is that you can make a lot of seemingly small mistakes before you realize you’ve gotten yourself in too deep to recover. When matches can take up to an hour or longer even without burying yourself one grain of sand at a time, it can be pretty frustrating to not necessarily know how things are going until you’ve invested a lot of time in a lost cause.
I still find the interminable cut scenes to be far too frequent and lengthy. It would be one thing if the story was rich and nuanced (which I believe it could be, considering the scope of the setting and the number of available characters) but instead the writers/designers chose to focus on a small handful of inexplicably underdeveloped personalities and ramble through a story that is neither intimate and personal to the characters nor broad and epic to the conflict. It’s an odd thing and for a guy who generally finds something compelling in game stories, it’s weird to find myself just wanting to get to the “good stuff.”
The problem with life behind the curve as described a couple of weeks ago is that occasionally events will conspire to leave you with practically nothing to play. In this case the games on my watch list that I’m most willing to spend my few remaining Goozex points on are not being offered at the moment and I’m lacking enough purchasing power to push myself up in the curve (for example, to request slightly newer, higher-priced items). So I purchased my first retail game this year (not counting gifts) and went out and bought Dragon Age: Origins, which is how I spent my gaming weekend.
My first problem with Dragon Age is that there are six different background stories to choose from and I couldn’t decide which one I wanted to pursue from the terse descriptions of each on the character creation page. So I made six different characters and decided I would try all of them. When all was said and done I went with the first character I made anyway (City Elf Rogue) but my progress has allowed me to begin to view that as a partially regrettable choice as I keep thinking back to the other characters I left behind as I forge ahead. My intention, taken for what it’s worth given my time availability these days, is to play enough of this game to earn all available achievements so in theory I will have to work through the game at least once more and probably put some time in on a third character as well (at least leveling to 20). That’s plenty of opportunity to try some other characters but I do worry that I may not have the motivation for continued play that I had with Bethesda’s recent epics and may instead end up with Mass Effect syndrome.
Granted none of that is a problem with the game, it’s actually of a player issue and even then you can hardly fault a game for being too interesting. Which isn’t to say Dragon Age is perfect, but the problems it has are relatively few and minor at that. Graphically the game is strangely unimpressive. It lacks some of the striking visuals of Mass Effect but then again it also doesn’t have as many of the glitches that game suffered from; more to the point the look of everything is sort of drab and uninteresting. It’s one thing to be the wild-hair-and-unlikely-clothing of most Japanese style RPGs but the other end of the spectrum seems to be this sort of sepia-toned blah that too many western RPGs think is “gritty” or whatever. My position is that if you’re going to have hyper-realistic graphics that ooze banality to give a sense of environmental oppression you need to fix stuff like articulation in the hand models and beards that clip through breastplates. I’m just saying, I had no qualms with the visuals in World of Warcraft because while imperfect they were stylish and frequently beautiful.
The other thing that stands out to me about Dragon Age is the fact that it has gone back to the Baldur’s Gate/KotOR style of dialog tree where your character doesn’t speak the actual lines and you select exactly what you want to say from the textual options presented. I think I preferred Mass Effect’s “gist wheel” system that allowed conversations to flow more smoothly, especially since all of Bioware’s games are about 75% conversation. There’s something oddly disconnected about having what amounts to a one-way conversation with someone despite them reacting to your telepathic interjections. Still, it’s one of those concessions to interaction you have to tolerate when you’re into games as a broader entertainment medium.
What I really appreciate about Dragon’s Age is that it feels very much like the kind of Saturday afternoon Dungeons and Dragons sessions from Jr. High, perfectly capturing that kind of classic fantasy setting where everything is just as you expect it to be and the “innovative twists” that set it apart are a sprinkling of semi-adolescent grit: Extra blood, political intrigue, adult themes. It’s hardly amazing, but for whatever reason it hits the spot.
My other project has been New Super Mario Bros. for the DS, which I played a couple of years ago when it was more contemporary. The recent buzz/fuss about the Wii version of NSMB included a lot of what I thought was revisionist history where people were saying they disliked the DS version for being soulless or other such digs that I presumed would have been leveled at the game during its launch window if there were any honesty involved (which I don’t expect much of really when it comes to gaming press types). So I had to re-visit the game to see if—even in hindsight—the critiques were valid. On second playthrough I guess I can kind of see what they’re saying: It certainly isn’t on the same level as SMB3 or Super Mario World, but it isn’t soulless or unenjoyable by any stretch and in fact I’d say it’s biggest flaw isn’t in the parts that really matter like level design (somewhat spotty in the difficulty curve but overall fun) or the mechanics (the few minor additions and improvements are welcome and even add to the fun) but in the relatively minor element of new power-ups. The super mushroom is fun but ultimately kind of useless since it can fairly readily be wasted if you encounter a pipe or passage that you can’t fit in just after you pull it from your inventory. The mini-mushroom is similar: It’s actually detrimental to use it since it’s really a tool and not a power-up (like a power-down I guess?). I also dislike how the game makes value judgments on which power-ups are preferable in terms of which it puts into your inventory slot: I’d almost always prefer a fire flower over a blue turtle shell, but I don’t have a choice.
With my completion of Fable II this past week I officially caught up with the glut of Xbox titles I had acquired from Goozex mid-summer before my Xbox broke. Granted, not all of those games ended up being completed (notably Kane & Lynch which I found to be tedious) but in any case I’m now kind of in a semi-looking phase where I do have a few games I could play so I’m not dying for something new but nothing that is on my plate presently really has me excited so if something better came along, it wouldn’t be unwelcome.
There are, aside from the usual minor variations and exceptions that prove the rule, two ways for self-sufficient adults to play games: One can either be particularly selective about which new titles to pick up on or near launch day using previews, reviews and any number of buzz-tracking social mechanisms to determine potential enjoyment from an upcoming or newly released game or one can intentionally trail the release curve in order to maintain a steady diet of sub-retail priced software. Budget will play a significant role in either path, but I submit it is impossible to choose the lower-priced path without at some level playing a bit of a waiting game.