Showing posts with label fire emblem. Show all posts
Showing posts with label fire emblem. Show all posts

Wednesday, September 17, 2014

Shining Force II is like chess, plus it has a chess level!

at 6:00 PM

Isn't that sweet? Right in the middle of this serious-ass fantasy campaign about a late-term evil abortion comes a chapter titled "Rick Moranis vs. Archon" in which the player characters get shrunken down and thrown on a living chess board. It's a game of chess... for survival! Plus Harry Potter hadn't even done it yet so this is literally the first time in the history of fiction that real people were portrayed as fighting against chess pieces. 

Although, should I be bothered that the board isn't correct? Is that a thing of Japanese game designers not knowing much about chess (is it as obscure over there as go is over here?), or did they put like five queens and not nearly enough pawns on the board as an attempt at balance? Because they could've defined the pieces however they wanted to be balanced (since it's not like they behave like actual chess pieces). It's just kinda arbitrary that the board is wrong.

This really made me smile though. The Shinings Force, Fires Emblem, and even Xs-COM are what I mentally categorize as "chess plus" games, where the principles are the same as chess - threaten units with attack ranges, create traps, use placement for blocking - but rather than movement type as the major determining factor of units' value, you have numeric statistics and rock-paper-scissors balances (like Fire Emblem's sword-axe-lance cycle). Interestingly enough (to mention in this context), Shining Force II* is the game that really got me thinking along those lines.

Initiated combat in Shining Force II is unidirectional**. That means the immediate act of attacking an enemy unit does not negatively impact the player unit. Thus, instead of considering dealt damage against received damage (as is a key factor in Fire Emblem), an attack is valued by dealt damage vs. positional advantage. "Is it worth breaking my line for a big attack on that archer?" "Should I box in that high level unit instead of spreading out to attack weaker ones?" The matter of numerical damage aside, this is chess tactics, where the key determining factors of a move are positional - as important as whether a piece is captured are which pieces the move attacks (places in immediate danger of being captured) and which pieces it defends.

Turn order in RPGs usually follows one of two paradigms: the first, that used by Shining Force II, is unit turns, where the game determines a turn order of units based on their statistics, and the player moves a unit once when its turn comes up. The alternative is team turns, where teams alternate order and during their team's turn, the player can move each unit once (as in Fire Emblem). I don't think I've ever seen an RPG using straight up chess ordering, where a turn consists of a player moving any single unit once; you can see how that doesn't really facilitate RPG leveling/balance.

Team turns lend to a more predictive style of play where it's best to map out the opponent's likely next move and plan accordingly. Each player has complete control of the board that the opponent will face in their next turn. Though this does have its similarity to chess on a broad strategic level, the primary consequence is that players are actually making moves with gigantic multi-armed units rather than with individual pieces. There is so much a player can do with the moving parts of their army that a great deal of build-up is required, then rarely paid off, to execute individual turns. Though the player is controlling ostensibly independent units, they need to take into consideration a butterfly effect of consequences if the opponent makes a single unexpected gambit. Though this hints at grand scope, in effect it leads to an extremely safe mode of play wherein turns are constructed in such a way as to focus solely around guaranteed plays for one or two units.

With Shining Force II's style of turns, unit moves regain their chess-like significance as the primary agents of player strategies. Essentially, there is feedback after every decision point: when the player relinquishes control of a unit, they relinquish control of the game. The next turn may be theirs or the opponent's, but they won't be able to revisit that unit until the round is completed. Successful tactics need to account for how each unit on the map can benefit from each individual move, because they will get a chance to take advantage of it before an overall position is composed.

A more specific chess tactic available in Shining Force II but not in XCOM or Fire Emblem (referencing them a lot, but they really do provide the perfect counterpoint) is the sacrifice. Units are reset at the beginning of every battle in Shining Force II - a battle has no lasting repercussions except for experience point gains. Thus sacrificing a unit becomes a viable tactic. A sacrificial lamb can be used to spread out an enemy formation, lead an all-out attack, provide a momentary barrier, or to bait a trap. The lack of consequence threatens to lead to lazy play, where as a player gains the upper hand their strategy loosens and risks lose their meaning. The simple fact of it is that Shining Force II is balanced so that just isn't the case. There are of course guaranteed-win scenarios during endgame, but the pacing of the battles as tiered skirmishes means that a casualty at any point can lead to a substantial statistical disadvantage in the next skirmish. Sacrifices are still a major trade-off, and the presence of such a tactic only makes the game more strategically rich.

It may not inherently be a strength for a game to be chess-like in nature, but in my experience with strategy RPGs and Shining Force II in general it proves to be nothing but a boon. There is a reason chess is the most popular board game in the world and Warhammer isn't. That reason may have to do with date of origin and which game contains orcs; nonetheless, it's combinatorial complexity is something to aspire to, not compete against.

*For the record, I'm pretty sure everything here applies to Shining Force as well. I've just only played II.

**there is a tiny exception to this. Defending units, probably depending on their stats, have something like a 5% chance of doing a counterattack. It's so rare that it's not so much a factor in tactics as it is a forced non-determinism. I'm okay with this in Shining Force II (though it seems unnecessary given that the make-up and exact statistics of a player's squad in a grind-enabled game provides plenty of non-determinism anyway), but the similar implementation in Fire Emblem bothers me because of the drastic implications of a mistake in Fire Emblem. Get a bad roll on that 95% accuracy attack and you may lose a squad member permanently. 

Tuesday, April 9, 2013

What I'm Playing, March '13 (Pt. 3)

at 5:07 PM
In this feature, we commemorate games I have for the first time started and finished in the last few highly variable time units.

Finally we put March to rest. It was a busy gaming month, what with being out of work 'n all. This feature is going to be dramatically shorter in the coming months, not requiring weekly installments.

Games Started:

Kid Icarus: Of Myths and Monsters (GB / 3DS VC)

When did Kid Icarus become a classic? I think it was around the time Pit showed up for a Super Mash Bros. Brawl. At least, that's when it somehow jumped from the ranks of lesser Nintendo works like Pilotwings to being mentioned in the same breath as Super Mario Bros. and Mega Man. Leave that for another time though, perhaps my coverage of the 3DS game... what was it called... blanking here... my brain is saying Of Myths and Monsters and I know that's wrong... Uprising, that's right. Anyway, Myth-Mon is to Kidick as Metroid II is to Metroid: a full-fledged handheld sequel, same team, same story, expanded gameplay. Weird, right? Sequels shouldn't be on handhelds! But they were, and they did. Myth Sand Mo cleans up the formula of the NES game, instating all-directional scrolling, infinitely respawning enemies, and better balanced (fairer) dungeon gameplay. Downward scrolling alleviates the ridiculous oversight of the original which turned the bottom of the screen into a constantly rising deathtrap, and horizontal adds an element of exploration, hiding rewards beyond the player's direct line-of-sight. Infinite enemies creates potential for grinding, which may not sound like a good thing, but is at least in keeping with the game's demanding RPG elements. There is also more payoff to the role-playing/grinding, as this time around, upgrades stick around for dungeons.

Fire Emblem: Awakening (3DS)

This never once happens in game - these characters are allies, best friends, and [spoiler]
I kinda already did a first impressions on this when I played the demo. After 25+ hours, I feel vindicated in my prediction that this would be the most interesting Fire Emblem in years. One interesting mechanic that doesn't reveal itself until hours into the experience is marriage/child-having. I don't think I'm spoiling too much by saying that the game involves time travel - this allows for parents and children to co-exist at the same age in the same time, skipping those BORING "growin' up" years. "Boring" in the RPG sense. Pairing off characters to get hitched is a game unto itself, allowing for skill and (mild) plot variance. Each arriving child opens up a new mission, and these missions provide more opportunities to cupidize your soldiers, creating more children and more child-missions. If you're anything like me, about two-thirds of the way through you'll get completely side-tracked and leave the plot for like ten hours to get all your gal-soldiers knocked up. This provides further incentive to utilize as many characters as possible, as there are only so many potential parents, and each pair only gets one child. The only complaint I have with this system is that it's a bit more rigid than it leads you to believe - the child and their story arc is entirely determined by the mother - the father only determines the hair color (a fact winkingly mentioned in one of the father/son conversations, wherein the father asks "did you get anything from me but your hair color?!"). I realize it would have been a shitload of work to program a unique child for each unique pairing, but it also would've inspired me to replay the game just to see all the different kiddies. Gotta catch a mall! As is, the only limitation on which ones you see is how many characters you manage to betroth. I don't know if that word can be used that way, and franklin, I don't care.

DmC: Devil May Cry (Xbox 360)


Even by fanboy standards, the four-game Devil May Cry series is extremely hit-or-miss. The only opinion that seems to bear any general consensus is that DMC3 is the best. So before saying anything about  the fifth and newest, DmC, I should mention that the only one I've played at any length is (note: DMC is not the same as DmC - the former is the first game, the latter the fifth). The only real point of comparison I'm going to make is that DmC is probably better. Dante's moveset is more expansive than it's ever been, probably more expansive than any combat character I've played outside of fighting games. He probably ranks in the same tier as BlazBlue in terms of sheer input variety. This provides a lot of combo options, and a less technical feel to it all - once you get used to the controls (and they will take some getting used to), you'll feel like you have a dozen choices for the next attack in each string. On the flip-side, the only way DmC makes you feel the need for these moves is the score counter. The basic X, X, X, X, X combo will usually clear the path if you're feeling lazy, even on the highest difficulty (the highest available from the start - there are three or four more that unlock after beating the game). So there's a lot of cool stuff to do, but the motivation to do it needs to be internal. It has to come from your heart.

Games Finished:

Contra III: The Alien Wars (SNES / Wii VC)

Another Virtual Console game I've had for ages, this one I've near-completed many times, but never felt was worth the time to conquer. Golem helped me make it through the final boss on a co-op run (and by "helped", I mean "stole a bunch of my lives"), though as with Strania, we didn't get to see the True End-Boss since we played in Normal difficulty. Alien Wars is near-universally touted as the best Contra, but it doesn't really butter my bread. It's over far too quickly, and only three of the six stages are actual side-scrollers. Two are top-down - a style of shooter I like, except when reliant upon the ridiculous world-spinning controls found here. Most of the bosses are good, but the final impression was "it's over already?" More on this in an upcoming duologue comparing it to Hard Corps: A Contra AdventureIII's Sega Genesis counterpart.


Sleeping Dogs (Xbox 360)


This was quite the Herculean labor. Sleeping Dogs is one of the longest games I've finished in the past few years, clocking in above 30 hours. If that doesn't sound impressive, you don't know my opinion on long games. The last RPG I beat probably happened in the '90s. I suppose I always finish my Zeldas, so there's that. Still, it's unusual that I stuck this one out. What it came down to is that I loved the melee combat, the gunplay was half-decent, and the pacing was just right to keep it all fresh. You know how the Arkham games worked so well by alternating stealth and brawling? Sleeping Dogs works exactly the same, though it has about five types of mission instead of just two (though the focus certainly lies on driving, shooting, and punching). This one's got a full post to come. I'm still working on the major DLCs.

Thursday, January 24, 2013

Awakening the potential with Fire Emblem

at 5:10 PM

The collective Fire Emblem is a great experience. I've said it before - it made my top 10 SRPGs of all time. The problem is that it's composed of something like a dozen individual games spanning 20+ years. That's a whole hell of a lot to simplify into just one generalized playthrough memory, but it does so with no problem. They're all the exact same. And I'm not talking like "all [insert-genre]s are the same!", I'm talking like exact same characters, exact same classes, exact same combat rules, exact same environments, exact same subject matter, exact same story, exact same graphics, exact same music, exact same everything. Okay, maybe they change the main character's hair color from time to time. Seriously. It's not even like iterations of a fighting game where they at least throw in a handful of new characters and arenas. I would honesty say, mean, and fight to the death over the claim that there is more variety in the Street Fighter II subseries (i.e. Turbo, Super, Champ. Ed., etc.) than there is in Fire Emblem's entire discography.

Then there's that "trademark" element, permanent character death. I'm going to move my diatribe against perma-death* to the end of the post, because it's going to be lost on anyone who isn't a series fan.

Fire Emblem: Awakening wants to finally take a step forward with the series. It'll blow classicists minds right off the bat by providing the option to turn off perma-death. While I'm a bit insulted by the fact that this mode is called "Casual" - fuck you Nintendo, I'm playing a goddamn Fire Emblem game - it's an addition that totally opens up the strategic playing field to a degree never available before. Think of how your tactics will change, now that units are disposable. If all you can see is an easier, "casualer" game, you aren't being creative enough. 

Allowing units to perma-live is a natural decision considering the focus of the game's evolution: role-playing. Where warriors' growth was once rigidly predestined (except in Sacred Stones where you could choose-your-evolution), Awakening introduces that role-playingist of role-playing elements: customization. As a matter of fact, someone might argue that a game cannot be an RPG without character/world customixation. The degree to which that's true can be sidelined for this discussion, because directly compared, Awakening is much more an RPG than its predecessors. The first thing the game has you do is create an avatar - his (or her!) appearance, name, and statistical preference. The demo suggests that this may be an Ishmael character - one of my preferred tacks to video game storytelling. Other characters promise to have flexible classes and skill sets, deepening their individual roles and allowing the player to create a personalized army.

The game's newborn visual style emphasizes this further. Equipment is displayed in true paper-doll fashion and battles are viewed from an (optional) first-person perspective. Synergizing teammates are shown entering battle side-by-side, rather than as a hidden statistical bonus. The game wants to draw you deeper into the emotional level of the combat.

Boringer players might object and lament that "hey, you got your micro-managing Tactics in my pure chess-like board-game strategy", but, who gives a fuck. For better or worse, it is indeed time for a change, and Awakening seems to bring a bit of that spirit. Maybe it's not the utter revolution the series needs, but it's the minor uprising it deserves (TM (Batman (TM))). 

I am gonna call bullshit on the hero being called Crom though. I mean, fuck that. Or I guess I should say "then the hell with you!"

*Perma-death, as it's so fondly called by fans, is fucking stupid. The idea of perma-death is that if a unit dies, you now need to fill that gap with a weaker unit that is going to need to catch up. Since Fire Emblem rigidly dictates what back-up units you have (and provides them in finite supply), it's easy to get into a situation where there is no replacement. Also consider that letting even a single unit die permanently weakens your entire army, as there is no training/practice/grinding to make up for the lost experience. This means that losing units is not only a temporary inconvenience, but a permanent difficulty spike. Considering the difficulty already increases over the course of the game, and the added consequence that a lost unit may have been the key to unlocking further allies or items (thus making one death equal to multiple lost units), it becomes apparent to even the most casual player that letting a character perish is simply not an option. So instead of a system where mistakes have game-changing consequences, you have a system where the player must win without mistakes every time. Which just makes for a lot of restarting missions.

Monday, November 19, 2012

Top Ten SRPGs 2: ContinYOUd

at 4:18 PM
This is the part of the strategy RPG cake where I take you down memory lane to look at some genre classics that provide popular tweaks on a generally accepted framework of Chess Plus. What I mean by that is grid-based gameplay with alternating turns and pieces that only have one type of action. These games vary mostly in their implementation of the notion of role-playing, as you'll come to lovingly understand.

What?

Anyway.

4. Fire Emblem: Pick Which One You Like Best
As the years have passed, Fire Emblem seems to have evolved the least of Nintendo's mainline series. Complain all you want about Zelda and Mario being formulaic, but they take us on journeys through worlds. Link sailed across the ocean and soared through the skies while Mario sunbathed in the tropics and reached for the stars. The adventure and discovery make old mechanics new again. Fire Emblem loses this because its trademark is the setting, not the characters. The heroes change every time, and the castles stay castles. So there isn't much to see - oh well, strategy games were never about the scenery anyway.

The Fire Emblem model is very cut and dry. Units have flavors which define their relationships: axe beats lance beats sword, archer beats magic, so on. There's not much rolling of the dice on the battlefield; once the machinery begins to turn, you won't be surprised (or have to react) to the results. That makes Fire Emblem a preparation game, all about choosing the right units and the right equipment. The choice to take a character into battle carries a greater weight because they each have their own back-story and persona. They may chat with the characters next to them, or perhaps have a town or enemy to uniquely interact with. 

5. Shining Force II
Of the Shiny Forces, I've only played II, so this is a freebee. At first glance, Shining Force is just an even boringer Fire Emblem. Seems like the battles go slower, you have less units, etc. Yawn. Actually what you're witnessing is that Shining Force is more a traditional JRPG than its other SRPG compatriots. You're first clued in by structure of the game. You walk around in towns, chat about, and explore a world map. There are shops and churches and castles, as one would see in Dragon Warrior or Ultima. Battles can be escaped and replayed. This sets a leisurely pace for the game. 

Shining Force wants you to get in there, take your time, and beef up your team. You'll hit the wall occasionally, even if you think you're playing with strategic perfection. Part of the experience is investing time in each character, learning their individual strengths and weaknesses. There aren't the rock-paper-scissors hierarchies, so each unit is more well-rounded and self-sufficient. I'm saying you can grind, got it? To some that is a most comforting notion.

6. Romance of the Three Kingdoms VII
Alright, finally, something interesting. Romance VII is a large-scale, territorial strategy game. Based in historical scenarios, some would call the game a simulation, as it demands that the player manage economy, culture, and diplomacy across his very own Ancient Chinese Dominion. It's true that Romance VII presents itself as a numbers game, all about allocating resources and

Wow you know I'm realizing here how boring strategy games are to write about. Admittedly, plenty of people find them boring to play as well, but I find something impossibly soothing, engrossing, and rewarding about these games. When I sit down to play Romance of the Three Kingdoms, I know I'm going to lose a few hours of my life, and yet am satisfied to see the growth of my sandcastle. There is a quantifiable element of success that goes beyond a high score or kill/death ratio, a constructive effort with nigh-tangible results. The more granularity the game provides and the more hardship one must overcome to amass his little kingdom, the more gratifying it is to witness it come to be.

ROTK7 offers exactly as much control and granularity as you need, through its RPG element. You don't rule directly over the land and all of its day-to-day business, rather this is handled by warlords with individual statistics and predispositions. These characters allow for indirect and personalized development of your domain, keeping the details hidden while you watch your borders expand.

Come back next time to learn about some non-traditional, and maybe even Western!, strategy RPGs.