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	<title>Matchsticks for my Eyes</title>
	
	<link>http://www.matchstickeyes.com</link>
	<description>Writing about worlds of wonder: Games, Books, Anime, TV, Movies</description>
	<lastBuildDate>Sun, 20 May 2012 11:21:28 +0000</lastBuildDate>
	<language>en</language>
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		<title>The Legend of Heroes: Trails in the Sky: The Verdict</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/vq2maHnv0dM/</link>
		<comments>http://www.matchstickeyes.com/2012/05/20/the-legend-of-heroes-trails-in-the-sky-the-verdict/#comments</comments>
		<pubDate>Sun, 20 May 2012 11:00:44 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[PSP Games]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[the legend of heroes: trails in the sky]]></category>

		<guid isPermaLink="false">http://www.matchstickeyes.com/?p=910</guid>
		<description><![CDATA[After a heyday spanning the Playstation and Playstation 2 eras, Japanese RPGs (at least, those translated into English) have retreated from home consoles: the Playstation 3 offers nowhere near the riches that its predecessors did. To some extent, portable consoles &#8230; <a href="http://www.matchstickeyes.com/2012/05/20/the-legend-of-heroes-trails-in-the-sky-the-verdict/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>After a heyday spanning the Playstation and Playstation 2 eras, Japanese RPGs (at least, those translated into English) have retreated from home consoles: the Playstation 3 offers nowhere near the riches that its predecessors did. To some extent, portable consoles such as the PSP have picked up the slack with <a href="http://www.matchstickeyes.com/2011/06/25/tactics-ogre-the-verdict/">excellent tactical RPGs such as <em>Tactics Ogre</em></a> and <em>Final Fantasy Tactics</em>, as well as <a href="http://www.matchstickeyes.com/series/persona-3-portable-2/">pure JRPGs such as <em>Persona 3: Portable</em></a>. How does another contestant in the PSP camp, pure RPG <em>The Legend of Heroes: Trails in the Sky</em> (Falcom 2006, released in the US by Xseed in 2011), measure up?</p>
<p>&nbsp;</p>
<p>The answer is, “It’s a trick question.” From its roots up, I found <em>Trails</em> to be a very different beast to many other RPGs, including those I named above. This is not because it’s groundbreaking. It’s not: the story is linear and combat is turn/party/menu-based. Rather, where other games are built to challenge – for example, <em>P3:P</em> offers challenging <em>gameplay</em>, while <em>FFT</em> and <em>Tactics Ogre</em> also challenge the genre’s <em>storytelling conventions </em>– <em>Trails</em> seems built for relaxation.</p>
<p>&nbsp;</p>
<p>For example, <em>Trails</em>’ story and characters are a mishmash of familiar archetypes. Its young heroes – a cheerful hothead and her calmer brother – rove the land Fighting Evil and Righting Wrongs. The plot twists are guessable, the other party members out of central casting. <em>But it works</em>. The heroes are likeable, and their dialogue often witty – witty enough to make me laugh out loud a couple of times. The villains are dastardly, but never disturbing. The music is cheery, the towns and landscapes detailed. The net effect: a mood that’s nice and pleasant, and a world conducive to wandering around and seeing the sights.</p>
<p>&nbsp;</p>
<p>(A quick story aside: <em>Trails </em>is the first game in a trilogy, and also the only one, so far, to be officially released in English. However, its plot <em>mostly</em> stands alone – there is a sequel hook, but it feels like the first act of a new story rather than a loose end. As such, this shouldn’t be an obstacle for potential buyers.)</p>
<p>&nbsp;</p>
<p><em>Trails</em>’ gameplay produces a similar effect. For starters, it avoids the single most annoying genre convention: random battles. Instead, you can dodge monsters a la <em>Chrono Trigger</em> and <em>Persona</em>, which saves a lot of aggravation. And there’s precious little need to grind – I did almost every sidequest in the game and that was plenty. Character management is reasonably complex: I had to put some thought into juggling different party members’ specialties, and mixing and matching the “orbments” that determine available magic spells. But I found the actual battles pretty easy: most enemies, and even most bosses, just didn’t hit hard enough to be dangerous. True, combat needed some mental involvement – I couldn’t just mash X to attack. But once I equipped a sensible choice of orbments, I’d just bring out the appropriate elemental spells, then heal as needed. The outcome was rarely in doubt: I could count on the fingers of one hand all the times I Game Overed. (Even when I did, no big deal; you can instantly replay a lost battle, and the game allows saving anywhere.) No hair-tearing moments here, just an agreeable way to while away time.</p>
<p>&nbsp;</p>
<p>And that is how I’d sum up my <em>Trails </em>experience: “an agreeable way to while away time”. If you’re not already a JRPG fan, I don’t think this will bring you on board – it adds nothing radically new to the recipe. But if you do enjoy JRPGs, <em>Trails</em> is like comfort food: low-stress and easygoing. For genre buffs in the mood for old-fashioned home cooking, <em>Trails</em> might just be worth a look.</p>
<p>&nbsp;</p>
<p><em>I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.</em></p>
<p>&nbsp;</p>
<p><strong><span style="text-decoration: underline;">Resources</span></strong></p>
<p>&nbsp;</p>
<p><a href="http://www.amazon.com/gp/product/B004BV5O0U/ref=as_li_ss_tl?ie=UTF8&amp;tag=petersacom-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B004BV5O0U">Buy from Amazon (US)</a></p>
<p>&nbsp;</p>
<p><strong><span style="text-decoration: underline;">The basis of my review</span></strong></p>
<p>&nbsp;</p>
<p><strong>Length of time spent with the game</strong>: ~50 hours.</p>
<p>&nbsp;</p>
<p><strong>What I have played</strong>: Finished the game.</p>
<p>&nbsp;</p>
<p><strong>What I haven’t played</strong>: n/a</p>
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		<title>Anime’s reclusive cousin: what happened to light novels?</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/XNAncdRKNX0/</link>
		<comments>http://www.matchstickeyes.com/2012/05/16/animes-reclusive-cousin-what-happened-to-light-novels/#comments</comments>
		<pubDate>Wed, 16 May 2012 11:38:47 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Anime]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Speculative Fiction]]></category>

		<guid isPermaLink="false">http://www.matchstickeyes.com/?p=906</guid>
		<description><![CDATA[Japan is best known in western geekdom for her video games, anime, and manga, but from time to time, we see the novels (often illustrated YA “light novels”) that inspired some of these works. These usually come out in the &#8230; <a href="http://www.matchstickeyes.com/2012/05/16/animes-reclusive-cousin-what-happened-to-light-novels/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Japan is best known in western geekdom for her video games, anime, and manga, but from time to time, we see the novels (often illustrated YA “light novels”) that inspired some of these works. These usually come out in the West under the auspices of manga publishers: transhuman space opera <em>Crest of the Stars</em>, coming-of-age fantasy <em>The Twelve Kingdoms</em>, and high-fantasy spoof <em>Slayers</em> were released by the now-defunct Tokyopop, while economic fantasy <em>Spice and Wolf </em>(<a title="Book review: Spice and Wolf Volume 1, by Isuna Hasekura" href="http://www.matchstickeyes.com/2012/01/05/book-review-spice-and-wolf-volume-1-by-isuna-hasekura/">my review here</a>) is published by Hachette’s manga/graphic novels imprint, Yen Press. (One exception is <em>Moribito</em>, published by Scholastic.) Yet in the West, these are nowhere near so well known as their adaptations – it’s reasonably common for science fiction, fantasy, and video game geeks to watch anime; rather rarer for them to read the source novels. Why?</p>
<p> </p>
<p>I can think of several potential explanations:</p>
<p> </p>
<p><strong>Poor quality?</strong> At first glance, this is an unlikely culprit – the respective anime adaptations of <em>Crest</em>, <em>Twelve Kingdoms</em>, and <em>Moribito</em> are all excellent, at least as good as any live-action Western competition. If there’s a problem, it must be peculiar to the books – such as prose. The only one I&#8217;ve read, <em>Spice</em>, suffers from a weak localisation, and one Amazon review suggests that so does  <em>Crest</em>, but without further data I couldn’t say if the problem is more widespread. Still, a possibility.</p>
<p> </p>
<p><strong>Lack of Kindle availability?</strong> Ebooks have been a boon for mid-tier fiction, yet none of the books I mentioned above is available for Kindle! (At least in the case of <em>Spice</em>, its few illustrations are no excuse; they’re mostly black-and-white, which the Kindle screen can handle.)  I don’t think this is individually decisive, and certainly there are light novels that buck the trend by appearing on Kindle, but it surely can’t help.</p>
<p> </p>
<p><strong>Poor market positioning?</strong> I have not seen these books marketed at all beyond the manga crowd, despite their potential appeal to science fiction and fantasy buffs! The closest they’ve come has been the <em>Spice</em> novels, which use photorealistic dust jackets to conceal manga-style covers. This seems the most likely suspect to me – if sf/fantasy communities <em>aren’t even discussing these books</em>, even to say “they’re bad!”, that suggests the problem is awareness.</p>
<p> </p>
<p>For whatever reason(s) it occurs, this phenomenon is too bad – not only do some of these works deserve to be better known, but I’d like to see the fruits of creative cross-pollination. And if any readers are familiar with these markets, I’d love to hear your insights. Either the problem is not so easy as I’ve made it sound – or else there is an opportunity here, waiting for somebody to grab it&#8230;</p>
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		<title>X-Com 1.5? Xenonauts Alpha Preview</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/1uu3tiCV0e0/</link>
		<comments>http://www.matchstickeyes.com/2012/05/09/x-com-1-5-xenonauts-alpha-preview/#comments</comments>
		<pubDate>Wed, 09 May 2012 11:01:05 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Strategy Games]]></category>
		<category><![CDATA[xenonauts]]></category>

		<guid isPermaLink="false">http://www.matchstickeyes.com/?p=901</guid>
		<description><![CDATA[I’ve previously written about Xenonauts, the indie strategy game inspired by UFO: Enemy Unknown/X-Com: UFO Defence. Developer Goldhawk Interactive has taken pre-orders for a long time, but now it’s launched a Kickstarter campaign to raise US$50,000, and released a public, &#8230; <a href="http://www.matchstickeyes.com/2012/05/09/x-com-1-5-xenonauts-alpha-preview/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I’ve previously written about <em>Xenonauts</em>, the indie strategy game inspired by <em>UFO: Enemy Unknown</em>/<em>X-Com: UFO Defence</em>. Developer Goldhawk Interactive has taken pre-orders for a long time, but now it’s launched a Kickstarter campaign to raise US$50,000, and released a public, alpha demo of the game. Is it worth your attention?</p>
<p>&nbsp;</p>
<p>After spending some time with a preview build (a recent predecessor of the public demo), I can say this: as promised, <em>Xenonauts</em> is evolutionary, not revolutionary. Its concept, mechanics, and feel are straight out of the original game; however, Goldhawk’s clear intent is to make it more user-friendly; iron out some of the original&#8217;s annoyances; cut down on busywork and no-brainer decisions, and replace them with interesting choices. Here are the details of what I saw:</p>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>Geoscape (world map)</strong></span></p>
<p>&nbsp;</p>
<figure id="attachment_902" aria-labelledby="figcaption_attachment_902" class="wp-caption aligncenter" style="width: 970px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/05/Xenonauts-Geoscape-Start.jpg" target="_blank"><img class=" wp-image-902 " title="Xenonauts - Geoscape Start" src="http://www.matchstickeyes.com/wp-content/uploads/2012/05/Xenonauts-Geoscape-Start-1024x576.jpg" alt="" width="960" height="540" /></a><figcaption id="figcaption_attachment_902" class="wp-caption-text">The Xenonauts&#39; base: Earth&#39;s last, best hope</figcaption></figure>
<p>&nbsp;</p>
<ul>
<li>As with the original <em>X-Com</em>, your first sight of the game will be its world map – black, stark and crisp, but still recognisably the good old Geoscape. Zooming down to an individual base reveals management has been tidied up. One general store will now hold all your goods. Conventional Earth weapons are now available in unlimited supply – not only does this make sense thematically, it cuts down on the workload at the start of the game. Unusable loot (e.g. duplicates of a widget you’ve already researched) is automatically sold or destroyed. Soldiers’ stats – and their encumbrance! – are now visible on the inventory screen. All in all, the emphasis here seems clearly on reducing tedious maintenance in between the good parts.</li>
</ul>
<p>&nbsp;</p>
<ul>
<li>Air battles are much more involved than in the original game. Instead of hitting one button to engage, your aircraft and the UFOs now manoeuvre in pausable real-time – a little like a real-time <em>Steambirds</em>. And unlike the original game, where two air-to-air weapons were hands-down optimal (Avalanche missiles at the start of the game, then plasma beams once they became available), <em>Xenonauts</em>’ air combat is closer to rock-paper-scissors. You now have two fighters available early on, and each fills a different role: F-17 Condors armed with cannon and light missiles are good against small, agile UFOs, while lumbering MiG-32s with Avalanche torpedoes are good against bigger foes. So far this is a nice change, though it’s possible it could eventually become repetitive.</li>
</ul>
<p>&nbsp;</p>
<figure id="attachment_904" aria-labelledby="figcaption_attachment_904" class="wp-caption aligncenter" style="width: 970px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/05/Xenonauts-Air-Combat.jpg" target="_blank"><img class=" wp-image-904 " title="Xenonauts - Air Combat" src="http://www.matchstickeyes.com/wp-content/uploads/2012/05/Xenonauts-Air-Combat-1024x576.jpg" alt="" width="960" height="540" /></a><figcaption id="figcaption_attachment_904" class="wp-caption-text">Air combat</figcaption></figure>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>Ground battles</strong></span></p>
<ul>
<li><em>Xenonauts</em>’ clean UI and aesthetic are also evident in its battles. There are fewer buttons to worry about; the art style is simple but clear; and a faint dark outline helps you pick out soldiers and aliens. The controls feel like <em>Jagged Alliance 2</em>’s: left-clicking on a destination square will show a soldier’s projected path and how many APs will remain; right-clicking on a target determines how long a soldier will aim his shot; burst fire is toggled by hitting a button. Unsurprisingly, this is a big improvement over the original.</li>
</ul>
<p>&nbsp;</p>
<figure id="attachment_903" aria-labelledby="figcaption_attachment_903" class="wp-caption aligncenter" style="width: 970px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/05/Xenonauts-Battlescape-Squad-vs-Alien.jpg"><img class="size-large wp-image-903" title="Xenonauts - Battlescape Squad vs Alien" src="http://www.matchstickeyes.com/wp-content/uploads/2012/05/Xenonauts-Battlescape-Squad-vs-Alien-1024x576.jpg" alt="" width="960" height="540" /></a><figcaption id="figcaption_attachment_903" class="wp-caption-text">The Xenonauts (bottom left) prepare to engage an alien (top right)</figcaption></figure>
<p>&nbsp;</p>
<ul>
<li>The “interesting choices” extend to your soldiers’ weapons, which feel nicely differentiated. Take the small arms. <strong>Assault rifles</strong> are jacks of all trade, masters of none. <strong>Shotguns</strong> are hideously short-ranged, but take relatively few action points to shoot, meaning a Xenonaut can still fire after moving long distances. At this stage, however, it looks like the squad’s real killing power is in its support weapons. These are heavy, take an accuracy penalty if their bearer moves and shoots in the same turn – and hit like a ton of bricks. <strong>Machine guns</strong> can unleash whole volleys at a time. Even unaimed, <strong>precision rifles</strong> take plenty of AP to fire, but investing just a few more APs pushes their accuracy into the stratosphere. And <strong>rocket launchers</strong>, just as they did in the original, will level anything near their target.</li>
</ul>
<p>&nbsp;</p>
<p>All in all, if the early game is any indication, Goldhawk knows what it’s doing at the design level.  It has plenty of work yet to do, and it’s too soon to tell how balance, pacing, and the other ingredients of “fun” will eventually come together. However, if Goldhawk can (A) sustain the quality of its ideas through the mid-to-late game; and (B) get the nuts and bolts right, this would bode very well for the final product. In the meantime, yes, <em>Xenonauts</em> is definitely worth your attention.</p>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>Resources</strong></span></p>
<p>&nbsp;</p>
<p><a href="http://www.xenonauts.com/devbuilds/Xenonauts_Kickstarter_Demo.zip">Public alpha demo</a>, <a href="http://x-com.org.uk/xenonauts/Xenonauts_Kickstarter_Demo.zip">mirror</a>, and <a href="http://www.xenonauts.com/devfiles/Xenonauts_Kickstarter.torrent">official torrent</a>.</p>
<p><em><a href="http://www.kickstarter.com/projects/69341191/xenonauts">Xenonauts’ Kickstarter page</a></em>.</p>
<p><a href="http://www.xenonauts.com">Official website</a>.</p>
<p>&nbsp;</p>
<p><em>Note: the above comments were based on a preview build supplied by the game’s developer, Goldhawk Interactive</em>.</p>
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		<title>Stacking – The Verdict</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/KC9JRCHTMUo/</link>
		<comments>http://www.matchstickeyes.com/2012/05/05/stacking-the-verdict/#comments</comments>
		<pubDate>Sat, 05 May 2012 10:09:20 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Adventure Games]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[stacking]]></category>

		<guid isPermaLink="false">http://www.matchstickeyes.com/?p=896</guid>
		<description><![CDATA[&#160; Double Fine Productions’ adventure game, Stacking, has an illustrious pedigree: Double Fine founder Tim Schafer’s resume is littered with genre pillars, from Monkey Island to Grim Fandango. Born out of an internal Double Fine game jam, Stacking debuted on &#8230; <a href="http://www.matchstickeyes.com/2012/05/05/stacking-the-verdict/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<figure id="attachment_898" aria-labelledby="figcaption_attachment_898" class="wp-caption aligncenter" style="width: 970px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/05/Stacking-train-queue.jpg" target="_blank"><img class=" wp-image-898" title="Stacking train queue" src="http://www.matchstickeyes.com/wp-content/uploads/2012/05/Stacking-train-queue-1024x576.jpg" alt="" width="960" height="540" /></a><figcaption id="figcaption_attachment_898" class="wp-caption-text">A journey with dolls</figcaption></figure>
<p style="text-align: center;">
<p>&nbsp;</p>
<p><strong>Double Fine Productions’ adventure game, <em>Stacking</em>, has an illustrious pedigree</strong>: Double Fine founder Tim Schafer’s resume is littered with genre pillars, from <em>Monkey Island</em> to <em>Grim Fandango</em>. Born out of an internal Double Fine game jam, <em>Stacking</em> debuted on consoles in 2011, and has now reached the PC. <strong>How does it stack (sorry) up? Pretty well, thanks to two distinct strengths</strong>.</p>
<p>&nbsp;</p>
<p><strong>The first is its original premise</strong>: <strong>the residents of <em>Stacking</em>’s world aren’t humans, they’re Russian matryoshka dolls</strong>. Your character is the tiniest of all, but “stacking” into a small doll will allow you to jump into a medium-sized doll, which will allow you to jump into a large doll, and so on. Each doll has its own ability, which you can use while stacked into it. As such, instead of the usual “fiddling with every item in your inventory”, solving puzzles is a matter of working out which doll’s power to use – or, sometimes, which <em>dolls</em>’ powers, as some puzzles require the combined use of more than one. (Using multiple dolls is <em>Stacking</em>’s equivalent of “use every item with every other item”, but thankfully, the puzzles are more sensibly designed than that!) <strong>It’s fresh, it’s quirky, and at first, it’s a delight to stack into every doll in sight, in search of the next new ability</strong>.</p>
<p>&nbsp;</p>
<figure id="attachment_899" aria-labelledby="figcaption_attachment_899" class="wp-caption aligncenter" style="width: 970px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/05/Stacking-bicyclists.jpg"><img class="size-large wp-image-899" title="Stacking - bicyclists" src="http://www.matchstickeyes.com/wp-content/uploads/2012/05/Stacking-bicyclists-1024x576.jpg" alt="" width="960" height="540" /></a><figcaption id="figcaption_attachment_899" class="wp-caption-text">Yes, you can stack into all those bicyclists</figcaption></figure>
<p>&nbsp;</p>
<p><strong>The second is how neatly it avoids the traditional sin of adventure games: the ease of getting stuck</strong>. <strong>Normally, adventure game puzzles have <em>one </em>solution, and if you can’t guess it, tough luck</strong> (short of resorting to GameFAQs). This is especially bad when the game expects you to, say, <a href="http://www.oldmanmurray.com/features/79.html">make a moustache out of cat hair</a>. While <em>Stacking</em> does offer an in-game hint system, it also addresses the root of the problem:<strong> in this game, puzzles have anywhere from three to five solutions. One or two will usually be obvious&#8230; but the challenge comes from trying to work out the res</strong>t. This is a much better way of designing an adventure game: it lets you set your own pace (do I want to blast through, or tick off every solution?) <em>and </em>gives a good reason to be completionist (some of the solutions are laugh-out-loud funny).</p>
<p>&nbsp;</p>
<p><strong><em>Stacking</em>’s greatest limitation is that its characters and plot aren’t very deep – not deep enough to carry the game</strong>. Without the compelling stories of, say, <em>The Longest Journey </em>or <em>Gabriel Knight</em>, <strong><em>Stacking </em>relies on novelty value. And eventually, the novelty wears off</strong>: by the time I finished, I found the game less amusing and enjoyable than when I began. (I also stopped bothering with every solution: I just wanted to wrap up!) But <em>Stacking </em>is short enough for this not to be a serious problem – I finished it in ~8 hours, before it outstayed its welcome.</p>
<p>&nbsp;</p>
<p><strong>At the  end of the day, <em>Stacking</em> isn’t a great game, but it is a good one: the video game equivalent of a healthy snack</strong>. <strong>Cute, imaginative, and sometimes hilarious, it’s especially well suited for quick breaks</strong> – if you’re tired or short on time, you can dip in, solve a puzzle or two, and call it a day. <strong>Worth a look for genre fans</strong>.</p>
<p>&nbsp;</p>
<p>You can buy <em>Stacking</em> (PC) from <a href="http://www.amazon.com/gp/product/B007XWHO98/ref=as_li_ss_tl?ie=UTF8&amp;tag=petersacom-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B007XWHO98">Amazon US</a>.</p>
<p>&nbsp;</p>
<p><em>I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.</em></p>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>The basis of my review</strong></span></p>
<p>&nbsp;</p>
<p><strong>Time spent with the game</strong>: Around 8 hours.</p>
<p>&nbsp;</p>
<p><strong>What I have played</strong>: The main game.</p>
<p>&nbsp;</p>
<p><strong>What I haven’t played</strong>: The DLC adventure (“The Lost Hobo King”) included free with the PC version.</p>
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		<title>On the importance of swooshing cameras (or, personal meanderings how minor details add up to significant effect)</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/pezFxQ0mDk4/</link>
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		<pubDate>Mon, 30 Apr 2012 03:37:51 +0000</pubDate>
		<dc:creator>Rachel McFadden</dc:creator>
				<category><![CDATA[Game Diaries]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PC Games]]></category>
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		<category><![CDATA[crusader kings ii]]></category>
		<category><![CDATA[rachel mcfadden]]></category>

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		<description><![CDATA[Europa Universalis II was my first Paradox game. Since then I&#8217;ve played every strategy title Paradox has produced, excepting the Hearts of Iron series. Whilst I have great respect for their scope and ambition, and do not care to think &#8230; <a href="http://www.matchstickeyes.com/2012/04/30/on-the-importance-of-swooshing-cameras/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><em>Europa Universalis II</em> was my first Paradox game. Since then I&#8217;ve played every strategy title Paradox has produced, excepting the <em>Hearts of Iron</em> series. Whilst I have great respect for their scope and ambition, and do not care to think about how many hours of my life they have consumed, I have often found them rather soulless. Not quite the proverbial Excel spreadsheet – but not all that far off. They lacked atmosphere and felt like they had little to do with the era they portrayed outside of a handful of specific game mechanics and some window dressing. After a lengthy process of gradual improvement, I find that <em>Crusader Kings II</em> demonstrates that Paradox has put the final nail in that soulless feeling&#8217;s coffin.</p>
<p>&nbsp;</p>
<p>How have the developers managed this? With a swooshing camera, trivial artwork, nicely timed music, and a few other entirely frivolous details which, taken together, add up most pleasingly.</p>
<p>&nbsp;</p>
<p>When <em>Crusader Kings II</em> launches, it greets the player with a stained-glass version of the Paradox company logo. This is not unusual: the other games all feature a customised version of the logo. The intro music begins to play immediately, a gentle piece with soft chanting over the top of a small selection of instruments. If you do not own the game, <a href="http://www.youtube.com/watch?v=168eM_5IKf8">you can listen to the title music here</a>. The logo swaps to a slideshow of unique illustrations. After <a href="http://www.youtube.com/watch?feature=player_detailpage&amp;v=168eM_5IKf8#t=51s">52 seconds</a>, the point where the game will transition to main menu on most computers, the music begins to pick up both in pace and in complexity. <a href="http://www.youtube.com/watch?feature=player_detailpage&amp;v=168eM_5IKf8#t=62s">At 1:03</a>, bam! The music temporarily kicks up another level as the player surveys their options, then goes softer to permit undistracted thought. <a href="http://www.youtube.com/watch?feature=player_detailpage&amp;v=168eM_5IKf8#t=124s">At 2:06</a>, around the time I&#8217;m seriously pondering the merits of a particular dynasty, the music kicks up to full fever and my head fills with visions of epic conquest. Whether the harmony of game timing and music pace is intentional or a happy accident, the sequence does possess a few advantages over Paradox&#8217;s prior games. The two immediately prior handily demonstrate two different approaches, neither of which I feel works as well. <em>Sengoku</em> observes total silence through the loading screens; music makes its first appearance when the player arrives at the main menu. <em>A House Divided</em>, the expansion pack for <em>Victoria II</em>, has an animated intro sequence prior to the loading screens. Whilst this works nicely on the player&#8217;s first game, on all subsequent ones it is skipped. This results in a burst of disassociated music before the video vanishes and the majestic loading screen music begins. Compared to <em>Crusader Kings II&#8217;s</em> smooth sequence, the result feels uneven and disrupted.</p>
<p>&nbsp;</p>
<p><em>Crusader Kings II</em> has another trick up its sleeve for the opening: my titular swooshy camera. The main menu is a 3D map of Christendom plus neighbouring non-Christian lands. Click on &#8216;single player&#8217; and swoosh! The camera swings in, seamlessly transitioning the map from background to the centrepiece on which you choose your dynasty. Choose your dynasty and start the game, and swoosh! Once again, a seamless transition as the map zooms in on your starting location, the interface swaps to the in-game set, and the game is ready to play. As Nintendo 64 owners used to tell their Playstation &#8216;rivals&#8217; during the fifth-generation console wars, smooth transitions and no loading times <em>matter</em>. In this instance they preserve the atmosphere the game creates, and allow for one very neat visual effect. The swoosh itself, despite being a tiny bit of programming, makes the game feel more luxurious than previous Paradox titles. It feels like a Big Boy Studio effect.</p>
<p>&nbsp;</p>
<p>The swooshy camera also reveals an overt secret. When the camera begins its first swoop, you can see the boundaries of the 3D world. Rather than cutting off in an ugly crop, there is a raised, patterned wooden border. The world exists as a sculpture inside a tray. Who would possess such a map? How about the fabled Emperor Qin, whose tomb is said to possess a map of China with rivers made out of mercury. Plush! <em>Crusader Kings II</em> is not the first game to present its map as precisely that. <em>Victoria II</em> mimicked a school atlas when the player zoomed out far enough, and CA&#8217;s original <em>Shogun: Total War </em>plays out on a parchment map with carved wooden counters, to name but two. That said, the effect is unusual, and presented in a manner which feels distinct to this one game.</p>
<p>&nbsp;</p>
<p style="text-align: center;"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/swooshy-camera.jpg" target="_blank"><img class="aligncenter  wp-image-893" title="CK2 - Swooshy camera" src="http://www.matchstickeyes.com/wp-content/uploads/2012/04/swooshy-camera-1024x576.jpg" alt="" width="960" height="540" /></a></p>
<p>&nbsp;</p>
<p>What about the sound effects? Where most games feature bland clicking sounds when you hit this or that interface button, <em>Crusader Kings II</em> features various harp chords. Move around quickly enough and you create your own little tune. This only applies to the &#8216;choose your dynasty&#8217; screen, so it does not have the chance to wear out its welcome.</p>
<p>&nbsp;</p>
<p>That&#8217;s the swooshy camerawork and the well-timed music. What about the rest?</p>
<p>&nbsp;</p>
<p>As a casual glance at any screenshot will reveal, the game&#8217;s interface is a concoction of stained-glass, occasional gilding, muted colours, and niello. In-game, you will notice a multitude of little details, like sections of scrollwork carving. The stained-glass buttons are made up of numerous little panes, not crude chunks of colour. Messages are presented on scraps of tattered parchment. There&#8217;s a large variety of custom paintings used across the interface, from the reclining lady in the pregnancy announcement to the soldiers on the battle screen. This is an image-rich game. I cannot think of any other Paradox game with as many supporting artworks. In this aspect <em>Crusader Kings II</em> is once again the culmination of a slow process; each Paradox game has added a little more care to the UI artwork, passing from the functional ugliness of the early games, through the passable but bland games like <em>Victoria</em>, to the almost-but-not-quite of <em>Sengoku</em>&#8216;s tasteful wooden panelling.</p>
<p>&nbsp;</p>
<p>Having given a nod to the most obvious, I&#8217;d like to move to the minor detail I myself find most important: armies. In prior games, armies tended to look very similar, to the point where I occasionally found it difficult to tell who owned what! <em>Crusader Kings II</em> gives each province&#8217;s army its own unique coat of arms, and an army levied from that province will wear the coat of arms on its surcoat. Additionally, different cultures have different army models. Instantly, the world feels far more alive, the game more detailed. Now that sounds confusing in the opposite direction. How do you tell which army belongs to whom? Answer: it&#8217;s easy to recognise the coats of arms, yours and your foes&#8217;, because you see them all the time whilst playing the game. Heraldry works – that&#8217;s why it was used for so many centuries. If that&#8217;s not enough, the owning faction&#8217;s icon appears below the army model, and it&#8217;s that vital bit bigger and clearer than similar identifiers in games like <em>Sengoku</em>, whilst not so disassociated as the big flags in games like <em>Europa Universalis III</em>.</p>
<p>&nbsp;</p>
<figure id="attachment_894" aria-labelledby="figcaption_attachment_894" class="wp-caption aligncenter" style="width: 911px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/sengoku-armies.png" target="_blank"><img class=" wp-image-894 " title="Sengoku - Armies" src="http://www.matchstickeyes.com/wp-content/uploads/2012/04/sengoku-armies.png" alt="" width="901" height="287" /></a><figcaption id="figcaption_attachment_894" class="wp-caption-text">Armies in Sengoku. Two warring clans ... but which one is mine?</figcaption></figure>
<p>&nbsp;</p>
<figure id="attachment_895" aria-labelledby="figcaption_attachment_895" class="wp-caption aligncenter" style="width: 745px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/ck2-armies.jpg" target="_blank"><img class=" wp-image-895 " title="CK2 - Armies" src="http://www.matchstickeyes.com/wp-content/uploads/2012/04/ck2-armies.jpg" alt="" width="735" height="457" /></a><figcaption id="figcaption_attachment_895" class="wp-caption-text">Armies in CK2. Look-it the purdy surcoats!</figcaption></figure>
<p>&nbsp;</p>
<p>The characters speak for themselves. Instead of being filled with rather bland countries differentiated only by their flag, <em>Crusader Kings II</em> has a world filled with varied faces, traits and statistics. This is the evolution of a design which began in <em>Crusader Kings I</em>, then grew in <em>Europa Universalis: Rome</em> and <em>Sengoku</em>. Whilst the range of character stats and actions is a little larger, it is once again the seemingly unnecessary frippery which helps <em>Crusader Kings II</em> take that leap ahead. Due to a wider range of character portraits, improved visual detail on those portraits, and a better visual aging process, the game feels that bit more convincing. That in turn supports the character-based gameplay, with all its inter-personal relationships and event choices. In a satisfying loop, that gameplay bolsters the portraits by making the faces feel like more than a randomised bit of art.</p>
<p>&nbsp;</p>
<p>A swooshy camera, lots of minor graphical frippery, a few frivolous details – all unnecessary fanciness with little relation to gameplay&#8230; all vital to making <em>Crusader Kings II </em>feel alive.</p>
<p>&nbsp;</p>
<p><em>Rachel McFadden (aka frogbeastegg) has been gaming since she discovered the original Prince of Persia on the IBM 286sx PC. Whilst strategy and RPGs are her preferred genres, she is a multiplatform gamer who will play almost anything provided it isn’t sport, car racing, or multiplayer only. Under the frogbeastegg name Rachel has written guides for many of the Total War series, various AARs for strategy games, and a few pieces of fiction. When not engaged in reminding various virtual populaces that she is in fact the Supreme Ruler of the Universe and the One True Hero, Rachel can typically be found with her nose in a book.</em></p>
<p>&nbsp;</p>
<p><em><em>Note: the above comments are based on a review copy supplied by the game’s developer, Paradox Interactive.</em></em></p>
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		<title>Matchlocks for my Eyes, or Total War: Shogun 2: Fall of the Samurai – The Verdict</title>
		<link>http://feedproxy.google.com/~r/MatchsticksForMyEyes/~3/PCB1mmamoAo/</link>
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		<pubDate>Sun, 22 Apr 2012 11:06:08 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Strategy Games]]></category>
		<category><![CDATA[total war: shogun 2]]></category>

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		<description><![CDATA[&#160; Set during the sixteenth-century zenith of the samurai, Creative Assembly’s Total War: Shogun 2 (2011) was one of the best strategy game in years. CA soon followed it up with a first expansion, Rise of the Samurai¸ which wound &#8230; <a href="http://www.matchstickeyes.com/2012/04/22/matchlocks-for-my-eyes-fall-of-the-samurai-the-verdict/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<figure id="attachment_872" aria-labelledby="figcaption_attachment_872" class="wp-caption aligncenter" style="width: 970px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-Burning-Castle.jpg" target="_blank"><img class=" wp-image-872 " title="Fall - Burning Castle" src="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-Burning-Castle-1024x576.jpg" alt="" width="960" height="540" /></a><figcaption id="figcaption_attachment_872" class="wp-caption-text">The Fall of the Samurai</figcaption></figure>
<p>&nbsp;</p>
<p><strong>Set during the sixteenth-century zenith of the samurai, Creative Assembly’s <em>Total War: Shogun 2</em> (2011) was one of the best strategy game in years</strong>. CA soon followed it up with a first expansion, <em>Rise of the Samurai</em>¸ which wound the clock back to the <a href="http://en.wikipedia.org/wiki/Genpei_War" target="_blank">Gempei War</a> of the twelfth century. <strong>Now the latest, stand-alone expansion, <em>Fall of the Samurai</em>, wraps up almost a millennium of Japanese civil strife by moving forward to the nineteenth-century <a href="http://en.wikipedia.org/wiki/Boshin_War" target="_blank">Boshin War</a></strong>. How does it compare to its illustrious parent?</p>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>The promise</strong></span></p>
<p>&nbsp;</p>
<p><strong><em>Fall</em>’s greatest strength is the clarity of its theme: this is a game about change, in a way that no other <em>Total War</em> game has been</strong>. In fifty years, Japan went from a land of shogun and samurai to a power that could <a href="http://en.wikipedia.org/wiki/Russo-Japanese_War">beat a Western empire</a>; and from look to feel to mechanics, that wrenching transformation<em> </em>is written all over<em> Fall</em>.</p>
<p>&nbsp;</p>
<p><strong>You’ll notice the game’s new aesthetic straight away</strong>: riflemen face samurai in the game’s loading screens, the new map looks like a nineteenth-century atlas rather than a Japanese scroll, most of the playable daimyo are dressed in Western uniforms.  <strong>As you build up your empire, you’ll see more wonderful touches in the graphics and flavour text</strong>. Trains puff smoke and chug through little tunnels. Generals receive stat boosts by picking up Western knick-knacks: pianos, penny-dreadfuls  and more. New technologies are accompanied by poetic blurbs, running the gamut from bleak to resigned to hopeful. (Compare the descriptions for six techs: “<a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-arms-deals-description.jpg" target="_blank">arms deals</a>”, “<a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-modern-army-description.jpg" target="_blank">modern army</a>”, “<a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-cordial-relations.jpg" target="_blank">cordial relations</a>”, “<a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-gold-standard-description.jpg" target="_blank">gold standard</a>”, “<a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-capitalist-production.jpg" target="_blank">capitalist production</a>”, and “<a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-charter-oath.jpg" target="_blank">charter oath</a>”.)</p>
<p>&nbsp;</p>
<p><strong>But text is only part of the story. Gameplay mechanics are another vital way to communicate theme, and this is where <em>Fall </em>shines. As you fight your way across Japan, you’ll witness the end of an era, or more precisely, the transition through several eras, compressed into a single frantic period</strong>. Within the span of a single campaign, you’ll go from the shock-dominated battlefield of the Middle Ages, through the pike-and-shot era, to the fire-dominated age of industrial war. At the start of the game, samurai and even levy spearmen will roll right over peasant musketeers, but soon enough, trained soldiers with modern rifles will take their toll on anyone who approaches on foot. As firearms get better and better, riflemen more and more skilful, and artillery more abundant, modern armies will eventually massacre hordes of samurai or peasants with barely a scratch.</p>
<p>&nbsp;</p>
<figure id="attachment_875" aria-labelledby="figcaption_attachment_875" class="wp-caption aligncenter" style="width: 970px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-River-Crossing-Firing-Line.jpg" target="_blank"><img class=" wp-image-875 " title="Fall - River Crossing Firing Line" src="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-River-Crossing-Firing-Line-1024x576.jpg" alt="" width="960" height="540" /></a><figcaption id="figcaption_attachment_875" class="wp-caption-text">A bang, not a whimper: the power of modern weaponry</figcaption></figure>
<p>&nbsp;</p>
<p><strong>As such, modern weaponry is a literal game-changer. But not just due to its lethality</strong>. <strong>Riflemen do what bowmen have always done in the <em>Total War </em>games, just much, <em>much</em> better. Even greater transformations are visible in the other arms, cavalry and artillery, and what they do to the overall feel of combat</strong>. Traditionally, battles in the <em>Total War</em> series were about pinning the enemy’s infantry in melee with your own, preferably heavier infantry, then swinging around with cavalry to roll up the enemy from behind. Heavy infantry beat spearmen, spearmen beat cavalry, and cavalry beat anything if it attacked from behind. Even in the gunpowder-era games (<em>Empire</em> and <em>Napoleon: Total War</em>), battles were decided after the armies were close enough to see the whites of each other’s eyes. Not so in <em>Fall</em>. <strong>Spearmen still counter cavalry if they catch them in hand-to-hand&#8230; but now the cavalry have guns aplenty, and they need them</strong>. The best counter to a charging lancer is no longer a man with a pike; it’s another horseman with a gun, or perhaps even a well-trained rifleman. And woe betide the spearman who tries chasing a revolver-armed horseman. That is, if that spearman survives artillery that long. <strong>The inaccurate cannon of <em>Empire</em> and <em>Napoleon</em> are gone</strong>: American Civil War-era <a href="http://en.wikipedia.org/wiki/Parrott_rifle">Parrott guns</a> unlock early on, and they will rack up hundreds of kills per battle. Massed Parrotts will knock out even elite regiments long before they enter the fray, and later artillery is even more lethal. <strong>You will see the death of chivalry in this game, and you will see the road towards the slaughter of the Great War.</strong></p>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>The failings</strong></span></p>
<p>&nbsp;</p>
<p><strong>At their best, <em>Fall</em>’s battles might just be the finest in the entire series. The key phrase is “at their best”. </strong>All too often, the battles are not at their best, due to problems with the campaign AI.<strong> And that sums up <em>Fall</em>’s greatest weakness: it all too rarely fires on every cylinder</strong>. Here are some examples:</p>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>1. Land combat</strong></span>. <strong>Battles at the start of the game, when both the player and the AI rely on levies backed by a handful of samurai and modern riflemen, are tense and fun. The problems come later: the computer just doesn’t understand how badly quality eventually beats quantity.</strong> Even in the endgame, I’ve only seen the AI use high-end modern infantry <em>once</em>. I see rather more regular modern infantry (especially after installing an <a href="http://www.twcenter.net/forums/showthread.php?t=440985">AI mod</a>), but I also see lots of samurai and peasants  – by this stage, target practice. All too often, the game serves up fodder instead of challenge.</p>
<p>&nbsp;</p>
<figure id="attachment_874" aria-labelledby="figcaption_attachment_874" class="wp-caption aligncenter" style="width: 970px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-River-Crossing-Aftermath-Decisive-Vic.jpg" target="_blank"><img class=" wp-image-874 " title="Fall - River Crossing Aftermath Decisive Vic" src="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-River-Crossing-Aftermath-Decisive-Vic-1024x576.jpg" alt="" width="960" height="540" /></a><figcaption id="figcaption_attachment_874" class="wp-caption-text">This becomes repetitive after a while</figcaption></figure>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>2. Sea combat</strong></span>. The war at sea is meant to take a similar course to the war on land. Wooden ships burn en masse once explosive shells show up, and ironclads sound their final death knell. <strong>Pitched fleet battles, especially in the presence of coastal defences, can be spectacular. Unfortunately, the designers evidently thought it was fun to make the player play whack-a-mole against constant, small raiding fleets (especially on “Hard” difficulty). It’s not.</strong> The problem is exacerbated by naval zones of control that are too small; and puny coastal defences. I alleviated this with a <a href="https://rapidshare.com/files/1810993852/Peter_PortDefences_Naval_ZOC.pack">homebrew naval mod</a>, but <em>I shouldn’t have to fix games myself</em>.</p>
<p>&nbsp;</p>
<figure id="attachment_878" aria-labelledby="figcaption_attachment_878" class="wp-caption aligncenter" style="width: 970px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-Naval-fireworks.jpg" target="_blank"><img class=" wp-image-878 " title="Fall - Naval fireworks" src="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-Naval-fireworks-1024x576.jpg" alt="" width="960" height="540" /></a><figcaption id="figcaption_attachment_878" class="wp-caption-text">Wooden ships: all too vulnerable</figcaption></figure>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>3. Diplomacy</strong></span>. <strong>In the base game, diplomacy was “every man for himself”, but <em>Fall</em> divides Japan into two broad camps (based on the way religion worked in the original game): pro-Imperial and pro-Shogunate.</strong> Players of the same allegiance enjoy a healthy bonus to diplomacy; players of opposing allegiances take a serious penalty. The victory conditions reflect this: your camp has to take X number of provinces and <em>both </em>Edo and Kyoto, but you personally have to take far fewer provinces (14 in the short campaign, rather than the base game’s 25). And rather than “you vs the world”, realm divide now functions as the final Shogunate/Imperial showdown: only the opposing camp will attack you, while clans of the same allegiance will rally behind you instead.</p>
<p>&nbsp;</p>
<p><strong>On paper, this is a great idea. And when it works (i.e. when the war between the two factions hangs in the balance), it works well.</strong> It’s very cool to be <em>part of</em>, as opposed to the <em>focus of</em>, a greater conflict – especially after realm divide. <strong>Unfortunately, it doesn’t always work: the course of the broader war is a crapshoot</strong>. If your faction does too well, the game is boringly easy. If your faction does too badly, then the game turns into a grinding slog. <strong>It’s aggravating when such a key part of the overall experience comes down to luck of the draw.</strong></p>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>4. Difficulty and balance</strong></span>. <strong>More broadly, <em>Fall’s</em> campaign feels as though the developers didn’t have the time to properly tune the game’s balance</strong>. It shows up in the difficulty settings: on “Normal”, the campaign is often rather easy. “Hard” is a different story, but not because the computer is cleverer. No: everything costs roughly 15%-20% more, and the computer players team up for a game of kick-the-human. It shows in the victory conditions: requiring that your camp hold Edo and Kyoto might be historically accurate, but it skews the game, since both (particularly Edo) are within Shogunate territory. As a result, my Normal Shogunate campaign felt much shorter and more anticlimactic than my Imperialist campaigns. (Compare the base game, in which you fought your way towards Kyoto, in the centre of the map.) It shows in the game’s economy. The developers clearly intended money to be scarcer: trade nodes have been removed, most farmland is poorer than in the base game, and everything costs more. But they went too far: now money is artificially, annoyingly scarce unless you beeline for “fertile” and “very fertile” lands (especially bad on “Hard”). And it shows in the issues I described above. Given time, surely the developers would have fixed the AI issues, the ship spam, and so forth.</p>
<p>&nbsp;</p>
<p><strong>As such, my playthroughs of <em>Fall</em> have been a decidedly mixed bag</strong>. <strong>Playing on “Hard”, my campaigns began promisingly, with plenty of challenge and thrills, before eventually degenerating into frustration. Playing on “Normal”, one game I spent fighting small, weak clans was dead boring. One game in which the opposing faction took over most of Japan started well, but turned into a slogfest</strong>. <strong>And my final, most rewarding playthrough delivered the experience that <em>Fall</em> should have been from the start</strong>. I played differently that last time – by then I knew the “optimal” path to take, and I didn’t turtle (which I think helped the game’s pacing). But I also had to apply the AI and naval mods mentioned above, and I benefited from luck (e.g. with the progress of the Imperial/Shogunate war).</p>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>Conclusions</strong></span></p>
<p>&nbsp;</p>
<figure id="attachment_884" aria-labelledby="figcaption_attachment_884" class="wp-caption aligncenter" style="width: 970px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-Twilight-Samurai.jpg" target="_blank"><img class=" wp-image-884 " title="Fall - Twilight Samurai" src="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Fall-Twilight-Samurai-1024x576.jpg" alt="" width="960" height="540" /></a><figcaption id="figcaption_attachment_884" class="wp-caption-text">The Twilight Samurai</figcaption></figure>
<p>&nbsp;</p>
<p><strong>Ultimately, <em>Fall of the Samurai </em>didn’t live up to my hopes. <em>Fall</em> brings together theme and mechanics with a superb battle system, only to hamstring itself with a wildly inconsistent campaign. Its highs are higher than the base game’s – but its lows are just too frequent, and too annoying, for it to fill its predecessor’s shoes</strong>.</p>
<p>&nbsp;</p>
<p>At the end of the day, I have to formulate my recommendation based on one wonderful campaign –and five (!) that were love-hate. And that is: <strong>wait for patches, mods, and/or a bargain sale. Buy <em>Fall of the Samurai</em> then. But don’t buy it now.</strong></p>
<p>&nbsp;</p>
<p>You can buy <em><a href="http://www.amazon.com/gp/product/B006WD9H9Y/ref=as_li_ss_tl?ie=UTF8&amp;tag=petersacom-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B006WD9H9Y">Shogun 2: Fall of the Samurai</a></em> from Amazon (US).</p>
<p>&nbsp;</p>
<p><em>I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.</em></p>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>Resources</strong></span></p>
<p>&nbsp;</p>
<p><a href="http://www.valkyries.de/region/regions_online_boshin.html">Province fertility/specialty map</a>, updated for <em>Fall of the Samurai</em>.</p>
<p>&nbsp;</p>
<p><a href="http://www.twcenter.net/forums/showthread.php?t=440985">Radious’ AI mod</a>. It’s hard to unpick the difference made by a mod, but I do think this helped the AI recruit better armies.</p>
<p>&nbsp;</p>
<p><a href="https://rapidshare.com/files/1810993852/Peter_PortDefences_Naval_ZOC.pack">My homebrew naval mod</a>. To install, simply place in the \data folder in the game’s Steam directory. Its key features are:</p>
<p>&nbsp;</p>
<ol>
<li>Bombardment range is still 8 (or 10 for Tosa, which gets a +2 bonus).</li>
<li>The Tier 1 harbour (&#8220;If this is a port, then one wall is a house!&#8221;) remains defenceless.</li>
<li>The Tier 2 port now has level 1 defences (equal to the base game&#8217;s trade ports) with a range of 12. The defences are silenced at 70% health.</li>
<li>The Tier 3 trade port now has level 2 defences (equal to the base game&#8217;s military ports) with a range of 12. The defences are silenced at 50% health (again, equal to the base game&#8217;s military ports).</li>
<li>Tier 3 military ports and the foreign (British/French/American) tier 4 trade ports now have Level 3 defences (equal to the base game&#8217;s drydocks), with a range of 12. The defences are silenced at 30% (again, equal to drydocks).</li>
<li>Drydocks, whose defences were already maxed out, have received no boost.</li>
<li>The naval intercept radius is now 12.</li>
<li>These changes will be reflected in the tooltips when you mouse over the buildings, but not in the in-game encyclopaedia.</li>
</ol>
<p>&nbsp;</p>
<p><span style="text-decoration: underline;"><strong>The basis of my review</strong></span></p>
<p>&nbsp;</p>
<p><strong>Time spent with the game</strong>: I estimate at least 20 or 30 hours.</p>
<p>&nbsp;</p>
<p><strong>What I have played</strong>: Two campaigns won (Nagaoka/Normal/Short, Tosa/Normal/Short). Four campaigns aborted: two as Nagaoka/Hard, one as Tosa/Hard, and one as Tosa/Normal. Briefly, the cooperative multiplayer campaign (Choshu/Hard, with a friend playing Tosa). A couple of multiplayer battles.</p>
<p>&nbsp;</p>
<p><strong>What I haven’t played</strong>: The PvP multiplayer campaign.</p>
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		<series:name><![CDATA[Total War: Shogun 2]]></series:name>
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		<title>Wargame: European Escalation – 40% off sale &amp; content patch</title>
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		<pubDate>Sat, 14 Apr 2012 12:06:06 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
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		<category><![CDATA[wargame: european escalation]]></category>

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		<description><![CDATA[Eugen Systems has released a new content patch for Wargame: European Escalation (officially a “free DLC” – the only practical difference is that you’ll have to download it separately), while for the weekend, Amazon and Steam are now selling the &#8230; <a href="http://www.matchstickeyes.com/2012/04/14/wargame-european-escalation-40-off-sale-content-patch/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Eugen Systems has released a new content patch for <em>Wargame: European Escalation</em> (officially a “free DLC” – the only practical difference is that you’ll have to <a href="http://store.steampowered.com/app/58645/?snr=1_5_9__405">download it separately</a>), while for the weekend, <a href="http://www.amazon.com/gp/product/B007BUA0AM/ref=as_li_ss_tl?ie=UTF8&amp;tag=petersacom-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B007BUA0AM">Amazon</a> and <a href="http://store.steampowered.com/app/58610/?snr=1_4_4__112">Steam</a> are now selling the game for US$24, representing a 40% discount. Reader Wolfox <a href="../2012/03/31/wargame-european-escalation-the-verdict/#comment-8669">wonders</a> whether the game is worth it, for an offline gamer, at that price.</p>
<p>&nbsp;</p>
<p>My answer is “probably”. At a design level, <em>Wargame</em> is fantastic, and the new patch has fixed two issues that had marred player-vs-AI games. You can now do comp stomps, and you can now unlock new units by playing the skirmish mode or comp stomps (albeit more slowly than through PvP). The skirmish AI still offers less challenge than an experienced human player, but it plays well enough to make me work for victory. (Think one of the better <em>Total War </em>games, or, well, most strategy games.) And there’s a fun way to enhance the challenge – play with a themed deck, e.g. by restricting yourself to units of just one nationality.</p>
<p>&nbsp;</p>
<p>Meanwhile, my recommendation for the game’s target audience (folks who enjoy PvP multiplayer) hasn’t changed. <em>Wargame </em>was worth it at full price, and it’s definitely worth it at 40% off!</p>
<p>&nbsp;</p>
<p>Going forward, I’d still like to see more options to handicap the game or customise victory conditions. However, Eugen’s track record (in addition to the above additions, it’s patched in a new gameplay mode, more maps, and continued balance tweaks) makes it very plausible that we’ll see future additions along these lines. Keep up the good work, Eugen!</p>
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		<series:name><![CDATA[Wargame: European Escalation]]></series:name>
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		<title>Postcard from a world of Russian dolls</title>
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		<comments>http://www.matchstickeyes.com/2012/04/10/postcard-from-a-world-of-russian-dolls/#comments</comments>
		<pubDate>Tue, 10 Apr 2012 12:59:44 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
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		<description><![CDATA[Stacking, Double Fine&#8217;s Russian doll-themed adventure game, is a treat for the eyes as well as the funny bone. In the above screenshot, a mismatched crowd queues up for tickets at a train station; their distinct designs, and the station&#8217;s &#8230; <a href="http://www.matchstickeyes.com/2012/04/10/postcard-from-a-world-of-russian-dolls/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Stacking-ticket-queue-dolls.jpg"><img class="aligncenter size-large wp-image-863" title="Stacking - ticket queue dolls" src="http://www.matchstickeyes.com/wp-content/uploads/2012/04/Stacking-ticket-queue-dolls-1024x576.jpg" alt="" width="960" height="540" /></a></p>
<p><em>Stacking</em>, Double Fine&#8217;s Russian doll-themed adventure game, is a treat for the eyes as well as the funny bone. In the above screenshot, a mismatched crowd queues up for tickets at a train station; their distinct designs, and the station&#8217;s warm ambience, speak to the love and craft with which this game was made.</p>
<p>&nbsp;</p>
<p>Stay tuned for a full review once I&#8217;ve finished!</p>
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		<series:name><![CDATA[Stacking]]></series:name>
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		<title>Wargame: European Escalation – The Verdict</title>
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		<comments>http://www.matchstickeyes.com/2012/03/31/wargame-european-escalation-the-verdict/#comments</comments>
		<pubDate>Sat, 31 Mar 2012 10:33:51 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
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		<description><![CDATA[&#160; Summing up Wargame: European Escalation, Eugen Systems’ latest real-time strategy game, is easy. It’s designed to do two things: evoke the modern (1970s-1980s) battlefield, and give the player choice. Picking it up is easy. But mastering it – that’s &#8230; <a href="http://www.matchstickeyes.com/2012/03/31/wargame-european-escalation-the-verdict/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<figure id="attachment_855" aria-labelledby="figcaption_attachment_855" class="wp-caption aligncenter" style="width: 970px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/03/WEE-Campaign-Heroic-Chieftain-Captioned.jpg" target="_blank"><img class=" wp-image-855 " title="WEE Campaign Heroic Chieftain" src="http://www.matchstickeyes.com/wp-content/uploads/2012/03/WEE-Campaign-Heroic-Chieftain-Captioned-1024x576.jpg" alt="" width="960" height="540" /></a><figcaption id="figcaption_attachment_855" class="wp-caption-text">This British Chieftain tank destroyed 8 enemy tanks, 3 armoured cars, a jeep, a personnel carrier, and a helicopter. Give the crew a VC!</figcaption></figure>
<p>&nbsp;</p>
<p><strong>Summing up <em>Wargame</em>: <em>European Escalation</em>, Eugen Systems’ latest real-time strategy game, is easy. It’s designed to do two things: evoke the modern (1970s-1980s) battlefield, and give the player choice. Picking it up is easy. But mastering it – that’s hard.</strong></p>
<p>&nbsp;</p>
<p><strong>Playing <em>Wargame</em> is about putting the right troops in the right place at the right time</strong>. Unlike Eugen’s earlier <em>RUSE</em>, there is no base-building and almost no economic management – more dangerous parts of the map are worth more reinforcement points, that’s it. Instead, tactics are king. The basics are simple: use recon units to size up the foe; recognise that in an equal fight, the defenders will win; attack where the odds are unequal in your favour; and defend or fall back where they’re not. <strong>The tricky part is the “how</strong><strong>”</strong>.  With 361 units in the game, who are the right troops for a given situation? On large maps, laden with forests and swamps, highways and towns, where is the right place to attack, hold, lay an ambush? On battlefields this fluid and lethal, when is the right time to act?</p>
<p>&nbsp;</p>
<p class="MsoNormal"><strong><span style="font-family: 'Cambria','serif';" lang="EN-GB">And that is the beauty of <em>Wargame</em></span></strong>. <strong>From a thematic perspective, while the game is a long way from a realistic simulation, it borrows enough to <em>feel</em> believable</strong> (think <em>Total War </em>or <em>Panzer General</em>). Simply but clearly, <em>Wargame </em>illustrates the importance of scouting, flanks, supply lines, terrain, and more. Its huge arsenal helps bring the setting to life – it’s addictive to compare an Abrams to a Leopard 2 to a Challenger, or a Marder to a Bradley to a BMP!  <strong>From a mechanical perspective, it epitomises Sid Meier’s definition of a strategy game as a “series of interesting choices”,</strong> beginning with which units to unlock and which of those unlocked to take into battle; and culminating in the myriad of decisions made during a match.</p>
<p>&nbsp;</p>
<figure id="attachment_857" aria-labelledby="figcaption_attachment_857" class="wp-caption aligncenter" style="width: 970px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/03/WEE-Zippos-in-action.jpg" target="_blank"><img class=" wp-image-857 " title="WEE Zippos in action" src="http://www.matchstickeyes.com/wp-content/uploads/2012/03/WEE-Zippos-in-action-1024x575.jpg" alt="" width="960" height="539" /></a><figcaption id="figcaption_attachment_857" class="wp-caption-text">The right unit, in the right place, at the right time: Flamethrowers at point-blank range</figcaption></figure>
<p>&nbsp;</p>
<p><strong>Unfortunately, the game’s single-player campaign can’t do justice to its design</strong>. I’m not convinced that linear campaigns and scripted missions fit a game built around choice, and while I did get past the introductory campaign (5 missions out of 22), the next mission I tried prompted me to abandon this mode out of frustration*. I think enjoying the campaign would require a taste for scripted (and difficult!) RTS levels, one which I don’t share. <strong>The game’s skirmish mode is much better suited to its design, and decently implemented</strong>: I can beat the computer player almost every time, but barring the odd off day, it’s usually good enough to give me an exciting fight. <strong>The bigger problems with skirmish are a lack of customisation options<del> and a failure to tie into the metagame</del></strong>: <del>skirmish is limited to 1v1 matches</del> (in a game where most maps are intended for &gt;2 players<del>)</del>, you can’t save skirmish replays, <del>and you can’t unlock new units by playing this mod</del>e. (<em>Update: Eugen has now added a comp stomp mode to Wargame, and you can now unlock new units via skirmish, albeit more slowly than via the campaign or PvP multiplayer</em>.<em></em>) As such, I would love to see a expansion that added a dynamic campaign, a la <em>Dawn of War:</em> <em>Dark Crusade</em> or <em>Rise of Nations</em>. <strong>It’s in multiplayer where <em>Wargame</em> really shines</strong>.</p>
<p>&nbsp;</p>
<p class="MsoNormal">(A couple of quick notes about multiplayer. The community is mostly civil – I think <em>Wargame </em>benefits from not being the kind of title that draws the ‘l2p nub’ crowd. And while forum discussions are filled with complaints about unit balance, exploits, and immersion-breaking tactics, my actual experience could not have been more different: 95% of my matches have featured well-rounded armies deployed in reasonable ways. I have no doubt that exploits exist, but Eugen’s track record makes me confident it’ll patch the remaining holes.)</p>
<p>&nbsp;</p>
<p class="MsoNormal"><strong><span style="font-family: 'Cambria','serif';" lang="EN-GB">Lastly, I should warn that <em>Wargame</em>’s plethora of units has a downside: I’m sure it would steepen the learning curve for players new to the period</span></strong>. The game’s manual provides brief descriptions of each category of unit, and detailed stats are available in-game. However, short of poring over those, there is precious little guidance as to which tool to use for which job. How would a Leopard 1 fare against that T-80 coming down the road? (Badly.) Is the Challenger or the Chieftain the high-end British tank? (The Challenger.) What’s the difference between the Dragon and TOW anti-tank missiles?  (The Dragon is carried by infantry, the more powerful TOW is carried by vehicles.) <strong><span style="font-family: 'Cambria','serif';">While surmountable, this could well be an early stumbling block</span></strong>.</p>
<p>&nbsp;</p>
<figure id="attachment_856" aria-labelledby="figcaption_attachment_856" class="wp-caption aligncenter" style="width: 970px"><a href="http://www.matchstickeyes.com/wp-content/uploads/2012/03/WEE-APC-Bridge-Crossing.jpg"><img class="size-large wp-image-856" title="WEE APC Bridge Crossing" src="http://www.matchstickeyes.com/wp-content/uploads/2012/03/WEE-APC-Bridge-Crossing-1024x675.jpg" alt="" width="960" height="632" /></a><figcaption id="figcaption_attachment_856" class="wp-caption-text">Driving into the sunset</figcaption></figure>
<p>&nbsp;</p>
<p><strong><span style="font-family: 'Cambria','serif';" lang="EN-GB">At the end of the day, <em>Wargame</em> won’t be all things to all players. For someone who isn’t interested in the period, an offline gamer, or both, my advice would be to wait for a demo, a sale, <del>or perhaps new features in a patch</del></span></strong><strong> </strong>– the campaign is just too taste-dependent<del>, while skirmish is a bit limited</del>. (<em>Update: The new features have come, and Eugen has added comp stomps, which should enhance Wargame&#8217;s appeal to non-PvPers.</em>) <strong><span style="font-family: 'Cambria','serif';">But for a gamer who is interested in <em>Wargame</em>’s subject</span></strong> – say, someone who grew up playing <em>Gunship 2000</em> and <em>M1 Tank Platoon</em>, or reading books such as <em>Nato and the Defence of the West</em>, <em>Red Storm Rising</em> and <em>Jane’s Modern Tanks</em> – <strong><span style="font-family: 'Cambria','serif';">and who enjoys multiplayer, this will be a dream come true</span></strong>. <strong><span style="font-family: 'Cambria','serif';">Highly recommended to the latter, and a candidate for Game of the Year</span></strong>.</p>
<p>&nbsp;</p>
<p>* This mission placed me in command of an American force stuck behind enemy lines, low on fuel and ammo, and reliant on captured Soviet supply depots. Very cool concept, but wearyingly implemented.</p>
<p>&nbsp;</p>
<p>You can buy <em>Wargame</em>: European Escalation from, amongst other vendors, <a href="http://www.amazon.com/gp/product/B007BUA0AM/ref=as_li_ss_tl?ie=UTF8&amp;tag=petersacom-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B007BUA0AM">Amazon US</a> and <a href="http://www.gamersgate.com/DD-WEE/wargame-european-escalation?caff=3457551">Gamersgate</a>.</p>
<p>&nbsp;</p>
<p><em>I hope you enjoyed this post! To quickly find this post, and my other reviews, click the “reviews” tab at the top of this page.</em></p>
<p>&nbsp;</p>
<p><strong><span style="text-decoration: underline;">Resources</span></strong></p>
<p>&nbsp;</p>
<p><a href="http://www.wargame-wiki.com/Main_Page">Fan wiki</a></p>
<p>&nbsp;</p>
<p><strong><span style="text-decoration: underline;">The basis of my review</span></strong></p>
<p>&nbsp;</p>
<p><strong>Time spent with the game</strong>: I estimate 20-25 hours. Steam says almost 50 hours, but this includes a <em>lot </em>of time away from the computer. Meanwhile, the game’s figure of 18-plus hours seems to underestimate time spent in single-player,  checking unit stats, etc.</p>
<p>&nbsp;</p>
<p><strong>What I have played</strong>:  A lot of unranked multiplayer games (mostly team games – 2v2, 3v 3, 4v4), one ranked 1v1 multiplayer battle, a fair number of skirmish games, the first campaign (5 campaign missions out of 22 total). This has mostly been as Nato.</p>
<p>&nbsp;</p>
<p><strong>What I haven’t played</strong>: The remaining campaign missions; the Warsaw Pact (much).</p>
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		<title>Shogun 2: Fall of the Samurai first impressions</title>
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		<pubDate>Sun, 25 Mar 2012 09:13:33 +0000</pubDate>
		<dc:creator>Peter Sahui</dc:creator>
				<category><![CDATA[Game Diaries]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[Strategy Games]]></category>
		<category><![CDATA[total war: shogun 2]]></category>

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		<description><![CDATA[&#160; Note: my final review can be found here. &#160; With its promise of firearms, ironclads, and railroads, I was eager to leap into Fall of the Samurai, the nineteenth century-themed expansion to Shogun 2. After getting ~70-80 turns (up &#8230; <a href="http://www.matchstickeyes.com/2012/03/25/shogun-2-fall-of-the-samurai-first-impressions/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<figure class="wp-caption aligncenter" style="width: 1594px"><img title="&quot;The Battle of Hakodate&quot;, c. 1880. Artist unknown." src="http://upload.wikimedia.org/wikipedia/commons/4/43/Land_And_Naval_Battle_of_Hakodate.JPG" alt="" width="1584" height="792" /><figcaption class="wp-caption-text">&quot;The Battle of Hakodate&quot;, c. 1880. Artist unknown. Courtesy Wikipedia.</figcaption></figure>
<p>&nbsp;</p>
<p><strong><span style="text-decoration: underline;">Note: <a title="Matchlocks for my Eyes, or Total War: Shogun 2: Fall of the Samurai – The Verdict" href="http://www.matchstickeyes.com/2012/04/22/matchlocks-for-my-eyes-fall-of-the-samurai-the-verdict/">my final review can be found here</a>.</span></strong></p>
<p>&nbsp;</p>
<p>With its promise of firearms, ironclads, and railroads, I was eager to leap into <em>Fall of the Samurai</em>, the nineteenth century-themed expansion to <em>Shogun 2</em>. After getting ~70-80 turns (up to 1867) in my abortive first campaign on “hard” difficulty, starting a second hard campaign, and then reaching the mid/late game (1866) of a third campaign on “normal” (all three times as the Nagaoka clan), here are my early thoughts:</p>
<p>&nbsp;</p>
<p><strong>I like the balance between firearm and traditional units</strong>. At first, cheap spear levies should remain the core of any army – early muskets are inaccurate and slow-firing, which makes levy musketeers better suited to manning fortress walls than to the open field. However, it doesn’t take long (~12 turns) to unlock modern rifles, which shoot much faster and more accurately than the muskets. Train up a decent force of riflemen (again, this doesn’t take long; they’re not too expensive, and they only take a single turn to recruit), and you can safely relegate the spearmen to anti-cavalry support or castle wall fodder. And not only does better technology unlock new units, it also grants bonuses to the basic ones, so those basic riflemen remain useful later on. In my first game, it was a <em>delight </em>to give a whole army of charging samurai a lesson in modern warfare.</p>
<p>&nbsp;</p>
<p><strong>Fortress assaults are even more lethal</strong>, due to the ubiquity of guns. Against well-defended castles, artillery seems to be essential.</p>
<p>&nbsp;</p>
<p><strong>I have yet to get the hang of naval warfare</strong>. Unlike <em>Empire</em> and <em>Napoleon: Total War</em>, all the ships are steam-powered, so the wind doesn’t play as big a role as it did in those games. For now, it seems to be a matter of bringing the most (and the most technologically advanced) cannon, engaging broadside to broadside, and praying one of your ships doesn’t blow up to a lucky hit. I have not yet unlocked the high-end naval units (ironclads and torpedo boats), so these might shake up the equation.</p>
<p>&nbsp;</p>
<p><strong>Naval bombardments are cool without unbalancing the game</strong>. If a land battle takes place near a friendly fleet, you can call in up to two barrages. While powerful, they have a very long cooldown and aren’t especially precise, so navies aren’t the “I win” button.</p>
<p>&nbsp;</p>
<p><strong>Money is harder to come by</strong>. There are no more trade nodes, so to obtain goods for export (silk, tea, etc), you have to seize the provinces where they&#8217;re produced. As such, resource-producing provinces are now far more valuable than in the base game. This is even more pronounced when playing on “hard” difficulty, in which everything is more expensive.</p>
<p>&nbsp;</p>
<p><strong>On “hard”, the AI loves to dogpile you – especially if you&#8217;re at war with its allies.</strong> You do get significant diplomatic bonuses with clans that share your allegiance (pro-shogun or pro-imperial), but that, by itself, is no guarantee of your safety. In this regard, <em>Fall</em> feels similar to the previous expansion pack, <em>Rise of the Samurai. </em></p>
<p>&nbsp;</p>
<p><strong>The in-battle voices have deteriorated.</strong> No more Japanese voice acting from your units, no more “yari ashigaru de gozaimasu!”, and no more advisor yelling, “shameful display!” Instead units acknowledge orders in accented English a la <em>Rome: Total War</em>, and the battle commentary now comes from a hammy, booming-voiced, all-American sort (“The enemies’ allies run like he-eathens from a preacher, sir!”). I liked things better in the original. Still, this is a relatively minor problem for me.</p>
<p>&nbsp;</p>
<p><strong>The “hard” difficulty setting lives up to its name – after a while, I found it more frustrating than fun.</strong> &#8220;Hard equates to more demands on less money (costlier buildings + more enemy armies to fight), and the overall difficulty is closer to <em>Rise of the Samurai </em>than to the base game. Unless you’re a lot better than me at Shogun 2, I don’t recommend Hard for your first game.</p>
<p>&nbsp;</p>
<p><strong>Meanwhile, “normal” turned out to be pretty easy once I  hit the midgame.</strong> It would be nice if there were a difficulty setting in between. (Of course, realm divide could shake me out of my complacency!)</p>
<p>&nbsp;</p>
<p><strong>Apart from the difficulty, though, so far so good.</strong> I missed <em>Empire</em>’s gunpowder warfare, and I&#8217;m glad to see it back in <em>Shogun</em>’s more polished form. Watch this space for more!</p>
<p>&nbsp;</p>
<p><strong>UPDATE</strong>: So as of late 1867, I can state that on “normal”, the short campaign is quick enough to finish in a single day. I haven’t finished&#8230; yet. But I’m two provinces away from fulfilling the victory condition (14 provinces, plus Kyoto and Edo in the hands of Shogunate-aligned clans), and standing on the cusp of realm divide. I could easily have won the game any time in the last hour and a half; I’ve just been holding off so I can unlock the endgame units (Gatling guns!).</p>
<p>&nbsp;</p>
<p><strong>UPDATE 2:  </strong>Went back to an earlier save and won the campaign, on &#8220;normal&#8221;, in one day! Hurray!</p>
<p>&nbsp;</p>
<p><strong>UPDATE 3:</strong> Reflecting on my campaigns as Nagaoka, I feel disappointed with <em>Fall</em>. While as noted above, I really like <em>Fall</em>&#8216;s basic building blocks, the difficulty and pacing have prevented my early experiences from becoming the sum of their parts. I&#8217;ve described above my problems with the &#8220;hard&#8221; campaign, and &#8220;normal&#8221; turned into a pushover once I got past the early game &#8212; all the nearby clans were either friendly, too small to be a threat, or both. And since I was playing the short campaign, realm divide wasn&#8217;t a serious danger: this only kicked in after I took 13 provinces, and only needed one province more to win! (The victory thresholds, at 14 provinces for the short campaign and 26 for the long, are far lower than for the base game.) However, I&#8217;m willing to give <em>Fall</em> another chance: it&#8217;s possible I was (A) unlucky*, (B) playing a less fun faction, (C) unwise to play a short campaign, (D) not experienced enough for my first, &#8220;hard&#8221; campaign (when I was still learning how <em>Fall</em> worked) and too experienced for the later, &#8220;normal&#8221; campaign, or (E) some/all of the above. I look forward to reporting back once I&#8217;ve tried another campaign.</p>
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