The Perfect Information of Shadow Tactics: Blades of the Shogun

It seems that modern stealth games are sacrificing more and more of the satisfaction that comes from never getting caught. They trade this away so that when your cover is blown, you can take down enemies in a flurry of bullets or blades. Shadow Tactics: Blades of the Shogun is not interested in giving you a "go loud" fallback. It makes you earn everything.

Shadow Tactics is the only game I've played in the genre it is attempting to revive: real time tactical stealth. It controls like a MOBA, and has the same perspective, but you are moving multiple characters through each level. It may be winning extra points for freshness since it's a completely new-to-me genre, so I want to mention that first.

The game is laid out in traditional levels, with no choices to make in between. There is no RPG-style progression or loadouts to manage. Instead, you are given different combinations of the five characters to control in each mission. They might gain or lose a move depending on the context, but that's about it. I found this refreshing since I never doubted that I had the right tools for the job.

Slice and Dice I appreciate something nice to look at when I'm bifurcating people.

The missions themselves are a series of connected puzzle rooms. Your objectives usually amount to getting somewhere on the map, doing something there, then getting out. When you spend long enough in one level, you start to see the solutions that the designers set up. But because you have control of multiple characters with their own items and abilities, it never seems like there is one true way to complete an objective. In most areas you have the option to take out enemies one by one, then simply waltz past the bodies. Or, you can create a series of distractions and slip from cover to cover. Both are satisfying thanks to the freedom and precision the game affords. The fact that all this plays out in real time heightens the tension without the game having to resort to stressful timers. You can observe patrol routes and make note of hiding places. Take all the time you want to plan your next move, but when it's time to execute, you must do so flawlessly.

Each character has a way to distract enemies plus some sort of special move. Different enemy types are explained well and you always know how they will react to what you do. Some are immune to certain weapons, while others won't react to your distractions. Almost every level introduces a twist like snow that reveals footprints or night missions with reduced enemy visibility. All this keeps you from falling into a rut of distract, sneak up, assassinate. Like the old saying goes: variety is the spice of murder.

What really sets Shadow Tactics apart is its UI. In a stealth game, there is nothing more frustrating than not knowing why your cover was blown. It's clear that the designers at Mimimi Productions agree. A huge amount of attention was paid to NPC vision, which is represented by a complex but highly readable cone. It's green when an NPC sees nothing of interest, filling with yellow if you cross into the cone. If the yellow reaches you the cone turns fully red, meaning you are seen and pursued. However, if you can remain crouching in the striped part of the cone, you stay invisible. When planning your next move, select any enemy in the level and see their field of vision. If all that's not enough, you can select any area on the map and a line will be drawn to all enemies watching that location.

Beware the cone In the sneaking stoplight, red means GO.

I'll let Mimimi Lead Designer Moritz Wagner tell you why all that UI stuff is so great:

"Shadow Tactics is a game of almost perfect information. There is no fog of war, enemies don’t randomly spawn and their behavior is always predictable (as long as they aren’t actively searching for the player). Players can analyze a situation completely if they take the time to do so."

Having this "perfect information" allows for a cool thing like Shadow Mode to exist. This is a system allowing you to queue up one move for multiple characters and execute all of them with a single key press. Using Shadow Mode made me feel like a tactical stealth mastermind in ways that other games don't even really attempt. I found myself seeking out scenarios where it would be all but required.

Of course, if the player knows everything then the game can be much tougher. Enemy vision and patrols are often calibrated so that you have to patiently observe and go through quite a bit of trial and error. This doesn't feel punishing because the quicksave and quick load live up to their names. I was never more than 5 seconds away from retrying a maneuver. I found myself experimenting much more than I would in a game where failure means a 30 second load to a checkpoint I reached 5 minutes ago.

Now, about that difficulty. It almost never felt like my skills weren't keeping up with what the game threw at me. I was failing just the right number of times before I had a breakthrough. However, at some point one of your assassins just straight up hands out guns to the rest of the team. At first this seems like a sort of Get Out of Jail Free card, especially since the guns have a limited number of shots. But then I encountered an area that was jam packed with enemies watching not only every route to the level exit but also each other. As hard as I tried, I could not find the right combination of stealthy maneuvers to take them out. So, I resorted to shooting one and hiding until the remaining bad guys stopped looking for us. I rinsed and repeated this until the herd was sufficiently thinned. It was a situation where I was glad to have the guns, but disappointed that I had to rely on them so much.

Playing Shadow Tactics is all about the feeling you get from a perfect execution. The developers know that, and they not only challenge you enough to make you earn that execution, they also give you the tools you need to get there. If you desire that feeling and don't mind quite a bit of experimenting, Shadow Tactics is a worthwhile endeavor.

Into the Breach and Genre Snobbery

I'm really enjoying Into the Breach. It takes a lot of work and courage to build a game where the player can plan their next move with all the necessary information right in front of them. Player omniscience is a scary thing because it can lead to quick mastery or boredom. Apparently, it can even get a game assigned to a different genre.

In reading stories about Into The Breach I've stumbled upon more than a few comments saying that this strategic Starship Troopers simulator is actually more like a kaiju-killing puzzle. So why do people think that, and why is the term "puzzle" used like a put-down? The answer lies in the game's scope and the fact that it has nothing to hide.

Gamasutra Comment

This Gamasutra commenter argues that ITB isn't a strategy game because you know too much, and there isn't enough randomness. If that isn't quite clear, they go on to put a pretty fine point on it:

Strategy games require bullshit

This is an agreeable line of reasoning to other commenters, but it struck me as dismissive. I get that uncertainty adds tension and makes a game feel like it can't quite be solved the way a puzzle can. However, removing that dice roll element does not mean automatic simplification. Knowing how the attacks will unfold for the next move does not make your choices any easier. There are still dozens of questions you have to ask yourself. Can I afford to lose another city? Is another hit to my mech worth blocking an enemy's emergence? Should I burn a single use weapon this time, or save it? Should I let this pilot die so I don't have to read anymore of his corny dialogue?

Hoping this was just a confined bit of genre snobbery, I went looking elsewhere. It turned out a similar sentiment had cropped up over at Rock Paper Shotgun.

RPS comment

"Mindless repetition" and "trivial variations" feels pretty harsh. ITB has a significant number of mechs, pilots, and weapons you can combine and a good variety of enemies that will force you to change up your strategy. See, I used the word. Do I win? In fact, the game layers on complexity as you progress with more ways to move, take, and receive damage. Surprises still happen, but only because you've forgotten something that's indicated clearly on the battlefield.

I'll cap off this series of hot takes with the spiciest one of all:

tabletop puzzle games? You mean jigsaw puzzles?

Well, I'm glad they're having fun at least.

It might seem like I'm trying to keep the tainted name of "puzzle" off my precious strategy game, but I'm not. I even agree that there is quite a bit of puzzle running through ITB, but it doesn't degrade it. I love having all the data I need to make a plan and execute a perfect series of moves to save a dystopian island's only bar. I love that the game fits on one screen and I don't have to send a doomed scout mech pounding off into the fog of war.

Some call Into the Breach a puzzle when it bills itself as strategy. Whether this is meant as an insult or not, it reveals the best thing about the game. It is a triumph of focus and design that can show you everything it's going to throw at you and still present a satisfying challenge.

You Should Play The Division Alone

The Division is a good loot shooter, but that's not what convinced me to buy it. It was partially the 1.8 update, which I heard improved a ton of endgame stuff. That's the boring, technical reason.

The other reason is that I could never quite keep it off my mind after playing during a free weekend. I was walking down a beautifully rendered New York street during the Christmas apocalypse. Suddenly, a desperately sad song began to float towards me from a forgotten radio. I stopped and stood between piles of trash and exhausted vehicles, listening to it reverberate off the brownstone walk-ups. It reminded me of the time my friend and I visited his sister in New York at Christmas. Our flight back home was canceled because of snow. With no plans left, we wandered around the streets of the city. There are things that other loot games do far better than The Division, but I have yet to play one that has it beat on atmosphere.

You would probably miss the scene I just described if you played with others, at least in the way most groups play these games: run to objective, shoot shoot shoot, pick up gear, mark a new map icon, repeat. Something about this pace of play makes me anxious.  Don't get me wrong, it's great to catch up with friends over a hostage rescue or two.  I just don't enjoy the pressure of feeling like I have to sprint to the next mission when I really want to check out a piece of intel, or duck into an open apartment to see what was left behind.

I'm still working through story missions and I still get a little bit excited to see what the next safe house will look like. These are really the only places (besides the ECHO holograms scattered throughout the city) that you get to see more elaborate scenes. Sometimes it's just a corner with a bunk bed and some board games scattered around. Recently I was running around the Base of Operations and stumbled upon a group of refugees gathered around someone fumbling through a tune on the guitar. It's a simple vignette but it works as a calm interlude between shooting and sprinting. Then there are the audio logs. My favorite kinds of these are the mundane ones that are only tangentially related to the events of the game. One is a dad asking his daughter to take care of their bees, so that they'll at least have fresh honey. Another is a man describing his plan to ride out this whole thing on a farm he bought in Virginia. You never know what you're going to hear when you pick one up, and that's what keeps me going after them.

Base of Operations Guitar Playing Hopefully I get the "request Wonderwall" emote in my next loot box.

To be clear, not all this stuff works. The ambient dialogue ranges from goofy to just plain bad. You can feel the game working so hard to convince you that the people you are gunning down are PURE EVIL. With audio logs, the ECHOs, and other not-so-subtle storytelling paraphernalia they attempt to turn looters and city workers into cartoon villains. There's also the occasional reminder that, oh yeah, this virtual New York was actually concocted in Sweden.

Iced Cold Beer The Big Apple's favorite way to drink beer.

If you can look past that stuff, you don't even have to make it to the endgame to find a lot worth playing. I don't know if I'll ever participate in the wide variety of high level shenanigans. For me, it's enough knowing that it will always be Christmastime in New York.

My First Ludum Dare

The best thing about Ludum Dare is that it ends, and ends quickly. My biggest concern for my first ever game jam was a too large scope for a tiny time frame. That didn't turn out to be the problem at all. My friend Page and I were able to put together a simple but complete game by the end of the second day. The challenge came when we saw what we made in front of us, knew it needed more, but didn't know what it needed more of.

Curling Cubes is inspired by the gym games you played in school, mixed in with a little curling/air hockey. Each player's goal is to put the 8 balls in the middle into their opponent's circle and to keep them out of their own circle. For each ball in your circle, your score goes up. More balls means your score goes up faster. The player with the lowest score at the end of the game wins.

Our theme was "The more you have, the worse it is". On its face, that's a tough mandate. Our minds jumped immediately to making the gameplay harder or worse based on how the player was performing. Judging by some of the other entries, we weren't the only ones with that thought. But that has a spiral effect if you decide to punish the player who is already struggling. Our initial idea was to make movement wonkier (slides are further and turns take longer) for the player who is losing. It turned out that it was very hard to tell that was happening unless we adjusted it so drastically that playing was almost impossible. In testing it felt like you were getting worse at playing when in fact the game was getting harder to control. So we ditched that.

Once we had the gameplay locked in, we went back and forth on what the goal was. First it was to get balls on the other player's side while keeping them out of your own, then it was to get as many balls as you could on your own side. After observing that it took very little skill to just push the balls to one side or the other, we added the circles and greatly decreased the friction on balls within either circle. At this point we were still considering having the balls in your own circle to be a good thing, so the more balls you had, the faster your score would increase.

It was then that we realized we had stripped out any semblance of the theme. Your movement was no longer affected by having more balls, and in fact you wanted more to increase your score. We were a bit stuck. Then one of us had the genius idea of making the person with the lowest score the winner. Ridiculous, you're thinking. Everyone knows a higher score is better. Our solution to this? Tell players that a high score is bad, actually. A couple quick code changes and suddenly the more you have, the worse it is. Page added a challenging but beatable AI for solo players and Curling Cubes was born.

I am happy that we produced a complete package, but the package is definitely thin. When we started I thought we'd end up with an unfinished mess. Instead, we had plenty of extra time to think about what to add. We had ideas that we thought had an equal chance to improve the game or make it worse. But game jams are not conducive to picking a bunch of potential features and testing them all. There are almost no potential features, in fact. If something goes in, it probably has to stay. So we ended up keeping things simple and adding little extras like a pause screen, enemy AI, and an animated background for the menu.

Not knowing what else to add was an unexpected issue. It's a problem I face in my hobby game development when there are no deadlines. But I assumed that with only 72 hours and a partner with a head full of good ideas, we wouldn't have time to fit in all the features we wanted. I'm still not sure how to solve that "developer's block", for lack of a better term. Maybe the thing is to try a bunch of small changes and see if one catches our eye. We got nervous about making the game worse at the end and not being able to fix it, but the cost was making something pretty conservative.

It feels good to having something complete, which is why game jams' arbitrary deadlines are so useful. I hope you'll check out Curling Cubes and tell me what you think.

Destiny 2 Made Me Love Cuphead

I never really enjoyed any of the games that directly inspired Cuphead. Contra and Metal Slug were before my time and as a kid their difficulty always drove me away. I assumed Cuphead would be the same, but I could never resist the simplest argument in its favor. Just look at it.

Cuphead Roller Coaster ARE YOU LOOKING?!

Destiny 2 won my money in a different way. I quit the first Destiny before any of the expansions but always heard how Bungie righted the ship with Taken King. I was eager to give the makers of my good pal Master Chief another chance. I'm glad I did. Destiny 2, for better or worse, is exactly what I wanted. You shoot aliens and get cool stuff. Sometimes alone, sometimes with friends. Sometimes with a bare minimum of brain power, sometimes with more concentration and coordination than you thought you could muster. In that last situation, you are almost always playing with people who want to work with you to get the thing done. That changes failure from a punishment to a learning experience. Giving and getting encouragement helps you push on to the next run.

Where Destiny 2 has friends, Cuphead has...a graph. Hear me out. Each time you die, a line with tick marks shows up and a Cuphead silhouette moves across it, showing how close you got to the end. Each tick mark represents a different phase if you're fighting a boss. It is the most encouraging a horizontal line has ever been. You see yourself literally inching closer to the finish line with each failed attempt.

Cuphead Progress Bar I appreciate that they let you quit the game completely after a failure.

The reward in Destiny is either the feeling you get from beating a super difficult Strike or Raid, or getting a new thing to look at. A shiny piece of armor, a new weapon, a slightly higher number. It's the same in Cuphead. The sense of relief and accomplishment when you beat that impossible boss is powerful and rare. But Cuphead delivers an even rarer kind of anticipation. I am excited just to see the next level. I find myself bombing my first few attempts (like I wouldn't anyway?) so I can take in every little detail on screen.

I probably would have bought Cuphead based off its look alone. And no matter how much I play of it, I am happy I cast my $20 vote for more games with incredible style. There's still a chance the challenge will put me off, and 2017 has no shortage of alternatives to offer. But I know that without all the space guns I fired in Destiny, I wouldn't still be firing finger guns in Cuphead.