Android Netrunner Terminal Directive: A flawed but promising start to a new type of expansion

WARNING: THIS ARTICLE CONTAINS SPOILERS FOR THE ENTIRE CAMPAIGN OF TERMINAL DIRECTIVE. IF YOU HAVE NOT FINISHED THE CAMPAIGN YET, DO NOT READ THIS ARTICLE.

 

So I just finished the new campaign expansion for Android Netrunner, called Terminal Directive, and I have to say my feelings are…mixed. When I read the announcement post for this expansion back in November of last year, I was super excited about the idea. A deluxe expansion that doubles as a legacy game? Sounds like a great idea to me! And it turns out, despite my many criticisms, it is a great idea! That said, any future campaign expansions definitely have a lot of improvements to make, which I will expound on shortly. Do keep in mind though that I have some praises for the expansion as well, alongside the fact that there are a few flaws I believe are more theoretical than solid fact. And now that I’ve gotten all that out of the way, let’s delve into what makes Terminal Directive tick and not tick.

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Image from official Terminal Directive page

Part 1: The Gameplay

The first and most important aspect to discuss is the gameplay of Terminal Directive. In truth, the general gameplay is not that different from Netrunner. There are a few cards both sides in the game have to auto-include in their decks, some positive and negative effects each player will have to deal with throughout the game from their PAD, and eventually a few more campaign exclusive cards players can choose to include in their decks or not. But despite all of this, core gameplay and strategies largely stay the same. This means you essentially have two players building their decks and strategy around just one core set and the expansion, alongside some slight buffs or de-buffs which can affect them. As a result, the main subject to analyze here is how balanced the gameplay is between the runner and the corp, both when it comes to the card pool as well as the potential PAD effects throughout the game.

Now before I continue, a couple caveats. I only played through the campaign once, with myself as the Shaper and my brother as Weyland. This means I don’t know exactly how powerful Haas-Bioroid or the Criminal runner can be in the campaign, though I believe I still have a general idea. Also, each individual person’s experience with the game will also heavily depend on the difference in skill level between the two opponents, how they agreed to play the campaign, as well as, obviously, some luck. I personally believe my brother and I are of fairly equal skill-levels, particularly when he’s the corp and I the runner, and that our shares of luck were pretty equal, but you will likely have a different experience if your opponent is far better or worse than you, not to mention if one side consistently gets some bad luck. Though I believe these factors (opponent skill variance and bad luck) can and should be mitigated for maximum enjoyment, they may cause differences in mine and other’s opinions of the game. Also, my brother and I agreed to role-play the campaign, meaning that when we had to make an ethos choice, we couldn’t see what the consequences would be before choosing. I personally believe this helps keep things more interesting for the game and I would highly recommend it, but I don’t think it mitigates, by much, the general imbalance in the game.

Alright, let’s start this analysis by my giving you a mini-report on how each of the games went in my campaign. Please note that with every victory my brother and I had we managed to score at least one of the campaign cards required to move to the next set.

alyaVSweyland
FIGHT!

Game 1: Weyland wins fairly handily, though I found out after Game 2 that I was three influence points over the legal limit during this game due to my not noticing Process Automation costs 1 influence a piece, so I’m rather glad he won in terms of fairness. My deck was based around building up a breaker suite of Gordian Blade, Battering Ram, and Ninja, with Maker’s Eye for R&D access and Stim Hacks for emergency remote server runs. My brother’s was largely focused on scoring with a chance for tag-and-bag with ICE like Data Raven, and his particular strategy in agenda protection revolved around annoying sentry ICE to trash all my programs.

 

Weyland: 1, Shaper: 0

 

Game 2: I won this game, and due to some deck tweaks I made between this one and Game 1, I was only 1 influence point over my legal limit, so it’s mostly fair.

 

Weyland: 1, Shaper: 1

 

Game 3: After realizing my influence mistakes the past two games, my deck is properly legal, but Weyland wins again with relative ease. It should be noted that I also triggered both my cautions this game while my brother has avoided his with relative ease, which makes me feel rather distraught at this current time.

 

Weyland: 2, Shaper: 1

 

Game 4: Starting to realize my current deck isn’t doing very well, I completely revamp it to take advantage of the new free MU strategy the Shaper cards introduce in Terminal Directive. This means changing my entire breaker suite to just Savant and Corroder on Dhegdheers while using Deep Data Mining for better R&D access and Levy University Lab for quick rig set-up. Needless to say, this deck was far better and more efficient than my last one, but it didn’t matter much this game since my brother got some horrible agenda flooding. I also got quite lucky by being able to eliminate early in the game both of the problem cards my cautions introduced.

 

Weyland: 2, Shaper: 2

 

Game 5: Despite the agenda flooding, my brother still saw how scary my new deck was, so he switched out most of the sentry ICE for expensive ICE like Hadrian’s Wall and Archer while also putting more of a focus on tagging and bagging. One Posted Bounty and two Scorched Earths later, and I was flatlined.

 

Weyland: 3, Shaper: 2

 

Game 6: At this point, my brother is at the final chapter in the campaign, meaning all he needs to do is score 9 agenda points over the next game or two in order to essentially win the campaign. So in other words, he has a head start on the agenda points race. I put in a few more tag-and-bag counter measures to my deck, and after an incredibly long game I finally pull out a win. My brother also triggers the caution that occurs after he ends his turn with 20 credits or more, and while the newly brought out card is a thorn in his side for the last two games, it doesn’t make too much of a difference.

 

Weyland: 3, Shaper: 3

 

Game 7: My brother hits on the realization that he should put a few Snare! cards in his deck to try and punish my Deep Data Mining. Meanwhile, I’m now in my final chapter of the campaign as well, and I come just short of 1 agenda point from winning the campaign by stealing a total of 8 agenda points for the victory.

 

Weyland: 3, Shaper: 4

 

Game 8: Despite getting to use the cards he got from losing 4 games, my brother doesn’t need them and proceeds with little changes to his deck. I know Snare! will be a huge problem for me, but I fail to remember it’s one counter, Bio-Metric Spoofing, and so I hardly change my deck as well and hope that luck will be on my side. After hitting a Snare! two different times early game without a single agenda stolen, the game is soon over after another tagging-and-bagging (but not before an Evidence Collection is scored).

 

Weyland wins the campaign.

 

My Thoughts:

In truth, this is probably about as good a run as could be had with the campaign. In fact, it sounds like I should be extremely thankful (which I very much am). I’ve heard of many other people getting completely crushed by their opponents, with games ending with a 1-5 or a 0-5. My campaign with my brother was pretty much neck-and-neck, with the final game being a true final showdown that, admittedly, we both had a pretty good chance at winning. So while our game experience was nowhere near as horrible as some others, and perhaps is even the ideal way for a campaign to run, I still felt like it didn’t go as well as it could have. And this feeling is a result of the imbalance I believe lies in the campaign’s design.

You see, in nearly every round where I won a game, I never felt like I won the game easily. They all pretty much came down to the wire, and while these kinds of tense thrills and final gambits are quite fun and fit the theme of being the runner incredibly well, it just felt odd that on the flip side the corp’s victories generally felt…easy. This isn’t to say that my brother won due to his lack of skill or my not making any mistakes, since he played quite skillfully and I admittedly made some rather big mistakes a few games. That said, it rarely seemed like my brother was on the ropes during our matches. Obviously he was in big trouble when he had that agenda flooding match, and there was one game where he was destitute for credits for a while, but every other game, whether he won or lost, it seemed to me like he wasn’t in that sticky of a position. Whether it was his never ending mountain of credits, his crazy powerful campaign cards, his small and low value agenda pool, or even some incredibly convenient PAD effects, it always seemed like the advantage was largely in his favor. Let’s break down each of these factors in comparison to the runner’s. Once again, due to ethos choices causing different combos to occur, it’s possible for other people’s campaigns to play out slightly differently, so take some of these criticisms with a grain of salt.

1: Credits

With cards like Hedge Fund, IPO, and Beanstock Royalties, my brother was never short on credits. Almost every single game, I would watch him play two to three of these operations in a row fairly early on, meaning his ability to easily defend any of his servers with unrezzed ICE increased immensely every game. Meanwhile all I could do was try to keep enough credits around to build up my rig. While games where I could get Magnum Opus out early did help keep my credit pool pretty healthy as well, games without early money-making ability caused my rig-building to suffer greatly, all while I watched my brother’s servers get more heavily ICE’d and his credit pool grow ever bigger. However, if my brother only had access to the previously mentioned credit-making operations, at least his long-term stability would be shaky, right? Enter Marilyn Campaign. A card so good I expect it will see lots of play outside of the campaign as well. What makes this card so good is not just it’s money making ability, one influence point, and reasonable rez and trash cost, but also the fact that if it’s trashed when installed, it goes back into the corp deck, which not only helps keep the deck density up, but ensures more money making will be on its way. This card was one of the banes of my existence, since the only time it was really worth trashing was immediately after it was rezzed, but since this meant the card going back into R&D, was it really worth it? Perhaps more experienced runners would always say yes, but for me the cost of trashing it and possibly having to get through some ICE first was rarely worth the effort. While the credits from Marilyn Campaign didn’t always get to help fatten my brother’s wealth, it was still another surety that keeping his credit pool dry would be a near impossibility.

13033
The caretaker that never goes away.

Corp: 1, Runner: 0

2: Campaign Cards

Let’s compare each card that the runner and corp get in each part of the campaign, respectively, and try to determine which card seems to have a generally higher power level, particularly when combined with other cards.

Set 1

Corp Card: Evidence Collection

Right from the get go this card is quite excellent. While it does force the corp to build their deck around three 2 point agenda’s the entire game, these 2 point agendas can be scored after a mere 3 advancement tokens are placed on them. Agendas like this are hard to come by in normal Netrunner due to the kind of power they afford. A corp can easily place one of these face down in a server, meaning to the runner it could be just about anything, and then instantly advance and score it next turn (and let’s not forget installing and scoring it in one whole turn with Biotic Labor). But this agenda gets worse. While it doesn’t change with every victory like it’s runner card counterpart, it’s final form states that the agenda is only worth 1 agenda point to the runner. This is crazy. While stealing the agenda before was decent for the runner since they denied the corp an easy score, the fact that it’s value is reduced to 1 point means the runner is going to have to work even harder during a point in the game when they already have plenty of other things working against them.

Runner Card: Investigator Inez Delgado

Inez is a card that, in my opinion, starts off pretty weak, and doesn’t become truly powerful until set 5. Her previous abilities to reveal cards in a remote server or the top three cards of R&D, while somewhat helpful, aren’t that great when you consider you likely spent all your credits scoring the agenda that allowed you to trigger her effect in the first place, meaning any other agendas revealed can’t be immediately chased after either. Getting to eventually look at your opponent’s hand is quite useful though for a multitude of reasons, but even this info, while powerful, isn’t as useful in my opinion as the corp devaluing one of their agendas for the runner, especially since the runner doesn’t have access to Leg Work if you play Terminal Directive as recommended.

Verdict: All in all, I’d have to say the corp’s card from set 1 is the better one overall.

Corp: 2, Runner: 0

Set 2

Corp Card: Investigator Inez Delgado/Lt. Todachine

Depending on which ethos choice the corp takes, they’ll only have one of these cards. But in all honesty, I believe both are amazingly helpful. While Lt. Todachine is obviously more of a nightmare to deal with against Weyland because of Scorched Earth, a wealthy Haas-Bioroid can still easily trash any resources a tag-flooded runner has, meaning the Lieutenant is still a pain either way. My opponent got Inez in our campaign however, so I’ll discuss her power more, which is, frankly, quite incredible. Due to Inez’s ability to swap agendas with the runner, first when you score them and then when they’re stolen, this makes the previously mentioned card, Evidence Collection, only being worth 1 point to the runner, as well as the 0 point agendas that can be added with set 9, even more of a drag, not to mention her ability to activate the swapped agenda’s “when scored” ability. Oh what’s that? You thought you were going to steal one of my 2 to 3 point agendas? Here, take this 1 to 0 point one instead. Thanks for possibly bringing me closer to victory! Oh, and that Armored Servers you were hoping to negate by stealing is now not only mine, but live and dangerous. Lastly, don’t forget that if you want to get rid of me kid, you’re going to need at least 5 credits, barring any ICE in front of me.

Runner Card: Surveillance Network Key (SNK)/BMI Buffer

SNK is nice since it makes the corp nervous to draw more cards, and it’s upgraded effect can give a mini-Leg Work or Maker’s Eye ability to the runner later on. However, it’s more MU that must be used up, another card slot taken, and while it’s helpful, I don’t think it’s as helpful as the corps possible cards (Inez/Lt.) can be. BMI on the other hand is, in my opinion, a bit worse than SNK. While it can help save some essential programs trashed by an unlucky run-in with a Snare or some ping damage from the likes of Mr. Stone, it’s starting effect is still incredibly situational. It’s boosted effect, which allows a hosted program to be installed for free (minus two clicks) does make it something a little more worthwhile if you’re short on credits since you can just trash a program from your grip to get it hosted. Unless of course you’re playing against Skorpios, in which case this card becomes pretty worthless. Let’s just say I’m glad I got SNK during my campaign.

Verdict: Once again I’d have to say the corp has the better cars here. SNK is useful, but I still believe it and certainly BMI Buffer are far too situational compared to the corp cards. Inez and Lt. Todachine are incredibly beneficial to either corp against either runner.

Corp: 3, Runner: 0

Set 6 & Set 7

Corp Card: Machicolation

A piece of ICE that is pretty nasty to face check into, though one more so than the other. The protector version of this ICE is painful, with two trash 1 program subroutines, 1 trash a piece of hardware subroutine, and a subroutine that makes the runner lose 3 credits and end the run. While it is expensive to rez at 6 credits when it’s only at 4 strength, I mentioned before that the corp is rarely at a loss for credits, so this isn’t much of an issue. For the runner, this ICE is going to cost around 4-6 credits to break, which is nothing to sneeze at cost wise. While the predator version of this ICE isn’t as game ruining for the runner, being able to freely trash resources is nice, and making the runner lose a click can be beneficial to Sedir in particular. Overall though, I’d have to say this piece of ICE is quite excellent for either corp in either form. The protector form is definitely more powerful and the predator, but even so, either piece of ICE will give the runner some serious trouble.

Runner Card: The Masque

The Masque is, like BMI Buffer, situational at best in either form. Her protector form essentially allows you to make a free run and draw a card if it’s successful, while her predator form allows you to make two free runs if the first is successful. While the card is thematically appropriate (the runs are free because the Masque is doing them for you), the benefits of either of it’s versions aren’t anything that spectacular, particularly for the Shaper. I had the protector version of Masque, and I quickly questioned why I should bother slotting in a card who takes a credit and a click to set up just to essentially get a (one-time) free card draw when I could simply spend a click to draw three cards with Diesel. I even had a PAD effect that allowed me to draw a card if a run on my first click was successful, meaning the Masque could let me draw 2 free cards, but again, why not just use Diesel instead? While the Masque in either form could certainly be more useful for the Criminal runner due to cards like Bank Job, I still feel like even then she wouldn’t be not that much of a power boost. Not when compared to the power boost the corp gets from their new piece of ICE.

Verdict: If you couldn’t guess, I once again believe the Corp has the better card here. The Masque’s effects just seem too minuscule overall, and while the new ICE might not be a necessary include for some corp decks, it’s still a very viable one due to its incredibly nasty effects.

Corp: 4, Runner: 0

Set 9 (Emergency Cards)

Corp Card: Corporate Oversight

At face value, this card isn’t all that good. While it does allow the corp to freely install and rez any piece of ICE in front of a remote or central server (depending on which version of the card the corp gets), there’s a few problems with this. First, as I’ve mentioned before, the Corp doesn’t seem to starve often for money in the campaign, meaning the only benefit this agenda offers is digging up some expensive ICE you haven’t drawn yet. Second, since it’s an agenda that doesn’t help your agenda score count, this means it’s taking up valuable deck space another operation or piece of ICE could be taking instead, deck space that can be permanently made smaller, I might add, if the runner steals one of them. Data Dealer or Shadow Net + Sure Gamble never looked so good right now. That said, I did mention earlier that you could use this agenda against the runner with Inez to make their agenda score as small as possible, which helps boost this agenda’s power. Still, I’d argue this agenda isn’t that helpful should you have Lt. Todachine instead, and even with Inez, you’re still going to have to sacrifice some cards for a combo that might help you if you get Inez out before the runner can sell off your worthless agendas.

Runner Card: Sneakdoor Prime

While incredibly expensive to install, both credits and MU wise, these cards are quite powerful in either form. While, just like Sneakdoor Beta, the element of surprise likely won’t last for long, forcing the corp to ICE up weakly protected (if protected at all) Archives or remote servers is very beneficial for either runner. While I think this program might be a bit better for Shaper (hello Dhegdheer), it could certainly be a valuable tool for the Criminal runner as well, at least for a while, due to their nasty tricks. Sadly, I never got to open this set during my campaign, so I never got to experience just how useful they could be.

Verdict: For once, I’d say this time the runner has the better card this time around. While I don’t think Corporate Oversight is absolutely terrible, I can see why a lot of corp decks just wouldn’t want to include it.

Corp: 4, Runner: 1

Set 3 and 4 (The Caution Triggered Cards)

Corp Cards: Trojan and Security Leak

Now we’re dealing with the cards that have negative effects. For the corp, these effects are annoying, but not necessarily devastating either. Security Leak makes advancing your first agenda doubly expensive, but if you score it you won’t have to likely worry about the current event for the rest of the game. Since you can have cheap agendas like Evidence Collection, Accelerated Beta Testing, Hostile Takeover or Posted Bounty in your deck, you can also help mitigate how many credits you’ll have to spend on said agenda. And so long as the runner doesn’t steal the agenda, you should be able to get into the clear early on into the game. This card is more of a nuisance for Weyland though since it makes it harder to advance their ICE, which is worth noting. However, I should also mention what has to be done to get rid of each card permanently, and for the corp, it’s going to be pretty tricky to destroy Security Leak. The corp just has to end their turn with no cards in hand, but since they often need to hold key operations, ICE, and agendas in said hand, not to mention draw one new card every turn, this is easier said than done. While it’s not impossible for the corp to empty their hand, it’s going to be tricky for most corp players to permanently remove this thorn from their side.

Trojan on the other hand, well, doesn’t seem too bad at first. But when you consider the fact that it’s three cards forced into a deck that can only have so many cards per agenda density, then you’ve got a real nuisance. Now my opponent never triggered the caution that would have required him to include these cards in his deck, meaning I never got to see it’s full effect, but it’s clear that forcing the corp to lose 2 credits and even worse, discard 1 random card from HQ, would have been annoying to deal with. At least if a Trojan’s effect goes off it does get permanently destroyed, but whether the corp destroys the Trojan’s by letting them fire or by installing seven pieces of ICE in total in front of their central servers, this is certainly a hamper on either corp’s strategy.

Runner Cards: Shadow Team and Net Watchlist

Net Watchlist is definitely a larger thorn in the runner’s side compared to Security Leak, particularly since the runner in TD typically struggles with obtaining credits more often than the corp, alongside the fact that every run against ICE isn’t guaranteed to give the runner the agenda needed to trash the operation. Thankfully, to permanently remove the operation, the runner just has to empty their hand, which is incredibly easy to do in most situations. Honestly, even if it means trashing an event or two, the runner can often afford to empty their hand a lot more often than the corp can.

Shadow Team is also little more than a minor annoyance. Granted, if the corp decides to try and make things harder on you by ICEing all their central servers, then there might be more of a problem. But since you can often permanently get rid of Shadow Team by just hitting Archives at the cost of trashing a card of your choosing, this “penalty” for springing it’s caution likely won’t last for long. Now to be fair, this card is going to be more of a problem for the Criminal since it’s alternative destruction effect, steal 2 agendas in a single run (if I recall correctly), is going to be incredibly hard without cards like Maker’s Eye and Deep Data Mining. Still, it’s single card destruction effect is relatively easy to pull off, especially with cards like Inside Job.

Verdict: Though I’d say these cards are pretty even in their nastiness, if we’re going to decide who has the advantage due to their penalties being weaker, I’d say the runner does since they can get rid of their penalty cards more easily.

Corp: 4, Runner: 2

So that covers all the campaign exclusive cards. As you can see, the corp is already in the lead, but we’re not done with comparisons yet, so let’s move onto the next subject: PAD effects!

PAD Effects

This is certainly the part of my critique that’s bound to have the most various types of opinions due to the many possible paths each person’s campaign takes. As such, while I cannot claim my critiques are solid fact, I do believe their general rulings are likely to be true. So without further ado, let’s examine each PAD effect in their three separate categories: Ethos effects, Cautions, and Tasks.

Ethos Effects:

Ethos effects are the main ones you have during the campaign. These are the stickers that reside in slots A through D, and they are all generally permeant effects for your side of the campaign. So how do they compare?

Corp Ethos: The corp’s power is actually quite binary depending on which ethos effect the corp decides to choose. If the corp chooses Protector, their power increases immensely. With powerful card draw, recursions, and credit gaining abilities, a protective corp is a real pain to deal with. My brother chose mostly protector effects, and one in particular made beating him quite difficult. Essentially, if I did not make a successful run on my previous turn, he would get 2 credits at the start of his. As if he wasn’t already swimming in credits, this insane effect helped ensure his financial stability even further. However, had my brother chosen mostly predator effects, it would seem his power would have been reduced greatly. While I wouldn’t say the predator PAD effects are horrible, they aren’t all that helpful either, particularly when compared to the protector versions.

Runner Ethos: Unlike the corp, it would appear the runner’s ethos effects are about equal for both sides. However, one weakness I find in them compared to the corp’s is the lack of recursion, or rather, the lack of ease of recursion. While the predator effect for slot A on the runner’s PAD can offer a little bit of recursion, it’s not much either. And while a predator effect for slot B can possibly give the runner some strong recursion, it’s still limited by how well the corp can keep 3+ remote servers up. Compare that to two recursion effects the corp can get, one which allows them to place a trashed card under R&D if the runner is tagged (meaning Snares can never be truly rid of if sprung), and another where the corp can shuffle a card from Archives into R&D if the runner isn’t holding cards equal to their maximum hand size. The reason this seems like such a punch in the gut for the runner is that the runner often needs recursion more than the corp, so making it easier for the corp to get useful cards back only makes things worse. And since the only recursion available in a TD campaign through other means is Déjà Vu if you’re Ayla, or Steve Cambridge’s natural but high cost ability that allows the corp to decide which card he retrieves and which one he loses forever, this hardly feels fair to the corps similar but easy option of Archived Memories should they really need some recursion.

Verdict: While I would say in some ways both sides are fairly close, I find the corps odds of getting some nice recursion compared to the runner getting fairly poor recursion, if they get it at all, heavily favoring one side over the other. As such, I’d say the Corp wins this one.

Corp: 5, Runner: 2

Cautions:

I judge the cautions by how easy it is to trigger them. The easier it is to trigger one, the worse that trigger is. You can probably guess where this is going.

Corp: The corp’s triggers encourage the corp player to stay under 20 credits at the end of their turn and to not click a second time to draw a card. While these are minor inconveniences, they’re not a huge hamper in the corp’s playstyle either. Regarding the first caution, 20 credits is still nothing to scoff at. Plenty of ICE can be rezzed and operations triggered for that amount. Would the corp like to hold more than that? Sure! But 20 credits isn’t that heavy of a limiter either. For example, while my brother would have the occasional hard time keeping himself under 20 credits (how painful it must be to limit your own wealth), he was generally able to avoid triggering the caution. And though one game he did eventually trigger it, partially for fun, the resulting card, as previously discussed, wasn’t too much of a hamper on his playstyle. I honestly believe a limit of 15 credits would have been a better caution. As to the other caution though, that’s an even easier one for the corp to avoid. It’s considered general knowledge that as the corp you shouldn’t be drawing for too many cards over the course of the game, mostly to avoid agenda flooding. While my brother was tempted to use a second click to draw a card on occasion, I don’t think caution limit hurt his overall gameplay at all. And I doubt it hurt most other corp players in the campaign either.

Runner: The runner’s triggers on the other hand, were rather insane. The first asks you to make at least one run every turn, while the other asks you to keep at least 3 credits in your credit pool at the end of your turn. Any runner knows that either of these tasks is an incredibly difficult and playstyle hampering thing to do. Every click and credit is precious, so cautions asking you to not spend your last 3 credits or make a futile run every turn is rather ridiculous. I triggered both of these within my first two or three turns during my first game with them, and while I was happy my next game got rid of the resulting cards quickly, I was still mad my cautions were so game limiting while my opponents were hardly a problem.

Verdict: In case it wasn’t already obvious, the corp’s cautions are better than the runner’s.

Corp: 6, Runner: 2

Tasks:

There’s actually not much of a comparison to make here. While I was a little mad the runner’s tasks were generally easier to trigger but also not able to be chosen when to fire (meaning I could blow free credits on a game where I didn’t need them), the corp’s tasks are also fairly unwieldly and don’t have that great of effects either. The fact that my brother never, as far as I know, had a reason or a chance to fire his first task in slot G is evidence towards that. I’d say this comparison is a draw.

Corp: 5, Runner: 2

 

With the PAD effect’s out of the way, there’s just one more gameplay critique to make, and that’s about the corp’s agenda density!

Agenda Density:

Both corps have the opportunity to give the runner a hard time when it comes to stealing agendas. Due to the fact that each corp gets access to two new 2 point value agendas in TD, they can easily have a deck consisting of nine 2 point agendas and two 1 point agendas. This means the runner has to steal a least a total of 4 agendas to win, which matters immensely. Not only does this mean the runner will have to make critical runs a whole lot more (and get even luckier with cards like Deep Data Mining), but this also gives the corp a whole lot more time to ICE up their servers and/or set up traps to kill the runner with. Since the corps already have the advantage in TD with loads of credits, powerful ICE, assets and operations, as well as possibly some strengthening PAD effects, the pressure for the runner to not make any mistakes is immense, making the ease of having low agenda density just the icing on the cake. While the corps can certainly choose to add some 3 point agendas to their deck instead, I believe the huge advantage of having just 2 and 1 point agendas is far better, especially when their “when scored” abilities are so nice as well.

13042
Also known as “Anti-Dean Lister”

Corp: 7, Runner: 2

So there you have it. The corp’s score is a game winning 7 agenda points in this comparison. While I’m not necessarily adamant that the corp’s advantage is this huge compared to the runner, even if you shaved a few points off and gave them to the runner, the corp would still have an advantage. Due to both the design of the limited card pool and the general PAD effects, I believe the corp has been dealt the better hand in this campaign. Now it should be worth noting that this isn’t necessarily a bad thing, since it’s certainly feasible to imagine story wise why a corp might have the advantage over the runner. I could certainly understand why Haas-Bioroid would invest considerable resources into making sure the loose bioroids are contained quickly, particularly if Haas-Bioroid is primarily or partially responsible for the bioroids, which would also mean they’d have an advantage in information. However, considering Weyland’s motivation for finding the bioroid is primarily to integrate it’s unique brain into their own AI combat systems, I would think they shouldn’t have much of an advantage over the runner since both sides just found out about the bioroid by accident. Yes, Weyland is a corp with loads of employees and cash, but even the story makes it clear you only control a small department working on this case, perhaps even during just a part of the day. The runner is someone who can spend all their time and resources chasing down this case, hence the reason both sides should be about even in power. Considering this poor match-up story wise, alongside the fact that the rulebook doesn’t let players know beforehand that one side does have an advantage over the other, I’d have to say this imbalance in power is a bad thing. While I would also say it’s rather debatable to make a campaign where one side has an advantage over the other (particularly in a two player game), at least if FFG wishes to do so again moving forward (assuming it’s on purpose), they should let the players know ahead of time. Playing the underdog in a two-player game over multiple sessions is already bad enough, but not even knowing you’re playing the underdog until it’s too late is even worse.

Now that I’ve given my critique of the gameplay though, let’s talk about what was done right. Beyond the general gameplay of Netrunner, which is solid as always, there’s one aspect in particular that I found more exclusive to the campaign that I believe is quite a positive thing. Namely, the constant tweaking of your deck to counter you opponent. When you’re normally building a deck for Netrunner, though you certainly try to include cards to help reinforce your strategy while stopping your opponents, you typically have to build a deck that tries to account for all types of opposing strategies and/or weaknesses. In TD however, your opponent is stuck to just one faction and ID, meaning their range of options is more limited. This spurs both more focused and yet more creative deck building. A good example of this my campaign against my brother. Though our first two games were mostly us just trying to beat each other, it wasn’t long before we were both revamping our decks nearly every round, sometimes in very heavy ways, in order to account for a new weakness or strength we spotted. This actually felt really cool since it simulated the constant struggle between a corp and a hacker trying to one-up the other in terms of strategy, technique, and technology. It also helped, speaking for myself at least, you feel better after a loss since you could take out cards you felt weren’t helping to give you a feeling of a renewed fighting chance next game. The fact that you’re also able to perfectly refine your deck over the campaign is loads of fun too. The only potential gripe I have about this type of competitive gameplay is that it can possibly determine the winner within the first round or two. Once one side has the first or second victory under their belt, the game of constant back-and-forth surprises and victories could potentially mean, in the end, that the winner in the beginning is ensured to be the winner in the end (since the loser is the first one who must start to counter just to catch up). Perhaps this isn’t/wasn’t a problem for most people, but if counter-strategies can be nearly fool-proof every time they’re first sprung, a game of “victory tennis” isn’t very fun for the player who knows they didn’t get the first serve. That said, I wouldn’t exactly know the solution to this problem, if it even is one. Perhaps the secret to making sure the new deck you just revealed isn’t hard countered is to try and think ahead of your opponent and what they might change to counter yours, and then counter accordingly. It’s mind spinning stuff, but it’s good mind spinning.

But that’s just my critique of the gameplay. In order for this review to be totally complete, I need to touch on the second part of this review, the story.

Part II: The Story

When I first heard the premise for the story that would be taking place during TD, I thought it sounded like an excellent and very exciting idea. A runner VS a corp trying to track down a killer bioroid and possibly it’s master before the other side is able to obtain and either publicize or hide the information? Sounds promising! Unfortunately, not only was the story incredibly bare-bones, it barely felt immersive, and there were even a few plot points that didn’t make sense at all. While overall I’d say this was actually a good first try at this sort of thing from FFG, there are definitely a lot of improvements I want to see on the story-aspect of things the next campaign expansion. So let’s examine each of my critiques in detail.

1: A short and dry tale:

While I understand FFG placed each piece of the story on cards so that it could be integrated into each set, I believe this limited the story in far too many ways. By limiting the writers to a small 2×3 card, their ability to write more descriptively and naturally leads to simple and rushed sounding story bits that feel rather unsatisfying and sometimes even confusing. While I certainly wouldn’t say I loathed the story cards, I just feel like this kind of campaign could have done so much more. I’ve heavily enjoyed reading the lore inserts that come with Netrunner data packs, and the writing I’ve seen in the various Android fiction books and the Worlds of Android has been quite good as well. When I bought this campaign, I was honestly hoping for more pieces of work like those. An Android Novella would likely be asking too much, but something more akin to the story arcs we’ve seen in the data packs I think would have worked here nicely. For the next campaign, I’d honestly want to see the story bits and choice options placed in a campaign story book instead. Not only would this give the writers more room to breathe life into the world and story, but it would allow multiple choices to be made at once, just like a choose-your-own-adventure book! And hey, if the extra cost of producing such a booklet would be too much, I’m not against the idea of making the book an app to use with the game either.

2: Lack of immersion:

Throughout the campaign, I never really felt like my choices explained why certain things happened during the game. Why does choosing certain ethos effects cause X or Y to happen? Why does clicking to draw a bunch of times net me a boatload of credits at the end? Why do I need 8 resources installed? Etc. This isn’t to say that a few tasks or effects made flavorful sense here and there (all the cautions in particular made sense allegorically), but I often felt like there was a disconnect between the story reason I had to do something, and what I actually had to do. Now this also isn’t to say that I think every effect on the PAD has to make sense story wise. I’m fine with some PAD ethos effects not quite making sense lore wise in order to allow for there to be more varied game design, but that also doesn’t mean that when I make an ethos choice I shouldn’t be slightly informed as to why I got the effect that I did. However, I certainly think tasks could use some more fleshing out most of all. In the future, I would like to see tasks as fully written out side-quests, if you will. An example might be something like: “You meet the mysterious stranger who told you to meet them at the old noodle shop on Mada street. They promise you they can dig up the info you need, just so long as you pay them enough credits.” The task would then read: “When your turn begins, you may spend up to 5 credits. When you have spent a total of 15 credits in this way, read set 4.2, and close this file.”

3: Confusing and/or disappointing plot points:

Just because a story is broken up into little chunks over some playing cards, that doesn’t mean that what does or does not occur in that story is excusable either. Any plot elements that just don’t make sense work even further in taking the reader out of the story and making them feel dissatisfied and confused. For instance, one major plot point I never understood was why Inez Delgado seemed to be working against herself, or in the very least was a weird double agent. The runner meets Inez right away, and considering she’s the card the runner must always include in their deck, it would seem the game is implying she’s our friend in a high place who sympathizes with us and wants us to succeed for both of our benefits. The fact that the game hints (with the subtlety of a firecracker) that Inez was once, and perhaps still is, a runner, reinforces this general idea. But if the corp should follow the protector ethos early down the campaign, they will also get to include a version of Inez into their deck. Now at first, this still kind of makes sense. If Inez is the main cop assigned to this case, and you have a corp wanting to work with the NAPD, it would make sense that she would work with said corp, though likely reluctantly. Considering her grumpier demeanor on the corp card compared to her happy-go-lucky appearance (and attitude in the story) on the runner’s card, this idea seems pretty reinforced as well. But then why on earth, later on in the campaign, does Inez give the corp a piece of nasty ICE and even mentions this will help get rid of the runner problem, which, incidentally, is the very same runner she’s helping?! Is she just naive and thinks the runner attacking the corp isn’t you? Is she some sort of double agent? Is she secretly trying to keep the both of us from finding the bioroid? I was actually starting to seriously ask the last question, since I was wondering if Inez was responsible for the murder-bots on the loose, but the story, as far as I can tell anyway, doesn’t seem to indicate this. Having Inez seemingly going beyond the call-of-duty to help both sides really rubbed me the wrong way. Why did Inez have to give the corp the ICE? Couldn’t Sloane or someone else among your many employees have done the same thing? Or at least another outside source like a cyber-security provider? Unless there’s something I’m missing here, this seems like a poor contradiction that could have easily been avoided.

Speaking of the murder-bot creator a few sentences ago, that’s my other beef with this story. Why didn’t we find out who made these bioroids killers? The story clearly states someone programmed them to do this, but we never find out who. What’s even more disappointing is that, while the corp’s endings both have opposing but revealing information, the runner’s endings are hardly different. For the corp, you either went protector and just worked on getting the bioroids off the streets and have now started analyzing them, or you went predator, killed the bioroids and apparently found out who programmed them, but it doesn’t matter because you need to kill off all your employees (huh?). As the runner, despite the fact that the predator path choices seem to imply you’d be going after who’s responsible for them as well, instead the predator path just gives you a Blade Runner-esque moment (complete with a full reference on the card title) with the last killer bioroid before you destroy it. The protector path also has you simply destroying the final bioroid, just with the NAPD instead of by yourself. So yeah, not that different. It even seems like, during the runner’s endings, that they were trying to make you feel sympathetic for the bioroids who were sort of forced to kill, but once again, since the story had to be distilled to playing card size, it’s hard to really care about anybody in the story. Really though, I’m just mad no ending reveals to us who made the bioroids this way. I know the story was written in a way that allows you to play either side without feeling like you’re actually playing one over the other, but that doesn’t mean Weyland can’t discover Haas-Bioroid really is responsible for the bioroids, or that any side could find out some madman stole and made the bioroids this way. Unless I’m missing some subtle clues that reveal the murderer, or FFG plans to continue this story in the next campaign expansion, color me heavily disappointed. The whole point of a murder mystery is finding out who’s ultimately responsible for it, so not giving us that is a pretty big letdown.


Despite these many criticisms though, I would still say I enjoyed my TD experience. I’ve heard many people call TD a beta for this type of expansion, and although I don’t think that’s been officially been confirmed, I would imagine it’s likely true. And it’s worth nothing that it’s a rather promising beta at that. Though I’ve written around 7,000 words critiquing TD, my criticisms can be distilled to two central problems: the corp being generally stronger than the runner, and the story being rather poorly written and implemented. And these are problems that, next time, can certainly be fixed.

FFG started building the Android Universe with the Android boardgame, which was a narrative heavy board game focused around solving, guess what, a murder. The Android universe is one that’s always had loads of lore intertwined into it, even when it comes to less lore heavy games like Mainframe or New Angeles. This is why I am very excited for this campaign expansion idea for Netrunner. Though Netrunner has had some lore inserted through its various flavor text and data pack inserts, it hasn’t really been able to tell much of a story. The campaign expansion will allow it to do exactly that, and I think ultimately we can only see good things come from it as a result. It’s certainly clear through various flavor text on Netrunner cards that there are loads of story ideas being tossed around by the people at FFG, and these expansions will allow them to fully flesh out those ideas within the game in an incredibly beautiful way. By allowing player’s to not only read but experience stories of runner vs corp scenarios, this could easily become a sort of revolution of game design. And let’s not forget that, now having seen FFG’s central design for a Netrunner campaign, that fans can also make their campaigns relatively easily as well. Not to say that campaign creation will be a cake walk since choosing the limited card pool and creating the custom cards and PAD effects will be a challenge both balance and imagination wise, but it’s still something within relative easy reach for any kind of fan of Android Netrunner. The future of Netrunner competitively seems to be a concern on everyone’s mind lately, but whether Netrunner has plenty of life left in it’s competitive scene, or FFG eventually kills of that part of it, I certainly think the game has an exciting future in Campaign Expansions regardless. If anyone from FFG is reading this, I hope my criticisms, right or wrong, have been helpful, but most importantly, please keep making more expansions like this! As someone who plays Netrunner on a more casual level, I think this is a really neat idea I want to see explored much further for this type of game. It seems like the ultimate way to tell a story in a living card game, and I can’t wait to see what will be done with it both officially and unofficially!

MapleStory: A bitter-sweet lesson in MMO and general game design.

MMO (massive multiplayer online) games, are an interesting subject. Their popularity has risen and fallen these past few years. From the titan of World of Warcraft, to smaller MMO’s living and dying in a couple years, MMO’s have always had a rocky history, but they’ve never fully died out. What’s perhaps most interesting about them though is watching how they change and grow. The early days of a long running MMO can look drastically different from its modern day counterpart, for better and worse. As a result, legacy servers, which are fan-run private servers that host an older version of an MMO, often exist for those who believe an MMO was better in its earlier days. There was some controversy over Blizzard shutting down a legacy server of a much older version of World of Warcraft about a year ago, as well as a focus on how Jagex, the makers of Runescape, host their own legacy servers for older versions of the game. I could continue talking about MMO’s in general and the subject of legacy servers, but there’s something else on my mind in regards to a certain MMO, and that MMO is MapleStory.

Ah, MapleStory. I remember my childlike wonder and excitement for the game. I was initially drawn into it by the trading card game they had out at the time, but my excitement couldn’t have been bigger for the MMO as well. I remember I searched endlessly for the card game’s starter set, and after many calls to various GameStop’s, I managed to find one which had one copy left. I actually still have the starter set box to this day, and while I’m not sure I still have the CD it came with, the box certainly brings back those nostalgic feelings. Ah, but nostalgia does tend to over-glamorize things now doesn’t it?

Every now and then in recent years I would sometimes remember the “good times” I had in MapleStory as a kid. Though I knew the game still had its flaws, there was something special, dare I say magical, in what I remembered about the game. I remembered exploring all the nooks and crannies of Victoria Island, finding hidden monster nests and other areas, and often wondering what the stories were behind them. The word of Maple Story seemed rather mysterious at times, and I was eager to level-up in order to experience more quests and explore higher levelled areas to see what they had to offer. I also remembered how the world seemed more authentic when you decided to travel on foot to the various towns and maps since it made the journey seem more genuine. From what I had heard more recently and experienced from even just a few years past, the current up-to-date MapleStory is far more streamlined, so I decided to download a legacy server of MapleStory well before the first streamlining patch was implemented, known as the Big Bang, to see if my nostalgic memories were correct. In short, they largely weren’t.

Old MapleStory began by putting you through a long tutorial. Compared to modern MS’s (MapleStory for short) tutorial, old MS kept players back from getting into the action far longer than it needed to. Old MS’s tutorial essentially had two parts. The first part was what I’d like to call the basic controls. It would teach you how to move, jump, attack, and pick up loot. The main essential parts of the game. One thing I did prefer about this tutorial over the newer one is that, despite the weirdness of every new character having to be dressed up in an apple suit, the tutorial had these various TV screens and “stages” that gave you an idea of what the various classes were like, as well as what some areas you would eventually come across would look like, respectively. Coupled with the upbeat music, this made a first-time player’s entry into MapleStory an exciting experience. Look at all the cool classes you can choose from! Look at all the neat places you’ll get to explore! It was riveting stuff.

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Of course, the second part of old MS’s tutorial was the bad part. This area of the game had the player largely perform multiple monster hunting quests around the small little island, and while it did get you to level 10 by the end of it all (the minimum level required to become most classes), it still took a good hour or so to get through everything. And keep in mind that the combat, the essential part of the gameplay, is at this point just you pressing the same button repeatedly to swing your weapon in the exact same fashion. Sounds like something you’d like to do for an hour right? Regardless, when you finally got off of the tutorial island, your troubles still weren’t necessarily over, though this is where I run into some conflicting thoughts.

You see, when I first played Maple Story, I knew I wanted my first character to be a crossbowman. I researched endlessly on the official MS site about which class I wanted to be, and I thought a crossbowman sounded the most interesting. So after the NPC’s told me which town to go to on Victoria Island in order to start my journey as a crossbowman, I sallied forth on my new adventure by walking all the way there. Admittedly, I do recall feeling rather excited about taking a journey towards my destination. I felt like the classic young hero who has a dream of what he wants to be, and so he takes it upon himself to get there, no matter how hard the journey. Luckily for me, the town I needed to get to (Henseys) was a short distance from the port town I was dropped off in (Lith Harbor), so I had little trouble getting my desired class. Now at first this may sound like a noble cause I inflicted upon myself in order to better roleplay in this MMORPG when you consider the fact that there’s a taxi at Lith Harbor that will take you to any town on Victoria Island, but this is where we get to what might be considered bad game design. You see, in every town but Lith Harbor there’s an obvious taxi cab that you can click on to be taken to another part of the island for a small fee. The sprite is clearly a taxi, and its NPC “name” clearly defines it as a taxi as well. In Lith Harbor however, the taxi is a regular looking NPC with no name that is sitting in a large booth that simply says “Ticket.” Since this booth comes right after you as the player get off the ship from the tutorial island, I think any player would be forgiven for thinking the ticket booth was referring to tickets for the ship you just got off. And since you want to go deeper into the island rather than getting back on the ship, why would you bother trying to interact with an NPC who doesn’t even have a name?

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Even worse, there’s an obvious taxi in the form of a black taxi that offers to take you to the “center” of the island, but this is not the place for a fresh off the boat newbie. Though I did not need this taxi since Henseys was close to Lith Harbor, not to mention it was too much for me anyway at 10,000 mesos a ride, my younger brother who wanted to get to the northern town of the island to become a warrior DID have 10,000 mesos, and since the northern part of the island was so far away, being put at the center of it would surely decrease the distance yes? Unfortunately for my brother, the taxi instead dumped him into a dark cave where a bunch of zombie mushrooms roamed around that could kill him in one hit. Even worse, when he inevitably died and was returned to the central town, Sleepywood, he couldn’t get to one of the outer towns since all the monsters in the paths to these towns could also kill him in a single hit or two. And of course this would result in him getting dumped back into Sleepywood. His situation seemed hopeless until a high-level player came along and offered to help get my brother out, which he did, but that was still a pretty big fault in game design. Though in some ways it could be said that experience was a memorable and even humorous adventure, at the time my brother was so upset that he was tossed into a deathtrap for all the mesos he had collected that he quickly made another character, despite being rescued, so he could have a better start. Though I imagine the developers didn’t wish for newbies to experience a situation like this, let alone expect them to stick around on the tutorial island long enough to get 10,000 mesos, the fact that something like this could occur was overall bad design. Allowing under-powered newbies to spend a huge chunk of their hard-earned in-game loot to go into an unconquerable death trap where you will need someone to escort you out is a pretty terrible thing to do.

But what about my accidental experience? I missed out on the taxi at Lith Harbor and could have saved myself some time, so isn’t that bad as well? Well, though I’d argue ideally the game should have made the taxi service more obvious, I do recall genuinely feeling happy at having taken the walk instead. Even after becoming a bowman, I remember enjoying walking to the other towns as well to see what monsters I could find in each map on the way. I even got to have another memorable but conflicting experience as a result of this exploration, which I’ll get to in a minute. Regardless, all of the exploration was fun. At least, for the first time. However, going through it all again quickly began to rub the fun out of the equation. Even when playing through the legacy server recently, I found myself feeling quite frustrated at having to go through some dry platforming to get to a location rather than simply taking the taxi. Sure, it was a little nice to see what the maps looked like in the early days, but the slowness with which my character travelled on top of the multitude of monster filled maps made the journey feel more like a slog than a joy. Again, I believe my first time exploring was enjoyable, but anytime afterwards, even many years afterwards, has made the process dull. I’m certainly glad the taxi’s do exist, and I’m glad player characters generally have more mobility in the newest MapleStory. And yet, with my having enjoyed exploring Victoria Island the first time around, one might argue it’s a good thing I missed/didn’t use the taxi’s. So what’s the answer here?

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Before I can answer that question, I want to touch on my second main point about old MS, and that is about the discoveries within it. It’s one thing to explore the various maps of a world, but exploring them is only half the fun if you don’t have some hidden discoveries to go along with them. While old MS didn’t have any mysterious treasures one could find, you could still find some interesting monsters in out of the way places. I recall exploring the vast trees of Ellina and finding hidden groves with zombie monkeys and a zombie monkey boss, hidden caves deep within Sleepy Hollow infested with Evil Eyes, and there was even a hidden garden where the Mushmom boss resided if I recall correctly. Finding these out of the way places with interesting monsters to fight was quite a joy, and if I wasn’t able to fight the monsters at the time I always made a mental note to myself to come back after I had leveled up some more in order to beat the yet unconquered challenge. It was fun stuff, and the fantastic music and artwork only helped reinforce that feeling of exploring a vast and beautiful world with hidden challenges waiting to be discovered.

Of course, not all of these challenges were hidden away. Even worse, some of them were impossible to overcome for a relatively low levelled character. While it makes sense the developers wouldn’t expect a low-level character to be able to defeat some zombie monkeys hidden in the tree tops or a giant mushroom in a secret garden since both areas aren’t on the beaten path, would they place unconquerable challenges on the main paths between the towns? Indeed, they would. I already mentioned the monsters my brother couldn’t overcome on the paths from Sleepywood to the other towns, but the paths directly connecting the towns to each other had troublesome monsters as well. One particular monster encounter I remember very well is what I like to call the Monkey Story.

After recently become a bowman with my first character I was eager to now explore the rest of Victoria Island. I decided to head toward Kerning City, and so I started by re-treading the same path I took when going towards Henseys. Once I started treading new ground towards Kerning City however, I came across a curious sight. In a pit, all by itself, stood a single monkey monster. I had never encountered one of them before, so I was a bit nervous. In MapleStory, if you ever try to attack a monster that’s too high a level for you, you will always miss it with your attacks. What’s worse is that missing a monster of such caliber not only meant it would be aggroed and attack you, but that it’s attacks would likely kill you in a single blow as well. Still, with the pit being large, the monkey being on his lonesome, my having a ranged weapon and there being a rope to escape nearby, I decided to try and shoot the monkey. I waited until he was on the other side of the pit, and fired. The big purple words of “MISSED” sent me into a panic as I scrambled towards the rope. I managed to get onto it and safely out of the monkey’s jumping reach. I breathed a sigh of relief. But then to my curiosity and, afterwards, sudden horror, I saw the monkey eat the banana it was holding it one bite and then throw the banana peel at my character, which instantly killed said character. I was quite furious but slightly amused as well. On the one hand I couldn’t believe such a strong enemy was near a fairly newbie place, let alone that I couldn’t see that attack coming (it was the first ranged monster I faced). On the other, I had just been killed by a thrown banana peel. I see this story as two lessons. 1: An unexpected encounter and death can be fun BUT 2: Deadly challenges such as that need to be within reason. In other words, while it could be said that my attempting to fight the unknown enemy was my own fault (since I could have easily avoided the fight), part of my assumption it’d be okay was because I was on the “main” path. I wasn’t trying to go to the dark and mysterious Sleepy Wood, nor was I on an out of the way path, so why are there strong enemies on a path towards a city many newbies would be walking to? Though looking back I find the story rather amusing, I think I was largely more mad and frustrated at the time, and rightly so. If I was exploring an area off the beaten path that kind of encounter would be more excusable, but if the path is one weak little newbies will be walking on a daily basis, it seems cruel to throw such a strong enemy at them. Then again, I always remembered where that monkey was, and I made sure to come back one day when I was stronger to get my revenge (which I did), so perhaps something like that can be good due to the kind of story it made for me, but I don’t think it’s enough of an excuse for the general gaming populace.

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The monkey’s not the only monster down there anymore.

Regardless of the monkey business mentioned above though, I do have fond memories of exploring the vast and sometimes hidden areas of Vitctoria Island. The only problem is, I don’t think I can say MS did exploration perfectly. As I mentioned earlier, monsters a good deal higher than you in level were untouchable, meaning that even though you could technically go just about anywhere you liked, eventually it would be impossible to move forward without dying instantly from a single monster touch. Assuming MS had a more dynamic combat system, I think it would have been better to make it so a player could fight any level monster, but the higher the level the far more tough the fight would be, to the point that some fights wouldn’t be worth doing at all. Yes, this means a player would still be essentially stopped from going into vastly higher-leveled areas, but at least, if they want the challenge, the player could enter some slightly higher-leveled areas and still come out on top if they are skilled enough. But alas, the wasn’t the goal of MapleStory, as to be expected what with it’s being an MMO, and so the game continued with its focus on grinding enemies close to your level to get better skills and equipment in order to do better damage.

So now we come to new MapleStory. How does it compare? Well, considering what they developers have decided to make the core focus of their game, and how this core focus was achieved by players in earlier versions, I would say the game has vastly improved. Remember how it took me an hour to get through the tutorial in the old MS? In the new one (for the same type of class, explorers), it took me 20 minutes. There was no slowly running around the island doing the same types of boring quests that you’ll be doing for the rest of the game. Instead, it was a quick explanatory tutorial similar to the first part of the tutorial from old MS, only without the ridiculous apple suits and exciting class previews. Okay, technically there were class previews, but it was each of the class trainers giving you a sneak preview of what your character might look like using some of the skills of the class. It’s essentially the same thing as before, but for some reason I like the old way better. Regardless, the tutorial is vastly improved. It doesn’t drag on slowly for you as a new player by making you spend more time as a newbie than you need to, and if you’re a veteran you can even choose to skip the tutorial entirely. What’s also nice is that even if you leave the beginner island without having reached level 10, the game automatically levels you up to it when you arrive to Lith Harbor. You also don’t have to worry about using the taxi service, since if you told the game you know which class you want to be, the class trainer will contact you upon leaving the ship and transport you directly to them should you wish. And if you say no for some reason, all of the towns are within an equal, and much shorter than before, distance from your location. Then, after you get your job, you are immediately whisked away to start some quests.

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This is already a huge improvement to the game. Old MS had the tendency to not give you much to do in regards to leveling up. There were a fair amount of quests, but you had to go find them yourself instead of having the game bring them to you. Plus there were times when you’d run out of quests to do, which meant you’d have to do some grinding at least until you leveled up. Though I suppose new MS giving you quests to do from beginning to end decreases your need to explore, most quests in old MS were given by NPC’s in the main towns, meaning you didn’t need to go out of your way a whole lot. Also, I have found some quests off the beaten path in new MS as well, so it’s not completely streamlined either.

Regardless, the average player’s experience in new MS has been largely sped-up, and I believe this is a good thing. It took me a whole year to reach level 30 with my first character in the old MS, and although that was by largely doing quests and probably not playing as much as your average MS player, it still took a long time. You’ll see veterans of MS bemoan how things were better that way since you had to earn your levels rather than have them given to you, but when earning your levels was a long and tedious grind even with quests, I’d say that’s not worth it. It was more of a chore than a joy, and last I checked games were supposed to be fun; not tests of your will to do the same monotonous task repeatedly. After the Big Bang patch hit and improved the speed of leveling up (though not nearly as speedy as it is today), I was more than happy that I could get a new character to level 30 in just a few days (my days were just 2-3 hours of playing mind you). Was there some value in the way leveling was so slow before? Perhaps some, but considering MS was pushing towards more new characters with new epic skills, I believe it was better to ensure players could reach their character’s maximum potential more easily so they could feel free to try out new characters. And boy, are there a slew of new characters. I had stopped following the game for quite some time after the resistance classes came out, and at the time the number of classes was already 16, and since then there have been 18 new characters/classes. Yes, I think if Nexon wants to ensure players in MS can experience a good number of characters and their powers, leveling up needs to occur much faster.

It’s rather fitting actually. When I started up the legacy server for the old MS, I was greeted with the familiar and soothing menu music many veterans of MS would recognize. In many ways, it fit the general style of MS at the time. Calm and laid-back; like you’re going to explore a friendly fantasy land. Then when I logged into new MS, I was greeted to this music (I recommend you at least listen up through 1:04 so you get the full effect). I laughed because this couldn’t be a better representation as to what has happened in MS. It’s no longer the little game with 5-10ish classes and just a handful of continents. It’s now a full-fledged MMO with over 34 different classes, tons of new areas, and loads of new content for each character to bring you through. It’s a little-overwhelming, but at least you’ll always have something to do! In many ways, it could probably be said old MS was country, while new MS is city. Old MS took longer to do everything and even sometimes had nothing for you to do, but it did have a laid-back and more authentic fantasy atmosphere. New MS has streamlined all of its content so you move through content faster and are never left with nothing to do, but it has sacrificed a good deal of its original atmosphere to make way for convenience as well as some rather crazy classes. For me personally, I believe the newer game is an improvement, but I can understand how others find a certain charm in the old MS even beyond nostalgia.

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Of course, just because I think the newer MS is better, that doesn’t mean it’s necessarily good. When one strips away all the flashy moves of each class and truly considers how each enemy really isn’t that different, the game is essentially about spamming the same two or three moves against a bunch of same-y enemies to get some flashier moves so you can defeat stronger but still largely the same enemies. Since MS is a 2D platformer that makes its enemies threatening by being in mobs rather than being tough to fight, this means they’re pretty limited in how they fight, meaning the various skills you use don’t need to be particularly different either, which results in combat quickly getting stale. Even bosses aren’t particularly hard since they largely stay in a stationary spot. Some of them may require a player to doge an attack every once in a while, but if you watch any player solo a high level boss they will largely be standing still spamming the same skills until the boss is dead. The goal of MS quickly boils down to seeing just how well one can max out their DPS, and while this tends to be true of many MMO’s, it seems that the only thing most maplers look forward to is how they maximize their DPS. Perhaps there’s some more interactive content out there, like newer and better party quests, that players enjoy experiencing, but MS seems to by and large have always had a rather stiff and dry game design. There was and is very little challenge in the old and new MS respectively. So long as you stayed near monsters near your level, you’d be fine, and as mentioned earlier, monsters of too high a level can’t even be touched. MapleStory is the classic example of an MMO using the Skinner box method to keep one playing. Truthfully, besides my first few days in MapleStory and perhaps when exploring new continents, I don’t believe I was ever truly having fun. I think what kept me playing for as long as I did was simply the positive effects of seeing myself progress in the game, even if what I was doing to progress was just mindless and dull grinding, quest or nor quest (especially since MS’s quests usually just involved killing a certain number of monsters or picking up a number of their drops). Though MS may be enjoyable to progress through, I’d argue it’s not truly fun and well designed, at least when it comes to gameplay.

MS was a big part of my childhood, and despite my realizing more of its flaws even now, I still value a good deal of the time I spent on it for the memories and experiences it gave me. Though I don’t think MS is a game I’d recommend to anyone now, whether it be the old version or the new, I know what I did experience has helped give me a better insight not only as to what makes your typical MMO bad, but also what elements MS had that could be used to make a better game. I still wonder if a 2D platforming exploration game might be pretty fun, assuming it has an overall goal of course. I suppose Metroidvania games are somewhat in this vein, but the kind of game I’m thinking of would allow you to technically go just about anywhere, but you have to have skill in order to take down the tougher enemies rather than just pure upgrades. Sort of a Dark Souls meets the original Legend of Zelda if you will. Regardless, whether it be ideas for new games based off of certain experiences, or ideas on how the newer version could be improved (more dynamic combat), MapleStory will always be a bitter-sweet memory of mine, unlike actual maple syrup.

The Year in Review, and What’s to Come

2016 has just recently left, and with it quite a few new game experiences for me. I thought I’d write a little post going over many of the new games I played this year, both in video and board game formats (though these will be separated in my lists), as well as what kinds of games you can expect me to write about in 2017. Mind you that when I say “new games,” I don’t mean they were necessarily new games for 2016. Many of them were, but some were simply new games to me. Now with all of that out of the way, allow me to take you on a mostly chronological journey through some of the games I played this year.

Video Games

Transistor

Screenshot provided by official Transistor website.
Screenshot provided by official Transistor website.

I may do a full blog post on Transistor at some point, but I’m kind of torn on how good the game is. On the one hand, I loved the general theme, art, and music of the game, but on the other, I am not a fan of the story (especially the ending), and the combat, the core mechanic of the game, is perhaps what I’m most divided on. The fact that it’s pause function basically allows you to create a string of “code” in order to execute it on your enemies is a pretty neat and fun idea, but once you find a certain pattern of functions to use, there’s not much to encourage you to try different and possibly less efficient combos. I could go further but it will likely have to wait for a full blog post. Regardless, I overall enjoyed my experience with Transistor, but it’s not a game I would full-heartedly recommend.

Dust: An Elysian Tale

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Screenshot provided by official Dust: An Elysian Tale website.

This game was originally planned to be a movie at first, but it’s creator decided turning it into a game would be an easier route. Apparently, it was, since we now have the game, which is certainly a good and motivational example of what can be done with some hard work and determination. But my opinion of the game is…not so good. While the art itself is quite nice and the story decent, I found the game’s core mechanics, the combat, to quickly get stale and repetitive feeling. At first I kind of enjoyed the side-scrolling beat-em-up combat, but after several hours into the game, it started to feel more like a chore than something fun. As the game progressed, few enemies ever required me to actively change up my attacks, but they consistently took longer to kill, which resulted in nearly every enemy encounter feeling tedious to get through rather than enjoyable. And when that’s the core aspect of your game play, that’s not good. Also, the final boss was a particularly huge disappointment. I was able to cheese him easily with some spammable movement attack skills the entire fight, and while I wasn’t playing on the hardest difficulty, I would still expect a Normal difficulty final boss fight to give me at least a decent challenge. I wouldn’t say Dust is a terrible game, and I do appreciate all the effort the creator put into what was essentially his dream project, but unfortunately, I find its core mechanic too weak in my mind to personally recommend the game.

Undertale

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Ah yes, the smash indie hit. I personally didn’t understand what all the fuss was about for the game, but since everyone kept insisting I look up as little as possible about the game and just try it, I suppose I had little choice but to do just that. While at first I wasn’t particularly impressed with the game, eventually it’s sense of humor and charm won me over. That said though, one potential beef I have with the game is its overall message, and I’ve even been working on a huge post comparing the game’s message to another game’s similar but better message, at least in my opinion. However, while writing the post, I came to realize I’m not entirely sure my argument is as sound as I first thought, so whether or not you will see that post has yet to be determined. Regardless, I still recommend Undertale for its humor and interesting mechanics.

XCOM 2

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My most expensive game purchase in 2016, especially with all of the DLC, but it’s been completely worth it. XCOM 2 is by far my most favorite turn-based strategy game, and I highly recommend it. While there are some negatives about some aspects of its design, especially when compared to the Long War mod for XCOM Enemy Unknown + Within, it’s still an excellent game about commanding a resistance force against an alien ruled earth. And with Long War 2 having just released, that one negative might easily slip away and earn XCOM 2 a 100% rating of approval from me. I may write a comparison between XCOM 2 and EU/EW with a comparison of their respective Long War campaigns as well, but that will be a monster of a blog post so stay tuned for that one.

Human Resource Machine

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A little game that I picked up through Humble Bundle, and it’s alright! It’s essentially a programming game without the usual programming lingo, but it seems rather beginner friendly. I’ve done some actual programming in the past, and while I don’t think I’m proficient enough at it to call myself a programmer I did enjoy quite a few of the puzzles in the game. I haven’t managed to beat some of the final levels, but quite a few that I have beaten gave me quite the accomplished feeling. If you like programming, or want to try it in a more beginner friendly space, this little game might be worth checking out.

Mini Metro

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I had seen quite a few strong recommendations for this game, and having obtained an understanding of its basic mechanics, I decided to give it a try. Needless to say, I can see why many people recommend it. While I wouldn’t say Mini Metro is the most amazing game ever, the main idea and design is quite clever. Essentially, you have to connect subway tracks to various stations that show up on your map. These stations are a certain kind of shape (square, triangle, etc.), and you have to bring passengers of that shape to the corresponding station. The tricky thing is that new stations with sometimes entirely new shapes will keep popping up in random areas. At first only a few stations will pop up here and there in the general vicinity, but as the map slowly expands more stations will start to pop up randomly, and it’s your job to make sure the tracks are connected to them in the most efficient way possible, not to mention that you have the right amount of train engines and cars. It’s a frantic little game that should give anyone some enjoyment for a good while or so.

Overwatch

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Unlike a majority of the gaming community I was not particularly interested in this game at first. I thought it looked kind of neat, and the addition of abilities to an FPS seemed like a neat idea, but overall I thought it just looked like another bland shooter in a market already saturated in them. Come the open beta though, where my brother managed to convince me to try the game out with him, and suddenly I realized the game was a lot better than I thought. Having played Team Fortress 2 for most of my teen years (I believe it is the game I’ve put the most hours in to date), I expected Overwatch to mostly play like it with some slight changes. Boy was I wrong. While Overwatch definitely takes quite a few ideas from TF2 in terms of game modes as well as some hero designs, it’s overall playstyle is quite different. It’s fast-paced, it’s more compact, ultimate abilities can easily swing the game one way or another, and overall it feels like quite a different beast not only from TF2, but every other FPS out there. I will likely do a full post on this and/or TF2 in the future to explain these differences in more detail, but nonetheless I found Overwatch to certainly be deserving of the hype it was getting.

Furi

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I’ve already written a full length post on why this game is so good, but I just have to say once again that Furi’s pure focus on making intense but rewarding boss fights was a brave but well executed move. Here’s hoping it will make enough money to be a lucrative practice not only for the game’s creators, but other indies as well.

Mark of the Ninja

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This is a game that sparked several interests for me, particularly in the stealth sub-genre of games, the history of actual ninjas, and even the entire Tokugawa period of Japan. As to the game itself, it is an excellent 2D stealth platformer that really drives the ninja theme home, and while I’m not a huge fan of the game’s dark story and rather gory aspects, considering the subject matter I suppose it’s rather appropriate. I’d give this game a recommendation, so long as you understand it’s not a game with your typical good guy protagonist, as well as the fact that it doesn’t have a happy ending.

Invisible Inc.

Since the doorway within the guards line of sight was closed, he is going to investigate that area, thereby guaranteeing he wont turn around and see the other two agents near the wall.

I’ve mentioned this game in some various blog posts in the past, but I’ve never quite given it full attention. Essentially, I wasn’t sure I liked the game at first, but eventually it grew on me, and now I can give it a whole-hearted recommendation. The game’s genius take on complete stealth turn-based strategy is a joy to experience, and while I kind of wish the guards were a little smarter/attentive, overall the game is quite excellent.

Chroma Squad

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I’ve also written a post about this game, and my thoughts on it are essentially what I wrote about it before. It’s just good light-hearted fun. The combat mechanics were fun, the management-sim-esque elements were fun, and the story was fun. All in all a game I don’t think you can go wrong with purchasing.

Atlas Reactor

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This game came out of nowhere for me, but it was a pleasant surprise at least. Once again, I’ve written a blog post that covers this game in full, and I still stand by my conclusion that it is an excellently designed game. It deserves far more attention than it’s received so far. Also, there’s never been a better time to jump in since the game just went fully F2P! I’ve updated my initial post on the game to reflect this change accordingly.

BOARD GAMES

Android Mainframe

I’ve covered this game fairly well in a previous post, but to reiterate and perhaps expound further I’ve found it to be quite excellent. This is likely due, at least in part, to my being a bit of a sucker for the whole cyberpunk hacker theme, but the fact that each game feels new and unique due to the various characters and unique programs you can have each game certainly is a testament to its good design. I don’t think I’d say the game is a must-have, but I would give it a good recommendation, especially if you have more casual board gaming friends. This is a game most anyone should be able to easily pick up and play within a few minutes.

Android Netrunner

I had actually played this game a few years back, but at the time I really didn’t have anyone else to play with so I decided to sell my small collection off. That was something I would eventually regret. Overtime, I began to miss this game’s excellent design of hacker VS corporation antics, so much so that I eventually picked up some core sets during 2016’s Black Friday. I don’t plan on trying to get into the game competitively, but I hope to still get some games in with friends and family here and there. I may not be able to do a whole lot of deck building, but at least I can still have the core fun experience of hacker VS corp.

So that covers everything I’ve played in 2016. Now let’s discuss some games you will likely see me write about this year.

Video Games

Deus Ex (the original)

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That’s right baby, we’re going old school! While I’m not usually keen to pick-up games more than 10 years old (especially when it comes to PC games), this game still gets recommended to this day as the best Deus Ex game to date. Even PC Gamer’s top stealth games list from just last year still claims it’s the best Deus Ex in the series. With that much positive recommendation, I found it hard to believe that this kind praise would be based on nostalgia alone, so I picked the game up over the recent Steam holiday sale and gave it a go. Needless to say, I played the game from start to finish and enjoyed nearly every aspect of it. Rather than analyze it on its own though, I will likely compare it to one of the more modern Deus Ex games to see if I agree with everyone’s claims that the original Deus Ex offers the player more choice in how they can tackle problems.

Enter the Gungeon

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I may or may not talk about this one. I’ve found the game to be quite enjoyable, but I’m not sure if there are any particularly unique mechanics that are worth discussing at this time. At least, not yet.

My Night Job

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The same pretty much goes for this game as well. It does have one unique mechanic that made me interested in the game, but my first evaluations of the game seem to indicate it’s not as impactful as I thought. If I get some more significant thoughts on the game, I’ll make sure to post them here.

Satellite Reign

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This is a really interesting game that I will certainly be writing about in the near future. It’s a real time tactics game, and while I’m generally terrible at games that require you to think strategically and act quickly, I’ve found this one to be more manageable due to the fact that you generally only control 4 units at most. It’s a game of cyberpunk corporate espionage that allows you to take various missions stealthfully or mostly guns blazing, but how well it does each of those will be discussed in further detail. I’m not a huge fan of how some of your in-game objectives are questionable at best in regards to their moral validity, particularly when it comes to some assassination missions, but I suppose that fits the moral ambiguity theme cyberpunk typically emphasizes. Regardless, this is an interesting game I can’t wait to dissect mechanics wise, especially when compared to another game I plan on discussing.

Shadow Tactics: Blades of the Shogun

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And that game is this one! This is also a real-time tactics game, but unlike Satellite Reign this game requires the player to take each mission in full-on stealth. It also takes place in the Edo period of Japan, and since my interest in ninjas, samurai, and the like was sparked by Mark of the Ninja, this game looks like it will further enflame that interest. I also believe this game will be slightly more enjoyable to me compared to Satellite Reign since Shadow Tactic’s focus on pure stealth means you can take your time and think carefully about each action more often than in SR.

Total War Shogun 2

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Speaking of medieval Japan though, here’s another game in that time period! I actually chose this game at first simply because I was interested in trying out the Total War series, but due to my interest in this period in Japanese history, the fact that most Top Ten lists seem to agree this is one of the best games in the Total War series to date, and that I enjoyed the demo, I quickly picked it up. This is yet another game that has real-time tactics in it, but due to its having a “slow down time” button as well as a pause feature, this isn’t a problem for someone who thinks more slowly like myself. I will likely find something to discuss about this game, but since it’s about strategy on a rather grand scale, a blog post on this one will likely be awhile.

Warbands Bushido

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And to finish up my Tokugawa-era themed games, another game that caught my eye and has been getting some attention by the press recently is this little virtual miniature game. Though the mechanics sound fairly simple, it also sounds like it’s quite fun. However, I will likely not be talking about it for a while since the game is still in Early Access, so a full analysis/critique would not be entirely fair yet.

Warframe

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I’ve already written a review of sorts on Warframe on this blog, but I will likely write another post discussing in further detail the game’s amazing job at reinforcing its theme and beauty at almost every aspect. I typically play Warframe during this time of year for reasons I will explain in the post, so you can likely expect to see said post within the next month or so…assuming no other games grab my attention of course (spoiler: they already are).

MapleStory

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This post is nearly done, but it’s rather long and I have to put some polish and refinement on it before posting. Regardless, this game from my childhood and early teens is an interesting discussion in terms of the evolution of an MMO, and I hope you will enjoy my thoughts on the matter.

Board Games

Android Netrunner

There are two things I hope to write about regarding Android Netrunner this year. The first has to do with the fact that I plan to purchase the “legacy” expansion, Terminal Directive, set to come out early this year. This expansion was the final push to get me back into Netrunner since it’s not only an expansion with tons of new cards, but it also allows two players to play a sort of murder-mystery legacy game through some matches of Netrunner. This sounds like a really neat idea to me, and since the expansion seems more tailored to casual players (since you only need the core set to play with it and the legacy format has nothing to do with the competitive format), I can’t wait to get my hands on it. That said though, due to the main focus of the expansion being a legacy game, I’m not sure if I’ll be able to write about it without giving spoilers, so I can’t say for sure whether or not there will be a post for it. What I do plan on writing about though are some “casual netrunner” deck builds. I’ve seen some rather fun deck builds on netrunnerdb, and while I doubt I’ll be making any truly viable decks for the competitive format, I would be curious to see just what kind of legal but janky decks I can construct with the core set, deluxe expansions (since these never rotate out), and Terminal Directive. The only thing stopping me from doing that now is the fact that I need to get my hands on the deluxe expansions, so this project will be delayed until I manage to purchase them (and Terminal Directive of course).

Giga-Robo

This is a kickstarter game that I pledged towards last year about giant mecha duking it out in a city, and it’s expected to come out in August of this year. Since this is the game creator’s first kickstarter, let alone game publishing, project though, I won’t be surprised if the game gets delayed for a month or two. Still, they’ve managed to stay on track so far, and no matter how long it takes, I’m quite excited for the game. Technically, there’s already a playable demo of the game, but I want to experience the game in its full and complete state before writing about it. Stay tuned for this one!

Monsterpocalypse

And last, but not least, there should be a blog post forthcoming describing my favorite miniatures game of all time: Monsterpocalypse. It was my love for this game that drew my attention towards Giga-Robo due to some of Giga-Robo’s similarities, but despite that, it’s going to be hard for another game to top MonPoc for me. This game made two monsters fighting each other in a city come to life in a way I could have not imagined, but it worked almost flawlessly nonetheless. This post too should come out fairly soon.

So there you have it! I hope you enjoyed reading my posts last year, and I thank you for taking your time to read them. I know my posts are quite lengthy, but I feel their length is necessary in order to make my arguments clear and precise. In any case, I am very excited for all of the games and game expansions I plan on playing this year, so I hope to have lots of good content to post about. Until next time though, keep on playing!

A review of how Warframe has grown

(NOTE: This post was linked to by my Steam review for Warframe)

I gave this game the 2016 Steam Nomination for the “Whoooaaaa, dude!” award. Allow me to explain why.

DISCLAIMER: I am more of a casual player in Warframe. Despite the fact that I’ve been playing Warframe on and off since 2013, I’m only just nearing Mastery Rank 8 (The highest rank you can reach currently being 23), and my collection of warframes, weapons, and endgame gear/mods is quite small compared to the more serious and dedicated players of this game. So if you’re the type of player who enjoys playing MMO’s for the end-game content, both gear and gameplay wise, you should probably pay more attention to the reviews given by the more hardcore players. Now without further ado, let us begin.

Warframe is a game that has grown immensely since it’s early days. In some ways, it’s almost hard to believe I’m playing the same game I experienced three years ago, despite the fact that its core gameplay is largely the same. The developers still say that Warframe is in “beta,” but I’d honestly say it’s a full-fledged PvE MMO at this point that just releases new content updates. While I suppose there are technically a few unfinished features, my experience as a whole makes me feel as though this game can easily be considered out of “beta.” That said, the amount of work that has gone into improving this game is simply astounding the more I play Warframe and think about it’s past, so in order to help you better understand what I’m talking about, I will discuss some various aspects of the game and how they have improved from the early days.

1: Environments

When I first started playing Warframe, there were about 3, possibly 4 tilesets you could play on. Two of them were the same boring looking spaceships, one of them was a rather drab looking asteroid base, and the other was an ice-planet type level. It should also be noted that the majority of the levels were the spaceship ones, and it didn’t take very long before you realized you were seeing the same rooms over and over again. This isn’t to say that this still doesn’t occur in Warframe today, but the amount of variety as well as beauty in tile sets has grown immensely.

On top of the already existing tile sets, now you can battle on the jungles of Earth, the deserts of Mars, the rainy Grineer shipyards of Ceres, the gaseous Corpus world of Jupiter, the underwater bases of Uranus, and the crowning achievement, the Orokin tile sets. If there was an award for the most amazing environment in a video game, the Orokin tile sets would win it hands down. Take a look at some of the screenshots throughout this post to get an idea of what I’m talking about. These tile sets to this day still take my breath away, and it’s one of the few game environments that make me wish it was real. I am simply amazed that this kind of craftsmanship in environment design is in a free-to-play game. Simply astounding. I should also mention the music in this game is quite excellent as well.

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2: Combat Mechanics

I suppose this should technically be called movement mechanics, but it does slightly apply to Warframe abilities as well. In the early days, movement was fairly quick (from what I recall), but you were far more limited than you are these days. For instance, your jump height was so small, that one of the abilities of the Excalibur warframe was a “super-jump.” Of course, even then the super jump was pretty useless, since most necessary platforms were low enough to ensure every other warframes could also jump to them, meaning advantageous spots for the super jump to reach were few and far between. Other movement mechanics, such as the wall run, were rather useless as well since, even though it “encouraged” you to use it while shooting at enemies, you would wall run so quickly that trying to keep your aim focused on an enemy while doing so was fairly pointless. It was (and still is) far easier to just shoot at an enemy from behind cover.

With the parkour system reworked a few years ago, movement has largely allowed you to traverse rooms with more speed, agility and freedom, while ditching some unnecessarily tricky combat maneuvers. For instance, wall running is much faster now (and more like wall hopping), and it is primarily used to traverse large gaps instead of as an evasive combat maneuver. All warframes can now also perform a long corkscrew jump in any direction that works just as well, if not more so, than Excalibur’s old “super jump,” which means there are a lot more hidden areas and advantageous combat positions for every warframe to reach. Thankfully, Excalibur’s abilities were changed at the same time as well so that he lost the super jump and gained a new ability instead. There have certainly been various changes to warframe abilities, weapons, etc. over time as well, and while some of these changes have likely been controversial, in my experience everything seems to have largely improved.

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3: Stealth and Spy/Rescue missions

One of my biggest problems with early Warframe was what little stealth options were offered. Despite the game being marketed as a game where you play as “space ninjas,” there was actually very little you could do, let alone little reason, to be stealthy. The best you could do was try to perform stealth takedowns and/or avoid the enemy until you were spotted, because once the alarm was raised every enemy you would ever come across would be ready for you, thereby ensuring you could no longer continue the mission stealthfully. Of course, few missions rewarded stealth at the time anyway, and those that did pretty much only rewarded you with the satisfaction of knowing no enemy spotted you, or lived long enough to alert the others. And while even that kind of satisfaction might be fun for a mission or two, if you wanted to be efficient with your time, stealth was far too slow for any meaningful in-game rewards.

In the current state of Warframe, the stealth mechanics have not only been greatly improved, but missions that reward stealth (at least in certain parts of them) exist as well. In regards to the stealth mechanics, first players now receive an affinity bonus (experience for your weapons and warframe) for every stealth takedown you perform in a row without being seen. Second, should an enemy spot you, you can possibly take them down before they manage to activate the alarm on an alarm console (this might have been possible in earlier versions, though I don’t recall). And thirdly, should the alarm go off, all you need to do is hack into the nearest alarm console to reset it, and most enemies will return to their non-alert patrol status. Couple this with some silent or silenced weapons, and it’s quite possible to go through missions in complete stealth. And if you mess up, you can fix things again with a simple alarm reset. This isn’t to say this game has fantastic stealth mechanics like other games entirely focused around the concept, but considering what this game offers as a whole, I’d say they’re quite satisfactory. What makes them even better though is the inclusion of two new types of missions, Spy and Rescue.

Spy is my particular favorite, and also probably the most fun, type of mission to play solo. Your goal is to essentially break into enemy vaults and steal their data without getting noticed. You feel very much like you’re in some kind of Mission Impossible scene as you carefully and quickly navigate around lasers, past guards, and through secret passages as you try to get to the computer console. And of course should the alarm be tripped while you’re in one of these vaults, you only have a few seconds to try to rush to the console and hack it before the data is deleted. But of course, if you manage to hack into the console without tripping the alarm, you get a greater affinity reward on top of your natural satisfaction.

Rescue missions also reward stealth to a degree due to the fact that you’re trying to rescue a hostage from a faction’s jail cell, but when you enter the holding area, you have to be careful not to let one of the wardens spot you and/or trip some motion sensor lasers. If the alarm is activated, the execution sequence will begin for the prisoner, meaning you only have a few seconds to hack into the cell where they’re being held, and enemies typically swarm towards your location during this time as well (and there’s usually more than one cell you have to pick from). Thankfully, there are usually some stealthy routes you can try to find into the cell area, so you don’t have to risk being out in the open for too long. I don’t find these missions as fun as Spy missions, but they do offer a nice change of pace.

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4: Story

When Warframe first started, I’m sure everyone was wondering exactly what we were playing as. If you’re looking at this game for the first time, you’re probably curious too as to why the warframes look so…strange. Some of them look like they could have humans underneath, but others clearly look like they’d have to be sentient on their own. What exactly are you playing as, and what’s with these strange enemies you’re fighting as well? In the beginning, the answers to these questions were pretty much non-existent, which made the world feel a little meaningless. Yes, it is just a game, and you could say Warframe’s goal has always been to ultimately obtain the most powerful gear, but I find a game always has more motivation behind it for the player when you understand the who, what, and why of your character and their motivations. Unfortunately in the beginning, this was largely left up to our imaginations.

Not so anymore. In truth, it would seem the story of Warframe has been slowly built up during the various updates with codex entries and small quests, but with two major updates/quests this past year, the Second Dream and The War Within, many answers have been given that explain a lot of what is going on in this game’s universe. This isn’t to say that there still aren’t unanswered questions, but Warframe now finally has a rather fleshed out story of it’s own, and it’s a pretty good one at that, at least IMO.

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5: UI, customization, and other quality of life changes

This is a more generic topic, but as a whole I’d say these types of changes have been for the better. The most drastic one I can think of is how in the early days of Warframe, your main menu just had you sitting out in a dark void looking down on the planets and crafting materials…somehow. Now you have your own spaceship that you can walk around in, customize, and perform various activities in, and it is this spaceship that both drops you off and picks you up from missions. Though the mysteriousness of the original menu screen was nice in its own way, having your own ship is certainly far better due to its greater immersive qualities, among other benefits. Other quality of life changes have certainly improved the game as well, though I cannot name them all.


The above items I just listed are just elements of Warframe that have been improved on, but there are far more completely new elements I haven’t even mentioned. Archwings, clan dojos, relays, and planet junctions are just a few of the generally newer features that have been introduced since mid-2013. While not all new features that have been added could be considered complete (see: Archwing), they are still some overall positive additions to this amazing game.

I’ll be honest, I enjoy Warframe primarily for the fantasy it provides. Like I said in the beginning of this post, I don’t play Warframe to get the most powerful gear and partake in the end-game content. Rather, I primarily enjoy seeing what kind of fun I can have with the various warframes. Whether it be dishing out loads of damage with the dragon warframe Chroma, flawlessly stealthing through a Spy mission as the ninja warframe Ash, or just having fun burning everything down with a complete fire based loadout on Ember, I enjoy coming up with fun and thematic warframe loadouts to play around with. They may not be the most powerful or efficient (though I do try to maximize their power as best I can), but I have fun nonetheless. Warframe really does give you lots of options on how to play it, and I love it for that. Truthfully though, this kind of playstyle means I’ll generally play Warframe for only a month or two at a time before taking a break of many more months (since the game can still feel empty and grindy after a while), but this has helped me each time I come back to continually be amazed at how much more amazing content they’ve added to the game. Again, I’m not saying everything DE has done with this game has been perfect, or that the game itself is perfect, but when I consider all of the good things coupled with the bad, I think overall this game has improved immensely from what it once was. I certainly cannot consider myself a developer, and I can’t even consider myself a dedicated player who has been with the game from the beginning till now, but when I see what this game has grown from, I can’t help but feel a sense of pride and joy about it. The developers of DE have a game to be very proud of here, and the players who have supported it all these years through both the highs and lows should be proud too. I bought some Platinum for the first time about a year ago (despite not really needing it) just as a small thanks to the developers for the amazing work that has been done on this still F2P game. And even though it was likely a drop in the bucket compared to what other players pour into this game, I am still very grateful that DE has allowed the public to experience this kind of game for free as long as they have, not to mention that they managed to survive this long and still keep going strong. Yes, the game can get grindy, and yes, not all decisions DE makes are good, but by and large, I’ve enjoyed the time and experience this game has given me, and I hope to continue enjoying it for years to come.

I hope I’ve given you a good idea why I nominated this game for the “Whoooaaa, dude!” award. When I consider how much this game has grown, let alone just consider where it is now without considering the past, it makes me feel the exact description for that award. If you’re a Warframe player, especially one who started playing it when I did (or even earlier), I hope your thoughts are very much the same. If you’ve never played Warframe before, then as my final bit of encouragement to you to try out this game, check out this video from the official Warframe Youtube channel to get a bit of an idea of how this game has grown and how epic it has become. Until next time Tenno…

Is luck necessary for turn-based strategy games?

A few months back I had a discussion on a forum on whether or not it was a design flaw that the XCOM series (the turn-based ones) had as much luck in it as it did. Though I do not recall the general consensus at the time (and the forum has since been shut down), I believe my personal feelings on the matter were largely that the XCOM series was fine with the kind of random chance it had, but part of me wondered if less chance would be just as fun. To clarify, I wondered if, rather than each soldier and alien having their attacks rolled against a certain percentage of success, what if your (and the aliens) attacks were instead guaranteed, and damage was simply determined by the distance to the target and the cover they were behind? There would be no random crits and no missing 99% odds shots. You and the aliens could know exactly how much damage each attack was going to do. It would certainly seem like that would reward tactical play in a much better fashion, but at the time I didn’t quite know if that would be truly fun or not. I felt like I needed to play a game that had more pure turn-based strategy to it and less luck in order to get a better idea. And lo and behold, I found that game in Invisible Inc.; or at least I thought I did at first. But after playing through it more recently, I believe I have come upon the answer as to how luck should be implemented into all turn-based strategy games. To briefly summarize the answer, the amount of luck you want to put in a turn-based strategy game depends on what kind of gameplay experience you want to give the player. But before I elaborate, allow me to explain how I came to this conclusion.

When I first started playing Invisible Inc., I didn’t feel particularly impressed with it. It was alright, but it seemed a little too easy; a little too predictable. I started to realize that perhaps this was the purely luckless turn-based strategy game I was looking for, and immediately I began to think that, obviously, this kind of game was dull. I could always see where unalerted guards were going to go, I always knew attacks I was going to pull off would succeed, and overall it felt like there were few factors that could go unexpectedly. And yet I kept playing. I think if I truly found the game dull I would have stopped playing. But something kept me going. I was interested in trying the next difficulty and the next, even though I was seeing the same general game overall. What was it that I was finding so particularly fun and intriguing about the game? Well, despite the game having arguably less luck infused into it than XCOM, it still had a good deal of luck that made each mission exciting.

Come to papa...er...mama, in this case.
Come to papa…er…mama, in this case.

You see, although you can know attacks you perform will always succeed or that guards won’t see you as long as you don’t enter into their line of sight, there’s still a general sense of tension each mission, and this tension will likely grow as you grow closer to completing it. This tension largely comes from two factors: randomized maps and alerted guards. The first one is probably the biggest one. Each time you start a mission in Invisible Inc., you spawn into a random room, and it is up to you to try and find your mission target hidden somewhere in the facility. The degrees of the building’s exact layout can be immense. It could be you spawned in a room smack dab in the middle of the building, or perhaps you spawned on one end of it instead. Sometimes your objective and escape room can be right next door, while other times they can be on opposite ends of the building. And of course these possibilities can have everything in-between as well. The main point is, you enter each mission completely blind, and you have no idea what each room contains, both when it comes to good and bad things. This is why the game is hailed as being a stealth turn-based strategy game, since your primary duty is to sneak through the facility as discretely as possible in order to complete your mission and get out before anyone notices. It should be noted that the XCOM franchise’s latest installment, XCOM 2, also includes stealth mechanics to many of its missions, but unlike Invisible Inc., XCOM 2’s stealth isn’t meant to be kept (I’ll touch more on this later).

Of course, Invisible Inc.’s stealth isn’t kept for very long either, and this is where the second tension building factor I mentioned, alerted guards, comes in. As you progress through the different corporation buildings, the likelyhood that you’ll have to take out a patrolling guard or hack a watchful drone is incredibly high. The game generally encourages the player to knock the guards out with a taser (since killing them has much greater consequences), which of course requires the agent equipped with one to be in melee range. While it is possible to sneak up behind a guard and zap him, it’s usually easier to ambush him as he comes through a doorway. Regardless of how you take a guard out of course, while a knocked-out guard means you won’t have to worry about him for a few turns, eventually he will wake up (so long as there isn’t an agent keeping him under). And once a guard wakes up from his sudden slumber, he will relentlessly search the building for his assaulters. Thankfully, where guards search seems to be largely determined by chance, though open doorways will attract their attention, as well as any sounds from other alerted guards should they be in the area. Regardless, since alerted guards cannot be discouraged from searching for your agents, this means you will want to keep your unconscious guard count as low as possible. The more guards you tase the more guards will possibly burst in on your agents unexpectedly.

Since the doorway within the guards line of sight was closed, he is going to investigate that area, thereby guaranteeing he wont turn around and see the other two agents near the wall.
Since the doorway within the alerted guard’s line of sight was opened, he is going to investigate that room, thereby ensuring he will not turn around and see the other two agents near the wall.

Although there are other factors that increase tension as well, such as the ever ticking up alarm counter that makes the corp stronger with every level, the other two factors I mentioned are the major factors of random chance that help make each mission exciting. One other factor of random chance worth mentioning though are daemons, which are nefarious programs embedded in some devices that, when hacked, will inflict a negative effect for a certain amount of time. Although each daemon’s effect is already determined on each device, you cannot see what this daemon’s effect is ahead of time unless you access the daemon database in the facility, or have certain tools that allow you to see it. While you can do even more to circumvent daemons, such as outright deleting them with certain programs, there are still plenty of missions where you must hack a device infected with a daemon without knowing what it will do.

It was after I realized how much luck Invisible Inc. still has in it that I realized you can never have a turn-based strategy game without some element of luck. Though Invisible Inc. may not have as much luck as XCOM, it still has a great deal of it; and if any of these games had no unknown variables whatsoever then they would cease to be games and just be puzzles instead. Puzzles give you all the pieces you need to complete them so you just have to figure out how to fill in the dots. Games are about giving you some pieces to complete an objective, but you must use those pieces as best as possible as the conditions towards that objective change. So though Invisible Inc. may have guaranteed attacks, predictable unalerted guard patrols, etc., it still has unknown layouts, unpredictable alerted guards, and possibly unknown daemon effects as well, and it is these unknowns that can quickly change a player’s priorities. For instance, a player who is on a mission to break into a corp vault and steal the valuables inside may have to just settle for the unlocked cash drawers outside the vault because there are multiple alerted guards on the way and the escape room is on the other end of the hallway connected to the vault. Of course, the player’s plans might quickly get ruined by a daemon installed by a newly knocked out guard, meaning they’ll have to figure another way out. It’s factors like these that not only make a near escape satisfying, but also a perfectly executed mission as well (since you likely did a good job avoiding such risk factors).

Now, when I said that all turn-based strategy games should (and do) have luck in them, you may be wondering if that’s true for pure PvP turn-based games like chess or Atlas Reactor. And technically, the answer is yes for those games as well. While it’s true that those games don’t have randomized maps, damage, etc., they still have one great element of unpredictability: your opponent(s). Yes, in a game of chess you may know exactly what pieces your opponent has, where those pieces start, and even quite a few of the typical chess moves. But, you cannot honestly say you know exactly what your opponent is going to do every turn. As such, you cannot predict the outcome of the game, since you do not know how your opponent will act, how you will react to them, and how they will react to you. Richard Garfield made a point along those lines most excellently in one of his Lost in the Shuffle articles, and I couldn’t agree with him more. All games have at least some elements of luck in them, and although some of these types of luck can be more predictable than others, it’s still luck through and through.

So now the remaining question comes down to asking how much luck should a turn bases strategy game have in it? XCOM and Invisible Inc. may be similar in that you don’t know exactly how the maps are laid out, what enemies lurk within them, and what the enemies themselves will do, but XCOM goes even further with its variables by making every single shot fired a roll of the dice as well. Is that a good or a bad thing? Ultimately, I believe the answer goes back to what I mentioned at the beginning of this post, namely that it depends on what your overall game design is and what your intended experience is for the player. In XCOM, it’s trying it’s best to simulate close tactical skirmishes. Even in real life soldiers don’t hit their targets with every press of the trigger, and the same goes for the enemy. Factors such as stress, cover, and a whole host of other things help determine whether or not a shot connects. And even if a shot does connect, it’s not necessarily fatal either (which is especially true in XCOM). It’s pretty clear the designers of XCOM want you to experience the changing tides of battle. A game can’t perfectly simulate everything that occurs in a skirmish of course, but whether it be dealing with a solider getting killed by a lucky crit or a new pod of aliens showing up sooner than expected, and of course everything in between, XCOM is clearly a game about learning how and when to deal with unexpected calamities. When a soldier dies, it’ not the end of the world (or at least, you shouldn’t be playing in a way where it is), and you’ll have to figure out how to make do without them in the immediate battle, as well as in the long term. You’re commanding a squad of soldiers in a guerrilla war against aliens. Some of these soldiers are bound to die, and it’s up to you to take that challenge head on when it happens.

Invisible Inc. on the other hand, while you certainly will have negative unexpected events occur, these are far rarer than XCOM’s, and even more likely these sticky situations are your fault, at least to some degree. In XCOM, you can be performing your tactics beautifully and still get punished due to terrible luck. This is far less likely to happen in Invisible Inc. Whether it be barging into a room who’s contents you don’t fully know yet, knocking out too many guards, or some other mistake you should have seen coming, your consequences are largely due to your own actions. And this fits the theme of Invisible Inc. quite well. You’re playing a small infiltration organization on the run with only a handful of agents. Your goal is to stealthfully navigate corporation facilities quickly but carefully while raising as little alarm as possible. You cannot handle direct conflict with the enemy like you can in XCOM. In fact, you aren’t even supposed to get into direct conflict at all. In XCOM, conflict is a core part of the game, and you are given tools that, while not guaranteed, will help you win every one. While the tools you have in Invisible Inc. are guaranteed to work every time, that’s because they’re also greatly limited in what they can do and how often, which means you only want to use them when absolutely necessary. Your tools are also generally useful for stealthy one-on-one encounters, meaning facing off against a group of guards is a no-no. Lastly, unlike XCOM, losing an agent is a huge loss (guards always shoot to kill), and you may not even be able to get a new one depending on what missions the game generates for you. So while Invisible Inc. has less luck in it, this lack of luck is a necessity to ensure the game is fair. If there was a chance a taser wouldn’t knock out a guard and just get him mad instead, missions could easily get flushed down the toilet before they even got started. Meanwhile in XCOM, a soldier missing a shot and getting hit back in turn isn’t the end of a mission, because both sides are supposed to be able to fight each other in a prolonged skirmish.

The red spaces show where a soldier will be seen by an enemy if they move there.
The red spaces show where a soldier will be seen by an enemy if they move there.

Essentially, both XCOM and Invisible Inc. have the right amounts of luck due to the core of both game’s design goals. Though XCOM 2 may have stealth mechanics like Invisible Inc., XCOM 2’s stealth is largely meant to help you get a jump on the enemy you’re about to throw down with, while Invisible Inc.’s stealth is supposed to be maintained as much as possible. This is because, just to reiterate, XCOM is essentially about two squads of soldiers duking it out in a small skirmish, while Invisible Inc. is about a small group of secret agents trying to draw as little attention to themselves as possible. Each of these mechanics need the right mix of luck and I believe both have done it excellently (1).

Now of course, one final objection may come from asking why XCOM cannot have guaranteed shots and damage. Sure it may not be as realistic, but wouldn’t it be more rewarding to good tactical play? While it’s true that it may technically more rewarding, it wouldn’t be nearly as satisfying. Perhaps a good example of what a turn-based game with guaranteed damage would look like would be Atlas Reactor. In Atlas Reactor, every attack is initially guaranteed to hit a target and do a certain amount of damage, and if you’re hitting an opponent who’s behind cover the game will tell you exactly how much damage will be reduced. Now imagine this was in a game of XCOM. If you knew exactly how much damage you could do to each alien, and how much they could do to you, then XCOM would pretty much cease to be a game and become more of a puzzle. Sure, where the aliens move every turn might be unexpected, but if you always know every attack will hit and what damage will be done, battles would be a lot more dry. The reason Atlas Reactor can have its attacks and damage “guaranteed” is because these guarantees can quickly go out the window due to your opponent’s actions. Whether they dodge your attack, or nullify it with some temporary shields, or another enemy weakens your damage with a debuff, Atlas Reactor’s battles are exciting because you don’t know what the enemy team is going to do every turn. In a game like XCOM, guaranteed hits and damage would simply boil down both your and the aliens actions to fairly obvious ones (since the computer will always make the best or worst decisions), making it a more boring experience overall. Though luck can sometimes cause frustration and even ridiculous scenarios to occur, I’d argue the excitement it gives you as well as the possibility to come back from an unexpected setback makes it ultimately worthwhile.

1: Though my claim about XCOM’s (particularly XCOM 2’s), design allowing drawn-out battles to occur without serious consequences is debatable, the main point is that XCOM is about conflicting with the enemy forces head-on, no matter how quickly that confrontation may occur.

An Analysis of Atlas Reactor

The year is starting to draw to a close, and it seemed like there weren’t any new games on the foreseeable horizon that I had been looking forward too. That is until a friend of mine brought my attention to a game called Atlas Reactor that just recently had its open beta (and even more recently officially launched). Needless to say, I was pleasantly surprised by this game in a similar way I was pleasantly surprised by Overwatch’s open beta earlier this year.

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A turn being planned out in Atlas Reactor.

Similar to Overwatch, I remembered seeing some early news coverage of Atlas Reactor, and at the time I didn’t think the game sounded particularly interesting. They hailed it as a multiplayer turn-based strategy game. Being a lover of classic turn-based strategy like XCOM and Invisible Inc., the initial tag-line had me thinking it would be a multiplayer game of two teams making careful movements and attacks one after the other. However, the negative for me (at the time) was that the turns were taken simultaneously, which sounded too stressful and too chaotic, so I didn’t bother following it from there. Jump forward to just a few weeks ago, and a friend of mine mentions there’s this new fun multiplayer game of simultaneous turn based strategy currently in open beta. It wasn’t until I looked the game up myself that I remembered hearing about it much earlier, but needless to say I was suddenly more intrigued. As to exactly why I’m not sure. Perhaps it was the prospect that you only need 4 people for a complete team, or maybe it was because I suddenly realized just how new and fresh this idea was. This isn’t to say the game’s core mechanics are new of course. One need only to look at the hit 2012 game of Frozen Synapse to see simultaneous turn-based action at work. However, there was more charm to Atlas Reactor with its various heroes and brightly colored aesthetic compared to the rather dull and simplistic graphics of Frozen Synapse. After playing Atlas Reactor though, I found out it was even better gameplay wise than I could have imagined.

One quick disclaimer I will give here is that I have not played Frozen Synapse (yet). So, if I happen to gush over aspects of Atlas Reactor like they’re something new and exciting that Frozen Synapse just so happened to do before, please excuse my ignorance.

Atlas reactor’s core design revolves around 4 phases, Prep, Dash, Blast, and Move, and each phase allows a certain type of ability to activate. For instance, during the Prep phase, any chosen Prep abilities will activate. Every turn, each player on both teams has around 20-25 seconds to decide which freelancer ability they will use (if any), as well as where they’d like to move (if they’d like to). Afterwards, abilities activate in the following order: Prep>Dash>Blast>Move. Prep abilities usually give a freelancer a temporary buff, set-up a trap, or heal a friendly teammate to name a few. Dash abilities allow a freelancer to quickly dart in a chosen direction, and sometimes these abilities cause damage to enemies as well. Blast abilities are what most freelancer’s abilities consist of, and these primarily involve targeting enemies with an area of attack in order to deal damage. And lastly, the moving phase causes freelancers to move to locations designated by their players during the planning time. The first team to kill 5 enemy freelancers or have the most kills by the end of 20 turns wins the game.

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This formula allows for plenty of strategic and exciting gameplay. Sure, you can try to target an enemy with a Blast attack from your laser pistol (which has a very narrow but long range of attack), but there’s the possibility they might Dash away, or perhaps absorb it with some temporary shields. Maybe you should set a trap up for them in the Prep phase instead. Or, maybe the first target won’t Dash away or shield up at all, thereby allowing you to go all in with your attacks. If this sounds like far too many ifs and maybes, don’t worry; your opponent is going through the exact same thing. However, it’s worth noting that usually it’s pretty obvious what you should do on your turn.

Now at face value, the game may sound rather chaotic, and in some ways, it is. However, I don’t think I’d say this game is a chaos game like I discussed a few posts back. While there certainly is luck involved in Atlas Reactor, the type of luck is simply how each player’s choice interacts with the other player’s choices. In other words, the only unpredictable variable in Atlas Reactor, is other people. This, naturally, creates both a great deal of predictability and unpredictability. For instance, say your freelancer is fairly low on health, and there are some enemies near you. They will likely try to kill you as quickly as possible, which means you should try to use a Dash ability to dodge incoming attacks. You do this, but you then observe the two enemies you were worried about instead attack two of your allies who are grouped together on another part of the map. In other words, your Dash was mostly wasted. Of course, that’s ultimately debatable, since the consequences if you didn’t Dash might have been greater assuming those enemies did decide to target you. It’s making micro decisions like these and watching them play out that gives one mixed emotions of excitement, strategic satisfaction, and disappointment/worry (depending on what happens of course).

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My grenade activates during the Blast phase and has a 3-turn cooldown after use.

 

But to return to discussing the hard facts of the mechanics, you should understand how each type of ability usually works. First off, you can usually choose to activate only one ability. Some abilities are marked as a “Free Action,” which means you can use other abilities with them, but generally you’ll only be able to use one ability a turn. Prep abilities, as I mentioned before, involve performing actions like setting up traps or healing allies. However, these abilities usually involve cooldowns. In fact, nearly all abilities, except for your freelancer’s primary Blast ability, have cooldowns. After an ability with a cooldown is used, it has a set number of turns that must pass before you can use it again. This helps ensure powerful attacks or other abilities aren’t abused. So if, when hearing about the Dash abilities, you were worried about your targets constantly dashing out of range of your attacks, there’s nothing to actually worry about. While most freelancers have a Dash ability, such abilities usually have a very high cooldown, meaning players will mostly use them only when they are in danger of taking lots of and/or lethal damage. However, it should be noted that freelancers are not just stuck with their abilities. There’s yet another mechanic that deepens the design of Atlas Reactor, and this mechanic is catalysts.

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My Adrenal Stim is a Free Action that activates during the Prep phase, which means I can use another ability alongside it.

For each freelancer, you must equip them with catalysts from one of each of the following categories: Prep, Dash, and Blast. Just like how abilities activate each phase according to their type, these catalysts activate during their categorized phase. However, unlike abilities, catalysts can only be used once per battle rather than having a temporary cooldown. This makes catalysts more of an “Ace-in-the-hole” than a standard ability, as you will likely use them only when absolutely necessary. At the time of this writing, there are three different Prep catalysts, three different Dash catalysts, and two different Blast catalysts, and they are freely available to every player. Though catalysts help deepen each player’s unique strategy and playstyle, it’s due to the fact that the choice of catalysts is limited both in type and abilities that help ensure the game is still fairly predictable for your opponents. For instance, while your opponents may not know which Dash catalyst you have equipped, they know you have one, and they will likely know when you use it too, meaning you’ll want to be careful about when you use it.

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This is my freelancer’s personal Dash ability.

Of course, one can’t mention freelancer customization without mentioning the third major mechanic of Atlas Reactor, which is mods. You see, each freelancer has mods automatically installed on each of their abilities. These mods can do various things like making a Blast ability deal 4 more damage, cause an ability to activate twice, etc. When you first start playing, each freelancer will have their base mods installed, and by and large these mods seem quite balanced. However, the truth is there are stronger mods. These mods can (generally) greatly increase the strength of an ability and/or it’s effects, but there is a catch. Stronger mods cost more to install. What I mean by this is that each freelancer has a “mod capacity” of 10 bars. Each mod varies in how many bars it costs, and the stronger it is the more bars it costs. Since each freelancer has 5 abilities, your starting mods cost 2 bars each, which means these mods are about average in power. Weaker mods only cost 1 bar to install, while stronger one’s cost 3. This means that if you want to install a 3 bar mod, you’ll have to downgrade one of your 2 bar mods into a 1 bar (or simply unequip a mod on an ability all together). It’s powerful but fair freelancer customization like this that helps increase variety in gameplay for both yourself and your opponents, but once again doesn’t make your freelancer too powerful or unpredictable. Also, it should be mentioned that new mods must be unlocked with “mod coins,” which are something players freely receive by leveling up their player level as well as individual freelancers. This seems to largely be in place to help ease new players into the mechanics of the game, rather than giving them massive customization from the start.

One thing I know I keep mentioning is how the unknown is exciting in this game. This kind of game design can naturally be concerning to some players, and some may very well not like what unpredictability there is in this game at all. However, be advised that although the game is unpredictable, it’s not absolute chaos either. Yes, your opponent can equip different catalysts then you. Yes, your opponent can mod their abilities to be different than the standard for a freelancer. And yes, your opponent can simply dodge or perform attacks you did not expect. But despite all this variability, the game is, beautifully, still quite predictable. By and large, attacks you target on enemies will hit them, and attacks you think will be made against other targets will likely occur as well. The unexpected still occurs quite often, but even then the unexpected actions are usually small, meaning it’s rare for a turn to play out in a way you did not expect at all. But honestly, even when everything happens in a way you didn’t expect, it’s likely this is also the case for the other players, which means you’ll simply have to change your strategy, which is actually rather fun. If Atlas Reactor was a game simply decided by pure turn-by-turn actions where you never have to switch up your strategy, where would the fun be in that? I personally believe having to switch up your line of thinking on the fly can be more fun due to the increased variability, provided of course the change isn’t too drastic (which it isn’t in Atlas Reactor).

Essentially, what I’m trying to say is that despite all the chances for chaos to occur in Atlas Reactor, most matches genuinely feel planned out and well played. This isn’t to say after a turn or two that I know who’s going to win. Far from it. What I do mean though is that despite the chaos of each player making their own decisions, we, as humans, still make enough predictable moves that a round of Atlas Reactor doesn’t feel like shooting in the dark, but instead a play-by-play strategic attempt at working together to bring the enemy team down.

One last mechanic I haven’t mentioned yet is that of the varying roles for freelancers. There are three different roles a freelancer can fall under, and these roles generally define a freelancer’s health pool, attack power, and primary responsibilities. Firepower freelancers often have the lowest health, the highest attack power, and are generally meant to flank the enemy forces and deal powerful blows. Frontline freelancers are essentially the tanks of the game. They have the highest health, deal medium to high damage, and are primarily meant to get right in the middle of the enemy forces and throw down. However, most of their attacks are very limited in range, so enemies can more easily dodge a Frontline freelancer’s attacks if the Frontline player chooses poor positions. Lastly, Support freelancers have medium health, low damage, and are meant to primarily heal and boost their teammates capabilities.

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All the freelancers organized by their role. The chosen freelancer, Gremolitions, is a Firepower freelancer.

What makes Atlas Reactor’s role system interesting is how many good games you can have with it. While I believe the ideal team is 1 support, 1 frontline, and 2 firepower freelancers, there are likely certain combos out there that may be stronger, and even if there aren’t, the amount of varied match-ups I’ve seen alongside their outcomes is rather astounding. Whether it be 4 firepower freelancers vs two supports and 2 firepowers, or perhaps 3 tanks and a support vs 2 tanks, a support, and a firepower, etc., the match-ups can vary greatly, and which side will win is often hard to determine. Naturally there are times when one team comp is pretty much guaranteed to beat another, such as two supports and two tanks vs 4 firepowers (the firepowers cannot out-damage the beefy tanks and healing of the enemy team), but quite often even if a team has a slight advantage due to its composition, the victory can never be fully assured. Since queuing into a game often means getting landed with teammates who have already locked in their freelancers, the fact that varied team comps can fight each other quite fairly is an amazing testament to the games design. While I’m sure there will eventually be found ideal compositions to have, particularly in the game’s competitive scene, I’ve been impressed so far with the games balance of team compositions.

Now although this isn’t the primary purpose of this post, I also want to mention briefly the aesthetic and cosmetics of this game. To help get you in the mood and perhaps better understand what I’m talking about, listen to the kicking menu music from the game before continuing. Everything about this game, from the music to the art style to the cocky taunts just oozes good natured fun. Many people compare the game to Overwatch, likely due to its focus on hero freelancers and cartoony aesthetic. However, I’d argue Overwatch is ultimately a game that’s trying to make you feel like an epic hero first and foremost. This game isn’t ashamed to admit it’s premise is about a bunch of mercenaries duking it out for…reasons. In many ways, the game almost feels more like a bunch of friends gathering for a friendly brawl rather than a true battle for something worthwhile, and it’s the way it communicates this that I personally find quite exciting. The music gets me pumped, the taunts make me smile, and the game itself is incredibly fun to play (not to mention many of the freelancer skins are good looking too).

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I know a Decepticon when I see one.

One very last thing I should mention is the game’s distribution of in-game items, as well as it’s monetization. Though the game is technically “free-to-play,” Nintendo’s genre of “free-to-try” is probably a more accurate description. This isn’t to say there isn’t a time limit on how often a F2P player can play, but every week, a F2P player can only play the current 3 freelancers on rotation (there are currently 21 freelancers available, with more to come). Freelancers also cannot be unlocked over time by F2P players, and these players cannot participate in Ranked mode (the games competitive mode). For $30, players can get access to every freelancer currently released, any new freelancers released, and the ability to participate in Ranked mode. The game also offers loot matrices in packs for real world money (like loot crates from Overwatch), but these matrices only drop cosmetics and GG boosts (which are special items that boost the amount of EXP every player gets during a match when used). However, players also get 1 loot matrix for free every time they level up. What I believe is particularly worth mentioning though is that while players have a general level that increases as they play, they also level up each freelancer individually as well. Whenever a player reaches certain level milestones for a freelancer, they will unlock special items for those freelancers, such as mod tokens to unlock new mods, or loot matrices that only contain items for that freelancer. This is a clever way of increasing a player’s chances of unlocking cosmetics for freelancers they enjoy playing, while still allowing them to get regular loot matrices despite the freelancer they play since they level up their general player level as well. All in all, while I wouldn’t say Atlas Reactor’s monetization system is as generous as some other F2P games out there, it’s still quite fair and is certainly by no means Pay-2-Win.

[UPDATE: January 17, 2017]: Atlas Reactor just went truly Free-to-Play, so the aforementioned negative about it’s monetization plan is no more. F2P players can now use a new type of in-game currency that is earned simply by playing the game in order to unlock any freelancer they choose as well as mod tokens and mastery skins. However, mod tokens are also still obtained by leveling up your freelancers, and the tokens may still drop in loot matrices as well. All other cosmetics are still only obtainable through loot matrices or with the older currency which also seems to only drop from the loot matrices (at least when it comes to what I’ve seen so far). Regardless, the largest negative factor of Atlas Reactor has been removed, making it better than ever!

So to reiterate, Atlas Reactor is simply crazy good fun. Everything from the freelancers, catalysts, and mods seems incredibly well balanced, the monetization system is quite very fair, and the cosmetics and general atmosphere do a good job of reinforcing the game’s sense of futuristic but also rather cartoony warfare. I highly urge you to check it out. Unless this kind of game is simply never fun for you, I doubt you will be disappointed.

The Eldan Logs

My apologies dear readers, but I haven’t been able to find a subject in games that I feel able to discuss in complete length yet. As a result, I will leave you with some lore findings I have been digging up in Wildstar about the Eldan. If you don’t know what Wildstar is or who the Eldan are, this trailer should fill you in. The story of the Eldan was what particularly drew me towards Wildstar, so I have been playing it recently in order to try and uncover every bit of lore about them and what happened to them. These are the notes I have so far, and I will likely come back to update them when I have a good chuck of more information.

Journal Log: The Eldan: Who they are, what they did, and where they are now

Origin: The Eldan are known to have been an extremely and intelligent race that, in a sense, ruled over the galaxy. This isn’t to say they were actual rulers who created laws, took care of citizens, and performed other governmental duties though. Rather, they were beings so far advanced from all other creatures in the galaxy that, although the Eldan could have undoubtedly ruled the galaxy, they instead looked at the galaxy as a problem to be solved. As a result, their home world of Nexus became a planet-wide laboratory of sorts, where experiments of all kinds were performed in order to help complete the galaxy perfecting Nexus Project. Unfortunately, those who were in league with the Eldan lost contact, and even the location of Nexus, almost 2000 years ago. It has been due to a recent discovery of Nexus that the following knowledge of the Eldan has been obtained, although the fact that no Eldan have been found on Nexus as of yet is a disturbing development.

Appearance: The exact appearance of the Eldan is unknown. The closest image available seems to be in the Eldan half-breed Dominus and his descendants. Due to the fact that Dominus is part Cassian, it is hard to say exactly how much of his features are Eldan, though his elf-like ears and fair looking complexion compared to that of other Cassians may be a good indicator as to what the Eldan looked like.

Hierarchy

The Eldan were split into 6 separate groups, with each one having a certain role in what duties they performed. These groups were all under the command of a single Eldan given the title of “The Archon,” and no Eldan could directly command another to perform or stop a task except for the Archon. Findings on each group and its roles are as follows:

The Progenitors: The Progenitors appear primarily responsible for the creation and manipulation of organic lifeforms. They headed both the Luminai Project as well as the Hydris Protocol, and they were responsible for the creation of the various alien races on Nexus.

The Makers: The Makers seem to be the engineers out of the six groups. They are known for creating various machinery for different purposes. They have created machinery as large as a terraformer the size of a transport ship, to small nanites capable of changing an organic beings limbs and organs into mechanical constructs through a slow but painless process. They seemed to have been the busiest of the 6 groups in terms of how much Eldan logs indicate they created, alongside the many Eldan constructs that are seen on the planet Nexus.

The Watchers: The Watchers are a rather unique group, since they seem to be the only one not focused directly on some sort of creation and/or experimentation. Rather, they seem to have been established as a sort of administration group that ensures no extremely dangerous or harmful experiments are performed by the other groups. Allusions by Watcher logs indicate that some experiments before the establishment of the Watchers nearly destroyed the Eldan, which is why the Watchers were implemented. However, it is important to note that it seems the Watchers did not have any actual authority to stop the other group’s experiments. Rather, the Watchers would voice concerns over questionable experiments, and if they thought one should be stopped, they would need to request the Archon to make the order.

The Evokers: The Evokers exact duties are, as of yet, unknown. Judging by their name, more mysterious sounding nature, and one log mentioning the creation of a machine which performed artificial evocation, it’s possible they are in charge of finding and/or summoning the 6 primal energies wherever they are needed and/or found. This hasn’t been fully determined however, since Evoker logs found so far have been largely judgmental of other groups, rather than discussing their own work.

The Shapers: The Shapers seem to be in charge of the creation and manipulation of land mass, hence the name. Not much is known beyond this simple fact, but it’s quite possible they were the ones primarily responsible for the excavation and manipulation of Nexus’s surface.

The Weavers: The Weavers are another more mysterious group in terms of their exact role and duties. Judging by their name and some rather vague Eldan logs, it would seem they are partially responsible for the creation of organic life as well. How they are different from the Progenitors is unknown at this point.

Individuals

Although the exact bios of each Eldan cannot be determined, many logs recorded by certain individuals have allowed us to get an idea of what certain Eldan were like. Their descriptions can be found below.

Name: Jariel

Affiliated Group: The Archon

Jariel seems to have a friendlier disposition than many of the other Eldan, but his obsession with fixing an “inherently flawed universe,” and therefore the completion of the Nexus Project, is very obvious. This is understandable, since the leader of the Eldan should certainly be the one ensuring everyone is staying on track for the ultimate goal they are supposed to all be working towards. However, recent discoveries have brought to light that Jariel apparently partook in a shady deal with the Primeval of Logic, Omechron, in order to push the Nexus Project closer to completion. Though what Omechron asked in return for assisting with the Nexus Project does not sound particularly harmful, the fact that Jariel felt the need to keep this arrangement a secret from his fellow Eldan suggests this action had great potential consequences. It’s possible Jariel’s obsession could have brought doom upon the entire Eldan race, but this has yet to be fully determined. Nonetheless, in various administration matters, Jariel’s decisions have largely seemed to have been just, although it should be noted a few horrifically failed experiments did not receive much concern from him so long as he felt the failure was pushing the Nexus Project forward.

Name: Ionis

Affiliated Group: Watchers

Ionis seems to be the most level-headed Eldan, at least when it comes to those we have the recordings of. It’s certainly fitting for his role, which is perhaps why he was chosen for it. There are numerous logs recording his various concerns and praises for projects throughout Nexus, and most of his concerns and predictions seemed to come true due to the evidence now seen on Nexus. Considering the fact that many projects he voiced concerns over continued to stay in progress, it would seem many of his colleagues did not appreciate or respect his opinions.

Name: Nazrek

Affiliated Group: Progenitors

Nazrek is not ashamed about his love for cruelty and violence. Numerous logs reveal his fascination with violent creatures and their horrific means of mauling prey, so much so that he decided to give some creatures amplified or new brutal means of killing through genetic modification. He also appeared to have a particular rivalry with fellow Progenitor Ohmna when it came to her personal little creatures known as the “Skeech.” He detested them so much, he decided to change the female Skeech into much larger hag-like beings, much to the dismay of Ohmna. If the Skeech didn’t have a matriarchal society before, they certainly do now. Nazrek would continue to mess with the Skeech in order to further annoy Ohmna, though despite his hatred for the little creatures, he still personally found their more violent and barbaric actions fascinating. With such a passion for vicious cruelty, it’s a bit of a wonder why Nazrek was allowed to be in such a position of power.

A recent Data Cube that was written by Nazrek and found locked away deep within the bio-phage labs in Western Grimvault indicates that he had an “ally” tamper with the Protoplasmic Resonator shortly before it’s use. Nazrek’s ominous choice of words seems to indicate he may very well be responsible for the creation of the Entity, though who this “ally” was is currently unknown. Knowing his love for cruelty, this wouldn’t be much of a shock, but considering Nazrek knew he would become a part of the Genesis Prime, it seems strange he would want to be a part of such a horrific creature. Perhaps he was simply deranged enough to be willing to become a dark god bent on destroying the universe.

Name: Ohmna

Affiliated Group: Progenitors

Ohmna seems to be more tender-hearted compared to her fellow Progenitor Nazrek, and even compared to her fellow female Eldan. Her logs on her quite literally pet project, the Skeech, reveal a strong sense of personal care for her personal creations. Though the Skeech today seem to be very violent and unintelligent, it’s likely they were like this way to a degree even at their initial creation, and they were still quite precious to Ohmna. She was very upset and disgusted when Nazrek horribly mutated the female Skeech, and she was even more upset when Nazrek used a mind-altering helmet to cause one Skeech to become much smarter, which resulted in him literally getting torn apart by his more violent and less mentally-inclined brethren due to his scary new persona. Ohmna had sworn to get back at Nazrek, but no logs reveal what the case of this revenge was, if any. It should also be noted that Ohmna held a key part in the Luminai project, as she was the one who chose the Cassian female to conceive what would be the first Eldan half-breed.

Ohmna was the first Progenitor to be asked by Jariel to be merged into the Genesis Prime, but she refused. She admitted it was largely due to her fear of what becoming a pure primeval of energy would be like, especially after she saw some of the more horrific results of her peers. Unfortunately, it would seem a horrific fate still overtook Ohmna with the infection of the Strain, and her tendency to consider herself a mother caused the Strain to turn her into a horrific spawner of disease and evil.

Name: Vorion

Affiliated Group: The Makers

Vorion seems to be an Eldan who was simply focused on doing his best work possible, but at slow and careful paces. It should also be noted that he is responsible for several particularly impressive creations, such as the discovery of the augmentation of organic beings through nanites, the creation of the Caretaker, as well as the unfortunate creation of the technophage. Vorion seemed to be a brilliant Eldan who largely had good intentions in mind, but like the rest of the Eldan, his desire to create and/or become like a god blinded him to the horrific consequences that would come from their actions.

Name: Zarkonis

Affiliated Group: The Makers

While Vorion seems to have been the more calm and calculated Maker, Zarkonis was far more aggressive in his methodologies. When Vorion first created augmentation, the praise from his fellow Eldan seemed to strike a nerve of jealousy with Zarkonis, and so he created a faster but more violent and messy way to augment organic beings. Rather than letting nanites slowly transform a being’s anatomy into machinery, Zarkonis worked on replacing a being’s limbs directly through agonizing surgery. While his results did allow creatures to become augmented faster, these creatures were often physically and psychologically scarred, if they survived the process at all. It was due to these facts that Zarkonis’s Recombination Chamber, as well as his research into the matter of faster augmentation, was eventually stopped by the Archon. Zarkonis continued to partake in various other projects, while continually revealing his aggressive and prideful personality.

Name: Xarophet

Affiliated Group: The Makers

Xarophet appears to have been an assistant to Vorion, as all logs written by Xarophet have him mentioning his following orders from Vorion. While just a single Data Cube reveals Xarophet helped Vorion with his experiments on Primal Water, far more information has been revealed on his attempted destruction of the Entity. Apparently, Vorion assigned the task of destroying the Entity to Xarophet, and although Xarophet indicated his nervousness about the procedure, he still went forward with the attempt. Unfortunately, it would seem Xarophet was perhaps one of the first Eldan to be corrupted by the Strain, as the Entity apparently avoided destruction, broke free, and turned Xarophet into one of his twisted servants.

Name: Elyona

Affiliated Group: The Evokers

Just as her group is mysterious, Elyona is quite mysterious herself. Her Data Logs thus far only contain personal musings about life on Nexus or her fellow Eldan’s projects, and with what little we can glean it seems she holds a sort of high-mindedness over them. Why this is has yet to be determined.

Name: Yuria

Affiliated Group: The Evokers

Yuria is one of the few Eldan who’s fate has largely been revealed. She was apparently chosen as the test subject for the Hydris Protocol, much to the worries from some other Eldan. Yuria was known for her particularly “extreme obtuseness and unpredictability,” and a Data Cube from Yuria shortly before the experiment clearly reveals this fact to be true. As a result of her fiery personality, coupled with Data Cubes relaying some of the horrible results of the Hydris Protocol, Yuria was last seen by the Eldan disappearing into the oceans of Nexus as a giant, deformed and violent creature. Whether Yuria still lurks in the depths of the seas of Nexus has yet to be determined.

Name: Koral

Affiliated Group: The Shapers

It’s hard to glean Koral’s personality from his few Data Cubes. By and large, he simply seems to be a Shaper focused on his assigned duty, i.e. the creation and manipulation of land. He has shown great interest in any project that has allowed him to perform these duties, whether it be the creation of the Terraformer or the artificial environments created on the Farside moon. His fascination with obtaining, as he puts it, “the power of creation,” is quite strong, and it wouldn’t be surprising if he had a god-complex, though his fascination with the beauty of creation seems to show a more humble side of himself as well.

Name: Aviel

Affiliated Group: The Weavers

Aviel seems very much like the female counter-part of Nazrek. She too has shown great interest and even pleasure in the cruel actions of various creatures on Nexus, not to mention in the hideous results of failed experiments. She also seems to have a penchant for causing trouble, since two Data Cubes relay her musings about unleashing a new deadly creature she had made on her fellow Eldan, as well as teaching the Pell how to use an Elemental Creation Machine. Aviel’s true intentions and feelings towards the Nexus Project and her fellow Eldan are certainly hard to determine. With her heavy fascination on wicked acts, it’s certainly a wonder why no one seems concerned about her. Perhaps she kept her darker thoughts well hidden from her peers.

Projects

The following write-ups are on the various projects the Eldan performed and recorded. Not all information has been given for each of them, but they have been completed as best as possible.

The Luminai Project

The Luminai Project was a large undertaking by the Eldan to create a half-breed Eldan with a chosen race. This half-breed would then shepherd the race it was mixed with into a great empire. The exact reasons for this creation of an empire is unknown, since it appears the Eldan did not do it in order to conquer the galaxy. Instead, it appears to simply be another experiment due to the fact that the Eldan ordered their robot servants, the Mechari, to watch and help guide this chosen people. Regardless, the humans of the planet Cassus were chosen to be the race that would inter-mingle with the Eldan, and thus the first Eldan half-blood, named Dominus, was born. Ionis noted that he was impressed by Dominus, but he voiced concerns over whether or not the half-blood’s descendants would experience genetic decay that would lead into possible madness or delusion. This seems to unlikely be true, but the Dominion may want to consider its current emperor’s capabilities carefully.

Hydris Protocol

The Hydris Protocol was an attempt at seeing the effects of an Eldan infused with Primal Water Energy. Yuria was chosen as the test subject for this experiment, though it appears this was a grave mistake. Aviel notes that infusing any organic being with Primal Water causes them to increase in muscle mass and height, but this causes an adverse effect on the subject’s brain in that makes them far more aggressive and violent. Since Yuria already had a volatile personality, so much so that she vowed to destroy her peers after the Hyrdis Protocol would make her a “god,” it’s no surprise that the experiment ended in complete disaster. Though Yuria failed to destroy anyone critical to the Eldan project in her monstrous new form, Jurial notes she escaped into the deeps of the waters of Nexus. According to logs that seem to come before the Hydris Protocol was performed, it should have been rather obvious a test of this nature was not appropriate. All experiments before this one ended in catastrophic failure, largely due to Primal Water’s nearly unpredictable and often uncontrollable power and effects. Considering the Hydris Protocol was esteemed by Jurial as crucial to the completion of the Nexus Project, it seems likely the Hydris Protocol was heavily accelerated in order to draw closer to the completion of the Project.

Metal Maw Initiative

The Metal Maw Initiative was an attempt to create the ultimate organism that could rule any eco-system. By combing various choice creatures with augmentation and biomechanical engineering, a monster of frightening power was created. This experiment has been labeled as a success by the Eldan, and the monster, known as Metal Maw, can still be found in its containment facility today.

The Vitara Protocol

The Vitara protocol was an attempt by the Eldan to infuse one of their members with primal life. An Eldan by the name of Nuriam was chosen, and the result was an astounding success. Now named Vitara, this primeval had the ability to grant anyone eternal youth, which quickly came to pass when the sisters of Torien found her. To this day, she now lies within a vault deep in the jungles of Wilderun, where the sisters of Torien guard the entrance from those who are not worthy of Vitara’s power.

The Nexus Project

The Nexus Project was a project focused on making the Gensis Prime. This project was what the Eldan were ultimately working towards with all their other experiments, and it’s main objective was the creation of a god. In it’s final stages, 6 Eldan were transformed into beings of pure primeval energy and then immediately fused together with a machine known as the Protoplasmic Resonator. The 6 Eldan that were chosen were Nazrek of the Progenitors, Zarkonis of the Makers, Bathior of the Evokers, Aviel of the Weavers, Ionis of the Watchers, and Jariel the Archon. It should be noted that not all of these Eldan were the first choices for the project, as Ohmna and Vorion were asked before Nazrek and Zarkonis respectively, which may have had far greater consequences on the results of the project than if those originally chosen had accepted. Regardless, the project was initially a success, as a new god-like being, which the Eldan named Drusera after an ancient Eldan deity, was created. Unfortunately, due to tampering by unknown parties with the Protoplasmic Resonator, the Entity was also created within Drusera. The Entity is a being of immense power, similar to Drusera, but whereas Drusera seems to have kind and peaceful intentions, the Entity desires to “purify” the galaxy by infecting it with the Strain. The Eldan who remained on Nexus did what they could to contain and stop the Strain and the Entity, but due to underestimating their enemy, the Entity soon corrupted them all. In order to stop the Entity from corrupting the rest of Nexus and afterwards the universe, Drusera imprisoned herself within a exanite prison in order to prevent the Entity from escaping. However, over the hundreds of years of solitude, the Entity has managed to slowly take over Drusera, resulting in the Strain “leaking” out onto the surface of Nexus and claiming parts of it for it’s own.

Furi: An Education on Excellent Execution

When you play games where you are facing off against a single opponent, whether that opponent be human or AI, do you enjoy a tense but tightly played match? Do you enjoy countering your opponents every move while striking when opportunity presents itself? Do you love the thrill and beauty of partaking in an intense duel to the end (of the game)? If so, Furi may just be the game for you.

When I first saw Furi in a preview article a few months before its release, I could tell it was going to be a good game. But I don’t mean good in the general sense, but good, very good in fact, at what it set out to give the player: intense one-on-one boss fights with simple controls.

One of the designers of Furi, Emeric Thoa, wrote in an article for “Made With Unity” about how Furi was designed around the idea of building a game that does one particular thing really well, rather than multiple things. Thoa writes:

“Triple AAA games have the budget, the talents, the teams to achieve greatness with a huge scope. Story, visuals, characters, gameplay features, game modes, game length… they try to have everything in order to please everybody. Their aim is mass audience.

We believed that, in order to be competitive, smaller studios must go the opposite way. We are too small to be the best at everything, but we can aim to be the best at one thing. We can make something edgy. We can choose not to please everybody. We can choose to make something that most would actually dislike, in order to make sure a niche of gamers will find it truly memorable.”

Thoa continues to discuss different controversial design decisions for Furi, which I highly recommend reading, but nonetheless, I believe The Game Bakers made the right decision to focus so heavily on a certain type of genre and design. By having a very focused design, the game was able to be polished and more tightly knit than games which may try to do too many things at once.

But how exactly is Furi so well designed? Well, it all starts with the health system.

A concern may have gone through your mind when I mentioned Furi is a series of one boss fight after another. Assuming these boss fights are like boss fights out of any other game, the player needs room to learn how to recognize the boss’s attacks and patterns in order to better fight them. And if the boss has multiple phases, which it should if the game is focused on nothing but boss fights, what happens if the player dies during one of those phases? These questions are answered by a rather brilliant health system that not only solves such problems, but is also wonderfully thematic.
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In the screenshot above, you will see in the upper left corner the player’s health represented by a series of large blue bars. Below them are three small blue boxes, and these boxes represent what could be considered lives. On the opposite corner of the screen, the boss’s health is represented by a single large bar of health, with multiple life boxes underneath as well. At a glance, the fight may look unfair. The boss may have four to six lives while the player only ever has three. And, it is also worth mentioning that most bosses require the player to deplete the boss’s health bar twice before the boss loses a life (more on that later). How could a player possibly survive for so long? Well, it has to do with how the player gets their lives back. You see, when a boss loses a life, that life is permanently gone, and a new phase of the fight begins. Conversely, if the player loses a life during a phase of a boss’s life, the boss regains all the health back on its current phase, and the fight begins anew. However, when the player defeats a boss’s phase, the player not only has their health restored, but they will regain one life (if they’ve lost one). Are you starting to see the beauty of how this works? The player essentially has three lives to figure out each phase of a boss in order to defeat them. While the ideal way to defeat each phase of a boss is to lose your first life figuring them out and then defeat them on the second so you’re back to three lives, even dying a second time doesn’t mean the game is over. In many ways, the fewer lives you have, the more the game encourages you to fight harder, especially if you’ve nearly taken all of the boss’s lives. Not only does this system give the player the room and forgiveness needed to figure out and ultimately defeat each boss, but it helps create that high-fever duel environment as well. As you send the boss into their few remaining lives and the fight gets tougher and tougher, it is likely that your lives will start to dwindle too, thereby causing both of you to give it your all until the sudden end declares a victor. The way Furi can make it feel like both participants in the duel are experiencing the climax of the fight just reinforces the already high-octane action of the game.

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Of course, the health mechanics aren’t the only good aspect about the game. The simplicity of the controls immensely helps as well. The player has just two weapons, their sword and an energy pistol and they move around the arena with the left joystick. To fire the energy pistol, the player only has to push their controller’s right joystick in the direction they wish to aim, and a continuous stream of bullets will fire in that direction so long as the joystick is held. The player can also fire a charged shot by holding down the right trigger and aiming with the right joystick. Lastly, only three buttons on the controller are needed for the remaining abilities. The sword can be used with one button, the player can parry melee attacks and bullets with another, and the final button allows the player to dash in a held direction with a quick burst. The dash makes the player invincible to anything they dash through, and it can also be charged in order for the player to travel a greater distance. It is these simple controls that allow the player to fight every boss they encounter, and it’s amazing how despite this simplicity each boss fight is still very unique.

One more thing worth mentioning is the different parts that often take place during a boss fight. Remember when I mentioned that most bosses require you to drain their health twice in order to make them lose a life? This is because you must fight them in two parts. The first is what I like to call the “gun phase.” In this phase you’re going to mostly be firing your pistol at the boss while they fire ranged attacks at you in turn, though you may get some occasional sword strikes in after parrying some melee attacks. Once you deplete the boss’s health bar, they will stop moving and an orange circle will appear around them.

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This signals you to move in and strike them with a melee attack, which then starts the “sword phase” of the fight. The “sword phase” consists of the player being locked into a small circle around the boss, and only melee attacks can be used by the player. During this type of fight, holding down the right joystick to try and shoot instead causes the player to charge their attack power. If the player manages to avoid getting hit while charged, their next strike will inflict massive damage. During this phase, the boss usually resorts to using melee attacks that the player must parry in order to get an opening to attack in kind, although some AoE type attacks may be used by the boss as well. Once the player depletes the boss’s health in this phase, the boss will lose a life. However, if the player loses a life in this phase, the player must once again wear the boss down in the “gun phase” first before the “sword phase” can begin again.

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One more small touch I really enjoyed about Furi was the way it encouraged the player. While regaining health during tough fights certainly helps give the player more confidence, when the inevitable failures do happen, the game’s fellow protagonist is there to give you encouragement. I don’t want to mention much about him in order to avoid spoilers, but the guy with the bunny mask who accompanies your character on your escape is, in many ways, your emotional support throughout the game. Though he won’t be cheering you on during your fights, he’ll always have a word of encouragement before and after each fight, not to mention when you get to the Game Over screen. This may seem like a silly thing, but I think it’s actually quite important. While the developers of the game aren’t shy about the fact they made a difficult game and even encourage you to stay away from its easy mode, the way your rabbit-head friend is always encouraging you to keep fighting and not give up in many ways sounds like the developers encouraging you themselves. They aren’t taking the stuck-up attitude that often comes with these kinds of games; the kind of attitude which just states “git gud” to those frustrated with the difficulty. Rather, it is encouraging you with positive and kind words to take the challenge head on and not give up. It’s okay if you fail, just don’t give up. Keep trying and you will improve and then ultimately, succeed. It’s an attitude like this that makes difficult games like these even more of a pleasure to play. Instead of taking the more perfectionist oriented “do it right or don’t do it at all,” it gives room for player error and failure both game design wise as well as psychologically. While this is a slight spoiler, there’s even one boss near the end of the game which displays this kind of attitude as well.

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This boss is a samurai-esque fighter much like your character, and he’s been training endlessly for the day when he would get to fight you during your attempt to escape. Unlike most of the other bosses though, he doesn’t look down on you as a scummy criminal who must be stopped at all costs. Instead he looks at you as a fellow fighter he cannot wait to spar against. In some ways, it could be said he’s the sensei your character never had. Although the boss is strong and even shows some hint of pride in how well he’s trained himself, when he knocks you down he doesn’t mock you for being weak, but instead encourages you to get back on your feet, if not also offering you a piece of helpful advice or a kind word. When you take one of the boss’s lives, while he does seem a bit frustrated, he also shows a happy kind of surprise, like he’s an impressed and proud teacher at just how well you’re able to beat him. Even when you manage to strike him during the fight you can hear him mutter small compliments like “nice” or “good one.” Like two friends sparring against each other or a sensei giving his student a graduation fight, this boss embodies well the entire attitude the game gives you.

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Furi is a game that perfectly places the player in the position of a strange but powerful warrior overcoming incredible odds in order to obtain freedom. While Furi’s story and encouraging atmosphere will certainly help motivate the player, it’s the hard and intense fight to the finish that ultimately helps make playing the game feel worthwhile and fun. Though I won’t say much more in order to avoid spoilers, Furi’s gameplay, encouragement, and story blend together beautifully to give the player a rich and satisfying experience of overcoming a long and hard struggle against numerous but individually unique boss fights.

 

End Game Design (in multiplayer board and card games): Why it’s so important.

A few days ago I recently acquired a relatively new board game called Android Mainframe. This game is based off the of the Android universe I mentioned in my previous post about games in the cyber world. While this game’s theme of hackers competing to lock down as much of a vulnerable server for themselves is entertaining, it certainly isn’t required. Besides the thematic “programs,” the game could just as easily be an abstract game that simply tells you to claim territory by placing patterns shown on cards. Still, I personally enjoy what theme there is since cyberspace can certainly be represented in abstract terms while still staying fairly thematic. I’m not mentioning the game because of its theme though; but rather because of a particular aspect of its design.

You see, Mainframe is one of those multiplayer games where you cannot plan too far ahead. While this is true even in strategic games like Risk, at least in Risk the actions of your opponents and the chance for luck to mess things up are fairly limited. Things like reinforcements are quite predictable, who’s going to attack who is fairly predictable, and luck primarily affects combat rolls, though it does slightly affect card draws as well. In Mainframe, each player is trying to claim as many spaces for their own by blocking them off with lines (think Dots and Boxes only you aren’t limited to making single boxes), but players can only place lines with “program” cards. When it comes to a players turn, they can either use one of 4 available face-up generic programs in the generic program suite (a new one is drawn to replace it afterwards), place one of their access tokens on the board (what you need to claim an area), or play a unique program from their hacker’s hand. As you can imagine, this means there’s a lot of factors that can change how the game players act, particularly with the maximum number of players (4). The generic program pile is changing constantly, so even if you use one of them on your turn, by the time it comes around again there might be three completely new programs that require you to change your strategy. Also, it’s quite possible that your beautiful L-shaped scoring area that you were just about to secure might have been ruined by an opponent’s intervention, whether intentional or not. From the unpredictable cards in the generic program deck, to the (largely) unpredictable moves your opponent can make, there’s quite a lot of luck/chaos that can change the game’s outcome. And yet, despite all this, the game is still rather quite strategic and beautiful, especially when in comparison to other games of its kind.

Now when I say “games of its kind” I’m not talking about other games that use the central mechanic of Dots and Boxes. Instead I am referring to games that keep long-term strategies from forming. Granted there are a lot of games that fit that category, but the particular type I’m referring to are what I like to call “chaos games.” Chaos games are essentially games that rarely allow a player to form a strategy since that strategy will likely be thrown out of the window due to other players and/or other aspects of the game. And when I say other players, I don’t mean players even purposely trying to stop you. They may very well just be looking out for themselves, but will inadvertently stop your plans as well. Two games (besides Mainframe) that I believe fit this category well are the Portal (yes, the video game Portal) board game and the card game Fluxx.

Portal, or it’s full title, Portal: The Un-cooperative Cake Acquisition Game, is a board game where each player wants to have the most cake in the laboratory. However, the laboratory is constantly shifting. It’s built as three rows of square tiles, and at the end of each players turn they must choose to “incinerate” one of the end tiles on the far right of the lab and then move that tile to the far left side (after flipping it over to its other side). If a player has a majority of their test subjects in an incinerated room, they get the rewards displayed on the wall. These rewards can range from slices of cake, to new test subjects, and even special Aperture cards.

This room will reward a player with two new test subjects, one slice of cake, and one Aperture card.
This room will reward a player with two new test subjects, one slice of cake, and one Aperture card.

Speaking of the Aperture cards, these cards can be used to perform a variety of actions, from killing off test subjects to placing the turret or companion cube figures in different rooms. Also, when an Aperture card is played, it is placed at the top of the discard pile with its “character” side showing. These character sides create new rules or effects the players must follow or can use respectively, that is until a new Aperture card is played and discarded on top, thereby causing a new character’s rules to take effect. It’s with all of these factors occurring at once that makes planning just your next turn nearly impossible, let alone a few of your turns into the future. Whether it be your opponents incinerating rooms you didn’t expect them to, one (or more) of your test subjects suddenly being destroyed, or a new rule coming up that stops you from ending and winning the game, there’s a lot that can send you reeling and looking for a new path to victory.

In a similar fashion, Fluxx is even more hectic. Simply put, Fluxx is one of those games that can go on for quite a while, only for someone to suddenly snatch victory out of nowhere, and it was likely due to pure luck. Essentially, players start out with two rules that state they must draw one card from the deck, and then play one card. The different types of cards players can play include Goals, Keepers, Events, New Rules, and Creepers. Goals are what a player needs to win the game. If a player has the shown Keepers and/or Creepers of the current Goal on the table, they immediately win the game (assuming no other Creepers are stopping them). Keepers are cards players simply play in front of them in order to fulfill a Goals requirement, while Creepers are cards players are forced to play in front of them if they draw one. As alluded to before, Creepers stop you from winning the game unless a goal asks for them, though other Creepers in your possession can still stop a victory. Event cards perform various actions, and New Rule cards impose new rules on the players, such as they must draw 5 cards and/or play 3 cards every turn (these new rules override the starting rules of Draw 1/Play 1). This kind of game design naturally creates all kinds of chaos due to its constant changing of rules, victory conditions and who owns what (hence the name fluxx), and as a result it’s not too uncommon for someone to immediately slap down a New Rule, Goal and it’s required Keepers in a single turn to win the game. While it could be argued that they were wise to hold said Rule, Goal, and Keepers, the fact is they were likely given most of those cards through the actions of other players (New Rules, Events, etc.) and they personally did very little to plan it. This isn’t to say that there isn’t any strategy in Fluxx, but what strategy is there is very minimal.

So why am I telling you all this? I’ve just described, in brief, the basic rules of three different games, but I haven’t made my point yet. Well you see, though I believe Android Mainframe, at its core, fits in alongside other chaos games, I believe it is far less chaotic than other chaos games like the ones I previously mentioned. Though I’d imagine there are a fair number of reasons as to why this is, I believe the largest one is due to how it ends.

You see, a game of Mainframe starts to end when the last generic program card is taken from the deck. When a player causes that card to be drawn or discarded, every other player gets one more turn before the game officially ends. This allows each player to try and make one last desperate move to snag whatever points they can. While there are a few cards that can shake things up and even extend the game a little further, by and large when that last card is drawn, the game is drawing to a close. This pales in comparison to games like Portal and Fluxx which have rather unpredictable ends.

In Portal, the game ends when one player has no test subjects left in the laboratory, or if every slice of a player’s cake is incinerated. Most often, the first scenario is what ends a game, but when such an event occurs can be hard to predict. You see, if your last test subject is incinerated in a lab room that you hold majority over, the game isn’t over until you receive your rewards. And if your rewards include new test subjects, then the game continues since you now have some test subjects in the lab. It should also be noted that a player can always get a new test subject if they only move one of their test subjects during the moving phase. This makes ending the game, whether on purpose or not, rather difficult, especially because you only want the game to end if you have the most cake slices in the lab. If you’re the winning player, you can be sure the other players are doing their best to ensure that neither their test subjects nor yours are eliminated. However, many times someone can inadvertently give the winning player the ability to end the game without even realizing it, due to the various factors of aperture cards, new rules, etc. Whether it be a sudden burst of aperture cards allowing victory to be snatched, or a test subject being able to suddenly portal themselves to a game ending demise, among many other possible avenues, it’s rare that a game ends due to a carefully laid plan, let alone with everyone seeing that end coming.

Fluxx, as I mentioned earlier, can end very abruptly and seemingly out of nowhere quite easily and quite often. I don’t think I need to explain this one further. Whether someone draws everything they need to win in one fell swoop, or the cards played simply allow them to suddenly snatch victory with a single card from their hand, it’s nearly impossible to know when the game’s going to end and who’s going to win.

It is due to the fact that Portal and Fluxx are games who’s ends are rarely foreseeable that causes me to believe they are weaker chaos games compared to Mainframe. Since Mainframe often ends due to the generic program suite running out of cards, players can know the game is getting close to the end when the generic program deck grows terribly thin, meaning they can properly plan and strategize as to what their best options are. Whereas in the beginning of the game they might have been trying to see how large an area they could claim for themselves, as the game starts to draw to a close they will start to seriously evaluate who’s winning and what’s the best thing they can do to try and snatch that victory for themselves. Granted, there’s still plenty of luck that can mess up such planning, whether it be the wrong programs showing up at the wrong time, or simply other players using a program in a way no one expected. However, with the players having an idea of what’s available in the program suite, how soon the game will end, what’s currently happening on the board, and how many unique programs each player has left, a decent amount of planning can be performed and possibly even pay off. And even if such planning gets ruined by luck, assuming the player was either willing to take a risk or simply tried the best they could to mitigate risk, they can at least feel like they tried their best. This luxury is far less afforded in Portal and Fluxx. While some planning can pay off in Portal, the way the tide and flow of the game can quite easily shift means it’s often wise to make your best move on a turn by turn basis rather than thinking a few turns ahead. This is even more true for Fluxx, and this is why both games aren’t as good as Mainframe. While there’s nothing necessarily wrong with games having unpredictable endings, these kinds of victories often feel less deserved by both the victor and the losers. While a victor in Portal can feel some satisfaction in how they played, there’s a good chance a great deal of their victory came about by uncontrollable circumstances. In Fluxx a victory can easily come from anyone and anywhere, so this often feels particularly undeserved. Rather than each player feeling like they played their best till the end, they may feel like they were mostly shooting in the dark and just hoping they were doing the right thing. Portal doesn’t fit that description as well as Fluxx, but there are still a fair amount of turns where, at least for me, I feel like there’s no obvious game-changing choices to make.

In Mainframe however, from beginning to end, a player can often feel a good sense of having played their best with what they had to deal with. Every choice you make in Mainframe feels important because not only do you have to worry about your line placement being helpful to you, but you have to hope your opponents won’t be able to make use of it themselves. However, the main point I am trying to make is that even if a player feels like they were shooting in the dark for the majority of a Mainframe game, at least when the end game is in sight, they are easily able to re-prioritize their goals and able to try and finish well. Though a player may not ever hold the lead during a game of Mainframe, at least he gets an opportunity to try and make one last final push, and this is what I particularly believe helps make Mainframe a much better chaos game. By giving players the ability to easily see a games end in reach, they are able to strategize in a way they couldn’t near the beginning of the game, and this helps players feel like they have more control over how well they did in the game, and therefore have more fun.

The Cyber World: A Theme Largely Untapped by Video Games

I was playing Invisible Inc. recently, and there was something in the game that made me think about a theme video games rarely seem to utilize as their main focus these days. And that theme is that of both today’s, and a theoretically futuristic, cyber world.

Invisible Inc. itself does not focus heavily on the cyber world within its fictional universe. The game takes place in a typical cyberpunk scenario where corporations rule the nations, and you are playing a sort of rouge secret agent service that sabotages these corps. The primary focus is on your small team of agents raiding corporate offices in a stealthy fashion in order to regain your strength, with the ultimate goal being to find a suitable base to install Incognita, the AI that is key to the organizations survival. The game is a turn-based stealth game, and a fun one at that. In terms of it’s dealing with the cyber world though, it feels as though it only scratches the surface.

You see, Incognita is able to hack into any security system. Whether it be security cameras or deadly drones, anything connected to the network she can hack, with enough power of course. In the game Incognita plays an important role in helping keep your agents safe and out of site by hacking the firewalls of various security systems. You do this by using programs you have equipped her with. Some programs generate power while others break firewalls, while the rest perform various other tasks. The power generating and firewall breaking programs are the most important ones though, and therefore they are the most numerous. And it is these programs that give a hint of something that could be explored further in another game. Each of them are given descriptive and flavorful names that relate to what they do. For instance, a few power creation programs are called Power Drip and Fusion. The first one gives the player one power point every turn, while the second one requires the player to spend five power points in order to receive three power points back for the following four turns. Some names don’t exactly describe their programs function, but they do offer a strong theme as to what it’s doing. A program called Hammer for instance can reduce a large number of firewalls on a device in a single blow. Another program called Lockpick can reduce one firewall per two power points spent. You get the idea. It’s also worth mentioning that you can access server terminals where other AI’s buy and sell programs to and from Incognita.

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The point is, this part of the game shows there are quite a number of programs created for the kind of hacking you’re performing, and that a market of people (and/or AI) make and sell such programs. What makes this even more powerful is that such a market (albeit an illegal one) does exist in the real word today. Though I’ve gathered that actual hacking is far more complex than buying a few programs to hack through security (and if it isn’t that probably makes you a script kiddie), it’s neat to see a game distill the idea of using programs to hack security systems and build a sort of mini-game around it.

Of course, Invisible Inc. only scratches the surface of gamified cyber warfare. When I said that many games haven’t taken much advantage of the cyber world, I certainly didn’t mean all of them. One game series in particular makes that world the central focus of its theme, and that series is Megaman Battle Network.

The Megaman Battle Network series takes place in the future, where everyone has a handheld device called a PET (PErsonal Terminal), and within each PET is a person’s own Net Navi. Net Navi’s are AI with their own unique personality (similar to a human) that perform all the functions we normally do ourselves on the internet, such as checking email, visiting an online store, or checking out a friend’s webpage. Since these Net Navi’s look like humans, the internet also looks like a world of its own that Net Navi’s “walk” around on.

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Even common household devices such as ovens and tea pots can be accessed by Net Navis since these devices are also electronically controlled. Unfortunately, this internet world isn’t peaceful, and so Net Navis must work with their operators to fight viruses looking to delete the Navis. And of course, Net Navis can fight each other too, for both fun and serious reasons. In many ways, the world of MMBN is not too far from our own. We carry phones that are basically mini computers these days, our AI continues to improve, and the Internet of Things continues to add more devices to the internet, such as refrigerators and ovens. The likelihood of cyber terrorists setting peoples ovens ablaze could very well become a reality in a few years, but unfortunately we common folk probably won’t be able to fight off an evil fire spewing Net Navi to stop the fires. Regardless, this series is a personal favorite of mine, and it unfortunately seems mostly forgotten by the gaming community by and large. Though my recent playing through the games again has reminded me of the tedious random virus encounters and the confusing internet maps, the crowning jewel of the games, the battle system, still holds up as an excellent testament to the possibilities of gamified cyber warfare. You can see a video example of the battle system here.

The reason the battle system is so particularly amazing is due to its combining trading card game, action, and grid-based combat mechanics. The player has a battlechip folder they take into battle with them that can hold 30 battlechips (Battlechips are basically your attacks). This is the players “deck” if you will. Every round the player gets to choose from a “hand” of 5 battlechips. These battlechips can be loaded into the Net Navi in order for them to be used, but only battlechips of the exact same name or letter may be used together. Also, the order that the battlechips are selected in is the order the Navi will use them. Once the player has decided which chips to use, they hit Go to enter the battle. At this point, the player must fight for a certain number of seconds against their opponent with real time action. The player can move their Navi with the D-pad on any spaces that are their color (the player’s color is always red) and each battlechip is activated with the press of the A button. Some battlechips have no range, such as a cannon chip, while others have limited range, such as a sword battlechip only being able to hit targets directly in front of the user. After a certain number of seconds have passed, the player can open up their chip menu again, and a new round begins. Any battlechips not used during the real-time battle are discarded when the battlechip menu is opened. The battle then continues this cycle until one side reaches zero health.

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As you can probably tell, this kind of design allows for intense battles of wit and reflexes, with also just the right amount of luck in terms of what battlechips are drawn each round. Later games in the MMBN series would introduce additional factors such as styles, soul fusions, and beast-out mode. Needless to say, this battle system is top notch, and it’s sad to say that almost no other games have tried to use it or give it a new twist. I did find out there’s a mobile game that uses a similar battle system, though it’s hard to tell if they made it better or worse. Regardless, though it’s neat to see at least one game try to keep such an amazing battle system alive, I personally feel this system is best suited in a sci-fi environment. While it’s true that the MMBN series cyber warfare is nowhere near what actual cyber warfare is like or probably will ever be, the idea of two AI duking it out with programed battlechips as their weapons is incredibly fascinating and something that could certainly be explored further.

Of course, games focused on the cyber world and cyber warfare don’t have to be heavily fictionalized like MMBN. In fact, I’d say that most games these days try to take a more realistic look at this sort of world, particularly when it comes to hacking. A lot of people know of a hacking simulation game called Uplink, but a more modern release with a similar premise, called Hacknet, also examines the idea of a realistic hacking simulator. While I only tried Uplink in a demo, I have fully played Hacknet, and while both games do give you a bit of a feel of what actual hacking is like, from what I’ve learned about hacking, they still heavily simplify it. But this isn’t a bad thing. In fact, I believe games like Hacknet have some game design elements that could be implemented into a more thematic and less realistic hacking/cyber warfare game. Take a look at the screenshots down below.

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Screenshot #1
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Screenshot #2

What you’re seeing is the process of hacking into a remote server. I’ve already beaten the game so I have all the tools necessary to get in. Essentially, what I have to do is manage my RAM while running various programs that unlock the ports before the trace counter reaches zero. In the first shot, I’m using two programs that are hacking the SSH and FTP ports. In the second screen shot, I’ve unlocked both of those ports, and am now hacking into the HTTP and SMTP ports. Notice how the RAM usage (in the upper right of the screen) has changed. This memory usage fluctuates as programs execute and finish, and it’s up to you as the player to activate them at the right time. As I said, you’re certainly not learning a whole lot about actual hacking since most of the programs are doing the work for you, but to be fair hackers do often use programs to help aid them in hacking, depending on what the type of security is of course. Regardless, even this game, though on the more realistic end of hacking, shows how interesting the world of hacking can be to game design. While a game like this may inspire some people to make even more realistic simulators, why not take the other route too? Why not try and make the use of hacking programs not just a RAM management game but make it more complex? Maybe you actually have to swing sword.exe to break that firewall. Maybe you have to solve a small puzzle to get rubiks.iso to work. Ideas from the battle system of MMBN could perhaps be applied as well.

And this is where I get down to my core inspiration for this subject. I’ve talked a lot about hacking and cyber warfare, but if you recall I also mentioned that games should explore more of the cyber world as well. What I mean by this is best shown in a game that isn’t a video game at all. Instead it is revealed in the world of the living card game: Android Netrunner.

In all likelihood you’ve probably heard about Netrunner in the past few years. The game was a cult classic in the late 90’s, but it got shut down by Wizards of the Coast fairly quickly. Fantasy Flight Games bought the game from Wizards, made some slight changes, and re-released it under their Living Card Game brand, and the game has been booming ever since. While it’s popularity has subsided a bit as of late, it’s still a very popular game and rightfully so. It’s a game of runner (a hacker) vs corporation, attack vs defense, etc. It’s a fairly complex game that requires careful thinking and bluffing, but I won’t go into the details. Rather, what’s important to understand about this game right now is that it simulates a cyber punk future where runners use icebreakers (hacking programs) to break through a corporation’s ice (firewalls, etc.) in order to access the corp’s servers and steal valuable data. What’s also important to take note of is that runner’s jack their brains into the internet itself, essentially allowing them roam the internet like they would the real world (sort of). Think of something that works like the Matrix but the internet world looks more like Tron.

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It’s a strongly fictionalized and dramatized version of the kind of cyber warfare that takes place today, but it’s really neat nonetheless. This universe also uses the technique of giving programs thematic names to describe what they do, with icebreakers such as Parasite, which slowly weakens the strength of a piece of ICE, or Gordian Blade, which is an icebreaker that simply slices through code gate ICE. Each name and piece of card art strongly evokes ideas of what the action looks like in cyberspace when these icebreakers get to work. Even ICE itself has personality. Whether it be a guard dog attacking the runner, a watchful raven that can tag the runner, or simply a huge wall of, well, ice blocking the way, imagining the runner facing these threats head on makes for some exciting stuff.

Of course, it’s not just the hacking parts of Netrunner that fascinates me, but the internet world itself. The Netrunner game is technically set in the Android universe, which is also owned by FFG. A few months back I had obtained a book that deeply explores this world, aptly named The Worlds of Android. While I found the different real world technological advances interesting reads, my favorite part of the book is a mere two pages long. These two pages describe legends of what lurks on the net in the Android universe. Whispers of rouge AI setting up their own domains to even a Cthulhu like AI lurking deep in the Shadownet hints that the net of Netrunner is far more than simply corp servers. Who knows what secrets wait to be discovered in the dark corners of the net? Perhaps far more valuable data could be found without the need to hack at all.

android__netrunner___apex_by_liiga-d8wjkbx
A data hungry monstrosity.

I don’t really expect the Netrunner card game to explore this kind of route of course, but it would be neat to see another game do so. Even the MMBN series explored this idea as well with the Undernet, where powerful viruses and Net Navis, particularly the rouge Navi Bass, would lurk around; waiting for a challenger. While there is certainly a Darknet in our world today, it’s filled with far more flat-out illegal activity than mysterious AI or programs to be unearthed, so that’s an area best left unexplored.

Regardless, the idea of a future cyber world is one that I believe has yet to be fully tapped. Whether it be exploring the depths of the net for mysterious AI, or simply deep battle systems simulating some kind of cyber warfare, the cyber worlds that many works of fiction depict are ripe for games to explore. We certainly have a few games doing so to one degree or another, but I believe we can see far more. Too often I believe games make this kind of world a side-dish, when it could certainly be the main course. The cyber world is a world that can make anything a reality. So whether you want a more realistic game like Hacknet or a heavily fictionalized one like MMBN, game designers shouldn’t be afraid to put all kinds of fictional elements, from fantasy to sci-fi, into the cyber world! I also believe it’s worth noting that this kind of world can allow for some new, interesting, and complex game mechanics, especially when it comes to real time strategy. I recently found a hacker vs hacker game on iOS that has some interesting looking mechanics, though I haven’t played it myself to know how good it is. Needless to say, the fact that the cyber world can be abstract to complete fantasy while looking good doing both means a whole host of games can be made with an interesting and thematic flair. I would certainly like to see the game industry explore this new and exciting digital world further. How about you?