Cuphead

Cuphead is a throwback style run and gun adventure game designed and produced by StudioMDHR in 2017.

It’s been a while since I found myself whistling jazz tunes while attempting to scratch my eyes out and crying while rocking back and forth in the fetal position.

I love this game…I think.

Cuphead tells the tale of Cuphead (obviously) and his pal Mugman as they travel around the world collecting Soul Contracts for the Devil, to whom they owe their own souls for making a deal and losing a bet. Sounds familiar, right? Well, once you realize that the entire game is hand-drawn as if it were a 1930’s Fleischer Studios cartoon (see: rubber hose animation), you’ll be as sucked in as I was.

The detail in the characters and background art is painstakingly apparent as you run, jump, dash, and shoot your way through levels and boss fights. So. Many. Boss fights. Watching the game move at a cross between vintage 24 frames per second and a modest modern 60 frames can be a little jarring at first, but it’s easy to get used to as the action pulls you in.

However, I must caution those who are taking this experience with little to no preparation:  this game is hard. Very hard. Frustratingly hard. Ridiculously, aggravatingly, hopelessly hard.  Okay, I’ll stop now.

Needless to say, be prepared for a grind. Cuphead rests on its laurels of being a trial-by-fire trudge through forests, gardens, candy lands, and more. Enemies fly from all directions, some are invincible, some just take a lot of bullets. The best way to put it: it’s not unfair, but you’d better be ready to be beaten countless times for the simplest mistakes before you get a feel for things.  Also, with no way to gain more health, you’ll be hard-pressed to avoid that last fatal hit before you reach your goal.

Cuphead is a powerful, yet docile creature. It may be fun and adorable, but it is also a force to be reckoned with. Have fun, but don’t say I didn’t warn you.


Read the rest

Starcraft II

Starcraft II: Wings of Liberty, and its following expansions Heart of the Swarm and Legacy of the Void mark the long awaited continuation of Blizzard Entertainment’s landmark RTS title Starcraft, one of the most popular and successful real-time strategy games of all time.  Starcraft II follows directly on the heels of the narrative setup by the original game with numerous characters returning to fill greatly expanded roles.  Mechanically the sequel builds heavily off its predecessor, continuing and expanding on many classic mechanics and strategies.

When taken all together, Starcraft II’s campaign, formed of three individual campaigns each released with the base game or one of the expansions, is perhaps the greatest single RTS production element in the second decade of the 2nd millennium.  Each campaign focuses on one of the game’s three main races, and follows iconic characters that were the movers and shakers from the previous game as they continue to chart their own paths, and those of their respective races, through the deepening conflicts in their home system.  The various campaign sections feature new units, mechanics, and abilities beyond Starcraft II’s standard multiplayer fare; these variations not only keep the very large string of missions exciting and engaging, they also perfectly showcase how effectively the game’s design tools were implemented and thus the great level of customization available to modders.  This is all in addition to watching a very colorful cast of characters interact between missions inside the “command ship”, a semi-interactive debriefing and prepping area that serves as the “lobby” for the campaign missions and the workshop were the player upgrades and customizes their units and abilities.

The downtime between missions is another great addition from Blizzard.  Pacing is balanced between diverse and sometimes rather hectic missions and the controlled, casual environment of the command ship, without ever bringing the player out of the overall campaign experience.  Aside from a slightly distorted sense of time, primarily due to “time-sensitive” missions being optional due to multiple choice selections, the game world and its nuances are continually in the fore of the player’s space.  The interaction between the different points of the command ship, and the characters within, also serve as the perfect vehicles to establish plot points and the campaign’s narrative in an environment where the player would not be easily distracted and can engage or skip them at leisure.

Pacing is most certainly an element that Starcraft is known for, at least as far as action economy is concerned.  The first Starcraft was famous of high-speed, knife-edge missions and matches where players had to be continually focused on balancing long-term goals while addressing short term needs.  Starcraft II maintains this trend most obviously in its multiplayer, and in its campaigns to a lesser extent.  Blizzard was very careful to preserve the design elements and mechanics that make this level of action possible, including a proliferation of hot-keyed commands and abilities.  The campaign missions are for the most part a more casual sampling, which is entirely appropriate considering the highly detailed levels, colorful faction designs, and intricate plots.  Of course varying levels of difficulty are still including to satiate more experienced players and some of the higher level missions include their own parameters for increased challenges such as time-limits and resource limitation.

Starcraft II’s developers were also able to take advantage of its famed multiplayer and stellar single player to introduce an element that was still in its infancy at the time.  Cooperative play, in which two or more players join together through LAN or internet play to complete a single mission, was introduced in the form of a specific multiplayer option where players could each take control of a commander, represented by one of the notable characters from the campaign, and lead their specific roster of units alongside their ally against singular pre-built missions.  With each completed mission, the particular commander that was used gained experience, unlocking new units and abilities, up to a final level of 15.  Over the years Blizzard released more coop commanders, gradually increasing not only the unit options but also the very mechanics of gameplay for each commander.  Players can not only use familiar units from the campaign and multiplayer lineups, but also experience completely new rosters and mechanics developed specifically for cooperative play.

All of this variety comes in a refreshingly concise and smooth package.  Starcraft II demands its share of memory space, but can operate on most internet connections and high graphics settings are manageable on just about any gaming computer currently on the market.  It also launches quickly, has very well developed tools to maintain internet play, and practically seamless party chat and matchmaking tools.  Its graphics levels have also aged well, and while not up to the standards of modern FPS titles it can still provide enough grand explosions and minute, interactive details to more than satisfy any level of RTS gamer.

It’s always difficult to confidently say that a particular title is the greatest genre champion of its generations, but as one of the few RTS franchises still viable and active, Starcraft II most certainly deserves accolades as a game worthy of its fanbase and the legendary popularity it has boasted over the years.  It is still supported by Blizzard and continues to receive new content.  The base game is also free to play and its other assets are available at reasonable prices through Battle.net.  The RTS genre may have faded, but Starcraft II should still hold a place among anyone’s game library as an enjoyable single player experience and a fun multiplayer excursion.


Read the rest

Total War: Warhammer II

Total War: Warhammer II

Total War: Warhammer II, is the sequel to Creative Assembly’s landmark title Total War: Warhammer and is published by Sega.  It is the second title in a trilogy of Total War: Warhammer games based off of Games Workshop’s Warhammer Fantasy Battle tabletop game.  Warhammer II was released in September of 2017 and brings with it an abundance of new features to add to CA’s developing Warhammer series including a new narrative campaign, four new races, and an overhaul to many of the campaign map mechanics.
One of Warhammer II’s primary features is its new single-player campaign called the Vortex Campaign.  Unlike previous DLC mini-campaigns in the first Warhammer, the Vortex Campaign covers an entirely new campaign map featuring the fictional New World continents of Lustria and Naggarond as well as the paradise island of Ulthuan and the Old World Southlands.  The campaign is also the primary delivery vehicle for Warhammer II’s new mechanics and campaign overhauls such as the introduction of settlement climates and treasure hunting.


Read the rest

Episodic Sequels

Recently I watched a gameplay exposition and review for the upcoming Total War: Warhammer II video game, the highly anticipated sequel to Creative Assembly’s landmark title, Total War: Warhammer, set to release on September 28th.  The review itself was straightforward and highly informative and I had no trouble with it.  However it brought up an interesting point that relates directly to the nature of episodic titles in video games.
An episodic series of video games is a run of at least two titles with a single, overarching plot that runs through each title, tying the series’ storyline, characters, and even mechanics and themes together across the series.  Normally the release dates, intended consoles, and even genre of the titles don’t define if a title is part of the episodic series; content is the only determining factor.  Yet perhaps the most important aspect of an episodic series versus a franchise or saga is the proximity of each title’s release to the releases of the other titles in the series.  It’s not enough to share the title, setting, and mechanics of prequels and sequels; an episodic title must be an indispensable part of a larger whole.


Read the rest

Total War: Warhammer

In 2015 Creative Assembly celebrated the 15th anniversary of the Total War series of turn-based/tactical strategy games.  A few days later it officially announced the upcoming release of its latest Total War title, Total War: Warhammer.  For the past few years Creative Assembly and its current publisher Sega had been teasing the development of a Warhammer title in partnership with Games Workshop, the producers of the Warhammer Fantasy tabletop battle game.  Finally fans were formally introduced to one of the most ambitious strategy projects of the decade and the first Total War game to not take place in a historical setting.
Total War: Warhammer is rooted in the revised Total War formula that had been fully developed in Total War: Rome II and its Total War: Attila standalone expansion.  Regions of the game’s world map are divided into provinces, which are further divided into two to four territories each containing a single settlement with one of these settlements serving as the provincial capital.  The settlements generate income, provide build slots for the construction of economic and military buildings, and list provincial statistics for growth and public order.  Armies are led by a general unit, termed “Lords” in Warhammer, and each have a distance they can move each turn and various stances they can enter to generate effects on the strategic world map or the tactical battle map.
Other mechanics also remain in their traditional forms, such as the interaction of agents, now called “Heroes”, with armies, provinces, and other agents.  Heroes retain the ability to be embedded into an army to provide a passive buff and to gain experience over time.  Settlements include a garrison of troops that don’t count towards army upkeep and cannot be ordered away from the settlement’s control zone.  Certain terrain types hinder movement or cause attrition damage to armies moving through them.
Beyond these is where Warhammer’s unique nature and radical development noticeably change and improve the established Total War formulas.  Warhammer features four playable factions which can be expanded to seven plus six minor factions with free and paid DLC.  Each of these factions feature new racial mechanics as well as completely distinct unit and building rosters.  The Dwarven faction can only settle in special settlements called “holds” and are notable for having no cavalry units but some of the strongest heavy infantry.  Alternatively the Wood Elves can settle in any province on the map, but only construct outpost style settlements with a single build slot; elven units are also light and quick with the Wood Elf faction possessing more archer units than any other faction.
Faction armies also benefit from unique mechanics and traits.  The Chaos Warriors, as a horde faction, have no permanent base and must conserve some of their movement each turn in order to encamp and construct horde buildings, but as a result can simply run away to avoid danger to their faction.  By contrast the Vampire Counts’ undead armies decay when outside specifically designated undead territory unless the level of vampiric corruption is high enough in the province they are invading, but at the same time areas of high corruption provide increased healing for undead units and cause attrition damage to armies of living units.
How all these unique factions mesh together and balance out is one of the primary design triumphs of Warhammer.  Players are no longer promised the balance set of units and counter units from previous Total War titles; now faction compatibility depends on the player’s ability to utilize a faction’s existing units properly.  An army designed to deal with monsters and heavy infantry will struggle against opponents fielding artillery and quick ranged units, yet each faction possesses the units and strategies to deal with both.
The units in each army are one of the two primary components of flavor, the other being faction mechanics, that enriches overall gameplay and are also one of the reasons Warhammer has a strong custom battle and multiplayer scene even within the Total War series.  In previous titles it was not uncommon for a majority of factions to possess slightly altered unit rosters from a single template.  In Warhammer the differences are so distinct that some preferred strategies from previous games aren’t even possible now.
Hero units are also a noticeable change, and improvement, from previous agent systems.  When embedded in an army, heroes actually become powerful units with their own special abilities and combat statistics.  They still provide passive benefits to the army they are embedded in but their true strength is revealed on the tactical battle map.  Embedded heroes take up one of the twenty slots available for army composition, but the loss is rarely felt as only the lord units possesses more raw power and potential in combat.
Heroes, and lords, are also the medium for a completely new mechanic in Total War: magic.  Heroes and lords with the spellcaster trait can learn magic spells as they level up.  These spells are utilized in tactical combat and use a power reserve system dependent on the Winds of Magic mechanic, a constantly shifting pattern of strong and weak power reserves that covers the strategic map and changes the amount of power reserve available for tactical battles in the different regions.  The magic system in Warhammer is another great design triumph as the new mechanic is woven seamlessly into the game.  Spells are intuitive, easy to manage, and for the most part powerful enough to warrant their continual use but not so powerful as to break game balance.  Each faction also possesses its own variations of spellcaster heroes and lords.  The spells available to these units are determined by the magic lore of that unit and not all lores are available to each faction.  Except for certain legendary characters, each spellcaster has only one lore.
Legendary lords take the mechanics of lords and heroes even further.  These units are similar to generic lords of their respective faction, but feature unique appearances, voice acting, unique unit upgrades, and even unique mounts for tactical battles.  Legendary lords can not be permanently killed, if they fall in battle they remain wounded for several turns then become available for recruitment once again.  These special lords can be used in custom battles, but it’s in the grand campaign where their power and potential truly shine.
When choosing a faction for the campaign the player also chooses which legendary lord they would like to be the faction leader.  Each of these lords brings its own command bonus and set of starting units.  The other legendary lords are made available for recruitment when the player completes specific tasks like constructing special buildings or conquering certain cities.  Throughout the campaign players are given objectives from a quest chain tied to a unique item for each legendary lord they control.  These quests are optional and if completed allow the player to fight a special quest battle against pre-determined enemies using only the relevant legendary lord’s army.  If the player is victorious, that lord gets the corresponding unique item permanently.
Many more subtle yet flavorful improvements populate the grand campaign and custom battle experience.  The grand campaign itself can occupy many hours of gameplay per faction and with up to seven distinct experiences it makes Warhammer’s replay value one of the highest for Total War games of the decade.  Even players dissatisfied with a faction’s campaign style can still enjoy its army roster in custom battles.
Multiplayer continues the Total War conventions of competitive custom battles and a co-operative grand campaign, both of which are stable and viable even on lower internet connections.  The unique factions break up the metagame to a greater degree than any previous title.  A competitive grand campaign between two players was also introduced, differing from coop in that the players are not linked by an unbreakable military alliance and do not share objectives.  The players can still ally over the course of the campaign but need not even encounter each other if their faction objectives don’t call for it.  This is a strength in that it gives players a great degree of freedom to interact with the AI and each other, but also a weakness in that the potential lack of interaction takes most of the enjoyment of the multiplayer experience away from overall gameplay.
Total War: Warhammer, is truly the crowning achievement for the Total War franchise and perhaps the greatest title of the series since Rome: Total War.  It demands the most stringent graphics requirements of any Total War game, but is perfectly enjoyable on lower graphic settings and playable without error on systems that meet the minimum requirements.  The game over-relies on DLC content and Creative Assembly rightly took a lot of heat from the gaming community for its overuse of the sales gimmick, yet with the DLC Warhammer becomes a masterful work of game design that can be enjoyed by gamers of any level including those who have never picked up a Total War title before.  The gaming community deserved a cross-title compilation like this for decades and now that its finally here it’s a must for any strategy gamer.
 


Read the rest