Small World 2
Small World is a strategy board game, published in 2009 by Days of Wonder. It is also hardly something that would seem at home in the realm of computer games. Yet in 2013 Days of Wonder released Small World 2, a digitized version of the game for computers and mobile devices. The game is available on Steam for PC, Mac, and Linux; the Appstore for Apple devices; and GooglePlay for Androids.
In the far off ages of early computers, particularly the late 90s and early 2000s, desktop computers came with a complement of simple games like Solitaire, Hearts, and Chess. These games were very simple, easily to repeat, and required little on the part of the gamer to utilize and enjoy. Small World 2, being a digital projection of a token-based strategy board game, follows a very similar vein.
A game of Small World 2 consists of a static landscape with plain, hill, mountain, swamp, forest, and ocean terrain tiles. Players are given an option to choose a randomized mix of race and type, the type being a single word that describes the style of mechanic for that race. Each race and type comes with a special ability. For example the Troll race always places a lair when placing a token on the board. If the Troll race had the Mounted type, the Trolls would get a bonus to taking over occupied plain and hill tiles. The game features over two dozen different races and types with no limits on which types and races can be mixed.
Each race and type comes with a number of tokens. These tokens are placed on tiles of the map that the player wants to control, with each tile providing one victory point per turn. When the player runs out of tokens their chosen race goes into decline. The tokens are flipped over and continue to generate points, but can no longer be moved and their abilities cannot be used. There is no limit to the number of times players can put their races into decline, however it normally takes a full turn to put a race into decline.
On a player’s turn they take all the tokens in their pool and begin placing them on valid tiles. Normally a tile requires two race tokens to be initially occupied with an additional token required for each enemy token on that tile, if any. Once all possible tokens are placed, the player can redeploy excess tokens (only one is required to hold a tile once taken) to other friendly tiles, then end the turn.
A four player game runs for nine turns and the player at the end with the most victory points is the winner. Territory control is the obvious method of winning in Small World 2 and there are a number of ways to go about this. Other players’ tokens can be eliminated by placing a superior number of tokens onto their occupied tile. Only one token is lost during a hostile takeover, any excess tokens are returned to their player’s pool.
Some races and types have abilities that generate additional victory points for occupying certain tile types like forests, or for controlling certain locations like mines or mana nodes. This allows some races to gain a large number of victory points without being spread too thin. On the flip-side it is rare for such sites or locations to border each other, and tokens can only be placed an tiles adjacent to a tile that is already controlled by the same player.
The game board and available races and types don’t change over the course of games, but they don’t really need to. It’s the combination of races and types that keep Small World 2 new and interesting over each play-through. Different threats and options necessitate different strategies each game, yet through all the random shifting the moves and actions required of the player never really change and that is what makes Small World 2 a simple yet attractive distraction. Players can relax in front of the computer enjoying the art and shenanigans of the AI or their fellow players while trying out whatever strategy suits their whims.
Small World 2 features a single player mode against up to four AI opponents and a multiplayer mode against up to four human players. The AI can be predictable and easy to manipulate, but is quite random and very well served by the random assortment of races and types generated anew for each game. There are no teams in Small World 2, but depending on the races and types available players don’t necessarily need to fight each other to achieve victory, although such situations are rather rare.
As a stop motion board game with about eight different sounds the Small World 2 has very enjoyable, cartoonish visuals and practically no operating requirements. The games are turn-based and playable on the lowest level of internet connections. The animations of AI movement and tile scoring at the end of each turn can drag on, but the game does feature a skip-phase button speeding up the process. The average load time in Small World 2 is about 0.8 seconds and the game can be saved and closed with the push of a button at any time making it one of the most manageable distractions available.
Small World 2 doesn’t break new digital ground and doesn’t awe with graphics and design, but that isn’t the point. This simple adaptation exists merely to entertain the average gamer, or even just the average computer user, in a casual way. It might seem like a meaningless distraction given all of the impressive current and future titles in the modern market, but if a gamer ever desired a little simplicity in their day Small World 2 is the game to turn to.
Rome: Total War
The third in Creative Assembly’s line of Total War games, Rome: Total War was hailed as a hallmark title in the series and one of the greatest games of its genre. Like it’s predecessors in the Total War line, Rome: Total War follows a formula of turn-based strategic gameplay where players manage a single faction’s cities, family members, and economic and military capacity to conquer a historical region of the world. In this case it is most of Europe, the Mediterranean, and the Middle East. These elements are backed up by, occasionally optional, real-time tactical battles where the armies raised and equipped in the strategic map are deployed to engage each other in a very well rendered battlefield with terrain and climate indicative of the region it represents (the Balkans in the winter are snowy and dark while Asia Minor shines with golds and greens in summer).
Rome: Total War is an example of fully comprehensive grand strategy done right. It achieves a very harmonious balance between the detail and sometimes drudgery of global economic and political management with the thrill and challenge of real-time tactical combat. These elements are also seamlessly blended together, with properly managed economics allowing for powerful units on the battlefield and successful military actions in real-time, such as holding a critical town from a superior foe, paying very high dividends on the strategic scale in allowing your other armies to concentrate elsewhere.
In the game’s main campaign the player takes control of a faction from the Classical period of Mediterranean history, which is initially one of the three fictitious but very colorful Roman sub-factions but eventually includes several of the other historical powers of the time such as Carthage, the Greek Cities, and Ptolemaic Egypt. The game clocks the passage of time through turns which divide a year between summer and winter with the game beginning in 270 BC and ending in 14 AD. In that time-frame the player must conquer 50 provinces (15 for a short campaign) and capture specific objectives such as Rome itself. Obviously military conquest is the only way to accomplish this, but a strong army can only be raised and maintained through effective economic, diplomatic, and cultural manipulation.
The entire world map is divided into provinces with a city representing the wealth and capacity of each province as well as the means to take control of that province. Cities generate wealth through agriculture, production, and commerce and serve as the training centers for military units and special agents like spies and diplomats. Cities grow in population based on their public order and local food productivity, eventually turning into metropolises which provide increased income and defense as well as unlocking the final tiers of production and economic buildings.
The player’s effect on their faction is represented through their faction’s family. The family is composed of male characters who serve as generals when on the march or in battle and governors when stationed inside the city. Generals come with powerful cavalry bodyguards and inspire their armies to fight more effectively when present, making your family a valuable asset in conquest. Additionally family members are born and die as the years pass making family management important. Promising heirs must be preserved from death and plague while incompetent administrators should be out of the city and on the march. If a faction’s family is wiped out the faction dies with it, their units becoming leaderless rebels.
The main campaign, which comes in short and long versions, is the primary element of single player in Rome: Total War and features all the elements of the Total War series. All playable factions are unlocked after the short or long campaign are completed as a Roman faction. These factions range in degrees of power and culture across Europe and the Mediterranean allowing for a wide degree of replay options. Although base-building and family management remain essentially the same among the factions, unit and building rosters, as well as the power and circumstances of neighbors, changes dramatically allowing new strategies to be employed and new enemies tested. Some of the most spectacular challenges can come to those factions farthest from Rome who will have to face the three Roman factions in the later game where their power is better represented.
Single player also offers historic battles where the player takes control of an army on one side of some of the famous battles in Classical history such as Hannibal’s more notable battles or the Roman defeats at Carrhae and the Teutoberg Forest. Single player and multiplayer also feature the custom battle option where a predetermined amount of funds is used by the player(s) to assemble and upgrade an army chosen from the unit roster of any faction in the game, including ones non-playable in the campaign. This only adds to the many options players have to enjoy the rich variety that Rome: Total War brings. Ambitious players can construct their own ‘custom campaigns’ by battling factions across the different regions represented by the custom map choices.
Without doubt Rome: Total War introduced new elements to the series and to a lesser degree the genre as a whole. Graphics moved from 2D to 3D, user interface was improved, and greater detail and control was added to the world. Players were given an increased degree of control over their faction family and unit command and maneuver on the battlefield was greatly improved; indeed many would argue that such tactical effectiveness among formations has yet to be equaled in another Total War game. Many changes that have appeared in later Total War titles such as real time naval combat, increased model detail among units, and more balance among factions might cast Rome: Total War as antiquated. However for all its shortcomings Rome: Total War outpaces its predecessors and successors in the combination of detail, simplicity, and enjoyment.
Author’s note: Rome: Total War has often been criticized for claiming to be historical but featuring many ahistorical aspects, the most notable of these being the three Roman families that together form the Roman faction. While it is true that many of these elements are fictitious it is important to remember that Rome: Total War is a war game designed to entertain, not a historical narrative designed to teach. Indeed many of the invented elements make the game more exciting by expanding the role of historically small, elite formations like the Spartan Hoplites into the military vanguard of a vast fictional empire. Additionally, and I might add on a level that has yet to be achieved by any other Total War game, the vivid coloration of the factions aids greatly in rapid identification of forces on the battlefield. Though not viable as a presentation in a history seminar Rome: Total War more than suffices for its intended purpose of thorough entertainment.
XCOM: Enemy Unknown
When I first experienced Firaxis Games’ and 2K Games’ XCOM: Enemy Unknown, the original UFO: Enemy Unknown, developed by Mythos Games and MicroProse and marketed as X-COM: Enemy Unknown, had already existed for nearly a decade and established itself and the resulting series of X-COM games as favorites of the turn-based and tactical strategy genres. Within a few years the game had become a cult classic and would continue to be a major influence to tactical strategy, adventure, and turn based games for the next decade. Thus its fair to say that XCOM: Enemy Unknown, as a reboot to the original UFO: Enemy Unknown, has an impressive legacy to uphold.
XCOM: Enemy Unknown puts its players in the role of the Commander of the XCOM initiative, a secret organization formed by a council of select nations to combat a new and mysterious alien menace that has begun abducting people around the globe. Gameplay is divided into two parts; the player commands individual soldiers in turn based tactical combat as they go on missions to stop alien abductions, investigate crashed UFOs, and save civilians from terror attacks. The second part of the game involves managing and upgrading the XCOM Headquarters, an underground base that the player views via a cross section type display and features the barracks, research lab, engineering department, and other areas where the player’s soldiers and resources can be managed and upgraded.
Single player is the heart of the XCOM experience. The principle plot of XCOM: Enemy Unknown follows its predecessor: a previously unknown extraterrestrial enemy has started abducting citizens from cities around the globe. The XCOM Initiative is an attempt by most of the worlds advanced nations to combat this threat. It could be said that the base plot of the game is not highly original; however it’s in the execution of this plot throughout the game that the story becomes intriguing. The aliens are expertly portrayed as an advanced and unpredictable threat, with the player having no sure way to predict where they will strike next or in what form. As the months of in-game time pass new types of missions appear and new alien species are added to the enemy’s growing arsenal.
Following a famous trend set by earlier X-COM titles the player is ‘invited’ to become attached to soldiers in their squad. Each soldier the player recruits starts with a random appearance (which the player can customize), nationality, and gender. As these soldiers advance in rank they gain a specialized class which defines the abilities the player can use to upgrade their combat performance. The soldiers can even be renamed, allowing the player to follow in the X-COM tradition of naming and designing soldiers to resemble friends and acquaintances.
There are few characters with actual identities and they play a supporting role for the player (none of them appear in combat missions). They advise the player on new developments, serve as voice assistants, and provide a conduit for the advancement of the single player story line before and after each scripted mission. The missions, aside from a few scripted missions that serve as boss encounters to advance the main objective, are also randomly generated based on what type of mission is currently in progress. The terrain is chosen from a series of pre-built levels and enemies are seeded on the map (although as the game progresses higher level enemies become more frequent).
XCOM is at its heart a single player game. It’s multiplayer aspect consists of matches similar in design to single player missions in which players are pitted against each other after selecting a team of XCOM soldiers, alien troops, or a mixture of both based on a purchasing system that is set by the match host. Combat in XCOM is turn-based, an element that is far more forgiving on lower bandwidth connections. Sadly no multiplayer aspect exists for the campaign mode with no possibilities for such an improvement in the foreseeable future.
XCOM’s lack of a heavily plot-driven campaign makes replayability a far more entertaining aspect of the single player mode. The many randomly generated aspects of the game ensure a wide degree of fresh experiences; the player can select additional features for single player to add random effects for their soldiers and special missions or increase the difficulty. The end game remains the same but the bulk of the game remains unpredictable and, depending on the player’s preferences, quite challenging.
The release of a dedicated expansion, XCOM: Enemy Within, increases replay options substantially. New sub-plot missions and enemies are added as well as additional upgrades and features for XCOM soldiers, including a new class of soldier, the powerful Mec Trooper, through the appearance of a new type of collectible resource called Meld, which the player must gather from the enemy during missions. Once again the endgame remains the same, which depending on the difficulty selected can feel a bit anti-climatic but overall has little negative effect on the experience.
XCOM: Enemy Unknown has many aspects which old fans of the series will recognize and enjoy. New players may find the wealth of different aspects overwhelming at first, but the game features a tutorial integrated into the campaign and very forgiving game play on lower difficulty levels. Also a single failed mission does not spell defeat for the player and a degree of sacrifice is to be expected throughout the campaign. Once familiar with the game’s aspects turn-based tactics fans of all skill levels should enjoy this remake of a venerable, time-tested series.
Age of Wonders III
After a healthy experience of the Eternal Lords expansion to Triumph Studio’s latest title in its Age of Wonders series it seemed like a good time to mention recent 4x contender Age of Wonders III. The Age of Wonders series has brought up 4x fans since 1999 and features many traditional elements of 4x play such as turn based strategic and tactical modes, city building and management, and multiple resource requirements such as gold, production, and research.
Faction design in Age of Wonders III takes two intertwined forms. Players must choose a class from six choices (seven with the latest expansion, Eternal Lords) and a race, of which there are a total of nine with all the expansions included. Each race comes with a set of generic units as well as strengths and weaknesses in their economics and unit abilities. Player classes determine what the player’s faction leader class is as well as what spells, technological upgrades, and specialist units are available. Any combination of race and class is allowed and part of a successful strategy is determining which class and race best combine to fit a player’s style.
Leaders are chosen at the beginning of a random game or scenario (and preselected in the campaigns). Players can also create custom leaders, allowing them to customize the leader’s appearance, starting preference, and adept and mastery spell skills. All adept skills are available at the beginning and mastery skills can be chosen once the corresponding adept skill is selected. A leader can have a maximum of three skill selections and does not need to choose a mastery. Skills contain a set of spells that correspond to their type (Air, Earth, Fire, and Water originally with several more added in the expansions) and are useful in supplementing racial and class strategies.
Notably among most 4x games Age of Wonders III focuses heavily on combat. Players will quickly learn that two moderately prosperous cities are superior to one large, wealthy city. Thus the ability to conquer new cities and protect existing ones is paramount to success. Triumph Studios put a lot of effort into the detail of class and unit designs and perhaps the most strategically critical and unpredictable part of the game is the tactical combat mode. Racial and class units all have their own strengths and weaknesses and most classes are not necessarily all encompassing. The Rogue class for example has a wide range of stealth and support units and is very flexible in most combat environments. However the Rogue class is the only class which lacks a Tier IV unit (the highest unit tier) and can be swiftly overwhelmed by more martially focuses classes.
Combat is certainly the prominent feature in the single player story mode. Players can choose between two campaigns, with each campaign following a faction on one side of a global war for racial and ideological supremacy. Each mission in the campaign begins with a pre-chosen leader and a small army. A settler is usually included, although in roughly one third of the missions the player must conquer a nearby neutral city to begin building their economy. Several types of objectives like recovery or conquest appear throughout the campaign but the usual formula for victory involves keeping your leader and hero units alive while eliminating the AI factions.
While this is a fairly common approach to campaign development in 4x games it tends to lend a fairly abstract difficulty curve to the campaign. Oftentimes the player is simply dropped into fog of war with no ability to sustain an army no indication on the best route of exploration to take; all while the AI opponents are building up their forces and claiming treasure sites. Additionally the requirement to keep certain heroes alive, while certainly flavorful and effective at giving the leaders importance, discourages the player from using that leader unit in all but the safest and most secure combat encounters. It can be a frustrating feature in a game where just one wrong move or a lucky shot can turn a battle.
The Random Map and Scenario part of the single player experience has much more potential and opens up the full race, class, and leader customization options. Scenarios are single, pre-build maps with pre-selected leaders and races for the player to choose from. Each scenario has a storyline governing its setup but once the game begins it functions more like a Random Map with the players free to develop their chosen factions as they please.
Random Maps are blank slate single and multi-player maps for 2-8 players. At setup the player or host can adjust such features as the percentage of different terrain types, the number of monster lairs and treasure sites, if there is an underground level to the map, and other options. Players can start with anything from their leader with a small army and settler to a large army and a metropolis level city.
The standard AI, while certainly an able opponent, tends to be more frustrating than dangerous. Players can usually spot an AI’s advancing army through effective use of watchtowers and/or flying scouts; yet its complete awareness of the map means it can always find any vulnerable or unguarded cities. The AI will target wounded and valuable units in combat even if it puts its own forces in danger. It also behooves new players in Random Map games to leave the hero resurgence option checked when generating the map as the AI is fond of attacking leader and hero units.
Most 4x fans will enjoy the familiar genre elements in Age of Wonders III. However those players accustomed to styles emphasizing economic or diplomacy victories may find Age of Wonders III underdeveloped in those areas. However strategic and tactical combat elements are among the most detailed for a 4x game in the diverse number of units, abilities, and options available to the player. Players seeking familiar 4x play with a strong fantasy setting will not be disappointed in the latest of the Age of Wonders series.
Total War: Shogun 2
Ever since the release of Total War: Medieval II Creative Assembly’s Total War series has been undergoing constant changes as experiments are conducted to increase the level of depth Total War games are able to provide. Total War: Shogun 2 has continued that development by departing from several notable aspects of the Total War genre; namely in its graphic design and technology development system.
It’s important to note that unlike other Total War games (with the exception of the original Total War: Shogun) Shogun 2 focuses solely on the islands of the Japanese homeland. Factions, units, and architecture are homogenous with alterations of existing units and different faction economics providing the only variation among playthroughs.
Shogun 2 covers the period of Japanese history called the Sengoku Jidai or Warring States period in which the central authority of the Ashikaga Shogunate collapsed allowing the many clans of Japan to make their own bids for regional and even national domination. Ten of those clans (increased to twelve with DLC) provide the playable factions that players can use to achieve dominion over feudal Japan. Each faction possesses a unique faction trait which provides a single economic benefit as well as benefits to a specific type of warfare that the faction specializes in. A few factions also emphasize alternative religious aspects providing unique challenges and opportunities when dealing with the other factions.
Analyzing Shogun 2’s campaign story is difficult for a variety of reasons. The backdrop of events is, for the most part, historically based and most of the starting characters among the factions actually existed (albeit sometimes in different roles). Additionally in Grand Strategy games, much like 4x games, the single player story is crafted for the most part by the player.
This blend of a simulated starting situation with personally crafted narratives creates a situation where the game’s ‘story’ as it were is quite often only as developed as the player is willing to invest in it. Yes, characters like your generals develop certain traits that can distinguish them from others in the same role, yet how much these transform from numbers and stats in the game to living personalities is dependent mostly on the player’s immersion in the game. This immersion is facilitated primarily by the introductory video of each faction which displays the faction’s strengths in practical terms and also introduces potential enemy factions in the surrounding area. The motivational speeches given by generals at the start of the RTS style battles also provide flavor, with specific references to the general’s status in the faction as well as the nature of the foe.
Shogun 2 is the first Total War game to offer multiplayer co-op. Players take turns in sequence with the host serving as first player. Mercifully players are able to manage their cities, unit production, and tech research during another player’s turn. Co-op is shared victory for the players and during real-time battles the currently active player can gift units to the other player for the duration of the battle providing a unique cooperative combat experience. Interaction between players is heavily integrated and de-synchronization can slow down play; however recent patching has largely removed any performance issues.
If there was a weakness in Shogun 2 it would be the homogeneous nature of the setting. Naturally nothing more than Japanese factions fighting over the Japanese mainland should be expected from a game of this nature and focus. The narrowed focus also keeps the central importance of the office of Shogunate, the campaign’s principle objective, as the single motivated factor and ultimate goal for the player. Yet the similarities in faction builds, units, and for the most part religion gives play-throughs a depreciating factor of enjoyment. This aspect presents Shogun 2’s novel co-op multiplayer as the primary factor for enjoying additional playthroughs once players have mastered Japan two or three times.
Overall Total War: Shogun 2 is an excellent showcase for the changes and improvements that Creative Assembly is applying to its venerable series. It also provides a marvelous historical overview of Japan’s history during this period. It shouldn’t be considered a sequel so much as a remake to the original Total War: Shogun. It may not possess the geographic and historical scope of most Total War titles but is still a welcome and necessary, as gaming technology improves, addition to any Total War library.