Hey. I’ve been out of the country recently, and while I was gone there was a) no posts and b) thousands and thousands of spam comments. Sorry about that! I didn’t write anything to be queued up for release, as I should have done, and also my spam protection expired and I didn’t notice. It should be fixed now.
See you soon!
Hoplite is a mobile game in which you play the titular hoplite, descending through hell to retrieve the golden fleece and beat your high score. The game is played on a hex grid: each turn, you move one space and when you make a move, so too do all the enemies. If you move into the hex beside an enemy or if you pass them, you kill them, but if you end your turn in a hex beside you they hurt you. When you complete a level, you select one upgrade from a list for your hoplite. As the game progresses it introduces enemies with more complex moves and attacks.
Since I’ve been out of the country lately, I’ve been playing a lot of Hoplite on my phone. For the most part it’s an excellent substitute for PC strategy games, and it’s the first roguelike I’ve really loved. However, Hoplite’s progression and upgrade system are tedious. Bizarrely, your first few games of Hoplite will be the least compelling you’ll play, and the game only opens up after you unlock a few achievements. As I mentioned, you pick one upgrade from a randomly generated list every time you successfully clear a level of enemies.
I have written another article for PC games website Rock, Paper, Shotgun, this time about Gwent. You can find it on their website, with the title “How Gwent has evolved in its journey from minigame to multiplayer gem.” I hope you enjoy it!
Turning my citizens into robots was a long-term project. Just to enhance my population with cybernetics, I had to acquire mountains of Stellaris’ new resource, unity, to invest it in traditions, plus I needed to research advanced robotics technology. Then, to put the cybernetics into effect I had to research a special engineering project so gargantuan it consumed half the lifespan of one scientist. It took decades after that to acquire the necessary technologies, traditions and finally to manufacture robot bodies for every cyborg before I could go digital and upload most of my empire to their new, immortal, perfect bodies. Paradox have come up with a brilliant answer to Stellaris’ flawed mid and late game: take the best thing about the game, namely the way in which you create a species and define it through play, and spread the process out across the whole game. Stellaris’ new free update, Banks, and the accompanying paid expansion Utopia do a superb job of catapulting Stellaris into the top tier of space strategy games.
Hey. I’ve written about Total War: Warhammer’s awful and pointlessly confusing campaign map on Rock, Paper, Shotgun. The link is here.
Imperator Augustus is a free additional campaign for Rome II which moves the timeline forward about 200 years. In 272 BC, when the grand campaign begins, Rome is a small city-state. In 42 BC, when Imperator Augustus begins, Rome has just been divided between the triumvirate of Octavian, Mark Antony and Lepidus. Its constituent parts are still the largest states in the Mediterranean. The change in setting solves some of the issues with Rome II I’ve already complained about and bolsters its strengths. It’s a fantastic campaign which I enthusiastically recommend over the standard grand campaign. Where the grand campaign is directionless even as Rome, Imperator Augustus offers you clearer structure, a more interesting and recognizable cast, and, critically, villains you can immediately identify. As well as improving Rome II’s strategic layer, Imperator Augustus makes battles better. Armies are larger and battles are more climactic. Rome II has always had the capacity to simulate vast battles, but Imperator Augustus takes full advantage of this fact from the start. Imperator Augustus is a clear improvement over the grand campaign of Rome II, and an excellent scenario worthy of your time and attention.
At the time of writing, I’ve just conquered Kent, the last English province on the British Isles. It took 298 years (between the game’s opening in 1444 and the final peace in 1744) but at last Ireland controls the whole of both islands. When I’ve finished integrating the land into my empire I get the message I’ve been waiting for: I’ve earned the ‘Luck of the Irish’ achievement. To get the achievement, you’ve got to be playing the game as an Irish state in ironman mode and you need to own and have cores on every province in the British Isles. It’s tough, partially since Ireland doesn’t exist in 1444. Instead, you choose one of the many independent kingdoms on the island (Kildare for me) and by making a few judicious alliances you conquer your equally small neighbours. Playing as an Irish state means constantly dodging annihilation. If you stab your friends in the back and eat your neighbours too quickly, they’re likely to band together, beat you, and divide you up. If you don’t, though, you’ll be unprepared for the moment England or Scotland decide Ireland looks like a nice place to expand.
Trying to get Luck of the Irish made for a great campaign and it speaks to what makes achievements in Europa Universalis IV so good. They ask you to succeed with states you wouldn’t normally play, or to pursue specific, unusual goals with the major players. Without achievements, EUIV’s immense sandbox is often overwhelming. In the beginning, it’s difficult to find an interesting state to play since the game’s options are so vast. In the late game, it’s hard to stay interested in a campaign without a goal. Achievements solve both of these problems: they allow Paradox, the developer, to highlight cool scenarios and they help players stay interested in their campaigns by setting clear goals.
One of the markers of a great game is that I think about it when I’m not playing it. The games I really love aren’t just enjoyable while I’m playing, they’re compelling. If I’m reading a history book, I sometimes find myself wondering how Europa Universalis IV implements the country or idea I’m learning about. When I’m doing something routine like ironing I’ll sometimes think about what I’ll do differently the next time I play Hitman. Gwent is a really great game. Since I got into the beta about a week ago, I’ve been thinking about how I could change my deck and what cards I’d need to build another, even when I’m not playing the game. I’ve enjoyed drawing up a list of cards for a necromancy deck based around returning units from the graveyard, and it’s been fun to improvise with the cards I already have.
Deus Ex: Mankind Divided is a first-person infiltration game. In most missions, and certainly in the game’s best missions, you’re given a target such as a file or a person and told to make your way into a secure area to get at it. It’s not a stealth game in a strict sense, since the remarkable thing about it is the amount of freedom you have to approach problems. Most people will likely avoid detection and silently eliminate guards, thugs and other enemies as necessary, but it’s equally viable to go loud and wipe out the whole security staff. Much like its predecessor, Human Revolution, you decide your playstyle by choosing which augmentations to invest in as you progress through the game. Stealthy players might want to run silently or visualise enemies’ fields of view, and more action-y players might want to turn their skin into armour or stabilise their weapons. Whatever combination of the twenty or so augmentations you invest in and upgrade, you’ll have to use them inventively to infiltrate facilities from huge corporate banks to small-time criminal warehouses. Deus Ex: Mankind Divided is a great game and a great sequel. It rectifies many of the problems with Human Revolution, which was already among my favourite games, and builds on its considerable strengths.
An article I wrote appeared on the website Rock, Paper, Shotgun about Stellaris. It discusses the very bad victory conditions in the game, and you should read it here. I’m proud of it, and it’s been considerably improved in the editing. I have a few more thoughts about what might replace victory conditions as they exist, which I left out of the article since it detracted from the central point. Over the next little while, I’ll likely edit them into a more complete post and add them here, so look forward to that.