Tag Archives: Tower Defense

Big Robots and Bigger Grinds

As mentioned when I wrote about Iron Brigade originally, I bought the game’s DLC expansion, Rise of the Martian Bear, shortly after completing the main campaign. I didn’t immediately dive into it and actually ended up taking an even longer break than originally planned. In fact, it had been so long that I considered not even playing through it since I’d surely lost whatever skills I’d managed to build up over the course of the original campaign, and I’d read that the expansion was notably harder than the original campaign to boot. Alas, despite some reservations, I finally talked myself into it.

Back in the trenches again!
“Back in the trenches again!”

When I finally got around to playing it I discovered that the game had been pulled from Game Pass, popping up a licensing error when I went to launch it. Not entirely unexpected. What was unexpected was my inability to actually purchase the damn thing! When I went to the game’s store page I received a weird message that the game was only purchasable on Xbox 360 or on xbox.com. Ok? At first I thought maybe this was an odd side effect of having already had the game installed, so I went ahead and uninstalled it and tried again. No dice. I begrudgingly went to my PC and pulled up the Microsoft Store webpage. Oddly, I got the same error there. Finally I had to resort to booting up my old Xbox 360 and buying the game there, at which point it worked normally on my Xbox One once again. This whole thing was absolutely bizarre and I have no idea what the issue actually was – I could buy some other Xbox 360 games on my Xbox One, just not Iron Brigade. Perhaps this is some sort of licensing issue but that’d be even weirder since Double Fine is owned my Microsoft these days.

Anyway, onto the game. First, if you’ve read my original blurb on Iron Brigade, Rise of the Martian Bear doesn’t really change anything I had to say about the game back then. Instead, it adds a 5 mission sort-of epilogue to the original campaign and expands the level cap, adding a fairly large amount of new, higher level loot to compensate. The new maps are, of course, playable cooperatively as well as in Survival mode. And that’s about it! That was plenty for me though, and just like with the original campaign I replayed every level until I managed to get a gold rating on it.

Fuck. This. Map.
“Fuck. This. Map.”

Getting gold on these maps was no easy feat given how rusty I was at that game. In fact, I was stuck on the DLC’s third level, Settlement, for quite a long time, trying a mind boggling number of variations in strategy and loadout before I finally nailed it. Things got so desperate that I even briefly dipped into Survival mode to try to score of the game’s more exotic, mode exclusive rewards to buff my damage output. Eventually I succeeded and brought my time with Iron Brigade to an end. For the record, a combination of carefully placed sniper turrets, a few machine guns turrets to help mop up Knobs, and aggressively running my dual Muerte Fiesta Numero 6’d engineering trench around the map to do as much of the actual Tube elimination legwork as possible myself was the key.

Rise of the Martian Bear doesn’t really do anything significantly interesting and the ridiculous story is perhaps even more throwaway than the original campaign, but it’s basically just a content pack, so if you really liked the base game (or absolutely loved it in my case) the expansion pack isn’t a hard sell. If you didn’t, well then there’s absolutely nothing redeeming for you here.

Besides that, the other game taking up a lot of my time lately is, of all things, World of Warcraft Classic.

Checking out the original Dwarf model. D'aww!
“Checking out the original Dwarf model. D’aww!”

During a long and tedious build up that seemingly started from the moment the game was first patched and continued with consistent nostalgic whinging about “the good old days” of so-called vanilla WoW (and increasingly, the Burning Crusade expansion and even later eras) on every relevant forum out there and culminating with Blizzard finally caving and announcing WoW Classic, I never really owned that particular pair of rose colored glasses. Sure, I had some great memories of the early days of WoW and yes, some of the changes subsequent patches and expansions made were debatably negative, but there were also innumerable improvements, some quite major, along the way too. As I saw it, I was fine with the glory days of World of Warcraft remaining confined to exaggerated “back in my day” anecdotes and as an effortless yardstick to compare other, newer MMORPGs against.

In the summer of 2018 I changed jobs, going from working in IT departments consisting of just a couple of dozen people at best to working alongside literally thousands of fellow geeks. As the launch of Classic approached we ended up with more than a dozen people on my team alone signed on to play and I figured jumping on the bandwagon could be a lot of fun. When Classic finally launched and I joined my co-workers on Discord, I was surprised to discover that a lot of the members of my original World of Warcraft guild from back in vanilla along with numerous other friends I’d known over the years also logged in fighting the same launch day queues as we were. Remarkably, it seems like almost every last one of my online gaming buddies was drawn back into the fold. How long most of them stuck it out, I can’t say, but despite most of the gaming media I follow dismissing Classic, it seemed like it was actually a fairly big deal in my circles.

I accidentally screenshotted hitting level 2. Also, sorry boars...
“I accidentally screenshotted hitting level 2. Also, sorry boars…”

After a lot of internal debate I decided to fully embrace my nostalgia, creating a character absolutely identical to the character I “mained” in vanilla – the same race and overall appearance, the same class, and I even managed to score the same name despite it coming from the in-game name generator. Gulmorok the orcish rogue was reborn (the original having since been converted into a dwarf and moved between servers multiple times in WoW proper, as discussed before.)

Personally, jumping back into what seems to be a pretty damn solid recreation of original World of Warcraft has been an absolute trip. It’s amazing how well I remember the zones, the enemies and the particulars of many of the quests, and even the idiosyncrasies of various mechanics. The original 2004 era graphics and sounds still hold up incredibly well too, which surprised me after long since getting used to the newer character models. What doesn’t hold up quite as well is the actual gameplay. In 2004 the design, a fairly shameless mass market friendly iteration on the EverQuest style of theme park MMORPG, felt pretty damn great if you were in to those types of games back then. Having long since moved on to successors like The Old Republic, Elder Scrolls Online, hell, even newer World of Warcraft expansions, the design of vanilla WoW certainly feels as dated as it sounds to describe it like that. It’s not so much “hard” as it feels like it’s been designed to just utterly disrespect the player’s time – tedious, grinding quests, huge amounts of travel between different areas, a poorly structured quest content flow, and of course the ever present joy of constantly bumping up against the poverty line, are all things probably best left in the past.

Much, much later, grinding in the Alterac Mountains.
“Much, much later, grinding in the Alterac Mountains.”

Case in point, in my mid 30s, I’m having to constantly bounce between zones to do quests that are actually level appropriate (a luxury largely enabled by third party addons and data dump websites, by the way) and I know that, just like in 2004, I’m quickly approaching the level range where a lack of ANY appropriate quests becomes the problem, requiring grinding dungeons or mobs to stay properly leveled and geared. Adding to that, I’m playing on a PVP server for the first time in years and Blizzard just turned on the honor system, meaning that people’s willingness to go out of their way to gank you while you’re busy trying to complete a quest or otherwise mind your own business is at a peak. Of course as a rogue I’m uniquely equipped to deal with these assholes, or at least take opportunistic revenge on them, but it’s still annoying. Fun times!

While I have been tempted more than a few times to jump off the treadmill and devote my limited free time to playing through more single player games, I’d be lying if I said I wasn’t having fun. The Azeroth that Blizzard built with World of Warcraft remains still somehow compelling to me, and looking forward to when PVP battlegrounds are finally launched and my co-workers and I can put together some “premade” groups is keeping a lot of us going for now.

In the meantime, Blizzard just announced yet another World of Warcraft expansion and Diablo-fucking-4, both of which have my attention. Despite being increasingly clear that they’re no longer the same company I fell in love with, Blizzard is still somehow managing to make a case for its relevance in my gaming life.

Settlement map screenshot taken from from misc. places on the Interwebz. The in game shot is actually mine though. An original Xbox 360 screenshot on here? Is this the end of an era?! Probably not!

Mecha Zombies!

As soon as I heard about Iron Brigade (called “Trenched” at the time) I absolutely knew I had to play it. Not only was I already a fan of the humor and fun stylized aesthetics that Double Fine tends to inject into their games but I’ve been a fan of the whole hybrid tower defense / action hybrid genre for quite a while now (as I’m sure I’ve thoroughly documented here with games like Toy Soldiers and Orcs Must Die!.) The fact that the action component looked a bit like the MechAssault franchise and that whole thing was wrapped in a wacky alternate history World War I setting to boot? Sign me the fuck up!

Shooting some Tubes on the beach.
“Shooting some Tubes on the beach.”

So, there it sat, doomed to my backlog forever. I guess the waiting has finally paid off though as when I signed up to Xbox Game Pass there it was, waiting for me to play for sorta-free. Waiting 8 years to save 15 bucks? Seems like a reasonable strategy to me! 😉 Well, at least I didn’t buy it and then let it languish in my backlog like I do with most of the games I’m interested in. Anyway, the time was right to blow through a quick game so I rolled up my sleeves, hopped in my “mobile trench” and set off to blow some Tubes into smithereens.

As billed, the relatively simple action feels a lot like that of MechAssault; somewhere between the huge, slow mechs of MechWarrior and the relatively frantic action of something like, say, Armored Core. You move and look with the analog sticks while each trigger handles the weapons and equipment installed on each side of your mech. Your equipment can vary, as your mech can be customized with a huge array of different specialized parts, weapons, and paint jobs, all of which is slowly acquired in a sort of light version of the loot systems popularized by action RPGs and MMOs. While the customization itself pales in comparison to something like Chromehounds, I still found experimenting with different builds and loadouts to be quite a fun element of the game. Loading up a heavy chassis with a 6 heavy machine guns, or dual huge, heavy cannons is fantastic, and some of the steampunk inspired tech is ridiculously cool.

Customizing our mech... err, I mean Mobile Trench.
“Customizing our mech… err, I mean Mobile Trench.”

The rest of (and the bulk of) the gameplay is total, classic tower assault. Using the same third person perspective, you can place emplacements (turrets/towers) anywhere on the map limited only to the amount scrap you collect from enemies you kill. While there is a respectable variety of emplacements, the game only allows you to carry a certain number of certain categories of each one depending on the chassis of your mech, adding a touch more variety to the whole customization aspect beyond just what weapons you have installed. Of course there are a variety of enemies that demand variation in weapon and turret strategy, changing with each new map, and how efficient you need to be to get the rating you’re after

About the only negative I can attribute to Iron Brigade would be the story and the enemy design, which both feel kind of quick and throwaway. I mean, the Tubes are certainly unique, but I don’t find them to be all that cool. Eh, this is a relatively minor complaint though, as these elements certainly work well enough in service to the gameplay and the overall conceit.

Emplacements absolutely everywhere, as it should be!
“Emplacements absolutely everywhere, as it should be!”

I feel like there’s a lot more I could say about the game, so I’ll just wrap this up with a couple of things. First, for an early entry into Double Fine’s efforts to shift to smaller, lower budget titles, the team developing Iron Brigade put quite a lot into it and you can tell they had to practically restrain themselves for adding even more. The second thing is that funnily, this being a quick playthrough didn’t really go according to plan. You see, I LOVED Iron Brigade so damn much that I decided to keep playing until I achieved a gold rating on every single mission, taking quite a bit more dedication than a quick run through would have. I even ended up buying the game’s single expansion pack “Rise of the Martian Bear” which I’ll give a quick review of in a future update.

Oh, and if all of that wasn’t enough on its own, I also totally forgot to mention that the game also features something of an Horde-like Survival gameplay mode, and both it and the campaign support co-op with up to 3 other players so that you can actually show off your customizations. I never got around to trying either, but I can only imagine how fun this game must be to play cooperatively. Awesome.

You can download Iron Brigade for Xbox 360 (which runs flawlessly on Xbox One) as well as on PC. If you’re into tower defense and big, stompy robots, definitely check this one out.

Back on the road!
“Back on the road!”

I also returned to Telltale’s The Walking Dead series. I ended my last article about Telltale with the semi-optimistic news that all three of the games I discussed had planned sequels in the works for 2018 and 2019, with the first one of those on the list being the finale to The Walking Dead series. Well…

*deep breath*

A hell of a lot has happened since then, hasn’t it? The first episode of The Walking Dead: The Final Season was released in August 2018 to favorable reviews, with the second episode slated for release in late September. Just days before it was to be released Telltale announced they were closing down, immediately laying off most of their staff and killing their in-development and upcoming releases. While they did end up releasing that second episode, with two more episodes to go, it seemed like the series wouldn’t actually receive its finale after all.

Rumors swirled about other companies offering ex-employees jobs, or potentially attempting to pick up The Walking Dead or some of Telltale’s other titles, but it was actually Robert Kirkman’s own Skybound Games that stepped in and negotiated finishing the remaining two episodes, hiring a number Telltale’s former staff on a contract basis to see the season to completion. I’ve got mixed feelings about whether or not it was right to prioritize finishing the game over taking care of the employees who lost their jobs in more substantial ways, or if I should continue to support Telltale with my money, but nevertheless I’m selfishly thankful, as once the fourth and final episode was released and the reviews looked decent, I bought the entire season and my girlfriend and I cautiously jumped in.

Keeping AJ in line is damn stressful work.
“Keeping AJ in line is damn stressful work.”

Almost immediately we were totally engrossed. Taking place several years after the events of A New Frontier, you’re finally back in (a now teenage) Clementine’s shoes, wandering the desolate South with a much older AJ. The change in the character dynamic alone is massive, with Clementine coming across as more and more mature and AJ now a fully fleshed-out character. AJ is by far the more interesting of the two, being raised post zombie-apocalypse, he has his share of childhood trauma induced behavioral issues (to put it in a super generalized, spoiler free way.)

While the gameplay doesn’t stray from the typical post-TWD Telltale formula, The Final Season starts out very strong with a great sense of being able to drastically affect the story with your choices. Telltale fans know by now that this is absolutely essential to keeping the player from feeling somehow “cheated” by choices that ultimately have little real consequence. In fact, I found struggling with making decisions in this season to be particularly intense, especially when it came to those choices that directly related to influencing the young, impressionable AJ. We always felt like we were somehow making the wrong decision and oftentimes we were despite our best attempts to do the right thing. Very effective.

Many new characters join the cast for the finale.
“Many new characters join the cast for the finale.”

As with A New Frontier, the new engine and updated art style are running smooth and looking great. There were some great set pieces this time around, and as usual the voice acting was mostly stellar. Playing the Xbox One version (on a normal Xbox One S) the only real complaint I can leverage is that load times between scenes were much longer than I remembered from any previous Telltale games. I’m really not sure what is up with that, as from a quick glance around the ‘Net it doesn’t seem to be a common complaint. The final two episodes, the ones finished by Skybound, fair slightly worse overall though – it seems like they didn’t quite get as much polish, with noticeably more performance hiccups and glitches. Given how they were developed this is completely understandable.

I had some similar issues with the game’s action scenes which were more palatable in the early episodes and felt more sloppily implemented in the later ones. Even the checkpoints were placed less generously in the last two episodes, and that only served to make those action sections that much more frustrating. Again, this is almost certainly because of the accelerated and probably relatively chaotic development under Skybound resulting in less playtesting and refinement. These issues didn’t ruin the experience for me by any means though they are worth noting given the unusual circumstance.

The Whisperers also make an appearance.
“The Whisperers also make an appearance.”

I’d certainly rank The Final Season above A New Frontier, and I enjoyed that one more than most people so that’s not meant to be faint praise. More importantly, I’m happy that the series didn’t get unceremoniously axed half way through its finale which could have easily happened. Instead, it felt like the series got an appropriate sendoff and given how many people have loved the series, whether they bailed after the first season or made it all the way through the finale, and how influential this new style of adventure game has been, I’d say that’s a pretty big deal. It’s not entirely surprising that Skybound was able to help wrap up the season as one of the more spectacular things about the series is how strong it’s been start to finish despite many of the key players changing over the years. I mean, I was skeptical about Season 2 after finding out that Sean Vanaman and Jake Rodkin had left and it turned out to be my favorite season.

In summary, if you’re a fan of the series than it’s an absolute no-brainer: play this! If you had your fill after a couple seasons, or the Telltale formula wore out its welcome on you, then it’s probably not worth coming back for this one last hurrah as it’s unlikely to change your opinion.

As usual, what should Xbox 360 and Xbox One screenshots are PC screenshots borrowed liberally from various places on the Internet.

Grubbin Cold War

I’m a little bit behind with my normal game log updates so this is a bit of a catch up session.

Around Halloween last year I decided to grab Double Fine’s Costume Quest 2 off of XBLA. As a side note, I don’t think they call it Xbox Live Arcade anymore, do they? Whatever man, I’m a die hard! Anyway, I gushed quite a bit about the first one on here, so I felt pretty confident about grabbing the second one.

Dentists should be portrayed as villains far more often.
“Dentists should be portrayed as villains far more often.”

Gameplay hasn’t shifted significantly in the sequel. It’s still basically a simplified take on classic JRPGs, with the game divided into wandering an “overworld” exploring, looting a little and talking to the odd NPC, and then moving into turn based, party versus party battles when you encounter enemies. The overworld is mostly the same, though some costumes have special abilities which are used to solve simple puzzles while navigating. Really, they’re more about gating you based on whether you have the costume or not than presenting any sort of challenging puzzle to solve though. The combat system itself a bit different, with a greater focus on timed attacks and blocks and the addition of special ability cards, but it all still feels very JRPG-inspired, and while you may prefer one system over the other, the difference isn’t all too compelling to me.

The real appeal of Costume Quest is its quaint charm and humor. Unfortunately, while the overall plot might be better realized this time around, the writing struck me as far drier. I didn’t get nearly as strong of a genuine sibling vibe from the main characters, for one, and it’s hard to put my finger on why, but I also didn’t think the game was quite as funny as the first one. Maybe I’m just in a drastically different headspace than I was a few years back, or perhaps the formula has just worn out its welcome. The gameplay also started to wear out its welcome though. In the end, the repetition of exploring the overworld and getting pounded with so many random battles really took a toll on me, and I had to drag myself to the finish line. For a game that’s only 8 or 9 hours long, that’s definitely not a great thing.

Dream
“Dream team: Gandalf, Thomas Jefferson, and a fucking pterodactyl!”

I hear a Costume Quest 3 is in development now but unless they make some major changes to the basic formula I may give that one a pass.

I started a second game from the dusty corners of XBLA at around the same time as I started Costume Quest 2; the sequel to another game that I absolutely loved, Toy Soldiers. I was actually a lot less confident about Toy Soldiers: Cold War because of what seemed like a new focus on special “barrage” attacks, especially the new Rambo inspired playable commando, who was featured constantly in all of the media surrounding the game. I’m happy to report that I was wrong, and Toy Soldiers: Cold War is about as direct a sequel as you could ever want while still allowing for some tweaks to the formula.

Sometimes it's just too easy...
“Sometimes it’s just too easy…”

So about the game. Well, I’m just going to steal, almost verbatim, what I said about the original Toy Soldiers here. Toy Soldiers: Cold War takes the classic, simple tower defense gameplay, gives it an awesome Cold War/Vietnam era meets kid’s toy box theme, and adds in the ability to control towers and other special units (tanks, helicopters, and jets) by hand to up their effectiveness and/or your score. It’s a very simple concept but executed almost perfectly with an awesome presentation and a healthy layer of polish.

As with the first game’s World War I theme, the cold war era doesn’t get used too often in video games, and the variety and selection units is even cooler and funner to play with in my opinion. The fact that these are toys means how “realistic” it might be for a Huey gunship to duel a MIG-23, for example, is almost entirely irrelevant. That said, like the first game, everything being a “toy” of some sort, and the fact that you’re fighting in some kid’s bedroom, hardly detracts from the gritty war experience. I quickly forgot that my M1 Abrams tank had an radio control antenna sticking out of it, or that the mass of troops I was brutally gunning down were supposed to be toy soldiers at all.

These (toy) BMP-1s don't stand a chance against my (toy) Abrams.
“These (toy) BMP-1s don’t stand a chance against my (toy) Abrams.”

The aforementioned barrages, which are awarded for certain conditions, actually rarely come into play, though I suppose you could optimize your play to get awarded them more frequently than I did. Besides the commando unit I mentioned, most of these are powerful air strikes, some controllable and some not, and can really help turn the tide during a particularly nasty wave. The special controllable units, tanks, helicopters, and the occasional jet, feel more powerful in Cold War, but now have batteries, effectively meaning you can only use them for a short durations, having to wait for them to recharge between uses. Timing your use of these units can make or break your success in certain waves, and can greatly make up for a lack of certain turrets or upgrades.

I completed the entire campaign on the default difficulty, and also ran though both DLC campaigns. The DLC campaigns are short and sweet and seemed more focused on adding more maps rather than changing up the gameplay too much, despite one of the campaigns letting you play as the USSR, but if you really like the base game, perhaps more maps to play is incentive enough to pick them.

I’m ashamed to say that, like the first game, I still didn’t end up trying the multiplayer modes. One of these days. They look awesome, feature glorious split screen, and you can even play through the entire campaign co-op.

The Commando doing what he does best, which is apparently effortlessly shooting down Mi24 Hinds!
“The Commando doing what he does best, which is apparently effortlessly shooting down Mi24 Hinds!”

Signal Studios keeps knocking these games out of the park for me, and I’m already planning on picking up the latest game in the series, Toy Soldiers: War Chest. War Chest looks to really push the fun toys angle of the series over the edge, and even includes licensed toys like He-Man and G.I. Joe this time around. Seriously? Dude.

Last, and least, I’ve been playing Bungie’s Destiny 2 here and there. I know it’s been out for months already, but I’m going to hold off on talking about it until I play through the campaign a second time and can put together some more coherent conclusions on it, but I’ve definitely enjoyed my time with it so far. Stay tuned for that!

As usual, the screenshots here are mostly stolen from other places. Despite scouring Steam Community for what felt like hours, I’m not too satisfied with the Cold War screenshots. Sure, they’re cool, but they don’t represent that game’s core tower defense gameplay too well. What can I say? The flashier action stuff just makes for better pictures.