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<channel><title><![CDATA[CHRIS MENDOZA - TECH ANIMATOR & GAMES PROGRAMMER - Tactics & TTRPG Blog]]></title><link><![CDATA[https://www.maoboulve.com/t3k]]></link><description><![CDATA[Tactics & TTRPG Blog]]></description><pubDate>Thu, 16 Apr 2026 03:26:58 -0700</pubDate><generator>Weebly</generator><item><title><![CDATA[T3K #9 - Fire Emblem: Engage, Saturday Mornin' Tactics Show]]></title><link><![CDATA[https://www.maoboulve.com/t3k/t3k-9-fire-emblem-engage]]></link><comments><![CDATA[https://www.maoboulve.com/t3k/t3k-9-fire-emblem-engage#comments]]></comments><pubDate>Wed, 03 May 2023 03:58:12 GMT</pubDate><category><![CDATA[fire emblem engage]]></category><category><![CDATA[T3K Posts]]></category><guid isPermaLink="false">https://www.maoboulve.com/t3k/t3k-9-fire-emblem-engage</guid><description><![CDATA[       Heya! Happy new Zelda and impending&nbsp;Street Fighter&nbsp;launch! Lots of gaming to do.Today, we're covering&nbsp;Fire Emblem: Engage&nbsp;on the Nintendo Switch, released January 2023.&nbsp;Engage&nbsp;is the newest tile-based tactics game from Intelligent Systems following 2022's&nbsp;Fire Emblem: Three Hopes.Fire Emblem: Engage&nbsp;is a tactics, all-star game where the worlds of the&nbsp;series crossover in this pocket world. The protagonists of each game is worshipped as great her [...] ]]></description><content:encoded><![CDATA[<div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023012021555700-c71f2ba23713b0380a896115d1ad4717.jpg?1683842772" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;">Heya! Happy new <em>Zelda</em> and impending&nbsp;<em>Street Fighter</em>&nbsp;launch! Lots of gaming to do.<br /><br />Today, we're covering&nbsp;<strong><em>Fire Emblem: Engage</em></strong>&nbsp;on the Nintendo Switch, released January 2023.&nbsp;<em>Engage&nbsp;</em>is the newest tile-based tactics game from Intelligent Systems following 2022's&nbsp;<em>Fire Emblem: Three Hopes.</em><br /><br /><em>Fire Emblem: Engage</em>&nbsp;is a tactics, all-star game where the worlds of the<em>&nbsp;</em>series crossover in this pocket world. The protagonists of each game is worshipped as great heroes and sources of power. You play as the Divine Dragon, a great deity awoken from a long slumber to fight the revived Fell Dragon, akin to the early game's 'defeat the Shadow Dragon' story.<br /><br />So let's get into Engaging our Emblem Ring transformation.</div>  <div>  <!--BLOG_SUMMARY_END--></div>  <h2 class="wsite-content-title"><font size="6">All-Stars Tactics Transformations</font></h2>  <div class="paragraph" style="text-align:left;">To quickly preface,&nbsp;<em>Fire Emblem Engage&nbsp;</em>is a very silly game.<br /><br />&#8203;It's the first traditional tactics game for the series that focuses heavily on crossover material. Previous crossover games dabbled in other genres like the gacha mobile&nbsp;<em>Fire Emblem Heroes</em>, musou-style&nbsp;<em>Fire Emblem Warriors&nbsp;</em>on the WiiU, and&nbsp;<em>Shin Megami Tensei</em>&nbsp;crossover <a href="https://www.youtube.com/watch?v=VFxSmIMQ76s" target="_blank">featuring idols</a>&nbsp;<em>Tokyo Mirage sessions #FE.</em></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/af111aebe6bfcf4a615285f0d2a8bd40a99bc66b-hq.jpg?1683485659" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Tokyo Mirage Sessions was foretelling Engage with super saiyan Marth</div> </div></div>  <div class="paragraph" style="text-align:left;"><em>Engage&nbsp;</em>follows in a similar manner with a world that worships the idea of the&nbsp;<em>Fire Emblem&nbsp;</em>protagonists. The spirits of 12 great heroes is stored in the Emblem Rings and worshiped across the continent of Elyos. A select few god-like figures can 'unlock' the power of Emblem Rings and allow anybody to summon one of the spirits.<br /><br />Players control Alear (their default name), a Divine Dragon able to use the Emblem Rings and very recognizable blue/red split hair. Alear is reawakened after they defeated the big ole Fell Dragon 1000 years ago. Turns out, Fel Dragon's back! Go and assemble the Emblem Rings to defeat the Fell Dragon once again.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2023012022010500-c71f2ba23713b0380a896115d1ad4717.jpg?1683850860" alt="Picture" style="width:492;max-width:100%" /> </a> <div style="display:block;font-size:90%">Thank you Ghost Marth</div> </div></div>  <div class="paragraph" style="text-align:left;"><br />&#8203;This main plot goal keeps steady through the game. Alear travels the world, meeting the nobility of each kingdom in their quest to gather the twelve Emblem Rings. Some of the nobility are aligned with the Fell Dragon and use corrupted Emblem Rings against Alear's army.<br /><br />Let's talk on gameplay!</div>  <h2 class="wsite-content-title"><font size="6">Tactics - Rock, Paper, Flier-units</font></h2>  <div class="paragraph" style="text-align:left;"><span>The core of&nbsp;</span><em>Fire Emblem&nbsp;</em><span>tactics layer has stayed steady in its long history since the NES. You control a roster of units on tile-based maps, taking an action with all units before passing to the enemy's turn. When a unit attacks, the defending unit gets to counter. If a unit is fast enough they get to attack again, and if a unit is lucky they get a critical hit!</span><br /><br /><span>The series is best known for its weapon triangle system, like this blog's lil banner! Spear beats sword, sword beats axe, axe beats spear. The weapon triangle extends on a game by game basis with weapons (tomes, bows, etc.) and unit-types (mounted, fliers, armored).</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023012022414600-c71f2ba23713b0380a896115d1ad4717.jpg?1683851923" alt="Picture" style="width:563;max-width:100%" /> </a> <div style="display:block;font-size:90%">More characters should talk game mechanics in-universe</div> </div></div>  <div class="paragraph" style="text-align:left;"><br />Weapon triangle dictates advantage over another weapon gives a bonuses for attacks like damage, accuracy and so on. When certain weapon targets a specific unit-type (bows against fliers, axe unit's hammer against armored), the bonuses were drastically increased even to 1-hit killing. So proper accounting of weapon triangle was key for gameplay flow.. to a point.<br /><br />Depending on the game, a player could ignore portions of the weapon triangle (like the sword-axe-spear trio) and focus on building raw stats instead. Don't have to really worry about weapon triangle if your armored unit only takes 1-3 damage a hit, or your sword unit is so fast all spear units can't touch them.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023012214592700-c71f2ba23713b0380a896115d1ad4717.jpg?1683852008" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Armored & Flier units are full defined by being really good stat monsters</div> </div></div>  <div class="paragraph" style="text-align:left;"><em><br />&#8203;Engage</em><span>&nbsp;instead reinforces the weapon triangle and says 'pay attention or don't get a turn' with its new Break mechanic!</span></div>  <h2 class="wsite-content-title"><font size="5">Simply Slap Your Opponent's Weapon Away</font></h2>  <div class="paragraph" style="text-align:left;"><span>When a unit initiates combat (ie. player unit on player turn) and damages a unit they have triangle advantage over, the defending unit can't attack back! In short, you steal a turn from the enemy unit. It's a really interesting innovation on the standard planning of a&nbsp;</span><em>Fire Emblem</em><span>&nbsp;game.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023012022421100-c71f2ba23713b0380a896115d1ad4717.jpg?1683852181" alt="Picture" style="width:565;max-width:100%" /> </a> <div style="display:block;font-size:90%">FISTS BEAT BOOK, NERD</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>Louis, your first armored unit, is an absolute wall against any physical fighter and packs an absolute punch back. In prior games, you could have a unit like Louis solo chunks of physical fighters (barring anti-armor hammers wielders). Not the case with&nbsp;</span><em>Engage!</em><span>&nbsp;</span><br /><br /><span>Any axe units initiating combat against Louis will cause a Break and prevent his counter. On the reverse, a frailer unit like the player avatar, Alear, can take a swing as a sword unit at axe units without receiving damage! This, especially, makes boss units much funner to plan around.</span><br /><br /><span>Boss units across the series have an elevated stat spread that could kill player units through very few hits. This often meant swarming a boss with the whole army in a single turn or using heavily overleveled units to use the tried and true 'overwhelm with raw stats' tactic.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023043018451100-c71f2ba23713b0380a896115d1ad4717.jpg?1683852411" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Bosses have health crystals, meaning they have multiple health bars!</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>But with Break mechanics, bosses can be managed with strategic use of your units. Weaker units can not only take advantage of the free attack after a Break, but can also be the ones that cause the Break. Even the frailest units become powerful support to others with the ability to defang an enemy.</span></div>  <h2 class="wsite-content-title"><font size="5">Diplomacy Has Failed! Team, Engage Up!</font></h2>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023012022043600-c71f2ba23713b0380a896115d1ad4717.jpg?1683852557" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Begin transformation sequence!</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>Along with inventory and class management, each unit can be assigned a Bond Ring or Emblem Ring. Bond Rings are provide minor stat buffs or small bonus skills. Emblem Rings provide a similar initial bonus, but are tied to the titular Engage mechanic.</span><br /><br /><span>When a unit Engages, they summon one of the 12 (19 with DLC) Emblem spirits and do a cool transformation sequence to take on physical traits and weapons of the character. Take on Marth's cool blue hair or Ike's murder hammer he totally used to cheat the Black Knight duel.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023012022050200-c71f2ba23713b0380a896115d1ad4717.jpg?1683852611" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Engage outfits all have this white regalia and sick wing effects</div> </div></div>  <div class="paragraph" style="text-align:left;"><br />For three turns while Engaged, the unit gains unique skills, weapons, and special attacks drawing upon that character's popular image in&nbsp;<em>Fire Emblem</em>. Sigurd's Engage toolset invokes him being the first mounted spear protag&nbsp;by giving 5 movement (doubling infantry movement!) and cool spears. Lucina's Engage draws on the central Pair Up mechanics of <em>Awakening</em>&nbsp;to allow a unit to defend adjacent allies or swarm a target with support attacks of your whole army.<br /><br />The Engage mechanic gives a big power surge to the player that really reinforces the game's central theme: celebrate the series by remembering (and using) cool ideas of the prior games. Turn the tides and superhero transform into the Hero King Marth and win the day.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023012214590400-c71f2ba23713b0380a896115d1ad4717.jpg?1683852802" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Very glad Celica gets the spotlight for Echoes representation</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>Certain encounters also give major boss units their own Emblem Rings to use against the player. They're scary!</span><br /><br /><span>&#8203;The Engage bonuses are just as potent as on player units (sometimes stronger with enemy only buffs). There's a puzzle-esque element of unraveling the enemy forces so the incoming big Engage Attack doesn't kill the poor target the enemy chooses.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023020923005300-c71f2ba23713b0380a896115d1ad4717.jpg?1683852926" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Damn, they SURE do.</div> </div></div>  <h2 class="wsite-content-title"><font size="5">Load Bearing Permadeath Mechanics</font></h2>  <div class="paragraph" style="text-align:left;"><em>Fire Emblem</em><span>:&nbsp;</span><em>Engage</em><span>&nbsp;continues the series staple of permadeath as an optional core mechanic. You can choose Classic mode for typical permadeath or Casual (still a bad name!) mode for units to 'revive' after a map's completion.</span><br /><br /><span>Permadeath continues to be an odd aspect of&nbsp;</span><em>Fire Emblem</em><span>. Fundamentally, I think the series has never been good at writing or creating systems in response to a unit's death. It never feels meaningful to have a unit's death stick apart from a light end-of-game eulogy.&nbsp;</span><br /><br /><span>On the other hand, my motivation with the fundamental tactics layer relies on permadeath as a balancing mechanic. Enemy army composition is often a puzzle for the player to take out units without taking massive damage in counters, especially with the new Break mechanic. This dynamic cracks whenever I rely on Casual mode to revive a unit later.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023012215384500-c71f2ba23713b0380a896115d1ad4717.jpg?1683853047" alt="Picture" style="width:559;max-width:100%" /> </a> <div style="display:block;font-size:90%">Boucheron is a man built to perish very easily in the starting chapters</div> </div></div>  <div class="paragraph" style="text-align:left;"><br />So I often play on Casual when available but treat it as I'm playing on Classic. If a map springs a surprise and kills a unit 45 minutes in, I have an escape valve to not completely waste that half hour.<br /><br />The series understands the contradictions of this dynamic and continues to implement turn rewinds, starting in&nbsp;<em>Fire Emblem Echoes.</em>&nbsp;Turn rewinds is a great salve to give a player grace in undoing tactical errors and only lose a minute or two as opposed to full map progress.&nbsp;<br /><br /><em>Fire Emblem&nbsp;</em>has always been a series I associate with save states since my earliest days of GBA romhacks, so turn rewinds are a natural fit to that idea. That said, I still believe turn rewind should be given unlimited use in the series. Running out of turn rewinds returns to the issue of player death feels really unfulfilling to let stick or wasting 30+ minutes on non-progress.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023012215062400-c71f2ba23713b0380a896115d1ad4717.jpg?1683853141" alt="Picture" style="width:549;max-width:100%" /> </a> <div style="display:block;font-size:90%">Let me eat the Draconic Time Crystal hard candy</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>So let's talk about beats outside a turn with the game's story! It's.. present!</span></div>  <h2 class="wsite-content-title"><font size="6">A World of Broad Strokes</font></h2>  <div class="paragraph" style="text-align:left;"><span>The world of&nbsp;</span><em>Engage&nbsp;</em><span>uses broad archetypes to define the kingdoms and characters. The continent, Elyos, is a big outer ring of 4 countries with an inner island country. They are as follows:</span><ul><li><strong>Firene&nbsp;</strong>in the southwest, a peaceful &amp; giving&nbsp;kingdom of abundance. Home to lots of flowers and greenery.</li><li><strong>Brodia&nbsp;</strong>in the northwest, a militant kingdom constantly warring with Elusia for territory. Big about pride and strength.</li><li><strong>Elusia&nbsp;</strong>in the northeast, a snowy kingdom that worships the Fell Dragon. Has a&nbsp;<em>Three Houses</em>&nbsp;esque Academy.</li><li><strong>Solm&nbsp;</strong>in the southeast, a desert queendom that values its isolation and independence.</li><li><strong>Lythos&nbsp;</strong>in the center island, home to the Divine Dragon. Has a large floating island above the Lythos island.</li></ul></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023012022310000-c71f2ba23713b0380a896115d1ad4717.jpg?1683851045" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The world tapestry is sick. I'd love to have this on the wall</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>&#8203;&#8203;These are pretty broad themes you expect out of a typical medieval setting, relying on a unique spin on execution to make the idea seem novel. In the case of&nbsp;</span><em>Fire Emblem: Engage</em><span>, the broad themes mostly stay shallow especially in comparison to prior games like&nbsp;</span><em>Fire Emblem: Three Houses</em><span>.&nbsp;</span><br /><br /><span>A major friction of the prior&nbsp;</span><em>Three Houses</em><span>&nbsp;is that the three nations have fundamentally differing governing bodies. A standard kingdom supporting the Church, a powerful empire, and a loose council nation of nobles. The different governments create interesting power struggles when the timeskip war breaks the loose peace.</span><br /><br /><span>In the world of&nbsp;</span><em>Engage,</em><span>&nbsp;all the countries follow a mirrored template: a ruling figure, two heirs, two retainers to each heir.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2023042921112400-c71f2ba23713b0380a896115d1ad4717.jpg?1683851578" alt="Picture" style="width:570;max-width:100%" /> </a> <div style="display:block;font-size:90%">Brodia has my favorite visual aesthetic, but they never really do much with their whole 'they love War bit'</div> </div></div>  <div class="paragraph" style="text-align:left;"><br />&#8203;The main difference is primarily just environment art and statements from the nobles saying out loud 'this is what our country is about'. It creates a jarring feeling that each country is not just perfunctory writing, but fully only for gameplay setup to a distracting degree.<br /><br />&#8203;<span>A major factor is just writing time. With only a few chapters allotted to each country, the cutscenes are dedicated to introducing one of the three major nobility characters or resolving a major plot beat for the country. Then, the two heirs of the country join the merry crew for the next location.<br /><br />Elusia does get an exception as the antagonist country but has a similarly shallow vibe to how people live in the snow country.&nbsp;<em>Fire Emblem</em>&nbsp;does have a history with overly cartoonish villains who revive the evil dragon for 'reasons' and Elusia reinforces that cartoonish nature.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023020922181600-c71f2ba23713b0380a896115d1ad4717.jpg?1683851750" alt="Picture" style="width:506;max-width:100%" /> </a> <div style="display:block;font-size:90%">The Elusian nobles, while cute in isolation, are jarring as the people threatening annihilation of the continent</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>&#8203;With all that said, the grand strokes the countries paint are in service to defining the characters who live within, and boy there are some real quirky ones.</span></div>  <h2 class="wsite-content-title"><font size="5">A Crew of Archetype Weirdoes</font></h2>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2023020922133500-c71f2ba23713b0380a896115d1ad4717.jpg?1683853252" alt="Picture" style="width:508;max-width:100%" /> </a> <div style="display:block;font-size:90%">SCARED MAN APPROACHING (Blur not an edit)</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><em>&#8203;Fire Emblem&nbsp;</em><span>characters, especially in the 3DS era, tend to focus on a defining character trait as a baseline for their writing. Standout characters, like Owain&nbsp;in&nbsp;</span><em>Awakening</em><span>, had really loud &amp; dorky character traits that made his support conversations a blast to read as he interacted with normal people. His sword hand twitches..</span><br /><br /><span>With&nbsp;</span><em>Engage</em><span>, the oddball characters come in frequent and often. I would say the game's writing strength lies in setting up punchlines with the cast bouncing their incredibly cursed habits against one another in the support conversations. Some of my notable favorites of the army:</span><ul><li>Boucheron, a naturally extremely buff man who doesn't work out. Everybody is obsessed over how he managed to do this. People are near lustful to attain his muscles.</li><li>Louis, an overly observant knight who loves people watching. Really, really loves people watching. Too much.</li><li>Alcryst, the more timid heir of Brodia. Brave to defend people, but in a cowardly way. Offered himself to be eaten by wild animals to have his retainers escape.</li><li>Yunaka, seemingly kind thief who is unsubtle about probably killing a few people.&nbsp;Hiya, Papaya!</li></ul></div>  <div><div class="wsite-multicol"><div class="wsite-multicol-table-wrap" style="margin:0 -15px;"> 	<table class="wsite-multicol-table"> 		<tbody class="wsite-multicol-tbody"> 			<tr class="wsite-multicol-tr"> 				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/2023043021322800-c71f2ba23713b0380a896115d1ad4717_orig.jpg" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>   					 				</td>				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/2023043021300700-c71f2ba23713b0380a896115d1ad4717_orig.jpg" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>   					 				</td>			</tr> 		</tbody> 	</table> </div></div></div>  <div><div class="wsite-multicol"><div class="wsite-multicol-table-wrap" style="margin:0 -15px;"> 	<table class="wsite-multicol-table"> 		<tbody class="wsite-multicol-tbody"> 			<tr class="wsite-multicol-tr"> 				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/2023043021365400-c71f2ba23713b0380a896115d1ad4717_orig.jpg" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>   					 				</td>				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/2023043021400900-c71f2ba23713b0380a896115d1ad4717_orig.jpg" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>   					 				</td>			</tr> 		</tbody> 	</table> </div></div></div>  <div class="paragraph" style="text-align:center;"><font size="2">Your army is full of so many weirdoes</font></div>  <div class="paragraph" style="text-align:left;"><br />There's an interesting contrast with how self-sustaining the eccentric characters tend to be compared to more standard characters. Rule of good writing dictates a contrast between characters helps make things more dynamic, but with the previously mentioned issues in worldbuilding the grounded characters have little to latch onto for their motivations.<br /><br />Jean, an early optional character, is one of the few grounded characters I really enjoy. He's the apprentice to a small village doctor and joins Alear's army to help people across the continent. His support conversations focus on stress of his duties as a doctor amidst war. His anxiety about the time sensitive nature of his work is a really fun look at the stresses a typical person would have in the world.<br /><br />Jean is also just a great lil guy with a absurd stat growth, so there's no reason to not use him well into the game.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023020421565400-c71f2ba23713b0380a896115d1ad4717.jpg?1683853717" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Jean is just a lil guy</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>The recent&nbsp;</span><em>Fire Emblem</em><span>&nbsp;games haven't avoided their share of 'one quirky trait' characters, but&nbsp;</span><em>Engage</em><span>&nbsp;is an interesting look into when the balance of absurd and normal writing has an uneven balance. As someone who adores diving into the daily life in support conversations in games like&nbsp;</span><em>Scarlet Nexus,&nbsp;</em><span>I would love to see more balanced character writing into the series.</span></div>  <h2 class="wsite-content-title"><font size="6">A Bold Era of Post-Launch Patches (And DLC)</font></h2>  <div class="paragraph" style="text-align:left;"><span>Before talking on meta management, a bit of a tangent is needed.</span><br /><br /><em>Fire Emblem: Engage</em><span>&nbsp;was a January release in 2023. Since then, multiple patches for balance and 4 paid DLC waves have dropped. I played a short amount in January but played primarily in April &amp; May, though I didn't buy any DLC. Though, those patches have made major changes to gameplay loop!</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/404574332.jpg?1683854121" alt="Picture" style="width:503;max-width:100%" /> </a> <div style="display:block;font-size:90%">There are some characters I really adore from prior games in there.. but money..</div> </div></div>  <div class="paragraph" style="text-align:left;"><br />Minor content DLC to single-player RPGs is not novel to <em>Engage</em>, but it's always been a mysterious quirk to modern&nbsp;<em>Fire Emblem.</em>&nbsp;The incentives baked into the paid DLC was compromised at best: make the process of grinding easier with this $2.50 USD bonus map. Want to get a unique skill tied to a DLC class? Cough up $3.00.<br /><br /><em>Engage&nbsp;</em>sits in a similar odd spot. You can currently obtain 7 additional Engage Rings through DLC, a massive player power level surge as the 12 main story Emblem Rings are slowly drip fed to you. The current curated pace of the story could be cracked open if you're willing to obtain the Season Pass. It's weird!<br /><br />I'll admit, if I were to replay&nbsp;<em>Engage</em>&nbsp;soon I'd pick up the DLC for repeat playthroughs cause I am having a blast. But the specter of the DLC does hang over my current playthrough (especially with major plot beats restricting Engage Rings).</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/643445208.jpg?1683854301" alt="Picture" style="width:424;max-width:100%" /> </a> <div style="display:block;font-size:90%">Commence! Box art pose!!</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>Leaks of the game&nbsp;</span><a href="https://www.reddit.com/r/fireemblem/comments/vd1gbt/took_a_stab_at_translating_the_leaked_images/" target="_blank">have been popping up since&nbsp;June of 2022</a><span>&nbsp;showing that the game was near, if not was, complete for a few years by time of launch. A common process for developer teams when games complete before launch day is to shift them to other projects, or shift them to DLC &amp; Expansions</span><em>.&nbsp;</em><span>Which, hey sure, I'd rather the team have continued work as opposed to the game industry tendency for end-of-project layoffs.</span><br /><br /><span>Thankfully, the team didn't only do heavy work on DLC. They added a well!</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023042921002200-c71f2ba23713b0380a896115d1ad4717.jpg?1683854336" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">This well also ties to all the DLC content!</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>This well fundamentally changes how easily the player can experiment with major gameplay systems.</span><br /><br /><span>There are likely other smaller balance changes that are invisible to me, but it is interesting how the game I put down in January became a much funner game when I picked it back up months later. The landscape of modern games and online connectivity means games can have an ever changing form. A complaint someone had about balance might not exist anymore when I played!</span><br /><br /><span>&#8203;A lot of this introspection comes tangent to this article from&nbsp;</span><a href="https://www.vice.com/en/article/pkapyz/star-wars-jedi-survivor-review" target="_blank">Patrick Klepek about reviewing&nbsp;<em>Jedi: Survivor</em></a><span>&nbsp;(Waypoint forever, I'll miss y'all).</span><br /><br /><span>&#8203;What does it mean for your experience of a game to disappear with the magic of a patch? It feels better that, well, the game is better but there are plenty of people who completed a different&nbsp;</span><em>Engage&nbsp;</em><span>before the balance patches. They're not suddenly wrong about their experience, and many could miss out on patches through any number of reasons.</span><br /><br /><span>Modern games is an odd beast.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/489353464.jpeg?1683854584" alt="Picture" style="width:553;max-width:100%" /> </a> <div style="display:block;font-size:90%">There's DLC for a Sommie outfit. Very tempted.</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>&#8203;So, let's talk about the systems I did experience!</span></div>  <h2 class="wsite-content-title"><font size="6">Strategy - The Somniel's Benchwarming Business</font></h2>  <div class="paragraph" style="text-align:left;"><span>The management layer of&nbsp;</span><em>Engage</em><span>&nbsp;is where I found the most friction with the game. Between maps, the player is given access to a world map to transition to the next chapter, complete optional combat maps, or return to the Somniel hub area for unit management.</span><br /><br /><span>&#8203;Generally speaking, there's a lot of flexibility in the management due to tons of free grinding given to the player. If you really resonate with a character that has awful stats, you can spend as much time as you want bringing them to parity. Buuuut you also have heavy incentive to absolutely not burn time on weak units.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023020421193700-c71f2ba23713b0380a896115d1ad4717.jpg?1683854698" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Suggested levels alone makes the world map implementation a success</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>Maps in&nbsp;</span><em>Engage</em><span>&nbsp;come with tough unit caps of 8-10 units per combat encounter. You are also constantly given new units each chapter, sometimes given 3 in a whole group. Very quickly, the game goes from introducing new archetypes of units to overlapping previous unit archetypes with better starting resources (better stats, different Personal skill, etc.)</span><br /><br /><span>So, you make the hard call to bench older units for the rest of the playthrough. Sorry Clanne, new varsity league tome users dropped in. On the upside, your benched units have a life in the Somniel hub.<br /><br />&#8203;Doing what? Helping you fish and do situps.</span></div>  <h2 class="wsite-content-title" style="text-align:left;"><font size="5">Panzer Dragoon But Sommie Is There</font></h2>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023012919120800-c71f2ba23713b0380a896115d1ad4717.jpg?1683854859" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Tactics game,</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>&#8203;A major complaint of the previous&nbsp;</span><em>Fire Emblem: Three Houses</em><span>&nbsp;was that upkeep between chapters felt tedious in the hub management area. They.. didn't avoid the same issues in this game.</span><br /><br /><span>The Somniel hub continues to reinforce that&nbsp;</span><em>Engage</em><span>&nbsp;is a very silly game.&nbsp;Tasks in the Somniel range from resource gathering, managing unit supports, playing minigames for small bonuses, and taking care of a weird dog in the basement grotto.</span><br /><br /><span>I love my weird basement dog, Sommie.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023012919202300-c71f2ba23713b0380a896115d1ad4717.jpg?1683851297" alt="Picture" style="width:390;max-width:100%" /> </a> <div style="display:block;font-size:90%">You can name Sommie whatever you want. That's a Chorby lookin' lad</div> </div></div>  <div class="paragraph" style="text-align:left;"><br />&#8203;Aside from petting Sommie, the tasks of the Somniel can feel like a list of chores to hit between every fight. Playing every minigame could squeeze out bits of stat optimization like doing situps for +2 HP on Alear.&nbsp;Resource gathering requires scavenging the whole Somniel for errant metal bits.<br /><br /><em>Engage</em>&nbsp;seems to understand part of these tasks could be streamlined for the player. Some Somniel tasks have streamlined options to auto-pick units like with support rank grinding. Tedious tasks like resource gathering don't and should have implemented options to automatically handle. Please, give me a 'collect all' resource gathering button.<br /><br />All these Somniel tasks also refresh often and constantly. Depending on optional grinding a player does, the Somniel could refresh several times and exponentially expand how long the player goes without progressing the plot. You have to actively tune out major upkeep tasks to keep a steady pace of plot.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023012919111200-c71f2ba23713b0380a896115d1ad4717.jpg?1683854958" alt="Picture" style="width:691;max-width:100%" /> </a> <div style="display:block;font-size:90%">There are soooo many points of interest on the Somniel</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>&#8203;My main thought is that the Somniel as a 3D environment starts to add extra menus and navigation time which drags pace over the course of&nbsp;</span><em>Engage</em><span>&#8203;'s campaign. I would prefer if handling tasks was handled under a tight menu system or compressed into smaller sprite maps like the&nbsp;</span><em>3DS&nbsp;</em><span>games.</span><br /><br /><span>Here's to hoping that a game with full feedback of&nbsp;</span><em>Three Houses</em><span>&nbsp;&amp;&nbsp;</span><em>Engage</em><span>&#8203; works to reduce how much time is spent doing idle tasks.</span></div>  <h2 class="wsite-content-title" style="text-align:left;"><font size="5">The Engage Ring Bottleneck (On Launch Month)</font></h2>  <div class="paragraph" style="text-align:left;"><span>Outside doing your 50th pushup sessions for temporary stat buffs, major unit management comes in the form of class and skill management.</span><br /><br /><span>Every unit has 1 personal skill, pushing them toward a certain playstyle, and 2 blank skill slots. The blank skill slots can be filled with skills inherited from Emblem Rings using a units reserve of Skill Points (SP for short). SP passively builds by using a unit often in battle, faster if they have an Emblem Ring equipped.</span><br /><br /><span>Unfortunately, SP gain rate is gruelingly slow from combat. The major skills with the more drastic (and thus more fun) effects cost 1000+ SP. Alear, my avatar unit that is required for every single chapter battle, could barely push 1500 SP after 14 chapters.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023042920440300-c71f2ba23713b0380a896115d1ad4717.jpg?1683855131" alt="Picture" style="width:592;max-width:100%" /> </a> <div style="display:block;font-size:90%">Taunted by those 2000 SP skills across the Emblems..</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>This is made more complicated with the aforementioned frequent benching incentive. A new unit could come in with better stats AND more SP than older units, even those who've fought on every map to that point. This creates a really harsh punishment for experimenting 'wrong' or buying any smaller stat buffing skills.</span><br /><br /><span>Or it did at launch.</span><br /><br /><span>That cool well I mentioned in the DLC &amp; Patch section? Added another task in the Somniel where you could throw in equipment and get random equipment back next time you return. With enough thrown in, the well spits out skill books which lets you throw 100 or 500 SP at a unit.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:10px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023050123514700-c71f2ba23713b0380a896115d1ad4717.jpg?1683855231" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Along the 500 SP Novice books, the Well also lets you get a ton of other strong equipment. Truly an odd thing to add later.</div> </div></div>  <div class="paragraph" style="text-align:left;"><br />So current&nbsp;<em>Engage</em>&nbsp;is relatively trivial to grind SP on! The well's a good way to address the balance oversight, but the issue of slow SP grinding is still present. By the time the well was patched in, many people had already completed&nbsp;<em>Engage</em>'s main story and describe a really stingy management game.<br /><br />&#8203;But, hey, maybe being busy for a few months was a good thing for me!<br /><br />The experimenting of the Emblem skills is very fun with skill books, giving a flexibility to make a unit into whatever gimmick unit you want (barring bad stat growths). With the well, I do find the Emblem Inheritance system a good iteration upon the&nbsp;<em>Three Houses</em>&nbsp;skill training management. Keep it up Intelligent Systems!</div>  <h2 class="wsite-content-title"><font size="6">In The End, An Odd Balancing Act</font></h2>  <div class="paragraph" style="text-align:left;"><em>Fire Emblem Engage&nbsp;</em>is a conundrum of a game to evaluate as a whole. It innovates on the&nbsp;<em>Fire Emblem</em>&nbsp;tactics loop in a really powerful way that feels will stick past this entry. In the same breath, I hope the storytelling work done in this game is a one-off and writing style of&nbsp;<em>Three Houses</em>&nbsp;is allowed to continue in the next entry in the series.<br /><br />A recent game development&nbsp;<a href="https://twitter.com/AnimationMerc/status/1654359582263885825" target="_blank">twitter post</a>&nbsp;helped solidify my full thoughts on&nbsp;<em>Fire Emblem Engage:</em></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/image_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;">The emblem ring Engage mechanics show a great attention of meshing tactics gameplay to a theme of 'superpowered units' the game presents. It draws on a celebration of an all-stars game when you summon the Ike ring to defend against a whole battalion. It rules!<br /><br />But I also experienced a barely by the books story unfold with limited hooks to keep engaged beyond meeting some fun weirdoes across the continent. There's something to be said about perfunctory stories for enabling gameplay (as an avid roguelite liker), but&nbsp;<em>Engage&nbsp;</em>&#8203;often sets up very telegraphed plot twists hour after hour to its detriment.<br /><br />That said! If you are a 'gameplay is king' type tactics person,&nbsp;<em>Fire Emblem Engage</em>&nbsp;is a best-of-show for the series. Those that love to replay the games will find some great deep systems to engage with especially pushing through 'Maddening' difficulty.<br /><br />Production timelines do indicate that <em>Fire Emblem Engage</em>&nbsp;was likely produced during the production of <em>Three Houses </em>so it's hard to say if this game is the definitive vision going forward. <em>Fire Emblem: Three Hopes,</em>&nbsp;a recent release from 2022, continued the complex leaders writing of <em>Three Houses</em>.<br /><br />So the next&nbsp;<em>Fire Emblem</em>&nbsp;could very well the deep character focus of&nbsp;<em>Three Houses</em>&nbsp;and the gameplay innovations of&nbsp;<em>Engage</em>! We'll have to wait and see.<br /><br />&#8203;Till next time on&nbsp;<strong>Triangles, Tactics &amp; Tabletop, Kupo!&nbsp;</strong>&#8203;Pet your Sommies.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/2023042921015500-c71f2ba23713b0380a896115d1ad4717_orig.jpg" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>]]></content:encoded></item><item><title><![CDATA[T3K #8: Turbo Turn - Steam Next Fest]]></title><link><![CDATA[https://www.maoboulve.com/t3k/t3k-8-turbo-turn-steam-next-fest]]></link><comments><![CDATA[https://www.maoboulve.com/t3k/t3k-8-turbo-turn-steam-next-fest#comments]]></comments><pubDate>Thu, 16 Feb 2023 01:14:35 GMT</pubDate><category><![CDATA[Steam Next Fest 2023]]></category><category><![CDATA[T3K Posts]]></category><category><![CDATA[Turbo Turn]]></category><guid isPermaLink="false">https://www.maoboulve.com/t3k/t3k-8-turbo-turn-steam-next-fest</guid><description><![CDATA[       Heya! Trying a new post format for this entry! With event prep for GDC having me real busy, I haven't had time for deep dives into a tactics game. But I did have time to try a couple Steam Next Fest demos!As someone who played tons of PSP demos, I've missed the ability to have a low investment try at a game. Tactics demos are especially interesting challenge as a design prompt. Tactics games can be long! Or they develop mechanics in a gradual way over hours, which is difficult to capture  [...] ]]></description><content:encoded><![CDATA[<div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/177385199.jpg?1676510208" alt="Picture" style="width:666;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;">Heya! Trying a new post format for this entry! With event prep for GDC having me real busy, I haven't had time for deep dives into a tactics game. But I did have time to try a couple <strong>Steam Next Fest</strong> demos!<br /><br />As someone who played tons of PSP demos, I've missed the ability to have a low investment try at a game. Tactics demos are especially interesting challenge as a design prompt. Tactics games can be long! Or they develop mechanics in a gradual way over hours, which is difficult to capture in a demo.<br /><br />But lots of developers made the effort, and I wanted to give them a shoutout! So let's do a&nbsp;<u><strong>Turbo Turn</strong></u>&nbsp;of Steam Next Fest tactics/strategy demos. I had to hone in on this blog's focus cause I played too many! Oops.</div>  <div><div class="wsite-multicol"><div class="wsite-multicol-table-wrap" style="margin:0 -15px;"> 	<table class="wsite-multicol-table"> 		<tbody class="wsite-multicol-tbody"> 			<tr class="wsite-multicol-tr"> 				<td class="wsite-multicol-col" style="width:32.921348314607%; padding:0 15px;"> 					 						  <div class="paragraph" style="text-align:center;"><strong><u><span>Games Covered:</span></u></strong></div>  <div class="paragraph"><ul><li><strong>Cardboard Town</strong></li><li><strong>Two Point Campus</strong></li><li><strong>Dungeon Drafters</strong></li><li><strong>Dungeons of Aether</strong></li><li><strong>Inkbound</strong></li></ul></div>   					 				</td>				<td class="wsite-multicol-col" style="width:67.078651685393%; padding:0 15px;"> 					 						  <div class="paragraph" style="text-align:center;"><font size="3">Non-T3K Genre Demos I Really Liked:</font><span>&#8203;&#8203;</span></div>  <div><div class="wsite-multicol"><div class="wsite-multicol-table-wrap" style="margin:0 -15px;"> 	<table class="wsite-multicol-table"> 		<tbody class="wsite-multicol-tbody"> 			<tr class="wsite-multicol-tr"> 				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div class="paragraph" style="text-align:left;"><ul><li><span style="color:rgb(231, 233, 234)"><font size="3">Protodroid DeLTA</font></span></li><li><span style="color:rgb(231, 233, 234)"><font size="3">Gestalt: Steam &amp; Cinder</font></span></li><li><span style="color:rgb(231, 233, 234)"><font size="3">Gravity Circuit</font></span></li><li><span style="color:rgb(231, 233, 234)"><font size="3">Radio the Universe</font></span></li><li><span style="color:rgb(231, 233, 234)"><font size="3">Rusted Moss</font></span></li></ul></div>   					 				</td>				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div class="paragraph"><ul><li><font size="3">The Ramsey</font></li><li><font size="3">Shumi Come Home</font></li><li><font size="3">Glitch Busters</font></li><li><font size="3">Bleak Sword DX</font></li><li><font size="3">Townseek</font></li></ul></div>   					 				</td>			</tr> 		</tbody> 	</table> </div></div></div>   					 				</td>			</tr> 		</tbody> 	</table> </div></div></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <div class="paragraph" style="text-align:left;"><strong><font size="6">Cardboard Town</font></strong><br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/347709082.jpg?1676516457" alt="Picture" style="width:613;max-width:100%" /> </a> <div style="display:block;font-size:90%">It's a town! Made out of cardboard board game pieces!</div> </div></div>  <div class="paragraph" style="text-align:left;"><em><a href="https://store.steampowered.com/app/2198070/Cardboard_Town/" target="_blank">Cardboard Town</a></em><span>&nbsp;is a city-building card game where you manage resources and build a tiny little board game town. The player must balance managing the deck and managing the resources of the town against random disasters. The demo focuses on 100 or so days of gameplay.<br /></span><br /><span>There are 4 resources to manage with a goal to prevent 3 of the resources hitting negative values or below -20. Every few days, the town is hit with a incident that can drain one of the resources providing a constant time pressure. You can't simply wait for the most efficient card to be drawn.<br /><br />The card types really define how towns will tend to look. These types include: road cards required for new buildings, building cards with some effect on resources, and deck modifier cards.</span><br /><br /><span>City simulators are fun to think about how the developers abstract how a town grows and thrives.&nbsp;</span><span>With&nbsp;</span><em>Cardboard Town</em><span>, the time pressure and need to immediately solve resource issues creates a quirky suburban sprawl of buildings and roads. A road might just abruptly end cause you needed to throw down a water tower to deal with a drought incident.<br /><br />More money to play cards each turn is tied directly to population, so you're incentivized to build more housing even if it will decrease resources. Certain housing is more efficient in stats, but time pressure often forces building crummier tiles jus to deal with incoming problems.</span><br /><br /><span>I'm hoping there's future ways to build on top of prior buildings and more deck manipulation in the full game. I tended to have turns of stalling out with hands full of expensive cards, but had a great time once I passed initial humps.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/830432723.jpg?1676516446" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Building population buildings gets you more Money per turn & a choice of Upgrade</div> </div></div>  <div class="paragraph"><strong><font size="6"><br />&#8203;Two Point Campus</font></strong></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/200796308.jpg?1676689432" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Amidst the silly college antics lies some brain squeezing queue management systems</div> </div></div>  <div class="paragraph" style="text-align:left;"><em><a href="https://store.steampowered.com/app/1649080/Two_Point_Campus/" target="_blank">Two Point Campus</a></em>&nbsp;sits on the other side of building planning as a satirical college management simulation game.<br />&#8203;(Note: this is just the actual full game with a weekend grace period to play for free and I played too much to&nbsp;<em>not&nbsp;</em>talk about)<br /><br />You take on the role of a wandering college Dean given multiple campuses to shape into successful universities. It incorporates building out a campus, managing college employees, and improving the campus to better student success (so they continue paying tuition).<br /><br />A big part of managing student success is, essentially, traffic management. Can a tired student reach the dormitory to sleep then visit the library to finish an assignment in a fast enough time? Can sprinkling vending machines around the campus reduce the amount of people trying to rush the courtyard of hot dog stands all at once?<br /><br />The satire of&nbsp;<em>Two Point Campus</em>&nbsp;helps it stand out on its own terms. Having 4 beds for a whole campus is fine, it's just a extra hellish co-ed dorm. It's fine! I, as the dean, may show favoritism for a club cause it gives an important stat boost of 'running across campus fast'. There's a clown degree department in the west building.<br /><br /><em>Two Point Campus</em>&nbsp;seems laxer in how efficient you need to be compared to its prequel,&nbsp;<em>Two Point Hospital</em>. Where patients would previously die and becomes ghosts for a base inefficiency, students instead struggle to reach their full A+ grades. Student failure/ego death is still on the table but I have yet to have a student fail for a similar time count to&nbsp;<em>Hospital.</em><br /><br />For someone like me who doesn't really like minmaxing city strategy planning, the time I put in with <em>Two Point Campus</em>&nbsp;did feel pretty smooth. I'll try picking it up when I'm hungry for making Clown College more powerful.&nbsp;</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/286731720.jpg?1676690414" alt="Picture" style="width:625;max-width:100%" /> </a> <div style="display:block;font-size:90%">You have lots of rooms to build and manage. You can even create templates!</div> </div></div>  <div class="paragraph"><strong><font size="6"><br />&#8203;Dungeon Drafters</font></strong></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/20230212172956-1.jpg?1676692618" alt="Picture" style="width:689;max-width:100%" /> </a> <div style="display:block;font-size:90%">Tile-tactics and deckbuilding, my beloved</div> </div></div>  <div class="paragraph" style="text-align:left;"><em><a href="https://store.steampowered.com/app/1824580/Dungeon_Drafters/" target="_blank">Dungeon Drafters</a>&nbsp;</em>is a deckbuilder tactics game pulling upon the roguelike ideas of mystery dungeon games. You play as one of six adventurers who goes into dungeons to collect treasure and get stronger with finding new cards. The demo focuses on a core loop of a single dungeon dive.<br /><br />Each turn you refresh your Action Points (AP) to move, melee attack, or play cards. From the demo, cards are high impact for particular situations (helped by always having a basic melee attack). The rabbit adventurer had a deck focusing on intentionally being surrounded to hit multiple adjacent tiles or heal per enemy near you.<br /><br />Enemy turns are handled with an interesting mix of clear list of skills an enemy can have and which skill they might choose in a turn. If an enemy is going to use a ranged attack, the exact tiles they're going to strike is marked on the map. Otherwise, the enemy will display their available skills they might use (movement counts as a 'skill' to use).<br /><br />It's a fun choice! You can often guess what order of skills an enemy will use (Move -&gt; Melee Range Attack for say basic slime 1 tile away), but sometimes they'll throw a curveball and you have to improvise. And clearly marking ranged attacks gives leeway for enemy skill design. It's fine to have a big cross AOE attack for an enemy if I know I just need to shimmy 1 tile down.<br /><br />Deckbuilding and the specifics of the RPG layer are not quite present in the demo, but the current basic adventurer decks provide good optimism on how deckbuilding will feel. When cards hit their combos, player turns hit a clean sweep through enemies. I look forward to&nbsp;<em>Dungeon Drafters'&nbsp;</em>&#8203;launch!</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/20230212174650-1.jpg?1676692646" alt="Picture" style="width:698;max-width:100%" /> </a> <div style="display:block;font-size:90%">Enemy turns resolve all at once with a displayed order of enemies</div> </div></div>  <div class="paragraph"><strong><font size="6"><br />&#8203;Dungeons of Aether</font></strong></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/screenshot-536.png?1676693313" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Platform fighter, card game, and now tactics game! What a pivot!</div> </div></div>  <div class="paragraph" style="text-align:left;"><em><a href="https://store.steampowered.com/app/1668290/Dungeons_of_Aether/" target="_blank">Dungeons of Aether</a></em>&nbsp;is a turn-based dungeon crawler set in the universe of platformer fighter,&nbsp;<em>Rivals of Aether</em>. You play as four different heroes, dungeon diving into the caverns to help the town and get stronger. The demo focuses on a single dungeon dive with Fleet, the baseline hero of the four.<br /><br />Combat has an initial simple core. Each turn both sides choose a skill to use in combat, first to go decided by 'speed' stat. If an attack was chosen, it must beat the opponents defense to do damage. Accuracy increases options of skills in a turn. Skills have a wide array of effects like increasing defense this turn, or increasing stats next turn.<br /><br /><span>Layered on top is dice drafting! Six 6-sided dice are rolled each turn, each assigned a color tied to the 4 stats or as a wild card color. Player and enemy draft 3 die to improve their stats, starting with the player and rotating. If a dice matches color with a stat or is a wild card, the stat is directly increased. Otherwise, the stat is only increased by 1.</span><br /><br />Dice drafting is a fun spin on RPG turns. This system naturally causes damage to be hard won, so health is very small for all units (Fleet and the demo enemies were 3 health or lower). There may be future issues where it might be a little&nbsp;<em>too&nbsp;</em>hard to damage enemies, which depends on how the long-term balancing is handled.<br /><br />Fleet represents the baseline idea of the gameloop and she's very fun as a plucky and clumsy thief, boding well for the other three heroes. While the town side of RPG systems was not present in the demo, gradual skill unlocking and equipment management are and those feel very ripe for cool synergy planning.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/screenshot-548.png?1676696194" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Similar health values will have me pausing on continued dungeon dives</div> </div></div>  <div class="paragraph"><strong><font size="6"><br />&#8203;Inkbound</font></strong></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:10px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/20230211222012-1.jpg?1676698600" alt="Picture" style="width:749;max-width:100%" /> </a> <div style="display:block;font-size:90%">Battlefield is a beautiful mess of lots of AOE markers and range indicators</div> </div></div>  <div class="paragraph" style="text-align:left;"><em><a href="https://store.steampowered.com/app/1062810/Inkbound/" target="_blank">Inkbound</a>&nbsp;</em>is.. a lot.. and a favorite of demos I tried. It's an MMO, turn-based, run-based, tactics, roguelite game with seasonal structure of ARPGs like <em>Diablo</em>. You play as a Needless, primordial goo type humanoids, tasked with helping stop the decay of the worlds of living stories. The demo focuses on showcasing the roguelite loop with the 3 available classes.<br /><br />Each turn you refresh your action points to either move or use one of your skills (called Bindings). Movement is radius based and important for moving out of range of marked AOEs or out of range of enemy melee attacks. After your turn, all enemy turns resolve at once and the arena tightens with a damaging circular wall.<br /><br />Outside of battles during a run, Bindings can be upgraded to strengthen synergy with other skills and unique items can be obtained with unique passive. These rewards and battles are handled by a room by room basis, displaying the difficulty and rewards of each room.&nbsp;</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/20230211221447-1.jpg?1676698572" alt="Picture" style="width:766;max-width:100%" /> </a> <div style="display:block;font-size:90%">Upgrades are really high impact that feels great for a heavy run-based game like this</div> </div></div>  <div class="paragraph" style="text-align:left;">I gravitated towards the Weaver mage class for seeing the potential of the synergy building. Weaver has a low cost, low damage skill that applies a debuff (Entangled) that allows their other skills to function and do big damage.<br /><br />You could choose to make the low-cost skill the core of the build and add ailment effects that do dramatically more damage the more they're applied. You could also choose to make the skill that splits damage across Entagled targets hit like a truck and crit more often!&nbsp;<br /><br />I'm very excited for&nbsp;<em>Inkbound</em>. Much like the developer's prior game,&nbsp;<em>Monster Train,</em>&nbsp;their inspirations are readily apparent but transformed into a unique and ambitious vision. I'm not sure how the MMO layer will play out since I fully played single player, but I had a blast with solo play.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/20230211221344-1.jpg?1676698507" alt="Picture" style="width:581;max-width:100%" /> </a> <div style="display:block;font-size:90%">Lots of classes and lots of player customizability!</div> </div></div>  <h2 class="wsite-content-title"><strong><font size="6">Closing Thoughts</font></strong></h2>  <div class="paragraph" style="text-align:left;">Video games! Lots of them! I have a lot of deep respect for developers who put in what must be a tremendous amount of work for public facing builds like these. And this was a fun writeup to do to try to tighten thoughts to cover the many hours of Steam Next Fest I played.<br /><br />Until next time!<br /></div>]]></content:encoded></item><item><title><![CDATA[T3K #7: Tactics Ogre: Reborn, SNES Tactics 25+ Years Later]]></title><link><![CDATA[https://www.maoboulve.com/t3k/t3k-7-tactics-ogre-reborn]]></link><comments><![CDATA[https://www.maoboulve.com/t3k/t3k-7-tactics-ogre-reborn#comments]]></comments><pubDate>Wed, 18 Jan 2023 01:07:17 GMT</pubDate><category><![CDATA[T3K Posts]]></category><category><![CDATA[Tactics Ogre]]></category><guid isPermaLink="false">https://www.maoboulve.com/t3k/t3k-7-tactics-ogre-reborn</guid><description><![CDATA[       Happy New Year! Since the holidays gave me more time to get through tactics backlog, this post is coming sooner than expected. Hooray!We're covering&nbsp;Tactics Ogre: Reborn from Square Enix for the Nintendo Switch, PS4/5 and Steam! The original&nbsp;Tactics Ogre&nbsp;was released on the SNES by Quest Corporation in 1995 with a PSP remake in 2010.&nbsp;Reborn&nbsp;is technically a remaster of the 2010 remake with quality of life polish and some graphical updates.Tactics Ogre: Reborn&nbsp [...] ]]></description><content:encoded><![CDATA[<div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023011022123500-36773353524dce5a75cf3d34aed9a6d6.jpg?1674105446" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;">Happy New Year! Since the holidays gave me more time to get through tactics backlog, this post is coming sooner than expected. Hooray!<br /><br />We're covering&nbsp;<em><strong>Tactics Ogre: Reborn </strong></em>from Square Enix for the Nintendo Switch, PS4/5 and Steam! The original&nbsp;<em>Tactics Ogre</em>&nbsp;was released on the SNES by Quest Corporation in 1995 with a PSP remake in 2010.&nbsp;<em>Reborn&nbsp;</em>is technically a remaster of the 2010 remake with quality of life polish and some graphical updates.<br /><br /><em>Tactics Ogre: Reborn</em>&nbsp;at heart is an SNES Tactics game with all the quirks of design choices of that era. An early foundation of the&nbsp;<em>Final Fantasy Tactics</em>&nbsp;Job System&nbsp;and art direction is present, adjusted by remaster polish. All the difficulty of games of that era is well and present too!<br /><br />So let's get on to it! Let Us Cling Together.</div>  <div>  <!--BLOG_SUMMARY_END--></div>  <div class="paragraph"><strong><font size="6">Yasumi Matsuno and Tragedy of War</font></strong></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022111819133900-36773353524dce5a75cf3d34aed9a6d6.jpg?1674173985" alt="Picture" style="width:685;max-width:100%" /> </a> <div style="display:block;font-size:90%">A deep skepticism of war setup from the earliest cutscenes</div> </div></div>  <div class="paragraph" style="text-align:left;">As director and writer of both&nbsp;<em>Tactics Ogre</em>&nbsp;and&nbsp;<em>Final Fantasy Tactics</em>, Yasumi Matsuno's influence lies heavy on Tactics RPGs. Both games tell stories about the hollowness of war as a tool of powerful. Enemies in war are other common folk like yourself being led by squabbling nobility fighting for power.<br /><br /><em>Tactics Ogre</em>&nbsp;focuses on Denam Pavel, a young member of the Walister Resistance fighting against occupying forces. Denam quickly becomes acclaimed as a hero of the people and is brought into the conflict between the three factions: Walister, Galgastani, and Bakram.<br /><br />Rather than build a hero's epic around Denam, the world questions Denam if he's willing to launder his reputation as an underdog hero to do evil in service of the Walister. Will Denam choose to be loyal and do atrocious deeds or turn his back and be shunned and hunted.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022112020111500-36773353524dce5a75cf3d34aed9a6d6.jpg?1674173989" alt="Picture" style="width:811;max-width:100%" /> </a> <div style="display:block;font-size:90%">Fatigue and weary people are the voice against Denam's youthful spirit to 'fight the good fight'</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>And this is a choice to be made by the player!&nbsp;</span><em>Tactics Ogre</em><span>&nbsp;is home to an extremely dense branching narrative depending on major decisions made by Denam. So far my Denam has been firm in his morals, which also means he's driven further to the edges of society. Poor guy.</span><br /><br /><span>In line with the more grim fantasy, it's underscored how every ally and foe are people with full lives much like Denam. Every enemy can be recruited as an ally and major enemies have bios detailing their path until clashing with Denam.</span><br /><br /><span>While I have praise, the game does have an initial issue of throwing you headfirst into the narrative heavy with Proper Nouns that may be easy to be lost in. An initial exposition dump or color coordination of faction may have helped in the multiple iterations of the game.</span><br /><br /><span>I also have issues with how Catiua, Denam's sister, is handled for much of her characterization. She's given a very contrarian and sorta self-centering personality which is a big waste for an advising character type.</span><br /><br /><span>Still, the tone of&nbsp;</span><em>Tactics Ogre</em><span>&nbsp;has a firm clarity in skepticism of power and the nobility that wields it. It's a narrative tone I hope will be more common in medieval fantasy narratives over hero king type narratives.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023011718310100-36773353524dce5a75cf3d34aed9a6d6.jpg?1674170727" alt="Picture" style="width:746;max-width:100%" /> </a> <div style="display:block;font-size:90%">A standard branching story choice</div> </div></div>  <div class="paragraph"><strong><font size="6"><br />&#8203;Tactics - Sprawling Brawls</font></strong><br /><br /><span>Maps are really big in&nbsp;</span><em>Tactics Ogre</em><span>&nbsp;on account of providing a battlefield for upwards of 20+ total units. They have multiple levels of verticality to consider for height difference limits and projectile trajectory.</span><br /><br /><span>Often maps have a memorable feel to them when they center one side with a consistent height advantage or have limited points of approach, creating a tight chokehold.</span><br /><br /><span>You really remember when you have to change your team around rushing several archers and mages on high rooftops or when&nbsp;</span><em>you're&nbsp;</em><span>the annoying archer barrage.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:10px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022111922234700-36773353524dce5a75cf3d34aed9a6d6.jpg?1674173997" alt="Picture" style="width:685;max-width:100%" /> </a> <div style="display:block;font-size:90%">You often are given a turn or two of just moving armies forward</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><br />&#8203;<strong><font size="5">Symmetrical Design... Partially</font></strong><br /><br />Units between the player and enemy are symmetrical in design with:<ul><li>Up to 4 equippable Skills (passive or active)</li><li>Up to 4 items</li><li>Up to 4 Arcana spells</li><li>Finisher skills tied to sufficiently high weapon skills&nbsp;</li></ul><br />Combat then centers on out-optimizing the enemy or having a better strategy over the enemy AI in a direct competitive sense. This mirrored balancing of enemy against the player also fits with all enemies being possibly recruitable (barring narrative exceptions). What would be the use of recruiting weak enemies, right?<br /><br />The issue comes with where the symmetry breaks and instead of a chess match it's trying to best a cruel Game Master. The risk and reward from the player changes to really slow pace.<br /><br />First, the player at most can deploy 10 units with 2 additional AI-controlled guest units. The enemy deploys 12+ similar-to-player-stats units, already creating a raw numbers issue. This is&nbsp;<em>really</em>&nbsp;noticeable with unit death mechanics and how those change between player and enemy.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022111820025300-36773353524dce5a75cf3d34aed9a6d6.jpg?1674171527" alt="Picture" style="width:499;max-width:100%" /> </a> <div style="display:block;font-size:90%">You deploy lots of lil guys! Don't mind the Phil Collins name, I needed something memorable</div> </div></div>  <div class="paragraph"><br /><span>&#8203;Player units are at risk of permanent death if a unit's turn passes 3 times while they're at 0 health. This either requires the map to be quickly rushed (very risky unless units are lucky enough to rush the boss unit), or spend one of the expensive revival items.</span><br /><br /><span>Permadeath starts to encourage you to clump your units all together to drastically lower risk. Clumping means healers are in range more often to prevent the initial KO, somebody can easily reach the KO'd unit with the revive orb, or a clumped party can just rush down the boss all together.</span><br /><br /><span>Unit death in tactics games has just been difficult design prompts, especially as people get more attached to their units.&nbsp;</span><em>Tactics Ogre</em><span>&nbsp;does let new units bounce to the average level of the army quickly, but letting that loss of unit happen is tough!&nbsp;</span><br /><br /><em>Final Fantasy Tactics&nbsp;</em><span>would also take this approach to unit death a few years later, though widening revival options with the series staple White Magic and Phoenix Downs. I'm curious if my risk/reward complaints will be similar for the rumored remake of that.</span><br /><br /><span>My personal taste has come to like the unit death approach of further later Square Enix projects like&nbsp;</span><em>Final Fantasy Tactics Advance&nbsp;</em><span>or&nbsp;</span><em>Triangle Strategy</em><span>&nbsp;which essentially reduces the mechanic to temporary map death or extremely one-off risks.&nbsp;</span><em>Tactics Ogre</em><span>&nbsp;actually implements temporary death in training battle, which I would've liked to have as an option!</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2023011621434000-36773353524dce5a75cf3d34aed9a6d6.jpg?1674171710" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">All your units give a small death quote to really let the moment sink in. RIP Boruto</div> </div></div>  <div class="paragraph"><br /><strong><font size="5">Items! Cool Power Up Cards!</font></strong><br /><br /><span>When it comes to offense, the player has to play greedy when it comes to enemy unit death. All units drop loot on death, containing equipment the unit may have worn or really powerful items like Job Marks. Many key upgrades or new jobs can only be received from these loot drops!</span><br /><br /><span>Any unit that picks up a loot drop adds that equipment to&nbsp;</span><em>their</em><span>&nbsp;eventual death loot drop for the map. So if an enemy steals your stuff, slap them too! Double do so before the map ends as all loot drops uncollected on the map are auto-collected but any loot picked up by an enemy is with that enemy until they die.</span><br /><br /><span>This method of item collection naturally slows pace by training the player to methodically kill and protect the loot bags dropped by enemy. So the unit clump slowly crawls across the map to gather new swords and prevent dying in service to Denam.&nbsp;</span><br /><br /><span>There are also randomly spawning buff cards in maps. These buffs are high impact with effects like greatly increasing critical hit chance, increasing all damage, increasing MP restore rate. It serves as additional incentive to not focus on combat and have units walk over these cards, but does risk putting your army's formation really easy to get through.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022112020094800-36773353524dce5a75cf3d34aed9a6d6.jpg?1674171923" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The little buff cards showing up in the pre-end of map results cutscene tickles me</div> </div></div>  <div class="paragraph"><br /><strong><font size="5">A Game of Overwhelming Defense Stats</font></strong><br /><br /><span>An interesting concept I came across from a (not yet uploaded to Youtube) GameDevOfColors talk, Massive Damage: Creative Storytelling through Numbers in RPGs, was to increase attack stats faster than defense stats to create a compelling increase of combat prowess.<br /><br /><em>Tactics Ogre,&nbsp;</em>thus,<em>&nbsp;</em>is insightful on this advice in showing the possible pitfalls of increasing defense too quickly. As mentioned before, enemy units can be recruited and act as a mirror of the player and should have stats on par to the player units.<br /><br />The issue is that defense is overly effective, with 1 damage attacks being an often occurrence even with units with near optimal equipment/levels for the map. This is felt heaviest with Jobs (like Knights) that are built to resist physical damage primarily or when units are just underleveled a bit.<br /><br />Much of this comes from quirks of combat calculations with multiple stats driving damage. Take an average Knight vs Archer fight. Knights excel in Vitality, and Archers in Dexterity. Vitality increases defense by 110% while dexterity only increases attack by 70%, often making knights near invincible.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2023011613250900-36773353524dce5a75cf3d34aed9a6d6.jpg?1674172023" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Archers feel far weaker than they ought to be with the quirks of combat calculation</div> </div></div>  <div class="paragraph"><br /><span>Other units with high Strength are able to pass this big vitality boost. This really drags the pace of a fight as the particular combat calculations favor slow heavy units as both fighters and defensive tanks with mages and archers as niche support or minor damage.<br /><br />Finishers do provide an odd fallback underscoring the defensive stat problem. Many finishers, as 'special move' type abilities, ignore or reduce defense in their combat calculation. But finishers are often only usable every 3-4 turns by a unit due to slow MP recharge.<br /><br />The effectiveness of defense is definitely where I struggle with long sessions with the game or experimenting with units. Hitting with 1 damage due to odd damage calculation, but struggling to find other targets without putting a unit in danger is frustrating.&nbsp;<br /><br />The low damage ranged physical units deal does make it easier to transition those units into support units that either provide buffs or focus only on ailments. Still, the effective of defense should have been reduced in further iterations of&nbsp;<em>Tactics Ogre.</em></span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023011614163500-36773353524dce5a75cf3d34aed9a6d6.jpg?1674172247" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Boruto buddy, you gotta hit a bit harder than the chicken</div> </div></div>  <div class="paragraph">&#8203;<br /><strong><font size="5">Bad Dice Roll Recruiting</font></strong><br /><br /><span>I've mentioned recruiting a couple times, so I should cover it more properly here. It's.. rough.</span><br /><br /><span>Many units can have one of their 4 skills be taken by a Recruit skill that targets other humanoids or specific type of monster. Recruiting has a low max percentage of succeeding around 25%, decreased by higher health, distance from the enemy, and a unit's random loyalty stat.</span><br /><br /><span>Recruiting also exists along the previously mentioned risk/reward of standard play, creating a big risk to waste a unit's turn on an unsuccessful recruitment. With how much control given over human units, it's often beneficial to just not recruit any human units unless they're unique recruitments (which is best found through guides).</span><br /><br /><span>Monsters can't be obtained outside of recruitment, providing an incentive for the system. Though, the presence of multiple different types of monsters with different recruitment skills does add a layer of tediousness.</span><br /><br /><span>Recruitment really tends to haunt the string of Square Enix-adjacent tactics games from&nbsp;</span><em>Tactics Ogre</em><span>&nbsp;forward. Wasting an action on really low percent chances just often feels bad, and good 'recruits' tend to just be story related characters with their own short stories.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023011621523600-36773353524dce5a75cf3d34aed9a6d6.jpg?1674172378" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">There's an odd system to check a unit's loyalty by hard pausing combat and hovering their name</div> </div></div>  <div class="paragraph"><strong><font size="6">Strategy - Slow Burn Unit Management</font></strong><br />&#8203;</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022111819142400-36773353524dce5a75cf3d34aed9a6d6.jpg?1674174014" alt="Picture" style="width:627;max-width:100%" /> </a> <div style="display:block;font-size:90%">A classic tile to tile overworld</div> </div></div>  <div class="paragraph"><br /><span>The major structure of&nbsp;</span><em>Tactics Ogre</em><span>&nbsp;is a simple key battle area to key battle area with occasional side maps. More optional areas open up much further for the game, but for the first dozen or so hours it is a linear flow of areas.</span><br /><br /><em>Tactics Ogre&nbsp;</em><span>originally had random encounters occur on areas across the overworld, providing a heavy risk for retreading to areas for shops. A similar system would be used for&nbsp;</span><em>Final Fantasy Tactics</em><span>&nbsp;and I felt it slowed pacing negatively.</span><br /><br /><span>Instead,&nbsp;</span><em>Reborn</em><span>&nbsp;removes random encounters and provides a 'training' option for a low risk combat encounter where units can't die. No additional gold can be obtained from these maps but EXP can still be accumulated, up to a point.</span><br /><br /><span>There's also a level cap (called Union Level) where any unit cannot level past. Union Level increases by passing certain battles, creating a direct control over difficulty curve.</span><br /><br /><span>The Union Level system is fine in theory as a heavy hand of the designers but does create an awkwardness when grinding to the level cap before a difficult map. Union Level never increases during a map, so you'll just receive no experience for the map. You do get a pity EXP item to spend later, which is nice.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023011613561100-36773353524dce5a75cf3d34aed9a6d6.jpg?1674174017" alt="Picture" style="width:622;max-width:100%" /> </a> <div style="display:block;font-size:90%">All that wasted experience points..</div> </div></div>  <div class="paragraph">&#8203;<br /><strong><font size="5">Lots to Buy, Limited to Spend</font></strong><br /><br /><span>Money in&nbsp;<em>Tactics Ogre</em>&nbsp;is primarily obtained by selling items picked up in battles. This does require the player to keep an eye on loot bags to avoid receiving small amounts of money due to an enemy stealing all the gold as a map ends.</span><br /><br /><span>I do wish gold was more generous within the game as you can finish a difficult fight with low rewards, which really hurts unit improvement pace. There's a few cases where fights can end suddenly due to narrative reasons and gold was stolen. I had it happen once and was too tired to redo a whole fight for the money.</span><br /><br /><span>With that money, you can use it all at the many shops across the world! Equipment ranges from usual hat, armor, boots, accessory, and primary hand weapons. I tend to autopilot to whatever equipment is strongest for a while until about late Chapter 2 when ailment-based equipment starts to occur.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022111819553200-36773353524dce5a75cf3d34aed9a6d6.jpg?1674174022" alt="Picture" style="width:654;max-width:100%" /> </a> <div style="display:block;font-size:90%">Each bit of equipment has a lot to think about for optimization play</div> </div></div>  <div class="paragraph"><br /><span>Along with equipment, Arcana are a major spend from shops. Arcana are the spells of&nbsp;</span><em>Tactics Ogre&nbsp;</em><span>and are many! There are 8 elements of Arcana, healing Arcana, dark-element ailment Arcana, and unique class Arcana (like ninja's ninjutsu).</span><br /><br /><span>Eight elements of Arcana on paper feels too many, but you often assign only 1 Arcana to a unit that matches their own element. It still creates a really dense inventory of spells to sort through, and would eventually be condensed to 4 or so elements in future&nbsp;</span><em>Final Fantasy Tactics</em><span>&nbsp;games.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022111819552900-36773353524dce5a75cf3d34aed9a6d6.jpg?1674174025" alt="Picture" style="width:767;max-width:100%" /> </a> <div style="display:block;font-size:90%">Look at all those elements!</div> </div></div>  <div class="paragraph"><br /><span>Eventually in Chapter 2, you unlock Crafting from the shops. You can synthesize more random junk you pick up in battles like wood or ores to improvement equipment stats or add special effects to equipment. The ailment upgrades to equipment was a&nbsp;</span><em>huge</em><span>&nbsp;turn of tactics for me and evolving past the large stat number vs large stat number gameplay loop.</span><br /><br /><span>The Crafting system is&nbsp;</span><em>way</em><span>&nbsp;too dense in number of items and number of levels crafting material can climb. Thankfully,&nbsp;</span><em>Tactics Ogre</em><span>&nbsp;allows itself to do the heavy lifting of fusing pre-requisite materials. It uses a overly dense nested menu system to resolve all that crafting.</span><br /><br /><span>The costs of fusing is actually quite low, so you come to the system often! Still would've been easier to parse the system if it reduced the number of materials to deal with.</span><br /><br /><strong><font size="5">Juggling Jobs &amp; Elements, No Clown Jobs Though ;(</font></strong><br /><br /><span><em>Tactics Ogre</em>&nbsp;has its own Job system to manage across a playthrough, though much simpler than what would be common in&nbsp;<em>Final Fantasy&nbsp;</em>series proper.&nbsp;</span>&#8203;</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022111819583700-36773353524dce5a75cf3d34aed9a6d6.jpg?1674174029" alt="Picture" style="width:726;max-width:100%" /> </a> <div style="display:block;font-size:90%">Love a good job system, though Job Marks create add a limit on experimenting too often</div> </div></div>  <div class="paragraph"><br /><span>A unit can change their Job anytime outside combat with Job Marks that are purchased from shops or dropped by units with that Job. You often can pick up Job Marks long before they're in shops, so prep to rush for loot bags!<br /><br />Each job has unique skills tied to unit levels, some job skills shared between similar archetypes. The job skills vary heavily from the Knight's skill to stop movement when an enemy moves within 1 tile to Cleric's skill to randomly increase next healing.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023011522035400-36773353524dce5a75cf3d34aed9a6d6.jpg?1674173637" alt="Picture" style="width:515;max-width:100%" /> </a> <div style="display:block;font-size:90%">You always have enough skills to occupy all 4 slots and have to make a hard choice for the best ones</div> </div></div>  <div class="paragraph" style="text-align:left;"><span><br />If a unique Job Skill is not available for a level, the Weapon Skill of any equipped weapon is increased instead. Weapon Skill levels increase accuracy and damage a small amount and can be increased outside unit levels by just hitting with a weapon a lot. They definitely feel tertiary to the skill system with how low their impact is.<br /><br />Switching jobs, thankfully, just automatically unlocks all Job Skills up to the current unit level. It does allow a much lower cost for experimenting with different jobs, especially with Weapon Skills' low impact.<br /><br />In the flow of gameplay, the skill system definitely takes a bit to parse with how many different skills are thrown at you constantly. It gets really hard to keep track of what each unit can do and really adds busy work to management outside battle.</span></div>  <div class="paragraph" style="text-align:left;"><strong><font size="6">A Long, Bold Tale</font></strong><br /><br />It's really interesting to see how&nbsp;<em>Tactics Ogre</em>&nbsp;forms the foundation for tactics game in the lineage of&nbsp;<em>Final Fantasy Tactics&nbsp;</em>and beyond. Denam is a fun early iteration of what would become Ramza Beoulve of a hopeful hero being pushed against by a cruel world of nobles and war.<br /><br />Still, the pacing of&nbsp;<em>Tactics Ogre: Reborn</em>&nbsp;is real rough especially against my attempt to make this post relatively quickly since its launch. I'm roughly 20 hours in and feel nebulously a third through and they've been 20 tough hours of tactical thinking.<br /><br />The writing style that Matsuno helmed is really strong and one I'm curious how current Square Enix implements in its coming projects. Final Fantasy XVI seems to be concerned heavily with medieval fantasy intrigue so we'll see how that ends up. I have some.. qualms on how it already seems to be viewing 'historical accuracy' through presenting a very homogenous type of people. Ah well.<br /><br />For now, I'll steadily get through&nbsp;<em>Tactics Ogre: Reborn.&nbsp;</em>Next time, we'll hit&nbsp;<em>Fire Emblem Engage!</em>&nbsp;A much goofier looking game in narrative from previews, but seems like a fun contrast.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2023011718315500-36773353524dce5a75cf3d34aed9a6d6.jpg?1674173740" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Keep your hope steady, Denam</div> </div></div>]]></content:encoded></item><item><title><![CDATA[T3K #6: Fire Emblem Warriors Three Hopes: Strategy as Hack n' Slash, Also Byleth Is Here]]></title><link><![CDATA[https://www.maoboulve.com/t3k/t3k-6-fire-emblem-warriors-three-hopes-1]]></link><comments><![CDATA[https://www.maoboulve.com/t3k/t3k-6-fire-emblem-warriors-three-hopes-1#comments]]></comments><pubDate>Sun, 13 Nov 2022 17:55:40 GMT</pubDate><category><![CDATA[Fire Emblem Three Hopes]]></category><category><![CDATA[T3K Posts]]></category><guid isPermaLink="false">https://www.maoboulve.com/t3k/t3k-6-fire-emblem-warriors-three-hopes-1</guid><description><![CDATA[       Been a bit since last post! This time we're talking about&nbsp;Fire Emblem Warriors Three Hopes&nbsp;developed by Intelligent Systems and Omega Force.&nbsp;Three Hopes&nbsp;is the second 'Warriors' game that adapts the series standard turn-based strategy to real-time combat. While the previous Warriors game on WiiU (rip) was more of a crossover game between popular (mostly 3DS)&nbsp;Fire Emblem&nbsp;games, Three Hopes is more of a sequel to Three Houses. Sorta!A major goal of today's post [...] ]]></description><content:encoded><![CDATA[<div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022062919070900-657e3280215bb0fae9404be13768e5d9.jpg?1668364300" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;">Been a bit since last post! This time we're talking about&nbsp;<strong><em>Fire Emblem Warriors Three Hopes</em></strong>&nbsp;developed by Intelligent Systems and Omega Force.&nbsp;<em>Three Hopes</em>&nbsp;is the second 'Warriors' game that adapts the series standard turn-based strategy to real-time combat. While the previous Warriors game on WiiU (rip) was more of a crossover game between popular (mostly 3DS)&nbsp;<em>Fire Emblem&nbsp;</em>games, Three Hopes is more of a sequel to Three Houses. Sorta!<br /><br />A major goal of today's post is to solidify how I handle this first general impression post on a game just so that I can take notes better and not sit on posts between games too long. Basically, first impression posts will go as thus:<ul><li>Short Overview</li><li>Tactics Layer - Talking about minute to minute decisions</li><li>Strategy Layer - Talking about larger resource management &amp; story structure</li><li>Other Cool Systems - Larger meta systems may have like&nbsp;<em>Triangle Strategy</em>'s conviction system</li></ul>For some games it's pretty simple to break these up: A map in <em>Fire Emblem&nbsp;</em>can be the tactics layer talk while item management &amp; support system cover strategy. For some games it may be looser but its meant as a guide more than strict rules.<br /><br />This is not to say a game may only get one post! I'll still do deeper dives on particular of a game's story or game systems but I need to put a limit on myself for these general game writings to not go <em>too&nbsp;</em>long.<br /><br />Onwards to&nbsp;<em>Fire Emblem</em>&nbsp;meets&nbsp;<em>Dynasty Warriors</em>&#8203;!</div>  <div>  <!--BLOG_SUMMARY_END--></div>  <h2 class="wsite-content-title"><font size="6">Fire Emblem Presents What If..?</font></h2>  <div class="paragraph" style="text-align:left;"><em>Three Hopes</em><span>&nbsp;follows in the recent vein of more ambitious Omega Force projects, creating direct sequels to beloved game entries like&nbsp;</span><em>Persona 5</em><span>&nbsp;or&nbsp;</span><em>Breath of the Wild</em><span>. Taking an&nbsp;alternate timeline approach of the&nbsp;</span><em>Three Houses&nbsp;</em><span>story,&nbsp;</span><em>Three Hopes</em><span>&nbsp;works with the presumed knowledge of premise and major twists of the original.</span><br /><span>&#8203;</span><br /><span>The player controls Shez (the default character name), a member of a mercenary band that competes with the Jeralt Mercenaries. By trick of chance, Shez is who comes to the initial aid of the titular house leaders Dimitri, Edelgard, and Claude instead of Byleth, the stoic player character of the original.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022111321372100-657e3280215bb0fae9404be13768e5d9.jpg?1668648648" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Shez is very rowdy and I deeply appreciate that from them</div> </div></div>  <div class="paragraph" style="text-align:left;">Byleth, instead, is now far from their role as professor at Garreg Mach and the mortal foe of Shez. Shez joins Garreg Mach as a fellow student of the political-leader-building Officer's Academy, but only for a brief moment.&nbsp;Like mentioned,&nbsp;<em>Three Hopes</em>&nbsp;works on knowledge of the original game and chooses to skip the slow burn development of the Academy phase.<br /><br />Instead of the 'Flame Emperor' mystery, the major conspiracy of 'Those Who Slither In The Dark' is unmasked immediately. This is followed by three separate national power struggles exploding across the continent, allowing the three house leaders to leave the monastery on amicable terms.<br /><br /><span>Shez, along with their body sharing and supernatural friend Arval, would eventually join as a mercenary hungry for one of the three house leaders as war unfolds across the continent.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022111321161200-657e3280215bb0fae9404be13768e5d9.jpg?1668644117" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The dynamic between Shez & Arval is fun how begrudgingly supportive they are</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>This is a great approach for a sequel to an original game founded on multiple divergent choices. This choice smartly allows more of the world to be developed since the cast is not limited to the immediate area of the Garreg Mach monastery.</span><br /><br /><span>The work of establishing Crests and the tension of being nobility is done already, we can get directly to people wanting to change the world in how they think it should be!&nbsp;Shez does provide an in to (re-)learn some of the larger narrative beats while bringing a unique perspective to the world. They're a direct and vocal mercenary, heavily contrasting Byleth's stoicness, and learns about major beats as they become relevant to their line of work&#8203;.</span><br /><br /><span>It all feels like a good choice to play off of what work has been done by&nbsp;</span><em>Three Houses</em><span>&nbsp;narratively, and leads to the strengths of Omega Force's gameplay focus.</span></div>  <h2 class="wsite-content-title"><font size="6">Real-time Weapon Triangle Wargames</font></h2>  <div class="paragraph" style="text-align:left;"><span>Omega Force as a game studio has a particular house style best known through the&nbsp;</span><em>Dynasty Warrior</em><span>&nbsp;games; high energy action where you cut down hundreds of enemies in a map with a few boss generals. They're very easy to pick up and the simplicity lends Omega Force to adapt multiple franchises as 'Warrior' games (</span><em>One Piece, Hyrule Warriors, Gundam).</em><br /><br /><em>Three Hopes</em><span>&nbsp;directly pulls upon the same fundamentals: big maps, lots of enemies to kill, General boss units, large splashy cinematic attacks that juggle 30 enemies at a time. You can pick any particular favorite character and quickly get running with them as your best performing unit in minutes. Be strong, Bernadetta, be strong.<br /><br />The unique spin here is the&nbsp;</span><em>Fire Emblem</em><span>&nbsp;staple&nbsp;</span><span>weapon triangle plays a major role in decision making. Every unit has a weapon type that is weak or strong to another weapon, and certain units have critical weaknesses like winged units against bow attacks.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022111321202500-657e3280215bb0fae9404be13768e5d9.jpg?1668645229" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Tactics map! It's pretty tactile feeling for controller</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>Every boss enemy has a stun gauge that, when depleted, allows for a cool cinematic special that sweeps up whole chunks of the battlefield. The stun gauge is heavily affected by the weapon triangle and drastically swings pace to feeling very smooth when properly approached.</span><br /><br /><span>So with each map of gameplay you're allowed up to 4 controllable characters (and 4 additional support characters for major battles) for flexibility against each map's slate of enemies.&nbsp;</span><em>Three Hopes&nbsp;</em><span>gives a tactics map that allows you to direct your 4 units toward ideal targets, capture key points, or defend important units.</span><br /><br /><span>The tactics map is probably the biggest draw in defining the uniqueness of&nbsp;</span><em>Three Hopes</em><span>&nbsp;amongst the slate of Omega Force projects. While it directly adapts a key aspect of&nbsp;</span><em>Fire Emblem</em><span>&nbsp;really well for real-time, it also works to accentuate why 'Warriors' games are designed as they are: high stimulation.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022111321042300-657e3280215bb0fae9404be13768e5d9.jpg?1668645361" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The core of your win condition in every fight</div> </div></div>  <div class="paragraph" style="text-align:left;"><strong><font size="4">Making Mashing Go Down Smooth</font></strong><br /><br />The Omega Force brand of action game, while simple to pick up, has to work hard to keep engagement for long hours.&nbsp;<br /><br /><span>The key aspects of a character's gameplay kit is their 4-step combo of Weak &amp; Strong attacks, a class-based action, a dodge &amp; guard, 2 combat artes, a special meter charged move, and a unique skill/passive tied to each character. These parts are what carry the game from beginning to end, so&nbsp;<em>Three Hopes</em>&nbsp;gives lots of variety to each of these parts!<br /><br />There are 40+ classes that change all of a unit's kit but their unique skill, but fall under ~10 archetypes for ease of use. Generally, I really enjoy the spread of classes through the game. Classes are either very fast and high action or hit large areas for slower/magic focused classes.<br /><br />Then there's each character's unique skill. These range from being fundamentally changing in gameplay like Shez's high speed dash, to a nice variety on pace like Hilda's 'hold heavy attack button to hit harder and vacuum enemies', to.. okay unique skills like the house leader's 'add an element to all attacks'. That said, enough skills are good enough to fill a map with units of fun skills!</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/2022071021083300-657e3280215bb0fae9404be13768e5d9_orig.jpg" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Ignatz's splatoon style skill is my favorite to look at</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>All of this combines for a pretty varied experience for what amounts to repeating a lot similar core mechanics! Well, at least if you curate your experience.<br /><br />I turned down difficulty to Easy about a dozen hours into&nbsp;<em>Three Houses</em>&nbsp;and now 60+ hours (between three saves picking different houses) and feel very confident about the choice.<br /><br />Fundamentally, I tend to not like increased difficulty just leading to enemy health and damage being increased unless it comes with a dramatic shift in strategy. With how simple&nbsp;<em>Three Hopes</em>&nbsp;fundamentally is, higher difficulty mostly asks for longer consistency with not much added complexity. I wanna mash, but mashing too long hurts my hand and my attention.</span><br /><br /><span>Also quickly, permadeath as a difficulty option was just a.. non-option to me?&nbsp;</span><em>Fire Emblem</em><span>&nbsp;has always had an odd relation in trying to establish stakes with permadeath, in practice acting as a game over state to reload a save over.&nbsp;</span><em>Three Hopes</em><span>&nbsp;doesn't have such a fine tuned tactical control to make a case for 'Classic' unit death.</span><br /><br /><span>Like I said, I want my mashing to go down smooth.</span></div>  <h2 class="wsite-content-title" style="text-align:left;"><font size="6">Build A Base, Have Love Bloom on the Battlefield</font></h2>  <div class="paragraph" style="text-align:left;"><span>Replacing the monastery, the camp serves as the same area to handle unit management, social supports and weapon management standard to&nbsp;</span><em>Fire Emblem</em><span>.&nbsp;Out with the monastery, in with the war camp run by the chef-army captain-chore wheel: Shez!</span><br /><br /><span>Instead of having to handle each week of teaching, Shez has a Training &amp; Free Time points to spend each chapter. Training points let you train a unit in any class they've unlocked, while Free Time points let you do various activities like cooking to buff everybody, chores to improve morale, or.. go on a date with someone. But more on that later.</span><br /><br /><span>There's a lot of flexibility to the Training &amp; Free Time points as long as they're used before the big Chapter fight, and occasionally smaller battles give some as a reward. In hindsight, I wish I could've handled all the weeks of teaching in the original like&nbsp;</span><em>Three Hopes</em><span>&nbsp;handles it.</span><br /><br /><span>The camp is also home to a simple base management layer. Shez gathers various building materials to be spent on buildings across the camp to improve a part of gameplay.</span><br /><br /><span>These range from simple (but effective) upgrades like better prices at shops, to major improvements like allowing the training camp to unlock higher tier classes, or the strategist building to allow units to upgrade their unique skills and number of skills they can equip.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022071009101100-657e3280215bb0fae9404be13768e5d9.jpg?1668647561" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Management layers, even the most basic ones, tickle my brain for progress</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>It's basic but effective enough for a long term system! What else could you ask from a smooth Warriors game experience?</span><br /><br /><strong><font size="4">Many Chapters of a War Tale</font></strong><br /><br /><span>Chapters continue from&nbsp;</span><em>Three Houses&nbsp;</em><span>as the major organizing structure of narrative, connecting multiple smaller combat maps to build up to a major narrative changing fight. Instead of being given a flat month of monastery time, the framing shifts to the march of the army advancing on the chapter's war objective.</span><br /><br /><span>The end of Chapter battles, generally, absolutely rule. These battles are bombastic with allowing for 8 total player units across large maps (though only 4 are directly controllable). 'Strategies' uniquely come into play, allowing the Chapter's effort to be paid off with multiple options to change how the map plays. You can weaken whole parts of the enemy army, make a bridge over a side area, or (most importantly) choose to recruit major enemy units into your army!</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022071011125500-657e3280215bb0fae9404be13768e5d9.jpg?1668648905" alt="Picture" style="width:707;max-width:100%" /> </a> <div style="display:block;font-size:90%">The scale of big maps is very fun and I wish there were more</div> </div></div>  <div class="paragraph" style="text-align:left;">On paper, I really like the approach of the&nbsp;<em>Three Hopes</em>&nbsp;chapter structure. The camp management is a firm incentive to not immediately aim for the Chapter major fight. The building resources are substantial for big gameplay upgrades, and possible Training point rewards let you experiment with more classes.<br /><br />The issue comes in with the same reason I turned down difficulty to Easy: I want to be engaged with (or in spite of!) the simple systems of the game. The smaller maps tend to blend together with their objectives and start to wear on the novelty of obtaining new classes. Doing every single map in a Chapter really drains on pace, especially when you become tempted to skip the unique Paralogue maps dealing with major character arcs.<br /><br />This compounds into a 'fear of missing out' issue in approaching the Chapter battle. Skipping the smaller maps may skip vital Strategy Points needed for recruiting a character, which would cause an odd pacing shift of leaving the major battle to grind the Chapter.<br /><br />But maybe it's alright to not recruit characters with how flush you are with units.<br /><br /><strong><font size="4">Romance Chess, But Real-Time</font></strong><br /><br />The support system of previous&nbsp;<em>Fire Emblem&nbsp;</em>entries also carries over, handled very cleverly to match Omega Force's development scope.<br /><br />Units can build support points with each other (if compatible) by being paired together on training, chores, or assigned as direct support in combats. Personally, I never really used combat as a way to build support levels which was great that it did not require warping gameplay to interface with the system.<br /><br /><em>Three Hopes&nbsp;</em>tackles an interesting game design issue of how&nbsp;<em>much</em>&nbsp;writing is required for all the possible support conversations by simply reducing the number of conversations! Units will have support levels with other units building from C, B, to A-rank (certain unit pairings stop early at C or B-rank which is a pity).</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022071620295400-657e3280215bb0fae9404be13768e5d9.jpg?1668649139" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Marking when supports are available is a neat touch!</div> </div></div>  <div class="paragraph" style="text-align:left;"><em>Fire Emblem</em><span>&nbsp;games since the 3DS have had issues in writing all the possible permutations of supports for each rank, and&nbsp;</span><em>Three Hopes&nbsp;</em><span>just chooses selectively which supports are given a conversation. Please do this more and reduce your scope of writing, it's really effective!</span></div>  <h2 class="wsite-content-title"><font size="6">To More Years of Really Good Fire Emblem</font></h2>  <div class="paragraph" style="text-align:left;">Despite my qualms with how too simple&nbsp;<em>Three Hopes</em>&nbsp;ends up in practice, I have a blast with the game in returning to it. It's directly driven by how much I really love the world of Fodlan and just the idea of&nbsp;<em>Fire Emblem</em>&nbsp;that doesn't rely so heavily on evoking popular characters.<br /><br />The cast of&nbsp;<em>Three Houses</em>&nbsp;is just such a great cast and I hope they return to a new full cast after&nbsp;<em>Fire Emblem Engage&nbsp;</em>does its dance as a crossover game. I believe in you Intelligent Systems.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022071716445000-657e3280215bb0fae9404be13768e5d9.jpg?1668648622" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Let Edelgard get her W</div> </div></div>]]></content:encoded></item><item><title><![CDATA[T3K #5 - Into The Breach: Saving People As Process]]></title><link><![CDATA[https://www.maoboulve.com/t3k/t3k-5-into-the-breach-saving-people-as-process]]></link><comments><![CDATA[https://www.maoboulve.com/t3k/t3k-5-into-the-breach-saving-people-as-process#comments]]></comments><pubDate>Wed, 10 Aug 2022 23:35:49 GMT</pubDate><category><![CDATA[Into The Breach]]></category><category><![CDATA[T3K Posts]]></category><guid isPermaLink="false">https://www.maoboulve.com/t3k/t3k-5-into-the-breach-saving-people-as-process</guid><description><![CDATA[       Hey! It's been a while! I fell into a deep hole of fighting games (spectating CEO in person, playing Guilty Gear &amp; Persona 4 Ultimax). Also have been playing&nbsp;Fire Emblem Three Houses&nbsp;so expect a post on that eventually!For today we're focusing on&nbsp;Into the Breach, a 2018 game by Subset Games (creators of FTL). It received a major (free!) update in July adding new content to vary gameplay and found a home on mobile through Netflix games very recently. So a perfect time to [...] ]]></description><content:encoded><![CDATA[<div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/518089193.jpg?1660175519" alt="Picture" style="width:603;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;">Hey! It's been a while! I fell into a deep hole of fighting games (spectating CEO in person, playing Guilty Gear &amp; Persona 4 Ultimax). Also have been playing&nbsp;<em>Fire Emblem Three Houses</em>&nbsp;so expect a post on that eventually!<br /><br />For today we're focusing on&nbsp;<strong><em>Into the Breach</em></strong>, a 2018 game by Subset Games (creators of FTL). It received a major (free!) update in July adding new content to vary gameplay and found a home on mobile through Netflix games very recently. So a perfect time to cover it!<br /><br /><em>Into the Breach</em>&nbsp;is a time-loop, mech, roguelite, tactics game about executing a constant loop of protecting civilians with fierce &amp; ginormous mechs from large insect monsters. The combination of all maps being 8x8 tiles, lasting 5 turns, and given full information of enemy intent &amp; abilities creates a game about careful risk management.<br /><br />If you like puzzle solving, you'll definitely love this. So dear friends, once more, unto the tactics talk.</div>  <div>  <!--BLOG_SUMMARY_END--></div>  <h2 class="wsite-content-title">A 5 Turn Loop</h2>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/screenshot-20220724-174304.png?1660423594" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Expect all the screenshots to be from the mobile version</div> </div></div>  <div class="paragraph" style="text-align:left;"><em>Into the Breach</em><span>&nbsp;centers on the Vek, large insectoid monsters, overrunning and destroying the planet. Large hulking mechs have been developed to directly combat the Vek alongside time breach technology. Pilots can 'breach' to transfer their combat experience to another timeline at an earlier state of the Vek crisis.</span><br /><br /><span>The gameplay core thus is defending civilians each map while completing as many given objectives possible.</span><br /><br /><span>Each map you're given 3 units, 5 turns of action, 1-3 objectives to complete, and about 10 buildings to defend from the enemy. Every turn is separated into an enemy declaration phase, and player reaction phase. During enemy declaration, the Vek (large insect monsters) will mark a target and the area the attack will strike at the&nbsp;</span><em>beginning&nbsp;</em><span>of the next enemy declaration phase.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/screenshot-20220724-192452.png?1660423891" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Enemy declaration also notes order of enemy attacks</div> </div></div>  <div class="paragraph" style="text-align:left;">The player then gets a phase to kill, move and block the enemy from attacking. The loop repeats until all 5 turns complete! A small review of mech pilot EXP gained, objectives completed, and buildings saved is given.<br /><br />Key to the triage management of the game is 'Grid Power', the electrical grid underlying the multi-island setting. The Grid powers the mech you control, and every destroyed building reduces Grid Power. If Grid Power hits 0, the current timeline hits a dead end and a game over state is hit.<br /><br />&#8203;A quirk to mention later in covering objective rewards is that a building has a small chance of ignoring damage, acting as the lucky 'critical' hit for an otherwise decision heavy game<br /><br />So the player's goal is to prevent Grid Power hitting 0 at all costs. In fact this is the&nbsp;<em>only&nbsp;</em>fail state noted.&nbsp;<em>Into the Breach</em>&nbsp;constructs other systems to center this goal. Mechs auto repair at the end of every combat, so there's an incentive to see mech health as a 'free' resource to protect the Grid.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/screenshot-20220724-173150.png?1660424495" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Note that 2 damage on tiles with multiple buildings DOES reduce power by 2</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>In the case of a mech being fully destroyed in a map, the pilot dies but</span><em>&nbsp;</em><span>the mech is still repaired and now piloted by an AI that the player still issues commands to. Pilots unlock unique skills as they kill Vek or participate in maps, while AI cannot so you can't fully throw away your pilots. You still can complete a run with 3 AI pilots, though it would be difficult.</span><br /><br /><span>At the end of a run, whether through completion or game over, you choose the pilot to send to the next timeline controlled. Any EXP and skills they accrued is kept, true to the time breach thematic setup.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/screenshot-20220725-000552.png?1660424205" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Edge of Tomorrow, or Live, Die, Repeat for the blu-ray release</div> </div></div>  <h2 class="wsite-content-title">Where We Dropping, Mechs?</h2>  <div class="paragraph" style="text-align:left;"><span>On top of the basic map gameplay loop, two larger management layers are present in Area Order and Island Order.</span><br /><br /><strong><font size="4">Area Order</font></strong><br /><br /><span>Each Corporate Island is separated into 7 areas and a Corporate HQ area. An area is only accessible if a bordering area has been defended or if bordering the Corporate HQ. Each area shows the number of optional objectives present and rewards even if the area is not accessible.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/screenshot-20220724-194247.png?1660424850" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Key to remember that 3 remaining areas means the Boss Fight is coming up</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>There are 3 possible objective rewards: Grid Power, Corporate Rep, Reactor Cores.</span><br /><br /><span>Grid Power as mentioned prior is the key resource preventing the fail state, so if your run is in a dire state it's best to go for Grid Power reward maps. If Grid Power is already at max, Grid Defense is instead increased. Grid Defense is the percent chance any damage is ignored by a building, up to a max of 49%.</span><br /><br /><span>Corporate Rep is the 'money' of a particular run. At the end of a island, Corporate Rep can be exchanged for new mech weapons, mech pilots, Grid Power or Reactor Cores.&nbsp;</span><br /><br /><span>Reactor Cores are for upgrading mechs and the rarest map reward. Mechs can use Reactor Cores to upgrade health, movement, and equipped weapons or passives. Certain pilots are designated as Sentient Robots (different from AI!) and have unique skills that require 1 Reactor Core to work.</span><br /><br /><span>Since the possible rewards of all areas are visible, a specific path through the island can be charted for highest priorities. Typically, I would often rush toward an area with a Reactor Core reward just to strengthen the team but sometimes a few too many buildings were destroyed and those double Grid Power reward areas become a dream.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/screenshot-20220724-174029.png?1660425089" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">When in doubt, Reactor Cores</div> </div></div>  <div class="paragraph" style="text-align:left;"><br />Notably, all the areas on an island aren't completable! Once 4 areas are completed, the last 3 are lost and the Corporate HQ is attacked by a Hive Leader Vek. Time for a boss! The Hive Leader Vek are unique in only appearing at Corporate HQ defense battles and unique attacks or mechanics new to them.<br /><br />Corporate HQ events always have objectives to defend the Corporate Tower and kill the Leader Vek, so preparation should be tuned for that. And on the other end of objectives,&nbsp;<em>any&nbsp;</em>area can have a surprise bonus objective: Time Pods. A pod containing remnants of another timeline will land on a random tile. If a pilot stands on the pod or the tile is undamaged until the end of the map, a reward is given often in the form of a Reactor Core, a pilot, or a new mech weapon.<br /><br /><strong><font size="5">Island Order</font></strong><br /><br />Island Order has quirks as unlocking freedom across different runs as the 1st, 2nd, and 3rd island is completed. It's a good way of handling easing into the complexity of management but eventually opens to allow the 4 Corporate Islands to be tackled in any order. So we'll talk from the perspective of the introductory period has already passed.<br /><br />From the beginning of a run, general information about all 4 islands is presented to allow for larger planning. The general enemy Vek and eventual Hive Leader Vek are stated for each island. This is really important as different mech teams vary in which enemy Vek they can handle with just base equipment.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/screenshot-20220801-235748.png?1660425332" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Sometimes you just need a small glance of aesthetic to catch an area's gimmick</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>&#8203;The Corporate Islands also have particular objectives and quirks to expect as tied to the Corporation helming it.</span><ul><li>Museum Island focuses on preserving the history of Old Earth. Features&nbsp;involve protecting archaic tanks, old rocket launches, or destroying decaying dams to wipe out Vek</li><li>Desert Island focuses on terraforming. Features&nbsp;involve defending static terraforming stations, destroying mountains, or surviving through rolling sandstorms that disable any attack on those tiles</li><li>Ice Island focuses on frozen lakes &amp; rogue sentient robots (not AI, to be clear again). Features include destroying rogue factories, and freezing and protecting certain hostile robots</li><li>Factory Island focuses on waste removal and 'recycling'. Features include weaponizing the waste removal tech against Vek, utilizing conveyer belts</li></ul><span>The quirks of each Island can drastically change how well a mech team can perform. Desert Island sand tiles can be really useful for far range mechs having trouble moving targets, while Ice Island objectives could be difficult for teams that like to do big area attacks that ignore buildings.</span></div>  <h2 class="wsite-content-title">Cycles of Roguelike, Repeating Infinitely</h2>  <div class="paragraph" style="text-align:left;"><span>Once 2 Islands are completed, the choice is available to tackle the Volcanic Hive final encounter. This is rapid 2 map encounter where you are essentially 'cashing in' current Grid Power and mech team strength against the hardest tier of enemy. Instead of civilian buildings, power pylons stand in as Grid Power defense points. In the 2nd map, a Renfield Bomb is also deployed as the final objective to defend. Once it's defended the run is won!</span><br /><br /><span>The flexibility in being able to choose when to tackle the Volcanic Hive is a great spin on handling ending a roguelite run. It allows you to choose to continue a run to build a higher score, strengthen your team, or experiment longer with a team gimmick. You can also choose to try to end a run earlier and avoid difficult island/enemy combinations or end the current session if the current team weapon set isn't interesting.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/screenshot-20220801-234947.png?1660426059" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The Renfield Bomb always kills a random enemy on its first deployment. Love it</div> </div></div>  <div class="paragraph" style="text-align:left;">This contrasts interestingly against Subset Games' prior game, FTL, and its final encounter being a 'final exam' boss fight. The Rebel Flagship is&nbsp;<em>brutal</em>&nbsp;and requires any run constantly prepare for it, which may contrast drastically from 'basic' enemy preparation. Most runs of my 100 hours there were lost against the Flagship.<br /><br />With&nbsp;<em>Into the Breach</em>, the final encounter is essentially the Corporate HQ Defense encounter but remixed with harder enemy variants and scales to how many Islands have been completed. Being able to 'win' runs consistently was a huge boon to replaying.<br /><br />But why replay if the loop is so consistent? Well beyond different enemy types, there are 13 Squads with unique configurations of 3 Mechs &amp; 17 unique pilots to bring into runs.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/431814848.jpg?1660425804" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">This time your Xbox Achievement Points are for useful game progression!</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>Each squad has a unique focus in handling the Vek; the Steel Judoka team focuses on moving Vek around to hurt each other, while the Blitzkrieg team focuses on chaining a lightning whip attack through adjacent units. New Mech Squads are unlocked through special currency attained for achievements completed with specific teams. This helps encourage pushing Squad gimmicks to their extremes to unlock new squads, and helps a player reach the 'intended' basic strategy for a team.</span><br /><br /><span>Pilots also come with their own ways to give variety to runs. The 17 pilots have a unique skill that can drastically change strategy for mech squads. For example, Harold Schmidt pushes enemies on repair so he can be put in mechs that like to get up close and take damage and have a fall back plan. Pilots are unlocked as a option for start of run through recruiting from time pods or as a possible reward for completing all objectives on an Island.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/screenshot-20220802-161133.png?1660425846" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">You can make custom squads. You can make them all the same mech.</div> </div></div>  <div class="paragraph" style="text-align:left;"><span><br />And of course the new Advanced Content that's the reason I returned to the game recently! They added new Mechs, Pilots, and new enemies! It adds a lot of new complexity to 'solved' encounters which new combination of enemies. Of the new pilots, Kai Miller is an absolute favorite with their constant damage buff when they're at full health.</span><br /><br /><span>At the end of it,&nbsp;</span><em>Into the Breach</em><span>&nbsp;is an absolute gem in refining small number tactics to an extremely replayable package. That's it for now, I'll see you all in the next timeline!</span></div>]]></content:encoded></item><item><title><![CDATA[T3K #4 - Devil Survivor Overclocked (2): Crisis Management & Checking In On Friends]]></title><link><![CDATA[https://www.maoboulve.com/t3k/t3k-4-devil-survivor-overclocked-2-crisis-management-checking-in-on-friends]]></link><comments><![CDATA[https://www.maoboulve.com/t3k/t3k-4-devil-survivor-overclocked-2-crisis-management-checking-in-on-friends#comments]]></comments><pubDate>Sun, 05 Jun 2022 22:02:35 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">https://www.maoboulve.com/t3k/t3k-4-devil-survivor-overclocked-2-crisis-management-checking-in-on-friends</guid><description><![CDATA[       Last time we talked about combat&#8203; so let's hone in on the narrative systems &amp; themes of&nbsp;Devil Survivor Overclocked!Devil Survivor&nbsp;is a game centering on crisis management. To that end, it centers on how individuals and major organizations (like the military) react in response to disaster. The major flow of story involves how to spend each 30 minute block from 08:00 - 18:00 each day.Can you save everybody at risk of dying? If you can, whose plan to end the lockdown do y [...] ]]></description><content:encoded><![CDATA[<div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-06-06-34-39-023-bot.png?1654468256" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;"><a href="https://www.maoboulve.com/t3k/t3k-3-devil-survivor-overclocked-1-demon-tamer-team-building">Last time</a> we talked about combat&#8203; so let's hone in on the narrative systems &amp; themes of&nbsp;<em>Devil Survivor Overclocked!</em><br /><br /><em>Devil Survivor</em>&nbsp;is a game centering on crisis management. To that end, it centers on how individuals and major organizations (like the military) react in response to disaster. The major flow of story involves how to spend each 30 minute block from 08:00 - 18:00 each day.<br /><br />Can you save everybody at risk of dying? If you can, whose plan to end the lockdown do you believe in and spend time trying to make work? You have to make hard decisions in investing your time.<br /><br />Be warned, <u>this post will have general spoilers for up to the&nbsp;<em>7th Day&nbsp;</em>&amp; ending setups</u>! Hee ho-nwards!</div>  <div>  <!--BLOG_SUMMARY_END--></div>  <h2 class="wsite-content-title"><font size="6">Half-Hour Time Blocks &amp; Knowing The Future</font></h2>  <div class="paragraph" style="text-align:left;"><span>If I had to categorize the structure of&nbsp;</span><em>Devil Survivor</em><span>, it would be in the style of dating sims (with&nbsp;</span><em>Person</em><span>a being the easy comparison). 'Time' becomes a major resource a player must consider through investing in the story arcs of major characters or character self improvement.&nbsp;</span><em>Devil Survivor</em><span>&nbsp;is similar, though with less dating.<br /><br />&#8203;Though, the amount of character death is not that off from certain visual novels!</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-04-06-43-05-392-bot.png?1654997130" alt="Picture" style="width:381;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;"><span>&#8203;Over the course of a playthrough, the player is tasked with choosing how to spend each half-hour time block in the lockdown (with free battles available endlessly for grinding). Your options for each time block is given through notable NPCs in a location, a combat encounter prompt, or both.&nbsp;</span><br /><br /></div>  <div><div class="wsite-multicol"><div class="wsite-multicol-table-wrap" style="margin:0 -15px;"> 	<table class="wsite-multicol-table"> 		<tbody class="wsite-multicol-tbody"> 			<tr class="wsite-multicol-tr"> 				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div class="paragraph" style="text-align:left;"><br /><span>&#8203;You see opportunities come and go as NPCs pop up across Tokyo.<br /><br /><br />&#8203;It feels simultaneously natural that people will move on with their lives without your input but compelling that choosing to talk with a favorite NPC pushes them in favorable ways.</span></div>   					 				</td>				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:right"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2011-01-27-19-41-55-696-top.png?1654997351" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">A sprawl of an average moment of 4-5 options for a time block</div> </div></div>   					 				</td>			</tr> 		</tbody> 	</table> </div></div></div>  <div class="paragraph" style="text-align:left;"><span>A key aspect to wrap this together is pressure. How do you meaningfully prepare for objectives and not simply wander aimlessly for 7 in-game days? How do you write for this?</span><br /><br /><em>Devil Survivor&nbsp;</em><span>does this by telling the future through Laplace Mail and Death Clocks. Everyday you receive an e-mail, called Laplace Mail, to your demon summoning phone/3DS that predicts major events in the day with exact time stamps. These start with simple events like city power outages or train shutdowns but quickly escalate.</span><br /><br /><span>See, the Laplace Mail can also predict the death of your own party, which ties to the Death Clock. Every character has their death predicted with an ominous countdown next to their heads; 0 meaning they're dying today. As the player, you're told multiple times about major encounters that will kill your group, but the future can be changed!</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-04-06-45-07-355-bot.png?1654998066" alt="Picture" style="width:386;max-width:100%" /> </a> <div style="display:block;font-size:90%">The algorithm tailors your advertising to your tastes, also predicts when you die</div> </div></div>  <div class="paragraph" style="text-align:left;"><br />&#8203;Through the power of your cool demons (and lots of RPG mechanics), you can beat fate. This could have become very formulaic in having a daily boss that you grind to defeat, but the predictions of your death vary the pattern.<br /><br /><em>Devil Survivor 1</em>&nbsp;eventually chooses to ominously warn the player of the upcoming major bosses that will kill them days in advance. Starting with everybody's favorite difficulty spike, Beldr! <em>[crowd cheer into heavy crying]</em><br /><br />Gameplay wise, the Beldr fight is sorta a big problem of early&nbsp;<em>Devil Survivor</em>&nbsp;relying on heavy chance through lucky critical hits &amp; dangerous ailments missing the player. Story wise, it serves to tutorialize the investment the player has to do for major arcs.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/2011-01-15-22-23-42-338-bot_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Sometimes a game just asks you 'are you SURE you're ready for this game'</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>&#8203;You hear rumors about Beldr as this invincible demon, by which all living creatures have sworn to not harm him. Except, for the Devil's Fuge. Yes, this is Baldur from Norse mythos and the Devil's Fuge is a mistletoe. Your trio spends the crux of the 3rd day finding the Devil's Fuge and eventually (re)kills Beldr.</span><br /><br /><span>Fight mechanics aside, this is a really interesting way to intro how the eventual major &amp; optional arcs will be structured. You're told to listen to rumors around the city (noted as blue 'free' actions that don't pass time), that tell you when and where to obtain the Devil's Fuge. It helps you feel rewarded for being at the right place at the right time! On that..</span></div>  <h2 class="wsite-content-title"><font size="6">Friend Triage</font></h2>  <div class="paragraph" style="text-align:left;"><span>While the main party is roped in to fight demon gods and the like, life goes on for others in the lockdown. The Death Clocks the party sees predicting when people are gonna die? Other people can see them. And they don't have the future sight of the Laplace Mail to avoid their death.<br /><br />&#8203;Worst of all, everybody's timer indicates nobody survives past 7 days of lockdown!</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/2011-01-16-01-14-06-277-bot_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>Just past the Beldr fight, people begin to panic about the circumstances of the lockdown.&nbsp;This is also when many character arcs begin operating in parallel.</span><br /><br /><span>On rough count, there are 10 major arcs to develop:</span><ul><li>Atsuro's adventures in hacking the COMPs</li><li>Haru's crisis with her loss of her old mentor &amp; thinking she caused demons</li><li>Mari's vampire adventures</li><li>Kaido's leadership of his gang &amp; revenge for his brother</li><li>Gin's search for his lost lover, Aya, who was Haru's mentor</li><li>Midori's peppy adventures as a hero of the city but scaring civilians with demons</li><li>Keisuke's fall into becoming a retributive justice seeker</li><li>Amane's consider God as your new best friend preaching</li><li>Naoya's king of demons cool guy plan</li><li>Yuzu's desire to return to a normal life &amp; also writers giving her nothing</li></ul><br /><span>&#8203;These arcs eventually collapse in to 5 main endings represented by a character:<br />&#8203;Atsuro, Haru/Gin, Naoya/Kaido, Amane, and Yuzu&nbsp;</span><br /><br /><span>Many of these arcs develop alongside another arc, which creates a really interconnected sprawl of character moments. If you're invested in a particular character like Atsuro, you're forced to reckon with his old friend Keisuke trying to become a punitive murderer during the lockdown.</span><br /><br /><span>Most importantly, you have to reckon with the threat of his death, one of the central arcs to manage.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-18-07-01-25-473-bot.png?1655001497" alt="Picture" style="width:412;max-width:100%" /> </a> <div style="display:block;font-size:90%">'Going Light Yagami' is a death flag, just in general</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>Keisuke is fated to die by the hand of Kaido in the default course of history due to Keisuke killing members of Kaido's gang. Your crew and Atsuro especially does not want this to happen, so you take the lessons of preparation from Beldr and try to point these two murderous weirdos in opposite directions to not meet at Keisuke's fated death time.</span><br /><br /><span>This requires stepping back and knowing what Kaido is about since he's the easier to nudge person. He's out looking for Keisuke out of duty for his gang, but he's still thinking about his murdered brother. You hear about Kaido's brother primarily through Mari and her adventures in finding the.. vampire.. that killed Kaido's brother.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-19-07-59-51-383-bot.png?1655001569" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">If you see this, then you're on the correct path to saving Keisuke!</div> </div></div>  <div class="paragraph" style="text-align:left;"><br />So the end solution to Keisuke is preoccupy Kaido with helping Mari kill a vampire. This requires spending time in solving Mari's anti-vampire dust search. You also have to&nbsp;<em>not</em>&nbsp;spend the time to give Mari the anti-vampire dust but give busy work to Kaido to do it so he's busy thinking about the vampire who killed his brother and not Keisuke.<br /><br />All in all, it's the hardest arc to do correctly with how specific the player has to act. It's also very entertaining to see it unfold and talk about how different it goes with friends! It can go bad in so many different ways! You can even still partially mess up after Keisuke is saved and not confront him and lose a party member! But I respect making so many characters have their arcs intersect.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-24-05-41-15-894-bot.png?1655001651" alt="Picture" style="width:368;max-width:100%" /> </a> <div style="display:block;font-size:90%">If you agree to this, you're on the path to saving Keisuke AND losing a party member</div> </div></div>  <h2 class="wsite-content-title"><font size="6">Elite Panic Through An SMT Lense</font></h2>  <div class="paragraph" style="text-align:left;"><em>Devil Survivor 1</em><span>&nbsp;as a story of response to crisis also has to contend with elite panic as a concept.</span><em>&nbsp;</em><a href="https://en.wikipedia.org/wiki/Elite_panic" target="_blank">Elite panic</a><span>&nbsp;is the fundamental idea of those in power responding to disaster events with fear of civil disorder instead of aid efforts. Often this manifests as a change of priority from relief efforts to defending private property out of paranoia.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-25-05-43-59-315-bot.png?1654999294" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">There's a whole cutscene explaining the elite panic!</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>&#8203;Some initial disclosure is very important to get out of the way on this. I've been adjacent to some disasters as someone living in south Florida in the states during hurricane season. Despite that, I've not experienced remotely the amount of destabilization that impoverished tremendous of people during the worst of hurricanes and don't intend to speak from that angle. But I have seen the way that narratives around who is 'resourceful' and who is 'looting' form during crisis and how that breaks across lines of race and class.</span><br /><br /><span>It's&nbsp;important to get across that people in crisis do&nbsp;</span><strong>not</strong><span>&nbsp;fall into some preconceived notion of inherent violence but have historically helped each other out. The violent escalation often comes from those in power or those well isolated from the disaster that start manufacturing a moral crisis and cause forces like the national guard to make things more stressful and dangerous for those in disasters.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-25-06-01-49-770-bot.png?1655002010" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The casualness of 'the government is abandoning us' is really interesting throughout</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><em>Devil Survivor 1</em><span>&nbsp;understands aspects of this theory well enough. The Tokyo Lockdown of the game is one imposed by the Self Defense Force (SDF) due to the existence of demons. The government is trying to prevent the spread of demons outside Tokyo as the COMPs can mass summon demons if allowed to.</span><br /><br /><span>But the SDF sure isn't going to offer any aid to the people inside to make it past the disaster. Their efforts are honing in on crowd control and ensuring&nbsp;</span><em>nobody</em><span>&nbsp;leaves the lockdown with a COMP. They're more than willing to use lethal force to prevent people from leaving and willing to sacrifice everybody else in the lockdown to end the crisis.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-24-04-49-13-349-bot.png?1654999500" alt="Picture" style="width:389;max-width:100%" /> </a> <div style="display:block;font-size:90%">Local military officer gets butt kicked by teens</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>An interesting minor character that dissects this is minor character Shoji. She's a reporter that helps to break down what's the role of the SDF &amp; the government are in the story. Early on she discusses crowd control theory and how the SDF tries to keep an initial peace by drip feeding people false stories of why all transportation is locked down.</span><br /><br /><span>Eventually she helps to confirm a rumor that circulates in the mid-game: the government is supported by angels. The angels themselves are backed by God flavored in the manner of the Biblical Old Testament variation.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-06-06-35-49-078-bot.png?1655001814" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Shoji, despite having no major developing arc, is very fun to talk to</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>The lockdown is not just a way to prevent demons from overrunning the world, but also supposedly a test from God! God wants to see if humanity can reflect upon their mistake of the creation of the demon summoning COMPs. He can't intervene directly cause that would mean human free will was a failure, humanity has to figure it out on their own. Sorry, them's the breaks.</span><br /><br /><span>But God is also not above opportunism.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-30-03-44-21-115-bot.png?1655000073" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">God says you miss every shot you don't take</div> </div></div>  <div class="paragraph" style="text-align:left;"><br />Part of why elite panic is deployed is that it's often politically convenient for those in power to spread fear of the 'other'. This is how you get things like cruel hostile architecture to prevent the homeless from resting on benches to incredibly inflated police budgets.<br /><br />Amane, as the representative for the angels faction, pushes heavily for your character to act as a new Messiah of humanity. Not just Amane, but God himself wants the protagonist to be his special little guy and lead humanity as a pillar of faith. Free will of humanity is neat and God wants that to stick around but also would&nbsp;<em>love</em>&nbsp;if it favored God a little more.<br /><br />Part of this is that angels and demons within&nbsp;<em>Shin Megami Tensei</em>&nbsp;are not omnipotent parts of the world. The faith and vibes of humanity empower the supernatural and make heroes of myth real. Demons thrive in a world where survival of the fittest is king and people fight each other to survive. Angels thrive in a world where everybody follows the rules and listens to those above.<br /><br />So when you're asked to lead humanity by Amane, she is also asking you to lead humanity to a world where everybody is more subservient to God. But this also marks&nbsp;<em>Devil Survivor 1</em>&nbsp;unique in thinking about the apocalypse.</div>  <h2 class="wsite-content-title" style="text-align:left;"><font size="6">Trusting In Community or Only Yourself</font></h2>  <div class="paragraph" style="text-align:left;"><span>With the five endings of the games, they fit into 3 categories depending on their relationship to crisis &amp; apocalypse fiction:</span><ul><li><strong>Changing Human Nature:&nbsp;</strong>Naoya, Amane</li><li><strong>Embrace Community</strong>: Atsuro, Haru</li><li><strong>Returning to Lost Normalcy:&nbsp;</strong>Yuzu</li></ul><br /><span>Apocalypse games, generally, run a whole host of problems about narratives of 'regressed' society. They often tell stories about how the lost of law and centralized law enforcement means everybody will turn on each other and eat each other (sometimes literally). This is how you often get corny 'man is the real monster' graffiti.</span><br /><br /><span>Often, these stories center on how you can't trust strangers and you have to prepare to defend you and your own by any means necessary. An assertion that the individualistic narrative spread in the consciousness in places like the US is what is true in the world. Here's a&nbsp;</span><a href="https://medium.com/@nykgordon/your-apocalypse-is-bad-and-wrong-and-i-would-know-28ab7eb7a86e" target="_blank">good piece</a><span>&nbsp;dissecting the issues with this framing in games like&nbsp;</span><em>The Last of Us</em><span>&nbsp;from Nic Gordon.</span><br /><br /><em>Devil Survivor 1</em><span>&nbsp;provides an interesting refutation of the regression reading of apocalypse. One of the earliest conversations before the lockdown hits in the game is about the Tower of Babel and how the internet is the new Tower of Babel. Eventually, it's revealed that this is&nbsp;</span><em>literally&nbsp;</em><span>true and that the endless negative vibes produced by the internet poisons the world.</span><br /><br /><span>Important to this framing is that humanity's ambition and freedom has progressed so far that it has become hubris against the ideals of (Old Testament) God. The initial Tower of Babel required a regression of society with the creation of different languages to 'fix' humanity's ambition and the request from Amane for the hero to lead humanity would lead to a world where everybody lives in fear of God to be good.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2011-01-04-05-37-02-481-bot.png?1654997259" alt="Picture" style="width:398;max-width:100%" /> </a> <div style="display:block;font-size:90%">Maybe the internet was a mistake</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>Of course, this is only one of the five endings the player can choose.</span><br /><br /><span>The Naoya ending does present a choice to push humanity towards one of full freedom in defiance of God's edict to restrain desires. This does result in the 'Chaos' style endings of&nbsp;</span><em>SMT</em><span>&nbsp;and creates a survival of the fittest scenario that is more standard of apocalypse fiction, but as an ending. You also get to kill God!</span><br /><br /><span>As such extremes of Chaos (Naoya) and Law (Amane), the endings both choose to abandon community and trust as core of human nature. Instead, both offer an individualistic fear as what humanity is led by. Fear of either God himself to be good or fear of others that you should preemptively show strength over. These endings end up being the 2 easier endings to unlock with only single people representing their ideology.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-27-16-30-49-348-bot.png?1655000334" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Naoya says 'kill god' like 5 times, this game is VERY good</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>&#8203;With the Atsuro &amp; Haru endings, more ideals of community and belief in humanity comes through. Atsuro's ending reaches an overly optimistic view of technology and how well humanity can use it and utilize it for good and end hte lockdown. Big portions of his ending requires spending lots of time with him and encouraging his ideas throughout the lockdown as well as ensuring Keisuke survives.</span><br /><br /><span>Likewise Haru's ending requires both her and Gin survive and develop as they have a way founded upon their love of their old friend Aya to stop the lockdown. You're similarly tasked with encouraging the two of them to stay positive in the midst of the crisis spiral caused by the lockdown. In Haru's case a depression spiral from her lost mentor, and in Gin's case an obsessive spiral that almost gets him killed in trying to find Aya.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-30-03-08-45-929-bot.png?1655000733" alt="Picture" style="width:402;max-width:100%" /> </a> <div style="display:block;font-size:90%">The secret was in you all along, and by that I mean in your pocket</div> </div></div>  <div class="paragraph" style="text-align:left;"><br /><span>These endings hit emotionally really well as a reward for figuring out a proper path through the time block system, but also present a hopefulness in humanity that's grounded not just in high minded philosophy but in close relationships. Such personal stakes to endings at the time of&nbsp;</span><em>Devil Survivor 1</em><span>&nbsp;were rare outside of&nbsp;</span><em>Persona</em><span>.</span><br /><br /><span>Yuzu's ending is.. the hardest to evaluate. Yuzu as a character gets a pretty poor shaft as someone who doesn't really get to do anything except mostly complain about circumstances. Her ending is the 'default' ending and the only available if all others are failed.</span><br /><br /><span>As an ending, it's one that combines both the 'teamwork' of the Atsuro/Haru ending and the cynicism about humanity of Amane/Naoya. Everybody works together in their final burst of desperation to escape the lockdown and kill the SDF keeping everybody within Tokyo. It does eventually wrap in everybody leaving the lockdown, but demons escape beyond Tokyo to the rest of the world.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-02-01-05-49-07-045-bot.png?1655001027" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Now to leave this Bad End about ending a lockdown prematurely and see how real life is doing- ah</div> </div></div>  <div class="paragraph" style="text-align:left;"><br />My read of this ending is one that reflects the current hell world that is 2022, which is to say one that desperately tries to claw back at a sense of normalcy. Yuzu and most of the normal folk just truly wanted a way to return home and live life peacefully, but the old normal can never truly return.<br /><br />&#8203;I think we (as a people) are collectively in the Yuzu ending of&nbsp;<em>this</em>&nbsp;lockdown, aha..</div>  <h2 class="wsite-content-title"><font size="6">To The Future of Narrative</font></h2>  <div class="paragraph" style="text-align:left;"><span>With all this looooong writing, let's do a wrap up thoughts!</span><br /><br /><em>Devil Survivor Overclocked</em><span>&nbsp;is a really bold game in its approach to multiple endings and the branch of ways multiple arcs can resolve. In return, it's a game that a single playthrough can wrap within 30 hours, with 5-8 hours for Naoya/Amane/Yuzu extra content added on. It sits quite nicely next to&nbsp;</span><a href="https://www.maoboulve.com/t3k/t3k-2-triangle-strategy-2-compelling-choice-in-unsubtle-themes"><em>Triangle Strategy's&nbsp;</em>25-30 hour campaigns</a><span>!</span><br /><br /><span>By relative comparison, this is closer to 'average' game length of games at the time versus the 60-100 hour counts you would often encounter in standard JRPG entries. This is really important in terms of game scope, and also allowing for replays!&nbsp;</span>&#8203;</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-02-01-06-17-52-100-bot.png?1655001325" alt="Picture" style="width:392;max-width:100%" /> </a> <div style="display:block;font-size:90%">My 2015 save near the final boss at the top, and recent 2022 clear below</div> </div></div>  <div class="paragraph" style="text-align:left;">Due to shift in life priorities like doing projects like this blog, a 120 hour game with missable content like&nbsp;<em>Persona 5</em>&nbsp;will almost certainly never get a replay from me. Something like&nbsp;<em>Devil Survivor 1&nbsp;</em>with its 30 hour campaigns is a lot more compelling!<br /><br />&#8203;Another idea to take away is how much the player can balance at the same time, without being overwhelmed. Despite having up to 10 possible arcs that run throughout the game, the writing hones in on 3-4 major events happening in a moment. This was right on the cusp of being overwhelming, but I have the benefit of having tried to play this game 3 times. For others who are new to this, it does end up being a difficult balancing act.<br /><br /><em>Devil Survivor 2</em>&nbsp;would go on to ease the complexity of character death prevention, which is great for reducing fear of missing out content. That said, I would love a third&nbsp;<em>Devil Survivor</em>&nbsp;to try another sprawling character arcs.</div>]]></content:encoded></item><item><title><![CDATA[T3K #3 - Devil Survivor Overclocked (1): Demon Tamer Team Building]]></title><link><![CDATA[https://www.maoboulve.com/t3k/t3k-3-devil-survivor-overclocked-1-demon-tamer-team-building]]></link><comments><![CDATA[https://www.maoboulve.com/t3k/t3k-3-devil-survivor-overclocked-1-demon-tamer-team-building#comments]]></comments><pubDate>Thu, 19 May 2022 03:42:33 GMT</pubDate><category><![CDATA[Devil Survivor]]></category><category><![CDATA[Devil Survivor Overclocked]]></category><category><![CDATA[T3K Posts]]></category><guid isPermaLink="false">https://www.maoboulve.com/t3k/t3k-3-devil-survivor-overclocked-1-demon-tamer-team-building</guid><description><![CDATA[       Devil Survivor Overclocked&nbsp;is a real fascinating game to revisit in 2022. Friends and I are revisiting it together and I've been really enjoying dissecting the game's attempt to adapt Shin Megami Tensei&nbsp;to tactics and its&nbsp;narrative around.. a government enforced lockdown. This is my 3rd attempt since 2011 to beat the game and maybe this time will be the one!Today we're gonna talk about the gameplay systems of&nbsp;Devil Survivor Overclocked! As a tactics genre entry, there' [...] ]]></description><content:encoded><![CDATA[<div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-04-05-13-02-250-top.png?1652999474" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;"><em>Devil Survivor Overclocked</em>&nbsp;is a real fascinating game to revisit in 2022. Friends and I are revisiting it together and I've been really enjoying dissecting the game's attempt to adapt <em>Shin Megami Tensei</em>&nbsp;to tactics and its&nbsp;narrative around.. a government enforced lockdown. This is my 3rd attempt since 2011 to beat the game and maybe this time will be the one!<br /><br />Today we're gonna talk about the gameplay systems of&nbsp;<em>Devil Survivor Overclocked</em>! As a tactics genre entry, there's a very unique attempt to adapt&nbsp;<em>Shin Megami Tensei</em>&nbsp;systems to tile-based tactics. The depth for each of the 4 units you can deploy creates such a wide range of unit complexity that intertwines with classic Demon Fusion that <em>SMT&nbsp;</em>&#8203;is known for.<br /><br />Onwards past the read more!</div>  <div>  <!--BLOG_SUMMARY_END--></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/2011-01-04-06-38-06-754-bot_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">It's me! Chorby! The hero!</div> </div></div>  <h2 class="wsite-content-title"><font size="6">A Persona(l) Journey</font></h2>  <div class="paragraph" style="text-align:left;">My main history with the <em>Shin Megami Tensei</em>&nbsp;story begins with&nbsp;<em>Persona 4</em>&nbsp;in the early 2010s. The main hook for me there was the social life systems interweaving with a solid RPG system. There's a&nbsp;<em>long&nbsp;</em>talk to be had about how I initially thought <em>Persona 4</em>&nbsp;was transgressive at its time and a very formative work to me. <br /><br />&#8203;But with distance I think it mostly ends up being an extremely poor take on LGBTQ+ themes and mostly a gracious accident that the writers made something sorta resonant on those themes.<br /><br />After&nbsp;<em>Persona 4</em>, my exposure to the <em>SMT</em> series is&nbsp;<em>Persona 3 Portable, Shin Megami Tensei 4, Persona 5&nbsp;</em>and three separate attempts to beat <em>Devil Survivor Overclocked&nbsp;</em>since 2011. Oh, and also&nbsp;<em>Tokyo Mirage Sessions #FE</em>. Look, it's good.<br /><br />In the past few years, I played a high amount of&nbsp;<em><u><a href="https://drive.google.com/drive/folders/19bo_6Mq8tLV4eN1nPo445aYyttDIwEsG" target="_blank">The Masks We Wear</a></u></em>, a tabletop system based on Persona by NatTwentea. That, notably, puts my focus on how one adapts a dense RPG system like the&nbsp;<em>Shin Megami Tensei</em>&nbsp;Press Turn System to a multiple unit tactics (or multiplayer tabletop) game.</div>  <h2 class="wsite-content-title"><font size="6">Cursed and Soulbound to Suzuhito Yasuda</font></h2>  <div class="paragraph" style="text-align:left;"><em>Devil Survivor</em>&nbsp;as a series is difficult to talk about without mentioning its artist Suzuhito Yasuda.&nbsp;<span>They are known also for their character design in&nbsp;</span><em>Durarara!!, Digimon Cybersleuth&nbsp;</em><span>and....&nbsp;</span><em>Is It Wrong to Try to Pick Up Girls in a Dungeon?</em><br /><br />My personal thesis is: Suzuhito Yasuda is an artist that needs an editor</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:20px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2011-01-15-07-26-33-894-top.png?1653012004" alt="Picture" style="width:433;max-width:100%" /> </a> <div style="display:block;font-size:90%">Suzuhito Yasuda is infamous for portraits over exaggerating chest sizes</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>I generally like a lot of works Yasuda is tied to and the&nbsp;</span><em>idea&nbsp;</em><span>of the character designs they create. He just needs someone to tell him to tone it down with the anti-gravity chest sizes.</span><br /><br /><em>Yozakura Quartet&nbsp;</em><span>is Yasuda's main side manga project, for which I have deep fondness for. It's a quaint action manga about a human-youkai town (though the recent <em>Hana no Uta</em>&nbsp;adaptation gets into deep trashy fanservice territory).&nbsp;</span><br /><br /><em>Durarara!!&nbsp;</em><span>was a foundational anime for me during the early 2010s and I still really enjoy that cast. Shizuo, Celty, and Izaya are all time character design icons and I still have the wall scroll of them from college stashed away somewhere.<br /><br />&#8203;The works from Yasuda in the early 2010s show a distinct point where he still has some quirky edges to his art that will naturally be refined with experience. Unfortunately, that refinement would <em>&#8203;also&nbsp;</em>be constantly increasing the Roundness of chests.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:20px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/yq-01-key-1200x450.jpg?1653012956" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Shared design philosophy in Yozakura Quartet & Durarara!! with Devil Survivor</div> </div></div>  <div class="paragraph" style="text-align:left;">Yasuda just truly needs editors that aren't bought in to fanservice designs, which in the grand scheme of marketing is hard to find. Still, major parts of&nbsp;<em>Devil Survivor 1</em>&nbsp;and&nbsp;<strong>especially&nbsp;</strong><em>Devil Survivor 2</em>&nbsp;are distracting cause the character portraits have notoriously bad proportions centering on absurd chest size.<br /><br />A curious aspect in how his character concept has been editorialized is in the&nbsp;<em>Digimon&nbsp;</em>games. Due to needing a second artist to make models off the original portraits, the 3D version of the <em>Cybersleuth&nbsp;</em>characters tend to have reduced fanservice to them. The models are much less egregious as a result and more people should do this to Yasuda.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/physiques3.png?1653012962" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">A slight remix of an old DeSu 2 meme. Please stop this man from making balloon boobs.</div> </div></div>  <h2 class="wsite-content-title"><font size="6">Adapting RPG to Tactics</font></h2>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:40px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2011-01-05-06-40-39-781-bot.png?1653086868" alt="Picture" style="width:427;max-width:100%" /> </a> <div style="display:block;font-size:90%">Maps in Devil Survivor are quite small due to team units</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>Back to talking about gameplay!&nbsp;</span><br /><br /><em>Devil Survivor,&nbsp;</em><span>in adapting the&nbsp;</span><em>SMT</em><span>&nbsp;core to tactics, has to decide how to handle giving the player multiple units on a map.<br /><br />&#8203;There's certainly a simpler version where the player only controls the player character and 3 demons, just like current&nbsp;</span><em>SMT&nbsp;</em><span>mainline games. This is the approach seen in entries like&nbsp;</span><em>Pokemon Conquest</em><span>, which I plan to visit for comparison.</span></div>  <div><div class="wsite-multicol"><div class="wsite-multicol-table-wrap" style="margin:0 -15px;"> 	<table class="wsite-multicol-table"> 		<tbody class="wsite-multicol-tbody"> 			<tr class="wsite-multicol-tr"> 				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div class="paragraph" style="text-align:left;"><span>Instead,&nbsp;</span><em>Devil Survivor</em><span>&nbsp;chooses that the player controls up to 4 teams; each having a leader and 2 supporting demons.<br /><br />&#8203;The player, thus, controls up to 12 units with ability to change supporting demons for each team during combat.<br /><br />&#8203;Enemies (barring single-unit bosses) are also teams of 3, deploying in larger numbers of 6-10 per map.</span></div>   					 				</td>				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-09-04-36-12-106-top.png?1653089341" alt="Picture" style="width:372;max-width:100%" /> </a> <div style="display:block;font-size:90%">Atsuro and the Hee Ho Boys</div> </div></div>   					 				</td>			</tr> 		</tbody> 	</table> </div></div></div>  <div class="paragraph" style="text-align:left;"><br />&#8203;When one of the teams 'attacks', both attacker and defender are pulled into mini-RPG encounters. Both sides can choose a round of actions and the order is resolved depending on unit speed. Depending on how units perform (hitting weaknesses, getting hit by an element your resist), a unit gains an Extra Turn and can perform another action.<br /><br />I think this is a&nbsp;<em>really</em>&nbsp;cool way to adapt&nbsp;<em>SMT.&nbsp;</em>Each 'unit' is operating as though they are a player team in the&nbsp;mainline games. The dynamic of a leader unit trying to implement a strategy, while supporting demons try to keep them alive and act as part of a strategy is constant through the game.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-21-01-48-59-055-bot.png?1653087119" alt="Picture" style="width:375;max-width:100%" /> </a> <div style="display:block;font-size:90%">A single 'attack' could result in 6 total skills to be used from both sides!</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>Enemy units similarly adhere to team dynamics, which the player can take advantage of! While a supporting demon is alive, the leader will take reduced damage. If the leader dies before the supporting demons, all the supporting units die automatically.<br />&#8203;<br />So the player is given an initial tactics choice*: attempt to rapidly defeat the leader unit and get rid of that team OR take out the supporting units to reduce their options &amp; damage before tackling the leader alone.</span><br /><br /><span>*For grinding purposes, it's most effective to&nbsp;</span><em>not</em><span>&nbsp;kill the leader alone, which does benefit specific AOE attack builds.</span><br /><br /><span>An aspect of player favorability is that player units are not limited to just the support demons deployed at the start of a map. A damaged demon can be recalled and a new demon can take their place (or the place of a dead demon). And the demons of&nbsp;</span><em>Devil Survivor</em><span>&nbsp;can swing wildly in their utility thanks to their skills!</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-09-05-14-07-311-bot.png?1653089354" alt="Picture" style="width:327;max-width:100%" /> </a> <div style="display:block;font-size:90%">Unalive the demons before you're unalived</div> </div></div>  <h2 class="wsite-content-title"><font size="6">Behold the Skill Bucket</font></h2>  <div class="paragraph"><span>In battle, the player can freely see the skills and element resistances of all enemies currently present in battle. This is a major diversion from other&nbsp;</span><em>SMT</em><span>&nbsp;titles where all enemy information is obtained through trial and error. Part of this choice is the desire by designers to constantly deploy new enemy types while still being fair to the player in a tactics context.</span><br /><br /><span>Also early in&nbsp;</span><em>Devil Survivor Overclocked</em><span>, Skill Cracking is revealed as a major system. At the beginning of battle, the player can target enemy skills with one of their team leaders. If that team leader lands the killing blow, the skill is added to a Skill List. Your leader units can freely equip one copy of skills from the Skill List as long as the unit has the stats for it.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-05-07-01-21-960-top.png?1653087242" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Multiple leaders can mark the same enemy or skill to crack. Someone'll get it!</div> </div></div>  <div class="paragraph"><span>This is a major aspect of how team leaders get more powerful by unlocking more options for their equipped skills. Unit stats generally adjust the damage dealt by physical or magical skills and determine how fast an attack may come out but skills are where I want to focus on.<br /><br />Each unit in&nbsp;</span><em>Devil Survivor Overclocked&nbsp;</em><span>has a set limit of skills they can equip:</span><ul><li>3 Active Skills</li><li>3 Passive Skills</li><li>1 Racial Skill OR 1 Auto-Skill</li></ul><br /><span>Active skills are par skills present across&nbsp;</span><em>SMT&nbsp;</em><span>games. You have element &amp; physical skills with varied ranges along with ailment skills. The 'Dance' skills are unique to&nbsp;</span><em>Devil Survivor</em><span>&nbsp;and deal 2-5 damage instances to a random enemy. They're luck based skills but become surprisingly&nbsp;effective when used against lone leader units far into the game.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:20px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/2011-01-14-05-20-02-560-top_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">There are so many skills to manage among 12 deployable units</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>Passive skills are where the skills begin to really play with the team building. There are simple skills to boost or reduce damage of certain elements. You then have skills that add a chance to apply ailments on physical damage (which synergizes really well with multi-hit moves).<br /><br />There's also the 'Soul' passive skills which allow either a supporting demon to take damage that would be lethal for a leader or vice versa.&nbsp;</span><span>The Soul skills quickly let you build teams where you have a bulky leader protect the frail mage support units or have beefy support units protect a mage leader unit!<br /><br />&#8203;If the player doesn't take advantage of this team dynamic, the enemy units often will!</span><br /><br /><span>Racial &amp; Auto Skills are an interesting split. All demons have unique skills that range in utility from passive skills allowing a unit to ignore obstacles to active skills that increase movement up to 7 tiles.<br /><br />&#8203;Human units on the other hand can equip Auto-Skills, which automatically occur at the beginning of battles. Auto Skills range in effect like making all physical attacks never miss or preventing&nbsp;</span><em>all&nbsp;</em><span>damage if it's below 50. Auto Skills are unique in that you can only Skill Crack them off other humans. <br /><br />There's an early battle where 3 Auto Skills (notably Marksman) can be obtained and those skills don't pop up again for a&nbsp;<em>long</em>&nbsp;time. Marksman is an MVP skill of&nbsp;<em>Overclocked</em>&nbsp;so it's really brutal that you can miss it.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-06-05-41-42-673-bot.png?1653087674" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Initial tutorial on Auto Skills</div> </div></div>  <div class="paragraph" style="text-align:left;">Layered on top of the skill system is the amount of free actions a team gets. Each living unit on a team gets a single free action outside of combat. Healing skills, 'active' Racial Skills, and Demon Summon/Recall skills to change team composition can be used anytime before the team ends their turn.<br /><br />This versatility adds even more complexity to team building! You can recover from a bad fight you instigated by spending free actions healing your demons or use a movement increasing racial skill to run away if movement is still available. If you do&nbsp;<em>really</em>&nbsp;poorly in a fight you can spend the leader's free action to replace a dead demon.<br /></div>  <h2 class="wsite-content-title"><font size="6">The Demon Punnett Square</font></h2>  <div class="paragraph" style="text-align:left;"><span>As an&nbsp;</span><em>SMT</em><span>&nbsp;game,&nbsp;</span><em>Devil Survivor</em><span>&nbsp;follows in tradition of demon shenanigans. There's the Devil Auction, the Demon Compendium, and the classic Demon Fusion.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-04-07-00-35-686-bot.png?1653088007" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Demons mostly being whimsical fae murderers makes the auction less weird</div> </div></div>  <div class="paragraph"><span>The Devil Auction is the first way the player is able to obtain new demons. Instead of negotiating with demons, the player bids on demons like it's eBay. Certain demons for auction start at higher levels (coming with more skills) or bonuses to certain stats. You can obtain up to 24 demons total, so get buying!<br /><br />The Demon Compendium allows you to re-obtain demons at a steep price. I've found this extremely hard to use until you get near the very end of the game which really hurts early team planning. They're&nbsp;<em>really</em>&nbsp;steep costs compared to purchasing demons at the auction.</span><br /><br /><span>Demon Fusion is where the meat of demon management comes in. Much like the mainline games, demons can be fused together to make new demons. The new demon can inherit a certain number of active &amp; passive skills of the component demons, so you can bring along favorite skills to new powerhouse demons.</span><br /><br /><em>Devil Survivor</em><span>&nbsp;might be one of the more dense cases of demon management</span><span>. At minimum, you have to manage 8 demons for the 4 teams but you often lose a few units or need to change tactics entirely with new support demons.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2011-01-09-03-57-48-930-bot.png?1653086883" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The early parts of the game start you with 3 teams before quickly ramping in difficulty with 4 leaders</div> </div></div>  <div class="paragraph" style="text-align:left;">This is where&nbsp;the game&nbsp;<em>really</em> spikes in difficulty at various points. Daisy chaining three active and three passive skills onto a demon with a good unique skill (or element resistances) gets complicated very quickly. And you might need to do this for up to 24 demons! Mostly you just need 12 or so really good demons by the endgame but that's still quite a lot of planning.<br /><br /><em>Devil&nbsp;Survivor</em>&nbsp;helps to reduce complexity in a few ways. You can see which combination of demons can create a new demon through Search Fusion, reducing guesswork pretty heavily. Element fusion is one I've used much less than other mechanics but allows you to essentially 'upgrade' a unit to their next best type in the same race.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:30px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/2011-01-21-01-46-45-997-bot_orig.png" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Search fusion is really useful for not needing pen and paper to handle demon fusion</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>That all said,&nbsp;</span><em>Devil Survivor Overclocked</em><span>&nbsp;has been an extremely compelling game to play despite its difficulty. Capturing the spirit of the core&nbsp;</span><em>SMT</em><span>&nbsp;experience with 4 units in a tactics context is an impressive design feat. Coming in with a refined experience of tactics games gives me hope I can finally wrap the main game.</span><br /><br /><span>That's it for now! Next time, I will hopefully have completed the game for real while talking about the narrative!</span></div>]]></content:encoded></item><item><title><![CDATA[T3K #2 - Triangle Strategy (2): Compelling Choice in Unsubtle Themes]]></title><link><![CDATA[https://www.maoboulve.com/t3k/t3k-2-triangle-strategy-2-compelling-choice-in-unsubtle-themes]]></link><comments><![CDATA[https://www.maoboulve.com/t3k/t3k-2-triangle-strategy-2-compelling-choice-in-unsubtle-themes#comments]]></comments><pubDate>Thu, 28 Apr 2022 22:42:49 GMT</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">https://www.maoboulve.com/t3k/t3k-2-triangle-strategy-2-compelling-choice-in-unsubtle-themes</guid><description><![CDATA[       Last time we talked about&nbsp;Triangle Strategy's combat, so let's talk about how it handles narrative!Triangle Strategy&nbsp;is not a subtle about its themes and interviews with producers Tomoya Asano and Yasuaki Arai reveal a real desire to convey a complicated story as simply as possible. The three kingdoms map to a philosophy of how one should be a leader. On paper, the kingdoms play in par medieval fantasy tropes between a northern snowy territory, wide-field knight kingdom, and a h [...] ]]></description><content:encoded><![CDATA[<div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022042120414600-f6201caa76254472de8b55a36d0da7202.jpg?1651261902" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;"><a href="https://www.maoboulve.com/t3k/t3k-1-triangle-strategy-1">Last time</a> we talked about&nbsp;<em>Triangle Strategy</em>'s combat, so let's talk about how it handles narrative!<br /><br /><em>Triangle Strategy</em>&nbsp;is not a subtle about its themes and <a href="https://nintendoeverything.com/triangle-strategy-devs-on-the-name-plot-multi-tiered-maps-and-more/" target="_blank">interviews</a> with producers Tomoya Asano and Yasuaki Arai reveal a real desire to convey a complicated story as simply as possible. The three kingdoms map to a philosophy of how one should be a leader. On paper, the kingdoms play in par medieval fantasy tropes between a northern snowy territory, wide-field knight kingdom, and a hot desert kingdom.<br /><br />Where&nbsp;<em>Triangle Strategy</em>&nbsp;elevates itself is in the choices it gives players. Constant small choices in every dialogue and exploration scene builds up to major choices at the Scales of Conviction with pretty wide narrative branching. Each decision helps a player sculpt their Serenoa and how he will respond to structural power. It's really bold!<br /><br />So let's do a deep dive! (Read More away!)</div>  <div>  <!--BLOG_SUMMARY_END--></div>  <h2 class="wsite-content-title"><font size="6">'Convictions' as Character Motivation</font></h2>  <div class="paragraph" style="text-align:left;">Three 'Convictions' make up the themes at the core of the game: Morality, Liberty and Utility.<br /><br /><strong>Morality</strong>&nbsp;centers on following duty to others and avoiding unneeded bloodshed in the height of war. It maps to Glenbrook, styled in a northern open field kingdom that Serenoa calls home. Glenbrook has a hero king that helped end the great war&nbsp; a generation before and welcomed persecuted people into the kingdom. Surely the juggling act the king does to keep the peace will never go wrong.<br /><br /><strong>Liberty&nbsp;</strong>&#8203;is about chasing ambition and seeking the power to make it realized. It maps to Aesfrost, a snowy northern kingdom with extremely cool scarlet coats and dramatic iron projects. Aesfrost is, supposedly, heralded as a place where the citizenry are free. Also, the current leader appointed his family to positions of power, it's fine.<br /><br /><strong>Utility&nbsp;</strong>follows thoughts on practicality, minimizing personal risk, and making necessary sacrifices to continue on. It is represented by Hyzante, a desert kingdom with the main monopoly holder on salt, the major resource everybody wars over. It provides generously for its citizens who believe in its central faith, led by 7 figures who are all pretty suave. Hyzante&nbsp;<em>also</em>&nbsp;ardently persecutes the Roselle and sends them to work and die at the salt mines.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:30px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022032723235400-f6201caa76254472de8b55a36d0da720.jpg?1651264242" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">All dialogue choices map to the convictions as best they can, basically how cynical you are about the world</div> </div></div>  <div class="paragraph"><span>All the writing center on how these conviction are interpreted by various characters. Of the playable cast, the three are represented by Frederica, Roland, and Benedict as they make proposals to deal with major decisions for Serenoa to make.&nbsp;</span><br /><br /><span>A fun side note is that producer Arai note in an&nbsp;</span><a href="https://www.destructoid.com/triangle-strategy-interview-producers-asano-arai-square-enix-hd-2d-tactics-rpg/" target="_blank">interview with Destructoid</a><span>&nbsp;the lack of permadeath in combat was core to weaving character focused story in a tactics game. Death outside narrative would really hurt a curated story and I feel more campaign story games could do to get rid of permadeath to uncomplicate which characters might still be alive.&nbsp;</span>&#8203;</div>  <h2 class="wsite-content-title"><font size="6">Issues with the Roselle &amp; Hyzante</font></h2>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022030421481000-f6201caa76254472de8b55a36d0da720.jpg?1651263825" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">A very direct to the player opening about a central arc of the game.</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>Before we really dive into the narrative systems, we gotta talk about weird medieval fantasy tropes.&nbsp;</span>Hyzante is the kingdom I find the most compelling as a force of tension but also grew critical of as time passed from finishing a playthrough of the game.<br /><br /></div>  <div><div class="wsite-multicol"><div class="wsite-multicol-table-wrap" style="margin:0 -15px;"> 	<table class="wsite-multicol-table"> 		<tbody class="wsite-multicol-tbody"> 			<tr class="wsite-multicol-tr"> 				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div class="paragraph" style="text-align:left;"><span>Hyzante as constructed as a middle eastern aesthetic country and serving as the home of most dark skinned character goes directly to exoticism.<br /><br />&#8203;The faith of Hyzante begins to pull on real religious tradition through how its practiced.&nbsp;Followers methodically pray toward the direction of the Source each day.<br /><br />All on its own I would say its fraught and leave it at that.</span><br /><br /><span>&#8203;But then the Roselle.</span></div>   					 				</td>				<td class="wsite-multicol-col" style="width:50%; padding:0 15px;"> 					 						  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022030421385600-f6201caa76254472de8b55a36d0da720.jpg?1651265616" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">A very targeted choice in iconography of the Hyzante clothing</div> </div></div>   					 				</td>			</tr> 		</tbody> 	</table> </div></div></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022030622393800-f6201caa76254472de8b55a36d0da720.jpg?1651263804" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The 'you're born with original sin' sermon given by a clear villain really underscores its a moment of oppression</div> </div></div>  <div class="paragraph"><span>A major aspect of the convictions is that each sits in relation to the explicit religious persecution of the Roselle. On paper, I think it's fair to examine how oppression of the marginalized is tied to countries wielding military strength. In practice? I have critiques.</span><br /><br /><span>The Roselle are the underclass of Hyzante through a religious myth building that says they committed some original sin and deserve to rot in the salt mines forever. The Hyzante make constant calls that&nbsp;</span><em>all</em><span>&nbsp;Roselle should be forced back to Hyzante to atone.&nbsp;Very early on it's understood that this religious persecution is morally reprehensible and ironic off the supposed 'equality' of care of Hyzante citizens.</span><br /><br /><span>My primary issue with the Roselle framing is their visual theme. The Roselle have pink hair which seems to pull on the color of Himalayan rock salt, which.. feels very corny. It's a fantasy trope in an otherwise very restrained and grounded game. But I think the Hyzante leadership being dark skinned folk oppressing the fair-skinned, pink hair Roselle leaves a very bad taste. It uncritically plays into aspects of colorism in who (visually) is the oppressed and the oppressor.</span><br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022030421500800-f6201caa76254472de8b55a36d0da720.jpg?1651266325" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Jerrom is both absurdly handsome but also eyebrow raising in light skinned-ness</div> </div></div>  <div class="paragraph"><span>The proposition I would do is honestly just shift Hyzante to be inspired by the Vatican instead and weave in the current Hyzante design as its own culture into the world. Hyzante leans pretty close to old testament original sin that could've been used as the 'Church is Evil' pull instead.<br /><br />There's also just a glaring choice of paleness of the rest of the world against the contrast of Hyzante being where all dark skinned characters (friendly and foe) hail from.</span><br /><br /><span>The major defense I will give to&nbsp;</span><em>Triangle Strategy</em><span>&nbsp;is that the question of liberation of the Roselle is a major plot resolution. If the Roselle were left to the margins of the story it would be really hard to let the thematics sit as well as they have for me. Frederica is a constant voice speaking and advocating for herself and her people which is&nbsp;</span><em>really</em><span>&nbsp;strong.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022032620402200-f6201caa76254472de8b55a36d0da720.jpg?1651264315" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Frederica's fire in calling out the neutrality of others in helping the marginalized is very appreciated</div> </div></div>  <h2 class="wsite-content-title"><font size="6">Serenoa will remember that.</font></h2>  <div class="paragraph" style="text-align:left;">Throughout&nbsp;<em>Triangle Strategy</em>&nbsp;several exploration segments will occur. These are moments where Serenoa can talk with NPCs, be an RPG hero and break into a house to grab some of their money, and find out strategically important information (more on this later with the Scales of Conviction). All of these actions reinforce the Conviction system!<br /><br />An interesting twist to the Convictions is how much the system is actually obfuscated on first playthrough. In the opening chapters, you're told:<ul><li>3 Convictions guide the world and Serenoa</li><li>Dialogue choices may increase the value of a conviction</li><li>Certain actions may increase the value of a conviction</li></ul></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022030414140500-f6201caa76254472de8b55a36d0da720.jpg?1651263139" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The lone prompt about the Convictions for the first playthrough</div> </div></div>  <div class="paragraph"><span>Note the vagueness of it, intentional from the developers. The player is only made aware that the game is tracking actions across the game, but not told what increases each Conviction. In fact, any action that increases a Conviction is simply told to you with&nbsp;a vague popup that a conviction strengthened.</span><br /><br /><span>This is a really artful touch for encouraging a player to perform along to the thematics, but not telling if the role is being played right for a Morality-centered Serenoa or if you're leading him to be a cynical pragmatist. There's a real comedy to&nbsp; the simple conviction increase prompt like moments where pestering all 6 guards in front of a gate returns a response.</span><br /><br /><span>On NG+ the game formally pulls the curtain back on its systems and allow the player to transparently manipulate the conviction values. Each dialogue marks which choice will increase which of the 3 convictions, and all the actions in exploration are itemized under one of the three. It really goes to show the careful consideration they considered for immersion on the first run through the game.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022042121455200-f6201caa76254472de8b55a36d0da720.jpg?1651265040" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Numbers are made visible for the player in NG+</div> </div></div>  <h2 class="wsite-content-title"><font size="6">Theatre of the Scales of Conviction</font></h2>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022030512181400-f6201caa76254472de8b55a36d0da720.jpg?1651263052" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Behold! Democracy! Except when there's ties then you just decide it.</div> </div></div>  <div class="paragraph">Scales of Conviction! Use it to decide <a href="https://twitter.com/boltgsr/status/1513589258505785348?s=21&amp;t=Y_21JEioGSnUjLkZsmGVhQ" target="_blank">the toppings of your pizza!</a>&nbsp;The Scales is easily one of my favorite systems to come out of&nbsp;<em>Triangle Strategy.</em>&nbsp;<br /><br />At multiple points throughout the story, Serenoa will have to make difficult decisions about how to move forward. Members of House Wolffort will present 2-3 options that align directly with one of the 3 convictions (which is not explicitly noted).<br /><br />Should we claim this castle by cornering their forces and negotiating a truce? What if we sneak in and take out their commanding officers? What if we just flood the whole area and pay no mind to collateral?<br /><br />There's a whole elaborate leadup to a decision that feels momentous as a case is made for each choice. The seven key allies of Serenoa make their vote between the options presented. This is where finding strategic information in explore segments comes to fruition!&nbsp;<br /><br />Serenoa can attempt to convince each of the 7 voters to change their vote to another option. This is done through a similar 3-choice dialogue done with NPCs in explore segments. The key difference is that the third option in these convince dialogues is always locked initially. If Serenoa talked to or interacted with key information before this third option is unlocked as a dialogue choice.&nbsp;<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022030900065800-f6201caa76254472de8b55a36d0da720.jpg?1651263588" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph"><span>In another good choice of obfuscation, the results of your attempt to persuade someone is also not made explicit until the voting process is over. You are told if the character is deep in thought or unmoved by your attempt to change their mind, but their portrait is moved to Undecided in the voting HUD.</span><br /><br /><span>The act of convincing a character is also not made too simple. The unlocked option is explicitly not always the correct option to move someone from their position and requires reading the context and who you're speaking to. You can't just pick the unlocked 'We Have A Cool Kill Machine' option when talking to Frederica when she's arguing for negotiation over continued war.</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022030517564200-f6201caa76254472de8b55a36d0da720.jpg?1651262723" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">It's incredibly funny to try to convince all 7 voters and forget how well you did for each</div> </div></div>  <div class="paragraph"><span>Serenoa's convictions also play a major influence. Each choice at the Scales belongs to one of the 3 convictions, made explicit by the color coordination tied to the choice. When you attempt to convince someone from their default choice, it's made easier or harder depending on Serenoa's own values. If you're like me, you'll find yourself locked into certain choices due to defining a specific Serenoa up to a vote.</span><span><br /><br />The results of the Scales of Conviction choices end with ambitious branching of content as well. The theatre of the Scales would shatter if the levels were identical with different choices but they went steps ahead and sculpted unique maps and new narrative spotlights that are responding to the different choice taken.</span><br /><br /><span>The scope of&nbsp;</span><em>Triangle Strategy&nbsp;</em><span>is truly refined in a way I'm impressed by and I'm very excited to see what Asano, Arai, ArtDink and Square Enix work on next!</span></div>]]></content:encoded></item><item><title><![CDATA[T3K #1 - Triangle Strategy (1): Overview & Combat Deep Dive]]></title><link><![CDATA[https://www.maoboulve.com/t3k/t3k-1-triangle-strategy-1]]></link><comments><![CDATA[https://www.maoboulve.com/t3k/t3k-1-triangle-strategy-1#comments]]></comments><pubDate>Sun, 10 Apr 2022 01:18:54 GMT</pubDate><category><![CDATA[T3K Posts]]></category><category><![CDATA[Triangle Strategy]]></category><guid isPermaLink="false">https://www.maoboulve.com/t3k/t3k-1-triangle-strategy-1</guid><description><![CDATA[       Triangle Strategy,&nbsp;a tactics game developed by Artdink and Square Enix, is the rare game where I immediately wanted to replay to see what content I had missed. It was such a smooth tactics RPG and&nbsp;I was so excited in talking with others about what different story choices we made.&nbsp;Combat scenarios are presented like puzzles more than a level curve to beat. Through use of a curated experience curve the maps keep a constant forward pace where you're never stuck on a map too lo [...] ]]></description><content:encoded><![CDATA[<div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0;margin-right:0;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022030414022800-f6201caa76254472de8b55a36d0da720.jpg?1649555775" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%"></div> </div></div>  <div class="paragraph" style="text-align:left;"><em>Triangle Strategy,&nbsp;</em>a tactics game developed by Artdink and Square Enix, is the rare game where I immediately wanted to replay to see what content I had missed. It was such a smooth tactics RPG and&nbsp;I was so excited in talking with others about what different story choices we made.&nbsp;<br /><br />Combat scenarios are presented like puzzles more than a level curve to beat. Through use of a curated experience curve the maps keep a constant forward pace where you're never stuck on a map too long but can't trivialize a map.<br /><br /><em>Triangle Strategy</em><em>&nbsp;</em>is, honestly, the main inspiration for this blog. It's a game I feel synergizes the spirit of high momentum fail-forward tabletop games, tactics game design loop, and branching storytelling experiments of the recent years.<br /><br />So I'm gonna do a series of posts on the game! Today we're gonna cover an overview and lengthy dive into combat.</div>  <div>  <!--BLOG_SUMMARY_END--></div>  <h2 class="wsite-content-title"><font size="6">Opening With a Proper Noun Bang</font></h2>  <div class="paragraph" style="text-align:left;">The game was initially revealed in a <a href="https://youtu.be/IVHbzcr1-D8?t=1677" target="_blank">2021 Nintendo Direct</a> with exciting news, a new tactics game in the vein of&nbsp;<em>Final Fantasy Tactics</em>&nbsp;is on its way from Square Enix! It's utilizing the HD-2D art style used in&nbsp;<em>Octopath Traveler!</em>&nbsp;Also they&nbsp;<strong>immediately</strong>&nbsp;want you to know about its thematics and important proper nouns.<br /><br />The three kingdoms of the world war over salt, iron and trade routes, creating the 'SaltIron War'. The kingdoms created the Consortium to try to end the bloodshed and broker peace. The heroes of the Consortium used the 'Scales of Conviction' to guide their decisions weighed between the convictions of Utility, Morality, and Liberty.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:20px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022030414042600-f6201caa76254472de8b55a36d0da720.jpg?1649555588" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Political intrigue sewn into the game's core from the beginning cutscene</div> </div></div>  <div class="paragraph" style="text-align:left;"><span>This is a&nbsp;</span><em>bold</em><span>&nbsp;opening marketing salvo (that matches the opening 5 hours) that seeks out an audience willing to meet it halfway to take on the journey of a story heavy strategy tactics game. And, yeah, that's me. I'm the indulgent long cutscene enjoyer.<br /><br />But it also served to have an early showcase of the branching narrative that would be center to the game. A tactics game with constant branching decisions was incredibly novel for me as someone who had not played&nbsp;<em>Tactics Ogre</em>&nbsp;(which I plan to rectify). Decisions, also, framed around larger philosophies of governance with the 3 convictions especially&nbsp;interested me. I was very excited to see how the writers at Square Enix would try to wax poetic about the world.</span><br /><br />&#8203;&#8203;I avoided the demos because I was already sold on getting the game but was curious on some of the early thoughts people had on the game. Of note is Austin Walker on a&nbsp;<em>Waypoint Radio</em>&nbsp;podcast episode (Ep. 376) had really interesting thoughts on the localization's use of archaic English that seems to overly lean on&nbsp;<em>Game of Thrones </em>(heavy use of 'bend the knee in the initial demo).</div>  <h2 class="wsite-content-title" style="text-align:left;"><font size="6">Triangle of Combat, Player Choice &amp; Story Moments</font></h2>  <span class='imgPusher' style='float:right;height:0px'></span><span style='display: table;width:auto;position:relative;float:right;max-width:100%;;clear:right;margin-top:0px;*margin-top:0px'><a><img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022030415152900-f6201caa76254472de8b55a36d0da720.jpg?1649558500" style="margin-top: 10px; margin-bottom: 10px; margin-left: 20px; margin-right: 0px; border-width:0; max-width:100%" alt="Picture" class="galleryImageBorder wsite-image" /></a><span style="display: table-caption; caption-side: bottom; font-size: 90%; margin-top: -10px; margin-bottom: 10px; text-align: center;" class="wsite-caption">Exploration become a core aspect of knowing more about the world</span></span> <div class="paragraph" style="text-align:left;display:block;">&#8203;<em>Triangle Strategy&nbsp;</em><span>aims to give equal weight to its dense branching narrative and its similarly robust combat systems.</span><br /><br />They truly want you to embody the role of Serenoa, a rising noble lord who will impact the political state of the world. Your Serenoa has multiple choices to make about what he feels is 'correct'.</div> <hr style="width:100%;clear:both;visibility:hidden;"></hr>  <div class="paragraph" style="text-align:left;">Part of this does require a&nbsp;<em>lengthy&nbsp;</em>set dressing at the immediate opening of the game.<br /><br />But you do quickly learn about the world! As an overview:<ul><li>The 3 kingdoms are Glenbrook, Aesfrost, and Hyzante</li><li>Glenbrook is a medieval monarchy&nbsp;resting on good river transport systems</li><li>Aesfrost is a snowy northern kingdom with an abundance of steel veins and values 'freedom' amongst its people</li><li>Hyzante is a desert kingdom that values providing for people it deems worthy and sits on a massive salt monopoly</li><li>The three were at war 30~ years prior for the resources of the others, now at a tenuous peace</li></ul></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022030415224800-f6201caa76254472de8b55a36d0da720.jpg?1649891460" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The deliberation of Hyzante's salt monopoly begins from the earliest chapter</div> </div></div>  <div class="paragraph" style="text-align:left;">Of note with the worldbuilding, the world is heavily grounded with its focus on kingdoms struggling over simple resources. Magic does exist in the world but there's nobody preparing a magic calamity, it's mostly a tool of war &amp; medicine.<br /><br /><span>While this opening is heavy-handed this helps to inform the player for major branching decisions and underscore&nbsp;</span><em>why</em><span>&nbsp;combat is going to happen. This is where&nbsp;</span><em>Triangle Strategy&nbsp;</em><span>really grabs me.</span><br /><br />Major choices presented to the player are concerned both with long term narrative stakes and the battle the player is willing to engage with.<br /><br />&#8203;There may be a morally correct option but it may lead to a harder battle encounter and less narrative power for Serenoa. On the reverse, the tactically correct answer may give Serenoa leverage but it may require some underhanded and evil action that the game will definitely bring up later.<br /><br />So let's talk about combat!</div>  <h2 class="wsite-content-title"><font size="6">Beating the Odds with Focused Unit Design</font></h2>  <div class="paragraph" style="text-align:left;"><em>&#8203;Triangle Strategy&nbsp;</em>has a few combat systems to briefly cover:<ul><li>&#8203;All units have a facing direction where accuracy is higher if a unit is attacked from the back</li><li>If an ally is on the direct opposite side of an enemy being attacked, the ally performs a pincer follow-up attack</li></ul><br /><span>One of the big appeals of combat is that I was reminded quickly of&nbsp;</span><em>Final Fantasy Tactics Advance</em><span>&nbsp;and its utilization of&nbsp;high-impact ailment applying classes early in the game.</span><br /><br />To quickly establish the style of tactics game&nbsp;<em>Triangle Strategy&nbsp;</em>delves in, the most used unit I've used for every single combat since obtained is Hughette. <br /><br />Hughette:<ul><li> has a hawk that allows her to ignore the height limit a unit can move vertically <br /></li><li>has a ranged attack that can blind a unit, having their attacks miss for a few turns. <br /></li><li>can activate pincer attacks easily as a ranged unit</li></ul></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022040913115700-f6201caa76254472de8b55a36d0da720.jpg?1649630973" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Behold! My favorite move in the game!</div> </div></div>  <div class="paragraph" style="text-align:left;">Hughette is my MVP.<br /><br />Her MVP status gets at the primary tactics design challenge&nbsp;<em>Triangle Strategy&nbsp;</em>sets out: handle the overcoming odds of an enemy primed to overwhelm you with raw strength or a better starting position. Each of your units is designed to address specific problems the game may set out.<br /><br />Hughette in particular is a response to high damage or high range enemies, hindering them for multiple turns. Each unit follows in a similar design pattern with abilities designed to solve a specific problems. The game actually presents each character with 2 bullet points for their central focus.</div>  <div><div class="wsite-multicol"><div class="wsite-multicol-table-wrap" style="margin:0 -15px;"> 	<table class="wsite-multicol-table"> 		<tbody class="wsite-multicol-tbody"> 			<tr class="wsite-multicol-tr"> 				<td class="wsite-multicol-col" style="width:48.539325842697%; padding:0 15px;"> 					 						  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022030414162700-f6201caa76254472de8b55a36d0da720.jpg?1649637033" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Benedict is a general stat buffer who becomes absurd late game with turn order buffs</div> </div></div>   					 				</td>				<td class="wsite-multicol-col" style="width:51.460674157303%; padding:0 15px;"> 					 						  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022030414163300-f6201caa76254472de8b55a36d0da720.jpg?1649637128" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Frederica is a mage unit with heavy fire damage</div> </div></div>   					 				</td>			</tr> 		</tbody> 	</table> </div></div></div>  <div class="paragraph" style="text-align:left;">This creates a strong dynamic where you decide which problems you want to focus on for the 10 units.<br /><br />Enemy is primarily archers defending a choke point?&nbsp; Deploy a few units with good physical defense along with high mobility units to pincer enemies or apply ailments to reduce their damage.<br /><br />Enemy is physical tanks supported by multiple healers? Deploy mage units to shred through the enemy frontline along with frontline damage to deal with the healers.<br /><br />Enemy has a high height advantage? Deploy your good boy Jens with a&nbsp;<strong>ladder</strong>.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022030512290000-f6201caa76254472de8b55a36d0da720.jpg?1649639144" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Enemy has the high ground? Build a 20 story ladder to them</div> </div></div>  <div class="paragraph" style="text-align:left;">An interesting aspect of the focused design of each character is the recommended units for story battles. Certain units have abilities that can take good advantage of terrain or defeat certain enemy types easily.<br /><br />An aspect of recommended units I enjoy is trying to parse why the designers believe a unit is strong for a map. Take Anna who is a high mobility stealth unit. She is often recommended for maps with a healer hiding in the back or dangerous mages and tasked with killing them quickly.<br /><br />Anna is also recommended sometimes for maps with switches that require an action to activate. Why? Well Anna has 2 actions a turn and can stealth on her second action if the switch is in the center of enemies! This is a really clever way of suggesting puzzle solutions to tactics challenges.<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/869929536.png?1649893868" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">No penalty is present for ignoring recommended units, but they're often very useful to deploy</div> </div></div>  <div class="wsite-spacer" style="height:50px;"></div>  <div class="paragraph" style="text-align:left;">Strong unit identity extends to enemy units as well. If an enemy unit has a particular sprite, you can expect it to have similar abilities throughout the game, scaled for increased stats or an additional passive skill. You can plan your tactics and what units to deploy just on the visual makeup of units present on a map, which really helps clarity for large maps.<br /><br />Combat is generally very readable&nbsp;through allowing player to see turn order, enemy skills, enemy attack range, and resources. It makes planning each turn feel fair with so much transparent information.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022030414180300-f6201caa76254472de8b55a36d0da720.jpg?1649640960" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Full turn order and current TP for units</div> </div></div>  <div class="paragraph" style="text-align:left;">A particular highlight is resource transparency of each unit's Turn Point (or TP). TP is the typical secondary spellcasting resource and&nbsp;<em>Triangle Strategy</em>&nbsp;keeps the values intentionally low for readability. Most units have a max of 3 TP, and recover 1 TP on their turn. Dangerous abilities (primarily magic unit spells) a player should fear cost around 2 TP.<br /><br />&#8203;So an optimal plan is try to have enemies waste resources on your sturdier units, then send in everybody else when you see they're at 0 TP!</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/2022030417323600-f6201caa76254472de8b55a36d0da720.jpg?1649894897" alt="Picture" style="width:437;max-width:100%" /> </a> <div style="display:block;font-size:90%">Law Cards! Law Cards!</div> </div></div>  <div class="paragraph">The player also has free actions called 'Quietus' available to them, reminiscent of Law Actions in&nbsp;<em>Final Fantasy Tactics Advance.</em><br /><br />These range in functionality such as:<ul><li>healing a unit</li><li>stopping an enemy unit, preventing their next turn&nbsp;</li><li>moving any unit up to 8 tiles</li><li>reviving a unit</li><li>allow an ally to be next in turn order</li></ul><br />These are partially understated through combat design but add a fun tactical layer of planning when best to use these actions. I personally loved utilizing the turn order affecting moves to either have a healer immediately heal a critical unit or stop a major boss unit from destroying whoever is right in front of them.<br /></div>  <h2 class="wsite-content-title">Unit Management Outside Combat</h2>  <div><div class="wsite-multicol"><div class="wsite-multicol-table-wrap" style="margin:0 -15px;"> 	<table class="wsite-multicol-table"> 		<tbody class="wsite-multicol-tbody"> 			<tr class="wsite-multicol-tr"> 				<td class="wsite-multicol-col" style="width:31.23595505618%; padding:0 15px;"> 					 						  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/2022030422591900-f6201caa76254472de8b55a36d0da720.jpg?1649642423" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Time for a new friend!</div> </div></div>   					 				</td>				<td class="wsite-multicol-col" style="width:68.76404494382%; padding:0 15px;"> 					 						  <div class="paragraph" style="text-align:left;">With the groundwork for the core combat loop laid, the next gameplay question is set: does it feel good over the course of 25+ hours? Is the middle stage of the game when your endgame builds are not quite built a grind?<br /><br />This is a question I've come to ask of all games in the tactics genre from the&nbsp;<em>Fire Emblem to Valkyria Chronicles&nbsp;</em>especially as I have less time and&nbsp;<em>attention</em>&nbsp;to grind. With&nbsp;<em>Triangle Strategy</em>, it has to also account for its recruit mechanics.<br /><br />In short, every chapter or so you get a prompt for a new recruit based on hidden metrics (I'll talk about the Conviction System next time). You get a small backstory reveal and their reason for joining Serenoa's army.&nbsp;</div>   					 				</td>			</tr> 		</tbody> 	</table> </div></div></div>  <div class="paragraph" style="text-align:left;">New recruits can come in well into the game, I obtained characters even at the 75% mark of the game. You will obtain about 25 characters in a playthrough, give or take. With an average 10-unit deployment limit per map, underused units are bound to fall behind and be unusable, right? Well, no! Thanks to their curated experience curve.<br /><br /><em>Triangle Strategy</em>&nbsp;gives experience to any action, modified by a multiplier based on the difference between unit level and the stage's <u>recommended level</u>. This multiplier scales&nbsp;<em>drastically</em>.<br /><br />Units basically get a full level of exp per action if they're 2 levels below the recommended. This was major in keeping niche character relevant if I only deployed them once every 4 battles.<br /><br />The multiplier scales drastically in reverse as well! Units go down to 2 exp per action when about 2-3 levels ahead. This makes it difficult to brute force any chapter through grinding.&nbsp;</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/editor/375996896.jpg?1649642090" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Recommended Level is well surfaced to the player</div> </div></div>  <div class="paragraph" style="text-align:left;">An interesting addition to this is that all units keep their experience gained even if you lose a map (consumable items&nbsp;<em>are&nbsp;</em>reset).&nbsp;<span>Due to the multiplier also reducing experience when over leveled, there's a forward momentum where maps do become easier if you fail but they aren't made trivial.&nbsp;<br /><br />I&nbsp;<em>adore</em>&nbsp;how this keeps a forward momentum throughout the game. When I fail a map, it never feels that a map wants me to overpower a map with raw numbers but wants me to try a different tactical approach. This is especially important as&nbsp;<em>Triangle Strategy&nbsp;</em>is a linear campaign with no randomly generated battles for grinding (it does have a few set 'mental mock battles' that serve as repeatable grind content).&nbsp;<br /><br />These overlaying tools all combine for a finely curated combat experience that never overstays a particular map. I hope more systems like these are considered for further games in the tactics genre. I struggle with grind heavy midgames due to my increasingly busy life outside of playing video games.<br /><br />That's it for combat! Next time we'll talk about how&nbsp;<em>Triangle Strategy&nbsp;</em>constructs its themes and handles player choices!</span><br /></div>]]></content:encoded></item><item><title><![CDATA[T3K #0 - Tactics Games Are Fun To Talk About!]]></title><link><![CDATA[https://www.maoboulve.com/t3k/t3k-0-intro]]></link><comments><![CDATA[https://www.maoboulve.com/t3k/t3k-0-intro#comments]]></comments><pubDate>Wed, 30 Mar 2022 03:16:10 GMT</pubDate><category><![CDATA[T3K Posts]]></category><guid isPermaLink="false">https://www.maoboulve.com/t3k/t3k-0-intro</guid><description><![CDATA[Hi! If you're here you've stumbled across my blog for talking about various tabletop and tactics games. Welcome to&nbsp;Triangles, Tactics, and Tabletop, Kupo!&nbsp;&#8203;Over the past years through the pandemic I've reignited a lot of love for video games that I lost because university knocked the wind out of me. A major part of that was tactics and tabletop games! So this is a blog to talk design thoughts of tabletop systems and tactics video games I play.So let's get to the focus of this blo [...] ]]></description><content:encoded><![CDATA[<div class="paragraph"><font color="#ffffff">Hi! If you're here you've stumbled across my blog for talking about various tabletop and tactics games. Welcome to&nbsp;<strong>Triangles, Tactics, and Tabletop, Kupo!&nbsp;</strong>&#8203;<br /><br />Over the past years through the pandemic I've reignited a lot of love for video games that I lost because university knocked the wind out of me. A major part of that was tactics and tabletop games! So this is a blog to talk design thoughts of tabletop systems and tactics video games I play.<br /><br />So let's get to the focus of this blog, why it's named this, and a long dive into my history!</font></div>  <h2 class="wsite-content-title"><font size="6">What's This Blog About?</font></h2>  <div class="paragraph">My big plans for this blog can be summed up as follows<ul><li>Talk about tactics games I've recently played or played long ago that struck me with cool design choices</li><li>Talk about certain design patterns and design challenges that come up in the tactics genre</li><li>Explore the 'canon' of tactics games and see how they hold up (Tactics Ogre, Fire Emblem, Final Fantasy Tactics, etc.)</li><li>Discuss tabletop games and notable systems I find really impactful as a collaborative experience</li><li>Possibly discuss the process of creating my own grid-based tactics&nbsp;tabletop RPG</li><li>Shout out indie tactics and tabletop games that I really think deserve more attention</li></ul> So I hope you'll join me on this tactics adventure! Onward past the Read More!</div>  <div>  <!--BLOG_SUMMARY_END--></div>  <h2 class="wsite-content-title"><font size="6">'Triangles, Tactics, and Tabletop, Kupo!'</font></h2>  <div class="paragraph">So why this name?<br /><br /><font size="5"><strong>Triangles</strong>&#8203;--</font><br />Well what is a rock paper scissors triangle but the ultimate tactics game. The idea of a weapons triangle is front of mind whenever I think of tactics games. Fire Emblem was very foundational to my experience of tactics games over the years and honestly? Triangle Strategy has taken over my head as a top game ever very quickly so I really wanted to shout that out.<br /><br /><strong><font size="5">Tactics--</font></strong><br /><span>At its heart this blog is gonna talk a lot about tactics games! I'll get more into what I mean by that later in terms of games to cover.</span><br /><br /><strong><font size="5">Tabletop--</font></strong><br />Tabletop games rule! I really enjoy seeing discussion on what the tabletop medium can aspire to be. I'm someone very passionate about pushing the medium to extend beyond the big system everybody automatically defaults too (check out NatTwentea!!!).&nbsp;<br /><br /><strong><font size="5">Kupo--<br /></font></strong>Kupo.<br /><br />No but seriously, the Final Fantasy Tactics Advance moogles have been my favorite design from any game period, let alone just tactics games. And in recent years FFTA has struck me at trying some really interesting game design choices that I will ardently defend. One day I'll write about Laws and Antilaws.<br /></div>  <div class="wsite-spacer" style="height:50px;"></div>  <div class="wsite-spacer" style="height:50px;"></div>  <h2 class="wsite-content-title"><font size="6">A Grand Archive of&nbsp;<em>Sorta&nbsp;</em>Playing Tactics Games</font></h2>  <div class="paragraph">My initial history with tactics games was primarily appreciating the idea of the Fire Emblem games and especially their romhacks around late 2000s, early 2010s. Back in the days when Twitch.tv was Justin.tv there were a few streamers who played some of those extra hard romhacks so spent a lot of time watching them.<br /><br />This was also at a time where Fire Emblem Awakening was years out and all other FE games were incredibly rare. Also, I was bad at navigating emulators and got computer viruses a couple times. That was embarrassing.</div>  <div class="wsite-spacer" style="height:50px;"></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/fe-tank.jpg?1648699702" alt="Picture" style="width:494;max-width:100%" /> </a> <div style="display:block;font-size:90%">One of my earliest memories of GBA FE romhacks was a tank. That was extra weak to lances. Cause it was also a Valkyria Chronicles joke.</div> </div></div>  <div class="paragraph"><span>Sprinkled in there I lightly attempted to play both Final Fantasy Tactics and Final Fantasy Tactics Advance around 2010 through various ports and virtual console. The FFTA moogles continue to be my favorite design from any game but alas, I was bad at them! So I bounced pretty quickly cause I turned to grinding as an easy answer and that was incredibly dull to me (which will be a whole thing I want to write about with middle-of-the-game EXP curve).</span></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/fft-calculator_orig.jpg" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">I rushed to unlock Calculator as early as possible. That grind was miserable.</div> </div></div>  <div class="paragraph"><span>Fast forward to 2013 and huzzah! Fire Emblem Awakening! The core loop of gameplay captured the impression I had of watching streams of older FE games and romhacks. And it had shipping! It was very approachable in the way the game eased in mechanics and common recruitment requirements, but also had an engaging difficulty curve!<br /><br /></span>This was also clear when I discovered the idea of fandom! A blessing and a curse. This was when I started really interacting with other fans about favorite characters. Around 2013 I still hadn't built up a confidence to draw fanart yet but I did appreciate every art of my sweet baby boy Donnel.</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/donnel_orig.jpg" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">Just a sweet little farm boy.</div> </div></div>  <div class="paragraph">After that, I sorta fizzled on Tactics games for a bit. University struck! Fire Emblem Fates came out right around when college hit me with lots of stress. I did not like Fire Emblem Fates, haha. And I completely missed Shadows of Valentia, so Fire Emblem was put on the backburner for a bit.<br /><br />Then around 2018 my then college roommates introduced me to a lot of big tabletop board games like Betrayal At the House on the Hill and the Fallout board games. But most importantly they introduced me to actually playing tabletop RPGs like Dungeon &amp; Dragons!<br /></div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/aver-11-29-18.png?1648771881" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">One of my first characters, Aver the Kobold. Imagine if Sasuke Uchiha was a lil dragon guy but still tragic.</div> </div></div>  <div class="paragraph">That was my real first experience in collaborative storytelling which I really enjoyed. I would play various sessions in D&amp;D 5E and would eventually try running a few campaigns in Inverse World, a supplement to the Dungeon World system, as well as Blades in the Dark. I really enjoyed running systems that encouraged that forward momentum in narrative but still had layers of tactical challenge to it.<br /><br />Around 2019 I would move to also playing tabletop games through NatTwentea, an indie TTRPG group run by very cool friends Cecil &amp; Rubin (check our their games on <a href="https://nattwentea.itch.io/" target="_blank">Itch.io</a>&nbsp;here). I would end up playing in a bunch of sessions over the next years in their Persona, Fire Emblem systems and their original system&nbsp;<em>Trail Between Sun and Stars</em>.<br /><br />Fast forward to 2021! I graduated from college! There was also.. still a global pandemic going on! So I joined the sea of folks that turned to increased video game play as a hobby. And a big one was that I decided to stream Final Fantasy Tactics Advance on a somewhat weekly basis!</div>  <div><div class="wsite-image wsite-image-border-none " style="padding-top:10px;padding-bottom:10px;margin-left:0px;margin-right:0px;text-align:center"> <a> <img src="https://www.maoboulve.com/uploads/1/2/4/7/124794373/published/tacticstime-9-2-21.png?1648700928" alt="Picture" style="width:auto;max-width:100%" /> </a> <div style="display:block;font-size:90%">The final form of my stream announcement banner. It got weird.</div> </div></div>  <div class="paragraph">That experience was great! It was really formative for where I was as a game developer and also someone trying to parse moving on to post-college life in the midst of a profoundly isolating time. I felt very accomplished making goofy stream banners for these streams, loved getting attached to certain party members that were recruited, and loved sharing that with friends and viewers. If you watched those streams, thanks! I really appreciate ya!<br /><br />&#8203;I wrapped on FFTA that around September 2021 and from there delved into various other tactics games. Horizon's Gate, Triangle Strategy, Fire Emblem Three Houses to name a few. I came to those with a more refined knowledge of points I know I enjoy and points I have heavy friction with and look to how a game solves them! And streaming made me realize I love elaborating on design thoughts, so here we are!<br /></div>  <div class="wsite-spacer" style="height:50px;"></div>]]></content:encoded></item></channel></rss>