Game Ramblings #205 – SteamWorld: Build

More Info from The Station / Thunderful

  • Genre: City Builder
  • Platform: PS5
  • Also Available On: Steam, PS4, Xbox One, Xbox Series, Switch

I know it may seem weird to play a city builder on console and I can’t say I really disagree. However, one of the things that I’ve been poking around with as UE5 R&D is a set of gameplay systems around top-down grid-based gameplay, so this kind of fit the bill as something I should at least give a look. What this turned out to be was a wonderfully compact city builder that may be a bit on the simple side, but also made sure it was complete before it wore out its welcome.

This has all the pieces to make a fun city builder, but admittedly the city building is the part that I probably spent the least time in. It has some interest in that housing is upgradeable. You go from workers to engineers to aristocrats to scientists in tiers, and each one is its own class of employee for specific buildings. However, it’s all simple. You kind of just do it in order. You have a ton of different building types that generate different resources that leads up to the final resource to shoot a rocket into space. But again, it’s all simple. You place them down, location isn’t really important, and they are all necessary to get to the end game. You again kind of just do it in order.

The real interest of the game for me was the mining section. This isn’t really all that different from the city building in that you’re placing down workers and buildings to achieve a goal but it feels much more nuanced in a positive way. For one thing, placement does end up mattering.

This is a bit of a long-term change over a play session, but placement of where you put things changes pretty drastically over the course of a play through. At first you’re placing down workers wherever they fit and making it work. They all mine manually, they collect resources manually, and you push through. By the second mine level you start getting enemies, so now placement of defenses matters. The ultimate goal is to be efficient with your outgoing money, so catching as many enemies as possible with weapons means fewer costs to defense bots and a better run city. You also get access to conveyor belts at this level. This allowed me to basically automate resource gathering, but with the caveat that conveyors cannot run through pillars supporting the mine ceilings or camps supporting the workers. Again, placement gets more important as does the general efficiency of building the conveyors. By the third mine level you earn teleporters, which now had me min-maxing where I’m placing camps. Camps were far away from resources with a teleport network connecting important spots, then conveyors linked resources automatically to the surface. Maxing the resource gathering let me maximize trading, allowing me to then maximize money generation.

Admittedly part of the interest here is also that you are to some extent directly manipulating your citizens. You’re sending your miners or prospectors or defense robots to the locations that you want them to be investigating. It’s again pretty simple, but even that small bit of interaction is a lot to add some variety and direct presence to how you’re interacting with the game.

The mine section of the game is where I got it. I just wish there was more tying this to the surface game. I want the surface gameplay to make me also efficiently move resources out of the mine and to both workplaces and housing that need them. Right now it’s just kind of too simple. There’s technically resource movers from warehouses to work sites, but the layer of mine to warehouses is automatic. This level brings to mind possibilities from games like Pharaoh or Timberborn where efficient movement of goods isn’t just there but is crucial to a well run city, and I think this is where the general gameplay has the most chance of growth in a sequel.

However, the main reason I was playing was to check out the gamepad integration and this was surprisingly elegant and far more useable than I imagined a game of this type would be. There’s basically two places you can be interacting with at any time – build menus or the world. You switch between them with the press of a button, which served as a really consistent and clean way in both the city and mine segments to quickly change your mindset. This is helped by the build UI going away when you’re in city mode to reinforce the change.

The other thing that surprised me in its simplicity was that they just totally did away with a virtual mouse cursor when interacting with the city. You are just locked to the center of the screen, and whatever is there is what you can select. I honestly expected this to be really restricting, but it generally just worked. There’s definitely some oddities around the edge of cells where you can get stuck quickly swapping between adjacent cells, but the game largely just worked well with screen center selection. I suspect that this is a combination of buildings generally being large in screen, but you can scroll around the world visually pretty quickly and lock in one what you need easily so it easily exceeded my expectations.

It’s not necessarily what they appear to have been going for but there’s definitely a good city builder within the mechanics of this game. It just needs to have a bit more breadth to everything. Resource gathering needs to be less easy to just max out while resource movement needs to be more important. Building new things need to be a more impactful decision making moment instead of just build in order. The location of housing relative to goods could stand to be more important. Growth through worker types could stand to be a little less rigid – instead of requiring everything, let it be some combination of a list of things with the player steering the direction of city growth. Maps could have resource restrictions, allowing for the trade system to have more importance. Mechanically the pieces are all there for a sequel to push further into the genre, rather than being what feels like a starter entry to the genre.

Game Ramblings #204 – Clair Obscur: Expedition 33

More Info from Sandfall Interactive

  • Genre: Turn-Based RPG
  • Platform: PS5
  • Also Available On: Xbox Series, Windows

All this game really needs to be an all timer for me is more granular gameplay settings.

….ok lemme back up a bit, but this is truly going to be full on rambling today.

This game is simply exhausting. That isn’t necessarily as negative as it sounds. Really what it comes down to is a need to be focused at all times, and that ultimately leads into both the things that really burned me out on the combat in this game, as well as where I think they are a couple tweaks away from being simply a very good game into something that is truly timeless.

This game’s combat is really focused around actively avoiding damage. That’s something that’s been done before in JRPG-style combat, but it’s incredibly present here. Being hit in boss battles is often 20+% in one hit, and bosses often have entire attack chains, and later bosses in particular have multiple turns of entire attack chains, so you are always in a condition where screwing up your dodge/parry timing at the start of a chain is potentially immediately deadly. The problem for me is in how precise this all needs to be, and that’s totally a me problem.

Being extremely precise in this combat is a factor of a few things:

  • Learning the attack tells is part of it.
  • Leaning the specific timing is then part of it.
  • Quickly processing what type of defense you need to do is then part of it – is it a dodge, jump, or parry? You’ve got 4 buttons to choose from very quickly.
  • Consistently achieving that so you aren’t wasting your turns on healing is then part of it.

To some extent I just generally don’t think their combat tells are that well telegraphed. A lot of the animations do this thing where they run incredibly slow to start, then speed up without notice to do the attack. When you combine inherent input latency, frame latency to the screen, and inherent fatigue this can really quickly get to a point where I was just always a couple frames late on attacks. This is something that I think they got a better handle on later in development because later bosses particularly start making much better use of sound as part of the tells instead of pure animation, but it felt somewhat like too little too late. However, that really was not my core problem.

The issue that I consistently ran into was that whether or not I actually enjoyed combat or whether or not I wanted to spike my controller was generally based on how much sleep my 1 and 3 year olds let me get the night before. The very precise timing here both required very good focus, but also good memorization and reflexes. Those go away quickly with weird sleep patterns. That focus then causes me to mentally get exhausted quickly especially when I am already tired, leading to further degradation of my experience. Normally my instinct is to then reduce difficulty a bit, but this game simply has one setting – story mode difficulty. This does a few things, one of which is aggressively increase the dodge/parry timing window. The other is that it basically cuts damage by what felt like 90%. This is not what I want.

I see an opportunity here for the game to very quickly allow the player to tune combat to what their comfort level is:

  • They clearly have the tech to change incoming damage, so rather than being a core nuke on story mode why not allow the player to tune this a bit more? Frankly this isn’t something I wanted to change at all, but being able to tune this separate from timing would allow for more granular tweaks to my gameplay. This also then inherently opens up an opportunity for players that want a harder base level experience to take more damage without necessarily having to go to expert mode.
  • They also clearly have the tech to change the timing window on dodges and parries. I don’t want to tune the timing window all the way to where story mode landed. Really what I wanted was just a couple frames more to account for what felt to me like local latency that I was constantly fighting against.

Ultimately I suppose I think that timing-based gameplay that the user can’t tweak is bad design. It completely ignores the reality that there is a huge disparity in people’s setups that can add a lot of latency. TV screens are wildly different from each other. Adding amps can add latency. Even just the difference between the development environment on low latency PC screens can wildly throw off balance when moving over to a console. It’s pretty frustrating to not be able to modify this a little more specifically when this is not an entirely new thing. Hell, this is entirely why Guitar Hero has their timing configuration screen!

This is something that I really fight for in games I develop. I really hate on/off settings. If I’m putting tech in to modify settings then sure – have a set of easy values that players can just poke at for preconfigured settings. However, the tech is there to give more granularity so use it. It’s such an easy accessibility win that really lets players find the game that they want to play. My vision of where difficulty should land for me? Same damage as normal difficulty, 3 or 4 frames extra window for dodge/parry. Other players may want low damage but precise timing. Other players may just want to really ramp it beyond where even expert difficulty is. The tech is there, so use it.

The entire reason these ramblings came together like this for me was that as the game went on the fights clearly got longer and the rewards relative to time spent in combat clearly got worse. It turned into a grind where the game in its early stages was not. This even extended into boss fights where I was spending 3 or 4 turns effectively waiting while the bosses just got chains of attacks off that I had to be perfect on or wipe before I could have a chance at healing. It was just too much focus required for me outside of very short periods of time, which under normal circumstances is not a great way to even play a game where skill via repetition and remembering is important.

The reason why this is all so frustrating is because this is a game that is absolutely worth playing for the setting alone. This is such a good game from the story to the characters to the world. When the combat works for me it is simply world class in terms of JRPG-style combat. All of that makes it just incredibly frustrating when the difficulty choice for me is so easy I’m bored or maybe I got enough sleep today? The thing that gives me some hope is that they are clearly already tweaking difficulty. A recent patch made story mode even more forgiving on timing, so they are at least poking at it still. I just hope that they take it a step further and really allow players to refine their experience with tech that is already underlying the existing difficulties.

Shelved It #135.1 – Fantasian: Neo Dimension

More Info from Square-Enix
Original Ramblings

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: iOS, Xbox Series, Windows, Switch

My previous ramblings about part 1 are still 100% my feelings for the way the first half of this game went. Combat is generally incredibly fun, bosses are solid but can sometimes be a bit one-note, and the visuals work well. I never did get around to part 2 on iOS for whatever reason, but I’d seen some ramblings about it not being as good. I’d seen some ramblings about it having balance issues. I’d seen some ramblings about the open world changes not really working out well. And boy are those still the case.

The point at which you transition into part 2 of this game is incredibly obvious because you are just bombarded with new mechanics. The unfortunate thing for the game is that even though this is the effective director’s cut of the game, they couldn’t really fix these mechanics to be present in the whole game because they are so story related.

The first major one of these is the change from a linear game to an open world game. The end of part 1 has you having seen at least most of the major locations in the game, so structurally this makes sense. You’re revisiting old locations for new reasons – finding new items, searching out new people, etc. A lot of the progression through this section feels pretty arbitrary in terms of discovery, but that would be fine in isolation. It just doesn’t work out for the gameplay. Besides going to locations that you’ve already seen and ransacked, you get into awkward mixes of enemies that are at lower levels and enemies that now feel out of place from being high level. It ends up exacerbating what is already some weird balance to really slow down the pace of leveling in a negative fashion.

You are also granted access to the growth map system. This is essentially a skill tree tied to a story-important item for each character. The problem is sort of three-fold here. It feels like it was put in place to address power curve problems past level 30, rather than simply adjusting the power curve of core leveling to be better. It also comes in per-character, so you end up in places where some characters just feel underpowered relative to the rest of the party, relegating them to very specific uses. Finally, the system just doesn’t really give you any points to start with so it’s all based on growth from level 35 on, basically leaving you at an introduction point with no gains. Another mechanic that comes in around this time is gear upgrading. Again, it’s a system that feels like it was added to assist in the power curve above level 30 but because the items tied to the system only come in with the later game enemies and treasures you kind of can’t take advantage of it without grinding. This again continues to exacerbate balance issues.

So the thing that keeps coming up here is balance, and that’s tied to one simple change. Once your characters are past level 35, they gain less XP against “weaker” enemies. Again, in isolation this is not a huge deal and a ton of games do things along these lines. The problem as it were is that the levels of enemies in this section of the game just do not correspond to their power. At the point I shelved this, I was around level 40 going up against bosses that were around level 38 and they were doing AoE attacks that were doing 90+% of my health pool to the entire party in one attack. This just ends in a train of healing that is incredibly boring at best and generally just a slow slog to demise at worst. Assuming you then beat the boss, it’s “low level” so you get almost no XP from it. It’s all effort, no reward, and because of this very same system the walk to the boss also earns almost no XP because the trash are similarly low level, so even the fun Dimengeon mass fights don’t feel worth the effort. It ends up making the gameplay incredibly awkward in that you go to higher level areas to grind, then warp back to low level areas to progress the story even though you are “too strong”. It just does not work out.

Ultimately I suppose that is my problem. I wouldn’t mind a bit of grinding if I felt like I was being rewarded with progress, but part two gets you to a place where you’re just beating your head against the wall for small rewards to get past things that by level are “weak” compared to you, despite them obliterating the party. I just don’t have the time or patience for that anymore. There’s a gem of a game here if a few small changes are made – don’t reduce XP for weak enemies, increase the levels of bosses to make them “correct”, make gear upgrade items more common, grant a bunch of SP when gaining access to the growth map – but this just could not stick the landing. Given the potential shown in the original release of part 1 it’s really just kind of a bummer.