There
isn't a whole lot in the turn based strategy genre in this
generation... on consoles, at least. Sure, Vandal Hearts: Flames Of
Judgment existed and turned out to be a good game, and XCOM: Enemy
Unknown was a good game too, but... I think that's about it, and no,
I don't count Disgaea 3 and 4 because quite frankly, 1 is the better
game in terms of story and characters. So when Skulls Of The Shoguns
unleashed itself to the unwashed masses in the form of a trailer back
in 2010, it got reactions and some people were psyched. But then it
got delayed until January of 2013. At least it got the Deus Ex: Human
Revolution treatment of teasing us for a few years before release and
not the Final Fantasy Versus XIII/Duke Nukem Forever treatment of
seemingly never getting fucking finished. It's not quite as good as
Deus Ex: Human Revolution (and before anybody uses the apples vs
oranges argument... well, maybe I prefer a bit of that juicy,
succulent apple over eating that average looking orange) and in terms
of overall quality, there's no real hook to it other than good game
mechanics that don't falter it, but at the end of the day, it's fairly good.
You
begin the game as a recently slain Fuedal Japanese army general,
raising an army of the dead to wage war against the guy who killed
you. Okay, so there's not a whole lot to the concept, coming across
as bare boned as a Final Fantasy game, but the effort was clearly put
into the dialogue. No, not thought provoking dialogue and not
emotional dialogue that'll make get you into the characters, only for
them to die partway through and make you cry like a little bitch; I'm
talking about pop culture references. Yeah, shit that'll be dated
within the next year, if it isn't already. Now, there are some
legitimate jokes in there, but it's mainly of the loud, crude,
insane, “I really want to be Ren And Stimpy or Rocko's Modern Life”
variety that can elicit some chuckles, but never really goes above
that level. Maybe I've become so jaded at this point that I need to
snort unicorn ashes to get so much as a buzz, but as far out as it
attempts to be with its humor, it winds up being restrained to try
and be more like a sitcom you see on TV; not going balls out to make
you laugh your head off. It's not bad and as I said, it does make you
laugh a bit every now and again, but it basically reeks of lazy
writing with more pop culture references and internet memes that
won't be funny ever again (if at all) than there are actual jokes.
The
idea of the game is to move your units from one point of a map to the
other, killing enemies along the way to the end goal point.
Instead of moving along a grid, you instead move around within a
circular area, not unlike Valkyria Chronicles. But where it works in
that series, it doesn't quite in this game. Well, it does when you
use archers (one of three primary classes you can use at the
beginning of each level) and the monks you can acquire when you
conquer shrines as they use long ranged attacks, but when you use
infantry and cavalry units, it's not quite as easy to line up their
physical attacks at it would seem because you often have to be at the
right place to do so. But given the more fluid gridless movement
system, it's a bitch when it turns out you're like a millimeter away
from your desired target. Grids are a tried and true system because
it helps you line up each units' attacks with precision, which is
absolutely necessary in a turn based strategy game. Moving within a
circular area only really works if everybody uses long ranged weapons
like arrows and guns. Oh, and memo to future game designers – if
you're going to include a mechanic where having two units next to
each other reduces the damage they receive and doesn't knock them
back when they're hit, make sure that not only do individual units do
not require you to be meticulous with the cursor to select them, but
that they also look different enough to distinguish without the need
for a fucking magnifying glass. Thanks, it'll make selecting the
right unit in a tactics game a lot easier.
That's
about the extent of the game, but there are some other mechanics to
play with along the way. Like I said, you can conquer shrines in
order to acquire some spellcasters like a healer, a fire mage and a
wind mage, but you can also conquer rice paddies, which are used to
pay for new archer, infantry and cavalry units. There are also skulls
that units can eat. These skulls are the remains of enemies that have
been killed and although eating one takes up an action – of which
you get five per turn – it can also heal the unit that eats it. If
a unit eats three, then they will essentially level up, allowing them
to hit harder. These mechanics insert some technicality into an
otherwise simplistic system as there is a fair bit to think about. I
mean, a lot of what this game revolves around is moving towards the
enemy and then hitting them until they die unless you can push them
off of a cliff (there's knockback included in each hit). Resource
management allows you to call in for reinforcements and acquire some
supersoldiers to protect your general because, powerful as he is, if
he dies in battle, you lose automatically.
The
mechanics do work out finely for the most part as you can move your
soldiers about and execute commands with little to no problems, and
the whole multi unit wall mechanic is an interesting one that I've
found myself using quite a lot to make things a bit easier on myself
when fighting a barrage of enemies. On the whole, fights do feel
balanced as they rely more on brains than on powergrinding. Nothing
complicated as a lot of this is baseline shit, but what's there works
well in that pick up and play kind of way. That's what this game's
true aim is – being able to pick up and play it. This is perfectly
exemplified in the multiplayer mode, where you can face up to three
other players either locally or online to see who's the better
tactician, and who can make the best of their five actions per turn
with what options you're all given. Things can get especially chaotic
with multiple people playing. Nothing beats a good old fasioned
alliance with another player, only to backstab him to gain an
advantage in the long run.
It's
actually funny the more I think about the single player campaign –
this game feels like it could've worked better as an RTS than a turn
based strategy game. From the gridless movement, to the wall system,
to resource management, not to mention the fact that it seems to move
at a snail's pace at the worst of times, it's begging to be in real
time. A lot of the time, the game will trick you into thinking you've
won the battle, only to send in some reinforcements. This was cute
the first couple of times, but after a while, it really feels like
these battles drag on. With baseline mechanics, you have to make up
more inventive reasons to drag on battles than “oh there are hidden
reinforcements for the fifth time oh golly”. So cool, we get to
fight the same enemies we've already fought like five seconds ago.
When is this mission over? Oh, and you want to know the funniest
part? This game is about five hours long. No, I'm not kidding, just
five hours. When five hours feels too long, you should probably head
back to the planning stage. But then I think back to the multiplayer
mode and think about how well the system works there, which lead me
to the conclusion that there was, indeed, no creativity put into the
battle scenarios – just the fucking dialogue. Barely.
I've
already made a remark about the fact that a lot of your units look
similar to one another with subtle differences, which clashes with
the wall mechanic, so unfortunately, we've hit a bit of a snag in the
graphical department in terms of a lack of creativity in individual
unit type design. It's a shame, because it is a good looking game.
Sure, it looks like a Flash cartoon where they bob about like bobble
heads at times, but the crisp, colorful models are very well animated
and the locations look beautiful. They all look like they're inspired
by feudal Japanese art with all the cherry blossom leaves and shit.
Considering the subject matter, it's also very fitting. Also consider
the soundtrack. While there's some electronic beats in there, you'll
also hear some traditional Japanese folk melodies in there. It's
mainly put in for ambiance during the battles, but it still sounds
good all the same.
Skulls
Of The Shogun is the kind of game that likes to believe it's a fun
loving game with its colorful visuals and wacky dialogue, but while
the visuals nail it, the dialogue alternates between chuckleworthy
and unfunny, given that it'd rather make references than tell actual
jokes. The gameplay itself simplifies the turn based strategy formula
mainly for ease of congestion, but while it works either in heated
matches against your mates or for a little while in the single player
campaign, it works against itself as each level drags on longer than
it has any right to due to a lack of creativity put into each of the
battles beyond “oh here are some units go kill them now”. Given
that enemies are generally balanced and each of the missions do get
incrementally harder, it really is just a lack of variety in the
missions and units that drag this game down. Boredom does eventually
settle in and all of the charming visuals and dialogue in the world
can't save you from it. Consider this a tepid recommendation as the
mechanics themselves are finely tuned and the multiplayer mode is
fantastically done... just wish the campaign was more tightly paced.
6.5/10
(Above Average)
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