Tuesday, February 23, 2010

No review this week so enjoy a short game-play clip instead!

Well, another week just rolls right on by as I've been thoroughly enjoying myself. Left 4 Dead has been a go-to lately, I finally unlocked my missing unit in Might & Magic, and I'm level 18 in MAG. Additionally, I started playing through Darksiders and Bioshock 2. I have to say that I feel utterly spoiled with the quality of games that have been assaulting my wallet since late October of last year, and there's only more on the horizon. Oh, and I ordered a Hauppauge HD-PVR as well, so I can start capturing stuff from my consoles too, but it's on back-order so I will have to wait.

I really feel bad for neglecting my second, renegade play-through of Mass Effect 2, which I want to finish up before writing a wall of text up on that game. But to be honest, after some technical hiccups, I am absolutely loving Bioshock 2 and really looking forward to seeing how the big daddy resolves Rapture's latest problem. As things stand now, I think I'll take a week off from publishing a review and have a relatively comprehensive MAG one ready for next week. For Bioshock 2, I feel inspired to take a different approach in how I present my thoughts on that game, and hopefully I can come up with a fun surprise.

My usual zombie-killing crew played a custom Left 4 Dead Campaign called "Die Screaming" that was put together really well, except that we broke it at the end. Video of the ensuing antics can be seen below.


It was jokingly suggested that I review all of the custom campaigns we've played, but I think it could be beneficial to note some of the really high-points that I had with quite a number of the maps that were fresh, innovative, and something Valve could stand to learn from. That might be a fun project when I get closer to the bottom of this stack of games next to me...

Wednesday, February 17, 2010

Review: [More Like SPOILER-Filled Essay] Mass Effect (PC)

This review-essay hybrid is spoiler-heavy, because I don't think there can be meaningful discussion of Mass Effect otherwise.  If you have not yet completed Mass Effect do not read any further.  I am not your average Mass Effect gamer.  I played through the game multiple times to get the different permutations possible in the end.  On the Xbox 360 I ended up having four complete character saves, all of them an infiltrator, because I had so much fun with the game and was so excited about the prospect of the game’s choices being carried over into the sequel.  Of course, when the PC port came out with an improved user-interface, inventory system, and faster load times the entire Mass Effect package was soured by Bioware/EA’s DRM scheme which was complete with activation limits and no initial license-revoke tool.  Then Circuit City was going out of business and I got the game for $15.  My settings I recently played Mass Effect PC with, as well as time-played and my character build can be seen below:

My graphics settings for Mass Effect.

My total time played in Mass Effect near the end of the game.

How my Mass Effect character looked and was built near the end of the game.

As I am unabashedly biased in favor of Mass Effect, let me first open up with my criticisms of this game.  The effort that was put into level design is questionable much of the time, as often you’ll find yourself herding your Shepard and teammates of choice through the same “pre-fabricated” colony buildings and mine shafts.  Combat is literally hit or miss, with more of the latter as targeting enemies with skills is a challenge at best.  Enemies will also make insane charges or “fly-by” attacks that make no sense in terms of strategy, and come to think of it, your allies will sometimes fall into this pattern too.  Piloting the MAKO is a generous term to use because of imprecise driving controls, and having timed how long this takes, 4 min. and 30 seconds is way too long for a shield to recharge to full protective capacity.  Creating a realistic looking character seems much more difficult than it should have been, and it’s hard to get a good idea of how your character actually looks until you’re actually in the game and moving around.  There are all kinds of graphical issues, slow loading times and unbelievably long elevator rides, and problems that essentially make Mass Effect seem, in a word, sloppy.  From my last play-through I captured the following footage illustrating some of these annoyances.

Some of the easier to capture annoyances I had with Mass Effect.

A common complaint that I don’t share with many other people I know who played Mass Effect is that of the pacing, particularly with the sheer amount of quests that are given in the Citadel starting area and how overwhelming  that can be.  Maybe it’s just my completionist play-style that overtakes me when playing Bioware games, but I had no problem with a full quest log and new tasks around every corner.  Knocking quests out one at a time on the glorified space-station seemed quite achievable, and most if-not-all of said quests contributed to shedding more light on the masterfully created universe of Mass Effect.

Which is what really hooked me about Mass Effect: the vision of the Milky Way presented in Mass Effect turns out to be a fun, exciting, and unique galaxy to get immersed in.  Almost everything from the technology to the inhabitants has displayable thoughtfulness to it, which I would argue stands in stark contrast to other space operas I enjoy like Star Trek, Star Wars, or Farscape.  In these other sweeping science fiction visions, so much of everything is basically eye-dressing… ancillary and serving little to no purpose.  Thinking about how many throw-away races, anomalies, situations, and plots litter these different franchises really makes me appreciate the focus and attention to detail that each encounter in Mass Effect really has.

Where similar universes in scope to Mass Effect will try and explain themselves with encyclopedias or handbooks sold to the most ardent of their respective fans, the in-game codex was so sufficient that the official message board community anticipating Mass Effect 2 had a fair amount of discussion about the retcon that was made to ammo, or more specifically “thermal clips.”  For almost any other game that I can think of, most of the small “message board” segment of fans would essentially talk down such a change in lore to better suit game-play as an exercise in semantics at best and ultimately regard any complaints as a waste of forum space.  This point illustrates to me that is Mass Effect Bioware succeeded at creating a viable universe that even such a minor detail as how ammo is discharged is a) strongly relevant to game mechanics, and b) is willingly discussed to some degree by more than a fringe of already fringey group.

This is similar with the races introduced in Mass Effect as well.  While the total number of races introduced in the first game is small, I think this serves Mass Effect quite well.  Each race has purpose, meaning, culture, and history: enough so that I found myself relatively jarred me when a stereotype I formed was effectively broken, and with some frequency.  This is not to say that in all regards of Mass Effect that all races were created equal.  The most enigmatic of the races is probably the least humanoid in the form of the Hanar, which amount to little more than talking space squids.  If I was a writing a review of a Star Wars movie, that would probably be the greatest extent to which the Hanar could be portrayed, but this is Mass Effect.  I can tell you that the Hanar seem to be aloof when it comes to day-to-day activities but are deeply concerned about religious matters and worship a past civilization as gods.  Due to a side-quest, it became apparent the Hanar are evangelical to some extent, and I postulated (correctly I can argue, as it turns out from Mass Effect 2) that the Hanar had an imperial nature about them.

The other lesser-developed races of Mass Effect would be the Elcor and Volus peoples, who for the most part serve as little more than comic relief.  Conveniently, the lack of explication on these races is offered in their uniquely “shared embassy” on the Citadel space station, where the player learns that they are effectively discriminated against unfairly by the more powerful or influential of the sapient races.  While this explanation seems admittedly flimsy, that it exists at all is a testament to the attention to detail that Mass Effect was given, rather than many of the superficial constructs that Industrial Light & Magic, the Jim Henson studio, or whoever MGM uses put in front of the camera because, accurately in most cases, “they look cool.”

When, early in the course of Mass Effect’s story, the player learns that all sapient life in the galaxy is in grave danger, this realization actually carries some weight because the galaxy actually seems worth saving!  This value that can be attached to the setting gives the story of Mass Effect a credibility that few other video game yarns can match.  I can think of many examples of games that mocked a player’s choices, inadvertently or not.  Included in this list would be Doom 3, which gives the player a choice to call for reinforcements that would likely become possessed and then used as a vanguard for a campaign against Earth, or refuse to carry the action out.  Regardless, the transmission goes out.  Bioshock’s big twist was probably one of my favorite moments in gaming because it took the position that whenever the controller is in a player’s hand they have no choice.  Mass Effect’s story involves, instead, choices that fall into one of two categories: character development or plot-altering.

Character development choices are probably the more inconsequential of the two categories, and typically involve the player deciding whether to help an NPC out with a task or brush them off entirely, or the “tone” in which the player responds to a given circumstance that cannot be brushed off.  These choices at face value appear to contribute little to the overall story of Mass Effect and serve to provide the player the opportunity to shape their character’s temperament through their alignment while at the same time enhancing in some small way Mass Effect’s galaxy.  One of the memorable choices involves whether or not a mother should get her child genetically modified against the chance that it could die from the ailment that killed its father.  Compared to some of the plot-altering choices, this decision seems to be petty in comparison to the greater task at hand, but despite that is still an interesting predicament which, like any good science fiction, requires that the player actually stop and think about a question that we’re already seeing crop up with contemporary technology in the real world.  This is a fantastic example of how side-quests should be approached in all games, and what helps make Mass Effect stand out as a true work of art, even if most of the other side-quests are more in the realm of being forgettable.

The plot-altering choices in Mass Effect are much bigger in how they will (or can be seen as inferring to) impact the larger story of the game trilogy as a whole and have consequences.  Some of these choices are pretty obvious in just what will happen, like deciding which character will be left behind to die, or if the player will go to the trouble of trying to avoid killing infected colonists or write them off and shoot through them to get to the root of a problem.  Obviously, these feel like thinly veiled plot devices and don’t really foster the sense of freedom that true choice should.  The real exception here is the decision to either let the Rachni queen die, as a menace that was supposedly eradicated at great cost to the rest of the galaxy, or try to reverse the possible mistake that the attempted genocide could be interpreted as.  The situation really is thought-provoking as the outcome can possibly come back later to bite the player in the ass either way and the outcome is ultimately uncertain.  Is racial guilt for something humanity wasn’t even responsible for enough of a reason to risk a well-developed galaxy full of interesting characters that is already at peril?  Without the aforementioned value I attribute to Mass Effect’s setting this decision wouldn’t be worth this degree of reflection.

Mass Effect, like Dragon Age: Origins, hides the real story behind that of an impending menace.  The crux of Mass Effect is humanity’s ascendancy into the galactic stage, and the choices are not about the ends but rather the means.  To put Mass Effect into a real-world context a good historical example would be the European colonization of the Americas, which could have ended so differently if some key choices were examined with more scrutiny.  Progress is inevitable, but will the player choose conquest or coexistence for humanity?  This is the binary alignment system of Mass Effect, and much more than just choosing “good” or “bad” actions.

This decision isn’t as cut and dry as it may seem at face value, which is to Mass Effect’s credit.  While the setting makes the galaxy of Mass Effect as a whole worth saving, some of its inhabitants will seemingly go to any means necessary to prove they are not, and they do so in a realistic capacity for the most part.  Enter the Council, three representatives from the three most powerful and influential races in the game, and who hold Shepard’s leash.  These people are bureaucrats in the strongest sense of the word and will constantly criticize, second-guess, and be condescending to the player as they rush blindly toward the oncoming cliff of epic destruction.  Opting to save them in the end is one of the most difficult decisions I make in the entire game.  Given the Council’s past and present treatment of the Volus, Elcor, and Rachni, is supporting the status quo really a “good” action?  I find this amount of depth beyond simple right and wrong refreshing.

For all the reused assets and levels, there was some truly great level design in Mass Effect, which is crystallized in the final Citadel level.  When the trusty elevator breaks down and Shepard and friends say “fuck it” and start scaling the side of the building instead with blazing guns, that’s when the designers at Bioware recognized their game-defining flaw and addressed it.  Come to think of it, the MAKO crashing and burning, and being left behind is rather symbolic too.  That entire sequence redefined the game-play experience for me as I raced to stop Saren and had no clue what surprise was in store for me next around each sweet, perfectly placed corner.  I still get shivers thinking about that perfect level.

An improvement that I really found striking in the PC version of Mass Effect is how Demiurge Studios handled the security-bypasses and hacking, which was actually pretty fun compared to the unimaginative quick-time-event method that was employed in the Xbox flavor of the game, and even over what was employed in Mass Effect 2.

The entertaining bypass and decryption mini-game for Mass Effect in the PC version of the game.

I believe Wrex is one of the best characters I have had the pleasure to encounter in a video game.  He is brilliant because Wrex represents a potential future for the other characters in the game.  His people, the Krogans, fought a costly war for the bureaucrats of the galaxy and were repaid with betrayal that is effectively genocidal in nature.  Wrex is defeated, as are his brethren, and are stuck in their own culturally and biologically driven behavior to fight.  While Wrex is actually thoughtful enough to recognize that his people need to come together and try a different approach to actually survive, he himself isn’t above falling into the same cycle afflicting every other Krogan at the wrong end of Shepard & Co.’s guns.

Personal defeat makes Wrex’s evolution in the course of Mass Effect the most pronounced out of the entire cast.  He’s literally along for the ride, unlike anyone else on the Normandy.  His dialog is initially curt and to the point, but he starts dropping comments off-hand that practically have the player begging for more information, like the fact that he had previously met Saren before the events of the game started up.  As the player starts peeling their way deeper into Wrex, the surprising thing isn’t finding an observant mind with a sharp tongue to match his wit, but rather hope.  To prove that the journey is what really matters though, when Wrex finds a potential answer to cure the genophage, the respect that Wrex has in Shepard to set that hope aside and replace it with faith feels like it was actually earned and subsequently believable.  If the player for whatever reason chooses not to invest in Wrex, his abrupt and needless death is quite fitting in every way imaginable.

The other character that I really liked was Garrus, or Garrus as a clone of Saren as Saren appeared in the prequel novel Mass Effect: Revelation.  That Bioware put this character into the game was a clever move and Garrus serves as an effective foil to Wrex.  Where Wrex is, for a good part of Mass Effect, disillusioned, Garrus is all too eager to get the opportunity to serve the greater good at the expense of anyone who gets in the way.  That the player has the option to either foster this or try to mentor Garrus out of his natural predilection makes me ponder just how Garrus will fare at the end of the initial Mass Effect story arc.

A character that I think gets an unfair shake from many players is Ashley.  Yes, Ashley is xenophobic and more often than not will strive to put humanity’s interests above any other consideration, but she’s also a warrior poet with a family history that puts her philosophy into a context that can be defended to an extent.  It’s not like Ashley is some kind of loose cannon mutineer either, as the player can easily put Ashley in her place, so she’s at least willing to be a team player (unless that team consists of a manly Shepard with Liara and involves activities best left unmentioned).  In regard to the race-centered self-interests, while this is perhaps most pronounced in Ashley, it is far from being a unique characteristic for her even on the Normandy, let alone off the ship.  A paragon Shepard may in fact be one of the few examples of somebody even contemplating against this way of thinking that I can offer up, while everyone else either has prejudices or is neutral at best.

Ashley also provides one of the most classic sci-fi dialog segments in the game as there is a conversation about spirituality and a “higher power” that I really appreciated.  While many connoisseurs of video games disregard such notions as outdated hocus pocus and superstition, the fact is that historically some degree of spirituality has been rooted in the foundations of the human psyche and this element will likely continue to persist wherever we go.  The inclusion of this discussion in Mass Effect is just one more masterful brush-stroke on the part of the Bioware writing staff, and I find it amusingly ironic whenever somebody writes Ashley off as nothing more than a “Space Nazi.”

When it comes to criticism on a character, I have to agree when Kaidan comes up.  Unlike Ashley, I'll be a hypocrite here and sum Kaidan up, and that can be achieved with the word “Byronic.”  Where Ashley has some baggage, this seems to be all Kaidan can bring to the table; to be fair, I’m really not sure that, given his history, much more could have been done with him.  My girlfriend disagrees with my assessment though, because the damage that Kaidan has dealt with isn't readily apparent as it is with other Byronic heroes unless the player really tries to get a deeper understanding of him.  I never really thought about this type of hero being defined by how much attention they draw to themselves before, and it's a good point, and pretty remarkable that a videogame conversation enhanced how I look at character analysis.  That said, I have a hard time disputing my original assessment that Kaidan is a simple character, and in turn, I don’t really give Kaidan much consideration when Mass Effect tries to make me choose his fate on Virmire.

I will admit that Kaidan  does have one really compelling line.  If, after Kaidan confronts the player to make a decision between a romantic relationship with either him or Liara and the player chooses him, he smugly says something to the effect of “what, you think I’ve never been in the position to have to make a choice before?”  This makes me wonder if most of his talk wasn’t really just an act, but that alone wasn’t enough to dissuade me from thinking that Shepard losing Kaidan (and leaving Liara well enough alone) wouldn’t make for the more interesting story as it developed past the first game.

Speaking of Liara, I don’t really understand the fascination that some people have with this character.  Unless there is something alluring about awkwardness with family members or in social situations, or archaeology is really just that cool, I can kind of take it or leave it regarding anything involving Liara.  Maybe it’s just due to her being a somewhat exotic and incomprehensible humanoid, but bringing her along to off the Matriarch doesn’t seem as impactful as such a situation normally should, and I would expect her to express at least some anger at Shepard for the resulting events.  Where Wrex’s faith in Shepard’s line of reasoning absolutely makes sense, Liara’s same faith feels incredibly flimsy in comparison.  I don’t really want to say that Liara has all the backbone of a doormat, but it’s hard to argue anything else when she takes no issue whatsoever with Shepard wanting to keep her/his romance options as open and busy as possible, happily assuming that Kaidan rejecting a threesome means she is accepted.  Maybe with a little more real-world experience Liara will grow into somebody more defining.

Fan-favorite Liara misses Shepard's point.

Tali is another fan-favorite I don’t quite get, but she has a couple of things working in her favor.  The whole mystery angle in terms of her masked features can definitely pique the curiosity of the player, as can the whole vagrant theme and the persecution by almost everyone else of the Quarians as a whole.  As a character, Tali also serves nicely in the function of giving the player elucidation on the Geth.  There’s really not much more to say about Tali except that I was glad to see she would be returning in Mass Effect 2.

As video game antagonists go, Saren is really high up there for not only being an effective foil to Shepard, but being sympathetic as well.  The only reason the player has any room to really doubt Saren when he says that nobody stands a chance against the reapers is because he lied to the Council about his involvement on Eden Prime at the start of the game (and his actions with Anderson in the Revelation novel).  Otherwise, Saren has a valid point in that collusion with the Reapers could be the most beneficial action to take, especially as Saren possessed unique knowledge about them.  I did love having the ability to talk/goad Saren into taking what little action he had left and free himself from Sovereign’s control.  I really do wonder though if at any time during the development of Mass Effect the player could choose to be persuaded by Saren, and how differently the game could have turned out in that respect.

As things are though, I stand by my original assessment that Mass Effect is a great game despite the game-play working against it to a degree.  Thanks to a rich setting with nearly infinite possibilities, and a cast of interesting, truly human characters of which some aren't even human at all, I think Mass Effect is the sci-fi intellectual property to keep an eye out for in the foreseeable future.  Now if you'll excuse me, I need to start writing up my thoughts on Mass Effect 2!

Thursday, February 11, 2010

Review: Borderlands (PC)

In Borderlands for the PC by Gearbox Software, I have a level 43 soldier in a second play-through with a total playtime of 34 hours. Screenshots of what video settings I could get in one shot and of my save information are below:

The video settings I played Borderlands with.

My character playtime, level, etc.

As you can see, the menu is pretty reminiscent of what you'd see in a console game. That's pretty much because Gearbox just ported the game from one of the console versions and assumed it'd work if they compiled it to run on a PC and slapped Gamespy onto the backend. You can see how well that turned out in the following game-play video. 

Video of Borderlands Co-Op.  Names are blacked out to protect the innocent.

This is pretty ridiculous because Gearbox released a patch that supposedly fixed these issues on Feb. 2nd, 2010. Back to the drawing board for them I guess! Coupled with a subpar narrative in the loosest sense of the word, hidden options that need to be manually edited in the game's configuration files, and only displaying 4 of the possible 6 lines of weapon stats, it's a real testament to the core game-play of Borderlands that I haven't uninstalled it yet. 

One of the things that really irks me about gaming journalism is that while all the news outlets are apparently happy to keep giving Gearbox's DRM-infested DLC publicity, I don't remember seeing any reviewer talking about any of these issues. 

I wish I never bought this stupid game.

Sunday, February 7, 2010

What's had a massive effect on me lately

This week has been kind of crazy.  Last weekend I finished up a rushed playthrough of the original Mass Effect on PC so that I'd have a complete save to transfer over.  I ended up finishing somewhere during the wee hours of Saturday morning, Mass Effect was ejected, and Mass Effect 2 was installed and played for a short bit before I crashed.  Finished my first play-through of that over the course of the week, and Mass Effect 2 is definitely a worthy successor, and deserving of quite a bit of the praise that it's getting.  With Might and Magic on my mind, I also purchased Critter Crunch, by Capybara Games, on PSN and enjoyed that for a few hours.

Finally, I gave the new Aliens vs. Predator demo a spin.  That's a real head-scratcher Rebellion put out.  Multiplayer deathmatch only, and not even team deathmatch.  So as an alien, I'd get the drop on a predator, one-shot them, and then have another alien tail-stab me from behind; it was a disorientating experience.  I pre-ordered it because I'm going to give Rebellion the benefit of the doubt on this, but it should make for some good subject material either way.

My other purchase this week was MAG, the 256-player tactical-shooter MMO hybrid for the PS3 by Zipper Interactive.  The premise to the game seems interesting, as well as the player progression.  As if I didn't have enough other stuff to play!

I'm not sure what I'm going to run with this week.  It'll either be a review for Mass Effect or Borderlands, so let the anticipation begin.

Thursday, February 4, 2010

Review: Might & Magic: Clash of Heroes

My old Nintendo DS was probably my most played system for a while before last year.  Looking back at 2009, I tried some Professor Layton, which is fun, but slow-moving and something I feel no need to play for more than one or two puzzles at a go-through.  Otherwise, I went back to Brain Age and did the majority of the Sudoku puzzles.  To be fair, I did mess with Phantasy Star 0, but that’s really only a good game with other people and not in bed after hours.  I recently completed Might & Magic: Clash of Heroes by Capybara Games, and that cartridge really gave me a reason to recharge my DS.

Clash of Heroes is a turn-based puzzle strategy role-playing game.  The game-play of Clash of Heroes is intuitive and seems pretty simple, until you actually try and write it all out like I attempted.  To delete most of the paragraphs following this and just say, “Play the tutorials” because they demonstrate everything more than adequately enough would work, but this was a fun challenge so I’m going to stick with it.

The overall premise is that the player enters a “battle” against an opponent with a rectangular grid as a workspace.  Rows are 8 units wide and columns are 6 units deep.   Whoever goes first gets to take two actions during their first turn, and then each player gets 3 actions for each subsequent turn.  The enemy’s gate is up, or to put it less obscurely your units attack the enemy, whose own army is at the top of the screen.  Actions consist of moving bottom-most units to different columns, deleting units to move other units up or to free space in the column, or summoning more units.  Units must be “activated” to attack or perform abilities, or are otherwise “idle” and take up space.  Activated units cannot be moved while idle units can be, obviously. 

The tools at the player’s disposal are:
  • Throw-away common units: these are guys like foot-soldiers or archers.  Every faction gets three different kinds of these units.  Depending on a player’s strategy, all three can be taken and each has a unique color, one type can be taken and will appear across all three colors, or anything in between.   When three units of the same color are lined up vertically in a column they will “group” up and start charging up for a number of rounds until they will eventually cross into the other screen and damage enemy units or the enemy itself.  Three or more like units lined up horizontally in a row will form a wall that moves to the top of the player’s screen and will take damage from enemy units.

  • Mid-tier champion units: units in this category pack a bit more of a punch than the common units.  Depending on the faction, there are two to three types of this unit available.  Champions take up two column spaces and are one row wide.  Examples are stags that will hop over enemy walls or vampires that will heal the player for any damage they do.  Champion units will come in any color and require two common units lined up behind them to activate, with the two common units merging into the champion and freeing up the space behind. The player can have up to ten units of a champion type and will cost the player resources.  When a champion is destroyed before it activates it is gone and will need to be re-purchased.  A player can have up to ten units of a particular champion type.

  • High-grade hero units:  Like champions, hero units cost resources and will be diminished if destroyed before activation.  Heroes are fewer in number than the champions, with a limit of three to five units, and cost significantly more too.  Heroes are two column spaces long, two row spaces wide, and require four like-colored common units behind them to activate.  As with champions, when activated, the common units will merge into the hero unit.  Heroes range from grim reapers that, after 6 rounds, will kill the enemy player automatically if they just hit them to acid-spewing dragons that cut off rows of the field for a short period of time with their attack.
Units of a like color can be “linked” if they are set to attack in the same turn, and this gives them a slight damage boost.  Like units of the same color can be “stacked” if activated in the same column.  For example, a group of blue spearmen will attack in two turns.  Two blue spearmen are lined up behind them in the same column.  You could add one more blue spearman which would make them activate.  The new group would then merge into or “stack” up onto the old group, doubling their strength and still ready to attack in two turns. 

The campaign mode in Clash of Heroes took me about 27 hours to complete, and this is where any RPG aspects of the game come into play.  Story-wise, Clash of Heroes is on the cutesy-side of things but serves the game well by exposing the player to each of the five playable, uniquely themed factions.  Effectively, five teenagers survive an attack, are scattered across the fantasy world, and try to reunite with each other.  The player assumes the role of one of these characters in each chapter and takes that character from level one to eight or higher, unlocking new items, units, and characters of each faction for use in either multiplayer or quick-play against an AI opponent.  As a character is leveled, their hit-points increase and they get a larger pool of total units that can be in play at a time.   Items that can be equipped one at a time serve a variety of purposes, from having a huge impact on the conventions of the game like allowing walls to be moved as idle units are or letting the player summon reinforcements without costing an action, to simply buffing the ability of a given unit slightly.  Each character also has a special ability that charges up when units are activated and damage is dealt.  Some characters deal direct damage or attempt to mitigate damage and go about that through different means.  One of the undead powers sacrifices every idle common unit on their field to power an energy blast, while a knight’s power would be summoning a last-ditch wall to try and preempt such an attack.  I would find myself sorely missing the offensive powers when I was stuck playing as a defensive character.

One thing about the story I did find particularly interesting was that, of the five main characters, three are siblings, and three are women.  The sibling angle makes the urgency in which the characters are trying to get back together have more meaning and explain the lengths for power that one of them is willing to reach for.  I’m not sure why there are more female characters though, and if that can be attributed to something in the Might & Magic franchise or the fact that puzzle games reportedly have a large following of women gamers.  Regardless, it was nice to see some women characters being raised above the chain-mail bikini trope.

The unlocking of the items and units is where I take contention with Clash of Heroes.  Since there is no consistency about how many champion units a faction has available, I missed unlocking one somewhere for the demonic faction, which happens to be the fourth chapter of five in the campaign.  If I could have just gone back to that chapter it wouldn’t necessarily be worth mentioning, but this is aggravating and soured my experience with Clash of Heroes when honestly I just wanted to play a skirmish match or two and instead saw a little padlock logo over the unit space in the selection menu.

At that point I really had to stop and think, and the temptation to just eject the cartridge and put it back in the game case was potent.  That I didn’t and as of this writing still find myself whittling away at a new campaign for a few minutes before bed each night speaks to the strength of the core game-play.  I can’t wait to have a comprehensive choice of units to try and crush the computer with since I don’t know anyone else who has this deep, unique, and addictive little game.