Reviews by BefuddledTrooper

Tropico 6
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WARNING! Tropico 6 May Not Work with OS Catalina

Installed Tropico 6 (via Steam) on my iMac Pro (2017) running Mac OS 10.15.3 on March 21, 2020. Game did not start immediately; tried verifiying local files via Steam, then started again: Tropico 6 re-verified the files, started, then crashed right after initialization. Other purchasers have reported similar problems with this game running under 10.15.

by BefuddledTrooper, - Mar 21st 2020

Never Alone (Kisima Ingitchuna)
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Concept great; gameplay terrible

"Never Alone" presents the story of Nuna, a brave little girl, and Fox, her spirit companion, based on a traditional story from the legends of the Inupiat, a people of northern Alaska. Your goal is to direct Nuna and Fox in a quest to find the source of an endless, blinding blizzard that prevents Nuna's people from hunting, and thereby threatens the extinction of the tribe from starvation.

This game was lovingly designed to convey (to the urban gamer) some of the culture of the Inupiat, and a bit about their current situation. In style, the game succeeds admirably: you really get a feeling of the frozen Arctic tundras, ice floes, and forests, and the magical beings that inhabit the spirit world of the Inupiat. It's a "2D" game (action is left-to-right, with some exceptions), but the beautifully-designed graphics give it a lifelike effect.

Short videos (some with Inupiat people describing their lives, and how they experience the world) are available, either within the game (like an optional cutscene) or playable separately. Reviews of "Never Alone" on the Internet indicate that the developers worked with Inupiat people to ensure that they were staying true to their traditions, throughout the game.

Unfortunately, despite all of the care that was given to the design and "feel" of the game, it fails in execution. I'm speaking here of the Mac version, designed for keyboard and mouse (since I'm not familiar with any other version). The game is clearly intended for young people, but it's loaded with quick time events (QTE)—i.e., pressing the appropriate keys in order, within a strictly-limited time period—that most kids can't handle. In fact, these QTE are difficult enough for adults: after struggling for an hour or so with the "bear's cave" episode, I gave up, and "sought professional help" from my own "Nuna," a 7-year-old gamer (a whizz at Yepi games, and a formidable opponent for her own father, an experienced gamer himself, whom she regularly crushes at "Mortal Kombat" and other fast-action games). After trying for several minutes to work through the "bear's cave" QTE, (following the instructions in the walkthrough), she announced "I can't do it!—It's too hard!" and walked away.

Too bad the developers didn't beta-test the game with a group of kids! Not recommended.

by BefuddledTrooper, USA - Apr 11th 2016

Total War™: MEDIEVAL II – Definitive Edition
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"I've Tried Whipping Them, My LIege, But They're Too Tired to Advance!"

Wikipedia has a pretty good description of this game in the entry "Medieval II: Total War." The PC version was released in 2006, so this not a new game, and it has some shortcomings that seem to reflect an early design that was improved in later games. For example, when the game pops up a note on some historical development, like the invention of spectacles or gunpowder, the date is not shown, a rather strange omission for a game that is ostensibly based on real-world history. Medievel II even omits the display of the current year of play, such as "1234 AD," a standard feature of other games in the franchise (no doubt intended to maintain a link to real-world history). There is an option to set a time limit on battles, but the battle Window doesn't display the usual clock, ticking down to zero. Graphics are a bit rough and "cartoonish," compared to "Shogun 2," for example. And so on.

This game is fun to play, up to a point: the settings, buildings, costumes, weapons and so on are pretty close to their historical equivalents; the battles are (as usual in Total War) fierce and unpredictable. City-building offers many more options in Medieval II than do others in the franchise, with everything from brothels to cathedrals available to build for your citizens, each with different costs and benefits. You may use Merchants to collect valuable trade items, Spies to discover your enemy's capabilities, and Assassins to take out an enemy general or two.

Balance has always been the "Achilles' heel" of the Total War series, especially in the endgame of a campaign: once the player has developed a solid economy for his Empire, and a big standing army, how do you keep him from simply rolling over every remaining AI opponent, in a Final Conquest that is just too easy to be interesting?—The designers solved this problem in various ways for different games; in "Shogun 2," for example, you get the "Realm Divide" condition, where the remaining AI all turn on you at the same time.

In Medieval II, this problem is addressed by imposing a strict limit on the number of units of each type that a city can produce: four armored knights, for example, or ten longbowmen. The result of these limits is that, for example, if you made the mistake of recklessly generating lots of knights to eliminate some pesky brigands in your expanding realm, and most of those knights were killed off during the campaign, you're in real trouble when a major foe invades with a whole army full of knights. No matter if you have ten times the cash NOW that you had BACK THEN, you can't get any more knights: you'll just have to make do with whatever other units you can dig up.

In a game based on real-world history, a limitation like this just doesn't make sense. As a result this reviewer quickly lost interest in Medieval II.

by BefuddledTrooper, USA - Jan 25th 2016

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