Sunday, 20 October 2024
Shadow Gambit: The Cursed Crew
Tuesday, 29 August 2023
SHADOW TACTICS developers call time on their company
In sad news, German developers Mimimi Games will be shutting down following the release of their most recent game, Shadow Gambit: The Cursed Crew. The Munich-based team are best-known for their thematic trilogy of stealth games inspired by classic 1990s titles Commandos and Desperados.
The company started off in 2011 with mobile title daWindci, before developing the colourful platformer The Last Tinker: City of Colors (2014). They switched gears to their first stealth tactics game, Shadow Tactics: Blades of the Shogun (2016), an extraordinarily accomplished and impressive title. The team got to work with one of their inspirational IPs when they then made Desperados III (2020). They returned to the success of their first title with a stand-alone expansion, Aiko's Choice (2021), before developing their last game. Shadow Gambit: The Cursed Crew (2023) is a much less linear and more open title than their previous games, whilst preserving their stealth focus. Despite extremely strong reviews, Shadow Gambit's initial sales were disappointing, likely a result of the game launching almost exactly between two of the biggest titles of the year (Baldur's Gate 3 and Starfield).
According to the managers, developing these three games one after the other proved extremely taxing and expensive, and faced with the prospect of doing it all again, they decided instead to call time on the company. It will wind up over the next few months whilst releasing patch and balance updates for Shadow Gambit.
This is sad news, as Mimimi's style of stealth tactics gameplay was extremely addictive, resulting in three polished, challenging games which rewarded ingenious and original play. Hopefully another team will pick up the baton of continuing this style of title.
Thursday, 16 December 2021
Shadow Tactics: Blades of the Shogun: Aiko's Choice
Tuesday, 14 July 2020
Desperados III
Back in 2016, Mimimi Games came out nowhere to deliver Shadow Tactics: Blades of the Shogun. A stealth tactics game built around achieving at times impossible-seeming objectives with a limited team of characters. It was unexpectedly genius and emerged as my favourite game of the year. It was a game that wore its influences pretty openly: the Commandos series from the late 1990s but, possibly even more overtly, the Desperados series from the early 2000s. Focus Interactive, who had the Desperados IP, hit on the idea of hiring Mimimi to make a prequel to those games (to not put off newcomers to the series) using the Shogun engine. It was a match made in heaven.
Fortunately, this partnership delivers in spades. Desperados III wears two hats, as an actual continuation of the Desperados series and also as a semi-sequel to Blades of the Shogun. It fulfils both objectives admirably.
The game consists of sixteen missions, each taking place on a massive (and I do mean massive) map filled with enemies. You have between 1 and 5 characters, each with their own distinctive personality and set of skills, equipment and objectives. The aim of the game is stealth: you have to reach an objective by avoiding guards. You can try to sneak past them or pick them off one-by-one. Whilst your characters are capable fighters, they are very easily overwhelmed, so the aim of the game is to keep as low a profile as possible. You can also knock guards (or well-meaning civilians who'll raise the alarm if they spot you somewhere you shouldn't be) out if the idea of mass slaughter is unpalatable, but doing so is time-consuming and you risk detection.
There is some cleverness to the game. One of your characters can whistle to lure unsuspecting guards into ambushes, or one of your female gunfighters can put on a disguise and lure enemies to their doom, but more disciplined enemies will ignore such distractions, forcing you to be more creative in how you handle the situation. An optional mode allows you to pause the game to set up actions for your characters to execute simultaneously, a good way of taking out two guards who are permanently in each other's field of view.
Desperados III adds guns to the Blades of the Shogun mix and encourages a somewhat more aggressive style of play throughout. Each gun as a noise area which will alert guards in that zone, so you can be surprisingly aggressive in taking on enemies as long as you are also careful of what the consequences might be. Your sniper character - Dr. McCoy - is decidedly powerful in taking out enemies on watchtowers (whose disappearances tend to be easily missed by their comrades), but he is limited by ammo.
The decidedly semi-realistic tone of the game takes a turn for the weird just before the halfway mark when you recruit a character who can use actual voodoo magic, including seizing control of an enemy's mind or "linking" two characters together so whatever happens to one, happens to both. This feels a bit weird (and even overpowered) when it first appears, but it later gives rise to some of the game's most inventive puzzles and challenges, so it's fair enough. Some of the moves you can pull off with Isabella (and her pet cat) will have the player giggling like a buffoon.
Desperados III succeeds through its magnificent level design, which is often jaw-dropping. It's not uncommon, especially in the back half of the game, to be confronted by a mission that appears flat-out impossible, until you find that one guard who goes out of everyone else's eyeline for a few seconds, which then causes the map to start unravelling lot a knot. Each mission is systemic rather than prescriptive, though; it's completely up to you which tactics and abilities you use to achieve each objective. There's some excellent videos of the game developers being taken by surprise by some of the solutions that players have come up with to puzzles. There's also a splendid mission post-mortem screen which takes you (fairly quickly) step-by-step through the mission you just completed, showing how it unfolded without the several dozen quicksaves and quickloads you likely went through in the process.
The story is a fairly serviceable revenge narrative, but there's some nice character beats dropped on top of that (such as grumpy McCoy's gradual, reluctant acceptance into the team). At sixteen missions taking about 35 hours to complete, the game also hits a sweet spot of not being too long whilst not outstaying its welcome. In a welcome move, the game adds a bunch of optional missions at the end of the game which take place on the existing maps, but adds new enemies and puzzles, or allows you to use characters who weren't available earlier on in the game. More of these missions will be dynamically added in free updates over the coming months.
I'm not sure if there's any flaws of note in the game. It does share Shogun's occasional confusion on what you're trying to get a character to do, such as thinking you're trying to get a character to climb a wall rather than hide in the shadows next to it, but these occasions were much reduced from the first games. Hardcore Desperados fans may also grumble about the lack of utility for horses. In the original games you can ride horses (sometimes using them to reach inaccessible ledges), release them from the stables to cause a distraction or come up with other creative ideas; in this came the only thing you can do with them is spook them to kicking someone standing next to them.
Overall, Desperados III (*****) is compelling, incredibly smart, fiendishly clever and ridiculously addictive as it forces you to overcome its challenges on each mission. It is available now on PC, PlayStation 4 and X-Box One.
Sunday, 18 December 2016
Shadow Tactics: Blades of the Shogun
Back in the late 1990s and early 2000s there was a flurry of games played from an overhead perspective that emphasised stealth, skill-based gameplay and player freedom on how to complete objectives. These included the three-game Commandos series (particularly the second), the two-game Desperados series and the one-off Robin Hood: Legend of Sherwood. These games were noted for their atmosphere and level of challenge. They gradually faded away as developers chose to switch to first and third-person perspectives for stealth games.
The most recent title to dabble in this genre recently was the excellent cyberpunk game Satellite Reign. Ostensibly a spiritual sequel to the 1993 combat-heavy Syndicate, Satellite Reign took the opportunity to change things up and add classes, skills and stealth systems, making it more like a cyberpunk Commandos but with a more viable choice between combat and stealth. Shadow Tactics: Blades of the Shogun is made by a completely different developer, but both games use the Unity Engine and have some similarities in interface and feel, although obviously the aesthetics are completely different.
Once again you control a group of agents who are given missions to perform. You can control anything from two to five agents per mission. Unlike other games in this genre, you don't create the operatives or decide on their equipment or skills. Instead you are given five characters, each of whom has a distinct personality, voice acting and backstory. This immediately personalises the game a lot more, with your team discussing how each mission is progressing and occasionally giving hints on how to proceed.
The game is played from an overhead perspective and you have to guide your agents through a location to achieve mission objectives. Sometimes the location is a town or village inhabited by civilians and you have to avoid giving away your position and remaining undetected (if you have to kill people to do that, so be it but the game does give out achievements and badges for nonlethal approaches). Most levels, however, are crawling with enemy soldiers and samurai and you are given freer reign to kill your way to victory. However, this is more easily said than done. Your characters are relatively fragile and enemies are quick to give the alarm if they see you. Each enemy has a "viewing cone" which shows if they they will spot you if you start moving. Sometimes taking an enemy down is as easy as sneaking up behind them, stabbing them and moving their body into the nearest bush. Basic soldiers are also easy to distract, either through Hayato throwing rocks, Takuma's pet Kuma doing tricks or Yuki's flute luring them into a trap, but more disciplined troops (wearing straw hats) are much more vigilant. Toughest of all are samurai, heavily armoured troops invulnerable to most attacks and who can only be killed by Mugen in honourable combat or brought to their knees by gunfire and then killed in melee.
Sometimes groups of enemies have to be taken down simultaneously through "Shadow Mode", allowing you to queue up one action per character and then execute them at once. So if two guards are standing in each other's eyelines, you can arrange for Yuki to stab one in the back and Hayato to throw a shuriken at the other to take out both before they can raise the alarm.
Each character has a diverse skill set which can be used in tandem with other characters to come up with some epic game moments. Using Aiko's sneezing powder to briefly blind a guard whilst Mugen kills two other guards ten feet away with his Sword Wind attack and then run off with both bodies before the first guy can recover is hilarious, especially when the blinded guard recovers and wonders if he's going mad. There are also environmental actions possible, such as knocking rocks onto passing troops or bringing down tree branches to crush enemies in ways that look accidental.
Each level is meticulously, fantastically well-designed. Each obstacle has multiple ways of overcoming it and, because Blades of the Shogun is a game of systems rather than planned set-pieces, some of them were never expected by the developers. This leads to tremendously satisfying emergent gameplay moments, such as when I used a cow as a way of safely eavesdropping on two samurai standing two feet away, or created a "tower of death" with Yuki luring passing guard after passing guard to its summit and their doom (I think I topped out at about 15 bodies hidden in the tower).
The game's graphical style is beautiful, varied and always compelling. Character models are relatively undetailed due to the bird's eye view, but well-animated with characterisation being helped by body language as well as the very good voice acting. The music is minimalistic but accomplished.
The game works brilliantly. Coming up with a plan to take down two or three enemies at the same time without alerting the camp and then executing it is tremendously satisfying, but adapting on the fly to changing circumstances can also be exhilarating. If you're discovered and the alarm goes up, staying and fighting head-on is suicidal but if you've planned for it, laid traps and got the right characters in the right place, you can still wreck mayhem on the arriving troops. On one level Mugen ambushed a strung-out line of reinforcements with devastating efficiency, killing over 60 enemies whilst remaining undetected. The stealth model is also vigorous, fair and even a little bit forgiving. Generally if the alarm goes up, it's because you haven't done enough preparation, positioned a character incorrectly or chose the wrong tactic.
That said, the game's interface could be a bit more streamlined and context-sensitive. You have to select an action - even the basic attack - and then click on the target, which feels more cumbersome than it should be. The camera controls are also not the most reactive, with mission objectives occasionally failing because you couldn't spin the camera fast enough to click on the right spot, which is aggravating. Finally, the game has problems working out if you are trying to get a character to jump on top of a wall or hide behind it, resulting in delays, more camera-spinning and the risk of discovery. However, it takes only a couple of levels to learn the limitations of the engine and adjust to it accordingly.
Games of this type are traditionally light on narrative and story, but Blades of the Shogun has a compelling story told through the five characters you guide from mission to mission. It's not going to win prizes for originality, but it's fun and there are a couple of unexpected twists.
Shadow Tactics: Blades of the Shogun (*****) is an addictive, challenging and highly enjoyable game. It has a great story and characters, coupled with some impressive freedom on how to complete objectives. I wasn't expecting a game to come out of nowhere and very nearly walk off with the title of best game of the year, but Shadow Tactics makes a very strong case for it. The game is available on PC from Steam and GoG now. You can also download a free demo from Steam and GoG to try the game before you buy. The game will be released on PlayStation 4 and X-Box One in 2017.