Frozen Synapse 2 (Review)

Source: Cashmoneys
Price: £23.79
Where To Get It: Steam

The original Frozen Synapse, released in 2011, gave me a new appreciation for AI. A few simple roles, a few simple actions, and a constricted battlefield nonetheless gave appreciation for timing, cones of vision, and action priority, because the core conceit of the game, whether against AI or players, is that turns happen simultaneously, and so, you have to not only think what you’re doing, but also what the other person’s doing.

A fine example of understanding timing from this multiplayer match… Nothing I do will save this assault, because the grenade is perfectly timed.

Okay, so you have to do that anyway in games, but seeing it, explicitly playing out on a map, and understanding both your mistakes and those of your opponents makes clear just how big that phase space of actions could get. It was scary, but thankfully, the community was pretty chill.

Now, after that, a similar concept with Frozen Cortex (Only robot sportsball instead of corporate murderclones with guns), and a few years, Frozen Synapse 2 has come to deliver… Well, more of that. And it brings two somewhat different experiences, depending on whether you tackle the City Mode, singleplayer, or Multiplayer. Let’s deal with multiplayer first, because it’s the simpler of the two, in a sense.

Four players, in two teams, given one of several random, single weapon loadouts. While there are other multiplayer modes, the most common is that, as mentioned, turns are simultaneous, and you don’t know what a player’s doing unless the opponent is in your vision arc. A good example from my multiplayer matches (Where I have consistently been defeated so far) was where a grenadier, unbeknownst to me, was right behind my assault that turn, and slipped into a doorway to grenade one of my folks from where I least expected it.

It was a clever play, because even if they had been seen because my Assault (automatic rifle) had seen them, they would still probably have escaped before I could shoot them, due to the fact that Grenadiers always run when they’re not throwing grenades, but Assaults track slowly when they’re moving, and are at their best when they know roughly where to aim. There are inequalities, built into the classes (Knife, Pistol, Assault, Shotgun, Grenadier, Rocketeer, Flamethrower) that add tactical considerations. Grenades take time to throw, and won’t move until they do, but their explosions last longer than a rocket (Not much longer, but enough that I painfully learned that Grenadiers can run into their own grenades, after the explosion started), Rocketeers blow up all the landscape in the rocket’s AoE, which can work against as much as for, and everything takes time.

A lot of this would already be known to Frozen Synapse players, new roles aside, but the addition of focus fire makes for a new priority to memorise, and a new wrinkle.

Moving quickly means it’s harder to hit you, but you can’t fire. Moving normally means you fire, but you have a penalty aiming. Stopping when you see someone means you shoot quickly, but are a sitting duck. But whoever correctly predicts the small, diamond shape location where an enemy is going to be when they fire, they get an accuracy boost. So, for example, somebody covering a door, from a far corner, may well get the drop on somebody who knows damn well the door’s their only exit, but foolishly stands in the doorway.

The story of Frozen Synapse continues, as this city is essentially built on the rubble of the first game’s story mode.

So it’s tactically intricate, simple rules making for an intriguing tactical game where you’re seeking a maximum area of action, while attempting to contract the opponent’s choices. I almost won one match from near death, due to the last person being a grenadier, who can quickly deny large areas without having to destroy their cover. Alas, they had a grenadier too, and, on the 9th turn of 8, it was declared a draw.

City Mode, on the other hand, is more complex. Not only are there the same tactical considerations, there’s management aspects to it too, such as building permits, a mercenary market, diplomacy… And it doesn’t exactly tutorialise well. Case in point: Grenades are great. Grenades are useful. But you can’t use Grenades unless you’ve signed up for Explosive Ordnance Services in the City. Or rockets. And the first I knew of this was when I’d already sent a Grenadier along with my squad to help clear out some Raiders. All the great aesthetics, the huge map, the soulful music that plays, isn’t going to save single player mode from some heavy flak for bad explanation of complex systems… Or, overall, the fact that accessibility options for the small text are currently nonexistent (There was, apparently, a “4K Supporting GUI” patch over the weekend before writing this, but it doesn’t appear to change tiny text, nor is there an option for this.)

Just a minute or so before I make a mistake that dooms a merc, I appreciate… Oh gods, this is a lot of buildings!

Add in some awkwardness in Multiplayer (If you want to add one of your own matches to Favourites by liking it, you have to search for its ID in the Match Play tab, rather than something more intuitive), and all of that interesting stuff I mentioned… Is less accessible to folks.

So, unfortunately, I can’t really recommend it. Its single player is complex without good support, its multiplayer isn’t for everyone no matter how friendly its community is, and, while it does make some steps in terms of colourblind support, that doesn’t change that a lot of its UI text is painfully small. It does expand on what worked well in the main game, and, apart from the knife, which is… Not something useful to a beginner player, those expansions add depth while still being easily explored. The rest? Not so much.

The Mad Welshman would make a poor mercenary leader. I mean, who gives soldiers orders to shoot without ammo?

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Endless Road (Review)

Source: Cashmoneys
Price: £7.99
Where To Get It: Steam

Endless Road could probably be considered at least interesting, if its translation had worked a little better, or its information flow… But alas, neither are true, and it’s this core issue that really prevents it from being as fun or interesting as it maybe could be.

There are many pigs in the early levels. They’re all cute, and often deadly.

Endless Rogue is one of those incremental RPGs, where death nonetheless earns you stuff (or at least unlocks), set on a road that may branch, and branch, but will inevitably lead to a boss, and the next part of this… Endless Road. Along the way, you fight monsters, get random events, items to help you survive, and make tradeoffs. It’s largely fairly simple, and there’s a lot of tooltips, but…

See, I can get the sentiment here, roughly speaking… But it really doesn’t flow well..

…Here’s where that whole “Not great translation” plays in. Some skills and elements (Whether yours or the enemy’s) are either untranslated, or missing, which doesn’t exactly help, and, as a result, there’s a lot of cards whose synergy really isn’t clear. Why, pray tell, would I want my enemy to have 100 attack points in a turn? What ability would make that worth certainly taking damage? Do the traps really apply to me? Large swathes of abilities are unclear, and so, through confusion, I’m just not playing as well as I should. Said translation also makes the letters, which appear to be to our character from somebody called Rice, miss their mark, which, at a guess, is meant to be wistful and soulful, as our heroine goes further and further from home, but keeps finding these letters?

Any which way, it’s certainly playable, as there are still abilities clear enough to use, and a lot of it is about managing your various resources. In the board aspect of the game, moving forward takes SP (Stamina Points, I’m guessing), so you need items or events to replenish this, lest bad events become more and more common (They’re moderately common already.) Meanwhile, you’re trading health, stamina, and gold for various improvements and abilities, using items to gain that health, and occasionally getting into fights, where the goal, each turn, is to score more points with your cards than the opponent does with theirs. Simple enough, except that’s then complicated by abilities. Some enemies, for example, punish close point values, others large differences, and cards can do various things as well, and so those tooltips (mouse over an ability or card) become quite important. Escape is, unless you have a certain item (Monster Mucus) impossible, and besides… Some of them drop sweet, sweet loot.

Every area made of lovingly hand drawn bits? My jam.

It looks pretty nice, to the point where I feel very sad about attacking some low level monsters (I’M SO SORRY, BANDIT-PIG-SAN, BUT I MUST DO THIS), and can recognise, roughly, what abilities a monster has by their visuals and repeated play. But while it’s certainly playable, and it’s not resource intensive, those translation issues take away a lot of the potential fun and mood.

Which is, if we’re being honest, a crying shame.

The Mad Welshman reminds you that if you want to gain an international audience, please translate responsibly.

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