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Code Name S.T.E.A.M. |OT| They made Lincoln Force! Or: "Welcome to Earth!"

TheMoon

Member
Updated the OP with info about the updated demo, a gif of the video and updated Lost Cloud's info. :)

ynmamrivjhl.gif
 

Zonic

Gives all the fucks
Great that the demo was also updated to showcase the faster enemy movement. Hopefully this'll bring back some people who were originally turned off by the slow enemy turns.
 

Boss Doggie

all my loli wolf companions are so moe
Yes the game is playable on normal 3DS. The speed-up is only x2 instead of x3 and you need to use the stylus to aim instead of the c-stick.

Oh I was talking about the patch, while I don't mind the waiting time this is great even if it's x2.
 
Yes the game is playable on normal 3DS. The speed-up is only x2 instead of x3 and you need to use the stylus to aim instead of the c-stick.

You can also use the face buttons to aim. Works just fine. Less cumbersome than the touch screen camera controls.

I'll go back through for gears now that the patch is out. Love the game.
 

Regiruler

Member
Four Score Public Tournament is up. Deathmatch type.

There was a player who topped both prior tournaments that you shoud look out for. Started with SAO I believe. Has a tendency to RQ.
 

Zing

Banned
I'm pretty sure the quitting is how they get to the top. I heard there was no penalty for quitting, other than getting blocked, of course.
 
Finished my first run through the campaign today: 33 hours, 85/96 medals, and just over the 40k hurdle for sub-weapons (Sentry was the last one I picked up). I played through nearly all of it before the 1.1.0 update, and given how much of an improvement the speed boost on the enemy turns is proving to be, I expect the completion time for most players will be much shorter. I think I know where most of the missing medals are; in many cases I either accidentally killed a boss before picking everything up or just didn't bring a squad member with the appropriate mobility.

I absolutely adore the fundamentals of the game—the core concept of putting movement points and ammunition on the same resource budget, the vision system, the verticality of the maps (far more pronounced than any IntSys game to date), the variety of mission objectives and enemy design, the amount of tactical flexibility in the party composition, the granularity of the free aiming. The basic design is unique and superb, and it begs for refinement in a sequel. (The ABE bonus stages are rather bland, but I say that as someone who signed up for a turn-based strategy game, so the real-time combat was a bore.) It's a shame this game was so tepidly received by reviewers who didn't bother to understand it, but I suppose this is par for the course for both Nintendo and the strategy genre these days.

The difficulty tuning was more flexible than I expected: I played the whole game without ever using the once-a-map overdrive powers, and I got through most of it without using save points at all, but in the last few missions I found myself resorting to using the save points to recover the whole party. As it revives fallen party members, it does seem overpowered for its cost, but since the coins unlock rewards in linear fashion (as opposed to being consumable currency for a shop or a macro-level management layer, which I sorely missed) it's clear that the cost is strictly a score penalty, if chasing high scores is your thing. I have yet to encounter a single StreetPass hit to populate my weekly scoreboard, and it looks as though the score-chasing element of the campaign depended on the assumption of a very active player population. Online global leaderboards would be very welcome should they ever be patched in.

Haven't tried the challenge modes with the score multipliers yet, but from the descriptions they look tantalizing. I relied so heavily on backtracking for scouting and coin collection that the no-backtracking mode may be an impossible adjustment.

I do think the UI suffers from being a bit opaque: I don't mind that the player's vision is limited, but none of the enemies' properties like movement points or firing range are documented anywhere in the game even after you have encountered them, and it adds a lot of guesswork to what would otherwise be methodical planning. This is the kind of information that should go in the log book or be discoverable by other means, like an 'identify' weapon. I don't mind that you have to learn so many of the overwatch mechanics by trial and error or making mistakes (it didn't occur to me until very late that firing from a stationary position on an enemy in overwatch means they will return fire), but the worst thing about the game is when you step into an overwatch trap where even nudging the stick in any direction leads you to be fired upon repeatedly with no chance of escape. Yes, it's supposed to be a suppression fire mechanic, but it's not really clear it's supposed to work that way until you see it in action.

This is the downside of the granularity of free aiming and movement within a square: the enemies do it too, so there isn't the same total clarity of line-of-sight rules that one would expect in XCOM. It does mean there is a lot more variance that depends on skill, timing, and positioning rather than RNG (burst-fire weapons aside), but the negative consequence is an element of uncertainty over how enemies will behave or when real-time actions matter (e.g. when dodging the red beam of an enemy on overwatch rotating into position).

Favourite combo through most of the late game had to be the Fox (with the 12/12 boiler) + Randolph (with the Crossbow). Great for clearing the map quickly from a distance, though I had to learn the hard way that when Randolph turns an enemy around with the Unspeakable Lure, the enemy only sweeps until the first target it sees, then fires. Whoops.

Haven't tried the multiplayer yet; is it still fairly active a month into release?
 

Taser9090

Neo Member
They'd just be hurting themselves if MP is region-restricted, so I doubt it. I haven't touched the game since I collected all the gear, but I'll go around to unlocking the 13th character once online activity rises.
 

Aostia

El Capitan Todd
Finished my first run through the campaign today: 33 hours, 85/96 medals, and just over the 40k hurdle for sub-weapons (Sentry was the last one I picked up). I played through nearly all of it before the 1.1.0 update, and given how much of an improvement the speed boost on the enemy turns is proving to be, I expect the completion time for most players will be much shorter. I think I know where most of the missing medals are; in many cases I either accidentally killed a boss before picking everything up or just didn't bring a squad member with the appropriate mobility.

I absolutely adore the fundamentals of the game—the core concept of putting movement points and ammunition on the same resource budget, the vision system, the verticality of the maps (far more pronounced than any IntSys game to date), the variety of mission objectives and enemy design, the amount of tactical flexibility in the party composition, the granularity of the free aiming. The basic design is unique and superb, and it begs for refinement in a sequel. (The ABE bonus stages are rather bland, but I say that as someone who signed up for a turn-based strategy game, so the real-time combat was a bore.) It's a shame this game was so tepidly received by reviewers who didn't bother to understand it, but I suppose this is par for the course for both Nintendo and the strategy genre these days.

The difficulty tuning was more flexible than I expected: I played the whole game without ever using the once-a-map overdrive powers, and I got through most of it without using save points at all, but in the last few missions I found myself resorting to using the save points to recover the whole party. As it revives fallen party members, it does seem overpowered for its cost, but since the coins unlock rewards in linear fashion (as opposed to being consumable currency for a shop or a macro-level management layer, which I sorely missed) it's clear that the cost is strictly a score penalty, if chasing high scores is your thing. I have yet to encounter a single StreetPass hit to populate my weekly scoreboard, and it looks as though the score-chasing element of the campaign depended on the assumption of a very active player population. Online global leaderboards would be very welcome should they ever be patched in.

Haven't tried the challenge modes with the score multipliers yet, but from the descriptions they look tantalizing. I relied so heavily on backtracking for scouting and coin collection that the no-backtracking mode may be an impossible adjustment.

I do think the UI suffers from being a bit opaque: I don't mind that the player's vision is limited, but none of the enemies' properties like movement points or firing range are documented anywhere in the game even after you have encountered them, and it adds a lot of guesswork to what would otherwise be methodical planning. This is the kind of information that should go in the log book or be discoverable by other means, like an 'identify' weapon. I don't mind that you have to learn so many of the overwatch mechanics by trial and error or making mistakes (it didn't occur to me until very late that firing from a stationary position on an enemy in overwatch means they will return fire), but the worst thing about the game is when you step into an overwatch trap where even nudging the stick in any direction leads you to be fired upon repeatedly with no chance of escape. Yes, it's supposed to be a suppression fire mechanic, but it's not really clear it's supposed to work that way until you see it in action.

This is the downside of the granularity of free aiming and movement within a square: the enemies do it too, so there isn't the same total clarity of line-of-sight rules that one would expect in XCOM. It does mean there is a lot more variance that depends on skill, timing, and positioning rather than RNG (burst-fire weapons aside), but the negative consequence is an element of uncertainty over how enemies will behave or when real-time actions matter (e.g. when dodging the red beam of an enemy on overwatch rotating into position).

Favourite combo through most of the late game had to be the Fox (with the 12/12 boiler) + Randolph (with the Crossbow). Great for clearing the map quickly from a distance, though I had to learn the hard way that when Randolph turns an enemy around with the Unspeakable Lure, the enemy only sweeps until the first target it sees, then fires. Whoops.

Haven't tried the multiplayer yet; is it still fairly active a month into release?


I'm playing it right now and I agree with everything! great analysis, bravó!
 

bart64

Banned
Nice one Quixotic! I just picked this up and I'm in love as well. It's less methodical, yes, but there is so much kick-ass in everything from the characters to the music that the streamlining is easily forgotten, and kind of welcome as it's portable. The part I'm having trouble figuring out is the wonky aiming when it comes to weak spots and some projectile weapons, but I think they did the best they could given the complexity that 3D space adds.

Now I'm convinced that this game was a bit difficult for some reviewers. I kept having to restart even in the first few levels, and until I got the hang of things, it was pretty off-putting. It asks a lot from the player and doesn't hold your hand--personally I prefer this approach but it puts the ego to the test.
 

Riposte

Member
Theoretically, the MP is set up in a way where you don't even have to worry about synchronous netcode (not mention language barriers). No reason to not include cross-region play.
 
Polygon updated their review score after the patch.

http://www.polygon.com/2015/3/13/82...-m-review-off-the-rails#review_update_8169204

Went from a 3.5 to a 6.
It's a big increase. Praising games that "value your time" (feel like I hear or read that expression at least once every time I visit a gaming site) seems to be a pervasive idea among games writers right now. Nothing wrong with calling out games that waste your time due to bad design choices, but I'd prefer final opinions and scores be based on a game's mechanics, not technical aspects.

Obviously how the game plays isn't you're primary concern when better load times nearly doubles your score.
 

TheMoon

Member
It's a big increase. Praising games that "value your time" (feel like I hear or read that expression at least once every time I visit a gaming site) seems to be a pervasive idea among games writers right now. Nothing wrong with calling out games that waste your time due to bad design choices, but I'd prefer final opinions and scores be based on a game's mechanics, not technical aspects.

Obviously how the game plays isn't you're primary concern when better load times nearly doubles your score.

McElroy is one of the "game doesn't value my time" pioneers as I have come to understand.

Btw if anyone's wondering: metacritic is unaffected by this since they only recognize initial scores due to some outdated ruling from 2003 when game companies frequently "bought" adjusted scores post release or some such...
 
Just want to share that I love this game, and we need a sequel with Johnny Appleseed, Paul Bunyan, and some more idealized American legends.
Hopefully people pick this up, its easy to dismiss because it looks kind of third party bargain bin at first glance. I initially hated the art direction but once I got into a few maps things really get quite good. (I still think the demo, or intro maps are hideous)

When you are actually rocking a full crew and every turn could be an overwatch away from death around the corner, it all comes together so well.

Its like a lost Saturday morning cartoon property from the 90s or something.

My favorite characters so far are Lion and Scarecrow so I did a sketch of them:


Anyway, this game surprised me.
 

Taser9090

Neo Member
Damn, that's awesome. You would think that's official art at a glance, but Scarecrow has a super large head in the game xP
 
So Robin and Lucina Amiibos came out in Australia and I'm playing on my imported US 3DS and OMG, Robin and Lucina are amazing, Robins Fire Spell is all kinds of awesome in this ^_^
*edit*
thought I'd go abit deeper onto what they do in the game.

Lucina has a leap attack similar to Lions as her main attack, and her secondary is a bow which has 3 settings that alter the angle of the shot so you can aim over things.
Robin has a short range blast radius attack with his thunder sword and a really long range (talking Fox Long Range) direct flame blast radius attack with his spell book, this can also go onto overwatch.

Having them in the party adds to the parties stats similar to how Lion makes everyone's defence higher, if I remember correctly Robin's make the team get more critical hits, forget what Lucinas is.
Really liking both of them, I found Lucina's bow is great for taking out Aliens and Robin is a beast at long range.

I did a run through the first 3 stages last night with all 4 Fire Emblem characters and I'm not sure if it does this when you just use one of the FE characters but the music changes and its various Fire Emblem battle themes but done in the style of Code Name S.T.E.A.M. music.
 

Tillbo

Member
I assume the demo hasn't been patched/updated to address the issue as was the case with FFXV?

If not then it's a real shame and the slow AI will likely put off some players. Although I enjoyed the demo I really started to lose patience with waiting for the AI towards the end.
 
I assume the demo hasn't been patched/updated to address the issue as was the case with FFXV?

If not then it's a real shame and the slow AI will likely put off some players. Although I enjoyed the demo I really started to lose patience with waiting for the AI towards the end.
No the speed has been updated in the demo
 

Tillbo

Member
No the speed has been updated in the demo

Oh that's great then. I'll have another look at the demo as the full game isn't out here for a few weeks (UK)

(sorry, just been re-reading the thread and have realised that the demo update has been mentioned several times)
 

Diffense

Member
It's a big increase. Praising games that "value your time" (feel like I hear or read that expression at least once every time I visit a gaming site) seems to be a pervasive idea among games writers right now. Nothing wrong with calling out games that waste your time due to bad design choices, but I'd prefer final opinions and scores be based on a game's mechanics, not technical aspects.

Obviously how the game plays isn't you're primary concern when better load times nearly doubles your score.

They're paid to review games (and have deadlines) so obviously they're going to be thinking about the value of their time. IMO, professional reviewers will have some different priorities from ordinary players which will creep into their reviews.
 

TheMoon

Member
Chris Donlan likes himself some S.T.E.A.M. http://www.eurogamer.net/articles/2015-05-01-code-name-steam-review

"Perhaps the divisive art gets to the crux of the whole game, in fact. Schooled on the polite precision of Advance Wars and Fire Emblem, it's easy to be slightly offended by the realisation that Code Name: STEAM isn't yet another microsurgical piece of strategy design with not a single tiny piece out of place. For my money, that's actually what's great about it. This is a rare chance to see a perfectionist developer working well beyond its comfort zone. It's scrappy and risky and obdurate and wild - and occasionally even ugly and muddle-headed. But when it soars? It soars like an eagle."
 

Regiruler

Member
Multiplayer is so fucking one sided to the person who has stovepipe it's unbelievable. What on earth is his primary's steam cost?
 
Multiplayer is so fucking one sided to the person who has stovepipe it's unbelievable. What on earth is his primary's steam cost?
His primary weapon? It costs 2 steam per use. (At least in single player mode. I've never tried MP, so I don't know if there's any differences there).

I'm surprised that you can even use him in Multiplayer. He's kinda... too powerful!
(Not to mention spoiling him as a character.)
 

Max_Po

Banned
I regret this game's purchase.

I am not srpg expert but purchased it due to GAF-Nintendo Faboy GAF. I will rate this next to Metroid Other M.... another full price turd that I purchased sheer due to GAF Hype at full price.
 

TheMoon

Member
I regret this game's purchase.

I am not srpg expert but purchased it due to GAF-Nintendo Faboy GAF. I will rate this next to Metroid Other M.... another full price turd that I purchased sheer due to GAF Hype at full price.

GAF hype? Where were you hanging out that there was "GAF hype" for either Other M or this. The whole time opinions were heavily divided. You need to make more informed decisions, I think. Thing is, don't push this onto "GAF Nintendo Fanboys" if you can't inform yourself properly before you buy something you're not sure you'd like.
 

Lunar15

Member
I regret this game's purchase.

I am not srpg expert but purchased it due to GAF-Nintendo Faboy GAF. I will rate this next to Metroid Other M.... another full price turd that I purchased sheer due to GAF Hype at full price.

There wasn't much hype for this game on GAF. In fact, most people were saying it looked terrible.
 

Aostia

El Capitan Todd
actually, EU sites enjoyed it more than US reviewers. at leadt in Italy. tomorrow I'll post some links.
 

Peff

Member
If anybody cares, the retail European game does not come with the patch installed in the cart. It didn't prompt me to download it either but then I didn't give it much time, heh. Too bad NoE just kinda unceremoniously dropped this between Puzzle & Dragons and Splatoon, but hey, it's here at last.
 
actually, EU sites enjoyed it more than US reviewers.
Well, that's probably because it came with the turn-speed patch for you guys, didn't it? Unless...

If anybody cares, the retail European game does not come with the patch installed in the cart. It didn't prompt me to download it either.
Oh. Never mind about that then. I suppose you guys still did have it available from day 1 though, even if it didn't come on the cart...
 

Zonic

Gives all the fucks
YEAH, FINALLY GOT A MARTH AMIIBO, TIME TO....

*remembers OG 3DS & no NFC adapter for said system*

*sigh*
 
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