so it is also works in nnon-New 3DS then?
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.
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.
Haven't tried the multiplayer yet; is it still fairly active a month into release?
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 gamethe 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?
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.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.
My favorite characters so far are Lion and Scarecrow so I did a sketch of them:
That's very well done.
No the speed has been updated in the demoI 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
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.
sorry for the double post, but I've gotten some footage of Robin and Lucina being used in the game if anyone is interested in checking it out
https://www.youtube.com/watch?v=kFqi9z940Bs
"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."
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).Multiplayer is so fucking one sided to the person who has stovepipe it's unbelievable. What on earth is his primary's steam cost?
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.
It's a real shame, but it makes sense, considering how MURICAN it is...Maybe nintendo was right in making the US their primary market for this. No-one else seems to remotely care about it.
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.
Well, that's probably because it came with the turn-speed patch for you guys, didn't it? Unless...actually, EU sites enjoyed it more than US reviewers.
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...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.
Hopefully, it's okay to post here but UK Nintendo Store is now selling the game and one amiibo (Marth, Lucina or Robin) for £45.99.
HOW DARE YOU!