Welcome to Geekscape’s newest gaming podcast, Xbox Game Passengers.

Every other Wednesday, host Derek and a guest will dissect and discuss just one game available on Microsoft’s Game Pass service, which was chosen for them completely at random.

Whether it’s a magical or a horrible experience, they’ll force themselves through it, share their thoughts, and let you know whether or not the game is worth your time! At the end of each episode, they’ll also randomly select the game for the following show.

Mikaela returns this week to chat about her new obsession, Cities: Skylines. The duo dish about how rewarding it feels to watch your city grow and grow, to how heartbreaking it can be to watch it all fall apart, and everything in between!

“Cities: Skylines is a modern take on the classic city simulation. The game introduces new game play elements to realize the thrill and hardships of creating and maintaining a real city whilst expanding on some well-established tropes of the city building experience.”

Listen to find out how things went, and if you like what you’ve heard, here’s where you can subscribe to the show:

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You can also follow us on twitter @XGPPodcast

We’ve had a blast making Xbox Game Passengers so far, and we really hope that you’re enjoying it too! If you have any feedback for us, we’d love to hear it at derek@geekscape.net. Anything you listeners can do to help spread the word about the podcast would be immensely appreciated — from sharing it on social media like Facebook or Twitter, to leaving us five stars (or even a review) on Apple Podcasts, to sending it to a single friend, it can all make a massive difference! Thanks again for coming along on this ride!

Code Name: S.T.E.A.M. first revealed its unique third-person, turn-based strategy, alternate history, comic book style (whoah) all the way back at E3 in 2014, and today you can finally get your hands on it. It’s going to sell a lot of copies based on the fact that it’s Intelligent Systems first strategy game since 2012’s acclaimed Fire Emblem: Awakening, and as a brand-new IP, the game definitely stands out as a quality release, albeit with a few major annoyances.

The game is all about Abraham Lincoln (yep, that Abe Lincoln), who brings together heroes from classic literature and American folklore to fend off an alien invasion. The S.T.E.A.M. in the title seemingly has many meanings, but it actually stands for Strike Team Eliminating the Alien Menace. Steam is also the technology that our heroes will use to defeat the aliens; steam boilers strapped to their backs give them super-human abilities. All of the weapons are steam-powered, of course, and all of the characters and the world itself have a decidedly steampunk styling. Yep, that’s a lot of steam.

The first thing that you’re likely to notice about the title (aside from, yep, all of the steam) is its gorgeous comic-book art style. The game actually opens with a kid (who owns a damned Marth Amiibo, which is sitting on his desk taunting you) diving into a Code Name S.T.E.A.M. comic book, and from time to time you’ll actually see cutscenes flipping between panels, sound effects will pop up the relevant onomatopoeia, you’ll see comic style voice bubbles all over the place, and of course the game’s cel shading makes it look as though the characters are popping right off of a wonderful 3D page (for the most part). From each cutscene, to running around the game’s many, many maps, presentation in Code Name S.T.E.A.M. is stellar.

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Now, those wonderful visuals would be nothing without great sound to go with it, and Code Name S.T.E.A.M. delivers here too. Sound effects are high quality and varied, and the game’s commendable score is definitely headphone worthy. The game also features more voice acting than I’ve ever heard in a 3DS game, and it’s well acted on all counts, and with the limited storage space of the 3DS cartridges, I really have no idea how Intelligent Systems could possibly have fit it all in there, but I’m really, really glad that they did. Seriously, the audio is an absolute treat.

With the game’s outstanding presentation, and the history of Intelligent Systems, Code Name S.T.E.A.M. must kill in the gameplay department as well, right? At first glance, it looks like a third-person shooter, and rather than simply selecting which square you want your characters to move to as in most strategy titles, you can actually move your characters around in real time. Basically, each unit has a certain number of ‘steam’ that they can spend each turn. Moving, attacking, activating special abilities, etc. all use different amounts of steam, but certain actions, moving included, aren’t finalized until you shoot or activate an enemies Overwatch attack. This allows you to really play around with different strategies and visualize multiple vantage points before deciding on what to do each turn, and it’s a welcome and intuitive addition to traditional strategy mechanics. Throughout the game, you’ll unlock different team members, abilities, and equipment, which let you really customize your team, and thus have vastly different experiences.

The Overwatch ability is another mechanic that keeps Code Name S.T.E.A.M. feeling fresh. Both players (well, most characters) and many enemies have access to the ability, and its existence makes you really think about every action you could possibly take. Basically, if you end your turn with a certain level of steam left over, your character can automatically attack an enemy should an enemy come into range. It’s risky, of course, as that steam can always be utilized during your turn, and there’s no guarantee that saving it will lead to an attack, but when utilized correctly, Overwatch can be the difference between winning a map, and having to go back to the previous checkpoint. Enemies may also take advantage of Overwatch, which can leads to one of the biggest issues and strangest oversights in Code Name: S.T.E.A.M.

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Aside from some lacklustre multiplayer, which is worth mentioning about as much as it’s worth playing, there are two big, glaring issues with the game. The first is one that I didn’t know could even be an problem in a strategy title: the lack of an overhead view. Your only viewpoints are those of your character’s, which amount to a tight third-person view that can make it impossible to see beyond obstacles. This means that you’re often moving blindly around obstacles and activating more enemy Overwatch attacks than I can even count. As I mentioned above, you can typically keep moving, figuring out the most efficient turn before locking it in, but being noticed by an enemy or activating their Overwatch makes your actions up to that point permanent. With no overhead view, and no map whatsoever, you’re getting hit, and you’re getting hit often, because you simply can’t see your enemies. It can happen pretty constantly, leading to a lot of replayed levels, and a lot of swearing at your 3DS.

Next up. In a game like this, your team is typically outnumbered. In most strategy titles that I’ve played, when it’s an enemy’s turn, you’ll see those turns played out at high speed. In Code Name S.T.E.A.M. you… stare at your characters while what amounts to a ‘loading’ bar fills across your screen. What. The. Heck. Sure, you can move the camera around your character, but why the heck would I want to do that? Unless you’re near an enemy and can actually see them moving (or you’re getting attacked), the enemy turns essentially amount to a loading screen to get to your next turn. Did I mention that this takes forever? This is an Intelligent Systems game, and a Nintendo published title, and in all my years of gaming, I can’t recall ever seeing such a polished game with a mechanic like this. It’s definitely not a means to pad out a short experience, as Code Name S.T.E.A.M. offers hours upon hours of gameplay, but I definitely find myself playing the title less knowing that more than half of the experience will be me waiting for my next turn.

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Code Name S.T.E.A.M. is jammed pack with awesome content (including Fire Emblem Amiibo functionality that I wasn’t willing to open my NIB Amiibo for), and features some of the best presentation I’ve seen in a 3DS title. From its voice acting, to its gorgeous cel shaded art style and beyond, the game is a treat for the senses. Unfortunately, a few major questionable design choices ground Code Name S.T.E.A.M. as just a ‘very good’ 3DS title, instead of another gem from Intelligent Systems and Nintendo.

Code Name S.T.E.A.M. scores a steam-powered 3.5/5.

tl;dr:

+Top-notch presentation.

+Unique mechanics make the turn-based gameplay feel fresh.

+A ton of varied content.

-No overhead view means you’re staring at your characters through enemy turns.

-Enemy turns happen in real time. Meaning that you’re kept waiting… and waiting for your next turn.

Age of Wonders III somehow takes a fantasy turn-based strategy game, mixes in some role-playing game elements and lets players engaged in battles that feels more like a challenging game of chess. All while making it easy for first-timers to the series and comfortable to the those more familiar with it all.

Being one of these first-timers, I was happy to see that in the different modes offered in Age of Wonders III, one of them was a tutorial disguised as one of the two campaigns available. Taking control of the High Elf princess Sundren, I began the tutorial campaign on a rampage to exact revenge on that dastardly orc, Gamblag. Even though this campaign is an introduction to those new to the series, going in with the notion that Age of Wonders III will take it easy on you will have you hitting restart, a lot. Pacing and planning carefully will be the difference from getting revenge or utter defeat.

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If jumping straight into the action without any story is more your thing, you can go right ahead and test your luck with the random map mode. The amount of settings that you can set for the random map mode is staggering. Just clicking on the advanced tab brings up a plethora of choices. Difficulty, map size, map type, player count and whether or not everything takes place above ground or in the deepest of caverns is just the tip of the iceberg. Once you look over to the right and see that you can access settings for the actual game flow, you’ll finally realize just how much control you have. From what starting towns types everyone gets to treasure structures is modifiable in Age of Wonders III. If you thought getting lost in time when engaging the role-playing game elements of the campaign mode was daunting, the random map mode puts all that to shame.

Sometimes, you just want to play a quick skirmish without the story or spending endless hours trying to create the perfect map. Thankfully, Triumph Studios put in a pre-made scenario mode saving the tinkerers from themselves. A multitude of scenarios will be laid out for players to choose from. Yes, they have a little story for each scenario, but nothing too deep if you just want to show your prowess on the battlefield. If human players are what you desire to battle against, an online mode is present as well to suit those needs to show a stranger how well your strategic mind is at Age of Wonders III.

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Age of Wonders III provides players with a ton of options to lead your army to victory. The role-playing game elements comes into play with your main character. Stats, skills and spells are just some of the things you will have to manage with your hero. I sat for what seemed an eternity just trying to figure our what abilities to research or what spells to master. Deciding on if I want to acquire the ability to summon crows to fight by my side or to start my domination on the rough seas by building a dock for my warships had me at odds with myself. Also trying to settle on if health points were more important than skills for Sundren to use in battle set me back some time just staring, trying to commit to one or the other.

Equipment is also something that you’ll have to deal with as you make your way throughout the world. These items can be found from battles or exploring a cave or building scattered across the map. Nothing like getting a new pair of boots for all the walking ahead or a shiny new ring of fire protection just in case. There are slots to equip pretty much everything to your hero so exploring and looting everything you can would be a be a huge benefit if you want to have all slots equipped with items. To say that Age of Wonders III is a deep game would be selling it short. With so many things to ponder over, one could spend hours and make only a handful of moves. The great thing about this is that you never feel like you’re wasting time since every action makes a difference in your success.

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Speaking of success, you can’t have a successful army without a flourishing empire. Similar to games like Civilization, building cities to become powerhouses that scare any challenging army to run in the other direction is a big part of Age of Wonders III. You could just pump out warriors endlessly to overwhelm your advisories into submission but where’s the fun in that? Taking a small town and creating a vast city that envelopes everything in sight is much more frighting in my mind. Alternating between growing the town with new housing, shrines and store houses with constructing a war hall, shooting gallery and watch towers will help you maintain your illustrious city from anyone who dares walk up to the gates.

Once you’re ready to march your massive army towards the enemies main town, you might want to figure out how each unit fits best with each other. In Age of Wonders III, you can combine up to six units into one bad ass battalion comprised of whatever unit you want cobbled with one another. Having an all archer battalion is possible or having a mix of unicorns, pikemen, mages and battering rams if you want more diversity. Flanking is also a strategy you will learn to love as you play Age of Wonders III. Since the maps are essentially separated hexagons, placing other units in an adjacent hexagon behind the enemy army while you throw the majority of your army straight at the enemy will ensure that there is no place for the enemy to hide.

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Once the battles take place, you can play out the battles automatically. In doing this, what could have been an epic battle is over in mere seconds with a confirmation unveiling if success or failure is the fate of your warriors. Taking control of how the battles play out is also an option with manual combat. Zooming into the battlefield, Age of Wonders III lets players command their armies in turn-based combat. Having my archers pelting the enemy’s front lines with arrows while my swordsmen provide cover all while my assassins sneak into a flanking position has a more satisfying emotion than letting the A.I. roll the dice. Having the option for auto combat or having complete control gratifying to see.

Whatever way you decide to play Age of Wonders III when it releases on March 31, 2014, Triumph Studios has made sure that you have the options to fulfill those decisions and then some.

 

I have heard a lot of interesting crossovers during my time as a gamer: Kingdom Hearts, Super Smash Brothers, and Marvel vs. Capcom to name a few, and I’ve enjoyed many of these crossovers whenever I came across them, though I was never seriously invested in any of them to warrant dedicated gameplay. Most of these crossovers warranted at least a cursory examination depending on how out-of-place they were, or how the developers came up with a way to unite two completely different franchises, though there usually was an element tying them together that made sense, whether it’d be story-setting, similar game mechanics, or artistic aesthetic.

When I first heard about Pokemon and Nobunaga’s Amibition having a crossover, I was dumbstruck because these two franchises are extremely different to me.  Pokemon is a family-friendly RPG series where you capture monsters to become a Pokemon Master while Nobunaga’s Ambition is a RPG series in which you choose one of many feudal warlords of Japan in order to conquer and unify the country under a single ruler. How in the world would you take these two franchises with two completely different themes and settings and combine them into a coherent story with gameplay?

Analyzing one of the trailers, it looks like you choose one warlord with a specific Pokemon, and you attack your opponent’s Pokemon in a tactics-based RPG combat setting, similar to Final Fantasy Tactics advance, and you proceed to conquer your other opponents in their story, whether each warlord has their individual story, or you’re playing the same story with each warlord offering their own unique dialogue to situations in the game. The game does certainly look interesting to at least check out, though whether it is good or not, or even if the game will even see an international release, remains to be seen.

Source: http://venturebeat.com/2012/03/24/pokemon-nobunagas-ambition-crossover-is-a-real-thing/