Chroma Squad (Aggrochat Game of the Month)

Maybe you’ve listened to our latest show. It’s a pretty good one, but Bel forgot to put the stinger at the end so don’t worry too much about that. Anyway, it’s about Chroma Squad, and I’m not exactly shy about how much I like this game. It’s a serious contender for the best game I’ve played this year.

Chroma Squad (Aggrochat Game of the Month)

It’s silly, it’s campy, it’s fun, and it knows it’s all of these things and totally leans into it. It’s full of little nods to various things, it cheerfully breaks multiple fourth walls, and genuinely makes me laugh at how silly it is while also making me think and plan because it’s also a well-designed tactical RPG. A lot of media (I’m looking at you Final Fantasy Tactics Advance and countless movies) tries to go for a more lighthearted feel by replacing their main characters with children. This is fine if you’re going for a kid’s movie or game, but it’s nice to see something that manages lighthearted without defaulting to childlike.

In a lot of ways, Chroma Squad feels cut from the same cloth as the old Lucasarts and Sierra adventure games– lighthearted and fun but without child protagonists. The suggestion is that you can have fun and be serious as an adult — something that I tend to find lacking in games. I’ve talked about how weary I am of “games with emotions” defaulting to tragedy and sadness as their chosen emotion, but it’s always hard for me to find an example of a game that’s both good and emotive but isn’t just a cavalcade of sads. Chroma Squad, for me, delivers on that.

It starts with the premise, which I can’t even summarize without it sounding silly but fun. As an aside, “silly but fun” is probably the theme of the game, and it really delivers on that. Chroma Squad is a tactics RPG where you play as actors recording a sentai show. Basically it’s a game where you play as Power Ranger’s stunt actors and gradually get a better budget for cooler effects and flashier fights and monsters. Other stuff happens, too.

Chroma Squad (Aggrochat Game of the Month)

It’s full of fun little details, too. As you get more fans, you start getting paparazzi that peek in around the levels and take pictures, many of whom are cameos. The game was a kickstarter, so there are frequent loving references to their kickstarter backers throughout– it’s really apparent, as Bel mentioned, that the game is a labor of love. That joy really shows as you play it; you get the sense that the devs were having a lot of fun with it and want you to have fun with it too. It makes the game really charming, and made me happy to play it, as well as laughing along with its (occasionally incredibly terrible) jokes.

Having played all the way through Chroma Squad, I find myself really craving more happy games. Stardew Valley was another really satisfyingly happy game, but there are otherwise surprisingly few. I really just don’t have the capacity for the torrent of sads, and I don’t really need them to balance anything out, so it’s hard to find good, emotive games to play. Happy to take suggestions!

My pick for next month is Cities: Skylines, partly because I haven’t played a proper city-building game in a really long time now, and partly because I’ve heard so many good things about it and it’s a nice drop-in-and-play sort of game. We’ll see how we feel about it at the end of the month!

Of Obsessions

In Search of Trays

I could start this post off with a grumpy rant about changes to a game that I found out about over the weekend.  However that would just end up creating a general down point for the coming week, so instead I am opting to try my best and push it out of my mind.  Instead I am going to focus on the fun that I had this weekend and the positive points.  The weekend also involved quite a bit of chasing wild geese, which in itself was a little interesting.  My wife is of course a teacher, and over the summer she does what I figure most teachers do…  obsess about the upcoming school year.  For the last several years Target has had some multi colored trays that serve well as hand in baskets, but unfortunately the last set became brittle after sitting in the incoming sun for an entire year.  So one of the things we have been watching for is them to start stocking them once again, and while we were in Kansas City we found two of the six colors, but did not end up picking them up because we assumed they too would be plentiful in our area.  That however was not the case and this past week over lunch I went to check a few Targets, ultimately finding none.  Saturday we wound up at our own local store and they happened to have four colors, allowing us to pick up most of a set.

The challenge with the Target dollar spot… is that every teacher ultimately stocks their classroom with the stuff located in it.  That meant that we had a very limited window to be able to get the last two colors of trays.  So Sunday after my wife got back from church we went roaming around the Tulsa metro area hitting quite literally every single Target store looking for a yellow and a purple tray.  Fairly early on we found the yellow tray, but it was not until the very last store we went to that we managed to find purple.  Ironically it was at the last store… the one furthest away from us…  that they happened to have all six colors in one place.  Had we reversed the order it would have likely been the one closest to us that had all six.  As I commented this weekend on twitter, this is the life of a Teacher’s spouse.  I cannot count the number of times we have made such trips hunting for this specific item or that…  be it office supply stores, dollar stores or in this case a Target.  Over the years I’ve spent many an hour sifting through disheveled bins of stuff looking for that one item that matches whatever other item we happened to be looking for.  The sheer dedication that the average teacher has is just phenomenal, and even more so is the rapid sharing of tips that happens when you get two together.  In Kansas City we rolled into the Target dollar spot and found the obvious signs of other teachers… and before we knew it folks were sharing tips on best ways to clean white boards or where you could find this or that item at a better deal.  Long story short… we managed to complete the set of bins which marks this mission off the list…  which I am certain will only be replaced by a dozen other similar adventures before school starts back up in a month and a half.

Of Artifice

Of Obsessions

As far as gaming goes I spent the bulk of my weekend running around in Rift, shifting back and forth between several different activities.  Out in Twilight Highlands there was a limited time event called Arclight Ascendancy that allows players to run a couple of quests to get a currency… that can ultimately be saved up to purchase an Arclight Rider or Lifter mount.  At some point I have apparently completed this event… either that or some account entitlement gave me a slew of currency.  Essentially this event allows you to slowly gather the currency needed to purchase what would normally be a store only mount.  In the past I have participated in similar events for the Budgie mounts, and in the grand scheme of things these are not intended to be completed in a single pass but instead over the course of multiple events.  The interesting thing about them however is that one of the daily quests requires you to mentor down to within the 25-30 level range to accomplish it.  As far as that goes Rift’s implementation of that system is probably the best I have seen because you simply right click your name and choose a new level… and then bam you are functioning at that level without having to give up any of your abilities.  The other thing that I am enjoying about doing the quests is that it puts me back in Twilight Highlands and Scarlet Gorge on a daily basis… two zones that I absolutely loved from Telara.

The other big thing that I worked on this weekend was leveling my Artificer skill.  This is of course slowly bankrupting me, but nonetheless I still felt the desire to keep pushing forward.  I spent many an hour this weekend roaming around Gelboro Reef doing quests that I never finished out there… and farming up Thalasite ore and Sarleaf that would ultimately be converted into fuel to feed the fires of industry.  Yesterday evening I managed to push ahead and get to the current level cap of 450.  Now will I actually do anything with that level other than daily crafting quests?  I honestly am not sure… I’ve never had a max level artificer before now.  At this point in the cycle I doubt there is anything I can craft that is not better than the gear I can get from a combination of weekly patron chests and instant adventures/experts.  However having a whole slew of crafters means that I can rapid-fire through the crafting dailies and get patterns quickly.  I need to some time researching what if anything I can craft that is a damage upgrade… or more importantly a hit upgrade.  Now that I have finished with another crafting obsession I really need to get back into the process of digging into the Planetouched Wilds.  That area is huge and full of all manner of weekly quest opportunities, and I have barely scratched the surface.

 

 

AggroChat #112 – The Chroma Squad Show

Ashgar, Belghast, Grace, Kodra, Tam and Thalen talk Chroma Squad the June AggroChat Game Club Game

aggrochat112_720

Tonight we talk about the only game legally obligated to say that it is inspired by Saban’s Power Rangers…  Chroma Squad!  This was the June 2016 AggroChat Game of the Month and Thalen’s latest Game Club pick.  At some point we got completely out of order on the whole round robin rotation and we are now just going with it.  Do you have a fond memory of the Power Rangers and other Sentai shows from the 90s?  Do you hate the Power Rangers and have a love of Tactical Combat games that make fun of them?  In both cases this might be a game for you, so tune in as we talk about the finer points of this game and film season after season of cardboard mech suit combat!

 

Building a Bushido Board (Part 3: How We’re Using The Space)

Adding missions or scenarios to any kind of competitive game helps solidify gameplay and encourage movement and disruption. It’s great for the health of a game– if you’ve ever played a game that’s simply deathmatching, it gets a bit boring unless it’s got a really, REALLY excellent combat system and levels to play in. Most minis games devolve into all-out brawls without missions, and become kind of samey. Missions help break that up, so for this Bushido board project, we’re going to look at how we’re actually going to use the board.

Building a Bushido Board (Part 3: How We’re Using The Space)

Bushido has three types of scenario layouts, each with two scenarios that are played on them. This makes it fairly easy to look at the positioning of objectives and get an idea of how you’ll interact with them, as well as what kind of boards they’re looking at.

Mission Type 1: Opposite Corners

The layout of this kind of objective is really simple: deployment is on opposite corners of the table and there are no special objects placed on the board. It looks like this:

Building a Bushido Board (Part 3: How We’re Using The Space)

The pictured mission is called “The Envoy”, and it’s conceptually fairly straightforward. Your opponent nominates one of your units as a Very Important Model (VIM), and you nominate one of theirs. You score if your VIM has received fewer wounds than your opponent’s, you score if you draw first blood on your opponent’s VIM, and you score if your VIM is closer to the opponent’s deployment zone than your opponent’s VIM is to yours.

This is a neat scenario that promotes motion across the table. A really great board for this mission will put you directly in the path of your opponent while also providing alternate paths to try to sneak your VIM around.

The other scenario using this layout is called “The Messenger”. In The Messenger, you secretly choose one of your own units to be the Messenger. You score if your Messenger is the only one still alive at the end of the game, you score if you kill your opponent’s VIM on a turn yours is still alive, and you score if you get your VIM to the opponent’s deployment zone and reveal it before your opponent has done the same.

It’s a similar concept with a bit more opportunity for mind games. You’re still encouraged to move through the space, and the same kind of design tenets that make for a good Envoy board also make for a good Messenger board.

Both of these make me favor the square-walled board:

Building a Bushido Board (Part 3: How We’re Using The Space)

The two roughly equivalent gates make for interesting movement through the space. The river can be a serious spoiler to these missions, by putting the player behind the river far behind if the river impedes movement. It’s a serious enough problem for that side that I think the river winds up needing to just be decorative, rather than an explicit terrain element. Alternately, it may need PLENTY of crossing points or it just becomes super punitive.

With that in mind, though, I do really like the square-walled board for both of those scenarios. The long-walled layout isn’t bad, but it’s less interesting, because you’re just going to get into a big fight in the center, and unless you have special movement abilities, you’re going to get stuck in and around the one gate that both players have to use.

Let’s look at the other scenario layouts.

Mission Type 2: Three Center-Line Objectives

This is a slightly more complex setup, in that it requires some objectives (usually markers of some kind, urns or graves or altars or whatever) to be placed in specific places on the board. It looks like this:

Building a Bushido Board (Part 3: How We’re Using The Space)

The pictured scenario is called “Seigyo” (制御, “control”). It has three objectives along the center line,  two that are six inches from the sides and one twelve inches from both sides, in the center of the board. The scenario goes on for 6 turns, and at the ends of turns 2, 4, and 6 the player controlling the most objectives scores. The objectives start as Neutral and can be shifted one degree per action: Friendly <-> Neutral <-> Enemy. Each shift will move it one degree closer to Friendly.

This scenario leads to fighting along the centerline, at each of the objectives. It’s fairly resource-intensive to shift objectives, so you’re not going to deviate much from that center line except with dedicated flanking units. Most likely the action is going to be focused on the dead center of the board, while the outlying two objectives are held by opposite players.

The other scenario using this layout is called “The Idols”. It is also six turns long and involves taking control of three centerline objectives, and scores at the ends of turns 2, 4, and 6. The difference between this and Seigyo is subtle: Every time a player scores, their opponent chooses one of the objectives controlled by the scoring player to remove. This means that not only are there fewer objectives every other turn (assuming anyone scores), it also means that the player who scored loses their lead.

Rather than take-and-hold, this scenario is much more dynamic and mobile, but it’s still operating along that center line. Most of the play is going to focus around those center three objectives, but unlike Seigyo, it’s probably going to shift rather than focus on the center objective.

Looking at the board layouts I have, the player behind the walls in the square-walled layout has a distinct advantage, with two of the centerline objectives within “their” walls. That having been said, the center objective winds up right between the two gates, which is where fighting naturally occurs anyway. I’d want to ensure that the left-side objective favors the player starting on the river side of the board, either by providing advantageous cover or a blocking building or something.

On the other hand, there’s the long-walls layout:

Building a Bushido Board (Part 3: How We’re Using The Space)

The small house would have to move in this layout, but it’s mostly okay, though it favors the river-side player who can go straight for all three objectives, while the player behind the walls has to maneuver around the gates. This could theoretically be fixed to some extent by putting the two gates next to one another, but that creates an awkward dead area around the upper left corner. It goes from being a slight advantage for the walls player on the square-walled layout to a HEAVY advantage to the river-side player on the long-walled layout.

Two more scenarios to look at:

Mission Type 3: Six Objectives in a Centered Hexagon

By far the most complex setup for scenarios in Bushido, these scenarios have both a more complex layout with six objectives AND more complex mechanics than “interact with objective” or “move to area”. Here’s what it looks like:

Building a Bushido Board (Part 3: How We’re Using The Space)

The pictured scenario is “Depletion”, and it’s a bit complex. First, six objectives, placed as shown. The two closest to you are “Friendly”, the two in the middle are “Neutral”, and the two furthest from you are “Enemy”. Scoring is simply “who has the most Scenario Points”, which requires that you understand the “Prayer (5)” interaction.

For a mission with Prayer (X), you get X prayer tokens. A model can take a Prayer action while touching one of the objectives and spends one of the Prayer tokens, and you immediately score a number of points based on the objective– 1 for Friendly, 2 for Neutral, and 3 for Enemy. Basically, you have 5 shots at maximizing your score. As a final twist, whichever the most often used objective was gets removed each time VPs are scored, forcing you to scramble around to find a new objective.

It’s less complicated than it seems once you know what’s up, but this scenario takes you all over the board. You’re probably going to be switching strategies every turn, just based on what happened. Let’s look at the other one.

The other scenario is “Keii” (敬意, or “respect”). It’s functionally the same as “Depletion”, except that instead of an objective vanishing every other turn, on turns 3 and 5 both players’ scores are reset. Whereas Depletion forces you to move around a lot, Keii is more about take-and-hold. Otherwise, it’s the same set of mechanics.

These two are interesting as far as boards go. I REALLY dislike the long-walled layout for these. It puts four objectives where the river-side player can easily reach them (very rough placement, just for visuals):

Building a Bushido Board (Part 3: How We’re Using The Space)

On top of that, one of the objectives inside the walls is basically right on top of the gate. This board hugely favors the river-side player for these objectives, with the two by the river and the one by the small house being pretty much free grabs, whereas the wall-side player has a nasty uphill battle to reach objectives other than the ones behind their wall and is looking at splitting their force pretty unpleasantly.

Let’s see if the other layout is better:

Building a Bushido Board (Part 3: How We’re Using The Space)

Okay, that’s interesting. Four objectives outside the wall, two inside the wall. The samurai house location is kind of a problem, note for later. Still, there are interesting deployment options for both players and a roughly even spread of accessible objectives. Importantly, that small house is a problem again, favoring the wall-side player more than the river-side player. Will need to address that, same as the three-centerline-objective layout.

One Final Test

We’ve looked at all of these for one orientation. I already don’t like the alternate orientation of the long-walled layout, but I should look at the alternate orientation of the square-walled layout to see if it works. Red for the centerline objectives, white for the hexagon ones:

Building a Bushido Board (Part 3: How We’re Using The Space)

The alternate-corners approach is actually much more interesting, going from the bottom left to the upper right. You get some interesting choices of taking the river side or the building side, but neither player really “controls” the walled area.

The three-centerline-objectives layout is about as functional in this orientation as in the other one, which is fine. Some effort would have to be made to make the rightmost objective favor the bottom-side player here, but otherwise it’s pretty reasonable. A note for later, to make sure the overall layout works both ways. The impact shouldn’t be large.

The six-hexagonal-objectives layout is actually rather nice in this layout. Same two-in/four-out setup, though my very rough layouts don’t make that entirely clear (and the picture isn’t perfect anyway), but it offers a very similar experience in both orientations. My inclination is that the two would play roughly evenly, which is great. I almost like this orientation better than the other for this mission, just for the interesting flanking opportunities.

After looking at the scenarios, I am much happier with the square-walled layout. Here’s my list of tweaks to it:

–Small house needs to be moved or replaced to favor the river-side player, has little effect on alternate orientation.

–Right-side objective needs to favor non-walled-side player in alternate orientation.

–Samurai House needs to move to accommodate objective placement.

Pretty small number of changes, all things considered.