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Up for Adoption: One Excalamation Point. Free to a Good Home.
- kumada
- 11/30/2011 07:17 AM
- 1900 views
Let's, for the moment, pretend games are food. To Arms! is a thick, unevenly cut steak pulled fresh from the grill. It has its char marks and gristle, but it's nothing if not hearty.
Like Vermicide, To Arms! appeals to two distinct and sometimes conflicting gamer bases. It chunks in long sections of character development and plot with brutally hard battles, forcing the player to make full use of the fifteen available save slots.
The plot is heavily influenced by RR Martin's A Song of Ice and Fire, using the mud-and-blood fantasy setting as a jumping-off-point for a different kind of story. It follows a level-headed, principled man and his jaded cousin as they try not to fold on the crappy hand fate has dealt them. This isn't a particularly heartwarming jaunt through middle Europe, but then neither is the source material. The supporting cast is well developed, and even though the prologue episode is short, it does an excellent job of evoking the story about to develop.
From a gameplay perspective, things feel kind of sparse. There aren't a lot of interactables (which cuts down on the compulsively-inspect-everything-in-the-room-just-in-case phenomenon,) and the plot doesn't ever jump its rails. In some ways, this makes the little decisions like what skills to develop and what items to stock in your inventory that much more important. I found myself thinking long and hard over whether I needed an extra buckler, instead of shrugging and grinding a few more spiders so that I could buy an armload.
If none of the above has particularly put you onto this game yet, then that's because I haven't talked about the combat. Fights in To Arms! are heady and visceral and everything that combat in an rpg should be. They echo the mood of the game perfectly, and feel more like men desperately hacking at each other in the rain than anime princesses throwing sparkles from across the battlefield. I've never had a routine battle in a game get my blood pumping before this, and To Arms! deserves considerable credit for that.
Strangely, for a Max McGee title, my biggest complaint comes from the story. To Arms! episode one feels like those first hundred pages to an epic fantasy novel, where you're still learning names and the plot hasn't quite gotten underway yet. The setting itself is lovely and stark, but that characters that populate it haven't had enough time to show the player who they are, and so it's hard to form a connection with them.
As with an epic fantasy, the solution here is more words. Another episode would cement quite nicely into the foundation that Deceive, Despise, and Murder Men established. And it would have the fringe benefit of hooking me up with more jaw-crunching, gut-stabbing, name-bellowing fight scenes, which is where the angry soul of To Arms! lies.
Like Vermicide, To Arms! appeals to two distinct and sometimes conflicting gamer bases. It chunks in long sections of character development and plot with brutally hard battles, forcing the player to make full use of the fifteen available save slots.
The plot is heavily influenced by RR Martin's A Song of Ice and Fire, using the mud-and-blood fantasy setting as a jumping-off-point for a different kind of story. It follows a level-headed, principled man and his jaded cousin as they try not to fold on the crappy hand fate has dealt them. This isn't a particularly heartwarming jaunt through middle Europe, but then neither is the source material. The supporting cast is well developed, and even though the prologue episode is short, it does an excellent job of evoking the story about to develop.
From a gameplay perspective, things feel kind of sparse. There aren't a lot of interactables (which cuts down on the compulsively-inspect-everything-in-the-room-just-in-case phenomenon,) and the plot doesn't ever jump its rails. In some ways, this makes the little decisions like what skills to develop and what items to stock in your inventory that much more important. I found myself thinking long and hard over whether I needed an extra buckler, instead of shrugging and grinding a few more spiders so that I could buy an armload.
If none of the above has particularly put you onto this game yet, then that's because I haven't talked about the combat. Fights in To Arms! are heady and visceral and everything that combat in an rpg should be. They echo the mood of the game perfectly, and feel more like men desperately hacking at each other in the rain than anime princesses throwing sparkles from across the battlefield. I've never had a routine battle in a game get my blood pumping before this, and To Arms! deserves considerable credit for that.
Strangely, for a Max McGee title, my biggest complaint comes from the story. To Arms! episode one feels like those first hundred pages to an epic fantasy novel, where you're still learning names and the plot hasn't quite gotten underway yet. The setting itself is lovely and stark, but that characters that populate it haven't had enough time to show the player who they are, and so it's hard to form a connection with them.
As with an epic fantasy, the solution here is more words. Another episode would cement quite nicely into the foundation that Deceive, Despise, and Murder Men established. And it would have the fringe benefit of hooking me up with more jaw-crunching, gut-stabbing, name-bellowing fight scenes, which is where the angry soul of To Arms! lies.
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Thank you for the review, Kumada!
Although I firmly believe that the game is not that hard, that is discussion that has been had...and had...and had....and had. (For a much HARDER game, try Everything Turns Gray which could fairly be described as brutal.) But hundreds of hours of playtesting indicated to me that To Arms! difficulty varied from "moderate" to "kind of easy" depending on the composition of your WAR PARTY.
The focus was very firmly on the battles; my games tend to focus very narrowly on one aspect rather than trying to be omnigames that excel at everything. That's why there's no real dungeon exploration type stuff.
The battle system in To Arms! is pretty darn good, even if I qualify that statement by saying something self-deprecating like "for one of my games". That's the main reason I'd be interested in continuing this some day.
While I am very proud of the quality of the writing, I'm not that closely engaged with the story, which is a demotivating factor to say the least. I thought this was a great prologue but I'm not sure what exactly I was leading up to. Occupational hazard of never, ever taking notes or making outlines. Besides that, this was really, thoroughly a team effort. And the team has truly scattered to the four winds. Unless somehow I can reunite the band, I'm not sure how I could continue this, although this review does
Then why didn't you? ; )
(I kid.)
Although I firmly believe that the game is not that hard, that is discussion that has been had...and had...and had....and had. (For a much HARDER game, try Everything Turns Gray which could fairly be described as brutal.) But hundreds of hours of playtesting indicated to me that To Arms! difficulty varied from "moderate" to "kind of easy" depending on the composition of your WAR PARTY.
From a gameplay perspective, things feel kind of sparse. There aren't a lot of interactables (which cuts down on the compulsively-inspect-everything-in-the-room-just-in-case phenomenon,) and the plot doesn't ever jump its rails. In some ways, this makes the little decisions like what skills to develop and what items to stock in your inventory that much more important. I found myself thinking long and hard over whether I needed an extra buckler, instead of shrugging and grinding a few more spiders so that I could buy an armload.
The focus was very firmly on the battles; my games tend to focus very narrowly on one aspect rather than trying to be omnigames that excel at everything. That's why there's no real dungeon exploration type stuff.
The battle system in To Arms! is pretty darn good, even if I qualify that statement by saying something self-deprecating like "for one of my games". That's the main reason I'd be interested in continuing this some day.
As with an epic fantasy, the solution here is more words. Another episode would cement quite nicely into the foundation that Deceive, Despise, and Murder Men established. And it would have the fringe benefit of hooking me up with more jaw-crunching, gut-stabbing, name-bellowing fight scenes, which is where the angry soul of To Arms! lies.
While I am very proud of the quality of the writing, I'm not that closely engaged with the story, which is a demotivating factor to say the least. I thought this was a great prologue but I'm not sure what exactly I was leading up to. Occupational hazard of never, ever taking notes or making outlines. Besides that, this was really, thoroughly a team effort. And the team has truly scattered to the four winds. Unless somehow I can reunite the band, I'm not sure how I could continue this, although this review does
I can agree with this review.
Then why didn't you? ; )
(I kid.)
author=Max McGee
While I am very proud of the quality of the writing, I'm not that closely engaged with the story, which is a demotivating factor to say the least.
I knew it. That's what was lacking. You can kinda feel it when you play the game. It's very true to the genre, but it doesn't feel quite as true to the writer, which is a shame.
As for the elements of gameplay that other people found issue with (difficulty, the evidence or absence of tactics, sparseness of the environment,) I did get the strong feeling that they were design decisions rather than accidents. Personally, I thought they all tied together really well to create a unified product, but your mileage may vary, I guess. The only thing that was really lacking was an optional document really going into detail on the functions of the different classes. An instruction booklet would not have gone amiss here, and wouldn't have broken up the flow of the game either.
As for continuing the game, an idea that occurred to me during my playthrough was "hmm, the walking around in this game feels kinda superfluous. I wonder how this would look in more of a visual novel style, with interaction choices around towns and depots, but otherwise a series of pictures and plot broken up by combats?" It would obviously take some energy to flip it over to an entirely different format, and you'd need a good artist on board, and I have no idea how the inventory would work, but I figured I'd throw the notion out there at least.
Anyway, I'm off to continue playing Everything Turns Gray. I would be playing it still, but apparently there's a dropkick murphy's sound file missing from the folder, so every so often a battle causes a critical application crash. *raised eyebrow at the dev*
I knew it. That's what was lacking. You can kinda feel it when you play the game. It's very true to the genre, but it doesn't feel quite as true to the writer, which is a shame.
Well it wasn't that true at the time! At the time I was psyched about the whole package.
[quote[Anyway, I'm off to continue playing Everything Turns Gray. I would be playing it still, but apparently there's a dropkick murphy's sound file missing from the folder, so every so often a battle causes a critical application crash. *raised eyebrow at the dev*[/quote[
Fuuuuuuuuuuuuuuu!
Could have sworn I fixed that. (See PM)
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