Before explaining anything about the
game, following is a short summary of my introductory playthrough:
The large house feels empty with only
Marko the Scavenger (has the most inventory slots), and Pavle the
Fast Runner (runs the fastest!) to occupy the enormous space. The
automatic scenario of the first play-through includes these two
because they have no addictions (they do not need coffee or
cigarettes to maintain morale). Any additional game is a randomized
setting. Within the first few days Bruno, the Good Cook, joined the
crew, but he became depressed with the lack of cigarettes. Pavle
succumbed not more than a week later to knife wounds incurred while
stealing tobacco from an occupied house. The civilians, after
cutting him up, let him limp home in critical condition to die in
bed. Marko wasn't so lucky, shot down while trying to escape a gang
held position, and Bruno, all alone and without cigarettes became
mired in withdrawal and faded away as hunger and sickness encroached.
It wasn't an easy first game, and the
second won't be much simpler. The game seems unforgiving, both
intentionally and unintentionally, and next week there will be
further discussion of this aspect. Today lets stick to the main
parts of the game and some of their foibles.
Characters, scavenging, and crafting
are the core elements of This War of Mine. The story is only
a setting: minimal progression occurs. Characters are introduced
with a name, title, and a short bio. The title indicates the skill
the character has. Sometimes, like Bargaining
Skills, it's pretty obvious what bonus the
character brings. Other titles are inscrutable. Bruno, the Good
Cook, doesn't produce healthier food, but cooks food with fewer
ingredients. Emilia, the Talented Lawyer, suffers less morale damage when she steals or injures someone. The
strangest is definitely Anton, the Math Professor, who's Good at
Mathematics. What could he possibly do, fix the house? No, it
seems, after searching through online guides, his skill reduces the
amount of time it takes for a trap to catch a rat, assuming he is
the one who sets it (rats become tasty raw meat).
Just as the characters' titles are
vague, there are a number of other intangible skills. One
character's title is Fast Runner. A player might assume all
characters aside from Pavle are the same speed, but this would be a
mistake. Instead, there seems to be a number of different speeds,
but determining them requires trial and observation. The same is
true of combat, which has five tiers of proficiency with no method to
know in advance who has what proficiency. General observations about a
character based on gender, age, and athleticism provide a starting
point, but experience is the only certain guide.
Character's unascertainable differences
are not even as simple as running or basic combat. Combat tiers are
compilations and approximations of a number of skills: health,
ability to backstab, ability to hide, and chance to connect with
melee weapon.
The developers created unique
characters which adds replayability. But no where does the game
indicate their uniqueness, and by offering vague titles and no hints
to the character's true variety, the player ends up frustrated. It
would be as if someone played Final Fantasy VII, but the game didn't
show any of the character stats, or Civ 5 but the game only provided
the name of each Nation's Unique ability with no explanation. The Americans
have the ability Manifest Destiny, but if one didn't know it provides
'All land military units have +1 sight and 50% discount when
purchasing tiles' it would be both discouraging and useless.
And since the player is playing as
these characters, they are the avatars, they are the player.
Shouldn't the player as the characters know their own strengths and weaknesses?
Characters have a number of statuses:
Hunger, Morale, Tiredness, Health, and Injury. These are pretty
straightforward, but as one might expect by now, characters differ
slightly in how their statuses function. Food reduces hunger,
Tiredness is reduced by sleeping in a bed, Injury is healed by
bandages, if a character becomes ill, Health is returned by medicine,
and morale is maintained by coffee, cigarettes, and not harming
others.
The game is split up into day and night
segments. Each day the characters mill about the abandoned mansion,
and can be ordered to fulfill basic tasks. If left to their own
devices most will sit or sleep (assuming enough beds and chairs have
been constructed). But they should be building appliances, crafting
equipment, and eating.
The house comes with (in addition to
the holes in the roof, the piles of rubble everywhere, and the many locked closets), a brand
new crafting station. A number of items can be built there, like beds, chairs and a water filtration system. It can
also be used to construct the tools and weapons crafting station or
the medicine and tobacco crafting station.
Occasionally the house has visitors; a
trader, children requesting supplies, or another adult wishing to
join your community (four maximum).
The day segment lasts till about 6pm or
until the player chooses to conclude it. Normally there isn't too
much to do, and after ten minutes the player voluntarily advances to the night
segment.
During this part of the game, first the
player assigns a choice to each of the characters; scavenge, guard,
sleep, or sleep in bed.
Guarding will protect the house from a
random chance of other's stealing from it. Failing to guard the
house can also result in injuries as those who break in may wound
sleeping inhabitants. Any guards will not receive any sleep and become tired.
Sleeping in beds is preferable, but
they have to be constructed. Sleeping in a bed will make a character
more rested and also helps with minor illnesses and wounds.
Only one character can scavenge and it's
crucial to pick the optimal one. Characters have inventory slots with as many as seventeen and as few as eight. Also, certain
characters are (as already noted) better at fighting, while others
are faster, or can run silently. Once a character has been chosen, a
map shows a number of locations with a brief description and a
list of materials at the location. Upon choosing one the game returns
to its 2D view.
Starting from the edge of the screen
the character explores the building under the control of the player.
The game does have controller compatibility but it's clumsy and a
mouse is preferable. As the player explores they can search through
debris, closets, and fridges to find supplies, or use tools to open
locks, break down doors, or saw open metal grates. Sometimes combat
is necessary.
Locations can be broken down into four
types.
The easiest one are those which are abandoned. No one is there to resist, and therefore there is no danger. They may not have the best stuff, but they are good a place to learn the mechanics.
The easiest one are those which are abandoned. No one is there to resist, and therefore there is no danger. They may not have the best stuff, but they are good a place to learn the mechanics.
Some buildings have people who are
willing to help, such as traders or doctors. It's safe to wander
about and on the fringes there may be abandoned stuff, but if they
discover you stealing from them, watch out.
A number of buildings have survivors
such as yourself. Some will defend themselves with weapons, while
others will only use words.
Finally, there are locations guarded by
soldiers, rebels, or gang members. These people will shoot
characters on sight.
Once the character has collected all
they can, or die trying, the game returns to the house and begins
again.
There are roughly fifty different items
which can be collected and carried, from the most basic components
such as wood and water, to the more valuable such as body armor,
assault rifle, or bandages.
After playing at least part of one run
through the game offers a build you own adventure style set up. The
player can chose the characters, the number of days to survive, the
onset of winter, the difficulty, and a huge number of settings.
This covers the basics of (and some frustrations) This War of Mine.
Next week, expect another article with a completed (hopefully) playthrough and further insight on the characteristics which make the game both interesting, but difficult.
Next week, expect another article with a completed (hopefully) playthrough and further insight on the characteristics which make the game both interesting, but difficult.
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