Time to Beat: 14 hours
Perhaps my
previous article was an exciting glimpse into Massive
Chalice, like reading The Silmarillion.
Or it maybe it was as dull as studying Le Morte d'Arthur.
Ones opinion depends on whether one finds a catalog of heroes and
their achievements enthralling or tiresome. This basic capacity, to
appreciate a tale of battles and heroic deeds is a requirement for
the repetitive play of Double Fine's strategic, tactical, semi-RPG
about the invasion of a medieval nation by a monstrous enemy known as
the Cadence.
For
three hundred years, the player cultivates royal lineages to breed
ode-worthy heroes. And every ten years, five heroes battle a
tactical map, a la XCOM
or Fire Emblem. But
while the developers write an epic like the Iliad,
they characters lack the wrath of Achilles or the distinctness of
Eliwood, Lyn and Hector. Though I endeavored to distinguish between
champions in my Massive Chalice Records, they are too similar to make
them worth of distinction. Yet, since the pleasure of Massive
Chalice requires uniqueness, the develops tried to distinguish
between heroes in five characteristics; classes, abilities, stats,
traits, and personalities.
The
class system is unusual. There are three main classes; Hunters use
crossbows from stealth and distance, Caberjacks, enclosed in dense
armor, hit enemies with giant logs, and Alchemists toss Molotov
cocktails like concoctions for area of effect explosions. These are
the three “pure” classes, and each has two modified versions.
During the course of the game, the player will arrainge a marriage
between two heroes, and place them in a Keep. Of these two one is
labeled Regent while the other is titled, Spouse. The Regent
determines the core class, and the Spouse, the subclass. A Hunter
regent married to a Hunter spouse will create a Hunter. But a Hunter
married to an Alchemist will create a Trickshot (a subset of hunter,
with alchemial influence). Of the three hunter classes; Hunter,
Trickshot and Enforcer, they retain the same basic profile (combat
with bow) but have different abilities.
At
level one, each hero unlocks the class's basic ability. Then at
levels 2, 4, 6, and 8 a hero picks between two new abilities. A
Hunter at level 2 chooses between the ability to see further into fog
of war, or increase damage against already wounded enemies. At level
ten, a hero acquires a final ability, determined by their class.
Since the Massive
Chalice is like an RPG, each hero is a collection of stats.
Stats are the orthodox classifications; strength, intelligence,
dexterity, and so one, which determine how a character performs at
different actions. There are ten categories in total. They each
have a number and these are based on a heroes class, level, traits,
and personalities.
Traits
and personalities are the core of Massive Chalice's
attempt to characterize heroes. Traits are genetic qualifiers,
passed down through parents to their children. There are twenty-two
pairs of dual traits. Dual traits are like ying and yang, a
character can have one or the other (or neither), but not both. A
character can be nimble or clumsy (or neither). There are also five
solo traits, like asthmatic. In total therefore, there are
forty-nine unique traits (but a hero couldn't have forty-nine, at
most twenty-seven). Each trait effects the hero in some way. Nimble
characters have increased dexterity, while clumsy characters have
less dexterity.
Personalities
are randomly determined at birth. Most heroes recieve three from the
seventy one possible personalities. Again there are some dual
traits, such as Oblivious and Insightful. The game includes
twenty-five pairs. There are twenty-one solo personalities, such as
Bloodthirsty. Personalities have similar effects as Traits. They
are no different except how they are received (by parents vs. random
chance).
While
Massive Chalice tries to institute personalities and traits to
construct three dimensional characters, it only succeeded in
differentiating between ineffective heroes and sufficient ones.
Never did I experience a character who was above average. When
choosing heroes to marry, I did try to avoid poor characteristics,
but none are debilitating as to disqualify a hero from service, and
this is because the game is very easy.
On
normal difficulty there were thirty battles, plus the final battle.
Fifty-nine unique heroes served in battles. And only four died in
these battles, and none after the seventh battle. Before even a
third of the game was completed, I reached a plateau, able to coast
to the ending. The lack of difficulty comes from a few factors:
Heroes
are all reasonably competent. Anyone can serve with success.
The
enemy is incredibly ineffective. Each tactical battle has a few
dozen Cadence. But they wander about on the map until they find the
heroes (or the heroes find them). Tactically, the player can attack
small groups of Cadence one at a time, destroying them before they
can react. Group by small group the player can move about the map,
and never encounter danger.
The
enemy is feeble (and unimaginative!). The game introduces
increasingly strong enemies over time. The basic Cadence is the
Seed, a melee unit with few hits, no armor, and minimal damage. They
have the ability to gain in health, the damage the deal. But since
they inflict so little, and are often slain in one hit by heroes,
this ability is pointless.
There
are seven basic enemies, and only one incorporates an innovative
ability: the Wrinkler. Each hit a Wrinkler connects on a hero ages
the hero by five years. It's interesting strategically, but
insignificant tactically (except that Wrinklers need to be eliminated
first!). Once the game has exhausted its catalog of basic heroes
with tedious abilities, it goes right back and tries to reintroduce
them. Each basic Cadence has an upgraded version, simply labeled
“Advanced Seed” and so on. The advanced versions wear more
armor, deal more damage, and survive more hits, but demonstrate no
new abilities. By the time a player encounters advanced enemies,
they should have heroes who outclass these new, yet tired threats.
Even
the final battle is effortless. Five heroes entered (and though I
wrote differently in last Monday's article) all five survived. There
was nothing unique about the final battle, except that instead of
hunting Cadence in the fog of war, the foe charged heedless at the
Chalice, which my heroes defended with ease.
The
best part of Massive Chalice was the first third of the game. The
challenge was the result of two factors:
With
only level one heroes, and the introduction of the Cadence,
shepherding heroes through battles successfully was a tense
experience.
And
each was more valuable than their weight in gold. The player starts
with a small pool of heroes, and though they are sufficient in
combat, their true value is strategic. The kingdom is divided into
ten empty locations (plus the Capital). The player must construct
keeps where he can marry two individuals. Each keep requires more
time to build than the previous, and there are also Crucibles (to
train heroes) and Sagewright Guilds (to increase research) to build.
In total a player can only have ten buildings. Yet, as the game
progresses the Cadence destroys some of these locations. But early
in the game, the player has few heroes and many needs. One needs
regents, sages, trainers, and warriors. Once a hero becomes a
regent, sage, or trainer she can no longer fight in battle.
One
research project the player can undertake is the discovery of babies
to adopt into their keeps. I almost realized this too late, but I
believe I implemented a massive adoption project around one quarter
of the way through the game, and this abundance propelled me
successfully into the mid-game. Once I had six keeps split between
three families there was never a drought of bodies. By the end of
the game, the two successful families (Terrodyne and Dauphin)
completed nine generations, averaging six children per couple.
Though I don't have an accurate record, I presume my nation birthed
between one hundred fifty and two hundred heroes.
The
Strategic element of Massive Chalice
was the most satisfactory, but after the early game, it too became a
chore as each new Regent felt the same as the last. And really,
there isn't that much to do strategically.
Ultimately
the first third of the game was fun, but it became a bit of a bore
after that. If one is interested in genealogies, catalogs of heroes,
and repetitive tactical battles, this game might offer some
enjoyment.
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