I originally learned of SteamWorld
Heist from TotalBiscuit's Top
10 Games of 2016, and didn't think much of it,
because of my dislike for SteamWorld Dig (the prequel, which I
only played two hours, before I became bored by its repetitiousness).
But I acquired Heist when purchased February's Humble Bundle,
for XCOM®
2 (which I discarded after the game ate my
save), and decided it was worth a shot.
Though
Heist, shares almost nothing with Dig (a 2D game in a Wild
West setting, controlling a Steambot who digs underground in an
unending cycle of locating minerals, selling them for cash, which is
then used to purchase better equipment, so one can dig depper for
more valuable minerals – a slight variation on the flash game
Motherload)
Heist continues the Western theme (apparently begun with the
first game in the SteamWorld series, SteamWorld Tower Defense),
but aims for an entirely
different style of gameplay.
Heist is still a game of
cowboys, but who wander the edge of the space. Captain Piper
Faraday, has always been a bit of a loner, scrapping by with Sea
Bass, her second in command, and Wonky, the trusty pilot. But when
steambots start disappearing, and abominable mishmash bots appear in
their place, Faraday knows she has to do something before the Royal
Army decides to investigate.
Each level begins as Faraday and her
team board a (semi-randomized) enemy ship. A level is completed when
the remaining crew exit the ship. All levels have at least one
mandatory objective, before the level can be completed. Each
invasion is rendered in 2D with turn-based combat. A character can
move and fire, or sprint. Scatted around each ship are different
types of cover: barrels, stationary shields, explosive barrels (don't
hide behind these) and more. Shots require some skill to land,
depending on the type of weapon. To take a shot, first the player
clicks on a enemy and a reticle appears. The reticle doesn't move,
but the character's hand visibly wavers, so it is up to the player to
make sure the shot is on target. Some pistols have a laser sight,
allowing for better accuracy and even trick shots, as most shots will
bounce at least once before dissipating.
Shooting is simple and satisfying,
bound by basic rules. Objects directly adjacent to the shooter (such
as cover) become invisible, and shots will pass through allies as
well, regardless of their distance (explosive weapons still effect
allies). There are five types of weapons, and each character can
equip themselves from two categories: pistols, rocket launchers,
shotguns, rifles, and machine guns. Weapons are fairly similar,
while the most distinct are rocket launchers (which deal damage in an
area), and rifles (which can't be fired after moving).
What are weapons used for? Their most
important quality, is whether it can knock a hat off an enemy. Most
enemies wear hats, and Faraday and her crew apparently have a hat
fetish. There are over eighty hats to be collected and worn. Each
crew member brings their own hat, a few can be bought in stores, but
the rest must be knocked William Tell style from the unsuspecting
head. Note: shotguns, machine guns, and launchers don't do so well
here. Also, hats have no effect on the game at all.
Before a mission begins, the player
selects which of the nine crew members will board the enemy
spacecraft. Missions allow between one and four crew members. Each
crew member can equip a weapon, two items, and a hat. Weapons are
standard issue, with newer ones increasing damage incrementally, and
items are often an additional hit point, or movement space. The best
item is the jetpack which allows the wearer to jump to higher ledges
with ease. Oddly, weapons and hats have cosmetic effect, but items
(armor, jetpack, boots, or other) have none. Enemies are pretty
simple as well, they don't make great tactical choices, but they
maintain solid positioning and take shots with the basic level of
skill.
The player's success on a mission is
evaluated by three criteria: completing objectives, team casualties,
and special treasure. In nearly all levels the player can achieve a
value of three stars. Completing a level is worth two stars. To
earn the third star, the player must recover the special treasure,
which is worth one star (and it contains a bonus item). But the
player loses one star for each character who is killed. Not that
anyone dies for long. A character that is destroyed does not receive
experience of the level, but they are in fighting shape for the next
mission. If all characters perish, their parts are collected and
brought back to the ship, but the player loses half of his water
supply (cash). Victory provides water, items, stars, and
experience. Characters have only ten levels, and though one's
initial impression might assume this is too few level progression is
balanced enough that it seems reasonable. Each character has four
stats: health points, movement speed, weapon damage, and melee
damage. Every character level either adds a bonus to a stat, or
introduces (or improves) a special ability. The special abilities
distinguishing the characters and make them unique. Some characters
are strong in the early game, while others become more powerful as
the game progresses.
A quick word on difficulty. Heist
has five difficulty settings: casual, regular, experienced, veteran,
and elite. Heist assumes one wants to play on experienced. In the
roughly forty missions I only had to repeat five of them, and by the
time I had completed Heist, I had achieved perfect on all levels.
Heist on expereinced, is a reasonably casual game. But the challenge
is available by playing on Elite difficulty.
And while the gameplay is solid and
fun, SteamWorld Heist combines it with a well themed
three Act plot, intriguing characters, quirky dialogue, colorful
cartoon aesthetics. and a delightful musical score (which includes a
sea shanty, “No
More Queen”.
The Earth has suffered a catastrophic
disaster (blown into a million pieces), space is ruled by the the
cruel Royal dieselbots, who forced the steambots out of the
prosperous areas of space and bully them around.
In Act One, Faraday Piper observes the
disappearance of steambots, and the appearance of abominable
contraptions. Anxious over steambot safety, and worried the Royalist
Army will invade the Outskirts to instill order, Piper fights through
steambotpirates, steambotzombies, and steambotthugs, to shut down
Chop Sue's slaughterhouse/machine shop. Faraday learns Sue was
constructing an army of bots, from cannibalized parts, with which to
attack the Royalists, but Faraday can not condone her method and
destroys her.
In Act Two, the Royalist's have arrived
anyway, and Faraday ventures into Royalist Space to overthrow the Red
Queen. The Royalist army approaches combat with a new collection of
skills, and this innovation prevents Heist from becoming a
bore. Along the way to defeating the Queen, Farady discovers a
captive robot. When she frees it, it reveals itself to be a third
type of robot, a voltbot. It also declares to the hapless captain,
the existence of an immense army of voltbots, dedicated to destroy
all steam and diselbots alike.
After vanquishing the Queen, Faraday
sets out to stop this final threat. Again, the voltbots employ
skills which are distinct enough to keep the combat fresh.
The nine crew members, the three final
bosses, the occasional mini-boss, and the rare tavern keeper, are
well differentiated in both dialogue and visual representation. The
crew are a motley, endearing, collection of societal castoffs such
as, former farm hand Sally Bolt, former circus performer Bogdan
Ivansk, or former Royalist scientist Dora D. “The Explorer”
Adventura. Rendered sympathetically, and expressively, the cast are
the nuts and bolts of Steamworld Heist. An unique feature is the
approach the developers took to their female cast. Cartoon
depictions of female characters often exaggerate feminine
characteristics, but Piper, Beatrix, and Sally are compelling,
forceful characters without being forced into the hyper-feminine
cliche, feminist self-empowerment cliche, or women are only strong if
they embody masculine traits cliche. Instead they are able to be
themselves, while leading a galaxy spanning conflict.
In spite of TotalBiscuit's video,
SteamWorld Heist wasn't in my line of sight. Yet, it proved
to be a voyage worth taking. While, eventually the gun-play began to
be a little dull, the buoyant enthusiasm and outright cheeriness of
the design expressed in aesthetics, dialogue, and characterization,
made it an enjoyable experience.
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