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KickStarter All Walls Must Fall, a "tech-noir tactics game" set in a 2089 Berlin where the Cold War never ended

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Released:





Positive review: http://www.eurogamer.net/articles/2...iew-the-tactics-genre-gets-a-quirky-new-treat

All Walls Must Fall review - the tactics genre gets a quirky new treat

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Witty and wonderfully scrappy, turn-based combat has never looked quite like this before.

I have heard All Walls Must Fall described as a blend of real-time and turn-based tactical action, set in a retro-futuristic Berlin in which the Cold War never ended and where all matters of consequence unfold in the procedurally-generated nightclubs favoured by gay time-travelling superspies. Deep breath. Influences cover everything from Twelve Monkeys and X-Com to Invisible Inc, Superhot and - when it comes to the wonderfully grungy animation that chops together 2D character models and low-poly 3D backgrounds - the old Paddington Bear children's series that was so memorably narrated by Michael Hordern. It all sounds a bit complicated really. But it isn't. When you get into a fight here, All Walls Must Fall is gloriously, deliriously, skull-shakingly straightforward.

Gunfights are when All Walls Must Fall switches from behaving like a real-time nightclub exploration game (one of my favourite genres) and becomes a turn-based, grid-based tactical battler (which happens, rather neatly, to be my other favourite genre). You play as a hulking metal-armed killer who has been sent looping back through time within a single night so as to stop a bomb going off in the present. This means that time is as much his plaything in shootouts as space is. In fact, when you're exploring in the real-time mode, time is space. Each room you scout out rewards you with a few units of time resource that allow you to do all sorts of rewind-based shenanigans when the guns emerge. Time is space! Einstein would be proud. I bet he'd be well up for some futuristic clubbing, too.

Oh dear. I've made it sound very complicated again. It really isn't. Once the guns emerge a grid is imposed on the landscape and enemy targets are picked out with bright highlights. You can shoot them - weapons frequently have a couple of distinct attack modes - and you can dash around from one square to the next dodging incoming fire. The system's sufficiently kind so as to warn you when you're planning on moving into a square that means you'll be taking damage. The perks of a time-traveller, I guess.

Given the turn-based nature of the action, you can do pretty much impossible things from the start, skipping past bullets and flanking during reloads, running backwards from spreading shotgun fire and escaping behind a wall without so much of a scratch. Add to this drones you can hack to help you out, environmental destruction and cover and the fact that you have to remember to reload by yourself - or switch weapons if you've unlocked them in the shop - and there's plenty to keep you busy already.

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The AI allows you to pull some mean tricks on it - particularly where doorways are concerned - but it's a perfect fit for a game that really just wants to revel in carnage.

But then time gets properly involved. If you have enough time resources - because they're time resources you lose them steadily by going about your business too slowly, and you can also trade them in to hack doorways and drones and various other computery things - you can rewind time and take back bad moves. Or, once you've unlocked it in the shop, you can rewind your own personal time while leaving everyone else where they are, so you can take damage while shooting people and then wind back the damage you've taken while everyone else remains dead. Or - and Einstein would absolutely love this one - you can rewind the world but leave yourself untouched, so you can skip through alarmed doorways, for example, and then untrigger the alarm you just triggered. Time travel! What a thing.

The best temporal trick All Walls Must Fall actually plays, though, is purely ornamental. You chug through what can be quite prolonged gunfights one move at a turn, spending ten minutes or so on piecing an epic shoot-out together - this is particularly fun once enemies start turning up with their own time-meddling tricks. Then, when it's all done and the shooting has concluded, you get to "drop it", which means you exit turn-based combat and then watch a real-time replay of all the mayhem you've just caused.

You realise, at such moments, that what you're really doing in each shootout is animating. You are putting this wonderfully crude, gloriously scratchy cartoon together one frame at a time with every dash and every kill. And then you get to sit back and enjoy it. It's the death-ballet thrill of Superhot, but rendered in a completely different manner. Frankly, it is something else.

Outside of the gunfights, All Walls Must Fall has benefited from Early Access with a lovely range of additional elements. There are the procedural missions that make up the Cold War storyline, accessed via a map screen that always gives you a couple of choices. There's the shop where you can buy your best time gadgets, or heal yourself between jobs, or kit yourself out with better weapons and armour and augmentations. There's a Daily Challenge mode, which is always a welcome thing, and there are the missions themselves that, while they may all be set in similar locations, offer real variety and encourage you to get in and out without triggering any alarm as often as they urge you towards the mother of all gunfights. Oh yes, and there's a conversation system that allows you to use everything from menace to open flirtation to achieve your goals. Conversations - I will be honest - are often rather hard to play tactically, since it can be tricky, say, to work out which one of a handful of assumed names is going to have the right effect on a person you've never met. But they add an element of tension and sexiness and sexy tension to proceedings that feels entirely in keeping with everything else that's going on. They befuddle me slightly, but in an entertaining manner.

Best of all - and I think I am getting this right - you exit each mission by making it back to your retro-futuristic Trabant. At least I think it's a Trabant. Trabants were often known as 'the cardboard car', sufficiently flimsy to ensure that, as you rode in them, you were often moved, in your own way, to consider the fact that time and space are ultimately the same thing. They add the perfect touch of punkish melancholy anti-glamour to this wonderfully strange and inventive and oddly lovable clockwork blaster. If this really is the retro-future, I'm pretty happy with things.
 

Kyl Von Kull

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Steve gets a Kidney but I don't even get a tag.
Bought it, but can’t see how I’ll get to play anytime soon with KCD stealing my life.

I haven’t been following this too closely but the low price point feels discouraging.
 

thesheeep

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I haven’t been following this too closely but the low price point feels discouraging.
Well, from what little I've played so far, it is a very focused game and it did have a low budget.

Story is told completely unvoiced in text boxes in-between missions and in missions themselves via dialogues, etc.
There really isn't much of a world besides the clubs and location you infiltrate.

That said, the art style is very unique (the mixture of 2D and 3D) and fits well with the audio and club music.
The combat itself is probably the most frantic turn-based combat I've ever seen. You lose resources while you think about your next move, so you're always under pressure to act fast.
Time travel is a main feature of the game, so you can unwind recent event if things went south (and use it for more advanced maneuvers) - all of which costs said resource.

Can't really tell how long it will remain fresh and interesting, but for now that's what it is.

One thing that is very annoying, though, is that you will spend loads of resources to go through all the dialogue options to find the one that "works" just to find out that none of them work - and you have just blown your resources, so you gotta start the mission over.
There is really no clue how someone will react to what kind of text line. A character might seem flirty, so you flirt, but it only angers them. Quite weird.
Even weirder: When someone asks you a name, you just have to rewind until you guess the right one. And they change each time. Wtf?
 
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udm

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People are saying it's really short, so that may be why the price point is only $10. Some guy on Steam finished it in 4.5 hours.
 

Heretic

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"Sure, like unicorn rimming a rainbow"

What's up with the shitty writing and dancing naked men in the trailer? Is this "progressive art"?
 

thesheeep

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"Sure, like unicorn rimming a rainbow"

What's up with the shitty writing and dancing naked men in the trailer? Is this "progressive art"?
I'm fairly certain the protagonist is gay (also, I've yet to encounter a female NPC :lol:).
This will rub all the right assholes in all the wrong places, guaranteed butthurt.
I approve.

The writing is odd indeed, especially dialogues, but to me it feels it is so on purpose.
 

thesheeep

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Shitty gameplay + shitty writing = no purchase.

Simple as that.
Well, sure, but I don't really see shitty gameplay here. It's honestly quite refreshing, even if that will wear off by the time you finish the game.
And shitty writing is debatable - this one I would put as weird, but not shit.

About the art: The game does play (almost? not sure yet) excusively in gay nightclubs.
That explains some things.
Should be bundled up with Bastard Bonds at some point. A new sub genre: Homoerotic western turn-based RPG :lol:
 

Dexter

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I'm fairly certain the protagonist is gay (also, I've yet to encounter a female NPC :lol:).
This will rub all the right assholes in all the wrong places, guaranteed butthurt.
I approve.
If by that you mean not many people will likely buy it and/or people might refund it, then sure, Achievement Unlocked. :lol:
 

thesheeep

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Alright, finished the game in ~5 hours. Once.
Basically, you can do two really different playthroughs. A violent one and a pacifist one, both yielding different endings - I did a violent one (not really knowing that doing a full pacifist run would yield different results).
I imagine the pacifist one being MUCH harder, but then again you wouldn't need to invest into any combat abilities, so who knows.

I'd say playing through the game twice would be about 8 hours, more or less depending on how many retries you need.

It's definitely short and it is very obvious that they planned a whole second campaign on the other side of the Wall - but never had the resources to implement it.
Still, for <10$, I'd call it worthwhile, especially to experience the combat. I'd really love to see more similar systems.

And here's my Steam review, for whoever wants to read a "full" review:
tl;dr: A short, but fun and very unique turn-based RPG set in nightclubs in a dystopian Berlin.


This really is a very curious little gem of a game.
The combat system is one of a kind - I must say that I have never seen a system quite like it. In contrast to other turn-based games, this one actually puts some pressure on you so that you will not be able to take forever to plan your turn.

Mostly, this is due to the time travelling implemented well in both story and combat system.
You can turn back time (in three different ways that I won't spoil) to undo mistakes, "teleport", lure enemies away, etc.
Which costs resources that you get by getting successfully through a dialogue, combat or by doing mission objectives.

The graphics are highly stylized, but very coherent and atmospheric.
Same for the audio.

The story will invite you to at least a second playthrough, since the results change depending on if you went through the game with or without killing people.
I have played through the game once now - and will likely attempt a second, pacifist playthrough some time later.

As always, a big plus for the linux support.


There are some obvious downsides to the game, though:

First of all, it is short. Really short. One playthrough can be done easily in under five hours, thus even two playthroughs won't even take you 10 hours. This way, the game ensures staying fresh all the way throughout the experience, but that doesn't change the fact that for a turn-based combat game, that just isn't enough.
Another campaign was planned, but not implemented due to not meeting a Kickstarter stretch goal. Too bad, because it would have been kinda necessary.

The second downside is that in the later stages of the game, the balancing falls apart. Your abilities are so strong (and cheap) that you will have a hard time ever running out of them while taking care of whole hordes of enemies. It looks amazing - especially the fast replay after a combat, but too easy is never good.

There is also not a single woman in the game (other than one mentioned). Yes, it is set in gay nightclubs, but still. I just found that a bit weird.


Conclusion:

In the end, this is a game very worth experiencing, but be aware that you will be left with the feeling that there should have been more.
 
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thesheeep

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So is combat all about shooting or can you punch someone too?
Only shooting, though there is a weapon that works only in melee range.
Forgot the name, but it lets you "charm" them so they'll fight by your side, and you can only use it 1-3 times per mission.

The system wouldn't really lend itself too well to melee, honestly. Getting close is rather hard and risky and you die easily (obviously, the closer you get, the more likely to get hit).
 
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Heretic

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"The Cold War has never ended. Save Berlin from a nuclear strike."

It's just that... there are only gays left, so the city is done for in half a generation anyway.

"There's a conversation system that allows you to use everything from menace to open flirtation to achieve your goals. Conversations add an element of tension and sexiness and sexy tension."

Sexy tension with German bears.

"I'm just flirtin my way into gay bars as a bear dad to stop disaster."

"Dragan is on the dance floor, which heaves with shirtless men. I ask if he wants to dance. Dance angrily. Undo. Dance seductively."

All Rectal Walls Must Fall.

Recommended by 4 out of 5 progressive outlets.
 

thesheeep

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"The Cold War has never ended. Save Berlin from a nuclear strike."

It's just that... there are only gays left, so the city is done for in half a generation anyway.
Pffft... please. As if you would still need sexual intercourse between man and woman for reproduction in 2089.
 
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