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Tags: Expeditions: Viking; Logic Artists
Over the course of its 2+ year long development, I couldn't help but feel that the Codex community was turning its nose up at Expeditions: Viking. In the post-Skyrim era, its choice of setting was viewed by many as cliched and unambitious compared to its predecessor, Expeditions: Conquistador, even as they conceded that it looked like a solid product. That choice of setting does seem to have helped it sell decently enough for an indie title, despite a notoriously buggy launch. Such is the way of the world. Be that as it may, Viking is one of the few significant traditional RPG releases of early 2017 and it deserves a thorough review. For that, we enlisted the esteemed Tigranes, who proved himself with his Tyranny review back in January. In his review, he finds Viking to be a solid historical roleplaying experience, unfortunately let down by severe balance and difficulty curve issues. With the rate that the game is receiving patches, it's possible that much of this critique won't be very relevant in a month, but we had to draw the line somewhere. Without further ado:
The loss of this old formula is not an accident, but a price deliberately paid. For better or for worse, Viking has introduced a new formula to replace the old – and wants to be judged on those merits. As I said, Viking is much closer to a quest/story-driven WRPG, taking place in fully rendered towns – including genre staples like urban robberies, missing villagers and even a few FedEx quests. Given that this is the second game from a small studio, the level of quality and quantity achieved is generally impressive. There are plenty of quests, many of which exhibit a credible degree of choice & consequences by being weaved into the faction-based storyline. The premise is simple: you journey to Britain and suck up to the Picts and/or the Northumbrians – with the typical result that you side with one of them, or fight them both. There is a reasonably robust depiction of the interests and needs of the factions, and then the ways in which a marauding band of Vikings might enter that picture. Your landfall near a quiet English village is greeted by fear, anxiety, and language issues; should miscommunication (or your violent intent) result in a massacre, you’ll have to explain yourself to the Northumbrians soon after. The bishop will constantly preach on about how you are all doomed as heathens to the fires of hell, but admit willingly that even barbarians might be of use in weeding out another heretic cult. Throughout, the looting and pillaging work done by other Vikings – and sometimes, by you – will rouse resentment and suspicion that you’ll have to assuage one way or another. For the most part, Viking ensures that the sensible consequences to the course of events are charted out, though they never approach, say, the complexity of Fallout: New Vegas.
The quests and faction politics are backed up by a setting that puts the historical backdrop to good use – but also has the good sense to refrain from ham-fisted clichés. There are no freedum-lovin’ rough-and-tumble Picts versus the civilised Northumbrians here (which would, in any case, not be particularly historical) – only two powerful fiefdoms that are both wary of foreign interlopers, and yet willing to do business with them where profitable. Priests will describe your faith as barbaric as a matter of course, but you will also find locals that are still wed to pre-Roman paganism, or a regional cult that exhibits a weird syncretism of Roman founding myths and Christian rituals. To be sure, if you’re looking for full fidelity to history, you won’t find it; but I think it was a wise move for the game to avoid, say, roping in well-known people and events from the history books, which would inevitably annoy anyone who knows the period well. The setting remains a backdrop, mostly avoiding egregious historical inaccuracies while leveraging the material for a sensible gameworld.
All this is achieved through writing that, for the most part, knows when to do its job and when to butt out. Just as with Conquistador, this is not a game you primarily play for the intricate writing – and Viking, to its credit, has realised it. That sounds like damning by faint praise, but it is in fact high praise: there is nothing more obnoxious than a bad writer who won’t shut up (digging myself a giant hole here, etc). Dialogue rarely overstays its welcome. Companions are decent, if unspectacular, saying just enough lines to establish their character then getting out of your way. Sure, there is Ketill, the childhood friend whose quest involves finding his parents, and Nefja, who had to leave behind a sick sister to join the expedition; but the melodrama is largely confined to an optional quest or two, without devolving into Biowarian milksoppery. The writing also differentiates reasonably well between the views and beliefs of different characters, rather than each one mouthing the writer’s thoughts: Nefja, the same one so concerned with her family, will happily advise that the kid who helped you was ‘a coward and a thief’, and we might as well stab, behead, and desecrate his corpse to further your goals. The plot as a whole also stays refreshingly grounded, as well. You begin by newly inheriting a clan, whose sovereignty is challenged by a powerful neighbouring Thegn, and you end by proving at the Althing that you have gained enough military clout to protect your claim. There is no preposterously grandious war, Ancient Evil, or mysterious arcane phenomena that has spoiled so many other CRPG narratives.
[...] And now we come to the combat – the most important aspect of both Conquistador and Viking, given that you spend the bulk of your playing time fighting. Conquistador had a very good turn-based combat system, which mixed in a robust spread of character abilities with an attractive lineup of consumables to offer a properly tactical experience. Shields must be batted away or broken down to damage the wielder; archers can be confounded by use of cover or distractions; trip-rope and caltrops foil the fast-moving flankers. Here, the underlying formula remains the same; players of Conquistador will recognise and enjoy Viking’s combat immediately. And yet. Once again, the changes to the combination of features in and beyond the combat system effects the experience in mixed ways.
Let’s start with the positives. Viking provides a reasonably balanced and diverse set of abilities to customise your band. Dual-wielders, shield users, bow specialists, or healers versed in ‘totally-not-magic-we-swear’ witchcraft all play very differently. (Hell, Christian characters, allied and enemy, have their own pseudomagic tree in 'Benediction' - a nice touch.) There are sensible synergies built in as well: axemen are good for knocking away shields, opening the way for others to strike. A shield-user might knock an enemy down, at which point the knife-wielder can jump in for a deathblow. Spears can distract enemies, disabling their attack of opportunity as your archer flees the melee. Add in consumables, and Viking has enough toys in the basket to support the dozens of battles it has you fight. This comment also extends to the enemies, most of whom are human and share a similar range of equipment and abilities. The one exception, wolves, also feature several distinct characteristics. Viking’s switch to a more scripted RPG model ensures that there are few trash mobs, and the encounter design as a whole adds significant value to the game.
The problem comes when you plug this combat into the game as a whole. By far the biggest, and most inexcusable, failure is the complete lack of any difficulty. The most difficult, ‘Insane’, might as well be called Story Time. Consider that you will often take six men with you into battle, and normally face between five and ten enemies. Most battles give you the initiative, and any halfway competent player can take out between one and three enemies in that first turn. You do the maths. After the half-way point in my playthrough, I realised it was a waste of time to bother with consumables, or indeed half of the abilities and tactics available to me, since I could roflstomp my way through almost every battle. (Ironically, if not for this problem, Viking’s difficulty settings would be worthy of high praise; it provides customisable sliders for everything that it influences.) This nonexistence of challenge sucks a huge amount of fun out of this kind of game. I realised I didn’t even need to camp after days of marching, because even a hungry and sleep-deprived band could easily emerge victorious. This is a huge departure from Conquistador, and by far the worst thing about Viking.
[...] Is Expeditions: Viking a good game? Yes, yes it is. My criticisms are many, but they address the relatively lofty heights to which the game clearly aspires: a turn-based tactical RPG that somehow merges elements of an exploratory, resource-management strategic layer with a quest/story-driven model. The results are ambiguous, and in many ways, I prefer the tightly woven mechanics of Conquistador. But if you were to ask me whether it is worth the money, I would answer, absolutely: it is a game that provides robust turn-based tactical combat, a competently written historical setting, and plenty of entertaining quests. I dearly hope that the Expeditions series continues – and continues to tinker its formula.
Read the full article: RPG Codex Review: Expeditions: Viking
Over the course of its 2+ year long development, I couldn't help but feel that the Codex community was turning its nose up at Expeditions: Viking. In the post-Skyrim era, its choice of setting was viewed by many as cliched and unambitious compared to its predecessor, Expeditions: Conquistador, even as they conceded that it looked like a solid product. That choice of setting does seem to have helped it sell decently enough for an indie title, despite a notoriously buggy launch. Such is the way of the world. Be that as it may, Viking is one of the few significant traditional RPG releases of early 2017 and it deserves a thorough review. For that, we enlisted the esteemed Tigranes, who proved himself with his Tyranny review back in January. In his review, he finds Viking to be a solid historical roleplaying experience, unfortunately let down by severe balance and difficulty curve issues. With the rate that the game is receiving patches, it's possible that much of this critique won't be very relevant in a month, but we had to draw the line somewhere. Without further ado:
The loss of this old formula is not an accident, but a price deliberately paid. For better or for worse, Viking has introduced a new formula to replace the old – and wants to be judged on those merits. As I said, Viking is much closer to a quest/story-driven WRPG, taking place in fully rendered towns – including genre staples like urban robberies, missing villagers and even a few FedEx quests. Given that this is the second game from a small studio, the level of quality and quantity achieved is generally impressive. There are plenty of quests, many of which exhibit a credible degree of choice & consequences by being weaved into the faction-based storyline. The premise is simple: you journey to Britain and suck up to the Picts and/or the Northumbrians – with the typical result that you side with one of them, or fight them both. There is a reasonably robust depiction of the interests and needs of the factions, and then the ways in which a marauding band of Vikings might enter that picture. Your landfall near a quiet English village is greeted by fear, anxiety, and language issues; should miscommunication (or your violent intent) result in a massacre, you’ll have to explain yourself to the Northumbrians soon after. The bishop will constantly preach on about how you are all doomed as heathens to the fires of hell, but admit willingly that even barbarians might be of use in weeding out another heretic cult. Throughout, the looting and pillaging work done by other Vikings – and sometimes, by you – will rouse resentment and suspicion that you’ll have to assuage one way or another. For the most part, Viking ensures that the sensible consequences to the course of events are charted out, though they never approach, say, the complexity of Fallout: New Vegas.
The quests and faction politics are backed up by a setting that puts the historical backdrop to good use – but also has the good sense to refrain from ham-fisted clichés. There are no freedum-lovin’ rough-and-tumble Picts versus the civilised Northumbrians here (which would, in any case, not be particularly historical) – only two powerful fiefdoms that are both wary of foreign interlopers, and yet willing to do business with them where profitable. Priests will describe your faith as barbaric as a matter of course, but you will also find locals that are still wed to pre-Roman paganism, or a regional cult that exhibits a weird syncretism of Roman founding myths and Christian rituals. To be sure, if you’re looking for full fidelity to history, you won’t find it; but I think it was a wise move for the game to avoid, say, roping in well-known people and events from the history books, which would inevitably annoy anyone who knows the period well. The setting remains a backdrop, mostly avoiding egregious historical inaccuracies while leveraging the material for a sensible gameworld.
All this is achieved through writing that, for the most part, knows when to do its job and when to butt out. Just as with Conquistador, this is not a game you primarily play for the intricate writing – and Viking, to its credit, has realised it. That sounds like damning by faint praise, but it is in fact high praise: there is nothing more obnoxious than a bad writer who won’t shut up (digging myself a giant hole here, etc). Dialogue rarely overstays its welcome. Companions are decent, if unspectacular, saying just enough lines to establish their character then getting out of your way. Sure, there is Ketill, the childhood friend whose quest involves finding his parents, and Nefja, who had to leave behind a sick sister to join the expedition; but the melodrama is largely confined to an optional quest or two, without devolving into Biowarian milksoppery. The writing also differentiates reasonably well between the views and beliefs of different characters, rather than each one mouthing the writer’s thoughts: Nefja, the same one so concerned with her family, will happily advise that the kid who helped you was ‘a coward and a thief’, and we might as well stab, behead, and desecrate his corpse to further your goals. The plot as a whole also stays refreshingly grounded, as well. You begin by newly inheriting a clan, whose sovereignty is challenged by a powerful neighbouring Thegn, and you end by proving at the Althing that you have gained enough military clout to protect your claim. There is no preposterously grandious war, Ancient Evil, or mysterious arcane phenomena that has spoiled so many other CRPG narratives.
[...] And now we come to the combat – the most important aspect of both Conquistador and Viking, given that you spend the bulk of your playing time fighting. Conquistador had a very good turn-based combat system, which mixed in a robust spread of character abilities with an attractive lineup of consumables to offer a properly tactical experience. Shields must be batted away or broken down to damage the wielder; archers can be confounded by use of cover or distractions; trip-rope and caltrops foil the fast-moving flankers. Here, the underlying formula remains the same; players of Conquistador will recognise and enjoy Viking’s combat immediately. And yet. Once again, the changes to the combination of features in and beyond the combat system effects the experience in mixed ways.
Let’s start with the positives. Viking provides a reasonably balanced and diverse set of abilities to customise your band. Dual-wielders, shield users, bow specialists, or healers versed in ‘totally-not-magic-we-swear’ witchcraft all play very differently. (Hell, Christian characters, allied and enemy, have their own pseudomagic tree in 'Benediction' - a nice touch.) There are sensible synergies built in as well: axemen are good for knocking away shields, opening the way for others to strike. A shield-user might knock an enemy down, at which point the knife-wielder can jump in for a deathblow. Spears can distract enemies, disabling their attack of opportunity as your archer flees the melee. Add in consumables, and Viking has enough toys in the basket to support the dozens of battles it has you fight. This comment also extends to the enemies, most of whom are human and share a similar range of equipment and abilities. The one exception, wolves, also feature several distinct characteristics. Viking’s switch to a more scripted RPG model ensures that there are few trash mobs, and the encounter design as a whole adds significant value to the game.
The problem comes when you plug this combat into the game as a whole. By far the biggest, and most inexcusable, failure is the complete lack of any difficulty. The most difficult, ‘Insane’, might as well be called Story Time. Consider that you will often take six men with you into battle, and normally face between five and ten enemies. Most battles give you the initiative, and any halfway competent player can take out between one and three enemies in that first turn. You do the maths. After the half-way point in my playthrough, I realised it was a waste of time to bother with consumables, or indeed half of the abilities and tactics available to me, since I could roflstomp my way through almost every battle. (Ironically, if not for this problem, Viking’s difficulty settings would be worthy of high praise; it provides customisable sliders for everything that it influences.) This nonexistence of challenge sucks a huge amount of fun out of this kind of game. I realised I didn’t even need to camp after days of marching, because even a hungry and sleep-deprived band could easily emerge victorious. This is a huge departure from Conquistador, and by far the worst thing about Viking.
[...] Is Expeditions: Viking a good game? Yes, yes it is. My criticisms are many, but they address the relatively lofty heights to which the game clearly aspires: a turn-based tactical RPG that somehow merges elements of an exploratory, resource-management strategic layer with a quest/story-driven model. The results are ambiguous, and in many ways, I prefer the tightly woven mechanics of Conquistador. But if you were to ask me whether it is worth the money, I would answer, absolutely: it is a game that provides robust turn-based tactical combat, a competently written historical setting, and plenty of entertaining quests. I dearly hope that the Expeditions series continues – and continues to tinker its formula.
Read the full article: RPG Codex Review: Expeditions: Viking