

A little further into the game, it's become obvious that it's actually the reverse- everyone gets to do that poo poo by default, and Mugen's inability to do so is a special restriction on him. Originally, I thought Hayato's ability to scale ivy, hookshot up walls and just generally scurry about the place like a hyperactive rodent was going to be his shtick. I said before that all the characters feel useful, and while that's true, there is one that I'm starting to feel a little down on- Mugen. It still doesn't stack up against something like "Das Boot, Silent Killers", though. The Thieves of Imai was definitely my favourite of these four, and I think probably the standard the game should be aiming for? A wide, open plan environment, lots of criss-crossing, multi-level routes, multiple ways to approach every objective etc. Osaka I'll give a pass because it's the tutorial mission (and a fairly good one by those criteria), but Nakasendou and Mount Tsuru both feel a lot more linear than was really necessary or desirable. The levels don't feel quite as complex or as dense as those in previous games, at least not the ones I've seen so far- I'm only halfway through mission 4. There are a couple of things I don't like about it, though. Enemies actually notice when their partners are missing, and will start hunting for them.


The badge system seems like a great replacement for hunting through containers for bonus books. Verticality is used very well to layer depth into spaces- which is fairly impressive given it's a top-down game. I love the fact that there's almost always some way to use the environment to kill your enemies- and I love the fact that doing so doesn't trigger alarms, it transforms it from a gimmick into a core element of strategy. All of the characters feel useful and meaningfully differentiated. The interface is fluid, intuitive and highly readable (and doesn't ask you to nail three pages of hotkeys to the inside of your skull). Right down to watching green cones sweep back and forth and analysing patrol route timings for half an hour before your cunning scheme is unceremoniously derailed by that one rear end in a top hat you didn't spot because of an awkward camera angleĪll the little details they've polished up are great. It's actually so similar to Commandos 2 mechanically that I'm thinking of it less and less of a thing in its own right and more and more as a sequel to that game.
Shadow tactics sunpu castle series#
I was a massive fan of Commandos back in the day, and this is precisely a reconstruction of that series with modern design sensibilities and a Japanese reskin. I guess there are some extra characters beyond those too, much like how Commandos 2 had the dog and the shipwrecked crazy man.Īlso huge ups for the game actually keeping your progress from the demo.Īn incredible success as a magical murder spider I really like the character dynamics with each other, both mechanically and in terms of their unique dialog and such. Looks like mission 4 will finally let you get a hold of the last two main characters (not counting briefly using Takuma in stage 1 anyway). I'm through the first 3 levels so far and man is this game loving good. It is a real good feature to the people who aren't trained to quicksave every X minutes without taking anything away from the (weird) people who like that sort of thing in the first place, and you can turn it off if you don't want it. One thing I really like is that they though to put up a timer that displays the time since your last save, quick or manual.

I am part way through the first mission in the demo and I am really digging it.
