Oh boy, how do I go about describing Frozen Synapse? It is a
strategy game, though tactical would be a bit more apt of a description, but
we're really just talking semantics at that point. Turn based also applies, but
not in the way that you would normally think, because both you and your enemy
plan and act at the same time. Maybe Frozen Synapse is a simultaneous turn
based tactical game. Actually, that sounds kind of cool. Yeah, let's just go
with that for the remainder of the review.
So now that the genre is established, how about the actual
game? It alternates between two sections: one in which you plan your moves,
ordering your shotgunners, machine gunners, grenade launchers, snipers, or
rocket wielding units to move from point A to B, aim or fire in a specific
direction, check behind them, focus or ignore certain targets, or duck behind
cover; and the time spent actually executing those moves, which only plays out
the first 5 seconds. When combined with the fact that both you and your
opponent plan and act simultaneously, you get a game where you must agonize
over your potential actions more so than, say, a turned based game like XCOM,
since in those games you're insulated from the immediacy of an enemy's actions,
yet lack the ability found in traditional RTS games, such as Supreme Commander
or Starcraft, to instantly change direction if it turns out a particular course
of action isn't going to work out like you hoped. Basically it's a pretty tough
game where you can spend a lot of time trying to craft the best possible plan
of attack, only to cringe as it all falls apart during that 5 second results
section.
This looks good now, but unfortunately I failed to take into account how close my machine gunner's path was to a wall. |
To help make your like more difficult, or potentially
easier, during the planning stage not only do you have control over your own
units - planning out their moves, seeing how they react to enemy positions,
etc. - but you can also plan out your enemy's moves. These aren't the actions
that your enemy will ultimately take, but a tool that you can use with which to
build and test your strategy against a possible enemy strategy, for the
purposes of refining your strategy. Or, in other words, just check if your idea
will work at all. It's great for testing if your machine gunner is safe where
he is, or needs to aim a different direction because, yes, the enemy can
actually run all the way around and flank you within the next 5 seconds, or if
your cover is vulnerable from a certain angle. In my experience, while it was
very nice to have this ability, I found myself fretting every possible choice,
and ultimately found it far better to trust my instincts about what the best
move would actually be, very much in a "Luke, trust the force" Epsiode
4 sort of way.
There are a couple of other mechanics that work to keep the
game from getting stale, as inevitably you'll find yourself playing the same
mission over and over again, because there is no saving midway through a level,
or going back and doing that last turn over - basically, you must accept the
results of your actions, good or bad. Should you replay a level, what you'll
notice right away is that the map is not the same. The layout of structures
will generally have a similar feel to what you were working with before, and if
there are key components of a mission, such as a main hallway down the center,
those will still be there, but the rest of the layout will be different with
new doors, different rooms, and different unit placement. Thus, while your
general strategies will always be useful - have a unit duck down under cover
until at the middle of a window, then pop up and kill the sniper that has
another unit pinned down - you have no guarantee that anything will play out
the same as it did the last go round. Actually, what you have is pretty much
the guarantee that nothing will play at as before, so take your preconceptions of
predicable enemies that always follow the same pattern and toss that out the
window.
Another valid strategy is to blow a hole in a wall will units already aimming at the to be hole, ensuring they are ready to wipe out any enemy that might otherwise have been secure. |
Now I pointed out that some missions have key features that
will always be there, and that's largely down to the variety of gametypes
you'll encounter. During most missions you'll be tasked with simply eliminating
all or nearly all enemies within a set number of turns, and those are the ones
that change the most between different attempts. Victory in other missions
comes from keeping enemies out of a protected zone, or the reverse, finishing a
turn with one of your units in a certain area. Some require you to protect a
unit not under you control, requiring you to act as a screen with your own
units to pick off those hiding behind cover and ready to kill your VIP. For yet
others you must collect "intelligence," red squares around the map,
but the collection only counts towards your goal when you run a unit out of
bounds, thereby taking him out of play for the remainder of the game. There is
at least one mission in which you must keep enemies out of the left half of the
map for a set number of turns, or kill any units that make it across that
midpoint. Levels are further diversified by the addition of things like the
occasional fog of war concept, such that you won't know your enemy's movements
until you sight them, at which point they leave a ghost on the map for your
next planning stage.
There are a total of 55 missions that make up the original
campaign. There is also a skirmish mode if you want something a little
different, or multiplayer if you would rather go that route. The game does
surprisingly well at keeping things fresh, thanks to it's large combination of
gametypes and possible modifications, and that it usually groups 3-5 missions
in with a specific operation, breaking up different operations with more story.
The story itself is interesting, though a bit complex. You are a tactical
program named, appropriately, Tactics. You come to join a rebellious group that
does not like the condition of this city-state, headed by one of the founders
of the corporation that rules the city through the use of predictive
algorithms. Various factions are involved, from religious groups, to hippies,
to a university. It's all a very strange story, involving a collection of
humans, robot soldiers, and programs that exist in the shape, which is somewhat
like the internet, but still makes for an interesting break from the main game
as you speak with different characters, read dossiers, and catch the latest
news headlines between operations. Plus the game has a nice twist at the end,
at least 50% of which I saw coming.
There are a few faults within the game, I am sad to say. One
that bothered me most had to do with the destructible environment, which
happens when you fire a rocket at a wall. While this is a great way to take out
enemies, it is an even better way to make new paths and flank enemies. Therein
lies the problem. While planning out your moves for a turn, you are incapable
to ordering a unit to move through the hole that will be made during that turn.
I'm sure this is because the game could potentially end up having to handle a
case where an unit is ordered to move through a wall, but the rocket unit was
destroyed before the hole was made. A few times I ran into an issue where there
was a difference between the way things played out during the planning stage,
and the actual game, concerning things like a rocket's or grenade's explosion
radius and the proximity of my unit, or which of two snipers actively aiming at
each other during the last turn would actually fire first. That was
particularly frustrating, because there was one mission during which it had
come down to an enemy rocket and my sniper, with the rocker having just been
fired come the end of the five second results stage. Everything indicated that
the rocket would explode nearby, but that my sniper would be fine, remaining in
position for just a split second longer before killing the rocket unit.
However, when theory gave way to practice, there was a discrepancy that
shouldn't have existed, and I failed that mission. The final bug, which was
particularly troublesome, involved the final mission, as I would have units
suddenly disappear between turns, and all replays actually showed actions taken
that were not mine. In fact, the only reason I finished the game was because,
on something like my 10th attempt, a shotgun unit miraculous appeared inside
the zone I needed to capture, despite the fact that I had lost my shotgunners
much earlier in the mission. This problem wasn't unique to me, but seeing as
only 0.7% of players (thanks Steam achievements!) have actually beaten the game,
I'm not sure many people have gotten that far (similarly, 42.5% have finished
the tutorial).
My experience with strategy games is pretty limited, and generally
I'm more likely to try a RTS than a turned based game. Still, Frozen Synapse
stands out as a really unique experience with a lot of replay potential.
Actually, as of this writing, I've been playing XCOM: Enemy Unknown for an
upcoming review, and I've found that I enjoyed
Frozen Synapse far more, as it delivered a purer tactical experience
that was unforgiving in the way it punished you for sloppy decision making but
that also had enough variation to keep things from getting stale as you
endlessly strive to do better, which you could do because you don't have deal
with the meta game of keeping soldiers alive to have any chance in the future.
I played the game over the course of 9 months or so, dropping in and out of
missions as my frustration with my own strategic failings ebbed and flowed, but
still my playing time totaled 22 hours, which covers just the base game and
does not include the time I will (eventually) log on the Red DLC. The pricing on this game is a little hinky
though, and while I managed to get it for 90% off the normal $25 price tag ($35
for the complete pack, an additional $6 for the fantastic soundtrack, or $30
for the original and the soundtrack, plus an additional $10 for the DLC), the
game comes with two copies, so that $25 is really $12.50 each. That's about
right, assuming you actually can find someone else to trade the second copy to.
Frozen Synapse is certainly an excellent game, bending and blending traditional
strategy elements into a beast I've never seen before, resulting in perhaps the
most challenging gameplay I've ever seen, because ultimately the real enemy
isn't the red guy, but your own failures and inability to accurately predict
all possible scenarios - 10 out of 10.
So, the final breakdown:
Score: 10/10
Suggested Price: $12.50
*****
For more Frozen Synapse, check out this collection of
screenshots otherwise unused in this review. Click any one for a full sized
image.
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