
Edit: Temporary thread title change.
Note: The GWJ Strategy Club will be playing Troubleshooter until December 31, 2022. If you want to play along with us and get credit, post in this thread!
If you're new to the club, please check out the main thread.
Ok this game has been talked about everywhere but I'd like to get it all in one place. Feels like more people are finally trying it and better to consolidate tips and discussion.
Here we go... starting with Aaron's intro in the Games without a thread thread, which sold me on it.
https://store.steampowered.com/app/4...
https://www.youtube.com/watch?v=KoW5...
Troubleshooter. It's anime-XCOM w/ FFT character building & VN storytelling.
And it's legit dreamy.
Another indie out of Korea that just went 1.0 a few weeks back, it's the team's first release. It's drawing influence from a number of places and it's pulled off with an infectious upstart, whipsmart confidence.
Mechanically it's lifted straight out of modern XCOM but with enough new spins & layers of depth that it feels familiar yet fresh. On the map there's overlapping layers of synergy, enough to make the mind reel. Buff & debuff possibilities can seem limitless (seriously, there's over 600 Mastery types that you can equip each character with).
Quick example. Fighting indoors and my partner says, "Hey, there's a fuse box over there. You should flip it since we're outnumbered here." So I do it and the room falls into darkness, giving everyone (including my team) a vision, movement & hit-chance debuff. Then he goes, "You got some flashbangs, right?" Well flashbangs daze everyone in the aoe. BUT...if those poor saps also have the darkness debuff, the combo of darkness & daze makes them start panicking and shooting both enemies & allies randomly. Bonus. BUUUT...only 3 of the 4 baddies proc'd panic debuff because when I triggered the flash...the last one had a Sunglasses modifier (Mastery) equipped. You know, just in case that 1 in a million situation arose. Guess it was his lucky day. (ed. It wasn't.) Bonkers.
And that's not even getting into the environmental synergies much like the Divinity: Original Sin mechanics. Yeah so you see someone standing in a pool of oil. Looks like a fireball should warm them up right nice. But here it's like a dozen layers deeper. What time of day is it outside? Is there a breeze in the air? How hot or cold is it? You can capitalize on all these factors and many more.
Combat in Troubleshooter is super melee-focused. There are guns. And there's magic projectiles. But it's equally balanced with crazy-cool h2h fighting disciplines. From the traditional martial arts style to the more wacky break dancing variety. (Hey, it's anime.) The combo of h2h + magic disciplines take the XCOM blueprint and make it feel incredibly invigorated in practice.
Story is really great so far. You play a newly-graduated Troubleshooter in the near future. You part of a civilian paramilitary group that works adjacent with more traditional police forces in the country. Your team have Judge Dread jury/executioner rights and a baller Persona-like fashion style. As someone else put it, "a civilian militia of superhero punk rock kids called Troubleshooters." I can already see the story tension rising as the Troubleshooters start clashing with the FedPD as the latter are sectioning off neighborhoods and whole cities due to escalating crime. Then there's that whole rising cult thing with these weirdos who worship spoons [sic].
Besides the wealth of writing & character development, out of combat you're also building your character's stat loadouts Final Fantasy Tactics style. Seriously, there's more tables, stats and combo possibilities than I've seen in a long time. They just went all in on the fine customization of character job systems. When you start feeding skills into other skills to make even bigger, better & more badass skills, you start to appreciate the madness that went into these systems.
Presentation is great. AA budget that's well realized. Combat maps have tons of environmental detail. Storytelling is a combo of 3D environmental shots (w/ quite creative cinematography, oddly enough) and VN type stills. Both done really well. Music is baller. Nice mix of big, dumb anime hair-metal and smooth jazz, intersperses with more serious notes. And THANKFULLY (seriously, this would have been a deal-breaker), no gross anime tropes. Everyone is tastefully dressed. Males & females are equally strong in character. Fresh.
When I started to recognize how special this production was the big takeaway for me was how fun it was to be experiencing an XCOM-adjacent gameplay loop that wasn't all grim & serious like the source material. The over-the-top flashy anime, both on and off the field. The interesting characters and heavy focus on story in between combat. The whole production just had so much energy & life behind it.
It's so crazy that we're in a season of riches with the recent launches of XCOM: Chimera Squad and Gears Tactics. Yet here comes this little $25 indie out of S. Korea that completely steals the show. Made by a team of 6 people it's gem that just epitomizes heart and verve. There's a bit of a cult following behind it, it'll probably go largely unnoticed all told. But for me I'm just glad I heard about it. It's most fun XCOM has been in years.
99% to hit success!
I discovered the game because of Sundown’s GOTY write up
1. Troubleshooters: Abandoned Children
Spoiler:If you’ve heard of this game, it’s probably that this is Anime XCOM. Which is sort of true, since it has the tactical grid, action points, and a cartoony style with some nice painted scenes reminiscent of a visual novel or something. But after you’ve dug into it (and I put more than 120 hours into it between the main campaign and the free DLC chapter), it becomes clear that what this actually is is one of the crunchiest Tactical RPGs around. And what’s extra impressive is that it was a first time effort by a tiny South Korean studio, who is constantly putting out bug fixes, UI improvements, content enhancements, and all sorts of updates. And despite the anime influence, there are no gross anime tropes to be found.
So to try to explain, there’s a ton of menus, and most are are about tweaking your characters in some form or fashion. The weapons and armor drop like loot, you can mix and match your attacks and abilities, choose certain character buffs, forge equipment, change each character to a couple of different classes, etc. But the real detail comes in the form of masteries. Basically just passive abilities, but you can equip a number of different masteries to each character across multiple categories, but with caps in place so you have to make some difficult choices. And there are hundreds of masteries that you can get or craft (which is it’s own huge system). This is the sort of game where you can spend a good 30 minute session reviewing your team, and optimizing everything without ever even sniffing the combat. And I did that more than once, since every few levels you open up new slots or your max cap increases and you earn or unlock new masteries, so the options are constantly increasing. Mid to late game, there are a lot of tradeoffs that have to be made as each character can get more and more powerful in specific directions.
But all those details and choices are just filler or busywork if it isn’t needed for something, and the tactical encounters shine. They throw a lot of enemies at you, and you had better be ready for them, by having useful builds, taking advantage of terrain, setting up overwatch or forestallment traps (basically a melee overwatch that hits anyone running by), use the items, etc. One of the more interesting things is that the enemies have access to the same masteries as you and will absolutely use them, and so they will do things to cut the damage they take in half, reduce your accuracy, buff their own stats, heal up, revive themselves after being knocked out, etc. And so your team and your tactics are frequently changing to account for the new threats that are being thrown at you.
One example is my main character, Albus, could cause a buffed version of bleeding, and does extra damage to enemies who are bleeding, reduces their ability to block, etc. So, I had him set up to hit anyone who comes close to him, often killing outright, but if not he causes them to bleed, so he gets his next turn he does huge damage and reduces their ability to block (later enemies have over 100% block, so you have to find a way around this). Or, he has a two-hit attack that can be used every 3 turns, so I would have him attack an enemy twice; the first hit gets blocked but does chip damage and causes bleed, and the second hit would get a ton of buffs and outright kill the enemy. This was invaluable against bosses or high-rank enemies that tend to have some really good damage reduction masteries, but was also next to useless against robots that don't bleed. Or take the case of my sniper, who has a mastery that gives automatic conceal if she attacks behind cover, and has a second mastery that reduces her turn clock when concealed, thus letting her take more turns than everyone else. Oh, and this game has a turn order that is impacted by speed, and you can and should absolutely be manipulating that turn order with interrupts and other tools at your disposal.
There are also a large variety of mission types; there’s defeat all the enemies, of course, but there’s objectives to defend locations, knock out leaders, escort allies out of battlezones, rescuing civilians, accomplishing objectives across a map on a time limit, escape missions, ones where you split your team and have them fight for "training," and probably a few more I’m not thinking about. And there have been some good reversal missions, where it started out as I was surrounding a group of enemies in the middle of a lake, but when I took them out, new enemies spawned in and were surrounding US, and now we had to figure out how to fight our way out with very little cover and constantly shifting fronts. Or the one time I walked into a sniper killzone, where like 5 snipers would all get free attacks against anyone who was targeted in their range. Or that rescue mission which was a three way fight between us and a couple of rival gangs, where it was all against all as we tried to extract some allied units against overwhelming numbers. I’ll also give the game credit: the challenge grows as the game goes along; you actually have to take full advantage of all the crazy builds you’ve been working on all game by the end to make it through a good number of the fights.
The story is fine. Abandoned Children is kind of a weird title, but it makes sense in context, and they are somewhat involved in the plot, but most of the story is just about our hero Albus as he grows his Troubleshooting company and grows as a leader. The story ends with a lot of loose ends out there, but an achievement popped saying I completed Season 1, and from the announcements they are/will be working on season 2. Not sure if it will be DLC add on, or a new standalone game. Either way, I’m there for it early. And the game gets constant support, and the dev team interacts on the steam forums pretty heavily (they respond to every steam review, for example). There seems to be a patch every couple of weeks even a couple of years after the game came out. Even as I was playing it, there was an improvement to the UI at home base (where there are a lot of menus), and extra dialogue subtitles were put in place for the ambient voice lines that take place during battles, where before there was just voice lines in Korean with no translation. Like I said, constant support.
I can’t finish this without mentioning the jank. It’s made by a small first time studio, and it needs some polish, even with the updates. The menus in particular are very complex, and navigating them takes time even with experience. The game has a ton of systems that aren't totally clear at first, and I used google quite a few times to clear up questions I had. And there are some systems (like the enthusiasm system) had basically no impact of the game, and could have been excised entirely. Some streamlining should be in order for the future seasons. And the translation is perfectly fine, but not professional; there are the occasional typos, grammar issues, etc. But these are all pretty ignorable at the end of the day.
It’s a highly ambitious game that absolutely goes for it by cramming a huge number of systems into one game, and pretty much nails it as far as I'm concerned. I came into this game excited since I like TRPGs, and even after dropping more than 100 hours into it, it still feels like I barely spent any time at all. And for that, I make it my Game of the Year.
Tagging the thread to see where it goes.
Video reviews - no one I usually follow but in case you want to see some random Youtuber's opinions.
Tactics games like this aren't generally my jam, but i might be willing to support a new dev for a $15 sale price. Is there a difficulty slider or something, so I could play on "just let me finish the game without thinking too much" mode?
Anyone try this on the Steamdeck yet?
I bought it - and I have a Steamdeck but I can't tell you if it works until tonight.
And if you want to see other folks opinions
https://steamcommunity.com/app/47031...
but littered in are just rants by twits - as with all forums I guess.
"Pretty sure Steamdeck will struggle with this game, this game needs a pretty hefty CPU because the engine used isn't very good. The Steamdeck's crappy Zen2 CPU is about on par with the Ryzen 3 3200G, which is a crap CPU. "
So it is clear from the opening statement that they haven't played it but they are sure it will suck because the Deck is crappy, everything is crappy,etc.
Anyone try this on the Steamdeck yet?
I bought it for the Steam Deck and it works great as far as I can tell, but I have low standards and impress easy. Haven't gotten very far in the game yet though.
Wait, it has multiplayer?!?!
Nimcosi wrote:Wait, it has multiplayer?!?!
No it's listed as single player on Steam?
It does have online mode. Similar to Persona 5 you can see the % of players that gave answers to dialog questions during the game. I'm not sure if there's anything else like leaderboards or friend stat comparisons? I've just seen the % stuff so far.
I always play offline because I play on a laptop and if I close the lid, it loses connection and dumps out of the game.
EvilDead wrote:Anyone try this on the Steamdeck yet?
I bought it for the Steam Deck and it works great as far as I can tell, but I have low standards and impress easy. Haven't gotten very far in the game yet though.
OK, thanks. Let us know if you run into any hiccups. I was mostly concerned about interface stuff.
Rezzy wrote:EvilDead wrote:Anyone try this on the Steamdeck yet?
I bought it for the Steam Deck and it works great as far as I can tell, but I have low standards and impress easy. Haven't gotten very far in the game yet though.
OK, thanks. Let us know if you run into any hiccups. I was mostly concerned about interface stuff.
There is a lot of small type in the game which is small even on a laptop screen. I can't imagine it on a Steamdeck.
There is a lot of small type in the game which is small even on a laptop screen. I can't imagine it on a Steamdeck.
Thanks for the heads up. I'm keeping my eye out for strategy games that work well.
Hmmmmm, this has been sitting on my wishlist for ages, and I've just been waiting for the right push to pick it up. Maybe it's time, that is a hell of a sales pitch at the top of the thread.
I've put a few hours in to this and I'm a bit overwhelmed by how many mechanics they're throwing at me. Hopefully it will come into focus a bit more as I proceed. I do like how they've taken the xcom model and smoothed away the most frustrating parts.
100% thought this was a misplaced thread about advice on what to do if you lose your kids.
PWAlessi wrote:There is a lot of small type in the game which is small even on a laptop screen. I can't imagine it on a Steamdeck.
Thanks for the heads up. I'm keeping my eye out for strategy games that work well.
It is pretty small. And obviously not built with a controller in mind. Menus are hard to navigate, selection is finicky. Still it is fun so I will see if I can stand the annoyances
*adding a bit after playing this weekend more*
It works much, much better on a TV with a controller paired with the Deck. It was very easy to control and the menus were easy to read.
Now it is just about the annoyance of the systems. I am really struggling to figure out the masteries - when I can equip them, how to learn them, etc.
Anyone know a good video about it?
I'm here with the Strategy Club nerds...
Anyway, jumped in and did the scenario this evening, so I could get a feel for the game. I like it so far. Natural feeling controls (mostly familiar from similar games) and I like the initial taste of the writing style.
I never would have self-selected this game. So it's extra fun to enjoy the intro mission as I have no expectations. This is a big part of what's appealing about the themed game clubs. Enjoying a game you wouldn't have given a glance otherwise.
I'm here with the Strategy Club nerds...
Me too...
Downloaded; Installed; Played through the tutorial missions and got my office space.
Likes (so far):
- Plays a lot like X-Com
- skills look very comprehensive. I predict it'll be possible to tailor each character extensively. Like the "combo" concept.
- seems to have an extensive equipment list. Crafting capability later, maybe?
Dislikes (so far):
- very Anime. Music and voice acting, while well done, are already beginning to grate on me
- story exposition drags. I guess it's the console influence, but it would nice to have more than half-a-dozen words between clicks.
I'll keep digging in. Now that I've found more camera controls (raise and lower camera height is nice), I'll be able to be more tactical than I've been.
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