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Codename S.T.E.A.M. Demo available on EU/NA eShop

People talking about the lack of overhead map...that's kind of the idea. They talked about it back in the initial E3 reveal, about creating tactics on the ground level and visibility being a resource that you have to plan for. It's why there's a premium on taking high ground and establishing vantage points.

Enemy movement is slow, but that's from making each one move in real time, since I imagine the game doesn't have a means of determining which moves would or wouldn't go unnoticed by the player. As long as it doesn't spend too much time "thinking" in between moves, I don't think it will get too bad.
They could easily have an overhead map with fog of war built in. Actually, this brings me to my original opinions in the other thread: this game didn't need a 3D landscape. There is no tactical reason for it. And yeah, we know each enemy is moving, but it should still be faster. I'm betting it will only get worse in battles with more going on.
 
People talking about the lack of overhead map...that's kind of the idea. They talked about it back in the initial E3 reveal, about creating tactics on the ground level and visibility being a resource that you have to plan for. It's why there's a premium on taking high ground and establishing vantage points.

Enemy movement is slow, but that's from making each one move in real time, since I imagine the game doesn't have a means of determining which moves would or wouldn't go unnoticed by the player. As long as it doesn't spend too much time "thinking" in between moves, I don't think it will get too bad.

Thanks for saying that, it will help me to play and enjoy the demo.
 
Demo's pretty good. The long enemy phase is a bit too long, but I can see why they've done it. Wish they implemented a speed up button. Gameplay's solid, and the OST is amazing. John's one funny guy
 
The game looks much better running on the 3DS than in some youtube video and the music is amazing....but I'm not really feeling the gameplay.

Shocking, right? It's like this is the very first time a 3DS game looks shit in a youtube video and a lot better on the actual system.
 
Shocking, right? It's like this is the very first time a 3DS game looks shit in a youtube video and a lot better on the actual system.
Its crazy! I wonder how it looks running on video through my console's internet browser to my HDTV to compare it some more.

Snarkiness aside, the game's artstyle has always looked a bit rough to me, and I can appreciate the look they were going for now that I've seen how it looks and its animations in person.
 
I'm surprised by the presentation, it actually look quite nice on the 3DS screen. Love the "Mission Complete" animation and the UI.
The biggest problem is the enemy turn which takes too long :( Could be a deal-breaker for me. It really breaks the pace. The enemy design is also very amateurish.
Overall, the slow pacing is turning me off.
 
To everyone going "The enemy turn takes too long" - you'll be singing a different song in later missions when you need to watch your ass with every move because paying attention during the enemy turn to see WHAT they do, WHERE they go, FROM where they go to a new position, HOW FAR they go (did they go into overwatch?), HOW MANY there are. This info will be crucial. You need to know what your enemy is doing and since there is no map overview that you can look at, this is your only way of knowing/guessing.

I know and agree that it feels tedious and boring in the demo because there are no real stakes and you're being babied through the introductions but you can be sure that this will change in the real game once stuff starts going off the rails.
 
Played for about 2-3 hours, and I am in love.

This is a very meaty demo, by the way, and for those who aren't aware, gold earned in the demo missions carry over to the full game. There will also apparently be a bonus starting weapon in the full game for those who have played the demo.

There are no AW-style mission grades, but a static yes/no benchmark for two kinds of completion bonuses: having everyone alive at the end of every map in a chapter, and clearing each map under a certain number of turns (the exact turn requirement is not specified).

It definitely captures a bit of both the traditional IntSys grid game and the XCOM style, and it looks as though there will be considerable flexibility to pull off advanced tricks or clear maps efficiently if you know how to manage your steam. I've been playing the maps without using the save points, and the element of risk and reward seems balanced—the last map in chapter 1 in particular had my party bleeding its way to the finish line, as I was grabbing all the gears and as many coins as I could while not replenishing health. I think the spread of difficulty will be very good, so long as it scales well with the rewards obtainable with gold over the course of the game.

AI turns are indeed quite slow, and I wonder if this will be any faster with the new processor in the n3DS. I have the impression this game's performance was probably tuned with the n3DS in mind. Well, I suppose there will be comparisons on release.

The only thing I've found myself wishing for so far were more advanced interface options—i.e. more enemy data (so you can actually plan around how far they'll move), more clarity about how line of sight works, and maybe even a clear square-of-origin marker for each character on every turn so you can return them to the position with a full steam tank. Perhaps there will be robust UI options in the full game as there are for Advance Wars and Fire Emblem, but I won't be holding my breath.

I have my heart set on grabbing the full game the moment it goes up on the eShop.
 
I'm definitely missing some of the UI options from X-COM: there's been a couple of times where an enemy is partially obstructed, and I shoot and it hits the obstruction, then he shoots back and it hits. I want a % to hit gauge.

Edit: Doesn't it also track whether you've picked up all 3 gears in a map?
 
I love this! Wasn't too interested before but the demo's fantastic. I really like how you can only see where your people can see. It all feels really nice. And what with all the Queequeg and Randolph Carter etc, SOLD. Weird mix of real and fictional characters is brilliant... I want Amelia Earhart and Agatha Christie in it!
 
Demo's pretty good. The long enemy phase is a bit too long, but I can see why they've done it. Wish they implemented a speed up button. Gameplay's solid, and the OST is amazing. John's one funny guy

Didn't they say the enemy turns are quite quicker on the new3ds thanks to the upgraded hardware? There's your 200 bucks speed up button right there. lol

Sadly I don't like this game. I already expected that with me not liking AW or FE either, but I kinda hoped the 3rd person view and interesting art style would turn me over. Sadly, nope.
 
I finally finished the demo. Took me almost 3 hours, there's so much content. Apparently I took my sweet, sweet time with the first mission though. When it came to the mission score screen, I got all Xs under "Turn". Ah well. Guess I'll have to go back and rectify that!
 
It's a pretty meaty demo. I just though I completed it then I was sent to the
London
map.

I've enjoyed it so far and I've liked every stage more than the previous one. That's a good sign for the full game.

The enemies take their turns one at a time just like Fire Emblem but the enemy phase can feel dull in this game because you can't always see them. Sometimes there's nothing to capture your attention during the enemy phase but the phase gauge (which was a very good idea given the game design). I think it's a minor issue that becomes less severe as each map progresses because you start taking out enemies which shortens their turn and they start attacking you during their turn which gives you something to do/see. Nevertheless, while the player phase feels almost like a 3rd person shooter the enemy phase sometimes betrays the game's strategy RPG roots. IMO, the core principles of the game's design and the conventions of the genre clash a bit here. It'll probably be more of an issue for people who would not usually play a turn based strategy game but play codename STEAM.

The demo stages are from really early in the game but I definitely think the game is fun and I see a lot of potential for greater challenge.
 
The demo already has me hooked, though I can already see how later missions are gonna be really hard for me. I'm terrible at strategy games.
 
For some reason the gears and sparks on the Mission Start and Mission Complete splashes look really good. Also before I bother going any further will the game unlock to where I'm up to when I get the full game or will I have to play this all again?

As long as it doesn't spend too much time "thinking" in between moves, I don't think it will get too bad.
It does, I've noticed that a lot of the reason it takes so long is because enemies that can't see you just stand there for 5ish seconds before ending their turn
 
Just inadvertently discovered the Kick mechanic if your Characters share a space and booted John right into the path of an enemy which stunned him with little HP left. Not one to panic, on my next turn I ran out and kicked him back in the opposite direction to safety. Love it!
 
if you hold it down during the enemy's turn it speeds up their turn./QUOTE]

Just tried it. Didn't notice any difference.

For some reason the gears and sparks on the Mission Start and Mission Complete splashes look really good. Also before I bother going any further will the game unlock to where I'm up to when I get the full game or will I have to play this all again?


It does, I've noticed that a lot of the reason it takes so long is because enemies that can't see you just stand there for 5ish seconds before ending their turn

You barely played anything. Two missions, four maps (3 and 1).
 
Question: once you beat the mission
Save The Queen
is that the last available mission?
i know you can go back and use the 4 person team in the previous mission
but have I seen all the content the Demo has or is there more after that?
 
Good:

+ The strategy gameplay works well, even with just two characters.
+ Having characters with unique abilities is a great change from usual IntSys stuff.
+ Cutscenes are done quite well.
+ The addition of a vertical plane of strategy is well done and interesting.
+ More stuff to do than just shooting enemies, like getting coins and gears.
+ Touch controls are placed in a very comfortable way, so that you can usually get to what you want without moving your hands too much.

Mixed:

+- One use savepoints in the middle of the missions, we have to see how many and how frequent they are in the final game, here they are a little overkill.
+- Soundtrack, so far I'm not feeling it.
+- No map and no way to see ahead of yourself, this could be either good or bad depending on how it's implemented.

Bad:

- The enemies look like barf, it's hard to distinguish between their various kinds, their artwork is some of the most generic I've ever seen.
- The "USA! USA!" pandering is way too much in your face and mostly cringeworthy; this has got to be the most NA focused Nintendo game ever.

Very bad:

-- Enemy turns take too long, this is especially bad because you can't even see what the enemy does most of the times, you're just able to move the camera left, right, up or down a little: you can't even think your next move because you see nothing, you're just there waiting while bored.
-- The artstyle in general doesn't work, enemies, backgrounds, menus, environments and characters all clash with one another (better than pics or videos, but the problem's there), if I didn't know it was from Nintendo, I'd file the game under generic developer shovelware based on the graphics alone. The gameplay's promising but the graphics are really unsettling in comparison, cetrainly nothing like Silver Age comics.

I agree with this, I would just move "no map" to bad.

I understand what they're trying to do, but I don't think it's really working. A bunch of time I was moving to pick up something, like a coin, without seeing that there was an enemy (because there was really no way to see most of them), I get caught in a overwatch, and can't do anything else I was originally planing, since if I move to another square (and the enemy still has their "steam") the overwatch will trigger AGAIN. So I have to deal with that enemy there. Also, there were a couple of times were I accidentally moved into the next square and their overwatch triggered. Add to that the fact that enemy sightlines are practically not shown (and I say practically because I don't remember if it does show at all, or if it does and I somehow missed it), and it's a disaster. (And a little bit unrelated but it would be nice if I could see how much damage I will probably get from an enemy).

Now, I think that, while these problems could be dealt with individually, there's definitively a major problem related to those issues: map design. Let me compare it to Valkyria Chronicles (it is inevitable). In VC all maps (from what I played so far) are pretty open. The majority offers some form of vertical advantage, be it a building rooftop or a hill.What this accomplishes is that I can see where enemies are without entering their line of sights, and even if I do I can quickly turn back, as I don't get locked in position. The high places provide me even better range, as I'm able to see some hiding enemies. I can explore without worries. However in STEAM, due to hardware constraints the maps have to be pretty tight. And with the way the camera is set up, it get's pretty hard to see most enemies. If there were some way to zoom out a little, it would be a little easier to spot enemies. Or if, before starting a mission, show a overhead map of the area, without the enemies. If I know the area setup before hand, I can 1) formulate a better strategy and 2) can figure out where enemies are moving to, even if I can't see them.

The more I think about it, the more it appears to me that this is a mix of tile based strategy with third person shooter, and one who does not excel in any of those. It's a mediocre strategy game: not enough information to form a good strategy, and it's more improvisation IMO. Preparations for a mission are extremely important, like knowing the area and what you'll be facing. I don't know about the full game, but I'm not seeing here that that will be the case. And the third person shooter elements, to me, doesn't feel like it adds much, as you're pretty limited in what you can do. It actually feels like a detriment to be honest (the overwatch thing I said up there).

I don't know, maybe this is just not for me. I really like Valkyria Chronicles, and was excited to learn that IntSys would be doing a similar game. But from what I've played I'm just disappointed. Maybe I expected too much...
 
Question: once you beat the mission
Save The Queen
is that the last available mission?
i know you can go back and use the 4 person team in the previous mission
but have I seen all the content the Demo has or is there more after that?

That's all.
 
Pretty addicting formula they've got here. Couldn't put the demo down. If this game is priced right, I'll have to get it at some point.
 
Not really a fan of the stealth oriented(feels that way to me) gameplay honestly. And since you don't have a typical map to fall back on you don't know where all the enemy units are.
 
The art looks really clean compared to the any video or screenshots. The cutscenes are the best part. As someone who really liked the art from the start, I was suprised it looked even better.

The demo is long and hell and Im having lots of fun and no problem yet with the UI or vision options.

Bad:

- The "USA! USA!" pandering is way too much in your face and mostly cringeworthy; this has got to be the most NA focused Nintendo game ever.

As an european I don't feel this way, I found it funny. Im sure the japanese people making the game also feel the same way while doing it, just for fun and a great mix with silver age comics, not for pandering.
Also, Punch-out!!
 
I don't get how to speed up the enemy phase -- I'm holding select but nothing is happening.
 
Great demo, it's a few hours worth of content. I also was unsure of the art style before but playing it I really loved the comic book style. Very Valkyria chronicles style gameplay which I also love as I doubt we're going to see another game in that series. Intelligent Systems is definetely one of Nintendo's best assets and it's great to see a new ip from them. A WiiU Paper Mario rpg next from them would be great though.
 
Sifting through the battlefields seems to want the characters to hide behind objects a lot to avoid steam conserving ranged enemies.

Which might also want the player to do the same.
That's called tactical positioning in a strategy game. You use cover to avoid enemy fire.
 
Nice long demo, played for over an hour and just starting to learn some tricks. Like who would have thought you could walk around exploring and collecting money without using movement? The way this game plays with time and space is unexpected, makes you rethink lots of strategies, not to mention the third person and no map thing and how that changes the viewpoint.

If the map quality and build up of mechanics continues to ramp like this the game is going places. Seemed a little rough presentation wise but it's growing one me. The comic book like storytelling is better suited for mobile versus console like Bayonetta, the steam theme is pretty sick, the challange is there the whole time, the chess like atmosphere is preserved, it has lots of energy and not too many menus. Just have to overlook the occasional uneven texture, and a little too much story for my taste.

I was excited when I first saw this, and it hasn't disappointed--solid strategy with a bunch of new ideas and kick ass music. Worst and best thing about it is that there still stuff I have to learn--like do the enemies forget they saw you if you move back?

Edits: Seems like they do forget but some of them are set to move forward every turn so they may see you on their move.
 
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