Desperados III
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PLAY Desperados III he series might have spent nearly 15 years dormant, Developer Mimimi Games it can cause Desperados III’s demanding precision to tip but the timescales Desperados III itself operates on Publisher THQ Nordic over into outright frustration. It happens rarely, but if Format PC (tested), PS4, Xbox One T are much, much smaller. Think more like a single Release Out now you do find yourself caught in a micromanagement loop, second. The meow of a trained cat covering the sound it’s often best to change approach completely. These of three revolvers being emptied, as a vial cracks against aren’t puzzles with prescribed solutions, and the game the floorboards and leaks suffocating swamp gas, the offers so many ways to tackle them all. magically linked fates of your last two would-be witnesses cut short by the fall of an axe – with careful Every new outlaw you recruit has their own preparation and timing, a room full of guards can be unique arsenal. Doc McCoy brings a boobytrapped cleared out within one beautifully choreographed doctor’s bag, a sniper rifle, and a healthy disregard for second. And the gap between elegantly executed success the Hippocratic oath. Hector, with his bear trap and and failure? That’s often smaller still. boomstick, doesn’t quite fit into a stealth game, like Like its turn-of-the-century predecessors (not just Each level is a too-large figure trying to squeeze through an antique the ones it shares a name with, but also Commandos, a string of tiny doorframe. Even John Cooper, the cast’s vanilla Mario which is at least as much of a reference point), equivalent, has a few neat tricks up his suede sleeve: a Desperados III blends top-down tactics with stealth. experiments knife that can be flung or applied more directly, a coin That means controlling a vastly outnumbered team of that you run, to distract guards, and dual pistols that can be queued specialists, all at once, in real time. Every new second up to fire simultaneously. brings its own set of variables and decisions, as you try observe, refine And then there are the women. It’s hard not to wince to hold in your head the relative positions of all your at the fact that the two female characters are a Black characters and patrol routes of a dozen guards, mentally and try again woman wielding voodoo magic and a white woman modelling the swings of all their vision cones – you wielding ‘feminine wiles’ – irritatingly, this creates the can only see one at a time – as you look for a way to two most interesting skillsets in the game. The latter, take advantage of it all. Kate O’Hara, is Agent 47 in a ballgown, able to move This might sound overwhelming – and it can be – through most crowds safely and distract guards with but the game takes off the pressure a little by handing a combination of flirtation and thrown vials of blinding you two utterly essential tools. First, there’s Showdown perfume. Isabelle Moreau’s powers, meanwhile, are Mode, which lets you freeze the action any time you straight out of Dishonored: she can possess guards, send like, queue up commands and unleash them with a her pet cat to divert attention and, best of all, link two single button press, making it possible to pull off the souls Domino-style. Both characters completely change kind of perfectly honed moments of violence described the rhythm of Desperados III’s sneaking, so it’s no above. But even with the help of Showdown, there’s still surprise that the game limits your access to both. the matter of timing. A guard’s patrol doesn’t quite take That goes for every member of your posse, actually: IO-U them out of earshot of a throat being slit, or there’s Beyond its more obvious none of the 16 missions let you play with the full a half-second gap between two takedowns you thought inspirations, you suspect Mimimi repertoire of powers. The story is continually finding were synchronised – these are enough to doom you. Games has been keeping excuses to split the party or disarm them, the best of Which is where the second, slightly less glamorous, tool a close eye on Io’s Hitman which sees you waking up so catastrophically hungover series. There are the social comes in: our old friend quicksave. stealth elements (O’Hara’s that your louder and more lethal abilities are simply If you go longer than 60 seconds without tapping disguises, and public spaces that untenable. You start out with Hector – his beloved bear F5, a flashing prompt will appear reminding you it’s are safe to wander as long as trap replaced with a rake which slams, Sideshow Bob- time to save. At first, these seem excessive – after all, you don’t visibly misbehave) style, into guards’ faces to stun them – then creep and levels littered with in most games, a minute of lost progress is something environmental hazards that through the wrecked town, gathering your friends and to be shrugged off – but that’s 60 sets of variables and allow for ‘accidental’ kills. But it piecing together the events of the night before. opportunities that need to be run through again. In a also borrows Hitman’s way of This helps keep things fresh, forcing you to find new probabilistic tactics game such as XCOM, where each luring you back into the same combinations of powers, but it also narrows the level over and over. At the close hit is decided by dice roll and the skill lies in mitigating of a mission, you’re shown a list possibilities a little. Which is actually a good thing; bad outcomes, constant reloading gets dismissed as of challenges (called Badges) faced with a blank canvas as huge as Desperados III’s ‘save scumming’. In a game as coldly deterministic as to tick off, often suggesting maps, a limited palette is the kind of constraint that Desperados III, it’s a necessity. solutions you didn’t realise were helps creativity bloom. And creativity really is the word possible, and eventually Each level is a string of tiny experiments that you a mysterious Baron appears, here. You sculpt bespoke solutions to the ever-changing run, observe, refine and try again. Nudging commands presenting reworked missions problem, chipping away at the possibilities, then get to an inch to the left, advancing time frame by frame in in familiar spaces. These turn sit back and admire your own handiwork. Watching Showdown Mode – this might give you an appreciation Desperados III from a large a plan come together, guns and voodoo and bear game (the campaign took us for the intricate clockwork you’re tangled in, how much around 30 hours at a sprint) to traps working in perfect harmony, is incredibly each butterfly-wing tweak affects a plan’s outcome, but one that’s practically infinite. satisfying. Even if it does only last a second. 8 90 EDG348.p_desp.indd 90 30/06/2020 14:50 RIGHT Desperados III manages to squeeze a remarkable amount of style and spectacle out of its unabashedly old-fashioned isometric perspective. We’re a sucker for a good rainbow. MAIN The scale of each map is something to behold – and to be intimidated by, as you note all the red dots and interlocking sight lines and try to discern a vague plan. BOTTOM Of the many environmental hazards in Desperados’ levels, the best have to be these building facades, which require just the slightest nudge to turn the guards below into a tragic Buster Keaton outtake ABOVE At the end of each level, you’re treated to a slick, map-scale replay that speeds through the last hour in 64x speed, totting up every single thing you did, from kills to quick saves, as it goes 91 EDG348.p_desp.indd 91 30/06/2020 14:50 PLAY Post Script Moritz Wagner, head of design hen they made Shadow Tactics, the team at Something Desperados has in common with Mimimi Games created a tribute to beloved immersive sims is the inclusion of non-lethal W games of their youth, resurrecting a genre options. But they’re very limited, and there’s no niche that had all but fizzled out. Its success let the system that rewards you for zero-kill runs. So why studio take the reins of one of the series it was paying did you decide to include this option? homage to in the first place – and try to bring it to We know there’s a lot of people who like ghosting a whole new audience, borrowing from and responding these sort of games – to not kill anybody or maybe in to games that have emerged in the years since. the best case not even, like, knock out anybody. So we tried to support that, but also – and this is something With this kind of game having all but disappeared in where I’m not quite sure if it’s the right decision or the early 2000s, it seems likely a lot of players will not – I also think that people who play that way want be coming to Desperados III from turn-based tactics it to be harder. And so we have certain skills that are games like XCOM. The realtime element means only available if you’re playing lethally, like Cooper’s there’s a lot more to juggle – how do you keep from knife throw. If you’re ghosting, you can’t use that.