Some years from now, when weāll look back and examine the lifetime output of Mimimi Games, a developer who arguably single-handedly revived the entire ā [url=https://store.steampowered.com/app/6800]Commandos -likeā real time tactics genre, itāll be another feather in their cap that Shadow Gambit, despite being their most unfocused title gameplay-wise , still stands head and shoulders above so many other games in so many other ways. If youāre looking for a REALLY tightly designed ācombat puzzleā experience, this game may disappoint you just a little bit, but itās still chock-full of creative ideas, and lots of fun moment-to-moment gameplay . When I say Shadow Gambit is unfocused, what I mean is that itās structured very differently compared to other Commandos -like real time tactics games . I appreciate Mimimiās willingness to innovate on the formula, but I donāt think diverging from the core structure of the genre did them any favours in this case. The entire point of these real time tactics games is that they confront the player with unique missions set on unique maps and then challenge us to finish those missions using a specific set of characters. Thus, the designers can build missions to take advantage of these charactersā specific abilities or even force the player to use a combination of characters they might not have considered viable until then. In that way, real time tactics games were always more 'combat puzzle' games than anything else: Hereās your objectives, hereās the abilities you get to use ā now figure it out! Shadow Gambit, conversely, is structured to be very open. Instead of uniquely-designed mission/map/team combinations, the game features less than a dozen different islands on which all the story missions are set, and it allows you to freely choose which of your 8 (plus 2 with DLC) crew mates youād like to use . While this may sound like a good thing, as it gives the player more freedom of how to approach each mission, it also makes all of them feel a bit more generic than they should . You see, since there are always multiple missions set on each island, the developers couldnāt design these maps in such a way as to perfectly fit any single mission. The maps are all stunningly beautiful and feature plenty of really creative set pieces and landmarks (a lighthouse forever caught in stasis as it explodes, an island built around the carcass of an enormous anglerfishā¦), but as youāre playing missions on these islands over and over (with mostly the same enemy placements, to boot), youāll soon realise that their layouts are designed to be too open so they can accommodate any given mission, instead of being laser-focused on being the perfect map for one specific mission. Since you can choose which characters to take on each mission, the maps also cannot be designed around cleverly using a specific pre-determined set of abilities . Which is a shame, because the supernatural undead theme not only makes for a bunch of really creative character designs (your main character has a sabre stuck through her chest), but it also gives us the opportunity to play with a bunch of amazingly fun abilities that donāt have to adhere to the laws of reality in the same way theyād have to in a non-supernatural setting . One character can create bushes as cover wherever she wants, another can possess enemies and walk around disguised in their skin and so on and so forth. But all missions are designed to allow any combination of characters to succeed, which may entice you to fall into familiar patterns, as you never have to change your gameplay approach due to being limited to a specific set of characters and abilities . Thus, Shadow Gambit sometimes reminds me less of the tightly designed combat puzzle games [url=https://store.steampowered.com/app/418240]Shadow Tactics , [url=https://store.steampowered.com/app/1579380]Aikoās Choice and [url=https://store.steampowered.com/app/610370]Desperados 3 , which Mimimi have made until now, and more of free-form sandbox games like [url=https://store.steampowered.com/app/268870]Satellite Reign or mission-based games that frequently re-use maps and enemy placements, such as [url=https://store.steampowered.com/app/15620]Dawn of War 2 . As far as Iām concerned, Shadow Gambit never becomes as tedious as Dawn of War 2 was in its worst moments, but thatās in large part down to how good everything else is in Shadow Gambit. You see, despite the more unfocused gameplay, Shadow Gambit is an incredibly polished game which still manages to be a lot of fun in the moment-to-moment gameplay thanks to the creative abilities your team can use . The maps and missions may not be specifically designed for them, but that doesnāt take away from the sheer joy of pulling off impossible supernatural group assassinations like clockwork. But what really made me want to write a positive review about this game is everything built on top of the gameplay: The character design is amazing, both visually/aurally and in terms of their highly memorable personalities , and each of your crew mates gets to shine thanks to lots of interactions in-between missions on your ship, the Red Marley. And while the story starts off a bit slow, it does throw you a couple of curve balls I didnāt expect . In particular, the way the game weaves the quicksave and quickload functions into the narrative is honestly amazing : Mimimi evidently realised that these two functions are essential to how people play their games, so they decided to turn them into diegetic magic time powers which the Red Marley can use to aid you in your missions. Sort of like how [url=https://store.steampowered.com/app/1145360]Hades explained the roguelite cycle of dying and re-trying as part of its premise. And just when you think Mimimi will leave it at that and simply use that concept as an in-world explanation for why you can save and load, Shadow Gambit also tackles the in-world implications of this system. If youāve played Shadow Tactics back in the day, youāll be familiar with how Mimimiās stories, despite usually being fairly straightforward, often still end up surprising you with creative ideas and impactful twists . Honestly, when I had played Shadow Gambit's first couple of hours, I wasnāt entirely sure how I felt about it, as all the downsides of the new, more free-form and thus less focused approach to gameplay and missions will hit you right away. But as you keep playing, Shadow Gambit really comes into its own, with its likeable and unique cast of characters, its interesting world, its fun supernatural abilities, and its creative story and setting ideas . I still think if youāre looking for a REALLY tightly designed combat puzzle game, youāll enjoy Mimimiās other games more, but if youāre able to put up with Shadow Gambitās structure and the slightly generic missions that result from it, youāll be able to enjoy all of the gameās other qualities to the fullest.
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