Code Name S.T.E.A.M Review

Smoke rises across the London skyline. On the deck of the United States Airship Lady Liberty, Tom Sawyer, the Not-so-Cowardly Lion, Tiger Lily (from Peter Pan), and John Henry (“the steel-driving man”) watch as a giant robot modeled after (and piloted by) Abraham Lincoln stomps through the streets, clenching its metallic fists. It squares off against a massive creature, all tentacles and pustules and eyes. This diverse group--white, black, male, female, human, animal--have beaten back the alien menace in the streets, and now it is up to Lincoln to deliver a knockout blow.

I should love this. Code Name: S.T.E.A.M. is a tactical game that teams up folkloric heroes and public domain favorites and sets them against Lovecraftian invaders in a series of turn-based skirmishes. Really, I should love this. But I can’t because Code Name: S.T.E.A.M. squanders all that potential. A combination of design flaws, technical limitations, and narrative missteps renders what should’ve been a memorable game into something utterly forgettable. A world that should be brimming with character and charm is instead dry and flat. Battles that should feel exciting and dangerous are monotonous at best and frustrating at worst.

A world that should be brimming with character and charm is instead dry and flat.

These battles make up the majority of Code Name: S.T.E.A.M.’s 20 or so hours. You fly from fight to fight, watch a cutscene, and then direct a squad of four characters through cities, secret facilities, and other locales. Taking a page from games like Valkyria Chronicles, S.T.E.A.M. gives you real-time, third-person control of your characters, one at a time. You are allotted an amount of “steam” (read: action points) based on the character’s equipment loadout. You spend this steam to move from tile to tile and to attack enemies. Like some other recent tactics games, smart play means setting up chokepoints and utilizing a defensive “overwatch” mode to blast aliens once they move into view. You can also use character-specific special abilities (that come with their own unique animations). The whole thing is great on paper, but developer Intelligent Systems fumbles too much of the execution.

One example: Though the maps are tiled, you can shuffle characters around inside these tiles without spending any additional steam, so if you park Queequeg (yes, from Moby Dick) behind a giant crate with his final steam point, you can still slide him around inside that tile to line up a sneaky shot (on an alien’s glowing weak point, you hope). The problem is that, while you’re manually lining up these attacks, your targets bounce up and down in an idle animation, drifting in and out of your reticle. And since the game only checks to see whether your attack was lined up at the second you pulled the trigger, sometimes you’re left watching your bullets literally pass through an alien, no damage done.

There are other problems, too. Occasionally, an area-of-effect attack or heal might fail to land on one of the targets clearly within its zone of effect. There’s no way to tell whether an enemy is in overwatch mode (this is especially frustrating with a late-game enemy type that is itself immune to overwatch attacks). Then, after spending all that time trying to mitigate these risks, you have to wait for what feels like an eternity for the enemy side to take its turn. Because the view stays locked on your characters, you’re stuck staring at John Henry standing in a corner for 30 to 40 seconds while you vaguely hear aliens moving in the distance. When it’s your turn again, you’re left to swing the camera around wildly, hoping to divine what the hell happened halfway across the map. You have to do this because unlike the aforementioned Valkyria Chronciles, Code Name S.T.E.A.M. never gives you a clear, top-down map view of what’s happening on the field.

While you’re manually lining up these attacks, your targets bounce up and down in an idle animation, drifting in and out of your reticle.

All of this encourages slow, careful play, not because the tactical challenges are tough and need a lot of thought but because an unpredictable and glitchy result can throw your whole plan into disarray at any moment. It doesn’t help that there is very little encouragement to speed through levels or to take interesting risks. With rare exceptions, there is no urgency in Code Name: S.T.E.A.M., just a slow, dreary march forward.

It isn’t just the combat design that’s disappointing. The music is a grating mashup of industrial percussion, thrash guitars, dubstep breaks, and the occasional (and truly out-of-place) flute melody. The maps are boxy and claustrophobic--they all feel like warehouses, even those styled to look like city parks and desert canyons. While your team members are bold, comic-book interpretations of classic characters, the aliens just feel like indistinct blue splotches. Despite their visual flair, even your pulpy heroes begin to wear thin after a dozen hours of hearing the same four or five lines repeated in combat.

At the end of the day, all of this could be forgivable if Code Name: S.T.E.A.M. offered something else special. The best games in the tactics genre do this in a variety of ways. XCOM: Enemy Unknown couples the strong combat missions with a smart strategic layer, but S.T.E.A.M. just ushers you from fight to fight. Valkyria Chronicles has interesting progression mechanics for upgrading your troops and vehicles, but in S.T.E.A.M., your characters never level up or change, and though you can unlock new secondary weapons and “steam boilers” by finding collectibles in the levels, 90% of these are totally inessential. Fire Emblem: Awakening--also available on the 3DS--offers hours and hours of fun interactions with a huge roster of characters. S.T.E.A.M.’s story, on the other hand, is a utilitarian structure: the pre- and post-fight cutscenes are beautifully rendered but give little space for the characters to breathe or interact.

Code Name: S.T.E.A.M. offers the most frustrating kind of steampunk: It brushes up against potent themes, but then turns its back on them in favor of pure aestheticization.

That may be the biggest disappointment of all. Intelligent Systems pulled together an interesting set of figures to star in Code Name: S.T.E.A.M. (including some that were totally new to me, like Califia, the black warrior queen of the mythical island of California). But these aren’t characters, really: They’re just sketches. They’re C-tier Saturday morning cartoon characters. They have great visual design, signature attacks, and a little personality, but that's it.

While it’s incredible to see such a diverse range of characters on screen at the same time, the game is also filled with cringe-worthy stereotypes: the Native American who heals with the power of nature; the Pacific Islander who speaks in broken English; the exotic and mysterious Latina. (And before you say that they’re just staying true to the original depictions of these characters, know that one of them is a gender-swapped Zorro. So no, sorry, they aren’t.) More than anything, though, I wish that these characters had been fleshed out more. If you’re going to put John Henry, Tom Sawyer, and Abe Lincoln on an airship together, please do something interesting with them.

Every now and then, there is a glimmer of something really cool: a throw-away line hints at tension between John Henry and the non-human members of S.T.E.A.M.; a newspaper clipping notes worker revolts springing up around fears of automation; an evocative reference is made to Lincoln’s “fateful day in the theater”--and his survival of those events. These little hints of flavor kept me interested for a while. I was waiting for some big thematic shift or an interesting twist. Unfortunately, it never came. This is just a story of American do-gooders out to save the world with their near-magical technology.

Code Name: S.T.E.A.M. offers the most frustrating kind of steampunk: It brushes up against potent themes, but then turns its back on them in favor of pure aestheticization. When used well, steampunk can be great: Games like 80 Days and Dishonored use steampunk to examine the complexity of emerging technology and massive social change. But in S.T.E.A.M., all we have is American exceptionalism, technological fetishism, and the tiniest dash of diversity training. Yet there is one upside in all this: because all of these characters exist in the public domain, one day, someone will return to this idea. I only hope that they’ll spend a little more time fleshing out the world and its inhabitants. And making a targeting system that works.

PlayStation Vue Launching In Two Weeks

Sony is set to launch its PlayStation Vue internet TV service in the United States within the next two weeks. New York City, Chicago, and Philadelphia are the first three cities set to receive the service.

Access for the rest of the country is planned for the end of 2015, Sony Computer Entertainment president Andrew House told the Wall Street Journal.

A monthly subscription price for PlayStation Vue is still unknown.

PlayStation Vue will first debut on PlayStation 4 and PlayStation 3 before heading to iPad and unspecified non-Sony devices.

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Apple App Store Struck With Major Outage

Several of Apple's services, including iTunes and its App store, have been down for nearly 7 hours, with reports of outages first coming in at 5 a.m. ET this morning.

On Apple's status page, the App store, iTunes, iBooks, and the Mac App store are all listed as "unavailable for all users." According to a report on ZDNet, Apple is losing around $2.2 million USD every hour the sites are down.

Earlier in the morning, Apple cloud services were also affected. According to the Apple support page, iCloud Mail and iCloud sign-in and account and sign-in functionality were down until just before 9 a.m. ET.

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Pokémon Devs Swap Cute for Carnage With New Game

I’m never been a fan of adjectives in titles. “The Amazing Spider-man” Is he now? “Super Mario Bros.” And what makes them so Super, hmm? How about you let me decide what adjective to whack on your thing and you just concentrate on making it. It’s this attitude that had me questioning just how ‘badass’ is this Tembo the Badass Elephant?

Tembo is the result of Japanese studio and Pokémon masters Game Freak letting one designer from the East Midlands run wild for six months and seeing what he came up with. The fruits of Director and Character Designer James Turner’s efforts is a side-scrolling action platformer that although pretty straightforward at first glance, has a lot going on underneath.

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Did Homer Simpson Discover the Higgs Boson 14 Years Ago?

Homer Simpson may, in fact, be a scientific genius, as it's been revealed he predicted the mass of the elementary Higgs boson particle more than a decade before scientists.

As The Independent reports, a new book called The Simpsons and their Mathematical Secrets by Dr. Simon Singh reveals Homer came startlingly close to figuring out the truth back in an episode from 1998.

In "The Wizard of Evergreen Terrace", Homer becomes an inventor. Though the creations he remains most famous for devising include the electric hammer and the make-up gun (still not sure why that didn't catch on), a scene in which he's depicted in front of a blackboard bearing an equation actually works out the mass of the previously-unknown particle.

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Adr1ft Creator on Gravity Comparisons, #DealWithIt Fiasco

IGN: This is a first person experience game, we saw it unveiled at The Game Awards back in December; give me the quick elevator pitch.

Adam Orth: Adr1ft is the story of an astronaut who wakes up floating in space among the wreckage of a destroyed space-station, with no idea how she got there, no idea what happened, and a really badly damaged EVA suit that’s slowly leaking oxygen. You basically have to survive and get home.

IGN: That sounds an awful lot like the Sandra Bullock film Gravity.

Adam Orth: When I first started working on this game, I just wasn’t aware of Gravity. When I started using the metaphor of the destruction of my personal life, and the destroyed space station, it became really clear that this was a game I really, really wanted to make, an experience I wanted to have, and a story I wanted to tell. About a month into working on this I discovered Gravity. I didn’t know about it beforehand, and initially I was devastated because you want to be original as much as you can, even though that’s next to impossible when you’re creating things. I was devastated and I was like “you can’t make this game anymore.” But at that time in my life I was really rebelling against being told who I am and what I can do and what I’ve done – so I just kind of said “f**k it,” there’s room for everyone. Gravity is not the first space disaster piece of entertainment, and you could certainly say Gravity is derivative of other things in some ways, but that’s not the point. The point is that it’s a story I want to tell and I’m not going to shy away from doing that because there’s some similarities to it in a really great movie. If people compare Adr1ft to Gravity, that’s awesome. It’s actually been helpful for us because people’s expectations have been set for a game experience like an Oscar-calibre film. Initially it was devastating, but I’ve just accepted it because I know what we’re doing is very different. I see people online all the time saying “oh, so basically Gravity the game.” Well, it’s not “basically Gravity the game” – it’s a space disaster that happens to have a main character who’s a woman. I only had two choices

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GTA Online Issues Fixed, Heists Now Available

GTA Online is once again up and running after a difficult 24 hours following the release of the long-awaited Heists.

Rockstar has explained it believes all versions of GTA Online should now be in full working order, along with the Rockstar Social Club.

"Full access has been restored to GTA Online and all services have resumed as normal," the developer tweeted.

Earlier today Xbox Live users reported issues joining games, downloading purchased content, and signing in to their profiles. Xbox Support currently notes this issue is only affecting Xbox 360 consoles and is now reporting that core services are up and running but purchasing new content, or downloading content you've already purchased, is still limited.

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DmC: Devil May Cry Definitive Edition Removes Sexual Dialogue

The chief creative director of DmC: Devil May Cry has explained why the studio decided to make a change to the game's opening when releasing the Definitive Edition.

Eurogamer spotted a conversation between villains Mundus and Lilith had been cut. Where Lilith once responded to Mundus with the phrase "The world is at last your bitch, as am I. Nothing left but to grab it by the hair, bend it over and —", the line now ends after "bitch".

Ninja Theory's Tameem Antoniades explained to IGN, "We did make an edit to the opening cut scene. It wasn’t a case of censorship as there are far more suggestive scenes in the game. We felt that scene in particular drags on a little bit for the opening sequence and frankly, we didn’t like the line. Those few seconds were irrelevant to the scene and is covered effectively in a later scene where Mundus is metaphorically shafting world leaders.

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Gold Mario Amiibo Reportedly Delayed

Nintendo has delayed its upcoming Gold Mario amiibo from March 20 to April 8, according to reports.

Several Twitter users who pre-ordered the Walmart-exclusive figure have received emails suggesting they'll have to wait that little bit longer.

Separate silver and gold variants of a Mario amiibo were discovered on Nintendo’s website last month. The two editions were revealed by CPSIA certificates that were spotted by user KTS2448 on NeoGAF.

The two figures are in the same pose as the Mario figure from the Super Mario amiibo series, slated to launch March 20 alongside Mario Party 10. The upcoming Mario Party 10 amiibo are in high demand with some retailers closing pre-orders on the figures shortly after going live.

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5 Films That Influenced Horror Sensation Spring

Spring is a love story wrapped in a horror movie that shocks and surprises at every turn. It tells the tale of a young American travelling around Italy and falling for a beautiful woman with a dark secret. And the less you know about it going in, the better (unless you want to know all about it, in which case watch the following trailer or read our review).

Rather than quiz co-directors Justin Benson and Aaron Moorhead about plot specifics, we therefore asked them to write about what influenced the film in terms of story, look and tone. And their five choices are pretty surprising…

Preacher

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