Posted March 08, 2018
Ancient-Red-Dragon: [1] I vehemently hate the Matrix system in Hong Kong game. Every part of it is inherently aggravating & asinine, and it has nothing to do with skill either. They turned what should have been a tactical turn-based game into a real-time lightning-reflexes twitch game, even though the interface/play control is too clunky to accommodate the ultra-fast twitchy responses that the Hong Kong game demands.
[2] The "Matrix matching mini-games" in the Hong Kong game are equally vile.
[3] Moreover, the Hong Kong game's Matrix system makes the enemies vastly OP vs. the player, in a multitude of different ways. Just to have a fair shake, the player pretty much must keep saving every few seconds, and reloading any time the game unfairly dings him/her with an error.
[*snip*]
squid830: [1] Completely agree with you there. I tolerated the matrix sections only because the rest of HK wasn't too bad (excessive boring hub conversations notwithstanding). [2] The "Matrix matching mini-games" in the Hong Kong game are equally vile.
[3] Moreover, the Hong Kong game's Matrix system makes the enemies vastly OP vs. the player, in a multitude of different ways. Just to have a fair shake, the player pretty much must keep saving every few seconds, and reloading any time the game unfairly dings him/her with an error.
[*snip*]
[4] What is really baffling is that in the very same game, they created a turn-based stealth system for meatspace! […] And yet, in the same game, they decided to make the stealth portions of the matrix real-time?!
It just makes no sense. Apart from the other reason it doesn't make sense, namely that all other skill/combat parts of the game are effectively turn-based.
[5] I suspect that if they used the same mechanics as the "stealth" portion of meatspace, that it would be too easy […].
[2] And then, since having a real-time crappy "stealth" portion in the matrix wasn't retarded enough, they then added that stupid simon-says/memory segment to the "hacking" portions of it. […] what were they thinking?
[4] If they really wanted a "puzzle" for the hacking parts, they could have easily created something turn-based - e.g. using the conversation mechanism. They could have had riddles, quizzes, mathematical equations, etc., and the higher your skill then the easier they would be to solve. Or, present some options and have skill checks required to pass them (even if they randomised the skill checks it would still be preferable to what they came up with).
[*snip*]
Although it looks prettier, the mechanics are fundamentally different.
[2] It does impel the player to invest a lot of cognitive resources into the game, though! ;P The countdown timer (thus, RTS and not TBS) makes the minigame harder imbueing it with tension it would otherwise lack.
That said, it also changes the game.
Some people have limitations that are contra-indicated to twitch gaming (e.g., disabled, frail, injured and ill would all find RTS inherently more difficult than TBS). Inserting (set-piece) RTS into an ostensibly TBS milieu could be a game-ending decision.
I can see what the HBS has done, and I understand the choices.
Part of the aesthetic, methinks, is the frenetic setting of the virtual milieu—a tachyphrenic cyberscape. I get that.
But I would like to see the description on the game page warn potential buyers that this TBS game has a chunk of RTS on the critical path.
Quick reflexes are a barrier for a significant fraction of people, hence also of the gaming community (because, ultimately, games must be trying to reach as many as possible).
Revamped Matrix art and gameplay! is obfuscated MarketingSpeak.
Gripping, Turn-Based Tactical Combat: When you’re running the shadows, every turn matters. Choose your actions wisely … either means that "every turn" doesn't matter in the matrix sections (because failure-triggered interdiction by a matrix defence systems is easier than stealthy espionage), or it just never occurred to them that people choose different game modes sometimes for compelling reasons.
[3] One advantage to the new combat system is that every battle in the matrix allows the user to deploy (another copy) of their software, so programs can be respawned. In the earlier games once a program was spawned it existed until it was destroyed.
[4] Yeah, the irony of this new design.
I agree it's crying out for a puzzle to solve, and your methodology (higher skill grants easier solution) & examples are solid.
Mathematics would work; it utilizes a different cognitive schema than (left-hemisphere) language and (right-hemisphere) hand-eye coördination.
I don't dislike the memory concept per se, but I would eliminate the timer (make the memory recall more difficult, to balance it, as required).
Like Mahjong itself, for instance, where there are many similar pictograms; the cool mental adaptation of a non-Chinese reader is blunt image-matching, i.e., without any inkling of the (semantic) value correlate of the (semeiotic) images.
Riddles are always good, but difficult to write effectively. Basically they are cryptic-clue poetry, and poetry is non-trivial to write.
[5] I agree.
In HongKong, the new ability to commence turn-based interaction with the scenario is a great improvement (if imperfectly implemented). I agree that it should have been impelemented in the matrix as well.
In DragonFall, the stealthy approach to, say, the Aztechnology building required a "switch" (team members had to don disguises) before for the encounter with the watchman. Secondly, Blitz had the security codes for his clandestine entry into the bank, obviating any need for conflict (until the vault is breached much later).
Similarly, anyone who has dealt with (contemporary) cyberspace will know that, for success, it is better to have all your tools prior to entering.
It's no different to, say, the use of an etiquette in a conversation.
It may seem too pedestrian to twitch-gamers, but there is certain satisfaction when a plan which anticipates security measures takes care of them as they occur, like a back-row piece eliminating the attacker after an aggressive play in chess.
Another >minor< point is that—unlike DragonFall—when changing resolutions from 9:16 to 3:4 ratios the screen retains the vertical residues of the last image either side of the new 3:4 projection. (Previously, the 3:4 image was stretched across the 9:16 display.) A blank of the areas after the resolution change would fix this.