Code Name: S.T.E.A.M. Demo Impressions: An Intelligent Take on XCOM

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This game wouldn’t be complete without Abe Lincoln.

Code Name: S.T.E.A.M. is an intriguing game from Intelligent Systems. It is a tactical JRPG, but it looks and plays very little like the developer’s flagship series, Fire Emblem. The art style is reminiscent of old Silver Age comics. Even the story with its use of American legends and folklore is novel. To be honest, I wasn’t sure if Code Name: S.T.E.A.M. was a game that would appeal to me, given how drastically different it is from Intelligent’s normal offerings. If it hadn’t been for Geoff’s news article I might have almost completely ignored the game. Fortunately, Nintendo offered fans a lengthy demo a few weeks before the game’s actual March 13 launch.

The first thing that struck me about Code Name: S.T.E.A.M. is how it reminded me of XCOM Enemy Unknown, with a touch of War of the Worlds tossed in. (If I had played Valkryia Chronicles perhaps I would be reminded of that game, but XCOM is what comes to mind first.) The game begins with American agent Henry Fleming stationed in London. With a loud explosion, the world changes in an instant. Everything is overrun with strange bug-like aliens. Picking up a gun off of a dead solider, you fight as Henry to make it to safety. Later you’re united with John Henry (the original man of steel!), the Cowardly Lion and Tiger Lily. To be fair, half of the demo is played with just Henry and John, and like XCOM, the stages can be challenging.

The game sports an interesting fusion of a top-down isometric view and a third-person shooter. Before taking control of a character the stage is shown from an isometric view, but once a character begins moving the camera angle narrows to an over-the-shoulder view. You can switch between characters at will, which provides useful vantage points on the map. Even better, you don’t have to end a character’s turn before switching to someone else. I.e., you can attack a few enemies with John, finish them off with Henry and return to John to have him cover more ground.

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The grid view found in most tactical RPGs is present, but steam units take precedence over everything. These units allow a character to move, fire a weapon, and do other actions. In the demo each character is given ten units to use per turn. Once the steam units are depleted a character can’t move, much less fire his or her weapon. Retracting your steps by walking backwards can help recover steam units, but firing a weapon depletes the units for that turn. Fortunately, steam can be refilled on the map via special check points, save points and canisters. I thought the use of steam units would be a deal-breaker for me, but constantly needing to replenish steam wasn’t much of a hindrance. If played smartly, characters can perform lots of actions before needing to end a turn.

The “Overwatch” feature, adds even more versatility to the steam units. Instead of expending all of a character’s steam units on one turn, they can be saved. If a character has enough steam units (usually two to three), they can attack when an alien crosses their line of sight. It is a great defensive move, and helps whittle down enemies that get too close to the group, especially in areas with numerous blind spots. The aliens can also use Overwatch, and can mercilessly punish a character that has blindly walked into their line of fire.

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The demo starts off with just Henry and John. Henry’s main weapon is the Eagle Rifle, which is just a standard rifle. It costs three steam units to fire and can be used in Overwatch mode. John’s main weapon is the Bear Grenade. It is a grenade launcher that fires in arcs and can hit multiple enemies, and even destroy objects. Because of its upward trajectory, John can safely fire over walls and enemy cover. Unfortunately, it can’t be used with Overwatch. Getting through the first three maps with just Henry and John isn’t an easy task. I lost track of how many times I found myself on the verge of death, nearly flanked by aliens, or unable to collect every coin (used to upgrade weapons, steam boilers, and to restore health at save points) on the map. Sometimes I had to put an end to matches as quickly as possible by getting to the goal.

The demo becomes significantly easier when Abe Lincoln, rescues Henry and John in the Lady Liberty airship and gives you access to new team members, Tiger Lily, and the Cowardly Lion aka Lion. It is here that you’re also given access to sub-weapons, and the ability to choose party members. The sub-weapons add an entirely new dimension to Code Name: S.T.E.A.M. For example, in addition to Henry’s Eagle Rifle, he now has a Medi-Carbine which allows him to heal an ally. John gets the Steam Rifle and the ability to use with Overwatch. Sure, his attacks aren’t as strong, but he can now defend himself on enemy turns.

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The two additional team members are a huge help on maps. Lion comes with a unique weapon called the Lion Launcher, which does exactly that. He can launch himself at enemies or fling himself across crevasses and over fences to reach normally inaccessible areas of maps. (I used this ability to escape from enemies to higher ground after I had gotten myself surrounded.) As with the Bear Grenade, the Lion Launcher can’t be used in Overwatch. Fortunately, Lion is also equipped with a Steam Crossbow. It may be weaker but it’s perfect for using in tandem with the Lion Launcher. Tiger Lily has the Medi-Mortar which works like the Bear Grenade, except it brings healing instead of hurting. She also has a Steam Musket for offense and defense.

Code Name: S.T.E.A.M. really shines when there are four characters on a map. The characters’ unique weapons allow them to traverse areas, and attack enemies in interesting ways. You’ll need John’s Bear Grenade to break all of the large metal boxes filled with coins that are scattered throughout the map. The grenade launcher is also great for setting off drums filled with explosives. The Lion Launcher makes it possible to collect gears (used for upgrading equipment), coins and enemies located in hard to reach places.

All and all, the demo did its job well. I was on the fence about Code Name: S.T.E.A.M., but the four maps I played covering the first two chapters of the game swayed me in a positive direction. I expected not to like CNS, but came away impressed. It took me about four hours to be complete the demo, but it can be played over and over again with all four characters. The full game will have more characters, including those from Fire Emblem via Amiibo support. The location, time period and colorful cast of characters strikes me as weird, but in a good way. Where else can John Henry meet up with the Cowardly Lion, while paling around with Henry Fleming and Tiger Lily to fight aliens in London?

I can respect a story that doesn’t take itself too seriously, while showing meticulous care for the time period it depicts. The Steampunk setting combined with the Gilded Age is a refreshing break from the fantasy, the World Wars and typical sci-fi locales. In other words, Code Name: S.T.E.A.M. looks to be a creatively rare gem in gaming that’s not found in the indie space. Selling a new IP to gamers is always a difficult task, but I hope Nintendo is up to getting the word out about Intelligent System’s newest RPG. The demo is a great start and I heartily recommend it, especially if you’re unsure about the full game.

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