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The game does vary it up a bunch with a couple of boss fights and ambush missions, however some tedium does set in, especially in prolonged sessions. Most of the missions will have you collecting a certain amount of swag, killing a certain number of enemies or reaching the evacuation area. SteamWorld Heist could have perhaps benefited from some variety in its objectives. Sure, having hats in your game isn’t exactly a novel idea, but having a captain that’s wearing a cat-in-a-hat while fighting baddies is pretty, well, badass. On top of that, your crew can don hats, hats which can either be bought or shot off enemies and collected (whenever a hat is shot off, the game plunges into slow-motion, highlighting the very dramatic nature of the act). Each character can be assigned a weapon (every class can wield two weapon types) and two utility items which range from grenades, to health packs, to an extra gun and so on. The item system works, for the most part, in a linear fashion, providing direct upgrades, with the exceptions of certain rare weapons which may prove to be alternatives, with added advantages and drawbacks, to the weapons you currently have. Swag bags provide water, which is the game’s currency, and items. Every fight gives you the possibility of collecting swag bags, often times requiring you to go out of your way for the rarer pieces. From simple gun-toting scrappers, to melee oriented enemies with large shields, to royal guards with small shields attached to their weapons, they will require careful positioning in order to get a good shot and make sure your character isn’t exposed.
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There’s some enemy variety in there as well. After the first few fights you’ll understand which surfaces you can shoot through and which ones will trigger a ricochet. The graphical style of SteamWorld Heist, with its colorful charm, also succeeds in highlighting the elements required for combat in a proper manner.
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This pushes the player into attempting to get a feel of how to position their character and when, or which, enemy to prioritize as well as when exactly to pull the trigger. Getting a headshot has a 50% chance of triggering a critical hit, if your weapon is capable of critical damage, while hitting an opponent’s legs may cripple him, disallowing movement for the next turn. Trick shots are also a possibility, as bullets do ricochet off certain surfaces, at times being entirely required in order to bypass shields or strike enemies from the back. Sharpshooter type weapons have laser sights, which indicate where bullets travel, but the other weapons need to be aimed without any help. This removes the possibility of missing 99% hit chance shots while adding a fair challenge to the shooting component.
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The most interesting thing about the combat is by far its choice for manual aiming. You’ll have to carefully navigate your surroundings, finding cover as you move along. These fights involve taking up to four members of your crew with you and attempting to clear, or reach a certain point in levels that are, in most cases, procedurally generated.
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It’s simply there to give context to the fights that make up the largest chunk of the game. The story doesn’t fall flat on its face, but neither does it shine in too many ways. The game is centered around pirate Captain Piper Faraday and her crew. A good way to look at it would be to imagine a mixture of X-Com and Worms. This time around, we’re offered a turn-based 2D tactical shooter. Where SteamWorld Dig was more about exploration, SteamWorld Heist takes a different approach, shedding the explorative/crafting elements. After several more spent in the company of SteamWorld Heist, it’s clear to me that Image & Form know how to exploit their universe,creating games that are fun and that, despite a couple of drawbacks, are worth giving a shot. SteamWorld Dig kept me busy for a couple of hours due to its interesting mixture of gameplay elements and visual charm.
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