Gaming - Massive Chalice
The Defective Inspector opens up a massive case file for Massive Chalice...
Double Fine are well known for being kings of the Indie world, they bring us legends of entertainment such as the remastering of legends like Grim Fandango and Broken Age, one of the biggest Kickstarters in gaming history. Massive Chalice was their second Kickstarter attempt and, while not as successful, reached its goal and poked Ben Muir out of a mental asylum (see this link for more info on that…). So when a company, forged in the blood of fans, comes and brings you something there is an unquestionable need to play it.
To give you an idea of my “process” (Because I’m an actor of words and stuff…) I play a game for at least 2 hours before I even start writing a review. I sit at my PC with a trusty notepad so when I notice something worth talking about, I jot it down like Clark Kent when he’s actually doing his job. I take those notes and create what you see right now. Below is a photo of my notepad
I like this title. That is a nice title. |
Massive Chalice is a beautiful idea, you are an undescribed god which has been stored within a giant stone drinking bowl which, for more undescribed reasons, also houses 2 other advisors who guide your reign for 300 years. Already you’re scratching your head, I don’t blame you. But putting aside the fact this already sounds completely insane I am going to press on. With your biblical tableware powers you have to control the bloodlines of heroes and regents to rule the land and defend off a spreading corruption created, sort of, by something called “The Cadence”. “Why the Cadence?” I ask myself, no idea. The fear of a greater evil deflates when I can imagine my old school music teacher Mrs Perkin’s saying it. But that being said I am meant to be a monstrous granite cup so let’s throw logic out the window and press onwards.
My cup LITERALLY runneth over. |
What a lovely map of death. |
There is of course battle mechanics beyond the world map, it operates on a VERY similar mechanic to X-Com: Enemy Unknown. So much so in fact I felt myself getting frustrated when my units would not overwatch… Just like X-Com is works on a turn by turn basis using specialised units with skills, items and weapons which can be decided before each mission. Ultimately it boils down to clever tactics and a hint of luck if your arrow/flask/fist hits or not. The 3 starting classes are Hunter, Caberjack (GREAT name) and Alchemist. Your heroes CAN interbreed with classes and new “hybrid” classes’ form but they all just borrow skills from each other rather than form brand new ones, thus I’ll keep it simple for now. The hunter is as it sounds, a long ranged archer with stealth skills. The Alchemist is also as opaque, you make flasks of mixtures which explode and so on, note at this point however it gets more interesting… I threw a jar of bees at something and the results were Nick-Cage-A-Rific. Finally there is the Caberjack which is basically a person who carries a Caber (Popularly known outside of Scotland as a giant f’ing tree trunk) used for cracking open the heads of your enemies. Speaking of enemies their names are equally as insane. Some are fairly common like Bulwark but then you have things like Lapse, Cradle and Seed which, as you’ll find out when you play it, are appropriate names for their skill sets. However it gets downright creepy when for things like Rupture, Twitcher and Wrinkler. I won’t ruin the fun of what each of them do, but the names alone send shivers down my spine. Suddenly the word “Cadence” makes me feel “The Fear”.
Whatever mind made this also made Slender Man |
On the brighter side of things your houses do continue. There is a motto which is different for each house, colours are different, tabard is different but it’s all very cosmetic. From reading the Kickstarter page and looking over the literal hundreds of different houses it all seems to be a granted immortality of those who contributed early on, a total of 1239 people are forever embedded into the game as a “thank you” from Double Fine. The sheer number of contributors has allows us, the average player, to appreciate the amount of love the project had from the start which is a beautiful thing to see.
The oddest but biggest problem I find with this game is the wasted potential. There could have been more maps, more classes and more customization. Not to say I didn’t like the game, I don’t waste 6 uninterrupted hours as a godly trophy for no good reason, but I kept thinking “I wish I could do X”. I am not talking about complex thing here, there are always theoretical improvements to a game which in practice are not worth the thing, but little things like being able to make my own house. I want the “Defective Inspectors” to rule the realm, wielding Caber’s like blood thirsty maniacs, I want to feel SHAME when one of my kin does something stupid and PRIDE when the final strike finishes the battle. I feel like there is a missing connection with my characters and it falls short. For me the 300 year war is the end goal and the death toll is simply a number of broken eggs in my quest to make the world’s oldest omelette. In X-Com when my favourite mechanical unit “Talos” died I almost lost it, I didn’t play the game for a week because I was THAT annoyed a lucky shot killed him. This request is constant however and has yet to be implemented which is a HUGE shame really…
We are legion, we are many, and we are devoid of personality or emotional connection... |
Even without this metaphysical update I like the game, I truly do. I’ve yet to reach the end and I feel like something is coming, something like… Winter but less R-R-Martin-esque. Whatever happens on the future I must say this; the game boils down to a clever mixture of great tactic gameplay, interesting interbreeding mechanics and flawless writing, thrown it into a colossal liquid holder of some kind and allowed to simmer. Frankly, it’s delicious.
Images – Live screenshots, Malice Chalice Wiki and Kickstarter
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