They're not particularly difficult, and only took me 15 to 20 minutes to finish, which is a big contrast to the three hours or so each of the big infiltrations lasted. The shorter, interlude missions that sit in between are nice little breaks that give the story and characters more time to breathe. There are even a few small new mechanics to learn, like characters leaving footprints in the sand that can either give away your position or lure enemies into a trap. All of the new missions could stand up alongside the best ones from the main campaign, and I was downright impressed they managed to find so many new ways to make me think about these characters and their various tools again, all these years later. The fifth, and most exciting, is out of rifle range and doesn't have a bridge, so you have to tackle it with only three characters. Two others are in range of Takuma's powerful sniper rifle, allowing you to pick off particularly annoying enemies you can't easily sneak up on. Only two of them are reachable by the heavily armored Mugen, who can't swim and relies on bridges to get around. My favorite of the new missions involves a series of five islands that force you to use different combinations of party members for each. But it strikes me as a little odd that Daedalic would release Aiko’s Choice as a standalone game if that’s the expectation. You can pick up some scrolls that remind you how certain character abilities work, and there is fair warning given that you should play at least the first few levels of the base game before jumping in to get familiar with the fundamentals. Whether I was rescuing a captured party member or sneaking into a secluded temple, the difficulty level felt about on par with some of the maps in the original game's third act. While none of the new areas in Aiko's Choice feel obnoxious, they definitely don't hesitate to throw you into the deep end. This definitely is not a walk in the sakura garden. The player has to carefully evaluate his options in order to master the challenging missions: how will the characters behave as a team? Which one is best equipped for each task? How can they best master the given missions? Come up with your own ingenious tactics to vanquish enemies and complete missions.It's worth cautioning against anyone considering coming in without having played Blades of the Shogun before, though. The mysterious marksman Takuma however, relies on his sniper rifle and takes care of the enemies from a distance. And the street child Yuki places traps and decoys enemies towards their deadly fate. Aiko is a master of camouflage when she distracts enemies disguised as a Geisha. Samurai Mugen prefers a more powerful approach and can defeat more fiends at one time, but thus also forfeiting flexibility. One of the leaders of this team is Hayato, an agile ninja, who clears the way through his enemies silently, with his sword and shuriken. The characters develop their own dynamic and each member will have to face their own personal demons. Yet over the course of many missions, trust is won and friendships are made. Working together as a team seems impossible at first. The group is composed of very different personalities. Set traps, poison your opponents or completely avoid enemy contact. Choose your approach when infiltrating mighty castles, snowy mountain monasteries or hidden forest camps. Take control of a team of deadly specialists and sneak in the shadows between dozens of enemies. Shadow Tactics is a hardcore tactical stealth game set in Japan around the Edo period.
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