For many decades, nuclear fusion power has been viewed as the ultimate energy source. A fusion power plant could generate carbon-free energy at a scale needed to address climate change. And it could be fueled by deuterium recovered from an essentially endless source — seawater.
Decades of work and billions of dollars in research funding have yielded many advances, but challenges remain. To Ju Li, the TEPCO Professor in Nuclear Science and Engineering and a professor of materials science and engineering at MIT, there are still two big challenges. The first is to build a fusion power plant that generates more energy than is put into it; in other words, it produces a net output of power. Researchers worldwide are making progress toward meeting that goal.
The second challenge that Li cites sounds straightforward: “How do we get the heat out?” But understanding the problem and finding a solution are both far from obvious.
Research in the MIT Energy Initiative (MITEI) includes development and testing of advanced materials that may help address those challenges, as well as many other challenges of the energy transition. MITEI has multiple corporate members that have been supporting MIT’s efforts to advance technologies required to harness fusion energy.
The problem: An abundance of helium, a destructive force
Key to a fusion reactor is a superheated plasma — an ionized gas — that’s reacting inside a vacuum vessel. As light atoms in the plasma combine to form heavier ones, they release fast neutrons with high kinetic energy that shoot through the surrounding vacuum vessel into a coolant. During this process, those fast neutrons gradually lose their energy by causing radiation damage and generating heat. The heat that’s transferred to the coolant is eventually used to raise steam that drives an electricity-generating turbine.
The problem is finding a material for the vacuum vessel that remains strong enough to keep the reacting plasma and the coolant apart, while allowing the fast neutrons to pass through to the coolant. If one considers only the damage due to neutrons knocking atoms out of position in the metal structure, the vacuum vessel should last a full decade. However, depending on what materials are used in the fabrication of the vacuum vessel, some projections indicate that the vacuum vessel will last only six to 12 months. Why is that? Today’s nuclear fission reactors also generate neutrons, and those reactors last far longer than a year.
The difference is that fusion neutrons possess much higher kinetic energy than fission neutrons do, and as they penetrate the vacuum vessel walls, some of them interact with the nuclei of atoms in the structural material, giving off particles that rapidly turn into helium atoms. The result is hundreds of times more helium atoms than are present in a fission reactor. Those helium atoms look for somewhere to land — a place with low “embedding energy,” a measure that indicates how much energy it takes for a helium atom to be absorbed. As Li explains, “The helium atoms like to go to places with low helium embedding energy.” And in the metals used in fusion vacuum vessels, there are places with relatively low helium embedding energy — namely, naturally occurring openings called grain boundaries.
Metals are made up of individual grains inside which atoms are lined up in an orderly fashion. Where the grains come together there are gaps where the atoms don’t line up as well. That open space has relatively low helium embedding energy, so the helium atoms congregate there. Worse still, helium atoms have a repellent interaction with other atoms, so the helium atoms basically push open the grain boundary. Over time, the opening grows into a continuous crack, and the vacuum vessel breaks.
That congregation of helium atoms explains why the structure fails much sooner than expected based just on the number of helium atoms that are present. Li offers an analogy to illustrate. “Babylon is a city of a million people. But the claim is that 100 bad persons can destroy the whole city — if all those bad persons work at the city hall.” The solution? Give those bad persons other, more attractive places to go, ideally in their own villages.
To Li, the problem and possible solution are the same in a fusion reactor. If many helium atoms go to the grain boundary at once, they can destroy the metal wall. The solution? Add a small amount of a material that has a helium embedding energy even lower than that of the grain boundary. And over the past two years, Li and his team have demonstrated — both theoretically and experimentally — that their diversionary tactic works. By adding nanoscale particles of a carefully selected second material to the metal wall, they’ve found they can keep the helium atoms that form from congregating in the structurally vulnerable grain boundaries in the metal.
Looking for helium-absorbing compounds
To test their idea, So Yeon Kim ScD ’23 of the Department of Materials Science and Engineering and Haowei Xu PhD ’23 of the Department of Nuclear Science and Engineering acquired a sample composed of two materials, or “phases,” one with a lower helium embedding energy than the other. They and their collaborators then implanted helium ions into the sample at a temperature similar to that in a fusion reactor and watched as bubbles of helium formed. Transmission electron microscope images confirmed that the helium bubbles occurred predominantly in the phase with the lower helium embedding energy. As Li notes, “All the damage is in that phase — evidence that it protected the phase with the higher embedding energy.”
Having confirmed their approach, the researchers were ready to search for helium-absorbing compounds that would work well with iron, which is often the principal metal in vacuum vessel walls. “But calculating helium embedding energy for all sorts of different materials would be computationally demanding and expensive,” says Kim. “We wanted to find a metric that is easy to compute and a reliable indicator of helium embedding energy.”
They found such a metric: the “atomic-scale free volume,” which is basically the maximum size of the internal vacant space available for helium atoms to potentially settle. “This is just the radius of the largest sphere that can fit into a given crystal structure,” explains Kim. “It is a simple calculation.” Examination of a series of possible helium-absorbing ceramic materials confirmed that atomic free volume correlates well with helium embedding energy. Moreover, many of the ceramics they investigated have higher free volume, thus lower embedding energy, than the grain boundaries do.
However, in order to identify options for the nuclear fusion application, the screening needed to include some other factors. For example, in addition to the atomic free volume, a good second phase must be mechanically robust (able to sustain a load); it must not get very radioactive with neutron exposure; and it must be compatible — but not too cozy — with the surrounding metal, so it disperses well but does not dissolve into the metal. “We want to disperse the ceramic phase uniformly in the bulk metal to ensure that all grain boundary regions are close to the dispersed ceramic phase so it can provide protection to those regions,” says Li. “The two phases need to coexist, so the ceramic won’t either clump together or totally dissolve in the iron.”
Using their analytical tools, Kim and Xu examined about 50,000 compounds and identified 750 potential candidates. Of those, a good option for inclusion in a vacuum vessel wall made mainly of iron was iron silicate.
Experimental testing
The researchers were ready to examine samples in the lab. To make the composite material for proof-of-concept demonstrations, Kim and collaborators dispersed nanoscale particles of iron silicate into iron and implanted helium into that composite material. She took X-ray diffraction (XRD) images before and after implanting the helium and also computed the XRD patterns. The ratio between the implanted helium and the dispersed iron silicate was carefully controlled to allow a direct comparison between the experimental and computed XRD patterns. The measured XRD intensity changed with the helium implantation exactly as the calculations had predicted. “That agreement confirms that atomic helium is being stored within the bulk lattice of the iron silicate,” says Kim.
To follow up, Kim directly counted the number of helium bubbles in the composite. In iron samples without the iron silicate added, grain boundaries were flanked by many helium bubbles. In contrast, in the iron samples with the iron silicate ceramic phase added, helium bubbles were spread throughout the material, with many fewer occurring along the grain boundaries. Thus, the iron silicate had provided sites with low helium-embedding energy that lured the helium atoms away from the grain boundaries, protecting those vulnerable openings and preventing cracks from opening up and causing the vacuum vessel to fail catastrophically.
The researchers conclude that adding just 1 percent (by volume) of iron silicate to the iron walls of the vacuum vessel will cut the number of helium bubbles in half and also reduce their diameter by 20 percent — “and having a lot of small bubbles is OK if they’re not in the grain boundaries,” explains Li.
Next steps
Thus far, Li and his team have gone from computational studies of the problem and a possible solution to experimental demonstrations that confirm their approach. And they’re well on their way to commercial fabrication of components. “We’ve made powders that are compatible with existing commercial 3D printers and are preloaded with helium-absorbing ceramics,” says Li. The helium-absorbing nanoparticles are well dispersed and should provide sufficient helium uptake to protect the vulnerable grain boundaries in the structural metals of the vessel walls. While Li confirms that there’s more scientific and engineering work to be done, he, along with Alexander O'Brien PhD ’23 of the Department of Nuclear Science and Engineering and Kang Pyo So, a former postdoc in the same department, have already developed a startup company that’s ready to 3D print structural materials that can meet all the challenges faced by the vacuum vessel inside a fusion reactor.
This research was supported by Eni S.p.A. through the MIT Energy Initiative. Additional support was provided by a Kwajeong Scholarship; the U.S. Department of Energy (DOE) Laboratory Directed Research and Development program at Idaho National Laboratory; U.S. DOE Lawrence Livermore National Laboratory; and Creative Materials Discovery Program through the National Research Foundation of Korea.
When Amazon Web Services paid US $650 million in March for another data center to add to its armada, the tech giant thought it was buying a steady supply of nuclear energy to power it, too. The Susquehanna Steam Electric Station outside of Berick, Pennsylvania, which generates 2.5 gigawatts of nuclear power, sits adjacent to the humming data center and had been directly powering it since the center opened in 2023.
After striking the deal, Amazon wanted to change the terms of its original agreement to buy 180 megawatts of additional power directly from the nuclear plant. Susquehanna agreed to sell it. But third parties weren’t happy about that, and their deal has become bogged down in a regulatory battle that will likely set a precedent for data centers, cryptocurrency mining operations, and other computing facilities with voracious appetites for clean electricity.
Putting a data center right next to a power plant so that it can draw electricity from it directly, rather than from the grid, is becoming more common as data centers seek out cheap, steady, carbon-free power. Proposals for co-locating data centers next to nuclear power have popped up in New Jersey, Texas, Ohio, and elsewhere. Sweden is considering using small modular reactors to power future data centers.
However, co-location raises questions about equity and energy security, because directly-connected data centers can avoid paying fees that would otherwise help maintain grids. They also hog hundreds of megawatts that could be going elsewhere.
“They’re effectively going behind the meter and taking that capacity off of the grid that would otherwise serve all customers,” says Tony Clark, a senior advisor at the law firm Wilkinson Barker Knauer and a former commissioner at the Federal Energy Regulatory Commission (FERC), who has testified to a U.S. House subcommittee on the subject.
Amazon’s nuclear power deal meets hurdles
The dust-up over the Amazon-Susquehanna agreement started in June, after Amazon subsidiary Amazon Web Services filed a notice to change its interconnection service agreement (ISA) in order to buy more nuclear power from Susquehanna’s parent company, Talen Energy. Amazon wanted to increase the amount of behind-the-meter power it buys from the plant from 300 MW to 480 MW. Shortly after it requested the change, utility giants Exelon and American Electric Power (AEP), filed a protest against the agreement and asked FERC to hold a hearing on the matter.
Their complaint: the deal between Amazon and the nuclear plant would hurt a third party, namely all the customers who buy power from AEP or Exelon utilities. The protest document argues that the arrangement would shift up to $140 million in extra costs onto the people of Pennsylvania, New Jersey, and other states served by PJM, a regional transmission organization that oversees the grid in those areas. “Multiplied by the many similar projects on the drawing board, it is apparent that this unsupported filing has huge financial consequences that should not be imposed on ratepayers without sufficient process to determine and evaluate what is really going on,” their complaint says.
Susquehanna dismissed the argument, effectively saying that its deal with Amazon is none of AEP and Exelon’s business. “It is an unlawful attempt to hijack this limited [ISA] amendment proceeding that they have no stake in and turn it into an ad hoc national referendum on the future of data center load,” Susquehanna’s statement said. (AEP, Exelon, Talen/Susquehanna, and Amazon all declined to comment for this story.)
More disputes like this will likely follow as more data centers co-locate with clean energy. Kevin Schneider, a power system expert at Pacific Northwest National Laboratory and research professor at Washington State University, says it’s only natural that data center operators want the constant, consistent nature of nuclear power. “If you look at the base load nature of nuclear, you basically run it up to a power level and leave it there. It can be well aligned with a server farm.”
Data center operators are also exploring energy options from solar and wind, but these energy sources would have a difficult time matching the constancy of nuclear, even with grid storage to help even out their supply. So giant tech firms look to nuclear to keep their servers running without burning fossil fuels, and use that to trumpet their carbon-free achievements, as Amazon did when it bought the data center in Pennsylvania. “Whether you’re talking about Google or Apple or Microsoft or any of those companies, they tend to have corporate sustainability goals. Being served by a nuclear unit looks great on their corporate carbon balance sheet,” Clark says.
Costs of data centers seeking nuclear energy
Yet such arrangements could have major consequences for other energy customers, Clark argues. For one, directing all the energy from a nuclear plant to a data center is, fundamentally, no different than retiring that plant and taking it offline. “It’s just a huge chunk of capacity leaving the system,” he says, resulting in higher prices and less energy supply for everyone else.
Another issue is the “behind-the-meter” aspect of these kinds of deals. A data center could just connect to the grid and draw from the same supply as everyone else, Clark says. But by connecting directly to the power plant, the center’s owner avoids paying the administrative fees that are used to maintain the grid and grow its infrastructure. Those costs could then get passed on to businesses and residents who have to buy power from the grid. “There’s just a whole list of charges that get assessed through the network service that if you don’t connect through the network, you don’t have to pay,” Clark says. “And those charges are the part of the bill that will go up” for everyone else.
Even the “carbon-free” public relations talking points that come with co-location may be suspect in some cases. In Washington State, where Schneider works, new data centers are being planted next to the region’s abundant hydropower stations, and they’re using so much of that energy that parts of the state are considering adding more fossil fuel capacity to make ends meet. This results in a “zero-emissions shell game,” Clark wrote in a white paper on the subject.
These early cases are likely only the beginning. A report posted in May from the Electric Power Research Institute predicts energy demand from data centers will double by 2030, a leap driven by the fact that AI queries need ten times more energy than traditional internet searches. The International Energy Agency puts the timeline for doubling sooner–in 2026. Data centers, AI, and the cryptocurrency sector consumed an estimated 460 terawatt-hours (TWh) in 2022, and could reach more than 1000 TWh in 2026, the agency predicts.
Data centers face energy supply challenges
New data centers can be built in a matter of months, but it takes years to build utility-scale power projects, says Poorvi Patel, manager of strategic insights at Electric Power Research Institute and contributor to the report. The potential for unsustainable growth in electricity needs has put grid operators on alert, and in some cases has sent them sounding the alarm. Eirgrid, a state-owned transmission operator in Ireland, last week warned of a “mass exodus” of data centers in Ireland if it can’t connect new sources of energy.
There’s only so much existing nuclear power to go around, and enormous logistical and regulatory roadblocks to building more. So data center operators and tech giants are looking for creative solutions. Some are considering small modular reactors (SMRs)–which are advanced nuclear reactors with much smaller operating capacities than conventional reactors. Nano Nuclear Energy, which is developing microreactors–a particularly small type of SMR–last month announced an agreement with Blockfusion to explore the possibility of powering a currently defunct cryptomining facility in Niagara Falls, New York.
“To me, it does seem like a space where, if big tech has a voracious electric power needs and they really want that 24/7, carbon-free power, nuclear does seem to be the answer,” Clark says. “They also have the balance sheets to be able to do some of the risk mitigation that might make it attractive to get an SMR up and running.”
Some game genres are so rare, it’s a miracle when a new game releases in that style. I personally call this genre: stealth tactics. The actual genre is Real-Time Tactics, but I find that name doesn’t really cover this (sub)genre. If you have ever played games like: Commando’s, Desperados, Robin Hood – The Legend of Sherwood or Shadow Tactics… You know what sort of game I’m talking about. A game features a rag tag group of heroes. Each hero has unique abilities. They must get through big groups of enemies. They do this one by one to progress the group’s goals. The game I want to talk about today is called Shadow Gambit: The Cursed Crew. This was the last game by the studio Mimimi. Is this game the swansong to close down this studio, or is it a game that’s better left forgotten? Before that, I invite you to leave a comment in the comment section down below. A comment with your thoughts and/or opinions on the game and/or the content of the article.
Promises of amazing treasure
In this game, you play as the crew of a special pirate ship named the Red Marley. Each main member of the crew has a black pearl in their chest, granting them unique supernatural abilities. These unique abilities come at a cost of being cursed to a sort of undead status.
The Red Marley’s captain fell in battle, and now the Inquisition is after the biggest treasure of the ship. Now, the Red Marley’s crew doesn’t want this to happen. So they do everything in their power to avoid this from happening.
The story in this game doesn’t take itself too seriously. The story is written like it’s a Saturday morning cartoon. A story arc can be contained in one or a handful of episodes, but always has an ending. While almost everything in the story ends well for the main cast, the story and writing never looses its charm. I felt like I was transported back into the time I woke up for the weekly Pokémon episode. I knew that the main problem of that week’s episode would resolve by the end. Still, I kept rooting for the heroes.
One of the biggest reasons I kept rooting for the main characters is because of the voice actors. Their performances are extremely well done. They bring a lot of personality and life to each character. They make the characters stand out like real, actual people. This script must have been immense, since the characters sometimes react on the actions you preform with other characters. There are 8 main characters, and more if you buy the DLC packs. If you start counting how many unique voice lines that bring to the table… And that’s the tip of the iceberg. The enemies for example, when they come together also have unique dialogue between them.
It’s possible to write an article by itself about the world building, story and voice acting in this game. I can also assure you that when I write this article, I’ll keep gushing about it all. A great example is how the save & load function fits into the story. It enhances the world of this game. Yes, you read that correctly. When you save, you store a memory in the Red Marley. When you load one of your saves, the Red Marley uses its powers to restore that memory. Your characters also respond to your saving and loading action and this brings even more charm to this game.
In these types of games, the replay value is quite high. Especially since you tackle all missions in various ways and each playthrough is going to be different. In this game, it’s taken even a step further. You can choose the order to revive your crew. You can also choose the order to finish the missions of that chapter. I can assure you that your playthrough will look nothing like mine.
The main quest is quite enjoyable to play through. I actually became really immersed in the world of this game. At the moment, I’m playing through the final missions of the game and the DLC missions. I’m having a blast. Thankfully, I can easily start a new playthrough of this game. Then I can experience it all of it over again and take a totally different route. And maybe I can do the little side quests and pirate tales as well. Since, that’s content, I haven’t gone into too much yet.
Your playthrough of this game will take you somewhere between 27 to 37 hours. That is, if you want to beat the main story and DLC’s. But, if you want to fully finish this game… Oh boy, then you’ll have a game that’s close to 80 hours on your hands. I already mentioned the crew tales. But there are also mini-challenges you can go for during the missions to earn badges. Let’s not forget the achievements you can earn. Well, most of the achievements are related to the main campaign.
Now, I have one complaint about the badges in this game. Earning some of these badges is extremely tricky. Sometimes, you don’t get all the information you expect to. For example, there is a badge on each map for using all the landing spots of that map. But guess what, there is no easy way to see if you already used a landing spot or not. It’s a shame that some badges work like that. Especially since some of these badges make you go out of your way to play in an unique way. A more challenging way to spice up your normal routine.
Apart from bragging trophies, these medals don’t really add up to much. But, I honestly don’t really mind that. Since, it’s fun to gather these medals and have some bonus challanges during my playthrough. It keeps me on my toes and it’s really enjoyable.
Mindblowing abilities
I’m still quite impressed at how balanced this game is. Each character has their own unique abilities. It’s best that you always have a character with an ability that can move guards from their position. If you don’t have that, the game will actually warn you. You are going to make it extremely challenging for yourself.
Personally, I’m playing through this game on the normal difficulty setting and your decisions actually matter. Before starting each mission, study the map well. Try to remember each map as well as you can. Since you are going to revisit each map at least once or twice. It’s extremely important to choose the correct landing position.
You would think that the game will be a bit boring if you always bring the same crew into missions. But, the game rewards you using different characters for missions. You gain more vigor if you play with certain crew members during certain missions. If you earned enough vigor, you can upgrade one of the unique abilities of your characters. This upgrade will give you more and better tools in your arsenal. Now, these upgrades can make the game much easier. You can always turn off the upgrades while on the Red Marley.
In the introduction paragraph of this article, I quickly explained how this game works. So, let me tell you the gist of it. In this game, you go from mission to mission, completing various goals in each one. These goals can range for example from rescuing an informant or stealing an artifact. In each mission, there are various enemies patrolling the area. Your goal is to find the weakspots in their patrols and dispose of the enemies without getting spotted.
Now, getting spotted isn’t the end of the world in this game. Depending on where you are spotted, it’s possible to escape and hide somewhere. You just have to avoid taking damage, since your health is limited, and you can’t heal during the mission. If you aren’t careful, it’s easy to get swamped or overwhelmed with guards. Especially when a guard with a bell spots you, the traces you leave behind or sees a dead body. When this happens, you have a limited amount of time to kill that guard before the bell is rung. When the bell is rung, more guards will emerge from nearby barracks and swarm to the location.
On top of that, there are also some unique enemy types outside your regular patrol goons. The first type I want to talk are the Kindred. These annoying buggers bring something quite unique to the table in this genre. Kindred are always connected with each other. If you don’t kill these all at the same time, they will revive each other. But, this is only the start of your troubles.
You also have Prognosticar. And let me tell you, these are even more challenging. To defeat these enemies, you need to have two units ready. One unit needs to be spotted or attack the Prognosticar. Since as soon as that happens, your unit gets trapped. This trap will go on and damage your unit until the unit either dies or is rescued. When the Prognosticar is using his trap, he can be attacked and killed. But do it quick. The trap is damaging your unit. You are also stuck in place. This situation is dangerous.
It also matters if the mission is taking place during day or night. The big difference is that in the daytime, the enemies have a bigger field of view. During the nighttime, some enemies will carry a torch on their patrol. This gives more light to other units. They can spot you sneaking by if you aren’t careful. There are also various torches dotted around the map, and you can put them out. The enemies can’t stand torches that are put out and will go out of their way to light them again.
It’s also important to know if an enemy stops in their patrol to talk to another enemy. Since if you kill one of them, the other enemy will start looking for them. They will start running around and if you weren’t careful, will find your tracks and spot you.
Learning those little mechanics is essential in this game. Never forget the tools you have in this game! This ranges from the abilities of each character to how for example view cones work. There is something called view cone surfing. If you want to dash to another place past some enemies… Understand that a full color in the view cone means they will spot you right away. Stripped sections of the view cone will cause you to be unseen if you crawl by. Also, it takes a few moments of you being spotted and the alarm being raised. You can run quickly enough past an enemy. Alternatively, you can run from view cone to view cone. It’s possible to get past unseen.
If you are afraid that you will get overwhelmed by all the information of all the little mechanics, don’t worry. The difficulty curve in this game is perfect. This game also has solid character tutorials. Each character tutorial guides you through 2–3 rooms, teaching you the abilities of each ability and their unique use cases. At the end of each character tutorial, you get a puzzle room. Putting to the test if you can use that character correctly. During the game, you can always open your logbook from the pause menu, where all tutorials can be watched again.
This brings me to the abilities of your characters in this game. If you have played similar games, you’ll recognize certain abilities and others will be quite new and unique. Now, some of these abilities will have a unique spin to it. For example, your sniper only has one shot. But, when you retrieve your sniper bolt… Your sniper can shoot again.
There are also extremely unique mechanics, like your Canoness has very fun abilities. She can pick up dead bodies in her canon to launch them at enemies to knock them out. But, you can also pick up allies. You can fling them over a group of enemies. This will give them a better hiding spot. Or your Ship Doctor, she can create one hiding spot out of thin air. Or your navigator, she can stop time for one enemy, allowing you to easy sneak by. And your ship cook can throw a special doll. This doll allows him to teleport to that location. He does this as soon as you click the button. Oh, and if you place that doll on an enemy, it sticks to that enemy.
You might be annoyed that I somewhat spoiled things in the above paragraph. But I have only told the tip of the iceberg here. I have left out several characters in that little summary and they have mindblowing abilities as well. Each map is created in such a way that it doesn’t really matter which characters you take into battle. Since you can finish it using any of your characters.
The Swansong of Mimimi
When Klamath and I started streaming Commandos, I wanted to play a similar game. One I haven’t played through. Since I first started playing through Desperados III again, and that was beaten in a few days. Since, I really enjoyed Desperados III, I bought the next game from the studio.
As somebody who enjoyed Desperados III quite a lot, I was happy to see things return in this game. I can’t tell you how much I love the speed up button. While I wish you can adjust the speed of it… The slow wait can be annoying. Sometimes, you have to get an enemy right where you want them. On top of that, you also have the showdown mode. With the press of a button, you can stop time and plan out your units their next move. Once you press the enter key, either still in showdown mode or not, the actions will be executed. It still feels amazing when you execute a well timed attack to take out difficult set of enemies.
Something that’s extremely useful is how you can rotate the camera in this game. Sometimes an enemy walks behind a building or some rocks… So, if you can’t rotate the camera, you wonder from where you are taking damage. Also, the ability of outlining the enemies, ladders and hiding spots help with that as well. As you can see from my screenshots, I always play with that feature enabled.
Sadly, there are a few ladders that don’t get an outline. Most likely since the developers forgot to put a certain tag on them. I remember one in Angler’s Grave, at the top right. It’s not too far from one of the mission objectives, the informant. Thankfully, these very minor oversights rarely happen. Overall, this game is extremely solid and blast to play through.
The controls are extremely solid. I had to get used to one thing. To execute certain actions, I had to hold the left mouse button instead of just clicking. This sometimes tripped me up but a quick reload fixed that problem. I only have one minor complaint about the controls. Depending on the camera angle, there were rare moments where your character refused to go to a location. I suspect it has to do with where you click. Your unit always wants to look for the shortest way to reach where you click. Sadly, this trips something up in the pathfinding and your unti refuses to go to their destination. Thankfully, a quick camera movement can fix these moments. And also, I’m glad that these moments are quite rare.
Something that’s even more rare are some minor visual bugs that can happen sometimes. Sometimes an UI-element refuses to dissapear. I had that happen twice, when I shot an enemy holding down an exit rift with the Canoness. The stars indicated that the enemy was dizzy. They hovered above the enemy’s head after the rift opened. Even after I killed the enemy, these stars remained visible. There are sometimes minor visual bugs happening like that. Thankfully, they are extremely rare and sometimes are quite funny. One time, one of my units was standing perpendicular on a ladder when I stopped it going up the ladder. The only annoying bug was that I couldn’t retrieve two bodies. They lay in a remote part of Angler’s Grave. It was almost impossible to get rid of two bodies. Maybe, it’s possible. I don’t know, I honestly gave up and earned the badge of hiding bodies on a later revist.
In such a big game it’s to be expected that sometimes things can go wrong. But it surprises me how little goes wrong and how polished the overall game is. Scrolling through the patch notes of this game, I noticed that the developers fixed many issues. They also added a lot of new content to the game. The last update to the game was even a modding tool for this game. These mods go from chaging your character models to adding new maps. I think I’ll play around with the mods after I have fully beaten the game. I’m extremely close, since I’m in the final missions of the game.
Now, earlier I talked about the UI. The UI is quite easy and helpful. There are several unique icons to inform you where certain things are. For example, where you left the paper doll when using the ship cook. There is only one thing in the UI I dislike. And that’s the list of save games. You get a little screenshot of the location of the save and a time stamp. And that’s it. You can’t give a special name or note to them. So if you are looking for a certain save… you either need to make notes OR just go through all them until you het it.
It’s the only real complaint I can give about this game. There is just a lot that this game does right. Like how you can scroll to zoom in or out. When you scroll again at the max zoom level, you see a live map. This map shows where all the enemies are. The only minor complaint I have about the map is that ammo chests aren’t marked on there. Also, quick note on the ammo chests… Almost every character has the same visual for their gun. Now, if another visual appears above the ammo chest, it doesn’t matter. The ammo chests are never character specific.
Visually, this game looks breathtaking. The attention to detail in this world gets a big thumbs up from me. The world really feels alive and somewhat real. The little animation details for example when an enemy stops at a prison cell to talk to inmates… This is just amazing. The immersion level is even higher with that.
The soundtrack is very catchy and a joy to listen to. It made certain moments in the game even more thrilling. The music has been created by Filippo Beck Peccoz, he also created the music for Desperados III. The soundtrack really fits the game like a glove. I’m so glad I bought the soundtrack DLC,. Now I can add the music to my music library to play while I’m at my dayjob.
This brings me to the sound design of this game. The sound design of this game is amazing. I’m playing this game with a good headset and I don’t think this game is playable without sound effects. A great example is, when you get spotted. You not only get a great visual hint of a yellow line turning red of the enemy spotting you… You also get some sound effects informing you that things are about to go down. On top of that, the sound effects add so much extra impact on taking down enemies. This makes it even more rewarding when you finally take down that one pesky enemy.
One thing I haven’t talked about yet is how flexible this game is. I have touched upon that by talking about how you can only choose three out of 8 characters per mission. And you are encouraged to experiment with different combinations. Now, when you open the options menu, you’ll be blown away. You can change almost everything. The controls like the shortcuts for abilities can be tweaked to your liking. You have quite a lot of control to tweak the volumes, the controls, the visuals… Even tweak certain game mechanics to your liking. Don’t like the save reminder? You can turn that off.
There is still another thing that boggles my mind that was added in this game. You can create a custom difficulty. The only complaint I have there is that the UI fails to explain the differences. I find it challenging to understand all the settings. You get a short explaination about the setting, and then you have a slider you can set. But, what’s the difference between 1 and 2 on the slider? That’s something the UI doesn’t really tell.
When I was writing this article, I kept looking at my notes and thought: “Oh, I forgot about that.”. There are just so many things in this game. The fact that in some missions, you must kill enemies in unique ways. In one mission, you have to lure enemies to a certain location. You need to do this 4 times. You do this instead of killing them. It’s a breath of fresh air. You’d think that having only a handful of maps would make this game boring and repetitive, but no. The maps are not only large but also used in extremely interesting ways. Revisits of a map make it easier to start, but each area is used in a mission. So, there is still a lot of challenge in the revisits.
Oh, there is one more thing. The question if you should buy the DLC’s or not. Let me just tell you this, I bought the game on sale with the DLC’s included. I’m so happy I did! Since the additional content in the DLC’s adds so much more to this game. They come highly recommended.
Now, I have left out a few things for you all to find while playing this game. This article is already getting quite long. I want to leave some things as a surprise for people interested in playing this game. I think it’s high time to wrap up this review and give my conclusion and final thoughts on this game.
Conclusion of this treasure hunt
The negatives:
-Unable to add notes to quick saves. -Some minor (visual) glitches can happen. Thankfully, they are rare and rarely/never gamebreaking. -The UI of custom difficulty could have been executed better.
The positives:
+ A masterclass in it’s genre in terms of gameplay. + Extremely flexible with options. + A modding tool. + A love-able cartoony story. + Amazing voice over work. + Superb soundtrack. + …
Final thoughts:
When I started playing Shadow Gambit: The Cursed Crew, I had extremely high expectations. Mimimi blew me away with the amazing Desperados III. With this swansong of a game, they not only met my expectations, they blew them out of the water. This game showcases the achievements of passionate people. These individuals are dedicated to creating the game they love.
It didn’t take long before I fell in love with the cast of this game. The charm drew me into the world of this game. Apart from some minor things, it’s hard to find things to critique about this game. The only thing I can critique are small bugs that barely impact the gameplay of this game. This game really feels like a finished product and it’s a thrill ride from start to finish.
If you really want to find things this game does wrong… You’ll either need to be extremely nitpicky or just have the game not clicking with you. If you find this game too easy or too difficult, just tweak the setttings to your playstyle and voila.
If you enjoy games like Commandos or Desperados… You’d do yourself a disservice to not check out this game. Give the demo of this game a try, and see what you think. I wouldn’t be surprised that this game sinks it’s hook into you like it did with me.
It’s a shame to see that this game studio closes. Thank you to everybody who worked on this amazing title and I hope to meet your work in other games. This final game you all created together is a real piece of art. It’s a masterclass in game development and shows how well you know the community for games like this. I’m so happy that this game exists. Since it wouldn’t surprise me that I’ll play through this game several times now.
Before I ramble on and on about this game, I think it’s high time I wrap up this article. Otherwise, I’ll keep praising this game to high heavens and back. So, with that said, I have said close to everything I wanted to say about this game. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then… Have a great rest of your day and take care!
I love how the store credit system works on the Nintendo eShop. When you purchase games, you get golden coins that you can use as a discount for other games. If you have enough coins, you can even buy the game outright. One of the games I have bought with this system is Trinity Trigger. From the description, it sounded like an interesting and unique action JRPG, and I’m always interested to play new and unique games. Especially since key staff on this game worked on amazing games like Chrono Cross and the Mana series. Now, is it any good and should you pick up this game, or is it a game that you should skip? Well, in this first impression I have after playing 1/4th of the game, I want to tell you my opinion so far. I’m also curious to hear your opinion on the game and/or the content of this article in the comment section down below. And with that said, let’s dive right into Trinity Trigger.
Just A Bit More
In this game, we take on the role of Cyan. Cyan is an average boy from a small village. He is also a treasure hunter that one day learns he is chosen by the God of Chaos as his Warrior of Chaos.
In the fantasy world of Trinitia, there are two main Gods. The God of Order and the God of Chaos. In ancient times, they used to wage war for control of the lands. Now, they chose a warrior each to represent them and fight the other warrior to the death for dominance. Cyan doesn’t know what that even means, but it might explain why he has amnesia, those weird dreams and that special glowing mark in his eye. In search for answers, he sets out on a journey, and that’s how this game starts.
When this game was originally teased, the main setup for this game was to create a game and story that was nostalgic to those who played old school JRPG’s. A lot of talent who worked on other big titles like Xenoblade, Pokémon and Bravely Default II were working on this game as well. I always find it dangerous to mention these things, since it might set the expectations of players way too high. What if this isn’t going to work out or when the story just doesn’t hit the mark?
You can never predict how the chemistry is between people, and it’s possible that they are unable to work together. But, it’s also possible they hit it off big and make something extremely unique and special. I remember how a game like World’s End Club could have been so much more with two amazing directors behind it, Kazutake Kodaka from Danganronpa fame and Kotaro Uchikoshi from the Zero Escape fame. Yet, that game was decent but could have been so much more if it had more depth and polish.
If I’m honest with myself, Trinity Trigger falls into the same boat then World’s End Club. Take the story, for example. When I started playing this game, an amazing world was being setup and I started to get interested and immersed in this new world. But, it didn’t take long before I noticed that this game hits all the familiar story beats you expect from a JRPG. But the biggest issue in this story is that it doesn’t do anything special during its journey. I have already visited a couple of towns and each time it’s the exact same basic premise that happens.
The best way I can describe the story is that it’s unoffensively bland. It does what it’s supposed to do, but nothing more. It’s a shame, since the amazing voice cast behind this game brought this game to live so much. I have nothing to critique there. The only thing that can be a bit annoying is hearing the same grunts over and over again while you are fighting in the dungeons, but that’s part of the course in JRPG’s.
Playing it safe
For some people, having a bland story in a JRPG’s is a dealbreaker. But, I can handle that if the main gameplay loop is enjoyable. In this game, you go from town to town and explore the town dungeon to become stronger and get new unique abilities.
The battles in this game aren’t turn based like in other JRPG’s. This is an action JRPG, after all, so you have to dodge and time your attacks well. You can even choose to ignore battles if you want to, apart from scripted fights or boss battles, that is. The combat system is decent and does the job. The only complaint I have is that your stamina drains a bit too fast, making your attacks quite weak against enemies. So, you have to use other mechanics like having better damage when you dodge roll an attack in time.
After each dungeon, you unlock a new weapon that has a slightly different playstyle. You can choose between which weapon you use on the fly with a weapon wheel. It works quite well, and it’s fun to figure out which enemies are weak against which weapons. Especially the bosses, since hitting them with the right weapon creates even more damage.
During your exploration, you can find hidden chests with items. Underneath the mini-map, you can find a counter with how many hidden treasures are still left in the area. I find it quite enjoyable to explore the whole map to find these hidden treasures. Some of the hidden passages are hidden away extremely well, and finding them was a blast.
Something I also really enjoy is that you can easily choose between which character you control. Some characters have unique skills and being able to quickly switch between them is amazing. Since, some enemies have a long range attack, and then it’s a blast being able to switch to a character that can use a bow to take them out more easily.
Enemies also drop various items that you can use to craft items in shops or at special stations. And crafting these items actually cost in game money. The amount you have to spend for crafting is a lot lower, but this is a mechanic I’m hesitant about. It would have been quite a lot of fun to be able to craft healing items during your exploration. Maybe these healing items were less effective than the potions you can buy in the shops. But then again, it might break the balance of the game and make you a bit overpowered.
You can only carry so many potions and to be very honest, I never really had problems with a boss battle or a dungeon when I was stocked up on potions. When you don’t do anything crazy and keep your stock high and manage your stat boosting items well, this game becomes quite easy. So easy in fact that boss battles become an endurance test and extremely repetitive.
Each boss battle has the same basic premise. You have to dodge their attacks and use the right weapon to break the shield of the boss. In most cases, this is the newly unlocked weapon. After you have broken the shield, you can damage the boss. If you have broken the shield 4 to 5 times, and kept hitting the boss, you have beaten the fight.
Now, the dungeons play like your typical The Legend of Zelda dungeon to a degree. There is one main theme and puzzle mechanic for you to solve. Once you reached the final room of the dungeon, you fight a final boss and progress in the game. When I think about it, the structure of this game resembles 2D Zelda games here and there. And maybe, the structure of a Zelda game would have fit the game better than an action JRPG. Since, I wouldn’t be surprised if players drop this game and call it repetitive. Since, it really is. I tried to play this game in longer sessions, but I started to feel bored after playing it for an hour or two. Yet, I kept enjoying myself with the game while playing it on my 30-minute train ride from and to work.
Middle of the Road
The more I play this game, the more I feel like this game could have been so much more. The basic foundation of this game is rock solid, and I barely have anything to critique there. Like the controls and the UI for example. The controls are extremely responsive and a blast to work with.
Now, the other characters are AI controlled. Overall, the AI does an okay job following you and aiding you in combat, but it can do some brain-dead actions as well. One of the dungeons where it frustrated me to no end was the ice dungeon, where your AI allies slid into the spikes every single time.
Visually, this game looks pretty decent. There is quite a lot of detail put into this world and the underused area exclusive mechanics are quite a lot of fun to play with. For example, I love how in the forest area the mushrooms can have different effects depending on the color. Especially the one that allows you to light up the area.
But then you have moments where some textures are bland and look like they are from an earlier generation, creating a mismatch. And on top of that, some battle animations can’t be canceled. And the final attack of the bow is just silly. Yet, if a certain attack is in progress, you can’t switch weapons. This is something that annoyed me quite a lot as well.
The soundtrack of this game is quite enjoyable. It fits the atmosphere of the game like a glove. Overall, this orchestral soundtrack is a joy to listen too. But, there are some tracks that are a bit too short and the rather repetitive melody isn’t it doing any favors. Thankfully, these tracks don’t appear to often so I don’t mind it too hard.
The sound effects are pretty good too. I’d recommend that you use the option menu to tweak the sound balancing to your liking, since the basic sound balancing is a bit off when it comes to the balance between sound effects and music. I had to lower the music a little bit so I could hear the important sound effects better during battles.
This game really feels like it’s walking the middle of the road here. My biggest complaint with this game is that it lacks depth in almost every aspect of the game. And it’s just that lack of depth that’s hurting this game. This game has a lot of great idea’s like how easy to read the UI is, but it barely does anything with the stat boosting items.
The game also has local co-op, but I don’t see a reason why to play this game in co-op. There aren’t enough elements to justify for me to have a friend over and play this game. It’s just too bland for that. It’s a shame, since if the combat system was more in depth, it would have been an amazing feature. Now, it’s just another ticked box of features this game has.
Just like how some of the monster design is amazing and sometimes even looks somewhat creepy. They also telegraph their attacks quite well, so you can easily dodge them. Dodging attacks in time is quite important, since you can do special attacks or even more damage. Now, you also have your typical enemies like your slimes and bees, but they look unique and fit their setting quite well.
To be honest, this game is the perfect entry game for young childern to get into roleplaying games. I think that if you have played other more expansive JRPG’s, you will notice the cracks this game has and feel mixed about the game like the whole reception is for this game.
This brings me to the price. To be honest, I wouldn’t pay the full price for this game. The asking price for this game is 40€. And if you want all the DLC, it’s even more. Around 50€. Now, I don’t recommend buying all the DLC apart from the one that comes with the Deluxe edition. The other DLC is just a one time booster pack you can buy to make the game even easier than it already is.
The asking price is too high for this game and it’s length. This game can be beaten in 15 hours and it doesn’t really have replay value. I personally feel that 25€ would have been a better price for the base game and Deluxe edition should have been 40€. If you are interested by this game, I’d buy it if it were on sale. While this game isn’t doing anything new or innovate, it still manages to be enjoyable.
I’m happy that I gave this game a chance. While I expected a lot more from it, I don’t think it’s a bad game. I can totally understand why people don’t like this game or drop it. Since, it’s a very basic middle of the road JRPG that could do something unique but doesn’t. Now, the Japanese publishers of this game FuRyu have developed a game that became the basis for another larger game (The Legend of Legacy feels like the basis for The Alliance Alive). Maybe this game is creating the basis for another larger and better game.
If that’s the case, I’d love to see more unique puzzles in the dungeons for a start. The dungeons were so easy to beat and didn’t provide too much challenge. Maybe some puzzles were only the unique dungeon weapon has to be used to progress or even exit the dungeon.
I’d also love to see more expansion on the armor and stat items. I felt they barely had any impact in this game and I often forgot you could change the stones in your equipement to increase the damage output in certain cases or decrease the taken damage in certain cases.
The biggest thing I’d love to see improved is more depth in the game. Develop the town more and make them more memorable, instead of just a stop to stock up on supplies to go to the next dungeon. The side quests were introduced too late into the game.
I could go on for a while giving examples of what they can expand or improve, but I want to avoid that you get the impression that this game is bad. This game is decent, but not great. That’s the best way to describe this game. I’d recommend it to younger players who want to give an action JRPG a try. If you are in love with the action JRPG games, I’d highly advice you to lower your expecations. I’d compare to that animated summer blockbuster movie that everybody forgets about in a few months. It didn’t do anything memorable but it a fun time while it lasted. It’s a great snack inbetween games for me and I’m curious to see what the developer does next. Since, the potential is there.
With that said, I have said everything I wanted to say about the game for now. I want to thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then have a great rest of your day and take care.
According to the Intergovernmental Panel on Climate Change, approximately 15 percent of net anthropogenic greenhouse gas emissions come from the transportation sector. To meet global climate targets, we must devise ways to get people and goods from point A to point B without burning fossil fuels.
In this month’s special report on the greening of transportation, we examine a moonshot idea for powering electric vehicles, the biggest change in aviation since the jet engine, and cargo ships with a battle-tested mode of generation.
Internal combustion engines (ICEs) in cars and vans accounted for almost half of all carbon dioxide emissions attributable to the transportation sector in 2022, according to Statista. And the world is waking up to the staggering challenges of going electric, as Contributing Editor Robert N. Charette pointed out last year in the IEEE Spectrum series “The EV Transition Explained.”
During his reporting for that series, Charette ran across a startup called Influit Energy that is trying to commercialize a new type of flow battery. Flow batteries are typically used in stationary applications like power-grid storage,but as Charette notes in our cover story, “Can Flow Batteries Finally Beat Lithium?” Influit’s battery circulates an energy-dense nanoelectrofuel to store 15 to 25 times as much energy as a similarly sized conventional flow battery. The Influit battery also compares favorably to lithium-based batteries in terms of safety and stability, and it could provide the range of an ICE vehicle. Cars and trucks with these kinds of batteries could fill up with the nanoelectrofuel at the pump, perhaps taking advantage of the existing infrastructure built for gas-guzzlers.
“We are in the early stages of a key transition: Electrification could be the first fundamental change in airplane propulsion systems since the advent of the jet engine.”–Amy Jankovsky, Christine Andrews, and Bill Rogers
The second article in our report looks at how recent innovations in power electronics, electric motors, and batteries for the car industry are beginning to find applications in airplane design. In one effort, GE Aerospace and Boeing’s Aurora Flight Sciences are working together on a hybrid-electric propulsion system for a 150-to-180-seat airplane. The project, described by Amy Jankovsky, Christine Andrews, and Bill Rogers in “Fly the Hybrid Skies,” started in 2021 and aims to modify a Saab 340 aircraft using two GE CT7 engines combined with electric propulsion units for a megawatt-class system. As the authors note, “We are in the early stages of a key transition: Electrification could be the first fundamental change in airplane propulsion systems since the advent of the jet engine.”
One way to meet this goal is to go nuclear. Some 160 nuclear-powered vessels ply the high seas today, though almost all are navy ships and submarines. Next-generation small modular reactors (SMRs) could be a game changer for commercial cargo ships. Patel describes several efforts around the world to adapt SMRs to the marine environment. In theory, the small reactors should be safer and simpler to operate than conventional nuclear reactors.
It’s easy to look at the challenges posed by climate change and sigh. Or cry. The engineers you’ll find in this issue don’t have time for despair. They’re too busy working the problem.