My 10-Hour Tale – Tropico 4

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*sigh*

I’m going to have to talk about politics, aren’t I?

Nope, not going to do it. I’m going to talk about a really fun strategy game that’s themed around political intrigue, foreign relations, benevolent dictators that can make the rebellious “disappear” at any time, secret police, every citizen living below the poverty line, social security, free healthcare, free college education…

Nope. You can’t make me. I’m not going to do it.

Mmmm. Hmm-mm. Nonononono hmmmmmmMMMMMMM BOTH DEMOCRATS AND REPUBLICANS ARE THE PROBLEM THE US WAS NEVER MEANT TO HAVE A TWO-PARTY SYSTEM CHANGING LAW SHOULD BE NATURALLY DIFFICULT BECAUSE OF MANY VIEWPOINTS NOT JUST TWO THE FREE MARKET SHOULD BE ALLOWED TO REGULATE ITSELF I DON’T UNDERSTAND WHY MARIJUANA IS ILLEGAL ESPECIALLY FOR MEDICAL PURPOSES I SYMPATHIZE WITH WOMEN’S RIGHTS ON ABORTION BUT ADOPTION IS A MORALLY ACCEPTABLE AND LIFE-CHANGING OPTION FOR ALL INVOLVED ESPECIALLY FOR COUPLES WHO CAN’T HAVE CHILDREN RAISING THE MINIMUM WAGE IS SELF-SABOTAGE AND NATURALLY LEADS TO FEWER JOBS ESPECIALLY FOR THOSE WITH NO EXPERIENCE EDUCATION SHOULD BE MORE ACCESSIBLE TO THOSE BELOW THE POVERTY LINE NO MATTER THEIR RACE OR RELIGION SCHOOL TUITION COSTS ARE RIDICULOUS AND SHOULD BE BETTER REGULATED BY THE STATES I ACCEPT MY WHITE MALE PRIVILEGE BUT UNDERSTAND THAT NOT ALL WHITE MALES HAVE PRIVILEGE EVERY LGBTQ+ PERSON CAN AND SHOULD BE WHO AND WHAT THEY WANT TO BE AS LONG AS THEY AFFORD ME THE SAME COURTESY BUILDING THE WALL ON MEXICO’S DIME IS A STUPID IDEA BUT THE U.S. SHOULD BE ABLE TO CONTROL ITS BORDERS WITHOUT SEPARATING FAMILIES WHO COME SEEKING ASYLUM THERE SHOULD BE TERM LIMITS FOR EVERY ELECTED MEMBER OF CONGRESS SENATORS AND MEMBERS OF THE HOUSE SHOULD BE FORCED TO LIVE IN THE DISTRICTS THEY SERVE TO KEEP THEM ACCOUNTABLE TO THE PEOPLE PRESIDENTIAL AUTHORITY TO USE EXECUTIVE ACTIONS SHOULD BE RESTRICTED I HONESTLY BELIEVE THE WEALTHY WOULD PRODUCE BETTER GOODS HERE INSTEAD OF IN CHINA AND OFFER BETTER PAYING JOBS DOMESTICALLY IF NOT FORCED TO PAY SUCH HIGH TAXES HEALTHCARE IS NOT A RIGHT BUT MODERN MEDICINE IS WOEFULLY IMPRECISE IF ADMINISTRATION FEES DIDN’T COST SO MUCH AND GOOD DOCTORS HAD BETTER PROTECTION FROM LAWSUITS MEDICAL COSTS WOULD BECOME AFFORDABLE ON THEIR OWN

mlezo

ERROR: OPINION OVERLOAD. UNABLE TO UNDO. (I was going to use the Scanners movie head explosion, but thought it a bit graphic.)

*pant* *cough* Sorry. Give me a minute.

There. It’s done. It’s all out there. I’m a strange specimen of libertarian/independent mixed up with a conservative upbringing. I have reasons and personal experiences for thinking all these things, as most people do, and I’m fairly flexible accepting well-reasoned arguments on both sides of any topic. I have a lot of respect for those that consider themselves classical liberals, trying to understand socialists gives me a headache, fascists are just plain wrong, and communists need to go live in 1970’s Cuba or 1960’s East Germany.

So why do I reveal these many political sins I call opinions in a video game review? Well, two reasons. First, because I must be a glutton for punishment, as I have the overwhelming desire to be part of a discussion I’m very unqualified to participate in (although you should never assume unqualified means uneducated). Second, because it’s games like Tropico 4 that make me wonder what it would be like if I threw out all of my beliefs about good government and became a dictator of my own resource-rich island out in the Caribbean.

Turns out, I’m pretty good at being a dictator.

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My very refined Presidente avatar. Yes, a pipe instead of a cigar. I was going for “the most interesting Presidente in the world” look.

Tropico 4 is, yes, the fourth game in the strategic Tropico series by Haemimont Games and published by Kalypso Digital where you take the reins of your own Caribbean island as a Fidel Castro-esque figure with an awesome voice actor. You can choose to be a fascist dictator that offers nothing but swift and terrible military action to your rebellious subjects or a benevolent presidente-for-life who offers free education, free healthcare, free housing, and free margaritas to all your loyal citizens. Okay, maybe not the margaritas, but you can certainly set up your own cabaret and celebrate the good life.

Having played the previous Tropico games, I chose this one to write about because it’s been my favorite. It’s also the best in the series right now, if reviews would have you believe. I haven’t played Tropico 5, but friends and many reviews on Steam say Tropico 4 did everything better. Tropico 4, like its predecessors, comes with a plethora of DLC (too much DLC, in my opinion, although I got them all in a bundle) that breaks down into the very-positively upvoted Modern Times and…everything else. You get additional islands and challenges along with a smattering of questionably useful buildings like nuclear bomb shelters and propaganda towers in case life in the Caribbean gets a little… fallout-y.

As dictator (or El Presidente!), it’s your job to balance the many goods and services your citizens need as well as manage the many different factions of people that arrive on your sun-kissed shores. These tasks can range from painfully easy to painfully difficult depending on the difficulty settings (yes, there are easy-to-use difficulty settings, huzzah) imposed by the level or by yourself in free play mode.

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Yes, that is farmland and a dump in the middle of my community. It can’t smell good, but it just works.

First, Tropicans need to eat (a variety of foods always helps the mood). They need proper housing (good housing is expensive) that is free of crime and gang violence. They need to worship God in churches and cathedrals. They need good medical care from clinics and hospitals. They want liberty of information through radio, newspapers, or television. Tropicans want good and meaningful jobs and education opportunities.

On top of all these things, Tropicans have opinions about how Tropico should be governed. Each belongs to a faction, like the religious faction who value faith and church availability above all else, the militaristic faction that values national defense, the loyalists which value independence from superpowers, the environmentalists that will complain against you for over-exploiting Mother Nature, the Capitalists and the Communists (duh), and the intellectuals who value education and wisdom.

Tropico 4 is all about maintaining a balance of all of these factors and somehow still make a tidy profit for your national treasury… as well as improve the financial health of your hidden Swiss Bank account. You’ll get foreign financial aid from the US and Russia as long as you remain in their good graces, but it’s never wise to go into the negative for very long lest your foreign relations deteriorate and almost everyone starts to protest (sounds familiar to modern-day politics, to be honest).

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Typhoon!! Everyone hide in your baseme- oh. Island. Right. Um, duck and cover?

So how do you make money? You can jump-start agriculture with cash crops like tobacco or sugar, mine iron or gold, raise cattle or llamas, or strike into the tourism business and establishing a few hotels and entertainment venues. Then, build factories to take advantage of your island’s natural resources, like cigar or weapon factories. In Modern Times, you can even establish chemical plants, concrete factories, and business offices to supplement your income. Most factories come with extra upgrades you can unlock by providing them with power from power plants or wind turbines, letting you improve the job quality for your factory’s workers or help you produce goods faster.

In fact, you’ll need power for lots of things, like movie theaters and hospitals. And giant rotating statues made of solid gold. You know, the essentials.

Establishing a fully-operating and well-oiled economy in Tropico can be tricksy. To help you navigate the dangerous political waters of life as El Presidente, you can pass certain laws or edicts to increase the people’s opinion of you… or remove any dissidents that would raise their voice against you. Edicts include social security for the elderly (the price of which increases as your island’s population grows older), declaring a national holiday (which changes some Tropicans into Loyalists or Nationalists), issuing tax breaks straight to each citizen (which is obviously great PR but pricier the more people live in Tropico), make housing free (which is great for public opinion but the capitalists hate it and cuts into your bottom line), establishing a literacy program (increase the rate at which workers gain experience in their jobs), and even printing money (which grants a ton of money but makes everything you build permanently more expensive).

Some of the more interesting edicts that I rarely played with until recently include legalizing same-sex marriages (which increases intellectual respect but lowers religious respect), call for an anti-litter campaign (which decreases pollution but also decreases liberty), and declaring martial law (in case crime gets out of control, liberty and all production is decreased). Modern Times brings a few entertaining edicts to the table, including banning social networks (increases production, but it also shuts off Tropico 4‘s social integration at the same time, lol), passing healthcare reform (increases the amount of people that can be treated at clinics and hospitals), and calling for a Festival of Love (makes a baby-boom population increase and boosts tourist spending for a few years).

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And you thought I was joking about the giant rotating golden statue.

So how do I play Tropico? Probably in the most ham-fisted way possible: the guy with the money makes the rules. Farming farming farming cash crops right away, leaving only a few farms to make food for everybody. Open the doors of Tropico early enough with an immigration office, and you’ll have all the labor you’ll need to see huge profits (or, as Trump would say, YUGE). Unless I start with a church, I tend to ignore them until I have a big enough checkbook to afford a high school first (as churches can only be run by educated priests). Buy a clinic; there is no choice here (people dying is the last thing you’ll want). If you’ve got lots of white sandy beaches, go for tourism immediately: even with few amenities, tourists will practically shower you with money in between the timed exports.

The intellectuals, the religious, and the loyalists usually hate me for a while, and a rebellion starts to form when you get to about 45% approval rating or lower. But by the time it gets down to about 43% or 42%, I usually have enough money to afford churches, entertainment, and a ministry to help me pass edicts like social security and my first tax break. From there, build even more farms and plantations, a college, an armory, and a few guard posts, and the paltry few rebels who’ve chosen to live alone in the miserable jungle will have no choice to accept the amnesty I offer when approval gets back above 50%.

I think Tropico 4 and the series in general is so funny (and fun) because while you can choose to be a communist “presidente” who does nothing positive for the people, you still have to rely on foreign markets, exports, and trade in order to progress. Why do you think embargos and sanctions work so well in real life? The money has to come from somewhere, and sorry Venezuela, but printing money only gets you so far when inflation rages. Education and healthcare might be free in Tropico, but all the farms, mines, office buildings, churches, restaurants, hotels, and tenements are all state owned and regulated as cheaply as possible. What’s an education in North Korea worth these days? Would you trust Cuban doctors to treat a heart defect or operable cancer?

Workers aren’t paid according to their skills; workers are paid on a scale of what the government thinks they should be paid, usually dependent on which jobs are needed most at that time. Which can be $1 a day, if you wish (although job quality will go straight down the crapper). Don’t want to be a teamster? Well, the teamster office is paying $25 an hour at the moment, even though it’s on the other side of the island. How many of us would drop our current jobs, abandon our homes, and remain nomadic depending on where the money goes?

Does that appeal to anyone?

If it does, imagine if your “presidente for life” was some politician you really couldn’t stand. *ahem* In real life, you may be able to vote in your country, but very few get to choose their dictator.

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Tropicaaaaaaans iiiiiiin SPAAAAAACE!

Tropico 4 is a fantastic game from El Presidente’s perspective. It asks the grand question, “What would the dictators of the world do with unlimited resources and man power?” Tropico‘s seemingly fantastic answer is: “What they’re already doing and then some.” I like to think I’d be a pretty benevolent dictator, if thrust into that position. But you didn’t see many people fleeing to communist Cuba during the 80’s and 90’s for its economic opportunities, religious freedom, and safety from political persecution. No, I’m pretty sure those rafts were floating towards Florida, not away from it.

Review: 9/10 for fun, 9/10 for making me research history and current events, 1/10 for making me talk about politics

My 10-Hour Tale – Reus

Before writing this review, I shot and edited a short gameplay video with no voiceover to put on YouTube as an experiment. Immediately after uploading, it was flagged for content ID on the game’s soundtrack, despite Abbey Games insisting that the game could be streamed, recorded, and even monetized for Let’s Plays. So that kinda sucks. Maybe I’ll attempt an update once I do more research and practice my editing skills. I’d love to do video reviews along with the written blogs.

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Release Date: May 2013

System: Windows (Steam, GOG.com)

Okay, okay, after my Backstage Tale about god games, you probably think I have a purposely narrow view of what a god game should be. I really only have my personal definition of a god game (you know, ‘miracles’, a dividing line between minion behavior and player direct control, and perhaps a bit of terraforming) because I wish to see other games of this genre succeed.

Expanding on the subject, there’s something intriguing between having world-changing powers but no control over your subjects. You could see it as giving mortals ‘free will’. A natural conflict between the player and pre-defined NPC behavior arises immediately. This lack of player control can become immediately frustrating, as I illustrated in my previous article about the game Black and White and its giant creatures. Even with proper AI programming, minions are nearly guaranteed to annoy the player if given too much independence. Perhaps the most difficult comment any god game designer could hear a player make is: “I could get this done a lot faster if I could just control them.”

Of course, games can be fun with a lack of control. Just ask anyone who’s played on a slot machine. There’s that issue of balance again: on one side, you win or lose by complete chance (or RNG), and on the other, it’s simply a strategy game where the player controls everything. So, what’s the middle ground?

Meet Reus.

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Just a bunch of giants on a barren world, full of potential. Nothing big.

Just Me and My Fellow Giants

Developed by Abbey Games, Reus is a two-dimensional god sim/strategy/puzzle game where the player isn’t a god exactly. Instead, the player controls four giants with god-like powers: a forest ent-like giant, a rock giant, an ocean crab giant, and a fungal ‘spore’ giant. These giants all have abilities to create different biomes across a circular worldspace: oceans with the crab giant, deserts and mountains with the rock giant, forests with the forest giant, and swamps with the fungal giant. Once the biomes are in place, the giants can lay down resources like plants, minerals, and animals that vary between biomes. With enough resources planted down, humans will settle into villages and towns, claiming the resources you lay down. You have no control over the behavior of these humans, including how they’ll react to neighbors and even towards the giants themselves. Initially, the goal of the game is to complete the different eras, helping the humans grow their settlements. Besides the eras, there are 30, 60, and 120-minute games where you can complete challenges ranging from simple to remarkably difficult.

There are three basic types of resources: food, wealth, and tech. Food can come from elderberries (which your father smelt of), mackerel, and pears. Wealth can come from beaver (their hides, I assume), agate, and quartz. Tech can come from peppermint, ginger, and dandelions. This is just a few of the many types of resources your giants can lay down: there are over 100 different types, all with their own bonuses or ‘symbioses’ (for example, chickens produce more food if placed next to a blueberry plant). In order to ‘transmute’ a resource into a more advanced one (such as changing tech-based agate into more versatile salt), your giants can use ‘aspects’ which also act as a resource boost (to change agate into salt, you need to have your rock giant use ‘seismic aspect’.

On top of this, every resource can be granted multiple aspects, and even more so if those aspects are ‘potent’, ‘greater’, or ‘sublime’. The forest giant can use an ability called ‘fertility boost’ to increase the chance of higher quality aspects. This also happens in locations that have a higher ‘natura’ rating. Most plants grant ‘natura’ naturally.

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A tiny bayou town living under the shadow of a giant rock and the living embodiment of hay fever.

This is all to help your villages complete special projects that, when completed, will grant your giants human ambassadors which will upgrade your giant’s powers based on which biome the ambassador comes from. These unique projects grant big resource boosts, like granaries providing food, toolshops providing wealth and tech, etc. These projects themselves can be upgraded multiple times, each with more complex resource and situation requirements than the last.

But wait, there’s more! Your giants can provide a lot of resources very quickly, but if you give a village too much too quickly and not include resources that also provide a resource called ‘awe’, your villagers will soon grow discontent in their prosperity and attack nearby settlements and even your giants. That’s right, your giants are vulnerable creatures. Each has a life bar and can ‘die’ at the hands of tiny Kratos-like warriors. If you lose a giant, they return to sleep in the earth to recover and you will no longer have access to their powers for the remainder of the era. With multiple villages established, you’ll be herding cats to make sure villages don’t kill each other or your giants before you can help them all complete their projects for the essential ambassador upgrades.

Bummer. Good thing the rock titan can cause an earthquake that will topple the largest villages and towns into oblivion if they get too uppity. You can use the crab giant to sink a village into the ocean. If desperate, the fungal giant can lob giant balls of swamp goo at attacking armies.

Too Fine a Balance?

This is where Reus attempts to draw the fine line between chance and control, with ‘attempts’ being the keyword. While you can’t directly control what your villages do to your giants or to each other, you can use ‘awe’ to calm them, remove ‘awe’ to provoke them, or invoke the ‘clean slate’ protocol by quaking or sinking them. (Some high-end project upgrades like the level 3 Historic Point require that village to destroy the closest nearby village, for example, so some war is useful.)

On paper, this seems simple. Unfortunately, since you have no say on what your villages end up building for their projects, and since many of the challenges hinge on the creation of certain projects, and since it’s pretty RNG which other villages your villagers make peace or war with, Reus seems to fall off the balancing wire into a game of chance once you’re on the hunt for challenge completions. Increasing your giants’ ability to control the environment (and, accordingly, the humans) takes a lot of practice and memorization.

I’ve gotten lucky with resource symbiosis once or twice where I created a good enough amount of ‘awe’ to stop a war. But it didn’t happen often, and I couldn’t tell you which resources I used to accomplish it. It seems like resources with useful amounts of awe are few and far between, or are reserved for higher-level transmutations. And those higher-level transmutations are entirely dependant on upgrading your giants with the right projects from the right villages in the right biomes with the right resources that don’t go to war with each other or end up hating your giants.

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It’s kinda hard to tell, but there are tiny soldiers on that mountain, and they’re throwing spears at the swamp village. Look at Rocky’s face. Rocky isn’t mad, just disappointed.

A Puzzle of Many Colors

This is another game I often come back to because it’s so easy to pick up and play. But it’s hard to master. Maybe not hard, but time-consuming. If you don’t know your end goal, you’ll waste a lot of valuable time making, upgrading, smashing, and remaking resources until the right symbioses happen. Worse, even if you do know your end goal, there’s a chance your aspects won’t be potent enough for upgrades, which leads to more resource remaking.

The game falls into a pit I affectionately call Blind Crafting Syndrome: even if you’ve crafted it before, unless you’ve memorized the recipe, the game won’t give you a clue on how to repeat it. While enjoyable with no prior knowledge, Reus is frustrating to return to after time away. Reus doesn’t quite have a crafting system like Minecraft or My Time at Portia, but there are so many different combinations and requirements of resources and aspects and biomes that it requires an immense amount of trial and error to complete the higher-level challenges. If Reus had some type of planning tool you could use before laying down a resource, or even an in-game encyclopedia, it would help immensely.

Your giants are incredibly pondering and slow creatures as well (I guess they should be). Managing an entire world, even a small or medium-sized one, takes a lot of travel time and planning. All the time while playing, I would have a sinking feeling that I was doing something out of order or inefficiently, but I didn’t want to have to look up online someone else’s ‘correct’ answer. Maybe it’s my anxiety of time limits and incredible challenges, but all the time-wasting trial and error (mostly error) dulled the game for me. This game should be casual and relaxing. But it’s not. Yes, there is an endless mode, and I could practice my Reus skills. But you can’t complete challenges in ‘alt’ mode. No, I would probably head to the Reus wiki or the Steam guides for help to figure out a game plan for finishing a particular challenge in the timed game.

I would, that is, if I had an intense desire to continue to play.

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Give a forest village some chickens, they’ll ask for some blueberries. Give a forest village some blueberries, they’ll want some pear trees… Etc.

Reus is another indie game that looks simple, colorful, and inviting at the beginning but by the endgame becomes a very challenging strategy/puzzle game. A bit too much into the puzzle genre for me. In fact, to me, it feels a lot like a 1000-piece jigsaw puzzle. I get why people enjoy putting them together, and I’ll find joy in locking a few pieces together here and there (hence why I’ve played Reus on and off through the years since its release). But I don’t have the patience to put the whole thing together.

While not wholly applicable, this one, in particular, came to mind.

Review Score: 7.7/10

My 100-Hour Tale – Realm Grinder

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Release Date: June 2017

System: Windows, Mac OS X (Steam), Online (Kongregate.com)

Clicker games are a relatively new concept. Well, ‘last six years’ new.

Wikipedia calls them ‘incremental games’, a game whose gameplay “consists of the player performing simple actions such as clicking on the screen repeatedly…to earn currency”. After enough clicking, there’s usually some mechanic (a ‘minion’, a ‘service’, a ‘structure’, or a ‘business’) that enables the game to ‘click’ for you, enabling you to earn immense amounts of the game’s currency over a certain amount of time. Multipliers are added into the mix, stacking higher and higher to the point where even a 28000% increase isn’t a drop in the bucket.

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Where it all starts. Again. And again. And AGAIN.

It’s inexplicable. I can’t describe it. There’s something about Realm Grinder that appeals to me, despite the very nature of the game. I shouldn’t like it. I shouldn’t like to waste time watching numbers tick ever upwards while watching Youtube videos. I shouldn’t like clicking on upgrades whose effects are soon lost in the flood of even more upgrades. Numbers increase exponentially to the point where I have to consult a chart to make sure they’re the numbers I want. Unless you’re a college physics major that deals with incredibly large numbers on a regular basis, I doubt you know how many zeroes are contained in ten-quattuordecillion… Or what that is in scientific notation. I sure don’t. I might as well be playing with my graphing calculator. At least that way, I could type the number I want immediately instead of waiting for some silly game to get there.

But then I wouldn’t get the serotonin rush from having reached that point over an achingly long period of time, would I?

The Gainful Grind

Realm Grinder is an incremental game (or an idle RPG, according to the Steam page) developed by Divine Games and originally published on Kongregate. In fact, that’s where I first played this time sink before discovering it was also free and linkable to Kongregate through Steam.

Do you like a game with goals? Trophies? Upgrades to go with those trophies? A ton of factions to choose from with different upgrade trees to suit your preferred playstyle? Then Realm Grinder is the clicky game for you!

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Happyville, tax rate: 49.13 undecillion gold coins per second. Talk about hyperinflation.

You start the game with very little money at first, building neutral buildings like farms, inns, and blacksmiths. These don’t produce much. In fact, without the right upgrade path, these units (businesses? Buildings?) will count for almost nothing. Then, for a small fee, you’ll choose a path: good or evil. The good side emphasizes a more active playstyle, while evil emphasizes idling and offline growth. The good path has honorable buildings such as castles and cathedrals while the evil side has slave pens and hell portals; either side you choose, you’ve got eleven building types to build, seven morally aligned and four neutral.

But we’re not done yet. Once you’ve picked good or evil, it’s time to choose the race you’ll align yourself with in that playthrough. On the good side, you’ve got the fairies, the elves, and the angels: fairies focus on boosting the output of the lowest tier buildings, elves focus on clicking, and angels focus on spell casting and mana regeneration (more on that in a second). For evil, you have the goblins, the undead, and the demons: goblins get cheaper buildings, the undead get increased production the longer the playthrough lasts, and demons increase the output of the highest tier evil buildings.

The more currency you collect, you’ll start to gather gems, which give you a base multiplier to all production. In order to collect your gems, you have to start your playthrough from the beginning, but you’ll have that base multiplier to help you out on your next playthrough. Play long enough, and you’ll gain the ability to reincarnate, giving up all of your gems to really start over with yet another type of base multiplier. And as you collect currency, you’ll increase your chances of finding faction coins, which allow you to gain additional multipliers in your current playthrough! Did I mention that each faction has their own spells which give you additional short-lived multipliers through the use of a slowly refilling mana bar (or quickly refilling, depending on your faction)?

But wait, there’s more! You can even spend real-world money on rubies, which can allow you to receive gems without restarting your playthrough, boost your multipliers even further, and purchase unique upgrades.

Oh, the multipliers. I told you this game is all about multipliers.

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Notice the red ‘Buy All Upgrades’ button. You’ll be clicking this a lot.

Play long enough and unlock their many treaties and pacts, and you’ll get to play as neutral factions like the Faceless, which become stronger over multiple playthroughs, the druids, which focus on magic and balance, and the Titans, which have multipliers for your multipliers. Advance even further, and there’s the good dwarves (which enhance the base good factions), the drow (which enhance the base evil factions), and the dragons (which enhance the neutral factions). And then there are the mercenaries, which allow you to take any perks and upgrades from any factions to mix and match them to your heart’s content.

“Oh, Don’t Worry, It’s Free…”

Can I tell you how much time I have in this game? Hint: not nearly as much as some of the reviewers in the Steam reviews have.

155 hours.

I won’t lie, a lot of that time was from me having left the program on in the background while doing other things. But I think an equal amount of time was me having my mouse hovering over the next upgrade, waiting for the currency to tell me when I could click. I don’t remember if I actually gave money to this game. I think I did. A dollar or two. Considering the amount of screen time I spent with this “free” game, I thought the developers deserved something from me.

I say “free”. Steam says “free”. But no. This game and the many ‘incremental games’ I have on my phone have cost me a lot of time. Was it time wasted? Perhaps. Was it time I would have wasted anyway? Maybe.

But man, can these games be addicting, especially in your downtime. It feels as though clicker titles like Realm Grinder take the most enticing thing about video games – slow and steady progression – and drip feed it to you just enough that the itch never goes away. I had stepped away from this game for about three months before writing this, and the game was just where I had left it, ever chugging its dozens of multipliers away like I’d never left. I’m not quite sure if it’s my computer or Kongregate’s server that logs my progress. Maybe it’s both.

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Oh, did I mention the excavations? More upgrades! More multipliers!

Either way, I’ll keep it installed. I never know when I’ll need something to fiddle with while watching my favorite streamers on Twitch. If you feel like it, give some love to GrandPOObear and MrLlamaSC, won’t you? I’ve just got to unlock the dragon faction. I just have to. Then I’ll uninstall this wretched game.

Maybe.

Review: 8/10

Backstage Tales – God Games: Imposters in the Pantheon

How does one program a God?

Yikes, religion on the internet!

Ha, funny. I’m talking about god games, simulators that give you power over a worldspace or the creatures and elements within it, typically on a massive scale. It could include such features as mass terraforming, devastating ‘miracles’ that can be seen as good or bad depending on the target, development of said powers from simple to overwhelming, and maybe even helping supplicants and acolytes grow to the top of the pack.

“A Mighty God Was He (or She)…”

I have very fond memories of Populous: The Beginning, one of the first god games I ever enjoyed. You start off with a shaman, the head honcho of the tribe through which miracles and spells are cast, and you wander the solar system gathering followers to increase your power and influence. If people won’t join you (as they follow other gods and their shaman can unleash the same powers as you can), it’s up to you to convert or destroy them. No peaceful coexistence in this universe. Your powers in this game ranged from summoning hordes of stinging insects to directing tornadoes to incinerating entire villages in fiery volcanoes. I’ll never forget that at the end of the game, you finally have enough power as a god to do the spell casting yourself without a range limit, and the resulting destruction of your enemies is incredibly satisfying.

You know, I never understood how the ‘swamp’ spell meant instant death to anyone who walked through it. Invisible crocodiles? Fast-acting trench-foot? Psh, I dunno, but man, it made for an effective deterrent.

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What a quaint village. Would be a shame if something… happened to it while the shaman is away.

I then played a game later in my childhood called Black and White, a game made by one of my favorite now-defunct studios, Lionhead Studios. Admittedly, I really couldn’t get into this game. At all. Why in the world would an all-powerful god put so much time and effort into training a giant creature who, for all intents and purposes, does nothing but annoy your villagers, cause property damage, and poop everywhere? I’m sure they can be trained to not do that, as I have seen insisted on many a website touting the game as a masterpiece. I never got very far in the game because I couldn’t figure out what to do with the leashes and my creature would inevitably go off and cause trouble, getting itself killed in the process (despite me nailing its super-extendo-leash to a tree near my village).

Interesting that this game is yet to make a debut on GOG.com or anywhere digitally. Sad day. (Not that I would buy it again. I distinctly remember having terrible troubles with it on my first PC… A trend that future Lionhead Studios games would follow.)

So What Changed?

So, getting both good and bad as a kid, why do I believe that god games like Populous still haven’t tapped an incredibly deep well of potential?

It’s because of how broad of a subject ‘god games’ have become these days.

If you search on Steam under the tag ‘god games’, you’re going to see a lot of different types of games, from RTS (like War for the Overworld) to sandbox games (Like Universe Sandbox) and even casual pixel games (like The Sandbox). Spore and its expansions are on this list, and while I could make a joke about a ‘god game’ featuring evolution, I’ll skip it. They even have the gall to put in the glorified screensaver that is Mountain, and the philosophical Everything. Games that I would consider to truly be ‘god games’ (complete with the spiritual and mystical aspect, the miracles, and the followers) are often not well received, with the good ones showing up few and far between (good examples are Reus, which I plan on reviewing soon, and From Dust, which is an excellent game despite belonging to Ubisoft and their terrible Uplay system). I don’t like this broad idea that if the game gives you complete control over your own little population or worldspace, it’s automatically a ‘god game’. If so, that makes Civilization or Endless Space 2 ‘god games’. It makes Planetary Annihilation a ‘god game’. It makes The Sims a ‘god game’.

These aren’t ‘god games’. Strategy, yes, but not ‘god games’.

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In From Dust, you play as a god. Ergo, this is a ‘god game’.

A Simulated Example

But this doesn’t mean ‘god games’ have to always be large-scale fire-and-brimstone destruction-fests. Let’s shrink the concept of the all-powerful ‘god game’. Imagine if The Sims were still all about the home-building and decorating, but you had no control over your sims in the slightest. What if they lived their own lives based on a list of their likes and dislikes, developed relationships with other sims all by themselves, and developed their skills without any input from you? Sounds boring? (As boring as Mountain? I digress.) Well, what if, as some malevolent or benevolent spirit or ‘god’, you could become the sim’s conscience? What if you could ‘train’ your sims to take a unique path through their lives, being the angel (or devil) on their shoulder as they live day-to-day?

What if they could ignore you if you gave them a command that didn’t match their ‘code of ethics’? This could be for good or evil, as simple as influencing a child sim to disobey their parents or as complicated as attempting to persuade a burglar sim to give back his hard-earned loot. What if, through your subtle influence, you earned enough ‘god points’ to start influencing your sims in more supernatural ways, such as through dreams, through strange ‘coincidences’… or perhaps through frightening ‘bumps’ in the night? These could give major bonuses towards future life goals, and grant convictions, changes of habit, or even phobias. What if your sim came into a choice that happened because of your influence that could change their course forever, maybe even other sims’ life courses, and they didn’t have the ‘attributes’ necessary to make the ‘correct’ choice, for good or ill?

What if you could drive your sim to become a shining beacon of humanity? Or drive them into an insane asylum after hearing self-destructive voices?

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Yes, a wholesome modern family, with a spirit from the netherworld influencing their every thought and choice. Doesn’t sound too far from the original game, to be honest.

Okay, maybe only I’m intrigued by this new Sims game. Maybe this sounds too similar to the actual game. Maybe it would give a programmer an aneurysm. But you have to admit, it’s an interesting idea that giving the player less control over their subjects can simultaneously give them more in terms of results variation. This could lead to the possibility of more replayability because of unexpected and entertaining results. This isn’t even talking about actual religious doctrine, although I suppose it could be seen that way. I see it as more of a balance between total player control (which is fun for a moment but doesn’t last long) and a complete uncontrollable game of chance (which is fun until you don’t win). And it’s all about maintaining the fun factor.

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My, aren’t you rotund.

A Line of Separation

In my opinion, ‘god games’ put a fine line of separation between the player and his subjects. In Populous, if you lose your shaman, you couldn’t cast miracles until she respawned. In From Dust, you don’t have a mystical ‘hand of god’ to save your subjects from floods of water and fire; you can issue simple commands, but you have to bend the elements to protect your followers and wait for them to brave the treacherous wilds themselves to reach relics and settlement beacons which strengthen your miracles. I think this is where Black and White went wrong for me: it put one too many lines in between the player and the population in the form of an annoying giant mascot. A good ‘god game’ will balance the influence the player has with the characters onscreen, not too separated that the player feels like they have absolutely no control, but enough that it doesn’t become ‘The Sims’ where the player can control everything. You can ‘simulate’ being a god, but not every strategy game is a ‘god game’.

Does that shrink the genre into obscurity? Maybe it does. But I think people want a ‘god game’ with this philosophy in mind, one with some element of choice and ethical dilemmas, but one with a fine line of separation that makes the game rewarding and challenging. Breaking my own rules, you can see how excited audiences were for the very recent release of Frostpunk, a game where you have to make life-or-death decisions for a population living in a steampunk arctic hell. I’m surprised that isn’t a ‘god game’, according to Steam. (I want to review it as well, it looks ridiculously difficult.) I would love a ‘god game’ that limited your influence over a small isolated community to small ‘miracles’ that grew more powerful as faith in you increased. One where morality could go either way.

And yeah, I’m going to say it: maybe someday we’ll get a god game that isn’t hyped to hell by Peter Molyneux. *cough* Godus. *cough* Spore. *cough* *sneeze violently*

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I’m ashamed of how much game time I have in Godus. Like all ‘Molyneux Specials’, I didn’t know it by its reputation before I bought it.

I want to see another really good god game like Populous appear again. A more complex From Dust with enemy tribes and tough decisions to make, maybe. Different belief systems and powers related to them. A few of the other games under the ‘god games’ tag in Steam look intriguing enough to make me want to take a look, so maybe in the future, you’ll see a god game review where I adjust my perceptions of the genre. Until then, I’ll take any suggestions on how I can change my viewpoint, as I feel disappointed in my love for this very specific niche itch I can’t scratch.

My 10-Hour Tale – Planetary Annihilation: TITANS

First of all, I’ll say something that I’m probably going to say about a lot of the games I want to perform a 10-Hour Review on for Chains and Tales: I have a lot more than ten hours of game time with Planetary Annihilation. This is due to the fact that the original game (just Planetary Annihilation) came out before Planetary Annihilation: TITANS, and I played just under 40 hours of that. So, you could say I spent 10 hours playing with the big Titan toys. I’ll always be forthcoming about how much time I actually spend with a game, as I feel that reflects how much enjoyment and replayability a game has.

######

PAT

Release Date: August 2015

System: PC, Mac OS X, Linux (Steam)

The term ‘spiritual successor’ is usually a positive term in the video game industry. It usually invokes the idea that a game has taken the theme or mechanics that one game had and built upon them to create a more refined experience. One example that gets thrown around a lot on the internet is that Bioshock is the ‘spiritual successor’ to the game System Shock: both are first-person-shooter dystopian survival and exploration games with deep atmosphere and one heck of a plot-twisty end-of-act-two. Another is that Undertale is a ‘spiritual successor’ of Earthbound in graphics, gameplay, and the wide range and contrast of emotions the characters and story produce.

So, when I say that Planetary Annihilation is the spiritual successor to a game entitled Supreme Commander, I really mean it. Like, really really. I mean it so much that I think Planetary Annihilation might have ‘spiritually succeeded’ more than a few game mechanics directly from Supreme Commander. Fortunately for Uber Entertainment, there’s a reason they didn’t get sued or anything. It probably has something to do with the fact that Jon Mavor, the lead designer and programmer for Planetary Annihilation, was also the lead programmer for Supreme Commander.

On August 15, 2012, Uber Entertainment kickstarted Planetary Annihilation with a goal of reaching $900,000. They well-surpassed that amount, reaching $2,228,000 via Kickstarter and an additional $101,000 through Paypal. Having earned the title of the 11th Kickstarter project to reach over a million dollars, was the investment worth it?

The Steam review boards are ‘mixed’. Actually, they’re currently at ‘mostly negative’.

For the base game, I mean.

For Planetary Annihilation: TITANS, the reviews are glowing and positive.

Because I had the base game, I was given TITANS for free when it was released, I believe. Or maybe it was the other way around. It isn’t DLC or an expansion, I guess; it’s technically a whole new game in my library. Why the base game is still available when the more advanced and updated TITANS is around is beyond me. There doesn’t seem to be any difference besides the missing Titans and an appropriately lower price tag.

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“YOU’VE NOT ENOUGH MINERALS.”

What makes Planetary Annihilation: TITANS into a ‘spiritual successor’? Just about everything, plus planet-hopping! But we’ll get to that.

Planetary Annihilation is a ‘massive scale’ real-time strategy game where you play as one of the titular commanders. These commanders are gigantic mechs that can build basic buildings and feature anti-air and anti-ground weaponry for fending off basic-to-mid game threats. Your goal is to destroy enemy commanders until you’re the last one standing (or your team is; there are also team battles as well, if you don’t like fighting alone). If your commander is destroyed, it’s game over. Oh, and all commanders explode in a nuclear blast when they die, so that’s fun. When failing, fail hard, I always say.

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Legate Junius go boom.

Unless you have a pretty beefy machine, playing with more than eight computer players on a map can really start to lag, so I can’t imagine doing it with human players. But it’s incredibly fun to struggle for territory on a tiny planet against two to three other opponents… At least until you can get into orbit and rain down lasers from the sky.

There exist many different types of units, organized by the way they travel: vehicles ride on wheels or treads (strong but more expensive than bots), bots walk (cheaper but weaker than vehicles), naval units float on water, aircraft fly (but are very vulnerable to anti-air), and orbital units orbit in their own sphere above the planetary battlefield.  They all have their own strengths, weaknesses, and counters, although I’m a huge fan of aircraft if you can give them the muscle they need to puncture through enemy flak cannons and missile launchers. Every type of vehicle has their own builder unit, too, so it’s not like Starcraft where you have to rely only on ground-based builders for all the hard work. It’s another reason I love air constructors in particular: they can go and build almost anywhere. But they’re excruciatingly fragile. There’s no bigger bummer than twenty or more aerial constructors all being shot down by two or three tiny enemy fighters in mere seconds. Basic constructors can build advanced factories, which can produce advanced builders that can build even more advanced structures and units.

You know where Planetary Annihilation borrows from Supreme Commander the heaviest? The economy system. Just like each other, there are only two resources to worry about: metal and energy. Metal is mined from specific points on the map, and energy is created through generators that can be placed anywhere. You can technically spend more than you are making in Planetary Annihilation. This will, however, decrease the speed of your unit building and structure construction accordingly, and possibly do you less than no good. You will be tearing across planets trying to reach for and defend every single metal extraction point possible. Why?

Because bigger guns.

Meet the Titans.

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Good morning, sunshine! Zeus says hello!

These mean machines are bigger than mountains (especially when built on particularly small planets) and can wreck shop like crazy. My particular favorite is the Zeus, essentially a gigantic floating fortress with a giant ball of electrical energy in between its arms that can decimate entire bases on its own. Get three of these and you can say goodbye to any enemy commanders who are dumb enough to share the same planet. The star-like Helios can teleport entire armies from orbit and deal with any orbital defenses on the way. The gorilla-like Atlas jumps once, and entire armies (and hemispheres) fall down. The Ragnarok is a giant drill that burrows down into the core of a planet and drops a very potent explosive that evaporates the planet (not recommended for home worlds). They’re awesome. They’re expensive. They’re awesomely expensive, and, for some reason, oddly fragile against prepared players. Even Titans must be utilized strategically.

I’ll repeat this again: why Planetary Annihilation had to be re-released as Planetary Annihilation: TITANS instead of including these units in an update or $10 DLC package is still strange to me. So if you’re planning on picking it up, make sure it’s TITANS. Maybe it was a Kickstarter tier thing.

Even with the Titans, Planetary Annihilation ‘spiritually succeeded’ Supreme Commander. But did it succeed? I remember playing Supreme Commander: Forged Alliances and having a ball with the Aeon Illuminate’s experimental units, especially its flying CZAR fortress. Every faction in that game had four, making for very unique gameplay. But no matter what faction you play in Planetary Annihilation, you’re stuck with the same Titans as everyone else.

But then there’s the aspect that sets this game apart from its predecessor: it’s set in SPACE. There’s no flat map here. Scroll your mouse wheel, and you can go from ground level to a view of your solar system. If you’re playing on a map with multiple planets, all it takes is your orbital builders to construct a teleporter on another planet, and you can zip your units there to continue the fight.

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If you can’t tell, the tiny ‘1’ and ‘2’ are landing zone locations on a single planet. That’s a lot of zoom.

On particularly small moons, you can even build Halleys (named after the astronomer and the comet). These are giant rocket engines that can alter the trajectory of the moon to crash into another planet, wiping out all life (and opposition) on both orbiting bodies.

But my favorite way to ruin someone’s day?

If you can play a game with a metal planet somewhere in the system (think the Death Star, only ancient and covered in ‘metal deposits’), all you need to do is construct five ‘Catalyst’ buildings around the planet’s northern hemisphere to activate it as a planet sized superweapon. Think ‘Starkiller Base’ from Star Wars: Episode Seven (although admittedly without the actually star-killing). The speed with which the ‘Annihilazer’ recharges is insane. I’d love to see other human players all struggling for control over the thing while simultaneously trying to stop other threats like the Titans or nuclear weapons from destroying them.

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Does this make us the baddies? Surely not. Mega-laser pew pew!

Oh yeah, there are nuclear weapons, too. And anti-nuclear weapon defenses. Kinda lost them among all the talk of Titans and super lasers.

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Nuclear weapons are RAD! And very expensive if you plan on launching more than a few at the same time.

Planetary Annihilation: TITANS is a giant game of chess set in space, and it’s the kind of RTS that’s still really fun to play single player. Yes, as I stated in my XCOM 2 review, I am a wuss, and yes, I like to play where I have 5 times more resources than my enemies just to crush them with an Annihilazer. But – and dare I admit this – I even like playing this game when the computer has more than a fighting chance. And I didn’t even mention the Galactic Warfare game mode that plays like Risk across a map of the galaxy with army upgrades and unlockables you can find to use in future campaigns. While yes, there is Galactic Warefare, the one way it fails to succeed Supreme Commander is a lack of any story mode or campaign. This game was made for multiplayer. In fact, Galactic Warfare was a stretch goal for Kickstarter, and while fun, it’s not much of a replacement for a Starcraft story mode experience.

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Battle and upgrade from star system to star system. Fun to play, but simplistic.

Despite this, one factor of a game’s success I’ve noticed is its ability to maintain its price point through a long period of time. Planetary Annihilation: TITANS came out in 2015, and it still goes for $39.99 on Steam. That should tell you a lot. I’d say pick it up immediately, but the Steam Summer Sale isn’t too far away, and I bet it’ll be there.

So, is Planetary Annihilation: TITANS a successful ‘spiritual successor’? The more I use the term in this article, the less I like it. My judgement is clouded because I see both strengths and weaknesses in Planetary Annihilation: TITANS and Supreme Commander. And succession almost sounds like the previous game has perished, never to be played again. And that’s just not true. In fact, TITANS makes me want to pick up Supreme Commander again.

Either way, despite tight hard drive space, I’ve reinstalled TITANS at least a dozen times since I’ve owned it just to play a round. If you love RTS games, pick up Planetary Annihilation: TITANS.

It’s just fun.

Review: 9/10

Difficulty Over Fun – XCOM 2

XCOM-2

Release Date: February 2016

System: Windows, Mac OS X, Linux (Steam)

Don’t get me wrong – XCOM 2 is a killer game. I mean, REALLY killer. As in, you will die playing this game. Many, many times. I mean, those aliens really love slaughter!

From the very ‘tutorial’ level of the game, you realize the aliens who revealed themselves in XCOM: Enemy Unknown are officially in control. Not only did they finish invading our planet decades ago, they’ve set their image as benevolent ambassadors from the stars, acting as a worldwide government and enforcing peace with their technology and strict laws. The stakes are high for the organization known as XCOM. Once a reasonably strong resistance force fighting against the mysterious and frightening alien menace 20 years ago (supported by the many governments around the world, in fact), they’ve come to be regarded as nothing more than terrorists. Not only do you start your experience in XCOM 2 incredibly outnumbered by the alien authority, you begin severely behind technologically, just as you were in the original XCOM: Enemy Unknown.

I love what story I’ve been able to see — our heroes, enduring insurmountable odds, fighting to bring freedom to the oppressed. The turn-based strategy of XCOM 2 is, for the most part, a joy to play with. The developers even improved the aiming mechanics to the point that your snipers can’t shoot through three homes and two car engine blocks at 100% accuracy. The return of the base-building mechanic in your massive flying airship is absolutely welcome (did I mention your base is a massive flying airship?) And the fact that said airship can be forced down by UFO interceptors is a really neat mechanic, leading your soldiers to defend the ship until it can be repaired. The many class specialties have changed a bit since the first game, mixing up the possibilities; while there are the traditional snipers and heavy-weapons-guys, you also get machete-wielding rangers for close combat and techie specialists equipped with awesome hover drones for hacking computers and healing the wounded. Finally, the many researched upgrades, armors, and weapons make the strategist in me grin madly. Ever played Call of Duty: Advanced Warfare or that one sci-fi movie with Matt Damon? Yeah, you get that kind of modern heavy-duty power armor. With missile launchers attached. Oh yeah, and the myriad types of enemies you’ll encounter will make your eyes bulge out of your head and make you immediately wonder “how the hell am I going to take that thing down?” Can you say Sectopod?

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Okay, all the good stuff, great. No, really — everything that made Enemy Unknown excellent is all there and much more.

But you know what really kills the game for me?

The game’s difficulty.

XCOM 2 has many difficulty modes, ranging from rookie to legend. When I played the very first time, I selected rookie. I wanted to see the story before the challenge, see what enemies I would be facing in higher difficulties, which tactics and upgrades would be best to pick as the game went along.

A few battles in, and I’d lost all of my most experienced soldiers (three rookies dying immediately in the first fight), and the aliens were halfway to developing their ultimate weapon. That ultimate weapon (called the AVATAR project) doesn’t immediately herald an automatic game over once completed (it gives you a 20-day limit once it finishes), but it does make the game feel like a frantic sprint to an unknown finish line instead of the progressive tactical experience I expected and experienced in the first game.

You see, the missions required to delay that the AVATAR project would often spawn too far away from my current world position — to travel to different sections of the globe, you need to have the necessary amount of communication stations in your base to contact the resistance factions in each area. Not only is it very difficult to find the resources necessary to construct these comm stations, it became even more so with the demands of R&D research into improved weapons and armor. Resources and supplies feel too little and too far between, especially with the amount of time required to ‘pick them up’, while in Enemy Unknown, you’d get a monthly paycheck of sorts you could use right away.

But oops, don’t research those weapons and armors too quickly, though — the aliens will quickly advance above you, ensuring the upgrades don’t feel half as effective as they should. Obtain gauss weaponry instead of traditional firearms? Alien HP bars double. Obtain power armor? Alien weapons will tear through it with ease. I know similar progression existed in Enemy Unknown, but the upgrades still felt like upgrades… Not gateways into a more painful experience.

You’re going to lose men and women. Repeatedly, and sometimes randomly, no matter their experience. So what’s the use of upgrading a soldier when the chance of losing them before they become interesting is so high? I feel like I’m sacrificing rookie soldiers as an unholy offering to the RNG gods just to make one or two high-level soldiers survive and thrive. Then, if you lose them, there goes the whole game.

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And then there’s the timers. THE TIMERS.

In Enemy Unknown, a few missions required you to complete an objective in a set amount of turns. There’s weren’t many of them, and their inclusion was a challenging but enjoyable change of pace.

In XCOM 2, almost every single mission is timed. And not slowly timed, either — like, you have seven turns to complete an objective point and evac all your troops. Sorry, but this makes the sharpshooter class one of the most difficult classes to use effectively, especially when snipers were so enjoyable in Enemy Unknown.

Did I mention the entire game has a big ‘ol ultimate weapon countdown timer? Everything in this game feels so desperate.

Yeah, I get that’s the theme of the game, in both story and gameplay.

But we’re still talking about rookie difficulty.

I know that I might be outside of this game’s demographic when I say this, but I enjoy simple tactical gameplay and lower stakes. Yes, I’m one of those that selects rookie mode over legendary, even over normal mode. I like to experience the story. I like seeing the soldiers I’ve spent time with grow and develop. Maybe I’m too chicken to play this game the way it was intended.

Ever play Final Fantasy Tactics? Sure, there’s always the possibility of losing two or three characters over the course of the game, but it’s a challenge to lose your entire party in a single fight (barring the late game battles) once you know what you’re doing. Here in XCOM 2, it’s not rare to lose an entire party of rookies in the first real fight. And the second. And the third. Then you spend your hard-earned resources on more rookies. Etc.

Lead developer Jake Solomon did an interview with Rock Paper Shotgun and spoke about the game’s difficulty:

The difficulty is actually one of those things that can be traced to a particular conversation pretty late – very late, actually – in development. I had been pushing the mantra for a long time that we need to make Normal or Veteran difficulty basically an ‘I want to see the cinematics’ mode, an ‘I want to see the story’ mode, and the player can get through it and it shouldn’t be that difficult. But very, very late in development everybody was playing the game, all the team was playing the game and they were coming back saying “yeah… it’s fun. But it’s pretty easy.”

…It definitely happened by late, but I think when the game got more difficult then you started to see people engaging, you felt that spark of life. ‘Ok, I do want to try again.’

…There are cases where it’s difficult to imagine getting through a mission without somebody dying. Some players can get frustrated by that, and that’s something that we’ve been thinking about quite a bit later. Obviously some people respond really positively to the difficulty and others say ‘it’s too much’, and that’s something we’re thinking about. How do we please both players, basically?

How to please both kinds of players? Well, make rookie difficulty actually rookie difficulty, for one.

There’s a balance between having fun playing a game and playing it for the challenge. Both should obviously exist. But in my opinion, XCOM 2 decided to take the difficulty over the fun. If it was during the late stages of development, I understand that perfecting these systems to balance out is difficult. But if the game was fun and too easy to begin with, I feel the pendulum swung a little too far towards difficult and unmanageable.

And that ‘spark of life’ the early players felt to try again and again? I just don’t feel it with this game like I did with the previous title. Even with modding options to raise the limit on those awful timers, I don’t feel like I’m progressing with the difficulty of obtaining resources and useful upgrades. And I still get torn in half by the aliens, killing my soldiers and my desire to play.

The game is praised almost universally by players and critics alike. And I can understand why. But XCOM 2 lost me. I didn’t want it to, either. I love blasting aliens. But I can’t finish the game on rookie mode. Maybe I’m not a true gamer.

And that makes me sad.

EDIT: I have BEATEN the game by modding out the timers. A couple of times, now, in fact. It’s quite the learning curve, and I haven’t even gotten the DLC for the game yet (which I hear raises the difficulty to incredible heights). So, yeah. Git gud, right?