Showing posts with label world building. Show all posts
Showing posts with label world building. Show all posts

Tuesday, March 29, 2016

Sid Meier's Alpha Centauri, a review of a classic

Sid Meier's Alpha Centauri
Grade: A
Platform: Windows, Mac
Genre: 4X
GOG $5.99


Easily one of the best 4X games ever developed, available at GOG now for only six bucks, if you haven't played it yet just stop reading and go buy it and you'll easily spend a couple hundred hours playing before you realize it.

Or, if you insist there is more to say in review.

Positioned as a sort of thematic or conceptual sequel to the starship victory in the Civilization series, Alpha Centuri follows the colonists to their new home where they promptly split into ideology driven, as opposed to nationalist or ethnic, factions and start competing for dominance.

It plays largely like other games in the Civilization family tree, the most obvious mechanical difference being that unlike most other Civ games you can design individual units rather than just getting a default unit with certain tech advances.  But there is more to the difference than the obvious, some of the mechanics are significantly different from Civilization's model, and often better.  Alpha Centauri has a dynamic weather system and you can use terraforming to not only help your own society but to hurt your enemies.  Change rainfall patterns to make their crops wither, or even flood them via global warming.  The tech tree is improved as well and has an option for blind research that adds an interesting element to the game.

But what sets Alpha Centauri apart from the Civilization series is not just setting or tone, or even the mechanical differences, but the fact that Alpha Centauri has a story and characters.  The characters are developed mainly as you climb the tech tree or build wonders, each tech or wonder has a quote that is usually from one of the faction leaders and helps breathe life both into their faction and the leader themselves.  The story develops as you play, both in alterations to gameplay and in small text vignettes.

The planet, simply called Planet, is inhabited by life that's alien beyond even starfish aliens.  The dominant life form is a fungus, simply called xenofungus or "the fungus", and all the other life you encounter is deeply related to and basically part of the fungus.  The fungus is also telepathic and pre-sapient when you first encounter it, but grows into a person, a single mind, as it spreads over the planet.

At first the fungus is an obstruction, worthless in terms of resources, slowing down your units, and acting as a hiding place for mind worms which are exactly as awful as they sound; the discovery of fungicidal add ons for your terraformers seems like the best thing ever.  As you progress you can learn how to make the fungus the most valuable resource in the game, you'll be carpeting your territory with as much as you can manage and you'll curse your earlier efforts to get rid of it.

Alpha Centauri takes a decidedly transhumanist approach to things, allowing cybernetics, genetic engineering, brain mapping and upload, and more.  All of which fits the game perfectly and helps propel the story to its natural conclusion.

Each faction is clear, has advantages and disadvantages that fit its ideology, an agenda that makes sense given that ideology, and they will react to you based on your social decisions as well as your more overt diplomatic or warmaking decisions.  The AI isn't especially amazing, but it does a good enough job of providing a challenge.

In addition to the quality writing for the factions and the storyline in general, Alpha Centauri features well done voice acting for each faction leader that helps make them memorable.  The rich rolling voice of CEO Nwabudike Morgan helps establish him as the sort of person who despises most of humanity but makes a pretense of caring about the little people, while Sister Miriam Godwinson speaks with a subtle (and sometimes not so subtle), but threatening, air of conviction and righteousness.

If it weren't for the overarching story, the rich world building, the well developed factions, and the integration of transhumanist themes, Alpha Centauri would simply have been Civilization with different art assets (looking at you Civilization: Beyond Earth) and we'd have long forgotten it.  As it is, it stands out not merely as a well done member of the Civilization family, but also as one of the better 4X games yet developed.  This shows that it is possible to incorporate a story and characters into the 4X genre, and that if done well it can make the game vastly better.

It holds up very well, both in terms of graphics and gameplay.  Despite being 17 years old  the gameplay is still fresh (which says something not at all hopeful about the 4X genre, which seems to be stagnating) and the game entertaining and challenging.

The only expansion for the game, Alien Crossfire, is a mixed bag.  The alien factions are interesting enough, and obviously thought went into trying to make them alien, but the extra human factions mostly seemed cheap and lazy compared to the original factions, a couple stood out as worthwhile but mostly they were bleh. Mostly it is worthwhile for the gameplay improvements, the addition of fungal towers we very good, and some of the added tech improves the game greatly. Fortunately it is possible to use the improvements of the add on without bothering with the somewhat inferior factions it included.

The combination of a fresh take on the 4X genre, the well executed world building, the addition of personalities, characters, and story to the 4X genre, all combine to make Alpha Centauri a game truly worthy of an A.

Tuesday, March 22, 2016

Dishonored, a look back before the sequel

Dishonored
Grade: B
Platform: PC, 360, PS3
Genre: Stealth FPS RPG
Price: $29.99 GOTY

Dishonored is an example of how well executed world building can team up with solid gameplay and make a game memorable despite a paper thin story and cardboard characters.  It's also an excellent example of how limitations can spur creativity. 


The limitation in question is the fact that Dishonored was one of the last games to be designed for the Xbox360 and the PS3.  Despite being released in 2012, a time when most gaming PC's were equipped with at least 8 gig of RAM, it had to run on creekingly antique hardware that had, in the PS3's case, a mere 256 megabytes of RAM (that's about 62 times less RAM than a gaming PC of the day).  The CPU and GPU of the Xbox360 and PS3 were similarly underpowered, being around 16 times less powerful than 2012's processors.

All of which meant that Dishonored should have looked awful by modern standards, built on obviously low poly models and with textures that made everything look either cartoonish or muddy.

In reality, Dishonored was strikingly beautiful and still stands out as one of the better looking recent games.  How?

By taking the limits of the systems to heart and building a visual look that would work well inside those limits and fit the world as presented.  Dishonored abandoned any attempt for photorealism and embraced a style that made it look as if the player had stepped into an old oil painting.  It meshed perfectly with the world they were presenting, and the tone of the story.  Rather than being muddy, Dishonored is muted, rather than being blocky it is simple.  All of which helps to convey the mood of the world, and helps mask the gaping void where an entertaining and well plotted story should have been.

The single best thing about Dishonored is the world building, the setting is lovingly crafted, you get the impression of a world that goes well beyond the borders of the game. Even, or perhaps especially, the minor characters seem to fit and have a story and life larger than their role in the game.  This is helped by mostly above average (and occasionally excellent) voice acting and music.  

The gentle Cthulhuoid monstrosities so casually referred to as "whales", the religion that has been based almost entirely around opposition to what is apparently the only source of genuine magic in the world, the dying city, and the technology which is wholly based on "whale" oil (to say nothing of the torture involved in extracting it), all fit together beautifully and mesh with the hints of the larger world beyond Dunwall with each element reinforcing the mood of the setting and story.  Even the costumes, in so many games largely ignored leaving characters dumped into costumes that either don't fit the setting or are taken straight from history and break immersion, reflect a thoughtful design influenced by, but not bound by, actual historic costumes.

Even better, for the most part the game gets out of your way and allows you to enjoy the world by having a well done interface.  I can't speak for how it played on a console, but on the PC the controls were smooth and didn't intrude into the game beyond the absolute minimum. 

All of which is good, because without such a well developed world,  mood, and interface, the game would have had to rely on the characters and story, and it would have been largely forgotten if it had.

Apparently having expended all of their creative energies on the world, the developers at Arkane seemed to have little left for the main characters and the plot.  The plot is a bog standard revenge tale motivated by the worn out and tired trope of the dead love interest and/or kidnapped love interest.  Arkane decided to go with both: a dead lover and a kidnapped daughter.

Corvo is, say it with me everyone, a grizzled male silent protagonist.  Someone must have spent a full minute or two thinking that one up.  Like all grizzled male silent protagonists, he needs a shave, has a scar or two, and is ruggedly handsome in a brooding sort of way.  Yeah, just like the dozens, if not hundreds, of other grizzled male silent protagonists you've played.  They broke the mold a bit, rather than a buzz or shaved head, he's got tousled dark hair, but eh.

Most of the other major characters slot neatly into well worn tropes.  There's the socially awkward genius engineer, here's the politically ambitious general, and look over there is the corrupt aristocrat complete with the loyal servant.  The open villains are similarly shopworn, and when the inevitable betrayal plot element comes up it is with a long expected inevitability that couldn't have been more blatantly telegraphed if they'd actually telegraphed it.  You have to wonder if perhaps Corvo just isn't all that bright since he apparently didn't see it coming.

For the most part, the beautifully realized and executed world, the tight gameplay, and the pacing of the game help to keep you sufficiently distracted that you don't (much) notice how the plot is so well worn that you knew it by heart from the first scene, or that the characters are all made of cardboard.

There are a few exceptions, Emily doesn't fit easily into any established princess trope, for example.  And despite being a bit unoriginal, the Outsider is just too awesome not to love.

If the plot and characters had been given even a tenth of the attention that was given to the setting, the game as a whole could have been so much better.  

There's a degree of improvement in the DLC.  Daud gets a bit more fleshed out, though he's still rather shallow, but Billie Lurk is actually a good character, and while Delilah Copperspoon isn't all that original, nor is her plot, she's got a bit of zip and manages to avoid the worst of the femme fatale tropes that could have caged her in and made her more boring.

So here's to hoping that in Dishonored 2 they spend a bit more time on plot and character, and have the same attention to detail and world building that went into the first. If Dishonored 2 manages to keep the good stuff from Dishonored and include better characters and plot, it'd be worth an A.