Sid Meir's Civilization V - Fun For Virgins But Im Just Not Excited

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Sid Meir is one of the most famous game developers of all times. Beloved by millions of fans and possessing a sterling reputation he has gambled it all to pursue a radical new gaming concept.

SYKE!

He's taken a path often traveled and rolling out another version of civilization. Installment number 5 boasts a bevy of improvments such as a greatly enhanced graphics engine that makes bullying lesser civilizations all the more enjoyable. A few new twists have been added to intrigue veteran players as well, but the emphasis seems to be on attracting new fans.

The interface is clean and intuitive the best the series has ever offered. The advisors are also in a more prominent position and they actually give decent advice. The complaints of the game having a difficult learning curve should melt away now with these two important improvements making it easier to get a good footing early on.

The addition of city states is the most noticeable new feature. At first they seem like merely a sideshow to the big picture of the game. Given time though they prove to be an interesting new addition. By allying with them you gain access to all of their resources. In addition to the material wealth you may also receive military units or other small forms of tribute depending on the city states type.

There are several ways to achieve an alliance with city-states but the most straight forward is completing the missions they offer. Usually the only objective to a civ game is total victory. These objective based missions add flavor to the game but are often not worth the effort to complete.

The most important role they play in the game is adding flavor to diplomacy with major nations. Go on the warpath against them and they will band together against you. Relations with major nations will also deteriorate possibly leading war.

Also of note are changes in the combat system, the stacking system has been abandoned. One unit per tile is now back, this makes strategic locations on the map more important than ever. Cities now defend themselves without the need for garrisioning troops inside of them. Buildings contribute directly to city strength and they now have the menacing ability to bombard enemies from a far.

The great peoples system has been revamped as well, they no longer contribute to a cities population directly instead they create tile improvements. This diminishes their usefulness as a tradeoff must now be made as opposed to civ 4 where they stacked endlessly. Government types have also been replaced with a new system that lets you choose an assortment of benefits instead of a particular political system.

A few glarring ommissions from this edition are auto managed cities and using culture as a means for expansion. The game also comes with an AI that could best be described as needing improvement. In a game which has been around as long as this the AI should be near perfect.

Many of the new additions to civ 5 are just adaptations of developments made by the player based modding community. If you've never been exposed to any of these mods then you will experience a refreshing change of pace.

Some mods are even better than the official content. Civ 4 owners should try Fall From Heaven II a mod so good Firaxis even tapped the developer for input on Civ 5!

With such extremely good content organically sprouting out in the wild, new releases of Civilization can be forgiven for being less than visionary. Quite frankly I am more excited about the potential for new developers to create content for this release than the actual game itself.

While it still retains it's addictive qualities and is the most easily approachable civ game to date veteran players may not be impressed by the new changes. The lackluster AI and the intense micromanagement introduced from the omission of auto manage features may turn some people off.

Sid Meir has created yet another iteration of a game which basically can't be improved upon only slightly altered. Quite frankly the franchise doesn't really need the help of Firaxis to accomplish the goal of tweaking gameplay. I would like to have seen more resources invested into making the AI more formidable and the diplomatic and economic systems more complex. Things that are harder to make mods for are what the series needs. Graphic are nice but it's what's under the hood that matters most to the diehard fans.

Civ is now following the tried and true pattern of sequels and addons. I can't help but feel bitter, Sid Meir is a hack, an imitation of himself. If all he can do is rest on his laurels and rehash his old games then it's time we forget him. There is however room for redemption, he could stop strip mining the pockets of the fans and create something new and brilliant. But if he must keep ressurrecting his previous works then why not take a risk and revamp his most dismal failure. A game called Alpha Centauri this was the true successor of Civiliatization.

In the end Mr. Meir is free to produce whatever he likes but don't expect any kinder reviews for the release of civ 6. It's time critics are a bit more critical rather than bending over backwards and licking their private parts every time one of the once great game designers throws us a partially gnawed bone.

Sid Meir's Civilization V - First Impressions

I am a big fan of the Civ franchise, but for some reason number 5 just didn't raise an eyebrow when I found out it was in the pipeline. In my heart I had already accepted the reality that nobody really needs five installments of anything. At this point Im ready for the next thing, you know "It's kinda like civ only better" frankly i would settle for "It's sorta like civ only different".

Number five is nothing ground breaking, as far as I am concerned theres not much here for diehard fans. The graphics engine is upgraded and everything looks very pretty, but the game itself has only undergone minor changes. The newest concepts are the hexagonal tiles and AI minor nations. Other little tweaks include more in depth diplomacy and a new naval transport system.

Hexagons might make some sort of difference but I really didn't notice and as far as the stupid city states they are a pain in the ass. Im sure some people will like to keep them as pets but I prefered bulldozing them and adding them to my empire. A new feature which I actually found useful was the ability to turn conquered cities into puppets.

The puppet cites act similarly to regular cities only you cant control their build ques. Think of them as AI run cities that pay you gold. They can be annexed at any time but doing so adds lots of unhappy citizens. Of course lots of unhappy people generally lead to unrest and who needs a reanactment of the LA riots on their hands?

Old heads will also quickly notice military units and combat in general have been changed. Cities no longer need units to mount a defense against attackers plus they can bombard nearby enemies. Only one unit can now occupy a hex at any given moment. This changes the focus to a few units instead of hordes of units attacking in giant stacks. Strategic positioning and forts are now that much more important.

This new feature is not so much game changing as it is different. At the end of the day Civilization five is still the same lime flavored jello that you remember from when you where a kid. Sure there may be chunks of real fruit tossed in for effect but its still just rendered pigskins and cow hides.

It's still as addictive as curly fries covered in chili and cheese though so I am not ready to quit playing it quite yet. A few more days and I should be able to determine if it's ok good or great.

Bloodline Champions Beta - First Impressions

Recently I was given the random opportunity to try out Funcom's new arena MMO Bloodline Champions (note they are acting solely as publishers of this title). Despite the horrible experience that was Age Of Conan I decided to let bygones be bygones and lower my expectations.

Initial install was typical of any beta MMO lots of patches to download before ever getting to play the game. Probably a good half an hour worth of downloading if you have a solid broadband connection.

First impressions where underwhelming the overall feel reminds me of some sort of Blizzard game. A mix of Diablo and Warcraft, standard WASD keyboard controls and cartoonish graphics don't do much to help the game stand out either. A few of the icons look practically identical to some of the ones found in WoW too.

Unfortunately the similarities don't end there, three classes of character round out this title and cement its cloned salmon street-cred. Tanks - which absorb damage, Melee Damage and Range Damage, and of course a healer class.

Basically its a clone of the pvp games found in WoW. Not surprising considering it was developed by a company calling itself stunlock studios ( stunlock is WoW PVP jargon ).

With my expectations suitably lowered, I will give the game a run through its paces over the weekend. Who knows maybe the PVP will be so fun and addictive that I shit my pants and squeal with glee like a Farmer John pig.

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Street Fighter IV First Impressions


Its been a while since i played a console port but when they announced Street Fighter IV was ported to the PC I had to give it a go. It was one of my favorite arcade games as a kid, I remember being able to walk into the local coin up and actually walk away with quarters to spare.

That was literally decades ago todays game has graphics that are five times as good as the original. The classic formula hasn't changed one bit and it's as exciting as ever to square off against opponents and pummel them into unconsciousness.

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