#1 Alpha Civilization: Beyond Sequels
Posted: Fri Oct 24, 2014 2:40 pm
Okay, so Beyond Earth is out now in North America (because digital distribution and reasons?), and there are already people still just one more turn into their initial playing of the game. I'm not one of them, but I did taunt Chris Kluwe on his stream last night (I missed Angry Joe's), and I've been watching this one pretty closely.
Now, having not yet played it, but rather having watched it been played, I can say a few things.
1. I've never played Alpha Centauri so comparisons to that game are right out.
2. I have played Civ 5, and so comparisons to that game are in.
That said, this game looks like a Civ 5 mod. That's not a bad thing, per se, Civ 5 is a great game, so that's good. The tech tree looks far more branching than the usual linearity of Civilization, which is good, because we want something a bit more broad in a sci-fi game, where research could lead anywhere, but I think it may suffer from some linearity issues (for good or ill) based on the different paths within the game.
But make no mistake, this is at it's core Civ 5. Hexes are back (thank goodness), no stacking of units (also good), barbarians are replaced by aliens, and all the resources have funky new names like "Miasma". It's a top-quality mod, but until I see evidence otherwise, I'm going to be going under the assumption that the base code in the game was achievable through Civ 5's options, and the real work went into the art assets. Maybe it's unfair of me to say that, and it comes off as overly dismissive, I know, and I guess it kind of is. After Civ 5, I was really hoping for a Space 4X worth a damn, but so far I have been failed across the board. This is...close, but not quite what I was hoping for. GalCiv 3 might deliver at least part of what I want, but I'm not exactly holding out hope for that right now.
Time will tell if the game is a smash hit or just more of the same, but either way I suspect it will do well and end up in people's libraries, because bluntly if the worst criticism you can level at a game is that it's Civ 5 with a sci-fi reskin, that's still a pretty damn good game.
Now, having not yet played it, but rather having watched it been played, I can say a few things.
1. I've never played Alpha Centauri so comparisons to that game are right out.
2. I have played Civ 5, and so comparisons to that game are in.
That said, this game looks like a Civ 5 mod. That's not a bad thing, per se, Civ 5 is a great game, so that's good. The tech tree looks far more branching than the usual linearity of Civilization, which is good, because we want something a bit more broad in a sci-fi game, where research could lead anywhere, but I think it may suffer from some linearity issues (for good or ill) based on the different paths within the game.
But make no mistake, this is at it's core Civ 5. Hexes are back (thank goodness), no stacking of units (also good), barbarians are replaced by aliens, and all the resources have funky new names like "Miasma". It's a top-quality mod, but until I see evidence otherwise, I'm going to be going under the assumption that the base code in the game was achievable through Civ 5's options, and the real work went into the art assets. Maybe it's unfair of me to say that, and it comes off as overly dismissive, I know, and I guess it kind of is. After Civ 5, I was really hoping for a Space 4X worth a damn, but so far I have been failed across the board. This is...close, but not quite what I was hoping for. GalCiv 3 might deliver at least part of what I want, but I'm not exactly holding out hope for that right now.
Time will tell if the game is a smash hit or just more of the same, but either way I suspect it will do well and end up in people's libraries, because bluntly if the worst criticism you can level at a game is that it's Civ 5 with a sci-fi reskin, that's still a pretty damn good game.