Sumer is one of the oldest civilizations known to have existed. The first permanent cities may have been settled along the Euphrates and Tigris rivers of Mesopotamia (modern day Iraq) as early as 5500 B.C., and written records date back as far as 3300 B.C.. The Sumerians were among the first adopters of agriculture, as the fertile floodplains of the "cradle of civilization" allowed for an abundance of food that enabled large, urban population centers.
Gilgamesh is an epic hero and king in Sumerian mythology. The Epic of Gilgamesh (transcribed in cuneiform on stone tablets) is the oldest surviving work of literature, and is credited as the world's first work of great literature. Copies of the poem were discovered in the ruins of the royal library of the Assyrian king Ashurbanipal. According to the epic poem, Gilgamesh was a demi-god who is best known for taming the wild, feral man Enkidu and forging a lasting friendship with him. The two adventured together many times before Enkidu was killed by the gods for defying their will and helping Gilgamesh to kill the sacred Bull of Heaven. The death of his friend sent Gilgamesh into depression, and he dedicated the rest of his life (according to the poem) to a futile search for eternal life. Scholars and historians originally dismissed Gilgamesh as a mythological figure, but archaeological finds suggest that he may have been a real historic king of Uruk sometime between 2800 and 2500 B.C.. Whether the stories are based on true events, or are purely myth, they can be seen as an allegory for civilization itself, which Sumer, and Gilgamesh, helped to establish.
Civilization VI is still very early in its life-cycle. Strategies for the game (and for specific leaders and civs) may change as Firaxis applies balance patches, introduces new features, or expands the game through DLC or expansion packs, or as the Civ community discovers new strategies. As such, the following strategy guide may change from time to time. I will try to keep it up-to-date, and will make notations whenever changes are made. I'll also post links in the official 2K forums and CivFanatics, where I'll also report any changes made. If possible and practical, I will try to retain the original content of the strategy for posterity.
I welcome any feedback or suggestions that readers wish to offer. Feel free to post on the linked forums, or by posting a comment at the bottom of the page.
Gilgamesh might be a very good leader for beginners to the game. Gilgamesh encourages making friends and allies, and his uniques grant early game bonuses that will help new players get off to a good start. The bonus reward for clearing barbarian encampments will also help teach new players to build a sizeable early military and go hunting for barbarians, which is a good strategy for Civ VI in general, regardless of your leader or civ. So I recommend Gilgamesh as a good place to start, and he will be the subject of my first Civilization VI strategy guide! [More]
I've never played any of the Far Cry games. I possess a copy of Far Cry 4 because it came bundled for free with my PS4, but I've yet to actually insert the disc into the console and try the thing. I was intrigued by Far Cry Primal because it looked like it might explore a novel subject matter that games have kind of ignored for as long as I can remember. Apparently, Far Cry 4 had a bit in it in which you play as a primitive human riding around on animals during a drug-fueled hallucination, and Ubisoft decided to adapt that concept into a full game.
The last time that Ubisoft had done something like this, they had taken the naval combat from Assassin's Creed III (the completely dissociated highlight of an otherwise boring and stupid game) and converted it into Assassin's Creed IV: Black Flag. And I loved Black Flag! So I was optimistic that Ubisoft might have another novel treat in store for me. I've played dozens of first person shooters, but I've yet to play as a caveman in 10,000 BCE, so let's give this a go, shall we!
The game begins by showing the date 2016, with modern ambient sounds, apparently intended to make the player think that the game might have some kind of present-day framing device (similar to Assassin's Creed). But then the clock starts ticking back to 10,000 BCE, and the game begins. I wonder if this was intended to mock Assassin's Creed and subvert possible player expectations.
Stone age shooter
This game got off to kind of a rough start for me. I was killed by the mammoth in the tutorial because it charged at me before the game displayed the tutorial tip teaching how to attack with a weapon. So that seemed like a cheap death, and gave me a bad first impression. Fortunately, the next few hours of play didn't have any similarly sloppy design, and I was rather enjoying myself.
I died in the tutorial because the mammoth charged me before the game taught me how to use my weapon.
It didn't take long, however, for the novelty to wear off. Combat has a focus on melee combat with clubs and spears, which leads to a problem similar to other first-person hack-n-slash games: the constrained field of view makes situational awareness very difficult. Without the option to toggle to a third-person view, it's difficult to tell exactly what is going on immediately around your character, and close-quarters combat with mobs frequently degraded into just spinning around mashing the attack button. Fighting animals can be even worse, as many of them (such as dholes and badgers) are small and fast and incredibly difficult to actually hit. The problem is mitigated somewhat as the game goes on, as new utility abilities are introduced, but I was saddened that Ubisoft didn't really do anything particularly interesting with the basic combat.
And it doesn't really get much better when the utility abilities are introduced, as they mostly just involve simply sicking your tamed beasts on the enemies and hoping that the beast doesn't die. In the regular gameplay mode, you'll also have access to overpowered one-hit kill attacks and bombing runs with your owl that act similarly to an air strike or artillery bombardment in other games. These attacks are so overpowered that the Survival Mode disables them entirely. If you have a powerful enough wolf, bear, or saber-tooth tiger beast, you can often just get away with commanding it to charge a group of enemies while you sit back and watch.
This is one game in which a bow and arrow actually makes sense as a primary weapon.
Tuesday, February 7, 2017 12:01 AM
I hated seeing Belichick, Brady, and the Patriots win the Super Bowl too, but don't blame the rules!
Apparently bitter over the New England Patriot's unprecedented comeback victory in overtime of Super Bowl LI, a CBS Sports blogger is arguing that the NFL should adopt college football overtime rules. The author asserts "But the one thing college football does better than the NFL? Overtime, without a doubt.".
The college football overtime rules is something that I despise about that game. For many reasons.
First of all, it's a totally different rule set than the regulation game. The CBS writer claims that "The overtime rules in college football are straight forward." I disagree on that point as well, as college overtime is full of caveats of its own. After two overtimes, for example, teams are required to go for two-point conversions. It's a more complicated ruleset than the CBS writer gives it credit for, and its no less complicated than NFL overtime rules which allow for the game to continue if the opening possession results in a field goal.
Special teams stars like Devin Hester are
completely irrelevant in college overtime.
Perhaps most importantly: these rules completely ignore special teams. Have an explosive punt or kick returner like, say Devin Hester? Well, in college football, he never gets to step foot on the field - at least, not as a return man. Same goes for an exceptional punter or kick coverage unit. They all get to sit on the sidelines and watch because they're arbitrarily no longer part of the game. Special teams is part of football, and should be part of overtime. Any overtime rule that neglects special teams is not football.
Another of my biggest complaints with college football overtime is that it favors the offense, exhausts the defenses, and leads to inflated scores and stats. A 10-10 defensive struggle that is unresolved in regulation can end up turning into a 38-35 shootout. Don't forget that this supposedly-exciting "shoot out" could turn into a slog of exchanging field goals indefinitely.
The college rules also don't allow for a game to end in a tie. I know that with only 10 to 12 games, every game in college football counts, and a tie would look awefully confusing to any top 25 pollsters. But the reality is that sometimes a tie might be more representative of the outcome of a hard-fought game than some inflated triple overtime score.
Lastly, by not permitting a tie, the college overtime rules permit a game to go on indefinitely until a winner is decided. This is a rule that changed in 1995. Prior to that year, college football games could end in ties, but the rules committee decided that was undesirable. Even regular season games must go on until there is a winner. This can wear out the players and can dramatically increase the risk of injury. I can understand the desire to play a playoff or championship game until a winner is determined, but is it really necessary for every single regular season game too...? [More]
It's been a long time since I've given a crap about Resident Evil. I loved the classic Resident Evil games. The Play Station original is a foundational game for me, and jump-started my interest in horror and the macabre. I felt like the series jumped the shark with Resident Evil 4, however, and my interest in the series tanked with its abandonment of horror in favor of schlockey action-shooter gameplay. I played through Resident Evil 5's co-op with a friend, but didn't really enjoy myself, and after playing the abysmal demo for RE6, I skipped that one entirely.
So I was genuinely excited by Resident Evil VII: Biohazard. The popularity of first-person horror games, and the phenomenon that was P.T. / Silent Hills (not to mention the success of Resident Evil REmastered on Steam) obviously seems to have kicked Capcom in the butt and reminded them that there is still an audience for genuine horror games - an audience that mainstream gaming has neglected for most of the last decade. I'm not sure if development of REVII started as a response to P.T., or if it was already in the works following the success of games like Amnesia, Outlast, and Alien: Isolation. Either way, it's good to see major publishers embracing the genre again.
The family's new - but familiar - mansion
This new Resident Evil really does go back to the franchise's roots. The early hours of the game actually feel a lot like a combination of the original Resident Evil and Resident Evil 3: Nemesis, but updated with a first-person camera and a lot of modern horror contrivances. Long-time fans of the series will recognize the safe rooms and item-boxes. The classic health status indicator is now part of a watch on the character's wrist that you can see whenever you pull up your inventory. There's a foyer with a balcony. Doors are locked by silly, esoteric puzzle mechanisms that require themed keys, crests or various other stand-ins for keys. There's even a booby-trapped shotgun to tease you at the start of the game. Some of these elements of design feel appropriate, while other ham-fisted call-backs admittedly feel like the developers were trying too hard.
The mansion is new, but has many call-backs to the first game.
The map is well-designed, with its claustrophobic hallways, shortcuts, and lots of visual detail. Lighting is excellent, though the game is a bit too dark at the recommended brightness level (at least without a flashlight), and it becomes washed-out at higher brightness settings. Sound design is also quite exceptional, with the game giving great audio feedback (especially for the pursing stalkers). I also like a lot of the little details, particularly how using a key to unlock a door takes a small amount of time, during which you are vulnerable.
The family also makes for some excellent antagonists, especially compared to the likes of stupid, campy villains like Albert Wesker and Salazar. These villains have a lot of character, and there's enough detail in the mansion to give a sense of who these people might have been before they went off the deep end: the collectible football bobbleheads, for example. And on top of that, they are genuinely disturbing and threatening, and the whole game would probably be scary enough if you just spent the whole time avoiding them and trying to escape their murder house.
The family makes for genuinely disturbing villains that put RE's earlier villains to shame.
The save system is kind of an odd hybrid of the classic save system and more modern checkpoint systems. The logistics of the classic system have been scaled back, as you no longer require a consumable item (ink ribbon) to manually save. But the game will also checkpoint you at certain points, and it maintains a single autosave slot with your checkpointed progress. So if you die to one of the obnoxiously-hard bosses, you don't have to go back a whole hour to your last manual save; instead, you get to restart at the most recent checkpoint.
However, the manual saves still have value, because Biohazard is structurally very similar to the original Resident Evil - both superficially and in terms of gameplay... [More]
The initial announcement of Star Trek: Discovery looked very promising. Unfortunately, the news has not been as good since then.
First of all, the first teaser showed some lackluster CGI effects, but I was willing to dismiss that as being evident of the show's early prouction. But then news kept getting worse. Bryan Fuller stepped down as the showrunner, CBS repeatedly stated that the show won't be an anthology (even though an anthology would be a great idea), and the show was delayed from January to March. Now it's been delayed again - this time indefinitely. The delays appear to be related with CBS's in ability to get its streaming service off the ground, delays in casting, and scheduling conflicts with those who have been cast.
But production has started, and the first teaser trailer has come out.
A behind the scenes teaser gives a look at uniforms, sets, possible ship redesigns, and the captain's chair.
The first thing that stood out to me is the tease of the new uniforms, which resemble a combination of the Star Trek: Enterprise uniforms, and the cadet uniforms from the rebooted Star Trek movies. But there's a huge flaw in this uniform: the breast badge is the delta shield. Since this is a prequel to the original series, this uniform is unlikely to belong to an Enterprise crew member, even though that delta shield was unique to the Enterprise in the original series.
The Discovery teaser shows a delta shield badge on a pre-TOS uniform - which is a Star Trek faux pax.
In the Original Series, each ship, starbase, or installation had its own unique mission badges, similar to contemporary NASA missions. This was a detail that even Star Trek: Enterprise got right! But the Abrams reboot, and now the new Discovery series have broken with this detail, making the uniforms anachronistic within established series' canon.
Each ship, starbase, or installation in The Original Series had its own unique mission patch, inspired by NASA missions.
By the time of The Next Generation, Starfleet had adopted a single insignia for the use of its communicator badges, which was based on the Enterprise 1701's mission insignia. Of course, this badge was a piece of technology, rather than a simple patch on a shirt, so there could have been technical limitations that required the adoption of a single insignia.
UPDATE: FEBRUARY 10, 2017:
Since seeing the trailer and writing this post, it has come to my attention that I may have over-reacted to the insignia. The presence of this insignia may be a reference to the possibility that the lead character of the show is going to be the first officer from the original Star Trek pilot. This character was played by Majel Barrett (who later went on to protray Nurse Chapel), and this character was un-named, and was only called "Number One"). So this character would have previously served onboard the U.S.S. Enterprise with Captain Pike. Perhaps this insignia is on Captain Pike's uniform?
Either way, the fact that this insignia is still being used as the show's insignia bothers me, as the show is called "Star Trek: Discovery". The insignia for the show should be the Discovery's insignia, and the Discovery should have an insignia all its own. But this insignia is dangerously close to the original Enterprise's
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