Surviving Mars - title

When I went back to re-download and play Surviving The Aftermath, I also noticed that Surviving Mars was in my library. I guess I must've bought it a while back on sale and forgotten about it. Due to the similarities of the name, I mistakenly thought that these 2 games were developed by the same studio, so I downloaded both. I had also seen some headlines and social media posts about controversy regarding a "Re-Launched" version of Surviving Mars. I wasn't quite sure what was going on there, but I decided to give the original game a test run and see if the Re-Launched version would be something I might like to try. If Re-Launched fixed some of the complaints that I had with the original game, than maybe I would upgrade to that. Or at least, that's what naive me thought.

After playing for a day or 2, I was liking Surviving Mars, so I went to the Steam page to see how cheap the upgrade to Re-Launched is. That is when I realized what all the controversy is about.

Paradox, in it's infinitely consumer-unfriendly wisdom, decided to make Surviving Mars: Re-Launched into a completely new game; it is not an upgrade or update to the original game! Paradox is selling Re-Launched at full price, even if you already have the original game. Worse yet, Re-Launched is basically a "complete edition" of the game, with all the DLC expansions packaged in, and with a slight graphics update. The original game looks fine as is, so I don't think a graphics update was necessary. But they also de-listed the original game, and all of its DLC expansions, so that if you own the original game, you cannot buy any of the expansions!

Re-Launched is not an update to Surviving Mars; it is a separate, full-priced release on Steam.

This is a kick in the gut to anybody who bought the original version of the game. Especially if you never got around to buying the DLC, and are now completely locked out of being able to do so.

I'm sorry, but this is basically strike 3 for Paradox. I gave them plenty of chances to right their ship, but they have now completely capsized and have lost all of my good will. They bungled the premature release of Star Trek: Infinite and killed that game basically out of the gate. They then went on to do the same thing to Cities Skylines II, and then fired Colossal Order from its own series. And now there's these shenanigans with Surviving Mars. This is all on top of all the older controversy involving Paradox's greedy piecemeal DLC pricing, releasing updates to games that make old saves incompatible, and releasing games that felt generally incomplete.

I have had it with Paradox! I don't think I can buy another game from Paradox, and I am actually starting to feel guilty for playing the Paradox games that I already own. It's a shame too, because Paradox, as a publisher, sells games that are right up my alley. They specialize in strategy, management, and simulation games -- often with historic or sci-fi themes. Now I feel like I can't play any of these games, or else I'm giving money and support to a company that might very well be the sleaziest, greediest, and overall worst game publisher on the market right now. Possibly as bad or worse than the likes of Ubisoft, Activision, EA, and 2K.

I don't know, maybe Ubisoft, Activision, EA, and 2K are still far worse. I haven't been keeping up as much with news on those companies since I haven't been on social media as much, and since I actively avoid their games (other than buying used copies of EA's football games). On top of all that, Stephanie Sterling hasn't been making new Jimquisition episodes (now rebranded as "High-Steph") to tell me all about the evils of these companies and their executives. Well, except for a recent episode that reminded everyone of former Activision CEO Bobby Kotick's close association with convicted pedophile Jeffery Epstein...

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There's been a lot of depressing news lately. The rise of fascism and right-wing authoritarianism around the globe, an unstable stock market and economy being manipulated by White House for private gain at the cost of tax-payers and consumers, wars and genocides, irreversible climate change tipping points being tipped, and so much more. But through all that, there was one shining bright moment this past 2 weeks: The launch and successful landing of NASA's Artemis II mission. For the first time in more than a generation, human beings have travelled beyond near Earth orbit and around the moon. Sadly, this was a manned test run of the capsule, and so this mission did not land on the moon. For that, we will have to wait till 2028, at least.

Artemis II crew
Photo credit: NASA.
Artemis II crew: Jeremy Hansen, Victor Glover, Reid Wiseman, and Christina Hammock Koch.

Space exploration has felt rather stagnant for decades. The focus on the space shuttle and space station programs kept manned space flight in near Earth orbit, while deep space missions have all been done by robots. There's been quite a few robotic missions. Multiple rovers have landed on Mars, some of which are still active long past their expected expiration dates. Probes have visited the planets of the outer solar system (as well as the not-a-planet-anymore Pluto). And probes have even done test landings on asteroids and comets! I do not want to diminish these accomplishments one bit. They are all extraordinary technological and scientific breakthroughs on their own. Landing on asteroids and comets is especially significant, because they are a stepping stone towards mining and resource extraction from such celestial bodies, which could hopefully pave the way for abandoning our capitalist economic systems in favor of a post-scarcity model. But as cool as these missions were, they haven't been manned missions. People weren't actually going to these places.

At least not until now. With Artemis II, a group of 4 human beings (Reid Wiseman, Victor Glover, Christina Koch, and Jeremy Hansen) travelled around the moon, and saw the far side of the moon with their own, human, eyes. That is something that hasn't happened since the Apollo missions of the early 1970's.

Artemis II - Earthset
Photo credit: NASA.
Artemis II witnessed the Earth "set" behind the far side of the moon.
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Civilization VII - title

If you read my review of Civilization VII, then you know that I have some significant reservations with the way that Firaxis broke the game up into 3 distinct ages. This has easily been the most controversial change in a game that made a lot of questionable decisions.

I'm not going to speak for other players, nor am I going to repeat my review, but my biggest issues with the ages of Civ VII are as follows:

  • The ages end suddenly, without giving the player an opportunity to finish ongoing tasks,
  • The age transitions skip the transitionary periods in between ages,
  • The crises don't always feel like fair tests of an empire's stability.

First and foremost, I'm not going to propose that the ages should just be removed. The ages are too fundamental to the game's design and Firaxis' vision for it. But more importantly, I don't actually think that the solution should be to throw out the baby with the bath water. There are redeeming qualities to the ages as well (which I also talked about in my review). As such, I want to take a few moments to share some ideas that I have for how the above issues could potentially be addressed by Firaxis in future updates, DLC, or expansions.

I'm also going to present the idea in order of complexity and ease-of-implementation, from the simplest and easiest changes, to the most involved. The simpler ideas could easily be patched into the game, while some of the more complicated ideas could require a bigger DLC or expansion.

Ages end suddenly, and often prematurely.
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Exo One - title

Continuing to go through my back-log of shorter games that I've bought in bulk on sales, I spent a couple nights going through an indie game called Exo One. Exo One is a sci-fi ... um ... adventure game? Puzzle game? Platformer? Infinite runner? I'm really not sure how to classify this game ludically. Exo One feels like somebody thought "let's adapt the last 10 minutes of 2001: A Space Odyssey into a game" So it's part 2001, with a little bit of Contact thrown in for good measure, and plays similarly to Journey (but without any of the multiplayer aspects that made Journey such a beloved insta-classic). Basically, it's a game about going somewhere, but without really knowing where that "somewhere" is supposed to be. As such, it's the journey that matters; not the destination.

The basic plot, as I understood it (because it's a bit trippy and difficult to follow), is that an alien civilization transmitted data to Earth containing plans on how to build an exotic interstellar space craft (hence, the Contact reference). When a crew of astronauts travel to Jupiter to test the spacecraft, there is some kind of accident or unexplained phenomena that causes one of the astronauts to become lost in space. We play as that astronaut trying to return home -- well, actually, it's a little bit more complicated than that, but what's actually happening falls into spoiler territory, so I'll just leave it at that for now.

The spacecraft itself is a metallic, shapeshifting ball that can transform into a discus-shaped glider. It is equipped with a "gravity drive" that allows it to temporarily multiply the the force of gravity that is applied to it. As such, the core gameplay loop consists of rolling this ball across alien landscapes, using the gravity drive to pick up speed whenever you are falling or rolling downhill, and then jumping and transforming into the discus glider in order to reach higher elevation or travel long distances.

What if the climax of 2001: A Space Odyssey were a game?

Yeah, it's a weird one...

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Civilization VII - title

When Civilization VI released, it was criticized by many as being a "do-over of Civ V." It was, indeed, a much more iterative release than many other Civ games have been, taking the concept of "un-stacking" units that was pioneered by Civ V, and expanding that to include un-stacking of cities. Then it threw in some iterative changes to many other core systems that had been introduced in Civ V, such as city states, religion, trade routes, and archaeology (to varying degrees of success). The end result is that Civ VI felt very familiar to anyone who had played Civ V.

That is absolutely not the case with Civilization VII, which enters life in a much more competitive market, and may have felt pressured to do things different. Civilization isn't the only dog in the yard anymore, when it comes to historic 4-x strategy gaming. For the first time in the series' history, it has real competitors in the form of Amplitude's Humankind, Microsoft's Ara: History Untold, Paradox's Millennia, and others. In fact, Civ VII seems to have taken many design cues from these competitors, and there definitely seems to be a lot of convergent design.

For example, Civilization VII borrows the idea of changing cultures between the different eras, which was introduced by Humankind. It divides the game up into 3 distinct Ages, similar to how Ara divides its gameplay up into 3 Acts. And all of Humankind, Millennia, Ara, and Civ VII feature units that stack together into armies. And that says nothing about all the "live service"-inspired systems that have been added, such as cumulative progression rewards for each leader, profile badges, and so forth. These all represent pretty dramatic departures from what Civ V and Civ VI were doing, and I'm not sure if I like the way that these creative choices have affected this version of Civilization.

3 ages of history

The division of the game into 3 Ages is probably going to be the most controversial change, since it fundamentally changes the way that the game is played.

Civilization VII is not designed as a single, seamless trek through alternate human history. Instead, it is basically divided up into 3 smaller, more focused games, each with their own distinct gameplay mechanics and goals. I couldn't find any statements from 2K or Firaxis that the ages were implemented in order to better facilitate multiplayer, but that seems to be the consensus among the game media. Many articles (from GameRant, The Gamer, and others) highlight how each of the ages can be played as a stand-alone multiplayer game that is much shorter than a traditional game of Civ, thus resulting in more mutliplayer sessions that actually go to a proper resolution, rather than everyone simply stopping because it's 3 in the morning.

This is great for players who do want to be able to complete a game, and reach a proper ending within a single afternoon. It's less good for players who do want a full, Civilization game. Put simply, the Ages create hard stops and resets at pre-determined points in the game, which hurts the sense of continuity when playing a full game.

The game is divided into 3 ages, with hard resets in between each age.

An age might just end when I'm in the middle of doing something, or with there still being things that I wanted to accomplish. Maybe I wanted to settle another city, or capture another player's city, or annex a city state, or build a wonder? Nope. Can't. The age just ends, and the game kicks me back out to a loading screen before advancing straight to the start of the next era, which may skip decades or centuries on the in-game calendar.

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Grid Clock Widget
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Grid Clock provided by trowaSoft.

A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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