Civilization V

With Starships released, an expansion for Beyond Earth announced, and support for Civ V apparently done, I thought it would be a good time to take a look back at the game. I'm going to spend a few posts to discuss what Civ V did right, and what it did wrong, so that future games can learn lessons from this iteration's successes and failures.

Here I will present a Top 10 list of my favorite new features, mechanics, and design philosophies in Sid Meier's Civilization V (and its two expansion). These are the elements of the game that stood out the most to me as contributing to the fun and addictiveness of the game, and which push the series in positive directions. Most of these features are things that I would probably like to see return in future sequels.

But even though my intent here is to shine glowing praise on Civ V, I'm not going to ignore the faults of even my favorite features. Some of these mechanics are great ideas, but still suffered from problems in execution. So I won't shy away from constructive criticism where applicable, and I'll make recommendations to improve these great features in the future.

In a future post, I will also look at the things that Civ V got wrong.

Of course, any list of "good ideas" or "bad ideas" is going to be subjective. You may not agree with my opinions, and that's OK. If there's any features, mechanics, or design decisions that you really love in Civilization V, its DLC, or its two expansions, please feel free to leave a comment!

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Silent Hill 2

Years ago, I wrote a post regarding the nature of Silent Hill's Otherworld and how it is most likely not a parallel dimension. In it, I may have made a significant mistake. Uh oh. Everybody makes mistakes, and I'm definitely not an exception. But no, I haven't changed my mind and conceded to parallel dimensions :P

Specifically, I failed to consider an important piece of evidence, and therefore may have mischaracterized the Lakeview Hotel Otherworld. In that post, I stated that the burnt-out version of the hotel was the Otherworldly-version that had been transformed as a kind of intermix between James' and Angela's Otherworlds. This is not necessarily true.

In fact, the burnt-out, waterlogged version of the hotel may not be the Otherworld at all. It could be the hotel in its natural state. The "normal"-looking version of the hotel may very well be the Otherworld one.

Silent Hill 2 - Room 312
Is the Lakeview Hotel basement an Otherworld? Or is it the real hotel, as it currently exists?

In this post (as in others that I've written), I'm going to use the term "Otherworld" to refer colloquially to the areas of the game that have undergone supernatural transformations that modify the area substantially from its natural state. I still do not believe that the Otherworld is an actual "other world" that exists separately from reality. I still believe that the entirety of the Silent Hill universe (as created by the original developers) exists in our singular, real world, but is transformed via a supernatural force or entity that is native to the region.

Now, let's talk about the Otherworld in Silent Hill 2!

The Otherworld of Silent Hill 2 is a confusing and complicated issue in the series. Unlike the other games, SH2's Otherworld is much more subtle and restrained. This is due to two reasons. First, having a bloody, industrial Otherworld does not fit the story, since SH2 is a melencholy personal tale about James' mental state in the wake of his wife's death. It's not a game about a cult summoning a corrupt god to reshape the world into a hellish paradise.

Secondly, Silent Hill 2 deals - in part - with the state of the town after the events of Silent Hill [1]. Since Silent Hill shows signs of massive renovation and reconstruction efforts, it is reasonable to assume that Silent Hill 2 takes place shortly after the events of the first game (probably within a year or two; maybe even days or weeks), and that the town is still rebuilding from the devastation that it sustained from the first game. The cult has suffered losses in its leadership, a crisis of faith, and is also in a state of rebuilding and recruiting. As such, the cult does not play an active role in Silent Hill 2. With no God or psychic girl around this time to project her nightmares onto reality, the paranormal activity experienced by the characters of SH2 are likely a lingering effect of the spiritual and psychic interference of the first game. Because of this, the manifestations experienced are much more personal and subdued, as the influences must be pulled from the twisted minds of the few characters in the game.

In fact, the general consensus among Silent Hill fans is that SH2 only has between two and four full Otherworld levels...

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Lifeless Planet

Being someone who appreciates good science fiction and has an interest in real-life space exploration, it's easy for me to become intrigued with any game that promises to let me explore an alien world. Lifeless Planet promised to let me do just that, so it was a no-brainer Steam Summer Sale purchase for me last year, despite the mediocre critical reviews.

The basic premise of the game is that you play as a colonist sent to alien planet thought to be rich in life and habitable for humans. You wake up from cryo-sleep to find your ship has crash landed and your two crewmates are missing. Worse yet, the planet you crashed on seems to be a desolate wasteland devoid of life.

Are you even on the right planet? If so, where's all the life?

Lifeless Planet - badlands
And we're off to find our missing crew-mates and figure out why the planet is lifeless.

From here, you set off to follow the tracks of your fellow crew mates in an attempt to find them and figure out where you are. Things get complicated very early on when you find a long-abandoned Soviet village. Wherever you happen to be, the Ruskies beat you to it!

But this just opens up even more questions: how did the Russians get here? And where did they all go? The mysteries behind these questions are supposed to be the driving force behind the game.

The bulk of the game, thus consists of wandering around the various alien landscapes in search of answers. This exploration requires a moderate amount of fairly trivial platforming, and you stop occasionally solve an elementary puzzle.

Platforming is mostly comfortable and works adequately. You have a malfunctioning jet pack that allows you a small boost to elevate you to higher platforms, jump longer gaps, or soften your fall. I had some occasional problems with the character sliding off of the geometry, and there were a couple areas late in the game that required multiple jumps without stopping that were difficult to control accurately. But other than that, the challenge of the platforming was minimal. The intended route is always obvious, so there was never any question about where I was supposed to go.

Lifeless Planet - jet pack
Your jet pack allows you to clear pitfalls and jump over large obstacles.

Puzzles aren't much more of a challenge. They are almost all environmental or physics puzzles that vary from "find the key" to "put the rock in the hole" to "push the boulders". There's nothing here that a grade-schooler couldn't figure out.

The rest of the game is just a steady walk along the linear paths ...

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Final Fantasy - all logos

Despite being great games, the character development systems of many Final Fantasy games have really weird qualities that put them at odds with the games' narratives. One of the things that separates games from other media such as books or movies is that games are interactive experiences. The best games typically have gameplay that informs story and / or a story that informs the gameplay. This is especially true of RPGs, which are generally designed entirely around their stories and characters.

While the combat and character development systems of most Final Fantasy games do have a basis in the game's narrative, some of the Final Fantasy games have gameplay systems that actually pull the player out of the story and create strong disconnects between the gameplay and the narrative.

Yet, we still love these games. That is either a testament to the overall quality of the games, or to the general gullibility of gamers.

Perhaps the two most popular Final Fantasy games are the worst offenders in terms of having gameplay mechanics that aren't well integrated into the narrative.

Final Fantasy VII is widely regarded as best game of the series, and it frequently appears on lists of "the Best Games Ever". Its story, characters, and locations have become iconic. And its primary character-development mechanic, materia, is generally well-received by fans and critics. The materia itself is even a functional object in the game world and an integral part of the plot, instead of just an abstract game mechanic.

Final Fantasy VII - battle
All skills and abilities (except Limit Breaks) are granted by equipping materia,
making all character functionally almost identical.

However, this materia system does have one significant drawback: It severely limits the role of the characters in the actual gameplay.

From a gameplay perspective, the characters of Final Fantasy VII are mostly blank slates. The only mechanics that are unique to characters is their weapon classes and unique limit breaks. The weapons are mostly cosmetic, since the combat mechanics don't differentiate them much. There are slight variations in the number and arrangement of materia slots between characters' weapons, but these are minor differences. Limit breaks are infrequently used and are of little consequence ...

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Miasmata

Although not a terrific game, the indie survival adventure game Miasmata (developed by Bob and Joe Johnson of IonFX) is an interesting title that does deserve to be played by its target audience. It's not a particularly challenging game, but players can back themselves up into seemingly insurmountable holes. Knowing the game's mechanics and rules - and knowing them early - is important to ensuring that you aren't forced to restart from the beginning or give up entirely.

Like with my previous strategy post for Alien Isolation, I am not going to provide specific walkthroughs for the game or any of its specific set piece challenges. In fact, doing so would be even harder than in Alien because Miasmata is a completely open-ended sandbox game. Instead, I will be offering some general-purpose tips that should be relevant for the entire game. This will include some techniques for working around the game's bugs and odd design flaws.

Miasmata - holding objective plant Miasmata - storage bin
Owl statues point towards a cache of medicinal plants, but they do not count as landmarks or show up on the map.

This should be a pretty obvious tip. If you find the plants that are used for the 3 parts of the cure, or the three emphasis drugs, you should immediately pick them and ...

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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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