Sid Meier's Civilization

The announcement trailer for Sid Meier's Civilization VI made me very excited. Not just because there was a new iteration of my favorite PC game franchise, but also because the message of the trailer made me excited for the possibility that Civilization VI would take a much more humanist and globalist approach to its gameplay and victory conditions.

The Civilization games have always had a very optimistic tone, treating human development as being constantly progressing forward. Growing your civilization and building more things is almost always better. For the most part, Civilization treats human history as a constant forward march towards a better, more prosperous tomorrow.

This is despite the games including mechanics for "Dark Ages", climate change, nuclear fallout, occasionally pandemics and plagues, and so forth. Regardless of these mechanics, the civilizations of the game never regress, unless it's by the sword or gun of a conquering civilization, in which case, that other civilization is glorified. Climate change or nuclear winter can run rampant and render the surface of the Earth borderline uninhabitable for modern human life, but a civilization can still accumulate enough science or tourism or faith or diplomatic votes to win one of the various victories, or they can be the sole surviving civilization, presiding over a barren wasteland. But it's still a win.

Civilization is a game about cutthroat nationalism.

Despite vague gestures towards diplomatic cooperation and solving global crises, Civilization is, at its core, a game of competitive, cutthroat, zero-sum nationalism. This design ethos is probably the result of Civilization's inspirations coming from competitive board games like Avalon Hill's Civilization and Risk. "Our country is better than your country," and the whole game is an exercise in proving that. Further, one civilization's success must come at the expense of every other civilization's failure, even if those civilizations are friends or allies. One civ wins; all others lose. Every decision made is done to move your civilization closer towards one of those victory conditions, and every diplomatic agreement, trade deal, or alliance that you strike is only a temporary means to that end.

So what did Civ VI's trailer do to change my expectations for that game?

This essay is also available in video format on YouTube.

The trailer

Well, first, it's important to know how previous trailers and intro cinematics for Civilization games had introduced their respective games. Usually, they emphasized a single nation or leader doing great things. Winning wars, building wonders, developing advanced technologies, and so forth. And they usually ask the viewer: "How will you run your civilization?" and "Will your civilization stand the test of time?"

The trailer for Civilization VI takes a different approach. Let's take a look:

Civilization VI's announcement trailer celebrates the collective achievements of all of humanity.
"We are the explorers, the inventors, the architects of change, the builders of a better tomorrow.
We strive, we dream, we inspire, always towards something greater.
All the odds we defy, the risks we take, the challenges we endure, only make us stronger.
There's no end to our imagination, and no limit to civilization.
"
   - Sean Bean narrating Civilization VI announcement trailer

Notice the language that is used. The Civ VI trailer uses plural language such as "we", "us", and "out". "We are the builders of a better tomorrow.". "the challenges we endure, only make us stronger." "There is no end to out imagination, and no limit to civilization.". And so forth. The trailer for Civilization VI isn't a celebration of one civilization or leader rising above all others and being crowned the "greates" civilization; it's about the collective achievement of all of humanity -- not a civilization, but all human civilization!

It's a beautifully humanistic expression that emphasizes plurality and doesn't elevate any one culture or race or nation above any other. It celebrates the collective technological advancements, engineering, art, and struggles of all of humanity, without implying that any one nation or group has the best stuff. It emphasizes that we can overcome challenges by working together, and come out the other side stronger for it. It implies that when we cooperate to build something or solve a problem, the result will be better than what any individual entity can accomplish.

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Civilization VI - title

This will be the second part of a 2-part Retrospective on Civilization VI. The first part features my personal list of Top 10 Good Ideas that Firaxis put into the game, and this second part will be the Top 10 Bad Ideas. If you haven't read the Good Ideas yet, then I highly recommend you check that out first, as there will be several topics in this list that will build on what was said in the previous list. In fact, there will be some topics that are appearing in both lists, so I hope you'll read the good things that I have to say before reading the bad.

I also don't want to be a complete downer, and would like to provide constructive feedback. So wherever possible, I will try to make suggestions on how I think Firaxis could improve on some of these ideas if they chose to revisit them for future games. And some of these ideas are certainly worth re-visiting.

This content is also available in video essay format via YouTube.
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Civilization VI - title

With the New Frontiers Pass for Civ VI over, an "Anthology" edition of Civ VI on sale, and no news at all regarding future DLC or expansions, I'm assuming that Firaxis has finished with Civ VI. As such, I want to look back on the game and reflect on the things that I liked most about it, and the things that annoyed me the most.

After the lifespan of Civilization V had ended, I wrote up a pair of retrospective blogs about my personal Top 10 Good Ideas and Top 10 Bad Ideas that went into that game. I'll be doing the same thing now with Civ VI.

I want to stress that this is a list of 10 good and bad ideas -- not necessarily good and bad mechanics. Some of the good ideas will be ideas that I like in principle (or on paper), but which might need more iteration before they truly work as intended. In contrast, there may be some bad ideas that work fine mechanically, but which hurt the "flavor" or theming of the game, in my opinion.

This is, of course, a subjective list of personal favorite and disliked concepts in the game. I'm sure there will be a lot of disagreement, and some of the things I write here will probably be somewhat controversial with the rest of the player base. So I'm interested in reading others' feedback. So if you agree with any of my points, or you vehemently disagree, feel free to post a comment and share your thoughts.

This content is also available in video essay format via YouTube.

This first post will cover my personal Top 10 Good Ideas, and I will follow it up with the next post being about the Top 10 Bad Ideas.

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I don't think that Capcom and Naughty Dog realized just how topical their 2020 releases of Resident Evil 3 and The Last Of Us Part 2 would turn out to be. Both games were released in the spring and summer, as a strange novel coronavirus (believed to have jumped from Chinese bats to people) began to spread within the United States and the rest of the world. Both games are about zombie apocalypses, and were released at a time in which large portions of the global economy had been shut down, and residents were expected to essentially shelter in place in their homes for weeks or months to prevent the spread of the pandemic. The 2020 pandemic (which is still ongoing 18 months later, despite the widespread availability of multiple vaccines), provided me with some unexpected context on these two games.

Check out the video essay version of this post on YouTube.

Both games are zombie apocalypse games, and zombie fiction is often based around fears and anxieties of societal collapse in one form or another. The original Night Of The Living Dead channeled the anxieties of nuclear Armageddon, and filtered them through the lenses of both McCarthy era Communist witch-hunts and a degree of racial tension. George Romero's Dawn Of The Dead channeled fears that consumerist culture would lead to toxic behavior that is not only self-destructive to the individual, but also to society at large. Zombies in other fiction might represent anxieties about racism, sexism, socialism, technology gone amok, and so forth.

Zombie fiction is usually inspired by contemporary fears surrounding societal collapse.

Video game zombies are no different, and they can represent any of those anxieties from a simple narrative standpoint. Because games are an interactive experience, zombie games can even explore anxieties about a loss of individual autonomy in ways that non-interactive media would struggle to approach. But I'm not here right now to talk about zombie games in general. I want to talk specifically about the pare of blockbuster zombie games that released last year, during the height of a real-life pandemic.

Both Last of Us games express concerns about the increasingly myopic "us and them" mentality in American culture and politics and the apparent inability of many people to empathize with others and see their point of view -- or even their humanity. And Resident Evil, as a series, channels anxieties about the self-destructive nature of the corporate desire to make profit at all costs, and then use their vast wealth and lobbying power to cover up their unethical activities.

Regardless of the messages intended by the developers, playing both of these games in 2020 made it really hard for me to not look at them both through the lenses of my own anxieties about the contemporary pandemic situation that we saw (and continue to see) ourselves in. It was a situation that neither game's developers could have foreseen (even though scientists, public health experts, and futurists have been sounding the alarm bells for the inevitability of pandemics in our increasingly globalized world). Anyway, since neither Capcom nor Naughty Dog could foresee that the games would launch in the middle of a real-world pandemic, they didn't really design their games around the ideas and anxieties of a real-life pandemic, and I think that shows through clearly in both games.

Neither REmake3 nor The Last of Us 2 are really about the pandemics of their settings.

After all, it would be so much easier to deal with a pandemic if we could clearly see the spread of the disease in the way that characters can in Resident Evil and The Last of Us. It would be so easy to isolate and quarantine individuals if infection caused their skin to almost immediately start rotting, or if we could see with our naked eyes the little coronaviruses coming out of people's mouths and noses when they cough, sneeze, or breath. And it would be so much easier if the disease itself were only transmitted between people through invasive physical contact such as a bite. But none of that is true in this real-life COVID pandemic. In light of a real-world pandemic, it seems almost silly that the fictional pandemics of Resident Evil and The Last Of Us could possibly lead to such widespread societal collapse, and the pandemic itself is of little concern to the player.

To be clear, what follows represents my personal contextualization from playing Resident Evil 3 and The Last of Us Part II during the COVID pandemic. These impressions do not represent my opinions on the actual quality of the games on their own merits. You can check out my reviews of both games, or check out my video on the "Lessons Capcom Learned for Resident Evil 3". I understand that neither game is about the pandemic. All I'm saying is that having played them during a pandemic highlighted just how not about the pandemic they actually are.

The lessons Capcom learned for Resident Evil 3.

Needless to say, there will be some minor spoilers for Resident Evil 3 (remake) and both Last of Us games. There will also be some spoilers for Metal Gear Solid V and Death Stranding. Reader discretion is advised.

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I recently posted a new video to my YouTube channel about my frustrations with the design of Control's "challenging" gameplay. I'm not going to transcribe the entire video here on the blog because most of what is in the video is already in my previous written review of the game.

In summary, the video compares the "tough but fair" design philosophy of From Software's games (most notably, Dark Souls) with the way that difficulty is implemented in Control. Even though I found Control to be a much easier game overall, and I suffered far fewer deaths in Control compared to Dark Souls, I did feel that Control lacked that "tough but fair" feeling that Dark Souls is famous for. Control uses a lot of seemingly cheap tricks to artificially inflate the difficulty of the game. If deliberate, then they are cheap tricks. If not deliberate, then they are faulty game design. I may not have died as often in Control, but the few deaths that I did suffer rarely felt deserved.

The full critique is available on YouTube.

The video also contrasts Control's healing system with that of Doom (2016) and Bloodborne. All three games seem to be trying to encourage fast-paced, aggressive play by rewarding the player with health for relentlessly assailing the enemy. Yet this intent doesn't come through as clearly in Control because the player needs to be close to where the enemy dies in order to pick up the health, but most of Control's action is done at medium or long range. Doom and Bloodborne, however, give health to the player when the player performs melee attacks, ensuring that even if the health is dropped on the ground as a pickup, that the player is always close enough to immediately get it if they need it.

One thing that I neglected to mention in the actual video, but which I want to add here, is that Control also has enemies with hit-scan weapons. Most enemies have machine guns that instantly damage the player if the enemy has line of sight. Attacks are not always projectiles that travel across the arena and which can be dodged, blocked, or otherwise avoided. This means that exposing yourself to crossfire is almost certain death if your health is critical in Control, and it contributes to the player needing to slow things down and play cautiously and defensively, instead of maintaining that fast-paced, aggressive play.

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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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