Cities: Skylines: Campus- title

Hot off of releasing a video in which I criticized Colossal Order's design philosophy for its Cities: Skylines expansions, a new expansion was released. This expansion fulfilled my fears by being similarly narrow in scope compared to the previous expansions. Campus might even be more narrow than previous expansions. Every city will need parks and industries, so you'll have plenty of opportunity to use those expansion features in every city you build. Not every city will need a sprawling university complex, so a given city might not ever need to include any of the Campus content.

I had recently criticized the expansion design philosophy for Cities: Skylines.

Fortunately, there's more options here than a full-blown research university. Colossal Order has added several types of university areas that are more suitable to modestly-sized cities. Sure you may not need that full-blown research university, but maybe your smaller town could use a trade school or liberal arts school?

Even so, the scope here is very narrow! Colossal Order seems to have recognized this, as they are selling the expansion for a couple dollars less than previous expansions.

School is back in session, even for your industries!

Since Mass Transit, new expansions have struggled to find ways to make broader impacts on the game as a whole. They mostly stayed in their lanes. Campus follows suit by not adding anything that isn't related to education, however, those overhauls to education do have some further-reaching ripple effects.

Over-educated citizens used to refuse to take lower-level industrial jobs.

One of the problems that players have had to deal with since the initial launch of the game has been over-educated workers. Once you have schools in your city, it's only a matter of time before virtually everyone has a high level of education -- even children. This would leave all those educated citizens unwilling to take low-education, low-paying jobs in your factories and farms and would starve those industries of eligible workers. Demand for high-end commercial and office zones would skyrocket, and all your educated citizens would take those jobs. This would force those lower level industries to all but shut down once your city grows large enough.

Citizens' education level is now bounded by the level of schooling that they've attended. Prior to Campus, simply having a university in your city would provide everybody attending school (at any level) with a high level of education. Now, this has finally been fixed such that only those citizens who attend higher levels of schooling will receive the higher levels of education. This means that if a student goes to elementary school, but doesn't attend high school (either because they get a job first, or there isn't enough capacity in your high schools), then that citizen will be capped at a low level of education and will remain eligible for those low-level factory jobs.

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Observation - title

It's real refreshing to come across a science fiction game that isn't just about shooting aliens with laser guns or blowing up space ships. If you're in the market for a thoughtful, well-presented science fiction experience, then I highly recommend that you check out Observation. If you're also into horror, then even better, because this game definitely has some horror elements as well. They're much more subdued, but this game does do a fantastic job of creating a building sense of tension and intrigue as its over-arching mystery is slowly unfurled.

The gimmick here is that you play as a malfunctioning artificial intelligence on a near-future orbital research station. The game is presented as a sort-of found-footage narrative (think along the lines of the Apollo 18 horror movie) told entirely from the point of view of the on-board A.I. Something goes wrong, the crew are all missing and possibly dead, and you help the sole survivor try to find the remaining crew and piece together what happened to the station. Think along the lines of playing as the HAL 9000 from 2001: A Space Odyssey, or as Kevin Spacey's character in the [fantastic] movie Moon. You do this by jumping between different surveillance cameras (a la Five Nights at Freddy's, but, you know, with ambitions of being more than just a random jump-scare-generator). Through the cameras, you interact with various technology and station systems within your line of sight. You'll occasionally be asked questions or given commands by the surviving astronaut, and you chose how to respond.

You are an unreliable A.I.?

From the start, there's a certain degree of unreliable narrator going on. One of the very first actions that the game asks you to do is verify the identify of the surviving astronaut via her voice print. You are initially told that her voice print does not match, and you're given the option to accept or reject her voice print. If you reject, she'll repeat her authorization code, and you'll be told that it matches this time. Is she not who she seems? Are your own systems providing you with misleading information? Are your systems merely damaged? This creates an immediate sense of distrust. You (the player) don't necessarily trust the survivor, the survivor doesn't necessarily trust you, and you can't even trust your own perception and judgement.

From the start, it's unclear whether you can trust Emma, or whether she can trust you...

This immediately creates a dense atmosphere of intrigue and mystery and sets a level of tension that persists through the entire game.

This atmosphere is helped by the richly-detailed near-future space station that you inhabit. The visuals are immaculately detailed, and the station looks and feels like it could be modeled after the real-life International Space Station. The spaces are tight and claustrophobic. Accessories and stationary are strapped or velcroed to the walls, floors, ceiling, and desk surfaces in order to prevent them from floating off in the zero-gravity environment. Everything is believable.

The game further builds its atmosphere with its immersive U.I.. Every button press, command, and interaction has some in-universe context behind it that helps to keep you in the mind-space of your A.I. character. The U.I. is mostly easy to use, and most actions feel intuitive.

This game hooked me in with its setting and atmosphere, and I just had to keep playing to find out what happened and where this would go!

The space station and U.I. are believable and immersive.

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Sekiro - title

I never got into Tenchu because the
demos were too hard for younger me.

Oh, boy, was this a tough game to play and review! Frequent readers should probably know that I'm a huge Souls-Borne fan -- to the point of writing strategies and lore analyses. Sekiro is a bit different, however. It's much further divorced from Dark Souls than even Bloodborne was. Despite the lack of "Souls-Borne-ness" of Sekiro, I find it very difficult to put this review in any context other than of a new Souls-Borne release.

Sekiro is, ostensibly, a stealth game. There's more of Tenchu and Metal Gear in Sekiro than of Dark Souls. That's not necessarily a bad thing. I like stealth games just fine. The Metal Gear Solid games rank among one of my favorite game series ever.

I'm not terribly familiar with Tenchu, though. I think I played a demo of a PSX Tenchu game on one of my Official PlayStation Magazine demo discs (back in the day when publishers let players play pre-release demos, for free, instead of expecting us to pay for games long before they're even released, or holding the "open beta" hostage to a pre-order). I never bought the full Tenchu game because the demo was far too hard for my little 13 or 15-year-old gamer skills to handle. This was, of course, long before I started playing more demanding games.

Sekiro is in an awkward juxtaposition between Tenchu-inspired stealth, and Dark Souls-inspired boss fights.

However, there seems to be a certain degree of juxtaposition between Sekiro's desire to be a Tenchu-like stealth game, and its desire to feature demanding boss fights in-line with what is given in Souls-Borne games. In essence, we have two games here: a stealth game about staying out of sight of enemies and picking them off one-by-one; and a melee boss gauntlet in which the stealth isn't applicable at all. The first of those is good enough. The second one is where my problems begin...

My first playthrough of Demon's Souls was spent
cowering behind a shield.

All parry, all the time

You see, this really comes down to play-style. I was never a big parry-er in my Dark Souls-playing days. I parried a lot more in Bloodborne, but a big reason for that was that the guns allowed me to do so from a relatively safe distance. Heck, my first playthrough of Demon's Souls was done as the Royalty class, starting with the mana-regen ring, stabbing out with a winged spear from behind a shield, and using Soul Spear to dispatch any enemies I wasn't comfortable fighting up close. I hardly realized the parry mechanic existed!

Of course, I've grown and matured since 2008, and parrying has become a common element of my play-style. But I've still never been particularly good at it. This is causing me a lot of trouble in Sekiro because Sekiro's combat is all parrying, all the time! The new posture mechanic (which essentially replaces stamina) also means that a single parry isn't good enough to riposte and kill your enemy. You have to parry each strike in flurries of blows. For those coming from Dark Souls, imagine having to fight a hollow undead, and needing to parry every one of its wild slashes before you can riposte, instead of just the first one. That is what Sekiro expects and requires you to do.

Sekiro requires that you parry most attacks.

If you were a master-level parry-er in Dark Souls III, then you'll probably segue right into Sekiro with no problem and wonder what all the fuss is about. But for the rest of us plebs, that isn't going to be so easy.

This game plays much faster, enemies are much more aggressive, and health is in much smaller supply. Almost everything will kill you with two hits, and many grab attacks will drop you from full health to zero. This game leaves you with virtually no margin for error! Yet the mini-bosses and bosses have ridiculously high HP and posture.

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Civilization VI - Kupe of Maori

Civilization VI's second expansion, Gathering Storm recently released and has added a handful of new civilizations and leaders. I am hoping to write a strategy for each of them, but I want to start with the civilizations and leaders who are completely new to the franchise. This time, I'll be writing about one of the more interesting of the new civs and leaders: the Māori, lead by Kupe the Navigator.

Natives of the Polynesian Triangle are some of the most successful sea-faring peoples in the history of the world. Between 1400 BC and 900 BC, they had begun sailing large ocean-going craft called "waka", that enabled them to cross from Taiwan, through the Philipines, and out to the Melanesian and Samoan islands. Over the next two thousand years, they managed to colonize Pacific islands as far as Hawai'i, Easter Island, and New Zealand. Some historians even believe that they made it as far as the coast of South America! Sometime in the 13th or 14th century, settlers from Polynesia sailed west, began colonizing New Zealand, conquered the local tribes, and began to culturally diverge from their Polynesian ancestors to become the Māori.

Civilization VI - Kupe portrait

According to legend, the first Polynesian to arrive in New Zealand is Kupe the Navigator, chief of Hawaiki. Kupe is figure in Māori mythology, but like Gilgamesh, Hiawatha, and others, he is believed to be an actual historic figure. Historians have constructed accounts of Kupe's life that differ from the various oral legends of the Maori and Polynesian peoples. According to legends, Kupe sailed from Hawaiki (the mythological birthplace of the Polynesian people), along with great migration fleets, to colonize New Zealand as far back as antiquity, battling sea demons along the way. According to historians, Kupe probably found New Zealand between 750 AD and 925 AD after his cousin drowned on a fishing trip and Kupe fled across the sea with his cousin's kidnapped wife, only to return to Hawaiki later to convince others to migrate to the newly-discovered lands with him.

DISCLAIMER:
Civilization VI is still a "living game". 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 further DLC or expansion packs, or as the Civ community discovers new strategies or exploits. 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.

This guide is up to date as of the release of the Gathering Storm expansion's "Great Works and Trade Update" (April 2019) (ver. 1.0.0.317)

Māori are a sea-faring and environmentalist-focused civilization. They can embark and sail across ocean from the beginning of the game, and they get extra yield from unimproved feature tiles.

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If you're a fan of college sports video games, then you've probably already heard that in the middle of May, the NCAA announced that it would be convening a special group to re-examine the issue of student-athlete compensation for the use of their name and likeness. Lawsuits from former players whose likenesses were being used in college games without their permission (let alone compensation) is the reason that companies like EA and 2K Sports had to stop releasing new college football and basketball games back in 2012 and 2013.

These issues have been in and out of the courts over the years, with most (if not all) cases being decided in favor of the individual athletes and requiring the NCAA, video game publisher, or both to have to pay damages the athlete. Ever since, the NCAA has refused to lend its license to video games in particular, as they have steadfastly refused to allow players to be compensated on the grounds that they are "amateur" student athletes, even though they are the primary driving force of a multi-billion dollar-a-year industry.

College sports games have been absent for quite a few years now.

Over recent years, the NCAA has been receiving mounting public pressure to pay athletes and/or allow them to profit from the use of their likeness in commercial products, and it looks like they might finally cave to this pressure later this year. We've talked about the idea of college sports games returning in the past, but up till now, it's always been purely speculative. This time is a bit different, however, since the NCAA itself is finally taking some actual action on the topic. No final decision will be reached until October, so it's still entirely possible that the committee will decide to retain the status quo, which will mean no NCAA-licensed video games in the foreseeable future.

I already thought 2020 was shaping up to be a good year for football video games,
even before this announcement from the NCAA!

I am optimistic that the NCAA will decide in favor of allowing players to receive compensation. In fact, I think this could actually be a brilliant -- and somewhat insidious -- decision by the NCAA. On the one hand, it allows them to license their brand to video game, which would provide a revenue stream for the NCAA. Secondly, it allows the players (the popular ones, anyway) to get paid, which may quell much of the popular demand for the NCAA themselves to pay athletes a salary.

Lastly, based on what I've read about the proposed rule changes, the deal would allow the license-holder of the game or the manufacturer of the paraphernalia holding the athlete's likeness and/or name to pay the athlete directly. Which means the NCAA isn't actually the one paying the athletes. The athletes are getting paid with someone else's dollar. It would, thus, allow the NCAA to save face by continuing to pretend that they are facilitating an "amateur" sport".

In fact, the NCAA's official statement flat-out says:

"... the group will not consider any concepts that could be construed as payment for participation in college sports. The NCAA’s mission to provide opportunity for students to compete against other students prohibits any contemplation of pay-for-play."

It's a kind of cop-out win-win-win for the NCAA, so it's actually kind of amazing that they didn't consider doing this sooner.

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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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