Share
submit to reddit
Pin it
Civilization VI: Rise and Fall - title

In a Nutshell

WHAT I LIKE

  • Diverse mix of new civs
  • Adds a militant alt leader for India
  • Era Score rewards diverse play
  • Encourages expansion
  • Loyalty punishes reckless expansion
  • Punishments for breaking alliances
  • Governors and government districts allow further specialization
  • Some minor UI improvements
  • Excellent new musical tracks

WHAT I DON'T LIKE

  • Era Score can be a bit too gamey
  • A.I.s are not reliable in emergencies
  • Fails to fix many of my complaints with the core game
  • Unit upgrade paths still feel shallow
  • Still no production queue?
  • Only a single alternate leader?

Overall Impression :B-
A no-brainer for fans of Civ VI

Note: This is a review of expansion content only.
Please click here for my review of the base game.

Civilization VI: Rise and Fall - cover

Developer:
Firaxis

Publisher:
2k Games

Platforms:
PC (via Steam)

MSRP: $30 USD

Original release date:
8 February 2018

Genre:
historical turn-based grand strategy

ESRB Rating: E10 (for Everyone 10+) for:
Drug Reference, Language, Mild Violence, Suggestive Themes

Player(s):
up to 12 in hot seat, LAN, and online

Official site:
civilization.com/

When Civilization V first launched back in 2010, it was in a pretty ugly, incomplete state. The game was buggy, was very slowly-paced, was completely missing any sort of espionage mechanic, and had other gaping holes in its design. It took about six or eight months' worth of patching and updating from Firaxis before the game reached a state that I would consider "adequate". Its first expansion, Gods & Kings basically came off as a fan wishlist, as it re-added (and re-vamped) many of the features and systems that had been removed between Civ IV and Civ V (religion and espionage). That expansion also addressed a lot of core complaints with the game by dramatically improving combat balance and A.I. intelligence. The second expansion, Brave New World, almost completely re-invented the game and added a considerable amount of innovation in the form of trade routes and the new great works and artifacts systems. It also added an exceptional, robust roster of new civilizations.

Civilization VI launched with most of Brave New World's innovations still in place (though culture seems to have regressed a bit), and also added its own new innovations in city management. It felt like a much more complete game at launch than Civ V was. At the time, I was blown away by Civ VI, but as time has gone by (and I've increased the difficulty level), my enthusiasm for the game has diminished a bit.

I really enjoy the game when I play it on the King difficulty level (the "easiest" of the "hard" difficulty levels, in which A.I.s only get very slight bonuses). As soon as I up the difficulty to Emperor, I start to get frustrated, and the game becomes much less fun. The problem is that on the difficulty that I enjoy (King), the A.I. puts up very little resistance, and the game (though fun) is generally too easy. I can play the game on Emperor (I haven't experimented much on Immortal or higher in VI yet), but the stacking of the deck makes the game less enjoyable because I often feel that I'm blocked out of many early-game strategies that I want to try (such as early religion or wonders). It's all possible to accomplish, but it's prohibitively so, and the game often pushes me too far in the direction of militancy.

Doesn't address core game issues

Nope. Still no build queue...

In summary, while Civilization V's first expansion filled many of the gaping holes and addressed many of the flagrant flaws in vanilla Civ V's design, VI's first expansion mostly just stacks additional mechanics and features onto an already-complete game, while leaving many of VI's annoyances, quirks, and genuine flaws un-resolved. Let's get these complaints out of the way first.

Rise and Fall does little to address complaints with shallow unit upgrade paths. There's still generally only a single unit of a given unit class every other era.

Rise and Fall does very little to improve the combat systems in general. Units still die far too easily (in my opinion) (though this seems to be due in large part to the disparity in unit upgrade levels mentioned above), and imbalances between melee, ranged, and mounted units are still prevalent.

Rise and Fall does nothing to address complaints that I've had with the maps feeling very crowded and claustrophobic.

Civilization VI back-loads most of its culture, tourism, artifact, and great work systems into the second half of the game, and Rise and Fall does very little to make these feel like game-long engagements the way that Brave New World mostly did.

It does very little to make the late-game victory march feel less like a slog, or to make the early-game feel less rushed (especially on higher difficulties).

It does very little to address complaints with how the A.I. agendas can make them very erratic and schizophrenic. A.I.s are still far too willing to agree to joint wars against their own friends, allies, and trade partners, and joint wars in general still feel like a cheap loophole that lets warmongers bypass the casus belli system and warmonger penalties. Further, while the expansion does allow for deeper alliances with mutual benefits for the civs involved, it does not expand alliances to the point of allowing for shared or cooperative victories. So dipomacy in general still feels like a zero-sum-game with every civ acting to the exclusion of all others.

There's still no icon or indication that a unit has experience bonuses from barracks or buffs such as "Spears of Fion", or to indicate which abilities or penalties a given unit has by default.

We still can't assign military units to escort traders, nor can we see the path of any particular trader after it's started a route. And Trade routes themselves still don't generate reciprocal profit by default, meaning there's no reason to want other civs to send routes to you (other than getting a free road out of it, which isn't all that rewarding).

There's also still no build queues for cities!

Religion was overhauled in a patch last year, and religious units occupy their own layer.

Some major game upgrades have already been made available via post-release patches and DLC updates, and I'm grateful for those. New resources and wonders have trickled in since launch. One of the best improvements came in an update late last year that allowed religious units to exist on their own layer, so that swarms of missionaries don't block your own units' movement in your territory. And the religious system in general was improved. So the game, overall, has improved a little bit since release. It just hasn't improved as dramatically as Civ V had improved in its first year. Though, to its credit, Civ VI didn't have as much room for obvious improvement.

I am particularly frustrated that the expansion does not expand unit upgrade paths in meaningful ways. The Pike & Shot is a good addition that helps keep Knights and Cavalry in check, but it's the only new unit that I actually feel was necessary. The Drone is cool (as an upgrade to the Airship), but I'm not super excited by it. Same goes with the Spec Ops. They're nice, but I don't feel that the late-game really needed to deepen its unit roster as much as earlier eras, especially considering how few games progress that far to begin with. Upgrading the Medic to a Supply Convoy also feels similarly unnecessary.

The Pike & Shot [LEFT] fills a valuable gap, but other unit upgrades [RIGHT] feel superfluous.

The medieval era has a frustrating dearth of units. There's no medieval sword or siege upgrade (like a Maceman, Longswordsman, or Trebuchet), which makes Knights feel far too powerful for a large portion of the mid-game. The lack of any classical or medieval naval units also feels like a huge omission. I also would have liked to have seen a mid-game upgrade for the Scout (something along the lines of Civ IV's Explorer unit). The early-game naval units, siege units, and Scout just become far to weak, far too quickly and can't stand up to barbarians that spawn during the classical and medieval eras. There's also still no upgrade for the Battering Ram or Siege Tower.

If a failure to address any of these issues is a deal-breaker for you, then you may want to wait until the next expansion. Hopefully these issues will get addressed at that point.

Rising and Falling

What Rise & Fall does do is provide some new ways to try to keep players a bit more actively engaged throughout the entire game. The first way that they try to accomplish this is through the new Golden and Dark Ages. Instead of triggering a Golden Age by passively tripping over a threshold of happiness (as was the case in Civ V), you now have to build up an "Era Score" by accomplishing certain in-game tasks (called "Historic Moments"). These are kind of similar to the existing eureka and inspiration mechanics that are attached to technologies and civics.

Various tasks (such as circumnavigating the globe) contribute to your Era Score.

If your Era Score is too low, you can actually sink into a Dark Age, which will potentially destabilize your empire and could lead to revolts or cities flipping their allegiance to another civilization. Cities now have a "Loyalty" rating, which affects their satisfaction. Excess loyalty can bleed out to nearby foreign cities, which can allow you to potentially take over that city if it become more loyal to you than to its original owner. This provides players with some "peaceful" methods of conquering territory if you don't want the warmonger hate, war weariness, or simply don't have enough units. It also puts a little bit of a penalty on civilizations and A.I.s who like to forward-settle (ahem, Montezuma!).

Disloyal cities can also secede from their parent empire and become an "independent city". As far as I can tell, such cities do not ever develop into city states or spawn whole new civilizations. Instead, they appear to basically just become a barbarian city that is hostile to everyone. At that point, any civilization that gains loyalty within that city can annex it. Or the city can be taken by force (without causing war with its parent civ). So if push comes to shove, I can send a fully armed battalion to remind them of my love.

"If push comes to shove, I will send a fully armed battalion to remind them of my love.
Da da da dat da dat da da da da ya da, Da da dat dat da ya da!"

The Era score (and the threat of a Dark Age) forces the player to constantly be working towards building up your civilization in multiple different ways. Focusing exclusively on one strategy (such as military aggression) may offer diminishing returns as the game progresses and it becomes harder for you to attain Era Points. Much like with the eurekas and inspirations, this system can feel a bit gamey at times. It encourages you to do arbitrary things in order to earn arbitrary points that will contribute towards a possible buff if you hit the threshold -- whether those actions fit into your overall strategy or not. That being said, you actually do have a reason to try something that you might otherwise have no real motivation to achieve.

In some games, the Era Score can also become mostly moot, as a lucky map or other circumstances may allow you to accumulate enough points for Golden Ages without really having to do anything to actively earn them. You just play the game as you normally would, and if you happen to stumble into a Golden Age cake, then I guess you can eat the cake too. Even if you fail to achieve the minimum threshold of Era Points, a Dark Age is not a game-ending condition. Your loyalty drops, and a poorly-managed or over-extended empire may disintegrate. This can prematurely end your game, but at least it's a system-driven fail-state that is the result of your own [for lack of a better word] mistakes.

Settling too close to other civs can lower loyalty, leading to rebellions, secession, or joining another empire.

The Era Score gives you more to think about, and it creates situations where you either want to rush to do something, or wait. Maybe you hold off on training your first unique unit because you have no immediate need for it, you've already hit the threshold for a Golden Age, and you won't benefit at all from the Era Points that it will provide. Or maybe you realize that you simply can't earn enough points to avoid a Dark Age, so you delay certain actions in order to save them for the next era, when they may be enough to push you into a Golden Age.

Firaxis isn't completely merciless though. If you can go directly from a Dark Age to a Golden Age, then you'll trigger a "Heroic Age", in which you get even more bonuses than a normal Golden Age. To help with this, Dark Ages will grant you access to exclusive social policies that actually do have some pretty powerful benefits -- but at the cost of pretty significant penalties (as well as the opportunity cost of not using a different policy). If you can use these dark policies effectively, then your underdog civ can reach an even brighter glory. In some cases, you might even want to trigger a Dark Age in order to gain access to the superior Heroic Age.

Dark Ages grant exclusive policies with potent trade-offs.

Leadership by committee

Later in the game, there's also a new "emergency" feature, which provides additional objectives that one or more civs can cooperate to achieve. These quests are targeted against a specific civilization that commits one of several specific offenses. Launching a nuke, capturing a city state, declaring war on a weaker opponent, and other such actions can allow all other civs to chose to gang up on the offending civ. If the coalition civs succeed at the stated goal, or whatever, they are all granted some minor reward. If the offending civ that triggered the emergency holds off those other civs from accomplishing their goal, then that one civ gets a major reward.

These combine with the Historic Moments provide you with additional late-game tasks to accomplish, and the idea seems to be to give the player(s) things to do beside hitting "End Turn" and turtling to a victory. It could also, hypoethetically, provide a "catch-up" mechanic for civs that are falling behind, or as a check on civs that are steamrolling to a victory. Emergencies can also target civs that betray an alliance with another civ, which finally adds some recompense for all the spurious joint wars that friendly A.I.s will declare against you. Sadly, it doesn't deter the A.I.s from declaring those wars.

Emergencies act as late-game quests that multiple civs can cooperate to complete.

It's a bit frustrating that you aren't given any indication of whether the other civs are going to join you in accepting the emergency, nor is there any way to actually coordinate with the A.I.s on how to proceed. This can be a problem if the emergency involves you declaring war on another civ that is actually militarily or economically superior to you, as you won't know if you'll receive any support from the other civs. Even if they do accept the task, the A.I. is still notoriously fickle, and you'll likely be stuck having to do most (if not all) of the work on your own. If they don't accept the call to action, you can't invite them to join you in the war after the fact because the game still doesn't allow you to invite other civs into a joint war against an opponent that you are already at war with.

This system has a lot of risk and reward associated with it, but the incomplete information means that the actual extent of the risk is usually unknown. In games in which you are already a military and economic superpower, then these emergencies can often be trivial to deal with, and success just puts you into an even better position (the rich get richer). Alternatively, in games in which you are lagging behind, and taking up the emergency may swing the game in your favor (or at least slow down an opponent who is cruising toward a victory), it might be impossible to justify accepting the challenge if you don't know if you'll get help from the other player(s).

Governors provide loyalty and buff your cities.

Rise and Fall also introduces a mechanic that is fairly common in other grand strategy games (such as Stellaris): governors. A governor is a special character that can be assigned to a particular city and provides various buffs. Each governor has a specific theme, and comes with its own promotion tree. As you progress through the tech and civic trees, or build wonders, or accomplish certain other objectives, you'll be awarded with additional governor "titles", which can be turned in to either recruit another governor, or to promote an existing one.

Unlike Great People, governors are not a global resource that civs compete for. Every civ has access to its own set of governors, and that set is identical for every civ. They actually operate more akin to spies than to great people.

Some of these governors can unlock exclusive improvements such as the fishery or city park, while others grant passive bonuses to trade, culture, science, or religion. There's a pretty wide variety of options available, though my particular playstyle means that I often find myself picking the same two or three governors and promoting them in similar ways every game.

One of the ways to earn governor titles is to build the new government district. This is a special district that acts similar to a National Wonder in Civ V: you can only build one in your empire. There's also a set of tiered buildings that you can add to the district. At each tier, you're given the option of one of three buildings, and each building has a different effect. For example, at tier I, you have the option between a building that buffs cities with governors, or a building that grants a bonus from military conquests, or a building that provides discounts towards settlers and builders.

Each tier of government building unlocks three mutually-exclusive building options.

One change that I'm not sure that I like is the removal of legacy bonuses from governments. Your civ no longer automatically accumulates passive bonuses by staying with a particular government for longer. Instead, you are given a policy card that corresponds to your current government at the time that you build a government district building.

In the base game, I sometimes found myself delaying the adoption of a new government if I was close to improving my current legacy bonus. This was, admittedly, pretty rare, since the legacy bonuses accumulated very slowly and provided generally weak benefits. With the expansion, I might consider delaying the construction of the next tier of government building if I want to switch governments first, so I guess maybe it's functionally equivalent. The problem is that the new legacy policy cards take up a valuable wild card slot in whatever government you do have selected, so I often don't bother enacting them, and I rarely care which of the cards I receive.

More fresh, new faces

One of Firaxis' most consistent successes since Brave New World is the eclectic sets of new and interesting civilizations being added to the games. Yes, the popular veterans Genghis Khan of Mongolia and Shaka of the Zulu return, but theirs are the only familiar faces that you'll see. Keeping with the philosophy of the base game, there's a lot of fresh new faces and nations here that we've never seen in a Civ game before. As with the base game, I love being exposed to these new historic figures and empires that I wasn't familiar with before. The story of Tomyris of Scythia has become one of my favorite historical anecdotes, and I hope to find other similarly fascinating stories with the new civs.

Most of the expansion civs and leaders are completely new to the franchise.

There's still some major cultures that are conspicuously absent from the game. The Ottoman Empire, Inca, and Maya are the big three that I'm surprised to not see. I'd also have really loved to have seen Polynesia be brought back. That was a Civ V DLC civ that looked really neat and had a novel power, but which I never got around to playing. But I guess Firaxis has to save some big names for the second expansion...

Chandragupta of India is the only new
leader added to an existing civilization.

I was also really disappointed that the expansion only adds a single alternate leader for an existing civilization. I feel that the alternate leaders is one of the most sadly under-utilized features of Civ VI. I understand that Firaxis put it in so that modders could fill out the roster with their own creations, but I'd still like to see more first-party leaders from Firaxis. To Firaxis' credit, the one alt leader that they did add is a militaristic Indian leader (as an alternative to the peace-monger Gandhi), which was numeral uno on my list of desired alt leaders.

That being said, there's still a lot of alternate leaders that I would really like to see. I was hoping to see a medieval English crusader king like Richard the Lionheart. I was hoping to see an alternate for Rome that represents either the pre-imperial republic or the Byzantine period (with a Cataphract unique unit). Those two would certainly seem to fit into the themes of dark and golden ages. I was also hoping to see Bismark (or maybe even Agela Merkel, if Firaxis is willing to use living people) represent the modern German nation-state (as opposed to the Holy Roman Emperor who is currently representing Germany). Or maybe even an alliance-building alternate Aztec leader representing their Olmec heritage (though that one might be more appropriate as a whole new civ). There's a lot of potential for the alternate leaders to allow Firaxis to represent variations of the cultures that are already in the game without having to create a whole new civilization, but it's gone almost completely squandered. I would have welcomed a DLC leader pack containing three or five alt leaders, but so far Firaxis has given us nothing in this regard. Greece and India have alternate leaders. That's all you get, unless you dig into mods.

There are a lot of alternate leaders that I would love to see Firaxis add. But so far, no such luck...

Despite my annoyance with the lack of alternate leaders, I'm mostly happy with the selection of new civs and leaders that is offered. The lack of any representation of Byzantium is the only glaring fault that I see in this package, considering the Golden and Dark Ages theme. The Netherlands, with their beautiful Polders were one of my favorite civs in Civ V, and I love them in VI as well (even though I preferred building polders in marshes and floodplains in Civ V). Cree trade routes annexing tiles is also a nice ability that I really like, and Korea seems all-around pretty strong..

The new musical tracks are also pretty outstanding. I love the Scottish musical track in particular. The Cree, Mongolian, and Dutch theme tunes also stuck out to me.

More to love, but not less to hate

Since Civ VI did feel like a feature-complete game on release, there wasn't much that felt "missing" that needed to be re-added by an expansion. This meant that, from my perspective, the sky would be the limit for the expansions. I feel like Rise and Fall kind of plays it safe and so fails to deliver on the promise of expanding an already-complete game. Despite the title, the civilizations in the game are not actually falling, and new civilizations aren't rising (e.g. being spawned into the game) over the course of the game (like in the "Rhye's and Fall" mod that might have inspired this expansion).

Though not terribly innovative, the new features that are added offer a good mix of new systems, some ideas borrowed from competitors, and the return of some old ideas with a fresh presentation. At the very least, you have to think much more carefully about how you're going to expand and how you're going to manage your cities.

If you're already enjoying Civ VI, then this expansion is a no-brainer -- maybe even for the new civs alone. If Civ VI wasn't your cup of tea to begin with, then I doubt that this expansion will bring you on board the bandwagon. If you're expecting a dramatic improvement on the same level as Civ V's Gods & Kings expansion, you'll probably be disappointed.

Rise and Fall allows deeper alliances, but not to the point of shared or cooperative victories.

Other Game Reviews I've Published

>Observer_>Observer_12 Minutes12 Minutes
35mm35mmAce Combat 7Ace Combat 7
ADR1FTADR1FTAlan WakeAlan Wake
Alan Wake 2Alan Wake 2Alien: IsolationAlien: Isolation
Amnesia: a Machine for PigsAmnesia: a Machine for PigsAmnesia: RebirthAmnesia: Rebirth
Amnesia: The BunkerAmnesia: The BunkerAmnesia: the Dark DescentAmnesia: the Dark Descent
Among the SleepAmong the SleepAssassin's Creed IIIAssassin's Creed III
Assassin's Creed IV: Black FlagAssassin's Creed IV: Black FlagAssassin's Creed: OriginsAssassin's Creed: Origins
Assassin's Creed: ValhallaAssassin's Creed: ValhallaAtomic SocietyAtomic Society
Axis Football 18Axis Football 18Axis Football 2019Axis Football 2019
Axis Football 2020Axis Football 2020Axis Football 2021Axis Football 2021
Axis Football 2023Axis Football 2023Axis Football 2024Axis Football 2024
Back to the Future Episode OneBack to the Future Episode OneBackbreaker FootballBackbreaker Football
BanishedBanishedBatman: Arkham CityBatman: Arkham City
Battlefield 1Battlefield 1Blair WitchBlair Witch
BloodborneBloodborneBloodborne: the Old HuntersBloodborne: the Old Hunters
Call of Duty World War IICall of Duty World War IICatherineCatherine
Cities SkylinesCities SkylinesCities Skylines IICities Skylines II
Cities Skylines: After DarkCities Skylines: After DarkCities Skylines: AirportsCities Skylines: Airports
Cities Skylines: CampusCities Skylines: CampusCities Skylines: Financial Districts + World TourCities Skylines: Financial Districts + World Tour
Cities Skylines: Green CitiesCities Skylines: Green CitiesCities Skylines: Hotels & RetreatsCities Skylines: Hotels & Retreats
Cities Skylines: IndustriesCities Skylines: IndustriesCities Skylines: Mass TransitCities Skylines: Mass Transit
Cities Skylines: Natural DisastersCities Skylines: Natural DisastersCities Skylines: ParklifeCities Skylines: Parklife
Cities Skylines: Plazas & PromenadesCities Skylines: Plazas & PromenadesCities Skylines: SnowfallCities Skylines: Snowfall
Cities Skylines: Sunset HarborCities Skylines: Sunset HarborCities: Skylines: Match Day & ver. 1.4Cities: Skylines: Match Day & ver. 1.4
CitiesXL & Cities XXLCitiesXL & Cities XXLControlControl
Crusader Kings IIICrusader Kings IIIDark SoulsDark Souls
Dark Souls Artorias of the Abyss DLCDark Souls Artorias of the Abyss DLCDark Souls IIDark Souls II
Dark Souls II: Scholar of the First SinDark Souls II: Scholar of the First SinDark Souls IIIDark Souls III
Dark Souls III: Ashes of AriandelDark Souls III: Ashes of AriandelDark Souls III: the Ringed CityDark Souls III: the Ringed City
Darker SkiesDarker SkiesDawn of ManDawn of Man
Dead Space (2023)Dead Space (2023)Dead Space 2Dead Space 2
Death StrandingDeath StrandingDeath's GambitDeath's Gambit
Deliver Us The MoonDeliver Us The MoonDemon's SoulsDemon's Souls
Demon's Souls (PS5)Demon's Souls (PS5)DepravedDepraved
DeracineDeracineDevil May Cry 5Devil May Cry 5
Disco ElysiumDisco ElysiumDmC (Devil May Cry)DmC (Devil May Cry)
DOOM (2016)DOOM (2016)DreadOutDreadOut
Elden RingElden RingEndling: Extinction Is ForeverEndling: Extinction Is Forever
Event [0]Event [0]F.T.L. (Faster Than Light)F.T.L. (Faster Than Light)
Fallout 4Fallout 4Fallout ShelterFallout Shelter
Far Cry PrimalFar Cry PrimalFinal Fantasy VII RemakeFinal Fantasy VII Remake
Final Fantasy XIIIFinal Fantasy XIIIFinal Fantasy XVFinal Fantasy XV
FirewatchFirewatchFive Nights at Freddy'sFive Nights at Freddy's
Game of Thrones (Telltale series 1-2)Game of Thrones (Telltale series 1-2)Ghost of TsushimaGhost of Tsushima
God of War (2018)God of War (2018)God of War IIIGod of War III
Gone HomeGone HomeGran Turismo 7Gran Turismo 7
Grand Theft Auto VGrand Theft Auto VGreen Hell VRGreen Hell VR
Hell Let LooseHell Let LooseHellblade: Senua's SacrificeHellblade: Senua's Sacrifice
Her StoryHer StoryHumankindHumankind
Imagine EarthImagine EarthKayak VR MirageKayak VR Mirage
Kingdom Come: DeliveranceKingdom Come: DeliveranceL.A. NoireL.A. Noire
Layers Of Fear 2Layers Of Fear 2Legend BowlLegend Bowl
Letters To A Friend: FarewellLetters To A Friend: FarewellLifeless PlanetLifeless Planet
Lollipop ChainsawLollipop ChainsawMad MaxMad Max
Madden NFL 11Madden NFL 11Madden NFL 12Madden NFL 12
Madden NFL 13Madden NFL 13Madden NFL 15Madden NFL 15
Madden NFL 16Madden NFL 16Madden NFL 17Madden NFL 17
Madden NFL 18Madden NFL 18Madden NFL 19Madden NFL 19
Madden NFL 20Madden NFL 20Madden NFL 21Madden NFL 21
Madden NFL 22Madden NFL 22Madden NFL 23Madden NFL 23
Madden NFL 24Madden NFL 24MADiSONMADiSON
Mars Rover LandingMars Rover LandingMarvel's Spider-ManMarvel's Spider-Man
Marvel's Spider-Man 2Marvel's Spider-Man 2Marvel's Spider-Man: Miles MoralesMarvel's Spider-Man: Miles Morales
Master of Orion: Conquer the StarsMaster of Orion: Conquer the StarsMaximum Football 2018Maximum Football 2018
Maximum Football 2019Maximum Football 2019Maximum Football2020Maximum Football2020
Metal Gear Solid V: the Phantom PainMetal Gear Solid V: the Phantom PainMiasmataMiasmata
Middle-Earth: Shadow of MordorMiddle-Earth: Shadow of MordorMiddle-Earth: Shadow of WarMiddle-Earth: Shadow of War
Monster Hunter: WorldMonster Hunter: WorldMoons of MadnessMoons of Madness
NCAA Football 11NCAA Football 11NCAA Football 12NCAA Football 12
NCAA Football 13NCAA Football 13NFL Pro EraNFL Pro Era
NiohNiohNo Man's SkyNo Man's Sky
ObservationObservationOuter WildsOuter Wilds
Outer Wilds: Echoes of the EyeOuter Wilds: Echoes of the EyeOutlastOutlast
Pacific DrivePacific DrivePapers, PleasePapers, Please
Portal 2Portal 2Red Dead RedemptionRed Dead Redemption
Red Dead Redemption IIRed Dead Redemption IIResident Evil 2Resident Evil 2
Resident Evil 3Resident Evil 3Resident Evil RemasteredResident Evil Remastered
Resident Evil VII: BiohazardResident Evil VII: BiohazardResident Evil VIII VillageResident Evil VIII Village
Return of the Obra DinnReturn of the Obra DinnRock Band 3Rock Band 3
Room 404Room 404Sekiro: Shadows Die TwiceSekiro: Shadows Die Twice
Settlement SurvivalSettlement SurvivalShadow of the Colossus (2018)Shadow of the Colossus (2018)
Sid Meier's Civilization VSid Meier's Civilization VSid Meier's Civilization V: Brave New WorldSid Meier's Civilization V: Brave New World
Sid Meier's Civilization V: Gods & KingsSid Meier's Civilization V: Gods & KingsSid Meier's Civilization VISid Meier's Civilization VI
Sid Meier's Civilization VI: Gathering StormSid Meier's Civilization VI: Gathering StormSid Meier's Civilization VI: Rise and FallSid Meier's Civilization VI: Rise and Fall
Sid Meier's Civilization: Beyond EarthSid Meier's Civilization: Beyond EarthSid Meier's Civilization: Beyond Earth Rising TideSid Meier's Civilization: Beyond Earth Rising Tide
Silent Hill 4: the RoomSilent Hill 4: the RoomSilent Hill HD CollectionSilent Hill HD Collection
Silent Hill: Shattered MemoriesSilent Hill: Shattered MemoriesSilent Hill: The Short MessageSilent Hill: The Short Message
Silicon DreamsSilicon DreamsSillent Hill DownpourSillent Hill Downpour
SimCity (2013)SimCity (2013)SimCity BuilditSimCity Buildit
SomaSomaSong of HorrorSong of Horror
Spider-Man: Edge of TimeSpider-Man: Edge of TimeSpider-Man: Shattered DimensionsSpider-Man: Shattered Dimensions
Star Trek ResurgenceStar Trek ResurgenceStar Trek TrexelsStar Trek Trexels
Star Wars Battlefront IIStar Wars Battlefront IIStar Wars Jedi Fallen OrderStar Wars Jedi Fallen Order
Star Wars SquadronsStar Wars SquadronsStellarisStellaris
Stellaris mod: New HorizonsStellaris mod: New HorizonsStranded DeepStranded Deep
StrayStrayTacomaTacoma
The Amazing Spider-ManThe Amazing Spider-ManThe Amazing Spider-Man 2The Amazing Spider-Man 2
The Callisto ProtocolThe Callisto ProtocolThe Elder Scrolls V: SkyrimThe Elder Scrolls V: Skyrim
The Elder Scrolls V: Skyrim DLCThe Elder Scrolls V: Skyrim DLCThe Evil WithinThe Evil Within
The Evil Within 2The Evil Within 2The Last GuardianThe Last Guardian
The Last of UsThe Last of UsThe Last of Us Part IIThe Last of Us Part II
The Outer WorldsThe Outer WorldsThe SaboteurThe Saboteur
The SwapperThe SwapperThe Witcher 3 expansionsThe Witcher 3 expansions
The Witcher 3: Wild HuntThe Witcher 3: Wild HuntThis War of MineThis War of Mine
This War of Mine: the Little OnesThis War of Mine: the Little OnesTomb Raider (2013)Tomb Raider (2013)
Total War: AttilaTotal War: AttilaTotal War: Rome IITotal War: Rome II
Total War: Shogun 2Total War: Shogun 2Total War: Shogun 2: Fall of the SamuraiTotal War: Shogun 2: Fall of the Samurai
TrineTrineTropico 5Tropico 5
U-BoatU-BoatUltimate General: Civil WarUltimate General: Civil War
Uncharted 3: Drake's DeceptionUncharted 3: Drake's DeceptionUntil DawnUntil Dawn
VirginiaVirginiaVisageVisage
What Remains of Edith FinchWhat Remains of Edith Finch 

Contribute Comment

avatar


We'll incarnate your avatar from the services below.
PlayStation Network Steam Xbox LIVE Facebook MySpace Pinterest Twitter YouTube deviantART LiveJournal



biuquote
  • Comment
  • Preview


Grid Clock Widget
12      60
11      55
10      50
09      45
08      40
07      35
06      30
05      25
04      20
03      15
02      10
01      05
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.

Check out my YouTube content at YouTube.com/MegaBearsFan.

Follow me on Twitter at: twitter.com/MegaBearsFan

Patreon

If you enjoy my content, please consider Supporting me on Patreon:
Patreon.com/MegaBearsFan

FTC guidelines require me to disclose that as an Amazon Associate, I earn from qualifying purchases made by clicking on Amazon product links on this site. All Amazon Associate links are for products relevant to the given blog post, and are usually posted because I recommend the product.

Without Gravity

And check out my colleague, David Pax's novel Without Gravity on his website!

Featured Post

The Humanity of NCAA Football's In-Season RecruitingThe Humanity of NCAA Football's In-Season Recruiting08/01/2022 If you're a fan of college football video games, then I'm sure you're excited by the news from early 2021 that EA will be reviving its college football series. They will be doing so without the NCAA license, and under the new title, EA Sports College Football. I guess Bill Walsh wasn't available for licensing either? Expectations...

Random Post

The Late Show maintains Colbert's style, minus the satireThe Late Show maintains Colbert's style, minus the satire09/23/2015 I have really missed Stephen Colbert while he's been off the air. It certainly didn't help that John Stewart also recently retired from his stint, leaving me without the Daily Show as well. So without any humorous political punditry, I've been stuck having to get all my news regarding politics from - ugh - the news. But fortunately,...

Month List

Recent Comments

Comment RSS