Village seems to be positioning itself as a sort of "greatest hits" of earlier Resident Evil games. I'm not sure it all comes together as well as Capcom must have hoped it would. Resident Evil VII Biohazard did an excellent job of modernizing the design philosophies of the original Resident Evil game. Map design, inventory and resource constraints, and the "fight or flight" nature of enemy encounters all perfectly re-captured the feel of the original PS1 classics, without all of the clunkiness.
Village maintains the exploratory map design of the original Resident Evil and of Resident Evil VII, but it also tries to port concepts and aesthetics from the Resident Evil 2 remake and from Resident Evil 4. The RE2 stuff fits well enough, but the RE4 influences just don't feel compatible with classic design philosophy.
The setting instantly reminded me of Resident Evil 4.
Clash of philosophies
Right off the bat, the general aesthetic screams "Resident Evil 4". The game begins in a small, rustic, eastern European village at the foot of a gothic castle. Just like in RE4, you're quickly ambushed by the monstrous villagers and have to desperately fight your way out. Resident Evil 4 replaced the traditional zombies of the series with semi-aware "ganados"; Village similarly breaks away from the traditional zombies, but this time, the monsters are werewolves.
Not long into the game, you'll start smashing crates to reveal hidden loot, and pixel-hunting along the walls and ceilings for obnoxious sparkling gems to shoot down and collect. Also just like in Resident Evil 4, you'll routinely get rewards of items and money from defeated enemies. That money and loot is used to buy items or upgrade your equipment at a shop, just like in Resident Evil 4. This is where the game started to break down for me.
Loot, ammo, and cash can be recovered from smashed crates or defeated enemies.
Giving the player rewards of in-game cash for defeating foes (and for wasting bullets to shoot glowing gems off of walls) completely changes the motivations of the player in how we deal with enemies. I'm no longer carefully considering whether to try to sneak past an enemy or run away, nor am I ever firing off a single round at an enemy's knee to stun or cripple it so I can get away without consuming more resources, the way I might in REmake2. Since every defeated foe returns some of the resources that I invest into killing it, there is no "fight or flight"; only "fight". The enemies stop being threatening or frightening, especially on the standard difficulty setting, in which ammunition is readily available and the monsters patiently await their turns to charge and attack.
Even inventory management is mostly thoughtless. The more linear, more action-oriented, and less puzzle-oriented design of the game means that key items and treasures are not put in your limited inventory, and there isn't even a storage box to keep excess weapons or supplies. Only weapons, ammo, and healing items go into your briefcase. Everything else has unlimited storage. Even crafting components have separate, unlimited storage (the only exception being the animals meats needed for the Duke to cook meals -- more on this later). [More]
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Tags:Resident Evil, Resident Evil VIII Village, Capcom, horror, survival horror, action, shooter, Resident Evil 4, gothic horror, vampire, werewolf, Ethan Winters, Lady Dimitrescu, castle
Firaxis has released the final "New Frontiers" update for Civilization VI. This update from March 2021 includes the new civilization Portugal, lead by João III.
If Firaxis decides to launch a second "New Frontiers" season, I will continue to write guides for the new civilizations and leaders. I will also put up polls on Patreon to let my Patrons decide which civ or leader to cover first (if Firaxis gives enough advance notice).
If "New Fontiers" is the end of the life cycle of Civilization VI, then don't fret. If I get enough interest from my Patrons, I'll also write guides for the "New Frontiers" game modes, or go back and create / update guides for legacy leaders. We also have new games such as Old World and Humankind coming out. I'll be playign both games when they release on Steam, and can also write guides for those games, if my supporters ask for it.
Portugal rose to prominence during the "Age of Discovery" in the 15th and 16th centuries, exploring the world and becoming the first global maritime empire. It established colonies and/or outposts in Brazil, Africa, India, and east Asia, it monopolized the spice trade, and was responsible for the formalization of the division of the globe into hemispheres. Portugal's dominion was short-lived however. A devastating earthquake in Lisbon in 1755, followed by occupation by Napoleonic France, and the eventual independence of Brazil combined to collapse the Portuguese maritime empire.
Portugal's maritime empire was laregely secured by King João III "The Pious" during his reign in the first half of the 16th century. João III established the first European colonies in Brazil and began importing Brazilwood into Europe, which was popular for creating red dyes. He was considered a scholar, humanist, and diplomat who supported the arts, granted scholarships to foreign universities, and remained neutral in wars between other European powers. But history is never so black-and-white, and João III is no exception. He also imported South American slaves into Europe from Brazil, and he boosted Portugal's relationship with the Vatican by allowing the Inquisition to establish itself in Portugal.
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 [final] "New Frontiers" April 2021 Update (ver. 1.0.12.9)
João III explores the map to meet all other civilizations and city states, and will seek to establish peaceful trade relations with all of them, including constructing trade infrastructure in those other civilizations' cities. [More]
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Tags:Sid Meier's Civilization, Civilization VI, Portugal, Portuguese, Joao III, casa da India, porta do cerco, navigation school, nau, caravel, feitoria, navigator's legacy, campus, navy, trade route, exploration, diplomacy, first contact
The Chicago Bears really hit it out of the park with the 2021 draft. What's funny is that this draft mirrors the Bears' dumbfounding 2017 draft, but with an almost polar opposite outlook. In 2017, the Bears infamously traded up one spot to take Mitch Trubisky with the number 2 overall pick. At the time, Bears fans and sports pundits were scratching their heads wondering what the heck Ryan Pace was thinking, as Trubisky wasn't even projected to be the best QB in the draft, let alone the second best player overall. With the gift of hindsight, the Bears' pick looks even worse considering that both Patrick Mahomes and Deshaun Watson were both available, and neither was drafted in the top 10. Other notable players from that draft whom the Bears passed on drafting include Jamal Adams (pick 6 to the Jets), Christian McCaffery (pick 8 to the Panthers), Marshon Lattimore (pick 11 to the Sants), and Evan Engram (pick 23 to the Giants).
Photo by Chicago Bears
The Bears got a steal at the 11th overall pick in quarterback Justin Fields from Ohio State.
The Bears once again traded up to select a QB in the first round. Many analysts listed Justin Fields as the 3rd best QB in the draft, but also acknowledged that the top 3 positions were close to being a toss-up. Fields could easily have been the third overall pick to the 49ers, but San Francisco opted to take Trey Lance instead. This meant that Fields was still available at pick 11, after both the Broncos and Eagles passed on selecting him. The Bears traded up with the Giants to select Fields 11th overall. Like I said, the situation resembles the 2017 draft, except instead of trading up one space to reach for a QB who everyone expected would be available much later, the Bears patiently waited to steal a top talent who had slipped to a later pick. Sure the Bears gave up their first-round pick for next year's draft, but they got a much better value from it this time around.
The Bears had a similar opportunity in the second round, trading up with the Panthers to take offensive tackle Teven Jenkins with the 7th pick of the second round. Jenkins was projected to be a first-round talent, but slipped to the second round. Once again, the Bears got excellent value for their pick. Fields may sit behind Nick Foles and/or Andy Dalton for a period of time, but Jenkins will likely be a started in week 1 (especially since the Bears promptly cut veteran tackle Charles Leno Jr. after drafting Jenkins). And even if Fields does sit behind one of the veterans, I fully expect that he'll be starting by the end of the season.
Not only are both Fields and Jenkins excellent picks in their own right (and excellent value), but they also compliment each other well: an elite passer and an elite pass protector. The fact that both slipped to later picks (or rounds) will also potentially mean that both will be playing with a chip on their shoulders.
Photo by Brett Deering, Getty Images
Fields can likely feel safe with offensive tackle Teven Jenkins blocking his blind side.
[More]
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Tags:Chicago Bears, draft, Justin Fields, Teven Jenkins, Larry Borom, Khalil Herbert, Dazz Newsome, Thomas Graham Jr, Khyiris Tonga, Ryan Pace, Mitch Trubisky, quarterback, trade
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