The Forgotten City - title

This is another one that's been sitting at the top of my wishlist for a quite a while. The Forgotten City is one of the handful of games that was made a few years back, during the big "time loop" craze. Following Outer Wilds, there games like 12 Minutes, Death Loop, Returnal, and a few others -- including The Forgotten City. Sadly, I didn't get around to playing The Forgotten City at the time, and it's been sitting on my wishlist, waiting to go on sale. That sale finally happened earlier this year!

When I played Outer Wilds after its Steam release (I refused to give money to Epic), it quickly catapulted into the shortlist for one of my favorite games ever! If The Forgotten City was going to be anything close to Outer Wilds, then I knew it was going to be something that I would like.

But really, the similarities kind of begin and end with the time loop gimmick. Outer Wilds is a knowledge-based, open world, sci-fi puzzle game in which the player uses their understanding of the in-game laws of physics and the schedule of the solar system, to solve a giant game-long puzzle. Forgotten City is more of a traditional inventory-based narrative adventure, which mostly consists of exploration and dialogue.

Put simply, the player travels back in time to an ancient Roman city that is stuck in a time loop. The citizens of the city are bound by a "Golden Rule", imposed by a vindictive god, that says that if anybody in the city commits a crime, everyone in the city will die. So far, nobody has tried to break the rule, to find out if it's true. The player must learn everything you can about the city and its inhabitants, in order to try to figure out which god is responsible for this situation, and hopefully find a way to get yourself out -- and maybe save the city's citizens while you're at it.

The Forgotten City was one of several games (along with Outer Wilds) in a short-lived time-loop fad.

It's about damned time!

Forgotten City does not require the player to memorize the exact schedule in which all the events in the city happen. In fact, certain events kindly wait for the player to arrive before they trigger, meaning that you can do things in pretty much whatever order you want. The game also includes a quest log and objective markers, telling you exactly where to go, and giving you a good idea of what to do when you get there.

The puzzles basically come in 2 flavors: dialogue-based logic puzzles, and inventory puzzles. Inventory puzzles are pretty basic, and usually require the player to simply have the item or use it in the appropriate location. The dialogue puzzles usually require the player to learn something about a character or the game world by interrogating NPCs, or to occasionally convince (or trick) an NPC into doing or saying something that you want (by using knowledge that you've acquired from past time loops to manipulate them).

Having to run around, repeating the same conversations over again, and doing the same tasks over again would get very tedious very quickly, and would doubtlessly turn a lot of people off of the game. This isn't like Outer Wilds, where where you can just go straight to the end game and see the true ending; Forgotten City requires that you put in the legwork to make the best ending(s) possible.

There are multiple time-saving features, including a system of zip-lines between key locations.
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Sid Meier's Civilization

With Civilization V apparently at the end of its life cycle and unlikely to receive any more major updates or expansions, it's time to start looking to the future of the franchise: Civilization VI. Civ V was successful enough to spawn several spin-offs: Beyond Earth, Civilization Revolution 2 on mobile devices, Civilization World, and even a Civilization MMO. So it's reasonable to assume that if work hasn't already started on Civlization VI, then it will begin soon.

One of the things that I most love about Civ V is that each civ has unique powers that give them their own playstyles and flavors. The expansions (especially Brave New World) showed a lot of creativity with some of the civilizations. I hope that these design philosophies continue, and that we'll see some even more interesting gameplay variations in the new civilizations of Civilization VI.

To that end, I have a few ideas and suggestions for designs and themes for some of the common civilizations that are likely to appear in Civilization VI. I'll provide at least a unique abilility and at least two unique units / buildings / improvements, but I may also provide additional or alternative unique suggestions in case Firaxis decides to include even more variety and specialization. Since Civ VI will likely be a whole new game on a whole new engine, I can't give specific examples of the mechanics of these ideas. Instead, I'll try to focus on more broad concepts and maybe include examples based on Civ V's mechanics and features if relevant.

* NOTE: this post is a work-in-progress, and will probably be revised as I come up with additional ideas or clarifications.

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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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