![]() Rising Tide helped its legacy recover a bit, but as others have said, it's a kind of in-between game that never hit any of the marks it shot for, and played almost exactly like a Civ5 DLC rather than its own game. No matter how “good,” the game is, you’d probably give up on it. but every time you get to Bowser’s castle the animation stops working. No, these supercool sci-fi units’ laser blaster animations would just. Not the art, which was stunning and my favorite Firaxian work outside of XCOM. Also, it had some typos that are just not acceptable in a U.S.-made AAA title. But they didn’t adjust the maps so each map just got twice as big and had no variety: lame. For example, the expansion added ocean-based floating cities: cool. There were some other things that just suggested poor quality control. A great idea that mostly added minor bonuses to tile yields. I wanted one group to become sentient machines, while another evolved into hybrid monsters. But mostly the units did small things differently and the leaders were just themselves but with, like, some cyber-jewelry. For example, your units and leader avatar change their appearance based on which of three values you pursue. I do agree that they were conservative in that they didn’t take some of these ideas far enough. Evolving flavor to reflect the choices made in-game. A satellite layer, something not tried since Call to Power. They had some innovative ideas that are worth exploring in future 4X games. It was 2001: a Space Odyssey, not Star Wars.Īnd I really don’t think it was too conservative. And the palette was muted for a more atmospheric experience. Alpha Centauri is one of the best games of all time, so sci-fi Civ does work. I actually disagree with all these points. I haven’t seen that as a common complaint, but maybe that’s the feedback that got to them. The designers themselves acknowledged that they were too conservative. The washed out palette really irritated some people. Some folks just don’t like sci-fi, I think. Overall, I feel like the game had the potential to be something really great, but somehow didn't quite get there. Water cities (although those are not without their problems) That said, there are lots of things I love about this game:īefriending the alien barbs so they just leave you alone (for the most part) by end gameĬombining artifacts to get interesting wonders / abilities Having every game end with you just having to go turtle and protect your wonder gets old. It would be nice if there were soft counters to victory types (c.f., defensive relgion or a strong culture game to offset foreign tourism in Civ VI). The problem is the only way the AI knows how to counter that is to just declare war at the end of the game so you go from being allied / cooperating with everyone to at war with everyone just because you built a wonder. I really like the whole "build a special wonder that's your final victory condition." As someone who tends to play peaceful civs, that should be my thing. The win conditions - again, this is another double edged thing. Even something as simple as civ-specific units or buildings would have been helpful in this regard. ![]() All the civs and all the buildings just kinda end up feeling the same. ![]() That's all cool, but it also makes things lack a distinctive flavor. Even a lot about your start is customizable. Every building has an event to unlock additional production and every civ can pick a lot of custom abilities (in the expansion anyway). I'm in the camp of really loving the game, but I can definitely see some points against it:Įverything is customizable! This is good, and bad. Some of the concepts like Satelites i outright expected to be in civ6 because it seemed like a genius idea but most of civ:be seemed incompatible with the design ideas of civ6 and so seem unlikely to see the light of day again any time soon. It really needed one to finally iron out what few remaining problems it had and really make it shine but sadly it wasn't supported that long.įor a long time I tried to import its assets and ideas into civ5 as a mod, because it had some fantastic ideas and it seemed like a good fit to clash the two games together but ultimately civ:be was just too different and lacked enough modding support for the idea to come to fruition. I felt the first expansion not only fixed its problems, it actually was pretty good! And the second expansion.Oh we never got a second expansion. They wanted a sequel to Alpha Centura and it wasn't a sequel to that either, so what was it? Civ5 in a space skin. Its main problem was that it was boring first and that people wanted it to be things it wasn't.
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