Video Game Ranting

From Out of Nowhere: Seven Kingdoms 2 HD

sk2hd I had just mentioned in a previous post how every game from the last twenty years was getting a remake of some kind. I just happened upon this one when I noticed that GOG.com was giving me a free update to a game. Little did I know that one of my favorite strategy games of all time was getting an HD remake with some new features, new support (a new patch has just been released), and the music finally works (the previous version offered by GOG.com had some problems there).

But what is this Seven Kingdoms 2, and why are their more than seven kingdoms you can play?

The first Seven Kingdoms was released in 1997, when RTS games were entering their heyday. Command & Conquer, Warcraft, Starcraft, and Age of Empires ruled the scene and featured fast-paced base building, direct control over villager/peon/constructor units to gather multiple resources, and, aside from a smattering of diplomacy and “trade” in some cases, you sent your assortment of units into the fray and hoped they came out of battle victoriously.

Seven Kingdoms was one of the first RTS games to feature elements more common to turn-based strategy games, like a more robust diplomacy system, enhanced and functional trade for resources, and even espionage. Combat was straight forward with just a few types of units and you made critical decisions in real time.

Seven Kingdoms 2: The Fryhtan Wars is the sequel and features a 3D terrain engine, several more human cultures, and the ability to play the evil Fryhtans, which appeared in the first game as monsters who hoarded treasure. In the sequel, they boast one of the most notable new features. The Fryhtan cultures each have their own distinct feel and abilities, but otherwise they are more combat oriented, so they provide a nice change of pace from the more involved gameplay of the human cultures.

Human gameplay revolves around trade, combat, research, and espionage, most which have received upgrades from the previous game. Trade for resources is essentially the same. Build a mine to gather raw materials. Build a factory to make refined products. Sell them at a market to your own people or to other kingdoms via trade caravans. This trade opens up more diplomacy where you can make friends, allies, or enemies, and even make some money selling excess food, or pay tribute to keep an aggressive neighbor at bay. sk2gameplay Combat has been revamped significantly. You train soldiers at forts, which also can serve as defenses with their missile towers, and as you keep soldiers in forts they gain more skill in combat to become better fighters, or even in leadership to become good generals or even kings if your current one dies. Each kingdom also has a unique unit that represents its cultural heritage such as Egyptian chariots or Celtic druids, and a unique deity to summon occasionally whose temple also provides a unique bonus. Combat is relatively simple, with no rock-paper-scissor mechanics worry about. However, a mix of ranged attacks and melee allows for some tactical variations and other machines of war like catapults, cannons, and more can be researched and built to augment your forces. Hero units and carry-able artifact that provide bonuses and abilities also provide a unique way to specialize your units.

Research also leads to other things besides new war machines, unlike its predecessor, like improved unit tactics and better espionage skills. Espionage is one of this series’ most notable features, and few other games, if any, have developed anything similar that can even compare. In this game you train spies that can infiltrate other kingdoms and towns where they can create unrest, steal technology, sabotage buildings, or even become soldiers and generals. From there they can bribe other units into your web of spies, or attempt to assassinate enemy generals or even kings. The most prestigious achievement in this game’s espionage is to have your spy become promoted to an enemy general. With that general/spy or any other you can assassinate the enemy king, and have your own spy become the new king. With that you can turn over control of an entire kingdom to your own, all without having to fight a single battle.

There are a couple of drawbacks. First of all, there are no oceans and seas like in the previous game which means no new continents to discover full of untapped resources or undiscovered kingdoms to befriend or fight. I will say that once you get fully involved in the gameplay, you won’t even notice a lack of water since things keep moving pretty briskly. New towns emerge, as well as new kingdoms, and you’ll be zig zagging across the map in pursuit of new acquisitions and resources. There are also impassible mountain ranges that can alter the composition of the random maps, but there is still nothing like sending a fleet of ships across an ocean to engage in battle or carry villagers to new lands.

Secondly, the included campaign mode is mostly just random maps with some occasional objectives and the story it follows is not memorable. Still, it offers something like Rise of Nation’s world domination campaign, so it’s worth one or two play throughs.

Overall, this game is a jack of all trades and truly a master of none (except espionage, where it excels!!!). It is, though, a master of being a jack of all trades. Very few games have succeeded in providing this much gameplay. Rise of Nations and Sins of a Solar Empire come to mind as the only other games that have had success with this type of gameplay. Still, Seven Kingdoms 2 carves out its own niche that neither one of those games can claim. It’s great to see one of my favorite strategy games from the past get a glorious HD makeover (well… makeover is a little strong, but it still looks good). Maybe there is more in store for the future of this series, but even if not, there is a lot here that I have been missing. You can find this gem either at GOG.com, or on Steam. sk2title

Homeworld Remastered is Here

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It seems like every game is getting remade nowadays. The Curse of Monkey Island got one. Tomb Raider got one. Age of Empires 2 got one. Even Baldur’s Gate got one. So it was only a matter of time before a high profile series like Homeworld got one.

Released in 1999, and spawning a stand alone expansion and a sequel, the Homeworld series is a fully 3D real time strategy experience that features a free moving camera in an outer space environment where you can watch your space ships pew pew each other in glorious freedom. At the time, its interface was revolutionary and allowed you to zoom and twist your camera to view the gameplay in unrestricted ways.

Now that it has been remastered, you can play this game on modern rigs and relive the days when this game was an RTS king. The graphics are wonderful, and combined with its top notch story and production values, you’ll get a beautiful tour through the galaxy.

My original experience with the game was hampered by a PC that couldn’t handle the graphics. I had to choose between poor graphics or poor gameplay and eventually gave up on both. Now I can finally sink my teeth into both and still get updated features. Furthermore, Homeworld Remastered includes the sequel so you can go all the way with the story, and even the original games if nostalgia bites you.

The gameplay is just as you remember (Almost. The first game has been remastered with the sequel’s engine, which alters certain features accordingly). In fact, I actually got bored with the first couple of missions because they were just like before.

Speaking of gameplay, it is of the RTS kind, which features the same kind of rock-paper-scissors unit assortment you’d expect with various weaknesses and advantages. The focus, however, isn’t on base building and complex resource gathering, but rather showcases tactics. Most of the time you must manage your resources and units carefully from mission to mission as you don’t always get the chance to rebuild everything from scratch.

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This kind of gameplay works well in the 3D environment, which is good, because that’s about all there is to the game. Tactical engagements are the main focus here. Build your units, send them to battle, and watch them fly around space. This means that your time will feel bipolar, switching often between slow resource gathering and manic battle.

At the time of this game’s original release, this was great since it’s interface and graphics were second to none. Now, we have games like Sins of a Solar Empire which feature the same kind of gameplay, but with added features from turn based strategy games that really flesh out the whole experience. Homeworld’s gameplay isn’t bad, it’s just very focused, which can seem limited compared to today’s offerings.

I still have fun exploring the story, and the wonderful soundtrack and graphics really sell the game. Even the skirmish mode adds some intense gaming sessions. Most of the time I still find myself yearning for more complex gameplay after a while.

Add Homeworld Remastered to your list of anniversary, HD, enhanced versions of classic games. It’s a fun game to play through, especially if you missed out on it over a decade ago. Don’t expect anything groundbreaking compared to what we have now. Homeworld already did that back in the day. This ride is purely for nostalgia’s sake.

Star Wars: TIE Fighter is on GOG.com

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Released by Lucas Arts and Totally Games in 1994, Star Wars: TIE Fighter is the excellent sequel to Star Wars: X-Wing, and one of the best games ever released in the entire Star Wars franchise. It’s combination of story, gameplay, and production values make it a winner to this day, and you can get it now on GOG.com.

I remember playing X-Wing and it was a dream come true. Long had I desired the chance to experience what it would be like in the cockpit of a starfighter, and that game have me that chance to carrry out daring raids and rescue missions to my heart’s content. Then came along TIE Fighter, and I wasn’t too keen on it. It was about the bad guys…  

I was such a good kid.

Once I delved into TIE Fighter, I was entranced. There was more of everything. More variety in the missions and spacecraft, advanced weapons, tractor beams, better graphics, brand new starfighters to test, there was always something new to experience. And my qualms about flying for the enemy quickly dissolved since I got to fight lawless pirates and Imperial traitors just as often as I got to fly against that Rebel scum.
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Superficially, TIE Fighter is a space combat flight simulator. You spend most of the game in a cockpit tweaking your joystick, shield and weapon settings, and blessing target after target out of the stars. However, there is so much more going on than this. While you may spend time flying around outer space shooting things, there is also a larger story going on around you, and you always seem to be in the epicenter.

The story of TIE Fighter is what really makes it shine, and it’s one of the first Star Wars games to draw extensively to the Expanded Universe while also contributing significantly itself. Grand Admiral Thrawn, Lord Vader, and even the Emperor himself have designs and plans that involve you. By the end of the game, not only are you a hot shot pilot to rival the Skywalker clan, but about half of the Empire owes you a favor due to your fancy flying. Whether you are uncovering conspiracies or protecting the Emperor himself, you’re always uncovering more and more story.
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Missions are presented to you in the form of objectives, and most of the primary objectives you face are relatively straightforward and sometimes challenging. It’s the secondary goals, or even the elusive bonus goals that will keep you on the edge of your seat in order to defy the odds to inspect that one container before it gets torpedoed, or trying to keep your craft together through wave after wave fierce opposition so you can identify that mysterious shuttle at the mission’s end.

These things aren’t necessary, but they add a great value to the gameplay, and since most missions rarely replay exactly the same way, you’re bound to get some replay value. Furthermore, there are always tidbits of story presented to you between missions, or even in f un little FMVs that show informing cutscenes. Their quality is rather dubious nowadays, but they’re still well made and worth a view if you want to keep up with the Byzantine inner workings of Imperial intrigue.
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I have one quibble with the version of the game I got from GOG.com.  First, I must say I’ve been a fan of that site for years and they work diligently to bring us updated versions of classic games that run on our modern rigs, and my complaint in no way regards the folks there.

For the price of one, you get two versions, the original 1994, and an updated 1998 release that features updated textures and orchestral music by John Williams as featured in the next installment in the series, X-Wing vs. TIE Fighter. At first, these sound like a bonus, and in a way they are.

However, the 1996 CD ROM version of TIE Fighter is the one I grew up with. Though its Gouraud Shading isn’t as accurate as the newer textures when compared to the films, its metallic-ish sheen was sleeker, and in my opinion aged a bit better. Also, the original soundtrack was outstanding as well, and it reacted to events in the game to alter the musical mood accordingly. It’s a shame that the effort invested into those amazing features is overridden by the version we have now, but maybe the Good Old Games team will get that for us sometime down the road.

Overall, it’s been great to revisit one of the best games of my childhood, one of the best games ever. It’s synthesis of features gives one of the most engrossing, satisfying experiences a PC gamer could ever ask to have.  So get out there and clear the galaxy of those filthy pirates, insidious traitors, and that ever irritating Rebel scum.

The Saga of Crusader Kings 2

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Crusader Kings 2, released by Paradox Interactive in 2012, is a grand strategy game in which you choose a person, from count to king, and lead him and his descendants through the medieval era through wars, intrigue, and rivalries against hundreds of other in-game personalities. Sound overwhelming?

It is.

And this game isn’t my first rodeo, but it is where I finally managed to rope the bull or whatever. I began several years ago when I picked up Europa Universalis 3 on a whim. I was intrigued but quickly overwhelmed. I returned when Europa Universalis: Rome was released. It and its expansion Vae Victis entranced me with the ancient Mediterranean setting.

I finally got Crusader Kings 2 on Steam, where you have access to all kinds of medieval methods to victory, and this game is the best iteration of this formula I’ve yet played.

For example, in my recent game I played as The Republic of Venice, or more specifically as House Participazio, a patrician family of power among others in the republic. When I wasn’t the Doge, I could still lead my family with a great deal of independence. I made it my mission early on to establish myself in southern Italy.

This led to centuries of on and off war with the Byzantine Empire. They were a looming giant in my game and there were several wars between us and we each had our share of wins and losses. In fact, after one war, my leader lost all but two counties to the Byzantines. That was about two centuries of work. But I didn’t give up.

My leader, who also became Doge, exacted his revenge with assassins. After about five Byzantine emperors fell to my scheming,, and several heirs too the empire finally fell into disarray and civil war. That’s when I regained my lost territories, but my assassinations continued with other European leaders, which led to the strange of affair of Ireland becoming a Europe-spanning kingdom for a brief time.

You see, you may be the only player, but all of the other in game personalities are carrying on, too, with getting married, getting killed, plotting rebellions, or being possessed by devils. Somehow my series of assassinations royally screwed up some successions and once Bulgaria regained its territory, it held sway over most of Ireland for the rest of the game.

Byzantium, too, defied history. Turks never came, and the Greeks converted to Catholicism. Thus anytime the east posed a threat, the west was happy to help their brothers under the cross, and a great foe never emerged to challenge the Greeks. Maybe if the Byzantines had really converted…

Oh and then there was the Aztec invasion of Spain and Norway. Even after they were repulsed, lingering Mesoamerican culture continued to influence those areas until the end of the game. Yes, Aztecs.
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By the end of the game, Venice controlled the lower half of Italy, but it had survived several dire moments. I may not have conquered the world, but the experience was better than anything.

I can even export my game to Europa Universalis 4 and continue this alternate world into the modern era, however the converter is currently not functioning with new patches as of December 2014. But, hey, at least this game continues to get patches and expansions. Lots of them.

And that’s where this game really succeeds. I’ve played several strategy games from the Civilization series and it’s spinoffs to some of the Total War series, and even some RTSs like the Age of Empires series, but very few of those games have come close to matching the varied and rewarding gameplay in Crusader Kings 2.
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As I get older I’m less interested in material or superficial things, and in my games I look for experiences that will last for more than a quick trip to the victory screen at the end of a thirty minute game. You may spend most of your time looking at maps, but Crusader Kings 2 tickles a certain strategy fancy in the most fully satisfying way.

Civilization: Beyond Earth, Alpha Centauri’s Successor?

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Released just last week, Sid Meier’s Civilization: Beyond Earth is the newest addition to the Civilization game series. For over two decades the series has brought us world domination realness in the form of turn-based gameplay that has evolved as much as we have throughout history. Now Beyond Earth (BE) presents us a vision of the future, like we’ve never seen it before. Kind of.

BE takes place in our future after an ominous tragedy, The Great Mistake, of ambiguous nature. Regardless of its causes or circumstances, the result is that humanity is reaching out through interstellar space to colonize a new home for humanity, and you get to choose your faction, your roots, your hopes, your plans for humanity’s future, and your ultimate method of victory.

The options are numerous upon start up, with each faction based on a different backstory and culture/nation/region/philosophy. You get to customize your game bonuses to suit your style, or in true pioneering fashion randomize the bonuses and deal with the randomness like a pro. From there, you choose your technologic research from a web which gives you flexibility in your path. Focus one direction and reap the benefits of advanced tech, but miss out on other benefits if you research more broadly. Research too broadly and you may miss out on technological wonders that provide bonuses to your factions.
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Engage in trade and espionage to reap more income and production bonuses for your colony, or steal research, techonology, or even sabotage with your spies. These additions were added via expansion to Civ 5, and I’m glad that they were added to the base game instead of being withheld.

As you play random events occur that are actually quests which give you choices that will affect you for the rest of the game. I really enjoyed this feature. Random events always provide a nice meta-challege to strategy games, and the choices you’re given really give you a chance to roleplay your faction or tweak your stats.

There are numerous paths to victory, some of them based on your “affinities” which are essentially philosophical paths you determine as you play. You don’t have to choose one, but you won’t get the best bonuses if you diversify too much (like with the tech web), and reaching a certain level with them opens up more victory conditions.

The game’s factions are pretty interesting as well, though many of their bonuses are left to the player upon startup. I enjoyed the international diversity they presented, but it wasn’t until late game that any motivations game to the forefront as each colony ventures farther into their affinities which can upset other faction leaders. For instance, in my game some were horrified at my attempt at harmony with the planet, and despite my eventual victory via transcendence, I can imagine watching my people evolve into some alien-human hybrid species was disturbing.

Lastly, the game’s environment was sufficiently alien and while I eventually “decoded” the tiles to see forests and deserts and plains, it retained its foreign-ness. On the other hand, the color palette was a bit too terrestrial and “pretty”.

Overall, there are so many options and configurations that replay value is tremendous, perhaps one of the best in the series.

Having said all that, it is time to acknowledge the elephant in the room: Sid Meier’s Alpha Centauri is one of my favorite games. Ever.

In fact, every Civilization game since has let me down in some way, with Civ 4 and Civ 5 each getting close to the mark in different ways. Beyond Earth gets the closest, but there is something about SMAC that just hasn’t yet been reiterated in a superior way.

Here are some notes:

  • The factions are richer, more detailed, more motivated. It was easier to love and/or hate them.
  • Wonder movies! The FMVs that played upon completion of the secret projects were almost more rewarding than the gameplay bonuses provided. They were well produced and featured in game lore that really fleshed out the experience by exploring the philosophical depths that the factions were faced with while colonizing a new world and dictating our future.
  • Immersion, immersion, immersion. From the numerous data windows, graphs, faction leader profiles that always scrolled throughout the interfaces, to the interludes that narrated developments in the game world, SMAC really drew you in. Beyond Earth came close with its voiceovers and quests, but SMAC still takes the cake on this one.
  • Unit designer! I’m sure the Civ 5 engine Beyond Earth isn’t suited for this kind of thing, and upgrades are implemented cleanly if a bit too simply, but the ability to design almost every component of a unit from armor and chassis, to weapon and special ability was amazing. Customizing your troop to engage against alien lifeform units or breaking international law by equipping nerve gas pods hasn’t been matched in the Civ series by a long shot.
  • Planetary Council! While I appreciate the developers for integrating so many features into the base game, you know that an expansion is inevitable, and I can just see that being voted Supreme Leader of the council will be added in a future pack. The planetary council was an amazing asset to SMAC that has actually been added in other (inferior) ways in the Civ games. What was great about SMAC’s version wasn’t just the diplomacy, it was also being able to vote on world policy such as banning or allowing atrocities, or even melting polar ice caps! Such a dastardly thing to do if you manage to protect your bases with domes that repel the rising seas while everyone else in the world drowns. I hope this makes a triumphant return to Beyond Earth.
  • Numerous gameplay options such as Blind Research (don’t choose specific techs, just broad categories and deal with the future tech realness!), though the randomizing of Beyond Earth’s options does shake up things quite well.

Beyond Earth does feature virtues, similar to Civ 5’s trees of culture-based bonuses. These fleshed out the values of your culture and gave you bonuses, but nothing has ever come close to the give-and-take that was involved in SMAC’s social engineering. While you could customize your society to be a Cybernetic Democracy with Green economics, there were drawbacks with each option.

Playing with different combinations to get the right balance of bonuses and penalties was much more fun that choosing from straight up bonuses. While helpful to gameplay, the trees reminded me too much of an MMORPG, and just reinforced the depth present in SMAC that developers seem to have been shying away from for the past decade.

Overall, SMAC was a deeply engrossing experience with so much packed into it that it took me years to peel away the layers of complexity. An expansion was also released for that game which added a few new improvements and new factions, but overall SMAC stood on its own without the X Pac, but that was a time when expansions, though common, were never a promise. Now it is all but a given, with only the most terrible of games missing that opportunity. How times change.
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While SMAC remains a treasure in my heart that will likely never be replaced, Beyond Earth is one of the most promising efforts to live up to such a magnificent legacy. In these days of neverending expansion packs, I look forward to my adventures beyond earth to be enriched with more sci-fi strategy goodness, but until then I have one hell of a base game to play, and that is more that can be said for many top tier titles nowadays.

By the way, get Sid Meier’s Alpha Centauri at Gog.com.

The Sims 4: Evolution

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In the deep past of the Earth, there were millions of years of all kinds of life. A common point of reference is the age of the dinosaurs, a time when large, kingly beasts roamed the world and competed for food and shelter and sexual dominance. Unfortunately, the dinosaurs’ days were numbered, through no fault of their own. Smaller, more versatile animals became the order of the day in order to survive harsh climate changes, catastrophes, and so on. While it’s easy to think of evolution as things getting bigger, better, grander, more expansive, there comes a time when things can get too large to continue to sustain, and a new method of survival must be adapted.

The Sims 4 has been released recently by EA (Electronic Arts) and Maxis. It’s received numerous acclaims to its new mechanics, and at least as many complaints about features missing from the gameplay. If you’ve played a Sims sequel before, then you know the drill. You get a brand new base game stripped of all expansion content, some new features are added that are specific to the sequel as a sign of progress. Then you have to wait over the next few years for all of your favorite content to come back one way or another in the form of re-imagined expansion packs.

The problem many are having with The Sims 4 is that, compared to The Sims 3, there are many lapses in content and choices of gameplay mechanics that seem to be a step backward. Some content, like life stages such as toddlers, and Sim amenities like swimming pools, dishwashers, mail men, firemen, just to name a few, are absent with no promises that they’ll return. Another major issue is the return of loading screens, a feature met with revulsion by most Simmers who have a long standing history of associating loading screens with interminable waiting time, in favor of the open world of The Sims 3.

What is going on here with The Sims series’ newest entry, and why does it seem so… low on its needs?

 

The Sims 3

Let’s look back briefly at the previous entry. It was a polarizing experience upon its release as new things always are, but it boasted a brand new open world feature. While people complained of rabbit holes (buildings with no interiors), the world was mostly open to you at a given time, and at first this was the biggest selling point for me. While I greatly enjoyed The Sims 2, it was exhausting sitting through lengthy loading screen after loading screen just to change lots. It was a huge damper of the flow of the game, and made me want to avoid all travel sadly. So for me, the open world meant smoother, less interrupted gameplay more than anything else.

There was, however, that initial loading screen that continued to slow down as more and more expansions were added. I was looking at upward of five minutes of loading sometimes. Craziness. The expansions began slowly with their attempt to interest me (World Travel and Ambitions were neat but meh), finally hooking me me like a fish with a few strong entries (Late Night, Seasons, and Generations), and then leaving me a litter underwhelmed the rest of the time.
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At the end of the day, the problem I ran into with the Sims 3 is that I had access to a lot of content, but none of the “neighborhoods” or “towns” could ever support my attempt to access all the content at once. My favorite town was Late Night’s Bridgeport, a gorgeous Manhattan-esque theme city with urban apartments and suburban dream homes. Good luck, however, trying to play Bridgeport with your Werewolf guitarist, who also moonlights as a solo singer, provides interior design tips, dabbles in horseback riding, time travel with his dog, and Egyptology, all while taking care of his multi-generational family, who run a succesful resort hotel while attending college. There simply was no room on the map for all those things at once, and even if there were, the initial loading time would have been tremendous and the gameplay full of stutters and freezes. No fun.

The open world was an impressive feature, but also a liability.

The Sims 4
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There’s little to say about The Sims 4 that hasn’t been said by others already, but it’s fair to say I was skeptical once I discovered just how many features were missing. Sure, the inevitable expansion packs will replenish the Sim world with opportunity and variety again, but it’s hard not to feel that you’re doing without. And yes, The Sims 4 does have new core mechanics that stream line gameplay. Sims can multitask, loading screens are back but they are thankfully a percentage of a fraction of the loading time of previous entries. The world, despite not being open, is still beautifully detailed, even if it’s nothing more than a backdrop. What The Sims 4 really provides us, unless the developers “eff it up” is a chance to a better future for this game.

The Sims 4 doesn’t start out with itself painted into a corner, but at the start of a long road. The game world can now be added onto easily and modularly, which indicates that as new features are added you won’t have to stop your gameplay in Sunset Valley to play your superstar Sim in Starlite Shores, or switch to a different map for your ghost hunting witch. You can just click and go. Hopefully.

The Sims 4 may not be the behemoth that The Sims 3 was, but at least it won’t collapse under its own weight. It’s a more stripped down, versatile entry. It’s more evolved in that it doesn’t have unnecessary features tying it down. Humans no longer have tails, and we don’t lament that fact because we currently have no use for them. Evolution is about what makes things better for the future, though it can sometimes be very difficult to let go of the past.

Mass Effect: Things That Didn’t Make the Short List

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There was just so much I had to cover in reviewing Mass Effect that I resisted geeking out on every single thing I liked. So here’s a list of other parts of Mass Effect I liked in no particular order.

1. Marina Sirtis as Matriarch Benezia! Marina effing Sirtis! Okay, so she still sounded like Troi, but it was still awesome.

2. Driving the Mako was more fun that I’d like to admit.

3. I kind of regretted playing an engineer because the biotic abilities look like a lot of fun.

4. The music that played aboard the SSV Normandy was just incredible.

5. The weird montages that played when the Prothean beacon transmitted stuff into Shepard’s mind were really kind of disturbing.

6. I wanted to see a Prothean.

7. I couldn’t stop thinking of Kaidan Alenko as Carth Onasi from KOTOR once I figured out the same voice actor did both.

8. I used the rocket launcher thing maybe about 10 times.

So there are some random things I liked or that occured to me while playing. List some of your own, if you like.