Impression: Civilization: Beyond Earth
I think I am beginning to understand those old-school gamers who were miffed by EA’s Dungeon Keeper app. Because, you see, with Beyond Earth I thought I was buying Alpha Centauri and ended up with a full-price Civ 5 mod instead.
That is not an entirely fair comparison, of course. I knew this wasn’t going to be Alpha Centauri. But… you know… I kinda wished it was. Alpha Centauri consumed a solid chunk of my adolescent mindspace, where it resides to this day. Like… like a mind worm. That will need to be nerve stapled to be removed. And don’t even get me started on those real-world quotations used when researching new tech – I walked into my college courses years later with the equivalent of AP credit from being inspired by Plato and Aristotle half a dozen years before they were required reading.
Anyway. Back to
Civ 5 Beyond Earth.
You know, it’s actually extra unfair that I keep belaboring this Civ 5 point because I didn’t start playing Civ 5 until about two months ago. I have a total of 24 hours /played in Civ 5 actually. By contrast, I have 16 hours in Beyond Earth as of this morning. It came out three days ago. So there is that.
What I already like about the game are the
barbarians aliens. There are multiple kinds roaming about, including ranged and flying units, and even some “endgame” aliens right from the start. While it feels a bit unfair to stumble across a Siege Worm with an Explorer on Turn 3, I enjoy that extra level of randomness insofar as it gives you some interesting decisions. Such as A) run screaming, B) decide you didn’t want to build a city over there anyway, and/or C) New Random World.
Another thing I like – thus far – is the tech web:
The basic gist is that instead of needing to research lame things like Pottery and Horseback Riding on your road to thermonuclear weapons, you can make a beeline to wherever you want. Each tech “branch” has tech “leaves,” which I thought was a pretty clever way to keep the web itself relatively clean. Still, there is a lot of convoluted nonsense in there with some techs granting bonuses to buildings on the other side of the tree and the rather unfortunate necessity to research certain techs to “unlock” strategic resources. I know Civ 5 had something similar, but it’s extra important in Beyond Earth because your Affinity special units “reserve” a certain amount of said resource, and you never really know how much you’ll have until unlock the ability to see it. Combine that with Civ 5’s “we still don’t like you building cities” M.O. and you could be frustratingly locked into a different Affinity or just use standard units forever.
Speaking of forever, my Civ 5 experience in pressing End Turn about a thousand times before anything of consequence occurs has carried over into Beyond Earth. I have completed one game thus far, where I decided to go for the Supremacy victory instead of “just roll over the insane enemy Civs” victory. After grinding up Supremacy to the prerequisite level, I had to spend 30 turns building an Emancipation gate. Then I needed to… send 1,000 Attack worth of units through the gate. And you can only send one unit per turn. I get that this would probably be completely compelling in a multiplayer match or something, but Jesus.
My second game was on a bigger map that ended up being an Archipelago-ish area. Which could be interesting… except, whoops, you need to spend ~17 turns researching the ability to Embark your land units. Remember when I told you that high-level aliens are everywhere right from the start? That also includes the seas. You can’t even escort a colony expansion until you research Gunboats in such a scenario, and one Gunboat can eat about two hits from the standard sea alien. It was literally turn 98 before my 2nd city came up to speed. I might have been able to push for a much earlier expansion but, again, Sid Meier apparently hates cities these days so I wanted the few he would deign to grant me to be near some strategic resource.
Want to know how that game ended? I came into it deciding to go Harmony and channel my inner Deirdre this time around. After unlocking the ability to see Xenomass, I check out the map and… huh. There is pretty much just one free node anywhere near me. Which makes sense, in a way, given that it spawns on land and this particular world is mostly water. Still, it was discouraging enough for me to just abandon the effort altogether. No doubt I could have switched strategies to something else – there were alternative avenues of (eventual) victory – but I wanted a Xeno Titan. Oh well.
There is more to say about Beyond Earth and it’s inevitable parade of expansions that will socket in more Civ 5 mechanics, but these are my impressions at 2am after playing 16 hours across three days. If you liked Civ 5, you’ll probably like this game. If you liked Alpha Centauri, you probably won’t. I am not quite sure what I ultimately feel like right now, but I do know that I would like to try it again.
Posted on October 27, 2014, in Impressions and tagged Civ: Beyond Earth, Civilization 5, Day 1 Embargo, Few More Turns, Mod, Sid Meier. Bookmark the permalink. 3 Comments.
Sounds like it’s a re-skinned Civ 5 with some minor improvements.
The post sums up my own initial impressions almost perfectly. A lot of things just seem… renamed from Civ V. Tougher exploration is nice and I guess it’s fun to work on BNW’s Ideologies from the very beginning as opposed to modern era, but otherwise I hope there is some nuance I’m still missing.
Also, the leader personalities seem so utterly bland compared to SMAC’s idea-avatars. I still remember my perennial loggerheads with Miriam and that twinge of fear when Santiago would declare war in the early game. These guys are just forgettable ciphers.
You are absolutely right about the generic leaders. I know why they did it – to allow a sense of customization without shoehorning players into X victory path – but the experiment doesn’t quite pan out here.