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Galactic Civilizations II: The Dread Lords - Forum


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Galactic Civilizations II: The Dread Lords
MikiDate: Thursday, 2008-06-19, 5:20 PM | Message # 1
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A long time ago, in a decade far, far away, there was a game released by a company called MicroProse. It was called Master of Orion and placed the player at the head of a budding galactic empire. Starting with one planet, one survey vessel, and one colony ship, the player would then expand outward, colonizing and managing planets, running their industrial and research infrastructure, and conquering enemy races through military or diplomatic means. In the years since, many pretenders have come forward to claim Master of Orion's throne, including the original's two sequels. 2003's Galactic Civilizations was one such contender, and while it wasn't a classic, it was nonetheless a fun game. Still, in all that time, no one's managed to come close to the original Master of Orion.

That's all changed now, though. Three years after the release of the original Galactic Civilizations, Brad Wardell and his Stardock development team have released Galactic Civilizations II: The Dread Lords. With it, Master of Orion finally has its true spiritual sequel, a brilliantly crafted turn-based strategy game that has held me in thrall since it landed on my desk. It's the type of game that typifies the "one more turn" feeling that has you riveted to your monitor until 4AM.

The most obvious upgrade from the original Galactic Civilizations is visual. Unlike the previous game (which used sprite-based graphics and still images), GalCivII is in full 3D and sports rendered cut-scenes. The game's playfield is filled with planets and moons rotating around their stars on the galactic map and polygonal modeled spaceships flying around. The game is also punctuated by brief cut-scenes whenever a truly significant galactic event happens. In terms of aesthetics, the game's graphics are good, but not brilliant. There are some lovely effects, such as the way many of the planets have moons orbiting them, and some of the larger battles involving the player's forces are illustrated with a 3D replay of the fight. However, anyone used to the graphic splendor that's par for the course in most other types of games will likely be disappointed in Galactic Civilizations II's offerings.

The upside to the graphics, however, is that they're more than eye candy; the upgrade to 3D allows everything on the screen to offer strategic information that was sorely missing in the previous game. Take, for example, the new shipyard system. This is a simplified CAD system that players can use to create customized ships. Every ship in the game is put together using a series of parts that can be attached to one another at "attachment points." Not only are the player's ships more attractive, it's easy to tell ships designed for different purposes apart at a glance. The previous game represented the player's ships as abstract icons, which forced the player to dig through number filled screens just to figure out whether or not it was a good idea to go into battle. In Galactic Civilizations II everything's right out there on the screen. It's also a lot of fun to just fool around with the system, designing your own ships.

The game's greatest strength, however, is undoubtedly the sheer number of strategies available. Players can, of course, pursue a military course, creating a war machine to grind alien races under their boot heel. They may also pursue a diplomatic course, forging alliances to create a sort of "United Nations of the Stars." They can chase the dream of technology, eventually becoming so powerful that they transcend this plane of reality. They may also pursue a cultural course, spreading their influence via trade and tourism to the point where they become the "indispensable race." Those simple descriptions don't even hint at the depth to which the player can go in running his or her empire, though. Want to run a trade war and bankrupt an enemy race without firing a shot? Want to become a "brain trust" while using your diplomatic gifts to convince those stupid Drengin to act as your muscle? Want to lie, wheedle, cheat and backstab your way to the head of the table via diplomacy, proxy wars, and strategic alliances? The game can handle it.


Yoyoyo! Whatcha doooiiin ^_^
 
MikiDate: Thursday, 2008-06-19, 5:20 PM | Message # 2
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In one of my recent games, I was playing as the Yor, a race of sentient machines that want to exterminate all organic life in the universe. I had lucked out in the initial planet grab at the start of the game and wound up with some excellent research bonuses. Since I had initially started the game as an evil war-mongering race, I had plenty of military infrastructure built up for galactic conquest. When I realized how close I was to a technological victory, however, I pulled back and poured all my resources into research. That's when the Iconians, another galactic power that was technologically inferior to me, declared war. "Fine," I said, and pulled my ships out of orbit and started taking over their planets. Why, though, would he declare war on me when he was in such a bad position? I had my answer when he suddenly started throwing highly advanced spacecraft at me. They weren't enough to stop me, but they chewed up a lot more of my fleet than I could afford.

Then, just as I was about to conquer his homeworld, the Iconian leader sent me a message telling me that, while he knew he couldn't defeat me, he was going to use his last action to spit in my eye -- he was going to surrender to the humans. Suddenly all his planets and ships belonged to the human leader who had doubled the size of his empire in a single turn. My next message was from the human leader who told me to say my prayers because I wasn't long for this world. The humans! They had been everybody's buddy! They had built up a great trade network and were the most peace-loving race in the galaxy. They had also given technology to the Iconians and encouraged them to go to war with me, all to pull me out of position and swoop in for the kill. I found this out because the computer AI sent me a message taunting me for my stupidity in falling for it! The greatest thing about Galactic Civilizations II is that something like that happens every game. I may not have enjoyed being flimflammed by the computer, but that's the kind of immersive gameplay every strategy game player dreams of.

Unfortunately, it's also the kind of situation that Galactic Civilizations II players will have to get used to, at least for a while, because this is not a game that's kind to the newbies. Managing a galactic empire means that a lot of data is going to get gets thrown at the player. There are screens for planetary management, spaceship construction, financial inflows and outflows, trade routes, and there's a huge research tree to monitor, diplomatic relationships to keep an eye on, and a whole host of performance statistics that detail the health of the empire. The deeper the strategic options, the more data that needs to be sorted. This would all be unmanageable if not for the game's excellent, if complicated, interface. Whichever way the player needs to slice the data to determine a course of action, there's a screen where it's available.

The problem is that none of this information is intuitive. Production factors, population morale, and financial bonuses all work together in ways that aren't immediately obvious. The game's manual is available as a .PDF file, which is almost as bad as having no manual at all, and the filmed tutorials are wholly inadequate for pulling a new player into the intricacies of the game. It's very possible in one's initial games to lose because you haven't yet figured out the relationships between planet population, revenue, manufacturing, production, and research. The game's campaign, which in many strategy titles serves as a tutorial, is even worse for learning the game. The campaign is a fun series of specialized maps telling the story of the return of the Dread Lords, but it incorporates a lot of specialized situations not found in the regular game and throws the player against the Dread Lords, a race whose smallest ship makes the Death Star look underpowered.


Yoyoyo! Whatcha doooiiin ^_^
 
MikiDate: Thursday, 2008-06-19, 5:21 PM | Message # 3
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The learning curve is made even tougher by an incredibly good AI that will not give the player an even break. Given how awful the AI is in most games, this almost seems like complaining that the free ice cream is chocolate and not vanilla, but Galactic Civilization II's AI is simply ruthless, even at the lower difficulty levels. According to Stardock, the AI in the game doesn't cheat, it plays the same game the player does, and once the player gets the basics of the game down, the AI opponents provide one of the game's highlights. The AI will taunt you when it thinks it's got you over a barrel, and it will beg, wheedle, lie, and manipulate when it's in a weaker position. The value of this can't be underestimated, but it underscores the desperate need for a tutorial. It's like being taught basketball by Michael Jordan. Even if he plays his "D" game, he's still gonna kick your butt.

Once the player really gets into the game, though, the computer AI provides such a good challenge that it's almost possible to forgive the game for once again not providing multiplayer support. Now there are plenty of good arguments for Stardock not including multiplayer in Galactic Civilizations II. They range from things like the company being able to offer the game at a lower price point to not being able to give the depth of gameplay available in a single-player title. Even if I accept those arguments, it still leaves the fact that this is a title about wheeling and dealing, lying, deceiving, and stabbing your opponents in the back. As good as Galactic Civilizations II is in single-player, it pales next to the possibilities inherent in a multiplayer version of the game.

In the end, though, the lack of multiplayer and the steep learning curve are mere quibbles when placed against the sheer joy of finally getting the best of those damned Humans (or Arceans, or Korx, or Drengin…) after they've kicked you around for a little while. Stardock took a real chance in 2003 when they released an old-school turn-based strategy game, a genre most other game companies have given up on. If that game wasn't perfect, it can be seen in retrospect as a necessary stepping stone to the gameplay wonder that's currently running on my desktop computer. Master of Orion is dead. Long live Galactic Civilizations II!


Yoyoyo! Whatcha doooiiin ^_^
 
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