markusbeutel
NiGHTS
Some early opinions from a modder that spent over 2k hours on Civ V (I know... and yes, it did affect my grades).
1) The AI might as well be placeholders - they're talking heads with no personality. Diplomacy is cut and paste with a few tweaks here and there where the words are changed. It was barely passable by the time BNW world released because the rest of the world was so gorgeous - that game drew you in with its vivid color palettes, eras, themes, etc.
This game is dark, drab, cluttered, obtuse... I realize that this is kind of an ode to Alpha Centauri - but Alpha Centauri was released over 15 years ago. A callback to Alpha Centauri's diplomacy would have been a more welcome inclusion...
2) The Tech Web and the UI. What happened here? Who thought those icons were a good idea? Why is this thing so cluttered with multiple layers? By far the most user-unfriendly tech tree and UI I've ever encountered in a 4X game.
Having completely redesigned the tech tree in Nights, I know first-hand how AWFUL the AI is maneuvering an intelligent path through Civ V's tech tree - yet in that game, this lack of focus was somewhat mitigated by having all techs funnel you in more or less the same direction.
Not possible in Beyond Earth - there's no chance the AI can navigate this thing with any kind of competency. Basically, there's too many systems overlapping with each other, and the AI doesn't know how to play any of them competently. Combat AI is bad enough, all of these additional mechanics and confusing victory conditions paired with a less than helpful civlopedia (at least he lore is good), does not make for a satisfying AI experience - it's like teaching my parents how to code when they don't even know how to turn on the computer.
3) This feels like a mod. Maybe it's just my aversion to the dreary colors used for the terrain, but to me at least, the game's graphics are sub par compared to Civ V. Furthermore, go through the XML and LUA, and tons of it is untouched. These are all the same systems, the same mechanics, dressed up as 'energy' and 'health', etc. What bothers me the most, though, is that issues/bugs from V, even ones that were mitigated by the time BNW was released, are back. Again, maybe it's just me, but I'd have preferred a complete overhaul of combat AI in lieu of the gobs of cash thrown at all of the admittedly impressive cinematics...
Game's a solid 4/10 right now - first Civ game I've been able to put down this easily. While I wasn't a fan of Civ V when it first came out, I at least saw its potential, and was motivated to mod the changes I was looking for. That's not going to happen with this game, there's just too much that needs to be overhauled for it to have any legs whatsoever. I'd be curious to know whether or not the new lead designers were hardcore Civ players in the past, because I'm not feeling that same passion from a design standpoint that I got from Soren and Jon...
Just my opinions. Will keep playing the game over the next couple of days - maybe I'll change my mind on some of these thoughts and impressions.
1) The AI might as well be placeholders - they're talking heads with no personality. Diplomacy is cut and paste with a few tweaks here and there where the words are changed. It was barely passable by the time BNW world released because the rest of the world was so gorgeous - that game drew you in with its vivid color palettes, eras, themes, etc.
This game is dark, drab, cluttered, obtuse... I realize that this is kind of an ode to Alpha Centauri - but Alpha Centauri was released over 15 years ago. A callback to Alpha Centauri's diplomacy would have been a more welcome inclusion...
2) The Tech Web and the UI. What happened here? Who thought those icons were a good idea? Why is this thing so cluttered with multiple layers? By far the most user-unfriendly tech tree and UI I've ever encountered in a 4X game.
Having completely redesigned the tech tree in Nights, I know first-hand how AWFUL the AI is maneuvering an intelligent path through Civ V's tech tree - yet in that game, this lack of focus was somewhat mitigated by having all techs funnel you in more or less the same direction.
Not possible in Beyond Earth - there's no chance the AI can navigate this thing with any kind of competency. Basically, there's too many systems overlapping with each other, and the AI doesn't know how to play any of them competently. Combat AI is bad enough, all of these additional mechanics and confusing victory conditions paired with a less than helpful civlopedia (at least he lore is good), does not make for a satisfying AI experience - it's like teaching my parents how to code when they don't even know how to turn on the computer.
3) This feels like a mod. Maybe it's just my aversion to the dreary colors used for the terrain, but to me at least, the game's graphics are sub par compared to Civ V. Furthermore, go through the XML and LUA, and tons of it is untouched. These are all the same systems, the same mechanics, dressed up as 'energy' and 'health', etc. What bothers me the most, though, is that issues/bugs from V, even ones that were mitigated by the time BNW was released, are back. Again, maybe it's just me, but I'd have preferred a complete overhaul of combat AI in lieu of the gobs of cash thrown at all of the admittedly impressive cinematics...
Game's a solid 4/10 right now - first Civ game I've been able to put down this easily. While I wasn't a fan of Civ V when it first came out, I at least saw its potential, and was motivated to mod the changes I was looking for. That's not going to happen with this game, there's just too much that needs to be overhauled for it to have any legs whatsoever. I'd be curious to know whether or not the new lead designers were hardcore Civ players in the past, because I'm not feeling that same passion from a design standpoint that I got from Soren and Jon...
Just my opinions. Will keep playing the game over the next couple of days - maybe I'll change my mind on some of these thoughts and impressions.