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Showing posts with label Stellaris. Show all posts
Showing posts with label Stellaris. Show all posts

Sunday, 15 May 2016

Double Strategy Review: Stellaris & Offworld Trading Company (First Half)

Double Review: Offworld Trading Company, and Stellaris (Part 1)



2016 is shaping up to be something of a renaissance for the strategy genre, with XCOM 2, Offworld Trading Company, and Stellaris already out and the king of the genre - Civilization announcing its next iteration for the end of the year. It’s delightful to see many different minds in the genre delivering unique titles that look worthy to stand the test of time.

Of the two new releases, Offworld Trading Company and Stellaris, the former is easier to explain and so I’ll begin my review with it.

A view of the commodities on sale on the left, the rivals' stocks on the right, and the black market in the bottom right corner. The tutorials do a great job explaining it all

Offworld Trading Company is easily the best capitalism simulator I’ve played till date. It captures the raw essence of competition, and is a love letter to the terrifying power of compound interest and accumulation. Through intelligent (and bloodless) competition, you work to nudge out (and ultimately buy out) your competitors through capturing and commanding the Martian economy.
Games follow a distinct rhythm, an opening land rush gambit to capture the best resource spots for yourself, a hectic building up of industry that determines what products you want to sell to succeed (while dealing with interference from the competition), and a late game frenzy to buy out the competition while fending off hostile bids on your own business. The bigger you get, the bigger you can get; having more resources means you can capture key resources ahead of your opponent, and eventually there comes a point where it’s an exercise in futility to compete with an opponent who played their cards right, where the gap between your economy and theirs cannot be bridged. That’s that hard part of capitalism. On the other hand, seeing a plan come together and being in a position to dominate the market is a unique high, this is a game that makes you feel smart when you succeed.
The rough part of capitalism comes in the form of a ‘black market’ where players can buy one-use abilities that technically involve non-price competition and give your team one time advantages, or stymie the opposition (options include inviting pirates to shoot down their transports, or perhaps inciting a strike at their factories, or better yet, a mutiny). The cost of each of these abilities increases every time any player on the map buys one, which means that as games get longer those who can’t afford to fight back commercially will not be able to afford sneaky tricks either due to inflation. Goes to prove that you can cheat to win, till you can’t afford to pay the piper. If you take the moral high road and don’t use underhanded tactics against the opposition, they’re less likely to target you, until the moment you start getting ahead. At higher difficulties, I doubt it’s practically sane to play all clean (those who disagree haven’t had their patent office mutiny just before they were about to finish patenting teleportation) (Also, this is why we need disincentives to be stringently enforced to penalize crime and promote fairness – to prevent a descent into chaos).
The campaign mode makes you think very seriously about what area to expand business to: who are your opponents, what are the unique features of the area, which country owns the site, do you have the technology you need to succeed? Everything is a tradeoff
Every action has a reaction, expanding your Base gives you more land but increases your food and water requirements, selling too much of a commodity reduces its price (hence the need to diversify), building a launch pad makes you a target of sabotage and explosives, and so on. The game succeeds in portraying every decision as part of a larger whole.
The titular off-world trading comes in the form of an end game building - the launch pad - from where you can send rockets carrying your goods to off planet colonies, where the prices for those goods are far higher, and not linked to the price on Mars. The hard earned happiness after a spike of funds from a rocket launch (think boat shipments from Tropico) is the fun part of capitalism.
A successful buyout of the competition

The post game helps understand what works and what doesn't

It's not easy to stay ahead in this market

You can make out exactly where the competition lost all chance of winning

Offworld Trading Company launched through Early Access and is the better for it - the polish shows in the smoothness of the design. The game has a very welcoming and well-paced tutorial, skirmish modes, co-op modes, and a lovely campaign mode which expands on the core dynamics through linking 7 maps with carry over progression (a good performance on one map makes the next ones easier and vice versa). The campaign’s final level, where the four strongest companies fight it out for a monopoly on Mars feels like a perfect conclusion to days of commercial rivalry, and I strongly recommend the experience.

Each character has a personality which adds color to the game

Due to the nature of how losses magnify faster than gains, at times it’s just better to restart, and this is a cause for serious frustration when your gambits fail and you know there’s pretty much no way to fight back. In game terms, this means that this game will lead to rage-induced quitting. That said, the game is highly replayable and does what it sets out to do extraordinarily well – give you the feeling of being a bloodthirsty capitalist, and seeing corporate heads roll. Changing the setting from Mars to Earth in 1910 (Offworld rockets replaced with freight ships) would not change the experience one bit, and that is a testament to good, focused design.

Like Civilization V, the experience gets better and more enjoyable as you get better (and start figuring out what works and what doesn’t, hint: never be energy negative), when you challenge yourself to higher difficulties (there’s a whole spectrum), and the fights become more lively. This one’s a keeper.

>Stellaris review and wrap up in Part 2

Double Review: Offworld Trading Company, and Stellaris (Second Half)

Double Review: Offworld Trading Company, and Stellaris (Part 2)

A battle over a Ringworld


Stellaris channels the spirit of exploration and randomness, it bravely throws open the doors to a giant galaxy, with 1000 star systems and over a dozen initial space empires being a MEDIUM game map. Alien races and anomalies are procedurally generated, and each playthrough is distinctly unique from an interplay of your starting choices (species, home planet, form of government, weapon preference, space travel method, and more), and where you start (edge of galaxy vs middle, in the middle of an armada of enemies or relatively unoccupied space).

Your choice of traits defines which forms of government your people can choose from
A 1000 planet medium sized map
As a new series from Paradox Interactive, seasoned masters of the grand-strategy genre, Stellaris marries Paradox’s meticulous approach to multi-layered simulations from its flagship Europa Universalis and Crusader Kings series with real-time 4X gameplay to make the hybrid that is Stellaris. Thankfully, due to the nature of this hybrid, Stellaris is a lot more accessible to newcomers than the earlier mentioned offerings, to the extent that I felt familiar with what I was doing around six hours in (though I’m still uncovering new systems I’d overlooked 20 hours later). Believe me when I say that this accessibility is a major achievement for the studio.
How you can react to other races is dependent on your traits
As for the game’s rhythm: you start out from a single planet of sentients beginning to explore the galaxy and send out science vessels to map out nearby space, occasionally encountering a random anomaly which can be researched for growth benefits and also some exceptional writing. You expand your empire through colonizing new worlds (and spinning them off into independent territories which you do not need to manage directly), fighting wars of conquest, researching new technology, and forming uneasy alliances with your galactic neighbors. In the end game, one of three different galactic catastrophes strikes (Zerg swarms / Intergalactic Invasion / Sentient AI Rebellion), which cannot be negotiated with (only fought). This last minute throwing down the gauntlet and testing the strength of the empire you’ve built makes for a thrilling conclusion (do not take this challenge lightly, defeat is very possible). A typical game easily spans upwards of 15 hours.


Highly Militaristic nations can decide to shout down the 'Zerg'
 If there’s one thing Stellaris nails, it’s role-playing at scale. The conversation choices, science options, and responses to random events are tailored to your empire. A militaristic nation will be able to tell the Zerg to go back to whatever galaxy they came from, where all others stay quiet. You can encounter Russell’s Teapot in the game as a random event, and researching it gives Spiritual races the confidence that their beliefs are correct (there is a god), while materialistic races are unable to understand anything from examining the teapot and use the time spent examining it to understand society better (they cannot comprehend a god, so work at making society better). There’s also a good deal of sci-fi homages, with ring worlds (Halo), Hyperlanes (just waiting for a Mass Effect conversion), multiple fundamentally different travel technologies, and a look at various issues in space- slavery, sentience, genetic modification, psyonics, governments and elections, aging - all within the game’s systems.

The choice of FTL technology significantly changes the play experience
Unfortunately, diplomatic options are limited and this restricts most of your interactions with other nations to armed conflict. The combat engine in the game is simplistic (perhaps intentionally to allow real time management at scale), and does not allow prioritized targeting during battles, the only choice you have is to call the retreat if required. An over reliance on the violence of action is a current shortcoming with the base game, especially given that combat does not feel intuitive, and the only useful guideline is to send in stronger fleets with a variety of ship sizes. The UI also stumbles at time to carry the immense weight of the number of systems to manage (leader, colonies, sectors, species, and many, many more), though it’s much simpler and more accessible than other Paradox works. Tech trees are slightly confusing, and there’s no fleshed out overarching galactic council or spying. I wholeheartedly expect to see fixes to many of these issues over the next two years between the mods and in-house DLC. It is a great game, edging towards exceptionality, and will cross that threshold with DLC, like most Civilization games before it.

One version of how the Pyramids came to be, can happen while uplifting a less developed race to space faring status
To summarize, Stellaris brings grand-strategy to space in a meaningful way that is approachable to enthusiasts without being oversimplified for experts. Buy it now for a great platform, or later when DLC is out to get a better fleshed out experience.

Space warfare against the Zerg, I mean Protheryn

Wrap Up

Comparing Offworld and Stellaris, both are excellent strategy games but with radically different scopes. Offworld is far more approachable, where Stellaris is far more robust. Offworld does what it sets out to do exceedingly well, while Stellaris will achieve far more than its designers intentionally planned (as with Civilization IV and V before it). Stellaris demands long stretches of your time, while Offworld is highly enjoyable in bursts. If you’re on a limited budget, this article should have nudged you one way or the other, personally I’d say both are meaningful additions to a strategy gamer’s stable and both push the envelope further for the genre.

Games purchased on Steam, playtime OWTC: 10 hours, Stellaris 20 hours