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#Firaxis
nomorepixels · 6 months
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Sid Meier's SimGolf
©️ Firaxis / Maxis 2002
Image sourced from archive.org Imagine a different timeline where a HD remaster of this masterclass of game design by Will Wright and Sid Meier exists.
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theintrovertgamer · 1 year
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It's Morbin time!
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illyanarasputinfan · 1 year
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Marvel’s Midnight Suns (2022) Firaxis Games
Magik Cards
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moonbasetycho · 6 months
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radinagames2020 · 1 year
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Marvel's Midnight Suns
Rating: 4/5. Loved the writing and the stratgey game. Game had some bugs though, and I'd probably enjoy it more if I was a true marvel-head.
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Gonna drop a short writeup here about a game that's probably very easy to find info and reviews about. Because unlike my usual fare, this isn't some tiny indie, but a AAA game attached to a huge franchise. It took me almost 85 hours to complete (although I did basically 100% it) - but I didn't mind because I really liked it!
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The game is half a strategy game, and half an rpg type game where you make friends and explore the Abbey grounds solving mysteries. I really enjoyed both aspects. The combo of turn based strategy and deckbuilding was a big win for me, and I feel like it's going to have somewhat ruined non-deckbuilding TBS games for me now! Every aspect of the fights was super well done, from the balance of the cards + environmental effects, to the animations, and even to fun splash-screens that big attacks get you. The engine is used for so many different types of battles and subgoals that it never really got old, even when I was grinding to get my last hero to maximum friendship (which I assume most players won't do).
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I also really liked the exploration side of the game, chatting with characters and learning about Hunter's past. This game has SO much content - I can't believe that after 80 hours I was still encountering brand new conversations. The voice acting is wonderful and the writing left me chuckling - what can I say, I enjoy Marvel's quippy style. Not all the writing was perfect, but in 80+ hours of it, I can't complain. I also liked the story, and although the ending was a bit abrupt, it made sense and felt earned. And I loved the Abbey grounds - they were super beautiful, and wandering around them was lovely.
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(Dr. Strange was my favorite character by the end)
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The only reason I'm not giving this game 5 stars is just because, while I really enjoyed it, I can't say it's in my top favorite games. I'm just not a huge marvel fan, and would probably have enjoyed this more if it was disconnected from that franchise. It also had a fair share of bugs, from rendering people in weird places to straight up crashing and losing progress when trying to upgrade cards. For the price (and the size of the studio making it), I expected better performance. But it's still a fun game that I thoroughly enjoyed!
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kawakona · 1 year
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Chosen Quotes Masterlist (again)
Warlock 
Assassin
Hunter
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thefreecheese · 2 months
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The Free Cheese Episode 543: Civilization VI
This week on The Free Cheese, who will rule the world? First, we do some homework. Then, we try to take over the globe. Civilization VI marks our first 4X entry on The List and gives us the opportunity to learn from our mistakes as we play. We share our tips for getting started in a Civilization game and stories about some of the victories and losses we endured. Reviews Joe I find myself…
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britesparc · 3 months
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Weekend Top Ten #621
Top Ten Things I’d Like from the Next Civilization Game
So I think I’ve concluded my reminiscing for the time being, and now I can start just plucking ideas for lists from the ether instead. Back to business as usual, fun-fans!
This is a list that I’ve been planning to do for a little while, pushing it back from a pre-Christmas slot to, well, now. And yet somehow it’s become rather more timely and prescient thanks to our good friends at Microsoft.
So, Sid Meier’s Civilization VI has got to be one of my favourite games of all time. I say “got to” because it’s quite possible I’ve played it more than anything else in the world; certainly more than any game in the last twenty years. Maybe, just maybe, I spent more time with Lemmings 2: The Tribes or Duke Nukem 3D or Command & Conquer: Red Alert; but, y’know what, probably not. Between the Steam and Xbox releases I reckon I’ve clocked up close to two thousand hours playing this damn game, and I agree that’s slightly worrisome. As such – and because I’ve played, to a greater or lesser extent, every Civ game that came before as well as quite a few spin-offs or reinterpretations of the format – I’ve got quite a lot of ideas and opinions about what works well, what works less so, and what I’d like to see from a brand new Civ title.
Considering Civ VI came out in 2017, and they’ve released about two dozen expansions for it since then, I do think we’re getting very close to an announcement of Civ VII. If I had to put money on it I’d say the game will actually be announced this year for a 2025 (or very early 2026) release. As such, I did want to get ahead of the curve, so to speak, by doing this list; the things I really want out of a new Civ. I’ve tried to be quietly realistic, here, by suggesting new features or tweaks or gameplay modes, rather than reinventing the wheel (literally or figuratively) and wishing for something that wasn’t really a Civ game.
And like I say, all this is rather timely, because we’ve recently been given an extended look at Ara: History Untold, the Civ­-inspired 4X game from Microsoft that’s coming to PC later this year (and, I imagine, Xbox consoles next year). As a huge Civ fan, I’m really intrigued by new takes on the classic formula; what a brand new game can do that wouldn’t really be possible in Civ without breaking what people love about the formula. Here we see civilisations growing and evolving on what appears to be a dynamic, living world, coping with the natural world. We’re promised a bit more dynamism; they’re calling it an “alternate history” game, so I hope that means you can develop steam-powered rockets like some kind of steampunk Tony Stark, but I imagine it won’t go quite that far. All the same, it’s interesting to see what new wrinkles they’re going to explore within a relatively similar framework. I do worry, however, that however good it is I’ll just bounce off it, like I did with the broadly similar Humankind recently, just because it’s not quite enough like Civ.
Anyway, with one eye on the competition, here, then, are my Top Ten things I’d like to see them do in the next proper Civ title. Your turn!
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Better interface: generally speaking I think Civ VI is about as user-friendly as the series has been – although I do miss a little bit the days when it ran in a window. However, it can still be fiddly to keep track of everything. I think refining the controls around people also using keyboard commands or even a touch screen would be great; let us use arrow keys to navigate, make shortcuts more accessible, use contrasting colours the menus, and make it play well with a controller, too. I’m going to extend this to making sure that every bit of info you’re presented with – each turn’s new events – can be easily zoomed to and dealt with, more options automated and commands stacked.
Better diplomacy: the different leaders are always a highlight in Civ and their design and animation in Civ VI is terrific. But dealing with them is a complicated, often arbitrary muddle. Streamline this whole interface; make it very clear who’s who, what’s on the table, and what you want in return. Allow the creation of different types of alliance; I want to get dragged into a war because I’m friends with Nigeria, or something! Maybe create different dialogue options or “stances” you can adopt; I used to like the way you could force a war by constantly threatening or demanding things from other leaders.
Better religion: religion is quite a big topic in Civ games. I like the way it divorces any aspect of religion from the name or symbol of the faith; and also how your national identity can become attached to that religion. But it’s not very nuanced, and it makes less sense in the later stages of the game. Perhaps they should dispense with real-world religious references altogether, and have you begin the game by choosing to worship different pagan deities, with some kind of associated benefit? You want your cities to grow, so you worship a fertility god; you want to churn out troops so you worship a god of war. You could choose to become monotheistic, and eventually have no religion. Certainly it’d make more sense than having opposing clerics going to war in the year 2050.
More control over Great People and Great Works: the method for generating Great People organically – the more scientific buildings you build the more points you get towards a Great Scientist – makes sense. But I think they should give you more control; perhaps generating a Great Person is sort of like a project you undertake. Or perhaps their bonuses are less random; maybe they can all do certain tasks, like furthering research or aiding construction or spreading culture. The same with the Great Works, where it all just feels so random; you get points for having a museum with matching works of art, but it’s pot luck, and excavating archaeological sites is even worse. I’d love it if you could commission specific works, and trade them more readily; it’d be great if you became known for classical music or pottery or – yes – movies and TV, because I think they should allow that too.
False flags: because the penalties for starting a war can be so great, there should be more options for trying to be sneaky about it. You should be able to bribe or hire third parties – barbarians? City states? Rival civs? – to go to war on your behalf. You should be able to have small-scale defensive skirmishes without a full-blown war. But most of all I think you should be able, with a spy, to create a false pretext for war. This could be an attack on an ally’s territory or even – easier but costlier – an attack on your own civilization. This would allow you to wage war without reputational harm… unless your deception is discovered.
Individual social policies: I’ve already said how religion could be more nuanced, and so could the social or political aspects. At the moment you select individual forms of government that have associated benefits or negatives, but I think you should be able to structure your civilisation more intricately. For instance, you could dictate that you had no death penalty, or that your citizens had the right to bear arms, or you had free religion or you wouldn’t burn fossil fuel or… you get the picture. This way you build up your own form of government that reflects your idealised nation.
Sci-fi endgame: for years – decades, really – one of the big bugbears of Civ has been how the game eventually ossifies into just managing what you’ve got. Once all the exploration is out of the way there’s not much to do. So how about allowing you to construct underwater cities? Or build space stations? Basically, add about another hundred years’ worth of advancements so the end of the game feels like there’s still exploration and construction to do. And maybe give us more fantastical units, like space fighters or something.
Improve transport networks: one thing that I think is unnecessarily complicated in Civ VI is how you create transport networks and trade routes. I don’t mind you needing units to build them, but I think you should just be able to select two points and have them construct a route in between. Quite often you’re sending out traders just to build a road; I say separate the trading and the route-building. Having “shipping lanes” that can be intercepted by hostile forces is quite a nice touch; but maybe they can be generated by trading directly with other civilisations? Also, once you build airports I think you should be able to fly to other airports – including in other civs – with massive ease, making trade simpler and quicker (but worse for the environment!).
More options for districts: one big thing I hope they don’t do away with is having districts separate from cities. Not only does it look cool as you get this sort of urban sprawl, but it allows you to micromanage these separate areas. I think they should expand on this. Cultural districts should allow for the creation of “cultural assets” like works of art; scientific districts could instigate specific research projects. Perhaps different districts in different cities could specialise? Military districts have the option of defending your territory and bombarding enemies; I also think airports could be equipped with anti-aircraft defences, and seaports with the ability to bombard approaching vessels. Basically, go deep on districts and give us lots of cool options.
Tweak barbarians and city states: barbarians have always been one of the most game-y elements of Civ, and one that gets increasingly problematic. The imperial undertones of the game are made worse by having these little camps still popping up late in the game, sending forth red-hued baddies to harass you. I’m not keen on turning them into entire city states like you can in Civ VI; but maybe that’s because I’m not keen on city states in general. Large independent cities that can give good bonuses if befriended, I tend to find they just get in the way. Maybe part of the game could be trying to entice them to join your empire? Maybe a peaceful resolution to barbarians could be to get them to disband voluntarily? Or allow them to live as independent units – or even an independent city – within your borders? I’d love to see little tweaks like this, rather than still have raging baddies or massive cities stopping you getting access to resources.
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grayrazor · 9 months
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I’d live it if they made a new game like the 2004 Pirates game, but expanded the scope. Have a map with the entire world, let you start in the Caribbean, Mediterranean, Indian Ocean, or South China Sea. Maybe let multiple ships participate in battles, give capturing ships a purpose other than more space to haul loot.
Don’t go too ambitious though. Trying to make it a whole seamless open world would probably be a slog at best, and a jankfest at worst.
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xtremeservers · 11 months
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Firaxis Games - the developer behind ... https://www.xtremeservers.com/blog/xcom-and-civilization-developer-firaxis-lays-off-around-30-employees/?feed_id=75587&_unique_id=6477d2c7d06f0&XCOM%20and%20Civilization%20developer%20Firaxis%20lays%20off%20around%2030%20employees
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wolfleblack · 1 year
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Marvel's Midnight Suns Review - Marvel's Poker
Of all the things I imagined Firaxis doing, mostly involving getting on with XCOM 3, there was never a point where I considered them getting their hands on the Marvel license and making a turn-based tactics game involving the Midnight Suns, cards and attending a weekly book club meeting with Blade where you end up discussing a Kree book outlining their military doctrine. And yet here we are.…
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theintrovertgamer · 1 year
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Morbin Time 2! The greatest Morbs to ever Morb!
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illyanarasputinfan · 2 years
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Midnight Suns “Magik” Cosplay by Florencia Sofen
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pixelatedaudio · 1 year
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PC Music with WASD – PA171
PC Music with WASD – PA171
Following up our last show on CANYON.MID, we’re joined by the artist that closed out the show, Austin Green. Austin is a guitarist and leader of the band WASD. We’re going all in on PC game music today with a mix of Austin’s favorites as well as PC game music covers from his recently released album Escape. For more info about Austin and WASD, check out the following links: Linktree |…
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savingcontent · 1 year
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Marvel's Midnight Suns Review
Marvel’s Midnight Suns Review
Relationships are important to have and maintain. They take a lot of work from all parties for it to be successful, whether it’s between friends or something romantic. Which is the exact reason I don’t want to have to cultivate and juggle all of them in Marvel’s Midnight Suns in order to maximize party potency. It’s a game that I wholeheartedly enjoy the combat for, but everything that exists…
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heronetworkgg · 1 year
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Marvel’s Midnight Suns ha presentado un nuevo tráiler del último personaje revelado, Hulk
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Recientemente fue estrenado un proyecto que Firaxis había estado promocionando desde hace muchos meses cada tanto, se trata de Marvel’s Midnight Suns y ha tenido cierta buena recepción. Ciertamente no ha sido el exitazo que muy seguramente se esperaba que fuese, sin embargo, ha tenido una gran recepción por parte de los jugadores. Antes de […]
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